Betrayal at House on the Hill: Session (10.14.2017)

Happy Halloween 2017!
It’s been a year since our last session.  We’ll play Betrayal at House on the Hill with the Widow’s Walk expansion.  It’s a four-player story we call “The Lost School Bus”.

The “district” was located in a rural community.  It had suffered an economic collapse when the shoe factory closed over 10 years ago.  When a small rendering plant opened in the community, many objected and moved away depressing property values as a result.  The district could only afford a single school bus driven by an alcoholic professor, who once was a leading authority in psychology and multiple personalities.  One late afternoon, on the evening ending daylight savings time, Prof. Longfellow was down to his last three passengers.  But the echoes of his past was whispering in head.  “Wine.” the voices suggested.  It’s time to reunite with the good grape.  The withdrawal disoriented him and he was making turns into roads long abandoned.   The stench of the rendering plant only made his decision making skills worse until he took the bus, and his students, down a dirt road to the front of a strange house no one in town remembered existing.  The bus comes to a sudden end.  The stingy school budget didn’t afford much fuel either.  He and three students step down from the bus and headed towards the strange house.

Professor Longfellow, 57 yo
Speed 4.2, Might 3, Sanity 3.2, Knowledge 5.4

Heather Granville, 18 yo
Speed 4, Might 3.3, Sanity 3, Knowledge 5

Peter Akimoto, 13 yo
Speed 4, Might 3.2, Sanity 4.3, Knowledge 4.2

Missy Dubourde, 9 yo
Speed 5, Might 3.3, Sanity 3, Knowledge 4.2

— Turn 1 —

Mistakes and omissions will happen.

The group stands in the Entrance Hall.  The front door is to the east, the foyer to its west, and the Grand Staircase to the far west.

Longfellow,
Speed 4.2, Might 3, Sanity 3.2, Knowledge 5.4

Steps north from the Entrance Hall into the Chapel.  Longfellow’s Sanity to (4).
Event: Hideous Shriek.  Each must make a Sanity roll.
Longfellow (4): Resists the sound.
Heather (3): Resists.
Peter (4.3): Resists.
Missy (3): Takes 1 mental damage.  Missy’s Knowledge to (4.1).

Heather,
Speed 4, Might 3.3, Sanity 3, Knowledge 5

Walks west into the Foyer and turns north into a Tree House.
Looking up, Heather sees the tree leads to the Roof Landing.
Event Funeral: She must make a Sanity roll.
Heather (3.3): She blinks, the coffin is gone, Heather’s Sanity to (4).

Peter,
Speed 4, Might 3.2, Sanity 4.3, Knowledge 4.2

Follows Heather and climbs the tree to the Roof Landing.  His speed allows him to step into the room to the west.  It is the Drawing Room.
Item: Smelling Salts

Missy,
Speed 5, Might 3.3, Sanity 3, Knowledge 4.1

She joins Longfellow in the Chapel and prays.  Missy’s Sanity to (4).


— Turn 2 —

Longfellow,
Speed 4.2, Might 3, Sanity 4, Knowledge 5.4

He walks south through the Entrance Hall and directly across the room into a Theater.
Omen: Madman, a raving frothing companion.  Longfellow’s Might to (5) and Sanity to (3.2).
Haunt Roll: (6) for (1) Omen.  Nothing happens.

Heather,
Speed 4, Might 3.3, Sanity 4, Knowledge 5

Follows Peter into the Drawing Room on the Roof and steps north into a Locked Room.
Event: Grave Dirt.  Heather must make a Might Roll.
Heather (3.3): She shakes off the thick layer of dirt and Heather’s Might to (4).

Peter,
Speed 4, Might 3.2, Sanity 4.3, Knowledge 4.2
Smelling Salts

Peter trails Heather and tries to unlock the eastern door in the Locked Room.
He makes a Knowledge (4.2) roll: He unlocks the door to the Rookery.
A Crypt is revealed in the Basement adjacent to it’s landing.

Missy,
Speed 5, Might 3.3, Sanity 4, Knowledge 4.1

Missy races through the Grand Staircase to the Upper Landing.  she steps west into the Organ Room.
Event: Drip … Drip … Drip …

— Turn 3 —

Longfellow,
Speed 4.2, Might 5, Sanity 3.2, Knowledge 5.4
Madman companion

He walks into the Foyer and takes the doorway south into the Laundry.
Item: Healing Salve.

Heather,
Speed 4, Might 4, Sanity 4, Knowledge 5

Unable to unlock the door in the Locked Room, Heather steps into the Drawing Room and goes west into the Study.  Heather’s Sanity to (5).
Omen: Book.  Heather’s Knowledge to (7).
Haunt roll: (7) for (2) Omens: Nothing happens.

Peter,
Speed 4, Might 3.2, Sanity 4.3, Knowledge 4.2
Smelling Salts

Retreats through the Rookery east to the Spiral Staircase and descends to the Basement Landing.

Missy,
Speed 5, Might 3.3, Sanity 4, Knowledge 4.1

Missy goes north and dead-ends in the Conservatory.
Event: Jonah’s Turn.  Missy’s Knowledge to 3

— Turn 4 —

Longfellow,
Speed 4.2, Might 5, Sanity 3.2, Knowledge 5.4
Madman companion, Healing Salve

Takes the Laundry room dumbwaiter to the Basement Landing and steps west into the Dungeon.
He makes a Sanity (3.2) roll and succeeds.
Omen: Spear.
Haunt roll: (9) for (3) Omens.

