There was the slighest hint at a sigh from Doi, before he would bow for the three of them.
"And here, I almost turned down the assignment. What was I thinking? Let us depart, then." Turning around, he would give an arm gesture to move out and start heading through the open gate. Yakumo would follow immediately, though Kenichi delayed a bit as if waiting or listening for something, or perhaps simply spacing out. A good ten seconds would pass before he would turn and depart as well, still palming that leaf all the while.
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For the most part, the Hiruma keep to themselves unless any of you choose to interact with them. They are there to keep you on the correct path as you head towards the Twilight Mountains, especially since no one has Absolute Direction or Way of the Land: Kaiu Lands or Twilight Mountains.
Here's what I need from all of you! This will be a multi-round event, and you guys have about 100 miles of travel to make! Since the danger of failure is low, a cooperative skill roll would be inappropriate in this case, so...
Step 1Designate a leader. The general has indicated to Masuyo that he wants her to be the guide, but that doesn't necessarily have to be the case. The leader must make me one of the following rolls:
Stamina/Athletics vs TN 15
Agility/Hunting (Trailblazing) vs TN 20
Intelligence/Lore: vs TN 25
Perception/Navigation (Land) vs TN 20 - Use of the Fine Quality Map grants a free raise on this roll, but only one character may benefit from this bonus per day.
If you have Way of the Land: Kaiu Lands or Twilight Mountains, you gain a free raise on your roll. If you have Absolute Direction, you get one reroll during this trip.
Passing the TN covers that many miles per day (so beating TN 15 covers 15 miles).
The leader may raise to increase the TN, and cover that many miles instead if they succeed (so raising once for TN 20 covers 20 miles on a success).
Failure means you cover half the distance of you roll in miles, round down (18 vs TN 20 covers 9 miles).
Step 2Everyone else for that day, give me one of the rolls above. On a success, you add +1 to the amount of miles covered by the Leader's success (and only if they succeed). For each raise you make, you increase the amount by another +1 (so two raises gives you +3 to the mileage).
If you have Way of the Land: Kaiu Lands or Twilight Mountains, you gain a free raise on your roll. If you have Absolute Direction, you get one reroll during this trip.
Failure on this part really won't hamper the result of the roll though; it just won't HELP.
Also, depending on which roll you make...
Stamina/Athletics - If you successfully raise twice, you ALSO grant the leader a free raise on their roll.
Agility/Hunting (Trailblazing) - If you successfully raise twice, you ALSO grant the leader a free +1k0 on their roll.
Intelligence/Lore: - If you successfully raise twice, you can gain Way of the Land: Twilight Mountains for free!
Perception/Navigation (Land) - If you successfully raise twice, you will be eligible for a rank in Craft: Mapmaking at the end of the Chapter.
Step 3Wait for me to respond for each leg of the journey, because something MIGHT happen, especially depending on the results of your rolls.
Afterwards, return to Step 1 and repeat until complete (which might get different leaders on different days).
Special RulesIn lieu of their rolls, all non-leaders can make a Perception/Hunting (Survival) roll vs TN 15 to find enough sources of fresh water or food to sustain a number of people equal to their Hunting Skill. This is what the Hiruma will be doing for themselves each day. Success does not add to the mileage covered by the group.
Addendum: You can raise once per +1 person fed.
You have a number of void points for this trip equal to your Void Ring. You do not recover these each day, but they do not leave you without void points upon conclusion either.
Finally, and most importantly, I expect you to roleplay and not just throw dice. Failure to do so counts as a failure for your roll.