Tuesday, March 28, 2023

Red Frontier Campaign Session Report 40

*7-13-26-  These reports have consistently been getting a lot of views.  If you are interested in playing in the campaign please get in touch.  Leave a message or comment here,  looking for occasional and regular players.  AD&D 1e. 



Red Frontier Campaign Session Report



Session #- 40 Session Date-  3/24/23 Time Passed-  6 days (3/34-3/29)



Roll Call-        Laughing Fox- Druid 8

10 Longbowmen

1 Pikeman

Dog Breath- Fighter 6

Laurentis- Cleric 7

Laurentis’ Henchmen

Dusty- Cleric 1

Cindy- Fighter 5

5 H. Crossbowmen

20 Shortbowmen

50 Lt. Infantry

Cindy’s Henchman

Neil Young- Fighter 3


Adventure Log-  During downtime from last session Cindy and Neil Young spend a week training with Gould, Boldvay’s fighter tank gunner, and they each gain a level.  They and the rest of the party sans Beacon, spend time in Boldvay’s dome, getting used to the curious 1 mile wide, ½ mile high metal dome with everything inside coated or turned to metal, all the ground, grass, trees, streams etc are still under the dome, but have somehow been made metallic.  They are shown the below ground area, this area was originally discovered by the party a long time ago, when they discovered the stargate to Jull-Nar and the crab vehicle.  Boldvay has built his lab down here and the stargate is down here now newly reconfigured.  They see the layout of his about to be official domain, there is a village of orcs adjacent to the north end of the dome called Rokville, and at the southern end of the dome a village of pagan humans in a village called Wickerwood.  They also meet the over 1000 Kangsta clerics living here from Brovenloft.  Boldvay and the clerics are preparing to construct a bronze pyramid to the east of the dome so the clerics can have their own stronghold.  Boldvay also tells the party of 2 other big projects he has coming to fruition.  He is very close to clearing his hex and gaining level 12 which would officially allow him to collect monthly taxes from his citizens in a fully realized domain.  He also will be able to craft a magic item upon leveling.  He shows them the Dakersaurus shell he took after defeating the Dakersaurus.  He had Glom’s armorer craft it into a shield, and will be able to enchant it to +5.  On 3/20 Boldvay heads out in his hovercar to hopefully finish clearing his hex and gaining enough xp to level.  He returns on the 24th with great success.  He has formally cleared his hex, leveled to 12, and can now train up and learn the new spell enchant an item.  After training he can begin crafting the shield.  When that is complete he will be hosting a celebration of Independence Day for the Grand Duchy of Boldvaynia.  He also returns with 80 tribesmen and a herd of wild horses, which plays perfectly into Cindy’s plan of finding, equipping, and hiring more troops to her company.  Boldvay recommends to the tribesman chief that Cindy is a great warrior and it would be an honor and a way to increase their prowess to hire on with Cindy.  He agrees to let some of his people be hired on as men at arms, and Cindy hires and equips 40 Lt. Foot and 20 Shortbow archers.  An army of this size requires an armorer and an animal trainer, and she is able to hire a level 4 Knagsta cleric newly trained as an armorer, and an animal trainer from among the pagan villagers who are adept at training wild horses.  After gearing up and hiring the new troops he joins up with Laurentis, Laughing Fox and Dog Breath and they decide to head through the stargate back to Nappendixia to retrieve the men at arms and PCs who were left behind there in Bartertown.  They assemble their large party and move through the stargate and into the hideout nexus level in the Eyeless Void Megadungeon.  Things there are mostly the same, the bulette’s dead body continues to lie there and rot, however they notice the room is more hot and humid than before, they notice the rooms to the north feel even warmer and more humid.  Not wanting to get sidetracked, they move into the elevator shaft hoping to make it back to the kenku’s area and negotiate passage down the cliffside.  The shaft is steamy with humid heat, and when Laurentis reaches into the pulley cables to begin raising the lift he is blasted in the face with a gout of boiling water and a creature made of hot bubbling water flies out of the pulley shaft and begins hovering over the party on watery wings angrily attacking.  The slight watery creature receives several blows from the party, almost killing it, and Laughing Fox begins casting a chill temperature spell, but it manages to get off one last attack, a blast of steam explodes into the room bathing the PCs and 8 of the Lt Foot in scalding water.  Fortunately Laughing Fox’s chill spell goes off right after the steam attack and the amount of damage is lessened, but unfortunately it is still enough to scald the 8 footmen to death.  With that the final blows on the mephit take it out and it disintegrates to a puddle of hot water.  After the combat they move up the shaft and stage their army just outside the trap door that leads to the kenku area.  Knowing there are giant rats in the next room, Laughing Fox casts invisibility to animals and moves alone through the trap door into the room, giant rats scurry about but ignore him.  He moves east towards the kenku area and their cliffside exit.  After a few minutes he bumps into 2 kenku and has an awkward wordless conversation with them.  He is able to negotiate passage for the whole party to be flown down the cliffside for 1pp per PC and 1 gp per henchmen/troop.  It costs several platinum and over 70 gold but they get the party staged at the bottom of the cliff.  Laurentis asks about his 2 henchmen who were possessed by the astral searchers, he left them with the kenku in the hopes that they would improve or resist the possession.  The kenku report that they never changed, and their strange evil eventually unnerved them and they flew them out of the mountain and left them on the ground to their own devices.  Laurentis is convinced that the henchmen are both unsaveable and not much of a threat to this land so decides to just let them go and not worry that they will cause much trouble as they are only 1st level.  They moved through the stargate in the late afternoon, and now it is dusk and they decide to camp at the base of the mountain rather than get a few hours of travel away from the mountain.  They locate an indent in the rocks and see it as a good place to camp out of view.  However, a series of 6 large spiders flow out of the rocks to defend their lair.  Dog breath and 2 spearmen are bitten in the combat, dogbreath resists the poison, but the 2 spearmen collapse from the spider poison.  One is beyond help, but Laurentis casts neutralize poison on the other one and is saved.  The rest of the night's rest and 2 days travel to Bartertown go uneventfully.  They arrive in Bartertown and quickly track down their people and horses.  They try to come up with several ways the horses could possibly be lifted up the cliffside, could they hire a mage to levitate them?  A few ideas are tossed around, but ultimately they decide it's too much trouble and instead donate the horses to Papagallo in exchange for his hospitality and alliance.  The full complement of troops, plus the PCs who stayed behind, Ricarda, Arthur, and Robin all fall into formation and begin the trip back to the megadungeon to head back through the stargate.  However, the greatest threat of the session was yet to occur.  In the morning of the first day of travel away from Bartertown, the party sees a familiar and fearsome sight.  The large red dragon they spied in the sky the last time they were in Nappendixia again appears in the air, and this time he does not ignore the party.  The dragon makes a loping pass around in the air and swoops over the long line of the party and blasts the front third of the line with fire breath.  Dog Breath Laughing Fox and Laurentis make their saves but are still badly burned, and Dusty and 5 spearmen and 10 lt foot are incinerated to ash.  As quickly as it started it is over as after the gout of flame the dragon flies off with what might be a smile on its face.  Nelson the dragon lets the party know who is the top level predator in this area.  After policing up their dead, they move on and get to the megadungeon mountain without any further attacks.  They are able to signal the kenku in the dusk light and pay their passage up the cliff.  They return to the stargate and make it back to Red Frontier.  Boldvay meets them as they return to the dome.  He tells them about a ruined keep of over 150 brigands he found about 30 miles south of the ruins of Potsfort.  They could pose a threat to any settlers trying to rebuild Pottsfort, and would make a good target for a fledgling army looking to get some experience.  


