Gilman House Hotel
From Arkham Horror Wiki
The Gilman House Hotel is an Innsmouth location in the Factory District neighborhood. It first appeared in the Innsmouth Horror expansion.
Special Encounter
Uneasy Sleep: After having an encounter here, if you are still at this location, you may gain 1 Sanity or 1 Stamina.
Encounters
Encounter | Skill check | Expansion |
---|---|---|
"Oh dear," remarks the desk clerk, with a slight smile and a shake of her head. "Someone must have taken your bag by mistake. We'll try to get that cleared up as soon as possible." Discard 1 Common or Unique Item of your choice. | ||
"Oh, no sir. The bus won't be leaving today — mechanical difficulties. You'll have to spend the night." Do they know that you know? A sleepless night robs you of 1 Sanity. | ||
A suitcase that doesn't belong to you is underneath your bed. Make a Luck (-1) check. If you pass, gain 1 Unique Item. If you fail, the case is filled with old, blood-stained clothes. Lose 1 Sanity. | Luck -1 | |
Another traveller starts up a cheery conversation with you. Gain 1 Sanity. | ||
As you sleep, you dream of vast underwater spaces filled with strange, horrific creatures. Draw one Innsmouth Look card. | ||
Before going to sleep, you decide to barricade the door with some of the room's furniture, just to be safe. Pass a Fight (-1) check or lose 1 Stamina in the process. | FIght -1 | |
Despite all the horrible stories you've heard, the desk clerk seems genuinely pleased to see you. "Welcome to Innsmouth," he says. "Welcome home." Draw two Innsmouth Look cards. | ||
During the night, you have a dream of the Dark Pharaoh in ancient Egypt. You learn much by observing him. Gain 1 Spell and then make a Will (+1) check. If you fail, reduce your maximum Sanity by 1. | Will +1 | |
From your window, you spend the day watching the people of Innsmouth going about their business. Make a Lore (-1) check. If you pass, you quickly notice some odd behaviors. Gain 2 Clue tokens. If you fail, you are delayed as you spend all day watching, without noticing anything. | Lore -1 | |
Heavy footsteps come charging up the stairs towards your room during the night. Pass a Luck (-1) check to climb down the drainpipe on the outside of the building and move to the street. If you fail, you are arrested by Chief Constable Andrew Martin for unclear reasons and taken to Innsmouth Jail. | Luck -1 | |
If Velma's Gratitude is facedown, you find Velma waiting for the bus back to Arkham. A couple big locals are looking at her threateningly and blocking her from getting out to the bus. If your current Fight is at least 4, you may draw 1 Injury to get them out of her way. If you do so, turn Velma's Gratitude faceup. "I can't thank you enough. You and your friends can eat at the diner for free whenever you like." | ||
In the middle of the night, there's too many heavy footsteps and scraping noises to sleep. Make a Will (-1) check to see if you can doze off. If you fail, you need to get some night air to relax. Move to the streets. | Will -1 | |
In the middle of the night, you hear the sounds of violent fighting in the room next to yours. Make a Speed (-1) check. If you pass, you get next door in time to see a group of thugs surrounding a guest. They run away at the sight of you. If you fail, lose 1 Sanity when you find nothing but broken furniture. | Speed -1 | |
Joe Sargent is waiting here before returning to his bus. If you buy him a little lunch he'll happily tell you what he knows about Innsmouth. you may spend $2 to gain 2 Clue tokens. | ||
Joe Sargent is willing to give you a ride to Arkham in his bus, provided you haven't learned too much. If you have 3 or less Clue tokens, you may move to any location in Arkham and immediately have an encounter there. | ||
Joe Sargent is wondering if you know anything about repairing bus engines. Make a Lore (-2) check. If you pass, you can tell the problem just by his description. Joe says he doesn't really have any money to pay you, but offers one of his few possessions. Gain a Common Item card. If you fail, nothing happens. | Lore -2 | |
Joe Sargent tells you he's running some errands and he'd be happy to pick something up for you if he can find it. Mkae a Luck (-1) check. Draw a number of Common Items equal to the number of successes rolled. You may choose 1 to purchase. Discard any items that are not purchased. | Luck -1 | |
Joe Sargent's bus is waiting. You may spend $1 to hitch a ride to any Arkham location and have an encounter there. | ||
Looking into a mirror, you can see that being in Innsmouth is changing you. You may gain up to 2 Corruption Cards. Then draw 2 Innsmouth Look cards. reduce the number of Innsmouth Look cards you draw by 1 for each Corruption card you have (to a minimum of 0). | ||
Looking out the window, the water looks beautiful and luminous, while the land looks gray and drab. Draw 1 Innsmouth Look card. | ||
Not only have you not been provided with a key to your door, but the deadbolt has been removed. Pass a Sneak (-1) check to find somewhere else to sleep and move to the street. If you fail, you are delayed and lose 1 Stamina and 2 Sanity when they come for you... | Sneak -1 | |
One of the other guests tells you about the shocking news from Dunwich. Roll 1 die for each Dunwich Horror token on the board. For each die that results in a failure, lose 1 Sanity. | ||
Something about the smell of this hotel is both distasteful and yet, somehow, familiar. Draw 1 Innsmouth Look card. | ||
The desk clerk stops you as you go by. "This just came in for you." He hands you a telegram that reads "GET OUT OF INNSMOUTH STOP YOU KNOW TOO MUCH STOP." If you heed the telegram, move immediately to the Train Station. If you ignore it, further investigation yields 1 Clue token. | ||
Walking down the hall to your room, you hear a banging from the other side of a door that is bolted shut. Opening the door, you discover a terrified man who can't stop trembling. Make a Will (-2) check to calm him down. If you pass, gain 1 Sanity as you assure him that he's safe now. | Will -2 | |
When you open the wardrobe in your room, you discover a message written on the inside of the door. It warns of threats against your life and tells you how to avoid them. Take the Stealth card from the Skill deck if it is available. If not, gain a Clue token. | ||
You discover Joe Sargent wiping blood off of his hands. He tells you he hit something on the way here that got stuck on the front of the bus. Make a Luck (-2) check. If you pass, you may choose 1 monster token in the Outskirts to return to the monster cup. | Luck -2 | |
You must have been sleepwalking! Move to Falcon Point and have an encounter there. | ||
You see Joe Sargent facing the shoreline, muttering something to himself. Make a Sneak (-2) check to listen to the strange language he's speaking and gain 1 Clue token for each success. | Sneak -2 | |
You slept more soundly than you anticipated and wake up suddenly as you are being lifted out of your bed. Make a Fight (+0) check to wrestle free from your captors. If you fail, immediately move to Devil Reef and have an encounter. | Fight +0 | |
You wake in the night hearing inhuman sounds getting closer. Make a Luck (-1) check. If you pass, the sounds grow more distant and nothing happens. If you fail, you escape out the window. Move to the streets and take the Harried card if it is available. | Luck -1 | |
You've never had such vivid dreams in your life! Move to the Dreamlands have an encounter there, and then return here immediately. | ||
Your door is locked from the outside! You are delayed. | ||
Your inquiries have attracted the attention of some locals. Pass a Will (-2) check to calm them down, or add an uprising token to the Deep Ones Rising track. | Will -2 |