Saturday, July 11, 2026

Nappendixia Campaign 3.0- Session 135

 Nappendixia Campaign Session Report



Session #-  135



Session Date- 7/10/26



Time Passed- 1 week



Roll Call-  The Goblins and their Monster leader Faction

Atagon and the Sun Shard Order Faction

Fort Dawnbreak Faction

Guidon's Evil Brigand Faction

The Amazons of Myrinna Faction/ Kenny’s Cave Hideout Faction




Adventure Log- Julystein Week 2 Events and Wrapup-

  • Saturday Guidon’s search party finds the Loc-Nar in a hex adjacent to their eastern keep.

  • Monday Atagon’s Tower is assaulted by the brigands with their secret green dragon ally.  The dragon breathes poison gas on the tower but is quickly slain by Atagon’s magic Sun Device.  The brigands make entry and slaughter many before being driven back by an insect plague.  

  • Guidon uses the Loc-Nar to crack open Atagon’s tower, then some goblin scouts arrive at the location, and Guidon allows them to use it to resurrect the dragon’s corpse as an undead, along with some undead minions.  

  • Cowpens is attacked by goblins but they are repelled, about 30 goblins are captured and the force is routed.  

  • An army of the good factions is forming north of the brigands western keep.  A force of over 300 is observed.  


The Coalition of Good factions army moves south to assault the western brigands on Thursday.  They send some invisible PCs forward to plant a bomb and create a breach in the wall.  Having seen the approaching army, the Brigand’s mage conjures an Air Elemental, and when the bomb goes off the elemental unleashes a tornado that crushes the light foot charging the breach.  Several fireballs and flame strikes destroy the elemental as more troops begin assaulting the walls and archers on both sides let loose.  The brigand’s mage then creates a wall of ice to further block the breach.  A final fireball turns the wall to steam, and the Brigand leader runs into the foggy breach to take on the incoming troops personally.  The mage thinks better and casts fly and flees.  Stigr and Seth, 2 PC fighters on the battlefield, move through the breach to engage the brigand leader who is too strong for the rank troops.  The fighters along with a well placed hold person spell manage to take down the leader.  The assaulting forces of good rout the brigands and many flee into the countryside.  The forces of good rest and calculate their next move.


The following day, after getting bad news about the destruction of the goblin forces at Cowpens, Guidon moves west to attack the good army’s camp with only a few goblin wolf riders and their undead dragon and zombie minions as allies.  They get to the camp and find it devoid of troops, only camp followers and blacksmiths and armorers.  Furious to have missed the army, the dragon and brigands attack the camp and level it.  All equipment, resources, and specialists are destroyed or routed.  


Seeing as how blood was shed and battle raged, but the wielder of the Loc-Nar had no hand in the combat, the ire of the Demon Bear was roused.  It appears huge in the sky before Guidon- “Puny man, you have possessed the Loc-Nar for a week and what have you done with it?  Cracked open an empty tower and missed a huge battle.  You don’t deserve the Loc-Nar.”  And with that the bear snatches the magic orb and teleports itself along with the goblins and undead dragon to the brigand’s newly captured keep, where the armies are resting.  He addresses the leaders of all the factions-  Guidon has failed as a worthy herald, I put this Loc-Nar on the ground before all of you.  In one week I will return to see if one of you is worthy to wield it and be my rightful aide.  He summons a symbol of fear in the air above the Loc-Nar and disappears, leaving everyone pondering their next move.  



Session Notes-  This was a session we tried to do too much maybe, but it was a fun and productive session.  The guys had spent a few days coming up with an assault plan on the keep, so they had a pretty elaborate plan and executing it took some time, plus adjudicating the mass combat, and then adding in the individual combat, plus a lot of spells were being thrown around so there was time taken up to look up lots of spell rules.  In all the DM running got us through it and everything was adjudicated mostly by the book without getting too bogged down, we definitely eyeballed the morale rules at the end of the session, but with the breached wall, dwindling force, and leader incapacitated, they likely would have broke morale.  We probably should have allowed the good guys one final swing to represent their running away, but you can’t get everything in a session.  So far we have been using session play during this braunstein to roll out the bigger battles of the week.  Now that the Loc-Nar is up for grabs for a week I wonder who will attempt to wield it and what they will do with it.  Hopefully the week's events will set up for some kind of cool opportunity for session play.  The low level PCs haven’t really gotten involved yet, maybe now that some of the bigger threats on the board have been eliminated they will take a bigger role, we will see.  



