recursal/Fanatic-Fandom huggingface dataset:
Personal Story

A **personal story** is a set of two cards detailing a goal important to the specific investigator and the results of success/failure in pursuance of that goal. The cards also expand on the background story of each investigator, tying their background into the goals on the cards. In many cases, the personal stories follow up on loose ends from the original backgrounds of the investigator cards. Personal Story cards first appeared in the Innsmouth Horror expansion.

The first card details the goal and the conditions of success and failure. The second card details the consequences of success or failure. Once you succeed or fail, you enter this second card in play with the appropriate side up. This effect stays with the Investigator throughout the game (once you succeed, the consequences of failure do not enter gameplay even if you later fulfil the conditions; and vice versa).

For the personal stories themselves, see the individual Investigator entries.
Nightmares

**Nightmares** is a madness. It first appeared in the Miskatonic Horror expansion.

## Card info

Treat all monsters you combat as having the **Nightmarish 1** ability (or, if the monster already has the **Nightmarish** ability, add 1 to its current **Nightmarish** ability)

Treat this card as a duplicate of the **Memory Loss** Injury card for purposes of being **devoured.**.
Plans in Motion

File:Mythos190.png
**Plans in Motion** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Rumor

**Doom Tokens Added**: 2

**Clue Appears At:**

Monster Movement

**Mythos Ability:** **Ongoing Effect:** At the end of every **Mythos Phase** (beginning the turn after this card enters play), roll a die. On a 1 or 2, add one uprising token to the Deep Ones Rising track.
**Pass:** If the Feds Raid Innsmouth track is filled, resolve it, then return this card to the box.
**Fail:** If the Ancient One awakens, return this card to the box.

**Flavor Text:** Strange schemes are afoot in the city of Innsmouth, preparing the way for the Ancient One's awakening.
Nightmarish

**Nightmarish** is a monster special ability.

Nightmarish X: Any investigator that passes a Horror check when facing this monster still loses X Sanity. This ability doesn’t apply if the investigator fails the Horror check.

Example: A Dark Young (Nightmarish 1) causes an investigator to lose 3 Sanity if the investigator fails his Horror check or 1 Sanity if the investigator passes. The Sanity loss from Nightmarish 1 doesn’t apply if the investigator has already failed the Horror check.

## References

1. ↑ Arkham Horror Rulebook, Fantasy Flight Games.
Plateau Of Leng

**The Plateau of Leng** is an Other World from the Arkham Horror base set. It is the domain of the Ancient One Ithaqua.

## List of other world encounters

Gate13.pngGate16.pngGate17.pngGate18.pngGate22.pngGate23.pngGate26.pngGate27.pngGate28.pngGate29.pngGate31.pngGate36.pngGate61.pngGate62.pngGate66.pngGate71.pngGate93.pngGate94.pngGate98.pngGate103.pngGate123.pngGate124.pngGate125.pngGate126.pngGate127.pngGate129.pngGate140.pngGate149.pngGate150.pngGate151.pngGate153.pngGate154.pngGate155.pngGate158.pngGate172.pngGate173.pngGate176.pngGate177.pngGate179.pngGate181.png
Plague of Locusts

File:PlagueOfLocusts.png
**Plague of Locusts** is a spell. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

**Casting Modifier**: -2

**Sanity Cost**: 1

**Casting phase**: Movement

**Effect**: This spell effects all investigators and monsters in this neighborhood. Investigators lose 1 Stamina, and monsters' toughness is reduced by 1. Monsters with 0 toughness are returned to the cup.

**Hands**: 0
Planetary Alignment

File:Mythos42.png
**Planetary Alignment** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** The Witch House

**Clue Appears At:** \*Black Cave

Monster Movement

**Mythos Ability:** Thanks to the mystic energy generated by the planetary alignment, all Spells have a Sanity cost of 0.
R'lyeh

**R'lyeh** is an Other World from the Arkham Horror base set. It is a sunken city theoretically located deep under the Pacific Ocean, and is ruled by the Ancient One Cthulhu.

## List of other world encounters

Gate31.pngGate32.pngGate33.pngGate34.pngGate35.pngGate36.pngGate40.pngGate41.pngGate43.pngGate44.pngGate45.pngGate48.pngGate69.pngGate70.pngGate74.pngGate79.pngGate101.pngGate102.pngGate106.pngGate111.pngGate129.pngGate130.pngGate131.pngGate132.pngGate133.pngGate136.pngGate139.pngGate157.pngGate158.pngGate160.pngGate161.pngGate162.pngGate180.pngGate181.pngGate182.pngGate185.pngGate186.pngGate187.png
## Mythos Source

R'lyeh first appears in H.P. Lovecraft's short story, *The Call of Cthulhu* (1928).
Spiritualism Gains in Popularity

**Spiritualism Gains in Popularity** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Devil Reef or The Witch House

**Clue Appears At:** Esoteric Order of Dagon or Black Cave

Monster Movement

**Mythos Ability:** Investigators may not evade Undead monsters and receive -1 on Combat checks against Undead monsters.
Scientist Warns of Dimensional Rift!

