You are on page 1of 7

This adventure is based on an extract from The

Lord of the Rings. It starts when the Fellowship of


the Ring leaves Rivendell and heads towards the
Misty Mountains. When the Caradhras pass proves
too perilous, Gandalf leads the party through the
Mines of Moria towards Khazad-dum.

The scenario is designed for 5 heroes: Gandalf The


Fan Legend Grey (Liphardus), Aragorn (Thorn), Gimli (Kram),
Legolas (Pasco) and Boromir . You will also need
figurines for non-player characters and monsters....4
Hobbits (Peasants), 16 Orcs (use Gors), 2 Uruk-Hai
Fly, you fools! (use Skralls), 1 Troll, 1 Watcher of the Lake and the
Balrog.

For this scenario some rules have been changed or

A1
added and these amendments are written in red text
on the cards. The mine side of the board is used.
There is an additional arrow in play allowing
movement from space 21 to space 16.

The Time Track


To count the hours use 4 neutral time stones. For
one action one stone must be moved. A hero who
stops his day puts his own coloured stone on the
This legend consists of 14 cards: Sunrise box. The other heroes continue without him.
A1, A2, A3, A4, A5, A6, N, Durin's
Gate, Khazad-dum, The Watcher, Continue reading on card A2 >>>
Durin's Bridge, The Chamber of
Mazarbul, The Book of Mazarbul
and The Balrog.

Scenario Setup
The 5 heroes and 4 hobbits start on space 65.
Place the fog, well and gem tokens as per normal
practice. Randomly place 2 boulder tokens on
space 12, a further two boulder tokens on space 17
and the remaining 4 boulder tokens on space 9 and
reveal them all.

Fan Legend Place a cross token between space 60 and 69 (the


Moria entrance) and another one between spaces 0
and 71 (Moria exit). Stack all scroll tokens near the
bridge between spaces 33 and 34. The scrolls
Fly, you fools! should be face up and sorted by value with token 7
at the top. Place a star token on spaces 11, 34 and
60. Put a potion token near the board. Place the N
tile on space N of the legends track.

A2
The Heroes
Each hero starts with 2 strength and 7 willpower
points except Boromir who starts with 3 strength
and 5 willpower points. All heroes have a wineskin.

Additionally Gimli has a helmet, Legolas a


telescope, Aragorn a leaf of Athelas (the 3 point
herb token) and Boromir a shield. These objects
cannot be given to another hero or abandoned
although Aragorn can use the leaf of Athelas to give
3 willpower points to any hero on the same space
as him. The leaf cannot be used to grant additional
strength points or increase a move action.

Continue reading on card A3 >>>


The Hobbits
The Hobbits are represented by the 4 peasant
tokens. They are moved with a hero at no additional
cost and must always be accompanied by at least
one hero. The hobbits cannot enter a space
containing a creature or one that contains a fog
token that has not been revealed.

Boromir
Fan Legend It is not allowed to leave Boromir on his own with
the hobbits. Also, Boromir is not allowed to move
the hobbits on his own. Each sunrise just prior to
Fly, you fools! moving the Narrator, Boromir will try to convince
Frodo to give him the ring. This attempt happens
regardless of how close Boromir is to the hobbits.

Boromir rolls his combat dice (1,2 or 3 as dictated

A3
by his willpower points) and if the sum is greater
than his number of willpower points, Boromir seizes
the ring. Should this happen you lose the legend
and immediately place the Narrator on space N.
However the other heroes can help Frodo by
expending willpower points to reduce the total of
Boromir's dice. For each willpower point expended
by any hero reduce Boromir's roll by one.

Once a hero exits the mine (reaches space 71)


Boromir no longer attempts to seize the ring.

Continue reading on card A4 >>>

Movement Rules
A hero cannot move or remove a boulder if a
creature shares the same space as him. He must
fight or pass his turn and wait for reinforcements.
In the mine it is not allowed to move more than two
hobbits at the same time. Note though that the four
hobbits can stand on the same space.

