Monsters, Abominations, and Redshirts (_monsters_) wrote in realmofmother,
Monsters, Abominations, and Redshirts

Team 2: Yam Kinneret

This is the first post for Abe, Derek, Lina, and Lobster. If you are on one of the other teams, please do not read this post until the game is over! The information contained herein could give some things away!

Prison Notes
Your characters begin in the "Torture Room" on level Basement 1. From there, your movements and movement speed are up to you. All of the location contents are described here. Hilite the text to read them. We recommend that you only check the contents of a location as you enter it; it is far more fun that way.

There are only two preset monster encounters. The rest are "wandering monsters." You may choose to encounter any of them anywhere at any time with any frequency. The monsters found in the prison are described at the end of this post.
Victim ghosts do not appear until after you have visited the 3rd Floor Hallway.

The environment in Walter's world is different from what any of your characters are used to. In addition to the overwhelming and nauseating omnipresent thick smell of rot and decay, the air is heavy and a bit like a fear drug. Even those who are usually calm will be afraid, find it difficult to keep a straight head, be clumsier than usual, etc. This is not a "fear gas sends everyone to huddling in the corner" situation, though for characters not used to threat, it may do that. Instead, call to mind the sensation of being ill, or of not having eaten for 24 hours. Everything seems more daunting, confusing, and claustrophobic. Your reflexes may be impaired, leading to slowed reactions, or your nerves may be shot, leading to overreactions. The particular effect on your character is your call.

You can always hear a hum of electricity at work, but the lights don't turn on anywhere in the prison and no devices work except as noted. All the rooms and hallways are dark, with the exception of some light in the hallways that filters in through the door to the exterior, and a bit of light in some cells that comes from the guard stations.

Map key:
Black rectangles indicate doors that can open. Some of them may be sticky or heavy or otherwise difficult to open, at your discretion, but they can be opened. A red x indicates a door whose lock is jammed and it cannot be opened. A black circle indicates a hole in the floor through which you can jump. A blue square on a door indicates a lock. This door can be opened with the correct key.
The map is for the convenience of you, the players. Because we love you. Unless otherwise noted, your characters do not have this map.

The maps are bird's-eye views, of course. Vertically, the building is as so:
3rd Floor
2nd Floor
1st Floor
Basement 1
(10 story gap)
Basement 2
(2 story gap)
Ground Level
When looking down from the spiral staircase on the exterior of the building, all you can see is fog, and you feel very high up. Your characters do not know how far down the ground is. It could be 5 stories, or 50 stories, or never. Jumping down is deeply inadvisable, please don't try! ^^;

Prison World Map

Basement 1
Torture Room
When you pass through the hole formed by Henry Townshend's "key," everything is pitch dark, dark beyond the ability of even the most enhanced eyesight to penetrate, dark beyond the ability of any fire or light to dispel. The steps of your comrades fade, and does the sensation of their presence nearby. Before you have a chance to reach out or try to pursue them, though, you realize that there is a slightly metallic taste in your mouth, followed by the realization that it stings to have your eyes open.
Followed quickly by the realization that you feel suddenly very heavy.
Followed by the realization that you can't feel the ground beneath your feet.
The realization that your movements are slowed.
The realization that you can't breathe.
All within the space of a few seconds, realization that you are underwater, and are about to drown.

That water that you're in tastes utterly foul. It is thick with blood and bits of flesh and rot, and you may find yourself bumping up against a floating severed appendage or two. But there's a saving grace here. Though there is no light, you can tell which way is up, though the distance to the top may prove to be quite some ways away. If you're carrying weapons, ammunition, or armor, it's likely you'll have to drop some or even all in order to reach the top. What and how much you drop is your choice.

