Resident Evil 7 (fan expansion for T.I.M.E Stories)
Resident Evil 7 (fan expansion for T.I.M.E Stories) Rulebook
Table of Contents
Table of Contents
- Setup and Final Preparations
- Base Cards
- Icon Reference
- Icon Glossary for This Transcription
- Receptacles
- Items
- Codex Items 01-04
- Item 05 - Grenade Launcher
- Item 06 - Machine Gun
- Item 07 - Chem Fluid Yellow
- Item 08 - Gunpowder (Discard After Use)
- Item 09 - VHS Tape (Discard After Use)
- Item 10 - Chem Fluid Red
- Item 11 - Scorpion Piece Left Half
- Item 12 - Scorpion Piece Right Half
- Item 13 - Diamond Key
- Item 14 - A Note
- Locations
- Yard
- Main Hall
- Kitchen
- Laundry Room
- Drawing Room
- Master Bedroom
- Recreation Room
- Kids Room
- Grandma's Room
- Barn
- Morgue
- Washroom
- Incinerator
- Dilapidated Room
- Terminal (unnumbered card)
- Walkway
- Dinnertime
- Mission Cards
- Gaps and Notes on the Source
Setup and Final Preparations
Source card "Base H" (Final Preparations). The base game rules apply to all play that is not changed here.
"Before your transfer, please follow the instructions below."
Final Preparations
Place:
- CODEX ITEM cards 01, 02, 03 & 04 on the 4 codex spaces of the game board.
- The remaining ITEM cards face down on their appropriate space.
- Retrieve the Location, Yard, the area in which you'll arrive.
- The time token on 70 TU (75 TU if you have only 3 agents).
- The Mission Successful / Mission Failed cards on their dedicated space, face down.
- Familiarize yourself with the [red "no entry" icon] and [exclamation-point icon] in the rulebook and their functions before starting play as these are utilized in this game.
- Grab a half dozen pennies (actual coins) as these will be utilized as specific tokens (Antique Coin).
Base Cards
The scenario's Base cards are read aloud in order, B through H. The source prints the instruction "Now take turns revealing and reading aloud cards Base B through Base H, one by one." on the first of them. The Base cards are numbered in the source's card index, and the text blocks below follow that order.
Base B
As you step inside the caisson facility, the familiar buzz and hum of powerful machinery becomes present once more. You spy Bob not far off, speaking vehemently with a tech. Then an all too familiar voice enters your ears.
"Welcome agents. This is Laura. The consortium has a very special assignment for you. A rescue operation, priority level one. Bob will provide you with the details before you depart."
Bob finishes scolding the tech, sees you standing in the doorway and motions dramatically for you to come speak to him. You comply and Laura speaks again.
"The transfer caissons are ready. I have prepared 4 caissons for the mission, naturally, but as mission commander I leave it up to you to determine the appropriate squadron size. Good luck agents."
Now take turns revealing and reading aloud cards Base B through Base H, one by one.
Base C
"Four days ago, the Agency sent one of our top teams into what was once known as Dulvey, Louisiana, 2017. Their mission was to track down recurring shipments of stolen bio-weaponary being trafficked to our present day. We don't know who is doing it, but we do know that they have access to caisson transferrence and are using it to export bio material. We know this because one of the Agency's largest benefactors, Umbrella Corp., has supplied us with the intel. Umbrella suspects it is one of their competitors in the bio market sector and it is our job to aid them in tracking down the culprit."
Bob meets you halfway across the room, but his eyes are buried in his datapad.
"Agents. Finally. Thank you for coming." He looks up. "I'll be frank agents. You were not my first choice for this assignment," he says sighing. "Be that as it may, you, are what I got. Now, as you no doubt heard Laura mention, this is a rescue op. Top priority. I need good agents for this mission. Maybe even great. So thus I expect you to overachieve on this one. Savvy?"
You nod, attempting to quietly ignore the blatent condoscendence.
"Good." He beckons you to follow him over to the mission screen. "Here's what we know..."
Base D
The Mission
"Unfortunately, our team has gone dark. We sent in three agents, #03, #11 and #16. All are unresponsive. We don't know what the hell has happened. Maybe it has something to do with the bio-weapons they were after, but that's just conjecture. The agents in question are still plugged in to their caissons but are not responding to our mind probes. However, we did find some very uneven mental activity in our intensive brain scan. One might even say, unstable. Therefore, unhooking them at this juncture would prove unwise and may very well permanately damage their mental capacities in an unknown manner. The Agency and government have since agreed to keep them connected on the government dime, at least for the time being. That's where you come in.
"Your primary mission: We need you to take an insertion team to 2017, find our missing agents, find out what's preventing them from reintegrating with the caisson transferrence and then bring them back home safely. And if still active, prevent the trafficking of illegal bio-weapon material into present day."
"Think you can handle all that?" Bob offers. "Well, if you can't, or if you don't come back either, we're going to pull the plug on the lot of you. Just so you know." A false smile forms on his face.
"Good luck agents."
Base E
Background
"Agents, bio-weapons are big business in today's black market, illegally serving the militaristic needs of those who can afford it. A modern problem that needs reformation, but alas, not our department. And, just as it is today, the long past year of 2017 also held the presence of bioweapons, but not just your everyday germ, no, these nutters went and developed LIVING bioweapons capable of human physic power, genetic mutations and monstrosities representing human form and mobility. Very nasty stuff. And now, someone is trying to bring these ancient creations here, to our time. And it is our job to stop this from happening."
Base F
Statistics
On this mission, your receptacles will have the following statistics:
[Combat] [Brute Force] [Search] [Stealth]
Laura speaks, "Not all receptacles are equal. You are being inserted into several local residents of Dulvey, Louisiana. Residents who are all about to depart this world. At least provide their inevitable deaths some purpose."
Base G
You turn from Bob and step towards the caissons and once again hear Laura's voice.
"Agents, you are familiar with procedure. Once you exit, you will have to use the Time Line to manage your time in your transfer zone. If you run out of time, you'll return here to undergo a new transfer to the same place at the same instant.
This mission is time sensitive agents. Recovery of our own is top priority, however, you cannot stay transferred forever. Our historical records indicate that the receptacles available for this mission will go missing within the next 24 hours and were most likely murdered. Their disapperance will prevent future transferrence. Therefore, you are allotted a maximum 3 tranfers. After that, the mission will be force aborted and our missing agents deemed KIA."
Base H
The Base H text is the Final Preparations block printed under Setup and Final Preparations above.
Icon Reference
Source card "Icon Reference" (the expansion's own key; the source prints it twice).
Statistics
- [Combat] (red, knife): Combat.
- [Brute Force] (purple, fist): Brute Force.
- [Search] (green, flashlight): Search.
- [Stealth] (blue, mask): Stealth*.
* Stealth activates before Combat. A receptacle may attempt a stealth roll to escape [red lock] combat. To succeed, a stealth attempt must have [star] equal to or greater than the number shown above the stealth symbol. Upon success, a player may ignore combat this turn and leave card on next turn. Upon failure, a player must enter combat as normal.
Tokens
- [Ammo] (brown token): Ammo, +1 Bullet.
- [Green Herb] (green token): Green Herb, +1 Health.
- [Anti-toxin] (blue token): Anti-toxin, cure poison.
- [Antique Coin] (coin): Antique Coin, ?
- [Yellow Herb] (yellow token): Yellow Herb, ?
Icon Glossary for This Transcription
The source prints most symbols as pictures only. The following names are used throughout this rulebook. Where a name is taken from the base T.I.M.E Stories rulebook's Iconography table, the base meaning is noted.
- [red lock]: red padlock. Base meaning: an agent cannot leave such a card before resolving the test.
- [red "no entry" icon]: red circle with a bar. Base meaning: you cannot access this card until you are authorized to do so.
- [exclamation-point icon]: orange circle with an exclamation point. Base meaning: at least one agent must move onto this card when the location is opened.
- [star]: blue star. Base meaning: a star result (successes) on a die.
- [TU]: black swirl symbol. Base meaning: a Temporal Unit (TU). On a test shield it is a time shield, which causes the loss of TU.
- [normal shield]: white shield with a number. The number is how many normal shields the test contains.
- [skull shield]: white shield with a red skull. The number is how many skull shields the test contains.
- [heart shield]: black heart shield. Base meaning: heart shield, which causes the loss of Life Points.
- [resistance icon]: white shield with a blue skull, printed in receptacle capabilities. Inferred to mean Resistance (base meaning: protects your receptacle from damage caused by a test).
- [Life Point icon]: blue heart with a pulse line, printed in receptacle capabilities. Inferred to mean Life Points (LP) (base meaning: when a receptacle has no Life Points left, it dies).
- [state token]: a coloured tile with a printed pattern (for example [blue L-shape], [pink square], [grey four-square]). Used for taking tokens, revealing cards, and codes. The source does not name each pattern.
- [ammo]: the brown token from the Icon Reference.
- [card icon]: the small coloured symbol printed on a card's face (for example [pink square], [yellow square]) that identifies the card for "reveal card" instructions.
Where a meaning above is inferred from a symbol's position or colour rather than stated in the source, it is marked "inferred" in this list. The source names none of the receptacle capability icons and none of the state tokens.
