
Jzero Katzu |

Speaking quietly, Jzero comments, "Goblins seem to have issues with horses, dogs, and maybe birds of prey."

Johhann Coppice |

Johhann removes the pearl-handled dagger and shows it to the others.
"Seems strange that they would leave such and expensive item just stuck in the wall to hold up some wings...although these are goblins, so I don't put anything past them!'

GM_ZenFox42 |

As you approach the double-doors (on the north side of C10), you can see down the hall going east (map updated). You see two more doors along the hall, which ends with another door.
Opening the double-doors, you see a very short hallway ending in another door. Since it's the only option, you approach it.
You hear voices coming from the other side of the door, but you can't make out any details.
What do you do?

Crastor Deems |

"They didn't knock when they came to Sandpoint. I say we just wander in." Crastor says.

Jzero Katzu |

Jzero usually does the honors of entering first. He does not immediately attack any goblins he might encounter, but is ready to if they do anything hostile.

Crastor Deems |

Crastor will head in third.

GM_ZenFox42 |

You all enter a large room, with a fantastic scene. It appears to be a throne room, with furs hanging from all the walls. Four timbers near the center support the ceiling, with many spikes on them. On the lower spikes, hands in various state of decay are impaled. In the northeast corner, a wooden platform has a throne covered in pelts and skulls.
Map updated.
There are 8 goblins in the center of the floor, all armored but 4 are wearing tattered remains of human clothing over their armor. The goblin on the throne is watching with interest as they enact a mock battle in which the "humans" are losing.
To the right of the throne is another goblin - his attire seems to indicate that he is some kind of magician. To the left is a large gecko with a saddle, bit and bridle.
The goblin on the throne sees you all enter and shouts "STOP! You have entered the throne room of warchief Ripnugget, and may not come any closer until you have earned the right to approach my greatness. Who are you, and what are you doing in my castle?"
The eight goblins on the floor all turn to face you, weapons at the ready.
What do you do?

Jzero Katzu |

"I am Jzero and we represent the longshanks of Sandpoint. We are here in response to attacks on our community. Give us reason to not slay you as punishment for the lives you took."
Persuasion: 1d4 ⇒ 4
Persuasion, ace: 1d4 ⇒ 3
Wild: 1d6 ⇒ 5
Result = 4 + 3 = 7

Crastor Deems |

Crastor says, "If you want to talk, it seems like you should talk to all of us."

Jzero Katzu |

Jzero glances back and gestures to stay back. He takes a deep breath and exhales slowly to steady himself and then walks calmly toward the chief, skirting the dueling goblins. He has no weapons in hand.
"We are aware that a longshank woman may be responsible for the attacks. Is this true?"

GM_ZenFox42 |

Round 1!
Bennies have been reset to 4. Anyone with magic, please check your current PP under your spoiler and let me know if you disagree, thanks!
Engagements
None
Modifiers
None
Initiative
Jzero - AD
Crastor - KD
Ceri - QS
Ripnugget – JH
Evesk - JC
Johhann - 10D
Goblin mage – 8C
Velrek – 5H
Goblins – 3S
Just FYI, as I was dealing out the cards to the originally alphabetically-ordered list, the first five cards were an Ace-high straight! What're the odds?!?!
Jzero, Crastor, and Ceri are up!

Crastor Deems |

Crastor calls upon his innate powers to blast the goblins! He then moves forward towards the goblins.
I use a Large blast on Stun for 5 points to hit as many of the goblins as possible before we engage them. I will not hit Jzero.
Spellcasting: 1d6 ⇒ 6
Wild Die: 1d6 ⇒ 2
Explosion for the 6.: 1d6 ⇒ 2
That gives me a total of 8 on the casting roll for Stun.

Evesk |

As the normal methods of healing made it such that magical healing was not needed, Evesk retains his magic for later when it might greatly needed. He has a sense that they will face more goblins, and he looks for killing more their despicable kind.
When the Goblins unleash their attack Evesk will charge forward to engage whatever Goblin gets in his way to get to the Chief.
Attack: 1d8 ⇒ 6
Wild: 1d6 ⇒ 2
Damage: 1d6 + 1d8 ⇒ (1) + (5) = 6
OCC: Note as always Evesk brings up the rear he has no issue with sharing that with Johhann but he will not let Johhann behind him.
As for the maintaining that spell, with only a single Goblin left he would see no reason to maintain it.
In the future GM if I have not posted in a couple of days please ghost my character as you feel best and again my apologies for not saying something sooner.

