Gloomhaven

Scenario page breakdown

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a - The name of the scenario.

b - The reference number of the scenario.

c - The grid location of the scenario (see map board).

d - Any achievements required to play the scenario. These must be completed in order to play this scenario.

e - The victory conditions of the scenario. When these are completed, the scenario is considered successfully completed.

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f - Introductory text to read at the start of a scenario.

g - Additional story points that are read when the corresponding hex on the board is (h) is entered.

h - The hex that when entered the additional story point is read. Notice the matching number 1s.

Do not read these additional story points until a character enters the matching hex.

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i - Concluding text to be read when the scenario ends successfully (DO NOT READ if the scenario is failed).

j - The name, reference number, and grid location of any new scenario locations unlocked by successfully completing the scenario within a campaign.

Find these scenario locations stickers and add them to the map as options to travel too and complete.

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k - Any other rewards earned when completing a scenario.

Rewards can include global or party achievements, extra gold or experience for each party member, prosperity increases, unlocked scenarios, items, or item designs.

l - Any locations the scenario links to (reference Traveling).

Any linked scenario may be traveled to immediately after successfully completing this one without drawing a new road event.

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m - Configuration of the map tiles to place.

n - Door tiles that need to be placed.

o - The specific map tiles needed for each scenario.

Each scenario map is broken up into separate rooms by door overlay tiles. A room may contain more than one map tile if those tiles are connected by other overlay tiles.

p - Where and what type (elite or normal) of monster to place in each tile.

Note: Only monsters in the starting room are placed at the beginning of a scenario. Monster standees each have a number to determine the order in which they act during the turn. The standee numbers should be randomized when placed.

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q - Monster key used to populate the scenario map.

Monster placement is indicated in a symbol’s upper left for two characters, upper right for three characters and bottom for four characters.

BLACK means the monster is not present, WHITE means a normal monster is present, and GOLD means an elite monster is present.

Normal monsters should be placed on the map with their corresponding standees in white bases, and elite monsters should be placed in gold bases.

r - The available starting character locations. Players can choose to start their character on any of these empty hexes at the start of a scenario.

s - Type of traps to be used in this scenario.

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t - Reward number for looting treasure tiles on the map (look up this number in the back of scenario book after looted).

u - Location of money tokens.

v - Overlay tiles to be placed on the map when the room tile is revealed.