Saturday, January 24, 2026

Nappendixia Campaign 3.0- Session 118 Gamma World

 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-



Saturday, January 17, 2026

Nappendixia Campaign 3.0- Session 117 Gamma World

 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-



Saturday, January 3, 2026

Nappendixia Campaign 3.0- Session 116 AD&D

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-




Saturday, December 27, 2025

Nappendixia Campaign 3.0- Session 115 AD&D

 Nappendixia Campaign Session Report- AD&D




Session #-  115



Session Date-  12/26/25



Time Passed-  12 days (catching up with 1:1 time)



Roll Call-  Kenny-  M/U9

Boldvay-  M/U12


Adventure Log-  As the party reprieves from their recent combat in the Hill Giant Steading, Boldvay teleports into the place to check on them and offer any of his remaining spells before he departs to find a hex in Nappendixia to call his own.  Yes he plans to begin a faction here on Nappendixia.  He finds Kenny, and they decide to push forward just the two of them to see if the 2 wizards can take on the next few rooms with speed and deadly destruction.  They decide to use Silence cast on a rock as sort of a silent buffer.  It can be used to mask forcing doors, and to sneak forward and step out of the silenced area to cast.  The 2 wizards check the other room in this general area and find it to be another common supply room.  They leave the party there resting, and move north through the western section of the steading. Smelling strong cook fires.  They force a door and behind it is a large kitchen filled with giantess cooks, ogre servants, and orc slaves.  Kenny drops a Fireball, and Boldvay a stinking cloud, and most of the room is taken out save a single giantess cook who tries to bolt down the hallway but she is slain.  There is a back portion of the large kitchen and they move into there to quickly search it.  They find a smaller store room off that second kitchen and in there amongst the food wares is a staircase leading down.  They boldly decide that they will rush down there, confront one thing down there and then rush back up back the the party and out of the steading, back to camp.  After all, they left no real leadership behind at the camp for any unseen emergencies.  They move down the stairs into what appears to be a large central square room, many doors and corridors leading in all directions.  Kenny knows time is of the essence, so he looks for the most ornate or at least well maintained door, and they choose that one to investigate.  Behind it is a massive Hill Giant, one eyed and stooped, but massively muscled and battlescarred.  With him sits a pet Ape, ready to attack.  Boldvay casts Confusion on the hunchback hill giant, and it works, the giant is stunned into inaction.  The Ape attacks but misses Boldvay, but a second one leaps down from a hidden loft above the door to also attack Kenny, hitting him but the damage is prevented by his Stoneskin spell.  Kenny does damage with a magic missile and Boldvay captivates an ape with his Rod of Beguiling.  Kenny then uses a Lightning Bolt bounced off the wall to get double damage on the enemies, slaying them.  They search the room and find gold, gems, and a clay pitcher with four doses of Water Breathing.  They also find that the hand axe the giant was using is +3 and can be wielded as a battleaxe by human sized creatures.  They depart back up the stairs and regroup with the party and they flee from the steading before any alarms can be raised.  They spend the next 6 days in the wilderness searching some of the undiscovered hexes in the area.  They find them to be mostly forest hexes, and one day are set upon by lions, who track them from a distance, but the party eventually loses them.  The party makes it back to their camp on the 22nd, to find that a work crew that was doing some logging was attacked by wild dogs and 4 men were killed.  They have made a dent into the steading, but many more giants remain to be dealt with, plus the threats and unknowns of the revealing hexes are starting to mount.  



Session Notes-  We all learned a little about using freeze time-  I offered it as an option to the players because the hill giant module I’m running starts with a situation where the giants are occupied and unaware at the start and I wanted to allow that to continue despite the actual game session ended.  However the players ran into an issue almost immediately.  They took all of their major PCs into the steading and into freeze time, so there wasn’t anyone in their camp to respond to issues that came up, or basic running of the camp.  I allowed them to appoint Ligurd Modred as temporary leader, but another issue was the time in between sessions can be lengthy, and a lot can happen in downtime to a freeze timed party.  I had some post-Christmas freetime, so Kenny’s player and myself got together for an impromptu session sort of inspired by the old GI Joe comic book issue 21 “Silent Interlude”.  I figured we’d have some fun sneaking around the steading trying to take out some smaller groups, and we did, we dumped a bunch of spells.  It was fun adjudicating higher level spells, ones I haven’t adjudicated a million times before.  It also gave the party the ability to drop out of freeze time and catch up to real time.  That’s why they had to spend some time in the wilderness exploring hexes.  Events back at the camp had already happened without them, so they couldn’t be there until after said events happened.  After all was said and done, they ended up making it back to the camp on 12/22, and thus had 5 days of downtime where they could have issue orders to their troops or done anything else.  I think moving forward we will avoid freeze time, it causes too many problems especially with catching back up.  Instead I think I’ll try to offer longer game sessions when possible if time is an issue.  Also it’s nice now to be able to do sessions with a small number of high level PCs it’s a nice change, and I’m definitely selfishly getting my PC Boldvay into the mix to enjoy the fun of higher level play.  



Here's the map of revealed hexes so far from the player's perspective.



Treasure and XP-  Monsters-  5 Hill Giantesses, 11 ogres, 29 orcs, Hunchback Hill giant, 2 Apes.  Treasure- 100gp gem, Axe +3, Water Breathing potion x4, 5400gp, 5x 500gp gem, 4x 100gp gem=  24,603xp/ 2PCs= 12,302xp each



Graveyard-





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-




Nappendixia Campaign 3.0- Session 118 Gamma World

  Nappendixia Campaign Session Report Session #-   118 Session Date-   1/23/26 Time Passed-   2 days (time freeze) Roll Call-    Klin...