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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:

RPG character creation
almost 3 years ago – Mon, Jun 26, 2023 at 09:53:48 AM

Good day! And it's a big day, so let's get right to it!

We've got three big streams coming in today to fill the full gamut of Gloomhaven: the Role Playing Game, Gloomhaven: Second Edition, or Miniatures of Gloomhaven. No matter what you're looking for, we've got some entertaining stuff! And all streams can be found on the main page of the campaign.

First off, we've got a Gloomhaven RPG session with Penny Arcade airing at 10am PST (which is somewhere around now!) featuring Alexander JL Theoharis as the GM and Jerry Holkins, Laura Stringer, Jasmine Bhullar, and myself as the players. This one was a lot of fun to film, and should give you a great sense of how to play the game.

Then at 1pm PST we have an in-person playthrough with Good Time Society of a custom Gloomhaven: Second Edition scenario! The players here were Kate Elliott, Banzainator, Jake Michaels, and myself, and this was also a great time. Tomorrow we'll even be releasing a PDF of the custom scenario played!

Finally this evening, we'll have another miniature painting stream with Tabletop Minions at 5pm PST!

And if that weren't enough, we also have a new puzzle for you - this one for the Spellweaver - that you can find at the bottom of the main page!

                           

I'd like to dedicate the rest of this update to diving a little deeper into the character creation and character mechaincs for the Gloomhaven RPG. First off, if you want to watch a full video on character creation, the video below is a great resource.



The goal of this update, though, is to give you a solid written overview. So now I'd like to take a look at our good friend Berge Brumble, Orchid Tinkerer. Berge is part of the Penny Arcade gameplay video going on right now, so once we go through his character creation, you can immediately go watch him in action!

The first choices of building any character are the class and ancestry. Class being things like Bruiser or Cragheart, where ancestry refers to Inox or Savvas.



Berge, as we already affirmed, is an Orchid Tinkerer (with he/him pronouns).

A character's class determines a lot, as it is what a character has specialized in and trained for to become a mercenary. It gives them a large pool of ability cards, along with a list of skills to choose from, and their perk list, which will determine how they can modify their modifier deck as they level up. Classes also provide attribute bonuses, which we'll get to shortly.

We wanted a character's ancestry, however, to have a more optional impact on how a character plays mechanically. Though the ancestry will certainly play a major part in how a character looks and how they interact with the world, ancestries don't have to define a character's abilities. Instead, ancestries provide a smaller pool of supplementary ability cards that can be swapped into a character's hand, along with some additional skill choices. We'll get into hands of cards and skills in a bit.

Next, though, let's talk about attribute scores. There are five attributes in the game:
  • Athletics, which is used to perform feats of physical might or stamina.
  • Finesse, which is used to perform feats that require physical grace or hand-eye coordination.
  • Focus, which is used to perform feats of concentration and attention.
  • Influence, which is used to perform feats that try to sway another person or creature.
  • Knowledge, which is used to perform feats that allows you to recall information you have already gathered or to use logic to utilize that information.
To start, each attribute has a value of 1, but then your class will provide a specific bonus.



In the case of Berge being a Tinkerer, this gives a +2 in knowledge (bringing it up to 3) and a +1 in finesse (bringing it up to 2).

Next, a player gets to reduce any attribute they want by 1 and then do two more attribute increases, provided that no attribute is raised above a character's level plus 2 (3 when starting out, of course).

Berge is an older Orchid with lots of crystal growth. He doesn't move around so well, I've decided to drop his athletics by 1 (bringing it down to 0). On the other hand, he is very attentive and always has a clear goal in mind, so I'm going to use both my increases to bring up his focus from 1 to 3.

With our attributes in place, let's move on to skill choices. Skills give characters an opportunity to perform some of their class's iconic feats in a roleplaying session, which is related to how ability cards are handled outside of combat. You see, when not in combat, in order to facilitate better and easier roleplaying, players aren't interacting with the text on their ability cards at all. Their entire hand of cards is placed face-down in front of them as a deck that represents their stamina.

But then how do you know what cool stuff your character can do when not in combat? That's where your skills come in! These are feats that are so practiced and integral to your identity, you can perform them any time, even when not in a heightened state from combat.

