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  #1  
Old 12-31-2012, 08:58 AM
Aki1024 Aki1024 is offline
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Default Let's Play Betrayal at House on the Hill

Betrayal is about a group of people who explorer a house. About midway into the game, someone betrays the others and one of fifty scenarios take place (based on the conditions that caused the haunt).

In the majority of Haunts, one player is singled out as The Traitor, who has secretly lured these fools to their doom. The Traitor often gains special powers or commands minions, and must defeat the players before they can unmake his nefarious schemes.

The game runs up to six players. I want to have a channel of communication via Skype, Steam, and/or GTalk in addition to the forum to both poke people about moving, and talk them though their turn.

Girl (orange), Jock (red), Young Woman (purple), Woman (blue), Boy (green), Old Man (white)

Each character has four stat sliders. When the game tells you to gain 1 Speed, you move your Speed marker up one position on the slider. This may or may not alter the number of dice you have. The different characters have different growths in addition to their various starting stats.

If any of your stats falls down to the X, you die.

As for the specific stats:

Physical Traits:
Speed: Each turn, you can travel one room per point of Speed. It is also used to avoid traps.

Might: The primary means of attacking. There are weapons that can increase your attack dice pool.

Mental Traits:
Sanity: Usually used to overcome things that scare you. Rarely, it can be used for a mental attack instead.

Knowledge: Used to research things or solve problems.

When the game calls for you to make a stat check, you roll a number of dice equal to your stat. The dice are unusual six-sided dice: their faces have the values 0, 0, 1, 1, 2, 2. So if the game asks for you to make a Might check of 3+ and you have a Might of 3, you roll three dice and hope to get a total of 3 or higher. I'll roll dice via an online dice roller.

The mansion is divided into three areas: the attic, the floor, and the basement. At the start of the game, all of the explorers are at the entrance to the mansion on the floor level. There is a staircase that leads to the attic, but the basement is initially inaccessible. You'll need to do some exploration to find a way down.

And that's basically all you need to know in order to play.

Cast:
SSD as the Creepy Little Girl, aspiring doctor or doll collector (orange)
DN as The Jock, Track star or Football star (red)
GGQ as Old Man, Professor or Reverend (white)
DDP as the Paper route Boy, bug collector or Geek (green)
Shmo as the Pyro Lady or Gipsy (blue)
Namlak as the Young Woman, Bookworm or Miss Perfect (purple)

To play, you must be connected to me via Skype, Steam, and/or GTalk. This is a turn based game, in which inactive players don't have much action. Each player's turn is limited to two week days (able to be shorter based on feedback). If a player's turn ends sooner, all the better. The next player's time starts on the next day.

All the toons are taken, but if you are interested in playing, post that you are interested in being a replacement if necessary.

Last edited by Aki1024; 01-01-2013 at 08:55 PM. Reason: Zombies ate my neighbors
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  #2  
Old 12-31-2012, 08:59 AM
Aki1024 Aki1024 is offline
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Current board:

Path: connected rooms by mossy passage
Drip: All trait rolls are -1 die (min 1) (I incorrectly told several that this would reduce the collar's roll by 1 die.)
S: Smoke: All trait rolls are at -2 dice in this room (min 1). LOS is blocked.
Open: The vault has been opened.
M: The medallion item.
Dog: GGQ's SSD's doggy


Haunt: Guillotines

Turn order and stats/items:
Shmo: Vivian Lopez (Dead, Bite)
Sp: >X 3 4 4 4 4 6 7 8
Mi: >X 2 2 2 4 4 5 6 6
Sa: X 4 4 >4 5 6 7 8 8
Kn: X 4 5 >5 5 5 6 6 7
Collar, Bottle, Lucky Stone, Key, Key, Webs (The man over the speaker couldn't get a collar on her without removing the webs), Bite [items]

Namlak: Heather Granville (DEAD, collar snapped)
Sp: X 3 3 >4 5 6 6 7 8
Mi: X 3 3 >3 4 5 6 7 8
Sa: X 3 >3 3 4 5 6 6 6
Kn: X 2 3 3 4 >5 6 7 8
Collar (One key used), Revolver (speed weapon, +1 die, los shot), Music Box (When open, Sanity 4+, failure loses turn), Skull, Key
[Items] [Items]

[Collar Timer ticks here], Next tick is 5s. Collars 5 and below must roll 3d3-3 at 5+ to live.
GGQ has the first collar. (DEAD)
DN has the second collar. (Traitor)
Namlak has the third collar. (DEAD)
Shmo has the fourth collar. Collar removed. Hero (DEAD)
DDP has the fifth collar. (DEAD)
SSD has the sixth collar. Collar removed. Hero

There is one hidden traitor.

