
Alphonso Wolf |

Alphonso gives out a quick low warning to the others on his watch as he grabs a lantern and puts his back to the mast something coming... Something dangerous and he uses his spear to poke the closest sleeping person with the staff side of the spear hard.

Axel Rotendorf |

[dice=Perception -20 ( 22)]1d100
[dice=Trade Cook (50)]1d100 SL 4; quite the tasteful meal!
Magda enjoy cooking, especially healthy meals, so she agrees
Dont forget my blister :)

GM Netherpongo |

Some of the events from earlier shifts (1-2) can still be completed normally. Shift 3 gets interesting though.
As the sailors on deck, Alphonso and Axel look nervously in the darkness, they notice movement in the darkness. Darkened shapes step into the moonlight, revealing human-shaped creatures with the snouts and hides of animals. Beastmen are upon you! Several of them line up on a ridge nearby holding bows, while the forest writhes with more of the creatures as they charge toward you rapidly.
”Beware! We're under attack!” one of the sailors cries out.
For initiative this time, we'll just have the party go, then the sailors, then the Beastmen. I started trying to get proper initiative up and it looked like it would be too much of a mess.
Setting the Scene:
* People awake on deck are: Aldo, Alphonso, Alwin II, Axel, Bodobert
* Everyone else is asleep. You can make an Easy (+40) Perception test each round to wake up. It takes one round after you wake up (on the same round you succeed on the Perception test) to gather up your weapons and be ready to run up to help. Alternately, you could shake someone awake.
* The Flatbottom is tied to a tree on the shoreline to keep it still through the night. It isn't hard right now to get onto the boat.
* There are four ungors on the ridge ready to shoot at anyone on deck. They are at Short range (+20 to hit).
* More Beastmen are rushing the Flatbottom. They are too distant to reach it on the first turn, but they will probably make it to the ship on the second round. No one awake right now can see how many—probably too many.
* There is plenty of cargo you can use on deck to take cover as your action. That will penalize enemy ranged attacks against you and reduce the chance you are shot at, but you won't be able to take other actions.
Everyone can act! (Or continue sleeping)

Zarine Brightbow |

Perception to wake up (95): 1d100 ⇒ 77
Zarine wakes up to someone shouting a warning outside her cabin. She puts her cloak on over her extravagantly beautiful pajamas, grabs her foil, and gets ready to go and assist.

Hans Schäfer |
1 person marked this as a favorite. |

Perception: 1d100 ⇒ 6
Hans jumped to his feet, reaching for his blade as he did so. He knew that the elf would charge in recklessly and that it would be pointless to try and stop her. Rather, he steeped himself to stay by her side, to prove himself worthy of his new role.
Short term goal: prove himself to be a bodyguard! Hopefully the opportunity will arrive soon

Axel Rotendorf |

The only thing to do is to get that line untied!
Shit shit shit, he thinks panicking. Do I charge across and undo the rope?
Can I use magic dart to break the rope? Will Open Lock untie it? Charging across the deck gives them LOTS of shots at +20 to hit, and well, I've taken a shine to Axel...

GM Netherpongo |

Axel: Dart would probably work, but Open Lock is probably more directly relevant if Axel wants to use magic here. If you want an idea that doesn't involve magic or going ashore, you could just have Axel cut the lines, though. He should have a dagger & I wouldn't require an attack to cut rope.
I wasn't clear above, but the ungor archers will be selecting their targets randomly. People not in cover will have double the chance of anyone not in cover to get shot at and also won't have cover bonuses. Axel is unlikely to be the only one taking fire regardless of what he does though.
Your post reminded me of a different roleplaying experience & I told the story here.

Zarine Brightbow |

Waxel and Whans aren't that bad, but Wzarine is just wrong. Too bad, really, because I want one of those bows.

Axel Rotendorf |

The only thing to do is to get that line untied!
S$%* s~&@ s~@~, he thinks panicking. Do I charge across and undo the rope?
Can I use magic dart to break the rope? Will Open Lock untie it? Charging across the deck gives them LOTS of shots at +20 to hit, and well, I've taken a shine to Axel...
Axel starts frantically at the mooring rope while yelling Grab a pole and push us away from shore NOW.

Magda Kupferaugen |

Perception+40 (82): 1d100 ⇒ 16
Magda awakes quickly. If someone is still sleeping, she takes time to awake them
Another interrupted night. It's bad for your health, you know?
She spots the beastmen
Throught not as bad as these ones, I must confess.

Axel Rotendorf |
1 person marked this as a favorite. |

Axel Rotendorf wrote:Axel starts -cutting- frantically at the mooring rope while yelling Grab a pole and push us away from shore NOW.The only thing to do is to get that line untied!
S$%* s~&@ s~@~, he thinks panicking. Do I charge across and undo the rope?
Can I use magic dart to break the rope? Will Open Lock untie it? Charging across the deck gives them LOTS of shots at +20 to hit, and well, I've taken a shine to Axel...
That missing word is CUTTING...

