Full manual text
Looking for more official and fan-made
Gloomhaven scenarios?
Visit www.cephalofair.com/gh-extra
2
Read This First
The most important part of this expansion is the Aesther Diviner, contained within the character tuck boxes.
She is immediately unlocked for use in any normal Gloomhaven campaign. Add the appropriate City and
Road Event cards included in the box for unlocking her to their respective decks now. Players also have the
option, if they have completed scenario #51, to delve into the new campaign presented in this book (it is also
recommended that players have completed the Town Records). If players have not completed scenario #51,
they should still read the next page to learn about the new mechanics associated with the Diviner.
Components
1 Rule Book/Scenario Guide
23 Monster Standees
1 Character Miniature
24 Monster Ability Cards
5 Character Tokens
1 Character Board
2 Character Tuck Boxes 1 Character Pad
2 Random Dungeon Cards
28 Character Ability Cards
7 Monster Stat Sheets
2 Sealed Envelopes
5 Rift Overlay Tiles
20 Item Cards
6 Condition Tokens
2 Monster Stat Sleeves
8 Revised Character Cards
12 Plastic Stands
4 Revised Player References
15 Attack Modifier Cards
T
hou ght to once b e hu m a n , Ae st her s were a n
i nt el le c t u a l s o c iet y t h at delve d to o de eply i nto st ud ie s
of t r a n s-pl a n a r t r avel . S omet h i n g went hor r ibly w ron g
a nd t hey now l ive a n et er n a l e x i st ence t r app e d b et we en
t he pl a ne s , force d to forever w it ne s s i n fi n it e re a l it ie s
at once . Ae st her s i nt er ac t w it h ot her r ace s a s l it t le
a s p o s sible , prefer r i n g to st ay out of t hei r mu nd a ne
goi n g s- on . A n Ae st her ’s t h i r st for k nowle dge , however,
i s i n s at i able , a nd t hey a re w i l l i n g to u s e t hei r p ower s of
sh i f t i n g re a l it y to f u r t her t h i s pu r su it .
C au ght b et we en t he end le s s void s for t hou s a nd s of
ye a r s , a sm a l l g roup of Ae st her s develop e d a c u r io sit y for
ot her d i men sion s . For t hem , v i sit i n g a s m a ny re a l it ie s a s
p o s sible b e c a me a n add ic t ive p a s sion . T h rou gh c a ref u l
st udy, p at t er n s b ega n to emer ge i n t hei r ob s er vat ion s
over t i me . R e a l it ie s no lon ger pre s ent e d t hem s elve s a s
c h aot ic i ncon si st enc ie s , but r at her a s st r uc t u re d st r a nd s
of c au s e a nd effe c t . A nd s o , it wa s on ly a mere st ep
b eyond t he hor i z on s of t hei r m i nd s to genu i nely d iv i ne
t he f ut u re a nd b end t he flow of t emp or a l cont i nu it y for
t hei r ow n pu r p o s e s .
82 / 83
End of round:
Monster act ions:
On t urn:
Init iat ive [ ]:
B
B
B
or A
A
A
C h o o s e o n e p a t h
Start of Round:
DZDZReduceDZelementDZstreng th.
DZDZO pt ionalDZshor tDZrest:DZloseDZoneDZr andomDZdisc ardDZandDZr eco ve rDZ
theDZrest.
DZDZShuffleDZDZDZDZDZDZat t ackDZandDZmonsterDZdeck sDZwhereDZapplic able .
EliteDZfirst,DZthenDZnor malDZinDZascendingDZnumer ic alDZo r d e r.DZ
Fo c usDZon DZDZDZDZDZDZclose st,DZDZDZDZDZDZlowestDZinitiative.DZ
ThenDZmo veDZtoDZmax imizeDZatt ackDZonDZfocus.
L oseDZoneDZdisc ardDZ
andDZr eco ve rDZtheDZrest,DZ
He alDZDZDZDZDZ(s e l f )DZand
ref reshDZDZDZDZDZDZspentDZitems.
2
99
Pe r f or mDZtopDZac t ionDZofDZoneDZ
c ardDZandDZbot tomDZac t ionDZofDZ
theDZotherDZinDZanyDZo r d e r.
