Finally back at it, been pretty busy the last
few months with work and other pursuits but found some time to wrap up the
Burning Light campaign , I have added the official new rules update, and go
over the few brief changes to the existing campaign.
Prologue 
Blackwulf’s report-  “The Herb
store was as evil and twisted as everything here, but we somehow  came thru unscathed. The sick and twisted plants
here may be hiding something more, I am not sure, But the unearthed floor is
soft and our only substantial clue points there. We have left to search the
Library as the statues broken arm seem to be place pointing in the that
direction. Coincidence? We will see but our time here runs short  I can the see it my companions faces.”
This report is a complete play-through
All die rolls are shown as (x) all combat rolls
are shown as (x,x) with the heroes roll always being first.
Pre Game Notes
Its clear to me (Blackwulf) that our goal of the
missing Decanter is highly unlikely to be inside the Hospital, Abbess Quarters
or Dormitory
So I am not planning on playing any more of the
scenarios after this other than the final scenario, (we will search a previous
location based on what we find here , for better or worse and head into the
final scenario)
.
I have the Library Tower laid out in 4 distinct
sections, the ground floor which covers areas
E and F, the flooded lower lever which covers
area A, and the Library level for areas
B, C and D , I have added an additional roof
area which grabs a generic encounter from one the scenarios we aren’t going to
do, just to add a bit more to this mission.
The game will last 9 turns , there is no target
point in this scenario.
MAPS
  
 
|  | 
| original map | 
 
                                                                       My layout:
 Special Rules
Event Deck – Shadow Deep cards added . Black 9 and 10
Official New Rules Update 
(NRU)
Challenge Level- 
per the NRU this increases the level of monsters  for an added challenge.
For this scenario it reads “During set-up, increase the number of water snakes to 3 and the number
of blood bats to 3. Whenever a black event card is drawn, place a blood bat on
the desk in addition to the other instructions given.”
House Rules – Russian Roulette
All
the water on the lower level counts as deep water. Heroes may only exit the
table through the entry point on the first level. Figures move up and down the
stairs at no movement penalty. 
There is no Target Point in this scenario.
Ranger Sheet
Companion Sheet- Companions were updated per New Rules
Update
Opening the broken door to the tower, you see that much
of the floor of the chamber near the stairs has collapsed, revealing a basement
below that has flooded. A rickety ladder stands in the corner leading to the
level above. Books and loose scraps of paper are everywhere, and pair of stout
doors lead to two rooms here, what behind them unknown.
Peering into the basement, the water hasn’t quite
filled all of the room and some objects lay strewn about. Everything seems
still and lifeless, until something unseen causes the water to ripple…
TURN 1
RANGER PHASE
Blackwulf activates Gord and Skuti for the Ranger Phase.
Blackwulf enters the tower peering down below to lower
level avoiding the broken floor stands by the door to the right.  He puts a shoulder to it (STR TN8  rolls=9,) its gives but he does not open it
yet.
Gord moves to door on left , checking it..he finds it
locked. And picks its at +5 (TN 6. Roll=9) 
He opens the door.
Room E
Apparently, this room was once
a treasury of some type, although almost everything is now missing. In the
centre of the room, there is a large, empty plinth. Place a treasure token next
to the plinth. Place three blood bats around the plinth. Gain 5XP.
Skuti-  seeing the
blood bats , Skuti fires a quick arrow at one of them +3 vs +1  (10,15) but the bird is startled by the
heroes entrances and moves , the shot misses
CREATURE PHASE
The bloodbats immediately
erupt from the room and each attack a different hero 
Blackwulf is
attacked and caught off guard (3.20)  the
Bat is +1 vs Blackwulfs +4  the Bat digs
into him
Ripping flesh! 21
vs AC 12..ouch!  9 damage what a way to
get things going.
Gord is attacked  but sees  it coming +2 v +1 (17,4) he skewers it with
his dagger killing it
Sigurd is not as
lucky also surprised he is attacked  +4
vs +1 (16,19) and it’s a tie at 20, Sigurd kills the bird but not before it
attacks him for 8 damage , Sigurd begins this scenario with only 9 health, he
is quickly teeting on death with 1 HP!!!!
COMPANION PHASE
Thorvald steps over to Blackwulf and swats the bat with
his hammer, (11,11) +6 vs +1 , the bat is squished.
Sigurd- wounded , Sigurd stays put
Calistra moves around Blackwulf and opens the right side door
, she enters the room.
Room F
As you push open the door, you hear a scream from within and see a young woman huddled behind an upturned desk. She is thin and half-starved. For the rest of the scenario, any figure in the room may spend an action and attempt a Leadership Roll (TN12). This may be attempted as many times as a player wishes. If successful, see Note 992.
Blackwulf , leadership +5  (12)  Success!!!

