The Infinite Beyond

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THE INFINITE BEYOND Welcome to the third community-driven expedition for Gloomhaven! Over the next 18 weeks, I will be releasing 10 all-new scenarios based on the community’s input. The first one is on the following pages, and a new one will come out every two weeks, with extra choices from special events appearing during the off weeks. This mini campaign is completely separate from the campaign that comes in the Gloomhaven box. This means you can’t do anything related to that campaign while playing this campaign. This includes road and city events, donating to the temple, or unlocking pretty much anything. You cannot make progress toward personal quests while undertaking these adventures. In fact, you need to create brand-new level 1 characters to experience this campaign. They can be any of the starting six classes, or any other advanced class you have already unlocked. In addition, you can also try out the new Diviner class from the upcoming Forgotten Circles expansion using the accompanying print-and-play file. Each created character should begin with the regular 30 gold to spend on items. Feel free to purchase any items you have already unlocked. Your level 1 characters will progress normally as you play through the scenarios, gaining experience, loot, and checkmarks from battle goals. They may not necessarily be interacting with a town in between scenarios, but they are always allowed to level up, buy items, or enhance abilities (if that has been unlocked) in between if they have enough experience or money. All voting on what happens next will be done using polls on Board Game Geek. Participation is highly encouraged! Even if you can’t find time to play the scenario, you can still read the adventure and weigh in on what happens next. And also be sure to have fun!

1

IB1

Planar Prison

Requirements: None Goal : Escape the prison Introduction :

Section Links :

Special Rules :

You stare at the lines etched into the brick Add three cards to each character’s wall with your fraying nails. Slash—slash— attack modifier deck as a scenario effect. slash—slash—cross. Slash—slash—slash— slash—cross. Over and over and over. Doors a begin the scenario opened. Doors b are locked and cannot be opened until As best as you can tell, it has been 117 days instructed. since you were thrown into this cramped cell. Not that you have any real concept of days If any character is exhausted, the scenario is anymore. You sit for hours staring at the wall, lost. then fall asleep, wake up, and make another mark. Over and over and over. An oppressive blanket of melancholy and dread covers you. There is no indication of where you are, as you never leave the cell. About once per sleep cycle, food is passed through a slot in the door. It is your only interaction with whatever is beyond these cold, constricting walls. You often find yourself reflecting on what brought you here, but the events are blurry. You were once a mercenary in Gloomhaven— that much is clear. You were investigating something called the Gloom? That feels right, but what happened? You found some ruins or something. You were overwhelmed in combat and then... that’s it. You woke up here to be tormented without end. Perhaps this is what comes after death. All your past deeds caught up to you, punishing you eternally.

When all three Harrower Infesters in this room are killed, read section 1 on page 2. When any character ends their turn occupying pressure plate 1 , read section 2 on page 2.

1

b

b

a

a

Harrower Infester

Table (x2)

And then suddenly, it ends. That blanket of dread, it dissipates. That cell door, it creaks open. Beyond, you see your jailors, just as confused as you. You were once a great warrior, though atrophy has lessened your skills considerably. Still, you’ve dreamt many, many nights about what you would do if that door opened. About how everything in your path would feel your righteous fury. There can be no hesitation. Anything would be better that staying in this cell for one more second. You will escape this place or die trying.

Layout :

Maps : A1a A2a A3b A4b E1a

2

Planar Prison

Section 1

Vicious Neighbors :

The last of the Harrowers shrieks as its swarm scatters into obselescence. The immediate threat is eliminated, but something doesn’t feel right. The other doors in the room slowly scrape open. The Harrowers must have been keeping them closed somehow, which means that hopefully they provide some means of—

b

A massive, ground quaking roar scatters your thoughts.

b

BEARS? What kind of prison is this?

Special Rules :

Cave Bear

Open both doors b .

Nest (x2)

The Cave Bears are enemies to you and all other monster types.

Section 2

High Security :

Without any other visible means of escape, you depress the switch on the floor, hoping for the best. You are enveloped in a brilliant flash of light, and then find yourself suddenly transported to completely new surroundings. Unfortunately, it is still clearly a prison, populated by more Harrower guards, more locked doors, and another switch to press.

d

2

Special Rules : Place the character who occupies pressure plate 1 on any hex c . Hexes c are now considered adjacent to pressure plate 1 for the purposes of movement and monster focus, but not for line of sight. In addition, while figures can move from 1 to c , they cannot move from c to 1 . Doors d are locked and cannot be opened until instructed.

Section Links : When the elite Harrower Infester in this room is killed, read section 3 on page 3. When any character ends their turn occupying pressure plate 2 , read section 6 on page 3.

3

c

Harrower Infester

New Layout :

c

d

c

Stone Pillar (x6)

New Maps : B2b B3b M1a

Planar Prison

Section 3

Section 4

Defeated Warden :

It is a great catharsis to destroy your captors after so long an incarceration. They are at least partially responsible for the last few months being taken from you. For all the tedium and pain. You visit that pain back upon the imposing Harrower and it eventually falls. Perhaps it holds the key to escaping this place.

Special Rules : Instead of dropping a money token, the elite Harrower killed drops a Goal treasure tile.

Section Links : When this dropped Goal treasure tile is looted, read section 7 on page 4.

Defeated Dead :

You hold your breath as you hack away at the dead flesh and eventually the bloated figure relents. It drops to its knees, but the pulsing beneath its skin increases in intensity. A slash in its belly grows wide, spewing out black bile, but behind that, you see a bright light. You step back as the corpse begins to levitate and the light inside flashes out in all directions, engulfing the awful creature and turning it inside-out. When the light recedes, only a pulsating rift in space remains—a portal to another plane.

Section 5

Defeated Captive :

Though killing them gives you no joy, these hostile archers cannot be reasoned with. Their deadly bows must be stopped. When the strong one in back falls, you can only hope her death was not in vain and you can find something useful on her corpse.

Special Rules : Instead of dropping a money token, the elite City Archer killed drops a Goal treasure tile.

Special Rules :

Instead of dropping a money token, place a numbered token on the hex in which the elite Living Corpse died. This is the exit. If any character ends their turn occupying this hex, they are removed from the map and can no longer participate in the scenario. Any summons they own are also removed.

Section Links : When this dropped Goal treasure tile is looted, read section 8 on page 4.

Section Links :

When all characters have been removed from the map, read section 9 on page 4.

Section 6 Prison Riot :

You press the switch, hoping to once again be whisked away, possibly to freedom. Instead, mechanical clicks resonate from opposite ends of the room and both doors swing open, revealing more prisoners. On one side, a group of humans with crossbows. You don’t recognize the insignia on their armor, but it hardly matters. It seems they have the same idea as you, escape at all costs and kill everything in their way.

d

On the other side, a group of shambling corpses. They appear to have been human once, but a corruption has seeped into their flesh, rendering them savage and mindless. The large one in back seems particularly horrid, it’s bulbous frame barely containing its own pulsing mass. It seems somehow... unstable.

Special Rules : Open both doors d . The Living Corpses are enemies to you and all other monster types. The City Archers are enemies to you and all other monster types.

Section Links : City Archer

Living Corpse

When the elite Living Corpse dies, read section 4 above. When the elite City Archer dies, read section 5 above.

d

4

Planar Prison

Section 7

Section 8

Unexpected Find :

Expected Find :

You sift through the Harrowers rags, but find absolutely nothing of use. You are about to give up in disgust when you realize that the rags themselves seem to have a faint magical quality to them.

You silently check the archer’s corpse for valuables. You find a small pouch of coins, and figure that her bow may be of some use as well.

Special Rules : The character who looted this treasure tile gains “Flea-Biten Shawl” (Item 105).

Section 9 Conclusion :

Your reality bends and cracks as you fall through an infinite prismatic void. You are untethered from the prison, but you suspect that place was far removed from your own world as well. Whether you are now travelling farther from or closer to your home is unknown, and terms like “farther” probably mean little out here anyway. Eventually, you find yourself with solid footing and the bright, flashing colors recede. You stand on a platform of floating rock. Around you are flowing curtains of light colored in muted blues and purples. In the center of the platform, the air shimmers, beckoning you. Somewhere in the back of your mind, you know this shimmer’s purpose. It will guide you on your journey. You just have to decide where you are going. You approach the shimmer, hand outstretched.

Rewards : 20 experience each 2 each

5

Special Rules : The character who looted this treasure tile gains 10 gold and “Piercing Bow” (Item 009).

IB2

Gas Giants

Requirements: None Goal : Fend off the attack Introduction :

You drift across the surface of the gaseous sphere, following the strange lights. Soon after, the lights ascend, floating toward a different sphere in the distance. You are about to call out when another swarm of lights surrounds your body and lifts you up.

You are landed on a small orb in a tight cluster of five. Among the spheres of gas, hundreds of white lights dance around, flitting from place to place. As you collect your bearings, you notice a sea of dark shapes approaching in the distance.

linger around you, ready to help you navigate through the system of orbs.

