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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 1 Character Miniature 1 Character Board 28 Character Ability Cards 15 Attack Modifier Cards

Active Divine r e
Peer into Battl

Lost
9
Aura
1
Protective
Discard

of 1
top three cardsthen
B LongDZrest
Start of Round: A PlayDZ2DZcards
Choose one path Reveal the
A or B RevealDZmonsterDZactions,DZactDZinDZinitiativeDZ[DZDZDZ]DZorder.
modifier deck,
any attack back in any order.
Shield 2Range
B
A 99
Initiative [ ]: LeadingDZcardDZplayed
Thought to once
intellectual
be human, Aesthers were an
LoseDZoneDZdiscardDZ place them 2
On turn: PerformDZtopDZactionDZofDZone DZ society that delved too deeply into studies
andDZrecoverDZtheDZrest,DZ
of trans-planar travel. l the top five within
all allies
DZ 2
Something went horribly wrong
and they nowHealDZDZDZDZDZ(self)DZand
cardDZandDZbottomDZactionDZof live an eternal existence trapped between
the planes,refreshDZDZDZDZDZDZspentDZitems.
theDZotherDZinDZanyDZorder. forced to forever witness infinite realities
:
ReveaAffect
cards instea
d, 1 .
at once. Aesthers interact r.DZwith other races
Monster actions: EliteDZfirst,DZthenDZnormalDZinDZ
ascendingDZnumericalDZorde
as possible,
as little
preferring to stay out of their mundane 1
FocusDZonDZDZDZDZDZDZclosest,DZDZDZDZDZDZlow
1 estDZinitiative.DZ
2goings-on. An Aesther’s thirst for knowledge, however,
tackDZonDZfocus.
is insatiable, and they are willing to use their powers of

82
ThenDZmoveDZtoDZmaximizeDZat
shifting reality to further this pursuit.
End of round: DZDZReduceDZelementDZstrength. neDZrandomDZdiscardDZandDZrecoverDZ
2
13
CaughtDZDZ OptionalDZshortDZrest:DZloseDZo between the endless voids for thousands
of
theDZrest. years, a small group of Aesthers
DZDZ ShuffleDZDZDZDZDZDZattackDZandDZmon sterDZdecksDZwhereDZapplicab
other dimensions.
le. developed a curiosity for
For them, visiting as many realities as 2 2
possible became an addictive passion. Through
careful
study, patterns began to emerge in their observations
Hea2 l Revea 1 top two cards of any
over time. Realities no longer presented themselves l the deck,
ter ability cardorder.
as
chaotic inconsistencies, but rather as structured
9 so, it was only a mere strands Affect all allies
Conditions
1 2 3 4 5of cause 8 And
6 and7 effect.
beyond the horizons of their minds to genuinely step non-bTEoss monsthem back
in any
9
the future and bend
10 11 purposes.
divine
12 13 the14flow of temporal continuity for REGENERAthen place
6 7 8 their own top four
Reveal the d, 1 .
:
cards instea
574 1
82 / 83 576 985

2 Character Tuck Boxes 1 Character Pad 5 Character Tokens 5 Rift Overlay Tiles 6 Condition Tokens

Aesther Diviner Remove two cards


Remove one card
Replace two cards with
one Shield 1, Self card
Replace one card with one
Shield 1, Affect any
ally card
Replace one card with one
card
Replace one card with one
card
Replace one card with one
MUDDLE card
Replace one card with one
CURSE card
Replace one card with one
REGENERATE , Self card
Replace one card with one
Heal 2, Affect any ally card
Add two Heal 1, Self cards
Add two CURSE cards
Ignore negative scenario
effects and add two cards

: : :
: : :

23 Monster Standees 24 Monster Ability Cards 7 Monster Stat Sheets 2 Monster Stat Sleeves 12 Plastic Stands

ker
Valrath Trac CE 1
Tracker 1
6 11
PIER
2

2 Valrath Commander s
31 Living Bone 3
12 3 1 6 Targetd
2

2 12 WOUND
Target 2
5 1
Move +0 xC
2 5 2 1: Affect
Summon Valrath Tracker
Shield 1
3 4 Shiel
Target 2
Valrath Trac

Shield 1

Move -1, Heal 2,


2
2

all adjacent allies 1


-1 -
7 12

Attack 4 2: Move+0, Summon -


3

+0, Attack
3

2
2
1: Summon Valrath Tracker

Living Bone
Affect all adjacent allies

3 Valrath Savage
ker

6 Target
15xC
Move -1, Heal 2,

5
+0, Attack

3
4

2
3
2

-
Valrath Commander

MUDDLE
Valrath Commander
9

ker
+0, Summon
Valrath Trac

4
Valrath Savage

3 PIERCE Valrath
4 2: Move+0, Summon
3
5

-
s

2
4

7 Target
WOUND

Living Bone

4 Shield
3
2

s
-
2
2

2: Move
5

1: Summon Valrath Tracker

991
-

3
1
2
Affect all adjacent allies
Move -1, Heal 3,

WOUND

6 -
1 Savage

3 -
Target 2

4
3
1

2
+0, Attack

3 3
10xC
2
3
3

2 Shield 1
3AdvantaValrath
ge 8Savage 14 PUSH
3 4 Target 2
1 3 1 7 10 Shield
5 2: Move +0, Summon PIERCE
0

Target 3

4x 8x
1 Valrath +0, Attack
0

Tracallies 3 Living Bone


3 Affect all adjacent
Move -1, Heal 3,
ker s
0

18xC 1: Summon
Tracker
Valrath Tracker
WOUND , POISON
Valrath Commander 3

20 Item Cards 2 Random Dungeon Cards 2 Sealed Envelopes 8 Revised Character Cards 4 Revised Player References

Claymor e dote lity


Elemental Minor Anti Ring of Dua

Sum mo ner
Arid attack damage
.
POISON - Extra
damage when
Shield - Reduce prevents healing.
er attacked and

Doo mstalk
.
2 rs suffer damage
1 : Retaliate - Attacke Remove when
healed.

damage at start
away. WOUND - Sufferwhen healed.
target to move
4 PUSH - Force of turn. Remove

50 25 50
3 closer.
- Cannot move.
: PULL - Force
target to move
IMMOBILIZE
of next turn.
Remove at end
1/1timesAfter performingabilit y updates to PIERCE - Negate
target’s shield.
1/2 1/2 6 6 cards are s. In order
The following
attack.
ck,d gain The next three
POIS
, n of anydiately
top actio
theON
5 of locked classe only takens DISARM - Cannot next turn.
of
e atta imme ability cards tial spoilers, attacked. Remove at end
meleyou woul ition.you may m action of older versio - Cannot be
During your +2 Attapreve card,
ck nt the condperform the botto cannot
to avoid poten
them out and
replace theif you have INVISIBLE end of next turn.
Remove at do anything
but rest.
to add This item woul d 8
from the base
game STUN - Cannot next turn.
the same card.
on
- Advantage
relevant class.
of
ck. actions 7 Remove at end
to a single atta
STRENGTHEN at end of next turn.
used if both . be card icon unlocked the attacks. Remove on attacks.
trigger a lost Card 1: - Heal 1 HP
at start MUDDLE -
Disadvantage
of next turn.
10 REGENERATE when damaged. Remove at end
1021 1016 1015 9 Card 2: of turn. Remove
BLESS attack CURSE attack
Card 3: BLESS - Gain CURSE - Gain
modifier card. 574 modifier card.
12
: 10 gold Cards 4-6: nce nce
11 Player Refere Player Refere
622

31 Event Cards 1 Sticker Sheet

Looking for more official and fan-made


out before the Boiler the planar rift,
The road stretches Your Heading throughapproach the Passing througha spacious plain.
and unremarkable.
you, endless steps drag, having traveledto District, you of the Crooked Bone, a you come upon city
spirits flag and
your back
rundown tavern to answer You towards a colossal
times—from
Gloomhaven,twists and may be able A road leadsa great river. Enormous white
it so many you’ve committed all its out before hoping Hail quest.
your current to avoid told of the surrounded by on all sides, with
numerous
Gloomhaven— The road stretches Your question regarding precautions countless tales on walls shoot upward connected by dimensional portal opens
turns to memory. unremarkable. traveled take all the necessary wait outside.The Cassandra weigh heavily up above them, center. Atop
The describe
you can only as far as
No birds endless and
you,chirp. drag, having and patiently Diviner new places towers jutting over the city’s up on awhat
is strange today. and your steps Gloomhaven, back to
flagdry
a hot, disrupting her you. All the strange,
your mind. you. Being sky bridges loomingwaves a banner depicting fields spread
colors. Idyllic colors you never thought
But something There is
spirits
all its twists
and she appears beside seem to taunt work the tallest tower
as paradise.
of seven
cross your path. overhead. sense of
it soA many
times—from she’s visited out plain old mercenary cradled in a spiral
in
the eyes can see, you lays a winding flowers
path
No animals air and no clouds you’ve committed
Gloomhaven— In fact, even these thoughts
After a few minutes, adventurers
that! Bright-eyed stuckforcarrying fame is calling white teardrop this place gleams of dignity
wind in the “Well, look at my doorstep, searching A wanderlust is always Everything about possible. Beforeof trees with bright pinkthreatens

