Kickstarter Campaign - Into The Unknown - Hidden V2
Kickstarter Campaign - Into The Unknown - Hidden V2
Welcome to the community-driven mini-campaign for the Gloomhaven reprint Kickstarter! Over the course
of a month, these pages will grow to contain 10 all-new scenarios where the community dictates the story.
Sound exciting? Here’s how you play:
This mini campaign is completely separate from the campaign that comes in the Gloomhaven box. Right off
the bat, this means you can’t do anything related to that campaign while playing this campaign. This includes
road and city events, donating to the temple, or unlocking pretty much anything. You cannot make progress
toward personal quests while undertaking these adventures. In fact, it is highly recommended that you create
brand-new level 1 characters to experience this campaign. They can be any of the starting six classes, or any
other advanced class you have already unlocked. But they should be level 1 — fresh, aimless mercenaries.
It is also recommended that you only use items 001-014 when you start the campaign. Every three scenarios
played, the next level of prosperity items will become available for purchase (so items 015-021 when scenario 3
is finished, items 022-028 when scenario 6 is finished, and finally items 029-035 when scenario 9 is finished).
Your level 1 characters will progress normally as you play through the scenarios, gaining experience, collecting
loot, and gaining checkmarks from battle goals. They may not necessarily be interacting with the town in be-
tween scenarios, but they are always allowed to level up in between if they have enough experience. Have fun!
1
Into the
Unknown 1 Just Another Night
Requirements : None
Goal : Kill a number of enemies equal to three times the number of players
Introduction : Conclusion : But it’s not too late. You can still take your fate
The evening started off simply enough, with You’ve beaten so many people senseless into your own hands and find true adventure.
you having nothing better to do but join the in the brawl that you start to get a little You just need to make the decision to change.
rest of the cast-offs of society in the Sleeping light-headed, much like a night with too
Lion. Being a mercenary can sometimes be many drinks. As the carnage wanes in Where will you seek adventure?
exciting, but mostly it is just boring. That’s the background, you lean against a table,
what strong drink is for. overcome with an emotion. 1 Head into the frozen peaks of the
Coppernecks to the north.
The basic truth is that there is nothing else Dissatisfaction. Normally these fights are the
to do with your life. You’re powerful. You only thing that dispels it, but tonight,Conclusion
not 2 Head towards the bustling capital
can handle yourself in a fight, you know that even the thrill of a good brawl can fill the to the west.
much. And so you came to Gloomhaven, void inside of you. 3 Head in the direction of the Valrath
looking for sporadic work guarding trade deserts to the south.
caravans and loading cargo ships. Your life should mean more than this. You
are wasting away in this den of wrath and 4 Climb aboard a ship headed out
So far, however, the most action you’ve seen debauchery. Given enough time, no doubt into the eastern sea.
has been in this run-down tavern. Pretty you will fade away into the background too, 5 Ah, screw it. Stick around town to
much every night some disagreement indiscernable from the rest of these drunks. look for adventure.
between patrons turns bloody, and suddenly
you’re not bored anymore.
Special Rules :
Characters must start on a starting hex Inox Guard
adjacent to a monster.
2
Into the
Unknown 2 A Quatryl Scorned
Decision Path: Boarding the Quatryl’s ship
Goal : Kill the Smuggler Captain
Introduction : You try to press her on what exactly she couldn’t do nothin’ else.”
Everything in your rational mind is telling means by “thing,” but instead, Dreyl goes
you to avoid this ship — the overwhelming into a long, meandering story about how She then describes how she escaped Barty’s
stench of caustic smoke, the loud banging she used to be a smuggler. She and her best ship and has been planning her revenge ever
as the rickety engines rattle around, and the friend Luce worked for a man named Barty since.
vague mumblings of the captain about what Half-Ear, building and repairing engines for
lies in the ship’s hold — all of it is telling you his ship so that he could evade capture and It is at this point that a knot starts to form
to walk away, but somehow your sense of have the upper-hand in a battle. in the pit of your stomach. You begin to
adventure gets the better of you. notice that the ship has not been following
Dreyl and Luce lived well enough until one a straight course, but, rather, has been zig-
Despite the her aloof demeanor, you catch of the engines blew out during a bloody zagging through the water since you left
a faint hint that Dreyl, the Quatryl Captain,
combat, leaving the ship vulnearable to be Merchant’s Bay, almost as if you are hunting
actually does seem pleased to have you boarded. Barty lost many of his men in the something.
