
Crastor Deems |

Crastor keeps watch.

Crastor Deems |

"I bet those hounds go crazy often. The goblins will likely notice they are not making noise more then the barking, but we should still move quickly. He then points east and says, "Lets go that way and head towards the beach."
I say we head East and then North towards the beach area.

Crastor Deems |

Notice: 1d6 ⇒ 1
Wild: 1d6 ⇒ 4

Jzero Katzu |

Jzero will retrieve the throwing stars that did not hit a dog. He has heard the dogs carry a disease so he is careful not to touch the dogs in his quick search. He won't spend more than a quick look and grab.
Notice: 1d6 ⇒ 1
Wild: 1d6 ⇒ 4
Three of the stars he threw missed, so hopefully he recovered those. Let me know if circumstances prevent the recovery of one or more of these or if he must roll Notice for each. He has five normal shurikens. They don't cost much, so he won't go to much trouble to recover them and he has ten cold iron as back-ups. Also let me know if in his looking he spots anything else lying about.

Crastor Deems |

Crastor cries out, "There." He pulls upon his inner power and casts a spell.
I am going to Cast Stun and use the Area of Effect. If I can hit them with a both with a Small Blast, I use that. If I need a Big Blast to hit both, I move up to that. If I cannot hit both, I hit the one further away. Let me know which size blast I have to use or if I can only hit one.
Spellcasting: 1d6 ⇒ 3
Wild: 1d6 ⇒ 1
Use a Benny to reroll the entire roll.
Spellcasting: 1d6 ⇒ 2
Wild: 1d6 ⇒ 6
Explosion: 1d6 ⇒ 2

Crastor Deems |

Yes, my reading of the Benny section was that you redid the entire roll. So I had the 6 and rolled the 2 as the explosion. Is this not correct?

Evesk |

OCC: Oh you called it Explosion rather than Ace got it. I thought the explosion was an effect of the spell.

GM_ZenFox42 |

Crastor - you can't do a SBT ("small blast") with this Power, only MBT ("medium") for +2 PP and LBT ("large"). You can place it just beyond them, to include both of them but not yourself. Since DaRules say you cannot be Bound or Silenced, I'm taking that to mean that you must have your hands free, and since it's hard to maneuver in these tunnels, the -2 penalty also applies to your casting, so your final roll is a 6.
Vigor & Wild: 1d6 ⇒ 41d6 ⇒ 2
Vigor & Wild: 1d8 ⇒ 11d6 ⇒ 5
Neither are affected.
The goblin stops six feet from you, and gestures and chants :
Occult & Wild: 1d10 ⇒ 91d6 ⇒ 5
and lightning flies from his hands at you :
Damage: 3d6 ⇒ (1, 2, 4) = 7
Which bounces off your armor.
Evesk is watching the other entrance, Velrek and Jzero are at the other end of the room collecting arrows and shuriken (all of which your recover), so the cat runs in and attacks Johhann :
Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 3
and misses.
Johhann - you have an action in this "0th-round" you can take.

Jzero Katzu |

Can we get a description of what we are dealing with? Thanks.

Johhann Coppice |

With his bow primed and ready, Johhann fires at the cat as he dodges the beast's claws.
Attack: 1d8 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 ⇒ 3
Damage: 2d6 ⇒ (2, 6) = 8
x-tra: 1d6 ⇒ 1
ace: 1d6 ⇒ 6
Ace 2: 1d6 ⇒ 1

