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The guild for the B/C shop, Nightmare Academy! 

Tags: nightmare, breedables, academy, nightmare academy, roleplay 

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Nightmare Adira
Captain

Tipsy Regular

PostPosted: Sun Sep 30, 2018 10:39 pm


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o1. Naiad/Geist by nepsah || o2. ??? by - Mynsed - || o3. Naiad/Slime by grandma duck
o1. Geist| Long Shark Tail // 3 Eyes // Modified Ears || o2. Triwings // Modified Ears // Tail with multi-iris // fade body // galaxy eyes // coming apart body || o3. tentacle arm // tentacle tail // coloured n heart shaped pupil


Starts: Now!

You may participate and enter the maze at any time - there is no sign-up cut-off!


            These three nightmares have teamed up to create a spooktacular haunted house, and are challenging the whole the neighbourhood to test their mettle. Anyone is more than welcome inside its haunted walls, though be warned: the horrors within are not for the faint of heart.

            While there is promise of a killer party at the end for those who make it through, there is a trick. The only way out is through the locked door on the south side of the manor. Keys have been scattered around the house, and guests will need to locate at least two if they want to escape!


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        • All players begin in the foyer, regardless of when they start the maze!
        • Twice per day, a player may choose a cardinal direction to travel in and post the form below.
        • A player may also choose to search twice per day. (Total; not per location.)
        • Rollover is at midnight PST.
        • Players should track their own progress in the map included below.
        • If a player becomes lost or discovers an unmapped location, they may quote Green Minuet for assistance.
        • A player may only receive one key per room. A room is any number of locations that share similar names (eg, Overgrown Graveyard is the same as Foggy Graveyard). Rooms are always separated by a door.
        • Direction/search posts must be accompanied by at least 2 sentences of RP. (Users without characters may use a temporary or quest character.) Other RP posts are welcome!
        • The game ends when 3 players successfully exit. First user to exit gets first choice of prizes, and so on and so forth.
        • WARNING: This game includes prompts that contain textual descriptions of gore, spiders, clowns, maggots, body horror, et cetera.


            Form
            [quote][b]Current Location:[/b] your location
            [b]Direction:[/b] north, south, east, or west
            [b]Keys Found:[/b] please link to each post you found a key[/quote]



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            • This contest is completely free.
            • Please use the form provided.
            • Anyone may enter, whether they are a newbie or not!
            • Staff may play but are ineligible for nightmare/daydream prizes.
            • Winning a prize from this event does count towards your event win limit.
            • Keep in mind you are limited to winning one (1) kid in total from the Haunted Hallows games!
            • Whining, guilt-tripping, or generally misbehaving over the contest will result in you being disqualified.
            • Make sure you've read the Guide to the Worlds forum in its entirety!
            • You may not proxy for another person.
            • You may not gift your prize away, and cannot re-home for the first 60 days.


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PostPosted: Sun Sep 30, 2018 11:45 pm


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A shady Kumiho has offered you a map... for a few crowns of course. It looks surprisingly old, despite the fact that it cannot be more than a few nights old. It even has that aged, musty scent... Wait a minute. On second thought, that smells like suspiciously like cigarette smoke. And those dark colours mottling the parchment look a lot like coffee stains. Or beer stains. Gross. Still, it might be worth holding onto until you escape.

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Bloody Bathroom
The flickering fluorescent lights make it difficult to see much detail, but during the flashes it’s clear that the tiled floors and walls are covered in splashes of red. At first it seems like a hand is reaching out of the bathtub, but most hands have fingers… and aren’t so long and slimy. Every so often the limb twitches, accompanied by squelching noises echoing out of the sink pipes.


SEARCH [1d6]
1: You find a key!
2: Against common sense, you inspect the limb dangling over the edge of the tub. Closer, it’s clearly a sucker-covered tentacle. Upon contact, it quivers and pulls back, retreating down the bath drain.
3: The floor is slippery with sticky liquid. Losing your footing you fall onto your back, for the first time seeing the gaping maw that takes up most of the ceiling. Blood drips from its teeth.
4: You approach the lavatory, sitting in the corner in suspicious silence… Ah. It’s just a toilet. Unflushed.
5: As you get nearer to the source of the squelching, it grows increasingly louder until the pipes burst, an innocent looking groffu sitting at the base of a now defunct sink. (You may claim the familiar below!)
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6: You find a key!


      North: The way is blocked.
      East: The way is blocked.
      South: The way is blocked.
      West: An ominous door.


Butcher's Kitchen
Mutilated carcasses hang from the rack above, most of them with their ribs and insides exposed. The floor and walls are slathered with blood, and gorey lumps cover the countertops. Droves of flies buzz through the air, while rats squeak and scurry underfoot.

