This week we again came back to the world of Gloomhaven – me, my Angry Face and my two merry companions:
- me – playing Doomstalker – currently level 3
- Kuba J – playing Spellweaver – currently level 7
- Kuba G – playing Tinkerer – just acquired level 7
That was a special meeting – we talked with Gloom, we felt like in the movie (more on this below) and for the first time we had opportunity to taste bitter flavor of failure. And not once as you will see.
Our Gloomhaven Campaign in chronological order: #1 Black Barrow, #2 Barrow Lair, #3 Inox Encampment, #69 Well of the Unfortunate, #4 Crypt of the Damned, #5 Ruinous Crypt, #93 Sunken Vessel, #10 Plane of Elemental Power, #21 Infernal Throne, #14 Frozen Hollow, #19 Forgotten Crypt, #27 Ruinous Rift, #8 Gloomhaven Warehouse, #7 Vibrant Grotto, #20 Necromancer's Sanctum, #6 Decaying Crypt, #28 Outer Ritual Chamber, #94 Vermling Nest, #95 Payment Due, #13 Temple of the Seer, #16 Mountain Pass, #43 Drake's Nest, #18 Abandoned Sewers, #25 Icecrag Asent, #28 Outer Ritual Chamber (#3), #29 Sanctuary of Gloom, #55 Foggy Thicket, #56 Bandit's Wood, #72 Ozing Grove
The ominous scenario which happened to be our Nemesis was:
In that scenario we follow the lead which was left after we dispatched our arch-enemy – Jekserah. These are actually two linked scenarios, during which we encounter the Gloom itself (in the scenario description of course). All in all, that was the toughest, most challenging and difficult game so far. What follows is a short photo session report. Or rather two of them.
After second failure we decided to finish for a day. We will come back to that place again. Maybe not immediately, but once we have slightly higher levels and different composition of the group.
Very difficult scenario(we always play at lvl hard) if you have no tanker, many cards to burn in case you got attacked hard, or tons of aerial debuffs. First attempt – worst start possible, 2x summon living bones by cultists and scenario was over before it started. I can’t imagine a 3 man team setup that could win it at lvl hard(not speaking fo very high). In the 2nd attempt we were just 2 HP or 1 initiative away from winning. That’s my fault(spellweaver’s), i could have reduced the chance of me dying in so many ways, but i treated them as suboptimal, and i wanted to save resources for the ending. I could have bought a healing potion so i could use it(earlier we had a tanker and i was never at risk of dying), could use invisibility cloak(i belive it was crucial for me to keep it for later rounds) , pick a slightly different deck of cards(i think i had best possible for such scenario, but having bit quicker card could save me), and finally could shortrest after turn 4, if i did one of those move we could have win it. After turn 4(in which i got healed from 1 to 6 HP at the end) we were very lucky that the cultists didn’t summon skeletons, i used my stamina potion to recover cards earlier and for the 5th round i had to pick my 2 remaining cards, nothing spare for potential burning to avoid damage. I was very confident i’ll run before monsters and put invisibilty cloak before they could hit me, but i was wrong, my best initiative i could get was 11 and those damn cultists picked 10(i didn’t know they have 2x 10 initiative, and even if so thre was just 25% chance for picking it) for the 2nd time in a row(if i remember well), 2 of them attacked me, and 6 HP appeared to be bit too little. Guys were sure they cannot win, so they focused on gaining experience and the Tinkerer leveluped, Now time for someting completely different , we need to prepare better for the Gloom . 🙂
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