Frosthaven – The Lurker Problem (78)

Hey, we’re back playing Frosthaven! And we’re having two new characters in the team as last time we played we had two retirement at once. Math is reprising his role as the unfettered Hive, a character that was as long-standing as a fart in the wind, so maybe we’ll see a little more of it this time. Guillaume on the other hand will play a brand new character, the Infuser, a character that plays a lot with elements. I’m still playing Schlurkt the Deepwraith; high level, well-equipped, impeccable deck, very efficient, feels good to be a killer crab.

Okay, so in this scenario we’re helping this guy, this Trenchcoat NPC and huh… Who the hell are you again and why does it matters to us? A cavern, an artefact you say? Gyah fekkit, just point us in the right direction…

Characters

  • Schlurkt the Deepwraith (David) lvl 7, a crab that goes stab stab stab
  • 4H2 the Hive (Math) lvl 4, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 4, no, no not this kind of teabag or is it?

No matter what, never turn left he says. Yeah, yeah, we can do that.

We begin… already in close combat.
We let the lurkers make their move and they make the best of it. But then it’s our turn and we make the crustacean monsters pay dearly.
We ignore the left door and get into a larger area. We have to kill these monsters in a particular order for some esoteric reason.
Be kind missus eel, it’s not your time to die yet.
You pest, not killing you is the harderst part, I mean it.
Hey 4H, your legs are wandering around again.
« Schlurkt, go into this room, we’ll wait behind the auto-cannon… »
Gasp Oh, only a statue. And what’s that in that chest, a fish hook weapon?
Final room. The Elite Lurker Soldier is calling for reinforcement.
Things are brutal but the Deepwraith let out an Ink Cloud to hide himself and the Infuser so they have a brief respite.
All is in place for the final moment of the fight.
Leggy kicks a lurker into oblivion.
D’ya want to be my friend? No? Stab

Closing Comments:

  • We’re at our last few town challenge cards and they’re the most annoying as it’s those we kept delaying to do. We still picked two but it ramped up the diffulcty of the scenario quite a bit.
  • But we went on not opening doors at our left and that probably saved us a lot of trouble.
  • The gimmick with killing the monsters in a certain order in the second room, aside from being very gamey, made things a lot more complicated and one misplaced 2x hit on a bleeding (wounded) lurker meant that we had to rush killing the 2 others that were earlier in the order. We managed to do it but it was a close one.

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