A week ago, one of your fellow rangers stumbled into camp, escorting a Lorenthian survivor she had rescued from a pack of Orcs in the Shadow Deep. During their debriefing, they mentioned seeing the ruins of the Convent of St. Emilia, once a great house of healing in Lorenthia. It is said that the nuns never turned away anyone that came to them in sickness, and that they were aided in their mission through the possession of a powerful magic artefact, the Decanter of St. Emilia, also known as the Decanter of Burning Light. Water poured from this silver decanter onto a wound would wash it free of any infection, poison, or other corruption. The ranger didn’t approach the convent but, from what she could tell, the place appeared abandoned. The walls were cracked, and several of the towers had collapsed.
Soon afterwards, you were summoned by your
captains. They explained the situation and tasked you to venture into the Shadow
Deep, make your way to the ruins, and, if possible, find the Decanter of St.
Emilia. Such healing powers could save many lives and prove a huge advantage in
the ongoing war.
Gathering your companions, and what gear
you need, you set off. You took the path known as the shattered stairs and
descended into the Deep, slowly making your way through the boggy terrain that
stretched out before you. Following a map provided by your captains, you
carried on until the land finally dried into a barren, rocky expanse. You spent
your nights sleeping in ditches and shallow caves, and your days dodging
patrols of Orcs and other foul creatures, eating meals of dried rations and
whatever could be caught – usually snakes. Thankfully, the map noted a couple
of freshwater pools where you could replenish. After nearly eight days of travel, you caught your first glimpse of
the convent. Its ruins stood at the top of a rocky escarpment, visible from
miles around, even in the perpetual gloom. Conscious that anyone in the convent
had a great vantage point to see you coming, you took your time approaching,
flitting from rock to rock, always staying in the shadows. Finally, you reached
the walls…
This report is a complete play- through.
all die rolls are shown as (X) all combat
rolls are shown as (x,x) the first number always being the heroes.
Any text in Italic is reproduced story or
event text from the adventure.
Pre- Game notes and Set up
Where covered in my last post so please
refer to that if you need background.
Special Rules
The overall special rule for Burning Light
is the evolving event deck. Each scenario has 2 additional event cards added from a separate “shadow deep” event deck,
these cards represent the shadow deeps awareness of the heroes and the events will grow in number and danger as the missions progress.
Each scenario has 6 event cards, with 2 added Shadow Deep event cards for a total of 8. So the first mission has 8 cards, the 2nd mission will have 10 cards with 2 additional Shadow Deep event cards added , the 3rd mission with have 6 total Shadow Deep Event cards added, etc, etc. By mission 8 the event deck will be 22 cards deep. The last scenario is different and I will cover that when/if we live to get there.
Each scenario has 6 event cards, with 2 added Shadow Deep event cards for a total of 8. So the first mission has 8 cards, the 2nd mission will have 10 cards with 2 additional Shadow Deep event cards added , the 3rd mission with have 6 total Shadow Deep Event cards added, etc, etc. By mission 8 the event deck will be 22 cards deep. The last scenario is different and I will cover that when/if we live to get there.
This particular scenario has several points
of interest beside the far door we must access to escape
Various situations refer to number notes as
appendix in the back section of the book after reading some I realized the game
would be much for fun if I DIDN’T READ there so I did not. So there is a lot potentially happening that
have no idea about..
The scenario will last 9 turns
The target point is point of interest B (
the middle hanging body on the map)
Before the mission I must nominate 1 figure
to make either a stealth or tracking check, I choose the harder Steath roll at
(TN 12) as Gord is +5 , he rolls (17) success this means the Ogre in the
Gatehouse is set up further away at the start of the game.
House and
Experimental Rules
We are using the current experimental rule from playtest doc V.2 which states
In a solo game a Ranger can only activate two companions during the
Ranger Phase.
And as you will notice the Grim Reaper Icon on my character sheets, I
am using my own house rule I now call “Russian Roulette” - Each time a Ranger
or Companion is knocked “Out of Action” they receive a cumulative negative
modifier on their next roll on the Survival Table for subsequent “Out of
Action” results.
