The roads leading to Toshi sano Kanemochi Kaeru, are usually peaceful. But today, that tranquility has been brutally shattered.
Instead of the usual merchant carts, a wounded Heimin stumbles into the Unicorn District. His clothes are torn and bloodied, and his breath is ragged. He collapses to his knees, desperately reaching out to any passing Ronin or Samurai, begging for salvation.
"Please, most honorable Samurai! We were ambushed on the road... Bandits! My wife... my little girl! They took them! Please, Samurai-sama, you must rescue them before it is too late! I beg of you, help me!"
The Code of Conduct
A Samurai is always prepared. To ensure the event runs smoothly for everyone, please observe the following:
- Call to Arms (Bushi Priority): Due to the urgent, martial nature of this rescue mission, players bringing Bushi characters will be given higher priority for seating in this event.
- Punctuality: This is a live chat event. Players will be confirmed 24 hours in advance.
- The Grace Period: We value your time. If you give us advance warning that you'll be late, we offer a one-hour grace period, though you will then be put at the last place in turn order instead of rolling for initiative.
- No-Shows: Failing to show up within that hour (or failing to notify the GM) will result in a forfeited spot and a standard no-show penalty.
- Mastery: Ensure you understand the mechanics of your character's abilities before the session starts.
Six Hours of Steel: The Schedule
This is a fast-paced event where the sun waits for no one. We have a six-hour window to resolve the chaos and claim victory.
- 04:00 PM – 05:00 PM | The Briefing: We start in medias res. Arrive focused, settle into the scene, and prepare for the immediate threat.
- 05:00 PM – 06:00 PM | The Arrival: Your characters reach the scene of the attack. Use this time to roleplay your arrival and track the bandits.
- 06:00 PM - 10:00 PM | The Clash: Four rounds of high-intensity combat.
- 10:00 PM – 11:00 PM | The Aftermath: Whether in victory or defeat, we spend the final hour weaving the narrative threads together and seeing where the dust settles.
The Pace of Battle
To keep the narrative flow "electric," we operate on a strict timer. Every second counts.
- The 10-Minute Rule: When it is your turn to act, you have 10 minutes to respond.
- Keeping the Clock: If you are actively typing, asking a question, or need a moment for a complex calculation, just let us know! A simple "I’m writing, give me a sec" resets your timer.
- Forfeiture: If the 10 minutes pass in silence, your action may be forfeited to keep the story moving.
Roll for Initiative
We’ll be using Skirmish Initiative! As you arrive with a warning and aware of the attack, you will be rolling with your Focus.
Initiative: Roll Tactics + Focus at the start to determine the turn order.
Combat: Four Rounds to Glory
The bandits won't wait around for a fair fight, and the captives' time is running out. You have four rounds to break the enemy.
- Structure: Each round lasts 60 minutes. You will be pinged when it is your turn.
- Readiness: To stay efficient, have your Kata, Stance, Approach, and Techniques ready to go. Ideally, your action should be planned and your dice command ready before your turn even begins.
The Stakes
- The Bonus: Finish the fight in under four rounds to earn a secret reward.
- The Escape: If the fourth round ends and the enemy still stands, the bandits vanish into the wilds with the captives, and the trail goes cold.
Are you ready to draw your blade and rescue this family from the clutches of ruthless bandits?