Looking for more official and fan-made Gloomhaven scenarios? Visit www.cephalofair.com/gh-extra 2 Read This First The most important part of this expansion is the Aesther Diviner, contained within the character tuck boxes. She is immediately unlocked for use in any normal Gloomhaven campaign. Players also have the option, if they have completed scenario #51, to delve into the new campaign presented in this book (it is also recommended that players have completed the Town Records). If players have not completed scenario #51, they should still read the next page to learn about the new mechanics associated with the Diviner. Components 2 Guides 23 Monster Standees 1 Character Miniature 24 Monster Ability Cards 5 Character Tokens 1 Character Board 2 Character Tuck Boxes 1 Character Pad 2 Random Dungeon Cards 28 Character Ability Cards 7 Monster Stat Sheets 2 Sealed Envelopes 5 Rift Overlay Tiles 20 Item Cards 6 Condition Tokens 2 Monster Stat Sleeves 8 Revised Character Cards 12 Plastic Stands 4 Revised Player References 15 Attack Modifier Cards T hought to once be human, Aesthers were an intellectual society that delved too deeply into studies of trans-planar travel. Something went horribly wrong and they now live an eternal existence trapped between the planes, forced to forever witness infinite realities at once. Aesthers interact with other races as little as possible, preferring to stay out of their mundane goings-on. An Aesther’s thirst for knowledge, however, is insatiable, and they are willing to use their powers of shifting reality to further this pursuit. Caught between the endless voids for thousands of years, a small group of Aesthers developed a curiosity for other dimensions. For them, visiting as many realities as possible became an addictive passion. Through careful study, patterns began to emerge in their observations over time. Realities no longer presented themselves as chaotic inconsistencies, but rather as structured strands of cause and effect. And so, it was only a mere step beyond the horizons of their minds to genuinely divine the future and bend the flow of temporal continuity for their own purposes. 82 / 83 End of round: Monster actions: On turn: Initiative [ ]: B B B A or A A Choose one path Start of Round: DZ Reduce element strength. DZ Optional short rest: lose one random discard and recover the rest. DZ ShuffleDZDZDZDZDZDZattack and monster decks where applicable. Elite first, then normal in ascending numerical order. Focus onDZDZDZDZDZDZclosest,DZDZDZDZDZDZlowest initiative. Then move to maximize attack on focus. Lose one discard and recover the rest, HealDZDZDZDZDZ(self) and refreshDZDZDZDZDZDZspent items. 2 99 Perform top action of one card and bottom action of the other in any order. Leading card played Reveal monster actions, act in initiative [DZDZDZ] order. Long rest Play 2 cards 1 2 9 1 2 3 4 5 6 7 8 9 6 7 8 9 10 11 12 13 14 Active Conditions Discard Lost 985 10xC 2 3 3 12xC 2 4 3 15x 3 4 3 C Cx 18 3 5 3 Move +0, Attack +0, Summon Summon Valrath Tracker Move Valrath Savage -1, Heal 2, Affect all adjacent allies 1: 2: WOUND , POISON WOUND Move +0, Attack +0, Summon Valrath Savage Summon Valrath Tracker Move -1, Heal 2, Affect all adjacent allies 1: 2: WOUND Move +0, Attack +0, Summon Valrath Savage Move Summon Valrath Tracker -1, Heal 3, Affect all adjacent allies 2: 1: WOUND +0, Attack Move +0, Summon Valrath Savage Summon Valrath Tracker 3, -1, Heal Move Affect all adjacent allies 1: 2: Valrath CommanderValrath Commander Valrath Commander Valrath Commander 0 1 2 3 5 9 2 2 2 3 2 4 6 11 3 2 2 3 2 5 7 12 3 2 3 4 2 5 8 14 3 2 3 4 3 6 PUSH 1 PIERCE 1 PIERCE 1 PIERCE 1 Advantage Valrath Tracker Valrath Tracker Valrath Tracker 0 Valrath Tracker 1 2 3 1/1 50 Ring of Duality After performing the top action of any ability card, you may immediately perform the bottom action of the same card. This item cannot be used if both actions would trigger a lost card icon . 1015 1/ 2 25 Minor Antidote The next three times you would gain POISON , prevent the condition. 1016 1/ 2 50 Elemental Claymore During your melee attack, to add +2 Attack to a single attack. 1021 Player Reference POISON - Extra damage when attacked and prevents healing. Remove when healed. WOUND - Suffer damage at start of turn. Remove when healed. IMMOBILIZE - Cannot move. Remove at end of next turn. DISARM - Cannot attack. Remove at end of next turn. STUN - Cannot do anything but rest. Remove at end of next turn. MUDDLE - Disadvantage on attacks. Remove at end of next turn. CURSE - Gain CURSE attack modifier card. Player Reference 574 Shield - Reduce attack damage. Retaliate - Attackers suffer damage. PUSH - Force target to move away. PULL - Force target to move closer. PIERCE - Negate target’s shield. INVISIBLE - Cannot be attacked. Remove at end of next turn. STRENGTHEN - Advantage on attacks. Remove at end of next turn. REGENERATE - Heal 1 HP at start of turn. Remove when damaged. BLESS - Gain BLESS attack modifier card. Reveal the top two cards of any non-boss monster ability card deck, then place them back in any order. 1 Reveal the top four cards instead, . : 1 Shield 2 Affect all allies within Range 2 1 2 2 13 1 Protective Aura 576 Heal 1 Affect all allies REGENERATE Reveal the top three cards of any attack modifier deck, then place them back in any order. Reveal the top five cards instead, . 1 : 2 2 82 1 Peer into Battle 574 Diviner Doomstalker Summoner The following 6 cards are updates to ability cards of locked classes. In order to avoid potential spoilers, only take them out and replace the older versions from the base game if you have unlocked the relevant class. Card 1: Card 2: Card 3: Cards 4-6: Move + 0 Attack - 1 MUDDLE 12 Tracker 991 Tracker 12 11 10 9 8 7 6 5 4 3 2 1 Arid : : : 10 gold 622 : : : : : : Ignore negative scenario effects and add two cards Add two CURSE cards Add two Heal 1, Self cards Replace one card with one Heal 2, Affect any ally card Replace one card with one REGENERATE , Self card Replace one card with one CURSE card Replace one card with one MUDDLE card Replace one card with one card Replace one card with one card Replace one card with one Shield 1, Affect any ally card Replace two cards with one Shield 1, Self card Remove one card Aesther Diviner Remove two cards 31 Event Cards 1 Sticker Sheet Option A: Explain you are peaceful travelers looking for safe passage. Option B: State that you are veteran adventures not to be trifled with. The dimensional portal opens up on what you can only describe as paradise. Idyllic fields spread as far as the eyes can see, in colors you never thought possible. Before you lays a winding path through a grove of trees with bright pink flowers and orange leaves. The aroma alone threatens to overwhelm you as you walk in awe of your surroundings. Suddenly, you are interrupted by a shout. Flying down from the trees, something a third the size of a regular human, with wings sprouting from its back, lands in front of you. “State your name and business,” it demands. You hesitate, not certain how to respond. 02 Option A: Visit the city. Option B: Climb the mountain. Passing through the planar rift, you come upon a spacious plain. A road leads towards a colossal city surrounded by a great river. Enormous white walls shoot upward on all sides, with numerous towers jutting up above them, connected by sky bridges looming over the city’s center. Atop the tallest tower waves a banner depicting a white teardrop cradled in a spiral of seven colors. Everything about this place gleams of dignity and power. In the other direction, you see a mountain stretching miles into the sky like a jagged dagger stabbing through the clouds. Smoke rises from its peak. Never have you seen something of such magnitude. Its very presence calls out to the adventurer in you, daring you to conquer it. 01 83 The road stretches out before you, endless and unremarkable. Your spirits flag and your steps drag, having traveled it so many times—from Gloomhaven, back to Gloomhaven—you’ve committed all its twists and turns to memory. In fact, even these thoughts feel familiar. To get your mind off the drudgery, you begin to reflect on Cassandra, the Diviner who tore up the Sleeping Lion and went on to destroy great evil. Without warning, a colorful, circular fissure opens before you as you walk. It beckons you to step into the unknown. Option A: Step through the portal. Option B: Trust that the road will provide you with enough excitement. 82 The road stretches out before you, endless and unremarkable. Your spirits flag and your steps drag, having traveled it so many times—from Gloomhaven, back to Gloomhaven—you’ve committed all its twists and turns to memory. But something is strange today. No birds chirp. No animals cross your path. There is a hot, dry wind in the air and no clouds overhead. A sense of foreboding creeps over you. And then, before you appears a colorful, circular fissure hanging in front of you, beckoning you to step into the unknown. Beyond that whirling maelstrom is an unfamiliar world with possibilities and risks—possibly even a short cut to where you are going. You hesitate with indecision… Option A: Step through the portal. Option B: Trust that the road will provide you with enough excitement. 83 The countless tales told of the Diviner Cassandra weigh heavily on your mind. All the strange, new places she’s visited seem to taunt you. Being stuck carrying out plain old mercenary work is somehow lacking. A wanderlust is calling you. Traveling to far away locales is always more exciting and daring. Maybe it’s time to leave Gloomhaven, to sate your thirst for exploration away from the mundane goings-on of the city. Or maybe it’s only a temporary melancholy, one you can wash away with a long night of revelry and celebration of good times past. Option A: Prepare to leave Gloomhaven. Option B: Indulge yourself with gambling and drinks at the first available bar. 82 Heading through the Boiler District, you approach the rundown tavern of the Crooked Bone, hoping Hail may be able to answer a question regarding your current quest. You take all the necessary precautions to avoid disrupting her and patiently wait outside. After a few minutes, she appears beside you. “Well, look at that! Bright-eyed adventurers showing up on my doorstep, searching for fame and fortune. It just so happens that I am running out of materials for my experiments.” She hands you a crumpled list while continuing to talk. “If you would be so kind as to grab some of this while you’re out, it may bring you fame or possibly fortune. Who’s to say, really?” She then disappears before you can even speak. Option A: Retrieve some herbs and mushrooms on a quick trip outside the city. Option B: Collect some monster entrails during your next quest. 2x 9x 20x Road City Rift 4x 8x 5 6 2 4 1 2 - - Target 2 Target 2 5 6 3 4 1 2 - - Shield 1 Target 3 Target 2 5 7 3 4 2 3 - - Shield 1 Target 3 Target 2 7 10 3 4 2 3 - - Shield 1 Target 3 Target 2 Shield 1 Shield 1 Shield 1 Living Bones Living Bones Living Bones Living Bones 0 1 2 3
