Looking to run some in person B/X D&D
Nappendixia Campaign Session Report
Session #- 120
Session Date- 2/6/26
Time Passed- 2+ weeks (back to 1:1 time)
Roll Call- Klint- level 3 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 2 Mutant Human from Horn. Has weather manipulation and direction sense power, plus an energetic hand attack. He’s also a good shot with his assault rifle.
The Horn Brothers- Helped rescue the Genser family and hired on with the party. They provide backline fire mostly. One of the brothers was mutated by a plant DNA machine in the Mountain Museum Biodome, leaving only one PSH in the party currently.
5x Clones
Adventure Log- We pick up in freeze time on 1/25, with the party having just bypassed the giant arm machines on level 6 and getting to the elevator that leads down to 7 where the Titan is allegedly housed.
Lark’s Journal- So there we were finally making it down to 7, the big confrontation with the Titan and whatever is controlling it. The elevator opens into the hugest room I’ve ever seen, a massive cube carved out of the inside of the mountain. We first encounter this creepy security droid shaped like an upside down pyramid, floating there clearly eyeing us. We get through that structure only to find another huge cube shaped room but this one is filled with finery, shiny steel and brass everywhere, designed to impress. In the center of the structure is a control panel and 3 projected images of faces hovering above. The 3 faces we realize are the 3 AIs vying for control of the mountain complex and thusly the Titan. We see the old logo of NORAD on some of the decals and signage in the place, and that reminds Klint of some old history he knows and he seems to get the approval of one of eth faces, the one that is the most stern and militant. The other faces are benevolent and neutral respectively. Between the fast talking and his army general garb, Klint manages to trick the AI into giving a formal tour and inspection of the facility and the Titan. While he’s doing that I use my direction sense to locate another computer terminal in the area, one more out of the way. I’m sure at some point Johnny is going to have to hack the computer and there's no way those AIs will just sit there and let him. He’ll have a better chance at a less obvious terminal. I locate one in the R&D labs, and we split off from the party as the AIs start to focus on Klint and the inspection. We get Johnny to the R&D lab and I post up outside while he goes in to hack the terminal. While I’m out there I find a lock box with a pair of rocket boots in them, nice score. Johnny figures out how to reboot the AI, and I realize that it’s not actually 3 AIs, but one insane AI that has created 3 personas for itself. With that knowledge he’s able to hack through the tech and reorient the AI, shutting down their plans to release the Titan on the world. However, Klint gets into a dispute with the AI while on the tour and it reacts to the reboot by beginning a shutdown sequence on the whole compound. We race out of there just moments before the whole mountain is shuttered behind massive iron doors. We will have to see in a month if the reboot was effective in ending the AIs insanity. Regroup back at the tram depot and the old hermit’s cabin. We stay there for several weeks investigating the strange tech we took from the mountain. Johnny and I managed to grab 3 pieces of tech from the R&D lab before we booked it out of there in addition to the rocket boots. We learn how to operate them- A backpack powered force field generator, a “living” cloak made of nanites, and a colored cube, the high tech version of the arcane item known as a cubic gate- a portal between worlds. This gate is set to Gamma World, one unknown destination, and 4 open faces still able to be programmed to a specific world. Some powerful items indeed. We will ponder how to best use them, and what to do next, here in Gamma World. The Titan is no longer an imminent threat, and we can refocus on maybe getting back to Horn and seeing what all Cursed has done with all the money we left for him to invest and acquire resources. Until then…
Session Notes- This was a real fun climax session, the final standoff to see if we could prevent the Titan from freaking out. We’re coming to the end of the chapter, and it’s really cool and fitting that the other DM saw fit to introduce an item that could possibly link some of the worlds we have been playing in. The PCs in the AD&D game are currently investigating ways to crossover into other worlds, we will see who gets the knowledge first, and attempts to do something with it. We’ll have one more wrap up session in Gamma World then will divert back to AD&D full time. We definitely need the time now that hex clearing has started in earnest. Here’s the stats from the DM on the GW tech we scored this session-.
Rocket Boots: Flight (as Mutant Power) up to 1 hour per day (Failed Dex roll can be problematic when using). Up at 30mph. Horizontal 60mp. Down at an angle 90mph. Up to 300 pounds
Portable Force Field Generator: Passive Mode (Indefinite when worn)-AC 1. Active Mode: 5 radius force field up to 100 damage. 1 in 6 chance of burn out if exceeded, requires energy cell replacement. Either way, requires 24 hours to recharge if 'burned out') Technological
Cubic Gate: (Functions as DMG item of the same name). Gamma World and 1 Unknown destination set. 4 slots unset, once configured cannot be changed. To configure a new setting must be scrambled ala rubix cube and pass 3 int tests in a row, and then double tap a side.
"Spawn Cloak": Nanotech cloak that has three modes (only one active at a time). 1) Levitate as Spell PhB, unlimited. 2) Passive protection mode-Any organic being not designated an ally/non hostile who approaches within 10 feet is attacked by a nanite spike that does 4d6 (+20 to hit) up to 3 times per round (3 different targets) 3) Active attack on command as Vibro Blade (hits with user's skill) but has Reach of up to 30 feet.
Treasure and XP- -Shutting Down the Titan (2000xp) -Social Engineering the Insane AI (1200xp) -Ultra Tech Loot (500XP) -Escape Without Risking the Wrath of the AI (die roll) (300 xp) 4000xp (1334 XP per player)
Graveyard-
Nappendixia Campaign Session Report
Session #- 119 Session Date- 1/30/26
Time Passed- 7 days
Roll Call- Godhard- C8
Stigr- F7
2x Pal hench
10x H. Cav
Laurentis of Red Frontier- C8
Snowy- Halfling T1
Adventure Log- After a short reprieve from the Hill Giant Steading, Godhard gets word that the logging crew and its detachment of guard had a near run in with 5 hill giants, but managed to withdraw back to camp without combat. Godhard and some PCs gear up and with some intel from the rangers track down a camp of 4 giants south along the stream bank. With an effective volley of lance charges and some of the party's powerful magic weapons, the giants are slain, but one is missing and no doubt has gone back to contact the larger group. 4 H. Cav perish in the combat, and Godhard prepares a memorial to be erected on the spot of their last fight. Upon returning from that, he finds Boldvay has returned with more loot he has collected from clearing his hex to the east. He gifts Godhard a mace of disruption and some fancy magic plate as congratulations for starting his domain. They negotiate some deals over some magic ringmail, a pair of Lamassu Boldvay found in his hex, not compatible with his leadership style, and he brings a hippogriff fledgling, and tells Godhard of an aerie of hippogriffs on his hex he would be welcome to hunt and capture. In exchange Boldvay gets some cash and the lions that were subdued from the wilderness. Finally Boldvay tells him of a possible way to defeat the blood thing monsters that infest Bartertown. He tells him of a mystical gem, the Soul Gem, that if introduced to the blood thing monsters may penetrate into each and every one of them, searching for a soul, until they all are destroyed. It’s a risky plan, but if an elite team can be assembled to go into the Ghost Tower that hides the Soul Gem, it may be possible. With that Boldvay departs, and Godhard and the crew rest up and plan to head out and reveal more of the undiscovered parts of his domain hexes. They go about revealing the hexes from the camp south towards the center of his hex. They avoid the east where rumors of brigands have been heard. The party finds it to be mostly scrub terrain, mixed with forest and some hills. They note a single hex of about a mile of mountainous peaks that abut the cliff face they had discovered earlier. In all, Godhard comes in contact with a hamlet of 300 people who eagerly join his domain. He also encounters a party of a Magic user, fighter, and cleric that match alignments, and are willing to join the entourage. They encounter a NG elderly cleric in a solitary tower, eking out an existence, and he also agrees to an alliance. The next day after traveling west, they encounter a small hunting community led by a N cleric of Obad Hai. He and his Druid assistant agree to help out with the domain and act as stewards of the land and to provide ample hunting and trapping opportunities. Snowy the thief even manages to win the favor of a leprechaun they encounter, and over some cups of wine he agrees to provide aid to Godhard, as long as a little missing treasure here and there is acceptable. In all Godhard has quite the good bout of luck in uncovering some new features of his future domain.
