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ye 46961 DUI UuNISORND o 345UAdO> pansosas 6) The ARKHAM GAZETTE Second Edition Gate Tables and Location Tables for Arkham Horror ANCIENT EGYPT 2 You finda seange sel: daw 1 spell ear 2 Trapped ina santormt Lose 3 stonggh pints and 2 ur, 3 ore he hinamove- tse say pons 5 Serols are everyhere: daw 1 spell card 6 roma hidden tomb a monster appears Atlantis ol Dé 2 You geta chance o sit avery inorecting laboratory. A successful Fast Talk ‘rine yout tom {They want you fora human sacrifice! Make a successful Fast Talk od ‘© Tentacles reach out rom the sea, Roll a successful Fight or lose De strength points 5 fn Ailantean prince challenges you to a duel. Make a successful Fight of lose De strength points 6 Inthe Mary are many books; one teaches you a spell: draw 3 spell card Carcosa 1 The dead city frightons your lose 2 sanity points. ‘5 Among some ruins you find strange artact. Mako a successtl Knowledge roll and draw item card fal and love D6 strength points when the aract explodes 4 A'tar-Spawn pursues you, Make a successful strength olor de. 5 nan athernise empty bulding you tna this sogla object draw 1 tem card An lovisible Star Vampire wants «shack: lose D8 stength pois Fomalhaut 2. Theinfene hea sap you. Make a success strength roll or lose 3 strength + Youre atackod by Flame Vampires: lose 3 strength points. 4 You feel puriod by the flames gan 2 sanity points © A hoend monster attacks, You become lost inthe smoke: lose 1 turn The Hall of Nyarlathotep Rol D6: 2° A guardian monster attacks. 2 Anibiseaea save speaks yous ose 2 sanity ols nd daw 3 pei 2: RShansak swoops down at you. Make a successful Fight rll or be carried to {the Throne of Azathoth; rol fori encounter there and return fo this box next ‘5 You match avo green suns spin across the sky lose 2 sanity points. {& Nyarathotep whispers something n you ear ose 3 santypolnts and daw 2 Sitearas The Hideous Caverns Ea ndeous monster attacks you. 2 wo hideous monsters tack you. inte artnet you sie oe aha mangle corpse: se 1 sanity Something reaches out rom a subteranoan ako, Make a successful Sneak rollorbe devoured ENighngaunts swoop down and cary you to rem. Rol for 1 encounter there “and rturn to this box on your next ur ou are wines toa home ceremony! lose 18 points of sanity. Frozen Hyperborea 1 Frozen tothe ground isa carved stone tablet Make a successhl Knowedoe folland dew spel card 2. Younmust eros a oeen wasteland, Make a successful strength rll or lose 3 ees 5 Snowblind you barely heve me to react when a monster suddenly springs you. 4 Ina copper box you find an unusual object raw 3 tem car © Something moves in an abandoned temple: se 2 sanity pois {© The reezing cold pubs you othe bone: lose 2 strength pols The Interior of the Moon Rol 6: De caniy. " . 2- Amonster atacks you. & Amonster stacks ou. 2 You tnd strange device raw 1 tem ear, 5+ You acidentallyeiscover the wrong gate back to Arkham. Roll on the gate “pearance table fr the location at which you appear. 6 You tnd the room where the pink, erabike beings perform thel terrible surgery lose 2 sanity points, rem, City of Pillars "You accidentally bump into a pillar: lose 2 strength pont 5. The shifting sands veal a aking skul lose sanity pont and draw 1 spelt ar 4 Retrange meoping sound is heard: lose sanity poi. 6 Bronze plates, set nto the avec, ore pushed aside and hordes of ghouls pour forth bck a suecessiul sentra or lose 3 sanity points then make a Successful strength roll or de The Nameless City 1° You become temporary lost i the labyrinthine passages: lose 2 sanity point 2: You are tancing near an ancient mummy when You Rear & Son rusting ort be Eset poms ‘3. From an ancient sro you are abl to fearn something of vale: draw 1 spel car 4 Gold owing winds blow across the dese. Make a suceessul sant oll or ‘ose 2 sanity points; then make a successful strength rll or lose? strength points. s- Fou have become lost inthe desert. You must find your may out. Make a Suecessul Knowledge olor de trom exposure 6: Rhoreying