
GM_ZenFox42 |

Who's left out?: 1d5 ⇒ 5 Alphabetically, that's Velrek
Flyer #1 attacks Ceri :
Fighting: 1d8 ⇒ 5
And hits, doing
Damage: 1d4 + 1d6 ⇒ (3) + (5) = 8
Its claws rip her arm, but just scratch her, un-nerving her a little bit (Shaken).
Flyer #2 attacks Crastor :
Fighting: 1d8 ⇒ 6
And misses.
Flyer #3 attacks Evesk :
Fighting: 1d8 ⇒ 8
ACE!: 1d8 ⇒ 5 = 13, Hit with a Raise
And hits him squarely, doing
Damage+Raise: 1d4 + 1d6 + 1d6 ⇒ (1) + (1) + (4) = 6
But the blow glances off his armor.
Flyer #4 attacks Jzero :
Fighting: 1d8 ⇒ 8
ACE!: 1d8 ⇒ 5 = 13, Hit with a Raise
Damage+Raise: 1d4 + 1d6 + 1d6 ⇒ (3) + (5) + (6) = 14
ACE!: 1d6 ⇒ 4 = 18, 2 Wounds
Its claws rake across his chest, drawing lots of blood.
You can Soak at any time...
Everybody is up!

Ceri Featherwing |

Ceri tries to regain her wits :
Spirit & Wild: 1d8 ⇒ 11d6 ⇒ 3
Spending a Bennie...
Spirit & Wild: 1d8 ⇒ 71d6 ⇒ 1
And she tries to use her magic :
Spellcasting & Wild: 1d10 ⇒ 81d6 ⇒ 3 = Raise
Vines fly from her fingertips and wrap around one of the flyers and its wings. It drops to the floor.

Crastor Deems |

Crastor calls upon his inner powers and sends a blast of energy up at the strange creature.
Cast Bolt. I am not going to use any Modifiers.
Spellcasting: 1d6 ⇒ 6
Spellcasting Ace: 1d6 ⇒ 5
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 4
Damage with Raise: 3d6 ⇒ (6, 6, 4) = 16
Damage Aces: 2d6 ⇒ (4, 5) = 9
So that gives me an 11 on Spellcasting and 25 on damage.

Velrek Savage PF |

"Don't ignore me, beasts!"
Velrek drops his sword and pulls his bow out.
Unless pulling the bow is a full action, he'll take a shot.
Composite Bow bow, in case: 1d8 ⇒ 4
wild: 1d6 ⇒ 5
damage: 1d6 + 1d10 ⇒ (5) + (5) = 10

Jzero Katzu |

Benny To soak
Vigor: 1d10 ⇒ 3
Wild: 1d6 ⇒ 4
Which puts him down to 1 benny left, so better save it. Lost one wound at least.
Composite Bow: 1d8 ⇒ 7
Wild: 1d6 ⇒ 2
Modifiers: -1 (wound)
Composite bow Damage: 1d8 + 1d6 ⇒ (5) + (4) = 9
Composite Bow Raise Damage: 1d6 ⇒ 5
AP 1
Jzero sends an arrow after the one who wounded him. Then he moves toward the double doors hoping to force them to stop their swooping attacks at him.

GM_ZenFox42 |

Since Evesk doesn't have a bow, he'll go on Hold.
Crastor's bolt is more powerful than usual, and punches a huge hole thru the flyer's chest. It drops to the ground, dead.
Readying up to two "easily accessible" items (like a bow *and* an arrow) is a Free Action.
Velrek's arrow flies thru the thick leathered wing of one fo the flyers, it shouts in pain but continues to remain in the air (Shaken).
Jzero's arrow nicks the leg of another flyer, you can see blood trickling from the wound (Shaken). He moves to the cover of the double doors.