Treasure and XP-  Plate +3, Shield +2, Longsword +3, Elven Cloak, Potion- superheroism, animal control, Ring of mammal control, Javelin +2- Brigand Leader’s magic items



Graveyard- 10x Gnomes killed by Guidon’s Brigands cavalry charge into the siege camp outside the western brigand Keep.  (session 134)


109x Troops of the Coalition of the Good killed at the assault of the Brigands Western Keep (session 135)




Saturday, July 4, 2026

Nappendixia Campaign 3.0- Session 134

 Chapter 12 Nappendixia Session Report




Nappendixia Campaign Session Report



Session #- 134 Session Date- 7/3/26



Time Passed- 1 week



Roll Call-  The Goblins and their Monster leader Faction

Atagon and the Sun Shard Order Faction

Fort Dawnbreak Faction

Guidon's Evil Brigand Faction

The Amazons of Myrinna Faction/ Kenny’s Cave Hideout Faction



Adventure Log-  Julystein Week 1 Events and Wrapup-


  •  Goblins massacred a thorp of LG villagers in the SE of the realm.

  • A siege camp is forming around the Brigands keep in the west.  

  • 2 large contingents of brigands have moved from the east- one moves to aid the besieged keep, the other sits outside Atagon’s tower spoiling for a fight.  

  • Atagon’s divine force creates a spirit of vengeance, causing the brigands to flee for several days.

  • Rumors are that the gnomes have tamed some dinosaurs in the SW.

  • Guidon, the leader of the brigands defeats 2 Bandit leaders to earn a tenuous rule over them.

  • Lars, Guidon’s 2nd in command arrives with a force of archers and combined with some cav from the keep fight back the siege camp killing 10 gnomes.  They retreat North.

  • Ian F2 leads a diplomatic force to Ted Nugent’s faction to negotiate breaking the forming brigand’s siege.  The Nuge lends him about 55 foot troops and 20 lt cav.

  • The low level PCs so far are staying at Fort Dawnbreak taking in reports of all the troop movements around the realm. Pentagon stays inside Atagon’s Tower to help with the siege.

  • Hill giant movement is seen near Ted Nugent’s faction, rumors trickle in to him that the Steading Chief is drunk and despondent at the loss of his wife (she ran away with some stone giants). He sells entrance fees to the dungeon below his steading to wanting adventurers.  




Session Notes-  First week of the month-long event went great.  The Fort Dawnbreak player has been handling the vast majority of the game and is doing an excellent job communicating with players, tracking info and resolving encounters and player requests.  The players are doing great too- super engaged and having a fun time but not overbearing the ref with lots of particulars.  These guys get it.  I have been really enjoying just interacting as a player during the week, and then on our Friday sessions I can resolve any remaining actions and be a second set of eyes on anything the ref wants.  We’re generating some story, and I think it's brewing up for some kind of big battle.  It’s great all of these factions were generated through real session play off the random tables.  They may not all be the most interesting factions, or balanced, or equally representative but it’s what our game produced through emergent play.  I’m excited for the remaining weeks, I hope the momentum and energy remains high but subdued.  I feel like the stein may need some kind of points system to represent success in player actions, but regardless, the factions are interacting in real time in an area we are already in process of clearing.  It seems more fun and efficient to run the groups into each other in this fashion rather than just grinding through them individually in session play.



Treasure and XP-  5000gp- Guidon to the bandits- failed bribe.  10x gnomes to Guidons faction for mass combat.



