Frosthaven – Gaps in the Road (74)

Third part (out of 5) of the Threat from the Deep personal quest that we’re doing for the Metal Mosaic character.

Characters

  • Schlurkt the Deepwraith (David) lvl 5, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 7, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 7, the pressure is rising!

We have a clue for an artifact we’ve been seeking for a while but the path going there is narrow and flooded.

In this scenario water tiles aren’t just difficult terrain as usual but full-on obstacles. We have the option of « killing » trees, felling them in order to get over the water.

Algox archers are shooting at us from the other side.
Pearce brings the fight to them while Schlurkt prefers looting.
It’s hard to manoeuvre into such a narrow place.
Schlurkt gets into the next area, quickly kills another archer but gets peppered by the remaining three and is badly wounded.
Fortunately his metallic companion takes the lead.
Schlurkt teleports to the other side, soon followed by Pantherius and Pearce, after the latter made a proper path to walk on (destroyed an obstacle). Pantherius does what he does and kills the enemies after they’d hurt him.
Still more Algox trying to stop us, assisted by Faery Imps.
Pearce is now heavily damaged but is killing foes left and right.
Pantherius clears the northern side of the room.
The last remaining archer is hidden behind traps and a tree.
Nothing that would stop an annoyed Metal Mosaic.
He then takes on a swarm of Piranha Pigs almost all by himself (with some minor help from Schlurkt). We’ve vanquished our foes but the objective was already taken away by the insolent Fish King…

Closing Comments:

  • As I understand it, the scenario changed (slightly) to adapt to a previous choice we made, whether we’d accepted the deal offered by the Fish King or not.
  • With all the options of getting invisible I have with the Deepwraith, I still managed to open a room and get plain visible in the middle of it and then lost a card to not die. Bad play this one.
  • Guillaume and his Metal Mosaic really pushed the pace and was, once more I felt , really reckless. He explained to me afterward that he hasn’t much choice with this character, with its pressure mechanics, it must be played accordingly. He did a lot to win the scenario mind you but one tiny bit of bad luck and he’d would lost his character (permadeath on) it seemed to me.
  • I’ve looted everything I could in this one, both because of a battle goal but also because we’re short on resources to further build in town. It felt underwhelming, less impactful than killing enemies let’s say, but it is a part of the game.

Frosthaven – Ruins of the Equinox (105)

This is the unlocked sequel to Ruins of Solstice (104).

In Ruins of Solstice there was a gimmick with the Earth and Ice elements, now is the turn of Wind and Fire.

Characters

  • Schlurkt the Deepwraith (David) lvl 5, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 6, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 6, the pressure is rising!

First area is a long corridor with gusts of wind pushing us backward (in one line at a time). More importantly there’s 2 Savvas Lavaflows, dangerous summoners, and 4 (!) Wind Demons. Not an easy crowd. Furthermore, to complicate things one of our town challenge will add 3 Hounds at the start of the third turn.

Let’s kill the summoners fast!
Pantherius start to work on them but also gets in harm’s way as the Wind Demons have both high mobility and are pretty rangy.
A big blow from Pearce but the enemy is not down yet.
Meanwhile Schlurkt has moved further and killed two Wind Demons and is finishing a third. This and Pearce’s efforts gives breathing room to Pantherius to heal himself back into combat shape.
Just in time as now the Hounds have catched up with us!
But Pantherius does short work of them.
Pearce and Schlurkt got across the interminable corridor and opened the door into a large and overly warm room (we take 1hp of damage per turn). We disturb angry Rending Drakes and Flame Demons.
Pearce is hit by an attack from a Flame Demon but reflects it back, killing his foe.
Pantherius was lagging behind a little but is still in time to capture a softened up Rending Drake to put in his pokemon ranch (his personal quest).

We’ve cleared the place!

