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4th Age by Richard Denning

Narrator’s Note (GM)

This adventure is designed for beginning players and characters in a fair sized group of half a dozen or perhaps more. It has been played with a group of about 8. The party should be strong on fighters for there is a lot of combat BUT at least one magic using Order should be present and a Lore master is quite helpful.

The first scene should be played as is but then the scenes after may vary in order really dependant on the parties actions. This adventure will leave plenty of scope for an on going campaign and indeed is really just the first part of a longer Chronicle that could lead characters into a war in the East.

Chronicle Overview

 It is Year 5 of the 4th Age

Sauron was defeated and the War of the Ring came to an End some 6-7 years ago. King Elessar has begun the process of strengthening Gondor. Attempts have been made to make peace with former enemies including the Corsairs of Umbar, The Haradrim and the Easterlings. These latter however are implacable in their hatred of Gondor and it has been necessary to fight some actions against these foes. In particular a strong military presence has had to be maintained along the borders. Forts have been constructed between Mirkwood and Morder- one of these is Fort Theoden.

Threats to the security of the Reunited kingdoms come from the hoards of orcs, half orcs and uruks that still exist. Despite the losses at the battles that ended the war there are many thousands still alive in Moria, Southern Mirk wood and along the Mountains of Mordor. Some tribes have moved east and north and have formed alliances with the Variags and other human tribes. It is these tribes that Fort Theoden’s garrison is there to observe.

There is another worrying rumour. Men speak of  lieutenants of the dark lord as having survived the wars. They are said to be gathering the orcs to themselves and forging alliances with the easterlings. These lands are dangerous.

This is a map of the area:

The Kings Commission

 The king has decided to expand his influence in these areas where once Gondor held sway. He is determined that Gondor’s boundaries at their highest point should be reached. Before a military operation or strong diplomacy is attempted however he wants to know more . The following notice was posted in all Gondor's cities :

 Wanted : Individuals of courage and ability willing to take risk for the chance to gain renown and reward.

 King Elessar is offering a bounty of   6 SP to any willing to undertake a reconnaissance of the lands to the East. 

This will involve mapping and locating tribes and fortresses.

Bounties on offer to those willing to act as couriers to our allies in the region.

Report to the duty officer at Fort Theoden.

The Characters have decided to answer this offer and unknown to each other at this point  have joined a caravan traveling across 
the wilderness to Fort Theoden. They are a days journey from Fort Theoden when...
 

Chapter One– Orc Raiders               Scene-1 The Ambush

The characters are in a caravan heading north toward Fort Theoden. They are camping over night beside the road.  It is 2am. The party should allocate a character to the job of watch. The other characters will have been on the road since 6 am so get them to check Stamina tests against TN 15. Anyone who shows any amount of fatigue will be assumed to be asleep. The party are being watched by a raiding party of orcs lead by an uruk captain. They have crept up into positions ready for ambush around the party as shown on this map:

 
 
 

At this point a fight ensues. The orcs have orders to kill all travelling on the road so will not respond to negotiation attempts.

The orcs are mostly combat paced. Use standard orc  stats (page 290 Core Rules) but these are 2 success foes. That is if they are hit and taken one Superior success hit ( or two complete successes) they are dead. They do not have health levels as such. There are 15 orc warriors with scimitars and 6 scouts with shortbows. In addition there is one Uruk who uses the standard stats (page 291 Core Rules) but with the order ability Swift Strike and with a Armed combat skill of +8 . He wears Orc chain. He has a masterwork scimitar and 2sp. 

The orcs will fight until the Uruk is dead at which point have them pass a Fear test with TN of 25.

 After the Fight

After the fight two documents will be found on the body of the Uruk.

One is the following set of orders written in black speech:

                                                        Ashes 1

Captain Lurguz,

        We have received orders to interrupt the supply route through Forts Faramir, Thedoen and Boromir. To this end take a  platoon of your troops and attack the two caravans that we expect to pass the point shown on the map on Fall 3 and 6. Shadow will provide more detail if needed.

