
Poor Wandering GM |

Velrek Savage PF |

Apologies, completely missed I was up and my daughter is over this weekend. She just got back from her first cruise, a long Alsakan one. :)
Velrek decides that two large groups of goblins coming to them at once is. abad idea so he opts for the even possibly, well, more bad idea and heads to the smaller group.
run: 1d6 ⇒ 4
Getting there with ease he puts himself in a dangerous spot and sweeps his two handed sword at all the goblins near him...
2H sword: 1d8 + 1 - 2 - 2 ⇒ (4) + 1 - 2 - 2 = 1
wild: 1d6 ⇒ 4
damage: 1d8 + 1d10 ⇒ (6) + (6) = 12
2H sword: 1d8 + 1 - 2 - 2 ⇒ (8) + 1 - 2 - 2 = 5
fighting xplode: 1d8 + 1 ⇒ (7) + 1 = 8
wild: 1d6 ⇒ 4
damage: 1d8 + 1d10 ⇒ (5) + (3) = 8
2H sword: 1d8 + 1 - 2 - 2 ⇒ (5) + 1 - 2 - 2 = 2
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (2) + (9) = 11

Poor Wandering GM |

Apologies, completely missed I was up and my daughter is over this weekend. She just got back from her first cruise, a long Alsakan one. :)
No problem I hope she enjoyed the cruise. More on topic are you activating your Martial Flexibility Edge here? Having something offensive like First Strike or defensive like Extraction might come in handy right about now.
Velrek swings their sword in a deadly arc two goblins duck, one leaps. Leaping was the wrong choice. The leaper is dead before their body hits the ground.
Miss on the 1st and 3rd goblins even with the +2 from the Joker. Second is a hit with a raise earning you: 1d6 ⇒ 2 extra damage. With the +2 damage from the Joker this means goblin 2 is facing 12 damage for 2 wounds. They depart the game rapidly.

Poor Wandering GM |

Goblin group A's turn
The goblins to the south west scamper into cover and ready their bows!
.goblin musician 1. Shouts something in a grating language. Performance, wild, Support goblin 8: 1d8 ⇒ 41d6 ⇒ 1 Success +1 shooting for goblin 8.
.goblin 8 fires an arrow at 1-3 Ceri, 4-6 Mirri, 7-9 Rhodel, 10 Lucien: 1d10 ⇒ 1Ceri. (you are all in the same range bracket and Lucien, from the goblin's POV appears to be cowering and so is less of a target) Shoot! Support, range: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5, ace: 1d6 ⇒ 1 Hit, no raise. Damage: 2d6 ⇒ (1, 6) = 7 Total of 7 -7toughness+armor =0 The arrow sticks into your armor but does not penetrate.
.goblin 3 same targeting 1d10 ⇒ 1 Ceri (this one has apparently heard of focusing fire) Shoot! range: 1d6 - 2 ⇒ (4) - 2 = 2 miss The arrow bounces off the face of the cathedral.
.goblin 1 same targeting 1d10 ⇒ 7 Rhodel but not this one. Shoot! range: 1d6 - 2 ⇒ (5) - 2 = 3 Miss The arrow falls short and passes under the stage.
.torch goblin 3 aims at 1-3 Mirri, 4-6 Rhodel, 7 Ceri, 8 Lucien: 1d8 ⇒ 8 Lucien. Shoot! range, cover: 1d6 - 2 - 2 ⇒ (3) - 2 - 2 = -1 Miss The arrow thuds into the overturned table you have taken cover behind.
.goblin 2 same targeting as torch goblin 3: 1d8 ⇒ 2 Mirri. Shoot!: 1d6 ⇒ 6, ace: 1d6 ⇒ 5 total 11, hit with a raise. Damage, raise: 2d6 ⇒ (4, 4) = 81d6 ⇒ 1 Total of 9 -7toughness+armor=2 You are Shaken This arrow finds a weak point in your armor. It's not too deep but it hurts.
.goblin 9 same targeting as torch goblin 3: 1d8 ⇒ 8 Lucien Shoot! cover, range: 1d6 - 2 - 2 ⇒ (3) - 2 - 2 = -1 Miss, you hear a *thunk* from the building behind you as the arrow embeds itself in the woodwork.
..........................
Very bad shooting, sigh. More training for the goblins!
Mirri you might want to take a look at SWPF page 125 for the details on Shaken.

