Night Five!

Jan 13, 2012 22:59

Day fades to dusk, lessening the natural light available in the house. The chill in the air remains, it is cold enough that frost dots the windows and the floors are dangerously cold to anyone lacking adequate protection.

The faucet in the Ivory Bathroom turns on, soon overflowing the sink with increasingly brackish water. The smell of salt hangs heavy in the air and the water is soon dripping down the stairs to the basement. By nightfall, the basement is covered in a foot of water, though the Nurse at the Reception Desk seems unbothered. The water will rise no further, though it does make the basement and the Doctor's Area difficult to reach. The water is made more difficult by thick mud, grabbing at limbs and slowing down anyone who tries to gets through.

The Hunters have appeared in the water as well, often lurking just beneath the surface and waiting for an unwary person to move past. They are vicious, though their intelligence seems more animalistic than anything else.

Anyone trying to use the sinks or the showers will notice that the water smells more and more like salt as night gets closer. By the time night falls, the water will be completely undrinkable.

Any water stored away by characters will be perfectly fine.

The Unnatural Servants return as night falls, walking from the kitchen with absolutely precise steps to lay a tea spread in the Parlor, The Dawn Room, The Day Room and Wallpaper Hallway. The return to the Blue Kitchen after this task is accomplished and vanish once more.

For the duration of the night, the only food and water that can be found in the house will be anything the characters stored away or the contents of these trays.

Anyone falling asleep in Any Bedroom on the Second Floor of the first house will find themselves awakening to the ghost woman from the Study, she does little but smile softly at the sleeper. She says only “You look cold” or “You shouldn’t push yourself” before tucking them in and vanishing again.

The Shadows return, swarming The Dark Bedroom and the Doll Bathroom.

In the hall outside the Ivory Bathroom the Drowned Woman once again appears.

In the Parlor the Burning Man returns to his fireplace, seeming particularly upset tonight, though he will not leave the Parlor tonight and seems rather disinclined to move from his spot unless someone bothers him.

Something has strung a web in The Library, thick clear strands turning the maze into an obstacle course with a trap at every turn. Whatever strung them remains unseen, though occasionally the strands vibrate, as though something is making its slow way across them. Trying to cross this room runs the very high risk of becoming entangled in the thread, though it is difficult to tell what might happen to any character that does.

Lock can be found in the Study, though at first it appears as though he has only found a quiet corner for himself, it's only when he attempts to move that the house guests will see the slender, almost puppet like strings biting into his skin. Closest to him, the threads are red with blood. The threads themselves seem to have no source, as though they simply sprung from the locked door and captured him in their net. As the house guests watch, it seems as though threads are trying to grow through his lips, halting any ability to communicate.

Something waits in the hall just outside the Study though at first it may be difficult to see, as it has taken refuge high up on the wall. It watches the Study door intently, as though preventing anyone from leaving. It is a very active, and will drop on top of anyone passing under it, a very dangerous threat to those who might attempt to enter the Study, though women and children stand a better chance of being allowed to pass than men. It is completely black, and at first glance it would be easy to mistake it for one of the shadows that haunt the halls, though a closer look reveals that what passes for skin is really a hard, armored shell of interlocking scales. Perhaps it would be easy to dismiss it as a monster, meant to trap the child within his prison, but it’s eyes are disturbingly human.

The Twins have also returned, making their slow way up and down the Floating Hallway. The boy does not speak, or really seem aware at all, and this fact seems to have distressed the girl twin. Whatever has happened to him, there seems to be no cause, and the girl is lost in the act of pulling him back and forth down the hallway, as though perhaps the normal pattern might somehow awaken him.

The rattle of chains returns with the twin children, particularly loud in the Trophy Room. There still seems to be no source, though they become the most apparent near the large painting.

In the Pantry in the second house, the hatch begins to rattle as night falls, water splashing against the dirt in much the same manner as the basement. The difference, of course, being that this water is drinkable. A woman staggers free of the well, body ravaged and painfully thin. Each rib is clearly visible, as though she starved to death. She has no eyes, and the deep gouges on her face seem to be self inflicted, as though whatever she saw caused her to scratch them out. Though she starts out wet, she quickly dries off in the chill of the pantry, mouth open in harshly gasping breathes. Her clothes - or what remains of them - hang off her body and appear to be modern. She will not leave the Pantry, but she also must be defeated to get to the water.

The Safe Rooms tonight are the The Radio Room, The Day Room and The Blank Library. The night is cold, bitterly so, dropping to well under freezing before Midnight. If your character is running around with less than adequate protection, you can see Hypothermia descriptions here.
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The Trays:

Though these trays and their food and hot water will sustain a character, those drinking from them will have the occasional odd result.

Anyone eating or drinking anything from the tray in the Wall Paper Parlor will find themselves growing distrusting of the house guests that eat from any of the other trays. The desire to take things from them or hurt them will increase throughout the night.

After eating from the tray in the Day Room, the house guests will become gradually unfocused. First, their minds begin to wander. Then it becomes harder and harder to stay concentrated. Moments fly by without notice, actions are forgotten in the middle of their performance. They find themselves having difficulty to do anything quickly or efficiently.

And a faint nagging sound of breath that isn't theirs is always present to distract.

The Dawn Room tray, contrary to many of the others, results in the consumer to feel strong, alert, and confident. They are wide awake, they feel powerful. And eager to show off these new powers. Pride builds to aggression and the guest will find themself looking for a chance to prove themselves and start a fight, with their peers and monsters alike. Which is no problem, when they are feeling like they can take on the world-- until they remember how powerless they really are, and the illusion reveals itself for what it is.

Anyone eating or drinking anything from the tray in the Parlor will find that, though they otherwise feel normal, their pride is apt to be wounded at the slightest provocation; any measures that can be taken to remedy this situation will seem logical and justified, no matter how extreme they may be. Virtually anything is enough to spark such a reaction: a friend helping them to fight off a monster may be seen as doing so only out of pity to demean them; an innocuous word choice may suggest their companion feels they are stupid; or even paying too much or not enough attention may suggest that they either unfairly suspect the character (who, of course, is obviously above any accusations) of wrongdoings, or consider themselves too good to bother with the character at all.

The Walkie Talkies and the Radio in the room, despite its current condition, crackle to life. A Voice begins to talk.




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. Locked Door 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



1. Hallway 2. Princess Bedroom 3. Princess 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. Floating Hallway



1. Attic



1. Main Room 2. Green Room 3. Half Bath 4. Small Kitchen 5. Garden Closet 6. Empty Hall 7. Radio Room



1. Greenhouse



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



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. Locked Door

OOC: Remember guys, we're moving and we need all your info, please remember to fill out the form. This update has been cross posed to our comm on DW, feel free to play on whichever site you wish!

!night 005

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