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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:

A look at the Frosthaven playsurface books and a spotlight on Three Spears
over 1 year ago – Fri, Jul 14, 2023 at 10:10:03 AM

Good day! We're coming up on the final weekend! There's not too much going on, but we will have the latest episode of Old School going live tomorrow. Otherwise, we'll just be gearing up for the grand finale of the Grand Festival.

Plus, we've still got some stuff for you today. At 10am PST, Price will (finally) be talking to Chris at Brushwood Minis about painting Gloomhaven minis. You'll probably hear some tips and tricks and insights there. We had a couple false starts on getting this scheduled, and I may have announced it early in a previous update, but the conversation is finally happening!

And then at 4pm PST, stop in for the Friday Fireside Chat! Today I will be joined by Satire again, but a different iteration - this time with Joe and Alexander. Joe handled the writing of the entire main story for Gloomhaven: Second Edition, so we'll probably talk about that a fair bit. We'll try to keep it spoiler-light though.

The highlight from yesterday was the Gallant Globlin's play of the Gloomhaven RPG. The story was great, and the cast was a lot of fun, so check that out if you're interested:



Drew and I also got up to some Gloomhaven: Second Edition shenanigans yesterday. We did a nice, breezy jaunt through a crypt with Two Minis (me) and Triangles (Drew). I think the biggest news there is that we agreed that Drew's next and final game, which will be happening 8am PST on Tuesday, will be Drew, Dennis, and myself - the whole crew - playing the new version of the most notorious scenario, 72. At +1 difficulty. So we'll see how that goes.

And then we had Romain on from Twin Sails to talk about Gloomhaven Digital.

It's Friday, so there is of course, a new puzzle down at the bottom of the main page. This is a challenging one for the Mindthief, designed by MadMullet.

And I am pleased to also now present you with another class preview from Drew and Dennis. This one is for Three Spears, which was one of the most extensive overhauls the classes got. Still very much the same feel (minus the infinite stamina), but with lots of new actions and mechanics. Since it is a spoiler class, I'm just going to link you over to the BGG thread, but it is definitely worth a read!

                               

So, admittedly, I am running out of things to highlight for you in these updates, but I figured I'd just tell you about what I was doing yesterday, which was editing files for the reprint of Frosthaven and the printing of the Frosthaven playsurface books.

Now, Frosthaven editing is a little boring. We're just compiling the list of typos and quality-of-life improvements that have been coming in from everybody playing the game, and making sure those all get fixed. There's nothing major or game-breaking at this point - all the major errata can be found on our website or the BGG FAQ thread - and there also aren't any balance changes, but we want to do all the little things to make the game as good as possible.

But, anyway, what I thought could be interesting to show you is a little deeper look at the playsurface books, which I've also been editing in conjunction. So here is the spread for scenario 0:



And here's a PDF version, since it's so large, it's hard to see the details without zooming in.

Most scenarios will require 2 or 3 pages, but there are a good number that require 4 pages, as well, so there will be 4 books to accommodate that. It was important that each book only supply one page per scenario for a number of reasons:
  • First, we didn't want people to have to play over the spiral binding, like in Jaws of the Lion. It just provided too much extra complication and annoyance, and it's an easy fix to just split the books further.
  • Second, there would be a height issue if you try to do 2-page spreads across the same book. This is less of an issue in Jaws of the Lion because the page counts are smaller, but each of these books is around 100 pages. If you've got a 2-page spread on the first page, that's a one page height on the left and a 49-page height on the right, which get's pretty wonky. With each book only supplying one page, you can just fold them over, and so each one has a 50-page height, and there's no disparity.
  • Also using 2-page spreads can be limiting spatially, so you end up laying things out suboptimally and wasting space.

So we've got three pages on three separate books composing the scenario layout. A table of contents will direct you to what the main page of each scenario is (the page with the introduction and map layout), and then that page will tell you what other pages from other books you will need to grab, and how to lay them out to make your map. You may also notice small tabs on the edges of the pages that also help you to setup the pages correctly by matching up the tab on the corresponding page.

You'll also notice that all the text for the scenario is also in these books, so you will not need either the original scenario book or section book to play the scenarios if you have these. You've got all the introduction text under the main banner, then any door that supplies additional text will have a little arrow pointing to that text, and then the conclusion text will be elsewhere in the spread, but the scenario goal will helpfully direct you to it.

