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

Renmar has some stones made of Chalcedony that are +2 to hit undead and do +4 damage. He can sell them to you for 150 per or a dozen for 1350 GP.

Gwaihir the Windlord thanks Thoroncir and adds, "My service were but small.

You too might need to visit Radagast. There is some of the seal people in you is there not? Beloved of Ossëand Uinen."

Ghân gives a start as he realises some members of the party are understandably cautious about approaching Gwaihir.

Deciding to treat the Lord of the Eagles as if he were the Headman of a Wose tribe, Ghân says to Gwaihir “Lord, may I introduce other valiant members of our party, who are honoured to meet you.”

He waves cheerfully at any party members nearby and presents them to Gwaihir.

Ghân also makes a note to tell Bjorn (in Taur Ernil’s party) about seeing Radagast for shapechanging information as soon as convenient.

Gilraen cautiously approaches and greets the Windlord.

Bjorn thanks Ghân and talks a little shop and compares some notes.

Hraedsig will take the opportunity to be introduced:

“Greetings, Gwaihir. While I cannot compose such an offering as my new companion, let me say that it is truly an honor to meet one so noble. I am Hraesdig, son of Theorstan, of the Rohirrim. Should you ever need anything from one with such humble skills as I, you have but to ask.”

Hraesdig will also quietly thank Ghân for that introduction.

I’ll take a dozen of them, 1000gp in trade gems and 350 in GP. Pretty much wipes my funds out, but they should be worth it. I’ll make a note to look him up afterwards if he has a stock of sling bullets like this.

After that, time to wander back to the party and get introduced to the Windlord.

Bitur picks up the grasshopper and stows it back into his pack after turning it off. He approaches the Windlord, and bowing addresses him.

“Greetings, Windlord. I am honored to make your acquaintance. I am Bitur, son of Bofur of Moria and citizen of Sindarin Erebor. I am a verteran of the Goblin Wars and the Battle of Dale. I also owe you a debt of gratitude, for it was with your aid in the events leading up to and including the battle of Morannon, that my people and the men of Dale were able to defeat the Easterlings and drive them from Dale for good.”

I should have posted the link to this map sooner.

This shows the pass and the 7 doors and gates.

Brin finds his way over to the party. He will be joining you. (sorry I forgot to add this earlier.)

Since we’re coming from Rivendell, I assume we’re entering New Back Door (#4 on the map)? Sorry if this was already stated earlier.

Brin, it’s good to see you again. :slight_smile:

Have you come to join in the action.

Actually, we are going in Door #5.

September 1[sup]st[/sup]: 70° clear. Gil-Gandel is summoned for final instructions and the party is told to get ready to go.
Most of the mounted Elves are already out scouting.

There are approximately 800 Dwarves, 80 Hobbits, 200 Elves, 20 Beornings and 100 plus men.

Elves of the west break in 4 groups of 24 swift riders; each has Elrohir, Elladan, Elanwë or Captain Celepen (Swift Bow) leading them. The remaining 80 Elves of Greenwood are working in 20 groups of four to waylay and scout.

The Dwarves divide into 4 large armies of mostly 200 heavy infantry support by 20 Hobbits archers (some being professional burglars like Ponto) and 5 Beorning warriors. They will be hitting the 4 main entrances. Bruzer, Fely and Helagorn go in with the Dwarves.

Glorfindel is leading a group to hold Wolf Gate and trap or kill the Wargs. This includes most of Taur Ernal’s group.

Gil-Gandel leads your group joined by Bitur son of Bofur and Hraedsig of Rohan to the Grave Door. You should expect Undead and Goblins and maybe a troll or two. You’ll travel back with Dwarves most of the way and Falcon Master’s group part of the way.

A 7th door will be attacked by a group led by Falcon Master and his friend Faramir Took. Ponto and most of the Rangers will be with them along with 20 exceptional Dwarves and 20 woodsmen and men of the Anduin and Farofind of Imladris.

Here is the breakdown.

  1. Front Porch Dwarves
  2. Wolf Gate: Glorfindel & Taur’s
  3. Far Mine: Dwarves
  4. New Back Door: Dwarves
  5. **Grave Door: Gil-Gandel’s Party **
  6. Secret Exit: Falcon Master’s
  7. Deep Valley: Dwarves

One additional Elf was turned invisible yesterday so every group has 1-2 invisible scouts.

The parties and armies march out in the late afternoon from separate camps. Your camp is near the Secret Exit (6 on the map). Bitur has a well armored War Pony. It is wearing +1 chain barding. (please add to character sheet, I forgot this)

September 2[sup]nd[/sup]: The large camp breaks up. The army of Dwarves heading to the New Back Door leaves before dawn. Your party leaves at dawn and has discretion to invade or hold outside as deemed best. They are to meet the local scouts for a final report and head in.

