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Tales of the Border

A Rangers of Shadow Deep Mission for levels 1-5

While some of the Rangers finest take the fight into the Darkness, attempting to find ways to halt its corrupting spread
yet others struggle to find important clues about what exactly took place in Lorenthia. However, there is still plenty of
work along Alladore’s border to keep the rest of the Ranger’s more than busy.

Any number of small settlements and even a few large towns run along the old border that now sits as the front line of
an impending war. These precious few are tasked with not only holding back the evil forces outside, but also root out
malcontents within. Not to mention face the creatures of the wild, which was their main priority not that long ago. They
are tasked with defending the line, while others attempt to make the decisive breakthroughs.

This is their story.

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Table of Contents

Introduction 3

Creating the Missions 4


Setting up the Region 4
Establishing Threat levels 4
Settlement Creation 5
Locations 6

Completing the Region and Mission Objective 8

The Mission Turn Sequence 9


Settlement Events 9
Healing Up 10
Settlement Activities 10
Where are we going? 10
Outfit for Adventure 10
Go Adventuring 10

Scenario 11
Opposing Force 11
Encounter situation 14
Bestiary 15
Enemy Composition 18
Were going to need more troops… 18
Enemy Leadership 18
The Last Stand 19
Event Cards and Clue tokens 19

Terrain 20

Scenario Set Up 20
If you are being attacked 21
If you encounter the enemy while traveling 22
If you attack a camp or lair 23

End of Scenario 24
Adjust threat levels 24
Mission End? 24
Check for Injury, Death and Roll for Treasure 24
Calculate Experience and levels 24

Event Card Deck 25

Clue Alphabet 31

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Introduction

Tales of the Border is an attempt at making a Mission for Rangers of Shadow Deep which procedurally generates a
region of the border and a number of scenarios that are required to make that stretch safe. Tales of the Border is
designed to be played by Rangers level 1-5, and is meant to be played as an alternate starting point from the main rule
book, to represent those not necessarily involved directly with the main story line (if for example you were looking to
generate a second ranger party in preparation for the Ghost Stone mission, or just wanted to create another Ranger
group without discovering the missing or traveling to the Watch Tower again).

I’ve taken inspiration from a number of different games which I have enjoyed playing as part of my desire for seeing
great storytelling in my gaming, not limited to Shadows of Brimstone (especially the fan made Hexcrawl expansion),
Pathfinder the Adventure Card Game, Kingdom Death: Monster, Five Leagues from the Borderlands and Descent.
Rangers of Shadow Deep has really grabbed my attention and hooked into my gaming group as our go to game for
storytelling gaming. We love the setting and vibe of the game, enjoying the creation of stories and legends for our
Rangers. Due to the random nature of this mission’s structure, there are bound to be more than a few instances where
the dice rolls/rules don’t make sense of the situation at hand. In those situations my golden rule would always be the
‘Rule of Lore’. If it makes more sense to add something or remove something else to fit the story you have created (for
better of worse in terms of your Rangers wellbeing!) then do that. We're all “just pushing figures around on a tabletop”
as Joseph himself says, and the epic tales we create in doing so is one of this great games key strengths.

That said, if something appears broken or out of place. Or if you have an idea of something that would make an element
run smoother, or even if you’ve just enjoyed playing through the Tales of the Border mission, then let me know.

Enjoy!

Alex Dingle

V1.1 11.10.2019

Rangers of Shadow Deep is copyright Joseph A. McCullough.

Supplement publication at this version: Core rules, Blood Moon, Temple of Madness, GhostStone.

Supplement used in this version: Core rules, GhostStone.

3
Creating the Mission

Setting up the Region

The first step of the mission is to populate the region of the border that you will be defending. Roll a D20 and consult the
below chart. This will also determine how long the mission is, so feel free to select the number of settlements you feel
comfortable looking to defend, although i would not recommend going above 4.

Roll Number of Settlements

1-5 1

6-10 2

11-15 3

16-20 4

Establishing Threat Levels

Now, it's time to determine the level of danger that each of these settlements is currently under as you are posted to the
area. These threats come in many forms, but here they have been collected into three distinct groupings: The Wild, The
Shadow Deep, Internal Corruption. Use the table below to determine the treat level for each settlement in turn, rolling
individually for each threat.

Roll The Shadow Deep The Wild Internal Corruption

1-6 3 0 1

7-13 4 1 2

14-20 5 2 3

Again, this is prescribed set up to create an overall level of threat which conveys the Shadow Deep as the main issue,
but with the wild and internal issues also concerns that need to be removed. If preferred, each of the threats could be
allocated the same number, or use the same number chart as The Shadow Deep.

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Settlement Creation

Once the number of settlements is known within the region, roll a D20 for each of them and see the chart below

Roll Settlement Number of Locations Number of Activities


Allowed

1-2 Isolated Place 1 2

3-8 Hamlet 2 3

9-15 Village 4 5

16-19 Small Town 6 7

20 Large Town All Location Options 8

An isolated place will result in a -1 roll to each of the settlements threats ( to a minimum of 1) while a large town will add
+2 to each of the settlement threats.

After taking the Inn as the first location roll below on a d20 and re-roll duplicates.

The first location is always an inn for staying in overnight and allows characters to rest/recover. This is the same rules
from the Burning Light mission for healing between scenarios. Any character who takes a survival roll to attempt to heal
another figure, may not take part in any activities before the next scenario. Unless specified, each location can only be
visited a single time between each scenario.

Roll Location Type

1-2 Healer

3-4 Place of Study

5-6 Place to Trade

7-8 Gambling Den

9-10 Place to Train

11-12 Armourer

13-14 Weapon-Smith

15-16 Place of Worship

17-20 Players Choice

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Locations

The inn ​will Allow the following activities which each can be attempted as many times as the size of the settlement
allows;

● Forage: Here a character can head out into the surrounding wilds so long as they are over half health. They
will not be permitted to either receive any healing of provide any to another party member. A figure may
attempt a survival roll TN15. If successful, roll a D10. 1-3 They have found some herbs which could provide
useful - roll on the herb and portion table. 4-6 They have scouted the enemy and gained some insight into their
plans (obtain one piece of ​Vital Information​) 7-9 They were able to catch some game, and created a new item
- food: single use, grants the user 3 health on the spending of an action. 10 They have managed to encounter
a potential ally in the wild - That figure may bring a Hound companion to the next encounter (outside of the
usual recruitment restrictions). After the next encounter, if this hound is to be selected again it will be subject
to the usual recruitment restrictions.
● Labour: Here a non-animal figure can offer to help out around the town with the general running of the place.
they may either test leadership of strength as they either advise the municipal authorities or get stuck in with
some labouring. On a result of 12+ they earn +4xp. for the group On a result of 18+ they earn +8xp. for the
group.
● Carouse: Here a non-animal figure can spend some of the groups cash in the hope that a few drinks and a
good time will persuade a local to join the mission. Spend 10xp and then take a Leadership 12+ test. If
successful, someone is convinced to join up, if temporarily. A single non-animal companion can be recruited
for half their normal RP cost, this reduction only lasts for two scenarios, and if they are to be retained further,
then the full RP cost will need to be paid. On a natural roll of 20 then the non-animal companion with a max
RP of 20 will be able to be recruited for free permanently. On a natural roll of a 1, then things turn somewhat
sour and it costs a further 20xp in covering the repair bill for the evening and nobody was recruited.

