Our Frosthaven campaign focuses recently to a large extent on non-obligatory, fan-made scenarios which does not have to be completed in order to finish the main plot. They are part of official scenario book of course. Still, they are fun to play, give interesting rewards and allow our characters to gain more experience.
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
And experience we need. Of course, mechanics of determining difficulty levels in Frosthaven are well established; that table shows this nicely:
Let us do the calculation with our 3 player’s company:
- Damage Dealer – my Deathwalker at level 5
- Support – Trapper (Kuba J) level 4
- Tank – Coral (Kuba G) level 3
The sum of levels is 12, the number of players is 3 thus the normal difficulty level for scenario is 2. Simple and logical. However, if you would have three players at maximum, ninth levels (sum 27), there will be only one difficulty – level 5. Much higher than what we have to cope with now, but definitely comparatively easier to tackle.
Conclusion? Do not be afraid if the difficulty grows as your characters are being promoted; it will be comparatively easier for your group!
Time to jump to the report now; let see what strange adventure we had in front of us – which is common theme for those non-compulsory missions 🙂
Session report
Here is our scenario:
The title of this mission is pretty self-explanatory – we would need to fight against people, creatures and monsters who are under some strange influence. The mission objective reveals a bit what causes all of this commotion – some mysterious, glowing orb, which we might assume is emitting strong waves, influencing live creatures. So we need to find it and destroy!
PS. As always, feel free to click on below images for full details.
Session report
Summary
That was funny scenario to play, which gave us a lot of benefits – experience, town perk, individual perks as well as two promotions – Deathwalker to Level 6 and Trapper to Level 5. What is more, Coral very soon should achieve Level 4 and our group will be even stronger.
Stay tuned for more session reports!
We were reluctant to kill city guards. I expected(but could be wrong) we may face morale drop, or will be forced to hire replacements to our barracks. Sadly there was no other choice, we aren’t mobile enough to run away quick/far enough. 2nd room looked scary, but narrow path through doorway(we moved back a little) channelled enemies and grouped them so Michał could drop his nuke and kill bunch of enemies, the rest were easy to finish off. The final room was easy to forget, i don’t remember going there, i probably focused on looting after vermlings. Michal could use his shadows to attack without any risk of being hit and other Jakub with Coral went there to attack and focus enemy fire so monsters left us alone.
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When playing this scenario, if you had to lose a card from an attack, do you make the card random or did you chose it? I ask because my group is torn on this.
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You choose; if you have cards in hand you choose one, if you don’t – two from discard.
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Thank you. My team was hung up. Because the special rules call for the cards to be facedown. So they made a comment that from a thematic standpoint we don’t get to see those card when selecting a lost card in this special scenario.
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