
Velrek Savage PF |

My bad. Knew it was one attack roll, forgot it was individual damage!
rando Gobbo damage: 1d10 + 1d10 ⇒ (4) + (2) = 6
Gecko damage: 1d10 + 1d10 ⇒ (6) + (1) = 7
Well. That was a bit of a let down. :)

GM_ZenFox42 |

Round 2 summary :
Ripnugget attacks both Jzero and Velrek, but does no damage.
The gecko attacks Jzero, but does no damage.
Crastor hits goblin #4 and rattles it (Shaken).
Evesk swings at goblin #6 but misses.
Ceri punches goblin #2 and kills it.
The regular goblins don't do any damage at all to anyone.
The goblin mage reduces Velrek's fighting ability.
Velrek makes a mighty swing with his sword, killing goblin #5, and rattling goblin #1 and the gecko.
Velrek - please make a Free Spirit roll to determine if your Fighting die goes back to d8 or not.
Johhann - you always add any bonuses to both the skill die and the Wild die, so that was an 11, Raise. Regardless of the die results, *always* please add a d6 "Damage Raise" die roll after your regular Damage roll, thanks!
There is no map for this battle, we're doing Theater of the Mind for all battles...
Damage Raise: 1d6 ⇒ 3
Johhann fires a bow at goblin #7 and rattles him.
Jzero punches Ripnugget, rattling him.

GM_ZenFox42 |

Round 3!
Engagements
I messed up in previous rounds, mixing goblins #4 and #8 with Ceri and Crastor. To keep it simple, I'm swapping which goblins they're engaged with.
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#1 & Velrek
Goblin#3 & Evesk
Goblin#4 & Crastor
Goblin#6 & Evesk
Goblin#8 & Ceri
Modifiers
Ripnugget, Gecko and Goblin#1 have +1 Gang-up bonus against Jzero and Velrek
Goblin#3 and Goblin#6 have +1 Gang-up bonus against Evesk
Jzero’s Fighting is reduced to d8
Initiative
Goblin mage – JOKER! +2 to all rolls!
Goblins – KC
Evesk - 9S
Ripnugget – 7D
Johhann - 5D
Ceri - 5C
Crastor - 4H
Velrek – 4C
Jzero - 2D
The goblin mage tries to cast a spell on Johhann :
Performance & Wild,+Joker: 1d8 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (5) + 2 = 7
ACE!: 1d8 ⇒ 1 = 11, Raise
Johhann suddenly can't remember exactly how to use his bow anymore.
Johhann - your Shooting skill is now d4. At the end of each of your turns, make a Free Spirit roll. Success returns you to d6, a Raise (or a subsequent Success) to d8.
Goblin#1 attempts to recover from Shaken :
Spirit: 1d6 ⇒ 2 = Failure
Goblin#3 attacks Evesk :
Fighting,+1 Gangup: 1d6 + 1 ⇒ (5) + 1 = 6
And misses.
Goblin#4 attempts to recover from Shaken :
Spirit: 1d6 ⇒ 3 = Failure
Goblin#6 attacks Evesk :
Fighting,+1 Gangup: 1d6 + 1 ⇒ (2) + 1 = 3
And misses.
Goblin #7 attempts to recover from the Stun :
Vigor: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 1 = Success
Goblin #7 attempts to recover from Shaken :
Spirit: 1d6 ⇒ 2 = Failure
Goblin#8 attacks Crastor :
Fighting: 1d6 ⇒ 3
And misses.
TL;DR : none of the goblins even hit anybody.
Evesk is up!

Jzero Katzu |

Jzero got a success on his spirit roll to recover from the lowered fighting die, so I believe his fighting die is now d8.

Evesk |

Evesk is getting rather annoyed at how these desplorable small creatures keep avoiding his swings and is more determined than ever to make one count.
Attack: 1d8 ⇒ 3
Wild: 1d6 ⇒ 2
OCC: Well dang Evesk is just doing rather miserable in the hitting the bad guys department.

