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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
It would probably be wise for the rest of us to remain at a distance from the cave mouth but close enough to respond to any call should it be required.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
How large is the Cave? Do we want to send in agile fighters or perhaps the knights of Rohan can be of service instead?
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Macsalin is all for tackling this cave:
"Does anyone want to sneak in and have a look? DM, Are the conditions right for hiding in shadows?
Or shall we charge in, hoping to surprise them?
My preference is that a Scout (presumably Giles) checks the cave for opposition numbers and traps."
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Giles would also rather he be allowed to go check out the cave before charging in. Just charging into an unknown situation like that is a fine way to get a party killed.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
OK, let's try this:
Giles scouts the Cave and reports back to us. (He sets a time limit. if he's not back by then, we assume he's captured and charge in* to rescue him.)
The rest of us stay out of sight as near to the Cave entrance as we can manage.
Croak stays up above to warn us of approaching problems.
*If we do charge in, Macsalin suggests that Sabert and Theogrim lead (because they're relatively fast), followed by Macsalin and Dugar, then Lyall + Speaker-to-Animals and then the rest of the party, with Rudan and Barazinbar as rearguard.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
The cave opening is smallish, even a goblin would duck to get in. It is roughly 4 and half feet high and only about 3 feet wide. The conditions look fine for hiding in shadows.
How long is Giles given to scout?
Giles starts in but finds a trip wire setup that appears to lead to a pull to drop a shield to the floor. This is only 3' in and the cave stays tight. He might need a burglar to help him.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
have the party give Giles 15 minutes before charging. Also does the party have a burgler?
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
"Hmmm... wasn't our Bard a member of the... thieving class once- this one seems to recall an old conversation in a tower long ago about that very matter" offers Sabert with a tight-lipped grin. "Also- Sabert and Theogrim are both knights- the speed they gain is from horseback, which are lacking in these conditions. This warrior has no qualms about going in, but will point out that he will have to go on hands and knees and in full armor if he is to enter a cave that is 2 foot shorter than him. But this paladin is always willing to step up for the sake of the group if needed."
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Since Dugar is only 4'4'' i think he would be a good choice to go in after the sneaks if things go bad.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Giles looks around to see if there is a way he can disable the trap. If he isn't certain he will head back to the party and get some help.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Giles feels confident he can bypass this trap, but he is fearful of others he cannot disarm or notice.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
"Well if you cant get around a trap the next best thing to do is spring it yourself" Why dont we have Giles stumble into the trap shield so that it makes noise and then run out and we can ambush the goblins as they run out".
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Giles is going to head back and grab a burgler from the party. It will result in a little lost time, but it's better than leaving open traps around.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Quote:
Originally posted by NAF1138
Giles is going to head back and grab a burgler from the party. It will result in a little lost time, but it's better than leaving open traps around.
Macsalin will own up to some 'burglar' skills. (He's not sure if Giles wanted a 'burger', but offers anyway! :smile: )
He will try to Move Silently, Hide in Shadows and first Detect, then Disarm the shield alarm trap. He'll also do a Hear Noise.
He's really cramped by the low ceiling, but hopes his agility will help.
Macsalin mutters that there is no problem with time here.
Better we surprise them later, than run into unexpected trouble now.
Quote:
Originally posted by Whtwulf
Since Dugar is only 4'4'' i think he would be a good choice to go in after the sneaks if things go bad.
Yes, good point. Let's put Dugar and Rudan at the front (for whenever we move in). Barinzabar can follow them, with Lyall + Speaker-to-Animals just behind. Would Sabert and Theogrim kindly guard the rear?
Quote:
Originally posted by Whtwulf
"Well if you cant get around a trap the next best thing to do is spring it yourself" Why dont we have Giles stumble into the trap shield so that it makes noise and then run out and we can ambush the goblins as they run out".
We may have to do this (especially if Macsalin sets the trap off by mistake :smack ), but it would be preferable if the Scouts could find out stuff first...
