VANARA
[ 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.
no subject
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TURN-IN
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However, everyone is to keep in range of the priest, who is being guarded by the remaining warrior. The priest is on full healing duty, and is to heal anyone as soon as they're in danger. We'll also try to capture some of the rogues, and try to get the locations of other traps from them while we move. We want to get everyone out of here alive, though, that's our duty as the princess.
We'll send the fate point to... Alectryon, I guess?
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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.
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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...I'm stuck here. Anyone have any sort of tree powers or something to block the river?
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If there are woods, perhaps there are vines! Why not twine together a rope and throw back?
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We're sending the fate point to Ratatoskr, though.
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But she's already gone over by the time you manage. Her body is never found.
You receive 10 POINTS.
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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?
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Seriously, what's with this situation?! And this is just with three fate points?!
We're sending fate points to Gulgallana, Dawon, and Ometotchtli.
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You saved her.
...But now you're fading away. You'll never see her again, now. After all, you had to wake up eventually.
You receive 30 POINTS.