 
The young woman was an initiate of the Order of Saint Emilia. She knows very little of what happened. She remembers a horrible earthquake and thick clouds of ash. The nuns that survived started rushing about, but none stopped to explain anything to her. Then the creatures attacked. Monsters, pouring out of every corner. She ran in here and locked the door. She found a bit of food and has drunk rain water. She doesn’t know how long she has been here. The young woman joins the heroes as a free companion. She has the Stats of a conjurer and knows two spells – Heal and Strong Heart. She is completely unarmed unless another figure gives her a weapon. If the young nun survives to the end of the mission, gain 15XP. She can continue to be used as a companion after this mission, gaining Progression Points as normal, but players will then have to pay her Recruitment Points.
 
Oleandra-  M6 F0 S0
A10 W+3  Health -12  hand weapon  (Keen Sickle, from Thorvald) 
Spells -Heal , Strong Heart.
EVENT PHASE 
RED 6 
 
  | 
A pair of blood
  bats come flapping in from a hole in the ceiling on the second floor. Place
  two blood bats on the desk. 
 
(random
  placement (1 in Room F, in near Entrance) 
 
 | 
TURN 2
RANGER PHASE
Blackwulf activates Gord and Calistra for the Ranger
Phase
Blackwulf quickly moves and attacks the bloodbat behind
him outside room F
In the entrance area (9.3) +4 vs +1 ..he wins  13 to 4, the Bat is AC 12 but they only have a
single  health point so its just enough
Calistra- Attacks the Bat inside room 4 with her and new
found companion Oleandra  +4 vs +1
(12,15) another tie!, the bat is killed but its rakes her face for 3 damage
against here 13 Armor
Gord- Move into room E and secures the treasure token
CREATURE PHASE
No Creatures on the board
COMPANION PHASE
Oleandra  moves
outside room  F and cast her Heal spell
on the obviously wounded Sigurd 
Sigurd  gains 5
health
Thorvald, Sigurd and Skuti all start to slowly decend the
stairs to the towers lower level, “there is something down here” Thorvald, snorts
EVENT PHASE
RED 4
 
  | 
One of the heroes suddenly feels an inner strength. Choose one
  hero at random. That figure may activate in the ranger phase and receives
  three actions in its next activation.  
 
(D3 for Thorvald, Sigurd and Skuti  roll= 1, Thorvald, that will be handy next
  turn.) | 
TURN 3
RANGER PHASE
Blackwulf activates Gord and Sigurd for the Ranger Phase
All three head towards the ladder up to library section
climbing thru the hatch ending the phase all using double move actions
CREATURE PHASE No active creatures
COMPANION PHASE
Thorvald- makes a double move down the stairs in the dim
light cast from above he sees two rather large snakes and some boxes near a
broken bookcase on the far side of the room , unfortunately due to the water being
“deep” it would require a swim check and he cant quite reach one of the snakes
to attack so the boon  of that extra
action is wasted, bad timing..
Skuti takes a single action moving down the stairs
following  Thorvald, he stops at
Thorvalds hand signal and quickly fires and arrow at +3 at one of the snakes.  “20” ouch! 
Have not had a good crit at key time in awhile that  bonus 5 damage  equals 20 more that the Snakes 8 armor, and
double it 10 health..its very dead stuck thru eyeball and into the wall
Calistra makes a double move down the stairs as well
slipping past Skuti and joining Thorvald at the base of the stairs 
Oleandra is told to wait near where they found her, shes’
give the treasure token to hold and the remaining heroes clear and search the
tower.
EVENT PHASE
RED 2
 
  | 
“With a deep
  rumble, the stairway between the two levels of the tower collapses. Any
  figure currently on the stairs suffers a +4 attack. To move between the
  levels, it is now necessary for a figure to spend an action and succeed at a
  Climb Roll (TN10). “ 
 
Ugh!! Karma for
  that critical is back in the way of retribution!  
We will assume
  this only the stairs between level one and the sub level..but we have 3
  companions all taking the +4 attack 
 
“1” VS Thorvald
  = 5 miss! 
“10”VS Calistra  = hit! 1 damage 
“11” VS Skuti
  =15 , hit! = 4 damage | 
TURN 4
RANGER PHASE
Blackwulf activates Sigurd and Gord, the three begin to
search the library for Clues
Blackwulf immediately sees 2 Bloodbats and quickly
attacks  +4 vs +1 (17,8)  he quickly kills it
Sigurds moves to the second (10,2) and he as quickly
slays his as well
With the bats dead ,
Gord strikes out for treasure
Gord Moves across to room and begins to
search the book cases (Area D)
 
  | 
“As you touch a book on this bookcase, you hear a strange
  whirring noise. See Note 499.
  After reading that note, make either an Ancient Lore Roll (TN10) or a Read
  Runes Roll (TN10). If successful, see
  Note 927 “ 
 
Gord’s check (13)  
 
 Crammed between several books on the
  growing of various wildflowers is a red-bound book of magic. The book may be
  given to any hero and takes up an item slot. It can only be used by a figure
  that can cast spells, however. A spellcasting figure with the book may choose
  any two spells from the rulebook to be contained within the book of magic.
  The figure carrying the book may cast those two spells at any time using an
  action. Once the two spells are cast, the book is used up and discarded.
  Alternatively, if the book’s spells are not used, it may be turned over to
  the heroes’ superiors at the end of the mission. If it is turned over, each
  ranger may either gain 10XP or give 1 Progression Point to one of his
  companions 
 
Something real
  useful here! , Gord exclaims… | 
CREATURE PHASE
Meanwhile in the collapsing basement Watersnakes attacks
while Skuti has killed one , two more remain.
2 snakes attack one attacking each of the Heroes on the
Landing
Vs Calistra +4 vs +2 (8,20)  oof 
Calistra loses 22 to 12 and takes a mean 9 damage, having 9 Health
She is OUT OF ACTION and she is POISONED
Vs Thorvald +4 vs +2 (19,3) opposite here, the big hammer
squishes the snake to a pulp is 8 armor doing nothing vs 17 damage ( 23 +2 for
2HW =25 -8= 17
COMPANION PHASE
Thorvald quickly follows up against the snake that put
Calistra down..
(18,14)  and he
does it again… with 16 damage trashing the snakes 8 armor killing it in a
single blow.
Calistra being OoA is a problem thou…
Skuti thinking the coast is clear dives in to deep water
from the stairs and makes a swim check (17) he easily swims to the Island to
investigate the potential clue/loot
 
  | 
The only
  bookcase still standing on this level sits on a little island. Make a
  Navigation Roll (TN8). If successful, see Note 269  
 
Skuti rolls
  (11) | 
Quickly scanning the bookcase, you notice a rare and
highly sought-after book on navigation. This book counts as an item, which may
be given to any hero. While carrying this book, the figure receives +2 on all
Navigation Skill Rolls. At the end of the mission, this book can either be kept
by the heroes, or turned over to their superiors, in which case they gain 10XP.
Skuti quickly grabs the book.
EVENT PHASE
RED ACE
 
  | 
Pick one random
  hero on the lower level. That figure should make a Perception Roll (TN12). If
  it fails, place a giant water snake in combat with the figure. If it
  succeeds, place a giant water snake anywhere within 3” of the figure. If
  there are no figures on the lower level, ignore this card 
 
Skuti is
  randomly choosen, (17)  another huge
  watersnake appears,,,, 
 
Uhhhhh Thorvald
  please start swimming………. | 
 TURN 5
RANGER PHASE
Blackwulf Moves to investigate the table in the center of
the room. (area B)
 
  | 
“The body of a middle-aged woman lies on the floor behind the
  desk, an ink-stained quill still clutched in one hand. On the desk is a
  half-completed scroll written in some ancient language. Make a Read Runes
  Roll (TN8). If the result is 8 or more, see Note 502. If the result is 12 or more, see Note 846.”  
 
Blackwulf’s check (14) 
 
 
The hastily scrawled writing is difficult
  to make out, and you are unsure about many of the words. What it seems to
  say, however, is that they have removed the Decanter from ‘this place’ and
  buried it ‘in a corner’. Gain 15XP 
 
Damn it that’s it!, the decanter is in the
  Herb Store, right under our nose! Im sure of it! Blackwulf thinks to himself,
  not yet alerting the others.. | 
Sigurd moves to investigate the nearest
bookshelf (area C)
 
  | 
“Most of the books on the shelf are obscure religious tracts
  that have no meaning to you. Make an Ancient Lore Roll (TN12). If successful,
  see Note 337 “ 
 
Sigurds check
  (2)…nothing here boss, just some priestess .nun, stuff….. 
 
Gord moves to  ladder and heads
  to the roof he can climb the ladder and reach the roof in one action. 
 Reaching the roof he sees a
  large cocoon surrounded by 3 large spiders whom immediately turn towards him 
 
 
 
 
Gord pulls his trusty throwing knife and makes an attacks…(1,16)
  Oooof so much for that , Gord lets out a wimper then a call for help.. | 
CREATURE PHASE
On the roof, all three spiders move to engage Gord having
plenty of Room to reach him, per the creature rules each moves one at time
Spider 1,  +0 vs
Gords +2  (2,4)  wild missed for both
Spider 2, now getting +2 for an ally,  so +2 vs +2 (18,4)  Gord Wins! 20 to 6 easily gutting a spider…
Spider 3,, still at +2 due to 1 ally in Combat again its
+2 vs +2  (11,3) Gord winds  13 to 5, 
The Spider is Armor 8 and Health 4, 
and  13 = 5 damage but his dagger
is -1 damage so the resulting 4 damage is 
just enough to kill it!, Gord did amazing here and is now 1 vs 1 with
the remaining spider.
Newly appearing Snake down below is actually equal
distance from both Skuti and Thorvald so I roll to see which it  chooses to attack and its Skuti!....reaching
him in one move it attacks  +2 vs  +2 
(19,7) luck is on our side and Skuti wins 21 to 9 -  the Snakes 8 armor leaves the Snake with 13
damage but Skuti is using a damage so it drops to 12 damage , Snake is Health
10 so it too is dead…
Skuti and Thorvald, lay claim to two giant water snakes
each!
COMPANION PHASE
Treasure in hand both 
Thorvald and Skuti must climb with injured OoA Calistra in tow back up
to the ground floor  (TN10)
Thorvald (17) easily climbs up Joining the new rescued
Oleandra on the main floor.
Skuti (9)  trying
to help the injured Calistra Fails and is stuck below
Oleandra- Holds position
EVENT PHASE
Black 9
 
