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Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
The Way of the Tiger is a CYOA written by Mark Smith and Jamie Thomson. The series was fantastic but left with an abrupt cliffhanger. When I first LP'd this series a few other thread subscribers and I provided an ending of sorts to the series (archives required for both links) but in the last year or so a legit prequel and conclusion have hit the shelves! David Walters will help us finish the mess we started, starting with Ninja.



Warning! posted:

Do not attempt any of the techniques or methods described in this book. They would result in serious injury or death to an untrained user.

Well, good to see that not much has changed...?

Historical Note posted:

Ninja are historical fact. Ninja existed in Japan from the sixth century AD to the beginning of the seventeenth century. For much of this period there were struggles for power between the warlords or daimyos who were the heads of the noble clans. The ninjas were unknown faceless men, professional assassins and spies, killing machines available for hire. All of the abilities and skills attributed to the Ninja in this book are based on reality.

Oh yeah, that's the good stuff! The intro text is very similar to the first book, the last two paragraphs altered for this outing.

Background posted:

On the magical world of Orb, alone in a sea that the people of the Manmarch call Endless, lies the mystical Island of Tranquil Dreams. Many years have passed since the time when, as an infant, you first saw its golden shores and emerald rice meadows. A servant brought you, braving the distant leagues of the ponderous oceans from lands to which you have never returned. Your loyal servant laid you, an orphan, at the steps of the Temple of the Rock praying that the monks would care for you, for she was frail and dying of a hideous curse.

Monks have lived on the island for centuries, dedicated to the worship of their God, Kwon, He who speak the Holy Words of Power, Supreme Master of Unarmed Combat. They live only to help others resist the evil that infests the world. Seeing that you were along and needed care, the monks took you in and you became an acolyte at the Temple of the Rock. Nothing was made of the strange birthmark, shaped like a crown which you carry on your thigh, though you remember that the old servant insisted that it was of mystical importance. Whenever you have asked about this the monks have bade you meditate and be patient.

The most ancient and powerful of them all, Naijishi, Grandmaster of the Dawn, became your fosterfather. He gave you guidance and training in the calm goodness of Kwon, knowledge of men and their ways and how to meditate so that your mind floats free of your body and rides the winds in search of truth.

From the age of six, however, most of your time has been spent learning the Way of the Tiger. Now, you are a Ninja, a master of the martial arts and a deadly assassin who can kill the most powerful enemies unseen and unsuspected. Like a tiger, you are strong, stealthy, agile, patient, in the stalking of prey and deadly. In the Land of Plenty and the Manmarch the fabled Ninja, known as the 'Men with no Shadow', are held in awe-the mere mention of Ninja strikes fear into people's hearts. But you are one of the few who worship Kwon and follow the Way of the Tiger. You use your skill as a bringer of death to rid the world of evil-doers.

At an early age you hung by the hands for hours on end from the branches of trees to strengthen your arms. You ran for miles, your light-footed speed enough to keep a thirty foot ribbon trailing above the ground. You trod tightropes, as agile as a monkey. Now you swim like a fish and leap like a tiger, you move like the whisper of the breeze and glide through the blackest night, like a shade. Before he died Naijishi taught you the Ninja's Covenant.

Ninja No Chigiri posted:

'I will vanish into the night; change my body to wood or stone; sink into the earth and walk through walls and locked doors. I will be killed many times, yet will not die; change my face and become invisible, able to walk among men without being seen.'

It was after your foster-father, Naijishi's death that you began to live the words of the Covenant. A man came to the island, Yaemon, Grandmaster of Flame. Using borrowed sorcery he tricked the monks into believing that he was a worshiper of Kwon from the Greater Continent. He was indeed a monk but he worshiped Kwon's twisted brother, Vile, who helps the powerful to subdue the weak, and wicked men to rule fools. Yaemon slew Naijishi - no one could match him in unarmed combat and he stole the Scrolls of Kettsuin from the Temple. Once more you knew the pain of loss for you had loved Naijishi as a father. You swore an oath to Kwon that one day you would avenge his death.

