Frosthaven – The Ruins of Solstice (104)

Another random scenario, this one unlocked when we’d found a key in the Glowing Catacombs (loot deck). It gave us access to a strange pocket dimension where Spring and Winter coexists at the same time, separated only by a thin line.

Mechanically speaking the scenario offers something interesting as the board is split in two halves, with the Earth element always strong in the left and Ice in the right. Furthermore, monsters each have an elemental affinity and are vulnerable (lose 1hp) if they finish their turn on the « wrong » side.

Characters

  • Miasma the Boneshaper (David) lvl 3>>4, minions: Bob the dead lumberjack and Raging Sally
  • T-Gee/Mina the Geminate (Math) lvl 3, two competing hiveminded insect swarms in a single body
  • Tredir the Drifter (Guillaume) lvl 3, versatile Inox fighter

Me and Bob choose Spring, you may go into Winter. (2 rounds later, Miasma fleeing from Earth Demons) « I’ve changed my mind, I prefer Winter! »
Tredir the Drifter smashes a Frost Demon to pieces.
My, my… Lots of things going on. The cloaked figures are dangerous dudes (Savvas Icestorm) and the very first thing they do is to summon additional demons, that’s troublesome. T-Gee/Mina kills a bunch of Faeries. Raging Sally is downed by two ranged (piercing) attacks from the Savvas, nooooo!
We’re slowly cleaning up the place, I heal the Drifter some more so he can get back into the fray.
One more area to go. Me and the Drifter aren’t in great shape by the time we get there. Fortunately the Geminate stil has most of their power and is here to save the day.
You know what, between mud and snow, this whole seasonal change is a real pain if you ask me.
T-Gee and Mina are quarreling over their body even more than usual today, what’s up with that? It’s left to Tredir and I to end this Solstice thing already.

Closing Comments:

  • T-Gee/Mina achieved a new Mastery after managing to switch between forms every single round. This and his numerous 2-perks battle goals achieved means that he has a LOT of perks unlocked for such a new character.
  • Maybe we could have exploited the 2 halves of the board gimmick a bit better. A team with crowd control-type characters would certainly have had an easier time.
  • Having easy access to the earth element in this scenario was really convenient for my character, giving me several boosts to my cards all along.
  • The Drifter had a whole bunch of curses put on him by the faeries, like 7-8, but he didn’t pick a single one of them, that’s some luck!
  • Losing Raging Sally in the middle of the scenario was a hard blow, hindering my capacity to ditch good damage further on. What I managed to provide was a lot of healing to my companions, something that the Boneshaper is surprisingly good at.
  • The Drifter gets even more xp than I now that he’s got a good handle on his character’s back and forth abilities.

Frosthaven – The Eternal Crave (122)

We do our first random scenario of the campaign, one that has been revealed in a road event because Tredir our Drifter accepted the challenge of eating a Firepepper! Hurray!

Characters

  • Miasma the Boneshaper (David) lvl 3, minions: Bob the dead lumberjack and Raging Sally
  • T-Gee/Mina the Geminate (Math) lvl 2>>3, two competing hiveminded insect swarms in a single body
  • Tredir the Drifter (Guillaume) lvl 2>>3, versatile Inox fighter

A fortuitous encounter has led us to participate in an important ritual in order to placate a dangerous entity that goes by the lovely name of Hungry Maw. In short, we already found Fireppers – now we must find some special bark, the last ingredient in order to nourish nothing less than its Eternal Crave

Or we could just fight the entity but I mean, we can’t pass the occasion to be chefs can we!

We must navigate a treacherous path with slippery ground, traps and ice shards. The polar bear roars whilst the snow imps throw snowballs at us, damn the little annoying buggers!
Poor skeleton Bob wants to join the action but falls into a pit trap.
I think it’s mating season for the polar bears, lucky us.
The drifter: « don’t mind me ». whistles
The Geminate and Raging Sally fight the bears as the Drifter goes further and gets a look at another area.
Here it is, our goal, almost encased in ice.
But some sinister force conspires against us and new foes appear literally from nowhere (hey you, yes you scenario designer, stop throwing curveballs at us!).
The drifter has the bark, now he needs to get back to the cauldron at the entrance and get on with the special brew. The geminate helps him get through another wave of monsters with a Firefly Swarm attack that kills 3 snow imps at once! Impressive!

As for me, I’m too busy stealing every bit of furniture that’s lying around, there’ll be not a single bit left after I’m done!

With a bit of fiddling we manage to cook the special recipe, the Hungry Maw is satiated and gets back to sleep. Success!

And don’t forget, what’s hot entering is hot exiting too!

Closing Comments:

  • We’ve had a much easier time with this one than the last scenario but it took more than 3 hours, longer than usual. Part of the set-up we didn’t even get to see: the room with the Hungry Maw and a forking path that has locked when we chose to go the other way.
  • There was a (mainly) mathematical puzzle at the end, our first answer was wrong but was taken into account by the scenario, providing us with another hint. The hint confused the hell out of me but Math came up with the answer, phew!
  • We’ve got through the entire loot deck this time with me picking up a big chunk of it as I’m almost always lagging behind. What can I say, someone has to do it!
  • Hey look! I’ve finally added the names of our characters! I guess Miasma is finally remembering who’s tagging along beside her undead minions…

Frosthaven – Glowing Catacombs (9)

From the Frozen Crypt we go to the Glowing Catacombs. I mean, I’ll take glowing over frozen any day of the week except – the damn place is a lot more dangerous!

Characters

  • Boneshaper (David) lvl 2>>3, minions: Bob the dead lumberjack and Raging Sally
  • Geminate (Math) lvl 2, two competing hiveminded insect swarms in a single body
  • Drifter (Guillaume) lvl 2, versatile Inox fighter

First room is crowded, full of monsters, traps and obstacles. I’m frontline with Bob the dead lumberjack (that’s a bit foolish with my impressive 5 hp). Bob is back to a pile of bones almost immediately. Those Living Dooms (center) hits hard! The Geminate and Drifter gather their strength.

The Geminate is annoyed at the lack of fresh air and more importantly, room to manoeuver. At least, that’s how I’m interpreting his constant buzzing. What, they’re actually speaking, oops, my bad!

Raging Sally gets in from nowhere and proves that she has more angst than the Living Spirit. She also picks up shiny loot, she likes those. Can we have it Sally? « GRRAAHAAAH! » Okay, okay, you can keep it sweetie.