GM_ZenFox42 |

Crastor - a Medium Blast Template would be enough to fill the room. In the future, please also show what the PP cost is for whatever Power you're using :
Base : 2
AoE : +2
Selective : +1 (to keep from affecting the party)
Total = 5
So you're now down to 6 PP.
Which goblin?: 1d8 ⇒ 6 --> Evesk attacks goblin#6

Jzero Katzu |

Since Jzero is close to the chief, he starts by attacking him.
Unarmed: 1d10 ⇒ 10
Unarmed, Ace: 1d10 ⇒ 5
Wild: 1d6 ⇒ 2
Modifier: +1 (martial arts)
10 + 5 + 1 = 16
Unarmed Damage: 1d8 + 1d6 ⇒ (4) + (1) = 5
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.

GM_ZenFox42 |

Ripnugget :
Stun : Vigor & Wild,-2 Raise: 1d8 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0
Spending a Benny...
Stun : Vigor & Wild,-2 Raise: 1d8 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 3 = 7
Shaken : Vigor & Wild: 1d8 ⇒ 21d6 ⇒ 3
Spending a Benny...
Shaken : Vigor & Wild: 1d8 ⇒ 41d6 ⇒ 4
Ripnugget shakes off the effects of Crastor's magic, and the blow from Jzero, but is at -2 from Jzero's attack until the end of his Turn.
I can't find anything in DaRules that says whether mounting an animal is an Action or a Free Action. Since it's basically movement, I'm calling it a Free Action...
Ripnugget moves to the gecko and jumps on top of it. He attacks Jzero :
Fighting & Wild,-2 Distracted: 1d10 - 2 ⇒ (9) - 2 = 71d6 - 2 ⇒ (4) - 2 = 2 = 7, Hit
Doing
Damage: 1d6 + 1d8 ⇒ (3) + (8) = 11
Which Shakens Jzero.
He attacks again :
Fighting & Wild,-2 Distracted: 1d10 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (3) - 2 = 1
ACE!: 1d10 ⇒ 3 = 11, Raise
Doing
Damage+Raise: 1d6 + 1d8 + 1d6 ⇒ (1) + (6) + (3) = 10
Which Shakens him again, inflicting a Wound.
Jzero - when a Shaken is about to be inflicted, a Bennie can be spent *immediately* to make it not happen. If you spend a Bennie after the first attack, the second one will leave you only Shaken.
The Gecko :
Stun : Vigor & Wild,-2 Raise: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 5 = 9
The gecko recovers from Crastor's magic, and bites Jzero :
Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 31d6 ⇒ 4 = 10
Doing
Damage: 1d6 + 1d4 ⇒ (2) + (2) = 4
Which doesn't break his skin.
Johhann is up!

Johhann Coppice |

Johhann takes aim and fires at Ripnugget, hoping to cut the head from these goblins.
Attack: 1d8 + 1 ⇒ (6) + 1 = 7
Wild: 1d6 ⇒ 5
Damage: 2d6 ⇒ (2, 2) = 4

GM_ZenFox42 |

Johhann's arrow does no damage to Ripnugget.
The goblin mage tries to cast a spell on Jzero :
Stun : Vigor & Wild,-2 Raise: 1d8 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 3 = 7, Success
Performance & Wild: 1d8 ⇒ 81d6 ⇒ 4
ACE!: 1d8 ⇒ 8
ACE! ACE!: 1d8 ⇒ 8 OMG...
ACE! ACE! ACE!: 1d8 ⇒ 2 I think that's a Raise...
Jzero suddenly feels like he's forgotten much of his training.
Your Fighting is now d6; at the *end* of your subsequent turns, make a Free Action Spirit roll; Success returns you to d8, a Raise (or a subsequent Success) to d10.
Velrek is up!

Velrek Savage PF |

A room full of this many Goblins is dangerous. Velrek worries the situation may be getting out of had already. He decides on a bold gamble. If the leader is taken down maybe the rest will be easy to take care of. He charges the mounted Goblin...
He channels all of his training and skill into a devastating blow.
Using Martial Flexibility to gain the Might Blow Edge. Double damage on 1st fighting roll...
2H sword: 1d8 + 1 ⇒ (7) + 1 = 8
wild: 1d6 ⇒ 3
damage: 1d10 + 1d10 ⇒ (2) + (4) = 6
raise damage?: 1d6 ⇒ 4
Grumble... You can bennie damage in Swade, right? I never remember which version you can do that in. So, just in case, here's a bennie damage reroll..
damage: 1d10 + 1d10 ⇒ (4) + (2) = 6
^%$^@% dicebot... well, that's 12 damage either way at least with the mighty blow!

