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Frosthaven: Solo Scenarios

Expansion for Frosthaven

Frosthaven: Solo Scenarios Rulebook

Table of Contents

Table of Contents

  • Wonder of Nature
  • Race Against the Clock
  • Scouting Ambush
  • The Dead of Night
  • Bones in the Dirt
  • Divide and Conquer
  • Path of Ancestry
  • Crumbling Descent
  • Tuning the Resonance
  • A Magnificent Trap
  • A Collection of Suffering
  • Fighting Snow with Snow
  • Under the Ice
  • Recharge
  • Boiler Room
  • Wet Work
  • Crash Against the Waves

Wonder of Nature

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules: At the start of the scenario, play one card from your available pool (not hand) and perform all persistent abilities on either the top or bottom action of the card. This does not count towards your starting hand limit of 12.

Section Links: When door 1 is opened, read section 1.

Scenario Key:

  • Flame Demon (no count printed)
  • Forest Imp (no count printed)
  • Hound (no count printed)
  • Snow Door (×2)
  • Log (×1)
  • Snowdrift (×3)
  • Nest (×2)
  • Snow Rock (×1)
  • Loot (×15)

Reward: Gain "Wanderer's Club" (item 248).

Race Against the Clock

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules: Place six damage tokens next to the map. At the start of each round in which you declare Slow, remove one damage token. If the scenario is not completed by the end of the round in which the last damage token is removed, the scenario is lost.

Section Links: When all enemies in this room are dead, read section 1.

Section 1 Special Rules: Place one 2-hex corridor tile on a. All Ancient Artillery are immune to damage and forced movement. No part of any jump movement or teleport can enter any hex on map 11-F or door 2.

Section Links: When door 2 is opened, read section 2.

Scenario Key:

  • Ancient Artillery (no count printed)
  • Robotic Boltshooter (no count printed)
  • Ruined Machine (no count printed)
  • Steel Automaton (no count printed)
  • Metal Door (×1)
  • Large Metal Corridor (×1)
  • Metal Corridor (×1)
  • Control Console (×3)
  • Metal Cabinet (×2)
  • Loot (×15)

Section 2 Special Rules: All Ancient Artillery die.

The Steel Automaton reacts to your speed. On rounds in which you declare Slow, its Shield value increases by 1, and it cannot perform move abilities. On rounds in which you declare Fast, it has no Shield, it cannot gain Shield, and it adds +2 Attack to all its attacks.

Reward: Gain "Recalibration Trigger" (item 249).

Scouting Ambush

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules:

  • When setting up the Scout monster ability deck, remove Rancid Arrow from the deck, shuffle the remaining seven cards, then place Rancid Arrow on top of the deck.
  • All City Guards are allies to you and enemies to all other monster types. Instead of revealing a monster ability card for them each round, they perform Attack L/2 (rounded up) on initiative 50.
  • At the start of each listed round, spawn the following monsters at the listed locations:
RoundMonster Spawned
3b, c, d, and e: one normal Vermling Scout
5b: one normal Polar Bear; d and f: one elite Vermling Scout
7a, b and c: one elite Vermling Scout
9d and f: one elite Vermling Scout; e: one elite Polar Bear

Scenario Key:

  • City Guard (no count printed)
  • Polar Bear (no count printed)
  • Vermling Scout (no count printed)
  • Large Snow Corridor (×3)
  • Snow Corridor (×1)
  • Ice Spikes (×3)
  • Rubble (×3)
  • Debris (×5)
  • Loot (×15)

Reward: Gain "Spear of Justice" (item 250).

The Dead of Night

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules:

  • The glowing orb has (Lx3)+6 hit points. It is an ally to you and an enemy to all monsters. You can lose one card from your hand or two from your discard pile to negate one source of damage to the glowing orb. If the glowing orb is destroyed, the scenario is lost.
  • Night Demons and Black Imps do not innately give disadvantage to all attacks targeting them.
  • At the start of each listed round, spawn the following monsters at the listed locations:
RoundMonster Spawned
3b and d: one normal Night Demon
5a, b, c, and d: one normal Black Imp
7a and c: one elite Black Imp
10b and d: one elite Night Demon

Scenario Key:

  • Black Imp (no count printed)
  • Night Demon (no count printed)
  • Cave Corridor (×2)
  • Large Cave Corridor (×2)
  • Large Snow Rock (×4)
  • Snow Rock (×5)
  • Glowing Orb (×1)
  • Loot (×15)

Reward: Gain "Soul Urn" (item 251).