Also, the scenario key is much shorter, since, for the most part, you don't need overlay tiles! Stuff that doesn't usually get moved or removed is printed larger on the maps so that you don't need any additional components, while stuff that is more interactable, like traps, has a smaller icon for you to put an overlay tile on top of (much like Jaws of the Lion). So the scenario key only needs to tell you about monsters and the interactable stuff like traps and treasures. And if you're playing a class that can interact with the typically non-interactable terrain, the books will also come with a supply of tokens that you can place on the maps to indicate if something is no longer there.

Now, I could probably talk forever about all the different unique scenario rules that provided a host of unique challenges in translating them to this format - varying layouts depending on which way you go, larger scenarios that actually required 5 pages, disappearing and shifting map tiles - but I won't. I will just say that you can rest assured that we solved all the myriad of problems through some creative ingenuity (mostly on the part of the layout designer, Aaron), and if you're curious about a specific scenario, you'll just have to get the books and see for yourself.

And on that subject, if you are interested in picking these books up, you can add them to any pledge as an add-on when you're checking out or in the pledge manager.

Cool! So I talked about that for longer than I intended, and I need to get this update shipped out, so I will leave you there. I hope you have a great weekend!

Special creature miniature and lots of streams
over 1 year ago – Thu, Jul 13, 2023 at 07:58:41 AM

Good day! We're going to start this update with a small announcement that you may have missed yesterday. In our stream with sculptor Sarah Dahlinger, Price made the offer that if you are a wave 5 backer (which is all the miniatures), and you also go back Sarah's current project on Kickstarter, even for $1, we will include and additional kivak miniature in your pledge. "What is a kivak?" you might ask? Well, it is one of these rock rhinos commonly used by the savvas as pack animals.



Sarah is planning on having this sculpted by the end of the Backerkit campaign, so I am looking forward to sharing some actual sculpt images. Also, it is important to note that there are only about 12 hours left in Sarah's campaign, so head over there today if you are interested! Another important note is that this creature isn't a monster or summon in any of the games, and so is not an essential mini in any way. We just thought it would be fun to sculpt as an extra thank you to those who support this talented artist!

In other streaming news, we had a nice conversation with Adam from Army Painter about the new speedpaint add-on, and where they are going as a company.

We also had Jamie Daggers painting miniatures, a surprise stream of Drew playing Gloomhaven: Second Edition with Mandatory Quest, and Monica showing off and explaining a lot of her Gloomhaven cosplay props. It was a full day!

Up for streams today, we have Drew and I playing some more Gloomhaven: Second Edition at 8am PST (which is coming up pretty soon).

Then at 11am PST we'll have Romain Messer from Twin Sails on to talk about Gloomhaven Digital and its upcoming release on consoles. We may even get in a play of Guildmaster mode if we have the time.

And finally, at noon PST, we've got another play of the RPG with The Gallant Goblin! I haven't seen this one yet, so I'll be excited to watch along as well. The players are Cay Bartholomew, Sillion L, Brent Caldwell, and Eric Wright, Theo Thourson is the game master, and the session was produced and written by Grady Wang.

That's really all I've got to highlight today, so check out the RPG play, and I'll catch you tomorrow!

Army Painter set and a Silent Knife preview
over 1 year ago – Wed, Jul 12, 2023 at 08:53:15 AM

Good day! Are you ready for more Gloomhaven Grand Festival news and recaps? Wonderful, because that's what I've got!

We're going to start off this update with an exciting announcement for fans of the miniatures.  We are pleased to announce, in collaboration with The Army Painter, the official Miniatures of Gloomhaven: Starter Paint Set, now available as an add-on!


The Gloomhaven: Starter Paint Set provides everything you need to start painting any number of the 600+ models across the Miniatures of Gloomhaven line right out of the box. Additionally, you can expand & restock your paint collection with any of The Army Painter's matching or extended library of 130+ colors. And if you want your miniatures knocked out fast, the included speedpaints are specifically designed to allow  vibrant colors, realistic shading, and easy highlights after single coats.

This officially branded set of paints from Cephalofair & The Army Painter includes:
  • x1 - Basecoat Paint Brush
  • x1 - Bottle of Primer (18mL)
  • x5 - Acrylic Warpaints (18mL)
  • x5 - Speedpaints (18mL)

If you want to hear more about this, we'll have Adam from Army Painter on stream at 11am PST today to talk with Price about the collaboration.

