Initiative: Movement: Free Manipulation object: Action: cast Mold Earth to begin to borrow a hole t omake a secure camp .. but do it very choatically ... he is abviously NOT an architect Bonus Action: Reaction intent:
Sorcerer Innate AbilityFont of Magic (Bonus Action). You have 3 Sorcery Points. You can transform unexpended sorcery points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6 > 4th, 7 > 5th) on your turn or you can expend one spell slot and gain a number of sorcery points equal to the slot level.Font of Magic | Distant spellrange of 5+ : 1 sorcery point x2range. touch :30 feet Twinned Spell. When you cast a spell that targets only one creature and doesnt have a range of self, you can spend a number of sorcery points equal to the spell level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).MetaMAgic : Distant spell & Twined spell
Cantrips: Message Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 1 round +/-25 words
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Firebolt Casting Time: 1 Action Range: 120' Components: V,S Duration: 1 minute
You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).. Firebolt | Minor Illusion Casting Time: 1 Action Range: 30' Components: S, M (A bit of fleece) Duration: 1 minute
You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an Action or cast this spell again.
If you create a sound, its volume can range from a Whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete Sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it.
If a creature uses its Action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature. Minor Illusion| Mold Earth
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Spells lvl1: Thunderwave Casting Time: 1 action Range: Self Components: V,S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured Objects that are completely within the area of Effect are automatically pushed 10 feet away from you by the spell's Effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d8 for each slot level above 1st. Thunderwave| Witchbolt Casting Time: 1 action Range: 30' Components: V, S, M (a twig from a tree that has been struck by lightning) Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st Witchbolt Spell Lvl 2 :invisibility Casting Time: 1 Action Range: Touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour
A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd. invisibility | WEB Casting Time: 1 Action Range: 60' Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are Difficult Terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.
A creature Restrained by the webs can use its ACTIONS to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. WEB
Skills | You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | poison and bludgeoning damage Resistance | to lightning damage. vulnerable | charmed, frightened, and poisoned conditions.Immunity | You do not need to eat or breathe. You still need to drink, and you require a resting period that emulates sleep in order to recharge your inner workings. Automate | Wild Magic Surge. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.Wild Magic Surge | Tides of Chaos (1/Long Rest). You can gain advantage on one attack roll, ability check, or saving throw.Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. Tides of Chaos |
__________________
Yes ... I'll take the Oath of Sangus ;)
Last edited by KhamLuc; Sep 22nd, 2022 at 01:38 PM.
“Yes, Torēru I agree we should find a safe spot where we might rest peacefully.” She answered. Then watched Rinka head up a tree faster and with more ease than might a squirrel. The woman was human and yet clearly quite capable of amazing things. Indeed her entire party was filled with those she would consider blessed by the Kami and she wondered if it was possible that the gathering of this group was not chance or fate but instead A naturally foreordained event. A state in which other outcomes are impossible. A result which can only be obtained by a single causality, and all other causalities would necessarily create different results.hitsuzen
She decided she would meditate on it this evening. Meanwhile she took out her incense sticks and lit them, letting the sage smoke purify the area as she beseeched the local kami for their blessing upon the camp this eve.
It had only been a few months since Yue has returned to the world, and every day it was hard to resist the temptation to find another tree. People were awful. Long, slender, fingers reached up to play with the moonstone necklace he had been wearing since then. He had lost his village and then the tree, both the places and people he had grown up with. To this day, he still didn't know the fate of his parents. As he left his home and entered into this new land, the homesickness only got worse.
The group he was traveling with was odd to say the least. They were still in the stage of feeling each other out, of wondering who was trustworthy, of who to watch out for. Yue hadn't talked to them much and certainly not spoken about anything personal. He didn't really trust any of them yet. But the least trustworthy was that machine. Having grown up somewhere rural, isolated from world, machinery wasn't something he was very familiar with. Least of all machines that seemed like people.
They were discussing stopped for the night, as it was soon to be getting dark. Both the hair of the back of Yue's neck, and his feathers, were standing on edge. He was very familiar with the feeling of something watching him. But whether it was an innocent animal, or something far more sinister, he couldn't tell. Wordlessly, Yue raised two fingers and tapped the side of his head. Anybody who was watching him would notice that for a brief moment, one of the magical designs on his arms glowed. Yue blinked a few times as his already bright silver eyes became brighter. The incoming darkness of night no longer an issue.
As others began to meditate, or set up camp, or climb into the trees, Yue did a slow circle. Scanning the world around him for any signs of whatever was watching them.
It was a long day's traveling. Some people were made for traveling, some people were terrible at it. Vix was good in short stretches, but this hadn't been a short stretch at all. It was truly unfortunate that they hadn't been able to convince the bengoshi to provide them with a cart.
Vix had taken the lead. Sukochi was where she was born after all, and she recognized every herb, flower, tree that they passed. At first, it was great coming home. But as they continued mile after mile, she couldn't help but notice the lack of people. It might have simply been her company. Kitsune were shy even in the best of times. But a growing certainty rose in her gut that these were anything but the best of times.
It was subtle - at first. Coming deeper into the lands of her birth, she first noticed a bush that was... sick. A little yellow. A little later she noticed a tree that had a fungus infection she'd never seen before. There were other signs, but the kicker was the lack of music. No birds sang. No squirrels berated or lobbed acorns as the trespassers in this domain. As they traveled deeper the signs were more obvious, and the other party members began to take notice as well, if the dearth of conversation were any sign.
She'd heard about the mists of course. Who hadn't? Nobody knew what had caused it, but she suspected rogue Ceramian or Kengen alchemists. If they couldn't rule the land, they would see it destroyed. It was the way of war.
Torēru was the first to suggest they make camp, and others quickly echoed the sentiment. "Well, let's look around for a place. But regardless of what we do or don't find, we're going to need to setup a watch. I could take first..." Vix yaws. "on second thought, maybe it would be better if I could take second watch." Second watch was when the baddies came for you anyway. She wished they wouldn't wait, but that was simply the way of things... and she would be ready for them regardless. There was no such thing as a bad time for fighting.
But for now, some sleep. Afterall, if she didn't get off her feet soon, she'd be too sore to walk in the morning.
Can I make a survival check to attempt to find an ideal campsite? Something defensible and hard to sneak up on.
