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The Crimson Scales

Expansion for Gloomhaven
Expansions
Class Pack Add-onTrail of Ashes

The Crimson Scales Rulebook

Table of Contents

Table of Contents

  • Introduction
  • What's New
    • Alternate Monsters
    • Attack Modifier Cards
    • Area Effect
    • Boss
  • Conditions
    • Upgraded Conditions
  • Dotted Line
  • Events
  • Objective
  • Swing (Ability)
  • Teleport (Ability)
  • Use Slots (Active Bonuses)
  • Campaign
    • Sanctuary of the Great Oak
    • Enhancement
    • Selecting the Starting Group
  • Starting Groups
    • Party Goals
  • Reading the Scenario Book
    • Scenario Breakdown
    • Overlay Tile Indicators
    • Section Breakdown
    • Scenario Flowchart
  • Campaign Start
  • Scenarios
    • Scenario 1: The Dark Lake
    • Scenario 2: Underground Channels
    • Scenario 3: Flooded Cavern
    • Scenario 4: Infected Warriors
    • Scenario 5: Blood of the Oozes
    • Scenario 6: Poisoned Water
    • Scenario 7: Golden Eggs
    • Scenario 8: Shattered Fortress
    • Scenario 9: Rescue Mission
    • Scenario 10: Den of Monstrosity
    • Scenario 11: Voyage Abound
  • Hidden Content
    • Merchant's Guild Hall
  • Treasure Index

Introduction

Welcome to the Crimson Scales! This book contains the Rules and Scenarios needed to play the expansion, and the first few pages will walk you through what's new and updated from Gloomhaven, after which you will be ready to select your starting mercenary group to embark on your new adventure.

Now, go ahead and read through the next pages to see what new features you can expect to encounter in the campaign.

Note: Use any other game-play components from Gloomhaven not included in Crimson Scales (eg. Battle Goals) to play the game.

What's New

Alternate Monsters

When setting up a scenario, you may encounter monsters designated with the "✱" icon in the Scenario Setup. These monsters are alternate versions of existing monsters which use the stat card and standees of that type but have special ability cards. Each time you encounter an alternate monster, remember to retrieve the monster ability deck unique to the monster.

Attack Modifier Cards

Attack modifier cards are updated to highlight any special effect of the card in the middle instead of the number, which has been moved to the left on cards with effects, displaying the numerical value on each of the cards, regardless if the attack value is not modified in the cases where the card is considered to be a "+0" icon card.

Special effects unique to a class are a recurring theme for the upgraded cards in the expansion, the most notable example are cards with bonuses dependent on if you fulfill a specific condition to apply an additional effect. If you don't fulfill the condition to trigger the bonus, disregard all effects in the middle.

Brief of Special Cases

  • Rolling, if summon is attacking: Add +1 to the attack value and draw an additional modifier card if your summon performed the attack.
  • PULL 3, Self, toward the target: You may pull yourself up to 3 hexes toward the target of the attack.
  • POISON, target all enemies in the depicted area: All enemies in the depicted area gain POISON. This area of effect can be rotated or mirrored however you like and is performed as a separate ability.

Area Effect

Area depictions have received a visual update to better distinguish between the different icons indicating each hex and their mechanical function. In addition, two new area effects have been introduced, for a combination of up to four of the following icons:

  • Active figure: A grey hex indicates the hex the active figure currently occupies. An area attack which includes a grey hex is always considered a melee attack.
  • Target: A red hex indicates where figures can be located to be affected by the ability. Area attacks, like any other attack, cannot target allies.
  • Conditional: A yellow hex indicates where figures can be located to be affected by the ability, if you targeted a figure in a red hex of the same area effect. If the area effect had no target in a red hex, you cannot trigger the ability affecting the yellow hexes.
  • Blank: A blank hex indicates a hex that functions as a blank spacer between other types of hexes, where a figure is unaffected by the ability, unless otherwise specified.

Boss

The skull icon indicates if a monster is a boss in the Scenario Setup, as well as if the rank indicators of the monster in the scenario map are red. A red stand is used to hold their standee.

Rank Indicators: No Monster (black), Normal Monster (white), Elite Monster (yellow), Boss Monster (red).

Conditions

  • Chill: A negative condition. When applied to a figure, it causes them to gain a penalty of -1 to all their Attack and Move abilities for each token it has. A figure can have multiple instances of CHILL. One CHILL token is removed from a figure at the end of each of their turns. A figure that is immune to Immobilize or Muddle is also immune to Chill.
  • Infect: A negative condition. When applied to a figure, it prevents them from being able to gain Shield by any means. This condition is only removed if the figure is healed. The normal effect of the healing still applies. If the figure has INFECT and any condition that prevents healing, both are removed by a heal, but the figure's current hit point value is unchanged. A figure that is immune to Poison is also immune to Infect.
  • Regenerate: A positive condition introduced in Forgotten Circles. When applied to a figure, it causes the figure to perform "Heal 1, Self" at the start of each of their turns (even if the figure has STUN). If the figure suffers any damage, this condition is removed and the damage continues normally. If a figure has both WOUND and REGENERATE at the start of its turn, the REGENERATE effect applies first, removing WOUND and healing normally.
  • Ward: A positive condition introduced in Frosthaven. When applied to a figure, the next time it suffers damage from any source, it causes the figure to instead suffer half that amount of damage (rounded down), after Shield is applied. Ward is then removed from the figure.

Upgraded Conditions

Upgraded conditions are conditions with an enhanced effect, denoted by a numerical value following the condition icon. A figure cannot have multiple instances of a upgraded condition with either the same or different numerical values, it only keeps the condition with the higher value.

There are two negative, upgraded conditions that are applicable in the expansion:

  • Poison X: When applied to a figure, instead of +1 Attack, it causes all attacks against them to gain +X Attack. A figure with POISON X is considered to have POISON, following the same rules for effects of healing and immunities.
  • Wound X: When applied to a figure, instead of 1 damage, it causes the figure to suffer X damage at the start of each of its turns. A figure with WOUND X is considered to have WOUND, following the same rules for effects of healing and immunities.

Dotted Line

Ability card lines, first introduced in Forgotten Circles, separate individual abilities within an action on an ability card.

Events

Once an event is resolved, the icon instructing you to remove the card from the game is no longer depicted on the back of the event card. An event card is always removed unless the icon directing players to return the card to the bottom of the corresponding deck is shown as part of the reached outcome.

Objective

Objective hexes are surrounded by a yellow border on the scenario map. Objectives cannot be moved through unless the movement is modified by Jump or Flying. Objectives are usually important to the goal of the scenario and must either be destroyed or protected. Either way, they will have a maximum hit point value defined by the scenario's special rules. This value can be affected by damage just like any figure, but objectives are immune to all conditions and forced movement. When an objective's current hit point value drops to 0 or lower, it is destroyed. Objectives are not obstacles.

Swing (Ability)

When any figure performs a "Swing X", either as a stand-alone ability or as an effect applied to an ability, they will swing their target(s) up to X hexes. A figure can only target enemies with Swing unless otherwise specified. Each individual movement of a Swing must move the target in one direction spatially at the same distance from the targeting figure. If there are no valid hexes for the target to enter, the Swing stops. Targets can be swinged through their allies but not through their enemies, obstacles, objectives, or walls (rules for Flying figures are still applied). If a target is swinged into a hex containing a trap, the trap is sprung, and the target suffers its effects. Swing movement is unaffected by difficult terrain. When a character performs a Swing, they decide how far and in what direction the target is swinged (clockwise/counterclockwise). Any target of the ability or effect must be in line-of-sight of the figure using the ability or effect. Any figure immune to forced movement is immune to Swing.

Teleport (Ability)

When any figure performs a "Teleport X" ability, they will transport 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. Any figure immune to forced movement is immune to Teleport.

A subset ability of Teleport, when any figure performs a "Swap" ability, they will teleport a figure into a hex occupied by another figure while simultaneously teleporting that figure into the hex occupied by the former.

Use Slots (Active Bonuses)

When a figure performs a persistent ability which specifies a number of times the bonus should be applied, if it has a permanent icon, it is active until all uses are expended. If it has a round icon, it is active until either the end of the round or when the allotted uses are expended. In both such cases, there will be a number of use slots on the card to track the uses. When placing the card in the character's active area, place one character token on the first slot, and then advance the token one position each time the effect is triggered, moving left to right, top to bottom.

In the expansion, you will come across a variety of persistent abilities with use slots which have effects in them. When the token moves off a use slot with an ability, condition, or element icon, add or perform the effect shown in that use slot. When the token moves off the last slot, remove the card from the active area, placing it either in the character's discard or lost pile, depending on whether the action has a lost icon. If the last slot is followed by an experience icon, gain that experience when the alloted uses run out. Characters must activate a persistent bonus and move the token when the conditions specified are met, even if no benefit is gained.

Example: Persistent bonus action with three use slots which is active until all uses are expended or the card is moved to the discard pile. The first time the effect is triggered, the player additionally performs a "Heal 1, Self" ability (the effect shown in the use slot). The second time the effect is triggered, the character gains one experience. When the allotted uses run out, the character gains one additional experience and the card is moved to the character's discard pile.

Campaign

Before we get into the party selection and Scenario 1, there are a few additional steps you need to do.

  1. To start, this expansion uses its own city and road event deck. Do not use the Gloomhaven event decks. Separate city and road events numbered (shield icon) 1 through (shield icon) 30 and shuffle them into their corresponding decks. The remaining events should be set aside and are unlocked as you progress through the campaign.
  2. The item shop uses the base Gloomhaven item deck in accordance to your prosperity level and the city's available supply should initially consist of all copies of item 001 through 014. As you play, you will unlock and be rewarded an exciting assortment of new items from the item deck included with the expansion. For now, do not add any of the new items (indicated by the scale (shield icon)) to the city supply.
  3. Reset your reputation to 0 and prosperity to 1 for the campaign if you are starting out with one of your preexisting mercenary parties.

