gamehead: (Default)
critter ([personal profile] gamehead) wrote2013-04-06 05:53 pm

setting

setting




The setting of this game is Prayer's Pass, a run-down resort nested deep in the heart of a mountain range. The resort itself is about a mile across and surrounded by impassable mountains on all sides. While there's no indication anywhere in the resort about what country it's located in, it resembles an old American town; however, the stars at night resemble no constellations or patterns that can be found on Earth. Anyone who attempts to leave will be met with a howling blizzard and eventually wind up wandering back to where they started.

There is a map of the town available for perusal, followed by descriptions of the marked locations. Some of these will be available to the characters for exploration immediately after arrival; others may remain locked for a long time.



the pass


The only way in or out of the resort is through the actual pass itself, an old dirt road through the mountains that the town is named after. In the winter, this town can be impossible to reach if the pass is blocked by snow, but it's too late in the season to expect heavy snowfall.

the cabins


Please go here for information on the cabins.

the town hall


This is the main building in the resort and where the trials will take place. All characters will be required to meet in the hall at some point during the afternoon, where they will discuss the situation at hand. There seem to be many rooms in the town hall, but only two of them are unlocked: a small entertainment room where a television and a VCR have been set up, and the trophy room. The television channels plays nothing but static; however, as the game goes on, you may be able to acquire some tapes you can pop in should boredom arise.

the trophy room


The trophy room is where voting takes place. During voting hours, the door locks immediately after one person has entered the room, and the same person will not be able to enter it twice. Outside of voting hours, the room is completely empty save for the unbelievably tacky animal head trophies that deck each wall but one, which is lined with empty trophy plaques, each bearing the name of one of the characters in the game.

the general store


The general store is stockpiled with vegetables, fruit, raw meat, water, canned goods, and liquor, as well as any other types of food item that characters may require for nourishment. There are no cashiers or employees anywhere to be found; instead, there is a sign at the checkout counter that says Take what you want, but leave a tip for good karma! :) The food will always stay fresh in the store and will replenish itself should it start running low. Next to the store is a kitchen stocked with non-lethal utensils and a mess hall.

the citizen's advice bureau


Should you ever need any incredibly helpful advice, you can always find Critter behind the booth at the citizen's advice bureau. You can also take one of the informative pamphlets about the resort, which will reassure you that Prayer's Pass is not a tourist trap in the slightest.

the park


Next to the citizen's advice bureau is a small park. Whoever's in charge of its upkeep hasn't been doing their job very well, as it's overrun with weeds and the gazebo is on the verge of falling apart. The only area that seems to have been treated with care is the flower garden which, upon closer examination, consists of a variety of venus flytraps, sundews, and pitcher plants.

the museum


If you're interested in the history of the town, head on over to the Prayer's Pass Museum! Here, you can read about the mystery surrounding the strange deaths of the travelers found in the town hundreds of years ago. The most popular theory is that they were driven insane after being snowed in for an indeterminate amount of time and killed each other, but the museum also covers other conspiracies like aliens or an evil cult. Of course, everyone logical knows they simply got lost in the storm...right? If you listen carefully, you can still hear the haunting sounds of the ghosts of bored tourists and wasted money past.

the palace of fun


The PALACE OF FUN is where FUN happens. Within its FUN-filled depths is a FUN creaky old pool table with some broken cuesticks, several FUN stacks of playing cards (none of which make a full deck), some FUN jigsaw puzzles of rotting animal corpses, and a cabinet full of FUN mystery-style boardgames that are definitely not cheap knockoffs of Clue (the murders are much more gruesome, for one). There are also several FUN animal skeletons scattered about the floor, which will no doubt make for hours of FUN entertainment.

the woods


There is nothing dangerous in the woods.

the hospital


The hospital can be reached after about ten minutes of trekking through the woods. Like every building in the resort, it has clearly seen better days. There is no medical staff to be found, but some quick scrummaging around will reveal about a dozen first aid kits with bandages, antiseptic, and needle and suture thread. Unlike the general store, these supplies are limited and will not reappear once they have been taken.

the graveyard


At the far end of the resort is a graveyard. It is packed with at least a hundred or more headstones, all of them worn down by age to the point where the inscribed names are no longer legible. Behind a graveyard is a cabin that appears to be even more rundown than the ones in the resort, with extremely dusty furniture, rotting wood, and thick cobwebs everywhere the eye can see.

the supply shop



The supply shop is a large, concrete building behind the jail. Although there is a register and it was clearly once a running shop, like the general store it is now empty. The door is off its hinges, so you may make your way inside.

Inside, you'll find a variety of equipment for camping, fishing, and hunting, including tents, backpacks, sleeping bags, and flashlights, food canisters, snow shovels, fishing rods, and bait. There are also axes, lighter fluid and lighters, and hunting knives. There seems to have once been a rack of guns for sale as well, but now those shelves are empty, although there are only several of each remaining. There are also a section of hygiene products; many of these, like toothpaste and shampoo, are already provided in your rooms, but there is also over-the-counter medicine.

the gallery


This area is currently locked. No amount of force seems to be able to open the door.

the school


This area is currently locked. No amount of force seems to be able to open the door.

the church




The church is a dusty old single room. It appears to be worn but cared for. The decorations inside are simple and plain, and the pews are simple wood. In each pew is a book labeled as a Bible, but it is filled only with simple hymns and prayers, some in English and some in German.

the jail




Although from the outside, the jail looks old and run down, the interior is much more modern - it seems like a modern day tourist recreation of an old-timey jailhouse. On the walls are wanted posters. There are two jail cells which can be locked and unlocked from a ring of keys hung near the door. Despite the tourist-y feel, the cells themselves are somewhat dark, dingy, and unpleasant, and manage to trap someone locked in as effectively as a real cell.

There is a third room, visible only through a tiny window covered in iron bars. There is no way to get inside, but if you look through, it is dark and unpleasant, and much older than the rest of the building.