[BHH] The Exploration!
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Re: [BHH] The Exploration!
Longfellow discovers the Kitchen.
OMEN: ROPE
It probably wasn't used to hang anybody. Today.
You may move up the Coal Chute, and from the Ballroom to the Gallery. You do not need to roll for crossing the Chasm. You do not take damage from the Collapsed Room, and can move from the room below the Collapsed Room into the Collapsed Room. When moving via a dumbwaiter you may moe to any landing.
The omen count is at 2. No haunt is triggered.
Brandon (Kyle) is up!
OMEN: ROPE
It probably wasn't used to hang anybody. Today.
You may move up the Coal Chute, and from the Ballroom to the Gallery. You do not need to roll for crossing the Chasm. You do not take damage from the Collapsed Room, and can move from the room below the Collapsed Room into the Collapsed Room. When moving via a dumbwaiter you may moe to any landing.
The omen count is at 2. No haunt is triggered.
Brandon (Kyle) is up!
Re: [BHH] The Exploration!
Brandon looks around unsure and darts south, nodding awkwardly at Zoe as he jets past and through the south door of the ballroom.
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Re: [BHH] The Exploration!
Brandon discovers the Tree House.
Put a Plant token on any open door on the roof or upper floor. This room is adjacent to that door.
(Current choices are Upper Landing, Nursery, Roof Landing, Library.)
EVENT: GHOST IN THE MACHINE
The crackling of static startles you as a small television sparks to life. Through the snowy image you make out the shape of a child playing somewhere in the house. She stops her game, turns towards you and beckons you to join her. The television goes black once again.
(Sanity Roll: 4)
You now find yourself on the Widow's Walk. It's somewhere on the roof level. (You get to decide what room it's next to, and how it's oriented.)
EVENT: A MOMENT OF HOPE
Something feels strangely right about this room. Something is resisting the evil of the house.
There is a Blessing in this room. Each explorer rolls 1 additional die (maximum of 8 dice) on all trait rolls while in this room.
You make your Plant and Room choices. I'll update the map after doing so. Then, Zoe is up!
Put a Plant token on any open door on the roof or upper floor. This room is adjacent to that door.
(Current choices are Upper Landing, Nursery, Roof Landing, Library.)
EVENT: GHOST IN THE MACHINE
The crackling of static startles you as a small television sparks to life. Through the snowy image you make out the shape of a child playing somewhere in the house. She stops her game, turns towards you and beckons you to join her. The television goes black once again.
(Sanity Roll: 4)
You now find yourself on the Widow's Walk. It's somewhere on the roof level. (You get to decide what room it's next to, and how it's oriented.)
EVENT: A MOMENT OF HOPE
Something feels strangely right about this room. Something is resisting the evil of the house.
There is a Blessing in this room. Each explorer rolls 1 additional die (maximum of 8 dice) on all trait rolls while in this room.
You make your Plant and Room choices. I'll update the map after doing so. Then, Zoe is up!
Re: [BHH] The Exploration!
I can't see the roof anymore. Is is just the roof landing? And does it have four exits in each cardinal direction? If so, I want to put the plant token on the south exit,and the widows walk on the north exit, oriented as it's shown- with exits to the east, west and south.
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Re: [BHH] The Exploration!
Shrugging her shoulders with child-like indifference at the slap-fight she just witnessed, Zoe moves to the western door of the room, holding her American Girl doll by the hand and dragging it along beside her. She reaches for the doorknob, hesitates for a moment, then grabs it and opens the door, stepping inside...
Wash: "This is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
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Re: [BHH] The Exploration!
Zoe discovers the Mystic Elevator.
Roll 2d3-2 and move this room next to any open door on
4 - Any floor.
3 - Upper level.
2 - Ground floor.
1 - Basement.
0 - Basement level, then take 1d3-1 points of physical damage.
(Elevator roll: 2)
Move this room to any open door on the ground floor, and continue your turn.
Roll 2d3-2 and move this room next to any open door on
4 - Any floor.
3 - Upper level.
2 - Ground floor.
1 - Basement.
0 - Basement level, then take 1d3-1 points of physical damage.
(Elevator roll: 2)
Move this room to any open door on the ground floor, and continue your turn.
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Re: [BHH] The Exploration!
Sorry, having trouble with the map images on my phone. I’ll try first thing on the morning from my computer.
Wash: "This is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
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Re: [BHH] The Exploration!
Alright, I can't see the map, but I think I've pieced together the layout of the ground floor from previous posts:
- From the eastern foyer:
- north to the arsenal
- east into the kitchen
- north into a new room
- south to the ballroom
- east to a new room
- south to the tree house (can't see this map, so don't know if there are doors off this "room" on the ground floor heading any directions)
- west to the mystic elevator
- From the western foyer:
- north or south to a new room
Now, what exactly do you mean by moving this room and any open door on the ground floor? Does that mean I jump into any existing room on the ground floor (i.e., east foyer, kitchen, arsenal, etc.)? Or does that mean I can open another door that hasn't already been opened ("open door" meaning a door that hasn't been mapped to a room) and jump into that room (i.e., north from the western foyer, etc.)? To expedite things, I'll give you both answers and you can use the one that's appropriate:
- If I jump into an existing room on the ground floor, I'll jump into the kitchen and then try to open the east door of the kitchen.
- If I jump through a new door, then I'll go through the door on the north side of the western foyer.
If none of this makes sense, let me know.