Bones in the Dirt

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when the Hollow Scholar is dead. At the end of that round, read the conclusion.

Special Rules: Open all doors 1.

Section Links:

  • When door 1 is opened, read section 1.
  • When door 2 is opened, read section 2.

Special Rules: The Living Bones is the Hollow Scholar. It has Hx2 hit points, has no Shield, and cannot gain Shield. Whenever it kills one of your summons, it performs Heal 1, self.

Scenario Key:

  • Earth Demon (no count printed)
  • Living Bones (no count printed)
  • Snow Imp (no count printed)
  • Snow Door (×4)
  • Log (×2)
  • Sarcophagus (×2)
  • Tree (×1)
  • Loot (×15)

Reward: Gain "Black Earth Codex" (item 252).

Divide and Conquer

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when section 1 has been read and all enemies are dead. At the end of that round, read the conclusion.

Special Rules:

  • Place both Geminate figures on the map in the two starting hexes, and place a character token on one of them. Both figures are affected by all abilities normally and share the same hit points. They are allies to each other and enemies to all monsters.
  • Whenever a switch icon (either arrow: one pointing right, one pointing left) is resolved, instead of the normal effect, switch which figure the character token is on.
  • At the start of each round, you can only play cards from the form the character token is on, and all actions you perform during your turn are performed by that figure. Any active bonuses only apply to the figure with the character token. Monsters do not focus on or target the figure with no character token.
  • Whenever a monster dies, place a numbered token next to the map with the number equal to the number of monsters that have died this scenario. At the start of each round, for each numbered token next to the map, spawn the monster in the list below corresponding to the number of each token and remove those tokens.
TokenMonster Spawned
1d: one normal Lurker Wavethrower
2b: one normal Flaming Bladespinner
3f: one normal Lurker Wavethrower
4a: one normal Robotic Boltshooter
5c: one normal Robotic Boltshooter
6e: one normal Lurker Soldier
7b: one normal Flaming Bladespinner

Section Links: At the start of any round, if there are still numbered tokens next to the map after all seven monsters have spawned, read section 1.

Section 1 Special Rules: Spawn one normal Ice Wraith at either starting hex and one elite Ice Wraith at the other starting hex. Place a character token on the elite Ice Wraith.

The two Ice Wraiths both act each round, but share the same hit points. Whenever the first ability of their Shift Form action would be performed, instead switch which Ice Wraith the character token is on. You can only damage or target the Ice Wraith with the character token.

Scenario Key:

  • Flaming Bladespinner (no count printed)
  • Ice Wraith (no count printed)
  • Lightning Eel (no count printed)
  • Lurker Soldier (no count printed)
  • Lurker Wavethrower (no count printed)
  • Robotic Boltshooter (no count printed)
  • Large Snow Corridor (×1)
  • Snow Corridor (×3)
  • Large Water (×4)
  • Rubble (×2)
  • Water (×2)
  • Large Snow Rock (×2)
  • Loot (×15)

Reward: Gain "Mask of Duality" (item 253).

Path of Ancestry

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when the Incarnation of Ancestors is dead. At the end of that round, read the conclusion.

Special Rules:

  • The Sun Demon is the Incarnation of Ancestors and has (Hx2)+4 hit points. It is immune to [icon] and [icon].
  • At the start of each round after the first, one altar spawns one Orb of Energy in an adjacent empty hex, starting with 1 in round 2, then 2 in round 3, 3 in round 4, 4 in round 5, and then repeating the cycle with 1 in round 6. Altars cannot be manipulated.
  • Orbs of Energy are represented by lettered tokens (printed as "are are") and are treated as monsters with L+1 hit points and [icon]. Spawn a at altar 1, b at 2, c at 3, and d at 4. On initiative 99 each round (in the order a, b, c, d) they perform Move 2, focusing on moving toward and entering the hex occupied by the Incarnation. Whenever an Orb of Energy enters the hex occupied by the Incarnation or vice-versa, the Incarnation performs Heal X, self, where X is the orb's current hit point value, and the orb dies. In addition, place the lettered token on the Incarnation and remove any lettered tokens previously on it.
  • Instead of the Sun Demon monster ability deck, the Incarnation uses the boss monster ability deck. Its special actions depend on which lettered token is currently on it. The Incarnation starts the scenario with a c token on it.

