
Jzero Katzu |

Jzero kicks the black dog in front of him and turns and punches the other dog.
Unarmed: 1d10 ⇒ 1
Wild: 1d6 ⇒ 1
Modifier: +1 - 2
Can't spend a benny on a crit fail. If the crit doesn't prevent the second attack, here are the rolls.
Unarmed: 1d10 ⇒ 4
Wild: 1d6 ⇒ 5
Modifier: +1 - 2
Result: 5 + 1 - 2 = 4
Unarmed Damage: 1d8 + 1d6 ⇒ (4) + (2) = 6
unarmed Raise Damage: 1d10 ⇒ 2
AP 2

Poor Wandering GM |

Jzero
You continue you dance of doggy death but you put a foot wrong and nearly trip. You recover swiftly but you are off balance and the tempo of the fight has changed.
In other-words you are Distracted (-2 to all trait rolls) until the end of your next turn. Your second attack misses. They are Parry 5.)

Poor Wandering GM |

Warchanter
The goblin fettered by the shining bands looks to the flying magician that created them and laughs derisively.
Ceri Your ears burn with shame and your concentration wavers.
You are Vulnerable (actions/attacks against you are at +2 until the end of your next turn.) If you want to spend a benny to re-roll your half of the opposed Smarts roll go ahead, your target is 6.

Poor Wandering GM |

Katie, bar the door turn three
Setting: Sandpoint, just inside the open north gate. Intersection of Church and Tomb streets. Pleasant late summer evening.
Illumination: Full daylight
Terrain: Flat, dry roadbed. Open ground. Buildings. North gate is Open.
The building wall closest to the 3 goblin bodies is lightly on fire. It is not spreading. The water-barrel near the building Aldren is hiding in has been shattered.
Benny count:{Please double check that this jibes with he bennies you think you should have}
Mirri 2
Evesk 3
Everyone else 7
GM Bennies used 2
Goblin Dog rider, Jack of spades
Ciri, Ten of Diamonds
Evesk, Ten of Hearts
Jzero, Nine of Hearts
Goblin Dogs, eight of clubs
Velrek Five of diamonds
Mirri Four of Hearts
Warchanter, three of diamonds
Aldern & Dog, two of spades, dog on Hold.
Token breakdown.
Side of the Angels:
.The person in the central building is Aldren Foxglove.
..The White dog/Frost Wolf marked 1 is Aldren's prize hunting dog.
Side of the Other:
.The 3 goblins marked 1,2,3 north of the player tokens are non responsive and badly burned.
..The rat/dog things marked 1 through 5 in a rough half circle around the hunting dog are hideous Goblin dogs. You know these things are bread as hunting/guard dogs by some tribes. They are fast and their bite carries a disease or venom that has been likened to a dozen wasp stings. Not lethal but VERY painful.
...The black wolf marked 1 is just another goblin dog. I ran out of counters.
....The guitar player marked 2 is a goblin Warchanter. A bard able to cast some useful magic and bolster their fellows. They are armed with a whip, a bow and a crude knife/shortsword.
.....And last but not least the fine gentleman in the north-central part of the map is a goblin, larger than the rest riding a larger than normal Goblin dog and wielding a bow and a crude Pole-arm.
========================================================================
Everyone else you will also be coming in on the same map edge. Please assume that you ran past and could grab/use anything that is normal to be on a street on the way here, or very nearly anything at all if you spend a benny to get it. For example, you could take cover in a abandoned wagon 6" off the southern map and use ranged attacks if you like.
Everyone as usual please feel free to ask questions/make suggestions.
Mirri & Velrek Please start yourselves two inches off the southern edge of the map on your card.

Poor Wandering GM |

Goblin dog rider.
Following their loyal Warchanter's gaze The rider readies their bow and fires on the flying target/sorcerer.
Note if you succeed in resisting the Taunt from last turn. the damage will drop to 16 which is 2 wounds and shaken.