A test shown as "Fight X" or "Stealth / Fight" uses the Combat icon. The shields shown before the test icon are the test's difficulty.
Receptacles
Receptacle cards are printed with a portrait and a name on the front and the statistics, capabilities, and notes on the back. Receptacles are listed here in the order the source prints them.
Craig Beckett
Front: "Authorized Receptacle", Craig Beckett, date of death ??/??/2017. Card number 62.
Craig Beckett. D.O.B. 08/28/1980.
Believed to be victim of the Baker family sometime in 2017. Mr. Beckett served the the US Army for 2 years before heading back to Dulvey Louisiana to help aid father, now retired.
Capabilities:
- [Combat] +3
- [Search] +1
- [Brute Force] +2
- [resistance icon] +2
- [Life Point icon] +3
Forgotten his training; health average.
Sticky note: "A loner. +1 to all skills when alone."
Leila DeBois
Front: "Authorized Receptacle", Leila DeBois, date of death ??/??/2017. Card number 64.
Leila DeBois. D.O.B. 05/05/1986.
Parents killed in drug deal in 1993. Experiences severe migraines and anxiety attacks. Past mental trauma keeps Leila from engaging with society. Sees therapist twice weekly.
Capabilities:
- [Combat] +2
- [Stealth] +4
- [Brute Force] +1
- [resistance icon] +3
- [Life Point icon] +3
Strong natural immunity; overall health excellent.
Sticky note: "Severe mental disorder. She collects skulls? Skull rolls during tests are kept as tokens. Then spend 5 to recover 1 health."
Shawn Hammond
Front: "Authorized Receptacle", Shawn Hammond, date of death ??/??/2017. Card number 63.
Shawn Hammond. D.O.B. 03/14/1985.
Killed in sometime in 2017. His body was never recovered, however several unidentified remains were found in resident incinerators. Lives alone. Works part-time at local organic farm.
Capabilities:
- [Combat] +2
- [Search] +2
- [Stealth] +2
- [resistance icon] +2
- [Life Point icon] +4
Strong vitality and good overall health.
Sticky note: "Cannabis junky. Begins game w/ 3 green herbs. +3 [Green Herb] (gh)."
Nadine Johnson
Front: "Authorized Receptacle", Nadine Johnson, date of death ??/??/2017. Card number 65.
Nadine Johnson. D.O.B. 09/20/1981.
Former detective, killed in 2017, presumably during investigation into local complaints regarding noises coming at Baker residence. Requested transfer from Dulvey P.D. two weeks prior to disappearance.
Capabilities:
- [Combat] +2
- [Search] +3
- [Brute Force] +3
- [resistance icon] +1
- [Life Point icon] +3
Severe allergies and lactose intolerance.
Sticky note: "Mild OCD. May re-roll 1 die on Search tests."
Items
Items are numbered on their faces. Each item's text is given under its number and name. Where the PDF prints a card's text only as an image, that is noted.
Codex Items 01-04
The four codex item cards (01, 02, 03 and 04) are placed on the codex spaces in Final Preparations. The PDF prints only the card number and the label "Codex Item" on each; it contains no rules text for them.
Item 05 - Grenade Launcher
A handmade grenade launcher that holds one grenade at a time. Fortunately, there is one flame round already loaded.
Use ONCE during any combat roll. Does 8 damage. (Combat icon.)
Item 06 - Machine Gun
A fully-loaded weapon that offers a high fire rate. The ammo seems to only stun the creatures, but allowing you to score vital hits in other ways.
During a combat roll, the owner can double all [star] rolled. (Combat icon.)
Item 07 - Chem Fluid Yellow
A bag of yellow chemical fluid. Also labeled as an 'energy solution'.
Item 08 - Gunpowder (Discard After Use)
A small quantity of loose gunpowder. This is the primary ingredient to create more ammunition.
Discard 1 [Green Herb], 1 [Yellow Herb], and Gunpowder (this card), to receive 6 [Ammo].
Item 09 - VHS Tape (Discard After Use)
An old video home system tape. If you could find a player, perhaps you could find out what's on it.
Item 10 - Chem Fluid Red
A bag of red chemical fluid. Also labeled as an 'energy solution'.
Item 11 - Scorpion Piece Left Half
One half of a metal scorpion trinket. What could this be for?
If you own ITEMS 11, 12 and 13, combine (and discard all) to take ITEM 16.
Item 12 - Scorpion Piece Right Half
One half of a metal scorpion trinket. What could this be for?
If you own ITEMS 11, 12 and 13, combine (and discard all) to take ITEM 16.
Item 13 - Diamond Key
An unusually large, diamond-shaped hunk of iron.
If you own ITEMS 11, 12 and 13, combine (and discard all) to take ITEM 16.
Item 14 - A Note
"Enough with the damn formulas 16! I'm sick of seeing them everywhere! We have a contract to finish before the Agency starts to wonder why it's taking us so damn long! NOT play childesh games with this hick family! I've placed 3 more molded in the old dining room. Get the samples and get them NOW! God my head hurts..."
Item 15 - Video
The video hums for a moment as static fills the screen. Suddenly, a black and white video begins playing. It shows what appears to be inside the trailer near the tachyon insertion point. Agents 11 and 16 are discussion something. It appears they are unaware of being recorded.
"We need to focus on leaving. We need to abandon ship. Something is very wrong here."
"We can't leave agent! Don't you get it? We can't leave! We might as well finish the job. Perhaps they will rescue us."
"I don't want to be rescued! Not after all the tissue samples we've appropriated. As for leaving, you know I am working as fast as I can on a beta-blocking antiseptic. I didn't plan on this mess and finding the chems I need aren't exactly just lying around the house!"
Item 16 - Scorpion Key (Discard After Use)
The scorpion key is now fully assembled and can be used on a certain door...
Item 17 - A Notebook (Discard After Use)
The notebook holds the journal of one of the house residents, Marguerite. "Why would Agent 11 care about this?" you wonder. As you flip through you suddenly see why. A handful of formulas have been scrawled out on several pages in the back of the book. Two in particular, catch your eye.
Formulas printed on the card (read from the card image):
- gh + gh + bh = Brh (the card prints these as coloured herb symbols, with the abbreviations shown in brackets).
- Brh + energy solution A (red) + energy solution B (yellow) = Betab.
Once synthesized, you may then take ITEM 25.
Item 18 - A Formula Light Salve
Use this if any of those nasty monsters bite you real good. Speaking of which, I'm not feeling so hot myself, perhaps I need to take a short break.
-16
Combine one blue herb (bh) to one yellow (yh) [printed as a fraction-style line] green herb (gh) +1 [Life Point icon].
The card's formula is printed as a stacked diagram. It is transcribed line by line in the order it appears; the printed operators are not all text.
Item 19 - A Formula Strong Salve
Those "Molded" are nastier than the report ever mentioned. I went ahead and made something stronger in case I'm attacked during my sample collection.
-16
Combine one green herb (gh) to one yellow (yh) [printed as a fraction-style line] Strong Green herb (Gh) +3 [Life Point icon].
Transcribed as for Item 18.
Item 20 - A Strange Key (Discard After Use)
A strange-looking key. It is heavily rusted from the outdoor humidity and weather.
Item 21 - A Note
The PDF's text layer for this card is corrupt. The text below is read from the card image.
"Gods...something is happening to agents 11 and 16. I'm not sure what exactly. It started shortly after insertion. My guess is our receptacles were already ah... infected. I think I am infected too, but to a lesser extent. With what, I'm not sure. I'm trying to find out. Also, we can't temporal jump back to the Agency. I think its related to the infection. 16 is the chemist. He's been working on a cure or as he calls it a beta-blocker. Unfortunately, I don't think he has enough time. He's half mad already. Maybe the Agency will decide to pull the plug on us, literally. Might be for the best. Or maybe they will send backup before that happens. Shit, I hope they don't make that mistake.
Also, monsterous bioweapons. They're all over this shithole. AND DANGEROUS!!! I know who's stealing them. We've been betrayed! I'm not sure who I'm writing this to, perhaps myself, perhaps no-one. But if something happens to me someone must get word to the Agency. That's why I'm down here in the incinerator room, I'm hoping to avoid ..."
The note ends unexpectedly.
Item 22 - Lockpick (Discard After Use)
A professional lockpick. This surely will come in handy.
Item 23 - Poisoned Steel Tip Darts (Discard this card, this is not an Item)
You throw the darts and nothing happens in the particular targets. Disappointed in the lack of results, you go and begin to retrieve the thrown objects. It's then you notice the double bullseye has a hole where the target should be. "Odd," you think as you place your hand on the dart. Just then, something reaches out and bites you, hard, in the neck. Reeling, you grab your throat and feel a small needle-like object protruding from your skin.
Poisoned! You may no longer use skills until [Combat] [Brute Force] [Search] [Stealth] anti-toxin is applied.
Item 24 - A Note
"These infected just keep coming back. I just hacked off the arm of that kid Lucas yestereday and today its grown back! These samples are gonna make us millions."
A note found in the living room of the house.
