Middle Earth: Sunset of the Fourth Age

Moving On
a new arrival, a valuable captive, and a crisis at the front

The male Blue Wizard is dead. His body turned to water and drained into the ground, leaving behind his clothing and other gear. StrongWülf has his (quite nonmagical) hat, and wears it as a prized trophy. His possessions included a few magic items: a pouch with two pairs of bridge stones, a large powerstone (3-8), and three other flat stones that look like they came out of the ocean.

None of his supporting mages escaped, either; only a handful of archers did. They have scattered into the nearby woods.

StrongWülf is excited to wear the hat, so that he can make others fear him as the slayer of a Blue Wizard. Bo ridicules the hat, and StrongWülf throws a punch that Bo doesn’t quite move fast enough to avoid. Bo responds in kind, but harder. This puts an end to the ridicule and the preening, but no lasting lessons are learned. Undoubtedly StrongWülf’s future will hold more beatings reminders…

Nwalme needs quite a bit of healing, so the group heads to the camp, which is closer than the castle. Our heroes arrive without further incident. There, in the healers’ tent, they obtained healing potions. Disgusting ones. Noxious though they are, they’re enough to get Nwalme to where he can fully heal himself.

Talking with Arādan , we learn that approximately two hours ago – about when we killed the wizard – there was a noticeable restoration of their free thoughts, as if a sort of fog had lifted. Nwalme told them that the Blue Wizard had been casting mind magic on them, which they accept with some surprise and concern, and a renewed desire to move on from the war. They remain skeptical about being able to cross the Anduin, however.

Bo pushes to investigate the magic items to see what what we can use. Nwalme considers using Analyze Magic but it may take too much time. He instead uses Ancient History, hoping to get us something useful in short order.

Nwalme looks at 1000 years of history of the skipping stones. There’s nothing special about them until about a century ago, when they were extracted from the sea. In a decade or four the elves began working on enchanting them. It seems they have some effect that’s activated by rubbing.

While Nwalme is examining the magic stones, Guthwyn, Araphor and StrongWülf do their best to rally the renegade elves to put an end to the nearby Huregoth threat. They note that the Huregoths are nearly out of mages (thanks to our efforts) and that their leaders killed the head of Arādan’s clan. They aren’t willing to attack, but instead offer a cadre of twelve scouts, led by Arādan, to accompany the party and parley.

Nwalme switches to the Analyze Magic spell, as we have some time before we’re able to muster. It’s got a communication spell on it, plus another spell not yet identified. He hasn’t time for more analysis, however, as the parley retinue is ready to depart.

As we approach the woods, Arādan has his scouts spread a bit wide, wary of yet another ambush. We arrive at the camp unmolested, but are stopped short before the commanders’ tent. They insist on speaking only to Arādan, as this group of Empress Guards has been known to be one of their greatest foils. Arādan enters the tent with a pair of scouts, leaving the rest of us to cool our heels closer to the camp’s edge.

As we wait, Bo notes to Nwalme that the Huregoths don’t look as similar to each other – or to Eorcanstan – as they did before.

Nwalme decides to take a chance with one of the flat magical stones, and rubs it while concentrating on its listening spell. He begins hearing things with a slight echo. With some testing with other party members, it becomes clear that what he’s hearing is centered around the Blue Wizard’s staff, which he carries. Looking closely at the stone, it seems to have a brown line on it, which could be interpreted as a symbolic staff. An inspection of the other two stones reveals similar tiny brown symbols, one resembling a sword, and the third what might be a ring.

Nwalme listens to the sword stone, and can hear what the Huregoths’ leader is saying to Arādan inside the tent. He’s not interested in surrendering to us; his father won’t let them go West. They have an ambush planned, but have opted against it under the flag of parley. His brother points out that only a small number of them – about four dozen – remain.

Nwalme then listens to the ring stone. He hears a very old, angry elf talking about a river being down, how their forces outnumber the other forces, and the millions of orcs they have. He is clearly frustrated and making a case for immediate attack.

Alarmed, Nwalme reaches out telepathically to the Empress to let her know what we just learned.

Arādan emerges from the tent, shaking his head, and we depart. As we travel, he explains that the Huregoths aren’t willing to join us. He suspects that may have a last-ditch plan to try, which is why they’re not even bothering to ambush us. StrongWülf advocates a preemptive strike, but the rest of the party decides upon a watchful containment until the Greenwood elves turn up. They are expected at any moment.

When the party returns to the four clans’ camp, they find that that moment has arrived. The Greenwood elves have sent a regiment of 700 soldiers, including 200 heavy cavalry. They are led by a young elvish woman: Laswan, daughter of Legolas.

We greet Laswan, and brief her on the situation at hand. Arādan recommends returning to the Huregoths’ camp in overwhelming force, and gets no argument from anyone. Laswan sets up a perimeter around the camp with a hundred or so foot soldiers and scouts, and leaves some lieutenants with the leaders of the clans. The rest of her force she leads to the enemy camp, the cavalry standing guard at the forest’s edge while she and the others march up to introduce themselves to the Huregoths.

