Saturday, December 20, 2025

Nappendixia Campaign 3.0- Session 114 Gamma World

 Nappendixia Campaign Session Report- Gamma World



Session #-  114 Session Date-  12/19/25



Time Passed-  6 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.


 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-  Larks’ Journal-  We’re hanging out in Rathbone Flats trying to decide how to stop the waking up of the Titan in 71 days.  The guys talk to the town elders and find out the super computer we figured out how to access has lots of knowledge but is all jumbled up and disorganized.  That’s about all I understood; they told us of some different ways to get up to Cheyenne mountain and explore this base turned museum.  We chose to take the tram car up the mountain, it seemed the fastest and Johnny figured out how to drive it very easily.  I wanted to head out straightaway, but the guys heard of a rumor about some kind of silver badge that would let us pass through the red lights in the complex, whatever that means.  They waited around for this Lady Chromalot to show up in town, and she told us of an old scrounger Echo Pete who might have the badge.  He happens to live in a cabin at the top of the mountain by the tram’s termination.  I watch the crazy weather on the side of the mountain knowing it’s a big threat.  My weather manipulation powers will definitely help, and I watch looking for any advantage we might need.  The weather is inscrutable, despite my efforts.  We travel up the mountain side in the tram, the Horn Brothers freak out from the tech, and the guys get them liquored up so they don’t freak out.  We get to the top safely through some nasty weather, and find Pete who is agreeable and shares info with us about some dangerous beasts about.  He shares some tea and we negotiate the weird badge for some paper the guys found and a pistol, but no ammo.  We make the trade and he tells us he feels watched when wearing it and he’s too freaked out to ever try to go into the mountain again.  As he’s showing us the mountain entrance, a big set of stairs leading into it, we start hearing weird sounds and lights, they affect us. All I can do is collapse and cover my ears, one of the brother’s bolts as well as one of the clones.  They go running down the stairs, and the guys run after and tackle them.  When the sound dissipates, the other clones and I catch up with the party and Johnny notices an entrance into the mountain, off the stairs and lower.  We climb down the rock face, finding it to be fake and made of plastic.  Then get to the door and Johnny uses his big brain and opens it by pushing some buttons.  We hear some kind of psychic scream, but resist it.  A weird tentacle thing comes out to attack, but they cut it down and keep it as an artifact.  When the door opens, we think we are about 4 levels down, and it opens into a huge biodome, our opening is at the  top up in the air.  About 40 meters down is a fake but real looking natural environment.  We rig up some ropes and scale down, leaving the robot dog and a clone to man the door and rope.  One of the brothers falls down the rope and gets really messed up, the guys use their med tech kit to fix him up, I think we should have left them behind they’re turds.  Out in the distance we see some kind of central structure on the landscape, and when we get to it, there’s a big plaque dedicated to nature, and upon placing a palm on hand imprint on the plaque, Klint gets some kind of mental protection, I try it too, and the thing makes us promise not to destroy nature.  We encounter some empathic plants and learn that people can get turned into partial plant creatures around here.  From there we go North, and eventually come upon a large chair and some tech terminals about.  Also 6 floating robots with spindly arms come floating towards us, one of them grabs a Horn Bro, and he starts freaking out.  So I start blasting, taking out 3 of the buggers, and by the time we’ve shot or sliced 5, Horn Bro realizes he’s not being attacked, but healed!  We trashed 5 good healing bots, and damaged the last one.  It works a little, but man those brothers are turkeys.  Johnny figures out what the chair does, it can impart plant abilities and characteristics upon people.  I’m not willing to try it, I got enough problems from the powers I already got, but one of the clones is willing to try.  He sits down and Johnny fires up the machine, and the clone gets the power to talk to plants, and develops green skin.  However, whenever the clone lies, he smells like fresh cut grass.  I guess it could be worse, but green skin, I don’t know.  Now we’re sitting here trying to figure out what to do next.  More later…



Session Notes-  It’s been a cool idea to have a 1:1 time deadline like the awakening of the Titan on the game calendar.  It definitely adds depth to the game but you don’t want to penalize a group for its frequency of sessions.  If the group is down for the holidays for example, an impending doom ticking away is kind of lame.  But managing that I think it’s a great way to add another layer.  I was doing that at different points in the larger AD&D campaign, but as a DM you don’t always have time to manage all that and I think too it’s ok for time dependent game events to sort of ebb and flow in their prominence in the game.  I have been in campaigns where the DM made everything a big pressed for time kind of event.  It gets old if overly micromanaged or just used to stymie party resource management.  