You and your (now much reduced) teammates break the bloody water's surface all at about the same time to find yourselves in pitch darkness. The sound of your voices and the splashing water echoes very nearby, though, so you must be in some small enclosed space. Whether because they're waterlogged or because of interference from this world, your flashlight and walkie-talkie, and any other electrical or technological implements, will not work. After a moment's adjustment to the darkness, a very tiny bit of light may enable you to see just a few things. A gleam off the tile of the wall, perhaps. Or off the sharp edge of one of the many truly wicked-looking instruments of torture that hang from the walls and not too far above your heads, saws and blades and hooks. Were you able to see, you would find that this room is crescent-shaped, bloody water reaching down infinitely deep in the west half of the room, while the east half has a grated platform leading to a single door.

As you flail and reach that platform, you will find that hauling yourselves out of the filthy water is easier said than done. Dozens of small hands suddenly break the surface of the water behind you, grappling and pawing at you. It is too dark to see what kind of creature the hands belong to, but whatever they are, they're shrieking, ear-piercing, childlike and alien. Attack them you may, but another will inevitably rise up to take the dead creature's place.

Once you've hauled yourselves up out of the water, the din from the creatures suddenly stops, and the surface of the shaft of blood and water is completely still. It's likely you'll find that, in the course of swimming to the surface and struggling with the tiny creatures, you're considerably lighter than you were when you passed through the hole. Weapons and items may have been carried down into the depths, irretrievable. Exactly what was taken from your character is your discretion, but we recommend that you drop enough equipment so that your character is likely to be and feel threatened by what is to come.

There is no light in here, either. You are completely blind. The kitchen has a simple layout, fortunately, just some counters and stoves. There are numerous slabs of meat and body parts speared on hooks and dangling at just about eye level.

Dining Room
It's dark in here as well, but a bit of light filters in under and above the exit door. The tables in here are covered with long-since rotted garbage. They're set rather low to the ground, and sport a couple of sippy cups.

The damp and humid hallway is narrow, plain off-white tile, spattered here and there with old blood. In the middle of the circular center section is a ladder leading up through a hole in the ceiling, through which light filters down.

Level 1
First Floor Surveillance Room
It's cleaner in here than it was in the basement. Still damp, but no signs of blood ever spilled. The room is what seems to be a guard station. There's a desk with some papers and notes on security scattered on top of it. They seem to be profiles of some prisoners, but all of said prisoners are children, and the prison is never named, only called "4S." Eight small portholes set into the walls look out into what seem to be prisoners' cells, but it's too dark to see much more than that they're small, and each contain just a simple bed. There's a large valve in the middle of the room next to the hole you just climbed up through, but it's rusted and you can't turn it.
The ladder continues to lead up.

The hallway is concrete with dark red tile, illuminated by only a bare bit of light shining through the windows of some of the cells, which in turn are borrowing their light from the guard station through the window in the back of the cell. It's dripping wet and very moldy and humid.

As moldy and humid as the hallways, with that same unfortunate choice of slimy wet red tile. The door that leads to the west is locked, and needs the right key to open.

Spiral Staircase (Interior)
The same red tile makes up these walls as made up the hallways, and the staircase goes down about ten stories, uninterrupted by any other doors.

From the hallway, you can hear the sound of a child crying coming from Cell 1-1.
Cell 1-1
The cell looks unremarkable. A bed and toilet, same as the others.

Scrawled on the outside of the door to Cell 1-3 are the words, "IT'S GOING TO KILL YOU BETTY"
Cell 1-3
Your flashlight/s will not work in this room, it is almost completely dark. If you feel your way around, the layout is the same as in the other cells. A bed on one side of the room, a toilet in the back. A small empty bookshelf sits against one wall. Shortly after you enter, hot, humid, rancid air puffs onto your ankles from the direction of the bed, and you hear a low wet rumble from what is probably the source. The exhalations continue regularly thereafter. Attacking the area does nothing; blades shoved through the mattress would not meet flesh, but would cause the breathing to stop.

Cell 1-7
The bedsheets have been stripped from the bed, and now dangle from a pipe running across the ceiling, ending in a noose. If you wanted to, you could probably prie the pipe loose and use it as a weapon.
If you thoroughly search the room, under the bed, you will find a small rusty key.

