Poor Wandering GM |
Goblin group one
Does goblin 8 unshake?: 1d6 ⇒ 3 No. GM spends a benny to unshake the goblin.
Whaaaiiieeeee!!
With a maniacal shout the green demons charge across the courtyard!
From North to south.
.Goblin 8 scrambles onto the stage and leaps towards Lucien!
Lucien, please make an Athletics roll as a free action. If you get a 6 or better goblin 8 takes a face plant right in front of you. If you get a 2 or a critical failure you are Bound. Between a 2 and a 6 you are Entangled.
.goblin 3. Action paused to resolve grapple attempt.
.goblin musician 1. Their black braided whip wraps around Ceri's ankle but they quickly kick free.
.goblin 1. Fires an arrow as they run towards Ceri but it goes wild and narrowly misses the musician.
[spoiler=Quince, Snug, Flute, Snout, Starveling, Bottom] Arrow, run: 1d6 - 2 ⇒ (1) - 2 = -1 CF check: 1d6 ⇒ 6 no.
.torch goblin 3. Hurls their flaming brand towards Ceri but it passes by leaving only the momentary spell of smoke.
.goblin 2 and 9. Acting with their partner they nearly catch Mirri between their blades but her deft parries and acrobatic footwork keeps their skin intact
notes: 1 GM benny used.
Ceri Featherwing |
Spellcasting & Wild,-MAP: 1d10 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (2) - 2 = 0
Ceri floats down to the ground, and anyone looking in her direction sees her suddenly turn into a humanoid figure make of rocks!
She punches the goblin next to her :
Fighting & Wild,-MAP: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0
But misses.
PWGM, my Parry and Toughness stay the same as in my tag line.
Poor Wandering GM |
Goblin group 1 addendum.
Lucien struggles in the grip of the grappling goblin.
You are Entangled. You cannot move and are Vulnerable. On your turn you may attempt to break free. Attempting to break free from Entangled is an action using Strength at −2 or Athletics.
.goblin 3. sees an opening and stabs twice!
damage, wild,raise: 1d4 + 2 ⇒ (4) + 2 = 61d4 ⇒ 31d6 ⇒ 3 ace: 1d4 ⇒ 4 ace: 1d4 ⇒ 1 Total 17 vs toughness 5 = Shaken and 3 wounds
Stab Again!! run, MAP, Wild attack, Vulnerable target, Gang-up: 1d6 - 2 - 2 + 2 + 2 + 3 ⇒ (6) - 2 - 2 + 2 + 2 + 3 = 9 ace: 1d6 ⇒ 3 total 12 hit with a raise.
Damage, Wild Attack, raise: 1d4 + 2 ⇒ (2) + 2 = 41d4 ⇒ 31d6 ⇒ 1 Total 8 vs toughness 5 = possible wound.
Lucien you have 1 attack with 3 wounds incoming. If you wish you may spend a benny to make a Soak roll. If you choose to make the roll you spend a benny and roll you Vigor and a wild die. If your total is 4 or higher one of the wounds does not happen, total of 8 and 2 wounds vanish, manage a 12 and nothing happens at all. You may spend additional bennies after the first to attempt to get a higher total. You will take the best total once you decide to stop spending to re-roll.
Any wounds that survive the Soak process then become real with each one giving you a -1 to nearly all actions. If you do not manage to Soak all the wounds you are also Shaken.
There is also a second hit incoming. This attack did not cause a wound but if you are Shaken by the first attack then it will cause one wound. If you choose to try to Soak this wound remember the -1 per wound penalty. There is also an exploit here. You can spend a benny to remove Shaken at any time even if it is not your turn and even between attacks. So if you are Shaken after attack one you can spend an additional benny to un-Shake just before attack 2 hits. This will prevent attack 2 from causing a wound simply leaving you shaken at the end of the goblins turn.
Please feel free to ask me/the other players any questions if this is unclear or make your soak rolls as you wish.
Poor Wandering GM |
A Grand Day Out Turn 4
Setting: Cathedral square Sandpoint. Pleasant late summer evening.
