# 21: Infernal Throne
Conclusion :
Boss Special 1:
50 gold each +1 prosperity Add City Event 78 to the deck Rewards : The Rift Neutralized If Artifact: Lost is complete: Artifact: Recovered Global Achievement :
With one final blow, the rift grows chaotic, spinning wildly and shooting tendrils of energy out at odd angles. A sharp whine emerges from it that increases in intensity until the sound echoes throughout the palace. In a brilliant flash of light, the void collapses in on itself and then explodes outward, sending a shock wave that destroys all demons in its path. As the wave hits the Prime Demon, his aura dissipates and a scream pierces your mind. His legs buckle underneath him and he collapses on the floor, crashing into countless shards of stone. As this happens, the screaming stops and the palace grows oddly quiet. With the threat destroyed, the only sensible thing left to do is loot the place and make your way back to your own plane.
The altar jumps to the next hex in the order of , , , , , , and then back to . If the hex is occupied by a figure or other overlay tile, that figure or tile is moved to the nearest unoccupied hex. If the altar moves into an unrevealed room, that room is immediately revealed, opening all doors between it and other revealed rooms. The altar then summons one normal demon for two characters or one elite demon for three or four characters. The type depends on the location: Frost Demon; WindDemon; NightDemon; Earth Demon; Flame Demon; Sun Demon. The Prime Demon then performs “Move+2, Attack-1.” a a b c d e f a b c d e f
Boss Special 2:
This is the same as Boss Special 1, except that the demon summoned is normal for two or three characters or elite for four characters.
A Demon’s Errand (Party) or Following Clues (Party) COMPLETE Temple of the Elements
# 22
K-8
Links: None
Goal : Requirements :
Destroy all altars
a
Conclusion :
Introduction :
Your road has led you here to the Temple of the Elements in search of an ancient artifact. It apparently holds great power, but anything more than that is very foggy at this point. You enter the decaying stone structure to see for yourself what all the fuss is about. As you step inside, your eye catches signs of recent visitors—a broken twig, footprints in the dust. You approach the main chamber and ready your weapons as a group of hooded figures emerge from the shadows. “You’re too late, fools. We control this temple now, and all its power serves us.”
“The artifact is ours, and it has made our minions more powerful than ever. You cannot hope to stop what is coming. Even if you strike us down, the Gloom will bring forth your end.” The cultists raise their hands and a barrier surrounds the artifact.
With the altars smashed, the demons vanish and the protective barrier around the artifact finally dissipates. You approach the center of the temple and reach out for the vessel but stop short. You feel a powerful darkness emanating from the thing, and behind that, a deep sadness. This artifact has been corrupted, and it seems to almost be cognizant of that fact. All of these feelings flash in your mind as a warning. It could be used for great evil. but would you fight for that evil 35 or against it? 36 After some effort, you use a thick cloth to get the vessel into your bag. Perhaps it would be best to bring it to an enchanter rather than mess with it yourself. 14 31
Special Rules :
a
Each altar has 4+(CxL) hit points. For each altar that isn’t destroyed, regardless of whether it has been revealed, the maximum hit point and attack values of all demons is increased by 1 and their movement and range values are increased by 0.5 (rounded up). Melee attacks do not increase in range.
1
Moving on from the entrance chamber, you find a large central room with many exits. In the center stands another group of cultists, preparing incantations around a reddish clay vessel, roughly the size of a skull.
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