File:Mythos48.png
**Scientist Warns of Dimensional Rift!** is a mythos card from the Arkham Horror game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Unvisited Isle

**Clue Appears At:** \*Science Building

Monster Movement

**Mythos Ability:** All Dimensional Shamblers and Hounds of Tindalos are returned to the cup. If one or more monster is returned to the cup, raise the terror level by 1.
Neighborhood Sale

File:Mythos86.png
**Neighborhood Sale** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Gate Burst at Gardner's Place

**Clue Appears At:** \*Cold Spring Glen

* Bishop's Brook Bridge

Monster Movement

**Mythos Ability:** Investigators who end their movement in the Easttown streets may draw 2 Common Items and purchase one, none, or both of them at list price, discarding any that are not purchased.
Relentless Doom

File:Mythos198.png
**Relentless Doom** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Esoteric Order of Dagon

**Clue Appears At:** Devil Reef

Monster Movement

**Mythos Ability:** While this card is in play, monster surges cause 1 doom token to be added to the Ancient One's doom track.
Setting

**Setting**

The year is 1926. The town of Arkham, Massachusetts, is in a panic.

Horrific and bizarre events have begun to occur with increasing frequency — all seeming to point towards some cataclysmic event in the near future that may spell disaster for everyone.

Only one small band of investigators can save Arkham from the Great Old Ones and destruction!

## See also

* Ancient Ones
* Gates
* Guardians
* Heralds
* Locations
* Monsters
* Mythos
* Other Worlds
Roland Banks

**Roland Banks** is an investigator. He first appeared in the Innsmouth Horror expansion.

Roland Banks investigator sheet back.
Roland Banks investigator sheet front.

## Sheet info

**Occupation:** the Fed

**Home:** Arkham Asylum

**Unique Ability**: Intuitive - Upkeep: If Roland has fewer than 2 Clue tokens, he gains 1 Clue token.

Expense Account - Upkeep: If Roland has less than $2, he gains $1.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $3

* 2 Clue tokens

Random Possessions

* 1 Common item

* 1 Unique item
* 1 Ally
* 1 Skill

**Focus:** **3**

### Personal Story

File:PsRolandBanksBack.png
File:PsRolandBanksFront.png
File:PsRolandBanksPassed.png
File:PsRolandBanksFailed.png

**The Story So Far:** Methodical. By the book. If you looked in the Federal Agent's handbook, you'd find a picture of Roland Banks next to those sections. At least, if it had any pictures, you would.

Where other agents found the rules restricting and annoying, Roland took comfort in procedure. It was a relief to have guidelines to follow in any given situation. Well, at least until this latest case.

Try as he might, Roland could find no mention in the handbook of what to do when confronted with strange creatures, gates through time and space, or magic spells. This case was rapidly escalating into a fiasco, and if he dropped the ball, losing his job was the least of his worries.

Sitting outside the Asylum after an interview with yet another demented witness, Roland dropped his battered Agent's handbook back into his briefcase and sighed. At least the agency was sending him some backup. Maybe they could help him make some sense out of this mess.
Physical Immunity

**Physical Immunity** is a monster special ability. A Weapon or Spell that adds a physical bonus provides none of its normal bonus against monsters with physical immunity.

Example: Using a Tommy Gun (normally a +6 Physical bonus) against a monster with Physical Immunity gives a +0 bonus.

## References

1. ↑ Arkham Horror Rulebook, Fantasy Flight Games.
Reckoning

File:ReckoningBack.png
**Reckoning** is a special card. It first appeared in The Lurker at the Threshold expansion.

When the Lurker at the Threshold is being used as a herald, a Reckoning card is drawn every time a gate opens (except for the gate which opens at the beginning of the game), or whenever a Dark Pact is taken. The described effects are immediately resolved in a fashion similar to Headlines.
R'lyeh Rising

File:Mythos45.png
**R'lyeh Rising** is a mythos card from the Arkham Horror game.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Woods

**Clue Appears At:** \*Historical Society

Monster Movement

**Mythos Ability:** Star Spawn and Maniacs have their toughness increased by 1. The difficulty to **seal** or **close** gates to R'lyeh is increased by 1.
No One Can Help You Now

File:Mythos39.png
**No One Can Help You Now** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** The Unnamable

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** Gates cannot be **sealed**, although they can still be **closed**.
Mirages of Lakes

File:Mythos149.png
**Mirages of Lakes** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Graveyard

**Clue Appears At:** \*Unvisited Isle

Monster Movement

**Mythos Ability:** When investigators move from one street to another, they may only move in the direction of the black arrows. Locations may be entered normally.

**Flavor Text:** It's called the "Hali Effect." It is similar to seeing mirages in the desert, but it only occurs in urban environments. Entire cities claim to see vast lakes bordering their neighborhoods, where just the day before was dry land. Sometimes the mirage recedes as the viewer walks forward... sometimes it does not.
Quachil Uttaus

File:QuachilUttaus.jpg
**Quachil Uttaus** is an Ancient One. It first appeared in the Innsmouth Horror expansion.

## Sheet info

**Combat rating**: -3

**Defenses**: Physical Immunity, Magical Immunity

**Worshippers**: Quachil Uttaus is worshipped by wizards who call upon him for immortality. Warlocks gain +2 toughness and Endless. Investigators do not collect clue tokens from defeating a Warlock unless they can ignore the Endless ability.

**Power**: *Footprints in the Dust* - While Quachil Uttaus stirs in his slumber, shuffle the three dust decks at the start of the game and place them facedown on this sheet.