The day is not yet, but soon. Now the time of trial approaches, the time to prove yourself worthy of becoming a Grandmaster at the Temple of the Rock. The Grandmaster of the Five WInds has passed away peacefully and you were selected to challenge for the honored role along with four other Initiates of the Inner Circle, the most talented followers of Kwon.

You have been taken by ship to the Island of Plenty, where you must journey from Lemne on its eastern coast to Iga in the west within five days. On your way you are to surmount a challenge. All five cities on the east of the island are ruled by Daimyo, who each have a single flag bearing the mons of their clan trimmed with gold. Your challenge is to capture two of these flags and then travel to your waiting ship in Iga. You must do no evil on your journey, and must not take a flag from a peer. Any candidates who succeed will then be permitted to undertake the final test.

The Grandmaster of the Dawn also informed you before you departed that only two of the most trusted Daimyo there have been told of your test for it was a scant thirteen years ago when the monks of Kwon were driven from the island...

The technical stuff will be included in the 2nd post, with the plot picking up after we've chosen our skills.

Ratatozsk fucked around with this message at 07:03 on Dec 18, 2017

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Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Combat posted:

As a Master of Taijutsu, the Ninja's art of unarmed combat, you have four main ways of fighting. Throwing Shuriken (see under skills), kicks, punches, or throws. You will be told when you can use Shuriken.

In general it will be harder to hit an opponent but a kick will do more damage. A throw if successful, will allow you to follow up with a possible 'killing blow', but if you fail a throw your defense against an opponent will be lower, as you are open to attack. Whenever you are in combat you will be asked which type of attack you wish to make. See the Way of the Tiger Illustrations for the different types of kicks, punches and throws available to you. Also, think about your opponent and its likely fight style. Trying to throw a large ogre is not going to be as easy as throwing an ordinary man, for example.

The combats have been presented in such a way that it is possible for you to briefly examine the rules and begin play almost immediately but taking a moment to check things out is probably a good idea. Fighting in Way of the Tiger is quite tactical and knowing what to do and when to do it will really help you on your quest.

PUNCH
When you try to strike an enemy with a punch, that enemy will have a Defence number. You need to score higher on a roll of 2 dice. You get to add your Punch Modifier (see below) to this roll. If the score is higher than his or her Defense number, you have successfully punch your opponent. In this case, another dice should be rolled. The result is the amount of damage you have inflicted on your opponent. Everyone in the Way of the Tiger has Endurance or 'hit points'. The damage you do is subtracted it from your opponent's Endurance totals. If this has reduced your opponent's score to 0 or less, you have won.

When your opponent attacks you, you will be given your Defense number for that attack. This time your opponent will roll two dice. If the score is greater than your Defence, you have been hit. The amount of damage inflicted upon you depends on the opponent and will be noted in the text, usually as a number that will be subtracted from your own Endurance total. However you may choose to try and block or parry the attack (see Block) to prevent any damage.

Punch Modifier
This number reflects your skill in punching. Your starting Punch Modifier is 0, as noted on your Character Sheet. This will rise as you progress in The Way of the Tiger and may change during the adventure.



KICK
The kick and the Kick Modifier work exactly as the punch, except that a kick will do 2 more points of damage than a punch (1 die + 2) though it will often be harder to hit with a kick.



THROW
The throw and Throw Modifier work as the punch to determine success. A throw does no damage to your foe; instead, you will be allowed another attack, a punch or kick, but this punch or kick will get a +2 bonus to hit and to damage. (So throwing an opponent and then kicking them while they are down does an extra 4 points of damage.)



ENDURANCE
You begin the game with 20 points of Endurance. A running total of your Endurance will be kept on your Character Sheet. It will probably be the number that will change most as you are wounded, healed etc. When you reach 0 Endurance or less, you are dead and your adventure ends.