Level 2
Second Floor Surveillance Room
Another guard station, no different from the last. Though there is a clip of handgun bullets (normal, not silver) on the desk.
The ladder leads further up.

Spiral Staircase
A grate staircase runs in a spiral down along the building, one rotation per story. There is no railing; be quite sure not to fall off. You can't see more than a couple stories down; it's thick and foggy outside. Your fall off the edge could only involve a few stories, or it could involve many, or it could never end, if you were to take one. Though the fog is pretty difficult to see through, you can vaguely make out something glinting in the distance, possibly a lake or river or ocean?

Cell 2-1
The cell simply contains a bed, toilet, and empty bookcase. There's another hole in the floor, a large smear of blood leading to it from the bed.

Cell 2-8
The cell simply contains a bed, toilet, and empty bookcase. The door is locked. The bookcase is probably tall enough that you could stand on it to haul yourself back up.

Level 3
Third Floor Surveillance Room
A third guard station, similar to the last two except for one thing. The ladder ends here, and there's a hole crumbled in the northwest wall. Reddish light is shining from the other side.
Also, on the guard's desk is a typewritten note which reads:
Mitchell was fucking around with some kind of rope contraption today when he thought I wasn't looking. I think we should just lock up the back door for good. We never use it, and I bet one of them's going to try to sneak out that way. I opened up the four floodgates on the roof, but I'm looking for any bright ideas on how to shut the one beneath the wheel in the basement.
Father Archbolt called while you were out, said he wants to talk to you. He sounded pissed. Did you screw one of the priestesses or something? Just kidding."

There's a sound coming from this hallway, some kind of static.
The hallway is concrete with dark red tile, illuminated by only a bare bit of light shining through the windows of some of the cells, which in turn are borrowing their light from the guard station through the window in the back of the cell. It's dripping wet and stinks of mold.
There's a small pocket radio on the floor outside of Cell 3-1, and it's emitting a bizarre kind of static no matter what channel it's set to. As you investigate the radio, you hear the sound of warbled singing echoing in the hallway. The source of the song soon becomes clear; Victim 18 drifts into view, and the radio goes mad.
Now that Victim 18 has emerged, other ghosts may also appear at your leisure. Victim 18 is likely to pursue you repeatedly throughout the prison.
The radio, if you choose to take it with you, behaves peculiarly. When there is a monster or ghost nearby, within about fifteen feet, it emits the static noise. The noise grows louder and louder the closer the monster gets to you. You can tell from the volume of the radio static approximately how close the creature is, but not what it is or what direction it's in. All monsters in the hospital are hostile to you, but some of them may draw near then withdraw, producing a radio static response but never being seen.

Spiral Staircase
A grate staircase runs in a spiral down along the building, one rotation per story. There is no railing; be quite sure not to fall off. You can't see more than a couple stories down; it's thick and foggy outside. Your fall off the edge could only involve a few stories, or it could involve many, or it could never end, if you were to take one. Though the fog is pretty difficult to see through, you can vaguely make out something glinting in the distance, possibly a lake or river or ocean?

Cell 3-1
There's a hole in the middle of the floor, and blood on the small bed with plain white sheets beside it. An extremely decomposed corpse is sitting against a bookshelf in the far corner. Her face is just hollows, her arms and legs shrunken, her abdomen gone. She's too small to have been anything but a child, probably about 7 or 8 years old. Her body's been emptied of its major organs, but flesh still stretched unbroken across her back. There's a flashlight shining behind her, and passing through what's left of her lower back is what has turned its beam of light red.
There is a piece of paper on the bookshelf, though, penned in a childish scrawl:
"My Confesshun
by gennie
i am a very notty gurl. i am a bad gurl. i make the Holy Mother cry when i deeseev her. i am a deeseever. i deeseeved her becuz i did not tell Her holy servints that juney stole the basemint key to run away. Now juney sent herself to God becuz we told wicked lies.
i pray for the whip of justis to bear me to Paradise. my sins are manee and i pray that i wil be judjed for my sins."
There's a faint sound coming from the hallway outside the door. It sounds like static.