At the start of each turn, the first player must either spend 2 clue tokens or draw a card from the lowest-numbered dust deck that still has undrawn cards in it.

**Start of Battle**: All Allies are returned to the box.

**Attack**: Quachil Uttaus touches the first player, who ages to dust and blows away in the wind. The first player is devoured.

**Doom Track**: 12

## Plots

EpicBattleQuachilUttausBack.pngEpicBattleQuachilUttaus1.pngEpicBattleQuachilUttaus2.pngEpicBattleQuachilUttaus3.png
## Mythos Source

Quachil Uttaus first appeared in *The Treader of the Dust* (1935), written by Clark Ashton Smith.

## Clarification

When Quachil Uttaus is the Ancient One, the first player marker is only moved when the first player is devoured. If a player spends Clue tokens to avoid drawing a Dust card, he still keeps the first player marker.
Patrice Hathaway

**Patrice Hathaway** is an investigator. She first appeared in the Innsmouth Horror expansion.

Patrice Hathaway investigator sheet back.
Patrice Hathaway investigator sheet front.

## Sheet info

**Occupation:** the Violinist

**Home:** Curiositie Shoppe

**Unique Ability**: Inspiring - Any Phase: Patrice may allow the other investigators to spend her Clue tokens, even if they are not in the same location or world.

Ominous Dreams - Any Phase: Patrice gains 1 Clue token each time a gate opens. She also gains 5 Clue tokens when the 9th space on the Ancient One's doom track is filled.

Status

* Sanity: 5
* Stamina: 5

Fixed Possessions

* $2

* 3 Clue tokens

Random Possessions

* 1 Common item

* 2 Unique items
* 1 Spell
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsPatriceHathawayBack.png
File:PsPatriceHathawayFront.png
File:PsPatriceHathawayPassed.png
File:PsPatriceHathawayFailed.png

**The Story So Far:** All her life, Patrice has lived for music. The soaring sonatas, the graceful arias, and the booming marches have always been her closest companions.

But sometimes as she plays, she can sense something at the edge of her awareness - something that watches her and waits, for what she doesn't know.

The presence has been growing over the last month, and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she can tolerate.

So when an old gypsy she was swapping tunes with told her that she was being watched by an evil spirit, Patrice listened with somewhat less skepticism than she might have had even a month ago. The gypsy referred her to a shop in Arkham that might have what she needs to get rid of the spirit.

That explains why Patrice finds herself entering the Curiositie Shoppe this evening, feeling a little silly and more than slightly nervous.

## Clarification

Patrice only gains 5 Clue tokens the first time the 9th space on the Ancient One's doom track is filled.
Nightmare Pool

File:Mythos91.png
**Nightmare Pool** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Rumor

**Gate Opens:** Wizard's Hill

**Clue Appears At:**

Monster Movement

**Mythos Ability:** When this card enters play, place 3 Sanity tokens per player on it. Any player may pay Sanity while in the Uptown streets during the **Arkham Encounters Phase** to remove Sanity tokens from this card on a one-for-one basis.

**Ongoing Effect**: Place 1 Sanity token per player on this card at the end of every **Mythos Phase** (beginning the turn after it entered play).

**Pass**: If there are no Sanity tokens on this card, return it to the box. Each player draws 1 Common Item.

**Fail**: If there are 6 Sanity tokens per player on this card, return it to the box. Immeditately draw and resolve 3 more mythos cards, one after the other.
Shub-Niggurath

File:Shub-Niggurath.png
**Shub-Niggurath** is an Ancient One. She first appeared in the Arkham Horror board game.

## Sheet info

**Combat rating**: -5

**Defenses**: Physical Immunity

**Worshippers**: Shub-Niggurath's young are numberless. Dark Young have the Endless ability.

**Power**: Black Goat of the Woods - While Shub-Niggurath stirs in her slumber, all monsters have their toughness increased by 1.

**Start of Battle**: Any investigator with no monster trophies is devoured.

**Attack**: Each investigator must pass a Sneak (+1) check or lose 1 monster trophy. Any investigator with no monster trophies left is devoured. The check's modifier decreases by 1 each turn (+0 the 2nd turn, -1 the 3rd turn, etc.)

**Doom Track**: 12

## Plots

EpicBattleShub-NiggurathBack.pngEpicBattleShub-Niggurath1.pngEpicBattleShub-Niggurath2.pngEpicBattleShub-Niggurath3.png
## Mythos Source

Shub-Niggurath first appeared in *The Last Test* (1927), written by H.P. Lovecraft and Adolphe de Castro. It was also mentioned in *The Thing on the Doorstep* (1937), written by H.P. Lovecraft.
South Shore

**South Shore** is a neighborhood of Kingsport. It first appeared in the Kingsport Horror expansion. The South Shore street area is an aquatic location.

## Locations

* Artists' Colony
* Neil's Curiosity Shop
* The Hall School

## Encounters

SouthShoreBack.pngSouthShore1.pngSouthShore2.pngSouthShore3.pngSouthShore4.pngSouthShore5.pngSouthShore6.pngSouthShore7.pngSouthShore8.pngSouthShore9.pngSouthShore10.pngSouthShore11.pngSouthShore12.pngSouthShore13.pngSouthShore14.png
Nodens

File:Nodens.png
**Nodens** is a guardian. He first appeared in Kingsport Horror expansion.

