Nappendixia Campaign Session Report
Session #- 89 Session Date- 7/24/24
Time Passed- 3 days (7/24-25 rest 7/26)
Roll Call- Godhard- C7
2x P1 hench
Finnigan- T5
Anjar- R1 hench
Rust- D3
Kenny- MU5
Boyo- C3 hench
Mayfly- MU1 hench
1 Silver Spearman “Lucky”
Adventure Log- During the downtime Finnigan recovers from the poison needle trap, and Kenny and his henchman mend the found spellbook and cast clairvoyance on the upper levels of the tower while Godhard casts Locate Object to try to find the control panel that controls this Cubic Gate. The upper levels reveal a ruined laboratory, and the top level has a mysterious and ominous stone floating eye in the center of the room and markings of summoning. There is a large hole in the roof of the tower. Godhard’s spell reveals the control room to be in the basement, to the south of the tower. They elect to avoid the strange stone eye on the top floor and find the control panel to engage the structure to raise so it can fully be used. They also take some time to examine the strange fungus that produces lamp oil, and discuss ways to make that useful, they collect about 25 portions of lamp oil from the tank. They remove the lower barricades they had constructed and descend onto the wet muddy tunnels beneath the tower. They check a few rooms and come to a chamber with some locked cells with iron bars. Before investigating them, Godhard stumbles upon a clutch of ghoul trying to lay an ambush, but the might of his symbol destroys all 8 of them. They collect a bit of treasure from their lair and move on. They discover the corpses of some long dead adventurers, and are slowly waylaid by a couple of zombies wandering the tunnels who are also quickly destroyed by turning. The twisting muddy passages lead to a section of the same strange futuristic design seen in the other subway tunnel structures, it reminds them of the secret area they found that had the smaller cubic gate training area. Godhard casts Find Traps, and a pit trap is immediately revealed upon checking the area. Pelor is with him tonight. They find some rotten stored food and a few still good bottles of fine wine. Finding no more traps, they hear a humming noise from behind the final door, and open it ready to attack. They find only a large glass sphere set in a metal stand, it is the source of the humming. Once all have filed into the room however, a dark shadowy shape begins to appear- of a man in armor with a great helm and sword. He holds the sword out in offer of it to the party, but looks particularly shadowy and ominous. All who regard him are wracked with mystical energy, those that fail to resist age 10 years. The party is shocked by the transformation, but decides to attack the entity, several magic missiles prove effective, and several magic weapons also strike, even though the creature is extremely hard to hit in melee, it is barely material. Godhard tries to turn it but it is unaffected, he senses it is not of a divine or undead origin. It occurs to him that the bless spell may harm or ward off the creature and begins casting it, while another wave of aging afflicts the party. While this is happening Roland the Paladin reaches out and begins grappling the vision over the sword. He is just about to grab it, when the vision lifts up his head and removes his helmet, revealing a much older grizzled Roland from another time. Godhard’s Blass spell lands on the creature and it gives up the sword, loses its dark magical energy and transforms into a holy warrior in silver armor bathed in golden light. He hands the sword to Roland and it becomes material in his hand. It begins to test Roland’s will and approves of his alignment. It reveals itself to be sentient, named Goldfinger, a LG +4 sword with the ability of precious metal detection and magic detection. The knight nods approvingly at the party and then steps into the glass sphere in a flash of light. With his disappearance, most in the party recover from the shock of the Vision’s attack and realize the aging is only illusory, but for Godhard, the aging is for some reason permanent. The vision also leaves behind a pack which becomes material and is filled with treasure and some magic items. They are pleased, but still have not found the control room and desperately want to return to Bartertown. They agree to rest, and Godhard rememorizes locate object to again try to find the control room. They locate it the next day in a small secret room hidden behind a locked and magically trapped door. Fortunately a find traps spell and dispel magic allow the party to bypass the hazards, and they find the inner control room with its buttons and switches, and remember the sequence they used to raise the other cubic gate station. They perform the actions, and hear a rumbling as the whole area shakes a bit. Also in this room are the stash of magic items of what likely was a magic user of some kind. They find a ring, a dagger, a scroll and some other things. They decide to go topside to see the status of the structure and see if they can engage the gate. When they get outside, the structure is fully risen and engaged, the tower is no longer leaning, the sides largely cleared of sand. However, a giant slug patrols around the structure, keeping to the soft sand but threatening the party and blocking its way to the other tower nearby. Kenny distracts the creature with a fireball, and it is burned, but it begins returning fire with an acid spit attack, the first attack goes wide, but it begins aiming for another as Rust finds the control panel for the gate and casts into it engaging a travel path back to Bartertown’s gate. They arrive and the Bartertown guards are relieved of their return. They all catch the afternoon train back to Bartertown and reunite the spearman Lucky with his comrades.
Session Notes- This is the end of Chapter 6. I never know what a chapter will be about until it is played out and I never know how it will end. This chapter started with the party having great logistical problems, PCs were all over the map and doing lots of traveling, getting into lots of time jail situations. The first 2 sessions were basically just sorting out a lot of these logistical situations and rolling out the random encounters and such. By the end of the chapter, the party had solved a lot of its logistical problems. They learned to train on the cubic gate devices and now can use them to travel pretty extensively around the map. They also completed the longterm project of the Bartertown railroad, so now they can avoid that travel/random encounters in that area. Elite players want to master their game world, its nice to have the option to go out and wilderness explore and draw random encounters, but when each session is beholden to those restrictions and limits access to time spent doing other things, its nice to have clever ways to bypass. The party has used smarts and creativity to engage the shared goofy lore we’ve developed together to make travel around the map have a lot more options. They can go to cubic gate locations to access other parts of the map, and use the railroad to avoid that part of the game when they want to. They still have the option to hexcrawl whenever they want, but it doesn’t get stale by making that the beginning and end of every session. Don’t get me wrong I’m a big believer in letting the random tables and encounters blossom into full blown adventures that are their own complete session, but it’s just nice to have the option to do other things on other nights around the table. That's what chapter 6 ended up being about. Next week Chapter 7!
Treasure and XP- Monsters- 8 Ghouls 648xp, 2 Zombie 104xp, Vision 1145xp= 1897xp. Treasure- 120gp, 60sp/3xp, 8 Wine 480gp, Scroll 3 spells 400xp, Ring Water Walk 1000xp, Spear +1 500xp, Dagger +2 w Bullseye Light 200xp, Chime of Opening 3500xp, 4000ep/2000xp, 5 Gem 5300gp, Pearl of Power level 2 400xp, Sword +4 2000xp= 15903xp. Total- 17800xp/ 4PCs= 4450xp PCs w 0 hench, 3782xp PCs w 1 hench, 3114xp for PCs w 2 hench, hench get 668xp. 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)
1 Lt Cav- killed by Ogres at the crevasse north of Bartertown (session 82)
Jirel- P1 and Maria- C/A 1/1- killed by Trolls at Wardoof’s former ruined keep, now taken over by trolls. Godhard and Harry brought to Death’s door (1 week bedrest) (session 84)
4 Lt Foot killed Amphisbaena at Outpost 31, 8 H. Foot killed by Trolls at Wardoof’s ruined keep. (session 85)
Finnigan- brought to Death’s Door by poison needle trap in the lower Wizard’s Tower (session 87)
Magic User 1 killed by Giant Rats outside the Haunted Pass, Fighting Man 1 Mercenary killed by Bandits in the Haunted Pass (OD&D)(session 88)
Godhard- aged 10 years by a Vision in the Wizard’s Tower (session 89)
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