Friday Night D&D: Tower of the Gods Session 16
It’s always fun to play some more Dungeons and Dragons. We didn’t have a full group of players, one couldn’t make it, but we still played anyways. What adventures or misadventures did Thrain, Barrai, and Bokken get up to while Kip was dealing with some fallout from their previously bank robbery?
It was finally time to bring Dorin back to his home. After a few days of carrying him around with them everywhere that they went, and trunk becoming more and more disgusting, they all decided to take him back. They rented a wagon for the trunk and hooked it up to Thrain’s donkey. Assendial, however, had questions to be answered and they decided to leave Kip, Karl, and Kraig behind, maybe to catch up with them later.
The travel started out pretty uneventfully as the group was just heading towards river that they’d have to cross. It was early in the year and the snows had just melted from the mountains. Their choice was to add a day or so to their journey in able to find a ferry to take them across the river instead of ford it. They figure if the water levels don’t look too bad, they can always follow the shorter route on the way back.
They reach a glade near a small brook where they decide to stop for the night. Barrai cleans out the clothes that Dorin had packed and cast mending on them, Bokken cleaned out the trunk down stream and Dorin was rinsing himself off. An owlbear with a rider on it charges out of the thicket and grabs at Thrain with it’s beak. A fierce battle ensues as Barrai tries to keep Thrain up, and Bokken charges in to stop the fight. Meanwhile Dorin rushes for his trunk and flips into it and starts floating down stream. The donkey spooks and runs back towards the town. Barrai heals Thrain and heals the owlbear which Bokken decides to keep as a pet, naming it Fukuro Kuma.
It takes them a while to realize where Dorin has gotten off to and knowing that it’s going to take some effort and that the ford is in the direction that Dorin will drift, they decide to go after the donkey. They take the owlbear with them, and they find the donkey a little ways down the road in a meadow where it’s headed more directly towards the town, but having pulled a wagon all day it has stopped to eat. As they get to it another group of goblins get there as well.
The party again faces off against goblins. This time Bokken and Barrai take the brunt of the attacks, which works out fairly well, though Barrai starts to get low on hit points. The two of them, mainly, manage to slash through everything and eventually, the time being around 10 PM decide to take their cart, donkey, and owlbear back to the road. Bokken keeps watch since he can just go into sentry mode, but comes out of it when he hears a siren off in the distance. He wakes the others but they aren’t sure if it’s a dragon siren off in the stance or maybe it’s the sire Kip has used before, but they decide to go back to sleep.
Behind the DM’s Screen
Honestly, not much for this time. I’m experimenting with something I normally don’t do. Since we’re not in the town, it’s less about social encounters and more about possible combat. So I wanted to see what stringing together a number of combats might be like. It’s interesting to do that and to see how quickly players spend resources.
How do you string combats together? Do you have a lot of little ones, a few medium ones, a little and a big one per day? Or do you do less combat encounters and more social encounters?