Pre Battle Fluff
As our new Fellowship gets closer to the
west gate of Moria, Tuddle the Hobbit finds a new page in the Book of
Pickles. "This is a warning and a plea to all heroes of Middle Earth. Do
not enter Moria. It has now become a portal to the Mythos Zone - the
darkest of all dimensions. Save yourselves and save your world. Stop
those who would open the west Gate of Hollin, the upper Gate of
Zirak-Zigil, and the east Gate of Dimrill Dale. The Mythos Gods are
clever and they may find other ways and locations to creep into this
world. Find them, stop them and their cultists! Look to your allies for
support! The wisdom of the Wizards, the discipline of the Elves, the
strength of Men, and the humble bravery of the Hobbits. We bequeath our
heirlooms to our smaller cousins - the Hobbits. The map in this book
will guide you to quest locations. This map can also help you to find
Dwarf artifacts of power that will help guide you in the coming
darkness. Farewell, dear Hobbits! And if you should ever reach the
places where I or my Dwarf brethren lay in their eternal resting places...
raise a full glass and then turn down an empty glass! Good luck and
'Zyor Round! These are the final words of Pickle the Dwarf..."
With this great and grim Dwarven commission to all
heroes everywhere, we begin the next stage of investigating and
stopping the Mythos cults around Middle Earth. As the PCs arrive at
Hollin Gate, they see a ritual taking place by a Medusa and her Melusai
guard. And a pack of ravenous Ghouls. They have opened Hollin Gate with
dark magics! They must be stopped at all costs!
Mortimer the Brown: Azer Chief, you and your fellows dont have to stay here with us. This isnt your world, its ours to defend.
Rupert the Azer Chief consults with his Azer Fyreslayers and comes to a decision...
Rupert
the Azer Chief: Heroes, we Azers know of these Mythos creatures and
their Dark Dimension. They are also our greatest enemy in our world. We
are duty bound to fight them. Looks like they have probably slain our
Dwarf cousins in this dimension... but we will avenge them! Our people
were never numerous and the sun is setting for our kind - there are few
of us left. But I will call the AFCL (Azer Fyreslayer Council of
Lodges) to send all available Azers here!
Poppy: Hey, Tuddle, do you think its too late for help to arrive? I wish we could call on our Shire Hobbit Militia! Im sure my Gammy would bring the Tuckborough Cook Brigade and their trademark frying pan weapons.
Tuddle: By the time they get here, Im thinking this will all be over... one way or the other. And considering with what is coming our way... and Ive seen these Mythos creatures, I dont know if our Hobbit friends can do all that much to help.
A short time later, the Dimension Door opens... and Azers step through.
Rupert
the Azer Chief: The Force be with you, Bob! Welcome back! Great Eye of
Providence, you have mustered our entire order! And I see you now have a
sharp pointy spear.
Bob: Mahabone, Chief! Here are all the remaining Jedi, I mean Azers. The Azer Temple is at your command.
Rupert the Azer Chief: Last charge of the Azers...
Bob: I guess this world is as good a place as any to make a last stand. Is the word given?
Rupert the Azer Chief: The word is given.
Lady
Elerina of Rivendell: *turns to the assembled Fellowship and their Azer
allies* Light of the Valar be upon us all! The darkest of hours is here
and fell deeds are at hand! Songs of our glorious triumph or doom will
be made by our actions today. Remember, what we do in life... echoes in
eternity. Prepare for the battle of your lives!
Tuddle: *to Poppy*
Good speech, eh?Poppy:
Aye, reminds me of my Gammy's speeches. Every autumn we had to fend off
those varmint foxes from eating our chickens. Oh those were simpler
days. Huh... I actually wish I could see the Shire a last time. What do
you wish for Tuddle?
Tuddle:
The same. I wish I could have an evening brew
beside by my fireplace and look at my garden one last time. I bet the
Bugleweeds are in bloom by now!
Poppy:
If wishes were Chocobos, we would have an army of my Gammy's chickens!
Here follows the Game Scenario Sheet for this battle...
THE BATTLE OF HOLLIN GATE
Scenario Summary
The
Gate can only be opened for a short period of time every night. The
Medusa has used her powers to open them already. The Fellowship must
defeat the Medusa and her Cult and all Mythos creatures that come
through. The Fellowship and their Azer allies must save Middle Earth
from an extra dimensional tentacle filled invasion!
