This post continues on from Part 1. Check that out if you want to know what’s going on prior to this point and why I’m doing it.
This is the second 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.

Going Down…
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.
Marching order is: front left, Pieter; front right, Marcus; rear left, Aethelred; rear right, Ellesan.
Pieter decides to scout ahead, down the passage and see what’s around the corner. He needs to test his Stealth skill (13), scores 15 to fail by a margin of two.
Moving to the corner, perhaps 10 feet, Pieter peers around the corner. He can see a long passageway, perhaps 30 feet or so, opening out into a chamber. The light flickering in the tunnel is coming from a large brazier burning in the chamber ahead. It’s a huge bowl of fire, maybe two or more yards across – it’s hard to say at this distance.
Does Pieter notice any trouble ahead? Pieter’s Observation skill is 9. He rolls 9. Pretty cool going, given that a 9 or less has about a 37% chance of success! Pieter notices movement within the room ahead and also sees the Goblin sentry peeking out from behind the north side of the passageway as it enters the chamber (the Goblin rolled 16, a failure by 4, for Stealth).
Does the Goblin sentry notice Pieter? The Goblin makes a Quick Contest of Perception vs. Pieter’s flunked Stealth roll. The Goblin has Infravision, giving him a +2 bonus to Perception, and he rolls 11 to succeed! Yes, the Goblin notices Pieter’s unstealthy spying.
Does the Goblin raise the alarm?
(Sure Thing) Yes and…
On the surface, a Goblin patrol returns and begins to wonder why their sentries are missing.

Combat order will be: Pieter, Bugbear, Marcus, Aethelred, Goblins, Ellesan.
A shout erupts from the Goblin ahead, warning Pieter that he has been spotted. He shouts a warning to his friends, and then readies his shield.
The Bugbear gets up from his bedroll and grabs his Knobbed Club.
Marcus advances 4 yards towards Pieter. Aethlelred advances as well. Aethelred can now see down the passage into the chamber. He has his bow and arrow in hand.
There are four Goblins in the room. They grab their gear, and stand up.The one Goblin on guard, who is armed with a bow, readies his bow to fire and steps into the corridor.
Ellesan advances down the passageway, following his friends. He can just about, past his friends nearby, see the Goblin with a bow.
Pieter moves boldly up the passage 4 yards, shield up and shortsword ready to stab.
The Bugbear moves into the passageway and stands near his Goblin archer compatriot. The Bugbear bellows an angry warning!
Marcus also moves forward with his large shield out in front and his axe ready to strike. He clanks forward 4 yards.
Aethelred uses his Heroic Archer ability to ready and fire in one second: he needs 13 or less and scores… 13! He’s targetting the Goblin who is 11 yards away (-5) and rolls to hit – scores 8!
Does the Goblin dodge (or try to take his shot)?
(50/50) No, and…
The Goblin will not dodge and, on top, will try to aim.
Arrow slams into the Goblin’s torso. Aethelred rolls 2 for damage, which just slams into the thick leather armour. No injury caused.
A Goblin with a bow runs forward, taking some limited cover behind the huge brazier in the chamber. The other two Goblins run forward to support their mates. The Goblin with the bow opens fire!
The archer with the bow chooses to aim at Aethelred.
Ellesan tries to cast Explosive Fireball – he invest 4 points of Fatigue into the spell. He rolls to cast, needing 14 or less and he succeeds. Next turn, Ellesan can choose to throw the Fireball, expand the Fireball, or hold it.
Pieter decides to make an All-Out Block (gives him +2 to Block an attack).
Bugbear makes an All-Out Attack (Determined), gaining a +4 to hit! He charges at Pieter, moving 3 yards, and swings the Knobbed Club! Scores 15. Pieter makes a Block – needs 15 or less and rolls 17, critical failure! The Bugbear rolls 12 damage, striking the torso – Pieter has 2 armour there, so that’s 10 points through.
