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(ital zones have indents between paras, find long dash for word-word) /Haunt 1/ [The Mummy Walks] /Dust billows into the room and a shadow passes over your heart. You hear one of your friends scream, a sound of delight and horror. A cold, damp voice shivers in your mind. "I lost my bride more years ago than you could possibly comprehend. My tears are dust, but my love is still as strong as the sun. Now my love is reborn to me. There is nothing you can do to keep us apart-and if youturn against me, I will rip your soul from your body and swallow it whole." [Right Now] - Set aside 2 triangular Knowledge Roll tokens. - The traitor loses the Girl card and any bonuses from it. Instead, he or she puts a small magenta monster token (representing the Girl) in any room on the same floor as the room where the haunt was revealed and at least 5 tiles away from the Mummy. If no rooms are at least 5 tiles away, he or she places the token as far away as possible on that floor. - When an explorer enters the same room as the Girl token, that player takes the Girl card. [What You Know About the Bad Guys] The traitor is trying to get the Mummy married to the Girl. [You Win When...] ...you banish the Mummy back to the land of the dead before it marries the Girl. [How to Banish the Mummy] - If the Book is not yet in play, the next hero to discover a room with an omen symbol searches through the omen stack and takes the Book card instead of drawing normally. Then shuffle that stack. - A hero must speak the Mummy's true name from the Book to banish it. You must follow these steps, in order, to do this. Each hero can attempt only one step each turn. 1. Attempt a Knowledge roll of 6+ to discover the Mummy's true name in one of the following rooms: - the room with the Sarcophagus (studying hieroglyphics); - the Research Laboratory (scanning the archaeological team's notes); or - the Library (researching the Mummy's history). If you succeed, take a Knowledge Roll token. 2. On a turn after any hero discovers the name, if you possess the Book, you can attempt a Knowledge roll of 6+ to look up the Mummy's name and learn the spell that will banish it. If you succeed, take a Knowledge Roll token. 3. Once the heroes have two of these tokens, a hero must Carry the Book to the same room as the Mummy. Any hero in the same room as both the Book and the Mummy can try to defeat the Mummy in Sanity combat to complete a spell that banishes it forever. - The Mummy is immune to Speed attacks (such as those using the Revolver and Dynamite) [If You Win...] /A hot, dry wind whispers through the room as you slam the ancient tome shut. The mummy shuffles toward you, its eyes dead holes of despair. As its hands close around your throat, their wrappings disintegrate. The creature moans as more and more of its body crumbles and blows away in the hot wind. "My bride...my only love...no...more..."/ /As the last of the mummy disappears, the wind stops. You are alone./ /Haunt 2/ [The S'eance] /A dread chill descends upon the house, and mist rises in lazy coils from the floor. A voice clatters through the air. "I must rest...put my soul to rest...or die..." [Right Now] Set aside a number of triangular Knowledge Roll tokens equal to the number of players. Set aside an equal number of triangular Sanity Roll tokens and a pentagonal item token (representing the Corpse). [What You Know About the Bad Guys] The traitor is trying to summon a Ghost before you do. [You Win When...] ...you either defeat the Ghost after the traitor takes control of it, or you bury the Ghost's bones after you summon it. [How to Summon the Ghost] You are racing against the traitor to summon the Ghost. To summon it, you must conduct a s'eance. - Each hero can attempt a Knowledge roll or Sanity roll of 5+, but only while he or she is in the Pentagram Chamber. During your turn, you can attempt only one of these rolls. - Each time one of these rolls succeeds, put a Knowledge Roll or Sanity Roll token (depending on the trait used) in the room where the haunt was revealed. When the heroes have placed a number of those tokens equal to half the number of players (round down), they've summoned the Ghost. - If the heroes succeed with their summoning before the traitor does, they control the Ghost (follow the instructions in the next section). If the traitor completes the s'eance first, he or she gains control of the Ghost. [If You Summon the Ghost First...] Ghost's declaration (read aloud): /"Bury my bones!"/ - Put the Ghost token in the room where the last s'eance roll succeeded. It stays there until you lose control of it. - Set up the Turn/Damage track with a plastic chip on 1. At the end of each subsequent turn of the player who completed the s'eance, advance the clip to the next number on the track. You have until the start of Turn 5 to bury the Ghost's bones. - Once during each hero's turn, if he or she is in the Attic, Bedroom, or Master Bedroom, the hero can attempt a Knowledge roll of 5+ to find the bones. If you succeed, put the Corpse token on your explorer's character card. - Carry the Corpse token to the Crypt or the Graveyard. While you are in one of those rooms, you can attempt a Knowledge roll of 5+ once during your turn to find the right gravestone and bury the bones. - While you're doing this, the Ghost can't attack anyone. If you fail to bury the bones by the start of Turn 5, the traitor gains control of the Ghost, following the instructions in the /Traitor's Tome/. If this happens, burying the bones is no longer enough to placate the Ghost; now you must destroy it. [Special Attack Rules] - No one can attack until after the s'eance has been completed. - While the traitor controls the Ghost, you can make only Sanity attacks against it, and only if you possess the Ring or you are in the Pentagram Chamber. A successful Sanity attack destroys the Ghost. - If the Ghost attacks a hero and is defeated, it is not harmed. [If You Win...] /The mists recede, and the terrible cold clutching at your heart slowly fades. A feeling of calm and contentment rises up in its place. A soul is at peace./ /Haunt 3/ [Frog-Leg Stew] /A cackling, rasping laugh echoes through the house. "No, no, no! Mustn't hide from me, my naughty little monkeys! You've been very bad little toadlings, stealing Ooma's book. Very bad. I'm afraid Ooma's going to have to whack your little noses off-or something worse, much worse."/ [What You Know About the Bad Guys] The Witch has cast a spell that makes her invulnerable. She can also turn people into Frogs. [You Win When...] ...you kill the Witch. [How to Kill the Witch] You must use the spellbook (represented by the Book card) to cast a /Form of Mortal/ spell on the Witch. This will make her vulnerable to attacks. The spell requires a mandrake root (represented by a pentagonal item token). To kill the Witch, you must follow these steps, in order. Each hero can attempt only one of these steps each turn. 1. Find a mandrake root. If you discover a new room with a mandrake root in it, the traitor will place a Root token in that room. Some might also be in existing rooms. 2. If you're in a room with a Root token, you can attempt a Knowledge roll of 4+ to dig up the mandrake. If you succeed, put the token on your character card. 3. If you have a Root token and the Book while you're in the same room as the Witch, you can attempt a Knowledge roll of 6+ to cast /Form of Mortal/. If you succeed, you can then attack the Witch normally. After you cast the spell on her, any successful attack will kill her. If you fail the roll, you keep the Root token and can try again next turn. [Frogs] - A hero who is turned into a Frog drops all items and discards any companions. That hero's Might and Knowledge are reduced to their lowest numbers above the skull symbol. A Frog can't attack, draw cards, or discover rooms. Another explorer who isn't a Frog can pick up and carry a Frog like an item. (Frogs can't do anything while being carried.) - If you're in the same room as a Frog while you have the Book, you can attempt a Knowledge roll of 4+ to turn the Frog back into a human. The restored hero's traits return to their starting values. [Special Attack Rules] - The Witch is invulnerable and can't be attacked until you cast /Form of Mortal/ on her. - Explorers can attack the Cat when it appears. [If You Win...] /The Witch screams, "Noooooo! You can't do this! Make them stop, my sweetmeat! You'll regret this! I'll crawl into your nightmares and make you bleed! Your brain will itch until you scratch a hole in your skull just to let some out! I'll-"/ /Just as you're ready to smash a lamp over your head to shut out her grating voice, she is gone...for now./ /Haunt 4/ [The Web of Destiny] /The web was so large your mind refused to see it. Now you are entangled in it, your face and body pressed into the sticky strands. Already the web is beginning to harden against your skin. If you don't get out soon, you might never escape. At the edge of your vision, you see a shadow detach itself from the ceiling. No, not a shadow-a spider gliding across the web. It hovers over you, and you feel your stomach catch fire. Looking down, you see a stinger stabbing into your belly. You scream...but will anyone hear?/ [Right Now] - The haunt revealer has been caught in a sticky web. That character is now a [trapped explorer.] The trapped explorer can't move but can still attempt to destroy the web by attacking it. He or she can also use or trade items. - If the Medical Kit hasn't been found yet, any hero who has the opportunity to draw an item card may search through the item stack and take the Medical Kit card instead of drawing normally. Then shuffle that stack. - Set aside a number of triangular Might Roll tokens equal to the number of players. - The trapped explorer has been infested with giant spider eggs. Eventually, they're going to hatch. [What You Know About the Bad Guys] A tremendously large Spider has awakened. It wants to protect the trapped explorer until its eggs hatch. [You Win When...] ...the trapped explorer has been freed, the eggs have been destroyed, and at least one hero exits the house. [How to Destroy the Web and Eggs] As long as the eggs have not been destroyed, none of the trapped explorer's traits can drop to the skull symbol. - You can destroy the web by making Might attacks. The web defends with Might 4. If you defeat it, put a Might Roll token in that room instead of inflicting damage. You don't take damage if the web defeats you. When that room has a number of Might Roll tokens equal to the number of players, the web has been destroyed. The trapped explorer can then move and act normally. - If you're in the same room as the trapped explorer while you have the Medical Kit, you can attempt a Knowledge roll of 4+ to destroy the eggs. If you have the Healing Salve, you can use it to destroy the eggs without a Knowledge roll. [How to Exit the House] After the trapped explorer is free and the eggs have been destroyed, heroes can exit the house. You can attempt a Knowledge roll (picking the lock) or a Might roll (breaking the lock) of 6+ to open the front door in the Entrance Hall. If you succeed, draw an event card and end your turn. On subsequent turns, all heroes who are still alive can exit the house from the Entrance Hall by spending 1 space of movement. [If You Win...] /Brushing cobwebs from your eyes, you stumble from the manor. Looking back, you see a light flickering from a window above you. You can just make out a shiver of movement...then another./ /Time to leave-now./ /Haunt 5/ [I Was a Teenage Lycanthrope] /A scream rips through the mansion, growing louder and more terrified, until you're sure you'll have to scream too if it doesn't stop. Just as you think you can't take any more, the scream quivers and deepens, turning into a howl of pure rage. Your shadow shakes as you realize you stand bathed in the light of the full moon./ [Right Now] - Set aside a number of small red monster tokens equal to the number of players in the game. - Set aside one pentagonal item token (representing Silver Bullets). [What You Know About the Bad Guys] The traitor is a Werewolf that will become more and more powerful. A Werewolf can infect others with lycanthropy, turning them into Werewolves as well. [You Win When...] ...all of the Werewolves are dead. You do not need to kill the Dog to win. [How to Kill Werewolves] You must find the Revolver and create Silver Bullets. To do this, you must follow these steps. Each hero can attempt a step only once each turn. 1. If you don't have the Revolver, you can find it in the Attic, Game Room, Junk Room, Master Bedroom, or Vault. While you are in one of those rooms, you can attempt a Knowledge roll of 5+. If you succeed, search the item stack for the Revolver card and take it. Then shuffle that stack. You can search multiple times in the same room, but you can't search more than once during your turn. 2. Go to the Research Laboratory or the Furnace Room. While there, you can attempt a Knowledge roll of 5+ to create Silver Bullets. If you succeed, take the Silver Bullets token. One explorer can work on creating Silver Bullets while another explorer is looking for the Revolver. (These two tasks can be done in either order.) 3. The hero who created the Silver Bullets must give them to the hero with the Revolver (or vice versa). 4. A hero with the Silver Bullets and the Revolver can kill a Werewolf or the Dog (see below). [You Must Do This on Your Turn] If you are attacked by a Werewolf or the Dog and take damage, you have been bitten and might be affected by the curse of lycanthropy. At the start of each your subsequent turns, you must attempt a Sanity roll of 4+ to resist the curse. If you fail, you become a Werewolf, and you are no longer a hero. (You must then read this haunt in the /Traitor's Tome/ and do everything described under "Right Now.") Heroes who have been bitten but have resisted becoming Werewolves still win if the Werewolves are killed...at least until the next full moon. [Special Attack Rules] If a hero who has Silver Bullets defeats a Werewolf or Dog once using the Revolver, the Werewolf or the Dog is killed. (The Revolver never runs out of bullets.) [If You Win...] /Clouds scud across the full moon, blocking its light. The house grows dark and quiet as you stand over the battered body of your dead friend. You had to do it to survive-but can you live with the knowledge of what you have done?/ /Haunt 6/ [The Floating Eye] /You're not certain if what you sense is a whine almost too high to hear or a thrumming almost too deep to feel. Maybe it's both. Cool blue lights pulse once, then again. Someone screams, "The masters have come for us! The great Eyes will consume our brains!"