After (what felt like) two hundred rounds we finally get out of the first room and… WHADDAHECK – more frikkin Ice Wraiths and Living Spirits. And what’s that dripping sound we can hear from farther away? An Ooze?

Can we even make it? Do we turn back? The Inox Drifter isn’t one to ask himself these questions, here he is rushing gallantly forward. Alone. Very far from us. Seriously he’ll get himself killed – I think we should help.

All the way pass the long twisting passage, there’s a strange room with some kind of mechanism. Two switches. And there’s happy Oozes and when Oozes are happy, well, they reproduce like there’s no tomorrow. Of course they do.

The brave Drifter is determined to end this in style. The Geminate skitters as fast as he can and barges in the room and annihilates several oozes. Two switches off and two characters down (exhausted) later, we’re perilously close to defeat. Will the Drifter and Geminate will be slowly, agonizingly dissolved and become part of the BLOB? Me, I’m like a mile away: « guys? GUYS? what’s happening, is that you screaming? »

Pseudopods lash at the Drifter and he hangs on to life by a thread (my curses come in handy!). And you know what, we’re saved by the Law of Conservation of Mass. All that reproducing that the Oozes’ been doing? Not good for their health, they die off just like that, dissolving in an inanimate puddle. And we’re alive, all of us!

Closing Comments:

  • Our very first true test of the campaign, a very challenging scenario where we’ve come really close to regret enabling the « permadeath » option. It came as a surprise too as our first four scenarios were on the easy side of things.
  • We’ve managed to win by the skin of our teeth after having been really close to abandon and we finally got through with a combination of, hmm I’d say, sheer stubbornness, some luck and huh, our astute knowledge of ooze ecology…
  • Speaking of oozes, we just kept getting the card that made them cloning and incidentally, losing 2 hp until their eventual demise
  • Ice Wraiths are a real PAIN, I tell you. Like Math said, even at level 1, with their built-in powers they feel like 1 or 2 steps stronger.
  • Interesting town event with a White Oak official coming to inspect the outpost and actually paying us! Nice! I can’t complain about our lack of pay anymore!
  • Built the Hunting Lodge, all set.

Château des Faussesflammes (Castle Xyntillan) – Session 8

Short session, about 2 hours of real play as we had some level ups to do before and after. The players didn’t even do a proper delve but instead had two fights back to back in the Castle’s courtyard, the second being pretty intense and they felt like they were not in good enough shape to go on. Infractions level is high so that was bound to happen.

Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products

System used: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Cordélia Lenoir (Marjorie), using the dark arts for Good (probably), Necromancer lvl 3
  • Bruno the Wolfman (Marjorie), controlled lycanthropy, Warrior/Skinshifter lvl 1
  • Noah (Isaac), crafts stuff, Expert lvl 3>>4
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 4
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 3>>4
  • Paul-Jean Paul (Olivier), don’t confuse him with Jean-Paul Jean, Warrior lvl 1>>2
  • Constant Jean (Olivier), vigorous member of the Jean clan, Warrior lvl 1>>2

Retainers:

  • Stuffed Jean-Paul (Marjorie), killed by stuffed animals, now stuffed himself, Morale 12
  • Raymond, Man-at-Arms, gruff, vassal of the Comte de la Frenaie, Morale 7
  • Pierrot (Isaac), caravan hand, begs for more money, Morale 8

Crypt

  • Zachary, Elementalist, electrocuted in front of the Anteroom (corpse in castle)
  • Pierre-Jean Pierre, ex-monk, clawed to death by a dark monk (RIP)
  • Edgar, daytaler, throat slashed by a dark monk, (corpse in castle)
  • Charles, daytaler, skewered by a drunken skeleton (corpse in castle)
  • Hercule, caravan hand, seized off the raft by the Lake Monster (MIA)
  • Pierre Laroche du Rocher, mason, pierced by the Huntsman’s arrows (corpse seized by Charon)
  • Alphonse, crusader, savaged by Count Giscard’s Children of the Night. (corpse in castle)
  • Jacques, daytaler, got hit in the face by an Empty Armor’s halberd (corpse in castle)

Previous Infractions:

Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. (0)

Smoked the Ruined Quarters: 1/2 Angered a werewolf washwoman: 1/2 Stole the Reliquary of Bygone Kings: 1 Failed to convince Jean-Honoré the butler of their lies: 1/2 Stole a treasure chest full of gold from the Lake Grotto treasury: 1/2 Interrupted Runcius Malévol’s pagan ritual: 1 Slightly annoyed Count Giscard Malévol while he drank « wine »: 1 Stole the Scepter of the Merovings: 1 Defaced living portraits with holy water: 1 Bullied Jean-Honoré the Butler 1/2 Smashed the busts in the Bust Gallery 1

Infractions rating: 8 1/2

Rumors:

Skipped the rumors, Oops.

We start in Ximes. Luc le Chaudronnier informs Cordélia that the Homonculus found in the castle could be set free from its bottle if it was bound to a magic-user but the link thus created would be both useful and risky. No decision was made for the moment. Back in Périgon, the monks assures Cordélia that Bruno is mostly under control and could go back to adventuring. He has weird chains on him and he’s hairier than before but at least he’s lost his dreaminess.

Also, Eudes was waiting for them and has something important to share. A proposal. The Comte de la Frenaie would help Eudes be the master of Fausseflammes if only some « minor » obstacles would disappear. There’s the part with the proper heir (Claude Malévol) of the Castle being alive. And of course there are next in lines too. And the pesky thing with the specters and vampires and werewolves and… well, all that. If those « minor » obstacles would be solved somehow, Eudes and his father would be generous towards the adventurers.

After purchasing some supplies (and a détour at the cemetary to fetch some minions) the party is ready for another go at the Château.

