A time has come to end one of the larger story branches in Gloomhaven world – the Sewers Campaign. It takes place under the town and is performed at the City Guard request. Not as heroic as fighting the Dragon, Daemons or Night Creatures but equally rewarding and sometimes – pretty demanding.
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), #23 Deep Ruins, #26 Ancient Cistern
We started this scenario (#26 Ancient Cistern) immediately after #23 Deep Ruins, upgrading difficulty level to Very Hard – which means monsters on Level 7. This was because our 3-players group was maxed out, killing machine and we were not afraid to face monsters event at the peak of their abilities:
- me – playing level 9 Scoundrel
- Kuba J – playing level 9 Soothsinger
- Kuba G – playing level 9 Sunkeeper
The scenario goal was to cleanse all water pumps – not the most sexy goal but a needed one! But before we get to that, we would need to storm through four rooms, fully packed with ferocious monsters. One of them was especially problematic, being able to spawn new ones:
Ooze is a large mass of decaying material, shielded, poisoning, with range. As we shall see, it will cause a lot of problems for us! Without further delay, let me invite you to picture-rich session report (you can click on every picture to enlarge it).
That was much more difficult adventure than we expected. We got delayed in the first room, blocked and overrun with Oozes in the second one. The time was ticking so the last stage was simply running for victory despite all the enemies in the room. It worked out despite some losses on our side.
With that campaign wrapped-up – and huge reputation boost thanks to assisting the city – we now seriously contemplate reaching to the scenarios of the mainly plot which will put us at the inevitable collision course with Gloom. Yes, we think about gradually ending the game! Those adventures will be much more demanding than what you see above and as all of us are pretty close to retirement – might require playing with completely new characters. Which will be a challenge but I am sure we will manage!
Those Oozes, everyone who faced them in game loves how they multiply. First room took quite some time, but lvl 7 zombies have lots of HP and Oozes have some shields, also i was unlucky with my hits. Maybe we could do that quicker, but we saved resources on later rooms. After clearing the opening area my Soothsinger and other Jakub’s Sunkeeper have been blocked by Night Demons. Monsters stood in the only movable path(my only jump ability comes from shoes and Sunkeper’s from a single card), we didn’t want to burn jumps on obstacles(rough senario, possibly no time for a long rest to retrieve jump) so we had to play slow, and remove Demons first(too strong and too mobile to leave behind). Sun had to stay and help me, as as my bard is squishy (against very strong demons)- and curses from scenario special rules made me miss most of my early attacks. Michal’s Scoundrel has been jumping on the map and dealt tons of damage,, waiting for us to move on. Sadly i didn’t help guys much in killing , in a direct way. During turns wasted on demons in the 2nd room Oozes have been breeding like rabbits. There would be even more of them if tiles were clearer. Once demons have been killed we started to quickly eliminate Oozes(while breeding they loose HP- that helps a lot). Luckilly if needed my character may move quite a lot and even despite i was very far behind i needed just 1-2 turns to join team again. Friends took opportunity to rests before the final chamber. We skipped slow zombie and aimed at pomps, quick 2-3 turns , no majors hits/kills, just crowd control and taking hits, to clean up pumps and complete scenario. Oozes are scary, but so far they have never been too hamful to us. 7 of them blocking doors, but we killed them easier than those 3 Night demons in the pathway. No idea how would it end if we didn’t have sunkeeper to soak damage, Scoundrel as killer and me as a stun master. Soon we’ll find out, how more normal games look like, with less OP setup. I expect complete team exchange(3-4 retirements at once) may occur soon(probably after double session with linked scenarios 40->41).