Finishing the spire basement in our last Frosthaven night forced us to follow it up with the boss at the top. To recap slightly: We’d been following the trail of bloody slaughter to a tall, ancient metal spire with a red beam of light shooting from the top. We entered and found machines carrying animal and sentient body parts to a mysterious furnace that empowered the red beam of light. Continuing to the basement, we found that the spirits of the dead were prowling about, animated by that same energy. Our only exit was the elevator to the top.
At the single room at the top, we were confronted by the shifting, mutated form of a Chaos Lord, who through sheer force of will managed to drag the red beam of light and life energy into himself. Anyone who stepped into the light would suffer, horribly. He would summon “sparks”, often — they only had two health, but were powered up whenever anyone stepped into the light, either voluntarily or being forced into it by the Chaos Lord.
Since last time, I’d painted the Infuser and mostly finished painting the Crashing Tide. We’d printed a Chaos Lord, so we had that. For the sparks, we used the Black Imps I’d painted for, I think, Jaws of the Lion. I have so many minis right now; we’re going to make substitutions here and there.
We’d divided responsibilities. The Infuser, Crashing Tide and the Drifter were going to jump up to the boss and start doing the nasty to it. It had 120 health, so it was going to take a lot of nasty to bring it down. I, the Trapper, would stay behind and attempt to lay so many traps that the sparks would die the moment they spawned, or soon after.
This did work, for a time, but I finally had to flee to the protection of the boss side of the room while the Infuser laid obstacles to make it harder for the sparks to get to us. They were eventually doing 14 points of damage, every time they hit.
We did manage to take it down, and got a “Coral Shard” sticker from it, which probably opens up something on the lurker path. Our city event, once we returned to the outpost, had us helping a lurker researcher or hindering her. We chose to help, which put an event on our winter calendar.
Our Town Hall challenge was that enemies would move 10 initiative faster. Since the sparks all moved at 90, this would still usually make them move last at 80. This challenge only affected the Chaos Lord’s initiative enough to change their order a few times, so all-in-all it was an easy challenge. The Drifter moves a little closer to their retirement.
We finally had enough metal to build the Enhancement tent, which set the Infuser on her way to retirement. She needs to buy ten enhancements; and they are super expensive and get more expensive. We’re going to have to donate sellable gear in order to get her enough enhancements to retire, which just means that the rest of us aren’t going to be getting any enhancements (because we cannot afford them if we’re financing the Infuser’s retirement) and the Infuser will just retire, taking all those enhancements with her.
Seems kind of dumb.
Drifter leveled, and I think the Crashing Tide did, as well. I am one xp point short and I don’t know how far the Infuser is from the next level. But I should be level 4 after the next scenario.
We didn’t see any unlocked scenarios that had the mobs I needed to kill, so we’re doing one for Crashing Tide next time. Lots of machines to kill.
Should be fun. I hope it’s a little less stressful.