As it draws close, the sea of black also converges into distinct shapes—various armies of black lights, formed for specific, murderous purposes. Divine or not, your “Our oppressors draw near!” the lights say. only option now is to fight. With a glowing aura, you begin to fly through “You have arrived just in time, and we have the storm, keeping close to the purple orbs to faith that the Great Storm will keep us safe avoid the lightning. As you travel, the lights through your strength!” begin to speak into your mind. g In preparation for the attack, h “We are at war,” the lights begin. “No sooner the white lights on each planet than when we prayed to the Great Storm for gather into groups to attack as aid, you did fall from Its divine maw into our coordinated armies. Some lights still presence. “Such wonderous and giant creatures you are! Surely you are the aid we seek, and you will crush all those who no longer believe in the power of the Great Storm—those who would eradicate our sect.

e

“The Great Storm’s power is real, and you will prove that with your own might! It is divine providence!”

f

d

Maps :

c

a

b

C1a C2b D1a D2a M1a

Optional Maps : G2a N1a Ancient Artillery

City Guard

Rending Drake

Vermling Scout

Damage Trap (x3)

1

Gas Giants Special Rules :

Set up all rooms at the beginning of the scenario. The C, D, and M map tiles all represent different planets that players can move between. The G and N map tiles cannot be interacted with normally, but can be used to provide reference on spacing between the other map tiles. For instance, it can be seen that b is 4 hexes away from f .

at f . They would not be able to continue If a map tile does not contain a City Guard, moving with the ability, however, even though it is then considered overrun. When a map they have one movement point remaining. tile is overrun, all characters on the map tile suffer trap damage and then move to an Monsters and character summons cannot edge hex of any other map tile. Then remove willingly make such movements, and so will the map tile from the table, including all always stay on the same map tile unless remaining figures. If all map tiles are overrun, forced or controlled. the scenario is lost.

If a character moves off a map tile such that Walls do not block line-of-sight, and with the they would not end up on a valid hex of a new proper range, figures can attack from one map tile, that character suffers trap damage map tile to another. instead and does not move. If a monster or character summon does the same, the figure Wall do not block movement either, and is killed instead. If a move off a map tile would figures can move from one map tile to result in a figure entering a hex occupied by another. A figure can spend a movement another figure, the same results apply (trap point to move off a map tile and will continue damage or death), but the figure occupying moving for free in the direction of the initial the space also suffers trap damage. movement until the figure moves into a hex of another normal map tile. Doing so always The City Guards are allies to you and forfeits any additional movement points enemies all other monster types. Any time a left in the ability. For instance, if a figure City Guard is damaged or pushed off a map occupying b had a “Move 2” ability, they tile, a character on the same map tile may could move up and to the right, continuing lose a card from their hand or two from their to move in that direction until they arrive discard to prevent the damage or push.

Section 1

designated space, set them up in the closest empty hex instead.

You brace for another onslaught, but aren’t quite prepared when the purple sphere beneath you begins to move as well. It seems these planets’ relation to each other is not as constant as you’d imagined.

For 2 characters, spawn a normal Vermling Scout at b , c , and d . For 3 characters, spawn a normal Vermling Scout at b and d , and an elite Vermling Scout at c . For 4 characters, spawn a normal Vermling Scout at b , and an elite Vermling Scout at c and d .

Trajectory of Battle :

Special Rules : Move map tile C2b one hex down and Replace all Vermling Scouts with Ancient to the right. Artilleries of the same type (normal or elite) and retain all damage and status condition on Section Links : the monsters. Also set up new monsters on the D2a map tile as shown. These monsters At the end of the sixth round, read section 4 will not act until the following round. If a on page 3. figure currently occupies a set up monster’s

Section 2

For each C tile overrun, all characters and character allies on the M tile suffer 1 damage at the end of each round. For each D tile overrun, all characters and character allies on either C tile suffer 1 damage at the end of each round. If the M tile is overrun, all characters and character allies suffer 1 damage at the end of each round. The damage from these effects is aggregate and applied as a single source. It is considered a scenario effect.

Section Links : Track the number of rounds throughout the scenario. At the end of the second round, read section 3 on page 3.

Rending Drake

Vermling Scout

Special Rules : Move map tiles C1a and C2b two Replace all Vermling Scouts with Ancient hexes to the right. An End in Sight : Artilleries of the same type (normal or elite) Roughly half of the remaining forces descend. and retain all damage and status condition Section Links : You can see clouds once again behind the on the monsters. mass of darkness. You draw a few ragged At the end of the tenth round, read section breaths. Maybe you can make it through this. Spawn Vermling Scouts at b , d , e , 5 on page 3. Maybe. f , and h . All spawns are normal for 2 characters, spawns at b , d and h are elite for 3 characters, and all spawns are elite for 4 characters.

2

Gas Giants

Section 3

Reinforcements :

Just as you are beginning to push back the attackers, another wave of black lights descends upon you, not only forming new armies, but also morphing existing armies into much more deadly formations. “Our foes will not relent so easily,” the lights say. “Prepare for a bitter, drawn-out battle.”

Special Rules : Replace all Vermling Scouts with Rending Drakes of the same type (normal or elite) and retain all damage and status condition on the monsters. Also set up new monsters on the C1a map tile as shown. These monsters will not act until the following round. If a figure currently occupies a set up monster’s designated space, set them up in the closest empty hex instead.

Section 4

Bodies in Motion :

The opposing forces have thinned significantly, but there are still plenty left. Another wave approaches as the planets continue to realign.

Special Rules : Replace all Vermling Scouts with Rending Drakes of the same type (normal or elite) and retain all damage and status condition on the monsters. Also set up new monsters on the C2b map tile as shown. These monsters will not act until the following round. If a figure currently occupies a set up monster’s designated space, set them up in the closest empty hex instead.

Section 5

The Final Push :

The rest of the dark shapes in the sky gather for one last assault. You are not sure you have it in you, but if you can kill this final wave of attackers, it looks like you will have won the day.

Special Rules : Spawn Rending Drakes at a , c , and g , and spawn Ancient Artilleries at b and h . All spawns are normal for 2 characters, spawns at c and h are elite for 3 characters, and all spawns are elite for 4 characters. Move map tiles C2b, D1a, and D2a two hexes down and to the left.

Scenario Goal : When all enemies are dead, read section 6 below.

Section 6 Conclusion :

With the last of the armies routed, the remainder of the black wisps of light retreat back into the storm.

Ancient Artillery Ancient Artillery

Vermling Scout

For 2 characters, spawn a normal Vermling Scout at a , c , and d . For 3 characters, spawn a normal Vermling Scout at a , d , and e , and an elite Vermling Scout at c . For 4 characters, spawn a normal Vermling Scout at a , e , and g , and an elite Vermling Scout at c and d . If a spawn point no longer exists, spawn no monsters there. This is a general rule for the rest of the scenario.

Section Links :

Vermling Scout

For all characters, spawn a normal Vermling Scout at f and g . For 3 characters, spawn a normal Vermling Scout at h . For 4 characters, spawn an elite Vermling Scout at h . Move map tile C2b one hex down and to the right. Move map tile D2a one hex up and to the left.

Section Links :

At the end of the eighth round, read section 2 on page 2.

“The Great Storm has not abandoned us!” proclaim the lights. “All praise to It who protects us! Though we have suffered losses, we are still confident that the Storm will watch over us and continue to provide us shelter as we rebuild our home. “No doubt, the blasphemers will not return. You have shown them the strength and will of the Storm. Their lack of faith surely has no place left to stand.”

Rewards : 5 experience each for each map tile not overrun “Dampening Ring” (Item 092) Make a note of the number of map tiles overrun

At the end of the fourth round, read section 1 on page 2.

3

IB3

A Beast in the Clouds

Requirements: None Goal : Kill the Beast Introduction : On the Beast’s turn, it will progress through “This is, once again, most wonderful three steps, which key off two specific hexes news!” The lights flicker in what seems like on the Beast’s body, the head a and the tail excitement. “That you will slay the Beast is b : a great boon to us. This must be the Storm’s will. 1. Move: If there are less than six dark pit tiles on the board, take a new tile and place it on “Yes! The Beast is surely an agent against the unoccupied spaces of the board such that the Storm, and we will help you destroy it! Come, first hex of the tile is adjacent to the head and we will begin the hunt at once!” no other dark pit hex, and the second hex of the tile is adjacent to no dark pit hex and is Most of the remaining lights surround you as close as possible to an enemy. If there are and begin to lift you off their planet. Before multiple ways to place the tile to fulfill these you know it, you are flying back into the conditions, chose the way that places the storm. second hex as close as possible to hex c . If there are still multiple ways, players decide. “Do not worry! The Storm favors us! We will protect you from the worst of its wrath.” If there are no valid ways to place the tile, Sure enough, around you lightning cracks first allow the first hex to be adjacent to other and the wind swells, but you continue your dark pit hexes, then, if that still doesn’t allow flight unharmed and undeterred. for a valid placement, allow the second hex to also be adjacent to other dark pit hexes. After a few minutes, when all you can see If placement is still not possible because around you is chaos, the lights stop. the head is surrounded by figures, perform “PUSH 1” actions on the adjacent figure who “Yes, we can feel it! The Beast is near. It acts earliest in turn order until there is a valid approaches! Prepare yourselves!” Some of placement. Any figure pushed must move in the lights surrounding you disperse outward. such a way as to facilitate a valid placement As they move, the air around you becomes and also suffers trap damage. There may be more calm until a large swath of the sky edge cases where, even following these rules, is free from wind and danger. You fan out, preparing yourselves until you see it through the clouds.

there is still no valid placement. Follow the rules as best as possible and make judgment calls when needed. The Beast does not consider negative hexes when moving, but does trigger them if it moves on top of them. All spaces with a dark pit tile are considered occupied. After moving, move the token representing the head to the second hex of the newly placed dark pit tile. If there are already six dark pit tiles on the board, remove the tile with the token representing the tail and place it as described previously, moving the tail token to the dark pit hex adjacent to the removed tile.

