Saturday, November 8, 2025

Nappendixia Campaign 3.0- Session 110 Gamma World

 Chapter 10-  Nappendixia Campaign Session Report



Session #-  110


Session Date-  11/7/25



Time Passed-  6 weeks of downtime resolved, 6 days session play



Roll Call-   Clint-  level 2 Mutant Human of the Turtle Clan.  Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell.  However, he must be very careful to avoid cuts and wounds.  He has become quite skillful with his hi-tech Vibro-Blade.


 Johnny Mothra-  level 2 Mutant Human of the Puma Clan.  He is also a massively tall and winged mutant who can glide and leap above the forest canopy of his homeland.  He places his shots in the perfect spot, but has a huge metabolism and is always hungry.


Lark-  level 1 Mutant Human from Horn.  Has weather manipulation and direction sense power, plus an energetic hand attack.


7x Hoppers, and the rokox


5x clones


Adventure Log-  Lark’s Journal-  I am Lark, formerly of the Wasteland, now Horn is my home.  I am a survivalist, I can make it rain, and I never get lost.  I was getting settled in Horn when I noticed a group of travelers enter town, loaded with money and spending heavily.  Wanting some of that adventure and riches, I introduced them to myself and a partnership was forged.  I told them of a rumor I heard of recently, I got a great description and rendering of a document that could be found in the Records Hall that would lead to something valuable.  I shared this with my new acquaintances, and Klint, the mutant with heightened smell, used his clout as a city guard to get us into the Hall, and I was able to find the doc.  We interpreted and found it to be a type of map that directed us to a location of an ancient armory hidden beneath the ruins.  We headed out there on the hopper beasts, after procuring a few more, these guys seem to be quite rich.  Leaving the beasts and a few clones as guards, Klint led us down a long metal shaft into darkness, Johnny Mothra, the super tall and wiry one, took the rear guard.  We found a hallway and behind an air vent found an ID card and some cash.  At one end of the hall I sensed a hidden door that revealed a card reader.  It opened and alerted a mechanical dog type robot.  Klint was able to calm it and using the pure DNA from one of the clones got it to reset its commands.  With the dog no longer a threat, a search found 8 assault rifles and a lot of ammo all in perfect condition.  In some fancy file cabinets we found some gold bars, cash, some diamonds, 4lb of plastic explosives, something called “microfilm”, and something called a “memory core”.  We also found an old folding map that talked of and marked the location of a place called “Cheyenne Mountain”.  The guys said they had heard of it before.  It’s some kind of old Science museum, but it also used to house missiles, if still undiscovered, it could contain valuable resources and riches.  After emptying the file cabs, (I also scored a nice pistol, no ammo, but still)  Johnny found a tech device called a “computer”.  After much difficulty he seemed to be able to get it to work, but it didn’t do much until he put the memory core thing near it.  At that he all of a sudden got access to a bunch of information-  some kind of scientist was still in the complex surviving and keeping a journal, the guys got a bunch of info from that.  At the end before his last entry he seems to go crazy.  Returning to Horn, we divvy up the treasure and I’ve never been so rich.  I pay the guy back for the armor upgrade they bought me, and find some heavy cal ammo for my new pistol.  Johnny secures payment for a couple of heavy firearms to be crafted for him-  an Elephant gun and a Blunderbuss.  We bump into a crazy vendor guy and I buy a strange mystery box from him- it’s a spinning wheel set into a round case with various icons The arrow on the wheel can be pointed to one of the icons and there is a single button, I’m told it can only be pressed once, curious, I store it away for an emergency.  After shopping and resting a bit, we encounter the Southern Caravan Company. The guys tell me if we can hire on with them it will be the best and safest way to get near the Cheyenne Mountain location.  They offer to hire us as guards, but instead we invest our newly found gold bars into the company coffers, as well as some of the diamonds we found.  They are of lower quality, but still valuable.  The one valuable diamond of the bunch the guys give to the one they call Cursed-  he will be staying back in Horn investing our money and gathering resources for the party.  This operation seems to be pretty well-thought out.  The caravan departs in 2 days, we have a little more time to rest and equip before it leaves.  More later-  Lark



Session Notes-  I am going to be a player in these upcoming sessions, so I thought it would be a good idea to try a more roleplay/journal style of session report.  I will be getting feedback from the DM too, so these reports may be getting added info.  It’s fun letting someone else run the game, he has total autonomy, I trust he’ll keep it fun and fair and in the spirit of GammaWorld.  


