This post was last modified: Feb 20, 2020 at 10:29 PM by Spooks?.
You all head to the Fountain as per the usual, and find... no one. No trace of the cameraman, and no trace of the bear that's been controlling your lives for the past god knows how long.
You are alone. There is nothing remaining of the structure you once had.
You share an uneasy glance with your fellow freelancers, before one of them calls something out. Slumped over the Fountain is... a dead body. You pull their head out from the water, and take a look at their pallid face.
---
@Momoko Koigakubo has been found dead in the Fountain. She appears to have been drowned.
Her role was the Ultimate Ghost?
role description:
You’re gonna be real with yourself for a second, you don’t really know what you’re getting wrapped up in, you just really like Halloween, and since that’s passed, it looks like you’ll have to make do with the next best thing. You are the Ultimate Ghost, a halloween enthusiast who loves to dress up as a ghost and scare people.
If you put on a bedsheet at any point, everyone who sees you will instead perceive you as a real ghost and be somewhat afraid of you, if they even notice your spooky presence. You won’t actually be a ghost, so you can’t walk through walls, disappear, or fly, but no one else knows that.
You can take off a bedsheet whenever, and you will instantly lose any ghostly traits you appeared to have, and vice versa. You also are not recognizable as yourself under the bedsheet for obvious reasons. You start the game with one folded sheet in your possession, but should it be destroyed, lost, or planted, a new one will suffice.
FORBIDDEN ACTION: You had a bad run-in with some green guy with a vacuum a couple years back. He mistook you for a real ghost, and well, you got the nozzle shoved somewhere you’d rather not have had it shoved. You absolutely can not let yourself get touched by a vacuum again.
---
You place her head back in the water and sigh, taking a step back through the fog. In the distance, you see a figure approaching, stumbling over the uneven grass. The cameraman? ...No. Another island freelancer approaches, and sinks to their knees, pointing a shaky finger in the direction to the west. All that you can make out through their raspy breaths is one word.
"Chapel."
You break out in a run towards the building, slicing through the mist as your shoes pound against the wet morning grass. You throw open the chapel doors, and recoil in pure, heart-stopping shock at what you see lying on the altar.
---
From what you can tell, @Trip [Cameraman] has been found dead in the Chapel. His body is lying on the altar, covered in stab wounds and completely missing his head.
His role is unknown.
---
No... It can't be.
But... what can you do? The bear's gone, and he was the one driving all this along, evil as he may have been. Will it even matter without a proper trial?
Of course it will. You don't need some mascot character telling you what to do. You steady yourself, and turn back to the others waiting outside the chapel.
You'll get to the bottom of this. Even if it kills you.
---
CASE FILES:
-The area around the altar is splattered with blood.
-The knife is still in the body, sticking out of its chest like a stake.
-There is a bunch of cracks in one of the stone walls.
-The head is nowhere to be seen.
-The Big Daddy suit is missing again. Fuck
-The Wendigo Animatronic is by the teleporter in the woods, on the ground with one outstretched arm
-The mainframe in the ??? Room has been smashed, and is sparking
-Trip's Office is trashed
-The area around the Fountain seems relatively pristine, there is no blood
-A large, cloth puppet that looks like a venus flytrap is in the Water Control Room
OTHER INFO
-A penis is carved in a shelf in the Wine Storage
-The door has been broken off of the Gun Locker
-Monokuma is frozen motionless in the Underground Pier
---
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. Despite the floor being worn stonework, you can tell that at one point it was quite beautifully crafted. Several casks and bottles of vintage wine sit throughout the room and on the shelves.
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 hangs on a hook right by the door in the music room. Annoyingly, it is not at all soundproofed.
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 rather foul, and the very thought of how bad it would smell if the jars weren’t sealed up makes you weak at the knees.
Classroom - A small auditorium with a large blackboard and long desks, emulating the atmosphere of a university classroom. Chalk and eraser is provided.
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 sits on a mannequin in here too. 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.
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.
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.
??? - Behind this door is a teleportation pad leading to the Cable Car station, activated by a keycard. There is also a large mainframe inside, with an antenna sticking out the top.
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 in a small glass display case is a large shard of black crystal. Your head hurts when you look at it.
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.
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.
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.
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.
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.
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.
House Oliva (Green):
2F
Reading Room - A quiet room where the stairs emerge from the first floor. A desk sits against the wall with an open, empty journal and a quill to write with. There is an inkwell next to it, surprisingly not dried up at all.
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.
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.
Overlook Patio - A patio overlooking the backyard, garden, and chapel. A ladder sits here, long enough to reach the ground from here, if you cared to set it up.
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. A doorway here leads to the Water Control Room.
Water Control - A room lined with piping. Five tanks, labeled House Minerva, House Oliva, House Academia, Media Group Portable Structure, and Fountain each seem to supply water to the structures on the island. The terminal in the middle can control the flow.
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.
The priestess' gaze locked on to the poet's head, then, to his hands. For a moment, one could tell that she was relieved, but she did not let her guard down for too long. Therese steps forward with prudence.
"Valentina… If that is you, please tell us."
Silence, but only for a moment.
