Middle Earth: Sunset of the Fourth Age

Racing Through The Imperial Palace
To the Empress!

We find our heroes in the middle of the imperial apartments, racing to reach the Empress as intruder alarms sound throughout the Palace. Thaliondor is racing up the stairs to the second floor, toward the four guards looking on from there. Rene, leveraging his Empress Guard uniform, convinces the four guards at the main apartment doors to stand fast and prevent intrusion. Araphor and Guthwyn emerge from the corridor into the rotunda, running hard for the stairs, swords at the ready. Nwalme follows, after pausing briefly in the corridor to cast Mage Sight upon himself and draw his own sword.

One of the second-floor guards disappears into the Empress’ chambers, while two continue to guard the doors, and one begins moving across the rotunda to the top of the staircase. The guard lieutenant stands at the entrance to the Empress’ chambers, shouting orders to the guards —including the party, whom he takes for reinforcements. Thaliondor races across the second level, cocking his crossbow, passing the guard and taking up position next to the lieutenant, as ordered. Rene follows him, passing to ostensibly guard the staircase on the far end of the level, as per the lieutenant’s order. Araphor and Guthwyn reach the stairtop as the guard does, and, ignoring orders for one of them to stay there and help, pass him by as he sets himself. They reach the second guard, who is standing by the fake door (a closet), Guthwyn passing him as Nwalme reaches the top of the stairs and stops to be the “reinforcement” for the stairs. As the guard at the top of the stairs looks at Nwalme inquisitively, asking, “Do I know you?”, Nwalme begins to cast Daze upon him.

Meanwhile, the lieutenant turns to enter the antechamber to the Empress’ apartment. Thaliondor takes this opportunity to shoot him square in the back with his crossbow, felling him. Araphor points to this, saying, “What’s happening to the lieutenant?”, causing the guard next to him to turn away and see. Araphor all-out attacks him, sinking his broadsword deeply into the man’s leg, crippling it and sending him to his knees. Guthwyn and Rene turn around, ready to assist Araphor and Thaliondor, respectively. Failing his Daze spell, Nwalme pushes the guard, sending him tumbling down the stairs, and runs to join the rest of the party.

Araphor and Guthwyn attack the crippled guard, who valiantly defends himself from Guthwyn, even counterattacking. His skill with a sword keeps her from hitting him, but in the meantime he leaves Araphor free to attack him from behind. Araphor manages to cripple his sword arm, and he yields just before he slumps to the floor, unconscious. Meanwhile, Thaliondor and Rene enter the antechamber, where they find another guard at the ready, somewhat shocked to see the lieutenant on the floor with a bolt in his back. The two of them have at him, Thaliondor abandoning his crossbow in favor of his mace. They slam him against the wall and finally disable him, although not quite knocking him out. As they start to take him down, another guard appears from the apartments, along with the Empress herself! She calls out commandingly, ordering Rene and Thaliondor to put down their weapons. Knowing she is not acting of her own will, they ignore her. She commands a second time and Thaliondor hesitates, lowering his weapon a bit as the first guard falls to the floor. As the guard sees this, he and the Empress retreat back into the apartments, a solid thunk of a bar sounding behind the closed door.

Rene and Thaliondor call for Araphor to take care of the door, and he enters the antechamber, beginning to cast Shape Plant. While he casts it, Thaliondor grabs the not-quite-unconscious guard and manhandles him from the room, intending to toss him atop the body of the crippled guard, blocking the passage once Nwalme joins him and Guthwyn near the doors. However, the weight’s a little too much and he puts the guard down on the other side, away from the oncoming guards (the one Nwalme pushed, as well as three from the first floor). The three of them take up positions around the door, ready for the oncoming guards.

