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ALL SAINTS

ASYLUM

ADDITIONAL SCENARIO

Story Cards
Written by : Jacob Schmidt-Madsen
Layout : Eskilax, Gof-R
All fan-created scenarios :
http://boardgamegeek.com/geeklist/67310/fan-created-stories-scenarios-for-mansions-of-madn

Objective Cards
Please note that investigators must achieve Objective #1 before they can achieve Objective #2. Also note that the
scenario does not time out, but continues until either side has fulfilled the victory conditions specified on
Objective Card #2. When revealing an Objective Card, do not show it to the players. Just read out the first
paragraph explaining how the objective is to be achieved.

ALL SAINTS ASYLUM

Objective No. 1
Investigators must spend 1 action
to discard Stone Seal (artifact) in
Chasm.
As you seal your own fate below, reality
shifts back into place above.

Seal door to Chapel. Remove Cave


1, Cave 2, and Crypt from the map.
A scream rings out from the doctor's
quarters as some horrible spawn of insanity
bursts through the gateway of the catatonic
inmate's mind just before it closes.
Place Spawn of Azathoth (Shoggoth) in
Operating Room. Discard Disciples of
Azathoth (Keeper Action Card). Reveal
Objective #2.

ALL SAINTS ASYLUM

Objective No. 2
Keeper wins if Spawn of
Azathoth (Shoggoth) destroys seal
between Chapel and Chasm (treat
Sealed Door marker as Barrier).
Madness reigns supreme.
Read out Epilogue #1.
Investigators win if they kill Spawn of
Azathoth (Shoggoth) before it destroys
seal between Chapel and Chasm.
As you force the abomination back into
the realms of unreality, the inmates
return peacefully to their own mad
selves.
Read out Epilogue #2.

Timed Event Cards


Timed Event Cards should be revealed according to the usual rules for revealing Event Cards.

TRAPPED MINDS
TIMED EVENT

A strong and musty smell assails


your nostrils, followed by an acute
sense of claustrophobia. As if you
were trapped within a damp cellar,
or some ancient cave deep
underground. You lift your head to
the late afternoon sky where the sun
is slowly sinking, yet still you feel
yourself choking on stale air.
Moments later the sensation is gone.
Only slightly out of breath, you
continue your investigation.
All investigators must pass a
Willpower test or take 1 horror.

THE MAD PIPER


TIMED EVENT

The distant sound of pipes and


drums rises from below. Images of
naked white bodies, writhing like
worms through earthen passages,
fill your mind. You try to shut them
out, but a sense of movement just
below the asylum grounds soon
convinces you of their reality.
All investigators take 1 horror. Take
Disciples of Azathoth (Keeper Action
Card). The Keeper may now hold up
to 4 Mythos and 4 Trauma Cards.

Timed Event Cards, cont.

AZATHOTH ASYLUM
TIMED EVENT

The piping from below rises to a


pitch. The earth trembles with every
beat of the drum. Slowly, cavernous
walls begin to shoot up all around the
asylum grounds, trapping you inside
some waking nightmare. As the dome
of rock closes overhead, the last rays
of a dying sun dis- appear. Tonight, it
seems, might very well be forever.

Now and during each subsequent


Event Step, all investigators must
pass a Willpower test or take 1
horror. This effect lasts until
Objective #1 is achieved.

Open Event Cards


Open Event Cards can be revealed at any time (even during an Investigator Turn) when the requirements specified
on the cards are met. Please note that this means that Open Event Cards are not necessarily revealed during the
Event Step of the Keeper Turn.

FROM BEYOND
OPEN EVENT

Requirement: Investigator in
Operating Room any time after it
has been explored.
The young woman on the psychiatric couch twitches and
whimpers as tiny movements ripple
through the projection before you.
Twisted human bodies crawl around
like insects in the gigantic
subterranean structures. Somwhere
in the distance, a winged beast takes
off and flies closer. Suddenly, it
bursts out of the projection and into
the room!
Place a Mi-Go in the room.

SOLID SKIES
OPEN EVENT

Requirement: Investigator in
outdoor space at any time between
Timed Event I and III.
A sharp pain shoots through your
brain. High above you the sky
cracks open, sending down
showers of rock and dust as if it
were a giant dome collapsing.
Then the vision is gone. Only
the pain from the falling debris
remains.
Take 1 damage and 1 horror.

Open Event Cards, cont.

THE LAST WALTZ


OPEN EVENT

Requirement: Investigators enter


Chapel.
As the inmates begin to dance
ecstatically towards you, the
alternative methods of psychiatric
treatment practised by Dr Hauser
seem less and less reassuring ...
Replace Inmates #1-3 with Cultists, and move them 1 space each.
They can no longer be interrogated.
For the rest of the game, receive
Threat equal to the number of
starting investigators.

Interrogation Cards
Interrogation Cards are played whenever an investigator interrogates an NPC. They are referenced by the
name/number and starting location of the NPCs. Further details on how to interrogate NPCs can be found in the
Special Rules section of the Keeper Guide.

