Friday Night D&D Table Top

Friday Night D&D: Tower of the Gods Session 13

We hit what basically amounted to the first big story point and some resolution of that this session. The players after spending so much time at school get into a nice fight in this session.

The Session

After spending last session continuing their investigation, the party, Thrain, Barrai, Bokken, and Kip head back to the school to talk to Assendial. The school is still in chaos as the teachers are talking to the Half-Orc, Lasanial, whose room the group had found the second scarab in. Catching Assendial’s attention, they get her to come over and talk with them.

The chat is pretty brief. They fill her in on some of what happened and asked if they thought Lasanial was the culprit. Assendial says that he seems to be telling them the truth that he had no idea what had been going on. And they find out that Lasanial has made of lot of money in the fights which is why he had so much money and stuff in his room. They tell her a little bit about their suspicions of Addrus, but don’t go into full details as to why. But they do confirm that he should have only had four keys for the bank, from the school. Assendial says that she saw Addrus going to their barracks with Parrag while the party was out looking for him.

The party rushes over to the barracks to look for Addrus and confront him and try and get more information from him. They burst in and see Parrag lying face down on Barrai’s bed. Addrus is no where to be found in the room. Barrai goes to try and wake Parrag and Bokken steps outside to see if he can see anything suspicious. The place is still noisy, but Bokken hears something from the other side of the barracks and decides to investigate.

We drop into combat at this point; as Bokken goes around the corner and sees Addrus, the friends whom he’d met with in the market for a meal the time Bokken was following him, the adult whom had been with them, and Castillia. They are all making their way towards a wagon, though for Castillia it’s against her will. Bokken raises the alarm to the other three and charges into battle.

Image Source: D&D Beyond

Things start out going well for the group. Bokken takes out one of Addrus’s friends in the first round and makes his way towards the wagon where it looks like they are going to try and kidnap Castillia. The other three come around the corner to see the battle in full swing. Turns out that Addrus friends can use magic and are slinging around magic missile spells at everyone and they do a fair amount of damage to Bokken. Everything moves along nicely for our players as Kip, Thrain, and Barrai keep things interesting for the friends and Addrus, including Barrai throwing down a sleep spell. However, that sleep spell knocks out the two friends who are moving Castillia and Castillia just as Bokken reaches the wagon.

The adult, clearly frustrated with how the battle is going, decides to join the fight and drops a fireball on everyone, minus himself and the horses. Most of them manage to make the saving throw, but with the damage that they already have taken, it takes down all of Addrus’s friends, Bokken, and Kip. Thrain casts a magical darkness over the wagon as Barrai heals Kip getting him back into the fight. Addrus comes charging out of the darkness and throws two daggers taking down Barrai. And the adult, in the darkness, disappears, which surprises Thrain as he can see through magical darkness. Thrain rushes into the dark, to avoid being attacked and seeing both Castillia and Bokken down casts Spare the Dying on both of them. Outside of the darkness, Addrus comes to attack Kip to take him out, but Kip casts the second sleep spell of the battle and Addrus falls asleep.

At this point in time we drop out of combat and the teachers, some second years, and Sanphire come around the corner to see what has happened. Thrain drops darkness so that they can see everything, and Assendial heals the party and Castillia getting them back to their feet. She tells all of them to come join her for a conversation. As they head back, Bokken grabs a few things from the wagon, Addrus’s trunk, a cloak with the initials L.M., F., and A.O., he also stops to check on Parrag and grab Dorin’s trunk again. Parrag is just unconscious, so Bokken lugs all of that to Assendial’s office. She heals them all again and that brings Parrag back to consciousness.

They fill in Assendial on what happened with the fight, but then say that Castillia might know more. She tells Assendial that she’d seen Addrus go out of the barracks with some people so she’d decided to investigate because Barrai and Kip had asked her about Addrus. Going into the barracks, she’d found Parrag unconscious and been grabbed two of Addrus’s friends who were still in the room, shortly after that the fight started, so Parrag might know more. He says that he wad spotted Addrus so he’d gone to ask him about the extra key, why Addrus had borrowed his shirt, and why he’d gone missing. Of course, Addrus’s friends had been there and they knocked him out. Assendial asks them some more questions, but nothing much more comes to light. The group tries to get paid for their investigation, but Assendial basically tells them no because she knows they’ve taken money from some of the other rooms.

Behind the DM’s Screen

I came up with this idea for a fight after last session. I had originally planned for them to run into Addrus at the bazaar, where he’d been before, but the group went to the bank and the bar to look for him instead. I figured, since time has passed, he’d have made it back to school, but with the year end, he’d probably be looking to ditch quickly as well, especially once he knows the party has been sniffing around.

I actually had a plan of how I wanted this fight to go, did it go that way, nope. In my plan it was going to be a countdown of a few rounds until something happened, the fireball, and then whomever was left in Addrus’s group would make a break for it on the wagon. However, I put in modified Acolytes into the fight as Addrus’s friends, they can do some things, but not take hits from Bokken when he attacks it turns out. I should have gone with less but tougher ones if I were to do it again. So when Bokken got close to the wagon and the boss who was based off of the [redacted] template. That boss decided it might be better, not really planning on fighting, to set off his attack early and drop a fireball on everyone. I let the players roll for that just in case it waited a round before it happened, but it didn’t.

I wanted this more set piece type fight also in this session as we’ve gotten through the first year. Now the players have their next mission that they decided, deliver Dorin home, and also have a villain who can come back. Overall a successful and fun session.

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