Our Gloomhaven group composition change recently – and it was a groundbreaking change. Within 4 scenarios we had 3 retirements (out of 3 characters we were leading so  in essence everybody changed the hero!): TinkererDoomstalker and Spellweaver. Now each of us is playing with completely new character and – surprise, surprise – we invited a new, 4th colleague – Konrad – to our world of Gloomhaven! So it is a new experience for all of us now – like starting a new game…

  • me – playing level 6 Scoundrel (previously Doomstalker)
  • Kuba J – playing level 5 Soothsinger (previously Spellweaver)
  • Kuba G – playing level 5 Sunkeeper (previously Tinkerer)
  • Konrad – for the first time playing level 5 Mindthief

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, #59 Forgotten Grove, #60 Alchemy Lab, #22 Temple of Elements

As for our initial adventure in that new team composition we have chosen one of the more demanding adventures:


As usually, we play on hard difficulty level. We were very curious how would it go with new characters and new players. Let us see in below photo-session report!

A very large scenario – 6 rooms in total. Easy to loose by pure exhaustion.
What is more – cultists everywhere. We had a very bad experiences with them previously as they can summon Living Bones. But not in room 1 – where they quickly and effortlessly dispatched by four of us.
Sunkeeper – our tank, was first to Room 2. Again cultists and again we were lucky as they did not summon anybody.
The killing and de-buffing started. Our enormous luck continues as again, nobody is summoned.
It is time to move quickly to another room – this time with Wind Daemons – my Scoundrel and Kuba’s Sunkeeper concentrate on them and then on the altar. Those altars was a separate history – not only they had like 20 HP, they also increased all daemons stats!
Finally we dealt with the threat in those two rooms while…
…Konrad is opening next room, where two Ice Daemons greeted him 🙂
To speed-up the game – as we started to run out of time – we entered one more area – and here we got two Fire Daemons!
Actually, the Fire Daemons room – with two traps – was a very hard nut to crack but at the same time a masterpiece of Sunkeeper / Scoundrel cooperation. The altar was destroyed in just two hits and daemons did not even notice!
The last rooms proved to be the easiest – the Earth Daemons – while with high HP – are slow and do not move far. And we really had to focus on altar, not on them…
And do we did – while Sunkeeper was keeping two Fire Daemons at bay, we focused on altar and destroyed this, taking some damage from daemons. In the process, my Scoundrel became exhausted 😦
The picture of carnage, loot and devastation. But we did it – the Artifact was retrieved!