
Ceri Featherwing |

Ceri takes out her dagger and tries to cut Velrek's vines :
Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 5
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 6 Wow...
ACE! ACE! ACE!: 1d6 ⇒ 5 I think that's a Raise...too bad it doesn't apply here!
doing
Damage: 1d4 + 1d8 ⇒ (2) + (4) = 6
which cuts thru the vines. Velrek is free!
Since Velrek hasn't acted yet, he can now also go on Hold...

Crastor Deems |

Crastor grimaces and watches for the sly goblin.
Going on Hold.

Jzero Katzu |

Jzero also watches for the goblin to appear so he can attack him. Goes On Hold. From my experience with Pathfinder, I want to say he uses a Ready action.

Velrek Savage PF |

Velrek happily lays into this sneaky but smart Gobbo...
2H sword+trademark-tunnel: 1d12 + 1 - 2 ⇒ (8) + 1 - 2 = 7
wild: 1d6 ⇒ 1
+2 for gang up as well?
damage: 1d10 + 1d10 ⇒ (10) + (10) = 20
damage xplode 1: 1d10 ⇒ 6
damage xplode 2: 1d10 ⇒ 10
where have these rolls been most of the campaign?: 1d10 ⇒ 10
this is getting ridiculous..: 1d10 ⇒ 10
Dicebot is messing with me again: 1d10 ⇒ 10
WTH?: 1d10 ⇒ 10
OK, maybe Dicebot is broken...: 1d10 ⇒ 10
Not rolling anymore...
raise damage?: 1d6 ⇒ 2
Um. Let's see if anyone else gets weirdness on their D1-0's here. That's crazy..

Jzero Katzu |

Jzero sweeps a leg around to try to kick the goblin when he appears.
Unarmed, boosted fighting: 1d12 ⇒ 4
Wild: 1d6 ⇒ 5
Modifier: +1 (Martial Artist) + 1 (Fighting Boost) -2 (hedges) + ? (Gang-up)
Result = 5 + 1 + 1 - 2 = 5 + (gang-up bonus)
Unarmed Damage: 1d8 + 1d6 ⇒ (8) + (1) = 9
d8 Ace: 1d8 ⇒ 5
Damage = 8 + 5 + 1 = 14
unarmed Raise Damage: 1d10 ⇒ 9
AP 2
If the attack achieves a raise, the target is made distracted or vulnerable (bold = attacker's choice), even if no damage was done or if damage was soaked.

Crastor Deems |

Crastor sends a bolt of energy at the creature!
1 pts spent to cast Bolt.
Spellcasting Row: 1d6 ⇒ 1
Wild Die: 1d6 ⇒ 2
Bolt: 2d6 ⇒ (3, 2) = 5
Raise Die: 1d6 ⇒ 4
Thats some poor rolling.

GM_ZenFox42 |

Thanks everyone for remembering the Gang-Up, I didn't know how many PCs would approach him, so I couldn't put the bonus in the Round 6 post. Turns out it was +1.
Jzero kicks the goblin in the chest, and hears more ribs crack (1 Wound).
Velrek approaches the goblin, and with a mighty swing, literally cuts him in two at the waist.
Man, I *really* wish you'd kept going with those Aces until they stopped - you were up to 86 points!
Combat is over (whew - a whole month IRL)!
What do you do?

Jzero Katzu |

Jzero looks at his comrades to see if anyone is injured, ready to try to treat any wounds before moving on. Otherwise, he inspects the body of the goblin and cat to see if any of their gear might be useful.

Crastor Deems |

Crastor will go and peek down the way the goblin came for any sign of more goblins.

Jzero Katzu |

Jzero looks to Evesk to see if he can heal Johann. He will try to deal with any wounds not healed with magic. Assuming someone can ID the potions, we could use them to help Johhann. Do we have any other potions of healing from other treasures found?

