Saturday, May 18, 2019

Ranger of Shadow Deep, Mission : Burning Light. Scenario B: The Ruined Chapel


Blackwulf’s report- no clues in the courtyard as to the Decanters location, just many undead. The fountain statues hand that seemed to point toward library was sheared off. Noises from the Chapel have our attention, we search there next. It seems as if the creatures from the Shadow Deep may have first entered here..the Stench of Death is strong. From what we have seen there are likely no survivors.

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.


it was pointed out to me (by the games author no less) that I was interpreting the use of the event deck incorrectly. Only two shadow deep cards are added each scenario, but each time its next consecutive two cards from the shadow deep event list so you remove the previous cards . so for this 9 turn mission we have 8 events , 6 scenario based events and 5th and 6th card from the Shadow Deep event deck.

Pre Game Notes

Board is scaled down to 20 “x 20 “  from the scenario  listed 30”x  30”   this is one case where if I had  planned to use the full size but when I set it up it just felt way too big given the last two missions, scaling it down one third and this size felt “just right” and keeps the vibe of the last two missions going.

I’ve also made the scenarios slight more difficult  I have added One more Ghoul Fiend and one more Ghoul flinger and removed the starting ghouls , I also added various bits of scatter terrain (the Altar, etc) to make feel more like a Chapel.

The game with last 9 turns

Original Map

my layout slight change moving area D

The target point is  Area D which I have changed to the Altar (see my photo diagram)

Special Rules

Event Deck – Shadow Deep cards added . Black 5 and 6
Experimental V2 Playtest rules
House Rule – Russian Roulette

Ranger Sheet

Companion Sheet



Blackwulf activates both Calistra and Thorvald using group activation.

Calistra -charges the nearest Ghoul Fiend attacking at +4 vs  +3  (5,11) . The fiend get advantage on her winning the fight 9 to 14 , against her 13 armor that’s 1 damage

Thorvald -charges as well bringing down the two handed hammer (20,13) oof hadn’t a strait critical on an attack in awhile, he automatic wins  with a 23, +2 for a two handed weapon and +5 Critical hit damage
30- armor 11 is a huge 19 damage, the Ghoul never knew what hit and is crushed to a pulp

Blackwulf seeing Thorvald’s crushing kill , decided he will draw an arrow and try to take out the fiend on the top of the rubble pile…he uses his Steady Aim Heroic ability here looking for a kill he shoots at +7 vs +3  (17,7) thunk! The arrow sinks deep in the fiend 24 – armor 11 is 13 its staggers but is still alive! With 1 health.


Ghoul Fiend vs Calistra..the fight continues +4 vs + 3 (13,19) Calistra gets mauled  17 to 22 , 22 -13 armor is 9 points of damage Calistra is in trouble!

Ghoul Flinger 1 – moves 4 inches to get LoS at the Heroes near the entrance and fires off some bone shards at Gord +1 vs +3 (Gord getting a +1 for the hurried shot)  (5,4) Gord wins the shot misses

Ghoul Flinger 2  throws at Thorvald gloating over his fresh kill +1 vs +4 (10,10) Thorvald wins a Miss

Ghoul Flinger 2  throws at Thorvald gloating over his fresh kill +1 vs +4 (5,4) Thorvald wins again a Miss

Ghoul Fiend with 1 health shambles down the Hill attack Calistra picking up Support from the other Fiend
Its +4 vs +5 (17,16) Ughhh a TIE with 21 each , meaning Ghoul fiend goes down hard with 10 damage but Calistra takes 8 damage she only has 2 health so she is OUT OF ACTION.


Gord- angered  by Calistra going down, he throws his lucky throwing at the offending ghoul..+1 vs +3 (7,10) he misses, the then quickly moves to Thorvalds flank to help him engage the Flingers

Sigurd moves up planting himself right close to Blackwulf but out of the way of Skuti’s bow and he waits

Skuti shoots at the Ghoul Fiend standing over Calistra’s body +3 vs +3  (14,5) he hits it square 17 to 8 for 6 damage its far from dead.




A ghoul rotter suddenly lunges out of the shadows. Randomly select one hero.
That figure must make a Survival Roll (TN8). If it fails, place the ghoul rotter
in combat with it. If it succeeds, place the ghoul rotter anywhere on the table
up to 3” away from that figure.

Random Selection is Thorvald!  The Survival check (TN8) roll (4)  he is engaged by a Ghoul Rotter!


the board at the start of turn 2.