Jzero Katzu |

As Jzero waits for the goblins to close, a man swinging a big alas sword runs at the too-short gang. Jzero flings a shuriken at the nearest one.
See spoiler in this post. Looks like an 11 on the attack. Damage was 9 + 1 with a raise.

Poor Wandering GM |

Goblin group B's turn
The decimated goblins to the south east swarm Velrek!
.goblin musician 2 grabs a decorated bone dangling from their armor. Locking eyes with Valrek they shove the bone into their mouth and bite it in half. As the splintered bone slices their lip you are wracked with pain Lower Trait: Fighting, strong, fatigue, MAP: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (3) - 2 = 1 Fighting die reduced to a d6, one level of Fatigue gained. Laughing through the blood their whip cracks towards you, MAP, wild: 1d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (6) - 2 = 4 Fighting ace, wild ace: 1d6 ⇒ 31d6 ⇒ 6 wild ace: 1d6 ⇒ 1 Total 11 vs parry 6 (reduced due to Lower Trait) is a hit with a raise. Damage: 1d4 ⇒ 41d4 ⇒ 2ace: 1d4 ⇒ 4 ace: 1d4 ⇒ 4ace: 1d4 ⇒ 4ace: 1d4 ⇒ 2 Per Whip (pg 111 PFSW) A raise does no extra damage but you are Entangled. Total damage (20-9toughness)11 2 Wounds
(Wow I did not think that was going to work. Have to scarper for the moment. Rest of the goblin's turn when I get back, tomorrow at the latest.
Velrek decide whether you are going to spend a benny to try to soak the two wounds you have incoming.I recommend doing this. Entangle is detailed on pg 130 of teh core book, with a change in the Advanced guide. Instead of making you Distracted entangled now makes you Vulnerable. Apparently too many folks were getting locked in by the -2 to escape attempts that Distracted imposes. Back soon.

Poor Wandering GM |

Rest of Goblin group B's turn
Pullng hard on the whip cutting into your neck (well unless you soak the wounds) the Warchanter with the bleeding mouth hisses to you in bad common "Hey longshanks, time to die!" and they begin to chant.
You now see the terrible purpose in the goblin song. It terrifies the goblin's foes, yes but more importantly if focuses the goblins. It keeps their attention, keeps them moving, keeps them angry. They move with the beat of the chant not in unison but in a chaotic pulsing weave of knives and teeth and screaming. (pure fluff, the chanting actually has no effect. It is just a bit of storytelling to support the Formation Fighter edge that is about to come into play.)
.torch goblin 2 scrambles down from the roof (athletics: 1d6 ⇒ 4) and rushes Velrek. Fighting, Vulnerable Target, Wild attack, Formation Fighter: 1d6 + 2 + 2 + 3 ⇒ (5) + 2 + 2 + 3 = 12 Total 12 vs parry 6, lower than normal due to lowered fighting die, is a hit with a raise. Damage, wild: 1d4 + 2 ⇒ (1) + 2 = 31d4 ⇒ 4,ace: 1d4 ⇒ 3, raise: 1d6 ⇒ 1 Total 11 vs toughness 9 Shaken possible wound depending on soak roll.
.goblin 6 moves to stand over the body of their already forgotten comrade and leaps screaming in to the fray Fighting, Vulnerable Target, Wild attack, Formation Fighter: 1d6 + 2 + 2 + 4 ⇒ (1) + 2 + 2 + 4 = 9 crit fail?: 1d6 ⇒ 4no. Total of 9 vs vs parry 6, lower than normal due to lowered fighting die, hit no raise. Damage, wild: 1d4 + 2 ⇒ (4) + 2 = 61d4 ⇒ 4, skill ace, wild ace: 1d4 ⇒ 41d4 ⇒ 3, skill ace: 1d4 ⇒ 3 Total of 20 vs 9toughness+armor Two wounds
(goblin 5 body not actually moved. I just moved the token so it was out of the way)
.goblin 4 screams and leaps for Velrek's arm Fighting, Vulnerable Target, Wild attack, Formation Fighter: 1d6 + 2 + 2 + 3 ⇒ (6) + 2 + 2 + 3 = 13 Total 13 vs parry 6, lower than normal due to lowered fighting die, is a hit with a raise. damage, wild: 1d4 + 2 ⇒ (4) + 2 = 61d4 ⇒ 1, ace: 1d4 ⇒ 4, ace: 1d4 ⇒ 1 Total 12 vs 9toughnress+armor Shaken, possible wound depending on soak rolls
Notes: Torch goblin 2, goblin 6, and goblin 4 are Vulnerable until the end of their next turn. Tokens marked with large horizontal yellow bars.
...........................
Well that was a blood bath.