GM_ZenFox42 |

Ah, nuts, I haven't been keeping track of the treasures as you go.
I can go thru the module and tally everything up, but it will take some time...
<10 minutes pass...>
Well, that didn't take long. I can't see any posts saying anyone's used any of the potions you already have, so by my count you all have the following magic items :
SIX potions of Minor Healing! (removes 1 Wound)
Potion of Minor Protection (+2 Armor)
Wand of Shocking (Bolt, Electricity, Touch Range)
Wand of Fire (Bolt, Fire) [from this combat]
Identification methods :
Identifying magic items requires a Common Knowledge roll for everyday items like healing potions. More obscure items require an Occult roll.
Detect Arcana + Identify Modifier provides all information.
I'm going to say that Detect Arcana is the only way to identify the number of charges and any activation command words (but most magic items are triggered simply by a successful magic-related Trait roll).
Occult will reveal how to use it to activate it (if it's not obvious, like potions).
I won't make you roll to identify the potions, sooner or later someone will figure them out. And you've seen the wands in action, so you know what they are.

Jzero Katzu |

I believe Evesk has healing powers, so if he can afford the PP, best to try that first. In case he can't or doesn't heal all wounds, Jzero applies what he as learned about treating combat wounds.
Healing: 1d4 ⇒ 4
Healing, Ace: 1d4 ⇒ 4
Healing, Ace^2: 1d4 ⇒ 1
Wild: 1d6 ⇒ 2
Result = 4 + 4 + 1 = 9
(Minus any modifier for working in the hedge, not sure if it apples to non-combat stuff)
Jzero uses some herbs that vastly speed up the natural healing process.

GM_ZenFox42 |

For future reference, in order to conserve PP, it would be best to try a "regular" Healing first. But each PC who has the Healing Skill can only try that once, so then Evesk could try (the Power can be re-tried as long as the magic-user has PP). But since Evesk is currently down to 5 PP, he might want to try it only once himself (his call) before you all just give some of the six(!) potions to the wounded PC.
Velrek's Support roll added a +1 to Jzero's roll.
Jzero and Velrek manage to patch up Johhann's wounds to the point where he can move without pain or restriction (0 Wounds).
What do you all do?

Crastor Deems |

Crastor will point towards the left and start stealthily moving towards the beach.
I will stop if we get outvoted, otherwise I push on! Without much luck at stealthing through the thick brush.
Stealth: 1d6 ⇒ 1
Wild Die: 1d6 ⇒ 3

Jzero Katzu |

I'm not clear on which way we are going on the map. We are in area C5. Is "toward the water" moving north along the path to the east of C5?
Stealth: 1d4 ⇒ 3
Wild: 1d6 ⇒ 2
Modifier: -2 (hedge)
Jzero is just as noisy moving through the hedge path. It is apparently hard to avoid stepping on twigs.

Johhann Coppice |

"Thank you both for the healing. I cannot believe that cat cut me up so badly!"
Johhann takes up a read position following the others, but also keep watch to make sure noting sneaks up behind them!

Crastor Deems |

Crastor planned on going north.

Jzero Katzu |

As before, Jzero is willing to lead the advance.

GM_ZenFox42 |

The party goes north, starts to see the light of day ahead, and after just 10 steps reaches the end of the tunnels!
An 80-foot rope bridge spans the gulf between the cliff and a roundish, flat-topped island sixty-some feet to the north. The rope bridge is made of hairy rope and thick wooden planks; the whole thing creaks and sways in the wind above the churning surf seventy five feet below.
Thick patches of nettles and briars grow here and there atop the island, but its most impressive feature is a wooden one-story stockade. Two thirty-foot-tall watchtowers guard the stockade’s southern facade.
Old map updated, but it doesn't show much, just the beginning of the bridge. Jzero, could you please replace the link in your "Map" in your tag line with a link to the Thistletop island image? I've already blacked it out. Thanks!
There are no goblins in sight on the island.
What do you do?

