Friday, February 15, 2019

Frostgrave, Frostgrave Wizards , Sprues Pics and more





Obviously if you been following me at all the last 4 months , I have been obsessed with Rangers of Shadow Deep an offshoot of big brother Frostgrave. Not really having anyone to play Frostgrave right now , Rangers was the perfect companion as its a solo game, Considering I am playing in day long Frostgrave event coming end of March, bout time I get some games and right after I finish my current Rangers mission expect some solo Frostgrave gaming right here.

The plastic wizards are out sculpted by Bobby Jackson of Reaper Miniatures fame, they just released the sprue pics in the current Northstar news letter. I blew the sprue pic up to 300 dpi as its not the best resolution but you cant least get better close up before it blurs out.

Looks like a pretty good kit, Ill have to get hands on and see what I can build before any final judgement. Overall I am super impressed with the Osprey Plastics, my favorite plastics since the old GW days

Both the Wizards Kit and the Wizards Conclave book are available now at Northstar.


Right Click , open image in new tab and you should be about to zoom in on it a bit

There's been alot of press on the new Frostgrave Book, The Wizards Conclave. a compilation book
of scenarios by a who's who of current game designers. Ill certainly review it when I get a copy, Ill be ordering the book and wizard kit ASAP.  Only reason I also wanted to mention it was the art
the Art in this book looks top notch, they are really raising the game with the whole Frostgrave line
(success has it benefits!)  also check out the cool alternative cover I found below.




Alternate Cover I came across be cool to release both..

Wednesday, February 13, 2019

Rangers of Shadow Deep, Mission 3: Descent into Darkness, Scenario 3: The Last Stand , Part I






 Mission 3: Descent into Darkness, Scenario 3: The Last Stand 

Having pushed through the swamp, the land becomes firmer and the gnarled trees less dense. The rolling black clouds above still cast everything in a perpetual twilight and ash and smoke still drifts in the air. For the most part, the land is quiet. No birds sing, no insects call out. Occasionally, a small animal twitters from the shadows or scampers through the dead leaves. Twice you have spotted small patrols composed of gnolls and masked men, but both times you have been able to find cover and remain undetected. With few indications of the passage of time, you are forced to rely on your own reckoning and the growl of your stomach to know when to call halts, rest, and eat. You have passed several streams, which seem to contain fresh water, though you remain wary of drinking from them.
Just as your companions are starting to tire, and you are considering calling a halt for sleep, you
spy a broken structure in the gloom ahead. Crawling forwards you can see that it is a partially collapsed
stone farmhouse, of a kind that is common in both Alladore and Lorenthia. Creeping closer, you see
shifting shadows within, and, closer still, you hear whispered voices. There are several people inside,
definitely humans. As you focus on the speech, you begin to pick up the lilting accent of Lorenthia, and
although the words are still obscure, you can hear an undercurrent of fear. Making up your mind, you call out softly to the house ‘Lorenthia’. The voices go silent, but you hear a shuffling from inside. You call out again, ‘Lorenthia’. A moment of silence, and then a reply comes from within, ‘Friends’.
Standing up, with your hands open before you, you walk slowly towards the door of the house. A
man is standing there, in the tattered remains of a Lorenthian uniform. A battered and notched sword
is in his hand. ‘We are friends. From  Alladore.’ You say. The man lowers his sword and grunts, ‘We’ll take friends from anywhere. ’Inside the broken house, you see several more soldiers as well as a group of women and children. The man in the tattered uniform speaks again. ‘I don’t know how long it has been since the world ended, but for all I knew, we were the only survivors. There are things out there, Orcs and worse, hunting us.’ ‘Lorenthia is destroyed,’ you reply, ‘but the world endures. Alladore still stands. We can take you there…’ But even as you say the last word, a horn sounds in the distant gloom, and your companions come running. Everyone draws their weapons and prepares to face the onslaught.


Pre Game Notes:

This scenario is the conclusion of the introductory scenarios from the rulebook. Its a tough scenario where you’ll face the largest numbers and hardest enemies yet.  Rangers should be 5th level or very close by its conclusion., You’ve got help in the manner of 7 survivors  but you also have to carefully manage them as their survival is worth  56XP alone and we have averaged  60 XP a game
With the highest being the intro mission at 97. I see this one being similar or even breaking 100 xp depending,  its 12 turns. It will be the longest game yet as we have 14 protagonists. So we are going to have much longer turns.  At  12 turns we also have the longest event deck yet at 16 cards, 3 of which are drawn to start the game to determine what enemies are attacking you from Turn 1.

Given that this write up of the complete game is going to be at least 2 parts maybe 3, this first part
Will be the board Set up , terrain, special rules and character stats.
  

Set Up

The centerpiece of the scenario is abandoned farmhouse the Heroes and Survivors are defending. I had several ruined farmhouse buildings from Warlord Games . I had built them  for Bolt Action that easily double as late medieval/ high fantasy type ruined dwellings.  My problem was they weren’t big enough.  I thought about building something from scratch but I am trying to stick to my guns as much as possible to use/reuse my vast collection of wargaming terrain.  I did have a 3 other unbuilt buildings on the shelf from  another boxed  set ,  which had been languishing there 3-4 years at this point. Happy to put these to use  I modularized them  building pieces to fit gaps , additional wall and adding some second floor sections and a connecting section .  The end result is two  sections  9” x 5” and 8”x 5” which is 85 square inches vs the specified 8”x 6” and 6”x6”  at 84 square inches

The rest of board is covered with trees , the is another small ruined building and well which both have treasure tokens by them if we can get to them .  I wish I had some more creepy wasteland style terrain or game mat to further  represent the Shadow Deep, I am going to pick up some game mats soon,  I am kinda of waiting to what I find at Adepticon in March.



