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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)

The Arctic Explorer


Investigator Guide

Start

Sealed
Door

Barrier

Hiding
Space

Altar

Ladder

The story so far


You 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 Rules
Brian 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

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.

Keeper Guide
While 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 Rules
Brian 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.
Handouts
Being 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).
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 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...
4

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 Cards
Library
o Whateley s Diary, Clue 6
Study
o Dhol Chants, Clue 5, Puzzle Box (?)
Master bedroom
o Colt .38, Lockbox (?)
Kitchen
o Knife
Kitchen Storage
o Nothing of Interest, Dreadful Passage (Lock)
Dining room
o Whiskey
The tower room
o Shotgun, Clue 4, Locked Door (Lock)
The Attic Storage
o Ruby of RLyeh, Padlocked Door (Lock)
Hallway 4
o 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 Cellar
o Torch
Chapel
o Crucifix, Clue 3. 1 body counter.
Crypt
o 1 body-counter
Ceremony Room
o 3 body-counters, Cult Robes, Magical Lock. (Lock)
Face down in front of the Keeper
o 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).

The Arctic Explorer

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.

FORBIDDEN BOOKS
The 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.

LIGHTNING STRIKES
The 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 CHAPEL
The 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.

DEMASQUE
The 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 WOES
The Arctic Explorer

Darkness covers the land.

All rooms within the Chteau des


Avenires are subject to the
darkness rule.

NULIAYUK REBORN
The Arctic Explorer

I
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.

THE ARCTIC
EXPLORER

THE ARCTIC
EXPLORER

Tugged in with the


books on history you
find a dusty volume.

As you go through
Gregorys personal stuff,
you find disturbing

The volume describes the


Tonnerre family genealogy.

tupilaqs made from polished


walrus bones. Beneath the bed
lies a small collection of
bones that resemble the bones
of humans.

Receive Handout 1:
Excerpts of Tonnerre family
genealogy.

Take one skill point and 2


horror.

THE ARCTIC
EXPLORER

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 Tonnerre
Take 1 skill point.

THE ARCTIC
EXPLORER

Well - all my old


expedition
paraphernalia is in the

Tugged in with the


books on history you
find a dusty volume.

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 volume describes the


Tonnerre family genealogy.
Receive Handout 1:
Excerpts of Tonnerre family
genealogy
Take 1 skill point.

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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.

Handout 1

- 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

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.

Handout 2

?/9/74
I 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.

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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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