This post was last modified: Dec 11, 2019 at 9:29 AM by Fun With Despair.
"C'mon guys, you're gonna ruin my one chance at the spotlight. They won't put child murder on TV, and we all know that no one wants to hear a Hilary Clinton speech! I need some kind of actual ghost footage here, or they're gonna cancel me halfway through the first season! I gotta at least keep this running longer than the Back to the Future cartoon!"
"On top of this whole killing game too, someone totally jacked my stuff last night! Yeah, they took a really cool photo I had from my room, and uh... my souvenir from the last game...
"It's got me kinda worried, I dunno. Something doesn't feel right, that's all, and I don't know if it has anything to do with ghosts. I don't know where that bear guy went, but I do know that he's bad news. Last time we were stuck with him, a lot of people died. But like, last time there was a reason behind it. Now it just feels senseless, y'know? There's gotta be something going on..."
"It's cool though! I'm not giving up yet, stuff or no stuff, murder or no murder. I'll catch a ghost on camera, or die trying! Wait, maybe I shouldn't say that, considering the uh... situation. Anyway dudes, I'm actually gonna be checking out these weird houses tonight. I've got work to do, so no more speeches!"
"...Please?"
---
You look down at your feet, and find a small envelope there. Must have been placed while you were sleeping. Warily, you open it, reading the contents.
Surely you can do better than that chef guy, right? I'll even offer you another motive! If you attempt murder tonight, I'll tell you a secret. What kinda secret? Well, that'd spoil the surprise, right?
The weather forecast for the night is Windy. Light objects left outside will be displaced by the wind.
---
THE MAP
Room Descriptions
House Bishop (Red):
1F
Foyer - Doubles as a ballroom. A large room with decorated flooring, fancy chandeliers and many other things that make you believe that you just stepped inside a castle. A piano can be found on the Stage near the Staircase, along with a backdoor.
Coatroom - This room is filled with racks of expensive, yet very old, outdoor wear. Coats, boots, and a few parasols all sit on and around the racks, long forgotten by their previous owners.
Wine Storage - A room slightly depressed into the ground. The previously worn stonework has been lovingly restored to a beautiful marble floor. Some wine is missing, but most of it still remains.
Smoker’s Lounge - A dim room with a large oak table in the center, surrounded by velvet chairs. On the table is a rack containing wooden pipes, and a box that contains what you think is tobacco. A painting sits on the wall with the staircase on the other side, staring disconcertingly.
Vault - A large, iron vault looms out from the wall of the Smoker’s Lounge. It is locked by a large combination lock, too rusted to turn.
House Minerva (Yellow):
1F
Unnerving Hallway - A rather ordinary hallway, made several degrees creepier by the presence of a painting depicting a looming, shadowy figure on one end. Its eyes appear to follow you as you walk.
Painting Room - A claustrophobic room, filled with hundreds upon thousands of different pieces of work, from Portraits of the island’s inhabitants, Sketches of various concepts and Paintings of various luscious landscapes.
Leisure Room - Various activities can be found within this room which test one’s wit and accuracy. A small bar is located at the bottom right corner of the room, containing various meads and spirits. The stairs ascend upwards from here.
Music Room - Brass and Wind instruments, as well as percussion-like objects are at your disposal. A cubicle is included.
Holding Cell - A locked, bare cell. The heavy iron key is missing.
House Academia (Blue):
1F
Scholarly Hallway - A hallway adorned with various diagrams and equations pinned to the walls, depicting all sorts of anatomical oddities and other things you don’t quite understand. A large bookcase sits at the back of the hall, and stairs lead upstairs.
Specimen Room - Various jars containing preserved animals line the shelves that take up much of the room. This room smells positively horrible, rather than just simply bad as it did before.
Classroom - A small auditorium with a large blackboard and long desks, emulating the atmosphere of a university classroom. Chalk and eraser is provided. "kot waz her" is scrawled on the board.
Equipment Room - A small room off to the side, containing spiral notebooks, writing utensils, and various surgical equipment, likely for use in dissection. An old plague doctor outfit used to be on a mannequin here, but no longer is. On the outside of this room is a set of stairs leading upwards.
Teacher’s Lounge - A blend of old and new fixtures and furniture fill this room, including comfortable chairs, a couch, a coffee table, and a rudimentary kitchen. The new hot plate, toaster oven, and coffee machine all hint that perhaps this room was used as a breakroom by the restoration crew as well.
House Oliva (Green):
1F
Workshop - A large room containing workbenches and woodworking tools, along with well, wood. The tools are certainly nothing modern, but in spectacular condition, and easy enough to understand and use.
Greenhouse - Once a simple Victorian era garden, now repurposed into a modern era greenhouse to grow greens and various other plants.
