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the Second Saturday Scrum Club presents....

Beyond the Black River


the Second Sa
Saturda
turdayy Scrum Club presents...

Beyond the Bl
Blaack R
River
iver
Two linked scenarios for use with
Sellswords & Spellslingers
Play as Conan, Balthus, and a variety of iconic characters as they attempt to face Pictish
hordes, forest devils, and other unspeakable horrors. Will the heroes succeed in saving
their captured companions or the nearby settlers from encroaching doom! Will they survive
long enough to make it back across Thunder River? Only Crom knows, and he’s not saying!

This is a free download of the material I prepared to run scenarios at various conventions using
the Sellswords & Spellslingers rules by Ganesha Games. Of all of the major solo/co-op miniatures
rules that have been released in the past few years, these are by far the best if unfortunately
not the most widely known or used. I highly encourage you to buy a copy of the rules, if you ha-
ven’t already, and enjoy these scenarios as well as those that appear in the rule book. The orig-
inal rules are set in a more traditional “high-fantasy” milieu, with orcs, dwarves, dragons, and
mighty wizards. These two scenarios and their accompanying play aids, however, are designed to
evoke a much more “low-fantasy” world more in keeping with the spirit of the source inspiration.

The original intent was to strip out any art and intellectual property referenced in this home-
brew creation and release a “generic” version of the scenarios and play aids via Ganesha Games (as
discussed by Andrea Sfiligoi and I after I first prepared this to run at Historicon 2018). Because
it is taking me far too long to do the work necessary to prepare this for that sort of eventual
publication, and because the world is now in the midst of a pandemic with people like me looking
for ways to keep playing with all of their little lead figures while practicing “social distanc-
ing,” I have decided to release this material into the wild via my blog, Scrum in Miniature (www.
miniaturescrum.com). I would appreciate rather than sharing the PDF bilaterally with others that,
if you are interested in sharing this PDF, you point them to my blog post where the download link
resides. At least this way I will get the benefit of knowing how many people were interested in my
efforts and maybe gain some followers to my blog in the process.

For a handful of blog posts describing the game, how it played out at several conventions, the
thinking behind the play aids, and crafting tutorials for the board and terrain, visit my blog and
check out these posts where you’ll find a plethora of illustrative photos that should prove very
helpful for staging your own games:

“Up the Black River Without a Paddle” “Historicon 2018: Running My First Convention Game”
“Fall In 2018: New Friends, Old Enemies” “Fall In 2019: The Valley Forge Experience”

Any and all feedback or suggestions are welcome as either a comment on the blog or sent via email
to joseph.procopio@gmail.com. I’d love to see photos of any of your own games using the scenarios!

Enjoy in good health,

Joe Procopio
Charter Member/Founder, Second Saturday Scrum Club

Join the Facebook group FRIENDS OF THE SCRUM CLUB for a variety of game updates and camraderie
All copyright to any involved properties and art remain that of the rightful owners, and I make no claim to them. V1.0
Table of Contents
(listed as PDF dcoument pages)

p. 1
(cover )
Table signage, side A

p. 2
Description, background, permissions, and disclaimers

p. 3
Table of Contents
(this page )
pp. 4-5
Scenarios I & II

p. 6
Notes on Figure Requirements, Fog of War, Victory Points,
Card/Token Construction, Special Thanks

p. 7
GM Notes and Reminders
(notes to myself to help me remember certain details when setting up the
game and while running the two scenarios )
pp. 8-9
Quick Rules Reference / Map
(one sheet, front and back )

pp. 10-21
CHARACTERS cards
(nine melee and nine archer player characters; front and back of cards )

pp. 22-31
ENCOUNTERS cards

pp. 32-49
EVENTS cards

pp. 50-55
ITEM cards
\
pp. 56-62
SCENARIO EVENTS cards

pp. 63-66
TRAPS cards

p. 67
Token symbols
(cut and adhere to tokens)

p. 68
Table signage, side B
SCENARIO I: The Pictish Village (Rescue Mission)
Two members of a recent scouting patrol across the Black River into Pictish territory
failed to return with their comrades to Fort Tuscelan. Conan and his companions suspect
they’ve been abducted by one of the nearby Pictish tribes. Refusing to abandon their com-
rades to whatever grisly fate might await at the savages’ hands, Conan and team set out at
night back into jungle to rescue the missing men. While approaching the Pict village, Conan
and crew hear frenzied jungle drums along with whoops and cries in the distance, as the no-
torious Pict witch doctor Zogar Sag leads the tribe in a fearsome ceremony.