Dice survival:
d20+5
(19)+5
Total = 24
__________________
We are men of action, lies do not become us.
Westley - The Princess Bride
Last edited by anamiac; Sep 24th, 2022 at 02:13 AM.
The tree was awkward to climb, as Rinka found no doubt to her immense dissatisfaction. The bark of the tree was rotten, with flakes peeling off as she tried to ascend. And yes, the trunk of the tree itself was too slimy, and too difficult to grab a handhold, so in the end she had to settle with going halfway and peering out from a crook where she could get a comfortable vantage point.
Sadly, the land was not forthcoming with its secrets, particularly under the blanket of night, even with the soft silver glow of the moon in the night sky.
And while Rinka attempted to scout the surrounding area, Vix did indeed manage to find a suitable campsite, one away to the side from the strange, diseased-looking trees that dotted the landscape. It was at the base of a hill, a suitable place to make camp and shrouded from prying eyes by a grove of trees further on ahead. At the discovery of the campsite, Mascarade conjured up a trick of his own, pointing at the sodden ground which began to shift and tremble from the power that he summoned. And the earth did move....somewhat haphazardly anyway as dirt and rock made way to make a slight hole in the ground. It was rudimentary yes, but it was something that would provide at least a small modicum of protection against the elements that night.
The temperature dropped, and a distinct chill began to permeate the air as night moved onwards. It was not cold, per se, but it was the sort of chill that crept into a person's bones and made them shiver irrespective of the actual temperature.
Yet it was the ever deepening sensation that would prove to be more pervasive. It was hard to say what was causing it, but there was a definite feeling of wrongness here in the air. It was a deeply unsettling, disconcerting feeling, and one that far from receding, was growing stronger.
Ever stronger.
The snap of a branch from the cluster of trees ahead shatters the illusory peace of the night.
Someone, or something, is lurking inside the shadows.
You may react or take whatever actions you deem appropriate here. We are not in initiative, yet.
Last edited by Ballingray; Sep 24th, 2022 at 01:14 PM.
The moon was setting in the western sky, a semi-halo of gold. The stars glittered like so much treasure, and the night was promising to be a long one. Vix had slept well during the first watch, even if it hadn't been enough. It was never enough. That was normal. She'd sleep a plenty when she was dead.
Clearly, someone else wasn't asleep either. It was time to find out who their visitor was. Perhaps a kitsune, too shy to approach the camp? That would be boring, but they would have information. They sure could use some information right about now.
Vix could be sneaky when big, but she preferred a smaller size. It's easy to break a twig underfoot when your eyes are four feet away, you only have two legs, shoes on to mask your foot sensitivity, and you weigh 100 lbs. Slipping into her fox form, Vix whispers to her watch partner. Stay here, I'll check it out. If I start yelling then wake everyone else up and come get me. If I start yipping then it's a friendly, and you can come talk to them but don't have to wake up everyone.
Vix leaves the camp in the opposite direction of the intruder, then circles around behind them. Using her nose to guide her, she sneaks up to where she can determine what manner of individual the uninvited guest is.
We're using this kitsune racial:
Quote:
Nature Form: You can transform into the creature of your subrace as polymorph without the need for components. Unlike the spell you keep your mental scores, the feature has no duration, your hit points remain unchanged, your gear does not meld into your form, and you can still talk but not cast spells. You may use this feature a number of times equal to your proficiency bonus before requiring a long rest.
I'm using these fox stats.
Although, turns out that my stealth in humanoid and fox form are actually the same. Oh well, I want to be a fox for this!
Dice perception, scent:
2d20+5kh1
(3, 6 (keeping 6) )+5
Total = 11
Dice stealth:
d20+4
(9)+4
Total = 13
__________________
We are men of action, lies do not become us.
Westley - The Princess Bride
Torēru stood there observing the others as they went their own way, taking hold of the circumstances. Were he by himself, he would just sit or lay on the ground, and - redrawing his senses from the world - leave everything to spirit's care. A group, however, would have more complex requirements... he reasoned. Like guard duty - as Vix pointed out.
Facing her, the Monk nodded and was about to answer - when she turned her attention to their surroundings. Not much to discuss there... he figured, curbing his thought. And he went on in his mind that it was perhaps better to see what the others decide and match their plan. Weighing these, he found himself leaning slightly against the quarterstaffbo. It seemed tiredness had caught up with him...
"Rest peacefully..." / "Not here..." / "One we should answer..." - The replies' echo bounced randomly in his head, which too began to feel heavier - as before sleep. That... will have to wait a bit, he said to himself, drawing a couple of breaths... The veil of drowsiness once scattered, reformed - however - only moments later. That darkness... He could use something to focus on...
Just then, the Druid announced her discovery: a sheltered place - trees, a hill. He heard Yue agreeing.
They all started that way, and Torēru followed - as he could. Guided by little more than sound and smell, he soon was taken over by this funny feeling - as if... he walked in a dream. Each step appeared to sink him further: past and away from the surface of sleepiness real, into an odd other world where anything might be possible...
Arriving last, or among the last - he could hardly tell, he found the others silently preparing to rest. To a side, blue shine revealed the ground turning, parting, as if under the pressure of strong, invisible hands. That image of it - laying swollen and caved out in the cold light - stirred his mind: ...Mud walls? he thought, raising an eyebrow - A trap, likely, for those hidden within them, Unless... the height would be enough to keep us out of the Mists' reach, up there.
His eyes on the ramparts - while he attempted to guess the group's means of climbing, Torēru advanced slowly towards Mascarade. The Sorcerer had just asked something, he remembered.
"about thatAno..." he began, having reached its left - "We need not concern ourselves with it now, I'd say. If we'll face the Bengoshi as a group, there should be just one report to give," he shared, in a subdued tone. And while speaking, his mind prompted a searching side glance towards the Steametic. How heavy was the machine being? he wondered - should they have to hoist it...
...But did he do all that, really? Mind seemed awake, yet his body felt almost like... it wasn't there...
Cold, it was getting cold. He sensed that, yet it was more like a mist of temperature drop that he floated in - shrouding him, fold after fold, ever denser... A shiver! suddenly, where his spine would be - Danger? Was that what he really sensed?
His core, his heart was at peace, unmoved by what might be signs of trouble. Could it be that... His thought dissolved then into silent acknowledgment, as it was revealed to be just the reflection of higher mind. "Yes," he might have told himself - "there was danger, for there was also the gentle hand of spirit, guiding him."
