by Mr D
I just revised this haunt and added it to my custom tomes:
https://boardgamegeek.com/thread/2148420/unofficial-revised-...If you haven't played the haunt yet, you shouldn't continue to read.These are my solutions:
The win-condition- If the traitor is
disloyal, he or she wins
when all the heroes are either dead or monsters in the service of the Psychic Spirit of Richard Smith- If the traitor is
disloyal, the heroes win when they
have slain the Psychic Spirit of Richard Smith by slaying every body it inhabits. (This includes the traitor.)
- If the traitor is
loyal, he or she and the heroes win
when the Knowledge of each living hero has been lowered to its lowest value or dropped to the skull symbol, the heroes then destroy the Crystal Ball and the traitor then lowers his or her Knowledge to 1 to forget Richard Smith, thereby destroying his spirit- If the traitor is
loyal and killed by the heroes nobody wins and the haunt is over. (This is the only way to make the loyal/disloyal thing working. The goal for the traitor is to convince the heroes that he or she is loyal and the heroes then have to decide if that's the truth or not. If killing the traitor is a reliable decision whether he or she is disloyal or not, the whole haunt fails.
The Psychic Spirit- The spirit is not represented by a token nor is the traitor the Spirit. The Spirit is everywhere.
"
The house creaks and groans like a voice without words."
"
By entering this place, you have, in a very real way, entered his mind. The house itself wants to imprint Smith’s mind onto yours,..."
That's also the reason why the heroes have to attack the rooms. They are attacking the house or with other words the mind of Richard Smith.
Because the Spirit is everywhere it can attack any hero regardless of where the traitor is; only restricted by the rules described in the section
You must Do This on the Monsters' Turn.
Dying as a heroIn my eyes the section
What Happens When You Would Die in the
Secrets of Survival Tome was the most problematic one.
I have split the bullets and rearranged them. I hope it is better understandable now what happens if your Sanity and/or Knowledge value drops to the skull.
I also added a new section
If You Become a Monster to specify what happens if a hero becomes a monster. That wasn't described at all before.