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.

Frosthaven – The Invasion of the Docks (71)

Yet another new companion in our party after the retirement of the Pyroclast. We welcome Pearce DeWalt, a sentient metal being of large size and a drill for an arm. We’ve seen weirder than that, no worries.

Characters

  • Thousand Teeth the Trapper (David) lvl 5, brings innumerable lethal or helpful contraptions
  • Britney the Bannerspear (Mathieu) lvl 9, a great leader, might be related to Bruce
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 3, the pressure is rising!

This scenario happens inside of the Frosthaven outpost. There’s something going on on the docks, mermen and crabfolks Abael and Lurkers are fighting each other and a desperate dockmaster seems to be caught in the middle. It’s an Escort the NPC and a Timer scenario.

« Have you paid your customs duties, there’s a 25% tariff going on. Hey, no pets allowed on the docks! »
We blitz one Abael and his Piranha Pig pet. Piranha Pig! The silliest mix of two animals one could imagine. They’re great!
« Hey stop sniffing our butts. Ouch! Stop that, that hurts! »
Better go away and… Wtf is happening?! Lurkers are fighting Abael all over the place!
Just passing by, don’t mind me… Here’s a mast and rope, you know what that means, right?
Pearce DeWalt crashes on the other side with great fracas and gets near the poor frightened dockmaster.
Meanwhile the open seafood buffet is quite messy.
« Go ahead, don’t worry, we’re right behind you. » Trapper: « Oh, a treasure chest, see you later! »
Finally, the dockmaster has reached the safe zone in one piece.

Closing Comments:

  • Impressive scenario but a bit cumbersome to manage all the fighting going on.
  • Nice to see new enemies and aren’t the Piranha Pigs the most charming?
  • We finished the scenario in 6-7 rounds. We were kind of too efficient this time I would say as we could have lingered a bit more for loot & xp & fun.
  • Retirement of our lvl 9 bulwark, the Banner Spear. Very useful and versatile character. That’ll be a big change on our team for sure.

Frosthaven – Automaton Uprising (59)

Following our success in the previous scenario we managed to get in front of the Orphan and were forced to make a tough decision: try to eliminate him and his fellow Unfettered or try to convince him to make peace with the outpost of Frosthaven. This time (unlike with the poor Algox) we chose diplomacy and much to our surprise, managed to be convincing as of our good intentions. Might be that he doesn’t know many adventurers ha!

Characters

  • Thousand Teeth the Trapper (David) lvl 4, brings innumerable lethal or helpful contraptions
  • Britney the Bannerspear (Mathieu) lvl 8, a great leader, might be related to Bruce
  • Solkan Innis the Pyroclast (Guillaume) lvl 3, the Floor is Lava

Of course it won’t be that simple. The Unfettered, contrary to what we could think, are not hive-minded and many choose to attack us and our new-found ally.

Thus, this is an Escort the NPC scenario featuring Infinitely Spawning adversaries to boot.

Things start badly as Robotic Boltshooters do heavy damage to all of us.
This one is cornered and soon won’t be troubling us anymore.
The Orphan does what he has to do but we have to protect him against incoming hostiles.
On his way to the second objective while we fend off a bunch of Ruined Machines and Flaming Bladespinners.
Britney: « We’ve gained enough time, now we retreat before we’re overwhelmed! »
Burning patches from the Pyroclast and traps from the Trapper should soften our foes while they try to get over this chokehold.
And now, onward to the last objective. We’re seeing hostile Steel Automatons in the distance…
The Pyroclast finishes off yet another Boltshooter and then hurries up to join us.
The Pyroclast blocks one way in but one machine manages to jump over.
But a barricade of traps and a tanking Bannerspear efficiently ensures the survival of our new ally.
A special item to collect, some looting and we’re done!
This is Victory!

Closing comments:

  • An Escort the NPC scenario featuring Infinitely Spawning adversaries could have been very annoying but I thought it was a nice and fun scenario.
  • It must be said that our team composition was uniquely well-suited for this one I think. It could have been a LOT harder on other circumstances.
  • Crowd-control from Trapper and Pyroclast was quite useful. Movement-allowance from the Bannerspear was also crucial, saving us several turns of discomfort.
  • We all played very well to our characters’ strengths I will say.

Frosthaven – The Orphan’s Halls (51)

Penultimate scenario of the Unfettered thread and the difficulty is ramping up!

Characters

  • Thousand Teeth the Trapper (David) lvl 4, brings innumerable lethal or helpful contraptions
  • Britney the Bannerspear (Mathieu) lvl 8, a great leader, might be related to Bruce
  • Solkan Innis the Pyroclast (Guillaume) lvl 3, the Floor is Lava

Onward in the rusty halls of the Orphan, this is a Capture the Objective scenario with many, many foes. But we’ve been provided with powerful machines-killing/EMP bombs to help us.

Automatons and Ancient Artilleries, should we use our bombs right there? Nah…
3 turns later… we’re still at the entrance are we not?
I finally open the door and… Oh shit!
That’s a lot of foes… The lil’ Trapper is leading the way, and runs farther (emboldened by Britney, +3 move), invisible.
And positions himself for…
KaBOOOM!!!
Two more bombs from his companions and the great Hall is almost quiet!
But not for long, Automatons and Ruined Machines keep appearing. There’s no defeating their number. Quick open that door!
We have to collapse the door behind us asap! Beware, more of them!
I still got one bomb, gnak gnak!
Ahh, that’s better!
The Pyroclast engulfs the door in fire and molten rock, that’ll do the job!

Closing comments:

  • We’ve wasted way too much time on the first room but once we were out things worked out surpringly well for us. Math was confident that we could and should cleaned it out and we mostly did in the end (his Bannerspear doing most of the job), but it drained a lot out of us to the point that I think it almost compromised our mission.
  • I gotta say, I’m quite satisfied with myself with how I did some nice combination of initiative-weaving and pulling, all while being invisible, so that I’ve managed to maximize the effect of my first bomb (it was decided that I was the one bringing two).
  • I feel like it could have been stun bombs instead of insta-kill ones and it could still have been a feasible (if harder) scenario.