They surround the place. Laswan marches right into the commander’s tent to negotiate their surrender. Nwalme uses the sword stone to listen in on the formal back and forth. He hears their leader state in no uncertain terms that they will never surrender – and then a choking noise, a gasp bubbling up from his throat. His brother’s voice then offers the camp’s unconditional surrender. Laswan and her guard escort him from the tent as he orders the Huregoths to lay down their weapons, which they do without question. Then she signals her elves to round everyone up, and we return with our prisoners to the four clans’ camp for some interrogation.

Our chief prisoner turns out to be the last of the Supreme Huregoths’ three sons. (The third had died at Nwalme’s hand some time ago, his head exploding.)

He reveals the nature of his clan’s racial magic. It is a glamour that the Huregoths use to place doppelgangers of key players into various situations, to infiltrate, spy, subvert, or otherwise sabotage. The downside of the glamour, however, is that it affects every member of their clan at the same time. (Sauron’s Shadow mentally interjects to Nwalme that he thought this was an amusing touch.)

The Huregoth prince also describes their intial plan: take the castles, disrupt the river, maybe capture the Empress. But the opening of Rohan they’d relied upon from their Eorcanstan clone failed to occur, so their lightning blitz into the heart of the United Kingdoms was stalled. They hadn’t been able to throw the Rohanians into disarray or break up the empire. He and his clan are convinced they could never go to the West without taking over the empire; they can’t imagine any of them would be allowed to pass through.

The interrogation complete, it becomes time for the party to part ways from the four clans and the Huregoth prisoners. Laswan and her forces will escort them across the Anduin, and send back a few to bear witness to the rest of their people. Laswan suggests that we take the Huregoth prince with us as we head back to the primary theater of battle and the Empress. The party agrees, both groups set to move on in opposing directions.

Blues No More
...another one bites the dust

We return to the thick of battle, our heroes having just charged through an ambush on the road south of the castle.

Bo is in mid-transformation, his body morphing into that of a large bear. A large, angry bear. In so doing, he falls from his horse to the ground. The horse takes off in a panic, wild with fear at the sudden appearance of such a dangerous predator.

Strongwülf, having just barely jumped the stream that the Blue Wizard had created across the road, clumsily dismounts as well, taking a moment to re-orient himself.

Araphor, Guthwyn, and Sansa all turn their mounts around to re-engage the mages and wizard on the road. Araphor slowly approaches the wizard, beginning a spell. Sansa and Guthwyn charge the mages that flank the maia, scoring solid hits, Sansa felling one. They all manage to avoid being shocked by Bo’s sudden transmogrification, as well.

The wizard waves his arm, and the ground around him turns to quicksand, forcing Strongwülf to move for more solid footing. He recovers quickly, however, and readies his axe with alacrity, but the maia dodges his swing.

Bo is pummeled by ice bolts and arrows as he finishes his metamorphosis, and he roars loudly with rage.

Suddenly Nwalme, who had been lying unconscious on the road, awakens and teleports to his feet.

Guthwyn jumps down from her saddle, drawing her broadsword and sending Arod to gather the horses and attack the archers. She swings at a nearby mage, her aim uncannily true, but the blow is weak.

Sansa mirrors Arod’s move, charging for the archers on the unattached flank. The bodyguard and horses sow death and discord among the lightly-armored elves, forcing them to scatter as they deal with both them and the angry ursine.

The maia’s blue eyes go wide in shock as Nwalme rises up to threaten him. He attempts some sort of magic in his defense, but in his haste it fizzles completely. Nwalme grabs him by the throat and Death Touches him, all while shrugging off an ice bolt from one of the mages.

The bear (Bo) is hammered still more by ice bolts and arrows, keeping his feet by sheer will. Still keeping his wits, he focuses his ire on the biggest threat – the wizard. Swiping at the maia with a massive claw, he only manages to score a glancing blow as the wizard somehow partially dodges.

While the Blue Wizard is distracted by the bear, Strongwülf takes aim from behind him, and with a mighty swing nearly takes off the maia’s leg.

Guthwyn presses her attack, going for the vitals on the mage that she’s been attacking.

Nwalme realizes that the maia is much colder than he was before, and that his crippled leg isn’t quite as limp as it should be, suggesting some accelerating healing. He uses Death Touch again, to really make the wizard miserable.

Three mages remain standing. One hurls an ice bolt at the bear, which shatters harmlessly on its thick fur. Another tries to animate the grass to entangle Guthwyn, but she manages to avoid it. The third mage, however, opts for discretion and runs off.

The archers are in disarray, attacking the horses or trying to disengage. Arod continues to lead his cavalry to attack, as well as avoid arrow fire. Sansa gets a free shot as the archers disengage, she uses it well.

Finally, Araphor activates his ring of haste, closing the distance to the wizard just as his Dehydrate spell goes off. It doesn’t appear to cause much damage, however. His spell spent, Araphor quickly draws his sword, viciously stabbing twice at the maia’s vitals from the back of his horse.