Gloomhaven scenarios?
over you. turns to memory. runninglacking.
foreboding creeps circular showing up on just so happens
that isI amsomehow to far away locales and power. through a grove leaves. The aroma
alone
awe of your
feel familiar.
a colorful, you begin to and fortune. It for my experiments.” you. Traveling and daring. stretching
and orange you walk in
you appears you
the drudgery, more exciting you see a mountain stabbing you as
And then, before in front of you, beckoning your mind off the Diviner who tore up
the out of materials to sate In the other direction, to overwhelm
dagger
fissure hanging
get whirling
BeyondTothat list while continuing Gloomhaven,from the sky like a jagged from its peak.
the unknown. on Cassandra, on to destroy great evil.
possibilities
reflect you a crumpled to grabit’s
asMaybe time to leave
some away miles into theclouds. Smoke rises surroundings.magnitude. interrupted by a shout.size of a
Flying
to step into an unfamiliar world with and went She hands you would so kind your fame orfor exploration
it’s through the seen something of such
maelstrom is to where
cutSleeping
you
Lion be
to talk. “If you’re out, it may bring youthirst the city. Or maybe Suddenly,inyouyou,are a third the back,
y even a short fissure opens goings-on of
She then you can wash Never have you calls out to the adventurer trees, something its
and risks—possibl hesitate with
indecision… a colorful, circularyou to step into of this while Who’s to say, speak.
mundane
really?” melancholy, oneand celebration Its very presence down from the with wings sprouting from
are going. You Without warning, you walk. It beckons possibly fortune. only a temporary of revelry conquer it. regular human,of you.
before you as you can even away with a long night daring you to
disappears before lands in front
the portal.the unknown. herbs and of good times past.
mushrooms it demands. You
through some the city. and business,”
Option A: Step Option A: Retrieve
outside the city. Option A: Visit “State your name to respond.
will provide
you
on a quick trip not certain how
that the road entrails during the mountain. hesitate,
Option B: Trust some monster Option B: Climb
excitement.
with enough Option B: Collect peaceful travelers
through the portal. your next quest. to leave Gloomhaven. you are
Option A: Step you Option A: Prepare Option A: Explain
82 will provide 82 gambling and 01 looking for safe
passage.
that the road yourself with adventures
Option B: Trustexcitement. Option B: Indulge
first available
bar. that you are veteran
with enough drinks at the Option B: State with.
not to be trifled
83 83 02

Visit www.cephalofair.com/gh-extra
Road City Rift
2x 9x 20x

2
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.
RIFTS
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.

TELEPORT
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.

WALL OVERLAYS
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.

MIXED ELEMENTS ENHANCEMENTS


An element symbol showing art of two
Base   Enhancement Cost Base Other Effects Cost
different element icons can be considered to
be either one of the elements, but not both. Teleport 40g Regenerate 50g

ABILITY CARD LINES Regenerate can be placed on any main ability line
that affects allies or yourself.
These lines separate the individual abilities
of a card action.

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!

3
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.

New Location :
Unexpected Visitors   96   (B-13)

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

4
# 96 B-13 Unexpected Visitors Links: Gloomhaven

Requirements : End of Gloom (Global) COMPLETE


Goal : Destroy altars d , e , and f 99
66
Introduction : Track the number of rounds throughout the regardless of distance, but otherwise no
You are fond of the old, familiar atmosphere scenario. Starting from the fourth round, at figure can Teleport between rooms.
that has returned to the Sleeping Lion. the end of every round, one demon spawns
The patrons are more carefree, and some adjacent to a portal, in the order of a
guests even offer you a round of drinks, (Frost Demons), b (Flame Demons), c Section Links :
remembering you as the mercenaries who (Earth Demons), repeat. The first time any character enters portal:
stopped that crazy vortex of black sand. a , read section 34 on page 12.
All demon spawns are normal for two b , read section 01 on page 3.
You are on your third round, however, when characters. Earth Demon spawns are elite c , read section 24 on page 10.
a tear in the fabric of reality opens on the far for three characters. Frost and Flame
wall, sending people into a panic. You’ve seen Demon spawns are elite for four characters.
enough of this sort of stuff to know that what Scenario Goal :
follows can’t be good. The Diviner can Teleport to any revealed When all altars are destroyed, read section 38
hex containing a Dark Corridor on the map on page 14.
A female Aesther stumbles out of the tear,
looking ragged and harried. “Please! I need
Layout :
your assistance!” she shouts in your direction.
She turns to close the portal, but demons of I2b
wind still claw their way through before it
shuts.
C1a I1a
The chaos in the Sleeping Lion reaches a C2b
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. B4b
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. Maps :
b
B4b
Special Rules : C1a
C2b
Dark corridors a , b , and c are I1a
portals to different planes of existence.
All non-adjacent portal hexes sharing the c I2b
same identifier (e.g., a , b , or c ) are
considered adjacent for the purposes of
movement and finding focus but not for line-
of-sight.

Dark
Corridor (x3)
91
a

Large
Boulders (x2)

Earth Flame Frost Wind Treasure Barrel Boulder Cabinet Table


Demon Demon Demon Demon Tile (x1) (x2) (x1) (x2) (x3)

5
# 97 A-17 Lore Untold Links: Dimensional Travel

Requirements : None
Goal : Loot four Goal treasure tiles
9
7
Introduction : Instantly upon entering the portal, you All doors are locked and cannot be opened
Once you are prepared, Cassandra holds arrive in a pitch-black hall. After illuminating until instructed.
up a sketch of a building layout. “We are the area, you notice several mechanical
going to the Vault of Knowledge, and there apparatuses encased in an odd, black glass.
are four documents we need to find within Presumably, each must somehow connect to Section Links :
its vast halls. Bastian went to incredible and one of the four doors around the room. The first time any character ends their turn
alarming lengths to collect all the knowledge on pressure plate:
of the world in his quest to reach other “Ah, I forgot to mention,” Cassandra whispers, a , read section 23 on page 9.
planes. Looking back now, it is easy to see the “Bastian most certainly put some traps in b , read section 40 on page 15.
influence of the corruption, but at the time, place to hinder any unwanted access to his c , read section 112 on page 36.
we were blind to his true motives, even as we wealth of knowledge. If we work together, d , read section 119 on page 38.
disagreed with his methods.” though, it shouldn’t prove too much of a
problem.”
She sighs and then continues, “The first scroll Scenario Goal :
we’re after is a meticulous documentation of When four Goal treasure tiles have been
Orchid history and their wealth of insight Special Rules : looted, read section 07 on page 4.
gained through meditation. The next is a Add two CURSE cards to each character’s
paper from a great biologist of our time, attack modifier deck as a scenario effect.
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 e
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
a b
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, h f
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.”

Layout: d c
Maps : A3b
A3b g
E1a
L1a L2b N1b L1a
L2b
N1a

E1a

Black Living Living Pressure Obsidian Wall


Imp Bones Corpse Plate (x4) Glass (x4) Section (x4)

6
# 98 D-18 Past in Flames Links: Gloomhaven

Requirements : None
Goal : Save one or both Orchid records before the flames consume them
Introduction : Special Rules : Section Links :
You set about gathering information on the Tiles B1a and B4a represent ship a . Tiles The first time any character enters a ship
possible whereabouts of Orchid scholars B2a and B3a represent ship b . railing bordering ship a or opens door
and learn an envoy from across the sea is 1 , read section 04 on page 3.
scheduled to arrive this evening. Apparently, At the start of every round, place 1 damage
there is some sort of historical conference token next to both ships a and b . If The first time any character enters a ship
at the University, which means the Orchids there are ever 12 or more damage tokens railing bordering ship b or opens door
should have important literature from their next to a ship, the Orchid record on that 2 , read section 32 on page 12. 9
continent with them. Cassandra is quite ship is destroyed. If both Orchid records are 8
certain they’ve documented the Upheaval, destroyed, the scenario is lost.
the Demon War with the Valraths, and the Scenario Goal :
founding of the city. Whenever the Ancient Artillery would If the Record of Accounts is saved and the
perform an Attack action, place 1 damage Record of the Journey is destroyed, read
You are on your way to the New Docks to token next to ship a instead. If that ship has section 59 on page 20.
meet the ship, when a female Orchid runs 12 or more damage tokens next to it, place 1
towards you in a panic. “Raiders are attacking damage token next to ship b instead. If the Record of the Journey is saved and the
our fleet, looting and torching our cargo! Record of Accounts is destroyed, read section
Please, you must help!” Wall sections c are ship railings and cannot 55 on page 19.
be moved or destroyed.
“Agents of corruption!” Cassandra says. “We If both Orchid records are saved, read section
are surely on the right track. We must hurry, Any character adjacent to fountain d 82 on page 27.
before that which we seek is lost!” may forgo a top action (discarding one card
instead) to pick up a bucket of water, signified
As you run to the docks, you spot a group of by placing a water tile on that character’s mat.
ruffians guiding tamed drakes, which spit fire Each character can only hold one bucket of
at the Orchid ships. Not only that, but they’ve water at a time. This water can be used later
brought a cannonade to bombard the fleet. to help dowse the flames on the Orchid ships.
You will need to work quickly to douse the
flames, dispose of these interlopers, and save
as many of the records as you can.

