RE: Black Zenith [Adventure RPG / Chapter Three: Forgotten Whispers]
10-28-2013, 02:27 AM
(This post was last modified: 10-28-2013, 12:02 PM by ICan'tGiveCredit.)
Watson had finished mulling on the possible strategies he could take with the rest of his group.
"Yes, and she shall continue to be a nuisance so long as her presence permeates these caverns. We cannot leave these caverns, for she shall exert full effort on eliminating us."
Watson clears his throat for a moment before speaking once more.
"Escape is not an option as we do not possess the time to make an exit without being pursued by Echo and her minions. It would most likely cause terrible injury due to the rough terrain atop this mountain. With this in mind, there are two other options. The first is diplomacy which of course, is always an ideal option in my mind. However, we must disable Echo so as to not allow her to take advantage of the time during which we try to negotiate. Of course, this is not a very plausible endeavor but still worth pondering, in my opinion.
The second option is the most obvious but presents the most difficulty overall. We engage in battle with Echo and her ravenous band of hooligans. Why, she has yet another working with her as I only remember fighting with Echo's group of three in the cave of the nagas. So this presents a challenge... and the cave in which she is in is most likely riddled with traps so those must be dealt with. Furthermore, Echo will resort to the tactic of entrapping Bohw, so we must come up with a way of preventing her from doing so or better, entrapping her, as we dispatch the rest of her rugged crew. Those left to be defeated can't be helped, as the black-clad woman throws daggers that phase through armor and the other cultist creates monsters of shadow, so we had might as well try our best in fighting them as I see no way of preventing them from pulling the same trickery as they had done last time. As for the fourth cultist? I haven't the slightest idea what to expect from them."
Deciding that it's still better to have some protection rather than none at all, he begins to wear his armor. If the worst happens, his green trinket will pull through for him. Somehow. For all he knows, it could simply be the most useless piece of jewl'ry he had ever had the gall to wear in his life.
"Yes, and she shall continue to be a nuisance so long as her presence permeates these caverns. We cannot leave these caverns, for she shall exert full effort on eliminating us."
Watson clears his throat for a moment before speaking once more.
"Escape is not an option as we do not possess the time to make an exit without being pursued by Echo and her minions. It would most likely cause terrible injury due to the rough terrain atop this mountain. With this in mind, there are two other options. The first is diplomacy which of course, is always an ideal option in my mind. However, we must disable Echo so as to not allow her to take advantage of the time during which we try to negotiate. Of course, this is not a very plausible endeavor but still worth pondering, in my opinion.
The second option is the most obvious but presents the most difficulty overall. We engage in battle with Echo and her ravenous band of hooligans. Why, she has yet another working with her as I only remember fighting with Echo's group of three in the cave of the nagas. So this presents a challenge... and the cave in which she is in is most likely riddled with traps so those must be dealt with. Furthermore, Echo will resort to the tactic of entrapping Bohw, so we must come up with a way of preventing her from doing so or better, entrapping her, as we dispatch the rest of her rugged crew. Those left to be defeated can't be helped, as the black-clad woman throws daggers that phase through armor and the other cultist creates monsters of shadow, so we had might as well try our best in fighting them as I see no way of preventing them from pulling the same trickery as they had done last time. As for the fourth cultist? I haven't the slightest idea what to expect from them."
Deciding that it's still better to have some protection rather than none at all, he begins to wear his armor. If the worst happens, his green trinket will pull through for him. Somehow. For all he knows, it could simply be the most useless piece of jewl'ry he had ever had the gall to wear in his life.