Thursday, August 17, 2023

Nappendixia Campaign 2.0- session 56

 Nappendixia Campaign Session Report



Session #-  56 Session Date-  8/16/23



Time Passed-  7 days (8/16-8/22)



Roll Call-  Harry- T5

Maximillion- F3

Godhard- C4

Bart- C3

Tomas- F4

Morsov- C2



Adventure Log-  8/16-  Having just returned from their long journey to the refinery site, the party rests in the morning of the 16th and divvys up the potions and a few magic items.  They later head out to the departure ceremony with the Castellan of Hartford, who they find out is informally referred to as “The President”.  He is dry and weasley, stuffy, but very intelligent.  He produces what he calls a “tape”  a small rectangular object, and places it inside a larger silver rectangular object.  He pushes a button, and everyone hears voices coming from the box.  The voices are mostly of the President, but you also hear Auntie and Papagallo’s voices, they are speaking in detail of specific treaties, alliances and agreements they are calling the Hartford Summit.  With another round of successful diplomacy in Hartford a strong alliance and trade routes can be formed.  The party is approached by bodyguards form both Auntie and Papa, and are escorted around the corner to a private alley where Auntie and Papa await. They tell them they are impressed with their abilities to get jobs done, their skill in exploration and their resourcefulness.  They tell them they need an elite group that can act as both bodyguards and negotiators representing Bartertown in the summit.  The gyro Captain and President will be travelling via 2 flying carpets, and space is limited to only 6.   The party is escorted and introduced on stage with the president.  The ceremony wraps up and the party, gyro captain, and president are joined by two of the president's Hartford guards with black helmeted visors pulled down.  The flying carpets depart to a crowd of cheers and race east over scrubby badlands and stretches of soft desert sand.  They fly low and fast for 24 miles or so, when the guards react-  one pulls out some type of magic scroll and begins reading/ broadcasting a message.  The other cop throws a rope of entanglement over gyro, who is instantly wrapped up, and slides off the carpet hanging beneath from the rope, then grabs the reins of gyro’s carpet and flies hard right, the other cop on the other carpet jerks the wheel and banks hard left.  Harry, Godhard, and Morsov are immediately bailed from the carpet, fortunately landing on soft sand form not too high and taking minimal damage.  They pull up their visors revealing themselves to be hobgoblins.  The one speaking says- “We, The Hobgoblin Liberation Front, in the name of the workers and imprisoned, declare an alliance with Bartertown and Gang Green, and declare war on Hartford!  May the president rot in his own inhumane dungeon!”, and with that he reaches into a satchel and pulls out hundreds of pieces of parchment with this same message printed on it and litters the ground below with paper.  The hobgoblins rise on the carpets and pull out weapons.  Bart responds by casting Command on the one on his carpet, telling him to “land!”, while Max and Tomas try to grapple and slash at the hobgoblin on their carpet.  The one hobgoblin does land, and Bart ineffectively tries to punch him in the head.  The other carpet manages to lose Tomas but Max holds on with all his might.  All the while Gyro is dragged across the ground as the commanded hobgoblin lands the carpet, damaging him.  After the spell wears off however he quickly flies the carpet high and steep, dumping Bart off the back end.  Meanwhile the other carpet banks a hard u turn, then grabs the president’s finger, the one with his signet ring on it, and breaks it then slices it off with his sword, and despite all his efforts Max is finally thrown from the carpet, but not before the hobgoblin can put the severed finger in his outstretched hands.  