Saturday, October 24, 2026

Nappendixia Campaign 3.0- Session 144

 Nappendixia Campaign Session Report



Session #-  144



Session Date-  10/23/26



Time Passed-  11 days



Roll Call-  Boyo- C8

Kenny- M/U11

Godhard- C11

Jirel/Roland- P5 hench

C4/C5 hench

Laurentis- C10

Atagon- C9

F8 hench


Adventure Log-  Realizing that they need access to the Cubic Gate Training Station in order to better understand the portals, both the cubic gate portals, and the newly formed Diablo portal, in the hopes of finding and defeating the Loc-Nar, the high level clerics around Fort Dawnbreak meet, pray, and study to learn everything they can about undead and how this area could have been transformed from the Nappendixian Badlands into a dark, spooky, haunted house.  They prepare spells, magic items, and holy accoutrements, and reinforce their transport wagon and service the White Ford Bronco in preparation for the long trek NW to the North Station location.  After 5 days of prep, they head out, and the wilderness and fate are kind to them, the Bronco likely keeping them abreast of some encounters. They arrive safely at the spooky haunted house location after 4 days of driving.  It is shrouded in about a quarter of a mile of night-like darkness.  They assemble a marching order 3 wide, and enter the haunted night, past a creaky iron gate, owls, croaking, frogs, and fluttering bats.  They step onto the wide Victorian porch and see 2 sets of double doors and enter via the western set, the upper floors of the house obscured in mist.  They enter into a mansion of wide halls set with marble tiles and begin investigating the nearby doors, their lights sources working but at half strength.  The first room is a conservatory filled with dusty musical instruments and fine furniture, and are beset by a pair of spectres and some wights and zombies.  They are able to turn the spectres who flee and destroy the rest.  Searching the room they find a red dress and keep it as it may be meaningful.  The next room to the north is a billiards room, and they are attacked by some wights and zombies.  After slaying them, they search the room and find a bloodied wrench in the workings of one of the pool tables, as well as a green outfit.  Somehow they innately feel like they know this mansion, and think they need to assemble these clues they are finding and use them to deactivate the mansion and its effects and inhabitants.  They move on, hoping to find more clues.  But are surprised in the hallway by a swarm of bats and the formerly turned spectres.  Kenny tries to slay one with magic missiles, but is level drained by it before the party defeats them and the bats are shooed away.  The next room is a library where they fight ghouls and find a knife and a bloodied blue outfit.  They move on the hall to the room in the NW corner of the mansion- the study.  In it a pair of wights try to surprise them ineffectively, and after searching they find a coil of rope.  They take a hallway going east and the first door they come to opens into a grand hall containing a host of undead-  2 spectres, 5 ghoul, 2 ghasts, 2 wights, and 10 human minions of the undead, seated around a table playing a strange game. All of them are led by a beautiful woman who looks like Elvira wearing a white gown, she is a vampire cleric and tries to turn the paladins with her evil holy symbol.   They resist and a massive melee ensues, many undead are turned or destroyed, the minions and spectres are fireballed, but not before Godhard, the paladins, and Atagon’s henchman are drained of life energy.  In the aftermath they search the room and find a permanent bloody spot on the floor.  Thinking there must be a connection, they produce the bloodied wrench and the bloodied blue outfit and place them on the bloodied spot in the hall.  When they do this the darkness begins to dissipate, the mansion begins to disintegrate and the undead still creeping about the house begin to swirl into a large vortex of evil energy.  It all swirls around in magic haze and spirals down into nothingness, likely returning to its home plane, or at least a different plane.  When the swirling and magic and darkness all subside, the party is left standing out front of the old North Station, in the stark sunlight, as they remember it in its Nappendixian native state.  The 3 story structure with the odd ruined shopping mall at its base.  They search it and the upper floors still contain the cubic gate training manuals and suits, and the star gate structure, it’s all there as they left it, and after some study they realize that they can train themselves to learn to navigate the gate portals into different realms of their choosing.  They also theorize that they can figure out how to use the training modules and stargate as a radar to try to locate the Loc-Nar.  The only thing left of the spooky haunted house and the undead is a huge pile of treasure they must have accumulated.  The party secures it, and reinforces the North station upper floors as best they can and count, check, and divvy up the treasure.  Those level drained make plans to secure and pay for training to try to recoup their losses.  



