Rangers of Shadow Deep, Mission 2, The Beacon Tower: Scenario 2 Tor Varden, The Lower Level
This report is a complete playthrough.
Full layout of lower levels with all the bits for the potential 4 rooms. |
Pre-game notes.
I already gave my initial
thoughts on the scale down of the towers rooms in my last post but-
Wow I still had a lot more
to do here than I Initially planned. Not only did I build the modular floors
and walls for all 3 rooms, I had put together a bunch of different things to
fill out all four potential rooms in the scenario. Thankfully I had all the bits and pieces I
needed it just took me while to paint 20 something small bits of scatter
terrain / atmosphere decoration.
This in the end was a good thing as its better
now painted up for use then sitting around in a bin on my desk.
I also put everything
together for Scenario 3 which included even more pieces, while I get to reuse
my floor tiles as the tower roof , the
walkway, floor hatch, bonfire, prisoner, pillars that support the covered roof
, all needed to be completed. Now I am finally ready to roll dice I can do both
scenario 2 and 3 back to back.
As for my Ranger and
Companions, since the battle with the bridge guards, they have added a party
member, a Tor Varden soldier named
Leofric who escaped the initial raid on the tower and wants to help retake it. Thorvald
was badly wounded at the bridge and carries on with 7 Health. A spying vulture
escaped the bridge fight and it serves as some sort of warning to the Orcs of
Shadow Deep. They know we are coming.
Sigurds magic shield has 2 uses remaining,
Ranger Blackwulf has found
some Fireheart Green herbs which will give him a bonus activation at some
point. Lastly Blackwulf reached level 2 which gave him a stat increase, in my
last report I wrote he was increasing his Shoot stat but after reading over the
game again I ended up going with the Fight Stat.
Again the mission
specifies Gnolls as the adversary . We’ve replaced Gnolls with Orcs as primary
agents of Shadow Deep in my games , the Orcs have the exact same stats as the
Gnolls presented in the mission or the RoSD bestiary.
All die rolls are shown as
(X) all combat rolls are (x,x) The first number always being the heroes.
There is no Target Point
in this scenario
Here are Blackwulf and his
men current stats are we go into the game.
SCENARIO 2: TOR VARDEN,
THE LOWER LEVEL
After the encounter at the bridge, you and your
companions were able to slip past a couple of other Orc patrols and reach Tor
Varden. There were no guards posted outside, and very little indication of anyone
inside. Then a muffled scream came from somewhere in the tower. It was a sign
both good and ill. There is at least one man alive in Tor Varden, but you might
already be too late to save him. You will need to move fast.
Special Rules
This scenario continues
until all the doors have been opened, and all evil models on the table have been
killed.
Before we start I need to
have a hero make both a Stealth and Pick Lock roll at (TN 10)
We choose our Rogue of
course as he’s +5 to both skills. Unfortunately he’s having an off day and
rolls (4) and (6) so he’s spotted by enemy but does pick the lock. Regardless the
team has already suffered the penalty in the first room as the Vulture escaped
in the previous scenario
The Orcs ready and waiting
as Gord releases the mechanism that raises the heavy portcullis opening the
door to lower level of Tor Varden.
The door to the lower levels of Tor Varden |
We draw a card to see what
the first room is:
RED THREE
The Armoury.
This room is lined with racks filled with weapons and armour. One
clue marker should be
placed in each of the two corners opposite the door by which
the heroes entered. One
Orc archer should be placed in the center of the wall
running between the two
clue markers. Two Orc fighters should be placed in the
centre of the room. If the
players have suffered the penalty for this room, (YES WE HAVE)
then replace the two Orc fighters
with Orc sergeants.
Players have until the end
of the fourth turn after they open the door to this
room, to open the door to
the next room, or they suffer the penalty in that room
been killed.
Orc were alert and waiting. |
TURN 1
RANGER PHASE
Blackwulf group activates
with his three comrades at the door , Gord , Skuti and Thorvald
Blackwulf immediately
makes a 6 inch move and engages an Orc Sergeant
He attacks (17,8) ahh so
close to being able to use his deadly strike ability. Still at +4 to the Sgts
+3 he wins easily 21 to 11.. the Orc is armor 11 so its 10 damage.enough to
kill a regular orc but not a sergeant!.