As if swayed by a quick breeze, his attention was moved at once to the soft scent of sage reaching his nostrils. He turned, moving his gaze onto the barely visible ascent of incense smoke. How strange... he mused, touched by the faithfulness of that soundless avowal - so foreign looking on the background of bleak darkness. Will their own essence remain as fresh and as clean long, when mixed with the smoke-like ghosts of decay, of dying? went his mind...
Bowing slightly, he raised one hand in prayer and called before his inner eye the imagery of a purple-green field. His lips then joined the silent chant, moving as if he uttered: "Spi-rit-of-sage, / Of-pure-and-peace, / Of-Hea-ven's-grace, / Our-strength-in-crease..."
Out of soul canvas, leaves, petals - here, there, in turn - claimed the dim light, the shadows, as so many soft brush returns. Depth and tone variations - answering his wish, drew him gradually from troubled grass waves to a restful shore: Fine stems like sand-strands round his ankles, clear fragrance round his cool brow like the halo of stars, and the ground, firm - where he would guess a Kami's shoulder, and for a while let threat be...
Odd-dream, beautiful-dream... Among people and things, yet not altogether... Altered sense of time and of space... And then, out of that, noise? ...A voice calling?
He may have perceived walls where there was only a simple mound of unmodeled earth. Dream stuff.
Torēru may be the one Vix spoke to, or one called by our other watch.
No actions yet.
I passed the chance of conjuring berries for everyone. In case there is food shared that my character is invited to, he'd take only a small piece, bow - thanking simply, and eat quietly.
There are a few things Torēru would not likely be engaged in, after what i described: conversation, rapid movement, effort, and other such things that would shake him awake.
A camp can mean a number of things. In case someone addressed Torēru about this, we can have him mention "fire", "food separated from loggings", "a privy". He couldn't be an expert, but he'd remember a few things from his studies. He'd be among the last to ask the opinion of.
Yasuraka Toreeru, proficiency bonus: +2,
unarmed strikes 1d4(->1d6),
Ki points 3,
unarmored movement +10 ft.;
(features below)Level 3 (XP 900/2700) +1 CON, +1 WIS,
Medium size, 30 ft. base speed,
one other language besides SoburiHuman,+1 DEX,
Unarmed Savant (one extra level in unarmed strikes (1d6),
proficiency in Athletics)SoburiPriest tradition; (features below)Monk
Attack Bonus = proficiency bonus + DEX mod (or STR mod, depending on weapon and striking method)
proficient with: Longsword/Katana, Shortsword/Wakizashi, Spear/Yari (Ronin);
Quarterstaff/Bo, Short staff/Jo, Club/Konbou, Dagger/Tanto, Dart/Tosu (Monk);
unarmed strikes (Monk).Melee capacity: to Hit +4(3), Attack Bonus = proficiency bonus + DEX mod
proficient with Dagger (thrown), Dart (Monk)Ranged capacity: to Hit +4
Given the qualities 'simple' and 'versatile' and the popular image of staff wielding monks, the Quarterstaff/Bo could be considered a Monk weapon. I believe the following considerations apply:
~ Dexterity applies to some strikes, Strength to other ~
In general, if physical strength is applied only towards the end of a strike move, then the attack and damage would be based on the Dexterity modifier. These are lashes, at which agile moves drive the strike. Also worth mentioning, perhaps, are strikes occurring during (defensive) staff spinning - where quick movement results in (some) hitting power.
On the other hand, the Strength modifier seems suitable for jabs (thrusts), parries, and tripping/bone-cracking hits.
Dexterous strikes would be aimed at weaker body parts, thus causing damage comparable to strong, unguided strikes. Additionally, strikes to pressure points may be related to Dexterity - but those are usually hard to reach when fighting with weapons.
Although in D&D 5e, a feat is needed to perform anything other than a strike which results in lowering adverse hit points, it may make more sense to consider as disabling those strikes to the weapon hand (/wrist/forearm/elbow), or at least that they enable opportunity attacks.
~ About the bonus attacks that Martial Arts and Flurry of Blows make possible ~
Excepting the case when the opponent is within 3 ft. of the Bo wielder, when one hand is used on the staff and the free hand could deliver an unarmed strike, it seems unlikely for an ex-Samurai to do a roll or spin to reach the opponent and punch, after having struck with the staff. Regardless of background, that is dangerous too.
There is also the time frame difference (action > bonus action) that suggests against moving (more than a step) in between the action and bonus action...
I propose that, instead of finger/palm/fist technique, Bo strikes would be used: whether only role-played, taking the damage dice of unarmed fighting, or actually taking the Bo dice in calculations. This would apply to both two and one hand Bo wielding.
~ The way Bo technique is translated into action terms ~
Fighting with the Bo places defense first. During a fight, a jab or strike to the body is usually preceded by one or more parries. Those would take place when the opponent misses.
Suppose one starts the turn with the Ready action. Then they could parry/strike the weapon arm during reaction and take the Martial Arts bonus action to strike the body. If one uses the reaction to catch a projectile, then (of course) the turn would pass without striking.
Instead, if one uses the action to strike, then we have the second strike of the bonus action and the possibility of reacting to projectiles. But then all defense is left to dodging; role-play (the opponent missed) or game mechanism.
His way places him three-fold: on the side of good, of social customs, and of existing fighting styles.
Following tradition, he trained with the spear first, then the sword (close-quarters fighting aside). Toreeru studied various Soburi and Ceramian techniques. Which is to say, i drew from several quarterstaff/spear schools from across the world, the most relevant being: Matayoshi and Yamanni, Wing Chun and Xingyi, Shastra Vidiya, Kali, Meyer and Paurenfeindt. He found common traits and differences which he filtered based on his sense for combat efficiency.
~ Michibata Ryū, generalities
The battlefield changes constantly, threats can appear in many forms.
Involved and detached, leading and following, firm and adaptable - these are aspects of staying balanced; Earth, the middle element - d6 face 6.
When not intending to act, one is the most relaxed, reacting naturally to changes in the surroundings; Water, the element of Winter and the North - d6 face 5.
When seeking a breach in the adverse defense, one moves lightly, while being ready to strike at any time; Wood, the element of Spring and the East - d6 face 2.
