MISSION 3: DESCENT INTO DARKNESS, SCENARIO 2: SWAMPLAND
For nearly a full day, you and your companions
carefully climbed down the broken stairs. Day eventually gave way to a murky
twilight as the sun was blotted from the sky by the thick, dark clouds of the Shadow
Deep. Most of your party have covered their faces to block out the ash and
stink of the place. Finally, the stairway came to an end in front of a boggy
pool, dotted with broken ruins and a few trees. The water nearest the stairs is
too deep to wade, but it appears to quickly become shallower further on. If you
want to carry on with your mission, there is no choice but to swim through the
dark waters until you reach solid ground. Still, it is not a decision you take
lightly, for who knows what could be living beneath the surface of the dark
water?
This report is a complete play-through.
Updated Character Sheets
Pre game notes: At first glance this is probably the most basic of the introductory scenarios. The new thing here will
be some environment and swim checks. we
are up against swimming Zombies, and potentially some Orcs and some more
Flies., I used my Jungle terrain here with some dead or broken trees to get the
“swamp vibe” the Swim and Environment
checks have the potential to really handicap me if I roll poorly , a nice introduction
to adventuring within the Shadow Deep itself.
Set up
There is no Target Point
for this scenario. During the event phase of each turn, I will
draw one Event Card. This
scenario lasts a maximum of ten turns.
All die rolls are shown as
(X) all combat rolls are (x,x) The first number always being the heroes.
The platform the heroes start on is the base of the Broken Stairs from the previous mission |
The Dangers of Swimming
Whenever a figure
activates while in deep water (water too deep to stand in) it must make a
Swimming Roll (TN5) and
apply the modifiers listed in the Swimming Modifiers Table below. If
the figure fails this
roll, it loses all its actions for this turn and takes damage equal to the
amount
by which it failed the
roll, ignoring armor.
For example, a ranger activates while in a deep pool. He rolls a die
and gets a 3. To this he
adds his Swimming Skill of +3 for a total of 6. Unfortunately, he is
wearing light armour (-2) and
carrying a shield (-1), bringing his final total down to 3. So, not
only does he receive no actions
this turn, but he also takes 2 points of damage from drowning.
If the figure succeeds on
its Swimming Roll, it may take its activation's as normal. Deep
water is, however, always
treated as rough ground for the purposes of movement, and any figure
fighting in deep water
receives a -2 Fight.
Swimming Modifiers Table
Light Armour -2
Heavy Armour -5
Shield -1
Carrying Treasure -2
Pretty rough! We will see how we do we have about 8-10
inches to swim based on when we head.
Environment check
The Shadow Deep as an environment
is a corrupt and dangerous place to represent this
Before the scenario begins, each Team member must
make either a Will Roll (TN10) or a Survival Roll (TN10) or suffer 2 points of
damage from breathing in foul fumes.
Ranger Blackwulf Will +4 Roll (9)
= 13 Pass
Sigurd Will +2 (19) = 21 Pass
Skuti Will +1 (11)= 12
Pass
Gord Will +1 (12) = 13 Pass
Thorvald Will +2 (8) =
10 Pass
Guthrum Survival +3 (5) =
8 FAIL
Xavos Will +2 (4) = 6 FAIL
SO Guthrun and Xavos each
take 2 damage
TURN 1
Ranger Phase
Blackwulf will group activate with Thorvald, Skuti and
Gord
Maximum swim distance is
4.5 inches on a double move
Swim Checks
Now since we are starting
out of the water, I am making the swim check on the second move action since
all four are trying to swim to other side as quickly as possible
The target number for the
Swim Check is TN 5
Blackwulf = (16)
– 2 =14 swims 4.5 inches
Thorvald = (2)- 2 = 0
swims 3 inches and starts drowning he takes 3 points of Damage!
Skuti = (4) -2 =2 he swims 3 inches and starts drowning he
takes 1 point of Damage!