- From the eastern foyer:
- north to the arsenal
- east into the kitchen
- north into a new room
- south to the ballroom
- east to a new room
- south to the tree house (can't see this map, so don't know if there are doors off this "room" on the ground floor heading any directions)
- west to the mystic elevator
- From the western foyer:
- north or south to a new room
Now, what exactly do you mean by moving this room and any open door on the ground floor? Does that mean I jump into any existing room on the ground floor (i.e., east foyer, kitchen, arsenal, etc.)? Or does that mean I can open another door that hasn't already been opened ("open door" meaning a door that hasn't been mapped to a room) and jump into that room (i.e., north from the western foyer, etc.)? To expedite things, I'll give you both answers and you can use the one that's appropriate:
- If I jump into an existing room on the ground floor, I'll jump into the kitchen and then try to open the east door of the kitchen.
- If I jump through a new door, then I'll go through the door on the north side of the western foyer.
If none of this makes sense, let me know.
Wash: "This is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
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Re: [BHH] The Exploration!
Wash: "This is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
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Re: [BHH] The Exploration!
After the Mystic Elevator comes to a stop, Zoe crosses the hall and discovers the Panic Room.
When you exit the Panic Room, you may attempt to make a Speed roll of 3+. If you succeed, you may move to any room with a dumbwaiter.
EVENT: MISTY ARCH
An archway in the will filled with colored mists.
You may choose to walk through. If you don't, nothing else happens and the arch disappears. If you do, roll 3d3-3.
0 - Move to the Entrance Hall. You've lost something. Discard an item of your choice.
1-2 - You are somehow changed. Move to the Entrance Hall, and you change into Missy Dubourde, resetting all traits to their starting values.
3-4 - Move to any room that has an open doorway.
5-6 - Move to any room that has an open doorway. You get an item.
(To clarify, rooms with open doorways are: Kitchen, Ballroom, Tree House, Upper Landing, Nursery, Roof Landing, Library, Widow's Walk, and Basement Landing.)
When you exit the Panic Room, you may attempt to make a Speed roll of 3+. If you succeed, you may move to any room with a dumbwaiter.
EVENT: MISTY ARCH
An archway in the will filled with colored mists.
You may choose to walk through. If you don't, nothing else happens and the arch disappears. If you do, roll 3d3-3.
0 - Move to the Entrance Hall. You've lost something. Discard an item of your choice.
1-2 - You are somehow changed. Move to the Entrance Hall, and you change into Missy Dubourde, resetting all traits to their starting values.
3-4 - Move to any room that has an open doorway.
5-6 - Move to any room that has an open doorway. You get an item.
(To clarify, rooms with open doorways are: Kitchen, Ballroom, Tree House, Upper Landing, Nursery, Roof Landing, Library, Widow's Walk, and Basement Landing.)
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Re: [BHH] The Exploration!
(On my turn, I believe I can head east to the Kitchen and then North? I don't think anyone has been there yet. He said, planning ahead.)
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
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Re: [BHH] The Exploration!
Of course Zoe walks through the archway! That's what little girls do!
Wash: "This is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
Mal: "Define interesting."
Wash: "Oh, God, oh, God, we're all gonna die?"
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Re: [BHH] The Exploration!
Zoe walks through the Mystic Arch and... ends up in a room with an open doorway. (Your choice.)
Heather is up!
Heather is up!
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Re: [BHH] The Exploration!
Heather waltzes through the only other door in the nursery. If not stopped by a card draw, she continues one to another room, preferring east. north as a 2nd choice.
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Re: [BHH] The Exploration!
Heather discovers the Gallery.
You can choose to fall from the Gallery into the Ballroom. If you do, take 1d3-1 physical damage.
OMEN: MADMAN
A raving, frothing madman serves as your companion.
Gain 2 Might and lose 1 Sanity now.
Lose 2 Might and gain 1 Sanity if you lose custody of the Madman.
This can't be dropped, traded, or stolen.
The omen count is 3. The Haunt is not triggered.
Madame Zostra heads into the kitchen, and then discovers the Bloody Room.
ITEM: SKELETON KEY
The key to open any door.
You can open the Vault or Locked Safe without rolling dice.
If a haunt says you can attempt to open the front door of the house, you can open it without rolling dice.
Flash is up!
You can choose to fall from the Gallery into the Ballroom. If you do, take 1d3-1 physical damage.
OMEN: MADMAN
A raving, frothing madman serves as your companion.
Gain 2 Might and lose 1 Sanity now.
Lose 2 Might and gain 1 Sanity if you lose custody of the Madman.
This can't be dropped, traded, or stolen.
The omen count is 3. The Haunt is not triggered.
Madame Zostra heads into the kitchen, and then discovers the Bloody Room.
ITEM: SKELETON KEY
The key to open any door.
You can open the Vault or Locked Safe without rolling dice.
If a haunt says you can attempt to open the front door of the house, you can open it without rolling dice.
Flash is up!
Re: [BHH] The Exploration!
Move to the south from Upper Landing.
All I know is my food tastes better when I take my food-tastes-better pill.
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Re: [BHH] The Exploration!
Flash discovers the Servants' Quarters.
OMEN: GIRL
A girl.
Trapped.
Alone.
You free her!
Gain 1 Sanity and 1 Knowledge now.
Lose 1 Sanity and 1 Knowledge if you lose custody of the Girl.
This can't be dropped, traded or stolen.
The omen count is 4. The Haunt is not triggered.
Longfellow is up!
OMEN: GIRL
A girl.
Trapped.
Alone.
You free her!
Gain 1 Sanity and 1 Knowledge now.
Lose 1 Sanity and 1 Knowledge if you lose custody of the Girl.
This can't be dropped, traded or stolen.
The omen count is 4. The Haunt is not triggered.
Longfellow is up!
Re: [BHH] The Exploration!
Woohoo! I got a girl! I'm gonna name her Judy!
All I know is my food tastes better when I take my food-tastes-better pill.
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