Betrayal at House on the Hill [6/6]: Haunt Setup in progress

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Post Post #11 (isolation #0) » Tue Nov 08, 2022 7:25 am

Post by Farren »

Checking in as co-mod.

This is the 3rd edition of Betrayal at House on the Hill, released this year. For anyone who's familiar with older versions of the game, please be sure to read the rules - some of them have changed.
Brief summary of the rule changes:
- At the start of the game, players will choose a Scenario card - this gives a thematic reason for entering the haunted house. It's also how we'll decide which Haunt we'll play once the time comes; no more Haunt matrix.
- When rolling to trigger the haunt, the player will roll one die for each Omen card in play; any roll of 5+ will trigger the Haunt.
- There are some new terms that will show up on the cards (General Damage, Heal, Bury, Critical, Special Actions, Line of Sight).
- No more stealing. Explorers can no longer steal on a successful attack roll (unless the Haunt says otherwise).
- When discovering a new room, the player's turn ends (after resolving any effects on the room and the card, if any).
- We will share the basic info of the Haunt with all players - for both Heroes and Traitor - before sequestering the Heroes for their strategy discussion.
- Hidden Haunt info becomes public once used. If the Traitor gets to make Knowledge rolls to unseal the Book of Unspeakable Evil, they'll have to say that's what they're doing the first time they roll to do it.
- If you die, you leave a corpse behind with all your possessions. Other explorers can loot your corpse freely.
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Post Post #12 (isolation #1) » Tue Nov 08, 2022 9:06 am

Post by Farren »

Characters have been updated with stat blocks. I'll put in the pictures later tonight!
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Post Post #15 (isolation #2) » Tue Nov 08, 2022 9:39 am

Post by Farren »

In post 13, xofelf wrote:Do we think we could make the statblocks have the actual current stat like red or green or something than just bold? Apparently my eyes are refusing to tell the difference in the small table. Maybe if they were just also italicized it might work.
I've switched them from bold to bold red. Does that look any better?
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Post Post #19 (isolation #3) » Tue Nov 08, 2022 4:48 pm

Post by Farren »

I can answer those.
1) None of the characters have any special abilities to start with. During the game, players can draw cards that will grant them special abilities.
2) Stats do a few different things:
- Various events in-game will require you to roll against a stat - the higher that stat is, the more likely you are to succeed in the roll. The exact stat varies from event to event.
- Sometimes you'll take damage. Physical damage forces you to lose either Might or Speed; Mental damage forces you to lose either Knowledge or Sanity; General damage forces you to lose any stat of your choice. You might take damage to a particular stat. Once the Haunt starts, if you are forced to take damage that puts any stat into the X territory, you die and are eliminated from the game.
- Speed controls how many tiles you can move on your turn.
- Might controls combat, both attacking and defending.
- Knowledge and Sanity don't do anything specific (other than the general stuff above), unless something in-game says otherwise.
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Post Post #21 (isolation #4) » Tue Nov 08, 2022 5:38 pm

Post by Farren »

The only rule to picking is that the characters are grouped in pairs -
Josef & Oliver
Stephanie & Persephone
Jaden & Sammy
Isa & Anita
Warren & Dan
Michelle & Brittani

When someone picks a character, no one may pick the other character of the pair. So if someone picks Michelle, nobody can pick Brittani - and vice versa.

With six players, there'll be one member of each pair in play.

Other than that, it's a case of personal preference. :)
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Post Post #22 (isolation #5) » Tue Nov 08, 2022 6:18 pm

Post by Farren »

Activity rules:

If it's your turn, you've got 48 hours to take your turn. You can talk with everyone as much as you like to get advice, but nobody is obligated to give advice, or to do so in a timely manner. Especially if you're the Traitor.
If you run out of time, we'll prod you. Please don't make us do this too often.
If you still don't take your turn within another 48 hours, we'll start looking for someone to replace you.
Timer pauses on US holidays.
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Post Post #35 (isolation #6) » Tue Nov 08, 2022 9:30 pm

Post by Farren »

Once Xalxe picks his character, it will be time for everyone to pick a scenario - the reason all of you are going into the House on the Hill in the first place.

Players must decide which of these five scenarios they'd like to play. This will have an impact on which Haunt comes into play, as well as how the Traitor will be selected - or if there will be a Traitor at all.

Players may vote for their choice; if one scenario gets hammered, that's the one we'll do. If discussion stagnates, we'll set a timer and go with plurality rules if it runs out without a hammer.

Here are your choices:
  1. Paranormal Investigators.

