One Day Missions

The main experience of Earthborne Rangers is an ongoing campaign with a branching story told across many sessions (or “days”) of play. However, if you would rather play a one-off session of Earthborne Rangers these rules guide you in setting up and playing a session designed to be concluded in a single sitting.

Each of these missions provides a supplemental story guide that acts as a replacement for select parts of the Lure of the Valley campaign guide. If a card prompts you to read a campaign guide entry while playing one of these missions, first check this supplemental guide to see if the entry appears in it. If it does, read the entry found in this document in place of the normal entry in the campaign guide. Otherwise, read the normal entry.

The final difference between these missions and the normal game is that they each have a campaign guide entry to read at the end of the day if you haven’t completed your mission. If the day ends for any reason other than completing the mission, find and read the “End of the Day” entry in the supplemental story guide for your chosen mission.

Getting Started

Before beginning a One Day Mission, make sure that each player has a Ranger deck built and ready for play. You can build a deck following the rules on page 32 of the rulebook, or you can assemble a deck using the Premade Ranger decks.

Once you have your decks ready, choose one of two stories to play:

  • Missing Person: Ren Kobo hasn’t arrived for his regular appearance at his market. The Rangers will have to track him down and get him to safety.
  • Predatory Instincts: Caustic Mulchers have been getting bolder and are causing issues throughout the Valley. The Rangers have been asked to deal with them, one way or another.

The choppy waters of the Silverfin rhythmically slap against your canoe’s dolewood prow. You peer through the rain as you scan the banks of the river for any sign of Ren Kobo or his signature wagon. It’s been a week since the Messipian was supposed to make an appearance at his market west of Spire, and folks are starting to worry.

Yesterday, one of the fisherfolk found a box washed up on the Silverfin’s banks a bit south of White Sky and brought it to the Rangers. Ren isn’t the only one to use boxes of that make, but it’s the best sign you’ve had so far, so Lyn Mira lent one of her canoes to aid you in a fast search along the river.

Gain the DOLEWOOD CANOE REWARD card. One Ranger may immediately add it to their deck, removing two cards of their choice if they do.

Perform the first 4 steps of setup on page 10 of the rulebook, then return here for the remainder of setup.

The rain has been relentless, and the river has been swelling in recent days. You could stay here and search where the box was found, but assuming he was taken by the river, Ren could be anywhere along its length!

The river splits around the island that holds Spire. Given the number of the people in that area, surely someone there spotted something. Otherwise, if he made it past Spire, he’s most likely washed up in the Alluvial Ruins with all the river’s detritus. Either would be a good place to start, as would right here.

The Rangers Choose:

A. Stay at White Sky to search:

After pulling the canoe up to the riverbank in the area the fisherfolk mentioned, you begin picking through the brush. The rain has erased any tracks on the riverbank, but you quickly identify some disturbed and broken branches that speak of something large blundering through the bushes. Something like Ren Kobo’s wagon. A good sign! You decide to continue on this trail.

Put the WHITE SKY location card and the DOWNPOUR weather card into play in the surroundings.

B. Go to Spire and ask around, maybe someone saw him drift by:

You paddle downriver for a few hours, letting the current do most of the work as you steer to avoid the occasional toxin eater looming out of the rain.

You paddle around a bend to see Spire ahead of you, a dim silhouette through the downpour. As you get closer, you spot several figures urgently waving and beckoning you towards the shore. A woman wrapped in a thick poncho greets you as she helps pull your canoe onto the shingle. “Are we ever glad to see you! Are you the ones looking for ol’ Kobo? You’re going to want to see this.”

She leads you to a pile of boxes stacked on the shore and points up into the woods. “We found some footprints in a sheltered area up there, but we’re no trackers. Think you can take it from here?”

Put the SPIRE location card and the DOWNPOUR weather card into play in the surroundings.

C. Head down to the Alluvial Ruins to search through the detritus:

You paddle downriver for the better part of a day, letting the current do most of the work as you steer to avoid the occasional toxin eater looming out of the rain.