Healer​ (a small hut up to a hospital depending on size of settlement)


Allows the Visit town healer activity (only 1 option can be selected for each visit).

● Here a badly wounded figure may attempt a D20 roll where each result of 16+ will heal 1 of the -5 they are due
to start with. (ie a roll of 18 would heal 3 of the damage and the character would start with only -2 Health).
● Here a figure with a permanent injury can attempt a D20 roll where a result of 19+ will cure that injury,
however a roll of 1 will result in a messy mistake and the character is badly wounded (-5 Health for the next
game).

Place of Study​ (an old hermit telling tales up to a university)


Allows the Study activity (only 1 option can be selected for each visit).

● Here a non-animal figure can attempt an Ancient Lore TN17+ roll to study the local scrolls and books in
regards to the Shadow Deep. If successful then they learn something that might give them an edge in the next
encounter. - can choose either a +1 shoot or +1 fight that will last for the next scenario.
● Here a non-animal figure can attempt a Read Runes TN16+ roll to see if there is something within the writings
left here of a magical leaning. If successful, they find an old scroll that appears to contain within it a single
charge of a powerful spell. - can add the scroll to their inventory and select a spell that will only have a single
use before the scroll immolates itself.

If at any time a character rolls a natural 20 in a study test, they may add a permanent +1 to a single skill as they read an
insightful piece of text. If, however they roll a natural 1 in a study test, they must select a skill to suffer a permanent -1 as
they stumble across some poorly written guidance/something plainly wrong but believe it.

6
Place to trade​ (from a market stall to a grand bazaar)
Allows the trading activity

● Here a non-animal figure can look to sell any items that they are carrying and no longer want. Roll a D20 and
add the characters perception skill. 1-5 The vendor sees the figure coming, gain 1XP for each item sold. 6-13
The figure tries a little negotiation but feels like they came away on the losing side, gain 2xp for each item
sold. 14-19 The figure does a decent job of selling the items virtues, gain 3xp for each item sold. 20+ The
figure manages to convince the vendor of the items near priceless value and could probably have sold ice to
the eskimos while they were at it. Gain 5xp for each item sold.

​Gambling Den​ (from throwing dice in an ally up to a grand casino)


Allows the gamble activity

● Here a non-animal figure can attempt a game of luck/skill (depending on if your a winner or not!) The ranger
can select any of their available skills to be tested as they choose the game to be played. They then take a
19+ test in that skill. If they succeed then they gain the group +10 xp. If they fail by 5 or less then they break
even. If they fail by more than 5 then they lose the group 10xp.

​Place to train​ (from an old warrior sitting in the inn offering tips to a dojo)
Allows the train activity. (only 1 option can be selected for each visit).

● Here a non-animal figure can attempt a Strength TN17+ roll test to practice their forms and working out. If
successful then they learn something that might give them an edge in the next encounter. - can choose either
a +1 shoot or +1 fight that will last for the next scenario.
● Here a non-animal figure can attempt a Stealth TN16+ test to practice their covert abilities, as either a a
tracker or assassin. If successful, they will be at their best at the start of the next scenario and so can select to
adjust the parties deployment zone by 3” from the original starting point.

If at any time a character rolls a natural 20 in a train test, they may add a permanent +1 to a single skill as they expand
their physical abilities. If, however they roll a natural 1 in a study test, they must select a skill to suffer a permanent -1 as
they take a blow to the head which has caused some serious disruption!

Armorer
Allows the crafting option

● Here a non-animal figure can nominate a character in the party and then attempt an Armoury TN15+ roll to
represent them engaging the local armorer in a discussion about the craft. If successful, then the two of them
manage to devise a way to improve some armour. The figure grants a temporary +1 armour to a chosen
non-animal hero for the next scenario.

If a natural 20 is rolled for this test, then the selected armour is granted a permanent +1 armour. However, if a natural 1
is rolled then that armour is granted a -1.

Weapon-smith
Allows the repair activity

● Here a non-animal figure can nominate a character in the party who has a magic weapon and then attempt an
Armoury TN16+ roll to represent them engaging the local armorer in a discussion about the craft. If successful,

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then the two of them manage to devise a way to repair the magic weapon. The chosen magic weapon gains
an additional charge.

If a natural 20 is rolled for this test, then the selected armour is granted +2 charge. However, if a natural 1 is rolled then
that magic weapon is broken during the process and lost.

​Place of Worship​ - could be anything from a small shrine, up to a grandiose building


Allows the Blessing activity (only 1 option can be selected for each visit).

● Here a non-animal figure can attempt a Will TN15+ roll to attempt to gain some incite from this holy building
which projects an aura of calm through mediation. If they succeed, then they receive a duplicate copy of a
spell they possess that is limited to the next scenario.
● here a character can pray for a blessing from their preferred deity. Roll a D20. On a 16+ they are granted the
favour of their god and receive +1 health for the next scenario (this can exceed their current maximum). If they
roll a 20, then they have clearly gained the attention of their deity and the +1 is a permanent increase to the
maximum, however it does not increase their current health. If they roll a 1 however, it is clear they they have
chosen the wrong time to ask for help, and in a fit of pique the deity reduces their maximum health by 1
permanently.

Players Choice​ - the players can select a building from the list that has yet to be rolled within that settlement.

Completing the Region and Mission Objective

At this point, look to create a rough sketch of the border that you have been tasked to defend, including settlement
names. This will help to define the locality and create relative distances between the settlements so you create your own
logic for traveling between settlements and how well connected each is.

The Ranger(s) will start at the largest of the settlements. The aim of the mission is to reduce all threats in all of the
settlements to 0.

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Settlement Event Table

Roll a D100 once on the Village Events table below to see what is currently going on in your current settlement.

1-5 Shadows Draw In - Add 1 Shadow Deep Threat to the largest settlement (including those previously cleared.
6-13 Supportive Locals - You may take one additional town action this turn
14-17 Hostile Locals - You receive one less town action this turn
18-22 Offering of Food and Ale - this turn after the scenario, all heroes that are still alive either regain 4 points of lost
Health (rather than 2) or go back up to 2/3’s their starting health (rather than half), whichever leaves them with a higher
total. If any Heroes are suffering from Hunger, they may instead choose to have the Hunger removed and gain health as
normal.
23-26 The law is cracking down - No gambling actions can be taken this turn
27-31 Expensive Habits - Randomly determine a non-ranger figure who demands 25xp in Upkeep. Failure to pay will
result in them leaving the party for good. A magical item may be passed to them instead which they then sell and the
item is removed from your inventory.
32-34 Ill reputation - No Blessing activities can be undertaken this turn.
35-39 Wandering Healer - One selected character can have their health reset to maximum.
40-42 Not even the Dregs - No recruitment or the Carousing activity may be undertaken this turn.
43-46 Herbs are Blooming - The first figure to make a forage attempt will automatically gain one roll on the herb and
potion table, in addition to what else they find.
47-50 Wandering Scholar - An additional Study town action is available this turn.
51-54 Wandering Card Player - An additional gambling town action is available this turn.
55-60 Field Work needs doing - If you undertake the Labour activity this turn, then gain an additional 2xp.
61-64 Corruption within - A random threat which is not at 0 is increased by +1
65-67 Wandering Merchant - An additional trading activity is available this turn
68-71 Good Omens - When rolling for the type of Encounter you may roll twice and pick the result
72-75 Iron Shortage - Neither the Crafting or Repair town actions are available this turn
76-79 Something for the Road - The locals provide some additional rations, each character gains +1 health up to their
maximum. (This takes place after they have either regained 3 health or been healed up to half health)
80-83 Wandering Warrior - An additional training town action is available this turn
84-87 Vicious Mugging - A random companion is set upon in the town and must make an immediate roll on the survival
table (however a roll of 1-2 counts as a permanent injury in this instance). If 9+ is rolled, the muggers are successfully
driven off and the companion gains +1 companion point.
88-92 Growing Settlement - An additional settlement location opens up here, as rolled on the table. This has the
potential to increase the size of the settlement (and therefore increase the number of heroes who can take each
available action).
93-95 Wandering Smithy - An additional Crating and Repair town action is available this turn
96-100 Infected Wounds - All rolls on the survival table this turn suffer a -1