L eadingDZc ardDZpla yed
Re ve alDZmonsterDZac t ions,DZactDZinDZinitiativeDZ[DZDZDZ]DZorder.
L ongDZrestPlayDZ2DZcards
1 2
9
1 2 3 4 5 6 7 8 9
6 7 8 9 10 11 12 13 14
Act ive
Condit ions
D i sca rd
Lost
985
10
x
C
2
3
3
12xC
2
4
3
15
x
C
3
4
3
18xC
3
5
3
Move
+0, Attack
+ 0 , Summon
Valrath S avage Summon Valrath Tracker
Move
-1, Heal
2 ,
A ffec t all adjacent allies
1: 2:
WOUND
WOUND , POI SON
Move +0, Attack
+ 0 , Summon
Valrath S avage
Summon Valrath Tracker
Move -1, Heal 2 ,
A ffec t all adjacent allies
1:
2:
WOUND
Move
+0, Attack
r L eadingDZc ardDZpla yed Re ve alDZmonsterDZac t ions DZactDZinDZinitiativeDZ DZDZDZ DZorder L ongDZrestPlayDZ2DZcards 1 2 9 1 2 3 4 5 6 7 8 9 6 7 8 9 10 11 12 13 14 Act ive Condit ions D i sca rd Lost 985 10 x C 2 3 3 12xC 2 4 3 15 x C 3 4 3 18xC 3 5 3 Move 0 Attack 0 Summon Valrath S avage Summon Valrath Tracker Move 1 Heal 2 A ffec t all adjacent allies 1 2 WOUND WOUND POI SON Move 0 Attack 0 Summon Valrath S avage Summon Valrath Tracker Move 1 Heal 2 A ffec t all adjacent allies 1 2 WOUND Move 0 Attack
+ 0 , Summon
Valrath S avage Summon Valrath Tracker
Move
-1, Heal
3,
A ffec t all adjacent allies
1: 2:
WOUND
Move +0, Attack
+ 0 , Summon
Valrath S avage
Summon Valrath Tracker
Move -1, Heal 3,
A ffec t all adjacent allies
1:
2:
Valrath Commander
Valrath Commander
Valrath Commander
Valrath Commander
0
1
2
3
5
9
2
2
2
3
2
4
6
11
3 2
2 3
2 5
7
12
3
2
3
4
2
5
8
14
3 2
3 4
3 6
PUSH
1
PIERCE 1
PIERCE 1
PIERCE 1
Advant age
Valrath Tracker
Valrath Tracker
Valrath Tracker
Valrath Tracker 0
1
2
3
1/1
50
Ring of Duality
Af ter per forming
the top action of any abilit y
card, you may immediately
per form the bottom action of
the same card. This item cannot
be used if both actions would
trigger a lost card icon .
1015
1/2
25
Minor Antidote
The next three times
you would gain POISON
,
prevent the condition.
1016
1/2
50
Elemental Claymore
During your melee attack,
to add +2 Attack
to a single attack.
1021
Player Reference
POISON - Extra damage when
attacked and prevents healing.
Remove when healed.
WOUND - Suffer damage at start
of turn. Remove when healed.
IMMOBILIZE - Cannot move.
Remove at end of next turn.
DISARM - Cannot attack.
Remove at end of next turn.
STUN - Cannot do anything but rest.
Remove at end of next turn.
MUDDLE - Disadvantage on attacks.
Remove at end of next turn.
CURSE - Gain CURSE attack
modifier card.
Player Reference
5 74
Shield - Reduce at t ack damage .
Re t aliate - At t acker s suffer damage .
P U SH - Force t ar ge t to mo ve a wa y.
P ULL - Force t ar ge t to mo ve clos er.
P IE RC E - Negate t ar ge t ’s shield .
IN V I SIB LE - C annot b e at t acked.
Remo ve at end of ne x t t ur n .
ST RE NGT HE N - Ad vant age on
at t ack s . Remo ve at end of ne x t t ur n .
REGE NE R AT E - He al 1 HP at st ar t
of t ur n . Remo ve when damaged .
