To the Ends of Middle-earth
A Scenario for Middle-earth: The Wizards
Times are evil, but there is one hope. Through immense danger and against
unbelieable odds, a party of four Hobbits, with the help of Strider the Ranger,
have managed to find their way to Rivendell with a prize which the Dark Lord is
bending all of his will toward finding. It is by coincidence that all of the
Free Peoples have sent representatives to Imladris in the hope of benefiting
from the wisdom of Elrond, Master of Rivendell, and a chief among the Elves.
There the Council of Elrond is held and for the first time, Isildur's Bane, The
One Ring, is revealed to all present. Gandalf insists that even though The One
Ring could mean doom for all who wander free upon Middle-earth, it could also be
their only hope of salvation. Many councils ae taken and many things decided,
yet, not enough is known. It appeas as though the Nine Nazg�l that pursue the
Ring and its bearer have been unhorsed and unmasked by the flooding of the
river, but none know for sure. what other dangers await them in the surrounding
lands, whether they be spies or agents of Sauron, nobody knows. Scouts are
chosen to be sent out to the four corneers of Middle-earth to seek out the enemy
and divine his strengths and weaknesses. They must venture out under the eyes of
the enemy and attempt to penetrate even his most dreaded of strongholds. The
histories do not record the names of all thses scouts. Many are sent in
anonymity simply for the purpose of recruiting scouts of greater stature from
the towns and dales of Middle-earth. Many will never return.
Note: This scenario is designed to be played by two players, but can be played
with up to five if you have the time. Don't be surprised by the wider range of
cards used; this scenario is for players with extensive card collections. If
you're just starting out with a few Starter decks and boosters and don't have
the cards required, that's OK! Use the idea behind the design of this scenario
and create our own campaign against Sauron. The possibilities and fun are almost
endless! You can make proxy cards to flesh out the needs of this scenario as
written.
Special Rules
All normal deck size limits apply, except that the five characters who would
normally start will go into the play deck along with any other characters a
player chooses. You may have up to seventeen total characters in your play deck.
No Wizards in this game. After decks and characters are chosen, each player will
select at random one of the five available missions. Each mission having a
primary goal, and several secondary goals as well. During your organization
phase, you may play as many characters as you have in your hand, but they may
only be played at their home sites as listed on the character's card. You may
not exceed a total of forty mind of characters in play under general influence.
Company size is limited to one character and any other character(s) he can
directly influence. this means if a character hasmore than two characters as
followers and is killed, those that were under the controlling character must
split during the next organization phase. The exception would be if one of the
characters could use direct influence on the other(s). There is a limit of one
hazard creature per character in a party. All normal phases of the turn proceed
as stated in the standard rules, with the following exceptions:
You may not use starter movement.
If, at the beginning of any turn, a player does not have a character in the
game, he may draw cards until one of the following occurs: he draws a
characer, he draws a fifth card, or he chooses to stop drawing. If a
characteris drawn, it must be played immediately. No other character may be
played that turn.
During the site phase, a character need not be untapped (nut may not be
wounded) to play an item playable at the site.
Any card effect or item that requires a character to tap may be used, even
during combat, without tapping the character (even if the character is injured).
Though any item used in this way must tap, even if it is not normally required.
