Fiction | Game | Medium Adventurers League ⚔️
I Gotta Get Outta This Place…
Part of an adventure quest story.
This is part of a story that works as an interactive game. You’ll need to have some paper and dice at the ready! Click here for the beginning of the Medium Adventurers League. Here is a reminder of the rules. Or go back to the previous chapter.
You decide that you are going to break out of here, if it’s the last thing you do!!!
But for now, the door to your cell slams as the warden puts your weapons and gear in a chest at the far end of the building.
Remove all of your equipment, adjusting your brawn and health stat as required.
For example, if your health stat included +2 for armor, this bonus should now be removed.
Combat with brawn is at -1 until you get a weapon again.There you stay for cold, hungry days and nights, reflecting on your life choices.
If this is the second time you have been here, your adventure ends at this point. I guess you are just not cut out to be a hero!
But if this is your first such mistake, read on…
Around three days after your capture, the door to your cell is opened, and you find yourself rounded up into a chain gang. Soon you are laboring in a logging camp alongside an orc, an elf and a goblin, all of whom smell like they have been doing this for a while.
As the day goes on, you consider your options. You are sure you could use magic to break your bonds… but you would need someone to distract the guards.
Looking at the nearby workers from your group — the orc, elf, and goblin — you ponder over your emerging plan. Would they be willing to take one for the team…?
Encounter: get help escaping from the logging gang.Challenge rating: Medium (roll 15+).
Roll using charm.
Roll three times, one each for the orc, elf and goblin.If you succeed, your fellow prisoner agrees to distract the guards when the moment arrives.
If you fail, they refuse.
Take a note of how many (out of 3 are going to help you), then read on...While the guards are eating lunch, you use your magic and sizzle the flimsy lock that chains you together with the trio of fellow prisoners. Soon, the four of you are free, all running in different directions.
Encounter: fleeing into the trees.Challenge rating: Medium (roll 15+).
Roll using brawn.
Add +2 for each prisoner who agreed to help you.
Roll three times, and go with the majority success/failure on the rolls.If you succeed, you escape into the trees nearby. Read below to find out what happens next.
If you fail, the guards attack you without mercy, and you are immediately killed. Click here.You jink in between trees and prisoners. Fortunately the guards were slow to react, and they focused more on your fellow escapees. Soon you are running towards the edge of the camp with nobody in pursuit…
You sprint into a thicket of hazel bushes, catch your breath, then make your way slowly and cautiously through the undergrowth, and away.
You have escaped.
It’s going to be a long and tiring way back, however, with no equipment or rations. What’s more, your reputation has taken a beating. You are now an escaped prisoner, to add to your previous crimes! You surely won’t be able to go back to that area for some time…
Subtract a further 2 from your reputation.
Add 1 to charm or wits (your choice) as you learn from this experience.
Subtract 2 from your health score. If you die of starvation, click here.
Otherwise read on.