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)



Saturday, July 26, 2025

Nappendixia Campaign 3.0- Session 104 Gamma World

 


Nappendixia Campaign Session Report



Session #- 104 Session Date-  7/25/25



Time Passed-  2 weeks downtime, 8 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 reinforced front room of the forest structure they have been delving.  They forage enough storable forest fruits and tubers for 2 weeks of sustenance.  During the first week of foraging however, they encounter 3 Kai Lin- they appear as giant lizards with long tails and green scales, but actually are plant creatures made of trunks and vines.  They scavenge towards the same food source as the party, but Clint holds one fast to the canopy floor with Telekinesis while Cursed and Johnny smash it with axes.  They have the power of radiation eyes and manage to blast Lorno.  Lorno tries to blast the others in return with radiation, but finds the scaly bark to be totally resistant to the rad damage.  The other 2 flee, leaving the party to the food stores.  After healing and foraging for another week, they decide to enter the ruins again, this time trying the door in the eastern office.  It opens with a level 2 ID card and Cursed attempts to sneak in and assess the room with his lantern turned to low light.  He creeps to the NW in a huge hangar structure that seems to match the hangar structure located through the western door.  He gets to the first alcove and 2 emaciated figures, skeletal, in loin cloths, and having no features on their faces save a huge toothy maw emerge and begin a horrific screaming- Screamers.  They reach out to grab Cursed, missing him, but they project a power of life leech and sap some life energy from him.  Cursed runs back to the hangar entrance door, slams it and alerts the party of the screamers.  Clint takes the frag grenade and as Cursed opens the door and finds the Screamers right there, he drops the grenade into the room and telekinetically pulls the pin as Cursed slams the door.  Boom!  After waiting a minute they open the door to find the Screamers obliterated.  They begin to search this large hangar area, and it is set up differently than the other hangar.  It has an area for bunks, an area for testing/medical, and an area for staging troops and equipment.  Upon searching the NW corner, they encounter a nasty mass of sentient fungi that lashes out at them entangling, acidic rhizomes.  Several are injured before it is dispatched with a blast of radiation.  Amongst the debris of its mass, they locate a battered lockbox and rend it open.  They find 10 small gold bars, a fire extinguisher, and a blaster pistol in poor condition.  They also find an old crate of sheet metal and metal framing, and take it hoping to fashion some improvements to their leather armor.  They locate the matching portal in the northern wall, it’s a glass double door of reinforced glass with a metal pull down grate covering the doors.  They pull up the grate to reveal a station platform on the other side, and beyond the platform is a channel with train tracks running east/west.  Scattered about the platform are the skeletal remains of a dozen or so humanoids, some in civilian clothes and some in police/military black jumpsuits.  They push through the broken glass and search the platform finding one skeleton clutching a riot shield and stun baton.  They look across the railway line, and read some metal signage on the far wall of the tracks- One has an arrow pointing west and says Denver International Airport, and the other points east and says Cheyenne Mountain Complex.  Lorno steps down onto the tracks hoping to reach out and grab a metal sign off the wall to be made into a shield for him, but in the debris of the tracks a porcupine shaped creature rears back with 12 meter long quills dripping with poison and it launches several at Lorno.  He is struck and begins collapsing, succumbing to the poison quills.  The party thinks quick and notices an adjacent platform on the opposite side of the tracks, on it they see a red metal case containing a fire hose.  They hope there could be other safety materials there and rush towards the platform, finding a door labeled Security adjoining the platform.  They leap into the room and find a working first aid kit with some anti-poison meds.  They rush the meds into Lorno’s collapsing form and he is saved at the last second.  Weak but alive the party descends a set of stairs that abuts the Security office doors.  Downstairs they find a door impossibly locked, a closet with several weeks worth of MRE’s and a room that emits an alarm and a brief blast of radiation, then releasing the lock on a small chamber that contains some control panels and 5 man-shaped chambers.  They find 2 rifles and ammo in the anteroom, and leave the ruins back to the surface to rest and allow time to heal.  



Session Notes-  Here’s the ruins site as I wrote it up-  real behind the scenes reporting, the players thought I was running some original TSR content, nope just made it up.  






