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

Scenario #120 overview – rather large adventure, with three areas – second being super big. Definitely there will be a lot of walking or maybe teleporting?
Close-up on chamber one – full of guards and their hounds. And we all started muddled!
No time to waste – I long ago abandoned the slow and meticulous way of creating shadows; now I burn couple of cards but the action is much faster. The traps helps to channel enemy while Coral plays more and more decent tank role.
Once first room was cleared, we opened second. Wow – so many Vermlings (11!) and all of them behaving strangely due to this mysterious influence.
They immediately charged but we already know how to deal with such large mob gatherings!
A properly placed shadow allowing to attack everybody adjacent, plus Power Potion and Strengthen to assure good battle modifier draws did a trick. Four dead, two wounded and the pack significantly decimated.
The last room – Steel Automaton is a very formidable enemy, which can cause a lot of damage; the Bolt Shooters will only support him.
But we do not have goal of killing every enemy but only the orb, don’t we? So my two shadows sneaked into the room and did the trick, while Kuba G was getting all the hits from enemies.
Overview of the finished scenario; that was truly large adventure, with some interesting twists and turns but all in all was a pleasure more than fight for survival.
We had pretty uneventful Outpost Phase (a puzzle, which solved properly gave 10 Exp points). But we achieved first Town Guard Perk – which unlocked a mission plus modified battle deck. Cool!

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!