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Bear in mind that I can detect a few kinds of indoor trap, although only the simplest.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
I'll ask Croak to look around the area and see if there are any creatures or Goblins around.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Quote:
Originally posted by Malacandra
Bear in mind that I can detect a few kinds of indoor trap, although only the simplest.
Thanks for mentioning that. The use of a Shield alarm trap suggests they're just using basic stuff, but we know this Groonuk leader-type can use magic.
P.S. Bear in mind?! :wink:
Quote:
Originally posted by CatInASuit
I'll ask Croak to look around the area and see if there are any creatures or Goblins around.
Most helpful. But please stick to the outdoors, where Croak would naturally be found (i.e. not inside the Cave).
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Giles and Mascalin head in. Giles chose caution at the right time, the easy to bypass shield on a string trap would actually set off a much more dangerous rock fall trap if disarmed in a typical ranger way. Mascalin finds the two part trap fairly simple to bypass but he is thankful he found it.
Moving on, the low tunnel goes 15' and turns to the right where it starts to open up. It goes another 5' and is now 5' high and turns to the left where it goes 7' and opens into a good size natural chamber. In the chamber are 6 sleeping goblins, one sitting against the wall but napping at least.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
*Giles thinks silently to himself*
Hmm, 6 sleeping goblins, would probably not be much of a fight, but I can't bring myself to kill 6 defensless creatures in cold blood. No, I'm not that far gone. Best to signal to Mascalin to leave with me while we get reenforcements and see if we can't take them all at once. If they fight, they die and I won't feel so bad about that.
*Giles motions to Mascalin to be quiet and back away.*
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
If Giles is happy keeping an eye on them, Macsalin nods and heads out quietly.
He explains the situation to the party when he gets back and:
- shows everyone where the trap is so they can avoid it
- suggests that he (Macsalin) goes back quietly to get in position to assist Giles
- that the party give him time to get set, then the Dwarves (Dugar, Rudan and Barinzabar) charge in, followed by one or two others (e.g. Sabert + Lanellan), while the rest guard the cave entrance (to stop any goblins fleeing and any possible incoming reinforcements)
- that we kill at least four of them but try to get one of the remaining two to "surrender or die" (so we can interrogate him, then use Speaker-to-Animals Charm to send the Goblin away from here as before
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Rüdan is fine with this plan.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
"I am happy with this plan. I will ensure that none escape."
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
I have no problems with the mercy clause in principle - let the dice fall how they will.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Macsalin amplifies that because of the low tunnel, Sabert and Lanellan take their time coming in.
With Giles and Macsalin hopefully getting surprise / backstab attacks and then a formidable trio of Dwarves thundering in, the combat should go our way...
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Lyall will remain at a distance from the cave with Croak to keep an eye out for reinforcements incoming.
Good luck to those venturing into the cave.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Do you kill them in there sleep to start?
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
If Macsalin makes it safely and quietly back to Giles, he whispers to him the plan (we take up position; start executing Goblins once Dwarves are heard charging in; try to keep one or two alive for questioning) ... and hopefully carries it out.
(Although Macsalin realises that just he and Giles alone might be able to defeat the Goblins by stealthy attacks, it's too big a risk when we have all these superb Dwarven Fighter ready to help.)
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
I'm still missing the opening move here.
Macsalin makes it back in to whisper the plan and the goblins are sleeping.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Macsalin and Giles quietly take up positions, each ready to attack / backstab a Goblin.
Dugar, Rudan and Baranzibar have a pre-arranged time limit (a couple of minutes) from the time Macsalin re-entered the Cave. Once this is up, they charge in (using Macsalin's directions to avoid the trap).
The clanking noise of Dwarven Plate is the signal for Macsalin and Giles to attack.
Hopefully the Dwarves arrive in the Cave just as the sleeping Goblins awake; when Macsalin yells "Surrender or die!" (hoping to get one or at most two volunteeers).
Sabert is carefully leading Lanellan in and the others are guarding the cave entrance.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
As the Dwarves charge in Macsalin kills one as he yells "Surrender or die!"