      SEARCH [1d6]
      1: You find a key!
      2: Something heavy bumps up against you. You turn to find yourself face to face with an upside down corpse, milky dead eyes staring straight through you.
      3: The sound of heavy breathing follows you throughout the kitchen, getting closer and closer until you can feel moist air on the back of your neck.
      4: An intact carcass begins to shudder and shake, and a second later a swarm of rats erupt from its chest and spill out over the floor. (You may claim the familiar below!)
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      5: A knife suddenly whistles past your head and embeds itself an inch deep in the wall. Run.
      6: You find a key!

      North: An ominous door.
      East: The way is blocked.
      South: An ominous door.
      West: The way is blocked.


Claustrophobic Webbed Hall
A long hallway stretches in front of you, thick with dust and cobwebs. Clusters of egg sacs dangle from the ceiling. Closer to the floor are wrapped cocoons that occasionally twitch and stretch. Muffled groans can be heard coming from within.

      North: Continue.
      East: An ominous door.
      South: An ominous door.
      West: An ominous door.


Confusing Hall of Mirrors
Dazzling lights and mirrors confound you from every side. You can see your reflection a hundred, no, a thousand times over as well as that of a door. Even as you move through the hall, not all of your reflections seem to move at the same time as you… or even quite in the same way.

      STRUGGLE [1d4]
      1: You bump into a wall!
      2: You continue East.
      3: You continue West.
      4: You continue West.


Crypt
Inside the crypt the air is bitter and stale. A stone sarcophagus waits in the centre, illuminated by a pair of half-melted candles. The lid has been left partly ajar. Whatever was inside is gone now...

      North: The way is blocked.
      East: The way is blocked.
      South: An ominous door.
      West: The way is blocked.


Dark Hall
A long hallway stretches before you… or at least you have to assume as much. The corridor is so dark you cannot so much as make out what is right in front of you. All magic spells fizzle, and all traditional methods of light fail. The glowing marks that occasionally appear on the walls are your only landmarks.

      North: An ominous door.
      East: The way is blocked.
      South: Continue.
      West: The way is blocked.


Decrepit Graveyard
The night air is still and uncomfortably quiet. Even under the full moon, the shadows cast by the graveyard’s headstones are too long and too dark. The dead branches from the surrounding trees and hedges grasp at you like clawed, bony fingers.

      SEARCH [1d10]
      1: You find a key!
      2: In the distance you hear a lonely howl that curdles your blood. A few seconds later something growls behind you, much, much closer.
      3: You find yourself unable to move as vines grow up around your ankles and pull you down towards the earth.
      4: A plastic pumpkin container lays overturned on the cobblestones… Looks like someone left it behind by mistake. It still has some candy inside!
      5: There’s a rustling from a nearby tree, and a black shape bursts out. It dives towards you, then rushes past, and settles on a headstone with a croak. From there, it regards you smugly.
      6: In the middle of the path, a ghostly spectre materialises in ragged fluttering robes. It passes through you and leaves you chilled to the bone.
      7: The earthy mound in front of a worn gravestone shifts, and a gnarled hand erupts from beneath. Something begins to claw its way to the surface.
      8: Hushed whispers follow you throughout the graveyard, whispering secrets no one could know. There is a sudden shriek, then silence.
      9: Something strokes your hair and down your neck. You hear a cackle, and your shadow slithers away in to the darkness.
      10: You find a key!

      North: The way is blocked.
      East: An ominous door.
      South: The way is blocked.
      West: Continue.


Demented Clown Parlour
Carnival tunes fill the air, intermittently broken by a hushed, shrill giggling. The walls have been dressed to resemble the interior of a circus tent, and the furniture replaced with clownish appliances that squeak, wobble, and honk. You notice a spattering of blood across the checked floor near your feet.

      SEARCH [1d8]
      1: You find a key!
      2: You feel a tap on your shoulder and catch a glimpse of something large and polka-dotted before it vanishes from sight.
      3: A horn blares overhead and a shower confetti rains down over you. You find a few fingers mixed in.
      4: From out of nowhere a pie collides with your face. The insides are red and meaty.
      5: There’s a ripping sound as the point of a knife tears through the canvas beside you. Run!
      6: Something catches your ankles, causing you to trip. When you look around there’s nothing there...
      7: A column of balloons suddenly bursts beside you with a chorus of pops. Someone or something cackles nearby.
      8: You find a key!

      North: The way is blocked.
      East: An ominous door.
      South: The way is blocked.
      West: Continue.


Dungeon
The stone floor is slick and uneven with dark puddles gleaming in the torchlight. Cages line the walls, many of them containing fragmented skeletons. Chains, nasty hooks, pronged rods, and other malicious instruments fill the room.

