Thursday, August 10, 2023

Nappendixia Campaign 2.0- session 55

 Nappendixia Campaign Session Report



Session #-  55 Session Date-  8/9/23



Time Passed- 7 days (8/9-8/15, half day of downtime/rest on 8/16)



Roll Call- Harry- T4

Stewart- R3

Stigr- F2

Morsov- C1

Tomas- F4



Adventure Log-  8/9-  Resting in St. Girault, Harry recovers and investigates the ebony coffers.  He locates a visually obvious poison needle trap, and avoids it, he devises a technique to open them safely and removes 1914ep in strange pentagon coins stamped with Tsathaggua’s image, and a small green peridot the same hue as the statues eye and the veins in the ebony.  The coffers themselves have a value of about 700gp each.  Tomas and Stigr go to the drayage shop to dig for information.  The rude drunken owner Thibault is gruff but converses, Stigr asks to go into his warehouse to help himself to some horse feed, and is laughed off, told the feed will be brought out to him.  He has a few things for sale, but most are earmarked for various shipments.  The pair leave and the caravan mounts up and travels SE.  The day of travel goes uneventfully across the badlands scrub, until the predawn hours of the next day, when Tomas and his 5 mercs on duty are charged by an aggressive herd of 13 large spiders.  He fires the ballista and calls out, telling the cav to charge.  They crash into the spiders and skewer a few on lances, but 4 are bitten, and 3 clutch their throats and fall from their horses dead from poison.  The party rouses and grabs missile weapons and calls forth the crossbowmen.  The spiders are cut down as the remaining 2 cav back away.  


8/10-  after the combat they break camp and Stewart tracks the spiders 1 hour to their crude lair filled with a few dried husks of former meals, and a scattering of copper and platinum from a burst sack in the hole.  They travel the rest of the day and set up camp and again things are quiet until Tomas’ watch.  In the light of dusk he spies some rustling in the brush, as 5 giant weasels burst from the cover to attack a stand of horses resting while tied to a scrubby tree.  2 Weasels immediately sink their fangs into the horseflesh and begin feeding.  This time Tomas holds back his cav and has them fire a volley of arrows along with a ballista shot.  Another horse perishes, but a volley of arrows slays 2 weasels.  They begin dragging the horses back into the brush hoping to eat them undisturbed, but the party advances and kills 2 more from range, the last tries to flee but is cut down also.  No lair or treasure is found, but the pelts, despite being damaged by arrow punctures, could still fetch 1000gp each if cured correctly.  


8/11-  Stewart takes 4 hours to skin the weasels and sets them on the wagons as best he can to begin curing.  It is messy smelly work, the kid is covered in gore by the end.  They travel west into the open scrub hoping to find the refinery at range.  There is an hour where they are uncertain what direction to go, the bright sun confusing their sense of direction.  But calm heads and use of the goggles corrects their error and they find the direction east and spot the refinery in the distance.  They search around in the compound, ruined walls made of scrap metal with gaping breeches in them.  Sand covers everything, many tarps and ropes indicate there was once some tent structures here.  In the center there is a tall spindly tower made of metal triangular supports, a large iron crank mechanism, a large cylindrical structure that they are unable to see into, and a gangplank that goes over the metal mechanism and attaches to the tower.  A search around the place reveals a locket with a very realistic color picture of a man and a woman inside, a green cart about the size of a mule, the words John Deere emblazoned in yellow letters is revealed after a thick layer of dust is wiped off.  The cart has 4 wheels, and on the bottom there seems to be a fixed spinning metal blade facing down towards the ground.  One blade is broken halfway up.  Finally they find buried in the sand a thick paper box containing some kind of weapon or dart.  The box has the word “Jarts” on it and contains 4 large heavy blunt darts, some papers with writing, and a hoop of pliable material.  They appear to be an indirect fire ranged weapon with the same range and damage as a javelin.  Any PC could train to use them at their next weapon slot.  Finally Tomas takes a look into the metal cylinder, stepping in, it is shady but open at the top, his first step clangs against metal flooring, and from above, lazing on some scaffolding on the inside of the cylinder, a griffon, rolls over from sleep, yawns and looks down at Tomas with a bored expression.  They briefly think of trying to take out the griffon, but are reminded of their ally who was bitten in half by one and Tomas quietly steps back out of the structure.  They decide to make a hasty withdrawal from the compound and mark it well on their map with landmarks and distances listed.  They camp about an hour away from the compound.  


