Combat Turn 1; Melee Segment
Now comes the
melee segment which comprises a number of rounds of combat.
In this case, the players' orders are unanimously to do battle; so it shall be. As no particular strategy is issued, the ref can only presume a free-for-all mêlée in which no particular tactical advantage is had.
Up to 3 rounds may be fought per turn, depending on what--if any--movement precedes fighting (S&S p17). In this case combat is already joined, so the full 3 rounds will be fought (if necessary).
Here come the dice.
The ref dices to determine what manner of goblinkind are these (1-4 goblin, 5-6 hobgoblin): 8 # d6 → [1, 2, 2, 5, 5, 6, 3, 3], so 5 goblins and 3 hobgoblins.
The ref dices for some Goblin hp:
Goblins 5 # d6-1 → [5, 4, 1, 2, 3]
Hobgoblins 3 # d6+1 → [5, 7, 3]
1st Round
One-handed weapons on both sides, so the ref dices for initiative: Players d6 → 6, Non-players d6 → 5. The players have it.
Zax, Akbar, Karl (FC Man+1) 3 # d20+1 → [3, 16, 15],
Brother Herald (FC Man) 1 # d20 → [6],
That's two hits: 2 # d6 → [6, 5], 11 hp damage.
So four goblins are slain!
One goblin attacks (FC Man-1): 4 # d20-1 → [7]
Three hobgoblins attack: (FC Man+1): 3 # d20+1 → [2, 17, 7]
The most evil attack targets (1=Zax, 2=Akbar, 3=Herald, 4=Karl) d4 → 1, so Zax (AC 2), hits d6 → 5 for 5 hp damage. Zax is reduced to 1 hp.
Greater than one-third losses, calls a morale check: 2d6 → 8, so uncertain (requires subsequent check next round).
2nd Round
Initiative: Players d6 → 6, Non-players d6 → 5 (again!). The players do have it once more.
Zax, Akbar, Karl (FC Man+1) 3 # d20+1 → [13, 11, 9] (13 would hit AC 6),
Brother Herald (FC Man) 1 # d20 → [19],
So two more hits: 2 # d6 → [5, 5].
Iesu! Two more are slain, leaving only two hobgoblins.
Two hobgoblins attack: (FC Man+1): 2 # d20+1 → [13, 15]
They target (1=Zax, 2=Akbar, 3=Herald, 4=Karl) 2 # d4 → [4, 1], so Zax (AC 2) and Karl (AC 4), Karl is hit d6 → 1 for 1 hp.
With uncertain morale last round, the remaining hobgoblins check morale again : 2d6 → 10, so a positive result; Turns out these hobgoblins have some spine in them.
3rd Round
Initiative: Players d6 → 5, Non-players d6 → 1. The players retain the initiative.
Zax, Akbar, Karl (FC Man+1) 3 # d20+1 → [18, 20, 9],
Brother Herald (FC Man) 1 # d20 → [12] (would hit AC 7, so miss by one pip--if The Herald were a Fighting Man he would have hit),
All up two more hits: 2 # d6 → [5, 1], total 6 hp damage, slays another.
One last defiant hobgoblins attacks: (FC Man+1): 1 # d20+1 → [5] a miss.
Thus concludes the first combat turn.
What are your orders for the next combat turn?
Remembering that player options during combat generally include "CONQUER, WITHDRAW, SURRENDER, OR DIE!" (Holmes, p21).
Nothing would preclude a bit of banter, either