The Dance of Death (Heroes)

The Dance of Death is Haunt 9. **This page is for the Heroes.**

> *"Every clock in the house strikes midnight—even though you’re sure it isn’t that late. As the clocks quiet, a lone fiddler plays a haunting melody that floats through the air, calling you to dance. The music makes your soul shrivel, but it also makes your lips curl up into a smile. How can something be so awful and so wonderful at the same time?”*
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## Right Now

* This haunt doesn’t begin with a traitor—only heroes. Each hero has a chance to become a traitor during his or her turn.
* If the Pentagram Chamber and Stairs from Basement aren’t in the house, the haunt revealer searches the room stack for them and places them in the basement. You can connect these rooms as you choose, but the Pentagram Chamber must be placed as far from the haunt revealer as possible. Do the same for the Ballroom, connecting it to the ground-floor room of your choice. Then shuffle the room stack.
* Set aside a number of triangular Sanity Roll tokens equal to the number of players.

## What You Know About the Bad Guys

Somewhere in the house, a Dark Fiddler is playing music that bites into your brain. A dance of death has begun in the Ballroom.

## How to Banish the Fiddler

To banish the Dark Fiddler, the heroes must complete the following steps, in order. You can attempt only one step during your turn.

1. The hero carrying the Holy Symbol moves to the Pentagram Chamber. That hero can’t voluntarily give the Holy Symbol to anyone else.
2. A hero in the Pentagram Chamber with the Holy Symbol can attempt a Sanity roll of 5+ to defy the Dark Fiddler. You don’t need to be carrying the Holy Symbol to attempt this roll, as long as you are in the same room with it. If you succeed at this roll, put a Sanity Roll token in that room.
3. When the Pentagram Chamber has a number of Sanity Roll tokens equal to the number of explorers at the start of the haunt, the heroes have successfully banished the Dark Fiddler.

## You Must Do This...

...at the start of your turn. You must attempt a Sanity roll of 4+ to resist the Dark Fiddler’s lure, unless you are carrying the Holy Symbol.

If you fail the Sanity roll, and you’re in the Ballroom, you become insane. You are now a traitor. (Read this haunt in the *Traitor’s Tome*.)

If you fail this roll in another room, you take 1 Sanity damage instead. If your Sanity is reduced to the skull symbol, you don’t die; instead, you become a traitor (and must read this haunt in the *Traitor’s Tome*). Otherwise, you must move toward the Ballroom by the shortest route through discovered rooms. You may perform other actions normally along the way if you wish. If your Sanity drops to the skull symbol for any other reason in this scenario, you also become insane and turn traitor.

## If You Win

> *The fiddler plays faster and faster as you defiantly chant the words to banish him. Rain falls from the ceiling, pelting down upon the pentagram and the fiddler within. As he plays on, you notice his face beginning to melt like wax in fire. The terribly beautiful music continues as the fiddler melts, fading only when the last remnant of his body disappears in the driving rain.*
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