Bo throws himself at the maia, putting all of strength into his claw, but fails to connect. StrongWülf is similarly ineffective, his axe missing the maia in the chaos.

Guthwyn finally fells the mage she’s been fighting with a skillful stab to the vitals, and looks to turn her attentions elsewhere, while Nwalme yet again Death Touches the wizard.

A massive ice bolt slams into the bear, from the one remaining mage, behind him. Araphor charges past the melee with the wizard and rides after that mage just as Bo goes berserk. The bear rises up and roars in pain and fury, and also turns toward the mage. Araphor stays ahead of him and circles around, and the bear turns the elf into a fine red paste.

StrongWülf and Guthwyn continue to swing their blades against the Blue Wizard. Strongwülf again misses completely, but Guthwyn manages to land a solid blow. Nwalme again Death Touches the Istari, his grip tight, and the maia’s eyes turn from brilliant blue to an orange-grey color.

Sansa and the horses continue taking down archers, and Araphor comes around to join them, riding down the line, his blade flashing.

The elven mage no longer a threat, the raging bear turns his attention to the archers as well – or perhaps is following Araphor, it isn’t clear.

StrongWülf takes a mighty swing at the wizard and connects again, this time nearly lopping off the poor maia’s other leg. The Istari crumples to the ground, Nwalme falling with him, his grip still tight around the wizard’s neck. Guthwyn continues to stab at the defenseless wizard, and Nwalme Death Touches him again. He’s not quite dead, but Nwalme can tell that he’s fading.

The raging bear kills the last of the elven archers, and turns toward the central melee. Seeing the wizard is down, he manages to snap out of his fugue, his focus and control returning. He collapses quickly, as his rage was all that was keeping him upright.

As the Blue Wizard dies finally at Nwalme’s hand, the land goes eerily quiet for a moment… a silence broken as Sansa chases down and tramples the fleeing elven mage.

The enemies routed or slain, the party rests for a moment, tending to their wounds. Nwalme heals most, or at least keeps Bo from dying from his extensive injuries, but he fails to heal himself. As they patch up, Nwalme explains that Sauron’s Shadow had whispered to him when he was unconscious, waking him up. Furthermore, Sauron had taken control of the Blue Wizard once the maia had been severely weakened, and had pleaded with Nwalme to let the Istari live under his control. Nwalme wisely refused, of course.

Our heroes regroup and ponder that bit of the dark one’s machinations while they figure out whether to press on to the camp of the four clans or return to the castle. There are still a number of Huregoths about, after all…

...that is, *they* have anticipated *us*...

We find our heroes in the forest, wrapping up the interrogation of a hostile Huregoth scout. It’s taken some time, as the elf views all but Nwalme as unworthy of his presence, and Nwalme as a traitor to the elven race.

The squad then considers how to proceed. It’s clear that they need to get to the artifact that affects the Huregoths’ racial magic, but it’s not clear how they can.

While Strongwülf argues for a quick strike to seize the key tents, Araphor counsels that against elves in the forest, this tactic is futile. In a similar vein, sneaking in is not an option – especially since they’re aware that we’ve found them.

After much discussion, Nwalme casts Seeker to hone in on the artifact, using the captive as the connection. It’s clearly in the Blue Wizard’s tent, but that’s about all he could get from the spell.

There is a brief discussion about the possibility of destroying the Wizard’s staff, but Nwalme doesn’t think it’s a useful thing to do at this point, especially as it may alert said Wizard.

As we talk, Nwalme notices someone – clearly another scout – watching the party, about 500 yards away. Nwalme decides to Teleport to him and take him out. He pops in right behind the elf – and immediately notices another two about a hundred yards away. He attacks the scout, Deathtouching him twice to devastating effect; the elf falls dead to the forest floor.

Nwalme teleports back to the group to report. As we scramble to leave, everyone can see five scouts in a semicircle around us (with a gap where the sixth should be). The way back to the castle, fortunately, is relatively open.

Araphor lends strength to Nwalme so that he won’t be dragging from fatigue as the party mounts up to return to the castle. At the first mention of leaving, Strongwülf quickly slits the throat of our captive, dropping him dead to the ground. Surprised (to say the least), the rest of the party holds their tongues as they’ve no time to lose.

They ride. The elves run, three staying parallel to our heroes, but never engaging. Bo shoots one of the elves, who goes down and doesn’t get back up. The other elves slow, and we pull ahead. The party easily reaches the safety of the castle.

At the castle, the Araphor and Guthwyn give Strongwülf a stern dressing-down for his behavior. Executing prisoners of war – at least, the non-spellcasting kind – is not how the Empress Guard operates. We discuss possible punishments for Strongwülf. Nwalme wants to be posted by his side while he sleeps, but Guthwyn argues against disrupting his sleep, because it would make him even dumber. Nwalme eventually concedes.

Through Stormdancer, Araphor sees that the Huregoth camp is now abandoned, with only some of the tents and equipment remaining.