3 Any overlay tile with a white border is considered a wall. All hexes that the tile occupies are walls, which function exactly like the walls on the border of a map tile. They cannot be moved through, even with Flying or Jump , and block all line-of-sight. They are not considered obstacles. Teleport is an ability that transports a figure to a specific location without evaluating moving through all the hexes between where the figure currently is and where it is going. However, it is not considered a Move ability (and thus can be performed while the figure has IMMOBILIZE ). It is also not inhibited by enemies, walls, obstacles, or any type of terrain when evaluating its path. The hex a figure teleports to must be a valid hex for that figure to occupy, and any effects of entering that hex will trigger normally, such as traps, hazardous terrain, or special character abilities. A figure cannot teleport into an unrevealed room. New Rules FOCUS Some monster abilities specify that the monster find a focus following criteria other than whoever is closest. Follow the specified priority first, but if there is a tie, break the tie using normal focusing rules. REGENERATE REGENERATE is a positive condition. If a figure has REGENERATE, it performs a "Heal 1, Self" action at the start of each of its turns (even if the figure has STUN ). If the figure suffers any damage, the REGENERATE token is removed and the damage continues normally. If a figure has both WOUND and REGENERATE at the start of its turn, the REGENERATE effect happens first, removing the WOUND token and healing normally. TELEPORT WALL OVERLAYS MIXED ELEMENTS Rifts are permanent overlay tiles the Diviner can create. Though the effects of a Rift ability usually last until the end of the round, any Rifts created with that ability remain on the map to be activated by future Rift abilities, as well. A hex with a rift is not considered empty, nor is it considered negative. The Diviner can only have five Rifts on the map at once. If a sixth were to be placed, remove one of the others. RIFTS An element symbol showing art of two different element icons can be considered to be either one of the elements, but not both. ABILITY CARD LINES These lines separate the individual abilities of a card action. Regenerate can be placed on any main ability line that affects allies or yourself. EVENT REQUIREMENTS Some event cards may contain requirements similar to scenarios. If a party does not meet the requirements of an event card, simply draw another one and shuffle the card with the unmet requirements back into the top three cards of the deck. Do not proceed through the rest of this book until you have completed scenario #51! ENHANCEMENTS Base Enhancement Cost Base Other Effects Cost Teleport 40g Regenerate 50g
4 Weeks after the calamity, Hail still refuses to talk about what happened in the Void, but you can't get the words of the Gloom out of your head—they haunt your dreams and waking hours. Hail called him Bastian, and Dominic gave you the story of his fall, but many things are still unclear. The entity you fought—what was left of Bastian's form—was just a vessel. What possessed him is immortal and eternal and might, at this very moment, be plotting its revenge. This thought, more that anything, keeps you on edge. And why does Hail remain so secretive about it? There is surely something still to be done, and yet, she refuses to help. How can this oath of hers be so important? What you need is more information, but you have been barred from the ruins beneath the Void. Some secretive group of militant humans, funded by the Deslin estate, has cordoned off the area for private study. It is obviously the work of the Vigil, but little can be done with so much power behind them. At least for now. The scars of your battles still persist, healing much more slowly than they should. Three horrible creatures and the Gloom itself fell to your assaults, but when you close your eyes, you can still see them clear as day. You shudder, thinking about what horrors may still come. For now, you decide a night of drinking is in order— gambling and ale to subdue the memories of the past and the predictions of the future. At this time, one player must create a new character of the Diviner class, following all normal rules for character creation, except do not name her and do not draw a personal quest for her. Each numbered scenario in this book requires this created Diviner to be played and will be lost if she is ever exhausted. Some scenarios will also require her to be set up in a specific hex, denoted with the icon. This book contains the introductory sections of each scenario, and the “Section Links” texts found throughout many of the following scenarios will direct you to the numbered sections of the accompanying “Supplemental Scenario Guide” book. The page numbers referenced for those sections are all in the supplemental book. Read the numbered sections of that book only when told to do so, do not look ahead in the book, and do not open any sealed envelopes unless told to do so. When playing a scenario, it is recommended to always keep the introductory section in this book on hand, even as you go through sections in the other book. You will also come across a “Scenario Goal” text in each scenario. When this goal is fulfilled, immediately read the section for the conclusion. Do not play out the rest of the round. Special Conditions for Advancing the Story Gain 2 “Knowledge is Power” global achievements: read section 27 on page 10 Gain “Through the Portal” global achievement: read section 33 on page 12 Gain 3 “Pieces of an Artifact” global achievements: read section 49 on page 17 Gain “Mechanical Splendor” global achievement: read section 62 on page 21 Gain 2 “A Peril Averted” global achievements: read section 118 on page 37 Unexpected Visitors 96 (B-13) New Location :
5 Links: Gloomhaven You are fond of the old, familiar atmosphere that has returned to the Sleeping Lion. The patrons are more carefree, and some guests even offer you a round of drinks, remembering you as the mercenaries who stopped that crazy vortex of black sand. You are on your third round, however, when a tear in the fabric of reality opens on the far wall, sending people into a panic. You’ve seen enough of this sort of stuff to know that what follows can’t be good. A female Aesther stumbles out of the tear, looking ragged and harried. “Please! I need your assistance!” she shouts in your direction. She turns to close the portal, but demons of wind still claw their way through before it shuts. The chaos in the Sleeping Lion reaches a crescendo, and everyone flees the scene screaming. Everyone but you, of course. You grab your gear and spring into action, but not before three more portals open around you. A variety of other demons emerge, destroying large sections of the bar. If you weren’t angry about your night being interrupted before, you certainly are now. Dark corridors , , and are portals to different planes of existence. All non-adjacent portal hexes sharing the same identifier (e.g., , , or ) are considered adjacent for the purposes of movement and finding focus but not for lineof-sight. Track the number of rounds throughout the scenario. Starting from the fourth round, at the end of every round, one demon spawns adjacent to a portal, in the order of (Frost Demons), (Flame Demons), (Earth Demons), repeat. All demon spawns are normal for two characters. Earth Demon spawns are elite for three characters. Frost and Flame Demon spawns are elite for four characters. The Diviner can Teleport to any revealed hex containing a Dark Corridor on the map Earth Demon Flame Demon Frost Demon Treasure Tile (x1) Barrel (x2) Table (x3) regardless of distance, but otherwise no figure can Teleport between rooms. The first time any character enters portal: a , read section 34 on page 12. b , read section 01 on page 3. c , read section 24 on page 10. When all altars are destroyed, read section 38 on page 14. Wind Demon Boulder (x1) Cabinet (x2) Large Boulders (x2) a b c a b c b c a a b c d e f Special Rules : Introduction : Section Links : Scenario Goal : 91 C2b C1a B4b Maps : I1a I2b Layout : a b c Unexpected Visitors Goal : Destroy altars , , and Requirements : End of Gloom (Global) COMPLETE # 96 B-13 Dark Corridor (x3) 9 6 9 6 I2b I1a C1a C2b B4b
6 Links: Dimensional Travel Once you are prepared, Cassandra holds up a sketch of a building layout. “We are going to the Vault of Knowledge, and there are four documents we need to find within its vast halls. Bastian went to incredible and alarming lengths to collect all the knowledge of the world in his quest to reach other planes. Looking back now, it is easy to see the influence of the corruption, but at the time, we were blind to his true motives, even as we disagreed with his methods.” She sighs and then continues, “The first scroll we’re after is a meticulous documentation of Orchid history and their wealth of insight gained through meditation. The next is a paper from a great biologist of our time, who studied the building blocks of life to determine what gave people their various traits. The third is a technical research record, one of Bastian’s own works, and should contain his design for the rift device that led to the Upheaval. Lastly, we seek an atlas of the known world in those days, one that contains the locations of all our nation’s research labs, which we may need to visit.” Cassandra raises her hand and starts to draw strange markings in the air. They begin to form complex patterns, and soon the tiniest of rifts appears before you. With elegant gestures, she widens it until the portal fully opens. “We should move quickly. The corruption was surely alerted to our interference when we destroyed those tainted spheres. It may very well be sending its agents after us even now.” Instantly upon entering the portal, you arrive in a pitch-black hall. After illuminating the area, you notice several mechanical apparatuses encased in an odd, black glass. Presumably, each must somehow connect to one of the four doors around the room. “Ah, I forgot to mention,” Cassandra whispers, “Bastian most certainly put some traps in place to hinder any unwanted access to his wealth of knowledge. If we work together, though, it shouldn’t prove too much of a problem.” Add two CURSE cards to each character’s attack modifier deck as a scenario effect. All doors are locked and cannot be opened until instructed. The first time any character ends their turn on pressure plate: a , read section 23 on page 9. b , read section 40 on page 15. c , read section 112 on page 36. d , read section 119 on page 38. When four Goal treasure tiles have been looted, read section 07 on page 4. Layout: Living Bones Living Corpse Black Imp Obsidian Glass (x4) Pressure Plate (x4) Wall Section (x4) a b d c L1a E1a A3b Maps : L2b N1a a b c d Introduction : Section Links : Scenario Goal : Special Rules : e f g h Goal : Loot four Goal treasure tiles Requirements : None Lore Untold # 97 A-17 9 7 L2b N1b L1a A3b E1a
