Nappendixia Campaign Session Report Chapter 8
Nappendixia Campaign Session Report
Session #- 95 Session Date- 10/18/24
Time Passed- 4 days (10/18-20, rest 21st)
Roll Call- Godhard- C7
2x P3 hench
Kenny- M/U6
Boyo- C5
Mayfly- M/U2 hench
Finnigan- T7
Rust- D6
Adventure Log- During the downtime the party did some intel on the Slime cultists to the southeast. They left the alliance with Papa at the end of the siege of his fortress as such- Papa will use hsi vehicle and the wooden juggernaut and his scant remaining troops and will defend the far region of the railroad construction route. (The party has recently decided to extend the short railroad that leads from Bartertown the the nearest Cubic Gate all the way to the location of Papas fort and the dismantled oil digging rig. Only Papa knows how to reassemble the rig and the party wants to connect Bartertown to the source of gas out at Papa's ruined locale. However, that route leads directly through The slime cultist's town and temple location.) Godhard does 2 divinations on the areas, but gets very odd results and does not think the divinations worked correctly. Kenny does several clairvoyances on the locations and observes the town and temple a few times, and does notice a large force of about 100 that would intercept any work crews that moved forward to construct the railroad. They Decide to get the work crews ready to begin construction moving forward SE from Bartertown, and they decide to take the newly fully assembled Ford Bronco, fitted with an iron cowcatcher on the front to drive out the route and back and flush out any random encounters the workers may come across, they also thought they may get to spy on the cultist army in anticipation of engaging them next week. With all of that worked out, Godhard proclaims that he can easily rout out the wights they found at the old hidden barrow a few weeks back, and they head out to the nearby location. They wait on the nighttime feeding when 3 wights emerge to feast on a forest animal, but Godhard’s divine might churns them to unholy dust. Surprised, they find no other wights inside the barrow, this coven consisted of only 3. Their treasure was ample however and rather ancient. The following day they head out the clear the work route. Again at night they encounter some strange creatures- glowing orbs of light darting around the twisted and half buried frames of old cars, the strange vehicles sticking up out of some kind of mud floodplain. They engage it quite smartly- with protection from evil, and magic missiles, and mass missile fire proves mildly effective. The party wittles down one of the wisps and the other surrenders of sorts, it leads them over to one of the vehicles and indicates towards its trunk. Finnigan uses his newly acquired power of ESP to talk to the wisp. It offers to show them a strange place beneath this vehicle, and tells them that the wasps have been following some of their endeavors. And they are aware of the railroad and would like to be left alone and kept off the side of the rails as a sort of weird attraction, a haunted locale of sorts. The wisp offers up half of its treasure and access to this strange underground space. The party agrees and descends through the vehicles trunk into a dirt passage that elbows off into an old train caboose, fitted out as a hidden rest area/living space. The party found some strange technology that they saw of in the strange sci fi books they had found in the past. They find a record player, VCR, speakers, and tuner and receiver. They also are able to interface some of the technology from the destroyed but recovered android and realized it is a more futuristic version of the technology they have been finding littered around Nappensixia. They find some records and VCR tapes they think they can learn from. They take all of this and secure a camp a bit away from the wisps location. The next day they look for the cultist army but see nothing and vow to return next week with a larger army, constructing a larger trailer that the Bronco can tow, and support from cavalry. But in the meantime they have to rest and return to Bartertown. The following day, on the way back they encounter a newly constructed Bugbear hovel, but quickly route it out with a fireball and an unsuccessful sneak attack from the forward group of bugbears. Their treasure hoard is quite stout and it is recovered. The party returns to Bartertown laden with several treasure scores.
Session Notes- I applauded the players this session, they are each doing things that drive the game now and the sessions are really just about me resolving any things they needed help resolving, or things they wanted resolved cooperatively, and then they tend to have a conversation of continuing/upcoming downtime plans, and also what type of adventuring goal they had for that evening. I just respond to their interests and use the robust DMG to pretty much have an answer for everything. It was another good xp haul for eh players, they are getting more savvy at tracking down treasure sources. Also the Cleric is getting close to 8th which is when he attracts followers, so that will be another thing that will naturally generate play options. With this campaign approaching 100 sessions, and beginning chapter 8, I’m feeling like this should build to some thrilling climax on session 100, we shall see.
Treasure and XP- Monsters- 3 Wights 2100xp, Will-o-Wisp 1632xp, 24 Bugbear 4392xp. Treasure- 8000cp, Military Pick +1, 1900ep, 2000sp, 1000ep, 20 gems 6500gp/xp, 8000cp, 2000sp, 3000gp, 4 jewelry, stereo and VCR= 36,684xp/5 PCs = 7337xp each, henchmen get 1100each, add % bonus if applicable.
Graveyard-
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