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Traitor's Tome
Traitor's Tome
Bite Book Crystal Ball Dog Girl Holy Symbol Madman Mask Medallion Ring Skull Spear Spirit Board
Abandoned Room 70 7 12 53 64 9 45 67 49 52 69 61 48
Balcony 24 7 32 5 16 6 11 25 49 20 47 58 60
Catacombs 4 68 68 46 1 68 10 25 49 52 37 19 63
Charred Room 70 18 23 38 64 13 34 55 44 20 58 15 8
Dining Room 24 51 27 5 16 6 45 55 59 67 37 39 40
Furnace Room 70 18 32 38 30 13 62 42 36 28 50 61 2
Gallery 17 3 57 38 33 22 57 55 36 41 54 15 57
Gymnasium 60 29 12 46 33 66 11 56 21 41 47 61 48
Junk Room 4 65 65 53 1 9 62 65 59 28 50 31 63
Kitchen 17 3 23 46 64 22 34 56 59 69 67 39 63
Master Bedroom 35 51 27 5 16 66 10 56 44 52 54 19 2
Pentagram Chamber 26 43 69 43 60 26 45 14 14 26 14 43 40
Servant’s Quarters 35 29 12 53 30 66 62 42 21 58 54 31 8
Normally, use the first number listed in the table for the omen/room combination that starts the Haunt.
If the first number listed is unsatisfactory for some reason (e.g. you’ve already played that Haunt), use the second number listed.
52 – In a Crackling Aura
You know the ring is special the moment you gain one Knowledge when you end
you lay eyes on it. It alone seems to your turn in the Library, even if you
resist the decay that has fallen on the have already used the Library in the
rest of the house; it shines brightly as if current game.
recently polished.
The Ring
When you put on the ring, you feel a You may not use the ring to make sanity
surge of power as you are bathed in a attacks as described on the card. You
crackling aura, and you can feel the may not voluntarily trade or drop the
mind of the ancient wizard who once ring. If the ring is stolen from you, or if
inhabited the house. The ring has been you die and a hero picks it up, you
imbued with his power and his will. become a hero and the explorer with the
Together, you can restore the house to ring becomes the Traitor (and should
its former magnificence and rule the read the details of this haunt in the
land in might! You just need to get rid Tratior’s Tome.) The new Traitor
of these unwelcome guests so you can possesses any spells obtained by the
get down to work… previous Traitor.
53 – Reeking of Death
As the dog trots happily towards you, The object given to you by the dog is
you realize it is carrying something odd represented by the item pile token, and it
in its mouth, which carries with it an is initially in your possession. This
odd smell. As the object drops into your object may be dropped, traded, or stolen
hand, you are overpowered by a wave of like a regular item.
nausea, and something within you
breaks. You stare at the object, mangled Poisonous Clouds
beyond all recognition and reeking of The deathly object gives off a toxic gas.
death, and at that moment you know that At the end of each player or monster
all the world must partake of your turn, place a token in the room
suffering…starting with your friends in containing the object to represent a
the house. poisonous cloud (unless there is already
a token in that room).
Right Now
Your character is still in the game, but Whenever a hero enters a room with a
has turned Traitor. Gain 1 speed now. poisonous cloud, that hero rolls one die:
2 The cloud has no effect.
Set aside a large number of distinctive 1 The hero loses 1 from a
tokens—blob/spore tokens (dark green) physical trait.
work well. Also set aside several might 0 The hero loses 1 from a
roll tokens (triangular). Put the Dog physical trait and 1 from
token (orange) in the room with you and a mental trait.
put an item pile token (pentagonal) on
your character card. Additionally, whenever a hero ends his
turn in a room with a poisonous cloud or
What You Know About the in the same room as the object, that hero
Heroes loses 1 from each trait.
They are trying to escape through the
front door (which is locked and Special Attack Rules
barricaded) or cleanse the deathly object. If the dog receives 2 or more physical
damage in combat, it drops whatever
You Win When… item it is carrying (in addition to being
…more than half of the heroes are dead. stunned).
Specters do not hinder the movement of Yet you can also see them as they once
opponents as described on page 12 of the were. Entering the house. Hoping to
rulebook, nor is their movement expose its mysteries. Running all over
hindered by heroes. YOUR house. Mocking you with their
arrogance, their vitality. You must
Specters may move up or down the Coal chase their memories and expunge them.
Chute, Collapsed Room, and Gallery, You will chase them for all eternity, if
and may end their movement at the top you must.
of the Coal Chute, but must always
expend one movement point to go either
up or down any of these.
