TEXT: 244
  TIP: 
  Knights of the 
  Dinner Table is the
  award winning
  monthly gaming
  magazine/comic
  published by 
  Kenzer and 
  Company.
  In addition to the
  characters and
  strips, KODT pres-
  ents a monthly dose
  of gaming articles
  — including official
  HackMaster mon-
  sters, NPCs, new
  rules and articles
  useful to both play-
  ers and gamemas-
  ters. For more
  information go to
  www.kenzerco.com
  An illustrated example of play
  Sometimes a rule can seem confusing until you see it in play. With
  that in mind let’s take what we’ve learned and see some of the rules
  used during an actual game session.
  For this example we’re going to have a little fun and see how the
  characters from the popular gaming comic book, Knights of the
  Dinner Table handle themselves playing HackMaster.
  B.A. will be stepping behind the screen as the Gamemaster. He’s
  prepared a special adventure to introduce his players to this edition
  and they’ve shown up with new characters for the occasion.
  Note: the characters listed here are abbreviated representations of
  player characters used in the adventure —  reduced to only the essential
  information needed for that purpose (i.e. primary
  ability scores, quirks, flaws etc are not listed).
  KNUCKLES
  Proficiencies: shield 
  proficiency. light crossbow 
  Equipment: leather armor,
  small shield, dagger, light
  crossbow, 5 bolts
  Player: Bob
  7 (5)
  6
  +3
  +6
  2
  2d4p
  0
  0’
  THRESHOLD
  6
  Dagger
  Light Crossbow
  20
  6
  +3
  +2
  2
  2d6p
  0
  0’
  THRESHOLD
  6
  S
  RANGE (ft)
  ATK DIE
  5-60
  d20p
  61-100
  d20p-4
  101-140
  d20p-6
  141-180
  d20p-8
  NOTES: Knuckles pur-
  chased the shield profi-
  ciency. He is also proficient
  with light crossbowbut he
  couldn’t afford one during
  character creation.  He ob-
  tained his weapon in the
  early stages of the dungeon
  from a fallen foe
  Race: Dwarf
  Class: Thief
  Level: 1
  Size: Medium
  Movement: 5
  Alignment: CN
  Luck Points: 21
  Honor: 15
  Fatigue: -1
  Hit Points: 25
  the ninth
  Noir Lotus
  Equipment: thick robes,
  staff
  Player: Brian
  13
  8
  +3
  +3
  1
  2d4p
  -2
  +2
  7’
  THRESHOLD
  7
  Staff
  /
  Spells: (A) Feat of Strength,
  (A)Springing (J) Aura of Protection,
  (1st) Scorch
  Race: Dwarf
  Class: Mage
  Spell Points: 140
  Level: 1
  Size: Medium
  Movement: 5
  Alignment: LN
  Honor: 10
  Fatigue: 1
  Hit Points: 26
  Justinia VII
  Equipment: Leather
  armor, longsword
  Player: Sara
  10
  8
  +1
  +1
  2
  2d8p
  -3
  3
  3.5’
  THRESHOLD
  7
  Longsword
  Spells: Know North, Cure Trifling
  Wound
  Race: Human
  Class: Cleric (The True)
  Level: 1
  Size: Medium
  Movement: 10
  Alignment: LG
  Honor: 16
  Fatigue: 2
  Hit Points: 29
  El Ravager
  Equipment: leather armor,
  medium shield, battle axe
  Player: Dave
  11
  9
  +4
  +7
  2
  4d3p
  +3
  1
  3’
  THRESHOLD
  7
  Battle axe
  M
  NOTES: El Ravager has specializa-
  tion of +1 Attack, +1 Damage & 
  -1 Speed  with his battle axe
  the fifth
  Race: Human
  Class: Fighter
  Level: 1
  Size: Medium
  Movement: 10
  Alignment: N
  Honor: 12
  Fatigue: -2
  Hit Points: 30
  
  245
  THE PLAYERS
  okay — your SEARCH of 
  the cavern turns up 
  nothing else of value.
  oh no... there’s
  gotta be MORE to it.
  those guys FOUGHT
  tooth and nail.
  where’s the 
  GOOD STUFF, b.a.?
  HAAA! for YOU
  losers maybe!!
  \ SCORED a frickin’
  LIGHT CROSSBOW
  off that ONE 
  dude’s body!!
  \ can scratch
  THAT off 
  my wish list..
  by the way, B.A...
  \’m makin’ sure 
  this thing is in
  WORKING ORDER.
  hrrmph -- well it
  would be NICE
  if you did yer JOB...
  c’mon, MISTER THIEF.
  how ‘bout searchin’
  for SECRET DOORS?
  dave’s RIGHT, 
  bob. there’s 
  GOT to be
  more to 
  this place...
  alright, alright... \’m on it. 
  stand back - gimme some room.
  b.a. \’m gonna check the
  WEST WALL of this chamber...
  looks suspicious.
  okay,
  roll
  for it.