GM_ZenFox42 |

Ripnuggent tries to recover from Jzero's attack :
Vigor & Wild: 1d6 ⇒ 31d6 ⇒ 6
ACE!: 1d6 ⇒ 3 = 9, Raise
And again shouts "Die, longshanks, die!"
He attacks Jzero :
Fighting & Wild,+Gang-up: 1d10 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (5) + 1 = 6
And hits, doing
Damage: 1d6 + 1d8 ⇒ (2) + (1) = 3
Which doesn't break his skin.
He attacks Velrek :
Fighting & Wild,+Gang-up: 1d10 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (1) + 1 = 2
And hits, doing
Damage: 1d6 + 1d8 ⇒ (3) + (7) = 10
Which rattles him.
Velrek, you are Shaken. You can spend a Bennie now, or wait until your turn to see if you can roll to recover, then spend a Bennie if you fail and really want to act.
The gecko attacks Velrek :
Fighting & Wild,+Gang-up: 1d6 + 1 ⇒ (1) + 1 = 2
And misses.
Johhann, Ceri, Crastor, Velrek, and Jzero are up, in any order!

Johhann Coppice |

Taking aim once again, Johhann suddenly finds himself at a loss for how to properly aim this bow. He feels like this is the first time he has ever fired this weapon, and is completely overwhelmed by the sudden loss of knowledge.
Not wanting to let his teammates down, he switches to his hand axe and moves forward into the fray.
Not too sure if I can switch weapons, move and attack all in one action, so I will assume his confusion adds to this turns action

Crastor Deems |

Crastor swings at the goblin in front of him.
Attack #4.
Warhammer: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4
Nope.

Velrek Savage PF |

Spirit: 1d6 ⇒ 6
spirit xplode: 1d6 ⇒ 4
wild: 1d6 ⇒ 4
Velrek shakes off the blow and returns the favor on the Goblin leader.
2H sword: 1d6 + 1 ⇒ (4) + 1 = 5
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 4
damage: 1d10 + 1d10 ⇒ (6) + (3) = 9
raise damage?: 1d6 ⇒ 5

Jzero Katzu |

Yes, I said so in the "Modifiers" section of the Round 3 post above...
It was listed as d6 in Jzero's status spoiler. I didn't notice the different value in the modifiers. Sorry.
Jzero tries to steady his mind and focus on the goblin chieftain and ignore the mounting chaos around him. Some of his confidence is returned by striking the leader and then deflecting his counterattack.
Unarmed: 1d8 ⇒ 3
Wild: 1d6 ⇒ 4
Modifier: +1 (monk bonus)
Spending a benny to reroll.
Unarmed: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 1
Modifier: +1 (monk bonus)
Result = 6 + 1 + 1 = 8
Unarmed Damage: 1d8 + 1d6 ⇒ (7) + (5) = 12
unarmed Raise Damage: 1d10 ⇒ 10
unarmed Raise Damage, Ace: 1d10 ⇒ 2
AP 2 (monk)
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 ⇒ 6
Spirit, Ace: 1d6 ⇒ 6
Spirit, Ace^2: 1d6 ⇒ 1
Wild: 1d6 ⇒ 1
To return fighting die to d10. Now I get the raise when it doesn't matter.

Ceri Featherwing |

Jzero - sorry I forgot to update your spoiler status. I always wondered if anyone ever checked them... ;)
Ceri punches goblin #8 again :
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 2
ACE!: 1d8 ⇒ 7 = 15, Raise
Doing
Damage: 1d8 + 1d10 + 1d6 ⇒ (2) + (5) + (5) = 12
And he falls to the ground, dead.

GM_ZenFox42 |

Round 3 summary :
The goblin mage casts a spell on Johhann, reducing his ability to use his bow.
Evesk swings at a goblin, and misses.
Ripnugget attacks Jzero, but does no damage. He then attacks Velrek, and rattles him.
The gecko attacks Velrek, but misses.
Crastor attacks a goblin, and misses.
Velrek shakes off Ripnugget's blow, and attacks Ripnugget, but doesn't penetrate his armor. He does shake off the mage's spell.
Jzero attacks Ripnugget, putting him off balance. He recovers from the mage's spell.
Ceri attacks a goblin, killing him.
Johhann swings at a goblin with his axe, but misses.
Johhann - please make a Free Spirit roll to determine if your Shooting die goes back up in Round 3. On a Success, it goes to d6, on a Raise (or a subsequent Success), it goes back to d8. Until then, you keep the +1 regardless.

