Saturday, September 28, 2024

Nappendixia Campaign 2.0- session 94

Nappendixia Campaign Session Report



Session #-  94 Session Date-  9/27/24



Time Passed-  3 days (9/27-28, rest 29th)



Roll Call- Kenny-  MU5 

Boyo- C5

Godhard- C7

2x P2 hench

Stigr- F5

Rust- D5

Finnigan- T6

30 Lt Foot

20 Bowmen


Adventure Log-  During downtime the completion of Kenny’s wizard tower is nearing completion.  While doing that he continues to monitor both Papadoo’s location and the siege with the Marauders, as well as scout the surrounding landscape around Bartertown.  While doing that he scrys a Barrow Mound lousy with Wights in the vicinity it had not been noticed before.  However he also scrys on Papadoo one day and he sees the aftermath of what must have been a huge battle, both sides have suffered heavy losses and there is a breach in Papa’s walls.  The party decides to mobilize its troops and mount a rescue.  They take footmen and bowmen and arrive at night after taking the rail to the Cubic Gate and waiting there to launch a night stealth attack.  They get there and are not noticed as some troops move into the abandoned wood juggernaut with the party.  Finnigan is able to figure out the controls and when he replaces the gem peg that Harry had removed, the point of Str he had lost was restored despite his far location.  With the troops in place, they assessed their opponents.  Humungous was noticeably absent, but There were still a stone juggernaut, a wood juggernaut that was closest to them, and the android driving the Suburban was skirmishing at Papa’s walls.  Kenny casts invisibility 10” and the party stealths forward, using the chime of opening on the secret hatch of the wood juggernaut.  They stealth inside and eliminate the surprised troops inside.  Finnigan stays behind to pilot the other Wood juggernaut.  It appears to be a tank battle, as Kenny casts a fireball on the 20 troops that were positioned with the stone juggernaut, and the combat consisting of tank assaults continued.  Thankfully the party had signaled Papa who emerged with his own vehicle and kept the Android at bay until the 2 wood juggernauts could smash the stone one, not before losing a wood juggernaut outright, and seriously damaging the other.   The party was victorious, but battered and the treasure in the stine juggernaut was great, the biggest haul they had ever netted.  They are victorious with Papa but cautious that Humungous may come back with more troops.  They elect to leave behind the wood juggernaut to guard Papa’s base as he re-secures his oil pumping mechanism.  Finnigan, after taking out the stone juggernaut tried to smash the androids vehicle in a way to capture/incapacitate it, but he drove too hard and smashed the machine man to pieces.  The stun gun however was recovered.  Rust speculates on how the gates may connect to other realms of reality, and gets confirmation of his theories.  They rest from the battle and wait the 24 hours until they can transport back to Bartertown, upon arriving there, they rest and several seek out training and plans for the spending of newly acquired funds begins.  End of Ch. 7



Session Notes-  This was the biggest treasure haul of the campaign, it was a long time coming, the party has been grinding for some time.  It’s good to have a big change at this time.  Now they are interested in constructing some things and doing some spell research.  They want to use their funds to construct a railroad to Papa’s and help secure his base and the rail line.  I asked them to sketch out their longterm plan and this os what they sent me today-  


The Plan Phase 1 1) Have Papadaux guard the construction crew as it returns to the gas well over six months and then have the train be used to have guards and ship construction materials to his area to make it truly secure. Pitch Bartertown and Papa paying half to get the strategic gas and Papa being able to build his fort in an otherwise undefensible position. We pay half and get gas at cost for our car and expand civilization. We also offer to kill the Slime Cult in the way. Cost 60000 GP and Six Months (technically 180*90 percent days 162 days and 54000 gold..... with the slide rule).

2) Use some of the gold to reinforce a wooden wall for the Iron Quarter to keep our share of the power sharing arrangement with the slide rule freed from the wizard's tower which will be done in two weeks. (Cost X and Time X) 3) Use the parts found on the Bronco and the ones we already have to fix up the Bronco to give us reliable transportation that can likely be driven in and out of the gate while troops secure the gate. (Cost X and Time Two Weeks) Phase 2 (Speculative) 4) Once the working railroad to Papa's place is done, give Hartford a tour and have them pay for half of a railroad (Group pays 1/3rd while other leaders of Barter town pay for 2/3s of one half the cost) to vastly increase both trade and troops to reinforce the rail network. 5) We seek a Quarry and build a rail network to it to reduce the cost to build a stone wall for Barter Town and the Iron Quarter. 6) Clear out the Vampires in the Library so that once we have 4 party members at level 7 we train for the wild gates and start exploring other world.


It’s cool to get more player content in these session reports, I will be trying to get more things like this in future session reports.  



Treasure and XP-  Treasure-  7000gp, 20,000pp, 15 gems 7750xp, 10,000gp, potions- polymorph self, ESP, Longevity= 126,950/ 6PC= 21,158xp each.  Henchmen get 3174xp each.  Add % bonus if appropriate.  You also recover the stun gun from the android.  It has 18 charges left.



Graveyard-  Anjar-  lost as an apparition in the dining hall of Chateau Amber (session 93)



Saturday, September 14, 2024

Nappendixia Campaign 2.0- session 93

 



Nappendixia Campaign Session Report



Session #-  93 Session Date-  9/13/24



Time Passed-  2 days (9/13, rest 9/14)



Roll Call-  Godhard- C7

Stigr- F5

Lucky- F1 hench

Finnigan- T6

Rust- D4

Anjar- R3


Adventure Log-  Throughout the day on the 13th, as you walk around the Iron Quarter, you hear the faint sounds of eerie music. You are not sure if it is in your head, descending from above, or percolating up from the ground.  That evening a massive chateau unearths itself in the Iron Quarter!  Fortunately it is not near the part the party has recently renovated, which is looking quite nice.  The Chateau is of an old French style, and before the party can fully respond to its presence, a wall of fog begins to form around, it begins to densen and they hear the voice of Stephen Amber, a powerful mage. Somehow they know and hear this.  It tells them to jump quickly through the fog and enter his West Wing.  If they can make it through the West Wing, he promises knowledge of some of the magic working of the chateau and a chance at treasure and greatness.  The party does not hesitate to jump through and land at the foyer of the ornate chateau, in front of the West staircase entrance, much smaller than the main entrance.  They assemble in the first room only to be surprised by 5 living statues which are dispatched by magic and melee.  They move on to meet a strange fellow named Jean-Louis Amber, he trains fighters and has a prize boxer to gamble with.  Stigr takes up the challenge and 10,000gp is on the line.  Both fighters fight well but as Stigr is about to KO his opponent, a brutish construct called a magen, Jean louis jumps into the ring with 2 cronies to ambush things.  However, 8 glowing eyeballs each hovering above a chair at the ringside begin glaring at Jean Louis and he withdraws, but not before humbly surrendering his magic chainmail due to Rust’s heat metal spell.  He remains true to his bet and pays the 10K upon Stigr’s close victory.  They move on to the next room, where Jean Louis tells them they may eat a meal and also gamble with their fate.  Permanent effects, good and bad, can be gained by eating.  They enter to a room of ghostly apparitions being seated for a fancy dinner, there are places named for the party and they sit in their seats and begin being served food, all the food and patrons in the hall are apparitions except for the party.  The food they are served seems real, they eat upon much of it wine, meat, bread, and gain many quite powerful results.  Some party members become resistant to poison, some to starvation, some gain some limited ESP.  A few gain some hit points and ability points, and a few are lost.  Of note, Stigr is fully healed by some magic wine, but is then nearly poisoned to death by some other food, only to be saved by Rust’s neutralize poison.  Godhard gains a fast metabolism, having to eat twice as much as normal.  Many in the party gain the weekly ESP, a quite useful power.  They move on to parley with some Rakasta who they say are led by another prince of Amber, King Richard Amber the Lion Hearted.  They see the Rakasta’s treasure but avoid investigating it.  The party then encounters a magic and massive hall of mirrors that blinds them when they cast a light spell, while blinded , a pack of were creatures comes rushing down the long hall, but the party manages to feel their way to the exit out of the West Wing’s Great Hall and into a central gardens of sorts in the chateau. They begin to survey the foliage, but they again speak with Stephen Amber’s disembodied voice in their heads, get a few more clues and questions answered, and then get a magic trump card that will transport them back to the Gardens inside Chateau Amber should they wish to explore more, or attempt to recover Anjar, who was lost as an apparition in the dining hall when he failed a save.  



Session Notes-  It was Friday the 13th and I wanted to do something appropriate, but not something real scary or gory, just a little creepy.  I had picked up a copy of X2 Castle Amber this summer at a huge flea market I go to yearly.  I wanted to plop it right in their part of Bartertown then sort of do a one shot introducing the location and letting them play around without overly railroading them.  It was well received, and I was able to work in some of the Amber books into the campaign, just subtly introducing the concept of trump cards, plus that way if they choose not to interact with it anymore the doors of the chateau just remain sealed and it doesn’t have to be an overly managed thing that has to impact the game world.  Is it railroady, maybe a little, but really just for one session, and all in inspiration to the date.  We had fun, I had fun reading some old school flavor text, we all had a good time.  That’s how I like to include modules into my game and  a little introspection on how it went this most recent time I’ve tried it.  



Treasure and XP-  Monsters- 5 living crystal statues 175xp, 1 magen 50xp. Treasure- 10,000gp, Chainmail +2= 10,225xp/ 4PCs= 2556xp each. Stigr gets 2173xp, Lucky gets 383 xp. Add % bonus if appropriate.



Graveyard-  Anjar-  lost as an apparition in the dining hall of Chateau Amber (session 93)


Nappendixia Campaign 2.0- session 96

  Nappendixia Campaign Session Report Session #-   96 Session Date-   10/25/24 Time Passed-   7 days (25th-30th, rest the 31st) Roll C...