Maps :
A4b c c 1 c
B1a
B2a d
B3a
B4a
H3b

2 c
Layout :
B4a B1a
a
A4b H3b
B2a B3a Ancient Bandit Bandit Spitting Fountain Wall
b Artillery Archer Guard Drake (x1) Section (x4)

7
# 99 B-16 Aftershocks Links: Dimensional Travel

Requirements : None
Goal : Kill all enemies and protect at least four civilians a
Introduction : Special Rules : Section Links :
“I think we should take a little field trip into All characters start the scenario with The first time any civilian a is killed, read
the city,” Cassandra muses. “I am convinced MUDDLE as a scenario effect. section 08 on page 28.
there is more fallout from the eruption of the
Void that we are not seeing. Sometimes these Whenever a Cultist would summon a Living When any character opens door 1 , read
things linger, but more corruption is soon Bones, it summons one Black Imp instead. section 100 on page 57.
to emerge. It’s all cause and effect, and we Normal Cultists summon normal Black Imps,
9 should be there to stop it.” and elite Cultists summon elite Black Imps.
9 Scenario Goal :
You begin at the Void, watching the Vigil’s Civilians a , represented by numbered If all enemies are killed and exactly four
cronies excavating while Cassandra sits in a tokens, have 2x(L+C) hit points. They are civilians are alive, read section 25 on page 10.
trance, murmuring. Eventually, she moves allies to you and enemies to all monster types.
east, into the Traveler’s District. The houses They do not act, and have an initiative of 50 If all enemies are killed and five or more
get more and more extravagant the farther in for the purpose of monster focusing. If five or civilians are alive, read section 16 on page 7.
you go until she guides you into the Sekhem more civilians are killed, the scenario is lost.
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.
a
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. a 1
“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 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
Maps : Layout:
Valraths.
L1a
“They aim to kill the innocents!” Cassandra L2b
laments. “We can’t let that happen!” N1b L2b L1a
N1b

Black Cultist Deep Thorns Bush Stump Table Tree


Imp Terror (x3) (x1) (x1) (x1) (x2)

8
# 100 E-9 Shifting Gears Links: Dimensional Travel

Requirements : None
Goal : Reveal all tiles and kill all enemies
Introduction : Special Rules : Section Links :
In the atlas you discovered, Cassandra Place four numbered tokens next Throughout the scenario, when any character
indicates the location of one of Bastian’s to the round tracker. These will be used to ends their turn on pressure plate b or
subterranean workshops—northwest of keep track of the number of gears deactivated c , close doors 1 , refer to the number of
Gloomhaven, past the Still River in the throughout the scenario. tokens next to the round tracker, and read the
Copperneck Mountains. “It will not be section indicated in the table for the current
accessible from the surface, so we’ll have Stone pillar a cannot be moved or room (see below).
to enter it another way. And it probably destroyed.
goes without saying, but we’re bound to be Number Pressure Pressure
confronted by guardians and traps within.” Doors 1 are locked and cannot be opened of tokens plate b plate c
until instructed. If any figure occupies a door
After preparing the necessary equipment, when it closes, they suffer trap damage and 4 14 on 22 on
Cassandra lifts her hands and starts to draw move to the closest unoccupied hex on tile page 6 page 9
signs in the air. A fissure in space opens wide, F1a.
and she gestures for you to enter. You brace If there are ever no numbered tokens next to
for the usual chaos of dimensional travel. If players arrive at a previously revealed room, the round tracker, read section 110 on page
1
do not reset it. Instead, leave it in its current 36. 0
An elongated chamber greets you on the state and place a damage token next to the 0
other side. In front of you sits a complicated room. All characters will then suffer damage
apparatus of various pistons, springs, and equal to the number of damage tokens next
Scenario Goal :
gears contained in a thick glass cylinder to the room. If there are ever 4 damage tokens When all tiles are revealed and all enemies
that spans from floor to ceiling. Nearby, two next to a single room, the scenario is lost. are killed, read section 36 on page 13.
operating pressure plates link to it. And at
the opposite end of the chamber, you see a
pair of doors adorned with more clockwork Layout:
mechanics.

Numerous glyphs are etched into the walls, D1a


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 F1a
dust off of, and places her palm upon.
B3b B2b

“It’s possible my old research credentials will


grant us access to this facility’s systems,” she
says.
1
Certain glyphs around you begin to glow with I1b
a viridian hue, and the machinery beneath 1
your feet begins to hum, but an ominous
message then flashes across the screen:
“Biometrics not recognized. Defense system b
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 c a
way instead.” Maps :
B2b
B3b
D1a
F1a
Stone Pressure Stone I1b
Golem Plate (x2) Pillar (x1) 9
# 101 K-9 Shrouded Crypt Links: Dimensional Travel

Requirements : None
Goal : Destroy the source of unnatural darkness
Introduction : Special Rules : Door 1 is locked and cannot be opened
You are carousing in the Sleeping Lion one Add three CURSE cards to each character’s until instructed.
evening when an Inox Keeper of the Oak attack modifier deck as a scenario effect.
approaches. She speaks so quietly, you can Any character may forgo a top action
barely hear her voice. “I’ve heard unsettling Track the number of rounds throughout (discarding one card instead) to PUSH
news from my colleagues in the south. The the scenario. At the start of every round, boulder c onto pressure plate d . If
Serpent’s Kiss River has darkened to black, both Spitting Drakes gain IMMOBILIZE . the pressure plate is occupied, the boulder
corrupting the fresh water that is crucial to Additionally, they are immune to all forced cannot be moved onto it.
the marshlands. Can you investigate?” movement.

You swirl your drink in your mug, considering At the end of every even round, one Rending Section Links :
her proposition while she and Cassandra Drake spawns at both a and b , if the When boulder c occupies pressure plate
converse. You vaguely remember something adjacent Spitting Drake is alive and without d at the start of a round, read section 64
about a tainted crypt in that area... STUN . on page 22.

1 “We’ll go at once,” you hear Cassandra saying The drake spawns are both normal for two
0 resolutely. characters, normal at a and elite at b Scenario Goal :
1 for three characters, or both elite for four When the source of unnatural darkness is
The Inox thanks you, disappearing as quietly characters. destroyed, read section 63 on page 21.
as she came. Cassandra then waves her hand
in the air and a portal appears beside your
table. You begrudgingly follow her through, Layout :
though you would have much preferred to Maps :
finish your drink. J1b J2b D1b
H3b
On the other side, you find yourself knee-deep J1b
in the Lingering Swamp, greeted by heavy J2b
rain. You grimace and shiver as you trudge D1b H3b
behind Cassandra through the mire, sensing
a strange and ominous presence beyond 1
the mist. Eventually, you reach the desolate
entrance of a crypt that is overgrown with
swampland moss, its roof full of holes.
a
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 m
your boots. k
Just then, you hear the shrill cries c
of drakes coming from inside the
crypt. They seem to have taken up
permanent residence in the gateway. d
A memory flashes through your mind for b
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. Wall
Section (x1)

Rending Spitting Pressure Thorns Damage Water (x4) Log Boulder Nest
Drake Drake Plate (x1) (x4) Trap (x2) (x2) (x2) (x2)
10
# 102M-19 Bazaar of Knowledge Links: Dimensional Travel

Requirements : Knowledge is Power (Global)x2 COMPLETE


Goal : Intimidate or persuade 6+C inhabitants without raising too much suspicion
Introduction : up. If the final value exceeds the necessary
A trip to Velcyll Harbor is inevitable. With value listed in the table, the attempt is
people, wares, and secrets in the hundreds successful and the inhabitant is removed from
passing daily through this Orchid capital city, the map. Otherwise, the attempt is a failure
surely you will be able to find information and the inhabitant remains, numbered token
pertinent to your quest. Traveling by ship face up, for players to attempt to intimidate
would take too long, so you naturally opt to or persuade again.
maneuver through the dimensions again.
If a persuasion check fails, place 1 damage
Once there, you are overwhelmed by all of token next to the round tracker. If an a
the activity. Shops and stands amass on every intimidation check fails, place
corner, and quite the crowd jostles through 2 damage tokens instead.
the streets. Orchids and Quatryls make up 1 2
most of the population, but a few other races Damage tokens next to the
can be spotted among them, some unfamiliar round tracker represent
to your eyes. the level of suspicion in
Velcyll Harbor aroused b y
You quickly realize your fame or infamy won’t the players’ actions. If the level of a
amount for much in a place so far removed suspicion ever exceeds 12-L, the scenario is
from Gloomhaven. Too few, if any, have heard lost.
your name. If you want to find out what the 3
Orchids know about the time surrounding Intimidation/
the Upheaval, it may not be as easy as Persuasion Values : a
knocking a few heads. The Orchids guard
Token Intimidation Persuasion
their knowledge carefully, so some amount Shelf (x1) 1
of finesse could be required. Especially since Value Value 0
2
you don’t want to arouse too many suspicions 1 3+L/2 3+L/2
and have everyone clam up. 2 4+L/2 2+L/2
3 5+L/2 1+L/2 Table (x1)
Special Rules : 4 3+L/2 2+L/2 4
Shuffle numbered tokens 1-7 and place
them face down on each a throughout the 5 4+L/2 4+L/2
b
scenario. These represent important Orchid 6 4+L/2 3+L/2 Maps :
inhabitants. Then shuffle numbered tokens
8-12 and place them face down on each b 7 5+L/2 2+L/2 B1a
throughout the scenario. These represent 8 2+L/2 4+L/2 B2a
important Quatryl inhabitants. B3a
9 3+L/2 3+L/2 F1a
All inhabitants are neither allies nor enemies 10 2+L/2 5+L/2 G2b
to you, however any character adjacent 11 3+L/2 4+L/2 5 H3b
to an inhabitant may perform an Attack I2b
or Heal ability targeting the inhabitant to 12 4+L/2 3+L/2
make an intimidation or persuasion check, b
respectively. In either case, the character Layout:
ignores Advantage, Disadvantage, all range Section Links :
values, listed targets, and effects except for When any character opens door:
conditions and those increasing the base 1 , read section 03 on page 3. B1a I2b
value of the ability, and draws an attack 2 , read section 21 on page 8.
modifier card, applying its value to the check. 53 , read section 115 on page 37. H3b
Each condition that would be applied, adds +1 34 , read section 12 on page 5.
to the result instead. 45 , read section 105 on page 34.
G2b B2a
After calculating the final value of an
intimidation or persuasion check, flip the face Scenario Goal : F1a
down token face up and refer to the table to When 6+C inhabitants have been intimidated B3a
the right, with all values in the table rounded or persuaded, read section 114 on page 36.
11
# 103 H-8 Where It Is Needed Links: Dimensional Travel

Requirements : Knowledge is Power (Global)x2 COMPLETE


Goal : Protect the Orchid caravan a until it reaches safety d
Introduction : as she beckons you through. You suspect that the road to the east as a cloud of dust slowly
Cassandra examines her notes on the Orchid her smile, however, may be hiding a grimace approaches.
caravan that went missing during the early beneath. You decide to trust her judgment
years of Gloomhaven. and step into the portal. Once the Orchids arrive, you greet them
amiably and explain you are travelers on your
“There is no more information to find,” she All of your senses are overloaded at once way to White Oak, taking a small rest. You
sighs in frustration. “The only option we have as you fall through an endless abyss. Relief offer to accompany them, and they warily
left is to experience the events firsthand. Their only comes when your very being is ripped agree. You don’t get much farther down the
departure from Gloomhaven to the Capital is apart, separated into its billions of base road before the attacks come.
documented, and I surmise they would have components. Strangely, even without ears,
disappeared around here on the map, likely you begin to hear a screaming—a wave of
from raiders. If we protect them, we can earn madness vibrating through your disparate Special Rules :
their trust and learn about whatever it is they parts. The vibrations get stronger, and your There are no defined monsters for this
were transporting.” being coalesces back into a recognizable form scenario. Instead, players will use the monster
once again. The residues of an infinite pain cards from the Game Variant: Random
You stare at Cassandra dumbfounded as she echo through your bones as you emerge from Dungeon Deck, and set up each revealed
gathers her belongings and concentrates on the other side of the rift. room, including the first, as they would set
opening another rift. Her movements are up a monster card (see pp. 50-51 of the rule
more intricate, and you can see on her face And the screaming still persists. You look book for details).
that the endeavor is causing great strain. It across the grassy landscape and see Cassandra
takes time, but eventually a small, white at the top of a nearby hill, crouched with her Instead of using the entire monster deck, use
tear appears in front of her, and she works face in her hands, wailing at the top of her only “Corrupted,” “Cutthroat,” “Drowned,”
towards making it larger. lungs. You race to her as fast as your newly “Mangy,” “Rotting,” “Tribal,” “Venomous,” and
reformed legs will allow, but by the time “Wild.”
1 “Time is just another axis to travel upon,” she you reach her side, she has collapsed into a
0 says, noticing your quizzical looks. “Given the trembling heap. The Orchid caravan a , represented by a
3 proper procedures, of course. We need to be numbered token, has 2x(C+L)+3 hit points. It
at the correct spot and tap into the right flow “Time does not like to be probed or altered,” is an ally to you and an enemy to all monster
in the fabric. If we do so, we should end up she whispers. “It fought back, but I prevailed types. It acts on initiative 99 each round,
when we want to be. Then again, on the other in the end.” You notice Cassandra has become performing “Move 2” towards safety d
axis, we still want to arrive where we want to almost entirely transparent, as though she is on tile M1b, opening doors and springing
be. Hiccups may be unavoidable…” hardly even here. traps if necessary.

The rift is now large enough to enter, and “I’ll be fine,” she continues. “I just need a little If the Orchid caravan is killed the scenario is
Cassandra seems quite pleased with herself time to recover.” You sit in silence, watching lost.

Maps : Section Links :


When the Orchid caravan a or any
11 C2a character opens a door b , open the other
D1b
b L1b
door b and read section 09 on page 5.
8 5 M1b
1 b Scenario Goal :
When the Orchid caravan reaches safety, read
a 3 6 Layout : section 89 on page 29.
2
C2a
L1b
7 9
10 4 12 D1b

M1b
d
d
Bush (x1) Log (x2)
12
# 104 J-3 A Gaping Wound Links: Dimensional Travel

Requirements : Knowledge is Power (Global)x2 COMPLETE


Goal : Protect Hail a until she seals portals 1 , 2 , 3 , and 4
Introduction : presence of a new rift in jargon
You step into the Crooked Bone, you don’t quite understand. The Harrower Sun
not sure what to expect. As soon as discussion between the Aesthers Infester Demon
Cassandra crosses the threshold, lasts for at least a half hour, and by 1
Hail immediately materializes in the end, fueled by a new problem
front of you. to solve, it almost looks like Hail Lurker
has put her animosity aside.
“What is she doing here?” The Almost. Spitting
tone in Hail’s voice is different Drake
than anything you’ve heard from A plan is formulated to close the
her before. rift. And so, after Hail grabs some
supplies, Cassandra transports
“I am here,” Cassandra begins, “to you to the heart of a purple-hued 2
humbly ask for your help, Hail.” fissure. At each end, your own
plane gives way to holes peeking at
The enchantress chuckles at you other realms full of monsters.
cynically. “Oh, interesting, you just
want my help, huh? That’s rich.
Tell me, Cassandra. When you Special Rules :
ask for my help, is that like when Place four numbered tokens as
the Scientific Collective asked you shown. These represent portals
for insight into what Bastian was 1 to 4 .
doing up in his lab and you refused
to break his confidence? Or is it Hail a , represented Treasure
more like after the Upheaval, when by a numbered Tile (x1)
all of us wanted to work together token, has 6+(2xL)
to reverse what Bastian had done hit points. She is
and you decided to go on some an ally to you and Rubble
(x6)
mad vision quest instead?” an enemy to all a
monster types. She
“I am not denying my responsibility acts on initiative Rock
in what happened,” Cassandra says 99 each round, Column (x3)
softly. “It has weighed on me for performing “Move
thousands of years.” 3” towards Stalagmites 1
portal 1 . If Hail is (x3) 0
4
“It has weighed on all of us for killed, the scenario is lost.
thousands of years! I am crushed
under the weight of your mistakes, Track the number of rounds
and the last thing I want is you throughout the scenario. At the end
here, invading the only thing I have of every even round, one monster
left in this world, so please just—” spawns adjacent to a portal in the
order of 1 (Lurkers), 2 (Sun
“The corruption is not done with Demons), 3 (Spitting Drakes),
us yet!” Cassandra pleads. “Hate 4 (Harrower Infesters), repeat.
me if you want, but if you don’t 3
help us, the destruction that All spawns are normal for two
follows will be on your head, too! characters, Sun Demons and
In your anger, you will become Harrower Infesters are elite for
what you hate.” three characters, and all spawns
are elite for four characters.
There is a long silence as Hail
87 Maps :
stares at you, seething. “What do
you want?” she asks at last. Section Links : D2b
When Hail enters portal 1 , read 4 K1b
Cassandra breathes a sigh of relief section 52 on page 19. K2a
and begins to explain the possible

13
# 105 B-10 Monstrosities of a Cult Links: Dimensional Travel

Requirements : Knowledge is Power (Global)x2 COMPLETE and Hunting the Hunter (Party) INCOMPLETE
Goal : Kill all enemies
Introduction : cooperate. “I, well, if you must know, I hid blades bellows a series of commands in an
Given your success at the Sekhem Gardens, behind a barrel and watched as an Aesther unfamiliar tongue, then vanishes without a
as you move about the city, inquiring about opened a gateway to a mountainous land. He trace.
the Cult of the Void attacks, people begin led the invaders into our square. Through the
opening up to you. portal, I saw an unfamiliar scene of a forest Special Rules :
near a lake.” All characters start the scenario with
“They appeared out of nowhere,” says a WOUND as a scenario effect.
Valrath woman, shaking her head in disbelief. Cassandra ruminates on this information
Streaks of tears shine on her face. “They in her sanctum, sitting back to observe the If “Dimensional Equilibrium” (Party) is
struck my brother down and poured a vial flow of dimensional energies. Her forehead incomplete, all Bandit Guards are one level
of liquid over him. I watched his form begin furrows in concentration. When she opens higher than the scenario level, up to a
to twist and turn. Then, he stood and fought her eyes, she begins to speak. “Yes, I can see maximum of 7.
against us—the very people he has known his the Cult of the Void’s hideout deep in the
whole life. I tried to stop him, but he lashed Copperneck Mountains. When we travel
out at me, grabbing me by the throat. Were it there, we will face the victims of the assault Section Links :
not for a brave Savvas, I’d not be here today.”in their new Valrath form. But make no When any character opens a door:
mistake—they are beyond help. Our best 1 , read section 06 on page 4.
Leaving the woman in the arms of her family, course of action is to lay them to rest.” 2 , read section 28 on page 11.
you locate the Savvas she mentioned. It tells
you the cultists invading the city were led by Via a planar rift, Cassandra brings you to
a translucent being. The Savvas then sends a river near Copper Lake. Two cottages Scenario Goal :
you to the Sanctuary of the Great Oak, saying lie on either side of the stream. But as you When all enemies are killed, read section 88
the Head Keeper got a better look at the approach, members of the cult lunge forth, on page 29.
whole ordeal. emerging from the river and from behind the
many trees.
You find old Athan Tredan in his quarters,
annoyed at your intrusion but willing to In the distance, a hulking Aesther with flaming

1 1
Bandit
Guard

1 Valrath
0 Tracker
5

Damage
Trap (x6)

Thorns
(x4)

Water (x24) 2

Bush Layout :
(x2) I2b
2
Maps :
L3a
B3a
L1b
Log (x1)
F1b F1b
I2b
L1b B3a
L3a
14 Tree (x1)
# 106 I-12 Intricate Work Links: Dimensional Travel

Requirements : Knowledge is Power (Global)x2 COMPLETE


Goal : Kill all enemies
Introduction : Any element on a stone pillar cannot be a = , b = , c = , d = ,
e = , and f = , read section 18
You take a boat out to the twin lighthouses infused (it is suppressed). Each stone pillar
on the fringe of Merchant’s Bay, listening to can only suppress one element at a time. on page 7.
the sailors’ many far-fetched tales about the
towers and how the structures ward off evil Any character adjacent to a stone pillar a = , b = , c = , d = ,
e = , and f = , read section 68
spirits, Lurkers, and every other manner of with an elemental token on it may spend a
menacing creature an idle mind can conjure free action during their turn to release that on page 23.
up. You circle the massive protrusions from element and place its token on the Inert
the sea and can find no obvious entrance. column of the elemental infusion board. a = , b = , c = , d = ,
e = , and f = , read section 87
Released elements may be infused normally.
“I told you,” the captain of the boat chides. “No on page 29.
man has found a way to enter those things for If an element is Strong, any character adjacent
as long as I’ve been sailing. Maybe a cannon to a stone pillar with no elemental token on it a = , b = , c = , d = ,
e = , and f = , read section 91 on
blast could open up a hole, but no one has may spend a free action during their turn to
ever dared invite whatever misfortune such a suppress that element and place its token on page 30.
baseless act would bring.” the adjacent stone pillar.
a = , b = , c = , d = ,
“No need for that,” Cassandra says, creating a e = , and f = , read section 124
rift. “We could have done this from the town, Section Links : on page 39.
of course, but being this close to the target When any character opens door:
makes it so much easier.” 1 , read section 13 on page 6.
Scenario Goal :
2 , read section 35 on page 13.
You arrive in a spacious entrance hall with When all enemies are killed, read section 116
illuminated power cables embedded in When the elemental tokens are arranged on on page 37.
the floor. Instantly, an ominous foreboding the stone pillars as follows:
overcomes you, possibly due to the six
contraptions installed into the supporting a = , b = , c = , d = ,
pillars that circle the room. e = , and f = , read section 11 on
page 5.
“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 Maps : Layout :
endeavor.”
D1a
a
You can’t help but also notice a set of ancient D2a D1a 1
carvings etched into the far wall: M1a

Forgo such defiance to taste g h


M1a
enlightened bliss, and peer
across into ruins too cursed f b
to touch. D2a 1
0
Hardly a moment later, you spot figures k 6
forming from the shadows—yet another
ambush by agents of corruption. e c

Special Rules : j i
Place all six elemental infusion tokens on
stone pillars a to f as shown. These Aesther Stone Pillar 2
stone pillars cannot be moved or destroyed. Scout (x6)
d

15
# 107 F-14 Mechanical Genius Links: Dimensional Travel

Requirements : Knowledge is Power (Global)x2 COMPLETE


Goal : Kill all enemies
Introduction : Special Rules : of the Teleport without going through a
“I asked some ship captains about Bastian’s Doors 1 to 11 are locked and cannot be wall or closed door.
other facility along the eastern coast,” opened until instructed. Place a numbered
Cassandra says when you meet in your token face up on each, referencing the layout Line-of-sight may be drawn such that it
quarters to discuss your next move. “The below for a complete depiction. Throughout starts and/or ends at the corner of any wall,
only thing they are aware of in the area are the scenario, players will be instructed to flip so long as it does not touch any part of a wall
Vermlings. No signs of any structures. these tokens over (from face down to face otherwise along its path.
up or vice versa). When flipping one face
“The facility is underground, of course, but down, the door unlocks and can be opened
I suspect it may be completely cut off from normally. When flipped face up, it closes, Section Links :
the surface. I can feel a faint energy signature, locks, and cannot be opened. The first time any character reveals tile:
though, even from here. I am sure I can get us A2a, read section 15 on page 7.
there using my powers. If any figure occupies a door when it closes, A4b, read section 92 on page 30.
they suffer trap damage and move to the L2b, read section 42 on page 15.
“One other thing to note, however, is that the closest unoccupied hex not on tile N1b. If a L1a, read section 96 on page 31.
blueprints we uncovered do not show how wall tile is moved into a space containing a A1a, read section 95 on page 31.
the many rooms connect to one another. The figure, that figure suffers trap damage and is B2b, read section 126 on page 39.
whole thing is just a mess of indecipherable moved to the closest empty hex. A3b, read section 127 on page 40.
scribbles, which is quite odd. Hopefully, we
can make some sense of it when we get there.” All unmarked doors can be opened normally.
Scenario Goal :
Cassandra concentrates on creating a portal, All characters add +2 Move to all their When all enemies are killed, read section 48
and you step through into a dimly lit, narrow Move actions. No figure can Teleport to a on page 17.
corridor. The walls are confining and loom hex that cannot be traced back to the origin
over you, almost as if they are closing in. A
musty air creeps into your nose, bringing
with it the distinct smell of Vermlings. 2 3
“This is odd,” Cassandra chimes in. “Have a2
you noticed the floor? There is some magical n
aura about it, both empowering and draining.
m a1
Our normal movements will be quickened by Maps : 4
its energy, but I also feel its tendrils snaking
A1a
o
around me, binding me to this plane. I may
A2a p
have trouble using some of my abilities.
A3b
A4b
“I think it best not to fret too much about
B2b
it. Let’s just head through one of these doors
L1a a3 a4
and find this device as quickly as possible.” L2b q
N1b r
1 5 a5 6
0 Layout : a6 s
7
A2a A4b t
1 2 3
8 9
4
L2b N1b L1a
5 6

