Glory of the Emerald Empire (Legend of the 5 Rings Quest)

[X] Aid one of your friends
-[X] Mataru. Throw the table at his attackers, see if you can knock them out.
-[X] In general, attempt to keep your attackers focused on you. Draw their aggression so that they do not hurt your allies.
 
Risk verses reward. Pushing with the table might take out two, but I'm pretty sure there aren't clear rules on this situation. My best guess is that either our damage roll needs to exceed a certain TN or we need to raise for knockdown.
If its knockdown then I think we can try as long as we Void, 6k5 is not bad however beating a damage roll TN seems to be difficult, we're just too limited at 1 kept dice.
If you wouldn't mind elaborating Storybookknight, I'd appreciate being able to make a more informed decision.
Aiding allies just strikes me as a dangerous option, AoO aren't a thing in L5R but I'm still scared of them. Also we'd quickly loose any advantage as these two just come and put the odds back in their favour.
 
Sounds like exactly the sort of thing raises are for.
[x] Push with the table again.
-[x] with an uppercut action to force them over the rail (raise for effect)
 
Seems to me that trying to push 2 guys over the railing from a standing start when we alrady failed to do so with a charge is rather unlikely.

First instinct is of course to protect Mataru, but considering that Shirou is likely to support him we can't ignore the 2 guys we're blocking.

Catching fire would change the battlefield in our favour, but doing so in a wooden building may not be the best idea.

[X] lift the table apruptly to head height, then knee one of them in the balls before drawing the wakazashi.
 
[x] Push with the table again.
-[x] with an uppercut action to force them over the rail (raise for effect)
-[x] Spend Void on Strength
 
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Normally calling raises for Knockdown is required when you're attacking, but this is a unique situation where you're actually already touching these folks and they're leaning over a railing. As such, I would allow for you to make a Knockdown Maneuver while only needing to call one Raise. After that it's just opposed Strength after you make what is likely to be the final attack with this poor table.
 
[x] Push with the table again.
-[x] with an uppercut action to force them over the rail (raise for effect)

If someone would do the maths for success with and without void I'd appreciate it.
 
[x] Push with the table again.
-[x] with an uppercut action to force them over the rail (raise for effect)
-[x] Spend Void on Strength
 
@Winged Knight - how sturdy is the railing? Pushing them up and over seems unlikely (angles all wrong, etc), but actually breaking through the railing itself could be doable if the Crane build their railings like they build their tables.
 
[x] Push with the table again.
-[x] with an uppercut action to force them over the rail (raise for effect)
-[x] Spend Void on Strength
 
[x] Push with the table again.
-[x] with an uppercut action to force them over the rail (raise for effect)
-[x] Spend Void on Strength
 
4.50
[x] Push with the table again.
-[x] with an uppercut action to force them over the rail (raise for effect)
-[x] Spend Void on Strength

Attack Rolls: 4k3= 38, 14
Damage Rolls: 4k1=19, 5k2=17
Strength Roll: 4k4=39


Your first instinct is to drop the table and rush to Mataru's aid, but that would free the two enemies you have pinned against the railing. As you're already outnumbered this would not be the best course of action. Even more, your enemies are making quick work through your makeshift barrier and will be upon you in moments. Once that happens, an already unmatched fight will become even worse.

It is time to even the odds.

Power surges through your limbs, strength beyond anything you have brought to bear outside of wielding your tetsubo. Muscles heaving, you pull your arms back and then slam the table forward and up into your foes. You can hear bones snap beneath the violence of your attack, the sound overtaking even the crack of the table as it crumbles apart in your hands.

The destruction of the furniture is of no consequence, for you have succeeded. The railing shifts and splinters beneath your force, and the assassins barely have time to scream as they are thrown back into the air. They crash into the railing of the opposite balcony, and then tumble down toward the ground where they lay unmoving.

You have little time to enjoy your victory, however. Even as you turn to face the battle one of Mataru's assailants breaks away and charges at you. Before you can react he rakes your chest with his knife, scoring a burning line across your torso that stains your kimono crimson. A burst of pain erupts as the edge tears into your flesh, but you clamp your teeth shut and refuse to scream.

Instead you growl and draw your wakizashi and as he attempts to strike you again. His blow goes wide, and in the space of that moment you can see this was the injured one of the duo Mataru was fighting. Even behind the cloth covering his face you can tell his lips are drawn back into a smile, and he has forgone defense entirely in order to hold you back.

A mistake you capitalize on. You dodge to the side of his attack and slash at his side with your longer weapon. The wakizashi bites deep, and the man screams in agony before backing away. He holds one hand over the wound, the blood pouring down his chest mixing with the red tide bubbling up between his fingers.

The man's eyes are wide with shock, staring in disbelief at you as you corner him toward one side of the balcony even as your comrades deal with their own foes. You suppose his shock is understandable. He managed a powerful blow in his heedless rush toward you. No doubt he hoped attacking heedless of his own safety would give him enough advantage to make this fight easier for himself and his fellows.

A grin splits your face as you see his confusion overtaken by fear. These fools must have never fought Crab Samurai before. It will take more than a few pitiful knives to lay low one of Hida's chosen, and you will make these assassins know the full weight of that truth.

[] Attack your enemy.
-[] Call raises or change your stance.
[] Aid one of your friends.
[] Write in.


Sosuke has taken 12 Wounds after Reduction. He is still in the Healthy bracket and has 66 Wounds remaining. Because Sosuke took damage on the same turn he used a Void Point to enhance his Strength Roll, Void cannot be spent in order to negate 10 Wounds of damage. He has two Void Points remaining.
 
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Well kill this guy and then criticise the others for not pulling their own weight.

[X] Attack your enemy.
Raise for damage or feint? Is it worth it? This guy is so close to dead that increasing the dodge chance might be worse even after the higher damage as the maths goes.
 
[X] Grab Fool.
-[X] Beat fool with other fool. (Yay, Crab Hands!)
--[X] Spend Void.

So fucking glorious I have to delurk and vote for it.
 
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