Specters: 2 Speed, 4 Sanity
Specters may move between adjacent
rooms even if there is no doorway
connecting them.
Betrayal at Traitor’s Tome Custom Haunts
58 – Nightfall
You can barely control your excitement determine their movement. An explorer
as the cloak approaches the dark hour. or monster with at least one movement
The wait seems to last forever, but at point remaining can move from a twilit
last, it has come. Night has fallen…and room to a normal room or vice versa, but
it is now the rest of the world, not you, doing so ends its movement (it may still
who must endure your nightmares. attack or manipulate items as normal).
61 – Eternal Glory
Long centuries you have searched for a glories or a Sanity roll to appeal to his
heroic warrior, one who was prophesied sense of honor. If the Shield is also in
to achieve eternal glory. He fell in the room when you attempt this roll, you
battle long ago…as did you. Faithfully, may roll two additional dice (up to a
you have carried his shield, waiting for maximum of eight), but must tell the
the day when he would fight again. heroes that the sight of the shield seems
to excite the ghost.
At last, you have found him. If only you
can persuade him to fight again, you If you roll a 6+, place one Knowledge
will have fulfilled your purpose, and can roll or Sanity roll token on the Spear
at last know peace. Eternal glory can card to represent your success. After
still be his…and yours, as well. you have made 6 successful rolls, you
drive the ghostly hero into a battle rage
Right Now and win the game.
Your character is still in the game, but
has turned Traitor. Place the Shield Regeneration
token (pentagonal) on your character You can restore your physical form over
card. The Shield may be dropped, time. On your turn, instead of making
traded, or stolen like a regular item, but an attack (or attempting the above roll to
starts in your possession. inspire the ghostly warrior), you may
choose to raise one of your physical
Set aside several Knowledge roll and traits by one. You may not raise a trait
Sanity roll tokens (triangular), the Ghost above its starting value in this way.
token (green), and the Turn/Damage
Track. Moving the Ghostly Warrior
At the end of your turn, if no one is
What You Know About the holding the Spear, the ghostly warrior
Heroes will pick it up and begin moving around
They are trying to persuade the ghostly with it. Place the Ghost token in the
warrior that his time has passed and he room where the Spear was dropped to
should leave this world. represent the warrior. You may move
and attack with the ghostly warrior on
You Win When… the monster turn (traits listed at the end
…you convince the ghostly warrior to of this Haunt). The ghostly warrior must
fight again, or all of the heroes are dead. attack a hero each turn if it is possible to
do so.
How to Inspire the Ghostly
The ghostly warrior takes the Spear with
Warrior him when he moves. The heroes may
When in the same room as the Spear, not attack the ghostly warrior, but may
instead of making an attack on your turn, attempt to pick up the Spear again while
you may attempt a Knowledge roll to in the same room. You may not pick up
recount the ghostly warrior’s former
Betrayal at Traitor’s Tome Custom Haunts
62 – Bag of Tricks
He appears from nowhere—a gangly, token in that room. You may only
unshaven man in tattered clothes. Slung collect one souvenir for each Item
over his shoulder is a giant sack symbol in the room (you can collect two
emitting a strange glow. As you in the Vault, but only one per turn; you
approach him, he reaches into the sack, can only collect one in each of the other
and pulls out some bizarre trinket. As rooms). You do not need to open the
he holds it out, there is a flash of light, Vault in order to search it.
and you disappear.
When there are four Speed roll tokens in
This seems like a very interesting House. play, you have enough souvenirs for
There are probably a lot of knickknacks your collection, and win the game.
hiding about here that would make
excellent souvenirs. Using Trinkets
The Madman cannot make regular
Right Now attacks. Instead, once per turn, you may
Your character is no longer in the game; use a random trinket from your sack by
remove your character token from play, rolling four dice:
and set aside any items (or omens that 0 Each hero immediately draws an
behave like items) you were carrying, Event card, starting with the player
but do not discard them. Place the on your left and continuing around
Madman token (red) in the room where the circle.
the Haunt was revealed. 1 All heroes place any Item cards they
are carrying in the Item stack.
Set aside several Speed roll and Sanity Shuffle that stack. Then, each hero
roll tokens (triangular) and several Item draws a new Item card for each card
Pile tokens (or other pentagonal tokens). lost. Omens and trinkets are
unaffected.
What You Know About the 2 On your next die roll (of any kind),
Heroes you may call out any number from 2
They covet the powers of your precious to 6 and use that number instead of
trinkets. rolling.
