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 Betrayal at House on the Hill #2: 2spooky 
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Post Re: Betrayal at House on the Hill #2: 2spooky
Head to D2


Wed Jun 04, 2014 12:27 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
C, 3.


Wed Jun 04, 2014 3:04 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Turn Order
Miggles, Asklar, caekdaemon, Amazigh

Events
Amazigh I allocated your damage because you didn't.

Miggles/Darrin "Flash" Williams travels back through the Bloody Room and Upper Landing to find the Balcony (C,2), where he finds an Omen.
Dog: This mangy dog seems friendly. At least you hope it is.
Gain 1 Might and 1 Sanity now.
Lose 1 Might and 1 Sanity if you lose custody of the Dog.
Take a small monster token to represent the Dog. Put it in your room. Once during your turn, the Dog can move to any explored room up to 6 spaces away, using doors and stairs, and then return. It can pick up, carry, and/or drop 1 item before it returns.
The Dog isn't slowed by opponents. It can't use one-way passages or rooms that require a roll. It can't carry items that slow movement.
Haunt roll (6 omens in play): 6d3-6: 3,1,1,2,1,1 (-6); 3
...

Image
I Was a Teenage Lycanthrope
Relevant information is being sent to each of you. The traitor in this haunt is the haunt revealer, in this case, Miggles/Darrin "Flash" Williams.
The rest of you are on a team opposing him. Formulate your strategy wisely.
Play will restart with Miggles as the last player in the rotation, his monsters move after him.




Important Bits
Attic: When exiting, you must attempt a speed roll of 3+. If you fail, lose 1 might (but continue moving).
Catacombs: You can attempt a Sanity roll of 6+ to cross. If you fail, you stop moving.
Chapel: Once per game, if you end your turn here, gain 1 sanity.
Collapsed Room: You must attempt a Speed roll of 5+ to avoid falling. If you fail the roll, draw a basement tile and put it in play. You fall there and take 1 die of physical damage.
Furnace Room: If you end your turn here, take 1 point of physical damage.




House State
Upper Floor

Ground Floor

Basement





Current Player Information

Haunt has been revealed! See PM for your rules.
  • Small Item Pile (Balcony, Upper Floor)
    Items
    • Rabbit's Foot: Once during your turn, you can reroll 1 die.
    Omens
    • Spirit Board (Spirit Board ability, see this post)

  • Miggles : Darrin "Flash" Williams Werewolf
    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
    Omens
    • Dog (+1 Might +1 Sanity + Dog ability, see this post) OVERRIDDEN FOR THIS HAUNT
    Effects
    • 3 bonus trait points to allocate
  • Asklar : Prof. Longfellow
    Speed 2_2_4_(4)_5_5_6_6
    Might 1_2_(3)_4_5_5_6_6
    Sanity 1_3_(3)_4_5_5_6_7
    Knowledge 4_5_5_5_(5)_6_7_8
    Items
    Omens
    • Crystal Ball (Crystal Ball ability, see this post)
    • Ring (Can attack with Sanity instead of Might if opponent has Sanity)
    Effects
  • 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
    • Girl (+1 Sanity +1 Knowledge)
    Effects
  • Amazigh : Jenny LeClerc
    Speed 2_3_4_(4)_4_5_6_8
    Might 3_4_(4)_4_4_5_6_8
    Sanity 1_1_2_4_(4)_4_5_6
    Knowledge 2_3_(3)_4_4_5_6_8
    Items
    • Smelling Salts: Raises Knowledge to its starting value if below (You or another Explorer in the same room) (single use)
    Omens
    • Medallion: Immunity to the effects of the Pentagram Chamber, Crypt, and Graveyard.
    Effects


Thu Jun 05, 2014 5:43 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
>Go to the Organ Room (B,3) and use the secret stairways.


Thu Jun 05, 2014 5:57 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Go to the furnace room. Make silver bullets.


Thu Jun 05, 2014 1:48 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Allocate 2 points into might and 1 into speed. Move the dog to the foyer and myself to the organ room.


Thu Jun 05, 2014 6:20 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Head to D2.


Fri Jun 06, 2014 5:25 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Turn Order
Asklar, caekdaemon, Amazigh, Miggles, Miggles' Monsters

Events
Asklar/Prof. Longfellow stifles a shiver and heads down through the Organ Room into the Dusty Hallway (Basement B,3). Pretty uneventful.

caekdaemon/Vivan Lopez runs into the Furnace Room (D,3) to start making silver bullets to counter the lycanthropic meanace.
Knowledge roll: 5d3-5: 1,2,1,2,3 (-5);4
Sadly, Vivan can't muster the knowledge to find and smelt the silver correctly. She coughs on all the fumes, taking 1 physical damage.

