project-image

Gloomhaven Grand Festival

Created by Cephalofair

We invite you to join the celebration and check out the latest in the city of Gloomhaven. From Gloomhaven: Buttons & Bugs, Gloomhaven: The Role Playing Game, Miniatures of Gloomhaven, Gloomhaven: Second Edition and more, there is something for everyone.

Latest Updates from Our Project:

What's changed in Gloomhaven: Second Edition?
over 1 year ago – Mon, Jul 03, 2023 at 10:38:17 AM

Good day! We've got a big update written by Drew Penn on everything that has changed in Gloomhaven: Second Edition, but first we'll do a little review. We didn't do any streaming yesterday, but we do have some upcoming streams!

Pixel Circus is back today to play good old game of Frosthaven at 11am PST. Like the games with Good Time Society and Penny Arcade, this was a custom scenario that will be available after the episode airs. Unlike the others, which were a bit on the easy side, this scenario is pretty brutal. It's a real nail-biter!

And the Tabletop Minions will be back at 5pm PST to paint some more miniatures!

The only other thing I have to tell you is that it is Monday, so check out the Cragheart puzzle (created by Mike Clinton) at the bottom of the main page. This one should be a little more challenging than previous puzzles.

And before we get into this mega set of info below, I also want to let you know we'll be off tomorrow for the holiday, so I'll catch you Wednesday!

                                 


The question of how much has actually changed in the second edition of Gloomhaven has been asked a lot during this campaign, and many people may still not have an accurate idea. We’ve provided individual examples (and will continue to do so) but wanted to take the time to break it down by the numbers, looking at many of the components in the game.

Classes
While most of this article is quantifying the number of changed game components, classes are simply too difficult to classify in terms of the degree changed - “how much a class has changed” is too subjective. So rather than try to break that down here, we invite you to take a look at the individual class previews below. As a general note: all classes received three new non-AMD perks, standees for their summons, and an initiative token. And there are now 18 classes in the box instead of 17.


Scenarios
Gloomhaven: Second Edition has 101 scenarios (up from 95). Of those, let’s break down how different they are from scenarios in the first edition mechanically. We will not define these categories precisely, but will provide examples below the breakdown to give an idea of what each means. General note: all scenarios have received some degree of narrative updates, from small tweaks to fit the new campaign flow to entirely new stories (you can find out more about that here). 

  • Slightly Modified: 32
  • Significantly Modified: 36
  • Reworked: 14
  • New: 14
  • Unchanged: 5

Note: Graphic design on these scenarios has not yet been started. These are just playtesting materials.

Slightly Modified


First of all, the scenario effect was removed, although this is simply because the scenario is now in the first three in the game and it doesn’t make sense to have scenario effects before many people may not have a single perk.

In the first room, we moved the Hounds further from the starting position. This scenario could start off really brutally depending on what the Hounds did on round 1, and giving the party more space will make this a bit less punishing. 

Most of the difficulty in this scenario came in the first and third rooms and with the changes to make the first room a bit easier and more forgiving, we slightly increased the amount of enemies in the second room to provide slightly more even difficulty throughout. 

Significantly Modified


As above, this scenario being in the first three, it no longer has a scenario effect. 
More attention has been paid this time to making the first few scenarios for new groups more forgiving and with this being the second scenario, we’ve added an additional starting room to give groups some breathing room against the aggressive Night Demons (while still helping to teach the tactic of approaching enemies late in the round after their turns).

This scenario is also the first introduction to Cultists and monster summoning in general, so we’ve provided a very low number of Cultists and set up exactly what they’ll be doing each round so that players can learn how to play around it.

This scenario previously featured Flame Demons, a tricky enemy for new Gloomhaven players to face as they require very specific tools to deal with. As players are just learning the game at this point, we didn’t want them to face the unique difficulty of Flame Demons this early on and thus replaced them with a much simpler enemy in Earth Demons.

Reworked


The old version of Ritual Chamber threw the party in a room with a bunch of Cultists and told them essentially to hope the Cultists didn’t summon too soon or too often and essentially wipe the scenario with limited player control of the outcome.

The new Ritual Chamber presents a similar scenario but with different mechanics to introduce the Cultists gradually such that their ability card flips for a given round are not so significant in the success or failure of the scenario.

New


And alongside all of the changed scenarios, you’ll find 14 completely original scenarios like this one. 

Items
Gloomhaven: Second Edition has 152 different items (up from 132). Of those, let’s break down how different they are from items in the first edition. I will not define these categories precisely, but will provide examples below the breakdown to give an idea of what each means.