3 Move the Madman or any hero into a
room adjacent to that character’s
You Win When…
current position (not necessarily
…you collect four souvenirs from the
connected by a door). If that
House, or all of the heroes are dead.
character enters the Mystic Elevator,
the Elevator moves to a location of
Collecting Trinkets your choice, even if it has already
The Madman can attempt a Speed roll of moved on the current turn.
4+ to search for a souvenir in any room 4 Each hero rolls one die and loses that
with an Item symbol (the Bloody Room, many points from his or her highest
Store Room, Wine Cellar, Larder, and trait (the hero chooses which in the
Vault). If successful, place a Speed roll event of a tie)
Betrayal at Traitor’s Tome Custom Haunts
64 – An Offering of Blood
The stars are aligned tonight. You and Each time the Girl is damaged by a
your followers have completed the ritual Might or Speed attack, place a Might roll
to summon the Lord of Hell, from whom token on the Girl omen card. Once you
you hope to gain unimaginable power. have accumulated five Might tokens, the
The bargaining is complete, and you Girl dies, and you win the game.
have only to make payment…
If the Girl is defeated with a Sanity
Unfortunately, the promised sacrifice attack, you do not add a token, but the
has escaped. You’d better make sure Girl will be stunned.
she dies promptly…demons do not like
to be kept waiting… Summoning Bats
While in a room with an omen symbol, a
Right Now Cultist may attempt to open a
Your character is still in the game, but summoning portal on its turn instead of
has turned Traitor. making an attack. The Cultist attempts a
Knowledge check of 5+. If successful, a
Place a number of Cultist tokens (red) in portal is opened; place a Knowledge roll
the House equal to one less than the token in that room. Only one portal may
number of heroes. Place them in any be open at a time in a single room.
rooms at least four spaces away from the
closest hero, with a number of Cultists While in a room with an open portal, a
on each floor less than or equal to the Cultist may summon bats on its turn
number of heroes on that floor. If there instead of making an attack. Make a
are no rooms on a floor at least four Knowledge roll and place an appropriate
spaces from the closest hero, place them number of Bat tokens in the room:
as far as possible. 8+ 3 bats
5-7 2 bats
Set aside a large number of Bat tokens 3-4 1 bat
(orange; these says “Rat” on the back) 0-2 No bats summoned this turn
and several Knowledge roll and Might
roll tokens (triangular). Also get out the The bats may move on the turn
Turn/Damage Track and the Girl token summoned, but only at half their regular
(red). speed (make a separate speed roll for all
half-speed bats). They may not attack
What You Know About the until the following turn.
Heroes
They are trying to save the Girl. Only one Cultist can summon bats from
a given portal each turn.
You Win When…
If you run out of Bat tokens (there are 24
…the Girl is dead.
included with the game), you may use
any unused tokens instead.
How to Kill the Girl
Betrayal at Traitor’s Tome Custom Haunts
65 – A Breath of Wind
The trembling of the House and an echo
of pained laughter inform you that your Special Attack Rules
companions have disturbed your old The poltergeist may make a separate
friend, the poltergeist. Their attack against each hero it reaches each
insensitivity is appalling. Can’t they turn (but may not attack a single hero
just let him rest, after all he’s suffered? more than once). When attacking, the
Well, you’ll just have to eliminate the poltergeist rolls a number of dice equal
disturbance... to the current value of the Turn/Damage
Track (to a maximum of 8), and the hero
Right Now defends with Might. If the poltergeist
Your character is still in the game, but wins the attack roll by 3 or more, the
has turned Traitor. hero only takes 2 damage, but the
poltergeist may also steal one of the
Place the Ghost token (green) in the hero’s items. The poltergeist is not
room where the Haunt was revealed (this harmed if the hero wins the combat.
represents the poltergeist). Also, take
the Turn/Damage Track and set the The poltergeist is immune to might
slider to 3. attacks and cannot be harmed by the
revolver or the toy monkey. If the
What You Know About the dynamite explodes in the room with the
Heroes poltergeist, the poltergeist drops all
They are attempting to exorcise the items it is carrying and is removed from
poltergeist. play, but it may re-form on its next turn.
66 – Hell on Earth
Glancing over your shoulder to be sure
no one is looking, you quickly draw the The Mystic Elevator
symbols from the book, quietly chanting If the heroes attempt to use the Mystic
the words of the ritual: “Karem-mare, Elevator, inform them that it refuses to
beden-ka…I summon thee, Lord of move. You may not move it, either.
Hell.”
