Four adventurers are on the trail of some Goblins who have abducted a local young woman as she was walking home from the village inn the night before. She was taken alive and bundled off into the woods. Aethelred, Ellesan, Pieter, and Marcus have volunteered to track the Goblins and rescue the woman. The trail was easy to follow and the party now stands at the east side of a clearing. There are two Goblins visible, apparently guarding what looks like a square hole in the ground.

What’s This About?
I decided that the best way for me to begin to learn and master the GURPS system and Dungeon Fantasy genre books was to play some solo self-play. What I mean is to run myself through a short adventure using characters I built.
I decided to use an adventure I wrote a while back, “The Lost Tomb of The Dragon Knights” – it was originally a 5e adventure and then I updated it for Mythras Classic Fantasy.
I built four characters – Aethelred, Ellesan, Pieter, and Marcus – using the Dungeon Fantasy 125-point templates in DF15: Henchmen. Aethelred is an Archer, Ellesan is a Wizard’s Apprentice, Pieter is a Skirmisher, and Marcus is a Brute.
This is the first part of my typed up solo report, recorded using RPGSolo.com. As ever, it’s a blend of emergent fiction and how the game is played mechanically. It’s pretty much unedited, however, so there are likely mistakes and typos.
I was using GURPS Dungeon Fantasy and the Mythic GM Emulator automated via RPGSolo’s website. Enjoy!
At The Goblin’s Lair…
There are two Goblins visible, apparently guarding what looks like a square hole in the ground. The Goblins appear to be armed with bows, arrows, long knives and shields. They are near the far side of the hole, conversing quietly in the morning air.
Are the Goblins surprised? An Initiative test is due because the Goblins are ready for trouble but don’t yet know the party is here: each side rolls 1D; Goblins at -2 due to lack of leader; Party leader is Pieter who has Combat Reflexes and Tactics skill, +3 total. Goblins roll 4 to score 2; Pieter rolls 4, scores 7. The party is unsurprised and has partial initiative: on their turn the Goblins have to make IQ tests to recover from stun.

Combat order based on Basic Speed is: Pieter, Aethelred, Marcus, Goblins, Ellesan.
Pieter breaks the cover of the treeline and lumbers forward, shortsword and buckler in hand. He moves 4 yards.
Aethelred has his bow ready and aims at the Goblin to his left.
Marcus also break covers and moves forward four yards, axe and shield in hand. His armour clanks and the scales glint in the morning sunlight.
Ellesan concentrates and tries to cast the Smoke spell. He envisions a three-yard radius cloud centred where the right-hand Goblin is standing. The near edge is 15 yards away, so it’ll be a -5 penalty to cast; the 3 radius area will cost 3 Fatigue Points (FP). Ellesan knows the spell at level 14, so he needs a 9 or less… not great odds. He rolls 17 – a critical failure! Rolls 3D on the Critical Spell Failure Table: 12. The spell produces a weak and useless shadow of the intended effect; the air around the Goblin to the right thickens slightly as the air heats but a breeze blows across the clearing and dissipates the effect before Ellesan can recover his concentration. 3 FP lost.
Almost forgot the Goblins: the left-hand Goblin does nothing and tests IQ (9) – rolls 6 and recovers from the stunning event of adventurers moving in; the right-hand Goblin rolls 13, failing as he is distracted by the momentary smoke ring forming around him but begin blown away on the wind.
Pieter is running forward. He gains +1 yard of movement from sprinting and moves 5 yards closer to the left-hand Goblin.
Aethelred looses the arrow aimed at the left-hand Goblin! Range is 18 yards (-6) but he is aiming (+2 from bow’s accuracy); his Bow skill is 16, so he’s testing at 12 or less: rolls 11… the shot is on target. The Goblins tries to Dodge – 8 or less, rolls 8 to succeed! The arrow whistles close by the Goblin’s head and harmlessly off behind.
Marcus is out and out running at the right-hand Goblin, moving 5 yards closer.
The right-hand Goblin makes an IQ test at +1 for the second turn – will he overcome the mental stun? Rolls 13… so, no then.
The left-hand Goblin readies his bow – he already has an arrow in hand – and points it towards Pieter.
Ellesan decides he needs to close the gap, breaking cover and moving 5 yards forward.
Things do not appear to be going well for the party, although there are only two Goblins and one seems to be somewhat inactive. Pieter runs towards the right-hand Goblin, raising his buckler and bringing the sword in tight ready to stab. He moves 5 yards.