/ [Right Now] Set aside a number of triangular Might Roll tokens equal to the number of players. [What You Know About the Bad Guys] Aliens can use a mind-control ability to manipulate heroes. They can do this to all the heroes in a room, so stay spread out if you can. [You Win When...] ...you disable the Spaceship so it can't take off with your friends. [You Must Do This on Your Turn...] ...if you are under an Alien's control. The traitor will move you toward the room with the Spaceship. At the beginning of your next turn after you enter that room, you board the Spaceship and are out of the game. You cannot attack or take other actions while an Alien is controlling you. [Special Attack Rules] - You can free a hero from an Alien's mind control by attacking and defeating that hero (with normal combat or Sanity combat using the Ring). If you defeat that hero, he or she takes only half damage (rounded down). You take damage normally when that hero defeats you. Once freed, a hero can't be controlled again. - You can attempt a Might roll of 5+ to damage the Spaceship. Each time you succeed, put a Might Roll token next to the Spaceship token. When the Spaceship has a number of Might Roll tokens next to it equal to the number of players, the Spaceship is disabled and the heroes win. - Aliens are immune to Speed attacks (such as those using the Revolver or Dynamite). [If You Win...] /With the help of your so-called friend, those alien things almost captured you. Even now, as you crouch in the bushes, you can see the eyes searching, ever searching. You can feel them calling to you. For a second, your body edges back toward the house. Then you turn and run, stumbling for the road and safety./ /Haunt 7/ [Carnivorous Ivy] /A dry, rasping sound echoes through the house. At first you're sure giant rattlesnakes are coming to get you, but then you see the tendrils of vines pressing against the windows. As the glass cracks and bursts, you realize the plants are coming-coming for you./ [Right Now] Set aside a pentagonal item token to reprresent the Plant Spray. [What You Know About the Bad Guys] Each Root/Tip pair in the house is a Creeper. Creepers will try to grab you. The carnivorous plants feed on fertilizer made from dead bodies. [You Win When...] ...you use the Plant Spray to kill a number of Creepers equal to the number of players. [How to Create Plant Spray] Carry the Book to the Research Laboratory or the Kitchen. Once during your turn, if you are in one of those rooms and are carrying the Book, you can attempt a Knowledge roll of 5+ to create the Plant Spray. When you succeed, take the Plant Spray token. You can create Plant Spray only once. If it's destroyed, you can't make more. [Special Attack Rules] - You can automatically kill a Creeper by taking the Plant Spray into a room with a Root or Tip token and using it instead of making an attack that turn. (You have enough Plant Spray to attack all the Creepers.) - Roots can't attack and are not affected by normal attacks, only by the Plant Spray. Tips can attack and be attacked normally. - If a Tip defeats a hero in physical combat, the hero takes no damage. He or she is instead grabbed by the Tip and drops all items, which remain in that room. The Tip then ends its movement. - When you defeat a Tip in combat, it is stunned and drops and grabbed hero it's carrying. - Roots don't slow hero movement, but Tips do. [You Must Do This on Your Turn...] ...if you are grabbed. You cannot use items, but you can still make an attack against the Tip that is grabbing you. If you defeat the Tip, it is stunned and drops you. You can then move and take the rest of your turn. If the Tip defeats you, you do not take damage, but your turn is over. [If You Win...] /The tendrils writhe and thrash about, shattering vases, pictures, and furniture alike. For a second, it feels as if the vines will shake the house down, but then they slither away, shrinking back into the ground. The only sound you hear is sobbing. But who's crying? Oh-it's you./ /Haunt 8/ [Wail of the Banshee] /First you hear a faint sound from outside the room, as if someone were scrambling up the walls or scraping long talons across them. A few seconds later, you catch a glimpse of tattered silver robes swirling across the edge of your vision. You turn to run to the door just as you hear something enter the room behind you. The creature sighs. The sound creeps across the room, and you feel a terrible chill boring into your heart. Death is nigh./ [Right Now] Set aside a number of triangular Knowledge Roll tokens equal to the number of players. Set aside an equal number of triangular Sanity Roll tokens. [What You Know About the Bad Guys] The traitor has used the Spirit Board to summon a baleful Banshee. While carrying the Spirit Board, the traitor is immune to the Banshee's wail. [You Win When...] ...you successfully perform an exorcism to banish the Banshee. [How to Banish the Banshee] You must perform an exorcism before the Banshee kills you all. This requires a number of successful [exorcism rolls] equal to the number of players. Each roll requires a specific room or item, and each one requires a Sanity roll or a Knowledge roll. Each hero can attempt only one exorcism roll during his or her turn. - You can attempt a Sanity roll of 5+ to perform an exorcism while in the Chapel, Crypt, or Pentagram Chamber, or while carrying the Holy Symbol or Spirit Board. - You can attempt a Knowledge Roll of 5+ to perform an exorcism while in the Library or Research Laboratory, or while carrying the Book or Crystal Ball. Each time you succeed at an exorcism roll, put a Sanity Roll or Knowledge Roll token (depending on the trait used) on the item card or room tile you used for that part of the exorcism. If any hero successfully uses an item or room as part of an exorcism roll, no hero can use that item or room in an exorcism again. (For example, if you successfully perform a Sanity roll in the Chapel, then no one can use the Chapel again.) When the heroes have placed a number of these tokens equal to the number of players, the Banshee is banished. [Special Attack Rules] The Banshee can't be attacked. Stealing the Spirit Board from the Traitor will cause him or her to be affected by the Banshee but will not grant immunity to the hero who carries the Board. [If You Win...] /The shrieking grows closer and closer. Then the walls begin to shake. When you glance into a nearby mirror, you can see your hair turning white. The screeching it coming from just outside the door! The doorknob turns as you cry out the last words of the exorcism. Then...silence./ /Haunt 9/ [The Dance of Death] /Every clock in the house strikes midnight-even though you're sure it isn't that late. As the clocks quiet, a lone fiddler plays a haunting melody that floats through the air, calling you to dance. The music makes your soul shrivel, but it also makes your lips curl up into a smile. How can something be so awful and so wonderful at the same time?/ [Right Now] - This haunt doesn't begin with a traitor-only heroes. Each hero has a chance to become a traitor during his or her turn. - If the Pentagram Chamber and Stairs from Basement aren't in the house, the haunt revealer searches the room stack for them and places them in the basement. You can connect these rooms as you choose, but the Pentagram Chamber must be placed as far from the haunt revealer as possible. Do the same for the Ballroom, connecting it to the ground-floor room of your choice. Then shuffle the room stack. - Set aside a number of triangular Sanity Roll tokens equal to the number of players. [What You Know About the Bad Guys] Somewhere in the house, a Dark Fiddler is playing music that bites into your brain. A dance of death has begun in the Ballroom. [You Win When...] ...you banish the Dark Fiddler. [How to Banish the Fiddler] To banish the Dark Fiddler, the heroes must complete the following steps, in order. You can attempt only one step during your turn. 1. The hero carrying the Holy Symbol moves to the Pentagram Chamber. That hero can't voluntarily give the Holy Symbol to anyone else. 2. A hero in the Pentagram Chamber with the Holy Symbol can attempt a Sanity roll of 5+ to defy the Dark Fiddler. You don't need to be carrying the Holy Symbol to attempt this roll, as long as you are in the same room with it. If you succeed at this roll, put a Sanity Roll token in that room. 3. When the Pentagram Chamber has a number of Sanity Roll tokens equal to the number of explorers at the start of the haunt, the heroes have successfully banished the Dark Fiddler. [You Must Do This...] ...at