GM Netherpongo |

We don't have Alphonso's action quite yet, but let's move on. I'll assume he's helping pole the barge...it's a critical task right now.
The bargemen jump to their feet and hurry to pole the barge away from the shore as the ungors begin firing down at the crew. The ship begins slowly moving away from shore.
1-2 Axel
3-4 Alphonso
5-6 Aldo
7-8 Alwin II
9-10 Bodobert
Ungor Archer #1 Target: 1d10 ⇒ 6 - Aldo
Ungor Archer #2 Target: 1d10 ⇒ 2 - Axel
Ungor Archer #3 Target: 1d10 ⇒ 4 - Alphonso
Ungor Archer #4 Target: 1d10 ⇒ 9 - Bodobert
Ungor Archer #1 Attack Aldo 30 (+20 short range -10 moved): 1d100 ⇒ 15
Ungor Archer #2 Attack Axel 30 (+20 short range -10 moved): 1d100 ⇒ 31
Ungor Archer #3 Attack Alphonso30 (+20 short range -10 moved): 1d100 ⇒ 14
Ungor Archer #4 Attack Bodobert 30 (+20 short range -10 moved): 1d100 ⇒ 75
Frank Gotthard Perception 31 +40: 1d100 ⇒ 11
Aldo Wounds Taken: 6/12
Arrows rain down on the ship, with most finding their targets. Axel, Alphonso and Aldo all take a shot.
The ungors rolled well this time, but we're lucky and they didn't get any crits. Arrows have Impale, so they would be critting on either doubles or a 0 on the units die (that also hits). Axel takes 8 damage to the left arm, Alphonso takes 10 damage to his right arm and Aldo takes 10 damage to the body location. Remember to reduce that any damage taken by your Toughness bonus and by any armor that is protecting the relevant location. The ungors were getting +20 on their shots due to short range, but also -10 because they moved this turn. I didn't describe them that way but it was in the encounter writeup I made & I'm sticking with it.
The horde of beastmen approaching from the forest comes into view. There are more than you want to count. At least twenty. Most of them have horns sprouting from their heads.
Wake up rolls for the rest of the crew.
Per Hofbauer Perception 34 +40: 1d100 ⇒ 84
Alwin I Perception 30 +40: 1d100 ⇒ 11
Gerlach Perception 30 +40: 1d100 ⇒ 85
Gonzalo Perception 30 +40: 1d100 ⇒ 29
Rocco Perception 30 +40: 1d100 ⇒ 100
Wolfram Perception 30 +40: 1d100 ⇒ 75
So Per Hofbauer, Gerlach, Rocco & Wolfram haven't woken up yet. Frank Gotthard is in his own cabin above deck, so you don't know if he woke up or not. I'll assume Magda wakes up Per Hofbauer, so take him off the list.
Everyone can act! Remember to take penalties if you don't have Night Vision. The only probable result of that right now is -20 on Ballistic/Ranged tests. The approaching beastmen horde will be able to board the ship next turn, though if the Flatbottom continues to move away from shore, they'll need to jump.

Zarine Brightbow |

Zarine comes out of her room and takes the situation in.
She says in a very loud, commanding voice
Get up and get us away from shore now, or every one of us is dead!
She is clearly used to being obeyed instantly, and she doesn't look like a person to cross right now.
Intentionally using every ounce of influence that I have to get people up and moving.
Then she runs, crouching and trying to stay low, over to join Axel, using her dagger to help him cut the rope, but with her foil ready in her other hand because it looks like they will have boarders soon.
Go go gadget bodyguard. Here's your chance. :)

Zarine Brightbow |

Okay, slight modification then.
... she runs, crouching and trying to stay low, over to where she can defend the barge from the incoming boarders. She takes cover for now, but has her foil ready and plans to attack as soon as someone jumps across.

Axel Rotendorf |

Axel screams as the arrow tears through part of his arm before passing through... Now at 14 Hp
Lady Zarine, this isn't the way I wanted this to happen, he says cryptically through gritted teeth before taking cover and trying to calm his mind... knowing that he was about to attempt a spell in the thick of combat...
I don't think this counts as channeling buuuut can I glom a bonus for my first spell next round?

Alphonso Wolf |

Alphonso uses his spear pushing off with one hand and takes cover with his shield leather Jenkins, chain, and shield with 3 toughness so 5 damage to me I think taking an arrow in his spear arm with a grunt grimacing and hiding behind boxes if he can still help get them off and away.

Hans Schäfer |

Staying near to his charge, Hans added his voice to the din, *demanding* that all woke up immediately.

GM Netherpongo |

Posted in Discussion for everyone that has taken their turn already here.
Realized that if Magda uses this turn to wake people up, things will be awkward if they are all awake on their own. So I'll roll for that bit now.
Gerlach Perception 30 +40: 1d100 ⇒ 80
Rocco Perception 30 +40: 1d100 ⇒ 69
Wolfram Perception 30 +40: 1d100 ⇒ 13
So Gerlach is our only remaining lazybones. Another good option would be spending this turn lighting a lantern to take above deck next turn & help with the light situation. One of the sailors will probably do that if Magda doesn't.

Hans Schäfer |

…with his charge taking cover, Hans did the only sensible thing. He likewise took cover, and in doing so brought his bow out. Once protected he would lay down covering fire.

Zarine Brightbow |

Zarine looks over at Axel when he mentions her name, and can see magical energy coalescing around him. Oh yes, this was a good one. She smiled and said Don't worry, I know. We can talk about it after. Then she returned to watching for people trying to make the jump from shore.