Pieter rolls HT check to stay up – he scroes 6 to succeed. He’s also pushed back into the wall 1 yard from the strength of the blow. He rolls against DX to avoid falling down – scores 11 to succeed! Pieter clatters into the wall, takes 2 points of extra damage (4 reduced by 2DR from his armour) but keeps on his feet. He needs to ready the shield again before he can use it.
Marcus steps forward 1 yard into the Bugbear’s flank, swinging his axe! With a large shield, he’s 15 or less to hit – rolls 12. The Bugbear can’t defend (due to All-Out Attack on Pieter) so Marcus rolls damage with the Runic Shortsword, which is 1D+2 cutting – scores 2, giving 4 points total. Bugbear has no DR, so that 4 points to the torso. Nice!

Aethelred quick draws an arrow (scores 9, success) and then draws, aiming for the Bugbear, using Heroic Archer – rolls 4 for a critical success! I’m going to rule he can aim on top, giving him +3 with the Bow and -3 for the quick shot – a straight shot overall. Aelthelred steps 1 yard forward, reducing the range to 5 yards (-2) and looses! Rolls 11 (needed 14) and hits! The Bugbear can’t defend (he All-Out Attacked), so we roll damage to the torso 1D+1 impaling – scores 4, making it 8 points into the beast! Ouch! The Bugbear roars in pain as the arrow punctures its hide.
It being a Major Wound, the Bugbear needs to check HT – seeking a 12 or less, rolls 6 to succeed.
Goblins! The archer aiming at Aethelred shoots – it’s 9 yards (-4) and the Bugbear is in the way (-4), but the aim gives +1. The Goblin needs 6 or less to hit, rolls… 3! Critical hit! Crap!
Critical Hit Table, rolls 3d6, scores 8 – any damage penetrating DR will inflict double the normal shock penalty (to a max of -8). Goblin rolls damage 1D-1 piercing – but it’s a bodkin arrow which ignores 2 points of armour! Scores 2 damage, punctures Aethelred’s leather jacket but is slightly slowed by the leather armour below (layering armour FTW!) – 1 point through, plus 2 points of toxic damage asa follow-up due to the arrow being covered in monster drool. Yuk! Aethelred is hurt for 3 points of damage and suffers -6 penalty next turn for shock!
The second Goblin archer readies his bow. The other two move forward 4 yards each to support their buddies!
Ellesan steps forward 1 yard and could attack the space between the lead Goblins with his Explosive Fireball… but at severe penalties. Instead he opts to concentrate and expand the Fireball with four more FP. He’s reaching the limit of his energy though. Next turn, it’s all or nothing!
Pieter readies his shield against the Bugbear. He takes a step back along the wall too.
Does the Bugbear pursue Pieter (or confront Marcus)?
(Somewhat Likely) Yes + Event: Stop / Dreams
I’m interpreting that Event as a trigger for the Goblin above to move into the passage behind the party.
The Bugbear advances and attacks Pieter, rolling to hit with the Knobbed Club (16) and scoring 5 to critically hit! Roll on the Crit Hit Table, rolls 5 – the blow does double damage! Rolls 2D+2 crushing, scores 10 total. Eight to the torso puts Pieter to -10, aka -1xHP.
Pieter rolls to see if he dies – HT check, needs 12 or less… rolls… 14. Oh, dear. Pieter is smashed back 1 yard (knockback) and lands on his back, his chest caved in and his ribs puncturing his lungs. He dies immediately.
The Bugbear bellows in victory! “Rrrrrragggh!”
Marcus flanks the beast, swinging his axe he makes an All-Out Attack (Strong) and aims for the beast’s neck (-5) – rolls, needs 11 or less, scores 11. Nice! The Bugbear can defend at -2 for an attack from the side, so it tries to parry with the club – needs 9, rolls 10. That flanking move cost it the parry! Marcus rolls 2D+4 for the strike, scores 9 total. Cutting damage makes that 18 into the neck, killing the beast instantly! Marcus decapitates the Bugbear, the head rolling off 2 yards down the corridor! Hurrah!