7 Links: Gloomhaven You set about gathering information on the possible whereabouts of Orchid scholars and learn an envoy from across the sea is scheduled to arrive this evening. Apparently, there is some sort of historical conference at the University, which means the Orchids should have important literature from their continent with them. Cassandra is quite certain they’ve documented the Upheaval, the Demon War with the Valraths, and the founding of the city. You are on your way to the New Docks to meet the ship, when a female Orchid runs towards you in a panic. “Raiders are attacking our fleet, looting and torching our cargo! Please, you must help!” “Agents of corruption!” Cassandra says. “We are surely on the right track. We must hurry, before that which we seek is lost!” As you run to the docks, you spot a group of ruffians guiding tamed drakes, which spit fire at the Orchid ships. Not only that, but they’ve brought a cannonade to bombard the fleet. You will need to work quickly to douse the flames, dispose of these interlopers, and save as many of the records as you can. Tiles B1a and B4a represent ship . Tiles B2a and B3a represent ship . At the start of every round, place 1 damage token next to both ships and . If there are ever 12 or more damage tokens next to a ship, the Orchid record on that ship is destroyed. If both Orchid records are destroyed, the scenario is lost. Whenever the Ancient Artillery would perform an Attack action, place 1 damage token next to ship instead. If that ship has 12 or more damage tokens next to it, place 1 damage token next to ship instead. Wall sections are ship railings and cannot be moved or destroyed. Any character adjacent to fountain may forgo a top action (discarding one card instead) to pick up a bucket of water, signified by placing a water tile on that character’s mat. Each character can only hold one bucket of water at a time. This water can be used later to help dowse the flames on the Orchid ships. The first time any character enters a ship railing bordering ship or opens door , read section 04 on page 3. The first time any character enters a ship railing bordering ship or opens door , read section 32 on page 12. If the Record of Accounts is saved and the Record of the Journey is destroyed, read section 59 on page 20. If the Record of the Journey is saved and the Record of Accounts is destroyed, read section 55 on page 19. If both Orchid records are saved, read section 82 on page 27. Fountain (x1) Wall Section (x4) Ancient Artillery Spitting Drake Bandit Archer Bandit Guard Introduction : Special Rules : Section Links : Scenario Goal : a b c a b 1 2 d a b a b c d c c c 1 2 B2a B1a A4b Maps : B3a B4a H3b b a Layout : Past in Flames Goal : Save one or both Orchid records before the flames consume them Requirements : None # 98 D-18 9 8 A4b H3b B4a B1a B2a B3a
8 Links: Dimensional Travel “I think we should take a little field trip into the city,” Cassandra muses. “I am convinced there is more fallout from the eruption of the Void that we are not seeing. Sometimes these things linger, but more corruption is soon to emerge. It’s all cause and effect, and we should be there to stop it.” You begin at the Void, watching the Vigil’s cronies excavating while Cassandra sits in a trance, murmuring. Eventually, she moves east, into the Traveler’s District. The houses get more and more extravagant the farther in you go until she guides you into the Sekhem Gardens, a greenhouse featuring flora native to the Red Desert. It is a popular place for wealthy Valrath merchants to wander and feel at home. She circles the grounds for a while, constantly muttering under her breath, which elicits quite a number of annoyed glances from the civilians strolling about. Finally, she stops at a bench and sits in silence for a minute. You are still contemplating whether to sit yourself when she abruptly stands and points to the east. “Yes, there it is,” she pronounces. You look at where she is pointing and see nothing at first, but then, all at once, a black fog rolls through the gardens toward you, and the Valraths in the vicinity suddenly freeze in place, displaying shock and horror on their faces. Hooded figures appear from the fog, a strange emblem adorning their robes—two horizontal lines crossing a crudely drawn circle. They chant a short spell in unison, and nightmarish creatures emerge from the ground, set on attacking the paralyzed Valraths. “They aim to kill the innocents!” Cassandra laments. “We can’t let that happen!” All characters start the scenario with MUDDLE as a scenario effect. Whenever a Cultist would summon a Living Bones, it summons one Black Imp instead. Normal Cultists summon normal Black Imps, and elite Cultists summon elite Black Imps. Civilians , represented by numbered tokens, have 2x(L+C) hit points. They are allies to you and enemies to all monster types. They do not act, and have an initiative of 50 for the purpose of monster focusing. If five or more civilians are killed, the scenario is lost. The first time any civilian is killed, read section 08 on page 28. When any character opens door , read section 100 on page 57. If all enemies are killed and exactly four civilians are alive, read section 25 on page 10. If all enemies are killed and five or more civilians are alive, read section 16 on page 7. Deep Terror Black Cultist Imp Table (x1) Thorns (x3) Bush (x1) Stump (x1) Tree (x2) Layout: a a a 1 N1b L2b L1a Maps : a 1 a Introduction : Special Rules : Section Links : Scenario Goal : a Goal : Kill all enemies and protect at least four civilians Requirements : None Aftershocks # 99 B-16 9 9 N1b L2b L1a
9 Links: Dimensional Travel Place four numbered tokens next to the round tracker. These will be used to keep track of the number of gears deactivated throughout the scenario. Stone pillar cannot be moved or destroyed. Doors are locked and cannot be opened until instructed. If any figure occupies a door when it closes, they suffer trap damage and move to the closest unoccupied hex on tile F1a. If players arrive at a previously revealed room, do not reset it. Instead, leave it in its current state and place a damage token next to the room. All characters will then suffer damage equal to the number of damage tokens next to the room. If there are ever 4 damage tokens next to a single room, the scenario is lost. Throughout the scenario, when any character ends their turn on pressure plate or , close doors , refer to the number of tokens next to the round tracker, and read the section indicated in the table for the current room (see below). Number of tokens Pressure plate Pressure plate 4 14 on page 6 22 on page 9 If there are ever no numbered tokens next to the round tracker, read section 110 on page 36. When all tiles are revealed and all enemies are killed, read section 36 on page 13. Pressure Plate (x2) Stone Golem In the atlas you discovered, Cassandra indicates the location of one of Bastian’s subterranean workshops—northwest of Gloomhaven, past the Still River in the Copperneck Mountains. “It will not be accessible from the surface, so we’ll have to enter it another way. And it probably goes without saying, but we’re bound to be confronted by guardians and traps within.” After preparing the necessary equipment, Cassandra lifts her hands and starts to draw signs in the air. A fissure in space opens wide, and she gestures for you to enter. You brace for the usual chaos of dimensional travel. An elongated chamber greets you on the other side. In front of you sits a complicated apparatus of various pistons, springs, and gears contained in a thick glass cylinder that spans from floor to ceiling. Nearby, two operating pressure plates link to it. And at the opposite end of the chamber, you see a pair of doors adorned with more clockwork mechanics. Numerous glyphs are etched into the walls, written in the ancient language you have encountered many times before. They seem random, however, not forming any words or sentences you recognize. There is also a glass control panel embedded in the stone to your left, which Cassandra approaches, wipes the dust off of, and places her palm upon. “It’s possible my old research credentials will grant us access to this facility’s systems,” she says. Certain glyphs around you begin to glow with a viridian hue, and the machinery beneath your feet begins to hum, but an ominous message then flashes across the screen: “Biometrics not recognized. Defense system activated. Unauthorized intruders will be dealt with accordingly.” “Well,” Cassandra sighs, “it was worth a shot. Sorry, I guess we’ll have to do this the hard way instead.” Stone Pillar (x1) a b c 1 1 D1a B3b B2b Maps : F1a I1b b a c 1 Introduction : Special Rules : Section Links : Scenario Goal : 1 b c Shifting Gears Goal : Reveal all tiles and kill all enemies Requirements : None # 100 E-9 1 0 0 Layout: F1a B3b B2b D1a I1b
