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Survivor 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. Thick tendrils of opaque mist hide the next room from your sight, never extending past the doorway as if it was an invisible barrier. Beside the doorway, a bronze plaque is hung on the wall, its faded letters seeming to shine as you read it.
  8.  
  9. STRANGER, LEAVE THIS REALM IN PEACE
  10. DO NOT WAKE THE BEAST THAT SLEEPS
  11. FLEE NOW OR YOU'LL CURSE YOUR FATE
  12. SHOULD YOU DARE VENTURE PAST MY GATE
  13. BUT IF YOU FIND THAT A FRIEND IS GONE
  14. COME TO ME NOW, I WON’T WAIT LONG
  15.  
  16. Now that you think about it, you haven't seen one of your friends since you entered this house…
  17.  
  18. ----
  19.  
  20. Right Now
  21. Put all of the heroes in the Entrance Hall. Set aside five Sanity Roll tokens and five Knowledge Roll tokens (triangular).
  22.  
  23. ----
  24.  
  25. What You Know About the Bad Guys
  26. The traitor has captured a (nonplayer) friend of yours and trapped him in somewhere in the Catacombs. The traitor is trying to complete the Curse of the Maze, and only by solving the Riddle of the Maze can you free your friend.
  27.  
  28. ----
  29.  
  30. You Win When …
  31. … you solve the Riddle of the Maze.
  32.  
  33. ----
  34.  
  35. The Catacombs Path
  36. 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.
  37.  
  38. 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.
  39.  
  40. You may not draw new Omens in any way (If you explore a new room with an Omen symbol, you may keep moving).
  41.  
  42. ----
  43.  
  44. How to Solve the Riddle
  45. Solving the Riddle of the Maze requires a number of successful "riddle rolls" equal to the number of heroes. Each explorer can only attempt one riddle roll during his or her turn.
  46.  
  47. To make a riddle roll, make a Sanity roll or Knowledge roll while in a room with an Omen symbol.
  48.  
  49. Result Effect
  50. 0-1 Something finds you while you work on the Riddle. The traitor will explain what happens.
  51. 2 You have no idea what the solution to the Riddle is. Lose 1 Knowledge.
  52. 3 You are unable to solve the Riddle right now.
  53. 4 You’re so close to solving the riddle, but you can't quite make sense of it, and it drives you a bit mad. Lose 1 Sanity.
  54. 5+ You've solved part of the Riddle. Place a Sanity Roll or Knowledge Roll token (depending on the trait you used) on the room tile you used.
  55.  
  56. If the heroes successfully use a room as part of the riddle roll, no explorer can use that room to solve the Riddle again.
  57.  
  58. ----
  59.  
  60. If You Win …
  61. The guardian beast of the labyrinth rushes towards you, hissing corrosive venom and leaving deep scars in the stone as its legs move. It gets closer and closer, and you're finding it almost impossible to concentrate on the nonsensical runes carved into the wall. Perhaps it's not possible for mere mortals to solve the ancient Riddle of the Maze.
  62.  
  63. And then, just as you give up hope, everything clicks. Without hesitation, you turn towards the beast and call out the Riddle’s solution. Thick smoke rises from its body as it turns and tries to run away from you, but it is too late. The guardian’s body bursts apart into dust and foul liquids.
  64.  
  65. A stone staff rises from the ground before you, glowing with a holy light. You accept it and your role as the new guardian of the labyrinth, and guide your friends to freedom. Stepping back into the twisting passages, you vow to never let anyone suffer the Curse of the Maze again.
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