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, Solo Scenarios, #81 Temple of Eclipse, #24 Echo Chamber, #15 Shrine of Strength, #33 Savvas Armory, #32 Decrepit Wood, #43 Drake's Nest (#2)
Drakes – small dragons – were part of our Gloomhaven adventure for quite a long time. They were always quick, deadly and had a lot of hit points. Usually we managed to deal with them but many scenarios ago when we were in process of redefining our group play-style (due to retirements) we attempted #43 Drake’s Nest, but we did not mange to pass this scenario.
An opportunity came this week to attempt to settle this unfinished business. As our unusual 4-player group was not able to meet, we played in a smaller sub set (3 players) – just like we did for majority of campaign This time that was:
- me – playing level 8 Scoundrel
- Kuba J – playing level 9 Soothsinger
- Kuba G – playing level 8 Sunkeeper
The scenario goal was to kill – in our case – 12 drakes. Seemed like an easy task, but those monsters are really fast and can bite with wound and poison! Let us see in my photo-rich session report how it went!
We really have good team composition now. With tank, support and damage dealer we have almost no issues with tackling that very difficult scenario – and there was one trick which really assisted us. Please see below:
I heard a lot of accusations that Scoundrel is pretty situational and frustrating character. I disagree. With proper use of cards it can achieve tremendous effects. Ability to approach enemy at the end of turn, force it to move and then instantly kill is a super-powerful combo. A combo which I used yesterday six times and allowed us to kill very nasty monsters, high-shield Fire Daemons including.
For the next meeting, in full, four-player set-up, we plan one of the most crazy and difficult scenarios of all – #40! We will have three, 9th level adventurers already (Scoundrel, Bard and Sunkeeper) so we are ready for a challenge!