Item 25 - Beta Blocker
A murky, purple liquid concocted using Agent 16's notes. When injected, it will allegedly develop an enveloping, fluidic wall around the parietal lobe of the receptacle's brain, thus temporarily halting the infection's control of the mind and allowing an Agent to be 'unplugged' from their caisson without irrevocable mental damage.
Item 26 - Triangle Rack
A Rack'Em brand wood triangle rack used for playing billiards.
Item 27 - A Sticky Note
Sticky note, as printed on the card:
top
- Main Hall
- Kid's Room
- Drawing Room
blue / gray only! -16
A sticky note found on the table in the laundry room. It bears the mark of the agency.
Item 28 - A Sticky Note
Sticky note, as printed on the card:
bottom
- You
- Me
- Agent 03
A sticky note found on the fridge in the kitchen. It bears the mark of the agency.
Item 29 - Basement Key
A key that grants access to the basement. It has a large metal S circumscribed with a circle on the handle.
Item 30 - Soft Tip Darts (Discard After Use)
Some darts found in the old house. The flight holds the Budweiser brand label while the points are black plastic soft tips.
Item 31 - Poisoned Steel Tip Darts (Discard this card, this is not an Item)
Same printed text as Item 23.
You throw the darts and nothing happens in the particular targets. Disappointed in the lack of results, you go and begin to retrieve the thrown objects. It's then you notice the double bullseye has a hole where the target should be. "Odd," you think as you place your hand on the dart. Just then, something reaches out and bites you, hard, in the neck. Reeling, you grab your throat and feel a small needle-like object protruding from your skin.
Poisoned! You may no longer use skills until [Combat] [Brute Force] [Search] [Stealth] anti-toxin is applied.
Item 32 - Steel Tip Darts (Discard After Use)
A set of 3 steel tip darts. Are those skulls on the plastic flights?
Items 33-37 - A Code
Each code card prints two state tokens, one above the other. The card's own text is only the title "A Code" and its number. The tokens are described by pattern.
- Item 33: top, blue four-square token; bottom, grey square token.
- Item 34: top, grey four-square token; bottom, blue L-shape token.
- Item 35: top, black L-shape token; bottom, black square token.
- Item 36: top, blue split-square token; bottom, blue square token.
- Item 37: top, green L-shape token; bottom, pink L-shape token.
Items 38-44 - not printed in this PDF
The PDF contains only the green card backs for Items 38, 39, 40, 41, 42, 43 and 44 (each shows its number). No card face with a name or rules text for these numbers is present, so their text cannot be transcribed from this file. The scenario text refers to them (for example "take ITEM 38", "Take ITEMS 41, 42, 43, & 44", "take ITEM 39", and "Take ITEM 40" for a sheet of paper found in an incinerator). Their faces are missing from the source.
Item 45 - A Mission Card
The familiar sensation of being pulled back to your current time and place body slams into you like a hammer. Suddenly, your mind feels the warmth of the caisson enveloping you, causing your pores to sweat. It's over in a blink and you are back.
Head to Mission Successful card B.
Item 46 - A Mission Card
The familiar sensation of being pulled back to your current time and place body slams into you like a hammer. Suddenly, your mind feels the warmth of the caisson enveloping you, causing your pores to sweat. It's over in a blink and you are back.
Head to Mission Successful card A.
Item 47 - Albert 01R
A very powerful handgun that emits a laser from its laser sight to go along with its great stopping power. Holds 3 maximum ammo. Comes unloaded.
Note: Uses standard [Ammo] ammo.
Use during any combat roll (max 3). (Combat icon.)
All [Ammo] do double damage.
Item 48 - M37 Shotgun
A pump-action shotgun. Shots have a wide spread and considerably high firepower. Comes loaded with 2 shells.
Note: Uses shell ammo. Tokens may be used as counters, but not exchangeable.
Use maximum TWO TIMES during any combat rolls. Does 3 damage per attack. (Combat icon.)
Item 49 - G17 Handgun
A handgun with decent stopping power. Holds maximum 6 handgun ammo. Comes loaded with 1 bullet.
Note: Uses standard [Ammo] ammo.
Use during any combat roll (max 6). (Combat icon.)
Add 1 [Ammo] on this card.
Item 50 - A Hatchet
A small, single-handed axe that may in aid in self-defense.
During a combat roll, the owner can roll one extra die. (Combat icon.)
Storage Cards
These four cards are placed on their storage spaces and are not drawn as items.
Yellow Herb - subtitle "?". Place all [Yellow Herb] tokens here. STORAGE.
Green Herb - +1 Health at any time. Place all [Green Herb] tokens here. STORAGE.
Bullet Box - Storage for ammo not in a clip. Place all [Ammo] tokens here. STORAGE.
Blue Herb - Anti-Toxin (cure poison). Place all [Anti-toxin] tokens here. STORAGE.
Locations
Location text is given in the order it appears in the PDF. The PDF's text pages for each location do not print card letters or card numbers, so cards are numbered here in source order (1 to the last card of the location). Each location's door card (card A in the base rules) is the card that carries the location name. Test lines give the shields and the test icon as printed; "Fight" tests use the Combat icon.
Yard
The Yard is where the team arrives (see Final Preparations).
Card 1
As you head toward the door to the nearby house, Mia beckons again. "We're in trouble and I'm injured, badly," she remarks and reveals a strange blue-ish poison seeping through the veins in her arm. She speaks again,"I lost track Agents 03 and 16 not long after we arrived," she says and points toward the nearby door. "I think they're somewhere in the main house. Here, take this," she says, handing you what appears to be a map of some sort.
"Find them. please," she sighs. "And find out what is keeping us from leaving this place!" she slowly closes her eyes as if in pain. "I will stay here. I...I'm not feeling so well..."
Take ITEMS 41, 42, 43, & 44.
If you own TOKEN [blue L-shape], then immediately reveal card [red "no entry" icon].
Card 2
As the world around you swirls into cognitive shape and your consiousness folds back into an assemblence of thought and structure, you feel a new, intense presense of a dry heat blast into your recptacle's skin, creating a sticky, humid feeling.
~
Looking around, you immediately spot someone sitting upon the nearby porch steps, flipping furiously through what appears to be a notepad. To your astonishment, you see that it is in fact one of the missing agents, Agent 11, using the receptacle identified as Mia.
Upon seeing you, Mia, appears initially surprised, but then approaches your location and smiles. "Oh. Finally!" she exclaims."I was wondering when the rescue party would show up. "And as I'm sure even the Agency has figured out by now. is that something is keeping us from leaving this place...I..I'm not sure what it is exactly...but I suspect it has something to do with the receptacles we took over. Mia pauses for a moment and closes her eyes tightly as if fighting an invisible enemy. "Something...something's not right with me...with any of them..." Suddenly she heads towards the door to the main house and beckons for you to follow.
Card 3
Exploring the tucked away corner of the porch you largely find a collection of odds and ends including furniture, hoses and lawn chemicals, none of which have been used in quite some time.
Take 1 [Ammo].
Card 4
You move slowly between the two sets of steps to the porch, investigating thoroughly the scene in which you have arrived. The ground is muddy, but some tall grass has managed to thrive alongside the base of the porch. Suddenly, you notice a small gap in the lower brickwork. Lattice crudely covers the hole.
Yanking off the lattice, you discover a small storage space with a few items inside. Only one has any value to you.
Take 1 [Green Herb].
Card 5
Someone has recently lived within the cramped quarters of the trailer. Three small bird cages containing valuables are on the table. They are firmly locked and appear to require coins of some sort to open.
You may unlock the bird cages using ANTIQUE COINS. (Items may be viewed before purchase).
- Pay 1 [Antique Coin], add 1 Permanent Health to 1 player.
- Pay 2 [Antique Coin], take the Machete, ITEM 50.
- Pay 3 [Antique Coin], take the Machine Gun, ITEM 06.
The source names "the Machete, ITEM 50", but Item 50 is printed as "A Hatchet" in this expansion. The text is transcribed as printed; the mismatch is the source's.
Card 6
Someone has placed a decapitated mannequin head in a bygone toilet. "Welcome to Paradise" says the sign above it. You are quite unsure how to interpet any of this.
Card 7
Agent 11's form is hunched over shuddering, her head bobbing and buried in her arms. As you move to confront her, you sense something is very wrong. Suddenly, as if sensing your presence she screams and leaps at you holding a giant carving knife, her face grotesque and furrowed.
"You've come to steal it haven't you? It's mine! You can't have it! The answer's here! I...I must...You must die!"
Test: 4 normal shields, 2 skull shields. Fight Agent 11 (Combat). The card is locked (red lock).
Take TOKEN [blue L-shape] and ITEMS 17 & 20.
Card 8
As you peer around the backside of the trailor you notice a small grass path off to the right. You follow this for a time until it turns into an old wooden boardwalk lifted high above the murky black swamp below. Your footsteps cause the flooring to creak and groan with every step.
A tall, black iron gate blocks your path to what seems to be another residence. The gate is locked and you need a key. You see a light on in the distance.
If you own ITEM 20, then take ITEM 39.
Main Hall
Card 1
A small room with a hanged, illuminated picture on the adjacent wall. There is a small piece of paper resting on the center column.
Take ITEM 18.
Card 2
The main hall floor space is the first thing you see upon entering from the yard where you began. Inside, lies two flanking staircases, both leading upstairs.