Illumination: Full daylight
Map link
Active spells/effects: Illusion from Ceri turn 4 of 5. Shapechange from Ceri turn 2 of 5
Lower Trait(fighting -1die type, strong, fatigue)From the now dead War Chanter 2 on Velrek turn 3 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 7
Velrek 4
GM Bennies used 1
Jzero, Black Joker again! Bennies added to count
thing that may or may not happen, queen of diamonds
Rhodel, Ten of spades
Velrek, Ten of diamonds
Mirri, Seven of clubs
goblin group 2, Still in the game! five of clubs. But not for long!
Ceri, Four of hearts.
goblin group 1, three of clubs
Lucien, Two of diamonds
Jzero with the Joker AGAIN
Then Rhodel, Velrek, Mirri to start us out.
Taking care of bookkeeping on the queen of diamonds. Jzero, you can act before this if you wish.
east fire: 1d6 ⇒ 4. No spread. west fire: 2d6 ⇒ (3, 5) = 8. No spread.
There is blood in the courtyard! Can our heroes survive?
Jzero Katzu |
1 person marked this as a favorite. |
Jzero will indeed act first so as to potentially prevent Mirri from getting ganged up on further. He will make two attacks.
Jzero was going to attack the remaining goblin near the cathedral, but when Rhodel and Velrek seem to have him covered, Jzero dashes to Mirri's side and attacks the goblins attacking her. He considers attacking the elemental for a moment, but sees it attack a goblin and assumes strange creatures appearing to defend citizens may be a feature of the town.
Unarmed: 1d10 ⇒ 9
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 2
Modifier: +1 Monk, +2 Joker
Result: 9 + 1 + 2 = 12
Unarmed Damage: 1d8 + 1d6 ⇒ (2) + (2) = 4
unarmed Raise Damage: 1d10 ⇒ 10
unarmed Raise Damage, ace: 1d10 ⇒ 10 Yikes! Ace city!
unarmed Raise Damage, ace^2: 1d10 ⇒ 4
AP 2
Unarmed: 1d10 ⇒ 9
Wild: 1d6 ⇒ 6 Deja vu!
Wild, Ace: 1d6 ⇒ 1
Modifier: +1 Monk, +2 Joker, -2 MAP
Result: 9 + 1 + 2 - 2 = 10
Unarmed Damage: 1d8 + 1d6 ⇒ (7) + (4) = 11
unarmed Raise Damage: 1d10 ⇒ 7
AP 2
Looks like more blood in the streets and heroes are surviving so far.
Mirri Brightstep |
Mirri moves and takes a swing at Goblin 1 with her katana.
Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 6 + Ace: 1d6 ⇒ 4 = 10 to hit
Damage: 2d6 ⇒ (2, 2) = 4 + Raise Damage if Applicable: 1d6 ⇒ 4 +1 for 2 handed = 5 or 9, depending on whether it was a raise
Mirri nods to the tall man who just cleared out a whole bunch of gobbos in one go. "Thanks! You're handy to have around."
She then steps up to one of the remaining attackers and slashes at it with her blade.
Jzero Katzu |
Mirri nods to the tall man who just cleared out a whole bunch of gobbos in one go. "Thanks! You're handy to have around."
She then steps up to one of the remaining attackers and slashes at it with her blade.
"Thank you. I have a sword like that, only bigger. Didn't think I'd need it at a festival for butterflies."
Jzero Katzu |
After posting, I realized that I had intended to give Jzero a Katana but then decided I would save the money it would cost to get a few other things. So he does not actually have a katana at the moment. So change his comment to the following:
"Thank you. I had a sword like that back in Minkai. So for now I must make do with these." He holds his hands up for a moment.
Poor Wandering GM |
Botting Rhobel
"Hold still."
Rhodel rubs some oil onto her hands as her hands appear to become metallic gold. She places them on the worst of your wounds...
Casting Healing: 1d8 ⇒ 41d6 ⇒ 4 One wound healed.
and the gold flows from her hands and seems to fill and cover many of your cuts.
{You are still effected by the Spell, but not for too much longer. You still have 1 wound and the -1 penalty that goes with it as well as the Fatigue and its -1 for a -2 total.}
Poor Wandering GM |
Goblin group 2, army of one!
Spirit to unshake?: 1d6 ⇒ 6 Ignoring ace as Raise has no effect. Recovers from shaken.
The maddened sole survivor races forward blood and foam spraying from their screaming mouth!
