What we recently do in our Frosthaven campaign is nailing down, bit by bit, scenario by scenario, its epic end. We still have some adventures to play but the final mystery behind all those crazy behaviors by Algox, Unfettered and Lurkers tribes is starting to unveil.
As you remember, we concluded already two-thirds of the main story line:
- for Algox final scenario was: #55 Change of Heart
- for Unfettered the epic end materialized in : #59 Automaton Uprising
The only one missing is the Lurkers. Here we need the last, sixth shard of their crown to be able to fight an epic, final battle in scenario #60 Uniting the Crown. However, this can be achieved only by following scenarios #17 Haunted Vault & #27 Depths of Delirium. And the latter we shall tackle today.
There is still one question which really bothers us – there are 60 regular scenarios in Frosthaven (1-60) and on top of this, we can play another 77 side quests (61-137). We shall soon attempt the seemingly last from regular group, #60. But that does not look like the final, epic struggle of Frosthaven. So what next after #60? Maybe we shall learn once we tackle it… But that is for another report!
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
#17 Haunted Vault
#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)
Very briefly, as Regular Readers of this Frosthaven adventures know it probably by heart, our super-flexible, four heroes group composition. According to my statistics, we play in this set-up for already approximately ~10 scenarios which means we gained a lot of experience and understanding not only of our characters, but those of fellow colleagues too:
- 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 5 (Adam) – This is a 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:



Honestly, I simply love the scenario title. And as we shall see in the gameplay – it is fully justifiable 🙂 From the goal perspective it seems straightforward – we need to destroy some altars. But we see none initially and with six rooms (see picture below) that also seems like a very long and difficult adventure.
Now comes the funny part – I specifically pasted the special rules although I usually do not do it. If we open doors or are subject to hit by the Deep Terror (those huge, immobile turrets) we will need to move one of our cards from hand / discard aside. And can recover it only when we destroy the altar!
I am fully aware that the closer we get to the Frosthaven finale, the more crazy the scenarios can become. Still, this really puzzled us – and again, forced us to play really low level tactically and with detailed planning. Let us see how it finished!
PS. As always, feel free to click on below images for full details.
Session Report








Summary
Another very long, a bit tedious scenario covered. We really had to coordinate a lot in order to control who and when will move forward, who should destroy the altar and at which moment. There were occasions where we thought we might be close to failure – really that did not happen for quite a long time which means scenario was truly demanding.
In the end we collected the sixth shard of the Lurkers crown and are ready to finally play #60 Uniting the Crown. That will be another demanding scenario – this time with boss and his six lieutenants. Will be a challenge which I will report next week!
More reports to come!

Very annoying scenario. My poor infuser had to solo elites, while Snowfist had Drifter as aid and faced less elites(per player). It wouldn’t be that terrible if i had enough elements to burn. The worst moment was when i was ready to kill the Deep Terror, but The elite living bones picked action card that allowed him to attack me 3 times in a single turn, so i decided to skip the Deep terror and kill Living Bones first, sadly i lacked 1-2 HP and got hit very hard in return (if i remember i’ve lost a card to cancel damage), after that i lost my pace and struggled to kill deep terror and altars – even reached a moment when my survival depended on killing an altar, because all my cards were either lost or locked by special rules and only destroying an altar would unlock them. if i missed that attack(pulled cancel hit) game would be very difficult to win, Drifter would have to solo the final room with numerous enemies on his back. Luckilly i cleared the room and ran for the last chamber, but at the same time Frozen Fist and Drifter got tired and struggled to catch me up, Snowflake had to stay behind to destroy an altar to unlock his cards as well. When Drifter joined me the final room was no trouble at all.
LikeLiked by 1 person