SSD: Missy Dubourde
Sp: X 3 >4 5 6 6 6 7 7
Mi: X 2 3 3 3 >4 5 6 7
Sa: X 1 2 >3 4 5 5 6 7
Kn: X 2 3 4 4 5 >6 6 6
Collar, Book, Key, Key, Key, Dog, Blood Dagger, Revolver

DN: Darrin "Flash" Williams
Sp: X 4 4 4 >5 6 7 7 8
Mi: X 2 >3 3 4 5 6 6 7
Sa: X 1 2 3 >4 5 5 5 7
Kn: X >2 3 3 4 5 5 5 7
Collar, Holy Symbol, Dark Dice, Ring, Grave Dirt (Lost as hidden traitor was revealed), Key[Items] [Event]

GGQ: Professor Longfellow (DEAD, collar snapped)
Sp: X 2 2 4 >4 5 5 6 6
Mi: X 1 2 3 >4 5 5 6 6
Sa: X 1 3 3 >4 5 5 6 7
Kn: X 4 5 5 >5 5 6 7 8
Collar, Medallion, Dog

DDP: Brandon Jaspers (DEAD, collar snapped)
Sp: X 3 >4 4 4 5 6 7 8
Mi: X 2 3 3 >4 5 6 6 7
Sa: X 3 3 3 >4 5 6 7 8
Kn: X 1 3 3 >5 5 6 6 7
Collar One key used, Madman, Key

Green indicates starting stat, and the Red marker > points to the current stat. If you would gain one speed, your speed slider would move up one slot.

Last edited by Aki1024; 01-10-2013 at 10:05 PM.
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  #3  
Old 12-31-2012, 09:00 AM
darknietzsche darknietzsche is offline
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Sounds fun! put me down as number 2 because who really wants to be number 1.
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  #4  
Old 12-31-2012, 09:19 AM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by darknietzsche View Post
Sounds fun! put me down as number 2 because who really wants to be number 1.
I assume you mean the second toon, not the second turn. Turn order gets decided after all the players have sat down at the table. If not, let me know.

Last edited by Aki1024; 12-31-2012 at 09:35 AM.
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  #5  
Old 12-31-2012, 02:04 PM
sunshineduck sunshineduck is offline
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i've always wanted to be a girl
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  #6  
Old 12-31-2012, 05:37 PM
darknietzsche darknietzsche is offline
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Quote:
Originally Posted by Aki1024 View Post
I assume you mean the second toon, not the second turn. Turn order gets decided after all the players have sat down at the table. If not, let me know.
I just meant if you were going to create a list of people playing put me as number 2 and not number 1 :| also ssd would be best girl
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  #7  
Old 12-31-2012, 06:05 PM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by sunshineduck View Post
i've always wanted to be a girl
The figurine for the little girl reminds me of Annie and Tibbers.

Quote:
Originally Posted by darknietzsche View Post
I just meant if you were going to create a list of people playing put me as number 2 and not number 1 :| also ssd would be best girl
Ah, ok. You are Slot #2. Do you want to pick a toon, or just leave that to fate?
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  #8  
Old 12-31-2012, 06:15 PM
darknietzsche darknietzsche is offline
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I do not care either way. I thought initially that we were going to be assigned the toons. I think you can leave me as the jock if you want.
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  #9  
Old 12-31-2012, 06:32 PM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by darknietzsche View Post
I do not care either way. I thought initially that we were going to be assigned the toons. I think you can leave me as the jock if you want.
I see the un-clearness. Altered. ^.^
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  #10  
Old 12-31-2012, 07:05 PM
GGQ GGQ is offline
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I'll take the old professor
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  #11  
Old 12-31-2012, 07:19 PM
Aki1024 Aki1024 is offline
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Welcome GGQ. ^.^
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  #12  
Old 12-31-2012, 07:26 PM
Duck Duck Pwn Duck Duck Pwn is offline
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i'll be the paper boy
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  #13  
Old 12-31-2012, 08:12 PM
Aki1024 Aki1024 is offline
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Welcome DDP. Are you the bug collector or the computer geek?

@All: Note that there is a lot of public information in this game until the Haunt is reveled. We don't know who the traitor is. Let me say that again. We don't know who the traitor is. Not even the GM. The players actions will indirectly influence who the traitor is.

