mansions of madness - fully revised scenarios v1-3

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This document has been created with the help of the BGG community in an attempt to correct some gameplay problems that have been identified in the scenarios of Mansions of Madness. This document contains revisions to many of the cards that may cause a scenario to become unbalanced (or even broken), or even just un-fun. There are also an assortment of other enhanced components that when used will hopefully make your games even more enjoyable. Many thanks especially to BGG users salty53, for the scenario breakdowns on which most of the revised mechanics in this mod are based, Hinnyboy for constantly making me think, Matildadad for providing the templates used to create the cards, and Gnome01 for the thumbs! General Rule Changes When playing Mansions of Madness using components from this file, the following rule changes are in effect for all games: Keeper Actions Keeper action cards now fall into three types: • Normal Actions are the same as in the base game rules; the keeper may use them as many times as he likes without restriction providing he has the threat to pay for them. • Restricted Actions may be performed as many times as the keeper likes, but only once per round on each target of the action. • Diminishing Actions may be performed as many times as the keeper wishes, but the cost in threat increases by 1 for each time it is used beyond the first in a single round (so +1 threat the second time it is used, +2 the third time, etc). Event Cards All players may read all Event cards before the scenario begins, if they wish. The keeper may read through the deck of Event cards at any time while the game is in progress. Additionally, Event 5 no longer ends the game directly in any of the scenarios. Instead, most Event 5 cards now contain an effect that will remain in play until the end of the game (either the investigators win or the keeper wins by completing their objective). If in the unlikely event that both the investigators and the keeper complete their objectives simultaneously (or are unable to complete their objectives), the game is considered a draw. Clue Cards & Skill Points Whenever an investigator uncovers a clue card while exploring, all investigators receive 1 skill point. Starting Items Investigators may not use other investigators’ starting items (though may still pick them up and carry them if need be).

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Mansions of Madness. Fully Revised Scenarios for base game

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  • This document has been created with the help of the BGG community in an attempt to correct some gameplay problems that have been identified in the scenarios of Mansions of Madness. This document contains revisions to many of the cards that may cause a scenario to become unbalanced (or even broken), or even just un-fun. There are also an assortment of other enhanced components that when used will hopefully make your games even more enjoyable.Many thanks especially to BGG users salty53, for the scenario breakdowns on which most of the revised mechanics in this mod are based, Hinnyboy for constantly making me think, Matildadad for providing the templates used to create the cards, and Gnome01 for the thumbs!

    General Rule Changes

    When playing Mansions of Madness using components from this file, the following rule changes are in effect for all games:

    Keeper ActionsKeeper action cards now fall into three types:

    Normal Actions are the same as in the base game rules; the keeper may use them as many times as he likes without restriction providing he has the threat to pay for them.

    Restricted Actions may be performed as many times as the keeper likes, but only once per round on each target of the action.

    Diminishing Actions may be performed as many times as the keeper wishes, but the cost in threat increases by 1 for each time it is used beyond the first in a single round (so +1 threat the second time it is used, +2 the third time, etc).

    Event CardsAll players may read all Event cards before the scenario begins, if they wish. The keeper may read through the deck of Event cards at any time while the game is in progress.

    Additionally, Event 5 no longer ends the game directly in any of the scenarios. Instead, most Event 5 cards now contain an effect that will remain in play until the end of the game (either the investigators win or the keeper wins by completing their objective).

    If in the unlikely event that both the investigators and the keeper complete their objectives simultaneously (or are unable to complete their objectives), the game is considered a draw.

    Clue Cards & Skill PointsWhenever an investigator uncovers a clue card while exploring, all investigators receive 1 skill point.

    Starting ItemsInvestigators may not use other investigators starting items (though may still pick them up and carry them if need be).

  • Investigator DeathWhenever any investigator is killed before the objective is revealed, the keeper immediately gains bonus threat equal to the number of investigators.

    Monster SecrecyInvestigator players may not look under the base of a monster until it is killed or otherwise removed from play.

    Lock CardsInvestigators must reveal and resolve any Lock cards in rooms that they are attempting to either enter or exit (meaning it is now possible for investigators to get locked in).

    FireThe following three rules are added to the standard rules regarding fire:

    Whenever a fire and a darkness token are present in the same room together, the effects of the darkness no longer apply (you can place the fire token on top of the darkness token to remind you of this). The darkness token remains on the board however, and it will continue to have its effect if ever the fire token is removed.

    If ever a zombie ends its turn in a room on fire, after it has taken its damage as normal, it becomes a flaming zombie. Place a fire token on the zombie to denote this. A flaming zombie gains -1 to its horror rating and +1 to its damage rating. The zombie is not affected by the fire token in any other way.

    A room may contain more than one fire token (though not more fire tokens than the number of spaces that make up the room, as stated on the Pyromania card). A figure ending its turn in a room on fire takes an amount of damage equal to the number of fire tokens in the room (instead of the standard 2 damage as in the original rules).

    Stun TokensStun tokens now have the following effects for monsters and investigators:

    Investigators with a stun token receive 1 fewer Movement Step during their turn and suffer a -2 penalty to all attributes. If an investigator receives a stun token during his turn, he immediately loses 1 Movement Step, if he has any remaining.

    Monsters with a stun token move 1 fewer space during their turn and suffer a +/-2 penalty to all die rolls made during combat. Monsters discard stun tokens at the end of the Monster Attack Step.

    Component LimitationsAll status effect tokens (such as darkness and fire) are considered limited. If ever a player must place one on the board and there are none in the supply, the player must take one from elsewhere on the board to use.

  • Suggested Rule Changes

    These rule changes are suggested but not obligatory. Use them if your group agrees with the philosophy behind their intent.In any game of Mansions of Madness - whether using these revised rules or the base rules - some choices are simply better than others and may lead to players always choosing the best of any particular set of options, leading to less variety between games. If you think it might be more interesting to see a greater variety of options being played out, with the players adjusting their strategies to the strengths of what they are presented with rather than just choosing the superior option every time, use these two rules:

    Random Story ChoicesAt the beginning of the game, the story choice markers for the scenario are placed face down and mixed up. The keeper then selects his story choices randomly.

