erembore
Creature
Once they have stepped over the threshold, they shall realize that the mansion is much larger on the inside than the interior let on. Finding themselves in the entry hall, they shall be met with a booming voice (with no identifiable source) that explains the rules, grants them a special item and then tours them around the place.
The manor possesses two floors. On the first one there are located 5 rooms - the entry hall; the dinning room (to the hall's right), which connects to the kitchen; the lounge (to the hall's left), which connects to the library. The stairs to the second floor are positioned directly in front of the entrance and are a very large, looming structure. Once a person has ascended them, they shall wind up in the residential area - on the second floor there are 13 identical rooms, each equipped with its own bathroom and a small balconythat connects to the neighbouring ones.
In every room across the mansion there can be found requisite and costumes that change every day (though they may be stored away by the participants in their living quarters and thus prevented from being taken away), which can be used to frighten someone to death. The sole exception are the 13 living spaces for the contestants. Additionally, the aforementioned objects don't start appearing before the 2nd of October.
Fortunately, each is granted a key that mysteriously works during nighttime, so that the door to every living space may be locked to outsiders with ill-intent while one sleeps. On the other hand, a player may invite a person or even a couple of people to join them in their residence as there is no rule against that.
These rooms are numbered from 1 to 13 and each person is granted their own. The ones from 1 to 6 are to the left, the ones from 7 to 12 are to the right, while the unlucky number 13 remains directly in front of the stairs, being the most exposed of them all.
Even still, this manor hides many secrets... like ancient passageways. It is up to the players to discover these crawlspaces and find their way to wherever they may lead.
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