Route 29: mods (
these_balls) wrote in
route_10652013-10-25 09:14 pm
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Entry tags:
NIGHTMARE PLOT: DAY ONE — NIGHT TIME
Who: Nightmare Plot participants!
Where: ???
When: Friday, October 25 — NIGHT TIME
Summary: Night falls, monsters attack, and Bad Boys 2 accurately sums it up.
Rating: PG in general; please mark threads that go higher accordingly!
Log:

STILL HERE. BUT THIS TIME IT'S OUT TO GET YOU.
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've had the misfortune of coming here at night, you'll find it's quite the unappealing place to be — some of the patches of fog lurking about are actually monsters that will attack anyone who gets too close! The good news is, they'll only follow player characters as far as the end of the secret passage before turning back, but anything on the terrace or in the passage is fair game for an attack if you're not careful!
~
☆ NOTES ☆
• Remember, your chances of having a random encounter with a malevolent entity somewhere in the castle during the nighttime hours are approximately 50/50, with two exceptions: the chances of encountering a monster in the Haunted Terrace are 100%; the chances of encountering one in the Overgrown Tower are 0%. Aside from those two stipulations, it's up to player discretion whether or not you run into one, and how the encounter goes if you do!
• The monsters will be influenced by but not identical to spooky things that your characters have seen in their own canons. For example, Luke Skywalker may see hooded figures in black cloaks with glowing eyes; he may not see Emperor Palpatine. Leon Kennedy may see a shambling monster with protruding spikes; he may not see an Iron Maiden. TL;DR: your character may see a generic monster with similar attributes to things they've seen in canon; they may not see specific monsters, people, and etc. from their canons.
• Characters are allowed to fight the monsters! You can flee from them, fight them, attempt to talk to them (but why would you), whatever! If they attack you, it will hurt but leave no apparent physical damage; characters will just find themselves exhausted and in pain. If a character is subject to too many attacks, they will white out and appear in shackles in Area H, the Hidden Dungeon, and they will either have to break out or someone will have to come rescue them.
• This log is for NIGHTTIME INTERACTIONS ON FRIDAY, OCTOBER 25 only! The log for Day One interactions 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 — NIGHT TIME
Summary: Night falls, monsters attack, and Bad Boys 2 accurately sums it up.
Rating: PG in general; please mark threads that go higher accordingly!
Log:

STILL HERE. BUT THIS TIME IT'S OUT TO GET YOU.
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've had the misfortune of coming here at night, you'll find it's quite the unappealing place to be — some of the patches of fog lurking about are actually monsters that will attack anyone who gets too close! The good news is, they'll only follow player characters as far as the end of the secret passage before turning back, but anything on the terrace or in the passage is fair game for an attack if you're not careful!
☆ NOTES ☆
• Remember, your chances of having a random encounter with a malevolent entity somewhere in the castle during the nighttime hours are approximately 50/50, with two exceptions: the chances of encountering a monster in the Haunted Terrace are 100%; the chances of encountering one in the Overgrown Tower are 0%. Aside from those two stipulations, it's up to player discretion whether or not you run into one, and how the encounter goes if you do!
• The monsters will be influenced by but not identical to spooky things that your characters have seen in their own canons. For example, Luke Skywalker may see hooded figures in black cloaks with glowing eyes; he may not see Emperor Palpatine. Leon Kennedy may see a shambling monster with protruding spikes; he may not see an Iron Maiden. TL;DR: your character may see a generic monster with similar attributes to things they've seen in canon; they may not see specific monsters, people, and etc. from their canons.
• Characters are allowed to fight the monsters! You can flee from them, fight them, attempt to talk to them (but why would you), whatever! If they attack you, it will hurt but leave no apparent physical damage; characters will just find themselves exhausted and in pain. If a character is subject to too many attacks, they will white out and appear in shackles in Area H, the Hidden Dungeon, and they will either have to break out or someone will have to come rescue them.
• This log is for NIGHTTIME INTERACTIONS ON FRIDAY, OCTOBER 25 only! The log for Day One interactions 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
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But he is sitting against a wall, trying to breathe evenly to stave of an anxiety attack. It's not going so well though, since he keeps seeing ghostly figures everywhere and a few shambling, corpse-like monsters here and there.
So he's just breathing noisily, and pressing a hand to his forehead. No one ever said anxiety attacks are pretty.]
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But in that silence she becomes immediately aware of the other person using this place for a hideout, and he doesn't look as if he's doing too good.]