In the center of the room is a large, round wooden table with a table lamp and several chairs surrounding it. It looks like a gathering for a card game, but there is trash and scraps of littered paper all about the room with much of it emerging from the table area.
To the left, is a small room with some old furniture and hanging art. An old projector appears to still be functioning, but offers no real purpose.
A set of double doors to the right open into a long hallway that leads into the kitchen and laundry room.
Card 3
A round, wooden table surrounded by chairs and a small sofa sit in the center of the room. The table is dirty, covered in a variety of trash including bottles, food and scraps of shredded paper.
Examining the area further you notice that one of the scraps of paper has a token tucked into it. You recognize it as Agency coding.
"Why is this here?" you wonder as you pocket the token.
Take TOKEN [blue L-shape].
Card 4
The steps groan with each footfall as you move tentatively towards the upper floor. A small wall lamp dimly illuminates the top of the broken stairwell. Within the incandescence lies a closed door to an upper room of the large house. A bizzare, twisted snake sculpture has been carved and mounted onto the door. Small, red dots are splattered onto the chipped white paint of the sealed door. "Blood?"
Do you wish investigate the Master Bedroom?
If YES, the team heads immediately to location Master Bedroom.
Card 5
There is a piece of cloth draped over the small table, held in place by a stack of paperback books. Someone has scrawled 'YOU CAN'T KILL THEM' on the cloth. "Who would write such a thing?" You consider removing the note, but perhaps it's best left untouched.
Card 6
You choose the right flight of old wooden steps and begin ascending. There is a door at the top of the stairs which leads into a deviating hallway corridor. As you move through, you try the first door and find it locked. Moving further down the eerie, silent hallway you try another door and it opens with a click. Inside, you find an old, half-covered pool table, bar and TV, still on.
Do you wish investigate the Recreation Room?
If YES, the team heads immediately to location Recreation Room.
Card 7
A small room previously unnoticed within the back of the main hall now lies heavily illuminated. Upon investigation, you find a large bronze statue of a hunting man with a very real shotgun in its arms. You grasp the weapon, then pause, your skin turning cold. This room, this weapon...could this be a trap?
Do you wish to take the Shotgun?
Take ITEM 48.
Card 8
Glancing around, you see a small storage niche tucked beneath the right stairwing. Tugging on the handle, you find it jammed. You reach down now with both hands, hoping to pry it free.
Test: 3 normal shields, Brute Force.
Upon success, take ITEM 12.
Kitchen
Card 1
An old woman sits in a archaic wheelchair appearing on the last vestiges of life. You would have thought her dead except she whispers something to you:
"Join Meeee," she whispers.
"She must be mad," you surmise. You get a very bad feeling from this old woman's presence and think it best to leave.
Card 2
Upon entering the kitchen and dining room, it takes less than a moment to realize that investigating this part of the house was a foul miscalculation.
The smell of a killing floor hits you and your eyes fall upon the gore that lays upon the kitchen table. "What on earth?" you desperately wonder. The first thought that comes to mind is you hope this is not the remains of a fellow agent although the massacre is so thorough, you doubt there is little way to check.
There is a woman in a wheelchair at the table, but she is unmoving, perhaps dead? You almost hope so, after observing the unnatural state of putridness from within the room.
The kitchen lies opposite the dining area and you know going in there very well might be worse than what you see in here. After all, if this is being eaten, how was it prepared?
A small living room lies to adjacent end of where you stand, but you are not confident that the odors will have disappated any less in there either.
Card 3
The kitchen smells horrific, full of more grusome remains of something. You almost decide not to open the refrigerator, but curiosity compels you onward. As you open, its smell immediately tells you that the fridge has no power and whatever lies inside has been contained within for far too long. Its odor is excruitating and you turn away impulsively trying to vomit away the stench. You slam the door back shut. Slowly recovering back upright, a yellow sticky note then catches your eye.
Take ITEM 28.
Card 4
The table is revolting. Something large was killed and its remains lay torn apart on the kitchen table. Blood is splattered indifferently across the table and the smell of intestinal organs is fresh. You are quite sure to throw up if you continue to stare.
Card 5
As you head back into the kitchen you see that this time it is occupied. At the table is Agent 16 himself, along with two others, which you identify as the other two members of the Baker family, Marugerite and son Lucas. At first, they don't notice you, but after a moment, Agent 16 beckons you to join them for dinner...
The team heads immediately to location Dinnertime.
Note: Do not roll Time Captain Die.
Card 6
The small living room has not entertained for some time. Searching around you discover a wadded up piece of paper on the floor with writing on it and decide to investigate.
Take ITEM 24.
Laundry Room
Card 1
A gaping hole lies in the corner of the laundry room floor. A lackluster pvc railing has been crudly constructed around the hole. Clearly, this was meant to be permanent. You peer down into the black and feel another cold draft of air push against your skin. It looks like a dirt floor a few feet down, but how far the hole extends is hard to tell.
Do you enter the mysterious tunnel?
If so, immediately reveal card [green square].
Card 2
As you continue to explore the immense home, you come upon a sizeable laundry and storage room. Entering the cold room, you find the light on, but no-one is around. Piles of dirty laundry lay unkept on the cold tile floor, waiting for a cleaner that will probably never come.
The room holds a dank and musty smell as a waft of strange, cold air hits your cheeks. Looking around a little more, you discover the source of the chill. There is a hole in the laundry room floor.
A lot of junk and random boxes lie on both the shelving and floor, perhaps the team can find something of value in this mess?
Card 3
Just an old fashioned cassette recorder lying in the center of the rusted metal desk. This will not save you.
A sticky notepad lies next to the recorder. Something is scrawled on it and bears the Agency stamp.
Take ITEM 27.
Card 4
A tin orange box sits on the shelf. Unlike the rest of the storage nearby, this tin box has very little dust on it. Upon closer examination you find it weighs very little. Also, the box is locked.
Do you wish to break open the container?
Test: 3 normal shields, Brute Force.
Upon success, take ITEM 11.
If the agents also have ITEM 12, then immediately reveal card [yellow L-square].
Card 5
Heaps of dirty clothes lie scattered around the two washing machines. The clothes smell foul and have not been washed in some time. A few of the shirts contain dark red splotches. Three pairs of socks are strung up above the machines, however you notice that one pair does not match.
The machines themselves are both empty. The dryer, you notice, is not even plugged in.
Card 6
Several trash cans with the stinking smell of food rot sit half covered in the corner of the room. Nearby large crates, plastic cabinets full of paper and heaps of empty tin cans are piled high. Perhaps there is something valuable within the forgotten rubbish.
Test: Search. Spend 3 [TU] to attempt skill roll. For every 1 [star] rolled, take 1 [Ammo]. Maximum 1 attempt.
Card 7
As you force open the container something suddenly begins moving from behind you. Turning, you see a large black mass pulling itself out of the hole in the floor. The mass forms into an upright tower of black goo of what appears to be a sticky, tar-like substance. You can clearly make out claws, teeth and sockets where eyes might be located. The giant monster bellows and then attacks.
Test: 2 normal shields, 2 skull shields, Stealth 3 / Fight (Combat). The card is locked (red lock).
Card 8
The darkness below the floor is all consuming as you search around. Unsure of what lies deeper beyond, you first search around the tunnel entrance. Nearby, a small yellow plant seems perfectly at home in the cool dampness below the flooring. Don't plants require sunlight? you ponder silently as you pluck the plant at its base. Without warning, a swarm of small spiders crawl out from the blackness and onto your outstretched arms. The swift arachnids creep into your clothing before you realize what has happened.
Test: 1 normal shield, 1 skull shield, Fight Spiders (Combat). The card is locked (red lock).
Take 1 [Yellow Herb].
Drawing Room
Card 1
The fridge is barren of anything useful, however, a fair amount of empty beer bottles fill the various racks and storage within. "Why refrigerate empty bottles?" you wonder. An untouched lasagna sits on the middle shelf, smelling very foul and daring you to try a piece. Continuing your search, you find more bits of food as well as a small, uneaten sandwich with the label 'Jill' inscribed in black sharpy on the clear plastic wrap.
Card 2
Deciding to explore the full extents of the first floor, you pass through a diverging hallway, an empty security room and finally into a spacious man cave of sorts, full of taxidermic trophies, confortable furniture and tools. You hear the familiar hum of a functioning refridgerator and spot it in the corner.
Continuing to peer around, a large hole in the far wall catches your eye. "What caused that?" you ponder. "Does no one fix anything around this decrepit place?" There is no immediate sign of the missing agents here, but you had better look around.
An eerie quietness is about this room giving you an unnatural, haunting sense of your impending fate. A sense of urgency fills your veins and the hair on your skin suddenly prickles.
Card 3
An ordinary blue chair that has seen better days, or perhaps, it hasn't.
Card 4
The fireplace is filled with ash and small scraps of kindling. You brush the pile with the toe of your boot and something odd appears from beneath the soot.
Take TOKEN [blue four-square token].
(The source's token here is a blue four-square state token.)
Card 5
The stuffed deer is large and holds your interest for only a moment before you begin to turn away. As you do, a glint of metal on the animal's antlers catches your attention. Peering down, you see a small lockpick lassoed to one of the antler points by a piece of string.