NOTES: This scenario is inspired by the scene from the original short story in which Bal-
thus and another Aquilonian mercenary are captured and taken back to Zogar Sag’s village to
be sacrificed in a dark ritual to a sabretooth tiger and the jungle’s giant “Ghost” snake.
In this scenario, Balthus is one of the rescuers rather than a captive.

PLAYERS AND CHARACTERS: Up to six players, controlling two characters each (one melee-fo-
cused character and one archer) for a total of 12. If there are fewer players, each can
control more characters but maintaining the maximum of 12 characters. There will be some
characters who go unused between scenarios, and they can be recruited by players to replace
any characters who die in the first mission. Characters, perhaps many, will die.

SET-UP: Use a 30”x30” play area demarcated on all sides from 1-20 in 1.5” increments. Set
the village on one side of the play area; scatter woodsy/jungle terrain around the rest of
the play area. This scatter terrain should (a) block line of sight and (b) slow movement
for players by 50% (if they try to move through them), though Picts can move through them
freely. Leave a fairly direct path from the opposite side of the board from the village en-
trance, and place a “Hidden Foe” marker there for the sabretooth tiger. Place Zogar Sag in
the middle of the village between the two captives tied to sacrificial posts. Place another
half dozen Picts in the village facing toward Zogar Sag (they are absorbed in the ongoing
ceremony). Also place three huts in the village for players to possibly sneak around behind
Finally, place a half dozen “Hidden Foe” tokens (number down) through the jungle/woods out
of line of sight of the players’ starting positions. Each of these represents either a Pict
brute, a Horde of three Pict archers, or a Horde of three Pict warriors. (Remember to place
corresponding Encounter cards and numbered tokens to the side). The players can divide up
their characters and have them start the game on either or both sides of the board at least
half the distance of the play area away from the village.

OBJECTIVE: Sneak toward the village, rescue your captured companions (one action to cut
their binds), and then accompany them off the play area via the player starting point.

PLAY NOTES: In refereed convention play, do not tell the players that the sabretooth and
snake are being summoned to eat the captives; let the players discover this on their own.
Move the Hidden Foe token for the sabretooth (or giant snake) any time an Event card would
suggest (e.g., Frenzy) and any time the deck gets reshuffled. Once the token/tiger reach-
es approximately the half way point between its starting position and the village entrance,
place the Hidden Foe token for the giant snake and start moving it along to the awaiting
sacrifices tied to posts in the village. This essentially creates a timer for the players to
get to the village and rescue their companions before the tiger or snake devour them.
This scenario takes place at night, limiting line-of-sight and shooting range to 8”.
The village itself is well lit, though, and players could ostensibly shoot into the village
from further away. This will get the attention of any Picts nearby who will turn to try to
discern who shot the arrow; if any character is within line of site of an attacked pict in
the village, it will spot them and rush forward to attack.
The walls around the village can be scaled without a rope for two actions, and with a
rope for one. The rope can be left in place for others to use.
Characters can also sneak into the village by climbing walls and attacking Picts from
behind. If the attackers kills the victim in a single activation (1-3 actions), he has done
so quietly enough not to alert the other Picts in the village, otherwise the screaming and
clamor of the attack will alert all of the Picts in the village of the intruder.
Player characters can give freed captives their knife to use as a weapon.
If in true danger, Zogar Sag should try to slip away and flee the play area rather
than be killed in Scenario I.
SCENARIO II: Saving the Settlers

Zogar Sag’s powerful war magic has succeeded in uniting the usually feuding Pict tribes to
stage an attack on Fort Tuscelan and all of the settlers east of the Black River. The raid
on the fort has begun, and the overwhelming numbers have made it clear to Conan and his
fellow Aquilonian-hired mercenaries that every settler’s family between here and the better
fortified town of Velitrium is going to be slaughtered by these raiding parties in short
order unless somebody races into the woods to warn them and escort them across Scalp Creek,
where they will have a better chance of making their way to safety.

