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Thread: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

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    Elen síla lumenn' omentielvo What Exit?'s avatar
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    Default Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    First the disclaimer: The thread is for the game itself. Questions and peanut gallery stuff should go in the setup thread:
    Middle Earth D&D Game on Domebo: FA63 Setup Thread
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    It is November 14[sup:35znkdzp]th[/sup:35znkdzp] and the party has answered a call for help from Rivendell. Both are returned from a failed scouting mission but there are a few that are new.

    The new mission: Macsalin will lead the group. Goblin Gate has been largely cleared and the Dwarves are busy securing it. The Dwarves need some help, there is somewhere nearby a pocket of goblins operating at night to harass the eastern side of the pass. They are using stealth and caution and mainly sabotage. They also mainly use poison arrows and bolts. The good news is it is a poison that does only 10 or 5 on a save made by only 2 or none at all on a good save. Lanellen has 23 doses of antidote to share with Mel. It takes 2 rounds to cure the poison effect is successfully applied with a +20% to the roll. In a pinch Giles could try it, but should not normally.

    It is known the goblins are operating from the south and probably in the mountains around the Giants Table or Flat Top Mountain. (see the red oval for the area suspected.)



    The party needs to watch out for giants and avoid combat with them at all cost. They cannot win. It is better to stay out of sight. Rüdan suggests the party goes without mounts this time. We will cut through the Goblin Gate to #7 Deep Valley and then start looking for camps and tracks in the valley between Deep Valley and Flat Top. The primary larger wild life in the area are bears, mountain cats or a stray warg perhaps. We need to find the goblin camp or camps and clear them out. If we are lucky we will find some treasure as a reward. Finally if we need help, we are to light a fire and a Giant Eagle should arrive to relay a message.

    We’ll need a marching order for single file and a watch schedule.

    Macsalin is a resident of Rivendell. Theogrim is a brave knight of Rohan and with him comes Sabert of Wold a Holy Knight of Rohan and recently released from service as part of the King’s Guard. Mellowbeorn was sent to Rivendell to help by the request of Radagast via a Falcon as Bjorn and Ghân are otherwise engaged and Mellowbeorn was nearby. Duger is fresh from the War on Goblin Gate and has been working in the Smithies of Rivendell. He is quite pleased to exchange techniques with the Elves. Lanellen was studying with the Healers of Rivendell and had helped in the Goblin Gate War in the camps. This will be her first journey in the caves for combat support. Lyall is new to Rivendell and was hoping to learn new spells. Giles has been in and out of Rivendell for nearly two decades. A friend to the Rangers of the North and Tom Bombadil. Barazinbar is a Dwarf that was of course part of the recent war but was even part of the Battle of the Five Armies.

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    The Role Call
    Lyall - CatInASuit - Man of Dale - 3rd level Mage age 24 (Has a large Raven)
    Giles Maggot - NAF1138 - Hobbit - 3rd level Ranger age 52
    Theogrim – OneCentStamp – Knight of Rohan – 4th level Fighter age 24
    Sabert of Wold – RoOsh – Rohirrim Paladin of Eönwë – 3rd level Age 38
    Mellowbeorn – Malacandra – Beorning Druid – 3rd level Age: 35
    Macsalin – glee - Noldo Bard – 3rd level Fighter/Thief Age: 363
    Barazinbar son of Kibil-Nâla – glee - Khazâd - Fighter: 3rd age 184
    Duger – WhtWulf – Khazâd (Dwarf of Erebor) – 3rd level Fighter Age 85
    Lanellen - Healer of Estë 3rd Age 25
    Rüdan – Dwarven Fighter 4rd and Tracker Age 115.

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    Some background, it is 63 years since the Bearers of the Three Rings left Middle-earth for the Uttermost West and 65 since Sauron and Barad-Dûr fell.

