Play
The Knights are fighting a huge crocodile.
Ref: So far you haven’t got a good hit in on this beast, but it’s looking worn down. What do you want to do?
Tal: It seems nasty, but we could leave it be.
Moss: It’s pretty close to the bridge though. It attacked us, so how do we know it won’t just attack the next travellers that pass by?
Ref: Remember “Protect the Realm” is part of your Oath.
Tal: You’re right, let’s take it on. I’ll go in with my hookhammer.
Moss: I’ll swing my cudgel. I’ll Smite too.
Moss rolls d8 from their cudgel and d12 for Smiting, scoring 9 and 3. He passes his VIG Save to avoid Fatigue from Smiting. Tal rolls her own d6, getting a 6.
Tal: So I can use the 6 for a Gambit, right?
Ref: Yeah so you can Bolster the total Damage by 1 or do something else. This croc is strong, so it’ll be tricky to do fancy stuff unless Moss uses the 9 for a Strong Gambit.
Tal: What about Impairing a weapon? Would that work on an animal?
Ref: Yeah, you could smash its jaw to prevent it biting next turn. It gets a Save though.
Moss: I could use the 9 to drive it under the bridge to set it up for one of your diving attacks next turn.
Tal: Could we just drive it away from the fight altogether? We don’t need to kill it.
Ref: No Gambits can’t do something that would outright end the combat, just grant a temporary advantage.
Tal: Okay, how about I hit it, then Moss jumps on its back to hold its jaws shut? That’s Impairing a weapon, right? And using the 9 it doesn’t get to make a Save.
Moss: Sounds like a plan.