Thaliondor recovers his crossbow, loading it up. Nwalme begins creating a one-way illusion of a brick wall between the doors and the oncoming guards. Guthwyn yells to the lead guard, confusing him, at first getting him to believe that she’s on his side. As Guthwyn continues to confuse the guards, Nwalme leaves his illusion at the floor (intending to make it “grow” up when they advance), Thaliondor notes the sound of a door opening and closing somewhere along the hall behind him. Turning and seeing nothing, he calls out for the party to watch behind him. Nwalme turns to look but his Mage Sight shows him nothing. The guards, meanwhile, have noted Thaliondor and his cocked crossbow, and have huddled up together behind the rail that runs along this level of the rotunda. After a few more rounds of Guthwyn’s no-longer-effective attempts at confusion, Thaliondor loses patience and charges the guards, running up to them with his crossbow, hoping to make them break and run. The rear two look uncertain, but the front pair stand fast, bracing themselves. Thaliondor fires into them, taking one of them full in the chest, but not taking him down. He begins backing up, nearly tripping over the two disabled guards. The two leading guards charge Thaliondor, barreling into him full-on, knocking him to the floor. Thaliondor scrambles to his feet, and Nwalme moves up his illusion to ready it for when there’s a break between Thaliondor and the guards. Guthwyn steps up alongside Thaliondor to help fend off the guards. After a brief exchange of blows, none landing, they separate, and Nwalme puts the “wall” up.

At about the same time, the attention of everyone on the second floor of the rotunda is suddenly drawn to the appearance of… a Nazgul! (and, on a lesser note, a group of nearly a dozen guards down on the first floor, crossing to the base of the stairs). Nwalme and Guthwyn manage to maintain their composure enough to note that this Nazgul is not The Usurper. Thaliondor, however, becomes terrified and decides to run like hell. Just around this time, Araphor completes his Shape Plant spell, and puts his hands to the door, causing the bar holding it to become like putty and fall with a thump to the floor on the other side. He backs from the door, and Rene slams it open impressively — breaking the nose of the guard on the other side. Between his surprise at the barred door suddenly opening and the damage inflicted on him, he is stunned, leaving Rene to face the Empress. Araphor calls out, “We’re through”, as Thaliondor, Guthwyn, and Nwalme dash for the antechamber entrance,

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Sneaking Through The Imperial Palace
A surreptitous "talk" with The Empress

Having left Smial behind to keep watch, the rest of the group has made their way into the royal apartments. The tunnel in put them inside a wall on the north side. A small window in the hall shows their only exit is through a bedroom, where six ladies-in-waiting are asleep.

After much debate, Nwalme uses one of the two Telereceive potions to infiltrate the Empress’s mind. He hopes to discover what her feelings are of the situation and, hopefully, some specific memories of the past year. He manages to get in deep enough to read memories of the last week. She is frustrated at her situation, including: the fake heir and that she has to keep up a charade about him; the fact that she is being lightly drugged to keep her from using her magicks; something that has been with her a long time (so Nwalme can get only a vague sense of what it is) that is impeding her ability to take control of her situation. She clearly is in control of her mind, and clearly does not agree with the outward appearances the group saw through the “Palace-cam” scroll.

Nwalme decides to use Mind-Sending to contact her. The very second he does, before he can even announce himself to her, she contacts him through a Mind-Sending spell of her own. (When relaying all this to the group, Nwalme informs them that Mind-Sending usually takes 4 seconds to cast; apparently she had some sort of contingency spell in place to make it take effect immediately.) During their very brief conversation, the Telereceive connection allows Nwalme to read much more than would normally have been available through the two Mind-Sending spells.

There is some sort of compulsion on the Empress that controls much of her actions. (Nwalme believes this is the “something” that’s been frustrating her.) It appears to affect the area — and seems weakest near the northern part of the palace. The Empress believes some sort of magical artifact is causing this. One thing is very clear: If the Empress sees or hears us — or even if she had not been alone when Nwalme first contacted her — she would betray us against her will.

The Usurper is keeping his quarters in the tower, but the most disturbing thing is he has one of the Rings. He has not yet become a full ring-wraith.

There are six or seven guards on the Empress’s chambers. Furthermore, NONE of the original Empress Guard are still around; they have been replaced by Riders of Rohan loyal to the Usurper. Except for us, anyone wearing Empress Guard uniforms is to be considered the enemy.