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Healing Up

Follow the healing rules from the Burning Light Mission for between scenarios (unless instructed otherwise). Any figure
who attempts a survival roll to heal another party member, or who is the recipient of a survival roll to heal may only carry
out activities available to them at the Inn, representing them having little time to venturing out into the settlement

Carry Out Activities

-See the buildings that exist within the settlement and the size of the settlement to determine how many events are open
to the Rangers, and how many of them may partake in each activity

Where are we Going?

Decide where we are heading this turn.

The party can elect to head to a separate settlement in the region, or may go adventuring.
most campaign turns you will be adventuring, trying to rid the area of evils.
If the present settlement has had all Threats neutralised (reduced to 0) then you may not adventure here.

Outfit for Adventure

The party may select which items they wish to bring along with them for the next mission, up to their maximum capacity.
These will be the only items that they can utilise for their next scenario.

Anything not selected is stashed away safely in town and can be retrieved in the next campaign round.

The Rangers may select any companions they wish following the usual companion rules, unless instructed otherwise.

Go Adventuring

Proceed to the Scenario Section of the Rules.

10
Scenario

Encounter - Opposing Force

Roll a D20 on a 1-6 you will face the second highest Threat from your most recently visited settlement. On a 7-20 you
will face the highest valued Threat from that settlement.

In the event of a tie Border Tension>Darkness Within>Outlaws

Encounter Situation

Roll (D20) Encounter Type if Adventuring

1-6 Attacked by enemies

7-12 Encounter While Traveling

13-17 Located Camp

18-20 Located Lair

Roll (D20) Encounter Type if traveling to another settlement

1-8 Attacked by enemies

9-16 Encounter While Traveling

17-19 Located Camp

20 Located Lair

The type of encounter will influence various factors explained below, such as opposing strength, reward and other
functions.

Once you know the Threat roll below to see what you have run into,

Roll The Shadow Deep The Wild ​(diamonds) Internal Corruption


(hearts) (clubs)

1-2 Terror Wing Burrow Worm Shadow Knight and


Retinue

3-6 Ghouls Giant Fly & Slug Desperate Mob

7-10 Gnolls Looters Brigands

11-14 Skeletons Giant Rats Cultists

15-18 Dark Root Boars Plagued

19-20 Giant Spiders Wolves Roaming Dead (Skeleton


and Ghouls)

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Bestiary

Desperate Mob

Sometimes, fear can be the only motivator the Darkness needs to tip a community against their own neighbours. People
worried they are next to be consumed by the creatures of darkness will look first for help, and then to secure their own
safety through any means. A desperate mob will have been coerced into rising up within the boarders of Alladore, taking
any available weapon and setting upon their fellow man in the hope of claiming their own safety. Losing their individual
will as they form part of the mob, what strength they lack individually, these men and women are driven to feats of
cruelty by those who prey on their fears for the darkness.

Part of the Mob XP 1

Move Fight Shoot Armour Will Health Notes

6 0 0 8 0 10 Dagger​, S​ trength in
Numbers​ - gains +1 Fight
and +1 armour for each
other Desperate Mob
figure within 6” and LOS

Rabble Rouser XP 3

Move Fight Shoot Armour Will Health Notes

6 1 0 11 3 12 Hand Weapon, Orator -


Counts as 2 Desperate
Mob figures for Strength in
Numbers

Giant Slugs

Giant Slug XP 2

Move Fight Shoot Armour Will Health Notes

4 3 0 6 0 10 Animal, Acid Bite ​- any


figure taking damage from
this creature suffers -4
armour for the attack.

Boars

Boars XP 2

Move Fight Shoot Armour Will Health Notes

12
6 2 0 12 0 8 Animal, Savage - ​Treat
this animal as if it were
armed with a two-handed
weapon: add +2 to all
damage dealt.

Brigands

A collection of citizens who have turned their backs on the rule of law and now work together in a gang, practicing
pillage and robbery while the focus of attention has shifted to the Shadow Deep. Poorly equipped and ofter driven by
hunger rather than devilry, some still forge a name for themselves as a scourge on the countryside making it hard for
honest farmers and merchants from transporting the goods which Alladore relies.

Brigand XP 2

Move Fight Shoot Armour Will Health Notes

6 2 1 11 0 10 Hand Weapon, Throwing


Knife

Brigand Archer XP 2

Move Fight Shoot Armour Will Health Notes

6 1 2 11 0 10 Bow, Quiver, Knife

Brigand Highwayman XP 3

Move Fight Shoot Armour Will Health Notes

6 2 2 12 0 12 Hand Weapon,
Crossbow, Quiver

Shadow Knight Retinue

Not satisfied in being a terrifying opponent themselves, recent reports coming back from the front describe Shadow
Knights now riding with their own retinue’s, appearing like a twisted parody of a rangers party. If these are squires to the
Shadow Knight or some fresh horror, nobody is yet to discover, but they pose further problems to our already
overburdened Rangers.

Shadow Knight Retinue XP 4

Move Fight Shoot Armour Will Health Notes

6 3 0 12 0 13 Undead,

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Looters

These groups roam around the borderlands, looking to pick the bones of any recent conflict and help themselves to any
gold or items that the dead have on them - its not like they will need it where they're going! A looter camp is likely to be
filled with their takings and so if storming their camp or lair, add +2 extra treasure tokens to the table set up.

Looters XP 2

Move Fight Shoot Armour Will Health Notes

6 2 0 12 0 10 Hand Weapon, light


Armour. Light Fingered -
any hero or companion
that is taken out of action
when in base contact with
a looter will lose one
randomly determined item
and 2xp

Plagued

These evil worshipers have taken to consider the coming darkness as a blessing for the populous of Alladore, and
believe that the zombie plague which has rolled across the boarder is not something to be feared, but embraced. The
Zealots of this bizarre cult have managed to retain their facilities despite suffering from infection, and a chosen few have
even see their own physical attributes increased by its presence. They stalk the countryside, looking to add more to their
flock, willingly or not.

Plagued Chosen XP 10

Move Fight Shoot Armour Will Health Notes

6 3 0 12 0 15 Two Handed Weapon,


Disease (TN12)

Plagued Rotkin XP 3

Move Fight Shoot Armour Will Health Notes

5 2 0 11 0 11 Hand Weapon, Disease


(TN10)

Plagued XP 1

Move Fight Shoot Armour Will Health Notes

4 0 0 8 0 8 Disease (TN8)

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Enemy Composition

The guidelines below presents the information needed to set up and play a given type of opposition based on the threat
faced.
To Determine the base number of opposition, roll 2D3 and add the number to the indicated tables unless facing the
Winged Terror or the Burrow Worm which are both a single enemy to set up.