So for instance Thorvald is current -3 as he was knocked OoA in 3
previous missions the next time he goes OoA he will with that -3 modifier. Making his chances at a full recovery a 12+ as
opposed the stock 9+
You’ll note my Ranger is +1 as
that’s the general rule in the rule fro Rangers . Blackwulf has NOT fallen in battle yet- but
should he, that +1 will be reduced to 0, the -1,-2 etc.
The only caveat is if you roll a natural 20 on the Survival table your
debt to the reaper is cleared and you start from scratch.
My Ranger
Blackwulf is currently level 5 after 8
missions
The Companions
With
Guthrum’s death and Xavos badly wounded, (and not accompanying us on this
mission )
Blackwulf has recruited -Calistra , Knight
of the realm to join the group as she was keen to find out what has happened at
the Covent of St Emilia.
THE GATEHOUSE
TURN 1
Blackwulf and company scout the 3 entry points to the Convent after
some discussion they choose the gatehouse thinking perhaps clues to what
happened here might be most obviously present.
Even before you set foot in the gatehouse, you are nearly overcome by
the stench of death and rotting bodies. In the faint light that streams in
through the shattered gates, you can see a trio of bodies dangling from chains
in the ceiling. They have been there a while. As you move inside, a large and
menacing form looms up out of the shadows of a side room. An immense ogre,
covered in dried blood and gore and clutching a crude club, lumbers into the
faint light…
RANGER PHASE
Blackwulf chooses to activate Gord and
Sigurd this turn using group activation
Blackwulf carefully enters the gatehouse
first moving 6” he hears a noise and sees a Ghoul he calls out to the others
turn and quickly fires and arrow ( 8,4) or (10,5) ( +2 to hit vs +1 hurried shot) grazes the
Ghoul the arrow does no damage.,
Gord – continues in, getting a nod from
Blackwulf that says “Sigurd and I got this see whats about” Gord moves his 10.5
inches in to room he know gets a good luck at the revolting bodies hanging from
the chains at the end of the room, skeletons strip for the meat something non
animal enjoying human flesh.
Sigurd-
activates and moves 6 inches , quite cant real the ghoul so moves up next to Blackwulf
to make sure the Ghoul gets to engage them both.
CREATURE PHASE
A loud grunting sound followed by a
Boom..boom..boom lets us know something is coming this way.
An Ogre has a nice line of sight on the
door from his position in right side chamber of the gatehouse
He moves directly toward Blackwulf and
Sigurd 9 inches..
The Ghoul mindlessly charges Blackwulf and
Sigurd, its equal distance to both I roll a die and its Blackwulf whose engaged
(8,14) its +6 with Sigurd supporting vs
the Ghouls +2 = 14 to 16 the Ghoul wins! And Blackwulf takes a nasty 5 points
of Damage.
COMPANION PHASE
The rest of the Companions charge into the
gatehouse
Skuti moves in 6 inches and fires an arrow
at the face of the Ogre (11,10) Skuti’s
+2 for 13, the Ogre is +0 but -2 for Large but +1 a hurried shot from Skuti =
+0 Skuti hits it but with Armor 12 it’s
a graze with a single point of damage
Thorvald can get into the Combat with the
Ghoul, Blackwulf and Sigurd in a single move..he attacks
With the big hammer (7,1) Thorvald is +3 and he he gets +2 for support
for a 12 , the ghoul has a 3, a glancing
blow but the hammer being +2 damage its 14 vs 10 Armor of 4 damage to the
Ghoul.
Calistra moves 7.5 inches (move 5) toward the Ogre and draws her sword.
EVENT PHASE
RED 3
Without warning, the entire world begins to
shake, and the heroes realize they have been caught in an earthquake. Every
hero must make a Move Roll (TN16) or miss their next activation.
Ooof
this is ill timed, but it always is isn’t it?
Ok
everyone has a 6 inch moves but Gord who has a 7 meaning , He needs a 9 while
the rest need 10’s
Blackwulf
(19)
Gord
( 1)
Sigurd
(16)
Skuti
3
Thorvald
(14)
Calistra
(13)
At
least all the main fighters made it!
TURN
2
RANGER
PHASE
Blackwulf
activates Sigurd and Thorvald with group activation
Blackwulf
tries to finish off the Ghoul. He attacks (12,17) Blackwulf +6 with support for
an 18 0, the Ghoul is +2 for a 19 super close, I know its early but I used my
Hand of Fate heroic ability I don’t want to eat 13 points of damage from the
first ghoul with an Ogre charging us I roll (14)! Whew! Blackwulf prevails and
finishes him with 10 points of damage
Sigurd
and Thorvald form a line with a short move and await the Ogre I position them
so Calistra and easily join the fight on her turn.
CREATURE
PHASE
Ogre
roars and comes charging in, he meets both Sigurd and Thorvald head on. I dice
off and its Sigurd who gets the direct attack. Its + 5 with Support VS +3 from
the Ogre (9,19) oof Sigurd eats the Club
losing 14 to 22 that 22 becomes 24 for damage purposes due to the two handed
weapon Sigurd takes a crushing 12 damage and has 1 hit point left!
COMPANION
PHASE
Gord
and Skuti miss their activation this turn due to being tossed on the ground
from last rounds earthquake
EVEN
T PHASE
RED
5
A dead body that has been lying unnoticed on the
floor suddenly animates and attacks the heroes. Place a zombie in a randomly
determined corner of the main area of the table
No rest for the weary, I put a Zombie in same corner the ghoul came from (that’s the corner I rolled.)
TURN 3
RANGER PHASE
Blackwulf activates Sigurd and Thorvald
using group activation
Blackwulf –charges Zombie (10,13) not the best attack he wins 14 to 13
(+4 vs +0) but its only 2 points on damage the Zombie battles on
|
Thorvald
Attacks Ogre He’s +5 with Sigurd and Calistra Supporting vs the Ogres +3 (8,9)
another close fight Thorvald wins 13 to 12 the 13 becomes a 15 for
damage purposed thanks to his two handed weapon. Its
3 points of damage exactly enough to bring the Ogre to its knees for the kill.
Sigurd-
barely standing , breaths a sigh of
relief he doesn’t have to fight this turn
CREATURE
PHASE
Zombie
attacks Blackwulf (12,13) or 16 to 13 after Blackwulf’s +4 fight…again the 4
points of damage is exactly enough to bring it down.
COMPANION
PHASE
Gord
moves away from the door he was about investigate and goes to Sigurd transferring
his potion of Healing to badly wounded man at arms,
Skuti
moves up to have a clear view of the back half of the room, in case any undead
appear out of nowhere.
Calistra
makes a double move toward the broken wall to the east where Ogre came from
“looks
clear , she says thou there is box Gord might want to take alook at, i.e
Treasure!
EVENT
PHASE
RED
6
A dead body that has been
lying unnoticed on the floor suddenly animates and attacks the heroes. Place a
zombie in a randomly determined corner of the main area of the table
Another Zombie pops up
this time in a far left corner where Skuti was scanning with his bow
“ I knew there was one
there!”, he snorts
RANGER PHASE
Blackwulf, in
corner alone after putting that zombie down is just far enough away from his
companions that he must activate alone. He does so moving 6 inches to Sigurd
and casting his Heal Spell on him giving him +5 health now up to 6.
CREATURE PHASE
The lone Zombie
shuffles forward moving twice or 6 inches
COMPANION PHASE
Skuti wants to
shoot that Zombie, “target practice!” he yells (11,9) or 13 to 9 the arrow
sinks into the zombies shoulder for 1 damage and it keeps on coming,
“impressive” smirks Gord
Thorvald lets
out a warcry and charges the thing smashing it with his hammer (15,13) +3 vs +0
and +2 damage its 20 to 13 for damage purposed the 8 damage splatters the
zombie on the wall and all over some nearby rubble.. Gords ‘cocks and eyebrow
at Skuti”
Calistra stays put covering
Gords moving toward the chest and being able to act in the main room if needed.
Sigurd downs the potion of healing gaining another 5 health he is back up to 11 health.
EVENT PHASE
RED ACE
A cloud
of small insects explodes out of a heap of rubbish and swarms around the room.
Every hero must make a Will Roll (TN12) or miss its next activation
Blackwulf +4 (11)
pass
Gord +1 ( 4) fail
Sigurd +2 (20) pass
Thorvals +2 (12) pass
Skuti +2 (17) pass
Calistra (8) +2
fail
Looks like those bugs were thickest on the east side of the
room.
TURN 5
RANGER PHASE
Blackwulf activates Sigurd using group activation
Sigurd makes a double move towards the hanging body on
the right (C) to investigate he must make a perception check (TN8) rolls (11)
succeeds it’s a Lorenthian Royal messenger scanning room he sees something
nearby discarded.
You retrieve the messenger’s satchel and pull out a
sealed letter that has unfortunately become soaked in the messenger’s blood. At
the end of the scenario select one figure to make a Read Runes Roll (TN12). If
successful, see Note 963.
Either way, gain + 5XP.
Blackwulf makes a double move towards the center hanging
bodies (B) to investigate he determines its one of the Convent guards and must
make a survival check (TN 18) his roll (18) or 22 succeeds ! wow wasn’t expecting
that one.
As you approach the
body, you realize that something just isn’t right. The man is clearly dead, and
yet still seems to be twitching. Thankfully, you step away just in time as the zombie slips
out of its chains and drops to the floor. Place a zombie on the table, up to 3”
away from this figure and gain + 3XP.
Well another Zombie hello!!...
CREATURE PHASE
Zombie immediately engages Blackwulf (12,5) Blackwulf gets the better of it quickly
winning 16 to 5 but only does 4 damage the Zombie fights on.
COMPANION PHASE
Thorvald can make a single move and get into combat with
Blackwulf and the new Zombie..he attacks
(12,12) Thorvald is +3 fight with +2 support from Blackwulf for 17 the
Zombie is +0 so 17 vs 12 he connects hard +2 damage and its 19 or 7 damage enough
to again smash the zombie to pulp…Thorvald one shots two zombies in a row nice!
Gord can not activate due to insect swarm
Calistra can not activate due to insect swarm
Skuti has move to the locked door, he can pick locks but
he puts shoulder into it for a strength check (TN14) (8) and the door doesn’t budge…”going
to need some help over here!”
EVENT PHASE
BLACK ACE
The Shadow Deep decides to
let us know, it knows we are here.
A horrific howl echoes around the ruins, sending
shivers down the spines of
the heroes. Every hero must make a Will Roll (TN10).
If it fails, it receives a
maximum of one action during its next activation.
Blackwulf +4 (20)
pass
Gord +1 ( 9) pass
Sigurd +2 (1) fail
Thorvald +2 (5) fail
Skuti +2 (13) pass
Calistra (15) +2 pass
TURN 6
RANGER PHASE
Blackwulf activates Thorvald and Sigurd using group
activation
Blackwulf makes a single move and investigates the left
most hanging body (A) he sees it another convent guard he easily makes the
(TN8) perception roll (14) +4 =18 to determine:
The guard wears a
small golden ring engraved with a heron. It is a simple, yet beautiful, piece
and may be of value
or interest to someone, so you decide to take it with you. + 8XP.
Thorvald and Sigurd both use their single action to move
6 inches toward the locked door.
CREATURE PHASE
There are no active creatures on the board.
COMPANION PHASE
Gord moves and secures the Treasure Token in far right
corner of the east section of the Gate
Skuti drops back away from the door leaving the stronger
character to bust it down keeping his bow ready
Calistra makes a double move of 7.5 inches back toward
the door.
EVENT PHASE
BLACK 2
The Shadow Deep strikes again!
A vulture appears at the center of one randomly
determined table edge. It follows
the standard rules for evil creatures
A vulture has somehow got inside the gatehouse flying
around!, well deal with it next turn
TURN 7
RANGER PHASE
Blackwulf is too far away from his companions to use
group activation.
He activates and moves 6 inches toward the group spotting
the Vulture entering from the east side of the building he fires off an arrow its
getting late in the game so time to use his “Steady Aim” heroic ability to help
get the job done he rolls (14,13) +2
base + 5 Steady Aim = 21 vs 13..a lethal hit, even the Vulture high armor of 14
wont save it…7 damage kills it..dead,…take that stupid bird..
“Rangers are
ordered to shoot these birds down on sight if possible” - Done!
CREATURE PHASE
No active creatures on the board.
COMPANION PHASE
Gord makes a
double move back toward his companions after securing the treasure token
Calistra who has the best Strength Check at + 5 moves to
the locked door and gives it a kick
since our thief wont make it here any time soon..(TN14) roll (10) +5 – success! The door gives way
cracks open
“As you open the
door, you hear a shuffling and snarling, and suddenly a pack of ghouls rushes forth.
Place one ghoul in each corner of the room. Place one treasure token in a
randomly
determined corner. + 3XP.”
Yikes 4 more snarling Ghouls and another Treasure Token!
Considering it going to take the ghouls a double move to
all get to the door next turn, I have a plan and have the rest of the team move to position around the door to
prepare for Ghouls as they get the doorway
EVENT PHASE
RED 2
The players hear a
deep laugh and turn just in time to see a second ogre step
into the room.
Place an ogre adjacent to the doorway opposite the heroes’
entry point
Uhhh OK, things just went FUBAR right now its 4 Ghouls +
an other Ogre, I new the card was coming I was hoping it was next turn…
.
TURN 8
RANGER PHASE
Blackwulf Activates Skuti and Sigurd using Group
activation..
Blackwulf fires an Arrow at the Ogre wishing he saved his
Steady Aim right now…he shoots (13,16) +
2 shoot +2 Large target = 17 to 16 he just hits , the Ogre takes 5 damage is is
cleary annoyed
Skuti follows suit shooting another Arrow.. (13,1) or 17 , +2 to hit +2 Large Target 17 to 1 a
direct hit Ogres another 5 damage ,
clearly enraged its still going to get a chance to attack..
Sigurd moves to Blackwulfs side to help bear the Charge…
CREATURE PHASE
All 4 ghouls immediately rush the door, fortunately there
max move is 9” an none can get through the doorway to our heroes this turn.
The Ogre enraged by its wounds charges both Blackwulf and
Sigurd since Sigurds health is 11 vs Blackwulf ‘s 14 he will take the brunt of
the attack..but Blackwulf will be supporting.. they fight!- (10,4) Sigurd wins the combat with 15 total! (+3 fight, +2 Support)
The Ogre takes 3 more Damage an is on its last legs with
1 health remaining
COMPANION PHASE
Calistra seeing Ogre is badly wounded moves to quickly
finish it she attacks with Sigurd Supporting…(20,14)
Woot! the first Critical this game..thats how you take
down an Ogre it would have been a killing blow at full health with grand total
being 30 vs 14…..16 damage..its head falls to the ground..
It should read 16 damage , 30 was the total fight roll with critical to calculate damage. |
Thorvald sees Gord smiling and pulling the fireball orb
they recovered at the Farmhouse during “the last stand”
He moves back from the door awaiting any surviving ghouls
rush…
Gord-
Who is coincidentally exactly 10 inches away for the
perfect target point figures this type of opportunity may not come up again he
pulls the Fireball orb from his vest and throws it
FIREBALL ORB
A figure may spend
an action to throw this orb anywhere within 10”. Every figure within 2” of
the point of impact
immediately suffers a +5 elemental magic shooting attack.
