SOMETHING DEAD THAT DOESN'T KNOW IT'S DEAD.
» THE CITY — INTRODUCTORY NOTES
Now that Halloween is just around the corner, the city is starting to come alive with seasonal cheer. You start to spot decorations scattered around the city: plastic skeletons sitting on benches, jack-o-lanterns decorating front stoops, and even a few places in the park near City Hall where the trees themselves have been decorated. It's clear that the autumn season is in full swing and the city is making the most of it.
From the morning of October 19, you also start to notice flyers hung up around the city that advertise the local university's homecoming Halloween party. They're cheerfully decorated much the same as the newsletter that was delivered to residents earlier in the month, and they're hung from light poles, pinned to bulletin boards, and occasionally fluttering on front stoops of apartment buildings. There might even be one taped to your door when you open it in the morning.
The flyer announces that the Halloween party will begin on October 22 and will run through October 31. It runs every night from sunset to midnight, and residents are encouraged to attend in costume! If they have their own costume, perhaps found at the Halloween Superstore, that's perfect—if they don't have a costume, though, one will be provided to them by the party organizers. Doesn't that just sound like fun? And the flyers really are everywhere, and that makes it hard not to take notice—but once you take notice, you really can't stop noticing.
Indeed, once you read one of the flyers, you just can't help but read the flyer every time you encounter another one. And every time you read one, you find yourself feeling a little more curious about the party being advertised. Will it be anything like the Halloween I know? you may think. Or, I don't even know what Halloween is, I wonder what it'll be like. It's not quite enough to compel you to pay a visit to the address on the flyer, which is one of the dorm buildings on the university campus, but it's definitely enough to get you thinking about Halloween. Maybe you ought to go find a costume…
But Halloween parties and costumes are not all you're thinking about. It's easy enough to write off at first, as tricks of the light or a figment of your imagination: flickers of shadow at the corner of your eye, cold spots in your apartment, creaking footsteps in your empty living room. There's nothing there when you turn your head to look, nothing there when you flick on the lightswitch to see if someone's in your house—but somehow, that doesn't reassure you.
By the evening of October 21, every resident in the city has been visited by some sort of entity haunting their house, and every resident of the city has been left a gift: a dorm room key, each differently numbered. You may find the key in your pocket, or on your bedside table, or in your favorite coffee mug.
Should you decide to attend the party, it will be up to you to decide: Is this just the City getting in the spirit of the season? Or is it something more… malevolent?
The flyers will be strewn about the city in various locations beginning on October 19. Characters who read them will find themselves feeling oddly compelled to go check out the advertised Halloween party, which will run from October 22 to October 31 between sunset and midnight. For the most part this will just feel like a sense of curiosity about the party, and astute characters may be able to pick up on the fact that they're being emotionally manipulated a bit.
Characters who choose to go can wear a costume of their choosing from the Halloween Superstore, or the City will provide one if they don't have a costume of their own yet. (Read on for more information about how characters can get their hands on a costume!)
Lastly, every character will find a dorm room key somewhere on their person before the party starts on October 22. This key may or may not correspond to a room in the dorm where the party is being held—of course, characters are not obligated to use the key, but they may want to know what's hiding behind those closed doors.
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ALL THESE GHOSTS COME STREAMING DOWN.
» THE CITY — GETTING THE PARTY STARTED
On the morning of October 22, every device in the city starts to buzz.
The screen illuminates, displaying a white page not unlike the orientation survey that welcomed you into the city. Unlike the orientation survey, though, there are no questions—only a single phrase in bold, dark text. THE GOOD OF THE MANY, it says, with a single "OK" button below.
For a minute, nothing else happens. You try to turn the device off, but the screen stays lit; you try to reboot the device, but the screen stays lit. It seems that the only way to get rid of the screen is to press the button.
…Have you done this before? Or are you having déjà vu?
At sunset that same day, the Halloween party will open for the first time. The party's entrance is located on the ground level of a large three-story dorm building in the western half of the university campus. The double doors into the building are fully decorated with folded-paper bats and ghosts, cotton batting pulled apart to make spiderwebs, and a cut-out sign that says "HAUNTED HOUSE" in bright red, dripping-blood letters. The decor looks almost… corny, hokey in a way that can't possibly be threatening. Right?
