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Gloomhaven: Solo Scenarios

Expansion for Gloomhaven

Gloomhaven: Solo Scenarios Rulebook

Table of Contents

Table of Contents

  • Notes on this Translation
  • Return to the Black Barrow
  • Unsuccessful Invasion
  • Laboratory Incident
  • Armory Heist
  • Stone Protection
  • Rodent Liberation
  • Caravan Escort
  • Storage Expenses
  • Measure of the Wild Beasts
  • Night Harvest
  • Plague Crypt
  • Blasphemy
  • Minstrel Contest
  • Foul Hunt
  • Aftermath
  • Mysteries of the Elements
  • Bear in a Cage

Notes on this Translation

  • Source: the Russian 17-scenario solo book "17 дополнительных сценариев для одиночной игры Gloomhaven", a scanned PDF with an OCR text layer. The translator is not credited in the source.
  • The icon symbols lost in the OCR text layer were restored from the surrounding words. Where a stat name is clear from its sentence (Shield, Move, Attack, Retaliate), it is written out.
  • Map spaces marked а, б, в, г, д in the Russian are written here as a, b, c, d, e. The section numbers are the book's own.
  • The Russian heading "Фрагменты" is rendered "Map tiles". Components are listed as they appear on each scenario page, with their printed counts.
  • Introductions, conclusions and the narrative of numbered sections are omitted as flavour. Requirements, objectives, components, map tiles, special rules, section triggers and rewards are transcribed in full.

Return to the Black Barrow

Requirement: Brute, level 5 Objective: Kill all enemies Components: Bandit Guard, Bandit Archer, Animated Bones, Damage Trap (×2), Table (×2) Map tiles: I1b, G1b, L1a

Special Rules: The scenario has no special rules of its own. Section 1 is the final room; its narrative is omitted. The enemies and set-up listed above are the ones it places.

Reward: Imposing Blade (item 134)

Unsuccessful Invasion

Requirement: Tinkerer, level 5 Objective: Protect at least 1 City Guard for 12 rounds Components: City Guard, Vermling Scout, Vermling Shaman, Damage Trap (×2), Wall Section (×2) Map tiles: N1b, G1b

Special Rules:

  • All City Guards are allies for you and enemies for all other monster types. Their Shield values are reduced by 1. They use your attack modifier deck. They take turns under the normal rules, each round performing the actions of the monster ability card drawn for them.
  • If all 4 City Guards die, you lose the scenario.
  • At the end of each even round, 4 normal Vermling Scouts appear on spaces a.

Reward: Focusing Beam (item 135)

Laboratory Incident

Requirement: Spellweaver, level 5 Objective: Obtain the treasure token, then escape through the entrance Components: Black Imp, Hissing Drake, Stone Golem, Treasure Token (×1), Damage Trap (×2), Ladder (×2), Crate (×2), Bookshelves (×4), Barrel (×2) Map tiles: G2b, I1b, A1b, A2a

Special Rules:

  • Door a is locked. After you obtain the treasure token, read section 1.

Section 1 (the flask is taken from the chest; narrative omitted):

  • Door b immediately closes and becomes locked. All monsters on the other side of door b stop taking turns until door b opens again.
  • A normal Stone Golem appears on space c. When it dies, immediately open doors a and b.

Reward: Flying Elixir (item 136)

Armory Heist

Requirement: Scoundrel, level 5 Objective: Obtain the treasure token, then kill all enemies Components: City Guard, Stone Golem, Ancient Artillery, Treasure Token (×1), Damage Trap (×3), Stone Pillar (×3) Map tiles: E1a, H1b, A2a, B2b

Special Rules:

  • Rikharn, on space a, is represented by a numbered token. His HP equals 15 + (5 × scenario level). He is an ally for you and an enemy for all monster types. Each round he takes a turn at initiative 49, using the ability "Move 4, Attack 4" and the monster attack modifier deck.
  • The Shield values of all City Guards increase by 3. The Shield values of all Stone Golems increase by 4.
  • If Rikharn is still alive when you obtain the treasure token, read section 1. Otherwise, once you have obtained the treasure token and killed all enemies, you successfully complete the scenario.