As a nearly-exhausted Stormdancer returns to Araphor, she sees two groups of Huregoth. One group is south of the path we took, and includes three mages and five light fighters or scouts. The other was taking the path away from us, toward where the four other clans are encamped. Neither group seem to be carrying the camp equipment.

Nwalme casts another Seeker using the assassin’s knife to find the Prince, seeing him in the Huregoth’s southern main camp. Clearly a good portion of the northern camp came with him, as this camp is teeming with Huregoth.

Araphor suggests that since the four clans greatly outnumber the Huregoth, we should try to enlist their help in fighting those eerie elves. It’s not clear whether we can convince them that the assassin who killed their clan leader was sent by the Huregoth, but if we can we stand a good chance of gaining their alliance at least temporarily.

Nwalme retrieves the Blue Wizard’s staff, and the group heads toward the four clans’ camp on horseback, using the main east-west road rather than the forest trails. On the way, a group of elves —with the Blue Wizard— suddenly rise up to ambush them! Four mages stand beside the maia in the road, flanking him in twos, while archers rise from the grasses along either side of the highway.

Guthwyn, as the leading horse, lowers her lance and charges. Araphor and the bodyguards follow right behind, brandishing their weapons. (Araphor has no lance, but fast-draws his broadsword.) Nwalme also rides forward, Bo close alongside him. Nwalme attempts to Toss the Blue Wizard, but it doesn’t work. Still, the Blue Wizard seems a bit unsteady and annoyed.

The archers shoot. Three hit Guthwyn, but only one arrow gets a scratch through her armor. Guthwyn’s female bodyguard takes an arrow solidly and painfully to the side. Bo and Nwalme each shrug off an arrow harmlessly, and Araphor is surprised that fate is kind, not a single arrow touching him.

Nwalme again unsuccessfully attempts to Toss the maia, as the galloping party closes the distance to him and his mages.

As the leading horses approach the wizard in the road, a river begins to form across it, separating them from the maia and his cohorts. Luckily, they all notice and jump over it, barely breaking stride. Guthwyn lances one mage with a beautiful hit, killing him immediately as she follows through and past the maia. Strongwülf goes berserk, and also attacks the maia with his axe, pulling up alongside the wizard as the maia dodges his swing. Sans Nomenclature (Guthwyn’s other bodguard) attacks another mage, who also dodges.

Araphor swings forcefully at another mage, landing a solid blow as he rides by. The spellcaster is apparently of stern stuff, however, and remains standing. Bo fires an arrow at the maia, but barely scratches him.

Again the archers fire, concentrating on the rear half of the charge. Strongwülf suffers a nick from one projectile, but Bo and Nwalme both take several hits. Bo keeps his horse, but Nwalme slumps unconscious from the saddle, landing in the road atop the wizard’s staff only a yard or two past the riverlet.

The leading horses begin to turn around…

Nwalme Learns Things
The Huregoth Longitudinal Study

When we last left our intrepid heroes, Araphor and Bo were sneaking behind the dark elvish lines to see what they could learn. As they approach the Huregoths’ camp, Araphor goes full Disney princess by using Rider Within and Mammal Control to bend the forest mice to his will and scout the camp through them.

Through the rodent’s eyes, the well-hidden camp is revealed. While the mice cannot count, there are clearly tents enough for a hundred or so elves. There appear to be just over half that number present, mostly at rest.

In one of the bigger tents, the mice discover the Blue Wizard, poring over some tome by candlelight.

His control waning, Araphor sends the mice into the food tent, releasing them to gorge themselves on the elves’ supplies. He and Bo were able to sneak back to the others without incident.

Plans are discussed, some ludicrous, some with a chance of success. It is decided that Silenced Nwalme will sneak up on the most forward elf scout and capture him, with Bo and Araphor backing him up. It isn’t a complex plan, but it should work.

Of course, our heroes have trouble with communication when they can’t hear one another, and aren’t quite as stealthy as they’d like to be, as a result. The scout notices something amiss and leaps into action, but Bo is able to shoot him in the leg, crippling him for a moment so that Nwalme can Death-Touch™️ the hell out of him. Araphor and Bo bind the unconscious scout and carry him back to the rest of the party for interrogation. Araphor and Nwalme rest a bit, Araphor using Lend Strength to prepare Nwalme for his questioning. The rest of the party stands guard, eyes and ears peeled for Huregoths.

It becomes apparent during the interrogation that this elvish scout is the Huregoth equivalent of an Empress Guard, and elite bodyguard whose presence has been trusted within pretty high circles of power. As such, he is a veritable fountain of information, despite his being a “true believer” in the dark elves’ cause. Over the last few centuries, too many elves were lost – or worse yet, returned in pieces – when they explored westward to find their way to the Undying Lands, for him to believe anything but the worst.

The scout relates how the Huregoths and other elven clans had come to this camp because of its proximity to the castle and its key location in the Empire’s eastern supply routes, with an intent to disrupt the reinforcements heading to the front from the heart of the Empire. However, the explosion of their teleportation system left them with only slightly over half of the fifteen hundred elves they’d planned to deploy here.

