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~=CALDEN KEEP REVENANTS of CALDEN A Rangers of Shadowdeep cémpatible aventure 4 eee BESTIARUM Series Mission: Revenants of Calden The rangers have recruited your team to investigate the mysterious destruction of several villages along the western frontier. Starting your search among the ashen remains of the town of Verden, you track sets of clawed footsteps north, noting their orderly and disciplined marching pattern and the methodical nature of their attack, What sort of fiends could be behind this destruction? The only clues you have are the fevered words of a young priest found half covered in rubble, repeating the same word over and over, “Revenants.” MINIATURES For this mission, you will likely need the following miniatures: Creatures: ‘Terrain: - 3 Hunting Hounds - 6 Tombstones - 3 Crossbowmen 5 Footmen -1 Hammer Knight - 3 Lordsguard Cavalry -3 Lordsguard -1 Redemption -3 Undead Knights - 1 Wolf of Calden -1Goliath SCENARIO 1: The Deserted Village Tracking the footprints north for several days, you come to an ancient castle hidden by the roiling mists of a long-forgotten wood. Its ancient ramparts tower over the trees, a testament to a more prosperous and enlightened age. As your party enters the castle gates, you are chased by the Goliath, a giant monstrosity that stalks the streets of Calden. Unfortunately, the great outer gates were shut behind you as you ran. Now, to escape Calden, you must find clues to the past and a way to raise the portcullis. Hopefully, you will find some means of dealing with the monstrosity as well. You begin your search in the town square. 15 This scenario should be played on a 2.5’ by 2.5’ table, Town Square: Place a well, statue, or other marker in the center of the map to symbolize the town square. Buildings: Place 5 medium to large buildings around the map in a rough semi-circle, leaving open one map edge. Each building should be at least 6” from the center of the map, and at least 3” from each other. Then, randomly determine 2 buildings to have locked doors. The remaining buildings will have unlocked doors. Lordsguard: Randomly place 3 Lordsguards, 9” from the center of the map, but no Lordsguard should be placed inany building. The Rangers: Randomly determine one of the unlocked buildings to be a Safe House. All rangers and companions should be placed within this Safe House. SPECIAL RULES When a hero enters any building other than the Safe House, draw a Building Card and set up the building accordingly. Heroes may freely enter through the door of any unlocked building, but must first unlock locked buildings. To attempt to unlock a locked building, a hero must be in contact with the door and spend one action, and then make a Pick Lock Roll (TN10). They may use their mandatory move action for this. The party may only make one attempt per round on each door, One of the 3 Lordsguards is Marshal Gorvich and carries a Crypt Key . However, it is unknown which, Each time a Lordsguard is killed, the hero landing the killing blow makes a Track Roll (TN12) to determine if they tracked the correct one. If they are successful, the Crypt Key is secured. , Make a note if the Crypt Key is secured The Target Point is the center of the map. OUTCOME AND EXPERIENCE: This scenario continues for 12 rounds. Alll figures that survived regain their full Health. Rangers gain Experience Points for the following achievements: © +2XP for each Hunting Hound Killed. ‘¢ +3XP for each Crossbowman or Footman killed, © +5XP for each Lordsguard killed. © +10XP if the Hammer Knight is killed. © +5XP if the Ancient Scroll is uncovered © +10XP if the Ancient Scroll is deciphered. © +5XP if the Castle Map is uncovered. ¢ +5XP for each building, other than the Safe House that the heroes enter. +5XP for each building that is unlocked. CARD # Red Ace Red 2 Red 3 BUILDING CARDS BUILDING ‘The Inn. This building is filled with broken tables and barrels. When a hero enters this building, lace 3 Hunting Hounds and 1 Crossbowman, each in a randomly determined comer of the building. In the center of the building, place a Hidden Trapdoor . Any hero standing within 1” of the Hidden Trapdoor may use one action on its turn to attempt to discover it, succeeding by making a Perception Rall (TN 8). Ifa hero discavers the Hidden Trapdoor , the party uncovers the Ancient Scroll .f the Ancient Scroll is uncovered, you may choose one hero to make a Read Runes Roll (TN12) after this scenario to see if they can decipher it. The scroll is written in an old language and