[BHH] The Exploration!
- Tahlvin
- Scottish Joker
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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?"
- DMDarcs
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Re: [BHH] The Exploration!
Maps should be working now.
Longfellow is still up!
Longfellow is still up!
- FlameBlade
- Orange Troubleshooter
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Re: [BHH] The Exploration!
Now that fog cleared from his head, Longfellow moves north into bloody room. Then west into the unknown.
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
- DMDarcs
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Re: [BHH] The Exploration!
Longfellow discovers the Dusty Hallway.
The south hallway is blocked.
You may continue exploring.
The south hallway is blocked.
You may continue exploring.
- FlameBlade
- Orange Troubleshooter
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Re: [BHH] The Exploration!
Longfellow accidentally inhaled all the dusts, and gave a great big sneeze. Recovering, he continues on west.
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
- DMDarcs
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Re: [BHH] The Exploration!
Longfellow discovers the Junk Room.
When exiting the Junk Room, you must attempt a Might roll of 3+. If you fail, lose 1 Speed (but continue moving).
OMEN: SKULL
A skull, cracked and missing teeth.
If you take mental damage, you can take all of it as physical damage instead.
The haunt count is 5. The haunt is not triggered.
Brandon is up!
When exiting the Junk Room, you must attempt a Might roll of 3+. If you fail, lose 1 Speed (but continue moving).
OMEN: SKULL
A skull, cracked and missing teeth.
If you take mental damage, you can take all of it as physical damage instead.
The haunt count is 5. The haunt is not triggered.
Brandon is up!
Re: [BHH] The Exploration!
Brandon hopes up and down on the balls of his feet, psyching himself up, and moves quickly to the East.
- DMDarcs
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Re: [BHH] The Exploration!
Brandon discovers the Game Room.
EVENT: ACUPUNCTURE
This room is pleasantly lit with candles. A woman with long dark hair in a pristine white coat smiles warmly at you. She raises a needle, thin as a hair and longer than her hand. The point of the needle glints in the candlelight as it is driven toward your eye.
You can choose to either return to the Widow's Walk and lose 1 Sanity OR you can attempt a might roll.
0-2 Lose 1 Speed and 1 Might.
3-4 Gain 1 Speed and 1 Might.
5+ Gain 1 Speed, 1 Might, and 1 Sanity.
EVENT: ACUPUNCTURE
This room is pleasantly lit with candles. A woman with long dark hair in a pristine white coat smiles warmly at you. She raises a needle, thin as a hair and longer than her hand. The point of the needle glints in the candlelight as it is driven toward your eye.
You can choose to either return to the Widow's Walk and lose 1 Sanity OR you can attempt a might roll.
0-2 Lose 1 Speed and 1 Might.
3-4 Gain 1 Speed and 1 Might.
5+ Gain 1 Speed, 1 Might, and 1 Sanity.
Re: [BHH] The Exploration!
I make a might roll!
- DMDarcs
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Re: [BHH] The Exploration!
Brandon subjects himself to the acupuncture and gains 1 Speed and 1 Might. (Might Roll: 4)
Zoe is up!
Zoe is up!
- Tahlvin
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Re: [BHH] The Exploration!
Still dragging her American Girl doll along behind her, Zoe opens the western door from the basement landing.
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?"
- DMDarcs
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Re: [BHH] The Exploration!
Zoe discovers the Operating Laboratory.
EVENT: SHRIEKING WIND
The wind picks up, a slow crescendo to screeching howl.
Heather is up!
EVENT: SHRIEKING WIND
The wind picks up, a slow crescendo to screeching howl.
Heather is up!
- Stan
- Ninja Carpenter
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Re: [BHH] The Exploration!
Heather is excited to discover that she has gained a following. She'd be one of the popular kids soon. She considers going back to the nursery to regain her senses but that would be cautious and unfun. Besides, she'd heard the phrase 'cross that bridge when you come to it." Well, here's the bridge, so she should cross it. She gestures to the madman and waves her arm towards the other end. "Come Jeffery! Adventure's afoot."
