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Mar 01, 2009 00:00

Night 007

The light fades from the sky by inches, replaced by the blue-black of night. The construction begins again, and the monsters come creeping out to join the guests of the Dollsyhouse. But, before any of this happens, the bugs that were placed in the most recent experiment subjects escape, burrowing out and into the house, returning to the phantasms. Whether this kills the unfortunate character or just hurts them depends on where and how far they must burrow, of course.

Hauntings
Grand Room: The furniture here appears to be breathing, taking deep gasps of air. As the night goes on, this spreads to the walls and floor.

Blue Kitchen: There is something lurking in the cupboards, skittering like a far too large rat, peering out just beyond sight in the shadows. It will never emerge from its dark hiding place, but if reached for, it will tug the character in, and there is no escaping it then.

Doll Bathroom: Some of the dolls are decidedly off. It's as if something has peeled off the doll's skin--as if that were even possible, as if it even had skin--and were wearing it like a Halloween costume that was just one or two sizes two small. These strange creatures will skitter after anyone who enters, chasing them relentlessly and tearing at the legs and ankles of the unfortunate victim. They are easily enough dispatched, however.

East Hallway: (both floors) There are hands reaching out from all the doors, both where it touches the floor and where it touches the ceiling, attempting to grab and drag the characters under the doorways. They can be dispatched either with physical violence or any attack that might dispatch a ghost.

Small Library: All the papers in this room seem to be gibberish and pointless lines. Furthermore, no paper is written the same when you look at it another time.

Nursery: This room is locked, although a female voice can be heard, giving directions to safe rooms, how to avoid monsters, and even how to defeat a few of them, although her instructions are somewhat vague. (Note: ask a mod if you'd like the voice to be in a thread)

Greenhouse: All of the glass is splattered with blood: some of it drips down, some in bloody handprints, some seeming newer or older than the stains beside it.

Maids' Hallway: Entirely featureless, malnourished-looking humanoid creatures, wrapped in bandages and looking as if they were dipped in some sort of white powder, lurk here. They are not terribly dangerous if one is quiet and keeps out of their way, but they are sensitive to noise and will home in on the source of anything that makes a suitably attention-grabbing sound, attempting to tear it apart.

Gold Bathroom: A hand pops up from the toilet and attempts to grab anyone who lifts the toilet seat.

Changing Room: The skinless monsters formerly from the gold bathroom lurk here, only they are violent and attack any who enter, attempting to suffocate or strangle their victims. If they succeed, they will skin them and wear the skin themselves.

Rose Hallway: There are thousands of eyes lining the walls, floor, and ceiling. They follow whoever happens to be walking down the hallway.

Cherry Hallway: At first glance, the walls appear to be crawling, or perhaps your vision is. On closer inspection, however, the walls are covered with thousands of impossibly long worms, slipping in and out of the wall as if through water, creating barely a ripple. They will not harm you.

Attic: The boxes and trunks move even while being watched, although if one approaches and opens it, it will stop moving and reveal that it is entirely empty. Even lifting it up reveals nothing. But putting it back down makes it move again.

Catacomb Hallways: Torn open humans wander these halls, all looking to be in various stages of surgery. Some have intestines hanging out, with others you can see their beating hearts. They only watch you, and sometimes follow after, but they will not attack.

Surgery Room: A man made entirely of shadows waits here. He does not move unless you enter the room, but if you do, you will find yourself strapped to the table and the man cutting into you. It is impossible for less than two people to combat him.

Grand Ballroom: There are dozens of ghosts dancing tonight, and music fit for a waltz. The ghosts will not bother you.

Pool Room: The mermaids in the pool return, as well as the ghosts covering them.

Locker Room: The showers turn on and off at random, sometimes hot, sometimes cold, sometimes bloody.

Pantry: The freezer ghost returns, along with the key being hidden in the corpse.

Projector Room: Occasionally, the projector will play memories of one of the characters in the room, but only when more than one character is in the room. The projector cannot be destroyed.

Sitting Room: The circle of corpses return, and if anyone has touched their guns since the night before, they will be after them.

Hospital Bedroom: The boy's ghost returns, only now when he grabs you his touch is icy cold and will rip off skin.

Safe Rooms
Coat Closet, Mother's Study, Clean Bedroom, Thin Bedroom, Morgue, Tunnels

night 007

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