When a breach appears in the adverse defense, one strikes repeatedly with moderate energy - each strike potentially occasioning new breaches; Fire, the element of Summer and the South - d6 face 3.
When striking decisively, one focuses effort at the expense of greater energy, mobility, speed, and safety; Metal, the element of Autumn and the West - d6 face 4.
All movement is guided spiritually, from the principle submitted to; Heaven, above the elements - d6 face 1.
(Please note that my use of the elements differs substantially from the Xingyi philosophy.)
~ Two-handed Quarterstaff
1.
The Bo can be held with thumbs facing, or pointing in the same direction (palms opposite).
The first hold allows smashing strikes that are quicker, but demand more effort. It can be used in the Fire stage, or when grabbing the Bo in a hurry.
2.
The Bo can be held with one hand towards the back end (while the other hand is in front of it, at some distance along the staff), or with both hands away from the ends (a position approximately dividing the staff in three equal parts).
The first hold is for keeping the opponent at a distance. The second hold becomes useful when the distance is shortened.
There is a third hold, with both hands towards (different) staff ends. Its use is in surprising the opponent.
3.
It is important to be able to change staff holds during a fight. To achieve this quickly and safely, one maintains the hands relaxed - tensing only when striking. Also, when one hand changes its hold, the other remains in control of the Bo.
4.
Various guards are possible, their purpose being to keep the staff wielder protected, mobile, and ready to strike effectively.
For the 'one hand towards the back end' hold, the most useful guard has the Bo between its wielder and the opponent, pointing to his face from your back hip. This is called the middle guard.
For the 'both hands away from the ends' hold, the most useful guard has the Bo in front of the wielder's chest, diagonally.
One can change between the two guards with a simple diagonal smash.
The knees are slightly bent most of the times. Not as much as to prevent movement (or to hurt).
5.
The targets are the exposed soft areas of the body, the opponent's hand on the weapon (and its continuing wrist, forearm, and elbow), and the weapon itself (chain/whip and net being exceptions).
6.
These are the Bo's uses: thrust (straight hit), smash (sideways/cross-ways hit), block, control (pin, lead, or just sense adverse movement), and push (including throwing the opponent to the floor).
For the 'one hand towards the back end' hold, various thrusting directions can be achieved by maneuvering with the back hand. The front hand leads the thrusts. In smashes, the back hand (pulling) may easier lead the strike.
For the 'both hands away from the ends' hold also, the back hand can lead better. Important here is to prevent the inactive end from hitting your more sensitive body parts - by stopping it on the arms (from shoulder to wrist).
Any kind of Bo spinning reduces the wielder's control over it. Additionally, you have less control of what happens in your vicinity, and your mobility is restricted. Wide sweeps, when the staff is only held with the back hand may be attempted temporarily against a crowd.
7.
While engaged in a staff maneuver, it is important to look out for new threats. After striking, it is important to redraw the staff quickly, resuming a guard.
Quickness, precision, and strength are the qualities of the strikes. They can be seen at the points of a triangle; with balance achieved in the middle.
Quick smashes are lashes. Precise strikes are sometimes guided after the move started, possibly redirecting against an obstacle.
In Wood, one emphasizes speed and precision. In Fire - speed and strength. In Metal - strength and, possibly, precision (in the case of disabling smashes).
8.
Foot and leg work should maintain the body balanced and mobile.
Crouching and one leg raised passive stances are not a part of this style.
9.
The added/gathered step is good when adjusting the distance to the opponent and the angle of attack. The normal/alternated step is good when circling, chasing, or running away. There is also the changing of direction by pivoting on the front foot. In extreme cases, one can roll on the ground - in the direction perpendicular to the staff.
10.
The idea of the added step is to have one foot standing while the other is moving away. Then the second foot stands and the first moves towards it.
The small space training form for added steps is a square figure: Starting from one corner, pass through all other corners before returning to the initial place.
Besides the zigzag movement helpful in avoiding adverse strikes - while you advance or retreat, this pattern also teaches against trying to move straight back after a forward step; and vice versa. The idea is, of course, to maintain good movement speed while avoiding the tensing of the body.
11.
When stepping, one should move the whole upper body - from waist to shoulders - as one unit; this increases safety and speed. Stepping, as well as body turning, proceeds from the waist.
The moving foot slides across the ground; while the weight is on the other leg. While staying mobile, it is good to always have one of the feet slightly off the ground. This also offers stability, especially against knock-down hits.
12.
When striking and stepping at the same time, one gains speed if the strikes are done across a short distance, and loses speed otherwise.
It is generally better to step in between strikes, separating the arm and leg movement. Speed then is acceptable, while strength and precision are improved. The arms can move at the same time with the body when not striking.
Before dealing a strong blow, one can adopt a firm leg posture, lowering the body a little more (to increase stability). In all other situations, it is better to have the legs as the hands on the staff: relaxed and ready to move, one more firm than the other.
13. Risky, but sometimes useful, is to hit only with the back hand, extending the arm and turning the body to achieve the longest reach possible. The back leg is raised to maintain balance.
After thrusting, the staff is quickly redrawn and held properly.
14.
If the opponent grabs the Bo with a hand, you can attempt to free it by pulling/pushing in the direction of his finger tips (away from his palm).
If the opponent used a chain or a whip, you can close the distance to him and hit with the available end (or ends).
~ One-handed Quarterstaff
There are situations in battle when one hand becomes unavailable, or it is needed for something else than holding the Bo. For such cases, Toreeru came up with the moves described below. Considerations of the Two-handed Quarterstaff also apply here, unless overrode by new techniques.
1.
The staff is an extension of the arm, with the primary role of controlling the fight.
In general, the Bo wielder remains mobile and does not put much strength in either strikes or steps until an opportunity to disable/disarm the adversary arises.
2.
Bo contact with a target is made within 3 and 6 ft. from you.
Under 3 ft., the free hand/arm is used.
3.
The staff is held from the middle, the back end leaning on the body. The middle guard is preferred, with the holding hand facing the body side away from the staff (e.g. right hand facing your left side); the fist is closed over the Bo.
The forearm is kept aligned with the Bo when jabbing/thrusting, parrying, or hitting the opponent's extended weapon hand/wrist/forearm/elbow.
4.
The legs move also to balance the Bo arm and torso movement (not just to advance, retreat, or circle the opponent).
5.