GM Netherpongo |

Archer Ungor #1 Cool vs Blackpowder 35 +20: 1d100 ⇒ 58
Murthac Leadership 45: 1d100 ⇒ 7
Archer Ungor #1 Cool vs Broken 35 +10 Murthac Leadership: 1d100 ⇒ 99 - lol no
Random Fire Archer Key:
1 Alphonso (in cover)
2 Axel (in cover)
3 Hans (in cover)
4 Zarine (in cover)
5-6 Captain Frank Gotthard
7-9 First Mate Per Hofbauer
10-11 Aldo
12 Alwin I (in cover)
13-14 Alwin II
15-16 Bodobert
17-18 Gonzalo
Archer Ungor #2 Target: 1d18 ⇒ 12
Archer Ungor #3 Target: 1d18 ⇒ 11
Archer Ungor #4 Target: 1d18 ⇒ 14
Archer #2 Ranged vs Alwin I 30 +20 short range -20 cover: 1d100 ⇒ 17
Archer #3 Ranged vs Aldo 30 +20 short range: 1d100 ⇒ 54
Archer #4 Ranged vs Alwin II 30 +20 short range: 1d100 ⇒ 23
Aldo Wounds Taken: 6/12
Alwin I Wounds Taken: 5/12
Alwin II Wounds Taken: 6/12
Archer Ungor #1 Wounds: 9/12 taken (Broken 1)
As more sailors come up above deck, the passengers take cover as their shipmates take over poling the barge further away from shore. The barge is still in Short range of the bows this round but will be in Medium range next round.
Per Hofbauer runs up on deck, bearing a shield that he bangs on with his axe as he stands in the middle of the deck, shouting incoherently at the Beastmen and trying to gain their attention.
The door to the captain's cabin abovedeck bursts open as Captain Gotthard comes on deck. He looks over the scene with a grim satisfaction as he sees his men seeing to their duties. He then aims his musket at the beastmen on shore pelting the barge with arrows. The gun goes off with a deafening crack and one of the ungors cries out in pain and terror. "Prepare to repel boarders!" he shouts. He seems practiced at command of his men in battle. The struck ungor panicks as it is struck by the blackpowder weapon and flees from the shoreline. Gained a Broken condition from being shot at. Blackpowder weapons do that.
Higher up on the bluff above the river a single beastmen, notably larger than the others, covered in metal armor and sporting a magnificent pair of horns stands tall as it howls into the night. The other beastmen howl in return as they continue their assault. You can't help but notice that the right arm of this beastmen howls as well as he holds it high, blazing with fire. This is a bestigor with a mutation. Leadership to give his troops a bonus to Psychology tests.
Two of the remaining beastmen archers take aim at the crewmen attempting to move the barge away from shore while one shoots at Alwin I, who took cover and is readying to repel boarders. An arrow shot at Aldo goes wide, while both Alwin I and Alwin II are struck by blackened shafts. To review: among the allied NPCs Aldo, Alwin I and Alwin II each have taken one arrow.
A wave of beastmen vault off the shore at a run, flying through the air toward the Flatbottom. Many fall short, landing in the Teufel with a great splash. Several others land on the deck and howl in fury as they prepare to slaughter those aboard. Three gors and four ungors are on the Flatbottom. Wide open sores are readily apparent in the hides of the beastmen. They used their whole turn moving. Sucks for them!
Below decks, Rocco and Wolfram wake up and begin preparing for battle. Exactly what they do depends on Magda.
We're missing a turn from Magda and she can act twice. Everyone else can act once. The Flatbottom is cluttered with cargo and the battlefield doesn't allow for charging. You can declare your target among the beastmen. Just declare which one you are attacking. Gors #1-#3 and Ungors #1-#4. Ranged attacks can reach Ungor Archers #2-#4. You could also target the Bestigor (on shore) if you want to I guess, but he doesn't have a bow. Let me know if you have questions.
Not all beastmen are goatlike. If you want to describe your enemies as something other than a standard gor/ungor, feel free to do so! Gors have horns and ungors don't. Otherwise your animal-man creativity should do fine. Just check that no one else has described the same enemy first.
Alphonso: above you described your character as using a spear. I don't see that one of those is in your standard trappings squire though. Awkward given that they give you cavalry melee skill, but there it is. If you purchased one, let me know. Otherwise you have a Hand Weapon from being in the Warrior class.
Axel: given your actions last turn, I'm expecting magics! The books assume a wide variety of effects from Petty Magic spells in particular. This could be a firebolt or whatever you like, really. Maybe witch themed? Feel free to get creative here as well.

GM Netherpongo |

Makes sense that I'd forget something. I need to give you guys defense rolls for the various enemies. Decide what you are doing and what your target is before you look in the combat spoilers. Then you'll be able to make any needed Fortune decisions on your turn.
Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 7
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 37
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 34
Ungor #1 Melee Defense 35: 1d100 ⇒ 44
Ungor #2 Melee Defense 35: 1d100 ⇒ 82
Ungor #3 Melee Defense 35: 1d100 ⇒ 23
Ungor #4 Melee Defense 35: 1d100 ⇒ 60
Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 3
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 28
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 40
Ungor #1 Melee Defense 35: 1d100 ⇒ 59
Ungor #2 Melee Defense 35: 1d100 ⇒ 41
Ungor #3 Melee Defense 35: 1d100 ⇒ 4
Ungor #4 Melee Defense 35: 1d100 ⇒ 95
Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 74
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 49
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 77
Ungor #1 Melee Defense 35: 1d100 ⇒ 52
Ungor #2 Melee Defense 35: 1d100 ⇒ 54
Ungor #3 Melee Defense 35: 1d100 ⇒ 18
Ungor #4 Melee Defense 35: 1d100 ⇒ 60
Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 63
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 27
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 94
Ungor #1 Melee Defense 35: 1d100 ⇒ 81
Ungor #2 Melee Defense 35: 1d100 ⇒ 89
Ungor #3 Melee Defense 35: 1d100 ⇒ 41
Ungor #4 Melee Defense 35: 1d100 ⇒ 86
Remember that all of these enemies have Fear 1 vs Magda for being bigger than her.
Gor #1 Melee Defense vs Alfonso 45: 1d100 ⇒ 22
Gor #2 Melee Defense vs Alfonso 45: 1d100 ⇒ 52
Gor #3 Melee Defense vs Alfonso 45: 1d100 ⇒ 62
Ungor #1 Melee Defense 35: 1d100 ⇒ 11
Ungor #2 Melee Defense 35: 1d100 ⇒ 7
Ungor #3 Melee Defense 35: 1d100 ⇒ 9
Ungor #4 Melee Defense 35: 1d100 ⇒ 5

Axel Rotendorf |

Sigmar preserve me, he says in pain as his eyes begin to glow a weird yellow-white light. He mouths syllables taught by his grandfather as his right hand makes glowing tracery in the air before him...
With a shout he releases his power, shooting forth a white hot bolt of power
Magic Dart/Arcane Language 50: 1d100 ⇒ 84 with + 2 SL at Ungor 1d4 ⇒ 4
Oookay so my target is 50... of course I rolled well over it. So that's SL -3, +2 for Instinctive Diction totalling SL -1. It has a Dmg of 1 per SL.
On a plus, I didn't blow up...
What do I need to roll for defence? Just a bunch of d100?

Zarine Brightbow |

One of the Ungors Ungor #1 who looked surprisingly human, if not for the shaggy hair, creepy open sores, and the large ram horns on his head, landed on the deck beside the box that Zarine was crouched behind. Perfect. She lunged for his heart.
Attack (Fencing 55): 1d100 ⇒ 87
Darn, so that is SL -3, plus another -1 for using an undamaging weapon (is that right?)