Poor Wandering GM |

Bennies! Mirri is still waiting to act, yes?
Yup you, Lucien, and Rhodel are closing this out. You might want pause and see how pieces Velrek is in after soak/incapacitation rolls or if Rhodel wants to try and interrupt the blood fest. Unless what you want to do does not impact/hinge on what happens in that barny. In which case go for it!

Lucien Voduca |

So are all the goblins behind cover? I see them on houses and near potential coverage sites. If they aren't Lucien shoots a bolt at #3 at the front of that house. If they are all taking cover, he just picks one at random and shoots at it.
1d6 ⇒ 2 Hand Crossbow
1d6 ⇒ 5 HB Wild Die
Feel free to adjust his actions. I'll be so glad when this combat is over whether Lucien survives or not. :-)
1d4 ⇒ 3 Bolt

Poor Wandering GM |

So are all the goblins behind cover? I see them on houses and near potential coverage sites. If they aren't Lucien shoots a bolt at #3 at the front of that house. If they are all taking cover, he just picks one at random and shoots at it.
Feel free to adjust his actions. I'll be so glad when this combat is over whether Lucien survives or not. :-)
You are right I do have some bad token orientation. Thank you. Fixed.
War Chanter 1 and goblin 9 are in the tents. They are visible but have light cover(-2). The remaining goblins and torch goblin have light cover (-2) behind the tables and etc. in front of the tents.
You fire on the nearest goblin, goblin 8. Your Aim action last turn allows you to ignore the -2 for medium range and the -2 for cover. Your 5 is therefore enough to score a hit but not a raise. The hand crossbow (pfsw pg 110) does 2d4 damage so allow me. Missing 1d4: 1d4 ⇒ 3 With the 3 you rolled that makes the total damage to 6 vs their toughness of 4 means they are Shaken.
You take a shot at the exposed goblin. The bolt misses their left ear by inches. The goblin jerks away from the sound and slams their head into a full water barrel. They reel from the impact.

Mirri Brightstep |

Spirit to Unshake: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1
Seeing the goblins basically swarm Velrek, Mirri turns her attention on goblin #2, who looks a bit Vulnerable at the moment.
She raises her bow and fires!
Shooting: 1d6 ⇒ 5
Wild: 1d6 ⇒ 4
If a 5 hits, she does
Weapon Damage: 2d6 ⇒ (3, 4) = 7 plus Sneak Attack: 1d6 ⇒ 4 for 11 total damage!
If a 5 doesn't hit, she'll Benny it because she really wants to hit something. :)

Poor Wandering GM |

Mirri
The crude arrow flies surprisingly true,(You are on the edge of medium range so depending on how you count squares you might have a -2. But even if you have the -2 then the Vulnerable bonus removes it and if you don't then a 7 is not a raise so a solid hit) it takes the screaming goblin just under the arm. (damage 11 vs toughness 4 just short of 2 wounds) and drops them.

