EPONA
[ 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.
Re: ROUND 1
[ well. well okay ]
[ gggglaaances around to see if anyone's here ]
Re: ROUND 1
Re: ROUND 1
but you're now aware she's there for priestessing, duh.
also she's a healer, but not of the magical sort ]
Re: ROUND 1
[ . . . ]
[ well I want to win for Epona ]
[ but I also don't want to kill anyone ]
[ also, I don't want to send any fate points ]
[ HMMMMMMMMMMMM ]
Re: ROUND 1
Re: ROUND 1
[ HERE WE GOOOOOOOOOO ]
TURN-IN
Re: TURN-IN
everyone has orders to protect miss ladyknight, who is definitely also being the decoy princess here because look that's the most dangerous role so you should want to do that right? miss ladyknight is also not being told that she is being protected. this is a secret operation.
the carriage carrying flame will go first to make sure any traps being set off will be set off with this carriage ]
[ he'll protect his ladyknight with his body okok ]
[ ALSO, sending 1 fate point to epona ]
Re: TURN-IN
It goes perfectly, except for the part where you're ambushed and you protect your knight with your body, which goes about as expected.
Your death on a mission of peace leads to your country declaring war. Your knight dies on the battlefield, defending your honour.
You receive 20 POINTS.
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.
Re: ROUND 2
TURN-IN
Re: TURN-IN
Flame is going to take a rowboat himself out to parley with the other ships, but he's also given everyone on board the order that if the other ships open fire, then they must sail away at top speed. HE IS APPOINTING HIS FIRST MATE AS THE TEMPORARY CAPTAIN so she must put her shipmates as priority. Emphasizing how much he trusts her to take care of the ship and her shipmates.
Re: TURN-IN
Your first mate does not listen to your order. She and your crew immediately attempt to save you. Your crew dies in the battle, and your first mate is captured.
You both spend your last few months together before you are both executed by your enemies.
You receive 20 POINTS.
ROUND 3
You both are in a concrete room, each with one gun, feeling unbearable amounts of pain from an unknown source. It's like all your nerves are on fire. You know you won't die until one of you kills the other.
She's begging you to kill her.
Who shoots first?
Re: ROUND 3
TURN-IN
Re: TURN-IN
ROUND 3
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.
Re: ROUND 3
TURN-IN
Re: TURN-IN
[ > fate points: ALL TO EPONA ]
Re: TURN-IN
The wheel of fortune turns.
You receive 0 POINTS.