    Random Trait CardsAt the beginning of the game, each investigator player randomises the two physical trait cards for his investigator and selects one without looking. He then does the same for his investigators mental trait cards.

    Mythos CardsThis variant is for those who find the constant interruption of Mythos cards an annoyance and/or find that the Mythos cards create unthematic situations when played to interrupt an investigators turn (for example, a Mythos card stating that an investigator is exploring a room when in fact they are just passing through it).

    Unless the Mythos card specifies a specific time when it should be played (i.e, Play when an investigator attempts to cast a spell..., etc), the keeper may now play Mythos cards only:

    During his own turn; all requirements on the card must still be fulfilled, and the keeper spends threat to play the card, as usual. Only one Mythos card may be played on each investigator during the keepers turn. Any effects on Mythos cards that refer to this turn refer to the investigators upcoming turn.

    At the beginning of an Explore action; again, requirements must be fulfilled, but the keeper gets to play the card for free. One card may be played at the beginning of each Explore action (regardless of whether that investigator had a Mythos card played on him/her during the keepers turn, or whether the investigator somehow receives more than one Explore action in a turn). The effects of the Mythos card are carried out before any exploration cards in the room are revealed. If the effects of the Mythos card mean that the room can then not be explored (for example, the Mythos card makes the investigator gain a horror, followed by a Panic trauma, meaning the investigator is no longer in the room), the Explore action is still considered spent.

    Scenario-Specific Rule Changes

    The following pages contain overlays to replace certain sections in the Investigator and Keeper Guides for each scenario. You can either keep these as separate sheets, or you can print them on to label sheets, cut them out, and stick them into the Guides in the correct places.

  • Additional Setup InstructionsKeep the Raise Dead and Pyromania keeper action cards nearby.

    5 extra threat and

    Exploration: Axe, Brass Key, Ceremonial Skull, Crowbar, De Vermis Mysteriis, Dhol Chants, Fire Extinguisher, Magical Phrase, Nameless Cults, Ruby of Rlyeh, Sedative, Shotgun, Silver Key, Sledgehammer, Torch, Whateleys Diary, Nothing of Interest x4 (if you own the Forbidden Alchemy expansion, replace 1 Nothing of Interest with True Magick).

    2. Claim Keeper Action Cards: Command Minion, Darkness, Evil Presence, Take Sample, Uncontrollable Urges.

    Dhol Chants,Dhol Chants,

    Nameless Cults

    Nameless Cults

    Special RulesInvestigators may use the action on the Torch card without discarding it.

  • Special RulesThis scenario may only be played if there are two or more investigator players.Investigators may attack each other as if they were humanoid monsters. The keeper may not use Uncontrollable Urges to make an investigator attack another investigator with a spell.If the keeper hands an investigator a face down Mythos card, that investigator may look at it but may not share this information with other players. The card is revealed when the investigator dies.Whenever an investigator explores a room, the keeper takes the exploration cards, looks at them, then passes them to the investigator face down. Investigators must keep any cards in their possession face down (though may look at those cards themselves at any time) and may not tell other players what face down cards they hold. A card is only turned face up when it is used for the first time (cards that provide a continuous bonus are revealed the first time the bonus becomes relevant, such as when an attribute test is performed). Investigators may still exchange cards as normal, with the card retaining its orientation for the exchange.Clue cards are never revealed nor may they be read out (though they may still be exchanged) - the finder of the clue may only state where he believes the next clue to be located.The keeper may not reveal what is written on the Objective card unless a rule specifically allows him to.

    Claim Keeper Action Cards: Creature of the Night, Evil Presence, Raise Dead, Uncontrollable Urges, Witchcraft.

    6.

    Exploration: Brass Key, Ceremonial Skull, Colt .38, Crowbar, De Vermis Mysteriis, Dhol Chants, Elder Sign, Knife, Lantern, Magic Phrase, Nameless Cults, Password, Ruby of Rlyeh, Saturnian Wine, Sedative, Silver Key, Sledgehammer, Startling Evidence, Torch, Whateleys Diary, Whiskey, Nothing of Interest x10.

    2.

    Place the Ceremonial Skull card to one side, then shuffle the remaining cards and place 1 random card in each empty room (except the Foyer).

    LANTERN

    Equipment.Investigators may ignore darkness

    in your room.Action: Discard this card and

    place a fire token in your room. You may then deal 3 damage to a

    monster within 1 range.

  • CLOCK STRIKES 10The Fall of House Lynch

    I3A: A fiery figure bolts down the hallway towards the bedroom.

    Place a flaming zombie in Hallway 2. The keeper gains the

    Pyromania action card.

    3B: The skinless remains of a man throws open the door of the

    laboratory.Place a zombie in the foyer. The keeper gains the Raise Dead

    action card.

    You can only presume this is what became of the previous investigators to venture here.

    CLOCK STRIKES 11 CLOCK STRIKES 1The Fall of House Lynch The Fall of House Lynch

    II IV2A: Walter Lynch picks up his axe

    and runs down the hall.

    If there are no maniacs on the board, the keeper may place one in the Foyer. He may then move any

    maniac up to 2 spaces.

    1A: Walter laughs at you maniacally. The man has clearly lost his mind!

    If Clue 1A has been found, place 1 time token on the next Event card.

    2B: A ghostly scene plays out before you. There is an explosion

    of gunfire!

    Attack each investigator in a bedroom or hallway space as if they were a humanoid monster. You are

    considered to be using a ranged weapon with a damage value of 2, and pass all attribute tests on a roll

    of 5 or lower.

    1B: Something indescribable in the depths of the house begins to

    prepare its escape.

    Discard all Lock cards.

    1C: The front door locks with a loud click.

    In order to escape, investigators must solve Lock Puzzle #6B:

    DARK POWERSThe Inner Sanctum

    IIDeep within the monastery, an

    ancient ceremony begins. Blood is spilled and a dark power closes its

    grasp on your soul.

    The keeper gains threat equal to half the current total damage on the

    investigators (rounded down).

    THE WITCHING HOURThe Inner Sanctum

    IV1A: You cover your ears and pray for the strange voices to get out of

    your head.

