Today guys we are (almost) coming back to the Lurkers sub-campaign part of Frosthaven adventures. I am saying almost, because as you might recall during our last meeting with those gigantic crabs – in #53 Underwater Throne – although we killed the Seeker of the Abyss (a huge boss), we could not progress to the last scenario here (#60), as we were lacking one shard of the Lurkers Crown (I know, I know, sounds ridiculous but these are the rules of the game).
What is worse, we had no idea where to find that 6th element – we finished Unfettered & Algox story-lines but it was nowhere. Then, one branch in the scenario tree drawn our attention:
Do you see scenarios #17 and #27? That is what I am talking about – they seem to be part of Algox campaign but they are not. We unlocked #17 thanks to resolution of some puzzlebook mysteries and honestly, this was the only place in regular campaign where we suspected the last piece of crown will be. So today we shall look at Scenario #17 Haunted Vault.
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
#18 Crystal Fields
#21 Realm of Endl. Frost
Some interesting materials about Frosthaven World:
Frosthaven – first look – starting characters (1/2)
Frosthaven – first look – starting characters (2/2)
Our super-versatile, four heroes group grows in experience, skills and abilities; with every turn we understand better and better what to expect from each other, what are our strengths – but also weaknesses. Currently we have following set of characters:
- Frozen Fist – level 6 (me) – a character with pretty unusual mechanics (losing health to recover cards), proves to be a decent damage dealer with incredible mobility.
- Infuser – level 6 (Kuba J) – crazy mechanics with infusion, possibility to send swords as summons, strong attacks with decent health. Great damage dealer capable of taking some beating.
- Snowdancer – level 6 (Kuba G) – crowd control and manipulation master, creates a lot of hazardous terrain and then pulls or pushes monsters. Also gained skill to move that hazardous terrain.
- Drifter – level 4 (Adam) – This is super flexible character, who can heal, attack, take the beating and is no dependent on elements; very strong addition to our team.
Scenario Specifics
Below we analyze scenario, its set-up, win conditions and complexity levels:


So this is completely new, separate branch of crazy scenarios in some kind of Vault. All adventures in this group have three dots for complication, and I would also say – super difficult level, especially if you do not plan tactically well your operations.
In the initial scenario, we have as many as 6 (really, six!) separate rooms; in order to open a chamber, at least 2 pressure plates has to be occupied by characters. But when you do it, at the beginning of the next turn some monsters spawn – and it depends on the Room number what number they would have!
Believe me, this was like a puzzle to solve – whom to send where, what to press , in what order. There were errors – which almost finished in us dying / losing the adventure… But more on this below!
PS. As always, feel free to click on below images for full details.
Session Report






Summary
Wow, that was long – very long scenario, very complex, pretty crazy I would even say. Nailing down what to press, in what order, where to leave which character was crucial and essential to the success. I believe we spent as much time on discussing this as on how to tackle the monsters.
You may ask – what next? Well, we of course move to #27, because as it occurred, in the last chamber we found secret door to the next part of catacombs. But we shall talk about it more next week…
More reports to come!




Crazy game. While we read initial description we thought we will need to sacrifice at least one or two party members in small controll rooms on our sides, so the other ones could continue through the next doors, but it appeared that all were needed to open the final room, so we had to completelly change strategy. Quick escape from the room with Dooms apparead to be a mistake as we needed those buttons to open middle section, so someone had to return, switch the button, get hits so someone else could enter the middle room. I thought i’ll need more offensive setup, so my Infuser took muddle+wound as an upgrade, which appeared to be completelly useless as i was forced to move and press plates while other guys handled enemies. Only in the final room i had a chance to deal some damage to the “boss” and his minions, but they were no competition for 4-man team we had. It was a long and crazy scenario, more annoying due to tatics with plates than difficult due to enemies(we were well prepared).
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