Interrogation

INMATE

No.

1 (GRAVEYARD)

Almost there! the madman calls out


from the pit of an open grave as his axe
cuts through coffin and bone alike.
Come on down and give us a hand,
will you?
If investigator accepts invitation:
Take Axe. Test Strength.
Pass: The ground gives way beneath
you. Add Crypt to map, and place investigator and Inmate #1 in it. Investigator takes 1 damage. Place connecting
ladder in Graveyard (central space).
Fail: You chip away ineffectively at the
coffin lid. Return Axe. Spend 1action to
borrow axe and retry.

Interrogation

INMATE

No.

2 (GARDEN)

"Snooping around, are you?" the old


drunk sneers. "Well, unless you join our
little congregation here, don't expect to
find out too much. But I'll tell you
something. If you bring me a taste of
the sweet blood of Christ, I might just
be able to get you what you need to dig
deeper."
Quest: If an investigator gives Saturnian Wine (1 action) to Inmate #2, the
inmate gives him Cult Robes in return.

Interrogation Cards , Cont.

Interrogation

INMATE

No.

3 (CAVE 2)

I'm not really crazy, you know, the


old spinster whispers, cupping her
hands to your ear. Not like them down
there. The doctor told me so himself. If
you don't believe me, just go and have
a look. But don't forget to keep the light
bur- ning. It's the only thing they fear!"

Give Lantern (see Special Rules) to


investigator. Move Inmate #3 to Root
Cellar.

Interrogation

INMATE

No.

4 (STORAGE CLOSET)

Too late you notice the piece of


metal glinting in the dark. With a
flash of light and a deafening
roar, a gun goes off.
Place Inmate #4 (see Special Rules) in
room. The inmate shoots the investigator
with Colt .38.

As the smoke clears, you recognize the face


of your old friend twisted in an expression
of horror and relief. Is it really you? Then
you must have gotten my letter! I nicked
the chapel key, but I couldn't go in there
again. Not now. Not after what happened
this morning."
Give Silver Key to investigator.

Interrogation Cards , Cont.

Interrogation
DR. HAUSER (CHASM)

"Did you bring the seal?" Dr Hauser


whispers painfully. "Just as it can only
be removed from above, so it can only
be inserted from below. Azathoth
demands it so. One of
you will have to make the sacrifice. I'm
sorry, but there is no other way." Then
he draws his last agnoized breath.

Reveal Objective #1.

Clue Cards
MASTER
BEDROOM

ALL SAINTS
ASYLUM

Dr Hauser's desk
is strewn with
diagrams of the
human brain. You notice that
occult symbols have been
drawn side by side with
standard medical formulae.
Behind the desk, a slight
discoloration on the wall
indicates that a large key used
to hang there.

OPERATING
ROOM

ALL SAINTS
ASYLUM

A young woman lies


on the psychiatric
couch in
a state of catatonia. A metal
head- band connects her to
anelectrical device projecting
images of vast underground
structures on the wall behind
you. Reluctantly you pick up
the patient file beside her.

SUITCASE

The suitcase
contains a few of
Dr Hauser's
personal effects
together with a huge leatherbound research
diary. A quickly scribbled note
explains that it is to be handed
over to the scientific community
in the event of his death.

Take 1 horror. Receive handout


(Patient File).

CHAPEL

ALL SAINTS
ASYLUM

Today's reading
is not from the
Bible.
In the pul pit, a sermon by Dr
Hauser lies next to a faded
scroll written
in a hieroglyphic language
strangely reminiscent of
musical notation.

Receive handout (Sermon).


Pass a Lore test to gain a Bind
Monster Spell Card.

CAVE
2

ALL SAINTS
ASYLUM

The light of a gently


swaying
lantern moves
towards you from deeper
within the underground
caves. An
old spinster emerges,
humming a strange tune
that you seem to recognize
from somewhere before.
Place Inmate #3 in your
space.

CRYPT

ALL SAINTS
ASYLUM

The plaques on the


coffins date
from the late
17th to the early 18th century.
You are examining a skeleton
whose skull has been cut
open in a star-shaped pattern,
when it suddenly grabs hold of
your wrist.

Receive handout (Research


Diary).

GUEST
BEDROOM

ALL SAINTS
ASYLUM

The lid slides open to


reveal a star-shaped
ornament
about two inches thick. It
has been cut from a black
stone alive with iride- scent
colors. The smooth surfaces
between the points of the
star indicate that it was once
inserted into something.

ALL SAINTS
ASYLUM

The windows have


all been
boarded up, and
crude, star-shaped
symbols chalked on the
walls. On the floor
lies an open book on
local history and legend
next to a burnt down
stump of candle.

Place a Zombie in your space.


When it is killed, take
Ceremonial Skull.

PUZZLE
BOX

ALL SAINTS
ASYLUM

Receive handout (Local


History).

STORAGE
CLOSET

ALL SAINTS
ASYLUM

As you push through


stacks of old crates
and boxes, you
notice a dark figure
huddled together in a corner
of the room. The stench of
urine makes you gag.
Read out the Inmate #4
Interrogation Card.

