Four elves (these kids are obsessed with ranged attacks) and two knights skirted the ruins south of The Plaza of the Sun and, after considerable deliberation, finally dared the delicate rope-walk across the Crevasse that separates the mongrelman-haunted western city from the eastern city with its temples, palaces, and promises of greater treasure. After having lost so many explorers during a similar crossing, the group was understandably reluctant to risk the bridge.
"I'm gonna go. I'm just gonna go."
"Yeah, I'm gonna go too."
"No, no! One at a time."
"No wait, I check the ropes again. Are they strong? They aren't cut or anything?"
"I roll a search check."
"What are you going to search? They're just ropes -- all you are going to see is some string."
"You guys have to wait, you have heavy armor."
It was decided that Stubs (the one-armed elf who was narrowly saved from carnivorous apes), Viking the Elf, and their two yet-to-be named elfin brethren would cross singly, followed by Sir Reseon and the other armored knight.
"We are taking too long."
"I'm just gonna ninja-run across."
"I bet you're gonna have to make a saving throw or something."
"I brought a plank."
"How is that going to help you?"
"Maybe you guys could take your armor off and tie it to a rope and ... and [making whirling lasso motions] like throw it across to us."
"No. I'm keeping my armor."
As the crossing was made (with considerable angst) I rolled a wandering monster check (negative) and tossed a few more dice just to build tension (redundant). The elves had no trouble walking the rope, scarcely even needing the parallel guide ropes. The knights however, unwilling to doff so much as a solitary sabaton, had to make a saving throw to cross safely. Given that they were proceeding with caution and under no real time constraint, they each made the roll with a substantial bonus.
"Okay, any wizard can attempt to decipher the symbols to discover what they mean." [not actually a rule in Dagger for Kids, but seemed a reasonable ad hoc ruling]
"But all our wizards are dead."
"It's probably just a warning that says 'danger' or something."
"We could try to climb up the sides."
"I only have one arm. I can't climb up."
"I'm for trying to climb."
"We could climb up and let down a rope for him."
"What about us? All the armor makes us really heavy. How are you going to pull us up?"
"So, are you going to split up?"
"Okay, we just go up."
"Roll a saving throw."
I decided some time before that the rogue wizard who has established his sanctum in The Palace was using the tasloi as his diminutive bully-boys and slaves. Disdainful of the mongrelmen, he still had set a minor ward to keep them at bay. Three of the elves failed their saves took on a sickly, yellowish-green pallor, and grew weak.
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The explorers flirted briefly with the idea of a retreat, but instead plunged onward in hopes of breaching The Serpent Gate. As they approached the great gateway (decorated with carved snakes ... what else?) they eyed the greenish metal portals that blocked their way.
"We're gonna try to break them open."
"Okay, but remember that you were weakened by the magic spell, right?"
"Well, then the knights will do it."
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"You see something pale moving under the eaves of a pagoda near the southern wall."
"What's a pagoda?"
"Like a gazebo."
"You could have just said that."
"It's a pair of those vicious, white apes. They swing down from the rafters in response to a gong that rings atop The Serpent Gate behind you and begin coming this way."
A furious barrage, supplemented with a magic missile, slew one ape, even as the other completed its rush. So fierce was the explorers' response that I had the beast make a saving throw or flee, but it was in a wild rage by this point. Stubs went down, his throat bitten through.
"Are you going to save him?"
"No, I'm keeping that spell for myself!"
The beast was brought down, but not before it felled one of the knights and battered her senseless on the paving stones.
The group now reduced to four, prepared to enter The Palace.