aboard. As the ship weighs anchor and ensuing carnage. As punishment for the
sputters out of harbor, the grimace on her failure, Barty killed Luce in front of the crew “There the bastard is,” Dreyl suddenly spits.
face could almost be construed as a smile. and threw her overboard. “Stupid sod hasn’t even changed his patrol
pattern in all these years.” You see a small
“I may actually have hit a small bit of You can see Dreyl shake with rage as she white sail out on the horizon. As Dreyl lays
luck havin’ you lot aboard,” Drey says. “A describes the events. “Just slit poor Luce’s down on the throttle, the sail grows quickly
contingency plan in case this thing goes throat and made me watch as she bled out and steadily larger. You stare in wide-eyed
sideways.” on the deck. I screamed and screamed, but horror as your ship continues to speed
Goal Maps :
Goal C1b
Goal I1a
I2b
Goal A1b
Room1
B2a
Goal
Stairs (x3)
1
Bandit Archer Boulder (x3)
2
Treasure Tile (x5)
Room3
Water (x5)
Shelf (x2)
Into the Unknown 2: A Quatryl Scorned
closer until you can see the shapes of men
1 Rewards :
scrambling around on the deck. They look
horrified, too. As Dreyl still lies unmoving amidst the 2 “Volatile Bombs” (Item 033)
debris, you head toward the stairs to the 15 experience each
An explosion rips through the air from upper part of the ship. It seems most of the
cannon fire, but Dreyl expertly manuevers smugglers have been taken care of now, but
the ship in evasion. Your ship is much smaller there are still a few more to deal with before What/who will you save?
and has no apparent weapons, but that you can safely take stock of the situation. ConclusionB
1 Haul Barty Half-Ear onto the
doesn’t seem to faze Dreyl at all. Section1 dinghy with you.
You desperately ask what she is planning, but Special Rules : 2 Search for Dreyl down below
she just stares ahead in grim determination Door 2 is locked and opens when it is and attempt to rescue her.
and mutters, “We’re gonna sink the bastard, destroyed. It has 10 hit points, or, alternately, 3 Salvage some of the Quatryl’s
even if it kills us all.” can be destroyed with a bomb as if it were engines and machinery instead.
an obstacle.
Before you can object to her line of reasoning,
you are thrown to the ground as Dreyl flips 1
a switch and the death trap lurches forward
at an alarming speed. Dreyl has maneuvered Through the wreckage of the door, you
around to the stern of the larger ship and you see one last bandit grabbing supplies and
now race straight ahead on a clear ramming weapons from his desk — Barty Half-Ear.
course. All you can do is brace yourself
before the two ships collide and everything “Who in the unending abyss are you morons?”
goes white. Barty yells. “That the lovesick Quatryl
came back is surprise enough, but that she
When your vision returns, what lies before somehow roped in a bunch of mercenaries to
your eyes is a scene of chaos. The demolished join her suicide mission? It boggles the mind.
bow of Dreyl’s ship has punched a hole
straight into the back hull of the larger vessel “No matter, you poor
Section2
saps. It’s time for me to
and water is pouring in at an alarming rate. abandon this ship and for you to sink with it.”
Twisted metal and splintered wood litter the
scene where the two ships have merged, and
a foul, acrid gas rises up out of the ruined Special Rules :
engines, permeating the area. The elite Bandit Guard is Barty Half-Ear, the
Smuggler Captain. He gains Shield 1 (stacking
“The bombs,” Dreyl coughs, lying wounded with his normal Shield 1) and has (HxC)/2
on the floor. “They didn’t go off... use them... hit points (rounded up), where H is an elite
to kill Barty...” Bandit Guard’s regular hit point value.
5
Into the
Unknown 3 Unreliable Medicine
Decision Path: Search for a safe landing
Goal : Loot all bloodroot tokens
Introduction : Your healing skills are able to stabilize her Yes. Your remember that a salve of bloodroot
Your lust for adventure apparently has and bring her back to consciousness, but her can allieviate burns, and it is very possible
its limits. Faced with the choice between burns are alarmingly severe. She can do little that the root could be found on this island.
reckless excitement and securing the safety but moan in agony. Dreyl seems to think so, at least.