    You're a ragtag team of paranormal investigators. You're all here because there's something wrong with this house, but what?

    Traitor odds: 8/9 chance of 1 Traitor; 1/9 chance of no Traitor.

  2. A Strange Disappearance.

    One of your friends has disappeared. Some amateur sleuthing puts their last known location here, at this old house.

    Traitor odds: 8/9 chance of 1 Traitor; 1/9 chance of Free-for-All.

  3. For Sale.

    This old house is a real fixer-upper, but the price is right. Some of you are prospective buyers, while others are here because the open house has free food. The realtor looks glad to have any visitors at all.

    Traitor odds: 7/9 chance of 1 Traitor; 1/9 chance of no Traitor; 1/9 chance of Free-for-All.

  4. Cursed!

    You've all been cursed! You've got to find a way to fix things, and fast. There must be something in this house that can break the curse.

    Traitor odds: 8/9 chance of 1 Traitor; 1/9 chance of Hidden Traitor.

  5. A Mysterious Invitation.

    Each of you each received a mysterious letter, inviting you to this house. You're beginning to regret the choice you made in accepting that invitation.

    Traitor odds: 6/9 chance of 1 Traitor; 1/9 chance of no traitor; 1/9 chance of Hidden Traitor; 1/9 chance of Free-for-All.
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Post Post #51 (isolation #7) » Wed Nov 09, 2022 1:21 pm

Post by Farren »

It is now
Xalxe
's turn, playing as
Persephone
.

Persephone 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

Spoiler: Persephone's stats
Persephone Puleri (Blue)
Xalxe
SpeedX334
4
5678
MightX33
4
56677
KnowledgeX23
3
45667
SanityX334
5
6788


Spoiler: Game Board - Upper Floor
Image

Spoiler: Game Board - Ground Floor
Image

Spoiler: Game Board - Basement
Image


Edit> wrong character fixed.
Last edited by Farren on Wed Nov 09, 2022 1:35 pm, edited 2 times in total.
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Post Post #53 (isolation #8) » Wed Nov 09, 2022 6:21 pm

Post by Farren »

Persephone
moves from the Entrance Hall to the Upper Landing, then moves north. You have discovered the
Charred Room
; draw an
Omen
.

Omen - Dog
  • Add 1 to the result of your Speed rolls.
  • SPECIAL ACTION: Once during your turn, you may use the Dog to trade any number of Items or Omens with another player up to 4 tiles away, using the normal trading rules.
  • When this card is drawn, make a haunt roll.


Haunt roll:
Original Roll String: 1d3-1
1 3-Sided Dice: (3)-1 = 2


As Persephone discovered a new room, this ends Xalxe's turn.

Pictures coming soon!
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Post Post #55 (isolation #9) » Wed Nov 09, 2022 6:36 pm

Post by Farren »

Spoiler: Persephone's stats
Persephone Puleri (Blue)
Xalxe
SpeedX334
4*
5678
MightX33
4
56677
KnowledgeX23
3
45667
SanityX334
5
6788
OmensSpot (Dog): +1 to speed rolls; SA: trade with another player up to 4 tiles away.


Spoiler: Game Board - Upper Floor
Image

Spoiler: Game Board - Ground Floor
Image

Spoiler: Game Board - Basement
Image
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Post Post #56 (isolation #10) » Wed Nov 09, 2022 6:40 pm

Post by Farren »

It is now
Nancy Drew 39
's turn, playing as
Oliver
.

Oliver is currently at the
Entrance Hall
, on the Ground floor.

Exits to the North (?), West (Hallway), South (?).
Speed as of start of turn: 5
Move left: 5
Omens in play (everyone): 1

See previous post for an up-to-date map.

Spoiler: Oliver's stats
Oliver Swift (Red)
SpeedX334
5
5678
MightX33
4
45667
KnowledgeX333
4
5667
SanityX23
3
45567


EDIT> adding a timer.

(expired on 2022-11-11 21:40:00)
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Post Post #63 (isolation #11) » Fri Nov 11, 2022 7:27 am

Post 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.
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Post Post #66 (isolation #12) » Fri Nov 11, 2022 6:30 pm

Post 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.
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Post Post #67 (isolation #13) » Fri Nov 11, 2022 6:40 pm

Post 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
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Post Post #68 (isolation #14) » Fri Nov 11, 2022 6:41 pm

Post 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
.

Omen - Ring
  • This is a Weapon.
    When you use the Ring to attack, you and the defender each roll Sanity instead of Might. The loser takes Mental damage.
  • Add 1 to the result of your Sanity rolls.
  • When this card is drawn, make a haunt roll.
It twists on itself.

