This is going to be a playthrough of Black Site Studios “Don’t look back”. The game is a horror game where you’re group of survivors is trying to escape from a killer, very much 80″s horror movie style.
The game comes with a set of 6 figures with cards for their stats, for this game I’m going to use some of my own figures, the Scooby Doo gang, Brian Medlin produced some cards and stats for using Scooby Doo and friends.
As an add on I have given Scooby and Shaggy the hide rule. Each turn if there is a suitable hiding place (Wardrobe, Box, Plant Pot etc.) they may chose to hide. if successful the killer / ghost goes away, if unsuccessful the killer/ghost appears in close contact with them.
There are 7 points of interest scattered around, the gang need to investigate these and find 3 clues, if they can get together with all the 3 clues they will be able to solve the mystery!
The game starts with the gang outside the spooky Henson mansion, a local girl has gone missing and she was last seen when someone dared her to go into the old Henson Mansion on her own.
Turn 1
Turn 1 sees nothing happening with the fright tokens, (on turn 1 fright tokens activate on a 10 only) we should have placed an extra fright token in the centre of the board but forgot.
Velma enters the mansion, she has a jump scare test and scores a 7. Something made her jump as she enters and her terror score goes up 1.
Fred enters and also has to take a jump scare test, he scores a 1. The ghost lunges at him from out of nowhere, he feels a chilled grasp around his neck but the ghost fails his attack roll and Fred is unharmed.
Daphne follows them through the door, her jump scare was a 2, an eerie sound. She trips but manages to regain her footing (passes an awareness test)
Meanwhile outside Scooby and Shaggy have come to the conclusion that Ghosts like to hang around spooky old building so they will head to some trees that look safer.
Turn 2
For the fright test we threw a 4, tokens activate on a 6+ this turn so again the fright tokens do nothing and again we forgot to put a token down in the middle of the table.
The ghost lets out an unearthly Wail, Fred, Velma and Daphne all take 1 wound and 1 terror! The ghost still has Fred in it’s chilled Grasp. Fred feels the ghostly grip around his neck tightening, he suffers another wound.
Daphne screams and runs toward the window distracting the ghost which drops Fred and moves toward Daphne, Velma runs past and into the Torture chamber, she automatically passes the jump scare test.
Scooby and Shaggy are just wandering around aimlessly (or looking for food) and find themselves closer to the graveyard.
Turn 3
This time we threw a 8 for the fright tokens which means they activate this turn. On one we threw a 9, this would mean the killer arrives. as he is already in play he becomes enraged. 1 fright token moves into contact with Shaggy (the fright token stays in play but anyone who activates within 4″ of a fright token takes a terror)
The ghost moved into contact with Daphne emitting an unearthly wail as it it did, everyone took an injury and a terror (the wail has a radius of 10″) The ghost grasps Daphne in its chilling grasp. This attack does the number of terror tokens a character has as injuries, as the killer is enraged this is also doubled. Poor Daphne takes 6 more wounds.
Fred uses his “baby blues” to get Daphne to move toward him, Daphne stumbles away from the ghost toward Fred. He calls for Daphne to run and heads through the door into the banquet hall, feeling safe he draws breath and starts to calm down. (his jump scare was “laugh it off” so he removes a terror token) Daphne hides in the cupboard, the strange shadows in the closet only add to her fear (her jump scare was “Strange Shadows” which adds 1 terror)
Outside Scooby activates taking a terror token for being within 4 inches of a fright token, He investigates the terror token “See Shaggy, it’s nothing” the fright token is removed and Shaggy moves up to the point of interest.
Turn 4
The fright tokens activated on a 4+ this turn. One moved into contact with Daphne and the other 2 were removed.
As the Ghost had no Line of sight to a character it was placed 6″ from the character with the most terror points (Daphne) and in cover. It is then moved D10 inches plus the terror points of the character it is attacking. It easily caught Daphne moving into the closet with her.
Its unearthly wail shattered the darkness yet again causing 1 terror and 1 injury to Daphne, Velma and Fred. Its chilling grasp reached out for Daphne doing the same number of injuries as she has terror points, 5. The 5 wounds were too much and Daphne succumbed. The Ghost moves off table to savor it’s kill.
Fred takes a terror for activating near a fright token, he investigates the point of interest. It’s an old book, the page it is open to talks about sacrifices and full moons, heavens above tonight’s a full moon. This could be a clue.
Velma investigated her point of interest, it was a golden chalice. The bottom is stained with what looks like dried blood, a post it note on the side says “remember to take to graveyard”. Could this be another clue?
Shaggy and Scooby investigate their point of interest, there are footprints in the mud and what look like drag marks heading into the graveyard.
Turn 5
Fright Tokens activate on a 3+. There is only one fright token on the board and that moves up to Fred.
The ghost reappears behind the candelabra in the banquet hall before attacking Fred from behind.
The unearthly wail rings out again causing Fred and Velma an injury and a terror token each. The ghost’s chilling grasp again starts to slide around Freds neck but he avoids injury.
Velma leaves the torture room and stands in the doorway of the banquet hall calling out to Fred to run (Encourage action gives +4 to Freds skill action) Fred stumbles away and passes his trip test before running past Velma and down the hall.
Scooby and Shaggy head for the back door of the mansion.
Turn 6
Fright tokens are now rolled for every turn, this time the token moves up to Velma.
The ghost appears in the entrance hall causing a point of terror to Fred and Velma before attacking Fred again.
The unearthly wail causes a terror and an injury to all the characters. The ghostly fingers again slide around Freds neck this time injuring him (he has 7 terror so takes 7 wounds) this puts him on 10 wounds, nearly done for.
Velma calls encouragement to Fred as she runs past, Fred stumbles away and heads for the back door. Scooby comes in the back door, scores a “laugh it off” for his jumps scare and removes a terror point. He uses his Scooby Snack skill to place a supporting Character. A pizza boy appears in the entrance hall “hello did some one order pizzas?”
Shaggy comes in the back door, his jump scare moves the closest character in to contact with him (Tap on the Shoulder) Fred collapses on Shaggy. Shaggy uses his “Lets take a look” action to heal 2 of Fred’s wounds. He turns on his flashlight illuminating the 3 of them and removing a terror point from each.
Turn 7
The ghost moves toward the Pizza boy not quite making contact. the unearthly wail again causes everyone an injury and a terror point.
The gang all run out the back door. Together they piece together the clues, zoiks there’s going to be a sacrifice in the cemetery under the full moon tonight.
Turn 8
Running into the cemetery they find the missing lass tied to a slab. The girl is saved but more importantly what happened to the pizza?