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JOTL Scenario Book

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100% found this document useful (2 votes)
13K views52 pages

JOTL Scenario Book

Uploaded by

Tina Bridge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

lt will be good to get back to the Sleeping

Lion . After a fortn ight going up and dow


missing blacksmith, you can almo st feel the n the Still River, chasing a bad lead on a
warm th of the inn's hear th whe n Gloomha
almost home. ven's walls come into view. You are

To be fair, it's not just the blacksmith. An


alarming num ber of people within the poor
missing. Usually, noth ing comes of it, thou er distr icts of the city have gone
gh. Just anot her poor soul, forgotten out
blacksmith's wife, Sandy, however, managed here on the edge of civilization. The
to som ehow scra pe enough mon ey toge ther
You're not sure whe re the mon ey cam e from to hire you to find her husb and.
, but, no matt er the source, it couldn't have
painful to retu rn to the city emp ty-ha nded com e easy, which makes it doubly
.

True, Sandy was a little light on the paym


ent, but you are the "Jaws of the Lion", one
grou ps in this back-water dum p of a town of the mos t well-known merc enar y
. Surely, it can't hurt to take a char ity case
jobs is abou t maintaining a repu tatio n, after every once in a while. Gett ing good
all. Which is why you really need to get to
to the wido w with noth ing but the calluses the bott om of this and not retu rn
on your feet.

Also , you probably shouldn't call her a wido


w to her face, at least not until the fate of
Given, however, that none of thos e who disap the blacksmith has been confirmed.
peared have retur ned, the outlook is grim
.
As thes e cheery thou ghts pass thro ugh your
mind , you notice mov eme nt up ahead and
The sun has dipped low in the sky, redu cing immediately draw your weapon.
visibility, but you can clearly see som e rams
the road in fron t of you. And , sure enou hack le wooden barr icad es blocking
gh, as you cautiously appr oach the scen
obst ructi ons, Aashing crud e swords and e, Verm lings jum p out from behi nd the
shar p sticks.

You have to admit, you are quite tired from


the day's jour ney, but still, these over-size
grou p of travelers to amb ush today. You d rats certainly picked the wron g
are the "Jaws of the Lion", after all, and are
outc ome for anyone who dare s threa ten always read y to show ther e is only one
you.

New Location: Roadside Ambush (81)

lf you haven't yet, read the first section of


the Learn to Play Guide befo re continuin
g on to Scenario 1!
The road back to Gloomhaven has been long. Make sure each character's starting hand
And now, to get attacked by Vermlings when consists of their six ability cards marked "A''.
all you want is a warm meal and a soft bed,
well, it makes you mad . Mad enough to kill The Vermling Raiders will act on initiative 50
these mangy creatures before you collapse each round. They will first move their base
from exhaustion. move value (1), and then, if a character is
adjacent to them, attack for their base attack
Of course, the Vermlings have other plans. value (2).
They gibber about wanting your coin and the
meat on your bones. Nasty things, really. Best
to ignore their ranting and end this quickly.

TIP: Place each of your


character figures on one of the
four indicated entrance hexes.

... "''

You wipe the blood of the last Vermling


from your face, and your thoughts return to
the Sleeping Lion. Surely, they've got a stew
ready by now. lt would be so perfectly warm
and soothing, and it's right through that
gate-so close, you can already taste it...

But then, another thought comes. lt is


highly unusual-brazen, really-for a
pack of Vermlings to operate this close to
the city. Could they be behind the string
of disappearances? It's a long shot but one
worth investigating, especially considering
this ambush site doesn't look like their base
of operations. There is probably a nest
nearby that, with any luck, will have more
TIP: All hexes with a green
information on the missing blacksmith. border are obstacles and cannot
be entered. The Demolitionist
And treasure. Treasure would be nice. can destroy them, though, at
which point, a destruction token
is placed on the obstacle, and it
... becomes a normal hex .
TIP: Place the sticker for
Scenario 2 on the city map
New Location: A Hole in the Wall board , then return to p.13 of
the Learn to Play Guide for
further instruction.
tmap Layout

setting up monsters. On this


hex , no monster is placed
for two characters, a normal
monster is placed for three
characters, or an elite monster
is placed for four characters.
The tracks are easy to spot. Vermlings have
never been known for their subtlety. You
follow the scratching and indicators of a
body being dragged until you find yourself
approaching the walls of Gloom haven.

The sun is very low, but something isn't


right. That isn't just a shadow cast across
a lower section of the wall. It's a hole. The
Vermlings have made a nest for themselves
by burrowing into the wall itself. How
industrious.