GM_ZenFox42 |

Round 2!
Statuses
Flyer #1 is Bound and Entangled.
Engagements
Velrek has shot flyer #3.
Jzero has shot flyer #4.
Modifiers
Jzero is at -1 from a Wound.
Initiative
Crastor - AH
Ceri - 8C
Flyers – 7D
Evesk – 6D
Jzero – 5C
Velrek – 4H
Hey, a straight!
Crastor and Ceri are up!
FWIW, less than 10 minutes to create, update, and post...

Jzero Katzu |

Jzero used a benny for the soak, so he's down to just 1.
Jzero is far enough past the double doors that the fliers will have to fly through the doors to get to him.

Crastor Deems |

Crastor sends another bolt at the closest flyer.
Cast Bolt again, no modifiers.
Spellcasting: 1d6 ⇒ 1
Wild Die: 1d6 ⇒ 1
Yeah...

GM_ZenFox42 |

Man, I hate Bound and Entangled. It took me 10 minutes to figure out its penalties, what to do to escape, and the results for various die rolls (Success, Raise)...
Flyer #1 tries to escape the vines :
Athletics,-2 Entangled: 1d8 - 2 ⇒ (4) - 2 = 2
Despite his desparate struggles, he remains Bound (+2 to be hit).
Flyer #3 tries to recover from Shaken :
Spirit: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 1 = 7, Success
And attacks his attacker, Velrek :
Fighting: 1d8 ⇒ 8
ACE!: 1d8 ⇒ 1 = 9, Success
He claws at Velrek :
Damage: 1d4 + 1d6 ⇒ (2) + (1) = 3
But his claws just slide off his armor.
Flyer #4 tries to recover from Shaken :
Spirit: 1d6 ⇒ 1
But cannot seem to shake it off.
Everyone else is up!

Jzero Katzu |

Jzero struggles to fire his bow properly, dealing with pain from his wound. He decides to direct the arrow at the entangled one, hoping it is easier to hit.
Composite Bow: 1d8 ⇒ 4
Wild: 1d6 ⇒ 2
Modifier: -1 (Wounds) + 2 Entangled
Result = 4 - 1 + 2 = 5
Composite bow Damage: 1d8 + 1d6 ⇒ (4) + (1) = 5
Composite Bow Raise Damage: 1d6 ⇒ 6
Raise ace: 1d6 ⇒ 2
AP 1

Crastor Deems |

Crastor reels from the strain of using arcane might, but tries to do another blast.
Bolt, no modifiers.
Spellcasting-Fatigue: 1d6 - 1 ⇒ (4) - 1 = 3
Wild-Fatigue: 1d6 - 1 ⇒ (2) - 1 = 1

GM_ZenFox42 |

Ceri pulls out a whip and tries to lash the bound flyer :
Fighting & Wild,+Bound: 1d8 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (3) + 2 = 5
ACE!: 1d8 ⇒ 5 = 15, Raise
You all hear it crack as it hits the creature, doing
Damage+Raise: 1d8 + 1d4 + 1d6 ⇒ (6) + (4) + (5) = 15
ACE!: 1d4 ⇒ 2 = 17, 2 Wounds
And the tip of the whip nicks an artery in the creature's neck, and it bleeds out.

GM_ZenFox42 |

Round 1 Summary
Crastor tries to cast a spell, but it backfires, leaving him reeling.
Velrek’s arrow bounces off the flyer’s hide.
Jzero’s arrow also bounces off the bound flyer’s tough skin.
Evesk attacks the bound flyer with his sword, but its leathery skin protects it as well.
Ceri manages to kill the bound flyer with her whip, much to her surprise.
Crastor, we’re still in the same round, so I’m ignoring your second attempt to cast a spell (at least you get to keep the PP…).

Crastor Deems |

Oh, I saw you say everyone was up and thought that included me. I will add back the point.

