Turn 2: Creepy Children Chant CreepilyI'll start off with a ghost roll for the following:
A spectral manifestation of three children playing jumping rope on the top of the stairs, two kids hold the rope while one jumps in the middle. They sing in unison;
"We met a stranger, we thought he posed no danger
Go to the house on the hill, he said grinning still
There will be candy, and fun to be had
So we went to the mansion and everything went bad
The door closed behind us, and we were trapped
The world went all cold, of love and joy bereft"
Then the kids should stop the skipping and stare down at our guests while pointing their fingers
"We walked through its halls, but we never left
We thought we were so clever, but now we haunt forever
And you better believe, that you too will never leave"
If the first roll did succeed, I'd like a trap roll for a chandelier to fall when someone tries to open the door at the top of the stairs.
(4) A chandelier suddenly appears above the central doorway on the second floor. It looks perfectly normal, if not a bit oddly placed, but someone if they saw it appear would, obviously, be suspicious.
(6) Suddenly, the lights dim, as three children suddenly appear at the top of the stairway, two of them holding a jump rope which the third is skipping over. You all look up as they begin to sing together:
“We met a stranger, we thought he posed no danger
Go to the house on the hill, he said grinning still
There will be candy, and fun to be had
So we went to the mansion and everything went bad
The door closed behind us, and we were trapped
The world went all cold, of love and joy bereft”
Lightning strikes, blinding the foyer as they again appear, lower on the staircase, all pointing their fingers at you.
“We walked through its halls, but we never left
We thought we were so clever, but we haunt forever
And you better believe, that you too will never leave.
The lights suddenly go dark, the room slowly brightens as to reveal the children gone.
Examine the Foyer, and my inventory.
(Auto Fail: Fear) The sudden appearance of the children disrupts you before you even scan the room for all of its features. (Fear Roll: 4 vs 3+1) Despite your fear of the in-unison singing, you manage to keep your composure after they disappear, and examine the room, albeit with not as much detail as if they hadn't appeared in the first place. (5-1=4) The room itself doesn't carry much, as it is supposed to serve as a reception area. There are some tables, though the only thing on them is lamps. Beyond a coat rack and fire extinguisher container, nothing else stands out. Checking on what you have, you notice that your bag seems to be empty. Your cellphone is dying, but you don't have a reception anyway. Looking around, everyone seems to have nothing in their possession beyond something to carry stuff with. Odd.
Kate walk up to the reception and roots around it
(I am going to interpret that as search the first floor. If you meant something else, just tell me.)
(4 vs 2+1) The appearance of the children, while a bit creepy, doesn't actually affect you when you actually decide to look around the foyer. (6) While most of the area doesn't seem to catch your eye (see previous for description of the foyer), you DO notice that part of the carpet looks uneven, as if something is under it.
Head off anywhere that isn't where everyone else is. If they're just going to bicker like this, you're going to hyperventilate.
(6 vs 5+1) The sudden altering of the lights as well as the creepy kids on the stairs makes you think that trying to get out of here is the best thing you can do. Going to the (Coin Flip) left door, you (5) open it and leave the room with no problem.
Look around in the foyer, any sharp tools or implements
(1 vs 4+1) Even though a few kids would normally not freak you out, the sudden appearance on the stairway and the lights dimming had awoken a deeper feeling of fear. You back away from the staircase as the kids point towards you, and only their disappearance helps you regain your composure. (5-2) You begin searching the foyer for something sharp, something which you can use to defend yourself. You only see the fire extinguisher, but your hands fumble around trying to open the case itself.
Examining the starting room is a good idea
(Auto Fail: Fear) The sudden appearance of the children startles you (Fear Roll: 2 vs 2+1) and immobilizes you with fear. Even after their disappearance, you are do not regain your poise until everyone else has finished what they had done.
Does exactly this together with those who do.
(I'll admit, I am not sure whether the song qualifies as a creepy chant, but as a chant sometimes is considered a song, so I roll with it.)
(Auto Fail: Fear) The singing children immediately breaks all thought away from you, as their tone is dull, (Fear Roll: 5 vs. 3+1) but is expressive enough to avoid association with creepy chants. (4) You find nothing else special in the foyer that anyone else hasn't already observed, but unlike everyone before, you are brave enough to go upstairs. Their are several portraits of people scattered on the walls, most in a painted style, but a few photographs as well. Oddly, you see a picture with three children playing in what appears to be a garden, with a jump rope...
Nothing stands out to you, however, which could be used.
-Hallway 1-
In front of you , as soon as you enter the hallway, is immediately a bend in your path, with a path way to the left and right. There is a door in the middle of this bend as well as on the wall left of you.
Status:
Name: Alexandria Hopkins
Health: Healthy
Mental Health: Perfectly Normal
Fears: Spiders, Dolls, Commitment
Backpack: Cellphone
Name: Matis Croker
Health: Healthy
Mental Health: Normal
Fears: Needles
Backpack: Cellphone
Name: Ms. Pretty Obvious
Health: Healthy
Mental Health: Perfectly Normal
Fears: Wind Chimes, Small children singing songs in unison, Grandfather clocks, Airplane toilets.
Backpack: Dead Cellphone
Name: Cromwell Jackson
Health: Healthy
Mental Health: Perfectly Normal
Fears: Crowds, Vampires, Dogs, Children
Backpack: Cellphone
Name: Kate Hart
Health: Healthy
Mental Health: Perfectly Normal
Fears: Drugs, Water(Only Large Quantities)
Backpack: Cellphone
Name: Edgar Sppoks
Health: Healthy
Mental Health: Perfectly Normal
Fears: Staring Eyes, Creepy Chants, Porcelain
Backpack: Cellphone
Well there goes turn 2. Some Notes:
1. Ties aren't wins or losses, but its better to have a tie then to fail.
2. Staying in groups make you weak to things like what happened in the beginning of this turn.
3. The mansion player got a lucky first roll, and that's why being affected by it sucks.
4. You may notice I separate your status from Greenstarfanatics. That's because, logically, you wouldn't know how someone not in the room is.
5. The status includes Mental Health and Ordinary Health. The first heals naturally. The other does not.
6. You all have nothing but a backpack and a cellphone. Only one of you knows they have a dead cellphone, however (though there is no reception)
7. I made way to many notes which don't enhance gameplay at all. My bad.