Session Notes-  So this was an impromptu session.  I was not planning on running a game, but this particular Friday Cindy posted asking for a session so they could travel back to Nappendixia and retrieve her mounted troops and try to find more troops for her warband.  I happened to have the evening free, so agreed to run a session and 2 other players also wanted to jump in.  Also, it’s a really good feeling when players ask you as a DM to run extra sessions, it means they enjoy the game and continue to think about it, so I wanted to accommodate the request.  It was a totally open session, no agenda on my part, Cindy spent a good hour of the beginning of the session looking at what troop types she had available, how much it would cost to equip them, how many sergeants etc. are necessary, and what support staff (armorers, animal trainers etc) were also needed for her.  It was really interesting to watch this process.  Cindy’s player is well versed in the rules for constructing armies.  This has been a growing topic recently in online gaming discussions-  the effectiveness of mid-level fighters as leaders of small armies as opposed to adventuring with a group of PCs.  The online community has attacked this topic with vigor, and lots of different players with mid-level fighters are weighing in on how the process is going for them.  I found watching Cindy going through this process to be very interesting so I asked her player to write up a little blurb taking us through their thought process- what kind of troops are they most interested in, what troops are they finding not very effective, what’s the overall goal i.e. how big do you see this army getting etc.  I thought going over those kinds of questions would be interesting for the session report, and Cindy was gracious enough to write a nice piece taking us through their process.  here it is-



 As requested: Deja Cindy's Downtime Decision Debrief 


Situation: Deja Cindy (L5 Fighter) has just returned to the Red Frontier from Nappendixia. She is looking to build a warband and fulfill her dream of becoming a warlord.


