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Old March 28th, 2020, 06:00 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Very cool. Nice work.
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Old March 28th, 2020, 07:51 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Good to see you guys getting to play frostgrave. I have pretty much every supplement for it that was made. Its a great game.
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Old Yesterday, 09:31 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

It's been awhile, but I figured I'd get back into my Rangers of Shadow Deep campaign, as solo gaming seems apropos. I had played through the first 8 or 9 missions and with my ranger (Stan Sebastian ) at level 5, I started the Burning Light mission, which has 9 scenarios.

Rangers of Shadow Deep is by the same designer of Frostgrave. It uses a lot of the same mechanics. But RoSD is a solo/co-op game with the central character is a ranger, who has some abilities and limited spell casting ability. It's kind of a lite rpg, as you start your character with a lot of options and points to put towards various things. They have like 15 or so skills that you can boost and they help with tests for various situations. There is a leveling system that allows you to boost different things at different levels. You start out with a certain number of points to spend on companions, which have various costs depending on their skill set. Unlike Frostgrave, the companions have a limited means of leveling up. Each scenario they make it through without getting knocked out, they get a progress point. At increments of 5 progress points, they get to upgrade something.

Narrative fiction from the rulebook:

"A week ago, one of your fellow rangers stumbled into camp, escorting a Lorenthian survivor she had rescued from a pack of gnolls in the Shadow Deep. During their debriefing, they mentioned seeing the ruins of the Convent of St. Emilia, once a great house of healing in Lorenthia. It is said that the nuns never turned away anyone that came to them in sickness, and that they were aided in their mission
through the possession of a powerful magic artefact, the Decanter of St. Emilia, also known as the Decanter of Burning Light. Water poured from this silver decanter onto a wound would wash it free of any infection, poison, or other corruption. The ranger didn’t approach the convent but, from what she could tell, the place appeared abandoned. The walls were cracked, and several of the towers had collapsed.

Soon afterwards, you were summoned by your captains. They explained the situation and tasked you to venture into the Shadow Deep, make your way to the ruins, and, if possible, find the Decanter of St. Emilia. Such healing powers could save many lives and prove a huge advantage in the ongoing war.

Gathering your companions, and what gear you need, you set off. You took the path known as
the shattered stairs and descended into the Deep, slowly making your way through the boggy terrain that stretched out before you. Following a map provided by your captains, you carried on until the land finally dried into a barren, rocky expanse. You spent your nights sleeping in ditches and shallow caves, and your days dodging patrols of gnolls and other foul creatures, eating meals of dried rations
and whatever could be caught – usually snakes. Thankfully, the map noted a couple of freshwater pools where you could replenish.

After nearly eight days of travel, you caught your first glimpse of the convent. Its ruins stood at the top of a rocky escarpment, visible from miles around, even in the perpetual gloom. Conscious that anyone in the convent had a great vantage point to see you coming, you took your time approaching, flitting from rock to rock, always staying in the shadows. Finally, you reached the walls…"


My ranger and his companions started at the Gatehouse of the convent. We ran into an ogre and ghoul straight away. Eventually they were dispatched, but our knight Sir Cadderly was lost in those fights.

There were 3 hanging bodies at the opposite side of the board and they had to get checked out. One turned into a zombie and wriggled loose from its bindings to attack Stan, but Stan took care of it. One body had nothing of importance, but one had a messenger's satchel that our tracker grabbed.

Another ogre appeared, as well as some zombies, but they were dispatched. Johnny Silk, our rogue was able to secure some Dremlocke Weed from the treasure in the narrow room to the right.

A vulture showed up at the entranceway, but Stan shot it out of the sky. Akeron our battle mage picked the locked door to the left. Unfortunately the room was filled with ghouls and a treasure in a far corner. It was near the end of the scenario, so after a ghoul engaged Akeron at the doorway, he killed it and headed towards the exit with the rest of the crew. No time to get that treasure.

After the game, Sir Cadderly was found to have fully recovered and that would normally bring him back up to his 13 health. But these scenarios are pretty quick I'm succession, so he only recovers half, rounded down for 6 health. However, he can ask for others to make a survival test to be able to heal 2 more health for him. Stan did it and now Sir Cadderly is up to 8 health for the next mission.




















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