Jzero Katzu |

Jzero focuses on attacking the dog in front of him as he gets back into the proper footing for effective fighting. He drives a knee up into the dog's head.
Unarmed: 1d10 ⇒ 7
Wild: 1d6 ⇒ 3
Modifier: +1 - 2
Result: 7 + 1 - 2 = 6 , Target 5, 1 success
Unarmed Damage: 1d8 + 1d6 ⇒ (4) + (6) = 10
Damage Ace #1: 1d6 ⇒ 6
Damage Ace #2: 1d6 ⇒ 4
Total: 10 + 6 + 4 = 20
AP 2

Ceri Featherwing |

Spending Bennies on Soaking until I get a good roll :
Vigor & Wild: 1d6 ⇒ 21d6 ⇒ 3
Vigor & Wild: 1d6 ⇒ 61d6 ⇒ 3
Vigor ACE!: 1d6 ⇒ 3 = 9, Success and Raise --> 1 Wound and Shaken
Recover from Shaken :
Vigor & Wild: 1d6 ⇒ 21d6 ⇒ 1 = 2
Spending a Benny to act.
Casting a spell at the goblin next to me :
Spellcasting & Wild,-1 Wound: 1d8 - 1 ⇒ (8) - 1 = 71d6 - 1 ⇒ (4) - 1 = 3
Spellcasting ACE!: 1d8 ⇒ 7 = 14, 2 Raises!
Swirling bands of energy leave Ceri's hands, head towards the Goblin, and wrap tightly around him. (The little bugger is Bound)
4 Bennies
5 PP

Evesk |

Evesk attacks which ever rat-dog provides the best target and just grazes it.
Wild Die: 1d6 ⇒ 4
-------
Damage: 2d6 ⇒ (1, 1) = 2
Wow that was mightily unimpressive.

Velrek Savage PF |

Looks like Velrek here will be escorting the best fighter in the group, Mirri, in soon. Who on the side of the good folks is currently wounded? I think Ceri has 1 wound. Anyone else? Deciding who i'll be atempting to swat down.. Thanks!

Poor Wandering GM |

Looks like Velrek here will be escorting the best fighter in the group, Mirri, in soon. Who on the side of the good folks is currently wounded? I think Ceri has 1 wound. Anyone else? Deciding who i'll be atempting to swat down.. Thanks!
As far as I know only Ceri is injured.Good luck!

Poor Wandering GM |

Ceri "Shades of the prison-house begin to close upon the growing Goblin" Apologies to Mr Wordsworth. The Goblin rider is Bound. On the plus side they cannot attack, on the minus side they cannot be knocked off their dog. Swings and roundabouts. You are no longer Vulnerable.
Evesk Ouch your dice are cold. The Dog deftly dodges.
Jzero Your dice on the other hand.... The dog fails to dodge and is down. You are no longer Distracted.

Poor Wandering GM |

Goblin Dogs.
3 on Evesk
Dog #2, gang-up: 1d6 + 2 ⇒ (5) + 2 = 7 Bit nothing but shield.
Dog #3, gang-up: 1d6 + 2 ⇒ (6) + 2 = 8 ace: 1d6 ⇒ 2 Total 10 v parry 8. Found a soft-spot. Damage: 1d6 + 1d4 ⇒ (5) + (2) = 7 but could not exploit it.
The goblin dogs continue to harry you but to little effect.
1 on Jjero

Evesk |

OCC: Well it appears that Evesk just took 7 points of damage if I am not mistaken and is facing a 3 on 1 situation. Granted he has his back to a pair of walls.
So can Evesk choose to do that Soak thing, that Ceri did?

Velrek Savage PF |

Velrek will move to engage the rider and help Ciri. He approaches and takes a swing at the Goblin.
2H sword: 1d8 + 1 ⇒ (8) + 1 = 9
wild: 1d6 ⇒ 6
damage: 1d8 + 1d10 ⇒ (7) + (6) = 13
Yikes!
sword xplode: 1d8 ⇒ 4
wild xplode: 1d6 ⇒ 1
oof. 13 total.
raise damage: 1d6 ⇒ 4
17 damage. Velrek apparently had time to remember his training on that run...

