Saturday, January 3, 2026

Nappendixia Campaign 3.0- Session 116 AD&D

Nappendixia Campaign Session Report



Session #-  116 Session Date-  1/2/26



Time Passed-  8 days + 1 day rest



Roll Call-  Toadie- T9

Godhard- C8

Stigr- F7 

2x Pal hench

Kenny- M/U9

Boyo- C8

Laurentis of Red Frontier- C8



Adventure Log-  The party is resting and administrating to their camp- Fort Dawnbreak, after their assault into the Giants Steading and the exploration of the connecting terrain.  They investigate the possibility of hiring and sending out spies to some local settlements, and consider the dangers of attempting to spy on Hartford, which operates as a totalitarian police state.  They hire Jirel the thief to begin looking for prospective spies.  They consider other nearby settlements, such as the Slime Cultists village St. Gerault, and then receive intelligence from the other nearby settlement of Oak Crest and Whore’s Ridge, Juggalo country, but the populations seem to have swelled to thousands due to the diaspora caused by the Blood Monster takeover of Bartertown.  Also, their patrols report sign of a snake lair and an Owlbear lair, in addition to the already known threat of the wild dogs and lions in the loffing area.  The following day Boldvay teleports back into camp to check in with the party.  He informs them that he has chosen the site of Papagallo’s old compound as his base of operations for his new domain, and has begun clearing the hex and accumulating followers.  He also brings some people with him- A cleric and his fighter henchman, adventurers Boldvay met at Papagallo’s site who chose not to join up with him.  He offers them up as potential henchmen or sergeants, and also brings forward a small man, a merchant, one of a caravan now working for Boldvay.  They wish to set up trade relations with Godhard’s merchants.  Finally, Boldvay produces some magic items he has acquired from hex clearing- a potion, some magic ringmail, and a bowl of commanding water elementals.  The party pays a fair price for them, and Boldvay departs, saying he will return in a week, he may have a breakthrough on how to defeat the blood monsters in Bartertown.  They spend the next several days tracking down the wild dog lair, where they use choice cuts of meat and a speak with animals spell to establish relations with the dogs, who agree to not attack humans in exchange for regular food supplies.  They also find the Lion’s den, and slay 2 females, and subdue and capture the male and 2 other females and their cubs, hoping to acquire an animal trainer to put them to use somehow.  In the din of fighting the lions,  they are approached by some primitive hunter/settlers living nearby surviving against the edge of a cliff side.  They tell them of their struggles with the dogs and lions, but also of a large group of Brigands that lair to the east.  The threats just keep mounting in Godhard’s future hex.  The settlers say they number about 100 and are looking for a safer place to live.  Godhard offers to have them join his people and live at the fort until a proper settlement is built, and they agree, taking several days to move them from their current rough shod palisade against the cliff edge.  The party decides to use that as their future forward operations point for forays into the Steading.  After relocating the small hamlet, they look back to the giants, and travel there to see of they can conduct a quick raid to do more damage to their numbers.  When they return, they find 2 hill giant guards at the front gate and a third up in the watchtower.  Avoiding that, they turn Toadie invisible and silence him and he climbs down the kitchen chimney, and sneaks out some meat from the kitchen.  He then takes the meat silently to the side gate where they spotted many dire wolves and drops it over the wall.  Hearing the wolves all gather around the meat to feast, Kenny drops a fireball centered right there and blasts them all.  The party retreats quickly into the night and back to their camp.  



Session Notes-   Here’s the player made/designed map of Camp Dawnbreak- 


And here’s some player created maps of the larger area and the domain area-




Treasure and XP-  Monsters-  14 Dire Wolves 1551xp, 5x lions 1645xp=  3196xp/3 Players= 1065xp each, distribute amongst your PCs/hench as you see fit.  Add % bonus if appropriate.  Treasure-  Godhard earns 2000gp/xp from the treasure from the hamlet.  