The Empress’s spell only lasted a few seconds before she had to sleep; it should have lasted a minute before it needed to be maintained.

After relaying this to the group, it was decided to contact Smial (via Mind-Sending) and have him sneak his way to join us. Alone, he has a good chance to do so. Then we can fight our way to the Empress’s chambers and leave via the secret door from her chambers into the wall. (There is no way to get from the wall we first entered through to the wall connected to her chambers.) On the northwest corner of the palace (which this wall will lead to) is a tunnel away from the area. Nwalme is expected to Sleep the Empress to keep her from betraying us.

Smial began making his way to us, but made two mistakes and the palace alarm went up. The group decide to take advantage of the disorder and begin making their way to the Empress’s chambers now.

Entering the women’s bedchambers, the group walked through to the hall, ignoring the women — except Nwalme realized one of them was keeping another from screaming. He vaguely recognized the woman doing the silencing, and she winked at him. He used his powerstone to fuel a nother Sleep spell.

While he did that, Thaliandor and Rene entered the hall. A guard in the hall asked what they were doing; Thaliondor stated that there are intruders, and the two began walking down the hall toward the main room, where the stairs to the second floor are. (Empress’s chambers are on the second floor.) The guard pulled his sword as Araphor emerged from the room, and he began moving forward to close. Guthwyn also stepped from the room and moved to back up Araphor.

Araphor attacked the guard, striking a solid blow.. Guthwyn took an all-out attack, aiming for the guard’s head. She hit easily (he flubbed his dodge) for a massive amount of damage, and the guard slumped to the floor. Guthwyn pulled the dead guard into the women’s bedchamber, while Araphor went to bar the door to the outside just as Nwalme emerged. Nwalme headed down to catch up with Rene and Thaliandor as Guthwyn and Araphor completed their tasks.

Pausing briefly on the threshold of the Great Hall, Thaliondor saw a few guards near the main entrance (far from where they were entering) with their attention on the main entrance — and their backs to him and the stairs. He started up the stairs with Rene close behind.

As he climbed the stairs, a guard on the second floor on the other end of the open area over the Great Hall called to Thaliandor for news of what was going on. “Guard the Empress!” “Well, duh.” Rene made his way up and started barking out orders, making it sound like they are looking for an intruder.

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Orthanc You Very Much
Through the old tower and into the Imperial Palace

When Rene , Thaliondor , and Guthwyn rejoin the rest of the party after their visit into Orthanc, our heroes set about hatching a plan to gain entrance to the tower that night. We decide that having Nwalme create an illusion around us so that we can enter unseen is the best bet, even though it requires four separate illusions to do so, and will require very slow and somewhat frustrating movement.

We wait in the fringes of Fangorn, watching the guards take up their positions and patrols for the evening. Araphor sends up Stormdancer for a quick peek to see if any guards are in the tower. There are none visible, but the patrols on the ground are doing an excellent job, covering the area at varying rates so that the timing is always shifting. Still, we manage to get a handle on the important timing — that of crossing the causeway to the island. To be safe, however, Araphor suggests a ‘plan B’ to use in case of emergency: having Arod lead the other horses into the area, acting as a group of wild creatures, as a diversion. After some debate on the proper signal for Arod to create the diversion, Thaliondor points out that simply sending Stormdancer out of the illusion and flying about will suffice. Arod is instructed on the signal (and to keep an eye out for Stormdancer several hours hence), and Araphor sets about stripping down the horses and concealing the equipment we leave behind, camouflaging it to the best of his ability. The party then sets off to the tower, inside Nwalme’s illusion, a couple of hours after sunset.

The group reaches the base of the causeway slowly but without incident. They wait there for a few minutes to allow a patrol to head off the causeway toward the city (in their city road – tower gate circuit) and head for the tower. The patrol pauses near the party, looking around as if something were amiss, but then continues on its usual path. Silently letting out their collective breath, the party moves to the tower doors. They arrive, and Smial immediately sets to picking the lock. It takes a while, but the group manages to get in and get inside, and Nwalme dispels his illusion. Smial discovers that he is unable to lock the door again from the inside, but thinking quickly, uses a hatchet to wedge the door shut. Less than a minute later, the guard patrol reaches the door, and tests it, finding it apparently still locked. Thaliondor requests another hatchet from Araphor and further wedges the door, to be safe. We move on.