BLOCK
As a Ninja, a master of Taijutsu, you have the ability to block or parry incoming blows with various parts of your body, often your forearms. For this purpose, thin lightweight iron rods have been sewn into your sleeves enabling you to block even swords and other weapons. During combat, if you have been hit, you may try to block the blow and take no damage. Two dice will be rolled and if the score is less than your Defence given in that combat, you have successfully blocked the blow, and take no damage. If your score is equal to or greater than your Defence, you take damage in the normal way. In any case, because your have taken the time to block, your next attack will be less effective, as your opponent has had more time to react. Whether your block is successful or not, subtract 2 from your Punch, Kick, and Throw Modifier from your next attack only. Remember, you can only block blows, not missiles or magic.

INNER FORCE
Through meditation and rigorous training you have mastered the ability to unleash spiritual or Inner power through your body in the same way as the karate experts of today break blocks of wood and bricks. In any combat, before you roll the dice to determine if you will hit or miss an opponent, you may choose to use Inner Force. If you do, deduct one point from your Inner Force score. This is used up whether or not you succeed in striking your opponent (so it's quite a good idea to use it just after you've thrown an opponent as that gives you a Modifier to hit).. If you are successful, you do double damage! When your Inner Force is reduced to 0, you may no longer use Inner Force. So use it wisely! You begin the game with 3 points of Inner Force.

FATE
Luck plays its part and the goddess Fate has great power on the world of Orb. Whenever you are asked to make a Fate Roll, roll two dice and add or subtract your Fate Modifier. If the score is 7-12, you are lucky and Fate has smiled on you. If the score is 2-6, you are unlucky and Fate has turned her back on you. You begin your adventure with Fate Modifier of 0. Later on, this might go up or down, as you are cursed or blessed by Fate.

Equipment posted:

NINJA TOOLS
As well as any equipment you may take depending on your skills, as a Ninja you will have certain tools with you from the beginning. These are:

The Ninja Costume
During the day you would normally be disguised as a traveler, beggar or suchlike. At night when on a mission, you would wear costume. This consists of a few pieces of black cloth. One piece is worn as a jacket covering the chest and arms, two other are wound around each leg and held in at the waist. Finally, a long piece of cloth is wrapped around the head, leaving only the eyes exposed. The reverse side of the costume can be white, for travel on snowy ground or green, for travel in woods or grasslands.

Iron Sleeves
Sewn into the sleeves of your costume, are four thin strips of iron, the length of your forearm. These allow you to parry or block blows from swords and other cutting weapons.

Breathing Tube
Made from bamboo, this can be used as a snorkel allowing you to remain underwater for long periods of time. It can also be used as a blow-pipe in conjunction with the Poison Needles skill, for added range.

Garrote
A specialized killing tool of the Ninja, this is a length of wire used to assassinate enemies by strangulation.

Flash Powder
This powder, when thrown in any source of flame, causing a blinding flash. You have enough for one use only.

Flint and Tinder
Used for making fires.

THE SKILLS OF THE WAY OF THE TIGER posted:

You have been trained in ninjitsu all of your life. Your sense of smell, sight and hearing have been honed to almost supernatural effectiveness. You are well versed in woodcraft, able to track like a bloodhound, and able to cover your own tracks. Your knowledge of plants and herb lore enables you to live off the land. You are at the peak of physical fitness, able to run up to 50 miles a day and swim like a fish. Your training included horsemanship, a little ventriloquism, meditation, the ability to hold yourself absolutely still for hours on end, perfecting your balance, and 'The Seven Ways of Going' or disguise. The latter skill involves comprehensive training so that you can perform as a minstrel, for instance, if this disguise is used. However, a major part of this training has been stealth, hiding in shadows, moving silently, and, to breath as quietly as possible, enabling you to move about unseen and unheard. You begin the game with these skills.

There are nine other skills. One of these, Shurikenjitsu, is always taught to a Ninja in training. This you must take, but you may then choose three other skills from the remaining eight - they will be recorded on your character Sheet.

SHURIKENJUTSU
You begin the adventure with five 'Shuriken'. The type you specialise in are 'throwing stars', small razor sharp star shaped disks of metal. You can throw these up to a range of about 30 feet with devastating effect. If you throw a Shuriken, you will be given a Defence number for your target. Roll two dice, and if the score is higher than the Defence number, you will have hit your target. If this is the case, roll one die. The score is the amount of damage the Shuriken does. Subtract it from your target's Endurance. You may find yourself in a position where you are unable to retrieve a Shuriken once you have thrown it. Keep a running total in the box provided on your Character Sheet, crossing off a Shuriken each time you lose one. If you have none left, you can no longer use this skill.