You crouch low and try to sneak closer,


but they must have guards watching the
entrance. There is a shrill shrieking, and
then, a number of Vermlings jump from the
dark, brandishing their dull, poorly-made TIP: You can loot a money token on
the ground by either ending your
weapons.
turn on it, or by playing a Loot
action. Remember, monsters also
No choice now but to defend yourself. Luckily, drop money tokens when they die!
you've managed to get your second wind, but
you will definitely need a nice, long bath after
this ordeal.
TIP: Remember to Aip over an
ability card for the Vermling tmap Layout
Raiders at the start of each
round, after characters have
Make sure each character has swapped out chosen their cards.
two of their ability cards marked "A" for the
"B" cards of the same name, so their starting
hand still consists of six cards. Scenario Key

With the foul nest cleansed of those wretched Apparently, in exchange for supplying fresh
creatures, you take your time searching corpses, Roland would pay the Vermlings in
every nook. Surely, the city guard will want gold. And judging by the amount here, the
to know about this-it can't be safe to have Vermlings managed to kill quite a few people
Vermlings tunneling through the walls. It's before you put an end to it.
hard enough to fend off their raids as it is.
It's the best lead you have, so it's time to ferret TIP: Monsters in this bottom
Eventually, you do manage to find an out this Roland character. After resting at the room are not set up at the
start of the scenario. They
unexpectedly large amount of gold under Sleeping Lion, of course
will only get set up once a
some rotten wooden boards. Sifting through character opens the door.
the treasure, you also find a strange note. In Remember, they will still get
crude scratching, it details some business to act in the same round the
arrangement between the Vermlings and 25 gold each door is opened, though!
someone by the name of Roland. Item shop opens (Items 01-13)
New Location: The Black Ship 3 (OS)
TIP: Traps cause any figure
who enters its hex to suffer
3 damage, then the trap is
removed from the map.

tile is looted , look for


entry "14" in the Treasure
Index on the inside back
.
~ Tlte Blarft Shit) td~h !~ ;p1;::1: !'. !
• - ..
Goal Kill all enemies
t map Layout

After getting your fill of stew and plenty of rest at the


Sleeping Lion, you start off early in the morning. The first
order of business is looking for information on someone
named Roland. He seems to be making a trade out of buying
fresh corpses, and you'd like to know why. 2
lt's slow-going at first, but you eventually find a pair of
Vermlings down in the Sinking Market who seem overly
TlP: Open the
interested in cadaver disposal. After some rough persu ion, Supplemental
ey cough up that they too are being paid by a man named Scenario Book to p.2
to find the rest of
Roland to deliver bodies. They even give you
the drop-off location-some derelict ship at ..//)._...,=-===-±'!i-
the Old Docks.
You burst into the cargo hold, and a foul The smell gets even worse when you finally
You head down to the pier and look around. It smell hits you in the face. A river of sticky, open the door to the back cabin. More of
doesn't take long to spot the suspicious vessel. black liquid flows through the ship, pouring these robed madmen are performing some
Not only is it leaking some vile, black liquid between the various cracks in the hull. The sort of incantation over an altar piled high
from the hull, but there are two men wearing source appears to be beyond the far door, but with severed limbs and unidentifiable
red robes standing guard outside on the dock. first, you'll have to fight your way past more mounds of flesh. With the flies buzzing and
They notice you eying them and begin making ruffians and their pets. the strange guttural howls, all you want to do
threatening gestures for you to move along.
is get as far away as possible, but you have a
Looks like getting to the bottom of this is going
to require cracking a few more skulls.
1 Scenario Key job to do, so you commence with the killing.

Make sure characters add the first 2 ability


cards marked "]'' to their deck. so their starting
hand now consi'sts of eight cards.
You arrive at the building marked on Make sure each character's starting hand
the map-an old abattoir-and find an consists only of their ability cards marked 1 map Layout
unexpected scene. The entire building has '1' and that the total number of those cards
burnt down and is now nothing more than matches the number at the top right of their
a scorched husk. This is certainly a new character mat. 8 9
development, as you dearly remember the
structure standing before you left on your The objectives are summoning stones. They
hunt up the Still River. And the fact that the have C+l hit points and can only be targeted
location has been implicated in your search, by melee attacks. When two s moning
well, the whole thing is rather suspicious, stones have been destroyed, read
even if you can't put your finger on exactly
TIP: Open the
why. Supplemental
Scenario Book to
A little bit of searching through charred The tremors have subsided. You feel you've p.3 and attach it to
rubble isn't going to stop you from getting finally gotten a handle on things, but then, th e bottom of this
page so that the
to the bottom of this, though. Eventually, more men with robes rush from the deeper artwork lines up.
you uncover a set of stairs leading into a tunnels of this wretched place to aid the
stone cellar. Given it's the only piece of the others.
structure intact, you make your way down.