Treasure and XP-  Monsters-  Kai Lin, 2x Screamers, Acidic Fungi, Horl Choo= 213xp   Treasure-  10x sm. Gold Bars, Fire Extinguisher, Mk V Blaster (poor), First Aid Kit, Rad pills, Poison pills, 2x Lt. Military Rifles semi-auto= 2350xp= 2563xp/ 4PCs= 641xp 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)


Saturday, July 12, 2025

Nappendixia Campaign 3.0- Session 103 Gamma World

 Nappendixia Campaign Session Report



Session #-  103



Session Date-  7/11/25



Time Passed-  8 days, staying in 1:1 time



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 had decided to rest for a week, heal, build a rough pen for the rokox, and try to find food and water stores.  They are able to find sustenance on several foraging runs, however on the 6th day of trying they are ambushed by some predatory mountain laurel armed with razor leaves and poison seed pods.  They irradiate one and chop the other with axes, taking a little damage from the fight, but gain some forest fruit that stays ripe for weeks.  They rest and heal as best as they can and on the 7th day penetrate the old metal ruins to see what ancient treasures it may contain.  They move through the part of the compound already explored by Johnny Mothra, using Cursed’s lantern and some torches prepared from nearby plants to light the way into the dark complex.  They move into the disheveled office to the west and examine the oval metal portal that leads north into the complex.  It has a heavy metal wheel that seems to keep it sealed shut.  Clint is able to unloosen it and it opens revealing dryer air running down a corridor ending in another door.  This door has some kind of keypad and card reader attached to its heavy metal surface and frame.  They try the level 1 card they had found, but get the response of “No Access” on the keypad.  Frustrated, Lorno braces his massive frome in the tight hallway and pushes with all his might- buckling the door and freeing it from the lock mechanism.  His large frame spills across the threshold and a single red light illuminates a large hangar shaped area.  In the large room there are several areas of counters and desks, some of them containing old computer terminals and other broken machines.  In the area of the red light, a metal warrior android looking like a titanium skeleton, wielding a 2 handed sword activates and immediately attacks, slicing Lorno as soon as he pushes through.  The party responds in kind, with the crash test dummy landing an effective vibro blade attack.  At the far end of the hangar, 3 more androids, one holding a nasty looking high tech rifle, the other 2 with vibro blades, led by a human decked out in golden metal high tech armor rush forward saying “slay the intruders!”  Cursed moves forward attempting to parley, and Johnny holds the fragmentation grenade ready in case negotiations fail.  He notices a nearby computer terminal with another of those ID cards sticking out of it and goes to retrieve it, finding a small lock box there as well.  The android with the rifle notices and fires a round at him, his aim is true, but Cursed had put his crash test dummy android on Guard mode, and it jumps in the line of fire and is turned to irradiated slag.  The enemies get closer and they notice the golden legionnaire has a grenade launcher affixed to his breastplate, and half the party is peppered with shrapnel.  Lorno fires his radiation blast at the golden warrior, and in a fit of luck manages to get just the right dosage to mutate him, causing his eyes to have heightened powers.  The legionnaire cries out in disdain, horrified that he has become mutated, hateful of all mutations.  At just that moment, Cursed is able to sway the androids into listening to him, a true pure strain human, and not a pathetic mutate like the legionnaire.  They agree, and turn to attack the golden warrior as the party uses this turn of events to slip out of the hangar and back through the sealed metal door.  They hear the explosion of another grenade before sealing it.  They take a few hours to rest and bind wounds, badly damaged from the big melee.  Cursed finds a .38 revolver and 200 domars in the lockbox, the ID card is a level 2.  Cursed and Clint go back into the hangar to see what happened, and they find the destroyed forms of the androids and the dead legionnaire, they notice he had a mesh of wires on his scalp that all braided together into one long wire the cam out of the top of his head.  At the rear of the hangar, where the second red light lit up they find a computer terminal with a companion wire the legionnaire could attach to, perhaps his way of communicating with the computer or other forces.  At the far end of the hangar they find another door leading north and avoid it.  They check the remnants of the combat and find a fusion rifle with 8 charges left, 1 working vibro blade, and a working battery from the other vibro blade.  They also find a pair of crossed halberds and silver helmets affixed to the wall in a  decorative manner, they take the items. And move back into the ruined office sealing the door and bracing the exterior door in the hopes they can rest and recover there, and further delve the complex in a week or so.  