Stab, Wild attack: 1d6 + 2 ⇒ (4) + 2 = 6
Their blade passes through the Illusory knight. Does the goblin notice?: 1d6 ⇒ 3 no.
Note: Goblin is Vulnerable.
Ceri is up!
Ceri Featherwing |
Ceri takes a few steps and swings at the goblin again with a stone fist :
Fighting & Wild,+2 Vul: 1d6 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (2) + 2 = 4 Spending a Benny
Fighting & Wild,+2 Vul: 1d6 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (6) + 2 = 8
ACE! ACE!: 1d6 ⇒ 51d6 ⇒ 1 = 13, probably a Raise
Doing
Damage: 1d6 + 1d8 + 1d6 ⇒ (1) + (4) + (3) = 8
Poor Wandering GM |
Goblin group 1
The two goblins mauling Lucien look up at the command of the War Chanter. One licks fresh blood from their dogslicer.
Grinning and covered in blood they charge!
Lucien's player has left the campaign.
vigor,3 wounds: 1d8 ⇒ 21d6 ⇒ 2 total -1.
Benny re-roll,vigor,3 wounds: 1d8 ⇒ 31d6 ⇒ 3 total 0.
Benny2 re-rollvigor,3 wounds: 1d8 ⇒ 51d6 ⇒ 1 total 2.
Benny3 re-rollvigor,3 wounds: 1d8 ⇒ 11d6 ⇒ 2 total -1.
Benny4 re-rollvigor,3 wounds: 1d8 ⇒ 71d6 ⇒ 2 total 4.
Injury: 1d12 ⇒ 3 Arm even right: 1d2 ⇒ 1 Left arm useless until all wounds healed.
Status: Incapacitated, Left arm useless until all wounds healed.
.War Chanter: Leaps from the stage shouting a word your ears refuse to hear clearly.
Casting Dark Word (Lower trait Vigor, strong, 3 targets)
Performance-2MAP, wild: 1d8 ⇒ 41d6 ⇒ 1 Spending GM benny to re-roll. Performance-2MAP, wild: 1d8 ⇒ 81d6 ⇒ 6 That's better Skill ace: 1d8 ⇒ 3. wild ace: 1d6 ⇒ 2 total 9. Success with a raise.
Ciri, Mirri, Jezero: The sound tears into your heads like a red hot spike as the world goes red with pain. Your Vigor drops by 2 die types, min d4
The War chanter swings at Mirri Hitting them solidly on the top of the head. The reinforced cap takes the brunt of the blow but Mirri is seeing stars. You are Shaken
.goblin 3. Stabs at Mirri their crude knife sinking deep. 3 or 4 wounds incoming depending on the previous Shaken.
.goblin 8 runs at Jzero swinging Lucien's scimitar in both hands. The too large weapon causes them to overbalance as Jzero leaps over the strike.
Mirri Spending a benny to clear the war chanter's Shaken before goblin 3's attack prevents the 4th wound from existing. Further bennies can be spent to block the remaining 3 wounds. Remember your Vigor is a d4 at the moment. Feel free to ask if you need a rules-hand.
Poor Wandering GM |
A Grand Day Out Turn 5
Setting: Cathedral square Sandpoint. Pleasant late summer evening.
Illumination: Full daylight
Map link
Active spells/effects: Illusion from Ceri turn 5 of 5. Shapechange from Ceri turn 3 of 5
Lower Trait(Vigor -2die type, strong) from the last War Chanter on Ceri, Mirri, and Jzero) 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 7
Velrek 6
GM Bennies used 2
Ceri, Ace of spades.
bookkeeping/thing that may or may not happen, king of hearts
goblin group 2, how are you still alive? king of clubs
Jzero, Queen of hearts. Your streak finally ends....
Velrek, Ten of spades
lucien-bot, eight of spades
Mirri, Eight of hearts
goblin group 1, five of diamonds
rhodel-bot, four of spades
Ceri With the Ace to open us up.
Taking care of the bookeeping on the queen of diamonds as it is unlikely to matter. east fire: 1d6 ⇒ 4. No spread. westfire: 2d6 ⇒ (6, 6) = 12 something explodes in the tent. It is now engulfed in flames. Both the interior and the exterior if this tent are fully ablaze.
Lucien lies bleeding as the courtyard burns but our hard pressed heroes are turning the tide!