 In her party she has L3 Fighter Henchman, Neil Young. For mercs she has 10 Light Foot and 5 light crossbowmen. She also has on retainer 12 mounted x-bowmen and 20 horses that had to be left in Nappendixia. She wanted to find a way to bring them back to RF and some others needed to go back as well. Fortunately, Boldvay had just come back with some mercs that could be hired. Here is how that went: Available - 


80 tribesmen, whose composition is: -20 Heavy foot -40 Light Foot -20 short bowmen


 As L5 Cindy can command as many scores of troops as her level, so 100 troops. With a L3 henchmen, he could serve as a Lt and extend my number by 10x his level, so, 30. HOWEVER, the purpose of Lts is to extend the command of Captains AND Captains can only command 1 troop type. So in order to have this Lt expand Cindy's leadership, she'd either need to be commanding all one troop type. 


This led to the final decision to hire the 20 short bow and the 40 light foot to bring the total force to 87 and keep Cindy under her cap with: - 50 light foot - 20 Short bow - 5 xbow -12 mounted xbow


While on the adventure Cindy lost 10 light foot. So now that Cindy's back she will work eventually to hire 60 more light foot and that dude's 20 heavy foot. Hire a captain (possibly the tribal chief), and fill out the Lt ranks. That tribal chief was lvl 5 so he could command 5 Lts, and eventually bring the light foot contingent to 250 (100 - captain, 30 - Lt x 5)


As you can see there’s quite a lot going on here, almost a mini game within the game-  managing your money to maximize the effectiveness of your troops, choosing more cost effective troops over others, and figuring out the best way to acquire new troop contacts.  The one aspect that is not well-spelled out in the rules is the finding/acquisition of new troops.  There is a chart on DMG pg. 30 for random rolling for finding troop types, but it is unclear how often a player can roll on the chart.  I suppose you could look at the rules for acquiring henchmen and make a ruling based on that, but I came up with something that made sense to me.  For every week a fighter looks for troops in a populated area they can roll once on the chart.  If they have a fighter henchman assist in the searching, they can get 3 rolls for every 2 weeks spent searching.  Non-fighter characters could also have access to the chart, but to a lesser degree.  During this session Cindy initially asked Boldvay if she could draw troops out of his domain’s population, and because I know exactly what troop types my population consists of, rolling on the chart was not the way to go.  For example, there are no Heavy Cav in Boldvay’s domain, so Cindy would never be able to draw that troop type from Boldvay.  As Cindy drew troops from Boldvay’s people I would cross those people off my citizens list and transfer them over to Cindy.  However, Boldvay just made 12th level and can now start  collecting taxes based on his domain population.  So as I let Cindy draw citizens out of my domain it lessens my tax base.  I allowed Cindy to draw from some newly found tribesmen I was just bringing into my domain.  Cindy has already taken 60 of the 80 tribesmen available, and will likely hire the last 20 and the chief too.  Boldvay can’t really afford to lose any more population, but he was still able to assist Cindy.  He offers to teleport her to the Power Station, the current location with the largest population on the game map.  This is a non-descript population, and a much larger one at that, so it would make sense that here Cindy could just make straight rolls on the table to acquire troops.  This new aspect of the game is one I'm very interested in pursuing, as is Cindy’s player.  They are already looking for a threat to put their army up against.  I’m definitely looking forward to running some mass combat with Cindy’s growing army.


