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guestservices) wrote2022-04-26 01:31 pm
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GRAVEYARD.





GRAVEYARD
Dearly beloved, we are gathered here today...
...to be super dead. No, did you think you were getting a funeral? Sorry.
When you wake up, no matter how you died, you'll find yourself all in one piece, inside of a fairly large box that upon further inspection may in fact be a coffin. However, throwing the lid off isn't too difficult, and as you step out of your own grave, you'll find yourself standing in a cemetery behind a large mansion, where an iron gate stands between you and the entrance. Thankfully, the moment you approach, dirty and tired as you are, the gate swings open, and you're allowed immediate entrance into the mansion.
The mansion itself is a little dusty, and the furnishings are vintage at best, but... hey, it's home. Why don't you explore a little?

★FIRST FLOOR.
★ On the first floor is a parlor and sitting area. On one of the tables is a phone, which as of Week 3, Saturday has a dial tone and can be used to contact hotel staff. In addition to that is a kitchen stocked with food - not to mention a large wine cellar full to the bursting with every kind of wine you could imagine. Vintage!
★ Walking down a long hallway, you'll find a laundry room with a washbin and a washboard, a few closets full of dusty old clothes, a large library, and an ornate dining room with a crystal chandelier.
Of note, the dining room in particular has a very tall wall of what look like portraits to one side. If you walk closer, however, you may notice that the portraits are moving - and appear to actually be holding black and white images of your friends (and enemies?) back in the hotel, so you can monitor their activities. That's nice!
★ At the very end of the first floor hallway is another door - this one is locked with a padlock. It has a message painted on the door.... Don't dead? Anyway, it seems you can't check just stroll in there! From the looks of it it would be ill-advised to attempt to break in. Occasionally there are muffled shrieks coming from beyond the door. Hmm!
1, 2, 3
★ Walking down a long hallway, you'll find a laundry room with a washbin and a washboard, a few closets full of dusty old clothes, a large library, and an ornate dining room with a crystal chandelier.
Of note, the dining room in particular has a very tall wall of what look like portraits to one side. If you walk closer, however, you may notice that the portraits are moving - and appear to actually be holding black and white images of your friends (and enemies?) back in the hotel, so you can monitor their activities. That's nice!
★ At the very end of the first floor hallway is another door - this one is locked with a padlock. It has a message painted on the door.... Don't dead? Anyway, it seems you can't check just stroll in there! From the looks of it it would be ill-advised to attempt to break in. Occasionally there are muffled shrieks coming from beyond the door. Hmm!
1, 2, 3
★SECOND FLOOR.
★ On the second floor of the mansion is a series of bedrooms. Just like the hotel, you'll find a room already booked with your name on a nameplate on the door - and a portrait of yourself, as well as your hostage, hanging just above the nameplate. The inside of the rooms are simple - a bed with red covers, a desk with a typewriter, and a small bathroom with a toilet and a clawfoot tub. Provided that you didn't give your belongings away, you'll find all of them on your bed, waiting for you upon your arrival.
★ A dumbwaiter sits at the end of the hallway of bedrooms. Inside of it is a typewriter, and a golden bell labeled as Virgo's. A small sign above the dumbwaiter says: PLEASE FEEL FREE TO CONTACT STAFF BY LEAVING A MESSAGE. VIRGO MAY ALSO BE SENT A TIP AND RUNG. PULL THE LEVER TO PRESS SEND. - STAFF
It seems you can reach out to the hotel staff by leaving a message or ringing the bell, though your options are limited for the latter. Sure enough, a lever in the wall next to the dumbwaiter is currently set to the "down" position. Push it to "up" and watch your message disappear.
★ Beside the dumbwaiter is one last bedroom. This room is marked with a plaque that says "Dream Suite", and has several familiar constellations decorating the door. Occasionally, when you ring the bell by the dumbwaiter while thinking of a member of Hotel Staff on the living side, the corresponding constellation on the door will light up, and you'll feel as though you should walk in. Inside, there is a line of comfortable beds. Lie down in one, and you'll have a dreamlike "in person" audience with the NPC you had attempted to contact.
