Sure, do I just choose a room? I played this ghosthunting game where we had different locations and maps but I have no idea where to go?
Posted: Thu Nov 10, 2022 11:46 pm
by Charles510
You can move up to your speed distance. Choose a direction.
Posted: Fri Nov 11, 2022 12:53 am
by Nancy Drew 39
In post 60, Charles510 wrote:You can move up to your speed distance. Choose a direction.
to the basement? or do I have to go West maybe?
Posted: Fri Nov 11, 2022 5:29 am
by Charles510
You go west. You are in some sort of hallway. Move again.
Posted: Fri Nov 11, 2022 7:27 am
by Farren
In this game, "exploring" specifically refers to leaving the boundaries of the map to discover a new room, adding it to the map. You may leave the boundaries of the map as long as you do so through a door. (No walking through walls allowed.)
The
Ground Floor Staircase
connects directly to the
Upper Landing
, allowing passage between the Ground Floor and the Upper Floor. There is currently no way of accessing the Basement.
Rooms you can reach and explore, given your Speed:
Entrance Hall (North, South)
Hallway (North, South)
Upper Landing (West, East, South)
Charred Room (East)
If you want to explore, choose one of these rooms and a listed direction.
If you explore, we will draw a new tile and place it in your new location. Charles may contact you regarding how it's placed, if it can be rotated.
This tile may have one or more effects on you, either positive or negative. There's no way to know which until you choose.
Posted: Fri Nov 11, 2022 4:44 pm
by Nancy Drew 39
East go to Charred room
Posted: Fri Nov 11, 2022 6:27 pm
by Cat Scratch Fever
You typically want to land in an empty space, which will reveal a new room. For example, you can go
west
east from the charred room
Posted: Fri Nov 11, 2022 6:30 pm
by Farren
East from the Charred Room is a valid move; there's no door to its west.
I'll be resolving this move in ~10 minutes or so - I sent her a PM to orient the new tile, but if it gets past deadline I'm just going to roll a die to orient it.
Posted: Fri Nov 11, 2022 6:40 pm
by Farren
This roll is to determine the orientation of the placed room. We normally try to reach out to the player for this, but if the original deadline passes we'll roll it randomly to keep the game moving. This shouldn't have too much of an impact, especially before the Haunt.
Three-way junctions (1d3-1):
0: Wall to the player's right
1: Wall to the player's left
2: Wall to the player's front
Original Roll String: 1d3-1
1 3-Sided Dice: (3)-1 = 2
Posted: Fri Nov 11, 2022 6:41 pm
by Farren
Oliver
moves from the Entrance Hall to the Charred Room, then heads East.
You discover the
Observatory
, with exits heading West, North, and South. Draw an
Omen
.
There are now two Omens in play; the haunt roll is now made at 2d3-2. This cannot produce a result of 5+, so will not trigger the Haunt -
but the next Omen drawn might.
Original Roll String: 2d3-2
2 3-Sided Dice: (1, 1)-2 = 0
Posted: Fri Nov 11, 2022 6:48 pm
by Farren
Spoiler: Oliver's stats
Oliver Swift (Red)
Speed
X
3
3
4
5
5
6
7
8
Might
X
3
3
4
4
5
6
6
7
Knowledge
X
3
3
3
4
5
6
6
7
Sanity
X
2
3
3*
4
5
5
6
7
Omens
+1 to Sanity rolls.
Weapon
- use for a Sanity contest instead of Might contest. Loser takes mental damage.
Spoiler: Game Board - Upper Floor (text)
^
||
V
Charred Room
Persephone
<=>
Observatory
Oliver
^
||
V
^
||
V
<=>
Upper Landing
Connects to Ground Floor Staircase
<=>
^
||
V
Spoiler: Game Board - Ground Floor (Oliver's not actually here)
Spoiler: Game Board - Basement
Will update the two changed areas (Upper / Ground) with pictures once Charles is available.
Posted: Fri Nov 11, 2022 7:06 pm
by Farren
It is now
xofelf
's turn, playing as
Michelle
.
Michelle is currently at the
Entrance Hall
, on the Ground floor.
Exits to the North (?), West (Hallway), South (?).
Speed as of start of turn: 4
Move left: 4
Omens in play (everyone): 2
See previous post for a mostly-up-to-date map.
Will hold on the timer until the maps are properly updated (i.e. with pictures).
Spoiler: Michelle's stats
Michelle Monroe (Purple)
Speed
X
3
3
4
5
6
6
7
8
Might
X
2
3
4
4
5
6
7
8
Knowledge
X
2
3
3
4
5
6
7
8
Sanity
X
2
3
3
4
5
6
6
6
Posted: Sat Nov 12, 2022 2:39 am
by xofelf
Question, what are the secret stairs that are listed on the Hallway piece? Is that to the basement or something else entirely? Just so you don't have to wait on answering for me to actually move, if it is the basement, then I'd like to move to the landing and then go
north
for an empty room, if it's not, then just go
north
from this room.
Posted: Sat Nov 12, 2022 6:54 am
by Farren
In post 71, xofelf wrote:Question, what are the secret stairs that are listed on the Hallway piece? Is that to the basement or something else entirely?
There is a
Secret Stairs
tile somewhere in the stack of rooms. If and when that tile is discovered, players will be able to travel directly between it and the
Hallway
(or vice versa). Until then, the passageway from the Hallway is blocked.
Will resolve your move (North from the
Entrance Hall
) in a separate post.
Posted: Sat Nov 12, 2022 7:01 am
by Farren
Michelle
heads north from the
Entrance Hall
. You discover the
Dining Hall
, with exits in all four directions. Draw an
Event
.
Michelle has a Sanity of 3.
Roll 1: The Sanity roll.
Roll 2: The Mental damage roll,
if
the first roll is less than 4. It will not apply if the first roll is 4+.
Original Roll String: 3d3-3
3 3-Sided Dice: (3, 1, 2)-3 = 3
Original Roll String: 1d3-1
1 3-Sided Dice: (1)-1 = 0
Posted: Sat Nov 12, 2022 7:04 am
by Farren
The Sanity roll fails;
Michelle
takes one point of Mental damage.
xofelf, please choose which mental stat (Knowledge, Sanity) you will decrease by one.
Knowledge: 4 -> 3, three away from death.
Sanity: 3 -> 3, two away from death.