TIAMAT
[ 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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[Hi, I'm your resident cat.]
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[o h. . .]
no subject
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Well, not the worst scenario.
TURN-IN
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KAITO will travel alongside the caravan, but he'll remain stealthily hidden in the underbrush. He'll use his stealth and reconnaissance skills to attempts to spot the rogues before the rogues spot them, so he can give proper warnings.
The MAGICIAN, PRIESTESS and PUMA will ride in the carriage. PUMA will wear a dress and act as a decoy princess (kya kya). The fire warriors will walk around the carriage to fend off rogues should they attack. If the rogues breach the carriage, then the magician can use EXPLODEY MAGIC to fight them off. Puma will punch them in the face. The priestess will idk be a priestess or something.
Finally, the LADY KNIGHT and DIAMOND (THE REAL PRINCESS??) will bring up the rear of the caravan. Diamond will use her invisibility powers to keep them invisible the entire time, so no rogues target her or the lady night. If it seems like they're about to be attacked, Diamond and the lady knight will make a hasty escape.
And that fate point goes to AMALTHEA.
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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
You're rafting with a friend, but suddenly the river becomes treacherous. You lose your paddles, and the rapids are quickly pulling you towards a waterfall. You're directly in the center of the river, which is wide enough for a ship to pass through, and both banks are thickly wooded.
She offers to try to toss you to shore.
Since.
You know, she's apparently strong enough to do that. You definitely aren't, though.
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TURN-IN
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In the event we have to rest for a night, we take turns KEEPING WATCH over our girlfriend.
Once we have returned to civilization, we are never going camping or rafting ever again.
ONE FATE POINT TO OMELETTES.
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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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We could always move away from the mountain.
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. . . I see. This is an odd scenario.
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You know, if we were away from the dragon, we could probably just order them to take us home and we can talk to our parents when they've calmed down?
TURN-IN
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The PRINCESS will then pick up the sword and devote herself to fighting side-by-side her dragon girlfriend, protecting life whenever she can. She will live the days she has with her dragon girlfriend to their fullest. She'll love her girlfriend with every ounce of her heart, and cherish every moment the two spend together.
. . . if the PRINCESS outlives the dragon, then she will make sure she is there to say goodbye before the dragon's final moments. And then she will honor her dragon girlfriend's memory with every ounce of her. She will live on and move forward, fighting to protect other people's lives in the dragon girlfriend's name, remembering and cherishing the past without letting it interfere with her future.
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