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THE OFFICIAL

rAngeRS Of ShAdoW dEEP


FANZINE

ILLUSTR ATIONS BY BAR R ETT STANLEY


Cover Design and Internal Layout: Steven Meyer-Rassow

The Star of Alladore is copyright Joseph A. McCullough, except for the pieces attributed to other authors,
who retain copyright of their work, and the illustrations which are copyright Barrett Stanley. No part
of this Book may be reproduced or transmitted in any form or by any electronic or mechanical means,
including photocopying, recording or by any information storage and retrieval system, without the express
written permission of the author and publisher, except where specifically permitted by law.

The author and publisher give permission for the purchaser of this PDF to print out one copy for personal use.
The

Rangers of Shadow Deep


Collection

RANGERS OF SHADOW DEEP:


A Tabletop Adventure Game

BLOOD MOON TEMPLE OF MADNESS GHOST STONE

INCINERATOR ACROSS THE WASTES MENAGERIE


(The Rescue: Part 1)

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Table of Contents

Introduction by Joseph A. McCullough 5

Treason in Tallis by Thomas Wood 7

To Help the Sick by Conrad Kinch 15

The Baleful Tower by Chuck Green 28

From the Shadows by Angus McNicholl 42

The Evacuation by Ryan Chamberlain 52

The Curse of Aventine’s Sword by Joseph A. McCullough 72

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Introduction
Welcome to the Star of Alladore, a fanzine devoted to Rangers of Shadow Deep! When I created Rangers
a few years back, it was with the hope that players would use the game as a launch point for their own
creativity. That they would take the framework and use it to tell their own stories, create their own specific
versions of the setting, and potentially create new scenarios and new rules that made the game even more
personal. Well, I must admit, I have been completely blown away by the response.
The internet is now filled with stories of rangers fighting against the forces of the Shadow Deep,
and each one is unique. I’ve seen games with dwarf and halfling rangers. I’ve seen rangers with novel-
length backstories. I’ve seen the setting transposed to World War II, the Vietnam War, modern horror,
and even deep space! Many of these players have gone out of their way to share their creativity. In the
files section of the Facebook group you can find loads of fan-created adventures, alternate ranger sheets,
alternate rules, and all kinds of other neat stuff. It’s this kind of fan interactivity that shows how alive and
popular the game has become, and that draws in other gamers who want to join the fun. So, the more
people create, the more they support me and the game.
Then one day, I decided it would be fun to invite a few of these creative players to show off their
work in a more official capacity. To get their work illustrated and designed to match, or nearly match, the
official books. I thought this would be a nice way of saying thank you to the players who have shared their
creativity, as well as giving everyone a new Rangers product to add to their collection. More, though, I
thought it would be interesting to bring some players together and see what kind of ideas they would add
to the world of Alladore. I can honestly say, none of the adventures or rules found in this book are things I
likely would have created. Which isn’t to say they don’t necessarily fit with my vision of Alladore, but just
that my own creativity is pushing me one direction, and I don’t have time to explore every facet of the world.
Now, I’m sure some are wondering if this material is ‘official’, is it ‘canon’? Well, I leave that
up to you. As I said, I created Rangers in the hope that players would make it their own. So, if there is

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something here that fits with your vision of the world, then stick it in there. If it doesn’t, take it as a
fun bit from a parallel universe. Either way, I think there is fun to be had in each of the pieces. I must
admit, I got so caught up in the excitement that I even included a little piece of my own that grew out
of a discussion with a player on the Facebook group.
I really hope you enjoy the Star of Alladore, and that you find something in it that stirs your own
creativity. If you really like a particular piece, drop that author a note and thank them for their work.
I don’t know if there will be further issues of the Star of Alladore. While I enjoyed putting it
together, I’m not an editor at heart. While I hope that fans will be encouraged by this book and continue
to create and share their own bits of Rangers fun, it’s now time for me to get back to my own creative work!

Joseph A. McCullough
Kent, England 2020

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Treason in Tallis

A One-Scenario Mission for


L ow-L evel Rangers
By Thomas Wood

The onset of the Shadow Deep crisis has plunged Alladore into chaos. Throughout the capital city of
Tallis, civil unrest has threatened to erupt, as food and provisions become scarce and floods of refugees,
fleeing from the front lines, have sought shelter amongst the city walls. With tensions mounting to a
boiling point, all eyes are on the young King Arethic. There are those amongst the panicked populace
who feel he is mismanaging the war. In the dark corners of taverns and in secluded alleyways, seditious
words are spoken, and the flames of revolt are being fanned by those who see an opportunity to further
their own dark ambitions. At the centre of this web of conspirators, Baron Audric, a distant cousin of the
king, who has long harboured an unspoken desire for the throne, has been watching and waiting for the
right time to mount his coup.
With Alladore’s military forces stretched to breaking point and the rangers’ mightiest heroes far
away on a desperate rescue mission, the Baron has seized his chance! Drawing the forces loyal to his cause
to his side, he has mounted an attack on the palace itself. Now as the city of Tallis burns all around, a
harried band of rangers prepare a desperate defence at the palace gates, tasked with quashing the rebellion
or to die in defence of their liege!

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Miniatures Needed
• Baron Audric
• Civilians 2
• Men-at-arms 4+
• Archers 4+

Scenario 1: Treason in Tallis


This scenario has been designed to take place during the events of ‘The Rescue’ and is an ideal opportunity
for players to use their less experienced rangers which they created for the scenarios in the Ghost Stone
expansion. However, there’s nothing to stop players using their regular rangers and companions for this
mission!

Enemy Starting Edge

Burning Burning
Buildings Buildings

Bridge

River

Burning Barricades Burning


Buildings Buildings

Palace Gate

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SET-UP

This scenario is played on a 2.5’ x 2.5’ table. Designate one table edge as the hero edge. The opposite edge
is the enemy table edge. At the centre of the hero edge, place a large door to represent the entrance to the
palace. Place a river, 12” in from this table edge, running parallel to the hero table edge and stretching
the entire width of the table. Place a small footbridge across the centre of the river. On the heroes’ side of
the river, place four 3”-long barricades made from barrels/boxes or rubble. Place a selection of burning
buildings along the remaining table edges.
The heroes may set up anywhere on their side of the river. On the opposite side of the table, 6” in
from the centre of the table edge, place four men-at-arms, four archers and Baron Audric.

SPECIAL RULES

The object of the scenario is for the heroes is to stop the Baron’s forces from breaching the palace defences.
The target point for this scenario is the palace gates. If at the end of any turn an enemy figure is standing
in base contact with the gate and there are no heroes within 6” of this figure, the mission is lost and the
game ends immediately.
The central river counts as impassable terrain for this scenario, with the small footbridge being the
only method of crossing. The burning buildings also count as impassable terrain in this scenario and no
figure may move off these table edges due to the raging fire all around.
Baron Audric follows the normal rules for an enemy figure with a few exceptions; where possible,
the Baron will remain within 4” of another enemy figure and he will only charge a hero if they are already
engaged In Combat with one of his soldiers. No ranged missile or magic attacks can target the Baron if
another enemy figure is within 4” of him (the treasonous Baron has no reservations about using his men
to protect himself!).
The scenario ends after ten turns have been played. At the end of each turn, draw a card from the
Treason in Tallis event deck:

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Treason in Tallis Event Table
Card Event
Red Ace With a huge roar, the flames from one of the burning buildings blast outwards!
Randomly select one of the buildings on the table edges. Any figure within 10” is
targeted with a +3 shooting attack.
Red 2 One of the heroes recognizes a former friend, comrade or drinking buddy among
the enemy ranks. Randomly select one hero; this figure must make an immediate
Will Roll (TN12) or miss its next activation. If this hero is In Combat with an
enemy and fails this check, it will fight as normal but will reduce all its damage to
0 for the following turn.
Red 3 With a huge crash, one of the burning buildings (which also happens to be one of
the rangers’ favourite taverns), collapses and thick plumes of black smoke envelop
the surroundings. For the following turn line of sight is reduced to 10”.
Red 4 Reinforcements arrive to aid the Baron! Place an enemy man-at-arms and archer
on the enemy table edge.
Red 5 Reinforcements arrive to aid the Baron! Place an enemy man-at-arms in the corner
next to river on the heroes’ side of the table.
Red 6 Soot and ash fill the air as more buildings catch alight and the fire spreads! Every
figure must make an immediate Will Roll (TN6) or miss its next activation. This
also affects enemy figures.
Red 7 The heroes hear a desperate scream from one of the nearby buildings from a civilian
trapped inside! Place a civilian next to a random burning building on the heroes’
side of the river. This civilian cannot activate until a hero figure in base contact has
used an action to free it from the burning building, after which it joins the heroes
for the rest of the scenario. At the end of every turn where the civilian remains
trapped, it takes 4 damage from the fire.
Red 8 The heroes hear a desperate scream from one of the nearby buildings from a civilian
trapped inside! Place a civilian next to a random burning building on the heroes’
side of the river. This civilian cannot activate until a hero figure in base contact has
used an action to free it from the burning building, after which it joins the heroes
for the rest of the scenario. At the end of every turn where the civilian remains
trapped, it takes 4 damage from the fire.