Mirri Brightstep |
Mirri will happily spend a Benny to unshake.
Benny to soak:
Vigor to Soak: 1d4 ⇒ 3
Wild: 1d6 ⇒ 2
Benny to re-roll:
Vigor to Soak: 1d4 ⇒ 3
Wild: 1d6 ⇒ 4
Another one
Benny to re-roll:
Vigor to Soak: 1d4 ⇒ 3
Wild: 1d6 ⇒ 5
Another one
Benny to re-roll:
Vigor to Soak: 1d4 ⇒ 3
Wild: 1d6 ⇒ 6 plus Ace: 1d6 ⇒ 4
Okay, that's two Wounds soaked after 5 Bennies spent. She's down to just one wound.
Ceri Featherwing |
Ceri moves over to the goblin that made that awful sound (I guessed on the map that it was the one with the guitar, please move me if I'm wrong), and punches him in the head to put him out of our misery :
Fighting & Wild,-called: 1d6 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (5) - 4 = 1 Nope...spending a Benny to be sure...
Fighting & Wild,-called: 1d6 - 4 ⇒ (6) - 4 = 21d6 - 4 ⇒ (6) - 4 = 2
ACE#1! ACE#2!: 1d6 ⇒ 21d6 ⇒ 6
ACE#2!: 1d6 ⇒ 3 = 11, probably a Raise ;)
Doing
Damage+called: 1d6 + 1d8 + 1d6 + 4 ⇒ (1) + (6) + (1) + 4 = 12
Her stone fist crushes his skull.
Automatic Free roll to recover from Lower Trait :
Spirit & Wild,-2: 1d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (2) - 2 = 0
Metaphysical question : does a Power automatically stop if the caster is killed?
Jzero Katzu |
Maybe the GM is in the process of making a post that will explain this, but at present, there is a red x through Ceri's earth elemental token.
Jzero Katzu |
This is an example when you can bring your icon to the top of the stack. Right click on you icon (move things that are on top of it if you need to). Select "Order" then "Bring to Front".
Jzero Katzu |
I'm hesitating to act because I'm not sure which group of goblins is the one designated Group 2. The first group we encountered was the one that came in from the SE. The second came in from the SW. But it sounds like group 2 is the SE one. I'd also like to know the disposition of the one that Ceri attacked, although it looks doomed from the rolls.
Poor Wandering GM |
Ceri
Your stone fist slams into the War Chanters head. Their neck snaps backwards like a broken pinata. 2 wounds inflicted.
But their head bounces back up like a party balloon as they laugh and laugh.
Those 1's on the damage dice saved this goblin.
Poor Wandering GM |
I'm hesitating to act because I'm not sure which group of goblins is the one designated Group 2. The first group we encountered was the one that came in from the SE. The second came in from the SW. But it sounds like group 2 is the SE one. I'd also like to know the disposition of the one that Ceri attacked, although it looks doomed from the rolls.
Go by the number on the War Chanter's token for that group. All that remains of group 2 is the lone goblin stabbing the illusion. Group 1 is everybody else. Speaking of group 2...
Poor Wandering GM |
goblin group 2
They stab again and again at the knight...
And finally realize that their dogslicer really shouldn't be passing through solid steel that easily.
"Stupid longshank!" they snarl before stepping forward and stabbing odd Rhodel: 1d100 ⇒ 18.
But the bard twirls away and the goblin stabs at nothing but trailing ribbons.
Jezero, Velrek, then Mirri. Can you end this before group one gets their action?
Velrek Savage PF |
"That chanter has to go down."
Velrek takes another swing at the sad Gobbo who thought an illusion was real and then moves to take a swing on the chanter...
2H sword: 1d6 + 1 - 3 ⇒ (1) + 1 - 3 = -1
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 5
damage: 1d8 + 1d10 ⇒ (6) + (7) = 13
On the Chanter:
2H sword: 1d6 + 1 - 3 ⇒ (4) + 1 - 3 = 2
wild: 1d6 ⇒ 1
damage: 1d8 + 1d10 ⇒ (6) + (6) = 12
Feeling the need to end this he bennies, hoping for a better result
On the Chanter:
2H sword: 1d6 + 1 - 3 ⇒ (2) + 1 - 3 = 0
wild: 1d6 ⇒ 2
damage: 1d8 + 1d10 ⇒ (3) + (10) = 13
Yeah, that tracks. :)
Jzero Katzu |
One of the challenges with SW for me is not having a sense from the seeing the results of the attack and damage results what the likely results are. Between soaks and bennies what seems like a sure splat can turn around and be nothing. I'm inclined to wait to learn whether Velrek was able to down the chanter, but I don't want to hold things up, so I'll attack goblin #8 and plan on a second attack against whoever is still standing after that.