The Wells
Fan Legend A hero using a well may choose either 3 willpower
points or one wineskin. The exception is Aragorn
who may choose either 5 willpower points or 2
willpower points and 1 wineskin.
Fly, you fools! The Fog Tokens
Gold: The hero receives willpower points not gold.

A4
Creature: Saruman's Urak-Hai are in search of the
hobbits. Activate them when the token is flipped,
even if by the telescope.

Witch (Arwen): Each hero receives two willpower


points but cannot go beyond their maximum. If it is
Aragorn who activates Arwen he also gets 1 potion.

Card: A cloud of evil Crebain darkens the sky and


circles the space. Moving through or stopping on the
space will cost each hero 1 willpower point. If a hero
stops on the space and expends 3 willpower points
the token can be removed. Otherwise it remains.

Continue reading on card A5 >>>


The Creatures
In the forest the Uruk-hai always move towards the
hobbits via the shortest path. In the case of multiple
routes of the same number of spaces they move to
the space with the lowest number. The Uruk-hai
move through spaces with active Crebain tokens
without stopping: therefore if there are two or more
shortest paths and one has an active Crebain token
Fan Legend then that is the shortest path. Uruk-hai cannot enter
Moria: once all heroes are in the mine remove the
Uruk-hai from the game.

Fly, you fools! In the mine Orcs follow the movement arrows
unless they share a space with a hero. In this case
the Orcs do not move. Return the Orcs that reach
space 0 into the supply.

A5
Combat Rules
After defeating a creature the heroes always receive
willpower and never gold. When Gimli wins a fight
either alone or with other heroes he receives 1 extra
willpower point. After a victory any hero who
participated in the fight can exchange 4 willpower
points for 1 strength point. Return the defeated Orcs
into the supply.

If the heroes lose or abandon a fight when they are


accompanied by a hobbit (even if with Legolas on
an adjacent space) then the hobbit is captured.
Immediately move the Narrator to the N tile.

Continue reading on card A6 >>>

The council of Elrond has decided that the One Ring


must be destroyed. The only fire capable of doing
so is at Mount Doom where the ring was forged.
The decision was not unanimous however as
Boromir argued for the ring to be used against
Sauron, initially to save the embattled city of Minas
Tirith. Despite this argument Boromir has been
overruled.

Fan Legend The Fellowship of the Ring is led by Gandalf with


Aragorn acting as their ranger and guide. When the
pass of Caradhras is blocked, Gandalf decides on
Fly, you fools! an alternative route....to pass the mountains by
going underground through Moria. Aragorn has
misgivings but Gimli is excited by the prospect of
discovering Khazad-dum, fabled city of the
Dwarves. He also hopes to meet his cousin Balin.

A6
Mission: The Fellowship must pass through Moria
from space 60 to space 71 before the Narrator
reaches space N on the legend track. You are
defeated if any of the following occur:

- Boromir seizes the ring


- A hobbit is captured
- A hero loses all his willpower points
- The Narrator reaches tile N before the heroes have
escaped from Moria

You now start the legend. Each player rolls a die


and the hero rolling the highest score starts. As
soon as a hero reaches Durin's Gate (space 60)
read the legend card called Durin's Gate.
Durin's Gate is of Dwarven make and built into the
rock. It is invisible and revealed only to those who
can speak the ancient Elvish tongue. The riddle
“speak friend and enter” must be solved by Gandalf
as only he has knowledge of this language.

To pass the gate Gandalf must roll a 6 on his die


and being a wizard he can of course use his power
Fan Legend to flip it if required. Each attempt costs 1 hour.

Once the gate is open remove the X token. The


gate will remain open until the end of the day. It will
Fly, you fools! close when all of the heroes have replaced their
time stones on the sunrise box. If any hero or hobbit
remains outside the gate at that time then the game
is immediately lost. Place the narrator on tile N.

Once all members of the Fellowship are inside then


Durin's Gate is irrevocably closed and there is no
turning back. Place the cross token on the gate to
indicate this.

When all members of the Fellowship are in the


mine read the card called Khazad-dum.
Durin's Gate

Reveal this card as


soon as a hero
reaches space 60.

