Campfire: An Expansion For Rangers of Shadow Deep
Campfire: An Expansion For Rangers of Shadow Deep
Campfire: An Expansion For Rangers of Shadow Deep
Campfire
An expansion for Rangers of Shadow Deep
by Sylvain
Rangers of Shadow Deep is copyright Joseph A. McCullough.
Campfire by Sylvain (CC BY-SA 3.0).
Image from cover by Emeldil http://waxingnonsensical.blogspot.com/ (CC BY-SA 3.0)
Image p.3 by Aloïs Moubax (CC0)
Image p.4 by Gary Bridgman (CC BY-SA 3.0)
Image p.6 is public domain (CC0)
Image p.8 by Matthias Juchem (CC BY-SA 3.0)
Image p.13 is public domain (CC0)
Image p.15 is Adrian Pelletier (CC0)
Image p.18 by Niko_Shogol (CC0)
Image p.20 by Tiger St.Georg (CC BY-SA-DE 2.0)
Supplement publication at this version of Campfire : Core rules, Blood Moon, Temple of Madness, GhostStone.
Supplement used in this version of Campfire : Core rules (abridged RoSD), Temple of Madness (abridged ToM).
During their travels, the Rangers on the trail of Alladore threats know few respites. In the
middle of the night, their patrols can find rest around a campfire, a gentle period of relaxation
and reverie, used for restoring morale or to discuss the strategy of approaching the horrors that
populate Shadow Deep.
This optional rule compilation tells what happens during those moments.
The Patrol 2
Tracking 4
Campfire 4
Companions 5
Bard 5
Cartographer 6
Cartomancer 7
Cook 8
Herborist 9
King’s Dog 10
Plague Doctor 11
Smuggler 12
Weapon Charmer 13
Wolf Leader 14
Notes 19
Campfire v1.7
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The Patrol
In the dangerous lands of Alladore, Rangers operate far from civilization. All soldiers may not
show up to solve any problem. Rangers can reorganize their troops only from trustworthy
persons they know about, at their disposal.
To form the Patrol RP, add all RP any Rangers can use to field their troops, and multiply this
sum by 2.
The Patrol RP is used to build the Patrol, their band. Then Rangers can use their normal Ranger
RP to pick any companion, from the Patrol exclusively, to help them during a scenario. Special
characters met during scenarios following the Patrol don’t count toward the Patrol RP.
If one of the Ranger’s RP changes, the Patrol RP must be actualized. When losing RP, this can
lead to an immediate soldier unavailability, until that soldier can re-enter the patrol again.
If the Rangers wish to make a modification to the Patrol composition, it must be done during
the Campfire phase, almost between two missions.
The difference of efficiency between a new figure and an injured experienced figure doesn’t always worth the risk
to field injured companions. Since they can’t expel injured figure from a relatively small patrol, this simple
change of mechanism force players to sometimes field wounded companions. Or at least to make difficult
choices, dictated by survival.
This also addresses a second problematic point of the game, when characters couldn’t have lots of specialist skills
points : with a virtually unlimited band, a player could just hire any companion just to pass a test then throw the
figure away.
Companions presented in Campfire will provide a little bonus at the end of a mission. If the Rangers choose to
just have more regular troops, it will be at the expense of the help of an Herborist, a Cook, a Cartomancer or a
Smuggler.
Campfire v1.7
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Wandering in the campaign
The campaign rules of the core rules are changed as the following :
Results "Gold and Jewels", "Herb or Potion", "Weapon or Armour" or "Magic Item" made on
the Treasure Table p.77 of RoSD can be kept for Campfire uses.
Between scenarios in the same mission, the campaign rules described p.67 of RoSD are changed
as the following :
Campfire v1.7
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Tracking
Tracking enemies in the night gathers information for the next move and may be the key to
success.
A chosen companion in the band may pass a Track test TN10 + the numbers of scenarios
already played in that mission. If passed, players can read the next scenario in advance but need
to ignore any information presented in a table.
That roll commits the character who made it to be part of the team that will explore the next
scenario. If the scenario was already read, then ignore the Tracking phase.
