CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Jan 15, 2019 12:23:55 GMT
Unfortunately, Redmond currently has a speed of 3 and wouldn't be able to reach the library on this turn. But given that this is the first round, and it would be really dull to get nothing done so early in the game, I can fudge the rule. That cool with you? Or would you rather check somewhere else out?
And d'aw, thanks! Always nice to hear. :') Do let me know if y'all have any requests or criticisms.
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Post by LiquidChicagoTed on Jan 16, 2019 2:46:08 GMT
Oh, that is my bad, I merely checked his knowledge stat, got excited over the library thing and completely ignored that he's kinda mediocre at speed. Nah, you don't have to fudge the rule, there's another move I'd rather make. I just realized that going to the conservatory and trying to unlock the safe would be almost the same and still something that plays to Redmond's talents, even if it won't unlock the knowledge bonus from the library (which was what I was mainly after ^^). I'm sure the opportunity for that will present itself at a later point. Won't be an easy roll, but I trust in his high knowledge.
So, my move would instead be to go south, then go south again and try to unlock the safe in the conservatory. I am not sure if I can make another move after the knowledge roll, since technically Redmond has a speed of 3 and I am not sure if rolling to open the safe has an effect on his remaining moves for the turn, but if I can, I would like to go back north into the ballroom.
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CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Jan 16, 2019 3:25:32 GMT
That works! I forgot to clarify at the time, so I’ll do so here;
Rolling for any action does not end your turn, unless otherwise stated, and does not take off a point of movement. You can attack something, try to open a safe, attempt a knowledge roll, etc and still move around afterwards.
You can also perform multiple rolling actions on the same turn. If (hypothetically) Finch had not looted the corpse in the Ballroom, you could roll to search that, move to the conservatory, and then roll to open the safe.
What you cannot do is attempt the same action twice on the same turn. So if you fail to open the safe, you’ll have to wait until the next round to try again.
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CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Apr 12, 2019 3:41:46 GMT
Entrance HallLiquidChicagoTed's Turn
"Ms. Meggins, are you there? Over." "Sure. What's on your mind, Elijah? Over."
Redmond listened to the chatter on the radio as he packed his belongings back into his bag.
"I found a safe in the conservatory. Its, ah, just south of where you are. I think it might be important, but it looks like it could be trapped... Should I try to open it? Over." "Is that so?" There was a pause from Finch's end of the line - no doubt she was mulling over the risk. "I wouldn't. Whatever's inside isn't worth possible injury. Over." "Thanks, Finch. I'll be back inside in a minute. Over and out."
Redmond couldn't help but grin. A safe! Now that was a lead.
"Hold on a moment, Elijah." Redmond brought his radio up to his face. "Where did you say this safe was, again?"
The Conservatory
Elijah didn't get to do anywhere near as much thinking as he would have liked before the door to the conservatory suddenly popped open. Redmond stepped in, torch awkwardly balanced under one armpit. Apparently he'd only shoved it there so he could rub his hands together.
He must be really excited about this, Elijah thought. He couldn't help but crack a smile at the man's enthusiasm.
"Right! Would you mind showing me what we're working with here?"
Elijah stood. "It's, ah, on the table over there. Just behind those bushes..."
A few snapped branches and displaced pot plants later, and the two explorers had a much clearer view of the dangerous safe in question. Redmond sized the table up from all angles, with the careful precision of what could only be a true adventurer. Elijah half expected him to pull a bag of sand out of his pocket and try to swap it off the pressure plate.
"Ahhh," he sighed. "Now this is a lovely device." "You've seen something like this before?" "A long time ago, yes. It was a wonderful piece of work. See those markings there? And there? They're signs of a primitive, but quite nasty heating device. The last time me and my colleagues messed with one of these things, the latch got so hot it it melted my butler's fingerprints clean off his hands! The poor lad. I really only had myself to blame. I made certain he was appropriately compensated afterwards, but I digress..."
Redmond ran his hand underneath the table as he rambled, until he felt his fingers brush against the very thing he was looking for. Ah. There we are.
"The trick to safes like these," Redmond grinned. "...Is that for all their knobs and slots, their switches and levers, and their many, many concealed sawblades... they're rarely ever as complicated as they appear."
