Closed Crispy66 closed 6 years ago
Sounds like you hit an editor bug that broke your scenario. Can you please upload your scenario which will let me see how it is broken, and I'll likely be able to fix it for you.
Also you can extract the scenario from the save game file (unzip it) to get the version from whenever the save was made.
That sounds great.
I don't know where the save files are. I have a folder on C:\Program Files (x86)\Valkyrie, but I don't recognize anything in it or subfolders as save files. Where are they?
The scenario will be in: %AppData%\Roaming\Valkyrie\MoM\Editor
And save games in: %AppData%\Roaming\Valkyrie\MoM\Save
Trying here to send you the MoM/Editor files for this.
Chris Poor
crispy66
From: NPBruce notifications@github.com Sent: Saturday, November 4, 2017 6:12 AM To: NPBruce/valkyrie Cc: Crispy66; Author Subject: Re: [NPBruce/valkyrie] Can't open file in editor after a save (#646)
The scenario will be in: %AppData%\Roaming\Valkyrie\MoM\Editor
And save games in: %AppData%\Roaming\Valkyrie\MoM\Save
— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHubhttps://github.com/NPBruce/valkyrie/issues/646#issuecomment-341888876, or mute the threadhttps://github.com/notifications/unsubscribe-auth/Af0LyP0H_GbK8O8k6n67ARbRYZ6VJoIvks5szEaugaJpZM4QR3Eb.
.,English
quest.name,Fall of House Lynch 1D
quest.description,This file should contain the basics that every scenario needs at start...
quest.authors,Chris Poor
UISplashText1.button1,Continue
UISplash.button1,Continue
UISplashContinue.button1,Continue
UISplashContinue.uitext,Continue
TokenHallDoor.button1,{action} Explore
EventFirstTile.button1,Button1
EventAddInvestigators.text,Place your investigators in the space indicated.
EventAddInvestigators.button1,Continue
EventFoyerDescription.button1,Continue
EventDiningBook.button1,Continue
TokenPainting.button1,{action} Examine the Painting
EventExaminePainting.button1,Continue
\nYou hear a patter of footsteps at the top of the stairs, followed by a door closing, then a clattering sound from the Kitchen area, as if a stack of plates had been knocked over.\nRemove this Search token.
EventFoyerDoors.button1,Continue
EventPainting.text,There is an oil painting on the landing that shows three people standing together.
EventPainting.button1,Continue
TokenPainting.text,There is an oil painting on the landing that shows three people standing together.
EventExaminePainting.text,A painting on the wall of the landing shows Walter & George standing behind the seated Edith. All look happy & healthy, but someone has smeared a black substance over Walter's features, and written below it, “Too Late!”\nGain 1 Clue.
EventKitchenNoises.button1,Continue
EventKitchenNoises.text,You hear a clattering sound from behind the leftmost door, as if a stack of plates had been knocked over.
TokenDining.text,This door leads to the dining room and kitchen area.
TokenDining.button1,{action} Investigate
EventDiningBook.text,Everything is askew, covered with dirt and rat droppings. A foul smell emanates from the kitchen area. There is a faint rustling sound in the walls, and for a moment you feel that the house is aware of your presence. On a side table you spy an old book that looks like it might be important.
EventOpenDiningDoor.text,The dining room has a typical table & chairs, place settings with silverware, and the remains of a pot of flowers, two candlesticks and a decorative runner on the table.\nPlace the {c:TileSideDiningRoom1E} as indicated.
EventOpenDiningDoor.button1,Continue
EventFoyerDescription.text,The light switch on the wall activates a large electric candelabra that flickers weakly, casting irregular shadows. The furniture in the foyer is old & dusty, and the staircase covered in a mildewed red carpet...
TokenNamelessCults.text,This is an ancient-looking tome with a leather binding. The title, "Nameless Cults" is embossed on the cover. There is a folded piece of paper in the middle of the book.
TokenNamelessCults.button1,{action} Open the book.
EventNamelessCults.text,The page marked is covered with strange sigils, but the paper has a translation.\nTest {lore}
EventNamelessCults.button1,Continue
EventGainShrivelling.text,Gain the Shrivelling Spell, and discard this search token.
EventGainShrivelling.button1,Continue
EventKitchenDoor.text,Add a Search Token as indicated. \n This door leads to the Kitchen
EventKitchenDoor.button1,Continue
TokenKitchenDoor.text,This door leads to the Kitchen.\nYou hear a stealthy rustling and clinking sound through the door, as if someone were rummging around in there. There is a foul smell coming from behind the door.
TokenKitchenDoor.button1,{action} Investigate
EventOpenKitchenDoor.text,The Kitchen is long untended. Rats, flies & roaches swarm over nearly everything; the sink and counters are strewn with dishes, pots & pans.
EventOpenKitchenDoor.button1,Continue
EventKitchenSearch.text,There is food waste and garbage strewn about the room. Near the stove, you see what appears to be a leather belt.
EventKitchenSearch.button1,Continue
TokenKitchenSearch.text,There are rats crawling over the rotting remains of a meal on the stovetop. You'll need to shoo them away to search this area. Test {influence} to clear enough space to search.
TokenKitchenSearch.button1,{action} Frighten the rats away.
EventHaroldsGun.text, You find Harold's gunbelt with a holstered pistol and a flask among the garbage. Take the .38 Revolver and Holy Water common items.\nThe rats were gathered around the remains of a roast of some sort. With a start, you realize that this is the remains of a human leg. Take 2 Horror ({will} to resist).\nYou feel a tug on your pants leg, and look down to see a good-sized rat ready to climb up your leg.
EventHaroldsGun.button1,Continue
SpawnRatPack.button1,Continue
CustomMonsterRatPack.info,-
SpawnRatPack.text,Spawn a Rat Pack in the current space.
EventRatPackMove.button1,Button1
EventRatPackMove3.text,The rats spread out and search for prey in the area...\nMove the Rat Pack up to 2 spaces, ignoring walls, to be adjacent to as many Investigators as possible.
EventRatPackMove3.button1,Continue
EventRatPackAttack3.text,As if guided by an unseen intelligence, the rats attack your weapon hand.\nEach Investigator adjacent to the Rat Pack must test {will-1}, and suffer 1 face-down Horror or 1 Damage and drop a weapon if they fail. Dropped weapons are carried by the rats into the Pantry.\nAfter the attack, the Pack disperses into the walls of the house. Remove the Rat Pack from the board.
EventRatPackAttack3.button1,Continue
EventRatPackMove2.text,The Pack moves to cut you off from your companions...\nMove the Rat Pack up to 2 spaces, ignoring walls, to be in the same space as an Investigator who is alone in a space, choosing the Investigator with the lowest {agility} available.
EventRatPackMove2.button1,Continue
EventRatPackAttack2.text,With uncanny persistence, the Rats drive you away from your companions.\nTest {agility} 2. If you fail, take 1 Horror and 1 Damage, and you must move your Investigator to be farther away from as many Investigators as possible.
EventRatPackAttack2.button1,Continue
EventRatPackMove1.text,The pack swells as more rats enter the room from other parts of the house. The Rat Pack heals {c:NoiseLevel+1} health. Move the Rat Pack up to 2 spaces, ignoring walls, to be in a space with as many Investigators as possible.