On top of that, serious rifts developed within the clans, as an unknown assassin, presumed to be an agent of the Empress, claimed the life of one of the senior clan leaders. The appearance of the Blue Wizard with fifty of his own allies caused further disruptions. Finally, the defeat of their forces at the castle moat was for many the last straw. With so many promised successes ending in failure (and, apparently, the mind control magics fading), the doubtful and the faithful quarreled, and many of the former abandoned the war effort. Whole regiments deserted, disappearing into the countryside in varying directions, most back toward the east. The several dozen elves that remain at this camp are all that are left of the forces they’d sent to this location.

Even so, the camp still holds a senior leader of the dark elves. The reigning prince of Huregoths is present, deputy commander of the enemy forces and head of their special operations. And as for magic, there is the Blue Wizard, as well as half a dozen Huregoth mages and a couple others within the other clans’ stragglers. The Supreme Leader is on the other side of the river, leaving his son in charge of this camp.

While questioning the captive, Nwalme realizes that there is some sort of racial magic that could be related to the Huregoths’ eerie similarity to each other. With the help of Analyze Magic, Nwalme discerns that ritual magic has been used on this clan for centuries. It has made them something different, something like living artifacts. Using History , he also discovers that there is something in the camp, a device of some sort that would allow a small magic ritual group to energize these living artifacts.

For Want of a Prince a Clan Went To War
How to assassinate leaders and influence people

Once back at the castle, there were some questions about what to do next; a discussion ensued. A few things were clear: Strongwülf felt that he had bonded with the adjutant and that the elf may be more on their side than the rest of the party believes.

Arādan spoke with the party about his clan of dark elves and their accompanying clans. They came over on one of the lesser ships, with no exposure to any of the detailed plans beyond the immediate. The Huregoths were supposed to meet up with some more experienced warriors and sail down the river, but the party had destroyed that plan with the successful Battle of the River Mouth. He’s not sure why the Huregoths are after the party with such vehemence. He thinks this may have something to do with the party’s reputed effectiveness.

Our heroes wonder whether the rest of the dark elves that the party had brokered a tentative truce with will stay that way. Arādan feels that there may have been some mind-control magic involved. (Impressively, no one in the party snickered at the thought of Sauron’s Shadow working him like a puppet as he has done multiple times in the party’s presence.) Arādan’s evidence is that a number of the four clans are discovering that things that they had previously accepted on flimsy evidence are proving to be untrue, and they’re not sure why they believed at the time.

Arādan isn’t sure where the teleported enemy elves might have gone. They were supposed to rendezvous with other elves here and the moat battle showed that they hadn’t arrived yet.

At least 500 of their strongest mages and warriors aren’t here. The four clans’ patrols haven’t found them, so the assumption is that they’ve withdrawn. Where they’ve gone is anyone’s guess.

Utilizing the knowledge of the castle’s master of the hunt, they were able to gather some ideas on where some nearby hiding places might be, so that Stormdancer could be deployed to try to find them.

Nwalme also looked over the effects and equipment that had been gathered from the bodies of the elves killed in the moat battle. He spotted a few things that may prove useful in using his magics to find the other elves: knickknacks of the sort that are shared between lovers or family members. He also found a beautifully made poisoner’s blade, perfect for assassins. The mysterious green stone, however, he set aside for another time.

Nwalme cast History on the blade and found that it had been given by a high-ranking Huregoth clan leader to another of the clan. The blade was used to kill one of the other clans’ leaders.

Nwalme also used Seeker ineffectively in search of the Huregoth clan leader. Since it’s been a week since the last casting of Seeker on the remaining Blue Wizard, he was able to use it again. He located the maia practically on the castle’s doorstep: in the woods near the Huregoths’ camp, about 2½ hours’ ride away.

Nwalme contacted the Empress to apprise her of what we’d learned and where we were heading. They found that Sauron’s Shadow was again able to jump onto the telepathic conversation.

When the information about the assassin’s blade was shared with Arādan, he revealed that the person murdered was a prince of his clan. The clan thought that he had been assassinated by the Empress – or by our heroes. Their clan had formerly been the least enthusiastic about the war, and with their prince’s death they fell under the command of the higher-ranking military leaders.

Nwalme decided to leave the staff at the castle, as the maia can sense it. Then the party rode out toward the forest camp and the wizard with Arādan.

Through Stormdancer, Araphor is able to spot a camp of dark elves. There seems to be three or four dozen – no more than a hundred, surely – with fifty horses. There are hints that they may have been in contact with the Huregoths.

Arādan continued on to warn the four clans that they have a traitor in their midst.

While Strongwülf counsels falling back to the castle to gather a larger force to try to rout the camp, it’s clear that with the woods are dense enough to keep a large force from being effective. Instead, the sneakier members of the party, Araphor and Bo, are going to sneak in to do some recon, while leaving the bulk of the party about an hour away. Araphor spends a few minutes helping to camouflage the horses as best he can, just to keep the party from being quite so easily spotted while they wait.