A powerful smell of death grows increasingly


stronger as you descend, until it almost
overwhelms you, enveloping you like a
suffocating blanket. Thoughts of turning
back creep into your mind, but then, you
hear the chanting. The tone and cadence is
similar to those creeps on the ship with the
bloody altar.

It doesn't take much longer to find the source.


A short hallway at the base of the stairs leads
into a large, open room full of more red-robed
zealots. Their chanting reaches a crescendo,
and the whole floor begins to shake violently.
Fissures erupt from the ground around
four massive, rune-covered stones
scattered around the room.
Cracks form in the ceiling,
sending huge chunks of rock
crashing down.

Your mind focuses on a


singular goal, pushing away
all the other complications of
the last few weeks. If you don't
end whatever ritual is going
on right now, you will all be
buried alive.
TIP: When an objective drops to
0 hit points, place a destruction
token on it. Like destroyed
obstacles, these hexes can now be
traversed normally by figures.
You begin to rush forward. Clearly these
maniacs don't want you to smash your way
You identify the most horrid-smelling of through. so that's exactly what you're going As horrid as those creatures were, nothing
the corridors leading off from the abattoir to do. That is, until multiple red lights appear could quite prepare you for what lies beyond
basement and continue your search for in front of you, violently ripping open the this final stone door. A huge cocoon of bloody
answers about what is happening to these fabric of reality into some other plane. The Aesh pulsates madly in front of you, bulbous
corpses and why. Lighting torches, you circle of rifts illuminate the face of the zealot and wrong. Its seeping Auid drips to the Aoor
descend into the dark recesses. at their center, full of panic and fear. as it thrashes with malevolence.

Moments later, you hear the scuffling of feet From the rifts emerge creatures of pure "The nexus needs only a little more energy! "
and hissed whispers coming from in front of chaos, their movements a nightmarish Aurry yells a robed man, looking to you in a panic.
you: "The ritual has been interrupted! We will of claws, wings, and tendrils. One of them "We'll just have to take yours! "
finish it at the nexus, but- " There is a brief grabs the screaming summoner and forces
pause and then cursing. "They approach! him into a gaping maw in the demon's chest.
Quickly, stall them while we complete the There is a wet crunch, and the man's head
preparations." disappears. The Blood Tumor starts the scenario with
Cx4 damage. Any time any figure other than
The echo of footfalls starts to recede before The creatures then turn their attention to the Blood Tumor suffers damage, the Blood
another voice emerges from the darkness: you. They fan out, eying you maliciously Tumor heals that amount of damage. 1f the
"But, how? 1 cannot hold them off myself! " while one finishes its meal. Blood Tumor is ever at its maximum hit point
value, the scenario is lost.
"Open a rift!" the first voice yells, now much
farther away. "They must be stopped! "
4 1
10 11

Scenario Hey
Your day starts out mundane enough, The objectives are growths. Each one
delivering a bloody piece of the tumor to (1+L)xC hit points.
some stodgy researchers at the University.
You walk through the halls, getting all
manner of confused and dirty looks, until you
arrive at the door of one Professor Haltrip,
foremost researcher of organic alchemy, or Your weapon and face are covered in streaks
so you were told by the front desk. of black and red-the various viscera of a
number of creatures you never imagined you
"Do come in! " You hear a small, gruff voice on would have to fight before today. Your left
the other side of the door. Inside, you find an eye twitches a little.
old Quatryl, made even smaller by a hunched
back. He is rooting around his messy office, "Well, then," you hear a familiar gruff voice
looking for something. When he sees you, a behind you, "this is quite the mess, and the
look of disgust crosses his face, but once you loss of my students is a horrible tragedy..."
produce the tumor piece, his eyes go wide Haltrip trails off. staring into nowhere with
with amazement. a forlorn look, until his eyes pass down to
his hands. In them is a Aat, smooth
You explain the whole situation- the covered in a sticky, green film.
disappearances, the Vermlings, the black
sludge, the earthquakes, and the tumor. "But not all is bad news," he mutters. "Based
You explain that there are other tumors out on our tests, and the violent reaction the
there, used in some nefarious, unknown plot, tumor had to that last one especially, I was
and then the professor sits silently in thought able to develop a method for sensing when
for an uncomfortably long amount of time. this particular type of organic matter is
near." He hefts the stone in his hand . "That is
"Well, then," he finally starts, "we' ll need to what the green glow is."
get this to my lab with all haste. There, we
should be able to run some tests to figure He gives you each a slimy stone of your
out what it is composed of-its various own , and you spend the next several hours
signature alchemical compositions. Once we splitting up and scouring the streets of the
know that, then maybe we can come up with city, trying to locate more of the growths.
some way to track the others down." ln the end, you pinpoint two locations: an
abandoned set of buildings in the Sinking
You hand the tumor off to him, and then , Market and a warehouse down at the Old
because you have no other leads, you wait in Docks.
his office for what feels like hours, staring at
his disorganized assortment of books, papers, With any luck, Roland is holed up in one of
and dirty bottles of foul-smelling liquid . these places, and you can put an end to all
of this.
Then, very suddenly, your boring day
becomes a lot more interesting. Haltrip .'"
bursts back into his office, his face spattered
with blood. "Something has gone horribly ../ each
wrong in the lab!" he screams at you and New Locations:
then races down the hall much faster than
Sunken Tumor
you would have thought possible. You follow,
and he points you to a room overgrown with Hidden Tumor
bloody growths, several dead lab assistants,
and a swarm of rats which the growths must
have morphed into monstrosities.

