The Hall School
From Arkham Horror Wiki
The Hall School is a location in the South Shore neighborhood of Kingsport. It first appeared in the Kingsport Horror expansion.
Encounters
Encounter | Skill check | Edition |
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A couple of students have snuck outside, behind the school. Make a Sneak (-2) check to overhear what they say to each other when they think no one else is listening. If you pass, gain 2 Clue tokens. | Sneak -2 | |
A glass display case holds various trophies and certificates earned by students over the years. You notice one of the certificates is covered in text written in an ancient language. Make a Lore (-2) check to translate. If you pass, gain 1 Spell. | Lore -2 | |
A student presents a detailed report on the history of the Dark Pharaoh. Make a Will (-2) check. If you pass, you learn a great deal questioning her. Gain 2 Clue tokens. If you fail, lose 1 Sanity as she describes what it was like to live under the Pharaoh's reign. | Will -2 | |
After looking in the school records, you begin to feel a malevolent force has begun to follow you. Make a Will (-1) check to shake the feeling. If you fail, take the Harried card if it is available. | Will -1 | |
Among the papers in the archive, you discover some signed by Asenath Waite. Pass a Lore (-1) check to gain 1 Spell. Whether you pass or not, you must then pass a Will (-1) check or lose 2 Sanity. | Lore -1
Will -1 |
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Elections are underway for class president and the competition has grown mean-spirited. You see a fight break out right in front of you. Make a Fight (-1) check to break it up. If you fail, lose 1 Sanity as you can't stop the students viciously attacking one another. | Fight -1 | |
Having gotten permission to look through the archive in the basement, you come across a parchment signed by Eben Hall. Pass a Lore (-1) check to gain 1 Spell. | Lore -1 | |
If the Rare Book Collection card is facedown and you have the Necronomicon, John Miles tells you that the Miskatonic Library has been looking for another copy. You may return the Necronomicon to the box to turn the Rare Book Collection card faceup. If the Rare Book Collection card is faceup, if you do not have the Necronomicon, or if you do not want to discard the Necronomicon, nothing happens. | ||
Looking through the school's archive, you find papers detailing the 1722 raid on the Congregational Church. Fascinated, you read it carefully. Gain 3 Clue tokens. | ||
One of the classrooms is closed today and students are not allowed to go in. Inside you find animal blood was painted on the walls as part of some horrific rite. Lose 1 Sanity. | ||
One of the students has received a letter from her home in Dunwich. She's very concerned about the events that are being described. Gain 1 Clue token for each Dunwich Horror token on the board. Then lose 1 Sanity. | ||
Principal Miles invites you to have lunch in the cafeteria. Gain 1 Stamina. | ||
Principal Miles is hesitant to allow you in the students' lockers. Make a Will (-2) check to convince him. If you pass, you discover one student's notes on a foray into the arcane arts. Gain 1 Spell. | Will -2 | |
Principal Miles is looking for guest lecturers. If your Lore is currently 4 or higher, gain a Retainer card. | ||
Principal Miles is suspicious of your presence at his school. Pass a Will (-2) check or be arrested and go to the Police Station. | Will -2 | |
Principal Miles is very interested in acquiring more books for the library. You may discard 1 Tome in exchange for $2 more than its list price. | ||
Principal Miles shows you the work that the students have been creating in their art class. You can see one student has talent well beyond her years and a strange insight into creatures from beyond. Make a Lore (-2) check and gain 1 Clue token for each success as you examine her work. | Lore -2 | |
Searching the school's archives, you read about the history of Kingsport. Gain 1 Clue token. | ||
Someone sneaks a book in with your other belongings. Make a Luck (-1) check. If you pass, gain 1 Spell. If you fail, it is a text that describes the agonizing horrors befalling humanity. Lose 1 Sanity. | Luck -1 | |
The further back you look, the more the school's records are incomplete and disorganized, but you find some remarkable things among the paperwork. Draw 2 Spells, choose 1 to keep and discard the other. But the long search results in you being delayed. | ||
The halls are too crowded with students to proceed. Move to the street. | ||
The school is selling some of its old texts. You may spend $2 to search the Common Item deck and take the first Tome you find. | ||
The students seem all too eager to tell you rumors and ghost stories. Make a Lore (-1) check to discern the useful from the hyperbole. If you pass, gain 1 Clue token. If you fail, you are delayed by the excess of dubious information. | Lore -1 | |
The teachers claim you are disrupting class and insist that you leave. Move to the streets. | ||
Underneath some papers in the archive, you see a glint of light. Pass a Luck (-2) check to gain 1 Unique Item. | Luck -2 | |
You encounter a lovely young lady visiting her old school. She smiles at you, and something intangible passes between the two of you. If you add 2 Rift progress tokens to any spaces on the Rift track, she introduces herself as Asenath Waite. Take her Ally card, or if it's not available, gain 1 Retainer and 1 Spell. | ||
You encounter a lovely young lady visiting her old school. She smiles at you, and something intangible passes between the two of you. If you add 2 Rift progress tokens to any spaces on the Rift track, she introduces herself as Asenath Waite. Take her Ally card, or if it's not available, gain 1 Retainer and 1 Spell. | ||
You encounter a lovely young lady visiting her old school. She smiles at you, and something intangible passes between the two of you. If you add 2 Rift progress tokens to any spaces on the rift track, she introduces herself as Asenath Waite. Take her Ally card or, if it's not available, gain 1 Retainer and 1 Spell. | ||
You encounter a lovely young lady visiting her old school. She smiles at you, and something intangible passes between the two of you. If you add 2 Rift progress tokens to any spaces on the rift track, she introduces herself as Asenath Waite. Take her Ally card or, if it's not available, gain 1 Retainer and 1 Spell. | ||
You have a long talk with Principal Miles. Pass a Will (-1) check to gain 1 Clue token, otherwise move to the street. | Will -1 | |
You have a pleasant little chat with some of the students. Gain 1 Sanity. | ||
You read a book in the library about some horrible Polynesian rituals. Lose 1 Sanity. | ||
You spend some time reading Eben Hall's original papers. You are delayed. Pass a Lore (-1) check to gain 1 Spell and 1 Clue token. If you fail, lose 1 Sanity. | Lore -1 | |
You stumble across an excerpt from the Necronomicon in the archives. Pass a Lore (-1) [2] check to search the Spell deck and take a spell of your choice. | Lore -1 [2] |