  • Modified: 76
  • Reworked: 19
  • New: 43
  • Unchanged: 14

Modified


The old Minor Stamina Potion was simply too powerful and also scaled far too well. The new Stamina Potion had both its power and scaling reduced, making it still a strong item for gaining an extra turn or repeating a good level 1 action, but without all of the extra unnecessary power that made it one of the strongest items in the game. And it has been made unrecoverable to avoid potentially degenerate combos that gain too many extra turns or repeat the same actions ad nauseam.

Reworked


We wanted to keep the existing theme of moving a long distance to gain experience, but incorporated it into something much more regularly usable so you wouldn’t have to give up a valuable item slot for the pleasure. And what makes someone happier than looting?

New


Prosperity 1 items were largely dominant in the first edition as many of them were far too cost effective. This time around, we aimed to make Prosperity 1 items that provide smaller bonuses to allow for more room to improve as you progress through the campaign. Scouting Lens is still useful, especially for any class that struggles a bit with shielded enemies, but it’s never going to be so cost effective you hesitate to replace it as you unlock additional head slot items down the road.

Personal Quests
Gloomhaven: Second Edition has 22 personal quests (down from 24, as envelope X has been integrated into the Town Records book). Of those, let’s break down how different they are from personal quests in the first edition. We will not define these categories precisely, but will provide examples below the breakdown to give an idea of what each means. As a general note: all personal quests now end with a scenario or a section book entry, even those that did not change mechanically.

  • Modified: 4
  • Reworked: 8
  • New: 6
  • Unchanged: 4

Modified


Finding the Cure is actually an amalgamation of two first edition personal quests: Finding the Cure and Elemental Samples. We removed any personal quests that required finding specific monster types because these had such high variability and many times led to parties feeling stuck between no foreseeable retirement or being forced to replay a scenario. With 101 scenarios in the game, we never want people to feel like they need to replay a scenario to advance their character’s personal quest. So that meant cutting the old Finding the Cure. Meanwhile, we had something else to do in place of Elemental Samples, so we could easily move the mechanic from that personal quest to this card and fit the narrative accordingly.

Reworked


The old Fall of Man personal quest was infamous for players who started the campaign with it (like myself!) and took forever before they could retire. This one was reworked as part of our goal to change any personal quests where players were often stuck. Instead, we were able to make this mechanically follow the theme even more so than before.

New


In addition to fixing up old personal quests, we also made some new ones that avoided the existing issues and let characters explore and interact with the world in unique ways (such as becoming a politician).

Monsters
Gloomhaven: Second Edition has 36 different monster types (up from 34). Of those, let’s break down how different they are from the monster types in the first edition. I will not define these categories precisely, but will provide examples below the breakdown to give an idea of what each means. 

  • Minor Adjustments: 14
  • Substantial Mechanical Changes: 20
  • New: 2
  • Unchanged: 0

Minor Adjustments



The biggest change for City Guards was in their ability card deck: previously both of the 15 initiative non-move actions were the reshuffles, which could lead to Guards in general spending a lot of time sitting around potentially doing nothing (and also meant a big difference between the difficulty of facing them as a melee or ranged character). Now one of the two reshuffles is on their 55 initiative action which self-strengthens. Beyond that, they’ve had the same level 6 and 7 stat increases that all monsters have been given to help increase the difficulty of late campaign for groups who choose to increase the difficulty level.

Substantial Mechanical Changes



Most of the threat of Cultists in the first edition was their ability to summon Living Bones. This is certainly still their most threatening action, but we’ve taken steps to reduce the randomness and swinginess overall. Now, when they summon, they take less damage than before but also stun themselves, meaning they won’t typically be able to summon multiple rounds in a row, which could previously be a scenario-ender. Their heal abilities now apply Safeguard (the new condition that blocks a negative condition and then goes away), which can actually prevent the self-stun, giving your party a big incentive to try to get any negative condition on a Safeguarded Cultist as soon as possible. And as we made their summoning weaker, we wanted to keep their average threat level similar by increasing the strength of their non-summoning turns through slightly stronger actions and better stats.

