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Adventures of The Fellowship
THE HUNT BEGINS

Page: 1|2|3|4|5|6|Index

The Rangers of the Dúnedain encounter the Ringwraiths.
The Rangers of the Dúnedain encounter the Ringwraiths.

After long centuries of searching, the Dark Lord Sauron has at last discovered where The Ruling Ring may be found. From the twisted and ruined creature called Gollum, he has discovered the existence of a land called "Shire" and that a creature named "Baggins" now possesses The One Ring. Acting swiftly, he unleashes his most trusted servants, the Nazgûl, to find the Shire and the prize he seeks. In an attempt to shield their search from those who would oppose them, the Ringwraiths disguise themselves as riders in black and travel in secret. It is upon the plains of Rohan that they learn more of their dark quest, when treachery delivers the location of the Shire into their hands. Yet, the Nazgûl remain unopposed until they reach the borders of the Shire itself. For many long centuries, this peaceful and nigh-on-defenceless land has been watched over by the Rangers of Arnor, who see the Shire's innocence worth protecting. Disguised though the Nazgûl are, there can be no hiding the pervading aura of evil that trails in their wake, and soon they find themselves beset by the scions of Arnor — Men who have good cause to hate the Nazgûl and everything they represent.

OBJECTIVES

The Ringwraiths are trying to break into the Shire to track down The One Ring. The Evil player wins the game if at least half of the Evil force (two models in the case of the standard participants) exit the western table edge. The Good player wins if the Dúnedain can prevent these Nazgûl from escaping.

PARTICIPANTS

Good

Evil

9 Dúnedain

The Witch-king of Angmar

2 Ringwraiths

Next: Pre-game Strategy For The Forces of Good
Previous: Adventures of The Fellowship Index

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