Last edited by Aki1024; 12-31-2012 at 08:54 PM.
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  #14  
Old 01-01-2013, 02:59 AM
shmo55 shmo55 is offline
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can i be the pyro woman
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  #15  
Old 01-01-2013, 11:31 AM
Duck Duck Pwn Duck Duck Pwn is offline
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i thought i was a paper boy aki

but if i have to choose i'll be the geek
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  #16  
Old 01-01-2013, 11:43 AM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by shmo55 View Post
can i be the pyro woman
Welcome Shmo.

Quote:
Originally Posted by Duck Duck Pwn View Post
i thought i was a paper boy aki

but if i have to choose i'll be the geek
The little boy looks like a paper boy to me. I only recently read his background to know how what his two sides are like. It's still the same toon.
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  #17  
Old 01-01-2013, 08:54 PM
soccernamlak soccernamlak is offline
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In for Miss Perfect
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  #18  
Old 01-01-2013, 09:00 PM
sunshineduck sunshineduck is offline
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miss altitude 2013
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  #19  
Old 01-01-2013, 09:21 PM
Aki1024 Aki1024 is offline
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The six of you arrive at the house up on the hill late on a Tuesday night. Several of you are still recovering from last night's New Year celebrations. Each armed with a flashlight, you are prepared to explore the creepy house.

As you walk inside, the door slams shut. One of you run to the door only to find that the handle won't turn and the door won't budge. It appears the only way to go now is further into the house. Good luck.

It is Shmo's turn. She has a speed of four, allowing for four squares of movement. This allows her to get to just about any room known, and all option rooms. The door leading to the basement is locked from the other side.
Time limit: 2pm MT Thursday.

Last edited by Aki1024; 01-01-2013 at 09:23 PM.
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  #20  
Old 01-01-2013, 09:49 PM
Aki1024 Aki1024 is offline
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Shmo wanders upstairs and finds the Game Room (Event).

Phone Call: A phone rings in the room. Shmo feels compelled to answer it. On the other side is a sweet old granny's voice. "I'm here, Sweetums! Give me a kiss!" - 2d3-2=1
Shmo takes 1 die of mental damage. (1d3-1=1)

Shmo choose Knowledge to receive the 1 point of damage.

*board updated

It is Namlak's Turn.

Last edited by Aki1024; 01-01-2013 at 09:59 PM.
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  #21  
Old 01-01-2013, 09:59 PM
GGQ GGQ is offline
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Do we now know which room is the Game Room?
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  #22  
Old 01-01-2013, 10:11 PM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by GGQ View Post
Do we now know which room is the Game Room?
Yes! It was option 5. The board has been updated to reflect this.
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  #23  
Old 01-01-2013, 10:39 PM
Aki1024 Aki1024 is offline
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Namlak agrees with Shmo about exploring upstairs. She finds the Operating Laboratory, which has an event.

The Walls: This room is warm. Flesh-like walls pulse with a steady heartbeat. Namlak's heart beats with the rhythm of the house. She is drawn into the walls... and emerges somewhere else. In the storage room in the basement. Namlak finds a revolver on the floor.

Note: This event is not persistant. Namlak can't return though the wall, nor can others follow her there.

Revolver: Weapon: The revolver allows you to attack with Speed instead of Might (opponent defends with speed). You gain 1 additional dice to your attack roll. You can attack anyone within line of site (open doorways between you and them. If they are not in the same room as you, a superior defense does not cause damage to you.
(like all weapons) You can't use another weapon while you're using this one.

It is SSD's turn. She can move to any option room labeled in the current board.

Last edited by Aki1024; 01-01-2013 at 10:43 PM.
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  #24  
Old 01-02-2013, 12:27 AM
shmo55 shmo55 is offline
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Can namlak attack us whenever he likes?
Or does someone have to be deemed "traitor" first?
Or does attacking someone make him the traitor?
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  #25  
Old 01-02-2013, 01:38 AM
Aki1024 Aki1024 is offline
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No one can die or attack before the traitor is reveled. On attack, if you would deal more then 2 damage, you have the option to steal things from then instead of dealing damage.
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  #26  
Old 01-02-2013, 02:30 AM
Aki1024 Aki1024 is offline
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The little girl thinks the ground floor is just fine, exploring the room east of the foyer (Option 4). She finds a Coal Chute and slides down to the basement. SSD is confused to see Namlak in the basement... didn't she go upstairs?

SSD heads north and finds a Creaky Hallway. As uneventful as the room is, SSD quickly gets bored and wonders west finding a creaky bridge running along a Chasm.

The Chasm requires a speed check to cross. On success, you are free to continue moving. On failure, you are unable to leave the room for that turn. The Chasm remembers what side of the room you are in if your turn ends in the room.

SSD could care less about danger as she continues running. She safely (5d3-5=3) makes it across and runs out of movement spaces.

It is now DN's turn.
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  #27  
Old 01-02-2013, 04:04 AM
Aki1024 Aki1024 is offline
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DN runs upstairs and to the east, finding the Mystic Elevator.

Using the Mystic Elevator, 2d2-2 dice are rolled (result of 0-4). 4: You control the elevator. It's exit moves to any unexplored entry way. 3: Elevator moves upstairs to an unexplored exit. 2: Elevator moves to ground floor to an unexplored exit. 1: Elevator moves to basement to an unexplored exit. 0: Elevator does the same as 1, but does so by falling there, crashing to the ground and dealing 1 physical die of damage to everyone in the elevator.

Deciding that an elevator is to slow for Mr. Flash himself, DN leaves the elevator and heads south, finding the Gallery and finding the Holy Symbol on a chair.

Holy Symbol: A symbol of calm in an unsettling world. Gain 2 Sanity now. Lose 2 if you lose the Holy Symbol.
Haunt Roll, Holy Symbol (6d3-6=6) This is not the haunt. Play continues.

It is GGQ's turn.

GGQ travels west and finds a Graveyard. Whoops! He feels a body under his foot. >.> Before he can leap away from it, he gets knocked over. A giggling voice runs away from him.
GGQ loses 1 random item. 1d0=0.

When leaving the Graveyard, a sanity 4+ roll is required. If failed, you lose 1 Knowledge.

It is now DDP's turn.

Last edited by Aki1024; 01-02-2013 at 04:36 AM.
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  #28  
Old 01-02-2013, 04:49 AM
GGQ GGQ is offline
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Epic fail turn.
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  #29  
Old 01-02-2013, 06:52 AM
Aki1024 Aki1024 is offline
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DDP walks to the east from the entrance into the Kitchen. He has food now. gg all.

jk

In the Kitchen, he finds a Madman, which is an omen. A haunt roll is made now.

Madman: A raving, frothing madman.
Gain 2 Might and lose 1 Sanity now. Reverse this should you lose custody of the Madman. This omen can't be dropped, traded, or stolen.

Haunt roll, Madman (6d3-6=3) Higher then 2 (total omens revealed). This is not the haunt.

After the first round, this was the board:

This is not the current board.
There are 12 basement tiles, 13 ground tiles, and 15 upper floor tiles. Many tiles are able to be placed on multiple floors and are double counted. There are 28 rooms left.

It is now Shmo's turn. Shmo can get to U1, U2, U3, G3.

Last edited by Aki1024; 01-02-2013 at 07:29 PM.
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  #30  
Old 01-02-2013, 07:17 AM
Aki1024 Aki1024 is offline
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Shmo heads west and finds the Research Laboratory, which holds an Event.
Webs: Casually you reach up to brush some webs aside... but they won't brush way. They cling. Event: Webs: Might Roll (2d3-2=3) 3: You're stuck.
Any player can attempt to free Shmo (even herself). On a 4+ they succeed. Anyone failling an attempt can't move for the rest of that turn. After 3 unsuccessful attempts, Shmo will be freed and can move on the next turn.

It is Namlak's turn.

Last edited by Aki1024; 01-02-2013 at 07:24 AM.
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  #31  
Old 01-02-2013, 07:28 AM
shmo55 shmo55 is offline
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pls halp :'(
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  #32  
Old 01-02-2013, 07:29 AM
soccernamlak soccernamlak is offline
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ddp will save you
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  #33  
Old 01-02-2013, 07:36 AM
Duck Duck Pwn Duck Duck Pwn is offline
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im not even close to him lol
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  #34  
Old 01-02-2013, 07:38 AM
soccernamlak soccernamlak is offline
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I just said you because of your 6 might. But yeah, shmo kinda sol right now
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  #35  
Old 01-02-2013, 07:41 AM
GGQ GGQ is offline
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Quote:
Originally Posted by Duck Duck Pwn View Post
im not even close to him lol
You do have a ****load of might now, though. Everyone else has only 3. It would take you two turns to get there, which would save shmo two turns of trying to free himself (assuming he doesn't get really lucky on rolls). Your call.

