Story 4 Objective 1A commentary *Spoilers*

By EvilAmarant7x, in Mansions of Madness

Just played this story this evening, and out of the 4 games I've played sofar, I liked this one the least by far. For anyone that doesn't want it spoiled for them, don't read.

This story is so boring. There isn't even a monster on the board until 6 turns into the game. Until this point, all the keeper can do is place darkness and move you around. And then when you deal with the first monster, there isn't another monster until 9 turns later? Really? And then at that point you find out that you could've won by just sitting in the entrance the entire game until the objective is revealed and then moving a space? I much prefer making the investigators actually escape with a clue or something. I haven't played the other two objectives for this map, but the pacing for the first 2/3 of the game makes me never want to play this story again. The keeper in our game just sat on their threat because there wasn't really any point in spending it all. I think she had 21 threat at the end, and still won because we couldn't get out. With 2 or more investigators, you can limit one of them to only progressing 2 spaces a turn which, if they're near the other end of the map when the objective is revealed, makes escape nigh-impossible, even more so combined with mythos and trauma cards that impede movement.

Also, a semi-lucky guess by an experience Gloria player can ruin the entire story. If they reveal Clue #1 and they've played it before, they know exactly what the objective is, without actually revealing it.

That all said, I absolutely loved the first three stories I played in and don't regret purchasing the game in the slightest.

Agree/Disagree?

IMO the fun in keeper is mithos/tramua cards. Half the time I don't even move monsters the story gives me anyway.

If I'm understanding the darkness power correctly, the Keeper should be spamming it like crazy. When he uses it, everyone that is already in a dark room has to make a new willpower check, or gain a horror token. The Keeper can do a lot of harm with just this and some trauma cards.

I should've read this thread before I just created my own. I had the same question why so few creatures until late in the game?

However, I don't see as much of a problem with the "escape" thing. If you have a regular group of friends who play this often enough that you're looping back to already played scenarios, a clever Keeper can come up with all sorts of twists to the objectives. Why not switch the room where they're supposed to escape from?

Depending on the challenge your group wants, you can decide how "fair" you want to be in regard to how far away the escape room will be from the point where they're likely to be when the objective is revealed. And the Keeper can write down the location at the beginning of the game is fairness is a concern. But there's no reason to be hidebound to the objectives set out in the guide book. Anything can block off the original escape route a cave-in, a wall of hideous creatures, an impassable barrier of mystic energy, etc.

I know I really took advantage of it especially when I tossed Nyctophobia on one of the player too.

I thought this was a great scenario! Lots of atmosphere. The players kept expecting more monsters to show up and didn't realize that the point was to drive them all insane until it was too late. (especially when they choose low sanity fighter chars)

Whittle down sanity with Darkness. Split the players up with UU. Tease players with the few monsters that do show up. Move monsters behind locked doors. Get as many samples as you can. Make them destroy the Lantern (if they find it).

Of course, there's nothing more satisfying than playing 'Friend?' on that Tommy Gun. Two successful attacks on Poor Sister Mary blasted her down the hall. A tragedy... "There's only one way out."

We have options for different styles of play. Some players said they preferred this scenario for the atmosphere as opposed to Monster spamming. Other players wanted to fight more. Know your players and choose the scenario that suits the group.

I posted about this as well (and darkness power) just today.

It was a different pace for sure. So much Mythos and Trauma cards to play. Had to keep going. It was a lot of very specific tracking of cards, moving investigators into the rooms they were near so i can play a card.

It was MUCH more haunted house themed then a normal mansions map.

My issue (was 1B), i had to make a hound escape the house. But unless i did the math beforehand, The hound could only get out of the house in the time remaining when taking 1 specific path out of the 3. I didn't take that path - and i got an ugly stalemate.

I've had 4 stalemates out of 6 games i've played now. Pretty annoyed with it right now :(

Our one and only experience with scenario 4 so far (1B) was also a disappointment. It seemed quite boring, with the only thing the Keeper could really do is use the Darkness action card and play Mythos cards. However, I'm willing to give the scenario another chance now that I know what to expect and be in a more suspense/haunted house mindset.

*Spoilers for S4, 1B ahead*

One thing that I was kinda curious about in this scenario though was the inter-relationship between the 1B objective, Clue 1B and Event 4. In summary:

1B Objective: The Keeper wins if the Hound escapes. The investigators win if the Hound is killed.

Clue 1B: Reveal Objective. The Keeper may move the Hound 1 space and all locks are discarded.

Event 4: Reveal Objective. Place the Hound on the board.

So it seems the Hound will *only* appear by Event 4 being revealed. So what is the point of the "Keeper may move the Hound 1 space" on Clue 1? If the investigators find Clue 1 before Event 4 occurs, the Hound will not be on the board. If the investigators have not found Clue 1 by the time Event 4 is revealed, then there is no point them continuing to pursue Clue 1, as they already know their objective and the Hound will be on the board (and there is no massive advantage to all the locks being discarded that I can see).

Can anyone explain this?

My thoughts on revealing clue 1 after event 4.

My guess is that it is there to allow the investigators another way out of the tower if the barricade is up and they are stuck on the wrong side of it, plus if the barricade is up (the one in the attic that is) it doesn't really matter if the hound gets to move another space if it is trapped behind the barricade, unless you are the poor investigator stuck in there with it.