Nappendixia Campaign Session Report
Session #- 101 Session Date- 6/27/25
Time Passed- 12 days (party found shelter and are currently in 1:1 time)
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 vestigial wings, far too heavy to fly. He also has mental powers, including a blast, invisibility, 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 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.
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, and highly intelligent in the ways of ancient artifacts.
Adventure Log- the party collects itself after the fight with the Badders, and begins to introduce themselves and check out the items found at the base of the altar. Clint conveys the location of the Deep Underground Tunnel he found leading out of the desert to the west, and Johnny Mothra tells about the Serfs who were so interested in mental mutants, and also the metal ruins structure he found in the forests to the east. They know that the ancient road and any legends of New Dublin lead to the North, but they elect to head back east, 4 days to try to find the ruined metal structure in the forest Johnny found. He thinks the fact that he found some old military medals the last time he was there could indicate more military stores such as weapons and foodstuffs. It is also agreed that Johnny will hold the newly found grenade, due to his power to damage critical points in a structure. They range for 4 straight days over the plains wasteland, encountering miles of dry desolate terrain void of any creatures or locales. On the fourth day as they approach the forests 2 creatures emerge from the hedgerows aggressively. They approach and appear to be metal constructs, man-shaped but obviously metallic in appearance. They each wear a tattered jumpsuit and have various dents and bent outer parts sticking from their metal frames. Each turns on a wicked looking Vibroblade and they do not seem likely to parley. Despite this Cursed moves forward from the party and attempts to use his sway as a Pure Strain to influence the machines. He is able to get one to obey his basic human commands, but the other is too fired in the circuits and slices him badly with the force blade. The other party members react by attacking, Lorno invisibly smashes one, and Clint snatches its vibroblade with his telekinesis. They smash the one robot, and interface with the obedient one to see if it can be commanded. Jim successfully figures out how to use the vibroblades safely, finding them each to have a power cell lasting 20 minutes. The broken android is strapped to the rokox for spare parts and the party makes off for the forest in the hopes of finding clean water and a place to safely heal and rest. They find a clear stream in a forest hollow and make camp there for a week. They stay hidden and barring a few aggressive plants they stay safe and heal. They observe many types of very aggressive predatory flora that can climb, grasp, and even fly. They talk with the robot about where its base of operations is located and he tells them of a location that matches the ruins Johnny found. With the help of some pinetos, friendly forest plants that can move up and down plant stems and roots, they set out looking for food, using Clint's heightened smell to track down some lush fruits. He is attacked by some poisonous plants in the process but survives. After gathering a week's worth of food, they assemble at the ruined metal structure, keeping the rokox in the lower story, and setting up an impromptu camp in the ruins opening tunnel. They find the door to be a simple warehouse door on a metal rolling track. It was off its track when Johnny was last here, but it has since been reset. The androids claim to occasionally be sent out of this access point on various missions. The vestibule structure is a simple T intersection that ends each way in a ruined office tossed of all valuables. In each office is a sealed metal hatch with a heavy crank that must be turned to open it. They consider what to do next- rest, build a fort, attempt to raise the ox to the upper story, explore the metal hatches and the deeper recesses of the ruins- all will be revealed next session.
Session Notes- I started the game going over each PCs stat bonuses and minuses, and how their mutant powers act and interact. The powers are certainly up for some interpretation so I wanted it to be clear how I’m ruling each powers. We did decide to amend one thing- The Taller power. 2 Pcs have this power, and it produced PCs that were 5 and 7 meters tall, over 15 and 22 feet tall, making any kind of dungeon/cave/tunnel exploring nearly impossible. We agreed to cut the height by 2/3rds but keep all the rules identical. It just makes it feasible that these PCs could fit in a tunnel complex but still produced PCs that were over 9’ and over 10’ tall. The players had the freedom to do/go wherever, and they chose to head back to ground already covered by Johnny Mothra to check out the forest ruins for items/weapons. I had no problems adjusting, the random wilderness tables work great, and I’m particularly liking the pre-rolled Monster and Treasure lists in the back of the book. I have mined the 2 1e Gamma World modules for content and ease of not having to roll out stuff myself, and all of that can be inserted on the fly or fit together in a loose order that creates some narrative. We also have decided to fluctuate in and out of 1:1 time. I don’t want it to be just so easy to find a safe settlement at the end of each session, I want to create the vast nothingness of the wasteland. This session they ended at a ruins that could be secured, so it made sense to go into 1:1 time, they have time now to heal, and have a few minor problems to consider in downtime. And I gave myself time to build out this ruins structure- make a map and stock it with threats and treasure. So far we haven’t interacted too much with the Poison and Radiation charts, they can be quite lethal, but we will see how that plays out.
Treasure and XP-2 Warrior Androids 150xp, 2 Vibro Blades 600xp, Artifact Operation 200xp=950xp/5 PCs= 190xp each.
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