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The Crimson Scales: Class Pack Add-on

Expansion for The Crimson ScalesExpansion for Gloomhaven
Expansions
The Crimson Scales: Trail of Ashes

The Crimson Scales: Class Pack Add-on Rulebook

Table of Contents

Table of Contents

  • Beetle
    • New Rules
    • AA1 I-7 The Riches of the Steelsilk
    • AA2 J-10 Malign Echoes
    • AA3 Hive Guardian
  • Tools
    • New Rules
    • QA1 B-15 Capstone Test
    • QA2 G-7 Mother Lode
    • Magnum Opus
  • Bloody Claw
    • New Rules
    • RM1 C-15 Mind Your Manners
    • RM2 C-15 Sinking Kingpin
    • RM3 A-2 Ruined Colony
    • RM4 A-2 Terrorscale Lair
    • RM5 C-14 Unseen Plight
    • The Fall of Shadow's Respite
    • RM7 G-11 Insatiable

Beetle

New Rules

Monster Triggered Abilities

Some monsters have abilities that are only performed when a defined game event is met, called a triggered ability. When a trigger written within a banner symbol is met, the monster performs the listed abilities.

A monster must be able to act on its turn in order to prepare triggered abilities. If a monster is stunned for its turn, that monster is unable to prepare triggered abilities for use later in the round.

Do not read through the section below until you've unlocked the [Beetle] class.

Bane

If a figure is baned, it suffers ten points of damage at the end of its next turn, then remove the BANE token. If a Heal ability is used on a baned figure, the BANE token is removed and the Heal continues normally.

Colonies

Colonies are permanent tokens that the Amber Aegis can place into an empty hex with no other Colony tokens. There are four types of colonies and up to two of each colony type can be placed at a time. When placing a third colony of a given type, remove an existing token of that type from the map, and then place the new token. Note: a Colony token removed in this way does not count as destroyed.

The four colony types are: Firespitter Ant, Rockspine Termite, Ghostshimmer Bee and Deathshroud Spider.

If any figure enters, spawns, or is summoned into a hex containing a Colony token, or if any overlay tile is created in a hex containing a Colony token, destroy that token. When a Colony token is destroyed, the Amber Aegis suffers 1 damage.

Certain abilities allow the Amber Aegis to move Colony tokens, but there are a few restrictions to consider. A Colony token cannot move into hexes with figures, overlay tiles, or other Colony tokens.

A hex with a Colony token is considered empty, does not effect movement, and is not considered negative for the purposes of monster focus.

Cultivate abilities place a specific type of Colony token, and give that Colony token type a persistent effect. The book's example card reads: "Cultivate: Place one Rockspine Termite Colony token in any empty hex within Range 2. You and all allies gain Shield 1 while adjacent to at least one Colony token."

Note: if an ability or perk would place a Colony token without specifying a type, any type of Colony token may be placed.

AA1 I-7 The Riches of the Steelsilk

Requirements: "At All Costs" personal quest Goal: Protect the Aegis and kill the Gilded One Links: none

Components: Harrower Aegis, Hound, Bandit Archer, Bandit Guard, Savvas Icestorm, Wind Demon, Frost Demon; Table (x1), Rubble (x2), Shelf (x1), Stairs (x2), Crate (x2), Nest (x4), Barrel (x1), Rock Column (x2), Thorns (x4), Damage and IMMOBILIZE Trap (x3), IMMOBILIZE and DISARM Trap (x3), Treasure Tile (x1).

Maps: B4b, D2b, K1b, K2a

Special Rules:

  • The Aegis: The elite Harrower Aegis is the Aegis; they are an ally to you and an enemy to all monster types. If the Aegis is killed, the scenario is lost. At the end of each round, the Aegis performs "Move 3", controlled by a consensus among all players. When the Aegis attacks, they use the attack modifier deck you prefer. Any character may lose one card from their hand to negate any one source of damage the Aegis suffers.
  • Stairs cannot be destroyed or removed.
  • The Aureate Claw: At the start of each round, spawn the following enemies:
    • 2nd: C normal Bandit Guards
    • 3rd: C normal Bandit Archers
    • 4th: C normal Hounds
    • 5th: C normal Wind Demons
    • 6th: C normal Bandit Guards
    • 7th: C normal Bandit Archers
    • 8th: C normal Hounds
    • 9th: C normal Frost Demons
  • When spawning enemies, spawn the first enemy at the lettered hex closest to the Aegis, with the next enemy spawning at the next closest lettered hex. Follow this pattern for all spawned enemies.

Section Links: At the end of the 9th round, read section 1 on page 6.

Scenario Goal: When the Gilded One is killed, read section 2 on page 6.

Section 1 (page 6), special rules: Spawn one Elite Savvas Icestorm following the rules of The Aureate Claw, as if it were the second spawn this round. This is the Gilded One and is one level higher than the scenario level, up to a maximum of 7. It has Hx(C/2) hit points, where H is an elite Savvas Icestorm's regular hit point value, and is immune to IMMOBILIZE and DISARM.

Section 2 (page 6), rewards: "At All Costs" Quest Complete. Open Envelope: "Rockspine Bulwark" (Item 01).

Treasure Index: 01: 50 collective gold

AA2 J-10 Malign Echoes

Requirements: "The Weight of Failure" personal quest Goal: Kill the Echo Links: none

Components: Giant Viper, Ravenous Gharial, Living Spirit, Black Imp, Harrower Aegis, Harrower Infestor, Thorns (x4), Rubble (x4), Water (x24), Nest (x3), Bush (x4), Stone Pillar (x2), Altar (x1), Treasure Tile (x1).

Maps: G1a, M1b, N1b

Special Rules: All characters start with POISON as a scenario effect.

Section Links: When any character opens a door (marker 1), open all doors (marker 1), and read section 1 on page 8.

Scenario Goal: When the Echo is killed, read section 3 on page 8.

Section 1 (page 8), special rules and section link: When this room is revealed, place the corridor hexes as shown. When any character opens door (marker 2), read section 2 on page 8.

Section 2 (page 8), special rules:

  • The Augurs Weave: The Harrower Aegis is the Bulwark and Harrower Infestors are Vimthreaders. They are allies to you and each other, and enemies to all other monster types. Characters that end their turn adjacent to at least one Vimthreader perform "Heal 1, self". When an Augurs Weave attacks, they use the attack modifier deck you prefer. If they are cursed, the curse card must be placed into a character attack modifier deck.
  • The Echo: The Living Spirit is The Echo and it has 6xC hit points. It is immune to all damage and all negative conditions, cannot be healed, and always has INVISIBLE. Each time a Black Imp dies, reduce the current hit points of The Echo by 1.
  • Wounds of the Past: At the start of each round:
    • For 2 or more characters, spawn one normal Black Imp at each hex (a).
    • For 3 or more characters, spawn one normal Black Imp at hex (b).
    • For 4 characters, spawn one normal Black Imp at hex (c).

Section 3 (page 8), rewards: "The Weight of Failure" Quest Complete. Open Envelope: "Ghostshimmer Honey" (Item 02).

Treasure Index: 02: "Doom Powder" (Item 062)

AA3 Hive Guardian

Requirements: Amber Aegis level 5 Goal: Survive for nine rounds, then kill all enemies

Components: Large Boulder (x4), Water (x6), Thorns (x4), Stalagmites (x3), Nest (x2), Rock Column (x3); Flame Demon, Earth Demon, Night Demon, Frost Demon, Wind Demon, Sun Demon.

Maps: A2b, A3a, E1b, N1a, L2a

Special Rules:

  • Protect the Hive: For this scenario the Amber Aegis colonies are empowered. They are not destroyed when a figure enters into their hex and they gain the properties of certain overlay tiles:
    • Rockspine Termite: Obstacle
    • Firespitter Ant: Hazardous Terrain
    • Ghostshimmer Bee: Difficult Terrain
    • Deathshroud Spider: When an enemy enters a hex with this colony, that enemy gains POISON, WOUND, and MUDDLE.
    • Colonies still do not count as negative hexes. Before the scenario begins, you may place one colony of each type in any empty hex.
  • Nuture the Weak: Nests (a) are Soul Leech eggs. They are objectives with 3+L hit points and have an initiative of 25 for the purposes of enemy focus. If any Soul Leech eggs are destroyed, the scenario is lost.
  • The Thirst: Earth, Flame, and Night Demons will stop at nothing to devour the Soul Leech eggs. Ignore all Move abilities on their ability cards. Before they act on their turns, Earth, Flame and Night Demons perform "Move +0" focusing the Soul Leech eggs, then they follow normal focus rules and will attack if able.
  • Hired Mercenaries: This scenario can be played with 1 to 4 players, with the Amber Aegis required at all counts. Doors (2), (3) and (4) are locked, and only open when the corresponding player count is present.
  • Then They Came: At the start of each round, spawn the following enemies:
    • 2nd: one normal Flame Demon at hex (c).
    • 3rd: two normal Sun Demons at hex (a).

Scenario Goal: Survive for nine rounds, then kill all enemies, then read section 2 on page 10.

Section 2 (page 10), rewards: "Steelsilk Spinneret" (Item 03).

Tools

New Rules

Do not read through the section below until you have unlocked the [Tools] class!

Scrap

The Artificer can use certain abilities to gain Scrap, which they then use to augment other abilities or to build summons. When the Scrap symbol (a gear) appears on an action, the Artificer gains one Scrap token. You can track how much Scrap the Artificer has by placing Scrap tokens on the character board. The Artificer starts each scenario with zero Scrap, and can carry a maximum of five Scrap at once.

Abilities that can be augmented with Scrap will have a red crossed-circle symbol, followed by a colon and how that ability is augmented if the Scrap is consumed. To augment an ability that consumes Scrap, remove a number of Scrap tokens from the Artificer character board equal to the number of times the red crossed-circle symbol appears.

Timed Bonus

Timed Bonus abilities work much like Persistent Bonus abilities that have a Use Slot track with one exception; the tracked game event that advances the character token is predefined in one of two ways. If this symbol (a red arrow over an hourglass) appears on a summon action, the character token advances one Use Slot at the end of that summon's turn, while with non-summon actions the character token advances at the end of the Artificer's turn. Note: The Scrap symbol may appear in a Use Slot of a Timed Bonus track. The Artificer gains one Scrap when that space of the track is used.

Blank Hex

A Blank Hex acts as a spacer between other hexes in a Target Area. Any figure that occupies a Blank Hex is not affected by the ability.

Variable X

Some Artificer abilities have multiple instances of the X variable within an action, including the Initiative of the ability card. The possible values for X are specified within a banner of the action. The value for X must be chosen before ability cards are revealed. See below for an example. The book's example banner reads: "X is 1, 2, or 3".

QA1 B-15 Capstone Test

Requirements: "Ingenious Inventor" personal quest; "Power Modulator" item equipped Goal: Kill one, two, or three named enemies Links: Gloomhaven

Components: City Guard, City Archer, Pressure Plate (x3), Stairs (x3), Stone Pillar (x2), Wall Section (x2) (components panel on page 15); Living Bones, Ancient Artillery, Stone Golem, City Guard, City Archer, Pressure Plate (x1) (printed three times on page 16), Wall Section (x1), Rubble (x6), Stone Pillar (x4) (components panel on page 16).

Maps: A1a, A2a, D2a, E1a, K1a, M1a

Special Rules:

  • Power Modulator: The attack ability granted by the Power Modulator ignores the Shield value of all enemies. The character equipped with the Power Modulator may, during their turn, forego their bottom action to Refresh the item. This cannot be done in the same turn the item is used.
  • Mechano-Men: City Guards are Clockwork Soldiers and City Archers are Clockwork Railcasters. All enemies are immune to POISON and WOUND.
  • Translocator Laboratory: Pressure plates (a), (b), (c), and (d) are translocator pads that link to other rooms in the facility. Characters may move from a translocator pad to the non-adjacent hex sharing the same identifier, as if they were adjacent. Movement from a non-adjacent hex to a translocator pad is not allowed.

Section Links: The first time any character uses a translocator pad:

  • (a), read section 1 on page 16.
  • (b), read section 2 on page 16.
  • (c), read section 3 on page 16.
  • (d), read section 4 on page 16.

Scenario Goal: At least one named enemy must be killed to win. When all characters are exhausted, if one named enemy is killed, read section 5 on page 17; if two are killed, read section 6 on page 17. When all three named enemies are killed, read section 7 on page 17.

Section 1 (page 16), special rules: Clockwork Ravager: The elite Living Bones is the Clockwork Ravager and has HxC hit points, where H is an elite Living Bones' regular hit point value. It adds POISON to all of its attacks, and is immune to DISARM and STUN.

