Whateley Farm

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Whateley Farm is a Dunwich location in the Backwoods Country neighborhood. It first appeared in the Dunwich Horror expansion.

Encounters

Encounter Skill check Edition
A folded note addressed to "Wilbur" pokes out from under the door. Having a look at it, you discover it is written in some sort of code. Make a Lore (-2) check to decipher it. If you pass, gain 2 Clue tokens. Lore -2 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
A foreign gentleman is examining the farm. If you have any Exhibit Items or your will is 2 or lower, he shows interest in your presence and introduces himself as Dr. Ali Kafour. Take his Ally card or, if it is not available, listen to him share his theories on ancient beliefs and gain 2 Clue tokens.If you do not have and Exhibit Items or you Wll is more than 2, nothing happens. 10Miskatonic Horror: Dunwich Horror component9Miskatonic Horror: Curse of the Dark Pharaoh component
A gate and a monster appear! 10Miskatonic Horror: Dunwich Horror component15Miskatonic Horror: Lurker at the Threshold component
A hot, sickly wind is blowing across the farmyard. You feel something seeping into your pores. Make a Will (+0) check. If you fail, gain 1 Corruption card. Will +0 10Miskatonic Horror: Dunwich Horror component13Miskatonic Horror: Black Goat of the Woods component
A priest stands at the front door, hoping to offer spiritual help to those within. If you are Cursed or either your Stamina or Sanity is 2 or lower, he introduces himself as Father Iwanicki. Take his Ally card or, if it is not available, you may search the Unique Item deck for the Holy Water card and take it. 10Miskatonic Horror: Dunwich Horror component9Miskatonic Horror: Curse of the Dark Pharaoh component
An oozing monster appears! 2Dunwich Horror
As you approach the house, you hear something large and almost serpentine thrashing about inside. Pass a Lore (-1) check to realize your danger and escape without rousing its ire. If you fail, lose 1 Stamina as something huge and unseen bats you away from the Whateley farm. Lore -1 2Dunwich Horror
As you approach the old Whateley farm, a man runs up to you. "For God's sake, don't go in there!" He introduces himself as Earl Sawyer, the Whateleys' nearest neighbor. You talk, and he reveals a dangerous plan for dealing with the strange goings-on. If you add 1 Dunwich Horror token to the board, he joins you. Take his Ally card if it's available. If it is not, draw 1 Spell, 1 Unique Item, and 1 Common Item. 2Dunwich Horror
As you approach the old Whateley farm, a man runs up to you. "For God's sake, don't go in there!" He introduces himself as Earl Sawyer, the Whateleys' nearest neighbor. You talk, and he reveals a dangerous plan for dealing with the strange goings-on. If you add 1 Dunwich Horror token to the board, he joins you. Take his Ally card if it's available. If it is not, draw 1 Spell, 1 Unique Item, and 1 Common Item. 2Dunwich Horror
As you approach the old Whateley farm, a man runs up to you. "For God's sake, don't go in there!" He introduces himself as Earl Sawyer, the Whateleys' nearest neighbor. You talk, and he reveals a dangerous plan for dealing with the strange goings-on. If you add 1 Dunwich Horror token to the board, he joins you. Take his Ally card if it's available. If it is not, draw 1 Spell, 1 unique Item, and 1 Common Item. 10Miskatonic Horror: Dunwich Horror component
As you approach the old Whateley farm, a man runs up to you. "For God's sake, don't go in there!" He introduces himself as Earl Sawyer, the Whateleys' nearest neighbor. You talk, and he reveals a dangerous plan for dealing with the strange goings-on. If you add 1 Dunwich Horror token to the board, he joins you. Take his Ally card if it's available. If it is not, draw 1 Spell, 1 unique Item, and 1 Common Item. 10Miskatonic Horror: Dunwich Horror component
Examining one of the haggard cows that shamble around the farm, you realize that something has been draining the creature's blood on a regular basis. Lose 1 Sanity and move to the street. 2Dunwich Horror
Examining the remnants of a recent magic ritual, you learn something important about the inner workings of magic. Draw 1 Spell and gain 1 Clue token. 2Dunwich Horror
Feeling thirsty, you lower a bucket into the old well to draw up a drink. Make a Luck (-1) check. If you pass, the bucket contains several gold coins. Gain $3. If you fail, the bucket is filled with blood and entrails. Lose 1 Sanity and move to the street. Luck -1 2Dunwich Horror
If you pass a Luck (-1) check, you discover some of Wizard Whateley's notes and find a way to interfere with his plans. You may remove 1 Dunwich Horror token from the board. Luck -1 2Dunwich Horror
If you pass a Luck (-1) check, you discover some of Wizard Whateley's notes and find a way to interfere with his plans. You may remove 1 Dunwich Horror token from the board. Luck -1 2Dunwich Horror
