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Ring of Power - GAJO Main Page

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Mirkwood –<br />

Travel through Mirkwood is hazardous, particularly if<br />

travelers stray from paths or roads. Travel through<br />

Mirkwood on a road is at the normal movement rate (no<br />

road bonus); <strong>of</strong>f road travel is at the rough terrain rate.<br />

Additionally, any force <strong>of</strong> 6 or less figures (other than<br />

Elves) traveling through Mirkwood must roll 1d6 each turn.<br />

On a roll <strong>of</strong> 1, or 1-2 if not on a road or path, the party<br />

encounters a force <strong>of</strong> 4 Giant Spiders. The spiders will<br />

immediately attack. If Giant Spiders are encountered, on a<br />

roll <strong>of</strong> 4+ they will be accompanied by a Spider Queen and<br />

3 spider swarms. The pr<strong>of</strong>iles for these creatures are<br />

shown below:<br />

Type Dice Attack Defense Special rules<br />

Moria –<br />

Long ago the ancient Dwarf Kingdom was overrun by<br />

goblins and even fouler creatures. But to maintain his<br />

kingdom, the Goblin King must at all times keep the cave<br />

troll and at least 10 goblin figures inside Moria. Other goblin<br />

forces may freely exit through either the east or west gates.<br />

Other figures (except for the Fellowship) entering Moria<br />

must fight and defeat any Moria figures encountered each<br />

turn to pass through. To enter Moria from the west, a force<br />

must include either Gandalf or a Dwarven or Elven hero.<br />

The leader <strong>of</strong> the force must attempt to guess the<br />

password, succeeding on a d6 roll <strong>of</strong> 4+. Any encounter<br />

rolled for a force within 6‖ <strong>of</strong> the west gate is automatically<br />

the watcher. If it has not already attacked, the watcher will<br />

automatically attack any time the west gate is opened.<br />

Giant<br />

Spider<br />

Spider<br />

Queen<br />

Spider<br />

Swarm<br />

1 4+ 6 Paralyze<br />

4 4+ 4+<br />

Paralyze, Emits d3<br />

new spider swarms<br />

after each round <strong>of</strong><br />

combat<br />

3 6+ - Paralyze<br />

Once inside, a party consisting solely <strong>of</strong> character figures<br />

may attempt to sneak through Moria. The western area is<br />

sparsely occupied, but the chances for discovery increase<br />

(the Pippin factor) as a party moves up and east. A party<br />

moving through Moria is discovered on a d6 roll <strong>of</strong> 1, with a<br />

–1 each turn after entry [to a maximum <strong>of</strong> –4]. Any goblin<br />

forces within Moria may attack on the turn following the<br />

detection <strong>of</strong> intruders.<br />

Cocoons - If the spiders win the combat, any paralyzed<br />

character figures are not lost but are cocooned in place,<br />

and must be rescued within 2 turns or they are permanently<br />

dead. If the spiders lose the combat, they disperse into the<br />

forest for a full turn.<br />

Moria is treated as rough terrain unless figures are goblins,<br />

dwarves or character figures lead by either Gimli or<br />

Gandalf. Any figure not meeting these requirements must<br />

roll each turn, falling <strong>of</strong>f a precipice on a d6 roll <strong>of</strong> 1.<br />

If the Fellowship is attacked prior to movement, and<br />

defeats the attackers (cuts their way through), they may still<br />

make their full move. At the beginning <strong>of</strong> each turn after<br />

fighting occurs, the Goblin player rolls 1d6 and on a 6 the<br />

Balrog appears to reinforce the evil figures. Unless he kills<br />

Gandalf or captures the ring, the Balrog may never leave<br />

Moria.<br />

Goblin swarms. The goblins are highly mobile within their<br />

underground lair and may attack from above and below as<br />

well as head on. Goblins are not restricted by the 6‖<br />

combat proximity limit. Goblins located anywhere within<br />

Moria may join in on any one combat. If assailed by two<br />

enemy forces, the goblin player must assign figures to one<br />

combat or the other—not both.<br />

Durin’s Axe lies hidden in Moria. On any turn where a<br />

dwarf hero is unengaged within Moria he may seek the<br />

axe, succeeding on a d6 result <strong>of</strong> ―6‖. Durin’s Axe makes it<br />

possible, though not probable, for a dwarf hero to slay the<br />

Balrog in single combat.<br />

<strong>Ring</strong> <strong>of</strong> <strong>Power</strong> War <strong>of</strong> the <strong>Ring</strong> Scenario pg. 18

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