    King Elessar & Queen Arwen are in their prime and young Prince Eldarion is in his early training at age 20. There is still a constant struggle to tame the brown lands, Umbar, Harad, Nurn and the North. The court summers in Evedim near the lake and spend 9 months in Minas Tirith. Aragorn has campaign more often than not in the last 63 years, but far less than the prior 67. He and Arwen have had 4 daughters. Silmariën (FA45), Gilraen (FA47), Telperiën (FA51) & Fíriel (FA55)

    Legolas has removed a small number of his people to Ithilien to support Prince Faramir in this fair land. He visits the courts of Faramir, Elessar, Éomer and Gimli son of Gloin often. His beautiful sister Elenwë is adventuring and rides a Minaras (Unicorn)

    Faramir and Éowyn have two sons: Elboron (60) & Caramir (56). Both are hardy Warriors. They say that Prince Elboron has the look of his father and Caramir of his mother’s people. Prince Caramir is a great Horseman and loves his visits to his Uncle. Both appear to take strongly after Faramir as they are aging slowly. It has been noted that Éowyn has remained very youthful for all her long years. She could be taken for Éomer’s daughter or even granddaughter rather than his sister. She looks to be in her 50s more than her late 80s. Some wonder if this was a gift of King Elessar’s healing or a reward for slaying the Witch King of Angmar. Faramir is of course still a hale and hardy man. A little over a hundred he too looks to be in his 50s.

    Currently Minas Tirith and their allies are fighting a two front war in the South and a Campaign wiping out orc lairs in Ered Lithui and near Cirith Ungol. Gondor is expanding and trying to build up a large force of horseman to supplement the Riders of Rohan. They are building a great road to Rhûn to create trade and build an alliance. They also hope to increase trade to Erebor & Dale. There is a project underway at a slower pace to improve travel along the Anduin. It is expected to take decades. Dark tidings arrived out of Rhûn brought by Hodwain the Beorning Bard. There is apparently unrest and some organized evil activity out near the Sea and beyond.

    In Rohan: King Éomer has passed away. His Queen, Lothiriel of Dol Amroth, survives him. His eldest son Elfwine is now the King of Rohan and has been leading them in war for yeas and did most of the duties of the King. He is possibly seeking the hand of Silmariën. Elfwine is a tall man of 6' 5" with blond hair and piercing blue eyes. His features show a bit of elvish influence of his mother's side. He speaks with a deep voice and looks to be no more than 30 years old but he is probably 50. He uses a long sword and a fine chain mail shirt that was a gift from Gimli. The Chief Mearas was worried about the human King. He feared that the human King would not see another winter and he was correct. They were all rather fond of the old King. The Chief Mearas does approve of the son and his best son is Prince Elfwine's partner. They think he is a very good human.

    In 61 Samwise Gamgee left Middle-earth via Mithlond. Merry and Pippin got their affairs in order and headed south to live in Gondor. Mulligan Took was among their escort. Samwise’s eldest Grandson Elfstan Fairbairn is another young adventurer. Faramir Took son of Pippin is the Thain and the Shire’s greatest Warrior since Meriadoc the Magnificent. Mulligan’s Brother Ponto Took is an excellent archer and a good treasure finder. Rorimac Brandybuck is Meriadoc’s youngest son and a promising Ranger.

    Arnor is repopulating, as is the Anduin Valley. The Shire’s population is growing and their produce is helping to feed the North and even the South. They have steady wains heading to and from the Dwarves of Ered Luin. They are even supplying produce and pipe weed to the Grey Havens in exchange for salted & smoked fish.

    Elladan and Elrohir of course remain the Masters of Rivendell and assist in the running of Arnor. They in no way have finished with hunting Orcs. Indeed, they have driven the Goblins far underground with their constant attacks on Goblin Gate and often roam north against Angmar itself. Elladan, Elrohir and Glorfindel seem tireless these days in hunting the scattered remains of these ancient enemies to the North. They often leave the care of Rivendell to the wise Celeborn. He did leave a thriving Sindarin kingdom in Southern Greenwood from where Gil-Gandel most recently hailed.

    Thorin III Stonehelm rules the Durin Folk (Khazad). He rules from Erebor of course. His lords include Gimli in Aglarond, Lord Gíon of the Iron Hill and some lesser lords in the Blue Mountains and Fornost. The Dwarves are again thinking of Khazad-dûm. Dori and Bofur are still alive, but quite venerable and rich. Bofur is acting as the ambassador to Rivendell and Arnor as needed.

    A bridge at Tharbad has been built and the great bridge is nearly rebuilt. Tharbad is already a thriving and growing town under the command of Lord Mayor Ianthír (Bridge Lord). He is Ranger of the North and the son of Aragorn's most loyal friend Halbarad. The population is mostly just men of Eriador. There are small Dwarven and Hobbit communities.

    The Great South road is rebuilt and maintained from Fornost to Minas Tirith. All the additional trade has brought much prosperity to Bree and the town and the Prancing Pony have both expanded. Fornost is still small, but growing. Most of the remaining Northern Dúnedain have moved near Fornost.