Aethelred is a Heroic Archer: he tests Quick-Draw Arrow (15), rolls 11 to succeed; he tests Bow at -3 to immediately ready it – rolls 10 to succeed. He can immediately shoot at -3 to hit, but counts his Bow’s Accuracy even without aiming. Range 18 yards (-6) means his effective Bow skill is 9 – rolls 9! Yes! Goblin is aiming… so it can Dodge but will lose the aim if it does.
Does the Goblin Dodge? (50/50) No.
The Goblin opts not to Dodge. The arrow slams into its torso! Thick leather armour is DR2. Arrows does 1D+1 impaling damage = rolls 4, for 5 total. Three points go through, impaling is x2 = 6 damage! The Goblin is badly wounded – in fact, it’s a major wound! Makes a Health (HT) roll, 11 or less – rolls 12. The Goblin is stunned and knocked down! He drops the bow and arrow, crumples prone and onto his side, clutching the arrow site, but doesn’t fall unconscious. Nice shot!
Marcus continues his run at the other Goblin, the one to the right. Moves 5 yards closer.
The Goblin on the right test IQ+2 – rolls 14 to fail again! Still mentally stunned. Perhaps the sight of the huge six-and-a-half foot barbarian lumbering towards him is a bit too much.
The injured Goblin can Do Nothing and test HT to recover from the stun – rolls 12 to fail. He’s not reacting yet – although the initial shock from the pain is subsiding a little.
Ellesan walks forward, closing the distance another 5 yards, although conscious of not blocking Aethelred’s view.
Pieter is three yards from the wounded Goblin. He decides to Move and Attack – going for a nice stab to the creature’s body. He can make an All-Out Attack with the Runic Shortsword, moving 2 yards and then opting for a Strong stabbing strike to the torso. His Sword skill is 17, he rolls 8. The Goblin can try and Dodge at -4, needing a 4 or less – rolls 7 to fail. The blade strikes the Goblin in the torso! Rolls 1D impaling, increased by +2 for the Strong strike = rolls 6, total 8 damage. The blade penetrates the thick leather jerkin (DR2) and inflicts 6×2 = 12 damage. The Goblin suffers another major wound, testing HT – rolls 7 to succeed. He’s already stunned and prone, however, so that makes little difference. The Goblin is into negative Hit Points (HP) so will have to test HT every turn or fall unconscious. Blood bubbles from the arrow wound and a splash of red covers the nearby grass as Pieter’s sword pulls back out.
Aethelred tries to fast draw an arrow (rolls success) and tests to heroically ready the bow (fails). He takes a Ready action to ready the bow.
Marcus is three yards from the Goblin – too far to reach easily. He could make a hasty attack (Move & Attack) but sees the Goblin looking vague opts simply to close. He moves 3 yards up adjacent to the gaping Goblin.
The Goblin on the left test HT to stay conscious, rolls 5 to succeed. He rolls HT again to recover from the stunning effect of the arrow – rolls 12 to fail. Lucky for Pieter!
The Goblin on the right rolls IQ+3 to recover from mental stun due to surprise – rolls 11 to succeed! Yay for him! Shame there’s a hulking barbarian standing in front of him, eh?
The Goblin can only Do Nothing this turn but will act normally afterwards.
Ellesan moves 5 yards closer to the hole, trying to peer in. He rolls Perception (13 or less), scores 11. He can see there’s a sturdy-looking rope pinned by an iron spike at the top that runs down into the dark hole. As Ellesan is only 1 yard away, he can see the hole is about 2 yards deep and at the bottom is a stone-flagged floor. Odd.
Pieter decides to try and finish the Goblin. He aims for the creature’s neck (-5) and slashes with a strong blow from the sword – rolls 11 to strike on target. The Goblin tries to Dodge (-4) and rolls 7 to fail. Pieter’s sword strikes for 5 points of damage to the neck, putting 3 points through the armour. The neck increases the 1.5x cutting effect to 2x damage = 6 points through. The Goblin takes another major wound! He’s at -1xHP and must make a HT roll to avoid dying. Goblin rolls 13 to fail. The blade sings through the creature’s neck and decapitates it! Victory to Pieter!
Aethelred can see the Goblin on the right at 18 yards distance (-6), engaged by Marcus but the big man is not in the way at this angle. He counts as always having the accuracy bonus (I forgot this earlier) so his effective Bow skill is 16 + 2 – 6 = 10. He takes the shot – rolls 8. The Goblin is recovering from stun and can Dodge as normal, rolling 8 to succeed. The arrow whistles past!
