HENWEN
[ 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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Sending the loyal knight with the decoy carriage would probably have the highest likelihood of everyone surviving.
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The Princess passes through while the decoy, which has a mage, a healer, and many warriors deals with the bad guys.
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TURN-IN
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Furthermore, SUNSTONE will use his FIRE BREATH on the ROAD to attempt to set off any traps that might disable the carriage.
A fate point will be sent to ALECTRYON
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You take point, using your FIRE BREATH to clear out any traps. This works out and the resulting explosions (and fires) leave the rogues DISORGANIZED.
...Not disorganized enough to not shoot you, though. You're badly wounded, and while you survive in the end, it looks like this mission of peace isn't happening any time soon...
A war breaks out, and your loyal knight fights in it, defending your honour until her death on the battlefield.
You gain 20 POINTS.
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ROUND 2
You are an police negotiator, and several hostages are behind held in a bank. The robbers are demanding a getaway plane and MILLIONS OF DOLLARS. You are authorized to hand over anything short of GOVERNMENT SECRETS or WEAPONS to save them.
But there's only one hostage you care about. She's being held in the basement vault. There are robbers posted at all the windows, and at every entrance.
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The most important thing is to make hostage takers feel safe.
If they feel trapped, or at risk, people will start to die.
It doesn't matter what we give them as long as the hostages are safe; you can always catch them later.
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We can ask them to swap out the hostages for some of our officers, or ask them to release some of the hostages as a show of good faith.
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Let's grab that microphone..
"This is Police Negotiator Silver!
We don't have to be enemies. Your want to escape with your money, but all I want is the safe release of those hostages. Our goals are not mutually exclusive.
[Silver will motion so that the crooks can see MONEY being prepared.]
We can get you what you ask for, but we can't let you leave with any of those hostages. As a show of good faith, I'd like you to release them. We're willing to exchange the hostages for our own men, so nobody but us has to be involved. The less civilians at risk, the more chance you and your associates have of escaping with what you'd like! We know how many hostages there are, and are prepared to exchange an officer for each one!"
[Fate points...well there was that jerk, so.. will be sent to BARGHEST and ALECTRYON, one each.]
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...Up until she dies a few years later of an unrelated cause.
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.
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Sunstone, maybe you could go out there and tell them that she turned you into a dragon, and breathe fire everywhere, and they'd go away!
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But what if we're not human anymore?
Or you could breathe fire and I could hide on your back and do the talking!
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Once the army's leaders are close enough to hear, Silver will give an amazing(ly awful) princess performance.
"Oh, woe is me! Although I would wish to return to human lands, I have been PERMANENTLY AND FOREVER CURSED into this dragon form! NO MAGIC OR SPELL CAN POSSIBLY UNDUE THIS! I cannot control my flames! Please, leave me be, to live out the rest of my days in exile, only dreaming of the life I once had!"
A fate point will be sent to VANARA.
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You saved her.
...But now you're fading away. You'll never see her again, now. After all, you had to wake up eventually.
You receive 30 POINTS.