Route 29: mods (
these_balls) wrote in
route_10652013-10-25 12:32 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
NIGHTMARE PLOT: DAY ONE — DAYTIME
Who: Nightmare Plot participants!
Where: ???
When: Friday, October 25 — DAYTIME
Summary: A whole lot of people collectively wake up and rapidly come to the conclusion that their lives are objectively terrible. Also, a castle.
Rating: PG in general; please mark threads that go higher accordingly!
Log:

YOU ARE HERE. UNFORTUNATELY.
KEY:
• RED areas are inaccessible regions of the castle! How they're inaccessible will vary from place to place (and from person to person), so players are encouraged to be creative in making up reasons why their characters can't get in to those areas if they try. For example, they might find the door to be locked or jammed; they might find a section of wall has collapsed and blocked off the corridor; they might just run into an invisible wall or a lingering patch of obscuring fog that ultimately deters them. They might even discover a rather unpleasant-looking monster hanging around and decide they'd rather not take the chance; the sky's the limit here, but the reasons for the same door being blocked can vary from person to person, and we encourage you to use this to add to the IC confusion if you so desire!
• BROWN areas are secret passages! It won't be immediately obvious that these areas exist (naturally, being secret), but with some diligence and careful inspection, characters can find the opening and get inside. Whether it's from lifting a secret latch or just figuring out the wall is hollow and bashing the thing down, of course, is up to player discretion!
• AREA A — the Spooky Garden. — ROOM CHANGES — 10/28/13
The obvious object of note here is the pretty fountain bubbling merrily away in the center of this odd little patch of indoor flora; it's made of white marble and is your standard three-tier affair, surrounded by a modest "courtyard" of grass and wildflowers. The animal sculptures are probably Pokemon you recognize...though on second glance they look more like something you're pretty sure you saw back home...and come to think of it, on third glance they're starting to get a little unsettling somehow. Strange! However, if you can stand the spooky company, it's a fairly quiet place to sit and unwind. Maybe you'll be generous and throw P10 into the waters? Or maybe you'll dig in there and retrieve other people's contributions for your own benefit. Either way, be careful when you look into the water; who knows what faces you might see reflected!
• AREA B — the Grand Hall. — ROOM CHANGES — 10/28/13
This is where you and your fellowinmates visitors have woken up; everyone will originate here upon the start of the plot, but there's absolutely no restriction on how long you have to stay there, so feel free to take off running as soon as you like. If you decide to stay, though, you'll notice it's a fairly big room, generally rectangular, with walls of gray stone and a healthy coating of dust and cobwebs over most every surface. All things considered, there's not a lot actually in here: some scattered rubble, scraps of wood, tattered cloth, empty sconces on the wall. Poke around a bit and you might find a candle or some other helpful odds and ends, but by and large this seems to be a token Big Empty Room — not particularly helpful for anything but holding people, all things considered.
• AREA C — the Overgrown Tower.
Watch your head as you enter this room; contrary to what you might expect from a tower room, the ceiling is surprisingly low, and the dangling vines might give you a fright if you walk into one without paying attention! There isn't much of note in this room, outside of the plants seeping through the cracks in the cold gray stone and the delicate scent of flowers lingering in the air; not much, that is, save for the wooden rocking horse standing stationary in the center of the room — what could that be doing there?
• AREA D — the Wine Cellar.
Pretty self-explanatory, this one; this room is stocked full of creaky old wine casks and dusty bottles of what is presumably ridiculously well-aged alcohol, along with assorted bottling tools and the other odds and ends you might find in an old-school winery. Alas, no free shot at hitting the bottle for you, minors; characters who would not ordinarily be eligible to drink in Route will find that even if they crack one of these bottles open, the liquid inside turns to old water — or refuses to come out at all.
• AREA E — the Kitchen. — ROOM CHANGES — 10/28/13
Like the Wine Cellar, this is also pretty self-explanatory; search the cupboards and you might find food. Whether or not you're willing to try eating it is entirely up to you — who knows what might be in it, or how long it's been there, after all — but no one's likely to starve; when characters aren't in the Kitchen, they won't find themselves to be particularly hungry, regardless of how long it's been since they've last eaten. When they go inside, hunger will set in, but if they'd rather not eat to remedy the problem, then alleviating it is as simple as just leaving the room.
• AREA F — the Hall of Tapestries. — ROOM CHANGES — 10/28/13
A nice, long, intimidating hallway with a high arched ceiling and faded tapestries lining the walls. Visitors with a healthy sense of paranoia might notice that this room is a classic example of a "kill box"; there's only one exit on either end and nowhere to hide in the middle. But certainly there's no reason to be frightened while walking alone down this long, empty, echoing corridor — though depending on your nerves, it might be a reason to pick up your pace.