GM additions-  Additions:

  • D.A.W.G.: HP 82, Damage: Bite 2d10, Radiation Eyes: 4d10 every 1d3 rounds (May not use with bite), Infravision, Keen Smell, Keen Hearing, Color Blind, Follows up to 100 words as instructed currently: "I (Klint) am Master. Commands: Fight (Attack who I want on command), Stay (Cease following me on command), Guard (Stop anyone who is not identified as an ally from passing a space designated by me), Heel (Cease attacking on my verbal command); Follow me at all times, These are my allies, Do not allow me to come to harm." Reaction Roll+Machine Table A. Regenerates 1HP per day in exposure to sunlight.

  • 13 Diamonds (4 at 10 Domard, 8 at 50 Domar), 1 at 1000 Domar (Given to Cursed to set things up for the group), 4 Gold Bars (Split among the party, 3 for a share in the Southern Caravan for the PCs one for Party expenses), 400 Domar (split among the pcs), 2 Cases of Microfilm (contents unknown value unknown), 1 Memory Core (requires very advanced computer to read), Hand written diary of Cheyenne Mountain / Bunker builder (May provide future clues), Heavy Pistol w No Ammo


  • Party Purchased: 2 Hoppers (60 Domar each), 2 Saddles (2 Domar each), 3 Shares in Southern Caravan Company, 1 Elephant Gun (Single Shot each shot costs 20 Domar, does 2d8 damage) for 100 Domar, 1 Blunderbuss (does 2d10, shots cost 1 domar each, explodes on a 1) 30 Domar, 3 Mystery Boxes for 20 Domar each (A Mysterious Dial, a Fine almost magical set of Studded LEather, a Blue Potion with a Pair of wings on it), 2 Chemical Energy Cells for the Med Kit, 4 Doses of Bug Juice, 1 Wound Cauterizer



Treasure and XP-


XP Earned

  • D.A.W.G. robot dog ( ~300 XP)

  • 13 diamonds of various values (~300 XP)

  • Various other items (mystery boxes, weapons, chemical energy cells, ~800 XP)

1360 XP total for 3 players, or 454 XP each.




Graveyard-




Saturday, October 18, 2025

Nappendixia Campaign 3.0- Session 109 Gamma World

 


Nappendixia Campaign Session Report



Session #-  109 Session Date-  10/17/25



Time Passed-  5 days



Roll Call-  Clint-  level 2 Mutant Human of the Turtle Clan.  Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell.  However, he must be very careful to avoid cuts and wounds.  He has become quite skillful with his hi-tech Vibro-Blade.


 Cursed- level 2 Pure Strain Human of the Ox Clan.  He is very charismatic but extremely clumsy.  He’s armed with the double barrelled shotgun the party recently acquired.


5x Clones


Francisco Horn- level 1 Pure Strain Human from Horn.  One of the prisoners rescued in the bug tunnels.  After recovering, he joins the party to help find the still missing children.  


Orlando Horn-  Francisco’s very average brother.




