D&D 5E Feathergale Spire: The players want revenge!

Has any other group been using the flying beasts from the Spire as transport since they cleaned out the tower. We took the Hippogriffs and have been using them as our transport ever since.
 

log in or register to remove this ad

Has any other group been using the flying beasts from the Spire as transport since they cleaned out the tower. We took the Hippogriffs and have been using them as our transport ever since.
How did your group get the hippogriffs to obey? The adventure says they are aggressive towards strangers. I let the one PC in my game steal Savra's hippogriff because he had her smell on him (they'd been having sex earlier). He used speak with animals to trick it into thinking he was taking it to Savra. He didn't, of course, and I'm debating on whether or not I should let him keep it.
 

Our dm ruled that the Hippogriffs only obeyed us because of the scent of their riders on their funny cloaks (which we have been wearing for sometime). We smeared the blood of the knights on the cloaks and our DM said that whilst we were wearing them ,they would be okay. After some time they would bond with us to the extent where they wouldnt attack us when we removed the cloaks. But we all are still currently wearing the blood smeared cloaks.
 


Well it hasnt helped us with infiltrating. We tried that out on the Monastery but as soon as they say us wearing Feathergale knight Cloaks and their own strange facepiece things they just attacked us ouright.. And same at the Druid Burning man festival. We talked they attacked.
 


Which you have no way of really ever finding out as a player. We have found out a little on that by now, but thats just from Cult members who talk smack about some of the other cults.
 

Just had a wicked idea! The air cultists could send the former PC's head back to the others in a box, trapped with a glyph of warding. When the PCs open the box, the glyph triggers a cloudkill spell, and a noxious cloud starts pouring out of the former PC's mouth.

Or I could be even nastier and have the glyph trigger a storm sphere that will wreck whatever room/building they're in at the time (presuming they don't take it outside to open it).

Seems in keeping with the air cult's preference for indirect retaliation.
Another option I've thought of would be to involve the Elder Elemental Eye. I thought maybe the glyph could trigger a hunger of Hadar spell instead, and that I could preface this with a variation on the dream sent to the PCs during PotA's "Race to Destruction" event. I did include the references to the Eye when I ran the necromancer's cave mini-adventure back at the beginning of the campaign, so I could potentially have it come back up again. It's been a while.

EDIT: But I dunno. Hunger of Hadar doesn't do a lot of damage, and it seems like it would be pretty easy to get out of, even with the area counting as difficult terrain, so I don't know that it works that well as a potential means of assassinating 5th level PCs. Yes, it'll kill any bystanders but it won't kill the PCs. Maybe I'll just stick with cloudkill or storm sphere. Hmm.
 
Last edited:

I finally got around to asking my players what their plans were. The two returning survivors want revenge but they don't want to just head straight back while the cultists are weak. They want to rest up a bit. So I've warned them that that means the cultists will have had time to get reinforcements and such. And maybe also strike back themselves.

I've whipped up an aarakocra skyweaver who looks like he'll be a real menace. And I'll "top up" the number of initiates in the tower, but I won't fully restock the knights. There were five survivors, so I'll just say that two were out patrolling or whatever and so there are now seven (instead of the full complement of ten). I'll still have Merosska away on cult business or whatever, though, as a way of keeping this plot thread alive ...
 


Remove ads

Top