The other Hobgoblin jumps over to the carpet with the captured president, and the gyro’s unmanned carpet flies off into a sand dune in a puff of dust and debris.  The hobgoblins escape east on the carpet with the captured president.  We look back to the first group to get thrown from the carpet- Morsov, Harry and Godhard.  They collect themselves and head east following any signs left by the carpets during the combat.  They move east for an hour, then spot a large contingent of mounted riders to the north heading south.  They don’t seem to be noticed, and make more progress east, linking back up with Tomas and Bart, the second group to fall off. At this reunion, they respot the mounted group, noting there are over 100, likely over 150, and they seem to be ranging and roving in search of something.  A little further on they link back up with Max who has recovered the Gyro captain and received some healing.  The story of the finger and the president's capture is told, and Gyro agrees to take the finger and use a powerful druid spell plant door to transport himself to the wilderness near Bartertown.  He will relay the story of the betrayal and mount a force to rescue the PCs, and even bring their battlewagon.  He departs and the party tries to make a fast move north trying to avoid the mounted men once and for all.  They are spotted and immediately headed towards, where they make no effort to flee.  As they approach they see the men are dressed in the blue fatigues of Hartford and know they are caught.  The leader and some men mount griffons with 3 seater saddles and meet the party.  The leader removes his helmet and some PCs as Bob Hauk, a war hero they heard about in Lancebrass.  His LN tactics were not in agreement with the LG Lancebrassers, and he moved on after the war to form the settlement of Hartford.  He tells the PCs he knows them too, however he thought they were dead.  Harry tries to dazzle Bob with his Charisma and word salad, but Hauk tells a man to grab him and gag him.  Harry is grabbed and mouth and hands bound, Hauk reaches into Harry’s inner shirt pocket and pulls out a bandana with the colors of Gang Green, and a bindle of powder- clearly some kind of drug.  Hauk says Thievery is illegal here, as is smuggling, drugs, associating with thieves, terrorism, kidnapping, and a host of other charges.  The PCs implore him this isn’t Hartford, and are informed of the newly expanded borders of Hartford that they are within.  They are told of the Penn of Chaos, a massive dungeon prison complex that the Hartforders walled in and use as a prison city- once you go in you don’t come out.  They are told there will be a trial the next day, and are bound and their gear is removed.  They are bound to the back of horses and ride all night to Hartford arriving in the morning.  8/17-  From there a kangaroo court of a trial is enacted and they are quickly found guilty of all charges, however right after they are brought to Hauk’s office for a private meeting.  They are offered the mission of entering the Penn of Chaos, finding the President, finding the tape, and bringing him out however possible for a full pardon of all charges and crimes.  They will be given their equipment back as well as new equipment that will aid them.  The party agrees and is told they must wait in solitary confinement for several days while they are “prepared”.  During that day and for the next 5 days, 1 by 1 each party member is brought into a room bound and blindfolded.  They hear a woman’s voice in arcane casting and then hear the following-  “Return the President and the tape if possible, in 2 weeks from the Penn of Chaos.  Bring him to the platform, or any other means of escape.  Do nothing to remove the items placed inside you, upon your return with the president, they will be removed.”  this happens to one PC per day until 8/23.  On the 22nd, after the party has all been affected by the Geas, they are assembled into a room filled with equipment and medical supplies, their own gear in neat piles off to one side.  They are given the following gear to aid them- 


 Gear-  Silence Stone Transport In/Out Cobalt Tracer Bracelet, secret signal button

Undead prot scroll Dust Disappear x5 Wand Mineral Detection x 10

Map potion ESP potion gaseous form

Potion heal x3 13 arrow +1 Sword +1

Dagger +1 Mace +1


And are given the following rumors and debriefed on how they will be inserted into the prison.  They are told the President also has a cobalt tracer bracelet welded around his wrist, the wand of mineral detection can be used to locate his bracelet.


Rumors/ Intel- Neutral Ogre is friendly w/ many gangs


  • The orcs are in 2 opposing gangs, they will follow the strongest leader.


  •  The kobold gang is trying to not be noticed.


  •  The goblin lair is very active


  •  The gnolls have allied with the Duke/Gypsies, used to be allies with the orcs.


  •  Crazies control the underground, undead.


  • There is magic Platemail and other magic items to be found inside the Penn of Chaos


Gangs-  Kobolds- Punks

Goblins- Skulls

Hobgoblins- Turks

Orcs1- Indians

Orcs2- Bandits

Duke/Gnolls/Bugbears- Gypsies


They are given time to formulate a plan and divide up their new gear, when a powerful looking wizard enters the room, she is introduced as High Mage Lith, and says nothing to the PCs but briefly speaks to Hauk, and they recognize her voice as the one who cast the Geas on them.  On a table she lays out 6 pieces of parchment, and places a pile of iron spikes on each piece.  She then begins casting what must be a reduce spell, as the spikes all shrink down to a small black spot on the parchment.  She then casts a second longer spell over the spikes.  She then motions to one of her assistants, who one by one picks up the parchment, rolls it into a cone, roughly grabs a PC by the head, places the cone into their ear and blows the shrunken iron spikes into their ear.  After each PC is affected, she turns to Hauk- Tell them.  Hauk says that the spikes have been affected by the spell limited permanence.  They will stay shrunk for exactly 2 weeks then return to full size.  Obviously this means time is of the essence for this mission, as if the president cannot get the diplomacy deal done in the next 2 weeks, his waning power will be at its end and he will be usurped and no longer necessary.  So everyone is in a time crunch.  

8/23- Midnight- insertion into the Penn of Chaos.  The mission begins.


Session Notes- So the PCs are getting railroaded into a preconceived story, but it’s a cool story, and once I set the parameters they will have total autonomy to do this mission however they want to.  It for me was just too cool of an idea, I love the Keep on the Borderlands, and also love Escape From New York, and one day it just hit me what a perfect mashup the 2 would be.  I sat down and wrote a preliminary doc, then fleshed it out over the next few days, then just augment a bit as the players got more inserted into the story.  I wanted to do something special  as an end of summer/ end of the 2nd arc of the campaign, and this just kind of all came together.  It got big approval from the player’s last night, even though that session was the main railroad and story set up.  The next 2 sessions they will be free to roam the prison with whatever plan they want, minding that there will be no established safe place to rest, and therefore must figure out some kind of safest position to end the session.  I also told them I’d be more available for more in depth downtime endeavors, or even possibly impromptu short sessions if there was interest.  It’s good to mix up your campaign, some people really think modules should be avoided, I think they can be used but must be incorporated in a much more creative manner.  Also this campaign is really developing the 80s action movie vibe, all my favorite movies are coming home to roost- road warrior, planet of the apes, efny, dune, the list keeps growing.  I don’t know, I'm probably biased, but I feel like I’m getting similar but not identical juice from those sources as I am from Appendix N sources.  I guess the foundation of the campaign will always be Appendix N derived, especially during emergent, free form play/  But I think people, myself included, are enjoying the nostalgia the 80’s sci fi vibe is bringing to the game.  It definitely comes from a place I know really well, so it’s easy to borrow from in an interesting and not cheesy way.  



Treasure and XP-  7 rumors= 1400xp/ 6 PCs= 233xp each, add % bonus if appropriate.



Graveyard-  Rollo Tomassi-  consumed by a Bag of Devouring in Zelligar’s dungeon  #38


Ragenard- brought to Death’s Door by a stirge attack in Zelligar’s dungeon #39 (1 week bed rest)


Caolite- brought to Death’s Door by kobolds in Zelligar’s dungeon #40 (1 week bedrest)


Bart-  brought to Death’s Door by Firetoad breath in Zelligar’s dungeon #40 (1 week

bedrest)


Ragenard-  killed by Griffons exploring the plains west of Fort Turjmir #42


Vlana-  killed by Troglodytes in the 2nd level of Zelligar’s dungeon #43


Stigr’s 4 Lt. Foot- killed by Zombies on the plains of Lancebrass #45

 

Godhard’s 2 Med Cav- killed by Firenewt’s mounted on Giant Striders #47


Stig- brought to Death’s Door by Orc raiders at the walls of Bartertown #48 (1 week     bedrest)


Harry- Brought to Death’s Door by the Tsathoggua Temple slime monster #54 (1 week 

bedrest)