ARROW CUTTING
Requiring excellent muscular co-ordination, hand and eye judgment and reflexes, this skill will enable you to knock aside, or even catch, missiles such as arrows or spears.

ACROBATICS
The ability to leap and jump using flips, cartwheels etc. like a tumbler or gymnast.

IMMUNITY TO POISONS
This involves taking small doses of virulent poisons over long periods of time, slowly building up the body's resistance. This enables the Ninja to survive most poison attempts.

FEIGNING DEATH
Requiring long and arduous training, a Ninja with this ability is able to slow down his heart rate and metabolism through will power alone, thus appearing to be dead.

ESCAPOLOGY
A Ninja with this skill is able to dislocate the joints of the body and maximize the body's suppleness, allowing movement through small spaces, and escape from bonds and chains by slipping out of them.

POISON NEEDLES
Sometimes known as spitting Needles, a Ninja with this skill can place small darts, coated with a powerful poison that acts in the blood stream, onto his tongue. By curling his tongue into an 'O' shape and spitting or blowing, the dart can be propelled up to an effective range of about 15 feet. A useful surprise attack, the source of which is not always perceptible.

You may only use this ability once you collect some poison, as instructed in the text.

PICKING LOCKS, DETECTING AND DISARMING TRAPS
The ability to open locked door, chests etc. A Ninja with this skill would carry various lockpicks in the pockets of his costume, including the small crowbar or jemmy. You are also trained to notice traps and to use the lock-picking tools to disarm them.

CLIMBING
Comprehensive training in the use of a Grappling Hook and hand and foot clamps, or Cat's Claws. The padded four-pronged hook has 40 feet of rope attached to it. Used to hook over walls, niches etc, allowing the Ninja to pull himself up the rope. The Cat's Claws are spiked clamps, worn over the palm of the hand and the instep of the feet, enabling the Ninja to embed his Claws into a wall and climb straight up like a fly, and even to crawl across ceilings.

posted:

With these skills and weapons at your disposal you are now a Ninja warrior and ready to take the first step in The Way of the Tiger, and your abilities may even expand. It is important that you have filled your Character Sheet completely: you start with four skills (three of your choosing), five shuriken, 20 Endurance, and 3 points of Inner Force.

You are ready to take the first step in the Way of the Tiger. Turn to Page 1.

The differences from previous book here are that you do not start out with any spiderfish (even if having Poison Needles as a skill) and having no Blood of Nil. That stuff ain't cheap, so it's tough to complain here. Besides, we're basically just playing Capture the Flag on a larger scale. What could possibly go wrong?

For any originalists out there, we took Climbing, Escapology, and Lock Picks in our previous playthrough. But this vote is open to any three skills.

Comstar
Apr 20, 2007

Are you happy now?
One day I hope to discover the Duel Master books that have been digatized (also set in Orb I think) and run them as a thread.


In the meantime, take ACROBATICS, ARROW CUTTING and ESCAPOLOGY.

plaintiff
May 15, 2015

ACROBATICS, PICKS & TRAPS, CLIMBING

The ability to get away from, or into places may be our greatest advantage here.

CaptainCaveman
Apr 16, 2005

Always searching for North.
Lock picking AND trap disarming sounds too useful to skip, so take that. I guess also arrow cutting and climbing.

ModernMajorGeneral
Jun 25, 2010
Let's go PICKING LOCKS, DETECTING AND DISARMING TRAPS, ESCAPOLOGY and IMMUNITY TO POISONS, the first two for utility and the last for hilarious hijinks when people try to poison us.

Sylphosaurus
Sep 6, 2007
I vote for ACROBATICS, PICKING LOCKS and IMMUNITY TO POISON,

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Acrobatics, Climbing, Immunity to Poisons. It worked for Westley in Princess Bride.

Decoy Badger
May 16, 2009
Picking locks, Poison needles, and Climbing! Better to be the poisoner than the poisonee I say.

