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TheDiddler
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PostSubject: Edited Game Notes   Thu Oct 30, 2014 6:15 pm

The following are basic notes on each of the games that some players have missed.

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TheDiddler
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PostSubject: Re: Edited Game Notes   Thu Oct 30, 2014 6:16 pm

Game 1 (and 2ish)



Edited Game Notes for Kyle
 
Game 1: Logan, Charlie, Jason, Kyle?
Date: 12 OCT 2014
 
Is there no road to peace that does not travel through war? – Ide Tadaji, Legendary Diplomat
 
OOC:
-          Discussion of the Travelogues and the Kharma Points
-          Brief description of the characters (where they are from, their roles, their purposes)
-          Assistance with Characters (KP stuff)
 
-          Glory and Status: Status will be determined in the game. Glory will be given out based on your character backgrounds.  Those with somewhat illustrious pasts will roll 4k3 and add that to their Glory.  Those with more subdued histories will roll 2k2.  Those with Infamy will roll 2k2 and add that to their result. You will also gain Glory equal to your increase in Status when that is handed out.
 
-          4.0 + below
o   Logan – 5.8
o   Charlie – 5.1
o   Kyle – 4.0 Base
o   Jason – 6.5
 
-          Honor: You may wish to reflect through randomness how your character’s honor has shifted from Rank 1 to now.  Roll a single die: Even means it has increased in general; Odd means it has decreased in general. Then roll 2k1 and keep whichever die you wish to reflect the change.
 
-          Base + Below
o   Logan - +1.9 = 6.4 Honor
o   Charlie – 6.4
o   Kyle  - ?? Base
o   Jason – 6.1 Honor
 
-          Equine Personality:
-          The typical Unicorn noble would have more than one horse. A horse for war, a horse for hunting, a horse for long-distance rides.  However, each one has a favored horse and such horses have personality. 
-          Roll a single (non-exploding) d10. Do this in player order, any repeats are to be ignored and rolled again until no repeat.
o   Logan’s Horse (Uma): 6 (Youth)
o   Charlie’s Horse (Name): 3 (Curious)
o   Kyle’s Horse (Name):
o   Jason’s Horse (Name): 4 (Stubborn)
 
o   1 - Your horse is vicious. It is prone to fighting, even if there is no enemy to do so. It will occasionally require horsemanship rolls to keep from attacking people other than its rider, but it never requires a check to be encouraged into combat and has 4 ranks in Intimidate.
2 - Your horse is shy. It gets fidgety when in close proximity to strange people and strange horses. When it is around new people, it will occasionally require horsemanship to keep from retreating or fidgeting. However, it gains +1 Reflexes
3 - Your horse is curious. When idle, or left to its own devices, it has a tendency to wander. When in the same place for a long time, it will occasionally require horsemanship rolls to keep from wandering off. It gains +1 Perception.
4 - Your horse is stubborn. It is set in its ways and does not take well to direction. Occasionally, it will decide against an action and refuse to do it unless its owner succeeds in a horsemanship roll. However, it gains 2 additional points of reduction.
6 - Your horse is young. It is a newly broken gelding and has not yet learned all that is expected of it. It will occasionally need a horsemanship roll to when it needs to be taught how to do a new action. It gains the Strength of Earth advantage.
5 - Your Horse is old. Your horse is elderly, and likely in its waning years. However it has proven dependable. It will occasionally go slower than other horses, and will require a horsemanship roll to get back up to full speed. However, it can always be directed as a free action.
7 - Your horse is cooperative. It tends to follow the herd, even if it shouldn’t. It will occasionally need a horsemanship roll when occasionally asked to do things different from the other horses around it. However, it will follow any horses in front or beside it without the need of being ordered and gains +1 awareness
8 - Your horse is the largest in the stable. It is bigger than most horses around and isn’t afraid of using its size. It is occasionally a bully, and occasionally requires a Horsemanship roll to get along with other horses. It gains an extra 1k1 to all kick or trample damage.
9 - Your horse is smelly. No matter how you tend to your horse, it always has a particularly strong musk. This musk can be suppressed temporarily with a Animal Handling / Awareness roll but it always eventually comes back giving you a 1k0 penalty on social rolls in its presence. Your horse makes up for this with determination surpassing its smell. It gains +1 Willpower.
10 - Your horse is sickly. Your horse has been sickly for a good deal of its life. If it weren’t for your connection with it, it likely would have been killed long ago for its hide. It gains either the “Low Pain Threshold” or “Blind” disadvantage (Player’s choice). In addition, it gains Kharmic Tie 3 with you.
 
Meta Story: Events in the Empire
-          Crab, Owl, Scorpion War
-          State of the Lotus
-          Assassination of the Voice of the Emperor
-          Rumors and Slander of Imperial Conspiracies
 
Small Character Story
Each of these is a story option for one or two characters in the game that we can run when others are not available or we have the time to insert them into the story. Some will be flashbacks, some will be little story blurbs in the current timeline.
                Ideas: Exploring the Jewel of the Desert; others
-          Collecting the Scout: Shinjo (Logan)
o   Iuchi (Jason) sent into the (Mountains) to locate a scout Ide Jidokan has specifically asked for
§  Shinjo (Logan) hunting an infamous Boar from Chikushudo
§  PCs encounter a pack of White Tigers and get into combat
 
 
Hunting in the Great Wall of the North (Shinjo Sabah) [Flashback to this again with Iuchi Kaheem – Jason]
-          2 Children present (holding the dogs); other 3 at campsite
-          War Dogs
-          Boar Sow (Huge) and 5 Babies
o   Sneak up on the copse of trees where the Boar and family are hiding
o   About to attack to try to pin two legs (3 Raises); +10 TN for Camouflage
o   54 damage with two pinned feet
o   +15 damage for Pinned
o   Arrow to the eye kills the boar
-          Investigation (Notice)/Perception to notice the massive Tiger
o   Fails to notice the Stealthed Tiger who attacks from surprise
o   Attacks the horse trying to kill it
o   Sabah calls the Dogs (120’ away)
o   Steed attacks the Tiger from melee (kicks)
§  34
§  5 Water – 60’
§  Sabah kills the tiger as it is fleeing and witnesses the spirit of a creature of Chikushudo
 
Sabah, Kaheem, and Sofuto introduction
-          Kaheem is the grandson of Horiuchi Kesshite, the Herald of Slaughter
-          Sofuto is the protégé of Ide Jidokan
-          Sabah is a scout of the Burning Sands (mother from Medinaat al-Salaam)
-          Nokhoi is the leader of the White Dog Guntai/Otokodate, more Gaijin than Rokugani
 
 
 
 
 
Head ‘Em Up: Introductions at Shiro Shinjo (U8)
 
