Ludger Braunlich |
Ludger tries very hard to not chortle at the sight of the little Halfling Doktor trying to row the barge. But seeing the Slayer seemingly halfheartedly row spoils his good mood. At least Magda tried, don't look like the Slayer put any effort into it at all, Ludger thinks to himself. Ludger isn't quite sure what to make of Axel but for now he gets the benefit of the doubt because there's no question he's rowing as hard as he can even if it's not helping move the boat.
Wounds updated, hopefully another night of rest will get Ludger back to full health.
Axel Rotendorf |
Row STR
His polling efforts are awkward... clumsy even.
He introduces himself to the boatswain.
Sir, I'm Axel... I'm happy to work and not skive off. I'll even bail if this boat requires it. I'll try not to get underfoot.
With Row +20 I juuuust scrape it in as +0 successes
GM Netherpongo |
Sorry for the delay on this. It seems weird to have the captain introduce themselves here, so I'll backdate his introduction a bit. Isaac Kreiger told you to address the captain as Captain Fein.
"Welcome aboard," the captain says after your introductions complete. "I take it that Isaac has you straightened away. Keep your nose above boards and we'll see you to Ubersreik."
He gestures with his mangled hand out the door behind you, "Frau Abicht out there tells me that one of you needs to go foraging for herbs along the way. Said you'd asked her boss for it before his wagon burned down or something and she knows a good spot to get more. That wasn't the deal I made with Fischbein, however. I took on passengers and crew, not lollygaggers. We have cargo to haul and ports to berth in, which doesn't include a stop on the banks of the Teufel."
"However, I'm not an unreasonable man and I think we can make a deal. I'm willing to stop for this excursion Sandra mentioned if the Sunfish is sailing ahead of schedule.. If you can pull extra schedules and push hard, I'll give you one hour ashore for every two hours we arrive ahead of what I had planned. The spot Sandra mentioned is only three days out and we're headed upriver, so that means hard work out of you lot. If we're behind or only on time, we won't stop at all and if you overstay your shore excursion you'll be left behind."
"There you have it. Whether we stop for your plant picking is up to you."
This is one of Magda's interests. How much are the rest of you willing to help her out?
GM Netherpongo |
The prior tests don't count for this.
For each of the three days of travel, the characters can make a Dramatic Test to see how well they are able to help move the Sunfish ahead of schedule. The skill tested can either be Sail at Average (+20) difficulty or Row at Challenging (+0) difficulty. We'll be adding all of the SL together to get our final result. Each 2 SL the group achieves will result in one hour gained and you need two hours to get an hour on shore, so every four SL will get you one hour to look for the Thirsfen herbs Magda is seeking.
Each day of work will also require participating characters to make a Simple Average (+20) Endurance Test. Failing this test will cause the character to gain the Fatigued condition for the entire next day, giving -10 to all Tests (unless you spend Resolve to clear the Fatigue). Characters can work harder and longer than normal, making the Endurance test Challenging (+0), but changing the difficulties of the Sail Test to Easy (+40) or the Row Test to Average (+20). The Fatigue test will be especially important on the third day since that will impact your excursion.
Ludger Braunlich |
Ludger is happy to help Magda out but he feels the need to rest another night without taking a chance of getting fatigued.
Going to try to heal some more wounds
Average Endurance (+20) Check (50+20): 1d100 ⇒ 30 Assume that’ll take care of the last 4 wounds
2nd Day Sailing Check Average (+20) Sailing Check (31+20): 1d100 ⇒ 35 SL +2
2nd Day Endurance Check Average (+20) Endurance Check (50+20): 1d100 ⇒ 48
3rd Day Sailing Check Average (+20) Sailing Check (31+20): 1d100 ⇒ 57 SL +0
3rd Day Endurance Check Average (+20) Endurance Check (50+20): 1d100 ⇒ 69
Ludger shows the crew a secondary tributary that shaves some time off the sailing length on the 2nd day.