• AREA G — the Decaying Library.
Though it doesn't seem to have seen a caretaker in quite some time, the library comes fully stocked with enough books to keep the literary-inclined busy for a while. There's at least some valid information to be found, most of it detailing a region that doesn't seem to be Johto or Kanto. Descriptions of Mount Coronet and the ruins of Celestic Town, as well as details about what appear to be the creation of the world can be found here, among other things — including the demented ramblings of a man who seems determined to destroy the world and remake it in his image, and the surely coincidental story of a tragedy that occurred in a large manor not entirely unlike the one you've awakened in...
• AREA H — the Hidden Dungeon.
Hopefully you'll never have reason to visit here, but if you've taken up residence in a set of our finest wall manacles, well...enjoy your stay, we suppose. This room is only accessible through the secret passage designated in brown; in the event that your character suffers a critical injury during the course of this plot, after whiting out they will end up in this room, presumably in chains. Hopefully they've got a friend who can pick locks, or who'll otherwise come to spring them from their confinement! If not, it might be a loooooong wait until someone happens by.
• AREA I — the Haunted Terrace.
This area is also accessible by secret passage, and if you happened to find it in the daytime, you might be a bit disappointed to discover that it's pretty much just a big empty patio that looks as though it ought to be outdoors (and the occasional breeze passing through would seem to support that conclusion), but it's so heavily ringed by thick fog that you can't see more than a foot or two past the boundaries of the edges.
~
☆ NOTES ☆
• Remember, all arrivals to the castle originate in AREA B — the Grand Hall, but you're free to move away from there as quickly or as slowly as you like! Feel free to handwave the arrival as you see fit.
• This log is for DAYTIME INTERACTIONS ON FRIDAY, OCTOBER 25 only! The Night One log is here, and other interactions throughout the course of the plot should be made in characters' own journals.
• If you have any questions, you can always ask us here at the INQUIRIES HOTLINE!
~
☆ QUICK LINKS ☆
AREA A — the Spooky Garden | AREA B — the Grand Hall | AREA C — the Overgrown Tower | AREA D — the Wine Cellar | AREA E — the Kitchen
AREA F — the Hall of Tapestries | AREA G — the Decaying Library | AREA H — the Hidden Dungeon | AREA I — the Haunted Terrace
GENERAL — Other Castle Locations
Where: ???
When: Friday, October 25 — DAYTIME
Summary: A whole lot of people collectively wake up and rapidly come to the conclusion that their lives are objectively terrible. Also, a castle.
Rating: PG in general; please mark threads that go higher accordingly!
Log:

YOU ARE HERE. UNFORTUNATELY.
KEY:
• BROWN areas are secret passages! It won't be immediately obvious that these areas exist (naturally, being secret), but with some diligence and careful inspection, characters can find the opening and get inside. Whether it's from lifting a secret latch or just figuring out the wall is hollow and bashing the thing down, of course, is up to player discretion!
• AREA A — the Spooky Garden. — ROOM CHANGES — 10/28/13
The obvious object of note here is the pretty fountain bubbling merrily away in the center of this odd little patch of indoor flora; it's made of white marble and is your standard three-tier affair, surrounded by a modest "courtyard" of grass and wildflowers. The animal sculptures are probably Pokemon you recognize...though on second glance they look more like something you're pretty sure you saw back home...and come to think of it, on third glance they're starting to get a little unsettling somehow. Strange! However, if you can stand the spooky company, it's a fairly quiet place to sit and unwind. Maybe you'll be generous and throw P10 into the waters? Or maybe you'll dig in there and retrieve other people's contributions for your own benefit. Either way, be careful when you look into the water; who knows what faces you might see reflected!
• AREA B — the Grand Hall. — ROOM CHANGES — 10/28/13
This is where you and your fellow
• AREA C — the Overgrown Tower.
Watch your head as you enter this room; contrary to what you might expect from a tower room, the ceiling is surprisingly low, and the dangling vines might give you a fright if you walk into one without paying attention! There isn't much of note in this room, outside of the plants seeping through the cracks in the cold gray stone and the delicate scent of flowers lingering in the air; not much, that is, save for the wooden rocking horse standing stationary in the center of the room — what could that be doing there?
• AREA D — the Wine Cellar.
Pretty self-explanatory, this one; this room is stocked full of creaky old wine casks and dusty bottles of what is presumably ridiculously well-aged alcohol, along with assorted bottling tools and the other odds and ends you might find in an old-school winery. Alas, no free shot at hitting the bottle for you, minors; characters who would not ordinarily be eligible to drink in Route will find that even if they crack one of these bottles open, the liquid inside turns to old water — or refuses to come out at all.
