There’s something gloriously energising about organised play when the table composition is randomly thrown together.

This week at RPG Taverns we ended up with:
- Two 6th-level characters
- One 4th-level sorcerer (Tarin, my character)
- And four 1st-level adventurers who we hoped would not become immediate tragedies! (It’s part of the culture at RPG Taverns that the table looks after the 1st-level characters.)
Naturally, it turned into a highly entertaining session.
This was my first Thursday session rather than the usual Friday/weekend crowd. Noticeably quieter — but still with the same relaxed atmosphere. Thanks to train chaos on my line, I arrived late, messaged the venue on the way, and was simply pointed towards the Dockside table when I arrived. No fuss. Very easy-going.
Our DM for the evening was Luke — the first time I’d played at one of his tables — and he ran a great session with exactly the right mix of flavour, pressure, and humour.
Back Into Aurelium
The new chapter has begun, and all the tables were exploring the Hallowed Halls in pre-cataclysmic Aurelium. It was a religious festival, and many temples had trials and ceremonies underway.
Our particular goal revolved around the Temple of the Fire God — apparently we were to take part in a series of challenges posed by his clergy.
The party itself was wonderfully mismatched:
- A 6th-level cleric
- A 6th-level paladin complete with summoned steed
- Tarin, my character —jaded and cynical 4th-level tiefling sorcerer
- A 1st-level tiefling warlock
- A 1st-level high-elf wizard
- A 1st-level halfling rogue
- A 1st-level human ranger
Somehow, against all probability, nobody died.
Though a few flirted with it…
Trial One — The Offering
The entrance to the temple required an offering to the Fire God.
This produced one of those excellent roleplaying moments where mechanics completely step aside in favour of character.
Tarin, unsurprisingly, has very little interest in the gods.
Not because he doubts they exist — in a fantasy world with clerics, miracles, and divine magic everywhere, atheism feels somewhat difficult to maintain — but because he simply does not regard them as worthy of reverence.
Growing up in the slums of Harford City taught him that faith rarely arrived when it was actually needed.

So when asked for an offering?
He produced a flask of oil.
“Fuel for the fire.”
Slightly cheeky. Slightly irreverent.
The flames roared upward violently in response, and while he could have recoiled instinctively, Tarin simply stood there and stared into them without moving. (He’s a tiefling draconic sorcerer —what’s a bit flame between friends!)
Which, apparently, the god respected.
Not devotion.
Not worship.
Resilience.
Stubbornness.
The refusal to flinch.
One of my favourite Tarin moments so far.
Trial Two — Jump Into The Lava
The second trial was considerably more direct.
The way forward required us to leap into a pit of fire. Tarin did take the precaution of casting False Life before hurling himself into the flames.
In what is rapidly becoming a tradition, Tarin immediately failed his Constitution save and suffered a level of exhaustion.
Still — he did make the second save which avoided any actual damage, which frankly counts as a major victory in Tarin’s world.
Trial Three — The Hall of Lamps
The final chamber was the standout encounter of the night.
A vast, shadow-filled hall populated by necrotic creatures — wights and ghouls emerging from the darkness while the party landed in scattered positions after falling from the fire pit.
Tarin ended up isolated with one of the wights immediately in his face.
Thankfully because of the earlier False Life casting, the opening hit mostly stripped temporary hit points rather than immediately leaving Tarin in a dangerous state.
I triggered Innate Sorcery and followed up with Burning Hands.
I’ve realised I increasingly enjoy spells that force the DM to roll saves instead of me rolling attacks. This may reflect a growing awareness of my dice luck.
Meanwhile, the paladin hurled javelins of lightning across the hall, while the 1st-level ranger somehow managed to get Hunter’s Mark onto my wight and pile damage onto the same target.
By the end of the first round, the wight was already bloodied.
Meanwhile several of the level 1s discovered the exciting educational experience known as “fighting undead far above your pay grade” and got hit hard.
Fortunately, the 6th-level cleric was an absolute hero all evening and kept dragging people back into the fight.
Then came the moment of collective revelation.
The encounter was called The Trial of the Lamplighters.
At roughly the same time, the entire table suddenly realised:
“Oh… maybe we’re supposed to light the giant lamps.”
Classic adventurer behaviour.
Once we finally embraced the objective rather than simply committing aggressive violence, things shifted quickly.
Tarin survived another attack thanks to a miss plus Shield, blasted the wight apart with Thunderwave, then used Quickened Spell to cast Fire Bolt one of the ghouls threatening the 1st-level warlock.
That ended up being his final action of the encounter because, by the end of the round the last lamps were lit — and the shadow creatures were utterly destroyed.
Final Thoughts
A genuinely excellent session.
Good pacing. Good atmosphere. A strong mix of roleplay and combat. Enough danger to make the low-level characters sweat without it becoming miserable.
And honestly, organised play continues to surprise me with how much emergent character development it creates.
Tarin is gradually becoming somebody far more defined through play than through backstory notes — cynical, stubborn, sometimes reckless, and somehow oddly resilient.
Loving it.

