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May 09, 2009 23:40

Night 009

Night falls on the house again, and the lack of light seems to have finally caused something in the house to switch off--or maybe something switched on. Regardless, tonight there are none of the usual ghosts and monsters: it's almost quiet. Almost. But linger too long, or simply find yourself in the wrong place at the wrong time, and you will come face to face with various ghosts the house plays host to. But these are not the ghosts that usually haunt the halls, these are more memory than spirit, and so they will appear, attack, or follow: and repeat various things they remember. They are not sentient, but they are dangerous. There are no safe rooms, and ghosts that attack will give chase for the length of three or four of them. The ghosts cannot be harmed normally: only things made specifically with the destruction of the supernatural in mind can harm them. Except for the ones which cannot be harmed at all.

There is a definite similar means of death running through all of these ghosts...

Broken Neck Ghost
This ghost, as the name implies, has a neck snapped and lolling at a painful-looking angle, and so she often has to turn to one side or the other to properly see. She is a hostile ghost, and will chase after those who approach too closely, particularly if they are young women or girls. She spends her time near places with long drops, such as staircases. Often she screams before she appears, as if she'd jumped off of something, and often is heard whispering "this is enough".

Hanging Ghost
This ghost is often found hanging from anything that a person can be hung from; he does not move until one approaches, when his rope will snap, he will fall to the ground, and attack. He does not leave the room he is hanging in, although he can disappear and reappear elsewhere. He can kill someone in two solid grabs, provided the person is not healed in between. He does not move particularly fast. He often says "I'll do this myself", "It's time to escape", and, when he's defeated, "Goodbye".

Screaming Woman
This woman, as her name implies, is always screaming. She has thousands of cuts all over her body, which means--well, she's probably in pain. It's a good thing she's loud, as well; there is no way to defeat her, and one must run to escape her. She will chase a character through four rooms. If she gets hold of you, there's no escape.

Drowned Woman
This woman is found exclusively in the pool room, floating facedown. If she drifts near and raises up, she will drag you under and attempt to drown you. She cannot be defeated, but as long as the pool room is avoided, she will not harm you.

The Doctor
A man in a white outfit who lurks in the catacombs. He will chase anyone who is down there relentlessly until they leave or are killed, and he will run up the steps. It is only once you clear the doorway you are safe. He will, if he captures you, drag you back to the surgery room to kill you. He cannot be killed but it is possible to rescue someone from him provided they are not in the surgery room already.

Bloody Allison
Okay, so maybe there is one ghost that you might recognize. Allison all dressed in blood, waiting in dark places to melt the skin off your bones. She can be defeated, although she is very difficult to defeat. She often cries, giggles, and says "I'm lonely, I'm lonely, please play with me". But you don't really want to play with her.

Crawling Boy
This boy's legs are clearly broken, but this doesn't stop him from moving around at an astounding speed across the floor, dragging himself from under beds, furniture, and other dark, small spaces to grab at legs. He will eat those he pulls to the ground, but can be defeated. He won't chase a character farther than one room; he does not like being out in the open for long. He can be heard whispering "I'm hungry", "It doesn't taste that bad", and will occasionally cough up blood.

There is one way to keep the ghosts at bay, at least temporarily: scattered throughout the house, although not in large numbers, are glass orbs that contain a bit of fire within. These Foxfire Orbs will keep ghosts away, but they only work for an hour: once the fire goes out, the ghosts can again attack. One orb works on an entire group, provided they do not stray more than ten feet apart.

In addition to the ghosts there are strange, impaled bodies lurking in droves. They appear at random, but never in groups of less than ten, and they try to stab characters with the spikes that have been forced through their bodies. They are monsters and not ghosts; all attacks will harm them, and they are not difficult to kill. The problem, however, is that they can be in groups of hundreds.

If all this was not enough, something peculiar is happening to the ceilings of the Dollsyhouse... For now, they have become swirling clouds. You can almost hear something familiar: snatches of dialogue, maybe birdsong, perhaps a familiar song... It reminds you of home.

The prisoners in the Panopticon have been released--their cages are open, and they are free to leave.

night 009

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