Route 29: mods (
these_balls) wrote in
route_10652013-10-25 09:14 pm
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

☆ AREA A — THE SPOOKY GARDEN ☆
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.]
no subject
Walter's monsters are twisted mosaics of the demonic - serpentine bodies mounted on birds' legs, human faces with spiderlike mouthparts and gleaming cats' eyes, leathery wings unfolding behind brass scales and dancing bones. He sees them dropping from the walls, scuttling along the ground, crawling from the fountain like gargantuan insects, murmuring gleefully in not-quite-human languages.
The idea that they might not be demons hasn't yet occurred to him - the phantom pain in his left forearm is his reward for a first, failed attempt at "negotiation". At a glance, Walter seems determined to cut down the spectral creatures until they vacate the garden, wielding his salvaged piece of railing from the library like a sword and dealing decisive, savage blows against the monsters until they vanish into fog; but his restrained brutality is fading into something more like pained determination, and a keener glance shows he's breathing heavily and favoring one leg even as he growls at the spectres with each strike.
He could use some help, or perhaps a wake-up call to stop fighting and run.]
(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)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
...
...
☆ AREA B — THE GRAND HALL ☆
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.]
no subject
And then, it had gotten dark. Dark, and... abruptly dangerous. A look around revealed quickly that not one of the creatures creeping into view from the edges of the room looked friendly, and all he had was a chain to remotely help him along.
And he was surrounded.
That would teach him not to hunt down any other shinobi in this place before going somewhere. Yep. But, for anyone happening along, you get to see just how good he's gotten at beating things up with a heavy chain, since he wasn't about to let these things just eat him.]
(no subject)
(no subject)
no subject
Stop! Leave me alone...!
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
slides in here super late so we can get some cr going
dang u go naegi
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
☆ AREA C — THE OVERGROWN TOWER ☆
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.]
no subject
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.]
(no subject)
(no subject)
(no subject)
(no subject)
Oh my God no......... math..... why math. /HIDES
(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)
...
...
...
...
...
...
...
...
...
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
☆ AREA D — THE WINE CELLAR ☆
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.]
no subject
See, he's trying to find a nice safe spot to spend the night. Problem: there are monsters in the way; they're very strong; he has no gun to shoot them; he has no Gundam to step on them; his skills in hand-to-hand are not enough to get past them. Solution: grab bottle of wine; break bottle of wine; aim sharp end of the bottle at monsters' eyes; run like hell while they're distracted by the pain.
Sorry about that wasted wine, by the way. And those glass shards on the ground. And those angry monsters he's leaving behind.]
Re: ☆ AREA D — THE WINE CELLAR ☆
[He's at that point of drunkenness where he's surprisingly cheerful, although there's a clearness to his eye that belies his muted terror. Care to have a chat with him? Or tell him that he's just been drinking water?]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
☆ AREA E — THE KITCHEN ☆
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.]
no subject
But even she had her limits, and she may not have reached them yet but that was why she's heading for the kitchen - so she doesn't get tired!)
I knew it! Even Johto's not immune to the curse of the Witches...!
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
no subject
Unfortunately, the eerie atmosphere of the Kitchen takes its toll on her, too, and as she stands there opening cabinets and drawers to take stock of what might be there, she can feel her stomach beginning to growl. Of course she doesn't think anything of it at first; again, it's only natural that it catch up with her eventually. Presumably by now, it simply has.
But it makes her a little more careless than she might otherwise be, because she's fixating on her search and not on her surroundings, and that's why she misses the approach of the monster until it's already managed to block the door. She hears it before she sees it: the clang of iron against stone, the rhythmic thumping of something that her memory and instinct automatically translates as a crusher...
She turns, but she's pinned between the cabinets and the approach of the thing, and she's only got a few seconds left to be clever before it's ultimately upon her.]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
☆ AREA F — THE HALL OF TAPESTRIES☆
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.]
no subject
Even if she happens to be caught dodging monsters, she doesn't seem too irritated; she and her friends did attain all the levels in their own game, although admittedly Aradia was a little more psychic and robotic at the time. And prior to that she at least had a whip...
