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Traitor 16: Come to Me

Jan 25th, 2014
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  1. 16 - - Come to Me
  2.  
  3. OMEN: Dog, Madman, Mask, Medallion, Spear
  4. ROOM: Catacombs
  5. TRAITOR: Haunt revealer
  6.  
  7. Long ago, you discovered the secret passages beneath this old house: a labyrinth twisting off countless miles in every direction. Two minutes in and you were lost, unable to even retrace your steps to the exit.
  8.  
  9. It was there that you found the labyrinth's guardian, or rather, it found you. A massive spider with a human face and teeth as sharp as knives. For whatever reason, he let you go free and led you to the exit of the maze. And you're not one to forget a debt.
  10.  
  11. Sooner or later, your friends are certain to realize that one among your group is missing. Trapped, deep in the twisting passages of the labyrinth down below, stalked by its guardian. He is hungry tonight, and you’re going to repay his past kindness with a feast.
  12.  
  13. ----
  14.  
  15. Right Now
  16. Your character is still in the game but has turned traitor.
  17.  
  18. Set aside all the room tiles that have been played in the house so far, except for the starting tiles and the Catacombs. Remove any tokens from the board. Connect the Catacombs to the Basement Landing if it is not already adjacent to it.
  19.  
  20. If the Stairs from Basement tile isn't in the house, take it from the room stack and put in the basement attached to the Basement Landing tile, on the opposite side of the Catacombs.
  21.  
  22. Shuffle together all the tiles you set aside and all the undrawn rooms from the room stack and discard stack. Draw a number of tiles equal to the number of players and make a path with them connected to the Catacombs in any way. You do not need to connect them in the order you draw them. Rooms that may normally only be placed in the upper and ground floors may still be added to the Catacombs path. Place your figure on any tile in the Catacombs path.
  23.  
  24. ----
  25.  
  26. What You Know About the Heroes
  27. They’re trying to solve the Riddle of the Maze to free their lost companion.
  28.  
  29. ----
  30.  
  31. You Win When …
  32. … all of the heroes are dead or the Catacombs path is complete.
  33.  
  34. ----
  35.  
  36. The Catacombs Path
  37. You may no longer explore new rooms on the upper or ground floor. You may no longer explore new rooms in the basement from the Basement Landing. Rooms explored in the basement are always the top tile of the room stack, regardless of whether or not that tile would normally be playable in the basement.
  38.  
  39. Ignore the room text on the Catacombs, Coal Chute, Collapsed Room, Gallery, and Mystic Elevator. The Rope item may no longer be used normally. If the Event card The Beckoning, Burning Man, The Lost One, Mystic Slide, Revolving Wall, Secret Passage, Secret Stairs, Shrieking Wind, or The Walls is drawn, discard it and end your movement.
  40.  
  41. You may not draw new Omens in any way (If you explore a new room with an Omen symbol, you may keep moving).
  42.  
  43. At the end of each of your turns, you may pick up any room in the Catacombs path with only one explored room adjacent to it (after setting everything on it aside) and put it somewhere else in the Catacombs path so its door is connected to a different unexplored doorway (and put back everything you set aside).
  44.  
  45. If every tile from the room stack is drawn, or there are no longer any open doorways along the Catacombs path, the Catacombs path is complete and the heroes are lost in the maze for eternity.
  46.  
  47. ----
  48.  
  49. The Beast
  50. If a hero rolls a 0 or 1 on his or her roll while trying to solve the Riddle of the Maze, the Labyrinth Beast awakens. Place the Spider token (large) in the same room as that hero to represent the Beast. If a hero rolls a 0 or 1 on any future roll while trying to solve the Riddle of the Maze, you may choose to instantly move the Beast to the same room as that hero. The Beast acts after your turn as normal.
  51.  
  52. ----
  53.  
  54. If You Win …
  55. The sunlight outside is a beautiful sight after the hours and hours spent underground with the labyrinth’s guardian. The sight of it still chewing on the skin of one of your friends was a bit disturbing, but it was the only possible outcome: if you couldn't solve the Riddle of the Maze, of course no one but the guardian could.
  56.  
  57. It occurs to you now that this makes a second time that the guardian beast has led you to the exit of the maze. Perhaps your debt to him isn't paid after all…
  58.  
  59. ----
  60.  
  61. THE BEAST
  62. Speed Might Sanity
  63. 5 5 6
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