Frosthaven – Sunless Trench (42)

We’re advancing the lurker sub-campaign as we still have a character to unlock in this one. We’re now playing with two new characters from the newly-available mercenary packs: Satha and Hail, former NPCs and now the real deal!

Characters

  • Zam Boni the Frozen Fist (David) lvl 4, big dude but very graceful on ice
  • Satha the Mayor of Frosthaven (Math) lvl 4, taking matters into her own hands
  • Hail the Irritable Enchanter (Guillaume) lvl 4, will she get irritated enough to care?

A subaquatic scenario (in theming) where we have to loot the five objectives, of course with a lot of baddies in the way within a big map.

We’re surrounded by Deep Terrors and slimy things!
Let’s go on this side first. (Satha grants a move and Zam pulls a DT into a trap).
« Oh so sorry, forgot to tell you my lil’ friend, I’ve put ice on the ground! »
Night Demons also inhabit this sunless trench and they’re not happy to see us…
Hail is irritated, she always is, and start to kill things to blow off steam.
Satha: « cleared ».
This side is completed.
Hail has done good works too! « Don’t stand there like an idiot and open this damn door! »
Frozen Fist: »I think the slimes want to communicate? No? Wait,was that a feeble attack? I can’t tell… »
Sooo, that’s where you meet? Feelin’ lonely down there maybe?
Piss off Night Demons! I have a job to do!
Waitaminute, shiny things over there. Yep, we’re good to go.
Zam Boni has amassed quite the haul!

Closing Comments:

  • It seemed like everything went our way this time around. We have three great characters that work nicely together, that helps a lot.
  • Math already unlocked one mastery, « granting » to his allies every single rounds. Very useful character and will be great under Math, a natural puppet master :P.
  • Hail has probably the best theming of any haven characters imo, with cards names like « beneath me », « crazy antics », « can’t be bothered » and her irritation mechanics!
  • The Deep Terrors were pretty ineffective all along, attacking in straight line with no targets and so on.
  • The brittle-giving strategy is proving to be absolutely brutal, doing short work of otherwise hard opponents.

Frosthaven – My Private Empire (107)

We’re playing a random scenario, chosen mainly because it can advance both the Infuser and the Hive’s personal quests, with their subsequent retirements afterward. Also, I’m playing a new character fo this one, the Frozen Fist, with a huge mini compared to what I’ve got before (trapper and deepwraith were especially small).

Characters

  • Zam Boni the Frozen Fist (David) lvl 4, big dude but very graceful on ice
  • 4H2 the Hive (Math) lvl 7, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 7, no, no, not this kind of teabag or is it?

This a long one, with a strange premise of being invited to a kind of run the gauntlet game in 5 « episodes » and we could stop after any one of them and call it a day.

We’re here, start the damn thing!

Closing Comments:

  • We did all 5 episodes but it was a close thing, we did not have many cards left at the end at all.
  • Stamina and mobility are obviously really important for this one if you want to go through in one go.
  • Episode 4 in particular, with flaming bladespinners and boltshooters could be quite brutal I’d imagine with a bit of bad luck or if not handled carefully.
  • I didn’t inflict a lot of damage with my Frozen Fist but I put a lot of BRITTLE conditions throughout that my companions could then use to do massive damage, very powerful ability, I like it.

Frosthaven – Relic (79)

We’re doing a side-scenario, a « job posting » that comes from a Town Hall event if I’m not mistaken. Anyway, as usual we’re doing this only to advance our own goals…

Characters

  • Cassandra the Diviner (David) lvl 5, forgotten diviner (mercenary pack)
  • 4H2 the Hive (Math) lvl 7, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 7, no, no, not this kind of teabag or is it?

Pretty big map, we have to move our « sled » all the way to the back in order to break an ice wall with it, somehow. Also, one push (forego a top action) of the sled sends it hurling forward, possibly slamming into foes. A gamey mechanic but quite satisfying nonetheless.