Graveyard-  10x Gnomes killed by Guidon’s Brigands cavalry charge into the siege camp outside the western brigand Keep.  (session 134)



Saturday, June 27, 2026

Nappendixia Campaign 3.0- Session 133

 


Nappendixia Campaign Session Report



Session #- 133



Session Date- 6/26/26



Time Passed-  2 days



Roll Call-  Trotter- R1

Ard- M/U3

Pentagon- C2

Primus- F1

Ralph- F1



Adventure Log-  After resting at Atagon’s tower, the party heads back into the buried step pyramid.  Dropping down into the second tier via the trapped stone floor flagstone, 7 goblins blunder into the chamber surprised.  5 are cut down with missile fire while the remaining 2 try to bolt but are also chased, caught, and slain before they can get back to the stairs down.  They make their way to the chambers of the Brothers of Gorm.  Relations remain good, and 2 brothers are granted to the party for assistance.  They descend into the third tier and manipulate the revolving corridor to head east.  It opened into a short corridor that ends in a door.  Forcing it open and ready for combat, they disturb 11 warrior maidens gathered around a table.  They attempt diplomacy as Primus turns away and removes his Brotherhood mask.  They introduce themselves as the Warrior Maidens of Madura and their leader Pandora is neutral but disappointed there are no women among them to join their ranks.  They tell them of all of the creatures they have slain in the pyramid, along with the cult of mages they eliminated.  They are impressed and when asked why the mages were so immediately aggressive they are told it’s possible the party disturbed one of their magic rituals, which they are very protective of.  In exchange, the maidens tell them of a nearby corridor where they can find a secret door containing snakes, but also a store of treasure.  They make their way to the location and find the secret door.  They prepare some flaming oil and a sleep spell and kick in the door.  A launching pit viper bites at Trotter’s armor, but immediately after the sleep spell puts the pair of snakes to sleep.  Inside a wicker basket they find thousands of silver pieces and 5 fine gems.  They offer the heavy silver to the brothers as tribute, and keep the gems.  Pleased to have good relations with 2 factions, and seemingly pushing back the third faction, they return to Atagon’s to rest, encountering and slaying a strange beetle crawling through the underbrush on the way home.  That night as they sleep, all are visited by strange dreams of a demonic bear.  


The upper level PCs, as well as the leaders of all the factions in the area-  Fort Dawnbreak, the Rustic Gnomes, the Hill Giant Gang, Atagon’s Sun Shard Order, the Evil Brigands, the Amazons of Myrinna, Kenny in his cave lab, and an unknown monster faction, all are plagued with visions and dreams all week, formless at first but eventually coalescing into a massive demonic bear adorned with a feathered headdress and warpaint.  On the evening of the 28th all are awoken at 3 am to a disturbance in the sky.  The massive Demon Bear, or some kind of image of it hovers in the sky above hex 3008, all can see and hear it somehow.  It proclaims itself the greatest source of evil in the universe, and is thankful for being summoned by the succubus formerly Nelson the Dragon’s aide many months ago.  While growing in power on this fertile world he was able to summon a powerful artifact from another time and place-  the dreaded Loc-Nar.  He holds the glowing green sphere fitted into a wooden sceptre.  He holds aloft 2 pitiful human prisoners and touches each to the Loc-Nar’s glowing power.  The first human is immediately disintegrated, while the second is tossed helplessly through a portal that must lead to another world.  Demon Bear proclaims-  Witness the power of the Loc-Nar.  Find it hidden in your lands.  The first faction to return the Loc-Nar to me will earn immeasurable power from me.  With that he tosses the sceptre, and streaks of light emanate from his hand in a thousand different directions as the Loc-Nar hurtles off to be hidden and found by a competing faction.  The faction leaders buzz with energy, knowing they must mobilize and act immediately to secure the Loc-Nar.  Thus begins the Great Race for the Loc-Nar.  This ends Chapter 11.  



