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D&D RPG

Brightwind – Episode 4 “Vehicular Combat in the Desert at Night”

So this will be a brief one, I think, because it was dominated by a single, large combat. But we’ll get to that.

The session began with the party beginning their pursuit of the convoy as it left Castletown, heading south. They kept their distance and managed to go undetected until the convoy stopped at nightfall. Getting as close as they dared in their own vehicle, the party then sent Monk ahead on foot to scout things out.

Unfortunately, the rolls didn’t go his way, and he accidentally alerted the bad guys to his presence. Opting to flee back towards the party, it only took a moment before Cousin Dirkolai’s goons were in their vehicles, racing after him in pursuit. One pulled ahead and caught up to Monk, but he dodged out of the way and managed to leap onto its back. Then, in a fluke of rolling, the players pulled their vehicle alongside and Poppy accidentally yanked him aboard with a Thorn Whip that wasn’t even aimed at him.

And thus began an extended ballet of vehicular combat. Brakken was driving, Borfel was on the harpoon launcher, and the rest of the party, plus Duck, did what they could. Monk, for example, jumped onto a bike, pushed the driver off, and then managed to leap back onto the party’s vehicle before it ploughed into the uncontrolled bike, smashing it to bits.

The real MVP, though, was Poppy. With not one, but two castings of Spike Growth, an inspired choice of spell use, she managed to cause one of the enemy vehicles to burst into flames, killing its occupants, and enough damage to two of the remaining three to cause them to crash, killing all of their occupants too. The fourth and final buggy-like enemy vehicle ended up stopped and damaged but still functional, but the final enemy, on another bike, did flee back towards Castletown. So that’s something the party will have to consider when they head back there.

Which is their plan. After wiping out the bad guys (and confirming that they were indeed heading to Foot with nefarious intent), the party hunkered down for a long rest and decided they would head back to Castletown to deal with Cousin Dirkolai once and for all. Clourc managed to repair their first vehicle somewhat, and Borfel, on account of his player not being available to play for the next five weeks or so, took the spare one back to Foot in the morning, to appraise the folks there of the situation.

That was where we ended the session. Between a delayed start caused by technical issues and the unexpectedly extensive combat between the vehicles, a lot happened specifically but not a lot happened overall. But the party did manage to avert whatever terrible things Dirkolai’s men were going to Foot to do, and we got some pretty spectacular, cinematic moments, so I’d say it was still a good session.

And now they’re heading back to Castletown, so be sure to tune in next week to see how things go down there.

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