Boss Special 1 (the Incarnation's special actions while the lettered token shown is on it):

  • a (Vigor): All orbs perform Heal L/2 (rounded up), self. Then the Incarnation performs: Attack -1; Attack -1; [icon].
  • b (Precision): Advance the round track one round and spawn the orb corresponding to that round, which does not act this round. Then the Incarnation performs: Attack +0, Target 2, Range 4, ([icon]: +1 Attack, +1 Range).
  • c (Resilience): All orbs perform Attack 2. Then the Incarnation performs: Move +0; Attack +0; [icon].
  • d (Power): All orbs perform: All adjacent enemies suffer [icon] 1. Then the Incarnation performs: Move -2; Attack +2, ([icon]: [icon]).

Boss Special 2 (the Incarnation's special actions while the lettered token shown is on it):

  • a (Vigor): All orbs perform [icon] 1. Then the Incarnation performs: Move +0; Attack +0, ([icon]: +1 Attack, [icon]).
  • b (Precision): All orbs perform: [icon], Target all, Range 1. Then the Incarnation performs: Move -1; Attack +0, Target 2, Range 3; [icon].
  • c (Resilience): All orbs gain Shield L/2 (rounded up) for the round. Then the Incarnation performs: Move +0; Attack -1, Range 3; ([icon]: Shield 2).
  • d (Power): All attacks targeting orbs this round gain disadvantage. Then the Incarnation performs: Move -1; Attack +1; [icon].

Scenario Key:

  • Sun Demon (no count printed)
  • Dungeon Corridor (×4)
  • Large Dungeon Corridor (×3)
  • Water (×8)
  • Altar (×4)
  • Large Debris (×4)
  • Loot (×15)

Reward: Gain "Ancestral Blade" (item 254).

Crumbling Descent

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Section Links: When all revealed enemies are dead, read section 1 at the start of the next round.

Section 1 Special Rules: Remove tile 11-B from the map and set up tile 13-D. Place one 1-hex lava tile in any empty hex, then place your figure in the same hex (without suffering damage).

Section 1 Links: When all revealed enemies are dead, read section 2 at the start of the next round.

Section 2 Special Rules: Remove tile 13-D from the map and set up tile 15-B. Place your figure in any lava hex (without suffering damage).

The Earth Demon is the Mountain's Heart. It has Hx2 hit points. At the start of each of its turns, remove one 1-hex hazardous terrain tile closest to it.

Scenario Key:

  • Burrowing Blade (no count printed)
  • Earth Demon (no count printed)
  • Rending Drake (no count printed)
  • Lava (×4)
  • Stalagmites (×2)
  • Loot (×15)

Reward: Gain "Mountain's Heart" (item 255).

Tuning the Resonance

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead and all ice pillars are destroyed. At the end of that round, read the conclusion.

Special Rules:

  • All stalagmites and ice pillars have L+5 hit points. Stalagmites are allies to you and enemies to all monsters. Ice pillars are enemies to you and allies to all monsters.
  • At the end of each round, each revealed stalagmite suffers Attack 1 for each ice pillar within range 3 of it, and, simultaneously, each revealed ice pillar suffers Attack 1 for each stalagmite within range 3 of it. If all stalagmites in any room are destroyed, the scenario is lost.
  • At the end of each of your turns, gain X additional resonance, where X is the number of stalagmites within range 3 of you minus the number of ice pillars within range 3 of you. X cannot be less than zero.
  • Throughout the scenario, all Algox Icespeakers are immune to [icon].

Section Links: When door 1 is opened, read section 1.

Section 1 Special Rules:

  • The elite Algox Icespeaker is the Chief of Spikes. It adds +1 Target and [icon] to all its attacks.
  • Begin tracking the rounds. At the end of each even round, the Chief of Spikes creates one ice pillar in any empty hex within range 2 of it.

Scenario Key:

  • Algox Archer (no count printed)
  • Algox Icespeaker (no count printed)
  • Snow Door (×2)
  • Snow Rock (×2)
  • Ice Pillar (×6)
  • Stalagmites (×6)
  • Loot (×15)

Reward: Gain "Sonorous Shard" (item 256).

A Magnificent Trap

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules:

  • At the start of the scenario, place one trap (trap icon) each in any four empty hexes on the map.
  • All Algox Snowspeakers have -1 Range on all their ranged abilities.
  • At the start of each listed round, spawn the following monsters at the listed locations:
RoundMonster Spawned
3, 7c: one normal Algox Guard
4, 6, 8a: one normal Wind Demon
5c: one normal Algox Guard; b: one normal Algox Snowspeaker
9b: one normal Algox Snowspeaker

Scenario Key:

  • Algox Guard (no count printed)
  • Algox Snowspeaker (no count printed)
  • Wind Demon (no count printed)
  • Large Snow Corridor (×3)
  • Snow Corridor (×2)
  • Damage Trap (×4)
  • Log (×3)
  • Snow Rock (×3)
  • Tree (×3)
  • Loot (×15)

Reward: Gain "Sly Camouflage" (item 257).

