Ispitan – June 986

Posted: 5 March 2011 in Talomir Nights

A variety of family events and other uses for Table Mountain have disrupted the Talomir Nights campaign for weeks, so rather than wait for them to finish, I have used GM fiat to move the story into a dungeon, which I can do in a lot less space and time. Thus, Ispitan and Company discover that the entire current crop of the herbs they seek has been moved underground into a goblin lair.

First I decide that the largest figure will have a 2" base, thus setting the dungeon’s W parameter to 2". The party begins at the entrance to the lair, at the top (north) of the graph paper, and enters the first segment; I roll 4 on 1d6, so this is a chamber. The only place I can see to determine its size is the Beyond The Door table on p. 61, so I roll 1d6 on that and see the chamber is 4 x 2W in area – eight 2" x 2" spaces. I decide this will be a rectangular chamber, 4" east-west by 8" north-south. I now roll a 2 on the Doors in the Chamber Table (p. 61) and discover that there is only one additional door; it seems most logical that this would be directly opposite, in the south wall.

I roll 1d6 on the Traps Table (p. 58); 4, no traps. Next, I roll 2d6 vs Rep 3 on the Dungeon Awareness Table (p. 62), with a -1 to the Rep as this is the first chamber; 2, 1 vs 2 = pass 2d6, so the defenders are in a heightened stats of awareness and have 1d3+1 CV from the goblin army table as sentries in the first chamber. A roll of 3 tells me I must roll up 3 CV of defenders (3-4 on 1d6 counting as 2, +1 = 3).

I roll 2d6 for each, and get 8 (Black Moon goblin, CV 2), 7 (normal goblin, CV 1) – I now have 3 CV of opponents, so I can stop rolling. The placement rules on p. 62 tell me that the Black Moon goblin is halfway down the west wall, and his companion is in the extreme south-west corner. (Post-Game Note: I realise I got the placing wrong as I write this up, but it’s too late for that now. As they are highly alert, I should have placed them wherever they can cause most trouble.)



Start of Turn 1: “Kick down the door!”

The two sides are within 12" of each other, so we go to a Test of Wills (p. 22). Ispitan has Rep 3 and the Black Moon goblin Rep 4; the goblin has Frenzy so must pass at least 2d6, and Ispitan is a Star so can choose how many dice he passes. The goblin rolls 6, 2, 3, 5 and passes 2d6; Ispitan chooses to pass 3d6  and the party’s melee specialists check to charge.

We now move to the Wanting To Charge table on p. 24, and both sides roll. Goblins roll 4d6 (their highest Rep) vs 3: 1, 2, 4, 4 and pass 2d6. Ispitan as a star can choose his number of successes and picks 3; so all charge and both sides may fire and cast. The goblin near the other door is the obvious target as he can run for help more easily, but he is out of range for a charge, so perforce we will pile in on the nearest goblin – never mind, his friend is counter-charging. Now we’re in melee. It’s not clear to me from the rules when the second goblin should roll to Sound the Alarm, but if I were him, I’d do it now, so I’ll roll. 1d6 roll of 6 shows that he makes a break for it through the other door. This triggers a Stop Him! test for anyone who is missile armed and has line of sight – I’m counting casters as missile armed, so Ispitan gets to roll (Rep)d6: 1, 3, 4 = pass 2d6. Ispitan can now fire at the goblin’s rapidly retreating back, and opts to cast Paralyse in Place. Ispitan rolls (Rep-1)d6 (because he is moving – a bad idea, I know) and the goblin rolls (Rep)d6. Ispitan gets 2, 3 and passes 2d6; the goblin gets 1, 2, 5 and passes 2d6. The Spellcasting Table (p. 24) doesn’t have a row for “Scores same number of successes”, so I roll 1d6 to decide so that the game keeps moving; 1-3 fails, 4-6 succeeds. A roll of 5 means I’ll count it as a success; the goblin is paralysed in place and misses his next activation.

Meanwhile, back at the dogpile, the Black Moon Goblin rolls (Rep)d6 vs 3: 3, 4, 5, 5 and scores one success (he gets an extra die for Frenzy but loses one for being outnumbered). Rufus rolls 1, 3, 5, 5 and scores two successes. Eyjolf rolls 4, 4, 6, 6 and scores two successes. Galen rolls 1, 2, 4, 6 and gets three successes. In WHAA, each combatant uses the same result against all opponents. So, Rufus beats the goblin by one success, which pushes him back 1” and costs him 1d6. Eyjolf does the same. Galen beats the goblin by two and scores a telling blow, so we check for penetration. Galen’s sword is a hand weapon (I use the basic weapons tables), so its Impact of 5 vs the goblin’s AC of 4 means the armour is pierced and he is now Out Of the Fight.

(Strictly, the Rules As Written call for a series of rerolls with decreasing numbers of dice, but I go with the result of the first set of rolls for speed.)

I did take a picture at this point, but it’s so blurry even I am too embarrassed to post it. Must try using a real camera instead of my cellphone.

Turn 2

Activation: The goblins can’t activate (one is OOF and one is paralysed), but the party could still fail to activate, so I roll for them; a 2 means they’re OK. The fighters move up to deal with the paralysed goblin; as they are more than half a move away this requires a Wanting to Charge roll, but Ispitan can choose the number of successes and a paralysed goblin doesn’t get a vote, I feel, so in they go. Ispitan doesn’t much fancy melee, so turns to face the Black Moon goblin in case he is not as OOF as he seems. (It’s a habit I want to get into for All Things Zombie.)

Rufus rolls 1, 1, 2, 5 = 3 successes; Eyjolf rolls 1, 4, 4, 4 = one success. Now the goblin is paralysed, but that means he can’t move and can’t activate – any other figure in that state would be able to defend himself in melee, so I figure he can, too. His melee modifiers cancel out and he rolls 1, 3, 5, 6 for two successes. The combat continues but the goblin has lost 1d6 and is pushed back, so I’d better see what’s beyond the door. I roll on the table on p. 61 and get a 1 – a special. A second d6 roll reveals this is a dead end! I decide this is an alcove with whatever treasure there might be in it.

A melee continues unto everyone is OOF, OD, or rolls are evenly matched, so we go again. The goblin passes 1d6, Rufus 3, and Eyjolf 2. Rufus pierces the goblin’s armour and he is OOF.


End of Turn 2: Take that, greenskin scum!

I could set aside Possible Enemy Forces as per p. 63, but since I can’t go any further into the lair there is no point. The party has now cleared a chamber so may check for loot; roll 2d6, and no modifiers apply. We get a 5 – “some items of interest”. That’ll be the herbs, then. Mission accomplished, and we can start back to Sable’s tower. Time to roll for advancement – with some trepidation, as my Stars usually get worse when I do this.

True to form, Ispitan loses a point of hardiness – from the cold, I suppose. However, his Social Standing increases; no doubt due to the promotion Sable will bestow upon him if he lives to return. I’m not bothering to track advancement for the Extras, so that’s it. At least he didn’t lose any more Rep. Now, we just have to get back home.

Name Class Rep Hard Weapon AC Move Notes SS Align
Ispitan Missile 3 2 Staff 2 8” Caster 4 TW
Rufus Melee 4 Sword 4 6” SS
Eyjolf Melee 4 Spear 2 8” SS
Galen Melee 4 Sword 2 8” Healer SS
Black Moon Goblin Melee 4 Sword 4 6” Frenzy
Goblin Melee 3 Sword 2 6 Frenzy


Credits: Rules – Two Hour Wargames’ Warrior Heroes. Tiles – The Other Game Company’s Dungeon Bash. Figures – eM4 Elfsera range. Counters – WotC Dungeons & Dragons 4th Edition for NPCs, THW Yahoo! group for status markers.


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