GM_ZenFox42 |

Round 1!
Engagements
Crastor is engaged with the goblin.
Johhann is engaged with the cat.
Initiative
Goblin - JOKER!
Ceri - 9S
Johhann - 9C
Velrek - 8S
Jzero - 8H
Evesk - 6S
Cat - 7D
Crastor - 3H
The goblin moves towards the west tunnel wall, and walks into it! He then appears in the south side of the C5 room, looks around, and casts a spell :
Occult & Wild,+Joker: 1d10 + 2 ⇒ (9) + 2 = 111d6 + 2 ⇒ (4) + 2 = 6 = Raise
A long strand of vines flies from his hands and wraps around Velrek.
Huh - I thought Entangle got a saving throw, but no. Wow, that's a powerful spell!
Velrek is Bound. May not Move; is Distracted (-2 to actions until end of your next Turn) and Vulnerable (+2 to opponent's attacks), can only try to break free, which this Round is a Strength-4 or Athletics-2 roll. Other PC's may give him a bonus by making a Support roll (make a Skill roll relevant to helping him escape).
The vines attract everyone's attention, so everyone sees him. Then he steps back into the vines.
Sorry, ret-con : the cat gets two attacks :
Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 5 = Miss
Everyone but Crastor can act!

Jzero Katzu |

Sorry, but I'm still struggling with where people and enemies are. Which rooms are PCs and enemies in? Or just indicate what Jzero's attack options are. I think that Jzero and Velrek are in C5 with Johhan near the south entrance fighting the cat. Can Jzero attack the goblin that just cast a spell on Velrek? Where are Crastor, Evesk, Ceri, and the other goblin?

Velrek Savage PF |

Velrek, just minding his own business while invading someone else's land and killing their guard dogs, is surprised when the local vegetation grabs him tightly.
He curses and struggles...
Strength: 1d10 - 4 ⇒ (5) - 4 = 1
wild: 1d6 ⇒ 3

GM_ZenFox42 |

Jzero (and everyone) : everyone is basically in C5. Evesk is at the west tunnel entrance, Crastor is at the east tunnel entrance. Everyone else is spread out inside the room. I envision you and Velrek at the north wall, since you were looking for spent ranged ammunition.
-You all can just barely see Crastor, it sounded like he was fighting with someone or something last round, but no one can see what it is.
-Johhann is fighting with a cougar-sized cat in the room.
-You all saw a goblin at the south wall who shot the vines at Velrek, then disappeared into the wall of thorns.
-The only thing to attack right now is the cat.
-If anyone wants to Support Velrek in his struggles, make a Skill roll that might in some way help him escape. A Success adds +1, a Raise adds +2 to his roll.

Jzero Katzu |

Jzero crawls to where the cat is attacking his comrade and punches it.
Unarmed: 1d10 ⇒ 8
Wild: 1d6 ⇒ 4
Modifier: +1 - 2
Result = 8 + 1 - 2 = 7
Unarmed Damage: 1d8 + 1d6 ⇒ (5) + (4) = 9
unarmed Raise Damage: 1d10 ⇒ 3
AP 2
If the attack achieves a raise, the target the foe is made distracted or vulnerable (attacker's choice), even if no damage was done or if damage was soaked.

Johhann Coppice |

Dropping his bow and pulling his hatchet from it's belt loop, Johhann strikes back at the big cat.
Attack: 1d8 ⇒ 4
Wild: 1d6 ⇒ 1
Damage: 2d6 ⇒ (2, 4) = 6
Wild: 1d6 ⇒ 1
extra: 1d6 ⇒ 3

GM_ZenFox42 |

Evesk can ret-con his action for this round...
The cat attacks Johhann again :
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 3
Fighting ACE!: 1d8 ⇒ 5 = 13, Raise
Doing
Damage & Raise: 1d6 + 1d10 + 1d6 ⇒ (3) + (10) + (6) = 19
Damage ACE!: 1d10 ⇒ 1 = 20, 3 Wounds
You can spend a Benny to Soak that - make a Vigor roll, *each* Success and Raise cancels out a Wound. You can spend a second Benny if you wish, but it's always a good idea to save your last Benny in case you ever need to re-roll the Incapacitation roll.
Crastor is up!