Section 1 (after the treasure token is taken; narrative omitted):

  • From this point Rikharn is an enemy for you and for all monsters. He keeps the HP he had when you obtained the treasure token and continues to use his initiative-49 ability.
  • You successfully complete the scenario when all enemies are killed, including Rikharn.

Reward: Silent Stiletto (item 137)

Stone Protection

Requirement: Voidwarden, level 5 Objective: Kill all enemies that appear Components: Cave Bear, Ooze, Sun Demon, Rock Pile (×3), Crystal (×1), Stalagnat (×3), Large Boulder (×2) Map tiles: N1a, B4b

Special Rules:

  • At the end of each of the first 3 odd rounds, 1 normal Cave Bear appears on space a and 1 powerful Ooze appears on space b.
  • At the end of each of the first 3 even rounds, 1 normal Sun Demon appears on space c and 2 normal Oozes appear on spaces d.
  • After round 6, no more enemies appear.

Reward: Stone Amulet (item 138)

Rodent Liberation

Requirement: Mindthief, level 5 Objective: Kill all enemies Components: Vermling Scout, Vermling Shaman, Earth Demon, Water (×5), Altar (×3), Damage Trap (×2) Map tiles: E1a, H2b, D1a

Special Rules:

  • All Vermling Scouts are one level below the scenario level.

Section 1 (you enter the room; narrative omitted):

  • You immediately take 5 damage and gain the POISON condition. At the end of each round you also gain the POISON condition if you do not have it; otherwise you take 3 damage. This effect ends once you destroy all altars marked a.
  • Each altar has HP equal to 3 + scenario level.

Section 2 (narrative omitted):

  • When all Vermlings are killed, read section 3.

Section 3 (narrative omitted):

  • A powerful Earth Demon appears on space b. Its HP equals its standard HP × 2, where standard HP is the standard hit point value of a powerful Earth Demon.

Reward: Telepathic Knife (item 139)

Caravan Escort

Requirement: Sun Keeper, level 5 Objective: Kill all enemies Components: City Guard, Bandit Guard, Bandit Archer, Inox Guard, Inox Archer, Inox Shaman, Vermling Scout, Vermling Shaman, Cave Bear, Cart (×4), Log (×3) Map tiles: L1b, L3a

Special Rules:

  • 6 normal City Guards appear on spaces a. All City Guards are allies for you and enemies for all other monster types. Their level is 2 below the scenario level. Each round they take turns at initiative 99, using the ability "Action +0, Attack +0" and your attack modifier deck.
  • 2 normal Bandit Guards appear on spaces b. 2 normal Bandit Archers appear on spaces c. 1 powerful Bandit Guard appears on space d.
  • At the end of the round in which the last enemy is killed, read section 1.

Section 1 (narrative omitted):

  • Return your miniature to the entrance space. Place the miniatures of all surviving City Guards on spaces a, in any order, keeping their conditions and damage.
  • 1 normal Inox Guard appears on space c. 1 powerful Inox Shaman appears on space d. 1 powerful Inox Archer appears on space e.
  • A new round begins. At the end of the round in which the last enemy is killed, read section 2.

Section 2 (narrative omitted):

  • Return your miniature to the entrance space. Place the miniatures of all surviving City Guards on spaces a, in any order, keeping their conditions and damage.
  • 2 normal Vermling Scouts appear on spaces b. 2 normal Vermling Shamans appear on spaces c. 1 normal Cave Bear appears on space d. 1 powerful Vermling Scout appears on space e.