Snorb
Nov 19, 2010
Let's go with Poison Immunity, Acrobatics, and Feign Death as our extra three ninja skills. We strike hard, we strike fast, and we disappear into the night.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
Arrow Cutting, Acrobatics, and Feign Death

Avalerion
Oct 19, 2012

Traps & locks, arrow cutting, climbing.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE
I vote for ESCAPOlOGY, PICKING LOCKS and ARROW CUTTING,

Mister Perky
Aug 2, 2010
Oh wow there's a proper ending to this series now? Wonderful!

Immunity To Poison, Climbing, Feign Death

Ikasuhito
Sep 29, 2013

Haram as Fuck.

Climbing, Acrobatics, and Arrow Cutting.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Present votes are at

Acrobatics: VII
Arrow Cutting: VI
Climbing: VI
Escapology: III
Feign Death: III
Immunity to Poisons: IV
Picks and Traps and Detection and Tinkering and Stuff and Ets cetera: VII

Work was a beast today, but will have first update tomorrow. Still time for last minute votes!

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose
I'll break that tie for third by voting Acrobatics, Climbing, and Locks&traps.

Comrade Koba
Jul 2, 2007

Sweet! I was really into WoT as a teenager, it’ll be awesome to finally experience the real ending. :dance:
Had no idea there was an LP of the series, I’ll check that out as well.
Hey, turns out I both read and posted in it.

Also, voting for Acrobatics, Climbing, Arrow-Cutting.

Comrade Koba fucked around with this message at 15:22 on Dec 17, 2017

The_White_Crane
May 10, 2008
Poison Needles, for God's sake!

Xarn
Jun 26, 2015

Friend Commuter posted:

I'll break that tie for third by voting Acrobatics, Climbing, and Locks&traps.

This sounds like a good combination for glorified capture the flag contest.

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose

Xarn posted:

This sounds like a good combination for glorified capture the flag contest.

That's what ninjas do, right?

Cloud Potato
Jan 9, 2011

"I'm... happy!"

Ratatozsk posted:

For any originalists out there, we took Climbing, Escapology, and Lock Picks in our previous playthrough.

Let's go with these.

Tuxedo Ted
Apr 24, 2007

I like Escapology, Acrobatics, and Traps & Locks etc.

TheGreatEvilKing
Mar 28, 2016





Acrobatics, Poison Immunity, Arrow Cutting

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Acrobatics: XII
arrow cutting: VIII
Climbing: X
escapology: V
Feign death: III
Immunity to poisons: V
Picks and Traps: XI
Poison Needles: I

So it shall be.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
: Something doesn't...quite feel right.

Page 1 posted:

Your small ship the 'Catechism' sails into Lemne's harbour, the sprawling city lit by the soft glow of thousands of night lamps. The vessel is manned by fishermen from the Island of Tranquil Dreams, their work punctuated by the creak of timber and the splash of waves against the hull.

You and the four other Initiates of the Inner Circle are assembled above deck. You are the youngest ever selected to begin the time of trial, and you vow to succeed to honor the memory of your late foster-father Naijishi.

Aiko is the first of your rivals for the title of Grandmaster. Like you she wears a black ninja costume, and she kneels nearby rechecking her equipment.

Your other competitors are all shaven-headed monks of Kwon. First is the towering Gorobei who stretches against the mast as if he could push it over. He is your main rival, having nearly succeeded at this trial once before.

Next is Daon, who leans against the weapon rail staring out across the dark sea. He fled the island as a boy, his temple incinerated during the Black Lotus Rebellion.

Last is the eldest competitor, Chigeru, a slight figure who has cultivated his spiritual power under a Grandmaster in the mountains of the mainland. He sits cross-legged on a coil of rope, meditating.

Your ship moors alongside a merchant ship. You spot a young woman in a white kimono on the docks, flanked by two samurai in white lacquered armor. Gorobei heads down the gangplank which groans under his weight, and you all follow.

'Gorobei,' she says softly, 'I am most pleased to see you again. For the rest of you, welcome. My name is Singing Wind.'