B LE S S - Gain B LE S S at t ack
modifier card.
Reveal the top t wo cards of any
non-boss monster abilit y card deck ,
then place them back in any order.
1
Reveal the top four
cards instead, . :
1
Shield
2
Affect all allies within R ange
2
1
2
2 13
1
Protective Aura
576
Heal
1
Affect all allies
REGENER ATE
Reveal the top three cards of
any attack modifier deck , then
place them back in any order.
Reveal the top five
cards instead, .
1 :
2
2 82
1
Peer into Bat tle
5 74 Diviner Doomstalker Summoner
The following 6 cards are updates to
abilit y cards of locked cla sses. In order
to avoid potential spoilers, only take
them out and replace the older versions
from the ba se game if you have
unlocked the relevant cla ss.
C ard 1:
Card 2:
Card 3:
Cards 4-6:
Move
+ 0
Attack
- 1
MUDDLE
12
Tracker
9 91
Tracker
12
11
10
9
8
7
6
5
4
3
2
1
Arid
:
:
10 gold:
622
: : :
: : :
Ignore negative scenario
effect s and add t wo c ards
Add t wo CUR SE cards
Add t wo Heal1, S elf cards
R eplace one c ard with one
Heal2 , A ffect any ally card
R eplace one c ard with one
R EGENER AT E , S elf card
R eplace one c ard with one
CUR SE card
R eplace one c ard with one
MUDDLE card
R eplace one c ard with one
c ard
R eplace one c ard with one
c ard
R eplace one c ard with one
Shield 1, A ffect any
ally card
R eplace t wo c ards with
one Shield 1, S elf card
R emove one c ard
R emove t wo c ardsAesther Diviner
1 Sticker Sheet 31 Event Cards
O p t ion A : E x plain you ar e p e ace f ul t r a vel e r s
lo ok ing for s afe p a s s a ge .
O pt ion B: St at e that you ar e ve t e r an ad ve nt ur e s
not to b e t r i fl ed w ith .
The dimensional por t al op ens
up on what you c an onl y de s c r ib e
a s p ar adis e . Id yllic fi eld s s pr e ad a s f ar a s
the e ye s c an s ee , in color s you n e ve r thought
p o s s ible . B e for e you la y s a w inding p ath
thr ough a g r o ve of t r ee s w ith br ight pink fl o we r s
and or ange le a ve s . The ar oma alon e thr e at e n s
to o ve r whelm you a s you walk in a we of your
sur roundings .
Sudde nl y, you ar e int e r r up t ed b y a shout . Fl y ing
do w n f r om the t r ee s , s ome thing a thir d the s iz e of a
reg ular human, w ith w ings sprout ing f rom it s back,
land s in f r ont of you .
“ St at e your name and bu s in e s s ,” it de mand s . You
he s it at e , not ce r t ain ho w to r e s p ond .
02
O p t ion A : Vi s it the c it y.
O p t ion B : Climb the mount ain .
Pa s s ing thr ough the planar r if t ,
you come up on a s p ac iou s plain .
A r o ad le ad s to war d s a colo s s al c it y
sur r ounded b y a g r e at r i ve r. Enor mou s whit e
wall s sho ot up war d on all s ide s , w ith nume r ou s
to we r s jut t ing up ab o ve the m, conn ec t ed b y
sk y br idge s lo oming o ve r the c it y ’s ce nt e r. Atop
the t alle s t to we r wa ve s a b ann e r de pic t ing a
whit e t e ar dr op c r adled in a s pir al of s e ve n color s .
Eve r y thing ab out this place gle am s of dig nit y
and p o we r.
In the othe r dir ec t ion, you s ee a mount ain s t r e t ching
mile s into the sk y like a ja g ged da g ge r s t abbing
thr ough the cloud s . Smoke r is e s f r om it s p e ak .
Ne ve r ha ve you s ee n s ome thing of such ma g nit ude .
It s ve r y pr e s e n ce c all s out to the ad ve nt ur e r in you,
dar ing you to con que r it .
