Nappendixia Campaign Session Report
Session #- 81 Session Date- 4/24/24
Time Passed- 11 days (4/24-5/4)
Roll Call- Harry- T6
Godhard- C6
2x P1 hench
Rust- D2
Kenny- M/U5
Boyo- C4 hench
Mayfly- M/U2 hench
40 Lt Foot w/ silver spears
10 Lt Cav
10 Med Cav
11 Shortbowmen w/ silver arrows
5 Longbowmen
7 Crossbowmen
Adventure Log- The party had several downtime items to take care of, and Rust the druid was not finished training until the 28th, so the session began with resolving downtime activities and some city adventuring in Bartertown. The party had commissioned a smith to forge a large amount of silver spearheads and arrowheads and that job completes and the weapons are distributed among the troops. Finnigan, in the course of his training, learns the strange dialect of common that is the language used in the tech documents and magazines they have found about Nappendixia. Godhard uses the newly set up lab in the stone manor house to use the tech magazine to construct a slide rule. Kenny and Mayfly finish their project of Mending and Comprehend Languages on any of the salvageable books they extracted from the B. Dalton’s in the North Station mall. They manage to reassemble the following books- 1984 Encyclopedia Britannica Volume S, Asimov’s Chronology of Science and Discovery, National Geographic Atlas of the World, Dangerous Journey’s Manual by Gary Gygax, The Great Brain, and The Hobbit. The party checks in on the council of sages that has convened to inquire about the new star in the sky and the seeming energies that have been present since the cubic gates have been awakened. They hear that the sages are still discussing, but rumors back state that the energies have somehow strengthened the influence of the moon, and this is likely the cause of the increased lycanthropy. The party confirms this with their recent encounters with wereboars and the werebear. During this time Harry checks in at the Stone Manor house and all is well, several of the retired PCs maintain the place and the large block of Heavy Foot continue to do a good job of guarding the house, the Iron Quarter and its walls. He also checks in with Master and delivers all final payments to begin construction of the railroad to the Cubic Gate. Master confirms that the materials they liberated from the railway depot to the north are beginning to be moved south, and construction can begin on the 28th and will last 2 months. A large work crew of Bartertowners has been assembled to do the job. Harry brings the newly made slide rule to the engineers and they are able to reduce the cost and time of construction. Barring any issues, the project should complete on 6/22. The last thing that Master reports is that all patrols north and west of the rail yard supply train have stopped. The last few patrols to enter that area were attacked and many troops were killed. The survivors report the attacks came by night from large wolf-like beastmen. Harry reports this information back to the party and they decide to go address this threat once Rust completes his training. Kenny also manages to triangulate some high altitude clairvoyance spells to get a long distance look at a structure in the wilderness. A further clairvoyance spell allows him to see it better revealing a long low structure with several out buildings and strange machinery/vehicles in wrecked piles nearby. The building is severely damaged and covered in drifting sand. They plot a route and plan to leave the following day.
4/28- With all training and downtime complete the party gears up and heads out to find this werewolf lair to the north. They take the cav and wagons and the large block of lt foot. After the first day of uneventful travel, they realize the badlands rocky cobbles coupled with the nearby Sind Desert’s drifting sands that travel is no longer possible for the wagons, and the horses could be walked or ridden, but very slowly. They party opts to bivouac the horses and wagons, and march on the remaining distance on foot with the lt footmen. Fortunately the 2 days of travel go without hostile encounter, and Rust manages to ensure the group does not get lost.
They arrive within ¼ mile of the structure the night of the 30th and elect to camp before getting any closer. That night, in the middle of the night, Harry and the others on his watch spy several shapes loping out of the darkness ready to attack, they are slightly impeded by the terrain but are determined to engage. They consist of 4 furry man shaped monstrous creatures and 2 four legged pets of theirs- direwolves. The awake PCs and troops call out to the sleeping people, and engage the monsters. Some attack the bowmen towards the rear of the camp while the dire wolves and 2 werewolves engage the silver spearmen and the alert PCs, hoping to eliminate their silver weapons. 2 spearmen and a bowmen are killed a few more wounded, and a few PCs take some damage, but after several minutes of combat in the torchlit darkness the monsters fall. A cursory search of their tracks reveals they likely came from the structure. But are there more inside? The party is unsure. They get the remainder of the night’s rest and prepare to assault the lair at dawn.