GM Netherpongo |
1 person marked this as a favorite. |

Axel: yes, just a missed spell, with no self-exploding going on. With magic, that's a win! With ranged attacks like Dart the simple fact of failure usually just makes it a miss/failed spell (no damage). That would be different if anyone was making an Opposed Test that could get your Success Levels up out of the negatives, but there isn't. As for defense, don't worry about it until you get attacked. My next turn resolution will call out who gets attacked & you'll be able to see the enemy rolls (so you can decide whether to spend Fortune, ect).
Zarine: better than that, but foils have a bunch of attributes so let's go through them all.
Impale - you didn't roll a 0 on the units die and the test wasn't successful, so this attribute also didn't do anything this time.
Precise - the attack wasn't a success (roll under Zarine's Fencing skill of 55) so this didn't trigger and she didn't get bonus SL.
Undamaging - this only has a negative effect if your target is wearing armor, and the ungors don't have any AP, so no penalties are applied. Even if the ungor had armor on, that wouldn't be a success level adjustment. You'd win & lose the combat normally: undamaging is applied when you try to deal damage to the foe.
Attack Resolution: Zarine got -3 SL on the attack but the ungor got -5 SL. So her attack was unsuccessful (as a game term) but she wins this bout of combat by +2 SL, the difference between her poor roll and the ungor's even worse result. It doesn't matter because there wasn't a critical hit and the ungor doesn't have armor on any location, but she struck the ungor's body (reverse the attack result to change 87 into 78 and use the hit location table on page 159). She deals damage equal to her Strength Bonus +3 Weapon Damage +3 Success Levels +2 ungor Toughness Bonus -3 ungor Armor (-0 x 2 for undamging) = 5 Wounds.
Final Result: the ungor takes 5 Wounds and Zarine gains +1 Advantage.
Speaking of which, I forgot to apply advantage on the archer ungor attacks. Too bad for them. For the record, archer ungors #1, #2 & #3 all got +1 Advantage on their first turn for hitting with their bows. Archer ungor #1 lost his advantage when he got shot by Captain Gotthard (it also ran away, which would have cost it Advantage if it still had any). Archer ungor #2 & #4 landed successful bow shots on turn 2 and gained +1 Advantage.
Advantage table:
Zarine: +1
Archer Ungor #2: +2
Archer Ungor #3: +1
Archer Ungor #4: +1
---
Very minor note: Zarine described ungor #1 as having horns, but ungors specifically don't have them. Some do look closer to humans than most beastmen though, so that part works.

Hans Schäfer |

Clutching his sword tightly, Hans picked out the biggest beastman present. It was horrifying to think about what was happening, but the best thing that he could consider doing was breaking their morale, before they were all torn apart. With a wordless below, to give himself courage, he went to position himself between Zarine and the biggest Gor that he could reach...
Vs Gor #1
Hit 40, don't think he can charge: 1d100 ⇒ 57
Fortune!: 1d100 ⇒ 8 left leg
SL4 vs Gor, who I think is at -3 SL? If so, then that is +7 right there. Assuming SB3 vs TB4, that becomes +6. But handweapon gives +4, for a total of 10 wounds. If he can charge that goes up to 11, if the Gor has armor or an armor mutation, then it goes down. But regardless, I don't think that this would kill a Gor.
...surging forward, he buried his blade into the left thigh of the Gor. Now, Hans was no weakling, and as such the blade sunk in deep. He grinned, mostly out of anxiety, as the blade went in, but the smile vanished from his face when he saw that the creature did not go down! Cursing himself for thinking that he could take out the largest of the brutes so easily, he quickly tried to retract his blade and raise his buckler to defend himself.

Magda Kupferaugen |

Now that everyone under the deck is awake, Magda gets on the deck. She soon get afraid of the tall and bestial servants of Chaos, unleashing carnage. She try to avoid getting spotted, rushing from one hideout to the other on the boat, using the cargo to hide.
Knowing her own uselessness in a fight, she concentrate on what she can do, which means working on the sailors wounds. She quickly gets to the Alwins, noticing the arrow protuding from their flesh.
Heal 50 (Alwin 1): 1d100 ⇒ 84 SL -3
I guess moving from underdeck and trying to heal a wounded man counts for my two actions

GM Netherpongo |

We had one last sleeping sailor, so I'll assume she woke him up as well. Magda can go on deck & start healing people this round: it just means she didn't stop to be ready for battle. Since she doesn't intend to fight, that's probably the same thing.
I was re-reading the Heal skill just yesterday and I don't think a failed Heal test does anything to heal wounds. There is a phrase about being able to hurt them on a failed attempt, but Magda's Int bonus is high enough to cover -3 SL.
Does Magda have the Field Dressing talent? It would've allowed her to reverse the dice on that roll and turn it into a +1 SL success.

GM Netherpongo |

We had one last sleeping sailor, so I'll assume she woke him up as well. Magda can go on deck & start healing people this round: it just means she didn't stop to be ready for battle. Since she doesn't intend to fight, that's probably the same thing.
I was re-reading the Heal skill just yesterday and I don't think a failed Heal test does anything to heal wounds. There is a phrase about being able to hurt them on a failed attempt, but Magda's Int bonus is high enough to cover -3 SL.
Does Magda have the Field Dressing talent? It would've allowed her to reverse the dice on that roll and turn it into a +1 SL success.
Botting Alphonso...
Alphonso jumps into battle, moving to engage one of the ungors.
Cronk! I had this huge post written up to describe the results of allied combat on the boarding beastmen and on the LAST preview the forums ate it. The rolls are all different now so I'm cutting out all the crunch. Suffice it to say things went well. The biggest notable thing is that Aldo teamed up on Zarine's ungor to take it down. The summary below remains.
Current Advantage Table:
Alphonso: +1
Hans: +1
Zarine: +1
Captain Gotthard: +1
Per Hofbauer: +1
Aldo: +1
Rocco: +1
Archer Ungor #2: +2
Archer Ungor #3: +1
Archer Ungor #4: +1
Ungor #3: +1
Ungor #4: +1
Wounds Taken:
Alphonso: 6
Axel: 4
Aldo: 6
Alwin I: 5
Alwin II: 6
Gor #1: 9 (engaged by Hans)
Gor #2: 3 (engaged by Rocco)
Gor #3: 11 (engaged by Per Hofbauer)
Ungor #1: -5 (weapon damaged)
Ungor #2: 9 (engaged by Alphonso)
Ungor #3: 0 (engaged by Gerlach)
Ungor #4: 0 (engaged by Wolfram, weapon damaged)
Archer Ungor #1: 9 (broken)
Archer Ungor #2: 0
Archer Ungor #3: 0
Archer Ungor #4: 0
Bestigor: 0

GM Netherpongo |

Still howling in fury, the beastmen press their attack on the crew and passengers of the Flatbottom.
Gor #1 Melee vs Hans 45: 1d100 ⇒ 43
Ungor #2 Melee vs Alphonso 35: 1d100 ⇒ 33 - potential critical hit!
Rocco Dodge 40 +10 advantage: 1d100 ⇒ 49
Critical Location: 1d100 ⇒ 78
Critical Severity: 1d100 ⇒ 32 - Winded
Rocco Endurance 40 +20 vs Prone: 1d100 ⇒ 8
Wounds: +2 SL +7 Weapon +2 Critical -3 Toughness -1 armor = 7 Wounds
Gor #3 Melee vs Per 45: 1d100 ⇒ 6
Per Melee Defense 51 +10 advantage: 1d100 ⇒ 74
+5 SL -1 Defensive SL +7 weapon -4 Toughness -1 armor = 6 Wounds
Ungor #3 Melee vs Gerlach 35 +10 advantage: 1d100 ⇒ 77
Gerlach Dodge 40: 1d100 ⇒ 12
Ungor #3 Oops!: 1d100 ⇒ 57
Ungor #4 Melee vs Wolfram 35 +10 advantage: 1d100 ⇒ 75
Wolfram Dodge 40: 1d100 ⇒ 25
Captain Gotthard Reload 61: 1d100 ⇒ 100
Ungor Archer #2 Random Target (using Wounded table below): 1d15 ⇒ 8
Ungor Archer #3 Random Target (using Wounded table below): 1d15 ⇒ 14
Ungor Archer #4 Random Target (using Wounded table below): 1d15 ⇒ 7
Ungor Archer #2 Ranged vs Alwin II 30 +20 advantage: 1d100 ⇒ 1
Ungor Archer #3 Ranged vs Alwin I 30 +10 advantage: 1d100 ⇒ 49
Ungor Archer #4 Ranged vs Per 30 +10 advantage: 1d100 ⇒ 22
Per Hofbauer Melee Basic vs Ranged 51 -10 shield (+1 SL): 1d100 ⇒ 98
Alwin II Wounds: +5 SL +7 Ranged -3 Toughness -1 armor = 8 Wounds
Critical Location: 1d100 ⇒ 28
Critical Severity: 1d100 - 20 ⇒ (2) - 20 = -18
Per Critical Location: 1d100 ⇒ 2
Critical Severity: 1d100 ⇒ 41
Per Wounds: +6 SL +7 ranged +2 critical -4 Toughness -3 armor = 8 Wounds
Archer Ungor #1 Cool vs Broken: 1d100 ⇒ 88
The ungors on deck both fail to wound their opponents, but the gors land heavy blows on Per Hofbauer and Rocco. The archers continue their deadly fire, striking Alwin II in the chest. Per Hofbauer raises his shield to deflect another arrow but takes a nasty cut to his ear and head as it glances off the side and he also falls.
Current Advantage Table:
Alphonso: +1
Hans: +1
Zarine: +1
Captain Gotthard: +1
Aldo: +1
Gerlach: +1
Wolfram: +1
Archer Ungor #2: +3
Archer Ungor #3: +1
Archer Ungor #4: +2
Gor #2: +1
Gor #3: +1
Wounds Taken:
Alphonso: 6
Axel: 4
Hans: 0
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: 5
Alwin II: 15/12 (Jarred Arm crit, Prone)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Rocco: 7 (Winded crit: Stunned)
Wolfram: 0
Per Hofbauer: 14/14 (Sliced Ear crit, Prone, Deafened II, Bleeding I)
Captain Gotthard: 0
Gor #1: 9 (engaged by Hans)
Gor #2: 3 (engaged by Rocco)
Gor #3: 11 (engaged by Per Hofbauer)
Ungor #1: -5 (weapon damaged)
Ungor #2: 9 (engaged by Alphonso)
Ungor #3: 0 (engaged by Gerlach, out of position -10)
Ungor #4: 0 (engaged by Wolfram, weapon damaged)
Archer Ungor #1: 9 (broken)
Archer Ungor #2: 0
Archer Ungor #3: 0
Archer Ungor #4: 0
Bestigor: 0
Everyone can act! Magda, you can make a Difficult (-10) Heal test vs the beastmen to know more about the sores on their hides if you want. Magda can make a Cool test to get over her fear of the Beastmen for last round. If she is still subject to Fear on this current round she will need to pass a Cool test to help heal anyone that is engaged with a beastman. You might want to see what happens with Alphonso's melee first, as he is under threat of taking a critical hit.
I should have done so above, but I'll resolve the rest of Alphonso's crit so he knows what he is up against. Keep in mind it might not happen if he can prevent it. See Discussion for more.
Hit Location for Ungor attack vs Alphonso: 1d100 ⇒ 64 - body - at least that's where he has the most armor
Critical Severity: 1d100 ⇒ 46 - Ragged Wound. +2 Wounds on the attack as it happens and two Bleeding conditions

GM Netherpongo |

Defense spoiler time. I'll put in advantage, but keep in mind that Gor #1 and Ungor #2 might gain advantage as a result of their unresolved attacks.
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 45
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 88
Ungor #2 Melee 35: 1d100 ⇒ 59
Ungor #3 Melee 35: 1d100 ⇒ 71
Ungor #4 Melee 35: 1d100 ⇒ 17
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 23
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 51
Ungor #2 Melee 35: 1d100 ⇒ 43
Ungor #3 Melee 35: 1d100 ⇒ 88
Ungor #4 Melee 35: 1d100 ⇒ 88
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 92
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 68
Ungor #2 Melee 35: 1d100 ⇒ 47
Ungor #3 Melee 35: 1d100 ⇒ 22
Ungor #4 Melee 35: 1d100 ⇒ 29
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 71
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 47
Ungor #2 Melee 35: 1d100 ⇒ 31
Ungor #3 Melee 35: 1d100 ⇒ 74
Ungor #4 Melee 35: 1d100 ⇒ 83
Gor #2 Melee 45 +10 advantage: 1d100 ⇒ 98
Gor #3 Melee 45 +10 advantage: 1d100 ⇒ 29
Ungor #2 Melee 35: 1d100 ⇒ 63
Ungor #3 Melee 35: 1d100 ⇒ 76
Ungor #4 Melee 35: 1d100 ⇒ 43