EventRatPackMove1.button1,Continue
EventRatPackAttack1.text,As the Pack grows, it grows more bold. The pack attacks each Investigator in its space and all adjacent spaces (ignoring walls). Take 1 Damage and 1 facedown Horror. ({agility} negates.)
EventRatPackAttack1.button1,Continue
SpawnHumanoid.text,Spawn the {c:monster} in the space indicated.
SpawnHumanoid.button1,Continue
EventAddFoyer1.text,Place the Foyer {MAD01} tile as indicated.
EventAddFoyer1.button1,Continue
EventAddFoyer2.text,Place the {c:TileSideLobby} and {c:TileSideBathroom}tile as indicated.
EventAddFoyer2.button1,Continue
TokenPantryDoor.button1,{action} Open the Door
EventTokenPantryDoor.text,This door leads to the pantry.
EventOpenPantryDoor.text,The door is jammed. Test {strength} to open it.
EventOpenPantryDoor.button1,Continue
EventPantryDoorSuccess.text,You put your shoulder into it, and the door slowly slides open. The pantry is a rat's nest, with literally dozens of the foul creatures scurrying away into the shadows as you shine your light around the room.
EventPantryDoorSuccess.button1,Continue
EventPantrySearchToken.button1,Continue
TokenPantryToken.text,The rats' nest may contain useful items.
TokenPantryToken.button1,{action} Search the nest
EventSearchRatNest.text,Holding your breath, you rummage through the piles of refuse in the room, disturbing several large rats in the process. Test {observation}.
EventSearchRatNest.button1,Continue
EventFindGear.text,Success! You find something useful.\nRegain one random item set aside by the Rat Pack for each success.
EventFindGear.button1,Continue
EventTokenPantryDoor.button1,Continue
EventPantrySearchToken.text,Searching the room may yield something useful, but youll have to deal with the rats.\nPlace a Search token as indicated.
EventScareRatsAway.text,You make noise and stomp about, and the rats disperse, vanishing into the walls and under the cabinets and doors.
EventScareRatsAway.button1,Continue
CustomMonsterRatPack.monstername,Rat Pack
TokenLabDoor.button1,{action} Explore
EventOperatingDoorToken.text,This door leads further into the house.
EventExploreLaboratory.text,It looks as if Walter developed an interest in science, as this room has been converted from a library into a chemistry laboratory.\nPlace the {TileSideLaboratory} tile as indicated.
EventExploreLaboratory.button1,Continue
EventLabSearchToken.text, Bookshelves have been converted to storage cabinets, filled with bottles of chemicals and glassware. An old desk serves as a lab bench, and piping and plumbing for Bunsen burners and sinks run across the ceiling, and a large table rests in one corner.
EventLabSearchToken.button1,Continue
TokenLabSearch.button1,{action} Search
EventLabBarricade.text,A freestanding table could be used as a makeshift barricade if needed.\nPlace a Barricade token as indicated.
EventFindLantern.text,You find a working Lantern that was being used as a bunsen burner. The globe is on a shelf nearby, and you easily reassemble it.\nTake the Kerosene Lantern common item card.
EventFindLantern.button1,Continue
TokenLabSearch.text,You might be able to salvage something useful out of the pile of equipment on this table.
EventLabBarricade.button1,Continue
TokenLabDoor.text,There is a brass sign on this door that says "Library".
EventOperatingDoorToken.button1,Continue
TokenORDoor.button1,{action} Explore
EventExploreOR.text,This room was once a proper smoking room, you suspect, but Walter's search for a cure led him to convert it into an operating theater of some sort.
TokenORDoor.text,The brass sign on this door says "Study."
EventExploreOR.button1,Continue
EventORSearch.text,At least one of the bookshelves from the old library has been moved over to here, and is loaded down with books on chemistry, anatomy and biology. All of the windows have been covered with wooden shutters. An ancient tome lies open on a workbench.
EventORSearch.button1,Continue
TokenORSearch.text,The old tome lays open on the bench.
TokenORSearch.button1,{action} Examine
EventExamineTome.text,The book bears the title "De Vermis Mysteriis," and you might need to spend some time to discover it's secrets.\nYou may test {lore} to study the Tome.
EventExamineTome.button1,Continue
EventGainSpell.text,After some effort, you find a way to effect a change in reality.\nGain the Spell indicated.
EventGainSpell.button1,Continue
EventEventPowerFailure.text,There is an ozone smell in the air for a moment, then with a flash of light and a loud crackling noise, the power goes out.\nPlace a Darkness token in every revealed indoor space on the map.
EventEventPowerFailure.button1,Continue
EventFindFusebox.text,The spark happened in this corner of the room.
EventFindFusebox.button1,Continue
TokenFusebox.text,The old fusebox in the corner looks overloaded. You'll have to carefully rewire it to restore the power.
TokenFusebox.button1,Continue
TokenFusebox.button2,Tap to attempt the puzzle using {observation}
EventRewiredGood.text,You have jury-rigged the system, and it seems to be holding.\nRemove all Darkness tokens from interior rooms on the map.
PuzzleFusebox.button1,Complete
EventRewiredGood.button1,Continue
EventRewiredMid.button1,Continue
EventRewiredBad.text,You did everything right, and for a moment it seems to be working, then suddenly the fusebox explodes in your face!\nEvery Investigator in the space takes 3 facedown Damage ({agility} to negate).\nPlace a Fire token in this space.
EventRewiredMid.text,The wiring appears to be holding, but just as you complete it, there is a sudden surge of power, and you are electrocuted. Suffer 4 facedown Damage ({agility} to negate)\nRemove all Darkness tokens from interior spaces on the map.
EventRewiredBad.button1,Continue
EventFreezerDoorToken.text,This door is made of heavy polished metal, and appears newer than the rest of the house.
EventFreezerDoorToken.button1,Continue
TokenFreezerDoor.text,Doubtless this room originally served as a humidor, but by some ingenious mechanism, Walter was able to convert it into a modern walk-in freezer.
TokenFreezerDoor.button1,{action} Open the Freezer
EventOpenFreezer.text,The door is either locked or stuck.\nTest {strength} to force it open. Roll 2 extra dice if you have a Heavy Weapon common item.
EventOpenFreezer.button1,Continue
EventRevealFreezer.button1,Continue
EventExploreFreezer1.text, Moving through the cold, darkened interior, you come face-to-face with a corpse, hanging from the ceiling. Parts of it have been cut away with a sharp instrument. \nSuffer 2 Horror ({will} to negate). If you Suffer at least 1 Horror you flee the room in terror; move 1 space.
EventFreezerToken.text,Place a Search token as indicated.
EventFreezerToken.button1,Continue
TokenFreezer.text,There may be useful items or clues in the Freezer.
TokenFreezer.button1,{action} Explore the Freezer
TokenFreezerSearch.text,Armed with foreknowledge, you brush past the corpse without looking too closely. In the back of the room, you find a case with a combination lock. The case is heavy, and shaped as if it were custom-made for a long gun of some sort, either a rifle or a shotgun.
