Previous -- NextSeems reasonable. Or at least traditional. Meet new entities; kill them.
And I would like to thank
Dustan (Dustan Hache) for trying a helmet-removing maneuver. I set up a rule that any humanoid without a helmet suffers a "missing helmet while underground" penalty, but I'd had no reason to use it. Now we just have to see if it works!
. . . The ugly mug sergeant,
Durenadal,
John, ugly mug patrolmember A,
Dustan,
Frank, ugly mug patrolmember B.
Overseer is left out until and unless somebody goes and disturbs him.
Ugly mug sergeant's combat table as before:
Ugly mug sergeant's attack roll: 5, Succeed!
Damage roll (1d6+1): 3+1 = 4!
Dustan, HP: 11/15
Durenadal's combat table, throwing rocks with bare hands:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed weakly
5: Succeed
6: Fail by succeeding
Durenadal's attack roll: 1, Fail terribly!
Damage roll (1d4-1): 4-1 = 3!
Durenadal, HP: 10/13
John's combat table, now with iron pick:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed greatly
6: Fail by succeeding
John's attack roll: 6, Fail by succeeding!
Damage to ugly mug patrolmember A (1d6+1): 2+1 = 3!
Ugly mug patrolmember A, HP: 1/10
Damage to John (1d6+1): 4+1 = 5!
John, HP: 10/15
Ugly mug patrolmember's combat table, iron sickle:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed
6: Succeed greatly
7: Fail by succeeding
Ugly mug patrolmember A's attack roll: 4, Succeed!
Damage roll (1d6+1): 1+1 = 2!
John, HP: 8/15
Dustan and Frank are each trying a combat maneuver, which uses the basic results table:
Dustan's dehelmetization roll: 4, Succeed!
Frank's destandification roll: 2, Fail!
Ugly mug patrolmember B's attack roll: 4, Succeed!
(Randomly targetting Frank among the two attacking the sergeant . . . )
Damage roll (1d6+1): 2+1 = 3!
Frank, HP: 9/15
Blood!
Not always the right people bleeding, though.
Off to one side, Durenadal appears and tries to throw a rock at the weakened patrolmember. It's not just that he fails: it's that he gets in the flight path when John discards his unhelpful weapon, and Durenadal is struck in the leg by the spinning iron sword!
John does a little better with the iron pick, getting wedged in a weapon-lock against the patrolmember's sickle. Each side perforates the other. You weren't expecting this, and you jab yourself on the back of your weapon as well, but the patrolmember is almost at the end of his rope!
On the other side, the angry sergeant with the halberd swings back at Dustan and gets a moderate slash. You respond by smacking that skull cap right off his ugly mug!
Frank rushes up close and tries to take the sergeant down with a body slam, but once you've ducked under his arms you just wind up ducking past him completely. The one remaining patrolmember puts down the lantern he was tossed and leaps to defend his superior, hooking your shoulder and cutting it open with his sickle!
Overseer just, you know, leaves you to it.Result: 5, Succeed greatly!
But wait! You hear new footsteps pounding through the caverns! At least two more ugly mugs appear at the far end of this tunnel!(I keep having to jump into my copy of Dwarf Fortress, load up adventure mode, and drop an item like a helmet to see what symbol is used! Is there any way to identify the symbol of items outside of that? I had to make up one for the lantern, which is the thing against that lower wall.)
Now,
Dustan (Dustan Hache): you said you'd want to stab him in the neck, but with a weak success I'm just going to judge that your attack will be the first thing you do
next round. Can I presume you're using your mining pick for the stab? Your knife is on the ground nearby.