As we develop the game further, the list of available skills for each class and ancestry will grow, but for now, here are the five Tinkerer skills available and the one Quatryl skill:
  • Build Contraption: [Lose] Create a small mechanical contraption to perform menial tasks for you. It lasts until you take a Full Rest, but it does not function in combat.
  • Brew: [Discard] Spend 10 minutes to create one potion or other liquid that lasts until you take a Full Rest. The effect of this liquid shouldn’t be stronger than a common consumable.
  • Flamethrower: [Discard] Subject everything within 10 feet to extreme heat and flame. Living creatures can either move away from you or take 3 damage (their choice).
  • Healing Mist: [Discard] Perform [Heal] 2 on yourself and everyone within 5 feet of you.
  • Net Shooter: [Discard] Shoot out a human-sized net to [Immobilize] a single creature within 20 feet for no more than 1 minute.
  • Deft Hands: [Discard] You gain advantage on the next Finesse check to perform a task requiring your hands.

The first thing you may notice is that each skill has either a "Lose" or "Discard" next to it, and this is where your stamina pile comes in. Doing various things (including using skills) requires you to expend stamina, which works more-or-less as it does in combat. "Discard" means moving the top card from your stamina pile to your discard pile, and "lose" means the top card goes to your lost pile (as in the board game, whenever you lose a random card like this, you have the opportunity to suffer 1 damage to lose a different random card). You can use skills over and over, so long as you have stamina. And once your stamina pile is empty, you'll need to "take a breath" (also known as a "short rest" in the board game) to randomly lose one card from your discard pile and return the rest to your stamina pile. (And if all your cards are lost? Well, you're not dead, but you'll have to take it easy for the rest of the day.)



So the thing about Berge is that he is an excellent manservant. He lives to serve others, so his skill choices are going to reflect that, as skills are mostly used in role playing out of combat (though skills and attribute checks can be used in combat as well, in lieu of an ability card action). Characters get three skills at level 1, so Berge will take Build Contraption (to provide extra help in performing his duties), Brew (Berge makes a mean cup of tea), and Healing Mist (for when his employer finds themselves hurt).

Keep in mind that the skill descriptions provided are just guidelines. Roleplaying is a conversation between the GM and the players, and if you find other ways to make your skills useful, go for it. (For instance, Berge finds a creative use for his Healing Mist in the Penny Arcade game.) Also the fact that Berge can brew a potion doesn't mean that no one else can brew a potion, too. It's just going to require attribute checks for others to do it, while Berge can do it without a check.

Now that we've got our skills, let's move on to backgrounds! The way I view backgrounds, they don't necessarily have to be the headlines of your character's life, but maybe just something you'd find out while talking to them at a party that would make you stop and go, "Oh, that's interesting." Like, "Oh, you're into mediation? That's neat." Or, "Oh, you're in a jam band? Cool."

There will be a big deck of 50 of these cards, and players just go through them and pick out four that they feel speak to their character. Each background, of course, has a mechanical function in the game, but this process is more about helping players solidify their characters in their mind. What are their desires? Who do they interact with? What are their quirks?



Berge has the following backgrounds:
  • Employee: Berge is focused on being the best manservant he can be, so of course he needs someone to serve. In the Penny Arcade game, I decided Berge would be Socket's employee.
  • Meditative: Berge is very old and has spent a lot of his life meditating. Like many Orchids, life is not about moving quickly and acting brashly, but rather thinking through all the options and using the tools at your disposal with maximum efficiency. The way I like to think this plays out is that it doesn't look like Berge is doing much, but then he's always there when you need him, handing you the exact right tool for the job.
  • Collector: This is a hold-over from Berge's last employer, who was a Savvas. Berge was always on the lookout for interesting rocks and crystals for the Savvas to eat, and even after he left their employ, he still found the process soothing.
  • Dark Secret: In another life, Berge's top-notch skills would have had him serving the Orchid High Council themselves. And maybe that's exactly what he did do at some point in the past. But he was involved in something terrible and had to flee Velcyll Harbor. Now he's just trying to keep a low profile.

So how do these work mechanically? It's pretty simple. Any time you are performing an attribute check, and you feel like you could use a boost, you can spend one of your background cards for its bonus. In addition, if you're in a position to aid someone else's check, you can spend a background card to give them a boost instead. Spent backgrounds are refreshed every time you "catch a breath".

With backgrounds chosen, the next part is filling out your inventory. Now, as a Tinkerer, does Berge need to buy a flamethrower, a net shooter, trap supplies, contraption parts, and ink bombs to fully kit himself out and make sure he can use all his combat abilities? Absolutely not. All characters are assumed to always have on them everything that's necessary for their class to fully function in combat, and none of that stuff needs to be tracked in your inventory. Filling out your inventory is about all the stuff you want to bring in addition to whatever you need to make your class function.

