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Nothing Gets by Shelob when She's on the Hunt
A SHELOB SCENARIO

Inspired by one of the memorable scenes from The Return of The King film, Rick "Lobot" Smith has created an incredibly creepy game table to represent the lair of the giant spider-creature, Shelob. Once Ross Watson saw how cool the lair looked and the nifty web barriers Rick had created to enhance the table, he just had to make a scenario to take advantage of this cool terrain!

DESCRIPTION

Mordor Orcs are returning with a report for their master about Gondor's defences. However, the patrol has lost its way during a storm and now has but one choice: to pass through Shelob's Lair. If enough of the patrol can make it through alive, the report will make it through. However, avoiding Ungoliant's child will not be easy.

Orc MessengerOrc MessengerOrc MessengerOrc Messenger

PARTICIPANTS

"Good". 1 Mordor Orc Captain with a sword and shield, 6 Mordor Orcs with swords and shields and 2 Mordor Orcs armed with two-handed weapons.

Evil. Shelob.

POINTS MATCH

If you want to play this scenario with alternate forces, then the Evil side should take one Hero. The "Good" side (yeah, these guys aren't really good, but compared to Shelob...) should then choose a Hero costing no more than 50 points and enough Warriors to make the points equal on both sides. Complete equality isn't entirely essential, as you can add web barriers to even things out on Shelob's side, or you can stage other conflicts inside Shelob's Lair. For example, you could try and see if a single Cave Troll can make it through alive, or pit the Fellowship against all nine Ringwraiths. It is suggested that both players take turns as Shelob - you can compete to see who can devour the most Orcs!

Scenario Map
The numbers mark the six entrances to Shelob's Lair.
LAYOUT

For this scenario, we used Rick Smith's Shelob's Lair table. Click here to find out how he created it and how to make one of your own! If you are using a different table, we recommend one at least 4' x 4', and that you include lots of terrain! At the very least, there should be six discernible "entrances" to the lair and at least four exits.

STARTING POSITIONS

The Evil player "places" Shelob in secret, in any tunnel up to 18" from the four exits of the lair. The Evil player writes down her location (eg, 6" from the left board edge and 8" from the bottom table edge) before the game starts and reveals her location during his 1st turn.

The "Good" player numbers the entrances to the lair one through six and then rolls a D6. The result indicates the entrance where the "Good" forces must enter.

OBJECTIVES

If the "Good" player can get four or more models off the opposite edge of the board, he wins. If the "Good" player gets at least two models off the opposite edge of the board, the game is a draw. Any other result is a win for the Evil player.

SPECIAL RULES

The Winding Tunnels. Shelob's lair is honeycombed with small tunnels where the Mordor forces must split up if they want to have a chance of making it through alive. Models will not have to take Courage tests for being on their own or if half the force is destroyed.

The Home of Shelob. Shelob is still subject to her Hunting Instinct special rule, but she gains a +1 to all her own Courage tests since she is on her home turf. In addition, Shelob knows the labyrinthine depths of her tunnels thoroughly and can find ways through. She can squeeze her bulk unhindered by the darkness and the webs - thus, she can move in any direction inside her lair, regardless of intervening terrain (ie, she can go through walls).

Web Barriers. At the beginning of the game, before either side places its models, the Evil player places up to eight web barriers. Each web barrier blocks movement and has 1 Wound. The web barriers may be charged and are automatically hit by any attacks, but they cannot be destroyed by shooting. Web barriers have a Defence Value of 4 and are destroyed automatically if attacked in combat, and a Might point is spent. However, if a 1 is rolled while attacking the web barrier, the attacking model is stuck in the webs! To free himself from the web immediately, a model must spend 1 Might point. Otherwise, the model must roll a D6. Any result equal to or under the model's Strength allows the model to escape. A result of 6 always fails. On a failed result, the model is Shelobtrapped in the web barrier and may not move or shoot. Either method of escape takes up a model's entire turn. If Shelob attacks a model trapped in the web barrier, Shelob's attack automatically hits.

There are many ways the Evil player can place the Web Barriers to improve his chances of victory. One recommended method is to use four web barriers to block the exits, which forces the "Good" side to spend valuable time hacking through the barriers. Another tactic would be to place the web barriers along the corridors that the Evil player thinks the "Good" side will use to avoid Shelob's movements, thus allowing Shelob to "herd" the "Good" models through her lair at will!

Related Articles:
Making a Shelob's Lair Gaming Table

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