Giles has slit the throat of the one sleeping upright and is poised to stab the next from behind.
As the goblin awake, Dugar kills one, Rüdan another and Barazinbar a third.
Giles has the only one left.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Giles grabs the goblin instead of stabing it and puts a short sword to it's neck.
"Surrender or die, your choice."
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The goblin drops his spear quickly and raises his arms. "Surrender, not die."
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
"Smart Goblin. Can someone tie him up please?"
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ANother one bites the dust!
Macsalin thanks everyone, helps tie up the Goblin and suggests we re-organise:
- Rudan, Sabert and Lanellan return to guard the Cave entrance and kindly send in Speaker-to-Animals for his magic
- Barinzabar guards the prisoner
- Macsalin and Giles check the Goblins and room for traps and valuables, then Macsalin and Dugar check the tunnels for secret doors etc
- Speaker-to-Animals takes over the prisoner interrogation
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Charm Person or Mammal
You are surrounded by dwarves and elves, but I will make them take the rope off and spare your life, and I will show you a safe way to go in a few minutes. Are there more of your kind near here? Does this cave lead anywhere? Is there anything dangerous here that might hurt me or the dwarves and elves (for they will kill you if they are hurt by it)?
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Goblin, "This cave leads nowhere, it is a sad haven for those few of us that escaped the unrelenting Dwarven scum and there horrid allies. The stinking Elves hunted us like game. They had those little sneaks to ferret us out of our least holes. We are a people destroyed."
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Macsalin remarks:
"Interesting - that's twice we've heard that the Goblins think they are losing heavily. Perhaps it's only small groups of Goblins each led by a talented leader that are doing all the damage."
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Something is not right. Either the goblins are being told they are losing and are now operating as small units, they are being used as fodder, or they really are getting beat this bad.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
"All quiet outside, so far" muses Lyall, I wonder how their questioning is going.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Macsalin thanks Speaker-to-Animals and leaves it to him to conclude the interview and departure of our prisoner.
We now know two Caves in the area that could be used for shelter (although of course Goblins know about them too).
If we don't find any Cave secrets here, we can sort out anything worthwhile to keep from this bunch of Goblins, then move on.
Since only a couple of hours have passed in the day, we can have a good look around for more Goblins.
We have Croak in the air, Giles for tracks on the ground and Little Bear for any interesting smells.
Standard marching order.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Give the prisoner the same speech as the last one. I'm all in favour of pressing on after such an undemanding encounter.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
The goblin is agreeable though he looks a little surprised as he heads off.
The party begins to sweep out hoping for more signs of goblins.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Lanellen says "before you all leave i must let you know i will NOT be going with you any further. I can not be a party to people that hold life so cheap and who will kill sleeping enemies instead of trying to capture them. Here are some extra herbs for you savages to attempt to heal yourselves with"
With that she turns her horse from the partys trail and leaves.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Macsalin rolls his eyes at Lanellen's departure and comments.
In the previous combat, the party slept a bunch of Goblins.
Macsalin led a party discussion on the problem of Goblin captives.
The party then agreed on a deal with one co-operative Goblin and killed the rest of the sleeping Goblins, while Lanellan said nothing.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
One cannot please everybody. May Este's favour rest on our Healer and bring her safe home.
I should have liked to see her discuss it with Dugar, though.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
A shame that she has gone and I hope she does make it home safely.
Do we continue?
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
Note: No horse of course.
Rüdan would like to push on and asks if Lanellen could at least leave some Goodberries for the party.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
It is a shame when anyone leaves, but we still have the estimable Speak-to-Animals for curing (any many other things!)
Macsalin is ready to continue, but is (as always) happy to hear party views.
Barinzabar states that his Armour will protect him and that he wants to continue to fight Goblins.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
I'm ready to go on. We'll just have to trust to our armor, and each other, that much more.
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Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.
If no objections to pushing on, any specific plans or just back to search and find?