  2. #2
    Oliphaunt
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Giants? I'll need no second telling to steer clear of them. And if we must be up to our ears in poisoned arrows again, it'll be handy to have some antidotes this time.
    Librarians rule, Oook

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    my god, he's full of stars... OneCentStamp's avatar
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Since it will be next to useless on foot, and horribly unwieldy on single-file marches through the mountains, Theogrim chooses to leave his beloved lance in the safekeeping of his hosts at Rivendell.
    "You laugh at me because I'm different; I laugh at you because I'm on nitrous."

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    Default Macsalin's suggestions

    Macsalin welcomes all the adventurers to our mission.

    You are invited to state whether you are a melee, missile, both or (preferably!) neither type of Fighter.
    Macsalin is both, as is Barazinbar (although he's much better at melee!).

    He suggests that the marching order will depend on the terrain, but that in principle:

    - the trackers (Giles Maggot and Rüdan) should be at the front, with Dugar and Sabert right behind them
    - the casters (Mellowbeorn, Lyall and Lanellen) should be protected in the middle (especially with the threat of poison)
    - the rear is guarded by Macsalin, Theogrim and Barazinbar.

    Mellowbeorn is invited to say where Little Bear will best fit in.

    If Lyall feels comfortable with it, his Raven would be very useful as a flying Scout (especially to avoid Giants!)

    If scouting is required, Giles Maggot is much better than Macsalin (unless an Invisibility can be used)

    Since Mellowbeorn can probably both keep most animals from attacking and find out information from them, the party should try not to attack animals until Mellowbeorn has advised us.

    Also Goblin captives may possibly give us information (though it's hard to see what we could offer them - could a Giant Eagle take one back to work in the mines?)

    As for watches, Macsalin suggests a non-human and a caster on each, so perhaps:

    - dusk Dugar, Lyall, Sabert, Giles
    - night Barazinbar, Mellowbeorn, Macsalin
    - dawn Rüdan, Lanellen, Theogrim

    P.S. Macsalin agrees with Theogrim's lance not coming (though it might have served as a Giant's toothpick :wink: )
    My motto is "Never apologise, never explain."

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    This seems reasonable. I have no problems with Croak looking around for us. I am no fighter, I was here to learn spells, but there is more to life than just the mystic arts.

    Daily Spells:
    2 x 1st: Sleep, Shield
    1 x 2nd: Web
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    Oliphaunt
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    It's just as well that we are avoiding the giants. I'll lead ya to where you need to be and I will track down the goblins. I can fight if you need me to and am happy to take first watch.

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    Oliphaunt
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Keep Little Bear close by me - he can either guard the casters or help out with the front-rank fighters. Remember that over a short distance he can easily run down a lightly-armoured man so he will make quite a mobile reserve once trouble starts. I will notify you as to my spell complement shortly.
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    Oliphaunt
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Thanks to the casters for offering to supply their spell list - it really does help!
    No doubt Lanellan will be advising us shortly on his selection.

    DM, could (and would) a Giant Eagle take a co-operative Goblin captive back to work in the Dwarf mines?
    My motto is "Never apologise, never explain."

    Sorry, I should say that I got that from Colin Hoult...

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    Elen síla lumenn' omentielvo What Exit?'s avatar
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    No chance of an Eagle carrying a Goblin anywhere unless it was to drop him off the side of a cliff. The hatred runs too deep.

    Lanellen, She will be taking:
    1st x4: Cure Light (2d8)), Song of Estë, Detect Magic & Sleep (but when she uses this no one can kill what she slept or she will never help them.)
    2nd x3: Goodberries, Find Traps, Slow Poison

    Outside Marching order: Giles Maggot, a gap, Rüdan, Dugar, Sabert, Mellowbeorn, Little Bear, Lyall, Lanellen, Macsalin, Theogrim, Barazinbar

    Rüdan is not much use as a tracker outside, but he does know enough about goblins to specifically support Giles looking for goblin signs. Once we find a trail, Little Bear may actually be able to help.

    Watches:
    - dusk Dugar, Lyall, Sabert, Giles
    - night Barazinbar, Mellowbeorn, Macsalin, Croak
    - dawn Rüdan, Lanellen, Theogrim, Little Bear

    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    It takes the party until November 20[sup:3053xw5n]th[/sup:3053xw5n] to reach Deep Valley. Sunrise: 6:48am to Sunset: 4:34pm. The weather is cold but should at least be sunny. It will drop to below freezing at night.