      North: The way is blocked.
      East: The way is blocked.
      South: A set of stairs going up to an ominous door.
      West: Continue…? A tunnel has been dug out of the wall.


Dusky Webbed Hall
A long hallway stretches in front of you, thick with dust and cobwebs. Clusters of egg sacs dangle from the ceiling. Closer to the floor are wrapped cocoons that occasionally twitch and stretch. Muffled groans can be heard coming from within.

      North: Continue.
      East: An ominous door.
      South: Continue.
      West: The way is blocked.


Eerie Dollhouse
The cutesy, quaint decor of the life-sized dollhouse provides a welcome relief from the rest of the manor. However the longer you stay the less at ease you feel… The rooms and their furnishment seem a touch too big, too clean, too plastic, and the dolls on display nothing short of uncanny.

      SEARCH [1d8]
      1: Key
      2: You find a table with an ordinary sized dollhouse. As you peer inside, you see a smaller version of yourself next to a table.
      3: A doll hunches over the kitchen table, posed as though she were knitting. She turns to face you, revealing buttons for eyes.
      4: A shadow passes over you, and you look up to see an enormous, outstretched hand reaching towards you.
      5: You hear a series of thumps. A doll head bounces down the stairs and lands at your feet. The body comes crawling after it.
      6: Walking past a television set, you hear the screen suddenly ring with static. A face flashes across it and then disappears.
      7: The room begins to grow around you… that or you begin to shrink! An ant marches across the carpet towards you, roughly the size of a horse and just as menacing.
      8: Key

      North: The way is blocked.
      East: Continue.
      South: An ominous door.
      West: The way is blocked.


Extremely Dark Hall
A long hallway stretches before you… or at least you have to assume as much. The corridor is so dark you cannot so much as make out what is right in front of you. All magic spells fizzle, and all traditional methods of light fail. The glowing marks that occasionally appear on the walls are your only landmarks.

      North: Continue.
      East: The way is blocked.
      South: Continue.
      West: An ominous door.


Foggy Graveyard
The night air is still and uncomfortably quiet. Even under the full moon, the shadows cast by the graveyard’s headstones are too long and too dark. The dead branches from the surrounding trees and hedges grasp at you like clawed, bony fingers.

      SEARCH [1d10]
      1: You find a key!
      2: In the distance you hear a lonely howl that curdles your blood. A few seconds later something growls behind you, much, much closer.
      3: You find yourself unable to move as vines grow up around your ankles and pull you down towards the earth.
      4: A plastic pumpkin container lays overturned on the cobblestones… Looks like someone left it behind by mistake. It still has some candy inside!
      5: There’s a rustling from a nearby tree, and a black shape bursts out. It dives towards you, then rushes past, and settles on a headstone with a croak. From there, it regards you smugly.
      6: In the middle of the path, a ghostly spectre materialises in ragged fluttering robes. It passes through you and leaves you chilled to the bone.
      7: The earthy mound in front of a worn gravestone shifts, and a gnarled hand erupts from beneath. Something begins to claw its way to the surface.
      8: Hushed whispers follow you throughout the graveyard, whispering secrets no one could know. There is a sudden shriek, then silence.
      9: Something strokes your hair and down your neck. You hear a cackle, and your shadow slithers away in to the darkness.
      10: You find a key!

      North: An ominous door of a crypt.
      East: Continue.
      South: The way is blocked.
      West: Continue.


Foyer
The entryway is an enormous hall that you can’t help but feel small in. Stony gargoyles leer down at you from overhead, while a tall grandfather clock ticks loudly off in the corner. A once regal now threadbare carpet guides you either to the left or the right to the adjoining rooms. Straight ahead, the stairs have been roped off, clearly off limits to guests.

A chill draft sweeps through the room, and suddenly the clock begins to chime. The sound seems to shake the whole house. Time to get a move on!

      North: There’s only one way out, and it’s not the door behind you.
      East: An ominous door.
      South: The way is blocked.
      West: An ominous door.


Ghoulish Dining Room
The lighting is dim, almost romantic. Classical music plays on an abandoned harpsichord. An elegant dining table fills most the room, holding a gorgeous looking spread lit by candelabras. A second glance however reveals some peculiarities… The meatloaf contains large, almost identifiable chunks, the frosting on the cake seems to be wiggling, and the wine is far, far too red.

      SEARCH [1d6]
      1: You find a key!
      2: With a sudden woosh, all the lights go out. When they return a few seconds later the feast has vanished, save for a few scattered bones.
      3: You feel as though you’re being watched. Looking up, you see an enormous eye following your movements from the ceiling.
      4: In the distance you hear the chime of the grandfather clock. The walls begin to bulge as blood seeps down from the ceiling.
      5: Flies buzz around your face. A tickling sensation begins around your ankles, your hands, and the back of your neck, and you find yourself covered with wriggling maggots, worms, and beetles.
      6: You find a key!

