|| NIGHT 013: GENERAL
As night arrives on the house, the bells in the Inn begin to toll, a low vibration that seems to hum through the bodies of those who are moving about the grounds.
All Guests begin to fall asleep, dropping where they stand. The sleep that steals over them is deep and seemingly dreamless. When they wake, they will not remember dreaming.
For some, the lack of dreaming will result in them waking without remembering anything at all. They will not remember their names, they will not remember their homes, they will not remember anything they have seen or done, or any friends they might have had. This memory loss seems to have no impact on their skills, though they will not remember who they learned things from and may take some time to rediscover the skills when needed. They seem to have suffered no damage, but their memories are gone.
For others, it will seem as though they are dazed, a little bit off balance. This place is clearly their home, and there were clearly things they were meant to be doing, but a strange haze has come over them. A throbbing headache at the base of their skulls makes it difficult to think or to scrape up the memory of what they were doing. But they remember themselves, even if they do not remember those around them. Familiar names will trigger something within them, should they be able to get them from their compatriots, but it seems an odd face blindness has settled upon them. They had friends, lovers, companions, brothers, and sisters. But they are having difficulties making those memories mesh with the faces of those around them.
This strange malaise has extended to even the townsfolk, who seem at first a bit confused, but quickly settle once more into the tasks they have always performed, or perhaps have just begun.
Everyone who had participated in chores during the day has received their usual wages in their trunks. They will not, however, remember ever having completed these chores—or likely even which trunks are theirs to begin with.
|| CASTLE
The castle is in quite the state of disrepair, and any who are wearing the Uniform will find themselves being seized by a large, greasy man and herded at a task. Many will find themselves scrubbing floors or preparing a meal for an unseen Lord and his equally mysterious Lady.
A young, well-dressed girl comes into the Kitchen and seems to briefly be looking for someone. But when she doesn't find what she sought—or perhaps doesn't remember—she goes away again.
The Cook seems rather confused by the entire event. It is a small twisted creature with a club foot, who might at first glance appear alarming to those who have no familiarity with any sort of non-human. But the cook will force a mug of tea or a small bowl of soup into the hands of those that linger in the kitchen for long, and seems rather kind.
The Pantry off the kitchen is unlocked, allowing unrestricted access into the Wine Cellar below. A pair of Merry Gentlemen lurk behind the barrels, waiting to pounce on unsuspecting servants who remain in the cellar for too long.
In the Receiving room lies the body of the man who woke up there some time ago. Next to his hand is a knife clearly missing from the kitchen which must be responsible for the deep wound just below his throat; it must have been pushed hard, driven through. Judging from the blood on his lips it took at least a few moments for him to die. He lies awkwardly, as if he’s only recently dropped to this position from standing up. His eyes are still open and stare unseeing at the ceiling above.
Many Hunters have swarmed the main hallways on the first and second floors. With the advantage of sheer numbers on their side, they seem content to simply lounge in the open, though they are quick to chase any passersby they have deemed as suitable prey.
The suits of armor that are stationed along the halls do nothing to drive them off.
The Tyger has returned to his room. The creature seems to be trapped in a cycle of attempting to go about normal business, that proving difficult to impossible in his current form, then raging about the room tearing up furnishings and objects; everything within regenerates and restores within a few minutes of these tantrums, as the ghost stands in the center, dazed, until it begins again.
The Collector's Library is brightly lit, inviting the curious to browse its endless maze of trinkets and books. Although the room appears fairly well maintained, unlike most of the rest of the castle, it continues to smell filthy and unpleasant.
|| GARDENS AND YARD
The Gardens are quiet; the Green Man can be found lingering near a run-down shack in a secluded corner, just outside of it, although the ghost does not seem to be aware of surroundings or what it is there for.
Sil is wandering the gardens, studying the strange growth with confusion; occasionally he will slip off to one of the small clearings, examining the living wood structures that replaced once-stone fixtures as if unsure what to make of it.
The two Former Prisoners also remain near their clearing; occasionally the man begins to head toward the entrance towards the castle, only to be stopped by the woman, who seems tiredly exasperated.
The two small Gryphons do not seem affected by their lack of memory, and the male in particular is quite eager to check over those he knows as friend. But the Stable Boy seems almost alarmed when the small ones try to cuddle up to him, pushing them away. He seems even more alarmed by the presence of the small Dragons, who, having few memories, are the least affected of anyone in the entire castle.
