Turn 6 – good priority. Gandalf takes initiative and he charges the Knight of Umbar. However, both Merry and Sam freeze in terror. Pippin continues to throw stones at the wraiths (without any effect, as one might expect). Aragorn is already at the steps leading up to the ruins, but he is still too far to prevent the wrights from pressing on – the Betrayer charges Sam, and Dwimmerlaik charges Merry. The Witch King re-enters the ruins, in time to see Sam emerging victorious – the Betrayer has finally depleted his will, and is banished. The other dueling wrights beat their opponents but neither manages to cause wounds.
Turn 7 – good priority. Aragorn has finally arrived, and he immediately charges the Knight of Umbar. Relieved to see Strider at last, Gandalf and Merry charge Dwimmerlaik, and Pippin challenges the Witch King. Sam, however, is still terrified and dares not charge the Dark Marshal. The two commence duel nevertheless, as the Nazgûl charges Sam instead.
The fighting is intense – the Dark Marshal wins and wounds Sam. Gandalf and Merry are no match for Dwimmerlaik, and the wright deals the hobbit a deadly wound. Merry’s limp body falls down on the worn stone floor…
Aragorn wins but fails to wound the Knight of Umbar. Over on the eastern edge of the Weathertop ruins, Pippin manages to set the Witch King ablaze, and the Nazgûl flees screaming. “I hope Merry saw that”, Pippin thinks and smiles, not realizing that his friend lies already mortally wounded behind him…
Turn 8 – evil priority. Realizing that Dwimmerlaik can now freely go after Frodo, both Gandalf and Aragorn attempt heroically to stop the wraith. Alas, Dwimmerlaik saps their fortitude, and the heroes’ might is wasted. The Nazgûl moves up the stairs and around the bend, and seeing Frodo, Dwimmerlaik attempts to cast a compel spell, hoping to make Frodo put on the Ring – thankfully, he is unsuccessful. Frodo leaps past the wraith onto the ruined wall, and he drops down to a treacherous ledge on the outer side.
The two remaining wraiths, the Dark Marshal and the Knight of Umbar, charge Sam and Gandalf, respectively. Aragorn joins the fight alongside Gandalf, and Pippin helps Sam. The Dark Marshal is victorious, but his blade hits only air as Pippin manages to dodge in time. Gandalf and Aragorn overpower the Knight of Umbar – the wizard fails to set the Nazgûl ablaze, but Aragorn’s ranger sword swiftly dispatches the servant of Sauron.
Turn 9 – good priority. Two Ringwraiths remain. Gandalf charges Dwimmerlaik, and Aragorn engages the Dark Marshal. Sam is still terror-stricken, and he can but watch as Pippin rushes past and joins the fight alongside Strider. The Nazgûl are victorious this time, and Dwimmerlaik deals a wound to Gandalf.
Turn 10 – evil priority. The Dark Marshal attempts to cast a transfix spell against Aragorn, but without success. The wraith charges Sam instead. Dwimmerlaik, however, sees the steely look in Aragorn’s eyes and loses courage – the other remaining Nazgûl flees the battlefield. Aragorn and Pippin engage the last evil spirit, and together with Sam, the three trap the Dark Marshal. Pippin sets the wraith ablaze – this is not enough to destroy the dark creature, but Aragorn’s sword is…
Aragorn rushes to gather herbs, hoping to revive Merry. As he frantically picks up white flowers, a blade touches his skin and a soft voice of Arwen says “What’s this? A ranger caught off his guard?” The lovers return to Amon Sûl – and thanks to Aragorn’s healing powers, Merry regains consciousness…
Conclusion – Despite having the game definitely balanced in favor of the good side, the dice favored evil at first, allowing the Ringwraiths to effectively turn Gandalf from a wizard into a mere swordsman (or a flaming brand man, rather). The one-wound hobbits are seemingly in constant danger of being slain for good – in the Bucklebury Ferry scenario, Pippin nearly bought it, and this time, Merry was a single modifier away from dropping out of the campaign (fate point didn’t help, either). Hopefully, their luck remains good – at least, Merry and Pippin will regain their fate points in Rivendell (provided they survive the next scenario, that is). As to the gaming terrain, the Ziterdes Weathertop worked very well – we initially thought it was somewhat small in diameter, but that did not seem to be a problem at all.
However, the proto-Fellowship has yet much ground to cover before the Ringbearer and his friends and protectors can rest in Rivendell. Can Arwen help Frodo escape the final attempt of the Black Riders to snatch the Ring? Stay tuned for the next scenario, “the Ford of Bruinen”…