Graveyard-




Saturday, December 27, 2025

Nappendixia Campaign 3.0- Session 115 AD&D

 Nappendixia Campaign Session Report- AD&D




Session #-  115



Session Date-  12/26/25



Time Passed-  12 days (catching up with 1:1 time)



Roll Call-  Kenny-  M/U9

Boldvay-  M/U12


Adventure Log-  As the party reprieves from their recent combat in the Hill Giant Steading, Boldvay teleports into the place to check on them and offer any of his remaining spells before he departs to find a hex in Nappendixia to call his own.  Yes he plans to begin a faction here on Nappendixia.  He finds Kenny, and they decide to push forward just the two of them to see if the 2 wizards can take on the next few rooms with speed and deadly destruction.  They decide to use Silence cast on a rock as sort of a silent buffer.  It can be used to mask forcing doors, and to sneak forward and step out of the silenced area to cast.  The 2 wizards check the other room in this general area and find it to be another common supply room.  They leave the party there resting, and move north through the western section of the steading. Smelling strong cook fires.  They force a door and behind it is a large kitchen filled with giantess cooks, ogre servants, and orc slaves.  Kenny drops a Fireball, and Boldvay a stinking cloud, and most of the room is taken out save a single giantess cook who tries to bolt down the hallway but she is slain.  There is a back portion of the large kitchen and they move into there to quickly search it.  They find a smaller store room off that second kitchen and in there amongst the food wares is a staircase leading down.  They boldly decide that they will rush down there, confront one thing down there and then rush back up back the the party and out of the steading, back to camp.  After all, they left no real leadership behind at the camp for any unseen emergencies.  They move down the stairs into what appears to be a large central square room, many doors and corridors leading in all directions.  Kenny knows time is of the essence, so he looks for the most ornate or at least well maintained door, and they choose that one to investigate.  Behind it is a massive Hill Giant, one eyed and stooped, but massively muscled and battlescarred.  With him sits a pet Ape, ready to attack.  Boldvay casts Confusion on the hunchback hill giant, and it works, the giant is stunned into inaction.  The Ape attacks but misses Boldvay, but a second one leaps down from a hidden loft above the door to also attack Kenny, hitting him but the damage is prevented by his Stoneskin spell.  Kenny does damage with a magic missile and Boldvay captivates an ape with his Rod of Beguiling.  Kenny then uses a Lightning Bolt bounced off the wall to get double damage on the enemies, slaying them.  They search the room and find gold, gems, and a clay pitcher with four doses of Water Breathing.  They also find that the hand axe the giant was using is +3 and can be wielded as a battleaxe by human sized creatures.  They depart back up the stairs and regroup with the party and they flee from the steading before any alarms can be raised.  They spend the next 6 days in the wilderness searching some of the undiscovered hexes in the area.  They find them to be mostly forest hexes, and one day are set upon by lions, who track them from a distance, but the party eventually loses them.  The party makes it back to their camp on the 22nd, to find that a work crew that was doing some logging was attacked by wild dogs and 4 men were killed.  They have made a dent into the steading, but many more giants remain to be dealt with, plus the threats and unknowns of the revealing hexes are starting to mount.  



Session Notes-  We all learned a little about using freeze time-  I offered it as an option to the players because the hill giant module I’m running starts with a situation where the giants are occupied and unaware at the start and I wanted to allow that to continue despite the actual game session ended.  However the players ran into an issue almost immediately.  They took all of their major PCs into the steading and into freeze time, so there wasn’t anyone in their camp to respond to issues that came up, or basic running of the camp.  I allowed them to appoint Ligurd Modred as temporary leader, but another issue was the time in between sessions can be lengthy, and a lot can happen in downtime to a freeze timed party.  I had some post-Christmas freetime, so Kenny’s player and myself got together for an impromptu session sort of inspired by the old GI Joe comic book issue 21 “Silent Interlude”.  I figured we’d have some fun sneaking around the steading trying to take out some smaller groups, and we did, we dumped a bunch of spells.  It was fun adjudicating higher level spells, ones I haven’t adjudicated a million times before.  It also gave the party the ability to drop out of freeze time and catch up to real time.  That’s why they had to spend some time in the wilderness exploring hexes.  Events back at the camp had already happened without them, so they couldn’t be there until after said events happened.  After all was said and done, they ended up making it back to the camp on 12/22, and thus had 5 days of downtime where they could have issue orders to their troops or done anything else.  I think moving forward we will avoid freeze time, it causes too many problems especially with catching back up.  Instead I think I’ll try to offer longer game sessions when possible if time is an issue.  Also it’s nice now to be able to do sessions with a small number of high level PCs it’s a nice change, and I’m definitely selfishly getting my PC Boldvay into the mix to enjoy the fun of higher level play.  



