
Poor Wandering GM |

Right. Time to move on.
Ciri and Mirri go on hold. Hop in whenever you like.
Goblin dogs.
Dog 2 tries to unshake: 1d6 ⇒ 2 fail. Gm benny spent to auto unshake]
The goblin dogs attack in a cloud of foul smelling dander.
#2 vs Evesk gang-up +2: 1d6 + 2 ⇒ (4) + 2 = 6
#3 vs Evesk gang-up +1: 1d6 + 1 ⇒ (6) + 1 = 7, ace: 1d6 ⇒ 1 Hit.
Damage on Evesk: 1d4 ⇒ 21d6 ⇒ 4 no effect
#4 vs Jzero gang-up +1: 1d6 + 1 ⇒ (1) + 1 = 2
Well that was clearly worth a benny.
Lord Foxglove.
Aldern throws a heavy jug at goblin dog #3. It shatters on the ground nearby. His hunting dog continues to hold the doorway (on hold).
And the surprise. 3 more goblins run in through the open North Gate! The look a bit bedraggled and exhausted but they still have their bows.
goblin 1 shoots Valrek,-2 run: 1d6 ⇒ 1
goblin 2 shoots Valrek,-2 run: 1d6 ⇒ 1
goblin 3 shoots Ciri,-2 run: 1d6 ⇒ 1 4 1's in a row!! I'm ruling these fools are nearly out of arrows,
The arrows fly true, assuming the goblins were aiming for the open sky.
GM benny spent

Evesk |

OCC: So Evesk got hit and has potentially taken 2 + 4 damage ?? -- I am only asking because that was followed by "no effect" and not sure what that meant.
Oh and thanks for the previous explanation.

Velrek Savage PF |

OCC: So Evesk got hit and has potentially taken 2 + 4 damage ?? -- I am only asking because that was followed by "no effect" and not sure what that meant.
Oh and thanks for the previous explanation.
It's less damage than your toughness so other than maybe a bruise later no effect.

Poor Wandering GM |

OCC: So Evesk got hit and has potentially taken 2 + 4 damage ?? -- I am only asking because that was followed by "no effect" and not sure what that meant.
Oh and thanks for the previous explanation.
Like Velrek said. SW uses a damage threshold system. If the damage incoming is less that your toughness then it has no effect. If the damage is equal to your toughness you are shaken. Every 4 points the damage is over your toughness means it caused a wound.
In this case the damage was 2 from the weapon (bite) and 4 from the GDog's strength for a total of 6 this is less than your toughness+Armor so the damage was insufficient to cross your threshold and so had no mechanical effect.
Also like Valrek said story wise you might be sporting a bruise or some surface cuts but nothing that requires more that a good wash and a band-aid.
{Please see PFSW core pg 125-128 for all your damage needs ;7)}
tldr. Velrek is correct. Thanks Velrek

Ceri Featherwing |

Sorry I've been absent for so long, life got in the way... Does this happen in the previous round I missed, or in the current round?
Spending a Benny to get 5 PP back.
Ceri attempts to transform into a Stone Elemental, and attack the Goblin next to her :
Spellcasting & Wild,-2 MAP: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (4) - 2 = 2 = Success
Fighting & Wild,-2 MAP: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0 Eh, it was worth a shot...
Notes for the future :
- PWGM, I have long since forgotten what spell I cast on that Goblin, and whether or not its current state gives me a bonus (like Vulnerable), but since a +2 wouldn't help here, I'll determine that later.
- Attack damage is d6+d8.
- I'll determine my current PP and number of Bennies in the near future...

Poor Wandering GM |

Sorry I've been absent for so long, life got in the way... Does this happen in the previous round I missed, or in the current round?
No problem, life happens. This is still turn 4. I just had you and Mirri go on hold to let the NPC's act.
Spending a Benny to get 5 PP back.
Notes for the future :
- PWGM, I have long since forgotten what spell I cast on that Goblin, and whether or not its current state gives me a bonus (like Vulnerable), but since a +2 wouldn't help here, I'll determine that later.
- Attack damage is d6+d8.
- I'll determine my current PP and number of Bennies in the near future...
2. Everybody's dice are cold. Wow.
3. You appear to have 3 bennies and 8pp as of the end of this turn.
4. You cast Entangle, but they broke out on their action so it no longer has an effect.
5. Rememder the Elemental's Earth mastery re-roll, another reason to land rather than hover. Reroll -2map: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (3) - 2 = 1 Not that it made any difference at all.
With a solid "Thud!" the former flying half-elf becomes a half size rough stone statue standing on the hard ground. It takes a swing at the rider but fails to connect with the startled goblin.