of the mad Quatryl who tried to kill you,
well, it’s an easy choice. Looking down at the “Bloodroot...” she gurgles. You stare off into the trees beyond the beach,
shivering, battered figure of Dreyl lying in thinking things through. You face a couple of
the center of the boat, you can’t help but feel problems. One is that there are very strange
sympathy for her. noises coming from the inner island — a
low, eerie sound with a regular rhythm,
Her madness was driven by an understandable accompanied by random, high-pitched
anger and need for revenge. Plus, she may be screeching. It is off-putting to say the least.
the only one who can help you get back to
civilization. Your other problem is that bloodroot is
nearly indistinguishable from daggeroot, a
Halfway around the north side of the island, highly toxic plant that causes debilitating
the cliff walls thankfully recede and give way poison with any amount of contact.
to a sandy shore. You beach the boat and b
carry Dreyl to dry land. Dreyl moans again, and your resolve
Maps :
Giant Viper a
B1b
G1a
Earth Demon H2b
A4a
c a M1b
Vermling Scout
1
Vermling Shaman
a
Room2
Thorns (x4) a
Stump (x3) 1
Room1
c a
Totem (x3)
a a
Log (x2)
Room3
Tree (x3)
a
6
Into the Unknown 3: Unreliable Medicine
solidifies. You will brave the strange forest to Rewards :
help her recover. It doesn’t take long to find
those problems, though. 2 each
10 gold each
Special Rules :
Shuffle numbered tokens 1-8 (two What is your next priority?
ConclusionB
characters), 1-10 (three characters), or 1-12 1 Gather building materials for the ship.
(four characters) and place them facedown
on hexes a (two characters), a and b 2 Investigate the inner island.
(three characters), or a , b , and c 3 About that cave from earlier...
(four characters). These tokens can be looted
normally. If you loot an even-numbered
token, you have found bloodroot, and four
(two characters), five (three characters), or
six (four characters) are need to complete the
scenario. If you loot an odd-numbered token,
however, you have found daggeroot, and you
immediately gain POISON and suffer 2
damage.
1
The eerie chant grows louder as you continue
deeper into the dense forest. The presence of
demons on the island is highly concerning,
and you wonder if the noise is somehow
connected. Section1
Conclusion :
You race back to the shore, laden down
with enough bloodroot to cover the small
Quatryl’s body in a soothing salve. It takes
an hour to make the paste and apply it, but
when it is finally done, Dreyl’s moaning
subsides. In another hour, she finally begins
to speak again, though it is interupted by soft
sobs.
The Quatryl says she can help you get off this
island and back out onto sea in an adequate
ship if you can bring her enough building
materials.
7
Into the
Unknown 4 Unlikely Allies
Decision Path: Chase after the Vermling
Goal : Destroy the totem and deliver an amount of meat equal to seven times the number of characters
Introduction : You nod again and the crowd of Vermlings Special Rules :
Not wanting to be ambushed later by a pack visibly relaxes. You talk more with the one Meat must go through an entire cycle
of vengeful Vermlings, you pursue the fleeing who recognized you, named Antgut, and before it is considered delivered. First, while
figure back into the forest. Catching it or you learn that this Vermling tribe, the adjacent to table a , a character must
getting a clear shot proves more difficult Hollowbones, has been warring with the perform an attack action against the table
than anticipated, however. Blackbiters for many years. Only recently, a (ranged attacks do not automatically
though, did the Blackbiters begin employing suffer disadvantage), where the amount
The Vermling continues to gain ground until the aid of demons. of damage done is equal to the number of
you are barrelling through the trees with raw meat tokens picked up (use damage
only vague idea of the direction you should Antgut is afraid the demons will turn the war tokens placed on your character mat). Once
be headed. Suddenly, you burst out into in the Blackbiters favor, and the Hollowbones a character is carrying meat, they cannot
a clearing full of the small creatures, all of were preparing to attack their enemy’s pick up more, though a character can lose
them dressed in the same colorful attire of temple when you appeared. any number of meat tokens from their mat
plants and feathers. whenever they want on their turn.