      North: The way is blocked.
      East: An ominous door.
      South: An ominous door.
      West: The way is blocked.


Haunted Library
Pale beams of moonlight cast the room in an unearthly blue glow. A cool breeze drifts in through an open window, rustling a few scraps of loose parchment. Its touch leaves the room and everything in it as cold as ice. Hushed whispers, barely louder than the breeze, murmur from seeming thin air.

      SEARCH [1d6]
      1: You find a key!
      2: You hear a soft scraping sound. The books slide out of their cases and hurtle towards you from every direction.
      3: At your touch, one of the books reveals a trap door and a hidden room…! Crumpled within are the remains of a skeleton, bound and gagged.
      4: The air grows colder and frost begins to form around your feet. As is spreads across the floor and up the walls, it starts to snap and crack with menace.
      5: A whirlwind of parchment gathers in the breeze. A humanoid form emerges between the pages and suddenly bursts into flame. Screaming, it glides towards you.
      6: You find a key!

      North: An ominous door.
      East: The way is blocked.
      South: The way is blocked.
      West: An ominous door.


Irritating Hall of Mirrors
Dazzling lights and mirrors confound you from every side. You can see your reflection a hundred, no, a thousand times over as well as that of a door. Even as you move through the hall, not all of your reflections seem to move at the same time as you… or even quite in the same way.

      STRUGGLE [1d4]
      1: You find the exit! (Requires 2 keys to leave.)
      2: You continue East.
      3: You find the exit! (Requires 2 keys to leave.)
      4: You continue West.


Master's Chambers
Red satin curtains divide the room, lending it a provocative mood and obscuring your view. Under the canopy, where the bed would be, is instead an open and thankfully empty casket. Furnishings of pearl, silver, gold and other precious materials accent the decor. A slightly too sweet perfume perforates the air.


      SEARCH [1d6]
      1: You find a key!
      2: As you pass under a pair of curtains, they slip around you and engulf you in their grip. You are held fast!
      3: A vanity full of jewellery and other pretty trinkets catches your eye. The bright gleam of metal is simply... irresistible…
      4: The oil paintings hung around the room watch you with disdainful eyes. Every time you look away, the figures in the portraits seem to get a little closer.
      5: The sweet-scented perfume floods your senses. You feel vaguely sick. As your head begins to spin, you sense a presence behind you.
      6: You find a key!

      North: An ominous door.
      East: The way is blocked.
      South: The way is blocked.
      West: The way is blocked.


Operating Room
The pungent smell of antiseptic clings to your nostrils. An oppressive hush hangs over the room, broken only by the intermittent beep of a machine and the low murmur of voices. The only light in the room is at its centre, where several green smocked figures are bent around an operating table, faces dipped in shadow.

      SEARCH [1d8]
      1: Key
      2: The patient on the operating table begins to violently convulse, as the beeping of the machine accelerates. A heartbeat pounds in your eardrums before flatlining.
      3: Your feet slip out from beneath you and you land hard on the slick tile floor. Your hands and clothes are sticky with blood.
      4: A light turns on overhead like a spotlight, momentarily blinding you. Figures surround you. One begins to strap you into an upright table. Run.
      5: One of the figures picks up an electric saw. There is a fountain of blood as something warm and slimy spatters across your face.
      6: With a crash you bump into a table of medical instruments. The figures turn all at once, faces inscrutable even in the light. They begin to glide towards you.
      7: As you pass by a window, you catch a glimpse of your reflection in the gloom. Your face is smooth and featureless.
      8: Key

      North: An ominous door.
      East: The way is blocked.
      South: An ominous door.
      West: The way is blocked.


Ordinary (Empty) Pantry
A dingy, low wattage bulb hangs overhead. Despite the poor lighting, the pantry looks otherwise harmless. It was packed full of things like jams, canned vegetables, pre-packaged meals, and cleaning supplies, but it's pretty obvious someone has recently cleaned it out. A crime of this calibre will require a lengthy investigation...

North: An ominous door.
East: Continue…? There’s a door to a cellar...
South: The way is blocked.
West: The way is blocked.


Overgrown Graveyard
The night air is still and uncomfortably quiet. Even under the full moon, the shadows cast by the graveyard’s headstones are too long and too dark. The dead branches from the surrounding trees and hedges grasp at you like clawed, bony fingers.

