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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
Pretty certain I did? Where did I mess up?
You were going left, you're in D3, therefore now you're going to C3. Ama was going to go to the right but changed his path when he figured out Maart was going there too.
EDIT: I should mention I'm in the #drlforumgame IRC channel in case you need to ask me questions or w/e


Sat Jan 04, 2014 1:20 am
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Data Realms Elite
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Post Re: Betrayal at House on the Hill
Duh102 wrote:
Pretty certain I did? Where did I mess up?

I meant that I got the message in before you edited the post :p

Though I was going to C3 anyway.


Sat Jan 04, 2014 3:23 am
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Post Re: Betrayal at House on the Hill
Move to D,4


Sat Jan 04, 2014 4:55 am
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happy carebear mom
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Post Re: Betrayal at House on the Hill
That's the front door, you can't escape.


Sat Jan 04, 2014 7:03 am
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Post Re: Betrayal at House on the Hill
"Mm. Yeah. Ok."
> Go to E4.


Sat Jan 04, 2014 7:59 am
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Post Re: Betrayal at House on the Hill
E4 is not reachable by any connecting room?


Sat Jan 04, 2014 8:14 am
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Post Re: Betrayal at House on the Hill
why is 0 a coordinate
i meant e3


Sat Jan 04, 2014 8:25 am
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Post Re: Betrayal at House on the Hill
Because I always start counting at 0 for coordinates, like any normal person. Gonna skip over MLC in the interests of getting things done and post here when finished drawing cards and rolling dice and such.


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


Events
caekdaemon/Vivan Lopez steps left and finds herself in the Creaky Hallway (C3), where nothing presents itself.

CaveCricket48/Zoe Ingstrom walks through the Foyer and into the Gardens (D2, C2), where an event happens!
Webs: Casually, you reach up to brush some webs aside... but they won't brush away. They cling. You must attempt a might roll.
3d3-3: 2,1,2 (-3); 2
You're stuck!


CrazyMLC/Peter Akimoto attempts to leave the mansion through the front door through which he entered, but it slams shut in his face spookily. The lock clicks.

Amazigh/Fr. Rhinehardt walks through the Foyer and up the Grand Staircase to find himself on the Upper Landing (D2, D1, Top C2), where nothing presents itself.

Miggles/Darrin "Flash" Williams walks right into the Graveyard (E3), where an event happens.
Creepy Crawlies: A thousand bugs spill out on your skin, under your clothes, and in your hair. You must attempt a sanity roll.
3d3-3: 2,3,2 (-3); 4
Lose 1 sanity as you crazily brush off the bugs as best you can.

maart3n/Heather Granville also walks right into the Graveyard (E3), but Flash has already set off whatever paranormal event existed here before and nothing untoward happens.




Important Bits
Graveyard tile effect: When attempting to leave this room you must attempt a sanity roll of 4+. If you fail, lose 1 knowledge but continue moving.




House State
Upper Floor

Ground Floor

Basement




Current Player Information

  • 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
  • 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
    • Webbed, 3 left
  • 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
    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
    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
    Omens
    Effects
  • 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
    Effects


Sat Jan 04, 2014 8:30 am
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Post Re: Betrayal at House on the Hill
Scream, move to E,2.


Sat Jan 04, 2014 10:11 am
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Post Re: Betrayal at House on the Hill
Move to top-D2


Sat Jan 04, 2014 10:17 am
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Post Re: Betrayal at House on the Hill
Move the other way, B-3


Sat Jan 04, 2014 11:39 am
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Post Re: Betrayal at House on the Hill
"♥♥♥♥ AAAA"
>Attempt a roll to leave the room
>If it works, run away to C4, hope there aren't any explosives in the room


Last edited by Miggles on Sat Jan 04, 2014 1:34 pm, edited 1 time in total.



Sat Jan 04, 2014 11:53 am
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Post Re: Betrayal at House on the Hill
> Attempt a might roll.


