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Subject: Sinister Excursions 2: Game thread. GAME OVER! rss

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John Valvard
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The game will start on the Tuesday after BGG.Con (Tuesday 14th November).

After requests from various players, this is coming forward again.
There will, again by request, be a slightly more overt 'Clue' theme, but it will still be pretty much the same game - players move around a mansion, investigating rooms, picking up and using objects, and generally smashing the hell out of each other in attempts to eliminate the soul catchers (werewolves in this game).[/i]


Rule-set for ‘Clue: Sinister Excursions 2’ – under construction…

This game is a more detailed, and possibly more grisly, follow-up game to 'Sinister Excursions' (http://www.boardgamegeek.com/thread/91406), which I ran over New Year 2005/2006, itself inspired by and structured along the lines of slyde’s ‘House on Demon Hill’ and ‘Demon Island’ games (http://www.boardgamegeek.com/thread/70436 and http://www.boardgamegeek.com/thread/78326).

The overall effect will hopefully be an unholy hybrid of Clue, Kill Dr Lucky, Doom and Werewolf.

1. Scenario & theme
All players will be trapped in a mansion. For reasons of security, the few windows of the mansion have been bricked up. Most power is out; certainly the lights do not work, though there is adequate electric illumination in the Main Atrium, and each player is equipped with a flashlight. Each game-day, all rooms of the house except the Main Atrium will be 'cleansed' with a lethal gas, killing all players who are in those rooms. There is a 60 minute window between gas releases when the rooms are safe for players to enter, but the lingering vapour causes visibility to be poor. Consequently, when moving around the house, while each player will be able to see the torch-beams of other players in their room, they will not be able to determine who those players are, unless in very close proximity. Each room of the mansion may contain one or more items to help or hinder players in their goals. In the course of the game, some players will become Soulcatchers (the werewolves in this game). A floor map of the house will be shown below.

All players will begin as normal vanilla humans.
Among the items, there are 7 gold keys hidden throughout the house.
Additionally, there are at least 3 poison-needle traps, which when triggered will transform the victim into a Soulcatcher. This change is permanent. A Soulcatcher will not notice or trigger a second needle-trap.

2. The Game
In order to allow due processing time of orders, the game will take place on a real-time 24 hour day and 24 hour night cycle. If I am able to accelerate this, I shall do so.

Day
Each day, all remaining players will assemble in the Main Atrium (Room G0) to determine which one among them should attempt to exit. If the chosen player has 3 (or more) keys, he/she will exit and survive. The keys will be permanently removed from the game. If the player has fewer than 3 keys, the keys will be relocated somewhere in their room of origin and the player will lose (die horribly).

Night
Each night, players will be free to move around the house for a (game period of) 60 minutes, searching the rooms, finding and using items, attacking other players. There may be multiple deaths each night, or none. All players are able to kill. At the end of the 60 minutes, all players will have to have returned to the Main Atrium, as the rooms of the mansion are then gassed. Any player finding himself unable to return to the Main Atrium (for example, if locked in a room) will suffer the lethal effects of the gas. At night end, a list of those players now assembled in the Atrium will be published.


3. Victory Conditions and End of Game
If all the Soulcatchers die and all the poison needles are destroyed, all other players will win.
If a player exits the house successfully, by having accumulated 3 keys, that player has achieved individual victory (and the game continues for the remainder).
If 2 Soulcatchers successfully leave the house, they will overpower the guardian, allow other Soulcatchers to exit freely and shut in the remaining players forever. Soulcatchers win, all other players lose.

When a Soulcatcher kills a player (akin to a wolf-kill in normal werewolf), he captures his victim’s soul. With two souls, a Soulcatcher can forge a duplicate key. Thus, a Soulcatcher who has acquired one real key and 4 souls, or 2 keys and two souls, can successfully escape. (Note that a Soulcatcher with 6 souls cannot successfully escape, since one cannot copy something one does not have). Souls are non-transferable and Soulcatchers do not themselves have souls (ie killing a fellow Soulcatcher is not worthwhile).

Soulcatchers will be aware of the identity of all other Soulcatchers and have PM rights while still alive – even if outside the mansion.
Individuals escaping the mansion are permitted 3 posts after leaving (message to the prisoners).