Here's the map of revealed hexes so far from the player's perspective.



Treasure and XP-  Monsters-  5 Hill Giantesses, 11 ogres, 29 orcs, Hunchback Hill giant, 2 Apes.  Treasure- 100gp gem, Axe +3, Water Breathing potion x4, 5400gp, 5x 500gp gem, 4x 100gp gem=  24,603xp/ 2PCs= 12,302xp each



Graveyard-





Saturday, December 20, 2025

Nappendixia Campaign 3.0- Session 114 Gamma World

 Nappendixia Campaign Session Report- Gamma World



Session #-  114 Session Date-  12/19/25



Time Passed-  6 days



Roll Call-   Clint-  level 2 Mutant Human of the Turtle Clan.  Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell.  However, he must be very careful to avoid cuts and wounds.  He has become quite skillful with his hi-tech Vibro-Blade.


 Johnny Mothra-  level 2 Mutant Human of the Puma Clan.  He is also a massively tall and winged mutant who can glide and leap above the forest canopy of his homeland.  He places his shots in the perfect spot, but has a huge metabolism and is always hungry.


Lark-  level 1 Mutant Human from Horn.  Has weather manipulation and direction sense power, plus an energetic hand attack.  He’s also a good shot with his assault rifle.


The Horn Brothers-  Helped rescue the Genser family and hired on with the party.  They provide backline fire mostly.


5x Clones




Adventure Log-  Larks’ Journal-  We’re hanging out in Rathbone Flats trying to decide how to stop the waking up of the Titan in 71 days.  The guys talk to the town elders and find out the super computer we figured out how to access has lots of knowledge but is all jumbled up and disorganized.  That’s about all I understood; they told us of some different ways to get up to Cheyenne mountain and explore this base turned museum.  We chose to take the tram car up the mountain, it seemed the fastest and Johnny figured out how to drive it very easily.  I wanted to head out straightaway, but the guys heard of a rumor about some kind of silver badge that would let us pass through the red lights in the complex, whatever that means.  They waited around for this Lady Chromalot to show up in town, and she told us of an old scrounger Echo Pete who might have the badge.  He happens to live in a cabin at the top of the mountain by the tram’s termination.  I watch the crazy weather on the side of the mountain knowing it’s a big threat.  My weather manipulation powers will definitely help, and I watch looking for any advantage we might need.  The weather is inscrutable, despite my efforts.  We travel up the mountain side in the tram, the Horn Brothers freak out from the tech, and the guys get them liquored up so they don’t freak out.  We get to the top safely through some nasty weather, and find Pete who is agreeable and shares info with us about some dangerous beasts about.  He shares some tea and we negotiate the weird badge for some paper the guys found and a pistol, but no ammo.  We make the trade and he tells us he feels watched when wearing it and he’s too freaked out to ever try to go into the mountain again.  As he’s showing us the mountain entrance, a big set of stairs leading into it, we start hearing weird sounds and lights, they affect us. All I can do is collapse and cover my ears, one of the brother’s bolts as well as one of the clones.  They go running down the stairs, and the guys run after and tackle them.  When the sound dissipates, the other clones and I catch up with the party and Johnny notices an entrance into the mountain, off the stairs and lower.  We climb down the rock face, finding it to be fake and made of plastic.  Then get to the door and Johnny uses his big brain and opens it by pushing some buttons.  We hear some kind of psychic scream, but resist it.  A weird tentacle thing comes out to attack, but they cut it down and keep it as an artifact.  When the door opens, we think we are about 4 levels down, and it opens into a huge biodome, our opening is at the  top up in the air.  About 40 meters down is a fake but real looking natural environment.  We rig up some ropes and scale down, leaving the robot dog and a clone to man the door and rope.  One of the brothers falls down the rope and gets really messed up, the guys use their med tech kit to fix him up, I think we should have left them behind they’re turds.  Out in the distance we see some kind of central structure on the landscape, and when we get to it, there’s a big plaque dedicated to nature, and upon placing a palm on hand imprint on the plaque, Klint gets some kind of mental protection, I try it too, and the thing makes us promise not to destroy nature.  We encounter some empathic plants and learn that people can get turned into partial plant creatures around here.  From there we go North, and eventually come upon a large chair and some tech terminals about.  Also 6 floating robots with spindly arms come floating towards us, one of them grabs a Horn Bro, and he starts freaking out.  So I start blasting, taking out 3 of the buggers, and by the time we’ve shot or sliced 5, Horn Bro realizes he’s not being attacked, but healed!  We trashed 5 good healing bots, and damaged the last one.  It works a little, but man those brothers are turkeys.  Johnny figures out what the chair does, it can impart plant abilities and characteristics upon people.  I’m not willing to try it, I got enough problems from the powers I already got, but one of the clones is willing to try.  He sits down and Johnny fires up the machine, and the clone gets the power to talk to plants, and develops green skin.  However, whenever the clone lies, he smells like fresh cut grass.  I guess it could be worse, but green skin, I don’t know.  Now we’re sitting here trying to figure out what to do next.  More later…