NOTES: This scenario is inspired by the climax from the original short story in which
Conan, Balthus, the hound Slasher, and others race from the fort in an effort to warn the
settlers of the Pict raiding parties. The distance between Fort Tuscelan and Scalp Creek
is compressed immensely to aid the scenario design goals. I really thought a game based on
“Beyond the Black River” should have at least one scenario involving a river crossing and
Pict patrols paddling along it. It was also an excuse to teach myself how to craft the riv-
er tiles.

PLAYERS AND CHARACTERS: Same characters as used in the first scenario but with replacements
for slain characters recruited from those not picked for play in the earlier scenario.

SET-UP: Use a 30”x30” play area demarcated on all sides from 1-20 in 1.5” increments. Set
the back gate of Fort Tuscelan on one side of the play area and the river along the oppo-
site side. The characters start inside the fort near the back gate (their first moves will
be exiting the gate). Set up two Aquilonian archers at the top of the gate to provide cover
for the mercenaries as they leave the fort on their rescue mission; these archers do not
move but will fire on Picts who come in line of sight of the archers. In between the fort
and river, place clumps of woodsy/jungle terrain; follow same line-of-sight and movement
rules from previous scenario, though this scenario takes place in daylight. Place a Horde
of five Picts near one corner of the fort and another Horde of five Pict archers near the
other corner of the fort (they’ve forded the Black River and are infiltrating the woods
along the back side of the fort). Place two cabins a fair distance apart from one another
in the play area between the fort and the creek/river. Also place perhaps four “Hidden Foe”
tokens scattered around the board out of line of sight and at least eight inches away from
any cabin. These tokens should represent Hordes of four Pict warriors or archers who have
already made it across the river hunting for settlers.

OBJECTIVE: Get to the settlers’ cabins, retrieve the families from their hiding spots, and
accompany them to the creek/river where they must cross to get to safer ground.

PLAY NOTES: Each cabin contains 2-3 settlers who will not leave their cabin until a char-
acter knocks on their front door (one action). They will then accompany that character
(moving with the same activation dice) until the character is killed or the settlers are
instructed to follow another character in base contact. The settlers in the cabins are wom-
en and children who have no combat skills; their husbands had gone to the salt licks just
before the raid; a Scenario Event card can come into play that allows the husbands to join
the players as additional fighting characters.
Place two canoes next to each other on the player-facing bank; each canoe can hold
three characters. One character should be designated the paddler; it takes two actions
to paddle to the far side of the river. Characters and settlers can also attempt to swim
across the river for three actions. If swimmers do not make it from one bank to the next
in a single activation, they will need to roll a 10+ strength test not to flounder in the
rough waters and take a point of damage (settlers only have 1 Health point, and thus auto-
matically drown if they fail the test).
NOTES

FIGURE REQUIREMENTS
A six-player game of Sellswords & Spellslingers needs a fair number of figures. Consult the
card decks for the number and kind of figures you should try to have on hand (or what you’ll
need to proxy). For the Pict warriors, archers and brutes, I found with 12 player characters
running around in the game, you probably would want around 36 Pict warriors, maybe 15 or so
Pict Archers, and around six Pict brutes. It’s fitting if the players start feeling pretty
overwhelmed with adversaries once the village discovers their presence.

