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Dangerous Business
THE ADVENTURES OF MÚRIN AND DRÁR

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SCENARIO: THE COVER OF DARKNESS

A night out on routine patrol is about to end badly for this Easterling Warrior.
A night out on routine patrol is about to end badly for this Easterling Warrior.

A fter successfully putting a decade-old grudge to rest deep within the ruins of Bâr-Shûal, Múrin and Drár grew tired of the Rhûnish lands. The Easterlings have been relentless in their patrols and pursuit of the Dwarf intruders. With the aid of an old Elven friend, who had temporarily joined their company, they took to a wooded area near the shores along the Sea of Rhûn in the hope of slipping by any further Easterling attentions. For the most part, their plan worked out well, until they reached a final hurdle; an unavoidable enemy encampment located in a small valley lay directly in Múrin and Drár's path. By the looks of it, this rear-echelon camp encourages a lax attitude among its occupants due to the lack of prevailing threats and rare visits from any army leaders. If they only knew two Dwarves and an Elf were sneaking by in the dark...

FORCES

GOOD

EVIL

Múrin and Drár

Easterling Captain with shield

Elf with Elf Bow, heavy armour, and Elven blade

2 Kataphrakts

 

5 Easterlings with shields

 

5 Easterlings with bows

 

5 Easterlings with spears

Scenario MapLayout. This scenario is played on a 48"/112cm x 48"/112cm table representing the wooded areas found north of the Sea of Rhûn. Scatter lots of tree bases, rocky outcroppings, and hills over the entire table. Try to fill as much of the table as possible with terrain – after all, it's three Good models against 18 Evil models! Lastly, place a small campfire scenery piece 6"/14cm in from the north-east corner of the table to represent the Easterling Captain's camp.

Starting Positions. First, grid the entire table (with markers, or just in your head) into 12"/ 28cm squares. You should end up with 16 squares. The Evil player first places the Easterling Captain and two Kataphrakts anywhere within 2"/ 5cm of the campfire. Players then take turns, starting with the Good player, placing one Easterling sentry in each of the remaining 15 squares.

Priority will go to the Good player on the 1st turn; after that, roll for Priority as normal. The Good player moves his entire force onto the table from anywhere along the southern table edge.

Objectives. Múrin and Drár need to slip through enemy lines undetected and preferably in one piece. The game continues until Múrin and Drár exit the northern table edge. If one of the Dwarves is slain, then the remaining Dwarf will take his vengeance upon the Easterlings. From this point on, the game continues until all the Easterlings are slain or the remaining Dwarf falls in combat.

SPECIAL RULES

Easterling Captain and Kataphrakt Guard. These men are at rest around the campfire and thus take no part in the scenario until a sentry alerts them to the enemy's presence.

Expert Shot. The Elf traveling with Múrin and Drár hails from Mirkwood and is quite deadly with a bow (like most of his kind). He may shoot twice during the Shoot phase.

Sleepy Sentries. The sentries are completely unaware of the situation. As such, they are relaxed and even a bit sleepy. The Good player may re-roll any single D6 during combat resolution, and may also add +1 to all wounding rolls. The +1 to wound also applies to any hits caused by shooting, and any shots that miss may be re-rolled. These bonuses apply only during the period before the alarm is raised. Once it is raised, the guards are aware of the danger!

Alerting Sentries. All the standard rules for alerting sentries apply, along with the following additions. When a sentry rolls high enough to move into contact with a Good model, it is considered to have charged, and the alarm is raised immediately. If a sentry is charged and not killed during the ensuing round of combat, it will alert all other sentries ONLY if there is another sentry model within 8"/18cm. Otherwise, the other sentries continue about their business unaware. The surviving sentry, however, is now alert and may move and attack under the Evil player's control from here on out. If, at the end of the alert sentry's move, he manages to move within 8"/18cm of another sentry model, all the Evil models on the table become alert.

Dense Terrain. A sentry must also be able to see a Good model in order to become alert. So, not only do you have to move within 4"/10cm of a Good model, but the sentry must be able to draw a line-of-sight as well. Only under those conditions will the alarm be raised.

Broken Forces. If the Easterling forces become alert, then they will have to start making Courage tests for being Broken as normal. Once nine models have been slain (including those killed as sentries), Broken tests must be made as usual. The Good player ignores any Courage tests for being Broken.

Next: Fangs in the Fog
Previous: Hunger Pains

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