Campfire
Lighting a Campfire permit the Rangers to have a little rest and to plan their next move.
The only abilities that a character can use during the Campfire are Folktale Abilities. These can
only be used during the Campfire phase.
Folktales Abilities can only be used once per Campfire phase (so, once per mission, at the end of
it).
The use of Folktale abilities, or any roll that is made during the Campfire doesn’t commit a
character for the next scenario.
Campfire v1.7
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Companions
Bard
No one would sing of the Rangers' exploits if the Bards weren't singing them. These strange
companions bring morale, renown and sometimes problems to a Patrol.
1-6, or natural 1 : -1 to all Will rolls for all Band characters for the next mission.
12-19 : choose either +1 to all Will rolls for the next mission or add the character’s
Leadership score to Ranger's RP for the next mission.
20+ or natural 20 : +1 to all Will rolls for all Patrol characters for the next mission and
add the character’s Leadership score to Ranger's RP for the next mission.
Campfire v1.7
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Cartographer
It can be difficult for a Patrol to venture far into the depths of Alladore without the help of a
Cartographer. They are not great warriors, but they almost always know where to step.
Treasure Map
After the table is set but just before a game starts, the character may use up to 5 Map Tokens
gained from the Map Making Folktale ability.
1 Map token can be used to move a piece of scenery or creature 1’’ to any direction.
2 Map tokens can be used to study the weather and provide +1 to all Move rolls.
3 Map tokens can be used to give one character +1 Move.
Map Making
During Campfire, test Navigation TN13. If passed, the Patrol gains the result of the test - 12
Map Tokens. These Tokens are kept from missions to missions and don’t use space in the
inventory. They are used in the Heroic Ability “Treasure map”.
Campfire v1.7
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Cartomancer
Who can tell what the future holds ? Those mysterious persons can. For this reason, cautious
Rangers often ask for Cartomancer’s services.
(*) Hand of Fate : applies to the Cartomancer’s rolls only (or Crows they summon).
Fortune Telling
During Campfire, draw 7 Fortune cards from a second 52 card deck with a different back from
your event deck. Place them in the event deck, removing the matching value cards.
During the next mission, in the event phase, after drawing an event carried by a Fortune card
and reading it, you can choose to redraw another event. You have to accept the second result,
even if it is carried by another Fortune card. Replace the discarded event in the deck after the
second draw.
If you don’t have a second deck, you can always take notes about the Fortune cards’s values.
You would have to remember drawing them during the event phase.
Campfire v1.7
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Cook
Anyone can make use of a good bowl of soup after a gloomy encounter. Cooks are either good,
or tough, but in either situation, nobody would tell their food is cold.
(*) Ladle : -2 to damage and doesn’t add damage on their Critical Hits. Instead, any humanoïd hit by a Ladle can
be knocked out on a natural 19 or 20.
Knocked out figures are placed laid down and must pass a Will test TN10 + Strength of the hitter before each
activation to get on their feet and be able to activate.
Beside this test, knocked out figures are considered rolling 1 on each other test and can’t support figures during
combat.
Cooking
If passed, choose either to cancel the Hunger or Thirst of one figure, or give +2 to all Health
rolls for all Patrol characters during the next mission.
If failed, one figure from the Patrol at random suffers from Hunger or Thirst (RoSD p.49).
Campfire v1.7
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Herborist
Herborists follow Rangers patrols to help them study the rarest plants in Alladore, paying the
Rangers with their remedies.
Green fingers
Whenever this figure stops his movement 1’’ next to a vegetation or natural scenery, he can use
an action to roll Survival TN12. If passed, pick up one Harvest item.
Alchemy
If both of the d20 indicate the same number, the potion explodes : that Herb or Potion result (or
Harvest item) is lost. Then roll Read Runes TN12. If failed, no more herbs and potions can be
gained through Alchemy until the next campfire.
Campfire v1.7
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King’s Dog
Bounty hunters for the king, they have Arethic II's mandate to capture the most serious threats
and bring them back to the capital.
Capture
If that companion kills an enemy, he can capture him instead as a prisoner. At the end of a
scenario, until that prisoner evades or is handed over, the amount of paperwork needed to keep
that prisoner takes an item space. The King’s Dog must have these papers in his own inventory
or he lose the prisoners.
During each Tracking phase, each prisoner will roll Stealth and someone in the Patrol may roll
Perception. If the prisoner’s roll is higher than the perception roll, the prisoner evades.
Bounty hunting
At the end of a Campfire, draw 4 cards at random from a 52 card deck and note their values.
At the beginning of a Campfire, show values you noted in the previous Campfire to a
non-player of your entourage and ask her or him to choose, without explaining them the rules,
an amount of cards she or he likes the most corresponding to the amount of prisoners the King’s
Dog have under his guard.
If a picked card is a Spade and a prisoner is an Undead, deliver that prisoner and take one Bounty.
If a picked card is a Club and a prisoner is an non-undead Monster, deliver that prisoner and take one Bounty.
If a picked card is a Diamond and a prisoner is an non-undead Animal, deliver that prisoner and take one Bounty.
If a picked card is a Heart and a prisoner is not an Animal, Undead or a Monster, deliver that prisoner and take
one Bounty.
Collected bounties are results “Gold & Jewels” on the Treasure table (RoSD p.77). They can be
used for a Smuggler or the King’s Dog can immediately use them like normal (RoSD p.77).
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Plague Doctor
Seeing one is never good news. The greatest scientists of Tallis, the capital, send these women
and men to prevent plagues, undeadness and diseases from infesting the entire kingdom. But is
it really what they do ?
First aid
Roll Survival TN20 - Current Health of a target. If pass, either give 3 Health to the target OR
get a Plague Token and immediately cure a disease. Plague tokens doesn’t use space in the
inventory.
Natural 20 give two of these effects. The target lose 3 Health and is diseased with a natural 1.
Cure disease
Cure a disease of one companion and get a Plague Token. Plague tokens doesn’t use space in
the inventory.
Craft venom
For each Plague Token in your possession, roll Read runes TN10. If pass get a bottle of
Academical Venom.
Academical Venom : declare use before an attack. If that attack makes damage to an enemy,
add 3 damages.
Campfire v1.7
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Smuggler
Often, legal ways doesn’t suffice. In those situations, hiring burglars and smugglers can be an
asset to a patrol. But beware, remaining unknown to the Royal Guard is vital.
Jewelry Box
During Campfire, any Gold & Jewels results on the Treasure table (RoSD p.77) can be used
instead to either retain one item from a close-call result on the survival table (RoSD p.68) or to
attempt a steal from the Royal Armoury.
To steal from the Royal Armoury, the character must first pass a Pick Lock test TN10. If passed,
the character may choose a piece of standard equipment and lend it to a character for the next
mission. If failed, the character come back at the camp empty handed.
Can be lend to anyone : Daggers, Light armours, Quivers, Ropes, Shields (*), Staff (**), Throwing knife.
Can be lend to natural possessors of Dagger or Staff : Hand Weapon.
Can be lend to natural possessors of Hand weapon : Two-handed weapons (**).
Can be lend to anyone that have at least +1 Shoot : Bow, Crossbow.
Can be lend to natural possessors of Light armor : Heavy armour.
(*) This prevents the borrower to bring two-handed weapons or staffs.
(**) This prevents the borrower to bring shields.
Whether the test is passed or failed, the character must pass a Stealth test TN12. If failed, the
Ranger’s patrol is identified by the King’s guard and the Ranger gain a penalty of 10RP for the
next scenario.
Multiple penalties gained like this disappear at the rate of one per scenario.
Campfire v1.7
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Weapon Charmer
Old hands of ways to shift the feeric steel’s properties, Weapon Charmers have no equals in
maintaining the use of a magical weapon or armor. They are an addition of considerable
assistance to a patrol fighting magical threats.
Reenchant
During Campfire, any Weapon or Armor results on the Treasure table (RoSD p.77) can be used
instead to restore one charge to an enchanted weapon or armor.
Only used charges can be restored. This ability can’t restore the powers of a weapon that
became mundane by using all its magical charges.