A Collection of Suffering

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when ten enemies in it are dead. At the end of that round, read the conclusion.

Special Rules: At the start of each listed round, spawn the following monsters at the listed locations:

RoundMonster Spawned
1, 5, 9, etc.a: one normal Flame Demon
2, 6, 10, etc.b: one normal Sun Demon
3, 7, 11, etc.a: one normal Earth Demon
4, 8, 12, etc.b: one normal Chaos Demon

Section Links: When any enemy dies, read section 1.

Special Rules: At the start of each round, perform Heal DxL/2 (rounded down), self, where D is the number of enemies that have died in the scenario. This heal is unaffected by and cannot remove negative conditions.

Scenario Key:

  • Chaos Demon (no count printed)
  • Earth Demon (no count printed)
  • Flame Demon (no count printed)
  • Sun Demon (no count printed)
  • Cave Corridor (×3)
  • Large Cave Corridor (×2)
  • Lava (×4)
  • Glowing Orb (×1)
  • Loot (×15)

Reward: Gain "Skull of Agony" (item 258).

Fighting Snow with Snow

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules:

  • Place a lettered token in each a and c. These are runes of power. Place a numbered token in each b and c. These are the rune workers, who are allies to you and enemies to all monsters. They have L+1 hit points and Shield 2. They take no actions and have an initiative of 99 for the purpose of monster focusing.
  • For each rune worker that occupies a hex with a rune of power, add +1 Attack to one of your or your allies' attacks per turn.
  • At the start of each listed round, spawn the following monsters at the listed locations:
RoundMonster Spawned
4e: one elite Frost Demon
7Both d: one normal Wind Demon
10e: one elite Algox Snowspeaker

Scenario Key:

  • Algox Snowspeaker (no count printed)
  • Frost Demon (no count printed)
  • Wind Demon (no count printed)
  • Large Snow Corridor (×3)
  • Snow Corridor (×1)
  • Ice Spikes (×3)
  • Log (×2)
  • Snow Rock (×2)
  • Loot (×15)

Reward: Gain "Storm Carving" (item 259).

Under the Ice

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules: The altars are immune to damage at this time.

Section Links: When the Steel Automaton is dead, read section 1.

Special Rules:

  • The altars can now be damaged and have (Lx2)+6 hit points. They are allies to you and enemies to all monsters. If all altars are destroyed, the scenario is lost.
  • Set the round track to the first round. At the start of each listed round, spawn the following monsters at the locations listed on the following page.
RoundMonster Spawned
2a and b: One normal Ruined Machine
5c: One normal Ancient Artillery
7d: One normal Ancient Artillery
8a: One elite Flaming Bladespinner
10c: One normal Ruined Machine
11d: One normal Ruined Machine
12a and b: One normal Ancient Artillery

Scenario Key:

  • Ancient Artillery (no count printed)
  • Flaming Bladespinner (no count printed)
  • Ruined Machine (no count printed)
  • Steel Automaton (no count printed)
  • Large Metal Corridor (×2)
  • Metal Corridor (×1)
  • Ice (×3)
  • One further component (gold tab, ×3; its label is partly hidden by the printed page footer, so it is not named here)
  • Loot (×15)

Reward: Gain "Freezing Orb" (item 260).

Recharge

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules:

  • Shuffle numbered tokens 1 to 3 face-down next to the map. At the start of each round, flip one token face-up and place it on the corresponding metal cabinet, removing any other tokens on other metal cabinets. A token represents a metal cabinet that was struck by lightning this round.
  • While you are adjacent to a metal cabinet with a numbered token, you and all your summons add +1 Attack to all your attacks.
  • At the end of your turn, if you are adjacent to a metal cabinet with a numbered token, you perform Heal 1, Target all, Range 8.
  • If, at the start of a round, numbered tokens 1 to 3 are all face-up, retrieve them all and shuffle them face down next to the map again.
  • You act before your summons each round and are before them in the initiative order. Your summons still do not act in the round they are summoned, but any other summon that is placed on the map from a transfer ability will still act.
  • At the start of each listed round, spawn the following monsters at the listed locations:
RoundMonster Spawned
3d: One normal Living Bones
4e: One normal Living Bones
5b and c: One normal Living Spirit
7d: One normal Frozen Corpse
8e: One normal Frozen Corpse
10d and e: One normal Living Bones

Section Links: At the start of round 12, read section 1.

