Long ago, Museru Village was founded to maintain a bridge across the river as one traveled into Crab lands. In the event that the Wall failed, troops could be either rapidly rushed to the Crab lands across the bridge to aid in the defense…or the bridge could be severed to buy the Empire a little more time. (Goblins can’t swim, right?) Since the Wall is still holding, the Legion had planned their route through Museru Mura.
Unfortunately, the Legion command did not know about the local festival honoring the local shrine’s fortune, which just happened to fall on today. Between the celebrating villagers, the various festival accoutrements, the village is quite impassible today. Trying to force their way through, ford the river, or turn around…none of these options offer the army a faster way through than merely marching through tomorrow.
And so, the troops have been given leave, and will remuster on the opposite side of the village tomorrow. It’s simply logistically easier, and gives the troops a chance to refresh themselves before moving on.
Players may participate in a number of village festival events equal to their Focus You may repeat any event you are unsuccessful at as one of your choices, with the exception of "Paying your Respects at the Shrine” which may only be attempted once per character. Each attempt takes a timeslot. Please collect your results in your PF; if you RP participation, please do so in the appropriate location/s.
During this event, Opportunities may only be spent on Downtime Check options (Core Rules, pg. 329) and as follows:
- Negate 1 Strife from the roll per Opp spent this way (Water Opps negate 2 Strife).
- Gain one Information Tidbit per 2 Opportunities spent for that purpose, rolling 2d20 to determine what Tidbit is revealed.
Advantages/Disadvantages for this activity: Bishamon's Blessing, Large Stature, Indomitable Will, Daredevil, Playfulness, Meekness, BelligerentProtect the Bridge
(At the Bridge)
Fitness TN 3 (Earth 2)
The core of the festival is a game not unlike Red Rover or Forcing the City Gates, in which a team of defenders sets up a human formation which a series of attackers attempts to breach. PCs may roll as either attacker or defender. Succeeding as an attacker earns the PC 2 points of Glory; succeeding as a defender earns the PC 2 points of Honor. Every two bonus successes will earn an additional point of Glory or Honor, as appropriate.
Advantages Disadvantages for this activity: Famously Wealthy, Dangerous Allure, Famously Lucky, Bluntness, Benten's Curse, Whispers of Cruelty, Ebisu's Curse, Maimed Visage, Stained Lineage, Provocation, Secrets, Sake, Beligerant, GenerousityCarouse with the Locals
(In the Streets)
Skullduggery TN 3 (Water 2)
The sake is flowing freely, the dice are rattling happily, and in general people, both local and military, are having a good time. If you pass this roll, the army gains 1 Discipline point, +1 per two bonus successes, as the weary soldiers relax and forget the upcoming battles for a little while. Each player may contribute their total number of points thus earned for the Legion to the overall Metagame, supporting the Left or Right Hand; any uncommitted points will be awarded to the Underhand.
Advantages/Disadvantages for this activity: Subtle Observer, Famously Reliable, Seasoned, Dashing Scar, Fukurokujin's Blessing, Whispers of Failure, Disdain for Bushido (Righteousness), Cognitive Lapses, Stories, Delusions of Grandeur, Conspiracy, Eyes of ManyRecruiting by Way of Tale Telling
(At the Market)
Performance TN 3 (Fire 2)
Who doesn’t love a good war story? Impress the locals with tales of all the glory and honor fighting in the Emerald Legions grants even to a simple ashigaru. On a success, the army gains one point of Strength, plus one for every two bonus successes as some local sellswords sign on for the campaign. Each player may contribute their total number of points thus earned for the Legion to the overall Metagame, supporting the Left or Right Hand; any uncommitted points will be awarded to the Underhand.
Advantages/Disadvantages for this activity: Quick Reflexes, Keen Sight, Expert Tracker, PerfectionistCombat Kite Flying
(In the Fields)
Games TN 3 (Air 2)
A massive brightly colored battle is taking place in the skies over the village as combat kites fly through the air attempting to sever the control strings of their rivals. On a success, you get to keep your victorious combat kite and add it to your gear. With 2 bonus successes, the kite gains the Resplendent quality. With 4 bonus successes, you gain a ronin rollower (Attendant) who swears to follow you to learn from a master kite fighter.
Advantages/Disadvantages for this activity: Haunted, Whispers of Doom, Superstition, Fortune TellingPaying Your Respects at the Shrine
(At the Shrine)
Theology TN 3 (Void 2)
At the shrine one can offer their prayers for a successful military campaign, and have their fortune told. On a success, your reading is “Good Luck,” which once during this game will grant you skilled assistance on a single roll. With two bonus successes, the reading is “Great Luck” and once this game will let you reroll 2 dice AFTER already rolling on a single skill check. With four bonuses success, you get the result “Best Luck”; once during this game, if your Fatigue would exceed your Endurance, you can reset your Fatigue to 0 OR you may treat one critical hit inflicted upon you as a near miss, regardless of severity.
Not all fortunes are happy ones, however, and ill omens await those who peer into the future unwisely. Missing the TN by 1 yields a result of “Bad Luck,” inflicting 1 Strife. Missing it by 2 yields a result of “Great Misfortune,” inflicting 2 Strife. Missing it by 3 yields a result of “Worst Luck,” inflicting 4 Strife.