Do you wish to take the lockpick?
If YES, Take ITEM 22.
Card 6
There is a large hole in the back wall of the room. Examining it, you discover that there is a narrow corridor going back a short distance. Peering into darkness, a low growl suddenly comes from at your feet. Looking down, you fall back in surprise as a black, mutated creature is attempting to crawl toward you, snarling menacingly as its large claws dig into the soft wooden floorboards. Correcting your balance, you realize the bizarre creature's lower limbs appear to be mutilated and you could get away.
Do you wish to fight the creature?
Test: 1 normal shield, 5 skull shields, Fight Monster (Combat).
Take ANTIQUE COIN.
Master Bedroom
Card 1
Moving back out of the room you explore the opposite end of the hallway. It does not go far, turning once and running into a sealed door that forces an impasse. Interestingly, adjacent the closet rests a long flight of wooden stairs leading down. Stepping cautiously, you reach the well lit, white door at the bottom and turn the handle.
Locked. If you want to find the missing agents, you will need explore everything. Perhaps you can track down a key?
If you possess ITEM 29, the team may head to location Morgue.
Card 2
A quaint workshop sits adjacent to the drawing room. Inside, a light illuminates several large cardboard tables on which, rests a large yellow toolbox. There is a small lock on it.
Combination Lock: Difficulty 1. Spend 1 [TU] to attempt skill roll (Search). Lock opens once difficulty is reduced to 0. [red skull] indicates misses and increase difficulty level. [blue star] indicates hits and decrease difficulty level. The sum of the roll is permanently added or subtracted to lock difficulty for this run.
Upon success, take ITEM 49.
Card 3
The master bed appears ordinary enough. You slide open the nearby end table and discover something that may prove useful.
Take ITEM 47.
Card 4
You step into the master bedroom and find it well lit. An old woman sits in a wheelchair, unmoving and quite nearly unbreathing. "How does she get up and down with that wheelchair?" you silently mull as you continue to scan the room.
A ruffled queen bed rests unmade against the opposite wall. Next to it is an end table complimented by lamp, clock and spinning globe. Adjacent the old woman is a dresser with a cracked mirror. Hopefully, she won't mind if you pilfer through a few of her things.
There is also what appears to be a closet room door that is currently shut.
Card 5
You approach the white dresser and decide to continue this odd invasion of privacy, seeing what lies within. Quietly, you search the dresser drawers finding little of interest. Behind you, the strange old woman begins to moan something nearly inaudible. Then nothing. Abruptly, you find one of the drawers is stuck. You pull again, harder this time, but still nothing.
Do you wish to break open the locked dresser?
Test: 3 normal shields, Brute Force.
Upon success, take 1 [blue token] & 1 [yellow token].
Card 6
The closet door is locked. You might be able to break it open, but it's a sturdy door and could take some effort.
If you own ITEM 22, reveal card [pink square].
OR
Test: 5 normal shields, Brute Force.
Upon success, reveal card [pink-and-white square].
Card 7
A small room filled with a collection of shelving, household items and furniture. A large diamond-shaped key rests on the top shelf near the door. You take the key and considering searching through some of the storage, but it could take some time.
Take ITEM 13 and TOKEN [pink four-square token].
AND
Test: Search. Spend 3 [TU] to attempt skill roll. For every 1 [star] rolled, take 1 [Ammo]. Maximum 1 attempt.
Card 8
A few books line the wall shelf along with a miniature statue of the Eiffel Tower. Below the shelf, you spot a small herbal plant in a tiny pot.
Take 1 [Anti-toxin].
(The token here is the blue Anti-toxin token.)
Recreation Room
Card 1
The rec room spreads out before you with a variety of games and activities. Several lights have been left on allowing you to catch sight of several points of interest within the room. Maybe a clue about the missing agents' whereabouts lies within.
To the immediate left is a heavy door with odd insect decor engraved upon it. A pool table lies directly in front of you, now being used as a storage shelf.
To the right of the pool table is an old bar with a few bottle of booze left on the shelf. An old tv and VHC sit on the bar top. Oddly, the tv has been left on, static filling the screen. Fortunately, someone has turned down the volume.
Off to the distant right is a dart board with a few darts still stuck in the cork.
Card 2
"Hey! What are you doing in my room?" shouts a woman from the doorway. You recognize her as the Baker family mother, Marguerite. "Come downstairs and join us for dinner! Ha ha ha ha!" she cackles maniacally. "Join us for...dinner! Come! Come!" Suddenly a giant butcher knife appears from somewhere in her blouse and she waves it menacingly.
Test: 1 normal shield, 3 skull shields, Fight Marguerite (Combat). The card is locked (red lock).
Take ANTIQUE COIN.
Card 3
An ordinary pool rack. There are spaces for several pool cues and a peg for a triangle which is occupied. There are also 3 odd small holes in the wall next to the rack.
If you desire, you may place an object here.
Use ITEM 30, then immediately reveal card [pink four-square card].
OR
Use ITEM 32, then immediately reveal card [yellow L-square card].
Card 4
A queerly ornate door lies within recreation hall. Miniature bronze scorpions have been tacked to the door with a much larger scorpion in the center. The door is sealed with a complex locking mechanism and cannot be opening by force.
If you own ITEM 16, the team heads immediately to location Grandma's Room.
Note: Do not roll Time Captain Die.
Card 5
An old CRT with a VCR player hooked up to it. If you had a tape you could watch it here.
If you have ITEM 9, take ITEM 15.
Card 6
You search in and around the pool table carefully, but nothing in particular stands out. There is a cue ball, a striped 9 and a solid 3 ball sitting out on the table. Curiously, you cannot find any of the other balls.
Card 7
The room is suddenly filled with the hum of the blacklight and glancing around the room you see the dartboard is illuminated with its phosphorescence. Moving closer, you now see where the darts appear to be commonly stuck.
- Spend 1 [TU] to relocate: triple 3, single 9, single 1 and take ITEM 31.
- Spend 1 [TU] to relocate: double 12, single bullseye, single 6 and take ITEM 23.
- Spend 1 [TU] to relocate: single 2, single 9, triple 15 and take ITEM 38.
Card 8
The dartboard appears very ordinary at first, however, as you flip it over to the backside you realize it will not budge. Inspecting closer, the dartboard appears embedded into the wall. There are 3 darts on the board, all of which have missed their target.
Would you like to move the darts?
- Spend 1 [TU] to relocate: triple 3, single 9, single 1 and take ITEM 31.
- Spend 1 [TU] to relocate: double 12, single bullseye, single 6 and take ITEM 23.
OR
Keep the darts. Take ITEM 32.
Kids Room
Card 1
Previously locked, you are surprised to find the kid's room now open. "Was someone in here recently?" you say aloud to no-one in particular. It appears to be the family son, Lucas Baker's old room. It's doubtful this is still his current living quarters.
Several of Lucas' old school trophies and play toys fill the floor and nearby sheleves. The bio mentioned Lucas was quite the young boy genius. Too bad the boy's whole world has now gone to hell.
You also notice a ladder leading up to most likely the resident attic. Perhaps there is something hidden away up there?
Card 2
You carefully place the three darts in the slots provided and wait for something to happen, but nothing does.
Looking around you are unsure if you provided the correct item.
You decide to take the triangle rack...just in case.
Take ITEM 26.
Card 3
An ordinary dresser with a lamp sits against the back wall of the room. Pulling open the top drawer you discover that it isn't ordinary at all. Several locked bins rest amongst a central glass window box with a large green button next to the window. Based upon the strange symbology inside the glass, it appears to be a homemade slot machine of some sort.
Do you wish to play? Roll 2 dice.
- Spend 1 [TU] to play the gambling bubblegum machine (1 token maximum per prize level).
- Roll [skull] [star] to receive a prize: 1 [Ammo].
- Roll [skull] [skull] to receive a prize: 1 [Yellow Herb].
- Roll [star] [star] to receive a prize: 1 [Green Herb].
- Roll [three-star face] [star] to receive a prize: 1 [Antique Coin].
The source prints the fourth roll's first face as a die with multiple stars; it is transcribed as "three-star face".
Card 4
Colorful giant dice lay scattered around the beside floor. You move them aside and examine a number of trophies and awards that sit collecting dust on the shelf. Examining deeper, you open the shelf drawers and discover a tape inside. It's dated 3 days ago.
Take ITEM 09.
Card 5
A table filled with boxes filled with a young man's clothes. An old stereo speaker has also been stored here. You notice that a particular red box is locked with a device that looks like overkill for an object of this size.
Combination Lock: Difficulty 2. Spend 1 [TU] to attempt skill roll (Search). Lock opens once difficulty is reduced to 0. [red skull] indicates misses and increase difficulty level. [blue star] indicates hits and decrease difficulty level. The sum of the roll is permanently added or subtracted to lock difficulty for this run.
Upon success, take ITEM 08.
Card 6
A giant toy alligator. Fitting for a boy growing up in Louisiana in 2015. Surely there's nothing inside the...wait, what is this??
Take ITEM 05.
Card 7
A ladder ascends upwards into the attic, but the hatch above remains sealed by a custom combination lock using rubik's cube-like patterns. A digital key must then be inserted once the lock is released.