7 8 9 10 11 Obsidian Iron Wall (x6)


A1a B2b A3b Glass (x6)

16
# 108 O-1 Prologue to the End Links: Dimensional Travel

Requirements : Knowledge is Power (Global)x2 COMPLETE


Goal : Kill all enemies and loot all treasure tiles
Introduction :
Cassandra opens the first tome given to you by City
the Inox Keeper and begins to read aloud. The Archer
words written on the pages start to glow—a
glow that soon engulfs the room and forms City
images around you. These images spin, and Guard
your vision fades into a swirl of vivid colors,
the strands of which Cassandra grabs and Human
condenses into a circular shape of ethereal Commander
energy. You now stand in darkness before a
temporal gate. Beyond lie the grasslands of Valrath
Stormbrew, where human and Valrath wage a Commander
bloody war.
Valrath
“Well, I must admit, this process is much easier Savage
when you have a reference manual,” Cassandra
says, ushering you through the portal. “Still, we Valrath
have only a limited time in this place.” Tracker
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.”

Section Links : Thorns (x3)


Before starting the scenario, players must
choose how they will approach it.
Rubble (x6)
A (easy): If they decide to assist the Valraths,
read section 44 on page 16.
B (normal): If they decide to assist the humans, Bush (x3)
read section 37 on page 13.
C (hard): If they decide to fight both sides, read Rock
section 101 on page 33. Column (x2)

Boss Special 1 :
The commander summons one normal
monster for two characters or one elite
monster for three or four characters. Log (x2) 1
Maps : 0
8
Boss Special 2 : A4a
The commander summons one normal L1b
monster for two or three characters, or L3a
N1a
one elite monster for four characters. Tree (x2) 17
# 109 N-4 Epilogue of a War Links: Dimensional Travel

Requirements : Knowledge is Power (Global)x2 COMPLETE


Goal : Survive for ten rounds and protect the monsters from each other
Introduction : “So much easier with a firsthand account,” their trap in an adjacent empty hex.
Cassandra opens the second tome given Cassandra muses, quickly closing the tome.
to you by the Inox Keeper and sighs. “This “But to the matter at hand. There is some If “Diamara’s Aid” (Party) is complete, do
recounts the end of the Demon War, where an dark trickery at work, and these soldiers will not place Valrath Savage b during setup.
Aesther—my husband, Naaret—intervened soon be at each other’s throats. We must Characters may treat all City Guards and
in the conflict.” delay them until their commanders return. Archers as allies for Heal and Shield abilities.
Then we will find out from them exactly what Place one water tile next to each character
She notices your surprise. “We were married happened to Naaret.” mat. Any character may forgo a top action
before the Upheaval and fought together (discarding one card instead) to place their
against the Gloom. After I was imprisoned, I water tile in an adjacent empty hex.
waited for him to find me and release me, but Special Rules :
he never did. Now that I am free, I still do not All Valrath Savages and Trackers are allies to If “Angels of Death” (Party) is complete, do
sense him anywhere.” each other and enemies to you and all other not place City Guard a or Valrath Savage
monster types. All City Guards and Archers b during setup. Place one boulder obstacle
Cassandra briefly hesitates. “I am sorry, but are allies to each other and enemies to you next to each character mat. Any character
this mission is personal. I need to know what and all other monster types. may forgo a top action (discarding one card
happened to Naaret, and his summit with the instead) to place their boulder in an adjacent
commanders of the Demon War is the last A monster will always prioritize focusing empty hex.
record I have of his activities. We must follow on an enemy monster over a character or
this thread.” character summon when they are the same If C+1 monsters are killed or any character
distance away, regardless of initiative. becomes exhausted, the scenario is lost.
Without further explanation, she begins to
read from the book, describing the scene If “Xangroth’s Aid” (Party) is complete, do
of two armies lost in a fog, confused and not place City Guard a during setup. Scenario Goal :
separated from their commanders. Your Characters may treat all Valrath Savages and Track the number of rounds throughout the
vision goes black, but you can still hear her Trackers as allies for Heal and Shield abilities. scenario. At the end of the tenth round, if
hypnotic words. When your vision snaps Place one DISARM trap next to each no more than C monsters were killed, read
back into focus, you find yourself in the very character mat. Any character may forgo a top section 58 on page 20.
fog she was describing. action (discarding one card instead) to place

80
b

94
a

1
0
9 Maps :
L1b
L3a
City City Valrath Valrath Treasure Rubble (x6) Bush (x2) M1b
18 Archer Guard Savage Tracker Tile (x2) Tree (x2)
# 110 L-19 A Circular Solution Links: Dimensional Travel

Requirements : None
Goal : Kill all named enemies 1
1
Introduction : The Valrath Tracker is Selah Naberis and has 0
All the available information points you to the hit points equal to an elite Valrath Tracker’s
Orchid High Council far across the Misty Sea regular hit point value. He adds “Target C”
in Velcyll Harbor. Someone named Ashtooth, and “PIERCE 10” to all his attacks.
the Keeper of Secrets, is the one most likely
to have the Orchids’ accounting and insights The Vermling Shaman is Sraka the Wise and
of the time around the Upheaval. has CxH/2 (rounded up) hit points, where
H is an elite Vermling Shaman’s regular hit
Unfortunately, gaining access to the High point value. The value of all her heals are
Council is not a simple process, especially doubled, and all CURSE and BLESS
for outsiders. It seems the only way is to conditions she applies are applied twice.
emerge victorious from the fighting pits in Any time she performs a Heal action, if the
the Coliseum of Refinement. All victors are City Guard is within range and is damaged,
awarded their prize in a special ceremony she will prioritize healing him.
with the members of the council.
The City Guard is The Steel Lion and
When you arrive, the whole thing is more has CxH/2 (rounded up) hit points,
formal and composed than you expected. where H is an elite City Guard’s
The arena is quite clean and the crowds regular hit point value. He adds
almost polite. The first few fights could pass +1 to all his Move actions. As long
for civilized, though they are easily won. as he is alive, all his allies gain
“Shield X”, where X is the shield
Without all the dirt and carnage, you begin value printed on his stat card. 84
to wonder what the point of this spectacle The first C times he suffers 6 1 2
even is, especially given the stoicism of its or more damage from a single
organizers. Apparently, Cassandra tells source, he suffers no damage
you, these fights are an artifact of Velcyll instead. All attacks targeting his
absorbing another rebellious sect of Orchids. allies when they are adjacent to
The fights keep the newcomers happy. him, target him instead, regardless
of range.
“We may finally get a good battle for once!”
one of the organizers says. “Ever since the The Savvas Lavaflow is Uyart Ikkuma
Stoneblessed crew showed up, the matches and has CxH/2 (rounded up) hit points,
have been a bit of a disappointment. They where H is an elite Savvas Lavaflow’s
just destroy everyone. I hope you’re able to regular hit point value. All its summons
put up a good fight!” are elite for three or four characters. Any
consume element effects on its ability cards
are applied if the element’s corresponding
Special Rules : demon is present on the map.
Doors 1 and 2 are locked and cannot be
opened until instructed. Section Links :
Track the number of rounds throughout the
Layout : scenario. At the end of the fourth round,
read section 129 on page 40.
C2b At the end of the eighth round, read section
Maps :
134 on page 41. B2b
B3b
B3b Scenario Goal : C1a
M1a B2b When all four named enemies are killed, C2b
read section 76 on page 25. M1a

C1a

City Earth Flame Savvas Valrath Vermling Treasure POISON Stone


Guard Demon Demon Lavaflow Tracker Shaman Tile (x1) Trap (x6) Pillar (x4)
19
# 111 B-18 The Shackles Loosen Links: Gloomhaven

Requirements : None
1 Goal : All characters must escape through an exit a
1
1 Introduction : will. It exists only to kill and destroy. It will be Track the number of rounds throughout the
You walk through the New Market at dusk nearly impossible to stop.” scenario. At the end of every third round, the
after a storm, and Cassandra suddenly stops Husk gains INVISIBLE .
in her tracks, a distressed look on her face. At this, the menacing Aesther once more
erupts into laughter. “Rationalize all you Escape occurs when all characters occupy, or
“It was inevitable,” she sighs. “I knew they want, oath-breaker. I know exactly what I am have become exhausted while occupying, an
would come for us eventually, with all the doing and what I am fighting for. That is what exit a on tile C1a. If any character becomes
trouble we’ve been causing. In a way, I guess gives me the power to crush all of you under exhausted while not occupying an exit a ,
I’ve been counting on it. Cause and effect, of my boot. Can you say the same? It seems to the scenario goal below cannot be achieved.
course.” me you lack conviction.”