  The Goblin Caves of Dak Skeer
  hoping to shave a day off their TRAVEL TIME to the town of GILOREALON (perched on the sleepy shores of
  RANDDOR LAKES), the KNIGHTS OF THE DINNER table decided to take a SHORT CUT through the KALALI FOREST. 
  unfortunately, a THUNDER STORM soon set in and the party quickly found themselves lost as a HEAVY FOG
  set in. after many hours fighting their way through the twisty-gnarled undergrowth they stepped into a 
  small clearing — where the dark, inviting maw of a LARGE CAVE stood. as four GOBLIN guards drew 
  swords and shouted an alarm the party found themselves engaged in an unexpected fight for their lives...
  you SEARCH 
  the side 
  passageways
  but to no AVAIL.
  it appears 
  they lead 
  nowhere
  but to 
  DEAD ENDS.
  say what...? that little bit of NOTHING was it?
  just FOUR stinkin’ GOBLINS and a few silver pieces?
  b.a. \ dance
  a VICTORY JIG!!
  how many
  BOLTS were in
  that POUCH?
  hrrmmph..
  hardly
  worked up 
  a SWEAT.
  complete 
  waste
  of our TIME.
  they did
  seem to be
  FIGHTING
  dearly to
  guard
  “something”
  there
  are
  FIVE bob.
  kewl
  beans!
  -snicker-
  EXAMPLE OF PLAY LEGEND
  ACTION COUNT:
  1
  shooka
  shooka
  shooka
  shooka
  1
  A shows the exact “Count” in seconds
  during combat.
  Player character token.
  Combat ring — indicates target
  is being engaged in an attack.
  Monster token
  Dead Monster or PC.
  Combat Rose: this a tool
  to present all the combat
  essential data for PC, NPC
  or Monster at a glance.
  Also used in the Hacklo-
  pedia and the new
  HM character sheets.
  
  24 6
  SKILL CHECK: LISTENING
  CHECK FOR SECRET DOORS
  ONE SCRUTINY CHECK LATER
  good job, bob!
  KNUCKLES 
  discovers part 
  of the cavern 
  wall is FAKE
  -- it actually 
  SLIDES back.
  revealing
  a hidden
  CORRIDOR
  behind it..
  Bob used his
  Scrutiny Skill here
  to search for secret
  doors.
  Bob rolled against a
  difficulty set by the
  GM.
  See Skills, page 186
  you got it,
  dude. SARA
  hold that
  TORCH up
  high!!
  whoah,
  DOWN, cujo.
  bob’s got a 
  CROSSBOW now.
  and \ got a SHIELD.
  \ need BOTH hands
  to cast my SPELLS.
  okay, fine.
  whatever.
  A SHORT DISTANCE LATER...
  you enter another NATURAL CAVERN.  
  your TORCHLIGHT reflects 
  off the damp stone walls...
  revealing two passages, 
  one to the right 
  and one on the left, 
  both areas appear to 
  open into OTHER CHAMBERS.  
  oh boy..
  HERE we
  go guys..
  TORCHES!
  bad guys
  must be
  CLOSE!
  uh huh...
  just what \
  THOUGHT...
  DEAD END
  my ass...
  and \ certainly
  can’t be carryin’ 
  a TORCH around.
  there are 
  several 
  TORCHES on the 
  wall here -- 
  casting EERIE
  SHADOWS...
  everyone
  make
  a LISTENING
  SKILL CHECK.
  Here BA asks the players to make a Listening check
  to see if they can hear the goblins waiting to ambush
  the PCs in the other room.
  This is a real skill check, but it could easily be a decoy
  from a clever GM simply trying keep his players on
  their toes.
  � Bob’s Listening skill is 50. He rolls an 42 on d100p
  for a total of 92.
  � B.A. rolls a Sneaking check for the Goblins, getting
  an 89 and adding the goblins’ Sneaking skill of 17 for a
  total of 106.  
  Since Bob’s roll is lower than the Goblins’ total, he fails.
  Dave, Sara, and Brian do the same thing, but all fail as
  well.
  See Opposed Checks,  page 155
  aside from the sound of water
  dripping from ceiling somewhere
  in the distance, the room is QUIET.  
  hrrmph...
  QUIET 
  indeed.
  alright, dave keep an eye on the right tunnel. 
  \’ll check
  out the left. 
  sara yer
  with me.
  roger
  that!
  let’s
  do it
  keep those
  weapons at
  the READY..
  ok, dave, PEERS into the right hand tunnel.  
  it opens into a dark foreboding chamber that
  SWALLOWS up the LIGHT from the torches.
  okay - \’m not 
  going any FURTHER. 
  \’ll just STAND
  there and keep watch.
  you hear the
  ECHOES of
  dripping water
  and the odor of
  foul rotting
  meat waifs
  through the air.
  eeew.
  bob you and
  sara VENTURE into
  the OTHER tunnel -- 
  the light from your
  TORCH reveals an
  IRREGULARLY shaped
  chamber.
  it’s about 25 
  FEET in WIDTH 
  and FIFTY to SIXTY
  feet in length...
  okay, KNUCKLES
  will take POINT...
  dave -- you 
  get my BACK.
  and WHY
  exactly am \
  playing TORCH
  BEARER again?
  CUJO...?
  NOW WE’RE TALKIN’.
  somethin’
  must’ve
  DIED.
  shooka
  shooka
  
  247
  COMBAT: SHIELD HIT
  GAAA!!
  BA has ruled
  since the 
  players were on
  guard and 
  prepared for
  “something”
  that they can
  roll 1d10 for
  initiative.
  Knuckles, being
  a thief, will roll
  1d8 instead.
  See Initiatve,
  page 216
  \ got a 4!
  right behind
  you with a 5
  drats! a 9
  -sigh-
  9 here
  as well.
  Note: BA doesn’t have to roll initiative
  for the goblins! They were lying in wait
  to ambush the PCs (having heard the
  previous combat in the other room).