Gord = (6) Gord wears no armor and suffers no penalty he
swims 4.5 inches
Right away we get in trouble with swim checks |
CREATURE PHASE
All three Swamp Zombies on
the board can see the heroes swimming across the deep water
The all advance with a
double move which in a Zombie case is 6 inches.
COMPANION PHASE
Swim Checks
Sigurd (11) -3 for armor
and shield and 8 passes he swims 4.5 inches
Guthrum (7) -2 for
Armor =5 passes he swims 4.5 inches
Xavos (15) Xavos has Swim +3 and no armor for 18..he
swims 4.5 inches easily…
EVENT PHASE
RED JACK
Randomly select one hero. That figure suffers some
sort of infection. It must
immediately make a Health Roll (TN16) or count as
diseased for the rest of this
scenario and the next one.
Ooof, going left to right
I roll a D8 rerolling on an 8…I roll a 2.. its Ranger Blackwulf..
Well fortunately his
health is 19 and you add you health to his roll so I can only fail on a (1) I
roll (20)! Haha
Close it could have been
the other way. He passes
Swamp Zombies everywhere |
TURN 2
RANGER PHASE
Blackwulf will group activate with Thorvald, Skuti and
Gord
TN 5 Swim check.
Blackwulf (10) -2 = 8 pass its take him both actions to get out of the
deep water
Gord (15) = 15 pass ..he
follows Blackwulf
Thorvald (12)- 2 = 10
Pass, he still in deep water
Skuti (16) -2= 14 pass ,
he also is still in deep water
CREATURE PHASE
Swamp Zombie 2 immediately
engages Gord as he emerges out of the water (10,7) Gord wins 11 to 7 but doesn’t damage the
Zombie he just wards it off
Swamp Zombie 1 moves
toward Blackwulf but had move around some ground terrain and cannot reach.
Swamp Zombie 3 advances 6
inches
COMPANION PHASE
Swim Checks TN 5
Sigurd (20) hey lets save these for combat Sigurd easily
swims out of the water.. on his first action
On his second action he no
longer subject to the rough ground penalty and moves into combat with Swamp
Zombie 2 to help Gord
Guthrum (3)-2 = 1 Fail Guthrum begins to struggle and goes under he
takes 2 damage
Xavos (14)= 17 easily
swims out of the deep water to firmer land
EVENT PHASE
RED ACE
Randomly choose one hero that is in deep water. Place
a swamp zombie in
combat with that figure. If no figures are in deep
water, place one swamp zombie
at the centre point of the table edge opposite the
stairway.
I roll a D3 for my
companions still in the water (1) going L to R means Thorvald has a Zombie
place in combat with him.
three of them struggling in deep water Thorvald (far left) doest get out of the water until turn 6! |
TURN 3
RANGER PHASE
Blackwulf will again group activate with Thorvald, Skuti and Gord
Blackwulf attacks Swamp
Zombie 1 who was moving in one him.
,(3,4) he wins 7 to 4 but fails
to damage the zombie..
Gord in combat with Swamp Zombie
2 with Sigurd supporting (6,9) a Tie and 9 to 9 neither manage to best the
others armor
Thorvald needs to make the
swim check at TN 5 (18) -2 =16 pass
Thorvald attacks the Swamp
Zombie 4 who rose from the water to attack him.
Thorvald is -2 Fight because he’s
swimming.. (7,8) with the -2 his +3 = +1 so another tie with no damage. He’s
stuck in the water.
Skuti makes his swim check
at TN 5 (5) but -2 for light armor means he fails…he
takes no damage but is still stuck.
(wow that was a terrible
turn.)
This Swamp Zombie rising up out of the water was ill timed.... |
CREATURE PHASE
Swamp Zombie 1 in combat
with Blackwulf attacks! (11,5) Blackwulf
wins this time 15 to 5 the Zombie with Armor 12 takes 3 damage
Swamp Zombie 2 in combat
with Gord and Sigurd attacks! (2,9) ugh with Sigurd support the Zombie
still manages to beat Gord but crafty rogue escapes damage.