Closing Comments:

  • Tense fight in the corridor, with the Pain Conduit in particular getting low in hps and pretty much surrounded.
  • A very possible outcome to this scenario is the Wind Demons disarming the player characters with one of their cards and Lavaflows summoning early, probably leading to defeat.
  • Not mentionned above but the Metal Mosaic opened the door and got immediately jumped by Rending Drakes and fired upon by Flame Demons and took heavy, heavy damage.
  • The Deepwraith then teleported in and had lot of options of crowd control and damage-dealing and things went well.
  • Another scenario that the Pain Conduit did heavy damage initially but couldn’t keep up with his low mobility and got very late in the second area,

Frosthaven – Raven’s Roost (32)

We’re back in the Lurkers‘ sub-campaign, this scenario following Frozen Fjord (13). We get to see more of these dangerous Shrike Fiends, monsters made of swarms of ravens.

Characters

  • Schlurkt the Deepwraith (David) lvl 4, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 6, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 6, the pressure is rising!

This is a 2-rooms scenario with an objective to destroy (inflict hp loss) in second room.

These Frozen Corpses will change into more dangerous Shrike Fiends if they don’t lose any hp in a round.
But no way will this happen, we’ll make sure of that.
Those two last ones are bleeding profusely and are not long for this world.
Pantherius opens the way and his companions quickly traverse, ignoring for the moment those Harrower Infesters, to get to the eponymous Raven’s Roost.
Harrower Infester: « I feel disrespected… and sad. »
Schlurkt stabs multiple time the Shrike Fiend guarding the roost.
We’re all three together now but the Harrower Infesters are putting pressure form behind, and more Shrike Fiends are due to appear from the roost too.
The Deepwraith steps back and inflicts a shit-ton of negative conditions on the Harrowers (including a bane!).
Another Shrike Fiend appears but too late, the roost is destroyed! We win!

Closing Comments:

  • Harrowe Infesters and Shrike Fiends together, we thought we were in for rough one but it went pretty smoothly (still tight though).
  • I was sure that more transforming Frozen Corpses would wait for us in the other side. getting us to splitting our efforts in dealing damages on the figuress and on the objective but no, the scenario was simpler than that.
  • The objective had an impactful retaliate ability, that cost us a lot of hps.
  • While the Pain Conduit and Metal Mosaic inflicted heavy damage on the roost, I went back to crowd control (and kill) the dangerous Harrowers as I had no more hps to spare anyway.

Frosthaven – Derelict Freighter (127)

Third scenario in a row where we’re on a boat! Could it be a coincidence? I think n.. err, yes, yes it was.

This time we have to get some crates out of a ghost ship. I think we agreed to this some time earlier (from an event). Did we? Anyway, this is the kind of stuff we do, boarding a ghost ship to strip it bare!

Characters

  • Schlurkt the Deepwraith (David) lvl 4, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 6, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 6, the pressure is rising!

We have to Loot crates/objectives (the more the better) and then get out (get back to starting tiles).

The ship’s welcoming comittee formed of Icy Wraiths and Ancient Artilleries.
Canons facing inward, I think it’s a bit hazardous.
Schlurkt and Pearce finish the last congealed foe before getting further inside the ship.
What’s there behind?
That’s one crate for me!
Nothing else on the main deck, we should go check below.
Pearce goes downstairs, and again.
A crate, a chest! But also Frozen Corpses
The Metal Mosaic is hard pressed and alone…
Meanwhile the Deepwraith is busy with another crate, is invisible again, and mostly ignores the monsters.
Chest picked up!
Pantherius is fending off enemies that swarm the main deck from below.
Another crate…
Hey, I’m doing all the heavy-lifting!
Ugh, not really…
We’ve got what we we’re here for, let’s get out!
Yes please, I’ve had enough of them!
Let’s get the f*** out!

Closing Comments:

  • Went mostly well, was kind of a push-your-luck scenario with the numbers of crates picked-up being optional. We took them all.
  • I’ve picked up 3 with my Deepwraith, with invisibility helping a lot.
  • Guillaume’s Metal Mosaic going for the farthest/deepest crate was the real gutsy move of the session as going down 3 sets of stairs meant spending a lot of movement, just to be cornered by 3 enemies, all alone as it happened.
  • I found annoying that the scenario rules were nerfing my teleports actions, that limited my movement a lot and meant that I could hardly go further than midway.

