Whateley Farm
From Arkham Horror Wiki
Whateley Farm is a Dunwich location in the Backwoods Country neighborhood. It first appeared in the Dunwich Horror expansion.
Encounters
| Encounter | Skill check | Edition |
|---|---|---|
| An oozing monster appears! | | |
| 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 | |
| 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. | | |
| 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. | | |
| 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. | | |
| 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. | | |
| 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 | |
| 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 | |
| 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 | |
| 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. | | |
| 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. | | |
| 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. | | |
| 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 | |
| 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] | |