Session Notes-  We began our July Braunstein this session.  I’m keeping it very loose since I have no idea what I’m doing.  I’ve recruited a player to help me adjudicate things, and he made a very nice digital starting map that really helped the players orient to the area, terrain, and faction locations.  All players were agreeable to running a faction, plus we recruited another member of our online crew to run a faction.  The giant faction will run on some kind of autopilot/oracle system.  Players will submit their weekly orders on Sundays for the month, and we will resolve things over Discord, and have weekly sessions on Fridays for any further adjudication, and for adventuring that may/may not also affect the braunstein. Factions will have 5 weeks to search the hexes for the Loc-Nar and decide what they will do with it.  Competing armies that battle will be resolved with AD&D combat scaled to 10 or 20 to 1.  This is all an experiment to see if we can run this and if it will be fun.  We will see.   



Treasure and XP-  Monsters- 7 Goblins 98xp, 2 Pit Viper, 436xp, 1 Bombardier Beetle 139xp= 673xp.  Treasure-  5 gems 1160xp= 1833xp/4 PCs (Ard is maxxed out until he can pay for training)= 458xp each.  Add % bonus if appropriate.  



Graveyard-  Garrick Thislteflare- Triggered a trap and fell down the brass shaft in the hidden step pyramid.  (session 127) raised by the nearby cleric, indebted to 1500gp.  Alignment changed to NG.


Ard- Killed by Fire Beetles in the hidden step pyramid.  (session 127)  raised by the nearby cleric, indebted to 1500gp.


2 Brothers of Gorm- killed by mages of Usimigaras in the hidden step pyramid.  (session 131)


Pylon- died by poison needle trap in the hidden step pyramid.  (session 131)


Saturday, June 13, 2026

Nappendixia Campaign 3.0- Session 132

 


Nappendixia Campaign Session Report



Session #-  132 Session Date-  6/12/26



Time Passed-  5 days



Roll Call-  Party 1

Godhard- C10

2x P5 hench

Laurentis- C9

10x Lt Cav


Party 2

Trotter- R1

Ard- M/U3

Pentagon- C2

Primus- F1



Adventure Log-  Party 1 plans to check out the newly built road that leads from Fort Dawnbreak south into the domain.  It currently ends at the ruined moathouse they had previously discovered, and upon getting there after a days journey on fast horse, they notice that the moathouse has a den of wolves nesting in and around it.  They avoid the wolves as it is coming on dusk, and instead push on west around some hills to the village of Myrrina.  This is a community of CN Amazon type women ala Wonder Woman, but a little aggressive and unpredictable.  LG Godhard tries to parley at the gates of Myrrina for lodging, but the women don’t like the cut of his jib.  Laurentis offers to cure disease on a citizen, and Godhard tries to explain that he is responsible for building the new nearby road and the women’s attitude change and they offer them a nice patch of ground within their walls to stay on this Summer night.  The next morning they head south to reveal some unexplored terrain.  It turns out to be over a mile of marshland, and in the muck and mangroves 2 constrictor snakes try to drop down in surprise, but are quickly slain by the party.  With relations to Myrrina begun, and a new direction of unexplored terrain located, the party heads back to Dawnbreak for rest and resupply.  (5 days in the field)