The door to the lower level of the tower provides a bit more of an obstacle. Despite it being a much simpler lock, Smial unfortunately happens to break off the tip of his lockpick in it, making it impossible to open. So we set about removing the door hinges, opening it that way, replacing it on the hinges, and locking it behind us as we descend.

Finding our way to the brick wall discovered during the reconnaissance foray, Thaliondor proceeds to smash it. (Araphor advises him not to swing his mace, to avoid breaking it, and Thaliondor still manages to smash mightily, opening a respectable hole in the wall on his first attempt.) The party enters the dark(er), wet(ter) passage, Guthwyn with sword unsheathed and at the ready for a guard. Finding nothing but still deeper (three to four inches of) standing water, the party moves on.

After some slogging, the passage begins to slope upward slightly, to where the floor is only damp. In short order the party finds themselves at the end of the secret tunnel, at a door hidden in the sub-sub-basement of the Palace’s storerooms. They quickly switch to another hidden passage, one that Smial and Rene know fairly well, which runs around the outer palace wall.

The party moves down the passage to spy on the kitchens, reasoning that even at this late hour someone will be stirring there. They are not disappointed; a young female drudge and a somewhat older female cook are there, and they don’t look happy. In fact, Rene points out that they look downright afraid. This strikes Nwalme as odd, as he recognizes the cook, remembering her as being perennially, annoyingly happy. Further watching shows that they never leave their backs to a door. The drudge carries a tray of food into the next room, but leaves it hurriedly, returning quickly to the safety of the kitchen. Nwalme reads their minds, finding that they’re terribly afraid of some devil which is apparently haunting the palace — and that their fear is widespread here.

Shortly, a group of three guards — dressed in full Empress Guard work uniform — arrive and quickly, perfunctorily devour the victuals in the next room. They are there long enough for Guthwyn to notice that they’re all Rohirrim, although nobody in the party recognizes them.

Guthwyn reminds the party that the hatchets wedging the door at Orthanc will be discovered come daybreak. Thaliondor suggests running back with someone to fetch the hatchets, but the consensus is that there’s no way to disguise our entry once it comes time to open the tower for the day. Instead, seeing that we can walk about openly in our Guard uniforms (especially easily at night), we decide to get to the passages that lead to the Imperial apartments.

Moving back to the storerooms, the party avoids someone fetching supplies and prepares to head over to the door at the base of the palace tower, where the next secret passage entrance lies. Thaliondor is a lert (and a good one at that), and spots a guard standing in the open, darkened doorway. He offers to dispatch the guard the easy way (blow to the head), but we decide to have Nwalme Daze him instead.

We walk across the compound, and and are challenged by the guard as we get within six or seven paces of the door. Nwalme immediately casts his spell, incapacitating the guard before we even need answer.

With the help of the map and Nwalme’s See Secrets, we locate the hidden passage beneath one of the marble sections of floor, and quickly descend the stairway there. Thaliondor makes sure the flooring is securely restored, and we move on, Nwalme, letting his spell lapse after a minute. points out that he is extremely tired, unable to walk very fast at this point, his numerous recent magicks having taken their toll. Araphor lends him a couple points of fatigue, giving him enough energy to move on. Before they do, though, Araphor thinks to check the PalaceCam scroll; it shows the Empress sleeping in her bed, and some guards in the throne room, but nothing else of note.

Moving to the end of this passage, we peer in through a pair of eye-holes to see that it opens into the rooms of the Empress’ ladies-in-waiting, four of whom are sleeping soundly here. We pause to rest and let Nwalme further gather his strength in preparation for making our way through the apartments.

