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

Throughout the (well-intentioned) Dwarvish door-wrecking racket, Thoroncir will be looking in each direction for potential foes.

“Well, unless we have those kinds of spells to spare, it might be wise to save them for doors that normal means might not be able to open, and I’m not sure this door is one of those yet.”

Bitur examines the door more closely, looking for any weak points in it or the frame, all the while switching his “Dwarven knock spell” back and forth from hand to hand.

The only problem seems to be that the door and whatever is barring it are stronger than the frame of the door at this point. It is not out of the question that kicking the door might rip the bar supports out if the stone they are in are as weak as the frame.

I am willing to give kicking it in a shot. Anyone want to lend an extra shoulder to the cause?

Gwaelur attempts to kick it in and hears heavy creaking. Gwaelur and Bitur both attempt it and it creaks more. Thoroncir tries is being larger and a bit stronger and the door gives way with a loud stone break crack. A loud squeak/squeal is heard on the other side. The door is about 2" open.

Mulligan will be keeping an eye down at the two other doors, just in case.

Hraedsig throws his shoulder at the door with much vigor.

As the door crashes open, Sir Thoroncir regains his footing and draws his longsword.

Ghân reminds the party that he can cast Stone Shape up to 3 times today (although he does have the excellent alternative of Summon Insects…).

The door opens into a long room 20’ wide and 40’ long. It is lined with bunks and has a dozen small goblins in it. They seem unarmored and lightly armed, mostly shield and spears. The front three charge Hraedsig and one gets a lucky strike for 3 points . Hraedsig attacks followed closely by Thoroncir and the two Dwarves. Goblins fall quickly and after the first 8 die very fast the last 4 our hiding behind bunks. Elfstan gets one with Sting and Gil-Gandel drops another with some sword work. Hraedsig flips a bunk on top of another pinning it as Gwaelur kills the last.

I’ll set up the next two doors for our brave heroes then.

Once that is done, I’ll check the room out that has just been cleared.

Ghân will use Goodberries (or Herbal Cures if necessary) on Hraedsig.

There is one live goblin pinned down under a bunk.

Ghân heals Hraedsig wound using his herbal cures and bandages.

Mulligan will be listening at the other doors, unlocking and de-trapping as necessary.

She is currently unaware of the live goblin in the last room.

“Thank you, Ghân. These wounds are merely scratches, but they can add up quickly. Your herbs are quite potent, and I feel better already.”

“Oh, I almost forgot – there’s a goblin under this bunk I’m sitting on. Shall we question it and see if it can give us some information? Unfortunately, I don’t speak goblin…”

I think questioning it would be a good idea.

How does knowledge of languages work in this system? I know in 3.5 each race and some classes had choices of additional languages they commonly know, and really any character could choose any language they wanted to mechanics-wise if the GM allowed it.

“Nor do I,” says Thoroncir, rubbing his chin, “but by all means, let us see what it can tell us. The sword if it lies; life away from the Free Peoples if it speaks truth.”

“I speak a little goblin, and so does Bitur if my memory serves.” He pulls out his axe. “I am sure that our elven bard speaks some as well and that with little effort the three of us could work out a new three person variant on good interogator /bad interogator.”

[oog]Good? Bad? I’m the guy with the axe.[/oog]