Session Notes-  This was a tough session report to write, there was backstory and a lot of explaining that was needed.  It will probably seem vague and disjointed to the uninitiated, but I assure you if you go back and read the reports in sequence the campaign really comes to life.  We’ve added a main map to each report for better context of locations and will keep tweaking them to better detail.  Plus I just wasn’t feeling it this morning, I’ve been doing a lot of writing at work and sometimes you can get in a session report writing rut but YOU MUST PERSEVERE.  Session reports are one of the most important parts of the meaningful campaign.  They guide people to your game, and leave a record of all that went down in your game.  Players read old session reports and remember details of the campaign that you forgot.  It really helps, make it a priority in your game.  No one read my blog or session reports for years, but lately I’m getting 300-500 hits a day. It's great to finally see some regular and new readers.  Welcome all, get involved with the game if it intrigues you.  We could use someone to play the part of the Loc-Nar.  We will be taking a break from AD&D after the next session and launching off into the world of classic Traveller.  Stay tuned.  



Treasure and XP-  Monsters- 4x Spectre, 10x Wights, 2x Ghasts, 10x Ghouls, 10x Zombies, 10x Minions= 15,959xp/ 4 PCs= 3988xp each.  Treasure- 4000gp, 10x gems 1040xp, 20x gems 2850xp, potions- Invisibility, Stone Giant control, Longevity, Water Breath, Fly, Super Heroism, Bag of Transmutation, 2000cp, 4000ep, Sword +1, 2000ep, Scroll Prot Lycan., 2x Scroll Prot Undead, Scroll- Monster Summ. 6, Mind Blank, Incendiary Cloud, Freezing Sphere, Prot. Evil 10’, Burning Hands, Featherfall, 2000cp, 4000ep, Leather +1= 12,540xp/4 PCs= 3135 each, 784 for henchmen.  Add % bonus if applicable.   



Graveyard-  Foyt the magic user, who fell on poison spike in a pit trap in the Fomorian Giant Chief’s Steading dungeon. (session 142) (raised by Godhard)


10x Juggalo Lt. Foot, slain by the denizens of the Faygo Dungeon near Whore’s Rest (session 143)




Sunday, October 18, 2026

Rogue Trader Star Soldiers- Original Citadel minis

 Before they were the Imperial Guard, they were the Star Soldiers!

Procured off Ebay, painted with contrast paints.














Friday, October 16, 2026

Nappendixia Campaign is Growing- Looking for New Players



 

Hi all-

Over the last few weeks the blog is getting a lot more hits.  People are following the session reports and enjoying the story of the campaign as it plays out in real time based largely on rolls from the AD&D 1e random tables.  The campaign is at a good point for new members, and with the increase in views I'm taking the opportunity to invite interested people to get in touch.  We are looking for regular players, occasional drop-in players, and domain/patron players.  If interested message here on a blog post, and I will send you the link to our Discord.  We play online every other Friday at 8PM EST and the Discord stays pretty active with downtime activities ongoing.  We play AD&D 1e Rules As Written with 1:1 timekeeping.  We occasionally will dip into other old school systems like Gamma World and Traveler and link those sessions back to the  main campaign.  If this piques your interest drop
a line.










Saturday, October 10, 2026

Nappendixia Campaign 3.0- Session 143

 Nappendixia Campaign Session Report



Session #-  143



Session Date-  10/9/26



Time Passed-  2 weeks



Roll Call-  Ard- M/U4

Ferge- DF1

10x Juggalo Lt. Foot

Trotter- R2




Adventure Log-  At Fort Dawnbreak, Kenny investigates the strange magic rock found in the hill giants dungeon.  Although magic, it is of a different arcane nature, or perhaps enhanced somehow.  He eventually gleans that it is some kind of magic device, has connections to transmutation magic, and it is not able to be activated or used in and of itself, more that it needs to be placed or brought somewhere to activate.  Those who were at the mesa face with the Hartford and Lancebrass detachment confirm the rock seems to be of the same material as the mesa faces.  