Session Notes- Longtime Brosr fixture and former player of this campaign Hollyfelled dropped by for this session. It was great to have an old player and Brosr bro drop by for a game. I’d love to see more of it and I hope he returns for more games. It was a pretty procedural session, actually the first time we grinded hexes most of a session, but there was some combat, and some negotiation, some roleplay, and a lot of random table rolling. I felt comfortable on rules and book management, didn’t get too lost in the weeds, but kept the rulings pretty RAW accurate. AD&D continues to be the winning system for me, it just never fails. Though lately I have been looking at classic B/X, I’d love to run just straight B4 The Lost City into X1 Isle of Dread, seems like such a great combo and such a streamlined system. I don’t know, maybe someday.
Treasure and XP- 4 hill giants, 30gp= 7228xp/ 3PCs = 2428xp each. add % bonus if appropriate.
Graveyard- 4x H. Cav- Smashed by Hill Giants south of Godhard’s camp
Nappendixia Campaign Session Report
Session #- 118 Session Date- 1/23/26
Time Passed- 2 days (time freeze)
Roll Call- Klint- level 3 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 2 Mutant Human from Horn. Has weather manipulation and direction sense power, plus an energetic hand attack. He’s also a good shot with his assault rifle.
The Horn Brothers- Helped rescue the Genser family and hired on with the party. They provide backline fire mostly. One of the brothers was mutated by a plant DNA machine in the Mountain Museum Biodome, leaving only one PSH in the party currently.
5x Clones
Adventure Log- Lark’s Journal- We hung out back in town the last week, I mostly rested but a few of the guys went around gathering info and such. They were wondering why the town has no walls or outer protection, yet seem so safe and secured. They find that the place is covered with well hidden cameras, but the town claims they have nothing to hide. They also find out that 30 years ago this place had a reputation for having some kind of sonic devastator weapon, as well as a doctor who could make custom viruses. We consider Johnny’s plan to gather everything we need before confronting and trying to disable the Titan, we realize we have what we need and can prepare to get to the 7th level where the Titan is. I suggest we use the rope ladder and Johnny’s ability to glide down from falls, to try to drop lower down the mountain face and find an access point to the 6th or 7th level from the exterior. There are some caverns and tunnels on the mountain face that could be used to climb down lower, Then Johnny could grab the rope ladder and fall/glide down to us to drop down even lower. It was a plan that seemed to avoid the grind of getting through everything a psychedelic AI might throw at us should we try to penetrate level by level. We agreed to the plan, and acquired a nice set of block and tackle so we could first lower the robot dog down as we explored lower and lower. Everything was set and we headed out to the mountain museum, and were quite easily able to drop down the mountain face to level five. Johnny takes some damage fall-gliding down through the jagged mountain tunnels, but we heal him with the med box. On the 5th floor we find some weird hologram presentation of 13 constellations representing 13 ancient gods and goddesses, they jabber on and man are they boring! We split out of there and drop down one level lower. On 6 there's these crazy AI faces being presented on the walls and ceiling, real tripped out stuff. Then all of a sudden we start seeing weird AI versions of our faces on the walls, and nope the heck out of there. I have to use my hands of power to wither and rust a metal plate off the shaft, but we find a shaft down to 7. We try to drop the DAWG down the 120 feet of block and tackle, but it still doesn’t hit bottom. We dro a torch down and estimate it to be about 300 ft. It takes the whole rope ladder, attached to the block and tackle, attached to all the remaining rope we have to get down to the 7th level, but we make it, a few of the clones crash out down the shaft, but our ample med box heals their broken bones. The Horn Bros are super freaked out but they manage to hold morale. We regroup at the bottom landing of 7, where we find another shaft that dead ends at another big metal plate. I fire up my last use of hands of power for the day and manage to melt and warp the metal enough to pry it off with Klint’s help. And we break through into the 7th level proper. In there we find a giant room with 6 big robot arms and a bunch of different sized crates and boxes. I wonder if this is some kind of ammo loader for the Titan, like maybe the arms load these boxes of ammo or something into the Titan. Before we can confirm this we find a big portal on the rear wall, and it is marked with the insignia of one of the Museum AIs alter egos. It engages us with some kind of riddle about the feelings of duty, curiosity, pride, regret, love, and fear, and we each claims a different word and how we represent them. The AI thing seems to accept our answer and it opens for us. While doing that a few of us scavenge to look through some of the boxes and crates, thinking there may be weapons in there. We find some military gear, a cool portable tent of high tech material, some kind of high tech Swiss Army Knife, a mini clerk/organizer drone, and I score a needler gun and Johnny finds an energy mace. The Titan could be right on the other side of this portal, wish us luck. Until next time.