GM_ZenFox42 |

Round 4!
Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#1 & Velrek
Goblin#3 & Evesk
Goblin#4 & Crastor
Goblin#6 & Evesk
Modifiers
Ripnugget, Gecko and Goblin#1 have +1 Gang-up bonus against Jzero and Velrek
Goblin#3 and Goblin#6 have +1 Gang-up bonus against Evesk
Johann’s Shooting is reduced to d?.
Initiative
Ripnugget – JOKER! +2 to all rolls!
Crastor - AH
Goblin mage – QD
Velrek – 9S
Ceri - 8S
Goblins – 7C
Evesk - 6D
Johhann - 5C
Jzero - 4H
Huh - a 9-hi straight (but not in the order they were dealt...)
Ripnugget tries to shake off Jzero's attack :
Spirit & Wild,+Joker: 1d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (5) + 2 = 7 = Success
Ripnugget attacks Jzero :
Round 4!
Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#1 & Velrek
Goblin#3 & Evesk
Goblin#4 & Crastor
Goblin#6 & Evesk
Modifiers
Ripnugget, Gecko and Goblin#1 have +1 Gang-up bonus against Jzero and Velrek
Goblin#3 and Goblin#6 have +1 Gang-up bonus against Evesk
Johann’s Shooting is reduced to d?.
Initiative
Ripnugget – JOKER! +2 to all rolls!
Crastor - AH
Goblin mage – QD
Velrek – 9S
Ceri - 8S
Goblins – 7C
Evesk - 6D
Johhann - 5C
Jzero - 4H
Huh - a 9-hi straight (but not in the order they were dealt...)
Ripnugget tries to shake off Jzero's attack :
Spirit & Wild,+Joker: 1d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (2) + 2 = 4
Ripnugget attacks Jzero :
Fighting & Wild,+Gang-up,+Joker: 1d10 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (3) + 3 = 6
And hits, doing
Damage: 1d6 + 1d8 ⇒ (1) + (5) = 6
But doesn't break his skin.
Ripnugget attacks Velrek :
Fighting & Wild,+Gang-up,+Joker: 1d10 + 3 ⇒ (7) + 3 = 101d6 + 3 ⇒ (1) + 3 = 4
And hits, doing
Damage: 1d6 + 1d8 ⇒ (5) + (7) = 12
Which throws him off his balance (Shaken).
Crastor is up!

Crastor Deems |

Crastor tries to smash the annoying goblin!
Warhammer: 1d8 ⇒ 8
Wild Die: 1d6 ⇒ 2
Warhammer Ace: 1d8 ⇒ 7
Warhammer Damage+1AP: 2d6 ⇒ (4, 6) = 10
Warhammer Damage Ace+1AP: 1d6 ⇒ 6
Warhammer Damage Ace+1AP: 1d6 ⇒ 1
Attack Raise: 1d6 ⇒ 2

Velrek Savage PF |

Spirit: 1d6 ⇒ 2
wild: 1d6 ⇒ 3
Will spend a Benny to act.
Velrek shakes his head and makes sure Jzero is on the other side of the Goblin boss and swings his sword in a wide arc again.
Remembered the newer errata, sweep only suffers the -2 if using a one handed weapon.
2H sword: 1d8 + 1 ⇒ (8) + 1 = 9
attack xplode: 1d8 ⇒ 6
wild: 1d6 ⇒ 3
damage, Da Boss: 1d10 + 1d10 ⇒ (2) + (5) = 7
damage raise on da boss?: 1d6 ⇒ 4
damage, Da Gecko: 1d10 + 1d10 ⇒ (1) + (5) = 6
damage raise on gecko?: 1d6 ⇒ 2
damage, Da poor last gobbo: 1d10 + 1d10 ⇒ (5) + (7) = 12
damage raise on gob?: 1d6 ⇒ 2

Evesk |

Evesk feels anger at himself welling up inside, its a stupid little Goblin he has killed many of these despicable vermin why is this one being so difficult. "Die like you ought to you piece of waste!"
Attack: 1d8 ⇒ 7
Wild: 1d6 ⇒ 3
Damage: 1d6 + 1d8 ⇒ (5) + (8) = 13
OCC: In case you can Ace damage rolls
Ace: 1d8 ⇒ 3

