rambler
The Travelling Storyteller
The Mansion is an ancient, seemingly abandoned decrepit building in the middle of nowhere, nestled deep within a dark forest. Only those that have business with the Devil may find the path to it during October, and, once 13 gather, the prior to this dark structure brightens as it lights up like a lantern. This signals the beginning of the game and the players enter.
Once they step over the threshold, they shall realize that the mansion is much larger on the inside than the interior supposed. Finding themselves in the entry hall, they shall be met with a booming voice, yet no figure, that explains the rules, grants them a special item and then navigates them around the place as a form of a tour.
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 ascend them, they come to realize that they have wound up in the residence area - on the second floor there are 13 identical rooms, each equipped with its own bathroom together with a small balcony that connects it to its neighboring space.
In each room there are located 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), and 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 2nd October.
However, this house hides many secrets... like ancient passageways behind bookshelves or a trapdoor in the fireplace. It is up to the players to discover these crawlspaces and find their way to the basement floor.
The secret doors and stairs are located as follow - downwards spiral stairs behind the most massive bookshelves in the library, a trapdoor in the base of the fireplace, a slide inside the oven in the kitchen, stairs activated by pulling on the horn of a statue depicting a goat in the entry hall, a door reached through breaking a mirror in the entry hall. And all these pathways lead to various parts of the underground construction, which possesses 5 rooms.
Once they step over the threshold, they shall realize that the mansion is much larger on the inside than the interior supposed. Finding themselves in the entry hall, they shall be met with a booming voice, yet no figure, that explains the rules, grants them a special item and then navigates them around the place as a form of a tour.
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 ascend them, they come to realize that they have wound up in the residence area - on the second floor there are 13 identical rooms, each equipped with its own bathroom together with a small balcony that connects it to its neighboring space.
In each room there are located 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), and 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 2nd 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-intend while you sleep. 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 stay to the left of the staircase that leads to the upper floor, 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.
However, this house hides many secrets... like ancient passageways behind bookshelves or a trapdoor in the fireplace. It is up to the players to discover these crawlspaces and find their way to the basement floor.
The secret doors and stairs are located as follow - downwards spiral stairs behind the most massive bookshelves in the library, a trapdoor in the base of the fireplace, a slide inside the oven in the kitchen, stairs activated by pulling on the horn of a statue depicting a goat in the entry hall, a door reached through breaking a mirror in the entry hall. And all these pathways lead to various parts of the underground construction, which possesses 5 rooms.
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