Gloomhaven (Second Edition): Cabin in the Corpsewood (Promo Scenario)
Gloomhaven (Second Edition): Cabin in the Corpsewood (Promo Scenario) Rulebook
Table of Contents
Table of Contents
Scenario Goals
The scenario is complete when all enemies are dead. At the end of that round, read the conclusion on page 2.
Special Rules
The log has Cx3 hit points and is an enemy to you.
Door 2 is locked.
Section Links
When any character has ended any of their turns in hex a and the log is destroyed, read Section 1 to the right.
Section 1
You sigh in exasperation at the distinct lack of a key in your hand. If this guy can't even give you the right location, he probably deserves to just have his door knocked in.
Special Rules
Treat door 2 as an objective with (L+2)xC hit points that is an enemy to you.
Section Links
When door 2 is destroyed, read Section 2 to the right.
Section 2
Well, if nothing else, Greymare will have a better view of the trees without his front door. And with that gone, you do begin to hear the classic moaning of some undead occupants inside. Finally, some real action.
Special Rules
Open door 2.
Section Links
When door 3 is opened, read Section 3 below.
Section 3
Pushing your way into the back room, you find the spirits responsible for this mess. You reckon this should be an easy time, but then more shambling skeletons rise up behind you.
Special Rules
Respawn the Living Bones in hexes b.
Scenario Key
- Living Bones
- Living Spirit
- Cabin Door: 2
- Rock: 1
- Barrel: 2
- Large Debris: 1
- Bookshelf: 1
- Log: 1
Conclusion
The cabin is finally at rest. No more evil spirits or walking dead.
Okay, you have to admit, it is a little rejuvenating, sitting in the calm of nature, listening to the breeze through the branches...
But you can think of other good times to have back in Gloomhaven, and they all require hard coin. So back you go to Greymare for your reward, deftly avoiding the issue of the door. Hopefully the cabin will remain peaceful long enough for him to enjoy it.
Rewards
15 gold each
Transcription Notes
- Door numbers (2, 3) and hex letters (a, b) are circled markers on the printed page, transcribed here as plain numbers and letters.
- The printed text reads "The door key should should be behind"; transcribed as printed.
- The opening log rules (under "Special Rules" and "Section Links") sit beside the Introduction on page 1 with no section number of their own; they are placed here after Scenario Goals.