Thorvald moves to
following Blackwulf making the combat 2
vs 1..Thorvald will be +5 to the Orcs +3..(14,10) Thorvald wins 19 to 13…the hammer drops for 8
damage and the Orc Sergeant falls.
Skuti moves behind the
large pillar in the room and then shoots at the second Orc Sergeant.
(14,16 ) the shot ties 16
to 16..so the shot misses
Gord makes a 6 inch move
behind some crates and throws his lucky knife at the Orc Archer,
(6,12) but its not so
lucky this time and bounces off the wall.
CREATURE PHASE
The remaining Orc Sergeant
following the evil actions rules must engage Blackwulf so he does
I know have the choice of
having Thorvald (who is beginning the game with only 7 health) pulled in giving
a us a big +6 to +3 advantage..I deem the risk is worth it and we fight 2 vs 1
(10,12) ugh not great but
we barely win 16 to 15 doing 5 damage to the Orc
Orc Archer returns fire at
Gord but Gord has light cover for +2 (14, 19) ugh..the Orc is a marksman it
seems at the Orc Wins 22 to 17 ouch 22 is lethal to Gord with no armor its 12 damage and he's only
10 health..I got careless here and our Rogue falls out of action,
COMPANION PHASE
All Companions in play
have gone this turn
EVENT PHASE
The are no random events
in this scenario
TURN 2
RANGER PHASE
Blackwulf group activates
with Thorvald and Skuti
Blackwulf in a 2 vs 1 with
the wounded Orc Sergeant is +6 with Thorvald Supporting. (14,3)
20 to 6 the Orc is
clobbered and goes down with 9 damage.
Skuti moves to hard cover
behind crates and has a clear shot at the Orc Archer (7,7) ties at 9 the arrow just misses
Thorvald moves 6 inches
and engages the Orc Archer they fight (6,15) ughh this Orc is going to be a
problem the orc wins 16, 9…that’s 5
damage to Thorvald who drops to 2 health!
CREATURE PHASE
The Orc Archer attacks
Thorvald again is +3 to +1 (18,15) WHEW..Thorvald wins 21 to 16
The damage is 13 more than
enough for Thorvalds hammer to splatter it against the wall.
COMPANION PHASE
The remaining companions
come charging in all making double moves toward the door.
EVENT PHASE
The are no random events
in this scenario
TURN 3
RANGER PHASE
Blackwulf group activates
with Sigurd, and Leofric
Blackwulf moves to
Thorvalds side and cast his Heal Spell on him giving him 5 health back
Sigurd moves to the
western clue marker we roll (13)
Hidden Note. -Make a Perception Roll (TN5). If
successful you find a note scrawled
by the captain of the tower, before he was killed,
warning of the shadow knight that
is now in control of the tower. Your first attack that
damages the shadow knight in
the next scenario does an additional 2 points of
elemental magic damage.
Sigurd makes the
Perception check at +0 and rolls (8) he
passes.
Leofric moves to the Door
but doesn’t open it yet.
CREATURE PHASE
All creatures in this room
have been eliminated
COMPANION PHASE
Skuti- moves to cover the
hidden making sure he has cover himself from the pillar
Guthrum- moves to the
eastern clue marker, roll (18)
Book of Astronomy. You find a book of star charts. Any
figure carrying this book
receives +1 to Navigation Rolls
well not particularly
useful in this mission but we will hold on to it
Thorvald- Hold position
moves 0.
EVENT PHASE
The are no random events
in this scenario
TURN 4
RANGER PHASE
Blackwulf group
activates Sigurd, Leofric and Thorvald
Leofric- Opens the Door we
draw a card.
RED ACE
The Storage
Room. This room is filled with boxes, crates, bags, and
barrels. Two treasure
tokens should also be placed in the room, in the
corners opposite the door from which
the heroes enter. Four Orc fighters are in this room. One should be
positioned adjacent
to each treasure token. Two more should be standing
together halfway between the two
doorways (or the doorway and the stairs in the case of
Room C).
If the players have suffered the penalty for this
room, replace the two orc fighters
next to the treasure tokens with orc archers, and put them in cover behind crates.
Players have until the end of the fourth turn after
they open the door to this
We do NOT suffer the
penalty in this room, so no Archers.
