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D&D RPG

Brightwind – Episode 3 “Arena Zombies”

Beginning the session in the town of Castletown, an industrial hodgepodge of scrappers, smithies, burly, aggressive individuals, and markets, all built up around an old, stone keep surrounded by a wall, the party asked around and learned a little about the town and its unofficial warboss, Cousin Dirkolai. However, their research also brought upon them the attention of Dirkolai’s men, since they were clearly in the company of Duck, the dog that Dirkolai was after. So, as they began approaching the keep in order to seek audience with Dirkolai, in the hopes of recovering Duck’s companion, Father Tid, they were intercepted by Dirkolai’s men, who had come down to look for them.

Being brought to the keep by them, they met Cousin Dirkolai, a massive shark-man, and managed to bargain their way into facing his champion in the hopes of getting Father Tid back. So, they went to the Castletown Arena, where half the town showed up to watch them fight Dirkolai’s champion. Which turned out to be a zombified tyrannosaurus rex. Which spat out about half a dozen regular zombies along the way. It was not an easy fight.

But it was not a hard fight, either. Duck, Monk, and Brakken all went down multiple times, often in the jaws of the t-rex, but eventually Borfel (after faceplanting while trying to attempt a cool flip to impress the crowd and missing with his attacks an awful lot) managed to get the killing blow. The party cleaned up the remaining zombies, which seemed to give them more trouble than the dinosaur, to be perfectly honest. But as the dust settled, they all lived, the zombies were all dead, and the crowd was going absolutely mental.

Taken to a spot to rest (and stew) for a couple of hours, the party eventually were brought back to Cousin Dirkolai, who let them leave his keep with Father Tid, a very poorly-looking half-orc that had clearly been in captivity for some time. However, just as they left the main gates, Father Tid fell dead, a crossbow bolt protruding from his back. Fired by none other than Cousin Dirkolai himself, from atop the wall. He spouted some rubbish about telling the party they could walk out of his keep with the father, but promising nothing more, before disappearing with the gates shutting behind him.

The party brought Father Tid’s body out of the town and buried it before settling down for the night. They resolved, largely at Brakken’s insistence, that they needed to deal with Dirkolai, because what he did was not cool. So, in the morning, they intended to reenter Castletown and see what they could do.

However, at first light, the party witnessed a group of vehicles driving out of the town, heading south. Possibly towards Foot. The party decided they didn’t want to risk that possibility, so they hopped in their car and began to chase.

That was where the session ended. Pretty simple overall, but punctuated with the big fight in the middle. I’m quite looking forward to where the campaign goes from here, as it looks like we are about to embark on a Mad Max-esque chase through the desert. Plus, there are still several other things that I’m very excited about due down the line. But to find out possibly what some of those are, you’ll have to tune in next week.

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