Jzero Katzu |

Is that thumping sound a goblin head bouncing away?

Poor Wandering GM |

OCC: Well it appears that Evesk just took 7 points of damage if I am not mistaken and is facing a 3 on 1 situation. Granted he has his back to a pair of walls.
So can Evesk choose to do that Soak thing, that Ceri did?
Nope you took no damage at all. The G-dog did 7 points of damage but your toughness in armor is 9 so none of the damage actually got through. No need to Soak as the doggo did not even Shake you. You are fine.

Poor Wandering GM |

Velrek
The Dog rider twists at the last second causing one of Ceri's golden bands to take most of the blow. Most but not all as the fresh black blood attests.
Total damage 17AP2 vs toughness 6(2) means 3 wounds.
Soak: 1d6 ⇒ 51d6 ⇒ 6 Ace: 1d6 ⇒ 4 negating 2 wounds.
"Try harder Longshanks!" the goblin spits at you.

Mirri Brightstep |

Shooting: 1d6 ⇒ 5 + 2 from Vulnerable = 7
Wild: 1d6 ⇒ 2
Damage: 2d6 + 1d6 ⇒ (3, 1) + (2) = 6 including Sneak Attack
Benny to reroll:
Damage: 2d6 + 1d6 ⇒ (3, 5) + (2) = 10
Mirri plucks another arrow from her bundle of only mostly straight goblin arrows and fires at the same dog riding gobbo Velrek is mixing it up with.

Poor Wandering GM |

War-chanter.
Bending in a way impossible for lesser species the goblin war-chanter slips their golden bonds and is free! They step closer and begin to chant!
The bonds binding the dog and rider flicker but hold. (They tried a Dispel but botched the roll)

Poor Wandering GM |

OCC: Skill roll or Attack roll? As the former would be rather useless and the latter very useful.
Any skill, that includes a roll of the Fighting skill that you use to wack folks. It does not apply to attribute (ex Spirit to throw off or resist a spell) or damage rolls. In PF terms it applies to anything that is not damage or a saving throw.

Poor Wandering GM |

Katie, bar the door! turn four
Setting: Sandpoint, just inside the open north gate. Intersection of Church and Tomb streets. Pleasant late summer evening.
Illumination: Full daylight
Terrain: Flat, dry roadbed. Open ground. Buildings. North gate is Open.
The building wall closest to the 3 goblin bodies is lightly on fire. It is not spreading. The water-barrel near the building Aldren is hiding in has been shattered.
Active Effects: Entangle w/raise on the dog rider.
Lower trait targeting Evesk's faith -2 die types.
Benny count:{Please double check that this jibes with he bennies you think you should have}
Mirri 2
Evesk 3
Everyone else 7
GM Bennies used 2
Dog rider bennies used 1
Warchanter, ace of diamonds
Goblin Dog rider,King of diamonds
Jzero, Queen of Clubs
Ciri, Jack of Hearts
Velrek Jack of Diamonds
Evesk, Nine of Spades
Mirri Eight of Spades
Goblin Dogs, eight of hearts
Aldern & Dog, six of spades, dog on Hold.
A small surprise, two of diamonds
Good grouping!
Token breakdown.
Side of the Angels:
.The person in the central building is Aldren Foxglove.
..The White dog/Frost Wolf marked 1 is Aldren's prize hunting dog.
Side of the Other:
.The 3 goblins marked 1,2,3 north of the player tokens are non responsive and badly burned.
..The rat/dog things marked 1 through 5 in a rough half circle around the hunting dog are hideous Goblin dogs. You know these things are bread as hunting/guard dogs by some tribes. They are fast and their bite carries a disease or venom that has been likened to a dozen wasp stings. Not lethal but VERY painful.
...The black wolf marked 1 is just another goblin dog. I ran out of counters.
....The guitar player marked 2 is a goblin Warchanter. A bard able to cast some useful magic and bolster their fellows. They are armed with a whip, a bow and a crude knife/shortsword.
.....And last but not least the fine gentleman in the north-central part of the map is a goblin, larger than the rest riding a larger than normal Goblin dog and wielding a bow and a crude Pole-arm.
========================================================================
Everyone as usual please feel free to ask questions/make suggestions.