Axel Rotendorf |
Row Hard 30 +20: 1d100 ⇒ 88 -3 SL
In his eagerness to appear helpful and make up time he does a lot more harm than good
Endurance 45: 1d100 ⇒ 53 0 Failure
It leads to sore muscles and poor performance the next day
Row Hard 30 + 20 - 10: 1d100 ⇒ 73 -2 SL
He has some improvement but hardly much success.
Endurance 45: 1d100 ⇒ 26 1 success
He somehow manages to sleep well that day, sore muscles aside and recovers.
Row Hard 30 + 20 - 10: 1d100 ⇒ 44 +1 success
In his eagerness to appear helpful and make up time he does a lot more harm than good
Endurance 45: 1d100 ⇒ 100 -5 SL... and crit fail?
He finally hits his stride on the third day! And MASSIVELY over does it.
Overall -4 SL
Magda Kupferaugen |
Day 1
Sail +20 (60): 1d100 ⇒ 75 Fail
Endurance +20 (55): 1d100 ⇒ 3 SL+5
Day 2
Sail +20 (60): 1d100 ⇒ 56 Sl+1
Endurance +20 (55): 1d100 ⇒ 66 Fail, Fatigue
Day 3
Sail +10 (60): 1d100 ⇒ 76 Fail
Endurance +10 (55): 1d100 ⇒ 13 Sl+4
The halfling is barely able to help. Her natural dexterity and lack of strenght make more useful, or lest an hindrance, at managing the sails than at rowing.
But her small frame is surprisingly resistant to fatigue. The second day put more strain on her body, but after a good night sleep, she doesn't seem to lack energy the morning after
GM Netherpongo |
Sandra steps in to help push the Sunfish along.
Pushing harder, so Average Row test & Challenging Endurance.
Sandra Day 1 Row 34+20: 1d100 ⇒ 23
Sandra Day 1 Endurance 47: 1d100 ⇒ 2
Sandra Day 2 Row 34+20: 1d100 ⇒ 76
Sandra Day 2 Endurance 47: 1d100 ⇒ 45
Sandra Day 3 Row 34+20: 1d100 ⇒ 36
Sandra Day 3 Endurance 47: 1d100 ⇒ 70
Using Fortune on Day 2 Row, 2/3 Fortune remaining
Sandra Day 2 Row Reroll 34+20: 1d100 ⇒ 100 - Ouch
Since the normal crew of the Sunfish are moving the barge along, we won't count negative SL results. (Also I'm trying to get a handle on how to balance this stuff) That gives the party a total of +8 SL. Axel & Sandra are fatigued.
As the barge approaches a bend in the river, Captain Fein approaches you. "Well, we got here ahead of schedule. You all worked hard and I'm a man of my word or my name isn't Fein. We'll tie up on shore. You have two hours before we cast off again, with or without you. I'll whistle when you have half a bell left. Stay close though. These forests hold worse than wolves."
As you prepare to disembark, Captain Fein returns to his office and returns with an hourglass which he flips as the Sunfish nears the shore. "Be off with you then. May Sigmar's blessings guide you."
Sandra gives a hurried explanation. "The herb we are searching for is thirsfen. It has wide leaves with a red tinge on the underside. If you find some, call out for help. The roots are important and they tear off easily."
You'll need to decide how many search parties to divide into. Each search party will be able to make one Test to find the thirsfen per half hour. One person can roll the test and others may be able to Assist if they have advances in the relevant skill. The search parties can stay fairly close to each other, but it will still be a small number of Rounds before they can arrive to help if there is an attack.
Thirsfen is a rare plant, so Perception tests to find it are Very Hard (-30) and Outdoor Survival Tests are made are Hard (-20). Sandra's explanation of what the plant looks like helps though, giving a +10 bonus and a final Perception Test modifier of -20 and Outdoor Survival of -10. Axel & Sandra are both fatigued & will take -10 to their Tests throughout.