Adventure Log-  After fleeing from the tunnels via the termite mound, the party regroups at the farmhouse, at just that time the Genser family prisoners are making it back from the tunnel they fled from that led to the surface a half kilometer away.   They tend to the prisoners and give some first aid to Francisco and his brother Orlando, who say that given a rest they would be able to join the party and hastily descend the tunnels to try to rescue the still missing children.  After 8 hours of rest and a rearming of the party and the clones to maximize their use of the found firearms, they reenter the putrid tunnels through the basement entrance.  They decide to try the cloaking device again and Francisco goes first, with Clint wearing the device and conferring stealth to himself, Francisco, and Cursed.  The clones and Orlando stay back several paces in the tight tunnels.  They kept good maps, and wind back to a place where they marked 2 turns they had not yet explored.  One is quickly found to be a short dead end, but while exploring the other Francisco falls several meters into a hidden drainage ditch the bugs have dup throughout the tunnel complex.  After dropping a rope and pulling him back up, he loses his stealth but the party pushes forward despite some lengthy discussion.  The tunnel leads to a tight chamber before the passage slopes upward.  In the small chamber Clint spies the 2 children motionless in a coma-like sleep, they are covered in a sticky clear mucus.  He begins to sniff at the foul substance and traces its scent back to a hidden alcove in the chamber where he spots a bug creature, this one with a tube structure that spits out a gout of venom.  Just at the moment a second of these creatures teleports into the midst of the party and blasts a second gout of the toxins.  The creatures fail to hit however, and are in turn blasted to bits with the party's collection of rifles and shotguns.  Before they can fully search the room and begin helping the children, 3 full size buggem guards come crawling up the tunnel in response to the noise.  They try to get the drop on the party with crossbow rounds, but the party is more adept, as Clint telekinetically pulls one of the crossbows out of the buggems appendages, and the remaining 2 are blasted with firearms.  Upon tending to the children, when the mucus is scraped away from their noses and mouths they begin to improve.  However, the party locates puncture marks behind the ears of both children, and the party is fearful they may have been implanted with bug eggs.  They decide to not further investigate the tunnels still unexplored to the east and instead they follow the upward sloping passage back the the surface and back to the farmhouse.  After a brief rest, and conferring with the parents and grandpa about the children's condition, they all decide they need to get the children to Horn to the surgeon there who is the only hope of saving the kids.  The large party gathers up their gear and beasts, and prepares a litter to carry the children and place it on the rokox.  They fortunately make it to Horn without any encounters, and the family is quickly admitted into the gates of Horn by the guards there at the main tower, but Lorno and Johnny Mothra, obvious mutants, are told they cannot enter via the main gate and must go to the southern entrance with the rest of the mutates.  Offended, they agree to enter through the southern gate, but are quickly refocused on the various locations and especially the shops and wares for sale in the settlement.  After getting a rough lay of the land in the early morning hours before many things are open, the shops and traders begin opening for business, and the party busies itself with spending the hard earned gold and domars they have acquired on their long journey.  They learn a little of the Baron Jemmas, who runs the settlement, and his knights and guards who are quite well armed and trained.  They also note some of the main attractions of Horn-  The baron’s inner fort, his vehicle shed, a barracks, a records building in a state of disrepair, a license bureau, a plaza for traders and peddlers, a stables where they quarter their hoppers and rokox, some inns and lodging houses, a general store, and armorer, a foundry that makes steel weapons and muskets.  A library, casino, several saloons, and there is even a University here.  They find some meager lodgings near the mutates quarter, and begin planning how to spend their wealth.  They all upgrade their armor, with Clint trading his unreliable blaster pistol for a suit of plastic armor, the only set in town.  The rest of the party upgrades to chainmail or ringmail or sheath armor.  Even the rokox is commissioned to get some plate mail barding prepared for it.  The hoppers get their saddles made, and the party finds time to practice riding them upon receipt of the crafted saddles.  They also purchase some lances to improve their mounted combat.  They get a few more crossbows so each clone has one as well as Orlando.  The high ticket item they manage to purchase is an energy cell powered medi-kit.  It has the power to scan for diseases and other complications as well as heal damaged people.  It works best on Pure strain humans however.  After a few days of purchasing and commissioning projects, they take some time to rest, and wonder what the next adventure will be.  


End of chapter 9



Session Notes-  The combat/exploration part of this session didn’t last too long.  As soon as the party rescued the kids, they knew there was probably a leader type still in the tunnels, but they were very low on hp and had already rescued the kids so decided to leave.  They missed out on some treasure, but making it to Horn was probably a very rewarding experience for them.  They have been acquiring treasure for 9 sessions and have yet to be able to spend any of it.  I knew they would have fun and take a lot of time shopping and equipping.  I gave them pretty much full access to the 2nd edition equipment list barring much of the high tech stuff.  They definitely maximized their purchases, the armor upgrades were valuable, and their improved mounted combat capability will help a lot in wilderness situations.  I think that makes sense that making purchases and upgrading equipment should be rare in Gamma World.  Resources are scarcer here and players should feel that in the world.  I was probably over-kind about how much they could purchase here in Horn, but we are going to shift gears a little- Cursed’s player is going to run some sessions connected to the Cheyenne mountain hook I placed many sessions back.  I will get to be a player and have some fun with a mutant I rolled up.  We also took some time in the session to talk big picture for the campaign.  We will play through Cursed’s Cheyenne mountain complex, and I’ll be prepared to run more adventures that get the Gamma World party access to the larger Nappendixia game map that operates under AD&D rules.  From there the PCs could potentially join the AD&D game using the Gamma World conversion rules.  Meanwhile the players who run Kenny and Godhard will advance their PCs through hex clearing and setting up a keep, and they can then be run as patrons and we can transition back to the AD&D game with new PCs, or the ones from Gamma World, and Kenny and Godhard acting as patrons.  It’s nice to have those kinds of long term planning sessions to keep players excited about upcoming events in the campaign.  



