Ring of Power - GAJO Main Page
Ring of Power - GAJO Main Page
Ring of Power - GAJO Main Page
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Elven Gifts:<br />
The Fellowship is a strong force for good, and will receive<br />
aid in the form <strong>of</strong> gifts if they reach several <strong>of</strong> the<br />
strongholds <strong>of</strong> good on the board.<br />
•If the Fellowship reaches Lothlorien, all members<br />
receive elven cloaks. On all future encounter rolls, if a<br />
1 is rolled, roll again and ignore the encounter on a 4-<br />
6. Also, any force consisting <strong>of</strong> 4 or less character<br />
figures wearing Elven cloaks is extremely difficult for<br />
enemy figures to spot. Enemy figures may not move<br />
within 2‖ <strong>of</strong> such a force unless they spot them. Roll<br />
1d6 for any force attempting to move closer, they<br />
succeed on a roll <strong>of</strong> 5+. Figures with the scout<br />
attribute succeed on a 4+. Note that even if they are<br />
able to approach, they must still roll to spot the<br />
characters as normally.<br />
• If the Fellowship reaches Lothlorien, Frodo receives<br />
the phial <strong>of</strong> Galadriel [provides +2 to combat rolls<br />
against Shelob]. Sam receives a length <strong>of</strong> elven rope<br />
(aids movement in difficult going).<br />
• If the fellowship reaches Lothlorien, Frodo may look<br />
into the mirror <strong>of</strong> Galadriel, he rolls 1d6 and on a 3-6<br />
the Fellowship player receives a double move when<br />
leaving Lothlorien, on a 1-2 they must stay immobile<br />
for the following turn.<br />
The Evil <strong>of</strong> the One <strong>Ring</strong><br />
“The <strong>Ring</strong> Cannot Stay Here” – the One <strong>Ring</strong> is a<br />
tremendously evil object, and it exudes a corrupting<br />
influence on all around it. This makes it nearly impossible<br />
to hold it away from Sauron’s Minions. The following rules<br />
reflect the difficulties in managing the ring:<br />
• No Good character or army figures other than the<br />
Fellowship may spend more than one turn within 6‖ <strong>of</strong><br />
the ringbearer. If they do, roll 1d6 each turn for each<br />
figure, it will be overcome and attack the ringbearer on<br />
a roll <strong>of</strong> 1-3. Roll for every figure within 6‖, note that<br />
this can create a chain effect with multiple figures<br />
seizing the ring and then being slain by a new<br />
challenger.<br />
• This rule is not in effect in Rivendell or Lothlorien.<br />
However, the ringbearer may stay no more than 2 full<br />
turns in either place (except as a result <strong>of</strong> the Mirror <strong>of</strong><br />
Galadriel)<br />
• The One <strong>Ring</strong> also has a divisive effect on evil<br />
figures. If the ringbearer is captured by an evil force<br />
not containing ringwraiths, each turn a random<br />
member <strong>of</strong> that force will challenge its leader – roll<br />
1d6 for each figure and add its attack and leadership<br />
characteristics; the winner kills the loser (on a tie the<br />
previous leader kills the challenger).<br />
Anduril:<br />
Once Arwagorn reaches either Minas Tirith or Edoras, he<br />
receives Anduril and also may add heavy armor.<br />
Make Haste:<br />
Once the Fellowship had assembled, the heroes traveled<br />
light and moved quickly to accomplish their mission.<br />
Figures in the Fellowship are considered to have the scouts<br />
attribute.<br />
The Breaking <strong>of</strong> the Fellowship:<br />
After a period <strong>of</strong> time the lure <strong>of</strong> the ring will cause<br />
dissention within the Fellowship, leading members to either<br />
abandon their quest or to actively try to seize the ring.<br />
Once the Fellowship has moved more than 36‖ from<br />
Rivendell, and is not in Lothlorien, or engaged in combat,<br />
roll 2d6 for breaking. The first time they roll, a result <strong>of</strong> 12<br />
indicates breaking. A +1 is added to the roll for each turn<br />
thereafter. If Gandalf is leading the Fellowship no more<br />
than +3 may be added to the roll.<br />
Once the breaking is reached, roll 1d6 to determine the<br />
effect each turn any non-Hobbit member <strong>of</strong> the Fellowship<br />
remains within 6‖ <strong>of</strong> the ringbearer. On a ―1‖, a random<br />
non-Hobbit member elects to leave and moves directly<br />
back toward their home base [treat Gandalf’s as Rivendell].<br />
On a roll <strong>of</strong> ―6‖ a random non-Hobbit attempts to seize the<br />
ring, this character fights the ring bearer and, if successful,<br />
immediately sets out to take the ring to his home base. The<br />
ring is a heavy burden, and its weight will slow the new<br />
bearer, by –1‖ to his normal movement allowance.<br />
Roll 1d6 each turn thereafter, and on a 6 the ring gains<br />
control <strong>of</strong> the figure - the minions <strong>of</strong> Sauron roll <strong>of</strong>f and the<br />
high scorer gains control <strong>of</strong> the figure. If the Minion player<br />
is able to move the character to their home base they<br />
receive the status points for capturing the ring. The good<br />
players must slay (defeat) the character in order to regain<br />
control <strong>of</strong> the ring.<br />
If the Fellowship dissolves, (no major heroes are<br />
accompanying the ringbearer), the random encounter rule<br />
no longer applies. Once Gimli, Legolas or Boromir leave<br />
the Fellowship (either voluntarily, or if they are more than<br />
12‖ away from the ringbearer after having joined him), they<br />
revert to the control <strong>of</strong> the Dwarf, Mirkwood Elf and Gondor<br />
players respectively.<br />
<strong>Ring</strong> <strong>of</strong> <strong>Power</strong> War <strong>of</strong> the <strong>Ring</strong> Scenario pg. 9