## Nodens - Lord of the Great Abyss

When Nodens is the Guardian, shuffle the Blessings of Nodens deck and place it facedown near the board at the start of the game.

**Noden's Blessings**

*And upon dolphins' backs was balance a vast crenelate shell wherein rode the grey and awful form of primal Nodens, Lord of the Great Abyss.*

Whenever an investigator gains a Blessing card, he also draws the top card of the Blessings of Nodens deck and keeps it.

**Ruler of the Nightgaunts**

Instead of making a combat check against a nightgaunt, any investigator may instead have the nightgaunt drop him into an open gate of his choice by invoking Nodens' name.

**Hunter of Horrors**

Because Nodens is hunting the servants of the Ancient Ones for sport, their numbers are being kept somewhat under control. The Outskirts limit is increased by 1.
Mother Hydra

File:MotherHydra.png
**Mother Hydra** is a herald. She first appeared in Innsmouth Horror expansion.

## Mother Hydra - Queen of the Deep Ones

When Mother Hydra is the Herald, place one uprising token on the Deep Ones Rising track at the start of the game and after each time the Feds raid Innsmouth. *You must play with the Innsmouth board to use this Herald.*

**The Lurking Horror**

*"Swollen like some grotesque fertility idol worshipped by a forgotten tribe of men, the creature was nonetheless able to knife through the waves with terrifying grace and purpose. With a flash of shark teeth and a bloom of red, another sailor died screaming."*

One extra monster appears each time a monster surge occurs.

Each time an investigator is knocked unconscious, driven insane, lost in time and space, or devoured, draw one monster from the monster cup and place it in the outskirts.

**Tekeli-li! Tekeli-li!**

If Cthulhu is the Ancient One, his combat rating is improved by -1 (to -7). When Cthulhu awakens, each investigator must lower either his maximum Sanity or maximum Stamina (his choice) by 1 for each Shoggoth or Proto-Shoggoth in play.

**King and Queen**

Both Father Dagon and Mother Hydra may be used as Heralds during the same game. All of their effects are cumulative with each other. So, for instance, two uprising tokens are placed on the deep Ones rising track at the start of the game and after each time the Feds raid Innsmouth.
Plague of Frogs

File:Mythos89.png
**Plague of Frogs** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Gardner's Place

**Clue Appears At:** \*Cold Spring Glen

Monster Movement

**Mythos Ability:** Lore checks in Arkham are made at a -1 penalty. Will checks in Arkham are made at a +1 bonus. Witches and Warlocks move like stalkers.
Open the Third Eye

File:OpenTheThirdEye.png
**Open the Third Eye** is a spell. It first appeared in the The King in Yellow expansion.

## Card info

**Casting Modifier**: +0

**Sanity Cost**: 0

**Casting phase**: Upkeep

**Effect**: You may cast and exhaust to take a Third Eye special card.

If this card is exhausted at the start of your Upkeep phase, you do not have to refresh it.
Police Station

The
**Police Station** is an Arkham location in the Easttown neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* Joe Diamond
* Rita Young
* Tommy Muldoon

## Special Encounter

**Deputized:** 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 become the Deputy of Arkham. Take the Deputy of Arkham card.
Snow Drifts

**Snow Drifts** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Devil Reef or Woods

**Clue Appears At:** Esoteric Order of Dagon or Historical Society

Monster Movement

**Mythos Ability:** Investigators who move into a street area must end their movement. They must still evade or combat any monsters in that area, however. Note that this only applies to street areas that an investigator moves into, not a street area in which he starts his Movement Phase.
Strange Murders

File:Mythos156.png
**Strange Murders** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Unvisited Isle

**Clue Appears At:** \*Science Building

Monster Movement

**Mythos Ability:** Flying monsters have their toughness increased by 2 and gain **Overwhelming 1.**

**Flavor Text:** Their heads have holes bored into the top. Their skulls are empty. And that is the only thing the murder victims have in common.
Rivertown Residents Take Back Streets!

File:Mythos43.png
**Rivertown Residents Take Back Streets!** is a mythos card from the Arkham Horror game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** The Witch House

**Clue Appears At:** \*Black Cave

Monster Movement

**Mythos Ability:** All monsters in the Rivertown streets or locations are returned to the cup.
Scenario

**Scenarios** are special games of Arkham Horror where additional rules are used to make the game more challenging. Scenarios were first mentioned in September 2008[citation needed] as part of the Arkham Horror League session organized by Fantasy Flight Games. The second session of the Arkham League began in February 2009.

## List of scenarios

### First League: 2008

1. Tide of Serpents
2. Masquerade Ball
3. Feeding Time
4. Miscreants and Miscreation
5. It's Good to be the King
6. Knocking on the Gates
7. Feeding the Hand that Bites
8. Brood Fresh
9. The Sleeper Awakens
10. All Things Must End

### Second League: 2009

Main Article: Arkham League Session 2

* Prologue

1. Calvin Comes To Town
2. The Madness Continues
3. Strength in Numbers
4. Lodge Members Held for Questioning
5. Waves of Madness
6. After the Storm
7. True Terror Begins
8. Chapter 8
9. The Key and the Gate
10. End Game

### Other leagues

Main Article: Arkham Spanish League Session 1

Official distributors in non-English speaking countries, such as Edge Entertainment in Spain, are also arranging other leagues with original scenarios. The first session of the Arkham Spanish League, finishing July 17th, has ten scenarios:

1. The Dreams in the Witch House (aka *Los Sueños en la Casa de la Bruja*)
2. The Strange Seduction (aka *La Extraña Seducción*)
3. The Legend of the Scarab (aka *La Leyenda del Escarabeo*)
4. The Pharaoh's Awakening (aka *El Despertar del Faraón*)
5. Welcome, Mr. Whateley (aka *Bienvenido Sr. Whateley*)
6. Goodbye, Mr. Whateley (aka *Adiós Sr. Whateley*)
7. Gilman and his King (aka *Gilman y su Rey*)
8. The Three Armies of the King (aka *Los Tres Ejércitos del Rey*)
9. The Beginning of The End (aka *El Principio del Fin*)
10. The End of the Beginnings (aka *El Fin de los Principios*)

## External Links

* Arkham Horror League forum
* Results from the 1st League session
* Arkham Horror League 2nd session FAQ

## References

1. ↑ http://new.fantasyflightgames.com/edge\_news.asp?eidn=379
2. ↑ http://www.edgeent.com/v2/edge\_foros\_temas.asp?efid=222&efcid=4
Silas Marsh

**Silas Marsh** is an investigator. He first appeared in the Innsmouth Horror expansion.

Silas Marsh investigator sheet back.
Silas Marsh investigator sheet front.

## Sheet info

**Occupation:** the Sailor

**Home:** River Docks

**Unique Ability**: Able Seaman - Movement: When in an Aquatic location, Silas may pay 2 movement points to move to any other aquatic location. Silas also gains a +2 bonus to all skill checks in aquatic locations.

Tainted Blood - Any Phase: Each time Silas draws one or more Innsmouth Look cards, he must draw one extra Innsmouth Look card.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $7

* 2 Clue tokens
* 1 Common item (Cavalry Saber)

Random Possessions

* 2 Common items

* 1 Unique item
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsSilasMarshBack.png
File:PsSilasMarshFront.png
File:PsSilasMarshPassed.png
File:PsSilasMarshFailed.png

**The Story So Far:** Silas always felt the call of the ocean. Even as a little boy he loved to play in the waves. There was just something soothing and otherworldly about the sea that put him at ease in a way nothing else could.

It came as no surprise to his family when Silas announced that he'd decided to become a sailor and travel the world. They'd actually been waiting for him to reach that conclusion for several years.

So, he signed up with a merchant shipping company and spent the next few years gallivanting from one port to the next and seeing all the sights he could take in.

Periodically, he would dream. At these times, his sleep was haunted with strange, ethereal visions of undersea vistas and bizarre creatures that smiled toothily at him. Gradually, he came to feel that there was something sinister about these dreams, and when he asked his family, they simply nodded and said, "It's time for you to visit the main branch of the family up in Innsmouth. They'll set you straight."

Two days later, as he disembarks from a ship at the Arkham docks, Silas can't help but find his family's remark just a little bit sinister.
Silver Twilight Lodge Membership

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**Silver Twilight Lodge Membership** is a special card. It first appeared in the Arkham Horror board game.

Investigators can earn a Membership by having an encounter at the Silver Twilight Lodge. Diana Stanley will start the game with one.

## Card info

**Any Phase**: Whenever you have an encounter at the Silver Twilight Lodge, you have an encounter at the Inner Sanctum instead.
Museum Artifacts Stolen

File:Mythos137.png
**Museum Artifacts Stolen** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Independence Square

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** Investigators in Arkham may pay $5 in bribe fees to make a connection with the robbers. Those who do so may draw a number of Exhibit Items equal to their focus, choose one, and discard the rest.
Psychic (benefit)

File:Psychic.png
**Psychic** is a benefit card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

**Upkeep**: You may allow any one investigator to loan a Skill card to another investigator (regardless of their locations) for this turn only.

Discard this card if you are Lost in Time and Space.
Missing People Return!

File:Mythos34.png
**Missing People Return!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** The Unnamable

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** All investigators currently *lost in time and space* immediately return to Arkham, appearing in a street or location of their choice.
Plumb the Void

File:PlumbTheVoid.png
**Plumb the Void** is a spell. It first appeared in the The Lurker at the Threshold expansion.

## Card info

**Casting Modifier**: +0

**Sanity Cost**: 2

**Casting phase**: Movement

**Effect**: Cast and discard while in Arkham. Move one investigator in an Other World to any location with a Gate matching his Other World (he receives an explored token) or to your location.
Storm

Storm is the other main character in the game with Spiderman and Thing

In the game if you hit the red button, she'll spin and do a whirlwind and it can cause enemy's in your way to be defeated as well. If you hit the yellow button she'll zap things.

## Quotes

1. I know you can do it!
2. You did well. Keep it up.
3. Don't worry, you're very smart
4. Here we go.
5. Excellent!!!
6. You did it!!!!
7. Try again.
8. Try another.
9. Not that one.
11. Aaaaaaah!!!!
Thing

Thing is the other last main character in this game. He can smash on the ground if you hit the red button and he'll do a body crusher if you hit the yellow button. His smash ground can also trigger an enemy to stop and then it go back to working again.

