these_balls: (I WANNA BE THE VERY BEST)
Route 29: mods ([personal profile] these_balls) wrote in [community profile] route_10652013-10-25 09:14 pm

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 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'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
moveslikestrider: (Lost inside the fog.)

[personal profile] moveslikestrider 2013-10-29 03:19 am (UTC)(link)
That would imply we're not still screwed. If you nab a knife, that would be pretty sweet right about now.

[A broken bottle isn't the best of weapons, but in the hands of someone who knows what they're doing it can be effective. It's a one shot weapon used in vulnerable areas of the body. Dave had a feeling if they were nabbed, something would come out of the dark. He's just thankful it isn't Bec Noir.

Or some legendary space pimp with a gold tooth (seriously? how tacky is that). He moves to put himself to the right of the creature. The moment it rises he'll strike for the neck. There's nothing more distracting than suddenly dealing with shards of glass in your source of oxygen.]
freshprints: (UNSURE ❈ but then who was phone)

[personal profile] freshprints 2013-10-29 03:33 am (UTC)(link)
Are you expecting me to use it?

[She's practically throwing the utensils she's finding onto the floor in her haste to dig through the drawer's contents, but after a few seconds of rapid ransacking, she manages to unearth what looks like a very rusted meat cleaver with an old, stained wooden handle.

It's not much, but it's something, and it's probably better than most of the alternatives they've got at their disposal anyway.

Still, as he moves, she instinctively brings the weapon in front of her — and can't quite seem to move, otherwise. Too much about this scenario is reminding her of Hope's Peak — the darkness, the impending threat, the knife — and monster or not, she's left struggling with herself as to whether or not she's got the resolve to actually attack something herself in the first place.]
moveslikestrider: (Lost inside my mind.)

[personal profile] moveslikestrider 2013-10-29 03:42 am (UTC)(link)
Nah. I'm going to need it in a sec. I need you to scan for more exits.

[He waits, calm as she isn't for it to lift itself off the floor. He'd put power into the kick to the knee.

Dave tenses as if finally finds its feet and surges into motion, dropping down and stabbing upwards with the broken wine bottle. Anything sharp isn't for direct conflict, despite what people might say or believe. He swings it as he stabs like he would a sword or knife, directing the energy of his strike into opening a gash.

Anything broken off would just...plug the hole. They need time to run. Not hang around and chat while the thing eats their faces off.]
freshprints: (POINT ❈ press x to phoenix wright battle)

[personal profile] freshprints 2013-10-29 03:57 am (UTC)(link)
[Exits. Good, okay, yes. That, she can do. That's easy, observation is easy. It's easier to think of exits than it is to watch him jabbing his makeshift weapon into the lump of flesh that, to her eyes, is rapidly going monochromatic, with one red eye burning in the area that's presumably its head.

Exits. There's the door she came through (the one leading back to the Grand Hall); there's another right near it that lets out into the garden. Both aren't much of options...

But there, off to the side, there's something else that might be a window of sorts, and the glass in it looks ancient and brittle. Wasting no time, she uses the hand that's not holding the knife to snatch up a pestle from the mess of utensils she'd dumped on the floor and darts toward the glass, taking a swing in an attempt to crack or break the pane and let them get through.]


Got one — over here.
moveslikestrider: (Look into my eyes.)

[personal profile] moveslikestrider 2013-10-29 07:01 pm (UTC)(link)
[Dave breaks away from the fight. He withdraws, tossing the broken bottle at it as he retreats. If the window doesn't work he'll think of something. The important part is keeping himself between the problem and the girl.

It isn't some chivarlist action. He just knows how to fight and won't sit back when trouble rises. He kicks anything that might hinder it in the path and whirls to face it and to give her time to open the way.]


See for this it's classic to sing about the gingerbread man. We're the gingerbread in this case.

[No it isn't traditional]
freshprints: (ASIDE ❈ ishimaru's tripping balls again)

[personal profile] freshprints 2013-10-29 07:15 pm (UTC)(link)
[It takes two or three swings, but the glass does shatter, and Kirigiri uses the pestle to clear away some of the jagged remains around the sill, making it slightly safer for their inevitable hurdle over the thing.]

