AMALTHEA
[ 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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[This isn't real, my uncontrollable immorality is already setting in.]
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This would be a lot easier if we could figure out who the rogues would prioritize...
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We should save the moon card for when we get a couple of fate points and come across something questionable, and the wheel of fortune for if we en up with a lot of fate points later on in the game.
As for sending out our own, I'm assuming we go with sending them off to teams that aren't close to us. So we can either pick a different one each round, or focus on one.
And, aside from what we have with us here, we've got quite a bit of our own skill to get through this!
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Too bad Belt isn't here. This would be a piece of cake for her.
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Sounds like y'all got a plan already.
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Are you allowed to tell us how many rounds there are?
And, everybody playing from Kyriakos itself, is it possible for them to really get hurt if the scenarios get harder along the way?
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but you understand that nobody will get hurt, and there will be as many rounds as is necessary.
(for what, who knows) ]
TURN-IN
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Leo is using his SUPER RUNNING SPEED first (GOTTA GO FAST) as well as his ENHANCED SENSE OF SMELL to scout the surrounding area for ambushes and try to see if there are any areas slightly off of the main path to maybe veer toward to in an attempt to avoid traps.
From there, mages will pinpoint any ambushes Leo finds to EXPLODE THEM.
TWO soldiers are leading the carriage while the rest stay behind. Rook and Technic will use TECHNICAL SKILLS to disable any traps they may find ahead of the carriage, as well as accompany SWOOP, the remaining THREE soldiers, and the KNIGHT in picking off any stragglers. Technic has FIGHTING SKILLS, Rook has FIGHTING SKILLS and GUILD STRENGTH, and Swoop has ENHANCED STRENGTH.
The priestess will idk pray for our souls during this whole adventure.
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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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[Would it matter in this hypothetical scenario though....]
TURN-IN
OH MY GOD DO WE TRY
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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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Unless we just flat out exterminate the army.
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Once the ARMY arrives, the ROUGH AND THICK-NECKED MERCENARIES will engage them, bottle necking them to in front of the DRAGON'S LAIR where we will have spread LANTERN OIL.
Once they are successfully corralled, our bae will use her FIRE BREATH to burn the opposing army to cinders with the help of the lantern oil.
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