Aubster |
Sandra steps in to help push the Sunfish along.
Pushing harder, so Average Row test & Challenging Endurance.
[dice=Sandra Day 1 Row 34+20]1d100
[dice=Sandra Day 1 Endurance 47]1d100[dice=Sandra Day 2 Row 34+20]1d100
[dice=Sandra Day 2 Endurance 47]1d100[dice=Sandra Day 3 Row 34+20]1d100
[dice=Sandra Day 3 Endurance 47]1d100Using Fortune on Day 2 Row, 2/3 Fortune remaining
[dice=Sandra Day 2 Row Reroll 34+20]1d100 - OuchSince the normal crew of the Sunfish are moving the barge along, we won't count negative SL results. (Also I'm trying to get a handle on how to balance this stuff) That gives the party a total of +8 SL. Axel & Sandra are fatigued.
As the barge approaches a bend in the river, Captain Fein approaches you. "Well, we got here ahead of schedule. You all worked hard and I'm a man of my word or my name isn't Fein. We'll tie up on shore. You have two hours before we cast off again, with or without you. I'll whistle when you have half a bell left. Stay close though. These forests hold worse than wolves."
As you prepare to disembark, Captain Fein returns to his office and returns with an hourglass which he flips as the Sunfish nears the shore. "Be off with you then. May Sigmar's blessings guide you."
Sandra gives a hurried explanation. "The herb we are searching for is thirsfen. It has wide leaves with a red tinge on the underside. If you find some, call out for help. The roots are important and they tear off easily."
You'll need to decide how many search parties to divide into. Each search party will be able to make one Test to find the thirsfen per half hour. One person can roll the test and others may be able to Assist if they have advances in the relevant skill. The search parties can stay fairly close to each other, but it will still be a small number of Rounds before they can arrive to help if there is an attack....
Assuming Sandra is accompanying everyone else, I'd suggest 2 teams of 2. Ludger would prefer to accompany Magda to keep her safe. If Sandra is not searching with the rest of the group, then I'd suggest we stay together.
It looks like Magda has the best chance of making a successful search with her Outdoor Survival skill of 45 which becomes a 35 with the penalty. Unfortunately, Ludger has no Advances in Outdoor Survival (or Perception) so cannot Assist Magda in her efforts. Trying to be on the safe side, Magda could make 3 searches allowing her team to be finished when the Captain gives the signal for 1/2 hour of time left so the team should have plenty of time to get back onto the barge before it leaves.
Magda Kupferaugen |
Perception (22): 1d100 ⇒ 59
Outdoor survival (30): 1d100 ⇒ 46
Perception (22): 1d100 ⇒ 82
Outdoor survival (30): 1d100 ⇒ 100
Perception (22): 1d100 ⇒ 17
Outdoor survival (30): 1d100 ⇒ 77
Magad looks out for the plant, hoping to find it... But it was WAY harder that she thought.
Usually, she just has to go to an apothecary, here, she has to look for a plant in a forest, a green treasure among plenty of other green stuff..
GM Netherpongo |
Give an Average (+20) Perception Test while you are standing watch, Axel. Remember the -10 for fatigue though.
Ludger Braunlich |
Ludger tags along with Magda trying to keep a watch on the surroundings knowing he'd be useless as plant gathering.
Perception Skill Check (30): 1d100 ⇒ 53
GM Netherpongo |
Sorry I took so long to respond.
I meant to specify that players should roll Perception or Outdoor Survival and Magda rolled both. Looking back at my post, though, I definitely didn't say to roll one or the other and so her results can stand. That was my fault.
Also, Sandra is with the group. For now, she's a normal party member. Before we can fully resolve the checks above though...
As the search continues into the second hour, Axel & Ludger both notice the sound of movement in the underbrush...too much to dismiss. Finding a good vantage point, they notice a pair of boars moving in their direction. Fortunately, the group is downwind and it looks like the group hasn't been spotted yet.