## Quotes

1. Cool! I can feel your power!
2. Come on! You're the one!
3. No problem. You can make it.
4. Yeah!
5. Super!!!
6. Wow you're so smart!
7. Whoops I'm sorry.
8. Um, keep trying.
9. Um, no.
10. OW!!!!
Doc Ock

Doc Ock in the game is the guy you have to go after, right when he landed floating experiment base in the town. In Platform 1, Platform 2 and Platform 3 he will say "You have a confidence to win huh?" or " Now let's see if you're up to my ultimate challenge. " and he'll say "No!" and " No, No!, No!!!! " in Bonus Platform
Northside

**Northside** is a neighborhood of Arkham. It first appeared in the Arkham Horror board game.

## Locations

* Curiositie Shoppe
* Newspaper
* Train Station

## Encounters

NorthsideBack.pngNorthside1.pngNorthside2.pngNorthside3.pngNorthside4.pngNorthside5.pngNorthside6.pngNorthside7.pngNorthside8.pngNorthside9.pngNorthside10.pngNorthside11.pngNorthside12.pngNorthside13.pngNorthside14.pngNorthside15.pngNorthside16.pngNorthside17.pngNorthside18.pngNorthside19.pngNorthside20.pngNorthside21.pngNorthside22.pngNorthside23.pngNorthside24.pngNorthside25.pngNorthside26.pngNorthside27.pngNorthside28.pngNorthside29.pngNorthside30.pngNorthside31.pngNorthside32.pngNorthside33.pngNorthside34.pngNorthside35.pngNorthside36.pngNorthside37.pngNorthside38.pngNorthside39.png
Spiderman and Friends Doc Ock's Challenge V-Smile Wiki

**Welcome to the Spiderman and Friends Doc Ock's Challenge V-Smile Wiki!**
We're a collaborative community website about Spiderman and Friends Doc Ock's Challenge V-Smile that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Spiderman

Spiderman is the main character with 2 of his co-main character friends which are Storm and Thing. He has his swinging web action of you hit the red button but if he's near something where he can't do it and got the red button. He'll shoot webs if you hit the yellow button.

## **Quotes**

1. Go Go Go!!!! We're together!!
2. I believe in you.
3. Hey! you're the best.
4. Hurry up!!!!
5. Move move!!!
6. One more time.
7. Well
8. Anything better?
9. Well done
10. Cool!!
11. Very Good!!!
12. OWCH!!!!
Slum Murders Continue!

File:Mythos46.png
**Slum Murders Continue!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Woods

**Clue Appears At:** \*Historical Society

Monster Movement

**Mythos Ability:** An old basement is opened, releasing 2 monsters into the Easttown Streets
Neighborhood

The Arkham city board is divided into areas called **neighborhoods**, each of which contains several locations connected to a street area. The different neighborhoods of the board are in turn connected by movement lines between their street areas. Neighborhoods are usually based on a theme, with the locations and the available encounters in those locations revolving around that theme.

Each of the major expansions adds a board for a new town such as Dunwich, Kingsport, or Innsmouth. These boards add a new set of neighborhoods and a new set of Arkham Location Cards associated with for each neighborhood.

## Arkham Location Cards

Each neigborhood on the original Arkham city board or the expansion boards has a small deck of cards associated with it. These represent encounters which the investigators may have in that location, and are often referred to as the Encounter deck.

During the Arkham Encounters Phase of the turn, investigators who are in a location other than the street and have an encounter in this neighborhood may have that encounter by drawing from this neighborhood's deck, and reading and following the instructions for this specific location from that card.

## See also

* Location
* Arkham Encounters Phase
Minigames in the 3 platforms

In Platform 1 Spiderman climbs up the walls and collects the keys. He'll have to avoid the light ray mirrors.

In Platform 2 Spiderman, Storm or Thing will match foods in their correct groups by dropping the ball of pictures of food into the correct hole earning the keys by dropping 15 or 20 balls correctly. Then you control the robot to retrieve the keys by putting the command blocks in the program bar, The robot will use a ramp, floating board or bridge to avoid obstacles.

In Platform 3 Spiderman, Storm or Thing will travel through the space tunnel to get the keys by flying in the space tunnel. You even learn what 10 planets do too. Then you pass through the machine tunnel to get the keys. You trigger the device by choosing the gear that's spinning in the opposite direction.

In Bonus Platform Spiderman, Storm, and Thing will hit Doc Ock with the balls after he tosses it to you and use the joystick to change the direction where the ball is hit back and hit it back at Doc Ock 15 or 20 times to win.
Spectral Razor

File:SpectralRazor.png
**Spectral Razor** is a spell. It first appeared in the Kingsport Horror expansion.

## Card info

**Casting Modifier**: +2

**Sanity Cost**: 2

**Any Phase**: Cast and exhaust to gain +X to Combat checks until the end of this combat, where X is twice the number of successes you rolled on your Spell check.

**Hands**: 2
Powder of Ibn-Ghazi

File:PowderOfIbn-Ghazi.png
**Powder of Ibn-Ghazi** is a unique item. It first appeared in the Arkham Horror board game.

## Card info

**Type**: Magical weapon

**Bonus**: +9 Combat check (Lose 1 Sanity and discard after use)

**Hands**: 2

**Price**: $6

## Mythos Source

The Powder of Ibn-Ghazi appears in the story *The Dunwich Horror*, written by H.P. Lovecraft (1929).
Monterey Jack

**Monterey Jack** is an investigator. He first appeared in the Arkham Horror board game.

Monterey Jack investigator sheet back.
Monterey Jack investigator sheet front.