Rhodel Gantier |

Rhodel looks out on what she thinks is a rapidly deteriorating situation. Some maniac has rushed the gang of goblins coming from the south. The man who was standing beside her has also gone forward. She figures he thinks he can help.
She might consider doing the same except for a few facts. The first is that she has left her sword back at the inn, and without it Rhodel really likes her current position much more than anything out in front of it. The goblins at least have to slow down and climb where she's at.
The second, and much bigger issue is the one she can see from where she's standing. A second mob, at least as large as the first, is coming fast from the southwest. If she and the others still out on the street and fighting decide to close in on the first group, there's nothing at all to keep the second group from breaking to the left, swinging around, and coming right in on their backs.
It's a right mess, and she wishes the maniac who charged would have had the good sense to save himself (probably literally) for a better positioned and coordinated defense. Rhodel sighs as she decides she'll have to leave the first man, and probably that second one, to their fates.
But, that doesn't mean she can't try to help them out a little from where she's at. Rhodel fishes out her mirror and holds it up. She catches the sun and starts angling the mirror until it is reflecting the sun right into the one with the whip doing the "singing". That one seems to be exciting the others, making them more frenzied. If she can stop throw that one off it's game, it will affect all of them.
Keeping the reflected sunlight square in its face, Rhodel raises her voice and begins to shout at it.
"Oooh! Follow the light and look at the ugly faced screeching one with the mouth bleeding all over the place! Looking at if makes me want to vomit! What a pathetic scene that thing is! Does it sing or is that barking?! How humiliated it must feel to put on that kind of display for everyone to see!"
Using a taunt on the warchanter goblin menacing Velrek. It's performance based and Rhodel is going for a distraction effect.
Taunt: 1d8 ⇒ 5
Wild: 1d6 ⇒ 2
I guess that what I roll. Honestly I have very little idea how to do much of anything.

Poor Wandering GM |

Rhodel
(You are exactly correct. Using your Bard Edge to roll Performance in place of Taunt.)
War Chanter resists with Smarts, wild: 1d6 ⇒ 31d6 ⇒ 1and fails utterly.
The War Chanter Tries to lock eyes with Rhodel but the mirror keeps blinding them. The chant falters at the chanter loses focus.
(Well done they are Distracted until the end of their next turn.)

Velrek Savage PF |

Velrek braces for what he though would be some light wounds and relatively weak attacks only to be struck hard and his breath taken away.
Bennie spent for the first 2 wounds
Vigor: 1d6 ⇒ 1
wild: 1d6 ⇒ 2
Well then, with two singles and a double wound, there likely goes Velrek. You can't Bennie a soak roll, right? Don't have a copy of the actual rules on me right now.. In case you CAN bennie a soak roll, will spend another one and see if my luck gets any better.
Vigor: 1d6 ⇒ 5
wild: 1d6 ⇒ 2
OK,IF that is legal, that soaks one, leaves one and 4 more incoming... Ug. Let me know if I am correct on spending a bennie to reroll a soak. Will decide what to do then.

Velrek Savage PF |

I have the bennies, will pop 3 more for the other wounds to move us along.
Single wound, with 1 wound on Velrek:
Vigor: 1d6 - 1 ⇒ (6) - 1 = 5
wild: 1d6 ⇒ 2
Double wound with 1 wound on Velrek
Vigor: 1d6 - 1 ⇒ (5) - 1 = 4
wild: 1d6 ⇒ 3
Single wound with two wounds on Velrek.
Vigor: 1d6 - 2 ⇒ (4) - 2 = 2
wild: 1d6 ⇒ 4

Velrek Savage PF |

Forgot the +2 for the joker so I soaked 1 of the first 2 with the initial roll so I wouldn't have had to use the 2nd bennie. Each of the other soaks took care of 1 wound so i'm left with 2 and used 4 bennies. If my count is correct. Whew... I was hoping for one explode in all that. :)

Poor Wandering GM |

Forgot the +2 for the joker so I soaked 1 of the first 2 with the initial roll so I wouldn't have had to use the 2nd bennie. Each of the other soaks took care of 1 wound so i'm left with 2 and used 4 bennies. If my count is correct. Whew... I was hoping for one explode in all that. :)
Not exactly. The first Soak was at +1 (+2joker-1fatigue) so you still had to benny that first roll.
The next 2, the first single and the second double, are at even (+2joker -1wound -1fatigue). So you clear the single and take one from the double.
that puts the final roll at -1(+2joker-1fatigue-2wounds) which failed leaving you at 3 wounds.
However, there is an exploit here. The final Soak is only needed if you are Shaken at the end of the Soak for goblin 6(the second double). This is where the exploit comes in. Take a look at page 125 of the PFSW when you get a chance. Under Shaken it says:
"Bennies: A player may spend a Benny at any time to remove her Shaken status..."
So if you spend a second benny to immediately un-Shake after the soak roll for the second double wound you do not need to soak the final wound because it never happens.
This leaves you at Shaken 2 wounds and 2 bennies.
Yes it is a bit of a rule bend to let you change how that last benny was spent but I think it's reasonable given the extra effort of doing this pbp.