Session Notes- We continue to be picked at by the insane psychedelic AI, and have very much opted to avoid the heck out of it which so far is working. We think there’s some kind of Intelligence skill interaction with the AI/Titan and Johnny has highINT and some INT mutations, plus we have set the controls in the museum to optimize the interaction. We will see next time, as we have opted to freeze time moments before the possible big bad confrontation. We will see. It continues to be fun as a player to really be able to just relax and chill and find that aspect of gaming again after being a DM for so long. There is something to say about that type of player- more subdued, still engaged and attentive, but more passively taking everything in, enjoying the flow, not stepping on others toes, letting the game have space. There is certainly something to say about what that type of gamer brings to the table. It gets so hard to continue to have new thoughts week after week in these session notes, sometimes I feel like I’ve already said everything, but the game goes on forever if we’re doing it right.
Treasure and XP- -Plan to Bypass the Dungeon (1200 xp) -East Vault RP and Loot (700 xp) -Ticket and Exhibit Rp (350 xp) Total 2250 xp (750 xp per player)
Graveyard-
Nappendixia Campaign Session Report
Session #- 117 Session Date- 1/16/26
Time Passed- 1 day
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. He’s also a good shot with his assault rifle.
The Horn Brothers- Helped rescue the Genser family and hired on with the party. They provide backline fire mostly.
5x Clones
Adventure Log- Lark’s Journal- So I’ve been up here at the cabin outside the Cheyenne Mountain Museum, tracking down this HyperPuma creature that lairs nearby, and Klint has gone back to town to have some rope ladders fashioned so we can more easily climb down the side of the mountain, circumventing some levels in an attempt to find and disable this Titan that is set to awaken. When he gets back, we use his super smell and my direction sense to locate the pumas' lair. Johnny has some poisonous seeds, and we trap a mountain goat, butcher it, and Johnny implants the poison seeds in the goat meat. We leave it out in the vicinity of the puma, and luck out on our first attempt, the beast eats it whole, and chokes on the poison and expires. From the woods in the distance we saw it stagger back to its lair and take the time to prepare the carcass for sale back in town for its pelt. Inside its hole we find 181 Domar, a bunch of nice gemstones, some fancy looking leather armor that made me feel quite quiet and lightweight when I put it on, and a weird certificate that guaranteed protection from something called Lycanthropes. We split the loot up and let our friend back at the cabin to have a crew come pick up the carcass, he is relieved to have one less predator about. Klint tells us that while he was in town he met up with the computer tech guy who knows how to access the computer chip we found. He says that he has discovered that the mind of the Titan has been fractured in 3 parts, and there are 3 paths to deactivate it. We choose to access the memory core further to research the best route in and out of the mountain museum, hitting all the shut down points and finally getting to the titan itself. The plan is to rehumanize the Titan to keep it from raging. Johnny uses Klint’s info from the computer guy to plot us a route down to the biodome, and then up to get to one of the shutdown places. We gear up and head out to Cheyenne, in through the main entrance stairs, but then using the rope ladders to climb down the side to the landing that leads to the Biodome level. From there we go up to the 3rd level, the guys tell me, and it’s a highly maintained office area, there are still maintenance and cleaning drones keeping the place immaculate. Through this area we find a large metal door with a panel, and here’s where it gets weird. Johnny uses his big brain and several of the key cards and passkey trinkets we’ve acquired, and he goes into like a trance and starts interacting with the computers, something called an AI. Johnny is tripped out talking to this super computer for a while, and I don't get a whole lot of what happened, but when its over he seems to have gotten some good info from the computer, the locations of cameras and security bots, and we also find out that the Titan has some super powerful personal guard bots that will protect it to no end. I guess we accomplished what we set out to do in this area, because we all of a sudden head back out and back to the cabin. We get rest and begin plotting the route in and out for our next delve.