GM_ZenFox42 |

Velrek - you *can* spend a Benny on damage in SWADE, but it's a re-roll, the two rolls are not additive, sorry...
Goblin#1, Avoid Stun, -2Raise: 1d6 - 2 ⇒ (2) - 2 = 0
Goblin#2, Avoid Stun, -2Raise: 1d6 - 2 ⇒ (3) - 2 = 1
Goblin#3, Avoid Stun, -2Raise: 1d6 - 2 ⇒ (4) - 2 = 2
Goblin#4, Avoid Stun, -2Raise: 1d6 - 2 ⇒ (4) - 2 = 2
Goblin#5, Avoid Stun, -2Raise: 1d6 - 2 ⇒ (3) - 2 = 1
Goblin#6, Avoid Stun, -2Raise: 1d6 - 2 ⇒ (1) - 2 = -1
Goblin#7, Avoid Stun, -2Raise: 1d6 - 2 ⇒ (1) - 2 = -1
Goblin#8, Avoid Stun, -2Raise: 1d6 - 2 ⇒ (1) - 2 = -1
All of the goblins are stunned by Crastor's spell...
Now it's their first action, they have a chance to recover from it :
Goblin#1, Recover from Stun, -2FirstTurn: 1d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 1 = 5
Goblin#2, Recover from Stun, -2FirstTurn: 1d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 3 = 7
Goblin#3, Recover from Stun, -2FirstTurn: 1d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 1 = 5
Goblin#4, Recover from Stun, -2FirstTurn: 1d6 - 2 ⇒ (4) - 2 = 2
Goblin#5, Recover from Stun, -2FirstTurn: 1d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 3 = 7
Goblin#6, Recover from Stun, -2FirstTurn: 1d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 4 = 14
Goblin#7, Recover from Stun, -2FirstTurn: 1d6 - 2 ⇒ (3) - 2 = 1
Goblin#8, Recover from Stun, -2FirstTurn: 1d6 - 2 ⇒ (3) - 2 = 1
Goblins #1, 2, 3, 5, 6 recover and can act.
NOTE : any of you are at +2 to your attacks against the other goblins until they become un-stunned...
Who?: 1d6 ⇒ 6 Alphabetically, that's Velrek
Who?: 1d6 ⇒ 1 Alphabetically, that's Ceri
Who?: 1d6 ⇒ 3 Alphabetically, that's Evesk
Who?: 1d6 ⇒ 5 Alphabetically, that's Jzero
Goblin #6 is engaged with Evesk (from previous post).
Goblin #1 attacks Velrek :
Fighting,+2 GangUp: 1d6 + 2 ⇒ (3) + 2 = 5
And misses.
Goblin #2 attacks Ceri :
Fighting: 1d6 ⇒ 1
And misses.
Goblin #3 attacks Evesk :
Fighting,+1 GangUp: 1d6 + 1 ⇒ (2) + 1 = 3
And misses.
Goblin #5 attacks Jzero :
Fighting,+1 GangUp: 1d6 + 1 ⇒ (1) + 1 = 2
And misses.

GM_ZenFox42 |

Round 1 Summary
Ceri transforms into an earth elemental.
Crastor tries to stun all the goblins.
Evesk attacks goblin#6, but does no damage.
Jzero attacks Ripnugget, but does no damage.
Ripnugget attacks Jzero, and shakens him, twice.
Spend a Benny to avoid a Wound.
The gecko attacks Jzero, but does no damage.
Johhann fires an arrow at Ripnugget, but does no damage.
The goblin mage casts a spell on Jzero, reducing his fighting skills.
Make a Free Action Spirit roll at the end of your turns to recover.
Velrek attacks Ripnugget, but does no damage.
Half the goblins recover from Crastor's stun, but none of them succeed in hitting any of the PC's.