The Demon Lord
Everything happens just as it was The Demon Lord is not stunned if
foretold. The flicker of flame, the void defeated when making an attack and can
in the air, the tremors in the earth as only be harmed by the Holy Symbol.
cloven hooves step into the House from
another realm. This should be quite a Each turn that the Demon Lord has
night. enough movement to reach the hero
carrying the Holy Symbol, the Demon
Right Now Lord must attack that hero some time
Your character is still in the game, but during its turn.
has turned Traitor.
If the Demon Lord cannot reach the hero
Place the Demon Lord token (large) in a with the Holy Symbol, or if no one is
room at least 3 spaces away from all carrying the Holy Symbol, the Demon
heroes (if this is impossible, place it as Lord must still attack some hero during
far as possible from the nearest hero). its turn, if possible.
What You Know About the The Demon Lord suffers no movement
Heroes penalties for leaving a room with
They are trying to banish the Demon opponents.
Lord by defeating him with the Holy
Symbol in a sealed room. If You Win…
You return the demon’s grin as the last
You Win When… of the bodies is charred by the fires.
…all of the heroes are dead. That was even better than you expected.
Eagerly, you begin to plan your next
The Holy Symbol stop…
You may not pick up or steal the Holy
Symbol, but you may kill the hero
carrying it.
The Demon Lord’s traits depend on
The heroes will place distinctive tokens the number of players in the game:
Players Might Speed Sanity
in rooms that have been sealed by the
3 5 3 3
Holy Symbol. 4 5 4 4
5 6 5 5
6 6 6 6
Betrayal at Traitor’s Tome Custom Haunts
Lengthy Narration: Do not advance the 7: “Then they discovered the spider
Turn/Damage Track the next time you was controlled by an evil witch.
normally would. Growing impatient, she arrived, and
began to weave her spells over them.”
Time Flies: Advance the Turn/Damage [Place the Witch token in any room.]
Track one position (and read the next
story segment). 8: “Sensing its master, the spider
redoubled its efforts.”
Evil Luck: Reroll any roll you just [The Spider gains one speed.]
made.
9: “A fierce roar sounded in the
Critical Lapse: Force a hero to reroll distance, drawing closer.”
any roll he or she just made.
10: “With a deafening roar, a dragon
Revival: Immediately unstun any one flew into the house, breathing fire at the
monster. humans. They knew they couldn’t pierce
its scales without a weapon.”
Ambush: Move one monster to any [Place the Dragon in the same room as
room in the House. your character.]
Collapsing Floor: Move one hero to 11: “Lightning tore through the
any room on the floor immediately heavens like an omen of doom.”
below his or her current floor. [Take one Body token.]
Daze: Choose one hero. On his or her 12: “Summoning the last of their
next turn, he or she may move or attack, strength, the heroes made a final effort.”
but not both.
If You Win…
The Story “Unable to continue, the last hero fell to
Whenever the Turn/Damage Track the floor and softly wept. The monsters
advances, read the section with a number were closing in, and their quest was
equal to the track’s position plus the over. The End.”
number of players.
68 – The Labyrinth
You can feel the catacombs expanding, …the labyrinth to seals itself, or more
slowly twisting the House into a new than half of the heroes are dead.
shape. What a wondrous maze! Such Do This On Your Turn
delightful puzzles and secrets! How At the start of your turn, advance the
marvelous it would be to stay…forever. Turn/Damage Track one position. Then,
roll a number of dice equal to the new
Right Now position; on a result of 6+, the labyrinth
Your character is still in the game, but seals itself, and you win.
has turned Traitor. Remove the
Catacombs from the House and set it The Keys
aside; it will no longer be used. You may not pick up or steal the keys.
Special Item Rules On that hero’s next turn, they must make
You may not pick up, carry, or steal a trait roll corresponding to the token
items or omens in this Haunt. If you you placed. If they roll a 4+, they break
draw a new item or omen when free and discard the token; otherwise,
discovering a new room, you must their turn immediately ends and the
immediately drop it in that room before token remains.
it affects you in any way (you may not
choose to discard it). Heroes with any of these tokens on them
do not slow your movement when you
Special Attack Rules leave the room.
Ordinarily, you take no damage from
combat, even if you are defeated. If you If You Win…
are becoming a vampire, beware The last moments seem to last forever,
weapons dipped in holy water; if a as you feel the last of your feeble
werewolf, avoid silver bullets; if a bane humanity trickle away, replaced by your
spider, watch out for bug spray. new, stronger nature. Then, at last, it is
complete, and you are whole.
Each monster has a special ability that
can be used instead of making an attack, You think you killed some of them on
but using it reveals your nature. If you your way out, but it doesn’t really
are becoming a vampire, you may place matter. You’re free now, and nothing
a Sanity Roll token on a hero in the same can stop you.