"I…"
That single word was enough to send shock to those who are currently witnessing this miracle, albeit a nightmare for some: Valentina's voice was clearly heard, echoing quietly throughout the building. Angus enters the scene, keeping his calm despite the overwhelming events that have occurred throughout the day and night.
"I had this dream… Percy was there, telling me to remember… something... He was crying and begging, but I could not understand him…"
Angus turns his head to see a shaking Percy. Sweat is ever so visibly forming on his forehead, visible thanks to the moonlight shining through the chapel's glass panes. Shortly after, the poet's teeth start chattering.
"Gordon, you might want to grab this Percy fellow. Lad's having a bad reaction."
The overseer's tone did not seem to come with authority, rather, it was a suggestion. Gordon obeys without hesitation, putting his arm over Percy's shoulder.
Valentina continues.
"Then… I felt hurt. I felt hurt, but I don't know what happened next..."
The swordsman's arm grips tighter to the shaken man's body.
"Then I woke up here. The pain felt awfully real, but I don't feel it now. It was like a dream… It was a dream, wasn't it?"
Angus rushed towards the poet, but as he was about to hold him with the help of Gordon, Percy let out an overwhelming scream, tossing about without aim, but not losing Gordon's tough grip.
"YOU'RE NOT ALIVE, MARIE! I KILLED YOU, I KILLED YOU SO YOU CAN BE FREE!!"
The two authoritarian figures pick up Percy, ready to take him outside. Angus clears his throat and speaks with confidence, unshaken by the murderer's fit.
"Right, lad, your confession was unnecessary and, quite frankly, you've done enou-"
"HOW CAN YOU NOT REMEMBER OUR BLISSFUL MOMENTS TOGETHER?! IS IT ME, THE ONE WHO BRINGS NOTHING BUT BOTHER?! TELL ME, MARIE. WHY CAN'T YOU REMEMBER?!"
Valentina lets out a worrisome gasp, immediately tearing up from the pathetic man's desperate screams. A jab comes from Angus, directly hitting Percy's face and knocking him out. He shakes his hand in frustration.
"He's lost his mind, int it? We'll bring him in. Therese, take care of the girl, would ye?"
As Therese nodded, the other two leave the scene with the unconscious romanticist. With a slight hesitation, she approaches the priestess, stopping at barely normal talking distance.
"Valentina… You really aren't hurt, are you?"
No response.
"I've got to say… I do not think that it was a dream at all. We were just talking about who did this to you. If I can be honest with ye, I feel like I'm the one dreaming here."
Tears are slowly flowing down from Valentina's eyes, followed by hiccups. Therese quickly rushes in and hugs her, in the hopes of calming her down.
(Feb 20, 2020 at 10:26 PM)Gordon Ramsay Wrote: Investigate the corpse of Momoko.
Investigate the possible corpse of Trip.
Is there any trace of Monokuma?
You investigate Momoko's corpse, pulling her out of the water. She appears to be mostly unharmed, and possesses a knife. Besides the obvious signs of drowning, a head wound is the only mark on her.
You investigate the cameraman's potential corpse, starting with the neck. His head appears to be severed, obviously, but the wound is not clean at all. It looks like his head was ripped off. There's also less blood in the chapel than you'd expect a decapitation and stabbing to leave.
You find Monokuma down in the Underground Pier. He's completely motionless, and doesn't respond to anything you do, not even a swift kick to his rear.
Another night on this miserable hellhole. Now I won't even be able to get the start of my cooking show. Leaving the Chapel and ignoring that archnemesis of a window, I entered the kitchen and made another of my secret recipes in order to prove my commitment to the profession. While I worked on the food, Skull Face entered from the dining room, and made the abomination that is coffee with crushed ice. What kind of madman makes this nonsense?
Skull Face. That's what kind.
We both leave out the Dining Room, but Skull Face enters the Workshop while I exit into the fog. Crossing to House Bishop, I entered the Trophy Room, climbing up the structure Bigfoot built. There, I decided to vent my rage on yet another inanimate object, so I called the charging station a donkey and threw it on the ground, smashing it to pieces. Climbing down, I saw the Ape, who just watched me before climbing up after me. As for myself, I went over to Wine Storage.
There, Grell... may have flirted with me? It was too incoherent to understand. I simply gave the sot one of Ramsay's Disapproving Looks, and climbed down into the tunnel, hearing someone shout "FEED ME SEYMOUR" from inside, apparently from the Water Control Room. As I crossed the tunnel, I noticed the door to the Water Control Room was closed. Climbing up the ladder at the other end, I exited into the Unnerving Hallway, and entered the Painting Gallery.
Inside, I saw Mother Goose's corpse, only in underwear. Ignoring the body, I grabbed a specific painting from the wall and entered the music room, sleeping in the holding cell. I was woken up a little while later by Godbert playing a drum solo. While, admittedly, it was good music, he interrupted my sleep, so I called him a donkey and threw a microphone. When he stopped drumming, I went back to sleep for the night.
(Feb 20, 2020 at 10:45 PM)Gordon Ramsay Wrote: Take Monokuma to the Workshop and use the tools to carefully disassemble him. Run if he starts beeping.