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A Sojourn With Dwarves, And Encounters With History
From Khazad-Dum to Isengard

We find our heroes in the under-mountain realm of Khazad-Dum, briefly guests of the king of the dwarves who live there. As we are about to take our leave and continue onward to Isengard, Araphor reminds Nwalme that there are certain items in the party’s possession that we should ask the dwarves
to dispose of. After finding an excuse to send away Thaliondor, Nwalme discusses the destruction of the two Rings of Power we carry, as well as the black EVIL knives salvaged from the Witch-Queen’s lair in Carn Dum. The dwarves accept the knives, confident that they can destroy them. They suggest that while they might be able to lose the Rings down a pit for a few hundred years, they don’t have anything permanent they feel they can do to them. So the party continues onward, keeping the Rings with them.

Stepping out into the sunlight, the party discusses which path to best take in approaching Isengard: through Fangorn Forest, or around. Araphor is informed by several party members of the assistance given to the others by the Ents during their last passage through the forest. There is doubt that we can count on such aid again, and feel that we shouldn’t ask it, so we consider going around. Guthwyn points out that while going around is faster, it will also make it much more likely we’ll be seen by patrols while traveling over open ground. So we enter the woods, taking the stealthy (not necessarily speedy) approach to Isengard.

A day or so into the forest, the party is greeted by an ancient Ent. He (protractedly) introduces himself as Treebeard, otherwise known as Fangorn, noting that he is often confused with the forest itself. It dawns on the party that this is the oldest creature in all of Middle Earth, and they treat him with the utmost respect, leaving Nwalme to act as the party’s spokesperson. As he recognizes the party, Treebeard offers to guide us through the forest, although not expedite our journey in the same fashion as they had previously enjoyed.

Over the next nine days of travel through the woods, Treebeard entertains the party, regaling us with first-person accounts of some of the most significant events in history. The time passes quickly. When we approach the end of our journey, Nwalme spends five minutes thanking Treebeard for his graciousness. (Treebeard is suitably pleased by his efforts, extending an invitation to Nwalme to visit any time.) The rest of the party thanks him (more briefly), and continue on to where the forest ends, at the heights above Isengard.

We then spend several minutes discussing how to enter the city. Rene mentions several bolt-holes with which to get through the outer walls. We consider using this to get in, and discuss gaining access to the outer city, pass the guards (or river portcullis), etc. Smial points out that we can probably just walk into town, as long as we don’t wear our uniforms. Some of us may still be recognized (especially Nwalme), but it seems a reasonable course. The party also consults the map of the Palace we obtained in the Witch-Queen’s lair. We note a secret access tunnel that runs directly from the Palace to beneath the tower of Orthanc, which lies in the middle of a lake in the heights above Isengard, right near where we have emerged from Fangorn. At urging from Thaliondor and Guthwyn, we decide to check out Orthanc for this tunnel, as it holds the best chance of getting into the Palace itself. Araphor sends up Stormdancer to see how the tower is guarded, using Rider Within to watch through the bird’s eyes. He notes where the guards are, and that people are entering and leaving the tower in a more or less regular stream, obviously families touring the building. Several more families picnic on the lake shore nearby.

After taking an inventory of who can swim (everyone but Rene) and considering how to enter the tower that night, Guthwyn points out that we can send in a group to investigate the tower by posing as tourists. Thaliondor and Rene quickly volunteer for this duty, and Guthwyn joins them.

The three of them make their way into the tower with the other tourists. They manage to find a moment with a locked door. Guthwyn fails to pick its lock, but Rene manages to open it. The three of them enter the darkened door. After making their way in the dark through the damp hall for a bit, Rene lights up his bullseye lantern. They find two doors. One is sealed tightly, but leaking water slightly; they avoid that one. The other opens into another hallway, with several doors and rooms off of it. Making their way in the direction of the city, they finally come across a walled-off dead end, which booms hollowly when Guthwyn pounds on it. Convinced they’ve found the passage, they head back to the surface, just in time to catch their tour group leaving the tower. Shutting off their lantern and making sure they don’t disturb anyone as they sneak out of the door, they make their way out of the tower.

