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Introduction There is no doubt in my mind, that FFG delivered some of the most beautiful and interesting board games of our time. With this scenario I try to make a small contribution to the Arkham- community and to FFG by supplementing Mansions of Madness with fresh blood and new ideas. Just as Mathildadad has enabled and inspired me to make my design, I hope others will be inspired to upload and shar scenarios. When playing the story of the arctic explorer you should notice that the scenario in four aspects does not resemble the scenarios in the original game; - The arctic explorer is designed to be played once only. - Independent human characters are in play on the board, and might help or hinder the players. - Focus lies on the mood and storytelling aspect of the game. Thus some of the clue texts might seem unnecessarily long. - It is possible to work on several leads at once. The intention of this design decision is to force the players to prioritize their actions and possibly even split the party. Good luck in the investigation of the artic explorer. Please let me know how what you like/dislike in the story. - Hans Peter Hartsteen (hphartsteen@gmail.com) 1

The Arctic Explorer

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The Arctic Explorer

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The Mysteries of the Oswald Wirth Tarot

Introduction

There is no doubt in my mind, that FFG delivered some of the most beautiful and interesting board games of our time. With this scenario I try to make a small contribution to the Arkham-community and to FFG by supplementing Mansions of Madness with fresh blood and new ideas.

Just as Mathildadad has enabled and inspired me to make my design, I hope others will be inspired to upload and shar scenarios.

When playing the story of the arctic explorer you should notice that the scenario in four aspects does not resemble the scenarios in the original game;

- The arctic explorer is designed to be played once only.

- Independent human characters are in play on the board, and might help or hinder the players.

- Focus lies on the mood and storytelling aspect of the game. Thus some of the clue texts might seem unnecessarily long.

- It is possible to work on several leads at once. The intention of this design decision is to force the players to prioritize their actions and possibly even split the party.

Good luck in the investigation of the artic explorer.

Please let me know how what you like/dislike in the story.

- Hans Peter Hartsteen ([email protected])

The Arctic ExplorerInvestigator Guide

The story so farYou had travelled dusty roads and desolate villages for months, while researching an occult case for your old friend Dr. Ludvigsen. You couldnt believe your luck when an elderly librarian led you to understand, that the book you were searching for, De Vermis Mysteriis, was part of a private collection of occult books, held in a lavish estate manor close by.

This breakthrough led you to Chteau des Avenires in Comberville, California. The Chteau housed both Brian Tonnerre, the last descendant of the patrician family, and a remarkable collection of books gathered over quite a few generations.

Special RulesBrian Tonnerre and Gregory Sert are present on the board, and can be harmed by both monsters and investigators. Each has 8 Stamina. Investigators can share items with either of these at any point.

Both Brian and Gregory start the game in Hallway 4.

The Keeper must move Brian and Gregory in the Gain threat step of the keeper phase, in accordance to the rules specified in the Keeper guide.

Keeper GuideWhile the investigators are reading the story and setting up the map, perform the setup according to the usual rules.

Notice: This adventure does not have any story choices, providing a coherent story meant to be played only once.

Component setup

1. Clue cards: Claim the storys clue Exploration cards. In this specific scenario make sure you print the clues, cut them out and use clue Explorations card numbered 1 through 6 from one of the scenarios included in the game.2. Exploration: Axe, Colt .38, Crucifix, Cult Robes, De Vermis Mysteriis, Dhol Chants, Knife, Lantern, Magic Phrase, Nameless Cults, Ruby of RLyeh, Shotgun, silver Key, Startling Evidence, Torch, Whateleys Diary, Whiskey, Nothing of Interest *10.3. Obstacle: Puzzle Box, Lockbox

4. Lock: Dark Room, Dreadful Passage, Magical Lock. Rune locked Door, Locked Door, Padlocked Door, Sealed Door

5. Build Mythos Deck: Outside (Fireplace), Inside (Door), Darkness (Bat), Weapon (Pistol)

6. Claim Keeper Action Cards: Darkness, Evil Presence, and Uncontrollable Urges (Raise Dead and Creature of the Night are inactive at the beginning of the game, but should be kept close at hand).7. Starting Cards and Threat: Nothing. Special RulesBrian Tonnerre and Gregory Sert are present on the board, and can be harmed by both monsters and investigators. Each has 8 Stamina. Investigators can share items with either of these at any point.