    The party will be moving very slowly through the passes and valleys as many members are very slow in heavy armor. However this allows Giles and perhaps Macsalin extra time for scouting while the rest just trudge along. Mellowbeorn will probably find most travel simpler as a bear. He is well healed from his horrid wounds but as a bear he can handle this terrain well. Lanellen, Sabert and Lyall find the travel the hardest. They are not use to such travel. Theogrim has prior experience and excellent armor for the job. The Dwarves are slow but seemingly tireless and often help the three that are having problems. Macsalin is swift and finds all but the Hobbit and the bears slow.

    Trudging around for about 10 hours a day, the party will only cover 16 miles. This includes frequent breaks. The expectation is they will need at least three days to find the goblins. One parting gift on loan to Giles is a small log that will allow for smokeless fires and fires that burn longer, heavier on heat than light. A hot camp will be needed; the risk must be taken at this time of year in the mountains. When you wish to summon the Eagles, make sure the log is not used.

    Days 1 and 2 yield no results. Day 3 should get us within the red circle shown on the map.

    November 22[sup:3053xw5n]nd[/sup:3053xw5n]: Sunrise: 6:50am to Sunset: 4:33pm. A crisp sunny day with a high of 57° and a low of 35°.
    At about 10am Giles finds a goblin camp site that has been used as recently as 3 days ago. He is able to follow tracks and signs but it is more difficult than usual. These were strangely stealthy goblins. Before night fall he finds a good size cave that can accommodate the party for a toastier night.

    What is done to check and secure the cave? It will be a boon to all the party to spend a night out of the weather.

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    Oliphaunt
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Before I let anyone know about the cave I am going to check it very carefully for any traps and also see how deep it goes. I will try to make sure that there isn't anything hiding in the recesses. If all looks good I will usher the party up and we can make camp with the back of the cave to our backs.

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    Elen síla lumenn' omentielvo What Exit?'s avatar
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    The cave checks out clear, though there are signs of past use. You would guess several bears but not since last spring. A little odd as this is the time of year for them to return and prepare at least for hibernation.

    Of course it is always good to let the Dwarves and Elf check it out too. Especially Rüdan who is the better indoor tracker. The Druid should have some comments on the bears perhaps.

    When you suggest the back wall, which back wall? The cave as shown is large and craggy.

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    Oliphaunt
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Quote Originally posted by What Exit?
    Of course it is always good to let the Dwarves and Elf check it out too. Especially Rüdan who is the better indoor tracker. The Druid should have some comments on the bears perhaps.
    Ah, I see now. I had misjudged the scale at first look at the map. Mostly I was just wanting to make sure nothing was going to hide behind us while we slept. Safety first!

    Of course the others are more than welcome to check out the inside of the cave, but I was not about to let anyone in until I had decided it was safe enough for me. They can check further if they like.

    Me, I am going to start making camp.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    "Sabert of Wold is a melee fighter. He is... proficient in the sword and the lance, but on the advice of Theogrim, has chosen to leave his lance behind along with Limlight back at Rivendell. He misses her greatly...." states Sabert, huffing and puffing from the journey on foot.
    He is still armed with his bastard sword and his long sword (which is extra effective vs. the Dead). He is obviously not used to this terrain, and as a Knight used to riding in full armor has trouble with it, but he tries not to complain much, thinking of how this can only serve to teach him a lesson somehow. Perhaps in endurance? "All things must be endured, however great or small. Sabert shall do his best to keep up with the party, and serve his leader to the best of his ability with his life." states Sabert, nodding to Macsalin.
    "And he appreciates the help given to him by the dw- by Rudan and Barazinbar. Thank you for your patience." adds Sabert hastily.

    Is Dugar with us?
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Lyall is grateful for the help and is looking forward to sleeping undercover tonight.

    Given the spells listed by the others, I will switch tomorrow to

    2 x 1st: Magic Missile, Shield
    1 x 2nd: Web

    No point in doubling up.
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    That is, unless Lanellen is unlikely to be using Sleep at all?
    In the land of the blind, the one-arm man is king.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Lanellen, "I use it only for last resort, in fact it is more likely to be used as a 'soporific' to sleep the injured or those caught in fear. Never, ever do anything to those I sleep, they become my charge and responsibility."