Treasure and XP-Treasure for Session 114 Injector Vines: 5 1/2=60 xp, Coral Siren 300 xp (700 domar carcass); Surviving the High Route 200 xp; Finding the Secret Entrance 600xp, two silver badges and one green badge-250 xp (300 domar); 4 chlorophyll breathers-300 domar; Plant Grift -150 xp 1560 total (520 per pc)



Graveyard-




Saturday, December 13, 2025

Nappendixia Campaign 3.0- Session 113 AD&D

 Nappendixia Campaign Session Report



Session #-  113 Session Date-  12/12/25



Time Passed-  2 days (5.5 hrs. In dungeon, time froze 12/13)



Roll Call-  Toadie- T9

Godhard- C8

Stigr- F7 

2x Pal hench

Kenny- M/U9

Boyo- C8

Pinstripe- F6hench

Foyt- M/U5hench

Laurentis of Red Frontier- C8

  (cameo) Boldvay the Blackened- M/U12



Adventure Log-  Play resumes on the 12th, during an event that unfolded during downtime.  Godhard’s patrols locate a merchant caravan SW of their camp by a south flowing stream.  He parleys and finds they are eager to settle with a  LG ruler who can offer them some degree of economic opportunity.  He offers them lodging in the newly constructed camp and tells them of the road that they are building.  They are absorbed into Godhard’s future domain.  During the parley, they tell the Iron Co. about a large wooden fort or steading they located to the SW in a swampy valley.  They found a safe cave complex and fortified there while scouts hiked 4 miles west and located the steading.  They observed 2 Hill Giant guards at the front doors, and noted several giants moving in and out during their watch.  They send the merchants back to their camp and put together an insertion team to investigate and hopefully rout the giants in the steading.  They leave immediately, traveling 4 hours to the caves where they find some dry goods and water left behind by the merchants, post some heavy foot and some henchmen there as a fall back camp, then forge on to put eyes on the steading.  Just as they are about to leave, from the recesses of the caves emerges a cleric in ornate plate armor wielding a sword, the party is comforted by his LG symbology and demeanor, but right behind him emerges a wizard clad in black and wearing a silver skullcap helmet.  He ominously announces himself as Boldvay the Blackened and his associate as Laurentis of Red Frontier.  He tells them he is aware of the world of Nappendixia, and has been here before, but he is not from here.  He knows of their power and efforts on Nappendixia, and though their methods may vary he applauds their efforts.  He speaks to Kenny and offers to train him should he need a trainer for future levels, seeing the dearth of high level mages in Nappendixia.  He gives him a small plastic box, a “beeper” with a 10 digit number on a small screen, saying cast Clairvoyance on the beeper and think of the number and it will alert Boldvay of your need.  He also shows him a new spell, one that can recharge energy sources on tech that runs on batteries or crystals, and offers to teach it to him if desired.  Lastly, knowing how difficult the battle with the giants will be, he also gives him over a Staff of Power and tells him to use the charges plentifully, they will be needed.  With that he explains that Laurentis is an old ally, far more honorable and noble than Boldvay himself, and he seeks to stay in Nappendixia for a time and join the party in their efforts.  Boldvay then dissipates into ether and flows into a magical cube he holds in his hand.  They happily take on Laurentis and the new group begins formulating a plan to penetrate the giant's complex.  They arrive on foot, walking 4 hours from the cave to the complex, coming on dusk when they reach the steading.  They see no guards outside as described, and note many chimney fires emerging from the structure.  Toadie moves forward to scout with silence and invisibility cast on him-  He checks the south and east side of the steading finding a gate to an open courtyard on the east wall with snarling and footpadding behind it.  On the southern side is the main entrance, still no guards, and he climbs up the side of the guard tower and looks down onto a drunken, passed out hill giant guard.  He reports back to the group and they send the fighters forward with Toadie to penetrate the tower and slay the sleeping giant.  Around the corner from the tower stairs Toadie finds 2 more passed out hill giants and they too are quickly dispatched.  They find themselves in a large foyer receiving area of the steading, and open the main door and quietly signal the others in where they begin searching the many giant bags and cloaks hung on pegs around the foyer.  They find nothing of note, wineskins, old knives, and some coppers, and search the north wall finding 3 doors- 1 center main door and a door on the east and west sides.  They hear the din of loud talking, drums, singing and movement vibrating throughout the whole complex, but noticeably coming from the main doors.  They go through the door on the eastern side first, finding a few smaller rooms, one a well made room (for hill giant standards) containing a sleeping hill giantess, she puts up a fight and clobbers Stigr, but is slain and her treasure is taken.  They also take out 2 more mostly sleeping hill giants in a barracks chamber then listen at the door of a room where they hear boisterous smashing, laughter and smacking.  They choose to avoid it and egress to the other side door, where they find a stately guest room and search it thoroughly, Laurentis finding an illusory torch in a sconce that reveals itself to be an intelligent talking giant slayer sword.  It speaks giant and has a few other powers, and tells the party he is captive of a cloud giant who has visited the steading on business with the hill giants, he has not been around the steading, only from the entrance to this room.  Laurentis is pleased to wield a NG intelligent sword, and the party moves on to another room which is simply a common store room, but not before they randomly encounter a half drunken hill giant sauntering down the hall on a walk.  They manage to take him down quickly enough, where we pause the action until next time…