Araphor and Bo sneak forward. When they see an elf walking back in the direction that they wanted to go, they realize that they’ve managed to get behind the camp’s patrol lines…

Spells and Portents
...and Elves, oh my!

Once back at the camp, our heroes try to understand what they’ve witnessed and remembered.

The first thing that they attempt to investigate is the elves that looked like Eorcanstan, Third Prince of Rohan. After talking with the adjutant, it was clear that he didn’t see the marked resemblance that the long-time Empress Guard did. Neither did Bo, despite his observations to the rest of the group while they were in the middle of the elven encampment earlier. Nwalme cast an illusion of the prince, to show them how despite his human features, he resembled those elves. The two of them felt that the resemblance was there, but that the differences outweighed the similarities. Nwalme even tried to use Telepathy to see what Bo was seeing, but even through Bo’s eyes the illusion looked the same to Nwalme.

After some discussion about whether the elves could have used disguises, the discussion turned to the obvious when dealing with magic users: could a spell be involved?

Nwalme repeatedly used Identify Magic on various members of the party to see who might have spells on them. Guthwyn and the adjutant were spell-free. Bo, on the other hand, had more than one spell on him. One of them, which Nwalme couldn’t fully identify, was centered on Bo’s head. It appears to be a benign mental spell that is tied to his perceptions. From what Nwalme could tell, it could mean that Bo has truer sight than others in the party. Needless to say, this calls into question the veracity of the group’s memories as well as what they’ve seen today.

It occurs to Araphor that if the source of the magic that alters their perceptions isn’t on them, and isn’t on Bo now – when it had when they were in the encampment – that the magic must be centered around those odd elves, weakening with distance.

One of the adjutant’s subordinates approached him and reported that some of the eerily-similar elves were approaching, but not openly. The adjutant excused himself to go deal with the situation, but the party was beginning to feel that another attack was imminent. They decided to head to the castle, three hours’ ride away.

Nwalme approached the adjutant as he conversed with other military leaders and their staff. One of the generals wanted to know what Nwalme had seen. He responded that he had seen a number of elves that had all looked uncannily like someone of power, from a royal line. That general and his adjutant exclaimed that this is what they’ve seen over the centuries. There’s something weird about these Huregoths.

Some of the elves had noted at the Battle of the River Mouth that at one point, for a short time, the Huregoths had all looked the same. This fifth tribe hadn’t been with the rest of the army, however. They’d watched the battle but hadn’t committed their forces, even as others lost their lives.

The party gathers as they ready to evac. Nwalme heals up Guthwyn’s bodyguard and Strongwülf, before embarking for the castle. Taking to the road and skirting an arm of the forest, they arrive at the castle without incident.

The Battle Ends...

The battle continued between our heroes and their ambushers. Most unnerving were the water-warriors that sprang up at the command of one of the elves. ’Twas a long and bloody struggle, but our heroes emerged as the victors. Nwalme, Guthwyn, Strongwülf and the bodyguard were all injured in the fray.

Arod and the horses arrived not long afterward, as the party tended to the wounded and searched the bodies of the waylayers. Nwalme made sure to heal both Strongwülf and the bodyguard quickly, to lead the retreat back to base camp as soon as possible.

Bo quickly and quietly “neutralized” the magic-using elf, following the squad’s semi-official policy. On the mage’s body he found a green stone that bore a passing resemblance to the bridge stones found along the river.

A Triple Threat
Singing, Dancing... and an Ambush

We find our heroes walking into a certain trap in the outer foothills surrounding the castle, not far from the dark elves’ main encampment on the plain. They are set to meet with the elvish troops’ secondary group, accompanied by a possibly friendly renegade elf adjutant (guide) and two definitely hostile guards (escort).

Nwalme does his best to surreptitiously communicate to the rest of the party that the two guards were determined by his Sense Foes spell to be hostile. Unable to do so with gestures, he instead uses Telepathy to get the idea across.

The forest encampment contained 40-50 renegade elves. They moved around in a very martial manner that minimized their footprints, though still not obviously hiding. Even Strongwülf is impressed with their soldiering skills. None of them were wearing the insignia of the most hostile renegade elf chieftain, but their livery made it clear that they were all from a single clan.

From Nwalme’s perspective, they were all adolescent elves, and normally wouldn’t be out and about without parents. There were strong physical resemblances among them all, which our guide said was part of their custom.

The party makes their way to the large guarded tent in the middle of the camp, which clearly houses its leadership. Announcing their presence, that leadership emerges to greet them. They are three elves, all oddly identical in every respect – both physically and in clothing and equipment. Even more oddly, they each look very much like the late Eorcanstan, Third Prince of Rohan!

Muddled memories strike members of the party. Guthwyn recalls the prince being killed by René with his signature sword-through-the-eye maneuver, back in Carn Dum. Nwalme remembers killing Eorcanstan personally with a Death Touch that overloaded a magic torq and blew his head off. Araphor remembers both, and struggles to reconcile them. But there isn’t time to try to resolve this…

The three leaders speak alternately to answer questions: There were 25 in their group (though the party was sure that there was room for 35-40). The three of them were triplets and raised together (rather than be separated as was more typical for elves). They said that they were born leaders and their father — back at home — is the leader of their clan, they are just the war-leaders. The rest of their camp is off hunting.