details a violent revolt within the castle of Calden. Artisan’s Shop. This building is filled with broken boxes and shattered bottles. When a hero enters this building, place 1 Hammer Knight in the center of the building. Then, place 1 Potion in a ran- domly determined corner of the building. if@ hero moves within 1” of the Potion, roll once on the Herbs and Potions Table to see what they discovered. This item may be given to any member of the company after the scenario, Noble’s House. This building is filled with broken furniture and old paintings. When a hero enters this building, place 1 Footman and 2 Crossbowmen, each in a different randomly determined corner of the building. Then, place 1 Treasure Token in the last remaining corner of the building, Officer’s Room. This building is filled with broken furniture. When a hero enters this building, place 3 Footmen, each in a different randomly determined corner of the building. Then, place a table in the last remaining corner of the building. On the table is a Castle Map . fa hero ends their movement within 1” of the table, they uncover the Castle Map. If the Castle Map is uncovered, you may choose one hero to make Navigation. Roll (TN12) after this scenario to see if they can use it. Make a note if the Castle Map is used SCENARIO 2: The Goliath During your investigation, you've learned of an ancient and violent peasant revolt against the lord of Calden, and the massacre of everyone in the castle town, Finding the wandering soul of a murdered servant girl, you learn that the unquiet dead here have begun to rise, trapped in a cycle of sorrow and hatred. The girl tells you of a locked servants gate which, if opened, will lead you to the outer gate winch. If you are able to raise the outer gate, you can escape. However, the only one with the keys was the servant matron, who hid in the chapel crypt during the uprising. Finding hope, you hasten yourselves and head to the chapel. However, as you make your way through the alleyways of the town, the monstrous Goliath strikes again. The only thing you can do is run. resale This scenario should be set up on a map that is 12” long and wide enough to fit all of your heroes along the map edge. The Alleyway: Designate a strip of the map that is 12” long, and a number of inches wide equal to or eater than your combined heroes. This is the alleyway. Place rows of buildings, rubble, ruins, and other blocking terrain on either side of the alleyway so that characters may only move straight through the alleyway The alley should be divided into four uarters of roughly equal length. The Ranger: (ould all be placed in a straight line along he same end of the alleyway within the first quarter of the alley. SPECIAL RULES Each round, the heroes will run forward through the alley. Once a hero reaches the opposite edge, they escape. Rules of this scenario vary from the core game. Rounds are conducted as follows, and only the actions mentioned here may be taken. Phase 1 - Draw Obstacle Card: draw one card from the Obstacle Cards deck. This will determine the skill rolls necessary for the characters to successfully run forward. Phase 2 - Move Heroes: All heroes activate and each attempts to succeed on the skill check set by the Obstacle Card drawn in Phase 1. Each hero that succeeds moves forward 1 quarter of the alley. Each hero that fails does not move forward. Phase 3 - Goliath Moves: If this is the first round, place the Goliath in the first alley quarter, pushing aside any heroes that are in its way, but those heroes remain inside of the same alley quarter. On any subsequent turns, the Goliath will move forward one quarter. Phase 4 - Goliath Attacks: Immediately make a +6 attack against any hero who occupies the same quarter as the Goliath. Phase 5 - Reset: Move any hero who occupies the same quarter as the Goliath forward one quarter, so that all the rangers are within the same quarter and in front of the Goliath. OUTCOME AND EXPERIENCE This scenario lasts for 4 rounds or until all heroes escape or are reduced to 0 Health. However, if the heroes successfully used the map in Scenario 1, reduce the rounds to 3, and heroes escape the moment they enter the 4th quarter of the map, instead of having to escape off the edge of the map. Assuming the rangers have survived, proceed to scenario 3, All figures regain 8 Health. Rangers gain Experience Points for the following achievements: © +10XP if no hero was reduced to 0 Health during this scenario. © +10XP for each hero that escaped from the alley, OBSTACLE CARDS CARD # OBSTACLE Open