DAWON
[ 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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[ that doesn't sound suspicious or anything ]
Could we not go on foot through the most dangerous part of the forest, off of the path?
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TURN-IN
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If possible, the mage should enchant the soldiers so that they are fireproof. [ scoff; surely someone who knows explosions could do that ]
However, a select party -- ourselves, our knight, the priestess and the mage -- will travel around the forest hours before our carriage was meant to depart. If that's not possible, then we will travel on a much lesser-known road with all possible secrecy and haste, so we don't get caught in the fire.
We will be giving our fate point to Henwen.
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However, your mission of peace is altogether a failure and war is declared years later, anyway. Your knight dies defending your honour on the battlefield.
You receive 30 POINTS.
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ROUND 2
You're both astronauts on a space station.
You both had to perform a spacewalk to repair an air leak, but something has gone terribly wrong, and both of your tethers have broken. Neither of you have anything on you, but one of you can push the other back towards the station.
There are rescue craft on the station, but she's adamant that you are the one to be sent back.
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[ why is this a bad thing? :/ ]
This is silly. I say we will be just fine, won't we? It's a dream, or a fiction. We can do whatever we like.
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One with a little less technology nonsense, if you please.
ROUND 2
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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We also have someone consult...whatever we use to farsee, to see what the weather will be, so there are no storms.
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Sounds good. D'you think they had meteorologists back in that time period? How the hell did they even tell weather back then?
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We're gonna consult whoever does the weather forcasts in this weird time period to make sure that there are no storms when we do this, too.
Vanara gets the Fate point.
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Fortunately, none of this comes back to haunt you, ever. You both live happily through the end of the war and for a few years after until she dies of unrelated causes.
You receive 30 POINTS.
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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...Why do we want to stay? That is incredibly foolish.
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Okay, this is the weirdest scenario so far. What the hell is this? We can't stay if it's just gonna get her killed.
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We're going to use one of the many shiny, magical things in her hoard to turn us invisible so that the army can't find us, and one to erect magical shields just in case they do find us. We would prefer not to roast our own armies, please, but we will if they choose to stand between us and true love.
...We will write our parents a note explaining why we love the dragon -- it will be very detailed and express a lot of those feelings that people do when they're in love, enough to move their stone hearts. And if they don't, we will use another shiny magical thing to charm them into understanding. Because magic is really the key, here.
Also, we will live happily ever after and there will be no disasters or whatnot after the fact. Our human-elf-dragon children will be the best human-elf-dragon children in the kingdom.
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