A rotting fishing village on the coast of Massachusetts,
Innsmouth is being devoured from within by a cancer.
The Marsh family, greatly respected in the town by most,
have long brought prosperity to the little village, but only
they know at what cost. For just off the shore, beneath the
waves, lies a secret so terrible that the Marshes would
destroy anyone and anything to protect it. The investigators
must venture into this xenophobic backwater, fearing for
their very lives, in order to stop the plans of the Ancient
One. The investigators will find no allies in Innsmouth,
and few safe havens. But if they are to stop the advance of
the terrible Deep Ones, they have no other choice.
The Rules: http://www.fantasyflightgames.com/ffg_content/Arkham_Horror/Support/Arkham_Horror_Rules_Lo-Res.pdf
Innsmouth Rules: http://www.fantasyflightgames.com/ffg_content/Arkham_Horror/Innsmouth Horror/ah_ih_rules.pdf
, on Flickr
Locations proceeding clockwise:NORTHSIDE (ORANGE):
Bank of Arkham
FRENCH HILL (BLUE):
The Witch House
The Silver Twilight Lodge
Ma's Boarding House
Ye Olde Magick Shoppe
St. Mary's Hospital
MISKATONIC U (YELLOW):
MERCHANT DISTRICT (GREEN):
River Docks (AQUATIC)
Unvisited Isle (AQUATIC)
, on Flickr
Locations proceeding clockwise:CHURCH GREEN (ORANGE):
Esoteric Order of Dagon
INNSMOUTH SHORE (GREEN) (AQUATIC):
Devil Reef (AQUATIC)
Falcon Point (AQUATIC)
FACTORY DISTRICT (BLUE) (AQUATIC):
Gilman House Hotel
First National Grocery
Other World Locations from Top to Bottom:
Plateau of Leng
Great Hall of Celeano
City of the Great Race
Location Special Abilities:
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.
BANK OF ARKHAM:
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.
Psychiatric Care: Instead of having an encounter here, you may recover Sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.
SILVER TWILIGHT LODGE:
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.
MA'S BOARDING HOUSE:
Recruit: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be blessed
YE OLD MAGICK SHOPPE:
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.
ST. MARY's HOSPITAL:
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 Clue tokens.
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.
Innsmouth Location Special Abilities:
Jail Break: Each investigator in the Jail Cell during the Arkham Encounter Phase makes a Sneak (-1) check and draws one encounter card, plus one additional card for every success rolled, encountering one card of his choice and discarding the others.
Outside Help: Investigators imprisoned in Innsmouth Jail gain one extra success on their Jail Break roll for every investigator in Sawbone Alley.
Accursed: Investigators must end their movement upon entering Devil Reef. Flying Monsters may move into Devil Reef as though it were a street area.
Inaccessible: Investigators may only enter Y'ha-nthlei from Devil Reef or when returning to Arkham from an Other World, regardless of other game effects. This is true even if there is an open gate here.
Boat Charter: During the Movement Phase, you may spend $2 to move to any aquatic location and have an encounter there (if applicable), or move any other investigator in an aquatic location to Falcon Point. Investigators may not move any further after moving with this location ability.
GILMAN HOUSE HOTEL:
Uneasy Sleep: After having an encounter here, if you are still at this location, you may gain 1 Sanity or 1 Stamina.
FIRST NATIONAL GROCERY:
Food and Gossip: Instead of having an encounter here, you may spend $1 to search the Common Item deck for a "Food" or "Research Materials" card.
ALLIES IN THE BOX:
Richard Upton Pickman
Thomas F. Malone
Tom "Mountain" Murphy
Sir William Brinton
TERROR LEVEL: 7
OPEN GATE LIMIT: 6
# of GATES OPEN: 4
OUTSKIRTS LIMIT: 2
MONSTERS IN THE OUTSKIRTS: 0
MONSTER LIMIT: 9
MONSTERS IN ARKHAM: 6
MONSTERS IN INNSMOUTH: 3
2 MONSTERS DRAWN FROM EACH GATE OPENING
Gate and Monster Locations:
The City of the Great Race (Symbol: Triangle, Modifier: +0) in the Black Cave
The City of the Great Race (Symbol: Triangle, Modifier: +0) in the Graveyard
Another Dimension (Symbol: Square, Modifier: +0) in Devil Reef
MONSTERS IN ARKHAM:Lloigor
in the Witch HouseBarnabas Marsh
in the Witch HouseGhost
in the Black CaveHigh Priest
in the Black CaveDeep One
in the GraveyardDeep One Hybrid
in the Graveyard
MONSTERS IN INNSMOUTH:Gug
in Devil ReefZombie
in Devil ReefGhoul
in Devil Reef
MONSTERS IN THE OUTSKIRTS:
MONSTERS IN THE SKY:
caliber as Bob Jenkins DEVOURED
CURRENT LOCATION: Ye Olde Magick Shoppe
CLUE TOKENS: 0
INVENTORY: Silver Key, Motorcycle, Lantern, Lamp of Alhazred
GATE TROPHIES: Abyss
stever777 as Norman Withers DEVOURED:
CURRENT LOCATION: Library
CLUE TOKENS: 0
INVENTORY: Rifle, Book of Dzyan
SPELLS: Find Gate, Wither. Voice of Ra
MONSTER TROPHIES: Fire Vampire (1), Byakhee (1)
jdarksun as Hank Samson DEVOURED:
CURRENT LOCATION: Esoteric Order of Dagon
CLUE TOKENS: 0
ALLIES: Pa Samson
GATE TROPHIES: Yuggoth
blahmcblah as Akachi Onyele DEVOURED
Void Slayer as Roland Banks DEVOURED
Daemonis as Agnes Baker (FIRST PLAYER
Ancient One and Herald:
, on FlickrDOOM TRACK: 6/19
STAMINA DRAINED : 17
EXTRA SUCCESSES: 3
DEEP ONE RISING: 1/6
ELDER SIGNS: 1/6
GATE TROPHIES COLLECTED: 3/6
Enviroment, Rumors, and Modifiers:
WORSHIPPERS ABILITY: Cultist Count - 4
Special Cards: http://www.arkhamhorrorwiki.com/Special
Common Items: http://www.arkhamhorrorwiki.com/Common_item
Unique Items: http://www.arkhamhorrorwiki.com/Unique_item
Monster Encylopedia: http://www.arkhamhorrorwiki.com/Monster
The Worlds Beyond: http://www.arkhamhorrorwiki.com/Gate_marker
DaemonisDice rolls will be done with invisiblecastle; you can use the algorithm "Xd6.hits(Y)" to count successes for this game. (Y should be set to 4 for blessed, 5 for normal rolls, and 6 for cursed.)
On Orokos, use Xd6tY to count successes (Y should be set to 4 for blessed, 5 for normal rolls, and 6 for cursed.)The UNVISITED ISLE and RIVER DOCKS are considered AQUATIC.
Train Station and Joe Sargent's Bus Service are connected and are DEPOT LOCATIONS.
MARTIAL LAW IS DECLARED