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Red 9 As the battle rages on, filled with a sudden sense of remorse, an enemy soldier
has a change of heart! Choose one enemy figure at random (this cannot be the
Baron); this soldier swaps sides. For the rest of the scenario this soldier counts as a
companion.
Red 10 The time to rally the defenders of Alladore has come! Choose a hero. This figure
must make an immediate Leadership Roll (TN12); if successful, all heroic figures
gain +1 Fight and +1 Shoot for the following turn.
Red Jack The Baron insults the heroes’ honour, shouting curses across the battlefield! Select
a random hero, this figure must make an immediate Will Roll (TN8) or reduce its
Fight and Shoot value by -1 for the following turn. If the Baron has been defeated,
ignore this card.
Red Queen The Baron shouts a personal challenge to one of the heroes to meet him in combat.
Select the nearest hero figure to the Baron. This figure makes an immediate move
action towards the Baron, ignoring other figures as it charges towards the traitor in
anger! The hero may choose to resist this effect by making a Will Roll (TN10). If
the Baron is In Combat with a hero ignore this card. If the Baron has been killed,
ignore this card.
Red King Through the fire of battle the heroes see the king’s flag, emblazoned with the Star of
Alladore, being raised at the top of the palace gates. Their weary hearts are inspired,
and all heroes gain +1 to all their dice rolls for the following turn!

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CHALLENGE LEVEL

If there are three or four rangers, during the initial set-up, place two enemy men-at-arms in the corners
next to the river on the heroes’ side of the table.

OUTCOME AND EXPERIENCE

At the end of turn 10 the scenario ends. Providing the heroes have successfully defended the palace, the
uprising is defeated, and order is restored to the capital. If the heroes fail, perhaps you could replay the
scenario with the starting places in reverse with the heroes trying to re-capture the palace gate? Or perhaps
you will be inspired to create your own follow-on scenario!
Rangers receive the following Experience Points for this scenario:
+ 3XP for every enemy soldier killed by the heroes.
+ 20XP if the heroes manage to kill Baron Audric.
+ 10XP for every civilian saved who survives until the end of the scenario.
+ 10XP if a hero successfully makes a rousing speech (Red 10 event card).

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Bestiary

BARON AUDRIC

A distant cousin to the king, Baron Audric has long harboured an unspoken ambition for the crown
and with the country in crisis, he has made his move to overthrow the young monarch. Embittered and
jealous, perhaps his mind has been poisoned by the insidious influence of the Shadow Deep itself…

Baron Audric XP 10

Move Fight Shoot Armour Will Health Notes

6 +4 +0 13 +3 14 Opportunistic charge,
Hide among henchmen.

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To Help the Sick

A One-Scenario Mission
for L evel 0 Rangers
By Conrad Kinch

Into whatsoever houses I enter, I will enter to help the sick.


– The Oath of the Brothers of Saint Alkelda

It was in the weeks after the destruction of Lorenthia that twin plagues haunted the Kingdom of Alladore.
There was an outbreak of the blighted canker, a cruel disease that marked for life all those that it did not
kill. But there was also a plague of distrust. It is rumoured that Lorenthia was betrayed from within.
An informant has come forward with information about traitors aiding the Shadow Deep. He is to
meet you at the border village of Boltham. It is vital that this information is conveyed to your superiors, lest
Alladore be fatally weakened. His name is Erian, but you will know him by the red birthmark on his neck.

Note: This mission is written specifically for experienced Rangers of Shadow Deep players who are already
familiar with the game. The mission is pitched at starting rangers and could be useful for players who
intend to play the Ghost Stone expansion and want to gain some experience for the second party of low-
level rangers required for that expansion.

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Miniatures Needed
For this mission, you will likely need the following miniatures.

• Plague Doctors 4
• Undead 10+
• Survivors 1
• Wolves 3–4

You will need some means of covertly marking the plague doctors in two pairs, one red and one blue. I
used sticky dots, which are available at most stationers, stuck underneath the base to do this. You will get
the most out of this scenario if you do not know which set is which, so maybe get a non-player spouse or
housemate to do this.
The undead can be a mix of skeletons, zombies, ghouls or whatever other kinds of undead you have
to hand. While this game was inspired by the Foundry Miniatures pack UND017 – Plague Apothecaries,
you could also use medieval monks in cowls. The general point is that they should be unarmed healers
who are hard to tell apart.

Scenario 1: To Help the Sick


As you near the village of Boltham, you see ravens circling overhead and bodies in the streets. Two men
wearing the beaked masks of healers and the black robes of the Brothers of Saint Alkelda stagger from a
cottage bearing a body, which they load onto a handcart. This can mean only one thing – plague. You
master your rising disgust and press on; you can only pray that your contact is still alive.

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each square represents 18 inches

Plague Doctor start point


Rangers enter here
White Clue marker

Black Clue Marker

SET-UP

This scenario should be played on a 3’ x 3’ table. The rangers and companions should be placed
within 3” of the entry point marked on the map. Six small buildings should be placed in a rough circle
around a fountain/pond or other body of water.
Place clue markers as shown on the map. Place a wolf in the centre of one of the three table edges
(randomly determined) that the rangers are not entering by.
The rest of the table should have trees, rocks, bodies, and a wrecked cart as desired. Please treat
the map supplied as a suggestion. I used bare twigs as trees to give the table a desolate and wasted look
but make the table your own.

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SPECIAL RULES

Place one pair of plague doctors on each of the plague doctor starting points marked on the map. Each
turn, these figures activate in the companion phase and group move 9” to enter the nearest house. They
spend one activation there and then move towards the next house, moving clockwise around the table,
continuing until ‘All is Revealed’.
Place an additional wolf in the centre of a random table edge in the event phase of the first three
turns. Wolves will never attack the monks, so ignore them when determining a wolf ’s actions.
Draw one event card at the end of every event phase. Black cards once drawn are shuffled back
into the deck. Red cards are discarded after being drawn. Whenever an event includes ‘Creeping Doom’
in its description, place x undead off the table at the centre of a random table edge, where x is equal to the
number of rangers +1. Once the first figure has been placed, place the remaining Undead at the centre of
the next table edge working clockwise around the table until all figures are placed. They should be lined
up so that they can move onto the table as soon as they are activated.
These figures do not activate until ‘All is Revealed’ (see below), so that the first few turns will be
spent building up a mob of undead, who slowly surround the village waiting to strike. If an event with
‘Creeping Doom’ is drawn after ‘All is Revealed’, deploy the undead as above, but place them on the
table edge.
Whenever a figure moves into contact with a clue marker, its activation ends and it should roll
on the relevant clue marker table. The clue markers are divided into Black and White. Black clue markers
can be investigated at any time. White clue markers cannot be investigated until the correct result is rolled
on the Black Clue Marker Table.
Many of the results on the clue table will contain a note that looks like this: ‘Increase Investigation
Score by 2 (Red)’. Players should keep a running tally of their Investigation Score for each colour during
this scenario. If they ever uncover a clue that pushes their Investigation Score to 10 or higher for one
specific colour, they should immediately check both sets of plague doctors. The figures that match the
colour with the investigation score of 10 or higher are revealed as Simon and Micheal (the agents of the
Shadow Deep listed in the Bestiary).
All is Revealed - Once Simon and Micheal have been revealed, the players can cease tracking
their Investigation Score. In the next creature phase, all the undead who have been building up in the

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event phase move onto the table. The plague doctors who are not Simon and Micheal are revealed as the
Brothers of Alkelda, Father Edwin and Brother Chad, and are treated as companions to the rangers for
the rest of the game. Remember to roll for the Brothers’ powers in each following event phase (See their
entries in the Bestiary).
After All is Revealed, rangers or companions may move off any table edge at any time, so long as
that table edge does not have any evil figures within 6” of it.
The target point for this scenario is the nearest hero.

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Black Clue Marker Table – Remember each result can only be rolled once!
Die Roll Clue
1–4 You find the house abandoned. It has been ransacked, and you notice that an image of
Saint Emilia by the hearth has been defaced. It was up quite high. It would have taken a
tall man to reach it. Increase Investigation Score by 3 (Blue).
5–7 You find the body of a man. He was clearly sick, but on closer inspection he was killed
by a single stab wound to the back of the neck. Increase Investigation Score by 3 (Red).
8–11 You find Alfred, a small, sick and very hungry survivor, age six. Treat him as one of your
companions with the following Stats: Move 6, Fight -3, Armour 13 (he’s fast), Health 4.
All heroes suffer a -4 Will for the remainder of the game if he is killed. He whimpers about
the small man who whispers words that burn. Increase Investigation Score by 3 (Blue).
12–15 This house is barred and locked. Make a Pick Lock or Strength Roll (TN8) to enter. You
find the occupants dead inside and a single treasure token. Someone appears to have tried
to force entry. Increase Investigation Score by 3 (Red).
16–18 You find Erian in bed, near death and raving with fever. He shudders as he tells you of
the tall man with the shining blade and the small man with the burning lips. Increase
Investigation Score by 3 (Red). He slips a paper into your hands, notes made before he lost
his mind. ‘I hid it where the Lapwings hide.’ You may now investigate White clue markers.
19–20 This house has been ransacked. You find a scrap of black cloth caught in the shattered
door. Increase Investigation Score by 3 (Blue). Strangely, the thieves did not take the
heirloom hanging over the hearth. Roll once on the Weapons & Armour table.

White Clue Marker Table – Remember each result can only be rolled once!
Die Roll Clue
1–10 This is broken, marshy ground and you see several bird nests concealed in dips in the
earth. In one of the nests, you find a bone tube with scraps of parchment inside listing the
names of the Shadow Deep’s agents, including Simon and Micheal. Increase Investigation
Score by 7 (Blue).
11–20 You find the bodies of two men, Brothers of Saint Alkeda by their tonsures, stripped to
their underclothes. The marks on their faces would indicate that they were wearing masks
recently. They were each killed by a single stab wound in the back. Increase Investigation
Score by 3 (Red).

