|| NIGHT 016: GENERAL
The sky above the castle turns dark, with tinges of green at the edges of the clouds as night approaches. A sharp wind picks up, blowing snow into larger drifts at the sides of the buildings and threatening to plug up chimneys if the fires are not kept burning.
The storms arrive with a rumble of distant thunder, and the precipitation begins as hard, nickel-sized hailstones, but it does not remain so light. Within the first hour of the night, it becomes ice spears and can easily kill anyone who risks themselves in the open.
Those who are thus killed by the ice will revive in a normal fashion, but their bodies will continue to shamble through the snow, pierced but animated but something heavily in the air. This macabre sight will continue until these bodies are destroyed.
|| TOWN
One of the Bull Men is very early on struck by the ice, the other three quick to avoid it after realizing what the ice has done. It bellows as though in pain, but it's breath no longer frosts in the air. It seems to be blind, and does not react to attempts to hail it. As large as it is, it easily becomes a hazard, knocking banks down onto the unsuspecting and trampling those that step into its path.
The Travelers are making a constant effort to keep the doorway of the Apothecary clear of snow, and the Bull men have thrown in with their former companions for now.
Freed of their chains, these great creatures are the only ones not completely encumbered by the drifts. Though they seem to be inclined to be helpful, they are wary of the storm and what has befallen their fellow. The three remaining make their way to the Cheese House, sheltering themselves within the barn.
The Apothecary and the Pub take heavy damage as the night falls, though luckily for the people inside the second story takes most of it and no one is injured. The onslaught seems purposeful and directed. Rei's House will take some damage, but the rest of the town will take some damage but survive without any major leaks to patch.
|| GARDENS AND YARD
The Gryphon Riders rotate constantly between the wall and their lodgings, and those who are not on call sit around with cards and dice, making the time pass. They too seem uneasy with the sky. When the ice begins to fall, they all quickly retreat to their barracks and close the doors.
As night falls completely, the twisted pile of corpses begins to twitch, stiff limbs dragging broken bodies upwards. Headless, these corpses shamble towards the town. They are stuck by ice, but not falter in their strides, focused on an unknown purpose. From where the body was tangled on the wall, the body of the Apothecary begins to twitch and writhe, almost as though the headless corpse is in pain - or perhaps that it seeks to join the other dead as they walk.
The burn pile where the Lads were destroyed stops burning, and instead begins to ooze a thick, dark smoke that clings to the ground, melting the snow it passes near. Where the smoke pushes against the hedge, it begins to die.
The Garden begins forming an odd, armored layer of thorns in a canopy that has become thick enough to block out light from above by nightfall. The ice spears rain against it, audibly chipping at it, but seem unable to make any real dent in the cover. The edges of the garden nearest the walls towards the town, however, are caught in a continual cycle of being eroded away by the smoke from the burn piles and regrowing, making the outer areas of the garden potentially dangerous to approach.
Various flowers under the armored canopy glow, and will'o'wisps patrol the paths beneath it, always dancing just out of reach of anyone within the garden.
|| CASTLE
The Corrupted Former Servants and other tainted creatures have massed against the metal bars covering the hallways by the Dorms. While the bars are holding and still bar passage into the underground maze, the creatures pressing against it will attempt to grab and tear at anyone coming too close, seemingly uncaring that they are pinned by their fellows pressing en masse.
The Executioner prowls the Basement halls around the cells, generator room, and torture chamber. His movements seem off, sometimes pausing frozen in place for minutes at a time, sometimes staggering with joints moving in ways never intended at a startling speed. An axe is carried loosely in his hand, and he will pursue any he finds within those halls.
In the Main Hall and Throne Room, the Merry Gentlemen have taken to a revel. The bladed creatures seem to be aping a grand ball despite a lack of any audible music. Anyone entering those areas will find the creatures quick to take notice, dragging them into the hall to join the dance - and lose bits and limbs in the process.
The Guards have taken up a strong presence on the second-floor hallway, and an unusually large number of them have congregated around the stairs to the third floor. They are merciless towards those who misbehave or otherwise defy them tonight; anyone caught trying to access restricted areas of the castle will immediately be killed.
As the sun sets, the music box's tune slows to a stop, and the second floor is silent once more. The lone Grey Maid continues to hum its song as she wanders the perimeter of the Music Box Bedroom, idly dusting already-clean surfaces as if to pass the time. Behind the music box, the door that leads to the third floor has once again disappeared.
Anyone who lingers in the room will quickly begin to feel as though they are choking.
|| THREAT DOWN
 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. Dragon Bedroom 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

|
|
Night 016 plotting!
no subject
Nidhogg's probably got a little nest somewhere in the garden in a safer corner and is wondering what the fuck is going on. Edit: Should add he'll probably try to burn anyone who tries to steal that shiny ring he, uh... stole. ... Yeah.
no subject
no subject
He's going to barbeque you
... clearly they should meet, yes, how can we... arrange this...
Re: Night 016 plotting!
Syhr is hanging out in the Gardens.
Nemesis is huddled with her dad, the Butcher.
And I'm not sure where Deniro is.
no subject
He will also be shadowing Asch.