Leofric follows up with a
6 move but can quite reach any orcs
Blackwulf makes a 9 inch
double move engaging the right center Orc
Thorvald also makes a 9
inch move engaging the right center orc
CREATURE PHASE
Right Center Orc is
engaged with Blackwulf and Thorvald its +6 vs +2 (16,15 ) or 22 to 17 a win and an easy kill
with Thorvalds support with 12 damage.
Left Center Orc moves and engages Leofric . I snap Sigurd
into the Combat so its +5 vs +2
(6,8) or 11 to 10 the
heros win but no damage
Left Orc- moves to flank Sigurd this pulls hims out of
support of Leofric so there are no extra bonuses its +3 vs +2 (17,7) Sigurd
prevails mightly 20 to 9… 9 damage to the Orc doesn’t not put it down
its fights on with 1 Health
Right Orc is closest to
Sigurd so he charges in this gives the Orcs +2 to the Fight or +3 to +4 (15,10)
or 18 to 14 Sigurd prevails….wounding Orc with the lowest health the Left Orc
with 1 health falls dead
COMPANION PHASE
EVENT PHASE
The are no random events
in this scenario
STORAGE ROOM ( description
says 4th turn after door is open which would make Turn 5 the 1st
turn in the storage meaning we have
till the end of Turn 8 to get the door open to room C.
However I am playing it 4
turns after we opened the door making it end of Turn 7.)
TURN 5
RANGER PHASE
Blackwulf group
activates Sigurd, Leofric and Thorvald
Blackwulf engages Left
center Orc we have Leofric for Support..+6 vs +2
(7,4) Blackwulf wins 13 to 6..its only 2 damage to the Orc
Leofric attacks with
Blackwulf support. +5 vs +2 (7,8)
or 12 to 10 the heros win but its only 1 point of damage
Sigurd is fighting the Right
Orc is +3 vs +2 (8,17) oh no the Orcs
are battling back he bests Sigurd this round winning 19 to 11..Sigurd takes 7
damage!
Melee is center of room got ugly quick , here Sigurd Survives a 3 vs 1 |
Thorvald – moves into
combat with Leofric and Sigurd hoping for the Kill now he will get a +4 bonus
for 2 allied figures supporting +7 to +2.
(16,20) oof thankfully evil
creatures don’t auto win or crit on a 20…we barely squeak this out 23 to 22 but with the Hammer damage bonus its
wopping 14 damage taking out the Orc.
CREATURE PHASE
A Lone Right Orc stands, it continues fighting Sigurd.. +3 vs +2 (1,7)
ugh 4 to 9 the Orc wins but does no damage.
COMPANION
Guthrum snakes his way
into the combat with Sigurd but it takes a double move so no fight.
Skuti moves twice and
reaches the left most Treasure Token
EVENT PHASE
The are no random events
in this scenario
Blackwulf group
activates Sigurd, Thorvald and Guthrum
Guthrum fights the last
Orc with Sigurd supporting (7,11) at +5
vs =2 its 13 to 12 the Orc wins doing 2
damage to Guthrum.
Thorvald moves into combat
against it’s a 3 vs 1 giving him + 7 vs + 2..ack (6,18) this super orc is possessed
he fights off all three! Winning 20 to 9… that’s 8 damage to poor Thorvald who
has 7 health so he goes down!
Super Orc here, returns the favor not only surviving a 3 vs 1 but puts Thorvald out of action! |
Blackwulf moves into combat
now that Thorvald as fallen there is room. He has 2 allies supporting his for a
+8 attack vs +2.., (14,3) finally the Ranger delivers a killing blow winning
the fight 23 to 5 and 12 damage
Sigurd moves to the
Treasure token by the door.
CREATURE PHASE
All creatures in this room
have been eliminated
COMPANION PHASE
Skuti picks up the
Treasure token and moves to cover the door
Leofric moves toward the door, but doesn’t reach it , he wants to
stay close enough to Blackwulf to activate in the next Ranger Phase.
EVENT PHASE
The are no random events
in this scenario
TURN 7
RANGER PHASE
Blackwulf group
activates Guthrum, Skuti and Leofric
Ok Gord and Thorvald are
down, Sigurd is at 7 health, Guthrum 11 , while the others are unwounded.
Leofric- moves to the door,
opens it- we draw a card. Leofric moves into the room.
