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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

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Page 1: The Arctic Explorer v2.0

IntroductionThere 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])

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The Arctic Explorer

Investigator 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 couldn’t 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 Château des Avenières in Comberville, California. The Château 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.

Hint

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BarrierSealed Door

Hiding Space

Altar Ladder

Start

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The secrets of the Arctic Explorer will be hard for the investigators to win unless they follow several leads at once. The scenario is design for 3-4 players, and you should consider splitting the party early on.

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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 story’s 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 R’Lyeh, Shotgun, silver Key, Startling Evidence, Torch, Whateleys Diary, Whiskey, Nothing of Interest *10.

3. Obstacle: Puzzle Box, Lockbox4. Lock: Dark Room, Dreadful Passage, Magical Lock. Rune locked Door, Locked Door,

Padlocked Door, Sealed Door5. 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.

HandoutsBeing a sucker for storytelling I have made two handouts that should be cut out and given to the players when they find the corresponding clues (4 and 6).

PrologueAs darkness settle over Château des Avenières 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 Château. 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 Château 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 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...”

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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 hadn’t 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 …”

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Seed Cards

Library o Whateley’ s Diary, Clue 6

Study o Dhol Chants, Clue 5, Puzzle Box (?)

Master bedroom o Colt .38, Lockbox (?)

Kitcheno Knife

Kitchen Storageo Nothing of Interest, Dreadful Passage (Lock)

Dining roomo Whiskey

The tower room o Shotgun, Clue 4, Locked Door (Lock)

The Attic Storageo Ruby of R’Lyeh, Padlocked Door (Lock)

Hallway 4o Brian and Gregory miniatures

Guest bedroom o Nameless cults, Magic Phrase, Clue 2, Runelocked Door (Lock)

Storage closet o Nothing of Interest, Sealed door (Lock)

Chasm o Clue 1, Dark Room (Lock)

Root Cellaro Torch

Chapel o Crucifix, Clue 3. 1 body counter.

Crypto 1 body-counter

Ceremony Roomo 3 body-counters, Cult Robes, Magical Lock. (Lock)

Face down in front of the Keepero 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).

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FORBIDDEN BOOKSThe Arctic Explorer

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 Raise Dead keeper card is given to the keeper. De Vermis Mysteriis and a

Silver Key are given to Brian.

When Gregory reach the alter the Keeper may place one “ritual token” on the alter pr. turn. The Keeper wins if 3 tokens are present as Gregory has completed the summoning of

Nuliayuk (Nyoghta).

The investigators win if they manage to neutralize (Kill) Gregory Sert.

The Arctic Explorer

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LIGHTNING STRIKESThe Arctic Explorer

“Only god can save us now!” Lightning strikes the tower and the lights of the tower go out...

Then an eerie howl echoes in the tower, and an evil spirit

materialize in the old expedition equipment.

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.

IN THE CHAPELThe Arctic Explorer

You watch in 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

behind…

Remove the door-blocker between the Chapel and the Ceremony room, thus revealing the secret passage. Place a zombie in the

crypt.

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DEMASQUEThe Arctic Explorer

“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.”

A ladder in the Kitchen Storage is revealed and the objective of the

game is revealed. Gregory is replaced by a cult leader

miniature. Gregory still has 8 Health, but gain the attack capability of a Cult Leader.

DARK WOESThe Arctic Explorer

Darkness covers the land.

All rooms within the Château des Avenières are subject to the

“darkness” rule.

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THE ARCTIC EXPLORER

Tugged in with the books on history you find a dusty volume.

The volume describes the Tonnerre family genealogy.

Receive Handout 1:Excerpts of Tonnerre family

genealogy.

THE ARCTIC EXPLORER

As you go through Gregorys personal stuff,

you find disturbing

tupilaqs made from polished walrus bones. Beneath the bed

lies a small collection of bones that resemble the bones

of humans.

Take one skill point and 2 horror.

THE ARCTIC EXPLORER

The priest is present in the family chapel. “I am looking into the

recent vandalism and have made an appointment with

Gregory here, as I expect him to have knowledge of what has

happened. He lives in the small guesthouse west of here.”

As the priest step toward the crypt 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.

THE ARCTIC EXPLORER

Between the boxes of old equipment you find a small book bound in

soft animal hide. It seems to be an old journal.

Receive Handout 2: Excerpts from the diary of

Brian TonnerreTake 1 skill point.

THE ARCTIC EXPLORER

“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?”

THE ARCTIC EXPLORER

Tugged in with the books on history you find a dusty volume.

The volume describes the Tonnerre family genealogy.

Receive Handout 1:Excerpts of Tonnerre family

genealogy Take 1 skill point.

NULIAYUK REBORNThe Arctic Explorer

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 twists it

out of shape. From Gregorys body strange creatures are formed.

They move towards you…

The Keeper and the investigators loose the game.

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- 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

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.

Handout 1

Handout 2

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FAQ

Q: Is there a passage between Chapel and Crypt?A: Not initially, no. but as the game progress, a passage will open.

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