Section 2 (page 16), special rules: Clockwork Bombard: The elite Ancient Artillery is the Clockwork Bombard and has HxC hit points, where H is an elite Ancient Artillery's regular hit point value. It adds PIERCE 2 to all of its attacks, and is immune to forced movement and STUN.

Section 3 (page 16), special rules: Clockwork Guardian: The elite Stone Golem is the Clockwork Guardian and has HxC hit points, where H is an elite Stone Golem's regular hit point value. It adds MUDDLE to all of its attacks, and is immune to IMMOBILIZE and STUN.

Section 4 (page 16): no special rules.

Section 5 (page 17), rewards: "Ingenious Inventor" quest complete. Open envelope. Add the following items to the random item design deck: "Steam Piston Hammer" (Item 02), "Spider Climb Gloves" (Item 03).

Section 6 (page 17), rewards: "Ingenious Inventor" quest complete. Open envelope. Choose to gain one of the following items: "Steam Piston Hammer" (Item 02), OR "Spider Climb Gloves" (Item 03). Add a copy of the chosen item to the city's available supply. Add the other item to the random item design deck.

Section 7 (page 17), rewards: "Ingenious Inventor" quest complete. Open envelope. "Steam Piston Hammer" (Item 02); "Spider Climb Gloves" (Item 03). Add copies to the city's available supply.

QA2 G-7 Mother Lode

The page-19 and page-20 running headers print "AO2: Mother Lode"; the scenario's own heading on page 18 prints "QA2", which is used here.

Requirements: "Scrap Diver" personal quest Goal: Recover one, two, or three "Ancient Scrap" Links: None

Components: Giant Viper, Cabinet (x2), Barrel (x2), Thorns (x4), Nest (x2), Shelf (x1).

Maps: A2a, B2b, C1a, D2a, G2a, L2b, M1a

Special Rules:

  • In this scenario, you will be exploring a sprawling ruin. Prepare carefully as your stamina will be pushed to its limits.
  • To recover Ancient Scrap you will have to investigate obstacles, which are annotated with a treasure reference number. You may forego a top and or bottom action during your turn to investigate a number of adjacent obstacles equal to the number of actions forfeited this way. After investigating an obstacle, refer to the reference number in the treasure index on page 21 to discover what is found. Loot actions investigate all obstacles that are within range.
  • Treasure obstacles cannot be destroyed or moved. Once a treasure obstacle has been investigated, treat it as a normal obstacle, which may be destroyed or moved.
  • Each time this scenario is played, the scenario treasure index is reset.

Scenario Goal: At least one Ancient Scrap must be recovered to win. When all characters are exhausted, if one or two Ancient Scrap was recovered, read section 8 on page 20. When the third Ancient Scrap is recovered, read section 8 on page 20.

Section 1 (page 19), Hole in the Wall:

  • Special rules: Remove bookcase (1) from tile M1a and place dark fog (a) as shown.
  • Section links: The first time any character opens door (a), read section 5 on page 20 (if unread).

Section 2 (page 19), Collapsed Hall:

  • Section links: The first time any character opens door (d), read section 7 on page 20.

Section 3 (page 19), Inspection Chamber:

  • Special rules: The Stone Golem is the Steel Construct and has Hx(C/2) hit points, where H is a normal Stone Golem's regular hit points.
  • The Steel Construct is immune to WOUND, POISON, and STUN. If the Steel Construct would suffer damage as part of one of its actions, all adjacent enemies suffer L damage instead.
  • When the Steel Construct is killed, it drops a treasure tile instead of a money token, with reference number 21.

Section 4 (page 19), Power Substation:

  • Section links:
    • The first time any character opens door (c), remove the fog tile, and read section 5 on page 20 (if unread).
    • The first time any character opens a door (e), open the other door (e) and read section 7 on page 20 (if unread).

Section 5 (page 20), Natural Passage:

  • Special rules: Stalagmites (2) are objectives and have C+L hit points.
  • Section links: The first time any character opens door (c), read section 4 on page 19 (if unread).

Section 6 (page 20), Malfunctioning Door:

  • Special rules: Place dark fog (b) as shown.
  • Section links: The first time any character opens door (b), read section 2 on page 19 (if unread).

Section 7 (page 20), Assembly Plant:

  • Special rules: Doors (f) are locked and cannot be opened until instructed.
  • Section links:
    • The first time any character opens door (a), read section 2 on page 19 (if unread).
    • The first time any character opens a door (e), open the other door (e) and read section 4 on page 19 (if unread).

Section 8 (page 20), rewards: "Scrap Diver" quest complete. Open envelope. 15xA gold each (where A is the number of Ancient Scrap recovered). Add City Event 03 to the deck.

Treasure Index (page 21): Do not read this information except to reference the contents of specific numbered treasure tiles that have been looted.

  • 01: Most of the contents of this barrel are broken, except for one glass vial filled with a mysterious liquid. "Invigorating Vial" (Once during this scenario, add +2 Attack to one attack)
  • 02: Sifting through the widgets on the conveyor, you find a valuable sprocket. Gain 2 money tokens
  • 03: You chip away at a thin layer of quartz that has encased an ancient machine. From the revealed cylindrical head, you pull several polished glass orbs filled with pressed metal sheets. Gain one "Ancient Scrap"
  • 04: Opening the lid of the barrel, its contents have long since rotted away.
  • 05: Rummaging through the conveyance trough, you find a broken medallion. Spawn one normal Living Spirit
  • 06: You reach within the charged coils, hoping to find intact energy relays. Suffer trap damage if obstacle 12 has not been looted
  • 07: Clearing away the branches of the viper nest, you find a time-worn lever. Read section 6 on page 20
  • 08: Searching the remnants of the roof, you find nothing but shattered stone.
  • 09: Merely touching the crystal eases your pains. You scrape off a fine powder and mix it with the water you brought. "Revitalizing Tonic" (Once during this scenario, all characters Recover two discarded cards)
  • 10: Spawn one elite Giant Viper

Magnum Opus

Requirements: Artificer level 5 Goal: Complete your Magnum Opus

Components: Cabinet (x2), Crate (x2), Stone Golem, Bandit Guard, City Guard, City Archer, Damage Trap (x3), Bookcase (x2), Shelf (x2), Lurker (the Clockwork Devastator, section 2).

