The Key and the Gate

Scenario 9 for the Arkham League.

#ArkhamHorror

Fully three-quarters of the men and boys of Dunwich were trooping over the roads and meadows between the newmade Whateley ruins and Cold Spring Glen, examining in horror the vast, monstrous prints, the maimed Bishop cattle, the strange, noisome wreck of the farmhouse, and the bruised, matted vegetation of the fields and roadside. Whatever had burst loose upon the world had assuredly gone down into the great sinister ravine; for all the trees on the banks were bent and broken, and a great avenue had been gouged in the precipice-hanging underbrush. It was as though a house, launched by an avalanche, had slid down through the tangled growths of the almost vertical slope. From below no sound came, but only a distant, undefinable foetor; and it is not to be wondered at that the men preferred to stay on the edge and argue, rather than descend and beard the unknown Cyclopean horror in its lair. Three dogs that were with the party had barked furiously at first, but seemed cowed and reluctant when near the glen.

The hordes of undead and the terrible quakes have subsided. The town of Arkham has quieted to a dull roar. The citizens are getting back to their daily routines and Wilbur Whateley is rebuilding his shed. Terror has haunted the town of Dunwich for a long time, and now it is beginning to spread. The Dunwich Horror finds a new home, and your team must find a way to stop it. Take on both Father and Son in Chapter 9 of the Arkham League!

Chapter 9 (pdf, 147 kb)Calvin Wright (pdf, 524 kb)

Arkham Horror is a boardgame of mystery and madness set in Arkham in the 1920's. Players investigate the strange happenings about the town, and race to prevent ancient evil from surfacing. Playable with 1-8 players.

To find out more about the Arkham League, check out From the Mythos.

Fully three-quarters of the men and boys of Dunwich were trooping over the roads and meadows between the newmade Whateley ruins and Cold Spring Glen, examining in horror the vast, monstrous prints, the maimed Bishop cattle, the strange, noisome wreck of the farmhouse, and the bruised, matted vegetation of the fields and roadside. Whatever had burst loose upon the world had assuredly gone down into the great sinister ravine; for all the trees on the banks were bent and broken, and a great avenue had been gouged in the precipice-hanging underbrush. It was as though a house, launched by an avalanche, had slid down through the tangled growths of the almost vertical slope. From below no sound came, but only a distant, undefinable foetor; and it is not to be wondered at that the men preferred to stay on the edge and argue, rather than descend and beard the unknown Cyclopean horror in its lair. Three dogs that were with the party had barked furiously at first, but seemed cowed and reluctant when near the glen.

The hordes of undead and the terrible quakes have subsided. The town of Arkham has quieted to a dull roar. The citizens are getting back to their daily routines and Wilbur Whateley is rebuilding his shed. Terror has haunted the town of Dunwich for a long time, and now it is beginning to spread. The Dunwich Horror finds a new home, and your team must find a way to stop it. Take on both Father and Son in Chapter 9 of the Arkham League!

Chapter 9 (pdf, 147 kb)Calvin Wright (pdf, 524 kb)

Arkham Horror is a boardgame of mystery and madness set in Arkham in the 1920's. Players investigate the strange happenings about the town, and race to prevent ancient evil from surfacing. Playable with 1-8 players.

To find out more about the Arkham League, check out From the Mythos.

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