Meanwhile Ard and the lower level adventurers are holed up in Whore’s Rest- a filthy town full of horrid, crude, stupid people called Jugglaos.  Staying at an inn called The Golden Urn, they spend days cleaning their rooms and fretting about the fact that this area is almost as filthy as Fort Dawnbreak at the height of the lice plague.  They find the people here very distasteful, and whatever local leadership to be moronic and corrupt.  A group of Juggalos does endear themselves to them however, and they tell the party of a group of adventurers who came here years ago and delved a local dungeon.  They say they have been waiting for more heroes to arrive because they know of a secret in those dungeons.  They claim that the rare but ever popular elixir Faygo can be found down in those dungeons.  They seek brave adventurers to lead them down there, find the Faygo, and return to Whore’s Rest as heroes with a new valuable resource.  Dubious but eager for lost secrets and information, they agree.  They prep and equip themselves, and head out with the Juggalos to the nearby ruins and descend.  They are guided to a room with a square pool, already aware of legends that the pool is alive or contains a monster.  They rush past it as it stirs and forms into several watery pseudopods.  Instead of fleeing fully they stay just outside the chamber to observe, but the liquidy tentacles lash out and grab Ard.  The muscly mage grabs 2 Jugglaos to help him resist the pull, and the Dwarf throws some flaming oil into the pool, agitating the creature just enough for Ard to wriggle free before being dragged into the pool.  They continue deeper, heading west to a door and kicking it open.  Behind it they find 2 scaly fish or amphibian mer poised to attack with spears.  They are defeated, but a Juggalo is slain in the fight, another wounded.  The sounds of battle alert 3 more fish men, and in the corridor behind the next door they fight, 2 more Juggalos are brought down by their javelins.  While they are searching the fish men’s woven coin pouches and giving condolences and cash to the remaining Juggalos, a wandering Owlbear, perhaps lost or woken from its slumber, menaces them from down the corridor.  They consider fleeing, then mount a defense and taunt it into charging.  It crashes into the Juggalo spear wall, takes severe damage but mauls several men.  They manage to slay it, and head north to find its primitive bedding area, clearly temporary and void of treasure.  Also in this area however, they find a room with an open door, and in it they find what looks like the living area of the fish men.  Beyond that in an adjacent room they find a pile of over 3000 copper coins.  The Juggalos marvel at the massive pile of coins and begin stuffing their pockets, even dumping out their higher denomination coins, because “more is better” to them.  While resting and marveling at the stupidity of the Juggalos, Trotter the ranger comes running into the room with 4 Lizardmen hot on his trail.  He had been on watch at the dungeon entrance when these creatures returned and chased him down into the tunnels.  They form the Juggalo spear wall again, and it holds for some time, but the many claw and bite attacks from the lizardmen eventually fells it.  Ards’s scare spell is disrupted, but he gets off a mirror image and incurs several attacks from the creatures while the rest of the party takes out 2, causing the other 2 to flee.  Very wounded and out of spells, they search one more room, but when investigating what could be a locked door to stairs leading down, they trigger a trap and are sprayed with a caustic gas that temporarily blinds.  Those afflicted are led back to the Kuo Toa’s room where after about 30 minutes their sight returns.  Exhausted and lucky to be alive, they elect to not only leave the dungeon but the whole area of Whore’s Rest.  The Jugglaos are not missed upon the return to town, they gather their other party members and head north out of town, hopeful to make the journey north and find the mysterious desert village of Leibitz.  The trip heads into hills, and the first evening in this area they see a structure, or perhaps just a strange rock feature to their west.  After dusk, when night fully comes on they see to the north the beginnings of desert terrain, and the lights of a settlement of some sort can be seen.  They decide to investigate the structure to the seat if it exists, and spend several days going slowly up and down hills on their horses looking for the structure they had spotted.  Eventually they come upon it.  It appears to be a large rusted cylinder, unevenly rusting and crumbling, over 50 feet tall at its higher rough edge.  Inside the rusted out cylinder they find a massive hole plunging down over 80 feet.  Undeterred, they attach ropes and carefully descend, landing on a jagged, rough rocky floor.  The dwarf moves through the area alone, using infravision to look ahead.  He hears sounds of battle, and the use of explosive sounding weaponry, the voices of soldiers calling out to each other.  He also sees a bronze cylinder with fins at its base, marked with some icons.  He later describes the markings to the rest of the party but they are unfamiliar.  They quietly move forward closer to the combat, and Ard casts a sleep spell around the bronze cylinder, hopeful they can procure a prisoner amidst the chaos.  The spell seems to work as the still unseen soldiers do call out they are being attacked with magic.  The soldiers seem confused, and make reference to some other wizard they seem to be engaged with.  They hear the soldiers call out “get the flamer!”, and soon after a gout of fire comes rolling down the tunnel rolling over their hiding spot.  Feeling outgunned and unsure who could be future allies and who future enemies, they retreat before another barrage of flame could reach them.  They make it away from the combat and out of the hole.  They mark the area on their maps, and decide to return when they are better prepared.  After a few days navigating out of the hills and into desert, they come upon what must be the desert village of Leibitz, which each night appeared lit up, but was not visible during the day.  They arrive at mid day to a totally empty village.  All the amenities are there- palisades, taverns and inns, craftsmen shops, town watch, merchants and stables, but no people whatsoever.  They search in an inn and find the log book to be blank.  Nothing happens until after dusk, as night fully comes on images of ghostlike people, lit in a halo of blue begin to emerge from the residences and businesses and appear to begin tending to their duties.  It is all the regular activities of a functioning village, but all the people are this strange translucent blue glow.  They approach several and try to speak with them, and they do respond, but all of their responses seem very programmed and repetitive, more prompts than actual conversation.  They purchase lodging at an inn, and procure a local rumor from the tavern of a large blue scaly creature that manaces the area.  Uneasy, they begin to think of ways they can learn more about this strange village.  In the morning the village is again empty and void of any activity.  The food and drink they purchased, which arrived at the table as blue glowing images, but seemed to become solid and edible when put in their mouths, seems to have sated and nourished them without any ill effects.  This whole journey and exploration took 2 weeks.  