                        May the Phoenix Rise

                       

                        Grysnaz

 

The next is a map:

If TRACK rolls are made (TN 15  at night, 10 during the day) the orc trail leads to the site of the wreck of a less fortunate caravan a little to the east. This is the Caravan passing along this route 3 days prior ( on 28th March—or in the local Orc Calender Fall 3. There will be a couple of dead Gondorian militia and little else left. A little distance away the orcs have established a small camp and here the supplies will be located. Tracks which are now several days old come from the north east ( and if followed for some miles continue to the canyon east of Forth Theoden)

 

This complete scene 1 . The party should continue to Fort Theoden.

The main objectives of this scene are:

1. To fight off the attack and become a party.

2. To find the hidden documents which hint at a mystery to be solved.

3. To locate the wreck of the earlier caravan.

4. Find the orc tracks leading from the Canyon to the area.

 

Each of these objectives should be rewarded with 100xp. In addition I would reward could roleplaying with upto 250 pts and there would be 250 pts available for spectacular fighting / heroics etc.

 

GM notes

This scene introduces the characters to each other and hopefully gives them a chance to use combat and magical skills along with tracking and perhaps interrogation abilities.

 

Furthermore it introduces the theme of Orc raiders along the border , a possible spy (Shadow) , a Orc Chieftan Gryshnaz and some mysterious figure “the phoenix”. All of this is expanded later.

 

One note on Orc Lore— Clan Gryshnaz and other have there own calender . The primary date on this ie the fall of Baradur on 25th March some 7 years ago. The day after is called Fall 1 . So Fall 3 is 28th March and the day the Chronicle begins—the night of 31st March to 1st April is Fall 6 (to 7).

 

 

Scene-2 The Fort

Fort Theoden is a wooden fort with a palisade round the outside mounted on a rampart of earth thrown up from a ditch. At each corner is an elevated watch tower. The ditch is bridged at one point where a track from the road passes through a gate house. Within the fort are barracks and facilities for the garrison including Staff quarters, stores, kitchens, stables and a blacksmith. Outside the gate is a collection of wooden huts belonging to camp followers and a small village of tradesman making a living serving the fort. There is a herbalist selling salves and tonics for healing (2sp for a salve to add +2 to healing tests for the next day, 1SP for a healing potion that can heal 1d6 health.)

 

Garrison:

Commander Monforth. He commands the fort but is really an administrator and not a warrior or leader of men. He is not that intelligent and is fairly unobservant. He does not really seek adventure and is happy to run his fort and provide it as a base for companies scouting out the lands to the east.

Race: Man; Racial Abilities: Adaptable(+2 to Swiftness); Attributes: Bearing 8(+1), Nimb 0(+1), Perception 5(0), Str 10 (+2), Vitality 8 (+1), Wits 6 (0); Reactions: Stamina +2, Swiftness +3, Willpower +1, Wisdom +1; Order: Noble,  Advancements : 4 Order Abilities: Courtier Edges Rank 2 Flaws Duty Relevant Skills: Armed combat (longsword) +6,  Ranged combat (longbow) +2, Ride (+6), Health 10.

Equipment: Chainmail, Large Shield, Longsword

 

Lieutenant Farnor young and keen officer who comes across as earnest. He is fairly inexperienced however.

Race: Man; Racial Abilities: Adaptable(+2 to Swiftness); Attributes: Bearing 11(+2), Nimb 10(+2), Perception 5(0), Str 12 (+3), Vitality 8 (+1), Wits 6 (0); Reactions: Stamina +3, Swiftness +4, Willpower +2, Wisdom +2; Order: Noble,  Advancements : 0 Order Abilities: Courtier Edges Rank1 Relevant Skills: Armed combat (longsword) +6,  Ranged combat (longbow) +2, Ride (+6), Health 10.