A herd of Feral Deer roams the yard. For the most part, they seem to mind their own business—when they are not hunting, that is.
|| THE TOWN
The songbird has fallen quiet and has stopped flying. It appears distressed as it walks gingerly around the Well of the town.
The Butcher hums quietly as he hangs game in front of his shop, nodding greeting to any who come upon him. The Cheese Woman returns to straightening her shop, minding her child.
One can even find a Weaver working a hand loom in the lower floor in the Inn and a Carpenter who appears to be her husband working quietly on repairs for a small table.
The Apothecary stands lost in thought in his shop as night falls, looking with a frown into the back room. After a moment he goes in there but emerges just as quickly. An air of confusion and slight frustration surrounds him tonight, which makes him quite skittish to be approached. He keeps his shop open however, despite looking tired, and keeps working well into the night. On occasion he steps outside the shop to look up at its ceiling, then scowls to himself and walks back inside to resume what he’s doing.
A few Bullmen are working on finishing a small house, putting the thatch over the rough stone building. They hum and talk to each other as they work, glancing around on occasion.
|| THREAT DOWN
GENERAL: • The bells in the Inn begin to toll upon nightfall, and all guests will fall asleep where they stand. When they wake, their memories will be gone • Everyone who participated in chores will have received their regular wages in their trunks
THE CASTLE: • The castle is still in a state of disrepair, and a tall man is directing guests to clean it • The Tyger is in the Gold/Inferno Bedroom, throwing fits of rage off and on • A young girl enters the kitchen and quickly leaves • The Cook, a small twisted creature with a club foot, seems confused • The Pantry is unlocked • A pair of Merry Gentlemen lurk behind barrels in the Wine Cellar • The man who woke in the Receiving Room is dead • The main first- and second-floor hallways have been overtaken by Hunters. The Guards do nothing to stop them • The Collector’s Library is lit again, but still smells unpleasant
GARDENS & YARD: • The Gardens are quiet. The Green Man lingers, unaware, near a run-down shack • Sil is wandering the gardens • The Former Prisoners remain near their clearing • The Stable Boy seems alarmed by the presence of the young Gryphons and Dragons • Feral Deer roam the yard
THE TOWN: • The songbird walks gingerly around the Well, apparently distressed • The Butcher and the Cheese Woman are at work in their shops • A weaver and a carpenter are at work in the Inn • The Apothecary seems skittish and confused, but keeps his shop open • A few bullmen are working on finishing a house
 1. The Cells 2. The Carpenter's Room 3. Porcelain Bedroom 4. Glassmaker's Room 5. Tapestry Bedroom 6. The Pottery Room 7. Basement Generator Room 8. Torture Chamber 9. Basement Hallway 10. The Hole 11. Basement 12. Basement Passage 13. Stone Washroom 14. Wine Cellar 15. Women's Quarters 16. Empty Dorm 17. Common Hallway 18-27. Dorms
 1. Receiving Room 2. East Hallway 3-8. Small Parlors 9. Collector's Library 10. Grand Hallway 11. Grand Dining Room 12. North Passage 13. Castle Kitchen 14. Pantry 15. Common Room 16. The Steward's Room 17. Steward's Bath 18. Southwest Passage 19. The Musicians' Parlor 20. Throne Room 21. Guard Passage 22. Captain's Quarters 23. Soldiers' Barracks 24. Soldiers' Bathing Area
 1. Main Hallway 2. Silver Bedroom 3. Silver Bathroom, 4. The Storage Room 5. Upper North Passage 6. The Barren Room 7. The Sandstone Bath 8. The Motley Room 9. Collector's Library (Upper Level) 10. Head Bedroom 11. Museum 12. Colonial Study 13. Plush Bathroom 14. Locked Room 15. Glass Gallery 16. Mural Bedroom 17. Round Bedroom 18. Gem Room 19. Jungle Bedroom 20. Locked Door 21. Marble Bathroom 22. South Passage 23. Exotic Zoo 24. Servants' Room 25. Magpie Bedroom 26. Slanted Bathroom 27. Fortune Hunter's Bedroom, 28. Locked Room 29. Crystal Bedroom 30. Crystal Bathroom 31. Gold Bedroom 32. Gold Bathroom 33-34. Open Parlors 35. Music Box Bedroom 36. Enclosed Orchard
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