Session Notes-  We froze time here with the rationale that the only limiting factor was player time, we were out of session time, but the PCs still have plenty of spells and HP.  It seems unnecessary to make the party leave the ideal situation of the noise of the giants party and the drunken state of most of the residents as a great time to silently assault the complex.  As well, they will be frozen in time jail until we resume play, whatever that date is, and they do have things in motion on their hex that they won’t personally respond to should things arise.  They will have access to henchmen not in the steading during freeze time, but it’s still a tradeoff.   We will see if it has an impact.  I did a pretty good job of running the dungeon crawl pretty RAW crunchy.  I kept track of time, light, distance, combat rounds, random encounter checks all pretty consistently, and was pretty sure on things like casting time and charging times, weapon length etc.  I think it was a pretty accurate session of AD&D dungeon exploration and combat, and I didn’t have too much cognitive load.  I did do one thing- I put a cut out copy of the reaction table directly onto my dice rolling tray so I can always see it and don't have to look through a book or shuffle of papers to find it all the time, it’s the one table that I find I don’t have in front of me when I need it so this hopefully will fix that.  And we confirmed RAW that you can cast magic missile in the surprise round of combat and cast another spell upon rolling for initiative since it’s a 1 segment spell.



Here's the player's map so far.



Treasure and XP- Pending xp due to freeze time-  Monsters-  7x Hill Giants 12,752xp   Treasure- Gem belt 1400, comb/mirror/pin 1500, 1500gp, 110pp/550xp, Giant Slayer Longsword +2/+4 900=  16,902xp/6 PCs= 2817xp/PC.  PCs deduct 422xp from your share and give it to your hench/per hench.  Add % xp bonus if applicable.



Graveyard-



Saturday, December 6, 2025

Nappendixia Campaign 3.0- Session 112 Gamma World

 Nappendixia Campaign Session Report- Gamma World



Session #-  112



Session Date-  12/5/25



Time Passed-  7 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.


 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.