Swamp Zombie 3 moves into
Combat with Blackwulf , he’s now fighting 2 Swamp Zombies. (10,2) Blackwulf wins again 14 to 4 but again
the Zombie takes minimal damage- 2
points
Swamp Zombie 4 in Combat
with Thorvald attacks! (13,15) Thorvald loses
14 to 15 barely able to stay
afloat
He takes 4 damage hes down
to 5 health.
COMPANION PHASE
Sigurd with Gords
Supporting attacks Swamp Zombie 2 he is +5
(10,5) he wins 15 to 5 but its only 3 damage…these Zombies are hanging
in there.
Guthrum still in deep
water makes the TN 5 swim check (19) and he’s out of water he barely makes it
to dry ground staying more than 1inch away from Gord heading to aid Blackwulf
Xavos moves 6 inches into Clue Marker 2…we roll
(7) Strange Flowers…great…..
Blackwulf sent Xavos out ahead to grab clue markers as it looked we had all the Zombie tied up |
EVENT PHASE
RED EIGHT
Place a giant fly at the base of the stairway
………………….Wow pretty bad
turn for the boys overall.
TURN 4
RANGER PHASE
Blackwulf group activates with this time the new dry Guthrum, Skuti and
Gord
Guthrum moves into the
combat with Blackwulf attacks Swamp Zombie 3
(15,17) he barely wins he +3 fight making 18 to 17..the +2 damage
makes 21 for damage purpose and the
Zombie is killed . Turn 4 and the 1st kill of the game..Guthrum then
snaps into Blackwulfs fight as support being less than an inch away.
Blackwulf attacks Swamp
Zombie 1 (5,11) ugh we just aren’t getting anywhere here with Guthrum’s support
it’s a tie neither beating the others armor score
Gord in combat with Swamp
Zombie 2 attacks (17,11) with Sigurds
supports he wins 20-11 with -1 damage with his dagger the 7 damage is more than
enough to put the Zombie down…2 down!
Skuti makes his Swim check
at TN5 (10) finally he is free and on the beach on his 1st action on
his second action he turn a fires his bow at the Fly that show up behind at the
bottom of the steps (16,6) Skuti hits!
18 to 7 the Fly is skewered
for 12 damage and goes down hard..way to go!
Skuti takes out the first fly to show up, no problem |
CREATURE PHASE
Swamp Zombie 1 in combat
with Blackwulf and Guthrum attacks Guthrum as his health is lower, Blackwulf is
Supporting (4,19) OooFFFF. Brutal hit on
poor Guthrum from the Zombie he lose 19 to 9 and its 8 damage and Guthrum has 8
health he goes down and Out of Action.
Swamp Zombie 4 is still
clawing at Thorvald in the water he attacks (14,15) another tie due to
Thorvalds fighting while swimming penalty
15 to 15.. the Zombie takes 3 damage while Thorvald takes 4 hes is down
to 1 health.
COMPANION PHASE
Sigurd wants to help
Thorvald but I cant reach the combat with the distance penalty and have risk
the swim check to attack. He moves into combat with Blackwulf and attacks Swamp
Zombie 1 (9,9) Sigurd wins 14 to 9 but its only 2 damage this Zombie only
started 6 health its down to 1, die already!
Xavos risks moving alone
in the Darkness toward Clue Marker 3 but cant quite reach it with a double move
EVENT PHASE
RED SIX
Sink Hole. Randomly select one hero. This figure has
stepped in a sink hole
or become tangled in some underwater vines if in deep
water. Whenever this
figure next activates, it must make a Strength Roll
(TN12) or be unable to move
during its activation. This continues each turn until
the roll is successful. This
figure gets +2 to the roll for each friendly figure
that is within 1”, but not in
combat.
I roll randomly and its Gord our Rogue!