Stigr/Tomas’ 3 Med Cav- killed by large spiders SE of Bartertown #55


Thursday, August 10, 2023

Nappendixia Campaign 2.0- session 55

 Nappendixia Campaign Session Report



Session #-  55 Session Date-  8/9/23



Time Passed- 7 days (8/9-8/15, half day of downtime/rest on 8/16)



Roll Call- Harry- T4

Stewart- R3

Stigr- F2

Morsov- C1

Tomas- F4



Adventure Log-  8/9-  Resting in St. Girault, Harry recovers and investigates the ebony coffers.  He locates a visually obvious poison needle trap, and avoids it, he devises a technique to open them safely and removes 1914ep in strange pentagon coins stamped with Tsathaggua’s image, and a small green peridot the same hue as the statues eye and the veins in the ebony.  The coffers themselves have a value of about 700gp each.  Tomas and Stigr go to the drayage shop to dig for information.  The rude drunken owner Thibault is gruff but converses, Stigr asks to go into his warehouse to help himself to some horse feed, and is laughed off, told the feed will be brought out to him.  He has a few things for sale, but most are earmarked for various shipments.  The pair leave and the caravan mounts up and travels SE.  The day of travel goes uneventfully across the badlands scrub, until the predawn hours of the next day, when Tomas and his 5 mercs on duty are charged by an aggressive herd of 13 large spiders.  He fires the ballista and calls out, telling the cav to charge.  They crash into the spiders and skewer a few on lances, but 4 are bitten, and 3 clutch their throats and fall from their horses dead from poison.  The party rouses and grabs missile weapons and calls forth the crossbowmen.  The spiders are cut down as the remaining 2 cav back away.  


8/10-  after the combat they break camp and Stewart tracks the spiders 1 hour to their crude lair filled with a few dried husks of former meals, and a scattering of copper and platinum from a burst sack in the hole.  They travel the rest of the day and set up camp and again things are quiet until Tomas’ watch.  In the light of dusk he spies some rustling in the brush, as 5 giant weasels burst from the cover to attack a stand of horses resting while tied to a scrubby tree.  2 Weasels immediately sink their fangs into the horseflesh and begin feeding.  This time Tomas holds back his cav and has them fire a volley of arrows along with a ballista shot.  Another horse perishes, but a volley of arrows slays 2 weasels.  They begin dragging the horses back into the brush hoping to eat them undisturbed, but the party advances and kills 2 more from range, the last tries to flee but is cut down also.  No lair or treasure is found, but the pelts, despite being damaged by arrow punctures, could still fetch 1000gp each if cured correctly.  


8/11-  Stewart takes 4 hours to skin the weasels and sets them on the wagons as best he can to begin curing.  It is messy smelly work, the kid is covered in gore by the end.  They travel west into the open scrub hoping to find the refinery at range.  There is an hour where they are uncertain what direction to go, the bright sun confusing their sense of direction.  But calm heads and use of the goggles corrects their error and they find the direction east and spot the refinery in the distance.  They search around in the compound, ruined walls made of scrap metal with gaping breeches in them.  Sand covers everything, many tarps and ropes indicate there was once some tent structures here.  In the center there is a tall spindly tower made of metal triangular supports, a large iron crank mechanism, a large cylindrical structure that they are unable to see into, and a gangplank that goes over the metal mechanism and attaches to the tower.  A search around the place reveals a locket with a very realistic color picture of a man and a woman inside, a green cart about the size of a mule, the words John Deere emblazoned in yellow letters is revealed after a thick layer of dust is wiped off.  The cart has 4 wheels, and on the bottom there seems to be a fixed spinning metal blade facing down towards the ground.  One blade is broken halfway up.  Finally they find buried in the sand a thick paper box containing some kind of weapon or dart.  The box has the word “Jarts” on it and contains 4 large heavy blunt darts, some papers with writing, and a hoop of pliable material.  They appear to be an indirect fire ranged weapon with the same range and damage as a javelin.  Any PC could train to use them at their next weapon slot.  Finally Tomas takes a look into the metal cylinder, stepping in, it is shady but open at the top, his first step clangs against metal flooring, and from above, lazing on some scaffolding on the inside of the cylinder, a griffon, rolls over from sleep, yawns and looks down at Tomas with a bored expression.  They briefly think of trying to take out the griffon, but are reminded of their ally who was bitten in half by one and Tomas quietly steps back out of the structure.  They decide to make a hasty withdrawal from the compound and mark it well on their map with landmarks and distances listed.  They camp about an hour away from the compound.  