monster sacks Saturn 1 The unnerving geometry disorients you lose 2 sanity points 2: You meet up with Teathogghun in his Saturn form, Make m successful Fast ‘torte monster atacks you. “You discover and explore the wreck o an allen space vette draw 2 tem cards, 5+ Amonster suddenly tacks 6: Frocaing allen winds eause you t lose 2 strength points. The Throne of Azathoth 2° Uhinkty omer aces ete oe you ap 2 The complete blackness. and ute sence uninge your mind ose 2 sanity pots 5. The frecting temperatures of outer space take their tl lose 2 strength pots ‘Autoth beckons o you. Make a sucotestl sant rllor compl and be destoyed ‘The nsane piping ofthe hideous aut threatons to ave you mad: se 2 Sanity points 6. The Daemon Sultan takes pty upon you: draw 4 Spell ara Valusia "You discover a serl: aw 3 spall card You ing amysteious obec draw tem cord Cn an open pain you are spotted by @ hungry dinosaur. Outrun ti with 2 Success strength roll or be eaten. §5- You tna a book writen in the language ofthe Serpent Men. Make a successful Knowledge roll and draw tsk card 6 The serpent men have nied you presence and give chase. Lose 3 strength points escaping them, SECOND EDITION Location Tables Black Cave D6 Event {Strange whistling draws you deep into the cave to Investigate, Make ‘a Knowledge roll or spend your fhext turn lost. 2-A monster appears. 3-¥ou stumble onto one of the ‘Sheldon Gang's still; Successful Fast Talk or eat DG you fi ‘cake his local character card. He ‘adds to your fight. He may be Substituted once for you In defending against a monster [attack but then must be discarded. if no hire or not ‘vallable, then treat as no ‘encounter. 6-Carved on the wall you find some alien writing. Successful Knowledge roll and draw 1 spel City Hal D6 Event A Strange Trail of Slime Dagon Mission De tvent T'a Gate and Monster appeay Zin the Order’ library you find a book of spells Successful Knowledge roll and draw i spell 3:Membership dues are requested, pay '$3 or move out onto the street. ‘alk with a senior member and gain { some of his wisdom. Draw 3 Skill card if \ sanity, 6-¥ou listen to a boring lecture and fall asleep. Lose your next turn. St any are available. S-In the silence of the Order's reading A Peaceful Moment in the Reading Room ‘oom you find safety. Add 1 to your Dark's Carnival Boarding House De event Pin the basement you find something useful- ‘draw 2 Item, 2Avhen you return to your room you find that D6 Event someone has robbed you. Discard 1 Item. The laughter of the festive crowd 3-In Ma Mathison's gossip, you detect a vaild asker or fel atiar falco ‘lue. You may move immediately to any ‘Arkham location for anather encounter, 4-Asleep, you enter the Dreamlands for one roll on that gate table and then return to ‘Arkham. 5-Something must have been wrong with the ‘seafood chowder you ate for supper. Lose 1 Strength point. G-A monster appears. Arkham's future. Add 1 Sanity point. 2our ride through the Tunnel of Terror turns out to be just that! Successful Fight or lose 2 strength points. 3/A Gate and Monster appear. ‘4-At the target range you gain the ‘attention of some members of the ‘opposite sex. Lose your next turn Impressing them. ‘A Monster appears. ou are taken by some fast talking con artists. Lose $10. Devil's Beach D6 Event |The Mayer thanks you or your help in saving his town and offers you 8 $10 reward. \_ 2Ffalking with the city Council gives ‘you new confidence. Add 1 sanity point. 3-A Monster appears. 4Your plead for military help yecomes delayed in red tape. Lose your next turn. 5:The mail clerk gives you a strange Package; Pay $3 postage and draw Litem and 2 Spell card. If no cash, 6-You are accused by the town fathers as the person responsible for this curse that has now gripped this town. Successful Fast Talk or The Mayer Thanks You 1-0n the beach you find a weathered ‘scroll of canvas with a sailor's prayer painted on It. Saying the prayer gives {you hope. Add 2 sanity points. 2-Seeing something floating in the waves you rush in to get a closer look and ar attacked by Deep Ones. Successful Strength roll or suffer D6 loss of strength. 