What would readers prefer?

  • Pure narrative quest: no dice will be used, the author will have free reign to decide what happens.

    Votes: 25 59.5%
  • New dice system: the author will design a new, better dice system to add some randomness and risk.

    Votes: 17 40.5%

  • Total voters
    42
  • Poll closed .
Okay, yeah, here's the strategy then, this phase is a no-brainer.

[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward. Afterwards, focus on what you can cast quickly and get back on the move rather than sheer overwhelming power. Elthunder/Thunder level stuff for the most part. Speed and mobility is life here.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.

They have Fog of War, we do not, we are a Flying unit, and this is a complicated map full of obstructions that we get to ignore. If we can take the Thief out with our surprise attack, the rest are mostly going to be stuck flailing at random while we can pick them off, more or less, at our leisure.

Any sane force would withdraw seeing this kind of killbox, but this is Fire Emblem, where rando bandits will fight to the death against elite royal troops in a fortified position for no greater reason than "You exist, that's enough"
 
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Makes sense. Although, should we hold back a little? As far as I can tell they are ordinary bandits, and if we go all out we need to kill them to preserve our anonymity for just a little longer.
 
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.

I think this is a pretty solid plan, the only thing I would consider here is trying to make a pileup of bodies that'll take them time to climb over, since it is a tunnel.
 
Makes sense. Although, should we hold back a little? As far as I can tell they are ordinary bandits, and if we go all out we need to kill them to preserve our anonymity for just a little longer.

We don't need to kill every one of them, just the ones who see us, anyone who doesn't charge into the killbox isn't going to see a thing.

The most important thing of all is taking that Thief out before anyone knows we're here, everything hinges on that. Hopefully he's not a bullshit Thief who can just stunt dodge an incoming alpha strike that caught him by surprise and then telepathically inform everyone else of our exact position at all times while becoming immune to follow up attacks because Evasion Memes.

(Yes, NPC Thieves tend to be nuisances rather than threats, but I'm sure you all know how it goes)

I sincerely doubt though that what amount to mercenaries are going to be willing to charge a narrow chokepoint with poor visibility when there's an--apparently--high level Mage in their party. Unless of course we're dealing with Fire Emblem Bandits who fight to the death no matter how stacked the odds are against them.

Ultimately, fighting here neuters their ability to bring archers in, which are what will be the real killers that force us to have to go Dragon Form. Our wincon here is Not Using Dragon Form. As such, we need to make damn certain they're too scared or in too shitty a position to think of it.
 
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"The Teleportarium works best when it is sending someone to a place they have already been, but it can still work for new locations. What I need you to do is to envision a clearing in your mind. Tall pine trees, with dark green needles. Nod when you have that fixed in your mind."

Taking a steadying breath, you try to hold the image steady in your mind. This sort of visual-imagination had never been one of your strong points, but if Archmage Stormspeaker said it was important, it had to be important.
I can feel the odds of things going according to plan plummeting.
It takes a few minutes, but eventually you reach the village. On the way, you spot several signs. Some of them have words, confirming that this is in fact Peace Point.
Either I was wrong, or the odds of the plan working fell to exactly a million to one.

You've been carrying the coins that Archduke Letoro gave you around the whole time, so finally having something useful to do with them is nice.
"Finally! A service worker I can tip generously!"

"Alright, so by the looks of it the big man's set you up for a full ride," she says. "Whatever you're doing in Agrithe, it must be important." Her eyes glint in a way that reminds you of Anna as she studies you. "In that case, if you want to be safe, you'll probably want a full squadron to make sure there's no trouble on the way there."

[...]

"One flight…" Katria murmurs, drumming her fingers on the table. The two of you study each other for a moment before she finally nods. "Alright, you seem to know what you want," she says. "It'll probably take me a while to find a flight that's ready and willing to fly, and with the time of day you probably won't be able to leave until tomorrow."
Either there's a very bored squadron eager for something to do, or Katrina was unsubtly trying to trick Ryza into paying for the fanciest escort they offer and hoping Ryza was too naive to see through it. Anna would be disappointed.