Note: Use any other game-play components from Gloomhaven not included in Crimson Scales (eg. Battle Goals) to play the game.

Sanctuary of the Great Oak

Envelope B can be immediately opened and used to donate to the Sanctuary of the Great Oak — boosting your prosperity. The initial prosperity you gain from opening the envelope is not added to your starting prosperity.

When a player donates 10 gold to the Sanctuary, instead of adding two Bless attack modifier cards to their attack modifier deck, the player draws two cards from the new "Oak's Gift" attack modifier decks, one from each deck, and adds them to their individual deck for the next scenario. There are 4 pairs of cards in each deck and each pair has a unique effect. The decks are categorized by if the card is a rolling card (green rolling icon) or a non-rolling card (purple icon).

Similar to BLESS and CURSE cards, these "Oak's Gift" cards are temporary and removed from the deck after being revealed, or at the end of a scenario if they were not revealed.

Enhancement

Players cannot spend gold to enhance their ability cards while visiting Gloomhaven at the start of the campaign. Once players have completed the "Accomplished Mercenaries" party achievement, the option to enhance ability cards is unlocked.

New Enhancement Options

AbilityBase CostBase Effect Cost
Teleport40g
Regenerate50g

Regenerate can be placed on any main ability line that affects allies or yourself.

Selecting the Starting Group

In Crimson Scales, instead of having a set roster of starting characters, players have the choice of selecting among a curated list of five starting groups containing four character classes each, tailored to ensure you get a balanced starting experience.

Once you select your preferred starting group, the rest of the classes are considered locked classes and are unlocked by completing Personal Quests. Remove the Personal Quest cards corresponding to the classes selected, shuffle the rest into your available Personal Quest deck for the campaign and draw two cards per character.

Once each player has selected their starting character, read the reference number for the event cards added when the character class is unlocked (1), add the corresponding event cards to the city and road event deck and shuffle each deck.

You must now decide which starting group to select, proceed to the next page to see a summary of each group, the new Party Sheet and Party Goals.

Starting Groups

Each starting group is shown on the printed page as a block of four character-class icons. The class icons are artwork in the printed book and are not named in the text, so they are not listed here; the group summary and average complexity rating are transcribed as printed.

  • Militants
    • Group Summary: Delayed Damage, Protection, Support, Healing, Debuffing, and Terrain Creation.
    • Average Complexity Rating: 2.5 of 5.
  • Protectors
    • Group Summary: Melee Damage, Monster Manipulation, Protection, Summoning, Support, and Healing.
    • Average Complexity Rating: 2 of 5.
  • Explorers
    • Group Summary: Elements, Area of Effect, Monster Manipulation, Obstacle Creation, Healing and Mobility.
    • Average Complexity Rating: 3 of 5.
  • Trailblazers
    • Group Summary: Delayed Damage, Protection, Elements, Area of Effect, Support and Healing.
    • Average Complexity Rating: 3 of 5.
  • Naturalists
    • Group Summary: Melee Damage, Summoning, Elements, Support, Area of Effect, Debuffing, and Terrain Creation.
    • Average Complexity Rating: 4 of 5.

Once the starting group is chosen and each player has selected their character, claim a new Party Sheet along with the character boxes.

Party Goals

The Party Goals is a new feature included in the expansion. A new section on the Party Sheet (the red "1" marker) represents goals your party will try to accomplish throughout the campaign. Each time you make progress towards one of the five goals, take note on the sheet to track your progress. Once you've reached a goal, mark the box corresponding to the completed goal.

When the party has achieved at least four of the five goals, you will be directed to read a Section (the gear icon) in the Section Book, detailing your reward.

The five Party Goals printed on the Party Sheet are:

  1. All party members complete 5 Battle Goals each.
  2. All party members gain 100 experience each.
  3. All party members spend 60 gold at the Item Shop each.
  4. All party members loot 1 Treasure Tile in a Scenario each.
  5. Party completes one Side Scenario (#51-55).

When four out of five Party Goals are complete, read 53A (gear icon).

The bottom of the Party Sheet has a row marked with a scale icon, followed by four empty boxes and an arrow to "read 37D".

The Party Sheet also carries Name, Starting Group, and Location fields, a Notes / Achievements area, a Prosperity track, a Reputation track, and a Shop Price Modifier column.

Reading the Scenario Book

Scenario Breakdown

The page layout of each scenario in the Scenario Book is labelled as follows (the example shown is Scenario 13, Corpse Cavern):

  • A. Scenario Number and Name: The number of the Scenario and its name.
  • B. Scenario Requirements: Requirements needed to be met to play the Scenario.
  • C. Scenario Goals: The goals that Players need to succeed with to complete the Scenario. The Players read the Section listed on the page for the conclusion.
  • D. Scenario Introduction: The introductive narrative for the Scenario.
  • E. Special Rules: These are rules specific to the Scenario.
  • F. Section Links: When Players perform a task listed here, immediately read the corresponding Section (Page No., Letter) listed in Alphabetical order in the Section Book.
  • G. Map Layout: The visual layout of the Scenario Map.
  • H. Scenario Map Area: The layout area of the Tiles, Tokens, Starting hexes and Monsters for the start of the Scenario.
  • I. Scenario Setup: List of components required to set up the Scenario.
  • J. Scenario Links: The Links show if the Scenario is linked with another Scenario or Gloomhaven.

Overlay Tile Indicators

The different types of special Overlay Tiles a Scenario is constructed with have received a visual update in the Scenario and Section Book to help differentiate them on the map, helping players spot the type of tile from the corresponding symbol. The symbols are: Door, Corridor, Objective, Trap, Hazardous, Difficult, and Obstacle.

Section Breakdown

  • A. Section and paired Scenario: The number and letter of the Section, and its corresponding Scenario.
  • B. Section Narrative: Some Sections have a narrative detailing the events unfolding.
  • C. Special Rules: These are rules specific to the Section.
  • D. Section Links: When Players perform a task listed here, immediately read the corresponding Section (Page No., Letter).
  • E. Scenario Conclusion: The Conclusion story of a Scenario when the Scenario Goal has been met.
  • F. Section Map Area: The layout area of the Tiles, Tokens, and Monsters for the revealed Section.
  • G. Rewards: The Players read the text in the Reward banner to determine their reward for completing the Scenario.

Section Book Hidden Content: Remember to only read the Section Book when instructed to avoid any spoilers for the Scenarios or other Hidden Content unlocked by playing the campaign.

Scenario Flowchart

The Scenario Flowchart is a graphic of the scenario numbers 1 through 66 and their links. Its legend lists the scenario types: Scenario Chain, Main Campaign, Infectious, Wondrous, Chilly, Sail, Tainted, Personal Quest, Event, Side, and Solo. It also shows a Check Box, a Linked Achievement, a Completed Achievement Required, and an Incomplete Achievement Required. The flowchart's links are graphical and are not reproduced here; refer to the printed flowchart and the scenario chain pages below.

Campaign Start

Outlined below is a checklist, recapping all vital Campaign steps required to properly start the Crimson Scales experience as intended. For more comprehensive details, refer to the previous pages of the Rule Book if you ever have a question about anything not outlined here.

  1. Select a Starting Group (p. 8). Select your starting characters from the Starting Group, and/or characters unlocked from the base games or the Crimson Scales Add-on (p. 7-8).
  2. Prepare the Road and City Event decks, cards numbered 1-30 (p. 7). Add the Event cards unlocked by the selected starting characters (left-most number on the back of the character mat). Shuffle both Event decks and set aside the rest of the Event cards.
  3. Remove the Personal Quests of unlocked characters from the Personal Quest deck. Shuffle the deck and distribute two Personal Quest cards to each character.
  4. Start the Campaign with a reputation of 0 and prosperity of 1. Track your progression of both values on the Party Sheet.
  5. Prepare items 001-014 from base Gloomhaven for the item shop. Do not add any of the new items (scale icon) to the city supply yet.
  6. Newly created characters gain starting gold following base Gloomhaven rules: (L+1)*15 gold.
  7. Unlock Envelope B. Do not gain its initial bonus.
  8. Prepare the two Oak's Gift attack modifier decks.
  9. Take note of the Party Goals listed on the Party Sheet. Track your progression on them throughout the campaign (p. 8).
  10. Prepare any other components from Gloomhaven required to play the game (eg. Battle Goals) (p. 7).

Final Notes: For rules not covered in this book, follow Gloomhaven rules or any other preferred rule-set from the later games. Kicking off your new campaign with unlockable content, whenever you've completed five scenarios, read 37D (gear icon). You should now be ready to begin your new mercenary career, take the leap into Scenario 1 on the next page where your story begins....

Scenarios

Each scenario lists its Links, Requirements, Scenario Goals, Special Rules, Section Links, and Scenario Setup as printed. Introductory narrative and map images are omitted. Icons that the text layer does not carry are shown in square brackets. Section references (for example "read 2C") point to the separate Section Book.

Scenario 1: The Dark Lake

  • Links: None
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 2C at the end of the round.
  • Section Links: When the door [door icon] is opened, read 2A.
  • Scenario Setup: Spitting Drake; Light Fog (2); Water (9); Large Earth; Vermling Scout; Corridor (2); Treasure Tile (1); Water Spirit; Thorns (4).

