Welcome, Mr. Whateley

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Welcome, Mr. Whateley is the fifth scenario of Session 1 of the Arkham Spanish League.

Requirements

Setup

Ancient One: Abhoth

Setup: Setup as normal, adding the Dunwich Horror expansion. To complete the setup, see Looking for Gilman below.

Only the following Investigators may be used:

Special rules

One investigator must take Father Iwanicki's Cross at the beginning of the game. It replaces either a Unique Item or two Common Items of that investigator's starting equipment (fixed or random).

Looking for Gilman

Investigators must search for the missing Gilman, who disappeared in Dunwich two days ago. In order to do that, they need to search through Dunwich Locations until they find him. Once the setup is done, before placing the first portal on the board, shuffle the 9 Walter Gilman's Possible Locations (WGPL) tokens and place them face down randomly across the 9 Dunwich Board locations: one in Cold Spring Glen, another in Wizard's Hill, etc.

WGPL Rules

An investigator who stands on a location with a WGPL token cannot have an Encounter there or use that location's special ability. Instead, the investigator may perform one of these two actions:

  • Look for Gilman: Reveal the WGPL token and follow its instructions (see below). Finally, discard the WGPL token.
  • Investigate: The investigator can spend 5 Clue Tokens to reveal the WGPL token but not follow its instructions. After looking at it, the token must be turned face down again.

WGPL Effects

  • A Good Lead: All monsters with the dimensional symbol printed on the token return to the cup. Additionally, for the rest of the game any attempt to close or seal a portal will have a +1 bonus (a -1 portal becomes +0, and so forth).
  • A Bad Lead (x2): All monsters with the dimensional symbol printed on the token move following the white arrows. Additionally, for the rest of the game any attempt to close or seal a portal will have a -1 penalty (a -1 portal becomes a -2, and so forth).
  • The Dunwich Horror (x2): All monsters with the dimensional symbol printed on the token move. Also, add a Dunwich Horror token on the Dunwich Horror track.
  • Doom Token (x2): All monsters with the dimensional symbol printed on the token move following the white arrows. Also, add a Doom Token to the Doom Track.
  • It's Walter Gilman!: All monsters with the dimensional symbol printed on the token return to the cup. The investigator must take Walter Gilman as an ally for the rest of the game, and won't be able to discard or sacrifice it under any circumstances. Discard all WGPL in play.
  • The Road to Sentinel Hill: Remove all WGPL in play, shuffle them face down (along with any discarded WGPL) and place them across the Dunwich board again like at the beginning of the game.

WGPL and the Portals

If at any time a portal opens on a location with a WGPL token, the portal must be closed before performing any action with the WGPL.

Winning the Game

This scenario can only be won by sealing 6 portals, or defeating Abhoth in combat. Portals cannot be sealed while Walter Gilman is missing. If Abhoth awakens and Walter Gilman is still missing, the investigators lose the game.

Story

Gilman was holding his train ticket to Dunwich that afternoon. He seemed somewhat disturbed by a signal he was supposed to receive in response to his investigation, but he was determined to meet the Whateleys. Two days went by and Gilman had yet to return from his visit to Dunwich. His metal crucifix still hangs inside his wardrobe.

External links