01
83
The r o ad s t r e t che s out b e for e
you, e ndle s s and unr e mark able . Your
s pir it s fl a g and your s t e p s dr a g , ha v ing t r a veled
it s o man y t ime s — f r om Glo omha ve n, b ack to
Glo omha ve n —you’ve commit t ed all it s t w is t s and
t ur n s to me mor y. In f ac t , e ve n the s e thought s
feel f amiliar.
To ge t your mind off the dr udge r y, you b e g in to
r e fl ec t on C a s s andr a, the D i v in e r who tor e up the
Slee ping Lion and we nt on to de s t r o y g r e at e v il .
Without war ning , a color f ul, c ir c ular fi s sur e op e n s
b e for e you a s you walk . It b eckon s you to s t e p into
the unk no w n .
O p t ion A : St e p thr ou gh the p or t al .
Option B: Tr u s t that the r o ad w il l pr o v ide you
w ith e nou gh e xc it e me nt .
82
The r o ad s t r e t che s out b e for e
you, e ndle s s and unr e mark able . Your
s pir it s fl a g and your s t e p s dr a g , ha v ing t r a veled
it s o man y t ime s — f r om Glo omha ve n, b ack to
Glo omha ve n —you’ve commit t ed all it s t w is t s and
t ur n s to me mor y.
But s ome thing is s t r ange to da y. No bir d s chir p.
No animal s c r o s s your p ath . The r e is a hot , dr y
w ind in the air and no cloud s o ve rhe ad . A s e n s e of
for eb o ding c r ee p s o ve r you .
And the n, b e for e you app e ar s a color f ul, c ir c ular
fi s sur e hang ing in f r ont of you, b eckoning you
to s t e p into the unk no w n . B e yond that whirling
mael s t r om is an unf amiliar world w ith p o s s ibilit ie s
and r isk s —p o s s ibl y e ve n a shor t c ut to whe r e you
ar e going. You he s it at e w ith indec is ion …
O p t ion A : St e p thr ou gh the p or t al .
Option B: Tr u s t that the r o ad w il l pr o v ide you
w ith e nou gh e xc it e me nt .
83
The countle s s t ale s told of the
D i v ine r C as s andr a we igh he a v il y on
your mind . All the s t r ange, ne w place s
she’s v isited s ee m to t aunt you . B e ing
s t uck c ar r y ing out plain old me r ce nar y work
is s omeho w lack ing. A wande rlus t is c alling
you . Tr a veling to f ar a wa y lo c ale s is al wa ys
mor e e xc it ing and dar ing.
Ma yb e it ’s t ime to le a ve Glo omha ve n, to s ate
your thir s t for e x plor at ion a wa y f r om the
mundane going s - on of the c it y. O r ma yb e it ’s
onl y a te mp or ar y melanchol y, one you c an wash
a wa y w ith a long night of r e velr y and celebr at ion
of go o d t ime s pas t .
O p t ion A : P r e p ar e to l e a ve Glo omha ve n .
Option B: In dulge your s elf w ith g ambling an d
dr ink s at the fi r s t a v ailabl e b ar.
82
Heading through the Boiler
D is t r ic t , you appr oach the
r undo w n t a ve r n of the Cr o oked B one,
hoping Hail ma y b e able to ans we r a
que stion regarding your cur rent que st . You
t ake all the nece s s ar y pr ec aut ions to a void
disr upt ing he r and pat ie ntl y wait out side .
Af te r a fe w minute s , she app e ar s b e side you .
“ Well, lo ok at that! Br ight- e yed ad ve nt ur e r s
sho w ing up on m y do or s te p, s e ar ching for f ame
and for t une . It jus t s o happ e ns that I am r unning
out of mate r ials for m y e x p e r ime nt s .”
She hands you a c r umpled lis t while cont inuing
to t alk . “ If you would b e s o k ind as to g r ab s ome
of this while you’re out, it ma y br ing you f ame or
p os sibl y for t une . Who’s to s a y, r e all y? ” She the n
dis app e ar s b e for e you c an e ve n sp e ak .
O p t ion A : Re t r ie ve s ome he r b s an d mu shr o om s
on a quick t r ip out s ide the c it y.