GM_ZenFox42 |

Round 2!
Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#1 & Velrek
Goblin#2 & Ceri
Goblin#3 & Evesk
Goblin#5 & Jzero
Goblin#6 & Evesk
Modifiers
Ripnugget, Gecko, Goblin#1 and Goblin#5 have +2 Gang-up bonus against Jzero and Velrek
Goblin#3 and Goblin#6 have +1 Gang-up bonus against Evesk
Initiative
Ripnugget – AH
Jzero - KS
Evesk - 10S
Crastor - 10C
Ceri - 9H
Goblins – 9D
Goblin mage – 6D
Johhann - 4S
Velrek – 3D
Ripnuggent tries to recover from Velrek's attack :
Vigor & Wild: 1d6 ⇒ 41d6 ⇒ 1 = Success
And shouts "Die, longshanks, die!"
He attacks Jzero :
Fighting & Wild,+Gang-up: 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7
And hits, doing
Damage: 1d6 + 1d8 ⇒ (4) + (7) = 11 = Shaken
Assuming you spent a Benny last round (please let me know!), you'll have to spend another this round to avoid a Wound...
He attacks Velrek :
Fighting & Wild,+Gang-up: 1d10 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (4) + 2 = 6
And misses.
The gecko attacks Jzero :
Fighting & Wild,+Gang-up: 1d6 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (2) + 2 = 4
And hits, doing
Damage: 1d6 + 1d4 ⇒ (2) + (4) = 6
Which doesn't break his skin.
Jzero, Evesk, Crastor, and Ceri are up!

Crastor Deems |

Crastor uses his spell to his advantage and moves to strike a stunned goblin.
I move to attack Goblin #4. Since he is under Stun, I believe I get my rogue Sneak Attack damage if I strike.
Fighting Die: 1d8 ⇒ 2
Wild Die: 1d6 ⇒ 4
Warhammer Damage+1AP: 2d6 ⇒ (1, 4) = 5
Sneak Attack Die: 1d6 ⇒ 4
Seems pretty unlikely that I hit, but it is a Stunned Goblin...

Jzero Katzu |

Jzero will spend the 2 bennies to keep his shaken condition from becoming a wound. Unless I missed notice that our benny supply replenished when entering the main fortress, Jzero is out of them. Does Jzero get a +1 gangup bonus against Ripnugget since Velrek is also engaged with him?
Spirit: 1d6 ⇒ 5
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 4
Jzero shakes off the attacks by the chief and his lizard and attacks the leader again. This time he follows his punch with a spin kick.
Unarmed: 1d10 ⇒ 9
Wild: 1d6 ⇒ 1
Modifier: +1 (martial artist) - 2 (MAP)
Result = 9 + 1 - 2 = 8 (+1 gang up?)
Unarmed Damage: 1d8 + 1d6 ⇒ (3) + (4) = 7
unarmed Raise Damage: 1d10 ⇒ 8
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.
Unarmed: 1d10 ⇒ 9
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 3
Modifier: +1 (martial artist) - 2 (MAP)
Result = 6 + 3 + 1 - 2 = 8 (+1 Gang up?)
Unarmed Damage: 1d8 + 1d6 ⇒ (4) + (5) = 9
unarmed Raise Damage: 1d10 ⇒ 1
AP 2

Evesk |

Evesk growls as Goblins step up to get in his way, but he is more than happy to dispatch these loathesome dregs. Still he tries to maintain enough control to accurately attack but sadly still does not manage to hit these agile little vermin.
Attack: 1d8 ⇒ 2
Wild:: 1d6 ⇒ 3

GM_ZenFox42 |

Sorry, I should have put this in the Round 2 info :
Modifiers :
Anyone attacking goblins #4, #7, #8 are at +2 to their attack (Athletics, Fighting, Shooting).
In the Round 1 info, I said everyone started this combat with 4 Bennies.
Crastor - under the Rogue description, it says your Sneak Attack damage die is a d6 - is there some other reason you used a d4? If not, you have 24 hours to roll a d6, otherwise I'll do it for you.
Jzero - Gangup looks at everyone involved. And in TotM, it's just a simple count. There's 4 (goblins+gecko) against the 2 of you (check the Engagements in the Round 2 info), so they get a 4-2 = +2 bonus.
Also, when the goblin mage cast a spell on you last round, I said your Fighting was reduced to d6, and at the *end* of your subsequent turns, make a Free Action Spirit roll; Success returns you to d8, a Raise (or a subsequent Success) to d10. So you'll have to re-roll your TWO attacks with d6's (you can keep the recovery from Shaken), then check to see if you recover...

Ceri Featherwing |

Ceri punches Goblin #2 with a stone fist :
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 1
ACE!: 1d8 ⇒ 8
ACE! ACE!: 1d8 ⇒ 8 Not *again*...
ACE! ACE! ACE!: 1d8 ⇒ 3 = 27, Raise
Doing
Damage: 1d8 + 1d10 ⇒ (8) + (1) = 9
ACE!: 1d8 ⇒ 2 = 11, Wound
And everyone hears his ribs crack, and he falls to the ground, dead.