8/12-  heading back NW, they party encounters a derelict bivouac, a triad of logs that could be used as a teepee, and a pile of firewood bleached light gray from the dry sun.  


8/13-  Once again Tomas’ sharp eyes make a save on predawn watch.  A restless Harry rolls over too hard and the corner of his blanket lands in the embers of the campfire.  It begins to smolder as Tomas runs over and stamps it out before anyone gets burned.  Harry, still weary from the ooze attack, never rouses.


8/14-  Morsov, while driving the battlewagon, realizes an errant crossbow bolt has lodged itself into his pack, as he pulls it out, the tip slices open his waterskin, soaking everything in his pack, soaking his torches, ruining his incense, and some of his iron rations that were not well wrapped.


8/15-  after a full day of travel they reach the outskirts of Bartertown, a patrol of Papagallo’s Chariots escort them right to the leader.  They spend an hour or so telling tales of their travel, and the location and state of the refinery.  He pays them 2000gp, 1000gp for expenses incurred, and 1000gp for the successful mission.  The following day they speak with him a little more about the mission, and spend the first half of the 16th resting and doing light downtime activities.



Session Notes-  This session the players themselves remarked about finding unknown settlements on long distance journeys, and how it can allow for longer range travel goals without trying to cram the whole expedition into one session.  We discussed its positives and negatives, another way to play with 1:1 time, but more options for places to spend downtime also means more opportunities for PCs to get separated and begin a session in different locations.  This is mitigated 2 ways we discussed-  through being a player type who doesn’t mind making up new 1st level characters in multiple starting point settlements, or careful planning during downtime, and staying aware of the current goals of the party to plan downtime travel so a certain PC can be used in the next session.  Any kind of hand waving at the beginning of a session and just saying yeah yeah you moved here during downtime, but a player that actually planned and stated such actions in downtime would be respected.  Another thing that came up is the giving of xp for treasure when the PCs decide to hide the coinage away and not spend it.  I ruled that if the coins are specifically being withheld from spending, no xp, but things like the coffers, which were valuable and the party decided to use them to house their own treasure would grant xp the way a magic item that was kept and used grants xp.  If at some point the party chooses to spend the electrum, or try to get it converted, then they would get the xp.  



Treasure and XP-  Resolution on the treasure from Session 54-  3 trapped Ebony Coffers (worth 712gp each) 2136xp, green peridot 69xp= 2205xp / 6 PCs= 367 each add % bonus if appropriate.  (no xp on the electrum until you bring it into circulation.  The coffers are being used so you get xp for them)


Session 55-  Monsters- 13 Lg Spider 897, 5 Giant Weasel 985= 1882xp, Treasure- 299cp(3xp), 26pp (130xp), 5 Weasel Pelts 4900gp/xp (the tanner will broker the sale of the pelts over the next few weeks, he will pay you 4900gp in advance to save you the trouble)= 5033xp  Total- 6995xp/ 5 PCs= 1399xp each add % bonus if appropriate


  • If this xp causes your PC to level, you may automatically level your character, no charge.  You are not sure how you have “trained”.  Perhaps the long distance exploration served as your trainer, or perhaps you are subconsciously aware that your next challenge will require every bit of your abilities.