Gorobei bows. 'I am surprised to see you here, my lady. The last time the test was set by your husband.'

A look of pain passes across her. 'My husband has been assassinated! My troubles outweigh any test I was to have set you. The bandit leader Mutari has since slain my guards and seized my home, taking my husband's falcon katana to claim dominion of Lemne. My remaining samurai are away escorting my husband's body to his family estate, and so I beseech you for help.'

Gorobei eagerly volunteers to help, as do Daon and Aiko.

'What of the flag we were to compete for?' Chigeru asks.

'Whosoever wrests the falcon katana from Mutari's corpse will earn my flag.'

Chigeru says that a spear does not become sharper the more steel you put in its tip. Singing Wind already has several champions for her cause. Instead he declares he will hasten to Nara to capture another flag.

Will you:

Agree to help Singing Wind and work alongside the others? Turn to 78.
Seize a head start, leaving Lemne along the northern road to the castle at Suma? Turn to 167.
Follow Chigeru's route, leaving Lemne along the southern road to the ancient city of Nara? Turn to 177.

: That's a bit more like it. Goro, how's it going, old chunk?

: IT'S GOOD TO BE BACK.

Character Sheet posted:

Avenger

Endurance: 20/20
Inner Force: 3

Acrobatics
Climbing
Picking Locks, Detecting and Disarming Traps

Kick Modifier: +0
Punch Modifier: +0
Throw Modifier: +0
Fate Modifer: +1 (because Fate works in mysterious ways)

Inventory: Shuriken x 5, Iron Sleeves, Breathing Tube, Ninja Costume, Garrote, Flash Powder, Flint and Tinder

Body Count: ...feeling a bit empty...

Ratatozsk fucked around with this message at 05:54 on Dec 26, 2017

Avalerion
Oct 19, 2012

Agree to help.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Help Singing Wind.

anakha
Sep 16, 2009


Let's be helpful

Comstar
Apr 20, 2007

Are you happy now?
..I thought this test was supposed to be non-lethal?

Err help, I guess?.

Cloud Potato
Jan 9, 2011

"I'm... happy!"
Wow, Page 1 and the book's already asking us "Do you want to be a bad-rear end hero?" Yes. Yes, we do.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 78 posted:

You agree to help Singing Wind who bows, expressing her deep sense of gratitude. You follow her and her two samurai along the dock. She steps into a waiting purple palanquin bearing the mons of a black moon. Two burly servants dressed in white lift the palanquin and begin forward along a wide, white paved road, her samurai falling into a line alongside.

You, Aiko, Daon and Gorobei accompany them along the streets which are deserted at this time of night, lit only by hanging lanterns. Aiko points out a building which resembles a temple of Kwon.

'It used to be,' Gorobei says, 'but ever since our brethren were driven from the island it is now simply a cargo store.'

Daon mutters the Pilgrim's curse under his breath.

You recognize that you are near the city market district. You have been to Lemne and the surrounding area twice before, always on covert missions to help the downtrodden, and your only other time spent on the island has been around Iga.

You pass by closed shops and empty carts. Ahead are the famed seven hills of Lemne, on the highest of which is perched an impressive complex protected by a white stone wall.

Singing Wind emerges from the palanquin. 'My maidservant has informed me that there is a group of ronin up the hill securing the main entrance to my residence. I must ask you to overcome them, so that I can gain access to my rightful home.'

You share a gaze with Aiko, a plan forming instantly based on deception. Aiko enters the palanquin, with Gorobei and Daon changing into the clothes of the palanquin bearers. Lastly, you cling to the underside of the palanquin and hang on, ready to roll out when the moment is right. Singing Wind stays back with her palanquin bearers, although she sends her two samurai along with you.

Turn to 209.

: Two samurai? Do we really need this?

: THIS IS A PREQUEL. WE HAVE NOT YET PROVEN OURSELVES.

: ...oh yeah.

Page 209 posted:

Dao puffs a little as the palanquin is carried uphill, however Gorobei does not seem to show even the slightest strain of exertion. From your upside-down position you can see that the way ahead is barred by a set of locked iron gates which are guarded by half-a-dozen of the mercenary samurai.