Cross the room and through the other door.
The next omen is likely to trigger things!
Cross the room and through the other door.
The next omen is likely to trigger things!
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Re: [BHH] The Exploration!
Heather discover the Bathroom.
EVENT: SECRET PASSAGE
A section of the wall slides away. Behind it, a moldy tunnel awaits.
This secret passage exits out into a ground floor room of your choice.
You may use the secret passage and continue exploring this turn.
Moving from one room to the other through the passage is 1 movement point.
EVENT: SECRET PASSAGE
A section of the wall slides away. Behind it, a moldy tunnel awaits.
This secret passage exits out into a ground floor room of your choice.
You may use the secret passage and continue exploring this turn.
Moving from one room to the other through the passage is 1 movement point.
- Eliahad
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Re: [BHH] The Exploration!
(On my turn I will either head north or east from the bloody room, whichever one hasn't been discovered yet. My preference is to the east.)
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- Stan
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Re: [BHH] The Exploration!
Heather takes a look at the state of the bathroom and immediately goes ewww about the gross tunnel. She remembers that it's there in case of dire emergency. For now, she'll stay clean and smelling perfect. "Come along Jeffery, I'll show you the nursery."
Go back to nursery to regain sanity point.
Go back to nursery to regain sanity point.
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Re: [BHH] The Exploration!
Heather returns to the nursery and regains a sanity point.
(You still need to dictate where the secret passage will lead to.)
Madame Zostra travels east and discovers the Menagerie.
Once per game, if you end your turn here, you gain 1 to a physical trait.
This room has a dumbwaiter. (2 movement points to go the the Upper Landing or Basement Landing.)
EVENT: HANGED MEN
A breeze chills the room. Before you, three men hang from frayed ropes. They stare at you with cold, dead eyes. The trio swing silently, then fade into dust that falls to the ground. You start to choke.
(Speed Roll: 3)
(Might Roll: 3)
(Sanity Roll: 3)
(Knowledge Roll: 2)
You gain 1 point in a trait of your choice.
MENAGERIE EFFECT: You gain 1 point in a physical trait of your choice.
Flash is up!
(You still need to dictate where the secret passage will lead to.)
Madame Zostra travels east and discovers the Menagerie.
Once per game, if you end your turn here, you gain 1 to a physical trait.
This room has a dumbwaiter. (2 movement points to go the the Upper Landing or Basement Landing.)
EVENT: HANGED MEN
A breeze chills the room. Before you, three men hang from frayed ropes. They stare at you with cold, dead eyes. The trio swing silently, then fade into dust that falls to the ground. You start to choke.
(Speed Roll: 3)
(Might Roll: 3)
(Sanity Roll: 3)
(Knowledge Roll: 2)
You gain 1 point in a trait of your choice.
MENAGERIE EFFECT: You gain 1 point in a physical trait of your choice.
Flash is up!
Re: [BHH] The Exploration!
Flash heads west. "C'mon, Judy, you're safe with me. I'll get you out of here."
All I know is my food tastes better when I take my food-tastes-better pill.
- Eliahad
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Re: [BHH] The Exploration!
(I will take a point in Speed and a point in Knowledge.)
Madame Zostra shivers from the image, memories that are not her own filling her mind, and leaving the taste of adrenaline in her mouth.
Madame Zostra shivers from the image, memories that are not her own filling her mind, and leaving the taste of adrenaline in her mouth.
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- DMDarcs
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Re: [BHH] The Exploration!
Flash discovers the Collapsed Room.
The first explorer to enter this room must attempt a Speed roll of 5+ to avoid falling. If you fail the roll, draw a basement tile and put it into play. You fall there and take 1d3-1 physical damage. Further explorers may choose to fall, but still take the damage.
(Speed Roll: 6)
You may continue to move.
The first explorer to enter this room must attempt a Speed roll of 5+ to avoid falling. If you fail the roll, draw a basement tile and put it into play. You fall there and take 1d3-1 physical damage. Further explorers may choose to fall, but still take the damage.
(Speed Roll: 6)
You may continue to move.
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