“FOG OF WAR” MECHANIC


The “Hidden Foe” tokens indicate the vague sense of where there may be some Picts patrolling
and sneaking about in the surrounding woods/jungle. When the token is revealed by falling
into the line of sight of a character, the figures are not placed exactly where the token
was on the board but rather in a random direction 3” away from the token. In essence, they
may be a bit closer or further away than suspected. The patrolling Picts have a similar sense
of where the player’s characters are, too, and when Picts are instructed to move by an Event
card, they will do so in a manner that preserves either their hidden status or that places
them at the best possible location for striking at the characters (remember, also, Picts and
other jungle denizens move through foliage terrain without penalty).
This mechanic was created for use in my convention games in which I acted as a referee
for the players. To implement it in a solo/co-op game, simply ignore the numbers on the to-
kens, and create a small deck of “Hidden Foe” Encounter cards consisting of two Pict archers,
two Pict brutes, and two regular Picts. Whenever line of sight allows a “Hidden Foe” token to
be revealed, simply pull a card from that deck to place the encounter.

VICTORY POINTS
I created small check boxes for players to record Victory Points on their character cards.
These were awarded for kills (1 for standard foes, 3 for brutes, maybe 5 for major foes line
the Ghost Snake, etc.), and sometimes at my discretion as referee for some particularly im-
pressive feat. I also awarded every surviving character 5 points for every rescued captive
who made it off the board. Victory Points are obviously not part of Sellswords & Spellsling-
ers, but I wanted to give players a loose means of comparing their characters’ performances
with one another after the game. Players seemed to enjoy having them to record and count at
the end at the conventions.

CARD AND TOKEN CONSTRUCTION


All cards are double sided and index card sized. They were designed to print on any home
printer using Avery 5388 perforated index card sheets (you can, of course, simply print on
card stock and cut to size). They have been laid out with a small bit of “bleed” around the
edges that fall outside the perforated borders to allow for some possible slippage that often
occurs on most home printers.
The token labels are designed to be cut using a 3/4” hole cutter (hence why they’re
placed so close to the edge of the sheet). I hand wrote the numbers appearing on the blank
side of the “Hidden Foe” token, but you could easily print and adhere numbers. Remember that
you’ll need two sets for the entire range of numbered tokens, one to place face down on the
playing area until it is within line of site of a player’s character, and another on the
facedown Encounters cards that are set off to the side until revealed during play.

SPECIAL THANKS
Thanks to fellow Second Saturday Scrum Club member Steve Braun for suggesting the initial
idea and being such a generous collaborator. It has been a blast running this with you at
conventions. Thanks also to all of the members of the Scrum Club who helped play test the
scenarios as I prepared to run them at conventions. A special thanks to all of the wonderful
players who have signed up to play this game at Historicon, Fall In, and the HAWKs game days,
some of you more than once (the fine Mr. Keith Sloan). A final thanks to those who have tak-
en the time to share their crafting projects on blogs and other forums over the years, many
of who provided inspiration and guidance for my own adventure in crafting the materials for
these scenarios.
GM NOTES FOR GAME

REMINDERS


Before Game:

Out-of-Action chart (d20 + Healer bonus, if applicable):

Scenario 1 conditions:

Between Scenarios:

Scenario 2 conditions:
QUICK RULES REFERENCE
• Only PCs roll dice. Unmodified 1 always fails, 20 • Activation: Roll 1, 2, or 3 d20. Each 8+ = suc-
always succeeds. cess, entitling PC to 1 action. Each failure = draw
• Danger Level (DL) = Target number you must roll 1 Event card and apply its effects immediately.
equal to or higher than to succeed. Activation roll of 20 = perform 1 additional action
or avoid drawing an Event card.
MOVEMENT
Rough terrain: ½ movement, or perform DL 10 Terrain roll to run (i.e., full move). Failure = fall prone.
Prone: PCs may trip, fall, etc., but they also may voluntarily fall prone for free at the end of movement to
make for a harder target for ranged attacks. Standing up costs 1 action.
COMBAT
Critical Hits: Natural roll of 20 = +1 damage or foe drops weapon/item (player’s choice).
Melee Combat Ranged Comat
• Roll target’s DL or higher. Add Fighter bonus to roll. • Roll target’s DL or higher. Add Archery bonus (if
• Success = PC hits foe. Failure = Foe hits PC, who any) to roll. If beyond 8”, –1 to roll per 2”.
now must make Armor and/or Shield roll, if any, or • Must shoot at closest target.
take wounds equal to foe’s DMG stat. • PC cannot shoot if in melee (must switch to knife).
• Cannot target foes engaged in melee.
Disengaging: Foes in melee get a Free Hack at PCs
• May fire into Horde engaged in melee if there
fleeing melee combat. This is a regular melee attack,
are more hordelings than friends, and horde is
but the fleeing PC only gets to defend against dam-
within 4” of archer.
age and not inflict any.
• Foes vs. PCs: PC must pass a Dodge roll equaling
—Modifiers— foe’s DL modified by range and cover, or be hit.
Powerful Blow (2 actions): +3
Opportunity Shots: Ranged attack at –2 vs. foe
Outnumbered: –1 per extra foe
charging you or a friend within 2”. If PC takes
Higher ground: +3
Opportunity Shot, fights at –2 in next melee.
Foe prone: +4
Attacker prone: –4 —Modifiers—
Unarmed: –4 Aimed Shot (2 actions): +3
Unfamiliar weapon: –2 Target in partial cover: –2 (1/2 base or more)
Out of Action: When PCs lose their final H.P., they Point blank (target within 2”): +2
might be dead, but it is uncertain until another PC Target larger than a man: See Foe’s stats
moves in base contact to try to roust them (1 action; Opportunity Shot: –2, no Point Blank bonus
roll on Out-of-Action table). Prone Target: –4, unless within 2”
First
Scenario
Second
Scenario

First Scenario: The Pictish Village • Second Scenario: The Settlers


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□ Health

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� Iii � Iii � IRI i
Movement Damage Movement Damage Movement Damage
MODIFIERS VPs MODIFIERS MODIFIERS
+l with Sword □□□□□ +l with Bow +l with Sword
□□□□□
□□□□□ +2 Dodge vs. ranged attacks(+l +l Activation/Combat at 1 H.P.
□□□□□ vs. traps) WEAPONS VPs
WEAPONS (1) Sword □□□□□
(1) Sword WEAPONS □□□□□
) □□□□□
(2) Bow (Range 24 n)
(2) Knife (no Powerful Blow) (1) Bow (Range: 24 11 □□□□□
(2) Knife (no Powerful Blow) TRAITS
FIGHTER +l (SWORD): Bonus added to melee rolls
TRAITS with this weapon.
FIGHTER +l (SWORD): Bonus added to TRAITS
melee rolls with this weapon. ARCHERY +l (BOW): Bonus added to GRIT: +l to Activation and Combat rolls if re­
duced to 1 Health Point.
WHIRLWIND OF STEEL: If the PC kills
ranged rolls with this weapon.
HEALER +2: Bonus to Healing rolls (including on
a foe in melee and there is another QUICK REFLEXES +2: Bonus add-ed the Out-of-Action table) when the PC is helping
foe within 4", the PC may immediately when rolling to dodge ranged a friend. Requires 2 actions, and automatically
perform an extra move and an addi­ heals 1 H.P. To heal 2 H.P. or cure a disease/
attacks (+l vs. traps or falling condition, the DL is 8 plus the H.P. lost by the
tional melee roll against that foe, patient. Each PC may only receive a healer's
as a free action. Only one such addi­ objects).
ministrations once per scenario (not including
tional attack per turn is allowed. spells or potions). A PC may treat himself (auto
success), as long as he is able to move and is
TTDs• □□□□□
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Movement Damage Movement Damage Movement Damage
MODIFIERS MODIFIERS VPs MODIFIERS
□□□□□ □□□□□
+l with Bow +l with Bow □□□□□ □□□□□ +2 with Sword
+l Activation rolls
WEAPONS
)
WEAPONS
(1) Bow (Range: 24 11 ) (1) Bow (Range: 24 11 WEAPONS
(2) Knife (no Powerful Blow) (2) Knife (no Powerful Blow) (1) Sword
(2) Knife (no Powerful Blow)
TRAITS
TRAITS ARCHERY +l (BOW): Bonus ad d ed to TRAITS
ARCHERY +l (BOW): Bonus ad d ed ranged rolls with this weapon. FIGHTER +2 (SWORD): Bonus added
to ranged rolls with this weapon. to melee rolls with this weapon.
HEALER +2: Bonus to Healing rolls (in­
LEADER: Once per turn, a Leader cluding on the Out-of-Action table) when
Each weapon has a separate Fight­
may give a +l to the Activation the PC is helping a friend. Requires 2 er trait.
rolls performed by any friend actions, and autom atically heals 1 H.P. To
heal 2 H.P. or cure a disease/condition, HERO:+l to Activation rolls.
within 8". The bonus must be as­ the DL is 8 plus the H.P. lost by the pa­
signed before rolling activation tient. Each PC m ay only receive a healer's
for that figure. m inistrations once per scenario (not in­
cluding spells or potions). A PC m ay treat
him self (auto success), as long as he is
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Movement Damage Movement Damage Movement Damage
MODIFIERS MODIFIERS MODIFIERS
+l with Bow +l with Sword +l with Sword
+2 Constitution/Out-of-Action +l dodging ranged attacks
WEAPONS
)
rolls
(1) Bow (Range: 24 11 WEAPONS
(2) Knife (no Powerful Blow) WEAPONS (1) Sword
(1) Sword (2) Knife (no Powerful Blow)
TRAITS (2) Knife (no Powerful Blow)
ARCHERY +l (BOW): Bonus added to TRAITS TRAITS
ranged rolls with this weapon. FIGHTER +l (SWORD): Bonus added to
FIGHTER +l (SWORD): Bonus added melee rolls with this weapon.
STEALTH: When in contact with to melee rolls with this weapon.
cover, only foes within 4" may DODGE +l: Bonus added when rolling to
shoot at the PC. If all available TOUGH: +2 to Constitution checks dodge ranged attacks (not applicable
and rolls on the Out-of-Action vs. traps or falling objects).
targets have Stealth, the foe
will charge instead. table.