“Before we fight,” Antgut explains, “We
At your arrival, the Vermlings hiss need power of ancestors. We make ritual Once carrying raw meat, a character must
menacingly, but they do not appear to be feast, and would be honor if you join us.” then end a movement on a hex adjacent to
armed. You are about to brandish your own Antgut explains that the most important hot coals c to place the meat tokens on
weapons when one of them yells above the task in the feast is the cooking of the meat. that hex and begin cooking them. At the end
crowd. Drake carcasses, recently harvested from a of every round, all meat tokens on hot coals
nearby cave, must be butchered, brought to e are removed from the board, all meat
“Wait!” It says. “These are ones I saw! These the cooking cave, and then returned to the tokens on d are moved to e , and all meat
are ones who kill Blackbiters! They are not banquet table, all the while a totem of the tokens on c are moved to d .
enemy!” You haven’t quite arrived at that enemy tribe is danced around and attacked.
conclusion yourself yet, but you stay your While adjacent to hot coals e , a character
hand as the Vermling walks closer to you. “It is very important meat cooked well and must perform an attack action against
totem destroyed,” Antgut says. “Sacred task, the hot coals e (ranged attacks do not
“You kill many Blackbiter and their demons, but I see you kill Blackbiter already. Ancestors automatically suffer disadvantage), where
yes?” He asks. Not sure what to do, you nod. choose you for task.” the amount of damage done is equal to the
“Good! You help kill more of them, yes?” number of cooked meat tokens picked up,
up to the number of tokens on the hex (use
damage tokens placed on your character
mat). Again, once a character is carrying
meat, they cannot pick up more.
b
Maps :
g f e L1b
M1b
a c d B4b
1
Drawn by the smell of the meat, you see a
group of huge snakes begin to emerge from
the forest.
9
Into the
Unknown 5 The Sun Spire
Decision Path: Head up the tower
Goal : Save Dreyl and kill all enemies
Introduction : Special Rules : instantly and no money token is dropped.
Seeing movement in the tower up above has All attacks made by any figure have PUSH 1 If a character is pushed into a wall on the
cemented your decision, and you begin to added as a scenario effect. Flying figures are M tile, he or she suffers trap damage and
race up the stone steps. As you ascend, the immune to this specific PUSH effect. does not move. Whenever a monster pushes
pyramid eventually tapers into a giant spire a character or character summon, the push
shooting up into the sky. You grab the hand The three map tiles are not connected will always be closer to the wall closest to the
holds carved into the vertical face of the normally, but are considered to be on top pushed figure.
stone structure and begin to climb. of one another, with the C tile on top, the
D tile in the middle, and the M tile on the Set up all three rooms at the beginning of the
Halfway up the tower, carried upon the bottom. Consider the walls of these tiles scenario. There is no line of sight between
ever-increasing winds, you begin to hear the open space, such that if any non-flying the rooms, though focus can still be found
sounds of commotion below you. A multitude figure is pushed into a wall on the C or D between rooms. In order to move from
of Vermlings are pouring out of the base of tiles, that figure falls onto the next tile down one room to the room directly above or
the pyramid and moving up the stone steps (e.g., C to D, or D to M) into the most logical below it, figures must move from one stair
after you. Completely unable to fend them corresponding unoccupied edge space. For or rubble hex to the corresponding one in
off while clinging for your life, you have no instance if a figure is pushed off the top left the other room, spending the requisite two
choice but to continue climbing upward of the C tile, it will land on the top left edge movement for difficult terrain. Even flying
toward the zenith. of the D tile. In the case of ambiguity, players and jump movements are subject to this
decide which edge space the figure lands extra movement (contrary to normal rules).
Farther still up your ascent, with the swarm on. When a figure falls like this, it will suffer The a stairs connect to each other, the
below hot on your heels, you begin to hear half the damage of a trap (rounded up) and b stairs connect to each other, and a figure
troubling sounds from above as well — the any additional unresolved PUSH value is can move from either c rubble to the 1
sound of a woman yelling. You recognize negated. Characters can also willingly move rubble and back.
the voice as Dreyl’s. You climb as fast as you off the edges of the C and D tile for one
can, finally reaching a large, open, circular movement to fall down to the next tile, but Example: If a figure is standing in a hex
platform to stand on. Above you, you can see they will still suffer the same damage. adjacent to the bottom a stairs, it would
two more smaller platforms, and it seems take Move 4 (jumping, flying, or not) to
like Dreyl’s voice is coming from the very top. If a non-flying, non-character figure is move to the upper a stairs (two to move
pushed into a wall on the M tile, it dies onto the lower stairs, and two to move onto
Getting there will not be easy, however. the upper stairs).