4. Room descriptions
Each room will have a number (typically 1-5) of Areas of Interest (AOIs). In a room description, AOIs will be underlined. I have a number of different descriptions prepared for each room, though each will have the same AOIs listed (eg the study may be noted to have a tall set of bookshelves, a desk and a glass cabinet as the three Areas of Interest).

When moving through a room, a player may note hiding places and AOIs, and will have the option of investigating AOIs more thoroughly. The more thorough a search, the more likely the player is to find items, but the more time will be taken (see below in Night Actions).


5. Night actions
Each night, players must submit comprehensive instructions for their night actions.
The house is laid out as in Clue, on a grid pattern, though unlike Clue, it takes time to move around within rooms. Because the lights are out, and players are using flashlights to see their way around, it takes time to move about, and it is not possible to inspect an area carefully from a distance. Staircases take double time to negotiate.

A player may travel at a walk or at a run (double walking speed)
A player may travel with his flashlight on or flashlight off.
When in a room with his flashlight ON, a player may investigate that room:
* Browse the room, or part of the room (half walking speed)
* View an AOI (fixed time according to size of AOI)
* Search an AOI (fixed time according to size of AOI)
If a player knows the layout of a room well enough (requires at minimum a full room browse), a player may lurk in a room for a set amount of time.
If a player is in a room with another player, he may choose to attack.
If you are fast enough, you may be able to follow another player.

Each player will have an individual base rate of movement and base rate of investigation, which may be modified by items or under circumstances (eg carrying more than one heavy item will decrease rate of movement).

5.1 Travelling
It is safest to walk with your light on. However, each player will be informed at the end of the night how many lights they saw around them throughout the night. If you have your light off, you are more likely to avoid notice. If you know your way around a room well, you will likely be able to move safely... unless someone has moved things around, or, for example, placed a corpse in your path. Tripping over will delay you, will announce your presence to people around you, and, if you are carrying sharp, poisonous or explosive objects, may prove hazardous to your health.
If you run, you are more likely to trip, more likely to fail to notice things and people around you.
If you run with your light off, you need your head examining. Probably literally.
If you run down a staircase with your light off, don't bother with the head examination.
Pretty much all combinations of activities are possible – I'm trying to be as flexible as possible. Note that if two people bang into each other in the dark, BOTH will assume the other is attacking, and battle will be joined. Whoever has the highest defense score will launch the first actual attack.
If at any time Player A shines a light directly at Player B to identify him, Player B will automatically do the same if possible, unless he has placed orders not to.

5.2 Investigation
5.2.a Browse
You wander around a room, or part of it (eg the East wall), noting any AOIs. You may spot large items in the AOIs, and, unless you have indicated otherwise, will pick them up.

5.2.b View
You inspect an AOI for obvious items of interest (quickly look along shelves, briefly rummage in drawers). You will spot any large items in the AOI, and may see some small items.

5.2.c Search
You perform an exhaustive search through the AOI (checking all items on shelves for contents, sifting meticulously through drawers, checking for false panels). You receive complete details of the AOI and contents of interest. You will find all items at the AOI.

5.3 Lurking,Attacking and Following
5.3.a Lurk
Each room has at least one place where you can hide. If you have browsed a room fully, or have received details from a colleague, you will have been told what these places are. You may hide in such an area, with your flashlight off (obviously) and watch to see who passes through. If you wish to shine your light at anyone who comes near, in order to actually recognise them, you should indicate this in your orders; anyone whom you identify in this way will automatically reciprocate.
While lurking, you can use a range weapon on another player without initiating a full attack (ie the player cannot counterattack unless for some reason he can see you despite the fact that you are hidden).
You must specify the place in the room and the duration for which you will lurk, though the duration can be contingent on other occurrences (a certain number of people entering the room, someone browsing past your area, an attack).
Anyone browsing the place where you are hidden will discover and identify you.

