allthekeys: (Default)
allthekeys ([personal profile] allthekeys) wrote2015-05-09 12:00 am
Entry tags:

Night 044

|| THREAT DOWN
|| NIGHT 044

The chimes of the clock come slowly and languidly, as if in a dream. The sounds drift over the houseguests before they begin to fade to almost nothing. It quickly becomes clear, however, that it is not that the sound is fading away, but that the houseguests are. They drift painlessly into unconsciousness. Darkness embraces them.

They feel a woman's hands on their arms, though there is no vision to accompany the certainty that that is what is happening. She grips their arms, feels for the crooks of their elbows. Squeezes, presses gently, coaxes a vein to the surface.

"This won't hurt a bit," she promises, a smile in her voice.

There is a sudden moment of overwhelming certainty that she is lying.

And then they wake.

As they rise, they will catch a glimpse of Lyhn wandering the houses. He cradles the Lantern to him, the cracked beacon bleeding light into the darkness. His steps are carefully measured, nothing seeming to give him pause, as he makes his way through the halls. He is everywhere and he is nowhere. He disappears when he rounds the next corner.

All mothers in the house wake after the dream to find that they’re holding a photograph in their hand. It seems as though someone has taken a picture of their children while the child slept and has decided to share their prize.

With the fall of the sun from the horizon the temperature, too, has dropped. The cold from the day has sharpened significantly. The houseguests’ breath frosts before their eyes, and their skin prickles with the frigid air. Many surfaces seem to have iced over, making touching them painful and using them difficult.

Rose and Grant huddle together in the Study. They sleep in shifts, the man letting the girl rest as much as possible. They are quiet, trying not to disturb the other, and vigilant in keeping watch.

The hallways all seem strangely empty. The strangers that were milling amongst the guest the day before have almost all disappeared, and there's a nagging sense that something must have happened to them, a sense of unease that manifests in the silence throughout all the houses.

The very few strangers that are left all seem nervous and restless, but anytime they lay eyes on the houseguests, they turn pale and immediately leave.

Anyone who has died in the house will feel a faint itching sensation in their skin at the onset of night. Although it doesn't get any stronger as the night progresses, the building sense of numbness does.

All the houses are plagued by Shadows tonight. Their writing, seething forms gather in the darkest areas they can find and then lash out as soon as anybody draws near – an immediate frenzy of teeth and claws and flashing eyes. They’re more than willing to pursue their prey. You’d best find some light.

Any who fall asleep during the night will wake to find that they are not alone. The Mother’s Ghost leans over their resting place, stroking their faces with a ghostly hand. Singing softly to them, she gathers them up to cradle to her chest, her soothing hold insistent but gentle. She is not difficult to break away from, though there is a strange sense that staying might be the better choice – that she will protect them and care for them.

Her hands and chest are however deathly cold as she begins to slowly smother and suffocate those who stay with her.

The Burning Man wanders all four houses, shoulders slumped as he traverses the rooms. From time to time he stops to touch something, holding his hand there as it slowly catches fire. He watches with morbid fascination as the flames pick up, consuming the object entirely. The fire never spreads past the item he set ablaze, never dies, but he continues on his path and continues this behaviour.

By the end of the night, it will be almost impossible to escape the fire.

The mirrors seem to be playing tricks tonight. Looking into them at just the right angle, the houseguests' eyes appear to glow – or rather, to reflect light. Staring into their own eyes for too long make the guests feel uncomfortable... and strangely angry.

All kitchens have a bowl of fruit placed on the counters. The apples would be inviting if they didn't smell so foul and weren't completely discoloured.

The porcelain doll eyes have begun to cry and are slippery with tears. Their weeping leaves little puddles on the floor where they are scattered.

The dolls themselves stare ahead, their human eyes twitching in their sockets. They stare accusingly at any who come across them, but they do not seem inclined to act upon their hate.

Outside, the Wraiths are once again moving slowly in the murky half-light from the moon, the cold but slow winds breezing through them like curtains. Despite their frail appearance they’re as dangerous as ever if you choose to brave their territory alone.

In the Basement of the First House, the sound of a infant or small child sobbing and wailing can be heard. The sound seems to come from the closed door of the clinic, but anyone who enters does not immediately retreat will find themselves accosted by Nurses and brought to the operating room, to await the Doctor's attentions; they may not emerge the same as they entered. No sign of the child can be seen while within, although the sound of crying does not go away, always seeming to come from a different room.

