Beruflich Dokumente
Kultur Dokumente
Notes :
1. Anarion is in league with Kraznaks war band. He intends to use the PCs battle as a
diversion for his forces to raid Woodman Town and assault Rosghobel. He hopes battle
will weaken Woodmen forces but also undermine heroes support there.
2. Battle must take place in the open as attacking the lair is suicide. Heroes may roll
BATTLE TN14 to find a suitable place to force battle.
3. Few days prior to battle, it starts to rain and it remains cloudy throughout (this is dark
magic from a Nazghul) Awareness or Insight TN14 to know this, shadow lore trait =
auto-success
Battle chart
1 2 3 4 5 6 7 8 9 10
Trolls Trolls Uruk
charge
Kraznaks forces
500 total: 200 archers, 190 orc soldiers (including specialists), 50 Black Uruks (shock troops), 3
Uruk Capains, 3 Uruk Guards, 10 Hill trolls.
Attribute level 5
Combat skill 3
Parry 6
Endurance
60
Notes:
-Army will retreat if reduced to 0E
-Kraznak will not engage directly and remains outside of arrow range. If his army is
reduced to 10 endurance, he will charge with his guards
If encounter includes a personal battle, use regular combat sequence (battle roll for
advantages) but no opening volleys unless specified in box.
E
12
H
1
Archers (Att 2)
Denizen of the Dark : Parry 4, WS (bow) 2 +2 4d, 10e, 14inj, poison, armor 2d
E:
8
H:
1
Leader (Att 4)
*Will stay back with archers, 1 athletic roll TN14 to reach or +2TN to hit by arrow after
successful search roll at TN14*
Snake speed: 1h = double parry, Voice: 1h = +1h to all orcs
Parry 4, WS (knife) 3 +4 3d, eye, 14inj, poison, armor 2d
E:
18
H:
5
After round 2 if available from recruitment: Blessing of the Brown Wizard
Radagast the Brown sends help: flock of birds hinder the enemy for 1 round.
*Players get 3 rounds of arrows before contact is made, if they have archers with them 3 rolls
at 2d+d12*
H:7
Weap Hammer 8D, Eye, 14
Any time after round 2: Weaken leadership!
Players can weaken enemy leadership by defeating 1 Uruk Captain, 3 Guards (orc chiefs) and his troops
(15 archers, 20 soldiers)
*Player who wishes to engage captain & his guards in combat must complete 3 consecutive athletics
roll at TN16; failure = must fight an orc
*Relevant traits: Elusive, Adventurous, Swift. Hero may invoke trait ONCE to get check and success or
to reduce the TN of all tests to 14.
E
12
H
1
Archers (Att 2)
Denizen of the Dark : Parry 4, WS (bow) 2 +2 4d, 10e, 14inj, poison, armor 2d
E:
8
H:
1
*Players who wishes to engage Kraznak in combat must complete 4 consecutive athletics roll
at TN16 to get to him. Failure = fight a random enemy (1-3 Orc warrior, 4-5 Messenger of
lugburz, 6: Black Uruk). ESCAPE COMBAT allowed after 1 round to continue trying to
reach leader
*Relevant traits: Elusive, Adventurous, Swift. Hero may invoke trait ONCE to get check and
success or to reduce the TN of all tests to 14.
*If players get to him, they must then defeat his 3 Uruk Guards and himself. He will charge
War Leader if he is present or Dunadain.
Reward-consequence: Enemy army loses 60% of remaining endurance Your army loses 5
endurance
Any time Heroes army is weakened, may be repeated twice for battle: Bolster the troops
War leader can blow the horn to restore endurance
Goal: Recovery.
*Special: may use this to prevent rout but this forfeits any special action next round.
Goal: Defeat charge of shock brigade: 1 Uruk Captain 25 Uruks, 10 Archers, 1 Hill troll if Orc
army below 50% endurance or if heroes army below 50%.
*Roll Battle (each hero) TN14: S: 1 volley, GS: 2 volleys, ES: 3 volleys, if heroes have archers
with them, roll 3 more times at 2d+d12.
Uruk (5)
Strenght: 1h = +5d
Parry 5+2, WS (Sword) 2d+5, 5D 10, 14inj, poison, armor 2d +5
E:
20
H:
4
H:7
Weap Hammer 8D, Eye, 14