5.3.b Attack
If you wish to attack a player, your orders must be specific as regards witnesses. The default is that you do not care whether anyone is in the room with you to observe your attack. If you have a particular wish for privacy, you must specify this (eg you will not attack if there is another flashlight beam in the room beyond that of your target). If you do not know about a witness (eg someone lurking) then you will act as though he is not there.
Attacks take very little time to resolve. Since all players are deemed to be excellent fighters, a barehanded attack has a 30% chance of killing the victim immediately.
If the attacker has a weapon, the chance of kill will increase (weapon dependent)
If the defender has a protective item, the chance of kill will decrease (item dependent).
If this was a ranged attack from a hiding place, the attack will cease at this point, whether or not successful.
If the attack was hand to hand, or the attacker was not concealed, a surviving defender will attack in return, and there will be a chance of the attacker being killed (weapon and any defence item dependent). This will repeat until one or other player is killed.
If a Soulcatcher kills another player, the soul is automatically captured, in zero time. This is not an observable phenomenon.
If you kill a player, you may loot the corpse. Large objects are found in zero time, and are deemed to be picked up unless otherwise specified, exactly as when investigating an area (see 6.2). Players should be aware of this – you MUST say in your instructions if you wish to leave large items behind. Otherwise you will be announced to be carrying them the next morning, which may prove incriminating.. Small objects take variable time to find. A thorough (100% reliable) search of a corpse takes 3 minutes.

5.3.c Follow
If you wish to follow a player, you will travel at their speed, with or without a flashlight on (you are following their flashlight beam). You should declare what gap you are leaving (5, 10, 20 seconds etc). If the object of your pursuit turns his light off, moves too fast or you fall over, you will probably lose him, or worse yet confuse him with another player. You should always lay in provisional instructions on what you will do if you lose your target. Remember that you are likely to fall over if you are walking blind through an unfamiliar room, and almost certain to do so if you are running. You may pursue with your flashlight turned on, but the object of your pursuit will be informed at night end that he had a tail. Furthermore, any player who is travelling through a familiar room without browsing it will be assumed to turn his light off to lose a tail if he is aware of one. You will not pick up ANY items while you are following another player, even if he is searching an area for 10 minutes. You will, however, see if he fights, and will observe him picking up large items, as long as he has his flashlight on. You can also place orders to attack him under circumstances you specify.


6. Items

When you find or receive an item, it will have an accompanying text, giving the name, identifying whether the item is weapon, defence or object, with a brief description or details of combat advantages - eg:
Quote:
***** Golden key: Small item. Engraved with the number 257. You require three keys like this in order to safely escape from the mansion. *****

Quote:
***** Heavy frying pan: Large melee weapon. Attack + 40% (melee). Defence – 15%. Multiple use, heavy pan; great as a bludgeoning weapon, but slows your responses.*****

Quote:
***** Pistol: Small range/melee weapon. Attack=90% (range), Attack=100% (melee). The pistol contains only one shot. Thereafter, you may use it once as a bludgeoning object, with Attack + 10% (melee)*****

The more effective offensive and defensive items will be single use only, to prevent a player becoming disproportionately powerful. This is a rule-of-thumb only, to maintain game balance; do not calculate strategies based on this, as there may be exceptions. The above examples are representative.

6.1 Transfer of items
Players may freely give items to each other at any time during the day, UP TO THE LAST HOUR BEFORE LYNCH. If I do not get online at the right moment to make the announcement that no more item passes are permitted, please would one of the players do so. Please avoid if at all possible making illegal passes.

If you wish to give an item to another player, simply PM them (and you must MUST MUST cc me as moderator, so I can keep track of items) with
title: SE: Item transfer and
message I give you an item:
followed by this description.
Please be certain to check you still have the item before saying you have given it away! Strictly no additional message is permitted, and players should avoid deviating from the above text.
If you are transferring a Large Item, you should also make a post to that effect, since Large Items are visible to other players – eg: I pass my Heavy Frying Pan to kimapesan.

This mechanism worked well in the last game, and is handy to avoid putting all transactions through a moderator who cannot always be there to process such things immediately. I shall give each living player an ‘items you currently hold’ update at the end of each night, and would be grateful if players could highlight any errors.

6.2 Holding items
A player may hold as many small items as he likes. However, carrying more than one large item will cause a significant fighting and movement disadvantage, due to the encumbrance.

If you pick up a large item when investigating the same area and at the same time as another player, they will see you pick it up. Nobody will ever see you pick up a small item, even if investigating alongside you. No other player will ever see you get pricked with a needle making you a Soulcatcher.

If you find a small item, you will automatically pick it up, unless you specify otherwise in your instructions. Likewise if you find a large item, although if you already have a large item, the default in the absence of instructions will be to leave the new one unless it is in all respects superior to the large item you already have, in which case you will be deemed to have swapped them.