Frosthaven – Ice Floes (22)

Our little misfortune of having been shipwrecked our last going hasn’t discouraged us from sailing out again into the vast blue sea.

And we’re attacked again. Onboard our own ship this time.

Characters

  • Schlurkt the Deepwraith (David) lvl 4, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 5>>6, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 5>>6, the pressure is rising!

Lurkers have climbed aboard and we need to repel them. Simple.

Let’s wait for them to get closer.
Two variety of Lurkers: heavy, tanky Clawcrushers and more polyvalent Wavethrowers.
Are you okay with the stairs Pearce? CLUNK « just need to… proceed… » CLUNK « sideways »
The fight is on!
We combine our attacks on the two frontline Clawcrushers.
Hey Schlurkt has switched sides! Just kidding. Stab Stab Stab
Take a break Pearce, we’ll take care of those.
How did they got below deck? These critters have pierced the hull of our ship! Good thing they’re inside though, we can actually kill them.
The water is rising, are we sinking again?
Pantherius to his companions: I’ll deal with these two, go attack those on the back! »
Guess our next meal will be seafood again!

Closing Comments:

  • Nothing we couldn’t handle with our potent damage-dealing team.
  • Once we killed those first ones above deck, a double-timer activated (the spreading of water and damage to hull).
  • The Pain Conduit has no jump cards, not a single one, and was forced to fight the frontliners. He’s a powerful character no doubt about that, but that’s a serious drawback for sure.
  • The Metal Mosaic and Deepwraith both have good multi-targeting attacks that made the combat a lot easier.

Frosthaven – Flotsam (73)

Third scenario of Pearce’s personal quest (Threat from the Deep), after:

Invasion of the docks (71) and A Giant block of Ice (72).

It seems like we’ve been sailing on the wrong waters, our boat has been sunk!

Characters

  • Schlurkt the Deepwraith (David) lvl 4, a crabman assassin
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 5, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 5, the pressure is rising!

All tiles are water (movement penalty) but we can embark on flotsam and bravely paddle forward…

These Electric Eels think we’re food…
They couldn’t have been more wrong!
Schlurkt: « Hmm, what’s that floating there? »
Now we see Abaels and their Piranha Pig pets and more eels.
We’re getting there, wait for us, any moment now.
Here we are!
The Piranha Pigs attack ferociously the Metal Mosaic.
But this was mere distraction so that Pantherius could capture one with his special net!
Our true enemy reveals himself. The so-called Fish King with more of his minions.
Schlurkt has been distracted by a floating chest and is very far from the action. Fortunately Pearce seems to handle things quite fine.
Pantherius joins him and does what he does best: inflict pain!
Wounded and all alone the Fish King offers us a deal but we promptly rejects it. He flees the coward but we’ll see him again, no doubt about that!

Closing Comments:

  • Fun scenario with the special rule of the flotsam movements. My Deepwraith’s many teleports were very useful and offered me freedom of movement on an otherwise difficult to navigate map, only fitting for a Lurker in a water environment.
  • We had the leisure to loot almost all we wanted this time so, easier scenario than the previous ones.
  • The Metal Mosaic was hit by several big attacks and was almost down but as soon as he got a little respite he managed to heal himself back quite nicely. He’s hard to kill for sure.
  • The Pain Conduit put many, many curses on the monster deck and they did come in handy at the end of the scenario.
  • We also had many curses on our decks because of the town challenge that we picked (one every rest) so we had to be careful on not being overconfident.

Frosthaven – A Giant Block of Ice (72)

We take a break from the Lurker sub-campaign to help the Metal Mosaic further his personal quest. There’s an artefact trapped in the eponymous giant block of ice. Can’t get it out on the spot so we have to push the block itself out of the damn place WHILE fighting baddies…

Characters

  • Schlurkt the Deepwraith (David) lvl 3, a crabman assassin
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 4, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 5, the pressure is rising!