You pause, thinking. "I know an Angela," you say. "She's working in Legerius right now…" Your memory catches up with you. "Wait a minute, you're the person who started that bar fight, aren't you!"
For context:
Angela shrugs. "Me personally? Not yet," she says. "I'm still relatively new. Most girls spend a few years as part of a squadron that's assigned to home defense, or at most local jobs. I've been in the Kingdoms a few times, but never into the Empire." Glancing back at you, you see her bare her teeth slightly. "I always figured it was to give us a chance to get some of the heat out of our blood before we went anywhere where people might try to start bar fights with us."

"…wha?"

Angela laughs. "Sorry, just a little joke. My older cousin, she was in the Empire one time, with the rest of her squadron, and some idiot at the bar was stupid enough to say to her face that 'Prince Ignatius did nothing wrong.'" She bares her teeth. "Well, Mary broke his face for that comment, and by the end of the night pretty much everyone in the bar was in lockup after a huge brawl erupted. Aunt Zeitha looked like she couldn't decide if she wanted to congratulate or strangle Mary when she heard."

The leader, ignoring him, looks up at the passage. "Come on, boys, hurry!" he snarls. "We've got us three prissy Whitewings to bag. With that few, there's a good chance we can force 'em to surrender so we can get the double-pay. But that ain't gonna happen if you all don't get out here with less bellyachin'"
I guess we only knocked the odds down to 999,943 to one...


I like Alectai's plan, but it feels uncharacteristically pragmatic for Ryza. I feel like she'd try to scare off the bandits before murdering them. So...
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] These guys were prepared to fight a bunch of sleeping pegasus knights, not a dragon. Turn into a dragon and roar menacingly at them, zapping the ground near them with lightning. Hopefully at least some of them will be scared off. Also, roar loudly enough to wake up Mary, Jaine, and Mercia, in case they try to do something anyways.
I'd be pleasantly surprised if this plan completely solved the problem at hand, but it'll probably help. A small lightning mage is one thing—specifically, a target. A big lightning dragon is another thing.
 
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] These guys were prepared to fight a bunch of sleeping pegasus knights, not a dragon. Turn into a dragon and roar menacingly at them, zapping the ground near them with lightning. Hopefully at least some of them will be scared off. Also, roar loudly enough to wake up Mary, Jaine, and Mercia, in case they try to do something anyways.
I'd be pleasantly surprised if this plan completely solved the problem at hand, but it'll probably help. A small lightning mage is one thing—specifically, a target. A big lightning dragon is another thing.
 
Ummm.

We can't expect the Dragon to follow our instructions. We can put an emotional context in place, but we absolutely can't expect it to not lash out at the invaders.

More importantly, it'd be really damn hard to hide, and raise aggro a lot.

We have not done the Awakening Ritual yet, when we Dragon Shift, the Dragon has the reins and will Act To Remove The Danger. A plan to go Dragon is a plan to "Delete everything that remotely resembles a threat.".

And we don't have time to Half-Shift even if that would be a good idea.
 
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Ah y'know what? We haven't full shifted in ages, and sure we haven't done the ceremony yet, but Dragon-Ryza should get some time.

Hopefully without collateral damage or injury to the Whitewings.

[] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[] These guys were prepared to fight a bunch of sleeping pegasus knights, not a dragon. Turn into a dragon and roar menacingly at them, zapping the ground near them with lightning. Hopefully at least some of them will be scared off. Also, roar loudly enough to wake up Mary, Jaine, and Mercia, in case they try to do something anyways.

Edit: On the other hand, worst case scenarios are a thing. Playing it safe is good.
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
 
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Remember that line about villagers and knights going missing? Maybe they're random bandits, and maybe they aren't. Mercs getting paid a bounty for causing problems? Well, we can always interrogate them. Y'know, if anyone lives.

[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
 
"-don't have the numbers to stand off an army!" one of the Green mages hisses.
"fend off"? "fight off"?

Especially since I spend half my time wondering just how much of what's say about the artifacts is wrong."
"what's said"? "what she's saying"?

While reactions vary (Fillia says some very unkind things about the Regent when you tell her what his messenger said to the Archmage) everyone wishes you the best.
There should be a comma after that parenthesis.