2. Channel lightning: The figure (ally or enemy) closest to the tail token suffers trap damage. If there are multiple figures the same distance away, the one who acts earliest in turn order suffers the damage. 3. Perform ability card actions: Ignore any Move actions on the ability card. All attacks are made from the head token. Boss Special 1: Summon two Wind Demons adjacent to the character or character

At first, there are only giant, glowing eyes, but then its elongated head emerges, with a numerous horns jutting out in all directions and a mouth with rows of dangerous teeth. The body behind it seems long and snakelike, stretching farther back than you can see.

c

The beast roars, clearly upset by your presence.

Special Rules :

a

At the start of the scenario, set up each character on any empty hex. The Beast, represented by a series of dark pit tiles, has (20+7xL)xC hit points, an attack value of 4, a permanent “Retaliate 1, Range 2,” and is immune to WOUND , POISON , IMMOBILIZE , DISARM , and STUN . It uses the Boss ability card deck to determine its actions and initiative.

b

Wind Demon

Treasure Tile (x1)

Dark Pit (x6)

1

A Beast in the Clouds summon closest to the tail token (ties broken by earliest turn order). The Wind Demons are normal for two characters, the first is elite for three characters, and both are elite for four characters.

Any hex of the Beast can be used as a target hex to attack it, but it can only be targeted once per attack ability. Moreover, a character or character summon must always attack the hex closest to it, and this hex determines whether the attacker gains disadvantage on ranged attacks and suffers retaliate damage.

Boss Special 2: Perform “Attack +0” with the following area of effect:

Section Links :

Read section 1 below for Beast turn examples. When the treasure tile is looted adjacent to the Beast, read section 2 on page 3. When the Beast is killed, read section 3 on page 3.

Section 1 : 1

2

d

2

1

e

a

a c

3

3

b

b

Example 1: Characters are represented by numbers, with initiative order the same as their numerical order. The Beast has two choices for placement, d and e , which place its new head adjacent to an enemy. It chooses d , because this also places its new head closer to c . The Wind Demon suffers trap damage from channel lightning, and both characters 1 and 2 are attacked.

4 d

a 1

4

2 1

3

2 3

a c

b b Example 2: The Beast has no valid movements, so it pushes 1 to d , causing 1 trap damage. The Beast can then take its tail tile and place it as shown, springing the trap in the process. 3 suffers trap damage from channel lightning, then Wind Demons are then summoned adjacent to 3 , but only one can be placed, so the other summon fails.

2

A Beast in the Clouds

Section 2

An Alluring Glint : A strange twinkle of light draws you close to the side of great creature as it flies through the clouds. The glinting is coming from a large sword wedged between two of its

hardened scales. Drops of blood flow down Special Rules : the blade, falling off into the great storm below. The character who looted the trasure tile gains “Storm Blade” (Item 078). The Beast Without thinking, you grab the weapon as it suffers 5 damage. passes within arm’s reach, and you pull. The beast roars in anger as the sword comes free, increasing the flow of blood from its side.

Section 3 Conclusion :

With one final roar of outrage, the giant beast succumbs to its wounds. The life leaves its eyes, and it begins to slowly drift downward into the chaotic storm. Before it fades from view, however, the lights surround it, halting its descent. “You have done it! Incredible!” the lights proclaim. “Surely there is enough sustenance contained within the Beast to keep you sated for a great while. We will bring you and it back to our home, where you can continue to exact the Storm’s will on all our enemies!”

Rewards : 30 experience each 20 gold each

3

IB4

Exposed

Requirements: None Goal : Escape to safety Introduction :

Special Rules : belongings when a low, rumbling roar echoes across the craggy terrain. She immediately All characters consume one small item as a freezes, cursing under her breath. “It looks scenario effect. like the shadows and flames want you more than I do.” At the end of each round, spawn a Flame Demon at a and a Night Demon at b . She quickly grabs a handful of items and Both are normal for two characters, the then bolts away across the black landscape. Night Demon is elite on odd rounds and the You try to explain the situation—that you By the time you’ve retreived the rest of your Flame Demon is elite on even rounds for are lost and desperate, just like she is, and gear, the roar sounds again, this time almost three characters, and both are elite for four that you should be working with each other, right on top of you. characters. not against each other. You begin to run as hard as you can in the If any character is exhausted, the scenario is “We’ve all got sob stories,” she says. “In same direction she went. And that’s when lost. another life, I may have even cared about you see them, coming from all directions—a yours. But since I’ve come to this place, I’ve pack of fierce, imposing demons bearing Section Links : learned there is only one way to live: kill or down on you. You see a small cave up ahead, be killed.” and you hope against hope that it will offer When a character opens door 1 , read some protection against this marauding section 1 on the following page. The figure begins to rummage through your legion of death. Despite all your recent hardship, you try to speak calmly as you begin to take items from your pouch and place them in front of you, hands clearly visible. The hooded figure stands over you, weilding her weapons menacingly.

a

Maps : E1b N1a

1 Layout : b

Flame Demon

Night Demon

Rock Column (x3)

1

Exposed

Section 1

Special Rules :

Minor Refuge :

Your heart sinks as you enter the cave. It is even smaller than it looks, and there are no apparent means of escape. You could hold your position for a while, but, given the army of demons outside, it would only be a matter of time before you were slaughtered.

Place a number of damage tokens equal to 5-C near rock columns c . At the end of each round, remove one damage token. Characters can only move into a hex c , even with jump or flying, if there are no damage tokens left. However, once there are no damage tokens, these hexes can be moved into normally.

Section Links : Your attention turns to movement at the back of the cave. There is some strange, When a character moves into a hex c , organic tube leading down into the read section 2 below. ground, but its opening is constricted, and it pulsates wildly, as if operating in some capacity. Perhaps if you were to wait long enough, a path would open up to you.

Section 2

Vascular Cavity :

You hesitantly step into the tube. There is no other option. It is your only possible escape. The tissue of the cavity closes around you and muscles begin to move in a peristaltic wave, pushing you downward. After some time, you are ejected from the tube, flopping onto the wet ground of some larger cavern. Though organic in nature, the room is also decorated with various man-made shelves full of supplies and odd knickknacks. At the back of the room, you see the hooded figure, a look of shock on her face.

d

Bandit Archer

Damage and POISON Trap (x5)

Shelf (x4)

Section 3

c c

Special Rules :

The character who moved into a hex c has their turn end immediately. Move them to hex d and place two damage tokens near rock columns c . The same rules from section 1 apply. Characters can only move from c to d if there are no damage tokens. Their turn immediately ends when they do so and two more damage tokens are placed. If a character is exhausted while on map tile L2a, the scenario is not lost (unless all characters are exhausted).

The Bandit Archer is the Hooded Figure. She has CxH hit points, where H is the regular hit point value of an elite Bandit Archer. She adds +1 to her attack for 2 characters or +2 to her attack for 3 or 4 characters. She also “So, you’ve come to raid my home and take adds +2 to her range. She does not act this back what is now mine?” She pulls out a round. bow and trains it on you. “No one comes to this place and lives. You should have let the Section Links : demons tear you to pieces.” When all characters have moved to the L2a tile and the Hooded Figure is killed, read New Map : section 3 below. L2a

“Just get it over with,” she growls. “We all died the moment we were sent here, Conclusion : anyway. Whether it’s you, those demons, or Though persistent, the hooded figure is some other foul creature, I’m just glad its eventually subdued by your attacks. With a finally done. The end will come for you soon grunt, she falls to the ground and drops her enough, as well...” bow. You run over to her body, ready for any additional aggressions. Though bloodied, she is still alive.