10 Links: Dimensional Travel You are carousing in the Sleeping Lion one evening when an Inox Keeper of the Oak approaches. She speaks so quietly, you can barely hear her voice. “I’ve heard unsettling news from my colleagues in the south. The Serpent’s Kiss River has darkened to black, corrupting the fresh water that is crucial to the marshlands. Can you investigate?” You swirl your drink in your mug, considering her proposition while she and Cassandra converse. You vaguely remember something about a tainted crypt in that area... “We’ll go at once,” you hear Cassandra saying resolutely. The Inox thanks you, disappearing as quietly as she came. Cassandra then waves her hand in the air and a portal appears beside your table. You begrudgingly follow her through, though you would have much preferred to finish your drink. On the other side, you find yourself knee-deep in the Lingering Swamp, greeted by heavy rain. You grimace and shiver as you trudge behind Cassandra through the mire, sensing a strange and ominous presence beyond the mist. Eventually, you reach the desolate entrance of a crypt that is overgrown with swampland moss, its roof full of holes. Black water seeps from the building, funneled swiftly towards the river. You wince as a wave of the oozing liquid swirls around you, leaking into your boots. Just then, you hear the shrill cries of drakes coming from inside the crypt. They seem to have taken up permanent residence in the gateway. A memory flashes through your mind for the briefest of moments. It is of you, mere minutes ago, sitting by the warm hearth of the Sleeping Lion, enjoying your ice cold beer. Add three CURSE cards to each character’s attack modifier deck as a scenario effect. Track the number of rounds throughout the scenario. At the start of every round, both Spitting Drakes gain IMMOBILIZE . Additionally, they are immune to all forced movement. At the end of every even round, one Rending Drake spawns at both and , if the adjacent Spitting Drake is alive and without STUN . The drake spawns are both normal for two characters, normal at and elite at for three characters, or both elite for four characters. Spitting Drake Thorns (x4) Rending Drake Nest (x2) Wall Section (x1) Pressure Plate (x1) Boulder (x2) Log (x2) Damage Trap (x2) Door is locked and cannot be opened until instructed. Any character may forgo a top action (discarding one card instead) to PUSH boulder onto pressure plate . If the pressure plate is occupied, the boulder cannot be moved onto it. When boulder occupies pressure plate at the start of a round, read section 64 on page 22. When the source of unnatural darkness is destroyed, read section 63 on page 21. Layout : J1b H3b D1b Maps : J2b Introduction : Special Rules : Section Links : Scenario Goal : a b c a b 1 d c d b c d 1 m k Goal : Destroy the source of unnatural darkness Requirements : None Shrouded Crypt # 101 K-9 Water (x4) 1 0 1 D1b H3b J1b J2b a
11 Links: Dimensional Travel up. If the final value exceeds the necessary value listed in the table, the attempt is successful and the inhabitant is removed from the map. Otherwise, the attempt is a failure and the inhabitant remains, numbered token face up, for players to attempt to intimidate or persuade again. If a persuasion check fails, place 1 damage token next to the round tracker. If an intimidation check fails, place 2 damage tokens instead. Damage tokens next to the round tracker represent the level of suspicion in Velcyll Harbor aroused b y the players’ actions. If the level of suspicion ever exceeds 12-L, the scenario is lost. Token Intimidation Value Persuasion Value 1 3+L/2 3+L/2 2 4+L/2 2+L/2 3 5+L/2 1+L/2 4 3+L/2 2+L/2 5 4+L/2 4+L/2 6 4+L/2 3+L/2 7 5+L/2 2+L/2 8 2+L/2 4+L/2 9 3+L/2 3+L/2 10 2+L/2 5+L/2 11 3+L/2 4+L/2 12 4+L/2 3+L/2 When any character opens door: 1 , read section 03 on page 3. 2 , read section 21 on page 8. 5 , read section 115 on page 37. 3 , read section 12 on page 5. 4 , read section 105 on page 34. When 6+C inhabitants have been intimidated or persuaded, read section 114 on page 36. A trip to Velcyll Harbor is inevitable. With people, wares, and secrets in the hundreds passing daily through this Orchid capital city, surely you will be able to find information pertinent to your quest. Traveling by ship would take too long, so you naturally opt to maneuver through the dimensions again. Once there, you are overwhelmed by all of the activity. Shops and stands amass on every corner, and quite the crowd jostles through the streets. Orchids and Quatryls make up most of the population, but a few other races can be spotted among them, some unfamiliar to your eyes. You quickly realize your fame or infamy won’t amount for much in a place so far removed from Gloomhaven. Too few, if any, have heard your name. If you want to find out what the Orchids know about the time surrounding the Upheaval, it may not be as easy as knocking a few heads. The Orchids guard their knowledge carefully, so some amount of finesse could be required. Especially since you don’t want to arouse too many suspicions and have everyone clam up. Shuffle numbered tokens 1-7 and place them face down on each throughout the scenario. These represent important Orchid inhabitants. Then shuffle numbered tokens 8-12 and place them face down on each throughout the scenario. These represent important Quatryl inhabitants. All inhabitants are neither allies nor enemies to you, however any character adjacent to an inhabitant may perform an Attack or Heal ability targeting the inhabitant to make an intimidation or persuasion check, respectively. In either case, the character ignores Advantage, Disadvantage, all range values, listed targets, and effects except for conditions and those increasing the base value of the ability, and draws an attack modifier card, applying its value to the check. Each condition that would be applied, adds +1 to the result instead. After calculating the final value of an intimidation or persuasion check, flip the face down token face up and refer to the table to the right, with all values in the table rounded Layout: Shelf (x1) Special Rules : Introduction : Intimidation/ Persuasion Values : Scenario Goal : Section Links : a b a b 1 4 3 5 B3a B2a B1a Maps : F1a G2b H3b I2b a 2 b a 1 2 3 4 5 Bazaar of Knowledge Goal : Intimidate or persuade 6+C inhabitants without raising too much suspicion Requirements : Knowledge is Power (Global)x2 COMPLETE # 102M-19 1 0 2 B3a G2b B2a B1a I2b H3b F1a Table (x1)
12 Links: Dimensional Travel as she beckons you through. You suspect that her smile, however, may be hiding a grimace beneath. You decide to trust her judgment and step into the portal. All of your senses are overloaded at once as you fall through an endless abyss. Relief only comes when your very being is ripped apart, separated into its billions of base components. Strangely, even without ears, you begin to hear a screaming—a wave of madness vibrating through your disparate parts. The vibrations get stronger, and your being coalesces back into a recognizable form once again. The residues of an infinite pain echo through your bones as you emerge from the other side of the rift. And the screaming still persists. You look across the grassy landscape and see Cassandra at the top of a nearby hill, crouched with her face in her hands, wailing at the top of her lungs. You race to her as fast as your newly reformed legs will allow, but by the time you reach her side, she has collapsed into a trembling heap. “Time does not like to be probed or altered,” she whispers. “It fought back, but I prevailed in the end.” You notice Cassandra has become almost entirely transparent, as though she is hardly even here. “I’ll be fine,” she continues. “I just need a little time to recover.” You sit in silence, watching Cassandra examines her notes on the Orchid caravan that went missing during the early years of Gloomhaven. “There is no more information to find,” she sighs in frustration. “The only option we have left is to experience the events firsthand. Their departure from Gloomhaven to the Capital is documented, and I surmise they would have disappeared around here on the map, likely from raiders. If we protect them, we can earn their trust and learn about whatever it is they were transporting.” You stare at Cassandra dumbfounded as she gathers her belongings and concentrates on opening another rift. Her movements are more intricate, and you can see on her face that the endeavor is causing great strain. It takes time, but eventually a small, white tear appears in front of her, and she works towards making it larger. “Time is just another axis to travel upon,” she says, noticing your quizzical looks. “Given the proper procedures, of course. We need to be at the correct spot and tap into the right flow in the fabric. If we do so, we should end up when we want to be. Then again, on the other axis, we still want to arrive where we want to be. Hiccups may be unavoidable…” The rift is now large enough to enter, and Cassandra seems quite pleased with herself the road to the east as a cloud of dust slowly approaches. Once the Orchids arrive, you greet them amiably and explain you are travelers on your way to White Oak, taking a small rest. You offer to accompany them, and they warily agree. You don’t get much farther down the road before the attacks come. There are no defined monsters for this scenario. Instead, players will use the monster cards from the Game Variant: Random Dungeon Deck, and set up each revealed room, including the first, as they would set up a monster card (see pp. 50-51 of the rule book for details). Instead of using the entire monster deck, use only “Corrupted,” “Cutthroat,” “Drowned,” “Mangy,” “Rotting,” “Tribal,” “Venomous,” and “Wild.” The Orchid caravan , represented by a numbered token, has 2x(C+L)+3 hit points. It is an ally to you and an enemy to all monster types. It acts on initiative 99 each round, performing “Move 2” towards safety on tile M1b, opening doors and springing traps if necessary. If the Orchid caravan is killed the scenario is lost. When the Orchid caravan or any character opens a door , open the other door and read section 09 on page 5. When the Orchid caravan reaches safety, read section 89 on page 29. Bush (x1) Log (x2) a b 1 b 2 3 4 5 6 7 8 9 10 11 12 L1b D1b C2a Maps : M1b d d Layout : Special Rules : Introduction : Section Links : Scenario Goal : b a d b a Goal : Protect the Orchid caravan a until it reaches safety d Requirements : Knowledge is Power (Global)x2 COMPLETE Where It Is Needed # 103 H-8 1 0 3 L1b C2a D1b M1b
