Saturday, December 16, 2023

Nappendixia Campaign 2.0- session 69

 Nappendixia Campaign Session Reports Chapter 5



Session #-  69 Session Date-  12/13/23



Time Passed-  7 days (12/13-18 adventuring, 19th resting)



Roll Call-  Godhard- C6

Kenny-  M/U4

Boyo- C3 henchman

Mayfly-  M/U1

Morsov- C3

20 Lt. Foot in 6 wagons

10 Lt Cav

20 Camp Followers in   

Battlewagons

4 Elite Cav


Adventure Log-  12/13-  Godhard and Kenny decide to do some research before heading off with a potentially small party.  They start off seeking an audience with Master, but are curtly told by the guards that guard his underground area that he is far too busy to meet at this time.  Stymied, they move about the Master’s quarter and stumble across Tom Sholz and his makeshift Bartertown Library.  They dig into the manuscripts available and first find some skins and hides with images and stories that tell the Bartertown origin story, and trace some family lineages up to the more current times.  They find some of the early pamphlets and periodicals that were produced throughout Bartertown’s history to find out that the Cubic Gate, the stone structure outside of Bartertown, and several other structures in the area are somehow linked and allow for some kind of fast travel.  They learn of an expedition that headed out from Bartertown ages ago that located an underground structure 30 miles to the south.  There they somehow found the knowledge to operate the Cubic Gate and use it for travel.  They decide the location is close enough for investigation, and after prepping the troops and gathering supplies, they head out south on the morning of the 16th. 

12/17-  Their over one day of travel goes uneventful, and after going 30 miles south, they spy an outcropping that has a strange depression in it with a large stone rolled into it.  They set up the followers to dig the boulder out, and the foot fan out to guard them should anything disturb the work camp.  In the excavation 2 spitting snakes are disturbed from their nest and they manage to hurl gobs of poison onto a follower and a footman poisoning both to death.  The snakes are eventually slain and the boulder removed revealing a slanting passage sloping down into darkness, upon entering the rough hole, the wide corridor is of smooth stone with shallow steps inset at the far edges of the corridor.  It descends about 2 stories and opens into a round vestibule.  At the southern end of the chamber there is a series of waist high pillars spaced a few feet apart across the opening.  Kenny begins to investigate, concerned of a type of trap, but beyond in the room 2 filthy gore caked creatures emerge, as well as 2 shadowy ghostlike creatures with glowing eyes.  They attack.  The 3 clerics gather there is some kind of undead present and pull their symbols to ward them off.  Only Morsovs attempt is successful, and the shadowy creatures seem unaffected.  They reach out and grasp one of the foot and suck the soul essence from his body leaving a husk collapsed on the floor.  Concerned, Godhard digs into his pack and produces a scroll of protection from undead, and the  wraiths retreat before any more men are killed.  They were unnerved by the fact that their weapons were totally useless, prompting the party to have a discussion on the location of magic weapons and the need to procure more silver weapons.  With the undead pushed back, the party has a minute to search the chamber, finding a kiosk of some kind in the room as well as several placards posted about.  The placards and posters seem to have signage about locations and directions and there is a poster of the cubic gate structure being operated by someone by manipulating controls in the secret compartment on the side.  They manage to tear it successfully from the wall and carefully roll it up for travel.  They also grab from the kiosk a thick book of yellow pages dense with text, 5000ep and 4000gp in sacks that the wights must have collected from their victims.  They party retreat before the protection spells wane.  They travel a few hours back home before camping and returning to Bartertown on the 18th and resting and checking out the book on the 19th.  Along the way they cross a scout party of 3 ogres heading west.  The cav, angry at the loss of the lt footmen, charge them in a rage, scoring 2 critical hits and several other wounds, skewering them and taking their heads as bounty to Auntie.


Session Notes-  Starting a new chapter, I wanted to kick off this chapter with the opportunity to develop some kind of accelerated travel for the party.  They are getting quite familiar with the Nappendixian badlands and we have been very true to the travel rules. I wanted to have the option for them to move about with less random encounter rolls but still have some constraints and follow the lore we have been developing.  I think I have it figured out, player speculation and feedback definitely drives my process.  We will see how the players figure out how to work the travel option, and what they do with it.  It will lend itself to more options and still run our shorter sessions.  I still feel we pack a lot of gaming in our 2 hour sessions.  This session also pointed out that the many magic items the party has acquired over sessions has been unrealized or unclaimed and they definitely had an eye opener on fighting monsters that only can be harmed by solver or magic.  That’s on the players however, there have definitely been a lot of items and weapons given out, there are solutions and they have the resources.  



Treasure and XP-  Monsters- 2 Spitting Snakes 960, 2 Wights turned 331, 3 Ogres 495xp   Treasure- 2500ep, 4000gp, 24gp= 8310xp/ 3PCs= 2770xp each, Kenny gets 1940, his henchmen get 415 each.  Add % bonus if appropriate.



Graveyard-  1 Lt Foot and 1 Camp Follower to spitting snakes and 1 Lt Foot to wraiths in the dungeon south of Bartertown.  (session 69)


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