Modify as follows

● If this threat is currently 5 or higher, add +1 to the number encountered


● If you are being attacked and you’re facing 6 or more enemies - reduce the number by 2 unless facing
Monsters, the desperate Mob or Undead enemies.
● If storming a camp, add +1
● If storming a lair, add +2

Were going to need more troops…

If you roll a camp or layer battle, once you know the composition of the opposition you may opt to retreat without
engaging.

This will still count towards the scenario tally being kept for the event cards.

Enemy Leadership

Based upon the size of the force you have encountered, the degree of enemy leadership will be present.

Any group with multiple basic troop types will add one of each troop type, starting with the strongest melee armed
combatants, then any other melee combatants and then ranged. The fourth enemy to be added will be a leader. Any
further additions will be added using the original formula.

Any group which does not have a natural leader stat line, will still be commanded by one figure who stands out from the
rest as the Alpha if there are to be four or more of them. Grant one melee figure a +1 Armour and +1 Fight as well as
increasing its XP by 1.

The two exceptions are for single enemy encounters (Terror Wing & Burrower) and both the Shadow Knight and
Darkroot. In the first instance, ignore these leadership rules. In the second, The Shadow Knight/Darkroot Body is the
initial pick, followed by any number of the Shadow Knights Retinue/ Darkroot Vines which the scenario requires.

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The Last Stand

- This only applies to the Threats which either started at or reached 3 or higher and have been reduced to a single
remaining point.
If the threat has been reduced to a single point, then we assume most have fled this part of the boarder. However, there
is a chance that the mastermind behind the threat will opt to fight to the bitter end. If the above conditions are satisfied,
when the encounter roll is made, any result indicating camp or lair means that the enemy has chosen to make their last
stand.

Battle set Up
A special leader figure will be created for this situation. This boss will receive the following additions to either the prime
selection from that character type, or the basic character type

+1 Move, +1 Fight +1 Shoot (unless an animal) +2 Armour, +1 Will, +2 Health


Add Skill - Partial Immunity to Non-magic weapons.
(If the Boss is a Shadow Knight, add +6 Health rather than +2)

Rewards
On top of the usual scenario rewards, If a ranger kills the Boss they receive a magic weapon (see Ghost Stone) if it is a
companion who kills the Boss then they automatically gain +1 CP.

If the Boss is slain then that particular threat is immediately wiped from the Region, even if there are outstanding threat
points at a different settlement within the region and they can’t be restored by any means. All future rules that request
you interact with that enemy type are ignored.

Event Cards and Clue Tokens

For any scenario, the number of event cards is specified and should be randomly drawn from those available to that
type of threat each time. With the Clue Tokens, once one is used,
there will be a check box on the table to be marked off. All marked off clues should be set aside when new scenarios’s
clues are being selected until all the boxes are ticked, or there are not enough (or either vowels or consonants
respectively) to use without a ticked box in a scenario. At this point, all the checked vowel or consonant clues should be
added back into the draw pile.

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Terrain

Roll Table theme

1-2 Meadows and fields​ (on a D20 roll of 1 add body of water, on a 2-4 add 1 patch of difficult ground)

3 Marshland​ (on a D20 roll of 1-4 add 2 bodies of water, on a 5 add 1 body of water, on a 6-7 add a patch
of difficult ground )

4 Near a farmhouse​ (on a D20 roll of 1 add body of water, on a 2 add a patch of difficult ground )

5-6 Edge of the Woods​ (on a D20 roll of 1 add body of water, on a 2-5 add a patch of difficult ground))

7-8 Deep Forest ​(on a D20 roll of 1 add body of water, on a 2-5 add two patches of difficult ground, on a
6-10 add one patch of difficult ground)

9 Foot Hills ​(on a D20 roll of 1 add body of water, on a 2-10 add two patches of difficult ground, on a 11-15
add one patch of difficult ground)

10-11 Along the Road (​on a D20 roll of 1 add body of water, on a 2 add a patch of difficult ground)

12 Along the River ​(on a D20 roll of 1-10 add body of water, on an 11 add a patch of difficult ground)

13 Village Outskirts​ (on a D20 roll of 1 add body of water on a 2 add a patch of difficult ground)

14 Abandoned Church​ (on a D20 roll of 1 add body of water on a 2-5 add a patch of difficult ground )

15 Overgrown Ruins ​(on a D20 roll of 1-3 add body of water on a 4-12 add a patch of difficult ground )

16 Ruined Tower ​(on a D20 roll of 1-2 add body of water on a 3-7 add a patch of difficult ground)

17 Cave Complex​ (on a D20 roll of 1-5 add body of water on a 6-15 add two patches of difficult ground)

18 Swamp​ (on a D20 roll of 1-15 add three bodies of water on a 16-20 add 3 patches of difficult ground )

19 Open Mine ​(on a D20 roll of 1-5 add body of water, on a 2-12 add a patch of difficult ground,)

20 Outwaller Village ​(on a D20 roll of 1 add body of water, on a 2 add a patch of difficult ground )

For the terrain placement, I would really suggest the ‘Rule of Lore’ comes to the fore here, alongside the amount and
type of terrain that you own as well. I would suggest selecting 4-6 reasonable pieces of terrain and utilising the below
table to divide the board into 20 sections and allocated random regions of the table to each of those terrain pieces that
you have selected. Then to finish drop some scatter terrain where it makes sense and your ready to go!

1 2 3 4 5

6 7 8 9 10

11 12 13 14 15

16 17 18 19 20

Scenario Set up

if you are fighting out a storming a camp or lair mission, use a 2” x 2” table, otherwise use a 2 1/2” x 2 1/2” table

17
If you are being attacked​, the Rangers deployment zone is a 6” radius in the middle of the table. The enemy will
deploy in two roughly equal sized groups diametrically opposite each other 6” away from the Rangers deployment zone.

Special Rules

This mission will have D3 clue markers, the first two randomly selected clue markers here will be consonants. If a third
clue marker is required, this will be a vowel. Randomise these markers before moving on and deploy them face down.
Dividing the table into 1/2ft squares (i.e. 5x5 grid) declare a starting square and roll a D20. The rangers deployment
zone and surrounding squares are ignored for this roll (see below). The clue marker is then placed as close to the
centre of the corresponding square as possible. Re-roll any doubles.

1 2 3 4 5

6 7 x 8 9

10 x x x 11

12 13 x 14 15

16 17 18 19 20

Event Card set Up - Draw up 6 of the corresponding suit for the enemy threat (see threat table) and for each scenario
played so far, draw the corresponding spade (note, the scenario after the King of Spades is added, return to the ace
and apply the additional threat text)

The rangers are under attack and must fight off waves of enemies that have discovered them.

Whenever a hero moves into contact with a clue marker, its action immediately ends and they reveal the letter of the
clue (See Clue Alphabet later)

The Target Point for this scenario is the centre of the table.

During the event phase of turns 1 2 3 5 6 7 & 9 the player should draw draw one Event card. This scenario lasts a
maximum of ten turns.

in addition to XP for killing enemies,


+10 xp if the Rangers deployment zone is empty of enemies.

Objective - hold the Rangers Deployment Zone with no enemies present within it.

18
If you encounter the enemy while traveling​,​ the Rangers deployment zone is the middle 6” of a randomly determined
table edge, and up to 3” away from the table edge. The enemy will be split into three equal groups, with the first being
deployed within 3” of the centre of the table and the other two groups being deployed the the middle of a further 2
randomly determined table edges (apart from the one occupied by the Rangers).