And that's not all the mini programming we have for today. Sarah Dahlinger, who has sculpted a huge number of the miniatures for this project, will be on stream at 10am PST to talk with Price about her process (she also has a really cool Kickstarter in its last 48 hours right now that you should check out).

And then at 1pm PST, Jamie Kraus will be on stream to do some miniature painting. Also Monica Paprocki is back for another cosplay highlight stream at 4pm PST!

And for those who missed them, we did a lot of streaming yesterday with:

Next thing on the list here is that it is Wednesday, which means a new puzzle to be found at the bottom of the main page, this is another Silent Knife one designed by MadMullet.

And speaking of the Silent Knife, the last thing I have for you is a preview of this starting character, written by Drew and Dennis.

                                 

Today we’ll take a look at the updated Human Silent Knife (formerly Scoundrel) in Gloomhaven: Second Edition.


Let’s first take a look at what defined the Scoundrel in the first edition. 

The Scoundrel was an agile mostly-melee assassin. She had some of the best movement and initiatives in the game. She had attacks that gained bonuses against enemies that were adjacent to her allies or completely isolated. She also had a poison-based subtheme, a ranged dagger-throwing subtheme, and was excellent at looting.

So what did we want to address?

Honestly, not much. The biggest problem the class faced was mostly just very lopsided level-up choices with one card that was often significantly better than the other. Otherwise, especially at low levels, she really needed a melee ally to be effective. As many parties are not guaranteed to have another melee character, especially at lower player counts, we wanted to give her slightly better tools to remain effective while fighting alone on the front lines.

So let’s see how we approached the Silent Knife in Gloomhaven: Second Edition.




Note: Graphic Design on these cards is incomplete.

  • Balance in all things - The Scoundrel was weighted more heavily towards “flanking” attacks than “isolation” attacks. With the Silent Knife, we balanced this out to have a more or less equal representation of both. This both makes gameplay a bit more diverse but also helps to provide a Silent Knife with effective choices when they don’t have a melee ally.



  • Greater range - The possibility of being more of a dagger-throwing assassin was there before, but a bit undercooked. We added more support for anyone who prefers to stay out of arm’s reach and whittle enemies down with projectiles. This has the added benefit of being an additional viable direction for a Silent Knife who has no helpful melee allies.



  • Gold matters - Mercenaries don’t work for free, and a Silent Knife intends to get paid one way or another. We wanted to make the loot-matters theme of the class even more prominent, including a few ways to turn that excellent looting capacity into additional power during the scenario.


Stab ‘em up!

RPG character progression
over 1 year ago – Tue, Jul 11, 2023 at 09:51:25 AM

Good day! Welcome to the new backers who pushed us over the 20,000 backer mark, we are happy you have joined us!

If you missed the stream with Lucky Duck yesterday, Vincent announced that they will be working on a helper app for Gloomhaven: Second Edition! It will more-or-less offer the same functionality as their Frosthaven app, which they have improved significantly since its initial launch. You can hear all the details in the Twitch video.

We also brought on Monica Paprocki to talk to Price about cosplaying for Cephalofair and the costumes of Gloomhaven. She has become a mainstay in our booths, and talks about her experiences there, our upcoming shows, and also her work with Geeks A Gogo. You can watch the video here.

And then we've got so many more streams today! Drew started a Gloomhaven: Second Edition stream an hour or so ago, so I'm a little late notifying you of that. He is doing his Drew thing, playing three characters and once and interacting with chat, and that's playing on the main page now.

Then Nikki, designer and resident expert on Buttons & Bugs will be running through a scenario or two of that at 1pm PST. I believe the plan is to show off the characters we haven't highlighted yet, at least doing a Spellweaver play, but maybe we'll see some Silent Knife or Bruiser action as well.

And Nikki will be back on with Joe at 4pm PST as well for the Tuesday Fireside Chat. We'll talk more about Buttons & Bugs and really whatever else we feel like.

And finally, we've got one more stream for you today! Tonight at 6pm PST I will be reunited with my friends TJ and Richmond at Brambeard Gaming in an attempt to complete our Gloomhaven Digital campaign that we started over two years ago. We played pretty consistently up until my son was born. We've been talking for a while about starting it up again, and we figured what better time than the middle of a crowdfunding campaign? The stream will feature some late-game spoilers, so be mindful of that. I think I'm playing a Squidface now? It's been so long, I can't quite remember, so we'll all find out together tonight.

