Life on Jasoom
Don't Look Back! Trapped
The Fiend of Stirbruck
A trio of strangers filed into the alehouse. A tall man mantled with shaggy, matted fur led the pack, sly and self-assured as a wolf stalking sheep. His youthful countenance seemed mismatched with the grey streaked through his unruly mane. A graceful minstrel whose bright crimson cloak jingled with silver bells all but pranced after him, half-smirking at the villagers staring back. Such simple folk had rarely seen the like of him, to be sure. And stomping up behind them was some manner of priest, or so it seemed from the heavy talisman dangling under his forked beard: the gleaming Hammer of Sigmar!
Laying eyes on that blessed symbol should have reassured the mistress of the house. In better circumstances, strangers as well-armed as these (for each wore their steel openly) would scarcely find any welcome in sleepy Stirbruck. Even now, the alewife strained to manage a smile as the wolfish man silently drew up to the crackling hearth and the minstrel jangled off merrily to some comfy nook, unslinging his lute. The priest, meantime, paced up and down the floor. Suddenly, he addressed everyone, yet no one in particular, in a voice as clear as church bells. "We have heard about your recent troubles."
"Sir," the alewife answered, for the priest's tone had cut the silence with a sharp, accusatory edge. She came out from around the serving counter, fretting with her apron. "Sir, if you have heard the ... rumors then have pity on us." The minstrel chuckled softly while tuning his instrument; it made her shudder. Everything about that fellow was out of place in the cursed village. On the other hand, the tall man watching the fire as if mourning over his true love's grave was the perfect reflection of Stirbruck's despair. She wondered what tragedy, or horror, had silvered his sable locks.
"Pity? Oh yes, good lady," the priest boomed, breaking her out of reverie. He brandished a hammer in each of his giant fists. "This one," he explained "is called Pity." Her face contorted into a snarl a second before a hammer blow caved it in, even as the rest of her still lurched forward to attack. "And this one is called Mercy," the blood-spattered priest continued, grinning. His companions had already drawn their blades. "Now let us hear your confessions."
The hunter's grisly work continued as the sun sank ever lower. They learned what they needed to root out Stirbruck's affliction: A vampyr was nesting in the cemetery and its thralls in the village fed it unwary travelers. Its increasingly ravenous hunger terrified the villagers to the point of locking it in the mausoleum of some long-forgotten nobility. They secured the charnel prison with three mechanisms hidden among the tombstones. The hunters marched off to the cemetery under the rising moon as the alehouse burned to cinder behind them, its former patrons having received absolution.
Don't Look Back!
Denise: You're not afraid are you, tough guy?Max: N-no way! It's just ... that old place is a real dump.Holden: Trespassing. Stupid idea, if you ask me.Alice: C'mon, it'll be so cool. We could contact the beyond!
In a booth across the dining room, Deputy Sandy listened to the kids plan their evening from behind a copy of the local newspaper. The front page headline read "Town Remembers Unsolved Murders Ten Year Later". She folded the paper and watched the kids pile into Holden's van, shaking her head.
12 AM.
The kids were staring at each other over a tree stump, faces lit by the lantern Max snatched up when they bolted out of the abandoned house moments before.
Max: We should never have messed with that ouija board!
Alice: I thought ... it was just a game ...
Denise: Why won't any of these people answer their doors?
Holden: We have to get back to the van. It's the only way.
The kids needed to get from the top left corner of the play area to the bottom right, where they had parked the van in the driveway of the abandoned house.
In DLB, a character must make a Jump Scare Test if they pass within 2 inches of area terrain during their movement. We counted houses, bushes, and cars as area terrain for this purpose.
Holden jumped the fence of the side yard where the kids started to get into the road, away from any area terrain. Ironically, he triggered a Jump Scare when passing within 2 inches behind the blue car and triggered all the Fright Tokens to move toward him.
As a result, the other kids tried moving behind the house to avoid the Fright Tokens. Alice, Denise, and Max ended up moving pretty slowly because of Tap On The Shoulder results on the Jump Scare table. This result pulls the closest character into B2B with the active character, including pulling them back from where they just moved.
On Turn 3 (of 12), the Killer showed up. We randomly generated a Killer with damage reduction, regeneration, and a skill debuff aura. He appeared on a Fright Token in front of the abandoned house, appropriately enough. But his M.O. had him teleport within 6 inches of the most players, which ended up being between the houses across the street: