On Monday, Doug and I played the 4th scenario in our Lord of the Rings narrative campaign.
This is based on the Games Workshop Fellowship of the Ring Campaign book. This was a great publication, now sadly out of print that combined scenarios based on events from one of the films with some great painting and modelling articles to help you construct the terrain for the game.
Strictly speaking, the Fog on the Barrow Downs scenario is based on events from the Fellowship of the Ring book rather than the film, as I don't believe that the Barrow Downs and Tom Bombadil ever made it into the movie.
The four hobbits are lost (again) stunling around in the fog on the edge of the Old Forest where the lands open up into rolling hillside and valleys where the cold grey stone of ancient barrows mark the landscape. The good player fields Frodo, Sam, Merry and Pippin with the hope that Tom Bombadil will apear on a D6 roll of 6. The evil player fields four barrow wights who start in base contact with there respective barrow. As usual we played the scenario twice, both taking turns to play good and evil. In the first play through I played the luck less hobbits.
Evil won the first priority roll, and of course the wights moved 6" and the hobbits 4" so they soon caught up with the hobbits, initially focussing on Frodo. For evil to win they had to either kill Frodo or paralyse any two hobbits, drag them back to there barrows and sacrafice them in there evil ritual.
Once the first wight had paralysed Frodo the rest of the hobbits headed pack to attempt to resue him. If a hobbit started there turn within 6" of a wight they could roll a D6 and on a 6, the alarm would be raised and Tom Bombadil would come to there assistance. We must have rolled over a dozen times during the game and that '6' just was no where to be found.
While the barrow wights are within 6" of there barrows they can expend a point of 'Will' for free which is very useful for casting paralyse spells.
The hobbits put up a brave fight, on a number of occasions they charge the wights (they need to pass a courage test to do this), they even win the melee when they manage to get two hobbits fighting a single wight, but fail to do any damage as the relative difference between there strength of the hobbits (2) and the defence of the wights (7) meant that they then needed a 6 followed by a 4+ to wound... which was a big ask and just did not happen either.
Once the wights had dragged there victims to there barrows they needed to roll a 4+ to sacrifice them. On the last turn, 3 hobbits were paralysed and the wights managed to sacrifice two of them for an evil victory.
When we swapped sides and I played evil, a similar result was obtained, although at a different barrow with a different mix of victims.
The game was fun to play, and looked good but the scenario was very difficult for the good player to win if Tom Bombadil did not turn up to help the hobbits.
Over the last couple of weeks I have been making some new trees for my terrain collection and I got them finished just in time for this game. The trunks are 3D printed from a design by Printable Scenery. Once they have been painted foliage was added made by spraying some rubberised horse hair with brown paint and then gluing some Woodland Scenic foliage on top off it.
The terrain boards are made using Sally 4th Terra-Former kits. These are kits with standard profiles for hills, roads, rivers, streams etc that build 12" square modular terrain tiles with embedded rare earth magnets to hold them together.