|| NIGHT 043
As the night falls anyone in the first house will hear the sound of footstep on the stairs to the second floor of the First House, and a steady tap tap as though someone draws something along the railing.
Whoever it is never properly appears, but anyone who goes up and down these stairs will feel for the briefest moment that they are falling and find themselves at the top or bottom with no memory of arriving there.
Anyone who does this, however, will spend the rest of the night hearing footsteps behind them.
They are soft, and never so close that they might be able to touch the person following them. But they are persistent. The only place they do not seem to follow is the Seedy Bar.
The girl Rose and her guardian, Grant, have moved from the Kitchen to the Study, the child is sleeping peacefully next to the man, but he seems entirely unready to settle, eyes always shifting to the doors as though he expects something to happen. He is restless, and any attempts at conversation are grudging at best but he remains human and, at least seemingly, safe.
The moon shines brightly tonight and is surrounded by a thin, pale halo. There’s not a single cloud in the sky and this makes the shadows grow tall and thin.
The trees in the Orchard are ripe with fruit and lean subtly towards the ground under their weight. Glass dogs chase each other under the rows and rows of trees, darting in and out of the shadows, moonlight on occasion catching in subtle flashes in their fur and quills. The ground is chilly where they’ve stepped, frosty paw prints littering the paths.
Howls are frequently heard when they gather and sing their praises to the sky.
The Feral deer are far less playful and it seems like tension is running high within the herd. Whatever is cause for the unrest, the large animals are in the air more often than not, swooping down towards prey as soon as they spot it and flying some indiscernible patterns in the air when there’s nothing to hunt. A dead deer lies in the Courtyard, but there’s no way to determine what might have killed it.
The Wraiths are out in full force during the night, their eerie, quiet forms almost drifting with the cold night air outside the houses. The moonlight seeks its way partially through them, barely leaving a shadow; it’s as if they’re hardly even there, and yet they’re impossible to miss and even harder to get away from if you’re foolish enough to travel alone.
Also throughout the houses, the Hellhounds roam. They are quick to appear to any scenes of violence, pursuing anyone bleeding relentlessly. Moreover, they seem exceptionally suspicious of the guests, often appearing following guests that wander the halls; they will growl and snap at anyone who tries to approach them while they are tailing the guests, and those making sudden movements, or attempting to flee or fight, while they are present will likely find themselves attacked.
Throughout each of the houses, faint shadowy impressions can be found. Someone being gutted in the kitchen; someone's skull being bashed open in the hallway; someone being eviscerated by one of the deer in the courtyard. These silhouettes are just distinct enough to discern what is happening, details unclear, but any efforts to touch them reveals nothing but cold air and the faintest sense of resistance-- something not quite there. Anyone who touches one will find themselves feeling not-quite-there themselves for the rest of the night, a strange sensation like floating, never quite touching the ground.
Passing by any mirror brings the distinct feeling that someone is watching; as long as a guest isn't looking directly at the mirrors, they may catch glimpses of a figure watching them, but the apparition vanishes as soon as they attempt to look directly at it.
The Broken Woman haunts the stairs that lead to the Attic, her body twisted and gruesomely shattered, clearly no longer meant to be animated, but somehow still forcing her body to move. She seems particularly irritated with the men tonight and can often be heard snarling "you!" before she attempts to throw someone down the stairs to their doom.
The Art Enthusiast haunts the Gallery below her, and seems particularly perturbed by her presence. He himself is dangerous, though only to those who draw too near; he offers a weak smile to any who stay far enough away, but it becomes twisted into grief should they come closer.
In the Ballroom flickers of colour and snatches of music waft through the air, the shapes remain indistinct, never quite resolving themselves into anything more than phantoms. The music ranges from stately waltzes to more upbeat, modern tunes. A whirl of fragrances tantalizes the senses.
The Hospital Wing seems unusually bright tonight, and the nurse works quickly and quietly at her desk. The Doctor is in his office, though seeing him will require booking an appointment with the nurse.
The loom moves in the Weavers Bedroom the steady click of it filling the hall outside. The pattern has changed completely to a rather pastoral piece of a white dog standing on a hilltop looking at the sky. Above the hill hang four moons, one so harshly red it seems to bleed into the fabric around it. Though the loom moves constantly, of the weaver there is no sign.
A close look at the steadily unfolding design might reveal the forms of you children sitting on the grass around the dog, looking at the sky.
Something is happening with the wheel in the Pottery Room, a lump of clay sits in the center, through it is grotesque and misshapen and could not be named as a particular thing. It spins constantly, the clay fanning out as though someone has set hands on it, and then crumpling into a ball again as though they did not like their work.
In the Glass Blowers Room the kiln seems to be in proper working order.
The third house might prove difficult to navigate during the onset of the night as Wallcrawlers have crowded the Red Hallway, far more of them than is usual. Very vicious and high strung, they’re easily provoked by anyone attempting to pass through and although they can be frequently seen attacking each other – often very ferociously and with a strange sense of urgency - they appear to cooperate when it comes to mobbing the unsuspecting.
Although not as on-edge as that particular pack, more Wallcrawlers can be found in any hallway.
There’s a Siren trapped in the Birdcage Room, sitting inside a big cage in the center of it. Her wings are held close to her body and her posture appears quite vulnerable that way as she waits for somebody to help. She starts singing softly to anybody who enters, beckoning them towards her and urging them to help her escape, coming forwards to touch their face through the cold iron bars, eyes pleading and longing. The cage is locked, however. Those who fail to open it die by her hands, but she has sweet little promises for those who believe they can save her.