    The keeper chooses an investigator to receive 1 horror for each adjacent room that contains at least 1 cultist

    or cult leader.1B: The ritual is about to begin!

    The keeper may move each cultist 1 space.

    1C: A hulking cultist guards the door with a large knife in hand.

    The keeper places a cult leader in the Chapel. Investigators may not

    escape from a space containing this monster.

    TOO LATE...The Inner Sanctum

    V1B: If there is no chthonian in play, the

    investigators win. Otherwise:The abomination lashes out at the puny

    beings around it.

    The keeper chooses one cultist in the Chapel to be killed and one investigator

    to be attacked by the cthonian.

    1C: If there is a zombie, a Hound of Tindalos and a shoggoth each in a room

    with an investigator, the keeper wins.

    Otherwise: The stars align without the ritual taking effect. Angry cultists start

    to flood into the monastery, ready to tear you apart limb from limb!

    Reveal Objective. The Summon Worshippers keeper action is no longer considered Restricted and may be used

    without spending threat.

    THE BARGAINBlood Ties

    IAn alien voice cuts through the air.

    Hello, preccciouzz one. Your uncle and I had a bargain - a pact, youz

    see. Will you abide it?

    The blood relative must choose 1 of the following:

    Choose an investigator to take 1 horror and receive any spell card.I give you a glimmer of his great

    power!

    Place a mi-go in his space.

    No, no, nooo. We must finish our workz!

    THE CATCHBlood Ties

    IIINow it is time for you to do

    something for uzzz.

    If the blood relative chose an investigator to receive a spell card for Event 1, he must now choose 1 of the following for the keeper to

    perform: Place 1 sample token on the altar.

    Place a fire marker in any 2 rooms that are adjacent to a room already

    on fire.

    Deal a total of 4 horror and/or damage to the blood relative,

    divided however the keeper wishes.

    CLOCK STRIKES 2The Fall of House Lynch

    VAs the clock strikes 2 the ground

    begins to shake.

    Something ancient and deep beneath the house rapidly pulls the foundation down into the ground. The answers no longer matter as

    investigators and monsters struggle for their lives.

    Reveal Objective. At the end of each round, remove 2 tiles from

    the board containing rooms in the following order: Ceremony Room & Garden; Dining Room & Master Bedroom; Basement & Laboratory;

    Guest Bedroom & Hallway 2; Hallway 4 & Foyer. Any figure on a

    removed tile is killed.

  • BAD STUDENTSClassroom Curses

    IThe lights continue to flicker and dim. At the end of the hallway you

    can just about make out a pair of silhouettes - a couple of the

    schoolgirls...

    The keeper places two witches and a darkness token in Hallway 3. Each witch has +2 health per

    investigator.

    OUT OF ORDERClassroom Curses

    II

    4A: ...fire shoots out from the furnace, engulfing the room in flames.

    Place 2 fire tokens in the Furnace Room.

    4B: ...the temperature in the freezer plummets at an alarming rate.

    For the rest of the game, investigators who end their turn in the Freezer

    gain a stun token and investigators in the Freezer during the Investigator

    Trading Step do not discard stun tokens.

    LIGHTS OUTClassroom Curses

    IIIFrom the switches and fixtures

    throughout the building, sparks fly and loud popping noises can be

    heard. A distinct odour of ozone and burnt wiring invades your senses as the occult energies that fill the air

    suddenly intensify, making your hair stand on end and sending the school

    around you into chaos!

    For each sample token on an altar, the keeper may perform one of the

    following: Add or remove a darkness token on

    the board. Remove a fire token from the board.

    Gain 1 threat.

    BAD TO WORSEClassroom Curses

    IV1A, 1C: Through the gloom you can begin

    to perceive the vague outline of strange creatures, like shadows, making changes

    to the electrical wiring and installing their own alien equipment.

    The keeper places 1 mi-go on the board for each altar that has at least 1 sample token on

    it. He may place these mi-go in the Tower Room and/or the Operating Room (1 per

    room).

    1B: The feeling of magical energy in the air reaches a crescendo, then fades, leaving

    nothing but an unsettling calm...

    Reveal Objective. The keeper places a Hound of Tindalos (with +2 health per

    sample on an altar) in the Tower Room and discards all Lock cards. He may then move the Hound of Tindalos up to 2 spaces for each unrevealed clue still on the board.

    FROZEN VISITORGreen-Eyed Boy

    IThe door flies open and an hysterical

    man enters the room. He wears a thick winter jacket and icicles cover his salt

    and pepper beard.He runs to you and grabs the collar of your shirt. Oh god, he weeps, it is

    unspeakably horrible.

    His legs give way and he collapses to the floor. I should have listened. Damn

    curiosity, damn it to hell!

    He looks up at you. Please save yourself... save everyone. Whatever you

    do, do not open the freezer-

    His eyes close for the last time.

    Remove the sealed door marker from the Freezer door. Place a corpse marker in

    the same space as the investigator closest to the Freezer (keepers choice if tied).

    TOUCH OF MADNESSGreen-Eyed Boy

    II5A: A door slams open and the boy runs frantically through. A madman chases him, axe high over his head.

    The keeper places 1 maniac in any investigators room. When this maniac is killed, place a corpse

    marker in its space.

    5B: You hear murmering voices growing louder and louder. You

    grab your head and yell, SHUT UP! Silence. The boy appears

    around the corner with a finger to his lips. SHHH.

    Each investigator takes 1 horror.

    CURIOSITY KILLSClassroom Curses

    V1A: Parts of the school begin to fade away. The horrors start screeching Yuggoooth!

    Reveal Objective. At the end of each round, remove 2 tiles from the board containing

    rooms in the following order: Tower Room & Attic Loft; Study & Hallway 3; Furnace

    Room & Hallway 1; Laboratory & Hallway 4; Corner Hall & Gallery. Any figure on a

    removed tile is killed.1B: Fog pours out of the angles of the room. More of the hellish creatures have arrived!

    The keeper may place up to 2 Hounds of Tindalos, each with +1 health per sample on

    an altar, in the Attic Storage.1C: Puny mortals!

    Reveal Objective. Instead of attacking, Helena may cast any spell as if she were an investigator with a Lore of 6, treating investigators as if they were humanoid monsters and ignoring Sanity losses.