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Understood, in which case I will revert back to Sleep instead of Magic Missile, if it is a spell of last resort for you.
    In the land of the blind, the one-arm man is king.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    As well as expounding learned wisdom concerning the habits of bears, I will see if any wildlife is at hand and can comment on recent goings-on hereabouts. Usual offerings, tasty crumbs and so on or perhaps a little care for the sick, whichever is most applicable.

    The various experts, dwarven, elven or whatever can give the cave their best looking-over first, and if it appears safe and there is no obvious reason not to, I will follow up with a Detect Snares And Pits, though it's limited in scope as to what it will turn up. I can cast that powered-up so will have 16 rounds to check the cave itself and the immediate environs.

    Check any water supply we have, any nearby plants that look useful (food, medicine) or to be avoided, look about more in hope than expectation for bee-trees. Normally I would get Little Bear to dig over a few square yards of soil if it looks worth the bother and plant a few seeds so that future travellers may find something to eat, but for now we may prefer to leave less sign of our passing so I'll forego that for tonight. Make a note of any dense undergrowth where I might want to flee in case of trouble.
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Quote Originally posted by CatInASuit
    Understood, in which case I will revert back to Sleep instead of Magic Missile, if it is a spell of last resort for you.
    Macsalin comments that Lyall's Sleep should be a powerful weapon against Goblins.
    He notes that both the Druid and the Hobbit are proving very useful in these conditions. :smile:

    Next Macsalin (mindful of a story about a mountain cave from the book 'There and back again') will check the cave for secret doors and traps.
    Barazinbar will check for stone traps, new construction and sliding stone.

    Macsalin thanks Sabert for being so reasonable about leaving his horse and lance. Hopefully a future adventure in flatter terrain will see both Theogrim and Sabert displaying their horsemanship again.

    If the cave survives all our checks, we have a smokeless fire and watches all set.
    Barazinbar offers to help with the cooking. He's not an expert, but enjoys trying.
    My motto is "Never apologise, never explain."

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Once I've finished all the above checks, I will also ask Little Bear to have a good sniff around. As I'm fluent in Bear and know very well what a bear's sense of smell is like, he should be able to give me meaningful feedback if there's any to be had.
    Librarians rule, Oook

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    The checks on the cave all come out clean. It has been unused since the spring. There are no traps or secret doors found. The only thing not done is a Detect Magic.

    Mellowbeorn speaking to some of the nearby animals eventually learns that the bears were rumored to have been slaughtered and eaten in the early summer.

    The night goes well until 4:00 am when Rüdan, Lanellen, Theogrim & Little Bear are on watch. 7 spear carrying goblins and 2 more with heavy crossbows charge in. One with a crossbow is giving commands, "Kill the bear and kill or subdue the Dwarves first."

    Rüdan shouts, "Khazad Dum!" and fires his cross bow and the one commanding, he misses but his shout wakes everyone up swiftly. Most do not have there armor on of course. What does everyone do?

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    my god, he's full of stars... OneCentStamp's avatar
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    What's the range to the goblins? What kind of formation are they in?
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    If the Goblins are blocked in the narrow cave entrance by our guards, then Macsalin will try to fire arrows if he can do so safely (otherwise draw both swords and melee), whilst Barinzabar will put on his Plate.

    If the Goblins are coming into the cave but have not reached us yet and the combat are will be in a restricted area (like the cave tunnel entrance), then Macsalin will try to fire arrows if he can do so safely (otherwise draw both swords and melee), whilst Barinzabar will put on his Plate.

    If the Goblins are coming into the cave but have not reached us yet and the combat are will not be in a restricted area, then Macsalin will try to fire arrows for one round if he can do so safely, then he will draw both swords and melee, whilst Barinzabar will use his Hammer and Warshield in melee.

    If the Goblins are coming into the cave and have reached us then Macsalin will draw both swords and melee, whilst Barinzabar will use his Hammer and Warshield in melee.
    My motto is "Never apologise, never explain."

    Sorry, I should say that I got that from Colin Hoult...

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    Elen síla lumenn' omentielvo What Exit?'s avatar
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    The Battle on round 1.

    It is roughly 30' from Dugar to the Leader so Theogrin is only 22' to the nearest spear carrier.

    Those in smaller print around the fire just woke up. The other four were on watch.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Lyall wakes up with a start.

    Looking out, he narrows his eyes and casts Sleep on the Goblins trying to get as many of them as possible in one go.