  Since they were ready they can attack
  right away at 1!
  See Ambushes, page 218
  the CHAMBER bends to
  the LEFT at the other end
  -- toward what APPEARS
  to be a LARGER cavern.
  the flickering 
  GLOW of TORCH LIGHT
  comes from that area.
  and BACKLIT 
  just at the 
  entrance...?
  three small 
  hunkering forms
  with BEADY
  yellow EYES..
  everyone
  roll for a 
  INITIATIVE!!
  make it
  a D-10.
  WE GOT
  GOBOS!!
  you DO 
  realize 
  it wasn’t
  LOADED...?
  GOBLIN
  20
  6
  +3
  +2
  2
  2d6p
  3
  by
  weapon -1
  THRESHOLD
  8
  Crossbow
  /
  Size: Small
  Movement: 5
  Hit Points: 20
  okay guys...
  you’ve got THREE
  goblins armed
  CROSSBOWS...
  readied and 
  aimed at YOU!!
  here
  comes the 
  COUNT UP!!
  � BA has ruled the goblins have been aiming since the PCs
  arrive in this area and can fire immediately on one.
  � Had they not been aiming they would have been subject to
  either a penalty for firing without aiming, or forced to wait 4
  seconds to take aim. 
  � Note that B.A. has ruled, Bob did not load the crossbow he
  took from the dead goblin — in this case the GM was looking
  for a specific called action stating this had been done.
  ONE!
  bob the FIRST GOBLIN
  rolls a 17 to hit on you, 
  the second fires at
  you and rolls a 12! 
  what IS this...?
  PICK ON BOB DAY?
  just give
  me some
  DEFENSE
  rolls.
  Sara the THIRD
  goblin has 
  YOU in his sights...
  crossbow 
  bolt comin 
  at ya --- a 16!
  ACTION COUNT:
  1
  Ranged fire is treated a bit differently than melee
  combat.  Bob and Sara roll d20 but don’t add their
  defense bonus!  Since the goblins are within 60’
  BA rolls d20+3 (the goblin’s Attack bonus) to 
  determine his total attack rolls
  See Ranged Attacks, page 218
  CRAP -- \ only got a 15
  on my FIRST defense roll, 
  and a 19 on the SECOND. 
  -sigh- 
  \ rolled a
  12 - \’m HIT!
  nice try bob -- but you said you had
  your CROSSBOW AT THE READY —
  so no shield block roll for you!
  � Normally, when a character is struck by a mis-
  sile weapon, they may roll against their shield's
  cover value to see if they block/catch the projectile.
  Unfortunately, Bob didn’t have his shield ready
  and Justina doesn’t have one at all.
  See page 219
  � Since both Bob and Sara were struck with mis-
  siles, BA now rolls 2d6p for each bolt to see how
  much damage their characters sustain.  BA rolls a
  2 and a 1 for the damage on Knuckles for a total
  of 3, and a 2 and a 3 on Justina, for a total of 5.
  See Ranged Attacks, page 218
  1
  the bolts hit, but
  neither is serious.  
  bob you take a
  whopping 3 points.
  sara yer 
  tapped for 5.
  mark
  ‘em off.
  BRING IT
  SCREEN
  MONKEY¡¡
  more torch light
  huh? well, \’m being
  REAL quiet and...
  wait -- did you 
  say BEADY EYES...?
  KA’CHUNK!!
  shooka
  shooka
  roll
  DEFENSE!
  \ got a SMALL 
  SHIELD however -
  so \ have a chance to
  BLOCK that FIRST bolt.
  sweet!
  ahh,
  man.
  you were
  ROBBED dude.
  gotta
  take the
  hit, bob.
  DOH!!
  \ got my
  CROSSBOW
  at the
  READY, b.a.
  Initiative
  COMBAT: Ranged
  
  24 8
  and my DR brings
  my damage taken
  down to THREE.
  Each time a PC, NPC, or monster is struck for damage they reduce the rolled
  damage by their DR (Damage Reduction) from their armor or natural pro-
  tections.  In both cases Knuckle and Justina are wearing leather armor which
  has a DR of 2.   See Damage, page 222
  my DR 
  reduces it to 
  ONE POINT, BA
  okay.
  heh! dude
  that’s a
  PAPER CUT.
  Once hit both Bob and
  Sara record the wounds
  on 
  their 
  character
  sheets, reducing their
  Hit Points by the ap-
  propriate number.  
  However, it’s important
  that they record each
  wound separately since
  it factors into how
  wounds are healed. 
  See Damage, page 222
  alright... 
  continuing
  the count...
  TWO!!
  THREE!
  Bob’s initiative is 4 and Sara’s is 9, however since both
  were struck by a weapon (on count 1), they can act 2
  seconds after being struck.  On 3 both can move and
  attack. 
  See Mitigating Surprise,  page 217
  ACTION COUNT: 3
  \ go on THREE!
  moving at a
  JOG on 
  this COUNT!
  me too!
  right behind
  you bob!!
  PCs can start moving with a
  walk or a jog, but not a run or
  sprint.  
  � Since Knuckles is a dwarf he
  can jog 5’ a second.
  � Justina, being a human, can
  begin moving 10’ a second.  
  � Since the goblins are 15’ feet
  away they will close the gap
  rather quickly, unless the gob-
  lins start hauling ass.
  See Movement, page 218
  4
  sara you REACH
  your gobo 
  this round!!
  bob you will 
  arrive on 5.  