Magda Kupferaugen |

I thought I had Field dressings too, but bought other stats and skills with my last XP. I should have take it, it's really useful. Probably next time I have enough XP
Difficult Heal vs Gors (40): 1d100 ⇒ 55
Cool vs Gors (57): 1d100 ⇒ 2
Heal 50-target TBD: 1d100 ⇒ 97
Not sure if it's a critical miss, and if I can use a Fortune reroll; if so:
Heal 50-target TBD: 1d100 ⇒ 48
Despite the chaos around her-quite litteraly sometimes, as the beastmen pass near the halfling-Magda keeps her wits on the battlefield, focusing on who is hurt the most badly and needs help urgently.
If someone seems on the verge of dying Critically hit or 0 Wounds she springs into action
Triage: Order of Healing: Alfonso (if hit by Crit); Alwin II; Per Hafbauer

Axel Rotendorf |
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Axel tries to blast the same foe again...
Magic language 50: 1d100 ⇒ 54 Fail SL 0 (+2 if Arcane diction counts)
But like some sort of amateur (which he is) his bolt of arcane energy merely serves to light up the night but do nothing else of use whatsoever... leading to the young man screaming in frustration.
But hey, at least he didn't implode, grow horns or turn the fabric of the universe inside out.

Zarine Brightbow |

Happy to see that the beast she was fighting has gone down, Zarine turns to another Moving on to Ungor #2, hopefully to help Alphonso and finish it. and stabs at it.
Attack (Fencing 55): 1d100 ⇒ 53
Whew, just under. So, Hit the primary arm. That's +0 for the actual check, but I was at +1 already, bonus +1 for precise, nothing for impale.
His defense was -3 it looks like, so that is +2 vs -3, which is a total of a difference of 5 (maybe?) ... then for wounds it is +SB which is +3, and +3 on top of that for wounds. ... let's see. Is that 11 wounds, or am I totally off?
Does the other guy get an automatic -10 to defense from "all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality"? Not sure how that part works.

Hans Schäfer |

Defense v Gor 1 40: 1d100 ⇒ 44
SL 0 vs Beastman SL 0, but Hans has a buckler and advantage, giving him SL2. He thus wins, thanks to his defensive weapon and momentum. Goes up to advantage 2
Attack Gor 1: 1d100 ⇒ 71
That is SL -3, which goes to SL -1 thanks to advantage. Pretty sure that the Gor is also -3, but I could be wrong. If I am right, then we compare WS, for which Hans is probably lower. So, burning another fortune point...
Fortune: 1d100 ⇒ 58
This means SL -1 vs the Gor's SL -3 (or something like that). So he should still manage to hit and thus build another advantage point
Hans *barely* managed to get his blade up in time to parry the Gor's blow. He glanced back to make sure that Zarine was alright, though there wasn't much he could do as he was fighting for his own life. Swinging wildly, he was fortunate in that his blade manage to hit something. It felt like flesh, but he wasn't sure. He was operating on pure adrenaline at that point.

GM Netherpongo |

I see Gor #1 with -4 SL defending vs Hans (45 melee with roll of 86). It wouldn't have any advantage. So if that's all true you can get a solid blow in without the Fortune. I think it is: Hans 40 Melee +20 advantage with a roll of 71 for -1 SL. Vs Gor #1 defense of -4 SL for a win of +3 SL. Double check me on that.