Finally, the current slows as the river widens into a massive alluvial fan. The trunks of dead trees and scattered ruins of ancient structures dot the field of detritus washed here by the Silverfin. It doesn’t take you long to spot some signs of Kobo. Not only do you find several boxes, but you also notice a torn piece of his poncho, tied to a branch as a sign. Clearly Ren knew he was in trouble, and knew you’d come looking for him. Hopefully all the other signs will be this easy to find.

Put the ALLUVIAL RUINS location card and the DOWNPOUR weather card into play in the surroundings.

Continue Reading:

Gain the SEARCH (REN KOBO) mission. (Put its card into play in the surroundings with Ren Kobo attached facedown.)

Create the Path deck by shuffling together the River set and the appropriate cards for your chosen location (see page 15 of the rulebook). Place it above the surroundings.

Then, perform all initial setup by performing the setup steps on the back of the location card and placing tokens on all cards that need them.

1.45 Search

You push through some particularly dense brush to discover a clearing full of animals! They don’t notice you as they graze on the contents of an overturned wagon. Ren Kobo’s overturned wagon! You quickly look around and spot the merchant hiding beneath a rock.

He locks eyes with you, and makes a frantic “no” gesture. He looks scared. Of these animals? They are just herbivores! However, you realize Ren might not know that they can be harmlessly shooed away.

The Rangers Choose:

A. Enter the clearing and scare off the wildlife surrounding Ren Kobo:

Boldly striding into the clearing, you scare off the grazing herbivores. As you do, you hear an audible groan from the merchant. “No, you fools, she’ll spot you!”

As you look towards the rock, a shadow falls over you. Only one creature in the Valley is big enough to cast a shadow like that. You’re going to have to get Ren Kobo, and yourselves, to the safety of a ranger station as quickly as possible.

Search the Valley set for UMBRA and put her into play.

B. Try to stealthily check on Ren without spooking the creatures:

You sneak carefully around the creatures, leaving them to eat the goods while you get to Ren. You ask him why he’s hiding, and he points frantically at the sky.

“Umbra!” he hisses. “I saw that damned irix circling above the clearing. She might be waiting for us to show ourselves.”

You tell him you can keep him safe. However, you know you need to get Ren and yourselves to a ranger station as quickly as possible.

C. Each Ranger searches the path deck for the next prey and puts it into play within reach of themselves. If playing with only one Ranger, search for two prey.

Then, search the Valley set for UMBRA and shuffle her into the path deck.

Continue Reading:

Complete the SEARCH (REN KOBO) mission, and gain the RESCUE (REN KOBO) mission. Put REN KOBO, MERCHANT into play within reach of a Ranger of your choice. Attach the RESCUE card to him. Do not read his entry.

You have to get Ren Kobo to a Ranger Station in one piece.

1.46 Rescue

Read the following based on how much harm is on Ren Kobo:

0-1: You have been hiking abreast with Ren Kobo, though he’s been more quiet than normal. You think his run-in with the giant raptor has left him more shaken that he lets on. Finally you crest a hill to be greeted by the sight of the ranger station. Ten minutes later, the merchant is sitting down with a cup of hot broth, drying off from the rain.

“Thank you,” Ren says. “This is why I love the Valley so much.” He clasps your hands, “exceptional people that you know you can rely on, even when you haven’t asked.”

2-3: Ren Kobo’s injuries have been wearing on him more and more as you travel. But finally you see the station in the distance. Ten minutes later, you’re inside, and the merchant is sitting down with a cup of hot broth, drying off from the rain. You have been hiking abreast with Ren Kobo, though he’s been more quiet than normal. You think his run-in with the giant raptor has left him more shaken that he lets on. Finally you crest a hill to be greeted by the sight of the ranger station. Ten minutes later, the merchant is sitting down with a cup of hot broth, drying off from the rain.

“Thank you,” he says. “People like you are why I love the Valley so much.” He clasps your hands, then winces. “Well, looks like this old fool won’t be traveling back to the Messipian Sea anytime soon; not with these injuries.”

Continue Reading:

Excellent work Rangers! You can rest now knowing that the Valley is safer thanks to your hard work.

End the day.

1.48 Rescue [harm]

Ren Kobo, coughs, stumbles, and falls to his knees. Although he insists he’s fine, you can tell the old Messipian is in trouble. You put his arm over your shoulder and heave his weight up. You can still get him to safety.

Attach REN KOBO facedown to a Ranger’s role card. While Ren Kobo is attached to your role, you can only have 2 equip value worth of gear equipped.

Arrive at a Ranger Station to unattach Ren Kobo from your role.

End of the Day

If you have completed Search (Ren Kobo), go to EoD2.

Otherwise, read:

Resolve the following based on how you ended the day:

Ranger ran out of cards: Your legs burn as you put one foot in front of the other, but at a certain point you know you just can’t go on. You flop down against a rock, chest heaving with deep, gulping breaths. You’ve tried your best, but you can’t rescue anyone in this state. You stop and set up camp for the night. Hopefully one of the other groups of Rangers out looking for Ren Kobo has had better luck than you.

Your mission is done for today. Thank you for playing, and better luck next time!

Ranger suffered 3 injuries: You wince as you try to walk forward. Blood is soaking through your temporary bandages. You lean against a rock and try to stifle a moan. . You’ve tried your best, but you can’t rescue anyone in this state, and you aren’t going to be able to travel far until you heal a bit.

A day and some proper medical care later, you are starting to feel a lot better when you hear shouts from up the trail. You yell back, and are soon greeted by a party of concerned-looking Rangers.

You wonder how they found you so quickly, when their guide rounds the corner. It’s Ren Kobo! You were on the right trail, and Ren must have found you by retracing his steps. You sigh at the irony, but are glad for the help.

Your mission is done for today. Thank you for playing, and better luck next time!

Another human cleared with [harm]: Your companion yells, staggers, and falls to their knees. Blood trickles to the ground. This is bad.

They are going to need your help immediately, Ren Kobo can wait. You start bandaging their wounds and send up a starspark to signal for others to come help. Soon, other Rangers will be here to get you and the wounded to safety.

Your mission is done for today. Thank you for playing, and better luck next time!

EoD2

Resolve the following based on how you ended the day:

Ranger ran out of cards: Your legs burn as you put one foot in front of the other, but at a certain point you know you just can’t go on. You flop lean down against a rock, chest heaving with deep, gulping breaths. Ren Kobo slides down the rock next to you, panting.

“We’ve come a long way, and I can see it in your face that we’re not making it tonight.” The merchant gives you a weak smile. “The good news is that I think that giant raptor only hunts during the day, so we should be safe to set up camp.”

He grabs your arm and, leaning on each other, you both struggle to your feet. . You’re going to set up camp for the night. You didn’t quite make it, but at least you know that Ren will be safe.

Your mission is done for today. Thank you for playing, and better luck next time!

Ranger suffered 3 injuries: You wince as you try to walk forward. Blood is soaking through your temporary bandages. You lean down against a rock and try to stifle a moan. You’ve tried your best, but you aren’t going to be able to travel far until you heal a bit.

Ren Kobo puts your arm over his shoulder and heaves you to your feet. “We aren’t done yet!”

With a strength you didn’t know the merchant had, he helps you down the trail. It looks like you won’t be the one doing the rescuing today after all.

Your mission is done for today. Thank you for playing, and better luck next time!

Another human cleared with [harm]: Your companion yells, staggers, and falls to their knees. Blood trickles to the ground, and the injury looks serious.

Ren Kobo runs up to the injured person. “They’re going to need help, fast!”

You run over to help, sending up a starspark to signal for aid. Soon, other Rangers will be here to get you and the wounded to safety.

Your mission is done for today. Thank you for playing, and better luck next time!

First, perform the first 4 steps of setup on page 10 of the rulebook, then return here for the remainder of setup.

Pebbles crunch underfoot as you walk away from Spire alongside Elder Orlin. You just finished meeting with all of the Elders of the Valley. A gathering like this is rare, but so is the problem they came to discuss. One of the species of biomeld in the Valley, the caustic mulcher, has become more prominent and is beginning to spread southward.

The elders are worried, and so are you. Caustic mulchers are known to indiscriminately digest any living being that crosses their path. Deep in the wilderness they can be a critical part of the Valley’s ecosystem, but this close to the inhabitants of the Valley, they could be very dangerous. Recently, one particular mulcher has begun roaming near Spire and other human settlements, and your neighbors worry that it’s only a matter of time before it snares someone with its acidic tongue.

You and the elders agreed that something needed to be done, but they left it up to you to decide what. But before you make that decision, you’ll have to find the mulcher.

Gain the LURE (CAUSTIC MULCHER) mission. For this mission, you can set aside predators or prey. (Put its card into play in the surroundings with the CAUSTIC MULCHER attached facedown.)

Elder Orlin escorts you to the edge of the Spire settlement, turns, and gives you a serious nod.

“This isn’t going to be an easy task, but after Elder Thrush spoke so highly of you and that other new recruit, Kal Iver, that I’m sure one of you will handle the job.” She points out past the island. “The mulcher has been spotted all around this region, and gets around surprisingly quickly. I imagine you will have success luring it no matter what direction you head out in, so take whatever path feels right to you.

The Rangers choose one of the four locations connected to Spire by non-river paths. Put the chosen location card and the DOWNPOUR weather card into play in the surroundings.

Create the Path deck by shuffling together the terrain set for the path between your current location and Spire, as well as 3 Valley cards. Place it above the surroundings.

Then, perform all initial setup by performing the setup steps on the back of the location card and placing tokens on all cards that need them.

That concludes setup. You’re ready to play. Lure out the caustic mulcher and find a way to deal with it once and for all.

1.42

You hide in a small stand of trees, waiting for the mulcher to appear. Your bait sits, untouched. You’re beginning to think that you headed in the wrong direction when, suddenly, one of the trees next to you moves.

The biomeld is enormous. What you thought was a tree is just one of its towering legs. With an alien grace, it strides towards the bait,

Flip the LURE (CAUSTIC MULCHER) card over to its Confront side. Put the CAUSTIC MULCHER into play.

The Rangers Choose:

A. Release the bait before the Mulcher gets to them:

Shuffle together all of the set aside predators and prey, then draw 1 to put into play within reach of a Ranger of your choice.

B. Let the Mulcher grab the bait:

Shuffle together all of the set aside predators and prey, then draw 2 to attach to the Mulcher.

Continue Reading:

Shuffle the remainder of those predators and prey into the path deck.

Now you have a choice: how to deal with this creature. You can kill the mulcher and rid Spire of its threat, or you can try to connect with the creature. Perhaps if you can better understand it, you can find a way to keep the caustic mulcher and others of its kind from hurting the citizens of the Valley.

1.43 Confront [progress]

The caustic mulcher’s tongue whips towards you, but you leap out of the way at the last moment. With exact timing, you grab onto one of the mulcher’s legs and scramble up onto its back.

Now, perched above its lashing tongue and snapping maw, you reach the loose folds of skin at the base of its thorax. You grab hold and squeeze, and the mulcher goes suddenly still.

Your guess was right, the caustic mulcher seems to respond to pressure on its more sensitive points. As you begin a careful process of trial and error, you become more and more convinced that with enough time and patience, you may just be able to tame the mulcher. And even if you can’t domesticate it, you suspect you can use this technique to lead it to the edges of the Valley.

End the day.

1.44 Confront [harm]

With a hideous, grating groan, the spindle-legged caustic mulcher collapses onto the ground. You look over your handiwork with a somber expression.

As you watch, you see that the forest around you, so quiet and deserted with the mulcher present, is already coming back to life. Squirrels and birds are starting to flit about, and you see a pair of artilopes poke their heads cautiously around a tree. The citizens of the Valley, as well as its creatures, will be safer and happier thanks to what you’ve done today.