Aiko calls out to the ronin from inside the palanquin, her voice a perfect imitation of Singing Wind, 'I am the rightful heir to Lemne and I will not be denied entry to my own home!'

Two of the ronin draw their katana and approach the palanquin. Suddenly Aiko bursts out with a Leaping Tiger kick into the face of the nearest enemy. You drop from the palanquin and roll aside as Gorobei and Daon abandon it to join the fight alongside Singing Wind's samurai. There is one ronin not engaged by anyone who is trying to work his way round to attack Aiko from the blind side.

Will you:

Join the attack against the unengaged ronin? Turn to 236.
Use the distraction to slip over the wall and into Singing Wind's residence, trying to be the first to find Mutari and claim the prize? Turn to 266.

: *crunch* PUNY RONIN ARE NO MATCH FOR THE RIGHTEOUS FISTS AND THIGHS OF KWON.

: Eesh. C'mon ronin, did you really thing a Dragon Tail was the way to go against a tree-trunk like Gorobei?

Character Sheet posted:

Avenger

Endurance: 20/20
Inner Force: 3

Acrobatics
Climbing
Picking Locks, Detecting and Disarming Traps

Kick Modifier: +0
Punch Modifier: +0
Throw Modifier: +0
Fate Modifer: +1 (because Fate works in mysterious ways)

Inventory: Shuriken x 5, Iron Sleeves, Breathing Tube, Ninja Costume, Garrote, Flash Powder, Flint and Tinder

Body Count: feels like we're getting close

SatansOnion
Dec 12, 2011

Go shank that fucker who's trying to slink off and ice Aiko

Our dead dad would be ashamed if we didn't, imo

SatansOnion fucked around with this message at 07:23 on Dec 19, 2017

plaintiff
May 15, 2015

We help Aiko, Aiko helps us. Whoop that ronin dog's rear end.

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose
Yeah, whack the ronin first.

CaptainCaveman
Apr 16, 2005

Always searching for North.
I sort of want to use the distraction just to see if we get yelled at for being dishonorable.

Snorb
Nov 19, 2010
Help Aiko first.

Avalerion
Oct 19, 2012

Join attack.

Cloud Potato
Jan 9, 2011

"I'm... happy!"
Attack the un-engaged ronin. Don't worry, I'm sure you'll meet someone who's right for you soon - IN HELL!

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Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 236 posted:

To your left Gorobei grabs an onrushing ronin and pins his arms in a bear hug, drawing upon his inner chi to squeeze the life from him despite his armor. Daon and Aiko are busy in combat against two others.

The ronin nearby turns at your approach with his katana drawn. Will you:

Use a Winged Horse kick? Turn to 14.
Use a Cobra Strike punch? Turn to 55.
Use a Whirlpool throw? Turn to 91.

Page 55 posted:

With almost superhuman speed you try to flick aside his sword whilst delivering a Cobra Strike aimed at a gap in his neck armor.

Ronin Guard posted:

Defense against Cobra Strike: 5
Endurance: 11
Damage: 1 Die +1

If you have defeated the ronin, turn to 34

If not, the ronin is momentarily off balance by you knocking his katana blade wide, but he quickly recovers to slash at you. Your Defense against this is 7.

If you are still alive you may use the the Winged Horse kick (turn to 14, the Whirlpool throw (turn to 91) or punch him again (return to the top of this paragraph).

Rolling...(5,1): neck strike achieved.
Rolling...(3) damage to Ronin (8/11)
Rolling...(6,5): Ronin gets in a lucky shot
Rolling...(3)+1 damage to Avenger (16/20)

Page 91 posted:

With amazing speed you turn and grab his extended weapon arm, intending to use his own momentum against him in a Whirlpool throw.

Ronin Guard posted:

Defense against Whirlpool throw: 5
Endurance: 11
Damage: 1 Die + 1

If you have thrown the ronin successfully you may either use the Winged Horse kick (turn to 14 or the Cobra Strike punch (turn to 55), adding 2 to your Kick or Punch Modifier and damage fore this attack only, as he struggles to get his feet.