New



We introduced two new monsters to Gloomhaven: Second Edition, Chaos Demons and Crystal Rot. Chaos Demons you’ll already recognize if you’ve played Jaws of the Lion or Frosthaven - these popular enemy types fit in very easily in the base game as well. Crystal Rot, on the other hand, are entirely new enemies. One of the most common scenario types in Gloomhaven is facing off against mostly undead enemies. We wanted to add a new, mechanically different undead monster to add more variety to these types of scenarios. Crystal Rot are powerful support casters that bolster their undead allies, making them high priority targets in combat without the swinginess of summoning.

Bosses
In addition to the monster changes, most bosses and their scenarios have been substantially reworked. There is also one brand new boss.

Events
Gloomhaven: Second Edition has 180 events (up from 160). Of those, 17 are from the first edition. 15 of those had edits ranging from rewrites to match the existing theme down to minor mechanical tweaks. Two cards had no edits at all — they're the only ones that made it through unscathed. The other 163 are all-new.

And More…
While we’ve primarily focused on quantifiable component changes in this article, there’s plenty more that’s new in Gloomhaven: Second Edition. To learn more, check the pledge page here.

Sunday review
over 1 year ago – Sun, Jul 02, 2023 at 10:09:51 AM

Good day! I hope everyone's having a relaxing weekend. Another short update today, as I just want to once again highlight episode 3 of Old School that dropped yesterday. It ended up going live a little late, so sorry for the incorrect times yesterday.

I think this episode had a lot of good stuff in it, from additional uses of skills and backgrounds, to some other way GMs have of limiting character stamina to increase tension, to camp logistics, to a combat that felt a little more free and unknown than what you'd encounter in the board game.



A lot of these mechanics have been covered in previous updates, but I did also want to touch upon something briefly that comes up in the middle of combat here: the fact that you can spend movement points to interact with objects. Now if you want to do something complicated or difficult, that's still going to require an entire action and a skill check. But if you want to do something simple, like kick a sleeping companion awake or flip over a light table, you can just spend a movement point during one of your move abilities.

Why would you want to flip a table over? Well, you can also spend movement points to take cover behind objects. Line-of-sight still works the same as in the board game, but if you've spent the movement to get into cover, and a ranged attack's line-of-sight goes through the object covering you, you'll get Shield 1 for partial cover and Shield 2 (plus the attack will be disadvantaged) for full cover.

Just one more way we've added more freedom to the combat to create more dynamic encounters!

We're not airing any new streams today, due to the holiday weekend, but we'll be back tomorrow with more streams and more updates. Later!

The Weekend!
over 1 year ago – Sat, Jul 01, 2023 at 10:09:03 AM

Good day! It's the weekend after a very long week, so we're gonna take it a bit easy today and just hit you with a recap.

First off, RPG play with Pixel Circus! GM Kailey Bray led Saige Ryan, Carlos Cisco, Gina DeVivo, and Anthony Carboni through the criminal underworld of Gloomhaven, to hilarious results.



Then we had a lovely Fireside Chat with Zac Cohn and Alexander Theoharis, two of the members of Satire, who wrote the scenario and event narrative for Gloomhaven: Second Edition. We talked a lot about how to write good events, using the section book to tell more complete stories, and "Xain on Your Wedding Day". There's a lot of great tidbits in this one.

And what's going on today? Just a little bit more Old School! We are finally back with the second episode of the RPG campaign I am running with my friends. The party gets deeper into the mystery of the missing wagon. Do they find it? Is Derrick of any help at all? Which one of them hits a critical miss at the worst time and leaves the whole party in jeopardy? Find out at 10am PST (oh, that's right about now) on the main page. (Edit: Actually, we're running a bit late rendering the video - should go live around 10:30 instead.)

                         

I hope you have been noticing and joining in the polls we've started posting each day. It's just a little something extra I thought would be fun - a community-driven text-based RPG where you decide what happens next in the story. We've already made our character real fast and are now into some action. In order to keep things moving, sometimes I'll make decisions on my own about whether to use skills or backgrounds, but when we get to a check, I will randomize it and run with the results.

Today we did a finesse check and didn't get a great result, but it was an opposed check, where we were testing finesse versus the guard's focus, and luckily they didn't get a great result either (where they also added a base score to a random card flip). Anyway, I hope you continue to participate. I have no idea where this is going!

Also one thing I touched upon briefly at the top of the chat is that a significant announcement is coming next week, so that is something to look forward to!

And that's about it. He is your link to the discussion of the Silent Knife puzzle. Catch you tomorrow!

Some page updates and GM guidelines
over 1 year ago – Fri, Jun 30, 2023 at 07:54:56 AM

Good day! I've got some potentially exciting page updates to share with you on this lovely Friday, but first let's go through the stream schedule!