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
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Post Post #69 (isolation #15) » Fri Nov 11, 2022 6:48 pm

Post by Farren »

Spoiler: Oliver's stats
Oliver Swift (Red)
SpeedX334
5
5678
MightX33
4
45667
KnowledgeX333
4
5667
SanityX23
3*
45567
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)
Image

Spoiler: Game Board - Basement
Image


Will update the two changed areas (Upper / Ground) with pictures once Charles is available.
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Post Post #70 (isolation #16) » Fri Nov 11, 2022 7:06 pm

Post 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)
SpeedX33
4
56678
MightX2344
5
678
KnowledgeX233
4
5678
SanityX23
3
45666
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Post Post #72 (isolation #17) » Sat Nov 12, 2022 6:54 am

Post 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. :)
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Post Post #73 (isolation #18) » Sat Nov 12, 2022 7:01 am

Post by Farren »

Michelle
heads north from the
Entrance Hall
. You discover the
Dining Hall
, with exits in all four directions. Draw an
Event
.

Event - Impossible Architecture
This room is much larger than it should be. A dresser appears before you. Inside, something begins to shake.


Make a Sanity roll.

  • 4+: Draw an Item card.
    Helpful!

  • 0-3: Take one die of Mental damage.
    Disembodied hands and feet crawl out from the dresser.


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
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Post Post #74 (isolation #19) » Sat Nov 12, 2022 7:04 am

Post 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.
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Post Post #76 (isolation #20) » Sat Nov 12, 2022 7:44 am

Post by Farren »

I'll use
underlines
to indicate what the base level of a stat is supposed to be, if a stat changes.

Spoiler: Michelle's stats
Michelle Monroe (Purple)
SpeedX33
4
56678
MightX2344
5
678
KnowledgeX233
4
5678
SanityX2
3
3
45666


Spoiler: Game Board - Upper Floor (text)
^
||
V
Charred Room
Persephone
<=>Observatory
Oliver
^
||
V
^
||
V
<=>Upper Landing
Down
: to
Ground Floor Staircase
<=>
^
||
V

Spoiler: Game board - Ground floor (text)
^
||
V
<=>Dining Hall
Michelle
<=>
^
||
V
^
||
V
Ground Floor Staircase
Up:
to
Upper Landing
<=>Hallway
???:
to
Secret Stairs
<=>Entrance Hall
Sammy
Anita
Dan
^
||
V
^
||
V

Spoiler: Game Board - Basement
Image


Will update the two changed areas (Upper / Ground) with pictures once Charles is available.
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Post Post #77 (isolation #21) » Sat Nov 12, 2022 7:51 am

Post by Farren »

It is now
Throne
's turn, playing as
Sammy
.

Sammy is currently at the
Entrance Hall
, on the Ground floor.

Exits to the North (Dining Hall), West (Hallway), South (?).
Speed as of start of turn: 5
Move left: 5
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: Sammy's Stats
Sammy Angler (Green)
SpeedX2344
5
678
MightX33
4
45568
KnowledgeX23
3
45678
SanityX234
4
5667
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Post Post #80 (isolation #22) » Sun Nov 13, 2022 4:03 pm

Post by Farren »

Sammy
moves to the
Hallway
, then heads south. You discover the
Primary Bedroom
, with exits north, west, and east. Draw an
Omen
.

Omen - Armor
  • Whenever you take any Physical damage, reduce that damage by 1. This does not prevent General damage or direct loss of Might / Speed.
  • When this card is drawn,
    make a haunt roll.
Rusty, but sturdy.


This is the third Omen in play, which means we will be rolling 3d3-3. If this roll comes up with a 5 or higher,
this will trigger the Haunt.


Original Roll String: 3d3-3
3 3-Sided Dice: (3, 2, 2)-3 = 4
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Post Post #81 (isolation #23) » Sun Nov 13, 2022 4:12 pm

Post by Farren »

No Haunt ... for now.

Spoiler: Sammy's Stats
Sammy Angler (Green)
SpeedX2344
5
678
MightX33
4
45568
KnowledgeX23
3
45678
SanityX234
4
5667
OmensArmor: -1 to all Physical damage. Does not prevent direct loss or General damage.



Spoiler: Game Board - Upper Floor
Image

Spoiler: Game Board - Ground Floor
Image

Spoiler: Game Board - Basement
Image
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Post Post #82 (isolation #24) » Sun Nov 13, 2022 4:26 pm

Post by Farren »

It is now
Cat Scratch Fever
's turn, playing as
Anita
(YELLOW)
.
Spoiler: For MafSilver users
(YELLOW)


Anita is currently at the
Entrance Hall
, on the Ground floor.