RED 4
The Shaman’s Workshop. Whatever this
room once was, it has been completely
transformed into a horrific workshop. The room
contains some scattered furniture,
all of it covered in animal parts. In the centre of
the room is a table with an inanimate
flesh golem lying on top of it. Place a Orc shaman next
to the table. Place two Orc
fighters 3” away from the table, between the table and
the door through which the
heroes entered. If the shaman is still alive at the
end of the third turn after the door
to the room is opened, the flesh golem animates –
treat it as a normal evil creature.
If the players have suffered the penalty for this
room, then the Orc shaman
has cast a spell and every hero entering the room must
make a Will Roll (TN10) or
suffer -2 Fight while within the room. Players have
until the end of the fifth turn after they open the door to this room, to open
the door to the next room, or they suffer the penalty in that room.
The Heroes do not suffer
the penalty for this room The flesh
golem will animate during the creature phase of Turn 9.
Blackwulf – Moves to the
door, and fires his bow at the Orc dead ahead he declares his “steady aim” shot
for +5 since he moved it’s a hurried shot for +6 the Orc has no cover.
(20,6) boom critical hit with the bow…I guess we didn’t
need the steady aim.. winning 26 to 8 with the Crit its 31 to 8 or 20 damage…I
think that’s the most damage I have done in a single attack yet. The orcs head
explodes…
Blackwulf shoots his epic bow shot from here |
However Blackwulf is no
blocking the door and I can find anything in the book about moving thru allied
figures…
Guthrum and Skuti move up
toward the door there is no one is sight for a bow shot.
CREATURE PHASE
The remaining Orc Soldier quacking
engages Leofric, they fight! +3 vs +2 (
4,14,) ugh Leofric bungles his attack losing 16 to 7 taking 4 points of Damage
The Orc Shaman jumps on
the opportunity and Joins the combat making it +3 vs + 3 (11,3)
Leofric prevails 14 to 6 doing
3 damage to the Shaman.
COMPANION PHASE- Sigurd
secures his treasure token but cant get thru the door.
EVENT PHASE
The are no random events
in this scenario
TURN 8
RANGER PHASE
Blackwulf group
activates Guthrum, Skuti and Sigurd
Blackwulf charges thru the
door attacking the Shaman. +4 to +1
(7,3) The Ranger wins but no damage is dealt. But he pushes the Shaman
back so Skuti can get a bow shot.
Skuti moves into the room
and shoots an arrow at the Shaman . +2 vs +1
(16,4) Skuti hits with an 18 doing 6 damage to Shaman he is down to 3
health!
Sigurd and Guthrum both move into the room but position
and obstacles prevent them from engaging the Orcs
Skuti manages to get off his one bow shot here.. |
CREATURE PHASE
Orc Soldier continues fighting Leofric +3 vs +2
(13,11,) Leofric battles to win the round 16 to 13 doing 5 damage to Orc
with 11 armor.
Orc Shaman also must
engage Leofric.. with the support is even dice. (11,7 ) Leofric wins but no damage
he (Leofric) steps back
COMPANION PHASE
Guthrum-
Leofric stepping back
allows Guthrum room to engage the Orc Soldier +3 vs +2 , (10,17) ugh bad move
for Guthrum he loses combat 13 to 19 and takes
8 damage , Guthrum is at 3 health!
Sigurd- has room to
maneuver around the furniture and engage the Shaman +3 vs +1 , (10,4)
Sigurd wins 13 to 5 doing
2 points to Shaman he down to 1 health he needs to Survive the next Ranger
phase.
Skuti- has no vaild bow
target so activates but sits tight hoping for a lucky shot
EVENT PHASE
The are no random events
in this scenario
TURN 9 - SHAMANS WORKSHOP
RANGER PHASE
Blackwulf group activates
Sigurd, Guthrum and Leofric
Blackwulf moves into
combat with the Shaman , with Sigurd now supporting (+6 vs +1) (6,15)
It seems that Flesh Golem
is just destined to activate. Blackwulf loses 12 to 16…to the Shaman he takes 5
damage and is Poisoned!
Sigurd tries to finish the
job +5 with Support vs +1 (6,6) Noooo, he cant do it he wins but doesn’t damage
the Shaman with an 11 vs armor 11..
Leofric has to move around
the Flesh Golem on the Table and cant reach either combat
Guthrum is fighting the Orc Soldier +3 vs +2 (14,7) Guthrum wins 17 to 9 with the 2 handed axe the 8 damage is enough to put the Orc down!
