They Mostly Come at Night
They Mostly Come at Night
They Mostly Come at Night
Having just
completed an
extremely
dangerous mission
well behind enemy
lines and in the very
depths of the
Shadow Deep, you
and your
companions are
struggling to return
to Alladore to report
what you and your
team have
discovered, when
suddenly you crest
the ridgeline
overlooking a rare
sunset and a
beautiful forested
valley. A series of
horrifying screams
pierce the air!
Looking down into
the valley, in the
moments before twilight takes hold, you can make out a small village and from this distance you can
make out a group of strange and foul creatures chasing and slaughtering the townspeople! You and your
group draw your weapons and sprint down into the valley! For Alladore!!
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SET-UP
This scenario should be played on a 2.5’x 2.5’ table. The table represents the Lorenthian village of
Troyvale, a quaint little town thought long ago swallowed up by the Shadow Deep. Life remains. The
heroes start on the edge of the table marked Rangers Edge (see map below). Place a statue of some kind
in the center of the table and arrange 5 or 6 buildings around the edges of the board but aimed toward the
center of the table. The Target Point for this scenario is the statue.
The portion of the table above the dotted line is considered shallow water while the area shaded on the
map represents deep water. Remember, monsters are not affected by shallow or deep water.
Because darkness has fallen, standard visibility and line of sight for the heroes is 12”.
Place 2 Clue Markers, each inside a random building. All the buildings are considered locked and must be
either opened with a successful Pick Locks Roll (TN8) or kicked open with a successful Strength Roll
(TN8). Place 4 more Clue Markers randomly throughout the table but have at least one in the deep water
and one in the shallow water. If there are 2 or more Rangers, instead add 6 more Clue Markers.
Consider the corner in the deep water as Spawn Point 1 while the corner in the shallow water as Spawn
Point 2.
Lastly, place a Drone Acid Demon near the statue and 2 Lorenthian Soldiers adjacent to it, and then 2
more Drone Acid Demons randomly on the half of the table furthest from the Rangers Edge.
SPECIAL RULES
Whenever a hero moves into contact with a clue marker, end its action immediately and roll on the Clue
Marker Table below. Once this roll is made, remove the clue marker from the table. Each result on the
Clue Marker Table can only be obtained once in the scenario. Re-roll any duplicate results. Though there
are only 6 clues (or possibly 8), the Clue Marker Table includes 12. Not all clues will be found.
The Drone Acid Demon is a dangerous foe. If it suffers damage, its acidic blood still causes 1 point of
damage to all within a 1” square around it. The Drone Acid Demon that begins near the statue is locked in
combat with the 2 Lorenthian Soldiers. It will not break away and will continue combat until either it is
dead, or the two soldiers are slain.
The object of this scenario is to find 5 or more clues. Anything less is considered a failure. This new race
of monster must be investigated so that more Rangers will know of its existence and how to battle them.
The Kingdom of Alladore is counting on you, as always!
At the end of each turn, an Event Card should be drawn. This scenario ends after 13 turns have been
played.
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Clue Marker Table Each clue may only be found once. Re-roll any duplicates.
Die Roll Clue
1-2 You have found a gravely wounded, but living, Civilian Villager. They are in
shock and keep whispering “They mostly come at night. Mostly”. Treat this
figure as one of your companions with the following Stats: Move 3, Fight +0,
Armor 10, Health 5.
3-4 You find an organic leathery looking meat sac. The top of the sac has opened and
is covered in a slimy mucous. Looking in, it seems to be empty. Make an Ancient
Lore Roll to try to determine its nature.
5-6 You have found a gravely wounded, but living, Lorenthian Soldier. They are in
shock and keep whispering “Game over man, game over”. Eventually they
inform you that fire seems to work well against these new creatures. Treat this
figure as one of your companions with the following Stats: Move 5, Fight +1,
Armor 11, Health 6. They are armed with a hand weapon longsword
7 You find a discarded leather Explorer’s pack with a sword and scabbard tied to
the side of it. The contents of the pack are: 1 roll on the Herb/Potion Table, 1 roll
on the Magic Item Table, and a hand weapon longsword. Make an Armoury Roll
to investigate the sword. If successful, you find that it is an enchanted longsword
(3) that grants its user a +1 Fight. On its blade is the word Valinth.
8-9 Remove this Clue Marker and replace it with a Shadow Knight. It attacks the
nearest hero immediately!
10-11 You find an unconscious Civilian Villager with a strange parasitic creature on
their face, its tail is wrapped tightly around the villager’s neck. Make an Ancient
Lore Roll to try to determine its nature. Any attempt to harm or remove the
parasite results in 2 damage to both the hero and the villager. The villager has a
starting total of 4 Health.