    A MEMORYBlood Ties

    IVA memory hidden in the darkest corners of your mind suddenly comes to the surface: a Latin seance incantation your uncle

    taught you as a child.

    The blood relative may choose to test the number of clues found so far. Before rolling the die, if every investigator discards a skill token,

    the blood relative may add his Luck to the result of the die roll:

    Pass: The keeper may immediately perform any one keeper Action

    without spending threat.Fail: The blood relative may kill

    any one zombie on the board.

    SUNRISEBlood Ties

    V1A: Artimus attempts the ritual without

    the proper blood offering.

    At the end of each round, if Artimus is in a space with an altar, the keeper may test

    the number of samples on the altar:Pass: The keeper wins.

    1B: Sunlight shines down on the walking cadavers, dulling the blazing inferno.

    At the end of each turn, test the number of clues found so far:

    Pass: Place 1 Time token on this card. The keeper receives 1 fewer threat each

    turn for each token on this card.1C: You can feel your uncles curse

    beginning to drain your life force away.

    At the end of each round, the blood relative gains 1 horror or 1 damage

    (keepers choice).

    In the ever-increasing darkness you can just make out that the pipes and

    wiring in this part of the building glow with an unnatural light.

    Suddenly...

  • DEVOTED SERVANTGreen-Eyed Boy

    IIIThe door behind you suddenly

    opens. You spin around, weapon in hand, to find the butler, now in a

    full robe.

    Are you surprised to see me? He grins a devious smile.

    I am a devoted servant and have work to complete. I will not let you

    jeopardise my mission.

    The keeper places a cult leader in any investigators room.

    Mythos cards with the ? symbol that are played face down may not

    be given to investigators for the rest of the game.

    HORRIFYING TRUTHGreen-Eyed Boy

    IVThe boy stands before you, his eyes almost glowing with an unnatural light. He speaks to you with the

    cold cadence of a million tortured souls.

    You know who I am...The keeper may perform one of the

    following: Discard the Witchcraft card, then

    place a witch with +4 health per investigator in any room containing

    an investigator. This witch may move up to 2 extra spaces when she

    moves. Draw 3 Trauma cards.

    Reveal the objective.

    DOOMED US ALLGreen-Eyed Boy

    VAt the end of each round, test the number of

    clues found so far:1A: The boy begins to slam shut every door

    to the mansion. He now has someone on whom to take out his fury!

    Fail: The keeper may place a sealed door marker on any door in the Foyer (except

    the exit).1B: You feel a jostle as the boy runs past

    you with something ivory white in his hands.

    Fail: The keeper may force any investigator carrying the Ceremonial Skull to drop it,

    then may move the Ceremonial Skull card up to 2 rooms in any direction.

    1C: The spectre of your guilt for what you did to your son starts to appear all around

    you - its everywhere you look!

    Fail: The keeper may place a witch in any investigators space.

    I

    5

    II

    6

    III

    6

    IV

    6

    V

    7

    Green-Eyed Boy

    Objective 1A

    The keeper wins if the investigators are unable to get the Ceremonial Skull to the Foyer due to the final

    Event.Months later, the police uncover

    your bodies in the mansion. They do not link it to the boys murder by his

    mother a decade earlier.

    The investigators win if an investigator escapes from the Foyer with the

    Ceremonial Skull.The police are quite horrified by your evidence, and immediately dispatch a

    squad to the old mansion. However, they find no sign of the old witch.

  • Fall of House Lynch

    Objective 1A

    When this objective is revealed, discard all Lock cards, maniacs and the Maniac Attack

    action card from play.

    The keeper wins if 6 tiles have been removed from the board by the final

    Event.Deep in the pile of rubble and bodies,

    a possessed Walter Lynch cackles weakly with his last breath.

    The investigators win if Walter (the named maniac) is killed.

    As he collapses to the ground, you breathe a sigh of relief. Your employer will not be happy, but at least you eliminated the evil

    spirits vessel into our world.

    The Inner Sanctum

    Objective 1B

    If 4 cultists are in the Chapel at the start of your turn, reveal this objective and place a cthonian in the Chapel. The cthonian may not move but

    may attack figures in adjacent spaces.

    From next turn, at the start of each of your turns, place a horror token on this card. The cthonian gains health equal to the number of

    investigators for each token on this card.

    The investigators win if the cthonian is killed or if the cthonian is not in play when the last

    Event card is revealed.Youve stopped the abomination. The cultists

    will likely kill you, but youve saved the world!

    The keeper wins when there are 5 tokens on this card.

    The abomination grows to an unstoppable size, swallowing the entire monastery before letting itself loose on

    the rest of the world.

    The Inner Sanctum

    Objective 1C

    The keeper wins if there is a zombie, a Hound of Tindalos and a shoggoth each in the same room as an investigator and

    either: A monster is in the same room as the

    dropped Clue 1 card, or The last Event card is revealed.

    Its feeding time!

    The investigators win if the investigator with Clue 1 escapes from the Chapel.

    You escape with Maries unconscious form over your shoulder; the cultists will be forced to feed the abominations they harbour with their own

    flesh this night.

    Unfortunately, Marie never awakens from her coma.

    Blood Ties

    Objective 1B

    The keeper wins if the following rooms are on fire: Guest Bedroom, Storage Closet, Entryway, Front Porch, Mud Room, Storage Shed, Root Cellar,

    Furnace Room.

    With the house destroyed, the spirits of the long-departed cultists can finally rest peacefully in their rightful burial

    ground.

    The investigators win if the investigator with the Ceremonial Skull is in the Graveyard.As you place the skull back into its resting place, the zombies collapse lifelessly to the

    ground. You have undone your uncles mistakes.

    Classroom Curses

    Objective 1A

    When this objective is revealed, discard the Uncontrollable Urges card from play; when an investigator sets fire to the Tower Room, Study,

    Laboratory or Gallery, he may also remove 1 time token from the Event deck.

    The keeper wins if all tiles have been removed from the board by the final Event.

    The school is transported to the frozen world of Yuggoth, where the mi-go can

    study the eldritch secrets contained in its tomes for use against... Earth.