      SEARCH [1d10]
      1: You find a key!
      2: In the distance you hear a lonely howl that curdles your blood. A few seconds later something growls behind you, much, much closer.
      3: You find yourself unable to move as vines grow up around your ankles and pull you down towards the earth.
      4: A plastic pumpkin container lays overturned on the cobblestones… Looks like someone left it behind by mistake. It still has some candy inside!
      5: There’s a rustling from a nearby tree, and a black shape bursts out. It dives towards you, then rushes past, and settles on a headstone with a croak. From there, it regards you smugly.
      6: In the middle of the path, a ghostly spectre materialises in ragged fluttering robes. It passes through you and leaves you chilled to the bone.
      7: The earthy mound in front of a worn gravestone shifts, and a gnarled hand erupts from beneath. Something begins to claw its way to the surface.
      8: Hushed whispers follow you throughout the graveyard, whispering secrets no one could know. There is a sudden shriek, then silence.
      9: Something strokes your hair and down your neck. You hear a cackle, and your shadow slithers away in to the darkness.
      10: You find a key!

      North: The way is blocked.
      East: Continue.
      South: The way is blocked.
      West: An ominous door.


Perplexing Hall of Mirrors
Dazzling lights and mirrors confound you from every side. You can see your reflection a hundred, no, a thousand times over as well as that of a door. Even as you move through the hall, not all of your reflections seem to move at the same time as you… or even quite in the same way.

      STRUGGLE [1d4]
      1: You continue East.
      2: You continue East.
      3: You bump into a wall.
      4: You continue West.


Pitch Dark Hall
A long hallway stretches before you… or at least you have to assume as much. The corridor is so dark you cannot so much as make out what is right in front of you. All magic spells fizzle, and all traditional methods of light fail. The glowing marks that occasionally appear on the walls are your only landmarks.

      North: Continue.
      East: An ominous door.
      South: An ominous door.
      West: An ominous door.


Sticky Webbed Hall
A long hallway stretches in front of you, thick with dust and cobwebs. Clusters of egg sacs dangle from the ceiling. Closer to the floor are wrapped cocoons that occasionally twitch and stretch. Muffled groans can be heard coming from within.

      North: Continue.
      East: An ominous door.
      South: Continue.
      West: The way is blocked.


Taxidermy Museum
Beasts of every shape and size fill the room… each one of them dead and stuffed. Several have been displayed in glass cases, their skin peeled back to display the muscleature beneath. Paintings of wildlife in their natural habitats cover the walls, perfectly ordinary yet indescribably unsettling. The air smells faintly of formaldehyde and methanol.

      SEARCH [1d6]
      1: You find a key!
      2: Upon closer inspection, you realise that the eyes in one of the paintings is in fact looking at you. They make eye contact and press a little closer to the canvas.
      3: The stink of chemicals grows stronger. Before your very eyes, a stuffed familiar begins to melt.
      4: One of the tables features hunting photos. Among them you find increasingly disturbing photographs, including game that looks like… A creak sounds in the all too quiet room.
      5: Folded neatly in a nearby cabinet, you discovery a stack of skins belonging to no animal. In the dim reflection of the glass, you can make out a dark silhouette standing behind you.
      6: You find a key!

      North: An ominous door.
      East: The way is blocked.
      South: An ominous door.
      West: An ominous door.


Thick Webbed Hall
A long hallway stretches in front of you, thick with dust and cobwebs. Clusters of egg sacs dangle from the ceiling. Closer to the floor are wrapped cocoons that occasionally twitch and stretch. Muffled groans can be heard coming from within.

      North: An ominous door.
      East: The way is blocked.
      South: Continue.
      West: An ominous door.


Unsettling Dollhouse
The cutesy, quaint decor of the life-sized dollhouse provides a welcome relief from the rest of the manor. However the longer you stay the less at ease you feel… The rooms and their furnishment seem a touch too big, too clean, too plastic, and the dolls on display nothing short of uncanny.

      SEARCH [1d8]
      1: Key
      2: You find a table with an ordinary sized dollhouse. As you peer inside, you see a smaller version of yourself next to a table.
      3: A doll hunches over the kitchen table, posed as though she were knitting. She turns to face you, revealing buttons for eyes.
      4: A shadow passes over you, and you look up to see an enormous, outstretched hand reaching towards you.
      5: You hear a series of thumps. A doll head bounces down the stairs and lands at your feet. The body comes crawling after it.
      6: Walking past a television set, you hear the screen suddenly ring with static. A face flashes across it and then disappears.
      7: The room begins to grow around you… that or you begin to shrink! An ant marches across the carpet towards you, roughly the size of a horse and just as menacing.
      8: Key

      North: The way is blocked.
      East: An ominous door.
      South: The way is blocked.
      West: Continue.


Very Dark Hall
A long hallway stretches before you… or at least you have to assume as much. The corridor is so dark you cannot so much as make out what is right in front of you. All magic spells fizzle, and all traditional methods of light fail. The glowing marks that occasionally appear on the walls are your only landmarks.