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To Help the Sick Event Table
Card Event
Red Ace Swarms of flies. Randomly select a hero. That figure, and all figures within 3” of that
figure, must make a Will Roll (TN12) or suffer 2 points of damage and be reduced to
one action next activation. Creeping Doom.
Red 2 Pestilential miasma. Select a random hero. Make a Health Roll (TN15) or suffer disease.
Creeping Doom.
Red 3 Select a random hero. This hero comes across the body of a parent and child embracing
each other in death. Filled with righteous anger, that figure may make a third action on
its next turn.
Red 4 Scanning the sky, you see ravens clustering overhead – they must have seen something.
Select a random hero and move it 3” closer to the closest clue marker. Creeping Doom.
Red 5 A mournful wolf howl sends a chill down your spine. All heroes are at -1 Will this turn.
Creeping Doom.
Red 6 Select a random hero. They find a small medal of Saint Emilia. It does not take up an
item slot. The next time the figure is rolling for Survival it gains +1 to the roll. This medal
may only be used once but can be given to a friend who has been reduced to 0 Health
before they make their roll. You may use this bonus once.
Black Ace Creeping Doom.
Black 2 Creeping Doom.

CHALLENGE LEVEL

If playing with three or four rangers, Creeping Doom is treated as X +2 rather than X +1.

OUTCOME AND EXPERIENCE

Rangers gain Experience Points for the following achievements:


+2XP for each undead killed.
+5XP for every clue marker investigated.
+10XP if a survivor is found and moves off table in company with a ranger or companion.

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+15XP if either Father Edwin or Brother Chad moves off table in company with a ranger or
companion. +25XP for both. Neither man will join the rangers as companions in later scenarios as they
have other duties.
+35XP if the message is successfully conveyed off the table.

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Bestiary

FATHER EDWIN

Tall, skinny and grown old in the faith, Father Edwin is a gifted healer. Tireless in the course of his
duties and at times irascible, he has trained generations of novices. Father Edwin is aware that there is
an important weapon to be used against the Shadow Deep in the village of Boltham, which is one of the
reasons he has travelled here to heal the sick. He will aid the rangers in their mission in any way he can.
He does not fear death and will do his best to save any under his care (including the rangers) even if it
requires him to sacrifice himself in the bargain.

Father Edwin
Move Fight Shoot Armour Will Health Notes
6 +1 +0 10 +6 14 Unarmed, Powers of the Brothers
of Alkeda, Ancient Lore +5,
Leadership +3, Survival +5

BROTHER CHAD

A tall, fresh-faced young man, stout of limb and gentle of character, Brother Chad has only recently taken
his vows. He is already a dedicated healer, hard-working and filled with a profound faith.

Brother Chad
Move Fight Shoot Armour Will Health Notes
6 +3 +0 10 +4 18 Unarmed, Powers of the
Brothers of Alkeda, Strength +5,
Perception+3, Survival +3,

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POWERS OF THE BROTHERS OF ALKEDA
In each event phase after All is Revealed, roll two six-sided dice, one for each brother. That figure may
use that Heroic Ability/Spell that turn. If it is used, cross it off and it may not be used again, even if that
number is rolled again on a later turn.

Die Roll Father Edwin Brother Chad


1 Cast Burning Light Cast Halt Undead
2 Cast Halt Undead Cast Heal
3 Cast Burning Light No Greater Love
4 Cast Halt Undead You shall not have them!
5 No Greater Love No Greater Love
6 You shall not have them! Cast Heal

No Greater Love – Activate this power in the companion phase and it remains in effect until the next
companion phase. The figure is treated as a target point by all undead creatures on the table. All undead
figures not in melee or within 3” of a hero must move towards the target point.
You shall not have them! – Use at any time a friendly figure (hero or other brother) within 3” is attacked
in melee. The activating figure may swap places with the attacked figure and will fight and take damage
in his place.

UNDEAD

A mob of the restless dead, left clutching at the illusion of life by the evil of the Shadow Deep. Individually
weak, they are dangerous in numbers. Use whatever undead figures you have, be they skeletons, ghouls,
zombies or spectres – the dead do not care.

Undead XP 2
Move Fight Shoot Armour Will Health Notes
6 +1 +0 10 +0 1 Undead

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SIMON – AGENT OF THE SHADOW DEEP

A skinny, slightly stooped, weasel-faced man, Simon masquerades as a healer, but is in fact a murderer
who preys on the young and the weak. With soft words and feigned concern, he puts the afflicted off their
guard before his cruel blade ends them.

Simon – Agent of the Shadow Deep


Move Fight Shoot Armour Will Health Notes
6 +2 +0 11 +2 15 Marked for Death, Cruel Blade

Marked for Death – This agent of the Shadow Deep exercises a malign influence over the restless dead.
On any turn where the agent has a hero in line of sight, where there is a choice, pick the figure with
the lowest Will. The agent may activate any three undead figures within his line of sight (who have not
already activated), who may then group activate and move towards that hero figure and engage him in
combat if possible.
Cruel Blade – Simon’s weapon of choice is a supernaturally sharp surgical blade. If he wins a fight it slices
through steel, leather and shields, as if they were naught but flesh. Treat all heroes as Armour 10 against
this attack.

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MICHEAL – AGENT OF THE SHADOW DEEP

A small, balding, avuncular figure, Micheal is the picture of a simple physician. He is in fact an accomplished
agent of the Shadow Deep, a toady to powerful evil, and has sown discord and hatred throughout Lorenthia.
He has now turned his sights on the Kingdom of Alladore. A coward, he will not engage in melee combat,
but will instead chant and shriek cursed poetry at his enemies. Micheal will always stop moving once he is
in range of a hero and can use his poisoned words. Micheal will never force combat.

Micheal – Agent of the Shadow Deep


Move Fight Shoot Armour Will Health Notes
6 +0 +2 12 +4 13 Poisoned Words

Poisoned Words – Micheal’s words are so poisonous and obscene that they scar the souls of those who hear
them. Treat this as a +2 Shooting attack with an 8” range. The target should add their Will Stat instead
of the Fight Stat when making a Combat Roll against this attack. Treat all figures as Armour 10 against
this attack. Any hero within 1” of the target is also affected. Micheal may also use this shooting attack on
a figure in combat.

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The Baleful Tower

A Two-Scenario Mission
for L evel 10+ Rangers
By Chuck Green

When Joe asked me to write a little something for this ’zine, I really wanted to create a challenging
scenario and something that had never been done before. The first rough idea became ‘write a mission
where the ranger is completely alone’ and must fend for himself, without the help of his companions.
I wanted to instil a little fear and trepidation. I hope I did.

Miniatures Needed
• Wolves 6+
• Skeletal Knights 6+
• Giant Snakes 2+
• Large Alpha Wolves 2+
• Troll 1
• Chimera 1

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Scenario 1: The Baleful Tower
Your pulse races as you realize that you and your party have become separated. Without your companions,
it will be nearly impossible to make the nearest checkpoint without meeting some dastardly encounter
and it is nearly sundown. Intel provided by previous reports spoke of a small stone tower somewhere
nearby. Perhaps you might find your party there or at least a safe place to rest for the night. A howl pierces
the air close by. Much too close. Just then, through the trees, you spot a small, stunted tower.

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Tower

Pool

Ranger
Starting
Point

SET-UP

This mission finds you alone in the wilderness of the Shadow Deep.
Playing on a 2’ x 2’ game table, place some sort of tower at one corner of the field, while your
ranger begins in the opposite corner. Centred on the table, place a small well or pool of water. Cover
the rest of the field with trees, bushes, rocks and other debris as normal. Place one clue marker near the
centre of the table, one clue marker adjacent to the tower, and four more clue markers randomly on the
field, making sure that all clue markers are at least 6” from each other. Finally, place four hungry wolves
randomly across the table at least 8” from each other, and one large alpha wolf adjacent to the tower.

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SPECIAL RULES

There is no target point for this scenario. Specifically, all wolves will automatically move towards the ranger
during each creature phase, though they will not make a double move. If the large alpha wolf is killed, any
surviving wolves will call off their attacks and make their way towards a table edge, exiting the scenario.
The tower is locked with a complex combination lock. To gain entry, a ranger must succeed in
either a Pick Lock Roll (TN13) or a Perception Roll (TN17). A successful Strength Roll (TN19) may also
force the door open. Entry into the tower completes Scenario 1.
The well or small pool at the centre of the field is a unique enchanted item. A drink from it
instantly raises the ranger’s Health back to its maximum (including an altered maximum) and cures them
of any poisons or diseases. If the water is put into a bottle or container, it loses its effects.
Though there are only six clues in total, the Clue Marker Table contains 12 clues so that any time
this scenario is played, a different set of clues are discovered. During the game, once a specific clue is
discovered, remove it from the table.
The Event Card deck includes ten cards. One Event Card should be drawn during each event phase.
This scenario lasts until the ranger enters the tower or until the ranger’s Health is brought to zero.
If this stretches the scenario past ten turns, reshuffle the Event Card deck, and continue to draw from it,
but draw two cards in each event phase instead of one.