On the other hand, DN could get there this turn and hope to get lucky with his 3 die.

Last edited by GGQ; 01-02-2013 at 07:48 AM.
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  #36  
Old 01-02-2013, 07:47 AM
Aki1024 Aki1024 is offline
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Namlak heads out of the storeroom and to the north. A smile cracks her lips as she sets her eyes on all the wine she finds. Namlak has entered the Wine Cellar. She moves a box out of the way to get to her first bottle of wine, opens the bottle, but before drinking wonders what kind of box she just moved. It's very detailed with skulls and gems. She found the Music Box.

Music Box: A hand-crafted antique. It plays a haunting melody that gets stuck in your head.
Once per turn, you can open or close the Music Box. (it starts closed).
While the box is open, anything that enters the room or starts it's turn in the room must make a Sanity roll of 4+. Fail this roll and it's turn ends.
If the person carrying the box is mesmerized, the box is dropped, open, on the floor.

SSD's turn begins. She heads to the west out of the Chasm and into the Junk Room. This room has an Omen in it and opens in all four directions.

When exiting the Junk Room, you must make a Might roll of 3+. Fail this roll, lose 1 speed.

SSD found the Book. She gains 2 knowledge now, and will lose 2 knowledge should she lose posession of the Book. Make a haunt roll now.

Haunt roll: Book (6d3-6=5) Higher then 3 (total omens), this is not the haunt.

It is now DN's turn.
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Old 01-02-2013, 09:59 PM
Aki1024 Aki1024 is offline
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Default Bloody Room, Dark Dice found

DN travels south and finds himself in a relatively empty room, minus the blood. It's everywhere. Was someone murdered in here? Or was this the product of a goat sacrifice? It couldn't have been just one living thing killed... there is so much blood.

This Bloody Room has exits to all four sides.

In the corner DN finds a blood soaked shirt. Lifting it reveals a set of dice under it. He is unsure how, but DN can feel that these are not normal dice. As he picks up the three of them, he hears a voice in his head explaining the consequences of rolling these Dark Dice.

Dark Dice: Are you felling lucky? (Roll 3d3-3)
6: Move to the location of any explorer not revealed as a traitor.
5: Move one other explorer in the same room into an adjacent room.
4: Gain 1 in a physical trait.
3: Immediately move into an adjacent room (no movement cost).
2: Gain 1 in a mental trait.
1: Draw an event card.
0: Nearly die. All traits reduced to just above X. Discard Dark Dice.

Dark Dice in Bloody Room (3d3-3=2), DN choose to gain 1 Knowledge.

It is now GGQ's turn.

Last edited by Aki1024; 01-02-2013 at 10:16 PM.
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  #38  
Old 01-02-2013, 10:47 PM
Aki1024 Aki1024 is offline
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GGQ heads to G3. Leaving Graveyard. Sanity 3+ (3d3-3=0), lost 1 Knowledge.

This room is lined with 3 pew rows facing a large organ. Some of the keys are broken from the instrament. This room holds another event for you.

GGQ found a Secret Passage leading from the Organ room into the Kitchen. It's moldy and damp inside. Any explorer may spend a movement point to get from one room to the other. (The passage itself doesn't cost a movement point.)

Organ Room: Secret Passage (3d3-3=2) (any ground floor room)

Fascinated with the organ, GGQ begins playing some songs. Alas, every 5th key he hits is off as the organ is in need of repair.

It is now DDP's turn.
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  #39  
Old 01-03-2013, 01:31 AM
Duck Duck Pwn Duck Duck Pwn is offline
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sorry shmo i can't count apparently i thought i could save you from g3
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Old 01-03-2013, 01:41 AM
Aki1024 Aki1024 is offline
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Default Ballroom, Drip... Drip... Drip...

DDP travels south of the Organ room, finding the Ballroom.

Drip... Drip... A rhythmic sound that needles at your brain. This room gains the Drip token. Each explorer rolls 1 fewer die (minimum of 1) on all trait rolls while in this room.


After the second round, this was the board:

This is not the current board.

It is now Shmo's turn. So, it seems Shmo's cries for help have gone unanswered. She attempts her might vs the webs.
Shmo's Might vs Webs, 4+ (2d3-2=2), 1st failure.

It is now Namlak's turn.

Last edited by Aki1024; 01-03-2013 at 02:55 AM.
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