Cell 3-2
The cell looks unremarkable, except for the long scratches and a couple of small fingernails embedded on the inside of the door. There's a child's scrapbook on the otherwise empty bookshelf, all of the pages torn out except for two. One page shows a messy crayon drawing of a man in white robes with a very angry expression. Written underneath are the words, "Blessed Fathr is aingry at M I T C H E L L" Another page shows a greenish-looking monster rising from a pool of water. Written in the margin are the words, "The BOOGIEMAN livs under Bettty's bed will eet my legs"

Cell 3-4
The cell looks unremarkable, though there is a clip of handgun bullets on the bed. When your backs are turned to leave, however, there's suddenly a 'thump' from behind you. The room is still empty, but there's a freshly bloody handprint on the window to the guard station. The guard station itself, if you should look through the window, remains clearly unoccupied.

Cell 3-5
Three marionettes dangle from the ceiling, hanging by nooses around their necks. They're swinging and clacking back and forth when you enter, as though they'd just been nudged. There's a newspaper clipping on the bed, dated June 8th 2003 in the Silent Hill Gazette, which reads: "Police report Sharon M. Blake, age 45, died two nights ago on the west shore of Toluca Lake. Blake was discovered this morning, having drowned. Police suspect foul play, but would not comment on the possible involvement of the Walter Sullivan copycat killer. An internet rumor also alleged suicide. Although there is officially no missing persons case, the exact whereabouts of Mrs. Blake's husband Thomas, as well as their children Erik and Angelina, remain unknown." Someone has circled the last two words in red crayon, and written in the margins, "Shee found them. He showd her."

Cell 3-7
The cell looks unremarkable. A plain bed, toilet, and bookcase with a lamp on it. The shadow being cast by the lamp and bookcase, however, you shortly realize is shifting when it should not. It expands and contracts, shifting over the wall where it is cast like oil, until it assumes the shape of a man with shoulder-length hair, a coat that hangs to half-thigh, and a gun in each hand.

Cell 3-8
The cell contains a simple bed, toilet, and small bedside table. There is a hole in the middle of the floor, with a smear of old blood leading to it. Written on the wall in what looks like blood are the words: "WHEN I DIE DONT LET THEM PUT ME THROUGH THE HOLE" A statue of an angel with arms outstretched over the foot of the bed sits on the small bedstand. As you enter, blood begins to run from the statue's ears, and you hear a distant noise. It seems to be coming from all directions at once, and grows gradually louder. Indistinguishable at first, it eventually sounds something like twisted human voices. If you remain for long, the sound will become overwhelmingly loud, piercing as though its makers were right on top of you, bad enough to cause your head to ache. If you should still remain, your ears may even begin to bleed.

The roof has concrete walls, but no ceiling. In the center of the roof is what looks like an elevator that runs up into the fog in the sky. The door to the elevator room is locked, though. On the west side of the elevator room is a wheel, but it's rusted beyond anyone's ability to move it.
At the four corners of the square room are four floodgates for four water channels that run in gutters to the edge of the building, and then down into it. The floodgates are pretty rusty, but pressing down hard on one will close it and shut off the flow of water.

Basement 2
Wheel Room (if floodgates are open)
It's another small ramp of concrete stairs down to the floor. This basement level is pretty large and open, the walls done in the same dark red tile as the hallways in the cell blocks above. In the middle of the room is a pool of water, and water pours down from above onto a gigantic waterwheel, which is spinning and churning pool dangerously rapidly. To try to go into the water is certain death. The door to the adjacent room to the northwest is locked and will not open.

Wheel Room (if floodgates are closed)
It's another small ramp of concrete stairs down to the floor. This basement level is pretty large and open, the walls done in the same dark red tile as the hallways in the cell blocks above. In the middle of the room is a pool of water, and sitting in it is a still and unmoving waterwheel. As you enter, though, the wheel is changing shape. It's hard to tell if what's emerging from it are outgrowths made as the same rusty metal as the wheel itself, or of hardened flesh, and look almost like long arms with stumps instead of hands. Many protuberances end in a small toothy mouth, which shrieks and weeps hideously. This growth is fairly rapid, and before you can reach the water in time, the creature, such as it is, has swollen to cut off access.

