PRESENCE OF THE DARK LORD(Hazard Short-event)
Playable only on a company traveling to Dol Guldur, Barad-Dur, Mount
Doom, the Under-courts, or the Sulfur-deeps. The hazard limit on
this company is increased by 1 for every Nazgul permanent-event in play. All
characters traveling to or at the site have their prowess and body modified
by -1.
Additionally, all positive modifiers to corruption resulting from sources
other than modifiers listed on character cards are canceled for all characters
at the site.
Discard this card at the end of the site phase.
"'He will bear thee away to the houses of lamentation, beyond all darkness,
where thy flesh shall be devoured, and thy shrivelled mind be left naked to
the Lidless Eye.'" -LotRV
(Card created by Tim Frankovich)
A CRACK IN THE WALL(Hazard Short-event)
Playable on a company moving in these regions: Angmar, Gundabad,
Grey Mountain Narrows, High Pass, Redhorn Gate, Gap of Isen,
Imlad Morgul.
For each non-Scout, non-Ranger character in the company, one Orc
hazard creature may be played regardless of region-type restrictions
and not counting against the hazard limit.
"...a crack in the wall at the back of the cave got bigger
and bigger...Out jumped the goblins, big goblins, great
ugly-looking goblins..." -Hob
CALL OF THE DEEPS(Hazard Short-event)
Playable on a company containing at least one Dwarf and one major
or greater item whose destination is not a Dwarf-hold or an
Under-deeps site.
Opponent must replace the company's destination site with one from
his site deck that is an Under-deeps site or which is adjacent to
an Under-deeps site. This must result in legal movement, or this
card cannot be played.
"...hall opening out of hall, dome after dome, stair beyond
stair; and still the winding paths lead on into the mountains'
heart...Happy was the chance that drove me there!" -LotRIII
(Card created by Bruce Mason)
ORC ARCHERS(Hazard Short-event)
Does not count against the hazard limit. Playable on an Orc
attack before strikes are assigned.
All characters in the company facing the Orc attack face an
immediate attack from Orcs of 1 strike at 6 prowess. Weapons do
not modify prowess against the attack,
but characters receive +1 prowess for each usable armor, helm,
and/or shield in their possession.
Attacks produced by ORC ARCHERS are never detainment attacks,
regardless of the company, site, region, or region-type on which they
are played.
"One...pierced Gandalf's hat and stuck there like a black
feather." -Hob
(Card created by Bruce Mason)
NO LONGER ALLOWED TO PASS(MELE Hazard Short-event)
Playable on a covert minion company moving to a Border-hold or Free-hold.
Make a roll. Add 2 if the company's destination is a Free-hold, and subtract
the Mind of the highest-Mind untapped character in the company. If the
result is 7 or greater, the company becomes overt and remains so until they
successfully leave the site. This card may be placed on-guard
and revealed before any automatic-attacks are faced.
"...when he spoke his name and the pass-word the guard saluted him and
let him pass through..." -LotRV
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