Yesterday was a relatively light streaming day. I joined Drew in the morning for a two-player run through of a Gloomhaven: Second Edition scenario. We were showing off some Angry Face updates (and I was just playing a Cragheart) and a scenario that saw some more significant changes than some of the others we've played. Did I die? You'll have to watch to find out.



What we've got for today is an exciting RPG play from Pixel Circus, starring Kailey Bray as the GM and Saige Ryan, Carlos Cisco, Gina DeVivo, and Anthony Carboni as the players. That'll be going live at 11am PST and is definitely worth a watch!

And then we've also got some more miniature painting from Tabletop Minions that goes live at 8am PST which is coming up real soon!

Not to mention the usual Friday stuff: a fireside chat with me at 4pm PST, and a new puzzle for the Silent Knife down at the bottom of the main page!

                           

Okay, exciting shipping update! Price has been hard at work figuring out better shipping rates for Asia, and the following countries are being incorporated under the existing China & Hong Kong rates to bring their rates down significantly.
  • Japan - JP
  • South Korea - KR
  • Malaysia - MY
  • Philippines - PH,
  • Singapore - SG
  • Taiwan - TW
  • Thailand - TH
We'll have these rates updated on the main page soon, and know that Price is still working on getting better rates in other regions too!

And then I just thought I'd update you on some smaller page changes. First of all, we did an audit of all the miniatures on offer and made sure all the graphics were correct and displayed the correct counts of minis. Sorry if the previous versions confused anyone. In addition, we've given exact counts on the base rings and flight stands that come in each separate product, which should be plenty to field whatever comes in the box.

I've also added videos and a stream schedule to all the pledge level pages, so if you're looking for videos on a specific project, you can look there to find everything aired so far for it and what will air in the future. I hope that helps!

                           

For the rest of the update, let's talk more about the RPG! Yesterday I gave some info on how a GM runs monsters, but what about how a GM should handle the rest of running a game? I figured the best way to answer this would be just to pull out a few sections of the core rulebook pertaining to the matter. Here are the two other major considerations: managing a party's stamina throughout an adventuring day, and guidelines on attribute checks.

Managing Stamina

A successful adventure comes down to the GM’s ability to present a challenge that is neither too easy nor too difficult. If the adventure is too easy, the players will feel underwhelmed. Most players enjoy a challenge, but they'll often feel frustrated if it’s too difficult, believing their choices could not change the outcome. Sometimes the trick of striking this balance is juggling their Ability Cards and Stamina.

An adventure can span a single day or multiple days, but the main key to ensuring a day of the adventure is challenging and tense is properly gauging your party’s Stamina through the number of Ability Cards they discard, ending the day just as they feel the pressure of running out of cards. Note that not every day of an adventure should be tense and leave everyone on the brink of exhaustion, but if you want a day to be tense, you should budget for your players to discard, on average 35-40 cards.

Characters typically discard their cards in the following ways:
  • Attribute Check Outcomes If players are doing something strenuous, and the check doesn’t go as well as expected, a result can be that they discard cards, signifying an expenditure of stamina.
  • Combat As a rough metric, 1 point of creatures at the recommended campaign level (see below) will cause one character to discard four cards. This depends on how many creatures characters face at once, but it can be used as a general rule of thumb. For instance, if four characters face 12 points of creatures in a room large enough to maneuver tactically, you can expect them to discard about 12 cards each on average (ending the combat in about 6 rounds). If you place four characters in a confined space with 36 points of creatures, however, they are likely just to get overwhelmed and exhausted.
  • Other Strenuous Effort Even if something doesn’t require an attribute check, a GM can ask players to discard cards for something their character is doing if it is strenuous. It’s recommended that characters discard 1 card every 20 minutes of travel.

Let’s say you are planning a day’s adventure for your party. They will be tracking down a missing caravan wagon.
First, they need to get some initial leads, talk to the population of a small town, and look for clues. Each player is anticipated to discard 2-3 cards in the attribute checks to gather information.
An initial lead sends them to an abandoned fort on the edge of town where some local ruffians are holed up. Next, they must climb over the fort’s walls, a significantly strenuous effort that requires discarding 4-5 cards in movement and attribute checks.
Once inside the fort, the players must fight a group of ruffians to get answers. Four characters face 12 points of creatures, resulting in about 12 cards being discarded.
The players discover that those in league with the ruffians took the wagon south to another hideout. They must travel for 2 hours, discarding another 6 cards.
Arriving at the hideout, the characters are tired but have enough gumption to fight another 12 points of creatures, discarding a final 12 cards. This brings the total to 36-38 cards, putting the characters on the edge of exhaustion.