Option B: Collect some monster entrails during
your n e x t que s t .
2x 9x 20x
Road City Rift
8x4x
5
6
2
4
1
2
-
-
Ta r g e t 2 Ta r g e t 2
5
6
3 4
1 2
- -
Shield 1
Ta r g e t 3Ta r g e t 2
5
7
3
4
2
3
-
-
Shield 1
Ta r g e t 3Ta r g e t 2
7
10
3 4
2 3
- -
Shield 1
Ta r g e t 3 Ta r g e t 2
Shield 1
Shield 1
Shield 1
Living Bones
Living Bones
Living Bones
Living Bones
0
1
2
3
the c it y Option B Collect some monster entrails during your n e x t que s t 2x 9x 20x Road City Rift 8x4x 5 6 2 4 1 2 Ta r g e t 2 Ta r g e t 2 5 6 3 4 1 2 Shield 1 Ta r g e t 3Ta r g e t 2 5 7 3 4 2 3 Shield 1 Ta r g e t 3Ta r g e t 2 7 10 3 4 2 3 Shield 1 Ta r g e t 3 Ta r g e t 2 Shield 1 Shield 1 Shield 1 Living Bones Living Bones Living Bones Living Bones 0 1 2 3
---
3
Any overlay tile with a white border is considered a wall . All hexes that the tile occupies are walls, which
function exactly like the walls on the border of a map tile. They cannot be moved through, even with
Flying or Jump , and block all line-of-sight. They are not considered obstacles.
Teleport is an ability that transports a figure to a specific location without evaluating moving through
all the hexes between where the figure currently is and where it is going. However, it is not considered
a Move ability (and thus can be performed while the figure has IMMOBILIZE ). It is also not
inhibited by enemies, walls, obstacles, or any type of terrain when evaluating its path. The hex a figure
teleports to must be a valid hex for that figure to occupy, and any effects of entering that hex will trigger
normally, such as traps, hazardous terrain, or special character abilities. A figure cannot teleport into an
unrevealed room.
New Rules
FOCUS
Some monster abilities specify that the monster find a focus following criteria other than whoever is closest. Follow
the specified priority first, but if there is a tie, break the tie using normal focusing rules.
REGENERATE
REGENERATE is a positive condition. If a figure has REGENERATE, it performs a "Heal 1, Self" action
at the start of each of its turns (even if the figure has STUN ). If the figure suffers any damage, the
REGENERATE token is removed and the damage continues normally. If a figure has both WOUND and
REGENERATE at the start of its turn, the REGENERATE effect happens first, removing the WOUND
token and healing normally.
TELEPORT
WALL OVERLAYS
MIXED ELEMENTS
Rifts are permanent overlay tiles the Diviner can create. Though the effects of a Rift ability usually last
until the end of the round, any Rifts created with that ability remain on the map to be activated by future
Rift abilities, as well. A hex with a rift is not considered empty, nor is it considered negative. The Diviner
can only have five Rifts on the map at once. If a sixth were to be placed, remove one of the others.
RIFTS
An element symbol showing art of two
different element icons can be considered to
be either one of the elements, but not both.
ABILITY CARD LINES
These lines separate the individual abilities
of a card action.
Regenerate can be placed on any main ability line
that affects allies or yourself.
EVENT REQUIREMENTS
Some event cards may contain requirements similar to scenarios. If a party does not meet the requirements of an
event card, simply draw another one and shuffle the card with the unmet requirements back into the top three cards
of the deck.
Do not proceed through the rest of this book until you have completed scenario #51!