8/12-  heading back NW, they party encounters a derelict bivouac, a triad of logs that could be used as a teepee, and a pile of firewood bleached light gray from the dry sun.  


8/13-  Once again Tomas’ sharp eyes make a save on predawn watch.  A restless Harry rolls over too hard and the corner of his blanket lands in the embers of the campfire.  It begins to smolder as Tomas runs over and stamps it out before anyone gets burned.  Harry, still weary from the ooze attack, never rouses.


8/14-  Morsov, while driving the battlewagon, realizes an errant crossbow bolt has lodged itself into his pack, as he pulls it out, the tip slices open his waterskin, soaking everything in his pack, soaking his torches, ruining his incense, and some of his iron rations that were not well wrapped.


8/15-  after a full day of travel they reach the outskirts of Bartertown, a patrol of Papagallo’s Chariots escort them right to the leader.  They spend an hour or so telling tales of their travel, and the location and state of the refinery.  He pays them 2000gp, 1000gp for expenses incurred, and 1000gp for the successful mission.  The following day they speak with him a little more about the mission, and spend the first half of the 16th resting and doing light downtime activities.



Session Notes-  This session the players themselves remarked about finding unknown settlements on long distance journeys, and how it can allow for longer range travel goals without trying to cram the whole expedition into one session.  We discussed its positives and negatives, another way to play with 1:1 time, but more options for places to spend downtime also means more opportunities for PCs to get separated and begin a session in different locations.  This is mitigated 2 ways we discussed-  through being a player type who doesn’t mind making up new 1st level characters in multiple starting point settlements, or careful planning during downtime, and staying aware of the current goals of the party to plan downtime travel so a certain PC can be used in the next session.  Any kind of hand waving at the beginning of a session and just saying yeah yeah you moved here during downtime, but a player that actually planned and stated such actions in downtime would be respected.  Another thing that came up is the giving of xp for treasure when the PCs decide to hide the coinage away and not spend it.  I ruled that if the coins are specifically being withheld from spending, no xp, but things like the coffers, which were valuable and the party decided to use them to house their own treasure would grant xp the way a magic item that was kept and used grants xp.  If at some point the party chooses to spend the electrum, or try to get it converted, then they would get the xp.  



Treasure and XP-  Resolution on the treasure from Session 54-  3 trapped Ebony Coffers (worth 712gp each) 2136xp, green peridot 69xp= 2205xp / 6 PCs= 367 each add % bonus if appropriate.  (no xp on the electrum until you bring it into circulation.  The coffers are being used so you get xp for them)


Session 55-  Monsters- 13 Lg Spider 897, 5 Giant Weasel 985= 1882xp, Treasure- 299cp(3xp), 26pp (130xp), 5 Weasel Pelts 4900gp/xp (the tanner will broker the sale of the pelts over the next few weeks, he will pay you 4900gp in advance to save you the trouble)= 5033xp  Total- 6995xp/ 5 PCs= 1399xp each add % bonus if appropriate


  • If this xp causes your PC to level, you may automatically level your character, no charge.  You are not sure how you have “trained”.  Perhaps the long distance exploration served as your trainer, or perhaps you are subconsciously aware that your next challenge will require every bit of your abilities.



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)


Stigr/Tomas’ 3 Med Cav- killed by large spiders SE of Bartertown #55



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