**A HUGE shoutout to Iris,
Leona, Aya, Tam,
and Mura for pitching in to
put this event together!
Leona, Aya, Tam,
and Mura for pitching in to
put this event together!
Come one, come all for a night filled with spooks and ghouls, costumes and candy, frights and delights! Halloween is a time honored holiday that brings all together for excitement and thrills, bringing a chance to celebrate the weird and unusual. But, it's not always fun and games. For many, Halloween represents darkness and the occult, disturbing rituals, and horrors beyond imagination that tickle at one's deepest fears. Will tonight be a night of innocent wonder and adventure... or will it be something far more chilling?
Completion Requirements:
Like most events, the setting here is a typical fall and Halloween focused festival, complete with any kind of games or social activities members wish to participate in. However, the activities in this event are all centered around making it through several rooms of a Haunted House. Players must get through four rooms to complete the event. Rolling for each room's encounter is encouraged, but not mandatory. If players choose to roll, they can roll one standard dice for each room. The room encounters are numbered 1-6 to align with the dice. There are no determined outcomes for each encounter -- handle it however you feel your character would!
Anything else related to the festival and other games/social activities outside of the haunted house can be crafted as desired by the player(s).
WC Requirements:
The event may be completed in groups of 1-6 players. The Word Count for each player is 2,000 words.
Just like with jobs, the word count stacks. If two players participate in the event, the WC is 4,000, three players have to reach a 6,000 WC, etc. Please bear in mind that the WC of all players contributes to the total WC so that players still have a chance to complete the event if one of the group members is unable to meet their part of the WC.
Location:
Anywhere!
Deadline:
Sunday, November 24th at 11:59 EST.
NO SIGN UP IS NECESSARY FOR THIS EVENT. Since we have all but done away with sign up threads outside of certain special events, there will be no sign up required for this event. Event threads may be turned in here.
Room Encounters:
- Room 1:
- 1. Dead by Faelight:
- Inside this room is nothing but a black fog that devours whoever walks inside. Participants are suddenly transported to a foggy forest of dead trees and even deader people in the few shacks dotted throughout. An enraged fae monster walks these woods with the singular goal of throwing victims in a steadily heating cauldron of stew in the center before they can locate the runic slabs hidden around and place them into the incomplete magic circle that will call the good fairies to send them home.
- 2. Dance Off!:
- Upon entry to this room, it feels like you've wandered into some kind of frat party. There's trash everywhere, tables filled with cheap alcohol in throw-away cups and ungodly amounts of junk food, and the music is pumping with base so loud the house is practically shaking. However, all the party-goers are ghosts! In order to get to the door on the other side, you have to pass through a crowd of ghosts holding a dance competition... and they won't let you through until you show off some of your moves!
- 3. Goosebumps:
- This one's not too bad! This room actually contains a full haunted house of its own. It seems like a normal, creepy haunted house that locks the door behind you at first. A few dilapidated rooms, some cobwebs and too-big spiders, perhaps a watchful portrait or an evil clown or two... but see, the thing is, the clowns are scared of people in masks! And, lo and behold, there's a room with a mask on display! Putting it on and scaring the clowns will have them running for the door, happily letting you out. The thing is... the mask won't come off easily, and whoever has it on just might not feel like themselves, as if every dark desire and evil thought is as easy as chopping off a finger! Hopefully there's someone nearby willing to help get it off, otherwise you may be the clown waiting for the next visitor.
- 4. Don'cha Know...:
- You step through the door into the wings of a stage. There's a roar of laughter as the previous entertainer finishes his set and announces... You! You're pushed on stage before you can argue and the sold out audience is staring at you with quickly diminishing remnants of humor and expectations for further laughs. You're up, superstar! Make 'em laugh!
- 5. Dead Man's Hand:
- Are you up for a game of cards with some rotting cowboys? When the participant steps into this room they are transported to an Old West-style saloon and find themselves standing in front of a card table with an empty space and seven cowboys who have obviously seen better days. After receiving an explanation of how the game works (if the player is not already familiar with card games) the game begins. It starts off friendly with jovial banter, but as the game goes on and money is lost tempers start to flare. Depending on how smooth a talker you are you might be able to calm them down enough to finish the game, but if the revolvers come out it is best to run for it. Play the game to completion (placement does not matter) or flee the saloon when the lead starts flying to complete the challenge.
- 6. Lost:
- This room isn't much more than a hokey makeshift maze made up of cheap plywood walls and DIY decor. There's a few people in costumes that pop out of dark corners for a few jump scares, and sometimes follow you down a few corridors in an attempt to be creepy, but most everything in the maze is harmless. However, you do encounter a young child crying in a corner. It seems like they got separated from their parents. Since the only way out of the haunted house is through it, you opt to bring the child with you to help reunite them with their family at the end, and the child is with you for the remaining rooms of the event. However, as time goes on the child begins to act more and more strangely, becoming almost possessive of you. Turns out the child is actually a demon in disguise, and its hungry... for your soul! You'll have to find a way to get rid of it before you can complete the Haunted House Event.
