Sirianndur of Greywood stayed in hiding near the mine while the rest of the players went back to town to heal and equip. The elf managed to bag another goblin who cautiously investigated the outside of the mine, but the rest stayed within. When Sam, Ardonn, & Quelial returned, along with the new member Cyril, we entered the mine to rescue the other hostages. Sam did much better this time by using the cantrip Sacred Flame. After killing two orcs and two goblins, the remaining two goblins slaughtered one of their two hostages to show that they weren’t kidding and that if we advanced, they would kill the other. An arrow through one of their heads settled their hash, and the other one surrendered. We freed the remaining hostage, fed him and sent him back to town. After freeing a goblin (Smern) who had been tied up by his buddies because he refused to hurt the humans, we made him a henchman. We then fought two giant spiders, after which we need to return to town again for healing. We took the hostile captive goblin to town. Siriandurr is going to let him explain to Umie’s relatives why his fellow goblins slaughtered the miner. If he doesn’t survive the explanation, there will at least be justice for the townspeople of Llost. There remain five hostages unaccounted for, so we’ll head back to the mine tomorrow.
Roll20.com screwed up during the game. While moving an object from one layer to another, the DM accidentally revealed the entire map. He was not happy, but made due with putting a big black square over the rest of the map. The dice function does not seem to be very random, so we’ve also taken to using regular dice instead.