Session Notes- Fun session, it definitely felt like a psychedelic scifi novel from the 60s. I was kind of tired and zoning out while Johnny was mind melding with the AI, so it kind of added to that trippy effect for me. DM threw in a little treasure from AD&D which was nice. Now I’ve got some leather +1 on my GW PC. It’s definitely nice to just kick back and be a player sometimes.
DM Notes-
Summary of Party Actions: They researched the patterns and lair and capabilities of the Hyperpuma and decided to feed it a poisoned goat as it died choking on its own reactino to the poison though the poison did rended some of its more exotic glands worth less money. The group leant to the Digital Curator (descenant) the Docent in the memory slot where he confirmed from his research into the downloaded memories that he had found Risk Management Memory Simulation #6789 that involved devolution into sub AI's (one of which now identified as the Warden) and that in this event it might try to have the Titan for Peace show the mission of Peace Through Deterance by visiting the titan as an interactive exhibit murdering the crap out of everyone it finds. The group elected for the third path of the ideas given to them (not brute force, not run through the exhibit optimising human experinece to maximize the reboot chance) but to go to the memory core on the third floor of the museum to learn the optimal path to have maximum exhibit. On arrival at the entrance (service entrance) they determined that they were gonna have the medals they had like an impromptu military uniform and General Clint of the (rolls to check) Army was here to conduct an inspection before the exhibit went live in Mid Feb. The computer took the bait and let them inside. Once inside, rather than more social engineering on the AI, Johnny used his skills to operate the archive and have them update their maps to understand where the active droids were. The group learned valuable information including: the two most important memories (and how they answered the final question for the AI which they know will be on how it wants it to behave); was go to the ticket booth and buy a ticket and enter the museum as paying patrons at the front gate (60%) and then the second most important was to go to the Worlds Gallery and view the exhibit ont he 2nd floor ("Improve your Artistic Expression") (Randomly rolled). Just doing these simple things would improve their chances by 80%. They also learned that controlling the world gates and security droids came from the 6th floor which they elected to skip in its entirity. Most of the droids have neurosis but especially half the sixth floor (where there are no functional cameras) and a third of the seventh floor. The two toughest droids were the Mountain Defenders (fine if they didnt attack the mountain) and the 4 Titan Defenders that they would need to stealth past on their final approach of the titan. Downtime Details: Bought a master crafted 120 foot long rope chain ladder w hand made wooden slats (no attribute roll needed going up or down) Search for best local places to loot in the area: Colorado Springs Ruins, Glow Yard, Sky Needle Array, Pikes Peak Sanctuary, Old Sky Tram Station (Secret Interance), Devil's Canyon - Strategic Materials Depot Good monsters to hunt: Crater Guard, Hyper Puma Array Groups to be hired to kill: "Biker" Gang 10-20 thugs, Haunted Canyon, Glow Zombie Cave
Treasure and XP- Session 117- 181 Domar; Six Gems worth 100 domar; Hyper Puma Carcas 800 Domar; Scroll Protection of Lycanthropy: (Cairn) w Certificathencity (word 2000 domar sold); +1 Leather Armor as Boots of Elvenkind (Torg-Asycle cosm) (1500 domar) (1700 XP)
-Discovering the AI's malfunction (700 xp) -Discovering the status all active droids, modified areas, and resarching the appropriate blueprint scmetic from the original museum 600 xp) -RP for Initial Interaction of the Warden with collapsing chances preticket (Includes RP for making the useless medals an actually valuable augment on spofing the AI) (1200xp) -RP for figuring out the optimal path to reboot the AI-(400XP) Total XP: 4600 XP(1533XP per PC)Graveyard-
Nappendixia Campaign Session Report
Session #- 116 Session Date- 1/2/26
