Saturday, March 21, 2020

The Missing, Scenario 1

So, while we are all practicing our "social distancing" during the global pandemic caused by SARS-CoV-2 while it is creating new cases of COVID-19 all over the place, I am doing more solo gaming. Which is to say, the only gaming I am doing is by myself, which isn't too much different than life without the global pandemic. While my usual solo game of choice is my Glorantha-themed "Five Leagues From The Borderlands" campaign, I have been revisiting "Rangers Of The Shadow Deep" this week since I finally finished up some more scenario-specific terrain for it. In any event, I decided to play through the first Mission from the core rulebook, "The Missing," with my new Ranger and assorted hangers-on that I used for the "Blood Moon" mission earlier this week.

So, Turtle Power (which started as a goofy nickname but now appears to be her actual, in-game name) has been called upon to investigate a small settlement whose inhabitants have gone, as the mission title implies, missing. She is accompanied by some of the same Companions as last time, as well as some new faces.

From the left: Conjuror, Arcanist, Swordsturle, Turtle Power, Turtle-At-Arms, Archer

The first scenario of this mission requires the Ranger and her Companions to deploy within 3" of the center point of the table, in this case represented by my Giant Weeds Planter. And after that, the buildings, clue markers, and monsters get placed. This is the fourth time time I've played this particular scenario, so I'm getting an idea of how to place the terrain for a more interesting game.

This is how it all looks at the beginning of the game, before everything starts going horribly wrong for Our Heroes.

The first turn of the game was mostly movement, a good shot by the Archer, and the appearance of another zombie. Turn two involved more of the same, but more monster killing and the appearance of four more zombies. Turtle Power rescued a survivor. And the Archer found a treasure. So far, so good for Our Heroes, who have mostly not had any problems whatsoever.

The end of turn 2 sees six zombies now closing in on Our Heroes.
There was a bunch of fighting with zombies after that. Two turns worth, actually, and a lot of the zombies and a lot of the Companions, and even Turtle Power, were now showing some injury. But the Arcanist ditched the Conjuror to a zombie so he could run for a clue, and found a mutilated corpse. A Survival roll let him know what kind of creature had done all that biting (spiders! But we don't find that out until next scenario.) And then a wave of terror incapacitated the Archer, who would be doing nothing next turn. Which was kind of bad, since she had a zombie moving in on her. And another zombie appeared...


Ahhhhh!!!! Zombies!!!!
Turtle Power made a move towards another clue, and sent the Turtle-At-Arms to intercept the zombie approaching the Archer. That zombie was then repelled when it attacked him. Another zombie sent the Conjuror out of action, and the new zombie shambled towards Turtle Power. Then the Swordsturtle injured the zombie that had so recently toppled the Conjuror, and the Arcanist finished it off. And, some giant rats showed up.


Hey look, kids! Only two zombies left!

Turtle Power ignored the oncoming zombie and went to investigate the clue marker by the cottage and wagon. It was a set of strange tracks, which she was able to identify as belonging to giant spiders. The zombie shambled after her. The other zombie again attacked the Turtle-At-Arms, and was quickly cut down by the fearless chelonian. The giant rats attacked the Swordsturtle and the Arcanist, but were no match for the mighty warriors. The Archer then destroyed the remaining zombie with a really good shot. Like, an amazingly good shot. So fantastically excellent, in fact, that she was unaffected by the big wave of terror that tried to overcome her.

Look, ma! No zombies! Or rats!

Turtle Power ran to get to the clue marker inside the building. The Turtle-At-Arms went for the remaining clue marker. The Arcanist, Swordsturtle, and Archer all headed towards the center. A wave of disease spread across the whole land, meaning bad news for any casualties...

It's amazing what can be done when there are no monsters around!
Turtle Power found his last clue, a bundle of herbs (to be determined after the game.) The Turtle-At_Arms found Aventine's body, but failed to recognize the sword accompanying the body as magical. Everyone else safely arrived at the center of the game area. And then two more zombies appeared behind the building close to the Turtle-At-Arms. And so Turtle Power joined the Companions at the Giant Weeds Planter, the zombies shuffled towards the Turtle-At-Arms, he charged the closest and killed it, and POOF! the scenario ended just like that.

The Conjuror made a complete recovery, and tested negative for any disease (including COVID-19.) Turtle Power leveled up, and now had a dose of Fireheart Green herbs. The treasure token turned out to be a Two-Handed Weapon, Elemental Strike (3) which can be used to add 5 points of damage to an attack that has already caused at least one point of damage, up to three times before it reverts to being a mundane weapon. Guess who uses a two-handed weapon, besides the Swordsturtle? That's right, Turtle Power now has a magic club!

Rangers Of The Shadow Deep and associated products can be here.






1 comment:

  1. I had a similar result with my archer who I named Turkey Shoot after this encounter.

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