The Dreams in the Witch House

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The Dreams in the Witch House is the first scenario of Session 1 of the Arkham Spanish League.

Requirements

Setup

Ancient One: Yog-Sothoth

Setup as normal, except all Investigators begin the game in The Witch House. Do not place a clue token in that location at the beginning of the game.

Only the following Investigators may be used:

Special rules

One Investigator must take Walter Gilman as an ally at the beginning of the game. He replaces either a Unique Item or two Common Items of that Investigator's starting equipment (fixed or random).

Keziah Mason's Power

Due to the witch's curses, portals opening in The Witch House and the Unvisited Isle cannot be sealed, and closing them has a -1 penalty in addition to the portal's modifier.

Strange Angles

Hounds of Tindalos always move, regardless of the dimensional symbols on the Mythos card.

Winning the Game

  • The game ends by sealing 6 gates or closing as many gates as the number of Investigators +4.
  • Portals can only be sealed spending any 1 Tome plus 5 clue tokens, or by using an Elder Sign.
  • The game doesn't end if there are no portals open on the board.

Story

Walter Gilman didn't know if the fever brought the dreams, or if the dreams brought the fever. His ears were becoming sensitive to a paranormal and unbearable point, and it was long since he had stopped the cheap alarm clock that laid on the fireplace shelf, as its ticking had become like artillery fire for him. Darkness was always filled with unexplainable sounds...

External links