Middle Earth FA63 D&D Game: Fifth Adventure - War in Goblin Gate

I’ll see what I can do. Either I will be finding out what is down there or heading back at high speed.

Keep an ear out.

Bitur suggests that two people might want to take up position on either side of the door so that if Mulligan is being chased we can get a flank on the pursuers as they come through. If it ends up being another large group though (which we’ll probably be able to hear) we’ll want the shield wall ready, so he suggests two of those in the second rank be the pointmen for this. They should be able to get back behind the protection of the shield wall in time should it come to it.

Miron, “What about my questions and suggestions?”

So that we don’t get overextended and/or have our lines of retreat and resupply cut off, it makes sense to bring in additional reinforcements, if they’re available and we wouldn’t thereby weaken our forces outside too much. That would also give Miron more time for trap preparation. Perhaps the gallant Mulligan might delay her sortie for just a bit, if she’s willing…?

Sorry Miron, but they were really good suggestions.

We had set an alarm on the stairs but I would guess it has gone by now. Setting a major alarm or trap on the stairs is a very good idea to give advance warning. Getting the elves in is a good idea, as not much is going to be heading out. As for staying where you are, do so. If you have to retreat, head outside. We will just have to work out a way through what is left behind or find another way out somewhere else.

Finally, if Elfstan stays here, you will have someone wielding weapons the Orcs will be afraid of. That one is up to you, Elfstan?

I don’t mind delaying until that is sorted out, of course.

Miron will head out swiftly to hopefully get help or at least trap supplies. Elfstan and Brin might as well go with you if Miron gets his help. The hall is being well lit with a dozen extra torches.

Miron returns in 15 minutes with 3 Elves each with elven bows and loaded with oddball items. He wishes you good luck and starts setting up his traps and bells.

Taking Bitur’s advice, the Dwarves stand on either side of the opening to the stairs and the rest of the party takes a brief rest along the south wall.

Mulligan takes her time going down very cautiously. She sees the goblins glance up the stairs every few minutes but not in a consistent pattern. So far it does not appear she has been noticed. Long shadows and Elven cloaks and boots are a big help. She gets 5’ from the landing. He peers around and when he ducks back out she closes the final distance and looks quickly herself. The Goblin has a small stool and is sitting in a 10’x10’ chamber with a torch lit on the north wall. A long passage heads west from the west wall. The Goblin is by himself.

Well, if the goblin is not paying attention, sneak behind him and backstab.

Otherwise, step around the door and fire a sling shot at point blank range using one of the finest Dwarven bullets to make sure.

If Ghân is ever captured by this lot, he’ll try talking his way out of execution as a ‘security adviser’.
Only one guard?
With no gong?
:smack:

Mulligan does not think she can get a back stab and steps back a bit to start her sling going. The goblin hears the odd noise and when he peeks around Mulligan lets lose and puts a serious dent on the goblins head. He drops like a bag of wet flour.

Go up and check his condition and make sure the guard goblin is dead.

After that check just beyond him and if there are no other goblins around head back and let the party know what has occured.

The goblin is dead and peering down the little chamber has an exit heading west that is about 8’ wide and 9’ tall. Mulligan returns to report.

Oh well, time to gather up the party behind me and lead them on down the next passage to see where it leads.

Onwards and downwards :slight_smile:

Bitur asks Mulligan if she wants to go back to the chamber with the ceiling trap since she mentioned she’d check it out again after we cleared this level.

Bitur also suggests that if the party returns, we disable the trap first before we all go waltzing in.

Well, we can either check the room out now the level is clear, or we can check it out when the entire warren is clear.

I have a feeling that moving ceiling is going to be more in your area of expertise than mine.

True, it is stone. I’ll be happy to help you check it out, but even if the trap is stonework, the triggering mechanism might not be, and while I have an understanding of precision mechanisms like clockwork figurines and such, I don’t know how well that’ll translate to finding and disarming the ceiling trap.

Any comment from the rest of the party?

If you’re going back to the stone trap, Ghân will of course continually defuse the electrical trap.

Deor likes the idea of setting more traps and alarms and has several cantrips (Tie, Untie, Mend, Change, Hide) that might help conceal or arm such traps.

Bitur informs Ghan that we are referring to the largely empty room with the movable ceiling, not the room that led to the tomb.

Hraedsig is extremely focused on killing some orcs right now. He seems pretty…intense about it.