Thaliondor makes a comment about the views from the tower as they pass the guards, and Guthwyn provides a counterpoint. Rene notices that one of the tourists is talking to a guard, gesturing toward the three of them and the top of the tower, and shaking his head. The party continues on down the causeway to the mainland, not looking back. When they reach the end, they look back to note that one of the two guards is missing. Watching a while longer, they note the guard emerging from the tower. He gestures downward to the other guard, and they chuckle; apparently this unofficial tour stop isn’t uncommon. The trio, relieved, make their way back to the rest of the party.

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South Through the Misty Mountains
From Carn-Dum to Kazad-Dum

The party is traveling with King Beren and his army south from Carn Dum, with the ultimate destination of Isengard, some 500 or so miles.

As we travel, we keep an eye on the “PalaceCam” scroll for more information on the Empress’ situation. We see her mostly staying in her private chambers (bedroom and solarium), occasionally joking with the guards outside her door, while a man wearing the crown of a duke(whom nobody recognizes) holds court every midmorning, attending to the routine affairs of governance. Later, we see the Empress seated upon the throne, this duke at the secondary throne by her side. She receives the Usurper, who enters wearing a king’s crown. It’s obvious that while the two of them are unforcedly civil, there’s an element of tension between them.The Usurper ushers in a surprise guest: the Heir. (Seeing as howAlfirin is supposed to be watching the Heir in Fornost, this is rather disturbing.) He and his mother are tearfully (or at least huggedly)reunited. Over the next several days, we see them together often, falling into a pattern of visits both morning and evening. (Thaliondor notes the lack of ladies-in-waiting attending the Empress.)

Nwalme tries a Seeker spell to locate Alfirin, to see if she’s still in Fornost. The vision he receives indicates that this is the case. So Araphor drafts a brief note for Stormdancer to carry to Fornost, and uses Beast Speech to explain to the falcon the task he is to perform. It takes a while, but Stormdancer sets out. After 6 days, the bird returns, bearing a message from Alfirin (although not in her hand, as she’s illiterate), confirming the safety and presence of the Heir at Fornost. Using Beast Speech again, Araphor verifies that Stormdancer did indeed see Alfirin and the Heir (or at least a young human with her). This prompts Araphor to have Nwalme use Analyze Magic on the PalaceCam scroll to attempt to find the exact nature of its images (true or illusion, past or present, etc.), but nothing conclusive is learned.

Still later, the scroll shows a state dinner arranged in the throne room. At the head table, the Empress sits at the center. To her right sits the Usurper, wearing his king’s crown, and the Heir (the rightful one) is seated to her left.

Shortly after these disturbing images, the party breaks off from Beren’s force on a reconnaissance mission to Isengard. We ride east,crossing Eregion to Moria. In Moria, we find that the recent civil war has been greatly cleaned up. Repairs are well under way, especially in the heart of the city. We learn that the dissident dwarven faction has been mostly cleaned up, although several are still missing.

The king of Khazad-Dum summons us for an audience, meeting us in mid-city as he takes a break from overseeing repairs. We discuss the situation both locally and in Isengard. He mentions that he’s sent a contingent of dwarves to join the armies opposed to the Usurper, and intends to send more, possibly approaching Isengard by the same route we’re taking. He also notes that he has not heard anything (official or otherwise) from the Palace in several months. Even the flow of refugees from Isengard ended a month or two ago; those people bore tales of a political struggle, with disappearances and midnight hangings of some of those on the losing side. Nwalme seems puzzled at the lack of communication from the Palace after the power struggle, but Araphor surmises that it’s probably that the Usurper is consolidating his power, moving cautiously and not making enemies too quickly. We mention the ‘reports’ of the Heir being both in Fornost and in Isengard.

