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Kickstarter Campaign - Into The Unknown - Hidden V2

The player chose to board a ship with a Quatryl captain named Dreyl. Dreyl tells a story of how her friend was killed by their smuggler captain, Barty Half-Ear, as punishment after an engine failure. Dreyl has been hunting Barty for revenge ever since. The player realizes Dreyl's ship has been zigzagging, tracking another ship on the horizon that Dreyl identifies as Barty's ship. Dreyl increases speed to catch up to Barty for her revenge.

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100% found this document useful (1 vote)
95 views29 pages

Kickstarter Campaign - Into The Unknown - Hidden V2

The player chose to board a ship with a Quatryl captain named Dreyl. Dreyl tells a story of how her friend was killed by their smuggler captain, Barty Half-Ear, as punishment after an engine failure. Dreyl has been hunting Barty for revenge ever since. The player realizes Dreyl's ship has been zigzagging, tracking another ship on the horizon that Dreyl identifies as Barty's ship. Dreyl increases speed to catch up to Barty for her revenge.

Uploaded by

jubuz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

INTO THE UNKNOWN

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.

Turns out tonight is no different. Some Inox Maps :


bumps into a man’s drink, and it turns out I1a
the man isn’t too friendly toward Inox. Then, I2b
wouldn’t you know, the Inox isn’t too friendly
toward humans who aren’t too friendly
toward Inox.
Bandit Archer
Things naturally devolve from there. The
next thing you know, chairs are flying across
the room and no one even remembers how Bandit Guard
the fight began. It’s every mercenary for
themselves, and that boredom isn’t going to
allieviate itself. Inox Archer

Special Rules :
Characters must start on a starting hex Inox Guard
adjacent to a monster.

Each monster on the board is an enemy to Inox Shaman


you and an enemy to every other monster
on the board. Bandits and Inox will share
monster ability cards, with all Bandit Guards
acting before all Inox Guards in the initiative Barrel (x3)
order, and all Bandit Archers acting before all
Inox Archers in the initiative order.
Cabinet (x2)
Only character kills or character summon
kills count toward the goal. The scenario is
lost if there are ever not enough enemies on
the board to fulfill the goal condition.
Table (x3)

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)

Bandit Guard Barrel (x3)

Room2 Ancient Artillery Cabinet (x1)

2
Treasure Tile (x5)
Room3

POISON and Dark Pit (x4)


Damage Trap (x6)

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.

There are indeed a number of small explosives


that appear to have fallen out of a central Conclusion :
casing due to the crash and now litter the With one last blow, Barty groans and keels
floor. You’re not especially inclined to follow over. He is still alive, begging you to spare his
the instructions of this suicidal Quatryl, but life. Before you can act, however, a massive
the crew on board the larger ship seems to explosion from below rocks the ship, and
be recovering from the collision, as well, the entire structure begins to lurch and split
and they don’t seem to happy about what apart.
happened. Perhaps the bombs could come in
handy. It seems like Dreyl finally managed to get her
explosives to work. You need get off this ship
Special Rules : ConclusionA
before the situation gets any worse. Looking
When you loot a treasure tile, place it on your out of Barty’s shattered cabin window,
character mat. These are bombs. If you have a you see the outline of a small island on the
bomb on your character mat, you may forego horizon. With any luck, you’ll be able to find
a top action (discarding one card instead) to a dinghy on this doomed vessel and make
throw the bomb, removing it from your mat your way back to dry land. You may even
to perform an “Attack 6, Range 4” action or have time to take something — or someone
destroy one obstacle within range 4. — with you.

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

And then you find the source. Vermling


shamans, engulfed in a dark energy and
clearly up to no good.

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.

“I’m sorry...” she whispers. “I was just so...


Luce... why did you save me?”

Dreyl begins toConclusionA


cry uncontrollably and it
takes some time to calm her down once
again, all the while, the strange low chanting
continues from the forest.

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.