"It's going to keep spreading!" Haltrip frets.


"Do something, please!"
t map Layout 1 Scenario Key
Goal Kill the Blood Tumor
There are a great number of deserted houses .Jf>------
in the area, half-sunk in the silt, but only one
The Sinking Market: a large area along the cluster shows the signs of a sinister growth You glance at the blood trail leading through
western coast of Gloomhaven, where you only within. You grip your weapon and kick in the the door, and you know what lies on the other
go if you don't have any money to steal or you closest door. What follows is a cacophony of side: another malevolent tumor, pulsating and
want to operate outside the view of the city screeches and the realization that Vermlings dripping with a foul , dark energy. You ready
guard. The whole district is slowly sinking into have once again entered your life. Not only yourself for the fight ahead and push forward .
the Merchant's Bay, and the city has abandoned that, but more of the zealots are lurking in the
it, leaving it to rot of its own accord. back of the room. More Aunkies up to no good.

The Blood Tumor starts the scenario with


Cx2 damage. Any time any figure other than
the Blood Tumor suffers damage, the Blood
Tumor heals that amount of damage. lf the
Blood Tumor is ever at its maximum hit point
value, the scenario is lost.

2
1 Scenario Key
Goal Kill the Blood Tumor

The Old Docks: once the shining beacon of


a burgeoning city's prosperity, but now that
the Merchant's Guild has built their own
docks on the other side of the Old Wall, the
Old Docks are just a symbol of filth and
apathy. There is still plenty of activity here,
loading and unloading the less glamorous
goods of the city like ore, hides, and lots and
lots of pungent fish.

The decline in business has left a number


of dock warehouses abandoned, though the
stink of the fish never truly leaves. It is at one
of these deserted buildings that you find the
signs of another sinister growth. You ready
your weapon and burst through the door.

It takes your eyes a second to adjust, but


then you see the unmistakable chaotic
combination of claws, wings, and tendrils
lurking behind the derelict shelves of long-
forgotten goods. The demons emit a guttural
noise from their unnatural maws, and you
prepare for the assault.

You glance at the blood trail leading through


the door, and you know what lies on the other
side: another malevolent tumor, pulsating
and dripping with a foul , dark energy. You
ready yourself for the fight ahead and push
forward .

The Blood Tumor starts the scenario with


Cx2 damage. Any time any figure other than
the Blood Tumor suffers damage, the Blood
Tumor heals that amount of damage. If the
Blood Tumor is ever at its maximum hit point
value, the scenario is lost.
1 Scenario Key
You arrive at the scene of the final tumor,
but you are clearly too late. Twisted metal
and charred wood greet you as you descend
into the rubble. You dig through collapsed
passageways until you finally find the tumor,
but it has grown a hard outer shell- a chrysalis.
A zealot appears behind you, laughing that
Roland's plan has come to fruition, and then
the chrysalis explodes as some new horror
emerges. It is no longer an inanimate thing,
but some monstrous collection of limbs and
teeth that moves with vicious efficiency.

The Blood Horror cannot be damaged in any


way until all Zealots in the scenario have been
killed.

Any time a Zealot is killed, leave its stand


(normal or elite) in the hex in which it died.
Any hex containing a stand is considered
neither empty nor occupied. When the Blood
Horror "revives" a Zealot, remove the killed
Zealot's stand from the map, and spawn one
Living Corpse of the same rank as that stand
in the hex in which the Zealot died. This Living
Corpse does not act in the round it is spawned.
Note that all Living Corpses do not have to be
killed to damage the Blood Horror.

"The Blood Horror performs a "Move X,


Jump" action, where X is the number of hexes
needed for the Blood Horror to get adjacent
to the killed Zealot farthest away from it. The
Blood Horror then "revives" that killed Zealot.
If there are no killed Zealots on the map, or
there are no valid hexes adjacent to any killed
Zealots, then X instead becomes the number
of hexes needed for the Blood Horror to get
adjacent to the enemy farthest away from it,
in which case, the Blood Horror then performs
an "Attack +O" action targeting that enemy.