Any body of water hit by the moonlight appears to glow. The Lake and the Hot springs are as calm as mirrors. The water is shining with reflected light, illuminating the immediate vicinity.
The pool appears to be boiling, the water roiling with extreme heat.
The Drowned Woman sits in front of the Lake, staring deeply into its depths. She seems almost hypnotized by the view, cloudy eyes fixated. She seems somehow more intact than normal tonight, the skin peeling off of her limbs less rotted, less of her hair falling out in chunks. She smiles slightly, rotten teeth turned into a grin. She is not harmless, however-- her touch is still deadly, though she seems less quick to claw her victims down to a watery grave.
The Seedy Bar is safe tonight.
|| THREAT DOWN
First House
 1. Front Door 2. Entry Way 3. Coat Closet 4. Parlor 5. Formal Dining Room 6. Blue Kitchen 7. Doll Bathroom 8. East Hallway 9. Library 10. Study 11. Dawn Room 12. Closed Closet 13. Nursery 14. Dollhouse Room 15. Dollhouse 16. The Crack In The Wall 17. Maid Hallway 18. Clean Bedroom 19. Dirty Bedroom 20. Closet Room 21. Smoke Room 22. Yellow Bedroom 23. Vanity Room 24. Ivory Bathroom 25. Door to Basement 26. Supply Closet 27. Ballroom 28. Oak Hallway 29. Locked Door 30. Theater 31. Backstage 32. Locked Door 33. Music Room 34. Pool Room 35. Locker Room 36. Spa 37. Sauna
 1. Hallway 2. Student Bedroom 3. Student Closet 4. Mirror Bedroom 5. Journey Bedroom 6. Fairy Bedroom 7. Red Bedroom 8. Mask Bedroom 9. Trophy Room 10. Gallery 11. Observatory 12. Sewing Room 13. Glass Bathroom 14. Perfume Bedroom 15. Library 16. Cherry Hallway 17. Thin Bedroom 18. Dark Bedroom 19. Light Bedroom 20. Loft Bedroom 21. Ink Bedroom 22. Mosaic Bedroom 23. Day Room 24. Narrow Hallway 25. Store Room 26. Open Bathroom 27. Blind Bedroom 28. Door To Floating Hallway 29. Corkscrew Stair
 1. Main Room 2. Green Room 3. Half Bath 4. Small Kitchen 5. Garden Closet 6. Empty Hall 7. Radio Room 8. Carpenters Room 9. Painter’s Room 10. Shared Bath 11. Glass Blowers Room 12. Tapestry Bedroom 13. Dollmaker's Workshop 14. Pottery Room
 1. Basement 2. Dirt Hallway 3. Waiting Room 4. Doctor's Office 5. Supply Closet 6. Recovery Ward 7-11. Examination Rooms 12. Treatment Room 13. Surgery Room 14. Ward 15. Morgue
Second House
 1. Straight Hall 2. Public Restroom 3. Glass Half Empty 4. Fake Bedroom 5. Model Bedroom 6. Locked Door 7. Viewing Bedroom 8. Memory Bedroom 9. Photography Bedroom 10. Dark Room 11. Shelter Bedroom
 1. Stairwell Room 2. Wallpapered Parlor 3. The Open Door 4. Plain Kitchen 5. Pantry 6. Dining Room 7. Hallway 8. Half Sized Bath 9. The Blank Library 10. ??? Room 11. Open Hall 12. Rose Garden 13. Chapel Courtyard 14. Priest's Room 15. Priest's Bedroom 16. Hallway 17. Locked Door 18. Rough Kitchen 19. Junior Dormitory 20. Bell Tower 21. Courtyard
Third House
 1. Wind Tunnel Hallway 2. The Front Door 3. Sitting Room 4. Leather Study 5. Gentlemen's Lounge 6. Diamond Dining Room 7. Professional Kitchen 8. Stable 9. Locked Door 10. Orchard 11. Hanging Tree 12. Hot Springs 13. Locked Door
 1. Red Hallway 2. Herbal Bedroom 3. Costumed Room 4. Bell Bathroom 5. Locked Door 6. Playboy Bedroom 7. Statuary Bedroom 8. Candy Store 9. Stalker Room 10. Satin Room 11. Scented Bathroom 12. Birdcage Room 13. Hedonist Room 14. Carved Parlor 15. Silk Room 16. Get Away Cabin 17. Vanity Bathroom 18. Velvet Bedroom 19. Wax Bedroom 20. Husk Bedroom
Fourth House
 1. Hanging Hall 2. The Slaughterhouse 3. Meat Freezer 4. Cheese Room 5. Salt Room 6. Preserved Storage 7. Fresh Storage 8. Hallway 9. Distillery 10. Humidor 11. Cramped Stairs 12. Hook Hallway 13. Smoke House 14. Drying Shed 15. Hot House 16. Lift
 1. Tea Room 2. Cafeteria 3. Entrance Hall 4. Courtyard 5. Bakery 6. Patisserie 7. Overstuffed Kitchen 8. Ladies' Room 9. Mis-sized Dining Room 10. Men's Room 11. Servant's Kitchen 12. Unidentified Restroom 13. Empty Kitchen 14. Opium Den 15. Seedy Bar
 1. Checked Hall 2. Wine Room 3. Green Bedroom 4. Soft Bedroom 5. Carnivore Bedroom 6. Herbivore Bedroom 7. Sweet Bedroom 8. Chamber of Purification 9. Nasty Bathroom 10. Horrific Hotel Room 11. Locked Door
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