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

Elfstan heads right and he finds two passages leading to the same passage and the main passage curves around to a large chamber that is pitch black. Backtracking to the first passage this also leads to a large pitch blank chamber.

Does he risks using Sting for light?
Gil-Gandel finds no traps on the locked door and find the door easy to unlock.
Does he open the door?
Did someone take the odd torch from the earlier west chamber or was it left?
Mulligan finds a short passage first to a large dark chamber and then a long dark passage and the main passage west curves into a large chamber that is pitch black.

What next? You really need light; even the Elves would.

Elfstan will first will on the glow of his new (and still unnamed) sword. It’s supposed to glow within 100’ of undead. If it glows, he will head back to the party with haste. If it doesn’t glow, he will will it back off and then risk a little light from Sting. These rooms are bitch black. Even goblins should need a little light. Right?

Thoroncir has an Dwarven oil-burning lamp of Aglarond, if anyone would like to borrow it (or his sword will glow green if Undead are nearby).

Heh. :smiley:

[muttered]Don’t ask me, I can’t keep up with Hobbit slang[/muttered] :smiley:

Elfstan’s sword does not glow warning of undead. **Sting ** does glow and glow strongly enough to investigate the room. He finds the room is roughly 65’ wide and nearly 100’ long. On the south wall about 15’ to the east of the passage in is a small 5’ wide passage to stairs going down.

The room is well hewn but creepy. There are many bones on the floor and some large ugly spiders. Their hideous bodies are about 2" across. He notices in the blue light some horrific scenes of sacrifice and mayhem on the walls.
Thoroncir’s sword Cirist is glowing when he pulls it out. There are undead within 600’!

Do the spiders have any reaction to Sting?

Elfstan will report his findings back to the group.

Bitur will grab the odd torch from the chamber if no one else takes it, provided it’s not some trigger mechanism or something. (I assume the dwarves can notice stone-related traps and the various thieves should be able to find if it’s trapped as well.)

I guess it’s time to get a bullseye lantern up and running and see what I can see.

Probably lots of undead waiting to lurch out of the darkness. :eek:

The spiders do not react to Sting. This is probably a good sign.

Bitur takes the magical? torch and nothing happens. The torch continues to burn without smoke and ash.
Mulligan returns to the party to fire up a lantern. It is probably time for part of the party to join her and Elfstan. Do you want to hit two rooms/passages at a time or just one and leave a small guard behind at the intersection?

I’d suggest the latter.

“As someone who loves the open spaces of the plains, these tunnels are close, dark and confusing. I suggest we take a methodical approach to clearing them out, one area at a time, so as not to give our enemies any advantage.”

"And as a cave dweller I would agree with you, Hraedsig. Let us spend a quick moment to map out a plan of attack.

The torches burning without smoke or ash bothers me. Bitur, my helm can light up like a torch, so do not feel as though you have to hold the torch for the party, we will likely need both of your hands. Would someone closer to the rear rather hold the torch?"

Gwaelur lights his helm.

"I wasn’t planning on holding the torch for long. If no one else wants to hold it, I’ll tie it to the shoulder strap of my pack. And shall we need to douse the light for any reason, I’ll stash it in my bag.

Miron, “I’ll stay and guard the rear. I have no fear of the undead and I can handle orcs well enough. Who will stay with me?”
Will you start from the left, right or middle?
Miron should have at least one other with him. I’m short of NPCs at the moment.

Gwaelur just a reminder, the Helm glows like a torch for an hour and that is it.

Thanks for the reminder. I will not light the helm then, since it doesn’t seem to be needed right now.

“Excellent, friend dwarf. May I suggest that we start with the door in front of us and continue until there is no further to go. Then move on to the right with the same plan, then back to the left once we’ve finished with the right. (I don’t think the direction matters unless someone feels strongly about the left or right.) Miron’s rearguard should always stay within shouting distance.”

Magically speaking, the torch itself is probably enchanted to burn slowly. It’s possible, however, that the fire has been enchanted, and it may not douse easily either way. Please be careful not to burn yourself or whatever you douse it with if you must put it out!

While this isn’t a particularly difficult or complex enchantment, it’s one I happen not to recognize, so let’s all be alert for the possibility of enemy spellcasters. I’ll let loose with spells if I see one.

Oh he’s not planning on dousing it as such, just hiding it. He is going to check if it can actually ignite anything. There should be scraps of parchment or rotting clothing or a dead leaf some other easily flammable detritus around that can test that. If stuff doesn’t ignite easily, he’ll test out his pack itself. If that doesn’t even so much as smoulder, he’ll put the torch in it’s own pocket in the sack should he need to hide it.

Unless someone else wants it, of course.

If you lot are planning on raiding those rooms, I will keep quiet back here with Miron. Elfstan should be more than capable of causing enough havoc by himself.

I’ll even hold on to the torch for a while if you would like?