Gatehouse

  • They enter through the Gatehouse, under the scrutiny of the ravens as usual. Their plan is to go explore the Occult Maze on the 2nd floor (where Zachary died the first session).
  • They don’t go far before being interrupted by Gilbert the Fox and his bandits that are on the remparts, some behind bushes, all around them. « La Bourse ou la Vie! », Gilbert shouts.
  • The PCs want to parlay but refuse to disarm so its iniative rolls. The PCs win the iniative.
  • Cordélia sends her Reaper towards Gilbert whom responds by ordering his men « kill the witch, now! ». He also runs for his life and disappear inside the castle with one of his man.
  • Meanwhile the PCs dash towards the nearby barracks to protect themselves from the arrows raining down on them. Two arrows hit Cordélia despite Stuffed Jean-Paul’s best effort to block them with his own body. One arrow hit Paul and another Constant. A lot don’t hit their targets.
  • 4 bandits were arming themselves inside the barracks but Paul swiftly annihilate them with one big swing of his sword Guts (improved by Noah in downtime). The PCs are inside, Monmon blocks the door.
  • Some bandits try to storm the barracks but with Noah and Cordélia shooting arrows and bolts from the murder holes and Monmon skewering anything that gets near, the bandits chooses to retreat.
  • Back on the courtyard after a short while, the PCs enter the side door on the NW aisle. They immediately see wet steps on the floor of the corridor and not long after, risen up from a small water puddle, appears Montfort Malévol, well-dressed but with algae and aquatic plants all over him. « What’s all this Grabuge (ruckus) » he shouts angrily ». Thinking quickly Paul says: « Nothing my lord, just bandits, they’ve been taken care of, come I’ll show you! » Montfort is led to 3 dead bandits, murmurs something about someone being glad to have them and start to wander off, pulling 2 dead bandits behind him.
  • A fine plan by Paul but for the impromptu arrival of Aranéa Malévol, screaming « It’s them, Montfort get them you goof! » Stopped on his tracks, Montfort vomits turpid water that gets inside the bandits mouths. They rise up as zombies!
  • The PCs win initiative again.
  • Monmon charged the zombies and kill one. Paul-Jean and Pierrot join him against the 2 surviving zombies.
  • Cordélia sends her Reaper against Aranéa that was coming fast, running on all four on the surface of the wall. The Reaper manages to hit and paralyze the spider woman. Constant Jean throws a rope with a hook at her and pull slamming her down, Aranéa crashes brutally on the ground before being stabbed repeatedly.
  • Meanwhile Montfort has disapppeared, only to reappear behind, oozing out of the small pond. Bruno the Wolman manages to hurt him with his claws but his then knocked out from two powerful punches from Montfort. Cordélia uses her power of Unliving Persistence to save him.
  • Raymond the Man-at-Arms behead Aranéa with a blow from his halberd but she’s not quite dead as her head sprouts new arachnid legs from her severed neck and begins to skitter away. The Horror! Pierrot and Paul-Jean run after the spider-head, stab and burn it with a torch until it stops moving.
  • The PCs turn their attention to Montfort who’s a formidable opponent. He regenerates even severe wounds and he has a special bite attack, his neck and head elongating somewhat like those of a lake monster. Monmon manages to dodge his attack (veteran’s luck). and pierce him with his spear. Paul Nereff and Noah close on him and wound him with a magic dagger and Scrupulous the short sword.
  • Finally Montfort has had enough and kind of melt away leaving only a trail of wet footprints on the ground.
  • Cordélia pick up a pendant from Aranéa’s corpse.
  • The PCs hesitate but ultimately decide to call it day as Bruno is down and several others are wounded.

Session wrap up

  • The status of Gilbert the Fox is unknown to the players, all they know is that he fled inside the castle pursued by Cordélia’s Reaper. The Reaper came back soon after.
  • We had a great Kill it, kill it with fire! moment, always nice. Aranéa Malévol isn’t in the book but I like Spider Ladies too much to not have put her in.
  • XP: Participation: 1 Treasure: 1
  • Treasures: Luckstone Pendant
  • Quote:
  • Fatalities:
  • New Infractions: Killed Aranéa Malévol twice 0

Frosthaven – Frozen Crypt (5)

We’re still following the Algox thread of the campaign where we’re mostly being used by one tribe to do its dirty job in killing another. But hey, we’re not picky when it comes to killing.

Characters

  • Boneshaper (David) lvl 2
  • Geminate (Math) lvl 1>>2
  • Drifter (Guillaume) lvl 1>>2

Except that our enemies somewhat object to being killed and even have the audacity of getting us into a trap! The floor opens beneath our feet and we fall into the eponymous Frozen Crypt where we’ll have to fight our would-be victims’ ancestors or something.

I’ve brought Bob the dead lumberjack with me, he’ll be a recurring feature, trust me. Him and Raging Sally. Yes, I’m naming my undead minions. Can’t remember my companions names though ha ha!

We first face off against Icy Wraiths, tricky bastards that do retaliate damage (elite) and range attacks (normal).

And now a classic staple of gloomhaven: the evil altar (utmost left) that we must destroy! ‘Cause if we don’t we’ll soon be swarmed by Frozen Corpses. They’re slow, being all y’know frozen, but they keep coming! But our Drifter does short work of the altar whilst the Geminate distract the undeads. We then turn our attention to our now vulnerable foes and destroy them (Raging Sally doing what she does best).

Closing Comments:

  • Pretty straightforward scenario, 2 rooms, 2 variety of monsters, we’re obviously not yet there on scenario complexity ramping up
  • Frosthaven continue to show us some clever monster tricks, going further on that front than gloomhaven for sure
  • We’re now all level 2, Guillaume was unsure if would go for a range build or not
  • We’ve added a Mining Camp to the village, still a Hunting Lodge to go and we’ll be all set to pumping out ressources (as long as we have the money too)
  • I have to complain, we’re not being paid! What kind of mercenaries are we?! Do-gooders, that’s who you think we are, pwah! Raging Sally, spit on them!

Session 47c: Sky’s the Limit

Les joueurs approchent de leur but: s’emparer du bateau-volant. Un dernier danger les menace, mais ils n’ont pas fait tout ce chemin pour échouer avant la fin!

Personnages Joueurs (PJs)

  • (Marjorie) Kalohan, (level 11) High Elf Wizard (evoker), Inheritor,  doit trouver un sort inconnu jusque là avant de pouvoir obtenir son héritage
  • (Isaac) Anfi, (level 11) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement + Salamandre Géante
  • (Olivier) Léon, (level 9) Human Monk (way of shadow), Outlander, revenu à la vie grâce à Zotzilaha, maintenant libre de faire ce qu’il veut
  • (Edmond) Vingt, (level 8) Myconid Druid (circle of spores), Acolyte, envoyé de Zuggtmoy, la Déesse du fongique + Fourmi Zombifiée
  • (Félix) Flyzus, (level 11), Wood Elf Ranger (hunter), Outlander, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie. Accompagné de son Dire Kakapo juvénile qu’il a sauvé.
  • (Chris) Pax Double-Poches, (level 9), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, a vu de ses yeux les trésors merveilleux qu’a rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 10), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger

Spores à la Rescousse

Les PJs effectuent une marche forcée au crépuscule pour mettre de la distance entre eux et le volcan. La magicienne fait un sort de Leomund’s Tiny Hut pour leur procurer un repos sans risques. À leur réveil les aventuriers constatent qu’il y une femme juste à côté, la matelot Moza a été laissé là par des Firenewts et elle est sur le point d’exploser! Vingt intervient juste à temps, fait un Remove Curse et voilà un membre d’équipage de plus!

