Last two months was a period of short break in our Frosthaven campaign. Summer vacations have its own rules of course 🙂 Still, it will be great to get back to a weekly routine where we together travel through the cold, unhospitable & extremely dangerous areas of Frosthaven. We really could not wait to jump back!
Our Frosthaven Campaign in scenario order:
Some interesting materials about Frosthaven World: Frosthaven – first look – starting characters (1/2) Frosthaven – first look – starting characters (2/2) Frosthaven – monsters' analysis & strategies – Lurkers Frosthaven – monsters' analysis & strategies – Unfettered
Before we jump to actual scenario, couple of words about our team composition. As you probably know, we had a couple of attempts at creating a 4-players groups – first with Konrad, then with Tomek and once again with another Tomek. Unfortunately, none of those set-ups survived the need for the long-term commitment so it seems that just like with Gloomhaven, we are down permanently to three players / characters.
At this moment in time the composition looks as follow:
- Deathwalker (me) – level 4 – this is currently our primary damage dealer with sole focus on hurting the enemies (no support, no tanking, just hitting)
- Trapper (Kuba J) – level 3 – here we have a significant role of support and crowd controller; those traps can be very nasty for enemies and channel them into the place where we need them.
- Coral (Kuba G) – level 2 – newly acquired companion, proved to perfectly fulfill the role of the tank!
How will that team cope with the new challenge? Hopefully splendidly!
Session report
Here is our scenario:
After longer break we decided it is best to start from more straightforward scenario, which does not necessarily have to be a part of the main story line. So, we jumped to adventure #112 where we help a small wolf and his parents to retake their home from nasty monsters! That is more, both hounds will be our allies in this game, and should any of them die, we will lose.
The scenario proved to be interesting and fresh enough; on the other hand, “kill everybody” seemed like a pretty straightforward task to fulfill 🙂
PS. As always, feel free to click on below images for full details.
Session Report
That probably was easier than we initially thought, but pretty good as a first scenario after longer break; a straightforward goal, pack of great allies and decent reward (experience) for the final victory.
Outpost Phase
There are times when outpost phases are really exciting; there are also uneventful ones. This time it was the latter one, a completely calm and peaceful part of the scenario. We built another section of walls; we added like one potion and that is it!
Having such a calm Outpost Phase, I thought it would be good idea to show Dear Readers where we are in our Campaign. Frosthaven comes with very handy scenario maps (something I had to do manually for Gloomhaven). And here is our status:
That is all for today, thanks for reading and see you in next Session Report!
This was the first scenario in which we had to deal with Town Hall challanges. That’s a fun addition, which makes scenarios more difficult, but in that particular game it appeared to be more an annoyence than life threatening experience. We played so well strategically, taking fairly few hits, and finished with an easy win and the challange completed. Our game styles evolve. My character/trapper is no longer so scared little vermling, who hides far away traps and doesn’t attack. I have few combos that allow we creating strong traps(in one turn their total power of 9 and another round with 5, or 7+6+5 in 3 consecutive rounds), then i can use my 2 push attacks and use those traps more often, by myself, since my allies don’t have too many push actions. With slightly more HP i can now risk a little to get hit in order to utilize traps bit more often, and even kill fully healed monster. Other Kuba struggles a little bit with his Coral, but that’s a very strong character, tanky and helps a lot spreading debuffs, keeps enemies away from me and MichaÅ‚, giving us time to organize a slaughter. Coral’s 12-card hand appeared to be very useful to keep those dogs alive, he could sacrifice one card when one of earth elementals critically hit one ouf our poor doggies. MichaÅ‚ no longers starts slow(as in our 4-man games), now burns cards quicker to unleash hos shadows and strike hard from the beginning, our most consistent damage dealer, early kills by him make game easier.
LikeLiked by 1 person
Very nice analysis!
LikeLike