Marcus completes his turn by stepping 1 yard into engagement with the lead Goblin.
Aethelred is next. He quick draws an arrow (success) and then takes an Heroic Archer’s (successful test) shot at the Goblin with a bow nearest. He rolls to hit – at 9 yards (-4) he needs a 9 or less. Rolls 12 to miss, the arrows sailing neatly over the Goblin’s head. Because there is a Goblin directly behind the target, we roll 9 or less and score 8 to hit! The Goblin tries to dodge, needing 8 or less, rolls 12 to fail. Aethelred rolls damage, 1D+1, scores 4. That puts 2 points into the rear Goblin knifeman. Really cool moment!
Now the fun begins! The Goblins above both climb down into the tunnel – Climbing is DX-5, on the rope -2: they need 4 or less under combat conditions. First rolls 10 to fail, the second rolls 12 to fail. They both slip and fall from halfway up, taking 1D damage as they land on the floor. I roll 3 points but I judge they can be standing in the corridor.
The party is suddenly outflanked!

This is where I realise I screwed up and Aethelred should have had a -6 shock penalty last turn. I am not a fan of retconning, so I will give him the penalty next turn.
Goblin lead archer draws another arrow. Goblin rear archer aims at Marcus. Rear Goblin knifeman moves up 4 yards.
Lead Goblin knifeman turns to face Marcus and stabs out. Rolls to hit, rolls 9 to succeed. Marcus can try to block with the shield (here’s where I remember he should have had a -2 penalty to hit due to the large shield, damn) at 12 or less. I am going to penalise him to 10 or less due to my mistake – call me crazy, but a retcon puts the Bugbear back alive! Rolls 12 to fail. The Goblin rolls 1D-1 impaling, scoring 5 total. Marcus has 3DR from his light scale armour on the torso, so 3 points go through and double to 6 damage. Ouch! Not quite enough for a major wound though.
Ellesan… oh, Ellesan. A hand full of Explosive Fireball. Two Goblins at the end of the corridor to his flank. He turns on the spot and throws the Fireball at the floor in front of them. Range is 5 yards (-2) but he gets +4 for targetting the floor. He’ll test Innate Attack (Projectile) at 14 or less… rolls… 14. Woo hoo! 2D damage to anyone within 1 yard – that’s both Goblin patrollers. Rolls 10 burning damage. That’s 8 through each Goblin’s armour – major wounds, forcing HT checks not to drop. The first rolls 12 to fail, the second rolls 15. Both are knocked down from the pain and are stunned. Very cool, Ellesan.
Pieter’s dead.
Marcus is wounded and suffering shock. He opts for All-Out Defense (Block) and steps backwards.
Aethelred fast draws an arrow (success), takes a step backwards so he can see the burning Goblins, and tries to use Heroic Archer again (fails). He readies the bow, targetting the nearest Goblin.
The two stunned Goblins need to make HT rolls to recover – the first rolls 13 to fail, the second rolls 6 to succeed. He can do nothing this turn but can act normally in the next.
The Goblin archers act: the lead archer readies the bow and points it in Marcus’ direction while the rear archer fires at Marcus. He was aiming (+1), is 15 yards away (-5), and has a friend in the way (-4) – rolls to hit, needs 5, scores 4. Oh my goodness! not only does he hit, but it’s a Critical Hit! Rolls on the table, gets 6: the blow does maximum possible damage. That’s 5 points onto Marcus’ torso where the big brute has 3 DR light scale armour. Bodkin arrow punches through that as if it was 1 DR of armour, so that places 4 points of piercing damage plus 2 points of toxic monster drool damage. Wowsers! Marcus reels back again, major wound forcing another HT check – rolls 7 to succeed!
The Goblin knifewielding psychos fight on! The rear guy moves 3 yards to be adjacent to Marcus. He choose to wait to attack. The nearer guy, seeing his mate go to Marcus’ left side, decides to make an All-Out (Determined) attack, giving him +4 to hit. He rolls to attack, needing 17 and scoring 12. Marcus tries to Block with the big shield – needs 14 or less, rolls… 14. Saved by the bonus for All-Out Defense!
