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Dexter Drake
Set
Forbidden Alchemy
Health Sanity Skill Points
10 10 2
Strength Marksmanship Dexterity
5 4 5
Starting Items
Mists of Releh
Strength Marksmanship Dexterity
4 4 6
Starting Items
Sword Cane
Intellect Willpower Lore Luck
5 5 6 4
Special Ability
Once per game, while you are hiding, you may spend both of your Movement Steps to move to any space in any room that contains no Exploration, Lock, or Obstacle cards.
Intellect Willpower Lore Luck
5 5 7 3
Special Ability
Action: Once per game, you may move each monster that is in your line of sight 1 space.
Dexter Drake
The Magician
Set
Suppressed Memories
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 3 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
5 4 3
Special Ability
Once per round, when you gain a Spell, become Focused.
Dexter Drake
The Magician
Dexter Drake ~ Elder Sign - Core Set
Set
Core Set
Sanity Stamina
5 5
Special Ability
Magical Gift: Each time Drake gains 1 or more spells after setup, he gains 1 extra spell.
Starting Items
ES-Icon Reward Unique ItemES-Icon Reward SpellES-Icon Reward Spell

Dexter Drake is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Forbidden Alchemy, Mansions of Madness Second Edition Suppressed Memories, and Elder Sign Core Set.

FictionEdit

The Story So FarEdit

After returning from his stint in the army during WWI, Dexter became a stage magician, and proved to be very successful at his trade, but he always longed to find real magic. As they say, be careful what you wish for. Years later, in a rundown store, Dexter came across a burnt and torn fragment of the Necronomicon itself. Intrigued by this ancient piece of occult knowledge, Dexter began to use his wealth in search of the truth about the ancient lore, and what he found horrified him.

Now, the more he learns, the less he wants to know, but his studies have led him to believe that a great evil will soon arise in Arkham. He knows that he may well be the only person with the ability to stop this evil from swallowing the world, so he has come to that sleepy town to speak with the proprietor of Ye Olde Magick Shoppe, one of the few magic shops that contain true lore, and not merely the stage tricks he once studied.[1]

BE CAREFUL WHAT YOU WISH FOREdit

Dexter Drake returned form the Great War to become a successful magician, enthralling audiences with his elaborate illusions and cunning stage tricks. Despite his meteoric success, Dexter always longed to discover true magic. This desire soon led him into the reserved section of a dust-filled shop dedicated to obscure books. There, he found a burnt and torn fragment of the Necronomicon itself. Intrigued by this ancient piece of occult knowledge, Dexter began to use his wealth in search of the truth about ancient lore, and what he found horrified him. His delving into the arcane eventually led him to Arkham, where he suspects a great evil will soon rise. He knows that he may well be the only person with the ability to stop this evil from swallowing the entire world.[2][3]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Dexter Drake use an illustration[?] from AE-39: Mysterious Benefactor by Anders Finér.

Notes and referencesEdit

  1. Arkham Horror Second Edition — Dexter Drake Investigator Card
  2. Mansions of Madness First Edition: Forbidden Alchemy — Dexter Drake Investigator Card
  3. Mansions of Madness Second Edition: Suppressed Memories — Dexter Drake Investigator Card
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