  � Dropping an item takes no time at all and
  the goblin can do so without taking any ad-
  ditional time.  Furthermore, drawing a small
  weapon takes 0 seconds.  As Justina closes the
  goblin draws his dagger waiting for combat.
  See Movement/Action Rates, page 218
  � Goblins are small creatures (like dwarves
  and halfings) and essentially have a 1-foot
  penalty to their reach.  Since they are using
  daggers both Justina and Knuckles will strike
  first in combat when they arrive because their
  reach is longer.
  See Reach, page 223
  GOBLIN
  8
  6
  +3
  +2
  2
  2d4p
  3
  by
  weapon -1
  THRESHOLD
  8
  Dagger
  /
  Size: Small
  Movement: 5
  Hit Points: 20
  3
  save the
  one on the
  RIGHT for
  ME, sara --
  he’s MINE!
  you
  GOT it!
  ACTION COUNT: 4
  FOUR!!
  In the heat of the
  moment, Bob has
  apparently lost his
  focus. Had he 
  declared he was
  moving from a
  Jog to a Run he
  could have moved
  10’ and reached
  his opponent  this
  count. 
  See Movement,
  page 218
  it’s 
  on!\’m 
  ATTACKING
  b.a.!!
  two goblins
  DROP their 
  crossbows and
  DRAW DAGGERS!
  sara you
  have REACH.
  4
  \ got a NINE
  on my ATTACK
  ROLL, b.a.
  and that’s
  GOOD
  ENOUGH
  to hit!!
  REACH
  DROPPING  WEAPON
  COMBAT: Damage
  Movement: Speed
  
  24 9
  For this attack Sara rolls d20p
  and adds her Attack Bonus (+1).
  She rolls an 8 and adds 1 for a
  total of 9.  
  BA rolls d20p-4 and adds the
  goblin’s Defense Bonus (+2 with-
  out a shield) to see if the goblin
  successfully evades the blow.  
  BA rolled a 3 and adds 2 for a
  total of 5.  Since 5 is lower than 9
  Justina successfully hits the 
  goblin and can now roll damage.
  See Melee Attacks,  page 223
  go ahead
  and ROLL
  yer DAMAGE
  � Sara rolls 2d8p and adds (or subtracts) her Damage
  bonus (-3) to the roll to determine the total amount of
  damage. 
  � Her first roll is a 7, but her second roll is an 8. 
  � Since Sara rolled the maximum on one of her dice (i.e.
  a penetration roll), she can roll that die again. All addi-
  tional rolls must subtract 1 from the result. However, get-
  ting the max value a 2nd time permits a 3rd roll and so on.  
  See Dice Penetration, page 8
  � Sara rolls 2 on her second roll. Subtracting 1 from this
  bonus roll yields 1 extra point of damage. 
  � Her damage is 7+8+1 = 16.  She then subtracts 3 points
  (on account of her poor strength) for a total of 13 points
  of damage.
  See Damage, page 222
  4
  \ hit
  him
  for 13!!
  4
  � BA first reduces the dam-
  age from 13 to 11 because
  goblins have a DR of 2.  
  � However, goblins are small
  creatures; thus any amount of
  damage more than 10 points
  results in a knockback.  
  � Even if the goblin’s DR had
  reduced the damage under 10
  he still would have been
  knocked backwards 5 feet!
  See Knock-Backs, page 231
  NICE JOB, sara.
  he’s DEFINITELY
  gonna FEEL that.
  HAA!!
  take that!!
  CREEP!
  NEXT!!!
  -snicker-
  sara, your 
  attack strikes 
  the goblin so 
  hard he is 
  KNOCKED BACK
  and is in a stupor!
  he’s
  TOPPED!
  � Not only has Sara knocked the goblin
  backwards, but she has also forced a trauma
  check by doing more than 8 points of 
  damage to it.   See Trauma, page 235.
  � Goblins have a Trauma Save of 6 so BA
  rolls a d20.  If he rolls 6 or less the goblin re-
  mains standing and can retaliate.  Anything
  more than a 6 and the goblin is incapacitated.  
  � BA rolled a 16 and the goblin thus missed
  his check by 10 points. It is traumatized for
  a lengthy period of time (10x5 seconds = 50
  seconds!)
  See Trauma, page 235
  okay next count... 
  FIVE!!!
  YES! b.a.
  \ ENGAGE
  the GOBLIN 
  on the RIGHT.
  \ move
  over to
  that THIRD
  goblin...
  HEY! save
  some
  for me!
  ACTION COUNT: 5
  b.a. \ can
  start 
  MOVING
  this count...
  \ start off
  at a JOG
  and move
  up to HELP!
  HEY hot to hack!!
  you forgettin’
  something?
  \ can’t go
  til ELEVEN.
  come 
  MITIGATE
  my SURPRISE.
  sorry, dude.
  don’t have
  time -- \
  NEEDS me 
  some GOBO
  ACTION!
  � Brain asks Dave to assist him by mitigating sur-
  prise. Brian is clearly acting on knowledge his
  character shouldn’t have — something most GMs
  frown upon.
  � Until Brian’s initiative comes up at 11, he is 
  momentarily stunned by the action with his thumb
  up his butt — unable to do anything.  
  � Dave can choose to assist Brian by stopping and
  pointing out the danger.  
  � In this latter instance, they would split the ini-
  tiatives by averaging the count in which Dave
  helped Brian (5) and when Brian can act (11) –
  making both Brian’s and Dave’s initiative 8.
