Saturday, August 24, 2024

Nappendixia Campaign 2.0- session 92

 Nappendixia Campaign Session Report



Session #-  92 Session Date-  8/21/24



Time Passed-  3 days (8/21-22, rest 8/23)



Roll Call-  Harry- T6

Godhard- C7

2x P1 hench

Boyo- C3

Kenny- M/U5

Mayfly- M/U2 hench

Marathon- R1 hench

Rust- D4

Anjar- R1 hench

Stigr- F5

Lucky- F1 hench

10 Spearmen



Adventure Log-  The party lay sieged by Humungous and his marauder brigands for nearly 2 weeks.  During that time the Marauders  spend time sending out hunting parties and returning with various herd animals and roasting the meat over large open fires.  They begin slow, measured patrols around the fortress, forcing their gate closed but conserving energy and storing up for a siege.  The party within spends its time weighing all of its options- sneaking an advance party back through the gate to return with troops, using Papas troops to lead an attack against Humongous, and various sabotage missions that could stymie them.  Kenny also uses clairvoyance daily at various angles and heights to gather some intel.  He is able to get Humongous troop numbers and types, and the basic patrol routes they employ in the siege.  He gets a look at the main encampment where the leadership and camp followers set up, and he is able to view the ambush trench near the cubic gate and sees that it is empty of troops.  The decision is for Harry to sneak out that night and try to place caltrops under the tires of the Suburban when it is parked for rest.  He approaches under invisibility, and silence for most of his trip out to the vehicle.  Once the silence spell wears off however, he realizes he’s not being that silent in his approach.  He places the caltrops under 3 tires, and notices the sleeping driver looks exactly like the androids employed by the time traveling wizard Jagger, and also notices the weird scifi stun gun one of them had wielded previously.  Just then he is heard by the other guards camped near the Suburban, and he elects to run off, staying invisible and bolting into the night.  This triggers the guards to call out, and the android to activate the truck and wheel about to their yelling voices as they chase after the invisible runner.  One tire bursts from the spikes, and 2 others are damaged as they blindly chase Harry back to Papas fortress never getting a fix on him.  They do make a bit of a show in pulling out a spare tire and replacing the flat within view of the fort, then speed off to Humungous camp.  In response, a little while later, while the party discusses what to do next, one of the wood Juggernauts come s barreling down then badlands towards the fortress, and launches itself full speed into the trench/dry moat that surrounds Papas fort.  It lands half buried in the soft sand of the trench, spinning its tires as it digs deeper and more level with the lip of the trench.  Also 10 spearmen spring from the juggernauts structure and begin to attempt to assault the walls with ropes.  The party reacts and Kenny casts web on the assaulting troops at the wall while others leap the wall and rush into the juggernaut looking for other assaulters or possibly a means to control or shut it down.  They find a strange stone pedestal with rows of crystals inset into it.  Both Harry and Godhard identify it as somehow connected in power to the mechanisms used to train on the cubic gates.  Through various means they get some basic controls on how touching/moving the crystals operates the juggernaut.  They manage to manipulate it to a point where it sets unstuck from the sand and points in a direction where it could be accelerated down the trench and up and out of the slope, right towards the cubic gate.  In the upper loft of the juggernaut they find its treasure, piles of gold coins, thousands in number, and an amulet and 2 scrolls.  They leave it like that and climb back over the wall as Humongous and most of his troops approach and surround the fort, calling for their surrender and trying to intimidate the besieged.  The magic user with Humongous sights the upper platform of Papa’s fortress, a gangplank with lookouts and a ballista team.  The mage casts a Fireball spell and eliminates the decking, weapon, and the troops up there. Rust, patiently watching the clouds gather and a light rain begins falling, begins the lengthy process of casting call lightning, and launches the first bolt right at Humongous and his vehicle.  Zap!  Both are badly injured, as his troops react unsure what to do.  The party makes a break for it and despite the Suburban catching up to them and trying to pop off a few stun gun shots into the juggernaut, they stay buttoned up, load up all 20+ party members with as much gold and the magic items from the juggernaut and fire up the cubic gate for an arcane ride back to outside Bartertown.  They arrive back in Bartertown via the train the evening of the 22nd, and rest on the 23rd.  They manage to escape from the siege of Papagallos fortress and vow to gather aid and return to assist him.  



Session Notes-  It was good to resolve the siege this week, the players decided against a big mass combat vs Humongous and instead opted to flee due largely to the circumstances presented to them.  I had sort of the quick and dirty retaliatory plan of Humongous responding to the damaged vehicle by trying to bury the wood juggernaut across the trench, making a primitive bridge across the trench and allowing other vehicles and horses to cross the trench and assault the fortress walls proper.  They thwarted the plot pretty handily and made it back to a more stable downtime location.  I was able to run the session with almost zero prep.  All I did was respond to some of the players' downtime planning with a basic drawing of the layout of the fortress and surrounding land, and a list of the troop types spotted and a map of their basic patrol patterns.  That was enough to get the party talking about potential plans, and the session proceeded from there with the party acting out its various plans.  I had a particularly busy week work wise with getting and starting a new job, so it was good to be rehearsed at running sessions with zero prep, making it an easy challenge.  



Treasure and XP-  Monsters- 5 Brigands 75xp. Treasure- 10,000gp/xp, Amulet vs Crystal Ball and ESP, 2 scrolls 0xp (no xp for magic in B/X) B/X treasure table was used = 10,075xp/ divided by 4 Players= 2519xp each. Each player can distribute the xp as they wish among PCs and hench who were present at Papagallos. add % bonus if appropriate.



Graveyard-


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