Saturday, November 25, 2023
Friday, November 17, 2023
Nappendixia Campaign 2.0- session 67
Nappendixia Campaign Session Report
Session #- 67 Session Date- 11/15/23
Time Passed- 5 days adventuring, 1 day of rest 11/15-11/20
Roll Call- Jack- R1
Bart- F3/C5
Godhard- C6
5 Elite Lt Cav
7 Lt Cav
Adventure Log- 11/15- While many PCs are still training, reports begin coming in from the south that the area of magical darkness has completely disappeared, retreating back into the sky. Jack the ranger gathers info on many of these reports and the company discusses the end of the darkness and if they may have had any influence on it or if it ended for other reasons. Godhard and Bart complete their training and they 3 decide to head out to the NE and return to Oak Cross to see how they have fared through the plague of darkness. They gear up and prep their Lt Cav for the journey the following day.
11/17 The trip out to Oak Cross has the party randomly bump into another adventuring party. The 3 adventurers and their Med Cav mercs hail them cautiously and are generally friendly upon meeting. They share some water and rations and information with Shadrac- M/U, Mishac-F, and Abendigo- M/U. They tell them what they know of Oak Cross and that the dungeon location to the south is known as the mausoleum, and the one to the north the Tombs. They had one good delve at the Tombs but are sure more treasure awaits. They pass on after an hour of chatting. That evening the party reaches Oak Cross and stays again at the tinkerer’s place, the Gleaming Pony. Godhard buys a few cleric scrolls there and the party eats and rests, planning on heading to the Mausoleum in the morning seeing how the other adventurers had not yet delved into that location.
11/18- They arrive the following day to a rectangular stone structure with slightly sloped sides half buried by a large mound of earth and soil. The exposed is made of large fitted blocks and several 3x6 indentations in the outer wall are searched, seeming like they maybe could be pushed or smashed to gain access to the mausoleum. The cav polices up a few stout logs and prods into the indentation, finding the mortar in between the bricks to give away easily, and a hole is made they all can fit through. Inside the room reveals many shelves containing urns and sealed boxes containing remains. In the center of the room 2 sarcophogii slowly slide their lids off and 2 Mummies rise to strike fear in the party. Most are frozen with fear, but Godhard remind calm and pulls out his symbol of Pelor and forces one mummy back, turned. The other strikes an elite cav and causes a horrible case of mummy rot. Godhard is later struck and afflicted by the horrid disease also and both men lose 2 Cha permenantly, despite Godhard being able to cast cure disease. The second mummy is also turned and they cower at the rear of the chamber while the party searches for treasure. They find a horn, a suit of leather, a silver ball, 10 gems and a potion. They also find a curious little paper book with lots of the strange tech writing they have found previously. They hope Harry can attempt to read it successfully when he finishes training. They leave before the mummies can overcome the power of the turning. They decide to head back to Bartertown, where upon arriving Godhard cures himself and the cav as best he can the Cha loss is permanent. They again bump into the adventurers Shadrac, Mishac, and Abendigo, and the 2 groups agree to exchange contact information and offer each other lodging in their respective settlements. They spend 11/20 resting.
Session Notes- rolled a random encounter with a NPC party both on the trip out and back for this session, pretty weird coincidence, so I figured we should make something of it. I had already mentioned a certain Beastie Boys song earlier in the session, and the party size randomly determined was 3, so after a while I realized there had to be a connection and viola, they party is now friends with the Beastie Boys, 2 mages and a fighter. We will see if that develops into anything but it was certainly derived from randomness of the tables.