    The investigators win if either: Investigators carrying a total of 4 spell cards

    escape through the Gallery, or At least 1 investigator escapes through the

    Gallery while the following rooms are on fire: Tower Room, Study, Laboratory, Gallery.

    Having removed or destroyed the knowledge the aliens seek, you bolt out the front door.

    Classroom Curses

    Objective 1B

    When this objective is revealed, remove all Hounds of Tindalos from the board and

    discard the Darkness action card.

    The keeper wins if a Hound of Tindalos escapes from the Gallery after Event 4 has been resolved.

    The sight of the creature escaping into the night haunts you for the rest of

    your tragically short life.

    The investigators win if Event 4 has been resolved and there are no Hounds of

    Tindalos on the board.After the hideous creature lets out its final

    dying howls, you drag its body into the freezer to preserve it for future scientific

    study.

    Classroom Curses

    Objective 1C

    When this objective is revealed place Helena (a named witch) in the Library and discard all Lock cards and vents from the board. Helena

    has +4 health per investigator.

    The keeper wins if a mi-go kills an investigator.

    You try desperately to scream as your brain is removed. The mi-go carefully places it into a cylinder in preparation for the long, cold journey to Yuggoth.

    The investigators win if Helena is dead and either:

    No mi-go are on the board, or

    An investigator carrying the Ceremonial Skull is in the same room as a mi-go.

    Upon discovering that their benefactor has perished, the mi-go make flight, taking the

    vestiges of their experiments with them.

    Green-Eyed Boy

    Objective 1B

    The keeper wins if the dropped Ceremonial Skull is in the Freezer.

    Itaqua has been brought the key that will grant him release from his icy prison. Humanity is doomed for all

    eternity...

    The investigators win if an investigator escapes from the Foyer with the

    Ceremonial Skull.Ithaquas tricks and manipulations were not enough to fool you. As you escape the mansion, it suddenly blinks out of

    existence, Ithaquas entry point into this world gone forever.

    Green-Eyed Boy

    Objective 1C

    The keeper wins if an investigator kills another investigator (except one

    holding the Loss of Will card) who is in the same room as a witch.

    The trauma of your sons death by your own hands has finally overwhelmed

    you, and the guilt that has been haunting you like a ghost ever since

    now forces you to a deeper damnation.

    The investigators win if they find Clue 1 and then solve Wiring Puzzle #3B.

    You have found a way to awaken the memories of your sons death without guilt;

    it was not your fault.

  • COMMAND MINION1

    Restricted Action: Choose a monster to move up to 2 spaces.

    Any investigators in the monsters space may first test Strength or

    Dexterity (-1 if Beast, -3 if Eldritch):

    Pass: Take 1 horror. The monster moves 1 fewer space.Fail: Take 1 horror.

    UNCONTROLLABLE URGES

    1

    Diminishing Action: Choose an investigator to test his remaining

    Sanity -2:

    Fail: You may move him to an adjacent space or force him to resolve an action from 1 of his spell, artifact, equipment or tome cards (you make

    all relevant choices).

    TAKE SAMPLE2

    Restricted Action: Choose a humanoid monster (or a mi-go) who is not carrying a

    sample to attack an investigator. If the monster causes damage, place a sample token on the

    monster and move it 1 space towards any altar.If a monster carrying a sample is in an

    altars space at the start of your turn, place the sample on the altar and gain threat equal

    to the number of investigators. You gain 1 extra threat per turn for each sample you

    have on an altar.

    RAISE DEAD?

    Whenever an investigator, zombie, cultist or cult leader is killed, place a corpse

    marker in its space.

    Action: Perform 1 of the following:

    Pay 1 threat to place 1 corpse marker in a Gaveyard, Crypt or Morgue.

    Pay 2 threat to replace a corpse marker that has been in play since the beginning of this

    game round with a zombie.

    PYROMANIA1

    Diminishing Action: Choose one: Place a fire token in a room already on fire, or containing a campfire or flaming zombie.

    Place a fire token in a room adjacent to a room that is already on fire. Then test the

    number of rooms on fire:

    Pass: Choose an investigator to remove a fire token from any other room.

    A room may not hold more fire tokens than the number of spaces it contains.

    SUMMONING?

    Action: Kill up to 3 cultists that have not moved this turn in a single room and pay

    an equal amount of threat to place the corresponding monster in the same room:

    1: Zombie2: Hound of Tindalos or Crawling One

    3: ShoggothThe summoned monster may not move this

    turn.

    SUMMON WORSHIPPERS1

    Restricted Action: Choose a space containing an altar. Place a cultist in

    that space.

    DARKNESS2

    Action: Place a darkness token in any room. Then, if there are at least 3 darkness tokens and no Hounds of Tindalos on the board, you may pay threat equal to the number

    of darkness tokens on the board to place a Hound of Tindalos in the same room.Action: Move one Hound of Tindalos

    from one room in darkness to any space in another room in darkness.

    WITCHCRAFT1

    Your witches may attack investigators in adjacent spaces.

    Diminishing Action: If there are no witches on the board, choose a lone investigator to test his

    remaining Sanity:Fail: Pay 1 threat to place a witch in that

    investigators space.If no investigators are within a witchs

    line-of-sight at the end of any of your turns, remove that witch from the board.

  • 2ATHE INNER SANCTUM

    The room at first appears empty.

    You then remember Maries favourite hiding

    space and find a note taped behind the door hinge.

    So much blood spills in the inner sanctum! Tell the guard running the ceremony: non omnis moriar. Proceed with caution, my friend. - Marie

    Place a ladder marker in your space and the Chapel.

    2BTHE INNER SANCTUM

    A hooded figure sits in the corner of

    the room. His raspy voice beckons to you:

    Do not fear me; Marie sent me to assist.

    You are so close to stopping them, but you must move quickly to where the dead live. This password should get you past the guards.

    Place a ladder marker in your space and the Chapel.

    1ATHE INNER SANCTUM

    A robed figure sits on a stone throne

    at the far end of the room. She speaks to you with a familiar voice... Marie??

    Bravo, my puppets - you have finally made it here. I

    do in fact need you, but only your body, not your mind.

    Reveal Objective. The keeper places a cult leader in this

    room. This monster can move 1 extra space when it moves.