The environment here is worse then the creatures...the rogue in the sinkhole was an issue! |
TURN 5
RANGER PHASE
Blackwulf group activates with this time the new dry Sigurd, Skuti and
Gord
Blackwulf is first Die
blasted Zombie Blackwulf yells…(11,9) winning 16 to 9 with Sigurds support its
finally drops messy but its dead. With his
second action Blackwulf can just reach the combat with Thorvald and the Swamp
Zombie 4 he will have make a swim check next activation
Gord tries to activate but
fails the TN 12 strength check miserably (2) he is stuck
Skuti moves to aid him
Sigurd takes a double move
after Xavos in case trouble finds him wandering off alone.
We sent Sigurd out to make sure Xavos didnt get killed , its was good timing |
CREATURE PHASE
Swamp Zombie 4 has 3
health remaining its now in combat with Thorvald and Blackwulf , its attacking
Thorvald who is on his last legs but Blackwulfs support will offset the Fight
Penalty (20,4) that did for damage purpose its 25 to 4 because of Thorvald 2
handed weapon 13 damage mashes that Zombies head to paste it falls back beneath
the stale water.
COMPANION PHASE
Thorvald must make a swim
check TN5 (6) -2 = 4 fails…but not enough to do any damage he struggles in
water gasping for breath.
Xavos reaches clue marker
3 roll is (2) Treasure Token, that is some good news he picks it up with
his second action .
EVENT PHASE
RED NINE
Place a giant fly at the base of the stairway
Another fly!
This shot is from Turn 8, its shows how long it took to get clear of the water and initial Zombies most of the game! |
TURN 6
RANGER PHASE
Blackwulf group activates with Thorvald no one else is close enough
Blackwulf makes a TN5swim
check (19) -2 =17 pass
His first action is to use
his Heal spell on Thorvald bringing him to 6 health.
His second action to get
out of the water which he can with a 1
inch move
Thorvald makes his TN5
swim check (17)-2 =15 pass finally! 6 turns and everyone is out of the water
He joins Blackwulf on
solid ground.
CREATURE PHASE
Giant Fly advance toward
heroes , Skuti is closest, but can quite reach with its 9 inch double moves
COMPANION PHASE
Gord- makes his TN12
Strength check, Both Thorvald and Skuti are close enough give him +4 (6) not enough he is still stuck….He can
however throw his lucky knife at the fly coming at him (14,8) The knife strikes
true again hitting 15 to 8!, -1 damage makes it a 14 the flys armor is 6 so 8
damage is enough to kill it…
Gord's lucky knife strikes again...its happened so much its now a "thing" |
Skuti stays where he is to
keep trying to help free Gord
Xavos makes a double move
and exits the far edge of the board with the Treasure Token
Xavos the 1st to leave the board treasure token in hand he finds a safe location beyond the swamp |
Sigurd makes a double back
across the board toward clue marker 1
EVENT PHASE
RED TWO
Randomly choose one hero that is in deep water. Place
a swamp zombie in
combat with that figure. If no figures are in deep
water, place one swamp zombie
at the centre point of the table edge opposite the
stairway.
No one is in deep water so we
place a Swamp Zombie near where Xavos just left the board he got lucky he didn’t
linger around!
Swamp Zombie 5 shows up via an event card just as Xavos leaves the board |
TURN 7
RANGER PHASE
Blackwulf group activates with Thorvald , Skuti and Gord
Thorvalds moves to Gords
left to help him
Skuti no moving can see
the Swamp Zombie 5 that has appeared on the board its 15 inches away but an
open shot..he shoot! (16,4) hitting 18
to 4 the Shot is true the 12 armor on
the Zombie still gives it 6 damage just enough to kill it! Woot
Blackwulf moves to within
an inch of Gord to help
Gord. 3rd try
to free himself from the Sinkhole TN 12
(+6) this time (9) +6 =15 hes free!
Gord makes a double move
(toward clue marker 1 as well) getting as far away from that sinkhole as
possible
CREATURE PHASE
No creatures on the board.
