Echoes of the Abyss: A Planet 28 Solo Scenario

In the depths of Guttercreek Precinct, where the air was choked with smog and shadows held dominion, a gang of miscreants known as “The Scab Rats” had unwittingly stumbled upon a relic of unimaginable power. A fragment of warpstone, infused with malevolent energy that seemed to twist reality itself.

Their fortune, or perhaps their curse, had led them to a decision. They would cash in on their ill-gotten gains, seeking to sell the warpstone to a mysterious and ominous figure, Ravus Blackfeather. Little did The Scab Rats know Blackfeather was a secret chaos worshipper who had already betrayed them.

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The Scab Rats: Slinger, Vic, Grudge, and Dust.


As the sunless hours of Guttercreek Precinct’s eternal night enveloped the sprawling hive city, The Scab Rats embarked on their treacherous journey, led by their enigmatic leader, Grudge. Alongside him marched Vic, Dust, and Slinger.

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The treacherous Ravus Blackfeather.


Their path wound through labyrinthine tunnels and treacherous alleys, where danger lurked in every shadow. Yet, the lure of riches beyond measure and the chance to escape their lowly existence pushed them forward, even as a palpable sense of dread gnawed at their souls.

Unbeknownst to The Scab Rats, their intentions had not gone unnoticed. In the heart of the underhive, amid the ruins of a derelict factory, two figures awaited their arrival with sinister anticipation. They were the last survivors of a warband damned by their ambition and forsaken by their dark gods.

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Zarkul Warpreaver and Mordax Bloodclaw.


Zarkul Warpreaver and Mordax Bloodclaw had heard whispers of the warpstone’s fragment—a source of chaotic energy potent enough to rend the fabric of reality itself. With the world of Noxhaven Bastion serving as their prison, they saw this fragment as their only hope for escape, their ticket out of damnation.

Ravus Blackfeather, the robed enigma, was not what he seemed. Behind his mysterious façade lay a sinister secret. He had deceived The Scab Rats, selling them out to Zarkul and Mordax, revealing their every move and their intent to sell the warpstone.

The fateful meeting was set deep within the underhive, where the air was thick with the stench of desperation, and betrayal lingered like a curse. Ravus Blackfeather waited in the shadows, ready to complete the transaction. Yet, he was not alone. Zarkul Warpreaver and Mordax Bloodclaw loomed ominously nearby.

As The Scab Rats ventured deeper into the abyss, the atmosphere grew tense, and the very walls seemed to close in around them. Shadows danced with malevolent glee, whispering secrets of doom. With every echoing footstep, the warpstone fragment pulsed with an eerie light, as if it were aware of the impending cataclysm.

The moment of reckoning had come. A clash between desperation and greed, where The Scab Rats would face their most harrowing trial yet. Bloodclaw and Warpreaver, the last survivors of a doomed army, had but one goal—to seize the warpstone and create a rift to freedom. It was a confrontation that would test the boundaries of reality and plunge them all into the depths of madness.

The Game

The Scab Rats have limited ammunition, and their guns have very little chance of harming the two Chaos Marines.

Their main aim will be to escape with their lives (and their priceless warpstone). There will be 15 potential exits through various vents and trapdoors. Only one of these will be an exit to freedom. This will be determined by using a deck of cards.

  • One card is the exit
  • Two cards are extra weapons the gang may use – roll a D20 on the weapons table to discover which
  • Three cards are traps at a damage of 2D6
  • Nine cards are non-events

Slinger has five grenades. I created the rules for these myself. Range is two D6, with a blast radius of 3″ (so, potentially deadly for Slinger if he throws badly). Damage is 3D8. Grenades will bounce off any wall back the way they came to complete their full range, if applicable.

Grudge will begin the game carrying the warpstone. The carrier must take a Psyche test at the beginning of each turn. If they fail, they are hostile towards their comrades until the next turn. They will then need to retake the test.

The Scab Rats all have the Loot ability, which means they can take a Marine’s weapons in the unlikely event of them killing one.

The Scab Rats all have the Gunslinger trait, which means they can shoot out of combat.

The two Chaos Marines have the Bulwark trait, which means no charge bonus against.

The Scab Rats will split up to find the exit.

Complete Victory: All four escape with the warpstone.

Partial Victory: One or more escape with their lives.

Defeat: All four are killed.