TTDs• 00000 00000


vr • □□□□□ □□□□□
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Health Health Health

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□� 3 Bo 4 11 � 1 � 4 11 � 1
Movement Damage Movement Damage Movement Damage
MODIFIERS MODIFIERS MODIFIERS
+l with Sword +2 with Bow +l with Bow
Battle Lust (see trait) +l with Will
WEAPONS
WEAPONS )

)
WEAPONS (1) Bow (Range: 24 11
(1) Sword (1) Bow (Range: 24 11 (2) Knife (no Powerful Blow)
(2) Knife (no Powerful Blow) (2) Knife (no Powerful Blow)
TRAITS
TRAITS TRAITS ARCHERY +l (BOW): Bonus added to
FIGHTER +l (SWORD): Bonus added to ARCHERY +2 (BOW): Bonus added to ranged rolls with th is weapon.
melee rolls with this weapon. ranged rolls with th is weapon.
FIRE INTO MELEE: May fire into
BATTLE LUST: When you elect to roll a melee with no risk of hitting
all 3 dice for activation, you may
STRONG WILL: +l to Will rolls.
friends.
increase one die roll by 2. Apply the
+2 bonus after rolling the dice.

TTDs• □□□□□ □□□□□ TTDs• □□□□□ TTDs• □□□□□ □□□□□


v.r • □□□□□ □□□□□ v.r • □□□□□ □□□□□
□□□□□ v.r • □□□□□ □□□□□
au,, # # #
□□ Do
□ 3 6°
Health Health
□□ Health