There was a soft click, and the door popped open. Redmond gave a triumphant laugh and fistpumped. The action was perhaps a bit unbecoming for a gentleman of his stature, but dash it all. Life was terribly dull when you didn't pause to celebrate the little things.
"How did you do that?" Elijah gawped. "There was a latch built into the underside of the table itself." Redmond gestured towards it. "This style of safe is a terribly unsecure place to keep one's valuables - and highly illegal in this day and age, as well. But they are a marvelous way to spite would-be thieves."
He flexed his fingers. "Now, let's see what we've got in here..."
- Item: The Candle - It makes the shadows move. At least, you hope it's doing that.
If you draw an event card, roll 1 additional die (maximum of 8 dice) for that event's trait rolls. This effect does not apply to pre-discovered event cards.
If you have the Bell, Book, and Candle in hand, gain 2 in each trait. The first time you lose one of these three items later in the game, lose 2 in each trait.
- Item: Angel Feather- A perfect feather fluttering in your hand.
While you attempt a roll of any kind, you may call out a number from 0 to 8. Use that number instead of rolling the dice.
Discard this item after you use it.
Elijah gently nudged Redmond's shoulder. He moved aside, allowing the younger explorer to properly examine the safe's contents.
"Whoa. I thought I saw something glowing in there, but I wasn't expecting a miniature shrine."
Redmond hummed thoughtfully. "I suppose that would explain why they chose this kind of safe. The lock is easy enough for those in the know to bypass, allowing easy access to the contents. Useful, if they were needed multiple times a day. The contents would remain safely guarded, and any thief foolish enough to try their luck would be quickly - and permanently - branded for their misdeed."
"That's... awfully extreme." Elijah looked a bit queasy - no doubt picturing what very nearly happened to him. "But none of this looks that valuable. Why go so overboard?" "Perhaps these are sentimental items?" Redmond mused. "Only one way to find out."
Redmond reached in to scoop the contents out of the safe.
"Whoa, whoa--!" Elijah stuck his arm in front of Redmond's face. "If this was so important, should we really be looting it? It feels like graverobbing, or something." "Come now, Elijah." Redmond said, brushing it out of the way. "No archeologist worth his salt got where he was by leaving the dead in peace."
With the letters and feather tucked safely in his satchel, and the candle held at arms' length, Redmond turned on his heel and strode back into the ballroom.
Elijah made no move to follow him.
(And we are back! I'm sorry for the awfully long delay with this part, guys -- a lot of things all came up at once and sorting them out was a nightmare. In any case; not gonna bother reposting the map here, since there were no new rooms discovered. Redmond is currently in the Ballroom.
Next post will be a quick end-of-round recap, so everyone knows where they are/what they're carrying/what their stats are at. Then we'll cycle back around to the top of the turn order, so the audience can have a go.)
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Post by GMS Freeman on Apr 12, 2019 15:18:44 GMT
Woah.Kinda Surprised to see it coming back.I literally forgot about this.
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Post by madsinzero on Apr 13, 2019 1:59:00 GMT
Yay! We're back!
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CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Apr 13, 2019 13:04:24 GMT
Woah.Kinda Surprised to see it coming back.I literally forgot about this. to be fair, so did I
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CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Apr 13, 2019 13:38:32 GMT
After just ten short minutes of exploration, Morris's voice comes crackling over the radio.
"Hey, I thought I heard some yelling from down south. Are you lot doing okay? Over."
Finch gave Redmond a questioning look. He'd yet to explain the candle he was holding, but the terse nod he gave her was enough of an answer for now. "We're about as well as we can be over here. Elijah gave me a bit of a fright before, but it wasn't his fault. This building just has some, uh, strange architectural decisions. That's all. Over."
"Well, I'm not fine." Satomi's voice cuts in. "I'm up in the library on the second floor. There's a weird safe-painting-thing here, but I can't work out what's holding it shut. It's driving me bonkers. Over." "Quit staring at it then. There's more interesting things you could be doing right now. Like finding out who that dead body is. Or where that kid's run off to. Over."
Satomi didn't respond. Finch didn't know the idol all that well, but she could only assume the silence was a result of her taking some time to mutter very uncooth things off-mic. Finch decided she should probably end the conversation quick, just in case.
