[001] The Adventure Starts
Re: [001] The Adventure Starts
"Well, surprise is probably the more prudent part of valor…" Ezo quietly rises up to peer over the stone lantern and put one of the creatures into his sights. He does the same as Kiyoshi, quickly loosing as many arrows as he can until they are close enough to reach melee, where he will drop his bow and switch to his daito.
Re: [001] The Adventure Starts
I think you actually need to be a little closer to get a clear shot (like the left corner of #4 on the diagram, or on the path at about where the #3 is), still you will be able to shoot from surprise. That will then give you a turn to switch to melee weapons before the bakemono-sho could close for melee. You will have time before they close to determine if they are drawing katana and closing or drawing han-kyu and returning fire. If you go to the corner of #4 one of you will be able to get cover while shooting.
Go ahead and make your attack rolls (1d1000). I will interpret the roll, though you can follow along on the chance adjustment chart if you like.
You are close enough to have a +0 range modifier. Ezo has Hm 7 with bow and quality arrow, Kiyoshi has Hm 8.
Go ahead and make your attack rolls (1d1000). I will interpret the roll, though you can follow along on the chance adjustment chart if you like.
You are close enough to have a +0 range modifier. Ezo has Hm 7 with bow and quality arrow, Kiyoshi has Hm 8.
Re: [001] The Adventure Starts
Kiyoshi moves to the corner of the washing house, bends his dai-kyu, and looses an arrow at the strongest-looking bakemono-sho.
[1d1000]=778
[1d1000]=778
PCs
Re: [001] The Adventure Starts
778 is a +5 to his Hm 8 for a 13, which is 11 higher than the bakemono-sho's Db 2 (they are dancing so not stationary targets, but not exactly aware, so I'm giving them Db - 4 as defense, they would normally have Db 6). They are in Light Ashigaru armor which is T4 C2 (T is damage reduction, C is crit reduction) making that 9 higher for crit determination. That''s triple damage. Roll 3d8 damage, the arrows are +3 Vst so the net damage will be 1 less than whatever you roll. Probably a dead bakemono-sho...jemmus wrote: ↑Wed Apr 13, 2022 7:19 pm Kiyoshi moves to the corner of the washing house, bends his dai-kyu, and looses an arrow at the strongest-looking bakemono-sho.
[1d1000]=778
For the first few fights I will give more detail on your opponents than I normally would to help explain the system.
Re: [001] The Adventure Starts
Just so I'm clear - the initiative count was to show that the Bushi's shooting superceded Bankei's attempt at verbal parlay? I was waiting to post again until that action resolved.
Re: [001] The Adventure Starts
Actually, I may have mis-placed the parley, sorry. Did you intend to do that before or after casting Blur?
Re: [001] The Adventure Starts
I'll hold off results until we resolve when the attempt at parley occurred, though if your intent was to take a bow shot from surprise, that would have to interrupt the parley attempt.
Re: [001] The Adventure Starts
I said I walked ahead, stopped halfway up, cast blur (in case they shot at me), then went to the top of the stairs to call out to them. I think it is reasonable that they rushed past me and shot while i paused to cast. (I thought that's what the turn order was showing.)
Just because the Buddhist wants to try non violence doesn't mean the bushi have to let him.
Just because the Buddhist wants to try non violence doesn't mean the bushi have to let him.
Re: [001] The Adventure Starts
OK. Yes excitable bushi rushed on ahead.Marullus wrote: ↑Thu Apr 14, 2022 12:09 am I said I walked ahead, stopped halfway up, cast blur (in case they shot at me), then went to the top of the stairs to call out to them. I think it is reasonable that they rushed past me and shot while i paused to cast. (I thought that's what the turn order was showing.)
Just because the Buddhist wants to try non violence doesn't mean the bushi have to let him.
Waiting for Ezo’s bow shot.
Re: [001] The Adventure Starts
Ezo moves to the other corner of the washing station, leans out and shoots his own arrow at a different bakemono (we'll say the weakest-looking one).
I can't find the campaign ID! Just to keep things moving along while I get myself sorted, I rolled real dice and got 909.
I can't find the campaign ID! Just to keep things moving along while I get myself sorted, I rolled real dice and got 909.
Re: [001] The Adventure Starts
Campaign ID 959. BTW, if you click on anyone's die roll if the recommended bits are copied from the dice roller, you will get to the entry in the dice roller, from which you can get to the campaign...Starbeard wrote: ↑Sat Apr 16, 2022 4:30 am Ezo moves to the other corner of the washing station, leans out and shoots his own arrow at a different bakemono (we'll say the weakest-looking one).
I can't find the campaign ID! Just to keep things moving along while I get myself sorted, I rolled real dice and got 909.
