Penance Mods (
penancemods) wrote2019-04-15 11:01 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Entry tags:
ARRIVAL
Arrival
Everyone wakes up in the same room initially. The room is done up in red with a cushy bed, a window, an old TV in the corner on a desk, and a few Hieronymus Bosch paintings lining the wall. There's a bathroom to clean up in and any belongings will be sat around the room to be gathered later. There's a duffel bag provided for your convenience.
After feeling a sensation of falling or dropping onto the bed, characters wake up feeling like they've just slept for a week. Their body will feel heavy and stiff, they'll have a massive headache at first.
They'll quickly notice the list of their sins written with their blood on a bedside table on an old piece of parchment. This will mean the list is tied to them and can't be changed or tampered with. They'll also receive their device to connect with others and the network. It won't be anything terribly fancy. As a matter of fact, it looks like a very old Blackberry type phone.
Once characters are ready to leave the room, they'll head down long, winding halls. They're dimly lit and ominous feeling. They may encounter fellow sinners or demonic staff that will direct the newcomer down to the lobby to get their actual room key to settle in. They may be pushy, they may border on courteous. It really just depends on the mood of the staff at the time and how they're treated in return. Eventually, everyone comes to stairs that lead downward.
Once down to the lobby, you'll notice the front desk manned by a demon who looks bored out of its mind. To the side of him is the door to the kitchen where guests may help themselves. To the right is a small duty free shop that seems to have a surprisingly normal, expected stock of items. Look around a bit further, there will be a tiny bar tucked in through a corner door. It seems pretty well-stocked and best of all, self-serve if you want to get away from your demonic hosts for a bit. Of course there's some seating, bar games, and a jukebox tucked in the corner if you'd rather stay and socialize a bit.
Please note that all the songs on the jukebox are appropriately hell-themed. Hopefully Sympathy for the Devil is universally loved.
Approach the front desk and the demon will give a rooming assignment. It seems like characters' first room will come with additional occupants and a few beds. Being able to choose your room is a privilege that hasn't been earned yet.
After that, characters can step out the large, foreboding double doors that lead to the nightmare outside. Rocky, jagged terrain surrounds you, the skies are almost blood red and the air feels heavy and hot. There are fires burning all around you, even if they never seem to spread further. Buildings in various states of falling apart can also be found here and there.
If characters are brave enough to explore, they'll find the buildings are all mostly uninhabitable for now and that there's a tall gate that surrounds this tiny community. A sign hangs up that simply says "Welcome to Penance."
Characters should be careful as there are plenty of unfriendly demons and hell beasts roaming around even within the gates. With nothing left to explore for the moment, characters are highly encouraged to go back inside the hotel and wait for further instruction.
Navigation
After feeling a sensation of falling or dropping onto the bed, characters wake up feeling like they've just slept for a week. Their body will feel heavy and stiff, they'll have a massive headache at first.
They'll quickly notice the list of their sins written with their blood on a bedside table on an old piece of parchment. This will mean the list is tied to them and can't be changed or tampered with. They'll also receive their device to connect with others and the network. It won't be anything terribly fancy. As a matter of fact, it looks like a very old Blackberry type phone.
Once characters are ready to leave the room, they'll head down long, winding halls. They're dimly lit and ominous feeling. They may encounter fellow sinners or demonic staff that will direct the newcomer down to the lobby to get their actual room key to settle in. They may be pushy, they may border on courteous. It really just depends on the mood of the staff at the time and how they're treated in return. Eventually, everyone comes to stairs that lead downward.
Once down to the lobby, you'll notice the front desk manned by a demon who looks bored out of its mind. To the side of him is the door to the kitchen where guests may help themselves. To the right is a small duty free shop that seems to have a surprisingly normal, expected stock of items. Look around a bit further, there will be a tiny bar tucked in through a corner door. It seems pretty well-stocked and best of all, self-serve if you want to get away from your demonic hosts for a bit. Of course there's some seating, bar games, and a jukebox tucked in the corner if you'd rather stay and socialize a bit.
Please note that all the songs on the jukebox are appropriately hell-themed. Hopefully Sympathy for the Devil is universally loved.
Approach the front desk and the demon will give a rooming assignment. It seems like characters' first room will come with additional occupants and a few beds. Being able to choose your room is a privilege that hasn't been earned yet.
After that, characters can step out the large, foreboding double doors that lead to the nightmare outside. Rocky, jagged terrain surrounds you, the skies are almost blood red and the air feels heavy and hot. There are fires burning all around you, even if they never seem to spread further. Buildings in various states of falling apart can also be found here and there.
If characters are brave enough to explore, they'll find the buildings are all mostly uninhabitable for now and that there's a tall gate that surrounds this tiny community. A sign hangs up that simply says "Welcome to Penance."
Characters should be careful as there are plenty of unfriendly demons and hell beasts roaming around even within the gates. With nothing left to explore for the moment, characters are highly encouraged to go back inside the hotel and wait for further instruction.