Testing Attributes

Part of being a GM is determining when an attribute check is called for. If a character is attempting something mundane that they could do with ease as part of their class skill set, they can generally perform that attempt without needing a check. However, even the simplest actions may require an attribute check if they are attempting the same thing under duress or in high-stress situations, like under a flurry of arrows or while being attacked in combat.

Occasionally, the players will ask to do something strenuous that requires an Attribute Check. They will describe what actions they are trying to take and what they are trying to accomplish, and it is up to you to decide which trait should be tested for that check. Remember, you decide on any disagreements as the GM. Still, if a player has a compelling argument or gameplay circumstance for why a particular trait should be allowed, it should be worth considering. 

Other times, it is up to you as the GM to request a passive attribute check. This is used when you want to test a character’s abilities for more passive circumstances. For example, you can ask for a focus check to see if the character is paying close enough attention to notice something. You can ask for a Finesse check to see if the character can keep their footing on a crumbling path. You can ask for a knowledge check to see if a character recalls a specific bit of information.

The main difference between active and passive attribute checks is that passive skill checks do not require an action in combat.

On either type of check, it is up to you to determine the target difficulty of that check. You can start by determining the level of challenge for each character. Use this table to determine what the base difficulty rating should be. 

Skill Check Difficulty Ratings
  • Very Easy: 1-2
  • Easy: 3-5
  • Moderate: 6-8
  • Hard: 9-11
  • Very Hard: 12+

Some characters may be better suited to a particular attribute check based on their size, strength, class, background, or other elements. An easy check for some may be moderate or even difficult for others. An attribute check may also sometimes be easier or harder based on external elements such as weather, terrain, or other circumstances surrounding the check. What might be an easy check on most days can turn into a moderate or difficult check during a storm. A sight-based focus check will be harder on a foggy day, but a hide check might be easier. 
Explain the difficulty to the player and allow them to perform the attribute check. It is also up to you to determine what happens if the character misses or hits the target number. The non-binary success system means checks are not simply passed/fail. If the character comes close to hitting the target number, they succeed with a complication. Common complications are taking damage, discarding cards, or requiring additional attribute checks. If they surpass the target number by a healthy margin, they succeed with benefits. If they miss by too wide of a margin, failure is, of course, still an option. Whenever a check is outright failed, the character gains a luck token, which, when expended, gives them advantage on a check.

Do not be afraid to challenge players with passive checks or raise the difficulty of attribute checks to pressure them during an encounter. Attribute checks can be used to provide challenges just like combat encounters.

                           

If all of that sounds a little strenuous, worry not! The core rulebook also features a 20-hour adventure full of helpful guides and tips and can act as a great example for you to ease into the role of GM with. I hope that provided you with some useful insight, and you can see some of these principles in action today with the Pixel Circus stream (at 11am PST), and episode 2 of my Old School campaign, which will air tomorrow at 10am PST. Next, I'll be talking about loot and character progression.

I hope you have a great weekend, and I'll catch you tomorrow!

Running monsters in the RPG and more about Forteller
over 1 year ago – Thu, Jun 29, 2023 at 07:54:05 AM

Good day! Did you notice that yesterday was so packed, I was in two places at once? We aired our marvelous Frosthaven game with the folks over at Penny Arcade yesterday morning, which I think was very entertaining. I created a custom Frosthaven scenario fittingly titled "Lost Arcade". It had a fun little arcade mechanic in it where characters could activate arcade games for different effects while fighting monsters, and the best news is that you can play it too! Here's a link to the PDF, and you can watch the video below.



After the game, Penny Arcade also went into a painting stream that featured a lot of the newer sculpts you probably haven't seen up close before.



But then while that was still going on, I also hopped over to Gaming Rules! to be interviewed by Paul Grogan about RPGs, miniatures, Euro games, favorite movies, Spacehaven, and the best ever year for board gaming. It was a lot of fun, and you should watch it!



And the day wasn't even over! After that, I got to play a Gloomhaven: Second Edition scenario with Ella Ampongan, who is one of my favorite people in this industry, and I was so happy to spend time with her, along with Drew and Dennis, on her Dice Tower stream.



And speaking of Drew and Dennis, we are going live at 8am PST (the reason this update is going out a bit early) to play some more Gloomhaven: Second Edition, because you can never have enough of that.