Items are broken up into two categories: non-combat items and equipment. Non-combat items are various things that will have a use for you outside of combat: waterskins, a tent, cooking supplies. These are stored in a character's inventory slots. Equipment are items that are equipped into a character's equip slots and have specific combat functionality. These are the items you'd be familiar with from the board game: poison daggers, leather armor, and the like. And again, if a bruiser doesn't have a shield as part of their equipment, that doesn't mean they don't have a shield to do stuff like Shield Bash with. Equipment can be viewed more like augments to your normal gear. Leather Armor is like additional leather padding in your existing armor, and a poison dagger may just be a poison vial you apply to your normal weapon. You define how each piece of equipment changes your gear.



Berge is more interested in supporting their employer with non-combat equipment. He has spent his initial 60 gold on a cooking pot, utensils, and supplies, some torches, waterskins, rations, and a tent. With the little money left over, he went with some practical leather armor. And while a Tinkerer would normally wear leather armor anyway, this purchase represents some extra leather padding.

The last part of character creation is just picking the hand of ability cards you will be using for your first day of adventuring. A level 1 character has access to their classes normal level 1 and X cards, along with four level 1 cards from their ancestry. This is actually 7 more cards than their hand size, so they will need to make some cuts. Of course, any cards cut still stay in that character's pool of available cards, and at the start of each day, the player can pick a different hand of cards for their character.

And that's all there is to it! The goal with character creation was to give the player lots of meaningful decisions to customize their character, but also work to make those decisions clear and transparent so players can still navigate through the process with ease.

                           

Thanks for reading, and I hope I've given you a better idea of how the role playing game works so you can hit the ground running in your own game! Enjoy the streams today, and I'll catch you next time!

Sunday review
almost 3 years ago – Sun, Jun 25, 2023 at 09:29:56 AM

Good day! I hope you are having a great weekend! It being Sunday and all, I'm going to keep this update short, but I wanted to just quickly go over the important happenings from yesterday and today.

First off, in case you missed it, we had a highly entertaining RPG live play from Game Con Canada yesterday, featuring Jason Azevedo, Luis Carazo, Deborah Ann Woll, Noura Ibrahim, and Joel Augé. You couldn't ask for a better cast, and they certainly delivered a thrilling adventure.



And following that, Dennis and I joined Silver Medal Tavern for a little play of Gloomhaven: Second Edition, showing off some Angry Face and Circles. So if you're curious about how those characters were changed, you can check that out. It what has become a bit of a trend, I get beat on quite extensively in the beginning of the scenario, but I pull it together by the end.

                       

So what's going down today? You can see if the trend continues, because we have yet another Gloomhaven: Second Edition playthrough with the wonderful human beings known as The Brothers Murph. You can watch our shenanigans at 4pm PST. Nick and Mike are such experts at the game, we might even crank up the difficulty a bit.

We're also continuing to work on page improvements and more announcements, puzzles, and streams in the coming week, so please keep coming back and check out all we have to offer. Catch you later!

RPG live play and a look at the Tinkerer
almost 3 years ago – Sat, Jun 24, 2023 at 10:06:26 AM

Good day! It may be the weekend, but we're still over here working to give you more exciting streams.

First of all, I am super excited to tell you about the Gloomhaven RPG LIVE event from Game Con Canada with RealSmith. This will be an epic one-shot adventure with Jason Azevedo as the Gloom Master, and a cast of Luis Carazo, Deborah Ann Woll, Noura Ibrahim, and Joel Augé. And it will be live on the Mega Stage at Game Con Canada in Calgary at 2pm PST today. You can watch it live on the main page (where I will also be hanging out in the comments) or on Youtube.



But not only that, at 4pm PST, Dennis and I will be sitting down with Silver Medal Tavern from the Tabletop Live Network to play some Gloomhaven Second Edition. So we've got you covered on both fronts!

Dennis also joined me for a fireside chat yesterday, where we shared a lot of behind the scenes stuff on Gloomhaven: Second Edition, and I had a good time. You can watch that here. And if you're looking for insights and discussions on the Tinkerer puzzle from yesterday, you can head over to this BGG thread.

                         

I am also happy to hear good reports out of Origins (we're at booth 1200!). Fans are having a great time with the RPG, and of course Monica Paprocki is crushing it with the cosplay, as always.


                         

So I'd like to spend the rest of this update giving you a preview of the new and improved Tinkerer from Gloomhaven: Second Edition. I'll turn things over to designers Drew and Dennis:



So, what made Tinkerer tick in the first edition? 

