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Bad Spirits SEED CARDS

A solo Mansions of Madness Story Place the following cards in the rooms listed.

You had a bad feeling about this job from the start. Ferelli Foyer
may have been one one of the most successful bootleggers Torch
around, but you didn't like and didn't trust him. He was
arrogant, careless, and..sinister. He acted like he knew Root Cellar
secrets no one else did. Secrets that made him more important 2A. Jammed Door, Shotgun
than anyone else. 2B. Locked Door, Clue 1, Whiskey
But tonight his importance didn't seem to matter. Ferelli's
hired muscle was strewn like broken sticks on the floor. Some Storage Closet
were shot. Some were...well, better to not dwell on them. 2A. Locked Door, Clue 1, Whiskey
A rival hit? Whatever it was, you've got only one thought; get 2B. Jammed Door, Shotgun
the whiskey stash you were supposed to ferry and get the hell
out. Master Bedroom
Clue 2, Silver Key
Story Choices
Answer the following questions and record your choices with Place 1 random card in each empty room.
the story choice markers.
-----------------------------
1. Ferelli's goons are dead because: Setting up the Investigator for solo play
A. Ferelli killed a rival and buried his body -under Ferelli's Take Michael McGlen with the cards Find Weakness and
own still. His vengeful ghost has slowly seeped its essence Gangster (and the Tommy Gun to go with Gangster).
into Fereli's whiskey, and now seeks revenge on everything
that lives. Since this is a solo game, Michael follows simple rules in his
attempt to recover the whiskey stash. Each time he can move
B. Ferelli decided to stop gloating about his secrets and act. or take an action, these are his priorities:
He tried a ritual to gain power – and he and his people were 1. Explore or take an action for his goal, if possible.
consumed by his folly. 2. Pick up a dropped weapon.
2. Attack a monster he does.
2. The whiskey is hidden in: 3. Moves toward his current Goal.
A. The storage closet. 4. If he did not take an action and there is an exploration card
B. The root cellar. in his space, he explores.
4. If he has not used an action, he runs 1 extra space toward
Component Setup his current goal.
Perform the following steps:
1. Clue cards: Take the Clue cards matching the story He attacks with the Thommy Gun unless he has found the
choices you made. Shotgun, in which case he attacks monsters in his space or
2. Exploration cards: Claim the following cards – through doors with the shotgun.
Sedative, Shotgun, Torch, Whiskey, Silver Key, Nothing If he has the sedative and a trauma, and there are no monsters
of Interest x2 in sight, he will use the sedative as his action instead of
3. Obstacle: No obstacles are used in this story. running.
4. Lock: Claim the following cards – Locked Door, He will always use a skill point on a roll if he can.
Jammed Door. His Goal will change as he finds clue cards.
5. Build Mythos Deck: Build the mythos deck with cards
containing the following icons – Bat, Upstairs. Remove Prologue
the card Twisting Before You.
6. Claim Keeper Action Cards: Command Minion, Evil You stand inside the foyer entryway, every nerve on edge. You
Presence, Maniac Attack. could run, but you've got a reputation for getting things done.
7. Claim Objective Card: Take the objective card And, some part of you, needs to know what caused this
matching your story choice marker #1. carnage. You don't know where the whiskey stash is, but
8. Starting Cards and Threat: Draw 1 mythos card and you're pretty sure Ferelli would have something about it in
gain 1 threat. Remove The Only Way Out from the his room.
trauma deck.
Starting Goal: the Master Bedroom.
Bad Spirits Bad Spirits
1A 1B
There's the store of There's the whiskey.
whiskey. They died Near it, one of
fighting over this? Why? Ferelli's men is alive –
Bugs crawl on a few broken barely. You can tell its too
bottles. Most of them are late. He gasps as you come
dead. Even the insects are near “The bastard. He said
killing each other to get a we were going to have
drink. This is wrong. You power. He had no clue, no
must destroy it. There was a idea what he was doing. He
torch lighting the foyer. killed us all”. The poor soul
Reveal Objective is right. Nothing you can
Solo: New goal: Get the do; get out while you can.
torch from the Foyer, then Reveal Objective
set this room on fire. Solo: New Goal: Escape
through the Foyer.

Bad Spirits Bad Spirits


2A 2B
Ferelli's room is a Ferelli's room is a
wreck. Looks like wreck, but you find a
some of his men were small key tucked away.
fighting here. In fact, it Judging by the mud on it, it
looks like they were fighting has been dropped in the dirt
over the keys to the booze. A more than once, probably
trail of violence leads to the by drunk hands unlocking
closet nearby. the liquor stash.

Solo: New Goal: Storage Solo: New Goal: Root


Closet Cellar

Bad Spirits Bad Spirits


Objective 1A Objective 1B

The Keeper wins if the investigator is The Keeper wins if the investigator is
reduced to 0 sanity. killed.
A mad grin spreads across your
face. The creatures move away. The madness that Ferelli unleashed in
his quest for power has consumed all the
There is no need to fight anymore.
victims in its reach. Perhaps now the fury
You'll do what you came to do. You'll will ebb...too late for all those who were
take the whiskey back, so everyone here.
can enjoy it.

The investigator wins if a fire token The investigator wins by escaping the
is placed on the room chosen for mansion with the whiskey.
setup question 2.
Was any payment worth that? Not a
An unearthly shriek echoes through
chance. But at least you got what you
the manor as the bootleg cache came for.
bursts into flames. The fire spreads
with unholy speed, and you run as
the vile place is consumed.
Bad Spirits

I Something is Stirring

I
Wait a minute – there's movement in
the foyer! Someone's alive. You know
him – looks like old 'Stubby'
survived the...no. That can't be. Half
his head is missing – he can't
possibly be alive!

The Keeper places a Zombie in the


foyer.

Bad Spirits

II Dead men walking

II
Groans and hideous howls echo
through the mansion. The murdered
souls here are not resting easy – and
you're sure they'd like you to join
them.

1A or 1B
The Keeper places a Zombie in any
room.

1B
The Keeper also gains 4 Threat.

2
Bad Spirits

III Here comes the cavalry

III
The gunfire and chaos has
finally drawn the city's finest.
Paddy wagons pull up outside
and cops swarm the mansion.
The investigator may be going to
jail, but at least the madness is
over. For now.

Everyone loses.

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