Nappendixia Campaign Session Report
Session #- 75 Session Date- 2/21/24
Time Passed- 7 days (2/21-2/27)
Roll Call- Godhard- C6
Jorel- P1 hench
Roland- P1 hench
Finnigan- T2
Harry- T6
Kenny- M/U5
Boyo- C3 hench
Mayfly- M/U1 hench
45 Lt Foot in Wagons
10 Med Cav
10 Lt Cav
4 Elite Lt Cav
Adventure Log- 2/21- The Stigr/Rust party is newly settled in Lancebrass and begins acquainting themselves with the new settlement, checking out the amenities, and securing lodging and stabling. Rust completes his rest from his near death experience and studies the strange nature magazines he found at B.Dalton’s. He finds that they will give him the ability to use locate animal and locate plant 1/week, or consume the magazine completely by casting speak with plants or hallucinatory terrain. Stigr hires 10 porters in preparation for the book recovery mission at N. Station, and Rust visits Jaroo the Druid and secures a training contact. Godhard, Finnigan, Kenny, Harry and their respective henchmen decide to follow the first group across the Sind Desert in the hopes of meeting up with them in Lancebrass. They depart about a week after the first group and are set to arrive in Lancebrass on 2/22.
2/22- The Godhard party arrives, avoiding the Sphinx location and saving a day of travel, thankfully they do not get lost. When they reunite with Stigr and party, they recount the events at North Station, the risen building, the shops and books, and they make a plan to bring the whole caravan out to N. Station and recover the books and begin mending and translating them. Kenny begins to put out requests for a dwarven jeweler or craftsman, and Rust shows some samples of the apparel taken from the mall structure to some Lancebrass officials, curious if they are interested in trading for the wares. They decline, saying the odd garments are too “new wave”.
2/23- The party gathers with all of the cav and footmen and heads out the 30 miles over plains NNE to the N. station structure. The travel is relatively uneventful and they arrive on the morning of the 26th. In the predawn light they awake and break camp, just barely able to see the outline of the large 4 story structure on the eastern horizon, when a solitary figure walks out of the desert dunes from that direction. It is a tall bony, wiry, bald humanoid wearing nothing and covered in desert silt. From a hundred feet away, it scans the massive company and settles its pointed finger at Godhard and his paladins. He approaches to attack. Kenny preps a web spell to try to entangle the creature, as the footmen form a spear wall and the thieves prepare missile weapons. Harry is unable to connect with his wrist crossbow, and when Finnigan connects with his mundane sling bullet it seems to have no effect. The creature gesticulates at Godhard, and lets loose a beam of sonic vibrations that strike him with a sonic attack. He is then entangled with the web spell, and focuses on breaking through the webs 1 foot at a time. Herry lets fly a few magic arrows and connects with a few, then Kenny decides to fireball the creature. He notices the creature attempt to resist his magic, but it manages to penetrate, but the wiry creature ducks and covers, reducing the fire damage. Godhard then moves forward noticing the need for a magic weapon to engage this creature. He connects with his magic hammer, but so does the creature, grabbing his face and giving a “kiss of death”. Godhard fails his save and dies instantly on the battlefield at the dune stalker's feet. His paladins cry out in dismay, but remember Godhard’s rod of Resurrection and begin retrieving it from his pack. Kenny then takes out his wand of paralysis, and again the creature succumbs to the magic and is frozen in place. The party members with magic weapons dispatch the immobile creature and slay it while Boyo uses the Rod to resurrect Godhard, who comes back to life fully recovered. The creature dissipates to desert dust and only a valuable gold necklace that had been around its neck remains, the party claims it and think they hear the creature utter the word “Jagger” before finally disappearing. They collect themselves from the combat and head to the entrance of the mall dungeon, the cav guarding out front and the PCs and the Lt Foot heading into the main corridor with several light sources. They quickly spot a large lump poised behind the empty fountain in the center of the corridor, the scaly shape begins moving in the lantern light, revealing a large lizard 20’ long with a massive maw. It moves to attack as the party notices the B. Dalton’s has the metal cage bashed in and a scene of gore and aht looks like a lizard nest has been made inside. The lizard moves to engage the party and several spearmen land hits in response. The lizard is brought to near death as a second lizard