Maps: A1a, A2a, B2b, G1b, N1b

Special Rules (page 23):

  • Hired Mercenaries: This scenario can be played with 1 to 4 players, with the Artificer required at all counts. Doors (2), (3), and (4) are locked. They open when the corresponding player count is present.
  • The Workshop: All obstacles, Bandit Guards, and the Stone Golem are objectives with 4+L hit points. Bandit Guards are dummies, cannot perform actions, and count as enemies for Artificer abilities. The Artificer may remove two crates or cabinets from the map with the top action of Recycle Parts to gain two Scrap.
  • Mechano-Men: City Guards are Clockwork Soldiers and City Archers are Clockwork Railcasters. Both are immune to POISON and WOUND. They want to destroy the Artificer's workshop and treat all objectives as enemies with initiative 50.
  • Magnum Opus: The Stone Golem is the Magnum Opus and you must assemble it. Set aside both the Stone Golem and Ancient Artillery ability decks. Anytime during any of the Artificer's turns, if they are adjacent to the Magnum Opus, they may forego their top action and consume two cards from the Stone Golem or Ancient Artillery ability decks and add them to the Magnum Opus ability deck. This may be done any number of times.

Section Links (page 23): At the start of round 5, read section 1 on page 24.

Scenario Goal (page 23): At the start of round 9, read section 2 on page 24. The scenario is lost if the Magnum Opus is destroyed.

Section 1 (page 24), special rules:

  • Bartholomew's Gambit: More Mechano-Men invade the workshop! Spawn enemies in each revealed map tile, according to the following table:
    • One normal Clockwork Soldier at each hex (a)
    • One normal Clockwork Railcaster at each hex (b)
    • One elite Clockwork Soldier at each hex (c)
    • One elite Clockwork Railcaster at each hex (d)

Section 2 (page 24), special rules:

  • Clockwork Devastator: Spawn one elite Lurker at hex (e), which is the Clockwork Devastator, Bartholomew's ultimate creation. It has H+(CxL) hit points where H is an elite Lurker's regular hit point value, and it is immune to POISON, WOUND, DISARM, and STUN.
  • Instead of using all of the Lurker ability cards, use only those with initiative values of 23, 28, 38, and 38. Shuffle these together with the Deep Terror ability cards with initiative values of 54, 60, 60, and 84. The Clockwork Devastator ignores all create element abilities.
  • Your Greatest Creation: Remove all damage tokens from the Magnum Opus. It is now considered to be a summon owned by the Artificer, gaining all the stats of an elite Stone Golem with a Range stat of 3.
  • The Magnum Opus does not act normally. Instead, at the beginning of each round, the Artificer plays one ability card from the Magnum Opus ability deck. The Magnum Opus will act through its turn, performing the played ability card at its initiative value.
  • Each ability played is lost and cannot be recovered. If there are no abilities left in the Magnum Opus deck, it does not get a turn. The Artificer may add ability cards to the Magnum Opus deck, following the "Magnum Opus" rules found on page 23.
  • The Artificer can lose cards as normal to negate damage done to the Magnum Opus.
  • The scenario goal has changed. Kill the Clockwork Devastator to read section 3 on page 24 and reveal the new scenario goal.

Section 3 (page 24), special rules:

  • Exposed Power Source: The Clockwork Devastator's body has been rent, exposing its internal mechanisms and empowering its attacks. Remove all damage tokens from the Clockwork Devastator, and it has no Shield value. At the beginning of each round, play two ability cards for the Clockwork Devastator. It will act through two turns each round, performing each of its ability cards on their initiative values.
  • Scenario Goal: When the Clockwork Devastator is killed for the second time, read section 4 on page 24.

Section 4 (page 24), rewards: "Auscudec of the Makers" (Item 06).

Bloody Claw

New Rules

Rupture

If a figure is ruptured, at the end of each ability where that figure moves at least one hex, it suffers one point of damage. If a Heal ability is used on a ruptured figure, the RUPTURE token is removed and the Heal continues normally.

Note: If an ability applies RUPTURE and a forced movement effect, RUPTURE is always applied before the forced movement. If a character or a character's summon kills an enemy with rupture damage by forcing that enemy to move, that character gets the kill credit. RUPTURE is a negative condition, and a figure that is immune to WOUND is also immune to RUPTURE.

Monster Triggered Abilities

Some monsters have abilities that are only performed when a defined game event is met, called a triggered ability. When a trigger written within a banner symbol is met, the monster performs the listed abilities.

A monster must be able to act on its turn in order to prepare triggered abilities. If a monster is stunned for its turn, that monster is unable to prepare triggered abilities for use later in the round.

The book's example is the Death Roll ability card, initiative 30: Attack 2, IMMOBILIZE; At the banner symbol, perform the following abilities: Attack 1, WOUND.

Do not read through the section below until you've unlocked the [Bloody Claw] class.

Sated

The Ruinmaw's power increases when they become Sated. Loss actions will sate the Ruinmaw's hunger, denoted with a Sated symbol at the bottom of the action. Persistent loss actions with a track can have a Sated symbol within a Use Slot. When that space is used, or after a non-track loss action is resolved, the Ruinmaw must immediately become Sated, which lasts until the end of their next turn.

While Sated, certain actions have mandatory augmented effects. This augment is represented with a Sated symbol, followed by a colon, followed by how the action is augmented. This augmented effect is contained within a banner to clearly denote which parts of an action are activated when the Ruinmaw is Sated.

The book's example is a Sated banner reading "Sated: Move 2" over an action line "Attack 2".

Empower

A class can have access to two types of EMPOWER decks: Minor and Major. Empower decks contain cards that are unique to a class and are marked with that class' symbol in the lower left hand corner. When a class empowers a figure, that figure must shuffle a card from that class' empower deck into its remaining attack modifier deck. When this card is revealed through one of the figure's attacks, it is removed from the deck and returned to the personal supply of the class it came from.

Empower with Advantage and Disadvantage

When attack modifiers are revealed by any figure with Disadvantage or an enemy with Advantage, treat [first yellow modifier symbol] as [+2], and [second yellow modifier symbol] as [+4] when determining which modifier takes precedence.

RM1 C-15 Mind Your Manners

Requirements: "Brutal Enforcer" personal quest Goal: Kill all enemies Links: Sinking Kingpin, Gloomhaven

Components: DISARM Trap (x4), Damage Trap (x3), POISON Trap (x4), Bandit Guard, Bandit Archer, Inox Guard, Inox Archer, Harrower Aegis, Fountain (x1), Cabinet (x2), Bush (x4), Crate (x2), Barrel (x2), Bookcase (x4), Shelf (x2), Tree (x1), Treasure Tile (x1).

