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 Betrayal at House on the Hill 
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happy carebear mom
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Post Re: Betrayal at House on the Hill
You should choose a target for the mystic slide as well, either in the case of success or failure, otherwise I just have to decide randomly.


Sun Jan 05, 2014 5:12 pm
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Post Re: Betrayal at House on the Hill
B2


Sun Jan 05, 2014 9:47 pm
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Post Re: Betrayal at House on the Hill
"Kinda sorta."

> Stick with caek/Vivan and head left.


Mon Jan 06, 2014 5:33 am
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Post Re: Betrayal at House on the Hill
I should mention that stunned enemies skip a turn (next turn they will not move) and they are not counted as movement penalties like normal.




Turn Order
caekdaemon, Cavecricket48, CrazyMLC, Amazigh, Miggles, maart3n

Events
caekdaemon/Vivan Lopez feels a chill go down her spine, as if something sinister just entered the house. Acting on her instincts, she moves left into the Coal Chute, falling down it in surprise to land at the Basement Landing (A2, Basement D2). Well, at least you know it's there now.

CaveCricket48/Zoe Ingstrom follows Vivian down the Coal Chute and ends up in the Basement Landing (A2, Basement D2).

CrazyMLC/Peter Akimoto moves right through the door into the Game Room, where an event happens.
Night View: You see a vision of a ghostly couple walking the grounds, silently strolling in their wedding best. You must attempt a knowledge roll.
6d3-6: 2,2,1,1,2,1 (-6); 3
You pull back in horror, unable to watch.

Amazigh/Fr. Rhinehardt passes through the secret passage again into the Library and then through the Upper Landing into the Bloody Room (Top D2, C2, C1). The blood painting the walls and floor horrifies him, but he spies an item on the ground and picks it up.
Bottle An opaque vial containing a black liquid. Once during your turn after the haunt is revealed, you can roll 3 dice and drink from the bottle. Discard this item after you use it.


Miggles/Darrin "Flash" Williams passes Fr. Rhinehardt on his way through the secret passage and emerges in the Chapel, running through the Creaky Hallway and into the Organ Room, where he hops on the mystic slide, attempting to steer it to the Servants' Quarters.
Might roll, 3d3-3: 3,2,2 (-3); 4
Flash loses control of the slide and he falls into the Larder (Basement D4), landing harder than he anticipated on top of a cabinet, and takes 1 die of physical damage.
1d3-1: 2 (-1); 1
He finds an item in the wreckage of the cabinet though.
Dynamite: The fuse isn't lit... yet.


maart3n/Heather Granville moves left into the Furnace Room (C3), where she finds another omen. The furnace has apparently not been cleaned in years, and Heather chokes on the large volume of coal dust filling the air, taking 1 point of physical damage. (Maart the spear is an omen so I just didn't have you use the crystal ball for it. You can only work with events and items.)
Spear: A weapon pulsing with power.




Vivian's Doppelganger moves quickly (4 speed roll, 4d3-4: 1,3,3,1 (-4); 4), and sprints after her, travelling through the Foyer, Gardens, Abandoned Room, and down the Coal Chute to land in the Basement Landing (D2, C2, B2, A2, Basement D2) and attacks her.
Attack, 2d3-3: 1,1 (-2); 0
Defend, 2d3-3: 3,2 (-2); 3
Vivian fends off the attack and stuns her evil twin but feels her strength sapped away by the magical energies that spawned it and takes 1 point of damage in each of her traits.

Zoe's Doppelganger literally rockets (4 speed roll, 4d3-4: 3,2,3,3 (-4); 7) and follows Vivian's doppelganger down the coal chute and attacks Zoe.
Attack, 3d3-3: 1,3,3 (-3); 4
Defend, 3d3-3: 3,2,3 (-3); 5
Zoe also fends off and stuns her attacker, stunning it in the process, but the evil twin's touch leaves her feeling drained, taking 1 point from each of her traits.

Peter's Doppelganger trips over its own feet after a few steps (4 speed roll, 4d3-4: 2,1,1,2 (-4); 2), getting through the Foyer and into the Dining Room (D2, E2) before tripping.

