Vice Director (
vicedirector) wrote in
sevenvices2016-02-05 12:59 am
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week 0 - arrival
![]() ♫ saturday & sunday 36 players remaining You remember happening upon something awful and nauseating. What it was, precisely, is lost to you, but you have the instinctive feeling that by escaping from it, you've avoided something terrible. When you open your eyes, you find yourself laying in bed in a dark, dusty room, facing a digital alarm clock. Its face, reading 12:01, is one of the only sources of light in the room. The other comes from the window, shadows flickering about. Opening the blinds will reveal that it is nighttime, and what looks to be a massive bonfire has been lit in the street at the front of the building. A wooden talisman hangs around your neck, with one of seven symbols carved on the back. Attempting to take off the talisman will result in a wave of intense dread, and the all-too-familiar nausea. A brass key engraved with a unique room number lays on the bedside table beside the clock, as well. But you won't get any answers just sitting in your room all night. >Investigate? This is an open mingle for arrival in the town. Waking up just after midnight on Saturday, characters will have the weekend to explore and socialize before the plot begins. The profiles and IC rulebooks (both the personal ones and the public one at the chapel) have not been revealed/given out yet. The kitchen will still 'prepare' breakfast on these days, and the bonfire will burn continuously into the daytime. Per items: smaller items that a character could easily carry with them will be in their rooms. Animals and larger objects will either be waiting outside or in the hotel lobby. setting |
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I have duties I absolutely cannot abandon.
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[A clumsy way of getting around directly saying "MOI AUSSI" because he's at least trying not to give away too much about himself, but. Well. He's never been that good at hiding when he's troubled.]
But a group behind something like this would need to be big, so it shouldn't take us too long to find something.
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... And search the rooftops, perhaps? It might work for a better vantage point.
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It'll probably be both of them, after Gilbert slips off and lands on her.]
Should we split up to check those?
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[ She's not as tall and gangly as certain people. ]
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If you can't, I'll check.
[Just don't stand under any areas where he might fall.]
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... Thank you. I'm sorry to potentially ask this of you.
[ C'mon, Tall. ]
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[AWAY, TO THE FIRST ROOF.]
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... It's certainly a bit of a climb.
[ IT'S HIGH ABOVE YOUR HEAD, ALISHA. ]
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...Maybe there's a way to get at it from the inside?
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[ THIS SEEMS SAFE. ]
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[No... No, Gilbert. No, Alisha. Just no.]
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[ They need an adult. ]
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[A GRAND IDEA. Time to go die.]
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[ RIP Tall... ]
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[Like if he falls to his death... LORD.
BUT HE'S NOT DETERRED, so it's time to go up the stairs to his room so he can climb out the window like a hooligan and try to shimmy up to the roof some...how.]
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No, okay, but he does sort of get stuck at some point between the top of the window and the roof.]
...I'm not sure I can get up there from here.
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[ Well then Alisha would probably be hanging mostly out of the window. ]
If it's impossible, please come back in. We can try a place with an easier-to-reach roof.
[ OR YOU COULD NOT CLIMB ROOFS AT ALL. ]
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[AN EVEN BETTER IDEA. Time to parkour...
Anyway, it'll take a little bit, but he'll eventually shimmy back down onto the proper bottom ledge and back into the room without incident. That's probably used up his allotment of good luck for the entire game.]
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I'll try the next roof, then. It should hopefully be a little easier to reach.
[ The beginning of a beautiful friendship, ROOF SHENANIGANS AND PARKOUR FAILURES. ]
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[IT'S HIS DESTINY TO DIE, LET HIM DIE ALISHA.]
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[ ARE YOU KIDDING DO YOU KNOW HOW MANY NOBLES WOULD BE HAPPY IF SHE DIED ]
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If you're sure... [She just said so, Gilbert, please.] I'll stand watch at the bottom, then, but I'll follow you up if you need help.
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I understand. I'll do my best to be careful.
[ TO THE... CHAPEL. ]
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