Poor Wandering GM |

Katie, bar the door! turn five
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 red x's and teh long red box is lightly on fire. It is not spreading. The water-barrel near the building Aldren is hiding in has been shattered.
Active Effects:
Lower trait targeting Evesk's faith -2 die types.
Ciri shapechange to small earth elemental 2 of 5 rounds used.
Benny count:{Please double check that this jibes with he bennies you think you should have}
Mirri 3
Evesk 4
Ciri 5
Velrek 8
Jzero 8
GM Bennies used 3
Dog rider bennies used 0
Mirri, Joker, bennies added
Goblin Dogs, joker, bennies added
Warchanter, ace of clubs
Velrek, Nine of clubs
Jzero, Eight of diamonds
Goblin Dog rider, seven of hearts
Ciri, Seven of clubs
Goblins, five of spades
Aldern & Dog, five of hearts
Evesk, Four of hearts
I was wondering where the Jokers were.
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:
.There are 3 goblin bodies under the X's in the long red box.
..The rat/dog things marked 1 through 4 between Evesk and Jzero are hideous Goblin dogs. You know these things are bred 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 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 |

goblin dogs choose to go first
Mirri If you want to try to preempt them then make a free Athletics roll with a target of: 1d6 ⇒ 4. If you meet or beat that you will go before the goblin dogs. If not you will act immediately after them. On a crit fail you will likely go last but you would still have the Joker +2
Dog 1 and 3 attack Evesk. Dog 4 attacks Jzero. Dog 2 attacks, odd is Evesk: 1d6 ⇒ 6 Evesk.
Gdog 1, Fighting test to pull Evesk off balance, +2 gang-up, +2 joker: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5. Evesk resists: 1d8 ⇒ 41d6 ⇒ 2 Test succeeds Evesk is vulnerable.
Gdog 3, Push Vs Evesk, +1 gang-up, +2 joker, +2 vulnerable target: 1d6 ⇒ 6 ace 1: 1d6 ⇒ 1 total 12. Evesk resists with Athletics. +2 shield: 1d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (2) + 2 = 4 total 9. Attacker succeeds. Evesk is pulled. Evesk Athletics to stay standing: 1d8 ⇒ 81d6 ⇒ 3 ace irrelevant. Success Evesk remains on their feet.
Gdog 2, Fighting attack on Evesk, +2 gang-up, +2 joker, +2 vulnerable target: 1d6 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7 GM benny re-roll: 1d6 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11 total 11 vs parry 8 hit. Damage,+2 joker: 1d6 ⇒ 41d4 + 2 ⇒ (2) + 2 = 4 total 8 vs toughness 9. No effect
Gdog 4 Fighting attack on Jzero, +2 gang up, +2 joker: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7 total 7 vs parry 7 hit. damage, joker: 1d6 + 2 ⇒ (2) + 2 = 41d4 ⇒ 3 damage 7 vs toughness 7 Jzero is shaken. Jzero vigor to overcome toxic bite: 1d8 ⇒ 51d6 ⇒ 2 success toxin resisted.
The dogs harry Evesk pulling him off balance and away from Jzero.
Jzero trying to support Evesk takes a bite that staggers him with pain for a moment.
Evesk is Vulnerable until the end of their next turn. Jzero is shaken.
Pausing to allow Mirri to interrupt/act if desired
GM Benny used

Jzero Katzu |

Jzero will spend a benny to remove the shaken condition.

Ceri Featherwing |

Jzero, I don't know how many Bennies you have, but at the beginning of your action this round, you get an automatic Spirit roll as a Free Action to recover from Shaken. It's always best to try it first, then if you fail but still want to act, then spend the Bennie.
PWGM - thanks for the PP and Benny count. I forgot I was flying, definitely moving down the ground before transforming. What is "the Elemental's Earth mastery re-roll"?

Jzero Katzu |

It sounds like Jzero will be better off not spending the benny until seeing if the spirit roll is successful. If some opportunity to act occurs before then, I can still spend the benny to make it possible if it matters. Thanks for the tip.

Mirri Brightstep |

Mirri is going to take 2 actions, and the multi-action penalty will be offset by the Joker.
Mirri will attempt a Test against the gobbo bard to try and make it Vulnerable. She lines up a shot and sends an arrow right past his nose.
Shooting: 1d6 ⇒ 6+1d6 ⇒ 2 = 8 to try to make goblin Vulnerable (resist w/Agility)
Wild: 1d6 ⇒ 6+1d6 ⇒ 2
Then Mirri sends an arrow to (hopefully!) hit the villain!
Shooting: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1
Assuming a 4 hits, that does Damage: 2d6 ⇒ (3, 5) = 8 + Sneak Attack if Applicable: 1d6 ⇒ 2 = 10 damage
If a 4 doesn't hit or a 10 doesn't cause a Wound, Mirri will spend a Benny.