Poor Wandering GM |

A Grand Day Out Turn 3
Setting: Cathedral square Sandpoint. Pleasant late summer evening.
Illumination: Full daylight
Map link
Active spells/effects: Illusion from Ceri turn 3 of 5.
Lower Trait(fighting -1die type, strong, fatigue)From War Chanter 2 on Velrek turn 2 of 5.
Terrain: Mix of large and small flagstones. Carts and tents are considered rough terrain. The carts and tents contain nothing of combat use, unless you spend a benny or take an action and succeed on a Notice roll to investigate. In those cases they contain anything even vaguely reasonable to find in a large marketplace.
The table by the cart to the NW is on its side facing S-SE
Two of the southern tents are on fire.
Token orientation: An upside down token means the subject is prone or under whatever the token in on. A sideways token indicates the subject is flying/levitating or climbing.
Benny count:
All but Velrek 6
Velrek 3
Jzero, Black Joker! Bennies added to count.
Mirri, King of Hearts
thing that may or may not happen, king of diamonds
Lucien, Six of Hearts
Velrek, Six of Diamonds
goblin group 2, five of spades
Rhodel, Four of Diamonds
goblin group 1, three of spades
Ceri, Two of Hearts
Jzero with the Joker! +2 to all trait rolls this round. The player side is drawing very well.
I am taking care of the thing at the king of diamonds now as it will not impact anyone else.
.thing east fire: 1d6 ⇒ 3 no change. west fire: 1d6 ⇒ 3 no change.
Jzero, Mirri, Lucien, and Velrek to open the round. Although Jzero can act when they like.
Last round was bloody. Can the goblins do it again?

Velrek Savage PF |

Velrek will remember his training, take a last swing at the gobbo in front of him and move away carefully.
Will use martial flexibility andtake Extraction for this scene
2H sword: 1d8 + 1 - 2 - 1 ⇒ (5) + 1 - 2 - 1 = 3
wild: 1d6 ⇒ 5
damage: 1d8 + 1d10 ⇒ (2) + (6) = 8
And then move away.
[Is he still bound by the whip? Do I need a Str check for that? In case so see below. [/ooc]
Strength: 1d8 ⇒ 3
wild: 1d6 ⇒ 3
Lol

Jzero Katzu |

As soon as Velrek withdraws, Jzero jumps off the wagon, walks briskly toward the remaining three goblins (at the southwest corner of the map), smiling like an idiot, holding his hands open as if to show them he means no harm.
(He is careful to walk around the big armored guy with the great sword, wondering when he is going to attack. As we walks by, however, he looks back and winks at him and whispers, "I will help you.")
When he gets next to the bard, he kicks first at the bard, then punches the one next to him. He will make one more attack after these first two. If all goes as planned he will step toward the third goblin and punch or kick him, as the mood takes him. Since everyone just got another benny, if any attack doesn't take down the target goblin, I will spend a benny to reroll.
Unarmed: 1d10 ⇒ 5
Wild: 1d6 ⇒ 3
Modifier: +1 monk + 2 Joker -4 MAP
Result: 5 + 1 + 2 - 4 = 4
Unarmed Damage: 1d8 + 1d6 ⇒ (8) + (5) = 13
Unarmed Damage, ace: 1d8 ⇒ 5
unarmed Raise Damage: 1d10 ⇒ 9
AP 2
If this doesn't hit, I will spend a benny and reroll.
Vs. #6
Unarmed: 1d10 ⇒ 2
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 6
Wild, Ace^2: 1d6 ⇒ 3
Modifier: +1 Monk + 2 Joker -4 MAP
Result: 6 + 6 + 3 + 1 + 2 - 4 = 14
Unarmed Damage: 1d8 + 1d6 ⇒ (7) + (3) = 10
unarmed Raise Damage: 1d10 ⇒ 9
AP 2
Assuming #6 is down Jzero will move closer and attack #4.
Unarmed: 1d10 ⇒ 1
Wild: 1d6 ⇒ 5
Modifier: +1 Monk + 2 Joker -4 MAP
Result: 5 + 1 + 2 - 4 = 4
Unarmed Damage: 1d8 + 1d6 ⇒ (2) + (2) = 4
unarmed Raise Damage: 1d10 ⇒ 5
AP 2
If this doesn't hit, I will spend a benny and reroll.

