OMETOTCHTLI
[ 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. ]

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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It would probably make the most sense to send the decoy and some of the warriors on one of the more traveled paths and take a less common one ourselves, right?
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Things have changed a little since then, I suppose.
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It sounds sensible, yes.
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Should we just go with that idea as it is, or do you want to add anything to it?
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It is fine... how many warriors should we send? I believe we should probably not send more than two.
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Yeah, that makes sense.
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Do you have anything you'd want to add to that, then, or should we just go with it?
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We could have one warrior scout ahead while we take the less common route. Just in case. What does a priestess even do?
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That's a good idea. And... I have no idea about the priestess.
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Oi, Echo. What's the priestess do?
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But you suddenly understand that the priestess is a non-magical healer. ]
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