allthemonsters: (Default)
allthemonsters ([personal profile] allthemonsters) wrote2013-03-08 09:49 pm
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NIGHT 019: FOURTH HOUSE

|| FIRST FLOOR || SECOND FLOOR || BASEMENT || THREAT DOWN
|| GENERAL


The Lift seems to be on emergency power, and while it will still work to take the guests from floor to floor, the lights flicker alarmingly and it will often pause midway through the trip, though it never becomes truly stuck.

To add to the peril of using it, every time the lights flicker out anyone standing on the lift will find themselves surrounded by corpses, the newly dead standing around them like grotesque statues. They do nothing harmful, but they do fill the small space completely, crowding whoever had been standing alone on the lift into a corner. It is almost as though they were there all along, and the house-guest has simply been occupying the same space they were standing in. They will vanish the moment the lights flicker on again, and nothing will give any hint that there were there at all. Nothing except, perhaps, for the left over claustrophobic feeling caused by a crowded, barely functioning lift.

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|| FIRST FLOOR


The Seedy Bar the Barkeeper has returned. Though the light is also out in the bar, he seems to have found back stock in candles, and they have been scattered around the room. They offer a warm, almost welcoming aura to the room, and cast everything into odd shadows. The Barkeep himself seems pleased with his ingenuity, and will happily fill the orders of anyone who find their way into the bar tonight, though their desire for a proper light source will be denied. He is happy to send them on their way with matches and candles, but little more sophisticated than that. He can, however, provide a warm meal for the hungry and a safe place to rest.

The Tormented Girl has claimed a table in the corner, a blanket pulled around her shivering frame, though she doesn't seem cold. Her eyes dart constantly to the door whenever it opens, as though she expects someone to come through at any moment. A cup of tea sits on the table in front of her, completely untouched. She shrinks away from anyone who gets too close, as though the mere thought of conversing with someone fills her with dread.

The Perfume Lady has returned to the bar, though this time she has brought company with her. A pretty teenager of Asian decent, wearing an impractical outfit of cut-off jeans and a t-shirt. They seem rather entangled in conversation, both holding what look like copies of the same book. The banter seems friendly, and the girl seems almost relieved to be in the older woman's presence. Neither seem particularly perturbed by anyone who wishes to interrupt them, but the reaction mostly seems to be polite, with the encouragement for them to leave as soon as possible so that they might return to their debate.

Carver has settled himself in the corner with the best view of the door, his drink sitting untouched on the table in front of him. Though he is scowling and seems angry, beneath that anger is an undercurrent of concern that does not fade no matter how long the night lasts. It is somewhat risky to approach the man, though only because he is easily provoked to violence.

The Silenced Woman has returned to her place in the Opium Den, her hands crossed in front of her. Like the night before, she seems eager to offer assistance to anyone who enters the space, and is quick to provide a place to rest or anything they might desire. Though her injuries are still horrific, she seems to be smiling as she goes about her tasks.

Anyone who steps in the Courtyard tonight will be greeted by the sight of lights over the lake. Something large moves beneath the water, undulating wildly as they watch. It never breaks the surface, remaining an indistinct shadow of movement, causing waves that break upon the shore of the lake. But the true display seems to be just approve the water’s surface. Glowing balls of light dart back and forth in no discernible pattern, changing colors as they bounce across the distant pool. If it is a game, the rules do not make themselves apparent, but whatever is causing the light does not seem to tire of it.

The faintest sound of distant music can be heard, something bright and cheerful, uttered at a higher pitch than humans are capable of making. It is quite pretty, though unlike much of the other music the houseguests have heard in the house, it does not compel them to follow it. If it comes from the creatures, or whatever moves beneath the water, it is difficult to tell. But it continues for as long as the lights dance. A few of the brightly lit things seem interested enough to come just a little bit nearer to the house, especially if anyone lingers in the Gazebo to watch. They never make it close enough that they can be clearly seen, but those that dare quickly rush back to their fellows, and for a time the music seems louder.

On the water lays a great white dog, clearly not bothered by the antics of the lights. Though it rests on nothing, it also does not sink, and seems to suffer no discomfort from its current position. It is a distant sight for even the house-guests with enhanced vision, and surely just another phantom hiding in the night. It will not shift from it’s position.

Anyone who attempts to get closer to the lake will find that the lights are almost painfully bright, and that the closer they get, the more exhausted they become. Until at the shore, they will find themselves simply sitting down, without any will to get any closer to the strange creatures. No harm will come to them while they remain, but they will also feel no desire to tend to their own needs.

The Crows seem to have taken exception to the display, scattered as they are around the courtyard. At times they become so loud that they overwhelm the sound of the music, though this simply encourages it to become louder. They mostly stick to the gated path, slipping through the bars without issue.