Both Brian and Gregory start the game in Hallway 4. For play testing we used the FFG miniatures of Charlie Kane (for Gregory Sert) and George Barnaby (for Brian Tonnerre)Each round (beginning in the first keeper phase in the Gain threat step) Brian will move two steps towards the library. When he gets there, he will find the De Vermis Mysteriis (activated by an event card), and will be able to hand it over to the investigators. After this he moves to the study and end the game there.Each round Gregory will move one step towards the Kitchen Storage.

Prologue

As darkness settle over Chteau des Avenires and the song of the cicadas intensify, you drive down the gravel road, pass a small wayside chapel and park in front of the lavish gothic Chteau.

As you turn of the headlights you notice a tall, slim figure moving behind the chapel windows. You consider looking into this, but before you have a chance to investigate, the doors to the hallway of the Chteau open, and in the vague light you see two silhouettes moving towards you. Brian Tonnerre and his butler Gregory Sert greet you courteously, and as you walk towards the door the old man express his warm feeling toward you.

I will be happy to provide you with the inimitable De Vermis Mysteriis, if you will pleasure me with by staying the night. It is not often I get visitors these days - especially not connoisseurs of the old arts - and I long to tell the stories of my arctic expeditions to someone who may possibly truly treasure them...

Being polite guests you decide to humour the old man by inquiring into his travels, and he happily recounts.

Well it must have been 26 years ago this summer. As a child I had been terribly inspired by the exiting adventures of Sir Robert McClure, who was credited with the discovery of the Northwest Passage by sea. I, however, explored the barren artic wastes of Greenland, and it almost cost me my life. If it hadnt been for Gregory, I surely would not have been here today.

With elegant strides, Brian heads of toward the library. Gregory limps slowly towards the kitchen.

And being investigators you might even be able to advice me on a quandary. My family crypt has recently suffered from frequent cases of vandalism. Please follow me

Seed CardsLibrary

Whateley s Diary, Clue 1

Study

Dhol Chants, Clue 2, Puzzle Box (?)Master bedroom

Colt .38, Lockbox (?)

Kitchen

Knife

Kitchen Storage

Nothing of Interest, Dreadful Passage (Lock)Dining room

Whiskey

The tower room

Shotgun, Clue 3, Locked Door (Lock)The Attic Storage

Ruby of RLyeh, Padlocked Door (Lock)Hallway 4

Brian and Gregory miniatures

Guest bedroom

Nameless cults, Magic Phrase, Clue 5, , Runelocked Door (Lock)Storage closet

Nothing of Interest, Sealed door (Lock)Chasm

Clue 6, Dark Room (Lock)

Root Cellar

Torch Chapel

Crucifix, Clue 4. 1 body counter.Crypt 1 body-counterCeremony Room 3 body-counters, Cult Robes, Magical Lock. (Lock)

Face down in front of the Keeper

Silver Key, De Vermis Mysteriis (Possessions to be given to Brian as specified by events). And the Keeper cards Raise Dead and Creature of the Night (Inactive at the beginning of the game, but are activated by events).Clues:

Clue 1Excerpts of Tonnerre family genealogy:- Pierre Tonnerre left the home country of France in 1723 to search the land of opportunity, America. With him was his grandfather's large library, a small fortune in gold and the desire to carve out a career as a wine grower.

- Pierre's great-grandson, James, in 1788 donated the village a small chapel. It was a noble gesture, although it was rumored that the donation was due to fears of a peasant uprising.

- Brian Tonnere, the eighth generation of the family, threw himself over a number of expeditions in northern Canada and southern Greenland. A severe infection in his leg forced him however in 1875 to abandon his expeditions

Clue 2

Well all my old expedition paraphernalia is in the tower. Statues, notes, my diary and even my trusted shotgun are stored there. Perhaps you would be interested in taking a further look on my old notes?

