Song of Blades & Heroes - Ambush at Sarn Ford


"Nine he gave to Mortal Men, proud and great, and so ensnared them. Long ago they fell under the dominion of the One, and they became Ringwraiths, shadows under his great Shadow, his most terrible servants. Long ago. It is many a year since the Nine walked abroad. Yet who knows? As the Shadow grows once more, they too may walk again..."
 Gandalf - The Shadow of the Past (The Fellowship of the Ring)

Background

This is a short scenario for Song of Blades & Heroes by Ganesha Games. It takes place at the beginning of The Fellowship of the Ring, as the Nazgul seek to steal into the Shire to hunt for Baggins and the One Ring. A small but determined posse of Dunedain rangers lie in wait for the intruders, under orders from Aragorn to stop the Dark Riders from getting to Hobbiton.

Table

The field is 4' by 4' and should be rolling countryside, perhaps with a quiet county lane and some hedgerows. It is typical rural terrain for the Shire. The Ringwraiths are approaching Sarn Ford on their way from their meeting with Saruman in Isengard (for more on this conference, consult The Unfinished Tales). A road down the centre of the table could well represent the highway towards Sarn Ford and the Shire.

Forces

Rangers: Dunedain (9) with spears and bows; Q 3+, C3. They have Forester and Shooter (Medium).

Ringwraiths: Nazgul (3) with swords; Q 4+, C4. Undead. They have Free Disengage and Terror. One of them is the Witch King of Angmar (Q3+, C4), and should also be given Leader, Magic User and Poison (to represent a Morgul Blade).

Deployment

Nazgul begin anywhere within 1S of their entry edge. Rangers set up first, and begin at least 1M away from the Nazgul entry edge. The Ranger player places 18 ambush markers in or behind terrain features, of which nine are dummies (see p.18 of SoBaH for more details on how these behave). All must be more than 1M from the Nazgul entry edge.

Objectives

The Nazgul must exit at least two of their number from the opposite table edge. The Rangers must stop them at all costs.

Special Rules (optional)

Cry of the Nazgul - once per game the chilling howl of the Nazgul can paralyse the enemy with fear. Each non-Evil model must make a Quality check on 3d6. If they fail, they are transfixed with fear and must use their first action of the subsequent turn to shake this condition off. This applies to all Good models in play at that time. Cry of the Nazgul costs one wraith one action, but may only be used once per game.

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