Post by Aetius on Feb 5, 2019 6:41:02 GMT
Gandalf imprisoned
Saruman was cold and perilous.
"Yes," he said. "I did not expect you to show wisdom, even in your own behalf; but I gave you the chance of aiding me willingly, and so saving yourself much trouble and pain. The other choice is to stay here, until the end."
'They took me and they set me alone on the pinnacle of Orthanc.... There is no descent save by a narrow stair of many thousand steps, and the valley below seems far away. I looked on it and saw that, whereas it had once been green and fair, it was now filled with pits and forges. Wolves and orcs were housed in Isengard, for Saruman was mustering a great force on his own account, in rivalry of Sauron and not in his service yet.'
Effects
Gandalf is trapped in Orthanc
At the end of every turn he can attempt to escape rolling a “6” on a 1d6. Alternatively before rolling the Eriador player can decide to instead call in Gandalf’s 1 favor with Eagles to help him escape. That eagle favor
Saruman can attempt to kill him but the fight will be dangerous and there may be unforeseen effects
Court of Theodon
"Ever Wormtongue's whispering was in your ears, poisoning your thought, chilling your heart, weakening your limbs, while others watched and could do nothing, for your will was in his keeping." -Gandalf to Theoden
Effects
+Rohan cannot declare war on anyone without Isengard’s permission
+Theoden cannot leave Edoras or command
+Eomer cannot be recruited
+This ends if a high level sorcerer enters Edoras and defeats Grima (Saruman) in a sorcery contest OR if Isengard attacks Rohan
Elves Depart Middle Earth
Númenor itself on the edge of the rift topples and vanishes for ever with all its glory in the abyss. Thereafter there is no visible dwelling of the divine or immortal on earth. Valinor (or Paradise) and even Eressëa are removed, remaining only in the memory of the earth. Men may sail now West, if they will, as far as they may, and come no nearer to Valinor or the Blessed Realm, but return only into the east and so back again; for the world is round, and finite, and a circle inescapable — save by death. Only the 'immortals', the lingering Elves, may still if they will, wearying of the circle of the world, take ship and find the 'straight way', and come to the ancient or True West, and be at peace.
Effects
Every 6 turns one settlement of Lindon and Lothlorien will decrease by a level. The city of Imladris and the city of Caras Galadhon will both become towns at the end of turn 6, for example. And an elvish army from both factions will disband every 6 turns as well.
If Lindon or Lothlorien are being played, the player must also give up 2 heroes and lose 5 wealth every 6 turns.
The Hunt for the Ring
“The Ring has awoken; it has heard its Master’s call. So he is seeking it, seeking it, and all his thought is bent on it.” – Gandalf the Grey to Frodo Baggins
Every time the ring-bearer moves a region (inclue it in your move post) Mordor gets a free Hunt Roll by rolling a dice. If the Fellowship move two regions Mordor get two extra hunt dice, for a total of three. Mordor may spend 6 wealth to make an extra Hunt Roll(s). The maximum number of Hunt Rolls is five.
Each result of 5 is a success. The more successes the more dangerous the event that befalls the fellowship will be.
Hunt modifiers
• Reroll if Fellowship is in a region with at least a citadel controlled by the Dark Servants player
• Reroll if One or more Dark Servants armies
• Reroll for every Nazgûl are in the same region as the fellowship
• +1 extra roll if the Witch King is in the same region as the fellowship
Where to move the Fellowship?
The fellowship isnt very safe in the Shire or anywhere out in the open as the hobbits have no one to protect themselves. If mordor does succeed in the hunts they will have to rely on the ring itself to hide them which will corrupt them quickly. Aragorn is the only protection they have and he must meet up with the fellowship if eriador wants, if he oes so he can no longer be a general however.
The hobbits should try to reach the nearest safe region
Nazgul (or evil characters in general) cannot enter
1) Free Peoples citadels
2) Elven cities with an elven ringbearers (Cirdan, Elrond, Galadriel) in it without defeating the ringbearer first
The Council
Wherever the fellowship ends, there will be a council of the characters there to decide what must be done. There are two choices
1) Destroy the Ring-Assign characters to the fellowship and move to mt doom to destroy it.
2) Safeguard the Ring-Put the ring in a safe place and give it a guardian, it cannot move. Mordor player can still "hunt" for the ring by spending 6 wealth however and every 6 he gets will corrupt the bearer. Some characters have higher willpower and it will take longer but inevitably, they will fall to the power of the ring and Mordor will gain control of that character at which point he may run then away. Also Sauron will know where the ring is and if any dark servant captures the region where it is, it becomes his.