This will be more difficult to defeat than other monsters encountered thus far. Attacks include being struck with blunt force and being gashes by the teeth in its many crying mouths. The screams themselves may be extremely disorienting. Any blow landed has an equal chance of striking metal or flesh.

When you feel that you've reasonably succeeded in dealing out enough damage to it, it cries once more and withers, shrinking back and disappearing like so many beseeching arms into the still dark water.

The water, for any who should venture into it, feels and tastes the same as the water you were in when you first entered this world. Bloody and greasy, the kind of stuff you wouldn't be surprised at all to find corpses underneath. The final floodgate is very deep underwater, it's unlikely a human could hold their breath long enough to get down, wrench the rusty thing open, and back. Once the gate is opened, the water level lowers a bit, and anyone on the surface hears the door to the northwest unlock.

Northwest Room
This room is actually a small, tightly-wound spiral staircase. It goes just two stories down before arriving at an unremarkable door.
Proceeding through the door exits the Water Prison. Please inform the GMs and move on to the second area.

All monsters can be killed. If you want to go for extra atmosphere, monsters may get back up again after being knocked down unless you stomp them good. ;-)

Appearance: A bat-like creature with a long sharp beak. Its wingspan is about two handspans, and it sounds like a buzzing insect as it flies. Tends to hide in a shadowy spot, in a corner or under an awning, until you pass by. They usually come in groups of 3-6.
Movement: Flies, but isn't very agile in the air.
Attacks: Scrapes or gashes you with its hooked proboscis as it flies by. Not very damaging.
Defenses: One blow is enough to elicit a bird-like screech and take it out.
Probable Location: The exterior spiral staircase and the Wheel Room.

Appearance: Looks and smells like the mutilated corpse of a tall woman. Her face is half-stripped of flesh and her scalp doesn't sit quite right on her head. Her shirt is torn to bare her breasts, and there's a large hole low in her abdomen where her uterus was removed. She cries out like a human would when struck.
Movement: She only walks, and is easy to outrun.
Attacks: Most likely, she wields a small axe in one hand. She may have a scalpel instead.
Defenses: It'll take a little more damage to kill her than it would a real person in her place.
Probable Location: Hallways and staircases.

Toadstool or Whitestool
Appearance: A tube of brown or whitish flesh about six feet tall that rises up from the floor. Usually appears in clustered groups of a dozen or more, but sometimes sprouts all on its lonesome.
Movement: Can't move. Undulates in the air a bit.
Attacks: Doesn't attack unless you bump into it, in which case a mouth-like opening at its tip could take a little chunk out of you.
Defenses: A single blow causes it to wither.
Probable Location: Anywhere indoors, especially locations with corpses.

Tremer (Red or Blue)
Appearance: A leech, bluish or reddish in color. Varies in size from a few inches long to about the size of a small dog. There tend to be about a dozen of them in a location if they're there, and they especially will cluster around and feed upon the corpses of dead monsters.
Movement: It can inch along the walls, floor, or ceiling, leaving a trail of slime. Sometimes it loses its grip on the ceiling and falls to the floor, or onto you if you're unlucky.
Attacks: It may sluggishly try to latch onto exposed skin for a feeding.
Defenses: One blow causes it to splatter.
Probable Location: Anywhere indoors, especially locations with corpses.

Twin Victim
Appearance: A large hulking creature with massive hands for feet, and two stuck together childlike faces that never change expression, frozen like porcelain masks. Its "footsteps" are surprisingly noisy; if you're in the dark, you will definitely be able to hear it clomping around. Sometimes, it attempts a vocalization, a human voice in an impossibly low register mumbling a word scrambled beyond recognition. It will also sometimes produce a dull roar when they attack or are attacked.
Movement: It gets around using its oversized hands, and has no problem balancing on one to take a swipe with the other. It can "sprint" at the same speed that a person can.
Attacks: It attacks by striking the target with one of its oversized hands, and packs a surprising amount of strength in the blow. Note that, because it attacks with what is effectively a leg, it cannot attack while on the move.
Defenses: Takes quite a bit of damage to go down. Bullets do deal damage to the Twin Victim, though they seem to pass through its burlap "body." This means that if you have one Twin Victim in front of another, one bullet can indeed hurt both.
Probable Location: Hallways.