With their large hand size, the Tinkerer had tools for most situations in the form of unique and varied loss actions. They specialized in dealing with conditions: inflicting negative conditions on enemies and empowering allies with positive conditions. They had a strong focus on supporting allies, with access to heals and card recovery abilities. Finally, they had a mostly-forgettable trap subtheme.

So what did we want to change?

Most significantly,  Tinkerer simply needed a tune up in terms of numbers, especially on cards past level 1. We also wanted to highlight the cool gadget theme of the Tinkerer. And we either had to cut the traps, or make them better and give you slightly better tools to use them.

Let’s see how Tinkerer works in Gloomhaven: Second Edition:

So what did they require?

  • Better healing: Healing was traditionally in a bit of a strange place in Gloomhaven. Healing was and is an effective use of actions outside of combat, but in combat it has historically been a bit of a trap (especially top action healing). This has been difficult for many newer players to adjust to because traditionally healing in combat is a valuable aspect of parties in RPGs or dungeon crawlers. Accordingly, in Frosthaven and GH2e, healing (especially on top actions) has been improved overall to allow more flexibility for people who want to play a combat healer. And the Tinkerer, the Gloomhaven class most synonymous with healing, has been given some of the best of it.

  • More variety of support: Tinkerer supporting has never just been about healing, but many of the other support effects fell flat. Flamethrower bottom was useful but didn’t have an initiative to match the effect. Disorienting Flash did too little, especially relative to its level. We’ve buffed effects like these, while also providing new takes on traditional avenues of Tinkerer’s various support effects.



  • Gadgets with unique tokens: Tinkerer has always been represented as doing everything they do with various mechanical gadgets. So why not give them some actual contraptions they can place permanently on the map to give them their own unique, low-complexity mechanic that fully represents their theme.



  • Better traps: While keeping the use of traps on Tinkerer completely optional, we wanted to both provide better payoffs (in the form of better traps themselves) and better tools to utilize them for anyone who did want to play with Tinkerer’s traps.


We hope you enjoy this new take on the classic Quatryl Tinkerer.

And that's it from us for the day. Be sure to check out the great streams we've lined up and have a great weekend!

Full Funded!
almost 3 years ago – Fri, Jun 23, 2023 at 09:51:53 AM

Good day! I hope you are having a wonderful Friday so far. We certainly are over at Cephalofair because this project is officially funded! Stuff all that confetti back into the cannons and launch them again, because it's time to celebrate! Like I've said before, we've got so much more to share over the coming weeks, so we are happy to get over that initial funding hurdle and bring on more awesome stuff!

Speaking of, I need to rectify a mistake we made at the start of the campaign: we forgot Forgotten Circles! Well, we didn't exactly forget it, but enough people have spoken up about want it, that we've decided to do another printing and add it to this campaign as an add-on. Feel free to add it to you pledge for $30!


For those not aware, Forgotten Circles is an expansion to the first edition of Gloomhaven, and we have no plans for updating it. That said, it is more-or-less combatable with the second edition of Gloomhaven as well, with a little wonkiness (for full details on that wonkiness, you can read this BGG thread). It is out of print currently, so we decided this is as good a time as any to spin up another print run. This will be the same version that was available during the Frosthaven Kickstarter, with a handful of typo fixes.

But that's not all we forgot from Forgotten Circles! The Diviner class from this expansion also has three summons that are not listed in the Forgotten Circles miniature set. We will be rectifying that, so that box will contain three more miniatures for those summons. Yay, more miniatures!

                       

Yesterday, Drew, Dennis, and I had a nice Reddit AMA on r/boardgames, and then went and streamed another scenario from Gloomhaven: Second Edition. We decided to use some of the locked classes: Lightning Bolts, Saw, and Triangles, so slight spoilers there, but if you are interested in seeing how the new version of those play, or just want to see me fumble around and get damaged a bunch again, you can watch parts 1 and 2.




Today, we're streaming Adam from Tabletop Minions painting some of our miniatures on the main page. That started at 8am PST and will be running for another hour. We've actually had a lot of great painters checking out the Miniatures of Gloomhaven during the campaign. In this sponsored video with Ninjon, Jon paints some while sharing techniques and tips to bring out detail and colors.



In addition, it's Friday, so it's time for another Fireside Chat at 4pm PST. Should be a good way to finish out the week and slide on into the weekend. We might have on a special guest or two to talk more about Gloomhaven: Second Edition.

And finally, let us not forget that Friday is also puzzle day! We've got a new puzzle for the Tinkerer this time, which you can find at the bottom of the main page (use the navigation bar on the left to make it easier!).