GM: would you enter a note on the map reminding us what the yellow stripe and other similar stripe indicators on a token stand for? I think one is distracted and the other is vulnerable, and I hope there can be a mark indicating shaken and other relevant conditions. I know you explained it in one of your posts, but short of reading through the whole melee section, I can't find it. It can make a difference in tactics knowing the target's liabilities.
Jzero reads the goblin between him and Velrek and kicks at the little guy with his right foot. Then he follows up with a left punch.
Wild: 1d6 ⇒ 2
Modifier: +1
Result = 4 + 1 = 5
Unarmed Damage: 1d8 + 1d6 ⇒ (6) + (1) = 7
unarmed Raise Damage: 1d10 ⇒ 3
AP 2
Probably a hit and maybe a wound, but I have no idea what to expect from this, so I'll roll another attack. If #8 is still standing, apply it to him. If #8 goes down, apply it to the war chanter.
Unarmed: 1d10 ⇒ 1
Wild: 1d6 ⇒ 3
Modifier: +1 Monk, -2 MAP
Result: 3 + 1 - 2 = 2
Unarmed Damage: 1d8 + 1d6 ⇒ (4) + (4) = 8
unarmed Raise Damage: 1d10 ⇒ 2
AP 2
Bennie to reroll.
Unarmed: 1d10 ⇒ 5
Wild: 1d6 ⇒ 1
Modifier: +1 Monk, -2 MAP
Result: 5 + 1 - 2 = 4
Unarmed Damage: 1d8 + 1d6 ⇒ (1) + (3) = 4
unarmed Raise Damage: 1d10 ⇒ 8
AP 2
Nary an ace in all those rolls. The dice gods are not happy with Jzero this round.
Jzero struggles to connect with the goblins, perhaps because his training has emphasized fighting opponents who are larger than children.
Poor Wandering GM |
Jzero
Unfortunately MAP applies to ALL actions on your turn. So the -2 MAP applies to the first roll as well dropping the 5 down to a 3. Luckily they are Vulnerable so that takes it back to a 5 again.
The goblin twists and slides but cannot avoid all your blows. Your foot connects nearly folding the goblin in half.
The 5 barely hits (parry 5) and the damage is just short of causing a wound (toughness 4). Goblin is shaken.
Since we know that Velrek wants the space you are in I moved you over a bit. Normally this would draw an attack from goblin 8 but they are shaken and do not get to attack.
Poor Wandering GM |
Velrek
{Looks like you missed that the spell and the fatigue are no longer active. No big deal. I can make the missing rolls now,
Fighting vs goblin 4, trademark, MAP, vulnerable target: 1d8 + 1 - 2 + 2 ⇒ (7) + 1 - 2 + 2 = 8 Does not beat the 12 from the wild die so 12 it is.
Fighting vs War Chanter, trademark, MAP, vulnerable target, gang-up: 1d8 + 1 - 2 + 2 + 1 ⇒ (7) + 1 - 2 + 2 + 1 = 9 That is a hit with a raise. Raise damage: 1d6 ⇒ 3}
{using the new numbers}
Your sword neatly decapitates the goblin chasing Rhodel. With a few steps you follow the whirling Jzero and using the Monk as a distraction you manage a solid stab to the War Chanters chest.
Mirri Brightstep |
Mirri will go after only one baddie. She slashes at gobbo #1 with her katana.
Fighting: 1d8 ⇒ 4
Wild: 1d6 ⇒ 4
Spend a benny to reroll.
Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5
Damage: 3d6 + 1 ⇒ (2, 6, 5) + 1 = 14 + Ace!: 1d6 ⇒ 6 + Ace Again!: 1d6 ⇒ 5 = 25!
If a 5 doesn't hit, I will spend another benny, because that damage roll needs to happen. :)
Mirri takes a slash at the goblin in front of her.