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During the game, I jotted down some very basic notes and fed them into ChatGPT to create the following battle report:

Turn One

In the dimly lit chamber of the derelict factory, tension hung heavy as the Scab Rats and the Chaos Space Marines faced off. The warpstone, a shimmering fragment of pure malevolence, was cradled in the arms of Grudge, the enigmatic leader of the Scab Rats. He could feel its unsettling power coursing through him, but his psyche held firm, resisting the insidious whispers that threatened to consume him.

As the first turn unfolded, the Scab Rats had the advantage. The Chaos Space Marines, Zarkul Warpreaver and Mordax Bloodclaw, had failed to seize the initiative, finding themselves trailing behind their prey. This momentary respite allowed Grudge and his gang to react.

Grudge, determined to protect the warpstone at all costs, felt the warpstone’s eerie influence gnawing at the edges of his mind. He closed his eyes for a moment, taking a deep breath to focus his thoughts. The warpstone’s power was a double-edged sword, and he needed to master it, not be mastered by it. His psyche remained steady, and he retained control over his actions.

Slinger, ever resourceful, had split from the group earlier to scout for an escape route. He now found himself in a dimly lit chamber adjacent to the main confrontation area. To his surprise, his fingers brushed against something unexpected—a sniper rifle concealed within the vent’s dark recesses. The weapon felt cold and deadly in his grip, promising precision and lethality in the upcoming confrontation.

Meanwhile, Vic had ventured into a different part of the factory. Cautiously investigating a vent, he probed deeper, unaware that danger lurked within. As he triggered a hidden trap, it sprang to life, lashing out with cruel efficiency. Vic grimaced as he suffered the brunt of the trap’s cruel punishment, taking 3 damage. Blood welled from his wounds, but he gritted his teeth, refusing to be deterred.

Dust, known for his cunning, had taken a separate path altogether. Venturing into the darkness, he sought the exit with single-minded determination. His nimble fingers found the way, and the prospect of escape beckoned tantalizingly.

However, the serenity of the moment was shattered when Mordax Bloodclaw, fueled by a surge of savage fury, charged forward. With a guttural roar, he lunged at Dust, his armored frame a blur of malevolent intent. In one swift, brutal motion, he seized Dust and hurled him across the chamber. Dust’s body crashed against the hard metal of a nearby structure, leaving him battered and disoriented.

The first turn had come to an explosive end, setting the stage for a confrontation that would test the Scab Rats’ resolve and the Chaos Space Marines’ unrelenting thirst for the warpstone’s power. In the dimly lit chamber, the warpstone’s eerie glow cast elongated shadows, and the battle between light and darkness had only just begun.

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Turn Two

As the second turn began, the Chaos Space Marines, their red eyes burning with malevolence, seized the advantage. Zarkul Warpreaver and Mordax Bloodclaw were eager to close in on their prey and claim the coveted warpstone.

Bloodclaw, his bolt pistol held steady, took aim at Dust, who had just recovered from being hurled across the chamber. With a deafening shot, the bolt round streaked through the air, narrowly missing Dust as he dove for cover behind a rusted metal crate. The resounding impact sent sparks flying, leaving scorch marks on the chamber’s walls.

Warpreaver, on the other hand, aimed his bolter at Grudge, the bearer of the warpstone. The deafening roar of the bolter echoed through the chamber as the rounds erupted from the weapon’s barrel. However, Grudge, fueled by determination and the warpstone’s eerie power, moved with uncanny speed. The bolts whizzed past him, missing their mark entirely. Grudge remained unscathed, the warpstone’s influence granting him an otherworldly agility.

With the immediate threats momentarily thwarted, it was the Scab Rats’ turn to respond.

Grudge, having passed his psyche test once again, retained his control over the malevolent warpstone. He felt its power coursing through his veins, enhancing his combat capabilities.

Dust, still in cover, took aim at Bloodclaw. He squeezed the trigger of his rifle, but the shot went wide, striking the chamber wall and sending a cascade of sparks into the air.

Slinger, positioned in the adjacent chamber, took a calculated risk. With a quick, practiced motion, he hurled a grenade toward Bloodclaw. However, the grenade missed its target, exploding harmlessly in the distance. The chamber reverberated with the deafening blast, echoing off the metal walls.

The battle had escalated, with both sides demonstrating their resilience and determination. The warpstone’s eerie glow continued to cast its eerie light upon the unfolding conflict, as the Scab Rats fought to protect their prize, and the Chaos Space Marines hungered for its dark power.