Johhann Coppice |

Feeling some of his ability with the bow come back, Johhann still uses his axe to hack at the magical goblin.
Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3
Damage: 2d6 ⇒ (3, 6) = 9
Wild: 1d6 ⇒ 4
Can I use a bennie to re-roll the attack??
Attack: 1d8 ⇒ 8
explode: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6
explode: 1d6 ⇒ 6
explode again!:1d6 ⇒ 5
Damage: 2d6 ⇒ (6, 3) = 9
Wild: 1d6 ⇒ 2
1 damage explode;1d6 ⇒ 3

GM_ZenFox42 |

Johhann - you can always use a Benny to re-roll attack and damage rolls (and any other Skill roll).
However, Damage rolls don't get Wild die rolls.
But, since your attack roll got a Raise, you would add a d6 "Damage Raise" roll (please *always* add this roll after every Damage roll in the future, thanks!).
And, always please make your exploding re-roll *immediately* after the roll that exploded.
So, I'm taking the "Wild" roll after the Damage roll as the "exploding" roll, and the "damage explode" roll as the "Damage Raise" roll, so there's nothing you need to do to fix things this time.

Jzero Katzu |

Jzero deftly blocks the attempt by the chief to harm him, then counter-attacks with a spin kick, hoping to kick some humility into him.
Unarmed: 1d10 ⇒ 10
Unarmed, Ace: 1d10 ⇒ 2
Wild: 1d6 ⇒ 3
Modifier: +1 (monk bonus)
Result = 10 + 2 + 1 = 13
Unarmed Damage: 1d8 + 1d6 ⇒ (5) + (2) = 7
unarmed Raise Damage: 1d10 ⇒ 3
AP 2 (monk)
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 |

Round 4 Summary
-Ripnugget attacks Jzero with his goblin sword, but doesn’t break his skin.
-Ripnugget hits Velrek with his goblin sword, and throws him off-balance (Shaken).
-Crastor attacks goblin #6, and his warhammer smacks him right in the belly and smashes him in two.
-The goblin mage attacks Ceri, and slips and falls on his face.
-Velrek’s sweeping attack staggers the goblin king and the gecko, and kills goblin #1 with a swipe across his abdomen.
-Evesk attacks goblin #3, and cleaves it in two (guess the anger helped… ;)
-Ceri punches goblin #7 so hard in the stomach that it gasps loudly and falls down dead.
-Goblin #4 attacks Crastor, who sidesteps as the last second.
-Goblin #6 attacks Evesk, who parries the attack with his weapon.
-Johann attacks the goblin mage, planting his axe in-between his ribs and killing him.
-Jzero’s kick hits Ripnugget in the head, leaving him dazed (Shaken and Distracted).
ALL - please see Discussion...

GM_ZenFox42 |

Round 5!
Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#6 & Evesk
Modifiers
Johann’s Shooting is reduced to d6?
Johhann – please make another Spirit roll to see if your Shooting increases back to d8, thanks!
Initiative
Crastor - JOKER! +2 to all rolls, everyone gets a Benny! Above spoilers reflect the current Benny count, including the last Joker.
Ripnugget – 9C
Evesk - 8S
Goblins – 6S
Ceri - 4D
Velrek – 3H
Johhann - 3C
Jzero - 2H
Crastor is up! Don't forget the +2!

Crastor Deems |

Crastor moves over to smack the lizard.
Move and attack Rignugget.
Warhammer: 1d8 + 2 ⇒ (5) + 2 = 7
Wild Die: 1d6 + 2 ⇒ (2) + 2 = 4
Warhammer Damage+1AP: 2d6 + 2 ⇒ (3, 5) + 2 = 10
Raise: 1d6 + 2 ⇒ (6) + 2 = 8
Ace: 1d6 + 2 ⇒ (2) + 2 = 4

Evesk |

Finally having dealt one of these vermin a serious injury, he is pleased but also seeing these creatures are falling he tries to incite them a bit more so they will not give into their more cowardly natures, he then speaks out vehemently in Goblin as he continues to attack.
Attack: 1d8 ⇒ 3
Wild: 1d6 ⇒ 1

