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grimgrinningghosts) wrote in
foolishmortals2017-08-04 02:20 am
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FINAL INVESTIGATION
[It’s Wednesday morning, and when the 8 remaining guest wake up, they’re greeted to a soft song playing in the distance. Even with the stress of the past few months, the song helps puts the living guests at east, a beam of hope in the dark times.
As the guests go to investigate the noise, they will find themselves heading to the casino. On a nearby card table, there is a pigeon with a key in their mouth, they’re docile enough to let you pet them if you want, but don’t expect them to stay around for long. As soon as all either guests enter the room, they drop the key and fly away.
A small note is attached to it, reading:]
I wish I could help more, but this key should help aid you on the journey that lies ahead of you. I believe in you all.
-Walt
[When they look for the door the key works on, they’ll quickly realize that there’s a locked door near the back of the casino, the key is a perfect match for it. When they open the door, they are greeted by a stream of moving carriages, Doombuggies, as it were, heading towards an inky black tunnel. It’s not exactly the most… normal way to investigate the mansion, but according to Walt this is the best bet you guys have.
As the remaining guests get inside the Doombuggies, they’ll find that the dark tunnel seems to stretch on forever, and you can feel them slowly go down, down, down. You might start to wonder how this tunnel even fits into this mansion, but this mansion never fit into normal reality, has it?
Eventually, as the Doombuggies take you further and further down, the guests will start to notice a branching path in front of them, either through sheer coincidence or some presence guiding the guests, they will find that no matter what they do, they’ll find themselves evenly split, going through the separate forks in the track.
It keeps going until soon, the ride comes to a sudden stop. A voice is heard through the halls.]
Playful spooks have interrupted our tour, please stay seated in your... Doombuggy. We will proceed in just a moment.
[But no matter how long they wait, the “ride” doesn’t start back up again. While it’s still dark down here, there’s enough light to make out a passageway besides the buggies, no matter which path the guest ended up taking.
Investigate?]
As the guests go to investigate the noise, they will find themselves heading to the casino. On a nearby card table, there is a pigeon with a key in their mouth, they’re docile enough to let you pet them if you want, but don’t expect them to stay around for long. As soon as all either guests enter the room, they drop the key and fly away.
A small note is attached to it, reading:]
I wish I could help more, but this key should help aid you on the journey that lies ahead of you. I believe in you all.
-Walt
[When they look for the door the key works on, they’ll quickly realize that there’s a locked door near the back of the casino, the key is a perfect match for it. When they open the door, they are greeted by a stream of moving carriages, Doombuggies, as it were, heading towards an inky black tunnel. It’s not exactly the most… normal way to investigate the mansion, but according to Walt this is the best bet you guys have.
As the remaining guests get inside the Doombuggies, they’ll find that the dark tunnel seems to stretch on forever, and you can feel them slowly go down, down, down. You might start to wonder how this tunnel even fits into this mansion, but this mansion never fit into normal reality, has it?
Eventually, as the Doombuggies take you further and further down, the guests will start to notice a branching path in front of them, either through sheer coincidence or some presence guiding the guests, they will find that no matter what they do, they’ll find themselves evenly split, going through the separate forks in the track.
It keeps going until soon, the ride comes to a sudden stop. A voice is heard through the halls.]
Playful spooks have interrupted our tour, please stay seated in your... Doombuggy. We will proceed in just a moment.
[But no matter how long they wait, the “ride” doesn’t start back up again. While it’s still dark down here, there’s enough light to make out a passageway besides the buggies, no matter which path the guest ended up taking.
Investigate?]
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Examine closer!! Do they look like our crew, past and present? Which have pins?]
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The little Fiddleford, Sophie, Lea, Tarzan, Tadashi, Sylvia, Jiminy, Tip, WALL-E, Wander, Mulan, Star, Anna, Maui, Karolina, Kiara and Demyx all have pins in them. That 26th one is that weird fat guy from the 3rd trial, who also has a couple pins in 'im.]
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[Well shit. He's gonna experimentally pick up two dolls--gently!! Lefou and then Fiddleford. He just holds Lefou for now, but he tries removing some pins from Fiddleford. Any luck?]
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. . .
Well shit why stop there.
Just gonna be hunched over here picking as many needles out of all of them he can!! Is there anything else of note about them, posture wise or content wise?]
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Well this explains needles in necks and guts and such. (Is Kiara just a beanless beanie baby???)
Regardless, he's gonna get rid of those needles and gonna prepare to take them with. He's not sure if he believes in this voodoo stuff or if it's just someone with a sick sense of humor.
SPEAKING OF.
As he thinks of the best way to transport them all, he idly, gently tosses Lefou's doll up and down. Any effect?]
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Which means he can pull off his jacket and shove whatever dolls the others don't take in there like a little hobo pack. No suffocating tonight!! ...lets keep that jacket loose just in case.
A beat and he frowns. . .you know what, he's gonna take a few needles too. Just in case. Slinging the plushies over his shoulder, he goes to check the nightstand now. Looking over it and opening any drawers with it.]
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He whistles]
Head's up.
[do u want maui's bro]
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All those dolls... Someone took time to make them of everyone.
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[Oh. Oh geeze.]
Whoa. Are those voodoo dolls?
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But even if they're just for decoration, I'm not leaving them here. Wanna grab some?
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She bends down to pick up some of the dolls, Karolina's, Tip's, Sophie's... hers.
She stares at it for a hard few seconds.]
This is freaky.
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That's putting it pretty lightly.
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[Note how she's holding these dolls very carefully.]
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[He offers her a needle]
Wanna poke mine and see if it holds up?
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[Here he comes and no prizes for guessing which one he spots first]
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They're voodoo dolls. They like, let you mess with whoever the doll looks like through weird magic.
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[He looks down at the Maui doll that Mike tossed to him.]
Do you think this might've been how they made sure that we... That everyone died before they could get help?
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[She eyes the Maui doll as well. The doll that had just previous been pushed full of pins, according to Mike.]
If it is, then that might explain why we've just been totally unable to save anyone that's died around here. [ugh.] And, that's seriously messed up.
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...Do we know how to safely get rid of these once we're out of here?