Scenario 2: Underground Channels

  • Links: The Dark Lake - #1
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 3C at the end of the round.
  • Special Rules: The door is locked. When a character ends their turn on the pressure plate [pressure plate icon], all enemies occupying the I2A map tile gain STRENGTHEN and permanently unlock the door [door icon].
  • Section Links: When the door [door icon] is opened, read 3A.
  • Scenario Setup: Deep Terror; Dark Fog (2); Stalagmites (2); Inox Archer; Pressure Plate (3); Treasure Tile (1); Inox Guard; Water (14); Water Spirit; Crystal (2).

Scenario 3: Flooded Cavern

  • Links: Underground Channels - #2
  • Requirements: None
  • Scenario Goals: When the Hydra Spirit is dead, the scenario is complete. Read 4A at the end of the round.
  • Special Rules: The elite Water Spirit represents the Hydra Spirit. The Hydra Spirit has HxC hit points, where H is an elite Water Spirit's regular hit point value, and is immune to STUN, DISARM, POISON, and IMMOBILIZE. At the end of each round, move the water hexes marked [water hex icon] one hex toward the hexes marked [target hex icon]. These water tiles cannot be removed. Each hex to the right of the water tiles is considered to be a water tile and treated as difficult terrain. When all hexes marked [target hex icon] are occupied by water tiles, the scenario is immediately lost.
  • Scenario Setup: Giant Viper; Natural Stone Corridor (3); Rock Column (2); Lurker; Large Natural Stone Corridor (4); Stalagmites (1); Water Spirit; Water (7).

Scenario 4: Infected Warriors

  • Links: Gloomhaven
  • Requirements: None
  • Scenario Goals: When all enemies are dead and you have cured four sick warriors, the scenario is complete. Read 6A at the end of the round. If you do not have the Party Achievement "Follow the Money", read 4B.
  • Special Rules: This scenario features alternate monsters and the INFECT condition; refer to the rules for more information (p. 4-5 of the Rule Book). Any character may forgo the top action of their turn to perform a "Heal 1, Range 2" ability.
  • Section Links: When the door [door icon] is opened, read 5A. When the door [door icon] is opened, read 5B. When the door [door icon] is opened, read 5C.
  • Scenario Setup: City Archer; Stone Door (3); City Guard; Damage Trap (4); Blood Ooze; Bookcase (2); Flaming Drake; Table (2); Toxic Imp; Treasure Tile (1).

Scenario 5: Blood of the Oozes

  • Links: Gloomhaven
  • Requirements: None
  • Scenario Goals: When the Gelatinous Giant is dead, the scenario is complete. Read 6C at the end of the round.
  • Special Rules: All characters start with INFECT as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 8A.
  • Scenario Setup: Blood Ooze; Stone Door (1); Bush (3); Earth Demon; Man-made Stone Corridor (1); Fountain (1); Flaming Drake; Large Man-made Stone Corridor (1); Treasure Tile (1); Toxic Imp; Water (19).

Scenario 6: Poisoned Water

  • Links: None
  • Requirements: Party Achievement "Ooze Destroyed" COMPLETE
  • Scenario Goals: The scenario is complete when the poisoned water supply is purified. Read 7A at the end of the round.
  • Special Rules: The obstacles on the C2a tile represent the bottles of antidote and cannot be destroyed. Any character may sacrifice the top or bottom action of their turn while adjacent to an antidote to pick up the antidote, removing the obstacle from the board and placing it in the character's active area. Any character may sacrifice the top or bottom action of their turn while adjacent to the fountain to place the antidote in the fountain. All Water Spirits represent Contaminated Water Spirits and are immune to POISON and ignore the penalties of difficult terrain. All characters start with POISON as a scenario effect. The fountain cannot be moved or destroyed. The water tiles cannot be removed from the board. Each character may only hold one antidote at a time, and if a character exhausts while holding an antidote, the scenario is immediately lost. The scenario is won when there are C bottles of antidote placed in the fountain, where C is equal to the number of characters.
  • Section Links: The first time a character picks up an antidote, read 6G.
  • Scenario Setup: Blood Ooze; Large Earth Corridor (2); Cabinet (2); Flaming Drake; Log (2); Crate (2); Toxic Imp; Water (13); Fountain (1); Water Spirit; Bush (2); Tree (1).

Scenario 7: Golden Eggs

  • Links: None

  • Requirements: None

  • Scenario Goals: The scenario is complete when you have found three golden eggs. Read 7B at the end of the round.

  • Special Rules: Shuffle numbered tokens 1-12 and place them face down on each water tile. When the fourth token is removed, read 9J. When the eighth token is removed, read 9E. When the twelfth token is removed, read 6B. Once per round, if a character ends their turn on a water tile, remove the numbered token and water tile from the board and refer to the chart. The character who removed the water tile immediately follows the instructional text corresponding to the number chosen. Monsters are summoned in hexes closest to the removed water tile. Only one number token and water tile can be removed per round. Water tiles cannot be removed any other way. When the fourth, eighth, and twelfth token is removed, do not refer to the chart. Instead, follow the instructions in the Section Links.

  • Section Links (token chart):

    TokenSection Link
    19D
    29I
    39L

Scenario 8: Shattered Fortress

  • Links: None
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 7D at the end of the round.
  • Section Links: When the door [door icon] is opened, read 7C.
  • Scenario Setup: Ancient Artillery; Large Man-made Stone Corridor (1); Altar (1); Living Spirit; Damage Trap (4); Bookcase (1); Stone Golem; Rubble (2); Shelf (2); Stairs (1); Treasure Tile (1); Wood Door (1).

Scenario 9: Rescue Mission

  • Links: Shattered Fortress - #8
  • Requirements: None
  • Scenario Goals: When all revealed enemies are dead and you have looted the Goal treasure tile, the scenario is complete. Read 10B-11A at the end of the round.
  • Special Rules: The doors marked [door icon] are locked and cannot be opened until instructed.
  • Section Links: When all enemies on the K1a map tile are dead, read 8C.
  • Scenario Setup: Ancient Artillery; Stone Door (4); Shelf (2); Cave Bear; Rubble (6); Treasure Tile (1); City Archer; Boulder (1); City Guard; Large Boulder (1).

Scenario 10: Den of Monstrosity

  • Links: None
  • Requirements: None
  • Scenario Goals: The scenario is complete when you have destroyed at least 5 supply crates. Read 12C-13A at the end of the round.
  • Special Rules: At the end of every odd round, if there is at least 1 Black Imp present, move [icon] and [icon] to Strong. At the end of every even round, if there is at least 1 Lurker present, move [icon] and [icon] to Strong. During their turn, Black Imps can consume [icon] to add +1 Attack to all attack abilities for the round and consume [icon] to add +2 Range to their ranged abilities for the round. Lurkers can consume [icon] to add +1 Attack to all attack abilities for the round and consume [icon] to perform "Heal 1, Self". The supply crates are represented by Barrel and Crate tokens and each have 2x(C+L+1) hit points. When the first supply crate is destroyed, monsters can no longer [icon] and it is no longer generated as per the special rules above. When the second supply crate is destroyed, monsters can no longer [icon] and it is no longer generated as per the special rules above. All characters discards one card as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 12A.
  • Scenario Setup: Black Imp; Barrel (3); Table (2); Lurker; Crate (3); Treasure Tile (1); Wood Door (3).

Scenario 11: Voyage Abound

  • Links: None
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 13D at the end of the round.
  • Special Rules: Character and character summons cannot leave their starting tile and the obstacles on the map cannot be destroyed. If a character performs a single-target melee attack while adjacent to an obstacle marked with the letter of the tile, they may perform the attack as if they were occupying a hex marked with a letter on a different tile, targeting an enemy on the other tile. At the end of the first round, spawn one normal Inox Guard and one elite Inox Archer on each tile occupied by a character.
  • Section Links: When all enemies spawned at the end of the first round are dead, read 13B.
  • Scenario Setup: Flame Demon; Night Demon; Inox Archer; Barrel (2); Inox Guard; Crate (2); Inox Shaman; Dark Pit (4).

Scenario 12: Uncovering the Source

  • Links: Voyage Abound - #11
  • Requirements: None
  • Scenario Goals: When all enemies are dead and you have looted the Goal treasure tile, the scenario is complete. Read 13G at the end of the round.
  • Special Rules: All characters consumes one [icon] scenario effect.
  • Section Links: When either door [door icon] is opened, read 13E.
  • Scenario Setup: Flame Demon; Light Fog (2); Thorns (2); Giant Viper; Earth Corridor (1); Bush (2); Rending Drake; Large Earth Corridor (3); Nest (2); Spitting Drake; Hot Coals (6); Treasure Tile (1).

Scenario 13: Corpse Cavern

  • Links: None
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 14B at the end of the round.
  • Special Rules: All Living Corpses gain Target 2 on all their attacks. All characters start with POISON as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 14A.
  • Scenario Setup: Living Corpse; Dark Fog (2); Stalagmites (3); Lurker; Immobilize & Poison Trap (3); Treasure Tile (1); Ooze; Water (18).

Scenario 14: Cultist Cave

  • Links: None
  • Requirements: None
  • Scenario Goals: The scenario is complete when you have killed three cultists. Read 16A at the end of the round.
  • Special Rules: The door marked [door icon] is locked and cannot be opened until instructed.
  • Section Links: When all enemies on the L2a tile are dead, read 15A.
  • Scenario Setup: Cultist; Dark Fog (3); Rock Column (3); Deep Terror; Immobilize & Poison Trap (5); Treasure Tile (2); Living Corpse; Altar (2).