9x Hoppers and the Rokox


5x Clones




Adventure Log-  Lark’s Journal-   So we rode with the caravan for about a month to the SW through rough scrub.  Our large size kept away creature encounters, and the time passed relatively uneventfully.  I made a contact should I ever want more work or assistance from the caravan, and picked up a vague rumor on Cheyenne Mtn-  something about this powerful Titan that is inside the mountain, it apparently was renamed/rebranded the “Titan of Peace”  at some point in its history in an attempt to make the mountain more meaningful.  We also learn of a town supposedly nearby Cheyenne Mtn called Rathbone Falls.  We get to a river with the caravan, and follow the river to a point where it just disappears, not dries out or turns to swamp, it just stops flowing and is no longer seen.  It is here where the caravaners tell us we need to travel NW up into hills and find Rathbone Flats which will in turn lead us to the mountain museum complex.  The caravan continues on and we part ways, taking back our treasure from their coffers and moving on our mounts.  (This occurs on 12/5)  After a week of navigating the hoppers through forest then green hills, it becomes more mountainous.  Along the way we had a nasty encounter with 5 large menacing butterflies with hideous faces, so frightening 2 of our hirelings ran from the combat screaming in fear.  We really gave it to them, an onslaught from our assault rifles took out most of them before they could try to engage us with their razor sharp double proboscii.  We were able to recover some of the beaks and hope to construct them into a sharp spear, as well as recover some of their wings intact which are hauntingly beautiful and likely valuable.  On the 7th day of travel, as the hills turn to mountains, we come to a cliffside that looks down onto a flat plain below.  Beyond that we see more mountains.  On the top of the cliffside near us there is a tower with a strong cable attached descending over the edge of the cliff down to the valley below.  The cable descends off the cliffside down to a base of land where there appears to be some kind of structure or settlement.  We find some kind of glassed-in control room near the tower and cable structure on top of the cliffside.  There are all kinds of dials and switches on boards in here.  Clint messes with some of them, and is able to get some voices to begin speaking out of thin air.  He begins speaking back to them, and they tell him they are part of the settlement of Rathbone Flats and they would like to make contact.  They say they are at the bottom of the cliff at the other end of the cable structure, and say they will send a “Tram” up to get us. After a little while a metal tube like structure attached to the cable starts moving up the cable towards us and the tower.   I’m a little cautious about a con or doublecross, but when they show up they seem pretty legit and friendly.  It’s just 2 old guys in well-worn clothes.  When the guys tell them some tales of their adventures they seem quite impressed, and indicate that things have not been quite so tough for them.  The legends of Cheyenne Mtn keep trouble mostly away from them.  Nonetheless they offer to help us get the hoppers and rokox loaded into the tram car along with our gear and we descend down to Rathbone Flats proper.  The town itself has about 250 residents with others just traveling through.  They don’t appear to be a very tough people, and the town amenities include a saloon, workshop, antennae farm, a scrap market and of course the museum in the adjacent Cheyenne Mountain.  We are told to avoid the museum, people who go there don’t come back, but searching the areas near the museum we could find some relics.  Sometimes drones come out of the mountain and distribute flyers about town telling of a  “Grand Reopening of the Museum”  then disappear back into the mountain.  When we talk to these 2 leader types in Rathbone Flats they ask if we have any tech, and Johnny finds a place in their control panels where he can plug in the computer core he found and used to access a computer back at the armory outside of Horn.  They verify our core is legit and Johnny plugs it in.  A whole bunch of screens come to life and start showing all of this crazy technology, pages of information on all topics, lots of crazy pictures, it’s overwhelming.  A bunch of people are completely absorbed by the screens of information, but eventually they come out of it and we are all amazed at the confusing and disorganized  layers of screens and windows before us.  We blindly try to get a little information on Cheyenne Mountain itself from the tech source.  We learn there are 7 levels to the museum including a Gateway level, possibly about teleporting, a Bio level, a Greenhouse level, and a “Mirror array” level, whatever that means.  While doing this some of us notice a glowing red skull appearing on many of the screens and when we point this out, Johnny clicks on the icon and we read a message that “The Titan inside Cheyenne Mountain will awaken in 71 days!”  We will need a prompt plan to try to penetrate the mountain museum, and find out how to prevent the Titan from awakening if we can.

What we know about the Titan-  It’s a massive anthropomorphic robot of immense power.  It has been through phases-  in the past it was part of a stockpile of weapons so terrible so as to make no one want to wage war, then part of a peaceful world, then the Fall occurred and it became part of the museum.  Is it possible that it has resumed its role as a terrible weapon again.  We must find out by exploring the secrets of Cheyenne Mountain.  More next time…


Session Notes-  It’s interesting writing session notes for sessions I’m a player vs sessions I’m a DM.  Clearly stuff gets lost in the translation, and I may very well be altering the original communications of our DM.  But we all support emergent play where players can and do alter the story, this is fine, and actually preferred and more fun in my opinion.  I think my interpretation of all the clues revealed and places described are accurate, but I’m also sure we each saw various aspects of the session quite differently.  I’ve invited all the players to contribute to these session notes, so we will see if we can get more varying viewpoints included in these reports. I’m enjoying writing them in the journal style where I can speak as an incomplete/innaccurate narrator giving more a player’s take and a narrative feel.  I’ll likely be updating these reports with additional information after their initial publishing so be sure to check back if you read a report that has missing parts such as xp earned.  