Ceri Featherwing |

Ceri attacks the mounted goblin next to her (please let me know if there are any bonuses or penalties in play) :
Fighting & Wild: 1d6 ⇒ 41d6 ⇒ 1 Spending a Benny...
Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 2
Fighting ACE!: 1d6 ⇒ 4 = 10
And does
Damage: 1d6 + 1d8 ⇒ (6) + (1) = 7
Damage ACE!: 1d6 ⇒ 5 = 12
Damage from Raise (if applicable): 1d6 ⇒ 1
2 Bennies, 8 PP
I Googled Earth Mastery Re-roll and found that in PF and D&D, earth elementals get a +1 to hit and +1 damage if both they and their opponent are on the ground. But you mentioned a "re-roll" - what exactly does that allow me to do? Does it mean that I don't have to spend a Benny for the second roll? Thanks!

Poor Wandering GM |

Jzero will spend a benny to remove the shaken condition....It sounds like Jzero will be better off not spending the benny until seeing if the spirit roll is successful. If some opportunity to act occurs before then, I can still spend the benny to make it possible if it matters. Thanks for the tip.
No problem, it is a rules mastery trick that sounds like it should be cheating/cheese but it really isn't. You are gambling not needing to spend the benny to un-shake vs. the chance for a critical failure on the roll to unshake.

Poor Wandering GM |

Athletics 8
You easily act before the Goblin dogs. You total here was 10 as the Joker applies to this roll as well.
Mirri is going to take 2 actions, and the multi-action penalty will be offset by the Joker.
Mirri will attempt a Test against the gobbo bard to try and make it Vulnerable. She lines up a shot and sends an arrow right past his nose.
Shooting test total 8. Warchanter resistance: 1d8 ⇒ 71d6 ⇒ 5 Test succeeds. Warchanter is Vulnerable until the end of their next turn.
Then Mirri sends an arrow to (hopefully!) hit the villain!
Shooting total 6 (4+2 vulnerable target) Damage 10 vs toughness 6(2) is 1 wound. Warchanter attempts to soak: 1d6 ⇒ 31d6 ⇒ 6 Success, ace irrelevant.
The startled Warchanter now has an arrow sticking out of their shoulder guard
If a 4 doesn't hit or a 10 doesn't cause a Wound, Mirri will spend a Benny.
you hit and caused a wound, even if it was soaked, so I did not activate your benny reroll
Warchanter Benny used

Jzero Katzu |

To remove shaken condition.
Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5
Success.
Jzero punches the goblin dog in front of him.
Unarmed: 1d10 ⇒ 4
Wild: 1d6 ⇒ 4
Modifier: +1
Unarmed Damage: 1d8 + 1d6 ⇒ (2) + (1) = 3
unarmed Raise Damage: 1d10 ⇒ 7
AP 2
Nary an ace, alas.

Velrek Savage PF |

Velrek will once again to sweep his sword through the warchanter and rider...
2H sword: 1d8 + 1 - 2 ⇒ (2) + 1 - 2 = 1
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (5) + (9) = 14
Benny that attack!!!!
2H sword: 1d8 + 1 - 2 ⇒ (7) + 1 - 2 = 6
wild: 1d6 ⇒ 5

Poor Wandering GM |

Velrek
You actually have 3 targets for your sweep, Warchanter, Rider, and dog/mount. Since you mentioned them I will apply the attacks in Chanter->Rider->Mount order.
Reaching forward your sword slices across the Warchanter's chest drawing blood. (1 wound)
The deadly arc continues as the Rider is hit and hurled from their mount landing hard on the stony ground. (1 wound)
The tail end of the strike sparks off the Goblin-dog's metal bit causing the beast to rear up in panic (shaken)
Oof that was a tough turn for the Rider. Can they recover?
1 Warchanter, 1 GM, and 3 Rider bennies spent

Poor Wandering GM |

goblins
throwing down their bows the goblins charge the mighty swordsman (Velrek) who just cut their leader!
It is not so much that they wound you but their swarming and screaming activates some atavistic fear. (you are shaken)