- Room 2:
- 1. Fashion Phantoms:
- You enter a cluttered room full of clothes and costumes. The door locks behind you. A ghost appears before you, it's a dead eccentric fashion designer who can't move on to the afterlife, and he won't let you leave until he sees the peak of fashion. Using the clothes and costumes in this room, you must do an impromptu costume/fashion show to impress the picky phantom to move on the next room. If your drip is disappointing the phantom will possess the clothes and costumes in the room and you'll have to fight for your freedom while wearing your terrible impromptu outfit/costume.
- 2. This Is the Ride That Never Ends!:
- Upon entry to this room, participants find themselves standing outside a lone mansion tucked away in thick woods... But the trees are all made of cardboard! Lucky, lucky! It's a hokey haunted house ride. On the porch is a wide cart that won't start rolling down the track until you are buckled in and all arms and legs are safely inside the vehicle! As it slowly tours the various halls and rooms, wooden cut-outs poorly painted with ghosts and ghouls will pop out with 'BOO!' and 'MUAHAHA!' echoing from hidden speakers. Black lights make everything garishly glow, which somewhat feels like a middle school Halloween dance instead of anything scary. However, when it comes to an end, it doesn't! It goes again! And again! And the more it goes, the more real the scares become. How do you get off this ride?!
- 3. Goku:
- If you're confident in your skills, then do yourself a favor and tone that ego down a notch - it attracts a humanoid creature of unknown origin, thirsty for battle with worthy opponents and won't take no for an answer. The entity has a collection of bananas glued to its skull, resembling spiky hair, and its body is robust and muscular. Eerily resembling a human, but as inhuman as any can be. Convince it that you're not worth the trouble, or persist in the hellish combat that will follow.
- 4. Spirited Music:
- Ready to play a little night music? Hopefully you are because when you walk into this room, you end up on the stage of a dusty old auditorium with a wide range of instruments to choose from (ex. violin, cello, piano, acoustic guitar, etc.). All of them are in excellent shape and a spirited audience has appeared in the seats. They look eagerly at you as if expecting you to play. Since the way in has mysteriously vanished, there is little choice but to pick up an instrument of your choosing and play a few pieces of music. If one has musical aptitude the challenge should be easy, but if not... well, thrown produce will be the least of your worries. Either impress the spectral audience with your skill or escape the stage and find a way to escape once the crowd starts showing its disapproval.
- 5. A Clockword Murder!:
- You walk into this room of the haunted house and see a young woman standing in the center of the room. As you walk towards her, there's a gunshot and she falls dead.
You walk into this room of the haunted house and see a young woman standing in the center of the room. As you walk towards her, there's a gunshot and she falls dead.
You walk into this familiar room of the haunted house and see a young woman standing in the center of the room. As you walk towards her, there's a gunshot --Wait.
You walk into this room-- and you will continue to until you can solve this poor woman's murder before it's committed. Can you put her spirit to rest? Or will you join her in eternal reprise?
- 6. Are You Afraid of the Dark?:
- This room is dark. Pitch black, for the most part. Stumbling around feels like walking in a pit of beetles and the cold air can easily be mistaken for dead fingers caressing the skin of the living, but hey! There's a campfire in the distance. A small, cherub-like fairy sits on a stone by it, seemingly awaiting some company. For the price of a well-told ghost story, the fae will let you go. If the story is lackluster, though, the campfire will go out and you'll live a proper ghost story. Lived experiences make the best stories, provided you don't get eaten by the disappointed fae trying to find your way out.
- Room 3:
- 1. Steal Your Heart:
- Surrounding you in this room, you see a series of paintings. Some are beautiful and extravagant, others seem to be the visual representation of the ramblings of a madman. Suddenly, the lights start to flicker, and the paintings begin moving. Some seem to be stretching right out of the canvas, trying to break free into the real world! Can you escape this room before the paintings manifest? Or… could the way out be through the paintings themselves?
- 2. Escape Room Tomb:
- This room is empty save for a small doll playhouse that has only one room. One room... of anxiety, mystery, and terror! Fun! Upon approaching the playhouse, participants are forcibly shrunk and sucked inside, and must find the right key to escape! A disembodied voice giggles and sets you a timer for an hour. Touching the door without the correct key will cost you a bit of flesh, but won't kill you. Something will kill you if you don't get out in time, though, because there is no shortage of blood spatter flung around in very alarming ways. Did we mention the keys? There are keys everywhere, jingling like wind chimes. There are keys that open locks to get other keys, that open other things that may open the right item with the right key for the door. The only hint is "How much are you willing to sacrifice for freedom?" written on the floor in, you guessed it, more blood!