The Blood Horror performs a normal


"Move+O, Attack+O" action. Then, if there are
any dead Zealots in the same room as the
Blood Horror, it "revives" them. Door hexes
are not considered to be in any room.
creatures of blood that plagued the city, and recall a recent rumor going around about
in doing so, thwarted the vile group behind someone along the Hook Coast offering gold
The horror's tendrils whip in a mad frenzy, the disappearance of the blacksmith and so to mercenaries who would come fight in his
as if trying to grasp at the life that is quickly many others. You can finally stop dodging the "gauntlet". That might be worth looking into.
leaving its grotesque form. As it bleeds widow's messages and update the city guard
out onto the stone floor, its movements on everything you know. Roland seems to , r
grow more languid, until, with one final still be alive, but, surely, the guards can take
agonized screech , its terrible mass becomes it from here in mopping up this stupid cult, 20 experience each
still. Around it, the undead abominations it and you can go back to actually getting paid
created also collapse to the ground. to kill things. Add items 15-20 to the sho
New Locations: The Gauntlet 10 (E2}
And with that, the thing is done. As far as In fact, as you walk toward the Sleeping
you can tell, you've destroyed the awful Lion, vaguely dreaming about a hot bath, you

1 ffiap Layout

18 19
7
comes off its builder. He is a few branches rickety wooden platform. Quivering black
short of a tree, ranting about some nebulous masses of ooze greet you, along with some
Anyone who builds more than a muddy tent impending doom and his desire to, "weed out particularly nasty-looking explosive devices.
out along the Hook Coast has to be crazy. those unworthy to be called heroes."
The area, outside the walls of Gloomhaven,
is under constant threat of Vermling raids. You've never had much desire to be a hero
When you arrive at the "gauntlet", there is yourself, but he is offering an enticing 10 gold Any time a trap in this room is sprung, it
certainly no mistaking the air of madness that to anyone who can make their way through affects all figures in its hex and all adjacent
his pets and contraptions, so you put your hexes.
apprehensions aside and set up onto the
The sound of explosions still reverberates in You enter the final part of the platform, You slay the last of the creatures and step
your skull as you make your way through a imagining what could possibly be worse than off the platform, looking for the old man.
half-destroyed wooden gate onto the next what you've already experienced. And then, Instead, you only find a note with vaguely
platform. Here, you are met with an entirely you see the chaos demons. familiar handwriting.
new kind of madness. Golems of stone stare
at you with dead eyes, while, from your You stand stunned for a moment. Why are "Alas, you have bested the traps that have
left, rusted iron nozzles spew out clouds there demons here? Just who is this crazed supplied me with so many mercenary corpses
of noxious gas that slowly drift across the hermit that built this thing? You shake your in the past. 1 suppose it is time to move on.
narrow scaffolding. head and steel yourself to overcome these You are worthy opponents-no doubt why
hideous creatures. You also note there is you were able to destroy my experiments-
machinery attached to the traps in the room, but you are still doomed, just like the rest of
and they seem to be moving toward you. the city. 1 encourage you to simply sit back
At the end of each round, all traps initially That should be fun, as well. and enjoy the mayhem. -Roland"
set up in this room simultaneously move one
hex downward, or if any of them are at the You sigh with annoyance. Perhaps it was
bottom of the map, then they are placed at wishful thinking to think this business was
the top hex in the same column. lf any trap At the end of each round, all traps initially set behind you. Plus, the bastard didn't even pay
enters the hex of a figure, that figure springs up in this room move one hex closer to the you.
the trap. nearest character. lf any trap enters the same
hex as a figure, that figure springs the trap.
t map Layout 1 Scenario Key
11 ,~ Defiled Sewers (021
·~ .
All characters must escape

You light torches as you stand before a If any character becomes exhausted, the You pull on the lever and hear a great rush
sewer entrance in the Sinking Market, half scenario is lost. of water behind you . Looking back, you see
submerged in some foul liquid. If there is the main tunnel that was blocked off is now
anything worse than the Sinking Market, it is open, and a torrent of water trapped behind
the sewer beneath the it- a breeding ground the gate is free, overflowing the river. A way
for Vermlings, snakes, and other unsavory It seems you'll need to head upstream forward has opened. You'll just have to fight
things. And it just smells really bad. through this main tunnel, but the way is against the current to get there.
blocked by a huge iron sluice gate. Seeing no
You think for a moment how you could have other way through this awful place than the
gone to the Traveler's District, the nicest area old door on the opposite side of the sewage
of the city. But no, you had to come here, river, you push it open and hope for the best.
Spawn one Giant Viper at each
because you can't think of a more fitting What you get instead is a nest of Vermlings.
These are all normal for two characters,
location to find those wretched blood cultists. Beyond the group, near a tunnel in the wall,
normal at and elite at for three
sits a rusty lever. characters, or all elite for four characters.
And so, you hold your nose and make your
way in. It doesn't take long to find a whole From now on, at the end of each round, the
mess of unpleasantness- a nest of snakes current will force all figures in the central
and black sludge blocks the passage. When any chara ter ends their turn on the room to simultaneously move one hex
lever I read downward.
tmap Layout
Any character can now escape by s ending 1
movement point when on any exit 1 When
a character escapes, they are removed from
the map and have no effect on the rest of the
scenario. When all characters escape, the
The Traveler's District, where the wealthiest The objectives are pillars. Each one has tmap Layout
merchants of the city live in their giant (1+L)xC hit points, and each time after they