Blackwulf group activates Skuti and Sigurd using group activation

Skuti fires another bow shot at the remaining Ghoul Fiend who he wounded last turn, its +3 vs +3  (11,17) he misses…

Blackwulf decides to take the same shot so hopefully Sigurd can move to attack the weaker flingers +2 vs +3
(14,11) his shot hits 16 to 14..but the resulting 5 damage leaves the Ghoul fiend still standing…

Sigurd engages to try to finish it off.. +3 vs +3 (14,6) and he does wining 17 to 9…another 6 damage cuts the fiend down.


The Ghoul Flinger nearest Sigurd responds first throwing bones at Sigurd , Sigurd decides to use his brightness field the final time giving him a big +8 defense bonus . The Ghoul blinded, covers it eyes as it throws (1,7) or a tie at 8 to 8 the bones miss! ( didn’t need the Shield , for that but you never know!)

Ghoul Flinger closest to rear wall breach has Line of Sight on Sigurd as well although he will get intervening terrain bonus from the rubble pile. It throws bones at him  +4 vs +1 (7,6) he easily dodges it

The  Ghoul Flinger closest to Thorvald and Gord has line of sight on Blackwulf as Thorvald is in combat, and Gord is obscured, it attacks  (12,19) +4 vs +1 Blackwulf is hit 16 to 20, taking a painful 9 damage!

The Ghoul Rotter attacks Thorvald +3 vs + 1 (19,16) and Thorvald against blasts it to pieces with his hammer  doing 14 damage!


Thorvald not wasting any time with his current luck rushes the ghoul flinger that just wounded Blackwulf
He attacks +3 vs +1 (6,13) or 9 to 14 the Ghoul wins wounding Thorvald for 3 damage  (Thorvald began the game wounded and is down to 6 health.

Gord joins the Combat hoping to kill the ghoul with Thorvald supporting its +3 vs +1  (14,15) he barely wins 17 to 16 with the dagger vs Armor 10 its 6 damage , the Ghoul remains alive with 4 health left



What light there is suddenly dims, and the heroes feel the crushing weight of
hopelessness descend upon them. For the rest of the scenario, all heroes suffer
-3 to all Will Rolls.

As Shadow Deep decends on our heroes


Blackwulf can only group activate Skuti this time around

Skuti fire off an arrow at the Ghoul Flinger nearest Sigurd (10,6) +3 vs +1..he hits with a 13 doing 3 damage to the  Flinger,

Blackwulf cast his heal spell on himself  healing himself up to 15 health
and then fires and arrow at the same target as Skuti +2 vs +1  (11,18)  In the new darkness he misses,


Ghoul Flinger again attacks Sigurd  +3 vs +1 (8,11) or 11 to 12 the Ghoul hits but it does no damage thanks to Sigurds Shield. (armor 12)

Ghoul Flinger vs Thorvald and Gord  , the Flinger +1 attacks Thorvald (lowest health) +5 with support (14,7)
Thorvald delivers another smack down winning 19 to 7 with the hammers bonus damage pushing it to 21 that 11 damage to flinger is more enough to crush it , man he is on an epic roll here!

Ghoul Flinger attacks Thorvald whose right in front of him +1 vs +3 (2,19) OooooFFFF , I spoke to soon Thorvalds epic kill streak is ended as he takes  9 damage from a hail of bone shards…he is also OUT OF ACTION
He’s in serious risk of dying with the Russian Roulette rules in play

Thorvald has a three kill streak going he pastes this guy just to be cut down by hail of bone shards from the flinger just out of the bottom frame here.


Sigurd makes a double move bypassing the nearer flinger to engage the one that just put Thorvald down
Gord gets his first of several kills here

Gord the moves up to attack the Ghoul with his dagger, with Sigurd not supporting (or distracting it) he is +4 versus +1 (19,2) Oh yeah 23 to 3 even with -1 to damage its 12 damage and the Ghoul flinger is shanked by Gord and killed,  vengeance!



A ghoul snake slithers out from under the rubbish pile. Place the ghoul snake
at a random point adjacent to the pile.

I roll a d4 and it’s the comes from the corner of the pile right next to sigurd and gord.

Well talk about crap timing!, we are down to 4 heroes!



Blackwulf activates Skuti using group activation

Skuti fires off an arrow at +3 at the Ghoul Flinger in front of him the intervening terrain gives the Ghoul +2 (15,5) or 18 to 7  the 8 points of damage puts it down. Nice job Skuti!

Skuti takes him down right here

Blackwulf hearing Gord yelling “ IT’S A GIANT UNDEAD SNAKE” runs to the top of the Rubble pile and fires off an arrow  he is +2 vs +1  for the Snake because of the hurried shot (10,15) but he misses! Gord says “really? You miss from like 15 feet???”