"Good luck you two. I'll check in with you again later. Over and out."
Finch tucked the radio back into the pocket of her trenchcoat, and took a moment to recall the layout of the house.
Upper Floor:
Ground Floor:
(Man, I really wish there was a way to put folders in proboards posts. There's no way I can repost all your items + their effects without resulting in a massive wall of text, so for now I'll just remind you of them when they're relevant. (Or if anyone has any suggestions on how to best compile this sort of info, please @ me!)
In any case -- this brings us back to Bee's turn! Since it's been so friggin' long, I'll let anyone suggest a direction for her to move in. This includes people who already have a character in the game. If there's a popular option I'll go with that - otherwise I'll just choose randomly.)
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Post by madsinzero on Apr 14, 2019 3:35:29 GMT
As for Bee: Go south, me thinks.
As for the game, I'd say maybe make the starting values of the stats italicized or underlined. I'm having trouble picking them out with just the bold.
As for items, maybe edit the intro post to include "Items as of Round X" once each new round starts? (Possibly mention any items when they become relevant for the benefit of any spectators reading/re-reading after the fact?) That'd be easy to find, without cluttering every single post up.
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Post by GMS Freeman on Apr 14, 2019 4:55:01 GMT
For the sake of going forward,Go South
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CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Apr 15, 2019 4:46:07 GMT
Current Turn: 2 Haunt Meter: 0 1 2 3 4 5 6 7 8 9 10 11 12 13
It took Bee a couple of minutes to get the door to the south open. Balancing everything she was carrying and trying to turn a high-up handle proved impossible, so she set her things down and glared at it. Upon closer inspection, this door was slightly bent out of shape. It'd warped slightly with age, and no longer fit into its equally-wonky frame. Good, she thought. At least it wasn't just her height that was the problem here.
Bee took a step back. As she paused, she couldn't help but overhear the chatter coming from the radio. From the sounds of it, the others were still looking for her. Bee chewed her lip.
That was... new. Adults usually weren't all that concerned about her safety. Maybe she'd go back later, just to say hi. But that could wait until after she was done scouting ahead.
Bee kicked the door. Though she wasn't particularly strong, it was enough to pop it back into alignment. She gathered her things and pressed onwards.
The... Empty Room?
...Huh. That was odd. Save for a few furnishings around the sides, this room seemed entirely empty. The floor didn't seem anywhere near nice enough to be a hallway, either. It was all scuffed up, and the boards were even creakier than usual.
Well, whatever. If there was nothing to see here, she may as well keep heading south.
Bee made it halfway across the floor when she felt one of the planks drop out from under her.
- Room: The Collapsed Room - Old house. Old floors. New concussions. (Speed check: 0, 0, 1, 0 = 1) (Damage roll: 1 = 1)
Once per game, 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.
Bee pinwheeled her arms and tried to keep her balance. Too little, too late, she'd realized her mistake -- no WONDER there wasn't any furniture in here!
Okay. Okay. Keep calm. Remember what you were told to do if you get stuck on thin ice? This is like that. Just stay still, and--
With another sickening crack, the entire central portion of the floor fell into darkness. Bee yelped and flung herself towards the nearest door but it was no use. The rest of the planks were equally brittle and as they crumbled away she lost her balance. Her torch fell from her grip, and she found herself tumbling down, down, down...
Ground Floor:
The Basement:
(Wow. Two turns in and we're already in the basement? This is gonna be interesting. Anywho - tutorial time!
Taking Damage: If you run into trouble in the house, you will often get a choice in what stat suffers. In this case, Bee has taken Physical damage - which means she loses one point from either the Might or Speed trait. If you guys have a preference for which stat you'd like lowered, I'll let you decide. Otherwise I'll just choose whatever seems like it'll screw that character up the least.
Now that that's out of the way -- choose a direction to put the new basement tile in: North, South, East, or West.)
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Post by madsinzero on Apr 15, 2019 6:43:49 GMT
I've only ever played BaHotH once, but I know the basement is to be feared. So of course it's our plucky kid hero who gets stuck there first.
