Goblin Ambush

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Battle Setup

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The Scenario

In this unfolding saga, Aragorn's mettle faces a severe test. Inadvertently, the noble wanderer has ventured too close to the lair of Moria Goblins. Now, he stands alone, challenged by the goblin horde in a surprise assault.

Board Layout

Using a gaming area of 2ft x 2ft

The Good player places Aragorn in the middle of one of the sides of the gaming board

The Evil player places the Goblins in three groups of four Goblins in the centre of each of the three remaining sides.

The board is decorated with any random peices of terrain that the players wish to use.

Winning Conditions

The Good player wins if Aragorn manages to kill all the Goblins, or if he is able to break right through the Goblin ambush by moving of the side of the game area opposite to the one that he started out from

The Evil player wins if Aragorn is killed.

Turn One

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Priority - Goes to Good

In the realm's first breath, the mantle of priority descends upon the forces of Good. A fleeting advantage, as Aragorn, surrounded by malevolent shadows, contemplates his limited choices.

Movement Good

Aragorn, with resolute purpose, strides eastward, seeking to engage the Goblins strategically. A lone beacon amidst encroaching darkness, he hopes to face them one by one and defy the odds.

Movement Evil

The Goblins, relentless in their pursuit, close in on Aragorn. Their dark intent palpable as they strive to encircle him, a calculated dance designed to snuff out the glimmer of hope.

Shooting - Good - Aragorn

Dice Value 4

Aragorn, a skilled archer, unleashes his arrows upon the encroaching Goblins. Each shot echoes with destiny, hitting on 4 and wounding on 5+.

Hits - Good - Aragorn

Dice Value 6

In a moment of fate, a Goblin falls, vanquished by the ranger's precise aim.

Shooting - Evil - 4 Goblin Archers

Dice Value 5
Dice Value 2
Dice Value 2
Dice Value 1

The Goblins retaliate with sinister precision, launching arrows at Aragorn. Their aim, guided by malice, strikes true, heralding the perils of battle.

Hits - Evil - Goblin Archers

Dice Value 6

In the haze of battle, a single arrow finds its mark. The Goblins, driven by malevolent glee, roll a 6, inflicting a grievous wound upon Aragorn.

Turn Two

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Priority - Goes to Good

Dice Value 3
Dice Value 1

In the ebb and flow of destiny, with a roll of 3, priority remains with the forces of Good. A fleeting reprieve as Aragorn, his resilience tested, faces the shadowed tide.

Movement Good

Aragorn, undeterred by the encroaching darkness, presses forward toward the trio of looming Goblins.

Movement Evil

The Goblins, shadows of malevolence, converge upon him, seeking to extinguish the last glimmer of hope.

Fight Phase - Aragorn vs 3 Moria Goblins

Dice Value 4
Dice Value 4
Dice Value 3
Dice Value 4
Dice Value 2
Dice Value 6

Aragorn, a lone figure against the dark horde, confronts three Goblins in the harsh struggle of close combat. Blades clash, and in the cruel symphony of fate, the Goblins claim the upper hand with a triumphant roll of 6. Aragorn, pushed back, contends with the encroaching abyss.

Evil Win - Wound Rolls

Dice Value 6
Dice Value 2
Dice Value 2

Wounded and undeterred, Aragorn faces the relentless onslaught. The Goblins, agents of despair, succeed in delivering another grievous blow, reducing him to a single remaining wound.

Turn Three

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Priority - Goes to Good

Dice Value 5
Dice Value 4

In the unyielding face of adversity, priority lingers with the forces of Good. A moment of respite as Aragorn, battered and bruised, braces against the encircling tide.

Good Movement

Aragorn, with one last breath of hope, seeks to break through the tightening circle of Goblins.

Evil Movement

A desperate bid for freedom unfolds, but the Goblins, shadows converging, block every route of escape.

Fight Phase

Dice Value 4
Dice Value 2
Dice Value 1
Dice Value 4
Dice Value 1
Dice Value 3
Dice Value 4
Dice Value 3

Aragorn, standing alone against five Goblins, confronts the very brink of despair. His sword rises in defiance, and against all odds, he claims victory in the grim struggle. A testament to his unrivaled skill in the face of overwhelming darkness.

Good Wins - Wound Rolls

Dice Value 6
Dice Value 1
Dice Value 4

With a valiant surge, Aragorn inflicts two decisive blows upon the Goblins. The tide momentarily turns as he forces them back, carving a path through the encircling shadows.

Turn Four

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Priority - Goes to Evil

Dice Value 4
Dice Value 4

In the fickle dance of fate, both Good and Evil roll a 4. Priority, ever elusive, shifts to the malevolent forces as Good relinquishes its grasp. The shadows deepen, heralding a dire turn of events.

Evil Movement

The Goblins, relentless in their pursuit, draw an inescapable net around Aragorn.

Good Movement

Bound by the encircling shadows, Aragorn stands trapped at the heart of the board, his every move stifled by the relentless advance of the goblins.

Fight Phase

Dice Value 4
Dice Value 3
Dice Value 1
Dice Value 1
Dice Value 6
Dice Value 6
Dice Value 3
Dice Value 2

Amidst the encroaching darkness, Aragorn faces the direst of situations. Five Goblins, the embodiment of shadowed malevolence, stand as his adversaries. Confidence in their victory, the Goblins claim the fight with a resounding roll of 6, plunging Aragorn deeper into the abyss.

Evil Wins - Wound Rolls

Dice Value 3
Dice Value 1
Dice Value 1
Dice Value 1
Dice Value 3

Even surrounded, Aragorn, an indomitable force, wards off the Goblins' blows. The shadows recede as he emerges unscathed, a lone beacon of resistance against the overwhelming tide of darkness.

Turn Five

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Priority - Goes to Good

Dice Value 3
Dice Value 3

In the shifting tides of fate, Priority returns to the forces of Good. Yet, ensnared within a ring of Goblins, Aragorn finds his options dwindling, his every move shadowed by impending doom.

Movement - Good

Five Goblins already lock blades with Aragorn, ensuring he is unable to move on the battlefield.

Movement - Evil

The remaining fiends encircle Aragorn, closing every avenue of escape. A dire dance unfolds, trapping the lone warrior within a tightening noose.

Fight Phase

Dice Value 4
Dice Value 2
Dice Value 1
Dice Value 4
Dice Value 5
Dice Value 6
Dice Value 2
Dice Value 3

Once more, Aragorn confronts a legion of adversaries, his every sinew strained as he draws upon the depths of his martial prowess. The Goblins, fueled by a dark fervor, seize the moment and claim victory with a roll that echoes through the very heart of the struggle.

Their malevolence knows no bounds, and with a triumphant roll of the dice, the Goblins emerge victorious, proving their mettle on the grim stage of battle.

Evil Wins - Wound Rolls

Dice Value 1
Dice Value 3
Dice Value 3
Dice Value 6
Dice Value 5

Aragorn, beset by a relentless onslaught, succumbs to the unyielding fury of his foes. Each blow strikes deep, and as the veil of shadows descends, the valiant warrior is dealt a fatal wound. His once indomitable spirit extinguished, he falls, a lone sentinel vanquished in the face of overwhelming darkness.

Battle Summary

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Evil Victory

A pretty poor showing by Aragorn he was only able to take out 3 of the Goblins, but the Goblins fought well taking out Aragorn in just 5 turns

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