(19,11) = 24 vs 11 DEAD
14 damage
(17,14)= 23 vs 14
DEAD 13 damage
(10,4)= 15 vs 4 Charred but Alive 5 damage
(15,13)= 20 vs
13..DEAD 10 damage
Brutal , would have epic to kill them all but 3.5 is
awesome….
EVENT
RED FOUR
“A set of chains
dangling from the ceiling suddenly lashes out and snatches one of the heroes
from the floor. Select a random hero on the table. That figure must make an
immediate Move Roll (TN20) or be bound in the chains.
Once bound, the
figure may make one attempt each turn to make a Strength Roll (TN20) to escape.
It gets +4 to this roll for every friendly figure that is adjacent. Otherwise,
it remains bound until the end of the scenario. Evil
creatures ignore
bound heroes. If the hero escapes the chains, or dodges it to begin with, +
4XP.”
And the unlucky victim of
this chain attack is our Ranger Blackwulf he make the move roll at +6 (4) caught by surprise he is CHAINED
TURN 9
RANGER PHASE
Blackwulf make now try to
break the chains he is adjacent to Sigurd he will group activate Sigurd and
Calistra using group activation
Blackwulf +4 Strength +4
adjacent figure (TN20) Roll (12) fails is he bound for the rest of the Turn
Calistra moves to engage
the ghoul, unfortunately due to her heavy armor, she needs to move twice so
cannot attack
Sigurd however is exactly
6 inches from the Ghoul, he engages and attacks (15,3) or 20 to 3 with +3 fight and +2 support..the
Ghoul falls dead.
With that, the company
regroup, free Blackwulf from his chains and move toward the exit which opens to
the convents bleak and ominous courtyard!
Gord says “ wasn’t there
another treasure box back there?” Yes there was Gord but no one could possibly
reach within the turn limit so we are out luck!
SCENARIO ENDS
Healing /Survival checks
Fortunately here no one
was “knocked out of action” it was very close for Sigurd. There is no full recovery between adventures in this campaign .the text reads
"After each scenario, all the heroes that are still
alive either regain 3 points of lost Health or go back up to half their
starting Health, whichever leaves them with a higher total Health. Furthermore,
a figure that is still
below starting Health may attempt to regain 2 Health
by having another figure pass a Survival
Roll (TN12) on its behalf. A figure may either request
a Survival Roll for itself or attempt one
on behalf of another figure – never both. A figure may
only make one Survival Roll after each
scenario, and while a single figure can request
multiple Survival Rolls, it may only ever regain
Health from one successful roll."
Sigurd- regains 3 points to reach his full health
Blackwulf will be shy 2
points , no one (except Guthrum RIP) has the Survival skill so its an unaltered
roll (13). We fail so Blackwulf will
start the next Scenario 2 point of Health down.
EXPERIENCE
Experience points are
handled differently in Burning Light you get direct XP from enemies defeated
And direct XP from events
cards and notes
For this Scenario acquired.
OGRE x 2 = 10
GHOULS x 5= 10
ZOMBIES x 3= 6
VULTURE X 1= 3
29 XP
Notes and events-
+5 messenger satchel
+3 survival check chained
zombie
+8 finding golden ring
+3 opening western door
+4- escaping or dodging
chains- Failed , no award +0
19 XP
Total experience 48XP
Items
Treasure Token
(11) Herb or Potion
(16) = Cordial of Spellfire
Golden Ring
Items Used
Potion of Healing
Fireball Orb
Final Thoughts
Overall, we got off easy in this one, having the fireball orb and being able to force the ghouls to choke point to blow them up was extremely convenient, not to mention the dice were very kind
prolonged fighting with Ogres will take down characters quick as Sigurd found out , while I though at first 4 Ghouls and Ogre second to last could have went south quickly, they made it look easy good ranged attacks and a massive critical.. I highly doubt will be so lucky moving ahead.
Next Up SCENARIO C: THE COURTYARD
1 comments:
Well that was a very entertaining report. Brilliant, I thoroughly enjoyed it.
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