But she doesn't mind fighting things if she has to, though she's more interested in studying the tapestries, still wandering restlessly, searching for her pokemon.
She's quiet about what her monsters seem to be, but she does at least find them unsettling enough to be frowning rather than smiling. ]
(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)
(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)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
☆ AREA G — THE DECAYING LIBRARY ☆
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.]
no subject
[ monster monster monster]
[It's coming from everywhere but there's nobody fucking there, no matter how many times Blake spins around and seeks out the source with hunted eyes.]
[all holy innocents]
Shut up! Shut the fuck up!
[unclean spirit]
[you robber of life           you corrupter of justice]
[There's nobody there, and when Blake spins around once more, he's face-to-face with him.]
[The man's skin is as white as corpse. He's too starved and thin to be standing, and his arms hang too long. Where his eyes should be are two black pits.]
[His mouth moves. He stares straight ahead, spidery hands at his sides twitching. The voice that comes out is a dry, weak thing, like air passing through hollow glass pipes.]
Give place, abominable creature.
[Blake turns and runs.]
[He doesn't look where he's going. He barely sees the library around him, only gets a glance of the rotting bookshelves and the crucifixes hanging from the ceiling. It only takes a few seconds for the terror to turn into desperate anger. Fuck it. Fuck it. If something is after him, he will kill it first.]
[He throws his eyes around the room. They hit the curtain rods with those old-fashioned fancy ends that come to a point.]
[As fast as he can move, he climbs up on a shelf that's by the wall and yanks one down, nearly falling off and breaking his damn neck in the process. Metal screeches and clatters.]
[The quiet is thick after that. Just Blake's ragged breathing as he stands by the door, weapon ready, waiting.]
(no subject)
(no subject)
(no subject)
(no subject)
goddammit dw stop letting me click shit i don't want to >:V
I do that constantly
(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)
(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)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
no subject
(no subject)
☆ AREA H — THE HIDDEN DUNGEON ☆
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.]
☆ AREA I — THE HAUNTED TERRACE ☆
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.]
no subject
After seeing what look like demons - are they really? He knows there's a lot of different kinds of demon clans - Atsuro try to avoid them in the hallways and duck into one of the rooms for a breather.
Only to end up at the terrace by accident.
So anyone coming by may see Atsuro watching the patch of fogs warily and backing away. Or running away from them.]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
no subject
[As light on his feet as ever, Lancer sprang back in response to the monster's attack--this one a shambling corpse in rotting leather armor, swinging a chipped metal sword.]
Nice try, nice try...but you'll have to work harder to keep up with me--! [He rushed forward in a streak of horrible Hawaiian shirt colors, ducking the next haphazard sword swing. In a moment Lancer lashed out with a swing of his hand that was more a feral swipe of claws, connecting with the crack of brittle bones and rending of flesh.]
[The next sound was a dull thud as the undead knight's head fell to the floor, followed by a heavier one as his body followed suit. Lancer reached down to pick up the creature's sword with an unimpressed look, but before he could even consider using it as a weapon the object disintegrated into ash.]
Tch. Fine, whatever. Goddamned thing would have broken long before my hands will.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
☆ GENERAL — OTHER CASTLE LOCATIONS ☆
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.]
no subject
Man, this is just like Eblan Castle all over again, but with more creepiness and without the awesome loot. Very bad trade-off, if anyone asks him.]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
...
...
{ closed to Lightning }
Cassie knew better than to give in to panic. Throughout the day she'd seen various people in and out of the Fairy room finding Pokeballs that belonged to them. She herself had discovered Donna's Pokeball earlier on but only Donna's. As she heard snippets of passing conversation while exploring the castle she pieced together bits and pieces. Other people were still finding more in other rooms. Even after tracking down the rooms she hadn't been able to get in, and revisiting the Fairy room hadn't yielded anyone else from her team.
What if she didn't find them in time?
She's been searching the mansion high and low since then, and is just coming back to the master bedroom for one more look when she sees her- the woman kicking at the doorway as if its very existence greatly offended her. Cassie could relate. She felt like kicking and punching some doors down herself. Rather than join in, though, she calls out.]
Hey, what's wrong? Are you trying to get in?
(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)
(no subject)