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The Baleful Tower Clue Marker Table
Die Roll Result
1–2 You discover a small treasure pile covered in debris. Roll immediately as per a normal
treasure token.
3–4 A wolf bursts through the underbrush, its teeth gnashing, and attacks! Place a wolf
adjacent to the ranger.
5–6 You find a handful of bones amongst the grass and stones. Make a Perception Roll
(TN9) to determine their type.
7–8 A troll lumbers out from behind a patch of foliage. Place it 2” away from the ranger
in a random direction. Treat it as a normal uncontrolled creature.
9–10 A sudden flash of light from the ground catches your attention. Looking down, you
find a small vial of Fireheart Green herb. You may pick this up as a free action and
carry for the rest of the scenario even if you don’t have item slots available.
11–12 You stumble upon a sharpened spike trap. Make a Perception Roll (TN10) or suffer
2 Health points of damage. You may make a Traps Roll (TN8) to disarm the trap.
Failure forces you to suffer 2 Health points of damage.
13–14 A wolf bursts through the underbrush, its teeth gnashing, and attacks! Place a wolf
adjacent to the ranger.
15–16 You find a small journal bound in dark green leather. The cover bears the star of
Alladore. Perhaps it belonged to a ranger? Make an Ancient Lore Roll (TN8) to try
to decipher its notes. Success gives you the name ‘Chimera’ and the possibility of a
new weapon to battle the Shadow Deep, inside the tower.
17 You find a dazzling ring secreted beneath the vegetation. Banded in silver, it holds in
its prongs a smooth polished bloodstone.
18 You discover a brittle scroll of papyrus. Make a Read Runes Roll (TN9) to discover
its contents. If successful, add a spell scroll Magic Bolt to your item list. You may
carry this item for the rest of the scenario, even if you don’t have item slots available.
19 Under the stones and vegetation, you uncover a curved rapier drenched in long dried
blood. After a little cleaning, you note that it has a fine honed edge and is made
of some sort of silver alloy. A prized heirloom perhaps? A successful Armoury Roll
(TN8) confirms that it is not magical but worth a good deal of money
20 You discover a small treasure pile covered in debris. Roll immediately as per a normal
treasure token.

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The Baleful Tower Event Cards
Card Event
Black Ace Place two wolves adjacent to the tower. If the large alpha wolf has been killed, make
one of these two wolves a new large alpha wolf. All the wolves on the table now
consider it the new large alpha wolf.
Black King Place a large snake in line of sight but 12” from the ranger.
Black Queen Place two skeletal knights next to a random clue marker.
Black Jack Place two skeletal knights adjacent to the ranger.
Black 10 Place a large snake in line of sight but 12” from the ranger.
Red Ace Place two wolves adjacent to the tower. If the large alpha wolf has been killed, make
one of these two wolves a new large alpha wolf. All the wolves on the table now
consider it the new large alpha wolf.
Red King The sky begins to rumble as dark storm clouds roll into the area. Flashes of lightning
blind you if you are not careful. There is no rain as yet, but a new sense of urgency
presses you to reach the tower soon. Make a Survival Roll (TN8) or be temporarily
blinded and lose your next activation.
Red Queen A searing bolt of bright lightning streaks down from the sky shattering the nearest
tree! Make an Acrobatics Roll (TN10) or suffer 3 points of damage from the debris.
Red Jack Place two skeletal knights adjacent to the tower.
Red 10 Place two skeletal knights adjacent to the tower.

CHALLENGE LEVEL

Want to spice up an already spicy scenario? Is your ranger too powerful? During set-up, add two additional
wolves randomly on the table. During each event phase, place a skeletal knight in a random corner of the
table in addition to any results from the event card.

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OUTCOME AND EXPERIENCE

If your ranger has survived and entered the tower, proceed to Part 2 of this scenario, dubbed ‘Into the
Nothing’. Your ranger not only regains his full Health but also gains Experience Points for the following
achievements:
+2XP for each wolf or skeletal knight killed.
+3XP for each giant snake killed.
+8XP if a large alpha wolf is killed.
+8XP if the troll is killed.
+6XP for each ability roll made successfully.
+10XP if the bloodstone ring is found.
+10XP if the journal is found and deciphered.

Scenario 2: Into the Nothing


You step through the stone doorway, into the dark tower, curious but cautious. Your companions are
still gone but at least you have found some respite from the coming storm and the evils of the night.
The brutal storm finally arrives, drenching the area in a torrential downpour and dazzling thunder and
lightning. During the flashes of light, you investigate the gutted remains of this once proud structure
and find an ancient, chiselled hatch covering a wide stone staircase leading down deeper into the earth.
Nothing else of interest is found among the moss-covered stone and miscellaneous debris. Anxious to
find better shelter from the storm and perhaps clues to the tower’s history, you descend into the darkness.

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SET-UP

Played on a 2’ x 2’ table, this scenario uses dungeon tiles instead of terrain pieces alone. I recommend
that each square represented on the map should equal 1” x 1”. In the centre of the table, place a square
dungeon tile representing the bottom of the staircase. This should be no less than 3” x 3”. On two of
the walls, there are doorways leading into hallways. One hallway travels roughly 6”, turns 90 degrees,
then travels another 6” ending at an iron-banded solid oak door. Beyond this door is a small rectangular
room (I used a 3” x 4” room). The other hallway travels 3”, turns 90 degrees, travels another 3”, turns 90
degrees, then travels another 3” ending at a rough-cut archway. This archway leads into a large round-
ish cavern chamber (don’t go too small but have enough room for the chimera to move around a little).

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Place one clue marker in the room with the staircase, one in the two-piece hallway, one in the three-piece
hallway, one in the rectangular room, and a special treasure token in the cavern chamber.
Consider the ground in both corridors and the cavern chamber covered in human bones, old rusty
helmets and shields, and shreds of ancient suits of chainmail. Spruce up both rooms with scattered debris
and any other small terrain pieces to taste. Finally, place the chimera in the cavern chamber, adjacent to
the wall farthest from the archway.

SPECIAL RULES

The iron-banded oak door is locked with a complex combination lock. To gain entry, a ranger must
succeed on either a Pick Lock Roll (TN13) or a Perception Roll (TN17). A successful Strength Roll
(TN19) may also force the door open. If the room beyond is entered, immediately place a skeletal knight
in the centre of the room. If the ranger is holding the bloodstone ring from Scenario 1, all skeletal knights
are at a -1 Fight and -1 Armour.
When encountering the chimera for the first time, its fearsome countenance reduces the ranger’s
Will by -2. If the small dark green journal was found and deciphered in Scenario 1, ignore this penalty.
The special treasure token in the cavern chamber has its own randomized table. When the ranger
has moved adjacent to this token, roll immediately on the Special Treasure Token Table.
The Event Card deck includes eight cards. One Event Card should be drawn during each event
phase. If the event phase comes and there are no more cards to draw, the ranger has failed and the scenario
ends at this point. Consider that the ranger has given up and has returned to the surface.
See notes at the end for descriptions of unique magical items that can be found in the scenario.

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Into the Nothing Clue Marker Table
Die Roll Result
1–2 Among the detritus on the ground you find an enchanted item. Roll once on the
Magic Item Table.
3–5 Replace this clue marker with a wolf!
6–8 You discover a single gauntlet, crafted of silver, and inset with small jewels. There
are engraved words upon its edge. Make an Ancient Lore Roll (TN8) to identify its
origins. Once this clue is discovered, re-roll if this clue is ever found again.
9–12 You stumble upon a pit trap. Make a Traps Roll (TN10) to avoid it. Failure forces you
to take 2 points of damage and to lose your next activation.
13–14 You find a small pile of shiny objects. Roll once on the Treasure Table.
15–16 You find a small sack of herbs. Roll twice on the Herbs and Potions Table.
17–19 Replace this clue marker with a skeletal knight!
20 Roll twice on this Clue Marker Table.

Into the Nothing Event Cards


Card Event
Black Ace Thunder from the surface loosens the stones above your head causing large debris to
fall. Make an Acrobatics Roll (TN8) to avoid it. Failure forces you to suffer 3 points
of damage.
Black King The bones scattered across the floor begin to move and a skeletal knight rises from the
ground 3” from the ranger.
Black Queen Place a wolf randomly in line of sight of the ranger, but as far away as possible.
Black Jack The bones scattered across the floor begin to move and a skeletal knight rises from the
ground 3” from the ranger.
Red Ace Thunder from the surface loosens the stones above your head causing large debris to
fall. Make an Acrobatics Roll (TN8) to avoid it. Failure forces you to suffer 3 points
of damage.
Red King Place two skeletal knights adjacent to the ranger.
Red Jack You find a rare Potion of McCullough’s Elixir.
Red 10 The bones scattered across the floor begin to move and a skeletal knight rises from the
ground 3” from the ranger.

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Special Treasure Table
Die Roll Result
1–5 Roll twice on the Treasure Table and once on the Weapons and Armour Table from the
RoSD Rulebook.
6–10 You find a beautifully crafted two-handed axe. Its handle is trimmed in burnished
bronze and black leather, while its double headed blade is made of dark blue meteoric
iron. Down the length of the handle are the words ‘Dark Light’.
11– 15 Roll three times on the Treasure Table and once on the Weapons and Armour Table
from the RoSD Rulebook.
16–20 You find an exceptional-looking circular medallion crafted in jade and trimmed in pure
platinum. On the face of the medallion is a raised rendering of an eight-pointed star in
pure platinum. It hums with mystical energy.

CHALLENGE LEVEL

During set-up, add a skeletal knight in the staircase room. Add a giant snake adjacent to the special
treasure token and give the chimera an additional +4 Health.

OUTCOME AND EXPERIENCE

Rangers gain Experience Points for the following achievements:


+2XP for each wolf or skeletal knight killed.
+3XP if the giant snake is killed.
+3XP if the gauntlet is found and successfully identified.
+5XP for each clue marker investigated.
+6XP if Dark Light is found.
+6XP if the star medallion is found.
+6XP for each ability roll made successfully.
+10XP if the ranger survives this scenario.
+12XP if the chimera is killed.

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Bestiary

CHIMERA

Creatures of nightmare, the chimera have never been encountered before, and are assumed to be created
by the Shadow Deep itself. A combination of three different monsters, these beasts inflict poisonous
damage and can perform three actions per turn, making them immensely dangerous!

Chimera XP 12
Move Fight Shoot Armour Will Health Notes
6 +2 +0 13 +4 12 Animal, Poison, 3
Actions

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LARGE ALPHA WOLF

Formidable beasts, these larger than normal wolves are the leader of their pack. If slain, their pack will
usually back off, at least until another alpha is chosen.