GM Netherpongo |

Hm...Alphonso looks like they still might be busy and I'm tempted to get a second combat post in on one day. How often do you get to do that?
Alphonso Melee (Basic) Defense vs Ungor #2 48 +10 advantage: 1d100 ⇒ 43 - +1 SL is enough to beat the attack and stop that nasty crit.
Ungor #2 Crit Severity: 1d100 ⇒ 72
Gor #2 Oops!: 1d100 ⇒ 92
Oops! target: Gor #2=1, Ungor #3=2, Ungor #4=3: 1d3 ⇒ 1
Seeing the sailor felled, Magda rushes to help Alwin II. +1 SL on the Heal +4 Intelligence = 5 Wounds recovered. I had to double check, but the lowest number of Wounds is zero. You never actually end up in negative Wounds. So Alwin II goes up to 7/12 Wounds. Alwin's Jarred Arm crit caused him to drop the barge pole, which I'll assume is lost to the Teufel.
Axel's magic once again fails him. Perhaps his ineptitude has been lost in the chaos of battle? Good luck next time!
Edit: actually, scratch that. Zarine had +20 more skill than that due to gang up bonus (2 versus 1, see page 161). Even better but more than enough either way.
As far as the question about the -10 the enemy should take from Fast, that's...a bit hard to adjudicate on the fly. What it means is that if the Ungor uses Melee to defend (instead of Dodge) and doesn't have a Fast weapon (it doesn't) then it takes a -10 on its defense test. My last GM was always forgetting to specify that the enemy dodged rather than just defended or melee'd, especially in cases where the enemy defense skill was the same between Melee & Dodge. It's probably best for the game if I can retroactively say the enemy dodged...otherwise we're relying on me remembering to go against Fast properly and it'll be a constant irritation. So for Ungors it wouldn't matter, but Gors would have minor trouble vs Zarine since their Melee is higher than their Dodge.
So to summarize, if the enemy Melee and Dodge are equal (as here) let's say they always choose to Dodge Zarine. If their Melee skill is better than Dodge, they will Melee and you'll get the benefit.
Zarine rushes up to stab the ungor fighting Alphonso, felling the creature as she stabs it. 11 Wounds calculated correctly -3 Toughness which is still more than enough.
Hans fends off the gor fighting him and lands a second solid blow in return. The creature topples to the ground, weak from its wounds. It is still alive and conscious though. +3 SL +3 Strength +4 Hand Weapon -4 Toughness -1 armor = 5 Wounds
Alphonso blocked the ungor's axe with his sword blade and held it there, resisting the urge to gag at the creature's foul breath. Zarine's blade darted in from the side, taking the creature in its right arm as they struggled and felling the beast. Seeing Per on the ground, Alphonso rushed in at the gor that felled him. Alphonso's blade knocks its axe to the side, causing the gor to hack heavily into its companion standing over Rocco. Alphonso's own strike is shallow, but the unbalanced gor topples into the Teufel.
Melee (Basic) vs Gor #3 48 +20 advantage: 1d100 ⇒ 72 - that's bad but the Gor also got -3 SL. The one's digit of Alphonso's Melee (8) is higher than the gor's (5) so he edges out a win. +0 SL +4 Strength +4 Hand Weapon -4 Toughness -1 Armor = 3 Wounds. The gor also got an Oops! and rolled badly. Alphonso knocks its blow to the side and the gor's axe bites heavily into the hide of its companion standing over Rocco. Gor #2 takes a hit of +8 SL +7 Weapon -4 Toughness -1 armor = 10 Wounds and loses its advantage.
With the beastmen on deck seriously thinned, Captain Gotthard draws his pistol and takes aim at another Beastman on shore. A second tremendous crack rings out over the river as another archer is struck by the captain's powerful weapon. The smaller beastman is nearly tossed to the ground by the blow and begins to flee from shore.
Ungor Archer target: 1d3 + 1 ⇒ (1) + 1 = 2
Ranged (Gunpowder) vs Beastman 61: 1d100 ⇒ 38
Ungor Archer #2 Cool vs Blackpowder 35 +20 difficulty: 1d100 ⇒ 71
The ungor takes +3 SL +8 pistol +1 bullet -3 toughness = 9 Wounds and is Broken.
Per Hofbauer Bleed (1-10 death): 1d100 ⇒ 72
Alwin I, Bodobert & Gerlach continue poling the barge further downriver while Alwin II crawls to the possible safety of cover behind some cargo.
Aldo joins Rocco on his attack vs the remaining gor with a brave battle cry. The hulking beastmen is obviously badly wounded by the flailing axe of the other beastman, but it smashes Aldo's boat hook aside with a feral sneer.
Aldo Melee (Basic) vs Gor #2 30 +10 advantage: 1d100 ⇒ 60
Gor #2 Melee Defend vs Aldo 45: 1d100 ⇒ 44
Gerlach and Wolfram both hold their part of the deck, fending off the ungors fighting them while cutting into the creatures with their boat hooks.
Gerlach Melee (Basic) vs Ungor #3 30 +10 advantage: 1d100 ⇒ 41
Ungor Defense vs Gerlach 35 -10 out of position: 1d100 ⇒ 82
+6 SL +7 weapon -3 Toughness = 10 wounds
Wolfram Melee (Basic) vs Ungor #4 30 +10 advantage: 1d100 ⇒ 60
Ungor Defense vs Gerlach 35: 1d100 ⇒ 85
+3 SL +7 weapon -3 toughness = 7 wounds
Winded from the gor's earlier attack, Rocco tries to shake it off and catch his breath.
Rocco Endurance 40: 1d100 ⇒ 60
Current Advantage Table:
Alphonso: +3
Hans: +3
Zarine: +2
Captain Gotthard: +1
Aldo: +0
Gerlach: +2
Wolfram: +2
Archer Ungor #2: +0
Archer Ungor #3: +1
Archer Ungor #4: +2
Gor #2: +1
Wounds Taken:
Alphonso: 6
Axel: 4
Hans: 0
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: 5
Alwin II: 7/12 (Jarred Arm crit, Prone)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Rocco: 7 (Winded crit: Stunned)
Wolfram: 0
Per Hofbauer: 14/14 (Sliced Ear crit, Prone, Deafened II, Bleeding I)
Captain Gotthard: 0
Gor #1: 0 (engaged by Hans)
Gor #2: 13 (engaged by Rocco)
Gor #3: 0 (engaged by Per Hofbauer)
Ungor #1: -5 (weapon damaged)
Ungor #2: -5
Ungor #3: 10 (engaged by Gerlach)
Ungor #4: 7 (engaged by Wolfram, weapon damaged)
Archer Ungor #1: 9 (broken)
Archer Ungor #2: 9 (broken)
Archer Ungor #3: 0
Archer Ungor #4: 0
Bestigor: 0
Now the beastmen get another turn!