Frost Imps, but they seem surprised and are slow to react to our presence. We kill them in no time.
But there’s more incoming and dangerous Ice Wraiths with them.
The Hive seems in a hurry and jump ahead.
While the Infuser and Diviner deal with the last two foes, the Hive opens a new area.
Revealing many more monsters, and way behind, our objective.
But for now, a tactical retreat despite the Hive’s urge to get it done quickly,
we’ll deal with the monsters together.
The monsters swarm the Hive’s turret and silence it but it gives us time to deal with them.
It’s now safe to proceed further.
Bringing the sled with us. « oh sorry, was that your feet Teabag? »
And opening the way… Two Polar Bears are irked by this great fracas but we just go our way and leave them behind…

Closing Comments:

  • Lots of Imps, hard not to get the brittle condition from them and we received great damage from the ice wraiths because of it.
  • Moving the sled around was somewhat of an hindrance and slowed us down a lot, our hands of cards were pretty thin at the end.
  • Finished my personal quest of slaying 15 imps, took only 3 scenarios to achieve, that was fast.
  • Trials continue to add a lot of complexity, Math had to guess how many turns it would take us and was a bit on pressure to press forward accordingly.

Sub Terra: mille et une façons de mourir sous terre

Sub Terra, du game designer français Nuts!, est depuis son acquisition il y a quelques mois rapidement devenu notre jeu de prédilection à jouer en famille et j’ai décidé de vous en glisser un mot.

C’est un jeu coopératif à la base, nos personnages (qui ont chacun des capacités spéciales) sont sous terre, dans un réseau de caverne infesté d’horreurs et doivent s’échapper en trouvant la sortie.

La mécanique du jeu est ainsi faite (le temps « s’écoule » via un paquet de carte, à la dernière carte nos lampes frontales s’éteignent et les chances d’être dévorés sont extrêmement élevées) qu’il est préférable de se séparer pour explorer plus efficacement. Comme tout bon film d’horreur quoi! D’ailleurs le jeu fait énormément penser au film The Cave, 2005 (et dans la même veine, à Sanctum (2011) et The Descent (2005)):

Pas le meilleur film du monde mais un bon divertissement en soi, avec une introduction (église de templier construite au-dessus d’un grand réseau de cavernes) absolument inspirante pour fans de rpgs je dois dire.

Entre les secousses, les éboulements, les poches de gaz, les inondations et bien sûr, les horreurs, l’exploration n’est jamais de tout repos.
L’exploration avance, l’agent et le chef y vont en duo mais l’éclaireur et la géologue sont bien loin de leur côté maintenant!
Une soudaine montée des eaux a mis l’agent inconscient le chef est à côté de lui et pourra le réanimer heureusement.
Un nid d’horreur, tout près…

Les parties durent environ 60 minutes à quatre joueurs. La difficulté est présente, nous échouons une fois sur deux à facile, mais échec ou succès les parties sont toujours enlevantes. Je recommande!

Frosthaven – Thawed Wood (33)

The temperature forecast for Québec tomorrow is minus 30 celsius, Frosthaven really doesn’t seem so inhospitable, except for the small matter of monsters maybe…

Characters

  • Cassandra the Diviner (David) lvl 4, forgotten diviner (mercenary pack)
  • 4H2 the Hive (Math) lvl 6, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 6, no, no, not this kind of teabag or is it?

A scenario inside the Radiant Forest, which is described as warm and old-growth, an oasis of life protected from the cold. We’re here to find Radiant Stones to keep our ballz warm.

Hostile wildlife incoming!
The Hive leads the way, helped by his Arcing Generator, but he seems plagued by malfunctions: « I Attack this, NO! Can’t say the word… »
Meanwhile, the Infuser seems to be commited to loot everything by himself and have a nervous breakdown when that doesn’t quite happen. Get ahold of yourself guys!
Nonetheless, the area is soon cleared of hostiles, time to advance further in the forest.
The radiant stones are somewhere in this Fire Swamp.
Where are those damn stones?
Found two, only one more. Die you annoying imp!

Closing Comments:

  • This scenario is as much a puzzle than a tactical challenge. But Math, using the superpower of math, efficiently calculated the easiest course to collect the radiant stones (remember that we can move tokens around to make it work) and it went smoothly from there.
  • Math and Guillaume both had super annoying Trials to accomplish and Math in particular had his character almost die because of it (had to refrain from saying some words in game).
  • I have to kill imps for my personnal quest and this scenario provided me with an abundant source of them, that was good.

