Finals are over and school has settled down...
GAME ON!If you already signed up for this last time you have a guaranteed spot.
It was a long road to travel, but you've finally arrived at the mansion, and just barely in time, too. Uncle Scrounger was a rich old bastard. Just 1/50th of his wealth would set you up for life: His death means big things for your future... But it seems you're not the only visitor to the Scrounger estate tonight...
Several vans, cars and a bus have pulled up to the spooky old house, and even as you glance around another car crests the hill of the drive. There's no telling how many people are already inside. You push past a few strangers taking in the sights ...strangers who are eyeing you just as suspiciously as you are eyeing them. Everyone's probably wondering the same thing you are: Why are all these people here? Are they inheriting too? I'm still rich, right?
A man in a very expensive suit is standing at the door. When you walk up he offers you a map and ushers you inside.
The map reads:1st Floor
Great Hall - The once magnificent Great Hall. It connects to every room on the first floor and has a giant golden chandelier hanging over the center. Cobwebs now adorn every wall, though there don't appear to be any living spiders here. | Dining Room - The Dining Room, not used in many decades, looks spotless. The large table is set for 15 guests and a meal fit for a court of royals is set. | Kitchen - The Kitchen is gritty. Blood stains cover the floor and ceiling. An Assortment of rusty knives and pots lay scattered about. Bowls upon bowls of a mysterious looking red soup are stacked on the counter tops everywhere. Locked | Greenhouse - Filled with strange plants. Its impossible to see past the tall grass from which scratching noises can be heard. Locked | Study - A small room with a dust covered desk and chair in the corner. Old musty papers lay stacked on the desk. There is a strange rustling coming from a vent in the ceiling. Locked | Bathroom - A Spotlessly clean, luxurious bathing area. There is a large bath in the center. Warm water is drawn from a pump next to the tub, and the towel closet seems to have an endless supply of fluffy, white towels. Locked | Mirror Room - A room lit by only a single black wax candle. The walls are entirely made of mirrors. The room is otherwise empty... or is it? |
2nd FloorLibrary - A dusty old library. Stacks and stacks of unorganized books lay on the self. Strange noises come from the closet in the corner of the room. | Lounge - Smells strongly of mold and tobacco. There are 15 chairs put together in a half circle. | Nursery - The room is dark. The is filled with various infant playthings and has a crib in the middle. The crib itself is old and rickety, the inside is blood stained and filled with human bones. | Master Bedroom - A large Bedroom that is seemingly empty with the exception of a bed. The corpse of Uncle Scrounger lies in an open casket on the bedframe, which has no mattress. | Doll Room - The room's east and west side walls are covered with children's dolls, perfect for a little girl. The north wall is covered with shelving littered by a variety of sinister looking objects, such as rusty medical equipment, a jar with eyes floating in yellow liquid and a deformed human head. Locked | Terrace - A simple terrace. It hangs out over a large gorge, the bottom of which cannot be seen. Locked |
Basement Winery- An old wine storehouse. It's filled with bottles, though on a second inspection the bottles are all empty... Locked | Servants quarters - The room where the servants used to stay. 15 beds are lined up on the far wall and there is a door in the corner marked "food pantry." The room looks to have been set on fire at on time. | Bloody Cage Room - The largest room in the house. The air is so thick with moisture you can hardly breathe. Machines of unknown uses line the walls and large cages dripping with blood hang from the ceiling. The room is dark... the insides of the cages and the corners of the room can't be seen. A soft sound of something breathing can be heard at all times. Locked | Mystery Room - This room cannot be explained. It is a room of illusions which takes the form of a comforting setting to whoever occupies it. No matter how nice and warming the room seems, though, occupants can't help but feel...vaguely unsettled. Even weirder things begin to happen when two or more enter this strange room... Locked |
The man in the suit clears his throat and the intense conversations going on throughout the room stumble into quiet.
"Ladies and Gentlemen. As of right..." he watches the Grandfather clock near the door for a moment, "...now, Theodore Scrounger's will has become legal. You are all invited to spend the night, however if any of you leave before 6 A.M. tomorrow morning you will be stricken from the will completely. Good luck, and be safe."