Clue 3Excerpts from the diary of Brian Tonnerre

31/8/74, Kraulshavn.As the ice split with a thundering roar, our dogsled and forspand was divorced from the rest of the expedition. Gregory and I have no compass, but draws north to meet with the expedition near Kullorsuaq.

7/9/74 ?It is five days since the guide dog died. There must have been bacteria in the raw dog meat, I could not endure. We leave the unnecessary equipment and hope I can rest on the sled on the long stretches.

?/9/74I must have been unconscious - Gregory says for three or four days. We are with an Eskimo tribe. I do not understand their language. Ayashkimew means Eaters of raw meat in their tongue.

Winter(Almost illegible handwriting)I'm burning up. Deformed Eskimos. That rotten dog meat. Obscure drum sounds. Nuliayuk, Nuliayuk.

Clue 4The local priest is present in the small family chapel. I am looking into the recent vandalism, but I have no clue to what has happened. I actually made an appointment with Gregory, as I expected he might have knowledge of what has happened. If you want to talk to him, he lives in the small guesthouse west of here.

The priest step toward the crypt, bus the moment he open the door, a slim arm reach out for him and pull him into the chapel. His scream is short Place a zombie in the chapel. Take 2 horror.

Clue 5As you go through Gregorys personal stuff, you find disturbing tupilaqs made from polished bones. Beneath the bed lies a small collection of human bones.

Take one skill point and 2 horror.

Clue 6

On the ground lies a stack of books and countless papers with indistinct notes. You pick up one of the notes :... And through Nuliayuk there will be salvation and clarity and by his will the souls of the many are released and shall penetrate flesh and animate it ...An outcry disturb you..

Event 1 (Time 2)In the library; some books are missing from the library, but De Vermis Mysteriis is still there I wonder why so many books are missing. Where could I have misplaced them? Perhaps Gregory knows... I will ask him later. If you are interested in my journeys, I might have some notes in my study. Brian strolls toward the oaken door in the back of the room.

The Keeper card Raise Dead is given to the keeper. De Vermis Mysteriis and a Silver Key is given to Brian.

Event 2

(Time 4)Only god can save us now! Lightning strikes the tower and the lights in the tower go out... Then an eerie howl echoes in the tower, and an evil spirit of materialize among the old equipment from the arctic expedition.

Place three Darkness-counters in the tower. Place a Hound of Tindalos in the Tower Bedroom. The keeper gain the keeper card Creature of the Night.

Event 3

(Time 2)

You look disbelief at the crypt wall, as it erodes and the plaster given way to strangely entangled limbs. A deformed shape is clawing its way out into the open ... More are following behindRemove the door-blocker between the Chapel and the Ceremony room, thus revealing the secret passage. Place a zombie in the crypt.

Event 4

(Time 1)

I began to fear you would be able to spoil my plan, but you shall not succeed in stopping me! Gregory Sert laughs manically, as he opens a hidden trapdoor in the kitchen storage. Nuliayuk, Nuliayuk! Your servant is summoning your favors once again.The secret passage in the Kitchen Storage is revealed + the objective of the game. Gregory is replaced by a cult leader miniature. Gregory still has 8 Health. Event 5

(Time 2)Darkness covers the land.

All rooms within the Chteau des Avenires are subject to the darkness rule.

Event 6

(Time 5)Gusts of wind blow through the ceremonial chamber, and as the chanting of Gregory grows louder the earth seem to shiver.

At the height of his voice Gregory cries Nuliayuk, Nuliayuk as countless spirits takes physical shape in his mouth and twist it out of shape. From Gregorys body strange creatures are formed. They move towards you

The Keeper and the investigators loose the game.

Game objectivesInvestigator victory objectiveNeutralize (kill) Gregory

Keeper victory objectiveWhen Gregory reach the alter, the keeper is allowed to place a token on the alter. Each time Gregory performs the ritual (once pr. Turn unless stunned) Gregory can place 1 further token. When 3 tokens are present, Gregory has completed the summoning of Nuliayuk (Nyoghta), and the game ends.

FAQ:

Is there a passage between Chapel and Crypt.

Start

Ladder

Altar

Hiding Space

Sealed Door

Barrier

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