Décollage?

En route vers le site de l’écrasement, marchant la jungle dense, le ranger trouve des signes de violence: les mercenaires qui leur ont fait face la veille ont trouvé leur fin. En inspectant de plus proche Flyzus constate qu’ils ont certainement été tués par des Homme-Scorpions (1). Leon couvre à nouveau le groupe de ses ombres.

Quelques heures après ils trouvent un débris de bateau-volant et peu de temps après l’objet de leur convoitise est devant eux!

Ne reste plus qu’à le faire décoller… Des réparations sommaires sont effectuées. Kalohan et Pax font le guet pendant que les rescapés de l’équipage enseignent des rudiments de navigation aux aventuriers puisque sans eux ils ne seraient pas assez nombreux pour manœuvrer le bateau-volant. Mais voilà que les deux guetteurs ont repérés des agresseurs, sans surprise des Hommes-Scorpions. L’équipage active la procédure de décollage en urgence alors que de plus en plus de monstres approchent. (2)

Les Hommes-Scorpions sont tous munis de chaînes avec crochets (3) et s’en servent pour se hisser sur le pont. Seul Pax, Kalohan et la Salamandre d’Anfi le défendent. Pax se poste en hauteur et tire des flèches. La Salamandre réussit à pousser un Homme-Scorpion par-dessus la rambarde. Kalohan fait un Cone of Cold et en blesse 2 autres gravement que Pax achèvera par la suite. D’autres se hissent pourtant mais les défenseurs font un vaillant effort et le bateau-volant s’envole!

Décolllage! (4)

Port Castigliar

Le Bateau-volant se rend à Port Castigliar, la populace est ébahie!

  • Les aventuriers prennent des nouvelles locales et moins locales (Port Nyanzaru).
  • Font une petite tournée pour amoindrir quelques tensions (5).
  • Réussissent à convaincre le figure de proue magique de l’Indomptable (échouée sur la plage) d’être placée sur le bateau-volant. Félix est promu Capitaine mais doit se montrer digne de son poste.
  • Leon reste quelques semaines en compagnie de Maître Nuage Immanent pour apprendre une nouvelle technique de moine.
  • Ils vont chercher le tas de brique « hanté » pour pouvoir enfin s’en servir. Le monstre de briques est vaincu d’une monumentale « Frappe d’Air » de Leon qui y met tout ses ki pour une attaque grandiose de coup critique de 124 de dommage (voilà c’est répertorié 😉 ). Parmi toutes les briques ils réussissent à en trouver une ayant une rune magique qui activait le processus de défense et la désactive.
  • Kalohan commence le processus qui mettra en place un Teleportation Circle dans le bateau-volant
  • Ils décident qu’ils devront se mêler de la politique de Port Nyanzaru, puisque les événements troublants qui s’y produisent risquent d’avoir un impact sur leur repaire de Port Castigliar.

Notes du DM:

  1. les joueurs savaient déjà que les jungles autour en sont infesté
  2. ils ont besoin de 20 succès collectivement sur des jets d’intelligence
  3. à la Mortal Kombat: « come over here! »
  4. 10000xp pour ce succès flamboyant
  5. le village est en expansion rapide avec un afflux de nouveaux arrivants

Session 47b: Between two Flames

Les joueurs font face à un dilemme moral: les rescapés de l’équipage (les PNJs) s’inquiètent d’abandonner leurs camarades aux mains des cultistes du volcan mais les forces de l’Efreeti Zar-Ignax semblent encore considérables malgré les pertes. Ils ont le Coeur de Feu qui alimente en puissance le bateau-volant. Ils savent la position de celui-ci grâce au témoignage des rescapés. Par contre, il est douteux qu’il puisse le manœuvrer efficacement, ou même du tout, avec seulement le pilote, un matelot et des non-initiés. Doivent-ils risquer une autre confrontation pour sauver d’autres prisonniers? Comme toujours la décision revient aux joueurs.

Personnages Joueurs (PJs)

  • (Marjorie) Kalohan, (level 10>>11) High Elf Wizard (evoker), Inheritor,  doit trouver un sort inconnu jusque là avant de pouvoir obtenir son héritage
  • (Isaac) Anfi, (level 10>>11) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement + Salamandre Géante
  • (Olivier) Léon, (level 8>>9) Human Monk (way of shadow), Outlander, revenu à la vie grâce à Zotzilaha, maintenant libre de faire ce qu’il veut
  • (Edmond) Vingt, (level 7>>8) Myconid Druid (circle of spores), Acolyte, envoyé de Zuggtmoy, la Déesse du fongique + Fourmi Zombifiée
  • (Félix) Flyzus, (level 10>>11), Wood Elf Ranger (hunter), Outlander, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie. Accompagné de son Dire Kakapo juvénile qu’il a sauvé.
  • (Chris) Pax Double-Poches, (level 8>>9), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, a vu de ses yeux les trésors merveilleux qu’a rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 10), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger

Délibérations et libérations

Avec un Wall of Stone derrière eux les PJs remontent à l’étage du haut. Ils délibèrent entre eux sur la marche à suivre et ils décident que la magicienne intervienne pour sauver 2 autres prisonniers à l’aide de Dimension Doors. Elle délivre ainsi les matelots Matran et Tarsi. Ceci fait, ils se dirigent lentement vers la sortie mais à ce moment Pax entend des murmures plus avant. Il s’avance pour voir de quoi il en retourne et il tombe sur un groupe de Wererats. Pax tourne les talons, une dague file par-dessus son épaule, il rejoint ses compagons et ses poursuivant s’arrêtent net en tournant le coin. Les PJs constatent que les Wererats portent l’emblême du Flaming Fist. Les Wererats prennent la fuite.