Crastor Deems |

Crastor swings at the cat!
Fighting-Tight space: 1d8 - 2 ⇒ (7) - 2 = 5
Wild-Tight space: 1d6 - 2 ⇒ (5) - 2 = 3
Warhammer Damage+1AP: 2d6 ⇒ (4, 1) = 5
Raise Damage: 1d6 ⇒ 5

GM_ZenFox42 |

Round summary : the goblin cast vines around Velrek. Ceri tried to help him break free, but to no avail.
Jzero punches the cat in the side, knocking the wind out of it (Shaken).
It tries to recover :
Spirit & Wild: 1d8 ⇒ 81d6 ⇒ 6
Since I won't be rolling any more dice, I'm not going to re-roll either of the Aces...
And does, and inflicts a nasty bite on Johhann's leg (2 Wounds, -2 to all actions).
Crastor takes a swing at the cat, but due to the confined space, misses.

GM_ZenFox42 |

Round 2!
Engagements
Crastor is engaged with the cat.
Johhann is engaged with the cat.
Initiative
Jzero - AS
Crastor - KH
Johhann - QS
Cat – JD
Druid – 9H
Evesk - 7C
Velrek – 6C
Ceri - 2H
Almost had an Ace-high straight there...
Jzero, Crastor, and Johhann can act!
Johhann and Crastor get a +1 to your Fighting rolls from the Gang-Up bonus.

Jzero Katzu |

I believe Jzero is also engaged with the cat, since he hit it last round.
Jzero tries another punch.
Unarmed: 1d10 ⇒ 4
Wild: 1d6 ⇒ 2
Modifier: +1 - 2
Result = 4 + 1 - 2 = 3
Unarmed Damage: 1d8 + 1d6 ⇒ (8) + (4) = 12
damage Ace: 1d8 ⇒ 6
unarmed Raise Damage: 1d10 ⇒ 4
AP 2
Since I'm down to just 2 Bennies, I won't reroll this.

Johhann Coppice |

Johhann swings his hatchet at the wild cat again, hoping to get it off him before he is torn to shreds!
Attack: 1d8 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 ⇒ 1
Damage: 2d6 ⇒ (5, 6) = 11
Wild: 1d6 ⇒ 3
extra: 1d6 ⇒ 2

Velrek Savage PF |

Posting in advance since this will be his most likely action and i'm about to be busy the rest of the day...
Seeing his friends in trouble with this enemy Velrek redoubles his efforts to escape...
Strength: 1d10 ⇒ 3
wild: 1d6 ⇒ 2
He strains further as the vines aren't giving...
Benny...
Strength: 1d10 ⇒ 2
wild: 1d6 ⇒ 4

Crastor Deems |

Crastor swings at the cat once more!
Warhammer-Space: 1d8 - 2 ⇒ (7) - 2 = 5
Wild-Space: 1d6 - 2 ⇒ (1) - 2 = -1
Warhammer Damage+1AP: 2d6 ⇒ (2, 6) = 8
Raise Die: 1d6 ⇒ 4

GM_ZenFox42 |

Evesk - you are at the west tunnel entrance, you were looking down the tunnel, but once you heard a commotion in the room you turned around and saw THIS.
You can take two actions, ret-conning them in accordance with the actions the other PCs have taken.

GM_ZenFox42 |

Evesk - sorry, you can ret-con one action. Your turn this round will take place after the following :
Who?: 1d3 ⇒ 1 Alphabetically, that's Crastor...
The cat attacks Crastor :
Fighting & Wild: 1d8 ⇒ 31d6 ⇒ 3
and again :
Fighting & Wild: 1d8 ⇒ 31d6 ⇒ 1
but misses both times.
The goblin appears out of the tangle of thorns that makes up the walls, and points a wand at Crastor :
Faith & Wild: 1d8 ⇒ 61d6 ⇒ 6
ACE!: 1d6 ⇒ 1 = 7, Success
And a bolt of fire streaks from the wand and hits Crastor :
Damage: 2d6 ⇒ (3, 2) = 5
Which bounces off his armor. The goblin disappears into the thicket again.
Evesk, Velrek, and Ceri are up! Velrek has already posted.