the start of your turn. You must attempt a Sanity roll of 4+ to resist the Dark Fiddler's lure, unless you are carrying the Holy Symbol. If you fail the Sanity roll, and you're in the Ballroom, you become insane. You are now a traitor. (Read this haunt in the /Traitor's Tome/.) If you fail this roll in another room, you take 1 Sanity damage instead. If your Sanity is reduced to the skull symbol, you don't die; instead, you become a traitor (and must read this haunt in the /Traitor's Tome/). Otherwise, you must move toward the Ballroom by the shortest route through discovered rooms. You may perform other actions normally along the way if you wish. If your Sanity drops to the skull symbol for any other reason in this scenario, you also become insane and turn traitor. [Special Attack Rules] The Dark Fiddler can't be attacked. [If You Win...] /The fiddler plays faster and faster as you defiantly chant the words to banish him. Rain falls from the ceiling, pelting down upon the pentagram and the fiddler within. As he plays on, you notice his face beginning to melt like wax in fire. The terribly beautiful music continues as the fiddler melts, fading only when the last remnant of his body disappears in the driving rain. /Haunt 10/ [Family Gathering] /The madman cocks his head, listening. "Do you hear it?" he asks his companion. "Under the floor, where I put them. My family."/ /The floor buckles and cracks, and two corpses heave up into the light. One fixes the madman's traitorous companion with a maggoty smile. As the corpse closes on its victim, the house shudders, as if in birthing pain. Then the dull beat of footsteps echoes throughout the house./ [What You Know About the Bad Guys] The Madman and the Zombies want to kill you. You can trap the Zombies by luring them into the rooms that were important to them in life. [You Win When...] ...you trap all of the zombies. [How to Trap Zombies] You can lure the Zombies into their favorite rooms by taking advantage of their single-mindedness. - Zombies don't move very fast, and a Zombie always moves toward the closest hero that it can see. - You can trap the Zombies in the Master Bedroom, Chapel, Conservatory, Game Room, Library, and Attic. - If a Zombie enters or starts a turn in one of those rooms, it must attempt a Knowledge roll of 4+ to avoid being trapped there. If it fails, it makes no attacks this turn and remains peaceably in that room for the rest of the game without making any further rolls. (Turn its token face down to mark that it has been trapped.) - Once a Zombie is trapped in a room, that room cannot be used to trap another Zombie. [If You Win...] /"Sorry, Mama!" screamed the madman./ /A sob bubbled from between the rigor-locked gums of one of the shuffling corpses./ /You left Mama behind that night, but sometimes you think you can still hear her sobs trickling up through the floorboards./ /Haunt 11/ [Let Them In] /Outside the window, the mist roils. Are those shapes taking form in the vapors? From elsewhere in the house, you hear the madman scream, "At last! Throw wide the windows!"/ /The sound of windows opening, one after another, follows. A cold wind plays through the house, stirring your hair and whispering seductive threats in your ear./ [Right Now] Set aside a number of triangular Sanity Roll tokens equal to the number of players. Set aside an equal number of triangular Knowledge Roll tokens. [What You Know About the Bad Guys] - The traitor and the Madman are trying to let in the Specters. - The Specters are going to try to kill you. They can't be attacked physically. [You Win When...] ...you banish all the Specters, either through an exorcism or by defeating each of them individually with Sanity attacks (using the Ring card). [How To Perform An Exorcism] You can perform an exorcism to banish all of the Specters. This requires a number of successful [exorcism rolls] equal to the number of players. Each roll requires a specific room or item, and each one requires a Sanity roll or a Knowledge roll. Each hero can attempt only one exorcism roll during his or her turn. - You can attempt a Sanity roll of 5+ to perform an exorcism while in the Chapel, Crypt, or Pentagram Chamber, or while carrying the Holy Symbol or Ring. - You can attempt a Knowledge roll of 5+ to perform an exorcism while in the Library or Research Laboratory, or while carrying the Book or Crystal Ball. Each time you succeed at an exorcism roll, put a Sanity Roll or Knowledge Roll token (depending on the trait used) on the room tile or item card you used for that part of the exorcism. If the heroes successfully use an item or room as part of an exorcism roll, no hero can use that item or room in an exorcism again. (For example, if you successfully perform a Sanity roll in the Chapel, then no one can use the Chapel again.) When the heroes have placed a number of these tokens equal to the number of players, the Specters are banished. [Special Attack Rules] - You can make Sanity attacks against a Specter if you have the Ring. If you defeat it, it's banished. If you defeat a Specter when it attacks you, the Specter is stunned. - While the Madman is focused on letting in the Specters, he won't attack explorers. He can still defend himself if attacked. [If You Win...] /The rites have been observed. The exorcism succeeded. The windows are shut. The specters have been banished. But...what's that flicker of motion outside the window? Best not to let them in again./ /Haunt 12/ [Fleshwalkers] /The crystal ball pulses with an image of the room you stand in, complete with a crystal ball that shows the image of the room you stand in, containing a crystal ball that shows the image of the room you stand in, and so on, as if you're falling into a well of identical images./ /Then a new image forms within, this time of the entrance hall, where people are arriving through the front door. They look familiar... One of the newcomers glances up, locking eyes with you through the crystal ball. You blanch in recognition. They are your eyes./ /It is your doppelg:anger-your evil twin./ [Right Now] - Put a number of small monster tokens (representing the Evil Twins) in the Entrance Hall equal to the number of players. Use tokens of different colors, each corresponding to a specific hero. - The player to the left of the haunt revealer goes first. [What You Know About the Bad Guys] This haunt has no traitor-just heroes. The Evil Twins are just like you, but they want to kill you. [You Win When...] ...your hero is alive and all of the Evil Twins are dead. [The Evil Twins Must Do This...] ...after the haunt revealer's turn. They act on the monster turn. An Evil Twin always rolls for movement as a monster and moves toward its matching hero by the shortest possible route. If an Evil Twin ends its turn in a room with any hero, it attacks. If it is in a room with more than one hero, it will always attack its counterpart if possible. Otherwise, determine which one it attacks randomly. If a player's hero is killed, that player takes control of that hero's Evil Twin and uses it to attack other explorers. [Evil Twins] - Each Evil Twin has trait values equal to its counterpart's trait values at the start of the haunt. Those traits don't change. - Evil Twins can't carry items or take custody of companions. [Special Attack Rules] - If you don't possess the Crystal Ball when you attack or defend against your Evil Twin, you lose 1 additional point in each of your traits, regardless of who defeats whom. If your Evil Twin defeats you, you also take damage normally. If you defeat your Evil Twin, you stun it as normal. If you fight someone else's Evil Twin, you do not lose the additional point. - If you possess the Crystal Ball, you kill your Evil Twin if you defeat it. - If you defeat another hero's Evil Twin, you stun it [unless] you possess the Crystal Ball and that hero is dead. In that case, you kill the Evil Twin when you defeat it. - The Crystal Ball holder can attack stunned Evil Twins. A stunned monster defends itself with its regular number of dice but inflicts no damage if it rolls higher than its attacker. - You may take the Crystal Ball from another hero in the same room on your turn if the hero is willing to let you have it. [If You Win...] /Shuddering, you back away. Your body lies dead on the floor. Not/ your /body, you tell yourself. Your doppelg:anger. You had to kill it. It meant to replace you, right? It was you or it, right?