Attempt a combination?
- Spend 3 [TU] set to: 2 Blue, 3 Red, 5 Yellow and take TOKEN [black square token].
- Spend 3 [TU] set to: 5 Green, 4 Red, 6 White and take TOKEN [grey four-square token].
- Spend 3 [TU] set to: 5 Yellow, 1 Red, 4 Blue and take TOKEN [green L-shape token].
Card 8
You slide the digital key into the hatch lock and it opens with a soft hum. You climb up and into a surpringly large rectangular room. A soft projector light illunimates the far end of the attic. "Why is that on?" you ponder. You walk cautiously to examine the projector, but as you approach your foot depresses something on the floor causing the projector light to go out with a click and the hatch to the attic slams shut. Surrounded in complete darkness you fumble around trying to find your way. Without warning, something bites you in the arm. You hear a strange buzzing sound around you and something bites you again, this time harder. You need to get out of here!
Test: 1 normal shield, 1 skull shield, 1 heart shield, Fight Insects (Combat). The card is locked (red lock).
Grandma's Room
Card 1
Upon entering the small adjacent room, you identify it as the grandmother's bedroom. It smells of moth balls and dead cats. It doesn't appear as if anyone has slept here in quite some time. Antique furniture of all shapes and sizes line the perimeter of the space and you wonder if all of it is being utilized.
The wall light switch isn't functioning, but the desk lamp turns on with a click and you begin to look around for clues.
Card 2
The lock clicks and a small digital key is released, but it does not match the attic hatch. You consider attempting another combination, but a unnatural moaning comes from below. You decend quickly and peek into the hallway. A molded stands before you, wanting to feed.
Test: 2 normal shields, 2 skull shields, Stealth 3 / Fight (Molded). The card is locked (red lock).
Card 3
To the right side, the rectangular room contains a small bed surrounded by some photographs of an elderly gentleman. Two dressers lie against the wall beside the bed. As you begin to search, you find one of them contains several articles of outdated clothing and undergarments. Finding nothing, you move to the second dresser and find it locked.
Test: 3 normal shields, Brute Force.
Upon success, take ITEM 29.
Card 4
To the left side, you find the room overstuffed with miscellaneous pieces of furniture. There may be valuables inside.
Test: Search. Spend 2 [TU] to attempt skill roll. For every 2 [star] rolled, take 1 [Green Herb]. Maximum 1 attempt.
Barn
Card 1
Behind the giant steel door lies a long corridor. As you walk, the smell of hay and manure enters your nose. A distant sound 'thwonk' comes from up ahead. It comes again 'thwonk, thwonk'. You continue down and soon come upon another door. As you swing the door wide, the sound no long muffled, comes again 'THWONK'.
Examining your surroundings you are clearly in the Baker family barn. Stables ajoin the room that appears to be an arena of sorts. A large electronic device sits on the floor nearby looking very out of place and you recognize it immediately. It's a portable transferrence device, capable of moving objects across time, very similar to that of the standard caisson except with small-sized, non-living objects.
"This must be how they have been getting the samples out," you realize. "Retrofitted for living tissue perhaps?" Before you can dwell on the matter further, another 'THWONK' nearly jumps you out of your boots and you suddenly see what has been making so much noise.
A giant, bubbling, hulking mass of a monsterous beast has just knocked over one of the stable gates and now stands alongside you in the arena. It's got to be the largest walking bioweapon yet. It bellows and spits as it slowly begins lumbering your direction.
Card 2
Do you wish to return to the Recreation Room?
If YES, the team heads immediately to location Recreation Room.
Note: Do not roll Time Captain Die.
Card 3
CHOOSE AGENT 16
You look around amid the settling chaos and abruptly catch Agent 16 watching you from the loft above. He says nothing, just continuing to stare down at you. "Was he there this entire time?" you wonder. The agent then raises his left hand as if in greeting.
Shall you offer Agent 16 the beta-blocker serum?
If you have ITEM 33, you may discard to reveal [green four-square card].
Card 4
GIANT MOLDED
If you own ITEM 33, you may inject a sample into the monster during your fight. Giant Molded takes 4 damage.
Test: 10 normal shields, 1 skull shield, Fight Giant Molded (Combat). The card is locked (red lock).
If you are successful, reveal all [red "no entry" icon] cards. Read all cards carefully, choose 1, and then proceed to indicated space.
Card 5
NO SERUM / REJECT BOTH OFFERS
You trust neither agent and hold no regret for not offering a cure to these walking crazies.
Immediately reveal [yellow square card].
Card 6
CHOOSE AGENT 11
Before you can even draw a breath of relief, you hear footsteps around the corner. It's Agent 11, Mia. She suddenly eyes Jack in the barn loft above and shouts to you. "Agent! Agent! Help ME!" she pleads. Amazingly, she appears back under control, at least temporarily unaffected by the infection. She rushes up to you and then collapses, her hair spilling over her face as she speaks. "Save me Agent. Please. Let me leave this place, I beg of you!"
Shall you provide Agent 11 the beta-blocker serum?
If you have ITEM 33, you may discard to reveal [yellow four-square card].
Card 7
You take the beta-blocker injection out of your pocket and hold it up in the air. "Take this Agent 16. It will save your life."
Agent 16 says nothing at first, then heedlessly jumps down fifteen feet and lands beside you without so much as a grunt. The air around you abruptly smells of rotting flesh and you catch several of the barn flies beginning to cloud around the agent. You slowly slide the vial back into your pocket as he stares at you with malice. His eyes are bloodshot and you realize that this man is lost. "YOU ARE A FOOL," he says and then attacks with heartless intent.
Test: 5 normal shields, 1 skull shield, Fight Jack (Agent 16) (Combat). The card is locked (red lock).
Upon success, immediately reveal [yellow four-square card].
Card 8
You carefully weigh the information you have gleaned these past few hours. A deranged local family, your fellow agents, traitorous, and messing with bio-monsters and failing as a result of an even deadlier infection that they did not and could not foresee. "They deserve what they got," you decide. "Their trapped minds can go ahead and rot inside those mutant souls."
You slap your com with a quick movement and before the two former agents even know what has happened, you are spirited away for a final time from this evil place.
Upon success, take ITEM 46.
Morgue
Card 1
You hold your breath as you slowly pull down on the cold steel handle to the morgue, wincing as the handle screeches loudly from lack of oil. Peering inside, a wave of nausea hits you as the smell of blood, guts and rotting flesh rushes to escape the room. Corpses wrapped with rope hang everywhere from the sealing. The putrid of decay smell hits you a second time and you swallow thickly.
A few dim halogen bulbs light the high-ceiling room and you notice there is a large cage inside the room with a man on the lower level pacing back and forth. He sees you and speaks, his voice near hysterical. "Let me out!" he shouts. He quickly points over to the cage door with a large steel bar keeping him from escaping. As you move closer you notice it is in fact Agent 16, controlling the patriarch of the Baker family known as Jack.
"She trapped me in here!" he shouts. "She has betrayed us! She said I didn't want to be rescued! Liar! You must let me out before it's too late!"
"Who betrayed you?" you ask.
Jack shakes his head vigoriously. "I don't have time to explain. Let me out!" and points again to the door.
Card 2
Still breathing heavily, you pull the vial from your pocket and breath a sigh of relief, "Still intact". You decide to walk over to Agent 11. She smiles and holds out her arm and you depress the injection into her vein. She watches for a moment and then looks up, grinning. Suddenly, her face contorts and begins to change before your very eyes. Her face is aged and once again grotesque, her eyes bloodshot and full of rage. A knife appears out of nowhere and she tomahawks it into your shoulder blade. Screaming in pain, you withdraw from her grasp, blood flowing freely from your wound.
Test: 4 normal shields, 1 skull shield, 1 heart shield, Fight Mia (Agent 11) (Combat). The card is locked (red lock).
Upon success, take ITEM 45.
Card 3
A recent corpse is strung up on the wall. Tendrils of spongy insides spill out from a massive gut wound, slowly staining his gray khakis with oozing blood. Despite the vileness of it all, you carefully check his pockets for anything that might be useful to the living.
Take 3 [Ammo].
Card 4
The corner holds some serious mutilations, some of which are still bleeding. The nearby steel shelves are barren.
Card 5
You work your way down clockwise around the morgue prison and slowly approach the cage door peering through the iron bars. Seeing this, the bare-chested man moves quickly toward you and the door. "Yes, yes! Thank you!" As he moves into the light you notice Jack has several cuts and skin blisters across his face. It almost looks like he is decaying before your eyes. Clearly, he is not well.
Your hands rest slowly upon the icy cold steel bar. Do you wish to let him out?
If YES, then immediately reveal card [grey L-shape card].
If NO, then immediately reveal card [green L-shape card].
Card 6
A small gap between the overhead railings allows you a better view of the cage pit below. Agent 16 is down below but has retreated to the shadows and can hear him panting, breathing heavily.
Card 7
Your hands slip slowly off the handle as you look into Agent 16's eyes. They are bloodshot and full of hate. "Fool! Fool! Fool! You will regret this," he says. In rage he slams his head against the cage bars.