Section 1





Section 2

The added bits 




Full layout of Farmhouse there are three sections of  the upper floors\




Special Rules

 During the event phase of every turn (except the 12th) draw an Event Card.

The Target Point for this scenario is the center point of the table.

Evil figures cannot enter the farmhouse through windows, although they may attack
through them (suffering a -2 Fight penalty). They may only enter through the two doors or by
climbing onto the roof, requiring 4” of movement, and climbing down inside, requiring another
4” of movement.

There is a 1 inch stone wall around three side of the house and to keep it simple I am going to use the Frostgrave Obstructions rules here in which case  a 1 inch wall will cost 2 inches of movement to move over.

Before the game, I may nominate one figure to make a Traps Roll (TN6). If successful,
they may make one free +3 shooting attack against any figure at any point during the scenario

( I choose Gord with Traps +5 he a rolls a (9) so he succeeds that my come in very handy.)


Also before the scenario begins I am draw 3 cards from the deck to who my starting enemies are

I draw:
RED ACE- Place 4 Orc Fighters at a random point on the table edge
RED SEVEN - Place 2 Giant Flies at a random point on the table edge
RED TEN Place One Troll at a random point on the table edge

OK , 4 Orcs, 2 Flies and a Troll, Lets get this party started!




Fight +4 , Armor 14, , Health 16 adn +2 Dam..the Troll is no joke and we could draw a second in this scenario.




Usual Orc rabble, no super concerned about them except there is up to 17!!! who can join the battle.


My Ranger

Ranger Blackwulf- My main man has been a pretty tough hombre, he only almost went down for the count during M2 S1: the Battle of the Bridge guards.  He’s taken some other wounds but nothing major. His heroic abilities have been 50/50  After 7 missions I only used both my Deadly Strike and Dead Shot Abilities , ONCE..its just hasn’t come up  where hes won a combat  or shooting contest on an 18 or 19 , I want really thinking about the fickleness of the D20 when I picked them. His Heal spell and Deadly Aim abilities have been very useful . SO for this last mission he happens to get a new heroic ability having hit level 4, I choose something that I know I will be able to use every scenario no matter what:  Hand of Fate. 





The Companions

Our companions have fared very well also, thou that would be due to luck.  Both Gord and Skuti
Have survived every match so far, Sigurd has fallen once,  Thorvald three times and  Guthrum four. 
Xavos has only be with us since the start of mission 3  and almost died right from the start, so Im trying to keep him out of combat where I can.

Osprey miniatures, mostly the Barbarian kit..with a few random pieces from other kits 



A House Rule

We have had No deaths and No permanent injuries.  Having only a 20% chance of rolling a 4 or less.  Moving ahead  I am going to house rule that every time some is knocked out of action they receive -1 on the Survival table for each proceeding time they are knocked  “ Out of Action “ so in Guthrums case he would be – 4 to his die roll the next time he is knocked out of action, This can be offset by medicine like the Athalas herb.  This will up the risk for your characters because eventually everyone's number comes up and I want to rotate in new characters as Resource Points gaining process is pretty slow. Of course I can reorganize my companions  after any game,  and bring in or swap out whoever I want  , its just makes more sense as a narrative if once in a while we get a KIA.

  
 The Lorenthian Survivors

This Scenario features Seven survivors who find at the ruined farmhouse just before the forces of Shadow Deep attack.  3 Soldiers and  4 Civilians. One of the soldiers on Leadership check TN12 can be upgraded to  a Knight from a Man at Arms.  Blackwulf has +5 Leadership skill I was sure he would do it but he rolled (4)  or a “9” nope. Man at Arms it is.  Here is my breakdown of our Survivors

4 Lorenthian Soldiers
-The Sergeant – a Man at Arms
-The Corporal- an Archer with Crossbow
-The Scout - a n Archer with Crossbow
-The Rookie (aka Rook) a new recruit who was previously wounded ,  -2 to fight so he has Civilian Stats

3 Civilians
 Whats left of the large family and neighbors  that once lived in the area before Lorenthia fell to the Shadow Deep
- A Farmer named  “Otis” ,  This was his family home he is all that remains of his large Family
-The Widow ,  the lone survivor of a neighboring family ..the men call her  “Ma’am” but in gameplay we will call her “The Widow”
-An Old man, no one knows who he belongs to, he doesn’t either, they call him “Grandpa”..

So our seven survivors: Sergeant, Corporal, Scout, Rook, Otis, The Widow and Grandpa.
We will see how many make it thru







Tactics

I need to set up everyone first then draw my three cards from the event deck, I have already drawn them so I will randomly place them after I set up.

My plan is have a Man- at Arm and Guardsman cover each door.

 Have the Archers inside moving where the need to where they can shoot both inside and out

Ranger Blackwulf is going to roam the grounds being mindful not to get surround, falling back to house when he needs to.

Gord and Xavos are going to work as a Pair trying to retrieve the Treasure Tokens then will fall back to the house

Rook, Otis, The Widow and Grandpa will be inside the house staying together backing up any Archers and trying to stay alive.

  
With the preliminaries out of the way we are now ready to place our initial bad guys and start turn 1
The dice roll in Part 2!!

Final set up before I start rolling dice at the Beginning of Turn 1

Sunday, February 10, 2019

Rangers of Shadow Deep, Mission 3: Descent into Darkness, Scenario 2: Swampland







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.

 EVENT PHASE

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.




 

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