CAVE
1

ALL SAINTS
ASYLUM

The passage
slopes towards
the cavernous
depths beyond. As you
gaze into the darkness, a
human form,
pale and blinded, suddenly lurches forward.
Place a Zombie in your
space. It immediately
attacks you.

CHASM

ALL SAINTS
ASYLUM

Dr Hauser lies on the


ground at the foot of
the stairs.
His skull has been
cut open in a star-shaped
pattern. Suddenly
he opens his eyes and fixes
your gaze. "I'm sorry," he says.
"I'm sorry I failed science."
Place Dr Hauser (Corpse
Marker) in western space of
Chasm.

ENTRYWAY

ALL SAINTS
ASYLUM

The ramshackle hut


reeks of filth and
alcohol. The
floor has been broken up and
a hollow clawed out of the
ground. The urge to lie down
and listen to the strange
humming from
below is irresistable.
Test Willpower or take 1
horror and immediately end
your turn.

Take Stone Seal (artifact).

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Exploration Card
Please note that the custom-made Exploration Card is not seeded on the map at the beginning of the game. It is
only introduced when the Puzzle Box is unlocked and the Puzzle Box Clue Card revealed.

STONE SEAL

Artifact.
Action : Pass a Lore test to
move all monsters on the map
1 space away from you.

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Mythos Cards
0

HELP ME !

Requirement:
Investigator in space with
Inmate.
The madman grabs you by
the arm, and pulls you
close. "Help me!" he
whispers.
Pass Strength test or lose 1
remaining move or action.

WORMHOLE

THEY RE
AFTER ME !

Requirement:
Investigator in space with
barrier.

Your worst nightmare, the


one that always haunted
you as a child, comes alive
all around you. You claw
at your
eyes, and begin to scream.

They are out there somewhere, and they are getting


closer. You slam the door shut
behind you, and begin piling
stuff up in front of it.

Pass Willpower -2 test or


take 1 horror.

Move barrier in front of


door.

ECHOES
Requirement:
Underground space.

Requirement:
Outdoor space.

WAKING DREAM

MAD LAUGHTER

You call out into the darkness


and listen to the echo of your
voice, trying to fathom just
how far the caves penetrate.

You stop in your tracks as


the insane laughter of a
thousand madmen sweeps
across the asylum grounds
like a sudden gust of wind.

Pass Dexterity test or take


1 damage and become
stunned.

Test Intellect. If you pass,


take 1 horror and move
above ground via nearest
exit.

Immediately perform 1 free


Keeper Action.

The ground cracks open


beneath you as if it were
nothing but a thin crust. You
barely manage to drag yourself
back up.

THE OTHER SIDE


Requirement:
Investigator in Indoor
space above ground.

You look through a crack in the


wall, and find yourself peering
into some gigantic cave on the
other side. You quickly pull
back your head.

Take 1 horror.

FROM BELOW

FRIEND OR FOE ?
Requirement:
Two investigators in
same space.

Requirement:
Outdoor space.
A deathly cold hand grips
your ankle. You look down
and stare into the blinded
eyes of a pale creature
break- ing up through the
ground.

Why is your friend acting so


strange? Perhaps he is one
of them? You have better find
out before it is too late.

Pass test against current Sanity or attack the other investigator with "No Weapon".

Place 1 Zombie in your


space.

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BLIND HORROR
Requirement:
Two investigators in same
room.

You reel back in horror as your


friend turns to look at you. His
eyes are completely covered by
patches of skin.

Pass Willpower test or take 1


horror and move 1 space
away from the other
investigator.

STRANGE
BIRD
Requirement:
Outdoor
or underground space.

The sound of huge, leathery


wings flapping conjure up some
half-forgotten image in your
mind. Now, where was it you
read about that bird?

Test Lore. If you pass,


take 1 horror.

EYE IN THE
SKY
Requirement:
Outdoor space.

The sky is dark and empty


except for a single, rotating
eye that looks down upon
you from far above.
Take 1 horror and move
through nearest
unlocked door.

Keeper Action Cards


The Evil Presence, Dance Macabre, and Uncontrollable Urges Keeper Action Cards should be kept face-up in
front of you at the beginning of the scenario. The Disciples of Azathoth Keeper Action Card should be kept
face-down within easy reach.

EVIL
PRESENCE

DANCE
MACABRE

Action : Move Zombies up to 1


space each. Move other monsters up
to 2 spaces each.

Action : Draw 1 Mythos and 1


Trauma Card.

NB! You may only use this action


once per game round.

UNCONTROLLABLE
URGES

DISCIPLES OF
AZATHOTH

Action : Choose an investigator not


carrying the Stone Seal (artifact).
Move him 1 space or force him to
resolve a non-attack action.

Place a Zombie on this card.


Action : Force an investigator to
make a test against his current
Sanity. If he fails, the Zombie on
this card may immediately make an
attack against him.

NB! If the investigator has 0 Sanity


you may force him to attack another
investigator.
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