Starting Deployment
Use
a 44x30 board with the north edge at a 30" end. Place a Gate in the
center of the north edge. The Medusa is in a summoning circle or
building 22" in the center from the north edge. Place 5 Melusai with
Bows up to 3" from Medusa. Place 5 Melusai with Spears up to 9" from
Medusa. Place 9 Ghouls up to 12" from Medusa.
The Fellowship
start within 3" of south edge. Rupert the Azer Chief, Bob the Azer and
10 Azers can deploy with a teleport gate anywhere on the board, but not
within 12" of an enemy.
Reinforcements
On the turn they arrive, reinforcements are placed in base contact with Gate and may not move or do any action until their next turn.
On Turn 1 - 3 Night Gaunts arrive.
on Turn 2 - Dagon and Moonbeast arrive.
on Turn 3 - 3 Gugs arrive.
on Turn 4 - Starspawn and Dark Young arrive.
Victory Conditions
There is no Turn Limit. Game ends when one side is completely eliminated or Routed. Hero side will not Rout.
The
Fellowship must slay enemies. Slaying the Medusa will cause all Melusai
and to Rout. Mythos creatures fight to the death and never Rout.
And here follows the unit stats for heroes and villains...
HERO STATS
Lady Elerina, Lord of Rivendell Move 5 Health 4 Save 4+ Leadership 2+
- Melee: To-Hit 4+, Attacks 1, Damage 1
- Fury of the Forest, Spell: To-Cast 4+, enemy model in LOS in 18" suffers 2 wounds.
- The Twillight Host, Spell: To-Cast 5+, friendly unit in 18" causes Fear.
Anais, Bodyguard of Rivendell Move 5 Health 3 Save 4+ Leadership 3+
- Melee: To-Hit 4+, Attacks 2, Damage 1
Tuddle, Hobbit Burglar Move 4 Health 2 Save 5+ Leadership 4+
- Melee: To-Hit 5+, Attacks 1, Damage 1
Poppy, Hobbit Herbologist Move 4 Health 2 Save 5+ Leadership 4+
- Melee: To-Hit 5+, Attacks 1, Damage 1
- Herbalist: Use herbs on self or friend in contact to heal 3 wounds per game.
Mortimer the Brown, Istari Wizard Move 4 Health 3 Save 5+ Leadership 3+
- Melee: To-Hit 4+. Attacks 1, Damage 1
- Rain, Spell: To Cast 2+, one enemy in 36" has a -1 To-Hit to its cast/range/melee rolls.
- Illumination, Spell: May stack twice on a model, To-Cast 5+, one model in 12" gains +1 melee attack.
- Piercing Bolts, Spell: To-Cast 4+, one enemy in 24" takes d3 Rend -1 wounds.
Shrub Beard, Entling Mound Move 5 Health 6 Save 4+ Leadership 4+
- Melee, Branch Fists: To-Hit 4+, Attacks 3, Rend -1, Damage 1
- A Bight Of Terrors, Ability: Shrub Beard causes Fear.
Cosette, Rohan Paladin Move 4 Health 3 Save 4+ Leadership 3+
- Melee: To-Hit 3+, Attacks 2, Damage 1
- Banner of Valor. Item: Self and friends in 12" may reroll a failed LD test.
Kipper, Rohan Squire Move 4 Health 2 Save 6+ Leadership 5+
- Melee: To-Hit 4+, Attacks 1, Damage 1
Baron Orson, Gondor Lord Move 4 Health 3 Save 5+ Leadership 3+
- Melee, Poisoned Blade: To-Hit 4+, Attacks 2, Damage 2
Sir Haystacks, Ringlo Vale Knight Move 4 Health 4 Save 5+ Leadership 3+
- Melee: To-Hit 3+, Attacks 3, Damage 1
Azer Move 4 Health 3 Save 4+ Leadership 2+
- Melee: To-Hit 4+, Attacks 2, Rend -1, Damage 1
- Range, 6": To Hit 5+ Attacks 1, Rend -1, Damage 1
Rupert the Azer Chief has same stats as Azer but also:
- Volcano's Call, Prayer: Once per game, place a token. All enemies within 6" of that point suffer 1 wound at start of Hero Turn (Saves can be used). Lasts for the rest of the game.
