Nappendixia Campaign Session Report
Session #- 100 Session Date- 6/13/25
Time Passed- 5 days
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 wings. He also has mental powers, including a blast 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 fly and maneuver 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.
Adventure Log- Chapter 9
Our story begins in the apocalyptic wastelands, somewhere in Nappendixia, at some time. It is known that 4 clans inhabit the southern wastelands, The Ox of the plains, The Turtle of the deserts, The Puma of the forests, and the Crow of the mountains. All of the clans in this area know and ascribe to the legend of New Dublin. It is a legendary city of the old times filled with peril and treasures from the past, and also it is told that New Dublin is both the cause of, and the means of escape from, this blighted wasteland. Each clan has ceremoniously dispatched members to go out and explore for the tribe, and hopefully find more information about New Dublin or possibly find the fabled city itself. Lesser members of the clans, those with very obvious mutations, have more likely been outcast or told not to come back unless they have the key to finding New Dublin. Nonetheless, each individual sets out in his home terrain with rough knowledge of a common rest point known to veteran explorers that lead to an ancient road once known as a Highway that will lead North, the rumored direction of New Dublin.
Desert Journey, Clint- 5 days of trekking through the desert, Clint manages to conserve water as best he can and use desert terrain to avoid 2 nasty looking moth creatures that showed signs of radioactivity. He exits the desert and crosses a wide salt plain, endures a heavy downpour of rain that is fortunately not contaminated, and narrowly avoids a series of intense lightning strikes. He stumbles across a metal hatch that pulses radiation upon opening, but resists it. The hatch leads down to a tunnel about 1 story underground that leads back towards the desert and further east, his intended direction. Taking it for several miles, he finds a closet that holds some potable water, then finds an exit to plains terrain and in short order finds the rest point.
Plains Journey, Cursed and Lorno- As soon as Cursed notices the large flying bulk of Lorno, he realizes they are both traveling out of the Ox Clan lands and parleys to unite their efforts. They begin traveling together and discussing the upcoming obstacle that marks the edge of Ox lands- an old highway overpass that lies crumbling in ruins, blocking access to the greater plains area. Though having wings, Lorno cannot get enough lift to simply fly over the structure while carrying Cursed, but instead perform a series of wing assisted leaps that get them up and over the structure in 3 bounds. They spy a distant storm to the west and the weather shifts and they are hindered by an intense heat wave that saps their water supplies. They encounter a Rakox, a large shelled and horned ox-like creature known to be used as a beast of burden. Cursed manages to approach it and tame it by sharing their dwindling water and his natural charisma.
Forest Journey, Johnny Mothra- The forests that remain in the wastelands are by far the most dangerous terrain, the plants there have evolved and mutated into extremely hostile and predatory creatures making life for the animals of all types very difficult. Johnny uses his flight to maneuver above the forest canopy for much of his journey, but during one of his rests in the upper story triggers a gout of poison from a particularly aggressive plant. He is struck but resists the poison, finding it only mildly irritating. While wiping it off with some nearby flora he discovers a flat, pitted old metal surface. Probing along its area, a door is revealed, shut but it appears to be on rollers. Johnny’s low strength is only able to pry it open .3m, and he squeezes his long lanky frame into a dark hallway that T intersects after 10m. Constrained by the narrow doorway and negotiating the turns, he searches 2 disheveled office rooms and finds some paper, a spool of celluloid film, and a display case of old military medals circa 2040s-2100s, marking the location to possibly return to later. After leaving the forest and entering the plains, he spies and hails 2 humanoid creatures in tattered uniforms. They have carapaces and claws, but when Johnny regards them they speak to him telepathically. They are sharp eyed and hold weapons ready, asking if Johnny has any mental powers himself. He tells them he does have the ability to place his strikes in the perfect spot every time, and this arouses their curiosity. They say they are known as Serfs, and invite him to come to their camp and learn more of each other's mental powers. They agree to part ways, but Johnny notes how to return to this area in the future and makes it to the rest area.
Mountain Journey, Jim Doggett- After trekking many days down the mountain, Jim is beset by a wind and hail storm. He is blown down a steep embankment by the wind and is banged up but survives. Sprawled out on the rocky wash of cobbles, he spies a rusty metal cylinder partially protruding out of the surface. He crawls into the structure to get out of the hail and inside is a long cylinder with rows of seats bolted to the side, and many compartments thrown open containing decaying bags and cases. Most of the items are useless, but Jim manages to find 2 cold winter garments still in usable condition, and a bottle of liquor. He searches deeper into the cylinder and finds a forward compartment that protrudes out of the rubble on the other side of the wash. There are ruined panels of instruments and gauges here, as well as 2 skeletons, one wearing a captain’s hat with a metal star pin attached; he finds a working pen as well. Jim feels the hand of fate, as the star is his people’s symbol- this is a good omen for Jim. He tries to strip down the compartment for any usable parts, gaining some lengths of metal bar and strips of copper wire. Unfortunately, in yanking the wires free, he unloosens an outside panel which gives way under his feet and again he goes falling down the mountainous terrain, taking more damage but surviving. The storm abates and he finds the plains terrain and eventually the rest stop.
All parties reach the rest stop on the same date. They assess it to be a crossroads of a few rough trails that meet at some kind of stone altar, primitive in make. Before they can search or parley to introduce themselves, 2 aggressive mutated badgers blind with rage burst from the underbrush and attack armed with axes and shields. Clint manages to grab one with telekinesis and hold him fast while the others engage the other badger with ax strikes, arrows, and mental blasts. The rokox is even convinced to attack with its horns, and the Badders are slain, butchered and eaten by the new found comrades. They search the altar and find a secret movable stone where they find a sack containing 150 domars, a fragmentation grenade, an ID card and an odd book with pictures of some of the wasteland creatures they have encountered and a working compass. The group pauses, refreshed from the food, but still in need of new water reserves. They confer to see what they will do next…
Session Notes- I’m very happy to be relaunching the campaign with session 100, quite a milestone. We will be continuing with AD&D, however, I offered the players the option to try some Gamma World 1e for our relaunch and they jumped at the opportunity. We got some new people interested also which is great. So far I’m finding the system very loose, light, fun. It’s a nice switch from the super crunch of AD&D, but it has its drawbacks- you end up having to make a lot of homebrew/ off the cuff calls, which is a big switch after years of trying to be as RAW as possible. I found our first combat to be a little long, lots of misses and high hp for both PCs and monsters made it feel that way, I need to be more mindful of morale, there are actually some morale rules. It was a great first session all around. I'm trying to make these session reports more concise, but they always get away from me. More to come, Nappendixia is back!
Treasure and XP- Badders- 46xp, 150xp Domars, ID card 200xp, pen and paper 50xp, grenade 250xp, compass 100xp, 400xp for exploration= 1196xp/ 5 PCs= 239xp each