Maps: D1b, D2a, G2b, H1b, H3b, I2b

Special Rules (page 29):

  • Pervasive Mind: Each time a character kills any enemy, that character gains MUDDLE as a scenario effect.
  • Parasitic Influence I: All enemies are immune to IMMOBILIZE.
  • Hired Muscle: All Bandit Guards add PUSH 1 to all their attacks and all Bandit Archers add PULL 1 to all their attacks.

Section Links (page 29): When any character opens a door (1), open all other doors (1) and read section 1 on page 30.

Scenario Goal (page 29): When all enemies are killed, read section 3 on page 30.

Section 1 (page 30), special rules:

  • Parasitic Influence II: All enemies are immune to IMMOBILIZE and DISARM.
  • Enslaved Laborers: Each time any elite Inox Guard or elite Inox Archer dies, that enemy does not drop a money token. Instead, spawn one normal enemy of the same type in the hex that the elite died in.

Section 1 (page 30), section links: When any character opens a door (2), open all doors (2) and read section 2 on page 30.

Section 2 (page 30), special rules:

  • Doors (3) are locked and cannot be opened.
  • Parasitic Influence III: All enemies are immune to IMMOBILIZE, DISARM, and STUN.
  • Living Wall: The Harrower Aegis is the Living Wall and has (HxC)/2 hit points (rounded up), where H is an elite Harrower Aegis' regular hit point value.

Section 3 (page 30), conclusion:

  • New Location: Sinking Kingpin (RM2, C-15).
  • Treasure Index: 01: "Grisly Boots" (Item 02)

RM2 C-15 Sinking Kingpin

Requirements: "Brutal Enforcer" personal quest Goal: Defeat Goremyon Shatter-Mind Links: Mind Your Manners, Gloomhaven

Components: Bookcase (x1), Table (x2), Barrel (x3), Cabinet (x2), Stone Pillar (x4), Inox Guard, Inox Archer, Stairs (x2), Goremyon Shatter-Mind (Boss), Bandit Archer, Inox Bloodguard (Boss), Bandit Guard, Rubble (x3).

Maps: A1b, F1a, H3a, I1a, I2b

Special Rules (page 31):

  • Pervasive Mind: Each time a character kills any enemy, that character gains MUDDLE and CURSE as a scenario effect.
  • Parasitic Influence: All enemies are immune to IMMOBILIZE, DISARM, and STUN.
  • Side Passage: Stairs (a) lead further into Goremyon's mansion. Non-adjacent hexes (a) are considered adjacent to these stairs for the purposes of movement and finding focus, but not for line-of-sight.
  • Breaking in the Door: Doors (1) are opened.
  • Barricaded Door: Door (2) is locked and cannot be opened.

Section Links (page 31): The first time any character descends the stairs (a), read section 1, on page 31.

Scenario Goal (page 31): When Goremyon Shatter-Mind's hit points are reduced to 1, he is defeated, then read section 3 on page 32. (The book prints "he is is defeated"; the duplicated word is corrected here.)

Section 1 (page 31), special rules: Corner Staircase: Stairs (b) lead further into the mansion. Non-adjacent hexes (b) are considered adjacent to these stairs for the purposes of movement and finding focus, but not for line-of-sight.

Section 1 (page 31), section links: The first time any character ascends the stairs (b), read section 2, on page 32.

Section 2 (page 32), special rules:

  • Many as One: At the start of each round check the following:
    • If there are no Bandit Guards, spawn one normal Bandit Guard at hex (c). If there are no Bandit Archers, spawn one normal Bandit Archer at hex (d).
    • For 3 or more characters, if there are no Inox Guards, spawn one normal Inox Guard at hex (e).
    • For 4 or more characters, if there are no Inox Archers, spawn one normal Inox Archer at hex (f).
  • The Sinking Kingpin: At the start of each round, reveal two cards from the boss ability deck, with Goremyon Shatter-Mind acting on the first card revealed, while the Inox Bloodguard acts on the second card revealed.
  • Each time a normal enemy is killed by any source other than Goremyon's Cranium Overload, Goremyon suffers L+1 damage. Goremyon Shatter-Mind cannot be reduced below 1 hit point.

Boss: Goremyon Shatter-Mind (page 32):

  • Special 1, Cranium Overload: Goremyon's normal ally with the fewest current hit points performs "Move +1", then "Attack +0, target all adjacent enemies", then this figure is killed.
  • Special 2, Hostile Takeover: The character with the slowest initiative is forced to perform "Move 3", then "Attack X, where X is the value on the stat card", following the automated monster rules, as if their allies were enemies and their enemies were allies.
  • Goremyon Shatter-Mind is immune to all forced movement, including Teleport.

Boss: Inox Bloodguard (page 32):

  • Special 1, Unstoppable Charge: Perform "Move +1, Jump", then "Attack +1".
  • Special 2, Warding Strength: Perform "Move +0", then "Attack +0, PUSH 3", then "Shield X, self, where X is the value on the stat card".
  • While the Inox Bloodguard is alive, all damage from attacks targeting Goremyon Shatter-Mind is reduced by half (rounded up).
  • If the Inox Bloodguard ends their turn outside the Great Hall, they immediately perform "Move +3, Jump", focusing Goremyon.

Section 3 (page 32), rewards: "Brutal Enforcer" Quest Complete. Open Envelope. +1 prosperity.

RM3 A-2 Ruined Colony

Requirements: "Apex Predator" personal quest Goal: All characters must reach the cave entrance (a) Links: Terrorscale Lair

Components: Hound, Cave Bear, Giant Viper, Ooze, Gnashing Drake, Totem (x3), Stalagmites (x3), Rock Column (x3), Water (x20), Rubble (x3), Nest (x4), Crate (x2), Stump (x3), DISARM Trap (x1), Bush (x3), Treasure Tile (x1), Table (x1), Log (x2), Tree (x2).

Maps: C2a, L1b, L2a, L3a, M1b

Special Rules (page 33):

  • Hungry Predators: All enemies add Advantage to all attacks targeting characters with one or more negative conditions, as a scenario effect.
  • River of Decay: Scavenging Oozes have been attracted to the Vermling corpses floating down the river and treat hexes with Water as corridors for the purposes of movement and summon abilities.

Section Links (page 33): When any character opens door (1), read section 1 on page 34.

Scenario Goal (page 33): When all characters are either standing or exhaust while standing on an exit (a), read section 4 on page 34. If any character becomes exhausted while not occupying an exit (a), the scenario is lost.