Turn Three

As the third turn unfolded, the Chaos Space Marines, despite their fervent desire to seize the initiative, found themselves once again trailing behind the Scab Rats. The eerie warpstone continued to exert its enigmatic influence over the chamber.

Grudge, the keeper of the warpstone’s dark power, held his ground and passed the psyche test once more. His determination was unshaken, and he remained in control of the malevolent artifact, granting him an unnatural resilience.

Dust, undaunted by his earlier missed shot, calmly reloaded his weapon. With unwavering focus, he aimed his rifle at Bloodclaw, pulling the trigger with precision. However, fate was not on his side, and the shot once again failed to inflict damage.

Slinger, known for his proficiency with explosives, decided to take another calculated risk. With a swift motion, he hurled a grenade toward Bloodclaw. But, much like before, the grenade missed its intended target, detonating harmlessly in the distance. The resounding explosion echoed through the chamber.

Bloodclaw, the relentless and brutal warrior, had had enough of Dust’s persistence. With a savage roar, he charged forward, his huge mutated pincer claw poised to strike. Dust, reacting with remarkable agility, narrowly evaded the charge by the barest margin, his awareness keeping him safe from a potentially devastating blow. However, Bloodclaw’s relentless assault was not deterred. With lightning speed, he struck Dust, his monstrous claw tearing through the air. Dust couldn’t fully avoid the attack, and the claw made contact, inflicting a substantial 7 damage upon him. Gritting his teeth, Dust staggered backward, bloodied but determined.

Warpreaver, realizing the threat Grudge posed with the warpstone, raised his bolter once more. He aimed at Grudge with deadly intent, but the shot went wide, missing its target entirely. Grudge, bolstered by the warpstone’s influence, moved with unnatural grace, narrowly avoiding the lethal rounds.

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Turn Four

As the fourth turn dawned, the Chaos Space Marines finally seized the initiative, eager to turn the tide of the battle in their favour.

Bloodclaw, his frustration mounting, attempted to seize Dust, determined to finish him off. He lunged at the Scab Rat with brutish strength, but Dust, his agility undiminished, managed to evade the attack. With a growl of frustration, Bloodclaw’s attempt to throw Dust had failed, leaving the wiry Scab Rat standing his ground.

Meanwhile, Warpreaver, the more tactical of the two Chaos Space Marines, recognized the threat posed by Grudge. He aimed his bolter at the Scab Rat leader and unleashed a volley of rounds. The air was filled with the deafening roar of gunfire, and Grudge, despite his enhanced abilities granted by the warpstone, could not evade the onslaught. The rounds struck true, inflicting a brutal 7 damage upon him. The impact of the shots sent Grudge reeling, his resolve momentarily shaken.

In the midst of the chaos, the warpstone’s influence over Grudge waned, and he failed the psyche test. For this brief moment, the sinister artifact took control of his actions. With a menacing glare, Grudge turned hostile, his malevolent intent clear. With no Scab Rats in his immediate vicinity, he began to retreat, heading back the way he had come, away from the exit. His path was marked by a foreboding aura, and the other Scab Rats could only watch in dismay as their leader withdrew.

Dust, battered but resolute, realized that disengaging from the frenzied combat with Bloodclaw was a matter of survival. He broke away, narrowly avoiding further harm. However, the intense skirmish had taken its toll, and Dust’s health had fallen below 50%. His injuries left him weakened, and he could feel his skills slipping, reduced by one.

Slinger, positioned at a distance, took advantage of his newfound sniper rifle. He aimed with calculated precision at Bloodclaw, his finger gently squeezing the trigger. But, in the heat of the moment, the shot went wide, missing its intended target by a hair’s breadth. The chamber reverberated with the echo of the shot, a testament to the intense battle that raged on.

The fourth turn had seen a shift in momentum, with the Chaos Space Marines unleashing a relentless assault. Grudge’s temporary turn to hostility left the Scab Rats in a precarious situation, and the outcome of this harrowing confrontation remained uncertain. The warpstone’s eerie glow continued to cast its sinister light upon the unfolding battle, an ominous presence that hung heavily in the chamber.

Turn Five

As the fifth turn commenced, it was the Scab Rats who seized the initiative. With Grudge, Vic, Dust, and Slinger now regrouping and focusing on their escape, they had a plan to evade the relentless Chaos Space Marines.