Ludger Braunlich |
Ludger will follow along behind Magda keeping himself between the boars and the little halfling, axe in hand.
GM Netherpongo |
Fortunately, you don't hear the sounds of pursuit as the party beats a hasty retreat.
Isaac Kreiger is waiting on the deck of the Sunfish when you return, sitting on the edge with his legs dangling in the river. "Back early, eh? Hope you found what you were looking for!" he calls out.
He gets back to his feet and begins ordering the crew to prepare to cast off.
With the return trip added in, your time is not all spent but it is severely depleted. Are you getting back on the barge, or do you want to persuade them to hold off for now?
Aubster |
Fortunately, you don't hear the sounds of pursuit as the party beats a hasty retreat.
Isaac Kreiger is waiting on the deck of the Sunfish when you return, sitting on the edge with his legs dangling in the river. "Back early, eh? Hope you found what you were looking for!" he calls out.
He gets back to his feet and begins ordering the crew to prepare to cast off.
With the return trip added in, your time is not all spent but it is severely depleted. Are you getting back on the barge, or do you want to persuade them to hold off for now?
"In the mood for fresh pork sir? There's some big pigs wandering in the woods if you want us to organize a hunting party."
Ludger Braunlich |
Ludger is waiting for Kreiger to decide if there’s going to be a boar hunt.
GM Netherpongo |
Yeah. Sorry, it took me a bit to decide how to handle this.
Kreiger looks at you thoughtfully for a moment before he responds. "And here I thought you were looking for a plant, not a pig."
"Wouldn't hurt to have some fresh meat for dinner. But we don't have any salt to preserve it with and it'd spoil before we make port. Captain will have my hide if we stick around any longer over a dinner..."
Kreiger Cool 35: 1d100 ⇒ 94
Kreiger could use some persuading. Make a Challenging Charm check, unless you'd like to try some other approach. Given the roll he made, it looks like he'd really like to have some pig, though.
Ludger Braunlich |
Ludger Challenging (+0) Charm Skill Test: 1d100 ⇒ 2 SL +3
”Mmm...just think, nice fresh roasted pork...mmmm...that’s good eating!” Ludger wheedles.
GM Netherpongo |
"That does sound really good..." Kreiger hesitates.
"Garon!" he yells at one of the crewmembers. "You're going on a pig hunt. Try not to get yourself killed."
He turns back to you. "Bring us back some pig, and I'll have six pfennings for each of you. I can't get you more time, but I'll convince the captain not to push off if you are delayed. Don't push your luck, or you'll find yourselves with a long walk to nowhere."
It's largely because of his failure rather than your success, but you have one extra hand to go after the boars. The round trip to where you saw them earlier will eat up most of your time, but you should be able to make it if you hurry.
Ludger Braunlich |
”Soooooo...anyone know how to hunt? Maybe we can jump up and down and call it bad names and get it to come to us? Maybe they eat Halflings and we use the dok for bait...just kidding Magda, you’re too valuable to use as bait. Now Axel on the other hand...” Ludger says laughingly as he slaps Axel on the back.
GM Netherpongo |
The crew member sent by Isaac looks about nervously as Ludger talks about using someone as bait, but otherwise remains quiet.
"I'm not sure how to set a good trap for boars, but I doubt we have time for that anyway," Sandra speaks up. "They are known to be fierce creatures, so if we get near them they should come after us. If we're going to do this, we shouldn't waste time. We still haven't found that thirsfen."
GM Netherpongo |
With no noted dissent, I'll move us along.
With another hand in tow, the party is quickly able to return to the area where you were searching for thirsfen earlier. The boars aren't in the clearing where you found them before, but they aren't being quiet and you hear them nearby.
You can use Stealth (Rural) to sneak up on them or Outdoor Survival to attempt to hunt them. Both are basic skills, so you can attempt the Test even without an advance.