Large Alpha Wolf XP 8


Move Fight Shoot Armour Will Health Notes
8 +2 +0 12 +1 8 Animal, Pack Leader

Magical Items

BLOODSTONE RING

If a figure wearing this ring is ever in combat with a skeletal knight, that skeletal knight suffers a -1 Fight
and -1 Armour. This penalty only benefits the figure wearing the ring.

DARK LIGHT AXE

A beautifully crafted two-handed axe, its handle is trimmed in burnished bronze and black leather, while
its double headed blade is made of dark blue meteoric iron. Down the length of the handle are the words
‘Dark Light’. A powerful instrument crafted by master dwarven craftsmen, this rare, enchanted weapon
grants its user with a +1 Fight or +3 Fight versus demon type monsters.

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EIGHT-POINTED STAR MEDALLION

One of only three made, this exquisite piece of jade and platinum jewellery was crafted for the royal
family of Alladore. Any figure carrying it is immune to poison.

POTION OF MCCULLOUGH’S ELIXIR

A figure that drinks this mead-coloured potion is immediately restored to its starting Health and is cured
of any poison or disease but suffers a temporary buzzing in its mind causing a -2 Will and a -1 Fight for
two turns.

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From the Shadows

New Stealth Rules


and a Stealth Scenario
By Angus McNicholl

You can rush in there and make a suicidal frontal assault if you want. I’m not that stupid! I say we do
it softly softly, in and out without a fuss, no blood spilled. We all live to fight another day… agreed?
– Ranger Drayfor

Rangers are experts at moving through all types of terrain, often leaving no trail to follow, unobserved by
those who are less skilled woodsmen and travellers. The ability to move unseen rarely comes into play in
a skirmish adventure game, but there are times when stealth can be invaluable.
Stealth can only be used in specific scenarios where one side has not yet been alerted to the
presence of the other.

Sneaking
Instead of making a regular move action the ranger must declare that he is sneaking. To do this the figure
must be out of the line of sight of any enemy figures. The figure that is sneaking is moving swiftly but

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staying low to the ground and using cover and obstacles to its best advantage. Any terrain that grants
cover will keep it obscured and unnoticed.
While sneaking the figure may move up to its full movement, but may take no other action that
might draw attention to it; such as using magic or engaging in combat (except ambushing, see below).
A sneaking figure can only be seen at the beginning and end of its activation. It cannot be seen
while it is active.

SNEAKING AND DEPLOYMENT

Providing the scenario allows it, all friendly figures will deploy onto the tabletop into cover. Make sure
when setting up the table that there is cover in the ranger’s deployment zone. This can be anything like a
low hedge or broken stone wall, just enough so that all figures start the scenario unseen.

SNEAKING AND GROUP ACTIVATION

While sneaking, figures are not able to communicate effectively or coordinate openly. Group activations
are limited to figures within 3” of the ranger figure. This can be overridden by new Heroic Abilities
(below).

SNEAKING AND ROUGH TERRAIN

The effects of rough terrain apply as normal. Rangers should be careful about crossing such terrain while
sneaking as the reduction in movement can leave them exposed.

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DETECTION AND ALARM

Once a ranger gets close to an enemy figure things start to get more difficult. When a sneaking figure
makes any kind of movement within 8” of an enemy figure it must also make a Stealth Roll (TN10) Roll
modified by armour and cover as noted below.

-1 Light Armour
-2 Heavy Armour
+1 Light Cover
+2 Dense Cover

If the test is failed, the alarm is raised and all enemy figures are alert to sneaking figures. 

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ALARM

Once the alarm has been raised, the enemy is alerted and that makes sneaking about much more difficult.
Rangers and companions can still perform sneaking movements but now make Stealth Rolls (TN12).
Figures that have been detected may not continue to use sneaking movements.
With the alarm raised, it is no longer possible to make ambush attacks. Even figures that are still
undetected can no longer make ambush attacks, as the enemy is now alerted and able to react the moment
an ambush is attempted.

AMBUSHING

An ambush is a surprise attack. A figure that sneaks into base contact with an enemy figure may make an
immediate ambush attack. If the attack kills the enemy figure outright it is considered a silent kill and
doesn’t raise the alarm.
An ambush is made just like a normal attack, except that it comes with +6 Fight. If the attack
doesn’t eliminate the figure, the alarm is immediately raised.

AMBUSHING FROM RANGE


It is also possible, but much harder, to eliminate an enemy figure with a silent ranged weapon, like a
throwing dagger or a bow. Crossbows are not silent! Ranged ambush can only be made within 12” of
the target.
A ranged ambush attempt suffers a -4 shoot penalty, but a +10 to damage. This reflects the
difficulty of hitting a specific weak or vulnerable area of the target. 

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New Heroic Abilities

RANGER’S SIGNS

The ranger and his companions are practised in coordinating activity while remaining silent. They use
hand gestures and other body movements to communicate orders and coordinate their activities. This
ability allows the ranger and his henchmen to ignore the range restriction on group activation while
sneaking.

RANGER’S INFLUENCE

This may be used whenever the ranger activates. The ranger may activate one additional companion above
the number normally allowed in the ranger phase.

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Scenario 1: Rescue Mission
The gnolls are becoming bolder, ranging further from the Shadow Deep, raiding the villages in this
region. You found an injured villager on the road north from the hamlet, and he told you his tale, how
the gnolls attacked the village and rounded everyone up as prisoners, and how he saw his opportunity
and ran for freedom. You reassured him that he did the right thing, and that the King’s Rangers would
handle the situation.

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Now from your vantage point on the slopes above the village you can make out the sentries
standing guard. Gnoll raiding parties don’t usually stay still for long; you need to rescue the villagers
before the gnolls march their new slaves back to the shadowy depths from whence they crawled. Rushing
in headlong would only get the villagers slaughtered in the melee. The gnolls would butcher them rather
than be deprived of their new slaves.
This is a time when stealth and cunning can win the day where brute force would not.

L Gnoll Sergeant

M Gnoll Shaman

Gnoll

Villager

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SET-UP

The table should be set up as a 3’ x 3’ with plenty of cover. A road should run through the centre of the
village, from one table edge to the other. Village buildings should be positioned to give a village square.
Six villager figures (or clue markers) should be placed in the buildings. Place a gnoll sergeant, a gnoll
shaman, and five gnoll warriors within 8” of the centre of the village. Place five additional gnolls as
sentries covering the road through the village.
The heroes may deploy from any table edge and may divide their forces to deploy on multiple
table edges. These figures will deploy as sneaking figures.

SPECIAL RULES

The scenario uses the sneaking and ambush rules presented above. In addition, it is possible to free the
villagers and evacuate them by stealth. To free a villager, a hero must make it into base contact with the
figure. The villager is automatically freed and can move towards the table edge by the best possible route.
Treat freed villagers as companions for the rest of the scenario. The stealth rules apply to the villagers as
normal.
The gnolls await the return of their patrols and will do nothing until the alarm is raised. If a target
point is needed to control the movement of any gnoll, it will be the centre of the village. Once the alarm
has been raised, gnolls will move towards either the closest hero or the closest villager. If there is a choice
of target, the gnoll will move towards the villager (to use them as a shield).
At the end of each turn, draw an event card. If playing with multiple players, the players should
take turns drawing cards as some cards affect the player who is lucky / unlucky enough to draw them.

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Rescue Mission Event Table
Card Event
Red Ace Gnoll reinforcements arrive. Randomly select one point where the road contacts the
table edge and place a group of six gnoll warriors there. These gnolls treat the centre of
the table as the target point for the scenario.
Red 2 A figure under the control of the player who drew this card steps on a twig or disturbs
some animal that makes a noise. Make an immediate Stealth Roll (TN12) to prevent
the alarm being raised. If the alarm has already been raised, ignore this event.
Red 3 The rangers previously failed to notice a gnoll sentry. Immediately deploy an extra gnoll
warrior 6” from a random figure of the player who drew this card in the direction of the
village centre.
Red 4 The gnoll sergeant moves towards the closest villager and then hauls them back to his
starting position. This may take several turns of movement to complete. If the gnoll
sergeant is already dead, the closest gnoll to the centre of the village performs this action.
Red 5 No Event
Red 6 The rangers previously failed to notice a gnoll sentry. Immediately deploy an extra gnoll
warrior 6” from a random figure of the player who drew this card in the direction of the
village centre.
Red 7 This card can be held and played when needed. A villager of the player’s choice creates
a disturbance distracting the gnolls within 6”. Heroes moving within range of the
distracted gnolls automatically pass their Stealth Rolls.
Red 8 This card can be held and played when needed. A random villager creates a disturbance
distracting the gnolls within 6” of them. Rangers moving within range of the distracted
gnolls automatically pass their Stealth Rolls.
Red 9 The rangers previously failed to notice a gnoll sentry. Immediately deploy an extra gnoll
warrior 6” from a figure of the player who drew this card towards the village centre.
Red 10 No Event
Red Jack A random villager suddenly makes a break for freedom. The figure will move at best
speed towards the table edge in the direction that takes it past the fewest gnolls. The
closest two gnolls will attempt to chase and kill the villager. All hero Stealth Rolls are at
+2 this turn.
Red Queen An argument breaks out between the gnolls in the village centre. Until the alarm is
raised, all further Stealth Rolls are at a +2.

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CHALLENGE LEVEL

If the rangers are veterans, they may want to increase the challenge of this scenario. This can be done
either by beefing up the gnoll sergeant or shaman or by adding additional gnoll sentries.

OUTCOME AND EXPERIENCE

Rangers gain experience points for the following achievements:


+15XP per villager rescued.
+3XP per gnoll warrior defeated.
+25XP for each for defeating the gnoll sergeant and shaman.

Writer’s Notes
While the ‘Rescue Mission’ lays out a basic template for stealth missions, it is possible to
change things up to create new challenges. One option is to turn the tables and have the
rangers making camp while the enemy tries to sneak up on them. In this case, instead of
the enemy making Stealth Rolls, the rangers should be making Perception Rolls to spot the
incoming threat.