~
estates, is certainly the nicest part of are attacked, the attacker suffers (L/2)+1
Gloomhaven. You are skeptical that an area (rounded up) damage. When either of the left
policed so heavily by the city guard would two pillars e destroyed, spawn one Living
be a breeding ground for cultists, but, as Corpse at (normal for two characters,
the captain said, the guards rarely patrol the elite for three or four characters). When
sewers, so it's possible something untoward either of the right two pillars ar destroyed,
is happening down there. (normal
Scenario Key
spawn one Living Corpse at
for two or three characters, elite for four
When you enter, you are surprised at how chara ers). When all pillars are destroyed,
immaculate the tunnels are. Something is off. read
Sewers shouldn't be this clean, and you feel
a strange energy emanating from the pillars
in this room. Looking closely by torchlight,
you see small circular runes scribed all over
them. Some trickery is definitely at work, and
the only thing you can think to do is smash
the pillars and uncover what is really going
on.
As the last of the pillars falls, the far wall The purple mist dissipates, and with it, any Flea-Bitten Shawl (Item 28
Aickers in and out of sight, and two archways illusion of a pristine sewer. The rich produce Closed Location: Defiled Sewers 11
suddenly appear, leading into a darkness waste just like anyone else.
New Locations:
beyond. A strong smell of death reaches your
nostrils, and a strange purple mist creeps lt was all an illusion-even the horrific
at the edge of your vision and more strange corpses and spirits. You raise your torch to
energy emanates beyond. get a better view of your new surroundings
and notice a new passageway deeper into the
bowels of this place. Perhaps this is what was
being concealed by this whole mess. You step
Open the Supplemental Scenario Book to into the passage, intent on finding out what
p.10, attach it to this spread as the Map Layout the cult is up to now.
on that page shows. Place an activation token
on each hex These are now open doors Before too long, you come across a simple
between the room on this page and the two ladder back up to the surface, but it seems to
separate rooms in the supplemental book. lead directly into one of the estates. Whether
the resident is involved in all this madness,
The new objectives are more pillars. Each you can't help but note the opportunity to
one has (3+L)xC hit points, and any time sneak into some fancy house and get a little
they are attacked, the attacker suffers (L/2)+1 bit richer.
(rounded up) damage. When all pillars are
destroyed, the scenario is complete.
tmap Layout

~
...............

0
1 scenario Key ma la out

~
.··G;r
1 ffiap Layout
"So, the great Jaws of the Lion come once and we have already poured His gift into
again to ruin my work," a voice echoes the water supply. It is too late. Before long,
through the dark tunnels of the sewer. It
is the voice of that crazed hermit from the
everyone in the city will be a slave to the 30 31
Blood God, and then you can sit back and
Hook Coast-the voice of Roland-and it watch the mayhem!"
drips with venom. "If only you realized how j 12
futile your efforts were. In fact, not just You roar and charge forward, straight into 1 Scenario Key
futile but helpful. an alcove with a robed man hunched in front
of an alchemy table. His vials bubble over
"We did not even realize what glorious gift with a black liquid that splashes onto the
our god had given us until that incident at stone floor, running in little rivulets under
the University. To think that the corruption a door behind him. This is not Roland, but
we cultivated could, under the right you figure you should kill him all the same.
conditions, spread so rapidly, infecting new
hosts and warping them into His image."

You move forward, waving your torch to


illuminate every corner of the darkness, but
you can't find the source of the voice.
You burst into Professor Haltrip's office, Haltrip bangs on the glass of the window
holding a vial of the black liquid. The old between rooms and gives you a thumbs up.
Quatryl looks understandably alarmed, but
you waste no time in explaining the situation "Begin phase two!" he yells emphatically. He
quickly and calmly to him until a determined is much happier than he should be, given the
look settles on his face. circumstances.