There are traces of the creeping black mold of a few nights previous, ghostly outlines on walls and chair cushions that seem to eerily resemble leftover imprints of human figures.

The door to the Journey Bedroom is locked and its surface is marred by deep scratches. Although the person inside the room tries very hard to keep quiet, a careful listener will catch the occasional sob and deep, shaky breath from behind the door.

Throughout the night there are more and more slashes covering the door and surrounding walls, but it never breaks and it can't be opened.

There's a note on lined paper in the Hallway, folded in fourths. The writing is messy but completely legible:

Oh my fucking god. I can't believe I can hear them
I'm gonna lose my mind

I'm gonna lose my fucking mind


Underneath the small table in the Dollhouse Room is a small stack of children's drawings in crayon. Each drawing depicts a four-legged creature with glowing eyes and sharp teeth, and the colours are drawn on erratically in hurried strokes; blacks, reds and dark muddy greens.

One red crayon, snapped in two and only barely kept together by its wrapping, has rolled into one of the table legs.

The Art Enthusiast wanders the Third House. He seems restless and confused, dragging his broken body from room to room and looking around him. He does not seem to be searching for anything, only looking about him as he goes, seeking out something familiar. He lets out low whines and moans of distress, and is quick to attack anyone who comes too close.

The pale apples have all been picked from the Orchard, with only a few of the bruised fruits left littering the ground. The crows have gathered here to peck and feed restlessly from the scraps, but they remain as restless and loud as they did during the day; chattering loudly amongst themselves and getting into messy fights for seemingly no reason. The amounts of them make the trees droop slightly and there's no way to make it through the area without attracting unwanted attention. They're territorial and hostile towards the guests tonight.

The pristine white stone in the Courtyard is broken up in several places, allowing mushrooms and small plants to break through from the soil beneath to seek out the crisp night air. The deer corpse has completely decomposed and only parts of its skeleton remains, but the cavity of its ribcage is filled with grass and moss and fungi.

In all, the arrangement forms a large, nearly perfect circle.

Its jagged, somewhat uneven diameter spans almost the entire Courtyard, and the stone inside the circle seems brittle, with fine cracks running along its surface, making it appear slightly grey. Any guest who steps into the circle will find it difficult to leave; as if there’s something safe and comforting within the boundary, a warmth that chases away the chill, and a sense of heightened power and confidence.

The Seedy Bar is empty; eerily silent. No one and nothing is inside the room: it is completely cleared out and deserted, uneven layers of dust the only sign that something was once there. Sound echoes within the walls, but no sound seems to make it past the doors, as if the room itself is consuming it. There is a sense that anyone who enters should probably leave.

The back room is securely locked with a chain and padlock.

There are no safe rooms tonight. Please comment if you wish to have an encounter with the Doctor, so that we can arrange the details.

|| 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
angel_of_death: (Lost in in thought)

[personal profile] angel_of_death 2015-05-09 05:06 am (UTC)(link)
Is it really night 43, or should it be 44?

Also, is it possible to slip a note underneath the locked door to the Journey Bedroom, as the door cannot be broken?
angel_of_death: (Looking out)

[personal profile] angel_of_death 2015-05-11 01:21 am (UTC)(link)
That's terrible. I hope they get better soon!

The note will probably just be a question asking if the person is injured.

I'd also be amenable to an encounter with the Burning Man at some point if whoever controls him wants to play with him a bit. It might prove to be interesting.
angel_of_death: (Here's a bit of cheer)

[personal profile] angel_of_death 2015-05-14 06:22 pm (UTC)(link)
That's perfectly fine! I don't aim for Walter to specifically succeed in his communication endeavours, and being able to slip something under a locked door will be interesting to him regardless.

I'll be on AIM tonight (or the next few days; whatever works) to chat about stuff. I don't want to overwork Caitlin while she's sick.
whitelily: (Default)

[personal profile] whitelily 2015-05-10 09:18 pm (UTC)(link)
Kanon's in the First House and would definitely follow the sound of crying to check if she can help soooo Doctor's appointment it is, for her.

What kind of alterations would be made to her?
whitelily: (Default)

[personal profile] whitelily 2015-05-17 09:49 pm (UTC)(link)
I would go with physical alterations. Ideally, I would like her to get some robotic addition to her body, hhmh...
whiteofcrime: (11th illusion (fine then))

[personal profile] whiteofcrime 2015-05-13 10:16 am (UTC)(link)
Question for Din, I believe? --

Kaito would like to try talking to the person/thing behind the Journey Bedroom door! Wondering how that would play out. :S