GM_ZenFox42 |

Three goblins try to shake off Crastor's stun :
Goblin#4: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 3 = 9, Raise
Goblin#7: 1d6 ⇒ 1 = Failure
Goblin#8: 1d6 ⇒ 6 = Success
Goblin #1 attacks Velrek :
Fighting,Gangup: 1d6 + 2 ⇒ (3) + 2 = 5
And misses.
Goblin #3 attacks Evesk :
Fighting,Gangup: 1d6 + 1 ⇒ (2) + 1 = 3
And misses.
Goblin #4 screeches as he sees his comrade fall at Ceri's hand, and attacks her :
Fighting: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 2 = 8
And hits, doing
Damage: 2d4 ⇒ (2, 1) = 3
Which doesn't get thru her rock-hard skin.
Goblin #5 attacks Jzero :
Fighting+Gangup: 1d6 + 2 ⇒ (1) + 2 = 3
And misses.
Goblin #6 attacks Evesk :
Fighting,Gangup: 1d6 + 1 ⇒ (3) + 1 = 4
And misses.
Who?: 1d2 ⇒ 1 Alphabetically, that's Crastor...
Goblin #8 attacks Crastor :
Fighting: 1d6 ⇒ 1
And missses.
The goblin mage casts a spell at Velrek :
Performance & Wild: 1d8 ⇒ 41d6 ⇒ 5 = Success
Velrek's sword suddenly feels unfamiliar to his hands, like somehow it doesn't fit right.
Velrek - your Fighting is now d6; at the *end* of your subsequent turns, make a Free Action Spirit roll; Success returns you to d8.
Modifiers :
Anyone attacking goblin #7 are at +2 to their attack (Athletics, Fighting, Shooting).

Velrek Savage PF |

Grumbling something about magic sucking Velrek attempts to reposition a little so he can strike at multiple goblins without hitting Jzero.
Going for a sweep attack. As long as Jzero isn't within 1" i'm good. Want to get as many gobbos in as possible but mostly the boss and his mount.
2H sword: 1d6 + 1 ⇒ (5) + 1 = 6
wild: 1d6 ⇒ 3
damage, AP2: 1d10 + 1d10 ⇒ (7) + (7) = 14

Crastor Deems |

Crastor - under the Rogue description, it says your Sneak Attack damage die is a d6 - is there some other reason you used a d4? If not, you have 24 hours to roll a d6, otherwise I'll do it for you.
I am not sure what you are seeing. I see that I rolled a d6 and ended up with a 4.

GM_ZenFox42 |

Velrek - it's very hard in TotM in a ganged-up situation to determine how many opponents your sword could reach. I'm going to roll for it :
How many?: 2d2 ⇒ (2, 2) = 4
Ok, so your attack potentially hit them all. 6 is higher than everyone's Parry except for Ripnugget's, so you damaged 3 of them. In a Sweep, damage is rolled separately for each person hit.
Please make 2 more damage rolls, and specify which one of the three is for the gecko.
Also, make a Free Spirit roll to determine if you overcome the effects of the spell.
Crastor - I must have seen the 4 damage from your Sneak Attack and somehow thought it was a d4 you rolled, so...nevermind.
Also waiting on rolls from Jzero, and Johhann's action.

Johhann Coppice |

Johhann takes aim and fires at (goblin #7)
Attack: 1d8 + 3 ⇒ (2) + 3 = 5
Wild: 1d6 ⇒ 6
explode: 1d6 ⇒ 2
Damage: 2d6 ⇒ (2, 2) = 4
Is there a map for this battle?? The one I can find does not show any pieces

Jzero Katzu |

Sorry for failing to read the posts properly. I was posting late at night, so my attention to detail was reduced.
Knowing his fighting ability was impaired, Jzero would just make a single attack on the chief instead of two.
Unarmed: 1d6 ⇒ 6
Unarmed, ace: 1d6 ⇒ 2
Wild: 1d6 ⇒ 4
Modifier: +1 (martial Arts)
Result = 6 + 2 + 1 = 9
Unarmed Damage: 1d8 + 1d6 ⇒ (7) + (4) = 11
unarmed Raise Damage: 1d10 ⇒ 5
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.
Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 4
Success, fighting die up to d8 next round.