/ /Right?/ /Haunt 13/ [Perchance to Dream] /Wake up, wake up! Why won't the dreamer wake up?/ /One of your fellow explorers has fallen asleep in the bedroom. You poke and prod, and then deliver a stinging slap. Nothing wakes the dreamer. In a terrible place like this, that can't be good./ /The dreamer thrashes, crying out, "Come back! Don't do it!" Must be a nightmare./ [Right Now] Set aside a number of triangular Sanity Roll tokens equal to the number of players. Set aside an equal number of triangular Might Roll tokens. [What You Know About the Bad Guys] The dreamer's subconscious mind has released Nightmares into the house. If enough Nightmares escape the house, you'll lose. You don't know how many need to escape, so you must stop as many as you can. (The traitor has written down that number based on rules in the /Traitor's Tome/.) [You Win When...] ...you wake the dreamer before an unknown number of Nightmares escape into the world. (The traitor knows that exact number.) [How to Wake the Dreamer] You must bring the Holy Symbol to the dreamer's room and use it to wake that explorer. 1. Carry the Holy Symbol to the room with the dreamer's body in it. 2. As long as the Holy Symbol is carried by a hero in the room, any hero in the room can attempt a Sanity roll or Might roll of 5+ to wake the dreamer. After each success, take a Sanity Roll or Might Roll token (depending on the trait used). The dreamer awakens when the heroes have a number of these tokens equal to the number of players. 3. The Smelling Salts card can't be used to awaken the dreamer. [Special Attack Rules] - Nightmares inflict mental damage instead of physical damage. - If you attack a Nightmare and defeat it, it's killed instead of being stunned. [If You Win...] /The roaming nightmares lose all cohesion and vanish. The dreamer ceases thrashing, but gives voice to one final scream in a deep, hellish voice: "NOOOOO! Don't make me go back!"/ /Your friend wakes, blinking, and in a normal voice says, "I had the strangest dream."/ /Haunt 14/ [The Stars Are Right] /The bookshelves of this old mansion are packed with sinister tomes. Horrible titles speak of evil, death, madness, and the names of Things That Should Not Be. Why did your companion bring you to this macabre collection? What forbidden knowledge would she hope to gain?/ /Your questions are answered when rhythmic chanting echoes through the corridors. The cult that inhabits this house is shouting to summon an ancient creature-and the loudest voice is that of your traitorous companion. The traitor is here to complete the ritual by bringing the cultists everything they need...including human sacrifices./ [Right Now] Set aside a number of pentagonal item tokens (representing cans of Paint) equal to the number of players. Put one in each of the following rooms, in order (as many as you can): Kitchen, Larder, Junk Room, Storeroom, Research Laboratory, Attic. If there are more Paint tokens than there are rooms, you may put more than one token in a room, again in order. If none of these rooms are in play, search through the room stack until you find one of them and put it in play on a legal floor, then put all Paint tokens on it. Then shuffle that stack. [What You Know About the Bad Guys] The traitor is working with a fanatic cult. The Cultists are trying to summon their god by bringing sacrifices into the Pentagram Chamber. They can sacrifice items and a few specific omens-along with the explorers' corpses. You don't know how many sacrifices are needed, so you must stop the Cultists as quickly as possible. [You Win When...] ...you desecrate the pentagram before the god is summoned. [How to Desecrate the Pentagram] You can desecraate the pentagram by finding cans of paint (Paint tokens) and throwing them on the floor of the Pentagram Chamber. - Pick up the Paint tokens scattered around the house. You can carry only one Paint token at a time. - You can throw a Paint token into the Pentagram Chamber from an adjacent room with a connecting door. Doing this counts as 1 space of movement. - You must throw every Paint token in the house into the Pentagram Chamber to desecrate the pentagram. [Special Attack Rules] If your explorer is killed, tip that figure over in its room to mark his or her corpse. A Cultist or the traitor can then pick up your explorer's corpse like an item and carry it. (That player takes your figure to show that it's being carried.) While the traitor or a Cultist is carrying your corpse, it uses 2 spaces of movement to enter a room. [If You Win...] /The house shakes, and you hear glass shattering around you. The walls sweat as the cultists' dead god draws near./ /Just as your world is about to be torn away from you, paint splashes across the wooden floor, desecrating the pentagram. You stop the horrible ritual. The world is safe, for now, but the echoes of the cultists' chant still burn in your mind. Clutching at your head, you feel blood dripping steadily from your damaged ears./ /In time your body will heal...but will your soul?/ /Haunt 15/ [Here There Be Dragons] /One of your fellow explorers stoops, picks up a scrap of paper from the floor, then mumbles something you can't quite hear. Before you can ask your friend what it is, the front doors burst open./ /An enormous dragon roars in, rampaging and snortnig fire! Your friend frowns, then points, yelling, "Eat 'em, dragon! Eat them all!"/ [What You Know About the Bad Guys] The Dragon wants to kill you all. It can breathe fire and bite. You'll need special weapons and armor to defeat such a ferocious beast. [You Win When...] ...you slay the dragon. [How to Slay the Dragon] The Dragon is so tough that you'll need the Antique Armor (a pentagonal item token), the Shield (another pentagonal item token), and the Spear card to have much chance at success. (The Antique Armor and Shield are both somewhere in the basement.) [Antique Armor:] The Antique Armor is a unique item that's different from the Armor item card. The Antique Armor can't be stolen with a special attack. You can't wear the Antique Armor and the Armor at the same time. - You can use a full turn to put on the Antique Armor or take it off and give it to another character. You can't move or do anything else during that turn. - While you wear the Antique Armor, you take 5 less physical damage from attacks. It is heavy, though; you move 1 fewer space during your turn while wearing it. (Remember, you can always move at least 1 space every turn.) The Antique Armor doesn't protect you against fire or heat damage. [Shield:] When you carry the Shield, you're immune to fire and heat damage, but it's very heavy; you move 1 fewer space each turn while you're carrying it. If you're both wearing the Antique Armor and carrying the Shield, you move 2 fewer spaces each turn. (Remember, you can always move at least 1 space.) Every hero in the same room as the hero carrying the Shield is immune to the Dragon's fire breathing attack. [Spear:] The Spear is particularly good against the Dragon. In addition to the Spear's Might bonus, when you are attacking or defending against the Dragon with a Might attack, add 4 to the result of your roll. [Special