  See Mitigating Surprise,  page 217
  JERK!! yer
  gonna 
  leave the 
  SPELL LOBBER
  unprotected?!!
  5
  KNOCK BACK
  DAMAGE
  MITIGATE SURPRISE
  TOP CHECK
  PENETRATION
  
  2 5 0
  � Secondly BA has ruled
  that since both Justina and
  the goblin are attempting
  to move into the vacant
  square between them, the
  goblins arrives first.  
  There are a number of
  ways to determine who 
  arrives first in such situa-
  tions, but BA has decided
  the goblin took advantage
  of the extra time he had
  while Justina was killing his 
  comrade.  
  � BA rolls an 11 for the goblin’s attack and
  adds his Attack Modifier of +3, for a total of
  14.  Since Sara’s roll is higher (19-4+1 = 16)
  she successfully defends the attack.  Sara re-
  ceives a -4 to her defense roll because she is
  not using a shield.  In addition, since she
  rolled a ‘natural’ 19 AND beats her attackers
  roll she gets a Near Perfect Defense result.
  � Since Sara gets a Near Perfect Defense she
  now makes an attack roll vs. the goblin’s de-
  fense.  If she hits, she rolls (d4-2 + d4-2) + Str
  bonuses for the damage.  Near Perfect De-
  fense damage ignores DR (unless it’s natural
  – such as scaly skin).  
  See Near Perfect Defense, page 241
  eh... my
  NEAR 
  PERFECT
  DEFENSE
  misses, b.a.
  sara, the 
  GOBLIN you were
  MOVING toward
  was moving 
  to ENGAGE 
  you as well...
  since you were
  preoccupied with
  killing his buddy
  the second
  before...
  \’m gonna rule he
  moves into the SPACE
  his BUDDY just got
  KNOCKED BACK from.
  he mutters a 
  GROWL and SPITS
  intent on
  AVENGING 
  his comrade.
  5
  Certain aspects and actions which occur dur-
  ing the course of the game (and especially
  combat) will require GM arbitration. 
  In this instance, BA has made two important
  decisions. 
  � First he has ruled that the second goblin
  (despite being 5’ away) is currently ‘engaged’
  with Justina.  This means both Justina and the
  goblin are already locked into the count and
  weapon speeds won’t be reset as they engage
  one another.  This decision was made because
  BA had already determined the goblin was
  going to attack Justina!  
  okay, b.a.
  OVER HERE!!
  \’m ATTACKIN’
  this dude
  RIGHT here!
  okay...
  go ahead
  and ROLL,
  bob.
  YEEES!!!
  a NAT
  TWENTY!
  \ RULE!!
  good for
  you.
  roll yer
  DAMAGE
  � Goblins are small creatures (like
  dwarves and halfings) and essentially
  have a 1-foot penalty to their reach.
  Since they are using daggers both
  Justina and Knuckles will strike first in
  combat when they arrive because their
  reach is longer.
  � Justina will get to attack first, but
  Knuckles and the goblin will go at the
  same time since they both have a -1 to
  Reach and are wielding daggers. 
  � Sara takes her attack but misses —
  giving the goblin an opportunity to tak
  e his attack.
  See Reach, page 223
  the GOBLIN 
  now attacks 
  his ATTACK 
  on you, sara.
  with a 14!!
  roll
  for a
  DEFENSE.
  \ rolled a 
  NATURAL 19 -- 
  for a 
  modified 16!
  that’s a 
  NEAR PERFECT
  DEFENSE, sara!
  5
  nice!
  sara you’re got REACH on your 
  GOBLIN so you can attack first.
  bob, yer usin’ a
  DAGGER same as
  your OPPONENT
  with the SAME
  penalties...
  you two will
  ATTACK 
  simultaneously.
  � Bob rolled a Natural
  20 on his attack roll.  If
  his roll is greater than
  the defender’s Defense
  roll then he not only
  hits but scores a criti-
  cal hit.  
  See Critical 
  Defense, page 241
  5
  Near Perfect Defense
  Critical Hit
  
  2 51
  okay - movin’ along...
  SIX!!
  ACTION COUNT: 6
  bob, sara...
  make OPPOSED 
  OBSERVATION
  checks please!
  h-huh..?
  ut oh...
  now what.
  � BA is asking Bob and Sara make an observation check to notice a second
  group of goblins sneaking into the room from area 4. 
  BA could also ask for an opposed Listening skill check, but he has ruled
  the noise of combat is concealing the sounds of the goblins movement.
  � Opposed skill checks are made by rolling d100p and adding the result to
  the requisite skill value.  
  In this case Bob has 31 percent in Observation and rolls a 59, for a total of
  90.  Sara rolls a 34 and adds her skill of 27 percent, for a total of 61.  
  � Next BA secretly rolls the Sneaking skill check for the goblins.  If Bob or
  Sara’s results are higher than the goblins Sneaking skill checks they notice
  something!
  See Encounters, page 215
  movin’ up to a
  RUN here, b.a.!!
  6
  and \’m doing a 
  COUP DE GRACE on that 
  SPINDLY LITTLE BASTARD
  \ just CRITTED!!
  okay, he’ll
  be dead on
  NINE then.
  � Dave can move from a
  jog to a run, and in doing
  so increases his move-
  ment to 15 feet/second.
  � Since Knuckles is a
  thief he performs coup de
  grace faster than other
  classes.  Most classes re-
  quire 10 seconds to kill a
  fallen foe, but the time re-
  quired for Thieves to per-
  form the task is 3!!
  See Coup de Grace,
  page 236
  ACTION COUNT:
  7
  SEVEN!!
  Note how B.A. keeps the
  count moving. Nobody has
  any declared actions so he
  moves on.
  7
  EL RAVAGER 
  is SLOWIN’
  to a JOG
  on SEVEN!!
  � Dave has to slow his mo-
  mentum down else he will
  collide with the goblin.  
  � He has the option to slow
  down two movement incre-
  ment rates per second.  How-
  ever, since he is still 15 feet
  away from the combat he
  chooses to slow down to a jog
  – thus he moves 10 feet and
  can cover the last 5 feet and
  engage the goblin on 8.
  See Movement, page 218
  comin’
  up on 
  your LEFT,
  JUSTINIA..
  hey! the
  MAGE is
  feelin’ 
  EXPOSED
  HERE!!
  ACTION COUNT: 8
  EIGHT!!
  -sigh- and GOBO
  misses on his 
  simultaneous attack.
  looks like he goes
  DOWN with a cut
  throat unable to 
  WHET his blade.
  � Also, since Bob rolled the maximum he rolls a penetration
  roll.  In this instance a d20 penetrates to a d6; Bob then rolls
  a 3 on a d6 for a total of 25 (20-1 [for penetration]+3[d6
  roll]+3 [his Attack modifier]).  
  See Dice Penetration, page 8
  � Since BA only rolled an 8 for the goblin’s Defense roll, Bob
  not only hits but scores a critical!
  See Critical Defense, page 241
  � Even though the goblin has been critted he STILL gets to
  take his attack before going down — since this was simulta-
  neous combat.
  *For ease and clarity of this example, critical hit results are not
  shown.  These charts will appear in the GMG.
  See Taking Action, page 216
  he 
  COLLAPSES
  in agony,
  failing his
  TOP CHECK.
  HOODY 
  HOO¡¡
  5
  Penetration
  Simultaneous Combat
  Observation Check
  Coup de Grace
  
  2 5 2
  WE’RE
  SURROUNDED!!
  dammit, dave!
  \ TOLD you
  not to leave
  me EXPOSED!
  screw it - \’m
  usin’ a COMBAT
  MANEUVER on
  this GOBO, b.a.
  \’m ENGAGED
  this count.
  8
  � BA has ruled that since the goblins were hiding out of sight at the
  beginning of the combat there was no need for an Observation skill
  check.  
  � Furthermore, since Brian is still surprised and his attention is likely
  drawn to the ongoing combat, he is already looking the wrong way
  and thus didn’t get a skill check.  
  Note: this is purely a GM decision.  There’s no right or wrong in
  these types of situations and BA has used his best common sense to
  rule in order to ensure fair game play. 
  � Despite Brian’s protests and whining — at the end of the day the
  GameMaster is always right and he must ultimately concede the
  point.
  and TWO more 
  GOBLINS come 
  RUSHING out of 
  the shadows BEHIND
  the melee to 
  the AID of their
  COMRADES..
  oh c’mon, b.a...
  don’t ya think dave 
  and \ should have been
  afforded observation
  check to see 
  those goblins?
  \ mean \ was
  standin’
  RIGHT THERE
  for cryin’
  out loud!
  sorry, BIG
  GUY. not
  THIS time.
  what a 
  RIP OFF! 
  \’m gettin’ 
  HOSED here!!
  8
  okay \’m 
  taking this 
  dude down!!
  AGGRESSIVE
  ATTACK HERE!!
  � Dave has decided to use the 
  special combat maneuver; Aggressive
  Attack.  This enables him to simulate
  a flurry of blows without regard for
  his defense.  
  As such he adds +5 to his Attack
  Roll.  Unfortunately he also suffers 
  -2 to his next Defense Roll.  
  Should the goblin choose, he could
  Scamper Back to mitigate the dam-
  age, but in this instance BA rules the
  goblin stands his ground.
  See Special Combat Moves,
  page 228
  � Dave fumbled his attack roll by
  rolling a ‘natural’ 1 on his Attack Roll.  
  His attack is calculated as; 1 (die roll) 
  + 4 (Attack Bonus) + 5 (Aggressive 
  Attack) = 10.  
  However, since Dave rolled a 1 on his
  Attack Roll he might fumble!  If the
  goblin’s Defense Roll is higher than his
  Attack Roll, El’ Ravager will fumble.  
  In this instance Dave exceeds the 
  goblin’s Defense Roll.  
  Despite his success, he still doesn’t hit.
  Any ‘natural’ 1 on an attack roll is always
  a miss!
  See Misses/Fumbles, page 241
  damn these dice! 
  \ rolled a ONE,
  B.A. -- for 
  a total of TEN.
  the goblin only
  rolled an 8, 
  so you just miss.
  that’s 
  just great.
  GOOD CALL
  DAVE...
  for on EIGHT --- TWO goblins leap from the SHADOWS
  of the HALLWAY where EL RAVAGERhad been keeping watch...
  with a gutteral WAR CRY they come
  RACING toward with MURDER in their eye!!
  GAA!!!
  huh..?!
  unfortunately, brian
  you are correct.
  LOTUS IS exposed.
  and is about to FEEL it.
  oh dear...
  8
  Combat Maneuver
  Fumble
  
  2 5 3
  � Typically, in order to cast a
  spell a mage must ready com-
  ponents for the appropriate
  spell beforehand.  The spell
  Scorch however, has no components.
