Rangers of Shadow Deep - (Hero League Fan Content) - Shadows of The Forest v1.2
Rangers of Shadow Deep - (Hero League Fan Content) - Shadows of The Forest v1.2
As the fissure opened and swallowed Lorenthia the Shadow Deep began
corrupting everything. The once fertile and healthy soil of the woodlands had
become corrupted. The once towering trees are new twisted and rotten. The lush
green grass turned to dust. Damp, soft soil turned to rock. The sun has been
bloated out.
Deep within the once bright forests was a rumored Tree of Life. The sap
from its bark could heal almost any alignment, illness, or injury. Even if it turns
out to be only a rumor, the risk of leaving it to the Gnolls and other evil forces is
too great. The king sent out an order for any brave souls to band together and go
on a hunt for the tree. A suicide mission by all accounts.
Introduction
Shadows of the Forest is a set of homebrewed Missions that interlinks a
number of scenarios. Players will follow the normal rules of completing missions
as presented in the standard rules. All of the scenarios are interlinked, even across
missions. The outcome of some fights, items that are recovered, as well as the
decision of what to do with certain artifacts will impact later scenarios, even if they
belong to a different mission. This homebrew campaign also presents a few unique
items that are described in the scenario they are found. They are also placed into a
guide at the end for easy reference in the future.
Event Deck
When making these scenarios I went in with the mind set my friends and I
had when first playing. The Event Deck in Rangers calls for ‘Red’ cards mostly
and we assumed that meant both Red suits. All the scenarios here are built with
that mindset. If an event deck as 7 different events, then the event deck will have
14 cards (7 Hearts and 7 Diamonds). I feel this helps keep the randomness of the
scenario going throughout and makes it easier to play it multiple times. In addition,
some events will only trigger once. As stated in the event, the next time a card is
revealed to trigger that event it doesn’t. Instead, discard the card and draw a
replacement for it.
Mission 1: Questionable Plant Life
The trees weren’t right. Deep in the forests, corruption began to spread unchecked.
The trees became twisted. Plants were gnarled and decaying. Large thorn bushes
were covering the ground. There was no real explanation for what was happening.
The deeper in people went the worse it got. The closer to the Shadow Deep they
dared travel, the bleaker it looked. Perhaps, if the Tree of Life did exist, its purpose
was corrupted by evil intent?
Miniatures:
◼ 1 Darkroot Body
◼ 5+ Darkroot Vines
◼ 1 Troll
Pre-Mission
Before starting the mission, players should review the clues and supplies
they gathered from the first mission. They may choose to trade certain supplies for
new items.
The Botanist’s Notes can be kept as a held item that makes the figure
immune to poison. Or, it may be traded in for one roll on the Herbs and Potions
table. The result should be doubled, receiving two copies of the herb or potion
received.
The Tree of Life Nectar can be kept as a held item on a figure. Or, it may be
traded in for 3 Potions of Healing.
Scenario 1: Cutting Through the Brush
They were pointed north. The company had packs heavy with supplies. They knew
the journay would not be easy. Any threat that stood between the rangers and their
goal was unknown. Even their mission was uncertain. The Tree of Life was a myth.
What if what had been found was all that remained? Would they be lost to the
forest for nothing? The thoughts gnawed at the back of their minds as the company
pushed forward. As the forest became dense the canopy blocked out the sun. The
forest enclosed around them.
Set-up
The game is played on a 2.5’ x 2.5’ table. Players should pick one table
edge. 6” from that table edge should be clear of any terrain. The rest of the table
should be covered in large briars, trees, rocks, and other forest terrain. Line of sight
should be very hard to draw between distant figures. Starting at the edge of the
forest players should measure in 5”. Place a 1” thick wall of thorns and bushes that
goes across the whole board. This wall should be parallel to the clearing. Place 3
more walls in this fashion, measuring 5” from the previous wall. If a player has the
map from Mission 1, Scenario 2, pick one wall to remove from the board as the
map shows an easier path. Only one wall can be removed in this way.
Place all heroic figures within 3” of the board edge with the clearing.
