|| GENERAL
In the First House the guests will find themselves waking in the Parlor. The clock has returned to its place in the wall, and the vision of a man stepping from behind it seems like little more than a fever dream. The room they have found themselves in will be their only safe room tonight, and the fire roaring in the hearth seems fit to keep them warm despite the cold surrounding them.
In all stairwells of the First House the Broken Woman has appeared again. Her pattern has shifted tonight, and she will make no allowances for gender. Any who take the stairs at any less than a run will find themselves facing her. She often screams just before she appears, voice lifted in a wail of utter despair that reaches further than her fingers could ever touch. It resonates on some dark cord within those she attacks. Her fingers are icy and unbelievably strong for such a broken body, and she will not be driven away by anything short of a full frontal attack.
No matter how hard the guests look for him, the child Lock seems to be missing from the house. The Study stands open and empty, the child gone from his hiding place. Not even blood remains to mark his presence.
The people trapped in the First House may find themselves unusually picky tonight. Despite hunger pangs gnawing at them, they will find it difficult to eat anything but the exactly right thing. That thing changes from person to person, but many will find that old childhood complaints about food are coming back to haunt them. The thought of touching brussel sprouts or broccoli makes them want to gag, and anything unrecognizable is sure to be met with an almost frustrating inability to eat.
Though it starts as a restriction on what food they can eat, it soon becomes something they feel within themselves. It doesn’t taste good, it isn’t right, they simply don’t wish to eat it -- and it will soon translate into other parts of the night. In fact, many will find that any restriction someone wishes to place upon them begins to chafe unnaturally.
Why should they listen?
Who is going to make them?
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|| FIRST FLOOR Music is playing in the Ballroom, and any who dare to look within it will find dancers swaying toe an elaborate waltz. They are all well dressed and clearly prepared for a fine party. The dancers do not respond to any who try to hail them, though they do not seem to mind being danced with.
For the house-guests beholding them, the floor is full of familiar faces. People they have met within the house, those that have vanished from their sides. They seem oblivious to their audience, and will not be dragged from the floor. Nothing can be done to protect or preserve them.
At one table, a mysterious blue Stranger sits, a bald woman with pointed ears. She is armoured and watches the proceedings with interest in her yellow eyes. Her body seems to have been damaged and stitched back together again. Anyone who gets close enough to get a good look at her might realize that there are wires beneath the broken skin. She holds in her lap a broken and unseeing doll, one hand resting almost protectively upon it.
The Ballroom has another creature within it, a large monster looming over the dancers. The creature is easily three times the size of a horse, mouth gaping in a fang-toothed grin of hunger, body glistening with fluid and blood. It smells as foul as it looks, driving fear into the hearts of those that behold it, and dizzy spells for those who inhale around it. The beast is clearly crafted from some nightmare.
As soon as even one of the house-guests has begun to venture into the ballroom the creature will begin to move.
Not just move, roam the halls of the house and give chase.
Anyone who breaks from the group will find themselves quickly dispatched by the creature, safety in numbers the only safety to be had tonight. For anyone who wishes to explore new friends had best be made.
As though to add insult to injury already dealt, this massive creature is not the only threat facing the guests in the first house tonight.
The Doll Bathroom seems to be particularly active tonight, and even opening the door will give the house-guests the strange feeling that they are being pulled inside. Where once hung a mirror darkness now swirls, the shadow occasionally resolving itself into shapes that are almost human in form. Every Doll sits on their shelf, smiling down at anyone who opens the door. The sound of a child laughing can be heard from the hall, but there is no child within the room. Entering is ill-advised, as every step closer to the darkness will be a step more difficult to take back. The pulling feeling growing stronger the closer they step to the darkness.
Inside the Ivory Bathroom the taps begin to moan and creak as water leaks out, the metal apparently feeling the harsh effects of winter as the cold and frost creep across the surfaces. The entire room has a frosty air that is not aided by the freezing water pouring out of every nook and cranny, water reaching frigid temperatures that seem more suited to the frozen waters of outdoors than plumbing. In spite of the inhospitable climes a regular visitor has returned, just as at home as if she had never left-- the Drowned Woman sits in the middle of the floor, curled into herself and hugging her knees as she shivers and quakes. She remains otherwise still and quiet until someone approaches -- upon which she immediately lashes out, reaching desperately for the dry and warmth that a living soul would provide her.
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|| SECOND FLOOR
In the Sewing Room, there is a sudden flurry of activity-- whenever eyes are not on the inhabitants. Each time the room is left unattended, the Mannequins apparently are moved by a hustle and bustle, for they are in a new place each time someone returns. Large quilts seem to be under way, the models working hard to create new pieces, while the rest largely remain huddled together as if for some kind of warmth. The more often they are disturbed, however, the more of them there are that face the doorway, watching those who enter with blank and eyeless faces. Waiting to see who it is that infringes on their territory.
In the Floating Hallway the Children have reappeared, seemingly from the locked door in the middle. They do not make any move to re-enter the house proper but instead create quite the commotion in the long playground that the hall provides. Their laughter fills the air, trickling into the Day Room and beyond. The mirth is scathing, however, and they seem both delighted to create mischief and angry that their passage has been blocked by the door leading to the Second House. They bang their broken furniture pieces and scratch up the walls without regard for the peace of any who come near. In fact, they turn violent if someone attempts to interrupt their play-- chair legs making for perfect clubs. Venomous insults are spat in the direction of those who try for the door at the end of the hall.