    3ACLASSROOM CURSES

    Tucked into the pocket of a white coat you find a

    crumpled note: I overheard Agatha and Tabitha talking;

    theyre up to something demonic, and its seeping into the walls of this old school.

    Cant you feel it?

    Suddenly, the door to this room slams shut.

    Place the Padlocked Door Lock card in this room.

    3BCLASSROOM CURSES

    The only object that seems out of

    place in this room is a small bag of toiletries you

    find sitting on a shelf. Inside is a note: Those girls were

    talking about using this place as a conductor of magic. I

    think that might explain whats been happening!

    Suddenly, the door to this room slams shut.

    Place the Padlocked Door Lock card in this room.

    1ACLASSROOM CURSES

    Lying in a corner motionlessly,

    you discover the mauled remains of one of

    the schoolgirls. On the floor near her is an unfinished message: Amelia, those

    witches have brought these beings here so that they can use the power contained in

    this place against us! Ill try to hide-

    Reveal Objective.

    1BCLASSROOM CURSES

    As you explore the dusty room,

    you suddenly get a strong sense of dj vu coupled with a vision of

    two girls near an altar. You cant tell if it is the past or the future, but the girls are reciting unspeakable words

    from a dusty tome as a portal to another place slowly opens

    before them...

    Reveal Objective.

    1CCLASSROOM CURSES

    You find two metal cylinders, each

    containing a brain. One is labelled Jessica and the other Amelia.

    Helena Detaignes voice calls out from the darkness, The Mi-Go offered power, and in gaining it my students have

    assisted me well; Agatha and Tabitha in service, Amelia and Jessica in sacrifice.

    Reveal Objective.

    6AGREEN-EYED

    BOYUnder a pile of

    coats, you find the fresh bloodied body

    of the butler. He breathes heavily and struggles to

    speak; You cant help him.

    His eyes glaze over as he stares towards the kitchen.

    Theyre hiding. Tell them...

    He then falls still.

    Place a corpse marker in your space.

    6BGREEN-EYED

    BOYThe room is covered in fresh blood. You barely manage to

    keep your lunch in.

    Red letters are smeared on the large oil painting: You

    cant help him.

    Beneath it lies a bloody arrow pointing to the right.

    Place a corpse marker in your space.

    5BGREEN-EYED

    BOYA frantic man paces

    inside the room.

    Hes not my son, no, not mine. The ceiling above

    him groans as he secretly hands you a key.

    I swear its not my fault. The experiments have nothing to do with it. A slimy tentacle suddenly bursts through the

    ceiling, consuming him whole.

    The keeper places a chthonian in this room.

    1AGREEN-EYED

    BOYYou almost trip over some toy blocks as

    you enter the room. As you pick one up, you are

    consumed by a vision. A womans voice purrs, My boy... my master demands a sacrifice. She presses a pillow on his face until his

    feet stop kicking.

    Reveal Objective. Replace the Lock card in the Freezer with the Ceremonial Skull.

    1BGREEN-EYED

    BOYYou pick up the

    phone and attempt to call for help. The line

    is dead.

    The child appears. Dont leave. I need you! he cries.

    His shape flickers as he roars RELEASE ME!

    Reveal Objective. Place the Ceremonial Skull under any

    exploration cards in the:2A: Tower Room

    2B: Nursery

    1CGREEN-EYED

    BOYYou find your jacket sitting in the corner

    of the room. How did it get here? As you move

    closer, you notice it is a strait jacket - your strait jacket.

    You suddenly remember your sons tragic death. You cant

    cope; none of this is real!

    Reveal Objective. The investigator who revealed this

    card may spend Actions to attempt Wiring Puzzle #3B.

    Fall of House Lynch

    Objective 1B

    If th

    ere

    are

    2 sa

    mpl

    e to

    kens

    on

    an a

    ltar

    , re

    veal

    this

    obj

    ectiv

    e an

    d pl

    ace

    a sh

    oggo

    th in

    th

    e C

    erem

    ony

    Roo

    m.

    The

    keep

    er w

    ins i

    f the

    shog

    goth

    es

    cape

    s fr

    om th

    e F

    oyer

    .

    Hav

    ing

    open

    ed a

    por

    tal t

    o a

    dim

    ensi

    on o

    f uns

    peak

    able

    hor

    rors

    , a

    mad

    Wal

    tar

    Lync

    h ha

    ngs

    him

    self

    ; hi

    s w

    ork

    - an

    d hi

    s li

    fe -

    are

    ove

    r.

    The

    inve

    stig

    ator

    s win

    if th

    e sh

    oggo

    th d

    ies

    or if

    Eve

    nt 5

    has

    reso

    lved

    and

    ther

    e is

    no

    shog

    goth

    in p

    lay.

    You

    have

    pre

    vent

    ed a

    n in

    desc

    riba

    ble

    horr

    or

    from

    bei

    ng le

    t loo

    se u

    pon

    the

    wor

    ld. T

    he

    gate

    way

    to th

    e an

    cien

    t cit

    y be

    neat

    h W

    alte

    rs

    hous

    e is

    clo

    sed

    fore

    ver.

  • AXE

    4Sharp Melee Weapon.

    Once per turn while attempting a Lock puzzle, you may test

    Strength:Pass: The puzzle is completed.

    Action: Attack a monster in your space.

    CEREMONIAL SKULL

    Artifact.Gain +2 Lore.

    Action: Test your Luck:Pass: Gain 3 skill points.Fail: The keeper gains 3

    threat.

    RUBY OF RLYEH

    Artifact.You may perform 2 actions

    each turn, providing at least one of those actions is casting a spell (you may not cast the same spell twice).

    KNIFE

    3Sharp Melee Weapon.

    Action: Attack a monster in your space or drop this card

    to test your Dexterity:

    Pass: Deal 3 damage to a monster within 2 range.

    STARTLING EVIDENCE

    Equipment.Action: Discard this card

    and take 2 horror to remove 1 time token from the Event

    deck.

    WHISKEY

    Equipment.Gain +1 Willpower.

    Action: Discard this card to heal up to 3 horror.