Amazigh/Jenny LeClerc abandons the sooty Furnace Room and moves up, finding herself in the Wine Cellar (D,2), where she finds an item.
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.
While the Music Box is open, any explorer or monster with a Sanity trait that enters or starts its turn in the same room must make a Sanity roll of 4+. If the roll fails, the explorer or monster ends its turn as it is mesmerized by the music.
If an explorer or monster carrying the Music Box is mesmerized, it drops the Music Box. If the Music Box is open when it is dropped, it remains open.

Miggles/Darrin "Flash" Williams feels the rays of the full moon strenghtening him, giving him superhuman speed and strength. Flash gains 1 Might and 1 Speed. Flash then lopes back down the staircase, out for blood, and through many rooms, finallly ending up slavering down the secret stairs in the Organ Room (Ground Floor B,3)

Dog lopes along after its new master. Unfortunately, not boosted by the moon's rays, it can only get to the Foyer (Ground Floor C,4) before becoming exhausted.


Important Bits
Attic: When exiting, you must attempt a speed roll of 3+. If you fail, lose 1 might (but continue moving).
Catacombs: You can attempt a Sanity roll of 6+ to cross. If you fail, you stop moving.
Chapel: Once per game, if you end your turn here, gain 1 sanity.
Collapsed Room: You must attempt a Speed roll of 5+ to avoid falling. If you fail the roll, draw a basement tile and put it in play. You fall there and take 1 die of physical damage.
Furnace Room: If you end your turn here, take 1 point of physical damage.




House State
Upper Floor

Ground Floor

Basement





Current Player Information
Haunt has been revealed! See PM for your rules.

  • Small Item Pile (Balcony, Upper Floor)
    Items
    • Rabbit's Foot: Once during your turn, you can reroll 1 die.
    Omens
    • Spirit Board (Spirit Board ability, see this post)

  • Miggles : Darrin "Flash" Williams Werewolf
    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
    Omens
    • Dog (+1 Might +1 Sanity + Dog ability, see this post) OVERRIDDEN FOR THIS HAUNT
    Effects
    • 3 bonus trait points to allocate
  • Dog Monster
    Speed 4
    Might ?
    Sanity ?
    Knowledge ?
    Effects
    • Not Stunned
  • Asklar : Prof. Longfellow
    Speed 2_2_4_(4)_5_5_6_6
    Might 1_2_(3)_4_5_5_6_6
    Sanity 1_3_(3)_4_5_5_6_7
    Knowledge 4_5_5_5_(5)_6_7_8
    Items
    Omens
    • Crystal Ball (Crystal Ball ability, see this post)
    • Ring (Can attack with Sanity instead of Might if opponent has Sanity)
    Effects
  • 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
    • Girl (+1 Sanity +1 Knowledge)
    Effects
    • 1 physical damage to allocate
  • Amazigh : Jenny LeClerc
    Speed 2_3_4_(4)_4_5_6_8
    Might 3_4_(4)_4_4_5_6_8
    Sanity 1_1_2_4_(4)_4_5_6
    Knowledge 2_3_(3)_4_4_5_6_8
    Items
    • Smelling Salts: Raises Knowledge to its starting value if below (You or another Explorer in the same room) (single use)
    • Music Box (Music Box ability, see this post)
    Omens
    • Medallion: Immunity to the effects of the Pentagram Chamber, Crypt, and Graveyard.
    Effects


Fri Jun 06, 2014 9:25 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Can I make an attempt at making the Silver Bullets and then move?


Fri Jun 06, 2014 9:57 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
>Head to the furnace room and attempt to create silver bullets.


Sat Jun 07, 2014 4:18 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Yes, the only thing that stop your movement (beyond enemies and whatnot) are tile effects (like having to roll to go across a tile) and discovering a new room. You can attack and run away, move into a room and attempt rolls, attempt to open boxes or whatnot, use items, all that stuff.


Sat Jun 07, 2014 4:28 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Move the dog to the basement landing.
Move to the furnace and attack Prof. Longfellow.


Sat Jun 07, 2014 5:11 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Make an attempt at making the Silver Bullets, then move straight north and do not stop upon entering an unexplored room. Keep going till all speed points are depleted.

Amazigh, I sure hope you get the gun. With two attempts on the bullets we should hopefully have one of them succeed. Damn it, we needed more players for this one.


Sat Jun 07, 2014 12:10 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
caekdaemon wrote:
do not stop upon entering an unexplored room.

You must always stop upon entering a new room.
Da Rules wrote:
Changes Made for Forum
  • ...
  • Characters can move only one space into unknown territory


Sat Jun 07, 2014 4:48 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Oh. I apologise, I was thinking of the real life version then :p That's what I get for not reading the rules thoroughly enough.

Create Silver Bullets. Regardless of success or fail, head to the secret staircase then go to the ground floor. Move as close as possible to the grand staircase.


Sat Jun 07, 2014 8:13 pm
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