At hearing of the state dinner, however, he becomes quite agitated. Learning that the Empress may have publicly accepted the Usurper that way gives him great pause, and he agrees that while the Usurper has most likely been consolidating power, this later event should mean he’ll hear from Isengard shortly. He continues ruminating, until he realizes that we are bound as servants of the Empress — even if she accepts the Usurper, as this news suggests. As he opposed to the Usurper, he points out that as people of honor, we might find ourselves in an awkward relationship in the future. He requests (as did King Beren, before he sent us off) that we apprise him of the situation in Isengard, inasmuch as honor permits. He then brings our audience to an end, wishing us luck on our journey south.

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Leaving Carn Dum
The Pilfering

Before leaving the witch queen’s castle, her rooms were appropriately pilfered. Magic items were found, see below.

The group is accompanying King Beren and his army, at Beren’s request.

Elfstan and Erin have returned to their homes.

Over the next few days, Nwalme uses Analyze Magic to identify the magic items.

  • 4 black EVIL knives, which turn people into wraiths
  • A locked book with spells and diary entries written in Black Speech
  • A smaller book with fire spells
  • A fire-aligned powerstone (taken by Erin, his 1-pt powerstone given to Araphor)
  • 8 jars of potions: 1 Dexterity (4 doses), 2 Telereceive (2 doses total), 1 Giant Strength (2 doses but can be taken as 1/2 doses), 2 poison (8 doses total), 2 Geas
  • 7 scrolls — including one that reports the composition of the enemy army (currently 312 orcs, probably scattered), some maps (one of the palace shows secret passages Smial and Rene didn’t know about), and some paintings from the Empress’s palace that change, presumably showing what’s happening at the moment. Another scroll was a summoning spell to bring forth Gothmog, King of the Balrogs.)

The PalaceCam Scroll of the Empress’s bedchamber displays the Empress sleeping fitfully. !! We need to watch it to see if she’s in control or not….

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The Story So Far
...the first attempt at a session log/synopsis

Summary of recent games:
1. Flight from Isengard to Fornost with Prince Eradan, the the Empress’ Heir.
2. Discovery and defeat of Duke Firiel’s coup attempt
3. Mission to Kazad-Dum to obtain half of a “device”
4. Mission to the Blue Mountains to obtain other half of the “device”
5. Defeat of Braga the Artificer, Nazgul
6. News of the death of the current King in a battle to the south, and the succession of King Beren (formerly Duke Beren).
7. The assault on Carn-Dum, using the transport “device”

Summary of the last four or five sessions. (Thanks to both Eric and Chris for their Experience logs. Some of the details may not be exactly as they happened, but the basics are correct).

Over the past two weeks the party, having left King Beren’s army as it marched from Fornost to Carn Dum, hurried over the plains to the mountains. It was an attempt to sneak into Carn Dum and activate the teleportation device inside, allowing a fair-sized strike force to assemble and coordinate an assault on the castle. We had some incomplete knowledge of a secret entrance that existed in the hills behind Carn Dum, and hoped to find this.

In the mountains, the party met a group of orcs who didn’t seem interested in fighting. Somehow, Rene and Thaliondor started talking to them. They discovered that these orcs called themselves “Yrrch” and spoke Sindarin instead of the Black Speech. When they figured out where we were going, they offered to help sneak up right up to the back of the castle of Carn Dum. Not without some trepidation, we accepted their offer. No treachery ensued, and the party found themselves left just outside the castle.

Stormdancer helped Araphor find the secret door in a gully outside the castle. We managed to open the secret door and found some very large tracks, of a sort that a medium-sized drake might make. We entered the castle and after a few adventures (which seemed to include Thaliondor disappearing for a little while), we found a cell block. After a fight with the orc guards and a careful look around, you freed the prisoners, whose leader was named Jack. Some interrogation of the captured guards revealed that the prisoners were being kept as food for a large beast, possibly a dragon. We carefully avoided what appeared to be the beast’s lair and invaded the lower reaches of the main tower.

We had a quiet scuffle at the bottom of the stairs of the main tower (about 15 stories underground, another 10-15 stories above) and worked our way to the ground floor. We dispatched the few guards present on the main floor of the tower and set up the device. Many soldiers came through portal opened by the device and assembled on the ground floor of the main tower.