TokenFreezerSearch.button1,Continue
EventInspectGuncase.button1,Tap to test {lore} to attempt the lock
EventGainShotgun.text,The case opens to reveal a custom-made shotgun and ammunition in perfect condition.\nTake the Shotgun common item card.
PuzzleCombinationLock.button1,Guess
EventInspectGuncase.text,The guncase has a combination lock.
EventGainShotgun.button1,Continue
EventEntryDoorToken.text,This door probably leads to the walled garden you noted as you approached the front door of the house.
EventEntryDoorToken.button1,Continue
TokenEntryDoor.text,This door is unmarked, but leads back towards the front of the house.
TokenEntryDoor.button1,{action} Explore
EventOpenEntryDoor.text,The room is muddy and wet, as the glass in the back door has been shattered. An old overcoat hangs on a peg by the door, and the floor is covered with mud and dirt blown in by the wind.
EventOpenEntryDoor.button1,Continue
EventEntrySearchToken.text,The last faint rays of the setting sun reflect off of the high thunderclouds and filter in from the garden area. A small wooden box sits on a shelf by the back door.\nPlace a Search token as indicated.
EventEntrySearchToken.button1,Continue
TokenEntryBox.text,A simple wooden box sits on the shelf. It is marked with a paper note stuck in the lid, reading, “For Emergencies."
TokenEntryBox.button1,{action} Look in the box.
EventOpenBox.text,Overcome by curiosity, you open the box and find a small syringe filled with clear liquid.\nTake the Sedatives common item card.
EventOpenBox.button1,Continue
EventGardenDoor.text,The door to the garden is swollen and warped; the glass shattered, rain and leaves have blown into the room.
EventGardenDoor.button1,Continue
EventOpenGardenDoor.text,Edith Lynch's once-lovely garden is overgrown & rank with weeds. A murder of crows, disturbed by the sudden opening of the door, takes flight. A small tea-table & two metal chairs lie rusting in the shadows.
EventOpenGardenDoor.button1,Continue
EventGardenSearchToken.text,The earth here has been disturbed.
EventGardenSearchToken.button1,Continue
TokenGardenSearchToken.text,A wooden grave marker, hastily carved with the words, “Edith Lynch, beloved wife and mother. 1858 – 1922” stands guard. The soil above it is loosely packed, having settled somewhat due to recent rains.
TokenGardenSearchToken.button1,{action} Clear away the loose soil
EventGardenSearch.text, With some effort, you unearth a shallowly-buried coffin.
EventGardenSearch.button1,Continue
TokenEdithCoffin.text,This is the coffin, marked as belonging to Edith Lynch. You may test {strength} to open it. Roll 2 extra dice if you have the Crowbar common item.
TokenEdithCoffin.button1,{action} Open the coffin.
EventOpenEdithCoffin.text,With a great effort, you pry the lid open.
EventOpenEdithCoffin.button1,Continue
EventGardenSearchToken2.text,A pile of wood and tools are stacked in nearby flowerbed, now covered in leaves.
EventGardenSearchToken2.button1,Continue
TokenGardenSearchToken2.text,It looks as if someone was doing crude carpentry work here, and left their tools in a mess.
TokenGardenSearchToken2.button1,{action} Search the pile of tools and wood.
EventSearchTools.text,You dig around in the pile of rusty tools and waterlogged timbers, looking for anything that might be useful.\nTest {observation} 3.
EventSearchTools.button1,Passed
EventSearchTools.button2,Failed
EventFindShovel.text,Under the pile, you discover a shovel that is not too rusty to use. In a pinch, it could be used as a weapon.\nTake the Shovel common item card.\nDo not discard this Search token.
EventFindShovel.button1,Continue
TokenGardenSearchToken3.text,This is a pile of discarded wood scraps and tools, mostly waterlogged and rusty.
TokenGardenSearchToken3.button1,{action} Scrounge for an improvised weapon.
EventWoodpileScrounging.text,You may be able to make something useful, if you believe the old legends about the power of wood against certain creatures...\nTest {lore}. Roll 2 extra dice if you have a Knife or Axe common item.
EventWoodpileScrounging.button1,Continue
EventFindStakes.text,Thinking quickly, you snap several of the smaller pieces of wood to make several sharp stakes.\nTake 3 copies of the Wooden Stake unique item card.
EventFindStakes.button1,Continue
EventFindCrowbar.text,Take the Crowbar common item card.
EventFindCrowbar.button1,Continue
TokenGardenDoor.text,This door leads to the walled garden at the front of the house. The window is shattered, and leaves and rain have blown into the room.
TokenGardenDoor.button1,{action} Open the door.
EventEnterRoom.text,You may move 1 space into the Explored area.
EventEnterRoom.button1,Continue
TokenPantryDoor.text,The door is rotten, and sags on it's hinges, but it is still very solid. There is a horrible smell, and you hear the sounds of small creatures scuttling about on the other side.
EventHallSearchToken.text,You spot a small object on the floor.\nPlace a Search token as indicated.
EventExploreHallDoor.button1,Continue
TokenHallDoor.text,This door leads into the rear of the house.
EventGuestDoorToken.text,This looks like a bedroom door.
EventGuestDoorToken.button1,Continue
TokenGuestDoor.button1,{action} Open the Door.
EventSmashClosetDoor.text,You back up slightly, then launch a fierce kick, trying to break the hasp holding the Padlock to the wall.
EventMasterDoor.text,This is a bedroom door.
EventMasterDoor.button1,Continue
TokenMasterDoor.button1,Examine the Lock
EventUnlockMasterDoor.text,The lock clicks, and you gently push the door open.
TokenMasterDoor.text,This once-beautiful oak bedroom door is now covered with scratches, splintered and marred by what appear to be claw marks. \nA complex mechanical lock, inscribed with unfamiliar symbols is holding it closed.
PuzzleRuneLock.button1,Guess
EventUnlockMasterDoor.button1,Continue
EventMasterBROpen.button1,Continue
EventHall2Washstand.button1,Continue
EventHidingPlace.text,There is a large wardrobe standing here.
EventHidingPlace.button1,Continue
EventHallWalls.text,Place a Wall token as indicated.
EventHallWalls.button1,Continue
TokenHidingPlace.text,This is an old wardrobe that is still intact. It is large enough for someone to hide inside.
TokenHidingPlace.button1,{action} Inspect the Wardrobe.
EventInspectWardrobe.text,You cautiously open the doors, but no one is inside.
EventInspectWardrobe.button1,Continue
EventExploreHallDoor.text,There is a smell of cooked meat in this hallway, not fresh, but not old either.\nPlace the Hall 4 and Hall 2 tiles as indicated.
EventHallSearchToken.button1,Continue
TokenHallSearch.text,There is a small object on the floor here.
TokenHallSearch.button1,{action} Examine the small object.
EventExamineHallSearch.text, On the floor you find a chewed bit of meat and bone that may be a human finger.\nSuffer 2 Horror ({will} to resist).\nGain 1 Clue
EventExamineHallSearch.button1,Continue
TokenWardrobeSearched.button1,{action} Hide
EventHidingInWardrobe.button1,Continue
TokenWardrobeOccupied.button2,Leave the Wardrobe (if hiding inside).
EventHidingInWardrobe.text,You hastily climb inside the Wardrobe and close the door.\nRemove your Investigator from the Map.\nThe next time you perform a Move action, you must Leave the Wardrobe.
TokenWardrobeOccupied.button1,{action} Search the Wardrobe (if outside).
TokenWardrobeSearched.text,You can hide inside here, if you need to. It's not cowardice if you really are afraid, but you might want to tell your friends where you are going to be.
EventOpenOccupiedWardrobe.button2,Failure
EventOpenOccupiedWardrobe.text,You pull on the door, but something is holding it closed.\nTest {strength} against {strength} of the Investigator.\nImprecations and cursing may be appropriate here.
EventOpenOccupiedWardrobe.button1,Success
EventWardrobeSecure.text,You cannot get the door open.\nThe Investigator inside may say something appropriate.\nThen again, maybe the door is just stuck, and no one's in there.
EventWardrobeSecure.button1,Continue
EventWardrobeOccupiedOpened.text,You succeed in opening the Wardrobe, and the Investigator inside looks at you fearfully.\nYou should probably explain yourself.\nPlace the formerly-hidden Investigator in your space.
EventWardrobeOccupiedOpened.button1,Continue
TokenWardrobeOccupied.text,The old Wardrobe door is closed.
EventExitWardrobe.text,You climb out of your hiding place, back into the hallway.\nPlace your Investigator on the indicated space.\nIf another Investigator is within Range, you might want to announce your presence, so they don't accidentally attack you. Then again, you might want to sneak up on them.
EventExitWardrobe.button1,Announce your presence.
EventExitWardrobe.button2,Stay quiet.
EventAnnouncePresence.text,You say something appropriate for the moment.\nGo ahead, say something.
EventAnnouncePresence.button1,Continue
EventStartled.text,All Investigator(s) in range must test {will} to negate 1 facedown Horror. Those who fail should probably say something appropriate back at you, and the one who rolled the most dice and failed must move 1 space away from you right now.\nIf they have a weapon, they must brandish it menacingly while fleeing.
EventStartled.button1,Continue
EventSilent.text,You hide in nearby shadows and watch your companions without alerting them to your presence.
EventSilent.button1,Continue
EventOpenGuestDoor.text,This appears to be a Guest Bedroom. The light switch does not appear to work.\nPlace a Darkness token in the Guest Bedroom and the Storage Closet.
EventOpenGuestDoor.button1,Continue
EventClosetDoor.text,This looks like a closet door.
EventClosetDoor.button1,Continue
TokenClosetDoor.text,This door goes to a closet. There is a padlock on the door.
TokenClosetDoor.button1,{action} Tap to attempt the Padlock using {observation}
EventOpenClosetDoor.text,You have defeated the padlock, and the door opens noisily.\nYou peer into the darkness. The room appears filled with boxes and hanging clothes.
EventOpenClosetDoor.button1,Continue
TokenClosetDoor.button2,{action} Tap to attempt to break down the door using {strength}.
EventClosetSearch.text,You will need to enter the closet to search it further.
PuzzlePadlock.button1,Guess
EventClosetSearch.button1,Continue
TokenClosetSearch.text,The closet is full of boxes and hanging clothes.
TokenClosetSearch.button1,{action} Search the closet.
EventSearchCloset.text,There is no light switch, and the room is filled with boxes and hanging clothes. \nHanging with a blouse, you discover a gold Crucifix pendant.\nTake the Crucifix common item card.
EventSearchCloset.button1,Continue
TokenClosetPassage.text,This is a hole through the wall into the adjacent room. If you are small enough, or can contort yourself, you can just squeeze through.\nTest {strength} to crawl through.
TokenClosetPassage.button1,Fail
TokenClosetPassage.button2,Pass
EventThroughPassageToMBR.button1,Continue
EventTooBigPassage.text,You are too big to easily fit through the passage.\nIf you rolled 1 success, you are stuck in the hole in the wall.\nIf you rolled 2 or more successes, you manage to pull yourself out backwards before you get stuck.\nIf you rolled 3 or more successes, you may make the hole big enough for anyone to pass through.
EventTooBigPassage.button1,I'm stuck!
EventTooBigPassage.button2,I'm backing out.
EventTooBigPassage.button3,Let's make this bigger!
EventStuckInPassage.text,You are stuck in the passage. \nPerhaps you should consider a diet.\nThe only Action you may take is to Attempt to Escape. Any Investigators in range may make appropriate comments to encourage you to escape.
EventStuckInPassage.button1,{action} Attempt to Escape.
EventAttemptEscape.text,You may try to go Forward or Backward.
EventAttemptEscape.button1,Forward!
EventAttemptEscape.button2,Backward
EventForwardEscape.text,Well, this seems a bit unlikely, don't you think?\nAppropriate interjections may help here.\nTest {strength} to move forward.\nAny Investigator in the Storage Closet may assist you, and adds 1 die to the roll if they make an appropriately energetic statement to that effect.
EventForwardEscape.button1,Push!
EventForcedThrough.text,With a tremendous effort, you haul your not inconsiderable bulk through the opening, taking bits of plaster and wood with you, and leaving behind not a small amount of fabric, flesh and blood. \nHopefully, you've learned an important lesson here.\nAs a bonus, the hole is now big enough for nearly anyone of your acquaintance to pass through.
EventForcedThrough.button1,Continue
TokenBigPassage.text,A rather large hole in the wall, allowing passage of even very fat people to the other room.\nAny Investigator may move to the Master Bedroom through this wall.
TokenBigPassage.button1,Continue
EventBackwardEscape.text,You attempt to extricate yourself from the small passageway. \nTest {agility}.\nAny Investigators in the Storage Closet or the Master Bedroom may assist you.\nEach may utter an appropriately-energetic bit of encouragement to allow you to roll 1 extra die.
EventBackwardEscape.button1,Back it up!
EventWithdrawnFromPassage.text,With a great sigh of relief, you manage to wiggle backwards into the room. You feel a bit sheepish, and should probably say something to explain your thought process.
EventWithdrawnFromPassage.button1,Continue
EventLumpInBed.text, In the dim light, you can see a vague shape under the covers on the ruined bed.
EventLumpInBed.button1,Continue
EventLockbox.text, There is an odd-shaped wooden box on the floor.
EventLockbox.button1,Continue
TokenLockbox.text,This is a small wooden box with a lock on it.
TokenLockbox.button1,Continue
EventSearchLockbox.text,You pick up the small lockbox.\nTake the Forensic Evidence unique item card.\nAny Investigator with the Lockbox may inspect it from the Items menu.
EventSearchLockbox.button1,Continue
EventInspectLockbox.text,A small wooden box with a lock. You may attempt to open the box by picking the lock, or by smashing the box.
EventInspectLockbox.button1,{action} Pick the Lock.
EventInspectLockbox.button2,{action} Smash the Box.
EventOpenLockbox.text,The box pops open, and the refreshing smell of Garlic fills the room.\nEach Investigator in your space may either flip 1 Horror facedown or discard 1 facedown Horror.\nyou discover a bag of garlic cloves and a sharpened wooden stake inside the box.\nTake the Wooden Stake and Garlic Cloves common item cards.\nGain 2 Clues.
PuzzleLockbox.button1,Open
EventOpenLockbox.button1,Continue
EventLockboxNote.text,You find a note in the bottom of the Lockbox.
\nIt reads:\n “Harold, may God bless your efforts with these special weapons. As you know, you must use the Holy Water or the Crucifix to stun the creature, then the Stake when it is helpless. Do not try to fight them directly with these items; use your other weapons to weaken them first. -Father O'Reilly”
EventLockboxNote.button1,Continue
EventSmashLockbox.text,Frustrated by the lock, you decide to resort to brute force. Pray there is nothing fragile inside the box.\nNo, really, you should probably pray now.\nTest {strength} to smash the box.\nYou may roll 1 extra die if the player to your right approves of your prayer.
EventSmashLockbox.button1,Smash it!
EventSmashedLockbox.text,The box is shattered, and the contents scatter across the floor. The refreshing smell of garlic fills the room.\nTake the Garlic Cloves common item card.
EventSmashedLockbox.button1,Continue
EventSmashedNote.text,Searching through the splintered box, you find a small note that says:\n “Harold, may God bless your efforts with these special weapons. As you know, you must use the Holy Water or the Crucifix to stun the creature, then the Stake when it is helpless. Do not try to fight them directly with these items; use your other weapons to weaken them first. -Father O'Reilly”\nGain 1 Clue.\nIf you actually did say a prayer before smashing the box, something else happens.
EventSmashedNote.button1,I prayed. Really!
EventSmashedNote.button2,I didn't pray.
EventPrayed.text,Something in the note catches your interest, and you look through the ruins of the box again. Among the splintered wood, you find what appears to be a wooden stake, sharpened by a knife.\nTake the Wooden Stake common item card.
EventPrayed.button1,Continue
TokenBedLump.text,Something roughly human-sized is lying in the bed, under the covers.
TokenBedLump.button1,{action} Pull back the covers.
EventRevealTheLump.text,Pulling back the covers, you discover a partially-eaten corpse of a young woman!\nEach Investigator in the room Suffers 3 Horror ({will} to resist).
EventRevealTheLump.button1,Continue
TokenBedCorpse.text,This is the partially-eaten corpse of a recently-deceased young woman.
TokenBedCorpse.button1,{action} Examine the corpse
EventExamineCorpse.text,Steeling your nerves, you look over the corpse for clues as to her identity and her cause of death.\nTest {will} 3.
EventExamineCorpse.button1,Pass
EventExamineCorpse.button2,Fail
EventCorpseFail.text,You cannot bring yourself to look upon this tragic form long enough to find anything. Your mind is filled with fear for your own safety, and you briefly consider fleeing the house before it is too late for you, as it is for her.\nSuffer 1 Horror for each die you rolled that was not a Success.
EventCorpseFail.button1,Continue
EventCorpseSuccess.text,Searching the tattered clothing, you find a wallet with a Massachusetts driver's license. Apparently, this was a local woman who has been missing for a few days.
EventCorpseSuccess.button1,Continue
UISplashText1.uitext,Arkham, Massachusetts, fall of 1923.
\nWell, here you are. Where is Harold? This all started when you received a letter from your friend, Harold Weems, a few days ago. Harold is a private detective, and the last time you saw him, a week ago, he was excited to have a 'real' case. He had been hired to find a missing girl, and he thought he had a solid lead. He phoned a few days later, saying he was off to Arkham to follow up on a police report that she had been spotted there. Then today, the letter arrived:
\n Hey you,
\nLooks like this case turned out to be more risky than I thought. I've left this letter with a friend, who'll mail it to you if I don't show up after a day or two. You know where I was going, and why, so I won't rehash that. I need a favor, I guess. See if you can find me, or at least avenge me. And the girl's name is Sarah Morgan. Find her if you can, I think I'm close, and if something happened to me, it's got to be because I'm too close to finding her. If you can get her back to her family, the money is yours.
EventSplashText2.text,
\nAfter your arrival in Arkham, you spoke to the local police, who told you that Harold had been in there a week or so ago asking about the missing girl. The police had investigated a report that she had been spotted in an upper window of a local house, but when they investigated the house last month they found nothing of interest. The owner, Walter Lynch, is a recluse since his wife and son died, and he is rather odd. He allowed the officers to search the house, however, and they found nothing. You decide that perhaps it is time you paid a visit to Mr. Lynch and see if Harold was there.
\nYou arrive at the house in the afternoon, as a storm is building in the west. There is no answer to your knocking, and the doorbell seems broken, so you try the door and find it open...
EventSplashText2.button1,Continue
UISplashText2.uitext,
UISplashText1.text,Arkham, Massachusetts, fall of 1923.
EventHall2SearchToken.text,A small pile of dried flowers lies strewn on the floor in front of this door.
EventHall2SearchToken.button1,Continue
TokenHall2Search.text,There is a pile of dried flowers scattered on the floor here.
TokenHall2Search.button1,{action} Examine the floor.
EventExamineHall2.text,Several sets of footprints lead back & forth through the dirt & dust of the hall to and from the room. They appear to have been made by a barefoot young woman, or a child.\nThe scattered flowers are wilted, as though picked within the last day or so.\nGain 1 Clue.
EventExamineHall2.button1,Continue
EventMasterBROpen.text,This larger room appears to be the Master Bedroom.\nPlace the {c:} as indicated.
TokenWashstandEmpty.button1,{action} Examine the Washstand.
TokenWashstandHiddenOne.text,There is something odd about this washstand. It seems to have been moved away from the wall a bit.
EventExamineWashstand.text,This is a big enough piece, and the shadows around it are deep enough, that a small person could hide behind it.
EventExamineWashstand.button1,Continue
EventExamineWashstand.button2,{action} Hide here.
EventHideWashstand.text,You slip behind the washstand, confident that you are not too bulky to hide well.\nYou may test {strength} -1 to attempt to Hide here.
EventHideWashstand.button1,Pass
EventHideWashstand.button2,Fail
EventNotHidingWashstand.text,You are a bit too big, but maybe whoever you are hiding from won't notice.\nSelect the option that corresponds with the number of successes you rolled.
EventNotHidingWashstand.button1,One Success
EventNotHidingWashstand.button2,Two Successes
EventNotHidingWashstand.button3,More than two Successes
EventHiddenOneWashstand.text,You think small thoughts, and try to squeeze yourself farther back into the shadows.\nRemove your Investigator from the Map.\nYou must place your Investigator in this space before moving.
EventHiddenOneWashstand.button1,Continue
TokenWashstandEmpty.text,There is an old washstand at the end of the hall.
TokenWashstandHiddenOne.button1,{action} Investigate the washstand.
EventDiscoverWashstandHider.text,Someone was hidng here! The Investigator that was hiding here is no longer hiding. Place their Figure on the Map in this space.
EventDiscoverWashstandHider.button1,Continue
TokenWashstandHiddenZero.button1,Continue
EventHiddenTwoWashstand.text,This is probably not a good idea. You just can't fit here, but you may persist if you are desperate.
TokenWashstandHiddenZero.text,There is an old washstand at the end of the hall.
EventHiddenTwoWashstand.button1,Attempt to hide.
EventHiddenTwoWashstand.button2,Give up on this.
EventHideTwoWashstand.text,You have to move the washstand a noticable distance away from the wall, but you are at least in shadow behind it.
EventHideTwoWashstand.button1,Continue
TokenWashstandHiddenTwo.text,Was that washstand that far out from the wall before?
TokenWashstandHiddenTwo.button1,Investigate
EventInvestigateWashstandHiddenTwo.text,Without much effort, you urge your poorly-hidden comrade out into the open.\nYou should probably comment on how terribly they were hiding.\nPlace the poorly-hidden Investigator in this space.
EventInvestigateWashstandHiddenTwo.button1,Continue
EventFailedWashstandHide.text,You realize that this is hopeless, and give up wasting time on it.
EventFailedWashstandHide.button1,Continue
EventHidingWashstand.text,Without too much fuss, you manage to squeeze into a convenient shadowy spot.\nRemove your Figure from the Map.\nIf you perform a Move action, you must place your Figure in this space.
EventHidingWashstand.button1,Continue
TokenWashstandHiddenZero.button2,Exit Hiding Spot (if Hidden)
EventExitHidingWashstand.text,You step back into the Hallway.\nPlace your Figure in the space.
EventExitHidingWashstand.button1,Continue
EventMasterBR1.text,The light switch on the wall has no effect.\nPlace a Darkness token in each space of the room.
EventMasterBR1.button1,Continue
EventMasterBRSearchToken.text,You hear a rustling sound in the far corner of the room, as if small feet were running over the floor towards you, then silence.
EventMasterBRSearchToken.button1,Continue
TokenMasterBed.button1,{action} Search the bed.
EventMasterBRWalls.text,Place 3 Wall tokens as indicated.
EventSearchBed.text,The bed is covered in trinkets, wilted flowers, bits of bone and food tins, and the blanket and pillow appear to have been used recently.\nTest {observation}
EventSearchBed.button1,Pass
EventSearchBed.button2,Fail
EventDiscoverSarah.text,On a hunch, you get down on your knees and peer under the bed. You spy a bundle of ragged clothes that moves slightly, and you catch sight of a small, dirty bare foot.\nTest {agility}
EventDiscoverSarah.button1,Pass
EventDiscoverSarah.button2,Fail
EventCatchingSarah.text,Moving quickly, you grab the child and haul her into the open.\nPlace the Sarah Morgan token in your space.
EventCatchingSarah.button1,Continue
TokenSarahMorgan.text,This is Sarah Morgan.\nTest {observation}
TokenSarahMorgan.button1,Pass
EventSarahRages.text,With a surprising fury, the filthy young woman thrashes about in your grasp. In her struggles to be free, she attempts to bite you.\nTest{influence}
EventSarahRages.button1,Pass
EventSarahRages.button2,Fail
EventSlapSarah.text,Acting on instinct, you slap the young woman, hard enough to subdue her.\nSuffer 1 facedown Horror as you contemplate what a brute you must be.\nPlace the Sarah Morgan token on your Investigator sheet.\nWhile this token is on your sheet, you may not participate in Melee combat, cast spells, or use a Shotgun or Rifle-type firearm.
EventSlapSarah.button1,Continue
EventSarahSubdued.text,The young woman cowers in your grasp, and offers no further resistance. She looks at you fearfully, too terrified to speak.
EventSarahSubdued.button1,Let her go.
EventSarahSubdued.button2,Maintain your grip.
EventSarahLiberated.text,With an inarticulate cry, she leaps away from you and races out of the room.\nOne other Investigator in the room may test {agility}-1 to catch her.
EventSarahLiberated.button1,Pass
EventSarahLiberated.button2,Fail
EventSarahRestrained.text,After a moment, she appears to calm down. You or another Investigator in your space may attempt to talk with her by interacting with her on the Items screen.
EventSarahRestrained.button1,Continue
EventQuestionSarah.text,The girl may be calm enough for you to question her.
EventQuestionSarah.button1,{action} Question her
EventSarahFirstInterrogation.text,What would you like to ask her?
EventSarahFirstInterrogation.button1,Who are you?
EventSarahFirstInterrogation.button2,Are you hurt?
EventSarahFirstInterrogation.button3,Are you alone?
EventSarahFirstInterrogation.button4,How did you get here?
EventSarahBites.text,You foolishly attempt to reason with a madwoman, and get what you probably deserve.\nWith a painful crunch, her teeth sink into your hand.\nSuffer 1 facedown Damage.
EventSarahBites.button1,Continue
EventSarahEscapes.text,Faster than anyone can react, she disappears into the darkness. You are not sure if she has left the room or not.
EventSarahEscapes.button1,Continue
TokenMasterBed.text,A large bed dominates this part of the room. While it is filthy, and strewn with various small items and trinkets, there is a clear space on the far side about the size of a young woman.
EventMasterBRWalls.button1,Continue
TokenMBRWall3.button1,{action} Examine the wall
EventExamineMBRWall3.text,The debris piled against the wall appears to have an open space, about the size of a small person.
EventExamineMBRWall3.button1,Continue
EventFindPassage.text,With a bit of contortion, you are able to discern a small hole in the wall, about the size of a small person.
EventFindPassage.button1,Continue
TokenMBRPassage.text,This is a small passage through the wall.
TokenMBRWall3.text,There is something different about this part of the wall...
TokenMBRPassage.button1,{action} Attempt to move through the passage.
EventMBRLight.text,You may only search this room if you have a light source.
EventMBRLight.button1,Continue
EventHall2Washstand.text,A washstand guards the end of the hall.
EventThroughPassageToMBR.text,You are just small enough, and wriggle through into the room on the other side.\nMove your Investigator to the Master Bedroom.
EventContinueSearchCloset.text,Moving more things out of the way, you discover a hole apparently chewed through the plaster & wood into the next room. It is just big enough to squeeze through.\nGain 1 Clue.\nPlace a Door token as indicated.
EventContinueSearchCloset.button1,Continue
Token2Basement.text,This door leads to the basement of the house.
Token2Basement.button1,{action} Open the Door
EventOpenBasementDoor.text,Add the Basement tile as indicated. \nThe switch on the wall works, and the basement steps are dimly illuminated.
EventOpenBasementDoor.button1,Continue
EventLandingDoor.text,The door at the foot of the stairs.
EventLandingDoor.button1,Continue
TokenLandingDoor.text,This door leads deeper into the basement. It appears to be locked with a Silver Lock.\nYou may only Explore farther if you have the Silver Key.
TokenLandingDoor.button1,{action} Unlock the door with the Silver Key
EventUnlockLandingDoor.text,Using the Silver Key, you unlock the door.
EventUnlockLandingDoor.button1,Continue
EventBasementLanding.text,The walls are of crude fieldstone; a single light bulb flickers from a wire in the middle of the ceiling.
