Gloomhaven Scenario Book

# 60: Alchemy Lab

Special Rules :

is no doubt long gone, most likely fleeing the city. It matters not. However arduous and harried the journey was, the end result is that you now have the cure necessary to save your village. It is time to leave Gloomhaven and return home. Before leaving, though, you give some of the cure to the alchemists of the University. You hope that it can do some good in Gloomhaven as well.

At the beginning of the seventh round and every round thereafter, all figures suffer 2 damage as a scenario effect. At the end of the twelfth round, if the scenario has not been completed, it is lost. After all treasure tiles have been looted, all characters must return to an entrance hex to complete the scenario. If any character becomes exhausted before all treasure tiles are looted or while not occupying an entrance hex, the scenario is lost.

Conclusion :

Rewards : “Finding the Cure” quest complete Open envelope X +1 prosperity

You race out of the building, dodging a rain of burning debris. You barely make it through the door and clear of the structure before the whole thing collapses into a flaming mountain of rubble. You cough violently, and scan the crowd once more. The Quatryl is nowhere to be found. You had no time to restrain her and now she

Loot all treasure tiles Goal : “The Fall of Man” personal quest Requirements : Fading Lighthouse # 61 N-11

Links: Pit of Souls – #62

Introduction :

During even rounds, the exact opposite is the case. Group 2 monsters act normally, while Group 1 monsters do not activate and are unaffected by all abilities. The treasure tiles can only be looted using a Loot action. They cannot be looted by normal end-of-turn looting. 1 You reach the top of the lighthouse with a stack of old journals under your arm. Scanning the floor, you see one more book lying precariously close to a Flame Demon. You also notice, however, the light source in the center of the room, slowly rotating and pulsing with an odd energy. You study it for a second, realizing that it seems to be rotating at the same frequency that the building is oscillating between planes. Perhaps if you could stop the rotation, you could ground the lighthouse in your own plane.

The building was clearly made by those who came before. You enter it without hesitation, knowing that this place’s unique condition is the key to your search. You need to find some documentation of what happened here— journals, notes, letters, any clues you can uncover. Special Rules : The monsters in the scenario are split into two groups. Oozes and Giant Vipers constitute “Group 1.” Flame Demons and Frost Demons constitute “Group 2.” During all odd rounds, starting with the first, only Group 1 monsters activate and can be affected by abilities. During these rounds, Group 2 monsters do not activate and are unaffected by all abilities. All figures can move through hexes containing Group 2 monsters, but cannot end their movement in those hexes.

You knew it would be in the Lingering Swamp—you have a sense about these things. You didn’t know what you were looking for, though, until you saw it—a lighthouse on a distant shore, calling to you with its beam. You had looked away for a second to get the attention of a companion, and when you then turned back to point, the lighthouse was gone. Most people would have written off the experience, claiming they were seeing things, but you knew it was a sign. You knew you would find the lighthouse again and, with it, the answers you seek. It took a bit of coordination, but now here you stand on the southern cliffs overlooking the Misty Sea. Before you, an antiquated lighthouse fades in and out of sight, somehow caught between two planes of existence.

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