Route 29: mods (
these_balls) wrote in
route_10652013-10-25 12:32 am
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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
no subject
[He's bulling through the place looking for the way out when he sees the kid in the sunglasses staring at some shit on the walls. He scowls at the one with WHAT HAVE YOU DONE FOR THEM scrawled on it]
What is this supposed to be, some kinda modern art? You seen this crap before?
Anybody starts talking about any doomsday cult shit, I'm smacking them in the mouth.
no subject
Yeah I've seen crap like this before. Not the exact wording, the other stuff was way more ominous and doom talking. Comparing the two, this is like some five year old scribbling on the ways and making the most generic warnings they can because oh shit gotta make this all frightening!
Doesn't even register a two. [But he's not about to toss aside some warning handed down. Not this time.
They were never meant to win.
Yeah.
It would be dumb to ignore it.]
Quick question, how much of this place have you taken a peep at?
no subject
Well if you get stuck in haunted houses a lot, at least you got experience on your side. How'd you get out of the last one?
[Blake sneers at the hangings.] I'm not scared of anybody who makes their threats through goddamn embroidery.
Me? [Blake cranes his head back to look at the ceiling.] Not a whole lot. Saw a balcony out there, but it didn't go anywhere, and I'm sure as hell not giving jumping off a shot.
no subject
Regular joe still. Dave keeps walking, noting the wear and tear on the place. He walks rather than runs as if he has all the time in the world to explore. It seems smarter to act like nothing is wrong.]
I checked the tower. Nothing there. Not even a Cliche Clue. Just vines.
No signs of human habitation in ages. Looking for a library.
no subject
Somebody had to've lived here. Had to've brought us here, too. We didn't get here on our own.
[The whole place can't be as creepy and empty as it seems.]
Library, huh? I heard something about there being one of those around here. I don't see how reading's gonna help, though.
no subject
I'm operating on hey maybe this could be a lead. I got nothing else. [He throws his hands up in a very 'doing my best here' gesture. Come on, you're a cop. Work with his angle.]
I'm trying to actually get something done for once. Most of the time people get stuck like this and just stand around and talk about their options while the lone wolves get bumped off one by o-
I'm going to stop talking now. [He walked right into creeping himself out. Good job, Dave.]
no subject
[Blake is well aware of having no leads.] Eh. It's worth a shot.
[That's him being generous enough to humor you, not him having no damn idea what to do in his own right.]
[Blake glances over his shoulder real quick.]
[He tries to sound casual.] Yeah, I don't wanna be in any shitty slasher movie. Everybody in those is always an idiot.
[So, moving sounds like a good idea.]
no subject
Nope. They're more like, yeah so I had my pound of tasty flesh. Let's wait for the next hapless suckers. [He rattles his thoughts off as he leads the way, keeping an eye out for trouble. The cop doesn't have a gun so that leaves him to do things.
The kick things. His brain isn't all that poetic at the moment while he's running his mouth.]
And uh, who knows people might have lived here hundreds of years ago or something. That's how it goes with places like this, right?
no subject
[Blake throws a glance over his shoulder at the shadows. Damn, he wishes he had a weapon.]
Could be. If there was ever anybody here, they cleared out a long time ago.
You said this kinda shit's happened to you before. Who was behind it then?
no subject
[He tenses but nothing leaps out. Okay, cool. He's just being jumpy and if something is around they know he's on the alert. Fanfuckingtastic. He continues on.]
It was the first damn thing that place did. Other than some other shit that doesn't matter. [Davesprite does matter. He just doesn't feel like sharing when he won't be believed. The spiritual being had once been another version of himself heralding from a dark future. That future was negated the moment he leapt into the ghostly bird containing all the knowledge needed to guide the present Dave towards a hecktic and somehow better future.
Dave pivots and turns down a side hall, having spotted a faded set of markings indicating the library was just around the corner.] Still don't know what was behind that but if it was the exact same, your brain would explode and fountain denial all over the universe.
no subject
[Blake's not rambling to stave off the hints of voices in the silence. That's something a crazy person would do.]
[If Blake heard that story he'd be lost somewhere around "ghost bird." Okay, let's be honest, he'd be gone probably closer to "the."]
[The kid acts like he knows where he's going, so Blake follows him.]
I'll be more open-minded as soon as people stop trying to cram weird crap in there.
no subject
Yeah it totally wouldn't be that smart. That line of thinking is not going to bite him in the ass in any way in the near future, either.
He enters the pitch black room with confident stride and steps on a board that flips up and hits a shelf. It creaks as it tips towards him. Dave snaps both his hands up in time to catch the edge of the old wood as he's pelted with a slew of ancient tomes. Just what he needed, being buried in a half ton of useless crap today.]
no subject
[The kid walks in ahead of him.] Hey, watch it- shit!
[That's a whole lot of crashing books. Blake jumps forward and tries to dig Dave out, tossing the crap aside.] Watch where you're going, goddammit!
[He keeps glancing over his shoulder. If there's anything around here, that noise would've woken it up.]
no subject
I watched where I was going. That board was planted by an asshole.
[Dave grumbles about piles as he wades through the sea of text to get to Blake. He nods to him, grateful for the rescue but fairly sure doing more than grunting, that magical language of adult dudes, will not be appreciated.]
Well if something is in here, it knows we're here now.
[He's not all that bothered by the events. To him, they just keep happening.]