13 Protect Hail until she seals portals , , , and Links: Dimensional Travel a 4 3 2 1 You step into the Crooked Bone, not sure what to expect. As soon as Cassandra crosses the threshold, Hail immediately materializes in front of you. “What is she doing here?” The tone in Hail’s voice is different than anything you’ve heard from her before. “I am here,” Cassandra begins, “to humbly ask for your help, Hail.” The enchantress chuckles at you cynically. “Oh, interesting, you just want my help, huh? That’s rich. Tell me, Cassandra. When you ask for my help, is that like when the Scientific Collective asked you for insight into what Bastian was doing up in his lab and you refused to break his confidence? Or is it more like after the Upheaval, when all of us wanted to work together to reverse what Bastian had done and you decided to go on some mad vision quest instead?” “I am not denying my responsibility in what happened,” Cassandra says softly. “It has weighed on me for thousands of years.” “It has weighed on all of us for thousands of years! I am crushed under the weight of your mistakes, and the last thing I want is you here, invading the only thing I have left in this world, so please just—” “The corruption is not done with us yet!” Cassandra pleads. “Hate me if you want, but if you don’t help us, the destruction that follows will be on your head, too! In your anger, you will become what you hate.” There is a long silence as Hail stares at you, seething. “What do you want?” she asks at last. Cassandra breathes a sigh of relief and begins to explain the possible presence of a new rift in jargon you don’t quite understand. The discussion between the Aesthers lasts for at least a half hour, and by the end, fueled by a new problem to solve, it almost looks like Hail has put her animosity aside. Almost. A plan is formulated to close the rift. And so, after Hail grabs some supplies, Cassandra transports you to the heart of a purple-hued fissure. At each end, your own plane gives way to holes peeking at other realms full of monsters. Place four numbered tokens as shown. These represent portals to . Hail , 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 each round, performing “Move 3” towards portal . If Hail is killed, the scenario is lost. Track the number of rounds throughout the scenario. At the end of every even round, one monster spawns adjacent to a portal in the order of (Lurkers), (Sun Demons), (Spitting Drakes), (Harrower Infesters), repeat. All spawns are normal for two characters, Sun Demons and Harrower Infesters are elite for three characters, and all spawns are elite for four characters. When Hail enters portal , read section 52 on page 19. K2a K1b D2b Maps : Sun Demon Harrower Infester Lurker Stalagmites (x3) Rubble (x6) Rock Column (x3) Spitting Drake Special Rules : Introduction : Section Links : a 1 4 1 2 3 4 1 1 a 1 2 3 4 A Gaping Wound Goal : Requirements : Knowledge is Power (Global)x2 COMPLETE # 104 J-3 87 Treasure Tile (x1) 1 0 4
14 Links: Dimensional Travel Tree (x1) Given your success at the Sekhem Gardens, as you move about the city, inquiring about the Cult of the Void attacks, people begin opening up to you. “They appeared out of nowhere,” says a Valrath woman, shaking her head in disbelief. Streaks of tears shine on her face. “They struck my brother down and poured a vial of liquid over him. I watched his form begin to twist and turn. Then, he stood and fought against us—the very people he has known his whole life. I tried to stop him, but he lashed out at me, grabbing me by the throat. Were it not for a brave Savvas, I’d not be here today.” Leaving the woman in the arms of her family, you locate the Savvas she mentioned. It tells you the cultists invading the city were led by a translucent being. The Savvas then sends you to the Sanctuary of the Great Oak, saying the Head Keeper got a better look at the whole ordeal. You find old Athan Tredan in his quarters, annoyed at your intrusion but willing to cooperate. “I, well, if you must know, I hid behind a barrel and watched as an Aesther opened a gateway to a mountainous land. He led the invaders into our square. Through the portal, I saw an unfamiliar scene of a forest near a lake.” Cassandra ruminates on this information in her sanctum, sitting back to observe the flow of dimensional energies. Her forehead furrows in concentration. When she opens her eyes, she begins to speak. “Yes, I can see the Cult of the Void’s hideout deep in the Copperneck Mountains. When we travel there, we will face the victims of the assault in their new Valrath form. But make no mistake—they are beyond help. Our best course of action is to lay them to rest.” Via a planar rift, Cassandra brings you to a river near Copper Lake. Two cottages lie on either side of the stream. But as you approach, members of the cult lunge forth, emerging from the river and from behind the many trees. In the distance, a hulking Aesther with flaming blades bellows a series of commands in an unfamiliar tongue, then vanishes without a trace. All characters start the scenario with WOUND as a scenario effect. If “Dimensional Equilibrium” (Party) is incomplete, all Bandit Guards are one level higher than the scenario level, up to a maximum of 7. When any character opens a door: , read section 06 on page 4. , read section 28 on page 11. When all enemies are killed, read section 88 on page 29. Layout : I2b F1b B3a Maps : L1b L3a 2 1 2 1 Water (x24) Damage Trap (x6) Thorns (x4) Bandit Guard Valrath Tracker Bush (x2) Log (x1) Special Rules : Introduction : Section Links : Scenario Goal : 1 2 Goal : Kill all enemies Requirements : Knowledge is Power (Global)x2 COMPLETE and Hunting the Hunter (Party) INCOMPLETE Monstrosities of a Cult # 105B-10 1 0 5 I2b B3a L1b F1b L3a
15 Links: Dimensional Travel You take a boat out to the twin lighthouses on the fringe of Merchant’s Bay, listening to the sailors’ many far-fetched tales about the towers and how the structures ward off evil spirits, Lurkers, and every other manner of menacing creature an idle mind can conjure up. You circle the massive protrusions from the sea and can find no obvious entrance. “I told you,” the captain of the boat chides. “No man has found a way to enter those things for as long as I’ve been sailing. Maybe a cannon blast could open up a hole, but no one has ever dared invite whatever misfortune such a baseless act would bring.” “No need for that,” Cassandra says, creating a rift. “We could have done this from the town, of course, but being this close to the target makes it so much easier.” You arrive in a spacious entrance hall with illuminated power cables embedded in the floor. Instantly, an ominous foreboding overcomes you, possibly due to the six contraptions installed into the supporting pillars that circle the room. “They look like resonators that act to suppress elemental energies,” Cassandra says. “These are surely Bastian’s work. Discovering their purpose could be a necessary but disastrous endeavor.” You can’t help but also notice a set of ancient carvings etched into the far wall: Forgo such defiance to taste enlightened bliss, and peer across into ruins too cursed to touch. Hardly a moment later, you spot figures forming from the shadows—yet another ambush by agents of corruption. Place all six elemental infusion tokens on stone pillars to as shown. These stone pillars cannot be moved or destroyed. = , = , = , = , = , and = , read section 18 on page 7. = , = , = , = , = , and = , read section 68 on page 23. = , = , = , = , = , and = , read section 87 on page 29. = , = , = , = , = , and = , read section 91 on page 30. = , = , = , = , = , and = , read section 124 on page 39. When all enemies are killed, read section 116 on page 37. Aesther Scout Any element on a stone pillar cannot be infused (it is suppressed). Each stone pillar can only suppress one element at a time. Any character adjacent to a stone pillar with an elemental token on it may spend a free action during their turn to release that element and place its token on the Inert column of the elemental infusion board. Released elements may be infused normally. If an element is Strong, any character adjacent to a stone pillar with no elemental token on it may spend a free action during their turn to suppress that element and place its token on the adjacent stone pillar. When any character opens door: 1 , read section 13 on page 6. 2 , read section 35 on page 13. When the elemental tokens are arranged on the stone pillars as follows: = , = , = , = , = , and = , read section 11 on page 5. Stone Pillar (x6) a b c d f e 1 2 Layout : M1a D2a D1a Maps : g h i j k a f 1 2 Special Rules : Introduction : Section Links : Scenario Goal : a b c d e Kill all enemies Intricate Work Goal : Requirements : Knowledge is Power (Global)x2 COMPLETE # 106 I-12 f a b c d e f a b c d e f a b c d e f a b c d e f a b c d e f 1 0 6 D1a D2a M1a
16 Links: Dimensional Travel “I asked some ship captains about Bastian’s other facility along the eastern coast,” Cassandra says when you meet in your quarters to discuss your next move. “The only thing they are aware of in the area are Vermlings. No signs of any structures. “The facility is underground, of course, but I suspect it may be completely cut off from the surface. I can feel a faint energy signature, though, even from here. I am sure I can get us there using my powers. “One other thing to note, however, is that the blueprints we uncovered do not show how the many rooms connect to one another. The whole thing is just a mess of indecipherable scribbles, which is quite odd. Hopefully, we can make some sense of it when we get there.” Cassandra concentrates on creating a portal, and you step through into a dimly lit, narrow corridor. The walls are confining and loom over you, almost as if they are closing in. A musty air creeps into your nose, bringing with it the distinct smell of Vermlings. “This is odd,” Cassandra chimes in. “Have you noticed the floor? There is some magical aura about it, both empowering and draining. Our normal movements will be quickened by its energy, but I also feel its tendrils snaking around me, binding me to this plane. I may have trouble using some of my abilities. “I think it best not to fret too much about it. Let’s just head through one of these doors and find this device as quickly as possible.” Doors to are locked and cannot be opened until instructed. Place a numbered token face up on each, referencing the layout below for a complete depiction. Throughout the scenario, players will be instructed to flip these tokens over (from face down to face up or vice versa). When flipping one face down, the door unlocks and can be opened normally. When flipped face up, it closes, locks, and cannot be opened. If any figure occupies a door when it closes, they suffer trap damage and move to the closest unoccupied hex not on tile N1b. If a wall tile is moved into a space containing a figure, that figure suffers trap damage and is moved to the closest empty hex. All unmarked doors can be opened normally. All characters add +2 Move to all their Move actions. No figure can Teleport to a hex that cannot be traced back to the origin of the Teleport without going through a wall or closed door. Line-of-sight may be drawn such that it starts and/or ends at the corner of any wall, so long as it does not touch any part of a wall otherwise along its path. The first time any character reveals tile: A2a, read section 15 on page 7. A4b, read section 92 on page 30. L2b, read section 42 on page 15. L1a, read section 96 on page 31. A1a, read section 95 on page 31. B2b, read section 126 on page 39. A3b, read section 127 on page 40. When all enemies are killed, read section 48 on page 17. q s a1 n a2 a3 a4 a5 a6 o p r t m 2 3 4 5 6 8 9 Obsidian Glass (x6) Iron Wall (x6) 1 7 10 11 2 8 9 3 5 6 4 A1a A2a A3b A4b B2b L2b L1a Layout : A3b A2a A1a Maps : A4b B2b L1a L2b N1b Introduction : Special Rules : Section Links : Scenario Goal : 1 11 Goal : Kill all enemies Requirements : Knowledge is Power (Global)x2 COMPLETE Mechanical Genius # 107F-14 1 0 7 N1b