      North: Continue.
      East: An ominous door.
      South: Continue.
      West: An ominous door.


Vicious Clown Parlour
Carnival tunes fill the air, intermittently broken by a hushed, shrill giggling. The walls have been dressed to resemble the interior of a circus tent, and the furniture replaced with clownish appliances that squeak, wobble, and honk. You notice a spattering of blood across the checked floor near your feet.

      SEARCH [1d8]
      1: You find a key!
      2: You feel a tap on your shoulder and catch a glimpse of something large and polka-dotted before it vanishes from sight.
      3: A horn blares overhead and a shower confetti rains down over you. You find a few fingers mixed in.
      4: From out of nowhere a pie collides with your face. The insides are red and meaty.
      5: There’s a ripping sound as the point of a knife tears through the canvas beside you. Run!
      6: Something catches your ankles, causing you to trip. When you look around there’s nothing there...
      7: A column of balloons suddenly bursts beside you with a chorus of pops. Someone or something cackles nearby.
      8: You find a key!

      North: The way is blocked.
      East: Continue.
      South: An ominous door.
      West: The way is blocked.


Witch's Foul Lair
It takes some time for your eyes to adjust to the dim light of candles. A dewy fog carpets the floor, seemingly coming from a bubbling cauldron in the corner. Bones and stuffed dolls hang from the ceilings, the walls lined with jars of eyeballs, tongues, and other indistinguishable horrors. You have to be careful to avoid knocking over dusty book piles and torn parchments.

      SEARCH [1d8]
      1: You find a key!
      2: You open an old chest to have a dark figure jump at you. On closer inspection, it is a soot-coated vespercat that seems to be happy to be out of confinement. (Claim one of the familiars below!)
      User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.

      3: You bump into a table, causing one of the tomes to fall open on the floor. Spirits fly up from the pages, letting out tormented howls.
      4: You stop to look at one of the jars, only to have the dozen eyeballs floating in the mysterious liquid swivel and stare back at you.
      5: With a hissing noise, the bubbles in the cauldron begin to grow in size and gain shape. The figure begins to ooze towards you. Run!
      6: One of the dolls falls to the floor, twisting its left leg as it lands. Your own leg suddenly seizes up in agony, and then, just like that, the pain is gone again.
      7: You can’t help but look at one of the parchments covered in markings. The runes seem to burn into your eyes.
      8: You find a key!

      North: The way is blocked.
      East: Continue.
      South: The way is blocked.
      West: An ominous door.


Witch's Wicked Lair
It takes some time for your eyes to adjust to the dim light of candles. A dewy fog carpets the floor, seemingly coming from a bubbling cauldron in the corner. Bones and stuffed dolls hang from the ceilings, the walls lined with jars of eyeballs, tongues, and other indistinguishable horrors. You have to be careful to avoid knocking over dusty book piles and torn parchments.

      SEARCH [1d8]
      1: You find a key!
      2: You open an old chest to have a dark figure jump at you. On closer inspection, it is a soot-coated vespercat that seems to be happy to be out of confinement. (Claim one of the familiars below!)
      User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.

      3: You bump into a table, causing one of the tomes to fall open on the floor. Spirits fly up from the pages, letting out tormented howls.
      4: You stop to look at one of the jars, only to have the dozen eyeballs floating in the mysterious liquid swivel and stare back at you.
      5: With a hissing noise, the bubbles in the cauldron begin to grow in size and gain shape. The figure begins to ooze towards you. Run!
      6: One of the dolls falls to the floor, twisting its left leg as it lands. Your own leg suddenly seizes up in agony, and then, just like that, the pain is gone again.
      7: You can’t help but look at one of the parchments covered in markings. The runes seem to burn into your eyes.
      8: You find a key!

      North: The way is blocked.
      East: The way is blocked.
      South: An ominous door.
      West: Continue.


Green Minuet
Crew

Greedy Trickster


Nashawryn

Ghostly Dreamer

PostPosted: Mon Oct 01, 2018 2:53 am


Green Minuet
Current Location: Foyer
Direction:] east
Keys Found:

Kavi looks around the foyer with shifty eyes, taking in the threadbare quality of the rug and the blocked off stairs. He’d only come in because he’d been told there was something haunted about the place and that he might find something interesting inside. Of course, one nightmare’s interesting time was another nightmare’s well....nightmare. Hahaha. Kavi shrugged, grabbed a coin from his pocket to flip it. Heads and he’d go west, tails and he’d head east. He tossed the coin up and caught it. Tails. Looked like he’d be heading east for now.
PostPosted: Mon Oct 01, 2018 2:24 pm


Green Minuet - just fixing my formatting to match everyone else's yay
Current Location: the foyer
Direction: west
Keys Found: n/a

    A trio of Nightmares stood outside the Haunted House, two clasping hands and one standing protectively behind them. The smirk on Bo's lips was countered by the equal and opposite frown on Ellis's, while Ayuu's features remained mostly neutral, zer eyes wide with joyful curiosity.