Scenario 15: Ambush of Beasts

  • Links: Uncovering the Source - #12
  • Requirements: None
  • Scenario Goals: The scenario is complete if all characters survive until the end of the tenth round. Read 16C at the end of the round.
  • Special Rules: At the end of the first round, one island creature spawns on [spawn icon]. At the end of the second round, one island creature spawns on [spawn icon]. At the end of each round after the second, two different island creatures will spawn at [spawn icon] and [spawn icon] at the end of every odd round, and [spawn icon] and [spawn icon] at the end of every even round. The type of island creature that spawns cycles in the order of Hound, Cave Bear, Giant Viper, Rending Drake, and Lurker. All spawns are normal for two characters. Hounds, Giant Vipers, and Lurkers are elite for three characters. All spawns are elite for four characters.
  • Scenario Setup: Cave Bear; Earth Corridor (1); Giant Viper; Large Earth Corridor (4); Hound; Log (2); Lurker; Bush (1); Rending Drake; Tree (1).

Scenario 16: Preto Krisanta

  • Links: Gloomhaven
  • Requirements: None
  • Scenario Goals: The scenario is complete when both Goal treasure tiles are looted and the Apex Demon is dead. Read 16B at the end of the round.
  • Special Rules: The door marked [door icon] is locked and can only be unlocked once both Goal treasure tiles have been looted.
  • Section Links: When the door [door icon] is opened, read 17D. When the door [door icon] is opened, read 17A. When the door [door icon] is opened, read 17C.
  • Scenario Setup: Black Imp; Wood Door (3); Earth Demon; Stun Trap (3); Flame Demon; Stairs (1); Night Demon; Tree (1); Sun Demon; Treasure Tile (3).

Scenario 17: Orb Extraction

  • Links: None
  • Requirements: None
  • Scenario Goals: The scenario is complete when the Goal treasure tile is looted and all characters occupy a starting hex. Read 17B at the end of the round.
  • Special Rules: At the start of the scenario, nominate one character to carry the Frosted Crystal. This character may not loot the goal tile and gains Retaliate 1. The exit is indicated by the starting hexes. The goal tile represents the Orb of Embers. While a character possesses the Orb of Embers, the character adds +1 to all Attack abilities and Move abilities. If the character who holds the Orb of Embers becomes exhausted, the scenario is immediately lost. If any character becomes exhausted while not occupying a starting hex, the scenario is lost.
  • Section Links: When the door [door icon] is opened, read 18A.
  • Scenario Setup: Earth Demon; Stun Trap (6); Flame Demon; Hot Coals (6); Frost Demon; Bookcase (3); Savvas Icestorm; Shelf (2); Wind Demon; Table (2); Treasure Tile (4); Stone Door (2); Large Man-made Stone Corridor (1).

Scenario 18: Grab and Go

  • Links: Orb Extraction - #17
  • Requirements: None
  • Scenario Goals: The scenario is complete when all enemies are dead and all characters occupy a hex [hex icon] or become exhausted on a hex [hex icon]. Read 18D at the end of the round.
  • Special Rules: If any character is exhausted while not occupying a hex [hex icon], the scenario is lost. All characters start with IMMOBILIZE as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 19A.
  • Scenario Setup: Black Imp; Dark Fog (1); Crystal (1); Deep Terror; Stone Door (2); Rock Column (4); Harrower Infester; Damage Trap (4); Stalagmites (3); Night Demon; Stairs (2); Treasure Tile (1).

Scenario 19: Elemental Experiments

  • Links: None
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 19B at the end of the round.
  • Special Rules: The Vermling Scouts represent Vermling Experiments, and gain benefits based on the number of strong or waning elements. Vermling Experiments gain Shield X and Retaliate X, where X is equal to the number of Strong and Waning elements divided by two (rounded up). If any character ends their turn on a pressure plate, they may [icon] up to X times, where X is equal to the number of Vermling Experiments in the room.
  • Section Links: When the door [door icon] is opened, read 20A. When the door [door icon] is opened, read 20C.
  • Scenario Setup: Earth Demon; Pressure Plate (3); Flame Demon; Log (1); Frost Demon; Barrel (1); Night Demon; Bush (2); Sun Demon; Cabinet (1); Vermling Scout; Crate (1); Wind Demon; Stone Pillar (3); Treasure Tile (2); Light Fog (3).

Scenario 20: Midnight Ritual

  • Links: None
  • Requirements: Party Achievement "Fallen Lava" INCOMPLETE
  • Scenario Goals: The scenario is complete when the Cultist is dead. Read 20B-21A at the end of the round.
  • Special Rules: The elite Cultist's hit point value is multiplied by C+1. The Cultist gains +2 Move on all Move abilities, +3 Attack on all Attack abilities, and does not suffer damage when summoning. Instead of summoning Living Bones, the Cultist summons Living Spirits. The Cultist is immune to STUN, DISARM and IMMOBILIZE. For three characters, every other Living Spirit summoned is elite. For four characters, every Living Spirit summoned is elite. If there is a Move ability listed on the Cultist's ability card, it first starts its turn by Teleporting to the closest hex adjacent to an altar marked hex which is also closest to an enemy. The order in which it teleports is first the hex marked [hex icon], then [hex icon], then [hex icon] in that order. The altars have (C+L)x3 hit points, and if an altar is destroyed the Cultist can no longer teleport near it and skips the teleport ability if it would otherwise teleport to the marked hex. When there is only one altar remaining, the Cultist no longer teleports.
  • Scenario Setup: Cultist; Large Man-made Stone Corridor (4); Deep Terror; Altar (3); Living Spirit.

Scenario 21: A Fiery Death

  • Links: None
  • Requirements: None
  • Scenario Goals: The scenario is complete when the Lavalite is dead. Read 21C at the end of the round.
  • Special Rules: Nominate one character to hold the Frosted Crystal for the duration of the scenario.
  • Section Links: When the door [door icon] is opened, read 21B.
  • Scenario Setup: Earth Demon; Wood Door (1); Bush (2); Flame Demon; Hot Coals (7); Tree (1); Savvas Lavaflow; Thorns (4); Treasure Tile (2).

Scenario 22: Imp Temple

  • Links: Midnight Ritual - #20
  • Requirements: None
  • Scenario Goals: The scenario is complete when C x 4 Imps have been killed. Read 23B at the end of the round.
  • Special Rules: All characters start with MUDDLE [icon] as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 22E. When the door [door icon] is opened, read 22A. When the door [door icon] is opened, read 23A.
  • Scenario Setup: Black Imp; Cabinet (2); Shelf (2); Forest Imp; Crate (2); Table (2); Harrower Infester; Sarcophagus (1); Treasure Tile (2); Wood Door (6).

Scenario 23: Icicle Chambers

  • Links: None
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 24B at the end of the round.
  • Special Rules: This scenario features alternative monsters and the CHILL condition; refer to the rules for more information (p. 4-5 of the Rule Book). Any character may forgo the top or bottom action of their turn to remove all CHILL [icon] tokens from self or one summon they own within Range 2.
  • Section Links: When the door [door icon] is opened, read 23C.
  • Scenario Setup: Frozen Cadaver; Large Natural Stone Corridor (2); Rock Column (5); Hail Demon; Chill & Chill Trap (4); Stalagmites (4); Harrower Icecrawlers; Crystal (1); Treasure Tile (1); Dark Fog (2).

Scenario 24: Eerie Grotto

  • Links: None
  • Requirements: None
  • Scenario Goals: The scenario is complete when C globes are placed in the dome. Read 26A at the end of the round.
  • Special Rules: This scenario features alternative monsters and the CHILL condition; refer to the rules for more information (p. 4-5 of the Rule Book). Any character may forgo the top or bottom action of their turn to remove all CHILL [icon] tokens from self or one summon they own within Range 2.
  • Section Links: When the door [door icon] is opened, read 25A.
  • Scenario Setup: Frozen Cadaver; Man-made Stone Corridor (1); Altar (1); Hail Demon; Large Man-made Stone Corridor (1); Boulder (1); Harrower Icecrawlers; Stun Trap (5); Large Boulder (1); Stone Door (3); Hot Coals (6); Treasure Tile (1).

Scenario 25: Brightspark, Behold!

  • Links: None

  • Requirements: None

  • Scenario Goals: When at least four Goal treasure tiles are looted and Brightspark is not exhausted, the scenario is complete. Read 26B at the end of the round.

  • Special Rules: The Brightspark is represented by the [token icon] token, has C+(Lx3) hit points and acts on Initiative 50 every turn, performing "Move 2, Attack 1" (using whichever modifier deck you prefer). For each Goal treasure tile you loot, the Brightspark gains the following benefit:

    • First tile: +1 Move on all movement.
    • Second tile: +1 Attack on all attacks.
    • Third tile: Jump on all movement.

    Additionally, the Brightspark can [icon] during its turn to perform a "Heal 2, Self" ability. This is optional and players determine if this is performed. Whenever there are no monsters on the map, the Brightspark will move toward the hex marked [hex icon]. If the Brightspark becomes exhausted, the scenario is immediately lost.

  • Section Links: When the door [door icon] is opened, read 26C. When the door [door icon] is opened, read 27A. When the door [door icon] is opened, read 26D.

  • Scenario Setup: Forest Imp; Sun Demon; Nest (2); Giant Viper; Wood Door (4); Shelf (2); Lurker; Immobilize & Poison Trap (4); Table (2); Spitting Drake; Cabinet (2); Treasure Tile (5).

Scenario 26: Thermal Stone Peak

  • Links: Icicle Chambers - #23, Eerie Grotto - #24
  • Requirements: Party Achievement "Frozen Warrior" COMPLETE
  • Scenario Goals: The scenario is complete when all five thermal stones are destroyed. Read 28B at the end of the round.
  • Special Rules: Each boulder marked [boulder icon] represents a Cold thermal stone and has C+3 hit points. Each time a character or character summons attacks a Cold thermal stone, they gain CHILL [icon] immediately following the attack. When a character or character summons destroys a Cold thermal stone, they immediately remove all CHILL [icon] from self and place a water tile in the hex it was occupying. Any character may forgo the top or bottom action of their turn to remove all CHILL [icon] tokens from self or one summon they own within Range 2. All characters start with CHILL [icon] as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 27C.
  • Scenario Setup: Frozen Cadaver; Water (2); Hail Demon; Boulder (5); Harrower Icecrawlers; Rock Column (3); Stone Door (2); Stalagmites (2); Damage Trap (4); Treasure Tile (1); Hot Coals (2).

