Interlude I: Lunacy’s Reward
- The investigators must decide (choose one):
- Things seem to have calmed down. Perhaps we should go back inside and investigate further.
Proceed to Lunacy’s Reward 1. - I don’t trust this place one bit. Let’s block the door and get the hell out of here!
Proceed to Lunacy’s Reward 2. - If these people are allowed to live, these horrors will only repeat themselves. We have to put an end to this. We have to kill them.
Proceed to Lunacy’s Reward 3.
- Things seem to have calmed down. Perhaps we should go back inside and investigate further.
Lunacy’s Reward 1:
The change in the atmosphere has you curious. What if it was all a trick of your mind? What if the hauntings that follow The King in Yellow are but transitory? The answers to all of your questions might lie inside. Cautiously, you open the front door to the manor once again. Reassuring jazz and the clamor of casual conversation grow louder as you step inside. The enticing smell of roasted pork wafts through the air. As you suspected, the signs of struggle and oddities you noticed before have vanished without explanation. Then, as you turn the corner into the dining room, you find the Stranger speaking with another man—tall, mustached, wearing a fine black suit, and holding a silver-handled cane. The Stranger turns to you, his gaze drills through your mind, and your vision swims with agony. Before you realize it, you are running as fast as you can, toppling through the front doorway in a haze of pain and disorientation. Without time to catch your breath, you race to your vehicle and speed away, hands trembling upon the steering wheel.
- Why would you go back inside?
- In your Campaign Log, record that you intruded on a secret meeting. Mark one Doubt in your Campaign Log.
- Remove all <cur>, <tab>, and <mon> tokens from the chaos bag. Then, add 2 <mon> tokens to the chaos bag.
- The story continues in Scenario III: Echoes of the Past.
- Lunacy’s Reward 2:
- You can’t trust your senses. This is all a trick, an attempt to lure you back inside. You’re no safer now than you were before. Swallowing your fear, you set to work barricading the front door of the manor using several of the heavy stone benches lining the cobblestone path in the front yard. You hope it’s enough, but you aren’t willing to stick around to find out. As soon as you’re done, you head back to your vehicle and drive toward Southside, where you hope to find answers.
- ÆÆThat door isn’t going to stop them.
- ÆÆIn your Campaign Log, record that you fled the dinner party.
- ÆÆRemove all <cur>, <tab>, and <mon> tokens from the chaos bag. Then, add 2 <tab> tokens to the chaos bag.
- ÆÆThe story continues in Scenario III: Echoes of the Past.
Lunacy’s Reward 3:
You dare not risk stepping back inside that madhouse. But you can’t let the monstrosities run amok, either. You root through the open garage for a few supplies, finding an old hose, an empty gasoline canister, and some matches. Knowing what you must do, you first siphon some gas from Mrs. Dumaine’s Oakland 6-54A. You spread the gasoline across the front porch, inside the garage, and around the manor’s outer walls. From there, all it takes is several matches to start the blaze. You watch from the front yard as the manor is eventually consumed by the flames. The sounds of crackling fire and snapping wood and the screeching of dying horrors fills the street. Satisfied, you head back to your vehicle and tear off toward Southside, full of grim determination.
- You did what had to be done… Right?
- In your Campaign Log, record that you slayed the monsters at the dinner party. Mark one Conviction in your Campaign Log.
- In your Campaign Log, under “VIPs Slain,” record the names of all five “VIPs,” if not already recorded there: Constance Dumaine, Jordan Perry, Ishimaru Haruko, Sebastien Moreau, and Ashleigh Clarke.
- Remove all <cur>, <tab>, and <mon> tokens from the chaos bag. Then, add 2 <cur> tokens to the chaos bag.
- The story continues in Scenario III: Echoes of the Past.
コメント
最新を表示する
NG表示方式
NGID一覧