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Lord of the Rings

Moria: Treacherous Stairs

Lord Of The Rings Home Page

Making a Mumakil

Figure Gallery

  

Making Minas Tirith

-  Main Gate & Level 1

-  Levels 2 to 3

-  Levels 4 to 7

-  Central Rock

-  Details

-  More Details

  

Making the Mines of Moria

-  Watcher in the Water

-  Precipitous Paths

-  Balin's Tomb

-  Treacherous Stairs

-  Bridge of Khazad-dum

-  Flight From Moria

Treacherous Stairs

I wanted to recreate in gaming terms the spectacular staircase scene from The Fellowship of the Ring. This was to be a fast game with the staircase itself as the main adversary for the Fellowship and some Goblin archers just to provide an extra element of risk.

Construction

The construction is similar to the other modules. The basic framework is made from polystyrene foam. A lot of foamboard went into the construction of the tall staircases. The rocky areas are again made from spray expanding foam.

Above. Treacherous Stairs module. At the top right is the platform from which the Goblin archers shoot. The two removable sections are out and the middle staircase has toppled forward.

Scenario

Description

The Fellowship are trying to outrun the Balrog and must negotiate the Treacherous Stairs on their way to the Bridge of Khazad-dûm. They find the staircase partly broken and the Balrog not far behind.

Participants

The Good side consists of the complete Fellowship (Aragorn, Boromir, Legolas, Gimli, Frodo, Sam, Merry and Pippin. Aragorn has a bow. Frodo has Sting and Mithril mail. No other optional wargear is allowed for any character.

The Evil side consists of an unlimited number of Goblins armed with bows. However, only 6 models are needed since no more than 6 Goblins can be on the playing area at any time

Points Match

Not applicable.

Layout

If you are making your own, then the only important features are the staircase and an elevated platform for the Goblins to shoot from. The platform is only big enough to fit 6 Goblins (3 wide by 2 rows deep).

The staircase is two bases wide (2" or 50mm). The staircase needs two removable sections.  The upper section is removed at the appropriate turn (see Special Rules). The lower section is removed at the start of the game.

The last stair before the lower gap is considered to have two jumping zones (one base width each). The first stair after the lower gap is considered to have two landing zones (one base width each). For characters that have not successfully jumped all the way but are hanging and clinging by their fingernails, there are two clinging zones; one in front of each landing zone (see Special Rules).

Starting Positions

The Good side sets up at the top entrance to the Treacherous stairs.

The Evil side do not start in the playing area but will arrive later (see Special Rules)

Objectives

The Good side wins if Frodo survives and no more than 2 of the Fellowship are killed. 

The Evil side wins if Frodo is killed, or more than 2 of the Fellowship are killed.

Above. Legolas paves the way and prepares to help the others across the gap.

Above. Aragorn toppling forward on the staircase as Legolas prepares to help. Sections come out of the stairway to allow action like in the film scenes.

Special Rules

Reinforcements. On each turn after the 2nd, then 1 new Goblin archer appears on the elevated platform if there are less than 6 Goblins in play. The Goblins will not move from the platform. A maximum of 3 Goblins are allowed in the front rank and another 3 in the second rank. Only the Goblins in the front rank can shoot or be shot at each turn. A Goblin can shoot on the turn in which it arrives. A Goblin can go directly to the front rank on the turn in which it arrives if there is an unoccupied position. During their movement phase, Goblins in the rear rank can move forward into an unoccupied position in the front rank.

Jumping. Characters attempt to jump from one jumping zone to the landing zone directly opposite; they cannot jump diagonally. The can only attempt a jump if the landing zone directly opposite is unoccupied. Jumping the gap counts as 4" movement, so the Hobbits must start the turn on a jumping zone in order to jump.

Roll 1d6. 0 or less: Character falls to their doom. 1,2: Almost far enough. Model is left clinging to the ledge on the opposite side (roll on the Clinging table next turn). 3,4: Just far enough. Lands safely but halts on the landing zone opposite to regain their balance and can move no further that turn. They block anyone else attempting to jump to that landing zone until they move away in a later turn. 5,6: Good jump. Lands safely in the landing zone opposite and can complete any remaining movement.

Clinging. Any character who is in a clinging zone at the start of their movement phase must roll 1d6. 1 or less: Oops!. Character falls to their doom. 2,3: Hanging around. Character cannot climb up and is still clinging (roll on Clinging table again next turn). 4,5: Whew! Character scrambles up and halts on the landing zone in front of them to regain their balance and can move no further that turn. They block anyone else attempting to jump to that landing zone until they move away in a later turn. 5,6: Up and At 'Em. Character easily scrambles up and is placed on the landing zone in front. They can then continue up to half a move or halt in the landing zone and shoot (if bow armed).

Legolas. Due to his dexterity, adds +2 to his own jump roll. He can assist any number of characters each turn who are jumping or clinging by adding +1 to their roll. To assist he must be on the other landing zone (not the landing zone that the clinging or jumping character is attempting to reach). Of course this means Legolas will block one of the jumping routes while he assists. Legolas uses his full move to assist, so cannot assist if he moved, jumped or shot. 

Aragorn. Due to his dexterity, adds +1 to his own jump roll. Due to his strength he can assist any Hobbit by tossing them across the gap (Gimli refuses this help). A tossed Hobbit throws on the jump table and ignores their usual -2 penalty. For Aragorn to assist in this way he must be on the jumping zone next to the Hobbit attempting to be tossed. Like Legolas, he can assist any number of characters each turn who are jumping or clinging by adding +1 to their roll. To assist, he must be on the other landing zone (not the landing zone that the clinging or jumping character is attempting to reach). Of course this means Aragorn will block one of the jumping routes while he assists in either way. Aragorn uses his full move to assist, so cannot assist if he moved, jumped or shot. 

Hobbits. -2 modifier for jumping and -1 modifier for clinging rolls.

Gimli. -1 modifier for jumping and clinging rolls.

Crumbling Stairs. At the start of each turn from the 6th turn onwards, roll 1d6. On a roll of 1 or 2 the upper section is removed. Any characters on that section or before it are considered killed because the gap is considered too wide to jump. Falling masonry, hundreds of Goblins or the Balrog will get them.

Toppling Stairs. Once the upper removable section has fallen, at the start of each turn instead roll 1d6 to see if the middle section of stairs topples on a 1, 2 or 3. It topples forward then sideways. This gives any characters on this section only one jump attempt each to save themselves. If both landing zones are occupied then treat a "Just Far Enough" or "Good Jump" result instead as a clinging result and an "Almost Far Enough" result instead as falling to their doom. 

Above. Aragorn hangs on to Frodo as the staircase closes the gap before toppling sideways. The rest of the Fellowship is already across and continuing down the stairs.

Above. Goblin archers love to shoot from platforms and other vantage points that keep them out of hand to hand combat.

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