Special Rules
The rangers are dealing with an overgrown forest and low morale from the
company. Getting to the other side of the forest is the ultimate goal.
The wall of thorns placed on the board are considered rough terrain. When
first coming in contact with a wall the figure immediately ends its action. While in
contact a figure may spend an action to make a Strength Roll (TN10) to rip apart
and cut down part of the bush. If successful, make a 3” clearing in the wall
centered on the figure. This area is no longer considered rough terrain and does not
end a figure’s activation.
The thick forest makes it difficult to make any type of ranged attack. All
shooting attacks are made at a -2. If a figure attempts to make a ranged attack
against a figure on the other side of a thorn wall, the target is considered to be in
Low Cover, even if they aren’t in contact with the wall. If they are, it is considered
Heavy Cover. All other modifiers for making shooting attacks apply.
At the start of turn 2 the players should randomly determine a board edge
that doesn’t have the clearing. Place 4 Gnoll Fighters and 2 Wolves in the center of
that board edge. The Gnolls suffer the same penalties for moving through the thorn
walls. The Wolves can move through the thorn wall without penalty. No evil
figures will attempt to remove the wall. Add an additional Wolf per player over the
first.
This scenario ends after the eighth turn or all heroic figures leave the board
by the edge opposite of the clearing. During the event phase of every turn an Event
Card should be drawn. The target point is the center of the board edge opposite the
clearing.
*Possible clue tokens or something, with creature wolf/gnoll*
Event Card Table
Card Event
Red Ace Getting Lost. Choose a random heroic figure to make a Navigation
Roll (TN8). If the figure fails it is moved 6” back towards the center
of the table edge with the clearing. If this would make the figure
move through a thorn wall it stops in contact of the wall.
Red 2 Ominous Wind. Pick two random heroic figures to make a Will Roll
(TN8). If the figure fails it suffers a -1 to all Will for the rest of the
game. This effect stacks.
Red 3 Afraid of the Dark. Pick a random heroic figure. That figure must
make a Will Roll (TN8). If the figure fails it loses its next
activation.
Red 4 Insect Swarm. Pick a random board edge. Place 3 Giant Flies in the
center of that board edge. The flies ignore the penalty for moving
through a thorn wall.
Red 5 Moving Shadows. Pick two random heroic figures to make a Will
Roll (TN8). If the figure fails it suffers a -1 to Fight for the rest of
the game. This effect stacks.
Red 6 Spider Nest. Place 3 Giant Spiders in the center of the board.
Increase the number of spiders by 1 for each additional player
beyond one. The spiders ignore the penalty for moving through a
thorn wall.
Red 7 A Ray of Hope. Cutting through the canopy is a small ray of light.
Pick one heroic figure. That figure immediately moves 6” in any
direction. This movement ignores the movement penalty of the
thorn walls.
Change Log
◼ Added in Event Deck making clarification at start.
◼ Changed the Rolls needed to identify the special items from Mission 1,
Scenario 1 and 2 to ‘After game’ rolls instead immediate.
◼ Made minor grammatical and spelling corrections.
◼ Removed ‘No One Left Behind’ event from Mission 2, Scenario 1
◼ Add clarification to events that trigger only once per game.
◼ Overgrown Tower, 2 Vines instead of 3 on Nature’s Wrath.
◼ Cutting Through The Brush, figure loses action instead of activation.
◼ Mission 2, Scenario 2 the game ends when the Corpse Marker is removed in
addition to end of eight turn.
◼ Mission 3, Scenario 2 placement of starting figures changed. Removed the
Sergeant from the starting line along with 2 Gnoll Fighters. Troop
Movements removes forces near Tree of Life instead.
◼ Mission 3, Scenario 2 when Vukkic is killed set a 3 turn time limit to end the
scenario.
◼ Mission 3, Scenario 1 each heroic figure chooses a board edge to start on.
◼ Mission 3, Scenario 1 added clarification that heroic figures can leave the
table.
◼ Mission 2, Scenario 3 added clarification that Tortured Souls do not need to
be removed to end the scenario.
◼ Mission 2, Scenario 3 increased experience point reward for cleansing pools
from 5XP to 15XP.