GM_ZenFox42 |

Round 3!
Statuses
Engagements
Velrek has shot flyer #3.
Jzero has shot flyer #4.
Modifiers
Jzero is at -1 from a Wound.
Crastor is at -1 from Fatigue.
Initiative
Ceri – JOKER! +2 to actions, everyone gets an extra Benny!
Evesk – 9C
Flyers – 8S
Johhann – 6S
Jzero – 6H
Crastor – 3H
Velrek – 2H
Crastor – if you’re keeping track of your PP, please check my current value for you in the spoiler and let me know if you agree or not, thanks!
Ceri and Evesk are up!

GM_ZenFox42 |

Oh yeah, that's me... ;)
Ceri and Evesk both go on Hold in case one of the remaining flyers attacks them.
Flyer #3 attacks Velrek :
Fighting: 1d8 ⇒ 8
ACE!: 1d8 ⇒ 7 = 15, Raise
He claws at Velrek :
Damage+Raise: 1d4 + 1d6 + 1d6 ⇒ (4) + (3) + (3) = 10
His claws scratch some exposed flesh, disorienting him (Shaken).
Flyer #4 tries to recover from Shaken :
Spirit: 1d6 ⇒ 1
But still can't seem to shake it off.
Everyone else is up!

Velrek Savage PF |

Velrek shakes his head and...
Spirit: 1d6 ⇒ 3
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 1
Raises his bow at the beast still reeling (shaken)
Composite Bow bow: 1d8 ⇒ 8
wild: 1d6 ⇒ 5
damage: 1d6 + 1d10 ⇒ (6) + (7) = 13
shooting xplode: 1d8 ⇒ 1
damage xplode: 1d6 ⇒ 1
raise damage: 1d6 ⇒ 3

Crastor Deems |

I should be at 4. I am tracking. I did not cast the last spell which would have put me at 3. If you look back to your post on Friday, August 1st for Round 1, I started at 6 PP. I had the awesome spell in round 1 that put me at 5 and the terrible spell in round two that put me at 4.

Velrek Savage PF |

I thought posting after the rolls already up (after hitting preview) instead of inserting them between the first set of rolls so you got new numbers was the way to do it?
I copy/paste the full roll, skill, wild and damage for attacks, click preview to see if any are aces and then post ace rolls at the bottom. I thought that if, for example, my shooting die was a D6 and I aced as above and I inserted the ace roll between the shooting and wild die it would take the 5 from the wild D6 roll.
Should I be posting each individual roll, hitting preview and then posting ace rolls? So post the attacks, check and post aces, then same for wild and damage?

Jzero Katzu |

If Velrek did not kill the shaken one, Jzero will attack it, otherwise he'll target the last one.
Jzero puts another arrow to the bowstring, draws it back, and releases it, in one fluid motion, focusing his on his target and nothing else.
Composite Bow: 1d8 ⇒ 6
Wild: 1d6 ⇒ 2
Modifier: -1 (wound)
Result = 6 - 1 = 5
Composite bow Damage: 1d8 + 1d6 ⇒ (6) + (2) = 8
Composite Bow Raise Damage: 1d6 ⇒ 6
Composite Bow Raise Damage, Ace: 1d6 ⇒ 4
AP 1

Jzero Katzu |

Jzero dusts himself off, and gets out his healer's kit to see if he can treat his wound.
Healing: 1d4 ⇒ 3
Wild: 1d6 ⇒ 1
He cannot do much for the claw wounds. He looks to Ceri and Velrek to see if either of them wants to give it a try.

GM_ZenFox42 |

Evesk sees Jzero fail at healing himself, and says "Allow me to try". He lays his hands on Jzero's torso, closes his eyes, and whispers a prayer :
Faith & Wild: 1d8 ⇒ 21d6 ⇒ 5
And Jzero's wound closes up, restoring him to full health.
Interesting tidbit - in the previous version of the game, both the number of Wounds of the target *and* the healer were counted as penalties to the Healing roll (skill or magic)! Glad they got rid of that...
What do you all do now?

