The Campaign will end prematurely if, at any point, the Burglar is dead, there are only 4 team members remaining, or the entire team is wiped out in a scenario (before rolling on the
death chart!).
Scenario 1 – Roast Mutton
Description
The Journey has begun. Already the Dwarves and Bilbo are feeling the hardships of a long trek across Middle-earth, and when hungry and cold they send the burglar to go and investigate a light not too far away. But not all is as it would seem…
Participants Good
Gandalf the grey Thorin
The Dwarves of Thorin (12 including Fili, Kili and Bombur)
Evil
3 Cave Trolls Layout
This scenario is played out on a board 36" x 36". A campfire should be placed in the middle and plenty of cover should be placed within 6" of the edges of the table.
Starting Positions
The Trolls set up at least 6" from the fire.
The Good side enter play later.
Objectives
The good side must kill all three trolls to claim a major victory.
The evil side must incapacitate all the Dwarves and Gandalf – if this occurs then Also, the good side automatically claim a minor victory at the start of the 20th turn, at which point the sun rises and the trolls are turned to stone.
Points Match: Ambush!
To play out this scenario with alternative troops, designate a points value for the game – the good side is made up of heroes to this value and the evil side should be made up of one third of this value, e.g. 600 pts good heroes and 200pts evil warriors/heroes. The most expensive good hero takes the role of Gandalf.
Special rules Dwarven entry
The Dwarves enter individually, one a turn, in an order of the Good player’s choice. At the start of each turn (including the first) a Dwarf is placed in contact with the fire. They may move as normal on the turn they arrive, but cannot shoot.
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"Mutton yesterday, Mutton Today and blimey, if it don’t look like Mutton tomorrer."
- Bert the troll
"Shut yer Mouth! Yer can’t expect folk to stop round here just to be et by you and Bert. You’ve et a village and a half between yer, since we came down from the mountains."
- William the troll
Gandalf
The Good player may bring Gandalf on at any board edge at the start of the 14th turn (when all the Dwarves are on the board). When he arrives the trolls revert to the ‘animosity’ rule.
Animosity
The trolls are stupid creatures and the decision of what to do with the Dwarves is a tough one. When Gandalf is in play he can exploit this by throwing his voice. At the start of each move phase when Gandalf is on the board, each of the trolls must pass a courage check or come under the same effects as if they were under the
‘Compel’ spell, although they will fight as normal.
Incapacitation
As the trolls don’t want to kill and spoil their meat just yet, they will instead have to incapacitate the Dwarves. If they win a fight against the Dwarves the evil player nominates one opposing model that becomes incapacitated.
Incapacitated models are laid down on their side and may not do anything until awoken (see below).
Any good model in base contact with an incapacitated Dwarf may wake him in the fight phase as long as that model has done nothing else for the duration of that turn (this includes being charged).
Campaign implications
Should the Evil side win this battle, the campaign ends as all the Dwarves and their aid is sundered. If the good side win then they do not get weary points as the treasure they find at the lair sees all weariness fall from them. Also, any models that were incapacitated must roll to see if they have died as if they were a casualty – the troll’s rough treatment of them may have proven a little too much in the end…
Scenario 2 – The Cave
Description
Sheltering overnight in a handy cave found by Fili and Kili, the Dwarves think themselves to be safe. But they are unwittingly parked on the Goblin's front doorstep…
Participants Good
Gandalf the grey Bilbo
Thorin
The Dwarves of Thorin (12 including Fili, Kili and Bombur)
Evil
24 Goblins of the Misty Mountains Layout
This scenario is played out on a board 24"
x 24", boxed in by walls if possible. A crack of 4" should be placed in the centre of the north wall.
Starting Positions
The Good player splits his force into two
and the evil player picks on of these forces. The two players then place a good model alternately, positioning it so it is at least 2" away from another Good model and 6" away from the north wall. The Goblins are set up touching the north wall.
Objectives
The good side must kill at least 36 Goblins to get a Major Victory.
The evil side must knock out 50% of the good force to claim victory.
If both are achieved in the same turn the game is a draw.
Points Match: Night Raid
To play out this scenario with alternative troops, designate a points value for the game – the good side is made up of heroes to this value and the evil side is made up of warriors to the value of one fifth of the points cost, e.g.
600 pts good heroes and 120pts evil warriors.
Special rules
The alarm will be raised automatically if a Goblin moves into base contact with a Good model, on a 6 if a Good model is killed by a single shot, on a 4+ if a shot hits a Good model and fails to kill outright, or on a 4+ if a Goblin moves within 3" of a sleeping Good model. Once the alarm is raised, roll to see how many Good models awaken at the start of each turn – for each Good model roll 1D6. On a 4+ that model is awake and acts
normally for the duration of that turn. The Goblins may attack sleeping models, which count as trapped and under the spell immobilise. If the model is not killed in the combat it awakes automatically, but is placed lying down due to its surprised awakening.
Knocking out a good model
When a Good model is reduced to 0 wounds, it is knocked out and removed as a casualty – the Goblins have taken them!
Endless tide
The Goblins are near innumerable, and when a Goblin is killed another takes its
place. All the
Scenario 3 – Escape from the Mountain
Description
The Dwarves, having escaped the court of their Goblin counterparts, are now horribly lost in the mountain. They need to battle their way through countless Goblins before they get anywhere at all…
Participants Good
Gandalf the grey Thorin
The Dwarves of Thorin (12 including Fili, Kili and Bombur)
Evil
24 Goblins of the Misty Mountains (8 with spear, 8 with bow, 8 with shields) The Great Goblin
Layout
This scenario is played using any dimensions. You need 7 walkways, 6" by 2", for the Dwarves to travel along – these
should be arranged at right angles to each other. You could use terrain from the Moria terrain found in the Fellowship of the Ring official supplement; this scenario's layout is the Dwarrowdelf board.
Starting Positions
The Good side set up at one end of the labyrinthine passage. The evil side enter play as described in the special rules.
Points Match: Lost!
To play out this scenario with alternative troops, designate a points value for the game – the good side is made up of heroes to this value and the evil side should be made up of warriors one quarter of this value, e.g. 600 pts good heroes and 150pts evil warriors.
The evil side may include a single hero worth up to half of their total points allowance at no extra cost; this model takes the role of the Great Goblin.
Objectives
The good side must get at least 50% of their number off the other edge of the passage to get a minor victory. If they get 75% off they claim a major victory. The Evil side must prevent this in any way they can.
Special rules Goblin Entry
At the start of each turn, new Goblins may arrive to try and stop the Dwarves. Assign each corner of the passage a number between 1 and 6 at the beginning of the battle (these represent passages turning off the main path). Then, before priority every
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