Suddenly he goes strangely quiet for a moment as if awaking from a trance. He speaks again, differently this time, calmer. "It is too late for me then. Find my notebook." he says. "She stole it. Find it and create the beta-blocker that is restricting our reintegration into the tachyon projection." He tosses you something that clacks against the concrete floor, falling to rest at your feet. He pauses again before speaking one final time."And KILLL.....KILL her!!!"
A multitude of unnatural sounds suddenly erupts from the far side of the room. Dozens of molded have heard the commotion and come from seemingly nowhere. You flee immediately leaving the agent to an unknown fate.
This room is temporarily closed.
Take TOKEN [blue L-shape] and ITEM 07.
Card 8
"Yes!" he shouts the moment you lift the bar. Not waiting for you to move aside, he suddenly leg kicks you in the stomach with all the force of his massive frame knocking you down hard against the cold floor. "I don't have time for you! he shouts. I must...I must...kill..." his voice trails off as if fighting against his own thoughts. "I must find my notebook before it's too late!" He rushes away into the dark expanse of the perilous basement from which you just came.
As you slowly pick yourself back up, you glance around the cage and see two objects lying in the center of the floor.
A multitude of unnatural sounds suddenly erupts from the far side of the room. Dozens of molded have heard the commotion and come from seemingly nowhere. You must flee immediately.
This room is temporarily closed.
Take TOKEN [four-square token], TOKEN [blue L-shape token], and ITEM 07.
The source prints the two tokens as icons; the four-square token is shown as a dark grid. Transcribed as printed.
Washroom
Card 1
You step up from the washroom and hear a shuffling just around the corner. Just as you start to peek around the corner a huge black claw strikes out against the concrete wall beside you missing you by mere inches. Falling back down the stairs you pull out a weapon and prepare to challenge this foul creature.
Test: 2 normal shields, 2 skull shields, 2 stealth / Fight (Combat). The card is locked (red lock).
Card 2
The washroom is dimly lit and there is a strange bubbling or popping sound coming softly from within the room. Quietly, you step down into the area and can see rows of showerheads and a few porcelin tubs and urinals.
What truly catches your glance however, is the sickening black substance stretching floor to ceiling all about the room almost like stalagtites and stalagmites of cavern depths. Much of the substance also sticks to the walls and tile. The goo-like material appears to embrace the dampness of this place and immediately you get the sense of a foreign habitat, similar to that of a nesting ground.
Card 3
There is nothing of interest here. Just a small bottle of used up cleaning chemicals.
Card 4
Thick black growth extends everywhere in the room, from along the walls and hangs from floor to ceiling. The sticky tar-like substance absorbs puncturing, but little else. It does not appear sentient, but is clearly alive as its rapid expansion throughout the room is obvious. You examine the columns closer and notice some random garbage that had already been absorbed into the rapidly expanding material. Pulliing out a loosely attached piece of paper, you are surprised to find some useful information.
Take ITEMS 14 & 19.
Incinerator
Card 1
The smell of sinched flesh and charred .. enters your senses upon entering the room. Six incinerators were installed upon the wall, some of their steel doors opened, others lay closed.
A small note lies on the nearby table with some hand-scratched notes accompanied by a series of strange formulas:
"careful!! Most of the incinerators have several of the molded to be moved at a future date. I put our 'friend' in the box indicated below. He should be dead soon if he isn't already. -16"
Formulas printed on the note (colours are as printed; the source gives the operators as symbols):
- If: pink - yellow = blue; blue + yellow = pink; pink + yellow = grey.
- Then: blue + grey = black; black - pink = ?
Open incinerators at your own risk!
Card 2
Retreating back the way you entered is no longer possible. A giant tar-like creature shambles slowly torward you, emitting a strange rumbling sound within its massive form. Its intent is clear, your death.
Test: 2 normal shields, 2 skull shields, 2 stealth / Fight (Combat). The card is locked (red lock).
Card 3
Trying the second incinerator from the left reveals the freshly decomposing head of...someone. It's hard to look at but you force yourself to examine the facial details, trying to ignore the stench and quickly identify the victim.
Fortunately, it does not appear to be anyone you know and you eagerly seal back up the incincerator door.
Card 4
Peering inside the incerator cove you find no contents, no remains. Rather, its space appears surprisingly clean and unused, or at least recently. Upon deeper inspection, you notice a small sheet of paper lying flat at the far back portion of the steel bed. You grip the bed handle and pull outward. As the bed begins to move it starts screeching loudly and continues for every inch that it continues to extend.
Finally, the screeching stops. You pause for a moment listening in the stark silence, waiting. You almost expect to hear a sound. Nothing.
Cautiously, you reach down and pick up the sheet of paper.
Take ITEM 40.
Card 5
There is a corpse inside. Wait, not a corpse. Somehow it's still alive. It moans, but can do little else. The body looks as if was sucked dry. "How is it still alive?" you wonder. "Perhaps the infection?" There are deep gashes to the abdomen and skull. The corpse or rather, the thing's fingers rest nearly inside the wound to the stomach. Inspecting closer, you now notice some blood smeared upon the inside of its prison.
Printed large numerals on the card: 11 and 16 (no label in the source).
Take TOKEN [grey square] and ITEM 21.
Card 6
A small metal table sits in corner. You pick up 2 spare bullets lying on the cloth, but find little else of value.
Take 2 [Ammo].
Card 7
Freed from its prison, the molded creature slides from the incinerator with ease and emits a groan of extreme displeasure. It's hulking form is upon you before you can react.
Test: 4 normal shields, 1 skull shield, Fight Molded (Combat). The card is locked (red lock).
Card 8
Freed from its prison, the molded creature slides from the incinerator with ease and emits a groan of extreme displeasure. It's hulking form is upon you before you can react.
Test: 2 normal shields, 2 skull shields, Fight Molded (Combat). The card is locked (red lock).
Dilapidated Room
Card 1
Once inside the old house you see that this place is in even worse shape than the main house. In fact, the entire west room of the house appears to have collapsed into the muck below.
You spot a set of stairs with a light on in the distance across the collapsed floor. Recent activity perhaps?
In front of you lies another closed door leading deeper into the old house.
Card 2
Freed from its prison, the molded creature slides from the incinerator with ease and emits a groan of extreme displeasure. It's hulking form is upon you before you can react.
Test: 3 normal shields, 2 skull shields, Fight Molded (Combat). The card is locked (red lock).
Card 3
A metal table sits at the far end of the room. On it lies a some tools, cloth and a aluminum tray with 3 weighted darts on it. This is an odd place for darts you note.
Do you wish to take the darts?
Take ITEM 30.
Card 4
The flight of stairs is brief and leads into a reinforced wall with a heavy steel door blocking your path. The intent clearly to keep others out, or rather, something in? There is a complex locking mechanism on the door. Even more interesting is that it has been coded using Agency state coding devices. You pilfer around in your pocket and pull out a handful of ones you have already collected.
Immediately reveal card [grey card].
Card 5
The door is locked from the other side, its frame is weak and could probably be destroyed with a few good kicks.
Kick open the door?
Test: 4 normal shields, Brute Force.
Once successful, then immediately reveal card [pink square card].
Card 6
You peer down into the murky water below and spot a few odd-looking flora. Dropping somewhat hesitantly into the muck and mud you sink quickly down to your ankles. You can now see there are several of the blue plants growing down here.
Test: Search. Spend 3 [TU] to attempt skill roll. For every 1 [star] rolled, take 1 [blue token]. Maximum 1 attempt.
Card 7
You spot someone in the window beside you, walking around on the porch outside. Deciding to go back out, you check to see who it is. A familiar figure shockingly rushes up on you from the darkness.
"You can't kill me!" Mia shouts. "Now, give me back my notebook!" And she lunges at you once again.
Test: 4 normal shields, 2 skull shields, Fight Agent 11 (Combat). The card is locked (red lock).
Upon victory, take 1 [Green Herb].
Terminal (unnumbered card)
A Terminal - High Security
State Tokens must be assigned to each slot. (Assign State Tokens in correct order on this card.)
The card has three checkpoints, shown as a grid of four-slot boxes:
- 1st Checkpoint: Take ITEM 36.
- 2nd Checkpoint: Take ITEM 34.
- Final Checkpoint: Take ITEM 33.
Verification will be assigned at each checkpoint. (Take ITEM cards at each checkpoint).
If checkpoint ITEM card is correct, matching the 2 tokens, spend 0 TU and proceed to next checkpoint.
Each incorrect entry will result in lockout. Reset will be available in 20 minutes (spend 20 [TU] and then proceed to next checkpoint).
WARNING: FINAL LOCATION AHEAD. PROCEED WITH CAUTION.
Upon code verification, the team heads immediately to the location Barn.
Walkway
Card 1
Stepping out onto the walkway of the old house, you discover that it leads to some odd little storage sheds lifted above the murky swamp below. It's pitch black out here and between the swamp fog and lack of stars tonight, you are having trouble making out much detail beyond the paths. An oil lamp along with a handful of candles keep the sheds dimly illuminated among the dark night.
To the left, the path appears broken or in need of a bridge in order to reach the shed. Two paths lead off to the right, one around the house corner and the other to the distant shed. Following the walkway will allow you to access it easily, that is, assuming it is not locked.
