checking in? (
checkingin) wrote in
checkingout2015-03-03 09:01 pm
Entry tags:
- ! arrival,
- allison argent,
- bellamy blake,
- cassie blake,
- chris argent,
- cissie king-jones,
- clara oswald,
- clary fray,
- clint barton,
- coraline jones,
- emma swan,
- gary "eggsy" unwin,
- harry hart,
- helen magnus,
- jace herondale,
- jack harkness,
- jim kirk,
- killian jones,
- leela (doctor who: gallifrey audios),
- leo fitz,
- lucrezia borgia,
- lydia martin,
- newt,
- nogitsune (teen wolf),
- oliver queen,
- peeta mellark,
- red reddington,
- robert capa,
- skye,
- spock,
- tim drake
a gent of good intent who's content to be ( OPEN )
Who: Everyone!
Where: The initial arrival rooms, the main lobby, all over the place.
When: March 3rd
What: Welcome, newbies.

Where: The initial arrival rooms, the main lobby, all over the place.
When: March 3rd
What: Welcome, newbies.

ARRIVAL.
you wake up when you hit the floor in a dark room, and the air is knocked out of your lungs. the carpet is threadbare, worn with use, kind of dusty. and you're not the first person to endure this crash landing. nor will you be the last.
once your vision rights itself, you can see the well-lit hallway through the doorjam straight ahead of you. not to say there’s monsters in the shadows, but something propels you towards that door and out into the bright hallway beyond.
and once outside your room, you can hear it: the steady thrum of rain outside.
MAIN LOBBY.
there's a staircase at the end of the lengthy hallway you tumble out of. grab your suitcase and follow the dull green exit signs on the ceiling until you reach the disappointingly bland stairs that lead you down to the ornate old fashion hotel lobby.
to your left is a warmly crackling fireplace, to your right is a lobby desk. straight ahead are three large sets of doors, though only one of them is open to the public. and outside the few (curtained, permanently dark) windows is the continually steady hiss of rain. once you leave the hallway you wake up in, you won't be able to return.
welcome to the hotel.
FRONT DESK.
though there is a bell and a plaque designating the desk to be the main desk, the customer service desk, there are currently no staff members behind it. none shall answer your calls, either.
terribly sorry for the inconvenience.
SCREENING ROOM.
on a long pull-down screen, a silent version of the phantom carriage will be playing on loop. at the back of the room, between the neat rows of fold out chairs, mounted on a wobbly table is the old-timey projector, and mounted on the walls are some rather old speakers that warble out "terrifying" old music.
along the curtained windows is another long table, with a large bowl of popcorn and a large hot drink dispenser full of hot water, but without any tea or hot chocolate packets around.
OTHER.
the ballroom is currently closed, and the grand doors locked.
there is no main door leading to the outside, good luck trying to find one.
the doors to the courtyard and breakfast hall are unlocked, but looks like you've missed the morning meal. sucks for you.
ROOMS.
EXISTING GUESTS.
you've a room key with your assigned room number on it. all the new guest residences will be located on floors three and four. while there is an open elevator in the main lobby, and the buttons light up inside, the doors will not close. all in all, you'll be better off taking the stairs.
while they're the same stairs you undoubtedly came down to get to the lobby, the door to the endless hall everyone woke up in will not reappear between the main floor and the subsequent residential halls.
there are twenty rooms per floor. feel free to get to know your surroundings; or your neighbors as they trickle in around you.
EXISTING GUESTS.
it's late when the newcomers arrive, there's a good chance you'd been about to go to sleep (or just waking up, who knows, your mom's not here to tell you when to go to bed or get up). but if you're paying attention, you might hear the hustle and bustle in the lobby below; or maybe you're just drawn there because your gut told you to go join the commotion. whatever the case may be, go mingle!

Places full with life.
[ The whole experience is disorientating, throwing him off his game, and usually it takes a lot more to achieve it. Still, he manages to leave the hallway, pick up the suitcase with his name on it, and make it to the lobby, driven by the sudden realisation that he might not be the only one this has happened to, and if it's not, if one of his family members are here - if she is here - then he needs to find them.
He's feeling more like his normal self by the time he steps off the last stair, even with all senses on full alert, but that's due to the bad vibes this place is giving off and the fact all of his weapons aren't where he left them, which, is to say, tucked into every piece of his attire that he can manage. If he crosses paths with a demon, he doesn't fancy his chances.
He takes in the area, taking note of the doors, but not quite ready to try any of them yet, not until he knows there's no one he needs to track down and take with him. So, instead, he takes a moment to try and absorb everything that's happened and figure out some kind of plan that goes beyond standing around awkwardly, holding a suitcase. And then he guesses that's as good of a place as any to start, especially if there's anything sharp and pointing inside. But there isn't. What little he owns does appear to be inside, though, clothes and the odd signs of belonging to a Shadowhunter, and-- ]
By the Angel! [ He removes a package of jerky and tosses it without really looking where he's aiming it towards, and talks aloud, seemingly to know one, and, well, he doesn't know if there's anyone there to listen, but he doesn't care; it's been a long year. ] Duck, really? If this is an attempt at humour, you're falling short. Even when dead and processed, I still have the urge to stab it.
[ ROOMS: LEVEL FOUR ]
[ After witnessing someone else having a fight with the elevator, Jace skips this step and heads straight for the stairs, climbing to the forth floor and sliding the key into room 402. He turns the handle, but stands back after pushing it open; he listens, not hearing anything coming from the darkness within, and takes hold of his witchlight stone, taking comfort in something familiar and functional. It lights the are enough for him to see there's nothing inside to worry about, but there is a bed and somewhere to store his belongings, not that he plans on staying.
With no weapons in the suitcase, and nothing to fight that he can see, he leaves the case on the bed and exits, wandering the corridor and the one below where others do the same, hoping to figure this place out, eyes always searching, as if for someone he knows. ]
[ CHOOSE LOCATION ]
[ After getting over the initial impact of the hotel, Jace is calmer, though not relaxed, as he wanders around, checking out this room and that, and maybe he tries the exits more than once or twice; he's never been one to give up, not when others are involved, at least. ]
screaming // lol staircase // LOL DUCK JERKY..
so after she knocks herself to the ground on top of him and starts to profusely and repeatedly apologize to the stranger, she actually opens her eyes to be aware, and then it's not a stranger at all. her eyes go wide and she searches his face for a second, looking confused beyond any reason. ) Jace!
( FAR BE IT FROM HER TO DO ANYTHING TO ASK IF HE'S OKAY AFTER THIS CALAMITY, INSTEAD OF JUST THROWING HER ARMS AROUND HIS NECK AND HUGGING REALLY HARD. ) Thank god.
no subject
I doubt God had much to do with it.
[ He's smiling in amusement, not even remotely surprised that their reuniting would be so absurdly dramatic, even with slight sting of impact setting in on his shoulder. But his voice drops and his expression turns more serious, and he reaches up to brush a thick strand of hair back from her face. ]
I can't say I'm pleased to see you here, but I am glad to see you. Are you hurt?