But the decorated double doors aren't the only way that residents may enter the party. Of course, the organizers would prefer that you use the front doors, but if you'd prefer not to, they have other ways of getting you inside.
After the party begins on October 22, any door in the city that you walk through has the potential to become a door into the first level of the dorm building. You may exit your apartment and find yourself standing in the darkened lobby; you may walk out of the bathroom and run right into a handful of cotton spiderwebbing. Unfortunately, there's nothing to indicate whether or not a door might lead to the party until you're through it—and once you're through it, there's no turning around. The only way out, as they say, is deeper in.
Were you wearing a costume in preparation for the party? Fantastic, you'll keep that costume on! But if you weren't wearing a costume, don't worry—the party's organizers have you covered. You look down and find that no matter what you were wearing before, you are now wearing a costume of some kind. Maybe it's one you would have chosen for yourself, or maybe it's totally not to your taste. If you truly hate it, you can try to take it off… although you may not find it easy to remove.
Once the party begins on October 22, as stated above, any door in the city has the potential to become a door that leads directly to the first level of the haunted house. Characters will not be able to tell by any means whether a door is pointed there or not; only once they're fully through the door will they realize that they're actually standing in the lobby of the decorated dorm building and not in whatever room they intended to enter. Once characters are inside, there's unfortunately no way to get out, not without making their way through the haunted house itself.
Whether a character enters the haunted house via the main double doors or through another door somewhere else in the city, they'll need to come in costume. (Their own canon clothes do not count!) If they're already wearing a costume, they can keep it on arrival; however, those who enter the haunted house costumeless will be assigned a costume at random by the city. The actual costume is up to the player's choice. It may end up being something that suits the character, or it may end up being something totally embarrassing—that's completely up to the player.
Regardless, characters will have a difficult (but not impossible) time removing the costume until they have exited the haunted house. This includes both physical difficulty (feeling as though the costume is fused to their skin, feeling physical resistance to undoing zippers/buttons, etc.) and mental difficulty (an overwhelming sense of dread or vulnerability). Characters are able to overcome both of these difficulties to remove the costume if they're dedicated enough; the clothes they were originally wearing may be still on under the costume or might be awaiting them at home when they return.
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THEY GO TO GROUND AND ROT.
» THE HAUNTED HOUSE — LEVEL 1
CONTENT WARNINGS: One image containing fake spiders, mention of spidery feelings; mention of zombies (but no images)
The ground floor of the dorm is decorated much how one might expect a haunted house at a university to be decorated. The entrance to the haunted house proper is through a tunnel of cotton spiderwebs filled with little plastic spiders, so narrow that it forces you to hunch down and squish together to get through. Although it feels claustrophobic, and you may imagine the sensation of little spider legs crawling over your body, once you make it through the tunnel it becomes clear that the spiders never actually moved. Whew!
The tunnel lets out into the first-floor dorm, a long (too long?) stretch of hallway with doors leading to rooms on either side. Some of the doors are closed and locked, but many are open, allowing you a glimpse as you pass. As you walk down the hallway, you make sure to peer into each of the rooms. Some of the doors lead to total blackness; others lead to rooms decorated like an elaborate Victorian haunted mansion, and yet others even lead to perfectly normal dorm rooms, like someone forgot to get around to decorating. And sometimes—not every time, but often enough—when you peer into one of the rooms, there's something peering back.
Most of the frights you get on the first floor come in the form of animatronics, realistic-looking ones that jump out at you as you pass and give you a fright. There's a man with a bloody knife, or a zombie with flesh hanging from its teeth, or a clown with sharp, venomous-looking fangs—they leap out of the doorways with a startling quickness, but never come close enough to touch. They just brandish their weapons, then retreat back into the room they came from as if satisfied with the scare they've given.
There are also a handful of real scare actors on the first floor as well, perhaps even some faces you recognize. They lurk in the darkened rooms and leap out with growls or shrieks, then chase you a few meters down the hall before leaving you to run away. Just like the animatronics, though, they never get close enough to touch or harm you—they just want to get your blood racing.
The rest of the scares come from paintings that abruptly change form to show a ghost's face, or candles that swoop down across your path and then move back up. And behind it all are the spooky sounds of groans and screams and tearful begging, a solemn soundtrack to your trip through the haunted house.