Unicorn Customs (Great Clans, Unicorn section; and Emerald Empire pp57-58)
 
Celebrating the Child
-          (Character) will be with his cousin/brother (as applicable) as the caravan, Daikoku’s Golden Wind, gathers at Shiro Shinjo.  Said sibling has just had a child and rushed out to locate (Character) for the “celebration ride”
o   OOC Note: Upon the birth of a new child, the addition to the family must be celebrated by broadcasting the luck and wonder to the rest of the clan.  Typically, a father and his children will ride out, but here there are fewer members of the family present than (Character)’s Cousin would like, so he has been tasked to help.
o   Basically, you are riding around Shiro Shinjo shouting and telling everyone of the new addition. You can do this simply by shouting with no roll.  However, if you seek to impress your fellow Unicorn, increase the glory of the family and the child, and perhaps even draw the luck of the Fortunes, you will have to do more than just shout.
o   What will you do?
§  A few options:
§  Courtier (Rhetoric)/Awareness (TN 20) or Perform: Oratory/Awareness (TN 15) base roll plus raises.  Each raise equals a single point of Glory added to your family and the child’s birth.
§  Horsemanship/Agility (TN 25) to speed up the process of spreading the tale. In conjunction with the above yelling, your skill with Horsemanship can increase personal glory and the memory of your feats of skill can increase the Glory of the memory of the vent.
·         Each Raise on Horsemanship represents riding faster, leaping obstacles, and other feats in general.  Each Raise is +1 Glory to the end result of the child’s birth and you will receive half this glory as a bonus to yourself.
-          Sabah’s cousin, Gedanji has the child
o   6k5 with 2 Raises = +3 Glory to the child’s birth and Shinjo Gedanji
o   Ide Sofuto must decide whether to stop the celebration or let the party happen
o   Iuchi Kaheem sees the box containing the Amulets of the Veil
§  Shahai’s magic gives off a hint of the Fortune, Shahai
o   Shinjo Usako, Daimyo of Shiro Shinjo
 
Campfire Tales
-          Brief scene around a campfire with officers of the Junghar, Baraunghar, Khol, and Daikoku’s Golden Wind (Jidokan absent) discussing rumors of the Burning Sands and Medinaat al-Salaam (Charlie’s Ide absent at the start)
o   Impress the Officers with knowledge of the Burning Sands
§  Sabah relays a tale of attack in the Sands by an Yobanjin
·         +0.3 Status
§  Kaheem creates a Map of the Jewel of the Desert (5 Raises)
·         +0.5 Status
§  Sofuto gains status for knowledge of the Caravan’s History
·         +0.5 Status
 
o   Characters given a chance to flex their knowledge and to spread rumors about the city and the treacherous Burning Sands
o   Scene/Description Note: This is a perfect chance to describe the various delicacies of the Unicorn (Unicorn Food Scene)
-          Ide (Charlie) arrives; introduce self as the second-in-command of Daikoku’s Golden Wind and the direct heir to Ide Jidokan
o   A servant carries with him a box of scrolls bound with the seal of Ide Jidokan and Daikoku’s Golden Wind (Gold circle laced with purple outline; the symbol is a horse racing across the vast desert)
o   As each scroll is handed out, Ide (Charlie) informs the various members of the company of their new roles
§  Here Charlie will tell each of the players and the various other officers of their reassignments:
·         Moto Kyle: You are to be the Captain of the Caravan Guard, taking orders only from my lord Ide Jidokan and, if he is unable to give commands, from me.  The majority of your soldiers will be taken from the Junghar (OOC Note: the least experienced of the three Unicorn Armies); however, all gunso and officers will be taken from the Khol (OOC Note: the most experienced of the three Unicorn Armies). You may choose your chief Chui (Lieutenants) from amongst the Khol represented here. You will have two immediate subordinates (Chui), an Elite Honor Guard from the Khol, 3 Guntai worth of men, a Scout Master, and advisors from the Baraunghar (OOC Note: The second Unicorn army, highly specialized in Maneuvers and Shugenja magic; support)
·         Nokhoi will join the players at the edge of the Veil having recently returned one of the Amulets that allow him to pass through with his men to the Iuchi.  He awaits the Caravan.
·         Iuchi (Jason): You are to given command of the Baraunghar advisors as the most experienced present with ties to the Burning Sands itself.  You will choose a Chief Advisor and 3 skilled shugenja (Rank 2-3 Moto and Iuchi) as well as your yojimbo. You report directly to the Captain of the Guard and Ide Jidokan
·         Shinjo (Logan): You have been chosen by the lords of the Khol to take command of the Scouts for this mission.  You come highly recommended and I hope your reputation is well-earned.  You will have 5 scouts from the Shinjo School to serve in whatever capacity you wish. You will report to the Captain of the Guard and Ide Jidokan.
§  Final Note:
·         Lord Jidokan knows that you are all aware of the dangers of traversing the Burning Sands. It is a land of death, heat, and pain.  However, though the journey will be fraught with troubles and tribulations, there will also be a great many exotic encounters along the way.  Most Unicorn do not get to go where you are going.  Next to no one else in the Empire will even consider such a journey.  You are blessed at having been chosen for this course of action and you should feel thusly honored. 
·         In order to share in our unique experiences, Lord Jidokan has had these books, bound in the fashion of the gaijin lands, laced together and gives them out to each of his chief officers.  You are to fill your travelogues with notes of the journey and, upon return, turn them in to the Unicorn Lords.  Who knows, you may well see them reprinted as stories to be shared to the Empire as a whole.
o   Status (and associated Glory) is gained at this time: (see notes)
 