Ellesan is knackered. He has only one Fatigue Point left, so magic is not really an option. He’s ok with the wizardly quarterstaff he has in hand, so he readies it and plans to hold his ground.
Marcus has a -4 shock penalty, he’s in pain and reeling. He decides to go All-Out Defence (Dodge) because that allows a half-move and +2 to Dodge this turn against all foes. He needs to get a breather, really. He moves backwards 1 yard (costs him both movement points to go backwards).
Aethelred shoots his bow at the Goblin getting up after the Fireball hit it. He shoots at +2 due to the Heroic Archer ability and his bow’s accuracy – thus, he needs 18 or less to hit. Rolls 8. The Goblin tries to Dodge, needing 8 but scoring 9. Aethelred rolls the 1D+1 impaling damage, gets 6, and places 8 points of damage through the Goblin’s thick leather armour. It’s enough to kill the Goblin outright. Nice shot!
The Goblin’s turn! The flamed Goblin rolls HT to recover from stun and succeeds! He does nothing but is back next turn.
The rear archer pulls an arrow. The lead archer aims at Marcus for +1 to hit next turn.
The two knifewielders close on Marcus – the first steps in and attacks! He rolls 5 and hits. Marcus tries to Block, needing 12 or less and rolls… 8. The second Goblin steps up and strikes too, rolling 16 to miss.
Ellesan remembers he has a bottle of Paut on his belt. He takes a Ready action to grab it up, and steps backwards 1 yard.
Marcus decides it’s all or nothing right now. He makes an attack on the Goblin to his right, slashing out with the axe. He needs 14 or less, rolls 14. The Goblin tries to parry with its shield, needing 9 and scoring 11. Marcus’ axe deals 2D+2 cutting damage, rolling 12 for 14 total. That’s 12 through the Goblin’s armour and an instant kill. The axe slashes into the creature’s chest and shatters its ribs, burying itself in the lungs.
“That’s for Pieter,” says Marcus, grimly.
Aethelred fast draws an arrow (success) and tries to get an Heroic shot off (success) – he looses the arrow at the prone Goblin, trading the -2 penalty for a prone target for a random hit location. At range 7 (-3) and with the Heroic Archer penalty (-3 but +2 from the bow’s accuracy), he needs 12 or less. He rolls to hit… scores 11. The Goblin tries to dodge but is -3 for being prone… needs 5, rolls 11. Roll for hit location, 3d6 – 13 is the left leg (I am suddenly reminded of RuneQuest!). Aethelred’s arrow does 1D+1 impaling damage, scoring 6. That’s 4 through, impaling doubles it, and that kills the Goblin. The arrow punctures the Goblin’s heart and it twitches once before expiring.
The four Goblins remaining are facing a combat reaction check to check morale. This is a 3d6 Reaction Roll. I don’t think the PCs seem much stronger than the Goblins but they are invading the Goblin’s lair, so I give a -2 penalty. Roll 8, total 6. This is Bad – the Goblins will fight unless outnumbered… which they aren’t. Fight on!
The rear archer readies his bow, drawing back the strind and pointing in Marcus’ direction. The forward archer looses the arrow aimed at Marcus – rolls to hit, needs 11 due to range and his buddy in the way, rolls 11. Marcus can try to Block, needing 12 or less. He rolls… 11. The arrow clatters of the big man’s large shield.
The knife-armed Goblin stabs in to attack Marcus, scoring 12 to strike on target. Marcus opts to Dodge but also Retreat – this gives him +3 to Dodge in return for moving a step backwards. He rolls to Dodge, needing 13 and getting 11. Marcus steps back 1 yard. The Goblin presses him and opts to step forward into the vacated hex. Marcus is being forced back!
Ellesan unstoppers the Paut bottle. He steps towards the cover of the exit tunnel.
