The Witch House

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The Witch House is an Arkham location in the French Hill neighborhood. It first appeared in the Arkham Horror board game.

Encounters

Encounter Skill check Expansion
"Excuse me, stranger, but have you ever seen this symbol before?" A man standing near the house holds up an occult symbol. Make a Lore (-1) check. If you pass, the man introduces himself as Thomas F. Malone, a police detective visiting Arkham on a case. He's impressed with you and offers to join you. Take his Ally card. If it's not available, he tells you some valuable information instead. Gain 2 Clue tokens. If you fail, nothing happens. Lore -1
"Excuse me, stranger, but have you ever seen this symbol before?" A man standing near the house holds up an occult symbol. Make a Lore (-1) check. If you pass, the man introduces himself as Thomas F. Malone, a police detective visiting Arkham on a case. He's impressed with you and offers to join you. Take his Ally card. If it's not available, he tells you some valuable information instead. Gain 2 Clue tokens. If you fail, nothing happens. Lore -1 2Dunwich Horror
"Excuse me, stranger, but have you ever seen this symbol before?" A man standing near the house holds up an occult symbol. Make a Lore (-1) check. If you pass, the man introduces himself as Thomas F. Malone, a police detective visiting Arkham on a case. He's impressed with you and offers to join you. Take his Ally card. If it's not available, he tells you some valuable information instead. Gain 2 Clue tokens. If you fail, nothing happens. Lore -1 5The Black Goat of the Woods
"What a shame," a voice whispers, "such unused potential." Search the Unique Item deck and take the first Tome you find. If it requires a skill check to read, then you may immediately make a check to read it, without spending any movement points to do so. 3The King in Yellow
"You will be rewarded according to what you have learned," whispers the voice of a long-dead warlock. Lose 1 Stamina but take a Clue token for each Spell you possess. 4Kingsport Horror
A force from within the house threatens to take over your mind. Pass a Will (-1) check to avoid moving to the nearest monster's location and the encountering it. If there are no monsters in any street area or location, a monster appears! Will -1 4Kingsport Horror
A gate and a monster appear!
A gate and a monster appear! 2Dunwich Horror
A gate and a monster appear! 4Kingsport Horror
A gate and a monster appear! 6Innsmouth Horror
A man motions you over and points to a chalk outline in the atrium of the old house. He directs your attention to a trail of what seems to be green blood. Pass a Lore (-1) check to offer useful assistance; if you do, take Thomas F. Malone's Ally card, or, if it is not available, take 2 Clue tokens. Lore -1 4Kingsport Horror
A muffled cry and some thumping comes from a nearby closet. Pass a Fight (-2) check to open it and rescue whoever is inside, drawing a random Ally. If you fail, whatever trapped him attacks you too: A monster appears. Fight -2 3The King in Yellow
A woman poses by a window; the dim light revealing the outline of her beautiful figure, but hiding her face. "Will you paint me?" she asks. Make a Luck (-2) check. If you pass, you find a painting of the woman where she was standing. It has a Spell scribed on the back. Draw one Spell. If you fail, a monster appears! Luck -2 3The King in Yellow
An artist's address book lies on a table with a list of names: Lizzie Burke, Pinkie McCormick, Tessie. You feel like you know them all, or knew them, and feel a stab of sadness. Gain 1 Clue token, but pass a Will (+0) check or lose 1 Sanity. Will +0 3The King in Yellow
Ever since you visited the witch house, you keep seeing a strange, rat-like creature out of the corner of you eye...and sometimes it looks like its face is almost human! Gain 1 Clue token, but take the Harried card. 1Curse of the Dark Pharaoh1Curse of the Dark Pharaoh (Revised Edition)
In an old journal you learn some horrible eldritch secrets. Roll a die. Lose that much Sanity and gain that many Clue tokens.
In the attic, you feel a force in your mind, trying to replace your thoughts with those of another. Make a Speed (-1) check to escape. If you pass, move to the streets. If you fail, lose 1 Spell, or if you have no Spells, lose 2 Sanity. Speed -1 7The Lurker at the Threshold
In the middle of the night, something in the dark is clutching at your chest! Make a Fight (+0) check and lose 2 Stamina if you fail. Fight +0 7The Lurker at the Threshold
Make a Luck (-1) check. If you pass, you find a dusty chest in an old closet. Draw 1 Common Item. If you fail, scratchy voices from the past claw at your mind. Lose 1 Sanity. Luck -1 2Dunwich Horror
On the front lawn a group of children hold hands and circle around a dead bird, chanting words you don't recognize. Make a Lore (-2) check. If you pass draw 1 Spell. Lore -2 5The Black Goat of the Woods
One of the steps leading upstairs has rotted through. Pass a Speed (-1) check or lose 1 Stamina. Speed -1 6Innsmouth Horror
Pass a Luck (-1) check to find an odd-looking item in an old dusty display case. Draw 1 Unique Item. Luck -1
Someone has left their mathematics homework lying on the dining room table. Pass a Lore (-1) check to see the deeper meanings. Gain 1 Clue token for each success. Lore -1 5The Black Goat of the Woods
Something about the angles in the attic room opens your mind to the myriad possibilities of other, nearly identical universes. Search the Spell deck for a Spell you already have, and take another copy of it. Then, as you continue to stare into the impossible angle, a Hound of Tindalos appears! 1Curse of the Dark Pharaoh1Curse of the Dark Pharaoh (Revised Edition)
Stepping into one of the disused upstairs rooms, you suddenly find yourself elsewhere. Enter Another Time and have an encounter there, then immediately return here. 2Dunwich Horror
The ancient witch Keziah Mason appears before you. Make a Will (-2) check. If you pass, she teaches you something of value. Draw 1 Spell. If you fail, she casts a terrible spell upon you: You are Cursed. Will -2 2Dunwich Horror
The graffiti on the walls is actually Egyptian hieroglyphics. Make a Lore (+0) check. You may draw cards from the Spell deck equal to the number of successes, and keep one of them. Lore +0 1Curse of the Dark Pharaoh1Curse of the Dark Pharaoh (Revised Edition)
The room is filled with glowing bubbles! You are having a hard time gaining your bearings and finding the door. Lose 1 Sanity and you are delayed, but then gain 3 Clue tokens. 7The Lurker at the Threshold
The strange, rat-like creature known as Brown Jenkin leaps out of the darkness at you! Search the monster cup for a Rat-thing. If you find one, battle it with a -1 penalty to your Combat checks. If you don't, Brown Jenkin grabs one of your items and runs. Lose 1 Item of your choice. Combat -1 2Dunwich Horror
You are overcome by the echoing chants of the long-gone witches who have lived and died here - you pass out. Make a Will (-2) check. If you pass, you learn an ancient spell in your dreams. Draw 1 Spell. If you fail, you are missing half your items when you wake up. Discard half of your items (your choice, round down). Will -2
You discover an incredibly vital piece of information in one of the dusty old books in the library. Gain 1 Clue token for every open gate on the board. 2Dunwich Horror
You feel the house actually breathe and speak your name. Lose 1 Sanity.
You find a banquet laid out in the dining room and feel compelled to sit down and eat. Make a Luck (+0) check and consult the following chart:

Successes:

0) You suddenly realize what you've been eating. Lose 3 Sanity.
1) You gorge yourself, unable to stop eating. Stay here next turn.
2) The food makes you feel sick. Lose 1 Stamina.
3+) The meal refreshes you. Gain 3 Stamina.
Luck +0
You find a terrible collection of human remains with the walls. Pass a Will (-1) check or lose 2 Sanity. Will -1 5The Black Goat of the Woods
You find an old journal, largely devoured by vermin. Make a Luck (-3) check to see if certain vital pages remain intact. If you pass, draw 2 Spells and keep 1. Luck -3 7The Lurker at the Threshold
You see a prim and proper girl in puritanical attire, but there is something hungry in her eyes. "Would you like to see?" she asks, demurely. If you agree, she reaches forward to touch you. You feel a terrible cold, then the burning heat of the pyre! You realize that she is the ghost of Keziah Mason, who was burned at the stake for witchcraft over a century ago! Make a Will (-1) check. You may gain 1 Clue token for each success or 1 Spell for every two successes. Will -1 1Curse of the Dark Pharaoh1Curse of the Dark Pharaoh (Revised Edition)
You take a renowned visiting escape artist on a tour of the witch house. If you give him 2 of your Spells (discarding them), he introduces himself as Erich Weiss; take his Ally card if it's available. If it's not available, he shows you a trick instead, and you gain 2 Clue tokens. 1Curse of the Dark Pharaoh1Curse of the Dark Pharaoh (Revised Edition)
You turn to see a small furry form dart quickly out of the room, making off with one of your possessions. Discard 1 item of your choice. If you have no items, then nothing happens. 6Innsmouth Horror
You wake up suddenly after terrible dreams, unsure of how long you have been here. Lose 1 Sanity, and you are delayed. 6Innsmouth Horror