Ghoul Snake launches into Sigurd +3 with a whiplike bite +2  (1,12) or 4 to 14 ..Sigurd is slightly wounded by the attack taking 2 damage

No idea what an Ghoul Snake is supposed to look like but I did my best


Sigurd attacks at +3 vs +2 for the Snake (9,12) or 11 to 14 Sigurd takes another 2 points of damage!

Gord joins the fray +3 with support vs +2 for the Snake (18,9) or 21 to 12…the Snakes armor is only 8 and even with the -1 damage the dagger rips the snake open wide for 12 damage , nice one Gord!

It fights on with 4 health



A large ghoul carrying a bag of bones climbs up the wall onto the ledge. Place
a ghoul flinger upon the ledge.

They just keep coming!!!!



Blackwulf alone on the rubble pile, and cannot group activate anyone. He decides to rush the snake and try to finish it, he is +6 with Support Vs the ghoul snakes +2  (20,5) Woot!  a brief hot streak , the Critical at 23 damage would kill Snake outright let alone its badly wounded  (35 damage two rounds ..ouch!)

Ranger Blackwulf with the Critical the Snake was done for


Ghoul Flinger on the Ledge hurls bones at Blackwulf (12,17) ughh he’s hit 16 to 18 taking 7 damage!
He’s at 8 health, may need to down that potion


Skuti want to return fire at the Ghoul Flinger on the ledge but must move to avoid a couple shooting penalties
He does so but the hurried shot doesn’t help he misses (14,18) 17 to 20..

Gord makes a double move toward the ledge where the ghoul is hoping that Skuti and Blackwulf can get it next turn, he remembers and old rumor of the convent having considerable treasure. His double 7” move gets up the ladder and onto the ledge

Sigurd moves to Altar (area D) to examine it..there is an etching carved into the stone the air feels heavy of death and despair (-3 Will in effect) he makes a will check at -1 (13)

 12= The hero suddenly has a vision of the (Altar) window fully lit. It is a beautiful depiction of St. Emilia
holding the Decanter. She is pouring water and herbs and flowers are growing up all around
her. All heroes regain 3 lost points of Health. + 8XP.

Damn that’s convenient! Thanks to St Emilia

Sigurd investigates "area D"



With a great cracking sound, several large stones tumble from the highest
remains of the tower. Randomly select three heroes on the table and make a +0
shooting attack against each of them.

I guess the Shadow Deep didn’t like that…

Skuti gets the pass here

VS Gord  17,13—missed
VS Blackwulf 10,5 missed
VS Sigurd  10,18   Sigurd is hitting by falling rock for 6 damage..healed to 12 back down to 6 health



Blackwulf can only activate himself
He fires and Arrow at the Ghoul Flinger on the ledge (13,11) or 15 to 12 the arrow does 5 damage to the unarmored ghoul.

For his second action, takes his potion of Cordial Spellfire , which recharges his heal spell.


Ghoul FIinger bombard Gord approaching on the ledge (1,3) total miss..Gord stumbles and it misses dumb luck there


Skuti fires another arrow and the lone Ghoul on table (16,13) that will do it at +3 vs +1 , 9 damage takes out the Ghoul with only 5 health remaining

Gord investigating the Ledge must make a climb check TN 8  (roll 7) just makes it with a 9
And finds a treasure token which he moves to and secures

Gord retrieving the loot as usual.

Sigurd moves over to Blackwulf looking for a heal



A trio of bright stars suddenly shines down through the dark clouds overhead.
Choose one hero on the table to make a Navigation Roll (TN12). If successful,
see Note 199

That would certainly be our Ranger at +6 (11) =17!

You recognize the stars as three of those that
make up a famous four-star constellation.
Strangely, the north-eastern star is missing.
Gain  +8XP

Huh Weird?



Blackwulf with no creatures on the table only activates himself

His first action is to cast heal on Sigurd bringing up to 11 health

His Second action is examine the rubble pile where the snake came from which requires and ancient lore check (TN 10)  +2  (roll 13)

Amongst the heaps of trash, you happen to
notice a small book, bound with golden clasps.
You recognize the book as a rare and holy text.
This book may be given to any hero and counts
as an item. Whenever the figure carrying the
holy book is in combat with an undead creature
it receives +1 Armour. If the heroes still have
the book at the end of the mission, it must be
turned over to their superiors and the rangers
will gain 10XP for doing so

Blackwulf will hang on to that for the time being thanks!


No Creatures on the board


Gord climbs down from the ledge with a double move and rejoins Blackwulf

Skuti moves to the top of the rubble pile to scan the room

Sigurd moves toward the remaining  door in the Chapel

Last Door..small room probably empty.



