Gloomhaven Scenario Book

# 79: Lost Temple

Special Rules :

lid. “Finally, my master, you are free from your chains!” You look on in confusion as the stone coffin crumbles away and a black mist emerges, enveloping the duplicitous thief. “Yessss, and now the Betrayer will consume your flesh and your soul, just as I have done in ages past!” Fish’s muffled screams die as the mist coalesces around him, forming into the shape of a robed Savvas. “They were all so easily corrupted, just as you are. The thief ’s soul was a good start, but I want yours, as well!” The Betrayer summons one elite Giant Viper for two characters, one normal and one elite Giant Viper for three characters, or two elite Giant Vipers for four characters. All characters and characters summons are also forced to perform “Move 4” in initiative order, ending as far away from the Betrayer as possible. Boss Special 2: All characters and character summons are forced to move to the closest hex adjacent Boss Special 1:

Conclusion : to the Betrayer. The character who will play two cards latest in the turn order is then mind controlled, forcing them to act as if their enemies were allies and their allies were enemies this round. On their turn, they will perform “Move 2” and then the top action of their leading initiative card. Afterwards, they discard both played cards, regardless of whether the cards would normally be lost. All summons the affected character owns are also mind controlled and perform normal actions. The evil Savvas screams as you hack away at its stony flesh. Black mist begins to seep out of its wounds and dissipate into the air. “My power wanes, but it will grow strong yet again. My corruption is inevitable!” The Betrayer crumples into a pile of dust on the floor. Eager to be gone from this place, you gather what treasure you can find and make a hasty exit.

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Door is locked and opens when all Stone Golems are killed. The Stone Golems cannot act or be affected by any abilities until all pressure plates are simultaneously occupied at the end of a turn. When this happens, draw an ability card for them as if they had just been revealed. Set up plates for two characters, plates and for three characters, or plates , , and for four characters. Fish, represented by a numbered token, has 6+(2xL) hit points. He is an ally to you and an enemy to all monster types. He begins at on the D tile. He acts on initiative 99 every round and will move onto his starting location if moved off, then perform “Attack 3” targeting all enemies adjacent to him. If Fish is killed, the scenario is lost. a b c a a a b

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The door slides away to reveal a plain stone tomb with a large sarcophagus in the center. Fish runs forward and pushes away the heavy

Reward : 15 gold each

Goal : Requirements : All characters must loot one treasure tile and then escape None Vigil Keep # 80 K-1

Links: None

Guest design by: Mathew G. Somers

Introduction :

throat. “And I would say that next time you’d better think twice about messing with my sister, but we all know there isn’t going to be a next time for you lot. Not after the Vigil is done with you!” He turns and stomps out the door, which promptly closes behind him. Fifteen minutes later, you are out of your shackles and hastily opening the door to your cell, ready to kill anyone foolish enough to stand in your way. Special Rules : Until a character loots a treasure tile, they gain Disadvantage on all attacks and cannot use any items. Each character can only loot one treasure tile. After each character has looted a treasure tile, they must all reach the B tile to complete the scenario. If any character becomes exhausted while not occupying the B tile, the scenario is lost.

He steps into the cell and leans down to whisper quietly to you. “I don’t know what you’re doing here, but I do know that people in these cells don’t usually come out until the Vigil feels like doing a little target practice, if you get my meaning. You all need to get as far from here as possible. “I can help you to an extent, but I can’t risk ruining my business relationship with them. The Vigil purchases a lot of weapons from me.” The Quartermaster carefully hands you a small, iron key. “Take this. Wait about fifteen minutes for me to conclude my business and be well on my way, then unlock your shackles and run like mad. “Don’t try to take them all on. There are too many. It looks as though they are holding your equipment in the far room. Just get to that and then make your way to the stables. They’ll have a much harder time catching you if you’re on horseback.”

You awake, face pressed against the cold stone of a dungeon floor, and try to remember the events that brought you to this moment. You were investigating a stronghold in the Watcher Mountains, supposedly owned by a group of militant humans known as the Vigil. Invited or not, when you were discovered by a patrol as you attempted to find a way in, you were swarmed and thrown into these cells. At least you found a way inside. Now you just need to find a way back out. “Well, my, my,” a familiar voice says from the other side of the cell door. “I certainly did not think I’d be seeing you today. Guard, open the cell.” The door swings wide and you see the large, bulging outline of the Quartermaster in front of you, shaking his head. “What are you doing getting yourselves mixed up with the Vigil?”

The Quartermaster stands up and clears his

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