# 70: Chained Isle
Reward : +2 prosperity
Special Rules :
through a howling wind. “Our army of slaves is innumerable. They will consume your flesh and add you to their ranks.” Conclusion : The last of the demons is destroyed, and an unearthly howling echoes throughout the room as the spirits around you slowly fade from view. You stay on guard, but the wind and anger subsides, and the cave grows peaceful. You can no longer feel the overwhelming sense of dread that hung over you since you first stepped foot on the island. You emerge from the cave to bright rays of sun shining through the tree branches and the chirping of birds. When you return to the ship, the captain looks incredulous that you are still alive, much less that you claim to have dispelled the spirits. It may take a while for the city to accept that the island is now safe, but you are certain that, with time, your deeds will improve trade.
Normal Living Spirits spawn at the end of every round. For two characters, a Living Spirit spawns at every odd round and at every even round. For three characters, a Living Spirit spawns at every odd round and at both and every even round. For four characters, a Living Spirit spawns at both and every round. Living Spirits cannot be damaged in any way but are still vulnerable to conditions and other attack effects. Every time a demon dies, players may remove any one Living Spirit from the map. b a a b a b a
1
You reach the back of the cave, desperately trying to stay ahead of the converging swarm of spirits behind you. Ahead of you, more powerful demons await your approach. “There is no hope for you, fools!” The monstrous demon of violent currents speaks
Loot all treasure tiles, then all characters must escape through the exit Goal : None Requirements : Windswept Highlands # 71 K-5
Links: None
Guest design by: Mathew G. Somers
a
Introduction :
Escape occurs when all characters are either standing on an exit or have become exhausted while standing on an exit . If any character becomes exhausted while not occupying an exit , the scenario is lost. a a a
in the first round, winds force movement in the order of left, up, right, down, and then back to left. When forced to move left or right, players may choose either of the two available hexes to move into. This movement is resolved in initiative order. The Spitting Drakes on the map are asleep and do not act until they are woken up. This happens either when any character or character summon attacks, damages, places any negative condition on, or ends any movement (including the forced movement at the end of the round) adjacent to the drake. While a drake is asleep, character summons will not attack them unless directly controlled by a character. When a drake awakes, follow the rules as if it has just been spawned.
You have found what looks like some long- forgotten alchemist’s log book. Most of it is faded gibberish, but you are able to make out one section about the brewing of potions. The alchemist claims his work is such high quality because of the addition of “ jerry root.” You have never heard of the plant, but you find an accompanying map that leads you to the highlands where it grows. If you can harvest some of this root, you may be able to make a profit off it in Gloomhaven. It won’t be easy, though. Strong winds blow across the plateaus and a number of dangerous creatures have made a home of the place.
Conclusion :
You grab what jerry root you can, and then carefully climb back down the mountain before the rest of those drakes wake up. You just hope all the pain and trouble was worth it. You return to Gloomhaven and head to the Mixed District in search of someone who may be interested in the roots. Luckily, you find a tinkerer willing to brew you some potent power potions in exchange for the plants and the recipe you discovered.
Special Rules :
c
, are locked. Door opens when the first treasure tile is , and b d
Doors
Strong winds will force characters and character summons to move one hex in a different direction at the end of every round as a scenario effect. Starting with to the left
b
Reward : 2 “Major Power Potions” (Item 041)
c
looted, door
opens when the second
treasure tile is looted, and door when the third treasure tile is looted. d
opens
90
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