COMPANION PHASE
Sigurd on his way to finding the Bone Blade |
Sigurd can reach the Clue
Marker 1 on his first action we roll (17)
Bone Blade. Buried in the mud you find a strange sword
that appears to be made of
bone. Make an Armoury Roll (TN6). If successful you
can feel a slight magic tingle
about the blade and decide to keep it. Otherwise, you
discard it as junk. The Bone
Blade does not count as a magic weapon, but anyone
wielding it receives +1 Fight
when fighting skeletons or zombies
in a nice coincidence Sigurds
one skill is armory +3 he rolls a (3) so
justs makes seems like its meant to be
his
so lets give it to him!
EVENT PHASE
RED FOUR
Place a swamp zombie in a randomly determined corner
of the table
They are still coming! I roll the NE corner
Swamp Zombie 6 via event card |
TURN 8
RANGER PHASE
Blackwulf group activates with Thorvald and Skuti
All three make double
moves 9 inches toward the far board edge
CREATURE PHASE
Swamp Zombie 6 can see
Blackwulf and Skuti at a distance a moves twice for 6 inches toward them
COMPANION PHASE
Sigurd and Gord move twice
9 inches for Sigurd and 10.5 for Gord and reach the far board edge but are
still on the table
We scoring XP for getting of the far edge of the board...Gord leaves 2nd... |
EVENT PHASE
RED FIVE
An Orc patrol passes
through. Place two Orc archers and one
Orc fighter at
the centre point of a
randomly determined board edge (excluding the edge with
the stairway
Roll D3 I roll (2) the far board edge we are trying
to exit No Escape yet!
Orc Patrol shows up right as we are getting close to exiting the board.. |
TURN 9
RANGER PHASE
Blackwulf group activates with Thorvald and Skuti
Thorvald spots the Orc
patrol
Blackwulf makes a 6 inch
move and fires at one of the Archers. (3,14)
the rushed shot misses
Skuti heads the other way
around the ruin Shooting at the same archers (17,17) normally be a tie at 19-19
but the orc gets an extra +2 for intervening terrain and rushed shot another
miss
Skuti as bait |
Thorvald moves toward
Blackwulf stopping behind the Ruin for cover.
CREATURE PHASE
Orc Archer 1 see Skuti as
the closer target and fires (9,9) Skuti gets the intervening terrain bonus
working for his this time and the shot misses
Orc Archer 2 fires at Skuti as well (15,9) another miss
Skuti is bait as both the
Orc Fighter and the Swamp Zombie see him as the nearest target and both advance
on him , neither can reach but the Orc is close.
COMPANION PHASE
Gord exits the board.
Sigurd stays put in case
he is needed.
RED SEVEN
Sink Hole. Randomly select one hero. This figure has
stepped in a sink hole
or become tangled in some underwater vines if in deep
water. Whenever this
figure next activates, it must make a Strength Roll
(TN12) or be unable to move
during its activation. This continues each turn until
the roll is successful. This
figure gets +2 to the roll for each friendly figure
that is within 1”, but not in
combat.
Oh no not again!, not good
thing to happen going into turn 10 with 4 bad guys on the board.
I roll D4 (2) its Ranger Blackwulf!
TURN 10
Blackwulf group activates with Thorvald , Skuti is too far
Blackwulf makes the
sinkhole escape TN 12 Strength check, he is +3 and Thorvald is right there for
+2 so its +5 roll (15) no problem hes
free.
Blackwulf moves back 3
inches and fires an arrow the Orc coming at Skuti he uses his steady aim heroic
ability
Which gives him +5 to his
shoot..for a total of +7 versus the Orcs +2 and +1 for Terrain and hurried shot
(8,3)
Blackwulf hits winning
15-7 but the Orc only takes 4 damage so keeps coming
Blackwulf hits that Orc head at Skuti but doesnt stop him , Thorvald get over there and takes the heat |
Thorvald moves up right
next to Skuti so he will be attacked instead
CREATURE PHASE
Orc Fighter moves in and
engages Thorvald as he is now closer they fight, with Skuti supporting (9,7)
Thorvald wins 14 to 9 , 16
for Damages purposes the Orc still lives with 1 Health
Swamp Zombie 6 makes a
double move to engage Skuti gets into combat but cant attack as he is out of
actions
Orc Archer 1 and 2 can see
the combat but cant shoot into it , so
they move toward the combat.
