A Dungeons & Dragons module set in the 4th Age of Middle-Earth
By Philip Anastasiadis and Jessica Tiffin
ICON 2004, AD&D module, 3 hours, 6 players.
Sauron has fallen, and the Fourth Age has begun. Gondor has a King again; King Elessar is on the throne with his queen, Arwen of the Elves. Across the Realm the peoples of Middle Earth are slowly recovering from the horrors of the war. Barad-dur lies in ruins, and the remnants of Sauron’s vast army have scattered, driven by the avenging forces of Gondor and Rohan. The Southrons have returned to far Harad, and the black ships of the Corsairs ply the Anduin in the hands of the folk of Minas Tirith and Dol Amroth.
Twelve years after Aragorn’s coronation, the realm is almost at peace. Treaties with Rohan, Esgaroth and the Haradrim are in place; Dwarves and Elves are welcome guests in Minas Tirith, strengthening its walls and filling its streets with song and beauty. However, an army such as Sauron’s is not destroyed in an instant. Orcs, trolls and fell creatures have fled to the corners of the realm, and even now some remain to be tracked and hunted down by Gondor’s guards.
New rumours have come to the White City, a return of a nameless fear. Ithilien, between the Anduin and the mountains of Mordor, is in the wise hands of Prince Faramir and his lady Eowyn, but his work has been mostly in the south, shunning the fell memories of the Black Gate. To the north, the Dead Marshes and the Emyn Muil loom still as places of foul repute, and now there are whispers of something more. Winged creatures are abroad; Elves of Mirkwood report orcish spies in the southern fringes of the forest; there are glimpses of a rider in black. The herds of the East Emnet have been raided on several occasions by parties of orcs, who have apparently crossed the Anduin from the Emyn Muil, returning laden with plunder and the carcasses of horses.
Before dispatching a force to deal with the northern rumours, King Elessar must know more of their truth or falsehood. Thus a scouting party is sent northward, including Riders, Rangers and an Elven archer, all under the leadership of a Guard of the Citadel.
Characters:
Hador, Guard of the Citadel of Minas Tirith.
Léod and Gram, Riders of Rohan, sent as emissaries from Éomer to Aragorn.
Bergil, Ranger of the White Company, Faramir’s guard of Ithilien
Artamír, Ranger of the Dúnadan
Gwindor, an Elf of East Lorien, Celeborn’s kingdom in Southern Mirkwood.
NB All characters can be assumed to be able to read and write; ignore D&D restrictions. All skill bonuses, saves and weapon stats can be assumed to include relevant bonuses, unless otherwise stated.
PLEASE NOTE: we have tried to keep as accurately as possible to Tolkien’s Middle-Earth, which means we have ruthlessly sacrificed the D&D system at various points. You’ll see this particularly in the drastically reduced spells available to characters, which reflects the almost total lack of casual magic in Tolkien’s world (we’ve substituted extra skills instead). We have also largely ignored things like class weapon proficiencies and skill picks, and have removed or substituted for class skills which are out of place in Tolkien’s characters. Please do not try to wrench things back into normal system channels, it won’t work. If, at any point, you run into a conflict between Tolkien and D&D, assume Tolkien wins.
A further note: we wrote this module because the recent films should have made the story and the landscapes particularly clear in everyone’s minds. We loved the films. However, there are several deviations from the plot of the book in the cinematic version, and we will have no truck with that. In all cases, the authority of the book, and of Tolkien’s other writings, has been the guiding one. Sorry, Peter Jackson. On the other hand, landscapes and details such as the look of creatures, can mostly be assumed to follow the film, since hey, a strong visual sense of the scene is really helpful for role-playing.