If you fail to throw him, the ronin adjusts his weight to push you aside and quickly recovers to slash at you with his katana. Your Defense against this is 6.

If you are still alive you may use the Winged Horse kick (turn to 14 or the Cobra Strike punch (turn to 55).

Rolling...(3,5), Ronin successfully hucked!

Page 14 posted:

You launch yourself forward into a Winged Horse kick, aiming your heel for the gap in his armor between his neck and his chin.

Ronin Guard posted:

Defense against Winged Horse: 6
Endurance: 11
Damage: 1 Die +1

If you have defeated the ronin, turn to 34

If not, then the ronin counterattacks by slashing at you with his katana. Your Defense against this is 7.

If you are still alive you may use the Cobra Strike Punch (turn to 55), the Whirlpool throw (turn to 91) or kick him again (return to the top of this paragraph).

Rolling...(3,2)+2: Toes+throat=success
Rolling...(3)+2 damage to Ronin (3/11)
Rolling...(4,2): Ronin whiffs

So the punch is an easier strike than the kick. The throw has the same chance of success but raises the chance to succeed with a kick which is a guaranteed killing stroke (provided both throw and kick land).

Page 55 posted:

With almost superhuman speed you try to flick aside his sword whilst delivering a Cobra Strike aimed at a gap in his neck armor.

Ronin Guard posted:

Defense against Cobra Strike: 5
Endurance: 11
Damage: 1 Die +1

If you have defeated the ronin, turn to 34

If not, the ronin is momentarily off balance by you knocking his katana blade wide, but he quickly recovers to slash at you. Your Defense against this is 7.

If you are still alive you may use the the Winged Horse kick (turn to 14, the Whirlpool throw (turn to 91) or punch him again (return to the top of this paragraph).

Rolling...(3,1): Avenger whiffs
Rolling...(3,1): Ronin whiffs

So yeah, the combat can go on for a bit. Lemme just crunch the numbers behind the scene and I hope you'll trust me that the ronin's throat is in pretty bad shape at the end of all of this.

Kills: 1 ronin

Page 34 posted:

The ronin collapses, his katana clattering to the paved road from his lifeless hand. You look around to Gorobei pin a second opponent to the ground and deliver a shattering punch that ends all resistance.

All the other ronin are dead or incapacitated. Singing Wind herself rushes up with the palanquin bearers and crouches over a loyal samurai who has fallen in the struggle. She murmurs a blessing in the name of Illustra, Goddess of Life, staunching the bleeding a saving a man's life.

'Mutari will be sleeping in my quarters at this late hour,' Singing Wind says to your group, collecting the gate key from one of the bodies and opening the gate. 'The direct route there will be guarded, and contains some countermeasures to ninja infiltration - my husband created them when he was told he may be assassinated. Little good it did him. I know of a secret passage that will bypass the defenses, though only one of you can use it.'

She commands the palanquin bearers to remove the bodies, and the uninjured samurai to keep watch over the other. She then lead the way on across the grass.

Will you:

Follow Singing Wind and the others to the secret tunnel? Turn to 145.
Slip off on your own and risk the ninja countermeasures to be the first to Mutari's quarters? Turn to 266.

: REFRESHING.

: Says the man who started out with 60/60 Endurance.

: YOU CHOSE TO SPEND A SEMESTER LEARNING TO STAY ABSOLUTELY STILL FOR HOURS. YOU COULD HAVE BEEN WRASSLIN' YAKS WITH ME INSTEAD.

Character Sheet posted:

Avenger

Endurance: 16/20
Inner Force: 3

Acrobatics
Climbing
Picking Locks, Detecting and Disarming Traps

Kick Modifier: +0
Punch Modifier: +0
Throw Modifier: +0
Fate Modifer: +1 (because Fate works in mysterious ways)

Inventory: Shuriken x 5, Iron Sleeves, Breathing Tube, Ninja Costume, Garrote, Flash Powder, Flint and Tinder

Body Count: Ronin x1

Ratatozsk fucked around with this message at 03:29 on Dec 20, 2017

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