Poor Wandering GM |

Aldern and dog.
Seeing Evesk in trouble Aldern sends his hunting dog into the fray!
The hunting dog harries their prey forcing it to pay attention to too many targets. (Goblin Dog #4 is Vulnerable)
Aldren continues to exhort Evesk to greater effort! "Stand strong Noble Warrior!"
Support Evesk: 1d8 ⇒ 7 success. +1 to your next roll Evesk

Evesk |

OCC: Sorry had to suddenly step away for while and had not finished by previous post. I think this concludes it.
Warhammer Damage: 2d6 ⇒ (4, 2) = 6

Poor Wandering GM |

Evesk
Your hammer just catches the goblin-dog as it leaps about. The force of the blow bowls it over but it quickly scrambles to its feet.
Making you spirit roll to shrug off the Lower trait: 1d8 ⇒ 71d6 ⇒ 6. Ace: 1d6 ⇒ 6 further rolls not needed. Spell is broken.

Poor Wandering GM |

Katie, bar the door! turn sic
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 red x's and the long red box is lightly on fire. It is not spreading. The water-barrel near the building Aldren is hiding in has been shattered.
Active Effects:.
Ciri shapechange to small earth elemental 3 of 5 rounds used.
Benny count:{Please double check that this jibes with he bennies you think you should have}
Mirri 3
Evesk 3
Ciri 2
Velrek 7
Jzero 8
GM Bennies used 5
Dog rider bennies used 3
Warchanter bennies used 2
Aldern & Dog, Ace of Spades
Goblin Dogs, ace of hearts
Warchanter,ace of clubs
Goblins, king of hearts
Goblin Dog rider, jack of diamonds
Evesk, Ten of clubs
Ciri, Five of Clubs
Velrek, Eight of Spades
Mirri, Three of Clubs
Jzero, Two of hearts
WOW that was a bad draw! Remember you can spend a benny to get a new card.(core pg 119) If you want to do this let me know ASAP. If a post has happened and you benny a better card than that post you will likely be treated as being on hold. I.e. you go now rather than ret-conning unless it is something important.
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:
.There are 3 goblin bodies under the X's in the long red box.
..The rat/dog things marked 1 through 4 between Evesk and Jzero are hideous Goblin dogs. You know these things are bred 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.
...A handful of goblins have arrived via the open north gate.
....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 |

Aldren and dog.
Aldren throws a clay wine jug out of the window. It hits the nearest goblin -dog solidly in the head. Wine and/or blood splash everywhere as the Goblin beat falls and does not rise again!
Aldren's dog harries the beast before it but the goblin dog proves illusive.

Poor Wandering GM |

goblin dogs
#1 and #3 attack Evesk
#4 attacks (1-2 hunting dog, 3-4 Jzero, 5-6 Evesk roll: 1d6 ⇒ 5 Sorry Evesk)
#1 tries to un-shake: 1d6 ⇒ 4 Success!
The goblin dog lands a bite beneath your left arm but your trusty mail leaves no purchase for its teeth. (no effect)
#3 Tries to find an opening but is intercepted by your shield.
#4 Distracted by the wine and blood it misses its shot.
Well that was depressing. More in the morning

Poor Wandering GM |

From the discussion page
Velrek bennies a new card. Queen of Clubs.
Revised initiative
Aldern and dog. acted
Goblin dogs. acted
Warchanter. ace of clubs
Goblins. king of hearts
Velrek. Queen of Clubs.
goblin rider. jack of diamonds
Evesk, Ten of clubs
Ciri, Five of Clubs
Mirri, Three of Clubs
Jzero, Two of hearts

Velrek Savage PF |

Well, this post might take a while. Obviously Velrek will sweep and likely use most of his Bennies...
First, he tries to shake off the brusing and slightly crowded feeling he currnetly has.
Spirit: 1d6 ⇒ 4
wild: 1d6 ⇒ 2
Velrek smiles and lets out a loud war cry while swinging his large sword in an almost full circle.
Starting at the Big dog and rider, moving to wolf, chanter and each Gobbo in turn.
Big pupper
2H sword: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (3) + (6) = 9
Meh.
Rider:
2H sword: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0
wild: 1d6 ⇒ 5
damage: 1d8 + 1d10 ⇒ (7) + (5) = 12
OK, will Bennie that one.
2H sword: 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (7) + (3) = 10
random cursing
Wolf
2H sword: 1d8 + 1 - 2 ⇒ (8) + 1 - 2 = 7
fighting xplode: 1d8 ⇒ 3
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (3) + (9) = 12
Chanter
2H sword: 1d8 + 1 - 2 ⇒ (6) + 1 - 2 = 5
wild: 1d6 ⇒ 6
damage: 1d8 + 1d10 ⇒ (2) + (9) = 11
wild xplode: 1d6 ⇒ 5
Gobbo 3
2H sword: 1d8 + 1 - 2 ⇒ (2) + 1 - 2 = 1
wild: 1d6 ⇒ 6
damage: 1d8 + 1d10 ⇒ (8) + (2) = 10
Gobbo 1
2H sword: 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
wild: 1d6 ⇒ 5
damage: 1d8 + 1d10 ⇒ (2) + (9) = 11
Gobbo 2
2H sword: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (2) + (8) = 10
/sigh.

