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starlitepony

Traitor 08: Deal with the Devil

Nov 9th, 2013
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  1. 8 - - Deal with the Devil
  2.  
  3. OMEN: Ring
  4. ROOM: Abandoned Room, Balcony, Pentagram Chamber, Servants' Quarters
  5. TRAITOR: Left of the haunt revealer
  6.  
  7. You try to control your breathing and huddle up into a tighter ball. It's not exactly comfortable hiding in this box here, but it's at least safe. Once they figure out that you called the police on them, they're sure to try to find you. But it's not like you could have just let them complete their evil ritual! You stare at the phone in your hand, given to you by the police, and pray it will soon ring.
  8.  
  9. ----
  10.  
  11. Right Now
  12. If the Attic is not yet in play, search through the room stack until you find it and place it anywhere on the upper floor. Move your figure into the Attic.
  13.  
  14. Set aside four Servant tokens (red) to represent the police force and place the fifth in the Entrance Hall.
  15.  
  16. ----
  17.  
  18. What You Know About the 'Heroes'
  19. They have come into the house to revive the Demon Lord, and will not rest until they have avenged your betrayal.
  20.  
  21. ----
  22.  
  23. You Win When …
  24. … all of the 'heroes' are dead or captured.
  25.  
  26. ----
  27.  
  28. The Attic
  29. Your character is absolutely safe so long as you are in the Attic tile. You may not attack, be attacked, or be affected by items or events in any way while in the Attic. You do not slow heroes' movement while in the Attic.
  30.  
  31. ----
  32.  
  33. The Police
  34. The Police are barricading the exits to the house, but will periodically send in some of their units to attack. At the start of each of your turns, roll a die. You may add up to that many Police in any of the following rooms of the house: Entrance Hall, Gardens, Graveyard, Tower, on the Balcony, or in a room with an outside facing window. Police may not move the turn they are added to the house. You may not add any more Police to the mansion if there are currently at least as many Police as there are free heroes. No two Police may be in the same room at any time, unless they fall into the same room from the Attic (The heroes will tell you if this happens).
  35.  
  36. Police do not do damage if they attack a hero. Instead, any hero who would take damage from a Police is captured. Captured heroes take one point of damage to all of their traits at the beginning of each of their turn. A Police may not leave the room with a captured hero in it. If a Police is stunned, any captured heroes in that room are immediately freed.
  37.  
  38. Police may still stun monsters as normal.
  39.  
  40. ----
  41.  
  42. If You Win …
  43. The ringing phone nearly gives you a heart attack, and you hurriedly answer it with a whispered "Hello?" You don’t dare move yet, just in case it’s a false alarm and they’re still in the house.
  44.  
  45. "Hello? It’s Captain Roberts. We've got all of them in custody, we're sending an escort to come and get you. Thanks for all your hard work."
  46.  
  47. You carefully step out of the dusty old box and relax. The real devils have been dealt with.
  48.  
  49. ----
  50.  
  51. POLICE
  52. Speed Might Sanity
  53. 4 4 4
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