PS- One last thing- the dragon that breathed on the party.  That came about completely from random die encounter rolls.  If you remember from last session, the party encountered a red dragon which flew overhead and made no notice of them.  That was the result of rolling a 20 on the table (the only number for dragon)  then making 2 reaction rolls for the dragon, a. Would he notice, and b. Would he care?  The first time he rolled on the friendly side of the table both rolls, so he ignored the party.  But amazingly, on this session, the very next trip they tried to take from Bartertown to the megadungeon, I again rolled a 20 for dragon on the random encounter table after the party had triggered an encounter.  It was too serendipitous not to make this dragon a permanent fixture of the campaign, so after it breathed I rolled a reaction roll, and this time it came up friendly, so I had the dragon say “HaHa” and fly away, instantly causing a response from the party naming the dragon Nelson after the kid from the Simpsons.  Thus the birth of Nelson the dragon completely through emergent play through random tables.  I’m looking for a patron to run Nelson, get in touch if interested in running a red dragon patron.



Treasure and XP-  Monsters- Steam Mephit  243xp,  5 Lg Spiders  385xp, Nelson the Dragon meet and greet 1000xp= 1628xp.  Treasure-  Mephit  9pp,  Spiders  40cp, 45sp, 10ep, 24gp, 15pp= 153xp= 1781xp total.  / 4 PCs= 445xp each, PCs with henchmen- 379xp, 66xp for the henchman.  Add % bonus if appropriate.



Graveyard-   (Death’s Door)- Robin- brought to -1 by the Caryatid Column, needs 1 week bed rest. #34


3 Mercenary Pikemen killed by a spiked pit trap in the Chambers of the Eyeless void, 1 at death’s door, needs 1 week bed rest.  #35


2 Longbowmen killed by a Poltergeist in the Eyeless Void Megadungeon. #38


Ned- Magic User 1 and Lucky- Illusionist 1- souls destroyed by Astral Stalkers, Alemondro- Fighter 1, 2 pikemen- squashed by a Bulette, 5 Heavy Crossbowmen killed by Gorilla-men.  #39


Dusty- Cleric 2, 10 Lt Foot, 5 Longbowmen-  fried by Nelson the Dragon,  8 Lt. Foot- scalded by a Steam Mephit.  #40





Sunday, March 26, 2023

Housing the Appendix N+ collection

** Updated 10/2025**





 Built a bookcase to house my growing Appendix N+ collection.  Here it is in loose chronological order. (Plus a shelf of oversized books)





Saturday, March 18, 2023

Red Frontier Campaign Session Report 39

*7-13-26-  These reports have consistently been getting a lot of views.  If you are interested in playing in the campaign please get in touch.  Leave a message or comment here,  looking for occasional and regular players.  AD&D 1e.



Red Frontier Campaign Session Report


Session #- 39 Session Date-  3/10/23 Time Passed-  3 days (3/10-3/12)  




Roll Call- Laughing Fox- Druid 8

Dog Breath- Fighter 6

Laurentis- Cleric 7

Laurentis’ Henchmen

Ned- Magic User 1

Lucky- Illusionist 1

Dusty- Cleric 1

Alemondro- Fighter 1

Beacon- Cleric 5

10 Longbowmen

3 Pikemen

Cindy- Fighter 4

12 H. Crossbowmen

12 Mounted Crossbowmen

10 L. Foot

Neil Young- Fighter 2 (Cindy’s henchman)