CREATURE PHASE
Flesh Golem Animates! Its rises from the table destroys it in
splinter of wood and attacks Leofric! Who just happens to be standing right
there..bad timing , it. +3 vs + 4 (19,13)
Leofric must be channeling some heroic impulse as he scores a brutal wound
for the men of Tor Varden nearly stopping the Golem in its tracks winning 22 to 17 its 12 damage against its
armor 10. Just like that the Golem has 4 health
Shaman engaged with Sigurd and Blackwulf attacks the wounded Sigurd. +5 vs +1 (5,9)
Again a stalemate combat! No
damage
COMPANION PHASE
Skuti moves hoping to
finish the Golem off but just doesn’t have a shot.
EVENT PHASE
The are no random events
in this scenario
TURN 10
RANGER PHASE
Blackwulf group activates
Sigurd, Guthrum
Guthrum slides into the
combat with the Shaman…with 2 allies supporting its +7 to + 1 (6,1) or 13 to 2
with the damage bonus its 4 damage enough
to put the shaman down
Blackwulf now can move into combat with the Flesh Golem
he must make the TN8 will check (15) +4 = 19 ..Blackwulf isn’t bothered by the Golems “horrific appearance “ and
but since he is Poisoned he cannot attack!!
Sigurd must try to finish
the Job he also trys to move into combat with the Golem . he makes his Will
check (6) +2 = 8 Right on the nose! He
now has 2 allies supporting for +7 vs
+4 (19,7) yeah! A crushing blow…26 to
11 or 16 damage the Golems head comes
off!..
Sigurd with the final killing blow on the Golem ending the scenario |
SCENARIO ENDS
Status
Blackwulf 14 health remaining, Poisoned
Skuti- Unwounded
Guthrum- 3 Health
remaining
Sigurd 5 Health remaining
Leofric 8 Health remaining
Gord out of action- roll (11) full recovery
Thorvald out of action (11) full recovery
The next scenario starts
immediately after this as we proceed up the stairs all models regain 8 health .
I assuming in Gord and
Thorvalds case with no down time between these scenarios “full recovery” just
means they have survived without any additional ailments and now have 8 health
since they were at “0”
So the groups condition as
it heads up the tower stairs is as follows
Blackwulf, full health 19,
poison cured.
Skuti full health 10
Guthrum wounded health 11
Sigurd full health 12
Gord wounded 8 health
Thorvald wounded 8 health
Leofric full health 12
Experience
8 Orcs killed at 3 xp
each = 24 xp
5xp for the Shaman
5 xp for the Golem
34 xp total
Items
Sigurd awarded bonus elemental damage against Shadow Knight
Guthrum holds onto the
Book of Astronomy for the time being
Treasure Token 1-
roll (4)
Gold and Jewels ( I take the
progression point and give it to Gord.)
Treasure Token 2 roll (9)
Herb of Potion roll (14) Philter of
Fairy Dust (this will come in very handy next scenario. We give this to Blackwulf
swapping out his dagger slot
Final thoughts
A grindy tough fight...we
had superior numbers so my never suffered the penalty other than the first room
, I can see parties with much smaller number or those who forget to take
advantage of the extra soldier acquired from the bridge if they roll it having
a much tougher fight, the golem could have been a lot tougher had we failed a Will Check
at the end there, if gotten a decent roll vs the shaman the last room would
have been dare I say… easy.
Experience wise we got the
basic points you can get plus the golem. We missed some of the bigger rewards
we could have rolled if we got lucky on the clue table, I was hoping for the
Torture Room on that one.
I see a lot folks online running
multiple Rangers with less grunts and more elite troops, while everyones mileage
may vary, I think if you want to balance out the flickleness of the D20, situations
like Orc grunts flanked on 3 sides fighting off your attack and put on of your
men down. (turn 6, Thorvald ) You need take as many troops as your RP allows, I’d
also save the Raptors and Hounds for higher levels or if you have odd RP to burn after troops.
Up the stairs they go…..
To the tower roof!!! |
2 comments:
Great battle report. It looks great.
Very inspirational! I got the rules about a week ago, looking forward to playing.
I have a couple dozen Hirst molds, time to start casting the fantasy ones in quantity...
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