Picked up a nice clean copy, spine is intact. Mostly for the monthly and yearly domain events tables.
Another HB for the collection
Picked up a nice clean copy, spine is intact. Mostly for the monthly and yearly domain events tables.
Another HB for the collection
Nappendixia Campaign Session Report
Session #- 122
Session Date- 2/20/26
Time Passed- 1 week
Roll Call- Godhard- C9
Stigr- F7
2x Pal hench
Kenny- M/U9
Boyo- C8
2x F hench
2x M/U hench
Laurentis of Red Frontier- C8
Adventure Log- After finishing all construction on Fort Dawnbreak, the logging crew is finished and Godhard sets up regular patrols to begin patrolling the already explored parts of his future domain. On the 18th 10 Hill giants are spotted walking North towards the fort, and a group of PCs and cavalry are quickly dispatched to meet them in battle. Cavalry charges and the effectiveness of their warhorses aid their attack, and their powerful magic armor protects them well. After dispatching the giants with some cav slain and Stigr quite wounded, the party is ambushed by a group of Brigands who must have been spying on the battle and took the opportunity to attack. They too are quickly dispatched, but not before one of the brigands reveals himself to be a mage and he and the party exchange fireball spells. The brigands are killed and routed by the blast, but the mage manages to get off another spell and disappears from the battlefield. An already wounded Stigr is killed in the blast, but Godhard is comforted by the fact that he recently was granted access to Raise Dead by Pelor. He is brought back to the Fort for ritual raising and recovery. Days after this, a party of PCs henchmen and a small amount of Lt Cav head out to scout and map the central hex of Godhard's lands, looking for a location to construct his keep. They head out on a 3 day expedition on which they reveal the hex to be mostly forest terrain with a fair number of small freshwater ponds and adjoining streams- nearby sources of fresh water. They find a dark dense pocket of forest covered in webs and identify some kind of spider lair, and decide to avoid it and come back later more prepared. They rout out a lair of filthy ghouls and liberate them of some treasure. They also locate a ruined town and a ruined shrine that has some iconography of the ancient evil god the Eyeless Void. They also discover a ruined moathouse not far from the center of the hex, and decide it will make a great temporary base of operations for future explorations. Lastly they do manage to encounter a working town amongst the forest terrain. It is quite large, consisting of about 2500 people. Boyo makes some connections to their unusual alignment type, and Godhard hopes to make diplomatic relations and add them to his future tax base. After about three days in the field, they return to Fort Dawnbreak to plot their next move.
Session Notes- The players are using their warhorses to great advantage in wilderness combats. The extra attacks from the horses really add up. However, getting most of their warhorses fireballed will require an expensive fix. This session we revealed all the terrain in Godhard’s central hex, and in following the domain rules in the DMG, he now needs to map out an area at the 250 yard scale that will be the actual location of his keep and its footprint on the terrain. Then he needs to search and eliminate any monsters in all of those hexes before he can begin construction. The process has been detailed, but not tedious so far. Also I recently picked up a copy of Oriental Adventures. I recently found out that the book has random tables for yearly and monthly domain events, so thought it a good pickup to help out when the domain gets formally established and needs monthly and yearly events to occur, in addition to regular patrols and random encounters.
Treasure and XP- Monsters- 10 Hill Giants, 30 Brigands, 16 Ghouls- 20,070xp. Treasure- 3000cp, 2000ep, 3 gem 500gp ea., Battleaxe +1- 2930xp= 23,000xp/ 3players= 7667xp per player, tip hench as appropriate, % bonus if applicable.
Graveyard- 4 Med Cav, 5 Lt Cav- smashed by Hill Giants outside Fort Dawnbreak. Stigr (will be raised by Godhard) and more Med and Lt Cav- Blasted by Fireball from the Brigands M/U outside Fort Dawnbreak. (session 122)
Nappendixia Campaign Session Report
Session #- 121
Session Date- 2/13/26
Time Passed- months into the future and beyond
Roll Call- Johnny Mothra- level 3 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.