Scenario 27: Frostbite Cavern

  • Links: None
  • Requirements: None
  • Scenario Goals: When the Icebound is dead, the scenario is complete. Read 29B at the end of the round.
  • Special Rules: At the beginning of the scenario, nominate one character to hold the Orb of Embers. The Orb of Embers cannot be transferred to another character, and it becomes inactive if the nominated character becomes exhausted. The door [door icon] is locked and cannot be opened until instructed. All characters start with IMMOBILIZE as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 29A.
  • Scenario Setup: Frost Demon; Dark Fog (2); Savvas Icestorm; Crystal (2); Stone Golem; Rock Column (2); Wind Demon.

Scenario 28: Fountain of Bones

  • Links: None
  • Requirements: None
  • Scenario Goals: The scenario is complete when the Fountain of Bones is destroyed. Read 30C-31A at the end of the round.
  • Section Links: When the door [door icon] is opened, read 30A.
  • Scenario Setup: Cultist; Stone Door (2); Sarcophagus (2); Living Bones; Water (11); Stalagmites (2); Ooze; Fountain (1); Treasure Tile (1); Rock Column (2).

Scenario 29: Burial Chamber

  • Links: None
  • Requirements: None
  • Scenario Goals: The scenario is complete when all Bone Archers are dead. Read 28C at the end of the round.
  • Special Rules: The Living Bones are the Bone Archers and gain Range 3 on all attacks. Bone Archers can only target a maximum of one enemy per turn instead of the multiple target value listed on its stat or ability cards. Add three CURSE cards to each character's attack modifier deck as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 31B. When the door [door icon] is opened, read 31C.
  • Scenario Setup: Living Bones; Stone Door (3); Sarcophagus (1); Living Corpse; Large Man-made Stone Corridor (1); Treasure Tile (1); Living Spirit; Damage Trap (4).

Scenario 30: Undead Terrors

  • Links: Burial Chambers - #29
  • Requirements: None
  • Scenario Goals: The scenario is complete when the Shadow Demon and Twin Corpses are dead. Read 33A at the end of the round.
  • Special Rules: Door (2) is locked until door (1) has been opened. All characters start with IMMOBILIZE as a scenario effect.
  • Section Links: When door (1) is opened, read 32A. When door (2) is opened, read 32B.
  • Scenario Setup: Black Imp; Stone Door (2); Living Corpse; Altar (1); Night Demon; Sarcophagus (2); Stone Golem; Treasure Tile (2).

Scenario 31: Eternal Portals

  • Links: Gloomhaven
  • Requirements: None
  • Scenario Goals: The scenario is complete when the Eternal Demon is dead. Read 34B at the end of the round.
  • Special Rules: The Dark Pit obstacles represent portals and cannot be destroyed. Any character may spend one movement point while adjacent to a portal to Jump to a hex adjacent to a portal on a different map tile. Monsters cannot move onto map tiles unless otherwise stated in their abilities. Figures can only interact with other figures if they are on the same map tile. Character and character summons cannot Teleport from one tile to another. At the end of each round if there are not at least C map tiles occupied by characters, spawn one normal Rending Drake on the hex marked with the letter [letter icon] on any unoccupied tile. If at least one character occupies a tile with the letter [letter icon], instead spawn one normal Spitting Drake on the hex marked with the letter [letter icon] on any unoccupied tile.
  • Section Links: When all monsters are dead, read 33B.
  • Scenario Setup: Earth Demon; Rending Drake; Harrower Infester; Spitting Drake; Living Spirit; Dark Pit (4).

Scenario 32: Confronting the Past

  • Links: Gloomhaven
  • Requirements: None
  • Scenario Goals: The scenario is complete when Selandre is dead. Read 34C at the end of the round.
  • Special Rules: If you have the party achievement "Take the Money", do not setup the G2a tile or door [door icon]. Instead, read 35A and setup the map accordingly.
  • Section Links: When the door [door icon] is opened, read 35A.
  • Scenario Setup: Ancient Artillery; Jekserah; Boulder (4); Inox Archer; Stone Door (2); Cabinet (2); Inox Bodyguard; Damage Trap (4); Sarcophagus (2); Inox Guard; Bookcase (1); Shelf (1); Living Bones.

Scenario 33: Siege Tower

  • Links: None
  • Requirements: "Protect and Serve" personal quest
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 37A at the end of the round.
  • Special Rules: Only one character may occupy the walled area to the left of the staircase hex at any time. If a character ends its turn on a pressure plate, all figures within 1 hex of the corresponding letter on the board immediately suffer damage equal to (L/2)+1, rounded up. If at least one enemy suffers damage this way, the character gains 1 [icon]. The character cannot activate the same pressure plate twice in a row.
  • Section Links: When all Inox are dead, read 36A.
  • Scenario Setup: Hound; Inox Guard; Large Man-made Stone Corridor (3); Bush (3); Inox Archer; Inox Shaman; Pressure Plate (3); Fountain (1); Inox Bodyguard; Man-made Stone Corridor (1); Stairs (1); Wall Section (3).

Scenario 34: Great Oak Rescue

  • Links: Siege Tower - #33
  • Requirements: "Protect and Serve" personal quest
  • Scenario Goals: The scenario is complete when all enemies are dead and no more than two monks died. Read 38B at the end of the round.
  • Special Rules: If three monks are killed, the scenario is immediately lost. The [monk marker icon] markers represent sacred monks. On the end of every odd round, sacred monks perform "BLESS [icon], Affect all adjacent allies". For 2P, both characters must start on tile I1B and do not set up tile L1B. For 3P, two characters start on tile I1B and one character starts on tile L1B. For 4P, no more than two characters can start in either tile. Monks are represented by the tokens with letters. All monks have hit points equal to 2+(C+L). All monks are allies to you and enemies to all monsters. Monks are considered to have Initiative 99 for the purpose of monster focusing.
  • Section Links: When the door [door icon] is opened, read 36B.
  • Scenario Setup: Hound; Damage Trap (4); Crate (2); Inox Archer; Altar (1); Fountain (1); Inox Guard; Barrel (2); Shelf (2); Inox Shaman; Bush (2); Treasure Tile (1); Stone Door (4).

Scenario 35: Prison Riot

  • Links: None
  • Requirements: "Bandit Banisher" personal quest
  • Scenario Goals: When all enemies are dead and the Chainguard is not exhausted, the scenario is complete. Read 38C-39A at the end of the round.
  • Special Rules: The Chainguard, represented by the letter token [letter token icon], has 6+(3xL) hit points. He is an ally to you and an enemy to all monsters. He acts on initiative 50 each round, performing "Move 3, Attack 2, PUSH 2", choosing focus normally. The Chainguard draws from the monster ability deck. If the Chainguard is killed, the scenario is lost.
  • Section Links: When the door [door icon] is opened, read 39B.
  • Scenario Setup: Bandit Archer; Stone Door (3); Boulder (1); Bandit Guard; Stun Trap (3); Large Boulder (3); Night Demon; Wound Trap (4); Table (4); Wind Demon; Rubble (3); Treasure Tile (2).

Scenario 36: Hunters Bounty

  • Links: Prison Riot - #35
  • Requirements: "Bandit Banisher" personal quest
  • Scenario Goals: The scenario is complete when the Terrible Two are dead. Read 41A at the end of the round.
  • Section Links: When the door [door icon] is opened, read 40A. When the door [door icon] is opened, read 40B.
  • Scenario Setup: Bandit Archer; Earth Corridor (1); Log (2); Bandit Guard; Large Earth Corridor (2); Bush (3); Hound; Damage Trap (2); Stump (2); Hot Coals (8); Tree (2); Thorns (2); Treasure Tile (2); Light Fog (2).

Scenario 37: Burning Stones

  • Links: None
  • Requirements: "Natural Selection" personal quest
  • Scenario Goals: When all enemies are dead and the burning stones destroyed, the scenario is complete. Read 42A at the end of the round.
  • Special Rules: The burning stones are represented by the boulder obstacles marked with letters and have L+C+2 hit points each. The [radiant stone marker] burning stone represents the radiant stone. Until the stone is destroyed, at the end of each round move [icon] to the Strong column and characters cannot [icon]. The [flaming stone marker] burning stone represents the flaming stone. Until the stone is destroyed, at the end of each round move [icon] to the Strong column and characters cannot [icon]. The door [door icon] is locked and is unlocked when both burning stone [icon] and [icon] are destroyed.
  • Section Links: When the door [door icon] is opened, read 41B.
  • Scenario Setup: Flame Demon; Vermling Scout; Frost Demon; Light Fog (1); Night Demon; Large Earth Corridor (1); Sun Demon; Large Natural Stone Corridor (1); Boulder (4); Treasure Tile (1).

Scenario 38: Altars of Confusion

  • Links: Burning Stones - #37
  • Requirements: "Natural Selection" personal quest
  • Scenario Goals: The scenario is complete when all revealed enemies are dead and at least two altars destroyed. Read 43C at the end of the round.
  • Section Links: When the door [door icon] is opened, read 42B.
  • Scenario Setup: Black Imp; Stone Door (3); Living Spirit; Damage & Muddle Trap (6); Night Demon; Altar (3); Stone Golem; Stone Pillar (3); Treasure Tile (1).