As you walk in, you're nearly floored by the nearly-visible haze of Green magic filling the entire room.
This is repetitive. I recommend changing one of the "nearly"s to "almost".

"Thank you," you say before glancing around the room. "So… how does this work?"
There should be a comma after "say".

shivering a little from the combination of the Green magic still sufficing your being,
"suffusing"?

Hopping up yourself, you follow her as she stars making her way towards a side door.
"starts"

Several waterfalls tumble off a long slope that seems to have been purposely carved to provide a roof for the rest of the city.
"purposefully"?

Katrina is finish pushing a chair into place in front of the desk before making her way around to the other side.
Something went wrong here, but I'm not sure what.

"I'm should probably think you're full of it," she says.
"I"

"But honestly, I don't think anyone could make something that wierd that up."
Firstly, "wierd" should be "weird". Secondly, that "that" should not be there.

"Wait a minute, you're the person who started that bar fight, aren't you!"
I feel like this sentence should end in a question mark, either in place of or in addition to the exclamation point.

"Angi's still telling that story, huh?"
"Angie's"?
The four of you laps back into silence for the rest of the flight,
"lapse"
Staring up at the collapsed ruins of what had probably once been a sky-door: a traditional part of every Green holding that allowed dragon-forms to fly in and out at will, you're forced to accept that there's nothing here.
That colon should be a comma.

It was still night; the only faint glows coming from the banked fire and the stars shining from outside.
I'm pretty sure that semi-colon should also be a comma.

The watch must have changed: Mary's asleep on her bedroll, and Mercia's moved to sit near the pegasi, her lance glinting slightly as she stares out the door.
I'm pretty sure that colon should be something else, but I'm not sure what.

You frown: everything seems alright, but dream-you had told you that you needed to wake up.
That colon should be a period, and "everything" should be capitalized.

a quiet whistling from Mercia as she strokes her pegasi's mane
"Pegasi" is plural.
It could be nothing: just an animal that had found its way in and was using this place as a nest.
That colon should be a comma.

Maybe that's what your dream had been trying to warn you about: maybe there were monsters here too?
That colon should be something else. I feel like it should be a semi-colon, but I'm not sure.

You hesitate for a moment: the Whitewings had been using this place for ages
That colon should be a period, and "the" should be capitalized.

After that moment, however, you shake your head: there's no harm in going to take a quick look.
That colon should be a period, and "there's" should be capitalized.

This must have been what your dream had been warning you about: you must have heard them in your sleep and your subconscious recognized the threat!
That colon should be something else. I think it's a semi-colon, but I'm not sure.

By the sound of it, they're going
Something is missing here.

[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
I like the general thrust of this plan, but there's one part that concerns me. Namely, that Arcthunder might be too powerful and collapse the cave based on what happened when Ryza was learning it. I think it might be a good idea to dial this down to Elthunder.
 
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
 
@JAGwin Thanks as always for your corrections. A few of them I kept: stand off is a term that means the same thing, and nearly visible indicates that the magical haze isn't actually visible to the naked eye, but to someone attuned to magical senses it sure feels like it is. The rest, however, is very helpful. I don't know why I was so obsessed with colons while writing this.

I like the general thrust of this plan, but there's one part that concerns me. Namely, that Arcthunder might be too powerful and collapse the cave based on what happened when Ryza was learning it. I think it might be a good idea to dial this down to Elthunder.

I will say that Ryza would have to actually be trying very hard to collapse the cave with Arcthunder: she can scar and burn the rock, but there's just so much of it that it's not going to come down without a huge amount of effort.

Minor collapses to certain areas? Sure, that might happen, but not enough to be a serious threat to herself.
 
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
 
I will say that Ryza would have to actually be trying very hard to collapse the cave with Arcthunder: she can scar and burn the rock, but there's just so much of it that it's not going to come down without a huge amount of effort.

Minor collapses to certain areas? Sure, that might happen, but not enough to be a serious threat to herself.
Oh, well in that case…

[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
 
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can flyeven if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.

These guys are in for a baaaaaaad time.

