This post was last modified: Jan 14, 2020 at 11:29 PM by Spooks?.
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"...I'm not really feeling it tonight, sorry.
If you guys are looking for something to do, I think @Gordon Ramsay wants to host a cooking show, or something. That might be fun, I guess. He asked me to film it for him, so I think I have to show up anyway. If you guys want to come, you can.
...That's probably all I have for plans though. Again I'm... not feeling too hot."
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The weather forecast for the night is Freezing Rain. It's less cold than the snowstorm, but watch out for ice! Moving too quickly outside could result in a nasty fall, and a nastier bump on the head.
If you attempt murder tonight, you can choose another player in the game. You will learn any Forbidden Actions they may have.
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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 wide open. Inside are a bunch of jars, and the ladder to the Underground Pier.
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 chili sits 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 - Completely burned to a crisp, save for the door to the ??? Room and the Arcade Machine.
??? - 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 and filled with water.
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..
Room Descriptions
Basement Rooms:
Passageway - A smuggling tunnel between House Bishop and House Minerva. Can be entered through the paintings in House Minerva, and from the Wine Storage in House Bishop. Several casks and crates of wine sit against the walls, one of which with a bottle of sunflower oil sitting on top of it. A doorway here leads to the Water Control Room. Currently, this tunnel is flooded, and is too long to swim through without help.
Water Control - A room lined with piping. Five tanks, labeled House Minerva, House Oliva, House Academia, Media Group Portable Structure, and Fountain have all been smashed, flooding the room.
Underground Pier - A modern pier built into the side of the cliff. It seems to be abandoned, with no boat in sight, but two crates are stacked on one side of it. A table is on the other side, with a clipboard and old key sitting on top.
Leisure Room. A place for winding down and uplifting one’s spirits. People live life without a care as they share their worldly views of all and nothing. To have House Minerva host the postmortem of Valentina’s unpleasing demise is nothing short of irony, but the leader’s word was made so. Gareth, Gordon, Angus, François, Zayn, Mernon, Renard and Therese surround the table, normally used for playing cards and enjoying a drink, with Valentina’s body in the middle.
Not a month has gone by since the experiment has begun and something went remarkably awry. Someone’s eagerness to kill was in the forefront of everyone’s thoughts and fears, more so than the Priestess’ death. Small talk was made little, as everyone knew that breaking the silence would only make the atmosphere feel more tense. It had to be broken eventually, and who else to break it but Therese.
“Right, I am not here to extend the world’s longest moment of silence. I’d like to get this done with so we can plank the bastard and go back home.”
Angus breaks the ice even further:
“Lass, I’m sure your friend’s death is a very painful one, but the experiment will go on without her, or her murderer. If yer waiting for a wee boat, you’ll be waiting for a very long time.”
A contesting frown is formed on the seafarer’s face. Angus knows well that he is in for a long discussion, if you can call it a discussion.
“Aye, the boat’s not coming, but it’s not like we can’t make one ourselves?”
Gareth moves in to quell the tension.
“The seas will swallow us whole, if we’re to make our own boat. I cannot allow for us to leave, for we’d evade danger with an even greater one. You’re a seafarer, yes? What makes you think we can build a boat for all of us to get in, not make it drown and direct it to the closest land mass?”
“I’d rather drown than stay here and I’m sure most of us think the same.”
Therese turns to the quiet folk. No hands are raised and eyes are looking at the various pass-time objects they could consume to forget the commotion. François, as he eyes the champagne bottles, loosens up a bit.
“I don’t think we should depart from here… I do enjoy the idea of, well… not dying.”
Mernon moves forward with some words of his own.
“Tomas promised me some rare specimen the other night. Were I to leave… How could I prove my superiority to our dear ‘buffoon’ Zayn? Besides, it is not like we are all murderers in this island. I’m sure the thief sneaked out of his cell to satisfy his bloodlust...”
The chemist doesn’t take the statements very lightly.
“Buffoon of all buffoons! Your comments are always out of place, even in the direst of conditions. A thief does not satisfy itself in bloodlust. A thief steals, you buffoon!”
Therese motions as if she’s about to have a headache. She pinches her bridge in defeat and interrupts before the two scientists start their daily comedy routine.
“Right, right, right, right, let’s not get into any baseless accusations! I’m not here to learn about your lives, I’m here to be part of an experiment. This was supposed to be an experiment about life in an isolated island. If someone dies, I can safely say this whole operation was for naught. Whoever chose the candidates needs to reconsider their career…”
Gareth interrupts Therese’s train of thought with a simple gesture. Despite the situation, he is able to keep his composure and keep attention where it is needed.
“If you want to leave the island, we can discuss it later. For now, we have a murderer and a body to solve. Can we all agree to focus on this more important matter for now?”
A simple nod can be seen on everyone’s head.
“Good.”
He turns to Gordon and beckons him to approach the body.
“Gordon, what do you make of the stab wound?”
The swordsman crouches over to the body, observing closely the wound and the blood splatter it created.
“A knife.”
François stutters forward.
“W-well, I am sure it cannot be a kitchen knife. Am I correct, m‘sieux?”
Silence, followed by Gordon’s ignoring follow-up.
“Something the size of a ceremonial dagger, or maybe a pocket knife. I do not know exactly.”
A clearly audible sigh of relief is let loose by the chef. Gordon prods a bit at the wound, opening it up, letting a bit of blood further gush out.
Renard, who hasn’t shown any presence until now, snaps from his absent mind and protests.
“Why are we examining the body here, of all places?”
“The rain would wash away the blood.” replied Gareth. “And I can assure you that nobody wants to go to sleep as a soaking wet rag.”
“Well, why not at House Acade-”
“Quiet.”
Renard seemingly snaps back into his state of catalepsy without uttering a single word.
Gordon keeps away from the body and furrows his brow in discontent.
“It is a deep wound. If I were to guess, it was a single stab, from the tip to the hilt.”
“Sick bastard of a whore.”, grumbled Therese.
“A wound like this is very decisive, from the movement leading to the impact. Whatever the killer was doing, he or she felt pure dedication to see this kill through.”
Silence, again. Gareth ponders to himself. Whatever he was thinking of, he did not like.
“I must speak with Nathan.”
He turns around and leaves the group. Gordon follows suit, but the rest of the pack stay around the table, gazing at the lifeless body. Angus ponders to himself in turn, rhetorically asking a question out loud:
“What does that div have to do with the kill?”
“But thieves don’t kill, right?”
A collective of all but Mernon turn their head in annoyance towards Mernon. He backs up and leaves the room, as the gazes pierce through his soul.
I apologize for the short notice regarding this. I've been thinking about this for a couple of days and was going to wait a little longer, but with all the hostility and death happening around me, I've decided we need another reason to try to calm things down.
I will be hosting a small party tonight by the place where we began - the fountain. It won't be as large as Godbert's casino, but I will be providing refreshments and entertainment, though others can assist if they wish. It will take a little time for me to prepare, so it will most likely be after Gordon's cooking show, if you're worried about attending both. Hopefully the weather will not pose an issue, because I want it to stay at the fountain.
Everyone is invited, though the overly violent and murderous will be asked to leave immediately.