    After that he will pull out his Ash Wand and ready himself.
    In the land of the blind, the one-arm man is king.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Giles instinctivly wakes up reaching for his bow. He charges to a fireing position and will fire the second he feels a goblin is in rance.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    "Arm yourselves, comrades!"

    Theogrim's will stand fast and draw his two handed sword. His first priority is not letting any spear-carryng goblins past him into the cave, thus giving the waking party members time to armor up. He will move laterally if need be to cut a goblin off. Second priority is killing any foe who comes near.
    "You laugh at me because I'm different; I laugh at you because I'm on nitrous."

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    "Bah- again with the Night attacks? When will this group face an honorable foe?" mutters Sabert, as he locates grabs his Longsword and Warshield- if no Goblins are imminently rushing into the Cave, he will take the time to suit up. However, if it looks like his companions are in trouble or if the distance is closed and his melee skills are needed he will rush in Shield in hand to protect vs. Arrows, and longsword to try to protect his companions.

    Hopefully, Sabert can armor himself though if the battle is being resolved with Crossbows currently. He may or may not be muttering about his experiences with arrows in the past, but will try to appear stoic and calm. But he will hurry to put on his armor quickly so he can go to the front lines and stand defense.
    "Dude, your statistical average, which was already in the toilet, just took a plunge into the Earth's mantle." ~ iampunha

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    I shall make a mental note to speak severely to our night watchmen as, yet again, the first we know about the enemy is when they're charging into our camp. Stand by to administer Cure Light Wounds to anyone who needs it. Meanwhile the one who yelled that offensive arctophobic[sup:1f6wddu1]*[/sup:1f6wddu1] remark can have a snootful of Summon Insects to teach him some manners, and also take him out of the fight for three rounds. Little Bear can set upon whoever is nearest and discuss amiably who is going to be killing whom tonight.

    If, despite the ferocity of our defence, any look like breaking through to our good Healer and Wizard, and the fighters can't handle it or are otherwise engaged, I shall bear a hand up close and personal, if you get my drift.

    [sup:1f6wddu1](* Fearful of or prejudiced against bears.)[/sup:1f6wddu1]
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Dugar gets up and reaches for his axe and heads into the fray. Hopefully he can get into range of the goblins and give the archer types a chance to mow them down. If the goblins are not going to charge he will recomend that the melee types rotate in and out to get fully armored.

    Lanellen will attempt to make sure that all of the party members are awake and then see about making sure that she has a clear field to get to the injured.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    *On thinking it over*

    The wily devils, they must be able to scry this cave somehow - that's how they knew there were dwarves and a bear here. Well, much good may it do them, even if they have caught some of us with our iron britches down.

    *As a sign of mourning for the bears that were murdered here, Mellowbeorn will request that he be called by the name the bear-folk have for him until further notice. Please call him Speaker-To-Animals. :smile: *
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    The goblins charge and two bolts fly at Theogrim, one bolt hits for 6 points of damage in his left arm near the bicep.

    Sabert see quickly there is no time for more than his shield.

    Theogrim kills the first goblin with a stroke from his two handed sword and slows the charge of another. Rüdan gets his shield up in time to block two spears and strikes with his hammer dropping a goblin.
    Dugar and Barinzabar race into the fray as the goblins reach Theogrim and Rüdan. Dugar’s axe drops one but he is hit for 4 points of damage in his gut by a spear.
    Barinzabar gets one with his hammer and is missed.

    Giles fires an arrow into the crossbow using leader and does 14.
    Macsalin fires at the leader and does 4 more.

    Lyall sleeps the last 5 spear carriers and the other crossbow user.
    Speaker-To-Animals casts Summon insects on the leader doing 2 points and distracting him.
    Giles second arrow drops the leader.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Giles quickly reloads to fire again. Then starts to look to see if there is a better position for him. He will do his best to flank if at all possible, all the while keeping his eyes open for more shooting opportunities.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    All the goblins are down.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Lanellen heads forward to start healing anyone that needs it. Starting with Theogrim and then Dugar. Then i go about seeing if i can save any of the goblins.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Giles heads out outside to see if he can't find some tracks that might tell him where the goblins came from. He isn't looking for trouble, but it's always a good idea to know where your enemy is in case they come looking for trouble.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Seeing that the goblins are down and that all looks to be in hand, Lyall goes back to sleep.
    In the land of the blind, the one-arm man is king.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    What about the sleepers?