    "Ready?"

    "I just want to go on record as saying that I disapprove of this completely."

    "On record. Yeah." Bo turned around halfway and gently slapped his palm against the big imp's chest. Tap. Tap. "Let's go."

    "They're not going to kill us, dear. The word-of-mouth would be horrendous."

    "Definitely not." Bo looked to the nearest attendant, or at least what he thought was one. "You're not going to kill us, right?"

    "Who are you talking to?"

    The geist faced Ellis, then looked back at his silent attendant. They were gone. "Heh. Cool." Without further hesitation he strode forward, leaving Ayuu with no choice but to follow zer hand. Once the three were inside, Bo continued on through the first door he saw, leading his troupe deeper into the house.

    Only Ellis turned around just before he passed through the western passage, swallowing his nerves as he watched the outside door shut behind them.

Smerdle

Scamp


irishgirl1017

Spooky Delight

PostPosted: Mon Oct 01, 2018 7:51 pm


Green Minuet
Current Location: Foyer
Direction:] west
Keys Found:N/A


Zelig frowned as he was faced with a decision that no matter what he did decide it was obvious that there was something really disturbing about being here. He glanced around casually scoping out the shadows, the corners and anything that may gleam him a clue as to what is going on or who was behind this.

His instincts usually spot on seemed to be failing him this evening so he just walked West towards a very weird door that he just chose at random. "That shaking was a bit much, trying to scare us already" muttering beneath his breath as he reached the door.
PostPosted: Mon Oct 01, 2018 9:39 pm


Green Minuet
Current Location: Foyer
Direction:] west
Keys Found: N/A


Fletcher moved through the haunted house nervously. How did he end up here again? Oh yeah, his friends dared him. The imp gulped as he looked up at the statues staring at him, jumping out of his skin as the chiming sound. He was shaking a bit, quickly moving towards the west room.

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100


Nuclear Noxi


Fashionable Trickster

PostPosted: Mon Oct 01, 2018 10:13 pm


Green Minuet
Current Location: Foyer
Direction:] East
Keys Found: 0


Xenia Looked around the foyer, obviously impressed. Someone had gone far out their way to make this seem like a truly haunted house. Most of the time, these things ended up being more corny than not, so she was finding herself pleasantly surprised. It's not like any of these things were real anyways, right? She laughed to herself as she picked a door and stepped through it.
PostPosted: Mon Oct 01, 2018 11:18 pm


Green Minuet
Current Location: Foyer
Direction:] East
Keys Found: 0


Eywa was curious about the haunted house, so they didn't hesitate to come; it sounded fun, at the very least. Needless to say, when they arrived they were pleasantly surprised at how....unsettling it was. Whoever put this together did a fantastic job! Unsure of where to go, they picked one of the two rather ominous doors and decided to head through.

Sara Siren Noire


iMoony

Anxious Cutie-Pie

PostPosted: Mon Oct 01, 2018 11:19 pm


Green Minuet
Current Location: Foyer
Direction:] east
Keys Found: 0

Roshan wasn't sure how they got round up in this outing into the nearby haunted house, but here they were. The group they were with didn't seem all too brave now that they were actually inside the house. Roshan rolled their eyes and took charge by heading to the east side door. They were a little scared, yes, but this was a game so they wouldn't actually get hurt... right?
PostPosted: Mon Oct 01, 2018 11:22 pm


Green Minuet
Current Location: Foyer
Direction: East
Keys Found: 0


User Image - Blocked by "Display Image" Settings. Click to show.



A Haunted House, huh? Rhea didn't ever think she'd be into that sort of thing, ever, but the promise of being given a delicious candy apple if she braved it was enough for her to enter.
It's not like anything was ACTUALLY scary, right?


viatorai

Crew

Crystal Traveler

13,425 Points
  • Gender Swap 100
  • Team Jacob 100
  • Cat Fancier 100

Green Minuet
Crew

Greedy Trickster

PostPosted: Mon Oct 01, 2018 11:26 pm


User Image

Demented Clown Parlour

Carnival tunes fill the air, intermittently broken by a hushed, shrill giggling. The walls have been dressed to resemble the interior of a circus tent, and the furniture replaced with clownish appliances that squeak, wobble, and honk. You notice a spattering of blood across the checked floor near your feet.