Session Notes-  It’s been a cool idea to have a 1:1 time deadline like the awakening of the Titan on the game calendar.  It definitely adds depth to the game but you don’t want to penalize a group for its frequency of sessions.  If the group is down for the holidays for example, an impending doom ticking away is kind of lame.  But managing that I think it’s a great way to add another layer.  I was doing that at different points in the larger AD&D campaign, but as a DM you don’t always have time to manage all that and I think too it’s ok for time dependent game events to sort of ebb and flow in their prominence in the game.  I have been in campaigns where the DM made everything a big pressed for time kind of event.  It gets old if overly micromanaged or just used to stymie party resource management.  



Treasure and XP-Treasure for Session 114 Injector Vines: 5 1/2=60 xp, Coral Siren 300 xp (700 domar carcass); Surviving the High Route 200 xp; Finding the Secret Entrance 600xp, two silver badges and one green badge-250 xp (300 domar); 4 chlorophyll breathers-300 domar; Plant Grift -150 xp 1560 total (520 per pc)



Graveyard-




Saturday, December 13, 2025

Nappendixia Campaign 3.0- Session 113 AD&D

 Nappendixia Campaign Session Report



Session #-  113 Session Date-  12/12/25



Time Passed-  2 days (5.5 hrs. In dungeon, time froze 12/13)