Poor Wandering GM |

So Jzero is going after Velrek. Mirri's action might impact this so I am going to resolve Lucien first. Remember Lucien's action does not actually occur until after Mirri in case there is a conflict.
Lucien Your bolt goes high eviscerating a cooked duck hanging from the tent frame.

Poor Wandering GM |

I have a sneaking suspicion that Mirri's action will impact the Velrek knot so I am pausing to let that happen.
Velrek after Mirri's action you will need to make a Spirit roll at -3(-2wounds-1fatigue) to un-shake. If you succeed (tn4) then you are free to act. If you fail you can spend a benny to automatically succeed otherwise you cannot take any non-free actions. You could move except for the fact that the whip is still keeping you entangled.
Re: The whip. If you can act and if Mirri or Jzero as not resolved the issue before your turn you can:
.Make a Strength roll at -5(-2part of the action -2wounds-1fatigue) to pull free.
or
.Make an Athletics roll at -3(wounds and fatigue) to untangle yourself.
or
.Make a Fighting attack at -5(-2small target-2wounds-1fatigue) to cut the whip. Remember that your fighting die is temporarily a d6 due to the War Chanters spell.
The target number for any of these choices is 4
If you choose to cut the whip then if you hit you will need to do 4 points of damage to sever the whip.
Attempting to break free is an action. So you can either attempt to break free or attack the goblins not both (well you could but stacking a multi action penalty on top of wound/fatigue modifiers is hail-mary territory)
At the end of your turn please make a Spirit roll at -5(-2strong-2wounds-1fatigue) as a free action. If you succeed you are free of the Lower Trait(fighting) spell. Your Fighting die returns to its normal D8 and the fatigue vanishes.
Mirri and Jzero There are a variety of ways you could help Velrek if you choose to do so. A Strength roll at -2 will pull him free. If you have an edged weapon an attack at -2(small target) that does 4 or more damage will sever the whip. Or you can convince the War Chanter to let go of their end of the whip. The means to do this I leave to your imagination and the local trauma ward.

Jzero Katzu |

Assuming Velrek did not move to where his map token presently is, would someone who knows where Velrek is on the map put him in that spot, so I can tell what impact it will have on Jzero's actions? If Jzero can carry out his plan of basically attacking all the goblins, I suspect that will be more helpful than anything. Velrek's position will help determine who Jzero can get to and attack. His priority would be the war chanter. If he can take him out, that should free Velrek from the whip.
I have moved Jzero back to where he started this turn, in the wagon.

Poor Wandering GM |

Assuming Velrek did not move to where his map token presently is, would someone who knows where Velrek is on the map put him in that spot, so I can tell what impact it will have on Jzero's actions? If Jzero can carry out his plan of basically attacking all the goblins, I suspect that will be more helpful than anything. Velrek's position will help determine who Jzero can get to and attack. His priority would be the war chanter. If he can take him out, that should free Velrek from the whip.
I have moved Jzero back to where he started this turn, in the wagon.
Velrek moved.

Jzero Katzu |

Thank you. It looks like Jzero can move as posted earlier to a position where he can attack the war chanter goblin, goblin 6, and with an additional 1" of movement, goblin 4. Since Jzero got the joker, I believe he could take his action before Velrek. I'd like to do that. See the spoiler in my last post for the rolls. I'd like to use a benny for each attack if the attack does not hit or if it hits but does not get a raise and does not do enough damage without the raise damage to take out the target.