Section 1 (page 34), special rules: Vermling Ritual Site: It's hard to tell what magics the rodents were working, but some of its power lingers. When any character performs a Loss action while occupying hex (b), that character adds +2 to all Attack, Move, and Heal abilities for that action.

Section 1 (page 34), section links:

  • When any character opens door (2), read section 2 on page 34.
  • When any character opens door (3), read section 3 on page 34.

Section 2 (page 34), Cave Entrance: no special rules or section links are printed.

Section 3 (page 34), special rules: Crates are objectives with 1 hit point, that when destroyed, drop 2 money tokens.

Section 4 (page 34), conclusion:

  • New Location: Terrorscale Lair (RM4, A-2).
  • Treasure Index: 02: "Serrated Edge" (Item 01)

RM4 A-2 Terrorscale Lair

Requirements: "Apex Predator" personal quest Goal: Kill the Terrorscale Drake Links: Ruined Colony

Components: Terrorscale Drake (Boss), Gnashing Drake, Spitting Drake, Rending Drake, Rubble (x6), Stalagmites (x6), Crystal (x2), Rock Column (x6), Large Boulders (x4), Huge Boulders (x1).

Maps: J2b, L2a, L3b, N1a

Special Rules (page 35):

  • Master of her Domain: Before the Terrorscale Drake performs Boss Special 1 or Boss Special 2, she jumps into the nearest obstacle hex that is also adjacent to an enemy that she can focus, regardless of how far away that hex is.
  • At the start of the Terrorscale Drake's turn, if there are no enemies adjacent to any obstacle, she focuses the enemy with the highest current hit points and performs "Move +3, Jump", then "Attack +3, WOUND, IMMOBILIZE, PUSH 3", instead of the revealed boss ability.
  • The Terrorscale Drake cannot be reduced below 1 hit point. Ignore this special rule after the Terrorscale Drake is reduced to 1 hit point for the first time.

Boss Special 1, Claws like Spears (page 35): The Terrorscale Drake performs "Attack +1, PIERCE 3, all enemies adjacent to the target suffer 1 damage", then destroys the occupied obstacle.

Boss Special 2, Scales like Tenfold Shields (page 35): The Terrorscale Drake performs "Attack -2", then "Shield X, self", then "Retaliate X, self", then "Heal X, self", where X is the value on the stat card, then destroys the occupied obstacle.

Section Links (page 35):

  • When the Terrorscale Drake is reduced to 1 hit point, remove it from the map, then read section 1 on page 36.
  • Door (1) is locked and can only be opened after the Terrorscale Drake is reduced to 1 hit point. When any character opens door (1), read section 2 on page 36.

Scenario Goal (page 35): When the Terrorscale Drake is killed, read section 4 of page 36.

Section 2 (page 36), section links: When any character opens door (2), read section 3 on page 36.

Section 3 (page 36), special rules: Place the Terrorscale Drake as shown and she heals her maximum hit point value.

Burgeoning Brood (page 36): At the beginning of every round, spawn C-1 normal Gnashing Drakes, one at each hex (b). Ignore the special abilities on the Terrorscale Drake's stat card.

Boss Special 1, Brood Mother's Call (page 36): The Terrorscale Drake focuses the nearest enemy and performs "Move +1, Jump", then "Attack +0, exactly at Range 4 or 5, POISON", then "STRENGTHEN, Affect all allies".

Boss Special 2, Desperate Roar (page 36): The Terrorscale Drake performs "Move -2, Jump", then "Attack -1, Target all enemies within 3 hexes, PUSH 2, MUDDLE".

Section 4 (page 36), rewards: "Apex Predator" Quest Complete. Open Envelope. "Terrorscale Saber" design (Item 03). "Terrorscale Crossblades" design (Item 04).

RM5 C-14 Unseen Plight

Requirements: "Guttermaw's Bounty (Party) COMPLETE" or "Feigrin's Request (Party) COMPLETE" Goal: Kill Guttermaw or kill all enemies and protect all Vermlings Links: Gloomhaven

Components: Ravenous Gharial, Black Imp, Hound, Vermling Scout, Barrel (x2), Nest (x2), Crate (x2), Totem (x2), Water (x30), Table (x2).

Maps: D2b, F1a, G2a, J1a, M1a

Layout: Guttermaw's Bounty (Party) COMPLETE: J1a, F1a, D2b. Feigrin's Request (Party) COMPLETE: J1a, F1a, M1a, G2a.

Section Links (page 37): When any character opens a door (1), open both doors (1), and read section 1 on page 38.

Scenario Goal (page 37):

  • Guttermaw's Bounty (Party) COMPLETE: When tile D2b is revealed and the Guttermaw killed, read section 5 on page 39.
  • Feigrin's Request (Party) COMPLETE: When tiles M1a and G2a are revealed, all enemies killed, and all Vermlings are protected, read section 6 on page 39.

Section 1 (page 38), special rules:

  • Carrion Scavengers: Hounds are Carrion Scavengers and have the following additional trait, "On death, perform Attack +0, target all adjacent figures".
  • Guttermaw's Bounty (Party) COMPLETE: Door (3) is locked and cannot be opened. Doors (2) are unlocked.
  • Feigrin's Request (Party) COMPLETE: Doors (2) are locked and cannot be opened. Door (3) is unlocked.

Section 1 (page 38), section links:

  • When any character opens a door (2), open all doors (2), and read section 2 on page 38.
  • When any character opens door (3), read section 3 on page 39.

Section 2 (page 38), special rules:

  • Guttermaw: The elite Ravenous Gharial is the Guttermaw and has HxC hit points, where H is an elite Ravenous Gharial's regular hit point value. All of its attacks gain PIERCE 2, while attacks without a target area gain a three-hex target area symbol (one grey hex and two red hexes). It is immune to DISARM, IMMOBILIZE, and STUN.
  • Right at Home: All non-door hexes in map tile D2b are treated as Water for the purposes of movement abilities.
  • Carried Away: The character that revealed this room gains IMMOBILIZE and is placed at hex (b).

Section 2 (page 38), section links: After the first turn in which Guttermaw's current hit points are reduced to half or less than their maximum value, remove it from the map and read section 4 on page 39. At the start of each round while Guttermaw is removed from the map, increase its current hit point value by C+(L/2) (rounded up). After all other enemies are killed, place the Guttermaw adjacent to the character with the fewest current hit points, and it gets a turn as if it were spawned.