Session Notes-  I’m finding that it’s best to decide at the end of each session if the party wants to stay in 1:1 time or freeze time until next session.  At least this makes sense until the party can find some kind of permanent settlement and better food and water resources.  I’m trying to find the balance also of making resource management a thing without it feeling cumbersome.  Trying not to over complicate things, I find that it’s best right now to work in weeks worth of food/water for each PC.  I don’t want this world to feel like resources and safe settlements are aplenty, but I know it gets tiresome in game to be regularly stymied by things like food and water.  Still finding that balance of adventure and survival.  Regardless, there is need to homebrew or at least figure out the specifics for all kinds of present but incomplete rules in 1e.  For example we found the rules for invisibility were very lacking, without GM ruling a PC could potentially be invisible all of the time, so we looked at the 2e rules for invisibility and there was a little more clarification, but still needed further GM ruling.  That just sort of seems to be the nature of Gamma World, it’s freeform, open to GM fiat, encourages GM to make their own die rulings up, and encourages story development, prepping encounters for PCs and scaling the difficulty of encounters.  Incorporating RAW and 1:1 time has felt clunky at best, but we are certainly having fun with things.  I can set up and play sessions very easily, the rulebook is very easy to reference and find rules, and the energy for the game remains high.  



Treasure and XP-  Monster-  3x Warrior Androids, Thinker Android, Legionnaire, 2x Predator Mountain Laurel= 357xp.  Treasure-  2x Silver Helmets, .38 Pistol, Fusion Rifle, Vibro Blade, extra Battery, 200 Domars, level 2 ID Card= 5150xp= 5507xp/ 4 PCs= 1377xp each



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

Saturday, July 5, 2025

Nappendixia Campaign 3.0- Session 102 AD&D

 Nappendixia Campaign Session Report



Session #- 102


Session Date-  7/4/25



Time Passed-  1 day



Roll Call-  Kenny- M/U8

Boyo- C8

Elaine- F6



Adventure Log-  Our heroes have recently returned to Bartertown and the Iron Quarter after waging a war to the east with the Slime Cultists.  (More on how that all resolved to come)  In the weeks leading up to Batertown Independence Day, Kenny has time to scry the lands surrounding and finds some big changes in the last months while the party was off to war.  


  • His first significant scry is in the evening where he sees a streaking light rise from a mountain to the Southwest, it touches the firmament and is met with a second glowing streak. And both glowing streaks descend back to that same mountain.  He locates the source and it is the former hilltop lair of Nelson the Dragon, though slain months ago.


  •  His second bit of intelligence from scrying is of the Megadungoen to the west.  The gorillamen have reconfigured their operations outside the megadungeon.  They no longer skirmish with the little wildmen.  They now have several billboards advertising the Megadungoen as an entertainment locale and they seem to be setting up facilities to accommodate visitors.


  • His next scry reveals that in the forests to the Northeast, near the borders with Hartford, several vehicles are spotted, and one resembles the car Humungous is known to drive.  Several more troops from the marauders are spotted.  It looks like they have settled here in these forests.


  • He looks to the west, at the edge of the desert and the end of the cubic gate line and sees that that station is still transformed into a spooky haunted house, constantly dark and stormy, with bats and wolves lurking about.  A vampiric presence is still strong here, possibly getting stronger.


  • When looking to the north Kenny sees the Crevasse dungeon, and sees several piles of dead detritus on the grounds outside the crevasse.  More scrying reveals the Headhunter orcs have moved into the crevasse and are using it as a base of operations. 


  •  Lastly, when scrying far to the north, deeper into the deserts north than he has ever scried, he spies a small desert village.  It seems to have a partial palisade and some degree of trade and travelers.  He decided to dispatch a patrol of horsemen to try to make it there to investigate.   