Magda Kupferaugen |
Stealth (40=): 1d100 ⇒ 98
Of course, there was plenty of small, crunchy things in a forest.
And it seems that Magda was hell bent in finding all of them and to stomp on them to do as much noise as possible..
Ludger Braunlich |
Axe firmly in hand, Ludger sidles towards the pigs. Mmmm...bacon
Outdoor Survival (30): 1d100 ⇒ 54
How can a Halfling be so noisy? Ludger thinks to himself before stumbling over a tree root and then accidentally stepping on a fallen branch that makes a loud snap as it breaks.
GM Netherpongo |
Ouch. I thought I was more caught up on this than I was.
Sandra Outdoor Survival 35: 1d100 ⇒ 98
Boatman Stealth (Rural) 30: 1d100 ⇒ 89
The group nearly stumbles on top of the boars before locating them, and they lower their tusks at you!
The boars have the Surprised condition against Axel only.
Since this is an early combat, I'm going to give you all the traits of the boars & what they mean:
* Armour 1: gives the armour rating on all hit locations
* Bestial: shies away from fire and gains the Broken condition if hit by it. Can only Dodge to defend. Will flee if reduced to half its Wounds unless protecting its young or cornered (or if it has Territorial which these boars don't)
* Horns (Tusks): can make a free attack with its horns when it charges. The feature is supposed to have a rating and it doesn't, so I'll probably use its Weapon -1
* Night Vision: as the talent
* Skittish: loud noises or magic can give them 3 Broken conditions (but you probably don't want to scare them all off right away)
* Stride: gain 50% more movement when Running
* Weapon +6: the damage of its weapon, including its Strength
Initiative Order (not feeling creative so we'll just have everyone go in initiative order)
Axel 30 (but with Surprise)
Ludger 36
Boars 35
Magda 32
Boatman 30
Sandra 28
Be sure to choose your actions before you look in your combat spoiler. Be sure to designate which number of boar you are engaging, but I'm just going to provide one attack & defense result since the boar stats are all the same.
Remember that if a boar charges you, it will have Advantage on its attacks.
Potential Boar Charge Attack 35: 1d100 ⇒ 31
Boar Dodge 35: 1d100 ⇒ 41 - actually nevermind. The boar won't get a Dodge vs you since you have Surprise. I'm leaving the roll here because removing it will mess up other people's rolls below though.
Potential Boar Charge Attack 35: 1d100 ⇒ 48
Boar Dodge 35: 1d100 ⇒ 38
Axel & Ludger an act!
Ludger Braunlich |
Average (+20) Perception Test (30): 1d100 ⇒ 32
"Have a care, there is a third pig hiding in the brush!"
Since, Ludger is second to attack, he will attack Boar #2 and since Ludger attacks before the boar, the boar will not be able to Charge
Ludger charges at the boar! Advantage +1 for Charging
Melee Basic (56): 1d100 ⇒ 97
Spending a fortune to reroll. Did Ludger get his original fortune points back at some point?
Melee Basic (56): 1d100 ⇒ 11 Much better, success with SL +4 and is a Critical, with Advantage from Charge becomes SL +5.
I'll go ahead and roll for the critical but the GM may obviously decide to use his own roll.
Critical Hit Location Roll: 1d100 ⇒ 99 Right Leg
Critical Hit Effect: 1d100 ⇒ 10 Stubbed Toe = 1 Wound and Pass a Routine (+20) Endurance Test or suffer –10 on Agility Tests until the end of the next turn.
Ludger wins the Combat with a SL of +5 (as the boar had an SL of +0 for its Dodge Test). Damage from Axe hit is 5 (SL) + 4 (Weapon Damage) + 4 Strength + 1 (Critical Hit Damage) - 1 (AP) - 3 (Toughness Bonus) for a total of 10 Wounds. Ludger gains +1 Advantage.