Grudge, his resolve steeled by the malevolent warpstone, passed the psyche test once more. His connection to the artifact remained firm, and he retained control over its sinister power.

Vic and Grudge, recognizing the urgency of the situation, made a run for it. They swiftly moved past Warpreaver, their footsteps echoing through the chamber as they shouted to Dust and Slinger, who were nearby. The message was clear: escape while they still could.

Warpreaver, realizing that Grudge and Vic were attempting to flee, charged at Grudge with a ruthless determination to prevent their escape. He aimed to strike Grudge down, but the Scab Rat leader, bolstered by the warpstone’s power, moved with unnatural agility, narrowly evading the lethal blow.

Bloodclaw, on the other hand, targeted Vic, his huge mutated pincer claw poised to strike. He lunged at the Scab Rat, but Vic, his instincts sharp, managed to avoid the attack, sidestepping the vicious assault. Bloodclaw’s strike missed its mark, leaving Vic unscathed.

The chamber was filled with tension as the Scab Rats made a desperate bid for escape, hoping to outrun the relentless pursuit of the Chaos Space Marines.

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Turn Six

As the sixth turn unfolded, the Scab Rats once again seized the initiative. However, the events that followed were marked by confusion and chaos.

Grudge, the bearer of the malevolent warpstone, faltered in his control over the sinister artifact. The insidious whispers and dark influence overwhelmed him, causing him to lose focus. In his confusion, he charged at his comrade, Vic, who had been at his side moments ago. The charge granted him a bonus, and the warpstone’s power bolstered his combat abilities, enhancing his fight skill by 1. Grudge struck Vic, inflicting 2 damage upon him. Vic, however, refused to retaliate against his friend, opting instead to try to help the situation.

Vic, still standing, turned his weapon towards Warpreaver, who was nearby. He attempted to take a shot at the Dark Marine, but the chaos of the moment caused his aim to falter, and the shot missed its mark.

Warpreaver, sensing an opportunity as Grudge stumbled in his confusion, tried to capitalize on the situation by attacking Grudge. However, his assault failed to connect, as Grudge’s erratic movements defied prediction.

Bloodclaw, the terrifying and unrelenting Chaos Space Marine, saw an opening and seized it. He launched a savage attack against Vic, brutally inflicting massive damage that left Vic gravely wounded and unable to continue the fight. Vic fell, his life extinguished by the relentless assault.

The chamber echoed with the cacophony of battle, and the once-cohesive Scab Rats were now embroiled in a chaotic and tragic confrontation.

Turn Seven

As the seventh turn unfolded, the Scab Rats managed to seize the initiative once more. Grudge, his willpower tested by the malevolent warpstone, managed to maintain control over its eerie power.

With a sense of urgency, Grudge decided that retreat was the only option. He made a run for it, breaking away from the Chaos Space Marine, Warpreaver, who had been in hot pursuit. Warpreaver attempted to strike at Grudge as he fled, but his attack missed its mark. Despite the close call, Grudge managed to elude his grasp, his enhanced agility granted by the warpstone allowing him to slip away.

However, Bloodclaw was not far behind. He saw an opportunity to close the distance, charging after Grudge with relentless determination. As he reached the Scab Rat leader, he managed to land a blow, inflicting 2 damage. Grudge felt the pain, but his resolve remained unshaken.

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Turn Eight

As the eighth and final turn unfolded, Grudge, the Scab Rat leader, was determined to make a desperate escape. He passed the psyche test, his willpower still holding firm against the malevolent warpstone.

With the exit vent within inches of his reach, Grudge broke away from the pursuing Bloodclaw. Despite the Chaos Space Marine’s efforts, he couldn’t land a blow as Grudge fled, the Scab Rat leader’s agility proving crucial in this critical moment.

However, Warpreaver, recognizing the imminent threat to their plans, raised his bolter and opened fire. His shots found their mark, striking Grudge in the back with deadly accuracy. The brutal impact inflicted 6 damage upon Grudge, leaving him bloodied and battered. His health had fallen below 50%, and the injuries took their toll, reducing all his skills.

Bloodclaw, seizing the opportunity presented to him, charged at Grudge with relentless fury. In a brutal and devastating attack, he inflicted gruesome damage upon the Scab Rat leader. The relentless assault proved fatal, and Grudge fell, his life extinguished mere inches from the exit vent.

