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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
C, 0, top floor.


Thu May 29, 2014 6:32 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Brandon automatically dies unless mikolaj007 actions within the next 8 hours, starting from this post. You've had quite a bit of time (around 38 hours) to do so.


Thu May 29, 2014 3:32 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Turn Order
Miggles, Asklar, caekdaemon, Amazigh

Events
mikolaj007/Brandon Jaspers drops to the floor, dead, without a sound. He appears to have no wounds on him, a victim of the unearthly forces present in the mansion.

Miggles/Darrin "Flash" Williams runs up the main hallway and into the upper landing, then north to (Upper Floor C,0), where he finds himself in the Attic.
Attic: When exiting, you must attempt a speed roll of 3+. If you fail, lose 1 might (but continue moving).
Also, an event happens.
Closet Door: That closet door is open... just a crack. There must be something inside.
Put the Closet token in this room.
Once during an explorers turn, that explorer can roll 2 dice to open the Closet:
4 Draw an item card.
2-3 Draw an event card.
0-1 Draw an event card and remove the Closet token.


Asklar/Prof. Longfellow ambles along the hallway and chooses the second door on his left, finding himself in the Dining Room (B,4). Sitting on the table is a Crystal Ball that he feels compelled to pick up and take with him.
Crystal Ball: Hazy images appear in the glass.
Once during your turn after the haunt is revealed, you can attempt a knowledge roll to peer into the Crystal Ball:
4+: You see the truth. Search the item or event stack for a card of your choice. Shuffle the stack and place the card on top.
1-3: You avert your eyes. Lose 1 sanity.
0: You stare into hell. Lose 2 sanity.
Haunt roll: 6d6-3: 1,1,3,2,1,2 (-6); 4 (1 omen in play, no haunt)

caekdaemon/Vivan Lopez traipses to the first door on the right and promptly falls face-first down the coal-chute, landing unceremoniously in the coal pile in the Basement Landing (Basement C,3). Ouch!

Amazigh/Jenny LeClerc goes the exact opposite direction of Vivian and finds herself in the Creaky Hallway, which has a chair in it and nothing else. The chair is very old and creaky, giving this room its name.
...
Well, that's boring.


Important Bits
Attic: When exiting, you must attempt a speed roll of 3+. If you fail, lose 1 might (but continue moving).




House State
Upper Floor

Ground Floor

Basement





Current Player Information

  • 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
    Omens
    Effects
  • 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)
    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
    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
    Omens
    Effects


Fri May 30, 2014 1:23 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Head to A5


Fri May 30, 2014 1:42 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
"Interesting. Let's hope it's not a bad idea to take this."

>Move to (B,3).


Fri May 30, 2014 2:19 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
"Ow!"

"Guys, if you're wondering where I am, I'm in the basement!"

Go left, then up, then up again, then left.


Fri May 30, 2014 6:52 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Open the closet.


Fri May 30, 2014 12:24 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
You're able to move as well as open the closet if you want to, it's considered something you can do in passing, like attacking something.


Fri May 30, 2014 2:23 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Turn Order
Miggles, Asklar, caekdaemon, Amazigh

Events
Miggles/Darrin "Flash" Williams attempts to open the closet to retrieve the item that must lie inside...
2d3-2: 1, 3 (-2); 2
Flash opens the door to find an event facing him!
Spider: A spider the size of a fist lands on your shoulder... and crawls into your hair.
You must attempt a Speed roll to brush it away or a Sanity roll to stand still.
Rolling highest trait: Speed
6d3-6: 2,1,1,1,1,3 (-6); 3
It bites you. Take 1 die of physical damage.
1d3-1: 2 (-1); 1
Flash closes the door on the closet quickly, shutting out any chance of other arachnid horrors bursting out upon him. Strangely, he knows there's more inside it...

