Finally, a post with labels that are precisely descriptive!
Last night, the gang returned to the junglified Caves of Chaos. They'd cleared out the goblin lair over the last two sessions, and were on the hunt for more gold. Everyone's still level 1, because of a TPK early on and a small platoon of mercenaries I gave them as a quest reward, which suck up XP even at half shares.
Entering the ogre cave, they attempt nonverbal communication, but nobody speaks Adrastian jungle ogre. So Benesek, the faithful mercenary, rolls a 74 on his death chart - losing his face and most of his jaw. Now he's Benesek the Ugly, who heroically took the ogre's 1 attack before the mob brought it down.
They search the cave for 20 minutes, after I accidentally say "There isn't anything you've found yet," instead of "There doesn't seem to be anything there" and discover the secret door. They take the staircase up to the hobgoblin caves, and kick down the door at the top, finding a large room and surprising the 13 hobgoblins there.
They kill one, win initiative, and kill another one. There's six goblins in melee combat with the mercenaries' front line. 5 hits, roll for damage.
Four sixes and a five.
The entire front line goes down. The PC's - a ranger and his warhound, a cleric, and a wizard, now have to pull swords and jump in. More mercenaries are incapacitated. One loses an arm - roll for % of arm cut off, starting from wrist? 0-0. A hobgoblin prepares to stab the dog, and the ranger opts to take the blow. I inform him that the goblin does 1d6 damage, he has 5 HP, and the dog has 7, but he does it anyway.
Max damage. Rolled a 95. Now his gray matter is really getting that chance to commune with nature. Not quite dead, but 50-100% memory loss. (By the way, the roll for additional memory loss? 0-2. Only 52%.) He starts rolling up a new character.
The party kills all but the last two hobgoblins, does triage, feeds two healing potions to the ranger, and then scrams.