7. Start information
Each player will begin knowing the relative location of 1 key (eg you will know there is a key hidden in a grandfather clock, but not know in which room that clock is located).
Some players will begin with items. Most or all players will have a personal or shared agenda over and above the Soulcatcher question. Most or all players will have an action that they MUST perform or room they MUST visit on the first night or face significant consequences; thus it will not be possible to make a universal 'travel together' plan in order to produce an unassailable 'safe list'.


8. Schedule

8.1 Lynch vote
Each day, players will vote on who will be made to walk out of the door. The player receiving the highest vote (ties broken by Longest at Lynch Level – ie earliest last vote) will be forced to walk out. If the exiting player has 3 keys (or soul-made equivalents), he will survive and achieve victory, otherwise he will die and lose.
Lynch will occur at 4pm BGG. I’m flexible on this – if all players want a 4.30, 5.00, 5.30 or 6pm lynch, I’ll change it, but 6pm is the latest I’ll go.

8.2 Night orders
Night orders should be submitted by 20 hours following the previous lynch.


9. In-Game Information
What will you learn about other players?
*You will be how many torch-beams you saw in each room you were in throughout the night.
*You will be told the name of any player who was searching the same area as you at the same time, and you will be told if they found and picked up a large object, but not what it was.
*If you follow a player, you will be told how long you kept pace, and what you saw them do, including taking items or engaging in fights.
*You will not see another player use an item unless you are in the same area at the same time, or they use the item in a fight to which you are a witness.
*At the end of each night, I shall post a list of who is present in the Main Atrium (all other players can be presumed missing in action, and will be subject to the lethal gas which is released into the house rooms during the day), together with any large items the players may be carrying.


10.Room list (guideline):

Basement:
B1 Kitchen
B2 Freezer & larder
B3 Wine Cellar
B4 ??
B5 Laundry
B6 Incinerator

Ground Floor:
G0 Main Atrium
G1 Dining Hall
G2 Lounge
G3 Games Room
G4 Conservatory
G5 ??
G6 Salon
G7 ??
G8 Library
G9 Study

Upper Floor:
U1 Master Bedroom
U2 Evening Room
U3 Guest Room 1
U4 Guest Room 2
U5 Bathroom 2
U6 ??
U7 ??
U8 ??
U9 ??
U10 Bathroom 1

Let me emphasise :There may be other rooms or access-ways to be discovered; these are the plans as available to you, and are guidelines only. Likewise, the map diagram supplied will have omissions. The rooms shown are present, and roughly the size and shape indicated. Doors shown on the map DO exist, and their starting status (locked/unlocked) is correct. Their status may of course change during the game. There may be additional doors, new walls that split a room in two, new staircases etc. All you can be sure of is that there is AT LEAST what is shown on the map, and that nobody can escape the house except through the main entrance.

For those of you who have concerns as to the practical necessaries in this house, the lavatory facilities are located in the shaded areas marked on the map, as well as the bathrooms. You do not need to concern yourselves with searching these 'smallest rooms'. I promise that nothing of interest is hidden in them!
 
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Re: Sinister Excursions 2: Game thread
MAP


GG is the Main Atrium.
The shaded block in the middle of the Atrium East wall is the main entrance.
Toilet facilities are in the grey hatched areas. Please don't worry about these. They are only there because folk worried about them last time.
The small writing on the staircases which is almost too faint to discern reads 'SU' on the upper staircase and 'SB' on the basement staircase.



In general, browsing a room will take around 6-20 minutes depending on room size, viewing an AOI will take 4-8 minutes and searching an area will take 10-15 minutes.
Going up or down a staircase takes a 5 minute additional movement cost at base speed when walking.
When browsing a room, a player walks around it at half-speed, at a half-square distance from all objects and walls where possible.


A player with no bonus to movement will take 1 minute to walk across 1 square on the map. Yes, that is a lot longer than realistic unless the place is truly gigantic, and if you want to add realism, you can shift all times down by a factor of 10 or something. But I'm calling it a minute, OK?

I have programmed the results calculator to assess at all times how long it will take a player to return by the shortest available route to the main atrium at the speed they indicate they want to use when returning. As soon as a player has reached the critical moment they have to return, they will automatically abort their current action and return.

Any player wanting to push the limit needs to make that clear in their orders, or self-preservation will kick in.