You don’t understand what she is saying at “We should perhaps consider running,” Section Links :
first. There is no evidence anything is out of Cassandra says. This elicits one final bout of The first time any character opens a door 1 ,
the ordinary. But then again, maybe a lack laughter from the Husk. read section 67 on page 23.
of evidence itself is something worth noting.
The streets are eerily quiet, and you can see If the Husk is ever reduced to 1 hit point, read
no one moving about. Special Rules : section 66 on page 22.
The elite Aesther Ashblade is the Husk.
Cassandra quickly turns and begins heading It has HxC hit points, where H is an elite
north. “Let’s head toward the gatehouse,” she Aesther Ashblade’s regular hit point value, Scenario Goal :
says. “We may need some help with this.” and is immune to STUN , DISARM , When all characters escape, read section 99
IMMOBILIZE , and all forced movement. on page 32.
Still half-bewildered, you follow her anyway,
moving swiftly through the empty streets. The Husk cannot be reduced below 1 hit
Eventually, you see some figures in the point.
darkness ahead, but your relief quickly turns Maps :
to foreboding. These are treacherous foes. 1
A2a
A3b
You stop to draw your weapons and a hollow 1 A4b
laughter erupts from behind you.
C1a
“Like lambs to the slaughter!” a voice says. F1a
You turn around to see a hulking Aesther G1b
with flaming knives. “I thought you lot were H1b
supposed to be clever, but now I’ve got you H2b
surrounded. All your meddling, your nosing H3b
about—it stops here! You’ve annoyed my
master, witch, and for that you will die, along
with your consort of fools!”
a
“A Husk,” Cassandra says. “An empty shell Layout : C1a
filled with nothing but the corruption’s evil
A4b H1b A3b

H3b G1b H2b


Aesther Aesther Black Night
Ashblade Scout Imp Demon
A2a
F1a
Water Damage DISARM
(x1) Trap (x2) and CURSE
20 Trap (x1)
# 112 E-16 The Bottom of It Links: Dimensional Travel

Requirements : None
Goal : Direct the beams emitted by altars a to fountain b or survive for fourteen rounds
Introduction : a hand in warning. “Two things. First, I’m except in the case of a mirror, wherein the
Cassandra unfurls the old atlas and points sure it will not surprise you that our lab had beam would continue outward in a 60°
at the central city on the map—the place significant security measures that could still or 180° angle, relative to its entry point,
where Gloomhaven now stands. “After I left be active. Second, the prototype will still have depending on the mirror’s orientation. To see
Bastian’s research project,” she explains, “I to be powered up through a careful alignment further details and examples of these rules,
joined another team working on building of energy beams. It will not be easy, but I will read section 121 on page 62.
condensed energy sources. This was our lab. do what I can to assist you.”
Mirrors 1 to 6 correspond to the 1
1
“Not long before the Upheaval, Bastian came pressure plate of the same number. 2
in and took our finished work, but there Special Rules : If any character ends their turn on a
should still be plenty of prototypes lying Altars a emit energy beams in the direction pressure plate, they may rotate the
around. The ruins would be deep under the of their stairs along a straight line of hexes. corresponding mirror by 60° or 120° and/or
Old Docks—normally inaccessible, but that If the path of any beam is interrupted by a move the corresponding mirror to an empty
shouldn’t be a problem.” figure, obstacle, or wall, it does not continue, hex adjacent to its current position.

Cassandra creates a portal, but holds up


Scenario Goal :
2 a When all four beams emitted by
altars a have an unblocked
path to fountain b ,
1 read section 130 on page
40.
3
Track the number of rounds
2 throughout the scenario.
At the end of the fourteenth
round, read section 69 on page
23.

1
6
a b a
3 4
Maps :
D1a
D2a
K1a 5
K2b
6
4

a 5
Ancient
Artillery

Living Stone Pressure Damage and STUN and Altar Fountain Mirror Stone
Bones Golem Plate (x6) IMMOBILIZE POISON (x4) (x1) (x6) Pillar (x4)
Trap (x4) Trap (x4) 21
# 113 H-16 The Lost Thread Links: Dimensional Travel

Requirements : None
Goal : Destroy four seals a and protect Naaret b
Introduction : hovering in the darkness, as well as a pair Dark corridors c , d , and e are portals
“First, we must travel to the location where of tunnels leading away from the room, but to different locations on the map. Portals
Naaret was abducted.” Cassandra seems to be there are no signs of any seals. c connect tiles D2b and L3b, portals d
talking to herself more than anyone else. “Of connect tiles D2b and L2a, and portals e
course, it would be easier if we could study You move to investigate, but a loud clanking connect tiles L2a and L3b. All non-adjacent
the site around the time of the incident, but noise echoing from one of the tunnels gives portal hexes sharing the same identifier (e.g.,
given a lack of firsthand accounts, that would you pause. You are not alone in here. A giant c , d , or e ) are considered adjacent for
1 prove too risky.” machine covered with crystalline plating the purposes of movement and finding focus
1
3 and various steel armaments emerges from but not for line-of-sight.
She paces back and forth in thought, and the dark. It looks deadly and invincible and
then suddenly opens a rift in front of herself determined to keep its prisoner exactly where The Stone Golem is the Warden. It cannot be
and steps through. You follow quickly behind. he is. damaged in any way.

“There still should be enough of a trail


through the planar barriers to get an idea of Special Rules : Section Links :
where he was taken,” she continues. “It was Seals a have 5xC hit points. Any seal at or The first time any character reveals tile:
so long ago, but time is just another axis to beyond the threshold of having 5, 10, or 15 J1b, read section 94 on page 31.
gaze across.” damage tokens on it cannot suffer damage J2b, read section 60 on page 20.
from any source until all other seals have at L2a, read section 30 on page 11.
She stares ahead in silence for a long while, as least the same multiple of 5 damage tokens L3b, read section 108 on page 35.
if watching a performance that is not there. on them.
“Yes! I see the threads now. And there, could
it be? I would recognize Naaret’s energy Naaret b , represented by a numbered Scenario Goal :
anywhere, but it seems faint and damaged. I token, has 4+(2xL) hit points. He is an ally to When all seals are destroyed, read section 117
must move quickly!” you and an enemy to all monster types. He has on page 37.
an initiative of 50 for the purpose of monster
Cassandra reaches out towards where her focusing, is permanently immobilized,
eyes are fixed and grabs at the fabric of space, and immune to all forced movement and
ripping a hole through to another plane. The Teleport abilities. If Naaret is killed, the
process seems more violent than usual, and scenario is lost.
you can see a strange intensity in her eyes.
Still without acknowledging your presence,
Layout :
she steps through the tear and you follow 1
close behind. c
You find yourself surrounded by cavern walls, L3b J1b
but as you turn your gaze to the ceiling, you
see there is none. You are looking at a sky b
filled with various streaks of colors beneath
clusters of stars. D2b
Cassandra rushes to a male Aesther in the d
center of the room, suspended unconscious L2a J2b 2
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 Maps :
monsters who did this will pay, but we must
first release him from these horrific bonds. D2b
They are drawing their energy from four seals J1b
spread throughout this place. Find them!” J2b
L2a Stone Crystal Stalagmites Dark
Startled by her assertive demeanor, you L3b Golem (x2) (x1) Corridor (x2)
look around the room and see two portals

22
# 114 E-14 Ink Not Yet Dry Links: Gloomhaven

Requirements : None
Goal : Protect Hail a until she reaches cabinet b
Introduction : she’ll just come to you? Now we can kill you Hail a , represented by a numbered token,
“This is odd,” Cassandra says as you appear all at the same time.” has 4+(2xL) hit points. She is an ally to you
on the street outside the Crooked Bone. “My and an enemy to all monster types. She acts
intention was to teleport directly inside. How “Blasted puppets!” Hail growls. “We need to on initiative 99 each round, performing
could my calculations have been off on such get to my storage closet. Follow me!” “Move 2” towards cabinet b , opening
a close journey?” doors and springing traps if necessary. If Hail
is killed, the scenario is lost.
She just shakes her head in annoyance and Special Rules :
runs inside the building, calling out for Hail. All characters start the scenario with
POISON as a scenario effect. Section Links :
“What is the meaning of—” An irate Hail When any character or Hail opens door 1 ,
appears, but seeing Cassandra’s expression, During the first two rounds, the initiative read section 17 on page 7.
her own immediately changes. values of all monsters are considered 10 lower
than the values on their ability cards.
“We need to get you out of here,” Cassandra Scenario Goal :
explains. “The agents of corruption will be All Aesther Scouts and Ashblades are immune When Hail ends her turn adjacent to cabinet
1
here any second.” She makes the motions to to all forced movement. b , read section 98 on page 32. 1
create a portal, but nothing happens. 4