Asklar/Prof. Longfellow mumbles to himself, unable to bear the thought of leaving the Orb behind, and moves up into the Chapel (B,3), where an event happens:
Secret Stairs: A horrible creaking sound echoes around you. You've discovered a secret stairwell.
Put one Secret Stairs token in this room and a second Secret Stairs token in an existing room on another floor. Moving from one Secret Stairs token to the other counts as moving one space. (The stairs don't count as a space.)
You can follow the stairs right now, even if you don't have any movement left. If you do follow them this turn, draw an event card in the new room.
Tell me where you'd like the other stairs to be and if you'd like to move through the staircase and I'll do it at the beginning of your next turn (With the appropriate event).

caekdaemon/Vivan Lopez heads left and finds herself in the Dusty Hallway (B,3). It's pretty dusty alright. Maybe this is where they keep dust devils?

Amazigh/Jenny LeClerc continues through the extremely creaky hallway and finds the Patio (A,5), where an event happens:
Something Hidden: There's something odd about this room, but what? It's tickling the back of your mind.
If you want to try to figure out what's odd, attempt a Knowledge roll.



Important Bits
Attic: When exiting, you must attempt a speed roll of 3+. If you fail, lose 1 might (but continue moving).




House State
Upper Floor

Ground Floor

Basement





Current Player Information

  • 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
    Omens
    Effects
    • 1 point of physical damage 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)
    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
    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
    Omens
    Effects


Fri May 30, 2014 9:00 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
North!


Fri May 30, 2014 9:48 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Attempt the knowledge roll.


Fri May 30, 2014 10:33 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Same thing applies, you can perform the knowledge roll and move on as well.


Sat May 31, 2014 1:19 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
move to d 1


Sat May 31, 2014 3:44 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
"Amusing discovery! Though, I'd rather explore the rest of the ground floor, considering the bad state of this mansion."

>Move to (A,3).


Sat May 31, 2014 5:12 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Turn Order
Miggles, Asklar, caekdaemon, Amazigh

Events
Since you didn't specify, Miggles, I applied your point of physical damage for you (into Speed because everything else is at the 3rd notch).

Miggles/Darrin "Flash" Williams attempts to get out of the cluttered attic.
Speed roll: 5d3-5: 3,2,3,3,3 (-5); 9
Flash makes his way to the Bloody Room (D,3) and finds an item in the midst of all the blood. How lucky!
Rabbit's Foot: Not so lucky for the rabbit.
Once during your turn, you can reroll 1 die. You must keep the second roll.
(I'll just assume that every time you almost miss a roll and the rabbit's foot could help you, I should use it for you, unless you specify not to use it)

Asklar/Prof. Longfellow still hasn't told me where to put the other stair but ignores it and moves into the next room, the Organ Room (A,3), where an event happens:
Something Slimy: What's around your ankle? A bug? A tentacle? A dead hand clawing?
You must attempt a Speed roll: 4d3-4: 1,2,2,3 (-4); 4
You break free. Gain 1 Speed.

caekdaemon/Vivan Lopez heads up into the Catacombs (B,2), where she finds the Girl (an omen.)
Catacombs: You can attempt a Sanity roll of 6+ to cross. If you fail, you stop moving.
Girl: A girl. Trapped. Alone. You free her!
Gain 1 Sanity and 1 Knowledge now. Lose 1 Sanity and 1 Knowledge if you lose custody of the Girl. This omen can't be dropped, traded, or stolen.
Haunt roll (2 omens in play): 6d3-6: 1,1,2,3,2,3 (-6); 6
The Haunt does not occur.

Amazigh/Jenny LeClerc attempts to puzzle out what's tickling the back of her mind...
Knowledge roll: 3d3-3: 3,3,3,1 (-3); 4
A section of the wall slides away, revealing an alcove. Draw an item card.
Inside the alcove is a bottle of Smelling Salts!
Smelling Salts: Whew, that's a lungful.
If your or another living explorer's Knowledge is below its starting value, and you're in the same room, you can raise that trait to its starting value by using the Smelling Salts. Discard this item after you use it.



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.




House State
Upper Floor

Ground Floor

Basement





Current Player Information

  • 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
    • Rabbit's Foot: Once during your turn, you can reroll 1 die.
    Omens
    Effects
  • 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)
    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
    Effects


Sat May 31, 2014 6:43 pm
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