To prevent own body injury when smashing sideways/cross-ways, the body must move in the staff's striking direction - shoulders first: When smashing from right to left, the right shoulder follows the staff, while the left shoulder moves back and in the opposite direction; similarly when smashing from left to right.
The movement of the torso begins from the shoulders.
This method prevents the straining of the Bo hand/wrist/forearm and of the spine (the torso does not twist), and also puts the torso's power behind the strikes.
The maneuver exposes your side away from the staff, so you must move quickly in and out of such situations.
These smashes have less strength and speed than their two-handed version. They are best used to surprise and parry, lashing the adverse weapon. Also, you have to arm for them - which is best done on short distances, coupled with stepping.
But you can also attack the body this way.
The vertical smash to the top of the head is best done as a lash also. As you strike, the back end of the staff should be guided towards your side away from the staff; to avoid injury. The same precaution is taken for lashes to other body parts.
The lashing movement is as if you would throw a weight found at the Bo's tip: You concentrate on the imaginary weight. It is similar to casting a fishing pole. Trying to put strength in the move may hurt and unbalance you. Any strength put into the hit comes from body and Bo arm movement.
6.
Unlike the sideways smashes, a thrust has the body turning in the direction opposed to that you strike in - but also forward, slightly; for strength.
7.
It is affordable to just make contact with the adverse weapon in order to feel the opponent's moves and react to them.
There is also the use of the staff in catching the opponent's clothing, or infiltrating his guard without striking immediately. For one hand Bo handling, such maneuvers are dangerous because they limit your freedom of movement. If the opponent lost balance, one may afford to trip him with the Bo.
Staff spinning in a figure eight pattern may be used defensively - to deflect adverse strikes, and keep the opponent at a distance. The Bo can be stopped in either a normal guard or by the opposite shoulder/arm shoulder in order to strike. Bo spinning requires an extended and raised arm, which can be tiring to maintain for long.
8.
If the Bo is grabbed by the opponent, the wielder can remain in contact with the staff, without wresting. The Bo may still be useful in keeping the opponent at a distance - if the grip is maintained. Otherwise, it may be used as a quick distraction, while engaging in offensive action, equipping another weapon, or preparing to run away.
~ Closing notes
This is meant to be a reference for Toreeru's general approach to Quarterstaff fighting. If ever you would feel the need to understand more than my combat posts let out, i believe this text should complete the picture. This is not to say that i will not take as much of the explanation effort as possible on my post's shoulders - but fighting is often quick and my descriptions of it tend to reflect that; so sometimes what happens exactly may be less clear. The best approach, perhaps, is for me to point out certain details in OOC; or PM, if needed. You struggling with this text would be the last possible scenario.
Quarterstaff
-other name:
Bo
- function:
main weapon
- held:
either Hand, of both
- category:
melee
- looks:
simple design, unadorned
- material:
strong, flexible wood
- condition:
serviceable
- range:
app. 3' to 6'
- properties:
Versatile (1d8)
- damage:
1d6+2
- type:
bludgeoning
- About the range:
- the length of the weapon is ~6';
- when held from the middle, the effective length is ~3';
- the length of the arm is ~2'.
- The damage bonus is the Dexterity modifierWeapon 1: 1d6(8)+2 bludg., Shortsword
Features: Next dice in order for unarmed strikes, proficiency in Athletics. (Soburi)Unarmed Savant -- If having at least half your level of available hit dice, spend all to bring yourself from 0 to 1 hp. (Ronin)Indomitable Endurance -- If not wearing armor or using shield, AC = 10 + DEX mod + WIS mod. (Monk)Unarmored Defense Use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes and monk weapons.
Can roll 1d4 for unarmed or monk weapon strikes (modified by Unarmed Savant).
In own turn, when using the Attack action to attack, can make one unarmed strike as bonus action (the only bonus action of the turn). (Monk)Martial Arts -- Gain Ki points and features. (see below) (Monk)Ki --- Extra movement when not wearing armor = +10ft. at Monk Level 3. (Monk)Unarmored Movement --- Devoted to nature, blessed with magical abilities honed while perfecting a martial discipline.
Spellcasting, from Monk Level 3; (see below) (Monk)Monastic Tradition: Priest Use Reaction to deflect or catch a missile, reduce damage by 1d10 + DEX mod + Monk Level.
If damage is reduced to 0, can spend 1 Ki point to throw the weapon as if a dart (with a free hand). (Monk)Deflect Missiles
Action, 30 ft. range, V+S, Instantaneous effect - either: a tiny effect that predicts weather, plant blossom, harmless sensory effect, light or snuff out a candleDruidcraft
(Detect Poison and Disease: ) Action, Self cast, V+S+M(yew/Ichiika leaf), Concentration, up to 10 min duration, 30 ft. radius; blocked by certain materialsDetect PD
1 min cast time, Touch range, V+S+M(two lodestones) - repair 1 foot of break or tearMending
Action, Touch range, V+S+M(mistletoe/Yadorigi sprig), Instantaneous effect, up to 10 berries - each giving 1 HP and curing hunger for 1 day; lose potency after 1 dayGoodberry
spell list:
Druid
prepared:
2
Good
Nature
Society
Good
Nature
Core
- humble
- contemplative
- compassionate
Society
Dangers
- follows inner guidance
- poetic
- vigilant
- fights temptations
- source of: magic,
- unassuming
- dominates selfishness
moral support,
- quiet demeanor
psychic recovery
- contained expression
- goal obsession
- polite, respectful
- spirits may help
- firm when needed
on own accord
- less regard
Dangers
Core
for customs
- focussed
- temperate
- protect the helpless
- adaptive
- balanced
- self sacrifice
- martial arts
- naturalness
- slow to trust
Ronin Background -- A minor clan retainer in Hakaisuru, he left service while in his twenties. His sympathies with the less fortunate, and believing the Mists have their root in the common evil, he started on a path of independent guardianship and spiritual pursuit. He became a wandering monk, lending his strength to the defense of villages and travelers, or spending time in solitude, in nature.
~ His past grants him proficiency in the long and short sword (Katana and Wakizashi), in Calligraphy, and in the use of Herbalism tools (mortar and pestle); among other things. When leaving the clan, he had to leave behind most possessions.
~ On his new path (Monk), he only uses slashing and piercing weapons as last resort. Of these, with darts he trained by himself - as with the quarterstaff. All current weapons come from defeated bandits.