Also wtf how long has this been planned for, if even secret passages in random outposts are being used to secretly deplete enemy forces? Is this happening in other places too? I am honestly horrified at the sheer meticulousness of it all. This must have been the work of years if not decades.
 
As you walk in, you're nearly floored by the nearly visible haze of Green magic filling the entire room.
Was the dash in "nearly-visible" supposed to have been removed?

The four of you lapes back into silence for the rest of the flight
"lapse"

I am honestly horrified at the sheer meticulousness of it all. This must have been the work of years of not decades.
How about centuries? :V
 
Ummm.

We can't expect the Dragon to follow our instructions. We can put an emotional context in place, but we absolutely can't expect it to not lash out at the invaders.

More importantly, it'd be really damn hard to hide, and raise aggro a lot.

We have not done the Awakening Ritual yet, when we Dragon Shift, the Dragon has the reins and will Act To Remove The Danger. A plan to go Dragon is a plan to "Delete everything that remotely resembles a threat.".

And we don't have time to Half-Shift even if that would be a good idea.
I feel like you're vastly overestimating how bloodthirsty the dragon is against people who aren't an immediate threat to anyone Ryza cares about.
And you're definitely underestimating how bloodthirsty "hit him with everything you've got!" sounds. You're not exactly advocating pacifism here—you're advocating shooting first, and then continuing to shoot anyone who doesn't leave fast enough. Or who assumes that a lonely child-mage will be an easy target.
 
I feel like you're vastly overestimating how bloodthirsty the dragon is against people who aren't an immediate threat to anyone Ryza cares about.
And you're definitely underestimating how bloodthirsty "hit him with everything you've got!" sounds. You're not exactly advocating pacifism here—you're advocating shooting first, and then continuing to shoot anyone who doesn't leave fast enough. Or who assumes that a lonely child-mage will be an easy target.

What I'm trying to say is that you're attributing a lot of forethought to a mindset that we've been told is all about "Take the shortest and most direct path to Get What I Want and doesn't care about consequences very much."

"What I want" is for these people to go away. Dragon Self might just try to intimidate them, but she'll have zero patience for any fuckfuck games and will turn the room into lightning if they do not immediately comply, and they might not.

And Dragon Self should never be our first resort to solving any problems. At least this way, we might get away with just killing a few of them if the rest get spooked from their vanguard getting exploded. If Dragon-Self gets provoked, they're all dead unless they're packing Wyrmbane.
 
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
 
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
 
[X] Go, wake the Whitewings, and leave. You don't know how many bandits there are, but you do know there are only four of you, so if it comes to a fight you can't guarantee you'll win it. However, it will take the bandits time to get organized, so that should be enough time to simply leave.

This definitely isn't going to win, but I honestly don't see the point in picking a fight here.
 
[X] Go, wake the Whitewings, and get ready for a fight. You don't know how many bandits there are, but you probably can't fight them all by yourself. Together, though, especially if you can lure them somewhere where they can ride their pegasi, things'll go better.
 
[X] Go, wake the Whitewings, and get ready for a fight. You don't know how many bandits there are, but you probably can't fight them all by yourself. Together, though, especially if you can lure them somewhere where they can ride their pegasi, things'll go better.
[X] Strike now. The bandits aren't all in yet, if you hit now, you might be able to drive them off before they can bring their greater numbers to bear.
-[X] You can see them, and they can't see you, you are also an accredited Mage who can fly even if you're not bringing your Dragon-Self into the equation, and presumably, they're not going to fight to the death if they don't have to. So you probably don't have to kill every last one of them before they'll break and run. You sincerely doubt they're going to charge into a chokepoint when there's a Mage who can cast Arcthunder blasting them from the shadows.
--[X] So the answer's simple, before they know you're here, take the one who can see out first, hit him with everything you've got! Take him out of the fight before he can guide his allies forward.
---[X] Between the flashes of thunder and your wings, and their lack of night vision for the most part, you should be able to relocate between every attack, keep your distance, make use of the terrain to keep them back--the noise of your blasting should wake your escort, and you can trust them to have their act together. But the most important thing is to keep them on edge, to abuse your ability to see while they're floundering in the shadows, and hopefully they'll break and run before you have to step things up a notch.
 
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