The grim reality set in—the game was over. Despite the valiant efforts of Slinger and Dust, who had managed to escape, the Scab Rats had suffered heavy losses. Vic and Grudge had paid the ultimate price, and the coveted warpstone had fallen into the hands of the Chaos Space Marines, Zarkul Warpreaver and Mordax Bloodclaw. The derelict factory bore witness to the tragic conclusion of this fateful encounter, its shadows illuminated only by the eerie glow of the malevolent artifact.

Take Your Kids on a Dungeon Crawl, With CoraQuest

In CoraQuest you take control of four adventurers exploring a dungeon, avoiding traps, finding treasure, fighting monsters,and sometimes rescuing gnomes called Kevin.


Being a proactive fellow, I’ve been on the hunt for a dungeon crawler I can eventually play with my daughter. She’s only two at the moment, and I don’t fancy waiting another ten years, so I’d been Googling “dungeon crawlers for kids”. I’ll admit it was a somewhat half-hearted search, but it didn’t throw up anything that caught my attention.

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Anyway, it turns out that all I needed to do was attend this year’s Tabletop Scotland to find what I was after. I hadn’t been through the doors two minutes when I spotted a lovely wee game called CoraQuest. I had a chat with the nice chap from Bright Eye Games, got shown the basics, and did the old “take my money” routine.

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When I got a look in the box that evening, I learned more about the game’s origins, and it turns out there’s a heartwarming tale of a Dad (Dan) and daughter (Cora) creating it as a lockdown-era project in 2020.

coraquest gameplay

Anyway, the next natural step in this sequence of events was, of course, to have a chat about it on the podcast. In this episode, you’ll hear from CoraQuest co-creator Dan about the game’s background, how it plays, and the media frenzy that followed its release.

CoraQuest is a cooperative game with everything you need to start playing right out of the box. But it also lends itself to adaptation and homebrewing. There’s a booklet inside that helps you create your own characters, weapons, and items. The game is played with brilliantly drawn cardboard “standees”, but these can easily be substituted by miniatures from your collection. My old Monster in My Pocket horde are just screaming to be let loose on these dungeon tiles…

Links

Brent Spivey Talks Mayhem & Rogue Planet

Award-winning game designer Brent Spivey joins me to chat about two of his cult games, Mayhem and Rogue Planet.

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Both of these games are miniature agnostic systems with innovative designs and mechanics.

Rogue Planet is a sci-fantasy skirmish game ideally suited to folks seeking a bit of a 40k/Rogue Trader fix. Mayhem, on the other hand, works great as a mass-battle system for getting your 6mm or 10mm armies on the table. The book includes rules for sieges too, if you want to give your castle terrain a runout.

You can keep up with future updates from Brent by visiting his website Bombshell Games.

Boring Balance, & the Need for Narrative in Wargaming

We make a return to playing Song of Blades & Heroes, one of the most simple and accessible skirmish games on the market. And, in this battle, we’re focusing on storytelling over points, fairness, and balance. The defenders can’t possibly win. But how well can they hold out against a huge Chaos force?

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So why do many players prefer unbalanced, narrative scenarios over fair and competitive encounters?

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After all, isn’t tabletop wargaming all about strategy, skill, and balance? Isn’t the whole point to test our tactical abilities against our opponents?

Sure, that’s definitely a big part of it. But it’s not the only part.

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Unbalanced scenarios add a layer of excitement and unpredictability to the game. You never know what you might be up against in these scenarios. It could be a massive army against a small group of elite units, or it could be a guerrilla-style ambush on a convoy of tanks. These types of scenarios offer a unique challenge that can’t be replicated in a balanced game.

At its heart, tabletop wargaming is about storytelling. We create armies, paint models, and build terrain because we want to immerse ourselves in epic battles and heroic struggles. We want to feel like we’re part of a grand, sweeping narrative, with all the twists and turns and emotional highs and lows that come with it.

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In a fair and balanced game, both players have equal opportunities to win, which means the game’s outcome is largely determined by skill and strategy. While that’s great, it can also become predictable and monotonous after a while. Unbalanced scenarios, on the other hand, keep the game fresh and exciting by forcing players to come up with creative solutions to overcome their disadvantage.