Poor Wandering GM |

Jzero
You move past the knight and assault the goblins.
Dodging past a goblin wildly stabbing at Valrek you attack the War Chanter. The hit is solid but they stay up. Your second strike however stops their chanting.
Turning to the goblin between you and Valrek you take advantage of a parry by the wounded swordsman to strike the distracted goblin. It was a badly timed and off balanced strike. Your pride is stung as the goblin falls.
.Strike on War Chanter. Hits because of the parry penalty of the whip. Inflicts 4 wounds. This is enough to take them out so I did not spend a benny to go for the raise.
War Chanter soak: 1d6 ⇒ 32d6 ⇒ (6, 4) = 10 benny to reroll: 1d6 ⇒ 31d6 ⇒ 4 benny to reroll: 1d6 ⇒ 21d6 ⇒ 1 soaked 2. At 2 wounds & shaken
.Second strike. You said your priority was the War Chanter and they were still up so I had you attack them again. Second strike inflicts 3 wounds . With no bennies they fall.
.Third strike on goblin 6. Miss. Benny to reroll : 1d10 ⇒ 71d6 ⇒ 2 this is barely a hit with a raise. The gang-up bonus from Valrek made the difference. Damage with raise is sufficient to remove goblin 6.
I hope my choices were in line with your wishes .

Poor Wandering GM |

Mirri and Velrek Are up.
Velrek, the whip goes slack you are no longer entangled and can move freely. You are still fatigued(-1) and have your fighting die reduced by one die type to a d6. You also still have 2 wounds (-2). Let me know if you still want to take a swing at that last goblin and then move away using Extraction. You did unshake (you needed a 4 and rolled exactly 4) so you can act without spending a benny.

Mirri Brightstep |

Mirri hops down off the stage and, whistling as she goes, moves pretty calmly towards the melee.
She grabs another one of the crude arrows and takes aim at another goblin, letting loose.
A crit fail?! Ah, well.
Unfortunately, as she pulls the bowstring back, it snaps, lashing her painfully across the face and leaving her holding nothing but a poorly carved, slightly curved stick. She sighs. "Goblin craftsmanship. Figures," and draws her sword.

Jzero Katzu |

I hope my choices were in line with your wishes .
Excellent!

Velrek Savage PF |

Velrek smiles and says,"Thank you friend!" to the man who jumped in to save him. He then tries to whack the last gobbo..
2H sword: 1d6 + 1 - 2 - 1 ⇒ (4) + 1 - 2 - 1 = 2
wild: 1d6 ⇒ 1
[dice=damage] 1d8+1d10[dice]
But is apparently weaker than he thinks...

Poor Wandering GM |

Mirri hops down off the stage and, whistling as she goes, moves pretty calmly towards the melee.
She grabs another one of the crude arrows and takes aim at another goblin, letting loose.
** spoiler omitted **
Unfortunately, as she pulls the bowstring back, it snaps, lashing her painfully across the face and leaving her holding nothing but a poorly carved, slightly curved stick. She sighs. "Goblin craftsmanship. Figures," and draws her sword.
Mirri Perfect.

Poor Wandering GM |

The likely swan song of Goblin group 2
map link
"Treachery!" the last goblin shouts before hurling themselves at the murderous longshank. The goblin has more rage thatn ability and Jzero easily fends off their attacks.
Fighting attack 2, MAP, wild attack: 1d6 - 2 + 2 ⇒ (1) - 2 + 2 = 1 Critical failure check: 1d6 ⇒ 4 no.
Poor little green guy, trying so hard. Goblin is Vulnerable until the end of their life.

Poor Wandering GM |

Rhodel is up.
With goblins and Ceri left to close the round.
..............................................
Mini status report.
Velrek. 2 wounds, under a Lower Trait 1(fighting, strong, fatigue) spell. round 2/5.
Last group 2 Goblin. Vulnerable due to wild attack.
Group 1 goblins, Goblin 8 shaken by Lucien's crossbow last turn.

Velrek Savage PF |

Considering that there is but one gobbo left and where the other large group is, Velrek is happy where he is. He STILL thinks his healthy constitution can fend off the attack from one small Goblin. Yes, famous last thoughts. :)