  � To ready components the mage rolls
  d4p to see how many seconds it takes to
  get the necessary material components
  ready.   
  � He then may begin casting, thus he
  adds the appropriate casting time for the
  spell in question.
  See Spell Casting in Combat, page 241
  bob you’ll start your COUP DE 
  GRACE on TEN since you have to move 
  5 feet to get at the TOPPED goblin.
  TEN!!
  dave, sara 
  the two new
  ATTACKERS
  move in, one 
  on each of ya.
  come!
  let us 
  DANCE!!
  � New attackers joining an
  existing melee usually don’t
  have to worry about reach to
  determine who attacks first.  
  � Since Dave and Sara are al-
  ready engaged with a goblin
  and essentially locked into a
  count as long as they remained
  so the new goblins just attack
  when they arrive. 
  See Reach, page 223
  ACTION COUNT: 10
  10
  dave, sara -- the
  GOBLINS on you
  are going to
  ATTACK first...
  go ahead 
  and make 
  DEFENSE ROLLS!!
  10
  brian, those 
  two goblins 
  continue to JOG
  toward you...
  it’s going to
  be CLOSE!
  what sam
  frick?
  \’m 
  TOTALLY
  HOSED!
  always PROTECT
  the MAGIC USER!
  we’ve TALKED
  about this guys...
  got’cha, b.a.
  readyin’ 
  COMPONENTS
  here for 
  a SPRINGING
  spell, b.a.
  whoah. wait
  a second...
  CRAP!!
  they’re 
  JOGGIN?
  damn -- nevermind.
  \’d never get the
  SPELL off in time
  to do any good...
  \’m castin’ 
  SCORCH instead!!
  it’ll go off on TEN!
  9
  sorry, brian -- because
  you were INDECISIVE and
  hesitated \ going to rule
  it takes an ADDITIONAL
  second to cast yer spell.
  it’ll go off on 11!!
  huh?!!
  ACTION COUNT: 9
  NINE!!
  dave and sara..., 
  the two NEW
  goblins near YOU
  are jogging
  TOWARD you.
  brian, you’re all
  ALONE out in the
  passage way with
  TWO GOBLINS of
  your own -- 
  they are 
  JOGGING as well.
  my GOBLIN is
  dead, b.a.
  \’m MOVIN’ over
  to the one SARA
  topped and coup
  de gracin’ his
  ASS as well!!
  thank gawd...
  FINALLY!!
  LOTUS can
  act on NINE!!
  9
  oh and \’m pumpin’ 
  the spell up with 
  40 SPELL POINTS.
  Spell Casting
  
  2 5 4
  ACTION COUNT: 11
  ELEVEN!!
  brian, ONE
  of the
  GOBLIN
  reaches 
  you this
  COUNT.
  my SCORCH
  SPELL
  goes off!!
  ROAST ‘em
  and TOAST
  ‘em, BIG GUY!
  \ should get
  BOTH of em!!
  remember, \ put
  40 SPELL POINTS
  into this baby.
  � Brian casts Scorch on 11 but since the goblin reached him that sec-
  ond (and thus attacks), he has to defend or risk his spell being dis-
  rupted. His defense die is limited to a d20p-6. Fortunately the goblin
  rolled very low and missed.
  � Casting the spell costs him 50 Spell Points. Brian has chosen to
  increase the potency of the spell by ‘pumping’ it up with an additional
  40 Spell Points in order to increase the damage. 
  � Scorch does 1d3p+6 points of damage, but Brian’s increased spell
  points increases this amount to 1d3p+10.  He rolls his damage (no at-
  tack roll is needed for this spell) and penetrates on the damage roll 3
  times, for a total of 18 points of damage (3+[3-1]+[3-1]+[2-1] +10).  
  � Scorch allows a Dodge Saving Throw for half damage, but goblins
  fail that, plus their Trauma checks! To add insult to 
  injury, the force of the spell also knocks them backwards 5 feet.
  See Spell Casting in Combat, page 241 and
  Saving Throws vs. Spells, page 242
  your spell envelopes BOTH goblins
  and blasts into a FIERY MESS!! 
  SCREAMING and clutching at 
  their eyes they stumble back and fall 
  to the ground, WRITING IN AGONY.
  �
  After his spell
  Noir Lotus is under
  the effects of Spell
  Fatigue for 6 sec-
  onds (casting time of
  the spell + 5).  Dur-
  ing this time mages
  are particularly vul-
  nerable and suffer
  reduced defense rolls
  and limited actions.
  See Spell Fatigue,
  page 242
  HOODY
  HOO!!
  heh -- they
  just got a lit-
  tle taste of
  LOTUS FURY!
  b.a. \ start
  JOGGING
  to rejoin
  the GROUP!
  oh no..
  not until the
  NEXT count
  there, BRUCE
  JENNER - and
  no FASTER
  than a WALK.
  11
  11
  ACTION COUNT: 12
  TWELVE!!!
  the FIRST 
  GOBLIN you 
  engaged sara
  is attacking
  you, an 11 to hit.
  ROLL
  FOR
  DEFENSE!
  -sigh-
  why did \ even
  BOTHER?
  \ FUMBLED!
  dave, the
  goblin on
  YOU,
  rolls 15!
  Sara
  yours
  gets a 9.
  HA HAA! el
  ravager
  BLOCKS his 
  attack 
  with a 16.
  sara, you take
  a small wound
  of 3 points
  dave your
  attacker
  hits your
  shield
  AHHHH!!
