Mission Sheets Overview & Archive

For my recent Band of Blades game, I decided to write up “mission overviews” as a GM’s play aid before each game, for each of the (usually three) missions, with narrative details and information about the mission, enemies, obstacles, etc. And, of course, the graphic designer part of me couldn’t help but gussy them up.

Now, you can simply run missions off-the-cuff immediately after rolling them (and I believe this is the way you’re supposed to do it — or as they say, the RAW), but I find I prefer at least some prep before play. I’ve found those missions I don’t prep for, at least to me, feel less exciting and have less narrative “fullness”. YMMV, of course.

But for folks like myself, or anyone who enjoys reading over what other groups have done, perhaps to stir their own creative well, or, I guess, to play vicariously even, please enjoy the following. And, hey, if you use any of these missions in your own game, or variants of them, I’d love to hear how they went, such as how you changed them, how your players approached the problems, and how it all turned out!

I have almost an entire campaign’s worth of mission sheets — however, I didn’t write up the opening mission (included in the book), the last few phases of play (was very busy), or the Skydagger Keep missions (doesn’t need this extensive a treatment and are handled differently in play). There are around ten completed sets in total. I have converted most of the sheets I do have to .pngs and filled in some missing details to make them more useful to others. The specific blog posts usually include information on how our group fared on these missions and notable events or choices involved.

If you are interested in reading how these missions went for our group, and the entire story of our campaign, you can find it on the BitD community boards in this series of posts:
New Group, First Mission, Zora AAR
More Adventures of Zora’s Legion
More Adventures of Zora’s Legion: Half-way Through the Dark
More Adventures of Zora’s Legion: Skydagger Keep!

General notes on these missions »

Explanation of the sheet design »

Obviously, the visual elements of the mission sheets borrow heavily from the Band of Blades rulebook and playsheets, so I consider this to be Off-Guard Game’s visual IP, though the specific layout is mine. I want to be clear: this is fan-content for private use only and there’s no challenge here to OGG’s ownership or rights.

Since the first mission is taken directly from the book, I didn’t write up a sheet for it. I tend to consider that “Phase 0”, and the first set of missions the Legion is able to choose from to be “Phase 1”, taking place at the Western Front.

The following phase one missions were not the ones I used in the game, but from a prior game. For the first phase in this campaign, we ended up just adapting the Hozelbrucke Bridge mission, because I didn’t have anything prepared at the time. I’m including these here because they’re fun missions.


Phase 2 took place at Plainsworth, where the Legion spent a considerable amount of time gathering Intel and Supplies.


Phase 3 continued to take place in and around Plainsworth.


Phase 4 was the end of their time in Plainsworth. Two missions only this time as one mission was recycled from the prior phase.


Phase 5 took place on the Long Road as the Legion attempted to hurry across it to reach the mountains.


Phase 6 took place at the Barrak Mines, where the Legion stops to haggle for blackshot and pay respects at the tomb of an ancient chosen. I only rolled two missions for this phase, and one was replaced by a Special mission.


Phase 7 continued the Legion’s stay at the mines and St. Oysingra, with a focus on trying to delay Render’s advance.


Phase 8 brings the Legion onto the narrow paths and trails between the religious shrines of Gallow’s Pass wherein the Legion seeks artifacts and the blessings of the divine.


Phase 9 is a quick stop-over in the Talgon forest to seek out another artifact and gather more supplies in preparation of moving on to Fort Calisco.


Phase 10 cover the arrival of the Legion at Fort Calisco and their attempt to gain entry despite a besieging army.


[1] The dating system is our group’s design: each season is measured by its days, of which there are 90, and based on how the Time clocks fill, we decide the length of time over which the next set of missions occur. Each segment is, abstractly, around 9 days. The game starts late in the summer season already, however — we figure about 1/2 to 2/3rds of the way through the summer season (about 45 to 60 days) — so you may need to adjust your own summer dates and clock-tick periods accordingly.

This is not the official calendar or anything: your group should come up with your own way to handle this aspect, if you want to. Note: when the Time clock loses ticks, we simply had the next set of missions occur over a shorter term, and the following tick start earlier, so not to cause weird issues with the dates. (But we were also pretty loose with this, and didn’t think about or refer to the date more than a couple times, honestly.)

[2] I don’t necessarily recommend using the written secondary outcomes as the absolute fiction in your games, particularly if the players prefer to detail the results of what happened themselves (players are often more-than-happy to explain what happened, particularly if you can provide prompts using fruitful questions as needed, reducing the necessity for reliance on pre-written, canned results).