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-