3-4-A Gate and Monster appear. 5-In an old boat you find something ‘useful. Draw 1 Item, 6-Laying on the beach you fall asleep and ‘are picked up by a white ship and are taken to the Dreamlands. Gain 1 Sani point for the delightful voyage and rol time on the Dreamlands table then lose 2 strength points. return here You See Something in the Waves Founder's Rock De Event ‘Avision of the founding fath ‘Spears before you with useful advise on how to save thelr town. Successful Knowledge roll and gain Spell. 2: Gate and Monster appear ps 3°A vision of the hanging witch Hasper Paine appears before you and cackles @ Eurse upon you. Lose 2 Sanity point «Many of the town folk gather for safety and you may hire any Local Character fot already in service for 35- The thankful townsfolk offer you an sn to help defend their town, Draw 2 The Hideous fem card. 6-A Monster appears. Curiositie Shoppe D6 Event {a Gate and Monster appear. 2,ou are arrested by Deputy your next turn. 3-Hideous sculpture appears to move. Make a Sanity roll or lose 1 Sanity point. 4-5-Purchase 1 Item for list Price. If no sale, treat as no Encounter, 6-Find an old book for $5. Draw 2 Spell cards If purchased. if no sale, treat as no encounter. Items can be sold here. See rules. Sculpture Moves ‘Stunned by the Vision Graveyard De Event Tate at night you dlg-up a curious ‘it grava'and fd Liem, Ba Moater soeears E-uddy Walker the focal grave- ‘iggey shares the words toa chit he overveurd from a coven Stitches that met atthe ‘graveyard the night before. Make 2 successful Knowledge roll and Tearn 1 Spell. 4-A Gate and Monster appear. S.aWhile studying some ol ‘tombstones, you are attacked by SECOND EDITION Location Tables continued Lake Miskatonic D6 Event 1LFishing you catch a nourishing meal. Increase your strength by 2 points. 2.7he quiet of the lake makes you feel peaceful ‘once more. Gain 2 sanity points 3-On the dock you find something useful. Draw 2 tem card. ‘A Gate and Monster appear. 5-Sheriff Engle finds you while on patrol and offers You a ride to any location. Accept and move there Immediately for an encounter. Refuse and treat as no encounter. 6-A nervous Deputy Someone at Fires at You! You. Successful Sneak or lose 2 Strength points. ny Dinghy takes a sh Snoalinon you Feaeorieeser te crazed Grave: tose 3 strength points. Digger Attacks 6-Pamela Nach, asturdent from the Caiversity, shows you sorethieg she found pearing shaaned Sraves to the north of the Staveyard, You make take 2 Sruse as cle to goo Iaeation of Arkham Historical Society D6 Event, Bithe eerle resemblance of the founding father El Smith and the Current president Allan Smithson chill you to the bone, Lose 1 Sanity point. an the city's historical records you ‘ind a worthwhile clue. You may Immediately move to any location of Arkham and have an encounter there. tacks, 3p reading an old book and lose your next turn. s-among the antiques you find a useful ‘tem that you may purchase at lst price. ‘6-Larved on an old plece of bark, you A Sudden Gust of Cold ‘see what resembles a Spell. Make a Harney Jones' Shack succesful Knowledge rll and gain 2 D6 Event Lou are hit by sudden gust of wind and drop in temperature. Make a successful ‘Strength roll or lose 1 point of Strength 2-A Monster appears. ‘-rrom your questions, Harney assumes that you are a Revenuer. Make a Successful Sneak or Harney gets the ‘drop on you and ties you up in his barn Where you remain until you can make & Successful Sneak to escape. 4-A Gate and Monster appear. S-With a successful Sneak, find an old ‘book in Harney's house. Draw 1 Spell 6-Hammey shows you a gift Spell from his “Feeling Poorly?" Hospital D6 Event Library D6 Event {Make a successful Fast Talk or be thrown ‘ut into the street by Abigail Foreman for ‘making too much note Books fall from their shelves as the ‘utiding begins to quake In an unnatural manner. Make a successful Sanity roll or tose 1 Sanity point. 