## Sheet info

**Occupation:** the Archaeologist

**Home:** Curiositie Shoppe

**Unique Ability**: Archaeology - Any Phase: Whenever Monterey draws one or more cards from the Unique item deck, he draws one extra card and then discards one of the cards.

Status

* Sanity: 3
* Stamina: 7

Fixed Possessions

* $7

* 1 Clue token
* 2 Common items (Bullwhip, .38 Revolver)

Random Possessions

* 2 Unique items

* 1 Skill

**Focus:** **2**

### Personal Story

File:PsMontereyJackBack.png
File:PsMontereyJackFront.png
File:PsMontereyJackPassed.png
File:PsMontereyJackFailed.png

**The Story So Far:**

Monterey has been a globe-trotting treasure hunter and adventurer for many years. Following in his father's footsteps, he's always tried to ensure that the specific value of his finds is preserved. Recently, he followed a lead on an odd prehistoric statue to Arkham. However, when he arrived, the man he came to buy the statue from was locked up in the asylum. Monterey was just about to give up and go home in disgust when a robed figure pushed past him.

For just an instant, there was a flash of a silver pendant with a symbol on it Monterey would never forget. That symbol had been carved into his murdered father's forehead, and had haunted his dreams for years.

Chasing after the mysterious figure, he turned a corner only to discover that he had lost his quarry.

However, Monterey knows that somewhere in Arkham may lie the answer to the mystery of his father's murder, and he's not leaving until he finds it.
Police Step Up Patrols in Northside!

File:Mythos41.png
**Police Step Up Patrols in Northside!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Silver Twilight Lodge

**Clue Appears At:** \*Graveyard

Monster Movement

**Mythos Ability:** All monsters in the Northside streets or locations are returned to the cup.
Silver Key

File:SilverKey.png
**Silver Key** is a unique item. It first appeared in the Arkham Horror board game.

## Card info

**Any Phase**: Put 1 Stamina token from the bank on Silver Key before making an Evade check to automatically pass it. Discard Silver Key after using it if there are 3 Stamina tokens on it.

**Price**: $4

## Mythos Source

The Silver Key first appears in the story *The Silver Key*, written by H.P. Lovecraft (1926).
Police Proclaim Cult Crackdown

File:Mythos152.png
**Police Proclaim Cult Crackdown** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Unvisited Isle

**Clue Appears At:** \*Science Building

Monster Movement

**Mythos Ability:** All Cultists in Arkham are returned to the cup.

**Flavor Text:** The police say that the recent rise in cultist activity cannot be tolerated, and call on all citizens to report sightings of "people in strange garb or performing rituals."
Law of Cosmological Intersection

The Law of Cosmological Intersection is a very useful law in the Pencilcosmos. It states that:

***In order to change a thing's dimensionality, travel up verses from a structure with differing spatial dimensions, or travel at infinite speeds, an object with one more spatial dimension must intersect with the structure as well as the verse with higher dimensionality, in which things inside the lower-dimensional structure can travel relative to the higher-dimensional object, escaping their verse as well as changing their dimensionality.***

(see the Pencilsupremacy article for different phrasing if you need it)

Countless civilizations and entities have utilized this law to escape their home verse, although it is generally considered very hard to travel two dimensional layers above your starting point, as once you have escaped one layer you will have become infinitely small (relative to the outside verse).

This law also holds even if the steps are done backwards (making your dimensionality lower by moving "down" an intersecting object that is intersecting with a lower dimensional verse).

## Discovery

The Law of Cosmological Intersection first discovery was most likely in the 1st Era, when an Awefian accidentally used the law to travel down into The Enormous. The Awefian was rescued later, and in a couple LPT, the Awefians had utilized the law to populate The Enormous and fully control it.
Magnifying Glass

**Magnifying Glass** is a common item. It first appeared in the The Black Goat of the Woods expansion.

 File:MagnifyingGlass.png

## Card info

**Any phase**: Exhaust and discard after you gain a Clue token to gain 1 additional Clue token.

**Movement**: Exhaust to gain +2 to Lore checks when reading Tomes.

**Price**: $2
The Dark Entities

### Power

Extraordinarily high, if given enough time, can destroy a structure the size of The Table

### Speed

Can travel instantaneously, although they aren't omnipresent

### Enemies

The Seer, most other entities in the Pencilcosmos

The Dark Entities are the collective term given to the 4 (now 3) gods created by Shawaf to stop The Seer from destroying all in the Pencilcosmos. First being created in the 1st Era, they slowly started to become more reckless and dangerous after Shawaf was destroyed by Sweek. As of the present day, The Dark Entities are incredibly dangerous and will destroy whatever is in their way.

## Yeb Kor

Yeb Kor, previously known as "Norpekoseb", was the first entity to be created by Shawaf. Yeb Kor's true appearance roughly resembles an Awefian; the significance of this is unknown.

## "Zeelk"

Zeelk was the second entity to be created by Shawaf. Zeelk was originally known as "Shog", although the name was changed to "Zeelk" a little after the Awefians had escaped to The White Realm to form The Zgazl.

## The Darkness

The Darkness was the 3rd entity to be created by Shawaf. The Darkness is sometimes known as "yoyapeepk dodshnorp" (literally meaning "the weakest dark god) in The Pencil Language, as The Darkness is considered the weakest Dark Entity. The Darkness has a strange, "misty" appearance.