17 Links: Dimensional Travel Cassandra opens the first tome given to you by the Inox Keeper and begins to read aloud. The words written on the pages start to glow—a glow that soon engulfs the room and forms images around you. These images spin, and your vision fades into a swirl of vivid colors, the strands of which Cassandra grabs and condenses into a circular shape of ethereal energy. You now stand in darkness before a temporal gate. Beyond lie the grasslands of Stormbrew, where human and Valrath wage a bloody war. “Well, I must admit, this process is much easier when you have a reference manual,” Cassandra says, ushering you through the portal. “Still, we have only a limited time in this place.” You step onto a battlefield, and lightning flashes through the purple-tinted night sky. It illuminates a scene of carnage—hundreds of bodies litter the rolling hills, and still more are locked in desperate combat. “Everything you see has already occurred, and no matter what we affect, tonight is a drop of blood in the endless tides of the Demon War,” Cassandra explains. “So, our purpose is to collect what knowledge we can from the opposing commanders, Diamara and Xangroth. If we acquire one of their war diaries, it may suffice, but both would be better. At any rate, let us make sure we don’t join the corpses.” Before starting the scenario, players must choose how they will approach it. A (easy): If they decide to assist the Valraths, read section 44 on page 16. B (normal): If they decide to assist the humans, read section 37 on page 13. C (hard): If they decide to fight both sides, read section 101 on page 33. The commander summons one normal monster for two characters or one elite monster for three or four characters. The commander summons one normal monster for two or three characters, or one elite monster for four characters. Tree (x2) L3a L1b A4a Maps : N1a Valrath Savage Valrath Tracker City Archer City Guard Thorns (x3) Rubble (x6) Human Commander Valrath Commander Rock Column (x2) Bush (x3) Log (x2) Section Links : Introduction : Boss Special 1 : Boss Special 2: Kill all enemies and loot all treasure tiles Prologue to the End Goal : Requirements : Knowledge is Power (Global)x2 COMPLETE # 108 O-1 108
18 Links: Dimensional Travel Cassandra opens the second tome given to you by the Inox Keeper and sighs. “This recounts the end of the Demon War, where an Aesther—my husband, Naaret—intervened in the conflict.” She notices your surprise. “We were married before the Upheaval and fought together against the Gloom. After I was imprisoned, I waited for him to find me and release me, but he never did. Now that I am free, I still do not sense him anywhere.” Cassandra briefly hesitates. “I am sorry, but this mission is personal. I need to know what happened to Naaret, and his summit with the commanders of the Demon War is the last record I have of his activities. We must follow this thread.” Without further explanation, she begins to read from the book, describing the scene of two armies lost in a fog, confused and separated from their commanders. Your vision goes black, but you can still hear her hypnotic words. When your vision snaps back into focus, you find yourself in the very fog she was describing. “So much easier with a firsthand account,” Cassandra muses, quickly closing the tome. “But to the matter at hand. There is some dark trickery at work, and these soldiers will soon be at each other’s throats. We must delay them until their commanders return. Then we will find out from them exactly what happened to Naaret.” All Valrath Savages and Trackers are allies to each other and enemies to you and all other monster types. All City Guards and Archers are allies to each other and enemies to you and all other monster types. A monster will always prioritize focusing on an enemy monster over a character or character summon when they are the same distance away, regardless of initiative. If “Xangroth’s Aid” (Party) is complete, do not place City Guard during setup. Characters may treat all Valrath Savages and Trackers as allies for Heal and Shield abilities. Place one DISARM trap next to each character mat. Any character may forgo a top action (discarding one card instead) to place their trap in an adjacent empty hex. If “Diamara’s Aid” (Party) is complete, do not place Valrath Savage during setup. Characters may treat all City Guards and Archers as allies for Heal and Shield abilities. Place one water tile next to each character mat. Any character may forgo a top action (discarding one card instead) to place their water tile in an adjacent empty hex. If “Angels of Death” (Party) is complete, do not place City Guard or Valrath Savage during setup. Place one boulder obstacle next to each character mat. Any character may forgo a top action (discarding one card instead) to place their boulder in an adjacent empty hex. If C+1 monsters are killed or any character becomes exhausted, the scenario is lost. Track the number of rounds throughout the scenario. At the end of the tenth round, if no more than C monsters were killed, read section 58 on page 20. Rubble (x6) Bush (x2) Tree (x2) City Guard Valrath Savage City Archer Valrath Tracker Treasure Tile (x2) 94 80 a b M1b L3a L1b Maps : Special Rules : Introduction : Scenario Goal : b a b a Goal : Survive for ten rounds and protect the monsters from each other Requirements : Knowledge is Power (Global)x2 COMPLETE Epilogue of a War # 109 N-4 1 0 9
19 Links: Dimensional Travel All the available information points you to the Orchid High Council far across the Misty Sea in Velcyll Harbor. Someone named Ashtooth, the Keeper of Secrets, is the one most likely to have the Orchids’ accounting and insights of the time around the Upheaval. Unfortunately, gaining access to the High Council is not a simple process, especially for outsiders. It seems the only way is to emerge victorious from the fighting pits in the Coliseum of Refinement. All victors are awarded their prize in a special ceremony with the members of the council. When you arrive, the whole thing is more formal and composed than you expected. The arena is quite clean and the crowds almost polite. The first few fights could pass for civilized, though they are easily won. Without all the dirt and carnage, you begin to wonder what the point of this spectacle even is, especially given the stoicism of its organizers. Apparently, Cassandra tells you, these fights are an artifact of Velcyll absorbing another rebellious sect of Orchids. The fights keep the newcomers happy. “We may finally get a good battle for once!” one of the organizers says. “Ever since the Stoneblessed crew showed up, the matches have been a bit of a disappointment. They just destroy everyone. I hope you’re able to put up a good fight!” Doors and are locked and cannot be opened until instructed. 84 The Valrath Tracker is Selah Naberis and has hit points equal to an elite Valrath Tracker’s regular hit point value. He adds “Target C” and “PIERCE 10” to all his attacks. The Vermling Shaman is Sraka the Wise and has CxH/2 (rounded up) hit points, where H is an elite Vermling Shaman’s regular hit point value. The value of all her heals are doubled, and all CURSE and BLESS conditions she applies are applied twice. Any time she performs a Heal action, if the City Guard is within range and is damaged, she will prioritize healing him. The City Guard is The Steel Lion and has CxH/2 (rounded up) hit points, where H is an elite City Guard’s regular hit point value. He adds +1 to all his Move actions. As long as he is alive, all his allies gain “Shield X”, where X is the shield value printed on his stat card. The first C times he suffers 6 or more damage from a single source, he suffers no damage instead. All attacks targeting his allies when they are adjacent to him, target him instead, regardless of range. The Savvas Lavaflow is Uyart Ikkuma and has CxH/2 (rounded up) hit points, where H is an elite Savvas Lavaflow’s regular hit point value. All its summons are elite for three or four characters. Any consume element effects on its ability cards are applied if the element’s corresponding demon is present on the map. Track the number of rounds throughout the scenario. At the end of the fourth round, read section 129 on page 40. At the end of the eighth round, read section 134 on page 41. When all four named enemies are killed, read section 76 on page 25. 1 2 C1a B3b B2b Maps : C2b M1a Layout : Valrath Tracker Vermling Shaman Flame Demon Savvas Lavaflow City Guard Earth Demon POISON Trap (x6) Treasure Tile (x1) Stone Pillar (x4) 1 2 Special Rules : Introduction : Section Links : Scenario Goal : Kill all named enemies A Circular Solution Goal : Requirements : None # 110 L-19 1 1 0 B3b B2b C2b C1a M1a
