Saturday, December 13, 2025

Nappendixia Campaign 3.0- Session 113 AD&D

 Nappendixia Campaign Session Report



Session #-  113 Session Date-  12/12/25



Time Passed-  2 days (5.5 hrs. In dungeon, time froze 12/13)



Roll Call-  Toadie- T9

Godhard- C8

Stigr- F7 

2x Pal hench

Kenny- M/U9

Boyo- C8

Pinstripe- F6hench

Foyt- M/U5hench

Laurentis of Red Frontier- C8

  (cameo) Boldvay the Blackened- M/U12



Adventure Log-  Play resumes on the 12th, during an event that unfolded during downtime.  Godhard’s patrols locate a merchant caravan SW of their camp by a south flowing stream.  He parleys and finds they are eager to settle with a  LG ruler who can offer them some degree of economic opportunity.  He offers them lodging in the newly constructed camp and tells them of the road that they are building.  They are absorbed into Godhard’s future domain.  During the parley, they tell the Iron Co. about a large wooden fort or steading they located to the SW in a swampy valley.  They found a safe cave complex and fortified there while scouts hiked 4 miles west and located the steading.  They observed 2 Hill Giant guards at the front doors, and noted several giants moving in and out during their watch.  They send the merchants back to their camp and put together an insertion team to investigate and hopefully rout the giants in the steading.  They leave immediately, traveling 4 hours to the caves where they find some dry goods and water left behind by the merchants, post some heavy foot and some henchmen there as a fall back camp, then forge on to put eyes on the steading.  Just as they are about to leave, from the recesses of the caves emerges a cleric in ornate plate armor wielding a sword, the party is comforted by his LG symbology and demeanor, but right behind him emerges a wizard clad in black and wearing a silver skullcap helmet.  He ominously announces himself as Boldvay the Blackened and his associate as Laurentis of Red Frontier.  He tells them he is aware of the world of Nappendixia, and has been here before, but he is not from here.  He knows of their power and efforts on Nappendixia, and though their methods may vary he applauds their efforts.  He speaks to Kenny and offers to train him should he need a trainer for future levels, seeing the dearth of high level mages in Nappendixia.  He gives him a small plastic box, a “beeper” with a 10 digit number on a small screen, saying cast Clairvoyance on the beeper and think of the number and it will alert Boldvay of your need.  He also shows him a new spell, one that can recharge energy sources on tech that runs on batteries or crystals, and offers to teach it to him if desired.  Lastly, knowing how difficult the battle with the giants will be, he also gives him over a Staff of Power and tells him to use the charges plentifully, they will be needed.  With that he explains that Laurentis is an old ally, far more honorable and noble than Boldvay himself, and he seeks to stay in Nappendixia for a time and join the party in their efforts.  Boldvay then dissipates into ether and flows into a magical cube he holds in his hand.  They happily take on Laurentis and the new group begins formulating a plan to penetrate the giant's complex.  They arrive on foot, walking 4 hours from the cave to the complex, coming on dusk when they reach the steading.  They see no guards outside as described, and note many chimney fires emerging from the structure.  Toadie moves forward to scout with silence and invisibility cast on him-  He checks the south and east side of the steading finding a gate to an open courtyard on the east wall with snarling and footpadding behind it.  On the southern side is the main entrance, still no guards, and he climbs up the side of the guard tower and looks down onto a drunken, passed out hill giant guard.  He reports back to the group and they send the fighters forward with Toadie to penetrate the tower and slay the sleeping giant.  Around the corner from the tower stairs Toadie finds 2 more passed out hill giants and they too are quickly dispatched.  They find themselves in a large foyer receiving area of the steading, and open the main door and quietly signal the others in where they begin searching the many giant bags and cloaks hung on pegs around the foyer.  They find nothing of note, wineskins, old knives, and some coppers, and search the north wall finding 3 doors- 1 center main door and a door on the east and west sides.  They hear the din of loud talking, drums, singing and movement vibrating throughout the whole complex, but noticeably coming from the main doors.  They go through the door on the eastern side first, finding a few smaller rooms, one a well made room (for hill giant standards) containing a sleeping hill giantess, she puts up a fight and clobbers Stigr, but is slain and her treasure is taken.  They also take out 2 more mostly sleeping hill giants in a barracks chamber then listen at the door of a room where they hear boisterous smashing, laughter and smacking.  They choose to avoid it and egress to the other side door, where they find a stately guest room and search it thoroughly, Laurentis finding an illusory torch in a sconce that reveals itself to be an intelligent talking giant slayer sword.  It speaks giant and has a few other powers, and tells the party he is captive of a cloud giant who has visited the steading on business with the hill giants, he has not been around the steading, only from the entrance to this room.  Laurentis is pleased to wield a NG intelligent sword, and the party moves on to another room which is simply a common store room, but not before they randomly encounter a half drunken hill giant sauntering down the hall on a walk.  They manage to take him down quickly enough, where we pause the action until next time…



Session Notes-  We froze time here with the rationale that the only limiting factor was player time, we were out of session time, but the PCs still have plenty of spells and HP.  It seems unnecessary to make the party leave the ideal situation of the noise of the giants party and the drunken state of most of the residents as a great time to silently assault the complex.  As well, they will be frozen in time jail until we resume play, whatever that date is, and they do have things in motion on their hex that they won’t personally respond to should things arise.  They will have access to henchmen not in the steading during freeze time, but it’s still a tradeoff.   We will see if it has an impact.  I did a pretty good job of running the dungeon crawl pretty RAW crunchy.  I kept track of time, light, distance, combat rounds, random encounter checks all pretty consistently, and was pretty sure on things like casting time and charging times, weapon length etc.  I think it was a pretty accurate session of AD&D dungeon exploration and combat, and I didn’t have too much cognitive load.  I did do one thing- I put a cut out copy of the reaction table directly onto my dice rolling tray so I can always see it and don't have to look through a book or shuffle of papers to find it all the time, it’s the one table that I find I don’t have in front of me when I need it so this hopefully will fix that.  And we confirmed RAW that you can cast magic missile in the surprise round of combat and cast another spell upon rolling for initiative since it’s a 1 segment spell.



Treasure and XP- Pending xp due to freeze time-  Monsters-  7x Hill Giants 12,752xp   Treasure- Gem belt 1400, comb/mirror/pin 1500, 1500gp, 110pp/550xp, Giant Slayer Longsword +2/+4 900=  16,902xp/6 PCs= 2817xp/PC.  PCs deduct 422xp from your share and give it to your hench/per hench.  Add % xp bonus if applicable.



Graveyard-



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Nappendixia Campaign 3.0- Session 113 AD&D

  Nappendixia Campaign Session Report Session #-  113 Session Date-   12/12/25 Time Passed-   2 days (5.5 hrs. In dungeon, time froze ...