Pavement. ‘The way ahead is clear and open. Red Ace Each hero must make a Strength Roll (TN 8). If they succeed, they move up one alley quarter. If they fail, they stay in the same alley quarter. Long Stretch. The way ahead will be taxing on endurance. Red2 Each hero must make a Strength Roll (TN 10). If they succeed, they move up one alley quarter. If they fail, they stay in the same alley quarter. ‘Small Obstacles. ‘The way ahead is littered with small obstacles and debris. Red 3 Each hero must make an Acrobatics Roll (TN 8). If they succeed, they move up one alley quarter. If they fail, they stay in the same alley quarter. Barricades. ‘The way ahead is blocked by barricades and piles of corpses. Red 4 Each hero must make an Acrobatics Roll (TN 10) Ifthey succeed, they move up one alley quarter. If they fail, they stay in the same alley quarter. SCENARIO 3: The Chapel Having barely escaped the Goliath, y crypts. Seeing what undead monstrosi ur battered party makes its way to the chapel in search of the s have risen from the necromantic energies trapped in this accursed castle, you dread what you will find there. But your only chance of escaping rests on finding the body of the servant matron and her key to the servant's gate. From what you gather, the servants hid within the crypts during the peasant uprising and were locked within to starve in the darkness, a slow and horrible way to die. Old parchments show that the hidden door to the crypt lies within the sanctum, a small room at the back of the chapel. ie This scenario should be played on a 2.5’ by 2.5’ table. Chapel: Tn the center of the map, set up the walls of a large square structure that is 18” wide and 18” long. Inside of this area is the Chapel, which should leave 6” of Outdoor area on each side, Then, randomly determine one wall to be the front of the chapel. Place an open 4” door in the middle of this wall. Next, randomly determine two of the remaining walls to be damaged. Place a ruined opening 2” to 6” in size in both of these walls, The chapel is filled with debris of scattered furniture such as pews and an altar. The Sanctum: Connected to the last remaining wall is the Sanctum. The sanctum should be a small room that is 4” in length and 6” in width. A small 2” door should connect the Chapel to the Sanctumy, In the center of the Sanctum is a small altar that is 2” by 2” Gravestone: Place at least 6 gravestones scattered about in the open area outside of the chapel The Sanctum: Connected to the last remaining wall is the Sanctum. The sanctum should be a small room that is 4” in length and 6” in width. A small 2” door should connect the Chapel to the Sanctum Inthe center of the Sanctum is a small altar that is 2” by 2”. Additionally, you can scatter dead trees, shrubs, rocks, or other cemetary-related items in the remaining area outside of the Chapel The Wolf of Calde: Place 1 Wolf of Calden in the center of the Chapel. Then, place 2 Crossbowmen randomly, 6" away from him, The Rangers: and companions should all be placed anywhere within 3” of the front door of the Chapel. SPECIAL RULES The altar in the Sanctum hides a passage to the crypt, but it is locked. While a hero is in contact with the altar, the pend one action per turn attempting to unlock it and must pass a Pick Lock Roll (EN14) to do so. They may use their mandatory move action. If you secured the Crypt Key in Scenario 1, they automatically succeed on this Pick Lock Roll. Within this crypt is the body of the servant matron with the Servant’s Key. A hero must spend a full two actions to secure the key. These actions must be spent simultaneously, and when taken the hero returns to their same space. The Wolf of Calden is carrying potent magical items. When he is killed, place a Breastplate of Hatred and a Glaive of Vengeance where he was. Each is treated like a treasure token. This scenario uses the Horrified effect. A horrified figure must make a Will Roll (TN12) at the start of each of its activations. If it succeeds, it is no longer horrified and may act as normal. If it fails, its activation ends immediately and it remains horrified. At the end of each round, draw an Event Card. The Target Point is the altar within the Sanctum. OUTCOME AND EXPERIENCE This scenario lasts 10 rounds or until the Servant’s Key, Breastplate of Hatred, and Glaive of Vengeance are secured. If the party is unable to retrieve the Servant’s key, they must restart the scenario, but may do so with full Health. It is highly advisable that they retrieve both magical items and may restart to attempt to do