The Phantom's Embrace (Traitor)

The Phantom’s Embrace is Haunt 16. This page is for the Traitor."“They thought they knew you. They thought you’d do whatever they told you to do, but they were wrong. They tried to take the girl away from you, and that was their biggest mistake.""Now she’s safe from them. You summoned a phantom to guard her, keeping her hidden within the house. When they came to get her, you’ll have a little surprise ready for them. Soon, your old “friends” won’t be in any condition to boss you around again.”"

Right Now

 * Your explorer is still in the game but has turned traitor.
 * The explorer with the Girl loses her, and she flees. Set aside the Girl cane and a small magenta monster token (representing the Girl), and adjust that explorer’s traits accordingly.
 * Set aside a small purple monster token to represent the Phantom.
 * Set aside at least 20 different distinctive tokens. (Red or orange monster tokens week well for this.)
 * Set up the Turn/Damage track with a plastic clip at 0. You’ll use this to keep track of time.

What You Know About The Heroes
They’re trying to save the Girl and themselves.

You Win When…
…either you blow up the house before the Girl escapes, or all the heroes are dead.

You Must Do This…
…at the end of each of you turns. Advance the Turn/Damage track to the next number. The roll a number of dice equal to that number. Consult the following table to see if the house blows up.

The Phantom

 * The Phantom appears each time the explorers discover a basement room with an event or omen symbol. When one of those rooms is discovered, put the Phantom token and the girl token in that room. Then put one of the distinctive tokens in that room.
 * After the Phantom appears, a hero can attack it. If the Phantom is defeated, it’s killed and the explorers gain custody of the Girl. Otherwise, it escapes with the Girl - set both tokens aside. It shows up again (you put both tokens back) the next time a hero discovers a basement room with an event or omen symbol.
 * The heroes can’t use a special attack to steal the Girl.
 * If the entire basement has been explored and the Phantom is still alive, choose any basement room to place the Phantom and the Girl in at the start of the monster turn.
 * The Phantom never moves to the same room twice until each basement room has a distinctive token.

Special Attack Rules
The Phantom doesn’t attack, but it can defend itself. If it defends successfully, it flees.

If You Win…
“Tick, tock, tick, tock… BOOM!”