Jzero Katzu |

Jzero is willing to cross the bridge first but points out the bridge is likely only built to support goblins, not 'longshanks'. He gets out some rope, ties it to his waist and then gives the end to his allies to grip in case he falls. He volunteers to cross first, secure his end of the rope so others can cross one by one with a safety rope.
I'll wait on making any rolls to see what is required and to allow other players to suggest other options.

Velrek Savage PF |

Listening to Jzero's plan, Velrek frowns.
"You are probably correct. I should be the last to cross if it turns out to be stable."
He takes the end of the rope and finds a stone or tree or sturdy post to wrap it around to anchor it.

Crastor Deems |

"If you want to cross first, that works. But let me check to see if it looks rigged to drop first." Crastor says.
Crastor will stealth forward and look for traps.
Stealth: 1d6 ⇒ 5
Wild: 1d6 ⇒ 3
I am not sure if you want to handle the search checks, so I will stop and wait to see if you want me to roll it.

GM_ZenFox42 |

Crastor - thanks, I think you joined after we'd had the "I'll roll for you using Preview, but not post the results behind a Spoiler" discussion...
After making a d8 Thievery and d6 Wild die roll in Preview...
Crastor's eagle eyes spot something amiss at the far end of the bridge. There's a bunch of ropes lying on the ground near the posts driven into the ground that support the bridge. You suspect that the posts can't hold a lot of weight on the bridge unless they're tied up with the ropes.
To save time, everyone can assume Crastor tells you this.
What do you all do?

Johhann Coppice |

Being the smallest and most likely the lightest, Johhann steps forward.
"Ok, looks like I need to get across and tie those ropes up so the rest of you can make it."
The halfling moves forward to the bridge and slowly works his way across.
SHould I roll something??

Jzero Katzu |

While Johhann crosses, Jzero focuses on the terrain beyond the bridge base, watching for trouble.

Crastor Deems |

Crastor watches for any signs of goblins that might attack Johhann.

Crastor Deems |

"Seems a bit too quiet for the size." Crastor whistles as he points north and quietly says, "North leads to the heart of the place. I think we head that way."

Crastor Deems |

Crastor motions to the double doors and will check to see if they are trapped or locked.
Check for traps and locks on the double doors regardless of which way we go next.
The double doors seems like a better bet to Crastor. It indicates a bigger area and we are larger, for the most part, then goblins. So the space might be important.

GM_ZenFox42 |

Velrek - I don't understand your question. You're on the island, there's a human-sized stockade building there. The front doors were open, and you're standing in the first indoor room.
ALL - Jzero's "Map" link in his posts' tagline has been updated to show the stockade on the island.
Crastor - please read this post and the three posts that follow regarding our procedures for trapped doors (and listening for sounds behind doors). This was before we had a rogue in the group, so some of the discussion was about how to handle that, which you can ignore. Bottom line, once y'all pick a door, I'll either describe what's on the other side, or say that you've heard some noises or detected a trap, or say that an undetected trap has been sprung.
We didn't discuss locked doors, but if the group runs into any of them, when someone says they're going thru it, I'll just say the door is locked and let you make the unlock rolls yourself.
ALL - we're also using the "Rule of Two + 24", so does anyone want to second Crastor's choice of the double doors, or cast a vote for a different door? If no one replies within 24 hours, it'll be the double doors.

Velrek Savage PF |

Ah. When I last checked the only doors I could see were the double doors in front of us and the single near C14. I must have missed that we were inside already. My bad.
Velrek nods to Crastor, ready to rush in when the door is open.

GM_ZenFox42 |

Ah, nuts - I didn't give you the description of this room : the floor is made of hard-packed soil, suggesting either that the builders ran out of lumber after constructing the walls and roof, or that they never intended to install a proper floor in the first place. Along the eastern wall, several poorly preserved horse and dog heads are mounted in a grim display. On the southern wall, a pair of large black-feathered wings hangs, pinned in place by daggers driven directly into the wood.
Anybody want to do anything in this room before opening the double doors?