I need the following:
Marching Orders for inside: single and double
Fighting lines wider areas like room and large passages.
Remember Brin is back.
I need preferred targets, especially for new players. However I suspect both new player will usually be shoulder to should with Gwaelur and Thoroncir.

I need to know what methods will be used to open the door or force it.

Hopefully, we will have done some prep together, so we have a chance of working out if another invisible scout is in the area.

Inside, Mulligan will probably be scouting in advance of the main party.

I will not be fighting unless absolutely necessary to preserve the invisibility. I’ll leave the fighting to the heavy guys and scout towards the rear during combat to ensure we are not flanked.

If the door cannot be picked by my expertise, I suggest using the other experts, Gwaelur and Bitur with their favourite tool…the axe. All dependent on getting a look at it though. Who knows, a bit of deception may suffice.

Good idea Mulligan. It would seem obvious to me that we should be following close behind your lead as the scout.

If we have to march single, Bitur should of course, take the lead in front of me.

I plan to be on full attack taking whatever comes to me first. Axe and shield.

There will be at least 8 Wood Elves nearby to guard the outside if you go in.

I doubt you’ll run into another group so don’t worry much about the invisible issues. Just you and Elfstan.

Thoroncir gives Brin a big bear-hug and welcomes him back. “Too long have you been gone from our little band, my Ranger friend! It’s good to have you with us again. How was your visit to Dale? What adventures did you have along the way? And tell me, what news from the northeast?”

When blood must be spilled, the knight-errant will be to the front if there is room, but will otherwise let the party’s estimable Dwarves form the front battle-line. True to his oath he will, as always, take particular care to protect Princess Gilraen.

Hraedsig will fight with bastard sword and shield underground and requests a spot in or near the front line.

When not engaged in combat, he will concentrate on Detecting Evil whenever possible, to give the party as much warning of enemies as possible.

If any undead are encountered, his first action will always be to try to turn as many of them as possible, followed by melee attacks.

If there is a choice of melee targets, he will always choose orcs first.

Anyone need any other info from me?

Shadow reminds me, if we find undead I should have the light blast on my helm charged and ready to go. I will try to save it for a blast that can catch a lot of them at once though.

Will my helm’s torch be necessary for those following behind us?

Remind me how turning works, please. It’s been a long time.

Thoroncir’s sword will glow a pale green in the presence of undead, incidentally.

Forgot to mention earlier: The knight-errant will introduce Brin to the party’s two newest members.

Ghân makes his final choice of spells:

7x1st: Animal Friendship, Detect Magic, Purify Water, Faerie Fire, Entangle, Speak to Animals, Predict Weather*
6x2nd: Barkskin*, Cure Light Wounds, Flame Blade, Goodberry, Heat Metal, Slow Poison
3x3rd: Neutralise Poison, Summon Insects, Protect v Fire** (Stone Shape is loaded whenever Protect v Fire is already running)
4x4th: Cure Serious Wounds, Dispel Magic, Speak Plants, Protect v Lightning** (Produce Fire is loaded whenever Protect v Lightning is already running)

  • Cast daily on his Armour
    **precast – lasts until 72hp damage taken

Spellstone: Neutralise Poison; Call Lightning; Summon Insects

The only changes are to take Stone Shape and Produce Fire (instead of Plant Growth and Call Woodland Beings)

Ghân will stay in the middle of the party, protecting Gilraen and Deor.
He will share healing duties with Gilraen and use his offensive spells (especially Summon Insects) on anyone attacking him, or else the most dangerous opponents that can be affected.

Stone Shape may help in opening the door, but Ghân has confidence in the Scouts (so isn’t loading Warp Wood).

Well, Hraedsig says that when he encounters undead, he holds aloft his holy symbol and speaks a word of power, channeling the power of Eonwe against them. Sometimes it works and sometimes it doesn’t.

In game-machanic terms, I don’t have access to my D&D books at the moment, but IIRC it goes something like this: 1st there is a roll to determine the max level (HD) of undead that I can affect on this attempt (this is a d20 roll involving WIS, I think). If I get a good enough roll to affect the undead present, then another roll determines how many total HD of undead are affected (some number of d6, if memory serves).

So, let’s say we get set upon by ten 2HD skeletons and five 4HD zombies (I’m making all these numbers up). First I make a roll and it comes back that I can turn up to 3HD creatures. That means I have a shot at the skeletons but not the zombies. Then I roll again to determine total HD affected and get a 10. That means that five of the skeletons would either turn and run away for some length of time, or be disintegrated, if I were powerful enough (not likely at this stage of my career).

That’s completely from memory of 2nd edition though, so **What Exit **can tell you if I’m close :slight_smile: