The players creep as near as they dare to the entry before charging in with weapons high to fall upon their startled enemy!
Fried, Leudigar, The Herald, Dopey, Wetzel, Karl, and Zem scarcely notice the broad chamber--a 60ft x 40ft mess-hall occupied by long benches--all they see is a gaggle of goblin-kind bunched intently over raucous game of chance.
The goblins look up a moment before the Men (ahem) crash down upon them, blades hewing and chopping. The almighty clatter is punctuated by blood-curdling crunches and squeals. Black goblin blood is flung wide, splattering the walls. Our heroes run over them in a tide; the bench is over-ended; dice, coin, and rat-skulls scatter wildly as goblins scream and turn to flee without even drawing their weapons. Alas for them the ambush is near-perfect and almost all of them are cut down before they make more than a few strides. Only two of the quickest goblins manage to escape the carnage; each hollering and belting down a separate passage at full tilt...
The Refectory Ambush
The ref dices for the number of hobgoblins present: 10 players would draw 3-18 hobgoblins 3d6 → 11. The ref rules these are off-duty regulars, so there's no leader-type accompanying them.
The hobgoblins are preoccupied with their game, so the ref deems the players have twice the usual chances to surprise: d6 → 4, so it's a surprise attack!
Fried, Leudigar, The Herald, Dopey, Wetzel, Karl, and Zem rush in and come to blows immediately, precluding any use of missiles or spells prior to melee.
The surprise segment is therefore a melee segment; a round of blows struck at +2 due to surprise, and +2 due to flanking positions:
Fried, Dopey, Wetzel, Karl, Zem (Man+1): 5 # d20+5 → [10, 10, 15, 10, 25], two hits.
The Herald (Man): 1 # d20 + 4 → [8], no hits.
Leudigar (2 Men-1): 2 # d20 + 2 → [18, 21], two hits.
Four hits all told: 4d6 → 20 hp damage (equivilent to almost six normal hits).
The ref dices some hp for the hobgoblins: 11 # d6 + 1 → [6, 2, 4, 3, 6, 2, 6, 6, 5, 4, 6]
So the first four are slain, and the fifth is dropped to 1 hp.
Four casualties of eleven is over one-third losses. Moreover, they have been attacked by surprise, so a morale check is called two ways: Hobgoblins are normally hard-nosed sorts (+1 morale), but two morale triggers (a surprise attack, and one-third losses) will cancel this adjustment: 2d6 → 3, so it's flee!
The surprise segment is concluded; the hobgoblins will attempt to flee in the first round.
It is traditional that fleeing figures be subject to a round of attacks at their backs if they cannot break off swiftly enough. The ref makes a note to research the particulars of this tradition, but meanwhile rules that initiative dice will determine how cleanly the routed hobgoblins will break off:
Initiative is diced: players: 1d6 → 6, non-players: 1d6 → 4, so the players will attack before the hobgoblins can break off the melee.
Fried, Dopey, Wetzel, Karl, Zem (Man+1): 5 # d20+3 → [14, 16, 14, 14, 12], four hits.
The Herald (Man): 1 # d20+2 → [5], no hits.
Leudigar (2 Men-1): 2 # d20 + 0 → [12, 20], one hit.
Five hits all told: 5d6 → 21 hp damage.
Five more hobgoblins are cut down!
So only two survive long enough to flee.
The quickest/farthest hobgoblins complete their 90ft move.
The ref assumes that the players have pressed forward 30ft during the preceding combat round, and therefore that the fleeing hobgoblins have a 60ft break.
The Refectory Ambush is concluded; it is a stunning victory for the players.
The two escapees have each vanished down separate passages. The players may choose to pursue, or not.
If the players do not pursue, we will switch back to dungeon exploration time, with the remainder of the turn being taken up with post combat tidy up.
What now?
[f=32]
Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak,
lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges;
torch[/f]