� 4 11
l 4 n �l 4n
� � IRI i
Movement Damage Movement Damage Movement Damage
MODIFIERS MODIFIERS MODIFIERS
+l with Sword +2 with Bow +l with Sword
Shield roll (melee only) +l Dodge vs. ranged attacks Horde Figher (see trait)
WEAPONS WEAPONS VPs WEAPONS
(1) Sword (1) Bow (Range: 24 11 ) □□□□□
□□□□□ (1) Sword
(2) Knife (no Powerful Blow) (2) Knife (no Powerful Blow) □□□□□ (2) Knife (no Powerful Blow)
□□□□□
TRAITS
TRAITS ARCHERY +2 (BOW): Bonus added to TRAITS
FIGHTER +l (SWORD): Bonus a dded to FIGHTER +l (SWORD): Bonus added to
melee rolls with this weapon. range rolls with this weapon.
melee rolls with this weapon.
BUCKLER: If PC is hit by foe, roll FIRE INTO MELEE: May f ire into
HORDE FIGHER (Level 2): The PC re­
a ga in vs. a tta cker's DL. Success = a melee with no risk of hitting duces the outnumbering modifier by
atta ck is blocked. Fa ilure = PC friends. 2 when facing multiple foes (e.g.,
wounded. If roll is equa l to or lower a horde of 4 foes only counts as 2
tha n the a tta ck's DMG, then buckler DODGE +l: Bonus added when roll­
foes, reducing the outnumbering modi­
brea ks. Buckler only blocks melee, ing to dodge ranged attacks (not fier to -1 instead of -3).
not ra nged attacks. applicable vs. traps or falling
TTDs• □□□□□ □□□□□ objects). TTDs• □□□□□ □□□□□
vr . □□□□□ □□□□□ vr • □□□□□ □□□□□
# WIii/i # .,. #
□□ 3 6°
Health
□□ □
Health
□ 3 6°
Health
� 4n n 4 11 �
Iii 1 � 4 lf11 � 1
Movement Damage Movement Damage Movement Damage
MODIFIERS MODIFIERS MODIFIERS
+l with Sword +l with Bow +l with Bow
WEAPONS WEAPONS
(1) Sword ) WEAPONS
)
(1) Bow (Range: 24 11
(2) Knife (no Powerful Blow) (2) Knife (no Powerful Blow) (1) Bow (Range: 24 11
(2) Knife (no Powerful Blow)
TRAITS
FIGHTER +l (SWORD): Bonus added TRAITS
to melee rolls with this weapon. ARCHERY +l (BOW): Bonus a dded to TRAITS
ra nge rolls with this weapon. ARCHERY +l (BOW): Bonus a dded to
STEALTH: When in contact with ra nge rolls with this weapon.
cover, only foes within 4" may DANGER SENSE: When a foe's DL
shoot at the PC. If all available increa ses due to surprise or am­ SNIPER: You a re not limited to
targets have Stealth, the foe bush, PC with Da nger Sense may shooting a t the closest target,
will charge instead. ignore tha t modifier. but ma y select a ny ta rget in LoS.

TTDs• □□□□□ □□□□□


vr • TTDs• □□□□□ □□□□□ TTDs• □□□□□ □□□□□
• •
□□□□□ □□□□□ vr □□□□□ □□□□□ vr □□□□□ □□□□□
EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
Foe Activates
The foe closest to the
PC activates. If it hap-
pens to be a Pict that is
part of a horde, it will
detatch from the horde
and charge or fire at the
nearest PC.
If it has a ranged at-
tack, it will shoot at
the closest target in LoS,
prefering those without
cover. If it has no taget
within 8”, it will manuev-
er to get within range and
LoS of the closest possi-
ble target.
If the foe is prone, it
stands and gets to take an
attack at -2 DL.

Beyond the Black River


EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
Scenario Event

Draw a card from the


Scenario deck.

Remove from Deck

Reshuffle Events Deck

Beyond the Black River


EVENTS EVENTS EVENTS

Beyond the Black River Beyond the Black River Beyond the Black River
Scenario Event

Draw a card from the


Scenario deck.

Remove from Deck

Reshuffle Events Deck

Beyond the Black River


Hidden Foes (for “fog of war” rules)

Milfoil Root token to be placed in play area


for the EVENT card “That Might Come in Handy...”

Three Pict Axes to be placed in play area


for the EVENT card “That Might Come in Handy...”

Ward token to be placed in play area


when playing ITEM card of same name
the Second Saturday Scrum Club presents...

Beyond the Black River

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