End the day.

End of the Day

If you have completed Lure (Caustic Mulcher), go to EoD2

Otherwise, read:

Resolve the following based on how you ended the day:

Ranger ran out of cards: Your legs burn as you put one foot in front of the other, but at a certain point you know you just can’t go on. You lean against a rock, heaving a deep sigh. You can’t confront the mulcher in this state. But then, you hear the crash of lumbering footsteps. Oh no.

A caustic mulcher bursts through the treeline. You brace for a confrontation, but suddenly the mulcher stops just a few meters away. Its tongue hangs limply beneath it, and it makes no move to attack.

“Hallo!” You look up to see a figure riding the mulcher; Kal Iver, a new recruit who joined just around the same time as you. “Looks like you could use a ride. Turns out these things are pretty easy to tame if you know what you’re doing!”

You begrudgingly accept the ride, and have to listen to Kal’s boasting the entire way back.

Your mission is done for today. Thank you for playing, and better luck next time!

Ranger suffered 3 injuries: You wince as you try to walk forward. Blood is soaking through your temporary bandages. You lean down against a rock, stifling a moan. You’ve tried your best, but you wouldn’t be able to confront the mulcher in this state.

You set up camp for the night and begin to rewrap your bandages when you hear someone approaching along the trail. You look up to see Kal Iver, a new recruit who joined the Rangers around the same time as you stagger up the path while dragging a caustic mulcher’s massive tentacle-tongue.

“Hallo!” He throws down the tongue and joins you, stripping off thick, acid-scarred gloves as he does. “Check out what I’m taking down the biological outpost! I bet you’re glad you weren’t the only one the elders assigned to this, huh? Hope you don’t mind if I stay here for tonight; taking that thing down really tired me out!”

You begrudgingly let him stay, knowing that you’re going to have to listen to Kal’s boasting the entire night.

Your mission is done for today. Thank you for playing, and better luck next time!

Another human cleared with [harm]: Your companion yells, staggers, and falls to their knees. Blood trickles to the ground. This is bad.

They are going to need your help immediately; finding the mulcher can wait. You start bandaging their wounds and send up a starspark to signal for others to come help. Soon, other Rangers will be here to get you and the wounded to safety. .

Your mission is done for today. Thank you for playing, and better luck next time!

EoD2

Resolve the following based on how you ended the day:

Ranger ran out of cards: You stagger back, gasping for air and trying to protect yourself. You’ve pushed yourself to your limits, but the mulcher is just too formidable a foe. The struggle has left you exhausted, and if you keep going, you might end up the mulcher’s next meal. . You take your first opening and flee. You will have to get some rest and try again tomorrow, or maybe some other Rangers will have better luck in the meantime.

Your mission is done for today. Thank you for playing, and better luck next time!

Ranger suffered 3 injuries: In the chaos and confusion, you feel a slimy tongue wrap around your body. You’ve been grabbed by the mulcher! The acid of its tongue burns your skin as you are slowly pulled towards its mouth. Realizing this is your last hope, you strain with all your strength and tear yourself free of its grasp and fall to the ground.

You take the next opening opening and flee. You will have to get some rest and try again tomorrow, or maybe some other Rangers will have better luck in the meantime.

Your mission is done for today. Thank you for playing, and better luck next time!

Another human cleared with [harm]: Your companion staggers, and that’s the only opportunity the mulcher needs. It wraps its tongue around them and starts drawing them towards its maw.

Realizing the horrible danger, you leap up and tear your companion free. You both land hard on the ground. The mulcher reels, and you use the opportunity to flee until you reach a safe distance from the biomeld.

Looking at your companion’s wounds, they are going to need help immediately. You start bandaging their wounds and send up a starspark to signal for others to come help. Soon, other Rangers will be here to get you and the wounded to safety.

Your mission is done for today. Thank you for playing, and better luck next time!