Innsmouth Jail
From Arkham Horror Wiki
The Innsmouth Jail is an Innsmouth location in the Church Green neighborhood. It first appeared in the Innsmouth Horror expansion.
Encounters
Encounter | Skill check | Expansion |
---|---|---|
A prisoner thinks he can get free if he gets enough money to bribe one of the constables. He offers to sell you the last of his belongings. Draw 1 Common Item. You may purchase it for the list price. If you do not have enough money but have at least $1, you may purchase it by discarding all of your money. If you have no money or choose not to purchase the item, it is discarded and nothing happens. | ||
A pungent odor is emanating from the filthy jail cells. Pass a Will (-1) check or lose 1 Stamina. | Will -1 | |
An agent from the government is asking questions. The constables are trying to get him to go away. Make a Sneak (-2) check. For each success, you may spend 1 Clue token to place it on any space on the Feds Raid Innsmouth track. If you do not roll any successes, you are arrested and put in the Innsmouth Jail. | Sneak -2 | |
As Chief Constable Martin asks you "just a few routine questions," you become unnerved by his hoarse voice and unblinking gaze. Pass a Will (-2) check or lose 1 Sanity. | Will -2 | |
Chief Constable Martin has been cut pretty badly by a suspect and Constable Ropes is at a loss for treating the wound. Make a Lore (-2) check. If you pass, you manage to successfully administer some first aid and the Chief Constable produces a small gold coin from his desk and tosses it at you. Gain $3. | Lore -2 | |
Chief Constable Martin tells you that you'll fit in just fine around here and offers you a job. Take a Retainer card and then draw 2 Innsmouth Look cards. | ||
Chief Constable Martin wants to question you and his integgogation methods are blood-chilling. Make a Will (-1) check to talk your way out of the situation without angering him. If you fail, lose 1 Stamina. Regardless of whether you pass or fail, you are delayed. | Will -1 | |
Constable Ropes "doesn't like the look of ya." Pass a Fight (+1) check or lose 1 Stamina as he throws you out of the building. Regardess of the result, move to the street. | Fight +1 | |
Constable Ropes has turned his back while the weapons locker is unlocked. If you wish to try covertly arming yourself, make a Sneak (-2) check. If you pass, search the Common Item deck and take the first Weapon you find. If you fail, you are arrested as you try to explain. | Sneak -2 | |
Constable Ropes has turned his back while the weapons locker is unlocked. If you wish to try covertly arming yourself, make a Sneak (-2) check. If you pass, search the Common Item deck and take the first Weapon you find. If you fail, you are arrested as you try to explain. | Sneak -2 | |
Constable Ropes has turned his back while the weapons locker is unlocked. If you wish to try covertly arming yourself, make a Sneak (-2) check. If you pass, search the Common Item deck and take the first Weapon you find. If you fail, you are arrested as you try to explain. | Sneak -2 | |
Constable Ropes has turned his back while the weapons locker is unlocked. If you wish to try covertly arming yourself, make a Sneak (-2) check. If you pass, search the Common Item deck and take the first Weapon you find. If you fail, you are arrested as you try to explain. | Sneak -2 | |
Constable Ropes has turned his back while the weapons locker is unlocked. If you wish to try covertly arming yourself, make a Sneak (-2) check. If you pass, search the Common Item deck and take the first Weapon you find. If you fail, you are arrested as you try to explain. | Sneak -2 | |
Constable Ropes has turned his back while the weapons locker is unlocked. If you wish to try covertly arming yourself, make a Sneak (-2) check. If you pass, search the Common Item deck and take the first Weapon you find. If you fail, you are arrested as you try to explain. | Sneak -2 | |
Constable Ropes is implying that if you don't offer up a bribe, he's going to make trouble for you. Discard $5 or a Unique Item. If you cannot or will not discard either, you are arrested. | ||
Constable Ropes is trying to read some old book he took from a suspect, but seems to be struggling with the material. He asks if it makes any sense to you. Make a Lore (-2) check. If you pass, gain 1 Spell. | Lore -2 | |
Constable Ropes wants to play some cards to pass the time. Make a Luck (-1) check. If you pass, gain $2 and 1 Common Item. If you fail, discard all of your money and 1 Common Item. If you have both no money and no Common Items to discard, you are arrested. | Luck -1 | |
In a dark, disused corner of the jail, you find something that might come in handy. Draw 1 Common Item. | ||
Inside one of the cells, an emaciated old man calls out to you. "I know I won't survive another night. But you might still escape! Take this and leave Innsmouth forever. He reaches into his shoe and pulls out some money. Gain $5. | ||
Near the cells, you find a small medical kit. It appears as if it's never been opened. Gain 1 Stamina. | ||
One of the prisoners claims to be a reporter trying to tell the truth about Innsmouth. He says he won't get free but the important thing is that his notes make it to the newspaper. Make a Sneak (-1) check to get you hands on them. If you pass, gain 2 Clue tokens. | Sneak -1 | |
Some prisoner from decades gone by has scrawled something on the wall. Make a Lore (-2) check to decipher it. If you succeed, gain a Spell. | Lore -2 | |
The constables are questioning a member of the Sheldon Gang. You think you could provide enough evidence to secure his release. If you spend at least 5 toughness worth of monster trophies or 1 gate trophy, the constables begrudgingly let him go. Impressed, the gang member tries to recruit you. Take a Sheldon Gang Membership card. If you do not spend the trophies, the constables arrest him and throw you out the front door. Move to the street and lose 1 Stamina. | ||
The constables arrive in the morning to find the bars of the cell bent and all their prisoners missing. A few bloodied strips of the prisoners' clothing is all that remains. The constables do not seem notably bothered. Lose 1 Sanity. | ||
The constables take a keen interest in one of your more unusual possessions and are willing to trade information for it. If you discard one Unique Item of your choice, you may gain 3 Clue tokens. | ||
The constables take a keen interest in one of your more unusual possessions and are willing to trade information for it. If you discard one Unique Item of your choice, you may gain 3 Clue tokens. | ||
The constables take a keen interest in one of your more unusual possessions and are willing to trade information for it. If you discard 1 Unique Item of your choice, you may gain 3 Clue tokens. | ||
The constables take a keen interest in one of your more unusual possessions and are willing to trade information for it. If you discard 1 Unique Item of your choice, you may gain 3 Clue tokens. | ||
The constables take a keen interest in one of your more unusual possessions and are willing to trade information for it. If you discard 1 Unique Item of your choice, you may gain 3 Clue tokens. | ||
The constables take a keen interest in one of your more unusual possessions and are willing to trade information for it. If you discard 1 Unique Item of your choice, you may gain 3 Clue tokens. | ||
You discover a yellowing edition of the Innsmouth Courier from 1846. It is quite fragile and requires delicate handling to read. If you do so, you are delayed, but you gain 2 Clue tokens for your effort. | ||
You overhear Constable Ropes speaking to someone on the phone. Although you only get one half of the conversation, you think you can fill in the details. Gain 1 Clue token. | ||
You see a poster on the wall with your picture on it. There is a reward offered for your capture. Make a Sneak (+0) check to make yourself scarce. If you pass, take the Wanted card if it is available. If you fail, lose 1 Stamina and you are arrested. | Sneak +0 | |
You walk in on a grisly sight. The constables are dragging a brutally beaten figure out of a cell. "A tragic suicide," they explain. Lose 1 Sanity. |