# 25: Icecrag Ascent
New Locations : Savvas Armory 33 (A-7), Scorched Summit 34 (A-4) Party Achievement : The Drake’s Command
Conclusion :
particularly hungry at the moment, so I could be convinced to let you live, if you agree to help me in a small matter. “A group of Savvas subdued me in my sleep and removed one of my flame glands, presumably to study. I cannot let this insult go unpunished and would greatly appreciate you taking it back from their city, killing as many of them as you can in the process.” The drake clacks its claws against its stone perch in anger. 33 “Or, if you wish to be cliché,” the creature says with a sigh, “you could simply attack me. Slay the dragon, save the princess, and all that. “Except I have no princess, and I’m not a dragon—just a drake who has lived a long time and does not wish to end his life today. So if you do attack me, I will fight back, and you will most assuredly die.” 34
Everything within you wants to stop—to fall over and rest in the snow. But you know you wouldn’t get up. You know you would get torn to pieces by giant, red claws. So you press forward, beyond all reason. Until, finally, the drakes stop pursuing and the mountain summit is in sight. The wind calms as you approach the peak. It is a nice change from the torrent of biting pain that came before. The air is thin, but you are above the clouds now and so the weather is relatively peaceful. It makes it very easy to see the giant, winged lizard perched atop a jagged boulder. “Welcome to my mountain, intrepid adventurers.” A gravelly voice booms forth from the creature, surprising you with its eloquence. “I hate to back you into a corner, but now that you have come to me, face-to-face, your options are unfortunately limited. I am not
Water-Breathing (Global) or Through the Ruins (Party) COMPLETE Ancient Cistern
# 26
D-15
Links: Gloomhaven
Goal : Requirements :
Cleanse all water pumps
Introduction :
Special Rules :
1
A number of water pumps equal to the number of characters are present and must be cleansed to complete the scenario. Any character adjacent to a water pump may forgo a bottom action (discarding one card instead) to cleanse the pump. For two characters, pumps are located in water hexes . For three characters, pumps are located in water hexes and . For four characters, pumps are located in water hexes , , and . At the end of each round, all pumps that have not been cleansed summon one normal Black Imp. By the time the fight is over, the walls and floor are a mess of black ooze. None of it is pulsating anymore, though, which is a step in the right direction. A simple mop can clean the remnants, now that the dark presence has been removed. Conclusion : a b c a a b
The water grows dark, black as a cloudy night sky. You cannot see your hands paddling in front of your face, but you press on. Before too long, you spot a light in the distance. It takes all the effort you have left, but eventually the light grows bigger and you emerge from a pool of fetid water, grateful that you can breathe freely once again. The relief, however, is short-lived. The room is swarming with menacing green masses of ooze and undead. You flop out onto dry land and try to catch your breath, readying your weapons for another battle. Special Rules : Add three CURSE cards to each character’s attack modifier deck as a scenario effect.
Following the signs of corruption, you find your way into the final room of the chamber, hoping to finish off the rest of your adversaries quickly. Instead, horror invades your mind as you view the scene before you. Four water pipes stand vertically in the back of the room, clear conduits for the pumping of the city’s water. Attached to the pipes, however, are writhing black masses, poisoning the water running through. When you enter, some of the black mass drips down from the pipes, coalescing into the forms of small, bulbous imps with mouths full of teeth. The horde of demons and undead isn’t exactly a welcome sight, either.
35
Powered by FlippingBook