One of the most difficult and demanding scenarios finally behind us. That was a really masterfully planed – from tactical level – adventure. Spellweaver and his Inferno was wreaking havoc, Doomstalker reached his damage-dealing heights, killing many units outright and Sun was taking some bruised instead of more brittle companions – a perfect tank. All this in:
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
Our company again changed the composition once the Tinkerer retired:
- me – playing Doomstalker – currently level 8
- Kuba J – playing Spellweaver – achieved top level 9
- Kuba G – playing Sunkeeper – achieved top level 4
Would such team manage to beat one of most complicated and difficult scenarios in whole Gloomhaven world? Let is see! Now time for brief photo-report. Enjoy!
Thanks to proper tactics, that was not so difficult scenario although multiplication of Oozes really annoyed us. What was important and crucial for further adventures, were fact that by killing appropriate number of Forest Imps KubaJ (Spellweaver) achieved part of his personal goal. The second part will be playing two scenarios in sequence in order to achieve well-deserved retirement.
With Spellweaver at lvl 9 and inferno, one of the easiest scenarios in game . Without i can understand how difficult it can go, with so many ranged units(that curse and posion), obstacles, not allowing to move easily, constant replication of oozes – can he hell. If i remember well after our attacks in turn 2(my 2 rounds of inferno, both with advantage/goggles) we only had a single Ooze alive and one more spawned after our actions. Even if there was no minor error (usage of bomb by Doomstalker), we didn’t feeel threated at all. We were more focused on killng trees quick so no more Oozes spawned , then money(we collected all coins)- we had to keep an Ooze alive to collect final gold. Oozes multiplying are annoying, but in that turn the are simple bags soaking damage, the more the multiply, the weaker they are, if we had few more rounds of multiplication another inferno would do its job, but as they started to move around we slowly killed them all (with f.e. my beloved Fire Orbs+Piercing Bow)