Roll Call-  Toadie- T9

Godhard- C8

Stigr- F7 

2x Pal hench

Kenny- M/U9

Boyo- C8

Pinstripe- F6hench

Foyt- M/U5hench

Laurentis of Red Frontier- C8

  (cameo) Boldvay the Blackened- M/U12



Adventure Log-  Play resumes on the 12th, during an event that unfolded during downtime.  Godhard’s patrols locate a merchant caravan SW of their camp by a south flowing stream.  He parleys and finds they are eager to settle with a  LG ruler who can offer them some degree of economic opportunity.  He offers them lodging in the newly constructed camp and tells them of the road that they are building.  They are absorbed into Godhard’s future domain.  During the parley, they tell the Iron Co. about a large wooden fort or steading they located to the SW in a swampy valley.  They found a safe cave complex and fortified there while scouts hiked 4 miles west and located the steading.  They observed 2 Hill Giant guards at the front doors, and noted several giants moving in and out during their watch.  They send the merchants back to their camp and put together an insertion team to investigate and hopefully rout the giants in the steading.  They leave immediately, traveling 4 hours to the caves where they find some dry goods and water left behind by the merchants, post some heavy foot and some henchmen there as a fall back camp, then forge on to put eyes on the steading.  Just as they are about to leave, from the recesses of the caves emerges a cleric in ornate plate armor wielding a sword, the party is comforted by his LG symbology and demeanor, but right behind him emerges a wizard clad in black and wearing a silver skullcap helmet.  He ominously announces himself as Boldvay the Blackened and his associate as Laurentis of Red Frontier.  He tells them he is aware of the world of Nappendixia, and has been here before, but he is not from here.  He knows of their power and efforts on Nappendixia, and though their methods may vary he applauds their efforts.  He speaks to Kenny and offers to train him should he need a trainer for future levels, seeing the dearth of high level mages in Nappendixia.  He gives him a small plastic box, a “beeper” with a 10 digit number on a small screen, saying cast Clairvoyance on the beeper and think of the number and it will alert Boldvay of your need.  He also shows him a new spell, one that can recharge energy sources on tech that runs on batteries or crystals, and offers to teach it to him if desired.  Lastly, knowing how difficult the battle with the giants will be, he also gives him over a Staff of Power and tells him to use the charges plentifully, they will be needed.  With that he explains that Laurentis is an old ally, far more honorable and noble than Boldvay himself, and he seeks to stay in Nappendixia for a time and join the party in their efforts.  Boldvay then dissipates into ether and flows into a magical cube he holds in his hand.  They happily take on Laurentis and the new group begins formulating a plan to penetrate the giant's complex.  They arrive on foot, walking 4 hours from the cave to the complex, coming on dusk when they reach the steading.  They see no guards outside as described, and note many chimney fires emerging from the structure.  Toadie moves forward to scout with silence and invisibility cast on him-  He checks the south and east side of the steading finding a gate to an open courtyard on the east wall with snarling and footpadding behind it.  On the southern side is the main entrance, still no guards, and he climbs up the side of the guard tower and looks down onto a drunken, passed out hill giant guard.  He reports back to the group and they send the fighters forward with Toadie to penetrate the tower and slay the sleeping giant.  Around the corner from the tower stairs Toadie finds 2 more passed out hill giants and they too are quickly dispatched.  They find themselves in a large foyer receiving area of the steading, and open the main door and quietly signal the others in where they begin searching the many giant bags and cloaks hung on pegs around the foyer.  They find nothing of note, wineskins, old knives, and some coppers, and search the north wall finding 3 doors- 1 center main door and a door on the east and west sides.  They hear the din of loud talking, drums, singing and movement vibrating throughout the whole complex, but noticeably coming from the main doors.  They go through the door on the eastern side first, finding a few smaller rooms, one a well made room (for hill giant standards) containing a sleeping hill giantess, she puts up a fight and clobbers Stigr, but is slain and her treasure is taken.  They also take out 2 more mostly sleeping hill giants in a barracks chamber then listen at the door of a room where they hear boisterous smashing, laughter and smacking.  They choose to avoid it and egress to the other side door, where they find a stately guest room and search it thoroughly, Laurentis finding an illusory torch in a sconce that reveals itself to be an intelligent talking giant slayer sword.  It speaks giant and has a few other powers, and tells the party he is captive of a cloud giant who has visited the steading on business with the hill giants, he has not been around the steading, only from the entrance to this room.  Laurentis is pleased to wield a NG intelligent sword, and the party moves on to another room which is simply a common store room, but not before they randomly encounter a half drunken hill giant sauntering down the hall on a walk.  They manage to take him down quickly enough, where we pause the action until next time…



Session Notes-  We froze time here with the rationale that the only limiting factor was player time, we were out of session time, but the PCs still have plenty of spells and HP.  It seems unnecessary to make the party leave the ideal situation of the noise of the giants party and the drunken state of most of the residents as a great time to silently assault the complex.  As well, they will be frozen in time jail until we resume play, whatever that date is, and they do have things in motion on their hex that they won’t personally respond to should things arise.  They will have access to henchmen not in the steading during freeze time, but it’s still a tradeoff.   We will see if it has an impact.  I did a pretty good job of running the dungeon crawl pretty RAW crunchy.  I kept track of time, light, distance, combat rounds, random encounter checks all pretty consistently, and was pretty sure on things like casting time and charging times, weapon length etc.  I think it was a pretty accurate session of AD&D dungeon exploration and combat, and I didn’t have too much cognitive load.  I did do one thing- I put a cut out copy of the reaction table directly onto my dice rolling tray so I can always see it and don't have to look through a book or shuffle of papers to find it all the time, it’s the one table that I find I don’t have in front of me when I need it so this hopefully will fix that.  And we confirmed RAW that you can cast magic missile in the surprise round of combat and cast another spell upon rolling for initiative since it’s a 1 segment spell.



Here's the player's map so far.



Treasure and XP- Pending xp due to freeze time-  Monsters-  7x Hill Giants 12,752xp   Treasure- Gem belt 1400, comb/mirror/pin 1500, 1500gp, 110pp/550xp, Giant Slayer Longsword +2/+4 900=  16,902xp/6 PCs= 2817xp/PC.  PCs deduct 422xp from your share and give it to your hench/per hench.  Add % xp bonus if applicable.



Graveyard-



Nappendixia Campaign 3.0- Session 116 AD&D

Nappendixia Campaign Session Report Session #-   116 Session Date-   1/2/26 Time Passed-   8 days + 1 day rest Roll Call-   Toadie- ...