“It’s really up to you lot,” she says quietly. “I


have no reason for livin’ anymore, other that
to make up for my selfishness.”

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

Vermling Giant Thorns Hot Coals Totem (x1) Table (x2)


8 Scout Viper (x4) (x3)
Into the Unknown 4: Unlikely Allies
Once carrying cooked meat, a character Conclusion : Rewards :
must then end a movement on a hex adjacent With the meat delivered, the dancing and
to table b to deliver it. singing of the Hollowbone tribe ends abruptly 1 each
and dramatically. As you clear out the rest of 2 experience each for each Vermling alive
If a character occupies a blue cave space on the vipers, you notice that the meat emits a “Necklace of Teeth” (Item 106)
the end of their turn, they suffer 2 damage. faint golden glow. Disconcerted, you see the
tribe crowd around the table and begin to
The totem f has Cx18 hit points. It cannot feast. Antgut approaches you. What is your next move?
be focused on by summons.
“We thank you greatly,” he says with a smile. 1 Take some of the meat and return
The Vermling Scouts block normal “Without you, ritual surely fail.” You begin to to Dreyl.
movement, but are otherwise considered hear an odd cacophony of noises around the 2 Take Antgut hostage and demand
allies to you. An ability card is revealed table as Antgut continues. the Hollowbones help you fight
for them at the beginning of every round, the Blackbiters.
as normal, but instead of performing the “I lie, though,” he admits. “Ancestors give us
actions specified on the card, they instead, power, but not power to fight. Power to Conclusion
flee.” 3 Leave the Hollowbones on amicable
on their initiative, move as a group to terms and continue your search
surround a different thorns hex, keeping the At this, you recognize the sounds around the of the inner island.
same orientation with respect to each other. table as those of birds cawing. Before your
If their initiative value is 53 or lower, they eyes, a number of Vermlings begin to change
move to surround the next clockwise thorns shape. They writhe on the ground in pain,
hex. If their initiative value is 54 or higher, flapping their arms wildly. Slowly, their limbs
they move to surround the next counter- become wings, their mouths become beaks,
clockwise thorns hex. If a hex a Vermling and their feet become talons.
would move to is occupied, the Vermling
instead moves to the empty hex closest to “You can eat meat, too,” Antgut says
the hex it would have moved to. The next noncommittally. “I not know if it work on
time it moves, it will attempt to return to the non-Vermlings, but it all I can offer for help.”
original surrounding formation. He turns and begins to walk toward the table.

When Cx3 pieces of meat have been


delivered, read 1 .

1
Drawn by the smell of the meat, you see a
group of huge snakes begin to emerge from
the forest.

“Keep them away from the ritual!” Antgut


yells.
Special Rules :
Section1
A Giant Viper spawns on hex g at the end
of every 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 for four
characters. The Giant Vipers are enemies to
you and the Vermling Scouts.

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.