Session Notes-  One of the players graciously put together this Title Map for Nappendixia.  One piece of consistent feedback I get from people who read the session reports is there’s no good reference for where all the locales of the campaign are located in relation to each other.  Hopefully this helps some.  It’s a work in progress and the map may get more detailed over time, but it is appreciated and hopefully a starting point for those of you who enjoy the session reports and want more information on the campaign.  As always we’re always looking for a few good people to join the campaign.  Get in touch if you are interested.  We play every other Friday at 8pm EST on Discord.  



Treasure and XP-  Monsters- 5x Kuo-Toa 170xp, Owlbear 401xp, 2x Lizardmen 135xp= 713xp.  Treasure- 32ep, 33gp, 15pp= 124xp= 837xp/3 PCs= 279xp each.  



Graveyard-   Foyt the magic user, who fell on poison spike in a pit trap in the Fomorian Giant Chief’s Steading dungeon. (session 142) (raised by Godhard)


10x Juggalo Lt. Foot, slain by the denizens of the Faygo Dungeon near Whore’s Rest (session 143)



Sunday, October 4, 2026

Rogue Trader Space Orks- Original Citadel minis

 Rogue Trader original Ork minis I procured and painted.  I'm tinkering with the idea of running Rogue Trader as a 1:1 time RPG.







Saturday, September 26, 2026

D&D An American Institution- What I'm Reading This Weekend

 


Just got it from Drive Thru.  Compelling, well-researched, can't put it down.  Get this.

Nappendixia Campaign 3.0- Session 142

 Nappendixia Campaign Session Report



Session #-  142



Session Date-  9/25/26



Time Passed-  5 days



Roll Call-  Party 1

Roland- P5

Jirel- P4

Fletch- F6

Foyt- M/U5


Party 2

Ard- M/U4

Father Iniri- C1

Ferge- D F1



Adventure Log-  Chapter 13-  In the aftermath of the Plague of Lice, Godhard forms a plan to bring order back to Fort Dawnbreak-


“Here’s a four point plan for dealing with the lice crisis:

Clearing

The first response to the infestation will be to assess the camp and begin dismantling the tents as well as moving livestock. We’ll determine who is afflicted and quarantine them from the rest of the camp. As for the rest, we’ll create a temporary staging area at the pond in hex 3501 where bedding, tents, clothing, etc are boiled or burnt. Men who are currently deployed in the field will be moved to the Pelorsburg site on return.