7/4/25-  The Bartertown Independence Day festivities are underway and Kenny, Boyo, and Elaine are checking things out outside the Iron Quarter.  Most of Kenny’s crew are working on various things in his tower and in the mythic underworld dungeons below, but these 3 are out and about enjoying the holiday.  The usual stands selling fireworks and crackerjacks are set up, and Auntie is on the main stage conducting the ceremonies and retelling the history.  Things are a little more somber this year as the recent Slime War has resulted in many casualties and there is a need for grieving and honoring the dead.  As the ceremony crescendos, and the spectators prepare for music and fireworks some strange and terrible happens.  Fully ¾ of the entire city of Bartertown, citizens, soldiers, merchants, begins to twitch and shake in a horribly inhuman way, limbs distending and ripping apart in an orgy of blood.  The blood thing monsters that were left to escape from Outpost 31 and subsequently Bartertown had returned and systematically taken over the town by devouring and reanimating slowly, silently, secretly over time.  Auntie herself grows and distorts into what looks like a massive 15 foot tall black widow spider/alien hybrid with chainmail dress, punk haircut and massive earrings.  She beings spewing acid from her mouth, melting the first 5 rows of spectators.  Everything erupts into total chaos.  The few remaining humans are almost immediately devoured by the blood thing monsters as they flail about with their 6 tentacles and blood spray.  The smaller creepy worm blood things also lurk about pouncing on humans and beginning to transform them into more blood things.  Kenny and Boyo see the overwhelming odds and know combat right now is not the right option.  They notice that Kenny’s tower is not being rushed or broken into.  The blood things are also curiously not bothering with the Chateau Amber, the 2 structures must somehow have enough mystical energy to ward off the blood things.  They also notice that the Iron Quarter’s Stone Manor, their main base of operations has been rushed through and stampeded through the first floor, but the second floor, containing the magic items room, the records and maps room, and the quarters of all the retired former adventurers goes untouched.  They are warded off perhaps by the manpower, or perhaps by knowing all of the magical and non-magical traps that have been set up there.  They are comforted slightly by their retreat as they jump in the Bronco and roar out the front gates of Bartertown, a once great town now in permanent control of these disturbing blood monsters.  They are comforted knowing the people in Kenny’s tower/dungeon are safe for now, as long as they can navigate the mythic underworld and find another way out.  They also feel like perhaps the stone manor can be saved, at least the things and people inside.  It could be accessed by the roof or perhaps by stealth and intrigue.  They roar out of the city hoping that Godhard and his people were also able to escape and meet up to decide how/where to find or make a safe settlement.  All of the Iron Quarters troops were lost as they were all infiltrated with the Blood things.  Curiously, the troops that Kenny kept inside his tower and dungeon were not afflicted and remained human.  The Iron Co. has also lost its source for recruiting new troops until they can find a new settlement to establish in.  




Session Notes-  This was a bit of an impromptu session I offered in between our current focus on Gamma World.  I wanted to give an update to the remaining players in the AD&D game to let them know how things have changed in our few months hiatus.  I just kind of went through the session reports and identified the bigger factions that had been generated over the last year or so of play.  Then I just kind of imagined that given certain time and resources how they would have reacted.  I kind of plotted this out on my main map, then made a one page kind of starter information sheet for each faction and where they landed, what they are up to.  This way as the players investigate the different factions I have a good starting point of gathered information.  I had wanted there to be a big combat of the players fighting their way out of Bartertown amid the chaos of the blood monsters, but I only had one player show up so we just kind of adjudicated it out without going round for round.  I wanted to mix things up and give them a bunch of new problems to chew on and prioritize, moving the threats around the board seems to have accomplished this.  It was perfect timing to have it happen on Bartertown Independence Day, a holiday we had already established in game.  I definitely wanted the impact of ignoring the escaped blood thing monsters as having the most serious implications.  They were able to slowly and carefully transform enough of Bartertown into blood things that they could strike overwhelmingly and take over the town.  Now to see if they just raze Bartertown to the ground, or will they try to do something with it, do they possess enough intelligence to become a faction or are they just a mindless virus bent on total destruction.  Only time will tell as we develop the campaign world one session at a time.



Treasure and XP-  none



Graveyard-  90% of the Iron Co. troop recruits lost to the Blood Monster Coup of Bartertown



Saturday, June 28, 2025

Nappendixia Campaign 3.0- Session 101 Gamma World

 Nappendixia Campaign Session Report



Session #- 101 Session Date- 6/27/25



Time Passed-  12 days (party found shelter and are currently in 1:1 time)



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.  


Jim Doggett-  Pure Strain Human of the Crow Clan.  Fledgling explorer and bowman, Jim wears a coonskin cap and represents his mountain people.  He is quick and agile, and highly intelligent in the ways of ancient artifacts.