GM_ZenFox42 |

Crastor - just to be clear, Ripnugget is a goblin, who's riding the "lizard" (gecko). I'll assume you're attacking the goblin.
And FYI, +2 to "all" rolls doesn't include the Raise Damage die, and never applies to any Ace re-rolls, because the +2 was already included in the original roll. So if your attack had been a Raise, your Damage would have been an 18 instead of a 22 - make sense?
Crastor’s warhammer lands a solid blow to Ripnugget’s abdomen, knocking the wind out of him and breaking a few ribs (1 Wound).
Velrek and Jzero get a +1 Gang-up to their attacks because Crastor has joined them.

GM_ZenFox42 |

Ripnugget tries to clear his head :
Spirit & Wild,-Wound: 1d6 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (6) - 1 = 5
ACE!: 1d6 ⇒ 3 = 8, Success
Who?: 1d3 ⇒ 3 Alphabetically, that's Velrek.
Ripnugget attacks Velrek :
Fighting & Wild,-Wound,Distracted: 1d10 - 3 ⇒ (2) - 3 = -11d6 - 3 ⇒ (3) - 3 = 0
Velrek sidesteps his blade.
Who?: 1d3 ⇒ 2 Alphabetically, that's Jzero.
Ripnugget attacks Jzero :
Fighting & Wild,-Wound,Distracted: 1d10 - 3 ⇒ (2) - 3 = -11d6 - 3 ⇒ (2) - 3 = -1
Jzero ducks under his blade.
Goblin #6 attacks Evesk :
Fighting: 1d6 ⇒ 3
And his swing goes wide.

Ceri Featherwing |

Ceri approaches the goblin attacking Evesk and attacks it :
Fighting & Wild,Gangup: 1d8 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (1) + 1 = 2
And hits, doing
Damage: 1d8 + 1d10 ⇒ (1) + (9) = 10
Her punch strikes his head so hard you can hear his skull crack, and he drops to the ground, dead.
Her spell ends, and she reverts back to her normal self. She rises up to the ceiling to keep an eye on everything, in case more goblins come in thru the doors.
Velrek, Johhann, and Jzero are up!

Velrek Savage PF |

Taking advantage of Crastor's entry into the adult fighting table, Velrek strikes at the Goblin leader.
2H sword plus gang up: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
wild: 1d6 + 1 ⇒ (1) + 1 = 2
damage: 1d10 + 1d10 ⇒ (3) + (1) = 4
raise damage?: 1d6 ⇒ 1
Going to benny that sad, sad damage.
damage: 1d10 + 1d10 ⇒ (1) + (8) = 9
raise damage?: 1d6 ⇒ 5

Jzero Katzu |

Jzero, seeing that the chief is injured, aims his next punch to the head and puts only enough force into it to knock him out, as he hopes to keep him alive for questioning and perhaps returning him to Sandpoint for judgment.
Unarmed: 1d10 ⇒ 4
Wild: 1d6 ⇒ 2
Modifier: +1 (monk bonus) + 1 (gang-up)
Result = 4 + 2 = 6
Unarmed Damage: 1d8 + 1d6 ⇒ (7) + (4) = 11
unarmed Raise Damage: 1d10 ⇒ 10
unarmed Raise Damage, Ace: 1d10 ⇒ 10
unarmed Raise Damage, Ace^2: 1d10 ⇒ 9
Raise Damage = 10 + 10 + 9 = 29
AP 2 (monk)
That might hit, but just in case, spending a benny for a reroll of the attack dice. It would be nice to end this, assuming the other goblins will give up when their chief is down.
Unarmed: 1d10 ⇒ 1
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 3
Modifier: +1 (monk bonus) + 1 (gang-up)
Result = 6 + 3 + 2 = 11

Johhann Coppice |

Sorry..been sick all week. Time just seemed to fly by!
Seeing the Goblin King wounded, Johhann moves forward to attempt a strike on the creature.
Attack: 1d8 ⇒ 3
Wild: 1d6 ⇒ 1
Using bennie
Attack: 1d8 ⇒ 6
Damage: 2d6 ⇒ (3, 5) = 8
Raise( if needed): 1d6 ⇒ 2