909 is a +8 combined with Hm of 7 is 15, which is 13 higher than the bakemono-sho's Db 2 (they are dancing so not stationary targets, but not exactly aware, so I'm giving them Db - 4 as defense, they would normally have Db 6). They are in Light Ashigaru armor which is T4 C2 (T is damage reduction, C is crit reduction) making that 11 higher for crit determination. That''s quadruple damage. Roll 4d8 damage, the arrows are +2 Vst so the net damage will be 2 less than whatever you roll. Probably a dead bakemono-sho...
Re: [001] The Adventure Starts
Thanks, somehow I never became aware of that about finding the campaign ID in the links section of the dice rolls.ffilz wrote: ↑Sat Apr 16, 2022 4:43 amCampaign ID 959. BTW, if you click on anyone's die roll if the recommended bits are copied from the dice roller, you will get to the entry in the dice roller, from which you can get to the campaign...Starbeard wrote: ↑Sat Apr 16, 2022 4:30 am Ezo moves to the other corner of the washing station, leans out and shoots his own arrow at a different bakemono (we'll say the weakest-looking one).
I can't find the campaign ID! Just to keep things moving along while I get myself sorted, I rolled real dice and got 909.
909 is a +8 combined with Hm of 7 is 15, which is 13 higher than the bakemono-sho's Db 2 (they are dancing so not stationary targets, but not exactly aware, so I'm giving them Db - 4 as defense, they would normally have Db 6). They are in Light Ashigaru armor which is T4 C2 (T is damage reduction, C is crit reduction) making that 11 higher for crit determination. That''s quadruple damage. Roll 4d8 damage, the arrows are +2 Vst so the net damage will be 2 less than whatever you roll. Probably a dead bakemono-sho...
Damage! [4d8-2]=10-2=8
Hmm. Probably not a dead bakemono-sho after all…
Re: [001] The Adventure Starts
That is still sufficient to stun it (more than 1/2 of its 15 hit points in a single blow), knocking it down and causing it to lose it's next turn. Also, since it thus is reduced below 1/2 hit points, it is "blinking" which is -3 to most everything ("blinking" can be shrugged off for a single round at the cost of increasing the penalty to -4 thereafter).Starbeard wrote: ↑Sat Apr 16, 2022 9:23 pmThanks, somehow I never became aware of that about finding the campaign ID in the links section of the dice rolls.ffilz wrote: ↑Sat Apr 16, 2022 4:43 amCampaign ID 959. BTW, if you click on anyone's die roll if the recommended bits are copied from the dice roller, you will get to the entry in the dice roller, from which you can get to the campaign...Starbeard wrote: ↑Sat Apr 16, 2022 4:30 am Ezo moves to the other corner of the washing station, leans out and shoots his own arrow at a different bakemono (we'll say the weakest-looking one).
I can't find the campaign ID! Just to keep things moving along while I get myself sorted, I rolled real dice and got 909.
909 is a +8 combined with Hm of 7 is 15, which is 13 higher than the bakemono-sho's Db 2 (they are dancing so not stationary targets, but not exactly aware, so I'm giving them Db - 4 as defense, they would normally have Db 6). They are in Light Ashigaru armor which is T4 C2 (T is damage reduction, C is crit reduction) making that 11 higher for crit determination. That''s quadruple damage. Roll 4d8 damage, the arrows are +2 Vst so the net damage will be 2 less than whatever you roll. Probably a dead bakemono-sho...
Damage! [4d8-2]=10-2=8
Hmm. Probably not a dead bakemono-sho after all…
Kiyoshi's shot drops his target, sending it to -2 (18 + 3 Vst less 4 armor for 17 against the goblin's 15 hp) which is within it's safe reserve (up to 1/4 hit points below zero) from which it could recover without magical healing.
The remaining bakemono-sho observing two well armored bushi with bows and a priest clearly praying bolts out the back, evading (+2 Db but since you are shooting from behind its defense would normally be Db - 4). The bushi may take a parting shot if desired. Bankei will complete his Blur spell at the end of this upcoming turn.
Re: [001] The Adventure Starts
"Don't let them escape, we'll never find them in the forest!" Ezo looses another shaft at his original target.
[1d1000]=952
[1d1000]=952
Re: [001] The Adventure Starts
Kiyoshi is happy with his first shot ever shot at a yokai. He replies to Yes and looses another arrow.
[1d1000]=660
[1d1000]=660
PCs
Re: [001] The Adventure Starts
952 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
Re: [001] The Adventure Starts
Pleaselet me know when that arrives.Bankei will complete his Blur spell at the end of this upcoming turn.
Re: [001] The Adventure Starts
660 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
Re: [001] The Adventure Starts
Go ahead and roll your spell success for the Blur. You have SR 3 (Level 3 + 3 WISadj - 3 spell level). You need a 330 or better for success.