As you peer around in the darkness, you hear an odd buzzing sound but can't seem to locate the source of the strange noise. It seems to be coming from all around you.
Card 2
The room is pitch black and you file in slowly amid a strange buzzing sound. A light abruptly clicks on and you see that the room is filled with enormous nests of thousands of tiny insect-like creatures. You scramble backwards to retreat, but too late, you are cut off.
Test: 2 normal shields, 1 skull shield, 1 heart shield, Fight Wasps (Combat). The card is locked (red lock).
Card 3
Moving down the old walkway, a loud buzzing from above pierces your ears. Looking up you are surprised by the sight of a giant bug hovering just above your head. The thing is giagantic and you can make out the mutated insectoid appendages, wings and stinger. This is no bug you can just swat away.
Test: 3 normal shields, Stealth 1 / Fight (Combat). The card is locked (red lock).
If you take damage, you become poisoned. You may no longer use the skills [Combat] [Brute Force] [Search] [Stealth] until anti-toxin is applied.
Card 4
There is a gap between the you and the far side storage cabin. A crank handle lies on the ground at your feet and once inserted, you are able to begin extending a narrow metal walkway. As you pull, the submerged walkway spills residual water off its sides, thick, dark moss clinging to its edges. You go step by step, carefully balancing yourself above the murky bog below. Halfway over, something moves below then. Then a long, clawed hand grabs at your ankle intent on pulling you into the swamp!
You may retreat back or attempt to cross...
Test: 1 normal shield, 3 skull shields, 1 time shield, Fight (Combat).
Upon success, take ITEM 10.
Card 5
You reach the walkway storage room and slam the door shut just as several more of the giant bugs slam loudly into the wooden door. You are not safe for long as you realize there is a hole in the roof above there is probably only moments before the insects to figure this out as well. Inside is a handful of chemicals and gardening tools. There is also a handful of herbs growing in plastic containers. You swiftly scoop out the useful herbs and then prepare to flee once more onto the walkway.
Take 1 [Green Herb], 1 [Yellow Herb], and 1 [Anti-toxin].
Card 6
A loud humming sound suddenly comes from your right. You have no time to process the abonormality as it's headed right for you!
Test: 2 skull shields, 1 stealth, Stealth 1 / Fight (Combat). The card is locked (red lock).
If you take damage, you become poisoned. You may no longer use the skills [Combat] [Brute Force] [Search] [Stealth] until anti-toxin is applied.
Card 7
A giant bug of some sort rests on the walkway railing, its wings twitching frequently. You approach cautiously, hoping to slip by. Unfortunately, the wasp-thing has other plans.
Test: 2 skull shields, Stealth 1 / Fight (Combat). The card is locked (red lock).
If you take damage, you become poisoned. You may no longer use the skills [Combat] [Brute Force] [Search] [Stealth] until anti-toxin is applied.
Dinnertime
Card 1
The kitchen smells as rank as before, possibly even worse as now the entire Baker family has strangely assembled within the room for 'dinner'. They all look up as you all approach.
"Sit down boy," says Jack.
The son, Lucas, pulls out a chair in mock host formality. "Only room for one more at the table," he says and sits back down to his apparent meal.
The team figures to oblige, at least for the moment, as the digusting feast continues.
Card 2
"Welcome to the family boy! Now sit down! I SAID SIT DOWN!!!" Agent 11 has now fully reverted into to his embodiment Jack Baker and you cannot sense any reminent of the agent within his receptacle. It appears as though the original mind and this bio-infection has taken over...perhaps forever.
He begins to remove his belt as the other two family members both begin to cackle hysterically.
Test: 5 normal shields, 1 skull shield, Fight Jack (Agent 16) (Combat). The card is locked (red lock).
Take ANTIQUE COIN.
Card 3
"Do I know you? No, I don't think so," says the Baker son, Lucas. "Have you found my video yet?" he smiles wickedly. "You know, I see someone...else in your eyes," He continues to stare at you, almost knowingly. "Who are you?" he asks.
You elect not to respond.
Lucas shrugs. "Don't matter none. We'll kill you all anyway." and goes back to eating the disgusting mess still lying on the kitchen table.
Card 4
"Sooo, you did decide to join us for dinner! Welcome! Welcome!" Marguerite pulls out a giant butcher knife and waves it in front of you. You hear the son, Lucas laugh beside you as she says, "Our special guest of honor! Allow me to give you the first slice!"
Test: 1 normal shield, 3 skull shields, Fight Marguerite (Combat). The card is locked (red lock).
Mission Cards
The Mission Successful cards are named by Items 45 and 46, which say "Head to Mission Successful card A" and "card B". The card text is transcribed as printed; the A and B labels follow those references.
Mission Successful Card A
Bob is standing over you as you slowly pull yourself out of the caisson cell. "Agents, I've watched the feed. You found our missing agents and discovered that a bio-infection of unknown origins had permeated into the receptacles of our original task force. Agent, those receptacles are carefully selected! Do you realize how long it takes us to select them? Are trying to make us look incompetent? Is that your goal here?"
He mutters something unintelligible and continues. "You also uncovered a HIGHLY irregular plot of theft and betrayal from within the Agency." Bob grits his teeth while shaking his head. "HIGHLY irregular agents. Truly unfathomable."
He pauses once more. "And you brought back one of our traitorous agents I see. She's waking up now. Very good. We can hand her off to Enforcement. He pauses, What about the other one? No? Hmm, well, this will go on your record of course. As for Agent 11, once fully recovered she will stand trial and I would expect nothing less than cryo imprisonment for 90-100 years, if she's lucky," A perverse smile crosses Bob's lips. "They always go too easy on traiters. Anyway, welcome back regardless. We'll have another mission for you to muck up soon I'm sure." He gives you a final nod and departs.
Mission Successful Card B
Bob is standing over you as you slowly pull yourself out of the caisson cell. "Agents, I've watched the feed. You found our missing agents and discovered that a bio-infection of unknown origins had permeated into the receptacles of our original task force. Agent, those receptacles are carefully selected! Do you realize how long it takes us to select them? Are trying to make us look incompetent? Is that your goal here?"
He mutters something unintelligible and continues. "You also uncovered a HIGHLY irregular plot of theft and betrayal from within the Agency." Bob grits his teeth while shaking his head. "HIGHLY irregular agents. Truly unfathomable."
He pauses once more. "And finally, you failed to bring home our agents, as I SPECIFICALLY requested! I don't care if they were traitorous bastards. Know that this compliance failure has been documented and will show up on your career record. Congratulations, turns out you did live up to my expectations agents, mediocre! Bob begins to turn away before glancing back. "Did you at least bring back some of those valuable coins? No? Didn't think so," he says and walks away. "Welcome back by the way," he calls out just before leaving the room.
You Died
The source prints the number 61 on the page before the receptacle cards. Linking that number to this text is an inference from the card order; the card itself is headed "You Died" and has no number in the text.
Bob glares at you as you emerge from the caisson. "What the hell is going on out there agent?"
You calmly begin to explain the situation...
Bob doesn't care to understand more than what he knows already. "I understand that you are trying to tell me there is some bio-infection of unknown origins taking control of our agents, agent! What I don't understand is why you are giving me a mission report WHEN YOUR MISSION ISN'T COMPLETE! Now, get back out there and bring back our agents!"
You retreat back into your caisson and prepare to begin again.
As the caisson hatch begins to close, Bob speaks once more. "Oh, and agent. This will be your LAST transfer. Laura doesn't know what she is talking about. Find our people within the next hour or we will abort the mission upon your return. You have 60 TU." The caisson door slams shut and you feel the pressure locks seal you inside.
Gaps and Notes on the Source
This section records what the community PDF does not contain or where the transcription relies on a judgment. The PDF is 368 pages; most of them are card art.
- Items 38-44: the PDF contains only the green card backs for these numbers. Their faces, with names and text, are not in the file, so their text is not transcribed.
- Codex Items 01-04: the PDF contains only the green card backs with the number and "Codex Item". No rules text is printed.
- Floor plans and room maps (the Baker residence basement, main house first and second floors, old house, and the main house plan labelled 10/02/2015): art only, with room names. The room names appear in the location headings above. The plans are not reproduced.
- Card art and blank pages: the Base card faces, receptacle portraits, location door faces, and several item faces are picture-only apart from the number or name shown. Blank pages in the PDF carry no text and are skipped.
- Icons: the expansion prints its symbols as pictures. Each icon's name here is taken from the Icon Reference card, from the base T.I.M.E Stories rulebook's Iconography table where the symbol matches, or is described by its shape and colour where the source does not name it. The state tokens are named by pattern only.
- Item 21: the PDF's text layer for this note is corrupt. The text is read from the card image.
- Formulas (Items 17-19 and the Incinerator note): printed as diagrams with coloured symbols. They are transcribed in the order they appear, using the colour names printed or visible on the card.
- Item 5 vs. Item 50: the Trailer bird-cage card (Yard) names "the Machete, ITEM 50". Item 50 is printed as "A Hatchet". Both are kept as printed.
- Card order: the text pages for each location do not print card letters or numbers, so the cards are listed in PDF page order. Each location's door card is the card that carries its name.