Treasure and XP-  Monsters- 2x Zarn Beetles 29xp. 3 Buggem Guards 58xp= 87xp/ 3 PCs= 29xp each.



Graveyard-  Crash Test Dummy Android- irradiated by a fusion rifle in the forest ruins complex. (session 103)


Lorno-  Brought to Death’s Door by the Horl Choo’s poison in the forest ruins, saved when the party found the first aid kit.  (session 104)


Johnny Mothra-  brought to Death’s Door by the vicious Parn in the termite hole at the Genser farm.  (session 108)


Saturday, September 27, 2025

Nappendixia Campaign 3.0- Session 108 Gamma World

 


Nappendixia Campaign Session Report



Session #-  108 Session Date-  9/25/25



Time Passed-  1 day (time froze at end)



Roll Call-  Johnny Mothra-  level 2 Mutant Human of the Puma Clan.  He is also a massively tall and winged mutant who can glide and leap above the forest canopy of his homeland.  He places his shots in the perfect spot, but has a huge metabolism and is always hungry.


Clint-  level 2 Mutant Human of the Turtle Clan.  Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell.  However, he must be very careful to avoid cuts and wounds.  He has become quite skillful with his hi-tech Vibro-Blade.


 Cursed- level 2 Pure Strain Human of the Ox Clan.  He is very charismatic but extremely clumsy.  He’s armed with the double barrelled shotgun the party recently acquired.


Adventure Log-  After a brief respite in the farmhouse and the drinking of some of the healing egg sac fluid, the party heads back into the buggem tunnels in search of the captured Genser family.  This time they endeavor to use stealth, using the cloaking device they can conceal 3 party members and try to search the tunnels undetected.  Lorno stays topside to guard the house and be a lookout while Clint, Cursed, and Johnny access the tunnels through the basement hole, choosing to not investigate the termite mound in the back field.  They sneak past the egg sac room, it seems to be as they left it.  Clint, in the front, steps out onto some section of the tunnel with a false floor made of hardened termite spittle.  He crashes through the brittle surface down into a pit covered with toxic spikes, gouged and wounded, they pull him out and spend several minutes snaking down some dead end tunnels only to return to the pit trap and carefully climb down into it, crack through the termite spittle on the other side and Johnny boosts them up into a chamber beyond containing an angry Herp embryo, a vile creature resembling a soft shell crab.  It spits a gout of acid at them before the party dispatches it.  They search through more twisting tunnels and nearly fall into some hidden drainage ditches scattered throughout the complex to keep them from flooding.  They fight a beetle-like creature in one chamber, and come across a guard room with three buggems, one of whom has a crossbow with poison bolts.  Johnny is poisoned, but they all fight valiantly and slay the bugs.  Amongst the guard room are some alcoves containing crude weapons, some more poison crossbow bolts and the crossbow, a level III Id card and a laser pistol that Clint is untrusting of.  Finally they get to a chamber of some significance.  A very large buggem is guarding a room with its opening nearly completely blocked by a large boulder.  Clint tries his other laser pistol he had found earlier, but it nearly explodes in his hand, injuring him, so cursed blasts it with the shotgun.  In its death throes it releases a cloud of gas, but the party avoids it.  They have just enough strength to roll aside the boulder, and behind it is 6 prisoners, half starved, and exhausted.  They are all adults-  The Gebbens family Ma and Pa, and 4 of their cousins from Horn who had come down to try to rescue them and got captured themselves.  In their wandering of the tunnels, the party had found a tunnel that snakes about a kilometer away from the farm and back to the surface.  They give the prisoners some water, and a few weapons and lead them to the exit tunnel, promising to continue trying to find the children.  They start making their way east, feeling like that will get them to the area of the termite mound on the surface.  After some progress they see daylight coming from an adjacent chamber.  They try to move past the open mound to search some tunnels beyond, but they are surprised by a large purple beetle with sword-like antennae, and spitting barbs.  It really roughs up the party, nearly killing Johnny, but they take it down and hastily climb out of the termite mound and find refuge back in the farmhouse, just as the prisoners are making their way back also.  They all hole up in the second story of the farmhouse, rest, take the remaining egg sac healing juice, and try to give some aid to two of the prisoners who seem like they may be fit to go back into the tunnels to help rescue the kids.  