Vermling Sun Black Vermling


a c b Scout Demon Imp Shaman

a c

Stone Pillar Stairs Rubble Altar


10 (x2) (x4) (x3) (x1)
Into the Unknown 5: The Sun Spire
1 Conclusion : foul-tasting flesh as quickly as possible.
With the platforms secured from both above Midway down the spire, the stone cracks,
You arrive at the top of the spire to see two and below, you finally have time to take stock and the platforms you are standing on careen
Vermlings huddled around an altar. Dreyl of the situation, free Dreyl from her bonds, toward the earth, flinging you out into the
is tied up on top of it, throwing a non-stop and heal her wounds. open air.
stream of profanities at them.
Completely cut off from the ground by a You are preparing for the end when your
It looks like she has been cut in numerous pack of gibbering Vermlings, you discuss arms suddenly sprout feathers. You begin
places, and a troubling amount of her blood your options and mention the strange meat to flap them wildly as other odd changes
has been collected in a bowl at the altar’s you were given by the Hollowbones. to your body occur. It is incredibly painful
center. It glows with a dark energy. and disorienting, but you soon find yourself
“Are you mad?” Dreyl says. “Did the soaring through the air as a bird, along with
“You are too late!” One of the shamans Vermlings bite you one too many times Dreyl and the rest of your party.
cackles. “We have called down the aid from and give you the red fever? Eat that horrid,
the stars! Soon all our enemies — including diseased meat on the off-chance it turns you You have significant misgivings about how
you — will be burned in never-ending sky into birds? That’s ridiculous! Surely there long this transformation will last, but the
Section1
fire! We will show you death!” must be another way.” island below continues to crack and split,
Conclusion
leaving less and less habitable earth on which
It is time to free Dreyl and show them how As Dreyl continues to scold you, a blinding to land.
gravity works. ray of light shoots down from the sky onto
the altar. The central column of the tower Rewards :
begins to glow red-hot, all the way down to
Special Rules : its base at the pyramid. Before you know it, 20 gold each
Immediately spawn two normal Vermling the entire structure is shaking wildly and
Shamans at d . Continue spawning fissures begin to form in the ground far Where will you fly?
Vermling Scouts as before. The scenario is below.
complete when no enemies, including the 1 Return to the island, landing in the
spawned scouts, are left on the board. “I guess we’re out of options!” Dreyl yells. mountains on its far north side.
“Hand over that meat before we all fall to our
deaths!” 2 Fly west back toward the mainland.
3 Fly east farther out to sea.
Without thinking, you begin to ingest the

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.

“It’s time for you to pay for Luce’s murder,


Half-Ear,” Dreyl says.

“Oh, please,” Barty scoffs. “Your friend had


been stealing from me for a long time, and
everyone knew. Had to make an example. It’s
as simple as that.”

“So you kill her in cold blood?” Dreyl says. “If


you had no mercy then, why should I show
you any now?” Dreyl swings the baton at
Barty, and he dodges out of the way.

“Put that toy down ‘fore you hurt yourself,


girl,” Barty chides. “Do you think those
mercenaries you tricked will side with you on
this one? You poor saps need me to navigate
to dry land.”

“I don’t care, you human piece of garbage!”


Dreyl yells. “As Conclusion
long as I can see you take
your last breath, nothing else that happens
afterwards will matter!”

“Come now, friends” Barty addresses you,


dodging another swing from Dreyl. “We
clearly have a problem here. This crazed
Quatryl and I ain’t gonna last on the same
ship together. Her stupidity overwhelms me.
It’s time to choose.”

Rewards :
“Storm Blade” (Item 078)
10 experience each

What will you do?


1 Kill Barty Half-Ear to keep
Dreyl happy.
2 Send Dreyl off in a raft to
keep Barty Half-Ear safe.
3 Keep them both on board and
continue to try to keep the peace.

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

Cave Bear Rending Spitting Stone Damage Stone


14 Drake Drake Golem Trap (x2) Pillar (x4)
Into the Unknown 7: Arrival in Chains
The crowd immediately becomes silent
and you can hear some commotion from
behind the robed Orchid. Suddenly, the
ground beneath you begins to shake, and
an explosion from the center of the arena
knocks you back.

As the smoke clears, you see a giant shape


rising slowly from a hole in the floor of the
pit. A golem made of metal and stone towers
over you.
Special Rules :
All characters and character summons suffer
2 damage at the end of each of their turns as
a scenario effect. All characters and character
Section2B
summons occupying c or a hex adjacent to
c take trap damage and are pushed 2 away
from c . Any overlay tiles on these hexes
are removed.

Spawn an elite Stone Golem at c . It is the


Rocket Golem and is two levels higher than
the scenario level, up to a maximum of 7. It
has (HxC)/2 hit points (rounded up), where
H is an elite Stone Golem’s regular hit point
value. In addition, it has a range of 4 for its
attacks instead of “-” (the ability card with
initiative 83 is still a melee attack), and it also
deals 2 damage to any enemy adjacent to any
enemy it performs an attack against.

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.

“True specimens of combat,” she announces.