3-F0u get the Feeling that you should not ‘have mumbled the strange spell that you found in an old book as.a Monster appears before you, Draw a Monster to appear. 4-0n one of the back bookcases, you find something left behind. Draw 1 tem card. sou are chilled fo the bone with fear from what you read in an old Tome. Lore 2 Sanity point, ‘Your research has patd off Draw 2 Spell Lighthouse “Feat Tak to gain acess tothe tower: ‘ail punting Horrors with beam +Datevent! ‘Lin the lighthouse tower you find an item. Draw item. 2-A'storm comes up while you are atthe itghthouse, Lose 4 turn fort to pass. 3-A Gate and Monster appear A Monster appears 5\Use the beam of the Lighthouse to ‘automatically destroy any Hunting Horrors on the game bosrd, Add them to your trophy case, Ginan old sea chest in the attic, you And 2 ‘crumbling parchment. Draw 1 Spell. ‘Mi-go friends which fe will give you with a successful Fast Talk. Hib's Roadhouse D6 Event 1A bar-room brawl breaks out over the poker ‘game. Successful Strength roll or lose 1 Strength point, 2-The poker gam ‘mount and roll 1 die. Hf the re ‘win double your money. Ifthe rol lose all your money. 3-¥ou overhear an interesting conversation ‘about the events in town. Make successful ‘Sneak and gain a clue. Move immediately to any location and roll for encounter. 4-Sheriff Engle raids the place for illegal whiskey. Bribe him for §5 or spend your next turn in jal 5-Fou talk with Abner We ‘and he teaches an old Spell he learned long ‘ago. Draw 1 Spell card 6.The Sheldon gang hold up the Roadhouse. You lose all your money and! Items. Items can be sold here. See rules. bet any ‘even you Is odd you the town drunk, Ante Up! 1-2-From the types of wounds you witness here, you gather a clue to what You are up against. Move to any location immediately. 3-4-Dr. Mortimore Simm is excited by the ‘Stories you tell him. Make a successful Fast Talk and he Joins you. Take his Character card, ‘5-Half unconscious you cannot react as ‘an evil looking nurse gives you a shot, ‘one that you never wake-up from. Start 2 new Investigator. 6-The doctor offers you some items that ‘might be useful. They belong to the Investigators that no longer have tse a The Professor Working on his Theory Miskatonic Universi * Sell Monograph, roll D6: (1-3) sells for $2: (45) sell for $5; (6) sells for $10 Tnavallabte fon retainer +06 Event 1.2: Monster appears. 3-4-A successful Fast Talk convinces Professor Nadelman to loan you his not, treat as no encounter. S-in the professor's study you find a useful Spell. Draw 1 Spell G-A concerned student offers you a Useful item, Draw 1 Item. SECOND EDITION Location Tables concluded Newspaper Waiting Patiently to D6 Event View the Files {L-Reading over the strange events of the back issues, you realize the foreboding evi attacking Arkham. Lose 2 Sanity points. 2-n the reporter's desk you find an old parchment. Draw 1 Spel 3-€arn $5 for a story. ‘The editor of the paper offers you a retainer ‘of $2 per turn. Take a retainer card and collect trom the bank at the beginning of each turn. 5-Falling to gain the permission of the Editor to view an old fi night. Successful Sneak and gain 1 Spell and {lute which allows you to move immediately to ‘any Arkham location. Fall the Sneak and Spend your next turn In jll 6-8 reporter gives you an item that he found in ‘the woods. Draw 1 Item card. Poli eave or stay and take a location event “De event: L-Deputy Dingby gets carried away ing. Lose 1 Strength point. e Station 3-Successful Fast Talk and techniques he has learned. fa Combat gnc service Skill card is available, you may take it. if not, treat as no encounter. The soft sound of a prisoner's harmonica ‘sets your soul at ease. Gain 2 Sanity, points. 4-The sheriff invites you to lunch with him ‘at Velma's Diner. Accept and move directly there for another encounter; Refuse and treat as no encounter. 5.The sheriff happily gives you a $10 Teward for heroism. 