these_balls: (I WANNA BE THE VERY BEST)
Route 29: mods ([personal profile] these_balls) wrote in [community profile] route_10652013-10-25 12:32 am

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 fellow inmates 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
explosivecombat: (It's no accident that I've survived)

[personal profile] explosivecombat 2013-10-28 03:39 am (UTC)(link)
[Kimblee just gives one of those odd half-smiles at that; he shakes his head. Sorry about that moment of security, he's likely about to dash it horribly.]

I think you're misunderstanding me; I never said it was an accidental function of the machine.

Either way, this is clearly someone's idea of punishment; it's just a matter of working out whose it is.
sadisticwarfare: (♕ 12)

[personal profile] sadisticwarfare 2013-10-28 03:43 am (UTC)(link)
...Ah.

[Archer turns his attention back to the tapestry for a moment, rereading the words but not really taking them in. He turns to glance around the hall to see if anyone else is listening in; he lowers his voice anyway despite there being no one around.]

Why are we being punished then? We haven't done anything to deserve punishment.

[If Team Rocket has the machine, then shouldn't those would-be-hero-types be here instead? Of course they could be here and Archer hadn't noticed, but that's not the point.]

Is it possible that they don't have the machine?

[If someone else - like, say, the Elite Four - has the machine, then that's going to make things more annoying. Of course they'll get their hands on it eventually and rid themselves of the pests here and bring those who will be of use to them, but until that happens...]

If it's not Team Rocket, then who could it be?
explosivecombat: (Are you alone?)

[personal profile] explosivecombat 2013-10-28 03:50 am (UTC)(link)
[Kimblee's always been quiet by nature, his voice not really prone to carrying; just the same, his volume drops when Archer's does.]

I don't know. I don't think it's anything we can know until we're given some sort of objective to complete; even when we woke up in the base, we were given vague instructions...

[He glances down the hallway again before turning back toward the gardens and the main part of the castle.]

We shouldn't stay here; I've seen this sort of setup before, I don't like it.
sadisticwarfare: (♕ 09)

[personal profile] sadisticwarfare 2013-10-28 03:55 am (UTC)(link)
[Kimblee's second statement is easier to respond to than his first one and Archer nods.]

Of course. Lead the way.

[He trusts that Kimblee will know where the safest place to be is - or at the very least, Kimblee can find some place that won't put them in any immediate danger.]

What sort of objective would they want us to complete here? Find a way out? That seems too obvious.
explosivecombat: (Keep the incompetence to a minimum)

[personal profile] explosivecombat 2013-10-28 04:04 am (UTC)(link)
I don't know, but since this is set up somewhat like several terrible movies I've seen, I expect people will start dying soon.

[The comment is dry, however, and rather far to the left of serious; right now, he's just focusing on getting out of this...ah.]

...In all seriousness, stay out of that area at night, and avoid it if it seems there are many people going in there; it's a kill box. We can look it over later, when some of the novelty has worn off and there are less people milling about.
sadisticwarfare: (♕ 02)

[personal profile] sadisticwarfare 2013-10-28 04:07 am (UTC)(link)
[Archer rolls his eyes at the first comment but doesn't reply; yes, he understands where that idea comes from, but surely they're not in one of those cheesy horror movies that will involve everyone dying in increasingly gruesome ways. Really now.

He does give Kimblee a bit of an odd look at the second statement though, wondering why Kimblee would ever think that Archer would leave his side for any reason. He highly doubts Kimblee will be going back in that hallway anytime soon, so of course Archer won't be going back either.]


Of course. It doesn't seem as interesting as the library, at any rate.
explosivecombat: (All alchemists are self-serving)

[personal profile] explosivecombat 2013-10-28 04:11 am (UTC)(link)
I'd imagine not.

[He seems to relax a bit once they're back in the garden; that place is unsettling as well, but it's better than most. At least it's open.]

There are doors, though they're obviously locked and they don't seem the sort that can be easily broken down; I've no doubt the likes of Sloth or Major Armstrong could manage, but obviously that isn't any sort of option right now. I've also found somewhere that appears to lead outside; it looks like a lovely place to get yourself shot in the head, so I wouldn't recommend that, either.

Was there anything of value in that library, then?
sadisticwarfare: (♕ 06)

[personal profile] sadisticwarfare 2013-10-28 04:16 am (UTC)(link)
[Archer makes a small noise of recognition; he appreciates Kimblee's efforts into figuring out about this place. He certainly doesn't feel like he's done anything to assist with that, but he's not going to bother beating himself up over that.]

I take it you've seen no signs of our Pokémon?

