Nappendixia Campaign Session Report- AD&D
Session #- 115
Session Date- 12/26/25
Time Passed- 12 days (catching up with 1:1 time)
Roll Call- Kenny- M/U9
Boldvay- M/U12
Adventure Log- As the party reprieves from their recent combat in the Hill Giant Steading, Boldvay teleports into the place to check on them and offer any of his remaining spells before he departs to find a hex in Nappendixia to call his own. Yes he plans to begin a faction here on Nappendixia. He finds Kenny, and they decide to push forward just the two of them to see if the 2 wizards can take on the next few rooms with speed and deadly destruction. They decide to use Silence cast on a rock as sort of a silent buffer. It can be used to mask forcing doors, and to sneak forward and step out of the silenced area to cast. The 2 wizards check the other room in this general area and find it to be another common supply room. They leave the party there resting, and move north through the western section of the steading. Smelling strong cook fires. They force a door and behind it is a large kitchen filled with giantess cooks, ogre servants, and orc slaves. Kenny drops a Fireball, and Boldvay a stinking cloud, and most of the room is taken out save a single giantess cook who tries to bolt down the hallway but she is slain. There is a back portion of the large kitchen and they move into there to quickly search it. They find a smaller store room off that second kitchen and in there amongst the food wares is a staircase leading down. They boldly decide that they will rush down there, confront one thing down there and then rush back up back the the party and out of the steading, back to camp. After all, they left no real leadership behind at the camp for any unseen emergencies. They move down the stairs into what appears to be a large central square room, many doors and corridors leading in all directions. Kenny knows time is of the essence, so he looks for the most ornate or at least well maintained door, and they choose that one to investigate. Behind it is a massive Hill Giant, one eyed and stooped, but massively muscled and battlescarred. With him sits a pet Ape, ready to attack. Boldvay casts Confusion on the hunchback hill giant, and it works, the giant is stunned into inaction. The Ape attacks but misses Boldvay, but a second one leaps down from a hidden loft above the door to also attack Kenny, hitting him but the damage is prevented by his Stoneskin spell. Kenny does damage with a magic missile and Boldvay captivates an ape with his Rod of Beguiling. Kenny then uses a Lightning Bolt bounced off the wall to get double damage on the enemies, slaying them. They search the room and find gold, gems, and a clay pitcher with four doses of Water Breathing. They also find that the hand axe the giant was using is +3 and can be wielded as a battleaxe by human sized creatures. They depart back up the stairs and regroup with the party and they flee from the steading before any alarms can be raised. They spend the next 6 days in the wilderness searching some of the undiscovered hexes in the area. They find them to be mostly forest hexes, and one day are set upon by lions, who track them from a distance, but the party eventually loses them. The party makes it back to their camp on the 22nd, to find that a work crew that was doing some logging was attacked by wild dogs and 4 men were killed. They have made a dent into the steading, but many more giants remain to be dealt with, plus the threats and unknowns of the revealing hexes are starting to mount.
Session Notes- We all learned a little about using freeze time- I offered it as an option to the players because the hill giant module I’m running starts with a situation where the giants are occupied and unaware at the start and I wanted to allow that to continue despite the actual game session ended. However the players ran into an issue almost immediately. They took all of their major PCs into the steading and into freeze time, so there wasn’t anyone in their camp to respond to issues that came up, or basic running of the camp. I allowed them to appoint Ligurd Modred as temporary leader, but another issue was the time in between sessions can be lengthy, and a lot can happen in downtime to a freeze timed party. I had some post-Christmas freetime, so Kenny’s player and myself got together for an impromptu session sort of inspired by the old GI Joe comic book issue 21 “Silent Interlude”. I figured we’d have some fun sneaking around the steading trying to take out some smaller groups, and we did, we dumped a bunch of spells. It was fun adjudicating higher level spells, ones I haven’t adjudicated a million times before. It also gave the party the ability to drop out of freeze time and catch up to real time. That’s why they had to spend some time in the wilderness exploring hexes. Events back at the camp had already happened without them, so they couldn’t be there until after said events happened. After all was said and done, they ended up making it back to the camp on 12/22, and thus had 5 days of downtime where they could have issue orders to their troops or done anything else. I think moving forward we will avoid freeze time, it causes too many problems especially with catching back up. Instead I think I’ll try to offer longer game sessions when possible if time is an issue. Also it’s nice now to be able to do sessions with a small number of high level PCs it’s a nice change, and I’m definitely selfishly getting my PC Boldvay into the mix to enjoy the fun of higher level play.
Treasure and XP- Monsters- 5 Hill Giantesses, 11 ogres, 29 orcs, Hunchback Hill giant, 2 Apes. Treasure- 100gp gem, Axe +3, Water Breathing potion x4, 5400gp, 5x 500gp gem, 4x 100gp gem= 24,603xp/ 2PCs= 12,302xp each
Graveyard-
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