Section 3 (page 39), special rules:

  • Desperate Passage: All hexes in map tile G2a, including corridor hexes, are treated as Water for the purposes of movement abilities.
  • Feigrin's Plight: Vermlings, represented by Vermling Scouts, have C+L hit points. They are allies to you and enemies to all monster types. They act on initiative 35 each round, performing "Move +2", towards hex (a). Any character may lose one card from their hand to negate any one source of damage a Vermling suffers. If any Vermling is killed, the scenario is lost.

Section 3 (page 39), section links: At the end of the round where this room is revealed, read section 4, page 39.

Section 4 (page 39), special rules:

  • Lurking Congregation: At hex (a) spawn the following enemies:
    • For 2 characters, spawn two normal Ravenous Gharial.
    • For 3 characters, spawn one normal and one elite Ravenous Gharial.
    • For 4 characters, spawn two elite Ravenous Gharial.

Section 5 (page 39), rewards:

  • 40 collective gold
  • "Studded Leather" (Item 030) OR "Boots of Dashing" (Item 036)

Section 6 (page 39), rewards:

  • 2 [check mark] each
  • "Lucky Eye" (Item 063)

The Fall of Shadow's Respite

The book prints no scenario code on this scenario's heading.

Requirements: Ruinmaw level 5 Goal: Protect The Chosen (a) for eight rounds

Components: Terrorscale Drake (Boss), Gnashing Drake, Spitting Drake, Rending Drake, Vermling Scout, Vermling Shaman, Stalagmites (x3), Rock Column (x3), Nest (x3), Stump (x3), Totem (x3), Bush (x3), Rubble (x3).

Maps: L2a, M1b

Special Rules (page 40):

  • Prepare the Ruinmaw for play as normal, but do not place or use the character until instructed. Determine the scenario level using the Ruinmaw's level.
  • At the start of this scenario you will control four elite Vermling Scouts and two normal Vermling Shamans. Use the Vermling Scout and Vermling Shaman statistic cards to determine their base statistics, grab the Scout and Shaman monster ability decks to grant them actions, and use an unmodified player attack modifier deck when they attack. Place these Vermlings within three hexes of Hex (a).
  • The Chosen (a), represented by a numbered token, has 6+L hit points. They are an ally to Vermling Scouts and Vermling Shamans, an enemy to all other monster types, and have an initiative of 99 for the purpose of monster focusing. If The Chosen is killed, the scenario is lost.
  • Before the start of each round, select and play one card from both the Scout and Shaman monster ability decks. During Vermling Scout and Vermling Shaman turns, you control all of their actions, activating them in the order of your choosing. At the end of round, ignore the shuffle symbol on Scout and Shaman cards.
  • During enemy turns, if you need a tiebreaker to determine monster focus, use the number on the Vermling Scout or Vermling Shaman standees, where a lower number will be focused before a higher number.

Section Links (page 40): At the end of the third round, read section 1 on page 41.

Scenario Goal (page 40): Protect The Chosen for eight rounds. At the end of the eighth round, read section 3 on page 41.

Section 1 (page 41), special rules: Teeming Brood I: Spawn two normal Rending Drakes, one at each hex (b) and (d), and spawn two normal Gnashing Drakes at hex (c).

Section 1 (page 41), section links: At the end of the sixth round, read section 2 on page 41.

Section 2 (page 41), special rules: Teeming Brood II: Spawn one elite Spitting Drake at hex (c), and spawn four normal Gnashing Drakes, two at each hex (b) and (a).

Section 2 (page 41), section links: At the end of the round where you have no Scout or Shaman monster ability cards in hand, read section 3 on page 41.

Section 3 (page 41), special rules: Remove The Chosen and all Vermlings from the map, noting the number of Vermlings removed. Place the Ruinmaw at hex (a). You now control the Ruinmaw.

Section 3 (page 41), scenario goal: The scenario goal has changed. At the end of the round where the last enemy is killed, read section 4 on page 41. If the Ruinmaw is killed, the scenario is lost.

Section 4 (page 41), special rules:

  • Brood Mother: Spawn one Terrorscale Drake at hex (c). Determine her hit point value where C equals 3. She cannot be reduced below 1 hit point. Ignore the boss special abilities on the stat card. When attacked, she considers any [2x] attack modifier card the enemy draws to be [+0] instead.
  • Instead of using the boss deck, create a new ability deck by shuffling together Rending Drake ability cards with initiative values 06, 13, 39, and 72, with Spitting Drake ability cards with initiative values of 27, 52, 57 and 87. Treat all Rending Drake Attack abilities as having WOUND, and all Spitting Drake Attack abilities as having Range 3.
  • Easy Prey: At the start of each round, if there are no Gnashing Drakes, spawn one elite Gnashing Drake at hex (c). Each time a Gnashing Drake dies, the Ruinmaw performs "Heal Y, EMPOWER [icon], EMPOWER [icon], self", where Y equals the maximum hit point value of an elite Gnashing Drake.
  • Lay in Wait: If the Terrorscale can't focus an enemy during her turn, she performs "Shield X, self", "Retaliate X, self", and "Heal X, self", where X is her Attack value.
  • The scenario goal has changed. When the Terrorscale Drake is reduced to 1 hit point, she is defeated, then read section 5 on page 41.

Section 5 (page 41), rewards:

  • "Rite of Ruin" (Item 05)
  • If at least three Vermlings were alive at the end of the eighth round: 5 gold
  • If at least five Vermlings were alive at the end of the eighth round: [check mark]

RM7 G-11 Insatiable

Requirements: No Ruinmaw in party Goal: Kill the Ruinmaw Links: none

Components: Hound, Ruinmaw (Boss), Vermling Shaman, Vermling Scout, Giant Viper; Bush (x3), Stump (x4), Rock Column (x4), Large Boulders (x3), Log (x2), Water (x10), Damage Trap (x3), Thorns (x4), Tree (x3).

Maps: A2b, A4a, L1b, L3a, M1b, N1a

Special Rules (page 42):

  • Fallen to Ruin: For this scenario you will be fighting the Ruinmaw. Use the Ruinmaw model as the boss standee. Adjust the monster Attack Modifier Deck with the Ruinmaw Attack Modifier cards as if the first eleven perk boxes on the Ruinmaw character sheet were marked. Set aside the Ruinmaw's Minor Empower deck for later.
  • The Ruinmaw cannot be reduced below 1 hit point. When the Ruinmaw is reduced to 1 hit point, remove it from the map.
  • Savage Stalker: For the entire scenario, the Ruinmaw can focus figures with INVISIBLE and target them with abilities.

