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Gloomhaven Circulo Forgotten Circles Rules and 180903
Gloomhaven Circulo Forgotten Circles Rules and 180903
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
: : :
: : :
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
+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
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
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
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
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.
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.
4
# 96 B-13 Unexpected Visitors Links: Gloomhaven
Dark
Corridor (x3)
91
a
Large
Boulders (x2)
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.”
Layout: d c
Maps : A3b
A3b g
E1a
L1a L2b N1b L1a
L2b
N1a
E1a
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
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.
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
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.
M1b
d
d
Bush (x1) Log (x2)
12
# 104 J-3 A Gaping Wound Links: Dimensional Travel
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
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
16
# 108 O-1 Prologue to the End Links: Dimensional Travel
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
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
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
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.
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.
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
I1a I2b
Aesther Aesther
Ashblade Scout
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: 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.”
Maps :
N1b
26