Treasure and XP- Monsters 2 mummies turned 1/4xp 691xp Treasure gems 5x 50gp, 5x 100gp, potion of animal control, leather +2, horn of bubbles, magic silver ball 1750xp= 2441xp total/ 3 PCs= 814xp each. add % bonus if appropriate
Graveyard- 16 Mounted Crossbowmen to Dimetrodon in the jungles south of Bartertown (downtime)
1 Lt Cav to Gnoll pikemen outside Wardoof’s ruined keep (Session 60)
1 Mounted Crossbowman and 1 Sgt, killed by wolves west of Bartertown (downtime)
3 Lt Cav killed in the Gorilla Men/ Manling skirmishes outside the Megadungeon (session 61)
7 Lt Cav killed by wolves and bandit ambush in the badlands NE of Bartertown (session 62)
Godhard and Kenny- placed in a deathlike paralysis for 2 days, rescued first by Boyo, then fully restored with neutralize poison by Bartertown clerics. (session 66)
4 Lt. Cav killed by Giant Wasps in the wilderness near the cubic gate (session 66)
Godhard and 1 Elite Cav permanent loss of 2 Cha from Mummy rot in the mausoleum south of Oak Cross (Session 67)
Saturday, November 4, 2023
Nappendixia Campaign 2.0- session 66
Nappendixia Campaign Session Report
Session #- 66 Session Date- 11/1/23
Time Passed- 9 days (11/1-11/9)
Roll Call- Stigr- F3
Kenny- M/U3
Boyo- C2 henchman
Kvam- M/U1
17 Lt Cav w/ Battlewagon
Megadungeon Team
Maximilian- F4
Godhard- C5
Tomas- F5
Harry- T5
Adventure Log- The megadungeon crew observes that the magical darkness begins to recede from the Megadungeon on the morning of the 31st. Before it recedes, they find that their continual light devices cancel out the darkness that filled the cave mouth. They convene with the kenku on these curious developments.
Switch to the Bartertown crew on 11/1. Kvam reads back the records and finds reference to the location of the kenku lair. The bartertown crew endeavors to head out to the Megadungeon and check on the PCs out there who are overdue from returning. They also realize that the magical darkness can be erased by magical light, and set out a plan to have the heavy foot walk around the city and clear out the streets and buildings of the magical darkness. The overall darkness does remain, however, and patrols head out to find the edge of the darkness. Both the patrols and the party find that the darkness has receded to its first growth point. A point Kenny was able to mathematically approximate, they realize the darkness is likely now 75 miles wide and it seems to be waning somehow. They move past the darkness towards the megadungeon, using a low channel for cover. They reach the cubic gate on the 3rd, and drop off the battlewagon there, hiding it in the shadow of the structure. Moving faster without it, they head towards the megadungeon. The lt cav spread out in formation with continual light devices, they shine their lights into the ravines darker crevices and reveal several shriekers whose wails trigger an ambush from 6 wererats and their giant rat companions. The wererats are positioned in ambush above them in the rocks, Kenny takes out the giant rats with a sleep spell, Kvam zaps one wererat with a magic missile, and the troops dismount to receive the charge. The wererats change their mind and decide against the fight due to the unknown amount of magic that they may receive and flee before things get messy, taking their treasure with them. The party moves ahead, making it to within view of the eastern side of the mountain, and Kvam lights a bottle rocket in an attempt to signal the party inside with the kenku. The kenku do witness the bottle rocket, and when they describe it to the party they realize it must be someone from Bartertown, likely their friends. The kenku bring the party down the cliffside and they make their way back up the racky ravine in the hopes their comrades are hiding there. They do bump into a patrol of 3 ogres, likely from the group they encountered earlier, and a melee ensues as Harry slips ahead and meets up with the other party and alerts them to the combat. The ogres badly stab a few PCs but are slain and a sack of over 100gp is secured. (11/5)
11/6- with all the parties reunited, they head back to Bartertown so Max and Harry and others can get some much needed training. They make good time until midday when the spy 5 giant wasps on the horizon roving fast towards them. They realize they cannot outrun them, but continue forward until the wasps engage. One gets zapped by the wand of paralysis and a few more are tied up by the set spears of the lt cav, but one makes it into the party and nearly kills Kenny with its bite and then puts him into a death-like paralysis from its sting. The same fate happens to Godhard the next round, and only Boyo the henchman is left to assess their wounds. Some magical healing helps a little, but he is able to determine that they are in need of high level poison curing. Getting back to Bartertown becomes more critical as they race towards home after slaying the very deadly wasps. They manage to kill 4 lt cav and Godhard and Kenny must be strapped securely to horses until they can be placed in the battlewagon upon arrival at the cubic gate. On the 7th they arrive at the border of the darkness and find it is receding again, it has completely dissipated from Bartertown by the time they arrive on the 9th. They prepare to rest and train and divide up the 60 very valuable gems that were harvested from a collection point the giant wasps had made, likely the biggest haul the party has ever made.