Assuming that the boar will try to flee instead of attacking but will roll for defense just in case.
If the boar did not flee after Ludger's attack but instead attacks.Defense (56): 1d100 ⇒ 92 Failure with SL -4 but boar failed with SL -5 so Ludger wins the opposed test and gains Advantage +2.
Axel Rotendorf |
So we're now round 1... and that was just a test roll?
Stealth: 1d100 ⇒ 74
Axel tries to move stealthily out of the groups line of sight... in order to start channeling.
GM Netherpongo |
I'm not sure what you meant by test roll, but you can act. Unless I'm forgetting something, Surprise doesn't give you an action in a different round. It just gives the boars the Surprised Condition against you (which is really nasty).
Channeling is usually for casting big spells that have Casting Numbers. You don't have any of those yet. If you want to cast Dart, just make the Language (Magick) test.
GM Netherpongo |
Ludger: no Fortune refresh yet.
Ludger strikes the boar with his boat hook and it collapses with a pained squeal. Axel moves away from the skirmish, trying to find a better angle on the fight.
Enraged, the boar nearby charges Ludger!
The boar Ludger attacked would have run away if it still had Wounds left, but it doesn't. I've already rolled the charge attack in the spoiler above and the boar scored +0 SL after gaining Advantage for the charge. I'll wait on resolving that attack because Ludger might have some Fortune left to spend. Because I didn't think of it before:
Boar #2 Tusks vs Ludger 35: 1d100 ⇒ 56 - we'll need to see whether the boar has 2 Advantage or zero before this roll means much.
The third boar hiding in the underbrush charges the boat hand sent to help you.
Boar #3 Charge vs Nameless Boat Hand 35 +10 Advantage: 1d100 ⇒ 43
Nameless Boat Hand Dodge 30: 1d100 ⇒ 79
Final SL on the attack is +4. The Boar's Weapon is +6, so 10 Wounds -3 Toughness -1 armor = 6 Wounds.
Boar #3 Tusks vs Nameless Boat Hand 35 +20: 1d100 ⇒ 20
Nameless Boat Hand Dodge 30: 1d100 ⇒ 2
Both combatants got +3 SL, but the units digit for the boar's skill is greater than that of the sailor, so it wins the tie. Fortunately for the sailor, the damage is much less this time. He takes another 2 Wounds.
Although battered badly from taking the boar's charge, the boat hand stays on their feet as they stagger backward from the immense blow.
Boar #2 might have Advantage depending on Ludger's defense checks.
Boar #3 has 2 Advantage
Ludger can defend himself and Magda can act!
Magda Kupferaugen |
attack,dagger (20): 1d100 ⇒ 26 Maybe a bonus to flank with Ludger?
defense, dodge(43): 1d100 ⇒ 9
Magda helps Ludger against the big nasty pig, but she is ill-suited to a fight.
She keeps herself ready to dodge its tusks
Ludger Braunlich |
I’ll leave up to the GM to resolve these defense and attack rolls.
Ludger had already rolled a defense roll of 92 in case it was needed against the original boar so the fair thing is to go ahead and stick with that roll. Ludger’s defense is 56 and he had Advantage +2 after fighting the first boar (1 for charging and 1 for winning the combat check). So, Ludger would end up with a SL -2 for the charging defense and both lose his Advantage and give the boar Advantage +2.
Ludger has no Fortune points left
Ludger Defense Roll (56) versus the Boar Tusks: 1d100 ⇒ 87 SL -3
Round 2
Luckily Magda joins in the fight against the boar giving Ludger a fighting chance. Assuming Magda hit the boar in Round 1 it would lose its Advantages and Ludger would have +20 to hit for the gang-up bonus.
Ludger Attack Round 2 (56 + 20): 1d100 ⇒ 10 SL+6 That’s much better!
GM Netherpongo |
Looks like I didn't give Magda a combat spoiler. Oops.
