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Rangers of Shadow Deep: Tenebrous Citadel $18.00
Average Rating:5.0 / 5
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Rangers of Shadow Deep: Tenebrous Citadel
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Rangers of Shadow Deep: Tenebrous Citadel
Publisher: Joseph A. McCullough
by A customer [Verified Purchaser]
Date Added: 09/16/2023 04:49:28

Some spoilers. Last part of the Rescue trilogy, an assault on the complex where Prince Ruthic is being held. As "Tenebrous" suggests, shadow magic is weaving its spell, and deception, mental anguish, as well as tough combatants, await the heroes. Reality is shifting, and the six lower level rooms are dealt with in random order. Extreme danger lurks if you linger in one chamber (see front cover) for too long; there are splendid troves of magic heroes will need later. The final tower has three sections, each with a task (free the Prince, discover a concealed exit, align stones and escape) whilst battling formidable foes, and a time constraint as poisonous fumes spread and the party suffocates if they have not completed the missions. Play is likely to be exciting: resources must be juggled and the Prince protected. In the event of a mission failing, there is an extra scenario, Dream Shackles, giving a chance of another go.

In play, the powerful first group had done well in the two previous parts of the trilogy, accumulating a good stock of useful items, and extra companions: Yarra, Crames, and Sir Hector (a Lorenthian knight). The Mind Bender seems the most challenging room on level one, with Crames poisoned by a giant spider, but otherwise the heroes did well. (They slew the serpent.) Efficient progress in the tower, coupled with good numbers and boosts from herbs and potions, enabled them to take a shot at the Shadow Lord; he rolled poorly, and was destroyed; an outrageously lucky throw discovered the exit quickly. Keeping Arisien alive paid off handsomely in the final chamber as his skill was central to activating the portal. Only seven levels of smoke accumulated; a success so comprehensive it rivalled "Where Eagles Dare". A second group had fewer members and assets, and lost a companion to a shadow controlled Ranger in the Mind Bender room. Otherwise there was good progress in the lower chambers. They were able to free the Prince, which set the scene for a battle royale with the Shadow Lord. The tenebrous one took damage, but slew two of the group as they struggled to locate the exit. A timely appearance by Saint Emilia gave the heroes some breathing space, and a depleted group took the crown and limped to the transportation room. Once again having Arisien (called Ludwig in this group) still in play was important, and a rearguard action was fought. Fleeing was the only option when the Terror Wing arrived; one stone was not fully aligned, and the Prince, rolling poorly, suffered a permanent injury (crushed left arm). Ten levels of smoke and a near thing, but another triumph.

Very few errors. Some suggested changes: p17 Event Deck, Black Queen. "Shadow Knight" not "Death Knight"; p39 Top. Should read "The Shadow Walkers Event Table" not "Reading Room"; p52 Challenge level should refer to "skeletal knight", not "armoured skeleton". Delete +1XP armoured skeleton from Outcomes and Experience table on p53, add +2XP per skeletal knight destroyed.

Highly recommended. A satisfying conclusion to the first phase of a Shadow Deep campaign.



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[5 of 5 Stars!]
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