Also here is your discussion page for the Spellweaver puzzle.

                         

Over a week ago, I promised some more detail on RPG character progression. To be honest, this is the part of the game that has been developed the least, but I'll do my best to give you an idea of the current vision. Most testing has focused on level 1 characters so far, but we do still have a solid idea for how this will go, based largely on how character progression occurs in the board game.

So let's talk about the five main ways your character will progress as you play through a campaign of the RPG. (Also, if you haven't yet, reading the post on character creation would hep in understanding some of these concepts.)

Attribute Scores

Each level after the first, characters will gain two +1 increases to their attribute scores. These can be allocated in the same or different attributes, but no score can exceed their current level plus 2.

Ability Cards

This is also pretty straightforward. Characters will earn experience from the GM as they defeat monsters and complete quests, and there is the same values for leveling up as in the board game: 45 experience gets you to level 2, 95 gets you to level 3, 150 to level 4, and so on all the way up to level 9, the max level. Each time you level up, you get to choose a new class card to add to your pool of available cards, just like in the board game.

Where things differ a bit is with the ancestry ability cards, which you don't have to chose from up level up. Instead, you simply get a new ancestry card added to your pool every odd level. So at level 3, not only do you get to choose a new class card, but you also get a new, more powerful ancestry card to play with.

Skills

Skills are similar to ability cards in that you get a new one at every level. This skill can be chosen from the initial list you have at level 1, which is based off your class and ancestry, but you will also gain access to new class and ancestry skills as you level up. The concept here is similar to a wizards spell book in D&D. We don't want to overwhelm new players with too many options at level 1. But each level you get to add one new cool thing to your repertoire from an expanding list of options, so that by the time you reach the higher levels, you will have a lot to keep track of.

Modifier Deck

And then, of course, you will also get a perkmark each time you level up, which can be used to improve your modifier deck. What is new here, though, is that now modifier cards have both an attack modifier value and an attribute modifier value, so each perk improves your attack modifier in ways you'd expect from the board game, but each perk will also slightly improve the numerical average of your attribute checks. You can see this on the (preliminary) perk list for the Bruiser, where the number in the hexagons represent the attribute modifier values.



One thing to also note from this perk list is that there are not non-AMD perks. For the most part, these don't work as well in the more free-form RPG, and a lot of this design space is covered by skills anyway. Also, there are no additional perkmarks gained from battle goals or legacy retirements, so a character will only ever get eight for their perk list.

To compensate for this, we've empowered GMs to hand out additional perk cards for good roleplaying or really whatever they are impressed by. Currently, each of these cards is a rolling +1 in an attack, but provides a rolling bonus to a specific attribute in a check. So if you were making an athletics check and flipped a "+2 athletics" card, you'd get an extra 2 on your check.

Backgrounds

A character's backgrounds are less fluid, but that doesn't mean they can't change. Backgrounds are things that define your character, and sometimes, those things change. Maybe you've moved on from your traumatic past or some new event in the campaign has left a permanent mark. At the discretion of the GM, characters may gain or lose backgrounds (though, generally, if a player loses a background, they should gain a new one so they have at least four). The backgrounds gained can of course come from selection of backgrounds available in the game, but there is nothing stopping a GM from making new background cards as well!

Items

Money and items are, of course, the other side of character progression. As players defeat monsters and finish quests, they should also be earning money that they can spend on a wide variety of things. They can buy and equip new combat equipment, of course, though what items they have access to is dependent on where they are doing the buying. And like any good adventure game, most of your best equipment is probably going to be found in the middle of an adventure, not a shop.

Characters can also invest in non-combat luxuries: a base of operations, faster travel, crafting equipment, hirelings, etc. Most of this is still in development, but we are excited to use these concepts as a spring board to bring the world more fully to life!

What about retirement?

I've seen the retirement question a number of times, so I also want to address this here. The concept of retirement was introduced in the board game to give players a mechanical reason to switch things up and try new characters. But this is an RPG, and players don't need that strict of guidelines! When you create your character, you're probably going to dream up some reason for them to be out adventuring as a mercenary, and part of the campaign should have you working toward that goal. But this is all just normal role playing. Likewise, if you get tired of your character and want to try something new, just talk to your GM and figure out the best way to sideline (AKA retire) one character to bring in another.

