May. 16th, 2021

Who: You!
Where: Beyond the Trapdoor
When: TBD - Night 2 thru end

[ You, whether you like it or not, have been signed up for a competition in the Graveyard. When your phone beeps, it's time for you to go down the trapdoor—even if you don't plan on doing it, you'll find yourself transported into an empty room . . .

There's only a button at the far end of the room, along with one other person.

Instructions:
0. Comment to the sign-ups with a points amount for rewards/punishments.
1. Make a toplevel with CHARACTER vs CHARACTER at the top.
2. Comment to the relevant person's sign-up.
3. P(rofit)vP(rofit)! ]
[ LILIS and PEP!PEP! enter.

The master bedroom is dominated by gilt. From the curling handles of the double doors-- each of them fashioned in a cobra’s likeness-- to the glimmering mural painted above the bed of a city shining above dark water, gold shines everywhere. The gaudy effect is only offset by contrast of the deep black used on most every large item of furniture and every otherwise empty space: the velvet bedspread, the scalloped headboard, each of the three un-muraled walls. Exploring the chest of drawers and armoire yields fancy dress attire to be purloined, provided you don’t mind looking like you were invited to a gatsby theme party by someone with a limited grasp of historical accuracy.

Beyond the usual decor of the room, a number of baseball bats, maces, hammers, and other blunted weapons are strewn about on the floor—easily within access for anyone who wants to pull the weapons out and fight.

Both units will find the weapons fairly easy to wield—it is their selection of weapon, after all. They're also aware that, by the end of the night, they'll probably end up hurting themselves on these. ]
[ SENSITIV and 10IV enter.

Through the lounge’s golden lamps, the place looks to be preserved in amber. The chaise lounges and armchairs scattered about speak to an earlier age, but they show no wear from the time that’s passed. Everything shines, the side tables and the glasses atop them gleaming. The drinks cabinet is full of bottles and decanters, filled with liquids. At the far end of the room the wood steps up twice to a rounded stage, just large enough for a grand piano and a bench seat.

Beyond the usual decor, there's little else. It's just you guys here. ]
[ ALCHEME! and SEA.DI enter.

Outside the domed glass of the conservatory, night has fallen. The sky here is dark, clouded over with clouds so low as to feel claustrophobic-- the sort of weather and sort of place where a conservatory to retreat to would be welcome, to feel some sort of warmth that the sky stubbornly refuses to provide. Efforts have been made to make the place seem as bright and airy as possible, despite this: the sunburst pattern in the metal framework, the greening copper giving the place some brightness where wrought iron would make the place feel like a cage. Green and gold tiles circle an artificial pond, encircled themselves by shelves, lined with pots, overflowing with devil's ivy. Citrus perfumes the air. A small tea-table has been set up, with chairs for two or three to retreat to.

There isn't anything different beyond the usual decor of the room. However, the longer AlcheME! stays, the more keenly aware they become of the quiet but steady tick-tick-tick in the background. There isn't a clock that makes that noise in sight . . . what could it be?

Perhaps sea.Di knows. Regardless, everyone in the room knows this: before the dawn comes, AlcheME! will die. Even if it is not directly by sea.Di's hand, AlcheME! lost the moment they entered. ]
[ HEART SOLDIER SENSHI and AVANTE EN GARDE enter.

Poisonous green floorboards swim up to meet porcelain tile, a vanity area meeting the bathroom proper. The mirror rises up in a full halo, large and low enough to see everything from the waist up. Bottles of perfume and cosmetics are scattered across the surfaces as expensive clutter. Across the way atop the tiles, a clawfoot bathtub sits surrounded by crystal drapes that do nothing to obscure the view. Above that a circular skylight provides a spotlight effect, making it clear what the room's focal point is. It's certainly not the toilet or sink, stashed away behind a folding screen.

Beyond the usual decor of the room, several bladed weapons are embedded in the floors and walls—easily within access for anyone who wants to pull the weapons out and fight.

Both units will find the weapons fairly easy to wield—it is their selection of weapon, after all. They're also aware that, by the end of the night, they'll probably end up hurting themselves on these. ]
Who: You!
Where: The Game Tower
When: TBD - Day 3

[ When morning comes, you find yourselves more than freed from your rooms—you're completely kicked out of the mansion. You may access the twin garden mazes, encouraged, even—there are alcoves in the gardens with flowers wrapping around the gates that are to your unit's color, and upon entering them you'll be able to speak to your unitmates without fear of being overheard, as though there were some sort of soundproofing barrier. You may only enter your unit-specific alcove. There are also plenty of other non-unit specific alcoves for you to enter and converse with someone, but it won't be entirely private—these pockets don't have soundproofing. Players should comment to relevant private threads that are being eavesdropped.

But before you run off to discuss, you'll want to gather around the fountain (mind the executed bodies). Its water's stopped, though rather than any stillness in water you can instead see . . . murder.

The details of each murder, as well as the rules, are available on your phones, and in fact, that and the photos app are the only things you can access on your phone right now. Your powers are off too, although you were allowed to bring whatever items are ordinarily on your person—provided they aren't any weapons. ]

RULES | CHEATSHEET | DAY/NIGHT CYCLES | LOGISTICS & WINNING | ROOMS

MURDER | BRING YOUR OWN TOPLEVELS

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