Nemesis

Les PJs sortent à l’air libre sans avoir rencontrés d’autres ennemis en route. Cependant, devant eux se tient maintenant une troupe d’une quinzaine de mercenaires du Flaming Fist. À l’arrière, dans le cockpit d’un scorpion mécanique se trouve le gnome magicien Brittletoe. À l’avant, Gilgam le Béni foudroi Kalohan du regard: « Toi! Je t’ai retrouvé! ». (1)

Les PJs tentent d’amadouer les mercenaires, leur disant qu’ils ont le loisir de pénétrer dans le temple volcanique à leur guise. Les deux chefs mercenaires sont peu réceptifs, Gilgam exige en premier lieu le retour de son amulette volée avant toute chose. Kalohan le met au défi de tenter le coup. Gilgam ordonne à ses hommes de tirer une vollée de flèches, Leon active à nouveau son Cube de Force pour protéger le groupe contre les projectiles. (2)

La magicienne veut faire le maximum d’impact avec un Wall of Fire au beau milieu des mercenaires mais son effort est frustré (3) par un Counterspell du gnome abjureur. Elle-même fait un Counterspell pour annuler une Lightning Bolt de ce dernier.

Les PJs entendent ce qui est certainement le son d’un Wall of Stone s’effondrer!

Le Myconid appelé Vingt fait apparaître un Stinking Cloud à même le cockpit du scorpion (4), forçant le gnome à l’ouvrir s’il veut respirer! Flyzus voit l’occasion, il sort de la protection du Cube fait un Hunter’s Mark et tire deux flèches dévastatrices de son Hatebow, blessant sérieusement le magicien ennemi! Anfi lance un Melf’s Acid Arrow sur le gnome mais le sort est bloqué par un Globe of Invulnerability. Flyzus parvient à éviter plusieurs projectiles qui le visait.

Pendant ce temps Rufb fonce, tout en rage et en frénésie, et fait parler sa hache à 2 mains contre Gilgam. Celui-ci est touché mortellement et disparait, sa présence était une illusion! Rufb cependant est vite entouré par des mercenaires mais se moque des coups reçus. Anfi vient en renfort, accompagné de sa salamandre. Pax tire Brittletoe à son tour et le champignon tentaculaire de Vingt étrangle et enlève le peu de vie qui restait au gnome. Brittletoe est mort!

Le Volcan Gronde

La victoire n’est cependant pas encore acquise, Flyzus est cette fois atteint de plusieurs flèches et des mercenaires foncent vers lui pour tenter de l’achever, il s’effondre par terre mais est vite guérit par le druide myconide (5).

Plus inquiétant encore, tous sentent une légère secousse, le volcan est mécontent… Quelques secondes après des géants de feu et un prêtre Pterafolk sortent du temple, juste derrière les PJs! Un géant charge mais son coup d’épée est bloqué par le Cube de Force.

Au même moment Gilgam apparaît soudainement alors qu’il se saisit de la magicienne dans l’intention ferme de s’emparer de son amulette volée. Mais c’est sans compter sur les compagnons de Kalohan, Flyzus attaque de ses 2 épées malgré la magicienne qui sert de bouclier et le taillade cruellement. Rufb surgit en arrière de Gilgam et un brutal coup d’hache achève ses idées de revanches. Gilgam est mort.

Leurs deux chefs morts, les mercenaires ont le moral très ébranlé. Les PJs tentent de les rallier à leur cause mais ne sont pas assez convaincants. Les PJs n’auront pas d’aide de ce côté. Kalohan, par dépit peut-être, ou pour être certaine qu’ils ne leur causent plus d’ennuis, balance un Wall of Fire parmi eux, blessant sévèrement une demie douzaine d’entre eux.

Flyzus, malgré ses blessures, attaque un géant de feu et le blesse. Il attire l’attention du prêtre Pterafolk qui invoque un sort calamiteux, un Finger of Death (6), heureusement Kalohan réussit un Counterspell et le sauve d’une mort certaine. Les aventuriers réussissent à abattre le dangereux prêtre alors qu’il prenait les airs. Ils s’éloignent le plus vite possible du temple, toujours protégés par Leon et son cube, avant que d’autres créatures ne s’en déversent.

Notes du DM:

  1. rappelons que Kalohan a volé l’amulette de Gilgam le Béni il y a 25 sessions…
  2. Leon est immobilisé par l’utilisation du Cube de Force mais son rôle est absolument essentiel à la survie du groupe et ses différentes utilisations au cours du combat les sauvent de bien des attaques
  3. et Marjorie elle-même est très frustrée!
  4. une version d’Apparatus of Kwalish
  5. par des spores guérisseurs, rien de mal ne peut lui arriver n’est-ce pas?
  6. contre un sort de ce niveau le succès était loin d’être assuré

Session 47a: Heart of Fire

C’est le retour de Chris et Félix! Et comme ils doivent parcourir des centaines de kilomètres, traversant les terres sauvages du Parc, avec la pause rituelle à L’Étape, affrontant certainement moult dangers en chemin eh bien, ça doit être pour la peine! Ou dans notre cas, pour mériter environ 10 heures de D&D en la journée du samedi…

Personnages Joueurs (PJs)

  • (Marjorie) Kalohan, (level 10) High Elf Wizard (evoker), Inheritor,  doit trouver un sort inconnu jusque là avant de pouvoir obtenir son héritage
  • (Isaac) Anfi, (level 10) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement + Salamandre Géante
  • (Olivier) Léon, (level 8) Human Monk (way of shadow), Outlander, revenu à la vie grâce à Zotzilaha, maintenant libre de faire ce qu’il veut
  • (Edmond) Vingt, (level 7) Myconid Druid (circle of spores), Acolyte, envoyé de Zuggtmoy, la Déesse du fongique + Fourmi Zombifiée
  • (Félix) Flyzus, (level 10), Wood Elf Ranger (hunter), Outlander, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie. Accompagné de son Dire Kakapo juvénile qu’il a sauvé.
  • (Chris) Pax Double-Poches, (level 8), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, a vu de ses yeux les trésors merveilleux qu’a rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 10), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger

Ombres et Fumée

Le groupe en attente devant l’escalier qui descend au niveau suivant, la magicienne fait du repérage avec un Arcane Eye. Par l’entremise de l’œil magique invisible elle peut voir: un système de corridors qui s’entrecroisent, plusieurs troupes de défenseurs (firenewts, pterafolks, magma oozes), une grande salle de forge opérée par un efreeti (1) et plusieurs portes ou double-portes qui bloquent la vue. Surtout, dans une zone du complexe il y a plusieurs cellules et la majorité des prisonniers (pas tous) semblent être des membres de l’équipage du bateau-volant convoité par les aventuriers. Sachant cela, les PJs décident d’un plan d’action pour s’y rendre.