Sat Jan 04, 2014 1:07 pm
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Post Re: Betrayal at House on the Hill
"Huh?"
Go north one tile, help cavecricket.


Sat Jan 04, 2014 4:15 pm
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happy carebear mom
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Post Re: Betrayal at House on the Hill
Turn Order
caekdaemon, Cavecricket48, CrazyMLC, Amazigh, Miggles, maart3n

Events
caekdaemon/Vivan Lopez hears something and moves through the Entrance Hall, Foyer, and into the Gardens (D3, D2, C2) to find Cave/Zoe webbed and unable to move. She attempts to free Zoe using her might.
2d3-2: 1,1 (-2); 0
Vivian struggles uselessly with the web and tires herself out. Zoe remains webbed.
(Web attempts = 1)

CaveCricket48/Zoe Ingstrom attempts to free herself from the webs using her might.
3d3-3: 3,3,1 (-3); 4
Zoe breaks free of the webs!

CrazyMLC/Peter Akimoto moves through the Foyer and into the Dining Room (D2, E2) and finds an omen (Spooky :o).
Book: A diary or lab notes? Ancient script or modern ravings? Gain 2 knowledge now. Lose 2 knowledge if you lose the book.
Haunt roll: 6d3-6: 3,3,1,2,2,3 (-6); 8 (1 omen in play) No haunt this omen

Amazigh/Fr. Rhinehardt Moves into the Library (Top D3) and an event happens.
Secret Passage: Put a secret passage token in the room. Roll 3 dice and place the second secret passage token where the dice determine.
3d3-3: 2,1,3 (-3); 3 Any existing ground room floor (Let me know where you want it Amazigh, I'll update the map).
Ending his turn in the Library, Fr. Rhinehardt gains a knowledge!

Miggles/Darrin "Flash" Williams leaves the Graveyard (rolling sanity to avoid the mental trauma).
2d3-2; 2, 1 (-2); 1
Flash loses 1 knowledge to the Graveyard's effect.
He continues through the Entrance Hall, Creaky Hallway, and ends up in the Chapel (D3, C3, C4), where an event happens.
Creepy Puppet: You see one of those dolls that gives you the willies. It jumps at you with a tiny spear! The player on your right rolls a might 4 attack against you for the Creepy Puppet. You defend against this attack as normal. If you take any damage from this attack, the explorer with the Spear gains 2 might (unless you have the spear).
Attack (might) 4d3-4: 1,1,2,2 (-4); 2
Defend (might) 3d3-3: 1,2,3 (-3); 3
The puppet strikes at Flash but Flash throws him aside, where he disappears in a puff of dust. Did that just happen?
Flash ends his turn in the Chapel and gains 1 sanity.

maart3n/Heather Granville moves out of the Graveyard (attempting to resist the mental trauma)
3d3-3: 2,2,3 (-3); 4
Heather steels herself and suffers no ill effects from the Graveyard.
She continues through the Entrance Hall and Creaky Hallway to arrive in the Organ Room (D3, C3, B3), where an event happens.
Mystic Slide: The floor falls from under you! Place the slide token in this room, then attempt a might roll to use the slide.
3d3-3: 1,1,2 (-3); 1
Draw tiles from the room stack until you draw a basement room. Place the room. If there are no more basement tiles, choose a basement tile in play) You fall to this room and take 1 die of physical damage. On later turns any explorer can attempt this roll to use the slide (5+ allows you to guide where the slide goes without physical damage).
Heather falls to the Mystic Elevator!
1d3-1: 2 (-1); 1 physical damage
Allocate this damage how you like maart3n, you can take it from either might or speed.




Important Bits
Chapel: Once per game, if you end your turn here, gain 1 sanity.
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

  • 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
  • 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)
    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
    Omens
    Effects
    • Secret passage (need to choose a room on ground floor to passage to)
  • 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
  • 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
    Effects


Sat Jan 04, 2014 6:37 pm
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