~ Toreeru's magic comes from the good in nature and above. At first he is helped to anticipate, later to solve in non-offensive ways, and only lastly is he allowed to use natural and divine energy for damage or to control others. Spirits help him on good's own accord, not compelled by his will. Newer spells work less well or not at all in places polluted or just far from nature's complete reign.
Willing to make himself an instrument of good, Toreeru strives to diminish his selfish nature. Along with that comes leaving on the world as little an imprint as possible. When needed, he would stand his ground - yet without theatrics, or excess of zeal. And he would remain balanced, and gentle even - if circumstances allow it.
~ His foundation is Samurai education: discipline, honor, loyalty, responsibility, martial-administrative-and-artistic skills, manners. Feeling a strong call towards a good not regulated by society rules or obedience to a daimyō, Toreeru gave up shame and blind loyalty, and now relies on the inner guidance of good.
~ Of his attitude: Aware of own limitations, he meets situations without personal expectations - he just takes his chances, and tries to do his best. He is careful against hasty decisions - especially in complex circumstances, but when forced to act quickly Toreeru trusts his heart - hoping it would be guided by good. Towards others, he is unassuming and would not seek to dominate, impose, or lead - not even adversaries; fighting aside. He keeps a polite distance from people, and reaches for things only within the boundaries of modesty and decency.
With average physical features and dull colored clothing, Toreeru would hardly stand out in a crowd. Add his quiet demeanor, contained expression, and subtle smile, and it is understandable how he makes little impression in brief encounters. He cares only moderately for his looks - out of necessity mainly, and long periods in the wild often occasion a dirty cloth and grown beard. The occasional wounds of so far did not disable him, leaving as souvenirs only scars - usually hard to spot.
(please see the Character Sheet on site for Personality Traits, Ideals, Bonds, and Flaws)
Last edited by writelite; Oct 10th, 2022 at 08:36 AM.
Reason: had written Bo instead of bo... hm
Of all her new companions Kamiya had spent the least time with Vix. The red haired Kitsune reminded her of family and friends long gone the priestess had a hard time coming to terms with seeing another of her kind and actually speaking with them. This night she was determined to get past her own issues and actually speak with the other Kitsune. So, given the opportunity she said, "I...ahh I'll take second watch with you if that would be okay?"
She took time to begin the ritual of spirits, removing bad kami, asking for aid from good kami, and apologizing to any kami who might be offended by their presence here. A single stick of sage incense burned as she circled the small camp and then Kamiya felt the cold, the sense of something wrong and perhaps even unclean in the area. She is closest to Vix and now and says, "My apologies that we did not speak much before however I do hope we are at peace with one another yes?"
She looks out to the forest and speaks louder, with more authority as she holds a piece of paper in hand, "Our peace will not be shattered easily. Whatever is out there I ask in the name of Omikami herself that you come closer and make peace with us as well?"
Use Emboldening Bond: While Vix is within 30' of Kamiya they can each roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw they makes. Each of them can add the d4 no more than once per turn.
His slow circle paid off, Yue caught sight of something moving in the woods. He informed the group of this information, stating that he thought it was just an animal. But they should still keep an eye out. Camp was set and Yue, taking advantage of the Darkvision spell, offered to take first watch. During his watch he stood, as to not accidentally fall asleep, and kept his magically sharpened eyes on the surroundings. Keeping an eye out for the creature he had seen before. Everything seemed to pass by smoothly as the others got the chance to rest. When his watch was over, he gently shook awake Vix and Kamiya for their watch. "Good night." He said politely before slipping into his bedroll.
Everyone in the newly form compagny begin to give a hand to built a camp with a touch of their own. Mascarade know the thing of secure a camp, but dont necessarly understand exactly why not just shut down the body. But His concept of Humanity force him to give a hand to other while they find something important, so he has offer to dig some hole to those who want some after have dig 4 in a square that can easily been climb letthing some earth in some corner serving as ladder
"If it little cold , we can build the fire in here ... earth will keep the warmth around and block the direct light from distance. If you request any other service you can call our name"
Mascarade sat down in his box hole and all his body suddenly drop about 1 inch, like if he shut down. wake up only if his name will be call
Initiative: Movement: Free Manipulation object: Action: shut down no perception roll ... to help the scene ... since there is confusion Bonus Action: Reaction intent:
Sorcerer Innate AbilityFont of Magic (Bonus Action). You have 3 Sorcery Points. You can transform unexpended sorcery points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6 > 4th, 7 > 5th) on your turn or you can expend one spell slot and gain a number of sorcery points equal to the slot level.Font of Magic | Distant spellrange of 5+ : 1 sorcery point x2range. touch :30 feet Twinned Spell. When you cast a spell that targets only one creature and doesnt have a range of self, you can spend a number of sorcery points equal to the spell level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).MetaMAgic : Distant spell & Twined spell
Cantrips: Message Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 1 round +/-25 words
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Firebolt Casting Time: 1 Action Range: 120' Components: V,S Duration: 1 minute
You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).. Firebolt | Minor Illusion Casting Time: 1 Action Range: 30' Components: S, M (A bit of fleece) Duration: 1 minute
You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an Action or cast this spell again.
If you create a sound, its volume can range from a Whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete Sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it.
If a creature uses its Action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature. Minor Illusion| Mold Earth
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Spells lvl1: Thunderwave Casting Time: 1 action Range: Self Components: V,S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured Objects that are completely within the area of Effect are automatically pushed 10 feet away from you by the spell's Effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d8 for each slot level above 1st. Thunderwave| Witchbolt Casting Time: 1 action Range: 30' Components: V, S, M (a twig from a tree that has been struck by lightning) Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st Witchbolt Spell Lvl 2 :invisibility Casting Time: 1 Action Range: Touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour
A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd. invisibility | WEB Casting Time: 1 Action Range: 60' Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are Difficult Terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.
A creature Restrained by the webs can use its ACTIONS to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. WEB
Skills | You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | poison and bludgeoning damage Resistance | to lightning damage. vulnerable | charmed, frightened, and poisoned conditions.Immunity | You do not need to eat or breathe. You still need to drink, and you require a resting period that emulates sleep in order to recharge your inner workings. Automate | Wild Magic Surge. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.Wild Magic Surge | Tides of Chaos (1/Long Rest). You can gain advantage on one attack roll, ability check, or saving throw.Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. Tides of Chaos |
__________________
Yes ... I'll take the Oath of Sangus ;)
Last edited by KhamLuc; Oct 20th, 2022 at 04:48 PM.