Time Passed- 8 days + 1 day rest
Roll Call- Toadie- T9
Godhard- C8
Stigr- F7
2x Pal hench
Kenny- M/U9
Boyo- C8
Laurentis of Red Frontier- C8
Adventure Log- The party is resting and administrating to their camp- Fort Dawnbreak, after their assault into the Giants Steading and the exploration of the connecting terrain. They investigate the possibility of hiring and sending out spies to some local settlements, and consider the dangers of attempting to spy on Hartford, which operates as a totalitarian police state. They hire Jirel the thief to begin looking for prospective spies. They consider other nearby settlements, such as the Slime Cultists village St. Gerault, and then receive intelligence from the other nearby settlement of Oak Crest and Whore’s Ridge, Juggalo country, but the populations seem to have swelled to thousands due to the diaspora caused by the Blood Monster takeover of Bartertown. Also, their patrols report sign of a snake lair and an Owlbear lair, in addition to the already known threat of the wild dogs and lions in the loffing area. The following day Boldvay teleports back into camp to check in with the party. He informs them that he has chosen the site of Papagallo’s old compound as his base of operations for his new domain, and has begun clearing the hex and accumulating followers. He also brings some people with him- A cleric and his fighter henchman, adventurers Boldvay met at Papagallo’s site who chose not to join up with him. He offers them up as potential henchmen or sergeants, and also brings forward a small man, a merchant, one of a caravan now working for Boldvay. They wish to set up trade relations with Godhard’s merchants. Finally, Boldvay produces some magic items he has acquired from hex clearing- a potion, some magic ringmail, and a bowl of commanding water elementals. The party pays a fair price for them, and Boldvay departs, saying he will return in a week, he may have a breakthrough on how to defeat the blood monsters in Bartertown. They spend the next several days tracking down the wild dog lair, where they use choice cuts of meat and a speak with animals spell to establish relations with the dogs, who agree to not attack humans in exchange for regular food supplies. They also find the Lion’s den, and slay 2 females, and subdue and capture the male and 2 other females and their cubs, hoping to acquire an animal trainer to put them to use somehow. In the din of fighting the lions, they are approached by some primitive hunter/settlers living nearby surviving against the edge of a cliff side. They tell them of their struggles with the dogs and lions, but also of a large group of Brigands that lair to the east. The threats just keep mounting in Godhard’s future hex. The settlers say they number about 100 and are looking for a safer place to live. Godhard offers to have them join his people and live at the fort until a proper settlement is built, and they agree, taking several days to move them from their current rough shod palisade against the cliff edge. The party decides to use that as their future forward operations point for forays into the Steading. After relocating the small hamlet, they look back to the giants, and travel there to see of they can conduct a quick raid to do more damage to their numbers. When they return, they find 2 hill giant guards at the front gate and a third up in the watchtower. Avoiding that, they turn Toadie invisible and silence him and he climbs down the kitchen chimney, and sneaks out some meat from the kitchen. He then takes the meat silently to the side gate where they spotted many dire wolves and drops it over the wall. Hearing the wolves all gather around the meat to feast, Kenny drops a fireball centered right there and blasts them all. The party retreats quickly into the night and back to their camp.
Session Notes- Here’s the player made/designed map of Camp Dawnbreak-
And here’s some player created maps of the larger area and the domain area-
Treasure and XP- Monsters- 14 Dire Wolves 1551xp, 5x lions 1645xp= 3196xp/3 Players= 1065xp each, distribute amongst your PCs/hench as you see fit. Add % bonus if appropriate. Treasure- Godhard earns 2000gp/xp from the treasure from the hamlet.
Graveyard-