BARGHEST
[ Once you enter the train, it takes off...moving for only a few moments before coming to a stop in the midst of the void Delriza's realm floats in.
There's still no sign of the echo herself, but fortunately it's at this point that the rules of the game burn themselves into your mind, like you always knew what you were supposed to be coming here for. ]
There's still no sign of the echo herself, but fortunately it's at this point that the rules of the game burn themselves into your mind, like you always knew what you were supposed to be coming here for. ]

RULES
In this game, you will attempt to save your girlfriend. A scenario will be presented to you each round, and you will discuss among yourselves and try to present a solution that you as a team believe will result in your girlfriend not dying. You are allowed to use anything described in the scenario as well as any skills or powers you may possess as part of your solution. Once it is turned in, you will receive your result at the end of the round.
In addition, you have in your possession the MOON card and WHEEL OF FORTUNE card.
Playing the MOON card must be done at the beginning of the round, and will erase the current scenario and give you a new one. The WHEEL OF FORTUNE card must also be played at the beginning of the round, and will instantly result in a complete success for the round but cause one other random team to fail.
IN EVEN MORE ADDITION, each team begins with one fate point. At the end of each round, you must, along with turning in your solution, choose a team or teams to send at least one fate point to (for example, you must always send one, but if you have more than that you do not have to send all of them. If you have three, you can keep one, send one to one team, and send one to another team). For each fate point a team has, the harder their scenario will be.
BUCKLE UP
ROUND 1
You don't want that.
The rogues of the wood most often employ ranged weapons, and usually lay traps on the most traveled paths through the wood such as caltrops or bladed traps designed for crippling horses, or magical bombs designed to damage carriages beyond use, before firing on those who do not surrender from the trees and brush.
You are taking with you, aside from your knight, a decoy carriage with your court magician, who specializes in EXPLOSION MAGIC, a priestess, and five additional warriors.
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[ GLANCES AROUND TO SEE IF AQUILA'S HERE ]
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Ah...
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. . . Ah.
Hi.
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TURN-IN
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Sending the fate point tooooooo Henwen.
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It doesn't matter, because you and your knight escape. However, the mission itself doesn't go well...but everything seems fine. For a few years, until war is declared anyway.
Your knight dies on the battlefield, defending your honour.
You receive 30 POINTS.
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ROUND 2
War is afoot.
You are the captain of a ship, and while at sea you encounter two other, unidentified ships. They are not flying a flag, and while they are definitely foriegn, you can't be sure if they are pirates, armed merchants, or from an enemy country.
Your ship is a small frigate, faster than either of the ships ahead, but less armed. You have everything onboard that you normally would, including schooners in case an escape is needed...though you are at open sea, so who knows how well that'll go.
Your first mate has offered, however, to take a rowboat out to parley with the other ships. ...She's fairly precious to you, and you would much rather not allow her to take such a risk.
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Yeah.
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but you understand that having less fate points makes your scenarios easier to pass ]
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TURN-IN
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Sending fate points to Alectryon, Vanara.
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Until she dies of unrelated causes.
You receive 30 POINTS.
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ROUND 3
You're a princess. Again.
She's a dragon, and has kidnapped you. But you want to stay. However, an army is being sent to storm her mountain and save you. You have at your disposal her entire hoard (composed of every shiny thing you could possibly imagine), and of course, her. Your parents have already shown they will not listen to reason on this matter. They want you back, no matter the cost.
Also, she is about to go into her yearly BERSERK RAGE. Even if you do manage to prevent them from killing her or taking you away, she will find someone to kill...and it will probably either be you, or some other people that will end in her being hunted down and killed.
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TURN-IN
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Fate points to Amalthea and Dawon.
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The wheel of fortune turns.
You receive 0 POINTS.