"Once again, it is up to me to save the city,


eh?" he asks, standing from his cluttered
desk. "And we don't have the luxury of time. I Spawn the following Rat Monstrosities based
think we can throw together some tests, but on the number of characters:
it won't be easy- or pretty. 2 characters: one elite at I and one normal
at each :
"We'll need to inject a number of specimens 3 characters: one elite at each and one
with variations on this toxin and observe normal at each and I
how they deal with different stimuli. and one
With enough data, we should be able to
formulate a concoction that will arrest the
transformation." When any of these Rat Monstrosities die,
instead of all adjacent flgures suffering
He exits his office and leads you down the damage, spawn one Blood Imp of its same
hallway to his lab. "The stimuli will be where rank (normal or elite) in the hex in which it
you come in. I found your last foray in my died.
lab to be very helpful in expediting the data
collection, so I'll need something similar here. At the start of the round after all t X
It will be more controlled, of course, but we spawned enemies have been killed, read W
need to collect as much data as we can, as
quickly as we can, so we'll be dealing with
large groups of specimens at once."

Haltrip passes the black vial along to a "On to phase three!" Haltrip yells. "We got a
new assistant, then directs you into a small lot of good data on the last one, so, with any
laboratory. After you enter, he closes and luck. this next test will conclude the study!"
locks the door from the other side. "Not to
worry, the tests will be over before you know
it. Let's begin with the flrst phase."

Spawn the following Rat Monstrosities based


on the number of characters:
2 charact rs: one lite at I and one normal
At the start of the second round, spawn the at each : and
following Rat Monstrosities based on the 3 characters: one elite at each and one
number of characters: normal at each •
2 characters: on elite at each and
normal at each :
3 characters: one elite at each
normal at each 1 and I lf any flgure dies or becomes exhausted due
characters: one elite at eac and to the damage suffered when any of these
I and one normal at each Rat Monstrosities die, spawn one elite Black
Imp in the hex in which that flgure died or
At the start of the round after all these became exhausted.
spawned enemies have been killed, read
When all these spawns are dead, the scenario
is complete.
tmap Layout

EE]
····[;]····
..·.11 ~ Rea Twili9fiti(~Wil(t~U~'rnI
lfJlfil.·:1fH: . ·
·!1
ll1~ff i ·/ .·~ .• ;

- Kill the first of the Order


tmap Layout

~
...............
tmap Layout
19 .'x? .•Den of Tftieoes (As)
....---.
all nests and loot all treasure tiles
t map Layout

~
Any Vermling nest within the city can be
problematic, and the possibility that these
Vermlings may be consorting with those
red-robed madmen or infected by their
experiments, well, it's probably best just to
exterminate the lot of them. 11
You move past the old rusted lever, through
the dug-out tunnel, into an older network of
sewer passageways. You don't have to go that
far before you find the savage little creatures,
their fur matted with oozing growths. They
scream and wave their crude weapons at you.
This place needs to be destroyed, but maybe
you can find more information on the cult as
well.
Scenario Key tmopLoyout ~
<> .•ff gents of Chaos (c9J
..21-.>-
collection of small warehouses deep into the
district. As you approach, a strange feeling
"Demons," they say. Judging by what washes over you. Something is definitely not This storeroom is deathly quiet, but the
you've seen recently, you certainly wouldn't right, and you can feel it in the air. There is terrible feeling only intensifies. Something is
discount it. There has just been one thing a palpable malice that permeates everything hiding in here, and you'll figure out what it is,
after another with this city recently, so why and claws at the back of your mind. lt takes even if you have to destroy everything.
should the New Docks be any different? everything you have to not simply flee the
scene and never look back. Instead, you draw
You follow the directions of the merchant to a your weapon and get to work.
Each objective has (2xC) -l hit points. When
objective is destroyed, all figures adjacent to
it suffer l damage. After all objectives are
destroyed, spawn one Chaos Demon in
any hex in which the last objective
was destroyed. This Chaos Demon
is normal for two characters or
elite for three or four characters.

The pain in the back of your skull


throbs deeper as you step into
the room. You feel your psyche
being shred to ribbons, but you
have to advance and put a stop
to this insidiousne ss.
1 Scenario Key
You arrive at the appointed time in a dark
alley near the city's west wall. You fully expect
an ambush and are not disappointed. What
is disappointing, however, is that those who
hunt the Red Guard did not come themselves.
Instead, they sent proxies-some lowly
Vermlings and an enchanted golem.

The Red Guard was hoping for some further


communication, but your foes wordlessly
attack upon your arrival. When the golem
moves, though, you notice it is not a standard
creation. lt is forged with strong magic,
incorporating a horde of rare, venomous
snakes from the Red Desert. The message is
perfectly clear, and it is deeply personal.

The Stone Golem has HxC hit points, where


H is the maximum hit point value of a regular
elite Stone Golem. At the start of every round
after the first, the Stone Golem suffers C/2
(rounded down) damage, and two Giant
Vipers spawn adjacent to it. These Giant
Vipers are both normal for two characters,
one is elite for three characters, and both are
elite for four characters.