Party 2-  Ard is gone for 2 weeks training with Boldvay.  On the 15th he returns with some new skills via teleport from Boldvay’s domain to the east.  He rejoins his colleagues at Atagon’s Tower, and they head out to their favorite delving location- The ruined pyramid.  Their rigging of the front door remains intact and they enter.  While staging on the first tier to descend down into the 2nd, 4 cave locusts come leaping out of the brass tubes in the center of the room.  The party squashes one and the other 3 are scared off leaping down into tier 2 and scuttering away.  They climb down to tier 2 and make their way back to the Brothers of Gorm, who welcome Primus, but have no brothers to spare to join the party.  They head off to explore more corridors connected to the strange spinning corridor area.  Upon getting to the spinning corridor and promptly opening it, the party comes face to face with a party of gnomish adventurers.  They are a bit lost, but still somewhat armed and supplied.  Primus makes a pitch that they should join forces, and they really take to the idea.  After some greetings, they fall in to further explore the dungeon with the party.  They use the rotating corridor to explore the SW portion of the tier, and discover a storeroom infested with Oil Beetles.  Trotter and one of the gnomes are both covered in the beetle's oil and the painful blisters make it difficult for them to continue.  Pentagon steps in and cures the affliction with some magic healing, and the party notices that the crates of food and wine in here are not that old, the crates that are still intact contain edible food and wine.  They leave this area and go west to check on the temple room where they fought the magic users last time, and find it empty.  The bodies from their previous combat have been removed, but the room is otherwise the same.  They find the nearby bunk room where they assume the mages were sleeping, and manage to find a secret door on the southern wall.  After much time figuring out how to open the door, they enter to find the quite desperate mage of Usimigaras waiting in his personal quarters with his pet guard wolf.  The party makes no haste in peppering him with arrows and javelins as Ard casts Sleep on the wolf and after resting after the combat, tries vainly to tame the wolf pet and tempt it with rations.  He keeps it muzzled and struggles to corral it back to Atagon’s Tower and secures it in a simple pen behind the stables.  The party returns to Atagon's with a locked box heavy with coins they secured from under the mages bed, and pry it open to discover 2500sp and 400gp.  Ard finds the mages spellbook and is pleased to find the spell Phantasmal Force.  



Session Notes-  Our group is developing a timing thing where we have about a half hour of time before everyone can get there, so we’ve been running quick mini sessions with the people present.  So far it’s been a good time to send out a scouting party to reveal a hex or 2 of unrevealed terrain to complete the hex clearing process, but I’m interested in exploring other ideas.  That half hour is also a good time to resolve player downtime actions, as needed.  This week we reread the rules for learning spells, and had 2 good surprise with missile opportunities. The ranger noted he will need to carry many more arrows in the future.  I don’t think there are arrow recovery rules RAW, but I allowed a 50% retrieval rate after combat.  I think some PCs made level 2 this week, or are very close.  


Treasure and XP-  Monsters- Cave Locust 38xp, 4x Oil Beetles 280xp, M/U3 of Usimigaras 165xp= 483xp.  Treasure- 2500sp/125xp, 400gp/xp= 525xp.  Total 1008xp/ 4 PCs= 252xp each.  Ard gets 400xp from spellbooks/scrolls.  Add % bonus if applicable.  



Graveyard- Garrick Thislteflare- Triggered a trap and fell down the brass shaft in the hidden step pyramid.  (session 127) raised by the nearby cleric, indebted to 1500gp.  Alignment changed to NG.


Ard- Killed by Fire Beetles in the hidden step pyramid.  (session 127)  raised by the nearby cleric, indebted to 1500gp.


2 Brothers of Gorm- killed by mages of Usimigaras in the hidden step pyramid.  (session 131)


Pylon- died by poison needle trap in the hidden step pyramid.  (session 131)


Saturday, May 30, 2026

Nappendixia Campaign 3.0- Session 131

 


Nappendixia Campaign Session Report



Session #-  131 Session Date-  5/29/26



Time Passed-  2 days (5 days upper level group)



Roll Call-  Trotter- R1

Pylon- G F/T1

Ard- M/U1

Pentagon- C1

Primus- F1




Adventure Log-  The session begins with an expedition by the higher level party exploring the SE of Godhard’s future domain.  Much of the terrain in that area is revealed, including a small range of mountains connected to a small dry desert, and a forest that shows signs of a goblin lair.  They avoid the lair with their swift horses, and believe they scared off some pegasi in the desert on the way back.  They benefit greatly from the newly built road that connects Dawnbreak into the domain area to the south.  They also discover a small thorp of NG villagers that share that the goblins often travel north through the swamps and seem to be beholden to a stronger monster somewhere north of there.  After 5 days in the field they return to Dawnbreak to rest.  Meanwhile Kenny finishes his gunpowder research and begins setting up his lab to produce a 6d6 bomb every month.  