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The Evacuation

A Repeatable Mission
for Rangers L evels 1–5
By Ryan Chamberlain

To buy more time for his rangers to investigate the nature of the Shadow Deep, the king has made the
difficult decision to evacuate several outlying villages he does not have the manpower to protect. Rangers
have been dispatched to escort these displaced folk back to larger towns where they will be safe… for the
time being.

Miniatures Needed
For this mission, you will likely need the following miniatures:

• Zombies 9+
• Ghoul Fiend 1
• Ghoul Flinger 1
• Ghouls 3
• Troll 1
• Burrow Worm 1

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• Darkroot Body 1
• Darkroot Vines 5
• Wolves 4
• Gnoll Sergeants 2
• Gnoll Fighters 5
• Gnoll Archers 2
• Giant Snakes 2
• Villagers 6+
• Carts / Caravans 2
• Rogue 1
• Ogre 1

Scenario 1: The L ong Road


It wasn’t easy, but the villagers have finally been persuaded to leave their homes behind and travel with
the rangers to a nearby town. Some are elderly, some are sick, but none of them can protect the motley
assortment of carts that now ferry them to their new home. Now it is late in the afternoon and the skies
are darkening, but the town is still over a day away. You must get the carts to the woodland campsite
before nightfall.

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SET-UP

This scenario should be played on a 3’ x 3’ table, with a 4”-wide road running diagonally from one corner
to the opposite corner. Place a horse and cart, carrying six villagers, on the road in base contact with the
corner of the table, and a second horse and cart, carrying six more villagers 2” ahead of the first. This is the
arrival corner, and the opposite corner is the exit corner. The rangers and companions should all be placed
within 2” of any horse and cart. The route to the camp site could pass through any type of terrain, from
a stinking swamp to a misty village already abandoned. Try to vary the environment each time you play
this scenario, but ensure that there are several hedges, trees, rocks or low walls along the edge of the road.

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Five markers should be placed on the table forming an X. One trigger marker (marked with a 2)
should be placed on the central point of the table. A second trigger marker (marked with a 1) should be
placed on the road 14” away from the central point, towards the arrival corner. A third trigger marker
(marked with a 3) should be placed on the road 14” away from the central point, towards the exit corner.
Two clue markers should be placed 10” away from the central point on the table with one on each side
of the road.

SPECIAL RULES

At the start of each turn, before the ranger phase, move each cart a minimum of 3” along the road, up to
a maximum of 7”. A cart may only move off the road to go around another cart or creature and must re-
join the road as soon as possible. If a cart’s path is blocked by other figures and it is not possible to move

55
even the minimum of 3” nor move off the road, move the cart forwards 3” and any figures in the way
are moved aside. Whenever a cart moves into or over a trigger marker, complete its movement then roll
on the corresponding Trigger Marker Table. Creatures do not attack the cart, but will attack the villagers
inside.
Whenever a hero moves into contact with a clue marker, end its action immediately and roll on
the Clue Marker Table below. Once the roll is made for either marker type, remove the marker from the
table.
The target point for this scenario is the nearest villager or the nearest cart if the villagers are not
on the table. All villagers have the following stats unless otherwise stated: Move 4, Fight +0, Armour 10,
Health 6. If they are placed on the table, treat them as companions unless otherwise stated.
During the event phase of turns 1, 3, 5 and 7 the players should draw an Event Card.
This scenario ends after eight turns have been played, or after the turn in which all carts and /or villagers
have left the table via the exit corner.

Trigger Marker 1 Table


Note: Add +2 to this roll for each ranger in the party beyond the first.
Die Roll Trigger
1–3 One of the villagers in the cart keeps muttering about an ill omen, and occasionally points
towards the distant horizon in the direction you are heading. Record that you have a bad
feeling about this.
4–6 A figure standing in the long grass near the road is waving at you, calling out for help.
Replace one random clue marker with a villager. When a hero is in base contact with the
villager, roll a D20. On a 1–5, he pretends to be stuck in a bear trap but as you try to
help him, he steals a random non-armour item from the figure and runs off! On a 6–18
the villager really IS stuck in a bear trap. Spend an action to make a Strength, Armoury
or Traps Roll (TN8) to free him. On a 19–20, the figure is an exhausted woman who has
been dragging the body of a dead ranger. She introduces herself as Gilly and asks to load the
body of the ranger onto one of the carts so that it can be taken back to the king. Replace the
villager with a rogue, who is treated as one of your companions for the rest of the mission.
Gilly has the standard rogue profile, but with Armour 11, Health 11, Light Armour and
Survival +3. If you have already encountered Gilly before, treat this as a result of 6–18.

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7–9 He’s got the plague! Panic grips the passengers of the lead cart, convinced that the sick
villager on board is concealing some contagious disease. A hero in base contact with the
cart may spend an action to make a Leadership or Survival Roll (TN7) to calm them down.
If no hero is successful by the end of the turn, place five villagers in base contact with the
cart. They would prefer to walk! Add +1 to the die roll on the Trigger Marker 2 Table.
10–12 Morale-boosting song. One of the passengers begins to sing an old folk song, quietly at first
but soon the others join in. While it seems to improve their otherwise sombre mood, your
companions look to you warily. The last thing you need is to draw attention to yourselves.
Add +2 to the die roll on the Trigger Marker 2 Table.
13–15 Spooked horses. Next turn, instead of moving the horses along the road, move them both
5” in the same random direction as some nearby scent unsettles them.
16–18 Stuck in a rut! With a splintering of wood, one of the carts comes to a halt as the wheel
wedges in an unyielding rut. The cart that did not contact with this marker can no longer
move until it is freed. A hero in base contact with the cart may spend an action and make
a Strength or Acrobatics Roll (TN10). Once two such rolls have been passed, the cart may
move again on the following turn. Alternatively, at any point in the ranger or companion
phases, the player may choose to unload all six villagers and have them walk the rest of the
way. Add +2 to the die roll on the Trigger Marker 3 Table.
19–20 Ambush! A series of howls echo about the landscape – it seems as though you are being
stalked! Place two wolves on the centre points of each table edge that touches the entry
corner. During the creature phase each turn, roll a D20 for the wolves. On a 1–5, they will
follow the normal AI rules and you do not need to roll for them again. On a 6–20, instead
move both pairs of wolves parallel to the road and the lead cart, without moving them
closer to the road. If they have been attacked, however, on a 1–5 they break off and head
for the nearest table edge. On a 6–20, they will follow the normal AI rules and you do not
need to roll for them again.

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Trigger Marker 2 Table
Note: Add +2 to this roll for each ranger in the party beyond the first.
Die Roll Trigger
1–3 One of the passengers on the cart seems especially sullen and keeps avoiding your gaze
whenever you look at him. Record that you have a bad feeling about this.
4–6 Stuck in a rut! (Re-roll if you got this result on the Trigger Marker 1 Table). With a
splintering of wood, one of the carts comes to a halt as the wheel wedges in an unyielding
rut. This cart can no longer move until it is freed. A hero in base contact with the cart may
spend an action and make a Strength or Acrobatics Roll (TN10). Once two such rolls have
been passed, the cart may move again on the following turn. Alternatively, at any point in
the ranger or companion phases, the player may choose to unload all six villagers and have
them walk the rest of the way. Add +2 to the die roll on the Trigger Marker 3 Table.
7–9 Just off to the side of the road is the body of a large fox. It does not appear to have suffered
any injuries, but it is dead all the same and its muzzle is crusted in a green-tinted foam.
The closest hero may immediately make a Survival or Track Roll (TN6). If successful, you
identify that the creature appears to have been poisoned and has come from the woods
ahead of you. Record that something has poisoned the animals.
10–12 Ambush! Something whistles through the air and, with a THUNK, buries itself in the
side of the lead cart. It is an arrow! With cries of ‘Ambush!’, your companions draw their
weapons. Place a group of two gnoll archers and one gnoll sergeant 10” from the lead cart
and in a random direction, and three gnoll fighters 8” from the lead cart in the opposite
direction. As the surprise was ruined by the stray arrow, all heroes may immediately move
1.5” for free. The gnoll fighters will move to the target point unless in combat with a hero.
A gnoll fighter in base contact with either a villager or the cart will spend an action to pick
up the villager – or pluck one from the cart – and attempt to return to the nearest table
edge. A gnoll carrying a villager is at -3 Fight, but any damage applied to the gnoll will
instead apply to the villager on a die roll of 1–10. Alternatively, a hero may take a -3 Fight
penalty to his own roll, but if he wins the fight he hits the gnoll with no chance of hitting
the villager. If a figure carrying a villager is defeated, place the villager in base contact with
the figure that was carrying it.
13–15 Ambush! Although the horses have been acting skittish, it isn’t until several misshapen
forms rise from the grass on either side of the road that you realize what that awful smell
is. Place three zombies on each side of the road, 3” apart and 6” away from the lead cart.

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16–20+ Ambush! A shriek from the rear cart (or the lead cart if one has already been abandoned)
alerts you to the gnolls coming up on the convoy from behind. Place two gnoll sergeants
and five gnoll fighters on the road 12” from the entry corner. The gnoll fighters will move
to the target point unless in combat with a hero. A gnoll fighter in base contact with either
a villager or the cart will spend an action to pick up the villager – or pluck one from the
cart - and attempt to return to the entry corner. A gnoll carrying a villager is at -3 Fight,
but any damage applied to the gnoll will instead apply to the villager on a die roll of 1- 10.
Alternatively, a hero my take a -3 Fight penalty to their own roll, but if they win the fight
they hit the gnoll with no chance of hitting the villager. If a figure carrying a villager is
defeated, place the villager in base contact with the figure that was carrying it.

