The Abyss Gazes Back (Traitor)

The Abyss Gazes Back is Haunt 22. **This page is for the Traitor.**

> *"You knock another hole in the floor with a savage kick. This time, instead of dust and rotting supports, you discover what you sought. The Abyss. Flames. A portal to Hell. Cackling, you rub your hands together. Just in case the groaning floor of the widening pit doesn’t alert everyone else in the house, you scream, “Hang on, everyone! We’re all goin’ to HELL!” A flickering glow paints the walls, and gray mist rushes into the room. A portion of the house crumbles and falls, down, down into a burning lake of fire. ”*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* Choose any unoccupied room in the basement that has an omen or event symbol. If there is no such room in the house, draw cards from the room stack until you draw the first legal basement room, then place it in the basement. This room is where the Abyss starts. Tell everyone. Shuffle the room stack.
* Set up the Turn/Damage track with a plastic clip at 0. You’ll need it to keep track of time.

## What You Know About the Heroes

They’re trying to perform an exorcism to stop the house from being sucked into the Abyss.

## You Must Do This On Your Turn

* At the end of your first turn, the house begins collapsing into the Abyss. The first room to collapse must be the basement room tile where the Abyss starts. To collapse a room, turn the room tile over so its back is showing.
* You still collapse rooms on your turn (and can eventually win) even if you are killed.
* At the end of each of your turns, advance the Turn/Damage track to the next number, beginning with 1.
* If you draw an event card while you are in the basement, you can look through the event card stack and draw the Secret Stairs or Secret Passage cards if they are available, instead of drawing normally. Then shuffle the event stack.

## Each Player Must Do This Every Turn

* Starting on Turn 2, at the end of each living hero’s turn, that hero’s player must collapse part of the house. A room can’t collapse unless it is adjacent to another collapsed room. The adjacent rooms don’t need to have connecting doors.
* The Abyss consumes rooms at the following rate:

**Turn 2:** Each player collapses one room.

**Turn 3:** Each player rolls 2 dice and collapses that many rooms.

**Turn 4:** Each player rolls 3 dice and collapses that many rooms.

**Turn 5 On:** Each player rolls 4 dice and collapses that many rooms.

* Once an entire floor has collapsed, start collapsing the next floor up, beginning with an unoccupied room of your choosing with an unexplored door.
* The Entrance Hall, Foyer, and Grand Staircase each count as a separate room. Use a pentagonal item token to mark when each is sucked into the Abyss.
* If any explorer (including you) is in a room when the Abyss engulfs it, that character must attempt a Speed roll of 4+. If the roll succeeds, the explorer escapes by jumping into an adjacent discovered room with a connecting door (if there is one) that is not collapsing. If the roll fails, or if there isn’t a room that fits this description, the explorer is sucked into the Abyss and killed.
* If an event or the Mystic Elevator sends an explorer to a room or floor that has collapsed, then that explorer plummets into the Abyss and is killed.

## If You Win

> *Hell welcomes you. As the flesh sears and smokes away from your friends’ bones, you can’t help but try to smile. But your skin also sloughs away in the all-consuming fire. See what impulsiveness gets you?*
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