0% found this document useful (0 votes)
345 views2 pages

New Scenario

The party finds themselves in an abandoned cabin confronting manifestations of their lost memories. They see skulls representing fragments of their past. Defeating the skulls and the Memory Wraith restoring the memories will allow them to escape, but failure will leave them lost in the distortion. They must make the right choices to overcome this challenge and lay their pasts to rest.

Uploaded by

Drolya Df
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
345 views2 pages

New Scenario

The party finds themselves in an abandoned cabin confronting manifestations of their lost memories. They see skulls representing fragments of their past. Defeating the skulls and the Memory Wraith restoring the memories will allow them to escape, but failure will leave them lost in the distortion. They must make the right choices to overcome this challenge and lay their pasts to rest.

Uploaded by

Drolya Df
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

NPI The End of the World

Requirements: Previous scenario was failed and not linked to Gloomhaven


Goal : Destroy all skulls a , b , c and kill the Memory Wraith
Introduction : The wooden walls of the cabin are charred this empty place, your companions sitting in
You had your chance. If only you would black. Not from any fire, but damp seeps solemn silence with you, your only thought:
have done it a little differently, you would through them, washing out the colour drip regret. This could almost be your childhood
not be fleeing right now. The expression of by drip, filling the air with a sense of lingering home, you recognise the structure, you trace
disappointment, fatigue and self loathing and sentiment. You could have sworn you the outlines in your mind. But nothing is
would not grace your companion’s faces. You were somewhere else a second ago but the same anymore. No more personal knick-
can see it now, that critical moment. The that’s not true. You’ve spent an eternity in knacks line the cupboards, instead it’s empty
wrong choice made. But it is too late. and abandoned. No more laughter as you
run through the corridors, instead it is dead
silent.

She’s standing in front of you as if she always


had been. Is she your mother? Certainly
looks like her. She’s ethereal and kind. You
look to your companions and they all share
a the same expression, one of familiarity. Of
recognising something long lost or perhaps
forgotten. She places her hand on you. On all
of you. And one by one, your memories start
fading away. You see glimpses of your life
flow out of your bodies, like pictures weaved
into ghostly tapestries. One circles around a
pile of skulls on the floor, eventually entering
it. Others flow further away into the dark
recesses of the cabin, out of sight. Something
is very very wrong. The form of your mother
Night distorts and becomes grotesque. She flees
Demon b into the dark recesses with your memories.
You must reclaim them, or you know they
will be lost forever.
Black Imp
Special Rules :
At the start of the scenario, each character
Living Spirit has one of their ability cards taken as a
scenario effect.
Rubble (x4) When a card is taken, the player choses a
1 card to remove from their character’s hand
MUDDLE and a places it in a separate pile off to the side.
Damage Trap (x6) c That card cannot be used in any way. If a
character has a card taken, and they have
no cards in their hand, the card is removed
Thorns (x2) a from their discard instead. If they have no
cards in their hand or discard, that character
is immediately exhausted instead.
Barrel (x3)
Any time a character is attacked by a Living
Spirit, one of their cards is also taken.
Rubble (x5) Maps :
Each time a skull is destroyed, a single
H3a character can return all of their taken cards
Wood Door (x1) I1a to their hand and become immune to having
I2b their cards taken for the rest of the scenario.
B1a
Shelf (x1)

1 Wood Corridors (x4)


The End of the World
For two characters, skulls are located in Conclusion (Success) :
rubble hexes a . For three characters, skulls The last skull lies in front of you. You prepare
are located in rubble hexes a and b . For for a strike, ready to shatter the bones. Instead
four characters, skulls are located in rubble of a skull, you see your own face looking back
hexes a , b , and c . Each skull has 4+2L at you. It cries out in pain and anger. For a
hit points. moment you pause, steel yourself. You know
what you need to do.
1
But is it too late? No! You’ve made the right
As you clutch onto strands of returning choices after all. You recall a vision of failure,
memories, you realize that you are not at of self doubt and despair but at that critical
all at home. Perhaps a distorted image or an turning point, you have found whatever
ethereal dimension - or worse. resolve you needed. And you are the victor.
Your foes are vanquished.
And the ghostly visage of your mother is not
your mother. Something else. Something that Rewards :
feeds on every fiber of your being and if she
15 experience each
continues to feed, you will not be anymore.
Wherever you look there’s only walls, no Consider the previous scenario a success,
windows. No doors apart from the one you’re reading its conclusion and gaining its
standing in right now. There is no way out. completion benefits
Your only hope - stop her.
Special Rules : Conclusion (Failure) :
The elite Living Spirit in this room is the You wake up in a tent by a tree, on a sunny day,
Memory Wraith. It has 2+(HxC)/2 hit points on the road to Gloomhaven. For once, the sky
(rounded up), where H is an elite Living is beautiful, the air is warm. Your bones ache
Spirit’s regular hit point value. It also has an
after battle - you’ll need much more than a
additional Shield 1 and uses the “Boss” ability
night’s sleep in a tent to recover from your
deck to act instead of the “Living Spirit” loss. Why did you lose? What happened? You
ability deck. It cannot be stunned. can’t remember. You had a dream as well, of a
cabin, but you can’t recall that dream either.
Whether the scenario is completed or failed, Like most of them, it will leave you never to
read the corresponding conclusion. This be thought of again, just another memory of
scenario can never be attempted again. things that never happened. You gather your
gear and set off. Back to the city. Maybe lady
Boss Special 1 : luck will shine on you next time.
Each character has one of their ability cards
taken. Penalty :
Boss Special 2 : Each character permanently removes a
The Memory Wraith summons one normal card from their pool of available ability
Living Spirit for two characters or two cards
normal Living Spirits for three or four
characters.

You might also like