Nappendixia Campaign Session Report

Session #- 145
Session Date- 11/6/2026
Time Passed- 10 days
Roll Call- Ard- M/U4
Trotter- R2
Ferge- DF1
3x Lt Foot
Adventure Log- The party currently staying in Leibitz has been there for a few weeks now, investigating the strange place inhabited by spectral/electric images of villagers and shopkeepers who live and work by night and disappear by day. The village has all the facilities they need, and the image villagers are friendly. Ferge even procures a few lt foot men at arms, and equips them. They turn to real men when he hires them, but they have no memory of how or why they were mere images just before. The party hears the same 3 rumors throughout their time in town- 1. Beware of a Blue Dragon that patrols the area, he allows people to travel on the roads, but woe to he who travels off the road. 2. The deserts to the NW are dangerous and inhospitable, but hold ancient secrets. 3. Follow the road out of Leibitz east to the mountain face and find a mysterious complex of passages to explore. The villagers mostly assume the party is in town to explore said caverns, and encourage them to do so. Ard instead is very curious about the secrets the deserts may hold, and the party gears up and takes the road north out of Leibitz to look for said secrets. Unfortunately the road north peters out after 5 miles or so, and the going on the soft sand dunes and craggy salt plains is very rugged, but still they try to travel through desert and investigate. They plot a course Three days north, then turn around and head southwest for 2 days and then hopefully a day or 2 southeast to find Leibitz or the road to it. Early in the journey they evade a pack of wolves, and get a little lost among the dunes, getting a bit off course. They run abreast of a brewing sandstorm, and on the 6th day find themselves still in the desert with no landmarks.
Running out of food and water, they press on into the night and are able to see the lights of Leibitz in the distance still several miles away. Relieved to be back to shelter, they rest for a full day before deciding to then investigate the nearby dungeon. The road takes them 5 miles east where it ends at an opening in the mountainside. Inside the rough open chamber are a set of stairs leading down and when they approach them a blue spectral electric image opens at the top of the stairs- a rectangular screen with text- Welcome to the Dungeons of Leibitz! Delve it for experience and treasure and possibly locate the Bell of Leibitz. They move past the screen and descend. The first room is empty except for a single large gold coin laying on the floor. They pick it up and another screen engages above the coin- Use me to upgrade or downgrade the difficulty of one combat. They secure it for later use, and begin to realize this dungeon has some strange properties, properties somehow similar to what is going on back in Leibitz. From the coin room, they decide to investigate the passages west, where first Ard is nearly killed by a huge spider that leaps at him after he kicks in a door, and then in the next room the party is beset by a
bizarre small screaming winged creature. Its screams make it so the party can barely act, and it batters one of the footmen to near death with its barbed tail, but eventually it is slain despite its pure rage. In a murky pool in the room they find its meager treasure. In the next chamber to the north they find several barrels, and Ard attempts to open one but it explodes to dust, injuring him lightly. Playing into the game-like atmosphere of this dungeon they try to open a second barrel, and find it contains a week's worth of rations, and in the third they find 400 electrum! Circling back to the area they started in, they investigate a locked iron door, then head north to a 4 way intersection and find a narrow set of stairs down. They choose not to go down, and instead go west into a chamber with a stone flue going down and a primitive stone chair or throne. Trotter spies a small creature clad in dark robes skulking about and sinks an arrow into it, slaying it before it can hide in the shadows. It had only a dagger on its person, and appears to have a face similar to a dwarf but a spindly muscular body more like a goblin. They try to next move further west, but come to a dead end which they search but find no way to get past. Going east then they enter another chamber with 2 doors and a passage heading north, and disturb a clutch of shrieker mushrooms who immediately begin shrieking. A few of the shriekers are smashed, but a pair of giant lizards come creeping down from the north, and the party knows that this is their time to egress. They hurry back to the stairs up before any other creatures can be disturbed by the shriekers and get back to the cave entrance where they find a strange square stiff scroll, flat and unfurled. When they grasp it, the opening out of the cave is sealed by the electric blue field and a rectangular screen engaged in the air stating- Player 1 Would you like to save your Game? They engage the Yes toggle, and are immediately transformed themselves into the blue electric ghost like images of themselves. In this state, they know that they do not need nourishment or rest, however they are limited to staying in the cave and can choose to restart the game at their choosing.
End of Chapter 13.

Session Notes- I figured with the video game motif it would be cool to end the session on a Save game gag. We have decided to play some classic Traveller for the next Chapter of the campaign, and this seemed like a cool way to put the PCs, at least this set of PCs in a little bit of a suspended animation state they can hang out in while we play Traveller. The other PCs in the Fort Dawnbreal/Pinewoods area will still be active, and the player who has taken over that part of the map is still running downtime activities and some possible sessions on our off weeks from Traveller. I don’t suspect we will spend more than a few months on Traveller, I just don’t think it has the legs to be a long term thing, not enough random tables and encounter variety baked into the system IMO, it requires more prep/story crafting. But we will see how it goes. A few players also want to run some sessions, so we will loosely coordinate the sequence of sessions and what/where the planets the adventures will take place on will be. I have a subsector loosely mapped out, and will be doing a refresher of the rules. Join us in 2 weeks for some Classic Traveller Char Gen and an intro to the subsector.
Treasure and XP- Monsters- Huge Spider 181xp, Screaming Demon 129xp, Dark Creeper 122xp, 2x Shriekers 22xp= 454xp. Treasure- 19cp, 14sp, 10ep, 3gp, 3pp, 2x gem 20xp, 5gp, 400ep= 249xp= 703xp/3PCs= 234xp 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)
10x Juggalo Lt. Foot, slain by the denizens of the Faygo Dungeon near Whore’s Rest (session 143)