Adventure Log-  The party arrives back from its first exploration of the megadungeon mountain on the morning of 3/9.  The last thing they saw upon departing the area was the presence of bird men flying out of a cave mouth high on the eastern cliffside of the mountain.  The divinations they had performed prophesied that the bird men could be negotiated with and can lead the party to the 7th level.  They spent their travel time thinking on how to best use their clairvoyance spells from the apprentice caster, and ideas on how to negotiate with the bird men should they locate them.  They decide to have the caster perform a clairvoyance  on the eastern side in the early morning and at dusk.  The first day of casting reveals nothing, but morning cast on the 10th shows more bird men flying out of the cave mouth and arcing off to the north out of view.  He gets a decent description of these bird men, and their appearance is described by the following picture- During the 2 days Cindy also manages to hire some more mercenaries, she finds and outfits 12 heavy crossbowmen, and 12 mounted crossbowmen.  Shortly after the clairvoyance on the 10th they gear up and head out for a second assault on the megadungeon mountain.  Early on the first day of travel the party has a close call.  Moving through the scrub, the Feral Kid guiding them, a large red dragon flies overhead.  In a moment of pure terror, they quietly elect to casually spread apart, aware that a dragon breath at tight quarters could mean death for the entire troop.  Fortunately, likely through no effort of their own, the dragon passes overhead enticing or uncaring of the party below.  The rest of the travel goes uneventfully until the last morning, when early in the dawn light a patrol of 10 gorilla-men locates their camp and attacks, Cindy, Neil Young, and 10 crossbowmen are on guard to receive the attack.  The charging lances of the gorilla men take out several of the crossbowmen, but the party quickly counterattacks and takes out the riders with weight of force as they are surrounded and cut down by melee weapons, one gorilla- man is kept alive as a prisoner and charmed.  He reveals that long standing feud between themselves and the manlings.  Both tribes are drawn to the mountain and seek to establish a fortress here and keep the other at bay.  He tells them that the manlings occupy the keep at the north end of the mountain, and they occupy the southern end and the lower top level of the megadungeon.  He tells them the gorilla men do not inhabit deeper into the dungeon, and the party decides that finding the bird men is still the best course of action.  They arrive at the mountain on 3/12 and proceed to the east side under cover to scout and observe.  After watching the cave mouth for a while with no presence of creatures, Laughing Fox uses his shapechange ability to transform into an eagle which then flies up and enters the cave mouth.  Walking down a few corridors he comes face to face with several bird people.  He tries to communicate with them, they seem to not speak any known language, they regard each other with looks and gestures.  Laughing Fox then transforms back into a human, and one of the bird men opens a door behind him and enters the room.  A minute later, a human emerges from the room.  He greets Laughing Fox and says he recognizes him as a druid, but not one from around here.  He says yes he is from a far away world called the Red Frontier.  He explains that he is with a group of explorers from his homeworld and they seek a way home, if they can find the 7th level of the dungeon they can return home.  The birds say they will show them the way to the 7th level, but there is an odd room near their lair on this level that they are afraid of.  It seems to have mystical powers, and they have lost several of their own exploring the room.  Laughing Fox negotiates that if the bird men assist in flying the party up to the cave mouth, they will explore the room and try to eliminate the threat.  The bird men agree to bring up 10 party members of their choice to explore the room.  Upon success, they will fly up the remainder of their henchmen and men at arms and show them the way to the 7th level.  Both parties agree and they set out being led through the dungeon, through a couple of secret doors and into an area lined with the same green tiles around the floor and doors identical to the stone tiled rooms of the dungeon beneath the Power Station.  The kenku, as the bird men are known, begin to attempt to pick the locked door, but Beacon produces a green key and says this will open the door.  Mystified how these strangers had a key to this door, they step aside and the door is unlocked, revealing a new area of the dungeon, this one lined with orange tile.  They are led west through the orange section, past a few doors and intersections to a door rimmed with orange stone.  The kenku say this is the room they fear, and they retreat back down the corridor to await the party’s return.  Laughing Fox uses warp wood to bend the beams of the locked door and the party enters.  At the far end of this large room is a dais holding a creepy statue of a man whose skin is split down the middle and emerging from the man is a hideous purplish monster with one large central eye.  Also in the room is a contraption of different colored metal spheres on metal armatures.  Upon entering the room, the machine activates and the spheres begin spinning around themselves and around a central point in the room.  As the spheres start spinning, occasionally a ghostlike form will peel off of the sphere and begin flying around the room.  This happens about 15 times, and as the room fills with these 15 ghostlike forms with evil, hateful faces, they begin to attack the party.  Remembering their encounter with the poltergeist, several of the clerics try to turn the creatures, but they are unaffected, these aren’t undead.  However magic weapons, and even mundane weapons seem to have an effect, and eventually all the ghosts are defeated, but not before wounding several party members, and reducing Laurentis’ illusionist and magic user henchmen to possessed shells, their own personalities gone and replaced with evil, angry personalities.  Others who were injured by the ghosts find their injuries to be illusory.  Laurentis ties the henchmen up, hoping their true selves can be brought back.  They meet back up with the Kenku in a chamber in the orange area.  This room has a mosaic tile on the floor of a closed eye.  Upon entering the room and telling the kenku of their battle with the spirit creatures the mosaic tile eye begins to open as the tiles magically rearrange themselves into an open eye.  Thinking quickly, Laughing Fox tries to stab the eye with his magic spear.  The tiles are unfazed by the attack, but flowing up from the eye a swirling vortex forms in the cylindrical space above the tiles and draws Laughing Fox in, spinning him and swirling him around in the vortex.  Inside the party sees a small silver sphere spinning within the vortex, seemingly the only solid part of the creature.  The following round a second vortex forms and draws a kenku into it, spinning him furiously.  Laughing Fox begins to take damage from the vortex, but Laurentis with his massive strength from the gauntlets of ogre power grabs him and yanks him from the vortex, Laughing Fox goes flying through the air but deftly lands on his feet freed from the vortex.  Through various attacks, the party reduces the 2 vortex to nothingness.  The kenku are very thankful, first for clearing out the ghost room, and second for saving them from the vortices.  They pay the party 100pp additional in thanks, and assemble their mercs and lead them to a chamber in the south of this area.  Here they open up a trap door in the floor revealing a square shaft with a staircase carved into its outer edges.  They descend about 5 levels to a metal platform that can be raised and lowered via thick cables arranged around a pulley system.  Identical to the metal shaft and platform in the Red Frontier hideout.  They must be entering the nexus point, they lower the platform down into that area and see it to be identical to the hideout they know so well.  Curious to find any threats before they begin setting up the stargate, Laughing Fox transforms into a mouse and creeps into the next chamber from which the party hears the chanting of a spell being cast.  He sees the red haired cleric that formed from the pile of guts and bones in the power station dungeon, the one that then jumped through the tapestry into Nappendixia.  He appears to be casting a spell, and is surrounded by 10 gorilla-men soldiers.  Mouse Laughing Fox returns to the party and tells them what he saw.  They decide to take him out with the explosives they have.  They prep them and burst into the room prepared to throw.  Just then the red haired cleric completes his spell and phases out of view, likely plane shifting to another dimension.  The gorilla men remain to take the brunt of the explosions and they are incinerated.  However, the explosion causes a huge tremor, and part of the back wall of the chamber collapses.  Whether the explosion collapsed the wall, or the tremor of the explosion attracted a huge creature which collapses the wall as it bursts through.  Nonetheless the party is now faced with a massive armored creature with 4 feet and a massive beak like snout.  They try to crack through its armored plates but it is very difficult.  They do some wounds to it but it is slow going.  The bulette crashes into the set spears of the pikemen and slays 2, then seriously wounds cindy.  Things are not looking good and Beacon begins casting dispel magic on the stargate envelope, hoping to get the party to escape should they be unable to defeat the bulette.  The next round brings much more luck and skill to the party and they against all odds do considerable damage.  The creature reacts with a last ditch attack exposing its soft belly but getting off 4 attacks on 4 different victims.  Laurentis fighter henchman is squashed outright, but the others survive their attacks.  They manage to slay it by the weight of hits on its soft belly and the creature dies.  The druid harvests several of its armored plates as they can be crafted into magic shields, and the stargate finishes growing to full size and engages into active function.  Through the activated stargate they see the interior of Boldvay’s metal dome, everything under the 1 mile wide ½ mile high dome is made of or coated in metal.  They step through the portal and a surprised Boldvay is pleased to see them.  They promptly tell him of their success and eagerly await the other half of their pay.  He shows them around, the lower level contains the stargate, the upper level his main fortress.  He shows them the village of Kangsta clerics, the tribe of orcs, and the human pagan village run by his druid Britt.  He is grateful, and lets them know that the stargate has now been set up to travel to Nappendixia, Jull-Nar, and Red Frontier and back.  This is good as some of the party, Arthur, Ricarda, Robin, and several mercs were left behind in Bartertown, and they would like to at some point return to get them.  Boldvay tells them they are welcome any time to stay in his dome as a safe downtime location, and he will send them through the stargate should they want to use it again.  He also offers to teleport anyone who wants to stay somewhere else to a different location, and Beacon gets teleported back to the Power Station, the rest stay with Boldvay.  Well deserving of a long rest, the party begins their downtime on 3/13.



