Rise of Angmar
RISE OF ANGMAR CAMPAIGN
Here we present you with the Rise of Angmar campaign, a system for linking your games together in such a way that the results of one game can impact your next game or even one much later on! This will join together the already dynamic Narrative Play Scenarios in such a way that it will feel as if you are playing through the scenes directly from the stories of Middle-earth.
As you may have already guessed, this supplement focuses on the battles and events that happened during the founding of Angmar and the Witch-king's subsequent rise to power, at the expense of the waning kingdom of Arnor. The scenarios start some years following the splintering of Arnor into three smaller realms - Arthedain, Cardolan, and Rhudaur - and will begin with the forces of Angmar growing and conquering Rhudaur. From there you will be able to play through many of the well-known (and some lesser-known) events during the fall of Arnor; from the ruin of Amon Sul, to Arvedui's last defence of his kingdom, through to the epic Battle of Fornost that heralded the defeat of Angmar. There are also some Scenarios that focus on what happened in the years following the Witch-king's defeat at Fornost, as well as further Scenarios in the appendix that follow the lineage of Isildur at the close of the Third Age.
You can play this campaign with as few as two people, though, if you wish, different players can take control of different Scenarios - that way you can get a whole gaming group involved. However, it is important to note that you should play the Scenarios in order, as the results of one Scenario may change how a later one plays.
SCENARIO BONUSES
After each Scenario has been completed, it is necessary to note down which side won that Scenario, either Good or Evil. This is important as, depending on who was victorious, there may be a bonus or penalty to a certain side in a future Scenario. For example, if the Good side is victorious in the Assault on Rivendell Scenario, then the Good side will receive a bonus in the An Unlikely Ally Scenario - a much later Scenario in the campaign. These bonuses reflect the advantages of success and the edge it will give either side in the future.
(1) THE FOUNDING OF ANGMAR
Good Victory: In the War Begins Scenario, Argeleb may re-roll failed Fate rolls.
Evil Victory: In the War Begins Scenario, the Evil player can choose to automatically gain Priority on one turn of the game. This may only be used once.
(2) ASSAULT ON RIVENDELL
Good Victory: In the An Unlikely Ally Scenario, whenever Glorfindel spends a Might point, roll a D6. On the roll of a natural 6, the Might point is free and is not spent.
Evil Victory: In the An Unlikely Ally Scenario, Glorfindel begins the game with only 2 points of Might.
(3) WAR BEGINS
Good Victory: In the Fall of Rhudaur Scenario, only four or more Good models need to escape the board for the Good player to win.
Evil Victory: In the Fall of Rhudaur Scenario, six or more Good models need to escape the board for the Good player to win.
(4) FALL OF RHUDAUR
Good Victory: In the Defence of Tyrn Gorthad Scenario, the Good player chooses one Ranger of the North at the beginning of the game. That Ranger of the North gains an additional point of Might, Will, and Fate.
Evil Victory: In the Defence of Tyrn Gorthad Scenario, Good models may not target Evil models with shooting attacks if they are further than 18" away.
(5) DEFENCE OF TYRN GORTHAD
Good Victory: In the Raising of the Barrow-downs Scenario, Tom Bombadil will arrive on the roll of a 4+ rather than a 5+.
Evil Victory: In the Raising of the Barrow-downs Scenario, the first time the Good player rolls a 5+ for Tom Bombadil to arrive, the Evil player can force the Good player to re-roll the D6.
(6) FALL OF AMON SUL
Good Victory: In the Defence of Fornost Scenario, the Good player may choose to automatically gain Priority on one turn of the game. This can only be used once.
Evil Victory: In the Defence of Fornost Scenario, the Evil player may deploy their models within 9" of the eastern board edge.
(7) DEFENCE OF FORNOST
Good Victory: In the Marauding of Cardolan Scenario, the Prince of Cardolan may re-roll failed To Wound rolls.
Evil Victory: In the Marauding of Cardolan Scenario, the Prince of Cardolan starts the game with only a single point of Might.
(8) MARAUDING OF CARDOLAN
Good Victory: In The Great Plague Scenario, Good models may re-roll failed Fate rolls.