Cleansing

The priority at Dawnbreak will be cleansing the permanent structures (the barracks, settlers’ settlement, and the merchants quarter) with smoke and lime-wash. Once these are cleaned, the afflicted will be quarantined in the barracks. All Dawnbreak personnel will be shaved to prevent reinfection and follow strict quarantine procedures to prevent reinfection. Kenny has promised to work on providing ample soap and shampoo so as to prevent the “filthy conditions” modifier from DMG 13.



Curing

From then on, assuming Godhard, Laurentis, and Atagon along with the two paladins work together to cast cure disease, they can cure 10/day and 72/week. Those with severe cases will be magically cured first. Alongside that, afflicted people are to be shaved and given hot baths then moved to a clean structure.

Compensation

  • All personnel’s wages will be doubled during the infection as hazard pay.

  • The Merchants will be granted tax pardons for six months (which could save them between 1,500gp-9,000gp/caravan!) as they rebuild their lost inventory.

  • The leader of the Gorge settlers will be granted 1.3mi hex 3412 and the status of manor lord for his people’s troubles, giving him a say at the annual Thing.

Soon I’ll calculate the amount of infected and the time it will take to cleanse the fort. Hopefully this plan can retain the troops and merchant’s loyalty as I was betting on them staying around as I built the new site. “



Meanwhile, after assisting for a few days, a party of mid level adventurers, mostly assistants of Godhard and Kenny, travel about to see how the plague has affected the area.  They investigate the 2 columns of green eerie light that extend up into the sky.  The smaller one is coming up from the ground near the entrance to the Sandpit Dungeon, and the larger is centered over the Lost City- the buried step pyramid, which has now sunken deeper into the muddy depression, now completely covered and in need of excavation to access.  Only the heads of the 3 statues built atop the pyramid remain exposed.  They move on to investigate the Hill Giant Steading, and find the chief, now a fomorian giant as a result of the taint of the Loc-Nar, still drunk and despondent, alone and offering adventurers entrance into his lower dungeon.  They pay the fee and deliver him another cask of cheap wine and descend down an L shaped stairwell.  They are about to investigate the first large open chamber, but one of them inadvertently finds a secret door, and they proceed to find the means to open it.  It opens into a small treasure room filled with coins and coffers, but as they move into the room to investigate, Foyt triggers a pit trap and falls to his death, impaled on poison spikes.  At the same moment Jirel, on watch, sees 3-4 manticores enter the room and eye her hungrily.  They decide to flee, Roland climbs down and retrieves the body while Fletch investigates a barrel that turns out to be an illusion.  Behind the illusion he finds a large rock and grabs it as well as a case of gems as the party retreats back up the stairs before the manticores can pounce.  They head back to Dawnbreak where Godhard is able to raise Foyt.  He begins rest and recovery.  The rock they recovered appears to be the same type of rock that makes up the huge mesa faces to the south.  It must be further investigated, as it could reveal some secrets of the mesas.  


