Tuesday, August 8, 2023

Nappendixia Campaign 2.0- session 54

 Nappendixia Campaign Session Report



Session #-  54 Session Date-  8/2/23



Time Passed-  3 days- 8/2-8/4, Harry in bedrest from 8/4-8/9



Roll Call-  Morsov- C1

Harry- T4

Stigr- F2

Maximillion- F3

Tomas- F4



Adventure Log-  8/2-  The party heads out to the SE in search of the Papagallo old refinery location.  Early on they are tracked by a pair of hungry bears who skulk through the brush under concealment and pop out and try to eat a horse.  They wound the horse, but are peppered with arrows from the merc and party, slaying the bears and spoiling any chance of crafting a fine fur rug.  The party backtracks the bears using Stewart’s ranger skills, but after several hours of travel in the wrong direction, they turn around and resume SE.  They next approach a village of around 800, and a nearby castle to the south that seems intact and active.  Unaware of its name or existence, it is ignored and the mission at hand is finding the refinery.  That evening just before making camp they set upon a Black Obelisk atop a square but strangely architectured building.  The obelisk is 30’ tall and the black stone is veined with green tint.  It’s odd geometry is precise.  It sits on a pentagonal arrangement of flagstones and within 30’ diameter of the building all is perfect, there is no debris or decay to any part of the building or ground.  They decide to back away and camp a half hour away from the strange place.  


8/3-  the next morning they decide to enter, Morsov the cleric decides to enter first with his holy symbol humbly outstretched before him, the large bronze door is 3’ ajar, the party is mindful not to touch it or try to open it further.  Inside the room is bare, it seems different on the inside compared to the outside, there is confusion as to how.  There is a massive statue of what Morsov determines is an Elder God.  There is a 2 tier altar before the statue.   It is pitch black inside but regular torchlight lights up the room.  The statue is of a monstrous toad, furry, bat-like and sloth-like.  It is unnerving.  Harry climbs up to see what is in the upper tier of the basin.  It is filled with a pale smelly ooze, it ripples, then forms pseudopods and slams Harry.  An amorphous head and 2 arms emerge to attack.  He is nearly killed, and crashes to the floor unconscious.  Morsov is naive, and did not prepare any healing spells, but manages to stabilize Harry thanks to his stout Con.  The party grabs Harry as Morsov blocks the monster's attack but is missed.  They flee, but the gray slime creature follows them out the temple entrance.  More effective volleys of arrows from the party and mercs do damage to the monster, and a few PC melee blows finish it off.  It loses its integrity and becomes a large puddle.  With the creature dead the party moves back into search the temple, an errant healing potion is poured down Harry’s throat but he is still very weak and the entire party must search.  Strange inscriptions are found in the basin, but they are unreadable by all.  A secret compartment in the temple reveals 3 med sized coffers made of ebony.  They are secured in the wagon until Harry can study the locks.  When the coffers are taken, the statue’s eyes sparkle green.  The party takes that as their cue to exit hastily.  They mount up and travel away from the place.  That afternoon they come across another village, and a little further on a  crossroads with a few more dwellings.  Both are avoided to speed up travel.  After that, Stewart finds a large amount of tracks crossing the party’s path heading SW.  The tracks are of a large group of orcs with some carts and a line of prisoners.  The tracks seem to be about 2 weeks old.  By this time, the party moves a few more hours to the SE, makes camp rests.


8/4-  Morsov prays to the god of travel for healing, and applies 2 cure light wounds to Harry.  He is fully healed, but his near death experience will require him to get 1 week of bedrest ASAP.  Seeing how difficult it will be to try to explore the unknown without their thief, the party decides to turn around to the previous village and bed down for the night, and possibly the week if lodging for Harry can be secured.  After praying and healing, Morsov remembers the name of the bizarre elder god-  T’Saugua, clearly an evil god.  They backtrack to the village, find it to be full of curious, not so friendly people.  Morsov mentions the evil elder god and the obelisk, and the villagers shirk, they seem both fearful yet supportive of the Elder god.  The town watch almost discovers the 3 coffers in the wagon, but they remain hidden.  They discover 2 taverns- the Red Boar and The Knave’s Fingers, and settle in to pick up some rumors and information about the village.  A room in the inn is secured for Harry, and Stigr and 2 mercs room with him as guards.  Abrief survey of the village shows it has the following amenities-  a drayage warehouse, yokemaker, transport shop (seems to be losing in competition to the drayage shop, tinker, canoe maker, coal delivery, pitch maker, blacksmith, axemaker, leech/healer, and lantern maker.  The rest of the party and mercenaries camp on the outskirts of town, leery of the cultish nature of the villagers.



Session Notes-  It was the start of a vacation week for me, so things worked out really well in that we had a  guest DM join us the night before my vacation, and I got to play as a PC.  It was super fun and a great way to kick off my vacation.  That being said, I’m writing this session report a bit late after coming home, so it’s going to be on the brief side.  Sivor Khalid on Twitter ran our session.  He had been solocrawling with his small faction in a few hexes SE of Bartertown, and that was exactly where the party planned to pass through, so he agreed to run the group through his well documented hexes filled with all kinds of stuff derived from random tables.  He is an excellent DM, creative, descriptive, quick, fun, fair, really quality session. A few notes beyond getting your campaign a guest DM it’s super fun, but Sivor’s randomly rolled settlements gave the party an unexpected option.  They didn’t have to do the full 8-9 day trek out and back to  Bartertown in one session, they could stay in one of these newly found villages.  This does add complexity is that more and more obscure settlements and options for downtime stay increases the likelihood that PCs will get scattered across the map.  A good dm shouldn’t hand wave that and just allow PCs to appear in different settlements at the beginning of sessions, but well planned PCs could stay abreast of session reports and coordinate some kind of safe travel during downtime so their PC is where they need to be.   



Treasure and XP-  Monsters- 2 Black Bears 302xp, Dun Pudding 1576xp= 1878xp/ 5 PCs = 376xp each add % bonus if appropriate.  We will adjudicate the coffer treasure at the beginning of next session when Harry can assess them.



Graveyard-   Rollo Tomassi-  consumed by a Bag of Devouring in Zelligar’s dungeon  #38


Ragenard- brought to Death’s Door by a stirge attack in Zelligar’s dungeon #39 (1 week bed rest)


Caolite- brought to Death’s Door by kobolds in Zelligar’s dungeon #40 (1 week bedrest)


Bart-  brought to Death’s Door by Firetoad breath in Zelligar’s dungeon #40 (1 week

bedrest)


Ragenard-  killed by Griffons exploring the plains west of Fort Turjmir #42


Vlana-  killed by Troglodytes in the 2nd level of Zelligar’s dungeon #43


Stigr’s 4 Lt. Foot- killed by Zombies on the plains of Lancebrass #45

 

Godhard’s 2 Med Cav- killed by Firenewt’s mounted on Giant Striders #47


Stig- brought to Death’s Door by Orc raiders at the walls of Bartertown #48 (1 week     bedrest)


Harry- Brought to Death’s Door by the Tsathoggua Temple slime monster #54 (1 week 

bedrest)


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