Night results will indicate (roughly roughly) the time within the 60 minute slot that you begin each action. If in your night results there are some details omitted, you are welcome to ask for them (eg if I forget to say how many other flashlight beams you saw at a particular time). Answers will generally be accurate, but memory can play strange tricks on you (ie it is possible I may sometimes get it wrong )

You will need to detail whether you are using your flashlight or not (you can turn it on or off as often as you like; the default will be to have it turned on). You will also need to state whether you will return to the main atrium at a run or at a walk; this will dictate how long I let you do actions before forcing you to abort and go back. Of course, if you choose to return at a run and for some reason get delayed (fall over, find that someone has blocked a door forcing you to look for another route), you may end up getting killed off by gas.

Sample orders for N1:
Flashlight ON throughout.
Walk down staircase to basement.
Walk to Kitchen door
Browse entirety of kitchen
Search kitchen AOIs in reverse order found.
Walk to Laundry Room
Browse Laundry Room
Search Laundry Room AOIs

Return at a walk.


Sample results:
You turn your flashlight ON
(0)You walk down the staircase to the Basement.
(5)You walk through the Basement area, seeing 4 other torch beams there as well.
(12)You browse the Kitchen, finding the following:
A Kitchen Table dominates the centre of the room, extending all the way to the South Wall. The East wall is occupied by a large Oven and preparation surfaces, while the North wall has a long high shelf crammed with spice jars, under which is a magnetic Knife rack. There are numerous hooks over the central table from which might have hung pans and skillets, while other equipment seems to have been kept in the Utensils cupboards which take up the majority of the West wall, either side of a capacious triple sink.
There are 2 other flashlights being used in the Kitchen when you start to browse, and 3 when you finish.
(25)You walk to the Utensils cupboards.
(30)You search the Utensils cupboards:
The cupboards, like pretty much everything else in the Kitchen, have been stripped bare. Grimy rings give evidence to where bowls and pans may once have been stored. Each of the two long cupboards contains three shelves, covered in an ancient linoleum-like material. Some small sparkles in your flashlight beam catch your interest momentarily, but prove to be shards of tinfoil adhering to a patch of dried oil. The only remotely interesting discovery is a piece of paper tacked to the wall of the left-hand cupboard, which you take.
Quote:
*****Scrap of paper: Small item. A scribbled pencil message reads 48872*****
There are 3 other flashlights being used in the Kitchen when you start your seach, and 1 when you finish.
(44)You walk to the Knife rack.
(47)You begin to search the Knife rack, but you have scarcely begun when you realise you need to return to the Main Atrium.
(48) You abort your investigation and move to leave the Kitchen, when you hear a shot from somewhere close by in the Basement. You walk through the Basement area to the stairs, walk up the stairs with 6 other flashlight users, and return to the Main Atrium in good time.
 
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Re: Sinister Excursions 2: Game thread
The Cassandra Automatic Vote Tally System

Your Moderator has enabled the Cassandra Automatic Vote Tally system
for this game. In order for it to function correctly, your votes will
need to be formatted correctly. The following rules will explain what
you will need to do:

Players
1. All votes must be bolded

2. The entire vote statement must be bolded and enclosed in bracekts: [vote jmilum]

3. Only one unvote and/or vote per post. You may have both an unvote
and a vote in the same post, but the unvote must come before the vote

4. You may [unvote all] instead of naming the current player
you are voting

5. If you [vote nightfall] your vote will be locked (voting
nightfall is allowed in the same post as a vote for a player, but it
must come after it, this does not violate Rule #3)

6. Vote tallies will be automatically posted to the game thread hourly
if the tally has changed. The Tally and Vote Logs (for each game day)
are also available on the Cassandra game page.

7. If your vote is not counted be sure to check the Vote Log page and
see if it was marked invalid and why.

8. Case does not matter and simple typos will not cause the vote to fail.

9. You may [vote no lynch] if your game allows it.

10. Quotes below the vote/unvote statement may cause the vote to be missed,
especially if they contain bolded sections.

11. Non voting players will be listed in the tallies. This will only be
correct if the Moderator notes which players have been killed (see below)


Moderators
1. The moderator will need to post [Dawn] when the day begins
(after the night results are posted) and [Dusk] when the lynch
deadline has passed and the day is over. Votes will not be counted
after [Dusk] has been posted. They will be registered again
after [Dawn] is next posted.