5/1- They make to the structure itself and begin ordering the troops into formation, but the scary pallor that has come over this whole area over the last day causes them to refuse. Godhard pleads to his most holy troops, and only 6 are willing to volunteer to go inside, and only under the aura of the paladin’s protection from evil. Harry decides to scout ahead inside, the long rectangular structure has 2 entrances, the one to the right is largely covered in desert sand, so he enters the left entrance, the corrugated steel door hanging limply from its hinges. He manages to sneak quite deeply to the back/left side of the structure, where he hears snarling and heavy breathing, likely more dire wolves, possibly more werewolves. Turning to leave, he makes too much noise and is noticed. He starts booking it for the entrance, and calls out to the party to be prepared. They enter into the main corridor and this is where the scrum begins. 2 dire wolves engage the party and they respond in kind, setting spears and doing damage against their charge. Just when they think they have a handle on the dire wolves however, a section off wall near where Harry was noticed comes smashing apart and 2 werewolves emerge ready for a fight, and 2 more directly behind them. With excellent tactics and spell selection the horde of wolves are taken down but not before 3 more silver spearmen fall the the bites of the wolves. During the melee, Harry moves forward to see where the dire wolves had come from, and he sees a kennel area caged off with metal wire fencing, rusted and picked apart but mostly intact. Inside the fencing he sees a strange object. A metal tank with a tube extending to a wand-like handle and trigger mechanism. Having seen enough of the strange tech magazines, he has a guess as to how to operate the device and hurries back to the melee. When he returns he sees the last werewolf standing, watching his other comrades fall and being moments before its own end. It starts to quiver and make an inhuman, non-animal noise that unnerves the whole party. Soon after the skin of the creature buckles and prickles and 6 large and many small tentacles burst from the skin. It then pulses out a wave of blood that covers nearly the whole party, some of which it gets in their mouth and eyes. U deterred, Harry spies a wick at the tip of the wand-like part, and a release valve on the tank. He releases the valve, hears a hissing and lights the wick with his tinder box. The party yells out Torch It! As fire erupts at the monster just as its 6 large tentacles go ripping towards the party. The blast from Harry’s flamethrower does almost enough to take out the monster, but it staggers out of the fire about to attack, right when the remaining silver spearmen douse it with their remaining vials of holy flaming oil. The creature is singed to a crisp. After resting and healing, and setting a triage list for cure disease and remove curse, they search the werewolf compound finding 500pp and a strange plastic and glass box with buttons that has the words Chess Wizard printed on it. They reconnect with the bivouacked cav, and head back to Bartertown for 5/5.
Session Notes- In this session the party opted to burn some days in downtime to both get stuff done, like the slide rule, required some extra days to complete if Godhard was to be available for the session, as well as Rust who was needing a few more days to train to be available for the session. This is still true to 1:1 time because A) the players did resolve a lot of downtime stuff at the beginning of the session, and B) they still have to pay the time economy fee because they burned 4 days in downtime, their session stretched to 11 days, meaning when we play next week, all of these PCs won’t be available. It’s a trade off, and they couldn’t do this every week, as it would keep making PCs unavailable for future sessions.
Treasure and XP- Monsters- 8 Werewolves 2320xp, 4 Dire Wolves 560xp, Blood Thing 363xp. Treasure- 500pp/2500xp= 5743xp/ 4 PCs= 1436xp each. Godhard and Kenny get 1221xp, and their hench each get 215xp. Add % bonus if appropriate.
Graveyard- 1 Lt Foot- killed by the Werebear at the rail supply depot NE of Bartertown (session 79)
2 Silver Spearmen, 4 Kazarians, 4 Shortbowmen, 3 Hvy Hobilar- killed by wereboars and wild boars 1 day outside of Bartertown. (session 80)
5 Silver Spearmen, 1 Bowman- killed by by werewolves and a weird blood thing at Outpost 31 North of Bartertown (session 81)
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