Wealth, Commerce, and Investment
Upon being assigned to Daikoku’s Golden Wind, the characters were approached by their respective families and associates with the desire to invest in the Commercial Opportunity.  Even though your individual characters may not care about money outside of what is necessary for your duties, everyone realizes that mercantile ventures like this one are rare in the extreme.  You will undoubtedly make a great amount of wealth from the ordeal and sharing such wealth can increase the standing, glory, and general ability of your family.
-          This in mind, you have the opportunity to invest in your business venture.  10 Koku of rice, materials, and money represents one Rank of Wealthy.  Additionally, your personal families have collected savings for the investment and each of you gain +2 Ranks of Wealthy for the venture.
-          You may choose to Invest all, some, or none of the starting money in your venture. As the game goes on, you might find ways to increase your personal Investment (Gambling, Commerce along the roadways, etc). 
-          Commerce in Medinaat al-Salaam overseen by Ide Jidokan and Ide (Charlie) will be the primary factor in determining how much Wealth you earn.  However, because of the unusual nature of the venture, it is assumed that you will earn, at minimum, 300% on your initial Investment.
o   Example: You Invest 3 Ranks of Wealthy and the Caravan returns with no major mishaps or fantastic gains.  You receive 9 Ranks of Wealthy when you arrive back. 
-          The Trade Negotiations done by Jidokan and (Charlie) will determine the primary increase in Wealthy.  However, there is the possibility of losing Wealthy Ranks from various sources: weather and damage to the caravan in the desert, Raiders, theft from within. 
o   Additionally, upon your initial Investment, you or another player for you, may attempt to negotiate terms with Ide Jidokan.  You roll Opposed Commerce. If you succeed, you gain +50% Return on Investment + 50% for each Raise achieved.
-          When you return, you will be given a few options for your Wealth. 
o   You can give it immediately back to your family and increase their general well-being.  Doing so will grant all samurai from your vassal family increased starting wealth for a while. Your Honorable actions gain you +1 Honor for every 2 Ranks of Wealthy thus invested.
o   You can choose to barter your wealth into position.  You “grease the wheels” of politics with koku and for every rank of Wealthy you invest thusly, your Status increases by +1 Box. 
o   You can choose to reinvest more wisely and take on a position of power as a Merchant Patron.  For every 2 Ranks of Wealthy you Invest thusly, you gain +1 Duty Point on the Way of the Daimyo chart SOLEY for the Merchant Patron section.
-          You can choose NOT to Invest.  You may wish you utilize your money in a different fashion while in Medinaat al-Salaam.  Perhaps you wish to buy strange gaijin items for yourself or your family in lieu of the investment.  Barter and Koku will be the name of the game when you arrive in the Jewel of the Desert.
 
Investing Wealth Ranks
-          Jason – 2 Wealth (Family)
-          Charlie – 4 Wealth (Family + Personal)
-          Logan – 2 Wealth (Family)
-          Kyle - ??
 
Move ‘Em Out
Description of the vast caravan, Daikoku’s Golden Wind, as an entity made up of hundreds of smaller wagons, horses, people, gear, and trade goods as it traverses the wide open plains of the Shinjo lands and goes up, north, into the Great Wall of the North
 
Horse Trading
As a test of their abilities and diplomacy, Ide Jidokan has assigned the players to choose the prize horses he will take with Daikoku’s Golden Wind to the Jewel of the Desert for sale.  Jidokan and the Ide make 50% of the overall profits, bu the remaining half goes to the families from whom the horses are taken. 
-          Animal Handling/Perception to judge the prize horses for trade
o   Investigation/Perception to notice that some of the horses have been “tampered with” (i.e. coloring their coats, disguising defects, etc.)
-          PCs will determine that the horses of a Shinjo vassal, Lord Iekuta, are the best overall.  Those tampered with belong to a Moto vassal, Moto Zhidjan.
-          Etiquette/Conversation will allow the PCs to ascertain that the Moto lord holds considerably higher standing than the Shinjo.  Moreover, his family is closely related to the Moto Champion.  Choosing his horses will grant him as an Ally (1 Devotion/4 Influence) at little real risk to themselves (potential honor loss of .2 if Honor is 5+)
-          If the PCs choose the Shinjo lord’s horses instead, the Moto will become angry in the extreme. However, Jidokan will consider the PCs more honorable and loyal (and they gain +2 boxes of Honor).
o   Moto Zhidjan will call out the PCs as inferior, unable to pick a good horse, and generally trade on his high status as a provincial governor (6.0) to mock them for their choices.  Left unchallenged, this will cause their Glory to drop by +6 boxes (his status).
o   If they challenge his word or, worse yet, point out that his horses were tampered with, the Moto Lord will demand satisfaction.  He will demand a challenger for the represent the PCs step forward and duel him then and there. Jidokan will okay the venture as a further test.  How the PCs defeat Zhidjan, if they do so, will be important. If he is killed, they satisfy honor (gaining Honor and Glory), but gain certain Moto Lords as Sworn Enemies.  If they simply leave him unconscious or otherwise defeated, they gain less Glory, more Honor, and Zhidjan as a Sworn Enemy.
 
Horse Trading
-          Naheem examines the horses looking for Oni
o   Discovers that some of the horses have been tampered with (Zhidjan’s) (61)
-          Sofuto speaks with the Vassal Lords
o   Learns that Zhidjan is an angry lord
o   Commerce
-          Sabah examines the horses alone with Animal Handling
o   Discovers that the Shinjo lord Iekuta has the best horses (Animal Handling 39)
-          Sofuto and Moto Zhidjan
o   Sofuto chooses Iekuta’s horses
o   Zhidjan calls Sofuto out for being an inferior Horse Trader
§  Doomseeker teleports one of the weakened Horses to the group in a BAMF!
§  Dogs! Grrr!
§  Zhidjan becomes a Sworn Enemy of Ide Sofuto
-          Jidokan sends detail of the situation to the Khan
o    
 
The Great Wall of the North
Badger Lands (p361 Core Book)
Core Book p367 [G7] – The Great Wall of the North/Northern Wall Mountains
This vast mountain range, known by both names depending upon the area or historical record, serves as the effective northern border of Rokugan. It dominates the entirety of the Dragon Clan provinces (who refer to their own portion as the Dragon Mountains), as well as those of the Badger Clan, and occupies portions of the Ox and Phoenix holdings as well.  The mountains of this range are higher than the Spine of the World, and generally colder as well. However, they are more stable than the Spine, making them less dangerous to climb; the elements claim more wayward travelers than do rockslides or cave-ins.  For whatever reason, large plateaus are much more common in the Northern Wall Mountains, making them somewhat easier to live in (thankfully, for the Dragon Clan).  Beyond the Great Wall are vast steppes, occupied by the various Yobanjin tribes who fled the Empire at its formation. North and west of that lies the endless desert known only as the Burning Sands.
 
Shahai’s Veil
On its own, the mountainous terrain shifts and twists in dizzying array. Passages venture off around corners into darkness and shadow. Plateaus overshadow region, sending the road ahead into grayness and shadow at every time save under the noonday sun.  The Northern Wall Mountains serve their purpose easily. You cannot imagine anyone traveling these paths under the watchful eyes of the Badger clan and managing to achieve the Empire proper. 
 
Ahead, as the road straightens out in between two massive bluffs, you see a strange prismatic ribbon of light wavering in the air.  On either side hunting paths and small trails disappear creating a final break between here and the lands known as the Burning Sands. It is an obvious site for a potential ambush and you have been warned of the danger in previous years of Yobanjin tribes, bandits, and aggressive creatures of the spirits realms. Those attacks have lessened considerably over the years after the creation of Shahai’s Veil as many of the dangerous beasts and beings are cut off from that outside realm.
 