A small boy leans occasionally on the rail of the Gazebo watching with the same delighted rapture one might expect from a child his age when confronted with something so obviously otherworldly. A single crow has settled itself on his shoulder, wings half spread as though it might take flight. If anyone should attempt to speak to him, he simply smiles at them, vanishing from view before they can reach to touch him.

Anyone who tries to find him again will find that he has settled himself behind the locked gates, watching them attentively with the same, strange smile. He lifts his hand, motioning for them to follow him, and turns to walk further down the path. With every step he takes away, he seems to become more and more insubstantial, until he is little more than a smudge of grey in the air that quickly vanishes from view.

He will say nothing, but he will repeat the pattern a dozen times if they wish to trigger it, never changing in a single nuance of the event. The crow remains his constant companion, never shifting from his shoulder even when he disappears. While the boy in in the Gazebo the other birds will make no sound.

In the Cafeteria quite the mess has been made. Tables lay overturned, floor strewn about, and the pop dispenser has been broken to the point of spilling its entire contents into the soup of slush and ice water on the floor. In the middle of the chaos are the twelve children, seated six to a bench, facing the other group. The girls sing, while the boys chant, creating a jumbled mess of words that is almost impossible to decipher.

"... patched it up so bring him back..."

They do not seem particularly inclined to attack, but any who interrupt their sing-song game will find themselves extremely unwelcome, the cold gazes of the children fixed unwaveringly upon them.

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|| SECOND FLOOR


Approaching the Cramped Stairs brings a quiet sloshing sound, something bobbing in and out of the water repeatedly. The Cook sits here with many large slabs of bloodied, mangled meat in his lap, pink and raw and rough edged, apparently sawn off of whatever manner of creature provided it.

Just below him on the steps, difficult to notice in the dark, cramped space so close to the water, is the Crawling Boy. He wobbles as he attempts to wash the thick pieces of fleshy, fatty meat in the stagnant water on the lower floor. The lightning shows the ghost of the chef to be smiling faintly at the little boy's attempts, one hand occasionally reaching out to steady him.

Passing by, however, is extremely dangerous. There is almost no room to squeeze by, and the hungry child will grasp adamantly at the ankles of any house guest who passes by. If caught, they will find themselves quite quickly pinned against the wall, banister digging into their backs, before the ghost brings his sharpened chef's knife upon them. If they do not escape their own flesh and meat will be added to the pile, where the mangled child's ghost will wash it in the stale and slushy water below.

The body in the Hook Hallway has disappeared, though scraps of flesh and clothing remaining floating in the water, the only indicators that she was once there. Hand prints mark the side of the glass, fists that were pounded against it and streaks from fingers dragged across it.

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|| BASEMENT


Anyone tempted to take refuge in some of the nicer rooms on this floor, or to explore the less pleasant ones, will find it altogether too damp for most tastes -- wading through six inches of frigid, dirty water.

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|| THREAT DOWN


1. Hanging Hall 2. The Slaughterhouse 3. Meat Freezer 4. Cheese Room 5. Salt Room 6. Preserved Storage 7. Fresh Storage 8. Hallway 9. Distillery 10. Humidor 11. Cramped Stairs 12. Hook Hallway 13. Smoke House 14. Drying Shed 15. Hot House 16. Lift


1. The Hoarder's Attic 2. Leftovers Cupboard


1. Tea Room 2. Cafeteria 3. Entrance Hall 4. Courtyard 5. Bakery 6. Patisserie 7. Overstuffed Kitchen 8. Ladies' Room 9. Mis-sized Dining Room 10. Men's Room 11. Servant's Kitchen 12. Unidentified Restroom 13. Empty Kitchen 14. Opium Den 15. Seedy Bar


1. Checked Hall 2. Wine Room 3. Green Bedroom 4. Soft Bedroom 5. Carnivore Bedroom 6. Herbivore Bedroom 7. Sweet Bedroom 8. Chamber of Purification 9. Nasty Bathroom 10. Horrific Hotel Room 11. Locked Door

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|| LOCATION SPECIFICS

NIGHT 019 MAIN

FLOOR ONE:
Tea room, Cafeteria, Picturesque Entry Hall, The Courtyard, Bakery, Patisserie, Overstuffed Kitchen, Ladies' Room, Mis-Sized Dining Hall, Men's Room, Servant's Kitchen, Unidentified Restroom, Empty Kitchen, Opium Den, Seedy Bar

FLOOR TWO:
Hanging Hall, The Slaughterhouse, Meat Freezer, Cheese Room, Salt Room, Cramped Stairs, Hook Hallway, Smoke House, Drying Shed, Hot House, Lift, The Hoarder's Attic, Leftovers Cupboard

BASEMENT:
Checked Hall, Wine Room, The Green Bedroom, Soft Bedroom, Carnivore Bedroom, Herbivore Bedroom, Sweet Bedroom, Chamber of Purification, Nasty Bathroom, Horrific Hotel Room, Locked Door