Special Rules

This mission will have D3+1 clue markers, the first two will be a consonant while the third randomly selected clue
markers here will be a vowel. If a forth clue marker is required, this will be a consonant. Randomise these markers
before moving on and deploy them face down.
Dividing the table into 1/2ft squares (i.e. 5x5 grid) determine the starting square and roll a D20. The rangers
deployment zone and surrounding squares are ignored for this roll (see below). The clue marker is then placed as close
to the centre of the corresponding square as possible. Re-roll any doubles, aside from 20’s. Any rolls of 20 will allow the
Rangers to select an available empty square to have the clue marker placed into the middle of.

1 2 3 4 5

6 7 8 9 10

11 12 13 14 15

16 x x x 17

18 x x x 19

Event Card set Up - Draw up 4 of the corresponding suit for the enemy threat (see threat table) and for each scenario
played so far, draw the corresponding spade (note, the scenario after the King of Spades is added, return to the ace
and apply the additional threat text)

The rangers are in a straight up fight with the enemies they have discovered.

Whenever a hero moves into contact with a clue marker, its action immediately ends and they reveal the letter of the
clue (See Clue Alphabet later)

The nearest clue marker is the Target Point for this scenario.

During the event phase of each odd turn, the player should draw draw one Event card. This scenario lasts a maximum
of ten turns. At the end of turns 4, 6 & 8, if there are currently no enemies on the table, place a single Ghoul
Flinger/Wolf/Plagued (if the current threat being faced is The Shadow Deep/The Wilds/Internal corruption respectively)
at the centre of a random table edge.

in addition to XP for killing enemies,


+10 xp if the Rangers manage to discover all the clue marker

19
Objective - have killed over 70% of enemies that appeared on the table

If you attack a camp or lair​, place a third of the Enemy by a central terrain feature, then place each remaining figure
1d6+4 away from that location in a random direction.The Rangers deployment zone is the middle 6” of a randomly
determined table edge.

Special Rules

If this is a camp, place a treasure markers within 3” of the centre of each of the far two table quarters from the rangers
deployment zone.
If this is a lair, place 3 treasure markets within 3” of the centre point of the table, but equal distance from each other.
This mission will have D3+2 clue markers, the first will be a vowel and placed in the middle of the table. The second and
third randomly selected clue markers here will be consonants . If a forth clue marker is required, this will be a vowel. If a
fifth clue marker is required, this will be a consonant. Keep the first marker separate and randomise the rest of these
markers before moving on to deploy them face down.
Dividing the table into 1ft squares (i.e. 2x2 grid) determine the starting square and roll a D20 (see below). The first clue
marker is deployed in the centre of the table and then each further clue marker is then placed as close to the centre of
the corresponding square as possible, then moved up to 6” in a random direction (no markers should be placed within 4”
of each other).

1-5 6-10

11-15 16-20

Event Card set Up - Draw up 6 of the corresponding suit for the enemy threat (see threat table) and for each scenario
played so far, draw the corresponding spade (note, the scenario after the King of Spades is added, return to the ace
and apply the additional threat text)

The rangers have discovered either an outpost of the enemy, or where they are operating from and must seek to
destroy this resource.

Whenever a hero moves into contact with a clue marker, its action immediately ends and they reveal the letter of the
clue (See Clue Alphabet later)

For a Camp Mission


- The nearest clue marker is the Target Point for this scenario.
- During the event phase of each odd turn (1,3,5 & 7) the player should draw one event card. During the event phase of
turns 2, 4 & 6 the player should roll a D20 and draw an event card on the roll 12+

This scenario lasts a maximum of eight turns. In addition to XP for killing the enemies, gain 3 xp if all the treasure tokens
were collected.

Objective - Explore All the Treasure Tokens

For a Lair Mission


- The nearest treasure marker is the Target point for the scenario.
- During the event phase of each odd turn (1,3,5 & 7) the player should draw one event card. During the event phase of
turns 2, 4 & 6 the player should roll a D20 and draw an event card on the roll 8+

20
This scenario lasts a maximum of eight turns. In addition to XP for killing the enemies, gain 5 xp if all the clue markers
were explored.

Lair Objectives - Explore all the Clue Markers

End of the Scenario

Adjust Threat Levels

At the end of the scenario, check to see if the current Threat should have its threat level adjusted.

● If the heroes completed the objective, Adjust the threat down by one
● if the heroes were all taken out of action, Adjust the threat up by one.
● If the heroes have collected a cumulative 3 ​vital pieces of information​, adjust the threat down by one, then
reset the number of ​vital pieces of information​ held.
● If the battle was a last stand, and the objective completed then the threat is automatically wiped out.

Mission End?

If the last threat level has been reduced to 0, congratulations, you have managed to clear this region of the border of the
evil that is creeping into Alladore…at least for now.

Those law abiding citizens from the settlements you have protected can sleep easy, and will always be grateful for your
work keeping them safe. Gain 100xp. Each of your companions gain an additional companion point. ​Your mission
Ends Here.​ Otherwise…

Check for Injury and Death. & Roll for Treasure

As per the usual rules

Calculate Experience and Levels

Add up all the XP that the party earned from killing enemies, completing objectives and other sources, as per the usual
rules.

The group will now return to either their destination settlement if they were travelling to another one, or return to the
previous settlement and start a new mission round unless the mission has been completed.

21
Event Card Deck

Card Event

Ace Hearts (SD) If there is any deep water on the table, spawn a swamp zombie in that water (in
combat with any heroes within the water). If there is no deep water, space a
normal zombie at the centre point of a random table edge.

Terror Wing only. If it is dead, then see above

If the Terror Wing is on the table, make a +5 elemental magic attack against a
random hero. If the Terror Wing is off the table, it swoops back down and enters
combat against a random hero. If it is dead, then see above

Two Hearts If there is any deep water on the table, spawn a swamp zombie in that water (in
combat with any heroes within the water). If there is no deep water, space a
normal zombie at the centre point of a random table edge.

Terror Wing only. If it is dead, then see above

If the Terror Wing is off the table, it swoops back down and enters combat with
a random hero. If it is dead, then see above.

Three Hearts Place a Ghoul in the Centre of a Random Table Edge

Darkroot Only. If the Darkroot body is dead, then see above

Heal the Darkroot Body 2 health. Choose a random hero. A Darkroot vine
explodes out of the ground right in front of it. This figure should make a Move
Roll (TN12). If successful, places the root anywhere within 3” of this figure.
Otherwise, place it in combat with the figure.

22
Four Hearts Sink Hole - randomly select a hero, that hero has triggered a collapse of the
terrain around them. If there is deep water on the table already, place a 6” deep
water marker down centring on the hero. If there is no deep water, instead
place a 6” difficult terrain marker down. They may attempt an acrobatics (TN
13) check to dodge this. If successful place them on the edge of this marker,
closest to their own deployment zone. Any other heroes caught up in this may
attempt an acrobatics (TN11) check to dodge as well. Any evil creatures caught
up will fall into the hole/water and suffer 2 damage automatically (unless they
are adept to that scenery type or can fly)

Terror Wing only. If it is dead, then see above

If the Terror Wing is on the table, it lets out a dire shriek and lifts off, looking to
circle the battlefield. All heroes must pass a Will Roll (TN13) or lose their next
activation. Remove the Terror Wing from the table. While in the air, the Terror
Wing counts as being within 24” of any ranged heroes, but they suffer a -1 to hit
penalty as it moves at such speed. If the Terror Wing is off the table, it swoops
back down and enters combat with a random hero.