2

c

Rewards : 15 experience each Any one item worth 30 gold or less each 1 each

IB5

The Horn of G’threbrax

Requirements: None Goal : Protect Lys Introduction :

Lys’ eyes go wide as you draw the crackling sword out from your belongings. With absolute conviction, she approaches you and demands you give it back to her. You cannot help but oblige. “Marvelous!” she says, her wounds rapidly disappearing. “I can feel the Storm’s power returning to me, and I will use it to create a rift back into its realm and destroy it with extreme prejudice.” She turns to you, her expression fierce and dark. “But I will need protection while I perform the ritual. The pack of demons should be moving on, but the great demon beneath our feet will surely try to stop me. “Prepare yourself and follow me!” Lys moves quickly back toward the transport tubes and jumps in without hesitation to be pushed upward back toward the surface. You follow

Special Rules : as quickly as you can, and she leads you across the blackened, pulsating landscape Lys a , represented by a numbered token, toward a conspicuous hill in the distance. has 6+(2xL) hit points. She is an ally to you and an enemy to all monster types. She acts As you approach the hill, you begin to notice on initiative 99 every round, performing it bristling with sharp protrusions. It’s a “Move 2” toward Deep Terror b . Any hard to tell whether they grew as you were character may lose one card from their moving, or they are just now coming into hand or two cards from their discard pile to focus. Still, by the time you get to the base prevent any one source of damage to Lys. of the hill, you clearly see that the protusions bar any way to reach the top. If she is adjacent to Deep Terror b , she also performs an “Attack 5” against it on her turn. Lys yells and slashes both her swords out in If Deep Terror b is dead, she instead moves front of her, sending a wave of yellow energy toward door 1 , opening it if able. If there is up the slope of the hill, cutting out a path. one or fewer monsters left on map tile G2a, she performs “Move 4” instead of “Move 2.” “Come on!” she shouts as she once again runs If Lys is killed, the scenario is lost. forward. “The veil is thin at the Horn, but we’ve got to get to the peak!” All hexes of map tile G2a are considered difficult terrain for all figures, including Lys. You follow, but very quickly, the the surface of the hill begins to quiver, and new shapes Lose Item 078. begin to form to block your advance. Section Links : When door 1 is opened, read section 1 on the following page.

a

b

1 Maps : G2a M1a

Deep Terror

Rock Column (x1)

Stone Golem

Layout :

Dark Pit (x4)

1

The Horn of G’threbrax

Section 1

Malignant Darkness : Passing through the guardians, you reach the more gentle slopes at the apex of the hill. Unfortunately, more growths wait for you here and they are anything but gentle.

Section Links : On the end of the round in which Stone Golem c is killed, read section 4 on page 3.

d

“That big thing is in my way!” Lys screams. “Kill it!”

d Black Imp

Special Rules : Lys continues to act on initiative 99 as before, performing a “Move 4” action toward Stone Golem c . If she is adjacent to Stone Golem c , she also performs an “Attack 5” against it on her turn. Stone Golem c is the Huge Growth. It has HxC/2 hit points (rounded down), where H is the regular hit point value for an elite Stone Golem. It also gains an additional “Shield 1” and is immune to all forced movement, but it cannot perform Move actions.

Section 2

Fighting Back : Slowly but steadily you continue to rise. The wet, dark ground beneath you ripples in agitation, as if fighting against Lys’ power, but it can’t seem to stop it. Instead, the ulsing tissue urges up and shapes itself into another dark combatant.

Replace the M1a map tile with the D1a tile as shown, transfering all figures, tiles and tokens, and keeping hex c in the same relative hex. Any monster or character summon no longer on the map tile is killed. Any character not on it suffers trap damage and is moved to the nearest unoccupied hex. Spawn one Stone Golem at i . It is normal for two characters and elite for three or four characters. It is immune to all forced movement.

2

c

e

h

f

d

d

Section Links : At the end of the next round, read section 6 on page 3.

m

k j

c

New Map : D1a

Section 3

Slow Ascent : As the hill continues to grow, it begins to resemble more of a blunted spike. The higher you go, the more the edges of the plataeu begin to recede limiting your movement.

Special Rules :

i

High above you, a flash of light draws your attention. You can see the forboding sky crack open, and you see a great nothingness beyond.

Special Rules :

g

Stone Golem

e

f

j

Place Dark Pit tiles such that they cover all hexes d . These tiles cannot be moved or destroyed. Any monster or character summon on these hexes is killed. Any character on them suffers trap damage and is moved to the nearest unoccupied hex. Spawn Black Imps at g and h . These Black Imps are normal for two characters, g is elite for three characters, and both are elite for four characters. If any figure is pushed into a Dark Pit hex, it has the same effect as if they were pushed into a wall.

Section Links :

At the end of the next round, read section 2 on this page.

The Horn of G’threbrax

Section 5

Section 4

King of the Hill :

Painfully Close :

With the growth destroyed, Lys rushes to the center of the hill and holds her blades aloft. She yells to the red sky in some unknown language, and the entire hill shifts beneath you, and it begins to grow, slowly rising up into the air.

The crack in the sky looms closer, but you can feel your stamina flag. Moreover, Lys’ power seems to be waning, too, as the climb slows to crawl.

Special Rules :

Replace the D1a map tile with the C1a tile as shown, transfering all figures, tiles and tokens, and keeping hex c in the same relative hex. Any monster or character summon no longer on the map tile is killed. Any character not on it suffers trap damage and moves to the nearest unoccupied hex.

Move Lys to hex c . Any figure occupying this hex is moved to the nearest unoccupied hex. For the remainder of the scenario, she does not act, but still has an initiative of 99 for the purpose of monster focusing. Remove map tile G2a and the door tile. Any monster or character summon on these tiles is killed. Any character on these tiles suffers trap damage and is moved to the nearest unoccupied hex. Spawn Deep Terrors at e and f . These Deep Terrors are normal for two characters, e are elite for three characters, and all are elite for four characters.

Special Rules :

Spawn Black Imps at n and o . These Black Imps are normal for two characters, n is elite for three characters, and both are elite for four characters.

q

p

Spawn one Stone Golem at r . It is normal for two or three characters and elite for four characters. In the event there are no valid hexes on which to spawn the Stone Golem, it does not spawn.

Section Links : When all enemies have been killed, read section 8 on this page.

Spawn Deep Terrors at k and m . These Deep Terrors are normal for two characters, k is elite for three characters, and both are elite for four characters.

Section Links : At the end of the next round, read section 5 on this page.

p

c

At the end of the next round, read section 3 on page 2.

Place Dark Pit tiles such that they cover all hexes p , and place a Rock Column tile on hex q . These tiles cannot be moved or destroyed. Any monster or character summon on these hexes is killed. Any character on them suffers trap damage and moves to the nearest unoccupied hex.

Place Dark Pit tiles such that they cover all hexes j . These tiles cannot be moved or destroyed. Any monster or character summon on these hexes is killed. Any character on them suffers trap damage and moves to the nearest unoccupied hex.

At the end of the next round, read section 7 on this page.

Section Links :

The Height of Madness : Special Rules :

Shrinking Battlefield : Special Rules :

Section Links :

If any monster or character summon is pushed into a wall, they are killed. If any character is pushed into a wall, they suffer trap damage.

Section 7

Section 6

n

r o

New Map : C1a

Section 8 Conclusion :

The crack in the sky spits and hisses right above you. With no more distractions to impede her, Lys screams one final time and the horn on which you stand surges upward, casting you into the great chasm of emptiness. The all-too-familiar feeling of hurtling between the planes comes rushing back to you, making you incredibly queesy. The maniacal laughter of Lys isn’t helping matters, either.

She seems to know where she is going, leading you back to the great Storm, but the thought occurs to you that perhaps that isn’t the wisest choice. Her vendetta is not necessarily your own, and you could try to break off from her path, trusting in the void to bring you somewhere safer than the eye of a pissed off vortex of lightning.

Rewards : 20 experience each 15 gold each 2 “Minor Mana Potions” (Item 020)

3

IB6

A House of Doors

Requirements: None Goal : Destroy the source of the storm’s power Introduction : two imposing demons in front of you. One Wracked with indecision, you are unsure of them speaks in a menacing tone: “Those whether to attack the altar or wait for Lys who have emerged from caves to build great to appear. Instead, you find yourself slowly structures. They are not welcome here.” drifting closer to the stone island. Given Layout : that everything you’ve seen on this plane is clouds and gaseous spheres, you are curious how this solid structure, which looks like it was ripped from some larger planetary body, has made its way here. And the altar itself, coming into focus as you move ever closer, is a captivating stone depiction several forked bolts of lightning converging into... something...

Special Rules :

Doors 1 , 2 , and 3 are locked. If a character ends their turn occupying pressure plate a , read section 1 below. For 2 characters, set up a dummy character in one of the starting hexes. This dummy acts on initiative 50, performing a “Move 3” controlled by the players. It has 5+3xL hit points and is considered a character.