Exits to the North (Dining Hall), West (Hallway), South (?).
Speed as of start of turn: 4
Move left: 4
Omens in play (everyone): 3

See previous post for a now fully-up-to-date map.

Spoiler: Anita's stats
Anita Hernandez (Yellow)
SpeedX23
4
45678
MightX223
4
4567
KnowledgeX445
5
6788
SanityX22
3
45566


(expired on 2022-11-15 19:30:00)
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Post Post #84 (isolation #25) » Sun Nov 13, 2022 6:58 pm

Post by Farren »

Anita
(YELLOW)
moves to the
Upper Landing
, then heads south. You discover the
Bloody Landing
, with exits north and west. Draw an
Item
.

Item - Rabbit's Foot
  • SPECIAL ACTION: Once during your turn, you may use the Rabbit's Foot to reroll one die that you just rolled.
Lucky for some, but not for others. It certainly wasn't lucky for the rabbit.


Note - with this item, you'll have to do most of your own rolls going forward, since we'd have to wait for you to say if you're using the Foot or not either way. :)
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Farren
He/Him
Mafia Scum
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User avatar
Farren
He/Him
Mafia Scum
Mafia Scum
Posts: 1420
Joined: September 24, 2018
Pronoun: He/Him
Location: Washington State, USA.

Post Post #86 (isolation #26) » Sun Nov 13, 2022 7:11 pm

Post by Farren »

Spoiler: Anita's stats
Anita Hernandez (Yellow)
SpeedX23
4
45678
MightX223
4
4567
KnowledgeX445
5
6788
SanityX22
3
45566
ItemsRabbit's Foot - SA: Reroll a single die you just rolled during your turn.


Spoiler: Game Board - Upper Floor
Image

Spoiler: Game Board - Ground Floor
Image

Spoiler: Game Board - Basement
Image
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Farren
Farren
He/Him
Mafia Scum
User avatar
User avatar
Farren
He/Him
Mafia Scum
Mafia Scum
Posts: 1420
Joined: September 24, 2018
Pronoun: He/Him
Location: Washington State, USA.

Post Post #87 (isolation #27) » Sun Nov 13, 2022 7:15 pm

Post by Farren »

It is now
Silverclaw
's turn, playing as
Dan
(WHITE).

Dan is currently at the
Entrance Hall
, on the Ground floor.

Exits to the North (Dining Hall), West (Hallway), South (?).
Speed as of start of turn: 3
Move left: 3
Omens in play (everyone): 3

See previous post for a now fully-up-to-date map.

Spoiler: Dan's stats
Dan Nguyen (White)
SpeedX23
3
45677
MightX33
4
45567
KnowledgeX3345
5
678
SanityX234
4
5678


(expired on 2022-11-15 22:20:00)
User avatar
Farren
Farren
He/Him
Mafia Scum
User avatar
User avatar
Farren
He/Him
Mafia Scum
Mafia Scum
Posts: 1420
Joined: September 24, 2018
Pronoun: He/Him
Location: Washington State, USA.

Post Post #89 (isolation #28) » Mon Nov 14, 2022 7:40 am

Post by Farren »

Dan (WHITE) heads south. You discover the
Ballroom
, with exits in all four directions. Draw an
Omen
.

Omen - Dagger
  • This is a Weapon.
    When you use the Dagger to attack, lose 1 Speed. Roll two extra dice on the attack.
  • When this card is drawn,
    make a haunt roll
    .
It smells sharply of blood. Your blood.


This is the fourth Omen in play, which means a Haunt roll with 4d3-4. If this roll comes up 5+,
it will trigger the Haunt.


Original Roll String: 4d3-4
4 3-Sided Dice: (3, 3, 1, 1)-4 = 4
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Farren
Farren
He/Him
Mafia Scum
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User avatar
Farren
He/Him
Mafia Scum
Mafia Scum
Posts: 1420
Joined: September 24, 2018
Pronoun: He/Him
Location: Washington State, USA.

Post Post #90 (isolation #29) » Mon Nov 14, 2022 7:43 am

Post by Farren »

As you pick up the Dagger, you feel a sudden chill in the air. The lights flicker. You hear someone scream ... was it you? Or one of the other guests? You're not sure ...


The Haunt has begun.


Haunt Revealer
: Dan

Spoiler: The traitor is ...
a mystery!
Hidden Traitor.
Locked