“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 Maps :


sinister voice emerges from the other side of
the room. “Why hunt down the witch, when A1b
1 G2b
I1a
Layout : I2b
G2b A1b b

I1a I2b

Aesther Aesther
Ashblade Scout

Wind Rubble Stairs Barrel Crate Stone Shelf Table


Demon (x5) (x2) (x3) (x2) Pillar (x3) (x2) (x3)

23
# 115 H-16 Future Uncertain Links: Dimensional Travel

Requirements : None
Goal : Kill the Manifestation of Corruption
Introduction : you is an ever-shifting mess of floating rock, A, if “A Circular Solution (110)” is complete;
There are still many things you could do interrupted in some places by colorless, B, if “The Shackles Loosen (111)” is complete;
to better prepare for this journey, but the glowing embers. C, if “The Bottom of It (112)” is complete; D,
corruption grows more dangerous and bold if “The Lost Thread (113)” is complete. Shuffle
every day. You will not be able to survive Then, just like in the image you saw, a mass of the remaining cards into a face down pile.
its onslaught forever, and it is best to strike dark energy begins to grow in the middle of
quickly, before it grows further in power. It is your group. As soon as you lock eyes upon it, At the start of every round, the Manifestation
time to cut this evil out by the roots. you can feel it clawing at your mind, bending of Corruption plays its top two cards face
your will to its own. You fight back, and the down and reveals them normally, using the
Cassandra begins the ritual, speaking in a psychic force is reduced to just a constant first as its lead card for initiative. During its
strained voice as she performs gestures more throbbing pain at the base of your skull. turn, it performs the bottom action of the
complicated than any you have seen before. first card, then the top action of the second.
“I have found where the corruption hides—a You draw your weapons to attack, but it
realm of pure malicious intent—but that sends out a wave of hateful energy, knocking If the Manifestation of Corruption has fewer
does not mean getting there will be easy. It you backward. than two cards in its deck at the end of any
no doubt knows we are coming and will do round, it will perform a short rest, losing one
1 whatever it can to stop us.” “Your defiance is meaningless!” A malignant random level 0 card from its discard pile and
1
5 thought reaches through your skull and shuffling the remaining discards into a new
Chaotic lines sprout from Cassandra’s hands rattles your brain, forcing you to your knees. face down pile, below any card that may still
as she moves, dancing and wrapping together All around you rifts appear, bringing forth be in its deck.
to form an image in front of you—an image corrupted Aesthers and Valraths to aid in the
of the dark plane you seek. fight. “Look upon my endless servants! They If the Aesther Diviner is adjacent to altars
know what is inevitable! They serve because a or b , she may forgo a top action
“The corruption will use every trick it has to they understand there is no other option!” (discarding one card instead) to place 5
destroy your flesh and spirit. My protections damage tokens on it.
should shield you from the worst of it, but its The corrupted manifestation continues
power is immense. We cannot give in!” Dark to grow, splaying out a chaotic jumble of Track the number of rounds throughout the
tendrils gather in the center of the image and tendrils. They begin to shoot through the scenario. At the start of every round, remove
begin to slowly spread out. planes, pulling back crystal shards that it one damage token from each altar a and
feeds into its black heart. The shards contain b . Remove an additional token at the start
“If we can subdue it, the corruption will most images of various creatures, all screaming of the tenth round. The Manifestation of
definitely attempt to escape, so my primary and wailing, their faces each a mask of deep Corruption heals C/2 hit points (rounded
concern will be to anchor it, separating the suffering. down) for each damage token removed.
entire plane from the interdimensional void
and its energy. With any luck, this will also “It is gathering the power it has stored acrossAt the end of both the fifth and tenth rounds,
lessen its power.” The tendrils begin to claw the infinite realms!” Cassandra cries. “We spawn one Valrath Savage and Tracker at c
at the edges of the image, reaching beyond it must strike now! Show this thing there is an if altar a has no damage tokens on it, and
into your plane. With a primal yell, Cassandra alternative to its corrupted future—a future three Black Imps at d , if altar b has no
swipes at the shadowy fingers, sending them forged of steel and spells and blood!” damage tokens on it. All spawns are normal
back through the portal with a powerful for two characters, Valrath Savages and one
pulse of energy. Black Imp per spawning are elite for three
Section Links : characters, and all spawns are elite for four
“The time has come,” she says. “Now we must Read section 20 on page 8 for the scenario characters.
act.” The image expands, enveloping you and map.
sending you cascading through the void. The Manifestation of Corruption cannot be
You can see, far ahead, your destination, but Special Rules : reduced below 1 hit point unless both altars
you feel the pull of an evil force, relentlessly Add three CURSE cards to each character’s a and b have at least one damage token
attempting to cast you into the endless attack modifier deck as a scenario effect. on them. It is also immune to all forced
abyss. You resist with all of your will and movement.
are thankfully able to land safely at your Open envelope D.
destination. At the end of the fifteenth round, if the
The Manifestation of Corruption does not Manifestation of Corruption has not been
You find yourself on a blackened landscape use the boss monster ability deck. Instead, it killed, the scenario is lost.
filled with apparitions that pulsate in a uses its own deck of ability cards found in
sickening blue light. The ground beneath this envelope. To build this deck, remove all Scenario Goal :
cards with a level higher than the scenario When the Manifestation of Corruption is
level, plus the following legendary cards: killed, read section 51 on page 18.
24
Forecast of the Inevitable Links: None

Requirements: Diviner level 5


Goal: Unknown
Introduction : damaged in any way. Any time a rift would damage. Otherwise, all monsters cannot be
The book recovered from the Library of suffer damage, you may lose one card from damaged in any way.
Inquiry has given you much to think about. It your hand (or two from your discard pile) to
tells of an ancient place of meditation to the negate the damage. If any rift is destroyed, The elite Earth Demon has Hx3 hit points,
east that is said to bring visitors great peace. the scenario is lost. where H is an elite Earth Demon’s regular hit
point value.
Gaining insight into the future does not You cannot place any more rift tokens.
come just through knowledge but also Any time you would place one, move a rift
careful thought, and with all of the turmoil currently on the map to the target hex Section Links :
happening, it would be nice to find a quiet instead. This rift retains any damage it has When you open door 1 , read section 29
place to think on occasion. suffered. A rift cannot occupy the same hex on page 11.
as another rift.
So on an uneventful day of studying tomes,
you travel there by yourself, hoping that this If any monster enters a hex containing a rift Scenario Goal :
spot will bring you some calm. token, or vice versa, that monster suffers 3 The scenario goal is unknown at this point.

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 Maps :
force, taking an opportunity to attack while
you are vulnerable. G1a
H2b
Your thoughts race, but you are not sure L3a
how to get out of this situation. So much of M1b a a
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 a a
necessary to create the portal, anyway.

As you are thinking things through, a Layout : 1


rumbling further complicates the issue. From
the ground in front of you, a massive earthen
creature of malicious intent rises, and nearby, M1b
Valraths—clearly agents of evil—gate into
your plane as well. Without a better plan,
your only option is to run. Earth Valrath Thorns Log (x1)
Demon Savage (x2)
G1a
Special Rules :
Place one rift token at each a . 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 L3a H2b
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
25
Challenge Tower to the Stars Links: None

Requirements: Boldness
Goal: Reach the top of the tower and kill all enemies
Introduction : Special Rules : If any character is exhausted, the scenario is
You stand before a magnificent tower, This scenario can only be attempted once, lost.
stretching upwards as far as you can see. The then it is locked forever to all parties.
top—if there is one—is obscured by clouds. Section Links :
In front of you are two massive, black doorsThroughout the scenario, only once all When all characters have ascended stairs
with no obvious means to open them. You monsters in a room are killed, may characters 1 , remove everything from the map and
attempt to push hard against them, but as ascend to the next room by ending their turn read section 47 on page 17.
soon as you make contact, a ripple of light on a numbered stairs (e.g., 1 , 2 , etc.).
spreads away from where you touched, Remove their figure and any summons they
own from the map. Do not alter their current
creating an elegant white writing as it moves. Scenario Goal :
hit point value, experience points, conditions, When all characters reach the top of the
“Before there was order to the world, or cards in any way. For now, they cannot tower and all enemies are killed, read section
everyone was their own master,” the writing perform any abilities and are no longer 65 on page 22.
reads, then fades away to be replaced by considered to have a turn.
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


Challenge

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 1
flies from its fur. All around you, the other
statues begin to stir as well.

Maps :
N1b

Ancient City City Hound Damage Stairs Stone Wall Section


Artillery Archer Guard Trap (x4) (x1) Pillar (x2) (x2)

26

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