Something about running as fast as we can, wasn't it?

[Finally, when it's as clear as she thinks she's going to get it, she drops the pestle and hoists herself up onto the sill to get herself over it.]
moveslikestrider: (No mirror to show and tell.)

[personal profile] moveslikestrider 2013-10-30 02:20 am (UTC)(link)
[He breaks away from his assault immediately withdrawing while the thing is possibly distracted. But just to be sure, Dave throws the bottle's remains at it.

Chew on that you creepy sucker, he's ollie the fuck outie of this trainwreck.

Everyone on team hero is earning their 'we're not retreating, we're advancing in the other direction' achievement badge and he doesn't see a problem with that.

Sometimes you have to run.]


Exactly. Thank you for participating in the joke.

[Of course the view is just as creepy outside as it is inside. Fantastic.

He spins to face the monster while the girl is doing a great imitation of the start of Cops. He'd totally beat box that if he wasn't busy scanning for more things to put in its path.

Bad boys, bad boys...

The things you do for the sake of your sanity.]
Edited 2013-10-30 02:21 (UTC)
freshprints: (TURN ❈ later losers i got shit to do)

[personal profile] freshprints 2013-10-30 04:22 am (UTC)(link)
[She's still got that cleaver with her, and when Dave gets close enough, she offers it out to him, half-perched on the ledge and entirely unmindful of the fact that skirts as short as hers are really not made for this kind of daring athletic activity. Not that it matters right now, anyway.]

It only seemed fair, out of consideration for the rescue.
moveslikestrider: (I can't escape you.)

[personal profile] moveslikestrider 2013-10-30 04:51 am (UTC)(link)
[He turns to her, ready to ask a question and pauses.

Yeah that

That's a panty shot.

Dave snags the cleaver from her grasp and flips it in his hand so the blade is pressed flush against the underside of his arm with the edge facing away from him. Like hell he's screwing up a window leap or losing his rusty weapon.]


Still, I'm mighty grateful. Now let's hot foot it out of here before it decides tenderizing dinner will make it taste better.
freshprints: (BLANK ❈ my favorite game is qwop)

[personal profile] freshprints 2013-10-30 05:11 am (UTC)(link)
[You're fleeing from a monster, man, is this really the time. She's not concerned about her wardrobe malfunctions in the face of much more pressing considerations, like not dying.]

Right.

[The response is brief, but she's also busy hauling ass over that sill and into the room on the other side, sprinting across the floor as soon as her booted feet touch ground so as to put distance between herself and the window in a hurry.]
moveslikestrider: Art by kelaruj @ tumblr (The rise and fall.)

[personal profile] moveslikestrider 2013-10-30 05:20 am (UTC)(link)
[Hey, hey he's a gentleman. He only saw it once and ignored it for the rest of the time because srsly, monster behind them. Dave leaps through the window, kicking glass behind him to slow the thing down.

It isn't long before he catches up to Kirigiri. He's been running all his life and at much faster speeds than he's presently allowed. He finds it really lame that he can't flash step about but eh, make do with what you have.]


Let's hope we have a door we can put between it and us.

[Speaking of doors, they're coming up on one. Hell yes.

Maybe it will run into the thing and stop chasing them.]
freshprints: (TURN ❈ later losers i got shit to do)

[personal profile] freshprints 2013-10-31 02:34 am (UTC)(link)
Let's hope there aren't more on the other side.

[She remarks, as she waits for Dave to catch up before wrenching open the door in order to find out.]
moveslikestrider: (A flower for every name.)

[personal profile] moveslikestrider 2013-11-03 03:40 pm (UTC)(link)
[Dave slips through opening gap into the dark hallway beyond. Nothing makes a sound and he has the sense that until she joins him, he'll be alone.

He sucks in a quiet breath as he flips the cleaver to his right hand.]
Coast is clear, so far. Come on through.