Reward: Sun Shield (item 140)

Storage Expenses

Requirement: Quartermaster, level 5 Objective: Obtain the treasure token, then kill all enemies Components: Hound, Bandit Guard, Bandit Archer, Treasure Token (×1), Damage Trap (×6), Trap with STUN effect (×6), Crate (×2), Barrel (×3), Dresser (×2), Bookshelves (×4), Shelf (×2) Map tiles: B1a, I1a, I2b

Special Rules:

  • After you obtain the treasure token, read section 1.

Section 1 (the chest is opened; narrative omitted):

  • 1 normal Bandit Guard appears on space a. 1 powerful Bandit Guard appears on space b. 2 normal Bandit Archers appear on spaces c. 2 normal Hounds appear on spaces d.

Reward: Practical Belt (item 141)

Measure of the Wild Beasts

Requirement: Summoner, level 5 Objective: Kill all enemies Components: Hound, Hissing Drake, Cave Bear, Bush (×2), Log (×2), Tree (×2) Map tiles: L1b, L3a

Special Rules:

  • 1 powerful Cave Bear appears on space e. Its HP equals its standard HP × 2, where standard HP is the standard hit point value of a powerful Cave Bear.
  • At the end of round 1, 1 normal Hound appears on space a.
  • At the end of round 2, 1 normal Hissing Drake appears on space b.
  • At the end of round 3, 2 normal Hounds appear on spaces c.
  • At the end of round 4, 1 normal Hissing Drake appears on space d.
  • When all of these enemies are killed, read section 1.

Section 1 (narrative omitted): The printed text of this section gives no further spawns or rules.

Reward: Shimmering Figurine (item 142)

Night Harvest

Requirement: Nightshroud, level 5 Objective: Kill 6 Night Demons Components: Night Demon, Unbearable Horror, Stalagnat (×3), Nest (×2), Abyss Pit (×2) Map tiles: G2a, D2b, L2a, A2b, B4b

Special Rules: None are printed for this scenario.

Reward: Smoking Elixir (item 143)

Plague Crypt

Requirement: Plagueherald, level 5 Objective: Kill all enemies Components: Giant Viper, Black Imp, Stone Pillar (×4), Sarcophagus (×4) Map tiles: M1a, A1a, C1a, C2b, D1a

Special Rules:

  • At the start of round 2, open door b. At the start of round 5, open door c. At the start of round 8, open door d. At the start of round 11, open door e.
  • Zorn's spirits, on spaces a, are represented by numbered tokens. Their HP equals 4 + scenario level. They are allies for you and enemies for all monsters. They take no actions. When monsters choose a target, the spirits' initiative counts as 99. When they receive the BLESSING and CURSE conditions, they use your attack modifier deck.

Reward: Plague Pendant (item 144)

Blasphemy

Requirement: Berserker, level 5 Objective: Kill the Inox Necromancer Components: Living Corpse, Animated Bones, Cultist, Inox Shaman, Damage Trap (×4), Bush (×3), Stump (×2), Log (×2), Tree (×2) Map tiles: G1a, M1b, C2a, D1b

Special Rules:

  • The doors marked 1 are locked. When all enemies in the first two rooms are killed, immediately open the doors marked 1.
  • The Inox Shaman is the Inox Necromancer. Each time he would inflict a negative condition on you, he summons 1 normal Living Corpse instead.

Reward: Death Mask (item 145)

Minstrel Contest

Requirement: Music Note, level 5 Objective: Kill the Song of the Depths Components: Bandit Guard, Bandit Archer, City Guard, City Archer, Stone Golem, Vermling Shaman, Dresser (×2), Barrel (×2), Table (×3) Map tiles: B1a, I1a, G2b, A1b

Special Rules:

  • The Bandit Guards and Bandit Archers are allies for you and enemies for all other monster types. Their level is 2 below the scenario level. Each round they take turns at initiative 49 (the guards first, then the archers), using the ability "Move +0, Attack +0" and your attack modifier deck.

Section 1 (narrative omitted): The printed text of this section gives no rules.

Section 2 (narrative omitted):

  • The Vermling Shaman is the Song of the Depths.

