Gloomhaven Scenario Book

Bring the Lurker King’s claw to the crystal Goal : Water-Breathing (Global) and Water Staff (Party) COMPLETE Requirements : Plane of Water # 88 D-16 a

Links: Gloomhaven

Conclusion :

Introduction :

a hex directly behind an obstacle or wall hex in the direction of the current. If they cannot move because of another figure, an obstacle, or a wall, they suffer 3 damage instead. Current movement is resolved from the top of the map to the bottom, and the direction of the current is determined by the Lurker initiative each round, even or odd, as designated by the diagram below. , is the Lurker King. When it dies, it drops a claw, signified by a treasure tile, instead of a money token. Any character holding the claw deducts -2 Move from all their Move abilities. The claw may be passed to The elite Lurker next to the crystal another character, but only if another character performs a Loot action targeting the hex occupied by the character holding the claw. If the character holding the claw becomes exhausted, place the treasure tile in the hex they occupied. The scenario is complete when the claw is brought to a hex adjacent to the crystal . a a

You hold the Summoner’s staff in your hand and concentrate on its vibrations between the planes. It was hard to notice at first, with all that water rushing out, but the staff is speaking to you—inviting you to cross the threshold into another plane. You cannot help but feel as if this whole series of events was more than just coincidence. You were meant to find the staff in the road. You were meant to travel to the Plane of Water. You cannot fathom why, but you are willing to find out. You swallow the breathing orb and let the staff take you away. Traveling across the planar barrier, it feels as though you are being torn apart, but the trip is thankfully short. Just as your mouth opens to scream in pain, it fills with water, and you open your eyes to see that you have arrived. Hostile figures gather around you as you contemplate your purpose here. Special Rules : All character and character summons deduct -1 Move from all of their Move abilities as a scenario effect. 1 You move into a large, open chamber and begin to feel the effects of a powerful current. Peering ahead, you can see a large, formidable Lurker struggling with a smaller figure. At your arrival, the crab-like creature looks in your direction and a chorus of aggressive claw clicking reverberates toward you through the water. The gargantuan Lurker pushes the figure up against the back wall and touches it ceremoniously with the tip of its claw. In a flash, the figure is encased in a cage of ice and you are finally able to recognize who it is: the Summoner. You were meant to come and save her. Even if you have to tear off that thing’s claw and use it to dispel the ice, well, then that is exactly what you will do. Special Rules : In the large room, all characters and character summons are forced to move one hex in the direction of the current at the end of each round, unless they are occupying

You touch the dead claw to the prison, and the ice vanishes. Instantly, you find yourself back in your room, with the Summoner in front of you. “I was foolish in my studies and was captured,” she says. “You found the signs and rescued me. Please, keep the staff as a token of my thanks.” As soon as you take hold of the staff, the terse Aesther disappears.

Reward : “Staff of Summoning” (Item 120)

N1a G2a D2b Maps :

EVEN

ODD

1

Frost Demon

Ooze

Lurker

Treasure Tile (x2)

MUDDLE and Damage Trap (x4) Rock Column (x4) Stalagmites (x3)

Crystal (x1)

08

37

a

111

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