# 85: Sun Temple
You are familiar enough with demons to know that handing a sacred temple over to them is a bad idea. It looks as though you will just have to destroy them all.
feels right in your hands, as if the temple is rewarding you for keeping it safe. As you pick up the orb, the walls around you fade. The ceiling becomes translucent and you can see the sun moving behind the mountain peaks in the sky above you. Before you can react, you find yourself standing outside next to the small pond, the temple nowhere in sight.
Special Rules :
All Sun Demons are enemies to both you and all other monster types.
Conclusion :
Reward : “Orb of Dawn” (Item 121)
The last of the Sun Demons falls dim as you land one final blow, sending it to the floor. “Curse you!” it spits. “With the power of the sun on this plane, we could have been immortal!” And now they’re the furthest thing from immortal. Good riddance. You take one last glance around the chamber, knowing you have little time left before the structure fades away, and you see a beautiful, brilliant orb rise up from one of the altars. You reach out to touch it, and the orb just
Save seven villagers before five are killed Goal : None Requirements : Harried Village # 86 D-15
Links: Gloomhaven
Guest design by: Adam and Brady Sadler
Special Rules :
Conclusion :
Introduction :
The Hook Coast is a ramshackle collection of huts to the south of Gloomhaven whose residents are primarily poor fisherman. Outside the walls of the city, this is a dangerous, chaotic place that experiences constant Vermling attacks. The cycle is simple: the Vermlings attack, the villagers escape to the sea on their fishing boats, the Vermlings are driven off by the city guards, and then the villagers return to rebuild their huts. When you arrive at the Hook Coast, you weren’t expecting to drop into the middle of a Vermling attack, but it was admittedly in the realm of possibility. What is more troubling, however, is the number of sick villagers unable to flee the attack with proper haste. If you want any information about this disease, you’ll need to make sure as many villagers make it to their boats as possible.
Villagers , represented by numbered tokens, have 3+L hit points. They cannot be healed and are not considered allies to you. They are enemies to all monster types and act on initiative 99 each round, performing “Move 3” toward the end of the docks . Once they reach , they are removed from the map and saved. If five villagers are killed, the scenario is lost. At the beginning of every odd round, one Vermling Scout spawns at both and . These scouts are both normal for two characters, elite at and normal at for three characters, or both elite for four characters. At the beginning of every even round, one Vermling Scout spawns at both and . These scouts are both normal for two characters, normal at and elite at for three characters, or both elite for four characters. Do not set up the Lurkers until the end of the round in which the first villager is saved. a b c d b c d e f e f
You run forward and jump onto the large fishing boat at the end of the docks as it untethered its lines and pushes out into the water. By the time the Vermlings swarm the docks, you are out in the open sea. “Thank you for holding off those wretched beasts,” one of the sick passengers says. “Without you, most of us on this boat would be dead. Why are you here anyway?” You explain how you have been sent by the city guard to investigate the diseased water, and the man snorts. “Ha, as if those feckless guards could do anything helpful. We’ve been complaining to them for weeks about the water supply, and they’ve done nothing. For them to send someone now, it must be affecting people within Gloomhaven’s walls. “Whatever the cause, I certainly won’t turn away a well-meaning mercenary. I can lead you to the source of all these problems right
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