Meanwhile the low level party uses their downtime to think about the rotating corridor with the strange symbols they discovered lower in the step pyramid.  They manage to figure that the symbols correspond to compass directions and the corridor can be spun in that direction by pressing the proper symbol.  Pylon also is able to retrieve a nicely cured stirge beak from his forest hiding spot.  They set out on the 29th to delve the step pyramid again.  They make it to the Brotherhood’s area again and have continued good relations maintained mostly by Primus.  They agree to allow 5 Brothers to accompany them on their search of the next level down.  They begin by working their way around clockwise searching the corridors beyond the rotating area.  First they locate a locked door, and smashing through they discover the stairs back up to the next tier.  Next they discover a corridor that ends at a door and pushing it in they disrupt a ritual being performed by mages of Usimigaras.  They see Primus and the Brothers in their Gorm garb and immediately rush forward to attack and begin casting.  Missile fire disrupts several spells and takes down several mages.  Both parties get off Sleep spells and all of the Brothers as well as Primus are brought down, and several mages are sent to sleep by Ard’s spell.  Later in the fight, Ard and Trotter are knifed quite badly, and 2 sleeping Brothers are given a coup de grace, but the remaining mages are slain and their leader gets away by casting Hold Portal on the door blocking his retreat.  The battle over, they rest and search, finding a hidden compartment in the stone altar in the large room of the mage cult.  Pylon opens it but fails to find the poison needle trap and perishes right there on the floor.  They collect treasure from the altar- gold coins, a magic mace, a wand and silver masks from the mages.  The injured party polices their dead and returns to a dismayed Brotherhood, then back to Atagon’s tower to rest and mourn.  



Session Notes-  There is truly a psychic/spiritual connection between Appendix N fiction and the AD&D 1e rules.  I have been wanting to reread the PHB and DMG to really affirm my rules knowledge and run tighter games.  Instead last week I dug into appendix N fiction, reading The Phoenix on the Sword, the Mound, and Jewels in the Forest, and I ended up running a really tight, rules forward session.  In each of those stories I saw direct connections to the rules Gygax wrote.  Helmet rules, thieves using slings and not bows, light rules, time and encumbrance- all have direct roots back to the old Appendix N fiction.  I will this summer target getting back into the rulebooks, but don’t neglect the impact of having fresh doses of Appendix N rolling around in your brain while you run and play.  Kudos to my elite level players who helped me clarify some rules this session such as daggers going twice on simultaneous initiative, and space required for weapons in respect to marching order and corridor width.  




Treasure and XP-  Monsters- 12 mages of Usimigaras 216xp.  + Treasure-  12 silver masks 240xp, 500gp, large tapestry of constellations 300gp, Mace +1 350xp, wand of magic detection (to be sold later)= 1390xp=  1606xp/4PCs= 402xp each.  Ard gets 1200xp for 12 1st level spellbooks/scrolls.  Add % bonus if applicable.



Graveyard-   Garrick Thislteflare- Triggered a trap and fell down the brass shaft in the hidden step pyramid.  (session 127) raised by the nearby cleric, indebted to 1500gp.  Alignment changed to NG.


Ard- Killed by Fire Beetles in the hidden step pyramid.  (session 127)  raised by the nearby cleric, indebted to 1500gp.


2 Brothers of Gorm- killed by mages of Usimigaras in the hidden step pyramid.  (session 131)


Pylon- died by poison needle trap in the hidden step pyramid.  (session 131)


Saturday, May 16, 2026

Scores from the Brimfield Flea Market 5/16/26

 


Found a real nice complete Dungeon board game that even came with 2 d6 mud dice, X3, and a Wendy Carlos classical synth record.  Also found this beauty in the wild, didn't have the cash on me however.  




