Friday Night D&D Table Top

Friday Night Dungeons and Dragons: Tower of the Gods 18

It is time to come back again to the world I have created as Thrain, Barrai, and Bokken are joined by Kip on their quest to return Dorin to his home town. It was a few weeks between our Dungeons and Dragons sessions. The last time we would have played was immediately prior to Easter so we took that week off.

A quick recap of what is going on. The party has finished up their first year at school and after breaking Dorin, they decided it would be good to help him. This was after they had helped investigate two dragon attacks on the school. Kip was left behind to clear up a few details. Things went sideways on the trip as they were attacked by goblins multiple times, but they did get an Owlbear that Bokken named Fukuro Kuma.

The Session

Things started off not being as restful as the group would have hoped. The lands in which they were camping didn’t turn out to be too nice as the sunset and they were attacked by four specters. Things actually go really well. Even though Bokken can’t hit spirits the hardest, Barrai enhances his abilities and Thrain gives him protection from good and evil.

Now, I say it goes pretty well, Barrai is still knocked unconscious after taking down the first of the specters and drawing their ire. But Thrain is able to stabilize him with spare the dying and that worked out. Kip hearing the fight is able to join up with the party who are camping off the road. He has taken care of what he needed to in town and hurried to catch up with them. He joins as Dorin, who has his hands tied behind his back is taking off running away from the spirits.

Bokken sends Fukoro Kuma after Dorin to fetch him, but realizes that something might have been lost in translation between him and the Owlbear. This is in fact the case and Thrain, Bokken, and Kip, riding on the back of Bokken take off after Fukoro Kuma. With some dexterous grace, Kip launches off of Bokken getting into range to cast sleep on Fukuro Kuma, but it doesn’t work, he does manage to put both his bird Kraig and Dorin to sleep. This makes Dorin way easier for Fukoro Kuma to catch and he just destroys Dorin to the point that Dorin is starting to bleed out.

Image Source: Troll And Toad

Thrain, being the slowest of the group, makes it up there after Bokken has distracted Fukoro Kuma with some rations. They get Dorin back to the unconscious body of Barrai and decide to settle in for the night. Bokken takes Fukoro Kuma with him to make sure that no one finds them and that the owlbear won’t eat Dorin.

The next two days were a whole lot more uneventful with Kip trying to teach Dorin how be a better pirate. Teaching him how pirates love treasure and booty, which Dorin of course will take the wrong way. They untie him to bring him into town and find out that his family actually own a textile wholesale company. This works out decently well for the group as Bokken is able to get help making armor from the goblin’s leather for Fukoro Kuma.

They send Dorin out so that they can talk to his father running the shop. They get some information including that this textile company is the one that provides the fabric to the shop where they bought their fancy clothes and where they got the clue on that wizard whom Addrus was working with. Things seem to be settling down when they hear some noises from down the street. Dorin has found his way into a bar and has picked a fight after harassing a patron. Fortunately, Bokken can squeeze into this gnome only establishment, at least built for that, and that basically does the trick.

The night ends with them finding an animal handler that Bokken leaves Fukoro Kuma with. He pays for a few months of training for Fukoro Kuma so that there won’t be a situation where the owlbear will try and kill someone in their party again. They send Dorin back off to his family and settle in for the night.

Behind the DM’s Screen

The person playing Kip was back this week. The question that came up with that is how do you get him back to the group. I’d narrated that he’d spent the day before dealing with stuff at the school. The sirens from the previous night could have been Kip had the player been able to make it to that session. So the plan was, with the amount of time wasted on finding Dorin, that’ll give Kip time to catch back up. And it worked, I just needed a reason for him to be able to find them off the main road. Having specters scream seemed like a simple solution.

Then Dorin’s home town of Castleveinea. I’m not sure that we’re done with everything that is going on there. but I’ve been dropping more hints about this textile place or really driving home the point that they gave them the address for Addruss’s friend, the wizard. So we’ll see if they go down that route or what their plan is, I feel like they are going to leave Castleveinea next session and probably think about picking up that thread (all cloth puns intended).

What do you think of this session? Have you played a game where you’ve needed to do an escort mission before? Or as a DM, have you played where the players have picked up a pet that can fight in combat. What did you do with that?

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