Evil Victory: In The Great Plague Scenario, Good models may not use Fate against Wounds suffered from the Great Plague special rule.
(9) AN UNLIKELY ALLY
Good Victory: In The Battle of Fornost Scenario, whenever Glorfindel spends a Might point, roll a D6. On the roll of a natural 6, the Might point is free and is not spent.
Evil Victory: In The Battle of Fornost Scenario, Glorfindel begins the game with only 2 points of Might.
(10) THE GREAT PLAGUE
Good Victory: In the Raising of the Barrow-downs Scenario, each Barrow-wight starts the game with 4 Will points rather than 5.
Evil Victory: In the Raising of the Barrow-downs Scenario, Good models suffer a -1 penalty to Resist tests.
(11) RAISING OF THE BARROW-DOWNS
Good Victory: In the Assault on Fornost Scenario, the Good player may choose to automatically gain Priority on one turn of the game. This can only be used once.
Evil Victory: In the Assault on Fornost Scenario, the Evil player may choose to automatically gain Priority on one turn of the game. This can only be used once.
(12) ASSAULT ON FORNOST
Good Victory: In The Fall of Arnor Scenario, whenever Arvedui suffers a Wound within 6" of Malbeth, he will ignore the Wound on a 3+ rather than a 4+.
Evil Victory: In The Fall of Arnor Scenario, the Evil player may choose to automatically gain Priority on one turn of the game. This can only be used once.
(13) THE FALL OF ARNOR
Good Victory: In the Flight to the North Scenario, the Good player may deploy their force within 12" of the southern board edge.
Evil Victory: In the Flight to the North Scenario, Gulavhar will arrive if the total is a 9 or more rather than a 10 or more.
(14) FLIGHT TO THE NORTH
Good Victory: In the Aid to Fornost Scenario, the Good player only needs to have 5 or more Hobbit models escape the board in order to win.
Evil Victory: In the Aid to Fornost Scenario, the Good player needs to have 7 or more Hobbit models escape the board in order to win.
(15) AID TO FORNOST
Good Victory: In The Battle of Fornost Scenario, whenever Earnur spends a Might point, roll a D6. On the roll of a natural 6, the Might point is free and is not spent.
Evil Victory: In The Battle of Fornost Scenario, whenever the Witch-king of Angmar spends a Might point, roll a D6. On the roll of a natural 6, the Might point is free and is not spent.
(16) THE BATTLE OF FORNOST
Good Victory: In the Last Sighting of Earnur Scenario, whenever Earnur spends a Might point, roll a D6. On the roll of a natural 6, the Might point is free and is not spent.
Evil Victory: In the Last Sighting of Earnur Scenario, whenever the Witch-king of Angmar spends a Might point, roll a D6. On the roll of a natural 6, the Might point is free and is not spent.
(17) FALL OF MINAS ITHIL
Good Victory: In the Last Sighting of Earnur Scenario, Earnur may re-roll failed Fate rolls.
Evil Victory: In the Last Sighting of Earnur Scenario, the Witch-king may re-roll a single D6 when making Casting rolls.
APPENDIX
(1) AMBUSH IN RHUDAUR
Good Victory: In The Trap is Sprung Scenario, Good models may re-roll failed Courage tests.
Evil Victory: In The Trap is Sprung Scenario, whenever Buhrdur spends a Might point, roll a D6. On the roll of a natural 6, the Might point is free and is not spent.
(2) THE TRAP IS SPRUNG
Good Victory: In the Aragorn's Revenge Scenario, if the roll for Priority is ever tied, the Good player may select which piece of terrain is revealed rather than it being randomly determined.
Evil Victory: In the Aragorn's Revenge Scenario, whenever Buhrdur spends a Might point, roll a D6. On the roll of a natural 6, the Might point is free and is not spent.
(3) ARAGORN'S REVENGE
Good Victory: In The Terror of Arnor Scenario, Good models may re-roll failed Courage tests.
Evil Victory: In The Terror of Arnor Scenario, Gulavhar may re-roll 1s when rolling To Wound.