The triplets offer the party food, which they decline. Araphor mentions that the party met with the other leaders and wanted to make sure that the triplets’ clan was on the same page in terms of the accord they’d at which they’d all arrived.

As they lead our heroes to the tables, the party talks about the Third Prince a bit more openly. The party excuses themselves, though the triplets, once again, offer food — saying that they’d prepared it especially for the group. As our heroes back away, demurring further, they notice that the adjutant not followed them into the center of camp. He had instead stopped nearer the camp’s edge, ready to draw his bow. in a stance that spoke to his readiness to fire quickly. He had clearly been guarding the party.

The adjutant diplomatically asks the party’s escort to stay and help with the food and the hunters. Our heroes then join the adjutant and head out, tension level plummeting with each step further from the tables.

Once out of earshot, the adjutant says that he expects an ambush ahead, despite the fact that the party is taking an alternate route back. He further notes that the triplets hadn’t been the leaders in charge the last time he’d been to the camp. In addition, he states that the elves that we didn’t see in camp were their magic users. He estimates that were 10-15, perhaps as many as 25.

Sure that they’re being flanked on both sides, the party hurries through the forest. They spot and lose sight of the elves on one side or another. From the overflight of Stormdancer, their best estimate is that they’ll be out of the woods in thirty minutes or so. If they can get to the forest’s edge, there are six horses waiting for them, led by Arod.

Bo spots the ambush from about thirty yards away, uphill on the other side of a large fallen log. He calls out to the others and draws his bow. The ambushers realize that they’ve been spotted, and attack before the party can move into a better position.

Strongwülf goes berserk and charges forward; the adjutant follows to try to provide cover. Guthwyn and her bodyguard charge along with them, only a step or two behind. Bo falls back to get to cover and fire at the attackers on their flank as a hail of arrows flies at them all from behind the log.

Nwalme teleports into the midst of the ambushing magic users, interrupting a ceremonial spell. He Tosses one of them, disrupting the spell, but unfortunately he’s shot point blank by one of their bodyguards.

Parlay View
Watching the camp(s)?

Our heroes did their best to control the the location of the parlay with the dark elvish chieftains who have been moving west into the heart of the Empire. Araphor is designated as spokesman, so that we have a single person speaking for all of us to better project a position of strength to the renegade elves.

As the elves approach, we note that they’ve sent nine instead of five. But five appear to be adjutants, and they hang back as four chieftains approach the party and begin the parley.

The chieftains want land of their own to the west. Araphor informs them that he cannot arrange this today, as we are at war. But he does allow that they can camp here for a few days as he tries to arrange something. He will have them escorted to the western lands after the war is over.

A hawk called from above us and circled, before flying off. It wasn’t immediately obvious what this meant.

As we watched, the five walk off and we hear them arguing. They soon abruptly stop in mid-argument, most of them standing “frozen” in place. One of their aides is then possessed by Sauron’s Shadow, who steps up and tells us that he’s doing his part and trying to prove himself. So he’ll make sure they agree to wait here.

Once that aside ended, the aide realized that he’d been controlled, and became oddly talkative. He relates that he’s experienced this twice before. The first time it happened, it saved his life. The second time it happened, his captain was railing about the army’s leadership. When he came to himself again, his captain was thanking him for his advice.

As he gets over the surprise of his possession, he relays his captain’s offer: the dark elvish cavalry will step out of combat and desert should a certain signal protocol be met:

  • The cavalry will be sporting a specific cavalry flag that signify someone from their ‘clan’ that may be open to deserting.
  • Our signal is to dip our flag three times
  • They should dip theirs three times in return to acknowledge our signal.
  • Soon after, they’ll charge at us – and through us without attacking, to desert.

Guthwyn tried to convince him that the same mind control magic that was used against us and the army could be being used against them. He doesn’t believe, as he states it’s common wisdom among his folk that mind control magic doesn’t work on elves.

Once the elvish diplomatic contingent heads off, our heroes assess what they’ve gotten themselves into. They get advice from the closest elvish expert: Nwalme. He doesn’t think there are enough boats nearby to transport all of these wandering elves. Guthwyn comes up with the idea of asking the Greenwood elves if there are any of their folk that may be interested in being escorts to these 800-odd members of the dark elvish army.

Our heroes contact the Empress, but she hands the ball back to us. She wants these enemy elvish troops to stay put, and especially to stay out of the areas where she doesn’t have sufficient military strength.

We keep an eye on their camps for a few days, talking with them occasionally, and observing what details we can of their behavior and equipment.

  • The two chieftains that are friendly are both farmers from villages disparate enough to have no opportunity to become enemies.
  • The two chieftains that are most competent with the Rider Within spells — fisherman folks for the inland sea. There is a lot of magic from them, though mostly at the cantrip and journeyman levels.
  • There are also bows and knives traditional elf types.
  • There are also the horseman. The adjutant is the best horseman we’d ever seen — until we saw the captain; the captain is truly spectacular. Even the plow horses and what not that they could find were almost at Arod’s level when the captain was riding them.

