Gloomhaven Scenario Book

# 19: Forgotten Crypt

Special Rules : Spawn one normal Cultist for two characters or two normal Cultists for three or four characters at . c

Conclusion :

Special Rules :

Add three CURSE cards to each character’s attack modifier deck as a scenario effect. , represented by a numbered token, has 4+(2xL) hit points. She is an ally to you and an enemy to all monster types. She acts on initiative 99 each round, performing “Move 2” towards the altar , opening Hail doors and springing traps if necessary. The scenario is complete when she ends her turn in a hex adjacent to the altar. If Hail is killed, the scenario is lost. There is no rest among these cursed undead. As you kick through the door into the next room, you hear more commotion from the entrance. “There’s more of them behind us!” Hail yells. 1 a b

Hail moves forward and grabs hold of the censer. She lifts it aloft and speaks a few words in an unknown language. Fire bursts forth and immolates the remaining undead, reducing them to ash. Hail breaks the smallest of smiles. “Well, now that that annoyance has been dealt with, let’s get on with the real fun. Show me to this rift of yours.” 27

2 Special Rules :

Spawn one normal Living Spirit for two or three characters or two normal Living Spirits for four characters at . d

New Location :

3 Special Rules :

Ruinous Rift 27 (E-6)

Party Achievement : Stonebreaker’s Censer

Spawn one normal Living Bones for two characters or two normal Living Bones for three or four characters at . e

Reward : +1 prosperity

Necromancer’s Sanctum

# 20

H-13

Links: None

Kill Jekserah Goal : The Merchant Flees (Global) COMPLETE Requirements :

This is the same as Boss Special 1, except that Living Corpses are summoned instead of Living Bones. Boss Special 2:

Introduction :

1

One thing is for certain: you never would have found Jekserah’s lair without help. Deep in the Dagger Forest, you would have become hopelessly lost hours ago if not for the detailed directions you carry. After various twists and turns, you find yourself staring at an ancient mausoleum, hidden in the growth of the forest. A massive tree trunk mostly blocks the entryway. This building must have been built ages ago and was long forgotten by time. You squeeze past the tree trunk into the dark halls of the tomb. You light a torch and wait silently, listening for sounds of inhabitants. It is faint, but to your left you hear a shuffling sound. You move closer and open a set of stone doors. Ahead of you, the torchlight catches shadows of the living dead. It looks like Jekserah is hard at work rebuilding her army.

Jekserah has unfortunately had ample time to reanimate the corpses here, but they are no match for your skills. You knock down one last door to come face-to-face with the necromancer herself. “I don’t know how you found me, but it matters little. You have mistakenly assumed that I ran because I was afraid to fight you. I was just holding out some hope that you would come to your senses in time. It is a pity that your minds cannot think beyond what is at the end of your blades. What corpses you have destroyed so far will now be replaced with your own.” Jekserah summons two normal Living Bones for two characters, one normal and one elite Living Bones for three characters, or two elite Living Bones for four characters. Boss Special 1:

Conclusion :

Jekserah collapses, the life fleeing her eyes. “I...” she whispers at you. “You have no idea what’s coming...” 28 With one more hack of your blade, you separate her head from her body and hastily leave the wretched place full of mangled corpses. You return the head to the Captain of the Guard and are paid handsomely for the bounty on her. “If you are interested, I may have some more work for you,” he says grimly. “First of all, we’ve had reports from northern scouts of sightings of a large flying creature. They’re afraid of dragons.” He shakes his head in annoyance. “I’d like you to head to the northern pass and investigate. 16

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