2. You may include a day number in the dawn and dusk post for
informational purposes, but it will not be used by the system.
Cassandra will increment an internal counter each time it sees
[Dawn] no matter what day is shown in a dawn post (i.e.
[Dawn 3] the three is allowed but ignored)

3. After dusk has been posted, the Moderator may go to the game page
on Cassandra to request a Final Tally to be posted before the normal
scan period has elapsed (i.e. Game Y gets scanned at 45 min. after the
hour, if it lynches at 7pm the moderator may request a tally to be
posted from the game page before 7:45pm. it will also be posted
regardless of whether or not it has been changed since the last
posting) - Do this by clicking on the 'Retrieve Final Lynch Time Vote' link.

4. You will need to note which players were killed via the lynch or at night by
either posting [killed jmilum] in the thread, or by going to the game
page and editing the player list. When posting in the thread, be sure to post
[dusk] before posting the lynch kill, and post [dawn] before
posting the night kill.
Example:
A. lynch time has passed so post [dusk]
B. goto the game page and select a final tally to be posted
C. check the final tally and post [killed melsana]
D. after the night deadline has passed post [dawn]
E. post the night kill with [killed kima]

Your Moderator has chosen to use the Longest Held Last Vote method for a tiebreaker - This is just for Cassandra system, and there may be a different tiebreaker specified by your Moderator in the ruleset.

Vote Log Page: http://www.thecassandraproject.org/jeremy/werewolf/game/1352...
Vote Tally Page: http://www.thecassandraproject.org/jeremy/werewolf/game/1352...
 
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Re: Sinister Excursions 2: Game thread
Winter. Evening. The mountains. A dark cleft between two sheer cliffs which rise towards peaks.
A house, constantly in shadow.

Your convoy truck bumps up an ill-maintained track towards the house. You catch glimpses of the place through the rear canvas as the truck negotiates switchback trails in its descent from habitation. An ugly, brick-faced block. You make out a door up some steps, but there are, bizarrely, no other openings in the walls. No windows, nothing. It's just a brick cube sitting in the rocky wilderness. The only thing to break the roof surface is a raised chimney.

If you weren't such a damned hard-case, you might have felt intimidated. Though, to be honest, the company you're in would rank easily as high on the intimidation scale. Every one of them looks as mean and capable of violence as you. The cream of the cream of controlled savagery.

Still, at least you're out of that stinking military prison.

With a rattle, the two trucks pull up, and you move out to stand with the 23 others at the entrance to the mansion. The mission commander calls for attention. On his command, several of the group unload electrical equipment, and carry some cables and lamps through the entrance door. Once the cables are connected to the trucks' generators, the entrance hall is abruptly illuminated, and the whole squad marches in. Flanked by two burly MPs, heavily armed, the commander has the squad seat themselves on the marble floor and details the mission. You see others giving you the eyeball just as you discretely assess them.


You have each been chosen from because you are the hardest, most resilient, most resourceful sons of bitches we know of. You're resourceful, hard to predict and generally nasty. You are trained and you are trouble. And right here, right now, you are what we need. You have all crossed the line on enough occasions that you have been tried and sentenced. You are my doubly nasty dirty two-dozen.

Without going into the science and pseudo-science here, you all have a simple task. Somewhere in this hellhole are 7 gold keys. You need to retrieve these keys.

It is not so easy.

When the nutcase who lived here vacated the premises, he emptied the place out, more or less. The keys remain, as do a number of pretty unpleasant traps. We have already lost some good men here.

We are hoping that maybe bad men will do better.

You are all unarmed. That is intentional.

For reasons which will become apparent, you have limited time in the house. We need the keys, but we have to avoid letting anything else out of the house. For that reason, this is how it will work.

Every ninety minutes, the rooms of the house are flooded with a lethal gas, named Gamma 3-3.
The gas decays completely in 30 minutes, and is deposited as a fine white powder, which will hinder vision but is harmless.
You will therefore be able to explore the house in one hour stretches.
This room, the Main Atrium, has had shield walls installed to block the gas. You will be able to pass into and out of the Atrium during the hour exploration periods, but at the time of gas release, the shields will be activated, and no passage into or out of the room will be possible for the active half-hour of gas.

