Logo for Where's My Glasses
WAKE UP HERO...
ESCAPE THE LAB
  • There are three rooms in this Lab, plus one “Control Room”
  • You start with 15 rolls to exit the three rooms.
  • You can roll as many times as you need to exit each room, but the further you go, the less amount of rolls you have left to use
You wake up one morning, but not in your own bed! You somehow are in your little brother’s secret science Laboratory underneath your house. What’s worse is that he stole your glasses! You somehow have to find your way out of his Lab to get him to give your glasses back!
VISION ROLL
Without your glasses your vision is really blurry. You can see shapes, lights, and colours, but that’s about it.
YOU HAVE A -4 TO YOUR ROLL TO LEAVE THE ROOM.
ENTER THE ROOM
Upon entering a room you roll 2d6 to determine what type of room you entered. Based on what Lab Room you rolled subtracts an additional -X to your roll to exit the room.

EXAMPLE: Your Vision Roll is -4. You roll 2d6 for the Lab Room Table (SEE BELOW) and roll a 5. Looking at the Table a 5 equals the “Library” which gives you a Room Penalty of -2. So your Vision Roll minus Lab Room Roll = Roll Penalty (-4 - -2 = -6). You now have to subtract 6 from your roll to exit the room.
SEARCH THE ROOM
After the Lab Room Type is rolled, you may choose to roll 2d6 to search the room. If you do it’ll cost you one roll from your total, but it could provide a Random item from the Search Table  (SEE BELOW)
EXIT THE ROOM
In order to exit the room, you must roll a 2 or higher after subtracting the Vision Roll and the Room Penalty Roll
CONTROL ROOM
Once you’ve exited three rooms, you’ve now reached the “Control Room!” But, there are so many unLableled buttons. But which ones opens the exit? You must find 3 correct buttons to open the exit door. Roll successfully 3 times to exit and win the game. But if you roll and fail 3 times the Alarm goes off and your brother’s Robot Minions take you back to the beginning without your glasses.
  • YOUR ROLL TOTAL DOES NOT APPLY TO THE CONTROL ROOM
  • THE CONTROL ROOM PENALTY IS -3 TO YOUR TOTAL ROLL
  • ALL YOUR COLLECTED ITEMS FROM THE PREVIOUS ROOMS CAN AID IN YOUR ROLLS
YOU DID IT!
When you successfully exit the Lab and find your brother, he hands you your pair of glasses. He was secretly fixing them for you as a surprise. You hug and he asks if you want to play a game with him. Y/N?
LAB ROOM TABLE
When you enter a room you roll 2d6 to determine what type of Room you enter. In order to exit the room you must roll a 2 or higher. Rooms can be encountered multiple times
1-2 = STORAGE CLOSET
  • ROOM PENALTY = -1 TO YOUR ROLL
  • DESCRIPTION: A small tiny room with lab coats, hazard suits all hung up that fills the entire closet and it’s hard to manouver around to get out.
3-4 = CHEMISTRY LAB
  • ROOM PENALTY = -1 TO YOUR ROLL
  • DESCRIPTION: Tables filled with beakers of different colour chemicals boiling and bubbling in them with different experiments to avoid knocking into them.
5-6 = MESSY LIBRARY
  • ROOM PENALTY = -2 TO YOUR ROLL
  • DESCRIPTION: Piles of books and papers are all over the room that block your path to exit.
7-8 = SERVER ROOM
  • ROOM PENALTY = -2 TO YOUR ROLL
  • DESCRIPTION: A large cold dark room that has tall server stacks with blinking lights on them. It can be a maze to get out of here.
9-10 = FIELD TESTING ROOM
  • ROOM PENALTY = -3 TO YOUR ROLL
  • DESCRIPTION: There are several large mechanical devices that are propped up for different field tests. The lights are kept so bright it makes it hard to see.
11-12 = ELECTRONICS LAB
  • ROOM PENALTY = -3 TO YOUR ROLL
  • DESCRIPTION: A ton of shelves filled with electronic parts surround a large workbench with dangerous tools laid out on the bench. 
RANDOM ITEM TABLE
After you’ve determined what Room you entered, you may roll 2d6 to search it. If you do it’ll cost you one roll from your total. You can search the room only after your rolled for the Room Type and before you start your rolls to exit the room. You can only search each room once. Also if you roll the same number again in a different room, that item was already collected and cannot be collected again.
1-2 = NOTHING
DESCRIPTION: You searched and couldn’t find anything. You lose 2 rolls from your total
3-4 = A PAIR OF BROKEN GLASSES
DESCRIPTION: The glasses are the wrong perscription, so you find nothing to help you.
5-6 = A LARGE PRINT FIRE EXIT MAP
DESCRIPTION: You gain a one-time use lower the Room Penalty by 1.
7 = A PHONE WITH 1% BATTERY
DESCRIPTION: You gain a one-time use free re-roll. No limitations.
8-10 = A MAGNIFYING GLASS
DESCRIPTION: You gain a one-time use +1 to your Vision Roll
11-12 = ACCESSIBILITY AID
DESCRIPTION: You find either a Blind Cane, A Guide Dog, or a phone with a Blind Accessibility app, you decide. You get a +1 added to your vision roll.