1

a

A ball? A face? You land on the surface of the island, trying to get a closer look, and suddenly, the world around you shifts. You are enclosed in a small wooden room adorned with intricate tapestries of gods throwing lightning down from the heavens. You also see heavy doors on three of the four walls. The altar is nowhere to be seen, but there are

c

b

f

1

Forest Imp

Maps : B1b B2a B3b B4b G2b

Sun Demon

3

2

Wind Demon

Special Rules :

Section 1

Open door 1 . If pressure plate a is ever unoccupied by a character, door 1 closes A Change of Scenery : and locks, causing any figure occupying 1 As you press down on the switch, the door to immediately suffer trap damage and move in front of you opens wide and the smell of to an empty adjacent hex. Door 1 will open death and decay assaults your nose. Inside, again if a character occupies a . you see a stone mausoleum, its walls lined with coffins and memorials of widely varying If a character ends their turn occupying sizes. Something feels incredibly off about pressure plate b , read section 2 below. the room, as if it is from an entire different If a character ends their turn occupying time and place. You don’t have time to pressure plate c , read section 3 on page contemplate this, however, when a number 2. If characters occupy both pressure plates of lights begin to flow out from the recesses b and c at the end of a character’s turn, in the walls and form into menacing shapes. read section 4 on page 2.

Section 2

and locks, causing any figure occupying 2 to immediately suffer trap damage and An Old Place : move to an empty adjacent hex. Door 2 Another door opens to your left and a blast will open again if a character occupies b . of cold air hits your face. You see a dark cave beyond, its walls lined with primitive For three and four characters, spawn one drawings of humans and giant, horrible normal Forest Imp at f at the end of beasts. You marvel at how old this place every round. This does not stack with other is, and how it is now in front of you. Your similar effects. contemplations, however, are cut short by the appearance of more demons. If characters occupy both pressure plates d and e at the end of a character’s turn, read section 5 on page 2.

2 d

Special Rules :

Open door 2 . If pressure plate b is ever unoccupied by a character, door 2 closes

1

A House of Doors

Section 3

3 e

and locks, causing any figure occupying 3 to immediately suffer trap damage and move Under a Blue Sky : to an empty adjacent hex. Door 3 will open With the switch depressed, the door to again if a character occupies c . your right now swings wide, revealing an open field that stretches off into the horizon For three and four characters, spawn one below a blue sky. The only landmark in view normal Forest Imp at f at the end of every is a massive oak tree that somehow reminds round. This does not stack with other similar you of home. You also see a switch behind effects. an overturned log, but a demon appears to If characters occupy both pressure plates block your advance. d and e at the end of a character’s turn, read section 5 below.

Special Rules :

Open door 3 . If pressure plate c is ever unoccupied by a character, door 3 closes

Section 4

A Way Forward :

If g is also on tile B3b, read section 6 below. Otherwise, nothing happens.

Section 6 A Long Shot :

A panel opens up directly in front of you above one of the larger coffins. Inside are three orbs colored, from left to right, blue, light brown, and green. Above them is an inscription: “Know thine own history.” Lys holds up her blades. “I can infuse those orbs with energy, but in what order should I do it?”

If you choose: Blue, brown, green, read section 7 on page 3. Blue, green, brown, read section 8 on page 3. Brown, blue, green, read section 9 on page 3. Brown, green, blue, read section 10 on page 3. Green, blue, brown, read section 11 on page 3. Green, brown, blue, read section 12 on page 3. At the end of each round after this one, as long as Lys is still in the room, you may choose a different combination and read the corresponding section.

2

Special Rules :

Section 5

A Merging of Realities : You hear a loud crash and a trail of energy extends from one depressed switch to the other, forming a large crack in the ground. With a great rumbling, the crack grows, swallowing the facade behind you. What you discerned as cave rock, a tapestry-covered wall, and the open blue sky crumbles away to reveal another room.

Place corridor tiles as shown, connecting the map tiles into one room.

Lys g , represented by a numbered token, has 6+(2xL) hit points. She is an ally to you and an enemy to all monster types. She acts on initiative 99 every round, performing a “Move 4, Attack 5” following normal focusing rules. If she cannot find a focus, she will move toward door 1 , or hex f if door 1 is open. Any character may You see a run-down cabin full of detritus, and lose one card from their hand or two cards from among that, Lys fights against a number of their discard pile to prevent any one source of demons, her lightning swords flashing out with damage to Lys. If Lys is killed, the scenario is lost. murderous intent. No longer spawn one normal Forest Imp at f at “What took you so long?” she yells out. “Help me the end of every round. with the this rabble so we can get to that altar!”

g

A House of Doors

Section 7

Section 8

Section 9

The orbs overload with energy as they are activated, shooting bolts of lightning back through the room to devistating effect.

There is a brilliant flash of light as the last orb is activated. You are temporarily blinded, and as your vision recovers, you see you have been transported to another place entirely.

You wait expectantly as the last orb is activated. You brace for...something, but nothing comes. The orbs just flicker and then revert back to their previous state.

Overload :

“I guess that wasn’t it,” Lys mutters.

Special Rules : All figures suffer trap damage.

Reality :

Special Rules : Read section 13 below.

Pause :

Special Rules : Nothing happens.

Section 10

Section 11

Section 12

The entire room shakes with a foreboding energy and a figure emerges from the orb, gesturing threateningly.

A powerful energy shoots from the orbs, and you brace for the worst. Instead, a warm light washes over you, and you find yourself refreshed with your wounds rapidly healing. Nothing else seems to have changed, though.

To your horror, a negative energy spreads forth from the orbs, encompassing you with a cold darkness.

Special Rules :

All characters discard 2 cards. If a character has fewer than 2 cards in their hand, they discard as many as they are able to.

Threats :

“You fools have reversed your history,” it laughs.

Special Rules : Spawn an elite Sun Demon at f .

Section 13 The Altar :

Once again you find yourself in the realm of the storm, standing on the rocky island, facing the sought-after altar. You can see it clearly now. At the center of the sculture is a menacing layered sphere of teeth, fangs, swords, and other sharp objects. This is a god full of wrath.

Reprise :

All figures perform “Heal 3, Self”.

Sapped :

Special Rules :

Special Rules :

The altar h has 6+Cx(2+3xL) hit points and has “Retailiate 2, Range 3.” It cannot be moved. At the end of each round, the character farthest away from the altar suffers trap damage, and the altar summons one normal Forest Imp for two characters or one elite Forest Imp for three or four chracters. Lys g focuses on the altar if able.

g

h

Above you, the sky is no longer clear. The dark clouds loom heavy overhead, roiling When the altar is destroyed, read with a dangerous energy. section 14 below. Lys screams with a primal ferocity and charges.

New Map : M1a

Section 14 Conclusion :

The stone of the altar cracks, and you feel a rumble in the ground beneath you. Lys laughs triumphantly and drives her swords into the fissure. She is quickly engulfed in a vortext of energy as a pillar of lightning splits the skies and connects with the altar. You are blown back by the force, but Lys just

laughs maniacally. “The power! I can feel it coursing through me!” Around you, the platform begins to crumble and fall away into the black, angry clouds below. You should out to Lys, but she doesn’t seem to hear you. You watch as more energy flows from the storm into her body and you can see her form changing shape in disconcerting ways.

Rewards : 25 experience each 3 each

3

There was no second rift this week.

IB7

Ascendance

Requirements: None Goal : Kill Lys Introduction :

Back on the stone platform, a different scene plays out. You watch as your companion grabs the sword and becomes engulfed by another vortex of power, but that only intensifies the tremors in the ground as the platform you are on slowly crumbles away.

Without hesitation, one among you grabs hold of the sword still protruding from the cracked altar. You feel nothing but a tingle at first, but then you concentrate your will into channeling the power of the Storm into the blade. All at once, a torrent of wind and lightning rains down upon you and your vision goes white.

Moreover, stange lights begin to creep forward from the vortex around Lys— hateful manifestations of her power. And the ground itself begins to rise up around you in anger, hastening your approaching doom. You will need to protect your companion and yourself if you want any hope of surviving Lys, represented by a numbered token on this ordeal. each map, has 50+(10xL) hit points and acts Special Rules : using the Boss deck. She has Move 3, Attack Designate one character to absorb the power 3+(L/2) (rounded down) and the following of the Storm. This character will fight Lys specials: c on the N1a map tile while both of their Special 1: “Attack+1”, “Summon 2 normal figures a and b remain actionless on the Giant Vipers”. M1a map tile as well. These figures can be Special 2: “Move+0”, “Attack-1, Range 3”, targeted normally by any ability, except they “Summon 2 normal Forest Imps”. are immune to forced movement and both Lys is also immune to STUN , DISARM , the Storm character a and Lys b gain and MUDDLE . Shield 5 on any attack performed against them from the M1a map tile. All actions both At the end of any round where Lys does not these figures perform are carried out using summon a monster, spawn at d a normal Forest Imp for two characters, a normal their figures on the N1a map tile.

