|| NIGHT 019: GENERAL
After nightfall, the occasional dark shape overhead remains, blending into the dark night and seeming to vanish whenever anyone tries to look at it directly. Those who stray from others outside will feel the sense of being watched intensify, and if they remain outside of cover for too long, a rush of air will pass overhead, followed by claws lashing out from a shape that is little more than a blur.
The victims will find themselves tired and drained after the assault, and the bleeding may attract other monsters. Those with magic or other powers will find them weakened for the night after the attack.
|| TOWN
A large flock of Crows has descended upon the rooftops of various buildings throughout the town. It would seem as though something has provoked them; despite the birds’ usual shy and curious nature, they are highly dangerous. From their perches, they will randomly seek out targets to swoop down upon and attack—pecking and clawing at eyes, ripping out hair, and pilfering belongings. They stick together and work in groups, which makes them decidedly more lethal and difficult to avoid.
A low rumble comes from the Monastery. The monks—a group of tall, humanoid figures with unearthly blue skin—proceed out in an orderly fashion, led by Treasa, and head towards the inn. They are silent, but Treasa appears concerned. As the night continues, the rumbling grows louder, culminating in a large crashing sound from the holy building.
|| GARDENS AND YARD
A pack of Glass Dogs is roaming the courtyard. They are fairly skittish and for the most part seem content to mind their own business. Anyone who approaches too closely will be perceived as a threat, however—and they will not hesitate to defend themselves.
They hunt sporadically, and on occasion, will try to make prey out of those passing through the area. For this reason, it is best not to wander outside alone.
The Beastmaster wanders through the stables, seemingly unaware and unresponsive as usual. All of the animals have once again become uncharacteristically violent and will attack if approached. There’s no way to calm them from their aggression, and they will go far enough to severely maul or kill. Any pets or companion animals who are brought into the area will also adopt this aggression and will quickly turn on their owners.
The Stable Boy has fled from the hayloft and is nowhere to be found.
The Garden paths shift and change, making it easy to get lost in the expanse of greenery. Strange thorned masses of vines move through the trees, leaving bleeding welts on the unwary.
|| CASTLE
The Second Floor is full of Grey Maids carrying fresh linens. The constant mummer of conversation passes back and forth between them, though they nervously keep their heads down. They all seem to be heading for the Third Floor. A few can often be found in the Kitchen, holding warm mugs of tea in their hands or catching a small bite to eat from the hearth.
Moths flutter down from the upper floor, great speckled things easily the size of small birds. They will land on those who pause for long, leaving feathery specks of some material on those they land on. This powder causes irritation of the skin, but it also soothes burns and other injuries.
The Lonely Ghost Boy has been captured, his pipes stolen, his hands bound. He keeps his head down, hood pulled over his face, and whistles softly between his teeth. There is nothing and no one to hear him in the dungeon. He appears to be alone.
But for those who enter looking to help him, it seems that something whispers back. Tracking it will lead to those curious to the Torture Chamber, though here the sibilant whispers end.
The Tyger wanders the first and second floor open hallways. The creature seems agitated for much of the night, snarling and hostile with odd pauses where it seems to be far more cognizant of its surroundings, patrolling with a far less feral air than usual.
The tapping that can occasionally be heard on the mirror in the Crystal Bedroom is rather more pronounced than usual, carrying on in a deliberate and steady beat of three. Anyone who investigates the mirror will notice the figure of a man standing behind their reflection, although he does not seem to be present within the room itself. He is dapper and well-dressed, and what should be his face is utterly blank.
If they linger to watch him for more than a few seconds, the Faceless Mirror Man will raise a knife to slit their throat.
|| THE RUINS
Outside the Castle in the Ruins, massive, hulking shapes move in small groups. The giant humanoids seem headless, a large mouth set in the center of their chests. The Chestmouth Monsters are incredibly aggressive and faster than they look, quick to attack and try to eat anyone crossing their path, although incredibly stupid.
A strange Unbeast roams the ruins, great lumbering limbs that end in malformed chunks of nothing. Its body seems to change between steps, colors shifting, amounts and lengths of appendages changing, though it remains large. It moans, though where its mouth is changes. Eyes appear and vanish, sometimes protruding, sometimes peering out of its mass. It reaches for anything that moves, drawling them to its bulk, clutching and straining to wrap around them. To keep them.
The river is teeming with Hunters. The reptilian, sharklike creatures are clearly very much in their element here; when not basking along the riverbank,they zip through the water at swift, fast speeds, occasionally into the air and flying to take down anyone who is nearby.
Naturally, entering the water itself will prove to be very likely fatal.
The Tea Woman can be found in the ruins, seemingly uncaring of the fog where it sticks to stone. Occasionally she reaches into a crevice and draws something forth, putting it into a bag at her waist or a pouch at her chest. There is a darkness to her tonight, one that suggests that she should not be bothered.
Alayne waits with several guards just beyond the edge of the fog, her infant child in a sling at her chest.
Several hours after nightfall, Sil can be found wandering the ruins, holding to shadows and keeping cautious of the monsters, armed with two swords. He is tense, but approachable. He vanishes again around midnight, but can be found afterwards for the remainder of the night in either Rose House or the inn.
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NIGHT 019 PLOTTING