Oddly, you never do see a speaker. And even more oddly still, none of the rooms on the first floor match the number of the key you're holding…
The first level of the haunted house consists of fairly cheap scares, mostly relying on animatronics, voiceover tracks, and tricks of the light or optical illusions to deliver scares to the residents. Players should feel free to use their imaginations to come up with potential scares or animatronics—think something moderately more scary than Haunted Mansion but less than Halloween Horror Nights. The animatronics may feature enemies or monsters from characters' home worlds, or may be simply generic creatures you would find at a Halloween store.
In addition, the first level is also populated by characters working as scare actors. These characters may be those who attended Robby and Tsuruno's house party, or may simply be characters with a sense of humor who enjoy making other characters jump and shriek a little. Either way, these scares are harmless and non-contact. The scare actors won't harm anyone going through the haunted house, even if they do a little chasing down the hall.
Although the hallway looks oddly long and is perhaps a bit more winding than it ought to be, there doesn't seem to be anything particularly odd about the dorm building itself. Characters may, however, find that the trip through the haunted house feels shorter when they're accompanied by another.
For characters who don't wish to venture up the stairs to the second level, there is a well-hidden emergency exit tucked out of sight behind the staircase that leads upward. This is the opt-out for players who don't wish to engage with the events in the second and third levels of the dorm.
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WE WILL NOT REMAIN UNSCATHED.
» THE HAUNTED HOUSE — LEVEL 2
CONTENT WARNINGS: Generally spooky images including some ghostly ones; mention of hanging. Prompts include violence (such as mutilation) potentially leading to serious injury or death. As always, please warn appropriately!
It's once you reach the second level that you realize something has shifted.
The metal door at the end of the hallway swings shut behind you, and you immediately realize it's far too dark and far too cold. Even with your eyes wide, you can barely make out the shapes of the decorations around you; they are lit mostly by the flickering orange of electric candles and the glow of the emergency exit sign above your head. Your breath condenses into steam as you exhale, and although you rub your hands together, you can't quite seem to gain any warmth. You feel a little bit dizzy and off-kilter, and from the distance you can hear the sound of a voice murmuring in quiet, urgent tones, interrupted by brief bouts of sobbing. You try the door behind you, but it doesn't give: you are stuck here, and must make it out.
The hallway is decorated, but even the same decorations that felt corny downstairs now give this floor an air of discomfort and desperation. As you make your way down the hall, you notice that many more of the doors on this level are open, and in the sickly, dim light cast by the fake candles, you're able to catch glimpses of what's inside: shadowy figures moving in the blackness. These are creatures that seem made of the dark itself, congealed into something more or less resembling a person. There's one sitting at the desk like a good student, its too-long fingernails rasping over the surface as it scratches something into the wood. There's one sitting on the windowsill, its too-long limbs hanging out into the night. There's one hanging from the ceiling, its feet at eye level, swaying slightly in an unfelt breeze. There's one standing dead in the middle of the room and staring straight at you, its eyes two embers in its featureless head.
You lock eyes briefly and the creature starts to move: this ghost is coming after you, and this one means it. There's no animatronic rigging to stop it and pull it back into the darkness of the room, and it's no scare actor that will stop after a few meters of pursuit—no, its hands reach for you, for your hair, your throat, fingers clutching and grasping. You turn and run, but it pursues, and that voice you heard murmuring earlier is now a fever pitch of syllables behind you, half-whispered, half-screamed in a language you can't understand. The noise of it draws more ghosts out from their rooms, and they follow as you sprint down the too long, twisting length of the hallway. You can see the glow of the exit sign at the end lf the hallway, drawing closer as you madly dash for it—
And then you trip. Or maybe you're pushed, you're not sure. You hit the carpet hard and then the ghost is on you, its hands scrabbling at your throat, fingers prodding at your eyes. Of course you fight back—if you don't, you're going to die—but as you fumble blindly for something with which to beat the ghost off, you realize that this ghost has weight to it, that the fingers trying to tear out your throat aren't incorporeal and ghostly but rather the fingers of a pair of very human hands. As you blink, eyes straining in the darkness, the features of the ghost begin to resolve into those of a person.
And it is a person. It's a person you may even know, a friend of yours, a fellow resident of the City. Not a mannequin facsimile, but someone real, someone who fights you with everything in them as you struggle to break free.
Your grasping hand grips something firm, maybe a flashlight or a fire extinguisher, and you swing it as hard as you can at their head. You don't want to, this is your friend, but what choice do you have? After all—it's either them or you.