Demons and more of the wretched
Blackbiters block your path. “When we Beginning in the third round, spawn a
sacrifice the small one,” one of them taunts. d d Vermling Scout in any unoccupied starting
“The demons will make this island ours!” hex at the end of each round. These spawns
are all normal for two characters. They are
normal every odd round and elite every even
round for three characters. They are all elite
1 Maps : for four characters.
M1a
D1a If 1 is not read by the end of the sixth
C1a round, the scenario is lost.
a c
11
Into the
Unknown 6 A Ship in a Storm
Decision Path: Make peace with Barty
Goal : Protect Dreyl and Barty for 12 turns
Introduction : Special Rules : Wind Demons always spawn at c , Lurkers
“Well, ain’t that a sight for the ages,” Barty Dreyl a and Barty b are both allies always spawn at d , and Frost Demons
says as he stands over you. “Some mad to you and enemies to all monster types, always spawn at e . In any round in
sellswords crash into my ship, leave me for however they are also enemies to each which a Wind Demon spawns, all character
dead, force me to piece together a new boat other. Dreyl performs a “Move 4, Attack 3” and character ally movement abilities are
from the wreckage, and then suddenly they (using the monster attack modifier deck) increased by 1. In any round in which a Frost
appear in the stark middle of the sea looking action every round on initiative 50. Barty is Demon spawns, all character and character
for rescue. considered to have an initiative of 01 for the ally movement abilities are decreased by 1.
purposes of focusing, but does nothing on When a Lurker is spawned, all characters and
“Not only that, but you still have this his turn. Both Dreyl and Barty have 6+2xL hit character allys, excluding Barty, are pushed 1
traitorous Quatryl with you!” He jabs at points, and the scenario is lost if either one away from the spawning Lurker.
Dreyl with an oar. “What kind of world is this, dies. Any time Dreyl or Barty suffers damage,
where the likes of her can yet be breathin’?” any character can lose a card from their hand
to completely negate the damage.
“You murderous bastard!” Dreyl spits out as
she coughs up sea water. “Only after I see you At the beginning of every round, after
dead will I allow myself to die.” selecting character ability cards as normal, Wind Demon
reveal an ability card for all three monster
“Murderous!” Barty feints indignation. “Why, types, regardless of whether there are any
correct me if I’m wrong, lass, but did I not of that type on the board. The initiative Lurker
just save your skin? Would you like me to values on these cards will determine which
throw you back into the sea?” type of enemy spawns. For two characters,
one monster of the type with the highest Frost Demon
Dreyl yells in anger, and you step in to stop initiative spawns at the beginning of ever odd
the altercation from turning bloody. You round, and one monster of the type with the
point to the horizon, reminding everyone lowest initiative spawns at the beginning of Stairs (x4)
that a storm is approaching. You’ll be able to every even round. For three characters, one
sort out your differences when and if you get with highest initiative spawns in first round,
through that alive. one with the highest and one with the lowest Barrel (x2)
spawn in the second round, lowest in the
“Aye,” Barty says while Dreyl sulks in silence. third round, highest and lowest again in the
“Thanks to you, this ship is a broken fraction fourth round, and then the cycle repeats in
of what she once was, and I have no crew. I the fifth round. For four characters, one with Crate (x2)
can steer us through, but I’ll need your help. I the highest and one with the lowest spawn
sense the work of the angry sprits of the sea.” every round. These spawns are all normal in
rounds 1-6 and all elite in rounds 7-12. Stone Pillar (x1)
“This isn’t over, Half-Ear!” Dreyl shouts over
the growing sounds of the storm. “Just stay
away from me until we’re through!” e
Table (x1)
c
b a
Maps :
d B2a
I1a
H3a
12
Into the Unknown 6: A Ship in a Storm
Conclusion :
Before the storm even clears and the rest of
the angry creatures and pushed back into the
sea, Dreyl and Barty are back at each other’s
throats, with Dreyl brandishing a mean-
looking electric baton in Barty’s direction.
Rewards :
“Storm Blade” (Item 078)
10 experience each
13
Into the
Unknown 7 Arrival in Chains
Decision Path: Try to take Barty out
Goal : Kill all enemies
Introduction :
You move toward Barty with grim “All right, it is time for your fight,” he says. 1
determination, but your vision begins to “We’ve put together something really special The crowd gasps as the bear falls to the
blur, and your knees buckle as the whole for you, so try not to die too quickly.” ground dead, overcome by its wounds. You
cabin spins around you. breathe a sigh of relief, looking over the
He pauses for effect. “One way to die quickly impressed crowd. You see a small female
“A pity,” Barty sighs. “I had truly hoped we’d is to attack me or attempt any sort of escape. Orchid in white robes emerge from under an
be able to get along — I have your antidote It will not end well for you. I’m going to awning and stare down at you. You feel her
right here after all — but that damned go into your cages one by one and attach gaze penetrate your soul.