• AREA E — the Kitchen. — ROOM CHANGES — 10/28/13
Like the Wine Cellar, this is also pretty self-explanatory; search the cupboards and you might find food. Whether or not you're willing to try eating it is entirely up to you — who knows what might be in it, or how long it's been there, after all — but no one's likely to starve; when characters aren't in the Kitchen, they won't find themselves to be particularly hungry, regardless of how long it's been since they've last eaten. When they go inside, hunger will set in, but if they'd rather not eat to remedy the problem, then alleviating it is as simple as just leaving the room.
• AREA F — the Hall of Tapestries. — ROOM CHANGES — 10/28/13
A nice, long, intimidating hallway with a high arched ceiling and faded tapestries lining the walls. Visitors with a healthy sense of paranoia might notice that this room is a classic example of a "kill box"; there's only one exit on either end and nowhere to hide in the middle. But certainly there's no reason to be frightened while walking alone down this long, empty, echoing corridor — though depending on your nerves, it might be a reason to pick up your pace.
• AREA G — the Decaying Library.
Though it doesn't seem to have seen a caretaker in quite some time, the library comes fully stocked with enough books to keep the literary-inclined busy for a while. There's at least some valid information to be found, most of it detailing a region that doesn't seem to be Johto or Kanto. Descriptions of Mount Coronet and the ruins of Celestic Town, as well as details about what appear to be the creation of the world can be found here, among other things — including the demented ramblings of a man who seems determined to destroy the world and remake it in his image, and the surely coincidental story of a tragedy that occurred in a large manor not entirely unlike the one you've awakened in...
• AREA H — the Hidden Dungeon.
Hopefully you'll never have reason to visit here, but if you've taken up residence in a set of our finest wall manacles, well...enjoy your stay, we suppose. This room is only accessible through the secret passage designated in brown; in the event that your character suffers a critical injury during the course of this plot, after whiting out they will end up in this room, presumably in chains. Hopefully they've got a friend who can pick locks, or who'll otherwise come to spring them from their confinement! If not, it might be a loooooong wait until someone happens by.
• AREA I — the Haunted Terrace.
This area is also accessible by secret passage, and if you happened to find it in the daytime, you might be a bit disappointed to discover that it's pretty much just a big empty patio that looks as though it ought to be outdoors (and the occasional breeze passing through would seem to support that conclusion), but it's so heavily ringed by thick fog that you can't see more than a foot or two past the boundaries of the edges.
☆ NOTES ☆
• Remember, all arrivals to the castle originate in AREA B — the Grand Hall, but you're free to move away from there as quickly or as slowly as you like! Feel free to handwave the arrival as you see fit.
• This log is for DAYTIME INTERACTIONS ON FRIDAY, OCTOBER 25 only! The Night One log is here, and other interactions throughout the course of the plot should be made in characters' own journals.
• If you have any questions, you can always ask us here at the INQUIRIES HOTLINE!
☆ QUICK LINKS ☆
AREA F — the Hall of Tapestries | AREA G — the Decaying Library | AREA H — the Hidden Dungeon | AREA I — the Haunted Terrace
GENERAL — Other Castle Locations
☆ GENERAL — OTHER CASTLE LOCATIONS ☆
woodscastle. There's no one around and your phone is dead. Out of the corner of your eye, you spot him — Shia LaBouffalant.NOTE: Please feel free to be creative within the bounds of this setting; we encourage it! Nightmare Castle is a very dreamlike world, so things don't necessarily have to make sense 100% of the time, and the experience may be slightly different for everyone. If you have any questions, please contact us via the Inquiries Hotline, linked above, and we'll get back to you ASAP.]
The area to the right of the Haunted Terrace
Leaving the Grand Hall he passed through the Spooky Garden and emerged in a large hall that ended in... steps down and a large pair of doors that were obviously an exit? Score! He ran for the doors, flung them open and... saw three individuals in the fog who were obviously members of the Rakdos Cult as they walked past, looking like they were headed somewhere else. Domri immediately closed the doors as quietly as he could. They didn't seem to have noticed him, and he desperately hoped that they wouldn't. It wasn't so much that he was scared of them (although he couldn't help but remember the stories he'd heard about what happened at Rakdos "performances"), but more that he knew that he stood no chance against them as he was, unarmed, unable to use magic, and without any beasts at his side to fight for him if they decided to include him in their "fun".