Equipment: Chainmail, Large Shield, Longsword

 

 

Lieutenant Tugbeth  is a 40 year old officer who appears to be disinterested and bored with his job. However in reality he is “Shadow” the mysterious spy that the Orcs have in the fort and who is ideally placed to pass on details of caravan dates etc. He did not participate in the war of the Ring . Like many who did this he became guilty and volunteered for duty in the Kings Army. He found himself allocated to frontier work far from the comforts of Minas Tirith. He became bored. Furthermore he has contempt for Monforth and feels he is too smart for his commanders. He also is greedy and could see little opportunity for gaining wealth. In time he became bitter and when approached by spies of enemy forces he agreed to spy for them to prove to himself that he was indeed cleverer. He has edges and abilities which help him keep his secret safe.

Race: Man; Racial Abilities: Adaptable(+2 to willpower); Attributes: Bearing 12(+3), Nimb 10(+2), Perception 5(0), Str 12 (+3), Vitality 8 (+1), Wits 6 (0); Reactions: Stamina +3, Swiftness +2, Willpower +5, Wisdom +2; Order: Noble , Spy,  Advancements : 7,2 ; Order Abilities: Courtier, Master of Surprise, Friends in Low Places Edges Strong Willed, Honey Tongued, Indomitable, Flaws Grasping, Darksecret Relevant Skills: Armed combat (longsword) +8,  observe(spot) +2, Persuade +6 Ranged combat (longbow) +2, Ride (+6), Stealth +8  Health 11.

Equipment: Chainmail, Large Shield, Longsword (masterwork)

 

 

There are also 3 sergeants and 40 soldiers plus 20 cavalry troopers.

Sergeants

Race: Man; Racial Abilities: Adaptable(+2 to swiftness); Attributes: Bearing 9(+1), Nimb 7(0), Perception 5(0), Str 10 (+2), Vitality 8 (+1), Wits 6 (0); Reactions: Stamina +2, Swiftness +2, Willpower +1, Wisdom +1; Order: Warrior Advancements : 5; Order Abilities: Evasion Swift Strike x 2 Relevant Skills: Armed combat (longsword) +8,  observe(spot) +2, Ranged combat (longbow) +6, Ride (+6), Health 12.

Equipment: Chainmail, Large Shield, Longsword

 

Warriors/ troopers

Race: Man; Racial Abilities: Adaptable(+2 to swiftness); Attributes: Bearing 9(+1), Nimb 7(0), Perception 5(0), Str 10 (+2), Vitality 8 (+1), Wits 6 (0); Reactions: Stamina +2, Swiftness +2, Willpower +1, Wisdom +1; Order: Warrior Advancements : 0; Order Abilities: Evasion Relevant Skills: Armed combat (longsword) +6,  observe(spot) +2, Ranged combat (longbow) +4, Ride (+6). Health In any combat involving the warriors I suggest they are treated as triple success foes and not given Health levels as such unless there are only a few of them. Other wise Health is 10.

Equipment: Chainmail, Large Shield, Longsword

 

6 of the soldiers are in the pay of Tugbeth and are actually of partial Easterling descent. This is by no means unusual in these times, however these men are not loyal to Gondor. They have lost family or land to the wars and see the rise of Gondor in the region as undesirable. These all have wits of 10(+2) – otherwise stats as above.

 

 

Commander Monforth will welcome the characters and explain that he is commissioning mercenary companies to scout of the lands to the east. In particular he wishes to find out the source of the attacks on the caravans. He will give each of them 6SP which can be spent in the general stores. All equipment and weapons are available but at DALE prices. None of the troops are available to aid the party as they are all busy on various duties. Once told about the attacks on the caravan, the letter and the tracks leading to the Canyon  Monforth will order the group to investigate the orc raiders, locate and if possible destroy their base and if possible track down evidence about Shadow.

 

Scene-3 The Canyon

The approach to the Canyon is fairly open ground but with scattered scrub and bushes. It is however watched from a look out spot high up on the top of the ridge and 2 hidden fox holes which are covered with camouflage. The narrator will need to make Observe(spot) checks against the characters stealth modified by lighting conditions and distance. The characters may need to make rolls to spot the fox holes  and look out . These should not be easy (TN 20).

Shooting into the covered fox holes or at the look out who is hiding behind a rock will be quite hard ( see ranged combat modifiers in Core rules).