Several voices speak up at once: "Wait! What are all of us doing here? We can't all be inheriting from Old Man Scrounger!" "Exactly how much money is there?" "I have a letter here saying-!"
"I am a mere attourney. If you have any questions, a copy of the will is lying in the den."
He turns and leaves through the front doors which creeeak and click shut ominously behind him.
A muttering arises from the group assembled. It seems you'll all be rich tomorrow... but why would anyone want to leave?Welcome to Scrounger's Mansion
Rules: Players alternate between two phases performing actions to achieve a team victory. Anything can be
said in the thread but the GM will only communicate the events of any given room to those inside it at the end of
each Actions phase. Some rooms begin locked but if any player opens them they become open to everyone.
When you start the game you are secretly either a Ghost, a Priest, a Human or an Other. Humans win if there is nothing
alive that is trying to kill them. Ghosts win if there are no more Priests or Humans alive, and Priests win if there are no
more Ghosts alive. Only ghosts all know each other's roles. Others have their own secret goals. In addition, each player
has one other
super secret goal which, if completed, will grant them a special ability or item for use throughout the
rest of the game.
Priest: Cannot use evil items. Deals 2 damage with an unarmed attack. Cannot move through locked doors without a key.
Ghost: Can only use evil items. Deals 1 unblockable damage with an unarmed attack. Can move through locked doors,
but may not carry objects through them unless the item specifically says they may.
Human: Can use any item. Deals 1 damage with an unarmed attack. Cannot move through locked doors without a key.
Other: ??? ??? ??? ????. ????? ? ?????? ???? ? ???????? ??????. ?????? ???? ??????? ?????? ????? ??????? ? ???. ??? ??????
???? ??? ??????? ???????.
Phases: There are two phases, known as the movements phase and actions phase.
Movements phase: This phase starts when the GM has posted the words "Movements phase has now begun." You
may then move as often and as many times as you like by saying
Move: Room in the game thread. It ends
when the GM posts the words "Actions Phase has now begun," and no more movements are allowed after this post.
Some rooms have trapped elements or are themselves traps. Trap damage resolves at the end of the Actions phase.
Actions phase: During this phase you may Attack, Defend, Search, Wait or Use Item. All of these actions are
secretly sent to the GM. This phase ends when the GM posts "Actions phase has now ended." Players may only take
one action per Actions phase.
Attack: You make an attack against a target. Equipping weapons or having special abilities may increase
your damage. Everyone in the room will be able to see whom you attacked and with what item, if anything.
Defend: You can defend against damage from a specified target for the entire Actions phase. Some items
when equipped provide additional protection from other attack sources. Everyone in the room will be able
to see whom you defended against so long as they attack and with what item, if anything.
Search: You can search a room for anything strange. You might find a trap, a key, a suit of armor...
Wait: Do nothing. Players who do not post during an Actions phase are assumed to be taking this action.
Use Item: You can use any item to do any thing. The crowbar for example can be used to pry open a cage.
Items: Weapons, food, keys... anything you start the game with or find along the way. A note on keys:
When a player uses Use Item with a key they are transported into the appropriate room (assuming they
know which room the key goes to) and recieve one extra Action before the next Movements phase begins,
assuming they're still alive. Whenever any player uses an item all other players are informed of the item and
the action taken if they are in the same room.
Health: You start the game with 9 HP. You will lose HP for every Attack that hits you undefended, and in other ways
as well. You can recover HP using items found in the mansion, though you may be fighting for them...
Sign up by saying !in in this thread. At least seven players must join for the game to start.PLAYER HEALTH, STATUS AND LOCATIONLunartick Health: 100% Status: No visible harm Location last actions phase: - Foyer - | Niku Health: 100% Status: No visible harm Location last actions phase: - Foyer - |
McFrugal Health: 100% Status: No visible harm Location last actions phase: - Foyer - | Yoji Health: 100% Status: No visible harm Location last actions phase: - Foyer - |
Defenestration Health: 100% Status: No visible harm Location last actions phase: - Foyer - | - open - Health: 100% Status: No visible harm Location last actions phase: - Foyer - |