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Post by LiquidChicagoTed on Apr 17, 2019 14:50:19 GMT
Ah, I am glad you're back with Betrayal, this is a lot of fun! I see Redmond's roll was dangerously close, perhaps I should be more careful in the future. I knew he was best suited for the job and it did pay off (Angel Feather, heck yeah!), but it was still very close. One question about the Candle though: Is the debuff happening only if Redmond has all three items and then loses one, or would he get the debuff even if he loses the candle before getting either the Bell or the Book?
And of course Bee had to be the one to enter the Basement first. I know it is a high risk/high reward location, with some pretty nice rooms alongside the most dangerous ones in the game, but I really don't think Bee is suited to do this in any way. Perhaps we should consider getting her out of there via the elevator, but considering it is in no way a safe way to travel to the basement, I wouldn't exactly count on it. But eh, she needs to get out of there, the Basement is bad news.
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CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Apr 18, 2019 6:32:42 GMT
One question about the Candle though: Is the debuff happening only if Redmond has all three items and then loses one, or would he get the debuff even if he loses the candle before getting either the Bell or the Book?
To my knowledge, the first interpretation is correct!
Think of it this way: you get a temporary +2 to every stat so long as you are carrying all three items simultaneously. If you put any of them down, the buff will wear off. You can pick the items up again to get the buff back at any time.
Be aware that if losing an item in this fashion causes any of your stats to drop below their minimum value, you will die. So be careful not to get pick-pocketed!
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CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Apr 18, 2019 11:23:39 GMT
When one falls through the floor of an old abandoned house, there are a number of things you might expect to land in. A pile of coal, perhaps. A stagnant, underground lake, its surface overgrown with algae and bacteria. Or perhaps an empty and rotten coffin, contained within a long-forgotten family crypt. Naturally these are all worst-case scenarios, borne from the paranoia that comes with being left alone in the dark. Bee did not land on any of those things. That would be silly. Instead she landed in the middle of a summoning circle.
- Room: The Pentagram Chamber - You might not want to stay, but the room doesn't want you to leave.
Whenever you exit the room via any means, you must attempt a Knowledge roll of +4. If you fail, lose 1 Knowledge (but continue moving).
(Alternatively - if you fail a roll, you may choose to remain in the room. You take no damage and can try again on your next turn.)
Bee's head swam as she sat up. She hadn't hit her head during the fall - of that, she was certain - but something about the room was disorienting her. It was making it hard to think, let alone see, like the world's absolute worst headache. It took a moment for her eyes to focus. It took another moment for her to realize what was engraved in the stone beneath her feet.
When it all finally clicked, it took Bee three seconds flat to grab her torch and scramble to the corner of the room.
She kept the torch focused on the circle, her eyes flicking back and forth from every corner of the room to see if her sudden intrusion had woken anything up. The pounding in her head had dulled, but not stopped. Was it magic? Was it the stagnant air of the basement? Either way, being down here was felt like a bad, bad idea.
Nothing stirred; not even so much as a cloud of dust from the collapse of the floor. All was unnaturally still and quiet. Gradually, Bee's breathing slowed, and she turned her attention upwards. The roof of the collapsed room seemed so very far away now. There was no chance of her going back the way she came.
It was sort of funny, in a twisted way. She'd thought she might find something like this -- heck, she'd hoped she would. Being right about the sorts of people who had lived here must mean she was right about what had happened to her sister. It meant she still had a chance of bringing her home.
...But it also meant that she might be in real danger after all.
Bee whimpered softly. Gotta get out of here.
The chamber she was in was scarcely furnished save for a lone door, a couple of candlesticks, the pentagram she did not dare go near, and a dark stone slab along the northern-most wall of the room. It was the slab that immediately caught her attention. It appeared to have been carved into an altar of sorts; lacking in any sort of fine decoration, but stained with dust and candle wax and old dried blood. It was only when she went to look away that she noticed that it wasn't her torch that was lighting the crystal ball up.
- Omen: Crystal Ball - (Haunt Roll: 1, 1, 2, 2, 2, 0 = 8) 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 glass: 4+: You see the truth. Search the item or event stack for a card of your choice. Shuffle that stack, then place the card on top. 1-3: You avert your eyes. Lose 1 Sanity. 0: You stare into Hell. Lose 2 Sanity.
