Strange High House
From Arkham Horror Wiki
The Strange High House is a location in the Kingsport Head neighborhood of Kingsport. It first appeared in the Kingsport Horror expansion.
Special Encounter
Otherworldly: 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 the Changed card.
Encounters
| Encounter | Skill check | Edition |
|---|---|---|
| A window opens, and a strange, gentle man dressed in archaic clothes smiles at you. If you pass a Will (-2) check or discard Ancient Tome, he introduces himself as William Bain and offers you his help. Take his Ally card. if it isn't available, you are Blessed. | | |
| A window opens, and a strange, gentle man dressed in archaic clothes smiles at you. If you pass a Will (-2) check or discard Ancient Tome, he introduces himself as William Bain and offers you his help. Take his Ally card. if it isn't available, you are Blessed. | | |
| After a visit with William Bain, he performs a ritual prayer. Shortly thereafter, there is a knock at the door and he opens it to reveal grey, hoary Nodens. You explain recent events to him, and he frowns, fearsomely. Remove 2 doom tokens from the Ancient One's doom track, but lose 3 Sanity. | | |
| An open window seems particularly inviting. If you climb inside, you discover several sea chests. Pass a Luck (-1) check to find something useful in them and gain 1 Common Item. | | |
| There are no doors leading into the strange old house built on the peak here, but you find an old book leaning against one of the walls, as though someone left it for you. If you pass a Luck (-1) check, it is a particularly rare book. Take the first Tome from the Unique Item deck. If you fail, it's still a useful book, but not as rare. Take the first Tome from the Common Item deck. | | |
| William Bain is here, and he takes you to visit the Dreamlands. Move to the Dreamlands and draw 2 cards, encountering one and discarding the other, then return. | | |
| William Bain is here, and he takes you to visit the Dreamlands. Move to the Dreamlands and draw 2 cards, encountering one and discarding the other, then return. | | |
| William Bain is here, dressed in his curiously outdated clothing, and he teaches you a spell. Gain 1 Spell. | | |
| William Bain offers to lend you a hand. You may immediately move to the open gate of your choice and enter it. | | |
| You just have one last chasm to cross, but it looks rather dangerous. Pass a Fight (-1) check or move to the Wireless Station. | | |
| You plead with William Bain for assistance. If you pass a Will (-1) check, he agrees and works a powerful spell. Remove all rift progress tokens from 1 rift, closing it immediately. If you fail, he refuses explaining that he cannot interfere with the world of man without endangering himself. | | |
| You sit and chat with the pleasant,if old-fashioned, William Bain. He seems to be very poorly informed of the outside world, but extremely knowledgable of more exotic subjects. Nothing happens. | | |
| You talk with William Bain for a time, and he grows increasingly nervous. If you are Cursed, you find yourself suddenly overwhelmed with terror and hurl yourself out the only door to the small house. As the door opens directly over the cliff, you fall to the sea below and are devoured. If you are not Cursed, you control yourself, and nothing happens. | | |
| You visit with the strange, otherworldly William Bain for awhile, when suddenly he hushes you, frantically locks the door and all the windows, and then douses the light. The two of you crouch in silence as a chilling shadow makes its way around the house, trying every door and window before leaving. You are delayed and lose 1 Sanity. | |