Session Notes- So several rules interactions came up this session. 2 PCs were locked out of any further xp gains due to leveling and not yet training. This influenced session play in that it was desirable to get those PCs back to civilization where they could train. They had however lost their horses, and had no men at arms, so the risks during overland travel were big. They solved this problem wisely by using their other PCs to get horses and mercs and the battle transport in position to go after the stranded PCs. It was smart paly and still travel was dangerous and costly. Though thankfully it was very lucrative this session. Who knew giant wasps could produce d4 x 20 gems? And I broke their values up into 6 groups of 10 and they managed to roll 100 for one set netting 50,000gp in that group alone. This was definitely the biggest treasure haul of the campaign, so I looked onto PC treasure division rules and they are there. I also allowed them to spend some xp to raise some of their surviving lt cav to level 1, giving them access to an elite unit of troops and/or henchman pool. This xp division is happily left to the PCs on my part, I don’t have time to figure all that out, but if they divvy wisely they could be able to maximize the amount of levels gained across the most PCs. It also puts pretty much all of the currently active PCs in time jail for next session, and there is already some interest in rolling up some new PCs and starting back in Lancebrass to catch up with Zophia the druid and the mercs who fled there during the darkness spreading.
Treasure and XP- Session 66- Monsters- 3 ogres 600xp, 5 giant wasps 2000xp= 2600xp Stigr, Kvam, and Godhard get 650xp each. kenny gets 552xp and Boyo gets 98xp. now refer to the first sentence on pg. 85 dmg. "treasure division is in the realm of player decision." 71,635gp/xp from the 60 gems and the gp from the ogres means you can divide that treasure and subsequent xp how you like. Harry and Max are locked out of xp gains, but still can receive treasure, same with Tomas and Bart due to not being present at the session. anyone else could earn up to 1xp away from double leveling. you may upgrade any of your men at arms who were on the adventure to 1st level fighters for 1000xp each, up to 1xp from 2
Graveyard- 16 Mounted Crossbowmen to Dimetrodon in the jungles south of Bartertown (downtime)
1 Lt Cav to Gnoll pikemen outside Wardoof’s ruined keep (Session 60)
1 Mounted Crossbowman and 1 Sgt, killed by wolves west of Bartertown (downtime)
3 Lt Cav killed in the Gorilla Men/ Manling skirmishes outside the Megadungeon (session 61)
7 Lt Cav killed by wolves and bandit ambush in the badlands NE of Bartertown (session 62)
Godhard and Kenny- placed in a deathlike paralysis for 2 days, rescued first by Boyo, then fully restored with neutralize poison by Bartertown clerics.
4 Lt. Cav killed by Giant Wasps in the wilderness near the cubic gate
Saturday, October 28, 2023
Nappendixia Campaign 2.0- session 65
Nappendixia Campaign Session Report
Session #- 65 Session Date- 10/25/23
Time Passed- 2 days (10/25, rest 10/26)
Roll Call- Maximilian- F4
Godhard- C5
Tomas- F5
Harry- T5
Kenku ally
Adventure Log- After negotiating safe lodging with the Kenku and resting for a few days, the party watches the area of supernatural darkness grow and spread towards them on the 24th, the whole megadungeon area is bathed in darkness by the end of that day. The kenku are unnerved by this and have no knowledge as to what is going on. They are willing to send one of their own, skilled in thievery and arcane magic, off into the dungeon to see if the portal device shows any signs of activity. Fortunately for all, the magic darkness only penetrates into the megadungeon entrance by about 30 feet, the rest of it is unaffected. They move out to the green and the orange ringed sections of the dungeon, the kenku tells them they have not investigated these areas since the party was last here several months ago. Moving through the green area in the corridor they spot a strange shape in the corridor, a blob-like growth anchored in the corner near the door, and 2 whip-like tentacles spreading lazily along the walls. It is unclear if it is plant, fungal, or some other material, but it senses the party and the tentacles poise to attack. The fighters charge and missiles fly, Tomas slays the bulbous body area while the rest of the party works on the tentacles, they take some slashing damage, but when the creature dies, it gets a burst of energy and the tentacles strike out many times, landing several