Wall Man
Appearance: One minute, a space of wall is just a space of wall, and the next minute, it's the form of a man half in the wall, half out from the torso. Seems to be covered with a yellowish skin-type substance and has two claw hands. Makes strangle growling-like noises when it emerges from the wall, and when it swipes at you.
Movement: The creature is unable to move from the wall but can somewhat pivot from its torso, and also go back in the wall.
Attacks: Swipes with its clawed hands.
Defenses: The equivalent of a few axe blows are enough to fell it and cause it to retract back into the wall.
Probable Location: Anywhere indoors with solid walls.

Although appearance, speed, and power vary by Victim, all ghosts behave essentially alike. Ghosts do not appear until after you've visited the 3rd Floor Hallway!
Appearance: Ghosts make low strange moaning noises from time to time, but are otherwise silent.
Movement: Ghosts float, sometimes just above ground, sometimes well above it. They can pass through walls, but it's a difficult process. They must struggle to pull themselves through, leaving trails behind them of what looks like molasses (see linked image). For this reason, most ghosts will not bother to pursue you if you go to another location.
Attacks: -An "aura of damage" surrounds all ghosts. If you are within about ten feet of the ghost, it begins to affect you, growing stronger the closer to the ghost that you are. Your life begins to literally leave you. This manifests as a feeling of weakness, red and blurred vision, a buzzing or ringing in your ears, and a headache so powerful that it can effectively paralyze you at close range to the ghost. Any open wounds that you have may begin to bleed badly, and you feel cold. A healthy person exposed to this effect uninterrupted for about three minutes, dies. If you are wearing a Saint Medallion, however, the effect on you is completely negated.
-The voluntary attack that ghosts use is to reach into your chest cavity and constrict your heart, paralyzing you and causing more and more harm the longer the contact is maintained. Sometimes this attack causes blood to appear over the entry point, but it does not actually cause a wound. Ghosts are reluctant to touch you if you're wearing a Saint Medallion.
Defenses: Ghosts cannot die. Dealing a sufficient amount of melee damage will cause them to fall to the ground and be inactive for about 15 seconds. Usually, this takes the equivalent of several axe blows, or a full clip of regular ammunition. Shooting a ghost with a single silver bullet causes them to the ground and writhe, gasping and making a strange sucking noise, for about 30 seconds.

Victim 01
Appearance: A tall bald man, dripping and decaying, in tattered black clothes.
Attacks: His "aura" and physical attack are the weakest of the ghosts, and he's not very fast, either.
Probable Location: Anywhere.

Victim 13
Appearance: A middle-aged woman who makes gurgling noises sometimes. When she's knocked down, dark water sometimes bubbles up out of her nose and mouth.
Attacks: She's quite slow, and her aura causes minimal damage. Her heart-constricting attack is unusually powerful, though.
Probable Location: Anywhere.

Victim 14
Appearance: A man in a brown sweater. Sometimes, as he reaches for you, you can hear the sound of bones wetly cracking.
Attacks: Quite aggressive, and his "aura" saps life more quickly than those of the previous ghosts.
Probable Location: Anywhere.

Victim 18
Appearance: A fat balding shirtless man with the numbers "18121" carved into his bulging stomach. His eyes are white and rolled back in his head, and he sometimes sings a garbled, eerie, warbling wordless song. He sometimes appears wielding a nightstick.
Attacks: Very slow, but his attacks are very powerful, and it takes a lot of damage to take him down.
Probable Location: He will persistently pursue you throughout the Prison after you've visited the 3rd Floor Hallway.
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