In the third session of "Roll 4," the party finds themselves on the run from the invading forces of the B.U.U. Coalition. As they flee through the wilderness, they take refuge in a secluded cabin, hoping to regroup and plan their next move. However, their respite is short-lived as they receive some unexpected visitors: a group of hunters seeking shelter from a raging storm. But the party quickly discovers that these visitors are actually militia members of the B.U.U. Coalition, sent to track down and capture or kill the party.
The party must act quickly to defend themselves, using their skills and abilities to fight off the attacking militia members. The cramped quarters of the cabin make for a challenging battle, with furniture and objects flying in all directions as the combatants clash. As the fight wears on, it becomes clear that the militia members are not just random foot soldiers, but highly trained mercenaries with dangerous weapons and abilities.
In the end, the party emerges victorious but battered, with injuries and exhaustion taking their toll. As they catch their breath and tend to their wounds, they realize that they are still far from safe and must continue their journey tune in to "Roll 4" to find out what happens next!
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