The Treachery of Gollum
THE TREACHERY OF GOLLUM CAMPAIGN
Here we present you with The Treachery of Gollum campaign, a system for linking your games together in such a way that the results of one game can impact the next, or even one much later on.
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 out.
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 Paths of Cirith Ungol' Scenario, then the Good side will receive a bonus in the 'Shelob's Lair' Scenario - one much later in the campaign.
(1) THE PATHS OF CIRITH UNGOL
Good Victory: In the 'Shelob's Lair' Scenario, the Good player may reveal one of the tiles connected to the entrance tile before the game begins.
Evil Victory: In the 'Shelob's Lair' Scenario, the Evil player may deploy 6 Web Markers instead of 4.
(2) THE TAMING OF SMÉAGOL
Good Victory: In 'The Dead Marshes' Scenario, the Good player may deploy Frodo, Sam and Sméagol within 6" of the centre of the western board edge.
Evil Victory: In 'The Dead Marshes' Scenario, the first time a Spectre becomes aware of the Good models and stops being a Sentry, the Evil player may immediately choose another Spectre which will also stop acting as a Sentry from that point onwards.
(3) THE DEAD MARSHES
Good Victory: In the 'Osgiliath' Scenario, Good reinforcements return to the battlefield on a 3+ rather than a 4+.
Evil Victory: In the 'Osgiliath' Scenario, Evil reinforcements return to the battlefield on a 3+ rather than a 4+.
(4) OSGILIATH
Good Victory: In the 'Escape Through the Sewers' Scenario, when a Marker is revealed the Evil player does not roll a D6. Instead, the Good player may choose the result. They may not choose the same result twice.
Evil Victory: In the 'Escape Through the Sewers' Scenario, the first time a Marker is revealed, the Orcs that are placed do not act as Sentries. Instead they are automatically under the control of the Evil player.
(5) ESCAPE THROUGH THE SEWERS
Good Victory: In the 'Sméagol's Treachery' Scenario, Sam automatically has the first turn.
Evil Victory: In the 'Sméagol's Treachery' Scenario, Sméagol automatically has the first turn.
(6) SMÉAGOL'S TREACHERY
Good Victory: In the 'Shelob's Lair' Scenario, once during the game the Good player can have Frodo re-roll a failed Intelligence Test as part of the "Hurry! This Way" special rule.
Evil Victory: In the 'Shelob's Lair' Scenario, once during the game the Evil player can force Frodo to re-roll a successful Intelligence Test as part of the "Hurry! This Way" special rule.
(7) SHELOB'S LAIR
Good Victory: In 'The Bravery of Master Samwise' Scenario, whilst Sam is within 3" of the webbed Frodo Marker he gains a bonus of +1 to his Duel Rolls.
Evil Victory: In 'The Bravery of Master Samwise' Scenario, if Shelob ever passes her Courage Test for her Survival Instinct special rule on the roll of a natural double, then the Wound is negated.
(8) THE BRAVERY OF MASTER SAMWISE
Good Victory: In 'The End of All Things' Scenario, on the Crack of Doom board the Good player will always Activate Frodo and Sam before the Evil player chooses a power to use, regardless of which side has Priority.
Evil Victory: In 'The End of All Things' Scenario, the Evil player may use the Exhaustion power on a 2+ rather than a 3+.