Poor Wandering GM |

warchanter
The Warchanter moves behind the dog-rider and attempts to free them from their golden bonds. He(?) stabs out with his scaly knife but he just can't free the beast. apologies to Messers Felder, Henley, and Frey.
Cursing in frustration the Warchanter reaches through the bonds and you see black blood flow along their arm into the dog rider closing some of their wounds.

Poor Wandering GM |

goblin dog rider
The dog-rider struggles against the golden bonds to limited effect.
The goblin dog bites at the golden bonds. It's teeth rip and tear at trhe golden power severing enough of the ropes that the spell collapses.
Dog and rider stand. Breathing heavily but free.

Evesk |

Evesk strikes out at whichever dog presents itself as the best target.
Target 1=1-2 2=3-4 3=5-6: 1d6 ⇒ 6
Attack: 1d8 ⇒ 3
Wild: 1d6 ⇒ 1
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Wow that was a bunch of horrible rolls

Velrek Savage PF |

Velrek takes a big step and plays a game of 'sweep the Goblin.'
Attacking both using the Sweep edge.
Mr. Bound and confused:
2H sword: 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (5) + (2) = 7
Mr. Enchanting:
2H sword: 1d8 + 1 - 2 ⇒ (2) + 1 - 2 = 1
wild: 1d6 ⇒ 4
damage: 1d8 + 1d10 ⇒ (2) + (5) = 7
sword benny: 1d8 + 1 - 2 ⇒ (2) + 1 - 2 = 1
I haz no words...

Jzero Katzu |

Jzero closes ranks with the hunting dog, Aldren, and Evesk and attacks the goblin dog nearest to Evesk and his dog. Attacking dog 2.
Unarmed: 1d10 ⇒ 5
Wild: 1d6 ⇒ 3
Modifier: +1
Result: 5 + 1 = 6
Unarmed Damage: 1d8 + 1d6 ⇒ (1) + (4) = 5
unarmed Raise Damage: 1d10 ⇒ 10
unarmed Raise Damage, Ace: 1d10 ⇒ 7
AP 2

Poor Wandering GM |

I haz no words...
Ouch cold dice.... Though I do note that you have a good supply of bennies. Nothing stopping you from burning more of them on this roll.....
That said sweep works a little differently than you did here. It is one attack roll applied to all adjacent targets. So you would take your first roll of 4 and apply that roll to the Chanter, the Rider, and the Dog. Not that it matters in this case because your Dice apparently just got back from the arctic. Better luck next time.

Poor Wandering GM |

OCC: Do these guidelines give a benefit for flanking or a coordinated attack by superior numbers?
Not sure what guidelines you are mentioning but Gang-up (SWPF core pg133) pretty much covers this. Jzero's attack on Dog 2 for example gets a +1 from you being adjacent but unfortunately that bonus is negated due to the fact that the dog is adjacent to the two other dogs. Lord Foxglove and their dog do not count as allies in this situation as they are inside the building and the walls block adjacency. You can also use Support and Tests (SWPF core pg 138-140) to represent how you are using your position to put a foe at a disadvantage. EX. A fighting test (opposed fighting rolls) to force a foe to open an unguarded line of attack (make the foe Vulnerable). Good catch though.