Session Notes-   Not alot to say notes-wise other than Gamma World continues to be fun and loose and easy to run.  It’s great because it requires very little prep. I'm just cobbling some things together from some of the old modules, and using the random tables and throwing in some stuff I’ve absorbed from Hiero’s Journey and Starman’s Son.  I was rolling really well this session and the players chewed through a lot of HP, that’s just the way the dice roll sometimes. I was rolling all the rolls on cam on the discord so it just is what it is.  Dice abide.



Treasure and XP-  Monsters- Herp Embryo, Beetle, 3x Buggems, Big Buggem, Parn- 190xp.  Treasure- Anti-Rad Serum 100, lvl III ID card 600, Laser Pistol 1000= 1890xp/ 3 PCs= 630xp each.



Graveyard-  Crash Test Dummy Android- irradiated by a fusion rifle in the forest ruins complex. (session 103)


Lorno-  Brought to Death’s Door by the Horl Choo’s poison in the forest ruins, saved when the party found the first aid kit.  (session 104)


Johnny Mothra-  brought to Death’s Door by the vicious Parn in the termite hole at the Genser farm.  (session 108)



Saturday, September 6, 2025

Nappendixia Campaign 3.0- Session 107 Gamma World

 Nappendixia Campaign Session Report



Session #-  107


Session Date-  9/5/25



Time Passed-  3 days



Roll Call-  Lorno-  Mutant Human of the Ox Clan.  He is massively tall and has vestigial wings, far too heavy to fly.  He also has mental powers, including a blast, invisibility, and the ability to enhance other mutant powers.


Johnny Mothra-  Mutant Human of the Puma Clan.  He is also a massively tall and winged mutant who can glide and leap above the forest canopy of his homeland.  He places his shots in the perfect spot, but has a huge metabolism and is always hungry.


Clint-  Mutant Human of the Turtle Clan.  Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell.  However, he must be very careful to avoid cuts and wounds.  


AI 1-5- clone followers


5 Hoppers-  future mounts



Adventure Log-  After enduring the radiation rain, the party continues north along the ancient road, but late that day they are waylaid by what they later discover are Knights of Genetic Purity, mutant hating cultists, fanatics.  2 charge them with lances, mounted on dog creature mounts.  4 more run behind. All are yelling to kill the mutates.  They fight desperately to the last man but the party defeats them.  The leader produces some sort of futuristic pistol and the party recovers some domars, gold pieces, and some interesting trinkets like an old brass tuba crushed flat like it was steamrolled, and a case of soap, as well as a strange mechanical module.  They move away from the scene of the combat and rest for the day, healing some with the first aid kit.  The next morning at dawn they spy a lump off in the distance and Lorno leaps ahead to investigate, revealing what looks like an old man curled up on the ground, possibly sleeping, possibly hurt.  Clint moves forward to render aid and the man thanks him and tells him they are nearing Horn, they are nearing some of the southernmost farms on the outskirts of Horn.  He says the area is dangerous, gives Clint a strange medallion device, and tells them to be careful of the buggems.  He promptly passes away after this.   Before they can investigate the device, the ground erupts from 2 places, burrow holes, and 3 buglike beetle shaped creatures emerge to attack.  They claw and bite severely at the party but they finally are defeated, revealing a burrow hole that leads north underground.  Also at this place the Old Ancient Road splits left and right and then quickly crumbles to almost nothing, however a trail trodden by feet and beast continues north towards Horn.  They take it after deciding to give the area of the buggums burrows a wide berth.  That evening they reach a farm with a house, barn and workshop on the grounds.  Behind the house 100 meters back is a large mound conical in shape with a hole at the top, some kind of burrow mound.  They see a dim light emanating from the farmhouse attic and investigate.  There is an old man up there, Farmer Genser, and he tells the party that his whole family- son, daughter in law and 2 grandkids, have been captured by the buggems and taken down into their tunnel.  He pleads with the party to rescue them and when they accept he gives them his double barrel shotgun, and 2 bug bomb gas grenades.  They agree and rest upstair in the farmhouse and check out the bug tunnels in the basement upon awakening.  The tunnels are tight, making movement very difficult for Lorno and Johnny.  They squeeze in and using a lantern and makeshift torches, make it to the first chamber in the buggums complex.  It is an egg room, hundreds of egg sacs affixed to the low ceiling.  Lorno slashes at them with his sword and when some of the backspray front he egg juices hit him, he feels invigorated.  He attempts to sup a mouthful of the liquid, and is immediately healed of some of his wounds.  However, 4 of the embryos are just about to hatch at that time, and they burst forth gelatinously at the party.  One affixes itself to Clint, and he is badly wounded and it begins sucking his mortal fluids.  Fortunately the party is there to quickly slice the birthed creature from his body, saving him.  Each wounded party member sups some of the egg juice and more juice is captured in a backpack and the party crawls back to the basement to rest and find some jars to keep their healing juice in.  Time freezes with the party holed up in the farmhouse and the ox and hoppers tied up in the barn.  