Section 1 Special Rules: Spawn one elite Frozen Corpse at a. This is the Energized Corpse. It has Hx2 hit points and adds +1 Move to all its moves.

Scenario Key:

  • Frozen Corpse (no count printed)
  • Living Bones (no count printed)
  • Living Spirit (no count printed)
  • Dungeon Corridor (×1)
  • Large Dungeon Corridor (×3)
  • Large Snow Corridor (×2)
  • Rubble (×5)
  • Metal Cabinet (×3)
  • Loot (×15)

Reward: Gain "Energized Module" (item 261).

Boiler Room

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when all enemies in it are dead. At the end of that round, read the conclusion.

Special Rules: Place a numbered token in the regular pressure section of your character mat. At the start of each round after the first, move this token to the next position in the following order: regular, low, high, over, then back to regular to repeat the cycle. If your steam token is in the section the numbered token moves to when it moves, gain the following effect, based on the position:

  • Regular: Perform Heal L+2, self.
  • Low: Whenever you suffer damage this round, suffer 2 less damage.
  • High: One enemy within range 2 suffers trap damage.
  • Over: Whenever an enemy causes you to suffer damage this round, that enemy suffers Attack 2.

Section Links: When door 1 is opened, read section 1.

Scenario Key:

  • Ancient Artillery (no count printed)
  • Flaming Bladespinner (no count printed)
  • Ruined Machine (no count printed)
  • Steel Automaton (no count printed)
  • Metal Door (×2)
  • Lava (×4)
  • Power Conduit (×4)
  • Rubble (×4)
  • Loot (×15)

Reward: Gain "Exhaust Boots" (item 262).

Wet Work

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when the Abael Warlord is dead. At the end of that round, read the conclusion.

Special Rules:

  • At the start of the scenario, gain [icon].
  • Throughout the scenario, all Piranha Pigs can target and focus on you even when you have [icon]. Whenever a Piranha Pig attacks you, you lose [icon].
  • The Abael Herder is the Abael Warlord. It has Hx2 hit points. It is still considered an elite enemy for the purpose of character abilities.

Section Links:

  • When door 1 is opened, read section 1.
  • When door 2 is opened, read section 2.

Section 1 Special Rules: Remove all Abael Scouts not within range 4 of door 1 from the map. Door 2 is locked until all Burrowing Blades are dead.

Scenario Key:

  • Abael Herder (no count printed)
  • Abael Scout (no count printed)
  • Burrowing Blade (no count printed)
  • Piranha Pig (no count printed)
  • Cave Door (×2)
  • Nest (×3)
  • Stalagmites (×3)
  • Loot (×15)

Reward: Gain "Warlord's Skull" (item 263).

Crash Against the Waves

Requirement: a character of the class whose icon heads this scenario, level 5 or higher

Scenario Goals: The scenario is complete when Plea for Help Without Answer is dead. At the end of that round, read the conclusion.

Special Rules: Set the round track to the first round. At the start of the third round, spawn one elite Lurker Wavethrower at a and one elite Lightning Eel in each hex adjacent to it. The Lurker Wavethrower is Lost in Seaweed. It has Hx2 hit points. In addition to all other abilities it performs, it also summons one normal Lightning Eel at the end of each of its turns. All hexes are treated as water for the purposes of Lightning Eel summoning and movement.

Section Links: When Lost in Seaweed is dead, read section 1.

Section 1 Special Rules: Set the round track to the first round. At the start of the fourth round, spawn one elite Lurker Clawcrusher at a. This is Shape Blocks Out the Sun. It has Hx3 hit points, is immune to [icon], and adds -1 Move to all its moves and +1 Attack to all its attacks.

Section Links: When Shape Blocks Out the Sun is dead, read section 2.

Section 2 Special Rules: Set the round track to the first round. At the start of the fourth round, spawn one elite Lurker Mindsnipper at a. This is Plea for Help Without Answer. It has Hx3 hit points, is immune to [icon] and [icon], and has [icon] (L/3)+2 (rounded up) but no [icon].

Scenario Key:

  • Lightning Eel (no count printed)
  • Lurker Clawcrusher (no count printed)
  • Lurker Mindsnipper (no count printed)
  • Lurker Wavethrower (no count printed)
  • Altar (×2)
  • Loot (×15)

Reward: Gain "Spiraled Medallion" (item 264).