Boar #2 Dodge 35 vs Magda +2 Advantage: 1d100 ⇒ 75
Flanking isn't a specific term in this game, but you do get a bonus for fighting an opponent 2v1, so it's mostly the same. That bonus is +20, so Magda would have +2 SL. The boar could have beaten that...but didn't. It gets -2 SL on its defense, for a total of +4 SL on Magda's attack. The boar loses all Advantage and Magda gains 2 Advantage.
Magda has a Strength bonus of 2. I'm only seeing a dagger on her character sheet, but I think I had Isaac outfit everyone with Hand Weapon (Boat Hook), so the weapon damage would be +4. +4 SL +2 Strength +4 weapon -3 Toughness -1 armor = 6 Wounds. The boar is hurt and reconsidering its life decisions.
Unwilling to let her companion go down without a fight, Sandra Abicht moves up to swing her boat hook at the third boar.
Sandra Weapon Skill 45 +20 outnumber: 1d100 ⇒ 72
Boar #3 Dodge 35 +20 Advantage: 1d100 ⇒ 76
Her strike goes wide, but fortunately the boar didn't see her coming and she strikes the beast.
Sandra wins with +1 SL and deals a total of 4 Wounds to the boar. Not enough to make this angry creature run! Sandra gains 1 Advantage and the boar loses all Advantage.
Badly battered, the boat hand tries to put an end to his porcine opponent.
Nameless Boat Hand Weapon Skill 30 +20 outnumber: 1d100 ⇒ 58
Boar #3 Dodge 35: 1d100 ⇒ 32
Both combatants get +0 SL but Boar #3 wins the tie based on the units digit of its Agility. It gains 1 Advantage.
Boar #2 Dodge vs Ludger's attack (Round 2) 35: 1d100 ⇒ 94
I could do the math here, but it's...really, really bad for the boar. It goes down.
Axel Rotendorf |
It's a desperate situation and he can't help but attempt to save Ludger... he charges in with his dagger, praying.
Weapon Skill 35: 1d100 ⇒ 68
Yeeeeeah, that ain't good
GM Netherpongo |
Axel moves up to attack the boar but his stab goes wide as the ferocious beast presses its assault.
I should note that Axel got a LOT closer to hitting than he thought he did. Sandra and Nameless Boathand are fighting the boar as well, so he would get a +40 bonus to his attack. See Combat Difficulty modifiers on page 161 for outnumber 3 vs 1. That's enough for +1 SL even with a 68. Being ganged up on is really, really bad.
The boar got +2 SL due to its advantage. If it hadn't had that advantage they'd be at a tie both on SL and units digit, so we'd probably be rolling off. As it is, Axel misses and the boar goes up to 2 Advantage.
Still caught up in its feral rage, the boar tries to gore Sandra!
Boar Weapon Skill 35 +20 Advantage: 1d100 ⇒ 5
Sandra Melee (Basic) 45 +10 Advantage: 1d100 ⇒ 34
Sandra attempts to ward off the boar with her Boat Hook but its bulk gets past her guard.
The boar got +5 SL while Sandra got +2 SL. +3 SL +6 Weapon -4 Toughness -1 Armor (Body) = 4 Wounds. The boar is up to 3 Advantage.
Magda can act! If she decides to pile in on Boar #3, she'll get that +40 bonus for Outnumber 3-1 plus her own advantage. The Outnumber bonus doesn't get any higher even though you'd be at 4-1.
Magda Kupferaugen |
Magda knows they have been lucky so far, and that someone can be hurt badly.
Worse, she can be the one hurt badly, and the gory vision of her body impaled on the boar tusks make her freak out and attack with unseen intensity
Attack the big, nasty, smelly pig!+60 (80): 1d100 ⇒ 60
SL+2
Use fortune for re roll
Attack the big, nasty, smelly pig!+60 (80): 1d100 ⇒ 11SL+7
Dmg SL 7+STR 2+boat hook 4=13