Once characters enter the second level of the haunted house, those attuned to energy flow will immediately be able to recognize this as a place full of negative ghostly energy. Characters may sneak extremely carefully and quietly through the hallways, avoiding every single ghost; they may be pursued by ghosts, but ultimately make it to the exit, beyond which the ghosts will not pursue; or they may be caught by a ghost (or "ghost") and be forced to fight for their lives.
Not all of the "ghosts" on the second level are truly ghosts. Players may opt to have their characters participate in the event as the considerably more deadly "scare actors" of the second level. Only they won't be acting: to these characters, anyone who passes by in the second-floor hallway (the "partygoer") is an absolute threat that must be dealt with immediately. Scare actor characters will be possessed by an irrepressible need to hunt down and attempt to injure or kill any partygoer or other scare actor they encounter, and can only be stopped by either death (of either the partygoer or the scare actor) or being knocked out and removed from the hallway.
These characters may also be those who attended Robby and Tsuruno's Halloween house party and ended up getting a little too in-character in a negative way (see their plotting post for more information). However, characters do not have to attend the house party in order to participate in this mechanic. Any character who enters the haunted house can become a second-floor ghost if the player so desires.
Either the scare actor or partygoer may be seriously injured or even die. If this happens to the partygoer, the haze of bloodlust will immediately lift from the scare actor and reveal to them what they've done. (If the scare actor is knocked out or dead, obviously this realization will take place after they've returned or regained consciousness.) Killing and death as a part of the October event is not subject to murder or death consequences.
If a character chooses to sneak through the second floor and avoid the ghosts, and does so by entering any of the decorated dorm rooms, they may find shorthand messages scratched into the desks, closets, or doors. These messages might just be names, familiar ones belonging to people from home, or might say things like HELP ME or ITERATION 4█ or LOOK BEHIND THE APOCALYPSES. Characters may also find small, non-magical, recognizable personal effects belonging to people from their home worlds, tucked into drawers or kicked under the bed or in some otherwise unobtrusive location, easily overlooked.
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WHEN YOU HAVE NOTHING TO SAY, SET SOMETHING ON FIRE.
» THE HAUNTED HOUSE — LEVEL 3 AND CONCLUSION
After the second level of the haunted house, the only way to go is up… assuming you survived, that is. Exhausted and battered, you make your way up the stairs—perhaps alone, perhaps with a friend, or perhaps dragging the unconscious body of your assailant-friend—and let yourself into the third-floor common area.
This is where the Halloween party is taking place! Congratulations, you made it! There's a bass-heavy soundtrack throbbing in the background, and the room is decorated once again in the cheesy Halloween decor of the entryway. A large casket full of ice holds beers and sodas, and a table in the middle of the room bears all sorts of spooky snacks: peeled-grape "eyeballs," candy corn "teeth," sour gummy worms in brownie dirt, and any other kind of snack one might imagine.
If you made it through the haunted house with a friend, you will find a letterman jacket in your favorite colors, with your name embroidered on the back, hanging on a peg on the far wall of the room. You can take it with you now, or when you go home, or you can leave it on the peg forever—it's your choice, but it is a symbol of having survived the haunted house, so it might be nice to have. Don't you think?
You may have to do this again, you realize. Now that the doors in the city occasionally open straight into the haunted house, there's no telling how many times you'll have to survive this before the Halloween party draws to its close. Maybe you do need a beer after all…
Oh, and you still don't know what dorm room that key goes to. Maybe you had better just hang onto it for now.
The topmost floor of the dorm building, the third floor, is where the "party" part of the Halloween party is taking place! The food and drink is abundant and, of course, free. There's just about any type of drink or Halloween-themed snack imaginable, so characters can help themselves. When they're through partying, there's an outside staircase that leads directly from the common room back down to ground level.
Characters who survive the haunted house in a group of two or more will find that that there is a custom-made letterman jacket with their name on the back, perfectly their size, hanging on a coat rack on the far side of the room. While wearing this jacket, characters will be less susceptible to the scares in the haunted house, and the ghosts of the second floor will not pursue them as intently (although it has no effect on scare actor characters). To any characters who are particularly sensitive to this sort of thing, the jackets do have a moderate protective effect against various negative status effects, so to speak; this effect does not diminish after the event is over. Characters can only get one jacket, their first time through the haunted house; subsequent trips through will not result in additional jackets.