If you pass a Luck (-1) check, you discover some of Wizard Whateley's notes and find a way to interfere with his plans. You may remove 1 Dunwich Horror token from the board. Luck -1 10Miskatonic Horror: Dunwich Horror component
If you pass a Luck (-1) check, you discover some of Wizard Whateley's notes and find a way to interfere with his plans. You may remove 1 Dunwich Horror token from the board. Luck -1 10Miskatonic Horror: Dunwich Horror component11Miskatonic Horror: King in Yellow component
If you pass a Luck (-1) check, you discover some of Wizard Whateley's notes and find a way to interfere with his plans. You may remove 1 Dunwich Horror token from the board. Luck -1 10Miskatonic Horror: Dunwich Horror component15Miskatonic Horror: Lurker at the Threshold component
If you pass a Luck (-1) check, you discover some of Wizard Whateley's notes and find a way to interfere with his plans. You may remove 1 Dunwich Horror token from the board. 10Miskatonic Horror: Dunwich Horror component14Miskatonic Horror: Innsmouth Horror component
It looks like the barn has recently been repaired. Putting your ear to the door, you can hear something moving in there. Gain 1 Clue token. Then pass a Luck (-2) check or lose 2 Sanity as you come to understand what those awful noises are. Luck -2 10Miskatonic Horror: Dunwich Horror component
Leaning against a wooden fence near the Whateley farm, you get some tarry black substance on your hand. Examining it gives you some insight into the nature of the Dunwich Horror. Gain 1 Clue token. 2Dunwich Horror
Next to a weathered chair in front of the Whateleys' home is a torn up scholastic journal about ancient books. the language is a bit dense but you struggle through. Make a Lore (-2) check. If you pass, gain 1 Clue token. Lore -2 10Miskatonic Horror: Dunwich Horror component
Snooping around you've set off a shotgun trap! Pass a Speed (-2) check or lose 1 Stamina. Speed -2 10Miskatonic Horror: Dunwich Horror component11Miskatonic Horror: King in Yellow component
The barrel of a gun pokes out of a window aimed at you. "You got muh book?" You may discard a Tome. If you do, the unseen figure strikes up a conversation with you. Gain 3 Clue tokens. If you do not, you are ordered off the land. Move to the streets. 10Miskatonic Horror: Dunwich Horror component13Miskatonic Horror: Black Goat of the Woods component
Through the shutters you see a book lying open on a table inside. You may make a Sneak (-2) check to enter undetected and examine it. If you pass, draw 2 Spells, keep 1 and discard the other. If you fail, lose 1 Stamina and move to the street as you are evicted from the building. Sneak -2 10Miskatonic Horror: Dunwich Horror component
Walking up the path towards the Whateley farm, you come across the carcass of a dog that someone has shot. Rethinking your visit, you turn right back around and leave. Move to the street. 2Dunwich Horror
You are looking around behind the Whateley farm when you discover the foundation of an old building. Carved into the foundation is a list of names that you recognize from your occult researches and several you've never heard before. Gain 2 Clue tokens. 2Dunwich Horror
You can't see it, but you know something exists on this farm that is horrible. You can feel this malevolent force watching your every move. Lose 1 Sanity. You may add 1 Dunwich Horror token to the board. If you do so, gain 3 Clue tokens. 10Miskatonic Horror: Dunwich Horror component
You discover a local man unconscious by a broken fence. Make a Lore (-1) check to administer first aid. If you pass, gain a Clue token as he tells you what happened. If you fail, you are delayed waiting for a doctor. Lore -1 10Miskatonic Horror: Dunwich Horror component
You find a wrinkled scroll laying on the woodpile. If you pass a Luck (-1) check, it turns out to be mystical in nature: Draw 1 Spell. If you fail, the scroll contains the rantings of a madman: Lose 1 Sanity. Luck -1 2Dunwich Horror
You notice that the back door of the Whateley home is open. If you go inside, make a Luck (-1) [2] check. If you pass, you learn the secret of the Whateley gold, and you may search the Spell deck for an Alchemical Process card and take it. If you fail, Lavinia Whateley catches you and Curses you. Luck -1 [2] 2Dunwich Horror
You see a dog sniffing and digging at the ground beneath a particular tree. After a few minutes of excavation, you unearth the remains of some victim of a brutal attack. Lose 1 Stamina. But the contents of his wallet remain intact, providing his name and some cash. Gain 1 Clue token and $1. 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
You see a light on in the house! Make a Sneak (-1) check to eavesdrop on what's going on inside. If you pass, gain 1 Spell. If you fail, you race away before you are caught. Move to the streets. Sneak -1 10Miskatonic Horror: Dunwich Horror component14Miskatonic Horror: Innsmouth Horror component