rushes from the B Dalton to also attack. Volleys of missile fire and attacks from Godhard and the Paladins take it down, but a third lizard clinging to the ceiling, drops unexpectedly in the midst of the party, just out of reach of the spearmen. It snaps down hard on Finnigan and he is badly wounded and attempts to withdraw behind the spear wall. It lands another severe wound on one of the paladins, but it is thereafter dispatched. They examine the B Dalton and find it all but ruined, it would be a lengthy recovery project to try to recover any more books, but the stash of tech magazines they secured in the Orange Julius are still unharmed and they are secured after the combat. As they are deciding their next move, they notice the lizard tracks head from the B Dalton across the mall and down the left side of the wide staircase lined with turnstiles and descending into the darkness. They also notice the right side of the staircase is littered with later reveals itself to be insect parts, limbs and thoraxes of cast aside exoskeletons. They begin to hear a slight buzzing sound as the torchlight seems to have disturbed something, when they are called by a shrill whistle from their rear, at the opening of the mall entrance. They notice a nomadic looking figure beckoning to them and they leave the mall corridor to parley with him. He identifies himself as a Kazarian, one of the plains nomads the company encountered many months ago. The Kazarian says the insects have been disturbed and it is best to retreat to talk about what all is down in the mall dungeon. The Kazarian brings the party back over a few ridges to a hollow in the desert where 4 other Kazarians sit hidden under camouflage. They say that they were part of a patrol that went out to investigate the newly risen N. Station. When checking the shop carrels for goods, they were set upon by 5-6 giant lizards that killed and devoured several Kazarians. They were forced to retreat to consider the best way to deal with the lizards. They reckon that the rising building structure disturbed a lair of some subterranean lizards, which are now lairing in the N. Station subway and hunting for food on land by night. They also state that a nest of pernicon, the insects they party disturbed with its torches, also must have been disturbed or somehow given access to the building's understructure. These pernicon are very desirable, as their antennae can be used as water diviners. They say they would be very willing to trade for those if the party could procure them. They immediately begin thinking of ways to conquer both the remaining lizards and the insects, and the Kazarians offer them a place to stay on the plains as they rest and recover from their first delve, and plot how to defeat the pernicon on their next visit. Finnigan begins training with Harry.
Session Notes- We are starting to get some traction with our new group of regular players, and we had a long time player come back after the post holiday/winter hiatus. It was great to get a player return, it’s a first for the campaign despite several former players reaching out saying they will return, but not as of yet. They seamlessly slotted back in because they took the time to read the last few session reports so knew exactly what was going on in game and didn’t need any lead in explanations. It’s definitely good to get some positive use out of these session reports, they definitely take time to put out, but are invaluable to keeping your game going. By putting everything up on my blog and publishing the links to twitter, plus the players who are reading the session reports, my blog is getting a good 20 or so hits a day, mostly reading the session reports, so someone is interested in them. I also recently have put together a master map of all the major locations in game, but also I’m looking to catalog everything recorded in the session reports by going through them and labeling map points for every lair, location, and adventure hook they have come across in the course of the campaign. The map I already have is pretty extensive, but it will be really detailed after going through the session reports and getting more of the small events recorded.
Treasure and XP- Session 75- Monsters- Dust Stalker 598xp, 3 Subterranean Lizards 1500xp Treasure- Necklace 6000gp/xp= 8098xp/ 4 PCs = 2025xp each. Godhard and Kenny get 1417xp each and their henchmen get 304xp 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)
3 Spearmen to Wraiths in the subway dungeon south of Bartertown (session 70)
1 Spearman to Sons of Kyuss in the dungeon south of Bartertown (session 73)
Rust went to Death’s Door by Blood Hawks while crossing the Sind Desert (1wk rest sess. 74)
Godhard killed by a Dust Stalker at N. Station, resurrected with a Rod of Resurrection (sess. 75)