Trigger Marker 3 Table


Note: If no monsters have been placed in this scenario due to the results of the previous two
tables, add +5 to this roll in ADDITION to the +2 for each ranger in the party beyond the first
or any other bonuses from the previous two tables.
Die Roll Trigger
1–3 Ahead of you, one of your companions points to the stretch of woodland not far from your
intended campsite. Something has startled a flock of birds and they swam up out of the
trees like an angry cloud. Record that you have a bad feeling about this.
4–6 Spooked horses. Next turn, instead of moving the horses along the road, move them both
5” in the same random direction as some nearby scent unsettles them.
7–9 The closest hero to this cart may immediately make a Perception Roll (TN9). If successful,
a trap in the road has been spotted. There is no ill effect but leave the marker on the table
as the second cart will have to go around it. If the test is failed, there is a sudden cry as the
lead cart sinks into the ground! Both wheels have torn through a canvas sheet and dropped
into concealed trenches that run along the side of the road. The cart smashes into the
dirt spilling passengers and possessions alike. There is a terrible pause as you wait for the
ambush but as the seconds tick by and the villagers pick themselves up, you realize that no
attack is coming. Perhaps your would-be ambushers have already fled the area? Regardless,
half of the villagers will now have to make the final leg of the journey on foot. Place six
villagers on the road within 3” of the back of the cart.

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10–12 Mr Pumpkin! A child has dropped a toy from the back of the cart and leaps off to retrieve
it. Place a villager figure in base contact with the cart and a treasure token (representing
Mr Pumpkin) 8” down the road from the villager. During the companion phase, the
diminutive villager (Move 4, Fight +0, Armour 8, Health 4) is not controlled by the player
and will move directly towards the treasure token and will attempt to pick it up, but will
not come within 1” of any hostile figure. Once the villager or any hero figure is carrying
the treasure, treat the villager as one of your companions. Alternatively, a hero figure in
base contact with the villager may pick up and carry the child but has -3 Fight while doing
so.
13–15 Ambush! There is an eerie silence as you near the tree line at the edge of the woods and six
shapes that you thought were rotting logs rise up from the moss-covered floor and begin
shambling towards you. Place two zombies in base contact with the exit corner and two
zombies 8” away on each table edge that touches the exit corner.
16–18 Ambush! As the convoy nears the treeline and the promise of a campfire and some food is
but an hour away, figures suddenly burst out of the undergrowth, blocking the road. Place
two gnoll sergeants and four gnoll fighters on the road 6” from the exit corner.
19+ Ambush! Ahead of you there is a great commotion coming from just inside the treeline
that is followed by a bark of dismay. Moments later, a towering ogre appears in the shadow
of the trees and lumbers through the undergrowth towards you. With their trap ruined
by the ogre’s impatience, a pair of gnolls chase after him. Place an ogre on the road 6”
from the exit corner, and three gnoll fighters in base contact with the exit corner. When
activated, if the ogre is in base contact with a cart or a villager, remove the villager as a
casualty or remove one from the cart as a casualty.

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Clue Marker Table
Die Roll Clue
1–4 Just off to the side of the road is the body of a large bird. It does not appear to have suffered
any injuries and does not seem to have fallen from the sky, but it is dead all the same. The
hero that investigated this clue marker may immediately make a Perception or Survival
Roll (TN6). If successful, you identify that the creature appears to have been poisoned and
that it would probably not have been able to fly far before succumbing. If you have not
already done so, record that something has poisoned the animals.
5–8 Lying in the grass is an old, moss-covered pouch. Inside you find a handful of coins. You
may choose to give it to the villagers to ease their burden, gaining +5XP for the ranger(s)
at the end of the scenario. Alternatively, if a companion finds the coins, it may be kept to
gain 1 additional Progression Point at the end of the scenario.
9–12 Snake in the grass! Place a giant snake 2” from the hero that investigated this clue marker.
13–16 By the side of the road you find an unusual plant growing in the shelter of a small rock.
This hero may make a Survival Roll (TN5). If successful, it is identified as a useful herb.
Roll on the Herbs and Potions Table to determine what it is, re-rolling if the result is a
potion.
17–20 Recent tracks. The hero investigating this clue marker may immediately make a Tracking
Roll (TN8). If successful, the player may choose to re-roll the next result on a Trigger
Marker Table called Ambush! However, the player must accept the result of the re-roll.

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Event Cards
Card
Event
Number
Red Ace A fog bank rolls in unexpectedly. Ranged attacks are now limited to a maximum of 12” for
the rest of the scenario.
Red 2 Bad Luck. If you have had at least one ‘You have a bad feeling about this’ result on a trigger
table, one randomly determined hero twists his ankle in a pothole and is at -1 Move for the
rest of the mission. Otherwise, ignore this result.
Red 3 Zombies! Place three zombies 6” from one randomly determined table corner.
Red 4 A sudden and violent downpour of icy rain turns the dirt road into a swamp. For the rest
of the game, the carts may only move a maximum of 6” as they struggle through the mud.
Red 5 Bad Luck. If you have had at least one ‘You have a bad feeling about this’ result on a trigger
table, one of your ranger’s companions realizes that a pouch of gold has come loose from
his belt and has been dropped. The ranger gets -2XP at the end of this scenario. Otherwise
ignore this result.
Red 6 Zombies! Place three zombies 6” from one randomly determined table corner.

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OUTCOME AND EXPERIENCE

Assuming the rangers have survived, proceed to Scenario 2. If there were no villagers or occupied carts left
on the table, record that we made good time and reached the camp by nightfall.
All figures that survived regain up to 8 lost points of Health that was lost during the scenario. If
Gilly was encountered and survived, she will be treated as a companion in the following scenario. Rangers
gain Experience Points for the following achievements:
+2XP for each zombie or wolf defeated.
+3XP for each giant snake, gnoll fighter or gnoll sergeant defeated.
+5XP for each clue marker uncovered by a hero.
+5XP if the body of an animal was found and the cause of its death was identified.
+30XP if 12 or more villagers survive until the end of the scenario (a full cart has six villagers
aboard). If fewer than 12 villagers survive, this reward is reduced by 6XP per villager fewer than
12. For example, if only nine villagers have survived to the end of the scenario, the reward for
escorting the villagers is reduced to 12XP (30XP- 6XP-6XP-6XP = 12XP).

Scenario 2: The Campsite


It might have taken all day, but you have finally arrived. The villagers won’t see their new home until
tomorrow afternoon but for now they can rest... but you must still be on your guard. Overland movement
is concealed while travelling within the woods and even the glow from the campfire is hidden from view
but that doesn’t mean that these woods don’t have dangers of their own.

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SET-UP

This scenario should be played on a 2’ x 2’ table, with a campfire placed at the central point of the table
with two barriers at least 4” in length (hedges, walls, barricades etc) positioned 6” away from the campfire
and parallel to the nearest edges of the table. Place any carts that completed Scenario 1 within 4” of the
campfire, or a tent or small cabin if no carts made it to the campsite. Fill the rest of the table with rocks
and trees. If you recorded that the rangers made good time and reached the camp by nightfall, you may
place one additional barrier within 6” of the campfire with any facing you desire and may pick which
three heroes are on watch. Otherwise, those three heroes must be determined randomly.

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Each of the three heroes on watch must be placed 6” from the campfire and arranged so that
they form an equilateral triangle. Place two villagers (both of whom are treated as companions) and all
remaining heroes within 1” of the campfire. If Gilly is a companion, place her within 3” of a cart, or
within 3” of the tent or cabin if there are no carts. Her ranger’s body is resting there, and she will never
move more than 3” away from it.
Four clue markers should be placed, one in each corner of the table.
If you recorded that something has been poisoning the animals:

• Place a darkroot body adjacent to one random clue marker and replace that clue marker with a
treasure token. Then place three darkroot vines within 4” of the body. These darkroot vines have
poison.

If you did not record that something has been poisoning the animals, consult the passages below:

• If you recorded that you have a ‘bad feeling about this’ once, place a ghoul fiend in base contact
with a random clue marker, and replace that clue marker with a treasure token. Place a ghoul in
base contact with each of the adjacent corners, so that only the clue marker opposite the ghoul
fiend does not have hostile figure next to it.

• If you recorded that you have a ‘bad feeling about this’ twice, place a burrow worm in base contact
with a random clue marker, and replace that clue marker with a treasure token.

• If you recorded that you have a ‘bad feeling about this’ three times, place a two-headed troll in
base contact with a random clue marker, and replace that clue marker with two treasure tokens.
Figures on watch get +2 Perception when trying to spot the troll.

This scenario ends after seven turns have been played.

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SPECIAL RULES

Unless spotting or raising the alarm, heroes waste both actions when they activate until the alarm has
been raised. Once during each hero activation in the appropriate ranger or companion phase, a hero on
watch may perform a Spot action to attempt to notice a hostile figure within 10”. That hero must pass a
Perception Roll (TNx) where x is the distance – rounded up – between the two figures, with an additional
+2 to the TN for each piece of intervening terrain. If successful, that figure may spend its second action
to raise the alarm and all heroes may activate normally after that. If a hero is attacked and survives, the
alarm is raised immediately.
Heroes gathered around the campfire will heal 1 point of Health instead of performing actions
until the alarm is raised.

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The target point for this scenario is the campfire. All villagers have the following Stats unless
otherwise stated: Move 4, Fight +0, Armour 10, Health 6.
Draw a card during the event phase of every odd-numbered turn. Do not draw a card during the
event phase of turn 1 if you recorded that you have a bad feeling about this.