Fr. Rhinehardt's Doppelganger walks quickly in pursuit of its quarry (3 speed roll, 3d3-3: 2,3,2 (-3); 4), proceeding through the Foyer and up the Grand Staircase to the Uppper Landing and ending in the Bloody Room, where it savagely beats Fr. Rhinehardt.
Attack, 2d3-2: 2,2 (-2); 2
Defend, 2d3-2: 3,2 (-2); 3
Fr. Rhinehardt manages to fend off and stun the evil twin but at the cost of touching it, feeling the monster sap his strength and wit, taking 1 point in each trait.

Flash's Doppelganger, using its superhuman speed (6d3-6: 3,3,3,3,2,1 (-6); 9), races past everyone, flashing through the Foyer, Gardens, Abandoned Room, and down the Coal Chute to land in the Basement Landing, continuing through the Servants' Quarters to the Larder (D2, C2, B2, A2, Basement D2, D3, D4), where it pounces on Flash.
Attack, 3d3-3: 3,3,1 (-3); 4
Defend, 3d3-3: 1,2,3 (-3); 3
Flash is pummeled mercilessly by his evil twin, receiving both bruises and the magical energy sapping his fellow heroes are experiencing, taking 1 point of physical damage in addition to 1 in each of his traits.

Heather's Doppelganger runs in pursuit of Heather (3d3-3: 2,3,3 (-3); 5), following its fellows through the Foyer, Gardens, Abandoned Room, and down the Coal Chute and into the Servants' Quarters (D2, C2, B2, A2, Basement D2, D3), but can't run any further.




Important Bits
Chapel: Once per game, if you end your turn here, gain 1 sanity.
Coal Chute: Direct one-way ticket to the basement. Traveling to the basement using this method does not count as a movement, nor does it stop you from moving.
Furnace Room: If you end your turn here, take 1 point of physical damage.
Graveyard: When attempting to leave this room you must attempt a sanity roll of 4+. If you fail, lose 1 knowledge but continue moving.
Library: Once per game, if you end your turn here, gain 1 knowledge.
Mystic Elevator: Once per turn, roll 2 die and move this room next to any open door on: 4, any floor; 3, Upper; 2, Ground; 1, Basement; 0, Basement then take 1 die of physical damage




House State
Top Floor

Ground Floor

Basement





Current Player Information

Haunt has been revealed! See the post for rules.
  • Blue Doppelganger (stunned)
    Speed: 4; Might: 2; Sanity: 6; Knowledge: 5;
  • Yellow Doppelganger (stunned)
    Speed: 4; Might: 3; Sanity: 5; Knowledge: 3;
  • Green Doppelganger
    Speed: 4; Might: 3; Sanity: 4; Knowledge: 6;
  • Gray Doppelganger (stunned)
    Speed: 3; Might: 2; Sanity: 7; Knowledge: 5;
  • Red Doppelganger
    Speed: 6; Might: 3; Sanity: 4; Knowledge: 3;
  • Purple Doppelganger
    Speed: 3; Might: 3; Sanity: 3; Knowledge: 5;

  • caekdaemon : Vivan Lopez
    Speed 3_4_4_(4)_4_6_7_8
    Might 2_2_(2)_4_4_5_6_6
    Sanity 4_4_(4)_5_6_7_8_8
    Knowledge 4_5_5_(5)_5_6_6_7
    Items
    Omens
    • Holy Symbol (+2 sanity, -2 sanity on loss)
    Effects
  • CaveCricket48 : Zoe Ingstrom
    Speed 4_4_4_(4)_5_6_8_8
    Might 2_2_3_(3)_4_4_6_7
    Sanity 3_4_(5)_5_6_6_7_8
    Knowledge 1_2_(3)_4_4_5_5_5
    Items
    Omens
    Effects
  • CrazyMLC : Peter Akimoto
    Speed 3_3_3_(4)_6_6_7_7
    Might 2_3_(3)_4_5_5_6_8
    Sanity 3_4_4_(4)_5_6_6_7
    Knowledge 3_4_(4)_5_6_7_7_8
    Items
    Omens
    • Book (+2 knowledge, -2 knowledge on loss)
    • Medallion (Immunity to Pentagram Chamber, Crypt, and Graveyard)
    Effects
  • Amazigh : Fr. Rhinehardt
    Speed 2_3_(3)_4_5_6_7_7
    Might 1_2_(2)_4_4_5_5_7
    Sanity 3_4_5_5_(6)_7_7_8
    Knowledge 1_3_3_(4)_5_6_6_8
    Items
    • Bottle (see post for effects)
    Omens
    Effects
  • Miggles : Darrin "Flash" Williams
    Speed 4_4_4_5_(6)_7_7_8
    Might 2_3_(3)_4_5_6_6_7
    Sanity 1_2_(3)_4_5_5_5_7
    Knowledge 2_3_(3)_4_5_5_5_7
    Items
    • Dynamite (see post for effects)
    Omens
    Effects
    • 2 points physical damage to allocate
  • maart3n : Heather Granville
    Speed 3_3_(4)_5_6_6_7_8
    Might 3_3_(3)_4_5_6_7_8
    Sanity 3_3_(3)_4_5_6_6_6
    Knowledge 2_3_3_4_(5)_6_7_8
    Items
    Omens
    • Crystal Ball (Crystal Ball ability, see this post)
    • Spear (+2 might attack dice, max 8 )
    Effects