ENHANCEMENTS
Base Enhancement CostBase Other Effects Cost
Teleport 40g Regenerate 50g
---
4
Credits
EXPANSION DESIGN: Marcel Cwertetschka
GAME DESIGN AND DEVELOPMENT: Isaac Childres
GRAPHIC DESIGN: Josh McDowell, Isaac Childres, Marcel Cwertetschka
ART: Alexandr Elichev, Josh McDowell
SCULPTING: Tom Mason
EDITING: Isaac Childres, Mathew G. Somers, James Patton, Jonathan Mathews
STORY: Marcel Cwertetschka
MONSTER AI REFERENCE: Guido Hansen
EXPANSION PLAYTESTERS: Isabella Mattasits, Tamo Fey, Dominik Goldnagl, Erik Stuible, Judith
Stuible, Sebastian Brunsch, Isaac Childres, Timothy Fiscus, Nicole Fiscus, Greg Smith, Jan Witt, Patricia
Wouterse, Kolja Hartmann, Marcel Kaufmann, Henning Knoff, Inga Knoff, Michael Bennett, Patrick
Rose, Amy Rose, Martin Jenner, Zane Gunton, Rob Watkins, Tom Lehmann, Jennie Mattila, Lynn
Mattila, Nickolas Skeen, Marcus Wong, Vincent Wong, Alfred McNair, Stephan Close, Stina Close, Mirko
Mahovic, Jason Moulenbelt, Jason Williams, Christopher Dickey, Robert Miles, Terry Montgomery,
Daniel Keltner
SPECIAL THANKS TO:
Isaac Childres for giving me the opportunity to bring my ideas to life.
Mathew G. Somers and James Patton for helping me with my first design project and being awesome
editors.
Isabella Mattasits for being a supportive partner during endless hours of design work and play testing.
Tamo Fey and Dominik Goldnagel for enduring over 600 hours of Gloomhaven with us, still having a
blast with it, and providing tons of creative input.
Vinay Baliga, Anthony Hanses, Tamo Fey, Timothy Fiscus, Jonathan Mathews, and Isabella Mattasits for
contributing their event card ideas.
---
5 If the monster can move to multiple to attack its focus, it will prioritize that allow:
1. attacking the focus without Disadvantage,
2. attacking as many additional enemies as possible applying focus and attack rules based on the position of the
monster before movement.
3. attacking as few additional enemies with Disadvantage as possible.
6 A muddled monster will not move to lose its adjacency disadvantage. Elemental infusion/consumption is performed
by the first monster of the type activated, and the complete group gains any related benefits.
1. Initial check
2. Find focus
3. Execute Monster abilities (move, attack, and others)
1.1. Check for Attack ability and conditions
If a monster is DISARMED
or does not have an Attack ability, it behaves as if a melee
attack targeting a single enemy was possible. An IMMOBILIZED monster ignores any
Move abilities. A STUNNED monster cannot find focus, will not move, and ignores all
instructions on its ability card.
1.2. Check for a movement path
Measure a path to an unoccupied hex from which an attack can be performed (line-of-sight
to a target required). All identified hexes are attack-hexes .
If no such path exists, the monster cannot find focus and will not move or attack.
The monster finds a and focuses a single enemy applying the
following priority list:
2.1. with a movement path that will trigger the fewest negative
hexes possible
2.2. with a shorter movement path
2.3. Enemy in closer proximity to the position of the monster
2.4. Enemy earlier in the initiative order
Rules for initiative order for figures with identical initiative value:
non-leading ability cards break ties, if still tied players decide; summons
activate directly before their controller; characters performing a long rest
activate last; characters activate before monsters
Execute monster abilities from top to bottom. For move abilities:
Monster Artificial Intelligence Reference
Movement
path
Valid
movement
Invalid
movement
Attack-hex
Focused
enemy
Attacked
enemy
Initiative
value
1 1
00
Move 2
Attack 1
1
2
3
Move 2
Attack 1
1 1
1
1
2
15
35
Path length > Proximity > Initiative order
1 The monster must end its movement with
a shorter path to the or will not move.
2 The monster chooses a movement path
that will trigger the fewest negative hexes
possible.
3 The monster moves to a to attack
its focus and as many additional enemies as
possible.
4 The monster moves away from its focus
until it can perform a ranged attack without
Disadvantage.
Move 1
Attack 1
Move 2
Attack 1
Move 2
Attack 1
Target 2
Move 2
Attack 1
Range 3
Move 2
Attack 1
Range 3
Target 3
Move 2
Attack 1
Range 2
Target 2
1
2
1
2
3
1
1
2
1
2
1
1 2 3 4 5 6
> Path to attack-hex?
---