  JUSTINIA
  is HIT!!
  � When an attacker hits a shield he will roll the
  appropriate Shield Damage listed in the weapon
  chart.  This is typically a reduced set of dice
  which are then rolled to see if they get past the
  shield, thus damaging the shield bearer.  In this
  instance dagger has no listed Shield Damage,
  thus BA doesn’t need to roll to see if the attack
  penetrates El Ravager’s shield.
  � Sara sustained another small wound of 3
  points, however, she first reduces this number by
  the DR of her armor (2 points).  Thus she only
  sustains a measly 1 point wound.  She will record
  this wound on her sheet and reduce her Hit
  Points by 1.
  See Shields and Armor, page 224
  10
  10 ft.
  area of
  effect
  you can SMELL
  its FOUL breath
  and hear the SNARLS
  of its WAR GRUNTS
  as its BEEDY
  YELLOW eyes
  close in.
  Shield Damage
  Spell Damage
  Save vs. Spell
  Spell Fatigue
  it stabs at you with 
  its dagger attempting to
  DISRUPT YOUR SPELL…
  and gets a 7. [sigh]
  HEH -- well it SUCKS 
  to be him ‘cuz \ got a
  9 for defense…
  
  2 5 5
  wow! NAT 20!!
  now THAT’S 
  more like it...
  PERFECT
  DEFENSE!!
  okay, okay, little
  MISS LUCKY...
  he MISSES and 
  you get a FREE
  counter strike.
  � Sara has rolled a ‘nat-
  ural’ 20 on her defense.  
  � Her total roll is 20-4
  (no shield) + 1 = 17.  Since
  her roll is greater than the
  goblins attack and a natu-
  ral 20 she gets a perfect de-
  fense, which results in an
  immediate counter attack.  
  �
  This counter attack
  does not reset Sara’s count.
  See Perfect Defense,
  page 241
  13
  13
  MY COUNTER
  ATTACK hits..
  WOW - for 
  24 points of
  DAMAGE!
  OUCH! that
  GOBLIN
  has her
  RILED up!
  � Sara hits with her counter attack and
  her Damage Rolls penetrate. She rolls
  2d8 and her totals are, 8+[8-1]+[1-1]
  and 8+[5-1] = 27. 
  See Dice Penetration, page 8
  � Sara then subtracts her damage bonus of -3,
  for a total of 24. 
  � Not only does her attack kill the goblin out-
  right, it knocks the poor creature backwards 10
  feet, for a double knockback! 
  �
  Had the goblin survived the attack it would
  have been knocked prone and had its count reset
  on account of a double knockback result! 
  See Knock-Backs, page 231
  seeing their FRIENDS
  ANNHILATED -- the remaining
  two GOBLINS promptly TURN
  and FLEE for their lives...
  dave and
  sara -- you
  can take
  a FREE AT-
  TACK as 
  they do so...
  �
  Normally, with tenacity rules the
  goblins probably wouldn’t be so quick
  to give up the fight. In this case how-
  ever, the GM knows they have an
  agenda -- to lure the party deeper
  into the chamber where another 
  ambush awaits.
  � Sara and Dave get a free attack
  since both their attacks would have
  come within half their count.  
  With the free attacks on the fleeing
  goblins the group will easily win this
  combat and move on into the dun-
  geon.
  See Flee, page 229
  � Sara fumbled her Defense Roll when she rolled a ‘nat-
  ural’ 1 AND her total was less than the attackers to hit.  
  � Not only is she hit but her attacker receives an auto-
  matic free attack on the next second (in this case 13).  
  � In addition, since this isn’t the first combat of the day
  and it past the first 10 seconds of combat, Sara also be-
  comes fatigued because she rolled less than her Fatigue
  number on a Defense Roll (her Fatigue number is 2).  
  � She now suffers -1 to her Attack, Defense, and Dam-
  age rolls, and +1 to speed as she slowly tires out.  A second
  failed Fatigue check will increase these penalties.
  See Misses and Fumbles, page 241
  my COUP DE GRACE is
  completed -- another 
  GOBO bites the BIG ONE!
  alright, mark off 
  8 for damage, sara.
  and the count is THIRTEEN!!
  ACTION COUNT: 13
  noted.
  okay the GOBLIN
  on you is 
  taking his FREE
  ATTACK, sara...
  his 
  ATTACK
  is NINE!
  GEEZE, B.A.  that’s ALL they had...?
  yeah what a
  bunch of
  WHIMPS.
  how ‘bout
  giving us
  something
  WORTHY of 
  our time? heh..
  let’s
  search
  the 
  BODIES!!
  keep talkin’
  TRASH
  wise guys
  ONE CHAMBER LATER...
  you walk just a
  FEW feet only to
  discover LARGE
  OMINOUS 
  shadowy
  figures RACING 
  toward you out
  of the DARK!
  four ORCS
  armed with
  SHIELDS and
  MACES shout
  out a WAR CRY!!
  GAAA!!!
  MORAL OF THE STORY: “NEVER 
  MOCK A GM’S ADVENTURE ELSE 
  THE GRUDGE MONSTERS BE LOOSED”.
  what 
  the hell...?
  readyin’
  my SWORD
  here, b.a.!
  Fumble/Free Attack
  Perfect Defense
  Fleeing Opponent
  
SOURCE: textdata/thevault/Hackmaster/HackMaster 5e/HackMaster 5e Supplemental/HackMaster 5e Combat Example 2.pdf