To our surprise, the leader of the soldiers is none other than Rene and Guthwyn‘s mortal enemy, Eorcanstan, Third Prince Of Rohan. King Beren’s army began its assault of Carn Dum, and in the confusion, the soldiers you’ve let into the castle attack the main gate from the inside. We seize the main gate after a furious fight and open it. King Beren marches in with Captain Smallet (now back in Beren’s good graces) by his side.

Suddenly, the King of the Nazgul descends on a flying steed (more like a pteranodon than a dragon) and things look bleak. At that moment, the Third Prince of Rohan shows his true colors and slashes the cable holding the main gate open, slamming the gate closed with just the party, King Beren, Smallet, his two hobbit guards, and a couple of soldiers facing the King of the Nazgul.

The fight that breaks out is messy. Smallet throws himself in front of Beren and is badly wounded by a force spell thrown by the Nazgul. In the fight it becomes clear that this King of the Nazgul is actually the Queen of the Nazgul. She is targeting the hobbits she sees because she knows that hobbits and women are more dangerous to her than men or elves. Rene and Araphor attack the Third Prince of Rohan, and kill him in a very bloody battle because the Prince is almost as good as Rene when it comes to swordsmanship. Rene is badly wounded in the fight, but Nwalme heals him before he dies. As the Witch-Queen throws another spell at Guthwyn, who has closed to attack, things get suddenly quiet. You hear the Ring-wraith’s voice, which has been calling insults to King Beren for the past few rounds utter the ominous words “Uh Oh.”

From nowhere, a balrog appears. It appears someone has critically failed a powerful spell in a high-mana area. [This is technically known as a “bad thing™”.] The balrog looks around in some confusion for a moment and then turns to Araphor and asks who summoned him. Most of the rest of the people in the castle courtyard are stunned by the balrog’s appearance, but Araphor simply points to the Witch-Queen. The balrog then turns on her, screaming at her. Nwalme can later loosely translate his screams as “You’re a stupid bitch and don’t have half the power the King had and you’re twice as stupid. You’re a disgrace to your master and he would carve you up and hang you on his wall for all eternity if it weren’t for the fact you’re not going to last two more seconds!” The Witch-Queen immediately disappears.

The balrog looks around again (none of us like being even eyed by this thing) and then looks up. He starts to climb the outside of the tower. We already know that the Witch-Queen’s chamber is at the top of the tower, so we run inside the castle and run up the stairs to the top. When we arrive, we find the Witch-Queen safe in a circle of protection drawn on the floor and the balrog throwing spells at her that dissipate when they hit her circle. The Queen is throwing force spells at the balrog to some effect, but it would clearly take a long time to hurt it.

Then suddenly she seems to be struggling with some unseen creature, and the rest of the party attacks, scuffing the circle on the floor in the process. The balrog then simply turns the Witch-Queen into stone, says something like “Have fun” to Nwalme (who would quail as any except the greatest elves would, except that he’s Nwalme and doesn’t quail for other, not so great, reasons) in a very sarcastic voice. The balrog then simply disappears with a slight hint of brimstone and leather left in the air.

It turns out that the unseen creature is Thaliondor, who has Braga’s ring on him and was probably trying to get the Witch-Queen’s ring also. He is stuck, however, by the now stone arms of the Witch-Queen. The party knocks him out, takes his ring and frees him from the petrified ringwraith.

Nwalme determines that the Queen’s signet ring will open a case containing a beautiful sword. Rene works very hard to get it, and does. Nwalme successfully resists putting the rings on himself and gives them to Smial for safe keeping.

Current situation:

  • The castle of Carn Dum is secured, King Beren’s army is camped outside the castle.
  • The drake is missing, but was last seen hurrying down a hole outside the castle.
  • Rene has the anti-wraith sword, that probably has some other magical powers
  • Smial has both Rings in his bag of holding (since hobbits are least affected by rings of power).
  • Thaliondor knows the rings are around somewhere, but since they were put away while he was unconcious, he doesn’t know where they are.
  • Nwalme is looking around the Queen’s chamber for other cool stuff.
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