Graveyard-  Rollo Tomassi-  consumed by a Bag of Devouring in Zelligar’s dungeon  #38


Ragenard- brought to Death’s Door by a stirge attack in Zelligar’s dungeon #39 (1 week bed rest)


Caolite- brought to Death’s Door by kobolds in Zelligar’s dungeon #40 (1 week bedrest)


Bart-  brought to Death’s Door by Firetoad breath in Zelligar’s dungeon #40 (1 week

bedrest)


Ragenard-  killed by Griffons exploring the plains west of Fort Turjmir #42


Vlana-  killed by Troglodytes in the 2nd level of Zelligar’s dungeon #43


Stigr’s 4 Lt. Foot- killed by Zombies on the plains of Lancebrass #45

 

Godhard’s 2 Med Cav- killed by Firenewt’s mounted on Giant Striders #47


Stig- brought to Death’s Door by Orc raiders at the walls of Bartertown #48 (1 week     bedrest)


Harry- Brought to Death’s Door by the Tsathoggua Temple slime monster #54 (1 week 

bedrest)


Stigr/Tomas’ 3 Med Cav- killed by large spiders SE of Bartertown #55



Tuesday, August 8, 2023

Nappendixia Campaign 2.0- session 54

 Nappendixia Campaign Session Report



Session #-  54 Session Date-  8/2/23



Time Passed-  3 days- 8/2-8/4, Harry in bedrest from 8/4-8/9



Roll Call-  Morsov- C1

Harry- T4

Stigr- F2

Maximillion- F3

Tomas- F4



Adventure Log-  8/2-  The party heads out to the SE in search of the Papagallo old refinery location.  Early on they are tracked by a pair of hungry bears who skulk through the brush under concealment and pop out and try to eat a horse.  They wound the horse, but are peppered with arrows from the merc and party, slaying the bears and spoiling any chance of crafting a fine fur rug.  The party backtracks the bears using Stewart’s ranger skills, but after several hours of travel in the wrong direction, they turn around and resume SE.  They next approach a village of around 800, and a nearby castle to the south that seems intact and active.  Unaware of its name or existence, it is ignored and the mission at hand is finding the refinery.  That evening just before making camp they set upon a Black Obelisk atop a square but strangely architectured building.  The obelisk is 30’ tall and the black stone is veined with green tint.  It’s odd geometry is precise.  It sits on a pentagonal arrangement of flagstones and within 30’ diameter of the building all is perfect, there is no debris or decay to any part of the building or ground.  They decide to back away and camp a half hour away from the strange place.  


8/3-  the next morning they decide to enter, Morsov the cleric decides to enter first with his holy symbol humbly outstretched before him, the large bronze door is 3’ ajar, the party is mindful not to touch it or try to open it further.  Inside the room is bare, it seems different on the inside compared to the outside, there is confusion as to how.  There is a massive statue of what Morsov determines is an Elder God.  There is a 2 tier altar before the statue.   It is pitch black inside but regular torchlight lights up the room.  The statue is of a monstrous toad, furry, bat-like and sloth-like.  It is unnerving.  Harry climbs up to see what is in the upper tier of the basin.  It is filled with a pale smelly ooze, it ripples, then forms pseudopods and slams Harry.  An amorphous head and 2 arms emerge to attack.  He is nearly killed, and crashes to the floor unconscious.  Morsov is naive, and did not prepare any healing spells, but manages to stabilize Harry thanks to his stout Con.  The party grabs Harry as Morsov blocks the monster's attack but is missed.  They flee, but the gray slime creature follows them out the temple entrance.  More effective volleys of arrows from the party and mercs do damage to the monster, and a few PC melee blows finish it off.  It loses its integrity and becomes a large puddle.  With the creature dead the party moves back into search the temple, an errant healing potion is poured down Harry’s throat but he is still very weak and the entire party must search.  Strange inscriptions are found in the basin, but they are unreadable by all.  A secret compartment in the temple reveals 3 med sized coffers made of ebony.  They are secured in the wagon until Harry can study the locks.  When the coffers are taken, the statue’s eyes sparkle green.  The party takes that as their cue to exit hastily.  They mount up and travel away from the place.  That afternoon they come across another village, and a little further on a  crossroads with a few more dwellings.  Both are avoided to speed up travel.  After that, Stewart finds a large amount of tracks crossing the party’s path heading SW.  The tracks are of a large group of orcs with some carts and a line of prisoners.  The tracks seem to be about 2 weeks old.  By this time, the party moves a few more hours to the SE, makes camp rests.