Heather,
Speed 4, Might 4, Sanity 5, Knowledge 7
Book

Goes into the Drawing Room and steps through the south doorway into the Panic Room.
Event: Burning Man.  She must make a Sanity roll.
Heather (5): She panics and goes to the Entrance Hall.

Peter,
Speed 4, Might 3.2, Sanity 4.3, Knowledge 4.2
Smelling Salts

Steps east into the Junk Room.
Omen: Box and drawing a Blood Dagger.
Haunt roll: (9) for (4) Omens.  Nothing happens.

Missy,
Speed 5, Might 3.3, Sanity 4, Knowledge 3

Through the Upper Landing, she steps north into the Statuary Corridor.
Event: Mutant Housepet.  She must make a Speed roll.
Missy (5): She fails and Missy’s Might to (3.2).

— Turn 5 —

Longfellow,
Speed 4.2, Might 5, Sanity 3.2, Knowledge 5.4
Madman companion, Healing Salve,  Spear

Heads west into the Kitchen.
Omen: Skull.
Haunt roll: (6) for (5) Omens.  Nothing happens.

Heather,
Speed 4, Might 4, Sanity 5, Knowledge 7
Book

Walks south into a Bloody Room.
Item: Dynamite.

Peter,
Speed 4, Might 3.2, Sanity 4.3, Knowledge 4.2
Smelling Salts, Box [Blood Dagger]

Passes a Might Roll to exit the Junk Room east into the Underground Lake.
Event: Image in the Mirror.  An item is drawn.
Item: Lucky Stone.

Missy,
Speed 5, Might 3.2, Sanity 4, Knowledge 3

She steps north into the Bedroom.
Event: Something Slimy.  She must make a Speed roll.
Missy (5): She breaks free and Missy’s Speed to (6.1).

— Turn 6 —

Longfellow,
Speed 4.2, Might 5, Sanity 3.2, Knowledge 5.4
Madman companion, Healing Salve,  Spear, Skull

Longfellow goes north into the Servant’s Quarters.
Omen: Bloodstone.
Haunt roll: (5) for (6) Omens.  The haunt begins!

Haunt 59: The Fleshchild’s Alchemical Mandate.

Longfellow becomes the Fleshchild of Zosimus!
Speed: 6, Might: 7, Sanity 6, Knowledge 6.2

Heather (with flesh),
Speed 4, Might 4, Sanity 5, Knowledge 7
Book

Walks south into a Bloody Room.
Item: Dynamite.

She goes to the Laundry room and waits by the dumbwaiter.

Peter (with flesh),
Speed 4, Might 3.2, Sanity 4.3, Knowledge 4.2
Smelling Salts, Box [Blood Dagger], Lucky Stone

Avoiding the Junk Room, Peter steps north through the Chasm (passing a Speed roll).  He ends up in the Gymnasium.   Peter’s Speed to (6.1).
Omen: Medallion.

Missy (with flesh),
Speed 6.1, Might 3.2, Sanity 4, Knowledge 3

Missy moves to the Foyer.

— Turn 7 —

Fleshchild of Zosimus, Traitor
Speed: 6, Might: 7, Sanity 6, Knowledge 6.2
Madman companion, Healing Salve,  Spear, Skull

The Fleshchild follows Peter to the Chasm.  There doesn’t seem to be a way to go upstairs!

Heather (with flesh),
Speed 4, Might 4, Sanity 5, Knowledge 7
Book

Heather takes the dumbwaiter from the Laundry to the Basement Landing and makes it to the Underground Lake.  She tosses Dynamite in the room with the Fleshchild.
Fleshchild makes a speed roll (6): He passes escaping damage.

Peter (with flesh),
Speed 6.1, Might 3.2, Sanity 4.3, Knowledge 4.2
Smelling Salts, Box [Blood Dagger], Lucky Stone, Medallion

Peter moves into the Chasm and attacks the Traitor with his Blood Dagger.
Peter rolls (8) with help of Lucky Stone vs the Traitor’s (10) with Spear.
Peter suffers 3 damage including 1 bonus.  He also loses 1 Speed with use of the Blood Dagger.
Peter’s new stats: Speed 3.2, Might 3.1, Sanity 4.3, Knowledge 4.2

Missy (with flesh),
Speed 6.1, Might 3.2, Sanity 4, Knowledge 3

Moves to the basement via the Laundry room dumbwaiter.  She struggles through the Junk Room and ends up in the Underground Lake.  Missy’s Speed to (5).

— Turn 8 —

Fleshchild of Zosimus, Traitor
Speed: 6, Might: 7, Sanity 6, Knowledge 6.2
Madman companion, Healing Salve,  Spear, Skull

The Traitor takes Peter’s flesh.
He moves south into the Underground Lake and attacks Missy.
The Traitor with help of his Spear, rolls a (11) vs. Missy’s (3).
With bonus, the Traitor inflicts 9 damage and defeats her.

Heather screams.  Peter is catatonic.  It’s hopeless.  The servant of Zosimus will make his master very happy tonight.

Rule clarifications experienced during game play

Q: Is the Junk Room Speed penalty permanent? Or does the loss of 1 Speed only apply this turn?
A: All trait loss (or gain) requires a change on your character card.  In other words, its permanent until another event or item changes it again.  A room can cause your death.

Q: Is the Spiral Staircase one way?  Or can you return to the Spiral Staircase from a landing?
A: The Spiral Staircase is one way.   You move from the staircase to a landing on a nearby floor.  Not the other way around.

Commentary
The Fleshchild’s Alchemical Mandate is a haunt story void of fun.  The traitor turns into a superhuman brute who can outrun exploding dynamite.  There is no strategy with the finale only a coerced battle and no option of escape.

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