 

If the party do not spot the look out or fox holes and blunder into the canyon or else fail to kill all three look outs then the alarm will be raised and the orcs and wargs in the nest will emerge and attack the party.

The look out and fox holes are manned with a scout in each with a bow. They have a horn each whch they will blow to summon help.

The Nest is reached via a hidden entrance (1) that will require a Search roll of 15 to spot (10 if within 5 feet). The passageway beyond is 3 feet wide and designed to allow only 1 to pass at a time. Beyond is a large chamber which is home to the 15 Orcs and 3 wargs with their uruk captain.

The orcs are mostly combat paced. Use standard orc  stats (page 290 Core Rules) but these are 2 success foes. That is if they are hit and taken one Superior success hit ( or two complete successes) they are dead. They do not have health levels as such. There are 15 orc warriors with scimitars. In addition there is one Uruk who uses the standard stats (page 291 Core Rules) but with the order ability Swift Strike and with a Armed combat skill of +8 . He wears Orc chain. He has a great axe(see treasure below).There are also 3 wargs which use the stats on page 297 of Core Rules.

All of these will emerge and attack the party if the warning is raised. Otherwise they will be resting and possibly at least half will be sleeping. Some will be cooking or playing dice.

If the enemy in room 2 go out to attack the party all that will remain will be 6 orcs with bows in room 3 and a Troll. The 6 orcs will also be treated as 2 success combat paced foes.  These will line chamber 2 and wait for any enemy to attack. The turn after any enemy attack chamber 2 the Troll will enter the fray from the rear chamber. The troll uses standard stats with full Health (page 292 Core Rules). Once the troll is dead any surviving orcs will flee out through the rear exit.

Following them the party will see that they are fleeing to the south toward a distant hill a few miles away (Clan Gryshnaz’s strong hold). If no orcs survive a Search roll of 10 will spot orc tracks leading to and from this hill.

Treasure:

Great Axe - this is masterwork and also enchanted to be bane to elves. It is an evil  weapon and using it requires a Willpower test at TN 15 or grants immediately 5 corruption Pts. Each day that a user fails a TN 15 willpower test he gains 2 more corruption pts. (What the characters do with this item can be an adventure all to its self).

There is also 20 sp and a gem worth 4 SP. Finally a masterwork chain shirt is there.

There is also a note in common:

Further caravans expected on April 5th and 10th. Please  alert Gryshnaz.

Shadow 31st March F.T.

 

This completes scene 3 . The party could return to Fort Theoden and try and smoke out Shadow or go onto the next scene.

The main objectives of this scene are:

1. To locate the hidden orc nest and clear it out killing or capturing all the enemy.

2. To find the hidden letter which is more evidence of a spy at work.

3. Find the orc tracks leading from the Canyon towards the Orc stronghold.

 

Each of these objectives should be rewarded with 100xp. The Troll will be a serious challenge to an inexperienced group so killing him should early a bonus of 250 pts. In addition I would reward good roleplaying with up to 250 pts and there would be 250 pts available for spectacular fighting / heroics etc.

 

 

Scene-4 Clan Gryshnaz

 

The approaches to the stronghold of clan Gryshnaz is low terrain with scattered scrub and hillocks. Half a dozen orc archers are hidden on these hillocks as shown on this map. If the party attack in daylight the other orcs will all be inside the guard room or deeper in the main chamber.

The complex is a  chain of natural caves – quite high roofed with some engineering work done to all smoke vents to each room (and with the exception of the warg room a fire burns in a alcove in each room.

Guard Room:  This room has a long central table around which the orcs will be playing dice or cards or eating. A fire burns in an alcove to the North wall. There are 5 orcs and 1 Uruk in the guard room.

The orcs are mostly combat paced. Use standard orc  stats (page 290 Core Rules) but these are 2 success foes. That is if they are hit and taken one Superior success hit ( or two complete successes) they are dead. They do not have health levels as such. There are 5 orc warriors with scimitars. In addition there is one Uruk who uses the standard stats (page 291 Core Rules). He wears Orc chain.

Wargs: This room has the stench of dead meat from the numerous carcasses thrown in here to feed the beasts that dwell here. There is no light source.