Session Notes-  So the adventure is over, the stargate mission has been completed and the PCs made it back home. It was a very fun ride running this adventure.  The player base was excellent, attendance was very good, I’m pleased as a whole on how everything went.  It’s also probably the perfect time to end things at least for a while.  Elffinder is looking to get his game back and start his short Star Wars campaign.  I’m looking forward to being in that as a player, and joining another game as a player.  In all, between the 2 campaigns I've been running since mid January, I've run like 14 sessions in 8 weeks and written like 50 pages of session reports.  I really feel the session reports are important.  They allow any player dropping in or just joining access to the group’s whole history, and it’s a very easy reference point from session for tracking time, xp, and all kinds of session info.  Running so many sessions was a ton of fun, excellent practice, and it really advanced both of my games, and managed to link them together for future adventures.  New players got to check out my campaign world, and maybe seeds are planted to get some cross pollination of the campaigns, getting some new players or patrons would be excellent. The intense period of DMing was a blast, but I'm definitely ready for a deceleration.  IT’s never good when fatigue sets in and you still are trying to get things done as a DM, like writing session reports when you can’t find the motivation or running sessions to get things to a good slow down point but not feeling it and the session goes flat.  It’s important to take the break before you get to that point.  Also something that came up was the sort of balance of keeping the game accurate, and keeping the play emergent and not railroady, but being cognizant of real world issues.  For example, I told the players in advance that this upcoming session they could likely finish the adventure.  I did this because I knew in the real world we only had one or 2 more sessions before the star wars game started, and I knew we’d lose momentum/participation if we didn’t complete the adventure and tried to come back to it later. I wanted people to enjoy the satisfaction of concluding the adventure, should they defeat all the obstacles in the way of that goal.  By telling them in advance they could do it in one more session, it got them more focused to get a lot completed in that session, and they also knew not to treat the mission like a long dungeon clearing slog.  It gave them confidence they could get down 7 levels through clever play, not room clearing combats and they persevered and we all buckled down and got a lot done in the climactic final session.  