- 3. Trickster's Treat:
- You enter a room full of Clowns. Each giving the murderous clown vibe. You have to show off a trick to impress said clowns. If they enjoy your performance you're rewarded with a treat, if you manage to get 3 treats from 3 different clowns you win.... If not, best to get ready to show your tricks in murder clown combat!
- 4. Did You Know Fairies Are Fond of Great Danes?:
- Lucky you! You've walked into a room made of one endless hallway lined with doors! And a shadowy monster that loves the thrill of the chase. Running into one door will send you out of a different one, so get going! Only one door will let you out, and we're not telling you which one it is. As for the other doors... most of them seem like nothing more but portals to a seemingly random different door, but some do have rooms for those needing a breather. Those rooms may have teensy weensy traps, though... but one will have a kitchen and all the fixin's for a bomb sandwich tower for that sudden hazy munchiness.
- 5. When'd I go Wendigo?:
- Walking into this room places you in a hilly winter forest. The only light is from the full moon above. Then comes the hunger. It's a hunger so deep and otherworldly that nothing could possibly satisfy it... but flesh. Forbidden flesh. The dark urge intensifies the longer it is resisted. There are no other living things around except the Wendigo. If you walk in alone, you face off with the Wendigo in a dual to the dinner death. If in a party of two or more, the one who gives into the hunger will be possessed by the spirit of the Wendigo, grow antlers, and turn cannibal on whoever remains. Bon appétit? Eat someone to escape... or break off the antlers to be released, I guess.
- 6. Wait Wait Hang On:
- Just before you enter this room, there is a cacophonous crash and several voices shouting. As you pull the door open you see... what was likely probably a well designed room filled with spooks and scares, now in shambles as the designs have fallen apart! The entertainers have partially removed their costumes and are looking concerned. As they start to clean up, one of them spots you and says, "Hey listen we would really appreciate it if you pretend to be scared by this room." Will you join in the cleaning? Laugh in their faces? Or pretend to be scared as they've asked?
- Room 4:
- 1. Dead Prayers:
- This room transports the participants outside a whole new haunted house, filled to the brim with animated terrors of the harrowing night. However, what might frighten you the most are the inanimate objects constantly staring your way. A door will hold a note glued to the front with the warning written in all upper letters "KEEP YOUR EYES OPEN". Upon entering a room, you'll be met by a couple of human-sized angel statues - as long as you're looking at them, they won't move an inch, but take your gaze away for a brief moment, and they'll both approach you. Their frozen statue hands holding 1 treat each... destroy them before they get the chance to hold something else.
- 2. Hide and Don't Speak:
- Do not answer the voices that call your name. Do not heed the whispers and screams for help. The beast will hear you, every little noise. The beast will also impersonate people you know, so be careful. A maze of rooms or black bushes is laid out before you with with the golden door to freedom somewhere on the other side. Hide from the stalking beast and get yourself out!
- 3. Black Mirror:
- This haunted house item ominously awaits you, beckoning participants by showing things they want most. All the player needs to do is reach out and touch the image and the room will shift to bring that desire to life! And at first, the promise seems real. Perhaps so real and perfect that it's unnerving, or perhaps slightly off as if the entity that crafted it didn't quite grasp concepts beyond its understanding. Either way, the fae in this mirror is interested in the mind of its visitors, delving deep into what makes each of them tick. What makes them happy and want to stay forever? Why do they want to leave? You can't leave, you can't, you can't, y̵o̷u̶ ̸c̸a̷n̴'̴t̵!
- 4. Contra Rodentae Legem:
- You’ve been… turned into a toy! And you’re trapped in the house of a future felon who wants nothing more than to torture and maim your seemingly inanimate body! Escape this nightmarish scenario where you’re trapped in a wooden, stuffed, or plastic form before you're caught by the rotten kid who’s chasing you, by hook or by crook. Also, try to avoid any resemblance to characters living or dead, we’re skating on thin ice with this one.
- 5. It's Showtime!:
- Walking into this room is strange indeed. It actually lead you into a whole new mansion full of rooms, but it's empty. The house has nothing frightening built in, but the fae spell on it has made you the thing that goes bump in the night. Scare the other visitors away for the house to happily release you.
- 6. Dealer's Choice:
- Players can come up with a haunted house encounter of their own choosing! This can be an original idea that speaks to you, or even choosing a encounter from any of the above options that you wanted to do, and didn't get to!
Rewards:
Players at D and C ranks receive B rank EXP. Players at B and A Rank receive EXP of a rank above their own. Players S-Rank and above receive 100-Year EXP.
Upon successful completion of the event, players can choose between one of the following rewards at turn in:
Face Painting Kit - May be turned in with any one job 100y rank or lower to gain an additional 100% EXP. Cannot be stacked with other EXP boosters.
Pumpkin Carving Tools - May be turned in with any one job 100y rank or lower to gain an additional 100% Jewel. Cannot be stacked with other one-time Jewel reward consumables.