As this is normal procedure for an RPG, we didn't want to bog it down with extra rules or restrictions. So, yeah, there is character retirement, but it just happens whenever you want it to.

That'll just about do it for RPG spotlights, but let me know if you have any additional questions in the comments, and I will do my best to answer them. Catch you next time!

Two Minis spotlight and an interview with Forteller
over 1 year ago – Mon, Jul 10, 2023 at 10:02:43 AM

Good day! I hope you had a wonderful weekend. We are entering the fourth week of the campaign and are rounding 20,000 backers, which is fantastic! I am pleased all of you have joined the festival! And Gloomhaven: Buttons & Bugs is currently our most backed item, which is also great to see!

We had a great game of the RPG yesterday with the Old School crew. Mostly taken up by some nasty combat with drakes, which definitely brought the tension of exhaustion into the system. But then, in the second half, we got to a lot of interesting and unexpected story beats. You can watch it here.

Today we're starting the week strong with a lot more exciting streams. First of, at 10am PST (fast approaching!) we have a panel with Vincent Vergonjeanne from Lucky Duck Games and Price. Lucky Duck produced the official companion app for Frosthaven, but they may be talking about some new stuff, so I wouldn't miss that if you're a fan of app-assisted Gloomhaven!

Then we've got Monica Paprocki from Geeks A Gogo to talk about her experience cosplaying for Cephalofair Games and what she's working on next. That'll be at 4pm PST, then right after at 5, we'll have Tabletop Minions back on to continue painting miniatures.

And, as always, I'll give a shout-out to the puzzle at the bottom of the main page. This is a difficult one for the Spellweaver designed by Sam Muriello. Also, I think I forgot to ever link to the discussion of the previous puzzle for the Tinkerer. Also that Tinkerer puzzle was designed by MadMullet.

And then finally on my list of announcements, Drew and Dennis wrote up an in-depth look at the new Two Minis class in Gloomhaven: Second Edition. Since it is a locked class, I'm just going to link you over to the BGG thread rather than post it all here, but it is a fascinating read, as Two Minis received some substantial updates, but we kept the fundamentals the same.

                               

Okay, one more thing: we have an interview with Forteller. Forteller provides an immersive audio experience and helpful game aid for Gloomhaven, Jaws of the Lion, Frosthaven and the upcoming Gloomhaven: Second Edition

Translating these games from the tabletop to an audio medium requires a variety of different tools, inspiration, and an experienced team. We asked the Forteller team to tell us more about Forteller and creating the audio experience for Gloomhaven and Frosthaven

What do you hope players gain from using Forteller during their game nights and campaign sessions? 

The honest answer here is that we truly hope that the games and audio bring people together in a way that really harkens back to our traditions as humans. Storytelling is one of the oldest forms of entertainment. Whilst storytelling around a campfire has slowly transitioned into playing games and roleplaying with each other to create those stories, really the tradition is the same. We think that anything that brings people together is something to be honored. 

Gloomhaven/Frosthaven and the upcoming RPG have brought hours of joy, togetherness, and fun to people around the world. Forteller’s aim has always been to enhance that experience and honor the stories told by the interactions within the game. 

We want to allow gamers of all walks of life to enjoy the content and have a more accessible means of understanding and enjoying those stories. 

What inspiration for the unique music and sound did you use to bring Isaac’s world to life? 

Issac’s world is an interesting one to riddle through… many of the context clues in the writing provided the skeleton for how the world could sound. We started with the creative elements of the art and picked kinds of music that we felt matched each different location or character. 

Gloomhaven and Frosthaven are a mixing pot of cultures and situations, not unlike our own countries of this planet we call “Earth”. Music is always something binding and we really wanted to push the idea that music from any culture can sort of bridge the communication gaps and inspire beauty, emotions and in some cases even war. 

The inspirations for instruments range wildly from ancient throat singing to giant full orchestral pieces and everything in between. The instrumentation was important because we felt that the music needed to have a window for each represented culture in the game’s writing. Whether it was a culture like the Lurker’s where wind instruments were unlikely or figuring out just how a Savvas would sound if they were singing without lips. 

Drawing inspiration from the design elements was the real catalyst. It culminated into something beautiful, comedic, and tragic which feels like a fully realized world to us.