While the others rested, Vix whispered to Kamiya to stand guard while she slipped around to see who....or what was in the vicinity. There was nobody has specified that they made oneno campfire set, so there was no fire to guard against the cold of the night, or perhaps more importantly there were no tell-tale signs of smoke winding upwards into the night sky.
The stars gleamed in the night sky, twinkling brightly. A series of pinprick dots that, at least from the ground, seemed to pierce the carpet of blackness that stretched overhead.
Vix circled around, moving out and away from the camp to begin with before coming back in at the top of the gentle incline that led downwards to the place where, right now, Kamiya was standing, watching and waiting for her companion's return. At first Vix could not see anything untoward as she moved closer back down to where her companions lay. But then, her sight made something out against the gloom. A form that, at first in the gloom looked small and animal-like on its fours, but then as she got closer she could make it out clearly. It was another fox, stalking forwards towards the camp slowly.
It was not yet in a place where Kamiya, or indeed anyone else in the camp if they were awake, could see it, but Vix clearly could.
perception 18 beating stealth 13The fox stopped, and then turned round to face Vix. Sitting down on the hill, its yellow eyes gleamed with human-like intelligence. And then, a second later, a yellow shimmering glow engulfed its form. The shape of the fox was swallowed up by the a light that can clearly be seen by anyone else in the camp who is still awakeyellow light before it grew. In mere seconds the fox took on human shape and form.
A young man dressed in blue robes stood, holding his hands out to either side. His long black hair was tied back in a ponytail which fluttered in the slight breeze that permeated the air around the camp. He looked to Vix with his piercing blue eyes and bowed his head respectfully before looking back and acknowledging Kamiya as she shouted over.
"Konbanwa, friend kitsune," his smooth, almost musical voice had a slight inflection to it. "I mean you no harm."
With a smooth, quick motion, he reached into the folds of his robes, withdrawing a furled roll of slightly faded parchment.
"I have followed you from the torii-gate, where I had been waiting for a delegation sent by Emperor Hitoshi. My master, the nature-wielder Yon-ju Banme," the young man hesitated as he made a slight bowing motion with his head at the mention of his master's name, "My master bades you attend him at your earliest convenience if you will."
He lifted his head, waiting for a response as he held the roll of parchment out.
~~~
"Interesting. Very interesting indeed."
An ancient, dry, rasping voice echoed from the hunched, robed figure stood over a large concrete pool of water. Hot steam billowed from the surface of the water, and the figure dipped a single, skeletal digit into the surface of the water. If it was bothered at all by the almost overwhelming heat from the burning water, it did not show any discomfort. Ripples flowed away from the finger as the figure watched the exchange of the black haired man and Vix with almost rapt interest.
The image in the pool changed, showing the rest of the camp. The figure could see Kamiya, standing in wait for her companion, and the rest of the group as they rested or otherwise went about their night-time activities.
"Everything is falling into place, as I knew it would."
With a wave of a white-robed hand, the image in the pool dissipated. The figure stepped backwards from the pool and with a look it surveyed its surroundings. The large, cavernous chamber that the figure stood in stretched upwards as far as the eye could see. Yet, with the exception of the large circular pool that bubbled and frothed in the center of the chamber, it was devoid of all other furnishings apart from a single, stone sarcophagus.
It walked slowly past the pool, and as it did the other small animals in the chamber, the rats and the spiders, fled at its passing. They would not cross this one.
The figure walked a dozen paces past the pool and stopped, staring forwards as the cavern continued onwards forwards, disappearing into bleak, all-encompassing shadow. With a slow, yet deliberate motion, it raised its hand ahead, palm outstretched. His hand stopped, as if encountering a barrier. Luminous blue sparks danced from an unseen surface. From the shadows within the white cowl over the figures head, two pinpricks of red burned brightly from the depths within.
"For a thousand years untold you have imprisoned me here," the rasping voice echoed. "Yet your power grows weak. Soon, I will walk free across Soburin once more."
A second voice pierced the gloom, distracting the robed figure's attention.
"Master, I have done as you ask. I have brought more of the cattle...."
A young man, barely twenty winters old stepped into view, brown hair falling to his shoulders as his dark eyes darted around nervously.
"...I can bring them here to you if you need me..."
A hand cut the youth off from finishing his sentence.
"No. You have brought me exactly what I need already."
The sound of exhaling breath could be heard. From the white cowl on the figure's head a wispy strand of mist came forth. Standing there, paralyzed from sheer terror, the frightened youth did not even have time to react before the tendrils of mist began to wrap its way around him.
Seconds later the sound of screaming began as the robed figure watched dispassionately. Bones snapped as the youth was hurled to the floor by an unknown force. His mouth opened....and the mist entered his throat and nose. His screaming was suddenly cut-off into a bloody gurgle as first his nose began to bleed, followed by bloody froth as it mingled with the saliva that dripped from his mouth. Finally, his eyes themselves began to leak blood as his writhed and convulsed on the floor.
"I infuse you with the essence that I helped create," the robed figure walked slowly up to the thrashing youth as he twisted and contorted on the dusty ground.
The youth's back arched and more bones snapped. Skin began to slough from his rapidly deteriorating body. The gargling noise coming from the youth's throat became low whimpers as the body twisted again, now barely distinguishable.
"This is a gift I give you," the white robed figure knelt before the unrecognisable heap of shredded flesh and bone that stained the ground. "I give you the power that you always craved but never could take for yourself."
And them something rose from the mass of torn skin. Something feral....primal, and monstrous. Dark, scored flesh framed an almost skeletal form with two hollow pits where eyes once lay.
The robed figure reached out, touching the creature's chin gently as it raised the creature's face near its own.
"A single wound will be enough. A single scratch from your claws," the figure gestured to the two clawed appendages that were present in place of where hands once were. "Or a single bite and your victim will also twist and change. They will become like you. Thus I give you your charge."
A hand grabbed the creature's head. It shrieked as the robed figure sank the digits of its nail into its rotten flesh.