During the thirty minutes you wait in the Atrium, one of you is required to exit and report. It's up to you mutually to determine who leaves. If the individual leaving is carrying 3 gold keys (or more), he or she will have his or her record cleaned, and will be released to continue active service or return to the community. Any individual leaving to report who is NOT carrying 3 gold keys will be returned to custody to serve out his or her sentence after debriefing.


One of the toughest bastards you have ever seen gets up and walks over to the commander.

What if we refuse? You can't force us to go in there… no masks, no equipment, no weapons - on some sort of kid's hide and seek? Crap. I don't know what kind of stunt the cretins in command think they are pulling, but nobody forces Silas Xlorp into a gas chamber. I'm leaving, and now.

He grins, and strides forward. Another marine, a tattoo on her forearm, reading 'The Archangel' stands and joins him. Xlorp elbows the commander out of his way, and the two stride confidently towards the door.

They manage three paces each.

In a motion so fluid you wouldn't have thought it possible if you had not seen it yourself, one of the MPs draws and fires his sidearm two times. The back of each of two shaven heads explodes into a crimson and white mash, and the two would-be insurgents fall forwards to the ground. The gristly crunch of simultaneously pulped noses is almost worse than the sight of leaking skulls.
This is no game.

The MP replaces his weapon, and his companion rolls the corpses over with his foot.

The commander repeats:


Nobody leaves except as just detailed. You want to give up? You die.
Be very clear on this – you are all a hair away from capital crimes. Nobody is going to care if you get yourselves blown away. Nobody is going to care if none of you walks away. This is the last time we are trying to get the keys out from this place. If you all fail, the house gets blown apart. I put my reputation on the line getting permission to use you people. I only got you because nobody gave a shit whether you lived or died.
I care.
I want you to succeed.
Some of you probably will die. I guess you each have to try to not let that be you.
I'll be waiting in the trucks. Every 90 minutes, the door will be unlocked and one of you allowed out. More than one of you tries to exit, they get shot. Do NOT try anything clever there.

You will have noticed that there are no windows in this place. There is, in fact, no way out or in except this door.
Hiding in the house will do you no good – it will be demolished in around 18 hours time. We're bringing the mountain down on it.
That gives you 12 periods to investigate the house. After that, anyone still inside will have lost their chance for survival.

We are aware that there is no power in the house; you won't have any armaments, but you are all being issued with a flashlight. There is a pile over there. Apart from that, use whatever you can find.
Exploration phase 1 begins in 30 minutes.

Oh – and one final thing…

I got leave to delay demolition only yesterday.
The house is already wired to blow.
There are timed detonators in each of the following rooms, as shown on the map you have each been issued:
B1, B2, B4, B5, G1, G2, G3, G6, G8, G9, U1, U2, U5, U8, U9, UT

You will need to split up and retrieve these. Each detonator is a black cube, around a foot across each side. There is only one device deactivator, and I'm leaving it here. I suggest you split up to retrieve the 16 detonators and bring them back to this room to deactivate them. All have been put in the center of the rooms, and should be obvious to anyone browsing.

Good luck to all of you.


With that, the commander and the two stooges leave the building. One of the MPs returns and removes the two corpses. The door closes, and you hear a click as the lock turns.
You exhange glances with your immediate companions in the dim light of the electric lamps, then wander over to claim your flashlight.

There are only 23 in the pile.
Someone seems to have been uncannily prescient.


xlorp and TheArchAngel have withdrawn from the game, hence their abrupt demises.

Player list is:
acekim
arkibet
Belash
Beowulf
buffalospynovel
JCWid
dmkay
Esuh
GrimJester
jaredh
kimapesan
kuchick
le_cygne
melissa
oilslider
Rasattack
Rjphelan
Ron Stuckel
RoyalFlush
Rukasu
Seppi
Stuey
Xandryyte

Each of the above-mentioned rooms must be browsed by at least one player during the first night period. Failure to accomplish this will result in the random deaths of at least 3 players who were not first to search a room.
It will not be possible for players to loiter in a room in order to give each other unshakeable alibis on N0, and probably not on future nights either.
Any player trying to do this will find the consequences unpleasant.

Remember – as stated in the flavor text above, you have a maximum of 12 game-days before everyone loses.

 
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John Valvard
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Re: Sinister Excursions 2: Game thread
Amendments

All players may now post.
Your individual PMs will be sent out later this (US) afternoon, as I have a guest to dinner.