Poor Wandering GM |
Mirri
{No need to spend the Benny. With the +2 from their Vulnerable status the 4 is a hit}
Soak benny 1, 2 wounds, wild: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (4) - 2 = 2 fail.
Soak benny 2, 2 wounds, wild: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0 fail.
The last War Chanter takes 4 wounds
The laughter is suddenly cut short as you slash the goblin from shoulder to hip.
Poor Wandering GM |
The few, the proud, the deeply insane, goblin group 1!
goblin 8 tries to un-shake: 1d6 ⇒ 5 Success!
"Peaches!" both remaining goblins shout in unison. Overcome with grief and rage at the despicable murder of their leader. Acting as one goblin they assault Mirri
.goblin3 moves a bit closer and stabs once, wild attack, gang-up,MAP: 1d6 + 2 + 3 - 2 ⇒ (3) + 2 + 3 - 2 = 6 Miss.
and stabs twice, wild attack, gang-up,MAP: 1d6 + 2 + 3 - 2 ⇒ (4) + 2 + 3 - 2 = 7 hit.
damage, wild: 1d4 ⇒ 11d4 + 2 ⇒ (3) + 2 = 5 Total 6 shaken
.goblin8 stabs once, wild attack, gang-up,MAP: 1d6 + 2 + 3 - 2 ⇒ (6) + 2 + 3 - 2 = 9 hit.
damage, wild: 1d4 ⇒ 21d4 + 2 ⇒ (1) + 2 = 3 total 5. no effect. That armor is paying for itself.
and stabs twice, wild, MAP: 1d6 + 2 + 3 - 2 ⇒ (3) + 2 + 3 - 2 = 6 hit.
damage, wild: 1d4 ⇒ 31d4 + 2 ⇒ (1) + 2 = 3 total 6. shaken again which means a wound.
You parry their wild screaming attacks but a punch to the face creates an opening for an attack.
1 wound incoming. You can either take the wound, you have the goblins outnumbered. Barring an amazing card draw I do not see the goblins getting an action next round. Or you can spend a benny to Soak (A vigor roll target is 4). Or being a trisky longshanks you can spend that benny to negate the Shaken from goblin3 meaning you are just shaken by the second goblin's attack rather than wounded. Your call.
Poor Wandering GM |
Botting Rhodel
Taking her queue from the War Chanters Rhodel begins to sing...
Casting Boost trait Vigor on Ceri, Mirri, and Jzero: 1d8 ⇒ 41d6 ⇒ 5
Spending benny to re-roll
Casting Boost trait Vigor on Ceri, Mirri, and Jzero: 1d8 ⇒ 31d6 ⇒ 6
second ace: 1d6 ⇒ 6third ace: 1d6 ⇒ 4 Total 19 success with raise.
Ceri, Mirri, and Jzero the pain and lassitude brought on by the War Chanters spell fades as Rholdel's voice falls on you like cool water.
{She cast Boost Trait:Vigor and got a raise. Ceri your Elemental form's Vigor returns to normal. Mirri you actually get a boost here the War Chanter could only lower you Vigor to d4 as that is the minimum. But there is nothing blocking Rhodel's song from bumping that d4 two steps to a d8. Enjoy. Jzero your Vigor is also returned to normal.}
Poor Wandering GM |
A grand day out turn 6
Setting: Cathedral square Sandpoint. Pleasant late summer evening.
Illumination: Full daylight
Map link
Active spells/effects:
Illusion from Ceri fades unless they spend a power point to extend it.
Shapechange from Ceri turn 4 of 5
Lower Trait(Vigor -2die type, strong) from the last War Chanter on Ceri, Mirri, and Jzero) turn 3 of 5.
Boost trait Vigor +2 die types, from Rhodel-bot on Ceri, Mirri and Jzero. 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:
MIrri 2
Everyone else 7
GM Bennies used 2
Ceri, Black Joker. Bennies added
Velrek, King of Diamonds
remaining goblins, ten of diamonds
Jzero, Six of Spades
Mirri, Five of hearts. Remember you have a wound to deal with.
rhodel-bot, five of clubs
bookkeeping/thing that may or may not happen, two of diamonds
Ceri and Velrek are up!
{Two goblins, 4 players. Odds are not looking good for our green-skinned heroes!}