EventBasementLanding.button1,Continue
EventLandingSearchToken1.text, The earthen floor in the corner of this room is loose and soft, yet it bears no footprints.
EventLandingSearchToken1.button1,Continue
TokenLanding1.button1,{action} Search further
EventSearchLanding.text,You move away the loose earth, but it is difficult work without tools.\nTest {strength}\nYou may automatically pass if you have the Shovel common item.
TokenLanding1.text, The dirt here looks as though it had been recently disturbed.
EventSearchLanding.button1,Continue
EventWaltersCoffin.text,You have unearthed a crude wooden coffin.
EventWaltersCoffin.button1,Continue
TokenWaltersCoffin.text,This is a crude wooden coffin.
TokenWaltersCoffin.button1,{action} Pry it open.
EventOpenWaltersCoffin.text,Using whatever tools you can find, you work to pry the coffin open.\nTest {strength},\nYou can automatically succeed if you have the Crowbar common item.
EventOpenWaltersCoffin.button1,Continue
EventCoffinOpened.text,You finally pry off the lid and gaze within...
EventCoffinOpened.button1,Continue
EventLandingWall.text,Place a Wall token as indicated.
EventLandingWall.button1,Continue
EventStorageDoor.text,There is a door back there.
EventStorageDoor.button1,Continue
TokenStorageDoor.text,This door looks as old as the foundations of the house; it probably hasn't been opened in awhile.
TokenStorageDoor.button1,{action} Open the door
EventOpenStorageDoor.text,An old storage room with a packed earth floor, and no light, but enough trickles in from the adjacent room to allow you to look around. \nPlace a Darkness token in the Basement Storage.
EventOpenStorageDoor.button1,Continue
TokenDarkness.button1,Continue
EventSearchStorage.text,It will be hard to find anything useful in here without a Light Source.
TokenDarkness.text,It is Dark in here.
EventSearchStorage.button1,{action} Search with Light Source
EventSearchStorage.button2,{action} Search without Light Source
EventStorageLightSearch.text,Bundles of dried vegetables hang from the overhead floor joists, and the shelves are filled with cans of preserved fruit. Some old gardening stakes are bundled in the corner. The rustling sounds in the walls briefly subsides.\nTake the Wooden Stake common item card.\nNear the back wall, you see an old door, made of hand-hewn timbers, partially hidden behind a pile of timber and boxes.
EventStorageLightSearch.button1,Continue
TokenCeremonyDoor.text,An old door partially hidden by debris
TokenCeremonyDoor.button1,{action} Open the door
EventClearStorageDoor.text,You need to move a lot of debris to get the door clear to open. This might take some time.\nTest {strength} or {observation} to create enough space.
EventClearStorageDoor.button1,Continue
EventOpenCeremony.text,After an exhausting effort, you finally are able to force the old door open. The ancient iron hinges creak loudly, and parts of the door break off as it scrapes across the packed earth of the floor of this room.
EventOpenCeremony.button1,Continue
EventCeremonyRoom.text,The original purpose of this room is unclear, but it feels older than the rest of the house.
EventCeremonyRoom.button1,Continue
EventCoffin.button1,Continue
EventCoffin.text,A table-like structure sits in the center of the room, covered in an old quilt, and surrounded by candlesticks, long burned to nothing.
EventExamineCoffin.text,You pull the quilt away revealing a rather expensive coffin beneath, sealed with an elaborate brass lock. A chill wind blows through the room, musty and damp.\nThe sounds of skittering feet surrounds you, and the walls erupt with rats.
EventExamineCoffin.button1,Continue
TokenGeorgeCoffin.text, Hanging on the wall over this area is a portrait of George Lynch; a handsome young man. A floral wreath crumbles in the corner. \nAn old quilt covers a large table-like structure.
TokenGeorgeCoffin.button1,{action} Remove the quilt.
EventCeremonyWall.text,Place a Wall token as indicated.
EventCeremonyWall.button1,Continue
TokenWallCeremony.text,Place a Wall token as indicated.
TokenWallCeremony.button1,Continue
EventWallCeremony2.text,Place another Wall token as indicated.
EventWallCeremony2.button1,Continue
TokenEdithCoffin.button2,Leave it alone
EventRevealFreezer.text,There is no light in the interior, and the smell of rotten meat is near-overwhelming.\nPlace a Darkness token in the Freezer.
EventExploreFreezer1.button1,Continue
EventSearchLanding.button2,I have a Shovel
EventOpenWaltersCoffin.button2,I have a Crowbar
EventLandingSearch2.text,There is a rusty collection of tools on the workbench.
EventLandingSearch2.button1,Continue
TokenLandingTools.text,You may search this pile of tools for something useful.\nTest {observation}
TokenLandingTools.button1,Pass
TokenLandingTools.button2,Fail
EventFindTool.text,You pull out something that will help in a pinch.\nTake the Crowbar common item card.
EventFindTool.button1,Continue
EventHaroldAttacks.text,No! She's mine! I found her!"\nA crazed man charges out of the darkness and swings an Axe at your head.\nSpawn a Maniac in this space
EventHaroldAttacks.button1,Continue
SpawnHarold.text,This is what is left of your friend, Harold Weems.\nEvery Investigator in the room suffers 2 Horror ({will} to resist.)
SpawnHarold.button1,Continue
EventSurpriseAttack.text,With an inarticulate cry, Harold attacks!\nHe swings his axe wildly about, threatening everyone in the room.\nEach Investigator in the Guest Room suffers 2 facedown Damage ({agility} to resist).
EventSurpriseAttack.button1,Continue
TokenGuestDoor.text,This is a bedroom door. There is a strong smell of roasted meat coming from behind this door.
EventSmashClosetDoor.button1,Continue
EventClosetDoorSmashed.text,With a loud crack, the door facing splinters, and the door sags open.
EventClosetDoorSmashed.button1,Continue
TokenGuestDarkness.text,Remember, you can't Search in here without a Light Source.
TokenGuestDarkness.button1,Continue
EventSarahEludes.text,There is a swift sound of rustling, then pounding feet receding towards the door.\nOne Investigator in the other space of the Master Bedroom may Test {observation}.
EventSarahEludes.button1,Pass
EventSarahEludes.button2,Fail
TokenSarahInMaster.text,The large bed dominates the room.
TokenSarahInMaster.button1,{action} Search the bed.
EventQuestionSarah.button2,Release her
EventWalterInCoffin.text,An elderly man is in the coffin...
EventWalterInCoffin.button1,Continue
EventWalterNotInCoffin.text,The coffin is empty...
EventWalterNotInCoffin.button1,Continue
EventSpotSilverKey.text,Though her clothing is tattered and filthy, you notice a silver key hanging on a chain around her neck.
EventSpotSilverKey.button1,Continue
EventNoSilverKey.text,Without the Silver Key, this door will not open. And breaking it down would take a long time, it is very sturdy.
EventNoSilverKey.button1,Continue
EventHaroldSubdued.text,Beaten at last, Harold sinks to the floor unconscious.