Treasure and XP-  Monsters-  20 Gorilla-men  920xp, 15 Astral Searchers  1305xp, 2 Vortex  130xp, Bulette  2900xp= 5299xp   Treasure-  100pp= 500xp= 5755xp total.  Beacon, Dog Breath and Laughing Fox get 1151xp each.  Laurentis and Cindy get 979xp and their henchmen (Dusty and Neil Young) get 172xp each.  Add % bonus if appropriate.  Beacon, Laurentis, Laughing Fox, and Cindy also get 7500gp treasure and therefore 7500xp from Boldvay’s mission reward.  PCs can choose to tip out their henchmen from 0-15% of this sum.  



Graveyard-  (Death’s Door)- Robin- brought to -1 by the Caryatid Column, needs 1 week bed rest. #34


3 Mercenary Pikemen killed by a spiked pit trap in the Chambers of the Eyeless void, 1 at death’s door, needs 1 week bed rest.  #35


2 Longbowmen killed by a Poltergeist in the Eyeless Void Megadungeon. #38


Ned- Magic User 1 and Lucky- Illusionist 1- souls destroyed by Astral Stalkers, Alemondro- Fighter 1, 2 pikemen- squashed by a Bulette, 5 Heavy Crossbowmen killed by Gorilla-men.  #39





Nappendixia Campaign 2.0- Session 36

 Nappendixia Campaign Session Report



Session #-  36 Session Date-  3/15/23 Time Passed-  4 days (1/9-1/12)