“We have been entertained. Return them to
their cages to await our future desires for
diversion.”

The chains around your ankles grow taut,


drawing you back into the antechamber
doors. You have no desire to perform in
this prison until Conclusion
you are killed. You may be
weak, but now could be your best chance for
escape.
Rewards :
2 each
“Steel Ring” (Item 091)

How will you escape?


1 Break your leg irons and climb up
out of the fighting pit.
2 Bide your time and wait for a better
opportunity.
15
Into the
Unknown 8 The Doctor’s Lab
Decision Path: Follow the mysterious Orchid
Goal : Kill all enemies
Introduction : different than the manner of those you from the mainland society and began
You follow the Orchid into the darkness as he
encountered outside. They are far more calm teaching that the true path was not one of
weaves a path through twisting and forkingand deliberate. knowledge and meditation. The true path
passages. Multiple times on the path, after was to follow her and embrace hedonistic
you have passed through some corridor, he The Orchids explain that this island is not far pleasures, trusting that this prophet would
moves a false wall into place behind you to
off from the mainland where they are from, take care of their needs.
stop anyone from following. On the one and its residents have become increasingly
hand, you feel safe, but on the other, you are
problematic over the last few years. “Our lifestyle is not easy,” Ashtooth says.
totally lost and vulnerable. Apparently a charismatic Orchid emerged “But it is necessary. And anyone who can call
our people away from their task has nothing
Eventually the passageway opens up into a but evil in their hearts. The Prophet must be
large stone room and you see three more destroyed. When you do that, her followers
Orchids sitting around a wooden table, will disperse, and you will be free to leave
discussing a number of blueprints the island without interference. If you do not
scattered across its surface. They look destroy her, there is no way to avoid the ones
up at you as you enter. currently looking for you.”

“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

Damage STUN Water Shelf (x2)


Trap (x5) Trap (x5) (x8)
16
Into the Unknown 8: The Doctor’s Lab
Special Rules : Rewards :
Any time a trap a is sprung, spawn a
Living Bones at b . Any time a trap c is 15 gold each
sprung, spawn an Ancient Artillery at d .
The spawns are all normal for two characters. How will you proceed?
The Living Bones are normal and the Ancient
Artillery are elite for three characters. All 1 Agree to an audience with the Prophet
spawns are elite for four characters. ConclusionB
to arrange for your release.
Door 1 is locked and becomes permanently 2 Agree to an audience with the Prophet
unlocked as soon as both pressure plates e with the intent of betraying and
are simultaneously occupied by characters attacking her.
at the end of a turn. The door can then be 3 Incapacitate the Doctor and continue
opened normally. toward the inner sactum on your own.

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.

“My mistress said you would be coming,” he


coughs. “All those traps... I thought I’d have
more time.” The Quatryl climbs up onto the
golem and inserts himself into the central
metal chamber. The golem begins to move
like a marionette, mimicking the movements
of Quatryl inside. Section1

“Oh well,” he says. “I haven’t quite figured out


proper waste containment, but it will have to
do for now.”

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.