Session Notes-  I’m really enjoying the simplicity of running Gamma World right now.  I’ll always love AD&D, but taking a break from a super crunchy game at a time of year where work is very busy for me is really keeping me having high energy for this game, and the players agree.  Morale is high in the game even though I literally have just enough time in my week to run a session and write a report.  Yet I still feel ready to run every session, using old modules as resources is helpful, grabbing encounters here and there from different sources and just using the random tables has created lots of fun adventure already.  



Treasure and XP-  Monsters- 6 Knights of Genetic Purity and 2 mounts 243, 3 Buggums 56, 4 Bug Embryos 52.  Treasure- 210 domars, 90gp(450xp), Needler 400, Cloaker 400= 1811xp/ 3PCs = 604xp each.



Graveyard-   Crash Test Dummy Android- irradiated by a fusion rifle in the forest ruins complex. (session 103)


Lorno-  Brought to Death’s Door by the Horl Choo’s poison in the forest ruins, saved when the party found the first aid kit.  (session 104)



Sunday, August 24, 2025

Nappendixia Campaign 3.0- Session 106 Gamma World

 Nappendixia Campaign Session Report



Session #-  106 Session Date-  8/22/25



Time Passed-  2 weeks downtime, 4 days in game



Roll Call-  Cursed-  Pure Strain Human of the Ox Clan.  He is very charismatic but extremely clumsy.


Lorno-  Mutant Human of the Ox Clan.  He is massively tall and has vestigial wings, far too heavy to fly.  He also has mental powers, including a blast, invisibility, and the ability to enhance other mutant powers.


Johnny Mothra-  Mutant Human of the Puma Clan.  He is also a massively tall and winged mutant who can glide and leap above the forest canopy of his homeland.  He places his shots in the perfect spot, but has a huge metabolism and is always hungry.


Clint-  Mutant Human of the Turtle Clan.  Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell.  However, he must be very careful to avoid cuts and wounds.  


Babe the Rokox- Beast of burden


AI 1-5- clone followers


5 Hoppers-  future mounts


Adventure Log-  After escaping the Serf’s river fortress, the party finds a wooded depression to the west and decides to lie low there and attempt to train their newly acquired Hoppers.  They do quite well for the week, they manage to get a rope around the beasts’ necks and train them to the point where they can be led and fed but still unable to be ridden without a proper saddle.   Towards the end of the third week of rest and training, they spy from the treeline a disturbance in the irradiated soil.  3 large mutated beetles, over 3 meters long each, emerge from the ground roving for food.  Their antennae pick up on the copse of trees and they begin moving towards the party.  They avoid the fight from a distance and retreat out the other side of the woods.  After travelling for a day, they are surprised by some lizardmen creatures lazing on rocks basking in the gamma sun, their scales blending in with the terrain.  They make no initial attack and instead greet the party.  The party cautiously parleys and finds the creatures to be Sleeths- intelligent lizardmen with mutant powers who are benevolent to travelers and seekers of knowledge.  They ask about the presence of the settlement of Horn, and confirm that it is a real place to the north, and that it is inhabited by humans both pure and mutant, they say the party would likely be welcome there.  They also ask about the hoppers, and if they could assist in any way to get some saddles for the hoppers.  The sleeth’s produce some sheets of leather and hide, and proceed to use their mutant powers to cut them into the necessary pieces to construct a saddle.  They give them enough material to make 2 saddles, and lay out the pieces on the ground and instruct them how to use their tools to assemble them.  They then also confer a gift as is their custom when meeting travelers.  They give them a vial of liquid and explain that when spilled on a surface, it makes the surface extremely slippery.  The party is very grateful and gift the sleeth’s with the fire extinguisher they found.  The third day they make it to the ancient highway remnant from the time before the apocalypse.  Known to some as The Old Oad, the ancient highway winds North, possibly to Horn, and likely beyond.  As they travel north, strange grasslike vegetation in hues of pink and orange are seen, first only to the west, but later on the plants are also on the east side of the road.  Clint moves cautiously forward into the area dense with the plants.  He feels a little uneasy, but when the rest of the party cautiously moves forward, 