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Sabert will take the time then to armor himself and grab his weapons, perhaps he should sleep always with his Long sword? :sigh:

    He will will stand guard by "Speaks with Animals" and await further instructions. If none are given, he will assist in guarding and tying up the captured (Not touching any sleeping Goblins of course)- he can guard those with his eyes if needed.

    "Sabert of Wold, is... here, sir. What are your further orders? If there is anyone still hurt after the healer is done, he has a lay on hands." he states, huffing and puffing, while rushing to put on his armor.
    "Dude, your statistical average, which was already in the toilet, just took a plunge into the Earth's mantle." ~ iampunha

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Huh. Easier than I thought. Never mind. Personally I'm all in favour of sending every {redacted} one of these bear-murdering sons of {redacted} West as soon as may be. No doubt Sabert and Lanellen have the codes of their Orders to mind, though, and I'm only one voice.

    I can help out with some wound-salving too, though I dare say a sworn Healer can improve on my best. But I'll do that stable-door, bolted-horse thing and have a look around with a Detect Magic.
    Librarians rule, Oook

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Was Lanellen able to save the lives of any of the goblins?

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Well Dugar is going to head out and have an axe to head "talk" with any goblins that are not dead once the area is secure since it appears that nobody else wants to deal with them.

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Sabert will inquire of the healer what she wishes to be done with her sleeping Goblins.
    "Dude, your statistical average, which was already in the toilet, just took a plunge into the Earth's mantle." ~ iampunha

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Lanellen: "I never put the goblins to sleep Sir Sabert, i am tending to the wounded ones first".

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Macsalin suggests that (once we get healed and there are guards on watch) we wake the sleeping goblins (N.B. They were slept by our MU, not the Cleric) one by one and ask if they will co-operate with information (e.g. as Mellowbeorn suggests, did they scry the cave?).

    If they won't help, then a swift execution of the evil bear-killer.
    If they do help, we'll need a party discussion on what we do with them next. (N.B. It's hard to see how we can 'reward' them.)
    My motto is "Never apologise, never explain."

    Sorry, I should say that I got that from Colin Hoult...

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    *Speaker-To-Animals is in no mood to reward any goblins no matter what. He is happy for any killing to be swift and clean though - it is not the way of the Beornings to toy needlessly with helpless enemies.*
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    As Lanellen and Speaker-To-Animals are healing Theogrim and then Dugar does anyone do anything about the goblins that might merely be unconscious? (Below 0 HP.) Theogrim is cure lighted to full and Dugar is healed herbally and with 2 goodberries from Mellowbeorn.


    On waking the sleepers, the crossbow using goblin is immediately belligerent. What do you do with him? Are the rest tied up or left sleeping?

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    I will begin tying up those still asleep.
    "You laugh at me because I'm different; I laugh at you because I'm on nitrous."

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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Giles is still outside looking to see what he can see. If there is no usefull information to be found outside he will come back into the cave.

    If he were in the cave he would be in favor of killing all the goblins straight away, maybe keeping one alive for questioning...but there is really no sense taking risks when it comes to goblins is there? Not in his opinion there isn't at least. But since he isn't in the cave at the moment he can't acutally make that argument and the other unconscious goblins might be tied up and healed a bit for questioning without him being around to object.

  50. #50
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    Default Re: Middle Earth FA63 D&D Game: Second Adventure - Goblin Guerrillas.

    Quote Originally posted by What Exit?
    As Lanellen and Speaker-To-Animals are healing Theogrim and then Dugar does anyone do anything about the goblins that might merely be unconscious? (Below 0 HP.)

    On waking the sleepers, the crossbow using goblin is immediately belligerent. What do you do with him?
    Well the mood of the party is perfectly clear.
    So if the crossbow using goblin is belligerent, Macsalin executes him, sticks the body out of sight for future disposal (no need for the next prisoner to get upset) and wakes the next goblin.
    Either each goblin co-operates fully*, or they die too.
    Shouldn't take long.

    *how did you know there were dwarves + a bear in this cave?
    where are the other goblins?
    how many are there?
    do you work with other creatures?

    P.S. We need to bring all goblins up above 0hp for this treatment.
    who is in charge?
    where are their headquarters?
    what sort of monsters live around here?
    My motto is "Never apologise, never explain."

    Sorry, I should say that I got that from Colin Hoult...

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