There are 6 wargs which use the stats on page 297 of Core Rules. They are loose in this side chamber 1-3 turns after there is a fight in the guard room they will rush into the fray.

Main Chamber

The approach corridor has a pit trap in (TN 15 to spot) which is 15 yards deep. It is 10 feet by 10 feet square. At the bottom are spikes which do 2d6 damage – swiftness test of 15 to avoid. On the spikes is a special blend of poison which requires a stamina test of 12 to avoid the effect and causes 1d6 Health loss per round until resisted. On the other side of the pit traps hidden (TN 15 Search to find) is a lever which holds the trap doors up and enables passage.

 

This is a large central cavern. A large alcove is present to the North and a huge bonfire sized fire burns there. The heads of defeated foes adorn the walls as do weapons and banners. If the occupants have warning a barricade of tables will have been thrown up.

 

The orcs here are Clan Gryshnaz’s elite orcs.

The orcs use standard orc  stats (page 290 Core Rules) with full health levels. There are 8 orc warriors with scimitars and chain.

 

Chieftans Room

The Uruk chieftan resides here. He has his 2 lieutenant Uruks with him and a huge Olog-hai body guard. When they here the fray in the main chamber they will join in 1-3 rounds.

Chieftan

Race: Uruk; Racial Abilities: Claws and Tough Skin ; Attributes: Bearing 10(+2), Nimb 10(+2), Perception 8(+1), Str 10 (+2), Vitality 10 (+2), Wits 9 (+1); Reactions: Stamina +2, Swiftness +2, Willpower +2, Wisdom +2; Order: Warrior Advancements : 5; Order Abilities: Evasion Swift Strike x 2 Relevant Skills: Armed combat (longsword) +8, Ranged combat (longbow) +6, intimidate (fear)+8 Health 14.

Equipment: Masterwork chainmail plus plate , Large Shield, Great Axe

 

The Lieutenants use the standard stats (page 291 Core Rules). They ALSO have swift strike and also +2 Health per Health levels. They wear Orc chain.

The Olog-Hai uses standard stats (page 293 Core Rules)

 

Treasure Room

A Huge warg is chained up this this cave  It uses the stats on page 297 of Core Rules but has +2 Health and +4 unarmed combat as well as swiftstrike.

The treasure amounts to 40 sp 2 gesm each worth 2SP , Enchanted boots (grant +2 to Stealth Rolls) , a Long Sword of Numenor which is masterwork and bane to creatures of the Shadow, and 6 masterwork arrows.

There is also some records, among them is a note identifying Shadow as “The Lieutenant at the Fort”.

 

This completes scene 4 . The party should return to Fort Theoden and try and smoke out Shadow if that has not already been done.

The main objectives of this scene are:

1. To attack and clear out the stronghold killing or capturing all the enemy.

2. To find the hidden note more or less identifying Shadow as Tugbeth or his fellow Lieutenant.

 

Each of these objectives should be rewarded with 100xp. The Fight will be a serious challenge to an inexperienced group so this should earn a bonus of 500 pts. In addition I would reward good role-playing with up to 250 pts and there would be 250 pts available for individual spectacular fighting / heroics etc.

 

Scene-5 Confrontation

At some point in the adventure the party should confront Tugbeth. In the end a fight might occur and the 6 soldiers who support him will come to his aid. He will try and seize command and have the party arrested.

 

This completes scene 5.

The main objectives of this scene are:

1. To prove that Tugbeth is Shadow.

2. To Kill or Capture Tugbeth.

 

Each of these objectives should be rewarded with 500xp. In addition I would reward good role-playing with up to 250 pts and there would be 250 pts available for individual spectacular fighting / heroics etc.

 

Conclusion

In all about 4650 experience points are available to which through random encounters and special awards could be made up to 5000 to 6000 points which could be enough to get the characters an Advancement each.

I have deliberately NOT answered who Phoenix is. He is a plot hook to allow Narrators to hint at a powerful NPC to use later on.

 

In my campaign this whole episode was part of the beginning of the campaign which I am still running.