Marcus swings his axe at the Goblin. He decides, given that the creature has a bow in hand, to risk an All-Out Attack (Strong) and throws his weight into the strike – rolls 12, a strike. The Goblin tries to Dodge, rolls 12 to fail. Marcus strikes the torso for 2D+2 cutting damage, +2 for Strong Attack – he rolls 7, scoring 11. The thick leather stops 2 points, putting 9 through at x1.5 for cutting = 13 damage. That’s enough to put the Goblin into negative HP and is a major wound – the Goblin rolls HT, scores 14, and fails. He drops the bow and arrow, drops prone, and is stunned. Felled in one blow!
The Goblin can do nothing but try to recover – rolls HT, scores 15 to fail. He’s stunned!
Ellesan concentrates and casts Flame Jet, putting 3 FP into the spell. He rolls to cast needing 14, scoring 13. He can fire the Flame Jet up to 3 yards, he targets the prone Goblin and directs the flame from his hand – Innate Attack (Beam) at 12, range 3 yards (-1). Ellesan doesn’t mind where the flame hits, so he will roll random location instead of suffering -2 to target the Goblin’s torso. Rolls 4. Nice – a critical hit! He will not expend the FP and rolls on the Critical Hit table – rolls 13: whatever gets through, it’s a major wound. Rolls 3D burning damage, scores 11. Rolls location, 11 is the Groin. Ouch! The Goblin rolls HT for taking the major wound, scores 12 to fail. The smell of burning flesh and the waft of heat washes over nearby Marcus.
Pieter moves 4 yards around the west side of the hole, moving to the Goblin’s rear.
Aethelred decides to break cover and jog over towards the action. He moves 6 yards.
Marcus decides to make an All-Out Attack (Strong) on the Goblin. He rolls to strike with his axe, scoring 9 for an on-target attack. The Goblin dodges at -4, rolls 12 to fail. 2D+4 damage, 13 scored. Penetrates leather armour with 11, cutting makes it 16 damage. That’s -2xHP for the Goblin and it needs to make two HT checks to avoid death – first roll is 10, a success; second is 8, also a success! Amazing! So, that’s a major wound… another HT test, rolls 9 to succeed. That’s gotta smart though, right?
Ellesan decides to maintain the Flame Jet spell (3 FP) and makes an All-Out Attack (Determined) to hit the Goblin. Again, he’s not targetting anything specific. Can move up to half move, so strides forth 2 yards, and then lets the flames rush from his fist. Rolls Innate Attack (Beam), scores 10 and is on target. The Goblin can dodge at -4, rolls 11 to fail. 3D of burning damage rushes and strikes – rolls for location, scores 12 – the left arm. Rolls 9 damage, that’s 7 through the leather and enough to burn the arm up totally, rendering it useless. The Goblin takes another major wound, rolls HT, and succeeds. Wow! Burning flesh, melted arm, and still he’s conscious.
Forgot to see if the Goblin recovers from stunning – rolls 10 to succeed. He does nothing but is no longer stunned.
Pieter makes an All-Out Attack (Strong) aiming at the Goblin’s neck from behind it. 12 or less to hit – rolls 9. No defence possible. Rolls 1D+4 cutting damage, scores 6. The leather is cut through, placing a total of 8 damage into the neck. The Goblin is below -3xHP, so takes a HT check – scores 13 to fail. Pieter decapitates the Goblin, knocking the head several yards off towards the treeline.
Brutal stuff. The fight is over, all of 7 seconds of action. The battle took less that 10 seconds so there are no Fatigue effects.
Marcus and Ellesan drag the Goblin bodies into the tree line and gather the two heads to place with them. The party then climbs down the rope, taking their time to do so. Ellesan fails the roll and slips from halfway down, suffering 1 point of damage from the fall. Ouch!
There is a stone-flagged corridor, about two yards wide, heading northward. While there is light from above, the corridor quickly becomes dark but a flickering light can be seen ahead from around what appears to be a bend to the right. Taking a deep breath, the party decides to press on.
Afterword…
I made a few mistakes in this encounter. The biggest was to treat the Goblins as full-fledged NPCs and fight them until they died, rules-as-written. The advice in DF2: Dungeons is to have regular foes die at zero hit points and only fight major NPCs to the absolute end. Still, it was fun!
Part 2 tomorrow!
As I learned handily from DF Whiterock https://dfwhiterock.blogspot.com/?m=1
It is a faster combat if you roll the death checks before the unconsciousness rolls. I use a lot of low-level characters so I often treat 62 pt guard+race opponents as worthies rather than mooks. When the PC’s are 250+, they go down on one hit, and 125point opponents are worthies.
Thanks, Gwythaint! I started rolling death checks first in this morning’s session and it went quicker, good spot. Thanks for the link too!
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