When we play a game that’s heavily weighted in favour of one side or the other, we’re not just trying to win. We’re also trying to tell a story. Maybe we’re playing out the final battle of a long and bitter war, with one side hopelessly outnumbered but fighting with desperate courage. Or maybe we’re staging a daring raid on an enemy stronghold, with the attackers outnumbered but relying on cunning and surprise to carry the day. Whatever the situation, it’s the narrative that drives us, not just the desire to win.

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In an unbalanced scenario, the narrative becomes the driving force behind the game. Players can get lost in the story and become more invested in their army’s fate, which adds to the overall gaming experience.

Of course, this kind of approach isn’t for everyone. Some players prefer the purity of a perfectly balanced, competitive encounter, where victory is determined solely by skill and strategy. And that’s totally fine! There’s nothing wrong with wanting a fair fight.

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But for those of us who crave a bit more drama and excitement, unbalanced scenarios are where it’s at. We get to take risks, try crazy tactics, and see our armies perform feats of heroism and bravery that would be impossible in a strictly balanced game. We get to tell stories that are full of tension, surprise, and drama – stories that stick with us long after the game is over.

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Finally, unbalanced scenarios can be a great leveller. They allow newer players to compete against more experienced players on a more level playing field. When a scenario is unbalanced, the outcome is not determined solely by the players’ skill level. Instead, it’s about how well they can adapt to the challenges presented by the scenario. This can give newer players a fighting chance and motivate them to keep playing.

Be sure to view the full gallery of photos from our game, as well as subscribe to our follow the Tabletop Miniature Hobby Podcast on your listening app of choice.

Blood Moon: Rangers of Shadow Deep (A Lycanthrope Cluedo)

Blood Moon is the first micro-supplement for Rangers of Shadow Deep. Having enjoyed The Deserted Village, The Infected Trees, and The Bridge Guards scenarios, we were excited to get to grips with this one.

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Unfortunately, after a positive start, we misinterpreted a vital rule and botched the entire thing. We were keeping investigation scores for each auxiliary companion as opposed to one single collective score. Now that we know what we did wrong, it makes perfect sense. It isn’t the clearest when you read it in the book, though, and we aren’t the brightest of chaps, so it was the perfect storm.

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Subscribe to or follow the Tabletop Miniature Hobby Podcast on your listening app of choice.

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Lesson learned, though. We’ll definitely be arranging a rematch in the very near future.

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We did get to fight some giant rats before it all went wrong.

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As well as some giant flies.

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But not really any wolves. This certainly never happened.

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Nor did this.

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Our auxiliary companions, Seb, Orla, Nicolan, and Covin. None of them were the werewolf, so in some ways, this game was a tremendous success.

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The Manor House. Built with some kids wooden blocks, and furniture from Dungeon Saga.

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Range-ers of Shadow Deep.

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Dangers of Shadow Deep. We did get to fight and kill this werewolf. Eventually. Is it acceptable to skin it and wear its fur? Or would it turn back into mouldy human skin once the moon went away?

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Thanks for taking a look at our failed (but still fun) game of Blood Moon. You’ll find all of our other Rangers of Shadow Deep content right here.

Here is the full range of pictures and miniatures from our Blood Moon game, too.

And be sure to subscribe to or follow the Tabletop Miniature Hobby Podcast on your listening app of choice.

Frostgrave Vs Rangers of Shadow Deep

This isn’t a direct comparison of Frostgrave Vs Rangers of Shadow Deep. We’ve covered the ins and outs of the latter quite a bit on this podcast, already. Instead, we’re going to turn our attention to the frozen city, and delve into the Frostgrave rules (and spells) to see the similarities and differences between these two excellent games.

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Rangers of Shadow Deep episodes on the Tabletop Miniature Hobby Podcast so far.

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Not content with reading through the Frostgrave rulebook, we then take the heroic next step – put some little painted toys on a table, roll dice, and probe measuring tapes about the place.

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The forces of good. Our Rangers of Shadow Deep crew are led by illusionist Claire with the Bear, and her apprentice, Russell Sprout.

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They’re up against the forces of evil – led by summoner Courtney Lovecraft, and her apprentice, Squid Vicious.

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The forces assemble. Photo credit, Vinny the Vulture, who did not take part.

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Claire and Russell were joined by ‘Adam & his Apple’. A fast runner who eats his five a day.

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An Orc Brute. Surely he’ll mash a few heads in. Surely….?