Clue Marker Table


Die Roll Clue
1–3 A solitary beam of moonlight pierces the canopy overhead, causing something to glitter
faintly on the ground. Unfortunately, it is a large patch of thick, wet mud! The hero is
now stuck but can make a Strength Roll (TN6) at the start of each following activation to
climb back out.
4–6 Snagged on a nearby branch is a leather bag filled with undelivered dispatches from the
king. There are vague impressions of hoof prints in the mud but neither rider nor mount
are anywhere to be seen. The hero who finds the dispatches gains +5XP (if a ranger) or 1
Progression Point (if a companion).
7–9 A large hump you mistook for a boulder in the darkness shifts and slowly rises to its feet
with a low moan. Place one zombie 2” from the hero that revealed the marker.
10–12 You find a villager hiding in a ditch – apparently, he went off foraging shortly after making
camp but has fallen badly. Place a villager in base contact with the hero who found him.
This villager counts as one of your companions.
13–15 Non-animal companions only: A small brook bubbles up from beneath the roots of an old,
dead tree and although it is too dark to tell if the water runs clear, it certainly doesn’t carry
a tainted odour. As you debate whether or not to refill your canteen, there is a sharp pain
in your ankle as a leech latches on to some exposed skin. Lose 1 point of Health.
16–18 Drawn by the glint of reflected moonlight, you find an old glass bottle half buried in the
mud. Immediately roll on the Herbs and Potions Table, although on a result of 1–10, you
are disappointed to find a large crack in the bottom, the contents of the potion having long
since drained away.
19–20 Clustered around the stump of an old tree, you find some unusual plants pushing their
way up through the soil. Make a Survival or Ancient Lore Roll (TN8) to recognize them
as Nightnock shoots. A hero may spend an action to harvest a single dose of the herb, and
there are enough mature plants to do this twice. Remove the marker once both doses have
been collected.

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Event Cards
Card
Event
Number
Red Ace If you are fighting the ghouls, move the ghoul furthest from any hero 3” closer towards
the nearest hero.
If you are fighting the burrow worm, the closest hero to the burrow worm who is not in
combat with it falls over as the ground shakes violently. Place the figure on its side. That
figure must spend an action to get up.
If you are fighting the troll, move any hero that is within 4” of the troll but not in
combat 2” in a random direction as the beast stumbles about in the darkness, pushing
aside tree and ranger alike!
Otherwise place two blood bats, each one in the middle of a randomly determined table
edge.
Red 2 ‘Heeeeelp!’ Replace one random clue marker on the table with a villager who has become
lost. Place two zombies, one in the middle of each table edge that touches the corner
where the villager is located. This noisy villager is treated as a hero during the creature
phase. If a hero moves within 6” of this villager, he is instead treated as a companion for
the rest of the scenario.
Red 3 If you are fighting the darkroot, place two additional vines in base contact with the
darkroot body.
If you are fighting ghouls, place one additional ghoul in base contact with the ghoul (or
ghoul fiend) furthest from any hero. If there are no ghouls or ghoul fiends on the table,
place two ghouls on the table, each in base contact with a different random corner.
If you are fighting the burrow worm and it is in combat with one or more heroes, move
the burrow worm 4” towards the nearest table edge and each hero in combat with it
must make pass a Strength Roll (TN8) or be dragged away. If this moves the burrow
worm off the table, any hero dragged away by the creature is reduced to 0 Health; then
place the burrow worm in base contact with a random table corner at the start of the
next turn. If the worm is not in combat, move it 4” towards the nearest hero.
If you are fighting the troll, move the troll 2” towards the closest hero if it is not in
combat. If the troll is in combat with one or more heroes, randomly pick one. That
hero must make an Acrobatics Roll (TN6) or be swatted 5” directly away from the troll
towards the nearest terrain piece. If the hero is moved into base contact with that terrain
piece, that hero moves no further but immediately loses 2 points of Health.
Otherwise place four zombies, one in base contact with each corner of the table.

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Red 4 The trees around the campfire begin to wave and shake wildly and a strong gust of wind
blows through the small clearing, snuffing the campfire out! While the campfire is out,
heroes on watch may only attempt to spot hostile figures within 4” and villagers within
10” of the campfire will not activate during the companion phase, instead moving 6”
in a random direction as they panic in the sudden dark. Any hero in base contact with
the campfire may spend an action and make a Survival Roll (TN6) to get the fire going
again. If successful, the fire is stoked back into life and the effects end at the start of the
next turn.
Red 5 If you are fighting the ghouls, replace the ghoul furthest from any hero with a ghoul
flinger. If there are no ghouls on the table, place two ghoul flingers on the table in base
contact with a random corner.
If you are fighting the burrow worm it suddenly retreats into the earth in a shower of
rocks and dirt. Any hero figure within 1” immediately loses 1 point of Health. During
the next creature phase, place the burrow worm in base contact with one random hero
figure although this counts as the burrow worm’s activation.
If you are fighting the troll, and it has been wounded, the troll immediately heals 5
points of Health, up to its maximum starting Health of 16. If it has not been wounded,
the creature unleashes an ear-splitting bellow that echoes through the woods. Any hero
wishing to attack the troll in combat next turn must first pass a Will Roll (TN6).
Otherwise place three wolves along a randomly determined table edge, with one in
each corner and one in the middle. These wolves have not eaten in several days and will
prioritise easy prey (villager figures) over heroes if they are within line of sight.
Red 6 Whispers on the Wind. A single hero of your choice may make an Ancient Lore or Read
Runes Roll (TN12). If successful, replace one random clue marker on the table with a
treasure token. Only the figure that made the skill roll can pick up the treasure token.

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OUTCOME AND EXPERIENCE

Assuming the rangers have survived, the mission is complete. If you met Gilly in Scenario 1 and she
survives the mission, record that you met Gilly and that she returned the ranger’s body to the king.
All figures that survived regain their full Health. Rangers gain Experience Points for the following
achievements:
+1XP for blood bat defeated.
+2XP for each zombie or wolf defeated.
+3XP for each ghoul or ghoul flinger defeated.
+4XP for defeating the ghoul fiend.
+8XP for defeating the darkroot.
+8XP for defeating the burrow worm.
+8XP for defeating the troll.
+4XP for each clue marker uncovered by a hero.
+5XP per villager on the table that survives until the end of the scenario.

If the treasure token from the Event Table result ‘Whispers on the Wind’ is carried by a hero at the end of
the game, roll on the treasure table normally. If the result is 17–20 (Magic Item), do not roll to see what
kind of item has been found – it will always be a Seeping Stone.
If the ranger was carrying the Seeping Stone, he or she will hand it over to the king for study and
gain an additional +5XP. If a companion was carrying the Seeping Stone; however, see below.

The Seeping Stone


A dense grey rock that is just small enough to hold in the palm of your hand, the Seeping Stone is covered
in unfathomable runes that have been crudely etched into the matte surface.
A companion in possession of a Seeping Stone gains 2 Progression Points even if reduced
to 0 Wounds during a scenario and can sometimes be seen nodding in agreement to some unheard

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conversation... but evil creatures always seem to know where that companion is. When a creature is
activated and if it is allowed to move normally, it may move as if it has line of sight to this companion as
long as no other heroes are within line of sight.
This item is cursed, and the companion will not willingly part with it. As such it will always take
up one of the companion’s item slots. A companion may have two Seeping Stones but gets no benefit
from carrying the second. After each scenario, one player may attempt a Leadership Roll (TN22). If
successful, they convince the companion to cast the stone away.

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The Curse of
Aventine’s Sword

By Joseph A. McCullough
In the first scenario in the Rangers of Shadow Deep rulebook, the heroes have a chance to recover the
magical sword of a fallen comrade. Although they can use this sword for the remainder of the mission,
after that, they are expected to return it to their superiors. As it happens, this is not specifically because
the sword is needed for the war effort, but because of the mysterious curse that is attached to it.
I wrote this little piece in response to an exchange with a player on the Rangers of Shadow Deep
Facebook page.

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The Story
The sword once belonged to Ravic, one of the favoured knights of King Eltherean II. According to legend,
Ravic obtained the sword from a witch who lived deep in the Forest of Nar. She gave him the sword
after he swore that he would bring the witch the head of the first enemy he killed with the blade. As he
ventured homeward through the forest, a pair of hooded bandits attacked Ravic. In the swirling melee, he

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managed to kill them both, but, when the fight ended, he was unsure which had died first. So, collecting
both of their heads, he returned to the witch.
When he arrived, the witch demanded that he place the head in her cauldron and refused to listen
to his story and his dilemma. Seeing the witch grow increasingly incensed at his delay, he finally took one
of the heads at random and tossed it in her pot.
A green smoke immediately bubbled out of the pot and filled the witch’s hut. It came so suddenly,
and so thick, that Ravic was blinded and forced to his knees with coughing. Then, in an instant, the green
smoke vanished. Ravic stood in the forest, but there was no sign of the witch, the cauldron, or even the
hut. Even the other head had vanished. Ravic cast about, but all he found was his sword, lying in a pile of
leaves. As he picked it up, he noticed that a rough ‘X’ had been etched into either side of the blade near
the pommel. From that day onward, the sword fought with ferocity, but slowly left its mark on anyone
who used it.
The sword has been kept by the Rangers ever since. It is occasionally loaned out for a specific mission, but
no one is allowed to keep it for long, lest the curse begin to eat away at the wielder.

The Curse
Aventine’s sword is Magic and gives the wielder +1 Fight. For the first two scenarios in which it is used,
there is no additional effect. After the third scenario, and every subsequent scenario where it is carried by
the same figure, that figure must make a Will Roll (TN15). If the roll is failed, the figure loses 25XP. If the
figure doesn’t have 25XP (or it is a figure that doesn’t gain XP) it suffers a permanent -1 Health instead.
The sword may be moved from figure to figure, but once a figure has carried it for two scenarios, it will
always suffer its curse, no matter how long they are parted.

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