Bob the Azer has same stats as Azer but also:
- Wyrmslayer Javelins, Range 12": To-Hit 4+ Attacks 1, Rend, Damage d3
CULTISTS OF THE MIDNIGHT FANG
Medusa Queen: Move 5" Health 6 Save 5+ Leadership 3+
- Turn To Stone, Ability: One target in 10" and LOS must test Ld at -1 for be paralyzed for 1 Turn.
- Melee: To-Hit 3+, Attacks 4, Damage 1
Melusai with Bow: Move 5" Health 2 Save 5+ Leadership 4+
- Bow, Range 18": To-Hit 4+, Attacks 1, Damage 1
- Melee: To-Hit 4+, Attacks 1, Damage 1
Melusai with Spear: Move 5" Health 2 Save 4+ Leadership 4+
- Melee: To-Hit 3+, Attacks 1, Damage 1
Ghoul: Move 6", Health 1, Save 6+, LD 4+
- Melee: To-Hit 5+, Attacks 2, Damage 1
THE MYTHOS
Dagon, Avatar of: Move 5", Health 3, Save 5+, LD 3+
- Melee: To-Hit 4+, Attacks 2, Damage 1
- Psychic Drown, Ability: All enemies in 12" must test LD or lose 1 Wound and lose 1 Turn
- Fear, Ability: All enemies must pass a LD test to Charge
Dark Young: Move 3", Health 7, Save 4+, LD 4+
- Melee: To-Hit 4+, Attacks 5, Rend, Damage 2
- Terror, Ability: All enemies must pass a LD test -2 to Charge or begin a Melee Attack.
Gug: Move 5", Health 4, Save 4+, LD 4+
- Melee: To-Hit 4+, Attacks 3, Rend, Damage 2
- Fear, Ability: All enemies must pass a LD test to Charge
Moonbeast: Move 3", Health 6, Save 5+, LD 2+
- Melee: To-Hit 3+, Attacks 4, Rend, Damage 2
- Telepathic Cloak, Ability: All Ranged Attacks suffer -1 To-Hit against Moonbeast.
- Psionic Blast, Ability: Two targets in LOS and in 18" must test LD at -1 or suffer 1 wound.
- Enslave, Ability: One Target in 18" must test LD at -1 or be controlled by Moonbeast for its next Turn.
- Fear, Ability: All enemies must pass a LD test to Charge
Nightgaunt: Move 7", Health 2, Save 3+, LD 5+
- Melee: To-Hit 4+, Attacks 1, Damage 1
- Fear, Ability: All enemies must pass a LD test to Charge
- Fly, Ability: Nighthaunt may fly over terrain when moving and may escape base contact with enemies without having to roll LD test.
Starspawn: Move 6", Health 5, Save 4+, LD 3+
- Melee: To-Hit 3+, Attacks 3, Rend, Damage 2
- Send Waking Dreams, Ability: One target in 24" must test LD at -2. If failed roll a d6: 1-2 Cause Madness (Lose next Turn), 3-4 Self Mutilate (Lose d3 Health), 5-6 Dominate Mind (be controlled by Starspawn for its next Turn)
- Fear, Ability: All enemies must pass a LD test to Charge
~~~~~~~
Well there is the pre-game, Again, Im hoping this isnt a TPK, but everytime I write a scenario I think that it will be. But this time, look at the stats on those Lovecraftian beasties, and now maybe it will be curtains for the heroes... Im afraid the odds are stacked against them this time. Sure they got a dozen Fire Dwarfs, but that Moonbeast and Dark Young are just plain nasty. Well, we will see, wont we? Our heroes will really have to earn it this time. See you all on the other side of the game! I think this quote sums up my feelings for this upcoming battle...
"You can edit this one from the inside, looking out. It's funny, isn't it? For years, I thought I was making all this up. But they were telling me what to write...giving me the power to make it all real. And now it is... All those horrible, slimy things...trying to get back in? They're all true. Come. See the instrument of their homecoming." - Sutter Cane
Cheers,
Mar