Kitchen- State of the art for its time, this kitchen contains giant kettle pots, cooking cauldrons, pans and all sorts of Kitchen equipment you may or may not know of. The kitchen has been modernized to prevent poisoning from the use of very old kitchen equipment, although said equipment can be found in a separate pantry.
Dining Hall - A long table dominates the scene, with candelabras, spice containers, utensils and plates. Some roasted potatoes sit on the table.
Chapel- Located at the back of the mansion, a separate chapel can be found, surrounded by small patches of flowers and arches, with a pathway linking both buildings together. Inside is a small chapel with eight long benches, a pedestal and various stained glasses of religious figures and scenes. A bust sits on the altar.
Trip's Pad (Pink):
1F
Waiting Room - A small lobby sits just inside the door of this portable unit, which features a couple pink and green chairs to sit in, alongside with an arcade machine. The machine looks new, and does not yet feature any high scores.
??? - The door from the Waiting Room to this room is locked tight with a high-tech password lock. Trip swears up and down that this room was like this when he showed up to the island, and he has no idea what the password is.
Trip’s Office - An extremely disorganized office, with a large desk in the middle. Pizza boxes are tossed around the room, and behind the desk sits a hideous pink and green gamer chair. In the corner, a strange computer terminal sits with a login screen open. On the desk are several shards of broken glass, as well as on the floor. Whatever was inside the display case is no longer there. A burned log sits on the floor too.
Bedroom - Trip’s bedroom. All that’s in here is a bed, dressed with his usual eye-torture color scheme. It is much cleaner than the office though, and the bed is quite comfortable.
Bathroom - The one single working bathroom on the island. No deer allowed.
Outdoor Areas:
Garden - Located between houses Minerva and Bishop, the Garden was once House Oliva’s own. Ever since the creation of the Greenhouse, the Garden’s contents are now placed here. Various flowers that are well tended to can be found there. Makes for a beautiful sight. Benches and brick roads galore. Two holes have been dug, one much larger than the other.
Shed - Garden equipment, what else could you ask for?
Fountain - Located at the center of it all, the Fountain’s statue is a Goose, head held high, spouting water from its beak. Throw coins in the water for a wish!
Bonfire - At the edge of the island, behind a Bonfire can be found for everyone to sit down and enjoy a good fire, perhaps some smores as well. Located between houses Academia and Oliva.
Bathroom - There isn’t any due to the lack of a sewage system, but you live on an island! Go do your business at the shore.
Room Descriptions
House Bishop (Red):
2F
Trophy Room - Various trophies, paintings and displays are located within this large room. Although the objects feel like they’ve been forged rather than obtained, an air of pride and prestige is instilled within the room. There is an open space in the center, overlooking the Foyer and surrounded by a railing. The chandelier hangs down from here, support rope disappearing into the ceiling.
Mirror Hall - A hall possessing a large, ornate mirror on the outer wall, polished to perfection. A rope descends from a small slot in the ceiling, pulled taut and attached to a mounted winch on the wall opposite the mirror.
Luxury Bedroom - A massive four-poster bed dominates this room, surrounded by silk curtains. A wardrobe sits against the wall, and a chest sits at the foot of the bed. The chest appears to be locked, requiring a key to open.
Hall of Swords - A hallway with several swords of varying shapes and sizes mounted on the wall. Some are flawless and heavily decorated, while others are battle-worn and practical. There is one suit of armor as well, but it appears to have been crafted for decoration, rather than actual use.
Leader’s Bureau - Office of the island’s leader, Gareth. Small book shelves and portraits of unknown age adorn the room’s otherwise dull look.
House Minerva (Yellow):
2F
Poison Room - Shelving units filled with various lethal poisons cover the walls of this room. Despite their age, the labels on the bottles are not faded at all. One bottle of cyanide is missing.
Bust Hallway - On one end of the hallway, a majestic painting of an old lighthouse sits upon the wall. The hallway itself contains a few stone busts, depicting people you don’t really recognize.
Seafarer’s Bedroom - Upon entering this bedroom, you will quickly notice that it is made up to resemble the cabin of an old pirate ship. A thick dresser sits on the side of the room opposite the bed, and to the side, a desk overlooks the window to the courtyard. Overtop of the bed’s headboard sits a large ship’s wheel. A knife sits on the bed, and the pillowcases are missing.
Arts and Crafts - A room containing two painting easels and a crafting bench. All the creative materials you could ask for are strewn around the room, including paints, pencils, brushes, fabric of many colors, and a sewing machine. The walls and floor are painted red.
House Academia (Blue):
2F
Unfinished Hall - A half-painted hallway still partially held up by modern scaffolding supports. Paint rollers, trays, and buckets of blue paint lie around haphazardly, and it appears that they were abandoned in the middle of the job. The supports and roof quiver unsteadily as you walk.