Quatryl is still clouding your judgement, and your leg irons to one of these chains. Just
it looks like I just can’t take the risk.” follow the chain out that back door into the “They can take more,” she says simply and
antechamber of the fighting pit. You’ll find then returns to her seat.
Your vision goes white around the edges, your equipment there, and when you are
and your consciousness fades in and out as ready, we’ll begin the show.” The crowd gasps again as cages around the
Barty speaks. “Don’t worry. The poison won’t Section1
perimeter of the pit are opened, releasing a
kill you. Why break something you can still Not knowing what else to do, you comply number of deadly drakes.
profit from?” with the Orchid’s commands and equip your
gear in the antechamber as massive waves of
The next thing you know, you find yourself cheers and yells from outside rattle the doors Special Rules :
face-down in a bed of hay, your head to the fighting pit. One voice rises above the Spawn two Vicious Drakes at a and two
pounding fiercely. You try to move, but make din, but as you strain to hear it, the doors to Spitting Drakes at b . All spawns are normal
little progress due to fatigue and the iron the pit suddenly burst open. for two characters. The Vicious Drakes are
chain around your ankle. You are in a prison elite and the Spitting Drakes are normal for
of some sort, surrounded by metal bars and You see a circular stadium before you with three characters. All spawns are elite for four
a hard stone floor. As you groan and shift up a central area full of blood, bones, and characters. At the end of the round in which
into a sitting position, a figure approaches dismembered corpses. Hundreds of shouting the last drake dies, read 2 .
your cage. Orchids sit in the concentric rings of seats
looking over the pit. You have little time to 2
“Well, I’ll be,” an obese Orchid says, peering take better stock of the situation, though,
through the bars. “That lying sack of refuse as there is a gargantuan bear in the pit with This time the crowd cheers as you finish the
actually told the truth. Me, I thought you’d you. Its truly massive shape is covered in last of your foes, and, once again, the robed
never wake up, but the Prophet had faith in scars and fresh wounds. It looks incredibly Orchid emerges and stares down at you.
the smuggler’s antidote.” angry. Section2A
“They can take more,” she says. “Show me
The Orchid laughs with joy, his purple, Special Rules : the Doctor’s latest creation.”
scaled skin straining to hold in his excessive The Cave Bear is two levels higher than the
fat. “Barty told us you were quite powerful, scenario level, up to a maximum of 7. This
but equally stupid, so I hope you provide is the Witch Bear. It has (HxC)/2 hit points
the Prophet with some worthwhile (rounded up), where H is an elite Cave Bear’s
entertainment. regular hit point value. In addition, add 1 to
its attack value for 2 characters or 2 to its
“Rest up. Your first fight will be arranged for attack value for 3 or 4 characters. At the
tomorrow.” end of the round in which the Witch Bear
a b
dies, read 1 .
The Orchid walks off and you spend the rest
of the day huddled in your dimly lit cage,
trying in vain to determine how much time Maps : c
has passed and where exactly you ended up.
After an interminable amount of time, the fat M1a
orchid returns dragging behind him many
great lengths of chain.
b a
Conclusion :
The heat from the Golem finally subsides,
and you look up once again to the robed
Orchid, dreading what she will say next. As
she emerges from the awning, the cheering
crowd once again falls silent.
“So you were correct, Ashtooth” one of the b Ashtooth explains the plan, showing maps of
sitting Orchids says to the one you followed. the old tunnels of a ruined Quatryl fortress
“This is good. Using them is the most ideal that lead into the keep where the Prophet
plan.” resides. You study the blueprints until you
are sure you can find your way into her inner
You start to object, but Ashtooth raises a sanctum.
hand to silence you. “There is no need to
speak. We will explain everything you need a a The Orchids assure you that the tunnels will
to know, and then you will execute the plan. be clear, but when you near the main keep,
It is the only way for you to escape this you run right into a group of patrolling
island.” a a a undead and a passageway clearly trapped
against intruders.
The Orchids sit you down at the table and c c
begin to speak. Their manner is much
c c c
e d e
Room1 Room2
Maps :
C1a Living Ancient Ooze Stone Treasure
Room3
H1b Bones Artillery Golem Tile (x1)
B2b
B3b
I1b 1
1
You open the door to find an old Quatryl
with his back to you, hunched over a giant
creature of metal and stone in the middle of
a laboratory. It is similar to the golem you
encountered in the fighting pit, however, this
one is hollow.