Five Hearts Place two Ghoul flingers in the Centre of a Random Table Edge

Darkroot Only. If the Darkroot body is dead, then see above

Heal the Darkroot Body 2 health. Place 2 Darkroot vines at the centre of the
table within 2” of each other and in combat if any heroes are in that location.

Six Hearts The Winds pick up and heavy rain starts to fall. All Shooting attacks are at -2 for
the rest of this scenario.

Seven Hearts Place a Ghoul in the Centre of a Random Table Edge

Terror Wing only. If it is dead, then see above

If the Terror Wing is on the table, it looks to grab the nearest hero in its jaws
and take off! The hero must pass an Acrobatics Roll (TN11) or a Strength
(TN15) or the Terror Wing and that hero are removed from the table. While in
the air, the Terror Wing counts as being within 24” of any ranged heroes, but
they suffer a -1 to hit penalty as it moves at such speed. If this grab attack
succeeds or fails, the Terror Wing will then fight that hero. If in the air, the hero
will not need to pass will tests to act due to acting on nothing but adrenaline. If
that hero wins a combat, they escape the beasts jaws and place themselves on
the back of the creature. Any future combat that takes place in the air grants the
hero a +5 bonus to fight and +2 damage. For each combat the hero loses, they
are considered to be chewed up badly in its jaws and suffers an extra 2 points
of damage. When the Terror Wing returns from the table, place the hero 12”
away in a random direction. If the Terror Wing dies in the air, the hero must
pass a Survival roll (TN10) or suffers 4 falling damage. If the Terror Wing is off
the table, it swoops back down and enters combat with a random hero.

Eight Hearts A swarm of stinging insects swirl across the battlefield, disturbed by the
commotion. Randomly choose one quarter of the battlefield. Every hero in that
quarter must make a Will Roll (TN12) or suffer 2 points of damage and be
reduced to one activation next turn.

Nine Hearts Place one Gnoll Sargent and a gnoll archer at a random point of the table edge.

Darkroot Only. If the Darkroot body is dead, then see above

Heal the Darkroot Body 2 health. Choose a random hero. A Darkroot vine
explodes out of the ground right in front of it. This figure should make a Move
Roll (TN12). If successful, places the root anywhere within 3” of this figure.
Otherwise, place it in combat with the figure.

23
Ten Hearts Web - roll for a random member of the company. That figure finds himself
tangled in a giant web. At the start of each turn it must make a strength roll
(TN10). If it fails it will not activate this turn. If it succeeds then it can activate as
normal and no longer needs to roll.

Terror Wing only. If it is dead, then see above

If the Terror Wing is on the table, it lets out a dire shriek and lifts off, looking to
circle the battlefield. All heroes must pass a Will Roll (TN13) or lose their next
activation. Remove the Terror Wing from the table. While in the air, the Terror
Wing counts as being within 24” of any ranged heroes, but they suffer a -1 to hit
penalty as it moves at such speed. If the Terror Wing is off the table, it swoops
back down and enters combat with a random hero.

Jack Hearts Corpse. Choose a figure and have them make a Perception roll (TN8). If
successful, place a corpse marker 3” away from the figure that made the roll. A
figure that moves into contact with the corpse marker may spend an action to
search it. Roll a D20 1-3 The corpse is infected and a as you touch it, a spray of
gore spits out at you - make a Disease (TN12) roll. 4-8 Make an immediate roll
on the potions/ herbs table. 9-13 Gain some loose change and other trinkets
+3xp 14-17 Make an immediate roll on the weapon and armour table.
18-20 make an immediate roll on the magic item table.

Queen Hearts A Gnoll patrol passes through. Place two Gnoll archers and one gnoll fighter at
the centre point of a randomly determined board edge.

Terror Wing only. If it is dead, then see above

If the Terror Wing is off the table, it swoops back down and enters combat with
a random hero. If it is dead, then see above.

King Hearts 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

Terror Wing only. If it is dead, then see above

If the Terror Wing is on the table, make a +5 elemental magic attack against a
random hero. If the Terror Wing is off the table, it swoops back down and enters
combat against a random hero.

Ace Diamonds (W) Place two Giant Rats at a random point of a table edge.

Burrow Worm only. If the Burrow Worm is dead, see above.

The Burrow Worm dives under the surface before hurtling underground at
breakneck speed. Move the worm 10” in a line towards the furthest hero. All
ground covered by that move has a 3” strip of difficult terrain placed. Any hero
caught up in the move must pass a Perception roll (TN12) or they are knocked
off their feet and lose one action on their next activation.

Two Diamonds Place a Giant Snake on up to 2 random clue markers that have not been
revealed.

24
Three Diamonds Disease. Any figures that are reduced to 0 Health during this scenario must
make a Health Roll (TN16) or suffer from disease in the next scenario

Burrow Worm only. If the Burrow Worm is dead, see above

The Burrow Worm rears back pushing itself nearly wholly of the ground, and
rising up live a living tower of flesh - before it then crashed back to the ground,
looking to crush anyone unlucky enough to be in its path. Determine a random
direction from the worm and draw a 12” line which is 3” wide. Any figure under
this suffers a +4 attack. All figures will be pushed back to the outside of that
template after the attack.

Four Diamonds The Heroes hear a deep growl, and suddenly a large wolf comes bounding in.
place the Wolf in the centre of a randomly determined table edge. The wolf
follows all the standard rules for evil creatures.

Five Diamonds
Place two looters on a randomly determined part of the table edge.

Six Diamonds Place two giant flies, each on a randomly determined part of the table edge.

Seven Diamonds Heavy rain - a sudden downpour drenches the battlefield. For the rest of the
scenario, all ranged attacks suffer -2. At the end of the next turn the whole field
has turned to thick mud and so all ground counts as rough ground.

Burrow Worm only. If the Burrow Worm is dead, see above

The Burrow Worm dives under the surface before hurtling underground at
breakneck speed. Move the worm 10” in a line towards the furthest hero. All
ground covered by that move has a 3” strip of difficult terrain placed. Any hero
caught up in the move must pass a Perception roll (TN12) or they are knocked
off their feet and lose one action on their next activation.

Eight Diamonds Place a Brigand Highwayman and a pair of Brigand Archers at the middle of a
randomly determined table edge.

Nine Diamonds Place a Boar on a randomly determined part of the table edge.

Ten Diamonds The Heros hear a deep growl, and suddenly a large wolf comes bounding in.
place the Wolf in the centre of a randomly determined table edge. The wolf
follows all the standard rules for evil creatures.

Burrow Worm only. If the Burrow Worm is dead, see above

Something appears wrong with the Burrow Worm, or at least it does until it
vomits forth a stream of bile that somehow also contains a clutch of Giant
Spiders. Place 3 giant spiders within 2” of the Burrow Worm.

Jack Diamonds Place two giant flies, each on a randomly determined part of the table edge.

Queen Diamonds Place up to 2 Looters on available clue markers. If they are not engaged, they
will attempt to take these markers on a roll of 10+ on a D20 on their next
activation instead of anything else. After that, they will follow the standard rules
for evil creatures.