Une premier accroc se produit alors qu’un jet de flamme surgit d’un mur blessant Rufb et Anfi, Pax esquive entièrement. Leon enveloppe le groupe de ses ombres (pass without trace), leur permettant d’éviter une patrouille ennemie (2), puis Pax fait un sort de Silence pour qu’ils puissent attaquer discrètement un groupe qu’ils ne peuvent éviter. Ils éliminent ainsi rapidement une magma ooze et 4 firenewts, non sans avoir subis des brûlures, Flyzus surtout qui a attaqué à répétition la magma ooze de ses épées courtes, s’est exposé un peu trop à ses flammes.

Tâchez de ne pas exploser

Les PJs sont maintenant devant plusieurs cellules. Pax crochète avec succès une serrure, l’elfe prisonnière s’appelle Colianthe et révèle qu’elle était une simple (riche) passagère à bord du bateau-volant. Dans une autre cellule se trouve le pilote genasi Rajar, un premier membre d’équipage trouvé. Dans la suivante par contre une autre femme matelot semble fiévreuse et confuse et une étrange lueur rouge se dégage de sa poitrine. Se souvenant de la combustion spontanée d’une victime dans la session précédente, les PJs évitent de la libérer.

Coeur de Feu

Des bruits de pas lourds provenant de plus loin dans le complexe interrompent la libération de prisonniers. Vingt envoi des spores spéciaux qui lui permettent de détecter les effets magiques environnant. Ce faisant il voit qu’un pan de mur à proximité était en fait une illusion. Le groupe inspecte le secteur et découvrent une vaste salle gardée par 4 Sons of Kossuth, des géants de feu. Kalohan fait un sort de Major Image imitant le seigneur Efreeti qui ordonne aux géants de se rendre immédiatement à l’entrée et ils obéissent.

La voie est libre mais la chaleur qui y règne est intense. Cependant Leon a la solution, son cube of force actionné à charge maximale les protègera. Se déplaçant tassés comme des sardines ils trouvent plusieurs éléments intéressants: un carillon d’argent de bonne valeur (800gp), des bas-reliefs expliquant l’assujettissement des firenewts et pterafolks envers l’Efreeti Zar-Ignax, avec un second Efreeti (le forgeron) plus en retrait. Mais plus important encore les PJs trouvent un objet étrange, massif et sphérique que le pilote Rajar identifie comme étant la source d’énergie du bateau-volant: le Coeur de Feu! Belle trouvaille dont il s’empare mais à ce moment une flamme s’élève au centre de la salle et en surgit Zar-Ignax lui-même (3). Les PJs intimidés battent en retraite alors qu’une boule de feu s’écrase contre le cube de force.

Mur de Pierre

Les aventuriers voient qu’entre eux et la sortie de l’étage se tiennent les géants de feu (4) qu’ils avaient fourvoyés auparavant avec l’illusion.

image:paizo

Leon s’élance à l’attaque, alternant tempêtes de coups et lancers de fioles (soporifiques et d’acide). La magicienne fait un Cone of Cold atteignant 3 des 4 géants. Pax tire une flèche, blessant da cible. Anfi envoi un Melf’s Acid Arrow sur le même. Flyzus, Rufb vont bravement en corps-à-corps et achève le géant. Flyzus est cependant atteint par deux terribles coups (dont un Crit) et s’effondre au sol. Heureusement Vingt le soigne aussitôt et l’elfe pop-tart/reprend le combat. Kalohan amollit davantage les adversaires d’un Ice Storm. Pax en achève un autre d’une flèche bien placée. Leon en achève un autre d’une fiole d’acide au visage. Kalohan place un Wall of Stone derrière pour ralentir d’autres poursuivants et ses compagons tuent le dernier géant qui leur bloquait l’accès.

Notes du DM:

  1. pas celui rencontré lors de la session précédente, un autre, il semble qu’il fabrique des automates
  2. les joueurs tentent d’éviter de se faire repérer cette fois
  3. et 4 fire elementals
  4. dans mon esprit les géants de feu sont davantage des manifestations physiques de la volonté du dieu-volcan que des géants qui vivent en communauté, ont des femmes, etc

Château des Faussesflammes (Castle Xyntillan) – Session 7

It’s been quite some time since we’ve played anything and as our next few weekends are all pretty much booked already I’ve decided to do a thursday night session within our ongoing haunted castle campaign.

Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products

System: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Cordélia Lenoir (Marjorie), using the dark arts for Good (probably), Necromancer lvl 3
  • Noah (Isaac), crafts stuff, Expert lvl 3
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 3
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 3
  • Paul-Jean Paul (Olivier), don’t confuse him with Jean-Paul Jean, Warrior lvl 1
  • Constant Jean (Olivier), vigorous member of the Jean clan, Warrior lvl 1

Retainers:

  • Stuffed Jean-Paul (Marjorie), killed by stuffed animals, now stuffed himself, Morale 12
  • Phoebus (Marjorie), ex-monk, paranoid, Morale 8
  • Pierrot (Isaac), caravan hand, begs for more money, Morale 8

Crypt

  • Zachary, Elementalist, electrocuted in front of the Anteroom (corpse in castle)
  • Pierre-Jean Pierre, ex-monk, clawed to death by a dark monk (RIP)
  • Edgar, daytaler, throat slashed by a dark monk (corpse in castle)
  • Charles, daytaler, skewered by a drunken skeleton (corpse in castle)
  • Hercule, caravan hand, seized off the raft by the Lake Monster (MIA)
  • Pierre Laroche du Rocher, mason, pierced by the Huntsman’s arrows (corpse seized by Charon)
  • Alphonse, crusader, savaged by Count Giscard’s Children of the Night. (corpse in castle)
  • Jacques, daytaler, got hit in the face by an Empty Armor’s halberd (corpse in castle)

Previous Infractions:

Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. (0)

Smoked the Ruined Quarters: 1/2 Angered a werewolf washwoman: 1/2 Stole the Reliquary of Bygone Kings: 1 Failed to convince Jean-Honoré the butler of their lies: 1/2 Stole a treasure chest full of gold from the Lake Grotto treasury: 1/2 Interrupted Runcius Malévol’s pagan ritual: 1 Slightly annoyed Count Giscard Malévol while he drank « wine »: 1 Stole the Scepter of the Merovings: 1 Defaced living portraits with holy water:1

Infractions rating: 7

Rumors:

  • Vyônes is filled with Count de la Frênaie’ spies… if you look to your left, that women is one of them.
  • Blérot the Woodsman swore to avenge his murdered love, but disappeared in the castle without a trace.