20 Links: Gloomhaven You walk through the New Market at dusk after a storm, and Cassandra suddenly stops in her tracks, a distressed look on her face. “It was inevitable,” she sighs. “I knew they would come for us eventually, with all the trouble we’ve been causing. In a way, I guess I’ve been counting on it. Cause and effect, of course.” You don’t understand what she is saying at first. There is no evidence anything is out of the ordinary. But then again, maybe a lack of evidence itself is something worth noting. The streets are eerily quiet, and you can see no one moving about. Cassandra quickly turns and begins heading north. “Let’s head toward the gatehouse,” she says. “We may need some help with this.” Still half-bewildered, you follow her anyway, moving swiftly through the empty streets. Eventually, you see some figures in the darkness ahead, but your relief quickly turns to foreboding. These are treacherous foes. You stop to draw your weapons and a hollow laughter erupts from behind you. “Like lambs to the slaughter!” a voice says. You turn around to see a hulking Aesther with flaming knives. “I thought you lot were supposed to be clever, but now I’ve got you surrounded. All your meddling, your nosing about—it stops here! You’ve annoyed my master, witch, and for that you will die, along with your consort of fools!” “A Husk,” Cassandra says. “An empty shell filled with nothing but the corruption’s evil will. It exists only to kill and destroy. It will be nearly impossible to stop.” At this, the menacing Aesther once more erupts into laughter. “Rationalize all you want, oath-breaker. I know exactly what I am doing and what I am fighting for. That is what gives me the power to crush all of you under my boot. Can you say the same? It seems to me you lack conviction.” “We should perhaps consider running,” Cassandra says. This elicits one final bout of laughter from the Husk. The elite Aesther Ashblade is the Husk. It has HxC hit points, where H is an elite Aesther Ashblade’s regular hit point value, and is immune to STUN , DISARM , IMMOBILIZE , and all forced movement. The Husk cannot be reduced below 1 hit point. Track the number of rounds throughout the scenario. At the end of every third round, the Husk gains INVISIBLE . Escape occurs when all characters occupy, or have become exhausted while occupying, an exit on tile C1a. If any character becomes exhausted while not occupying an exit , the scenario goal below cannot be achieved. The first time any character opens a door , read section 67 on page 23. If the Husk is ever reduced to 1 hit point, read section 66 on page 22. When all characters escape, read section 99 on page 32. Aesther Ashblade Aesther Scout Black Imp Night Demon Water (x1) Damage Trap (x2) DISARM and CURSE Trap (x1) a 1 1 Layout : A4b A3b A2a Maps : C1a F1a G1b H1b H2b H3b Special Rules : Introduction : Section Links : Scenario Goal : a 1 a Goal : All characters must escape through an exit a Requirements : None The Shackles Loosen # 111 B-18 1 1 1 F1a A2a H3b H2b G1b A4b H1b A3b C1a
21 Links: Dimensional Travel Cassandra unfurls the old atlas and points at the central city on the map—the place where Gloomhaven now stands. “After I left Bastian’s research project,” she explains, “I joined another team working on building condensed energy sources. This was our lab. “Not long before the Upheaval, Bastian came in and took our finished work, but there should still be plenty of prototypes lying around. The ruins would be deep under the Old Docks—normally inaccessible, but that shouldn’t be a problem.” Cassandra creates a portal, but holds up a hand in warning. “Two things. First, I’m sure it will not surprise you that our lab had significant security measures that could still be active. Second, the prototype will still have to be powered up through a careful alignment of energy beams. It will not be easy, but I will do what I can to assist you.” Altars emit energy beams in the direction of their stairs along a straight line of hexes. If the path of any beam is interrupted by a figure, obstacle, or wall, it does not continue, except in the case of a mirror, wherein the beam would continue outward in a 60° or 180° angle, relative to its entry point, depending on the mirror’s orientation. To see further details and examples of these rules, read section 121 on page 62. Mirrors to correspond to the pressure plate of the same number. If any character ends their turn on a pressure plate, they may rotate the corresponding mirror by 60° or 120° and/or move the corresponding mirror to an empty hex adjacent to its current position. When all four beams emitted by altars have an unblocked path to fountain , read section 130 on page 40. Track the number of rounds throughout the scenario. At the end of the fourteenth round, read section 69 on page 23. 2 a 2 3 b 5 6 a 5 6 3 4 4 a 1 1 a Living Bones Stone Golem Ancient Artillery Damage and IMMOBILIZE Trap (x4) STUN and POISON Trap (x4) Pressure Plate (x6) Mirror (x6) Fountain (x1) Altar (x4) Stone Pillar (x4) K1a D2a D1a Maps : K2b Special Rules : Introduction : Scenario Goal : b a a 1 6 Direct the beams emitted by altars to fountain or survive for fourteen rounds The Bottom of It Goal : Requirements : None # 112 E-16 a b 1 1 2
22 Links: Dimensional Travel “First, we must travel to the location where Naaret was abducted.” Cassandra seems to be talking to herself more than anyone else. “Of course, it would be easier if we could study the site around the time of the incident, but given a lack of firsthand accounts, that would prove too risky.” She paces back and forth in thought, and then suddenly opens a rift in front of herself and steps through. You follow quickly behind. “There still should be enough of a trail through the planar barriers to get an idea of where he was taken,” she continues. “It was so long ago, but time is just another axis to gaze across.” She stares ahead in silence for a long while, as if watching a performance that is not there. “Yes! I see the threads now. And there, could it be? I would recognize Naaret’s energy anywhere, but it seems faint and damaged. I must move quickly!” Cassandra reaches out towards where her eyes are fixed and grabs at the fabric of space, ripping a hole through to another plane. The process seems more violent than usual, and you can see a strange intensity in her eyes. Still without acknowledging your presence, she steps through the tear and you follow close behind. You find yourself surrounded by cavern walls, but as you turn your gaze to the ceiling, you see there is none. You are looking at a sky filled with various streaks of colors beneath clusters of stars. Cassandra rushes to a male Aesther in the center of the room, suspended unconscious in mid-air by chains of clear crystal interlaced with a cold, white light. “Trapped in this plane of endless suffering for hundreds of years...” she whispers. “The monsters who did this will pay, but we must first release him from these horrific bonds. They are drawing their energy from four seals spread throughout this place. Find them!” Startled by her assertive demeanor, you look around the room and see two portals hovering in the darkness, as well as a pair of tunnels leading away from the room, but there are no signs of any seals. You move to investigate, but a loud clanking noise echoing from one of the tunnels gives you pause. You are not alone in here. A giant machine covered with crystalline plating and various steel armaments emerges from the dark. It looks deadly and invincible and determined to keep its prisoner exactly where he is. Seals have 5xC hit points. Any seal at or beyond the threshold of having 5, 10, or 15 damage tokens on it cannot suffer damage from any source until all other seals have at least the same multiple of 5 damage tokens on them. Naaret , represented by a numbered token, has 4+(2xL) hit points. He is an ally to you and an enemy to all monster types. He has an initiative of 50 for the purpose of monster focusing, is permanently immobilized, and immune to all forced movement and Teleport abilities. If Naaret is killed, the scenario is lost. Dark corridors , , and are portals to different locations on the map. Portals connect tiles D2b and L3b, portals connect tiles D2b and L2a, and portals connect tiles L2a and L3b. All non-adjacent portal hexes sharing the same identifier (e.g., , , or ) are considered adjacent for the purposes of movement and finding focus but not for line-of-sight. The Stone Golem is the Warden. It cannot be damaged in any way. The first time any character reveals tile: J1b, read section 94 on page 31. J2b, read section 60 on page 20. L2a, read section 30 on page 11. L3b, read section 108 on page 35. When all seals are destroyed, read section 117 on page 37. c b d 1 2 Stone Golem Stalagmites (x1) Crystal (x2) J2b J1b D2b Maps : L2a L3b Layout : L3b L2a J2b J1b a b Special Rules : Introduction : Section Links : Scenario Goal : a b c d e c d Goal : Destroy four seals and protect Naaret Requirements : None The Lost Thread # 113 H-16 Dark Corridor (x2) c d e e 1 1 3 D2b
23 Links: Gloomhaven “This is odd,” Cassandra says as you appear on the street outside the Crooked Bone. “My intention was to teleport directly inside. How could my calculations have been off on such a close journey?” She just shakes her head in annoyance and runs inside the building, calling out for Hail. “What is the meaning of—” An irate Hail appears, but seeing Cassandra’s expression, her own immediately changes. “We need to get you out of here,” Cassandra explains. “The agents of corruption will be here any second.” She makes the motions to create a portal, but nothing happens. “Looks like they may have already arrived,” Hail says dryly. “You have any other ideas?” You move toward the door, but even that seems to be barred from the outside. “Well, well, looks like you lot are trapped.” A sinister voice emerges from the other side of the room. “Why hunt down the witch, when she’ll just come to you? Now we can kill you all at the same time.” “Blasted puppets!” Hail growls. “We need to get to my storage closet. Follow me!” All characters start the scenario with POISON as a scenario effect. During the first two rounds, the initiative values of all monsters are considered 10 lower than the values on their ability cards. All Aesther Scouts and Ashblades are immune to all forced movement. Hail , represented by a numbered token, has 4+(2xL) hit points. She is an ally to you and an enemy to all monster types. She acts on initiative 99 each round, performing “Move 2” towards cabinet , opening doors and springing traps if necessary. If Hail is killed, the scenario is lost. When any character or Hail opens door , read section 17 on page 7. When Hail ends her turn adjacent to cabinet , read section 98 on page 32. a 1 Wind Demon Aesther Scout Aesther Ashblade Stairs (x2) Stone Pillar (x3) Table (x3) Rubble (x5) Barrel (x3) Crate (x2) Shelf (x2) b Layout : I1a G2b A1b Maps : I2b a b b a Special Rules : Introduction : Section Links : Scenario Goal : b 1 Protect Hail until she reaches cabinet Ink Not Yet Dry Goal : Requirements : None # 114 E-14 1 1 4 I1a I2b G2b A1b