Attack Rules] - If you're hit by the Dragon's fire breathing attack, you can choose to discard an item and take 2 less physical damage. You can do this with multiple items at once, each time reducing the damage taken by 2. - The traitor keeps track of the amount of damage you inflict against the Dragon and announces when it has been slain. [If You Win...] /The dragon quivers, then lies still as tendrils of smoke rise up from its nostrils. Its carcass is bloodied from combat, but not nearly so bloody as your friends./ /Now you must deal with the traitor, who stands grinning like an idiot. As you advance, your former friend realizes you mean to make restitution./ /"But this is a dream!" protests the traitor. Rather poignant, for last words./ /Haunt 16/ [The Phantom's Embrace] /Your companion was always a little too obsessed with that girl, jealous of her friendship with you. Now he's trapped the poor girl inside the house. You hear her scream, her voice rising in pitch, higher and higher. Then silence. Just as you fill your lungs to shout for the girl, a deep laugh echoes from below. As it fades, you hear a quiet ticking. It sounds like the timer on a bomb. Just like it, in fact. What madness is this?/ [What You Know About the Bad Guys] Your traitorous companion has summoned a Phantom to guard the Girl. She's hidden in the basement somewhere, and the traitor has set a trap for you. You can hear a bomb ticking away. You don't have much time. [You Win When...] ...you rescue the Girl and then either defuse the bomb or escape with the Girl from the house before it blows up. [How to Rescue the Girl] First you must find the Phantom and rescue the Girl. Then you need to find and defuse the bomb-or get out quick. - The Phantom (and the Girl) will appear in the next basement room you discover with an event or omen symbol. The traitor places their tokens in the room. - Instead of drawing a card for that room, you must attack the Phantom. If you defeat the Phantom, you kill it and gain custody of the Girl. If the Phantom defeats you, then you take damage normally and it escapes with the Girl (both tokens are removed from the house). The Phantom will again show up in the next basement room you discover with an event or omen symbol. - If the entire basement has been explored, the traitor chooses any basement room and puts the Phantom and the Girl there. The Phantom never moves to the same room twice. [How to Defuse the Bomb] Once during your turn, you can attempt a Knowledge roll of 7+ in the room where the Phantom was defeated to defuse the bomb. [How to Escape from the House] You can attempt a Knowledge roll (picking the lock) or a Might roll (breaking down the door) of 6+ to open the front door in the Entrance Hall. If you succeed, draw an event card and end your turn. On subsequent turns, all heroes can move 1 space out the front door from the Entrance Hall to escape. [If You Win...] /The girl sobs in your arms as you flee the ancient manor house. You can still hear that infernal ticking, even though you've escaped. Glancing back at the mansion, you see a lone shape standing in an upper window. The shape raises a hand to the glass just as you pass through the iron gates of the estate./ /Haunt 17/ [A Breath of Wind] /As you move through the room, some of the debris begins to shake. You stoop to examine it, but it lifts off the floor, quickly followed by more. Soon, a cloud of broken objects spins through the air, and you hear a cackle of insane laughter as pieces of junk begin to launch themselves towards you./ [Right Now] Set aside several pentagonal item tokens to represent Candles. [What You Know About the Bad Guys] They are trying to kill you. [You Win When...] ...you exorcise the Poltergeist. [How to Perform the Exorcism] This exorcism ritual requires the burning of Candles. - Once each turn, if you are in the Kitchen, Dining Room, Chapel, or Gallery, you can attempt a Speed roll of 3+ to find a Candle. (More than one Candle can be found in the same room.) If successful, place a Candle token on your character card. - If you are carrying a Candle, you may discard it in any room on the floor where the haunt was revealed and attempt a Knowledge roll of 5+. If successful, place the Candle token in that room; no more Knowledge rolls may be made in that room. If you fail, the Candle is lost; return the token to the set-aside pile. Once a Candle token has been placed in a room, it cannot be picked up by the Poltergeist or the traitor. When you have placed a number of Candle tokens equal to the number of heroes when the haunt was revealed, you exorcise the Poltergeist. - A hero with the Candle item card can use (and discard) that item instead of a Candle token when attempting a Knowledge roll. Put a pentagonal item token in that room on a success. [Special Attack Rules] - The Poltergeist is immune to Might attacks, and it cannot be harmed by the Revolver. The Dynamite does affect it (the /Traitor's Tome/ describes what happens). - Any hero in the room with the Poltergeist may attack it with Speed. If you defeat it, you inflict no damage, but you can steal one item it is carrying. If it defeats you, take 1 die of physical damage (instead of normal combat damage). - A hero carrying the Ring, the Skull, or the Bell can attack the Poltergeist with Sanity. If you defeat it, decrease the Turn/Damage track by the difference in your rolls. If it defeats you, take 1 die of mental damage (instead of normal combat damage). [If You Win...] /The candle sputters and burns your hand as you numbly recite the words for the final time. With a sickening crash, the airborne debris flies in all directions, overturning tables and denting the walls. Then, all is still./ /Haunt 18/ [United We Stand] /You heard your friend scream, but by the time you arrived, he was already a monster, flesh flowing and bubbling across bones like molten rubber. Flesh like that can't be cut or torn with normal weapons. But fire-fire will melt it all away. A big enough fire will burn away your monstrous friend and all the horror of this house forever./ [Right Now] If the Stairs from Basement tile is not in the house, search the room stack for it and place it in the basement. Then shuffle that stack. [What You Know About the Bad Guys] The traitor hungers for your flesh, and only burning down the house will kill the monster. [You Win When...] ...the house fire kills the traitor. [How to Burn Down the House] - You need to discover and move to the Furnace Room. Once there, make a Knowledge roll of 5+. On a success, you set the furnace to overheat. - At the end of the subsequent turn of the hero who set the furnace to overheat, the Furnace Room explodes. Turn its tile over so that its back is showing. Any explorer (including the traitor) in the room is killed - From then on, at the end of every explorer's turn (including the traitor's), a new room catches fire, killing anyone in it. (Flip the tile over.) A room can't catch fire unless it is adjacent to one that has already burned. The adjacent rooms don't need to have connecting doors. Dead heroes' players cannot cause the fire to spread, but the traitor must always do so. - When the fire reaches the Stairs from Basement, a subsequent explorer can choose to destroy the Foyer. The fire then spreads from there to the Entrance Hall and Grand Staircase. (Mark these rooms with the pentagonal item tokens to show they have been destroyed.) The fire can also spread from the Basement Landing up the Coal Chute, or from a basement room up to the Collapsed Room. - When the fire destroys the Foyer, the Entrance Hall and the Grand Staircase, the house collapses, killing anyone left inside. [How to Escape the House] - You can attempt a Knowledge roll (picking the lock) or a Might roll (breaking down the door) of 4+ to open the front door in the Entrance Hall. If you succeed, draw an event card and end your turn. On subsequent turns, all explorers can move 1 space out the front door from the Entrance Hall to escape. - The traitor can't initially move through the front door-the escaping heroes bar it behind them. [If You Win...] /The house collapses into a blazing inferno. A fitting end for such an evil place, you think, and the horrible thing your friend became. Still, as you stare at the red-hot flames, you can't help but admire the secret lost in them. After all, aren't we all stronger when united?