Treasure and XP-  Treasure for Sesh 112

Edgeglass Butterflies (x6)-210 XP Wings (x4)=600 Domar, Probiscus (x4)=450 Domar (Or you may turn them into a Weapon Class 11 2d6 Damage item that can cut through anything under concrete) Discovery of Rathbone Crossing: 500XP Succesfully Getting the Ox Under the Tram: 300XP Discovering the Countdown: 800 XP 1810 XP Total: 604 per PC

Thursday, November 27, 2025

Painted up some classic Grenadier minis

Picked up some classics on Ebay, a Hill Giant and Ogre to help me run the players through G1 and possibly more of the giants series.  I've been using GW contrast paints for the past few years.  I can get them to a level of slightly sloppy but detailed in record time.  Throw a wash of Agrax Earthshade Gloss and they look quite good on the tabletop.  

This is a classic Wizard sculpt I've never owned until now.  I'm going to use it as my Boldvay the Blackened mini


On left is an excellent female Dwarf sculpt, not enough female dwarf minis out there.  The mini on the right is the first mini I ever used in a D&D game.  My DM gave it to me after helping me convert my Moldvay Basic Dwarf to an AD&D Dwarf Fighter and running me through some sessions.  Yeah it's a halfling thief mini but it was nice of my DM to give it to me, I was just a kid probably 4th grade.  He was a much older kid who was very kind for showing me the game I was so fascinated with.  Lost years ago, it was nice to reacquire.


I don't know why Grenadier sculpted the Ogre to be taller than the Hill Giant but there you go.  They both are 1985 Grenadier releases.  

 

Saturday, November 22, 2025

Nappendixia Campaign 3.0- Session 111 AD&D

 Nappendixia Campaign Session Report



Session #-  111 Session Date-  11/21/25



Time Passed-  19 days



Roll Call-  Kenny-  M/U9

Godhard-  C8

Toadie-  T9



Adventure Log-  Since the end of the Slime Cult War the party has been recovering and fortifying at the ruined keep near the Slime Cults lands.  Kenny manages to secure training from a high level mage he met through the nomads who joined the war.  After emerging from the mythic underworld in the aftermath of the takeover of Bartertown by the Blood Thing Monsters via a tunnel dug by some dwarves they befriended down there, Kenny reunites with Godhard and they extract the rest of their people from the rooftop holdout on their stone manor in Bartertown.  As the Blood Thing Monsters were giving their building a wide berth, they are able to extract all of their people, treasure and books and fully relocate to the ruined keep. The Blood Things resume the regular appearances of the residents of Bartertown, and unsuspecting travelers begin trickling back into town, the Things seems to have set a very clever trap for the unknowing.  In the middle of November, Godhard and Kenny get a message from Toadie-

They are told to meet at hex 3007, and after mounting a small contingent of troops, travel and reach the location on the 21st and find a waiting Toadie.  He produces a writ to each of them and tells them a tale of what happened to him in the weeks after the Slime Cult War.  Cut off by the fires and the battles, he tried to circle back to the main army from deep reconnaissance, but instead came upon a “Research Party” from Hartford, they took Toadie on as a scout and trapfinder.  Their destination was the faces of the great Mesas to the South.  They spoke of some kind of magical or technological interaction they are going to perform at the mesas face, but they kept their plans vague.  Upon reaching the mesa and observing for a few days they came upon another research group, this one from Lancebrass.  They two parties made a tenuous alliance and endeavored to interact with the mesa in some way, they would not permit Toadie to attend.  After some kind of explosion or energy release, they return to Toadie haggard and depleted, weary and wounded.  They will not tell him exactly what happened, only that they need to find some powerful adventurers, ones close to securing their own lands, their own domains, ones capable of clearing a hex.  Toadie immediately thinks of Godhard and Kenny and tells them such.  They agree to make an offer to each of them the Lancebrass offers goes to Godhard, the Hartford offer goes to Kenny-  each in their own way state the following-  