We have to bring to the block to the exit and kill one specific elite Steel Automaton in the last area in order to win the scenario.

The Deepwraith and Metal Mosaic fight one Ice Wraith each as the Pain Conduit begin to work on the block of ice.
We’ve brought it along through the first area but now more undead denizens try to kill us.
Pantherius is stuck in a duel against an Ice Wraith.
He’ll have to manage, we have other work to do.
Beware, more Living Bones!
Hey, get out of the way you moaning bastards!
Almost through.
But this Steel Automaton is a tougher foe and he’s not alone.
Meanwhile the Pain Conduit looks at this big pile of debris in front of him with something like dismay.
His two companions are busy and still pushing this frikkin block of ice.
But before we’re done, let’s loot the chest and… it’s JUNK.. sighs

Closing Comments:

  • Interesting scenario, could have been easier with characters that have more push-pull options. The Metal Mosaic had one excellent card to do this, this helped a lot.
  • The Pain Conduit did a LOT of damage to foes but trailed behind due to to depleted hps and lack of mobility.

Frosthaven – Frozen Fjord (13)

We did The Jagged Shoals (14) scenario prior to this one and won but unfortunately I’ve messed up with the pictures and won’t be able to post it. As for now, we’re doing the alternative path that ultimately link at the same place as Jagged Shoals. We’re not very efficient travellers it seems. Oh, and I’ve got a new character, a Lurker!

Characters

  • Schlurkt the Deepwraith (David) lvl 3, a crabman assassin
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 3, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 4, the pressure is rising!

This is a Kill’em all! scenario featuring hitherto not seen monsters: Shrike Fiends.

We begin with the party splitted in two. The sturdy Metal Mosaic will go alone on his side.
We have to go to the Shrike Fiends as those are not very mobile (despite being swarm of crows) but very rangy attackers. The problem is they also are very dangerous up close… We two get badly, badly hurt.
Meanwhile Pearce De Walt have already cleared his side.
We can get all three together and have to fight (always annoying) Wind Demons and two more Shrike Fiends.
The new addition to the party try to prove his worth and does a big attack on all three Wind Demons, killing one and wounding the other two (they won’t be long for this world).
Pearce kill another Shrike and gets help from the Pantherius to kill the second.
And then the two together gets further and kill another Shrike and a bunch of pesky Snow Imps.
The adventuring Lurker is busy at the moment.
The Pain Conduit takes a peep at the next area…
Heals the Deepwraith and convinces them to get in and be both the recipient and distributor of PAIN!

Closing Comments:

  • Okay the Shrike Fiends are now officially our Frosthaven’s most hated monster, dethroning the Icy Wraiths.
  • Very hard scenario. This first room was crippling, particularly for me, having to lose SEVERAL cards just to survive.
  • The fact that we’re now playing with TWO town challenges at the same time can be… well. challenging.
  • I see great potential in my new character but it’ll take a while to get there I think. A few level ups, a better cards deck and he’ll be great.

Frosthaven – The Corrupted Camp (39)

Back to back characters retirement for Mathieu who’ll now be playing the Pain Conduit, an unusual character who benefits from having multiple negative conditions on itself. For this scenario we’re back on Algox territory as we have an objective to complete from a town event. So no seafood buffet this time!

Characters

  • Thousand Teeth the Trapper (David) lvl 5, brings innumerable lethal or helpful contraptions
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 3, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 4, the pressure is rising!

We arrive at an Icespeakers Algox camp to see a dreadful scene: the poor survivors (remember how we massacred this Algox faction) are now beset by evil as Frozen Corpses and Black Imps are attacking them from all sides. In order to win this scenario we must open all 4 doors (each with its own timer) and kill every enemies (not the living Algox this time) including the slain Algox who’ll rise up as Frozen Corpses…

A Kill All Enemies with a Timer scenario.