Scenario 39: Festering Mire

  • Links: None
  • Requirements: "An Adder Divides" personal quest
  • Scenario Goals: The scenario is complete when all characters occupy a hex [hex icon] or become exhausted on a hex [hex icon]. Read 45A at the end of the round.
  • Special Rules: All characters suffer one damage as a scenario effect. The character with the "An Adder Divides" personal quest is the Viper Hunter. They cannot leave their starting hex in any way until the start of the ninth round. This is not considered a scenario effect. If any character becomes exhausted while they are not occupying an exit [exit icon], the scenario is lost. At the start of each round, draw an additional ability card for the Ghost Vipers. Even numbered Ghost Vipers act according to the first drawn ability card and odd numbered Ghost Vipers act according to the second drawn ability card. The Giant Vipers are Ghost Vipers and they gain +1 Attack on each attack targeting a figure with POISON [icon]. Whenever a Ghost Viper would IMMOBILIZE a figure, that figure does not gain IMMOBILIZE and gains MUDDLE instead.
  • Section Links: At the end of the third round, read 44A.
  • Scenario Setup: Earth Demon; Bush (2); Nest (4); Giant Viper; Boulder (4); Tree (1); Water (8); Treasure Tile (1); Large Earth Corridor (3).

Scenario 40: Smugglers Hideout

  • Links: None
  • Requirements: City Event (shield icon) 43
  • Scenario Goals: The scenario is complete when the Drake Porter is dead. Read 45C at the end of the round.
  • Special Rules: The door (1) is locked until all revealed enemies are dead.
  • Section Links: When door (1) is opened, read 44C.
  • Scenario Setup: Rending Drake; Stone Door (1); Spitting Drake; Nest (3); Vermling Shaman; Stone Pillar (3); Treasure Tile (1).

Scenario 41: Curse of the Void

  • Links: None
  • Requirements: City Event (shield icon) 43
  • Scenario Goals: When the Rogue Hollowpact is dead, the scenario is complete. Read 45B at the end of the round.
  • Section Links: When the door [door icon] is opened, read 46A.
  • Scenario Setup: Bandit Archer; Stone Door (1); Large Boulder (3); Bandit Guard; Dark Pit (6); Stone Pillar (1); The Colorless.

Scenario 42: Unnatural Beasts

  • Links: None
  • Requirements: Road Event 1
  • Scenario Goals: The scenario is complete when the Goring Grizzly, King Cobra and Sly Wolf are dead. Read 47B at the end of the round.
  • Special Rules: Character and character summons cannot attack while occupying the G1A tile, but may perform attacks while occupying a door hex. Any character may forgo a top or bottom action to perform "PUSH 2, Target one adjacent enemy".
  • Section Links: When the door [door icon] is opened, read 47A. When the door [door icon] is opened, read 45D. When the door [door icon] is opened, read 46B.
  • Scenario Setup: Cave Bear; Thorns (3); Crystal (2); Giant Viper; Log (2); Rock Column (2); Hound; Large Boulder (4); Treasure Tile (3); Bush (1); Light Fog (3).

Scenario 43: Mansion Maze

  • Links: Gloomhaven
  • Requirements: City Event (shield icon) 31
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 48B at the end of the round.
  • Special Rules: The obstacles in this scenario cannot be destroyed. Any character may spend one movement point to perform PUSH 1 or SWING 1 targeting a boulder. Boulders may be pushed into adjacent unoccupied hexes or one unoccupied hex away further from the character performing the push. If a boulder would be pushed into a trap or money token, it is crushed and the trap or money token is removed from the board. All doors are locked. When a boulder occupies the pressure plate marked [pressure plate icon], unlock door [door icon]. When a boulder occupies the pressure plate marked [pressure plate icon], unlock door [door icon].
  • Section Links: When the door [door icon] is opened, read 47C. When the door [door icon] is opened, read 48A.
  • Scenario Setup: Ancient Artillery; Large Man-made Stone Corridor (2); Wall Section (6); City Guard; Pressure Plate (6); Treasure Tile (1); Stone Golem; Boulder (6); Stone Door (4); Shelf (1).

Scenario 44: Haunted Manor

  • Links: Gloomhaven
  • Requirements: City Event 6
  • Scenario Goals: The scenario is complete when C x 2 Living Spirits are dead. Read 52A at the end of the round.
  • Special Rules: Add three CURSE cards to each character's attack modifier deck as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 49A. When the door [door icon] is opened, read 49B. When the door [door icon] is opened, read 49C.
  • Scenario Setup: Harrower Infester; Wood Door (3); Barrel (2); Table (2); Living Spirit; Poison & Wound Trap (5); Bookcase (3); Treasure Tile (3); Night Demon; Stairs (2); Cabinet (2).

Scenario 45: Defend the Swamp

  • Links: None
  • Requirements: Road Event 25
  • Scenario Goals: When the Land Leviathan is dead, the scenario is complete. Read 51B at the end of the round.
  • Section Links: When the door [door icon] is opened, read 50A.
  • Scenario Setup: Black Imp; Large Earth Corridor (2); Deep Terror; Log (1); Forest Imp; Water (15); Light Fog (1); Bush (3); Earth Corridor (1); Tree (1).

Scenario 46: Vermling Gardens

  • Links: None
  • Requirements: Road Event 10
  • Scenario Goals: The scenario is complete when the Tree of Death is destroyed and all enemies are dead. Read 51C at the end of the round.
  • Special Rules: The bushes marked [bush marker icon] are the Bushes of Hope and cannot be destroyed. Whenever a figure adjacent to a Bush of Hope draws a negative modifier, treat it as a [icon] instead.
  • Section Links: When the door [door icon] is opened, read 51A.
  • Scenario Setup: Cave Bear; Light Fog (2); Hound; Large Earth Corridor (1); Vermling Scout; Bush (5); Vermling Shaman; Tree (1).

Scenario 47: Viper Marsh

  • Links: None
  • Requirements: Road Event 54
  • Scenario Goals: When C+4 Ghost Vipers are dead, the scenario is complete. Read 54C at the end of the round.
  • Special Rules: The Giant Vipers are the Ghost Vipers and add POISON 2 to all their attacks.
  • Section Links: When the door [door icon] is opened, read 54A. When the door [door icon] is opened, read 54B.
  • Scenario Setup: Earth Demon; Light Fog (2); Log (3); Giant Viper; Large Earth Corridor (1); Water (10); Ooze; Damage Trap (3); Tree (2); Thorns (1); Treasure Tile (1).

Scenario 48: Forest Fire

  • Links: Voyage Abound - #11
  • Requirements: Road Event 52
  • Scenario Goals: The scenario is complete when all fires are extinguished. Read 56A at the end of the round.
  • Special Rules: For two characters, do not set up the L3a map tile. Instead, place one hot coal overlay tile on the hex marked [hex icon]. The hot coal overlay tiles in this scenario represent fire, and are considered difficult terrain instead of hazardous terrain for all characters. Whenever a character ends their turn in a hex that is on fire, that single hex of fire is extinguished and can be removed from the board.
  • Section Links: When the door [door icon] is opened, read 52B.
  • Scenario Setup: Giant Viper; Spitting Drake; Stump (4); Inox Archer; Light Fog (2); Tree (1); Inox Guard; Damage Trap (4); Inox Shaman; Hot Coals (17).

Scenario 49: Oak Invasion A

  • Links: None
  • Requirements: Party Achievement "Oaks Alliance" COMPLETE (City Event 42)
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 55C at the end of the round.
  • Section Links: When the door [door icon] is opened, read 55A.
  • Scenario Setup: City Archer; Inox Guard; Large Earth Corridor (4); Bush (3); City Guard; Inox Shaman; Damage Trap (5); Rock Column (2); Inox Archer; Light Fog (1); Log (3); Stump (1); Inox Bodyguard; Earth Corridor (3); Water (3); Tree (2).

Scenario 50: Oak Invasion B

  • Links: None
  • Requirements: Party Achievement "Inox Alliance" COMPLETE (City Event 42)
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 56C at the end of the round.
  • Section Links: When the door [door icon] is opened, read 56B.
  • Scenario Setup: Captain of the Guard; Inox Archer; Large Earth Corridor (4); Bush (3); Cave Bear; Inox Guard; Damage Trap (5); Rock Column (2); City Archer; Light Fog (1); Log (3); Stump (1); City Guard; Earth Corridor (3); Water (3); Tree (2).

Scenario 51: Rodent Warehouse

  • Links: Gloomhaven
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 58A at the end of the round.
  • Section Links: When the door [door icon] is opened, read 57A. When the door [door icon] is opened, read 57C.
  • Scenario Setup: Flame Demon; Vermling Shaman; Sun Demon; Wood Door (4); Vermling Scout; Damage Trap (4); Cabinet (2); Crate (2); Shelf (2); Treasure Tile (1).

Scenario 52: Wishing Well

  • Links: Gloomhaven
  • Requirements: None
  • Scenario Goals: The scenario is complete when both pressure plates [pressure plate icon] are occupied at the end of the round. Read 59A at the end of that round.
  • Special Rules: Dark Pit overlay tiles cannot be moved or destroyed in any way and cannot be entered or moved through by characters or character summons. Character and character summons cannot occupy the E1A tile until both pressure plates marked [pressure plate icon] have been removed. At the end of every even round, spawn a Spitting Drake at [hex icon]. For two characters all spawns are normal. For three characters every other spawn is elite. For four characters all spawns are elite. Oozes drop two money tokens instead of one.
  • Section Links: When the door [door icon] is opened, read 57B. When the door [door icon] is opened, read 58B.
  • Scenario Setup: Black Imp; Spitting Drake; Pressure Plate (4); Living Corpse; Stone Door (2); Water (12); Ooze; Large Man-made Stone Corridor (3); Dark Pit (6).