You grow closer and the caravan rumbles to a slow halt.  Ide Jidokan has told you before that you have only a certain select few of the Amulets of the Veil, gifted by the Owl Clan, which will allow you to pass through the dizzying maze.  Up close, the shifting array of colored mist evens out  into an impenetrable fog less than a dozen feet inward.  Vision, once inside, will be limited in the extreme.  You must pass through this treacherous domain, less than 100 yards across, 50 people and wagons at a time, before spilling out into the hot, burning sun of the desert beyond.
 
 



MORE INFORMATION
The Wabukan is the Peaceful Path espoused by the Ide family of the Unicorn.  It represents a far more diplomatic way of dealing with one’s problems than what is traditional for any samurai.  The Peaceful Path is the way of calm negotiation. It was created by Ide himself and perfected by generations of the Ide emissaries as a way of dealing with outsiders outside the bounds of violence.  The roaming Unicorn used the Wabukan whenever possible, choosing to gain allies, incorporate new ideas and customs, and conserve their own military might. 
 
The Wabukan is not popular with the Unicorn in these modern days. Tensions run high between the peaceful Ide and the other families of their clan.  The Shinjo seek to prove their honor and their loyalty by eliminating threats before they grow. The Utaku are honor-bound to serve the Master of the Four Winds, the leader of the Unicorn, and prefer to overwhelm their enemies with skill and force in lieu of the wasted breath of conversation.  The Iuchi are closer in mindset to the Ide, but many amongst them have shifted focus to war and the manipulation of the kami on the battlefield.  And the Moto, chief among the Unicorn, are overwhelmingly influenced by their Ujik-Hai roots, their worship of the Shi-Tien Yen-Wang, and centuries of aggression against the Shadowlands and other enemies of the clan that they see the Wabukan as meager too, if not a coward’s way out.
 
Will the Peaceful Path prevail in these troubling times? Will it silence the voices of violence and the call to war? Or will it be drowned out, itself silenced, diplomacy ignored?
 
You will decide.
 
Quote:
Is there no road to peace that does not travel through war? – Ide Tadaji, Legendary Diplomat
 
At the heart of the Unicorn is a permanent estrangement from everything but themselves. Even within the clan disparities exist to such a great extent that it fosters a feeling of mulipliticity.  Numerous strange customs all intermingle, trying to fit together.  Outside the clan, or the Empire, this feeling of separateness is stronger.  Warring temptations tear at the soul: follow ancestral tradition and be looked upon with derision and scorn by outsiders, or shift to become accepted by others and feel the personal betrayal and loss of your ancestral link to the past.
 


 
Daikoku’s Golden Wind
 
From the 4th Edition Legend of the Five Rings RPG Supplement, The Great Clans p251:
Daikoku’s Golden Wind is not a typical Rokugani holding even by the Unicorn Clan’s nomadic standards. In fact, it is not a “holding” in any conventional sense: it is a merchant caravan, the first to cross the sea of sand dunes and trade with the gaijin city known as the Jewel of the Desert, Medinaat al-Salaam. It takes its name from Ide Daikoku, a Unicorn caravan master from the Clan Wars era. Daikoku oversaw several caravans within the Empire, but he was the first merchant patron to consolidate the clan’s sporadic and informal trade with the Burning Sands into a true commercial route. The process was slow and difficult, and the caravan did not become fully operational until the time of Shinjo’s return to Rokugan. Daikoku’s son Daijobu and grandson Jidokan made sure the Golden Wind caravan continued to benefit the Unicorn Clan, generating profits for the clan even when the rest of the Empire was embroiled in war.
The Golden Wind’s route is roughly 1,800 miles long, connecting Medinaat al-Salaam to Outsider Keep to Mizu Mura. Due to the many threats it faces, it is also one of the largest Unicorn merchant caravans with over 100 wagons. Nearly 250 men and women accompany the caravan, about a third of them bushi, ensuring a painful shock for any bandits who try an attack.
 
People of the Caravan (~250 people)
 
Caravan Master: Ide Jidokan (Rank 5 Ide Emissary, Ide Trader, Caravan Master); (Status 6: Provincial Governor)
Yojimbo
Student and Second-in-Command: PC (Status 5; speaks with the voice of the Caravan Master)
Ide Traders and Advisors (Rank 2-3); 5 of these guys, one each overseeing 20 wagons (Status: 3-4)
 
Wagon Masters (~100): Various Rank 1 Ide Emissaries and, more commonly, heimin merchants
            Support Staff: Cooks, Grooms, et al
 
Caravan Guard: Rank-and-File are taken from the Junghar; Rank2+ are members of the Khol
Captain of the Guard: Moto Nokhoi (Taisa) (Status 5.5; though may answer occasionally to the Second-in-command)
                        Chui (Lieutenants) x2 (Rank 3 Bushi) (5)
                        Scout Master: Shinjo Sabah (Chui; Status 5)
                                    Scouts: (Rank 2 Shinjo Scouts) x5 (Gunso) [Children of Shinjo Sabah]
                        Elite Honor Guard: (Rank 3 Guys) x5
                        3x Guntai (~23 men):1 Gunso, 2 Nikutai (Corporals), 20 bushi
-          1 Guntai are the White Dogs
 
Baraunghar Advisors:
            Chief Advisor: Iuchi Kaheem (Chui) (Status 5.0)
3x Shugenja (Rank 2-3 Moto and Iuchi) PC in here (Gunso) (Status 3.5; valued slightly higher than the other Gunso)
Yojimbo for each, typically serve in the rank-and-file guard
           
Travelogues



This will be another way to gain XP and/or Kharma Points for the Unicorn game.

The idea is that the Unicorn are well-known for their Travelogues.  Long-form prose and literature in the form of travelogues is quite popular as entertainment in the Empire.  Basically, most people do not get the opportunity to see much outside their own province, much less those of other Families, Clans, or the boundaries of the Empire.  The Unicorn are the most common clan to create such travelogues because, until recently, they oversaw the Ministry of War and had thousands of their soldiers and magistrates traveling throughout the Empire.  They are also one of only three clans (Mantis and Tortoise being the others) that regularly leave the bounds of the Empire.

In game, your character may keep a travelogue.  If you wish it to be something that might be seen by others or even published, you can take Artisan: Literature as the skill appropriate.  If, however, you want it to be something handed down to your family or seen only by close associates, you do not have to take the skill.

OOC: You will write a paragraph (or more) after each gaming session, in-character, in whatever format you wish, and post it on the forums using the Subject: [Name]'s Travelogue. The Log will be your character's viewpoint on the matters that occurred, their thoughts and interesting commentary.

Awards:
If you manage to make a post for this for at least half of the overall games your character will receive an additional Kharma Point at the start of the next Clan-Based Game (3, instead of 2). 

