Watch “The Horror at the Museum | Arkham Horror 2nd Edition | Turn 07: Wide Eyed and Clueless,” a gameplay video for Arkham Horror on BoardGameVideo.
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After this Jones climbed the old stone steps to the street outside and examined the squalid neighbourhood curiously. The leaning, decrepit buildings—once dwellings but now largely shops and warehouses—were very ancient indeed. Some of them were of a gabled type seeming to go back to Tudor times, and a faint miasmatic stench hung subtly about the whole region. Beside the dingy house whose basement held the museum was a low archway pierced by a dark cobbled alley, and this Jones entered in a vague wish to find the courtyard behind the workroom and settle the affair of the dog more comfortably in his mind. The courtyard was dim in the late afternoon light, hemmed in by rear walls even uglier and more intangibly menacing than the crumbling street facades of the evil old houses. Not a dog was in sight, and Jones wondered how the aftermath of such a frantic turmoil could have completely vanished so soon.
Despite the assistant’s statement that no dog had been in the museum, Jones glanced nervously at the three small windows of the basement workroom—narrow, horizontal rectangles close to the grass-grown pavement, with grimy panes that stared repulsively and incuriously like the eyes of dead fish. To their left a worn flight of steps led to an opaque and heavily bolted door. Some impulse urged him to crouch low on the damp, broken cobblestones and peer in, on the chance that the thick green shades, worked by long cords that hung down to a reachable level, might not be drawn. The outer surfaces were thick with dirt, but as he rubbed them with his handkerchief he saw there was no obscuring curtain in the way of his vision.
So shadowed was the cellar from the inside that not much could be made out, but the grotesque working paraphernalia now and then loomed up spectrally as Jones tried each of the windows in turn. It seemed evident at first that no one was within; yet when he peered through the extreme right-hand window—the one nearest the entrance alley—he saw a glow of light at the farther end of the apartment which made him pause in bewilderment. There was no reason why any light should be there. It was an inner side of the room, and he could not recall any gas or electric fixture near that point. Another look defined the glow as a large vertical rectangle, and a thought occurred to him. It was in that direction that he had always noticed the heavy plank door with the abnormally large padlock—the door which was never opened, and above which was crudely smeared that hideous cryptic symbol from the fragmentary records of forbidden elder magic. It must be open now—and there was a light inside. All his former speculations as to where that door led, and as to what lay behind it, were now renewed with trebly disquieting force.
~ The Horror in the Museum by H. P. Lovecraft (for Hazel Heald)
“Curse of the Scarab” by Kevin Macleod (incompetech.com) Licensed under Creative Commons: by Attribution 4.0 licence http://creativecommons.org/licenses/by/4.0/
Wolfpack 48’s Arkham Horror Thematic Scenario Project: https://rpggeek.com/filepage/136757/arkham-horror-thematic-scenario-project