      SEARCH [1d8]
      1: You find a key!
      2: You feel a tap on your shoulder and catch a glimpse of something large and polka-dotted before it vanishes from sight.
      3: A horn blares overhead and a shower confetti rains down over you. You find a few fingers mixed in.
      4: From out of nowhere a pie collides with your face. The insides are red and meaty.
      5: There’s a ripping sound as the point of a knife tears through the canvas beside you. Run!
      6: Something catches your ankles, causing you to trip. When you look around there’s nothing there...
      7: A column of balloons suddenly bursts beside you with a chorus of pops. Someone or something cackles nearby.
      8: You find a key!


      North: The way is blocked.
      East: An ominous door.
      South: The way is blocked.
      West: Continue.


The quote train:
smerdle

irishgirl1017

Hobo Pixi
PostPosted: Mon Oct 01, 2018 11:31 pm


User Image

Witch's Foul Lair

It takes some time for your eyes to adjust to the dim light of candles. A dewy fog carpets the floor, seemingly coming from a bubbling cauldron in the corner. Bones and stuffed dolls hang from the ceilings, the walls lined with jars of eyeballs, tongues, and other indistinguishable horrors. You have to be careful to avoid knocking over dusty book piles and torn parchments.


      SEARCH [1d8]
      1: You find a key!
      2: You open an old chest to have a dark figure jump at you. On closer inspection, it is a soot-coated vespercat that seems to be happy to be out of confinement. (Claim one of the familiars below!)
      User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.

      3: You bump into a table, causing one of the tomes to fall open on the floor. Spirits fly up from the pages, letting out tormented howls.
      4: You stop to look at one of the jars, only to have the dozen eyeballs floating in the mysterious liquid swivel and stare back at you.
      5: With a hissing noise, the bubbles in the cauldron begin to grow in size and gain shape. The figure begins to ooze towards you. Run!
      6: One of the dolls falls to the floor, twisting its left leg as it lands. Your own leg suddenly seizes up in agony, and then, just like that, the pain is gone again.
      7: You can’t help but look at one of the parchments covered in markings. The runes seem to burn into your eyes.
      8: You find a key!


      North: The way is blocked.
      East: Continue.
      South: The way is blocked.
      West: An ominous door.

The quote train:
Nashawryn

Obnoxious Obscurity

Sara Siren Noire

iMoony

Kivras

Green Minuet
Crew

Greedy Trickster

Sara Siren Noire rolled 1 8-sided dice: 2 Total: 2 (1-8)

Sara Siren Noire

PostPosted: Tue Oct 02, 2018 12:05 am


Green Minuet
Current Location: Witch's Foul Lair
Direction:] East
Keys Found: 0


It took a moment for Eywa's eyes to adjust but once they did, they found themselves in a positively wicked witchy room. Everything was so creepy....so atmospheric....oh, this was wonderful! They were instantly hit with fascination and curiosity, walking around the room to glance at the different objects that were about and their attention was caught by a noise just behind them. A chest rattled a bit amidst a pile of spooky knick-knacks and...well....curiosity and whatnot. Eywa carefully opened it, bracing themselves for something to happen and suddenly had to let go of the lid to catch a soot-covered white vespercat. "Oh! Well....that's one way to make an entrance!" They giggled and gently pet the familiar to get the soot off. "Poor thing....I hope you weren't trapped in there for too long. Shall we move on, my friend?" The vespercat seemed keen to stay with the one that had rescued it, huddling in the hybrid's arms as they moved to the door further ahead of them.


User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Tue Oct 02, 2018 12:17 am


          Green Minuet
          Current Location: the foyer
          Direction: east
          Keys Found: zero


          There was no way Zeerah was going to miss out on a haunted house, even if he couldn't convince his boring twin Xero to come along. He was too old for trick or treating now, and while the night would no doubt involve countless pranks before it was over, who didn't have time to laugh at a bunch of cheap tricks? Zeerah leered at the gargoyles and let out a small chuckle over the 'spooky' grandfather clock - amateur hour (ha, get it?). He was tempted to step over the rope and explore the upstairs, but then he couldn't laugh at what people find scary. He hesitated for a moment, trying to choose a direction. "Always go left," he decided, and boldly flung open the east door.

milki witch
Crew

Nashawryn rolled 1 8-sided dice: 1 Total: 1 (1-8)

Nashawryn

Ghostly Dreamer

PostPosted: Tue Oct 02, 2018 2:38 am


Green Minuet
Current Location: Witch’s Foul Lair
Direction: east
Keys Found: 1

Kavi roots around carefully through all this junk. Who would collect all this crap? Perhaps whoever lives here is a hoarder. Tsk tsk. Kavi picks through a small pile of things and finds a key! Wow, that was pretty easy. Now if he could just get out of here without getting stuck or trapped. Kavi looks around and shrugs at his choices. Hey east worked well for him the first time, might as well continue heading that way.
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