/ /Haunt 19/ [A Friend for the Ages] /You have long heard that this house is the home of an ancient evil force. The gallery is lined with many antique paintings, beautifully framed but now collecting dust. As you gaze at the works of art, your eye falls upon one that looks strangely familiar. You see the face of one of your friends, but marred by age and mortal wounds. Beneath the painting is a dusty placard reading: "To a friend for the ages. May death itself refuse you while this ward endures."/ [Right Now] - Take a number of pentagonal item tokens (representing cans of Paint) equal to the number of heroes + 2. - Also set aside a number of triangular Knowledge Roll tokens equal to the number of heroes. - Place the Paint tokens in the following rooms: Attic, Abandoned Room, Collapsed Room, Patio, Statuary Corridor, Storeroom, and Wine Cellar. Place one Paint token in each room. If there are more rooms in play than you have Paint tokens, place the tokens in the rooms farthest away from any explorer. If you have more Paint tokens than there are suitable rooms in play, set the extra tokens aside. Each time an eligible room is discovered, put a Paint token in it. [What You Know About the Bad Guys] The traitor is protected by a mystical portrait, which absorbs all his or her ills and infirmities. He or she is trying to protect it at all costs. [You Win When...] ...you break the portrait's spell by repainting it, or the traitor is dead. [How to Repaint the Portrait] - Paint tokens can be picked up, dropped, traded, and stolen like regular items, but cannot be carried by the Dog. Each explorer can carry only one Paint token at a time. - If you are in the Gallery and carrying a Paint token, you can attempt a Knowledge roll of 4+ on your turn to repaint the portrait. If this roll is successful, discard the Paint token and place 1 Knowledge Roll token in the room. A hero cannot do this more than once per turn. - When you have placed a number of Knowledge roll tokens in the Gallery equal to the number of heroes when the haunt began, the spell is broken. [Special Attack Rules] The traitor cannot be harmed by normal means. If you defeat the traitor in physical combat by 2 or more, you can steal an item from him or her. (See "Special Attacks" on page 13 of the rulebook.) [Exception:] When a hero wearing the Amulet of the Ages defeats the traitor in combat, the traitor's traits take damage as normal. [If You Win...] /As you make the last stroke, you feel the painting finally yield to your brush and give up the power it contains. Your traitorous companion staggers, hair growing long and white, face wrinkling, until the ancient body simply falls apart. In a moment, nothing remains but a pile of dust./ /But as you look at the new portrait before you, you wonder...where have you seen that face before?/ /Haunt 20/ [Ghost Bride] /An apparition in white lace shimmers into view. "You've left me alone these long years," speaks a feminine voice, "but I waited. For you. For our wedding." The ghost glides toward one of your fellow explorers and says, "Once you are dead like me, we will be together...forever."/ /The ghost fades, but the faint sound of an organ playing a wedding march sighs gently through the house./ [Right Now] - If the Crypt isn't in the house, search the room stack for it and put it in the basement. Then shuffle the room stack - Put a pentagonal item token in the Crypt to represent the Corpse. [What You Know About the Bad Guys] The Ghost Bride thinks one of the explorers is her new groom. [You Win When...] ...you find the wedding ring (the Ring card) and the body of the real groom (the Corpse token), then present them to the Ghost Bride in the Chapel before she marries your friend. [How to Stop the Wedding] You must discover the groom's name and his buried body. Then you must take the Corpse and the Ring to the Chapel so you can put the Ghost Bride's soul to rest. To do all this, you must follow these steps, in order. Each hero can attempt only one step each turn. 1. You can attempt a Knowledge roll of 5+ while in the Bedroom, Dining Room, or Library, or while carrying the Book (her old diary), to figure out the real groom's name. 2. You can then attempt a Knowledge roll of 4+ in the Crypt to locate the body of the real groom. 3. Once the body is discovered, you can attempt a Might roll of 4+ in the Crypt to disinter it. 4. Once the body is disinterred, take the Corpse token and carry it to the Chapel. The body is heavy: While you're carrying it, entering a room counts as 2 spaces of movement. You can trade the Corpse token to another explorer as you would pass an item. 5. Carry the Ring to the Chapel. It doesn't matter whether the body or the Ring reaches the Chapel first. Once you have the Corpse and the Ring in the Chapel, the Ghost Bride will appear there and finally rest in peace. [Special Attack Rules] The Ghost Bridge makes Sanity attacks. She cannot be damaged or stunned by any means, except for Sanity attacks from the Ring. [If You Win...] /Crypt dirt cakes your neck and grits your eyes, but you found what you sought: the shriveled, mummified corpse of a long-buried groom. You force the ring onto its fragile finger. Finally, you heave your burden across the threshold of the chapel, where it falls with a sickening crunch, scattering bones and hair./ /The apparition in white lace appears and hovers over the corpse. From the broken form rises an apparition in black. Linking hands, the two fade slowly, lovingly, from existence./ /Haunt 21/ [House of the Living Dead] /What's all that racket? It sounds like something coming up through the floor or the walls. Oh, dear God! Decaying bodies, rot-blackened teeth, grave breath! Yellow and black pus-filled corpses snatch at you with death-gaunt arms. They're everywhere!/ /They're going to feast on your flesh, ripping off chunks of it with their blackened teeth. But you won't die. Eternally hungry, your mutilated corpse will join the undead as another mindless zombie./ /You must stop them somehow!/ [What You Know About the Bad Guys] They are slow (but tough) Zombies. They want to kill you all. An ancient Zombie Lord controls them. [You Win When...] ...you destroy either the Zombie Lord or all the Zombies. [Special Attack Rules] If you're killed, you become a Zombie on your next turn. The traitor will then tell you your new traits. Read this haunt in the /Traitor's Tome./ - You can destroy a Zombie by defeating it in combat with any weapon that requires a Might attack. Dynamite can also kill Zombies. Otherwise, you stun a Zombie when you defeat it. If you take damage from a Zombie, it doesn't matter whether you have one of these weapons or not. - Whenever you have the opportunity to draw an item card, you can draw three item cards, choose one, and put the others on the bottom of the stack. - If you are carrying the Holy Symbol, all Zombies that make Might attacks against you roll 2 fewer dice. (The Holy Symbol doesn't affect the Zombie Lord.) - You can damage the Zombie Lord only if you are carrying the Medallion. The Medallion holder does not need to use a weapon to damage the Zombie Lord, but any weapon he or she wields can damage it normally. The traitor keeps track of the damage done to the Zombie Lord and announces when it has been destroyed. - The attacks of heroes who are not carrying the Medallion have no effect on the Zombie Lord (they do not even stun it). [If You Win...] /The noise of flesh being rent by those corpse-gray hands...the horrible, horrible chomping sounds that followed...you can hear them still. It is a sound that will wake you in the dead of night for years to come. Each time you hear it, you almost imagine something shifting in the walls. Then you roll over and go back to sleep. Checking for the origin of those sounds never leads to anything good./ /Haunt 22/ [The Abyss Gazes Back] /The house shudders and groans. A wave of heat envelops you. Another shugger, and then the sound of wood tearing and concrete collapsing. One of your fellow explorers screams, "Hang on, everyone! We're all goin' to HELL!"