I think that's about it for today. Once again, thank you all for believing in this project and loving Gloomhaven enough to empower us to make all this cool stuff for you. We're committed now, and it's going to be great! I hope you join me at the fireside this evening, but either way, have a great day and an even better weekend!

Closing in on that goal!
almost 3 years ago – Thu, Jun 22, 2023 at 08:55:18 AM

Good day! We are starting Thursday off strong as we approach that funding goal. I also enjoyed watching the first photos from the Origins Game Fair coming in yesterday. It's a little sad I couldn't be there personally, but we've got a BackerKit project to run! Plus, the convention team is still out there and we will start running demos of Gloomhaven: Second Edition and the RPG today, so if you are out at Origins, please stop on by and check them out! We'll be at booth 1200.


If you missed what happened yesterday, our main stream was the first session of our Old School campaign. We tooled around town for a while, playing in a jam band and looking for a missing wagon. We didn't get into any combat, but we explored the non-combat mechanics with lots of attribute checks.



We'll have to wait a bit for the next installment (partially because Alice is out at Origins!), but we'll be back on Saturday, June 30, and each Saturday after that.

We also released the first puzzle of the crowdfunding campaign. And if you want to talk about the puzzle, or are looking for hints or solutions, check out this BGG thread.

                           

So what's going on today? Drew, Dennis, and I will be doing a Reddit AMA at 9am PST today (which is right about now!) on r/boardgames, so come ask us questions over there. Then right after that at 11am PST, the three of us will be streaming another live play of Gloomhaven: Second Edition. Maybe I'll embarrass myself less than I did last time.

                           

And finally, I wanted to spend the rest of the update delving more deeply into the new faction reputation system in Gloomhaven: Second Edition

How were reputation and the faction conflict handled in the first edition?

There was a single reputation track, ranging from -20 to +20. Generally, you could pay an immediate cost or take a more difficult path to do something “good”, or you could do something “bad” and get an immediate reward. Positive reputation would give you a discount on item purchases, whereas negative reputation increased item costs. And there were unlocks at each interval of 10 on the reputation track. This system had a couple of issues both thematically and mechanically:
  1. A binary “good” vs “bad” scale is overly simplistic.
  2. The short term rewards of doing something “bad” were not significant enough to justify the long term increased item costs. “Good” was always the correct choice mechanically. And while you could theoretically address this by just tweaking the rewards, that would create a system where the immediate rewards were so great that current characters would be overpowered and later characters would struggle to purchase items effectively, which is generally not fun.

The faction conflict was built up as a significant choice in the middle of the campaign, but after completing it, the game treated you the same regardless of who you sided with, outside of a couple of follow-up scenarios and events.

What is the new Faction Reputation System, and how does it address these concerns?

Instead of one reputation track, Gloomhaven: Second Edition campaigns feature three reputation tracks ranging from -10 to +20, one for each faction vying over control of Gloomhaven: the Military, led by First Shield Harmon, the Merchants, locally led by Jekserah, and the Demons, led by the Prime Demon. Depending on which scenarios you play and your choices in events, you will gain and lose reputation with these factions. Often the factions will be in direct opposition to each other, so it’ll be up to you to decide if you want to side with one faction above all others, or simply try to play all the sides at once.


Note: Graphic Design on this event has not been done yet which is why it’s using a Frosthaven Outpost card back.

Each faction offers the party rewards for their cooperation. Early rewards from supporting a faction's motivations include access to certain items and unlocking faction-specific scenarios. Eventually, you’ll be able to unlock more faction narratives and bonuses, such as an envelope unique to each faction full of additional rewards. Conversely, if you side against a faction, you may run into members of that faction who are not too happy to see you.



Note: Graphic Design on these items is work in progress. Each faction will have a unique faction symbol.

Beyond collecting various goodies, choosing a side in this conflict (or siding with no one) also affects how the scenarios in the final act of the campaign play out and how the narrative evolves through to the very end. Unlike in the first edition, you will feel the impact of your choice for the remainder of the campaign.

In summary, our three primary goals with the faction system were:
  1. Present the party with more competitive options in resolving events and branching scenario paths in order to reinforce the sandbox nature of the Gloomhaven campaign.
  2. Make the faction conflict narratively relevant from start to finish.
  3. Give players meaningful rewards to both help emphasize the importance of their choices and bring each faction’s theme through into gameplay mechanics.

As an added bonus, all of this also serves to make the campaign even more replayable.

It’s tricky to share details without getting too deep into spoiler territory, but we hope this preview gives you a taste of what to look forward to in the Gloomhaven: Second Edition campaign.

And with that, I will head off to this AMA, and I hope you have a great day!