After the 1st
move they can see Ranger Blackwulf so
they fire
Orc Archer 1 (15,4) miss
Orc Archer 2 (8,2) Miss
COMPANION PHASE
Last turn cant engage, no
missile weapon…Sigurd Leaves the board so we get the XP.
EVENT PHASE
RED QUEEN
Frenzy. Something in the air causes all evil models on
the table to go berserk.
For the next turn, all evil figures receive +2 Fight.
SCENARIO ENDS
Ok Wow, I hate leaving it
in a cliff hanger like this so …
SUDDEN DEATH OVERTIME NO
EXP SCORING
RANGER PHASE
Blackwulf activates alone
moves into combat with Thorvald and Orc Fighter (20,18)
Even the Orcs fight at +2
thanks to the event Blackwulf wins 26 to 22 bonus damage from the Crit makes it
20 damage takes the Orcs head clean off,
Post turn 10 , I had to see what would happen |
CREATURE PHASE
Swamp Zombie 6 attacks
Skuti, Thorvald snaps into combat for support meaning the Zombie attacks
Thorvald because of his low health (15, 12) or 20 to 12 , 22 with two handed
weapon damage. Zombie is imploded.
Orc Archer 1, fires at
Thorvald (closest) (17,4) miss
Orc Archer 2 fires at Skuti
(closest) (13,15 ) or Orc hits 17 to 15, Skuti takes 7 damage. Oof,
Outside that next turn I’d
have Blackwulf and Thorvald on the
Archers and They’d handle it….I would
think we’d make it out alive, so i quit here
Didnt play past here as the heroes would chew these Archers up |
EXPERIENCE
• +2XP for each swamp
zombie or giant fly killed. 5 Zombies
and 2 Flies = 14 XP
• +3XP for each gnoll
killed. NO
• +5XP if the strange
flowers are found. Yes Xavos Studies them TN5 (14) +5 XP
• +3XP if the flowers are
successfully studied. +3 XP
• +8XP if the spell is
successfully identified. NO
• +5XP if the signet ring
is found.NO
• +3XP for each hero that
exits the table on the opposite side of the stairway during the
scenario. We had 3 so +9
XP
• +5XP if the land is
successfully mapped. YES Blackwulf +6 vs
TN8 roll (4) =10 yes, +5 XP
36XP total
POST GAME
This Scenario definitely
snuck up on me, still in the damn water on the 1st 8 inches in from
the starting location on turn 6! The sink holes and late enemy arrivals made
the game crazy….definitely a sleeper of a scenario, looks pretty simple it was
not…
Guthrum was knocked out of
action
His Recovery roll. (20) HA..NO problems there…Full
Recovery.
Xavos found the Strange
Flowers and a Treasure Token Roll (2) Gold and Jewels..
(I just cant seem to roll
high on the treasure table for the good stuff)
Well we will definitely take
the Progression Point here for Guthrum so everyone gets one.
Thorvald goes to 5 so he
gets his +1 Health.
Sigurd gets the Bone Blade…
hopefully that comes into use soon,.
While 36 XP feels low its
enough to push Blackwulf to level 4 which means new heroic ability
It’s a toss up between
Hand of Fate, Powerful Blow or Frenzied Attack.
Next up the Epic finale of
the Rangers of Shadow Deep Introductory
Scenarios THE LAST STAND.
4 comments:
what product do you use for the stringy vine over grown vegetation???
its been along time but I think they are from the basket/flower arranging section at a Michaels Hobby store there some sort of filler for flower baskets but its sold in a bag, I found it hunting around for Jungle Materials years ago..
The fact that nobody has given you plaudits for that excellent green water effect in some of those pictures is a shame because it's very cool! Did you do that in Photoshop? Excellent job...I've not seen that before!
Thanks Joe! and yes sir it is done in Adobe Photoshop! long time user here..I subscribe to it these days and use it enough in many different avenues of my life its worth the monthly fee!
thanks again for noticing..
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