Moreover, for each game session you create a travelogue, I will award an XP to all of the players of the Unicorn game for each travelogue entry completed. These XP will be given out at the beginning of the next game.  This means that if Charlie, Kyle, and Jason make a Travelogue for Game 2, at the beginning of Game 3, everyone will get +3xp.
           
 
 
Background Notes
1185 (Spring) – (Crab/Scorpion Conflict; Crab Game) (Tadaka II has been Emperor since 1173)
 
1185 (Spring and Late Summer) – (Unicorn Game)
 
Unicorn v. Lion Timeline
 
Unicorn and Crane
-          Akasha marries Doji Zhejiang cementing ties between the clans
o   Zhejiang Champion because younger sister (Doji O) assassinated the first Champion; Zhejiang heavily favored to the Unicorn (Gaijin Name)
o   Akasha questionable marriage (True Love Moto Chen)
§  Gave birth to Moto Naleesh, the Reborn Shinjo (Dark Secret)
§  Chen hastily married a young Battle Maiden (Kura-Kai) bringing her shame
·         Chen and Kura-Kai secretly adopted Naleesh in seclusion leaving the Empire to believe Kura-Kai is the mother
·         Naleesh is roughly 12 years old at this time
§  Doji Zhejiang officially denied the rumors in Winter Court at his wedding absolving the matter. Many believe the Crane Champion to be using the knowledge in abeyance in case the Unicorn turn on his clan.
-          Controlled Shogunate for 2 decades
o   Explored much of the other Great Clans in their role as Steel Magistrates and Legions under the Shogun (the Steel Champion used the Shogunate to help enforce the Edict of Limited Warfare)
-          Unicorn discovered Ide Tang and exposed him as an actor and spy, executing him in the Burning Sands. The Scorpion were able to steal many Ide secrets before his reveal
 
The Khan’s “Folly”
-          Khan (Moto Chagatai) used his clan’s role in the Shogunate (Moto Jinn-Sahn as Shogun) to screen a force of the Khol Army 
-          Assaulted Toshi no Meiyo Gisei and Shiro sano Ken Hayai together.  Lion retaliated and took several Ide strongholds and several items of “gaijin trash;” most returned, but one (De Bellis Yoditorum) was kept. Unicorn took Lion Battle Standard in a battle where Shinjo Shono and the Lion Champion, Akodo Shigetoshi slew one another in battle.
-          Unicorn returned Lion Banner and gave back Shiro sano Ken Hayai (Home of the Kitsu and one of the most renowned Akodo dojo).  Jinn-Sahn was forced to commit seppuku and the Unicorn were forced to give up their positions in the Shogunate.
-          The display of might impressed the new Emperor and the Unicorn were allowed to keep the City of Honor’s Sacrifice as a foothold into Lion lands. 
-          Tadaka Ietsuna (Emperor’s brother from Crab mother) has been given command of the Shogunate (and has willingly dropped the Tadaka name).  He was previously engaged to the young Moto Naleesh, but he Lion work vigorously to destroy the arrangement before it can come to fruition.
-          Many see the Khan as foolhardy for his actions. He shamed the former Shogun, a powerful retainer. He was forced to recall all of his Unicorn forces from the Shogunate and the potential marriage between Ietsuna and Naleesh is in jeopardy.
o   Other, more canny observers, realize the following:
§  The marriage to Ietsuna still exists and the Ide have the assistance of the Doji in defending it.
§  The Khan shamed the office of the Shogun causing others to doubt it/fear it – a good position to be in if the Unicorn fail to regain its power.
§  The Khan recalled all of his troops swelling the size of the three Unicorn armies and still retain a major foothold into Lion lands.
§  They traded the elderly daimyo of the Shinjo for the robust Lion Champion and have bruised the ego and honor of the Lion, causing them to behave aggressively in court.
 
Lion SitRep
-          Blessed by connection to the Throne, however, the Tadaka line have maintained a neutrality with the Lion clan to prevent favoritism
-          Lion leaders are prominent in the Imperial Legions, the Ministry of War and, now, the Shogunate as well.
-          Lion chafe at the Edicts of Limited War, itching to unleash the full might of their Armies
o   Constantly engage in war games within their families and numerous new Elite Units have sprung up
o   A tense situation exists within the Lion threatening to boil over at any moment
-          Major Allies with the Crab through the Legion of the Black Lion
o   Akodo Dairuko, younger sister of the Lion Champion (Shinjiro)_ betrothed to the future Champion of the Crab, Hida Kisada (The Little Bear)

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PostSubject: Re: Edited Game Notes   Thu Oct 30, 2014 6:16 pm

Game 3 (Mostly for Logan and Kyle)



Edited Game Notes
 
Unicorn Game: Silence and the Wabukan
Game 3
 
OOC
-          Kyle out for a while (further notice) unless we play non-Sunday
 
IC
-          Cross the Steppes; escorted by distant Ujik-Hai riders who never approach andonly seem to be interested that you are leaving
-          Kaheem discovers information about the Yobanjin Amulets and researches the Owl Amulets
o   Speaking with Earth kami about Yobanjin amulets reveals an image of a man in a rusted iron mask covered in scars who has a powerful connection to the Void, Earth, and Air; the man seems to have no spiritual corruption and blood that “sings with power.”
-          Sofuto “Wheels and Deals” with various merchants of the Dahab, way station vilalges, and other merchant caravans as you cross the Grassland Steppes. Gains a couple of basic allies, learns some gossip and rumor, and acquires a commercial advantage keeping the Caravan from losing wealth
-          Rumors:
o   “The City’s taxes on foreign goods have increased to over 25%.  If you bribe the right official, you can reduce this to as low as 10%, but if you attempt to bribe the wrong official you will find yourself without a head.”
o   “House Hazaad, the merchants of the supernatural, have grown in power and you may find them a suitable ally or a powerful enemy if you cross their path.”
-          The Ghost Tower: Caravan keeps seeing a mysterious ghostly image of a tower far in the distance; no amount of approaching brings it closer and it disappears every time soeone goes to look for it
o   Kaheem decides to take a group and go investigate at one point. He manages to keep sight of the image, ut eventually it fades leaving only a stone marker representing worship of the Shi-Tien Yen-Wang
o   Kaheem communes with the spirits there discovering a brief image of a far more powerful place.  Discovers that it might be related to the Hidden Grave of Khans (see Emerald Empire Book)
o   While investigating, the Lone Wanderer scene happens below.
-          The Lone Wanderer:  A strange man, half-naked, scarred and sunburned, comes wandering across the desert.  He bursts forward in crazy, chaotic patterns at impossible speeds moving beyond all sight and then falls to the sand for a few seconds before continuing.  Moto Nokhoi was intent upon firing and killing the indvidiual before Ide Sofuto made him pause.
o   Kaheem witnessed the man charging the Caravan and began to race back
o   Eventually, the man appeared directly before the Caravan. He had a shaved head, burned skin, and a Rokugani appearance.  He whispered in the language of the Mekhet: “By the blessed sands, please save us…please…save us.”
o   He passed out and was healed when Kaheem came back. The group recognized him as an ise zumi of the Dragon who had had nearly all of his 5 tattoos ripped from his flesh.  One partial tattoo of a centipede remained across his face.  Kaheem realized that the only reason the man was alive is because he has an enormous capacity for Pain (Earth 5). 
o   When he came to he asked what the current year was, seemed very confused as to where he was, and spoke of Devils in the Sands.  He gives the PCs the following information:
§  He and about 50 fellow Dragon were in Medinaat al-Salaam about a dozen years ago trying to establish an Embassy.  They were captured by some stranger in the city who sold them to another man. “A man in a blood-iron mask.” 
§  While telling his story, he sees Kaheem’s mask and breaks his ankle (which they bound with irons) trying to get away from him.  He calms eventually.
§  “Please do not sell me back to them…please! I will be your slave!”
§  Reveals that after years of torture, the man in the iron mask (ha!) eventually sold those that remained (about 30) to the Yazi Mozul (The Devils in the Sands), an Ujik-Hai tribe that Moto Nokhoi immediately recognized as being the most notorious, dangerous, and bloodthirsty of all the Ujik-Hai. 
§  The man is Togashi Ishaya.  Before he passes out again, he whispers: “He is Immortal!”
-          Devils in the Sands: Over the hours the PCs are interrogating Togashi Ishaya, his pursuers finally arrive.  A group of over 100 of the Yazi Mozul arrive and stop just out of bow range.  One rider comes forth, but summons two more to accompany him when 3 of the players ride out.
o   These people are led by a man named Melek Taus, the Peacock Angel
o   The Yazi Mozul demand the return of their prisoner.  Moreover, they require tribute for passing through their newly acquired territory (they did not own this region in the past)
§  Tribute can be: Wealth, Death, or Joining Us at the Oasis
§  They know the original owner of the Slaves (The Immortal Iron Sorcerer)
o   Melek Taus tells Sofuto that he could simply attack the Caravan.  Sofuto states that they would defeat them, but Moto Nokhoi, speaking quietly to the Ide, tells him: “If they attack us, they are 100 Heavy Cavalry trained in desert warfare. We might win, but at the very minimum we will lose half our Caravan and be far worse for wear.”
o   Sofuto agrees to a Water Promise and tells the Yazi Mozul (the Devils in the Sands) that Daikoku’s Golden Wind will follow their 100 Cavalry back to the Oasis.
-          XP
o   +3 xp for Travelogues (Kaheem, Sofuto, Sabah)
o   +10 XP (game)

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PostSubject: Re: Edited Game Notes   Wed Nov 26, 2014 12:00 am

Game 3: Charlie, Jason, (Logan and Kyle Absent)

 
Date: 26 OCT 2014
 
Is there no road to peace that does not travel through war? – Ide Tadaji, Legendary Diplomat
 
OOC
-          Bonus XP based on Travelogues (+1xp/travelogue created for all)
o   +3xp (Kaheem, Sabah, Sofuto)
-     

IC
 
Entering the Vast Desert Description
 
From the Steppes to the Burning Sands
You see them in the distance. They sit atop massive steeds at the crest of distant hills at the edge of the horizon. A lone rider each time, watching, waiting.  Some carry banners of indiscernible heraldry. Others bear a massive lance or spear. A few are armored, conical helmets lined with fur atop their heads, but even from this distance, as the sun glints across a muscled form, you can see a few brazen riders bare-chested, full of scars.
 
Attempts to draw closer see them vanish in the wind and you are not foolish enough to follow, nor do you have the time.  Your Warlord, Moto Nokhoi, leader of the White Dogs, informs you in curt tones that these men are your ‘escorts.’  They are Ujik-Hai warriors witnessing your passage through their lands, evaluating you as prey, as allies, or as something to be feared.
 
These escorts come fewer and farther between as you leave the seemingly endless swaying grasslands. The verdant blades give way quite suddenly to the terrible openness of the great burning desert before you. 
 
Daikoku’s Golden Wind has left the stark safety of the steppes.  The longest leg of your journey has now begun.  Ahead of you lies over a thousand miles of desert, peppered here and there by an oasis, a village, a foreign camp or castle.  Without the supplies in your wagons, you know that to enter such a desolate land would be certain death.  As it is, with your powerful company, death is no longer absolute certainty.
 
Merely a very likely proposition.
 
Iuchi Kaheem Amulet Research  

The Bastard Amulets (Meishodo)
-          Craft: Meishodo/Intelligence
o   Learn that they can be activated with blood, like Maho
o   Each use causes a roll of a d10. On a 1, the amulet breaks.
o   May only be used with Rank 1-2 spells
§  4 Embrace of Kenro-jo-jin
§  3 Path to Inner Peace
-          Commune (Earth)
o   2 Questions
§  Clarity (4 Raises)
·         Rusted Iron Mask looking down, scars all over the hands, and powerful connections to Void, Air, and Earth
·         Wild liquid black hair flying out from behind
·         A Solar Eclipse
§  No spiritual corruption in the caster at all
§  Physical description
-          Spellcraft
o   Discover that the kami respond because they are bound.  No other CAN respond.
o   They respond to the blood because of its purity and power.
§  Whoever created them has blood that “sings with power”
 
The Owl Amulets
-          Spellcraft/Intelligence
-          An Immortal connection – they appear to be tied to spirits of Yomi
 
Wheeling and Dealing (Ide Sofuto)
3 Rolls Against Compulsion
-          Pass all 3
 
Ally – 35 v. 70 (Ally Gained with 2 Raises)
-          Dahabi Merchant: Roushi of House Basiri (luxury items)
-          “The City’s taxes on foreign goods have increased to over 25%.  If you bribe the right official, you can reduce this to as low as 10%, but if you attempt to bribe the wrong official you will find yourself without a head.”
 
