Chapter 3
The madman tilts his head, listening. “Do you hear it?” He asks his companion. “Under the floor, where I put them. My family.” The floor buckles and cracks, and two corpses heave up into the light. One fixes the madman’s traitorous companion with a maggoty smile. As the corpse closes on the victim, the house shudders, as if in birthing pain. Then the dull beat of footsteps echoes throughout the house.
Alice followed the edge of the Balcony to a room to the north. At long last her movement north came to an end, as she found herself in a dead-end. The new room had no other doors, but appeared to be a brightly lit room, surrounded in glass, for the growing of plants and flowers. The apparent Conservatory would be her last possible spot in her northward journey. As she entered the room however, it felt as a thousand bugs spilled out across her skin, under her clothes, and in her hair. She panicked, running around the room swatting herself until Alice realized it was just another illusion of the Manor. (Sanity Roll Failed, -1 Sanity)
Doug followed the south door out of the Creaky Hallway, finding a bit of a glassed in area, with a few plants, enjoying the sun. This Patio appeared initially peaceful, almost relaxing after the darkened corridors of the ground floor. A flash of sunlight and a breeze chilled the room, and before him, Doug saw three men hanging from frayed ropes. They stared at him with cold, dead eyes. The trio swung silently, then faded into dust that fell to the ground. Doug began to choke on the dust which then filled the air. (-1 Speed, -1 Might, -1 Sanity)
Despite the clutter,
Dorian left the junk room fairly easily (Might roll succeeded). He headed south and found himself in a room lit by fires, and it became clear he was in the old Furnace room. Within he found a ranting and raving lunatic, who said to him, “Do you hear it? Under the floor, where I put them. My family.” The floor buckled and cracked and two corpses were illuminated by the furnace. The man grabbed Dorian from behind, and held him in place saying, “Mama and Papa, they’re looking to adopt.” That was the end of Dorian Peakes.
Ox went back into the Dusty Hallway and turned to the left. He somewhat regretted this decision as he entered into the Manor’s rather extensive Graveyard, the tombs and headstones faded and worn by time. Ox turned to see a man in groundskeeper clothing. He raised his shovel and charged Ox, and inches from Ox’s face, the man disappears, leaving muddy footprints and nothing more. Looking in the mud below where the groundskeeper had appeared from, Ox found what appears to have been the feather of an angel. (Ox gains an Angel Feather)
November, alerted by the rise of a zombie in the very room she was in, immediately fled to the south. She found herself in a room with various tables, covered surface to surface with games of all shapes and sizes. The floor a massive bear rug lay inert, but at least she was away from the zombie. Still, even in this empty room, she fancied she could hear a baby’s cry, lost and abandoned, or perhaps it was a scream. It may have been a crack of breaking glass, followed by silence. This set her on edge, and in a bit of a dire mood. (-1 Knowedge, -1 Sanity)
Seeing a zombie rise from the floorboards,
John threw caution to the wind and ran back into the Collapsed Room. He moved quickly through the room, avoiding the chasm and took the door to the right (Speed check succeeded). He found a room that was deeply stained with blood on the floors and walls, signs of a once bitter struggle or, more likely, murder. Hinting at what may have happened here, John found a Sacrificial Dagger, stained with the blood leftover from unholy rituals. He pocketed the item, concerned about his need to defend himself. (John gains Sacrificial Dagger)
Map of the Manor
THE HAUNT IS REVEALED! Private messages will be sent out to all detailing how to win for both survivors and the newly minted madman, being played in this movie by inthesomeday.
Remember, all die have 6 sides, two with a value of 0, two with a value of 1, and two with a value of 2.
IMPORTANT NOTES:
1. Entering the Collapsed Room will require a Speed check of 5+ in a successful roll. Failing results in 1-die of Physical injury. Falling through the Collapsed Room leads to the Servant’s Quarters.
2. Once per game, ending your turn in the Library will gain your character 1 Knowledge.
3. A secret passage connects the Library to the Kitchen, and can be used as a movement.
4. Once per game, ending your turn in the Chapel will gain your character 1 Sanity
5. When leaving the Junk Room, you must do a Might roll of 3+. If failed, you lose 1 Speed.
6. If you end your turn in the Furnace room, you take one physical damage.
7. There is an unclaimed Holy Symbol in the Furnace Room.
8. When exiting, character must do a Sanity roll of 4+. If the roll is failed, the character will take 1 Knowledge damage, but still keep moving.