# 23: Deep Ruins
Special Rules :
lying dormant. The machinery sputters and dies, the cogs stopping their rotation. Within a matter of seconds, the entire chamber becomes as dead as it was before, leaving you to continue to explore in peace. Heading down a narrow passage at the back of the left room, you find the corridor descends into a pool of brackish liquid. You can see a vague light in the distance under the water. A quick swim should take you farther into this underground world. 26
Add three
cards to each character’s attack
modifier deck as a scenario effect.
You fight your way through the room of machinery and find corridors heading to your left and right. You hear the alarm ringing from both directions. To shut it off, you may have to split up. 1 Special Rules : There are a number of pressure plates equal to the number of characters. For two characters, the plates exist. For three characters, the plates and exist. For four characters, the plates , , and exist. a b a a b c
Global Achievement :
Ancient Technology
Party Achievement :
Through the Ruins
Conclusion :
With the last switch depressed, the alarm finally, thankfully, subsides. The cannons’ lights go off and their guns point downward,
Echo Chamber
# 24
C-6
Links: Mountain Pass – #16
Open all doors (fog tiles) Goal : None Requirements :
Introduction :
“Thank you, my friends. It is good to finally be rid of those pests.” The Voice rattles your bones as it speaks. “And now that that is done, I ask you to aid me again. I am still a prisoner here, trapped in the wind. In order to take a more corporeal form and leave this land, I require my vessels of power returned to me.” You fall to your knees as the sound subsides, your head ringing from the vibration. The Voice just destroyed your adversaries as if they were nothing. You cannot imagine what it would be capable of if you were to give it more power. “Do not worry, I have no desire to bring calamity to your land. I only wish to be on my way, to be free and unencumbered by this plane. I give you now a vision of where you can find the first vessel. They thought to hide it from me, but I can see it as if it were right in these chambers.
The Voice flashes images of the monsters placed to guard it. And it gives you a plan: if you can connect all the rooms in its chamber, its voice will be able to resonate and take form once again, giving it the ability to banish its captors. The Voice tells you you are near. It tells you to prepare yourself.
You step into the cave, heeding the call of a voice in your head. It is alluring, with an edge of danger. You could be walking into a trap, a hapless lamb in some sinister game. Reading these fears, the Voice issues you calm assurances. Everything will be fine, just continue descending into the darkness.
Against all reason, you continue.
Conclusion :
In flashing images and thoughts, the Voice attempts to explain itself. It has been trapped by some powerful force deep in the earth. It needs your help to get out. You express curiosity about who imprisoned it and why, but the Voice falls silent at the thought. And that silence is troubling, deep in the dark. You are hopelessly lost, until the Voice returns and continues to direct you, with no answers to your questions.
The last of the fog dissipates and a wind immediately picks up, circulating throughout the chambers of the prison. Its speed grows rapidly, starting as a breeze and escalating to a cyclone in a matter of seconds. And then you hear the Voice: a sound carried on the wind—a great and terrible sound. There is a powerful cry and all the remaining monsters are destroyed—disintegrated and scattered among the storm.
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