Special Rules :
The Stone Golem is one level higher than the
scenario level, up to a maximum of 7. This is
the Doctor. At the end of each of the Doctor’s
turns, whether it was stunned or not, the
Doctor will summon an Ooze. This Ooze is
normal for two or three characters or elite
for four characters.
Conclusion :
You beat down the Doctor’s “waste” product
until it stops moving and then move over to
the ruined golem where the Doctor is still
coughing inside.
Special Rules :
Immediately open the other door 2 .
Maps : Room2
L2b
J1a
Damage Stone B2b
Trap (x2) Pillar (x2) B3b
18
Into the Unknown 9: Skewed Perspective
Conclusion :
The Prophet grunts as you strike her one last
time. A look of confusion crosses her face.
Rewards :
“Empowering Talisman” (Item 017)
20 experience each
19
Into the
Unknown 10 Panic Room
Decision Path: Investigate the cave
Goal : All characters must escape through the exit a
Introduction : He presses the switch and sprints away from the first nine rounds, flip over one numbered
It takes some effort to navigate safely through you down a corridor. You move to give chase, token at random and place obstacles in all of
the crags surrounding the cliff face and find but are suddenly thrown to the ground as the hexes on tile N that correspond to the
a place to moor your own boat, but once it the entire cave begins to vibrate wildly. The number of the token. If the number covers
is done, you eagerly make your way into the passageway behind you collapses completely, one hex, place a single-hex obstacle of any
cave, looking for one last adventure. And in and in front of you, a large boulder falls from kind on that hex. If a number covers two
this regard, the cave does not disappoint. the ceiling, blocking off Barty’s escape route hexes, place a two-hex obstacle, and if a
as well. number covers three hexes, place a three-hex
After navigating through a series of narrow obstacle.
spaces and sharp descents, you come to a And if that wasn’t enough, you feel the
large open cavern whose walls flicker at the presence of an evil energy. Dark shapes begin Any figure that is in a hex where an obstacle
edge of your torchlight. And at the far end of to rise up out of the shaking earth in anger. is placed suffers double trap damage and is
the space, you see a figure you’d recognize You need to get out of this room before you forced to move into an adjacent hex. If there
anywhere as he fiddles with a number of are buried in rubble. are no viable adjacent hexes to move into,
large sacks of gold. Your arrival catches his that figure dies (if a monster or character
attention, and hey looks up with a face of Special Rules : summon) or is exhausted (if a character).
pure shock and bafflement.
The crystal 1 is considered a locked At the end of the tenth round, the N tile is
“It can’t be...” Barty mutters, trying to get door that is opened when destroyed. It removed from the board and any figure still
his bearings. “Like a bad penny you lot are. has Cx(4+2xL) hit points. When destroyed, on it dies or is exhausted.
I would think this was the work of the dark replace it with a corridor tile and read 1 .
spirits that linger here, trying to play a trick 1
on me, but even they could not be so cruel.” Escape occurs when all characters are either
standing on an exit a or have become You break through the boulder as the cavern
Barty hefts his bags of treasure in one hand exhausted while standing on an exit a . If collapses around you. You are able to move
while his other reaches for a switch on the any character becomes exhausted while not on, but you are not yet out of danger, and
wall. “It’s a shame. I liked this hideout, but occupying an exit a , the scenario is lost. Barty is nowhere to be found.
I guess I’ll have to find some place else to
store all the money I got for selling you to Shuffle numbered tokens 2-10 and place them
the Orchids.” face down next to the map tiles. At the end of Special Rules :
Section1A
3 5 6 4 2 b a a
2 7 10
8 Maps :
4 5 6 N1a
G2a
Treasure Tile (x1)
Large Huge
Night Deep POISON Stone Stalagmites Crystal Boulder (x6) Boulders (x4) Boulders (x4)
Demon Terror and Damage Column (x6) (x6) (x1)
20 Trap (x6)
Into the Unknown 10: Panic Room
three more obstacles are placed in the three
hexes directly to the right of where they were
Section1B
placed in the previous round.
Conclusion :
You continue to limp through the tunnel as
it descends into the darkness, the rumbling
and crashing of the collapsing passage still
close behind you.
21