Velrek Savage PF |

Wait, you can Bennie again and again, correct? If so, i'll push another Bennie in on the attack on the rider.
2H sword: 1d8 + 1 - 2 ⇒ (6) + 1 - 2 = 5
wild: 1d6 ⇒ 6
damage: 1d8 + 1d10 ⇒ (6) + (8) = 14
wild xplode: 1d6 ⇒ 4

Poor Wandering GM |

goblins
The three screaming goblins dance around you with their jagged knives and though some blows hit, your armor and your flashing sword prevent injury.
#1stab, +4 gang-up: 1d6 + 4 ⇒ (6) + 4 = 10 total 10 vs parry 7. A hit. damage: 1d4 ⇒ 31d4 ⇒ 3 total 6 vs toughness 9, no effect.
#2stab, +4 gang-up: 1d6 + 4 ⇒ (5) + 4 = 9 total 9 vs parry 7. A hit. damage: 1d4 ⇒ 41d4 ⇒ 1 ace=-: 1d4 ⇒ 1 total 6 vs toughness 9, no effect.
#3stab, +4 gang-up: 1d6 + 4 ⇒ (2) + 4 = 6 total 6 vs parry 7 no effect.
Ok I need better mooks!

Poor Wandering GM |

Velrek's big swing.
[Parental warning for violence]
Your sword carves a literal arc of death through the goblins surrounding you. The dismounted goblin rider is spun by your blow but recovers. Their mount was not so lucky as you open a long gash down their side. The warchanter is hit as they are trying to stand and fall again. Only the favor of their dark gods keeping them alive. The three other goblins were not so favored and fall silently to the ground.
You are left in relative peace, staring into the mad eyes of the former rider with the chanter coughing in the background.
Rider total 9 vs parry 6 is a hit. Spending a benny to re-roll an attack does not also reroll the damage so taking the first damage roll of 12ap2 vs toughness 6(2) is 2 wounds on the button.
Wolf (former goblin mount) Total 11 vs parry 5 is a hit with a raise.
Damage total (12 + raise: 1d6 ⇒ 2) 14ap2 vs toughness 5(1) is 2 wounds.
Warchanter You missed the wild die acing here: 1d6 ⇒ 2. Total of 7 vs parry 1 (normal parry 5, -2 vulnerable, -2 prone. Don't fall down in melee kids!) is a hit with a raise. Damage total (11raise: 1d6 ⇒ 3) 14. 14ap2 vs toughness 6(2) is 2 wounds.
Goblin #3 Total 12 vs parry 3 (5-2vulnerable) is a hit with a raise. Damage of (10+raise: 1d6 ⇒ 3 13ap2 vs toughness 4 is 2 wounds.
Goblin #1 Total 4 vs parry 3 (5-2vulnerable) is a hit. Damage 11ap2 vs toughness 4 is 1 wound.
Goblin #2 Total of 2 vs parry 3 (5-2vulnerable) is a miss.
Responses.
Rider spends a benny to soak: 1d6 ⇒ 61d6 ⇒ 3 ace: 1d6 ⇒ 4 total (10-2 wounds) 8 both wounds soaked.
Warchanter spends a benny to soak: 1d6 ⇒ 21d6 ⇒ 4. GM benny to soak: 1d6 ⇒ 21d6 ⇒ 4 total (4 -1wound) 3 is a failure. 2 wounds taken.

Jzero Katzu |

Jzero tries to strike down the dog in front of him and if successful, attack the next one he can reach. If necessary he will take two punches to take out the first.
Unarmed: 1d10 ⇒ 1
Wild: 1d6 ⇒ 1
Modifier: +1
Something went wrong. I'll let the GM describe what. Then let me know Jzero's options for taking his second attack or a different action.

Poor Wandering GM |

Before I act, why is my token off the map? It's been awhile, but I believe I was somewhere near both Goblin riders (while they were still riding), maybe to the south-west of them.
Hmmm your token is on the map. Look to the left of the g-dog rider and you will see your earth elemental form. You have 2 rounds left before you have to end or extend the spell.