future is now
[ There is one sentence in the rules when you wake up. ]
Escape the mansion and bring evidence of the one responsible for this incident, or die trying.
[ For as long as the game is running, idols will only be able to access the rules on their phones. They may not text/call, nor may they take pictures.
Unit abilities are off. Items are off. Each idol can hold up to 3 items at a time maximum. ]
[ For as long as the game is running, idols will only be able to access the rules on their phones. They may not text/call, nor may they take pictures.
Unit abilities are off. Items are off. Each idol can hold up to 3 items at a time maximum. ]

1 - BASEMENT
Not with living people, of course. You find yourselves surrounded by corpses, mutilated beyond recognition. Vaguely humanoid shapes and limbs indicate these used to be humans—probably. . . ?
The metal smell is more easily identifiable as blood, now—though even if you could not make the connection, the floor is sticky with pools and rivers of red, so it's quite easy to tell that these—people?—met their end right here.
Yet, you won't find even a drop of blood on yourself, or even near your body. In fact, the carnage is absent on both your clothes as well as the ground immediately surrounding you, which is just as well because the blood would have otherwise obfuscated the white-chalked summoning circle that surrounds the idols.
You're situated in the center of the room.
Against the north wall is a table, where there are two oil lamps and a number of other things, though you'll have to get closer to really inspect them.
Against the east wall is a running fountain pool of sorts—the stench of blood is strongest here.
Against the south wall is a large portrait, though without coming closer, you can't make out who those people in the portrait are.
Against the west wall is a closed wooden door. ]
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2 - CORRIDOR
No, it's more accurate to call it a corridor, for the room is simply the joining point for three other hallways and another door. Each hallway is adorned with glistening jewels and metals: the leftmost hallway has gold lining, while the middle hallway is adorned with silver and the right hallway has a copper-like bronze plating its walls.
Hanging from the closed door is a plaque, with strange markings etched into it:
You also can turn back around and go back down. ]
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3 - FOYER
A single wall lamp flickers unsteadily, as though the wick is nearly burnt out, so it's a little difficult to see—but. Unlike the other rooms, you feel like there could be an active danger here—for the whole room has been completely trashed, with jagged claw marks running down various pieces of furniture. You can't hear anything here, but. . .
The north wall is made entirely of glass, revealing a rather lush forest. It seems like it must be night time, given the faint light . . . There's also a glass door, but it's been boarded up.
The east side of the room has an ivory piano, which seems to be the only thing in the room that hasn't taken any damage at all.
The south side of the room has another boarded up door.
The west side of the room has several couches, which would look more comfy if they weren't torn to near shreds. There's also a fireplace and the accoutrement for fires, including a poker, a matchbox, and kindling. Well, the poker is bent, and the kindling's been knocked around everywhere, but it's all there! ]
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END
You've escaped successfully—now it's time to go home and nurse your wounds.
But first, please submit the evidence that reveals the one responsible for this event. One item turn-in only. ]
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