Sunday, December 12, 2021

Battle of Hollin Gate - Scenario and Pre-Game Fluff

 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

 

 




 

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