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
healing_wish: (Default)

[personal profile] healing_wish 2013-10-28 06:22 am (UTC)(link)
[...Ah, Sayaka's too...?] I couldn't find any of mine either. Not even Eevee...

[Madoka holds her in the hug for a bit, then loosens by half to stand a little back and look her into the eyes. Instead of crying, she's trying to stay calm and confident. That's what people full of hope and optimism do, right?]

We'll find them! Definitely find them. Whatever happened to them - we'll find out and get them back. They can't just disappear.

[At least she hopes they can't, but then again, when Mami left and all of her disappeared back into the wild... No, this had to be different!]
aheroofjustice: (I Got It All Under Control)

[personal profile] aheroofjustice 2013-10-28 10:04 am (UTC)(link)
...You're right! We'll find them and bring them home. (After figuring out how to get yourselves home first. She stares back into her eyes, nodding in agreement.)

Thanks, Madoka. If I had to be trapped in another strange world...I'm glad you're here with me. (She flashes her a confident grin, feeling much better.)
healing_wish: (Default)

[personal profile] healing_wish 2013-10-28 06:35 pm (UTC)(link)
Definitely! Or maybe finding them is the key to get home, if they're somewhere to be found.

[They could be back in the Pewter inn? place where the girls "left" them while they're here. Yes, good, look at those pink eyes full of hope, Sayaka. How could anyone not believe in what she says about hope?

Madoka blushes a bit and laughs sheepishly.]
Ehehe, well I just don't want us to be sad [or worse, drowning into despair!] and I wouldn't want you to be alone in a place like this either~. I guess we'll have a lot of walking to do, if we want to search through the whole place?
aheroofjustice: (I Got It All Under Control)

[personal profile] aheroofjustice 2013-10-28 07:25 pm (UTC)(link)
Yeah, that might be it! I'm sure we'll find them, and when we do that'll be a way for us to get home.

(Or back to Johto, at least. She can't look away from those amazing pink eyes, shimmering and filled with hope.

Sayaka eventually looks away, nodding repeatedly while laughing softly. She looks back after a moment, still holding onto her.)
Hehe, yeah...I don't want you to be sad! And it'll be worth it when we find 'em; any ideas on where we should look first?
healing_wish: (Default)

[personal profile] healing_wish 2013-11-06 10:30 pm (UTC)(link)
I really hope so. We'll just have to find them to find out if that's really true. I'll do anything to get us back to where we were!

[All willing to even fight if she must. Castles like this one don't really ...make her trust in the fact that nothing could go wrong here.

Hearing Sayaka laugh - it's a very relieving feeling still. She just can't forget the last time she saw her best friend back home, so every good moment is even more important than they were back home.

Hmm. Yes, where to start?]
Umm, well that one door leads to the kitchen, but maybe not there. I'm more curious about the other two. Let's go look where they lead, okay? [She starts walking as soon as she says that.]
aheroofjustice: (Lively)

[personal profile] aheroofjustice 2013-11-06 11:02 pm (UTC)(link)
Mm! I know just how you feel.

(She's definitely eager to fight, not only to protect Madoka but to also save their Pokemon from danger. She reminds herself to not forget the door that led to the kitchen, walking after Madoka toward one of the two doors.)

Right! Maybe we'll find some clues on how to find our Pokemon, or how to get back. But, just finding a way back means nothing if we don't find our Pokemon first.
healing_wish: (Default)

[personal profile] healing_wish 2013-11-07 10:38 pm (UTC)(link)
[She's walking toward the closer of the two first, keeping her spirits up despite being quite nervous about this all. She just can't give into fear. And there are too many other people here to ask about more serious stuff, such as witches, so let's go with hopeful face.]

Well, if someone really made this into a mystery of finding them, then sure, there should be clues too. We'll just have to find them, somehow. I hope this place isn't too huge, or that we at least have enough time to find everyone.

It's okay, we just refuse to go back without them and maybe that will work. [Right, are you trying to defeat some logic here, Madoka? Because what if that's not how things work.]

Hee, maybe there will be hidden doors and stuff! You know how there usually are things like those in castles like these, I think.
Edited (wrong icon) 2013-11-07 22:39 (UTC)