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|| BASEMENT
In the Basement the Nurses seem unusually active, fluttering about the waiting room in a flurry of nervous activity. They are quick to respond to any house-guest who stumbles through the door, and quicker to protect any injured house-guests from any of the creatures that fill the night.
The Doctor sits in his office, seeming tired after his earlier work. A glass of an amber liquid is in his hand, another sitting on the table across from him. He seems to be waiting for someone to come, and will remain at his desk for the entirety of a night. Any Former Patient may request an appointment and find themselves taken to him unmolested.
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|| GARDENER'S WING
SECTION
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|| GREENHOUSE
In the Greenhouse the blood on the path has begun to boil, steam wafting from the dark liquid and a fetid odor hanging in the air around it. Those who linger long may find themselves starting to gag on the smell, though it is the feeling of something else in the space that reaches the deepest. There is a sense of darkness here, stronger than anyone has ever felt in the house. As though something dark and full of poison lingers just beneath the surface, waiting for the flesh to split around the infection, or the tumor to grow on unseen. Nothing good can be found here, and the feeling of wrongness lingers long after the guests have left this place far behind them.
A more observant house-guest might spot something moving about in the bushes, a quick twitch of ear or tail, as though something watches. It never makes itself fully known, but the knowledge that something is aware of them might find them rushing back towards the dubious safety of the house to escape the creature.
The Ravens have found safety in the trees, fluffing themselves into small balls of feathers against the cold of the night. They seem unwilling to stir, barely a feather twitching as the house-guests move around beneath them. A raven slightly larger than the others has taken up a position in the highest branch, golden feathers standing starkly against the black. This raven alone seems to be watching those beneath her, as though waiting for someone to come.
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|| THREAT DOWN
 1. Front Door 2. Entry Way 3. Coat Closet 4. Parlor 5. Formal Dining Room 6. Blue Kitchen 7. Doll Bathroom 8. East Hallway 9. Library 10. Study 11. Dawn Room 12. Closed Closet 13. Nursery 14. Dollhouse Room 15. Dollhouse 16. The Crack In The Wall 17. Maid Hallway 18. Clean Bedroom 19. Dirty Bedroom 20. Closet Room 21. Smoke Room 22. Yellow Bedroom 23. Vanity Room 24. Ivory Bathroom 25. Door to Basement 26. Supply Closet 27. Ballroom 28. Oak Hallway 30. Theater 31. Backstage 32. Locked Door 33. Music Room
 1. Hallway 2. Princess Bedroom 3. Princess Closet 4. Mirror Bedroom 5. Journey Bedroom 6. Fairy Bedroom 7. Red Bedroom 8. Mask Bedroom 9. Trophy Room 10. Gallery 11. Observatory 12. Sewing Room 13. Glass Bathroom 14. Perfume Bedroom 15. Library 16. Cherry Hallway 17. Thin Bedroom 18. Dark Bedroom 19. Light Bedroom 20. Loft Bedroom 21. Ink Bedroom 22. Mosaic Bedroom 23. Day Room 24. Narrow Hallway 25. Store Room 26. Open Bathroom 27. Blind Bedroom 28. Door To Floating Hallway 29. Corkscrew Stair
 1. Basement 2. Dirt Hallway 3. Waiting Room 4. Doctor's Office 5. Supply Closet 6. Recovery Ward 7-11. Examination Rooms 12. Treatment Room 13. Surgery Room 14. Ward 15. Morgue
 1. Main Room 2. Green Room 3. Half Bath 4. Small Kitchen 5. Garden Closet 6. Empty Hall 7. Radio Room 8. Carpenters Room 9. Painter’s Room 10. Shared Bath 11. Glass Blowers Room 12. Tapestry Bedroom 13. Dollmaker's Workshop 14. Pottery Room
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|| LOCATION SPECIFICS
NIGHT 17 MAIN
FLOOR ONE: Front Door, Entry Way, Coat Closet, Parlor, Formal Dining Room, Blue Kitchen, Doll Bathroom, East Hallway, Library, Study, Dawn Room, Closed Closet, Nursery, Dollhouse Room, Dollhouse, The Crack In The Wall, Maid Hallway, Clean Bedroom, Dirty Bedroom, Closet Room, Smoke Room, Yellow Bedroom, Vanity Room, Ivory Bathroom, Supply Closet, Door to Basement, Ballroom, Oak Hallway, Theatre, Backstage, Music Room
FLOOR TWO: Hallway, Princess Bedroom, Princess Closet, Mirror Bedroom, Journey Bedroom, Fairy Bedroom, Red Bedroom, Mask Bedroom, Trophy Room, Gallery, Observatory, Sewing Room, Glass Bathroom, Perfume Bedroom, Library, Cherry Hallway, Thin Bedroom, Dark Bedroom, Light Bedroom, Loft Bedroom, Ink Bedroom, Mosaic Bedroom, Day Room, Narrow Hallway, Store Room, Open Bathroom, Blind Bedroom, Floating Hallway, Corkscrew Stair, Upside Down Observatory, Attic
BASEMENT: Basement, Dirt Hallway, Waiting Room, Doctor's Office, Supply Closet, Recovery Ward, Examination Rooms, Treatment Room, Surgery Room, Ward, Morgue
GARDENER'S WING: Main Room, Green Room, Half Bath, Small Kitchen, Garden Closet, Empty Hall, Radio Room, Carpenter's Room, Painter’s Room, Shared Bath, Glass Blower's Room, Tapestry Bedroom, Dollmaker's Workshop, Pottery Room
GREENHOUSE
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