You win the legend if Aragorn, Gimli, Legolas,


Boromir and all of the hobbits reach space 71 and
escape the mine.

Fly, you fools. The Balrog is too strong and can


only be resisted by magic. Gandalf sacrifices
himself to allow his companions to escape Moria
Fan Legend and to continue their quest....

Fly, you fools!


free peoples to defeat Sauron....
the brave Fellowship and with it the hopes of the

N
dangers were hidden within Moria. It is the end for
Aragorn's misgivings come to pass as too many

have escaped from Moria


- The Narrator reaches tile N before the heroes
Mazarbul before the Narrator reaches tile N
- The heroes have not discovered the Chamber of
- A hero loses all his willpower points
Orcs, Troll or Watcher of the Lake
- One or more hobbits is captured by the Uruk-hai,
- Boromir seizes the ring

conditions occur:
You lose the legend if any of the following
Thanks to the Mithril mines deep under the
mountains, Khazad-dum was the richest city of the
dwarves. However the dwarves had delved too
deeply and having awoken a Balrog then had to flee
the city. A group led by Balin had returned many
years later to settle there again....but no news has
been heard from Moria since.

Place 1 orc on spaces 28, 37, 42, 66 and 67.


Fan Legend Fire In The Deep
Each Sunrise a Firestorm erupts from spaces 10, 20
and 30 (see Firestorm card from legend 4). Roll a
Fly, you fools! red die for each of these spaces: the impact extends
from each location by the number of spaces
indicated on each die. Any hero caught in the blast
loses willpower points equal to the roll on the die.
Boromir's location is vital as he can use his shield to
protect heroes standing on the same space as him
or on a space behind him. Boromir's shield can
withstand unlimited fire damage.

If a hero loses all willpower points you lose the


game. Immediately place the Narrator on the N tile of
the Legend track. If there is no hero within 6 spaces
Khazad-dum of any fire source do not roll that die....place one Orc
on the appropriate space instead.
Reveal this card as soon as
If a hero enters space 11 you must then read the
all members of the
Watcher card. If a hero or orc enters space 34 you
Fellowship are in the mine. must then read the card titled Durin's Bridge.

Now read the card The Chamber of Mazarbul >>>

Located near the East Gate, Durin's Bridge is a


narrow stone bridge spanning a fiery abyss. The
role of the bridge in Moria's defences was to slow
the advance or attempted escape of any enemy
who penetrated the mines.

To pass the bridge safely a hero must have at least


as many willpower points as the number written on
Fan Legend the scroll on top of the stack of parchments. On the
bridge a hero cannot be accompanied by more than
one hobbit at a time.

Fly, you fools! A hero can always pass the bridge even if he does
not have enough willpower points. In such a case he
loses willpower points equal to the difference
between the points written on the topmost scroll and
his current level of willpower. For example a hero
with 7 willpower points crossing the bridge when the
10 point scroll is on top will lose 10-7 = 3 points.

Each time a hero or orc crosses the bridge remove


the topmost parchment. If the last parchment is
removed, the bridge collapses and it becomes
impossible to pass.
Durin's Bridge
Reveal this card as
soon as a hero reaches
space 34.
Although Gandalf had passed through the perils of
Moria before, much time had passed since then.
Neither Gandalf's memory nor Gimli's second hand
stories and lore were of much help in deciding the
truest path. They knew if they could find the room of
archives that this would guide their choice of route.

New Objective: You must locate the Chamber of


Mazarbul, also known as the room of archives.
Fan Legend The scattered gems are clues that help to find this
room. Only Gandalf and Gimli can collect and
decipher the gems. The other heroes can neither
Fly, you fools! collect nor reveal them. When Gandalf and Gimli
have three gems of the same colour between them,
the location of the room become clear.

Ocrs however erase the clues when they reach a


space where a gem is located. When they do so do
not look at the colour of the discarded tokens. If
there are no more gems on the board and you have
not found 3 of the same colour then place the
Narrator on space N of the legends track.

Once you recover 3 gems of one colour then


The Chamber count the total number of gems (of all colours
of Mazarbul combined) that have been collected. If you have
3 or 4 gems the Chamber is located in space 40, if
you have 5 gems the Chamber is in space 27 and if
you have 6 gems the Chamber is in space 6.