Hey, are you- [Dumb question, Cass. CLEARLY not alright. She approaches and stoops down to one knee a respectful distance away. She sort of recognizes him from the network.]
Are you hurt?
[Her demeanor is straight forward and calm. This is her "calming down and directing civilians" face.]
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[It's a lie, and a very, very bad one. But heck, he doesn't care, even if his voice is hoarse and he probably looks terrible.
But her voice does make him realize that he really needs to get a grip somehow.]
I'm not harmed anywhere.
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... Looks like they're avoiding this place. Are you sure you're alright? No offense, but you look a little... you know, worse for wear. Kind of understandable given the circumstances... [As if for emphasis she's absently reaching over to finger some of the hanging fabric on her arm, not really minding the scratches on her skin though.]
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Please stop talking about that. [At the very least he said please.]
Just... give me a moment. [Or something to keep his mind busy, and off the thoughts of monsters and ghosts.] Or an equation.
Oh my God no......... math..... why math. /HIDES
[Tried and true, right?]
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Earth people.
He doesn't know what this Pythagorean theorem is, even.]
That's not helpful. [But at least he's directing his panic into annoyance? No, it's not healthy. Though he doesn't know that. He doesn't know why he's being mostly pissed now, fear turning into anger because of all the wrong words.]
Nevermind.
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Not helpful? Why not- Never mind it. She furrows her brow in frustration (not at Hope, but that she seems to be getting results opposite of what she intended. She's supposed to be a hero (in training), she doesn't like not being helpful.]
Tell me something about where you're from. Are you a professor or scientist in your world? [She's just taking a stab in the dark but it seems like a REALLY good guess that they aren't from the same one- not because of his dismissal, but because 9 out of 10 people she encounters ARE from other worlds.]
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So he takes a deep breath and answers her, softly and properly in an imitation of how he'd talk in non-stressful circumstances.]
I'm an engineer, mechanic, scientist and archaeologist. [But he only has one degree though. Not like it matters in his world, really.]
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Hey kid, deep breaths. I mean it's not that bad out here, maybe too quiet and a little eery. But not that bad.
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He'd have said something biting, but then remembers that it's different for everyone, so he doesn't. Instead, he rubs his forehead with the heel of his hand as he breathes deeply to try and get a grip.]
I don't know what you've seen out there... but I'd seen far too much.
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Nothing that still pales in comparison to what I've had to fight back home.
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Tell me?
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[He blinks curiously, his fingers coming up to drum at his reactor over his shirt as he mentions home.]
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[Waves a hand at his head-- but what he really means are his thoughts. He needs something to keep him from reliving the past few hours.]
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[He shifts his weight and drops his hand, but is still fidgeting with it, talking about the Battle of New York really wasn't his favourite topics, before he was pulled here it had started to make him feel really antsy just talking about it, just like it was now. But as always, Tony just ignored it and moved on.]
Luckily, there was a nuclear weapon, I sent it through the black hole and stopped the attack getting worse than it could have been...
[His mind flashes back to going through the portal at the time, then to his dreams of Dummy 2.0 being stuck on the other side of that portal as he fell back through it. Then he shook his head a little harder than he needed too.]
And then when we were done, we had Shawarma, you should try it, it's got a real melt in the mouth quality that really stick with you.
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And then?
[He... doesn't feel like he's out of the woods yet though, so to speak. He's not calm. Probably wont be until they get out of here, and with all of their Pokémon.]
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[Tony looks at him for a moment before shrugging.]
Thor took Loki home. Then we all parted ways, Barton and Natasha went back to SHEILD, Steve when to tour America I think, and Bruce came back with me to my tower. And I went back to developing my free energy project. That was it really, back to our lives... Like, normal. And then... Here.
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Sleep was avoiding him here, although he wasn't sure if he could sleep like this. At the very least he could try and help out a little, right?]
Um... Try counting down from sixty.
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It's simple, but he finds the simple math soothing.]
Apologies for bothering you. But thank you.
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You didn't... you're not bothering me, so it's fine. You should be safe up here though. I don't think they can get in here, so it's probably a good idea to rest while you have the chance.
[He knows he's going to head back out there on his own eventually. There was still the matter of finding his missing Pokemon after all.]
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[Small mercies, really. But he's getting nothing done being cooped up in here, so he's getting to his feet.]
I wish I could rest, but it's probably not the best time or place to do so.
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If a lot more of my friends are here... well, then that's my first priority.