Time to wrap-up things! And we mean this! After finishing couple of smaller, side quests and campaigns in the world of Gloomhaven, we decided to come back to main thread – to discover who is behind all those strange happenings, demons incursions, strange artifacts, rifts and other un-explainable events.


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, #31 Plane of Night

With that in mind we approached scenario #31 – Plane of Night. Again, only three of us as our Mindthief was unavailable. The perfect combo of tank, support and damage-dealer looked like this:

  • me – playing level 9 Scoundrel
  • Kuba J – playing level 9 Soothsinger
  • Kuba G – playing level 9 Sunkeeper

The goal – to destroy the rock column (for us, 45 Hit Points), which will allow to clean an ancient artifact. As the scenario name suggests, it was simply cramped with all the possible Dark Creatures – you can see my article regrading some of those monsters here: Gloomhaven – monsters analysis & strategies – The Dark Creatures. It is hard to define the most problematic in that adventure, but I would like to draw your attention to that one:

We faced lvl 7 Deep Terror

This is a static, non-moving, alive artillery platform, with whole array of range attacks, which can do all the nasty things to you like: Wound, Poison, Curse, Immobilize. Come close to it for attack and you risk Retaliate plus some nasty de-buffs. If you are really unlucky, you may gape in wonder when new Deep Terrors are being summoned next to one of your characters! Yeah, that one is tough – and unlike Oozes, those will be full-health spawns!

With such a nice introduction, let me invite you to as always picture-rich session report (you can click on every picture to enlarge it).

Summary

There was a lot of uncertainty in this scenario. Very long and problematic first chamber – with Deep Terrors spawning around us. Then, we had to make a decision in the second room whether to leave some monster behind and risk opening the new area, or deal with them and risk that we will not have enough cards and stamina to finish the game. We have chosen the former, and although two out of three of our characters were exhausted, we just managed to win.

The relief was great, the satisfaction from beating that level on Very Hard – enormous. That adventure opened three mini-campaigns for us – we are sure that after concluding them we should finally face the arch enemy – Gloom. More to come!