You feel a tremendous power flow into you, and channeling it becomes easier, but there is still resistance, of course—Lys. She absorbed much of the Storm’s power before you acted, and now you will have to use what you have gained to take the rest from her. Your vision slowly returns, and you find yourself flying among the dark clouds of a violent storm. The storm, however, no longer fills you with fear. You are the storm. This is your power. In front of you, the crackling form of Lys stares menacingly. “After all I’ve done to bring you out of that hellish place, now you’ve chosen to betray me? You want the power of the Storm for yourself? Well, you can’t have it! It is mine, and I will destroy you with it!”

d

g

b

f

a

j

h

Print out the accompanying file (storm.pdf) and add these four ability cards to the Storm character’s hand. This increases the Storm character’s hand size by four as well. When discarded, these cards can only be recovered by resting, and once lost, these cards cannot be recovered. These cards also cannot be lost when resting and are automatically recovered before choosing which of the remaining normal cards is lost. For this reason, they also do not count towards the requirement of having two cards in your discard before you can rest.

e

c

i

m k Maps : M1a N1a

Earth Demon

Forest Imp

Giant Viper

Dark Pit (x5)

1

Ascendance Forest Imp and a normal Giant Viper for Track the number of rounds in the scenario. Section Links : three characters, or an elite Forest Imp and a If Lys has not been killed by the end of round At the end of round 4, read section 1 below. normal Giant Viper for four characters. 12, the scenario is lost. If Lys is killed, read section 3 below for the conclusion.

Section 1

Special Rules :

Section 2

Special Rules :

Section Links :

Place a Dark Pit overlay tile on hexes e and At the end of round 8, read section 2 below. Fissures : hexes g . Any non-flying figure on these You do everything you can to survive on this hexes suffers trap damage and is moved to crumbling platform, but you are fighting a the nearest empty hex. losing battle. It is only a matter of time before the whole thing collapses, and there is only Spawn a normal Earth Demon at f for two so much you can do to stall the inevitable. characters, spawn a normal Earth Demon at To make matters worse, more chunks of the f and h for three characters, or spawn stone come to life in aid of Lys, leaving gaping an elite Earth Demon at f and a normal holes in their absence. Earth Demon at h for four characters.

Place a Dark Pit overlay tile on hexes i and Chasms : hexes k . Any non-flying figure on these The end approaches swiftly now. You try to hexes suffers trap damage and is moved to keep the situation under control as much as the nearest empty hex. you can, but things are spiraling. More giant demons emerge, and you don’t think you can hold out much longer. You can only hope that your companion is close to victory or all will be lost.

Section 3 Conclusion :

With one final blow, Lys screams. Her form and all the minions around her dissolve into pure energy—an energy you abosrb hungrily as your vision once again goes white. You find yourself back on the crumbling platform, and Lys’s body is nowhere to be found. As the ground crashes and falls, you use your newfound power to raise yourself and your compansions into the sky. The raw energy at your fingertips is frighteningly immense. You are now a god. The infinite planes are now your playground. The only question that remains is, what do you do now?

Rewards : The Storm character retains the Storm ability cards following the same rules outlined on page 1. “Storm Blade” (Item 078) Brilliant Blade” (Item 081)

2

Spawn Earth Demons at j and m . These are normal for two characters, or elite for three of four characters. Additionally, for four characters, spawn an elite Giant Viper and an elite Forest Imp at d .

There was no second rift this week.

IB8

The Other Side of Infinity

Requirements: None Goal : Survive Introduction : until it is hurtling directly back at you from Your intent is immediately clear as your a rift to your left, and you barely jump out of hands tense around your weapons. The the way before it strikes the ground at your Keeper of Doors just laughs merrily. feet. “Oh, so that is how it will be?” he asks. Without hesitation, you raise your hand and release a massive bolt of lightning in his direction.

flashing back and forth. In the other, you see a single gold image, wreathed in a red light. You could angle yourself to fall through either one.

In a flash, the Keeper of Doors is in front of Section Links : you, and with a simple movement of his staff, he pushes you into a newly created portal. Immediately make a decision. You find yourself hurtling backward into a dark abyss. If you wish to go through the rift with many red images, read section 1 below. “I am the one true power in these realms,” a voice booms from all around you. “Defying If you wish to go through the rift with the me will only end in pain.” single gold image, read section 3 below.

“I suppose a lesson is in order,” the Keeper continues, unphased by the assault. As he talks, he flicks his wrist and a rift opens up in front of him, swallowing the lightning. Through the endless doors around him, you see the lightning dart back and forth, As you fall, you see two rifts open up below emerging from one and entering another, you. In one, you see many small, red images

Section 1

A Pox Among You :

You lean left, falling into the portal. You find yourself in a strange realm full of monsters, but they appear sickly and weak, you shouldn’t have much trouble finishing them off and then figuring out what to do next.

Special Rules : Set up a random dungeon room as described on page 50 of the rule book. Use no penalties and remove any exits the room has. In addition, all monsters in this room have only 1 hit point.

Section Links : At the end of the round in which all monsters have been killed, read section 2 to the right.

Section 4

Redemption : You open your mouth to speak, but the Keeper already seems to know your intent. “So then shall you be redeemed through the flame,” he says. Your direction suddenly shifts, and you are thrown into a new rift, finding yourself once again among a throng of angry monsters.

Section 2

Just the Beginning :

Soon after you achieve your goal, the world evaporates around you, and again you find yourself careening through the infinite void. “That was just the smallest taste of my power,” the Keeper’s voice booms out again. “And my power is infinite. Tell me, how many more of my minions do you think you could kill? Twenty? Five hundred? Ten thousand? Shall we find out, or do you wish to repent?”

Section Links : Immediately make a decision. If you wish to ask for forgiveness, read section 4 below. If you wish to remain silent, read section 5 on page 2.

Special Rules :

Remove the previous map and all figures on it, then set up a new random dungeon room as described on page 50 of the rule book. Use no penalties and remove any exits the room has. Instead of the starting locations being near the entrance, one starting location is the empty hex nearest the “1” icon, one is the empty hex nearest the “2” icon, one is the empty hex nearest the “3” icon, and one is the empty hex nearest the “4” icon. Active summons from the previous room can be placed in empty hexes adjacent to their owner. If there are none, the summon is lost.

Section 3

Greed Begets Death :

You lean right, falling into the portal. You find yourself in a strange realm full of dangerous monsters. Your vision blurs, and you once again see the gold image surrounded by red. It imprints on one of the monsters in front of you. That is somehow the key. If you can kill that monster, you should be able to escape this place.

Special Rules : Set up a random dungeon room as described on page 50 of the rule book. Use no penalties and remove any exits the room has.

Section Links : At the end of the round in which any single money token left by a killed monster has been looted, read section 2 to the left. All ranged attacks performed by characters and character summons have their range reduced by 2, to a minimum of 1, and all melee attacks performed by characters and character summons have disadvantage.

Section Links : As soon as all monsters in this room have been killed, read section 7 on page 2.

1

The Other Side of Infinity

Section 5

Special Rules :

“Very well then,” he says. “The unrepentant shall be forsaken.” Your direction suddenly shifts, and you are thrown into a new rift, finding yourself once again among a throng of angry monsters.

Remove the previous map and all figures on it, then set up a new random dungeon room as described on page 50 of the rule book. Use no penalties and remove any exits the room has. Instead of the starting locations being near the entrance, one starting location is the empty hex nearest the “1” icon, one is the empty hex nearest the “2” icon, one is the empty hex nearest the “3” icon, and one is the empty hex nearest the “4” icon. Active summons from the previous room can be

Section 6

Section 7

You step forward and find yourself once again being propelled into a new plane. Fortunately, you seem to be getting used to the sensation. Another room of monsters awaits.

“Ah, hahaha,” the Keeper laughs. “Very entertaining! It has been a while since I’ve had such fun. Why don’t you rest up a bit, and then we’ll see if we can’t get you out of this playground. Don’t worry, you’ll survive so long as you can handle just a little more.”

Cast Off the Wicked : You set your jaw in defiance and remain silent. The Keeper just laughs again in amusement.

Fate’s Judgment :

Special Rules :

Remove the previous map and all figures on it, then set up a new random dungeon room as described on page 50 of the rule book. Use no penalties and remove any exits the room has. Active summons from the previous room can be placed in empty hexes adjacent to their owner. If there are none, the summon is lost. Each time a “2X” attack modifier card is drawn, the figure that drew it suffers 5 damage. Each time a “no damage” attack modifier card is drawn, the figure that drew it heals 5 damage.

Section Links :

As soon as all monsters in this room have been killed, read section 10 to the right.

Reprise :

Section Links :

At the end of the following round, read section 11 below.

Section Links : As soon as all monsters in this room have been killed, read section 9 below.

Section 8

A Long Road :

“Such fun!” the Keeper muses as you achieve your goal. “Surely you can take a little more, right?” For a brief moment, you find yourself unhinged from reality. When you return, more challenges await.

Section Links : If the last thing you looted was a money token, read section 13 on page 3. If the last thing you looted was a treasure tile, read section 15 on page 3.

“Well, I’d say that I hoped that wasn’t too painful, but I’d be lying,” the Keeper laughs. “The defiance in you! It is so strong. I will have quite the marvelous time burning it out of you. But for now, rest up. We wouldn’t want it to get snuffed out too quickly!”

Section 10

Intermission :

Section Links :

At the end of the following round, read section 14 on page 3.

