Lost Carnival Mods (
ringleaders) wrote in
lostcarnival2017-10-05 12:51 pm
Entry tags:
⇨ HEARTSTONE MANOR
Who: Everyone!
When: Day 170 - Day ???
Where: Heartstone Manor
What: The carnival arrives at the Heartstone Manor. Do your best to play along, and try not to get too far ahead of the schedule with threading if you can avoid it, in case something that would affect your character happens early on.
Warnings: Individually marked! Could be a lot of things.
When: Day 170 - Day ???
Where: Heartstone Manor
What: The carnival arrives at the Heartstone Manor. Do your best to play along, and try not to get too far ahead of the schedule with threading if you can avoid it, in case something that would affect your character happens early on.
Warnings: Individually marked! Could be a lot of things.
BEAUTIES AND THE BEAST↴![]() When the carnival arrives at the Manor, everyone will be taken into the Throne Room to greet the Prince for the first time. He will be lounging on his throne, and will take a look at the guests that the Ringmaster has brought before eventually dismissing everyone so that he can talk to her alone. After that, they will be given a brief tour of the Manor by some of the servants, and then brought to their rooms to start picking out clothes for tomorrow. On the first night they will be permitted to wear regular clothes, but starting the next morning the dress code will be enforced. There will be a number of servants helping guests with clothing, and making alterations to suit the non-humanoid features they may have. The tailors work with fabric by hand, but their stitching is impossibly quick and accurate, with changes being made to complex clothing at unbelievable speed. Some guests may note while working with them that one of the seamstresses has wooden mannequin-esque hands instead of human ones, and another has two sets of arms. The arms are one of the most obviously inhuman traits that they'll see while first touring the building. Come the morning of Day 171, the daily routine will begin. ► FIVE MEALS A DAY: Between breakfast, lunch, tea, supper, and evening drinks, the meals you are required to attend are frequent and long. Each meal (except drinks and tea) will have multiple rounds, and use all of the fancy cutlery. It will be difficult to keep up for those that are untrained. The food will vary greatly, but will generally to be palatable to those that are into whatever kind of food it might be. Some of them are odd delicacies that are very much an acquired taste, however. People who cannot eat will be given a pass once the Ringmaster explains it, but will be looked down on for it. ► DAILY ACTIVITIES: There are scheduled activities for every morning and afternoon, and everyone is required to attend. Descriptions of each activity are provided on the "Event Descriptions" tab of the spreadsheet linked up above. There is only one hour of free time scheduled per day, after supper, and beyond that the servants will almost constantly have you on the go. The Prince and Ringmaster will not be present for most of the activities, but they will be there for every meal. If you character refuses to follow the schedule or makes a huge mess out of proceedings, make sure to report it here. ► AFTER CURFEW: At 11PM, everyone is expected to return to their quarters and spend the rest of the night there. Wandering after curfew is unacceptable by the Prince's rules, and if you do it there will be the chance of discover. Based on your character's stealth abilities, there will be dice rolling to determine if they are discovered or not, and by whom. Make sure you report any after curfew activity to the mod post here. This can also take place as an investigation if they are actually looking for something instead of just farting around. ► ROOM AND BOARD: The servants will remain upbeat for most of the time the guests are here, unless something is done to provoke them. They will be present at every activity, and there will be a variety of different individuals. One frequently spotted character will be the butler, a man with dark hair and small, sharp horns. He seems to be the main organizer of things. ► ODDITIES: Even beyond the obvious, there is something off about the Manor. Doors, windows, and other household objects will sometimes move seemingly without cause, and other times there will be banging sounds in the walls, or mysterious voices heard at a distance. It feels like you're being haunted. If you have a moment to wander the corridors, then you'll sometimes see open doors abruptly slam shut the moment you lay eyes on them, and wall sconces turn off or on. It's weird, man. ► THE HUNT: The Hunt activity will have its own event post, and some sign ups for those that will participate meaningfully. There will be some dice rolling to determine who hunts the most impressive game, and rewards handed out accordingly. Before that post goes up, however, you can do some investigations for the start of the event, if your character is interested in looking into the specifics of the contest and overall context. MAKE SURE THAT ALL DECORUM VIOLATIONS ARE REPORTED HERE. |


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If he gets the chance to speak with any of the servants, he'll ask short, innocuous questions about the prince--really basic stuff such as likes or dislikes, or how long they've worked for him.
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You can talk to them, but their answers will mostly be useless. Likes will be things like horseback riding, books, and music, and dislikes will be things like certain foods or "messes." As for how long, their answers will universally very vague: think things like "a while", or "a long time" or "ah, I can't remember off the top of my head!"
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Are they able to attend the library during the hour of free time? Or if it's just for that reading period on 172, what kind of magic-based text does it have, if any? Textbooks, scrolls, actual spells, etc.
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So now it's time to misbehave for better answers and to... look for other misbehaving carnival members but look, he's got Nightrunner clearance.
Night 172 He'll venture out past curfew. The first half of the night he'll be alone, scoping out strange passages, eavesdropping, or things that just look out of place for the room that they're in. Assuming that doesn't go poorly he'll retrieve 9S during the second half for them to continue scouting together. 9S also scans for physical life, and he'll use that to keep an eye out for anyone that might cross their paths while stealthing along.
Syrlya has invisibility magic that he can apply to himself and other people (provided they stay in range), he has the ability to teleport himself without portals, and he has tangible illusion magic he can use to create distractions if necessary. 9S is also built for scouting and presumably knows how to avoid making noise that would get them caught.
If they don't get caught, Syr will go out on night 174 as well.
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Though they speak in hushed voices, it seems that a man with deer feet and antlers is explaining how to do certain kinds of menial chores to the group - he's also visibly older than the others. They get to work doing various tasks around the room, and will work for a while without talking very much. One girl keeps pausing, kneeling, and leaning over, though, as if she is in pain, putting her hand on her lower back.
Most of the others leave her to it, at first, but as her work slows eventually the deer guy will come over and speak to her softly. It then becomes obvious that the girl is crying.
After some quiet exchanges, the deer man will take a roll of cloth, and lift the girl's servant robe to take a look at already bloody bandages covering her tailbone area. Carefully, he will change the bandages, wrapping them more precisely after taking a minute to clean the wound.
At this point they will all get back to work. Next, I'll be going into part two with 9S, so let me know if Syr would do something first.
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This just continues on the same, so I'll assume that Syr goes back to get 9S at this point. Afterwards, they'll be able to find the same group again, and things are still progressing badly. Eventually, the man will give in and scoop the girl up into his arms, and carry her over to one of the stone walls.
Knocking on it with his knuckles, the stone will part and form a door a few moments later. Beyond him, they'll be able to see the beginning of a series of secret passageways, which 9S's scanning business will be able to map at this point.
Then the door closes behind the two of them, and turns back into a wall. The rest of the servants pause, looking concerned and frightened, but then get back to work.