"I impart to you the image of the one I want. They are six in number, and they crossed over the torii gate this very day. This one holds the charm, you must bring them to me. The others can die....or you can turn them into creatures like yourself. I do not care either way."
The figure stood and turned its back.
"You will walk where I cannot....yet. Do not fail me and do not return without your quarry. You will find my wrath most displeasing."
The creature's head continued to stare at the robed figure, and although it did not have eyes any more, it still radiated with utter hatred for the one who had twisted him so.
Then it turned and left.
In games that I run events will move and happen elsewhere in the world without the PC's being present. This is one of those times. The second half of this post is not something that is known to the characters as they are not there, but I will on occasion show you events that are happening outwith your being there.
For the first half of the post, Vix and the mysterious blue stranger are in conversation. Where we left off last time most of the rest of you were resting or going to sleep. Anyone who is still awake can see the glow of light coming from where the kitsune speaking to Vix has turned into human form quite clearly, you may approach (or not) at your leisure.
In addition to this if she so wants, Ysolde can also have Kamiya wake the rest of you and you are free to go over to join in. If there are any questions, then shout me as always.
Last edited by Ballingray; Oct 2nd, 2022 at 04:19 AM.
The great Kami of secret things surely did not wish to reveal the goods just yet...The heights divulged nothing, nor was the land forthcoming. While the group set about doing practical things, like searching out a safe place to camp, molding the earth, and speaking forth blessings for safe tidings…Rinka spent the last vestige of daylight meandering playfully about the murky woodland, tromping and stomping in the mud. Though it was difficult for her brain to rightly articulate this pervading sense of foreboding, it certainly felt like this was the right place for wrongness—the mark of something accursed, as Boss would say.
The Onmyōji happen to be experts in the mysteries of the occult. Of late, the Mists of Akuma are chiefest among their fascinations. Tetsuo would often share his spiritual insights, though admittedly most of it flew over her head. Apparently, bad Karma entraps spirits. When many spirits are gathered together, it is said their combined misery create manifestations that can be seen and…felt. That may be one explanation for what they’ve wandered into; yet, there was no denying that something terrible had happened here, for the land to be poisoned as it was. Now and again, she crossed a dead animal. A freshly felled sparrow. Discarded bones.
While on her little excursion mapping the perimeter, Rinka couldn’t shake the nagging sense that they were not alone here. Something hid among the dense thickets and tall grass…Closing her eye and remaining deathly still, trying to pinpoint the source of this otherworldly dread…upon hearing the deafening snap of a twig, a blade swiftly soared in that direction. However, the kunai thud against the bark of a yonder tree, stirring not a sound or sudden movement from the gloom.
“Pesky shadow, I feel your eyes.” Rinka muttered, roughly tugging the blade from the tree. A whole chunk of bark broke off with it, revealing more of that disgusting rust-hued slime. Pausing for a moment, mulling it over, curiosity compelled her to collect some of the viscous substance for study later. Though she was not an expert on poisons like her froggy comrade, Bip, Rinka was certainly one to make use of any and every means, if there is an advantage to be made.
Turning her back on the horizon and the dying light, the lingering dread continued to prickle her skin. She hated pins and needles, wishing to stab and gouge out the eyes that even now continued to follow them, eerily watching. Gazing up to peer at the luminous specks in the sky, she caught sight of a glistening web, and the moth vainly struggling against its fate. Scurrying on silken strings, a bulbous and large, rather frightening spider quickly overpowered its quarry and swaddled the moth in a death veil. Though grappling with dejection just a moment ago, the sight inspired a grand idea…
Finding her companions once more, Rinka marveled at the quality of the location and the sculpted sorcery that had clearly ripped up the earth in a most unnatural way. Surely, if adversaries abound, they will take notice—which is fantastic! Why spend the effort of searching for the enemy, when all they need do is lure them out? What better place than their own camp!
“Found nothing out there but shadows.” Rinka declared, quite resolute. Tapping below her eye, gingerly the rogue gestured to their abysmal surroundings. “Something is watching. Gut says it’s a no-good something.” Stifling a yawn, Rinka roughly batted any thought of sleep from her mind. Vix offered to take the first watch. Beaming, raising her hand, Rinka volunteered for the second watch, though Kamiya offered too. Leaning close to the pretty Kitsune, she probed, “Do you like spiders?” A strange question, perhaps, trying to stir interested in her game. Creating a squee sound with her lips, Rinka playfully twiddled her fingers by her mouth as if they were sharp little pincers. “Want to play pretend? Anyone? Oh! I need lots of rope!” Frenziedly digging around her overstuffed satchel, Rinka yanked out a bundle, though she appeared unsatisfied with just that. “Can I borrow more? The web will thank you!”
Once she had gathered all that she could, Rinka immediately set to work on constructing her “web”,though it was intended as more of an alarm mechanism rather than a trap. Intricately weaving the rope between trees and guising it along the brush, paying special attention to their weaker points in case of ambush, Rinka crafted chimes from tall grass and discarded animal bones and tied them throughout. Should a pesky ne'er do well trip the rope, the chimes served as their first line of defense. Then the fun would begin!
Though this expended some effort, for a brain as addled as hers, it would be impossible to sleep, exposed as they were. At the very least, this gave her some peace of mind. Hurrying back to camp, Rinka sat with her back against a wall of dirt, covering her body with a pile of brown leaves, blending in with the decaying scenery.
Adjusting to her new disguise as a clump of unimposing debris, as vigilant as she intended to be, the priest’s chants cast her mind adrift to better days, when she and Lady Ahn visited a holy shrine beside a sprawling lake on the outskirts of Sanbaoshi. One of the few outings she had known as a child, Rinka recalled how the water sparkled and shimmered as it mirrored the moon and stars, all at peace as chanted blessings filled the night. Memories of the past were so elusive, Rinka basked in it without regard for the present. Surely, so long as they stay together, all will be well. What irksome moths fly into their midst will collide with her web; and, judging by the size of it, they will know whether to feast or to flee.
Action: I'm not sure what the result was for the 17 survival check, if you don't mind I'd like to apply that to constructing the barrier alarm. Anyone may help Rinka build it as well, can't hurt right? Bonus: Rinka collects some diseased sap, for curiosity's sake.
Dice Stealth:
1d20+10
(1)+10
Total = 11
LOL, I guess there weren't many leaves, or her head and legs are poking out from the pile