The Star Sickness (Hidden Traitor)

The Star-Sickness is haunt 43. **This haunt has a hidden traitor.**

> *"Next to the spear, you find a note that reads: "Ever since I touched that meteorite, 'I can feel the change working in me. I have studied it and looked at it under a microscope, and have found a twisted DNA that never came from this world. But what is even worse is that I have heard the creatures in my blood. Talking to me. Telling me how much better use they can make use they can make of my body than what I have done with it.*
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> *"I have sought an antidote serum, but I am out of time, and soon I will belong to the microbes entirely. Before that happens, If I can steel myself, I intend to run upon my spear like the ancient Romans before and hopefully eradicate the alien spores once and for all.*
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> *"If I do not succeed, perhaps these notes will help whoever comes after. I pray, though, that the disease will die with me.*
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> *"You will know it by three stages. At first, it feels like a particularly virulent fever, as your immune system fights against it…"*
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> *Uh oh. You've been feeling stuffed up ever since you got here.*
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> *"In the second stage, the spores take over the host's mind."*
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> *Can you trust all your friends?*
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> *"And in the third stage… horror.""*
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## Right Now

* Take out a set of small monster tokens of the same color, numbered from one to twice the number of explorers, and mix them up. Each player takes two and looks at them but doesn't show them to anyone. Whoever has the token numbered 1 is the traitor. More traitors might appear as the haunt progresses. You remain a traitor even if you lose the token numbered 1 later on.
* The Research Laboratory is not of the house, the haunt revealer searches the room stack for that tile and places it in a legal position. Then shuffle the room stack.
* Set up the Turn/Damage track with a plastic clip at 1. You'll use this to keep track of time.
* Set aside a pile of triangular knowledge roll tokens, as well as a pentagonal item token to represent the Serum.

## What You Know About the Bad Guys

This haunt uses the hidden traitor rules.

* When an explorer dies the player turns over their token to reveal their identity.

* The explorers may attack each other, although the heroes won't benefit from it unless it's the traitor they're attacking.

* Everyone can only converse at the table where everyone can see them and may not have side conversations elsewhere.

The traitor has been infected with an alien virus and seeks to turn the rest of you into Aliens.

Unlike normal hidden traitor haunts, anyone who holds the traitor cannot reveal it any time.

## You Win When…

The heroes win when they have created the Serum and all living explorers have been inoculated.

If all the explorers are dead, or have become traitors or Aliens, then the traitor or traitors win. If everyone is a traitor, the person who has most recently become a traitor loses.

## You Must Do This on Your Turn

The first time each turn you occupy a room with another explorer, you must give each other one of your face down tokens, chosen at random. If there are multiple other explorers in the room, exchange with only one; they must be an explorer you have not previously exchanged with, if possible. You can only make one exchange during each of your turns.

If you receive the token numbered 1 during one of these exchanged, you permanently become a traitor, even if you trade away that token later.

## The Haunt Revealer Must Do This…

…at the end of his or her turn each round. Advance the Turn/Damage track to the next number, then roll a number of dice equal to the turn number. This is a physical attack against every explorer in the house; each explorer resists the attack using Might as normal. Traitors are **not** immune to this attack-the alien disease battles everyone's immune system. There is no upper limit to the number of dice for this attack.