Hopeless, Wild, Fortified, Cutthroat, Rotting, Crushing, and Tribal monster Loot the Room : cards. Use no penalties and remove any You are grateful for the rest, but it ends exits the room has. Active summons from too soon. In an instant, you are transported the previous room can be placed in empty from the empty room to a new realm full of hexes adjacent to their owner. If there are new challenges. none, the summon is lost.

Section Links :

Remove the previous map and all figures As soon as all set up money tokens and on it, then set up a new random dungeon treasure tiles have been looted, read section room as described on page 50 of the rule 8 above. book, selecting only from the Mangy,

2

Characters and character summons cannot perform heal actions until all monsters in this room have been killed.

Section 9

Section 11

Special Rules :

placed in empty hexes adjacent to their owner. If there are none, the summon is lost.

Find Your Breath : “Another rest, yes?” the Keeper of Doors asks. “Just one last rollick before I put you out of your misery!”

Section Links : At the end of the following round, read section 18 on page 3.

Section 12 Split Path :

As you approach the door, you suddenly find that it is two doors. Through one, you see an image of a spinning wheel. Through the other, a skull. You must go through one of them.

Section Links : Immediately make a decision. If you go through the spinning wheel door, read section 6 above. If you go through the skull door, read section 17 on page 3.

The Other Side of Infinity

Section 13

Dampened Plane :

You find yourself once again being propelled into a new plane, and you seem to be getting used to the sensation. Another room of monsters awaits.

Section 14

Quick Escape :

You are grateful for the rest, but it ends too soon. In an instant, you are transported from the empty room to a new realm full of new challenges.

Section 15

A Dangerous Path :

You find yourself once again being propelled into a new plane, and you seem to be getting used to the sensation. Another room of monsters awaits.

Special Rules :

Special Rules :

Special Rules :

Remove the previous map and all figures on it, then set up a new random dungeon room as described in section 4.

Remove the previous map and all figures on it, then set up a new random dungeon room as described on page 50 of the rule book. Use no penalties. Active summons from the previous room can be placed in empty hexes adjacent to their owner. If there are none, the summon is lost.

Remove the previous map and all figures on it, then set up a new random dungeon room as described in section 4.

All figures reduce all attacks by 1 and reduce all moves by 1.

Section Links : As soon as all monsters in this room have been killed, read section 20 below.

Section Links : As soon as the exit door has been opened, read section 12 on page 2.

After everything has been set up, also set up a damage trap in each empty hex.

Section Links : As soon as all monsters in this room have been killed, read section 20 below.

Section 16

Section 17

Section 18

As the last of your aggressors is destroyed, you instantly find yourself standing once again before the Keeper of Doors.

You step forward and find yourself once again being propelled into a new plane. Fortunately, you seem to be getting used to the sensation. Another room of monsters awaits.

You take a breath and then wait. Sure enough, you are cast headlong through one more shimmering portal, arriving in yet another room full of murderous intent. You are nearly spent, and hope dearly that the Keeper is being truthful about this being the end of his wrath.

Conclusion A :

“You have done well, godling!” he praises. “I am impressed by your resolve. Come now, you are a worthy power, and deserve rest and reward.”

Rewards : 40 gold each 2 each

Section 19 Conclusion B :

As the last of your aggressors is destroyed, the Keeper’s voice once again booms out. “I grow tired of your childish flailing,” he sighs. “The entertainment wanes, so begone from my realm.” In an instant, you are once again hurtling through a black void, and there is no end in sight.

Rewards : 40 experience each 1 each

Death’s Door :

Special Rules : Remove the previous map and all figures on it, then set up a new random dungeon room as described on page 50 of the rule book. Use no penalties and remove any exits the room has. Active summons from the previous room can be placed in empty hexes adjacent to their owner. If there are none, the summon is lost. All figures immediately suffer 3 damage.

Section Links : As soon as all monsters in this room have been killed, read section 10 on page 2.

Final Attack :

Special Rules : Remove the previous map and all figures on it, then set up a new random dungeon room as described on page 50 of the rule book, removing the Cave, Encampment, Cabin, and Road room cards from the deck before doing so. Use the major penalty and remove any exits the room has. Active summons from the previous room can be placed in empty hexes adjacent to their owner. If there are none, the summon is lost.

Section Links :

Section 20

As soon as all monsters in this room have been killed, do one of the following:

“Another rest, yes?” the Keeper of Doors asks. “Just one last rollick before I put you out of your misery!”

If you came here from section 20, read section 16 to the left for the conclusion. If you came here from section 10, read section 19 to the left for the conclusion.

Find Your Breath :

Section Links : At the end of the following round, read section 18 to the right.

3

IB9

Blood in the Streets

a

Requirements: None Goal : Protect the buildings from the raiders Introduction :

You immediately express your willingness to help the town in the assault, and the villager expresses skeptical relief. “Well, you just might be the miracle we need,” he says. “Come with me. Quickly!” He leads you through the panicked streets to the opposite edge of the town where a rickety wall stands between houses filled with innocents and a group of murderous bandits.

a

a

a

a

As the dust plumes of the raiders get closer, you notice some unexpected things. First of all, some of them are flying toward you using large, feathery wings sprouting from their backs. These flying ones carry bows, but also strange-looking wolves. And at first, you think that those on the ground are riding horses, until you realize that the lower halves of their bodies are the horses. A small amount of foreboding creeps over you as these strange, chimeric humanoids advance, but you tamp it down and prepare yourself. As the horsemen charge the gate, the winged archers fly over it and land all around you. Their wolves start howling, their heads blooming out into four separate quarters full of teeth and lashing tongues. You just hope all these creatures can die just like any normal foe.

Bandit Archer Bandit Guard

Special Rules : Add two cards to each character’s attack modifier deck as a scenario effect. All Bandit Archers have Flying. All Bandit Guards add +1 Move to all their moves. For four players, there will not be enough elite stands, but just remember that all enemies are elite.

Hound Rubble (x4)

b

b

b

Place a numbered token on all half hexes a . These are the buildings and are considered enemies with an initiative of 01 by all monsters. The buildings have 5x(C-1) hit points, and the scenario is lost if all five are destroyed. The gate b has (12+L)x(C-1) hit points, shared between all three hexes. It is considered an enemy with an initiative of 01 by all monsters and blocks all line of sight until opened.

Maps : H1b H3b M1b

Section Links : At the end of the third round, read section 1 on the next page. When all enemies are killed, read section 2 on the next page for the conclusion.

1

Blood in the Streets

Section 1

Fading Glory : As you continue to fight, your thoughts grow hazy. You can’t quite remember how you ended up here, fighting against these bandits. You have a distant memory of once having great power, but now it seems to be slipping away. You panic at the thought, your mind desperately grasping at the fleeting memories, but then an arrow whizzes by your head, narrowly missing your eye. Unfortunately, you currently have more pressing concerns.

Special Rules : The Storm character must remove one of their extra Storm ability cards, either in their discard pile, lost pile, or hand, from the game. Repeat this at the end of the sixth, ninth, and twelfth as well.

Section 2 Conclusion :

The smoking corpses of you foes lie around you as a brief moment of calm washes over the town. As you look at their wounds, you remember how some of them were struck with great bolts of a lightning, but now you can’t quite recollect how that happened. Either way, they are dead now, and you are victorious. The townsfolk emerge from their houses and hail you as heroes.

Rewards : 20 gold each Remove any remaining Storm ability cards from the Storm character’s ability deck

2

There was only one choice for the poll shown above.

IB10

The Many Paths Before Us

Requirements: None Goal : Kill the Raider King and a gate into some far darker and more Introduction : Dreams aside, you eventually find the cave foreign place. and wait for nightfall to advance, hoping to take the raiders by surprise. You stealthily Section Links : approach under the cover of darkness. Just as you are about to enter, however, the air Track the number of rounds in the around you goes thin. scenario. For the briefest of moments, your surroundings change to one both horribly familiar and completely foreign. Red skies, black, pulsating earth, and swarms of demons eager to tear at your flesh. Your vision shifts back to the cave in front of you, but somehow you can still hear the bloodthirsty screams from somewhere beyond. And then the claws appear. At first you think it another vision—a brief glimpse back into that terrible place. But then you see the truth—the black talons ripping through the fabric between the planes. They are coming for you, and they are very real.

If any character enters door a on an even round, they proceed normally into the cave and read section 4 on page 2. Independent of the previous paragraph, if any character enters door a on an odd round, they go to the darker place and read section 5 on page 2.

Layout :

Maps :

You look past to them to the entrance of the cave. Just a moment ago, it was a target, but now you see it as a possible source of shelter. It too, however, seems unmoored from this reality. It shimmers and shift, alternating between a dark hole into some damp cave

Section 1

D2b E1b J1b M1b

Special Rules :

As long as there is at least one character or Time Dilation : character summon on each of the D2b and As your realities bifurcate across two L2a map tiles, the following special rules separate planes, everything around you slows. apply to all enemies on the D2b and L2a map Demons and raiders alike crawl forward at a tiles. snail’s pace while you seem unaffected. You move to take advantage of the situation.