    SATURNIAN WINE

    Equipment.Action: Discard this card to heal up to a total of 3 damage and/or horror,

    divided however you choose.

    CRUCIFIX

    Equipment.Gain +1 Willpower and +1

    Luck.Action: Test your Luck +1:

    Pass: Stun a zombie or vampire within 1 range.

    DYNAMITE

    Weapon.Action: Discard this card to

    choose an adjacent room 1 space away. Roll a die 3 times and

    deal damage equal to the highest roll to each figure in the chosen

    room.

    FLUX STABILIZER

    Equipment.Whenever a monster is

    placed in your room, the keeper must instead place the monster in an adjacent room

    of your choice (if able).

    ISABELS LETTER

    Equipment.Whenever you spend a skill

    point, test Willpower:Pass: Heal 1 horror.

    MAGNIFYING GLASS

    Equipment.You may perform 2 different actions each turn, providing

    one of those actions is an Explore action.

    MICROSCOPE

    Equipment.Whenever you reveal a

    Nothing of Interest card while exploring, gain 1 skill

    point.

    TYPEWRITER

    2Equipment, Blunt Melee

    Weapon.Action: Attack a monster in your space or test Intellect and Lore:Pass Both: Another investigator in your space gains 1 skill point.

    DUKE

    Ally.Any player may use Duke.

    Gain +2 to Dexterity and Strength tests during combat.Action: Once per round, give

    Duke and 1 Exploration card to an investigator within 2 spaces.

    FIRE EXTINGUISHER

    2Blunt Melee Weapon,

    Equipment.Action: Attack a monster in your space or discard this

    card to discard all fire tokens from your room.

  • Throw off the

    Scent

    Bef

    ore

    mak

    ing

    an

    evad

    e te

    st, y

    ou m

    ay

    take

    1 d

    amag

    e to

    au

    tom

    atic

    ally

    pas

    s th

    e te

    st a

    nd m

    ove

    the

    mon

    ster

    1 sp

    ace.

    Jury-Rigging

    At a

    ny ti

    me,

    you

    may

    di

    scar

    d an

    equ

    ipm

    ent,

    tom

    e, a

    rtifa

    ct o

    r w

    eapo

    n ca

    rd in

    stea

    d of

    sp

    endi

    ng a

    skill

    poi

    nt.

    Remote Viewing

    Actio

    n: T

    est y

    our

    rem

    aini

    ng S

    anity

    -5:

    Fai

    l: C

    hoos

    e a

    room

    . The

    ke

    eper

    mus

    t tel

    l you

    if it

    co

    ntai

    ns a

    ny c

    lues

    . If i

    t do

    es n

    ot, y

    ou m

    ay lo

    ok a

    t al

    l car

    ds in

    that

    room

    then

    re

    plac

    e th

    em in

    the

    sam

    e or

    der.

    Clairvoyance

    Actio

    n: T

    est y

    our r

    emai

    ning

    Sa

    nity

    -5:

    Fai

    l: F

    or e

    ach

    poin

    t tha

    t you

    fa

    iled

    the

    test

    by,

    you

    may

    lo

    ok a

    t 1 M

    ytho

    s or T

    raum

    a ca

    rd in

    the

    keep

    ers

    han

    d (c

    hose

    n ra

    ndom

    ly).

    You

    may

    then

    spen

    d a

    skill

    poi

    nt

    to d

    isca

    rd a

    ny 1

    car

    d yo

    u lo

    oked

    at.

    Professor

    s

    Instincts

    Bef

    ore

    mak

    ing

    a M

    arks

    man

    ship

    , D

    exte

    rity

    or

    Luc

    k te

    st, y

    ou m

    ay sp

    end

    a sk

    ill p

    oint

    to u

    se y

    our

    Inte

    llect

    inst

    ead.

    Expansive Mind

    Whe

    neve

    r you

    rece

    ive

    a sp

    ell c

    ard,

    you

    may

    ch

    oose

    to d

    raw

    2, r

    ead

    the

    back

    s of b

    oth,

    then

    ch

    oose

    1 to

    kee

    p an

    d di

    scar

    d th

    e ot

    her.

    Afte

    r yo

    u do

    this

    , gai

    n 1

    horr

    or.

    Shoes for Saving

    the World

    Whe

    neve

    r you

    fail

    an

    evad

    e te

    st, t

    ake

    1 le

    ss

    dam

    age

    (to a

    min

    imum

    of

    1) a

    nd y

    ou m

    ay

    mov

    e 1

    spac

    e.

    You Think

    You

    re Scary?

    Onc

    e pe

    r rou

    nd, a

    fter

    pass

    ing

    a ho

    rror

    test

    , yo

    u m

    ay m

    ove

    1 sp

    ace.

    Lucky Shot

    Afte

    r you

    dea

    l dam

    age

    to a

    mon

    ster

    with

    a

    rang

    ed w

    eapo

    n, te

    st

    Luck

    -1:

    Pas

    s: D

    oubl

    e th

    e da

    mag

    e yo

    u de

    alt t

    o th

    e m

    onst

    er.

    On the Case

    Whe

    neve

    r you

    reve

    al

    a cl

    ue c

    ard

    whi

    le

    expl

    orin

    g, te

    st In

    telle

    ct:

    Pas

    s: G

    ain

    2 sk

    ill

    poin

    ts.

    Process of

    Elimination

    Whe

    neve

    r a c

    lue

    card

    is

    reve

    aled

    , tes

    t Int

    elle

    ct -X

    (X

    is th

    e nu

    mbe

    r of t

    he c

    lue

    card

    ):P

    ass:

    The

    kee

    per m

    ust

    choo

    se a

    n ob

    ject

    ive

    card

    for

    this

    scen

    ario

    for y

    ou to

    read

    . H

    e m

    ust c

    hoos

    e a

    diffe

    rent

    ob

    ject

    ive

    card

    eac

    h tim

    e yo

    u pa

    ss th

    is te

    st.

    Trial and Error

    Afte

    r mak

    ing

    an

    Inte

    llect

    or L

    ore

    test

    , yo

    u m

    ay sp

    end

    a sk

    ill

    poin

    t to

    re-r

    oll t

    he d

    ie

    (lim

    it on

    ce p

    er te

    st).