so. Assuming the rangers have survived, proceed to scenario 4. All figures that survived regain their full Health. Rangers gain Experience Points for the following achievements: +20XP if the Wolf of Calden was killed. +20XP if the Redemption was killed ¢ +5XP for each Skeleton Knight that +5XP for each Lordsguard Cavalry that was killed. +10XP if the Servant’s Key was secured, © +10XP if the Breastplate of Hatred was secured. ¢ +10XP if the Glaive of Vengeance was secured. CARDH Red Ace Red 2 Red 3 Red 4 Red 5 Red 6 Red 7 Red 8 Red 9 Red 10 EVENT CARDS EVENT Redemption. The Red Ace, 2, 3, 4, and 5 have the same outcome. This outcome changes Depending on. how many times one of these cards has been drawn, as follows: ‘ First Time. Randomly determine one hero on ‘the table. That hero is immediately Horrified, ¢ Second Time, Randomly determine two heroes on the table. They are immediately g Third Time. Randomly determine three heroes on the table. They are immediately Horrifie # Fourth Time. Randomly select one gravestone. Remove it and replace it with a jedemption. Redemption. See Red Ace Card for outcome. Redemption. See Red Ace Card for outcome. Redemption. See Red Ace Card for outcome. Lordsguard Cavalry. Place 1 Lordsguard Cavalry randomly at the edge of the map. Lordsguard Cavalry. Place 1 Lordsguard Cavalry randomly at the edge of the map. Lordsguard Cavalry. Place 1 Lordsguard Cavalry randomly at the edge of the map. Undead Knight. Remove one random gravestone and replace it with an Undead Knight. Undead Knight. Remove one random gravestone and replace it with an Undead Knight. Undead Knight. Remove one random gravestone and replace it with an Undead Knight. SCENARIO 4: Escape Battered, bloody, and exhausted by your trials within Calden, you have managed to access the mechanism to raise the great outer gate to the castle and make your way to the exit. You don the armaments of the Wolf of Calden and feel a great hatred and anger seething through them. Steeling yourselves, you prepare for a final confrontation with the Goliath monstrosity that blocks your path to freedom. Sa This scenario should be played on a 1.5’ by 1.5’ table, One side of the map should be marked as the Outer Wall and Gate. You can scatter medium sized debris, statues, or other rubble around the map at random, but it should remain relatively open. The Goliath: should be placed in front of the Wall and Gate, The Ranger: and companions should all be placed on the map edge opposite of the wall. SP CIAL RULES: The Breastplate of Hatred should be equipped by one of your heroes prior to this scenario, The Breastplate of Hatred has the same attributes as Heavy Armor. Additionally, it has 1 charge of the magic spell, Bulwark of Souls. Bulwark of Souls: grant the user and up to 2 companions 16) temporary points of Health, This can take the characters above their normal starting amount, but only for the length of this scenario. Additionally, while a character retains the temporary hit points granted by this spell, they receive +5 to their Will, This spell can be cast even while in combat. The Glaive of Vengeance should likewise be equipped by one of your heroes prior to this scenario, The Glaive of Vengeance has the ~ same attributes as a Two-Handed Weapon. Additionally, it has 1 charge of the magic spell, Mark of Reprisal. Mark of Reprisal; curse one enemy unit with the Mark of Reprisal Any attacks made against the cursed enemy receive +6 Fight or +6 Shoot. Additionally, the bearer of the Glaive of Vengeance receives an extra +5 damage modifier against the cursed target. Players cannot leave the map until the Goliath is killed. At the end of each round, draw one card from the Goliath Abilities Cards deck. GOLIATH ABILITIES CARDS CARDH ABILITY Sweeping Strike. Make an immediate +6 attack against any hero who is in combat with the Red Ace | Goliath Red2 Soul Blight. All heroes must make an immediate Will Roll (TN 14). Each hero that fails takes damage equal to the amount that they failed by. Red 3 Mark of Madness. Randomly select one hero that is not cursed by the Mark of Madness. That hero must make a Will Roll (TN 16). If they fail, they are cursed by the Mark of Madness.The curse starts with 0 charges. While affected by the curse, at the start of each of their turns, the affected hero must make a Will Roll (TN 16). The curse gains 1 charge each time the hero fails. Once the curse gains 3 charges, the hero is no longer under the player's control. Instead, the hero becomes an evil monster. The curse loses effect at the end of the scenario