(the rest of the party and pack animals travel along in absentia)
Adventure Log- In the aftermath of the shutting of the mountain by massive iron doors only to wait the 3 months to see if the Titan has been truly quelled, Johnny scavenges the natural land and locates some more poison mushrooms, while Lark is visited with visions of a distant land, it calls to him. He works with Johnny and the Docent, the high tech computer chip that helps Johnny access computer databases to search the net for images and connections to distant lands and how this Rubik’s Cube Cubic Gate can get attuned to different worlds and transport people. They work with the head nerd back at Roy’s Crossing, the only other place that has access to the network other than inside the mountain. Johnny trains with the big brain for a few weeks, and learns to better navigate it. He also learns a way to access the net on the field, directly through the Docent. After improving his skill, they are able to start divining the net to see what world the cubic gate is already attuned to, and to see how to attune its other faces as well. They start getting images of other worlds as they travel back to Horn. In their journey they encounter 2 different dangerous mutated plant species, both of which they are able to avoid through the help of the Horn Brother’s speak with plants ability. Later on in the journey they encounter a Keeshin, a nasty creature rife with mutant powers, but take it down at range with some well placed shots. They delve it’s murky underwater lair and find a hoard- an airtight case filled with aluminum cylinders containing fine cigars, some magic arrows, a magic feather that turns into a boat, a bomb and some anti-rad serum- quite the haul!. Before heading back to Horn they go back to the old ammo dump to get the rest of the rounds they could not carry last time. Johnny uses the correct key card and accesses the depot, and shuts down the 4 security droids guarding the place. They score 1600 rounds and a huge stockpile of survival gear, plus reprogram the droids for their own use. They seem to have flamethrowers for weapons. After one last link up with the net, Lark uses his direction sense power on the computer program and is able to loosely guide Johnny through the net to a world that matches his vision- a world of magic, a dry desolate land filled with stone remnants of a past era. A world mostly of magic and swordplay, but some hints of a more advanced world left behind and forgotten in dark corners. At once both Johnny, Lark, and the Cubic Gate come alive, all knowing the location they seek is one and the same, revealed on the already programmed face of the cube is a link to the world of Nappendixia! They excitedly rush back to Horn, eager to reunite the party after many months. They return to Horn, and find Cursed and the small staff he has acquired while stationed in Horn. He has learned many new skills such as gemcutting and blacksmithing, and has hired both a sage and a gunsmith. They catch him up with everything that happened on the road, and the news of the cubic gate. Klint connects with Horn leadership,and the local militia and establishes a formal trade route and mutual protection pact between Horn and Roy’s Crossing. The people are pleased, but the party soon gathers in the center of Horn, and announces they will be going on a long journey. They then produce the cubic gate, activate it and step into the world of Nappendixia, into a completely new world of adventure!
End of Chapter 10
Session Notes- Well we finally got there, crossing the worlds from Gamma world to AD&D. We will get to use the conversion rules in the DMG. We decided the cross over will take the party a random amount of time into the future, and we determined randomly where on the Nappendixia map the gate is attuned to. This will give us time to focus on hex clearing and the original AD&D PCs before introducing the Gamma World PCs. It’s good to get to the end of a rather long chapter too.