Anyone who didn't see what Domri saw out the doors will see him very quickly walking in the other direction, trying not to look nervous and hoping that he can find something to use as a weapon, or better yet his poké balls.
no subject
He was just making a slow circuit of the hall surrounding what appeared to be some sort of central garden, then, when he spotted a familiar and and slightly rattled-looking face hurrying past.
"What's wrong?"
no subject
"Have you seen anything that could be made into a weapon? I saw some Rakdos outside when I looked. If they're around I'm not going out there unless I have a way to fight."
Domri didn't speak any faster than normal when he answered. The situation might not have been the greatest, but Rakdos Cultists were at least a known danger, and one that he knew how to deal with. Surely once he'd gotten past them he could just leave and see where he was, right?
no subject
no subject
(no subject)
(no subject)
secret passage to the haunted terrace
[He's already off to an amazing start! Okay, so maybe he stumbled upon this secret passageway more by accident than anything, but does that really matter? Progress is progress!]
Maybe I should say something cool when I open the door at the other end! Something intelligent, like a real detective!
[That's what the Chairman would do, he's sure. He'd have had this mystery solved hours ago. As soon as he opened his eyes! Maybe Akira wasn't that good, but he was still determined to do the CLAMP School Detectives proud.]
no subject
He might have to make sure the boy doesn't get himself hurt with all that enthusiasm though. Excitement is good, but too much can make someone forget that there are dangers around.]
I'm not sure how detectives work where you're from, but I think witty comments can wait till we actually find something good, like a way out of this place.
Not to dampen your enthusiasm or anything, but to be more cautious than anything.
no subject
I thought a secret passage was pretty good. But you're right, maybe I got a bit ahead of myself...
no subject
[He tosses his hair back, out of his face, but his bangs come back down anyway, so it's a bit pointless.]
But you actually did well finding this place-- it is supposedly secret after all.
no subject
[From what he's overheard making his way here, most if not all of the other people around are Pokemon trainers. But this guy doesn't seem to have any with him.]
Are your Pokemon missing, too?
no subject
After all, the place reminds him of home.
For now he's humming quietly to himself, a lullaby-type melody as he paces the exterior of that garden; there are things not striking him quite right - the walls aren't lining up properly.
That's always such a lovely sign, isn't it...might as well figure out how to get into some of these areas that whomever designed this place doesn't want them to see...
no subject
So, he decided to relocate to the garden temporarily to collect his thoughts and organize some of the information he'd uncovered, but... well...
...couldn't that person at least hum something that didn't have a creepy tune]
You're not helping, you know.
no subject
[Look at how seriously he's taking this.]
Well, I hope it's because you actually found something worthwhile to focus on; this place isn't so bad...
no subject
Perhaps under different circumstances I'd agree, but just about everything in this place except perhaps the library is extremely offputting.
no subject
[Kayneth, how do you always manage to get the insane ones.]
Although the atmosphere is a bit miserable, isn't it...ah, but I still don't think I'd call it offputting.
(no subject)
no subject
And if you think she's going to behave any differently from the way it went the last time, well. You're sadly mistaken.
If you manage to spot her as she sweeps the castle,
it'll probably be a miracle,feel free to hail her — if you can. She's in investigating mode at the moment, you see, and she intends to leave no stone unturned.There's a mastermind behind this. She intends to find out who it is.]
no subject
Have you found anything yet, Kirigiri-san?
no subject
[Tempting though it might be to be withdrawn and icy as ever, the fact that their current circumstances are pinging altogether too hard as Murderschool 2.0 is making her slightly more willing to put her emotions on display, and so she doesn't bother to hide her relief at being spotted.]
I've covered most of it by now. Are you...
[She pauses, not wanting to voice the obvious question — for obvious reasons — but eventually mustering the nerve for it.]
Do you...remember how we got here?
no subject
[ He pauses, trying his darnest to remember what happened before he woke up in this unfamiliar place. Unfortunately, all he manages to draw is a blank. ]
I don't. Sorry.
no subject
[The amount of THIS AGAIN in her tone is palpable.]
What's strange is that no one has stepped forward to take responsibility for this yet. You'd think whoever's done this would've made their demands of us by now.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
the atmosphere is spooky as hell and yet...!
He may not immediately notice Kirigiri when he crosses paths with her, though it might be difficult to miss his frustrated muttering.]
...no, that's useless as well. Just how much time do we even have...?
no subject
Time before what?
["To hail", apparently, has won the day.]
no subject
so there was a person there...]
Before everything goes to hell, obviously.
[one of his disciplines is necromancy, okay
he knows when shit's 2spooky]
no subject
[Are you using your man brain, Necromancer-san.]
(no subject)