Mon Jan 06, 2014 6:54 am
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Post Re: Betrayal at House on the Hill
"W-was that a ghost? This some kind of, uh, haunted house? And what was that noise? Did someone trip...? Whatever, I'm sure it's nothing."

Race up north to F, Zero.


Mon Jan 06, 2014 7:17 am
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Post Re: Betrayal at House on the Hill
Charge my evil doppelganger!


Mon Jan 06, 2014 8:07 am
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Post Re: Betrayal at House on the Hill
Don't forget to allocate your damage.


Mon Jan 06, 2014 8:15 am
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Post Re: Betrayal at House on the Hill
You guys can talk amongst yourselves outside of making actions, and in fact I'd suggest it since you're all dying very quickly while separated.


Mon Jan 06, 2014 5:06 pm
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Post Re: Betrayal at House on the Hill
"What the hell are those?!? We need to find the others!"
Go left and then down if possible to get to the furnace room.
"I think there is one outside the door, let's try to go around."


Mon Jan 06, 2014 5:23 pm
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Post Re: Betrayal at House on the Hill
caek: Staying in the furnace room will deal damage to you.

"caek/Vivan, it's too dangerous there! Follow me!"

> Head 1 room down. Politely ask maart/Heather to pass me the crystal and spear. If she does, attack maart's doppleganger's with the spear, and then hand both items over to caek/Vivan.


Last edited by CaveCricket48 on Mon Jan 06, 2014 7:09 pm, edited 3 times in total.



Mon Jan 06, 2014 5:37 pm
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happy carebear mom
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Post Re: Betrayal at House on the Hill
1. I'd suggest you all group up and attempt to fight off each other's doppelgangers.
2. You can pass the crystal ball between each other, attempting to fight off each of your doppelgangers, if you are in the same room. The last person, turn order wise, in the room has to decide where it ends up at the end of their turn however. For instance:
Code:
Turn order: A, B, C, D, E
In room: A, D, E
A's action: Fend off my doppel, give crystal ball to D
D's action: Fend off my doppel, give crystal ball to E
E's action: Fend off my doppel, keep crystal ball
OR
Fend off my doppel, give to person with least might after combat
OR
Fend off my doppel then run left and up, abandoning my comrades because I'm a terrible friend

Note the last is a ♥♥♥♥ move and a recipe for failure.


Mon Jan 06, 2014 5:39 pm
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Post Re: Betrayal at House on the Hill
Drink from the Bottle, head through the passage.


Mon Jan 06, 2014 5:45 pm
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Post Re: Betrayal at House on the Hill
New action!
Follow Zoe! If my doppelganger attacks, use the crystal ball and beat it's skull in!
"Alright, I'll follow you!"


Mon Jan 06, 2014 6:31 pm
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Post Re: Betrayal at House on the Hill
take damage in speed

Caek, you are aware that only I can kill my doppelganger? I also hold the orb at the moment and have the spear....
maybe you should just punch her lights out and I'll kill her but this isn't a viable tactic.(I think)


Mon Jan 06, 2014 6:46 pm
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Post Re: Betrayal at House on the Hill
According to duh, anyone of us can kill any doppleganger as long as we have the orb. Read my action, too.


Mon Jan 06, 2014 6:47 pm
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