DM Notes-
Cursed has learned:Gem Cutting, Blacksmithing, Basic Engineering, Basic Math, Basic History HQ Soldfor expedition, purchased for the expedition: 1 Shock Fence (Deployable), 10 pack mules, NPC Chef, Sage (willing to go) and 1 Gunsmith (Mainly to repair the guns)
Treasure and XP- -Loot-4 Warrior Androids (+50% extra HP), 1600 rounds of machine gun ammo, 24 +1 Arrows, 700 Domar Cigars, 1000 Domar of Survival Gear (6 months of rations, flashlights, basic tents etc), Quals Feather Token (Swan Boat)-Usable once a week, Flux Bomb, Anti-Rad Serum x4- (1200 XP) Defeating 2 Mutant Plants and Mutant Thaddeus P Psychofrog (700 XP) Learning Basic Indexing Skills (500 XP) Traveling to Napandextria (500 XP) Establishing Trade Route between Horn/Roys Crossing (500 XP) 4000 XP (2000 xp per player)
Graveyard-
Nappendixia Campaign Session Report
Session #- 120
Session Date- 2/6/26
Time Passed- 2+ weeks (back to 1:1 time)
Roll Call- Klint- level 3 Mutant Human of the Turtle Clan. Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell. However, he must be very careful to avoid cuts and wounds. He has become quite skillful with his hi-tech Vibro-Blade.
Johnny Mothra- level 2 Mutant Human of the Puma Clan. He is also a massively tall and winged mutant who can glide and leap above the forest canopy of his homeland. He places his shots in the perfect spot, but has a huge metabolism and is always hungry.
Lark- level 2 Mutant Human from Horn. Has weather manipulation and direction sense power, plus an energetic hand attack. He’s also a good shot with his assault rifle.
The Horn Brothers- Helped rescue the Genser family and hired on with the party. They provide backline fire mostly. One of the brothers was mutated by a plant DNA machine in the Mountain Museum Biodome, leaving only one PSH in the party currently.
5x Clones
Adventure Log- We pick up in freeze time on 1/25, with the party having just bypassed the giant arm machines on level 6 and getting to the elevator that leads down to 7 where the Titan is allegedly housed.
Lark’s Journal- So there we were finally making it down to 7, the big confrontation with the Titan and whatever is controlling it. The elevator opens into the hugest room I’ve ever seen, a massive cube carved out of the inside of the mountain. We first encounter this creepy security droid shaped like an upside down pyramid, floating there clearly eyeing us. We get through that structure only to find another huge cube shaped room but this one is filled with finery, shiny steel and brass everywhere, designed to impress. In the center of the structure is a control panel and 3 projected images of faces hovering above. The 3 faces we realize are the 3 AIs vying for control of the mountain complex and thusly the Titan. We see the old logo of NORAD on some of the decals and signage in the place, and that reminds Klint of some old history he knows and he seems to get the approval of one of eth faces, the one that is the most stern and militant. The other faces are benevolent and neutral respectively. Between the fast talking and his army general garb, Klint manages to trick the AI into giving a formal tour and inspection of the facility and the Titan. While he’s doing that I use my direction sense to locate another computer terminal in the area, one more out of the way. I’m sure at some point Johnny is going to have to hack the computer and there's no way those AIs will just sit there and let him. He’ll have a better chance at a less obvious terminal. I locate one in the R&D labs, and we split off from the party as the AIs start to focus on Klint and the inspection. We get Johnny to the R&D lab and I post up outside while he goes in to hack the terminal. While I’m out there I find a lock box with a pair of rocket boots in them, nice score. Johnny figures out how to reboot the AI, and I realize that it’s not actually 3 AIs, but one insane AI that has created 3 personas for itself. With that knowledge he’s able to hack through the tech and reorient the AI, shutting down their plans to release the Titan on the world. However, Klint gets into a dispute with the AI while on the tour and it reacts to the reboot by beginning a shutdown sequence on the whole compound. We race out of there just moments before the whole mountain is shuttered behind massive iron doors. We will have to see in a month if the reboot was effective in ending the AIs insanity. Regroup back at the tram depot and the old hermit’s cabin. We stay there for several weeks investigating the strange tech we took from the mountain. Johnny and I managed to grab 3 pieces of tech from the R&D lab before we booked it out of there in addition to the rocket boots. We learn how to operate them- A backpack powered force field generator, a “living” cloak made of nanites, and a colored cube, the high tech version of the arcane item known as a cubic gate- a portal between worlds. This gate is set to Gamma World, one unknown destination, and 4 open faces still able to be programmed to a specific world. Some powerful items indeed. We will ponder how to best use them, and what to do next, here in Gamma World. The Titan is no longer an imminent threat, and we can refocus on maybe getting back to Horn and seeing what all Cursed has done with all the money we left for him to invest and acquire resources. Until then…
Session Notes- This was a real fun climax session, the final standoff to see if we could prevent the Titan from freaking out. We’re coming to the end of the chapter, and it’s really cool and fitting that the other DM saw fit to introduce an item that could possibly link some of the worlds we have been playing in. The PCs in the AD&D game are currently investigating ways to crossover into other worlds, we will see who gets the knowledge first, and attempts to do something with it. We’ll have one more wrap up session in Gamma World then will divert back to AD&D full time. We definitely need the time now that hex clearing has started in earnest. Here’s the stats from the DM on the GW tech we scored this session-.