GM Netherpongo |

Murthac Intuition to Assess (last turn) 40: 1d100 ⇒ 75
OK, boo. So Murthac's leadership is to Inspire his broken troops instead.
Archer Ungor #1 Cool vs Broken 30 +10 leadership: 1d100 ⇒ 43
Archer Ungor #2 Cool vs Broken 30 +10 leadership: 1d100 ⇒ 55
lol, he's going to kill them later...
Gor #2 activates Hatred (Mankind) with its advantage. It attacks Rocco & gains and advantage before the attack
Gor #2 Melee vs Rocco 45 +10 advantage (+1 SL hatred): 1d100 ⇒ 66
Rocco Dodge vs Gor #2 40 -10 stunned: 1d100 ⇒ 66
Gor #2 Oops!: 1d100 ⇒ 63
Rocco Oops!: 1d100 ⇒ 12
OK, that was weird. Gor #2 wins by +3 SL +7 weapon -3 toughness -1 armor = 6 wounds. Rocco goes down and takes a 'light' crit.
Rocco Critical Location: 1d100 ⇒ 3
Rocco Critical Severity: 1d100 - 20 ⇒ (84) - 20 = 64 (Major Ear Wound)
Then Rocco gets his Oops! and takes another Wound as he falls...
Rocco Critical Location: 1d100 ⇒ 55
Rocco Critical Severity: 1d100 - 20 ⇒ (5) - 20 = -15 (Tis But a Scratch)
Ungor #3 Melee vs Gerlach 35: 1d100 ⇒ 70
Gerlach Dodge vs Ungor #3 40 +20 advantage: 1d100 ⇒ 34
Ungor #4 Melee vs Wolfram 35: 1d100 ⇒ 23
Wolfram Dodge vs Ungor #4 40 +20 advantage: 1d100 ⇒ 50
Wolfram loses on a tie: +0 SL +6 weapon -3 toughness -1 armor -1 damaged weapon = 1 wound
Archer Ungor Random Target Table:
1-2 Alphonso
3-4 Axel
5-6 Hans
7-8 Magda
9-10 Zarine
11-12 Captain Gotthard
13-14 Aldo
15-16 Alwin I
17 Alwin II (cover)
18-19 Bodobert
20-21 Gerlach
22-23 Gonzalo
24-25 Wolfram
Archer Ungor #3: 1d25 ⇒ 25
Archer Ungor #4: 1d25 ⇒ 4
Archer Ungor #3 Ranged (Bow) vs Wolfram 30 +10 advantage: 1d100 ⇒ 53
Archer Ungor #4 Ranged (Bow) vs Axel 30 +20 advantage: 1d100 ⇒ 61
The bestigor on shore attempts to rally his troops again, but you don't see any sign of the fleeing ungors.
Leering over the injured boatmen, the remaining gor's fury grows even further as it attacks Rocco with its axe, striking him solidly in the chest. The boatman goes down in a heap and his head strikes a crate as he falls. Blood starts to gather on the deck of the Flatbottom beneath him. OK, this result was...interesting. BOTH of the combatants got Oops! results. Rocco has a major ear wound and a Bleeding Condition. The gor is out of position for the next round. The Gor also activated Hatred by spending advantage, which will give it +1 SL on all combat tests.
The ungors fighting Gerlach and Wolfram strike back at their opponents. Wolfram manages to fend the creature off, but Wolfram takes a light cut on his arm.
Mercifully, both of the remaining archers on shore miss their shots. Axel feels an arrow zip past his ear.
Current Advantage Table:
Alphonso: +3
Hans: +3
Zarine: +2
Captain Gotthard: +1
Aldo: +0
Gerlach: +2
Wolfram: +0
Archer Ungor #2: +0
Archer Ungor #3: +0
Archer Ungor #4: +1
Gor #2: +2 (Hatred, Out of Position -10)
Ungor #4: +1
Wounds Taken:
Alphonso: 6
Axel: 4
Hans: 0
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: 5
Alwin II: 7/12 (Jarred Arm crit, Prone, cover)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Rocco: down (Stunned I, Bleeding I, Prone, Major Ear Wound)
Wolfram: 1
Per Hofbauer: down (Sliced Ear crit, Prone, Deafened II, Bleeding I)
Captain Gotthard: 0
Gor #1: 0
Gor #2: 13 (engaged by Aldo)
Gor #3: 0
Ungor #1: -5 (weapon damaged)
Ungor #2: -5
Ungor #3: 10 (engaged by Gerlach)
Ungor #4: 7 (engaged by Wolfram, weapon damaged)
Archer Ungor #1: 9 (broken)
Archer Ungor #2: 9 (broken)
Archer Ungor #3: 0
Archer Ungor #4: 0
Bestigor: 0

GM Netherpongo |

Ungor #3 Defense 35: 1d100 ⇒ 58
Ungor #4 Defense 35 +10 advantage: 1d100 ⇒ 23
Ungor #3 Defense 35: 1d100 ⇒ 47
Ungor #4 Defense 35 +10 advantage: 1d100 ⇒ 29
Ungor #3 Defense 35: 1d100 ⇒ 63
Ungor #4 Defense 35 +10 advantage: 1d100 ⇒ 1
Ungor #3 Defense 35: 1d100 ⇒ 59
Ungor #4 Defense 35 +10 advantage: 1d100 ⇒ 37
Ungor #3 Dodge 35: 1d100 ⇒ 58
Ungor #4 Dodge 35 +10 advantage: 1d100 ⇒ 8
Everyone is up!

Hans Schäfer |

Last Gor: 1d100 ⇒ 59
SL-1 with adv 3 = SL2. Gor was SL-2 with adv 2 and hatred 1, for SL1: Hans wins, going up to Adv 4 and making the Gor lose adv
Steeling himself, Hans left the downed Gor and moved onto the next one. The creature was fuming with uncontrolled hatred, and Rocco‘s sorry state was evidence of how dangerous it was. He knew that it had to go down, and that this was now his job, to hold the attention of such threats. So before he could come to his senses, he charged in.

GM Netherpongo |

Hans's strike brings down the frothing gor. Good job. It really was about to get out of hand...

Axel Rotendorf |

Magick 50: 1d100 ⇒ 62... fail again... the equivalent of flipping the coin and getting tails three times in a row BUT at least I didn't grow a tail.
ANOTHER useless flash of light and Axel, much deflated starts reaching for his quarterstaff.

Magda Kupferaugen |

Heal 50: 1d100 ⇒ 57
I do have some bandages in my Career's Trappings, but I'm not sure if that can give a bonus to stop the bleeding
Magda tries to stop the bleeding of Per Hofbaer
You're next, Rocco, keep up ith me!

GM Netherpongo |

By my reading, the bandages do two things. A successful test to stop bleeding stops +1 Bleeding Condition (not needed here) and they also allow Dexterity tests to be used to stop Bleeding Conditions instead of just Heal.
Unfortunately, it doesn't seem to do anything on a failure.

Zarine Brightbow |

Since it looked like Hans was taking care of the Gors, Zarine keeps making her way through the Ungors, going to take down the next one Ungor#3.
Attack (Fencing 95): 1d100 ⇒ 79
I think... 95 because 55 +20 for being +2 advantage and +20 for ganging up with Gerlatch? That seems like what your explanation was saying from last time, but not sure.
Anyway, so if it is actually 95, then that 79 hits the right leg. That would be +2 for the check, bonus +1 for precise (nothing for fast or impale). His defense... let's see. -2, so +3 vs -2 is 5, +3/+3 again brings us to 11 wounds again. Probably -3 for toughness like last time, undamaging doesn't matter since they are unarmored. ... I'm sure I am still missing something though. Really not sure about that 95 to begin with.

Alphonso Wolf |

two more days of grinding moving to go!
Alphonso will grab a pole from cover and use it to wack a creature in the water away from the boat as they push away!
canI use a pole like a calvary weapon?
smack a beep: 1d100 ⇒ 1