  | 
The heroes feel
  an unnatural breeze, and then a thick cloud of ash moves across the table.
  For the next two turns, each hero must make a Will Roll (TN12) before it
  activates; if it fails, it receives a maximum of one action. Furthermore, the
  maximum line of sight for the next two turns is 8”  | 
Challenge Rules 
Whenever a black
event card is drawn, place a blood bat on the desk in addition to the other
instructions given
Blood bat appears
right in front of Blackwulfl!
 TURN 6 
RANGER PHASE
Blackwulf Activates Gord and Sigurd . 
Gord  Must will
Check at TN12  (19) pass responds with
Dagger attack against the remaining Spider (5,1)  as miss the fight continues
Blackwulf Will Checks TN12 (8) =4 pass  He again attacks a Bloodbat that’s appeared
right  in front of him…(14,6) and he
kills it easily
He moves to the ladder and begins to climb it in case
Gord should lose the fight..Blackwulf yells for Sigurd to return to the ground
floor with the others…
Sigurd Will Checks TN12 (12) pass  a double move 
leaving the 2nd floor and returning to the main level  entry area where Thorvald and Oleandra are.
CREATURE PHASE
Spider continues to Attack Gord,  this the only creature on the table..
(20,8) Gord with the Critical wow! Well he won that one….
The final spider is dead.
COMPANION PHASE
Skuti Will Checks TN12  (3) Fail , only gets on action . makes his
climb check with injured Calistra  TN10
(4)  fails still stuck
EVENT PHASE
RED 3
 
  | 
Two skeletons appear adjacent to the staircase on the level that
  contains the most heroes. Roll randomly in the case of a tie.  
 
In this case they walk right in the front door from the
  Courtyard and attack,  Thorvald,
  Oleandra and the now arriving Sigurd! | 
TURN 7
RANGER PHASE
Blackwulf activates Thorvald and Sigurd
Thorvald Will Checks TN12  (18) pass attacks the closest skeleton  (14,11 ) and crushes it to dust
Sigurd Will Checks TN12 (5)+2 Fails  only get one action he engages the Skeleton
with his “bone blade” but cannot attack this phase.
Blackwulf Will Checks TN12 (2) fails  begins moving down the ladder to level 1.
CREATURE PHASE
Skeleton attacks Sigurd +5 vs +1 ( 15, 17)  Sigurd wins 20 to 18, The Skeleton is
shattered to loose bones!
COMPANION PHASE
Skuti  Will Checks
TN12  (11) +1  pass, 
Tries to Climb (10)..Fail , Still stuck..2nd action keep
climbing…(18)! Finally they join the others
Oleandra Will Checks TN12 
10 +3  pass… holds
Gord  Will Checks
TN12   (6) 
fail on the roof moves to examine the cocoon.
A giant web
cocoon has completely enveloped the bed. Make a Strength Roll (TN8) to get
inside it. You may attempt this roll as many times as you wish. If successful, see
Note 598
Gord makes the Strength check (9)
 revealing the contents but can do
nothing else this turn
“You rip open the cocoon, but the only things inside are
a few bits of metal, a belt buckle, and a few buttons”  wha-wha…..sounds of disappointment.
EVENT PHASE
BLACK 10
 
  | 
The heroes hear
  a deep growl, and suddenly a large wolf comes bounding in. Place the wolf in
  the centre of a randomly determined table edge. The wolf follows all the
  standard rules for evil creatures.  | 
Once again in the front door,  “we must hurry they are coming!”  someone yells
Also lets not forget the 
Challenge Rules 
Whenever a black
event card is drawn, place a blood bat on the desk in addition to the other
instructions given  Bloodbat appears on
the second floor but there is no one there at the moment.
TURN 8
RANGER PHASE
Blackwulf activates Thorvald and Sigurd
Thorvald on a epic hot streak this games moves first to
challenge the Wolf +4 vs +1  (20,8)
Hah! He knocks back out in howling thud where it falls
dead 
(wow 3 crits this game…I have a feeling I will be crying for those on the final
mission.
Blackwulf  climbs
down the ladder and joins the others
Sigurd holds.
CREATURE PHASE
Only creature on board is a single Bloodbat on floor 2,
its does nothing
COMPANION PHASE
Gord comes down the ladder but cant reach the bat in a
single move, he quietly  makes his way
past it toward the ladder to 1st floor  using his full 7” move twice
Remaining companions hold.
EVENT PHASE
RED 5
 
