Nappendixia Campaign Session Report
Session #- 77 Session Date- 3/13/24
Time Passed- 4 days (3/13-15, rest on 3/16)
Roll Call- Finnigan- T3
Godhard- C6
Jorel- P1 hench
Roland- P1 hench
20 Lt Foot in wagons
Cavalry escort
Adventure Log- Kenny spends the downtime casting clairvoyance on the upper level of the North Station complex, one of his viewings shows the 2 men in jumpsuits Harry spied last session working with the Mick Jagger wizard to stack and prep more of the weird science gear in an office/ living quarters. On the 13th Finnigan and Godhard decide to head back out to North Station to investigate, they consider both delving into the lower levels to take out the bugs and/or the lizards, considering that either or both could have some treasure in their lairs. They also stay mindful of the Mick Jagger wizard in the upper levels as he is likely working to understand the cubic gates, or perhaps already knows of their secrets. They arrive that evening and decide to camp a distance away and enter it in the morning.
3/14- Finnigan elects to sneak in as point man and get an idea of what's going on in the lower levels. He cautiously moves in and checks the lower level stairs. The pernicon lair is still active, 20 or so bugs crawl about the pile of detritus in the NE corner of the first lower level. He has the opportunity to surprise a group a 3 on patrol, but lets them pass and heads to check the sub basement, likely where the lizards lair. He gets far enough down the stairs to see it consists of a stone platform with a 4-5’ trench spanning the north and south walls. In the southern trench, there is a massive metal wagon or closed cart of some kind. It is connected to another car which has been ripped in half, its rear portion missing and a large dark cavern opening up into the side wall. 2 large subterranean lizards lounge on the stone platform, and Finnigan makes a hasty exit before being noticed on the stairs. He reports all of this back to the rest of the party. They consider hurling oil at the bug hive (They managed to procure 20 flasks from the Kazarians), but decide to leave the lower levels alone and see where the door Mick Jagger launched his ambush from leads to. The party and 20m foot move into the mall partition and approach the door, once checked it is opened to reveal stairs leading up to the next level. Checking that level, Finnigan finds a long narrow darkened room with a strange door set in the side wall, it is metallic and looks to have a mechanism on it. He calls the rest of the party into the room, in it on the northern long wall is a control panel of sorts and a window in front of the control panel opens into a large room with a large metal circle standing upright at the back of the room, several of the weird bulky white suits. Wanting to go into that room to investigate, Finnigan check the door with the mechanism on it and finds it to appear to be locked, but really isn’t the door will swing freely if tried. Concerned there is a trap of some kind, Godhards casts find traps, revealing none. Assured they move into the next room which is an anteroom of some kind. The is a door on the western wall that likely leads to the big room with the metal circle. In this smaller room there are three carrel areas that look very similar to the piloting area of the cubic gates, the secret chamber where the caster casts into. They gather that they act as some kind of training module for pilots to practice on. Finnigan check the door to the larger room, it also is metallic with a mechanism on it, it swings with precision and seals tight when shut. They party moves into the room, leaving the troops to hold the door open while they investigate. When Finnigan approaches the large metal circle, it engages somehow and the whole center of the circle begins to swirl with a sepia colored silt or static. From the mass of static 2 man shaped figures begin to form one after the other. The first one steps through and Finnigan falls back so as not to face the creature alone. Godhard reacts with a dispel magic spell, and whatever arcane energy was working the circle is temporarily quelled. The second sepia silt man about to step through the portal is halted when the machine stalls. His form shimmers for a second then turns into small featureless gold coins, they scatter about at the front of the now darkened circle portal. The rest of the party turns to face the first sandman, Godhards paladins quickly quaff potions of heroism. However as the sandman steps forward an aura of magical sleep emanates and both are gripped in sleep and fall over. Godhard and Finnigan resist and begin attacking the sandman with magic weapons, injuring it. Finnigan a few rounds later, falls prone from the sandman's touch which causes further sleep. Godhard takes an attack from the sandman to wake up his paladins, one of whom in turn wakes Finnigan. Eventually they gain the upper hand and slay the sandman, who also dissipates into a pile of featureless coins. In all they gather nearly 1500gp in coin, almost 150 pounds of weight which they distribute among the troops to carry. They check the adjoining room on the opposite side of the circle and it is a mirror image of the other smaller training room with 3 training carrels in it. There is some paper and other debris on the floor in this room and Finnigan finds a manual titled Training Module 1 and secures it before the party decides to leave and not explore one level higher. They egress the building and return to Kenny and Harry at the Kazarian camp, arriving on the 15th and resting on the 16th.
Session Notes- It’s getting to the point where I don’t always have a lot to say in these session notes, I’ve said so much after 77 sessions worth of notes. I’m really glad the campaign continues to move forward, powered by whatever players show up that week, whatever their motivations are at that moment. I’m glad to have kept doing these session reports, it’s given the campaign long term juice, people are reading it consistently, my blog recently hit 10,000 views. I’m glad my new job hasn’t impeded things, it’s definitely a tighter schedule for me and less things I do in downtime, but I continue to run no-prep, emergent play games, and they continue to produce fun results. This was a lower attendance session, and certainly players made decisions based on the PCs not all being present, sort of a save it for later type thing, which I have no problem with, it doesn’t affect my enjoyment of the game, plus I can use the downtime to make adjustments to the situation as the party’s enemies are certainly intelligent enough to notice what all they did and respond to it in some way. We will see for next time I suppose.
Treasure and XP- Monsters- 2 Sandmen 578xp Treasure- 1400gp/xp = 1978xp/ 2 PCs= 989xp Finnigan, 693xp Godhard, 148xp each hench. Add % bonus if appropriate.
Graveyard- 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)
12 Lt Foot killed by Mick Jagger M/U’s lightning bolt at North Station (session 76)
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