allthekeys: (Default)
allthekeys ([personal profile] allthekeys) wrote2018-03-09 09:51 pm
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NIGHT 026



|| THREAT DOWN
|| NIGHT 026: GENERAL

Although the night starts normally enough, things become rather dangerous for those outside the keep. As soon as any servant in the Gardens or the Town falls asleep, they will begin to have nightmares. They will be unable to wake up, while those around them will see them stand up and begin sleepwalking--and sleepfighting if it's reflexive enough--to get to the Ruins. They will wake up before they reach the fog, but have no understanding of how they got there.

Though those in the keep aren't immune, the effects are less pronounced on them--they begin to wake quickly, generally before they can leave their dorms.


|| CASTLE

Occasionally sound can be heard from the Cells in the basement, shuffling that echoes through the lower hallways. Several of the doors hang open, and anyone investigating will catch sight of a ragged, weak figure huddled in the back of one of the open cells, seemingly unable to move.

The doors shut behind anyone entering to render aid, the figure vanishing, leaving the unwary trapped. The Guards that patrol every several hours are confused by it enough to release any so caught, but their rounds vary and are not frequent.

The Merry Gentlemen often dance and celebrate, but tonight they're cavorting for a greater purpose. They dance in the Great Hall, under the watchful eye of the Lady. Though they pose an incredible risk to any who enter, they do not get too close to her, and she sits, rapt, as they caper and dance about. Any who peek into the room might be noticed, if not by them, then by her, and she also insists that you play along.

On the second floor, the faint sound of whining--perhaps that of of a dog or similar creature--can be heard through the door of the Jungle Bedroom. When one enters the room, the noise will stop, and searching will reveal nothing that seems to be out of the ordinary.

Perfectly ordinary, in fact--until the moment they decide that it's time to leave. Although they somehow hadn't noticed it happening, they will find that the Taxidermy animals have gathered around the door to the hallway, blocking the exit.

When approached, they will swiftly attack.


|| THE TOWN

Wraiths pick at stragglers following sleepwalkers, but seem confused by the sleepers themselves. They will not attack those who are sleepwalking, nor those near enough to them. Even those who are alone can pretend to sleepwalk to fool them, if their acting’s good enough.


|| GARDEN AND YARD

The paths through the Garden shift and change unpredictably, with bright colored glowing wisps dancing between the trees and through the snowdrifts. Anyone entering the Garden will find it almost impossible to navigate, with a high likelihood of becoming lost. The wisps will dance in front as if trying to get anyone entering to follow them, but those that accept the offer will only find themselves more lost.