The dorm room key is not a usable item during the October 2023 event, but will become usable in November and December, so characters are advised to not lose them.
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WILDCARD.
The city is by no means small, and there are plenty of things for you to see. There's no rush in exploring, so feel free to take your time looking around and peering into various nooks and crannies and alleyways—and don't worry, you're not very likely to find anything peering back.
If none of the above prompts appeal, feel free to check out the Locations and Maps pages and write your own freestyle prompt using one or many of the available locations.
This month's event headers come from "Landscape with Fruit Rot and Millipede," a poem by Richard Siken.
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[ A joke, of course, maybe. But Daniel and Lestat have been on the receiving end of his temper more times than he would like to admit to no fault of their own. The longer he stays here, the more unhinged he begins to feel, like a bird staring longingly at the world around them from a cage. ]
At least you didn't try to pat me on the head and tell me everything was alright. I appreciate that.
[ Truthfully, he really does appreciate Daniel and his niceties, he just isn't quite sure how to react to them. Considering his father figures from home, he is several tiers above the rest. One day, maybe, he won't be so put off by it. ]
If I had all of the answers, none of us would be stuck here.
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I didn't realise you were so offended by a guy simply trying to reassure you.
[ At least Daniel doesn't really sound bitchy about it. Even though he can be very, very good at being bitchy with the right people. But he realises very well that it's more the timing he keeps running into Ethan that's the problem, more so than anything about Ethan himself.
So he doesn't blame the other guy, even though he can't help but make a dry joke in return...
.. he sure hopes that first part is a joke, anyway. Please don't actually injure him, Ethan. You probably could if you'd try.
But if this line of conversation might distract Ethan from what bothered him before, Daniel might as well push it just a little bit more. ]
Nothing wrong with that, you know. It's just all of us against this stupid place. Might as well help each other out.
[ Endure the cheese, Ethan. ]
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As hard as it was to get those supplies, do you really think I'd waste one? I could just use my fists.
[ It wasn't hard at all. All they did was venture around the city essentially stealing them, or borrowing them from places that obviously didn't need them. The point still stands; however, he isn't going to waste something when it has a perfectly good home at the Welcome Diner. It's something that Daniel takes pride in and he does respect the man, all teasing aside. ]
A joke, Mr. LaRusso, it's a joke. Offended is a strong word, more like I'm not accustomed to it. It's not you. [ It's me. ]
Can't argue with that logic, no one else is going to help us. [ He bites back a comment about putting a sign up with Daniel's words scrawled across it at the Diner. It's just all of us against this stupid place. Might as well help each other out. -- what a motivational slogan. He also refrains from voicing his opinion that Daniel might have to stand on his tiptoes to actually pat him on the head.
Hard pass, the cheese is for the pasta. ]
no subject
Then let me help you right now.
[ To Daniel's credit, he doesn't sound quite as dad-like as he's saying that. It's more of a guy-to-guy thing, even if he isn't quite as good at that, never having been great at just.. forming friendships. ]
And right now, I think the best thing to help you is to actually get you out of here. Punching that thing is only going to be satisfying for so long before it instead starts to make you feel bad wasting so much time thinking about that thing in the first place. [ Take it from someone with experience.. ]
no subject
At the mention of help, Ethan doesn't necessarily look surprised but his mask does slip briefly. Friends are something he's had very few of in his life, it happens when one spends most of their life running from something. Here the only thing he seems to be running from is his thoughts, it's about as unusual as having someone genuinely want to help him. Especially when that someone is a man has known a little over a month. ]
Oh, I wouldn't go quite that far, I haven't run out of steam yet.
[ He recovers, that charming smile reappearing on his face. ] I'm fine, Mr. LaRusso, your concern is appreciated but if you want to help me out with anything, you can start by explaining what you're wearing.
[ Ah, yes, an expert dodge. ]
no subject
Daniel did not expect that twist. The man's jaw drops a little, his mouth left hanging open as he stares at Ethan with a combination of surprise and offense. Sir, he can't believe you just went for a blow below the belt by mentioning what he's wearing! ]
I didn't ask for this!
[ The lady doth protest too much..
Truly, though, one day Daniel will learn to not seem overly defensive over stuff he actually means, because it just makes him less believable. Today is not that day, however. ]
This was just suddenly on me when I appeared here! It's-- It's from a movie!