We eventually find out that the hawk that cried out during the parley was a sign to show the troops that we hadn’t prepared an ambush.

The more our heroes communicate with the renegade elves, the more it’s clear that they’re supremely lost. They’ve been lost for a long long time. They hadn’t even realized how lost they’ve been. They had something to believe in, but that’s gone now. And on some levels, they wish they had it back, so that they’d have a purpose again.

Where they came from has become hell on earth and they’re profoundly misinformed about thousands of years of history.

We told them that their escorts are a week out. Some of the elves are okay with this news. Many aren’t, and just want to get moving.

Our heroes soon notice that the dark elves must have a hidden camp in the woods. Some of the elves walk into the woods and different elves come back. Bo spotted it once, but not enough to be sure of any pattern. They were heading off just after dark, traveling in ones or twos. Others came back around dawn. There seemed to be six or so the first night, and a dozen the second.

Realizing that tracking elves in the woods is a recipe for disaster, Guthwyn pushes to just ask if they need extra provisions for the elves in the woods. The cavalry captain that has been the most friendly to us does his best to cover, but Araphor is sure that he’s lying. Araphor then asked to inspect the camp.

We get access to inspect the followers. We travel with the adjutant and another horseman, along with two other elves. Nwalme casts Sense Foes and is pretty sure that our two guides are hostile to us.

Hey, Where'd They Go?
Pick a direction...

We return to our heroes, who are fortifying the castle. Araphor suggests infiltrating the renegade elves’ camp, but we need more information.

Nwalme interrogates more prisoners. He learns that their original plans have gone by wayside. They failed to drain the river to let in their forces, they lost one of their wizards to lead those forces, and they were expecting to be able to just walk into the castle, because they had suborned the people who had controlled it (Eorcanstan’s men). With none of these elements now in place, the final attack has been abandoned.

According to our prisoners, they have maybe 1,200 elves and 2,000 orcs, to attack the castle. They don’t all quite agree on the exact numbers.

Our prisoners talk more about how they came to invade. In the far east, elves have been deeply divided up until the last 500 years or so. This new order was mostly held together by a couple of men in black, the Blue Wizards, and a few elf chieftains. Any time the major leaders aren’t there, the rest become paralyzed and disorganized.

Gothforg appears to be the current man in black who is in charge of the troops. Lothar of the Green Pools is the elven chieftain working with Gothforg. It seems that there is always such a pair working together.

For a couple of centuries these leaders had been pushing the idea that the elves are all one united front and can take what’s long been due to them. But our recent successes are hurting morale, and they’re beginning to splinter into their constituent factions once more.

We realize that they have been mind-controlling their own people to keep the peace and hold the coalition together. The mages themselves, however, are also from a mix of villages. Which begs the question of why these mages are working together to keep this mind control going…

In light of this new information, it’s unclear why we are trying to hold the castle. Our real task is to “take care of the leadership” and stop these troops from being in a position to cause more trouble later. Presumably we could neutralize pieces of the army.

Araphor sends Stormdancer up to do some reconnaissance among the enemy troops.

The patrols that were supposed be nearby are no longer around. Clearly, their army is not as large as we had thought.

Several groups of elves – 300 or so, in total – are walking back towards their home, over the north mountains toward the Sea of Rhun.

There are four parties of about 200 elves each, heading West toward the plains. Our heroes decide that these elves should be dealt with, as their path takes them into the heart of the Empire.

Each of the four groups has about two wagons and maybe two dozen horses, some with riders. They contain subgroups of 30-80, with wagons generally toward the center of each. Each of the large groups are about a mile apart.

Our heroes head out to reach these parties. After about a half a day’s ride, we’re approach closely enough that they might be able to see us. They’re still in the foothills, a few hours short of the plains.

Araphor and Nwalme collaborate to make an offer to parlay. Nwalme casts Create Servant and instructs the servant to wait 15 minutes and then approach the elves. It is to say in Sindarin, “The Empress Guard request a parlay at sunset at [a nearby hill], no more than five representatives. I need a yes or no response.” When an acceptable response has been given, it is to leave on a path perpendicular to its original approach and then vanish. Stormdancer will ride in on its shoulder, with Araphor watching from within. Meanwhile, the party heads off in a different direction altogether, so that the servant’s path does not reveal their location.

The servant is challenged and brought into the nearest elves’ camp. It quickly becomes apparent that those present are more “frenemies” than friends. (The higher-ups speak a version of Sindaran that Araphor can mostly understand.) They agree to meet us. One was clearly not predisposed to come; when he realized four others agreed, he joined in.

We see nine elves leave — the four leaders who were more agreeable, plus five adjutants. The most hostile leader is only sending his aide. They stop when they’re still a ways away from the meeting location. Bo is slightly off from the group, bow at ready, while Guthwyn, Strongwülf, and the others await the elven delegation at the appointed place.


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