Betrayal Proposal Haunt


Custom Haunt #1

By Miconie

How to play custom haunt:

All explorers must decide before the haunt is revealed that they will play this haunt, regardless of what omen is drawn and what room it is revealed in

When printing this document, be sure to print the Traitors Tome separately from the Secrets of Survival. Do not read either of these pages until the haunt is revealed

The same rules after the haunt apply unless explicitly stated otherwise.

Enjoy!

Traitor’s Tome

Do not read until the haunt is revealed

Custom haunt #1

The traitor is decided by vote. All explorers must vote for one explorer to become the traitor. In the case of a tie, explorers roll a die each. The lowest roll is the traitor. Traitors can also volunteer

#1 The cursed widow

You have been singled out, targeted, and betrayed. Why is everyone doing this? Things seem weird and off about this house now that you are alone. You hear the murmurs of a womanly figure. “Help me child, the ring the ring will release this curse of being alone” You must escape but not without the widows ring.

RIGHT NOW

  • Place the explorers on the Entrance Hall.

  • Lay out 5 extra tiles at random in any corresponding location in the house.

  • If any of your starting traits are below their starting value, reset them back to their starting value, then set your Might and Speed to their maximum values.

WHAT YOU KNOW ABOUT THE HEROES

They have the same abilities as a traitors. 

They are all aiming to get to the Chapel, but you don’t know why. What’s so important about the Chapel?

SPECIAL ATTACK RULES

If you are in the same room with two or more explorers, you cannot initiate combat..

Whenever you attack an enemy, you draw a item card. Proceed with combat as usual, but if you win, (the enemy runs away in fear) place the enemy back at the entrance hall. Steal any item from the player. If the player has no items then draw another item card. 

YOU WIN WHEN…

you collect the ring and leave the house either by window, entrance hall, or any outside tile or managed to kill at least 1 explorer.

YOU LOSE WHEN…

All other explorers are at the Chapel.

IF YOU WIN

Just when the messages seem to make sense, a sense of doubt comes over you. Is this really happening? It can’t be… Here? Now? You wait to hear a sign to calm your unsteady mind.

Secrets of Survival

Do not read until the haunt is revealed

#1 the cursed widow

You’ve chosen the traitor, and hopefully they don’t know why. But slowly, it should become clear. Will they piece it together before the end?

RIGHT NOW

  • Your characters should be all located on the Entrance tile. 

  • If your traits are greater than their starting values, reset them to their starting values and lose 1 Might and 1 Speed.

  • You have all the abilities of a traitor.

WHAT YOU KNOW ABOUT THE TRAITOR

You should have already read the Traitor’s Tome to know what she is aiming for. In summary, she needs to find the widows ring and escape the house. She wins if she has the ring and escapes from a windowed tile, outside tile, or entrance hall or at least 1 explorer dies. 

AFTER LOSING COMBAT

You are sent back to the Entrance hall and must lose 1 point in a stat. Roll 2 dice to see which stat.

0 – Speed

1 – Might

2 – Sanity

3 – Knowledge

4 – Any stat of your choosing. 

YOU WIN IF

The traitor wins. 

GIVE THE SECRETS OF SURVIVAL TO THE TRAITOR AFTER THE TRAITOR READS THE “IF YOU WIN” TEXT

THE TRAITOR BEGINS READING HERE

The heroes hear the murmurs of a womanly figure “Thank you my child for finding my ring but the curse hasn’t yet been broken. Please there must be another ring that can lift the loneliness and despair that is the curse. Wait I think I see it” Look behind you  

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