25
King Diamonds 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

Burrow Worm only. If the Burrow Worm is dead, see above

The Burrow Worm dives under the surface before hurtling underground at
breakneck speed. Move the worm 10” in a line towards the furthest hero. All
ground covered by that move has a 3” strip of difficult terrain placed. Any hero
caught up in the move must pass a Perception roll (TN12) or they are knocked
off their feet and lose one action on their next activation.

Ace Clubs (IC) Place 2 Skeletons at a random point of the table

Two Clubs Place a ghoul flinger at a random point of the table

Three Clubs Sink Hole - randomly select a hero, that hero has triggered a collapse of the
terrain around them. If there is deep water on the table already, place a 6” deep
water marker down centring on the hero. If there is no deep water, instead
place a 6” difficult terrain marker down. They may attempt an acrobatics (TN
13) check to dodge this. If successful place them on the edge of this marker,
closest to their own deployment zone. Any other heroes caught up in this may
attempt an acrobatics (TN11) check to dodge as well. Any evil creatures caught
up will fall into the hole/water and suffer 2 damage automatically (unless they
are adept to that scenery type or can fly)

Four Clubs A Vulture appears at the centre of a randomly determined table edge. It follows
the standard rules for evil creatures.

Five Clubs Darkness Falls - As the light fades, growing shadows start playing tricks on the
heroes, and what was familiar in the light is strangely unrecognisable in the
dark. For every treasure token or clue marker remains on the table, determine a
random direction and move them D10” in that direction. If they would move off
the table, then remove them without being resolved, however they will count
towards scenario objective requirements.

Six Clubs Heavy rain - a sudden downpour drenches the battlefield. For the rest of the
scenario, all ranged attacks suffer -2. At the end of the next turn the whole field
has turned to thick mud and so all ground counts as rough ground.

Seven Clubs Place 3 ‘part of the mob or 3 plagued on a random point of the table. Either
select based on the enemy type on the table, or if neither/both are present then
randomly determine, At the end of the next turn, place either a ‘rabble rouser’ or
a Plagued Rotten at the same space.

Eight Clubs Place a Ghoul Fiend and a Ghoul at a random point of the table edge.

Nine Clubs Place 2 cultists in the middle of the table. They will attempt to summon a
Shadow Knight. If neither are engaged at the start of their first activation, roll a
D20. On a 1-3, they are consumed by fire, take 5 damage and nothing is
summoned. on a 4-9 nothing is summoned. 10-17 Both gives their lives to
summon a Shadow Knight Retinue. Remove the cultists and replacement them
with a Shadow Knight Retinue. on a 18-19 They both lose half their health,
summon a Shadow Knight Retinue and will then act as normal enemies. On a
20 They give their lives summoning a Shadow Knight, remove the cultists and
replace them with a Shadow Knight. If either are engaged at the start of their
first activation or survive the summoning ritual, they will continue to act as
normal enemies.

26
Ten Clubs Ray of Light. A bright ray of sunshine bathes the battlefield and all the heroes
find themselves feeling energised in their battles against their enemies. Next
turn, all heroes gain either +1 fight or +1 shoot.

Jack Clubs Booby Trap. Pick one random hero. That figure must make a Traps Roll (TN11)
or Perception (TN8). If the figure fails, make an immediate +1 attack against the
figure. If the hero passes the Traps Roll, then they have managed to
successfully disarm the trap and taken some elements which will prove useful.
Gain 3xp

Queen Clubs Place 2 Plagued and a Plagued Rotkin in the middle of a randomly selected
table edge

King Clubs 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

Ace Spades (Darkness) A horrific howl echoes around the battlefield, sending shivers down the spines
of the heroes. Every hero must make a will roll (TN10). If it fails, it receives a
maximum of one action during its next activation

Second time around, the Will Roll is (TN 12). If it fails, the hero loses their entire
next activation.

Two Spades 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 +1 fight.

Second time around, they gain +2 fight next round.

Three Spades The Darkness appears to be damaging both local crops and supply lines. At the
end of the scenario, all figures must pass a Survival Roll (TN12) or record that
they are suffering from Hunger. Once the next settlement is cleared fully of all
threats, all current Hunger is removed.

From the first time this Event is revealed, any additional companions hired by
the Rangers will be suffering from Hunger until the next settlement is cleared
fully of Threats.

Second time around, all heroes immediately start suffering from Hunger .

Four Spades A cloying mist rises from nowhere, making it hard to see more than a few yards
in any direction. The maximum line of sight is reduced to 12” for the rest of the
scenario.

Second time around, maximum line of sight is reduced to 8”

Five Spades 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.

Second time around, they gain +3 fight next round.

Six Spades The light 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 will rolls.

Second time around, they suffer -4 to will rolls.

Seven Spades A swirling darkness suddenly coalesces into a Shadow Knight Retinue. Place
the Retinue member in the centre of a randomly determined table edge. The
Retinue member follows the standard rules for evil creatures. The first time the
Retinue member takes damage, it returns to mist form and dissipates.

Second time around, it’s a Shadow Knight that appears.

27
Eight Spades The Darkness appears to be damaging both local crops and supply lines. At the
end of the scenario, all figures must pass a Survival Roll (TN12) or record that
they are suffering from Hunger. Once a threat is removed from the scenario, all
Hunger is removed.

Second time around, all heroes immediately start suffering from Hunger .

Nine Spades The heroes feel an unnatural breeze, and then a thick cloud of ash drifts across
the battlefield. For the next two turns, each hero must make a Will Roll (TN12)
before it activates, if it fails, it receives a maximum of 1 action. Furthermore the
max line of sight for the next two turns is 8”.

Second time around, the ash cloud lasts 3 turns.

Ten Spades Three Gnolls - a fighter, an archer and a sergeant - appear at the centre of a
randomly determined table edge.

Second time around, it's a fighter, a pair of archers and a sergeant that
appears.

Jack Spades A cloud of stinging biting insects defends upon the heroes. Each hero must
make a Heath roll (TN14) or suffer from disease.

Second time around its a (TN16) Health roll.

Queen Spades A great peal of thunder echoes all around. In the next second, a bolt of lightning
streaks down from the sky. Select a random figure (evil or hero). That figure
suffers a +5 elemental magic shooting attack.

Second time around, its only heroes which are targeted.

King Spades A shadow knight appears at the centre of a randomly determined table edge.
The shadow knight follows the standard rules for evil creatures.

Second time around, its a Shadow Knight and one of its Retinue that appear.

Clue Alphabet

Letter Clue

A (Story) The figure discovers some of the enemy dispatches, written in an ancient language. Make a
Read Runes Roll. On a score of 9+ ( 11+ if the box is checked) obtain 1 ​piece of Vital
information.​ On a score of 15+ (17+ if the box is checked) obtain 2 ​pieces of Vital information.

The first time this clue is encountered, check this box [ ].

B The Character finds an odd shaped container with archaic runes scrawled all over it. At the
end of the scenario, select a figure to make a Read Runes role (TN13, TN15 if the box is
checked). If successful, they determine that this contains a single use spell which is randomly
determined. This bound item takes up an item slot and will release the spell when broken (as
a free action)

28
The first time this clue is encountered, check this box [ ].

C The figure triggers a trip wire and must make an Acrobatics roll (TN10, TN12 if the box is
checked), if successful then they avoid the trap. If they fail, they must immediately defend a
+2 shoot attack.

The first time this clue is encountered, check this box [ ].