GM_ZenFox42 |

ALL - please see the room description HERE.
Velrek doesn't find anything hidden.
The most prominent religious icon in the room is the stone statue, probably of some goddess. The statue is firmly attached to the floor, so it can't just be tipped over. If someone has a "bashing" weapon, you could try to break off its arms, head, or try breaking its legs to topple it over.
That's a Fighting roll with a TN=2, roll (STR+weapon) Damage but with no Acing or Raise damage dice.

Crastor Deems |

Crastor leans against a wall and says, "I say we take a break. That last fight took a bit more out of me then I expected."

Jzero Katzu |

Jzero finds a break acceptable, but suggests we do it back in one of the smaller rooms already explored, finding this temple unsettling.

GM_ZenFox42 |

Evesk examines the statue :
Occult & Wild: 1d4 ⇒ 41d6 ⇒ 5
"This is a temple to Lamashtu, the first demon lord who achieved true godhood. She is the mother and patroness of many misshapen and malformed creatures, and holds creatures of deformity, monstrosity, and virility in high regard."
Velrek - the knives can be removed from the statue with a little work. You can't tell if the colored flames are a sign that they possess some innate magic, or if they're just a permanent light spell.
Ceri says "Those flying creature's screams could wake the dead. Every goblin on this floor, if not the entire dungeon, probably knows there's some intruders around. Probably not a good time to rest."

Jzero Katzu |

Jzero says nothing but stands ready to lead the way to the next unexplored place in the underground labyrinth.

GM_ZenFox42 |

Velrek manages to get the knives.
If you're moving on, where to? There's two unexplored doors back at the hallway intersection that you came from (east door, south door), and altho it's hard to see (the line pointing to room D10 partially obscures it), there's a door in the southwest corner of the room you're in, D12.
24 hour rule of 2!

Crastor Deems |

Crastor will go and check the door and listen at the door before moving to let Jzero open it.

GM_ZenFox42 |

You open the door, and see a small prison/torture chamber [D9]. There are six iron cells on the south wall, as well as a rack, an iron maiden, and a human-sized cage hanging on a chain over a firepit with only ash in it.
If anyone wants to do anything here, make a post and I'll ret-con it.
There's only one other door, on the east wall. Opening it, you see a short hallway leading to another door.
Opening it, you see a mostly empty room, with a single broken chair in it, as well as some bug-eaten dogskin rugs scattered about. It's hard to tell what function this room had in the past.
There are many doors in this room [D1]. If you've been keeping a mental map in your head, the one to the northwest connects to the south hall of the hallway intersection you found before. There's a door on the east wall, and three doors on the south wall.
Map updated.
What do you want to do?

Crastor Deems |

Crastor moves over to the door on the eastern wall by itself and takes a moment to listen to it and search for any hidden surprises. After he is finished, if he finds nothing, he says, "This way seems clear and is the only door along this wall to check."

GM_ZenFox42 |

This door also leads to a short hallway with only one door. Opening it, instead of a carved-out room you see a natural cave [D6]. In it, there's just a bunch of junk heaped against the walls - broken pieces of wood, metal, and glass of various sizes and shapes. You can hear the sound of surf thru the natural opening to the north.
If anyone wants to do anything here, just say so and I'll ret-con it.
Looking thru the north opening, you see another small cave room [D7] with openings to the east and west, and two hideous monsters in it. They look like eyeless squid with a squat body the size of a rain barrel. The lower body splits into a tangle of tentacles which the creatures use to move slowly, while two longer tentacles, one thick and muscular and the other thinner and tipped with a bone stinger, emerge from the sides of their bodies.
As they begin to move toward you, you can tell that they are moving slow enough that you could easily outrun them if you wanted to.
What do you all do? You have one round to talk before you are within reach of their tentacles.
Map updated.

Jzero Katzu |

"A fight avoided is a fight won." Jzero says. "They do not look intelligent and probably just guard a natural opening to the outside."

Crastor Deems |

Crastor heads out to avoid the squid monsters. "I doubt they are working the goblins and that is who we are here to deal with." He says as he goes.