When you reach the archives room then read the


card titled The Book of Mazarbul

You have reaches the fabled Chamber of Mazarbul.


In the middle of the room stands a tomb and further
reading reveals this to be the final resting place of
Balin. Many armoured skeletons and broken
weapons lie scattered around the room, testimony
to the fierce battle that took place here. In the rubble
you discover a thick tome in which you learn the
doom of the last surviving dwarves who resisted to
Fan Legend the end against the forces of evil.

The moral of the heroes is affected and everyone in


the party loses 1 willpower point.
Fly, you fools! In the distance a drum beat can be heard. Whilst
study of the book has allowed you to decide on the
best path out of Moria. you have been discovered
and the enemy is approaching. Orcs are coming
and they are not alone....a Cave Troll accompanies
them.

Place 2 orcs and 1 troll in the archives room. These


creatures will fight to the death in this room. They
prevent the heroes from leaving and must be
eliminated. Once the 3 creatures have been killed
The Book of move towards the exit, space 71.
Mazarbul When you have eliminated the creatures read
Reveal this card as soon as the card titled The Balrog.
a hero reaches The
Chamber of Mazarbul.
The silence that has fallen over the mine fills you
with disquiet and a sense of foreboding can be felt
by all. Gandalf mutters Durin's Bane under his
breath and then more loudly whilst urging the party
to escape the accursed mine.

Place the Balrog on space 0. If there are heroes on


that space they fall back in awe to space 1 or 7
(player choice). The Balrog's strength is equal to the
Fan Legend number of orcs left alive in the mine and will rise or
fall as they appear or die. The Balrog cannot be
killed as his willpower is limitless....you must flee!

Fly, you fools! Gandalf must enter space 0 first as he is the only
hero that is not overawed by the Balrog. Once he
does remove the cross token from between spaces 0
and 71 – escape is now possible. If Gandalf ends his
day replace the token. A hero entering space 0 must
stop his move. To exit the mine he must spend
willpower points equal to the Balrog's strength plus 1
extra point for each hobbit that is with him. Moving to
spaces 1, 2 or 7 costs nothing but 1 hour.

Mission: Aragorn, Legolas, Gimli, Boromir and the 4


hobbits must escape the mines. Gandalf remains in
The Balrog the mine to face the dreaded Balrog and to protect
the flight of his companions. On his turn he must
pass and spend 1 hour if other heroes are still in
Reveal this card once the Moria. To win the game each hero (including
Chamber of Mazarbul has Gandalf) must have at least 1 willpower point left.
been cleared of creatures.
When the 4 heroes and 4 hobbits reach space 71,
place the Narrator on tile N of the legend track.

The surface of the lake seems unnaturally calm....at


first. It is not long however before the surface begins
to churn as something long hidden and best
forgotten emerges to the horror of those present.

The Watcher of the Lake rises to the surface and his


probing tentacles force all present to stop their
move. The hobbits cannot enter the water if the
monster is already present. In combat the Watcher
Fan Legend uses a black die. He has 8 strength points and his
willpower points depend on the number of heroes
who can attack, including from adjacent spaces.

Fly, you fools! If 1 hero is attacking the Watcher has 1 willpower


point. The Watcher's willpower points increase to 3,
6, 10 and 15 respectively should there be 2, 3, 4 or
5 heroes.

If the Watcher is defeated in the first round it dives


into the lake to heal itself. This is not a victory for the
Heroes, they earn no willpower points and the
Narrator does not move on the legends track. The
monster will return if a hero enters the lake again or
if a hero is still in the lake during the next sunrise
phase. Again the Watcher will have 8 strength points
The Watcher and willpower points as per the above.

If the Watcher is defeated after 2 or more rounds it


Reveal this card as is critically wounded and returns to the inky depths
soon as a hero enters of the lake and does not reappear. Move the
space 11. Narrator on the legends track and every hero who
actively fought earns 1 willpower point. From this
moment the heroes can cross the lake unimpeded.

You might also like