    Exploit

    Weakness

    Whe

    neve

    r you

    atta

    ck a

    m

    onst

    er, y

    ou m

    ay sp

    end

    a M

    ovem

    ent S

    tep

    to

    mak

    e th

    e ke

    eper

    dra

    w 2

    co

    mba

    t car

    ds m

    atch

    ing

    your

    wea

    pon.

    You

    may

    re

    ad b

    oth,

    cho

    ose

    1 to

    re

    solv

    e, a

    nd d

    isca

    rd th

    e ot

    her.

    Eat Lead!

    You

    gai

    n +

    1 to

    all

    at

    tribu

    tes d

    urin

    g co

    mba

    t. W

    hene

    ver y

    ou

    caus

    e at

    leas

    t 1 d

    amag

    e du

    ring

    com

    bat,

    caus

    e 1

    addi

    tiona

    l dam

    age.

    Prayer

    Actio

    n: T

    est L

    uck:

    Pas

    s: S

    pend

    1 sk

    ill

    poin

    t to

    heal

    2 h

    orro

    r.

    Blessing

    Whe

    neve

    r ano

    ther

    in

    vest

    igat

    or w

    ithin

    1

    rang

    e pe

    rfor

    ms a

    skill

    te

    st, y

    ou m

    ay sp

    end

    a sk

    ill p

    oint

    inst

    ead

    of th

    at in

    vest

    igat

    or to

    ad

    d yo

    ur L

    uck

    to th

    e re

    leva

    nt a

    ttrib

    ute.

  • BONE SAW

    2Sharp Melee Weapon.

    Action: Attack a monster in your space. If you deal

    damage to a stunned target, deal an additional 2 damage.

    CAMERA

    Equipment.When a monster is killed in your room, you may place the figure

    on this card (limit 1 figure on this card). Investigators in your room

    gain +1 on attributes when making tests during combat against this

    monster type.

    FLASH POWDER

    Equipment.Action: Place a horror token on

    this card to stun a monster in your space. Then test the number

    of tokens on this card:Pass: Discard this card and you

    are stunned.

    GRAYS ANATOMY

    Equipment.Action: Test Intellect:

    Pass: Spend a skill point to allow another investigator in your space to heal 2 damage,

    then you heal 1 horror.

    STUDIES ON HYSTERIA

    Equipment.Action: Spend a skill point to choose another investigator

    in your space with an insanity Trauma card, then test Intellect:Pass: Discard the Trauma card.

    SWORD CANE

    2Blunt and Sharp Melee Weapon.Action: Attack a monster in your space. The keeper draws a Blunt Melee combat card and reads it to you. Before rolling the die,

    you may choose to discard it and draw a Sharp Melee card instead.

    Hypnosis

    Actio

    n: T

    est W

    illpo

    wer

    :P

    ass:

    Tak

    e 1

    horr

    or

    (with

    out e

    xcee

    ding

    yo

    ur S

    anity

    ) to

    allo

    w

    anot

    her i

    nves

    tigat

    or in

    yo

    ur s

    pace

    to h

    eal 2

    ho

    rror

    .

    Intervention

    It co

    sts t

    he k

    eepe

    r 1

    extra

    thre

    at to

    use

    ab

    ilitie

    s or c

    ard

    effe

    cts

    that

    allo

    w h

    im to

    mov

    e,

    atta

    ck w

    ith o

    r tak

    e an

    ac

    tion

    with

    ano

    ther

    in

    vest

    igat

    or in

    you

    r ro

    om.

    Keen Eye

    Onc

    e pe

    r rou

    nd, y

    ou

    may

    look

    at (

    then

    re

    plac

    e) th

    e to

    p fa

    ce

    dow

    n Ex

    plor

    atio

    n or

    O

    bsta

    cle

    card

    in y

    our

    room

    with

    out n

    eedi

    ng

    to E

    xplo

    re.

    Detail-Oriented

    Actio

    n: C

    hoos

    e a

    mon

    ster

    in y

    our r

    oom

    an

    d te

    st L

    ore:

    Pas

    s: L

    ook

    at th

    e m

    onst

    ers

    toke

    n.F

    ail:

    If it

    is a

    H

    uman

    oid

    mon

    ster

    , lo

    ok a

    t its

    toke

    n.

    Disappearing

    Act

    Whi

    le y

    ou a

    re h

    idin

    g,

    you

    may

    spen

    d bo

    th o

    f yo

    ur M

    ovem

    ent S

    teps

    to

    mov

    e to

    any

    spac

    e up

    to

    6 s

    pace

    s aw

    ay th

    at

    is in

    a ro

    om c

    onta

    inin

    g no

    Exp

    lora

    tion,

    Loc

    k or

    O

    bsta

    cle

    card

    s.

    Conjurer

    You

    star

    t with

    the

    Pla

    gue

    of L

    ocus

    ts

    Spel

    l car

    d.

    Field Medic

    Whe

    n th

    e ke

    eper

    w

    ishe

    s to

    play

    an

    inju

    ry

    Trau

    ma

    card

    on

    anot

    her

    inve

    stig

    ator

    in y

    our

    room

    , the

    num

    ber i

    n th

    e to

    p-rig

    ht c

    orne

    r of t

    he

    card

    is c

    onsi

    dere

    d to

    be

    2 lo

    wer

    .

    Autopsy

    Whe

    neve

    r a m

    onst

    er is

    ki

    lled

    in y

    our r

    oom

    , tes

    t In

    telle

    ct:

    Pas

    s: G

    ain

    1 sk

    ill p

    oint

    or

    hea

    l 2 h

    orro

    r.

    2ACLASSROOM CURSES

    You find another note: Those girls are trying to bring

    something here, Im sure of it. Ive been feeling like

    something has been stalking me these past days, Amelia - its everywhere, hiding in the shadows. I can feel it looking

    at me, especially when Im near the old books.

    The note is signed off Jessica.

    2BCLASSROOM CURSES

    Scribbled on the back of a map of

    the old part of the building you find another message: Those girls are

    trying to summon something otherworldly, I can feel it. Something evil this way

    comes, Amelia; I can see the eyes in the dark!

    The message is signed off Jessica.