Nappendixia Campaign 3.0- Session 130 AD&D

 


Nappendixia Campaign Session Report



Session #-  130 Session Date-  5/15/26



Time Passed-  6 days



Roll Call-  Trotter- R1

Pylon- G F/T1

Ard- M/U1

Pentagon- C1

Primus- F1




Adventure Log-  During downtime Trotter explores the area around the sunken pyramid some more and finds more signs of a small group of humanoids camping in the area.  He finds tracks that lead into the open dungeon entrance.  Also Pylon investigates the body of the stirge he kept, hiding its body in the woods to decay so he can later retrieve its strange proboscis.  After unloading some treasure and upgrading some armor at Fort Dawnbreak, the party travels south to the dungeon entrance.  They narrowly avoid a group of giant lizards along the way.  After getting there, entering, and staging down the open flagstone floor trap, 2 hobgoblins are surprised when they open a door into the central chamber.  Trotter and Primus pepper them with missiles while the rest of the party climbs down the rope into melee, slaying them.  They search around a little more, and find the Brothers of Gorm.  They present the hobgoblin scalps, and request a few Brothers to help hunt down the remaining monsters Trotter had tracked topside.  The request is granted, and they emerge with 3 Brothers armed with chainmail and longswords.  They are able to track down another group of hobgoblins, initially one who is quickly slain by a well placed arrow.  Two more are defeated while hunched over the body of their comrade.  They follow the tracks to the densest part of the wood, and creep forward in the foliage.  Five more hobgoblins charge out to attack, but are fallen by a well placed sleep spell from Ard.  They gather up the scalps and some treasure from the main camp, interrogating a spared prisoner to find the small group has been tasked with investigating the pyramid, but were lost in the wilderness for weeks, and unsure how to handle the nasty denizens inside the structure.   They plan to pass this information on to Atagon.  After returning with the Brothers and resting, they decide to head down into the next level to explore.  They are allowed to access the next level through the trap door down into the Brotherhood's sacred ceremonial room.  From there they access a hallway that ends in a door with a strange symbol and button adjacent to it.  They carefully investigate it and check it for traps, and eventually open and enter the door revealing a 40 foot corridor that also ends in a door.  On the inside of each door they find a larger panel with 8 symbols inscribed, each with a corresponding button.  The gnome uses his stonecraft to realize the inside of the doorway is slightly curved, and intuits that the hallway can likely be made to pivot.  They close the door and try to engage it, choosing the 4th symbol.  It rotates 180 degrees.  They exit the trick hallway into another corridor that also ends in a door. Pushing it open, they find an unused ruined temple containing a large gliding lizard.  It leaps to attack, but is stymied by the party’s attacks and is eventually cut down despite resisting Ard’s sleep spell.  They find a thief’s corpse with some treasure in his pack, and some fancy teak holy symbols.  Laden with the treasure they return to the cleric’s tower to rest and consider finding some hirelings.



Session Notes-  We got into it with some rules this session, checking our knowledge on surprise rules, missiles during surprise, gnome abilities, parry rules, and spell descriptions.  Several players stepped up with rules knowledge/adjudication.  It’s so great as a DM when players know their rules, especially ones that come up frequently.  Keeps the game flowing and RAW attended to.  



Treasure and XP-  Monsters- 10x Hobgoblin 320xp, Draco Lizard 200xp= 520xp.  Treasure- 40sp, 40gp, 50pp, 200gp for HG scalps, 400gp, 2x gem 100gpea., teak symbols 75gp= 1167xp= 1687xp/5 PCs= 337xp each.  Add % bonus if applicable.



Graveyard-   Garrick Thislteflare- Triggered a trap and fell down the brass shaft in the hidden step pyramid.  (session 127) raised by the nearby cleric, indebted to 1500gp.  Alignment changed to NG.


Ard- Killed by Fire Beetles in the hidden step pyramid.  (session 127)  raised by the nearby cleric, indebted to 1500gp.


Nappendixia Campaign 3.0- Session 135

  Nappendixia Campaign Session Report Session #-   135 Session Date- 7/10/26 Time Passed- 1 week Roll Call-   The Goblins and their ...