The lower level party is in a jam.  Rumors are spreading that they were seen returning from the sandpit dungeon just after the strange columns of green light appeared and the lice plague occurred.  Accusations that they may be responsible for the lights and subsequent plague are starting to become known.  Ard makes contact with Kenny and pleads his case, they were simply adventuring in a local dungeon, and triggered some kind of magic statue.  They tell what they know about the Eyeless Void statue, and its seeming connection to the residual Loc-Nar energy that seemed to activate it.  This information is shared with Godhard and the rest of the leadership and the higher level adventurers understand their position.  Concerned that the average citizenry will be less accepting, they decide it may be a good time to get out of town and see some other sights and explore some other settlements.  They have heard from several sources of a small desert village far to the north, and think that may be their long-term goal, but decide to check in on Bartertown first to see how they are faring in their cleanup after the destruction of the Blood Thing monsters.  They arrive there after a day's travel on horse, and goings are slow in Bartertown.  Few travelers are hiring on to help with the cleanup efforts despite offers of full citizenship and a residence from Papagallo. The whole area is still caked in gore from the explosion of the monsters.  They are unable to get an audience with Papagallo but they are welcome to help with cleanup.  They feel like they may get more traction if they made a name for themselves locally, and set out the next day to the north to the Crevasse dungeon, a dungeon location known to be carved into the side of a large rock crevasse.  They arrive after a day and a half of travel, and cautiously survey the lowlands surrounding the crevasse finding signs of an orc warband on the flat wastelands, a few crude standards and skeletal remains litter the grounds.  They have heard rumors of the legendary Headhunter Orcs that are known in this area and are considering returning to Bartertown right when they are surprised by a column of 10 orcs huddled at the base of the slope.  They charge on foot, but the party on horse are able to turn and retreat before they can engage, suspecting more orcs in tow.  In the rush to escape they take a different route south, and discover an old rickety hunting cabin out in the middle of nowhere.  They approach and call out to the cabin, hailing any occupants and asking for water, but they get no response.  About to leave, they decide to open the cabin door, and find 2 nomads, starving and dehydrated inside.  They give them aid, and offer to take them back to Bartertown to recover.  They ask if the nomads are of the famed tribe of nomads known as the Kazarians, and they confirm they are.  They get the men who had lost all their gear and horses in a battle back to Bartertown to convalesce, and in thanks one of the men produces a fine pearl he was secreting in his cheek and gives as payment for their rescue.  The party is pleased to make inroads with this powerful tribe of nomads, should they ever encounter them again in force.  After rest and resupply, they decide to investigate another nearby settlement, the twin villages of Wore’s Rest and Oak Cross, located east of Bartertown.  They arrive in the strange village and find the rumors to be true, the area's people are known as Juggalos, a crude filthy culture rife with moronic behavior.  They cautiously secure lodging in one of the many taverns/inns and tactfully begin gathering information about the area to see what adventure they may find.  


Session Notes-  This was an odd session in that we had lower attendance, and a late arrival so we ended up doing 2 shorter delves with 2 different parties, and the players took some time to do some future planning.  They decided to check out some of the closer settlements nearer to Godhard's domain before ultimately heading north to the desert village of Leibitz.  We all decided it would be cooler to have more separation between the lower level PCs and the higher level ones.  Plus there’s so much going on in Godhard’s domain, the guys are doing lots of stuff there, clearing lairs, preparing for stronghold construction, and dealing with all the after effects of the Julystein battles, the Loc-Nar, and the lice plague.  I absolutely cannot keep up with it all and that is so cool, I hope in the future we can get some session play involving all of these cool elements happening run by Godhard or others in the know.  I myself am in a better position with a new settlement to be running out of; I have no constraints, there’s plenty of room for new things to develop from emergent play, and I’m not ignoring all the stuff the players are doing in their home hex.  Plus they can go back at any time.  I’ve got some new ideas for that northern part of the campaign map that no PCs have explored yet, and not much exists yet except a few ideas and starting locations.  We will see how things develop.  For next time I’ll be pulling out my old notes from Whore’s Rest and the nearby dungeons and rolling out some new stuff. I was a little disappointed in myself this week.  I thought I had done a correct deep dive into raise dead and all the steps and after effects, but upon looking it up again last session, I was incorrect on some things.  I guess that’s just the nature of  AD&D 1e, you can’t always get everything right, even with consistent earnest effort.  And that’s OK, correct and move on.  



Treasure and XP-  Party 1-  Treasure- gems 4x 100gp, 13x 500gp, 8x 1000gp= 14,900gp/xp/ 3PCs= 4967xp each.


Party 2-  Treasure- Pearl 500gp/xp/3 PCs= 167xp each.


Add % bonus if applicable.  



Graveyard-  Foyt the magic user, who fell on poison spike in a pit trap in the Fomorian Giant Chief’s Steading dungeon. (session 142) (raised by Godhard)



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