Rocket Boots: Flight (as Mutant Power) up to 1 hour per day (Failed Dex roll can be problematic when using). Up at 30mph. Horizontal 60mp. Down at an angle 90mph. Up to 300 pounds
Portable Force Field Generator: Passive Mode (Indefinite when worn)-AC 1. Active Mode: 5 radius force field up to 100 damage. 1 in 6 chance of burn out if exceeded, requires energy cell replacement. Either way, requires 24 hours to recharge if 'burned out') Technological
Cubic Gate: (Functions as DMG item of the same name). Gamma World and 1 Unknown destination set. 4 slots unset, once configured cannot be changed. To configure a new setting must be scrambled ala rubix cube and pass 3 int tests in a row, and then double tap a side.
"Spawn Cloak": Nanotech cloak that has three modes (only one active at a time). 1) Levitate as Spell PhB, unlimited. 2) Passive protection mode-Any organic being not designated an ally/non hostile who approaches within 10 feet is attacked by a nanite spike that does 4d6 (+20 to hit) up to 3 times per round (3 different targets) 3) Active attack on command as Vibro Blade (hits with user's skill) but has Reach of up to 30 feet.
Treasure and XP- -Shutting Down the Titan (2000xp) -Social Engineering the Insane AI (1200xp) -Ultra Tech Loot (500XP) -Escape Without Risking the Wrath of the AI (die roll) (300 xp) 4000xp (1334 XP per player)
Graveyard-
Nappendixia Campaign Session Report
Session #- 119 Session Date- 1/30/26
Time Passed- 7 days
Roll Call- Godhard- C8
Stigr- F7
2x Pal hench
10x H. Cav
Laurentis of Red Frontier- C8
Snowy- Halfling T1
Adventure Log- After a short reprieve from the Hill Giant Steading, Godhard gets word that the logging crew and its detachment of guard had a near run in with 5 hill giants, but managed to withdraw back to camp without combat. Godhard and some PCs gear up and with some intel from the rangers track down a camp of 4 giants south along the stream bank. With an effective volley of lance charges and some of the party's powerful magic weapons, the giants are slain, but one is missing and no doubt has gone back to contact the larger group. 4 H. Cav perish in the combat, and Godhard prepares a memorial to be erected on the spot of their last fight. Upon returning from that, he finds Boldvay has returned with more loot he has collected from clearing his hex to the east. He gifts Godhard a mace of disruption and some fancy magic plate as congratulations for starting his domain. They negotiate some deals over some magic ringmail, a pair of Lamassu Boldvay found in his hex, not compatible with his leadership style, and he brings a hippogriff fledgling, and tells Godhard of an aerie of hippogriffs on his hex he would be welcome to hunt and capture. In exchange Boldvay gets some cash and the lions that were subdued from the wilderness. Finally Boldvay tells him of a possible way to defeat the blood thing monsters that infest Bartertown. He tells him of a mystical gem, the Soul Gem, that if introduced to the blood thing monsters may penetrate into each and every one of them, searching for a soul, until they all are destroyed. It’s a risky plan, but if an elite team can be assembled to go into the Ghost Tower that hides the Soul Gem, it may be possible. With that Boldvay departs, and Godhard and the crew rest up and plan to head out and reveal more of the undiscovered