Section 2

Caught Unaware : Using the other plane has allowed you to sneak further into the cave without alerting its inhabitants. You find the spiked creatures asleep, such that they can be easily dispatched.

Special Rules : So long as map tile D2b is unrevealed, the following special rules apply:

a

Vermling Scouts set up in this room are sleeping and do not act at all. While adjacent to a sleeping Scout, any character or character summon may forego an attack action to immediately kill the Scout. If any Scout is attacked normally, it will wake up and begin acting normally the following round.

Night Demon

Log (x2)

All Bandit Archers and Vermling Scouts reveal ability cards and act only on even rounds. All Deep Terrors and Night Demons reveal ability cards and act only on odd rounds. All monsters can still be targeted and damaged normally.

Section 3

Sudden Shift :

As you move carefully through the room, the rifts around you suddenly shivver slightly and then move, taking you by surprise. You react as quickly as you can, but it may not be enough to avoid them.

Special Rules : Move all light fog tiles one hex left.

Section Links : At the end of the next odd round, read section 12 on page 4.

1

The Many Paths Before Us

Section 4

Section Links : If section 5 has been read, immediately read section 1 on page 1.

Ruined Surprise :

You enter the cave to find a number of raiders roused by the fighting outside. So much for a When door b is opened, read section 7 surprise attack. on page 3. You see more of the winged archers, though luckily the confinement of the cave keeps them grounded. There are also smaller humanoids covered in spikes geasturing menacingly at you.

b Bandit Archer

Verming Scout

Stalagmites (x2)

Special Rules :

Section 5

d

a

Any character that moves into hex a on an odd round is immediately moved to hex Rather than run from the threat of the c or the nearest empty hex. They can then dark, you pursue it, stepping through the continue resolving the actions on their turn. shimmering portal into the foreign realm. As expected, demons await you, though not as Section Links : many as you feared. If section 4 has been read, immediately read Perhaps this place could be used to your section 1 on page 1. advantage and help you sneak through the cave toward your quarry. On the opposite If any character enters hex d read section side of the room you see another portal that 9 on page 3. looks to be a way back to the original plane.

Embrace the Darkness :

New Map :

c Deep Terror

Section 6

Night Demon

L2a

Boss Special 1 :

Summon a normal Vermling Scout for 2 and 3 characters, or an elite Vermling Scout for After so much chaos, you are not quite sure 4 characters. what to expect when you reach the back of the cave. All you find, however, is a burly Boss Special 2 : man, clearly very angered by your attack. Perform “Move+0, Attack+0”. Somthing feels off about him, though. As he Any character summon hefts his sword, you notice it too shimmers damaged by this attack is killed. with the dark energy that permeates this If any character is damaged by place. Whether he is the source matters not. this attack, read section 11 on You came here to do a job, and you intend to page 4. finish it.

Journey’s End :

Special Rules :

Section Links :

If the Raider King is killed, read section 14 on Use the stat card for the Bandit Commander page 4 for the conclusion. to represent the boss, but replace his specials with the following:

2

Raider King (Boss)

Stalagmites (x2)

The Many Paths Before Us

Section 7

Section 8

The Hunt Continues : You fight deeper into the cave, faced with more hostile spiked creatures. It seems the fighting in previous room has woken them from sleep and they are none too pleased about it.

Complications : Special Rules :

g f

Place a light fog tile on each hex f . If a Vermling Scout or character summon is ever on the same hex as a light fog tile, kill it. They treat these tiles as obstacles.

k

Section Links :

Section Links :

If section 5 has been read, immediately read section 8 to the right.

If section 4 has NOT been read, immediately read section 2 on page 1.

When door g is opened, read section 6 on page 2.

Section 9

f

If door b is opened and section 4 has not been read, read section 4 on page 2.

Verming Scout

If any character is ever on the same hex as a light fog tile, read section 10 below.

Return to Task : After a short sensation of falling, you reappear in the raider cave and see a host of small spiked humanoids laying in ramshackle cots. Unfortunately, the other plane isn’t done with you yet. Rifts begin to appear all throughout the room, hungry to suck you back in.

b

At the start of the next odd round, read section 3 on page 1.

f

When door g is opened, read section 6 on page 2.

e

Special Rules :

Any character that moves into hex d is immediately moved to hex e or the nearest empty hex. They can then continue resolving the actions on their turn.

Section Links :

Continue reading section 8 to the right.

New Map : N1a

j h

Section 10

Down the Rabbit Hole : One wrong step and you find yourself once again falling into the darkness, emerging into a place full of foreboding energies. It let you go too easily the first time. It now intends to keep you here forever.

i

Deep Terror Night Demon

h j

Special Rules : Any character occupying a light fog tile is immediately moved to one of the hexes h or the nearest empty hex. They can then At the end of every round in which a If any character moves into hex continue resolving the actions on their turn character is present on this map tile, spawn immediately read section 13 on page 4. if it is their turn. a normal Night Demon adjacent to hex i . At the end of every round, each character or Section Links : character summon is pulled 2 hexes toward hex i . Figures can move through enemies If any character moves into a hex during this pull. immediately read section 17 on page 5.

j ,

3

i ,

The Many Paths Before Us

Section 11

Black Blade of Doom : The raider’s sword phases into a mass of pure dark energy as it strikes you, and you inevitably find yourself falling through the void, landing in nightmarish plane of hateful demons. Something at the center of the room beckons. It wants you to join with it for eternity, and the thought fills you with terror.

Special Rules :

New Map : N1a

j h

i

Deep Terror Night Demon

Any character damaged by boss special 2 is immediately moved to one of the hexes h or the nearest empty hex.

h j

If map tile N1a has already been set up, do not reset it, but simply continue playing with its previous state and rules and read no further.

Section Links : At the end of every round in which a At the end of every round, each character or character is present on this map tile, spawn If any character moves into a hex character summon is pulled 2 hexes toward a normal Night Demon adjacent to hex i . immediately read section 17 on page 5. hex i . Figures can move through enemies If any character moves into hex during this pull. immediately read section 13 below.

Section 12

Another Shift : Special Rules :

Move all light fog tiles one hex up and to the right.

Section Links : At the end of the next odd round, read section 16 on page 5.

Section 13

Point of No Return :

4

i ,

Section Links :

When the scenario is complete, all characters removed from the scenario read section 15 Unable to resist the pull, you find yourself on page 5 for their conclusion. toppling over into the greedy abyss. You are overwhelmed with dread as your vision goes If all characters are removed from the black. You fall and fall and fall... scenario this way, the scenario is complete and all characters read section 15 for the conclusion.

Special Rules :

Remove any characters occupying hex i from the scenario.

All you remember is the mission, and the mission is complete. You return to the village triumphant and partake in another feast. Conclusion A : Inevitably, the mayor approaches you with Righteousness is once again victorious. You another problem to take care of—something have fought and slain the evil plaguing the only you can handle. village, and upon doing so, all hints of some other, darker plane of existence quickly And you do handle it, and return once disappear. again triumphant. And then another task and another triumphant return. They are Where they even there to begin with? It’s endless, but you enjoy them. The battles give hard to remember. you meaning. The victories are a validation of the challenge completed. Did you have more companions than you did a minute ago? Again, it’s very hard to And so it goes, on into infinity. remember. Once, very briefly, you are overcome with the notion that you were put here, in some

Section 14

j ,

contrived world full of problems, to distract you. That this is all a show to prevent you from reaching some high purpose. But the thought is absolutely preposterous, and it quickly leaves your mind. Even if it were true, you would have nothing but gratitude for whomever did it. You are happy here, powerful and important.

The Many Paths Before Us

Section 15

This is your one and only reality, as bleak as it is.

You fall, senseless and powerless, for a long time. You fall so long that you don’t even remember starting to fall. All thoughts fade. You keep no memories of the world you inhabited before, or the ones before that. No memories of your companions or your deeds.

You could muse about your situation. About how some piece of your conciousness strove to be free from whatever constructed and contrived world you found yourself in. How that quest for freedom led to a small crack in the plane. A crack peeking into the reality behind the veneer. A reality of infinite meaninglessness.

Conclusion B :

You become a blank conciousness flipping end over end through an infite chasm of nothingness. Sure, your mind screamed for a while, terrorized by the absolute void of it all, but eventually you didn’t have anything left to compare the nothing to.

You could muse about that, if you had any context in your consciousness left to act as a foothold, but you do not. Instead, you are swallowed whole. You fall for a long time.

Section 16

One Last Shift : Special Rules :

Move all light fog tiles two hexes down and to the right.

Section 17 Escape :

Faced with the empty nothingness of your dreams, you scrape and scramble away, jumping through a rift back into the comprehensible world of raiders and villagers. The threat, however, continues to loom.

Special Rules :

Any character occupying a hex j is immediately moved to hex k (see section 7) or the nearest empty hex. They can then continue resolving the actions on their turn.

5

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