Reward: Maestro's Lute (item 146)

Foul Hunt

Requirement: Doomstalker, level 5 Objective: Kill all enemies Components: Hound, Earth Demon, Fire Demon, Giant Viper, Hissing Drake, Nest (×2), Stump (×2), Log (×2), Tree (×2) Map tiles: D1b, C2a, G1a, A4a, F1b

Special Rules:

  • The Hound is the Spectral Wolf. At the start of each round, it gains the INVISIBLE condition.
  • The Earth Demon is Nedra. Its HP equals its standard HP × 2, where standard HP is the standard hit point value of a powerful Earth Demon.

Section 1 (narrative omitted): The Earth Demon rises from the ground.

Section 2 (narrative omitted):

  • The Fire Demon is Flame. Add +2 to its Shield and Retaliate values, and +2 to the range of its Retaliate ability.

Section 3 (narrative omitted):

  • All Giant Vipers add +1 to all of their attacks.

Reward: Hunter's Cloak (item 147)

Aftermath

Requirement: Bonesmith, level 5 Objective: Rescue all wounded allies Components: City Guard, Rock Pile (×6), Boulder (×4), Large Boulder (×4), Huge Boulder (×3) Map tiles: A1a, G1b, A3b, N1b

Special Rules:

  • All City Guards are your allies. They take no turns and have no initiative. Each City Guard in an open room takes 1 damage at the end of each round. A City Guard counts as rescued, and stops taking damage, only once it is fully healed, that is, when no damage tokens remain on it. If at least 1 City Guard dies, you lose the scenario.
  • You may give City Guards medkit cards. In that case they immediately heal the amount of damage shown on the card (4 or 8).
  • When you place a City Guard miniature on the board (when a room opens, or for the first room at set-up), place damage tokens on it until its current HP equals the value for its space: 2 for City Guards on spaces a, 4 for City Guards on spaces b, and 7 for City Guards on spaces c.
  • The HP of all obstacles is 4.
  • A powerful City Guard is the lieutenant. Its HP equals its standard HP × 3, where standard HP is the standard hit point value of a powerful City Guard. Place damage tokens on it until its current HP is 4. It takes damage under the same rules as the other guards and can be rescued in the same way. Start counting rounds, with the current round as round 1. If you have not rescued the lieutenant by the end of round 10, you lose the scenario.

Section 1 (narrative omitted): The printed text of this section gives no rules.

Reward: Doctor's Coat (item 148)

Mysteries of the Elements

Requirement: Elementalist, level 5 Objective: Kill all enemies Components: Fire Demon, Earth Demon, Frost Demon, Air Demon, Damage Trap with POISON effect (×3) Map tiles: H1b, B2b, B3b, C2b

Special Rules:

  • At the start of each round, move one element into the "Strong" column of the elemental charge board, in this order: Air, Ice, Earth, Fire, then Air again, and so on. Start with Air in the first round.
  • You may choose your ability cards for the round after the monsters' ability cards are revealed, not before, as the normal rules prescribe.

Reward: Elemental Boots (item 149)

Bear in a Cage

Requirement: Beast Tyrant, level 5 Objective: Kill all enemies Components: Hound, Forest Imp, Clawed Drake, Vermling Shaman, Cave Bear, Boulder (×6), Large Boulder (×4), Huge Boulder (×3) Map tiles: D2b, B4b, G2a, N1a, E1b

Special Rules:

  • At the start of this scenario, do not summon your bear onto an adjacent space. Instead, begin the scenario on the right entrance space, and your bear begins on the left entrance space.
  • In this scenario you cannot move through obstacles, even with the Jump effect or the Flying stat. You cannot use the bottom ability of the card "Stunning Roar."

Section 1 (narrative omitted):

  • Immediately open door a.

Section 2 (narrative omitted):

  • Immediately open door b.

Section 3 (narrative omitted):

  • Immediately open door c.

Reward: Staff of Command (item 150)