The weaker constitutions of Lorno and Johnny are burned lightly by radiation.  They decide to back up, and loop around the strange plants to the east if they can.  They manage to make it through the zone of radiation, realizing that they did find a geiger counter early on in their journey.  They produce it to find the edge of the level 4 radiation, and return to the road when it is safe.  Further on down the Oad, towards the end of the day, they come across a huge and decaying bridge structure.  The sides of the bridge as well as the northern third of the bridge are in terrible shape, and likely not able to support their weight.  They look to the sides of the bridge, where a swift flowing stream flows west through a steep gorge.  On either side of the bridge, along the rocky shores of the stream there is a red colored fungus growing on the rocks.  They move off the rickety bridge to see if the stream can be forded and if the fungus is dangerous.  Clint first investigates the fungus.  He throws a rock at the mass and nothing.  He lights a torch and moves his hand close to try to burn it, but the fungus releases a cloud of gas and he instantly falls asleep, landing face first on the mass of fungus.  The digestive juices of the fungii begin slowly digesting him.  Reacting in horror, Lorno holds his breath and leaps towards the fungus, triggering more gas, but grabbing Clint and jumping back away.  It takes 2 hours for Clint to wake back up, and after he recovers, he uses his telekinesis to unstick a section of the fungus from the rocks, clearing a path for Lorno to jump over the stream with a rope and hold it tight as the rest of the party uses it to quickly cross.  Just moments after crossing, some nasty looking fish show up, just barely missing the meal.  They get back on the road and rest and recover for the night.  The fourth day of travel north brings weather.  Storm clouds approach, and the party sees a sickly yellow cloud of impure rain coming.  They begin to gather all the branches, logs and debris about and make a shelter to protect from the rain.  They instruct the hoppers to burrow into the ground and they cover the rokox with their shields and bedrolls.  The rains hits and takes a half hour to pass, in that time the hoppers and rokox take a little residual damage from not being fully protected from the rain, but the party remains safe from radiation.  After the storm passes, they pile the wet irradiated blankets onto the also wet shields and drag them like a sled behind them as they dry and the radiation dissipates.  We pause here as the party moves north on the old Oad.  What will be their next obstacle?


Session Notes-  I opted to give a lump sum of xp as this was more of an environmental survival session.  I knew the PCs were less than 400 xp away from level 2 and it seemed a fitting time for the party to make second level.  The rules in second edition for leveling are social based, higher levels give you higher status in your tribe or clan.  But we’re not playing that way, the party doesn’t yet have a tribe to belong to, so I’m opting to use the 1st edition leveling rules, which are super vague.  They basically say that the GM should make die rolls easier for higher level characters, but it’s arbitrary, as well as a roll on a chart that gives a stat boost.  What I’m doing is a simple +1 to all d20 die rolls for each level gained, as well as a roll on the stat boost chart.  I’m trying to do as little homebrew as possible, and just defer to 1st or 2nd edition rules, whatever fits better for our group.  



Treasure and XP-  400xp per player lump sum for survival in the harsh radiated environment.  The party makes level 2.



Graveyard-   Crash Test Dummy Android- irradiated by a fusion rifle in the forest ruins complex. (session 103)


Lorno-  Brought to Death’s Door by the Horl Choo’s poison in the forest ruins, saved when the party found the first aid kit.  (session 104)



Saturday, August 9, 2025

Nappendixia Campaign 3.0- Session 105 Gamma World

 Nappendixia Campaign Session Report



Session #-  105



Session Date-  8/8/25



Time Passed-  2 weeks downtime, 6 days in game.




Roll Call-   Cursed-  Pure Strain Human of the Ox Clan.  He is very charismatic but extremely clumsy.


Lorno-  Mutant Human of the Ox Clan.  He is massively tall and has vestigial wings, far too heavy to fly.  He also has mental powers, including a blast, invisibility, and the ability to enhance other mutant powers.


Johnny Mothra-  Mutant Human of the Puma Clan.  He is also a massively tall and winged mutant who can glide and leap above the forest canopy of his homeland.  He places his shots in the perfect spot, but has a huge metabolism and is always hungry.


Clint-  Mutant Human of the Turtle Clan.  Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell.  However, he must be very careful to avoid cuts and wounds.  