critical strikes. Badly wounded, they regroup and do some healing, then move on into the orange area. Things are quiet in the orange area, and when they get to the strange solar system device it is inactive, the spheres in their resting position. However it would be unable to tell if the device had activated prior as the spheres all return to their rest positions after activation. They move on to the area where they had previously fought the rock worms. They find a chamber south of there, very roughly mined out with many slabs of stone and boulders remaining. They carefully construct a 10 foot pole from a few staves, and affix Maxcalibur on the end and Max prods and pushes on the loose cobbles and boulders. He prods up at the high parts of the rough ceiling and 6 piercers drop from the eaves in response to the noisy disturbance. A little more prodding causes 2 more to fall, and they move in to slay them all before they can crawl back up into the eaves. At the rear of the cavern they find the skeletal remains of some adventurers or miners along with 3000gp in tattered split open sacks. They realize they have found the western limits of this level and move back to the portal device room and go south to where the kenku warns is jermaline territory. Harry carefully investigates the door into the area, and the party moves into a large refuse-filled room and hears the skittering sounds of rodents. They trigger a sleep gas trap on the floor somehow and a cloud of gas puts Tomas and Max out cold on the floor. Then 12 jermaline pop up and start peppering them with tiny darts. They take minor damage and rally as a crowd of giant rats moves towards them but yields due to the gas cloud. The kenku says he has a sleep spell and they pull back to the door so he can safely cast, taking more dart wounds. At the choke point they slay a few rats and the kenku’s sleep puts down the bulk of the ratmen, and the vermin are crushed. They procure a few nice looking gems from among the ratmens meager coin treasure, and move back to the kenku lair to rest and recover.
Session Notes- So I elected to start holding shorter sessions (2-21/4 hours) and still hold games weekly in light of my new job. I’m interested to see how this interacts with 1:1 time- shorter sessions conducted weekly. I’m wondering if it will feel too chunky; short periods of activity interspersed with longer periods of inactivity. This issue also intersects with the issue that comes up when the party procures a temporary downtime safe spot as they have done with the kenku. At the beginning of the session we only had 3 players and they had no henchmen or mercenaries to bring, it really limited them in that respect, and it also would/will limit the access to other PCs playing in sessions based out of the kenku lair. A player whose PC wasn’t part of the kenku negotiation would either have to roll up a new PC that was appropriate for the kenku’s level, or the DM would have to hand-wave and say ok your character was there too. Neither is an ideal solution. The same is true with shorter session play. Will PCs be up against the clock each week to get longer missions/travel done? Will they be motivated to focus on shorter term goals and more local adventuring? I’m interested to see how things may change, but it seems the best solution. Session reports are essential to a robust campaign, and you absolutely can’t get behind on session reports. Once you get backlogged it’s very difficult to catch back up. This session report is going on 2 hours of my time so far, so you can see how much they affect my perspective on the campaign. With zero prep style play, I was able to do everything I needed to do in a little over 4 hours of time commitment per week, despite having a very busy week getting adjusted to my new job. A final thing we are adjusting to is going fully RAW when it comes to training and leveling. The gp adjustment has been like a 5000gp increase from they way we have currently been doing it, so i’m interested to see how that affects the PC treasure economy. Also we have come up against the no more xp after gaining enough xp to level. Our thief has made it to level 6, but cannot train until he gets back to a settlement so therefore is frozen on more xp accrual. Interested to see how that affects the party’s decisions next week.
Treasure and XP- Monsters Whipweed 220xp, 8 piercer 704xp, 12 jermaline 132xp, 4 giant rats 48xp= 1104xp. Treasure 3000gp, 2 gems 200gp, 24cp, 36sp= 3202xp= 4306xp total/ 4 PCs and Kenku ally= 861xp each. add % bonus if appropriate.