Scenario 53: Cave of Currents

  • Links: None
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 61A at the end of the round.
  • Special Rules: All characters gain MUDDLE [icon] scenario effect. The door [door icon] is locked and cannot be opened until instructed.
  • Section Links: When all revealed enemies are dead, read 59B.
  • Scenario Setup: Lurker; Dark Fog (2); Large Boulder (2); Spitting Drake; Rubble (4); Huge Boulder (2); Water Spirit; Water (18); Rock Column (5); Boulder (2); Stalagmites (6).

Scenario 54: Lair of Horrors

  • Links: None
  • Requirements: None
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 62B at the end of the round.
  • Special Rules: The Giant Vipers are Hanging Snakes and have double the number of hit points. The Lurkers are Dark Lurkers and use the Harrower Infester monster ability deck instead of their own. Add two CURSE cards to each character's attack modifier deck as a scenario effect.
  • Section Links: When the door [door icon] is opened, read 61B.
  • Scenario Setup: Cave Bear; Dark Fog (2); Forest Imp; Immobilize & Wound Trap (3); Giant Viper; Water (8); Living Bones; Crystal (2); Lurker; Rock Column (2); Stone Golem; Stalagmites (4); Treasure Tile (1).

Scenario 55: Catacomb Plunder

  • Links: None
  • Requirements: None
  • Scenario Goals: The scenario is complete when four coffins are opened and all enemies are dead. Read 62C at the end of the round.
  • Special Rules: The sarcophagus obstacles represent coffins and cannot be moved or destroyed. If a character ends their turn adjacent to a coffin, it is considered opened. Spawn one normal Living Bones in a hex closest to the coffin, and the character who opened the coffin places one of their character tokens on the Living Bones. This Living Bones is an ally to you and your allies and an enemy to all other monsters. It acts on Initiative 50 each round, performing "Move +0, Attack +0, Target one adjacent enemy" on each of its turns. The character who marked the Living Bones with their character token controls its abilities, and the Living Bones draws from the character's attack modifier deck. Only one Living Bones can be spawned per coffin. The pillar obstacles marked [pillar marker icon] represent Spring Guns. If any character or character summon ends their turn within Range 2 of a Spring Gun, the Spring Gun performs "Attack 2, Range 2, PIERCE 2" on the figure, drawing from the monster ability deck. Spring Guns have C+L hit points.
  • Section Links: When the door [door icon] is opened, read 63A.
  • Scenario Setup: Bandit Archer; Large Man-made Stone Corridor (5); Earth Demon; Pressure Plate (5); Harrower Infester; Immobilize & Poison Trap (5); Living Bones; Boulder (6); Living Corpse; Huge Boulder (1); Stone Golem; Sarcophagus (4); Stone Door (3); Stone Pillar (3); Man-made Stone Corridor (1); Treasure Tile (2).

Scenario 56: Disarm the Machine

  • Links: None
  • Requirements: Disarm the Machine
  • Level: 5
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 64B at the end of the round.
  • Special Rules: The obstacles in this scenario cannot be moved or destroyed. The Ancient Artillery are affixed to a rotating conveyor system. At the beginning of each round, each Ancient Artillery moves one hex clockwise, regardless of any negative conditions. All Ancient Artillery have a base Range value of 4, regardless of the value listed on the monster stat card.
  • Section Links: When all Ancient Artillery are dead, read 63B.
  • Scenario Setup: Ancient Artillery; Boulder (4); Stone Golem; Large Boulder (4); Wall Section (6).

Scenario 57: Elemental Converter

  • Links: None
  • Requirements: Elemental Converter
  • Level: 5
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 65D at the end of the round.
  • Section Links: When the door [door icon] is opened, read 64C. When the door [door icon] is opened, read 65A. When the door [door icon] is opened, read 65B. When the door [door icon] is opened, read 65C.
  • Scenario Setup: Black Imp; Rending Drake; Water (4); Deep Terror; Spitting Drake; Crystal (2); Hound; Wood Door (4); Dark Pit (2); Lurker; Hot Coals (6); Shelf (4).

Scenario 58: Penitentiary Lockdown

  • Links: None
  • Requirements: Penitentiary Lockdown
  • Level: 5
  • Scenario Goals: The scenario is complete when all enemies are locked back in their cells. Read 66F at the end of the round.
  • Special Rules: Instead of Attack 2, all basic top actions are "PUSH 1, Target one adjacent enemy", and instead of Move 2, all basic bottom actions are "Move 2, Jump [icon]". When two cells are locked, read 66E. Perform "Heal 4, Self" if you loot a treasure overlay tile marked M. You may forgo a top action while standing adjacent to the door hex while on the F1a tile to permanently close the door and lock a cell. You cannot lock a cell unless there are exactly two enemies inside the room being locked. You cannot lock a cell if an enemy is occupying the door hex of the cell you wish to lock. You must lock the bandits back in their cells, but if any enemy dies, the scenario is immediately lost.
  • Section Links: When the door [door icon] is opened, read 66B. When the door [door icon] is opened, read 66D. When the door [door icon] is opened, read 66C. When the door [door icon] is opened, read 66A.
  • Scenario Setup: Bandit Archer; Stone Door (4); Shelf (2); Treasure Tile (3); Bandit Guard; Boulder (4); Table (2).

Scenario 59: Forest Invaders

  • Links: None
  • Requirements: Forest Invaders
  • Level: 5
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 67C at the end of the round.
  • Special Rules: Place one elite Giant Viper token without its standee on the hex marked [hex icon]. This is used as a summon token representing an elite Giant Viper of your scenario level. It follows all standard rules for a summoned figure. Spawn one normal Vermling Scout on top of the Giant Viper summon. The Scout is considered to be mounted on the summon, follows all of the Orchid Chieftain's rules for Mount while it is mounted and will not attempt to move off of its mount. This scout cannot be targeted or focused on with any abilities by you and your summons until its mount has died. At the end of the second round, spawn one normal Vermling Scout and one summon representing an elite Giant Viper at [hex icon]. The Vermling Scout starts mounted on its summon, following the Special Rules outlined.
  • Section Links: After the second round, when all revealed enemies are dead, read 67A.
  • Scenario Setup: Cave Bear; Vermling Shaman; Giant Viper; Earth Corridor (1); Hound; Large Earth Corridor (1); Vermling Scout; Log (2); Bush (2); Tree (1); Thorns (3).

Scenario 60: Through the Fire and the Flames

  • Links: None
  • Requirements: Through the Fire and the Flames
  • Level: 5
  • Scenario Goals: The scenario is complete when the Drakefiend is dead. Read 69A at the end of the round.
  • Special Rules: At the beginning of the scenario, before choosing cards for the first round, place your "Loyal Companion" ability card in your active area and summon the Spotted Hound in any hex adjacent to the Fire Knight. Do not add a BLESS [icon] card to your deck. This card does not count toward your hand limit for this scenario. The Spotted Hound has +1 Move and (Lx3)+2 hit points. You may lose cards as normal to negate damage done to the Fire Knight or the Spotted Hound. The Spotted Hound's turn is directly after the Fire Knight. At the start of the Spotted Hound's turn, if there are no enemies on which to focus, it performs "Move 3", ending its movement adjacent to the Fire Knight if possible. At the start of the Spotted Hound's turn, if there are no enemies on which to focus and it is already adjacent to the Fire Knight, it performs "Heal 2, Self". Whenever the Lavaflow would summon an Earth Demon and generate [icon], it summons one normal Flame Demon and generates [icon] instead. Whenever the Fire Knight or the Spotted Hound would gain POISON [icon], they gain WOUND [icon] instead. If they are already wounded, they gain MUDDLE [icon].
  • Section Links: When the door [door icon] is opened, read 67D.
  • Scenario Setup: Elder Drake; Spitting Drake; Large Boulder (3); Flame Demon; Dark Fog (2); Huge Boulder (3); Rending Drake; Hot Coals (6); Treasure Tile (2); Savvas Lavaflow; Boulder (5).

Scenario 61: Archaic Preservation

  • Links: None
  • Requirements: Archaic Preservation
  • Level: 5
  • Scenario Goals: The scenario is complete when all enemies are dead with the Archaic Golem alive. Read 69E at the end of the round.
  • Special Rules: Start with two CURSE [icon] cards as a scenario effect. The elite Stone Golem represents the Archaic Golem. It is an ally to you and enemy to all monsters. The Archaic Golem draws from your modifier deck. You can perform actions that allow you to give the Archaic Golem a "Prayer" ability card. Any prayer card can be given to the Archaic Golem with the exception of the card named "Meditation". At the end of each of its turns, the Archaic Golem can play all its "Prayer" ability cards, performing either the top or bottom action on each card in the order of your choice. If the Archaic Golem dies, the scenario is immediately lost. You may lose a card to prevent a source of damage on the Archaic Golem.
  • Section Links: When all enemies are dead, read 69B.
  • Scenario Setup: Ancient Artillery; Rending Drake; Cabinet (2); Black Imp; Stone Golem; Bookcase (2); Lurker.

Scenario 62: Hollow Redemption

  • Links: None
  • Requirements: Hollow Redemption
  • Level: 5
  • Scenario Goals: When you have cleansed your Voidheart, the scenario is complete. Read 71C at the end of the round.
  • Special Rules: You begin the scenario with one Void Energy stored.
  • Section Links: When the door [door icon] is opened, read 70A.
  • Scenario Setup: Aesther Ashblade; Vermling Shaman; Large Earth Corridor (1); Altar (1); Cave Bear; Dark Fog (1); Thorns (4); Bush (4); Forest Imp; Light Fog (1); Water (13); Stump (3); The Colorless.

Note: If you do not have the Aesther Ashblade monsters from the Forgotten Circles expansion, you may replace the Aesther Ashblades with Night Demons.