Campfire v1.7
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Wolf Leader
Curse
After the scenario, the target gets a permanent injury and will roll on the permanent injury table
RoSD p.71 to know which one.
Bonesetter
In the beginning of the next campfire, wolves companions take back their original forms and
can cure one permanent injury of your choosing using one progression point they retained from
when then were wolves. Any other progression point is kept for the companion or can be used to
cure more injuries.
If the Wolf dies during a games, that companion dies. If the bonesetter is knocked out during a
game, Wolves evades from the table in the woods and can only be found again in their natural
forms in the next campfire, one injury cured but losing any remaining progression points.
Campfire v1.7
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Animal Companions
Hounds
As a remainder of RoSD p.61, Hound limited skill rolls stands for “The only Skill Rolls that
hounds can make are Acrobatics, Climb, Perception, Stealth, Swim and Track”.
Guarding Hound
7 -1 +0 10 -2 4 Animal, Cannot carry Treasures or Items, Hound
limited skill rolls, Ranger perception bonus (*).
(*) Ranger perception bonus : whenever a Ranger makes a Perception Roll to detect immediate danger from a
creature, the Ranger gains a +2 bonus to the roll (this includes rolls made before the start of a scenario). Multiple
Hounds gives cumulatives bonuses.
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Mounts
Mount Limited skill rolls stands for “The only Skill Rolls that mounts can make are Acrobatics,
Navigation, Perception, Stealth, Strength and Swim. Acrobatics can only be used to leap over
obstacles.”.
Mount stands for “a companion can mount or dismount a Mount if taking an action within 1’’
of the Mount.
A mounted companion and his mount is considered as one figure retaining the Move statistic of
the mount and all the rider’s statistics. Stealth, strength and swim skills provided by the mount
add to all corresponding rolls. The mount and his rider retain both their abilities and
equipment.
The mount or the rider is considered providing +1 as an assist in close combat to resp. the rider
or the mount but not to other companions.
If a mounted mount lose Health, if the damage is even the mount takes it, if the damage is odd
the rider takes it. In both cases, the rider must pass an Acrobatic roll TN10 or fall from the
mount and lose 3 Health.”.
Courrier Horse
These horses are the fastest runners in the kingdom. Only the Royal Posts, as well as a few
privileged ones, have the right to mount them.
Campfire v1.7
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Horse
(*) Travel saddle : this companion can carry 2 additional item and / or an additional treasure.
(**) Cannot carry Treasures or Items : a Horse can’t pick up treasures or items. Thanks to its travel saddle, that
horse can carry a grand total of 2 items and up to 1 treasure. A companion need to take an action within 1’’ of the
Horse to be able to transfer items from or to his own inventory. Can be equipped before a game begins.
Mule
5 -1 +0 11 -3 12 Rope, Travel saddle (*) x 2.
Animal, Cannot carry Treasures or Items (**), Mount
Limited skill rolls, Mount, Stubborn (***).
Skills : Navigation +1, Stealth -5, Strength +2, Swim
-5.
Heroic ability : Shove (RoSD p.20).
(*) Travel saddle : this companion can carry 2 additional item and / or an additional treasure.
(**) Cannot carry Treasures or Items : the Mule can’t pick up treasures or items. Thanks to its huge backpacks, that
mule can carry a grand total of 4 items and up to 2 treasure. A companion need to take an action within 1’’ of the
Mule to be able to transfer items from or to his own inventory. Can be equipped before a game begins.
(***) Stubborn : if the Mule is left without any friendly companion within a 6’’ range, the next activation, it must
pass a Will roll TN10. If fail, it’ll move 7.5’’ the farthest away to all enemy figures and then end its activation. This
move can make the mule quit the battlefield.
Campfire v1.7
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Warhorse
Animals trained for war, Warhorses are armored with barding that makes them formidable
during a battle.
Charge
Declare the use of this ability before activating this figure. Movement’s length in inches before
an attack is counted as a bonus to damage for this activation. If that attack is a miss, the
companion having the charge ability must continue movement in a straight line (unless blocked
by an obstacle) until he fully depletes any remaining move points.
Campfire v1.7
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Notes
Campfire v1.7
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Campfire v1.7
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