Well, I am glad to say that we continue our Frosthaven adventure again in four-player team! That opens a lot of new options, as such composition allows for much flexible approach to various scenarios. And believe me, in the sequel to Gloomhaven, the good preparation and combination of company skills is key to tackle the more difficult scenarios. And one of such we decided to try this time – one which is leading almost to the end of the Lurkers campaign!


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

So a brief look at our merry company. Most of us are after one or two retirements so you will see a lot of unlockable characters; plus Adam with Drifter – as a newbie to Frosthaven, we felt this is best character to start with.

  • Frozen Fist – level 4 (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 4 (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 4 (Kuba G) – crowd control and manipulation master, creates a lot of hazardous terrain and then pulls or pushes monsters. Especially useful in open terrain scenario. Not like the one below…
  • Drifter – level 3 (Adam) – yes, Drifter is back! That super versatile character, who can heal, attack, take the beating and is no dependent on elements is a strong addition to our team.

Scenario Specifics

Below we analyze scenario, its set-up, win conditions and complexity levels:

Three dots? Bring it on – we have Drifter now in our team! We move under the water, pushing the bathysphere through rubble-cluttered corridors, full of Deep Terror turrets, with the need to reach for air every 3-4 turns? Well, that seems like a most complicated adventure so far!

I am aware that many groups were struggling a lot with this scenario. I am not surprised – the need to have air for each an every action – with maximum 7 bubbles of oxygen which can be refilled in particular places – is a nightmare. If you add to this fact that in the first room we have 8 (!) range turrets AND you have to clear debris (each of them 6 HP, you need to destroy 6-8 for bathysphere to be pushed forward) it is getting dangerous very quickly.

And here versality of our team really shined. My Frozen Fist – mobile and jumping – simply thrived here. Drifter, as a very flexible character, also did not have too much problems. But Snowdancer and – to some extent – Infuser were suffering from that type of adventure. But they have collogues to work together and bring that very long, very complicated and pretty tedious chapter to an end!

PS. As always, feel free to click on below images for full details.

Session Report

Scenario #49 set-up There will be three rooms through which we need to push the bathysphere. The first have eight enemies (ranged turrets) and is full of debris (each 6 HP) which we need to destroy. There are three spaces with air (refilling our tanks with oxygen to full, seven value). Btw, as a special scenario rules we added three -1 attack modifiers and two Cruses. It is gonna be fun, yes?
It took us almost two hours to finally get through that room 🙂 First of all our Infuser had terribly unlucky rolls, drawing two nulls on his attacks which brought him almost the the death. The Snowdancer really did not have space to create hazardous terrain. Fortunately, Frozen Fist with his Lacerating Eruption and huge Area of Effect (up to 5 enemies) helped to pave the path and also took some beating while Infuser was recovering. The attacks from Drifter were also unvaluable.
We went through first room only to learn that second is swarmed with Snow Daemons and whole pack of Imps! Thing which I did not mention is that our challenge for the mission forced us not to use negative conditions on enemies – otherwise they would get a huge boost to attack.
Those Dark Imps can be very annoying – muddling the enemies and strengthening themselves 🙂
It was a bit easier to deal with those as Infuser was back, Snowdancer created some hazardous terrain and all monsters finally were done for.
We did not expect anything easier in last room – and we were not disappointed. Five turrets and Daemon – fortunately at the end of the scenario we start to burn cards for mega effects and it was a piece of cake to clean that area quickly and push bathysphere outside the map.
Battleground of our scenario – the sigh of relief was heard from everybody when we finally concluded. But at the same time our spirits were lifted as we learned that we shall face Big Lurker Boss in next adventure!

Summary

That was long game. Like 4 hours to play it end to end, with Road Event. I can’t imagine going through it again – and it was not so impossible, as even one exhausted character would mean our defeat. To say the scenario – especially in room one – was tedious is to say nothing. What made things even worse were two cancel hits drawn by Infuser in first room and his Health which most of scenario was oscillating around 2 HPs 🙂 Glad and relieved we won!

More reports to come!