EventHaroldSubdued.button1,{action} Search him for clues
EventSearchHarold.text,His clothes are tattered and filthy, and his skin is covered with scratches and small bite wounds.\nTest {observation}
EventSearchHarold.button1,Pass
EventFindBrassKey.text,Deep in a pocket, you find a Brass Key
EventFindBrassKey.button1,Continue
EventWhiskeyToken.text,A pile of dried flowers lies on the floor near the table.
EventWhiskeyToken.button1,Continue
TokenWhiskey.text,Is something glimmering in the light in the midst of the flowers?
TokenWhiskey.button1,{action} Investigate
EventSearchWhiskey.text,You examine the pile of dried flowers.\nTest {observation}
EventSearchWhiskey.button1,Pass
EventFindWhiskey.text,The flowers are strewn about this area; it appears they fell from the top of the table, where they were laid out on top of the quilt. There are several old photographs and scraps of paper on the floor here, now ruined by moisture and dirt. Underneath the debris, you discover an old bottle, that by the shape, you suspect contains whiskey.\nTake the Whiskey common item card.
EventFindWhiskey.button1,Continue
EventSearchWhiskey.button2,Fail
EventMissWhiskey.text,Old dried flowers and scraps of paper. Nothing of use here. In frustration, you kick the table.
EventMissWhiskey.button1,Continue
TokenGeorgeCoffinRevealed.text,This is an expensive coffin with a brass lock.\nYou may only open it with the Brass Key.
TokenGeorgeCoffinRevealed.button1,{action} Open the Coffin
EventOpenGeorgeCoffin.text,The key turns easily in the lock, and you tense as the lid opens ...
EventOpenGeorgeCoffin.button1,Continue
EventGeorgeNotHere.text,The coffin is empty.
EventGeorgeNotHere.button1,Continue
EventGeorgeInCoffin.text,You stare in disbelief at what this man has become, and steel your nerves for what you must do. Suddenly, the creatures eyes snap open!
EventGeorgeInCoffin.button1,Continue
SpawnGeorgeCoffin.text,The creature moves sluggisly, as if waking from a deep sleep, but it is gaining awareness swiftly.\nThe creature's red eyes seem to swell, until they fill your vision.\nEach Investigator in Range must test {will}
SpawnGeorgeCoffin.button1,Continue
EventGeorgeAttack1.text,If you Fail:\nYou feel your will dissolving like mist into the creature's eyes. Suffer 3 Horror, and you are Stunned.\nIf you Pass:\nWith an effort, you look away. You are Dazed.
EventGeorgeAttack1.button1,Continue
EventPuzzlebox.text,You'll need a Light Source to investigate this dark corner of the room.
EventPuzzlebox.button1,Continue
TokenPuzzlebox.text,The small desk in the corner is covered in papers and photos.
TokenPuzzlebox.button1,{action} Search
EventFindPuzzlebox.text,Amid the scattered photos and papers, you discover an odd book with hand-carved wooden cover.\nTake the Puzzlebox unique item card.
EventFindPuzzlebox.button1,Continue
EventInspectOldJournal.text,You heft the wooden-bound book, seeking a way to open it.
EventInspectOldJournal.button1,Continue
Puzzle0.button1,Guess
EventReadEdithJournal.text,The Journal of Edith Lynch chronicles the illness and demise of her son. You flip through it quickly, reading snatches of it aloud to calm your nerves in the oppressively quiet house.
EventReadEdithJournal.button1,Continue
EventReadEdithJournal2.text,She had his body interred in the 'special room' that he requested she use, to keep his body unburied until his father's return. “...I sang him to sleep for one last time with his favorite nursery rhyme, “Three Blind Mice”, and sealed the door. I'll not go there again in this life...”
EventReadEdithJournal2.button1,Continue
EventSayMagicPhrase.text,As you are sizing up the door, you remember the words you read in Edith's journal about sealing the door. On a hunch, you sing "Three Blind Mice."\nSeriously, you need to sing it now to proceed.\nAnd Test {lore}.\nYou may roll 1 extra die for each other Investigator in the space who sings it with you.
EventSayMagicPhrase.button1,Proceed
EventSayMagicPhrase.button2,I won't sing!
EventMagicPhraseWorks.text,After a moment, there is a soft glow about the door, and you can hear a ghostly woman's voice singing along.\nThe door silently swings open.\nSuffer 2 Horror. ({will} to negate)
EventMagicPhraseWorks.button1,Continue
EventFoyerDoors.text,Place 4 Explore tokens on the exits as shown.
EventEdithAwakes.text,Somewhere nearby, you can sense a stirring, and an awareness...\nYou hear a murder of crows, rising from the garden area, and you sense the last rays of the sun as they caress the top of the chimneys.
EventEdithAwakes.button1,Continue
TokenEdithGarden.button1,{action} Speak with her
TokenEdithGarden.button2,{action} Attack her
TokenEdithGarden.text,A nicely-dressed middle-aged woman is moving around the garden. She seems to be looking for something.
EventRatsSpawn.text,As the sun glints through the windows on the western side of the house, clouds gather on the horizon. You become aware of a stirring in the walls, like thousands of tiny feet racing in the darkness, moving all around you.
EventRatsSpawn.button1,Continue
SpawnRatPackFoyer.text,Spawn the Rat Pack in the Foyer
SpawnRatPackFoyer.button1,Continue
Found the folder ...\Mom\Editor\Scenario6 (which is the scenario in question). ?upload the whole folder?
Tried to upload by drag and drop here and got 'We don't support that file type'
Tried to copy and paste and nothing (apparently) happened.
Sorry I'm inexperienced at this. I'm learning a lot here.
I can attach to email - sent as a reply to email from you I received in hotmail.
I'll send them as a zip file when I get back to my computer.
Try this. EditorScenario6.zip
I have the scenario working again - I opened a new file, then gradually transferred the .ini files over. I didn't lose much info, but have no idea what caused the crash.
I'll try to look at this soon for 1.6 fix.
The problem is here:
[SpawnEdith] monster=MonsterGhost traits=undead horror
There are no monsters that are undead, horros and not Ghosts.
Better error reporting will be part of #661
New user here, and not very experienced with programming. I love the interface, and have been working on a trial scenario. All was well - I had about 4-6 hours in and have learned a lot. I had just made some changes intended to cause a custom monster to spawn after a set number of turns. I hit 'save and test' and everything froze. I got the (not responding) prompt in the upper left of the window.
I had Firefox open, and I noticed that it was also running very slowly. I tried to close Firefox and GIMP, and the whole system seemed to be running very slowly. Eventually I exited all of my programs, and got an error window that said "Windows has stopped working" - never seen that one before. Anyway, I did a restart and ran Avast. No problems found.
I restarted Valkyrie, and my file is still listed in the scenario menu and in the editor menu, but when I click on it to open, it just goes back to the menu. If I load it as a saved game, it opens shortly in (after 2 tiles have been placed), and plays normally. I just can't edit it, or start at the beginning. As I said, I am rather inexperienced at coding, but I understand the basics of how things work. I'm not sure how to proceed here; I can start over, but I'd really like to know what happened. It is possible that I just hit a big slowdown due to other programs open, but I've never seen one this bad before. I shut down Valkyrie by closing the window, not using the Exit button, so I know I may have just corrupted the files, but I don't know how to evaluate that.