[001] The Adventure Starts
Re: [001] The Adventure Starts
427 is a -2 added to 3 is still >= 0 so Bankei becomes all blurry. I've marked 2 spell points used (one for Detect Life, one for Blur). You can maintain the Blur for many hours since it is 3 MP/hr and you regenerate 2.42/hour. After 19 hours you will have 1 MP of your 29 left - you can see the MP calculator on your character sheet. If you put a number of hours in the "hours of regen" you will see how many MP you have left after that beside "MP After".
I'll wait for the arrow damage rolls before indicating what happens next.
Re: [001] The Adventure Starts
I had a feeling it was going to be another 4d8-2!ffilz wrote: ↑Mon Apr 18, 2022 11:51 pm952 is +11, so Hm 7 + 11 is 18 vs 2 (Db 6 - 4 for standing up after stun, -3 for blinking, the bakemono-sho will take a desperation turn while standing to negate the -3 blinking) with 2 crit pro from armor is a net +14 for 5x damage so roll 4d8 + 2Vst -4 T for a net of 4d8-2.Starbeard wrote: ↑Mon Apr 18, 2022 11:34 pm "Don't let them escape, we'll never find them in the forest!" Ezo looses another shaft at his original target.
[1d1000]=952
[4d8-2]=20-2=18
The bushi Ezo's second arrow flies much straighter to its mark! He knows this one will do the trick even before it lands.
Re: [001] The Adventure Starts
[1d8-1]=3-1=2ffilz wrote: ↑Mon Apr 18, 2022 11:55 pm660 is +2 so Hm 8 + 2 = 10 vs Db 4 (Db 6 - 4 from behind + 2 for evading) so just a normal hit, roll 1d8 + 3 Vst - T4 or 1d8-1 net.jemmus wrote: ↑Mon Apr 18, 2022 11:38 pm Kiyoshi is happy with his first shot ever shot at a yokai. He replies to Yes and looses another arrow.
[1d1000]=660
Not too great.
PCs
Re: [001] The Adventure Starts
So the bakemono-sho was down to 7 hp, 18 more puts it at -11 which effectively kills it (more than 1/2 HP below zero). It can be saved if Empathic Healing is used within 10 turns (to perform Empathic Healing, the caster - usually a cleric - must transfer their own HP, or a donors HP, to the patient sufficient to bring the patient to their safe reserve (no more than 1/4 their HP below zero).Starbeard wrote: ↑Tue Apr 19, 2022 6:20 amI had a feeling it was going to be another 4d8-2!ffilz wrote: ↑Mon Apr 18, 2022 11:51 pm952 is +11, so Hm 7 + 11 is 18 vs 2 (Db 6 - 4 for standing up after stun, -3 for blinking, the bakemono-sho will take a desperation turn while standing to negate the -3 blinking) with 2 crit pro from armor is a net +14 for 5x damage so roll 4d8 + 2Vst -4 T for a net of 4d8-2.Starbeard wrote: ↑Mon Apr 18, 2022 11:34 pm "Don't let them escape, we'll never find them in the forest!" Ezo looses another shaft at his original target.
[1d1000]=952
[4d8-2]=20-2=18
The bushi Ezo's second arrow flies much straighter to its mark! He knows this one will do the trick even before it lands.
Re: [001] The Adventure Starts
The bakemono-sho is nicked. This next turn it will reach a low wall surrounding the shrine, it will have an easy time of jumping the wall and escaping into the woods, however, the bushi may get one final shot, but in addition to evading, it will get +4 Db for cover.jemmus wrote: ↑Tue Apr 19, 2022 10:50 pm[1d8-1]=3-1=2ffilz wrote: ↑Mon Apr 18, 2022 11:55 pm660 is +2 so Hm 8 + 2 = 10 vs Db 4 (Db 6 - 4 from behind + 2 for evading) so just a normal hit, roll 1d8 + 3 Vst - T4 or 1d8-1 net.jemmus wrote: ↑Mon Apr 18, 2022 11:38 pm Kiyoshi is happy with his first shot ever shot at a yokai. He replies to Yes and looses another arrow.
[1d1000]=660
Not too great.
Re: [001] The Adventure Starts
Bankei's blur completes. Two of the bakemono-sho are down and the third is about to flee into the woods. All you would have time to do is cast a 1st level spell at it, not much you can do.ffilz wrote: ↑Tue Apr 19, 2022 2:26 am427 is a -2 added to 3 is still >= 0 so Bankei becomes all blurry. I've marked 2 spell points used (one for Detect Life, one for Blur). You can maintain the Blur for many hours since it is 3 MP/hr and you regenerate 2.42/hour. After 19 hours you will have 1 MP of your 29 left - you can see the MP calculator on your character sheet. If you put a number of hours in the "hours of regen" you will see how many MP you have left after that beside "MP After".
I'll wait for the arrow damage rolls before indicating what happens next.