“We desire an ally who can clear a hex and build a fort near one of the mesa faces.  We know that hex 3008 is one of the last unrevealed hexes adjacent to a mesa face.  We wish you two to explore it, Godhard to control the western half, Kenny to control the eastern half.  Set up a fort, and clear the hex.  Also, a contingent of Hill Giants has infested the western side with a disgusting Steading nestled in a swampy valley.  Rout their lair and find out what power must be controlling the stupid drunken louts, take them out too.  If you can do those things we will do several in return-  5,000gp each for logistics, travel, and supplies, and access to requisition specialists, troops, and supplies from the respective sponsor states.  Also upon clearing the hex and building a keep, they will explain what they know of the mesas, and share in whatever knowledge or benefit may come from their successful ritual, they feel the mesa interaction requires a lawfully centered land adjacent to it before the interaction can be completed.  They entrust you to bring law to hex 3008.”


The next day, while thinking over the offer, they decided to explore south onto the last unexplored part of hex 3007, and found it to be hills, and found a higher more defensible hill they thought might make a good outpost while locating a destroying the hill giant lair.  On the border of hex 3008, their future home, they decided to travel further south into the hex proper and found it to be forest.  This cooler rainforest is a bit different than the jungles further west, but share some similarities.  They are both encouraged by the prospect of the resource of wood for construction of their new lands, however are cautioned by the fact that forest terrain encourages more encounters with the beasts who live there.  They talk more of agreeing to the deal, and begin making plans to move their whole, or nearly whole party and army to this new location.  They will keep a small force back at the ruined keep to maintain control of it but the bulk of the following forces who survived will make their way to hex 3008 over the next few weeks.  Their troop count is currently as follows-































They begin marshalling troops from the keep, and put in their first requisitions with their sponsors, and when they arrive back at hex 3007 they are met by Toadie and a representative from each state-  Ligurd Modris, a Paladin renowned in Lancebrass, and Remy, a prominent fighter and subordinate of Bob Hauk from Hartford.  Each has a troop of 30 men, and will advise and assist in the operations.  Toadie agrees to accompany the party in taking down the hill giants, and tells them a rumor that though they are drunken idiots, they do have some very well hidden treasures and secret places in their steading.  Upon the arrival of workers at the new hex, they begin making a safe path from the hill down into the forest so logs can be safely cleared and carried by the workers.  Things begin to get into a flow on 12/8, and any work as far as construction can begin on 12/9.



Session Notes-  So this is the beginning of a domain building part of the campaign.  I’ve been reading some classic modules and have a hankering to run through the Giant series, so I figured to drop that into their hex as a way of having some simultaneous dungeon crawling and world building.  The idea came from the guys when  they asked if they could try to start recruiting troops from Hartford and Lancebrass, as recruiting from Bartertown is no longer an option.  It made sense that if they wanted something from those respective cities, what would they want in return- for them to start an outpost fortress in the vicinity of the mesas so they can figure out their supernatural abilities.  This also works in with our Gamma World game, as the mesas have tie in to how the two worlds will eventually connect.  So that’s our plan moving forward- progress the Gamma World game to get those PCs to a point where they can transition to Nappendixia if so desired, and at the same time have the guys run through the Giant series as part of clearing their hex, as well as formally clearing the hex as per the rules RAW, and eventually have truly organically grown patrons in the game.  Players who brought their characters up to name level and are now playing the domain game.  At that point (way out in the future)  we would restart the campaign with new 1st level characters, hopefully recruit some new players as well, and then we could start over as new characters living on the patrons lands, doing quests for them etc, whatever our imaginations bring to the table.  


Included is an overview from Kenny’s player as to what has been happening these last few months-  the guys have been playing a play by text game in the discord server exploring the mythic underworld dungeons beneath Bartertown.  They were trapped down there for a while.  



Treasure and XP-  0


Nappendixia Campaign 3.0- Session 114 Gamma World

  Nappendixia Campaign Session Report- Gamma World Session #-   114 Session Date-   12/19/25 Time Passed-   6 days Roll Call-    Clint...