SCENARIO 4: DEATH IN THE WOLD

Decades after the founding of the Mark, King Eorl fights against the Men of the East one last time.
he days have gone down in the West behind the hills into shadow.
– The Two Towers
Eorl won a new land for his people with his bravery upon the Field of Celebrant, and the new realm of Rohan grew quickly under the King's pleased gaze. However, later in his life, the threat from the East would re-emerge in the form of an incursion in the Wold in north-eastern Rohan. Eorl the Young rode once more to meet this threat, perhaps for the last time of his heroic life.
FORCES
GOOD (300 points) |
EVIL (600 points) |
|
Eorl the Young |
1 Khandish King on chariot |
Layout. This scenario is played on a 36"/84 cm x 36"/84 cm table representing the grassy plains of the Wold just over the Entwash. Place an 8"-wide river running west to east so it's 6" from the southern table edge. Scatter one or two hills on the board.
Starting Positions. The Good player deploys his forces within 6" of the southern table edge (between the Entwash and the side of the table). The Evil player deploys his forces within 6" of the northern table edge. Roll for priority as normal from the start.
Objectives. When Eorl received word that Men from the East were invading the Wold again, the only force ready to deploy was his personal guard in Edoras. It would take days before the regular Eorlingas could muster in any strength, scattered as they were across their new land of Rohan. Worse, the scouts said that this mounted enemy force was moving at great speed. Eorl would have to slow their advance with his guards, or his nascent kingdom would surely die. The Good side achieves victory if it can destroy 50% or more of the Evil side (in points value). The game ends in a draw if the Good side slays 25% or more but less than 50%. Any other result means a victory for Evil.
SPECIAL RULES
Heroic Death. Though Eorl's namesake says otherwise, he has reached his 6th decade of life. His son Brego is of age to be king himself, while Eorl's best days are behind him. Better to die a hero's death now and buy his son time to defend Rohan. Eorl will move directly toward the closest enemy Hero and attempt to engage him, even if it doesn't make tactical sense. The only way for the Good player to avert this recklessness is to have Eorl pass a Courage test at the start of each Move phase. Also, Eorl's fatalism gives him more freedom in his fighting style (no effort wasted on defence), so he benefits from a +1 for his dice rolls on the wound chart at all times in this scenario.

Mortally wounded, Eorl faces off with the enemy King.
CAMPAIGN NOTES
If you're playing these scenarios as a mini campaign, then next scenario in this series would be the "Field of Celebrant" scenario from A Shadow in the East. Any slain Heroes return in the next scenario with only a single Wound and a lone Will point; no Might or Fate. Also, for the "Field of Celebrant" scenario, reduce the number of Riders of Rohan by 1 for every Evil win in the series, and reduce the number of Khandish Warriors by 2 for every Good win in the preceding scenarios. Alternately, if you're really confident, play "Field of Celebrant" with the Rohan forces left from this page's scenario (the force lists are the same in both). After you complete "Field of Celebrant," then the next one in the series is "Death in the Wold".
Previous: Flight of the Éothéod
Related Articles:
Converting Riders of Rohan | Rohan Miniatures Range
Online Store:
Eorl the Young | A Shadow in the East
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