On the other hand, the bushi have likely convinced the bakemono-sho to leave the shrine alone...
The ghost on the third hand...
Re: [001] The Adventure Starts
The bushi fulfilling their dharma, Bankei serenely walks at a casual place towards the central temple, now pausing to perform the ablutions normally required.
What spells do I have memorized that are relevant to seeing or dealing with the ghost?
What spells do I have memorized that are relevant to seeing or dealing with the ghost?
Re: [001] The Adventure Starts
Oppose Spirits if successful would cause it to flee.
Demoralize Spirits would make it less likely to come within the circle of protection.
Or you can just try and engage it in conversation and see if you can determine what is keeping it from passing on.
Cold Iron has a bit more measured magic capability that Bushido...
Re: [001] The Adventure Starts
Ezo! Drop it before it gets away, if you can! Kiyoshi watches expectantly, hoping to see a miracle shot by his fellow archer. But he feels that the third companion is doing something wiser, something they may be glad of before long, He nocks another arrow, to be ready and waiting.
PCs
Re: [001] The Adventure Starts
Ezo says nothing, but immediately nocks a third arrow and looses it at the fleeing creature. The shot was too quick though, and he feels far less confident about its trajectory.
Bow attack [1d1000]=278
Bow attack [1d1000]=278
Re: [001] The Adventure Starts
Is Kiyoshi taking another shot or just leaving it to Ezo?jemmus wrote: ↑Wed Apr 20, 2022 3:34 am Ezo! Drop it before it gets away, if you can! Kiyoshi watches expectantly, hoping to see a miracle shot by his fellow archer. But he feels that the third companion is doing something wiser, something they may be glad of before long, He nocks another arrow, to be ready and waiting.
Re: [001] The Adventure Starts
Kiyoshi bends his dai-kyu, tries to lead the running bakemono-sho just right, and shoots.
I'm out of town until Monday night and can't use the dice roller on my phone. fflz, could you roll for me?
I'm out of town until Monday night and can't use the dice roller on my phone. fflz, could you roll for me?
PCs
Re: [001] The Adventure Starts
an 070 is -10 added to Kiyoshi's Hm 8 is -2, no fumble but his shot is quite wild.
The last bakemono-sho disappears into the forest.
How do you want to proceed? There are two downed bakemono-sho in the Kagura dance platform and the ghost in the Honden.
The birds have fallen strangely silent, the wind is still.
Re: [001] The Adventure Starts
Ezo walks fully up to the landing next to Bankei, but hesitates going further. "Is it safe to approach a dead goblin? I think I will follow your lead, Priest. I have always erred to the clergy on matters of spirit and cleanliness."
Re: [001] The Adventure Starts
Kiyoshi mentally berates himself for the his wild hot. "That was a real failure. I must do better going forward. " He follows Ezo onto the platform. The listens closely to whatever advice the priest my have about fighting a spirit. And goes to the kagura stage for a vantage point for viewing ahead. And to inspect his kyujutsu handiwork, and retrieve any of his arrows he can.
PCs
Re: [001] The Adventure Starts
"You are responsible for those you have slain," replies Bankei, not quite addressing the question. He dries of his now-washed hands and prepares to approach the Honden.
He'll attempt conversation and, failing that, cast Oppose Spirits to make it flee.
Re: [001] The Adventure Starts
Ezo grunts a non-reply, studies the dead creatures for a few more moments from afar, then walks up respectfully behind and to the side of Bankei. His bow is rested, and he is curious to see the holy man at work, and the bakemono will still be there on their way back.
Re: [001] The Adventure Starts
Just to be clear, one of the bakemono-sho is dying (below magic reserve of -1/2 HP), the other will recover naturally (within safe reserve of -1/4 HP). Does Ezo wish to watch the one die, speed it's death, or do something else? Bankei COULD save the bakemono-sho if he was so inclined (but he's approproately left responsibility of the bakemono-sho to Ezo and Kiyoshi).Starbeard wrote: ↑Mon Apr 25, 2022 5:26 am Ezo grunts a non-reply, studies the dead creatures for a few more moments from afar, then walks up respectfully behind and to the side of Bankei. His bow is rested, and he is curious to see the holy man at work, and the bakemono will still be there on their way back.
More on approaching the Honden later today when I have more time to craft a response.
Oh, and taking the bakemon-sho's heads might be appropriate for Ezo and Kiyoshi to show to the local magistrate as demonstration that the threat to the shrine has been dealt with (and to collect any reward that might be on offer).
Re: [001] The Adventure Starts
Seeing one of the bake still stirring, Ezo draws his blade and steps up to the stage. He raises his sword up into a dramatic posture of execution, held for a poignant moment or two, then brings it down onto the neck.
Not wanting to soil his hands, he leaves the corpse there to drain blood until they return for the head. He then follows Bankei.
Not wanting to soil his hands, he leaves the corpse there to drain blood until they return for the head. He then follows Bankei.