Scenario 63: A Cornered Viper

  • Links: None
  • Requirements: A Cornered Viper
  • Level: 5
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 72A at the end of the round.
  • Special Rules: The elite Inox Archer is the Lost Ranger. It is an enemy to all figures and treats all figures as enemies. A statistics card and ability deck is not required for the Lost Ranger. It has 10 hit points, acts at initiative 30 each round, performing "Attack 3, Range 5" using the monster attack modifier deck. The Cave Bears are the Unseen Bears of the Marsh and may target figures who have INVISIBLE [icon]. The Stone Golem is the Eternal Guardian and is immune to WOUND [icon].
  • Scenario Setup: Cave Bear; Living Spirit; Thorns (3); Bush (4); Giant Viper; Stone Golem; Log (3); Stump (1); Inox Archer; Earth Corridor (3); Rubble (3); Tree (1); Living Corpse; Large Earth Corridor (5); Water (10).

Scenario 64: Glowing Crystals

  • Links: None
  • Requirements: Glowing Crystals
  • Level: 5
  • Scenario Goals: When you have killed all enemies and destroyed all glowing crystals, the scenario is complete. Read 73A at the end of the round.
  • Special Rules: The boulders represent the Glowing Crystals and can only be targeted with Glow abilities. Whenever you perform a Glow ability, destroy all Glowing Crystals within the targeted hexes. Only one Glowing Crystal needs to be targeted in order to destroy the connected crystals.
  • Section Links: When the door [door icon] is opened, read 72B.
  • Scenario Setup: Deep Terror; Stone Door (2); Large Boulder (3); Lurker; Boulder (3); Huge Boulder (2).

Scenario 65: Beyond the Grave

  • Links: None
  • Requirements: Beyond the Grave
  • Level: 5
  • Scenario Goals: When all enemies are dead, the scenario is complete. Read 74A at the end of the round.
  • Special Rules: Enemy spirits will only focus on the Spirit Caller and act on initiative 50 each turn. Enemy spirits can only be targeted by your spirits. You cannot affect enemy spirits with normal abilities. Vermling Shamans can perform Healing actions on enemy spirits. The [spirit token icon] tokens represent Angry Spirits. Each Angry Spirit has 6 hit points, and performs "Move 3, Attack 1" on their turns.
  • Section Links: When the door [door icon] is opened, read 73C.
  • Scenario Setup: Vermling Shaman; Stone Door (2); Sarcophagus (4); Shelf (3); Stone Pillar (4).

Scenario 66: Otherworldy Strangers

  • Links: None
  • Requirements: Otherworldy Strangers
  • Level: 5
  • Scenario Goals: When you have protected the City Watch and killed all enemies, the scenario is complete. Read 74G at the end of the round.
  • Special Rules: All City Guards and City Archers are considered part of the City Watch, draw from the monster ability deck, are allies to you and to each other, and enemies to all other monsters. If three or more City Guards or Archers die, the scenario is immediately lost.
  • Section Links: At the end of the third round, read 74C. At the end of the fifth round, read 74F.
  • Scenario Setup: City Archer; Harrower Infester; City Guard; Night Demon; Earth Demon; Sun Demon.

Hidden Content

Merchant's Guild Hall

Stop! Do not read this page unless you've been directed here by a Section in the Section Book.

Every time your party successfully completes five scenarios, check any one of the boxes and gain the corresponding reward. You may unlock one reward upon reading this for the first time. Each scenario can only be completed once toward this goal, replays do not count toward the goal. Solo scenarios can be counted toward this goal.

Unlockable Campaign Rewards (each checkbox pairs a left and a right reward):

Left rewardRight reward
Gain +3 ProsperityAdd City and Road Event 59 to the top of the corresponding decks
Gain +3 ProsperityAdd City and Road Event 60 to the top of the corresponding decks
Gain +3 ProsperityUnlock "Rodent Warehouse" 51
Gain +3 ProsperityUnlock "Wishing Well" 52
Gain +3 ProsperityUnlock "Cave of Currents" 53
Gain +3 ProsperityUnlock "Lair of Horrors" 54
Gain +3 ProsperityUnlock "Catacomb Plunder" 55

The page also carries a Completed Scenario Tracker: a grid of boxes (the first row starts with a crossed-box icon and an arrow), in which the fifth and tenth box of each row carries an up-arrow icon, with the key "= 1 Unlock".

Treasure Index

Stop! Do not read this information except to reference the contents of specified numbered treasure tiles that have been looted.

  1. Gain "Drake's Blood" (Item 59).
  2. Gain "Hook Gun" (Item 39).
  3. Gain "Chain Mace" (Item 14).
  4. Gain 15 gold and recover one lost card.
  5. Gain "Concussion Mine" (Item 31).
  6. Gain 20 gold and disarm all adjacent traps.
  7. Gain one random "Stone" item (94-100).
  8. Gain "Dizzying Tincture" (Item 58).
  9. Gain "Orb of Fortune" (Item 09).
  10. Gain one random "Stone" item (94-100).
  11. Gain "Dizzying Tincture" (Item 58).
  12. Gain "Mana Medicine" (Item 60).
  13. Gain "Orb of Despair" (Item 10).
  14. Gain "Steel Helmet" (Item 22).
  15. Gain "Shifting Compass" (Item 32).
  16. Perform "Heal 6, Self", gain POISON.
  17. Gain "Concussion Mine" (Item 31).
  18. Gain "Boneclad Shawl" (Item 25).
  19. Gain 1 [icon] and generate a Wild Element.
  20. Gain one random "Stone" item (94-100).
  21. Gain "Steel Helmet" (Item 22).
  22. Gain "Boots of Perpetuity" (Item 19).
  23. Gain "Trophy Helmet" (Item 12).
  24. Gain one random "Stone" item (94-100).
  25. Gain "Draining Greaves" (Item 15).
  26. Gain "Iron Snare" (Item 30).
  • Scenario 12: Uncovering the Source
  • Scenario 13: Corpse Cavern
  • Scenario 14: Cultist Cave
  • Scenario 15: Ambush of Beasts
  • Scenario 16: Preto Krisanta
  • Scenario 17: Orb Extraction
  • Scenario 18: Grab and Go
  • Scenario 19: Elemental Experiments
  • Scenario 20: Midnight Ritual
  • Scenario 21: A Fiery Death
  • Scenario 22: Imp Temple
  • Scenario 23: Icicle Chambers
  • Scenario 24: Eerie Grotto
  • Scenario 25: Brightspark, Behold!
  • Scenario 26: Thermal Stone Peak
  • Scenario 27: Frostbite Cavern
  • Scenario 28: Fountain of Bones
  • Scenario 29: Burial Chamber
  • Scenario 30: Undead Terrors
  • Scenario 31: Eternal Portals
  • Scenario 32: Confronting the Past
  • Scenario 33: Siege Tower
  • Scenario 34: Great Oak Rescue
  • Scenario 35: Prison Riot
  • Scenario 36: Hunters Bounty
  • Scenario 37: Burning Stones
  • Scenario 38: Altars of Confusion
  • Scenario 39: Festering Mire
  • Scenario 40: Smugglers Hideout
  • Scenario 41: Curse of the Void
  • Scenario 42: Unnatural Beasts
  • Scenario 43: Mansion Maze
  • Scenario 44: Haunted Manor
  • Scenario 45: Defend the Swamp
  • Scenario 46: Vermling Gardens
  • Scenario 47: Viper Marsh
  • Scenario 48: Forest Fire
  • Scenario 49: Oak Invasion A
  • Scenario 50: Oak Invasion B
  • Scenario 51: Rodent Warehouse
  • Scenario 52: Wishing Well
  • Scenario 53: Cave of Currents
  • Scenario 54: Lair of Horrors
  • Scenario 55: Catacomb Plunder
  • Scenario 56: Disarm the Machine
  • Scenario 57: Elemental Converter
  • Scenario 58: Penitentiary Lockdown
  • Scenario 59: Forest Invaders
  • Scenario 60: Through the Fire and the Flames
  • Scenario 61: Archaic Preservation
  • Scenario 62: Hollow Redemption
  • Scenario 63: A Cornered Viper
  • Scenario 64: Glowing Crystals
  • Scenario 65: Beyond the Grave
  • Scenario 66: Otherworldy Strangers
  • 49K
    59H
    69G
    79A
    89C
    99F
    109B
    119M
    129N
  • Scenario Setup: Cave Bear; Hound; Large Earth Corridor (4); Forest Imp; Spitting Drake; Earth Corridor (3); Giant Viper; Rending Drake; Water (12).

  • Gain "Woven Plate Armor" (Item 23).
  • Gain "Chain Mace" (Item 14).
  • Gain "Woven Plate Armor" (Item 23).
  • Gain "Boneclad Shawl" (Item 25).
  • Gain "Drake's Blood" (Item 59).
  • Gain "Curious Pendant" (Item 20).
  • Gain 25 gold, gain POISON.
  • Suffer hazardous terrain damage, gain INVISIBLE.
  • Gain "Curseblood Blade" (Item 36).
  • Gain 10 experience, gain INVISIBLE.
  • Gain "Draining Greaves" (Item 15).
  • Gain "War Pick" (Item 13).
  • Gain "Infrared Goggles" (Item 21).
  • Gain one random "Stone" item (94-100).
  • Gain "Ashsteel Gauntlets" (Item 61).
  • Gain "War Pick" (Item 13).
  • Gain 10 experience and Refresh all spent items.
  • Gain "Mana Medicine" (Item 60).
  • Gain one random "Stone" item (94-100).
  • Gain "Vipertooth Dagger" design (Item 54).
  • Gain 15 gold.
  • Gain 15 gold.
  • Gain "Magma Waders" (Item 099).
  • Gain "Bottled Moonlight" (Item 18).