parts of his domain hexes. They go about revealing the hexes from the camp south towards the center of his hex. They avoid the east where rumors of brigands have been heard. The party finds it to be mostly scrub terrain, mixed with forest and some hills. They note a single hex of about a mile of mountainous peaks that abut the cliff face they had discovered earlier. In all, Godhard comes in contact with a hamlet of 300 people who eagerly join his domain. He also encounters a party of a Magic user, fighter, and cleric that match alignments, and are willing to join the entourage. They encounter a NG elderly cleric in a solitary tower, eking out an existence, and he also agrees to an alliance. The next day after traveling west, they encounter a small hunting community led by a N cleric of Obad Hai. He and his Druid assistant agree to help out with the domain and act as stewards of the land and to provide ample hunting and trapping opportunities. Snowy the thief even manages to win the favor of a leprechaun they encounter, and over some cups of wine he agrees to provide aid to Godhard, as long as a little missing treasure here and there is acceptable. In all Godhard has quite the good bout of luck in uncovering some new features of his future domain.
Session Notes- Longtime Brosr fixture and former player of this campaign Hollyfelled dropped by for this session. It was great to have an old player and Brosr bro drop by for a game. I’d love to see more of it and I hope he returns for more games. It was a pretty procedural session, actually the first time we grinded hexes most of a session, but there was some combat, and some negotiation, some roleplay, and a lot of random table rolling. I felt comfortable on rules and book management, didn’t get too lost in the weeds, but kept the rulings pretty RAW accurate. AD&D continues to be the winning system for me, it just never fails. Though lately I have been looking at classic B/X, I’d love to run just straight B4 The Lost City into X1 Isle of Dread, seems like such a great combo and such a streamlined system. I don’t know, maybe someday.
Treasure and XP- 4 hill giants, 30gp= 7228xp/ 3PCs = 2428xp each. add % bonus if appropriate.
Graveyard- 4x H. Cav- Smashed by Hill Giants south of Godhard’s camp
Nappendixia Campaign Session Report
Session #- 118 Session Date- 1/23/26
Time Passed- 2 days (time freeze)
Roll Call- Klint- level 3 Mutant Human of the Turtle Clan. Though he can pass as a pure human, Clint has the hidden powers of telekinesis and a heightened sense of smell. However, he must be very careful to avoid cuts and wounds. He has become quite skillful with his hi-tech Vibro-Blade.
Johnny Mothra- level 2 Mutant Human of the Puma Clan. He is also a massively tall and winged mutant who can glide and leap above the forest canopy of his homeland. He places his shots in the perfect spot, but has a huge metabolism and is always hungry.
Lark- level 2 Mutant Human from Horn. Has weather manipulation and direction sense power, plus an energetic hand attack. He’s also a good shot with his assault rifle.
The Horn Brothers- Helped rescue the Genser family and hired on with the party. They provide backline fire mostly. One of the brothers was mutated by a plant DNA machine in the Mountain Museum Biodome, leaving only one PSH in the party currently.
