Last week we played one of the craziest Frosthaven scenarios so far – #16 Derelict Elevator. That one was actually linked to the next adventure – #26 Quatryl Library. What that means? You do not come back to Town for the Outpost Phase but play two scenarios one after another, gaining in process a lot of loot, money and experience.
All of this to progress as much as possible the Unfettered (Machines) sub-campaign – Algox one is finished, Lurker one is so difficult we decided to pause it for a moment. Thus we are facing all those strange, sometimes rusty robots, trying to uncover mystery lying behind their behavior.
Our Frosthaven Campaign in scenario order:
#1 Town in Flames
#2 Algox Scouting
#4 Heart of Ice
#5 Frozen Crypt
#7 Edge of the World
#8 Crystal Trench
#9 Glowing Catacombs
#10 Crystal Enclosure
#13 Frozen Fjord
#14 Jagged Shoals
#15 Ancient Spire
#16 Derelict Elevator
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
Again, a quick look at the composition of our company; it is stable since three adventures and we finally learn how to complement each other and what our characters are capable of.
- Frozen Fist – level 3 (me) – a guy with pretty unusual mechanics (losing health to recover cards), proves to be a decent damage dealer while also can soak up some damage.
- Infuser – level 3 (Kuba J) – crazy mechanics with infusion, possibility to send swords as summons, strong attacks with decent health. Another damage dealer capable of taking some beating.
- Snowdancer – level 3 (Kuba G) – crowd control and manipulation master, creates a lot of hazardous terrain and then pulls or pushes monsters. Especially useful in below scenario.
We all are now on level three – but after this scenario we all should level up to four. That still give us Normal Difficulty Level equal to 2 – which we play that way as each scenario we also add a Challenge – testing something for our Captain of the Guard, actually making our adventures more or much more difficult.
Scenario Specifics
Below we analyze scenario, its set-up, win conditions and complexity levels:
With two dots that should be semi-complex scenario; it has one room, all monsters (hopefully) visible from the onset. However, there is a trick. A special Pressure Plate in the center of the room which if occupied by any figure – even us – ends the scenario as failure for us. What is more, all the Ruined Machines will focus on it and try to get there, ignoring us! Well, we will need to channel them somehow…
PS. As always, feel free to click on below images for full details.
Session Report
Summary
One of the things we learned in Frosthaven is that some of the scenarios are much easier if proper / fitting set of characters is used to play them. I simply cannot fathom what would happen if not for our Infuser and his great card creating four obstacle. The adventure would be also much more difficult if not for the hazardous terrain on the only narrow path leading to pressure plate – cunningly created by Snowdancer. With those two tactics, let us be honest, that was piece of cake!
More reports to come!
For a while we were having a problem, in the first turn i set myself for creating that wall of obstcles, but i didn’t check monster attacks which resulted in immobilizing and pushing me away, in the 2nd round instead creating obstackes i was behind and focused on killing the cannon. Early 3rd round i combined upper movement (a rare instance, very few characters have movement as their top action and attacks at the bottom, my character has 2 such cards giving tons of mobility and options) with bottom action to create those obstacles in the last moment, before we got overrun by enemies. Snowdancer’s hazardous terrain tiles were enough to kill all normal enemies, we had to focus on elite’s and cannons left for the end, we could stay outside their range for most of a time. With such party compostion fairly easy, but long scenario(enemies are slow, it took many turns for them to reach the deadly passage and die. In a different setup, without option to create traps or obstacles it would be difficult to control all enemies and push them away from their goal-pressure plate. Fun game, good reward(finally some loot, since we started new characters we didn’t have opportunity to earn much.
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