Saruman was cold and perilous.
"Yes," he said. "I did not expect you to show wisdom, even in your own behalf; but I gave you the chance of aiding me willingly, and so saving yourself much trouble and pain. The other choice is to stay here, until the end."
'They took me and they set me alone on the pinnacle of Orthanc.... There is no descent save by a narrow stair of many thousand steps, and the valley below seems far away. I looked on it and saw that, whereas it had once been green and fair, it was now filled with pits and forges. Wolves and orcs were housed in Isengard, for Saruman was mustering a great force on his own account, in rivalry of Sauron and not in his service yet.'
Effects
Gandalf is trapped in Orthanc
At the end of every turn he can attempt to escape rolling a “6” on a 1d6. Alternatively before rolling the Eriador player can decide to instead call in Gandalf’s 1 favor with Eagles to help him escape. That eagle favor
Saruman can attempt to kill him but the fight will be dangerous and there may be unforeseen effects
Court of Theodon
"Ever Wormtongue's whispering was in your ears, poisoning your thought, chilling your heart, weakening your limbs, while others watched and could do nothing, for your will was in his keeping." -Gandalf to Theoden
Effects
+Rohan cannot declare war on anyone without Isengard’s permission
+Theoden cannot leave Edoras or command
+Eomer cannot be recruited
+This ends if a high level sorcerer enters Edoras and defeats Grima (Saruman) in a sorcery contest OR if Isengard attacks Rohan
Elves Depart Middle Earth
Númenor itself on the edge of the rift topples and vanishes for ever with all its glory in the abyss. Thereafter there is no visible dwelling of the divine or immortal on earth. Valinor (or Paradise) and even Eressëa are removed, remaining only in the memory of the earth. Men may sail now West, if they will, as far as they may, and come no nearer to Valinor or the Blessed Realm, but return only into the east and so back again; for the world is round, and finite, and a circle inescapable — save by death. Only the 'immortals', the lingering Elves, may still if they will, wearying of the circle of the world, take ship and find the 'straight way', and come to the ancient or True West, and be at peace.
Effects
Every 6 turns one settlement of Lindon and Lothlorien will decrease by a level. The city of Imladris and the city of Caras Galadhon will both become towns at the end of turn 6, for example. And an elvish army from both factions will disband every 6 turns as well.
If Lindon or Lothlorien are being played, the player must also give up 2 heroes and lose 5 wealth every 6 turns.
The Hunt for the Ring
“The Ring has awoken; it has heard its Master’s call. So he is seeking it, seeking it, and all his thought is bent on it.” – Gandalf the Grey to Frodo Baggins
Every time the ring-bearer moves a region (inclue it in your move post) Mordor gets a free Hunt Roll by rolling a dice. If the Fellowship move two regions Mordor get two extra hunt dice, for a total of three. Mordor may spend 6 wealth to make an extra Hunt Roll(s). The maximum number of Hunt Rolls is five.
Each result of 5 is a success. The more successes the more dangerous the event that befalls the fellowship will be.
Hunt modifiers
• Reroll if Fellowship is in a region with at least a citadel controlled by the Dark Servants player
• Reroll if One or more Dark Servants armies
• Reroll for every Nazgûl are in the same region as the fellowship
• +1 extra roll if the Witch King is in the same region as the fellowship
Where to move the Fellowship?
The fellowship isnt very safe in the Shire or anywhere out in the open as the hobbits have no one to protect themselves. If mordor does succeed in the hunts they will have to rely on the ring itself to hide them which will corrupt them quickly. Aragorn is the only protection they have and he must meet up with the fellowship if eriador wants, if he oes so he can no longer be a general however.
The hobbits should try to reach the nearest safe region
Nazgul (or evil characters in general) cannot enter
1) Free Peoples citadels
2) Elven cities with an elven ringbearers (Cirdan, Elrond, Galadriel) in it without defeating the ringbearer first
The Council
Wherever the fellowship ends, there will be a council of the characters there to decide what must be done. There are two choices
1) Destroy the Ring-Assign characters to the fellowship and move to mt doom to destroy it.
2) Safeguard the Ring-Put the ring in a safe place and give it a guardian, it cannot move. Mordor player can still "hunt" for the ring by spending 6 wealth however and every 6 he gets will corrupt the bearer. Some characters have higher willpower and it will take longer but inevitably, they will fall to the power of the ring and Mordor will gain control of that character at which point he may run then away. Also Sauron will know where the ring is and if any dark servant captures the region where it is, it becomes his.