Faint whispers and blurry images emanated from the glass. Bee dared not look too closely, but even from where she was standing she could just barely make out two figures. A man and a woman, distorted beyond recognition, appeared to be quite deep in conversation. Carefully, Bee reached out and touched the glass--
"Are you sure about this?" "The book said--" "I know what it said. But that doesn't mean we should do it." "It's the only option we've got left."
--she ripped her fingers away.
She shouldn't be listening to this. Eavesdropping was rude, according to her parents, but more importantly it was making the headache she had even worse.
And yet... she couldn't deny that there was something familiar about those words...
Out of the corner of her eye, Bee spotted a backpack lying not far from where she stood. It was bright blue, and was clearly far too new to have been belonging to the previous owners. It was also empty, save for a bottle of water and a very moldy lunchbox. She dunked both on the floor, before stuffing the crystal ball inside.
Bee headed for the exit, but paused one final time to investigate the rope that lay on the south side of the room. The middle of the length was still tied into an overly-elaborate knot. The edges were messy and frayed, as if ripped apart.
Bee looked warily at the door, and hoped whatever had gotten loose down here was either friendly, or dead.
Upper Floor:
Ground Floor:
Basement:
(Tutorial time again!
Omens & Haunt Rolls: Entering a room with a raven symbol on it indicates that your character has found an Omen -- a powerful item that foretells a future disaster. For the most part, Omens are treated like regular items. They can be given away, pick-pocketed, and dropped at will, unless otherwise specified.
When you draw an Omen card, you must make a Haunt Roll by rolling eight dice. If the total rolled is above the number of Omen cards currently in play (i.e. the current "Haunt Meter" number), you succeed and nothing happens. But if you roll under the current Omen count... the House, and the Traitor, reveal their true colours.
The more Omens you find, the closer everyone inches towards their doom. Be careful!
Now that that's out of the way, you're up, GMS Freeman !)
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Post by GMS Freeman on Apr 19, 2019 4:55:42 GMT
Go South,West,North
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CJ
Junior Member
Spent too much time writing all the lore / Can't quite tell what I'm hoping for
Posts: 73
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Post by CJ on Apr 22, 2019 7:37:38 GMT
GMS Freeman's Turn
Turn: 2 Haunt Meter: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
The Organ Room
"Jesus Christ," Morris muttered as he passed a portrait of the Christian messiah. "This is getting a bit excessive."
Morris glared at the rows of pews in front of him. He wasn't sure what to make of the fact that the building had two churches in it, let alone two that were side-by-side but otherwise entirely unconnected. If the architect had asked him for advice, he would have just told them to put the organ in the same room as the stained glass windows and call it a day.
It quickly became apparent that Bee was not in this room. Nor did there appear to be any noteworthy paintings, or artifacts, or shiny objects, or anything related to their investigation. Technically that meant there was no reason for him to stick around any longer than he already had, but Morris found himself lingering all the same. As he did, he began to take in some of the finer details of the room's decor.
Unlike the Chapel, the Organ Room lacked grand stained-glass windows (or any sort of natural lighting, really). The candlesticks were simpler, the floor underfoot was uncarpeted stone, and there was (thankfully) not a mirror in sight. Aside from the grand pipe organ that dominated the northern wall and a few pictures of various saints, the room lacked any sort of decoration at all. It was very... restrained.
Morris pondered this. His brain wanted to pass this off as a rich person thing; a family with too much money turns the entire north wing of their house into a church. But his gut told him there was something more at work here. Come to think of it, he hadn't recognized any of the imagery in the Chapel at all. Perhaps more than one religion had been practiced by the family who had lived here? Though he hadn't the faintest clue of what, or why.
Both questions for another time, perhaps.
Morris spied some sheet music laying on the floor near the keyboard. It looked like a standard keyboard arrangement for a hymn, with choir chords scribbled underneath. He found himself humming a few bars, and was disappointed with how off-key he sounded.
"Sheesh. I'm outta practice." Satomi would give him such a lungful if she found out. He flexed his fingers and played a simple scale on the organ's keys. Though the pipes were old and the notes were little more than a wheeze, it was just loud enough for him to compare and tune his voice to.