« That’s a lot of foes. Let’s kill the black imps first, they’re annoying! »
Trapper: « I’ll go see what’s behind that door to the right »
« Oh I see you’ve got a tentacles infestation problem in your shack, ugh, good luck with that » *scampers away*
Things aren’t going so well for those outnumbered Algox warriors farthest from us.
At least we manoeuvre quickly so they’re not caught in a pincer with the foes behind them.
More tentacles? You shouldn’t have let them grow that much! Salubrity is important you know?
The Pain Conduit is generously giving his own afflictions to the enemy.
One more door to open but our allies are dying left and right and coming back as evil undead! That means more work for us, stop dying you useless furry things!
The Metal Mosaic drills this mess into oblivion…
This is far from finished!
Even more of them!
Almost done with this shack! *puts out another trap*
There’s only 3 Algox survivors at this point but we’re rounding up the last Frozen Corpses finally!
Here’s one who won’t get back on his feet! But we still have 2 places full of tentacles to clean up.
Trapper to Pain Conduit: « What’s the plan again? » Pain Conduit:  » You’ll be the target of an Exploding Wound that will hurt you and all surrounding creatures. » Trapper: « Explod… That sounds painful. » Pain Conduit grinning: « Extremely. We’ll do it twice… »
Metal Mosaic, covered from head to toe in grime: « almost done! »

Closing Comments:

  • Well that was an hard one! Took every bit of stamina out of us to win it. The Pain Conduit was even exhausted at the end (we’ve permadeath on, he could have died with a couple of hits).
  • It was a slog too with 4 hours of combat! A victory nonetheless but very demanding.
  • Did the fact that we chose the « bad ending » of the Algox sub-campaign led to a tougher, unrewarding scenario maybe?
  • Of course our allies were mostly useless, as usual, getting cards that did nothing good every frikkin time.
  • Mobility was important to open the doors fast enough for the timer. This we could do with our team.
  • However, we felt that the ability to move allies around (like the BannerSpear could do) would have been really helpful.
  • The Snowdancer would also have been a great asset now that I think of it.
  • Reminds me what we said me and Math that the Haven games would greatly be enhanced with a Troupe or Jazz Band style of play, whereas each scenario you can choose to bring whomever you want as a character. Would add a great strategy element. Just a thought.

Frosthaven – The Edge of the World (7)

We’re now an impressive tech-heavy team with the newly addition of the Unfettered Hive character among us. And we’re finally starting the Lurkers sub-campaign, with a more aquatic theming throughout.

Characters

  • Thousand Teeth the Trapper (David) lvl 5, brings innumerable lethal or helpful contraptions
  • 4h the Hive (Mathieu) lvl 3, has multiple robotic bodies, « jumps » from one to the other
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 3, the pressure is rising!

Straightforward, linear scenario, dotted with many traps (hooray!). We must find the Coral Corpse mini-boss and kill it.

Let them come to us, we’ll prepare a few nasty surprises.
Whom’s armor is the best between the Metal Mosaic’s or the Lurker’s?
Trapper:  » Hmpf, no armor can resist the strength of my traps! »
Look, more of them!
Is that 4h’s legs? Where’s the rest of him?
Oh, there he is. Nevermind.
Yikes! That’s an ugly one!
Come here, yes, that’s it, a bit closer…
And here we go! Pushes*
The Coral Corpse has been pushed through no less than 5 traps and is bleeding profusely. One final hit from the Hive finishes the corrupted beast.

Closing Comments:

  • Cool array of gadgets (and mashed-up star wars minis) from the Hive’s character. Unfortunately, we won’t see him for a while as he’s retiring already! His personal quest, with a stroke of luck, has been quite easy to achieve.
  • The Trapper and Metal Mosaic have a very good synergy between the two characters with the latter being able to spring traps into enemies.
  • Traps are great against shielded enemies as they go right through.
  • An effective use of traps and pushes trivialized the mini-boss but it was fun.