Ally – 49 v. 53
-          Dahabi Merchant: Sha’er Akhib of House Rashid (construction and carpentry)
-          “House Hazaad, the merchants of the supernatural, have grown in power and you may find them a suitable ally or a powerful enemy if you cross their path.”
-           
 
Commercial Advantage – Rafiq al-Shoula of House Mendadi (War items and Blacksmithing)
-          Lost -2 Wealth for gaining Allies instead of attempting Commercial Advantage
-          +4 to roll for Charlie for Kaheem Intimidating
o   3 Raises versus Merchant (10k7+3 vs. 10k10+10)
o   +3 (+1 Overall) Wealth to the Caravan
 
The Ghost Tower (The Hidden Grave of Khans) and the Sandstorm Pending
-          Sabah gives information on the burgeoning sandstorm
-          Kaheem and others go towards the Caravan
o   The Tower disappears
o   Kaheem ventures onward towards the invisible tower and discovers a Shrine to the Shi-Tien Yen-Wang
o   Casts Sense (Earth) to sense a Tower
§  A scout turns attention back to the caravan
·         The Lone Wanderer racing, sporadically, towards the Caravan
§  Investigation/Perception (2 Raises) to figure out What the Fuck
·         He’s looking over his shoulder constantly and appears to have had a lot of his flesh torn from his body
o   Racing back
§  Teleporting 800’
§  Speed of 5 (Water x 20 = 140’ per round on horseback)
 
The Lone Wanderer
-          Moto Nokhoi preparing to shoot the Lone Wanderer
-          Togashi Ishaya, flensed of most of his tattoos (4 missing)
-          Collapsed in the sands
o   “By the blessed sands, please save us.  Please…save us.” (in Mekhem)
-      


-          Gives some information about the other Dragon
o   The Devils of the Sands
-          Breaks his ankle trying to get away from the Doomseeker when he sees Karasu's Mask
o   Scared of the mask because it reminds him of the Iron Sorcerer

-          What is the year?
o   1185 – “Over a decade we have been slaves!”
-          “I will be your slave! Please do not sell me to them…”
-          “He is Immortal.”
 
The Yazi Mozul and the Prisoners
-          The 100 Yazi Mozul approach the Caravan
o   Melek Taus, the Peacock Angel  - Rokugani
o   Tribute to Pass, Death, or Join us at the Oasis (Water Promise)
- The Yazi Mozul leader informs Ide Sofuto and the group that if they do not come with them to the Blooded Oasis, the Ujik-hai will attack the Caravan.  Moto Nokhoi tells Sofuto that if these Ujik-Hai attack, they will probably win. At the very least, the Unicorn will lose more than half their men.  Sofuto agrees to go to the Blooded Oasis.


o   Melek Taus knows that the original owner of the Dragon slaves was the Immortal Iron Sorcerer (the man in the mask)
 
XP:
+10 XP
-          The Ghost Tower
o   The Hidden Grave of Khans
-          The Yazi Mozul
-          The Rising Desert Storm

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PostSubject: Re: Edited Game Notes   Wed Nov 26, 2014 12:06 am

Game 4: Jason and Logan (Charlie and Kyle Absent)

 
Date: 2 NOV 2014
 
Is there no road to peace that does not travel through war? – Ide Tadaji, Legendary Diplomat
 
OOC
-          Travelogue XP: +2 (Jason/Logan)
 
IC
 
The Lone Wanderer Contin.
-          Iuchi Kaheem will soon realize that the Togashi (and the other Dragon) are not entirely what they seem.  Somehow, they have been bound to spirits from another world.  Each has the spirit of a being of Toshigoku housed within their souls.  It becomes far more prominent at the Oasis.
o   Spirit of Slaughter within the Dragon, the Yazi Mozul, and the other Dragon
o   Spirits of Slaughter weak against Crystal; weak when away from this place
 
The Oasis of the Blessed Blood (in Mekhem)
-          A small Realm of Slaughter   
o   Control Rolls:
§  TN 10: Kaheem (31), Sabah (36), Sofuto (11), Nokhoi (27)
§  TN 15: Kaheem (33), Sabah (35), Sofuto (22), Nokhoi (25)
§  TN 20: Kaheem (37), Sabah (23), Sofuto (23), Nokhoi (24)
§  TN 25: Kaheem (37), Sabah (22), Sofuto (46), Nokhoi (26)
·         75% of Caravan Failed
§  TN 30: Kaheem (#), Sabah (#), Sofuto (#), Nokhoi (#)
§  TN 35: Kaheem (#), Sabah (#), Sofuto (#), Nokhoi (#)
§  TN 40: Kaheem (#), Sabah (#), Sofuto (#), Nokhoi (#)
-          Vision of the Purest Blood (Kaheem)
-          Death Race (for the Caravan)
o   Negotiation for the Caravans 
§  If you lose, 50 wagons. 
§  If you win, 1 wagon, but you get the wealth of the 10 Yazi Mozul (about 5,000 koku worth of gold, jewels, gear, weapons, armor, and their horses) [Total of +4 Wealth; -2 for the loss of a Wagon, +6 for the Yazi Mozul]
o   Negotiations for Weapons (Gear split between two groups)
§  12 to wear armor
§  20 small spears
§  10 bows
·         50 arrows
§  25 single melee weapons allowed
o   Unicorn Men
§  Shinjo Sabah, Iuchi Kaheem, Moto Nokhoi, Iuchi Shugenja, 3 Elite Guard (Rank 3), 3 White Dogs
§  No Armor: 2x Shugenja, 2x White Dogs
§  All 1x Melee Weapon and 1x Small Spear
§  2x Spears Nokhoi and 1 White Dog
§  No Small Spears: Kaheem, Iuchi Shugenja
§  Bows: Shinjo Sabah (13 Arrows) and Elite Guard (12 arrows)
o   Racing this evening (+5 TN penalty for poor light for all actions involving sight)
o   Interspersed between each other
o   Shugenja/Special Techniques (+10 Water Penalty; +5 Earth, Fire, Air; Damage spells +Free Raise to roll)
§  Courtier Technique (5 Horses – Shugenja, 1 Elite Guard, 3 White Dogs): No Movement Penalties, no Fatigue
§  Bone Whistle: (Sabah’s Horse) +1 Swift 8/hrs
§  Seed of Qanan: Kaheem and Nokhoi; Sabah and Elite Guard
·         First attempt is wasted (fails); second succeeds (Nokhoi and Kaheem); third succeeds (Elite Guard and Sabah)
§  Iuchi Shugenja and Elite Guard  (5rds)
§  Elite Guard and White Dog (5rds)
·         Can use each other’s skills
o   Ujik-Hai Shaman cast spells blessing the Track, drawing out Toshigoku
-          Race
o   1 White Dog Decapitated at Start; 1 Elite Guard Cut Down
o   Kaheem +3 Infamy (Moonwalking)
o   Sabah +3 Glory (Murderface)
o   All PCs involved +6 Glory (Winning)
o   +5 Infamy (For finishing them off)
-          Total:
o   +6 Glory, +5 Infamy (ALL)
o   +3 Glory (Sabah)
o   +3 Infamy (Kaheem)