The heroes feel a strange tingling, and suddenly, all the monsters they are facing
seem to gain new strength. Next turn, all evil creatures gain +2 Fight.

Not good, but no creatures yet



Blackwulf activates Sigurd using group activation

Sigurd moves the Door of the small room to investigate

The small room has only a simple door with no lock. As soon a player opens
the door (which requires an action)

The room contains a chest sitting in the corner
of the table; three ghoul rotters stand in front
of the chest. As soon as a hero stands adjacent
to the chest, it must make a Traps Roll (TN8).
If it fails, a needle shoots out of the lock and
into its hand – it takes 3 points of damage and
is poisoned. Regardless of whether it succeeds
or fails the Traps Roll, replace the treasure chest
with a treasure token.

We will save that chest for Gord IF we can clear out the Ghouls before time is up!

Blackwulf moves to the Door to support Sigurd, unfortunately its slightly more than 6” so he need both actions.


The first Ghoul Rotter moves to engage the door is blocking them
And the first ghout attacks Sigurd as his health is lower, he is +5 with Blackwulf support vs the Ghouls +3 (+2 fight from last event )  roll (2,5)  a lot of flailing but no contact (thou the ghoul wins)

Other Ghouls moves to attack but are blocked from reaching the heroes by their fellow ghoul.



A pair of ghouls crawl up from a hole in the ground. Place two ghouls directly
beneath the ledge!

Now it’s a party last turn 5 bad guys on the board!



Blackwulf activates Sigurd using group activation

Blackwulf attacks Ghoul Rotter +6 with support vs +1 (3,17) ugh thankfully Blackwulf has not used his hand of Fate yet Roll (13!!)  he wins 19 to 18 and that Ghoul falls dead!

Sigurd moves into the doorway facing both ghouls he attacks one at +3 vs +1 (19,6) Sigurd cuts the second down, following Blackwulfs lead!

Sigurd finishes off these two rotters pretty easily


New Ghoul 1 attacks Gord +2 vs +1 (10,16) or 17 to 12..ouch Gord takes 7 damage!

Ghoul 2 needs both moves to get around Ghoul 1 and engage Gord.

Last Ghoul Rotter attacks Sigurd +3 vs +1 (15,9)  the ghoul rotters stand no chance Sigurd cuts it down   The 10 armor and 8 health certainly helps.. its exactly 8 damage
late arrivals try to make a meal out of Gord


Skuti moves down off the rubble pile and engages Ghoul 1 in melee its +2 vs +1 (9,17) ooofff Skuti loses 11 to 18 and takes 7 damage he down to 4 health

Gord attacks with his Dagger on Ghoul 2, last attack of the game its  +2 vs +1  (20,7) and it’s a critical!
At 22 to 9 the bonus damage more than kills the ghoul even with the daggers penalty (17 damage)


I hate when the end mid fight like this, I guess we assume the others help kill the last ghoul and we retreat out of there death chamber with our wounded abandoning the last treasure token we could not reach!


Blackwulf – current health 11 +3 Recovery is at 14 health, Sigurd makes a Survival check +0 (17) pass
16 Health
Sigurd current health 11 +3 = Full recovery 13 health

Skuti – Current Health 4, +3 = 7  Blackwulf tries Survival at +4  (9) 13 pass
Skuti is at 10 health

Gord Health 4 +3 = 7  Skuti tries Survival Check =0 (2) fail

Thorvald – Out of Action Survival Roll -3 (12) = 9 Full Recovery which in this case is half health or 7,

Calistra Out of Action Survival Roll + 0 (5) Badly Wounded She would go to half her starting health or 7
She goes to Blackwulf for Survival +4 (11) pass shes a 10 health well apply the -5 at the being of the next scenario but she also has a healing potion to counter it…so she will start with 10


1 Treasure token was recovered  (18) magic item! Only our second one  in 11 games!
(17)  Tool Kit  +2 to Armory and Traps rolls , I guess we will give that to Gord

Also recovered

Holy Book (Blackwulf)


On of the better recent experience hauls with all the combat

37 points of Ghouls killed and then 16 for two bonus awards
(with a potential 10xp when the holy book is returned

The will push Blackwulf to level 6 at 671 total exp after 11 missions

I am going to take the bonus health here pushing his health to 20.

Gord, Skuti and Sigurd all get a progression point

Sigurd hits the 10 pp rank and takes +1 fight to go to Fight +4


That’s it for this one, 13 enemies down , we where basically in combat the whole scenario, The group is  beat up but still alive. They  head to the Herb Store next hopefully we will find some healing medicines or something.

It will be a bit before I can play this on as I have some stuff to paint for it., hopefully this month!


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