Charles Rampant
Adventurer
So last night I had another session, and it was quite amusing. I call it 'a Rogue's tale'.
The rogue began the game by sneaking into the Stone Monastery, alone and with the other characters ignorant as to his whereabouts. He entered the garden, and was fairly freaked out by the dark shapes he could just about see - being a human, he was literally in the dark. Approaching one, he activated the magic dagger that he'd taken from the Believers in the second game, and lit the whole garden up, even as he looked upon the distressingly life-like statue he was standing in front of. It was a fun little horror moment, especially when the Gargoyles started crashing towards him. He legged it, without stopping to look at what was chasing him. Seeing that he was about to be cut off by one if he tried to leave, he instead lockpicked the southern door, and hid in the building. He lost most of his HP in the process though, getting hit repeatedly by one of the Gargoyles.
He then wandered around the Monastery, stealing a bottle of brandy and waking up Hellenrae, before leaving via the Dojo (where he saw the same symbol as in the Believers' tomb). He fled back to the Feathergale Spire, covered in his own blood, losing the Gargoyles in the dark. At this point, he rejoined the rest of the party, and gave them a (somewhat unconvincing) explanation as to where he had been.
Meanwhile the party was finishing their feast, having defeated the Manticore, and Sevra had approached the party's surprisingly attractive barbarian to discuss him joining the Knights. Her conversation with Thurl, in which she was lobbying on the party's behalf, was, however, interrupted by the Goliath Monk in the party, who energetically explained that he was a member of the Zhentarim, and that he would love to help out with any problems. Thurl is not happy, especially as the Monk has CHA5 and rolled a 1 on his Persuasion check....
So in the night, the party have all gone to sleep - except for the Rogue. He was still awake, when he heard movement outside the room, and the door opening quietly. He... hides underneath the bed. Without making a sound. He watches two men with swords enter the room. And, uh, he tries to grab the ankles of one to trip him up. He fails. Roll initiative.
One messy fight later, the players managed to knock one Knight out of the window (to float harmlessly down), kill another, and take a hasted Thurl to half hit points, before being entirely defeated. Now, I'd been clear that the knights (really Thurl, who was a beast) took them captive rather than killed them; however I forgot this with the Rogue, who not only got put on 0 HP, but also had a Knight stab him for good measure, putting him on 2 failed Death Checks. Rogue starts his turn, rolls his Death Check, gets a natural 1. Dead rogue. The party wasted no time in explaining to the Rogue that he deserved it, for first wandering off, and then for not waking them up when armed enemies entered the room.
Anyway, the players all get sacrificed the next morning to Yan-C-Bin, tossed from the tower apex to fall 480ish feet to the valley floor. But at the last moment - salvation! As the Aarakocra swoop in to save them from the fall, and take them down valley to find out who they are. The players spend some time swapping information with the Aarakocra, learning some hard facts about Elemental Evil in the process (and giving us a name drop for the storyline in the process).
Next week: the players seem likely to run away from the Spire for the moment, since they are convinced that it is too high level for them. Not having any in-party healing of any kind is probably part of this. The rogue's player is going to roll up an Aarakocra Wild Sorcerer to replace his last character. We'll see how that goes. I'll give PotA this much: it is a highly amusing campaign, with loads of crazy moments so far. I'm really enjoying it, and look forward to seeing what my players decide to do next.
The rogue began the game by sneaking into the Stone Monastery, alone and with the other characters ignorant as to his whereabouts. He entered the garden, and was fairly freaked out by the dark shapes he could just about see - being a human, he was literally in the dark. Approaching one, he activated the magic dagger that he'd taken from the Believers in the second game, and lit the whole garden up, even as he looked upon the distressingly life-like statue he was standing in front of. It was a fun little horror moment, especially when the Gargoyles started crashing towards him. He legged it, without stopping to look at what was chasing him. Seeing that he was about to be cut off by one if he tried to leave, he instead lockpicked the southern door, and hid in the building. He lost most of his HP in the process though, getting hit repeatedly by one of the Gargoyles.
He then wandered around the Monastery, stealing a bottle of brandy and waking up Hellenrae, before leaving via the Dojo (where he saw the same symbol as in the Believers' tomb). He fled back to the Feathergale Spire, covered in his own blood, losing the Gargoyles in the dark. At this point, he rejoined the rest of the party, and gave them a (somewhat unconvincing) explanation as to where he had been.
Meanwhile the party was finishing their feast, having defeated the Manticore, and Sevra had approached the party's surprisingly attractive barbarian to discuss him joining the Knights. Her conversation with Thurl, in which she was lobbying on the party's behalf, was, however, interrupted by the Goliath Monk in the party, who energetically explained that he was a member of the Zhentarim, and that he would love to help out with any problems. Thurl is not happy, especially as the Monk has CHA5 and rolled a 1 on his Persuasion check....
So in the night, the party have all gone to sleep - except for the Rogue. He was still awake, when he heard movement outside the room, and the door opening quietly. He... hides underneath the bed. Without making a sound. He watches two men with swords enter the room. And, uh, he tries to grab the ankles of one to trip him up. He fails. Roll initiative.
One messy fight later, the players managed to knock one Knight out of the window (to float harmlessly down), kill another, and take a hasted Thurl to half hit points, before being entirely defeated. Now, I'd been clear that the knights (really Thurl, who was a beast) took them captive rather than killed them; however I forgot this with the Rogue, who not only got put on 0 HP, but also had a Knight stab him for good measure, putting him on 2 failed Death Checks. Rogue starts his turn, rolls his Death Check, gets a natural 1. Dead rogue. The party wasted no time in explaining to the Rogue that he deserved it, for first wandering off, and then for not waking them up when armed enemies entered the room.

Anyway, the players all get sacrificed the next morning to Yan-C-Bin, tossed from the tower apex to fall 480ish feet to the valley floor. But at the last moment - salvation! As the Aarakocra swoop in to save them from the fall, and take them down valley to find out who they are. The players spend some time swapping information with the Aarakocra, learning some hard facts about Elemental Evil in the process (and giving us a name drop for the storyline in the process).
Next week: the players seem likely to run away from the Spire for the moment, since they are convinced that it is too high level for them. Not having any in-party healing of any kind is probably part of this. The rogue's player is going to roll up an Aarakocra Wild Sorcerer to replace his last character. We'll see how that goes. I'll give PotA this much: it is a highly amusing campaign, with loads of crazy moments so far. I'm really enjoying it, and look forward to seeing what my players decide to do next.