We start in Vyônes. Noah has crafted a bigass Pavise shield with spikes and all for Constant Jean who has finished his martial training. The Troubadour de l’Automne hasn’t found anyone worthwhile for them for the moment. Retainer Eudes is leaving this time around as he was summoned home by his father, the Count de la Frênaie. The group leaves for Périgon. At the monastery Cordélia learns from the abbot that retainer Bruno is linked Renfield-style with a vampiress from the Château des Fausseflammes. Not only that but the poor soul also suffers from lycanthropy! They might be able to treat him, the abbot says, but he requires a suitable donation (250gp) which Cordélia agrees to pay. Cordélia hires young Phoebus who’s not suited to ascetic monk life. Noah hires Pierrot who almost immediately begs to have a salary advance along with his hiring fee. Noah agrees to it.

Gatehouse

  • The fortune seekers enters through the gatehouse, under the watchful eyes of the ravens.
  • They know where they want to go, they go directly to the Entrance Passage. The double doors are open.
  • The side door that leads into the Servants’ Wing has been repaired and as they wondered upon this fact a volley of arrows is let loose on them from the murder holes! Fortunately Paul Nareff has time to shout « Watch out! » (he has the very useful Alert focus). Those with shields (Constant’s newly-crafted shield come in handy) make good use of them (Screen ally manoeuver) and the worst of the volley is evaded with only a few arrows hitting flesh.
  • In a hurry to get out of this lethal situation Monmon once again breaks open the side door. It falls off directly on top of the previous broken door.
  • They all get in and start to attack the archers, skeleton archers in fact. An arrow from Cordélia doesn’t do much. Monmon smashes one to bits with his spear with a swooping motion. Paul Nareff kills another with his short sword. The others follow suit and only one skeletons remains at the end of the round (this side of the passage), it tries to rake the face of Pierrot with one skeletal hand but fails and is quickly dispatched thereafter.
  • The adventurers go on. They quickly go through already-explored territory inside the Servants’ Wing and get to the set of stairs near the dark monks’ chapel. They go up.
  • They’re now in the Gothic Wing. They see a bust inside a nook directly in front. Monmon goes see the bust, it depicts Médard « the mighty » Malévol, and failing to resist a geas and he exclaims loudly « DEUS VULT » and charges into the large open Feasting Hall nearby.
  • A bit beffudled his companions try to keep pace with him and en route they encounter Jean-Honoré the Butler who says the feast will be ready soon. They almost trample him as his platter of glasse is sent flying and crashes on the floor. He protests and cries. They ignore his pleas and continue after their single-minded companion.
  • But Monmon is stopped abruptly, seems to float middair for a second before everyone understand that he’s stuck in a huge spider web!
  • There’s some weird shadow tricks going on around them and they hear a feminine voice: « well, well, what have we got here, a choice morsel, yessss… ». They also hear the clank clank of metal boots coming from the north behind closed doors.
  • Monmon tries to get out of the web but to no avail, he’s stuck even worst. Cordélia shoots an arrow at something moving on the ceiling but only hit a bit of tapestry or so it seems.
  • Paul-Jean swings his longsword at the web and manages to cut it enough (very difficult, he rolled very high) to free Monmon from his predicament.
  • They all run further west and get into the Lesser Library. They don’t linger but passing by, Monmon snatches away a massive book that was held under an ominous grim reaper statue.
  • They turn on a corridor, open a door and get into a records room where hunchback, disfigured scribes are writing, each chained to its own desk. The scribes take a quick glance at the adventurers and then continue with their work. The PCs look at the sheets of paper and most are about them! Some about events that occured, some are outright lies (or are they?) and others don’t make much sense.
  • And then Monmon decides to look at the book that he found earlier. A Reaper appear before him. It swings at him with a scythe but misses. Paul intervenes but now a second Reaper appears in front of Paul! Monmon wound his with his antique spear. Paul has his +1 dagger and gets a hit too but his wounded in return (he resists a paralysis effect). Cordélia does a Smite the Dead that finish the two Reapers but another appears before her. She tries something very risky, a Command the Dead on the Reaper, if the Reaper resist (1/2) she has no other spell and she’s pretty much dead. The Reaper fails to resist and is under Cordélia’s control!
  • Monmon sense the compulsion of his personal crusade mounting again and leave the room shouting a mighty « DEUS VULT! » again. He gets into a fight soon after against a pair of Fallen Knights in rusted plate armors. His spear punch a big hole into one’s armor but he gets hit himself by an axe blow. His companions yet again come to help him but Paul Nareff sees a beautiful woman (her arachnid lower half notwithstanding) lurking at the corner of the corridor that tries to entice him to come to her (charm person) but he resists and Stuffed Jean-Paul, oblivious to her charming influence, shoots an arrow at her and hit her shoulder. She gets away.
  • Meanwhile, the others has joined the melee against the zombie Fallen Knights. Another hit from Monmon and a crossbow bolt from Noah downs one opponent and Paul Nareff cut his head off to make sure (execution attack). The other is soon overwhelmed by their combined attacks.
  • Inside the room of the Fallen Knights they find their second (!) fancy dentelle underwear on a chair (that’s a random curio thing on a d100). Paul Nareff put the underwear on one of the aforementionned scribe’s head who seems suddenly happy (for some undisclosed reason), to the point of stopping writing entirely.
  • They enter a disquieting séance room and quickly get out.
  • They enter a small room with two doors. There’s also a small chest on the floor. Inside are 6 tiny (6 inches tall) lead soldiers/hoplites that come to life when Monmon opens it (another random curio). They dont talk but seem to swear allegiance to him, banging their spears on their shield and all that (Edmond is absolutely DELIGHTED!).
  • They get into a Knight Hall, a large room with columns that support a high ceiling. There’s a mezzanine and music can be heard coming from above. There’s a foyer with a huge sword hanging above ¨like Guts’ sword¨ asks Olivier ¨Yes, like Guts’ sword¨. It falls down treacherously when Monmon approaches but he sidestep it. Paul Nareff takes it with glee. Monmon wants to send one of his little soldiers up a ladder on the mezzanine. The soldiers make a series of rock paper scissors matches and the final loser is sent. He bravely climbs the ladder and get above. The music is interrupted, there’s some scratching noises, a squeal and then a big (normal) rat fall down on the ground at the feet of the PCs, a tiny spear jutting from its side. The little soldier reappear, victorious! Monmon is very proud! Cordélia go up and find a well-crafted harp. How come there was music, they don’t know…
  • They go nearby and get into a Bust Gallery. There’s five busts on pedestals. Paul Nareff smashes the one depicting Aranéa Malévol, the very same that tried to charm him (and did the web that captured Monmon presumably). He resists a curse. Monmon steal the gems that served as eyes on Claudette Malévol’s. Blood come out when he does but nothing else happens. There’s a short sword jutting out from Eustache’s bust, Noah takes it. Paul again, smashes Aristide and Maximillien busts, resisting another curse with the latter (he’s been lucky with that!).
  • Noah’s new sword, Scrupulous, vibrates when he gets near a secret sliding door and thus find a empty room with another door.
  • The door leads to a secret lab. Inside a basket full of decapitated heads Cordélia find an Amulet of Wolfkin. There’s a small glass domes with buzzing sparks, Monmon gets electrocuted when he opens it (he has not much hp left now). There’s jars filled with an opalescent liquid, one as an homonculus floating in it. Cordélia wants to free it and he gesticulates not to do it. She takes the jar with her.
  • They decide to call it a day and get out. The path on their map is pretty straightforward to the nearest exit: the Grand Entrance. They don’t encounter anything on their way out, not even the butler, but when they open the heavy double doors into the sunlight, they’re suprised to find three of their former henchmen lying on the ground.
  • The two statues at the Grand Entrance do their usual thing, one laughs, the other snaps its fingers and at that very moment the dead henchmen get up. Disquieting but not much danger as Paul Nareff cleaves one in two and severely wound the two others with one big swing of his Guts sword (whirlwind assault focus). They finish the two wounded zombies and leave the corpses there.
  • They leave the castle. Cordélia hides Stuffed Jean-Paul and the Reaper inside a local cemetary. She goes to the city of Ximes to consult with Luc Le Chaudronnier about the homonculus.