## The 4th Entity

The 4th Entity was a Dark Entity that was destroyed by The Seer. The name of this entity has been lost to time, as well as its general appearance or power level.
The Seer

Yeb Norpekanuw... kan yowkafef feabek.

The Seer, otherwise known by its Pencil Language name of 'Yeb Norpekanuw', is an insanely powerful being first created by Awef as a way to watch over Awef's large expanses of territory. The Seer was known for being extremely hostile and violent in its early days, terrorizing civilizations, destroying countless others, and even destroying Awef, although it has become noticeably more peaceful after it was punished and imprisoned by The Pencil in Unexistence all the way back in the 1st Era. The Seer, while desperately trying to escape Unexistence, unintentionally created the first Cosmic Zaaaaaaaaps.

## Abilities and Limits

The Seer has an immense range of abilities, and due to its near-omnipotence, has almost no limits, although it cannot do things like destroy The Sphere, destroy Unexistence, or destroy the entire Pencilcosmos. The Seer is also not able to go outside the Pencilcosmos.

## Appearance

The Seer has no true appearance, and its true form is too indescribable to be shown. The Seer, as it usually chooses to be omnipresent, does not need to manifest itself via a physical form. If The Seer chooses to show itself to lower entities, it will usually take the shape of a spherical entity with one, large "eye".
Anchorverse

An Anchorverse (Probewanbok in The Pencil Language) is a verse which cannot be moved or rotated. Due to this, they are frequently used as a basis for direction systems.

Anchorverses are created when a verse gets too close to The Verse Trap, possibly turning the verse into an Anchorverse. Anchorverses, however, have been found directly within the Pencilcosmos. It is unknown how they have formed.

For civilizations inside an Anchorverse, they are at a much higher risk of being attacked due to their home verse not being able to be moved, letting enemies find the Anchorverse very easily. However, the civilizations have built elaborate defenses and disguises as a counter to an Anchorverse's downsides.

Anchorverses have a significantly stronger barrier than most other verses, making exiting an Anchorverse very hard. Different Anchorverses have different barrier thicknesses.

Anchorverses have been found to be concentrated at certain areas in the Omniverse. It is thought that these locations are where The Verse Trap usually goes to.

So far, approximately

≈
1.785
×

10

36
,
799

{\displaystyle \approx 1.785\times 10^{36,799}}

 Anchorverses have been found.
The Challenge: Fantasy Wiki

This wiki has all of the information about the show "The Challenge: Fantasy" which is a Fantasy version of the show "The Challenge"!

**Welcome to the The Challenge: Fantasy Wiki!**
We're a collaborative community website about The Challenge: Fantasy that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
A few weird verses

"A few weird verses" are exactly 3 small verses located within the Omniverse with hundreds of strange objects in them; for example Object 172, a verse with 172 "ice cubes" that cannot be melted or destroyed. These verses are all 100 LY wide, and are always spherical.

## Object 172

Object 172 is simply a verse that contains exactly 172 small cubes.

## A few weird verses

### Discovery

Object 172 was discovered in 1053 LPT by a few gods traveling across the Omniverse. They found Object 172 in the far corners of the Omniverse, and decided to go inside to see what was in there. They found exactly 172 cubes that resembled ice cubes of some sort floating around in Object 172, and brought them back to be studied.

### The Cubes

Many tests showed that the cubes could not be melted or destroyed at all, and even a googolplex degrees didn't even form a small puddle at the bottom.

However, the cubes were also shown to be 100% water, which couldn't be possible since they would've long since melted into a puddle of water when exposed to such high temperatures. To this day, none of the cubes have been destroyed at all.

### Life

Object 172 also has some microorganisms in it. However, this life is very primitive, and does not seem to be able to communicate with outside life.

It is also unknown what the life eats, and if it even needs to eat at all.

## Object 927

Object 927 is a verse with 927 spheres in it.

### Discovery

Object 927 was discovered by a handful of explorers in between 2 huge verses, The Hugghiguyughiyuguhi and another very radioactive verse.

The explorers found a huge collection of small spheres at the center of Object 927. The spheres were collected together in a form of sphere packing. The explorers didn't know what to do with the weird spheres, so they just took them and made a run for it.

The last remaining spheres that were not taken were again brought to museums for further study and safekeeping.

### The Spheres

The spheres in Object 927 were found to just be made out of styrofoam. Many of the spheres also appeared to have some markings on them; mostly checkmarks and crosses. These spheres, unlike the cubes in Object 127, could be easily destroyed, but when destroyed, an extremely loud whirring sound can be heard from an unknown location.

Object 927 also has no life.

## Object 625

Object 625 is the last of the verses in the collection, and has 625 cylinders in it.

### Discovery

Object 625 was discovered near our local Multiverse by a powerful Type 6 civilization. A few of their Instant Travel Ships entered Object 625 expecting to see some stars, galaxies, planets, black holes, and superclusters, but all they saw were hundreds of cylinders.

### The cylinders

The civilization was very confused, and sent more ships to investigate the strange cylinders. Further analysis proved that the cylinders were made out of metal. Each cylinder somehow was sentient, and all hated to be kept by powerful creatures.

They started a rebellion against the Type 6 civilization, but it got put down after 2 minutes. No cylinders were harmed.