Study - Researcher Edward’s personal headquarters for studying, research, writing and possibly sleeping at the desk. Bookshelves are filled with various works, essays and various documents.
Alchemy Lab - Various bottles, vials and potentially unknown liquids and materials infest the room. Odors trapped in this room are unlike anything you’ve ever smelled, but some have said they get used to it after prolonged exposure.
Chemistry Lab - Much like the alchemy lab, but without the mess and odors. Liquids, solids and compounds are found, labeled and well organized. Additionally, unlike its room sibling, the room has been modernized to facilitate research. There is a button labeled “Seal” on the wall facing the Airtight Room. One pot sits on a burner, and another is in the sink.
Study - Researcher Edward’s personal headquarters for studying, research, writing and possibly sleeping at the desk. Bookshelves are filled with various works, essays and various documents.
Airtight Room - Seemingly used to test the effects of gasses in a vacuum, this room can be accessed by both the stairs from outside 1F and the Chemistry lab. Pressing the “Seal” button in the Chemistry Lab instantly seals the room, locking both the door to the Chemistry Lab and the Stairs through an unknown clockwork mechanism. It is currently sealed.
House Oliva (Green):
2F
Reading Room - A quiet room where the stairs emerge from the first floor. A desk sits against the wall, but the inkwell and journal are missing.
Laundry - What used to be an old-fashioned laundry room with washboards and basins has been modernized, utilizing the proximity of the island’s well for a semblance of running water. The machines will clean your clothes, but they take a while, and they tend to rattle the house as they operate. Various cleaning supplies are located here, both ancient and new. There is an old coat on the dryer.
Library - Manuscripts, essays, books and stories. Most older era writings can be generally found here. The shelves not attached to the wall are on wheels, and they will roll if pushed. They lack brakes however, so do be careful. Some books like scattered on the ground.
Overlook Patio - A patio overlooking the backyard, garden, and chapel. A ladder descends to the ground from here..
At the library, near sunset. The ocean’s waves can be heard from inside the building. However fierce they may be, they still produce calm sounds when heard from inside the house. The sunset’s shine illuminates the room, making it look more of a sightseeing location than a place to find and read books.
Percy is sitting down at one of the Library’s desks, staring at a blank paper with a look of what seems to be dread and absence of mind. Valentina enters the scene shortly after, ignoring the catatonic man and his blank sheet, not by will, but by the lack of presence from the poet himself. Despite her thinking that nobody’s in the room, she still sneaks by, hugging the walls, as if there were 20 librarians actively searching for her. The silence in the library is disrupted by the priestess’ footsteps, but that alone does not wake up from Percy’s absentminded state. With a book in her hand, she closes by the shelf closest to the window, which is currently brightening the room and showing its dusty state. As Valentina closes by the shelf, she notices the deadlike body, stumbling and falling to the floor, waking up the romanticist from his slumber.
As Valentina gets back up, Percy jumps from his seat, eventually noticing the girl in front of him in a seemingly distressed state.
“Ah, Church woman! You’ve, er... “
The “Church woman” stares blankly at him.
“...Valentina, yes. You’ve woken me from my sleep... A slumber of depression and despair. Had I wished for a clearer mind for this poem, but au contraire!”
“Oh my, have you slept at all in the recent days?”
“No, no, no, my lovely! I have done nothing but torment and turmoil to my soul, looking for the right words for my newest work of art. As it is now, it’s nothing but a big hole, and my mind, she’s splitting apart!”
Valentina lets out a shocking gasp, one that startles the poet, such as how a cat’s reflex would work.
“Bless your soul, Percy, but I hope that no demon is within you…”
“Forgive me, ‘tis not what I meant. As simple as can be, my romantic mind, without a shadow of a doubt, has been spent. For I cannot bring myself to write a letter, to you and the rest of the island, my motivation has been torn asunder!”
He gazes at the book on the floor.
“Even more, I’ve done nothing but trouble for you, my lady. If I may, let me help you with this book, the least I can do to be handy.”
The priestess acquiesces with a simple nod, not one that the romanticist could read in her face. He bounces off his chair and picks up the book. Valentina points at the shelf, indicating where the book should go. Sliding it in, Percy turns to her and offers a gentlemanly bow. Unlike him, however, she manages to read the hopeless romantic in him and leaves without a word. Seconds pass as he stares at the door. Curiosity piqued him, as he turns around and picks the book from the shelf, opening and reading its contents. A few pages in, he closes the book and places it on top of the bookshelf.
A grin forms soon after.
“By the gods, Valentina, you’ve inspired me once more! With your help, I shall write what people will expect from art and lore!”
He sits down at the desk and immediately inks his feather, writing on the blank paper with passion emanating from every letter.