Adventure Log-  the party collects itself after the fight with the Badders, and begins to introduce themselves and check out the items found at the base of the altar.  Clint conveys the location of the Deep Underground Tunnel he found leading out of the desert to the west, and Johnny Mothra tells about the Serfs who were so interested in mental mutants, and also the metal ruins structure he found in the forests to the east.  They know that the ancient road and any legends of New Dublin lead to the North, but they elect to head back east, 4 days to try to find the ruined metal structure in the forest Johnny found.  He thinks the fact that he found some old military medals the last time he was there could indicate more military stores such as weapons and foodstuffs.  It is also agreed that Johnny will hold the newly found grenade, due to his power to damage critical points in a structure.  They range for 4 straight days over the plains wasteland, encountering miles of dry desolate terrain void of any creatures or locales.  On the fourth day as they approach the forests 2 creatures emerge from the hedgerows aggressively.  They approach and appear to be metal constructs, man-shaped but obviously metallic in appearance.  They each wear a tattered jumpsuit and have various dents and bent outer parts sticking from their metal frames.  Each turns on a wicked looking Vibroblade and they do not seem likely to parley.  Despite this Cursed moves forward from the party and attempts to use his sway as a Pure Strain to influence the machines.  He is able to get one to obey his basic human commands, but the other is too fired in the circuits and slices him badly with the force blade.  The other party members react by attacking, Lorno invisibly smashes one, and Clint snatches its vibroblade with his telekinesis.  They smash the one robot, and interface with the obedient one to see if it can be commanded.  Jim successfully figures out how to use the vibroblades safely, finding them each to have a power cell lasting 20 minutes.  The broken android is strapped to the rokox for spare parts and the party makes off for the forest in the hopes of finding clean water and a place to safely heal and rest.  They find a clear stream in a forest hollow and make camp there for a week.  They stay hidden and barring a few aggressive plants they stay safe and heal.  They observe many types of very aggressive predatory flora that can climb, grasp, and even fly.  They talk with the robot about where its base of operations is located and he tells them of a location that matches the ruins Johnny found.  With the help of some pinetos, friendly forest plants that can move up and down plant stems and roots, they set out looking for food, using Clint's heightened smell to track down some lush fruits.  He is attacked by some poisonous plants in the process but survives.  After gathering a week's worth of food, they assemble at the ruined metal structure, keeping the rokox in the lower story, and setting up an impromptu camp in the ruins opening tunnel.  They find the door to be a simple warehouse door on a metal rolling track.  It was off its track when Johnny was last here, but it has since been reset.  The androids claim to occasionally be sent out of this access point on various missions.  The vestibule structure is a simple T intersection that ends each way in a ruined office tossed of all valuables.  In each office is a sealed metal hatch with a heavy crank that must be turned to open it.  They consider what to do next- rest, build a fort, attempt to raise the ox to the upper story, explore the metal hatches and the deeper recesses of the ruins-  all will be revealed next session.  



Session Notes-  I started the game going over each PCs stat bonuses and minuses, and how their mutant powers act and interact.  The powers are certainly up for some interpretation so I wanted it to be clear how I’m ruling each powers.  We did decide to amend one thing-  The Taller power.  2 Pcs have this power, and it produced PCs that were 5 and 7 meters tall, over 15 and 22 feet tall, making any kind of dungeon/cave/tunnel exploring nearly impossible.  We agreed to cut the height by 2/3rds but keep all the rules identical.  It just makes it feasible that these PCs could fit in a tunnel complex but still produced PCs that were over 9’ and over 10’ tall.  The players had the freedom to do/go wherever, and they chose to head back to ground already covered by Johnny Mothra to check out the forest ruins for items/weapons.  I had no problems adjusting, the random wilderness tables work great, and I’m particularly liking the pre-rolled Monster and Treasure lists in the back of the book.  I have mined the 2 1e Gamma World modules for content and ease of not having to roll out stuff myself, and all of that can be inserted on the fly or fit together in a loose order that creates some narrative.  We also have decided to fluctuate in and out of 1:1 time.  I don’t want it to be just so easy to find a safe settlement at the end of each session, I want to create the vast nothingness of the wasteland.  This session they ended at a ruins that could be secured, so it made sense to go into 1:1 time, they have time now to heal, and have a few minor problems to consider in downtime.  And I gave myself time to build out this ruins structure- make a map and stock it with threats and treasure.  So far we haven’t interacted too much with the Poison and Radiation charts, they can be quite lethal, but we will see how that plays out.



Treasure and XP-2 Warrior Androids 150xp, 2 Vibro Blades 600xp, Artifact Operation 200xp=950xp/5 PCs= 190xp each.


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 Ca...