Saturday, December 10, 2022

Nappendixia Campaign 2.0- Session 27 Begin Ch. 2

 Nappendixia Campaign Session Reports


Session #- 27 Session Date-   12/7/22



Time Passed-  1 month travel, 3 days adventuring




Roll Call-  Mandigor- ½ Elf Fighter 4

Malden- Paladin 3

Gunther- Dog

Phillip- Paladin 2 Squire

Thantas- Elf Assassin 4

Gruumsh- ½ Orc Thief 4


Hirelings

Mondius- Fighter 2

LaSalle- Fighter 3

 


Adventure Log-  Having defeated the Spirit Naga with incredible swiftness and stealth, and having previously defeated Lareth the aspiring slavelord, the party begins its journey east, following the human traffickers down the Sheldomar River to Niole Dra.  Here they witness the mysterious figure EH, wearing his signature spider web robes, secret away a group of kidnapees.  They make the acquaintance of a sailor and his first mate Shadisse and Rakhim, who are sympathetic to the party’s plan to fight the slavelords.  They have a ship that can take the party to Highport and a small crew.  They are eager to bring the fight to the slavers, and will help the party make landfall outside of Highport and hideout/skirmish on water against the slavers while the party infiltrates their fortress and then return them home should they all survive.  This all takes the month of December, and the party’s first arc, from green adventurer to competent mid level heroes is complete.  Along the way the party meets the druid Ulster, who agrees to join them on their journey.  They also have the chance to count their treasure, and sell off some valuables and cash out their smaller coins in the merchant areas of several port cities they visit.  They also reassess their magic item stores and best distribute their gear.  Rev. Ramsey, their Cleric companion, agrees to part with some of the magic items he acquired through the party, and he makes his way back to his and Draden’s hometown of Safeton, where he will mount his own party to assault the slavelords hideout.  After inserting onto land on a rocky outcropping outside of Highport, the party decides to observe for 2 days.  They see the ruined temple of Heironeous, inside unmanned keep walls in the primitive, despoiled city, more an unkempt and muddy camp with a few buildings still maintained and many more ruined.  Bands of unsavory adventurers and well protected merchants move in and out of the city, heading to and from the port areas, but to other areas of the city as well.  No guards appear to man any of the open gates around the city or around the temple, and no discernible patrols seem to exist.  It seems like a lawless city.  On the second day Mandigor and Thantas, those of elf blood, are made invisible by Draden and they head down to get a closer look at the temple turned slaver hideout, and to hopefully find the secret door Malden believes exists on the rear of the building.  They manage to approach the building and find that it is patrolled somewhat regularly upon its 35 foot walls, groups of humanoids moving on the walls spotting; no outside ground patrols seem to exist.  They manage to find a well placed secret door on the rear of the building as thought, and notice the protocol of several visitors to the place.  There are guards posted at the portcullis walls, and groups of merchants or adventurers/bandits were admitted through the gate after a verbal exchange.  Horses were led around to the side of the front of the temple and through a pair of large doors.  Deciding the unlikelihood of getting through the front door, they check the secret door. It is untrapped and unlocked, and reveals a passage leading 10’ in and ending at the rear of what must be a second secret door, not secret on this side, only the other side.  Backing out they return to the party with the intel.  The party returns on the third day, and approaches as a non-descript group of adventurers.  They opt to bring the fighter hirelings with them, both of whom are well armored.  Session ends on Jan. 3, with the party poised to enter the secret door.



Session Notes-  This session marks the beginning of the Napppendixia Campaign, a true 1e AD&D RAW 1:1 time game that transitioned from the former Mar-Millor Campaign, a more modern style game based on hex crawling and modules, showcasing some classic AD&D modules.  My players hadn’t played those classic AD&D modules, so I wanted them to experience some of them.  We started with White Plume Mountain, which was a blast and a great experience in learning AD&D RAW for all of us.  We then however, reset the campaign to 1st level characters through Cult of the Reptile God and part of The Village of Hommlett.  But it was a standard party centered campaign where we froze time after each session and the party continued from that point the next session.  The module play was great, but as I learned about and experienced 1:1 time I and my players wanted to try it out.  So having played through several modules, and wanting to put some kind of finale to this “story arc” the party will travel off to Highport and Go on A1 of the Slavelords series.  They will be out of the Nappendixia area and can still “freeze time” at the end of sessions until the culmination of the module and the return to Nappendixia, where we will calculate what day they return to play, and from that point on all play will be in 1:1 time.  Any new patrons, players or PCs that start in Nappendixia will adhere to 1:1 time.  


This was a super casual session, which I believe is good to have every once in a while.  Chat of family, christmas, and models was had.  And some loose talk about the game.  The campaign now has its own Discord server now, thanks to one of the players who set it up for me based on my specs, which really sped things up as I am not super computer savvy. I’m the admin now and understand how to run the server now, but saving time on the setup was super helpful and appreciated.  There are now 3 patrons involved in the campaign, and the discord is the best way to communicate and get them involved.  The discord has already been great for die rolling, posting purchases, treasure, xp, maps, handouts, it’s really enhanced the campaign.  


This was one of the last times I could do any grandiose DM handwaving, so I had opted to move the party along all the way to Highport right outside the temple due to the fact that last session's big boss fight ended early and there was time to move things along.  I’m a big believer as a DM in moving things along, trying not to put words or actions into my players mouths but trying to always keep things moving.  The players however at the beginning of this session wanted to reconsider some things they may have done along the way to Highport, or possibly alter their route back to Orlane before departing, maybe checking in on Orlane or better helping the prisoners get home. They worked out how they wanted to distribute the magic items, opened a locked chest with some scrolls in it, cashed out small coins etc.  They decided not to go all the way back to Orlane, figuring they can return there later.  Mandigor’s player decided he wanted to drop the Cleric Npc he was running and I agreed he could roll up a 4th level druid as a replacement.  Again after this no more special exceptions.  All new PCs will begin at first level.  We agreed on a rolling method since the AD&D ability bonuses aren’t as friendly- 4d6 drop lowest, in order, but 2 stats can swap places.  You also get a final +1 to any one ability.  The Current characters were rolled up and played using Advanced Labyrinth Lord and a little ACKS thrown in.  These characters will be grandfathered in to have those B/X style ability bonuses, and a few proficiencies from ACKS, they earned it from 2 years of solid play.  The session ended with players feeling all loose ends are tied up and ready to assault the temple in earnest next session.  We will be switching to a more weekly schedule moving forward.  Hoping to add new players and diversify away from just having one main group of PCs.



Treasure and XP-  none




Graveyard-



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