You have decided to name your group the <span class="mu-s"><span class="mu-i">Crown Crusaders</span></span>, a fitting name for your quest. Finally, you set off!
But your journey has only just begun. First you must make your way up the mountain and seek knowledge from the great wizard- <span class="mu-i">Arabamnon</span>. The wizard knows magic far greater then any of your small parlor tricks- and had many centuries ago mastered their own mortality- becoming an immortal being separated from the cycle of death and rebirth. Even Benjamin doesn't remember a time before the Wizard. But what is known is that the Wizard got tired of people asking for his knowledge, and he moved to live atop a great mountain- protected by unwelcome guests. It will be just a challenge to reach him...
As you cross the old stone bridge that leads to the Wizard's mountain- suddenly two loose stones fall through! As though they have been sabotaged!
>>5648412This mysterious rogue is in danger!
>>5648888Benjamin is in danger!
<span class="mu-s">Rules</span>
Whenever prompted to avoid danger, surmount a physical obstacle, perform quick thinking and feats of physicality, or "make a saving throw"- it is called a <span class="mu-s">Hazard roll</span>. Hazard rolls require you to <span class="mu-i">roll your class die</span> and <span class="mu-i">avoid rolling the maximum possible value or higher on your die</span>. Meaning if your class die is a d6- don't roll a 6! If you roll under, you succeed and avoid the danger. If you roll equal or higher- you fail and suffer a consequence.
Like <span class="mu-s">Skill</span> rolls, Rogues get to roll an extra die. They only fail if their grand total is higher then the maximum die value of all their dice. So a Rogue would roll 2d8 and only fail if they get a 16, and so on.
Benjamin has a special roll. He rolls a d6 + his default value (3)- avoid getting 6 or more. He is a clumsy skeleton...