[ Look, Ethan, now you've got the dad sputtering.. ]
no subject
[ Crisis averted. Is he enjoying this? Absolutely. He's trying to figure out how that bright white fabric hasn't attracted all of the dust and debris in the room. ]
I don't know, I think it brings out the color in your eyes.
[ Or in his face, as the embarrassment is nearly palpable. At least now he knows a surefire way of distracting Daniel if he ever feels uncomfortable in the middle of a conversation. Nice going, Sensei. ]
A movie? Is that anything like a play?
[ Sputter some more, movies are ahead of his time. Now he has to spill the plot and everything, Ethan's not letting him get out of this one so easily. Going to be Daniel "The Dancing Queen" LaRusso forever. ]
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Yes. [ Almost through clenched teeth, because Daniel can tell when he's getting teased, and he's definitely not immune to it. He's getting flustered over here, especially when he doesn't even like the costume.. This definitely isn't anything he'd usually wear, okay! ] It's like a play, but on a screen. Like on the devices we have here.
[ At least it does tell him something about the kind of world or time period Ethan is from, but does that really matter right now? Not really. ]
Please just don't pay any attention to it. I know it's ridiculous-looking, alright?
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If you clench your teeth any harder, they'll break, Mr. LaRusso. [ The shit-eating grin he gives him probably isn't going to help the situation, he's enjoying this. ] Think of it this way, you could have ended up in a worse situation. Like ending up in a gown of some sort.
I'm not even sure Mr. Lioncourt would wear that. [ And that's saying a lot -- Ethan thinks Lestat's clothing options are odd, to put it kindly. Okay, okay. He laughs and holds up his hands to surrender. ]
I think I've poked fun of you enough for one evening. [ He'll even be nice enough to deliver a subject change himself. ] Technology is something else, a lot has changed since 1892.
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[ You think this sass train can only come from one direction? Oh, no. It can definitely be a two-way train, thank you very much. Sassing is just about the only defense Daniel used to have against guys way bigger than him that love to tease or outright bully him before he learned karate, and it's still in him even now.
At least he'll keep it to that, rather than going further. Ethan did say he'd stop, after all. Daniel can only hope he'll keep himself to it, especially when Daniel suspects they'll have more to deal with in this place sooner or later than just haunted house cutouts and animatronics popping up. ]
Can't believe you're from the nineteenth century though. [ There's some disbelief in his tone. Not that he thinks Ethan is lying, but it just.. is a wild thought, alright. Especially when this is someone Daniel has conversed pretty normally with so far. ] Do you know that's over a hunderd years in the past for me? You could've been my grandpa.
[ Except not really, since Daniel's grandfather is Italian, but still. It's about the point he's making here!]
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[ Okay, he has to laugh at that and, judging by how quickly it slips out of him, Daniel has caught him off-guard. Well played! He was starting to wonder if something savage was lingering beneath the surface of that very normal looking exterior and, with some prodding, it has come out. He reaches out and, after regaining his composure, claps a hand down on his shoulder. ]
I didn't think you had it in you, seems I might have underestimated you. You might have to teach this "old man" a few tips so he doesn't fall behind.
[ As far as he can tell Daniel doesn't look much like a slayer of monsters. Does that mean they succeeded in ridding the world of darkness? What was the cost? Either way he's happy that a man of his caliber can leave a normal life. Despite his temper he is a surprisingly good judge of character and Daniel seems like he might be the best of them. ]
Keep it up and I'll start calling you grandson, Mr. LaRusso. [ A good natured jab, as he reclaims his hand and appears to be thinking about something. ] A hundred years, huh? I suppose that does explain the more fashionable liberties.
[ Yep, that's definitely him giving Daniel's costume another gander. He thought this was over? Tut. ]
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He will remember this. ]
Oh, let's just look for an exit already. [ Instead of wasting time making jokes about Daniel's terrible costume. He gets it, okay! It's bad! H-He knows..!! ] I don't want to find out how much worse this place can get than just jokes about dumb costumes.
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If I didn't know any better, I'd think you were trying to avoid my company. [ With a look of mock hurt, he clasps a hand over his heart. ] You really know how to wound a man.
[ To add insult to injury, complete with a smile, he offers Daniel his arm like he would a lady. Of course, he doesn't expect him to take it. ]
Shall we?