66-Deputy Dingby thinks you look too much like Public Enemy #1 and locks you up. Lose your next 2 turns until a report £0 X clear your name comes in. 5h ring minister sees point. y | i Heather the Su Clumsy Waitress Sanita D6 Event 1-3-From the continuous babbling of an inmate, {you discover something that makes sense. Successful Knowledge roll and gain 1 Spell. 4-5:You are attacked by loose Inmates. Make 3 Successful Fight roll or lose 2 strength points 6qTalking with Ronald the Janitor, you realize his wasted genius and listen and learn. Draw 1 Skill card if available. f no Skill cards are available, treat as no encounter. Insane Babbling! Shunned House D6 Event ‘:Entering the room, you hear a faint voice ‘telling you to leave in such a way Itc you to the bone. Lose 1 Sanity point. 2.The celling of the upstairs bedroom forms ‘strange angles and shapes. Staring at ft you find yourself suddenly transported. Roll on the gate appearance chart and place your token in that location and immediately roll for an encounter. 3-A Monster appears. 4@-A Gate and Monster appear. 5-Crawling through the attack you are bitten by a spider. Lose 1 Strength point. 6-At night you witness the strange violet light in the old witeh's bedroom window. Lose 1 Sanity point. | LY ¢ ‘A Feeling of Evil! North Church “Sorry about D6 Event an There seems to be no safety ‘the priest of your need for Holy Water. Ife one else has the Holy Water card, look through the Items deck and take that card. ifn use, treat as no 4yThe service proves to be too long and you fall asleep and enter the Dreamlands. Roll for 1 encounter there and return to this location. and gives you $10 to sustain 6-The church records bring to r the hidden evil of Arkham. Make successful Sanity roll or lose 1 Sanity a Gs Silver Twilight Lodge D6 Event ‘Lin the study you find a strange Black Box. Hearing nolses approaching, you climb into it and ‘ind yourself transported to’a new location on the board. Roll on the Gate Appearance chart for the new location. 2:8 Monster appears. 3-In the basement you find the hideous creations of Cart Stanford's undead. Lose 2 Sanity points. 4-A Gate and Monster appea S-At the strange ceremony you discover that you are to be the sacrifice! Make successful Fight or Start a new investigator 6-In the lodge closet you find useful items. Draw 2 em cards. Train Station D6 Event 1LYou take the next train out of town to regain your composer. Lose your next turn but divide 10 points between your Sanity and Strength. Disregard any points that. You currently have in Strength and Sanity. 2.The sheriff meets you at the train. He had hheard some help was coming and gladly gives you some of the useful items that he hhas gathered. Draw 2 Item cards. 3-Make a successful Sneak or you are robbed bby some hobos near the boxcars out back. robbed, discard all money and items. 4-A Monster appears. 5-6-Tax! Available. Pay $1 and take it ‘anywhere In Arkham or decline and treat at you convince ur needs ity Velma's Diner D6 Event 1-Seeing that you are looking poor of health, ‘Velma mixes up her special family potion. Add 2 to your Strength. 2-Heather, the waltress, tells you of the strange hhappenings at the silver Twilight ledge. You may move there Immediately or treat as no encounter. 3-Heather, the waltress, accidentally spilis hot coffee on you. Lose 1 Strength point. 4,The meal ts very nourishing, Spend $2 and gain 2 Strength point. ‘Velma shows you something a recent customer left behind. Draw 1 Item card. {The strange man in the turban eating next to you ‘must have slipped something into your drink as, \ The Sheldon's Like Woods Your Style! 6 Event “the Sheldon Gang recognize you as ‘rouble and open fire. successful Sneak or tose Be Strength. 2.The Sheldon Gang like your style and ‘how you thelr stash. Take $5 and 2 item cords 2-A Monster appears. 4.A Gate and Monster appear. Sin the darkness of the woods you ee several glowing red eyes around you. Lose 1 Sanity point and make 8 Uccesstul Fight or tose De strength foo wolt attack, Gina small grove in the woods, you ‘ind a beautiful old statue, Touching th you feel te power. Gain 2 Sanity points and 1 Sp

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