# 40: Ancient Defense Network foolish enough to enter,” the Voice says. “This will be your most difficult task. Before you can even enter the tomb, you will have to disable the defense network built around it. “I can show you the way inside. Once there, you will need to split up and simultaneously activate a series of switches on opposite sides of this gauntlet of pain. They thought they could hide their secrets from me, but they were mistaken.” Sure enough, you are able to find the entrance to the tomb in a cave under the mountains. You drop down into the ruins and a blaring alarm immediately fills the room. The whole expanse before you lights up in red and a number of mummified corpses at your feet begin to stir and rise.
Conclusion :
From opposite ends of the network, you active the switches in the order shown to you by the Voice. As quickly as it came, the alarm subsides and the walls of the rooms open, leading you back to the entrance. There, the center of the floor slides away, revealing a narrow ladder descending down into the dark. “The way to the tomb is clear,” the Voice says. “Go now, and retrieve what is mine.” 41
Global Achievement : Ancient Technology New Location : Timeworn Tomb 41 (F-13)
Special Rules :
Add three
cards to each character’s attack
modifier deck as a scenario effect.
All characters must escape through the exit Goal : The Voice’s Command (Party) COMPLETE Requirements : Timeworn Tomb a # 41 F-13
Links: Ancient Defense Network – #40
Introduction :
then channel that fury into doing whatever it takes to emerge from this tomb alive.
2
After descending the ladder, you creep your way through the musty tomb. With the defense network turned off, everything seems dormant. It should just be a simple matter of retrieving the vessel and getting out of this ghoulish place. You approach the sarcophagus in the center chamber, and it occurs to you that the Voice has not spoken since you entered the tomb. You don’t think much about it and grab hold of the vessel at the foot of the stone coffin. The eerie silence is pierced once again by the high-pitched sound of a siren. It reverberates throughout the small room and assaults your ears. From the corners of the shadows you see movement—automated guns designed to kill all intruders. You grow furious at the Voice for not warning you about this extra security, and
You push through the unlocked door, arriving back at the tomb entrance, and your heart sinks at the sight of the narrow ladder leading up to freedom. You will have to escape this deathtrap one at a time.
1
Do not set up the Stone Golems or Ancient Artilleries in this room until any character occupies pressure plate at the end of their turn. Once this happens, follow the normal rules for spawning new monsters. In addition, the door is locked and can be opened once any character occupies pressure plate at the end of their turn. Special Rules : You break out of the main room into an antechamber. What was once dormant is now teeming with the living corpses of those long ago entombed here. And more than that, the way back to the surface is now closed off. You look around, desperate for some way to stop this situation from going from bad to worse. b 2 b
Special Rules :
a At the end of every round, any character standing on hex is removed from the map and can no longer participate in the scenario. Any summons they own are also removed. If any character becomes exhausted, the scenario is lost.
Conclusion :
With the grinding sound of the golems echoing from below, you quickly climb out of the ruin. Only then does the Voice return to you.
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