“I’m not sure what I expected,” the Doctor


laughs quietly. “You did destroy my rocket
golem after all. ConclusionA

“Still, I find myself confused as to how you


found this place. Are you working for my
mistress’s enemies? And if so, why? I’d be
happy to arrange an audience with her for
you. Surely you could arrive at a beneficial
arrangement with her.” Treasure Tile 1: “Major Stamina Potion” (Item 034)
Treasure
17
Into the
Unknown 9 Skewed Perspective
Decision Path: Attack the Prophet
Goal : Kill the Prophet
Introduction : “I can see the many futures you hold,” she The Prophet raises her hand, and your
You draw your weapons as the Prophet rises calls out to you. “The many paths you could vision goes blurry. The hallway before you
to her feet and dusts off her robe. have taken. But Section1B
you have made the wrong feels off-kilter, and your head spins. You
choices. The path you are on leads to your lose your balance and fall to your knees,
“Again you surprise me,” she says. “I will give death. I will show you.” watching in horror as the scene in front of
a warning: I know your capabilities. I know you vibrates and splits apart. The hallway
you are about to die. You should flee.” slowly becomes Section1C
two hallways heading off
in different directions. The Prophet stands
The Prophet moves faster than you expect simultaneously at the ends of both.
and exits the room through a door in back,
leaving you with her many guards. “Turn back or die,” she says and then
disappears behind the doors at the
Special Rules : Room3 ends of the halls.
All Cultists summon normal Living Spirits
instead of normal Living Bones. 2
You see the Prophet standing at the back of
1 a small room at the end of the hall. No doubt
You open the back door and see the Prophet she also stands at the back of the other room
Section1A
at the end of a long hallway. 2 at the end of the other hall. You finally have
her cornered, but she doesn’t look concerned.

“You do not understand the infinite strands


of time spreading out in all directions,” she
states. “You cannot hope to defeat me.”

Special Rules :
Immediately open the other door 2 .

Both the elite Cultists on the two B tiles


1 Room1 together are the Section2
Prophet. They each have
(HxC)/2 hit points (rounded up), where H is
an elite Cultist’s regular hit point value. At
the end of each round, remove damage from
the more damaged of the two Cultists until
they have the same amount of damage and
remove any negative condition that is not
affecting both of them. If one of the Cultists
has damage equal to or greater than its hit
points, it only dies at the end of the round,
after the Cultists’ hit points are evened out
(i.e., one can only die if the other also dies). In
addition, the Prophet gains advantage for all
2 its attacks. The Prophet cannot enter or pass
through doors 2 .

Hound Cultist Living


Spirit

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.

“A mistake...” she whispers. “I thought I


understood. Your path... it opens up before
you. But this path... for me... is closed.”

She falls over, and, as she lands, the two


hallways and two rooms snap back into focus
and instantly merge together, forming but a
single hall, a single room, and a single corpse
of a white-robed Orchid on the ground.

With the Prophet dead, you return to


Ashtooth in the ruined tunnels as planned.
The Orchids display little emotion as you
relate what took place in the keep. They
simply nod their heads and offer a reserved
thanks.

“This is good,” Ashtooth says. “We had


doubts the plan would succeed, but now the
Prophet’s followers will disperse and return
home. And you — you will once again have
your freedom.”

Ashtooth leads you through another set of


winding, forking paths until you arrive at an
archway leading into the open air. Ahead you
Conclusion
see a number of small ships moored to a pier.

“We must stay behind to see the rest of


our plan through,” Ashtooth says. “But you
should go. Take a ship and be free.”

As you go to leave, Ashtooth holds out a


talisman to you. “Take this,” he says. “With
it, you will always be welcome among my
people. They are but a short journey from
where we are. The Quatryls are farther south
along the coast. And the one who sold you
— I suspect he is headed back toward the
western continent.”

Rewards :
“Empowering Talisman” (Item 017)
20 experience each

Where will you sail?


1 Sail east toward the Orchids.
2 Sail south toward the Quatryls.
3 Sail west back toward Gloomhaven.

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

At the end of the eleventh round, hexes 1


and b have obstacles placed in them, with
5 4 8 3 the same consequences as in the previous
room. At the end of each subsequent round,
9
2
7 9 2
3 b a a
6 10
4 2 3 1 b Room1 a

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.

Visions flash through your mind of the


comfort and niceties that awaited you, had
you returned to Gloomhaven or visited
the eastern continent. But instead, your
curiousity got the better of you. Barty,
completely surprised, still managed to get
the better of you,Conclusion
too.

In fact, you are wondering where Barty could


have gotten to when the path in front of you
suddenly turns downward into a sheer drop
off.

You stand on the edge of an abyss. You glance


back to see that the vengeful collapsing cave
is still rumbling toward you. You look back
down at the empty darkness below, hesitate,
and then leap into the unknown.

Treasure Tile 2: Treasure

21

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