Saturday, October 24, 2026

Nappendixia Campaign 3.0- Session 144

 Nappendixia Campaign Session Report



Session #-  144



Session Date-  10/23/26



Time Passed-  11 days



Roll Call-  Boyo- C8

Kenny- M/U11

Godhard- C11

Jirel/Roland- P5 hench

C4/C5 hench

Laurentis- C10

Atagon- C9

F8 hench


Adventure Log-  Realizing that they need access to the Cubic Gate Training Station in order to better understand the portals, both the cubic gate portals, and the newly formed Diablo portal, in the hopes of finding and defeating the Loc-Nar, the high level clerics around Fort Dawnbreak meet, pray, and study to learn everything they can about undead and how this area could have been transformed from the Nappendixian Badlands into a dark, spooky, haunted house.  They prepare spells, magic items, and holy accoutrements, and reinforce their transport wagon and service the White Ford Bronco in preparation for the long trek NW to the North Station location.  After 5 days of prep, they head out, and the wilderness and fate are kind to them, the Bronco likely keeping them abreast of some encounters. They arrive safely at the spooky haunted house location after 4 days of driving.  It is shrouded in about a quarter of a mile of night-like darkness.  They assemble a marching order 3 wide, and enter the haunted night, past a creaky iron gate, owls, croaking, frogs, and fluttering bats.  They step onto the wide Victorian porch and see 2 sets of double doors and enter via the western set, the upper floors of the house obscured in mist.  They enter into a mansion of wide halls set with marble tiles and begin investigating the nearby doors, their lights sources working but at half strength.  The first room is a conservatory filled with dusty musical instruments and fine furniture, and are beset by a pair of spectres and some wights and zombies.  They are able to turn the spectres who flee and destroy the rest.  Searching the room they find a red dress and keep it as it may be meaningful.  The next room to the north is a billiards room, and they are attacked by some wights and zombies.  After slaying them, they search the room and find a bloodied wrench in the workings of one of the pool tables, as well as a green outfit.  Somehow they innately feel like they know this mansion, and think they need to assemble these clues they are finding and use them to deactivate the mansion and its effects and inhabitants.  They move on, hoping to find more clues.  But are surprised in the hallway by a swarm of bats and the formerly turned spectres.  Kenny tries to slay one with magic missiles, but is level drained by it before the party defeats them and the bats are shooed away.  The next room is a library where they fight ghouls and find a knife and a bloodied blue outfit.  They move on the hall to the room in the NW corner of the mansion- the study.  In it a pair of wights try to surprise them ineffectively, and after searching they find a coil of rope.  They take a hallway going east and the first door they come to opens into a grand hall containing a host of undead-  2 spectres, 5 ghoul, 2 ghasts, 2 wights, and 10 human minions of the undead, seated around a table playing a strange game. All of them are led by a beautiful woman who looks like Elvira wearing a white gown, she is a vampire cleric and tries to turn the paladins with her evil holy symbol.   They resist and a massive melee ensues, many undead are turned or destroyed, the minions and spectres are fireballed, but not before Godhard, the paladins, and Atagon’s henchman are drained of life energy.  In the aftermath they search the room and find a permanent bloody spot on the floor.  Thinking there must be a connection, they produce the bloodied wrench and the bloodied blue outfit and place them on the bloodied spot in the hall.  When they do this the darkness begins to dissipate, the mansion begins to disintegrate and the undead still creeping about the house begin to swirl into a large vortex of evil energy.  It all swirls around in magic haze and spirals down into nothingness, likely returning to its home plane, or at least a different plane.  When the swirling and magic and darkness all subside, the party is left standing out front of the old North Station, in the stark sunlight, as they remember it in its Nappendixian native state.  The 3 story structure with the odd ruined shopping mall at its base.  They search it and the upper floors still contain the cubic gate training manuals and suits, and the star gate structure, it’s all there as they left it, and after some study they realize that they can train themselves to learn to navigate the gate portals into different realms of their choosing.  They also theorize that they can figure out how to use the training modules and stargate as a radar to try to locate the Loc-Nar.  The only thing left of the spooky haunted house and the undead is a huge pile of treasure they must have accumulated.  The party secures it, and reinforces the North station upper floors as best they can and count, check, and divvy up the treasure.  Those level drained make plans to secure and pay for training to try to recoup their losses.  



Session Notes-  This was a tough session report to write, there was backstory and a lot of explaining that was needed.  It will probably seem vague and disjointed to the uninitiated, but I assure you if you go back and read the reports in sequence the campaign really comes to life.  We’ve added a main map to each report for better context of locations and will keep tweaking them to better detail.  Plus I just wasn’t feeling it this morning, I’ve been doing a lot of writing at work and sometimes you can get in a session report writing rut but YOU MUST PERSEVERE.  Session reports are one of the most important parts of the meaningful campaign.  They guide people to your game, and leave a record of all that went down in your game.  Players read old session reports and remember details of the campaign that you forgot.  It really helps, make it a priority in your game.  No one read my blog or session reports for years, but lately I’m getting 300-500 hits a day. It's great to finally see some regular and new readers.  Welcome all, get involved with the game if it intrigues you.  We could use someone to play the part of the Loc-Nar.  We will be taking a break from AD&D after the next session and launching off into the world of classic Traveller.  Stay tuned.  



Treasure and XP-  Monsters- 4x Spectre, 10x Wights, 2x Ghasts, 10x Ghouls, 10x Zombies, 10x Minions= 15,959xp/ 4 PCs= 3988xp each.  Treasure- 4000gp, 10x gems 1040xp, 20x gems 2850xp, potions- Invisibility, Stone Giant control, Longevity, Water Breath, Fly, Super Heroism, Bag of Transmutation, 2000cp, 4000ep, Sword +1, 2000ep, Scroll Prot Lycan., 2x Scroll Prot Undead, Scroll- Monster Summ. 6, Mind Blank, Incendiary Cloud, Freezing Sphere, Prot. Evil 10’, Burning Hands, Featherfall, 2000cp, 4000ep, Leather +1= 12,540xp/4 PCs= 3135 each, 784 for henchmen.  Add % bonus if applicable.   



Graveyard-  Foyt the magic user, who fell on poison spike in a pit trap in the Fomorian Giant Chief’s Steading dungeon. (session 142) (raised by Godhard)


10x Juggalo Lt. Foot, slain by the denizens of the Faygo Dungeon near Whore’s Rest (session 143)




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