The Burning of the Westfold
THE BURNING OF THE WESTFOLD CAMPAIGN
Here we present you with The Burning of the Westfold 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.
This supplement focuses on the greatest battles Rohan fought during the War of the Ring, and in particular the impact of the Riders of Rohan. These steadfast warriors are without doubt the Kingdom of Rohan's greatest asset during the conflict, for there are few who can match the Rohirrim's skill from horseback. Whenever Rohan is called to war, it is their riders that tip the scales in their favour, and numerous battlelines have been left crumpled and smashed aside by the full-force charge of the Riders of Rohan. When things look bleak and hope has almost faded, the Riders of Rohan have been known to turn the tide, even in the most dire situations. Whenever history tells of Rohan's great deeds, it is their riders that will be at the forefront of the tale.
The Scenarios begin with bands of Wild Men of Dunland rampaging across the plains of Rohan, setting fire to villages and settlements under the orders of Saruman. The first few Scenarios focus on Théodred's retaliation against the Wild Men before his final stand at the Fords of Isen. From there, the narrative shifts to focus on the events we see in the films - Éomer's attack on the Uruk-hai outside Fangorn, Théoden's evacuation of Edoras to the Hornburg, and the epic siege of Helm's Deep itself. The campaign concludes with the charge of the Rohirrim at the Battle of Pelennor Fields - arguably the most defining moment of these fearsome warriors.
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, 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 'Siege of Helm's Deep' Scenario, then the Good side will receive a bonus in the 'Ride of the Rohirrim' Scenario. These bonuses reflect the advantages of success and the edge it will give either side in the future.
(1) RAMPAGE OVER ROHAN
Good Victory: In 'The Prince of Rohan' Scenario, the Wild Man of Dunland with a banner may not move further than 6" away from the centre of the board.
Evil Victory: In 'The Prince of Rohan' Scenario, the Evil player may, once per game, choose to automatically win the roll to determine who has Priority - there is no need to roll.
(2) THE PRINCE OF ROHAN
Good Victory: In 'The Fords of Isen' Scenario, whenever Théodred spends a Might Point roll a D6. On a 4+, the Might Point is free.
Evil Victory: In 'The Fords of Isen' Scenario, Théodred starts the game with no Fate Points.
(3) THE FORDS OF ISEN
Good Victory: In the 'Ambush at Night' Scenario, Grishnákh may not Move on the first turn of the game.
Evil Victory: In the 'Ambush at Night' Scenario, Uglúk may declare a Heroic Combat each turn for free.
(4) AMBUSH AT NIGHT
Good Victory: In the 'Éomer's Return' Scenario, whenever Éomer suffers a Wound, roll a D6. On a 5+ the Wound is ignored.
Evil Victory: In the 'Éomer's Return' Scenario, Éomer begins the game with no Fate Points.
(5) WARG ATTACK
Good Victory: In the 'Ride Out From Helm's Deep' Scenario, Théoden may declare a Heroic Combat each turn for free.
Evil Victory: In the 'Ride Out From Helm's Deep' Scenario, Good models may not benefit from their Horse Lord special rule.
(6) WALLS OF HELM'S DEEP
Good Victory: In the 'Siege of Helm's Deep' Scenario, Aragorn may re-roll To Wound rolls of a natural 1 when making Strikes.
Evil Victory: In the 'Siege of Helm's Deep' Scenario, Aragorn begins the game with only a single Fate Point.
(7) RIDE OUT FROM HELM'S DEEP
Good Victory: In the 'Siege of Helm's Deep' Scenario, Théoden may declare a Heroic Combat each turn for free.
Evil Victory: In the 'Siege of Helm's Deep' Scenario, each turn a single Evil Hero may declare a Heroic Action for free.
(8) ÉOMER'S RETURN
Good Victory: In the 'Siege of Helm's Deep' Scenario, the Relief Force will enter the board at the end of the Good Player's ninth Activation Phase.
Evil Victory: In the 'Siege of Helm's Deep' Scenario, the Relief Force will enter the board at the end of the Good Player's eleventh Activation Phase.
(9) SIEGE OF HELM'S DEEP
Good Victory: In the 'Ride of the Rohirrim' Scenario, Good Hero models may re-roll failed Fate Rolls.
Evil Victory: In the 'Ride of the Rohirrim' Scenario, Good Hero models suffer a -1 penalty to their Fate Rolls.
(10) PATHS OF THE DRÚADAN
Good Victory: In the 'Ride of the Rohirrim' Scenario, Good models gain the Hatred (Orc) special rule.
Evil Victory: In the 'Ride of the Rohirrim' Scenario, Gothmog may declare a Heroic Action each turn for free.