24 Kill the Manifestation of Corruption Links: Dimensional Travel There are still many things you could do to better prepare for this journey, but the corruption grows more dangerous and bold every day. You will not be able to survive its onslaught forever, and it is best to strike quickly, before it grows further in power. It is time to cut this evil out by the roots. Cassandra begins the ritual, speaking in a strained voice as she performs gestures more complicated than any you have seen before. “I have found where the corruption hides—a realm of pure malicious intent—but that does not mean getting there will be easy. It no doubt knows we are coming and will do whatever it can to stop us.” Chaotic lines sprout from Cassandra’s hands as she moves, dancing and wrapping together to form an image in front of you—an image of the dark plane you seek. “The corruption will use every trick it has to destroy your flesh and spirit. My protections should shield you from the worst of it, but its power is immense. We cannot give in!” Dark tendrils gather in the center of the image and begin to slowly spread out. “If we can subdue it, the corruption will most definitely attempt to escape, so my primary concern will be to anchor it, separating the entire plane from the interdimensional void and its energy. With any luck, this will also lessen its power.” The tendrils begin to claw at the edges of the image, reaching beyond it into your plane. With a primal yell, Cassandra swipes at the shadowy fingers, sending them back through the portal with a powerful pulse of energy. “The time has come,” she says. “Now we must act.” The image expands, enveloping you and sending you cascading through the void. You can see, far ahead, your destination, but you feel the pull of an evil force, relentlessly attempting to cast you into the endless abyss. You resist with all of your will and are thankfully able to land safely at your destination. You find yourself on a blackened landscape filled with apparitions that pulsate in a sickening blue light. The ground beneath you is an ever-shifting mess of floating rock, interrupted in some places by colorless, glowing embers. Then, just like in the image you saw, a mass of dark energy begins to grow in the middle of your group. As soon as you lock eyes upon it, you can feel it clawing at your mind, bending your will to its own. You fight back, and the psychic force is reduced to just a constant throbbing pain at the base of your skull. You draw your weapons to attack, but it sends out a wave of hateful energy, knocking you backward. “Your defiance is meaningless!” A malignant thought reaches through your skull and rattles your brain, forcing you to your knees. All around you rifts appear, bringing forth corrupted Aesthers and Valraths to aid in the fight. “Look upon my endless servants! They know what is inevitable! They serve because they understand there is no other option!” The corrupted manifestation continues to grow, splaying out a chaotic jumble of tendrils. They begin to shoot through the planes, pulling back crystal shards that it feeds into its black heart. The shards contain images of various creatures, all screaming and wailing, their faces each a mask of deep suffering. “It is gathering the power it has stored across the infinite realms!” Cassandra cries. “We must strike now! Show this thing there is an alternative to its corrupted future—a future forged of steel and spells and blood!” Read section 20 on page 8 for the scenario map. Add three CURSE cards to each character’s attack modifier deck as a scenario effect. Open envelope D. The Manifestation of Corruption does not use the boss monster ability deck. Instead, it uses its own deck of ability cards found in this envelope. To build this deck, remove all cards with a level higher than the scenario level, plus the following legendary cards: A, if “A Circular Solution (110)” is complete; B, if “The Shackles Loosen (111)” is complete; C, if “The Bottom of It (112)” is complete; D, if “The Lost Thread (113)” is complete. Shuffle the remaining cards into a face down pile. At the start of every round, the Manifestation of Corruption plays its top two cards face down and reveals them normally, using the first as its lead card for initiative. During its turn, it performs the bottom action of the first card, then the top action of the second. If the Manifestation of Corruption has fewer than two cards in its deck at the end of any round, it will perform a short rest, losing one random level 0 card from its discard pile and shuffling the remaining discards into a new face down pile, below any card that may still be in its deck. If the Aesther Diviner is adjacent to altars or , she may forgo a top action (discarding one card instead) to place 5 damage tokens on it. Track the number of rounds throughout the scenario. At the start of every round, remove one damage token from each altar and . Remove an additional token at the start of the tenth round. The Manifestation of Corruption heals C/2 hit points (rounded down) for each damage token removed. At the end of both the fifth and tenth rounds, spawn one Valrath Savage and Tracker at if altar has no damage tokens on it, and three Black Imps at , if altar has no damage tokens on it. All spawns are normal for two characters, Valrath Savages and one Black Imp per spawning are elite for three characters, and all spawns are elite for four characters. The Manifestation of Corruption cannot be reduced below 1 hit point unless both altars and have at least one damage token on them. It is also immune to all forced movement. At the end of the fifteenth round, if the Manifestation of Corruption has not been killed, the scenario is lost. When the Manifestation of Corruption is killed, read section 51 on page 18. a b b a a c d b a b Section Links : Introduction : Scenario Goal : Goal : Requirements : None Future Uncertain # 115 H-16 Special Rules : 1 1 5
25 Forecast of the Inevitable Requirements: Diviner level 5 Goal: Unknown The book recovered from the Library of Inquiry has given you much to think about. It tells of an ancient place of meditation to the east that is said to bring visitors great peace. Gaining insight into the future does not come just through knowledge but also careful thought, and with all of the turmoil happening, it would be nice to find a quiet place to think on occasion. So on an uneventful day of studying tomes, you travel there by yourself, hoping that this spot will bring you some calm. About an hour into your study, however, a piercing pain in your head causes you to lose focus. Something is attacking your mind from beyond this plane. The torment grows steadily worse, and the only thing you can think to do is open rifts around you, creating makeshift wards against the psychic assault. The wards seem to function well enough, and with your mind back from the brink of chaos, you surmise this is the work of some dark force, taking an opportunity to attack while you are vulnerable. Your thoughts race, but you are not sure how to get out of this situation. So much of your energy is being put into maintaining the wards, you cannot create a portal to escape this place, and if you were to drop the wards, you wouldn’t have the concentration necessary to create the portal, anyway. As you are thinking things through, a rumbling further complicates the issue. From the ground in front of you, a massive earthen creature of malicious intent rises, and nearby, Valraths—clearly agents of evil—gate into your plane as well. Without a better plan, your only option is to run. Place one rift token at each . These have 3+L hit points and are immune to all conditions. They are considered allies to you and enemies to all monster types, but may still be moved through normally. Their initiative value functions like a Diviner’s summons for all purposes. Any rift within three hexes of you cannot be focused on or damaged in any way. Any time a rift would suffer damage, you may lose one card from your hand (or two from your discard pile) to negate the damage. If any rift is destroyed, the scenario is lost. You cannot place any more rift tokens. Any time you would place one, move a rift currently on the map to the target hex instead. This rift retains any damage it has suffered. A rift cannot occupy the same hex as another rift. If any monster enters a hex containing a rift token, or vice versa, that monster suffers 3 damage. Otherwise, all monsters cannot be damaged in any way. The elite Earth Demon has Hx3 hit points, where H is an elite Earth Demon’s regular hit point value. When you open door , read section 29 on page 11. The scenario goal is unknown at this point. Links: None a 1 a a a Earth Demon Valrath Log (x1) Savage Thorns (x2) L3a H2b G1a Maps : M1b Layout : Special Rules : Introduction : Section Links : Scenario Goal : 1 a M1b G1a L3a H2b
26 Tower to the Stars Links: None Requirements: Boldness Goal: Reach the top of the tower and kill all enemies Challenge You stand before a magnificent tower, stretching upwards as far as you can see. The top—if there is one—is obscured by clouds. In front of you are two massive, black doors with no obvious means to open them. You attempt to push hard against them, but as soon as you make contact, a ripple of light spreads away from where you touched, creating an elegant white writing as it moves. “Before there was order to the world, everyone was their own master,” the writing reads, then fades away to be replaced by more words. “Elham spent his days traveling the realm, admiring the great beauty of everything around him—the flowers, the sparkling gems, the majestic animals, and most of all, the people. Not wanting the beauty to fade, Elham created what you see before you—a place to house and preserve all that was pleasing to him.” As the last of the words recede, there is a rumbling, and the two doors slowly swing open. You hesitate briefly. The size of the tower is imposing, and you have no idea what awaits you inside. But you have come for adventure, and so you step forward into the unknown. You enter a dimly lit room filled with statues of armed humans alongside their hounds and ancient cannons. You notice how lifelike the figures look, and then one of the hounds suddenly shakes. Like dust, its coating of clay flies from its fur. All around you, the other statues begin to stir as well. This scenario can only be attempted once, then it is locked forever to all parties. Throughout the scenario, only once all monsters in a room are killed, may characters ascend to the next room by ending their turn on a numbered stairs (e.g., , , etc.). Remove their figure and any summons they own from the map. Do not alter their current hit point value, experience points, conditions, or cards in any way. For now, they cannot perform any abilities and are no longer considered to have a turn. If any character is exhausted, the scenario is lost. When all characters have ascended stairs , remove everything from the map and read section 47 on page 17. When all characters reach the top of the tower and all enemies are killed, read section 65 on page 22. 1 Ancient Artillery City Archer City Guard Damage Trap (x4) Stairs (x1) Wall Section (x2) Hound Stone Pillar (x2) N1b Maps : 1 2 1 Introduction : Special Rules : Section Links : Scenario Goal : Challenge