Graveyard- 16 Mounted Crossbowmen to Dimetrodon in the jungles south of Bartertown (downtime)
1 Lt Cav to Gnoll pikemen outside Wardoof’s ruined keep (Session 60)
1 Mounted Crossbowman and 1 Sgt, killed by wolves west of Bartertown (downtime)
3 Lt Cav killed in the Gorilla Men/ Manling skirmishes outside the Megadungeon (session 61)
7 Lt Cav killed by wolves and bandit ambush in the badlands NE of Bartertown (session 62)
Sunday, October 22, 2023
Nappendixia Campaign 2.0- session 64
Nappendixia Campaign Session Report
Session #- 64 Session Date- 10/18/23
Time Passed- 4 days 10/18-10/21
Roll Call- Max- F4
Godhard- C4
Harry- T5
Bart- F3/C4
Zophia- D1
4 Hobilar
(Tomas- F4 and 7 Lt Cav show up mid session)
Adventure Log- 10/18- Finding Brakhage/Travel to the Megadungeon- the party wracks their brains for ways to learn more of the darkness plague. It has spread from the south to completely darken Bartertown; it spread outwards a day ago. Auntie and Master have both done some things to create continual light sources, as has the party, and there are several gathering points with magical light, food and water located about the town. They party and Bartertown patrols spend time locating stranded citizens and guiding them through the darkness. After doing that for a few hours, They decide to check out the old church where Tomas found the buried divine relics and got the prophecy of the star. As they approach the ruins, they hear the sounds of chiseling. They enter to find Brakhage, the person they most want to find, chiseling away on a stone. He appears to have bloodied rags tied around his eyes as he carves without looking at his work. The party finally gets his attention and he reveals that he has returned, he no longer had need of his eyes, due to the darkness plague, so he removed them. He takes the bandage off to reveal two hollow eye sockets. He continues to hammer away telling the party his next revealing rune will be ready in 6 hours. They bivouac the building to ensure him being left alone. That evening he reveals a relief of 2 figures, one of the eyeless void and one of a skeleton/death, touching hands, meeting at the tip of a large lit candle. Brakhage explains how this symbolizes the juncture point where the Eyeless Void can reach through to Nappendixia has been breached, the Eyeless Void has put his avatar and has unleashed one of his many plagues on the land. He explains how the Void has 3 different avatars he can send, and that he and they must abide by the tenets of chaos. The party decides to make its way to the mega dungeon to see if there is anything that can be done there. They depart the next morning.
10/19- uneventful day of travel through the magic darkness. The animal life is definitely off because of the darkness, and it’s to be assumed that all plant life will die under the sunless conditions. Travel is slow due to the darkness but nothing is encountered.
10/20- Emerging from the darkness/ reuniting with Tomas/Travel to the megadungeon- Early the next day they break through the darkness to find its growth did stop at some point. They also come across Tomas and his Lt Cav who have befriended and camped at the border of the darkness with a tribe of about 40 tribesmen who were displaced by the darkness. They part ways with the tribesmen and Tomas leads them back to show them the hooded figure hovering above the field outside the megadungeon as he discovered on his downtime mission. Upon arriving at the megadungeon location, Tomas shows the rest of the party how their usual approach from the south up to the rocky outcropping has been covered by a unit of 12 gorilla men. He shows them the hooded figure floating above the outcropping, its back is to them as it seems to be looking at the field in front of the megadungeon. They can’t see what is on the other side, but they do notice that the gorilla men are now assembled in larger groups and they seem to be more aware of spotting for oncoming encounters, likewise with the manling patrols that the party sees. They pull back before they are spotted, and Godhard performs a divination spell. According to the spell the hooded figure is a mid level powered magic user, cleric, and fighter. They also get a reading on the power level of the gorilla men and the manlings, and they don’t really match up with their own personal experience. The divination also stated that they would not encounter any supernatural evil from the creature, a curious statement. They decide to move to the eastern side in hopes of contacting the kenku they met months ago. Approaching from the east, they follow a low gully towards the east side, only to find it already occupied by 8 ogres. Despite the bounty on ogres form Auntie, and the bulging sacks the party sees them carrying, they opt for stealth. Harry sprinkles some dust of disappearance on himself and slips past the small displaced tribe to make it to the base of the mountain by dusk.