Are there sounds and audio aids that are unique to Gloomhaven

Absolutely! Gloomhaven (the city) is an established tradeport and takes many audio cues from bazaars and bordellos that have existed in cultures across our world for centuries. The city of Gloomhaven really has so much to explore both from a figurative and literal level which created the fun challenge of filling it with unique sounds and ambience. 

As a game, it really has some of the finest attention to detail in its enemy and character designs. That is where Forteller’s focus went initially. We really went through and made sure that each character or enemy had a voice that was uniquely inspired by their individual situation. 

Forgotten Circles and Jaws of the Lion (complete narration for those are both available!) are continuations on the stories told in the world of Gloomhaven and both provided unique challenges since they have their own personalities but needed to maintain the “Gloomhaven Feel”. 

A majority of that cohesive feeling comes from the narrator himself, Phillip Sacremento. Phillip has endeavored to make Gloomhaven feel unique amongst audio narrations. His voice and commitment allows us a consistency across all the Cephalofair narrations we’ve created. 

How many different voice actors do you work with for the different voices and characters? 

To date, there are over 150 different voice actors from every continent in the world (barring Antarctica, which I hope to change someday) that have been involved between all four of our Cephalofair audio narration projects. Across our Forteller universe, we work with over 1,000 actors. 

We have endeavored to have as many unique voices as possible and I think each of them brings a wonderful new piece to the Gloomhaven puzzle. Every new entry in the series provides expanded lore to the world and that has been the most exciting part of making Gloomhaven come to life... figuring out all of the intricacies and how to bring them to life. 

The actors that we work with are often passionate gamers, fans of the series, and some even helped write parts of the game (Hi Alex!). It reflects in their performances and honestly has been such a labor of love from everyone. Thank you so much for lending us your voices! 

What have you learned since making Jaws of the Lion and heading into Frosthaven? Were there more details you had to take notice of, characters and monsters that needed more creation?

All projects are great learning experiences that allow us to reflect and build on each other; but to fully answer the question I have started at the beginning with Gloomhaven

During Gloomhaven, we learned what we wanted to do with the format and how to put together the world and tell compelling stories within the Gloomhaven universe, it set the tone and pace and drove the team to think bigger. 

Forgotten Circles was the next installation. It allowed us to further our efforts to make interpersonal stories and create characters that really focus on telling their stories. Because of the way that Forgotten Circles is told, it feels SO different but also has a few really wonderful moments that explain the lore of the Gloomhaven universe in a meaningful way. From a sound design perspective it was a daunting challenge which breathed new ideas and thoughts to the process. 

Jaws of the Lion required us to limit our focus and make compelling sound design with a limited scope. This taught us many lessons along the way about emphasizing the smaller stories in a grander way to establish an overall feeling that could persist between stories. Jaws of the Lion continued to establish the deeper parts of the Gloomhaven world and those stories that are told allowed us to make more intimate connections to the lore. 

Frosthaven shifts the focus to a unique and challenging biome that is a bit less inhabited (Or so you’d believe) that is variable in so many ways. The game has everything! Mechanical sounds, furry guys, small things, huge evil stuff, booms, clatters, love, war, tears,and laughter. 

Like the Frosthaven box, all these feelings and emotions are hard to fit inside the figurative box! So instead, we had to think outside of it. Frosthaven became about getting the characters to feel like an enemy and a friend or vice versa when the moment was necessary and that is something Jaws of the Lion helped us hone in on: context matters and almost every interaction in the main storyline is about context. 

Go play it and you’ll see what we mean; if you don’t have it yet - well get the reprint right now and don’t forget the audio narration! 

What are you looking forward to with
Gloomhaven: Second Edition? What should players be looking for in this revisit to the city of Gloomhaven? 

Returning to Gloomhaven with a bevy of new characters, an expanded production team, and four Cephalofair projects worth of knowledge is exciting for us because we can apply all of that knowledge into it! 

Since Gloomhaven: Second Edition has brand new scenarios and stories, we are excited to keep learning more about this world and we are honored to be trusted with breathing more life into it through sound. Gloomhaven is one of our favorite games and you can bet your gold on
the Forteller team bringing a passionate and mindful approach to each and every part of the game. 

Gloomhaven: First Edition was Forteller’s first released narration and in a way it’s like coming home, we are always happy to work with the Cephalofair team. We absolutely can't wait to get our hands on this one…both from a project standpoint and from a gaming perspective. Playing all of the new classes in the Gloomhaven storyline? WITH AMAZING MINIS? YES PLEASE.