Gloomhaven Scenario Book

# 76: Harrower Hive Not one to back down from a challenge, you make your way to the Watcher Mountains, where the old man said there’d be a Harrower hive. You wander through the foothills for hours without finding any sort of evidence of it, and then you begin to hear a faint buzzing. You approach the nearby cliff face and it grows louder. The Harrowers are in the rocks, and you are going to have to dig them out.

or rooms on the other side are revealed and a corridor overlay tile is placed on top of the wall hex. Additionally, when any wall is destroyed, all enemies adjacent to it gain STUN . Conclusion : Night Demons and animated dead—this was certainly a foul congregation of Harrowers up to no good. When you return to Gloomhaven to meet up with the old man at the agreed upon location, though, he is nowhere to be found. Asking around at the Sleeping Lion, no one even seems to remember him ever being there. After a few hours of searching, you begin to question whether you dreamed the whole thing. The Harrowers were real, that’s certain. Perhaps the bastard just didn’t want to pay you for the completed job and ran off. All that work for nothing. He had better not show his face around here again.

Special Rules :

Each character discards three ability cards at the start of the scenario as a scenario effect. can be destroyed through damage. Characters can target and attack the walls like any regular enemy, but character summons will not attack walls unless directly controlled by a character. Each wall has C+(L/2) hit points (rounded up). Each wall Each map tile is considered a separate room, and when any wall is destroyed, the room a

Goal : Requirements : Loot all treasure tiles and kill all City Guards before the alarm is raised None Vault of Secrets # 77 B-17

Links: Gloomhaven

Introduction :

Special Rules : When the left treasure tile is looted, spawn one normal City Guard for two characters or one elite City Guard for three or four characters at . When the right treasure tile is looted, spawn one normal City Guard for two or three characters or one elite City Guard for four characters at . Conclusion : c Searching through the vault libraries, you find both the Codex and Dominic’s book without too much trouble. You find many other strange texts among the shelves: “Golems and Constructs,” “The Algox of the North.” There is a lot of hidden knowledge here, but there is no time to sort through it all. More of the Vigil could come down the stairs at any moment and alert the entire estate to your presence. b

At the end of the tunnel, you prepare to open the door and silence all opposition on the way to the vault’s secret libraries. Special Rules : City Guards do not act normally, but instead perform “Move 2” toward the closest pressure plate to raise the alarm. After their movement, they will perform all other non-move abilities on their ability card as best as possible. a City Guards can open door if they enter its hex, revealing the room beyond it. If any City Guard occupies a pressure plate , the scenario is lost. 1 “What in the—?” A guard moving barrels jumps up in surprise. “Intruders! Sound the alarm! Release the hounds! Power the golems! The Vigil will stand tall!” a 1

You look down at the paper Dominic handed you. The Vigil is operating out of the estate of some powerful noble from the Capital named Deslin. The whole property is heavily guarded, but Dominic somehow discovered a secret tunnel into the vault underneath the Deslin estate, through the west wall of the New Market. Under the cover of night, you search out the secret entrance and head into the tunnels. Dominic warns that the Vigil’s security is more advanced than anything else in the city. If any alarm is sounded, all exits will close and you will be swarmed and killed by more guards than you can count. Your only hope is to infiltrate the Vigil’s vault in secret and make sure that any guard alerted to your presence does not get the chance to raise an alarm.

97

Powered by