10/21- late night talk with the kenku/ resting in the kenku lair/ jermlaine ambush/ victory- (midnight on the 21st) Using his rope of climbing he makes it up the mountainside and into the kenku’s portion of the dungeon, only to quickly find himself surrounded by 3 stealthy kenku, one of whom managed to pick his coin purse off Harry. Harry blows off the fact that the purse is light by a few coins and brokers passage for the rest of the party to be flown up to the lair and granted safe lodging. He pays them a 500gp gem, and the kenku fly out and pick up the party, leaving Zophia the druid and the 7 Lt Cav to try to make their way west to Lancebrass to bring warning of the possibly incoming darkness. Once inside the kenku’s lair, the party rests and is told they can earn their welcome by helping to clear any monsters from areas near the kenku. They remind themselves of the solar system portal on this level, and the location of the downwards shaft that the other stranger party allegedly took to set up a different kind of portal, both possible ways they could influence the Eyeless Void’s hold.They rest and set out in the morning to the southern passage where they were told there are giant rats and the downward shaft. Bart struggles to shoulder the door, and on the fifth pound crashes through only to land directly on a trap of tiny pointy spears and an ambush by some small humanoids and some giant rats. Max knows them from his past, they are Jermlaine, sneaky little tricksters who live among rats. Bart is jabbed with tiny spears set up on the floor and the rest of the party charges into the room, Tomas steps directly into a pit trap dug by the jermlaine and falls hard 10’ down. There are 16 rat men and 5 giant rats, they snip away at the party en masse. They party is certainly lacking some kind of area of effect attack as they take bites and tiny spear pokes until they manage to beat back the jermlaine to the last 3 who scurry away into small tunnels carved into the walls. They quickly find their hoard and secure it back to the kenku lair to rest and count out and appraise 14 gems worth over 5000gp collectively and a glass vial labeled philter of love and a magic broadsword that the party decides to sell for higher xp when they can. They remain in the kenku lair for downtime.
Session Notes- So the players have fully made the connection to the darkness, the Eyeless Void, and the hooded floating figure, they’ve got some information to work with and have seated themselves into the megadungeon, which is a good place due to the impending darkness the interior of the dungeon will likely be unaffected, and they can track down some leads as to finding out if they can have any influence over what is going on. On other fronts, I have procured yet another new job, a good thing, moving up in my career, but it of course adds time to my work responsibilities, but hopefully won’t affect gaming time too much. It definitely will cut into the time I have to write session reports, so I'm continuing to toy with ways to write reports quickly on my end but still convey the developing events of the campaign. The no prep thing is pretty well cemented, I don’t feel uncomfortable sitting down to a session with no prep. Small things are still happening like the Eyeless Void rolls, and all patron actions are happening. We will see what the coming weeks bring as far as the darkness plague.
Treasure and XP- Monsters- 13 Jermlaine, 5 Giant Rats 172xp Treasure- 14x gems valued 2590gp/xp, Philter of Love 200xp= 2962xp/ 5 PCs = 592xp each, add % bonus if appropriate.
Graveyard- 16 Mounted Crossbowmen to Dimetrodon in the jungles south of Bartertown (downtime)
1 Lt Cav to Gnoll pikemen outside Wardoof’s ruined keep (Session 60)
1 Mounted Crossbowman and 1 Sgt, killed by wolves west of Bartertown (downtime)
3 Lt Cav killed in the Gorilla Men/ Manling skirmishes outside the Megadungeon (session 61)
7 Lt Cav killed by wolves and bandit ambush in the badlands NE of Bartertown (session 62)
Sunday, October 15, 2023
Nappendixia Campaign 2.0- session 63
Nappendixia Campaign Session Report
Session #- 63 Session Date- 10/11/23
Time Passed- 6 days 10/11-10/16
Roll Call- Harry- T5
Max- F4
Godhard- C5
Kenny- M/U3
Boyo- C1 hench
Bart- F3/C4
Tomas- F5
Adventure Log- A massive column of pure darkness is reported to have formed south of Bartertown. It is said to be many miles wide and reach upwards out of view.
