Suddenly a salvo of javelins come flying out of the mine entrance, surprisingly well-aimed and falling among your party.
[Have each character make a L1SR on Luck. (20–Lk). Any character who misses the saving roll takes 2D6 worth of damage from a javelin strike. Armor will protect against the javelins, but shields won't. You don't have time to get them up. Remember to take the adventure points for the saving roll.]
After the flurry of missiles, five scaly green Goblins brandishing flint knives charge out of the mountainside. They are squeaking and squaling as loudly as they can, hoping to frighten you into turning and running. There is no time for magic before they are among you. Fight the battle.
[Each Goblin has a Con. rating of 16 and is armed with a flint knife. They get 2D6+8 in combat. They have no armor and no magic. If they ever seem to be losing the fight, they will break off and run back into the mine—losing being defined as they have more dead than you do. You won't be able to follow instantly, because they take you by surprise, and it may be an ambush.]
[There are several possible outcomes.
- You slay them all. They are worth 16 a.p. each, and you may roll 1D6 to see how many copper pieces each one has in its pouch. Don't forget to take their heads for the 10 gold piece bounty that Barnbuilder has promised. Take one of the choices in option 3 below.
- They slay your whole party. In that case, it's The End.
- Some of your characters die, or are badly hurt, in the battle, but you win. You get the rewards mentioned in option 1 above, but have to decide whether to go on into the mine, or gather what loot (and heads) you can and return to the village.]