This rule does not apply to the rules of combat themselves, which are applied as
usual, including for the purpose of choosing defending characters. For example,
combat modifications to prowess due to a character being tapped or choosing not
to tap to face a strike still apply. The usual rules apply to playing a minor
item at a tapped site or an item normally playable at an Under-deeps site. This
means you can play two items one one uninjured character, and more if some other
condition makes more items playable. All corruption points (CP) caused by items,
actions, or hazards are halved, rounded up. For example, 1 normal CP is one in
this game. 2 normal CP are still one, and 3 normal CP are two, etc. this rule
does not apply to corruption check modifiers. Marshalling points are
meaningless, but factions can still be used. In this game, a faction must be
influenced in the same manner aas in normal MECCG, but when influenced must
staywith the character as an ally faction. These factions are not armies, but
rather small bands of scouts. They are not unique, though each player may only
have one of each faction per deck. A faction contains a number of characters
equal to the number of MPs that faction is worth, and has a prowess equal to the
number stated on the ard needed to influence it. All characters in a company
must be assigned strikes before any faction is assigned a strike. A faction may
face a number of strikes equal to the number of MPs the faction is worth. Any
additional strikes must be assigned to characters (not the faction) as
modifiers. However, if a faction outnumbers the strikes the company is facing,
the company may apply each extra strike as a +1 modifier to the prowess of
itself or any character facing a strike from the attack. All strikes against a
faction are taken care of with one roll; either they win, lose or draw. If a
faction is killed, it goes to the discard pile, and is not eliminated. Since
factions are treated as allies in calculating company size.
The Object
The object of the game is to visit each site listed on the mission sheet and
carry the information found there back to Rivendell. Sites listed on your
mission sheet are called "ojective sites." To gain the information at an
objective site, the character must enter the site as normal, either through
facing the attacks normally, or through burglary. Once inside the site, the
player may tap the site and put it under any of the characters that entered the
site. It is now that site's information. A minor item may then be played with
any character in the company and the turn ends. The character must then return
the site to Rivendell and store it there. Site information may be stored during
the site phase. At that time, the character may be sent back out to another
site, stay at Rivendell and wait to join other characters or be sent to the
discard pile. If a character who has a site information card under him is
killed, he may not pass the information to any other character.
MISSION #1 - FLIES AND SPIDERS
Even though Sauron has left his stronghold in Southern Mirkwood, it is rumored
that one of his lieutenants, if not one of the Nine, is fortifying the
stronghold in preparation for war. you must penetrate the shadows of Mirkwood
and return with the information you gain there. The surrounding lands must also
be spied out. Mirkwood has long suffered under the weight of the Dark Lord in
his guise as the Necromancer. It is believed that the shadow of Dol Guldur
stretches even as far as the Withered Heath. The Iron Hill Dwarves may be able
to provide you with some valuable assistance and it would also be a good idea to
visit Shrel-kain while you are out. to make matters worse, some link seems to
exist between Dol Guldur and a Bandit Lair in the Brown Lands just south of
there.
Primary Site
Dol Guldur / Special: Orcs +1 strike; Trolls +1 strike, +1 prowess
Secondary Site
Bandit Lair / Special: Men +6 prowess
Dead Marshes / Special: Undead +2 strikes
Iron Hill Dwarf-hold / Special: Iron Hill Dwarf-hold information may tap to
allow bearer to play one extra item playable at a site during the site phase at
any Ruins & Lairs.
Shrel-kain / Special: Assassin; 1 strike at 11 prowess, attacker chooses
defending characters.
MISSION #2 - THE TEETH OF MORDOR
Even if rumor did not report that Sauron has taken up his abode in his former
stronghold at Barad-d�r, one need only visit the surrounding lands to feel the
power of the Lidless Eye watching over the lands. Some brave soul must find a
way to penetrate this impenetrable fortress and bring back word of the enemy's
ancient stronghold. Rumor is not enough. Appaently some of Thranduil's people
have some information that may be helpful in allowing you to get into Barad-d�r,
but Thranduil has asked that you also scout Sarn Goriwing near his eastern
border. Since you will be in that area, it would be helpful to find out what is
happening in the Desolation of Smaug.
Primary Site
Barad-d�r
Secondary Site Easterling Camp / Special: Assassin; 1 strike, 11 prowess,
attacker chooses defending characters.
Sarn Goriwing / Special: Orcs +1 strike, +2 prowess
The Lonely Mountain
Thranduil's Halls / Special: Thranduil's Halls information may be tapped to
cause one long-event resource to become permanent. this effect is canceled and
the long-event is discarded when the card is stored.
