Tuesday, December 31, 2019

Old Deleted Haunts

I'd like to point out I didn't write most of this. This is something I copied from a post on BoardGamegeek's forums and always loved how well it summarizes the original haunts.

I've always wanted to play these haunts on the off chance that my group has all played the 2nd edition version and wanna try something different. Likewise there's an additional 20 haunts in the 1st edition that weren't play-tested that I've always wanted to try as well.

The following haunts were replaced in version 2.0. They're still available in the updated version 1.0 tomes from Wizards of the Coast's website: 17, 18, 19, 31, 33, 34, 43, 50

Scenario 17 Bugs

A combat scenario. The traitor could steal and destroy the bug spray components making it impossible for the heroes to win. The combination of Knowledge to make the spray and Speed to use it typically means more than one hero is involved. Their efforts to round up 3 components produces one canister of bug spray meaning only one hero can kill some Food for the Gods size bugs.

Scenario 18 Offspring

An evil plant fills the house with poisonous spores. Heroes must bring a good plant into the room to destroy it by holding their breath in spore rooms. You either win it quickly with little drama or fail miserably because of too many spores. My gaming group liked to joke that the traitor was a real estate agent trying to pawn off a toxic mold home as safe to live in.

Scenario 19 Beastmaster

A straight up combat scenario where the heroes fight wild animals. The traitor has the spear and the heroes win by stealing it from the traitor. Very easy to win in the first hero turn if a strong hero starts off close to the traitor and the traitor rolls poorly on their defense roll.

Scenario 31 It's Alive

The house is a living organism with working organs. The heroes must kill the heart or brain with the spear to win. The antibodies and organ room effects make this a hard scenario win unless the heroes are lucky with their starting location.

Scenario 33 Creature From the Lake

Find a girl hidden in an Underground Lake. The heroes win by beating the traitor in a foot race to the lake so the traitor can't swim close enough to attack. Swim in one direction only and get lucky on your dice table rolls. The further from shore you get the more likely you'll find the girl. It's novel the first time you play it but it quickly loses flavor and you'll see this haunt more often than the other ones on this list except for maybe BeastMaster.

Scenario 34 Mad, Mad World

Lock crazy inmates in the vault. My gaming group broke this haunt when the Vault was placed on the other side of the labyrinth. The heroes with enough sanity to cross the labyrinth didn't have enough knowledge to open the vault. Needless to say they heroes were slaughtered by the traitor and the lunatics.

Scenario 43 A Gathering of Shadows

I love the idea of Shadows attacking their owners but the Shadow movement rules were too confusing to make this haunt any fun to play.

Scenario 50 A Little Night Murder

The scenario breaks down in the early phases if the haunt revealer traitor has a low might score. The servants only get high might scores one or two turns before the sun rises so the trick is play keep away or just stun them into submission.

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