Friday Night Dungeons and Dragons – Tower of the Gods Session 17
We’re getting well into the Dungeons and Dragons campaign at this point in time. Though, things have slowed down in the story as the players are taking on a side quest of their own making. When we left them last Bokken, Barrai, and Thrain had started taking Dorin to his home town of Castleveinea. But with Dorin in the state he was in, and getting attacked by goblins, they had lost him and he had started floating down the river that they were trying to reach to ford or ferry across. They had tracked back towards the ford to try and catch up with Dorin.
The Session
Things don’t go like they hope during the night. After dealing with two parties of goblins they were hoping that it would be an uneventful rest, but they still had Fukuro Kuma, the owlbear that the goblins had previously used and who Bokken had since adopted. And the goblins wanted it back. Using the distraction of a siren the goblin boss and two goblins sneak up on the camp and try and take down Bokken. It doesn’t work, but they do manage to get Fukuo Kuma knocked out again.
The battle doesn’t go well for the goblins. Barrai, near death yet again, thunderwaves the three goblins who were creating the ruckus sending them flying through the air and to their deaths as they wonder why they had done this in the first place. Thrain casts darkness on the Goblin Boss’s armor and with only Thrain really able to see through that darkness, he just slowly Eldritch Blasts him while Bokken and the Goblin Boss swing wildly at each other in the dark and generally missing.
Once that battle is over, the rest of the night is quite restful. At the morning they continue to the ford. On the way they cross paths with a group of four gnomes who said they had camped at the ford that past night. They had seen a trunk go floating by and one of them who had been quite drunk that night and was suffering for it this morning, claimed to have heard the trunk singing something about a “pirates life”. It had continued to float down the river towards the waterfall they said.

The group rushes to the waterfall and they see the trunk, battered and broken, but still floating, not too far down the river. They surmise that it had gotten stuck on some rocks for a little bit and was now drifting further. Since there was a cliff to climb down, Bokken uses a rope to let Barrai and Thrain down while he watches Fukuro Kuma, the donkey, and the wagon.
Sure enough, they find Dorin in the trunk. He has thrown up in a corner of it from his bumpy ride, and now firmly believes that he is a feared pirate captain. But his old ship no longer meets his needs or sanitary requirements. So he gives the trunk a proper sendoff pushing it into the river, borrowing Barrai’s crossbow, and shooting a flaming rag into the side and watching it burn as it floats down the river.
They head back up the cliff with Barrai grabbing Dorin as he starts to fall while climbing the cliff. At the top Dorin knights Barrai his first mate and claims the cart as his new ship in his quest to become the terror of the seven seas. They had over to the ford and it isn’t too bad, they are making a plan when Dorin, still standing in the cart like a captain of a ship decides to send it ahead into the water with the donkey still attached to it. Bokken is able to stop it as the donkey isn’t too keen on swimming while attached to a cart. At that point in time they decide to go to the ferry. There is also a mutiny as Dorin is slapped in the manacles that Barrai has.
They make it to the ferry with no problem and get passage around 5 in the evening. It is an uneventful trip, through Dorin tries to get Barrai to do another mutiny so that he can get the ferry as his new ship to sale the seas in. Barrai instead uses words of terror and causes Dorin to become deathly afraid of krakens that might be living in the water. So much so that he’s afraid to drink his own water. That helps them get across safely. Dorin also decides that the sea has too many pirates, so he’s going to become a land pirate.
The group pushes on further until they find a spot on the road that they think is a camping spot, it turns out to be a scenic overlook. But it doesn’t have many entrances and they decide it’s probably a pretty solid spot to camp anyways. They settle in for the night and Bokken sends Fukuro Kuma off to hunt for their dinner. They bring back a deer which Dorin wants to eat the heart of because he thinks it’ll give him powers if he eats the heart of a deer that he killed, which he didn’t. Then they settle in for a peaceful night.
Behind the DM’s Screen
We were down Kip again this week. The whole siren thing at the end of last session was actually a way for me to bring Kip back in if the player could have made it. Kip previously has made the siren be attached to Bokken. So the thought had been that the players would recognize it. Instead, it worked nicely as a goblin distraction. Since I didn’t ever say it was Kip, I had the possibility to change it up.
The goblin battle was interesting. Thrain used darkness to very good affect and definitely changed the dynamic of what happened. I like a good use of a spell like that.
And a lot of the Dorin stuff was made up on the fly. I decided that I wanted to make it obvious that Dorin was in the trunk. I think had he been looking out of the trunk, those who saw him would be likely to try and rescue him. But having a drunk gnome claim to hear singing, that worked. The pirate song made sense and then I just decided to run with it. It turned out to be really goofy and now Dorin is scared of dragons, dragonborn, and kraken.
What is something weird in a campaign you’ve played in that you have just run with?
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