MISSION #3 - THE WITCH-KING'S REALM
Scouts on the Northern border recount grave danger from the region of Angmar. It
has been noted with deep concern that forces are amassing at Carn D�m and that
Angmar is once again on the rise; Carn D�m must somehow be infiltrated. It is
rumored that the Blue Mountain Dwarves, being close neighbors, may have some
information concerning this mustering of forces. Some force of arms may also be
coming out of Goblin-gate, which has been suspect ever since the Battle of Five
Armies. You may be able to recruit some help from a faction at Lond Galen to the
south. Also, though it is out of your way, we need someone to scout out the
region of Withered Heath. It will have to be you because we have no one else to
spare.
Primary Site
Carn D�m / Special: Extra attack: Wolves 3 strikes at 9 prowess
Secondary Site
Blue Mountain Dwarf-hold / Special: Blue Mountain information may be tapped to
search play deck or discard pile for one major or hoard item.
Caves of �lund / Special: Dragon +1 prowess
Goblin-gate / Special: Orcs +1 strike, +1 prowess
Lond Galen / Special: Assassin; 1 strike at 11 prowess, attacker chooses
defending characters.
MISSION #4 - SHELOB'S LAIR
The name of Cirith Ungol inspies fear in all parts of Middle-earth. Nannies
whisper horror stories to their charges with fireside tales of the evil that
abides there. But the dangers are more than mere fireside tales. someone must
get into Cirith Ungol and bring back a report of what terrors reside there, and
how well guarded is the pass through Imlad Morgul. The most dangerous part of
this mission may be the need to pass into Shelob's Lair itself to see if you can
divine the nature of the relationship between that evil creature and the Dark
Lord. Obviously, our allies in Dol Amroth will be willing to help, but help
would be invaluable from the Southrons as well. And now that the treachery of
Isengard is known to all, it would be a very good idea to see if you can gain
some insight into the nature of that relationship as well.
Primary Site
Cirith Ungol / Special: Extra attack: Trolls 3 strikes at 9 prowess
Secondary Site
Dol Amroth / Special: Dol Amroth information may be tapped to cancel one attack
against bearer's company.
Isengard / Special: Wolves +5 prowess
Shelob's Lair / Special: Orcs +2 strikes
Southron Oasis / Special: Assassin; 1 strike at 11 prowess, attacker chooses
defending characters.
MISSION #5 - MORGUL VALE
Once a proud sister city to MinasTirith, Minas Ithil, the Tower of the moon,
long ago fell into the hands of the enemy, and was renamed Minas Morgul. It is
believed that this is a stronghold of the Black Riders. More traffic has been
seen going in and out of there even than Barad-d�r itself. It is possible that
the best way into the evil city might be to come in from the southeast, through
Nurn. This is not only to help draw attention away from our other scouts
operating west of there, but also because you may be able to get some help from
the Variags of Khand. Though they are wild men, they are proud and they have
never loved Sauron, though they have often bent to his will. It may be best if
you take the route through Minas Tirith. That city may also be able to spare
some reliable help. to avoid duplicating other efforts, it may be wise to take a
different pass through the mountains. It is thought that we need some
information about Moria anyway, and though it is a name of great dread, you
should probably take that route on your way. you may also take the southern
route through the Stone-circle. Whichever way you choose, the other should
probably your route back, to keep the enemy's spies off your trail.
Primary Site
Minas Morgul / Special: Extra attack: Wargs 2 attacks at 10 prowess
Secondary Site
Minas Tirith / Special: Minas Tirith information gives +2 prowess to bearer.
Moria / Special: Orcs +1 prowess
Stone-circle / Special: P�kel-man +5 prowess
Variag Camp / Special: Assassin; 1 strike at 11 prowess, attacker chooses
defending characters.
To the Ends of Middle-earth can be found on pages 32-37 of the Middle-earth: The
Wizards Casual Companion. � 1997 ICE.