D The figure thinks he might be able to disguise himself using the surrounding terrain. make a
Track roll (TN10, TN12 if the box is checked) and if successful they may cast the smoke spell
centring on themselves.

The first time this clue is encountered, check this box [ ].

E (Story) The figure runs into an enemy non-combatant. They attempt to negotiate the non-combatant
to leave the life of violence and return to their home. Make a leadership Roll (TN13, TN15 if
the box is checked) if successful then they are allowed to lower the current Threat by an
additional point at the end of the mission if they are successful. (Leadership roll suffers -2
against plagued, animals and undead)

The first time this clue is encountered, check this box [ ].

F Scroll. You find a scroll covered in some ancient script. After the scenario, pick one figure to
make an Ancient Lore roll (TN10, TN12 if the box is checked). If successful, the figure
recognises it as orders for deployment, including guard posts nearby. Your next combat
encounter can be automatically selected as attacking a camp.

The first time this clue is encountered, check this box [ ].

G A badly wounded Alladorian solider lies on the ground in front of you, as you approach too
close you realise that he was being kept alive with magic and that this is probably a trap.
Make a Traps Roll. If you fail, take 2 damage. On a score of 8+ (10+ if the box is checked)
you're able to avoid whatever lay in wait. On a 15+ (16+ if the box is checked) you’re able to
neutralise the trap and ensure the soul of the now dead solider goes in peace, gain 5xp.

The first time this clue is encountered, check this box [ ].

H From your location, you realise that you have the chance to get the drop on a nearby enemy.
Make a Stealth roll (TN13, TN15 if the box is checked). If successful, and there is an enemy
within 12” of your position - make a note of that enemy. At the start of your next turn you are
able to place yourself next to that enemy directly and make an attack.

The first time this clue is encountered, check this box [ ].

I (Story) The figure starts to see patterns in the enemies attacks and troop distribution, it might be
possible to pre-empt further attacks with this information. The figure attempts a Perception
Roll (TN13, TN14 if the box is checked) .If successful then gain 1 ​piece of Vital information.​

The first time this clue is encountered, check this box [ ].

J Keys. the figure finds a set of keys. After the scenario, pick one figure to make an Armoury roll
(TN10, TN12 if the box is checked ). If successful the figure identifies them as fitting an
otherwise nondescript part of the enemies belongings, upon opening, gain +10xp.

The first time this clue is encountered, check this box [ ].

K You notice some items underneath a terrain (tree root etc). You attempt to lift the intervening
terrain. Make a Strength roll (TN12, TN14 if the box is checked) if successful then you gain a
treasure token.

The first time this clue is encountered, check this box [ ].

L You find a collection of the enemies baggage/loot. You don’t have long to take in what’s worth
carrying before the battle will take you away from this little stash. Make a Perception roll (TN9,
TN11 if the box is checked) if you succeed, then gain a treasure token.

The first time this clue is encountered, check this box [ ].

29
M The figure finds a tall object to scale so as to gain a better view of the battle and its
surroundings. Make a Climb roll. On a score of 9+ (11+ if the box is checked) they may look at
the top event card and choose to put it back on the top or bottom of the event deck. On a
score of 15+(16+if the box is checked) they can look at the top two cards of the event deck
and put them back in any order either to the top or bottom of the event deck.

The first time this clue is encountered, check this box [ ].

N Some food and supplies sit bagged up here. Keen to ensure that you have enough provisions,
the hero dashed across to the stash, only to realise too late that the goods are booby trapped.
Make a Traps roll (TN10, TN12 if the box is checked), if that hero succeeds then note down
that one hero can have a hunger maker removed at the end of the scenario, or if nobody is yet
hungry then the first hunger marker gained is ignored. if they fail the roll, they take 2 damage
and realise that the food was poisoned.

The first time this clue is encountered, check this box [ ].

O (Story) The figure discovers some of the enemy tracks , which could give clues to their total strength
and force composition. Make a Track Roll. On a score of 9+ (11+ if the box is checked) obtain
1 ​piece of Vital information.​ On a score of 15+ (16+ if the box is checked) obtain 2 ​pieces of
Vital information

The first time this clue is encountered, check this box [ ].

P The figure takes a moment to consider the conflict around them and attempts to see a way for
the rangers to succeed. Make a Leadership roll (TN14, TN16 if the box is checked). If
successful, they can pick any other hero apart from themselves in line of sight to immediately
take an action out of activation. This is a bonus action, and if a move counts as that figures
first move.

The first time this clue is encountered, check this box [ ].

Q You notice some items underneath a terrain (tree root etc). You attempt to lift the intervening
terrain. Make a Strength roll (TN12, TN14 if the box is checked) if successful then you gain a
weapon from Ghost Stone

The first time this clue is encountered, check this box [ ].

R Survivor. You find a badly wounded but living Man-At-Arms. Treat this figure as your
companion for the rest of the scenario with all the usual Man-At-Arms stats, aside from have
only 5 health (only 3 health if the box is checked), If he survives the mission, grant him a CP
and he can be recruited as normal

The first time this clue is encountered, check this box [ ].

S Having found a decent spot the hero looks to the sky and surroundings to try to extrapolate
the enemies movements to provide assistance in working out where they are based. Make
Navigation roll (TN13, TN 15 if the box is checked). If they are successful then make a note
that the nearest enemy lair has been determined and the next encounter can immediately be
against an enemy lair.

The first time this clue is encountered, check this box [ ].

T The figure finds an abandoned pack lying in the long grass. Within he finds some first aid
essentials. Make a Survival Roll (TN10, TN12 if the box is checked) If successful then they
may immediately heal 2 damage.

The first time this clue is encountered, check this box [ ].

U (Story) The hero has somehow managed to discover a key weakness of the main enemy type which
they ran into for this scenario - gain +1 fight & +1 shoot against this enemy type for the rest of
the Mission. If the box is checked, the figure must pass a Perception roll (TN15) to gain this
advantage.

The first time this clue is encountered, check this box [ ].

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V You find a collection of the enemies baggage/loot. You don’t have long to take in what’s worth
carrying before the battle will take you away from this little stash. Make a Perception roll (TN9,
TN11 if the box is checked) if you succeed, then gain a treasure token.

The first time this clue is encountered, check this box [ ].

W Magic Weapon - draw a random weapon from Ghost Stone. If the box is checked, the figure
must pass an Armoury roll TN12, or they just assume the weapon is a no better than what
they are already carrying and ignore it.

The first time this clue is encountered, check this box [ ].

X The figure spots something that could be of use in the scrub. Make a Survival roll (TN9), TN11
if the box is checked) if successful immediately roll on the herbs and potions chart.

The first time this clue is encountered, check this box [ ].

Y The hero finds a locked crate. Make a Pick Lock roll (TN11, TN13 if the box is checked) if
successful then you find a couple of bottles of the kingdoms famous Golden Beer. Treat this
as a healing potion which heals 2 points of damage, but only a single one can be consumed
by a figure in the same scenario.

The first time this clue is encountered, check this box [ ].

Z You come across a patch of deep water (place a 3” deep water marker within 6” if there is
currently no deep water within 6”. Something appears to be glittering at the bottom of this
pool, Make a Swim skill roll (TN15). If you succeed then you have been able to swim down to
the bottom and scoop up your price. Add a treasure token (if the box is checked then add a
weapon from Ghost Stone instead). If you fail the roll, place the figure in the middle of the
deep water which is where they will start their next turn.

The first time this clue is encountered, check this box [ ].

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