GM_ZenFox42 |

Round 5 Summary
Crastor’s warhammer lands a solid blow to Ripnugget’s abdomen, knocking the wind out of him and breaking a few ribs (1 Wound).
Ripnugget attacks Velrek, who sidesteps his blade.
Ripnugget attacks Jzero, who ducks under his blade.
Evesk attacks goblin #6, but the goblin deflects his attack with his weapon.
Goblin #6 attacks Evesk, but his swing goes wide.
Ceri approaches the goblin attacking Evesk and attacks it - her punch strikes his head so hard you can hear his skull crack, and he drops to the ground, dead.
Velrek swings his sword at the goblin king, drawing a thin line of blood across the arm (Shaken).
Jzero punches the goblin king hard in the head, and draws blood (1 Wound).
Johhann swings at the goblin king, who leans back on his gecko at the last second.
NOTE : even tho Crastor’s, Velreks's, and Jzero’s attacks were only Shakens, DaRules say that if a Shaken creature becomes (only) Shaken again, that inflicts a Wound!

GM_ZenFox42 |

Round 6!
Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Crastor & Ripnugget & Gecko
Johhann & Ripnugget & Gecko
Modifiers
Jzero, Velrek, Crastor, and Johhann have +2 Gang-Up against Ripnugget and the Gecko
Initiative
Crastor - JD
Johhann - 10C
Evesk - 9H
Goblins – 8H
Velrek – 6S
Ceri - 6C
Jzero - 3D
Ripnugget – 2S
Crastor, Johhann, and Evesk are up!

Jzero Katzu |

I'll have to remember to indicate when something is just RP talk and when it is intended as a special action like a called shot. I was just narrating that he was going for nonlethal damage. Sorry that wasn't clear. I would suggest that if a player doesn't specify 'called shot,' then don't assume they were going for the extra damage and maybe just indicating what the character hopes happens as part of the regular fighting.

Crastor Deems |

Crastor swings at Rignugget once more!
Warhammer: 1d8 + 2 ⇒ (2) + 2 = 4
Wild Die: 1d6 + 2 ⇒ (4) + 2 = 6
Warhammer Damage+1AP: 2d6 ⇒ (1, 5) = 6
Raise: 1d6 ⇒ 5
I have too many Bennies, so lets spend one and re-roll. I am not sure if I should re-roll the damage as well. I am but if I Should not be just use the above damage.
Warhammer: 1d8 + 2 ⇒ (5) + 2 = 7
Wild Die: 1d6 + 2 ⇒ (1) + 2 = 3
Warhammer Damage+1AP: 2d6 ⇒ (4, 2) = 6
Raise: 1d6 ⇒ 5

Johhann Coppice |

Being of a smaller stature, Johhann decides to stop trying to hit the mounted goblin, and takes aim at the gecko mount instead.
Fighting: 1d8 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 ⇒ 5
Damage: 2d6 ⇒ (5, 5) = 10
Raise: 1d6 ⇒ 6
It's what bennies are used for...right!! lol I too am going to reroll
Fighting: 1d8 + 2 ⇒ (6) + 2 = 8
Wild: 1d6 ⇒ 4
Also not sure if I need to re-roll my damage or not, but if possible I would like to keep what I rolled above!!

Evesk |

With a small crowd around the Goblin leader and another Goblin still mostly unoccupied Evesk heads over to it and proceeds to engage it.
OCC: Evesk heads over to Goblin 6
Attack: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4
Damage: 1d6 + 1d8 ⇒ (5) + (5) = 10

GM_ZenFox42 |

ALL - while I've been narrating that your attacks hit the target in the arm, leg, or head while technically you're targeting their torso just for variety, you need to be careful about doing the same. But in the future, I will ignore any such descriptions unless you specifically use the phrase "called shot", which has specific consequences in SW.
Johhann - re-rolling the attack roll is independent of the damage roll; if after re-rolling the attack you *wanted* to re-roll the damage, you'd have to spend another Benny.
The goblin attacks Evesk :
Fighting: 1d6 ⇒ 1
But Evesk sees it coming and dodges out of the way.
Velrek and Jzero are up!