You drag Monokuma to the Workshop, and strip off his plush exterior carefully with the tools. Underneath, he appears to be a fairly advanced looking animatronic. You slowly and carefully take his innards apart, and find... well, a bunch of robot parts.
Inside his skull, you see that rather than have a proper processing unit of his own, he possesses an antenna, along with some kind of device that looks incredibly similar to the power meter that Rick had, though without an external casing.
He doesn't have anything to the rest of his body besides the expected machinery.
(Feb 20, 2020 at 11:03 PM)Gordon Ramsay Wrote: I would like to investigate the possible corpse of Trip for any of the following injuries:
-Scalding/burning over any part of the body
-Knife wounds in any location
-Purple tint to the left arm
-A corkscrew hole in the back of the neck
I would also like to check the Garden to see if Ham Sandwich's body is still there.
You strip poor Trip down to his underwear, and examine his body.
-He does not appear to be in any way burned
-He's been stabbed all over, with a knife sticking out of his chest. That much is obvious
-His body is not purple at all
-He has barely any neck left, he has been fully decapitated.
You check the Garden, and find that someone has dug up Ham Sandwich's corpse. It no longer appears to be in the hole.
My current theory is that the body is not Trip, but a previous corpse being used as a fake for Trip. Ham Sandwich is the most viable candidate, as the other potential corpses are currently in an unknown location.
(Feb 21, 2020 at 12:48 AM)Gordon Ramsay Wrote: Does anything remain of Trip's camera?
Also, does the window in the Chapel look different?
You search the chapel for the cameraman's well, camera. It's nowhere to be found. Actually, he doesn't have any possessions on his person besides clothing.
You look up at the Chapel window after you finish. Nope, no changes.
(Feb 21, 2020 at 12:59 AM)Gordon Ramsay Wrote: Angrily scream at the chapel window and tell it that i WILL have its secrets eventually.
Then turn to the body and see if there is any way to estimate if it's a fresh corpse or not, or if I lack the skill to make that judgement.
You shake your first angrily at the Chapel window, declaring that you will have its secrets. Ainsley looks embarrassed to be your fellow chef.
You turn back to the body, but you can't tell if it's fresh or not. Maybe the Ultimate Detective could have told you, but... oh wait! Ahahahaha, you stupid fuckers. He's dead!
(Feb 21, 2020 at 12:59 AM)Hillary Clinton Wrote: Is Trip's camera anywhere in his pad?
In Trip's bedroom, you find a couple more spare cameras, but all of them are devoid of footage and not charged.
(Feb 21, 2020 at 1:00 AM)The Archivist Wrote: ANY BLOOD TRAILS ON THE ALTAR FLOOR?
You check the floor of the Chapel. Shockingly, there is no blood trail at all. And turn your caps lock off, you dumb shit wannabe triangle.
(Feb 21, 2020 at 1:16 AM)The Archivist Wrote: ANYTHING UNUSUAL ABOUT THE WENDIGO?
The Wendigo is still in the woods, out of battery and lying on the ground. It's moved very close to the teleportation platform though, and its arm is outstretched towards it, as though reaching for salvation.
While I'm sure half of you are inconsolable with grief, and the other half jumping for joy that the robotic bear is disabled, we must still face facts. The insufferable church-goer and the camera-boy are dead. You may try to piece together some fanciful theory about how Trip still yet lives, but the rest of us have to try and figure out who killed them.
I started my night much the same as last night - I left House Oliva for the fountain. I spotted someone wearing a garish clown mask over by the bonfire - I fully expect this to be Shoey, but I have no proof.
At the fountain, I met up with the camera crew - ASMR Youtuber, Hilary Clinton, and Trip - the churchgoer was here also but she was attempting to assert her dominance... along with repeating the fact she was "AFK".
The crew's plan, as far as I could tell, was to go bash the mainframe controlling Monokuma in Trip's Pad, putting an end to all of this, as he so eloquently put it. I followed them, as it was en route to my own destination; the transporter to the cable car station.
Manderville has already posted the documents I found there, so I'll spare the details on those. However, I did manage to rummage through the crates in the station. One contained a number of semi-automatic rifles - all unloaded and without ammo, I must add, - a second held a numerous amount of those strange flashlights, albeit non-functioning. The third contained gas and dust masks.
For reference, while I was looking at these crates, Godbert and someone in that accursed sea diver suit arrived. I left them to continue investigating whilst I returned through the transporter.
The scene that awaited me was, frankly, a mess. The mainframe had been smashed to pieces, the Youtuber lying flat on the floor, out for the count, alongside a lead pipe I had previously seen Trip carrying earlier this night. Hilary and the cameraman himself were missing. As I surveyed the damage, I noticed my good friend Ramone peek his head through the door, and promptly run for it. I couldn't think why.
My final plan for the night was to re-investigate the terminal in Trip's office, whether anything had changed, but I didn't get that far. As I entered the room, the office was in the middle of being ransacked - I was unable to get a proper look at them, as they promptly began to rush at me.
I... took steps to defend myself, and, well. My night ended there.