Friday Night D&D: Tower of the Gods Session 10

Friday Night D&D: Tower of the Gods Session 10

So, we were back to the virtual table last night for some Dungeons and Dragons. This session was a little bit different because we were down one player, but because we had three players, the game went on.

Last time the players had just finished up a test in the Tower which had gotten them up to level 3. It was a bit of a challenge as they had to figure out a number of different puzzles.

When they made it back to Strawgoh, Kip, Thrain, and Barrai were pulled aside by Assendial, the player playing Bokken was the one who couldn’t make it, in order to get their help trying to figure out how the scarab that had attracted the dragon had gone missing. Since they had previously found out the two spies, she entrusted this to them before the school year ended. She also told them to be more discrete about it, not to use their normal tactics, of theft, destruction, antagonizing, threatening, and general ignoring of people, rules, and common sense. But they had previous success which is why she asked them.

They started to dig into everything that had gone on while they were gone at the test. Three of the teachers, Assendial, Tormin, and Linken had all been with them for the test. So that only left Dadellous at the school. Plus Sanphire was keeping watch and all the second year students were still there as well. Plus Parrag had been there while he was sick.

Barrai decides to go and check with Sanphire first, see if he had seen anything from up in the tower. Sanphire, now incredibly bored because it’s been months since the dragon attack, was able to give them some idea. He’d seen a couple of second year students, Parrag, Addrus and Dadellous all around the building that has the teachers quarters and offices. But he wasn’t able to give them a ton of information.

Their next idea is to go and look at the scene of the crime. Tormin had the scarab in his office, even though according to Assendial something like that would normally have been stored elsewhere with other magical items and should have been when Tormin left to go with them for the test. However, he had left it in his desk. Kip decides, since it’s before dinner in the evening to knock on the door. He knocks, and knocks, and knocks, until the door across the hall, Assendial’s office, opens, and she unlocks the door for them.

Image Source: D&D Beyond

In there is a fairly standard office. Tormin has a desk and some book shelves, a few pictures on the wall. Since the scarab was stolen from within Tormin’s desk, that’s where they started looking. Kip gives it a once over and sees that there are two locks that look like they’ve been used or messed with more than the others. He gets one open and sees some papers with a box underneath it. Grabbing the box, he is surprised when the box grabs back on and bites his hand. Turns out that the box was a mimic. A quick battle ensues while Thrain and Barrai attack, Kip tries not to die and tries not to cut off his hand. Whether or not Kip would have made it through the fight is questionable, but Assendial hearing the commotion casts a high level sleep spell knocking everyone out, including Karl the squirrel who has been with Kip. When they wake up Assendial is standing in the doorway shaking her head at them as she has put the mimic back into the drawer.

They are a bit more careful and Kip tries to pick the other lock that looks like it’s been opened more times. Try as he might the lock won’t open. He kicks the desk and there is a sound of a spring. He goes back to picking on the lock with Barrai’s help, bardic inspiration and enhance ability, and eventually gets the whole front of the drawer to fall off, only to find that it isn’t a front of a drawer, there is just desk behind it. Thrain then takes a look around the room and sees that there is a safe behind one of the pictures but no visible lock. Instead he also notices that the underside of the desks looks a bit off. On the right side where Kip had been picking the lock, there is a not a bit of a bump out. He pulls on it, it doesn’t move and pushes it and it pushes it back in. It clicks back into place. They try pushing on the desk, but they find that kicking it is a more successful way to get it to open. After spending some time poking around, Thrain uses mending and attaches the drawer front to it. They get it further open and then using some leverage manage to swing it open revealing a hidden compartment. In that compartment there is a small book that contains poison recipes, a statue of a toad, a necklace with 8 black beads on it, and a bag containing some gems. The gems, to Kips semi-trained eye, look as if there might have been some spell cast on them.

They are interrupted by Assendial again who reminds them that supper is coming up and that they should clean up this room putting it back as they had found it and go have supper as not to be suspicious. At supper, Barrai watches the second year students to see who stands out. There are twin dwarves, a half-orc, giant, and tabaxi who all are out of the normal, but no one seems suspicious. Most of the second years head off to their barracks to prepare and rest before their test in the tower tomorrow.

Two of them, an elf and a human, head off to Moody’s Bar. There they find a spot in the corner, and Thrain finds a spot at the bar to watch them. Barrai and Kip tag along as well and Kip spots Zaphir across the way. Zaphir seems very concerned about Kip and still very mad at Thrain and Barrai, not knowing which one of them robbed him after he started a bar fight with them. Kip decides to order a round for the two second years and goes and talks with them. It turns out, after a bit of persuading (casting friendship) that they are there to test out a theory to rig a fight. But he also does find out that theft has been up a little bit on campus over this year, which the students found odd, but not too concerning since it wasn’t there stuff.

The three, Barrai, Thrain, and Kip head out as the fights start. As they do, Kip makes it so Zaphir’s beer tastes like urine. Then they go back to their barracks and Bokken realizes that they had been gone for most of the time after the test.

Behind the DM Screen

This was a loosely planned session. I wanted it to be something that is important towards the main thing that has happened so far, the dragon attack, so it didn’t just seem like filler, but I also wanted it not to be so important that it wouldn’t make sense for Bokken to be there. I feel like logically Assendial would have known that Bokken was not stealthy from the dragon attack, but would know that Thrain, Barrai, and Kip definitely are and that Kip was part of the group already, which is why she’d go to them instead of all of them.

As for the desk, I decided that a puzzle door would be interesting to get into that one drawer. Basically whatever, unique or interesting thing that the players did with it, that would get it open, they just needed to do a few things. I like the creativity of trying mend on the door front onto the hidden door.

What do you think of this session? How do you run investigation in your games?

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