Do, re, mi, fa-- click?
- Event: Revolving Wall - A pillar on the North wall slides away, revealing the room beyond.
Place the Wall Switch token on a wall without an exit in this room. If there isn't a room on the other side of the Wall Switch, draw a room for this floor and put it in the house. Then, put your explorer in that room. If that room requires you to draw any additional cards, do so as normal.
Once during an Explorer's turn, if that explorer is in either room, they can attempt a Knowledge roll to use the Wall Switch: +3: That explorer finds the hidden switch and goes through. This doesn't count as moving a space. 0-2: That explorer can't find the hidden switch and can't go through.
Morris stared. A secret room in an empty church wasn't the oddest thing he'd seen in his career -- hell, he'd had a conversation with his own reflection mere minutes ago. But he'd seen the house from the outside, and was positive it shouldn't have extended so far in this direction.
Curious, Morris stepped through. The passage snapped shut behind him.
Statuary Corridor
The new room was... odd. Not because it was full of statues, and not because many of them were broken. But because it was otherwise a totally ordinary hallway that stretched from East to West.
Morris had been in the Chapel to the East mere minutes ago. He'd seen the moonlight coming in through the window. There was no way there was a room behind that, was there?
Morris tried the handle.
- Event: What The--? - What is with the architecture here?
Pick up the tile for the room you are in (after setting everything on it aside). Put it somewhere else on the same floor of the house so its door is attached to a different unexplored doorway (and put back everything you set aside). If there isn't an unexplored doorway on this floor, move the room to a different floor.
--And not only was there a room here, there was a gigantic hole right in the middle of it.
"This building makes no fucking sense," Morris grumbled. "U-um," replied a squeaky voice from below. "Who said that?"
Morris did a double take.
"Kid?" He crouched down -- ignoring the shooting pain in his bad leg -- and shone his torch over the Collapsed Room's ledge. Two very wide eyes stared back up at him. Jesus, he thought. If the whole building is this crazy, it's no wonder we couldn't find her.
"It's me." He called, when Bee made no attempt to talk back. Then he realized he hadn't actually introduced himself when they'd met. "Uh, it's Morris Harris. Are you all right? What the hell happened here?" "I- I'm okay Mister Morris. I scraped my knee when the floor gave out but I can still walk."
Morris grimaced. Kids always got his first and last names mixed up the first time, but it wasn't worth complaining about. At least this meant the girl was well enough to talk.
"So," he said. "Do you understand why we need our radios, now?" "Yes." Bee snapped. "I'm not stupid. I was GONNA call." "Never said you were. But why didn't you?"
Bee did not have a response to that, beyond fiddling nervously with the straps of her backpack. (Did she have that before? He couldn't remember.) With an exaggerated sigh, Morris peeled himself away from the ledge and retrieved his own radio from its holster. Though he could faintly make out the chattering of his teammates, the audio sputtered constantly. Something here was messing with the signal.
He wondered if it had anything to do with that pentagram Bee was standing near...
"Sit tight, kid. I'll call the others and let them know what happened." He placed his handle on the knob to the statuary corridor, but paused one last time. "...Try not to go wandering around. Basements are way more dangerous than rickety floors."
Bee gave no reply.
Ground Floor:
Basement:
(Happy Easter! Have yet another church sequence I guess. Not gonna lie, the RNG in this turn gave me the biggest headache. There's absolutely nothing in the rulebook or errata about what to do when the revolving wall room gets moved, so for now I'm treating it as a teleporter.
In any case, some quick rule clarifications bc I know they're gonna be relevant soon: - Players no longer need to roll a speed check to pass through the Collapsed Room, as it has already collapsed. You can walk through it as normal. If you choose to jump from the Collapsed Room to the Pentagram Chamber, you will automatically take 1 die of physical damage.
- The Wall Switch passage requires a 3+ knowledge check every time it is used. Morris was exempt from this rule for this turn only.
- Multiple characters can stand in the Mystic Elevator, but each character can only use it once on their turn. If you would like to stand in the elevator and wait for someone else to climb in + use it, just let me know.
You're up, chaosjester!)
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Post by chaosjester on Apr 22, 2019 8:05:52 GMT
Go north, go west, go west!
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