★ A dumbwaiter sits at the end of the hallway of bedrooms. Inside of it is a typewriter, and a golden bell labeled as Virgo's. A small sign above the dumbwaiter says: PLEASE FEEL FREE TO CONTACT STAFF BY LEAVING A MESSAGE. VIRGO MAY ALSO BE SENT A TIP AND RUNG. PULL THE LEVER TO PRESS SEND. - STAFF
It seems you can reach out to the hotel staff by leaving a message or ringing the bell, though your options are limited for the latter. Sure enough, a lever in the wall next to the dumbwaiter is currently set to the "down" position. Push it to "up" and watch your message disappear.
★ Beside the dumbwaiter is one last bedroom. This room is marked with a plaque that says "Dream Suite", and has several familiar constellations decorating the door. Occasionally, when you ring the bell by the dumbwaiter while thinking of a member of Hotel Staff on the living side, the corresponding constellation on the door will light up, and you'll feel as though you should walk in. Inside, there is a line of comfortable beds. Lie down in one, and you'll have a dreamlike "in person" audience with the NPC you had attempted to contact.
★OUTDOORS.
★ Outside of the mansion is a small garage. The ground here is worn down and thin, and you can almost make out what look like railroad tracks embedded in the dirt. Inside of the garage is a rattly old car that moves along those little railroad tracks, from the garage to the mansion front, and then back all the way around to the cemetery.
★ The cemetery where you first awaken is a direct copy of the cemetery outside of the hotel - right down to the placement of statues, mausoleums, and the creepy atmosphere. Your grave remains after you wake up in it, in case you want to take a dirt nap.
1, 2
★ The cemetery where you first awaken is a direct copy of the cemetery outside of the hotel - right down to the placement of statues, mausoleums, and the creepy atmosphere. Your grave remains after you wake up in it, in case you want to take a dirt nap.
1, 2
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[Clearly the answer is to throw the pig as a sacrificial offering.
A particularly loud case of the shrieking puts Sieghart off as he smirks wryly at the door.]
Talk about noisy. Here, are you busy? I have something to show you, but it can wait if you'd prefer to settle in first.
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[ considering she left it in a piano so it was evidence that disappeared. ... man this sucks. ]
I'm free. Looks like this door is... As secure as it's gonna get.
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[They'll get their chance sooner or later. For now, he turns to go back the way they came down the hallway.]
Let's go. We're heading back to the cemetery.
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[ she did leave pretty fast... ]
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[Once they leave the mansion and go past the gate, Sieghart strolls over to his own grave. He pushes the lid of his assigned coffin aside, just enough to stick an arm in and sweep around until he grabs hold of a phonograph record. Turning back to Clementine, he waves it in front of him.]
Souji and I came across this the other day. You can check out its contents in the dining room.
[Now off to the dining room.]
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It's just us four and Virgo, right?
[ wait actually ]
Where's Flayn?
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She's not around. She has a door like the rest of us, though.
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[ her profile said something about sleeping, right??? ]
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[It's not much better, really. The last time she did that, he understands it was because of a traumatic experience.
He clears his throat and begins walking again.]
Anyway, four of us are active if you include Virgo.
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[He has his reservations about how much Virgo knows and doesn't know.
They make it to the dining room. Sieghart looks both ways to be certain that they're alone, then pops the record onto one of the record players under the portraits. The following plays.]
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don't love that. talking about how there's no revival function... but... she does notice that it's talking about how there's no way for fulfill their contract, which kind of makes her think.
maybe they still can, somehow? like maybe all he means is that there's a roadblock of some kind that he doesn't think they can overcome. ]
Well that... Sounds like it's going to make things harder.
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That doesn't mean anything. If there's a will, there's a way; as long as our souls exist, so do our wills.
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[ just have to uhhh. figure it out. ]
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Before we go into that, I was wondering about a few things from the trial the other day.
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Sure. What's up?
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[He doesn't think he has to specify. Just—that.]
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But in the Realm, one of us had a role that let them protect someone each week. So my guess is someone over there has that and made a good guess.
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The Realm, huh? Which one was that?
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Then you must have met Rufus.
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[ he was right there. he didn't even hide. ]
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[ wait ]
You know him, too?
(no subject)