-          The “Duel” (for the Dragon)
o   Negotiating for the Slaves
o   Dragon worth 12 Wealth Total
-          Deal for the Dragon
o   We get the Slaves now
o   Will invest won 24 Wealth or you get Slaves back
-          Sofuto, using the Heart Listens, acquires Melek Taus as a 4 Influence /1 Devotion Mercantile Ally (Bloodthirsty Devils of the Sands)
o   Melek Taus agrees, offers to go one-third that amount if you prove your ability to defeat his most powerful servant in combat (Duel) and send out riders that you are not to be harmed by ANY other Ujik-Hai bands (an outrider will accompany you).
o   Yazi Mozul Outrider (Ringa Sah, Rank 3 Ujik-Hai Warrior; only speaks the Mekhem language)
-          5 Warriors
o   Nokhoi, Sabah, Kaheem, Elite Guard, Moto Death Priest 
-          Willpower Roll (See above)
o   Before fight starts
 
The Rising Desert Storm
-          See other notes
-          The Duel at the Oasis of Blessed Blood
o   The Oni
-          The Ghost Tower
o   The Hidden Grave of Khans
-          The Rising Desert Storm
 
XP:
+10 XP OR Raise a Trait from 2-3 (non-Void)

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PostSubject: Re: Edited Game Notes   Wed Nov 26, 2014 12:07 am

Game 5: Jason, Logan, Charlie (Kyle out)
 
Date: 9 NOV 2014
 
Is there no road to peace that does not travel through war? – Ide Tadaji, Legendary Diplomat
 
OOC
-          Travelogue XP:
 
IC
Control Rolls:
-          TN 10: Kaheem (31), Sabah (36), Sofuto (11), Nokhoi (27)
-          TN 15: Kaheem (33), Sabah (35), Sofuto (22), Nokhoi (25)
-          TN 20: Kaheem (37), Sabah (23), Sofuto (23), Nokhoi (24)
-          TN 25: Kaheem (37), Sabah (22), Sofuto (46), Nokhoi (26)
o   75% of Caravan Failed
-          TN 30: Kaheem (#), Sabah (#), Sofuto (#), Nokhoi (31)
o   Failed (-1 Willpower): 100% of the Caravan save PCs and Ide Jidokan
-          TN 35: Kaheem (#), Sabah (#), Sofuto (#), Nokhoi (14)
-          TN 40: Kaheem (#), Sabah (#), Sofuto (#), Nokhoi (#)
 
The Duel at the Blooded Oasis
In the evening (late)
 
5 on 1; the Munemitsu no Oni (covered in sand and the blood of Toshigoku)
-          40’ from the Oni as it lumbers out, screaming to you
-          Jade Rocks from the ground; super death arrow; Nokhoi hacking and slashing then gored on its horns; Nokhoi slamming his blade into the Oni’s head while Gored; Sabah summons the Dogs to kill the Shaman for attacking in the combat
o   Hagen ibn Kul ripped apart by the 4 Moto War Dogs (75% of his damage goes to one of the Slaves from a Maho Spell)
o   Elite Guard is Tainted by the Oni; dogs tear apart the Shaman
-          Melek Taus offers to purchase one of the Moto War Dogs
-          Nokhoi, Sabah, Kaheem, Elite Guard, Moto Death Priest 
o   +4 Glory for defeating the Oni of Toshigoku
-          The PCs acquire Dragon Slaves 30 total (8 Kitsuki, 18 Mirumoto, 1 Tamori, and 3 Ise Zumi including Togashi Ishaya)
o   Possessed by full spirits of Slaughter
-          Shinjo Yusai asks to be executed for being corrupted by the Shadowlands Taint
 
-          Scout Ujik Hai: Ringa Harish, Bannerman of the Yazi Mozul, the Sand Devils
 
 
 
The Desert Storm
The storm in the distance
-          Iuchi drive towards the Hidden Grave of Khans to remove the illusion
-          Sabah and Sofuto try to gather the Wagons
o   Ropes tying the Wagons together
o   Keep morale up (reduce the effects of Fear)
§  Storytelling (2 Raises) – no Fear for 2 Rounds
-          Kaheem and the Tower
o   Hidden Grave of Khans
o   Willpower vs. the Entity within
-          Darkness rolls over the Burning Sands around you as you enter the Tower
o   Shinjo Takamashi, Unicorn Champion (4th Century leader)
-          Spellcraft/Willpower Rolls to push back the Illusory Magic and reveal the hidden ruins of the Tower.  It was the site of the death of an early Unicorn Champion (name: ??)
o   Base TN 40 + Raises to distract the Summoner (once 10 achieved, the Summoner has to turn from his work back to the PC)
o   Then Opposed Rolls (begins to see a vision of the summoner – bloody hands, filed teeth, insane mind)
o   Willpower and Wagons
§  Round 1:
·         Kaheem: 2 Raises against the Illusionist
·         Sabah: 4 Raises (TN 45); 5 Wagons Saved; 8 Damage
·         Sofuto: 4 Raises (TN 45); 5 Wagons Saved; 8 Damage
§  Round 2: 2k1
·         Kaheem: 4 Raises against the Illusionist
·         Sabah: 4 Raises (TN 45); 5 Wagons Saved; 7 Damage
·         Sofuto: 4 Raises (TN 45); 5 Wagons Saved; 7 Damage
§  Round 3: 2k2
·         Kaheem: 3 Raises against the Illusionist
·         Sabah: Roll to resist mount breaking leg; success!
o   4 Raises (TN 50); 5 Wagons Saved; 14 Damage
·         Sofuto: Roll to resist mount fleeing in fear with you on it; success!
o   2 Raises (TN 35); 3 Wagons Saved; 14 Damage
§  Round 4: 3k2 (7 wagons)
·         The Summoner fights back (2k2 psychic damage)
·         Kaheem: Dazed from Touched by the Void 
·         Sabah: No Fatigue
o   3 Raises (TN 45); 4 Wagons Saved; 17 Damage
·         Sofuto: Roll to resist mount fleeing in fear with you on it; success!
o   Fatigued from the effects of the Desert Storm
o   2 Raises (TN 45); 3 Wagons Saved; 17 Damage
§  Round 5: 3k3
·         Kaheem: 4 Raises against the Illusionist (TN 60)
·         Sabah:
o   Horse Fear: HELL NO!
o   Fatigue TN 30
·         Sofuto: Down from Damage (Yojimbo Rescuing)
o   19 Damage
§  All Wagons Saved!
§  Jinn happy with you being at the Tower.
           
The Hidden Grave of Khans
asdf
 
 
XP:
+9 xp
-          Remember that if you get to Insight Rank 5, you do not gain the Rank 5 Technique nor do you gain any new Spells.  These wait until you return to the Scorpion domain.

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