8/4-  Morsov prays to the god of travel for healing, and applies 2 cure light wounds to Harry.  He is fully healed, but his near death experience will require him to get 1 week of bedrest ASAP.  Seeing how difficult it will be to try to explore the unknown without their thief, the party decides to turn around to the previous village and bed down for the night, and possibly the week if lodging for Harry can be secured.  After praying and healing, Morsov remembers the name of the bizarre elder god-  T’Saugua, clearly an evil god.  They backtrack to the village, find it to be full of curious, not so friendly people.  Morsov mentions the evil elder god and the obelisk, and the villagers shirk, they seem both fearful yet supportive of the Elder god.  The town watch almost discovers the 3 coffers in the wagon, but they remain hidden.  They discover 2 taverns- the Red Boar and The Knave’s Fingers, and settle in to pick up some rumors and information about the village.  A room in the inn is secured for Harry, and Stigr and 2 mercs room with him as guards.  Abrief survey of the village shows it has the following amenities-  a drayage warehouse, yokemaker, transport shop (seems to be losing in competition to the drayage shop, tinker, canoe maker, coal delivery, pitch maker, blacksmith, axemaker, leech/healer, and lantern maker.  The rest of the party and mercenaries camp on the outskirts of town, leery of the cultish nature of the villagers.



Session Notes-  It was the start of a vacation week for me, so things worked out really well in that we had a  guest DM join us the night before my vacation, and I got to play as a PC.  It was super fun and a great way to kick off my vacation.  That being said, I’m writing this session report a bit late after coming home, so it’s going to be on the brief side.  Sivor Khalid on Twitter ran our session.  He had been solocrawling with his small faction in a few hexes SE of Bartertown, and that was exactly where the party planned to pass through, so he agreed to run the group through his well documented hexes filled with all kinds of stuff derived from random tables.  He is an excellent DM, creative, descriptive, quick, fun, fair, really quality session. A few notes beyond getting your campaign a guest DM it’s super fun, but Sivor’s randomly rolled settlements gave the party an unexpected option.  They didn’t have to do the full 8-9 day trek out and back to  Bartertown in one session, they could stay in one of these newly found villages.  This does add complexity is that more and more obscure settlements and options for downtime stay increases the likelihood that PCs will get scattered across the map.  A good dm shouldn’t hand wave that and just allow PCs to appear in different settlements at the beginning of sessions, but well planned PCs could stay abreast of session reports and coordinate some kind of safe travel during downtime so their PC is where they need to be.   



Treasure and XP-  Monsters- 2 Black Bears 302xp, Dun Pudding 1576xp= 1878xp/ 5 PCs = 376xp each add % bonus if appropriate.  We will adjudicate the coffer treasure at the beginning of next session when Harry can assess them.



Graveyard-   Rollo Tomassi-  consumed by a Bag of Devouring in Zelligar’s dungeon  #38


Ragenard- brought to Death’s Door by a stirge attack in Zelligar’s dungeon #39 (1 week bed rest)


Caolite- brought to Death’s Door by kobolds in Zelligar’s dungeon #40 (1 week bedrest)


Bart-  brought to Death’s Door by Firetoad breath in Zelligar’s dungeon #40 (1 week

bedrest)


Ragenard-  killed by Griffons exploring the plains west of Fort Turjmir #42


Vlana-  killed by Troglodytes in the 2nd level of Zelligar’s dungeon #43


Stigr’s 4 Lt. Foot- killed by Zombies on the plains of Lancebrass #45

 

Godhard’s 2 Med Cav- killed by Firenewt’s mounted on Giant Striders #47


Stig- brought to Death’s Door by Orc raiders at the walls of Bartertown #48 (1 week     bedrest)


Harry- Brought to Death’s Door by the Tsathoggua Temple slime monster #54 (1 week 

bedrest)


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