Saturday, February 10, 2024

Nappendixia Campaign 2.0- session 74

 Nappendixia Campaign Session Report



Session #-  74



Session Date-  2/7/24




Time Passed-  8 days (2/7-2/14)


Roll Call-  Stigr- F4

Rust- D1

15 Lt Cav

4 Elite Lt Cav



Adventure Log-  Godhard and party return from their travels on 2/7 and while resting, receive word that MAster has accepted the invitation to negotiations and they make arrangements to meet and exchange the magazine.  Negotiations go well, in light of the different reported troop movements representatives of Auntie and Master agree to pledge some troops to the Iron Co in case there needs to be a response to battle.  Each faction pledges a sizable contingent of troops, mounted, foot, and archers, that the Iron Co could command in the field.  Master also proposes a construction of a railway and locomotive that could travel to and from Bartertown to the nearest Cubic Gate.  The party agrees and the forces of Bartertown are unified.  


2/7-  Stigr and new party member Rust, a druid, decide to set out on a long distance journey to the Sphinx across the Sind Desert the party had encountered once before.  He hopes to ask the sphinx for the location of any places where the books containing the strange tech information may be found.  They gather 15 Lt Cav and the 4 elite Lt Cav, and prepare additional horses to travel as water carriers.  They ask Master if he will assist their expedition, and he provides them with a 2nd level cleric to assist in water creation and healing, in addition to a supply of barrels, rope, harnesses, water and rations.  They prepare to set out the next day.  


2/8-  The party heads out to the NW past the Cubic Gate and across the SInd Desert to the Sphinx, looking for several landmarks they encountered on the last time they journeyed this way.  At dusk after passing the Cubic Gate they are beset upon by hungry Blood Hawks, whose razor talons rip into the party, severely wounding 3 men at arms and dropping Rust to unconsciousness.  He is mended by the Master’s cleric, and Stigr and the troops return the attack to the hawks with a spear wall and impale more than half of the flock of 8.  They endure a few more attacks and are able to finish off the hungry birds.  Rust is revived and the wounds of the men are bound.  The next day of travel goes uneventfully.


2/10-  The party comes across the strange circle of stone wagons they encountered on their last journey.  The cleric advises they should avoid it based on the descriptions of the undead that were encountered last trip.  They give it a wide berth.


2/11-  They come across the oasis that last time was manned by the strange crabmen.  Knowing they are very prone to desiring silver, and become quite affable when offered said silver, they approach the oasis and hail the crabmen.  They produce silver and hand over a piece for each of their men.  They rest for a few hours and refill their water stores and move on when they get the sense the crabmen want them to move along.


2/12-  The party arrives at the sphinx, fortunate not to have gotten lost on the long journey.Stigr produces the large sum required to ask a question.  He asks where he could find a library or other location of knowledge for any of this strange sci-fi tech information they have been finding.  The sphinx gives him a knowing nod, and perhaps a sigh of relief as it dismounts from its stone platform perch and dissipates as a shimmering of some magical source spreads across the ground.  Shortly after, the earth rumbles and the stine platform begins to rise.  It rises and widens until it becomes a 3 story building rectangular in shape.  As the party scrambles back from the rising andwidening building, it stops revealing a wide front entrance, and a somewhat twisted metal awning out in front of it.  The letters in large print above the entrance read- North Station Metro Transit Headquarters and Northside Galleria.  The party peers in with their best light sources and sees a wide corridor leading back to a set of wide descending stairs.  They search all around the large structure, it seems to have a few large metal doors that roll up, they are still largely covered with sand, and would need to be dug out to be better investigated.  They also discover that there seems to be an underground tunnel that extends across the rear of the building.  They see metal trusses that likely indicate some kind of underground tunnel going through the building.  They return to the main entrance. Along both sides of the wide corridor are what appear to be merchant carrels, different signage adorning the space above each carrel.  The place is thick with ancient dust and the air is stale.  The party carefully moves forward to read the store carrels nearest the entrance.  They see one called Orange Julius, it seems to be a counter at the front and some kind of kitchen at the rear.  Next to that is Chess King, a store containing apparel, some of it moldy and desiccated, some still wearable.  A store called Mattresses R Us contains bedding of some kind, and they are most interested in a store called B. Dalton Bookseller, a store containing many of the strange books, some of the thin, glossy variety, and many of the thicker, softer paper, more similar to a spellbook.  They take some time cleaning off the dusty glossy magazines, looking for ones that have images of any tech machines on them, especially tech machines with wheels.  They find several and begin making a stack they will keep.  The druid finds a few magazines on nature and gardening, and they realize that they need to move on to a nearby settlement, likely Lancebrass from their current location.  They take more books that they don’t want to carry and stash them in the kitchen of the Orange Julius, and then they find that the store carrels each have a metal cage that can be pulled down at their front, and fortunately the one for B. Dalton freely moves on its track.  They pull it down and secure it with ropes and branches and debris as best they can and head out a mile away in the waning daylight to rest and head towards Lancebrass.  The 13th they reach the plains and have an uneventful day of travel.  The cleric heals a few of the mercs, and Rust rests and regains most of his health.  


2/14-  The party is awakened by a Lancebrass patrol who asks their business, and Stigr speaks as someone who has been here before and they are granted escort into Lancebrass.  Stigr does his banking and begins making plans for the return journey and Rust begins a week of bedrest to recover from the more serious wounds he received from the Blood Hawks.




Session Notes-  So the Iron Cos hard work is paying off.  The players have constructed a barracks, which just finished construction, that will assist them with morale and troop recovery and recruitment.  They have negotiated the peace back with Auntie and Master and have access to troops to add to their own numbers of troops in defense of Bartertown.  They are agreeable to helping build a railway to the cubic gate which would speed travel and avoid random encounters of most types.  They are also toying with the idea of securing one or more of the cubic gates with a palisade and building ramps so horses can be brought up onto the stone platforms.  Overall pretty elite level play from the current group of regular attendees.  The magazines they grabbed- I’ll have to think exactly what kind of info or history can be gleaned from them, and I’ll have to figure out at least a basic layout of this North Station dungeon, and see what if anything is attracted to the large structure that is now jutting from the ground.  There is a map issue in that the current party is in Lancebrass and will still have to reconnect with the other PCs in Bartertown, but with more spell access, there are some ways to achieve long distance communications.  Stigr the fighter did level and did have the option to train in Lancebrass, however, the player opted not to as he didn’t want to spend the time, and also he wanted to train with an Iron Co member.  I’ve been allowing current players to train with former/hiatus players PCs, and then they can reinvest that cash back into Iron Cos expenses.  It’s been many sessions since the PCs have gotten a big treasure windfall, and I think they are starting to get a little light in the coffers.  Their new gem enhancing tech has helped a bit, upping their treasure by about 1000gp this session.  



Treasure and XP-  Monsters  8 Blood Hawks 224xp,  Treasure  5 gems 1560gp/xp, Weird Tech Magazines  500xp= 2284xp/ 2 PCs = 1142xp each  add % bonus if applicable.



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 brought to Death’s Door by Blood Hawks while crossing the Sind Desert (1 week bedrest)




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