Frosthaven – The Realm of Endless Frost (21)

This play report is in fact our second attempt at this scenario, we failed our previous one, our first failure of the campaign in 50+ sessions. It’s a tricky one for sure. The fact that I’m playing a brand new character didn’t help either. Interestingly, I’m playing a non-frosthaven character, one of the four newly-released « mercenary pack »s.

Characters

  • Cassandra the Diviner (David) lvl 4, forgotten diviner (mercenary pack)
  • 4H2 the Hive (Math) lvl 6, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 6, no, no, not this kind of teabag or is it?

We’re trapped in this underground Realm of the Endless Frost and its mischievious master doesn’t intend to make it easy for us.

Frost Demons and Living Spirits make for a cold welcome.
The fight is on!
We go in the second room and find one of those prevalent evil altar, we must destroy it fast less we become overwhelmed by Living Bones (keep appearing until destroyed).
What’s all that clutters? Undead are not good at home staging it seems.
Living Spirit: « I was about to open the box, but then I realised I needed to put some shelves first, and then I tought, I should paint the walls first and then… »
We’ll help you make some order out of you mess alright.
*Smash everything to bits »
There you go, there’s place to walk now.
Further, we meet face to face with the Prince of Frost, he’s an imp!
And of the summoning, super-annoying kind to boot.
We have him properly surrounded now.
With their prince dead, the other imps lose their will to fight.

Closing Comments:

  • Well, the power of foreknowledge helped a lot. The altar must be destroyed without delay. The Boss is in the fourth room, after three big fights, we have to be careful with our cards management in this one. The fist time we tried, we lost too much cards in the second room and knew we had no chance against the boss.
  • We’ve finished the town challenge deck but now have the Trials unlocked, which are even worse (more annoying). Mine isn’t combat-related but Guillaume and Math were and it further hindered our ability to succeed.
  • The diviner is a bit different from the one in Forgotten Circles, a few tweaks here and there. A complexity 5 character, powerful enough from I’m seeing at the moment.

Frosthaven – Call of the Harbinger (56)

This scenario is linked with Carrion Ridge (21) in the algox sub-campaign which was pretty easy and straightforward (no play report). This one is neither of those things.

This is a Defeat the Boss scenario but with said Boss being physicaly split in two and defeating it forced to be made in three parts, each time having to destroy an altar so one of us (only one) can hurt the Harbinger for a third of its hit points. Phew.

Characters

  • Schlurkt the Deepwraith (David) lvl 7, a crab that goes stab stab stab
  • 4H2 the Hive (Math) lvl 5, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 5, no, no, not this kind of teabag or is it?

We start with an invincible and shadowy beast breathing down our necks and monsters ahead.
Black imps are protecting an evil altar.
The Infuser gets munched a little by the Harbinger.
The Deepwraith destroys the altar and get pulled into the Harbinger’s realm, the duel is on!
Meanwhile his companions go further into this hellish place and find more enemies and a second altar…
The Hive has his full panoply deployed.
The Deepwraith has reappeared, none the worse for his duel and will have to help quickly, the situation is perilous.
The poor Infuser is yet again the target of the Harbinger.
Let’s destroy this altar.
Now is the turn of the Hive to fight one on one Hive-Assembly vs Harbinger + summons.
This will drag on a bit…
Yet another altar and more monsters to boot.
The Hive is back, now to the altar.
And who gets bitten again?
Let’s finish this… (Deepwraith stabs the Harbinger a gazillion times)
Victory! Loot!

Closing Comments:

  • Hard one, and quite a bit cumbersome as a scenario I feel, jumping through every hoops at the right moment-style.
  • The Deepwraith was especially well-suited to kill the Harbinger really fast, that helped a lot I think.
  • The Hive took on himself to do it once but in retrospect it wasn’t the greatest idea as it took (understandably) several turns to do the job.
  • And with that the Deepwraith has achieved his Personal Quest and will retire. Very strong character, with a very high ceiling. Really enjoyable too, he’ll be missed.