  | 
Select a random
  hero on the table. That figures sees a glowing rune. That figure must make
  either a Perception (TN14) or Read Runes (TN10) Roll. If successful, it
  recognizes the rune as a trap and avoids it. If not, the figure suffers an
  immediate +3 magic attack as do any other figures within 2” of it. If the
  trap is avoided, gain 4XP.  | 
Comes up Skuti  who
notices something on the wall near  the
room on this floor they first entered he tries to read runes (17) and realizes it’s
a trap….and warns the others to avoid it 
+4 XP
TURN 9
RANGER PHASE
Blackwulf activates Gord and Thorvald
Gord, quickly moves thru the hatch and down the ladders
avoiding the last remaining blood bat.
Leaving on the 2nd floor behind the closed
hatch
All Heroes exit the Tower
Blackwulf exclaims “Back to the herb store I know where
the decanter is!!!” 
SCENARIO ENDS
The Heroes quickly move across the courtyard back to the
safety of the cleared Herb Store where they have a brief time to rest and
recover before the final search!
Survival and Healing
Out of Action, 
Calistra  Survival
Check at -2  (9)  = 7 “close call”
Close Call
The figure escapes
with only minor injuries but does lose all its non-standard equipment (anything
not listed on the Basic Equipment List).
This means she lost the “holy book” she was carrying that
was recovered in an earlier mission is lost it was worth 10XP when returned..oh
well..
Calistra returns 6 health but is currently poisoned,
Blackwulf uses his heal spell to bring her to 11 points
A survival check from Skuti (12) makes full health and
cures her of the poison.
Sigurd  current
health 6 regains3  to a total of 9…a
survival check from Blackwulf a +4 (15)  gets
to full health at 13…
Thorvald, Gord, and Oleandra were not injured during the
scenario
Blackwulf is at 11 health from taking 9 damage in turn 1…
he regains 3 to go to 14 a survival check from Oleandra (18)  brings him to 15…..
Going into the final scenario everyone is at full health
except for Blackwulf who is at 15 of 20…I could 
use his gem of spellfire for a second heal odds are we
will need it..so Ill save it..
THE FINAL SEARCH
You scour the place from top to bottom and, just as you
are about to give up, you spot a strange fold in the dirt on the floor.
Grabbing hold of this, you pull up a cloth covering and reveal a dark hole.
There, shining at the bottom of the hole, is a silver decanter covered in
beautiful flowing script. You have found what you were seeking! Before you have
any time to celebrate, however, you hear a horrible shriek and feel a coldness
grip your heart. You must now play Scenario I to see if you can escape with
your prize. The decanter must be carried by a specific figure. It does not take
up an item slot. Gain 100XP.
  
Total Experience
Creatures
 8 Bloodbats= 8
4  Snakes =12
3 Spiders= 6
2 Skeletons =2
1 Wolf = 2
30 XP
Blackwulf discovers the Decanters location +15
Room E +5
Skuti avoiding the Traps +4
24 XP
Finding the Decanter 100XP
Total 154 XP for Blackwulf bringing him to 850 total and
level 7
All Companions get 2 progression point except Calistra
who gets 1.
Should Oleandra survive the final mission Blackwulf will
get an extra 15XP
Items
Spellbook  -
Oleandra
Navigation Book- Skuti
(ponentially worth either xp or pp at end of Campaign)
Treasure Token (16) weapon or armor
 Hand Weapon,  Light…. Well give that to Sigurd for now…
Final thoughts- 
probably because I haven’t played in months I found this one particularly
fun especially with multilevel way I set the 
the scenario  up
Now its time to move on to ending the Campaign!
SHOWDOWN.