Long D0 will end at 2am on Thursday morning, by which time you will need to have sent in orders.
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
Javal wrote:
Amendments

All players may now post.
Your individual PMs will be sent out later this (US) afternoon, as I have a guest to dinner.

Long D0 will end at 2am on Thursday morning, by which time you will need to have sent in orders.



Does your guest know you're a werewolf, and what it really means to have him to dinner?
 
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Acekim
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
Javal wrote:
He grins, and strides forward. Another marine, a tattoo on her forearm, reading 'The Archangel' stands and joins him. Xlorp elbows the commander out of his way, and the two stride confidently towards the door.


Are we all marines?

I have a feeling that "no soldier left behind" is going to be difficult.
 
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JC
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
acekim wrote:


Are we all marines?


*shook her shaven head*
I'm Delta. Pity about TAA. She and I have an understanding. Heck, when I get out of this stinkin' house I'll bash that MP's nose in.
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
Howdy. I'm here. I don't know what I am. I'll read the rules later.
 
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Lukas Litzsinger
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
GrimJester wrote:
Howdy. I'm here. I don't know what I am. I'll read the rules later.


You better be ready, this is some serious crap we're in.

I'll grab the explosive device out of U1. Do they count as large items?
 
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Jared Heath
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
yo yo yo

this place is going to blow!
 
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Danielle Anner
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Orchard Park
New York
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
holy cow, that map is sweet.
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
buffalospynovel wrote:
holy cow, that map is sweet.


what map? I was about to ask where that was. No map shows for me.
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
Try the direct link, jaredh:
http://img156.imageshack.us/img156/365/se2housemapsw3.jpg
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
The devices count as small items.
Those who played SE1 may recognise this as a rather unsubtle attempt to get you all to move around the house.
N0 attacks are completely permissible, though not likely to have much point, since nobody owns or knows anything yet. However, you could submit orders such as 'If I find a weapon of more than Attack+25%, attack the first person I see'. If you do this, I shall assume you wish to pick up any devices the player might be carrying!

Note that all that is required is that someone browse each of the 16 locations. Other players, and those taking on the duty, are free to occupy themselves as they like for the remainder of the night.


 
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Bela's dead and Vampira won't talk
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
This house is ... uhhh ... quite something...

What with the lights off...

And the convicts...

And the bombs...

And the two killings so far...

So, the reasonable thing to do would be for me to volunteer to get the detonator from the mystery room in the basement, right? Yeah, I'll do that. (B4)*

Nice knowing you, everyone!

*Subject to change if I get my character info and I have some special ability like "You die if you enter room B4"
 
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MK
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Coshocton
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
Stuey wrote:
Rukasu wrote:
GrimJester wrote:
Howdy. I'm here. I don't know what I am. I'll read the rules later.


You better be ready, this is some serious crap we're in.

I'll grab the explosive device out of U1. Do they count as large items?


I'll grab B1.


I'll take UT. I think I'm fast enough.
 
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Parkville
Vic
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
I will be afk for the next 12 hours and a bit.

I do intend to play.
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
I'll go for B2, just so I can ask, "Are you thinking what I'm thinking?"
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
Fabulous crib!

Can't wait to run amok!
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
I'm editing the bit above, but - to make clear:

When you browse a room or part of a room, you walk around it, half a square away from any barrier such as a wall or object, at half speed.

Also, ascending and descending a staircase takes an additional time cost, approximately 5 units (which we are calling minutes, for simplicity) when at base ability walking speed.
 
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Jared Heath
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
Javal wrote:


This does not work. I'm using Firefox....you think that makes any difference?
 
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Greig
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Peterborough
Ontario
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
hiya
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
I can get U9, I think.
 
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Re: Sinister Excursions 2: Game thread. Dusk0 2am Thursday
*RJ adjusts his cap and looks over the floor plans*

"All right. I'll check the master bedroom and get the detonator there. Maybe the old man kept all seven keys tucked under his pillow." he smirks. "Everyone remember that this house is old and trapped, so don't do anything stupid like run down the stairs with your flashlight turned off. And if you're itchin' for violence, you best check your targets."

"Right chums, let's do this. Leeeerooooooy Jeeeeennnnkinnnsssss!!"

*RJ runs into the house*
 
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