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A Chaos Goblin champion and his two Chaos Warrior chums.

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An Orc Warrior, and veteran of Battlemasters. He’s seen it all.

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Squid Vicious, apprentice to Courtney Lovecraft.

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A Chaos Dwarf with two heads, and Weird Willie (left) with… well, you know…

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This didn’t actually happen (summoning a greater daemon was way too hard) but I thought it made for a cool picture.

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It reminds me of a sort of grimdark Bioshock.

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The kids went without supper that evening, purely because Stu was away out with his mum’s best pot on his head.

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As for the big guy? Turns out he only needed directions to the post office.

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The game in full swing.

Frostgrave Vs Rangers of Shadow Deep

Thanks as always for listening to the Tabletop Miniature Hobby Podcast, and please remember to follow or subscribe on your listening app of choice!

The Bridge Guards: A Post-Game Podcast Chat

We’re no strangers to Rangers of Shadow Deep on the Tabletop Miniature Hobby Podcast. If you’ve followed along so far, you’ll have heard our campaign progress as we played through the Deserted Village and Infected Trees scenarios that made up Mission One.

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Gnoll’s House Party: The lads prepare to toast some marshmallows around the campfire

Now it was time to kick off Mission Two (The Beacon Tower) with its first scenario, The Bridge Guards. Here, we see the introduction of the Gnolls, and those were a mixture of beastmen and goblins on our tabletop.

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The gnolls were guarding a bridge (hence the aptly named scenario) over a fast-flowing and very cold river, which we needed to get across on our way to Tor Varden.

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The stage is set

I took Joe McCullough’s “wooden blocks” advice on this scenario. The table had to be strewn with rocks, boulders, and general cover – the idea being that the Rangers have the element of surprise (at least, until one of my guys manages to blow our cover pretty early on!).

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A Vinny the Vulture-eye view of the table

I even used these blocks to build the bridge itself. Sure, it doesn’t look ultra-realistic, but suspension of disbelief quickly kicks in the minute the first dice is rolled.

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The well-guarded bridge

We upped the challenge level by adding in a “Gnoll Lord”, who basically took the stat line of an ogre. We also gave ourselves some extra backup with the addition of ‘Goatsy’ – and he had a very interesting afternoon indeed!

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Goatsy: Will we ever see his like again?

Keeping the Joe McCulloch theme of this episode, I also wanted to chat about a book I recently bought and read through – Frostgrave supplement Perilous Dark. This excellent solo/co-op guide combines pre-written scenarios with a lot of how-to advice on creating your own scenarios and campaigns of this nature. Big thanks to friend of the show Mark on our Discord channel for the heads up about it!

More Photos From The Bridge Guards

This episode is sponsored by Midlam Miniatures. Three of the miniatures used in this scenario were bought from Midlam – Goatsy, Boarus, and the big lizardy lad playing the role of the Gnoll Sergeant on the bridge. You can see pics of the Kraken Cult, Grim Reaper, and Headless Lady miniatures mentioned in my post about Populating a Lovecraftian Dungeon.

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Harald Half-Orc. Boarus, and Vinny

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Fun Gus, Grubb, and Count Gunther

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Quite literally the bridge guards. Note that the Gnoll sergeant is too tough for clothes.

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One last shot before all Hell broke loose.

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Remember, we have similar reports from the Deserted Village and Infected Trees scenarios on the Tabletop Miniature Hobby Podcast, too.

A big thanks to Midlam Miniatures for sponsoring this episode!

The Infected Trees (Ruins!): A Post-Game Podcast Chat

Rangers of Shadow Deep gets a lot of love on the Tabletop Miniature Hobby Podcast. We’ve previously done episodes looking through the main rulebook, speaking to creator Joe McCullough, and playing the very first scenario The Deserted Village. Now it’s time to take on the next one – The Infected Trees. Except I’ve actually no tree terrain in my collection, so let’s just go with “infected ruins” instead!

The party are ready to head into the spider-infested ruins.

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The table in its entirety.
Cotton wool balls to represent cocoons. The red Battlemasters dice are the nests.
The old drunk was rescued in the previous mission. He didn’t survive this one.
The sort of view Vinny the Vulture had when he flew around contributing absolutely nothing.
One of the spiders.
Another look down on the tabletop.
More spiders.
What’s next for this motley crew? They’re off to Tor Varden.