12-13 Remove this Clue Marker and replace it with 2 Blood Bats. They attack the
nearest hero immediately!
14-15 You have found a gravely wounded, but living, Civilian Villager. They are in
shock and keep whispering “They hate fire. Use fire against them”. Treat this
figure as one of your companions with the following Stats: Move 3, Fight +0,
Armor 10, Health 5.
16-17 You find an organic leathery looking meat sac. It has been hacked to pieces.
18 You find the corpse of a Civilian Villager. There is nothing you can do for this
poor soul.
19 You find a dented and battle worn shield. Make an Armoury Roll to determine its
value. If successful, you find it to be an enchanted Shield that grants the user an
additional +1 Armor. It bears the sigil of a boar’s head.
20 You find a weathered old scroll written in magic by a spellcaster. After closer
inspection, you find that it is a spell scroll containing the spell Fireball.
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Event Cards
Card Number Event
Red Ace Place a Drone Acid Demon at Spawn Point 1 and at Spawn Point 2.
Red 2 Place 2 Blood Bats adjacent to a random building.
Red 3 A screeching sound reverberates throughout the village! During the next Creature
Phase, all Drone Acid Demons gain a +2 Fight until the next Event Phase.
Red 4 Place 2 Drone Acid Demons at Spawn Point 1.
Red 5 A Lorenthian Soldier called Salizar appears 4” from a random hero. His armor is
dented and shows signs of acid burn, but he is alive and ready to fight. Treat this
figure as one of your companions with the following Stats: Move 5, Fight +3,
Armor 12, Health 7. He wields a hand weapon axe.
Red 6 A Drone Acid Demon leaps from the roof of the building closest to a hero and
lands adjacent to the figure locking them in combat!
Red 7 The building closest to the Rangers Edge suddenly explodes in a ball of flames!
Anyone or anything inside the building suffers a +8 attack. Anyone or anything
within 4” of the building suffer a +4 attack. During the next turn, visibility and
line of sight are 24”.
Red 8 A Pit Trap! The hero closest to the statue must make an immediate Trap Roll
(TN9). If the hero fails, it loses its actions this turn and suffers 2 damage to its
Health. Place a permanent token in place of the new pit.
Red 9 A thick cold fog begins to roll into the area. Visibility and line of sight are now
only 6”.
Red 10 A strange hissing sound is heard throughout the hamlet. Short but loud. Remove
a random hero (other than a Ranger) from the table. They have vanished without
a trace. This figure has been snatched up and trapped by a strange and sinister
vine creature. They are found after the scenario ends but their Health was
reduced to 0 and must roll on the Survival Table.
Red J Place a Shadow Knight adjacent to the statue at the center of the table but not
touching any other figures. Place 2 Blood Bats somewhere along the Rangers
Edge on the table.
Red Q Place a Drone Acid Demon at Spawn Point 2
Red K The ground begins to rumble as something large approaches from the distant
west. All the Drone Acid Demons (even those engaged in combat) suddenly flee
from the village and head north. Only shrieks and howls can be heard and then
even those fade away…
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OUTCOME AND EXPERIENCE
All figures that survive the scenario regain their full health. Rangers gain experience points for the
following achievements:
• +2XP for each Blood Bat killed.
• +10XP for each Shadow Knight killed.
• +12XP for each Drone Acid Demon killed.
• +5XP for each Clue Marker recovered.
• +10XP if a Civilian is found and lives to the end of the scenario.
• +10XP if a Lorenthian Soldier is found and lives to the end of the scenario.
• +5XP if the nature of the leathery sac is determined.
• +8XP if the nature of Valinth is discovered.
• +6XP if the nature of the strange parasitic creature is determined.
• +5XP if the nature of the boar’s head shield is determined.
• +10XP if the spell scroll is found and used during this scenario.
• +5XP if a hero is brought to 0 Health by the explosion of the building.
• +6XP if Salizar lives to the end of the scenario.
• +50XP if all the starting heroes live to the end of the scenario.
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Drone Acid Demon
Like something from a nightmare, they have long slick bodies that twist and flex. Their carapace is black
and so they blend well into the shadows. A razor-sharp tail, talons like daggers, and the head and mouth
are frightening! The worst part though? They have acid for blood! Don’t slice em’ while your close. The
splash damage will kill ya’! – Damion Redbud, Ranger of Alladore
Not much is known about these creatures. Created by the Shadow Deep for sure, they are formidable
fighters. They have 3 actions which make them deadly. If you damage them in melee their blood splashes
on you and you take 1 point of damage. Their natural armor is substantial. One thing we have found,
thank the gods, is that they are very vulnerable to fire. Fire deals double damage to them.
Sincerely,
Chuck Green
Wizard of the Ozarks
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