Marcus attacks the Goblin in front of him. His axe slices out and he rolls to hit – scores 11 for a success! The Goblins tries to Block with his shield, rolls 11 to fail. Marcus buries the axe into its torso, rolling 2D+2 cutting damage – scores 10. With 8 points penetrating the leather armour, the Goblin takes 12 damage and is instantly killed. Marcus bellows loudly as the Goblin’s dead body falls off his bloodied axe.
Aethelred fast draws an arrow (success), turns to face the chamber, steps forward 1 yard and tries to pull off his Heroic Archer shot again (success). He shoots past Marcus, trying to hit the archer Goblin that’s aiming at Marcus. He is at 8 yards (-4) and shooting quickly (-1 total) – rolls 8 to succeed!
Will the Goblin try to Dodge?
(50/50) Yes, but…
The Goblin tries to Dodge, needing 8 and scoring 12 to fail. The damage is 1D+1 impaling, scoring 6. The arrow punches through the thick leather armour and inflicts 8 points of damage to the Goblin. That’s a major wound and the Goblin test HT – rolls 11 to succeed. The Goblin must pass a Will roll or lose the aim – he scores 16 to fail.
The Goblins are now outnumbered. The party appears tougher than the two Goblins, even if they are invading the lair. Roll 3d6 straight, score… 11 for a Neutral result. The Goblins will try to withdraw and see if the party backs off. The two archers turn and move backwards 4 yards respectively.
Ellesan drink the Paut. He’ll recover 4 FP next turn.
Decision Time…
Right then. We’ve got the Goblins running but Pieter is dead and Marcus is badly injured. The wizard is about to recover some Fatigue Points but it’s going to be a limited magical support for whatever is up ahead. I think the party would perhaps investigate the chamber but then try to rest. We let the Goblins run down the passageway that can be seen on the other side of the chamber. The party cautiously advances into the chamber. We’ll deal with Pieter’s body later.
This large 30’ by 40’ room has stone walls and a large brazier filled fire. There are numerous bedrolls on the floor around the edges of the walls. On the south wall there is an elaborate mural and some words written large across the top, although the language is unknown to anyone. The ceiling is about 12 feet high and supported by arches running from the four corners.
Ellesan suggests the party takes a break in here. Marcus agrees but wants to search the bedrolls first. Noone has the Search skill so it’s Perception at -5 by default. All three characters start tossing the Goblin’s bedrolls and going through their stuff.
To see how well they do, we test Search… or, rather, Per-5: Ellesan needs 8 but fails; Marcus needs 5 but fails; Aethelred needs 7 and also fails. I rule they only find stuff that’s not hidden away.
There’s nothing in the bedrolls but Marcus thinks to check the bodies of the dead Goblins and the Bugbear. He finds a small bottle of reddish-brown liquid in one of the Goblin’s pockets. He shrugs and decides to down it. It’s a Minor Healing Potion and so Marcus recovers 1D hit points – scores 4.
The party decides to rest. Each 10 minutes will allow Ellestan to recover 1 FP. Thankfully, as the fight lasted 8 seconds, there’s no Fatigue from the combat. The party risks resting for an hour.
Do the Goblins counter-attack during the hour?
(Somewhat Unlikely) Yes, and…
Damn. Ok. We’ll assume they strike in the first 10 mins on a D3 roll of 1, the second on a 2, and the third on a 3… rolls 2. That means Ellesan recovers 1 FP before the attack. There is a chance the heroes will be surprised.
I’ve decided that not only do the Goblins counter-attack but the Priest who’s in command comes with them, leaving his prisoners behind.
How stealthy are the Goblin attackers? Rolls Stealth… scores 10, a margin of 2. Do the weary adventurers notice? Let’s assume Aethelred stands watch and gets the best chance – he is the least injured and least in need of rest. His Perception is 12, the dark corridor gives -3 to vision with the brazier alight behind. He scores 12 to fail. Yes, the Goblins get the jump on the party.
But, for now, we’ll have to leave this until next session.
As small bottle of reddish brown liquid? I was thinking poison. Used to dip the tips of goblin arrows in.
Yeah, I can see that.
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