Boss Special 1, Pouncing Predator (page 42): The Ruinmaw focuses the nearest enemy that does not have RUPTURE and performs "Move +3, Jump", then "Attack -1, WOUND, RUPTURE, PUSH 3".

Boss Special 2, Terrifying Howl (page 42): The Ruinmaw performs "Move +0", then "Attack -1, Target all adjacent enemies, PUSH 1", then "PUSH 1 and MUDDLE, Target all enemies within Range 2".

Section Links (page 42): Door (1) is locked. At the end of the round where the Ruinmaw is reduced to 1 hit point, open door (1), then read section 2 on page 43.

Scenario Goal (page 42): When the Ruinmaw is killed, read section 5 on page 44.

Section 1 (page 43), section links: When any character opens a door (2), open all doors (2), and read section 2 on page 43.

Section 2 (page 43), special rules:

  • Hunt the Hunter: Hounds and Giant Vipers are allies to each other and enemies to all other monster types. If a Hound or Giant Viper draws a Ruinmaw attack modifier or Empower card as part of an attack, treat the revealed card as [grey null-card icon] with no other effect and discard it instead.
  • Empowered I: Place the Ruinmaw as shown and it heals its maximum hit point value. The Ruinmaw still cannot be reduced below 1 hit point.
  • Belly of the Beast: For the remainder of the scenario, each time the Ruinmaw kills an enemy, an enemy loses an ability card to negate damage caused by the Ruinmaw, or an enemy dies to WOUND or RUPTURE damage, the Ruinmaw performs "Heal X+C, EMPOWER [icon], EMPOWER [icon], self", where X is the Ruinmaw's attack value.

Boss Special 1, Berserk Barrage (page 43): The Ruinmaw performs "Move +1", then "Attack +0, PIERCE 1, RUPTURE, [three-hex target area symbol]".

Boss Special 2, Dig In (page 43): The Ruinmaw performs "INVISIBLE, self", then after the first time an enemy ends their turn adjacent to the Ruinmaw, the Ruinmaw performs "Attack +1, WOUND", then removes INVISIBLE from self. At end of round, if the Ruinmaw has INVISIBLE, it performs "Move +4", then "Attack +0, Advantage", then removes INVISIBLE from self.

Section 2 (page 43), section links: Door (3) is locked. At the end of the round where the Ruinmaw is reduced to 1 hit point again, remove it from the map, then open door (3), then read section 3 on page 44.

Section 3 (page 44), special rules: A Taste of Power: The first time each character ends their turn in this room, that character may Recover one lost card.

Section 3 (page 44), section links: When any character opens door (4), read section 4 on page 44.

Section 4 (page 44), special rules:

  • Ruined Ritual: The Ruinmaw gains Shield X, and Retaliate X, Range X, where X is the number of Vermling Shamans alive.
  • Empowered II: Place the Ruinmaw as shown and it heals its maximum hit point value. The Ruinmaw can now be reduced below 1 hit point and killed.
  • Devour Whole: Immediately after each time a Vermling Shaman dies, the Ruinmaw jumps into the hex where that enemy died, gains the benefits of Belly of the Beast, and the Ruinmaw becomes Sated. While Sated, the Ruinmaw gains a bonus to special abilities they perform denoted with a Sated symbol. The Sated status lasts until the end of the Ruinmaw's next turn.

Boss Special 1, Rip and Tear (page 44): The Ruinmaw performs "Move +0, Jump", then "Attack +0, Target C-1, WOUND, RUPTURE". Sated: "PUSH 2, +1 Attack, PIERCE 2".

Boss Special 2, Heartripper (page 44): The Ruinmaw focuses the enemy with the greatest amount of damage, then performs "Move +2", then "Attack +2". Sated: "+2 Move, +2 Attack, Advantage", at end of turn perform "EMPOWER [icon], EMPOWER [icon], self".

Section 5 (page 44), rewards: 10 experience each. "Savage Cuirass" (Item 06).

  • 4th: one normal Night Demon at each hex (b).
  • 5th: two normal Wind Demons at hex (e).
  • 6th: one normal Flame Demon at hex (c).
  • 7th: two normal Sun Demons at hex (a).
  • 8th: one normal Night Demon at each hex (b).
  • 9th: two normal Wind Demons at hex (e).
  • You pry open the time-rotted box to find a hissing, coiled mass within.
  • 11: Underneath the conveyance trough, you find a pristine arrow tipped with a jeweled arrow head. "Time-Lost Arrow" (Once during this scenario, a single-target ranged attack ignores the Shield value of the target)
  • 12: After pulling a couple of levers and turning a few dials, the light of the console's illuminated gems fades away, and the crackling electricity of the great metal coils nearby extinguishes.
  • 13: This barrel is full of oil and wax. Nothing of great value, but still, you take some as a precaution. "Sword Oil" (Once during this scenario, all characters Refresh one spent item)
  • 14: The collapsed ceiling broke into many small pieces here. With a little effort you can clear the rubble out. Remove this obstacle
  • 15: The metal coils before you are untarnished. You work to avoid the scintillating energy as you pry a key panel off. Reaching inside the coils you're pleased to find a choice prize. Suffer trap damage if obstacle 12 has not been looted. Gain one "Ancient Scrap"
  • 16: Time had reduced this crate – and its contents – to dust and powder. Just then, you notice something shiny among the wooden fragments. Gain 2 money tokens
  • 17: You find a cracked focusing jewel within the detritus on the conveyance trough. Lucky for you, it still has a bit of stored energy. "Focusing Gem" (Once during this scenario, all characters Recover one lost card)
  • 18: Eyeing the metal coils, you quickly realize vital parts are missing. What you want is not here, but nearby is a box of useful tools. "Repair Tools" (Once during this scenario, all characters Refresh one consumed item)
  • 19: The shelves are littered with empty pots and parchment that crumbles between your fingers. You catch the side of the fragile shelves with your equipment and its come crashing down, spilling its contents across the floor. Behind where the shelf once stood, you find a crack in the wall. Read section 1 on page 19
  • 20: From between the broken slats of the collapsed ceiling, you spy a pressure plate. You shift the rubble until it crumbles onto the plate. With a thunk, the nearby doors slide into the walls. Open doors (f) and read section 3 on page 19
  • 21: Before you is a fully ignited power source. What the know–it–alls at the University want with it you can't say, but it's going to fetch a pretty gold coin, that's for sure. Gain 3 money tokens and gain one "Ancient Scrap"