Ceri Featherwing |

Ceri keeps sawing at the tough vines wrapped around Velrek with her dagger :
Fighting & Wild;-2(Tunnels): 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 4 = 8, Raise
That's +2 to Velrek's 4 = 6. Didn't really help...

Evesk |

Evesk seeing the situation decides the best course of action is to aid his allies first, he calls out to Iomedae to bless them with fighting ability.
OCC: Cast Boost Trait on Evesk, Crastor, Jzero, Johann, and Velrek -- raise Agility by 1 die or 2 with a raise -- this uses 5 PP
Faith: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3
Spend Benny to Reroll Trait
Faith: 1d8 ⇒ 8
Ace: 1d8 ⇒ 3
Modifiers : -2(Tunnels)
Total: 9 (raise)
Evesk, Crastor, Jzero, Johann, and Velrek Agility increases by 2 die types for 5 rounds

GM_ZenFox42 |

Evesk - I'm going to make that your action in this round, and it happens at the end of the round, so that everyone doesn't have to re-roll everything they just posted.
But, why Agility? Boosting an Attribute does *not* boost its associated Skills. It would be more effective to boost everyone's Fighting. I'll let you change that, if you wish.
You can take an additional action from the previous round since you were MIA, as long as it isn't as all-inclusive and massively-changing as this one...
But in the meantime, I'm going to summarize this round.

GM_ZenFox42 |

Round summary :
Jzero's powerful fist misses the cat's head by a whisker (sorry, I had to say it).
Due to his wounds, Johhann's attack also misses.
Velrek manages to loosen the vines, but he's still Entangled (-2 to Actions).
Crastor's warhammer also misses the cat.
Ceri tried to help Velkrek escape the vines, but didn't do very much.
Evesk cast a spell.

GM_ZenFox42 |

Round 3!
Engagements
Crastor is engaged with the cat.
Johhann is engaged with the cat.
Jzero is engaged with the cat.
Modifiers
All : -2 (Tunnels)
Johhann : -2 (Wounds) + 2 (Gang-Up)
Jzero : +2 (Gang-Up)
Crastor : +2 (Gang-Up)
Velrek : -2 (Entangled); tunnel penalty does not apply
Initiative
Crastor - AH
Goblin – QH
Jzero - 10H
Ceri - 9D
Velrek – 8D
Evesk - 6D
Johhann - 5C
Cat – 2S
Crastor is up! (You may want to wait to see what Trait Evesk ends up actually boosting...)

Evesk |

OCC: Okay yeah I meant to increase everyone's Fighting ability forgot the governing trait only effects the skill trait when you first take the skill trait. Thanks for that guidance.
As for actions, in the first round (where I was not in an initiative order) I was basically taking a moment to see what was happening and double checking nothing was coming from my direction. So definitely nothing overly effecting.
Then during the first real Action round when my initiative came after the Cat and the Druid I did my action in the appropriate order. I am okay with the spell taking affect at basically the beginning of the next Action round as that makes it easier to count the 5 Action rounds it takes place during. That being said I am ready for the next Action round where I go after the Goblin but before the Cat.
I hope that gets back on the same page if we were not and if we were on the same page great then it is just clarification that we were.

Crastor Deems |

Crastor shifts to the right and then moves back to the left and swings for the cat!
Fighting Attack-squeeze+Gang Up: 1d8 - 2 + 2 ⇒ (6) - 2 + 2 = 6
Wild Die-squeeze+Gang Up: 1d6 - 2 + 2 ⇒ (4) - 2 + 2 = 4
Warhammer Damage+1AP: 2d6 ⇒ (1, 6) = 7
Raise Die: 1d6 ⇒ 4
Warhammer Damage+1AP Explosion: 1d6 ⇒ 1