5x Clones
Adventure Log- Lark’s Journal- We hung out back in town the last week, I mostly rested but a few of the guys went around gathering info and such. They were wondering why the town has no walls or outer protection, yet seem so safe and secured. They find that the place is covered with well hidden cameras, but the town claims they have nothing to hide. They also find out that 30 years ago this place had a reputation for having some kind of sonic devastator weapon, as well as a doctor who could make custom viruses. We consider Johnny’s plan to gather everything we need before confronting and trying to disable the Titan, we realize we have what we need and can prepare to get to the 7th level where the Titan is. I suggest we use the rope ladder and Johnny’s ability to glide down from falls, to try to drop lower down the mountain face and find an access point to the 6th or 7th level from the exterior. There are some caverns and tunnels on the mountain face that could be used to climb down lower, Then Johnny could grab the rope ladder and fall/glide down to us to drop down even lower. It was a plan that seemed to avoid the grind of getting through everything a psychedelic AI might throw at us should we try to penetrate level by level. We agreed to the plan, and acquired a nice set of block and tackle so we could first lower the robot dog down as we explored lower and lower. Everything was set and we headed out to the mountain museum, and were quite easily able to drop down the mountain face to level five. Johnny takes some damage fall-gliding down through the jagged mountain tunnels, but we heal him with the med box. On the 5th floor we find some weird hologram presentation of 13 constellations representing 13 ancient gods and goddesses, they jabber on and man are they boring! We split out of there and drop down one level lower. On 6 there's these crazy AI faces being presented on the walls and ceiling, real tripped out stuff. Then all of a sudden we start seeing weird AI versions of our faces on the walls, and nope the heck out of there. I have to use my hands of power to wither and rust a metal plate off the shaft, but we find a shaft down to 7. We try to drop the DAWG down the 120 feet of block and tackle, but it still doesn’t hit bottom. We dro a torch down and estimate it to be about 300 ft. It takes the whole rope ladder, attached to the block and tackle, attached to all the remaining rope we have to get down to the 7th level, but we make it, a few of the clones crash out down the shaft, but our ample med box heals their broken bones. The Horn Bros are super freaked out but they manage to hold morale. We regroup at the bottom landing of 7, where we find another shaft that dead ends at another big metal plate. I fire up my last use of hands of power for the day and manage to melt and warp the metal enough to pry it off with Klint’s help. And we break through into the 7th level proper. In there we find a giant room with 6 big robot arms and a bunch of different sized crates and boxes. I wonder if this is some kind of ammo loader for the Titan, like maybe the arms load these boxes of ammo or something into the Titan. Before we can confirm this we find a big portal on the rear wall, and it is marked with the insignia of one of the Museum AIs alter egos. It engages us with some kind of riddle about the feelings of duty, curiosity, pride, regret, love, and fear, and we each claims a different word and how we represent them. The AI thing seems to accept our answer and it opens for us. While doing that a few of us scavenge to look through some of the boxes and crates, thinking there may be weapons in there. We find some military gear, a cool portable tent of high tech material, some kind of high tech Swiss Army Knife, a mini clerk/organizer drone, and I score a needler gun and Johnny finds an energy mace. The Titan could be right on the other side of this portal, wish us luck. Until next time.
Session Notes- We continue to be picked at by the insane psychedelic AI, and have very much opted to avoid the heck out of it which so far is working. We think there’s some kind of Intelligence skill interaction with the AI/Titan and Johnny has highINT and some INT mutations, plus we have set the controls in the museum to optimize the interaction. We will see next time, as we have opted to freeze time moments before the possible big bad confrontation. We will see. It continues to be fun as a player to really be able to just relax and chill and find that aspect of gaming again after being a DM for so long. There is something to say about that type of player- more subdued, still engaged and attentive, but more passively taking everything in, enjoying the flow, not stepping on others toes, letting the game have space. There is certainly something to say about what that type of gamer brings to the table. It gets so hard to continue to have new thoughts week after week in these session notes, sometimes I feel like I’ve already said everything, but the game goes on forever if we’re doing it right.
Treasure and XP- -Plan to Bypass the Dungeon (1200 xp) -East Vault RP and Loot (700 xp) -Ticket and Exhibit Rp (350 xp) Total 2250 xp (750 xp per player)
Graveyard-
Picked up a nice clean copy, spine is intact. Mostly for the monthly and yearly domain events tables. Another HB for the collection