[The question about the library draws his attention and Archer rolls his eyes.]

Just the ramblings of some madman. He spoke of destroying this world and creating one without emotion, or something of the sort. It was a fascinating read, in the sort of way that one is compelled to watch a train-wreck.
explosivecombat: (Pretty sure my whole brain is crying)

[personal profile] explosivecombat 2013-10-28 04:17 am (UTC)(link)
[...Nice to know your empathy is as functional as ever, Archer.]

No, I -

[...wait.]

...And it didn't occur to you that that might be who brought us here?
sadisticwarfare: (♕ 10)

[personal profile] sadisticwarfare 2013-10-28 04:20 am (UTC)(link)
[...................]

Quite frankly, no, it didn't.

[...................orz]

W-Well, regardless, there wasn't much information on the man himself, just his ideals and goals, with no concrete explanation of how he planned to go about them.
explosivecombat: (You're between swords and the wall)

[personal profile] explosivecombat 2013-10-28 04:25 am (UTC)(link)
[...Ar...cher...]

And I'm assuming those ideals and goals didn't line up with those of anyone we've encountered?
sadisticwarfare: (♕ 08)

[personal profile] sadisticwarfare 2013-10-28 04:26 am (UTC)(link)
No, of course not.

[...]

I suppose it is possible that this person is the one leading Team Rocket, but if that's the case, why bother with stealing Pokémon?
explosivecombat: (All alchemists are self-serving)

[personal profile] explosivecombat 2013-10-28 04:29 am (UTC)(link)
I don't know about you, but the ones that I carry on me are all level 100 and highly-trained.

That might be why.
sadisticwarfare: (♕ 09)

[personal profile] sadisticwarfare 2013-10-28 04:32 am (UTC)(link)
[...he's doing great today, isn't he...]

Well, yes...

[...]

Regardless, we don't know for sure who this person is, or if they're the one that's brought us here in the first place. It seems as though our options are to attempt to escape or wait here and see what happens.
explosivecombat: (Are you alone?)

[personal profile] explosivecombat 2013-10-28 04:38 am (UTC)(link)
And what options do we have for escape? There are locked doors that we can't break and -

[...ugh.]

I suppose there's that courtyard outside, but...
sadisticwarfare: (♕ 07)

[personal profile] sadisticwarfare 2013-10-28 04:44 am (UTC)(link)
We don't even know where we are, Kimblee. I suggest waiting and seeing what the others decide to do. There are undoubtedly brave adventurers among us who would gladly risk their lives to get out of here and explore outside these walls; why not let them risk dying instead of us?
explosivecombat: (All alchemists are self-serving)

[personal profile] explosivecombat 2013-10-28 04:45 am (UTC)(link)
Perhaps, but that does still leave us at the mercy of whomever brought us here. From what I've been seeing, that's not very promising, either.
sadisticwarfare: (♕ 06)

[personal profile] sadisticwarfare 2013-10-28 04:48 am (UTC)(link)
Then what do you suggest?
explosivecombat: (You're between swords and the wall)

[personal profile] explosivecombat 2013-10-28 04:49 am (UTC)(link)
Just stay on guard for now, and try not to get yourself killed.
sadisticwarfare: (♕ 07)

[personal profile] sadisticwarfare 2013-10-28 04:54 am (UTC)(link)
I won't die, Kimblee. Besides, I have you to look out for me.

[HE HAS THE UTMOST FAITH IN YOU BRO DON'T LET HIM DOWN]
explosivecombat: (Are you alone?)

[personal profile] explosivecombat 2013-10-28 04:58 am (UTC)(link)
[SON THAT IS A HUGE MISTAKE JUST SAYING]

Perhaps, but I can't work miracles, Archer.
sadisticwarfare: (♕ 04)

[personal profile] sadisticwarfare 2013-10-28 04:59 am (UTC)(link)
Keeping me alive is not going to take a miracle, Kimblee.

[Besides, how bad can it possibly be?]
explosivecombat: (Someone needs to listen more carefully)

[personal profile] explosivecombat 2013-10-28 05:01 am (UTC)(link)
Well, you never know.

[At least that's...probably more teasing than snide.]
sadisticwarfare: (♕ 10)

[personal profile] sadisticwarfare 2013-10-28 05:02 am (UTC)(link)
[THAT HAD BETTER BE TEASING and you are getting elbowed in the ribs for that!]
explosivecombat: (It's no accident that I've survived)

[personal profile] explosivecombat 2013-10-28 05:03 am (UTC)(link)
[Ah, come on.]

Relax, Archer. It's going to be fine, I'm sure.

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