Session 9 — Tales from the Bard: Advancing Adversaries

Once upon a time, an archer, a druid, a warlock, a monk, a boss, and the Bard found themselves on the run after committing a brutal but necessary attack on the Governor who ruled over the city of Dis. Although the group did everything they could to murder the leader of the city and set his house on fire discreetly, no amount of time at the local gay bar would leave them undiscovered for long! Leaving the city as quickly as possible was their goal, but this would have to wait until morning when the group was at their full strength.

Still, never ones to sit and wait for destiny, they attempted to probe the city for information in their own way. The bard discovered that the city was on high-alert and guards were everywhere. The boss made a friend at the bar, and together they did what anyone would do on their first meeting: commit theft and arson! And the warlock walked around like a dinosaur.

Though each of these were helpful in their own way, before the night was over the group would discover one very important thing. The guards were mobilizing, not only to apprehend our heroes, but to prepare for an encroaching undead horde! Hundreds, nay, THOUSANDS of zombies were pouring out of the nearby port cities and were less than a day’s walk away. Even the mighty walls of Dis were unlikely to hold back the undead for long.

The group reunited in the morning, and all agreed their only option was to get out of town while they could. With the walls guarded at every turn, and with the sewers leading to a moat that was already filling with the undead, they split up to look for other avenues of escape.

After a few hours, they returned again to relay their findings. It was grim.

“The elves have a way out but can only take one person,” said the archer.

“The arena has an exit but it is already being boarded up,” said the monk.

“The thieves’ guild can help us escape for 250 gold per person,” said the boss.

“…..,” said the druid, who was not there due to her immediate capture after splitting up.

The escape plan would have to wait. The druid was a valued member of the party—and also had the most gold—so a cunning plan was hatched to rescue her and her wallet!

Meanwhile, after being discovered by town guards, the druid was escorted to the barracks. When she arrived and was swiftly thrown into chains, she called upon the courage and bravery that she had picked up from Milo as she awaited her fate. When the door of the barracks finally opened again, the druid was face to face with the thought-to-be-dead bodyguard of the Governor, Guard Captain Monterey! As he approached her, she expected the worst torture imaginable. What she did not expect was that the captain would release her from her chains and, instead of threatening her, merely wink and tell her to report to the south gate at sundown to defend the city.

Not wanting to question her strange luck, the druid immediately left the barracks. Although she was perplexed by the captain’s behavior, solving this puzzle would have to wait Till she reunited with her friends.

The druid didn’t need to search far. Her companions were just outside the barracks planning her escape when she exited. She explained her unusual capture and release, as well as the orders she was given. Although defending the city that hated them seemed a strange turn of events, they each knew it might be the last chance the world had at stopping the zombie hoard before it grew out of control.

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