Roll Call- Mandigor- ½ Elf Fighter 4

Malden- Paladin 4

Gunther- Dog

Gregory- Paladin 2 Squire

Thantas- Elf Assassin 4

Gruumsh- ½ Orc Thief 5

Ulster- Druid 4

Henchmen

Barry the Caveman

Julius the Caveman


Hirelings

Mondius- Fighter 2

LaSalle- Fighter 3


Adventure Log-  After resting briefly from the combat with the Aspis, the party looks at its many options on directions to go, and decides to head south into another rough chamber, this one containing 2 pits filled with grain and some skins filled with what may be honey.  They opt not to touch anything at first, but when nothing stirs, Mandigor prods into the pit of grain only to be struck out at by a gray pseudopod.  An ooze is nested in the pit, it misses, but the party retreats from the room, realizing they are more injured than they thought from the previous fight, they decide to sneak back out of the trap door and out the ruined front room of the hideout back to their own hidden camp to rest and heal.  While there Ulster adds another of his cavemen henchmen, Julius, to the party, and has him and the other cavemen prepare some wooden spears, realizing their value in the close corridors of the dungeon.  It takes 2 days of resting and casting to get the party healed, and during that time, on the second evening, the party spots another adventuring party sneaking up for a rear approach at the slavers hideout.  They recognize one of the members to be Rev. Ramsey, their former member.  Gregory the squire sneaks down the rocky outcropping and safely parleys with him before they make their approach.  The party has Gregory negotiate with Ramsey to coordinate the 2 parties, Ramsey will enter the hideout tonight from the southern secret door, and the heroes will enter the hideout at dawn from the NE ruined room.  From there they will look for each other and hope the mayhem each party causes will aid in the success of the other party.  Gregory returns and says that Ramsey and his party of 4 other adventurers and 8 Lt. Foot agrees and wishes them success.  Upon entering, they quietly and safely make it back to the trap door room, but find it has been locked since they last passed through the trap door on the floor.  Mandigor decides to smash the lock and drive an iron spike into its keyhole, which he does successfully, but it draws the attention of a patrol of orc guards who burst through the door of the room and fire a volley of bolts at the party, some are injured.  Draden’s sleep spell does the heavy lifting in taking them out, and the rest of the party quickly eliminates them, they were only able to get one call for help out, and after pausing and listening, they hear no orc allies movement.  Draden casts invisibility on Gruumsh and Thantas so they can be set up for a backstab.  They proceed back to the grain pit room with the gray ooze, toss some oil flasks in and from afar Ulster casts produce flame, and the dry grains go up in a flash of smoke and flame.  They are pushed back away from the room into the previous chamber and a stream of angry ants begin pouring from the small passages and attack.  They handle them for a few rounds, aided greatly again by a sleep spell from Draden, but then 3 larger soldier ants arrive to harass the party.  They are taken down by some strong melee swings and 2 good backstabs from the thieves.  Recovering from the combat, where both of the henchmen, Mondy and LaSalle were seriously wounded, Mandigor decides to put his Elven Boots to good use and silently move down the tunnel, trying to find the queen or main lair so an assault can be planned.  He makes it silently to the east past several small ant passages, but encounters nothing.  The tunnel bends south and he continues another 80 feet where the passage branches west once then dead ends with a trapdoor in the ceiling.  Not wanting to go any further alone, he heads back to report to the party.  However, when he reaches the area with criss-crossing ant tunnels, several creatures move into the main tunnel and bar his path, preparing to attack.  The session ends.



Session Report-  I’m thinking this module adventure may be down to its last couple of sessions, and it worked out really well to pause time right before a surprise combat type cliffhanger end to the session.  I won’t be really able to do this kind of thing again, as after this adventure ends this party will begin to follow 1:1 time.  It was interesting to run the last few sessions in 1:1 time with the other party, then shift to freeze time with this group.  One of our players was unavailable due to kids sports obligations, so this party kind of had to take a hiatus.  That’s one big kind of connection or game philosophy- that the game time is paused in between sessions, and that game sessions are generally not run if the whole group is not available.  That’s a major way a lot of groups play, and some groups can’t consider any other way to play.  This philosophy causes problems because it creates an environment where lots of game sessions get canceled, at least in a group with several adults with families game night often has to take a back seat to real life stuff.  This obviously leads to stagnation and slow progress and an often fizzling of campaigns, and leads to the mindset that the game can’t progress in any meaningful way unless the whole group is present.  I think the players that were available for the 1:1 sessions of the last few weeks really saw how it changes things.  They were better able to envision the campaign as a stable of characters living in the game world that can be picked up and used for a few sessions, then deposited back into the background of downtime so other characters can be used on adventures, and not a single storyline where their one set of PCs are the sole main characters.  They also began to think of ways to better use downtime to their advantage and started to use hired troops to assist them, all staples of good 1:1 time play.  They also realize that the game can make meaningful progress despite an absent member, not just running an unconnected one-shot or something like that.  The episodic style of play means whatever party actually is present on game night can advance whatever main storyline the party has chosen to pursue, or they could decide to use alternate characters or just take their preferred characters off to do something else for that one session and it's still meaningful to the game.  Things are progressing nicely and I’m looking forward to fully changing over the campaign from a module based one to an emergent play one.  


Treasure and XP-  Monsters-  Gray Ooze  295, 15 Worker Ant  570, 3 Soldier Ant  246, 7 Orc  112, Orc Sgt  62= 1015xp.  Treasure-  48gp from the orcs.  48xp.  Total-  1063xp  / 6PCs  PCs without henchmen get 177xp, PCs with henchmen get 151xp and their henchmen gets 26xp.  Apply % bonus if appropriate.  



Graveyard-  Larry the Caveman-  died from orc crossbow bolts in the Slavers Hideout. #29


        Captain Caveman-  died in combat with an Aspis Drone in the Slavers Hideout #30


Featured Post

How to Play D&D Like A Wargame

  How to Play D&D Like a Wargame "A s far as I know, this is the most comprehensive and most practical description of BrOSR play in...

Popular Posts