/ /A flickering glow paints the walls, and gray mist rushes into the room. A portion of the house crumbles and falls down into a burning lake of fire. You scramble to safety, desperately wondering how to prevent the house from collapsing into Hell and taking your with it./ [Right Now] Set aside a number of triangular Sanity Roll tokens equal to the number of players. Set aside an equal number of triangular Knowledge Roll tokens. [What You Know About the Bad Guys] The traitor welcomes the Abyss-and wants to make sure everyone else goes along for the ride. [You Win When...] ...you successfully perform an exorcism to keep the house from collapsing. [How To Perform the Exorcism] You must perform an exorcism to keep the house from being sucked into the Abyss. This requires a number of successful [exorcism rolls] equal to the number of players. Each roll requires a specific room or item, and each one requires a Sanity roll or a Knowledge roll. Each hero can make only one exorcism roll each turn. - You can attempt a Sanity roll of 5+ to perform the exorcism while in the Chapel, Crypt, or Pentagram Chamber, or while carrying the Holy Symbol or Ring. - You can attempt a Knowledge roll of 5+ to perform the exorcism while in the Library or Research Laboratory, or while carrying the Book or Crystal Ball. Each time you succeed at an exorcism roll, put a Sanity or Knowledge Roll token (depending on the trait used) on the room tile or item card that you used for that part of the exorcism. An token still counts toward your total even if the room or item with which it was accomplished is destroyed. If you successfully use an item or room as part of an exorcism roll, no hero can use that item or room in an exorcism again. (For example, if you successfully perform a Sanity roll in the Chapel, then no one can use the Chapel again.) When the heroes have placed a number of tokens equal to the number of players, the house stops collapsing. [You Must Do This on Your Turn] At the end of your turn, the traitor will tell you to turn over one or more room tiles in the house. These rooms have collapsed and are now part of the Abyss. [Dealing with the Abyss] - The traitor is keeping track of the passage of time with the Turn/Damage track. - If you're carrying the Holy Symbol and you're in a room adjacent to a destroyed room, you can sacrifice the Holy Symbol instead of turning over room tiles. (The adjacent room must have a connecting door.) When you do, discard that card; you no longer need to turn over those tiles. Doing this also prevents the house from collapsing until the end of your next turn. It does not, however, stop the Turn/Damage track from advancing. - If you're in a room when the Abyss engulfs it, you must attempt a Speed roll of 4+. If you succeed, you can escape by jumping to an adjacent discovered room with a connecting door (if there is one) that is not collapsing. If the roll fails, or if there isn't a room you can use, you are sucked into the Abyss and killed. - If an event or the Mystic Elevator sends you to a room or floor that has collapsed, then you plummet into the Abyss and are killed. - The Entrance Hall, Foyer, and Grand Staircase each count as a separate room. Use a pentagonal item token to mark when each it sucked into the Abyss. [If You Win...] /The last incantation is over. The exorcism is finished. You wait, mentally pleading, praying, promising anything if only you are saved.../ /The house ceases rumbling. The gray mist pulls back. The red glow is extinguished. You sigh. Hell won't claim you today./ /Haunt 23/ [Tentacled Horror] /Ropy lengths of muscled tissue flail into view. Jagged, horn-rimmed suckers cover the boneless arm, pulsing and clicking like disembodied teeth. The rubbery length scuttles across a fellow explorer's leg, then tightens convulsively. Horn-rimmed suckers saw at your friend's limb, nearly severing it, before he is pulled out of sight as if being reeled in. Your friend's screams grow fainter in the distance before abruptly stopping./ /Then the tentacle returns./ [Right Now] Set aside 3 triangular Might Roll tokens. [What You Know About the Bad Guys] A Tentacled Horror is searching for you. Each of its Tentacles is represented by an Arm token and a Sucker token. If a Sucker pulls you to its matching Arm, you'll be killed at the start of the next monster turn, unless you're rescued first. The Tentacles grow stronger over time. [You Win When...] ...you destroy the creature. [How to Destroy the Creature] Find the Head of the Tentacled Horror and destroy it by doing the following: - The hero carrying the Crystal Ball must use it to find where the creature's Head is. Make a Knowledge roll of 4+ to gaze into it successfully; an unsuccessful roll results in the negative consequences listed on the card. If the roll is successful, instead of searching for a card, roll 4 dice to determine where the Head is located. [Result] / [Room] 0 / Larder 1 / Kitchen 2 / Organ Room 3 / Chasm 4-5 / Underground Lake 6 / Conservatory 7 / Crypt 8 / Furnace Room - The Crystal Ball shatters after it's used to find the Head. Discard that card. - If the room has not been discovered yet, search through the room stack until you find it. Then give it to the traitor, and tell that player to connect the room to any unexplored doorway on an appropriate floor. Shuffle the room stack. - Place a small monster token in that room to represent the creature's Head. [Special Attack Rules] - Arms can't attack or be attacked. Suckers can attack and be attacked normally. - If a Sucker defeats a hero in physical combat, the hero takes no damage. He or she is instead grabbed by the Sucker and drops all items, which remain in that room. The Sucker then ends its movement. - When you defeat a Sucker in physical combat, it is stunned and retreats. It drops any hero it is grabbing. Then put the Sucker token in the same room as the matching Arm token. - Arms don't slow hero movement. Only Suckers do. - The creature's Head can attack heroes. Each time the Head would take damage, instead place a triangular Might Roll token in that room. When the heroes have placed all 3 tokens, they destroy the Head. [You Must Do This on Your Turn...] ...if you are grabbed. You cannot use items, but you can still make an attack against the Sucker that is grabbing you. If you defeat it, the Sucker drops you and retreats, but for the rest of the turn, each room you move into counts as 2 spaces of movement. If you tie or are defeated, you take no damage, but your turn is over. [If You Win...] /The sucker-rimmed tentacle lashes back and forth in agony, bringing down part of the ceiling and then one wall. A scream begins far below your senses and ripples up through the scale, ascending far beyond your puny hearing. The creature's last call penetrates dimensions you cannot imagine./ /Finally, That Which Should Not Be is no more. You suspect you'll meet it again only in your dreams./