10/11 The Iron Company sought out the rune caster due to his links to the Eyeless Void and the tablet he had created. After initially looking around for him, the group determined to their chagrin that he had vanished without any immediate leads, so they conveyed the situation to Auntie in the hopes that they had more intel on his whereabouts but alas to no avail. So far as the group knew, he was somewhere inside of the darkness.
10/12 After trying to get the group to be sure they wanted to enter the darkness, Kenny was unsuccessful as the group decided to leave the troops behind and mount up on light horse and ride right in. Right before they reached the darkness, they did set a few rocks to mark if the darkness was expanding and then; after arranging a marching order based on magical blades from swords and a dagger, proceeded bravely into midnight itself. The group marched in and initially did quite well avoiding any problem but eventually had to set camp. They sensed some animal noises but only nocturnal ones and found that the darkness snuffed any regular light sources. Once they set watch, in the middle of the night two giant bats attacked the party. Due to a clever use of Speak with animals and a chicken, they avoided combat and proceeded to dine on an indignant farm animal when they surprised the now indignant bats and made short work of them. They had no treasure.
10/13 The party marched on into the darkness and found a large group of herd animals that they didn't quite identify. Wanting to avoid problems, they won the surprise round and backed away without combat which the herd animals were more than happy to allow. The party camped in pitch black midnight again and things were fine until the final round when a group of harpies attacked the party. Those on watch made short work of those who initially appeared but as the rest of the group many were affected by the song and it turned out the harpies had reserves deep in the magical darkness. Charging into the foray, the group managed to kill many more until the filthy humanoids finally retreated in terror while the Iron Company tracked them back to their lair only to loot over 4000 electrum which was then evenly distributed.
10/14 The group exited the darkness and ran into two very stupid jackals that were too desperate for hunger to apply common sense and run away. The party killed them and (as was to be expected) found absolutely no treasure.
10/15 Whilst still returning to town, the party ran into seven giant spiders that they wanted nothing to do with and wisely walked around them. The party finally made it back to Barter town where they immediately drank their fill from their parched thirst and shared the disturbing news of the darkness with the rest of the company.
10/16 The party rested up and reported what had occurred to Auntie who asked them to consult their temples and see if they could help reconcile her situation with Master to help defend the town. They also received 1000 gold to bolster their defense and that of the town.
Session Notes- I offered another bonus xp for player written adventure log. It’s nice to get a player perspective on the game sometimes. I will return to writing them next week, but leave that option open for the future. It’s been a hectic month and it has been nice to have some players help out with the writing, but it’s critical to maintain the habit; these session reports have been consistently read as evidenced by the number of visits my blog gets each day. The consistency of writing these, and not getting behind on them has been a big reason the campaign continues to flourish. This big darkness event has been a fun thing to run, it’s a result of some deity based stuff going on cosmically, I can’t give too much away but be sure there will be more developments in coming weeks.
Treasure and XP- Monsters 8 giant bats 84xp, 8 harpies 1328xp. Treasure 4000ep/2000xp= 3412xp/ 6 PCs = 569xp each, Kenny gets 484xp, Boyo gets 85xp.
Graveyard- 16 Mounted Crossbowmen to Dimetrodon in the jungles south of Bartertown (downtime)
1 Lt Cav to Gnoll pikemen outside Wardoof’s ruined keep (Session 60)
1 Mounted Crossbowman and 1 Sgt, killed by wolves west of Bartertown (downtime)
3 Lt Cav killed in the Gorilla Men/ Manling skirmishes outside the Megadungeon (session 61)
7 Lt Cav killed by wolves and bandit ambush in the badlands NE of Bartertown (session 62)
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Nappendixia Campaign Session Report Session #- 123 Session Date- 3/6/26 Time Passed- 2 days Roll Call- Boldvay M/U12 ...
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Nappendixia Campaign Session Report Session #- 36 Session Date- 3/15/23 Time Passed- 4 days (1/9-1/12) Roll Call- Mandigor- ½ ...
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Nappendixia Campaign Session Report Session #- 131 Session Date- 5/29/26 Time Passed- 2 days (5 days upper level group) Roll C...
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Nappendixia Campaign Session Report- AD&D Session #- 115 Session Date- 12/26/25 Time Passed- 12 days (catching up with 1:1...