A roundup of BGG threads:
Here is a link of the Angry Face class preview written by Drew and Dennis.
Here is a link the discussion on puzzle #4 with the Mindthief.

                           

After posting the general overview on the RPG yesterday, I now wanted to take some time to further dive into specific mechanisms. On Monday, I talked about character creation, and today I thought it would be illuminating to discuss how the Gloom Master controls monsters in the RPG.

We can start with a look at the bestiary entry for everyone's favorite enemy: the ooze.

Now, obviously the graphic design, writing, and pretty much everything else is not final, but it should still give you a good idea of what you are working with.

The top half of the page is information that should look familiar: stat blocks for normal and elites at all levels and a list of potential actions (with initiatives) that are essentially analogous to the ooze ability card deck. This is so that if you own a copy of Gloomhaven, you can use the monster components from the box instead of the bestiary, if you find that more convenient (the bestiary will represent the stats of monsters in second edition, but no one is going to stop you from using first edition monsters - or Frosthaven monsters for that matter).

Note that levels for monsters are the same as they are in Gloomhaven. It is recommended that GMs run monsters at the appropriate campaign level (half the average character level), but GMs are free to run monsters at higher or lower level (and mix and match in the same combat), with rules on how to adjust point values. And yes, there are point values for monsters (in parentheses after "Normal" and "Elite"), along with general guidelines on how many points' worth of monsters would be challenging at different player counts.

All this is leading up to saying that the main difference between monsters in the board game and monsters in the RPG is that AI controls monsters in the board game, but the monsters are fully controlled by the GM in the RPG. The GM makes the decision of what action to perform each round and also all the details of how that action is performed. It is no longer about mindlessly going for the closest, fastest enemy. Monsters can now think, work together, and go after the biggest threats, so long as they have a reasonable tactics level.

Tactics level? Yeah, so this isn't about the GM just playing each monster as hard as they can to run the players into the ground. It is about setting up thematic encounters that are challenging and fun. Not every monster is going to act like an expert in military tactics, least of all the mindless ooze. Each monster will have a write-up about their tendencies in combat and some suggested actions for a number of situations.

And you may also notice there are some (not final) timing icons to the right of some actions, giving them cooldowns to reinforce to the GM that the monster shouldn't be using these over and over every round.

It is recommended that GMs just have each monster of a type all perform the same action in a round for easier bookkeeping, but if they're up for it, they could have different monsters act at different times with different actions. It is also, of course, recommended to stick to these action lists, but there's not really anything stopping GMs from creating their own action lists for monsters (or their own monsters for that matter) just to keep players on their toes.

And the other important thing to note about combat is that the GM can withhold whatever information they want (for instance, hit point values or initiative values). The characters no longer know what the monsters are doing in a round, which changes the dynamic of combat significantly.

And finally, you'll notice some more thematic text at the bottom of the bestiary, giving players some background and lore on the different monsters they will be facing. I hope all of this shed some light on how GMs use monsters in combat and how it compares to combat in Gloomhaven! Next time we delve into the RPG, I'll talk about more GM tools and some rules and tips for creating challenging, epic adventures.

                           

Lastly today, I wanted to spend a little time highlighting one of our partners, Forteller, and the audio narration products they are offering as part of their campaign. Here is Forteller talking about what they have on offer:
  • Gloomhaven: Second Edition - an immersive narration to amplify these brand new Second Edition scenarios. 
  • Frosthaven - Over 20 hours of professional narration and receive an extra discount while ordering your reprint copy!

The Forteller team is excited to dive back into Gloomhaven and tackle the Second Edition! The current campaign offering can be found:
  • As a separate Addon!
  • In “Ultimate Gloomhaven Set” pledge tier
  • In “The Big One” pledge tier

Why back now? 15 USD will be the deepest discount offered for backers during this celebration. Gloomhaven: Second Edition will include all 101 scenarios.  Based on the demand, the additional road and city cards may be added to complete the narration with an additional 3 to 4 hours (the road and city cards estimate) of audio content.

On behalf of Forteller, we are all grateful to the support from the community and giving us the ability to produce these amazing audio narrations and fuel our passion. We exist because of you, thank you!

                           

With that, we're going to call it a day. There's just the one early stream today, so I'm kind of looking forward to having a slower day to care of some more work from the backlog. And maybe take a nap? It's doubtful, but a man can dream. Either way, catch you tomorrow!