Session wrap up

  • 4 hours session, a lot accomplished again with the players choosing to explore a new area with a process a bit less random than usual but that was complicated when Monmon got his geas from Médard’s bust. I don’t play his condition as hard as I could but it will still be very problematic on the coming sessions.
  • The Entrance Passage’s murder holes ambush could have gone a lot worse but a combination of relevant abilities they possess and some luck made it not too bad with only light injuries.
  • Speaking of this, it’s quite obvious that World Without Numbers give characters stronger abilities than other OSR systems but except for the Healer there’s nothing too egregious that I don’t approve
  • We’ve played a bit more with WWN combat manoeuvers this session (screen ally, execution, etc) and it was great. There’s still some other useful ones to try for another time.
  • Having a Reaper under Cordélia’s control is strong, very strong in fact with no time limits, but it’s also quite fun and of course Marjorie is absolutely thrilled of having succeeded this impressive feat
  • XP: Participation: 1 Treasure: 2 Secrets: 1
  • Treasures: 2 saphirs 550gp, magic sword Scrupulous, Amulet of Wolfkin, beautiful harp
  • Fatalities: 
  • Quote: Marjorie: » I hate this fucking game, nothing ever works! It SUCKS! » 2 minutes later after taking control of a Reaper: « Yes, yes, YES! I LOVE IT!
  • New Infractions: Bullied Jean-Honoré the Butler (1/2) Smashed the busts in the Bust Gallery (1)

Frosthaven – Town in Flames (1)

My brother-in-law Math have enlisted us back after a several months’ hiatus following the end of our campaign of Gloomhaven. Its much-hyped successor Frosthaven was awfully late in materialising at his doorstep, not even counting the usual delays (covid, always covid), his kickstarter copy arriving with the very last batch of deliveries or so it seemed. Anyway here we are again, the same three players for at least a year of Frosthaven.

Note: My present cellphone is as cheap as it gets and my pictures are shit awful. I’ll try to have a better camera next time.

Note 2: Hopefully, Math and Guillaume will chime in too on the blog.

Note 3: The box comes with cardboard minis and tiles. Every tiles, decor pieces and minis in the pictures you’ll see are Math’s and not included in what you’d buy.

Characters

  • Boneshaper (David) lvl 1
  • Geminate (Math) lvl 1
  • Drifter (Guillaume) lvl 1

Our characters were randomly picked from the six starting ones. Mine is a necromancer who taps on her own life essence in order to fuel her dark arts and summon undead horrors. That’s cool. Even cooler is Math’s Geminate who switches round to round between « stances » as their two personalities compete to take control over their body (which is a swarm of insect, awesome). Guillaume’s Drifter is less unusual and accordingly, far simpler to play.

Town in Flames

The very first scenario.

The fortune-seekers suffer from a long, exhausting northward march in an inhospitable landscape to reach Québec City Frosthaven only to see it burn. It’s under attack! Yeti-like Algox are swarming the poorly defended town, killing its inhabitants left and right.

After asking ourselves for a minute if we’d just go back the way we came we said **** it and just killed the baddies.

Missing (picture too sucky): my favorite moment, when I ordered my summoned skeleton to pick up loot and he was carrying it like a boss.

We save only one poor guard dude, the others are all dead… Hey, c’mon, we did our best I swear! We’ve just arrived! Our feet are like popsicles and all! Now leave the corpses to me, they’ll be treated with the respect they deserve mwahaha!

Closing comments:

  • The starting characters we got all seem fun to play. I have no idea what the non-starting characters look like, it’ll be great to discover them once they’re unlocked.
  • Math’s 3d printed new tiles are amazing. Each are single unit and magnetic so we can assemble the map very fast.
  • Gloomhaven is an excellent tactical boardgame but its storyline and overall worldbuilding is probably its weakest part IMO. If Frosthaven has a wee bit of improvement on this part it will enhance the gameplay experience a lot for me. We’ll see.
  • Frosthaven has another new thing compared to Gloomhaven, a town-building feature grafted to it. It was decided that it is I that will manage that part of the game so once I have studied it properly I’ll talk about this more probably.
  • The loot system seems a bit weird to me; adventurers collecting wood and metal and whatnot in monsters lair? I understand the intent but there’s a disconnect for sure. A bit too gamey for me, but it’s a minor thing, just a reminder that Frosthaven is a boardgame and not a RPG (even if it has rpg elements in it).