Frosthaven: Collection’s Capstone (88)

Our fiftieth scenario of our frosthaven campaign! The three of us are each at our fifth character and there’s not many left to unlock. The eponymous town of Frosthaven is now pretty advanced in buildings/upgrades. On the other hand we still have many scenarios available (dozens?) and we haven’t put much time on the main puzzle recently so we still have a long way to go to finish the game if we wish to be completionists.

This scenario follows our actions last time against a villain called The Collector whereas we messsed up his collection pretty good. This time though we’ll be fighting him and try to put an end to this evil hobbyist.

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?
First room we’re against a savvas icestorm and a savvas lavaflow, two powerful summoners.
They’re not the only ones to bring reinforcement though, the Hive brings out his Arcing Generator.
One summoner down but the other has brought forth an Ice Demon.
We push forward and now face two lurkers.
« targeting » « no targets »
Leggy is here, we’re sure to prevail!
We open the door and find The Collector. Oh, you want to add us to your collection? We’ll see who collects whom.
Teabag engages the enemy, helped by the 4H2 but what’s Schlurkt doing? Looting, really?
Teabag: « It’s not working, he’s too tough! »
But the Deepwraith finally joins the fray and he stabs the Collector a gazillion times!
One round of utter carnage. It’s not long after that before we overcome the Collector.

Closing Comments:

  • Easy scenario, the savvas are strong foes but without much time to summon they weren’t that bad.
  • The Collector had 75hp but no shield or retaliate and so was a prime target for my Deepwraith. 8 attacks in one round boosted by a power potion, that was satisfying.
  • Yet another scenario where we couldn’t pick the special item that was buried at the bottom of the loot deck.

Frosthaven – The Collection (87)

A girl from town wants us to save her two brothers. They’ve been taken prisoners by this weird savvas dude, the Collector, as subjects for his experiments.

This a kill them’ all random scenario but with a twist at the end. It figures a mad scientist/evil genius villain but we won’t see him until next (linked) scenario. We’re accompanied by this enthusiastic militia man named Ormi (road event).

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?
  • NPC Ormi (Math)
Seems like the Collector has hired algox as guards for his abode.
Schlurkt kills the archer in no time and is joined by Ormi and Teabag in melee against the unlucky, poisoned guards.
Meanwhile 4H2 deploys his first apparatus of many, his Sniper Turret.
With the last guard poisoned and on its last leg, Schlurkt opens the door to the next area but takes a step back as two more archers are aiming at the intruders.
Ormi hasn’t learned prudence yet…
We’re ready to fight them now but the Steel Automaton behind is a tough cookie.
Reinforcement from the Hive, with an Armored Tank. Superior numbers will see us through.
The final blows goes to young Ormi!
Schlurkt opens the left door and comes face to face with two ferocious bears. No worries, he’s got help from 4H2 from afar.
On the other side, Teabag will have to fight two fierce lurkers all by himself.
This side is clear.
« targeting » « no targets »
Hold on Teabag we’re coming!
About time, the Infuser is battered and bloodied.
Final area, two more algox and one bladespinner.
We see the captive brothers in the back and we’ll have to act fast before they’re shredded to bits by the bladespinner.
Ignoring the dumbfounded algox for the moment, Schlurkt and 4H2 focus on saving the brothers.
Teabag is probably taking sips from an infusion or something.
With the bladespinner destroyed and the brothers out of danger, we finish the last guards onward to victory!

Closing Comments:

  • Not an hard scenario by any means but made way more complicated by two annoying town challenges cards and also, by the fact that me and Math were both going for masteries on our characters and thus were restricted on our actions.
  • This scenario figured monsters from all 3 major factions, a rare event and a boon to Guillaume for his personal quest.
  • Getting invisible is a big part of the Deepwraith’s abilities but that meant risking the NPCs lives (and getting penalties if they died) so I had to eschew doing it a few times in this scenario.
  • The Infuser managed to fight two lurkers almost all by himself, a testament to this character’ strength certainly.

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.