Newspaper
From Arkham Horror Wiki
The Newspaper is an Arkham location in the Northside neighborhood. It first appeared in the Arkham Horror board game.
Home of Investigators
Encounters
| Encounter | Skill check | Expansion |
|---|---|---|
| "Get out!" snarls the surly janitor, shaking a fist at you as he pokes his head into the archive room. "We're closed!" As he moves off down the hallway, he shouts back over his shoulder, "If I come back and you're still here..." Make a Will (-1) check. If you succeed, gain 2 Clue tokens. If you fail, move to the street. | Will -1 | |
| "Get out!" snarls the surly janitor, shaking a fist at you as he pokes his head into the archive room. "We're closed!" As he moves off down the hallway, he shouts back over his shoulder, "If I come back and you're still here..." Make a Will (-1) check. If you succeed, gain 2 Clue tokens. If you fail, move to the street. | Will -1 | |
| "You may be on to something about that new play. See what you can find out." If you do not already have a Retainer card, you may spend a Clue token to gain one. | | |
| A competitor to the Arkham Advertiser offers you money to sabotage the presses. If you accept, gain $5 and make a Sneak (-2) check. If you fail, you are arrested as well as Barred from Northside. | Sneak -2 | |
| A reporter will pay you handsomely, whether in money or information, for an exposé on the life of a monster hunter. Discard any number of monster trophies to gain $1 or 2 Clue tokens (in any combination) for each point of toughness worth of monsters discarded. | | |
| A staff photographer pulls you aside and offers to sell you some pictures he took that the paper won't publish. Spend $3 to gain 2 Clue tokens. | | |
| Earn $5 for a story. | ||
| Earn $5 for a story. | | |
| Earn $5 for a story. | | |
| Editor Doyle Jefferies is ready to publish what he knows about what's really going on in Arkham. Pass a Will (-2) check to talk him out of it. If you are unsuccessful, raise the Terror level by 1. | Will -2 | |
| Editor Doyle Jefferies offers you a Retainer in return for your fascinating stories. Take a Retainer card. | ||
| Editor Doyle Jefferies offers you a Retainer in return for your fascinating stories. Take a Retainer card. | ||
| Editor Doyle Jefferies offers you a Retainer in return for your fascinating stories. Take a Retainer card. | | |
| Editor Doyle Jefferies offers you a Retainer in return for your fascinating stories. Take a Retainer card. | | |
| Flipping through the early edition, you are surprised to see that one of the classified ads begins with your name. Reading it, you realize that it contains several coded clues to the nature of the threat that faces Arkham. Pass a Lore (-1) check to gain 3 Clue tokens. | Lore -1 | |
| Good thing you had that camera with you earlier. You may spend 3 toughness worth of monster trophies to gain 2 Clue tokens. | | |
| If Coded Messages is facedown, you come across the editor, Doyle Jefferies, in the hall and begin to tell hiim about the Mythos. "Hang on now. Do you have any proof?" You may spend 1 gate trophy, 1 monster trophy, and 1 Clue token to give him enough proof. If you do, turn Coded Messages faceup. "Okay, I'm convinced. If you need to get a message to your friends, just let me know." If you do not spend the trophies, nothing happens. | | |
| If you pass a Luck (-1) check, then one of the newspaper delivery men offers you a ride in his truck while he makes his rounds. If you accept, move to any street area or location in Arkham. If you move to a location, immediately have an encounter there. If you fail the check, nothing happens. | Luck -1 | |
| Pass a Luck (-1) check to find an article that a local citizen told you would shed light on the recent strange activities. Gain 1 Clue token. | ||
| Staring into the presses is like watching the flow of history passing by you. You begin to see a strange pattern to it all. Take the Visions card. | | |
| Talking to the editor, Doyle Jefferies, you realize that he could be a good source of information. You may either buy up to 3 Clue tokens for $2 each, or sell up to 3 Clue tokens for $2 each. | | |
| The editor asks you to answer phones on a busy night. You pick up one call and hear nothing at first. Then you hear your name being whispered by something that can't possibly be human. Make a Will (-1) check or lose 1 Sanity. Then make a Speed (-2) check to activate a call trace in time. If you pass, you learn that it came from the museum exhibit. Gain 2 Clue tokens | Will -1
-THEN- Speed -2 | |
| The staff of the Advertiser are uncharacteristically closemouthed. As you leave, you find yourself surrounded by sallow-skinned ruffians. Make a Fight (-1) check and lose 3 Stamina. This loss is reduced by 1 for every success (minimum 0). | Fight -1 | |
| There are some real bargains in the classified ads. You may draw a Common Item and purchase it at half price, rounding up. | | |
| They say there are hidden messages in the newsprint that can only be seen halfway through the printing process. Pass a Sneak (-3) check to catch a glimpse and gain 2 Clue tokens. If you fail, you are arrested. | Sneak -3 | |
| Walking down a narrow hallway, you bump into a young man carrying various chemicals used for the printing presses. He drops one of the jars he's carrying and it breaks, sending burning fumes up into your face. Lose 1 Stamina. | | |
| While going through the archives, you find a yellowed collection of Innsmouth Courier newspapers. Gain 1 Clue token. | | |
| You accidentally tip over a bottle of ink and are aghast at the patter the ink forms on the newsroom floor. Lose 1 Sanity. | ||
| You call around for a story, asking about mysterious occurrences related to the visiting museum exhibit. Make a Luck (+0) check. For each success, you may take 1 Clue token from any locations in Arkham and add it to your pool. If there are not Clue tokens in Arkham, you may not gain any. | Luck +0 | |
| You earn a hefty fee for a story and get a ride with Doyle Jefferies, the editior. Gain $2 and move to any location or street area in Arkham. If you move to a location, immediately have an encounter there. | ||
| You open what seems like the hundredth file whose contents bear no relation either to each other or the drawer where you found them. You are delayed. | | |
| You sigh loudly, folding an archive copy of the Advertiser shut, no wiser than when you opened it. The reporter on the other side of the room looks up. "Help you find something?" he asks. "I've got nothing but time...for a price. Buy as many Clues as you like for $3 each. | | |
| You spin a yarn to a group of assembled reporters. Make a Will (-1) check to see how many of them believe you. Gain $1 per success. | Will -1 | |
| You watch some workers cleaning the presses with rages while the machines are still running, and you wonder if that's safe. A moment later, your thought proves prophetic as one of them screams, his arm caught in the press. Several workers rush to his aid, while others clear the room. You are moved to the street. | | |
| You've experienced some strange things. Doyle Jeffries, the editor, will pay you $5 for an interview. If you accept, you are delayed. | |