Be sure to check out the other episodes of the Tabletop Miniature Hobby Podcast. Elsewhere we look through the Rangers of Shadow Deep rulebook, speak to creator Joe McCullough, and talk about playing through The Deserted Village.

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The Deserted Village: A Post-Game Podcast Chat

On a recent episode of the Tabletop Miniature Hobby Podcast, we took a look through the rulebook of Rangers of Shadow Deep. Now it was time to get the table set up and test it out for ourselves. In this episode, we talk through our experience of the deserted village scenario.

The Deserted Village - Rangers of Shadow Deep

RoSD is a popular and exciting solo/cooperative game. There’s a lot of adventuring to be done with the core rulebook containing more than a few missions and scenarios. On top of that, there are various expansions available too which build out the story world and develop your rangers.

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Subscribe on your podcast listening app of choiceRecent episodes include Rangers of Shadow Deep, Song of Blades & Heroes, and Warhammer: The Old World.


That said, we thought we’d start at the start, and that was a scenario that tasked us to venture out and look for one of our companions, a chap by the name of Aventine.

Setting up Rangers of Shadow Deep

Aventine has been missing for a few days, and on top of that, there have been reports of an attack on a nearby village. It’s up to our party to take a look around and get to the bottom of things.

The party in all their glory

Our party are, admittedly, a bit of a gang of misfits. Hardly the noblest looking of bunches.

Harald, Boarus, and Vinny

Ranger Harald Half-Orc (right), backed up by Boarus the “Boarbarian”, and Vinny the Vulture. These guys came from Otherworld, Midlam, and North Star, respectively.

Grubb, Gunther, and Fun Gus

Ranger Grubb (centre) flanked by Count Gunther and Fun Gus. The wee mushie man came from CP Models, whilst the other two were bought from Otherworld Miniatures.

Count Gunther

“Count” Gunther. Probably not a real Count. Just a brutal thug in some plate armour. Or, potentially, disgraced nobility. But who’s going to ask?

Vinny and Fun Gus

“You might’ve lost your kettle, Vinny, but you’re still making the tea. Hey? What? That’s why they call me Fun Gus!”

Harald Half-Orc

Ranger Harald Half-Orc looking “pleased”.

Boarus the Boarbarian

Boarus the “Boarbarian”, ex-slave and arena combatant. Now, hired muscle.

The village drunk

What will become of this partygoing villager if we take him along in the next scenario?

The scene is set to play out the deserted village scenario

Overall, the deserted village scenario was a lot of fun. Remember to check out our full episode on Rangers of Shadow Deep, and please take a moment to fill out the Miniature Hobbyist Survey, too!

Song of Blades and Heroes Fantasy Skirmish Rules (Use Any Minis)

Song of Blades and Heroes is a cult classic miniature agnostic fantasy skirmish ruleset. It’s an incredibly simple game to pick and up learn, with a low barrier to entry (you only need a handful of miniatures). Despite its simplicity though it isn’t a game that quickly feels limiting or boring. There’s a lot you can do with it, from the varied warbands you can build to the scenarios and campaigns you can play through.

song of blades and heroes on the table

On this episode of the Tabletop Miniature Hobby Podcast, we take a deep dive into the Song of Blades and Heroes rules. We talk through the Quality and Combat stats, before covering all the core mechanics around moving, fighting, shooting, magic, and, of course, running away.

Games typically last 30-45 minutes and there’s no bookkeeping either. This makes SBH a great game for beginners to start having fun with right away.

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Subscribe on your podcast listening app of choiceRecent episodes include Warhammer Fantasy Battle Alternatives, and Shopping in a Mid-90s Games Workshop Store.


We talk a bit about a game we played recently (pictured above) where a classic Chaos alliance (the Oldhammer type where Orcs and Goblins got in on the act) took on an undead “force”. The undead were actually far from what you might call a force and generally hung about in their deployment zone doing not very much at all. In any case, it was a fun afternoon and lessons were learned.

In our next game of Song of Blades and Heroes, we’ll be finding out if one Ancient Dragon can come out on top against 85 zombies. The answer is probably yes.

Elsewhere on the podcast, we talked about the return of HeroQuest and why we might just opt to play Dungeon Saga instead.

Here are some follow-up resources for you, too:

Thanks very much for listening, and please take a moment to subscribe to this show on your listening app of choice – that way you’ll never miss a future episode!