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)