or if the hero dies. Red 4 Sweeping Strike. See Red Ace Card for outcome. RedS Soul Blight. See Red 2 Card for outcome. Red 6 Mark of Madness. See Red 3 Card for outcome. Red7 ‘Sweeping Strike. See Red Ace Card for outcome. Red8 Soul Blight. See Red 2 Card for outcome. Red9 Mark of Madness. See Red 3 Card for outcome. OUTCOME AND EXPERIENCE This scenario lasts for 9 rounds or all heroes are reduced to 0 Health Regardless of the outcome of this scenario, the rangers will manage to escape from Calden. However, if they do not defeat the Goliath, heroes receive a -1 modifier to any Survival Table roll they make. Rangers gain Experience Points for the following achievements: © +75XP if the Goliath is killed. ¢+25XP if any of the heroes managed toexit the map before the scenario ended MONSTERS Though Calden Keep fell eons ago, the great walls and ramparts of its castle are unsurpassed to this day, serving as a reminder of Doaden’s more prosperous and enlightened past. However, corruption lay in the heart of men even then, and its lord, bent to selfish ends and dark machinations, was toppled by a vicious and bloody revolution. Yet many secrets and dark magics have gripped this land, returning the soldiers of Calden as undead revenants, and the innocents who died within those cursed grounds as ghosts, trapped in a cycle of hatred and sorrow, fated to relive the moments of their deaths over and over. The Calden soldiers now slaughter any and all that cross their paths, seeking above all else to claim vengeance for their lord, driven only by a seething hatred, desperate anger, and unquenchable thirst for violence. Crossbowman xP) | ioe Move Fight Shoot Armor Will Health Notes 7 6 +0 +3 i +0 8 Dagger, Crossbow, Quiver, Light Armor ie 4 Footman 8 Move Fight Shoot Armor Will__Health Notes 5 +2 +0 12 +0 8 Hand Weapon, Heavy Armor Goliath xP | 7 Move Fight Shoot Armor Will Health Notes 8 +6 +0 4 +5 60 Large *Unflankable : Heroes do not benefit from any multiple combat bonus against the Goliath. Hammer Knight xP | 10 Move Fight Shoot Armor Will Health Notes 5 +4 +0 12 +0 14 Two-Handed Weapon, ‘ Heavy Armor *Unflankable : Heroes do not benefit from any multiple combat bonus against the Hammer Knighis Hunting Hound Move Fight Shoot Armor Will Health 6 +1 +0 6 +0 3 Animal *Cruel Barbs: whenever the Hunting Hound takes damage in melee combat, its attacker must succeed on an Acrobatics Roll (TN 12) or take 1 damage as well. y Ss) Lordsguard wm |B Move Fight Shoot Armor Will Health Notes 5 +4 +0 12 +40 10 Two-Handed Weapon, Heavy Armor Unyielding: whenever an attack would reduce the Lordsguard to 0 Health, the Lordsguard immediately takes a Will Roll (TN16). Ona success, itis instead reduced to 1 Health, This ability does not trigger if the attack is a Magical Attack or a Critical Hit on Lordsguard Cavalry Move Fight Shoot Armor Will Health Notes os 8 +4 +0 12 +0 10 Two-Handed oe . Heavy Armor *Unyielding: whenever an attack would reduce the Lordsguard to 0 Health, the Lordsguard. immediately makes a Will Roll (T'N16). On a success, itis instead reduced to 1 Health. This abilit does not trigger if the attack is a Magical Attack or a Critical Hit, Redemption KE 20) Move Fight Shoot Armor Will Health Notes 6 45 +0 14 +6 18 Large *Fearful Presence. The first time a hero sees Redemption in a scenario, it must succeed on a Will Roll (TN16). On a fail, that hero is immediately Horrified. A horrified figure must make a Will Roll (TN12) at the start of each of its activations. If it succeeds, it is no longer horrified and may act as normal. If it fails, its activation ends immediately and it remains horrified. i Undead Knight Move Fight Shoot Armor Will Health 6 +3 +0 13 +0 8 Undead. *Aura of Decrepitude: Each time the Undead Knight activates, each living creature the Undead Knight must immediately make a Will Roll (N12). If they fail, they gai p Thirst Wolf of Calden xP 20 Move Fight Shoot Armor Will Health Notes 5 5 +0 13, +5 18 Two-Handed Weapon, Heavy Armor *Unyielding: Mark of Reprisal: Each time the Wolf of Calden activates, randomly select one hero and markit with the Mark of Reprisal. While marked, any atlack made against that target receives +5 to Fight. The Mark of Reprisal lasts until the Wolf of Calden activates again. The Wolf of Calden will prioritize attacking a marked target if possible. Credits: Developed by: Bestiarum Miniatures Game Design: Alexander Dovermann Lore: Marcus Harland Alexander Dovermann Graphic Design: Katarina Popovici By purtent _— miniatures —

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