Poor Wandering GM |

Jzero closes ranks with the hunting dog, Aldren, and Evesk and attacks the goblin dog nearest to Evesk and his dog. Attacking dog 2.
The kick was not graceful. You can feel you masters displeasure at this poor performance. Nonetheless it is a kick and it connects causing the dog to yip in surprise.
Dog 2 is shaken. You did about the minimum damage you can do to have an effect on the goblin dogs. They are Toughness 5(1). Also the white dog on your right is Lord Foxglove's not Evesk's. Not that you know that yet of course.

Poor Wandering GM |

Evesk strikes out at whichever dog presents itself as the best target.
[dice=Target 1=1-2 2=3-4 3=5-6]1d6
[dice=Attack]1d8
[dice=Wild]1d6
[dice=Damage]1d8+1Wow that was a bunch of horrible rolls
Everyone has cold dice it is winter in Golarian today. Remember bennies. In fact [b]Take another benny. Your Hindrances are definitely in play here as you defend Lord Foxglove.
You attention split between the three attackers your hammer smashes the remains of the barrel rather than your foe.

Jzero Katzu |

If Jzero can burn a benny after learning the results, he'll do so to reroll the attack.
Unarmed: 1d10 ⇒ 7
Wild: 1d6 ⇒ 3
Modifier: +1
Result: 7 + 1 = 8

Poor Wandering GM |

If Jzero can burn a benny after learning the results, he'll do so to reroll the attack.
[dice=Unarmed]1d10
[dice=Wild]1d6
Modifier: +1
Result: 7 + 1 = 8
Sure you can spend the benny. Unfortunately it didn't help. The Goblin dogs are parry 5 which means you needed an 9 for a raise. The dog is still shaken so there is that.
Benny Spent

Evesk |

OCC: Are we on the next round? Also, I will keep the Benny in the back of mind going forward. How often does one get Bennies back again? Still fairly newish to the system. Played it before but it has been a while.

Poor Wandering GM |

OCC: Are we on the next round? Also, I will keep the Benny in the back of mind going forward. How often does one get Bennies back again? Still fairly newish to the system. Played it before but it has been a while.
Not quite. If you take a look at the initiative spoiler on the turn four post (My post on Saturday @ 4pm) you will see that Ciri and Nirri are up. After they take actions or go on hold then the goblin dogs, Aldern & their Dog get to act.
Re: Bennies. You refresh to your base amount, usually 3 unless you have edges or hindrances that say otherwise, at the start of every session. In pbp this is a little less defined as a session is not a fixed span of real time. So you will be refreshing when I tell you to. This will usually be a break in the action or when something big and cliffhanger like happens.
You also get bennies when your hindrances or other elements/circumstances make your character's life harder. You fir example earned a benny for protecting Lord Foxglove. You were acting in accordance with your hindrances and so got a reward. The rewards are mine to give out but I am VERY happy to take suggestions either for your character of for the other players if you see something that looks worthwhile.
Does that help?

Evesk |

OCC: Yeah that works but to clarify I usually have a Base Amount of 3 but I currently (due to actions taken) have 4. When you indicate that we have recovered Bennies we recover back to a usual Base Amount or do not recover if we are at or in excess of our current Base Amount. Is that correct?

Poor Wandering GM |

OCC: Yeah that works but to clarify I usually have a Base Amount of 3 but I currently (due to actions taken) have 4. When you indicate that we have recovered Bennies we recover back to a usual Base Amount or do not recover if we are at or in excess of our current Base Amount. Is that correct?
I suppose this should be on the discussion page. Eh this will do fine.
RE: Benny recovery. Nope. when bennies reset at the end of a session you go back to your base amount. This will be anywhere between 2 to 7 depending on edges/hindrances but the base amount is 3. In your case when we reset for the next "session" you will have a total of 3 bennied no matter how many you had before the reset/recovery. As it says on PFSW core pg 119 "Use them or lose them".
In a very early edition of SW/Deadlands bennies left over at the end of a session became experience points. But that led to folks hording bennies and getting frustrated (and their characters dead) so that rule is LONG gone.