Mansions of Madness: Horrific Journeys

In the skies above the Atlantic, a dirigible’s peaceful journey is interrupted by a bloody act of revenge and an oncoming storm. On the sea far below, a treacherous saboteur plants the explosives that will sink a ship. In the New England countryside, a train billows black smoke, desperately fleeing an unimaginable threat.

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In the skies above the Atlantic, a dirigible’s peaceful journey is interrupted by a bloody act of revenge and an oncoming storm. On the sea far below, a treacherous saboteur plants the explosives that will sink a ship. In the New England countryside, a train billows black smoke, desperately fleeing an unimaginable threat.

Horrific Journeys is a expansion for Mansions of Madness which unlocks three thrilling scenarios that take four new investigators far from Arkham, solving mysteries aboard a bustling transatlantic airship, a luxury ocean liner, and a scenic countryside train. With new map tiles, puzzles, monsters, and mythos events, these brave men and women must contend with hideous amphibian monstrosities and interdimensional creatures tearing holes in the fabric of reality all with the knowledge that one wrong move can destroy the very vessels they are trying to protect! In order to arrive at their destinations, the investigators of Arkham must first survive their journey!

This is not a standalone product. It requires a copy Mansions of Madness Second Edition Core Set to play.

 

The soft, repetitive clink of Agnes’s metal necklace caught Jim’s attention. She was fidgeting again. “Not much longer now,” his voice echoed. He barely made out the forms of Agnes and Trish where they crouched in the shipping crate.
“Thanks, Jim,” Agnes whispered, her clammy hand taking his in the dark. “I am not used to traveling, especially like this. We are pretty far from Velma’s, you know.”
“Seems so,” Jim answered. Outside the crate, the heavy footsteps of a passerby grew louder, then stopped outside. Trish drew her gun.
A large crack broke the silence as the front of the crate fell away. Trish leapt forward, shoving her gun between the ribs of whoever had discovered them. “Whoa, now,” came a rough, familiar voice.
Jim dropped Agnes’s hand, scrambling forward. “Trish, that’s Silas! He’s the sailor we were waiting for.”
“You’re eight minutes late.” Trish did not lower her gun. “Now, what exactly are we here to see?”

A new team of investigators must journey far from Arkham in Horrific Journeys! In three new scenarios set aboard a transatlantic airship, a countryside train, and a luxurious ocean liner, these brave souls must solve eldritch mysteries and battle unspeakable terrors, all with the knowledge that one false move could destroy the very vessel they are trying to save. Only the bravest or most foolish souls would even accept such missions, so the question arises: just who are these people? What changes someone from an average citizen to a hero of humanity?

Today, we’re pleased to introduce you to the four investigators who will be joining your team in the Horrific Journeys expansion for Mansions of Madness—now available for pre-order at your local retailer or online through our website!

The Sailor

Silas Marsh has loved the sea ever since he was old enough to toddle through its briny shallows. Becoming a sailor was the easiest decision he ever made, and his sturdy frame and good sense for the weather gave him a strong reputation aboard any vessel. There was only one thing troubling Silas: over and over again, he dreamed of unsettling cities hidden beneath the waves, populated by monstrous creatures. These dreams call to him, stirring something deep inside that he thought he had left behind in Innsmouth.

As a steadfast sailor, Silas is used to working as part of a team, pushing himself forward even when no one else thinks they can continue. Once per round, Silas may flip one horror faceup to reroll one or all of his dice during a test! This ability asks Silas to take a grave risk upon himself as he only has five sanity, but if he has the chance to move the investigation forward or save one of his companions, it is a risk he will happily take.

The Waitress

Agnes Baker had lived an uneventful life as a waitress at Velma’s diner until the day she found a strange old key among her old family belongings in the attic. When her fingers brushed against the cold metal, memories of a previous life flooded her mind. The woman who would become Agnes had been a powerful sorceress, well-versed in spell casting and all manner of arcane lore. The more Agnes explored these memories, the more she found she could tap into her past lives’ abilities, even performing magical feats herself. As Agnes’s power grows, she is becoming obsessed with one word from these memories that appears over and over again: “Hyperborea,” the key to her legacy.

Agnes begins the game with the  Storm of Spirits  spell—a powerful offensive spell, which she can amplify by suffering damage herself. This may be an incredible weapon, fitting for one who was once a high-ranking sorceress, but all magic comes with a price. Each copy of Storm of Spirits is double-sided, and there is no telling what the cost of this power will be. As Agnes is relatively new to her craft, she may end up hurting herself or even one of her teammates. But Agnes has chosen to use her gifts to defend humanity from the monsters of the beyond, and she will not abandon the innocent in their hour of need.

The Musician

Jim Culver inherited his father’s trumpet willingly, but he could not have known what was to come. When he played it, he found that the music brought comfort not only to the souls of the living, but to the souls of the dead as well. For long after the last notes of his melody faded on the wind, the spirits of those who had passed away would linger around him. It turned out that once folks found a listening ear, they had an awful lot to say. These conversations used to bother Jim, but his new friends know much, so he has learned to appreciate the company.

As Jim gains more lively friends in Horrific Journeys, he can use his gift to ease the troubled minds of his companions. He begins each game with his treasured  Golden Trumpet.  This magical instrument gives the chance, once per round, to heal one facedown horror from each investigator within range. While Jim himself has an impressive eight sanity, Mansions of Madness challenges players to become part of a team, and although Jim could still commune with them, he would prefer to keep his allies on this side of the grave.

The Spy

Trish Scarborough always excelled in matters of both body and mind. Her unwavering focus on excellence and fearless disposition made a winning combination. With both stellar academic and athletic records, everyone expected her to become something great.

Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine—in fact it was all part of the plan. Appearing completely ordinary keeps others from digging into her secrets and discovering the truth about her real work with the Black Chamber, the Bureau’s code-breaking agency. As a spy, Trish travels across the globe, trading on information better left undiscovered.

Where most investigators must depend on clues, Trish has years of experience and hard-earned skills to lean upon. Once per round, Trish may convert up to two clue icons on her dice to successes while performing a search action. With unmatched observational skills and good strength and agility, you’ll want to have Trish on your side when time is running out on a racing train or a sinking ship.

Everybody Leaves Home

The roads that lead to Arkham become more dangerous every day, and soon, your home will fall before the forces of darkness unless you can put a stop to it. Join Arkham’s newest recruits, leave the city behind, and discover the terrors that await on your Horrific Journeys!

 

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Paino 0,5000 kg (kilogramma)

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