The Vermling Raiders do not perform


any of the Move abilities on their ability
cards. Additionally, any time they would
perform a melee attack, that attack instead
gains Range 3.

lf the Red Guard becomes exhausted, the


scenario is lost.
....
Your victory has bought the Red Guard more
time. No doubt, more terrible things will
come. Valraths do not forgive so easily, but
the Red Guard is free for today, and, what's
more, you find a ring at the heart of the
golem's gears. lt seems to be a simple hoop of
steel, but you can feel it still has some energy
from the Jhinda forge in it.

lt takes a long time before the Red Guard


speaks again.

Steel Ring {Item 33)


1 Scenario Key tmap Layout

144 11 45 1
You arrive at Gloomhav en Square for
the competiti on and see the entire
area has been converted into a huge
arena with stadium seating around the
outside. The Hatchet moves over to
the contestan ts' area while the rest of
you head up into the seats to watch the
spectacle.

The competiti on itself is brutal. One


unprepare d drudge after the other
faces off against a host of monsters ,
and none of them fare very well. The
lucky ones are those who leave the
arena alive.

Then, the Hatchet enters the stage. It's


time to give these people a show.

Set up the Hatchet m the


location on p.47.

Place one activation token on each


with randomly half blue-side- up
an half grey-side-up. These represent
crowd members . They are neither allies
nor enemies to you or any monster
and all their hexes are considere d
to be occupied. lf blue-side- up, they
cheer for the Hatchet. 1f grey-side-up,
they cheer for the monsters. When
either the Hatchet or the monsters
have the majority of cheers, they add
+X/2 (rounded up) to all their attacks,
where X is the difference between the
number of cheers for each side.

Any character may perform an Attack


or Heal ability targeting a grey-side-
up crowd member to convince them
to cheer for the Hatchet. lf they do,
the character ignores all effects and
condition s and places one damage
token on that crowd member for
each point of damage it would
suffer or heal. lf any grey-side -up
crowd member has Zx(C-1) or more
damage tokens on it, remove the
tokens and Aip it over.
Scenario Key

tmap Layout

46 47
1 11 1
...............

------------------~----------~---------------~
You arrive at the s utheastern edge of the
Void to find a mas ive storm raging inside.
Great gusts of wi d b l w the black sand up
into grating torrents.

The Voidwarden marches forward and plants


three wards in the cobblestone. The winds
abate a bit, but the area still seems incredibly
dangerous.

The Voidwarden turns and explains that


these wards should keep whatever stirs at
bay, but the Void will send what forces it can
to break them . You must stand between the
enemy and the wards to make sure the city
remains safe.

The objectives are wards. Each one has (2xL)+4


hit points. They are allies to you and enemies
to all monster types but cannot attack or be
moved in any way. They have an initiative of
99 for the purpose of monster focusing. lf
any ward is destroyed, the scenario is lost.
Any time a ward would suffer damage, any
character may lose one card from their hand
or two from their discard pile to negate the
damage.

All hexes on page 49 are black sand. lf any


character occupies black sand at the end
of a round , they suffer l+L/2 (rounded up)
damage.

lf the Voidwarden becomes exhausted, the


scenario is lost.

At the start of the rou after all setup


monsters are dead, read
. 25 )0 Tfte -
. tfte morld (C7).
Greatest Job in-

The Oemolitionist jus t can't say "no" to a good The objectives are pillars. Each one has L+C There is a long groan followed by a sharp
demo job. There's no greate r feeling than hit points. At the end of the round when all crack. The roof buckles, and then the whole
that which comes from breaking everything pillars in a room have been destroyed, that thing comes crashing down all at once,
in sight. room and adjoining door are also destroyed, kicking up a huge cloud of dust and lots of
meaning those hexes can no longer be entered terribly violent sounds.
You gear yourself up and head over to the in any way. All characters in the destroyed
derelict building slated for destruction. The room or door suffer 10 damage and, if not You are blinded and deafened for a brief
building has been abandoned for a while, plus exhausted, escape the wreckage, being placed moment, but as the dust clears, you see the
there's the whole "curse" thing, so you're not in the closest empty hex of a non-destroyed job well done in front of you. The building
sure what to expect when you walk inside. room . All other figures in the destroyed room is destroyed, and any sort of haunting has
You feel the presence of some lingering or door are killed. All Living Spirits cannot be dissipated. The Oemolitionist reports back
spirits, but they're not going to stop you damaged in any way and can only be killed to the foreman and then uses the earnings to
from getting to work. when a room or door is destroyed. build themselves a fancy new pair of boots.

When four rooms have been destroyed and


all characters have escaped the wreckage,
the scenario is complete. If any character Jet Boots (Item 36)
becomes exhausted, the scenario is lost.

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