Adventure Log-  The party rests in the fortified and newly cleared out ruined hangar complex.  They rest and learn to use the first aid kit, tend to Lorno’s poisoning, and investigate the rest of the complex.  They locate one more room near the room that released radiation, this room is filled with moving mechanical parts, wires, cables, and pulleys.  Perhaps it is generating the limited power remaining in the complex, or perhaps it it related to the train tracks, nonetheless they carefully search the room and find a large adjustable pipe wrench and a toolbox of small hand tools, some of which they use to fashion the scrap metal they found and they reinforce the hide armor of Cursed and Clint, making sort of an improvised splint mail.  With the remaining metal they fashion some spear heads.  They also reinvestigate the room that released the radiation, which had the 5 man shaped chambers and control panel.  They use their ID card to release the chambers and in each one is a clone wearing a red jumpsuit.  They are of very average ability, but will answer to Cursed or Clint, who both appear as Pure Strain.  They fashion some spears and other simple weapons from their collection and arm them and explain some basic expectations if they are to become followers of the party.  They realize that after resting their food and water supplies are dwindling, and have a discussion as to where to go next.  Johnny remembers hearing of a settlement to the north called Horn, a place where some trade and commerce happens, they may be able to spend some of their wealth and upgrade their equipment there.  They contemplate returning to the old altar, the rally point for tribal explorers, but decide against that and choose to bushwack into unknown hexes in an attempt to connect to the Old North Road further north.  They trek out of the forest and into plains terrain.  On the fourth day they follow a path that develops into a trail, it follows a rise in the land with a floodplain descending eastward.  They take the trail to its apex, where the well-worn trail branches eastward down onto the floodplain and towards a meandering river.  There is a ford of the river here, and at that ford a base has been built, a base of the Serfs, the militaristic mentally mutated creatures that previously tried to entice Johnny.  They see several patrols of serfs guarding the ford int he river, preventing access to its crossing or any gathering of fresh water.  They control this land with their fortified base and their numbers.  Before the party can react to the distant band of Serfs on the floodplain, a patrol of 5 rushes upslope unnoticed, surprising the party.  They each manifest a mental power, life leech, mental blast, and density control, and the leader shimmers into semi invisibility.  They party fights back with some of their newly acquired firearms, the blaster pistol is particularly effective.  They fell 2 serfs, and the leader and 2 others make a break from the party’s attack.  They have to let them leave to ensure escaping from the larger army of serfs that could easily chase them down.  They recover some crossbows and hand weapons from the serfs and some domars and a solar clock.  They move quickly northward for 2 days and come across a small herd of 5 hoppers.  Hoppers are large mutated hare creatures, difficult to train but they make good mounts when trained and saddled appropriately.  Cursed and Johnny slowly move out towards the creatures with some food- vegetables and tubers they had collected.  They use their charm and food to calm the bunnies enough to get within a few meters.  Realizing that any real attempt to tame and train the hoppers will take days if not weeks, they decide to camp here in an attempt to domesticate them.  Johnny and Lorno are too large to be able to ride, but the rest of the party and the clones could ride them.



Session Notes-  So we made the decision this session to basically fully switch over to 2nd edition rules.  The 1st ed rules were so lacking and caused so many judgement calls, we were already deferring to 2nd ed for clarification on the mutant powers, and I looked over combat tables and they are all identical from 1st to 2nd ed.  The only significant thing I found is that in 2nd ed, surprised creatures are auto hit, just roll damage.  That was a significant change, but the players were in agreement to just fully defer over to 2nd ed.  It’s certainly not necessary for the players to acquire their own copies of 2nd ed, it’s harder to find, and easy to make the few changes.  A few mutant powers are noticeably different, but it’s basically the same game, just a lot more clarification and foundation for the GM.  


Here is the map as it stands, the key notes all the significant locations discovered so far in the campaign.  It shows how it really takes no time at all for the campaign world to come to life all from in game generated content.  Very little of this was pre-planned content, it certainly wasn’t a story on rails I’m laying out for the players.  They always have full autonomy to do whatever they want in game.  



Treasure and XP-  Monsters-  2 Serfs 62xp, Treasure- 100xp domars, solar clock 200xp, (Stun Baton forgotten from last session 400xp)= 762xp/ 4PCs= 191xp each


Graveyard-   Crash Test Dummy Android- irradiated by a fusion rifle in the forest ruins complex. (session 103)


Lorno-  Brought to Death’s Door by the Horl Choo’s poison in the forest ruins, saved when the party found the first aid kit.  (session 104)



Nappendixia Campaign 3.0- Session 110 Gamma World

  Chapter 10-  Nappendixia Campaign Session Report Session #-   110 Session Date-   11/7/25 Time Passed-   6 weeks of downtime resolve...