Saturday, July 26, 2025

Nappendixia Campaign 3.0- Session 104 Gamma World

 


Nappendixia Campaign Session Report



Session #- 104 Session Date-  7/25/25



Time Passed-  2 weeks downtime, 8 days in game.



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.  



Adventure Log-  The party rests in the reinforced front room of the forest structure they have been delving.  They forage enough storable forest fruits and tubers for 2 weeks of sustenance.  During the first week of foraging however, they encounter 3 Kai Lin- they appear as giant lizards with long tails and green scales, but actually are plant creatures made of trunks and vines.  They scavenge towards the same food source as the party, but Clint holds one fast to the canopy floor with Telekinesis while Cursed and Johnny smash it with axes.  They have the power of radiation eyes and manage to blast Lorno.  Lorno tries to blast the others in return with radiation, but finds the scaly bark to be totally resistant to the rad damage.  The other 2 flee, leaving the party to the food stores.  After healing and foraging for another week, they decide to enter the ruins again, this time trying the door in the eastern office.  It opens with a level 2 ID card and Cursed attempts to sneak in and assess the room with his lantern turned to low light.  He creeps to the NW in a huge hangar structure that seems to match the hangar structure located through the western door.  He gets to the first alcove and 2 emaciated figures, skeletal, in loin cloths, and having no features on their faces save a huge toothy maw emerge and begin a horrific screaming- Screamers.  They reach out to grab Cursed, missing him, but they project a power of life leech and sap some life energy from him.  Cursed runs back to the hangar entrance door, slams it and alerts the party of the screamers.  Clint takes the frag grenade and as Cursed opens the door and finds the Screamers right there, he drops the grenade into the room and telekinetically pulls the pin as Cursed slams the door.  Boom!  After waiting a minute they open the door to find the Screamers obliterated.  They begin to search this large hangar area, and it is set up differently than the other hangar.  It has an area for bunks, an area for testing/medical, and an area for staging troops and equipment.  Upon searching the NW corner, they encounter a nasty mass of sentient fungi that lashes out at them entangling, acidic rhizomes.  Several are injured before it is dispatched with a blast of radiation.  Amongst the debris of its mass, they locate a battered lockbox and rend it open.  They find 10 small gold bars, a fire extinguisher, and a blaster pistol in poor condition.  They also find an old crate of sheet metal and metal framing, and take it hoping to fashion some improvements to their leather armor.  They locate the matching portal in the northern wall, it’s a glass double door of reinforced glass with a metal pull down grate covering the doors.  They pull up the grate to reveal a station platform on the other side, and beyond the platform is a channel with train tracks running east/west.  Scattered about the platform are the skeletal remains of a dozen or so humanoids, some in civilian clothes and some in police/military black jumpsuits.  They push through the broken glass and search the platform finding one skeleton clutching a riot shield and stun baton.  They look across the railway line, and read some metal signage on the far wall of the tracks- One has an arrow pointing west and says Denver International Airport, and the other points east and says Cheyenne Mountain Complex.  Lorno steps down onto the tracks hoping to reach out and grab a metal sign off the wall to be made into a shield for him, but in the debris of the tracks a porcupine shaped creature rears back with 12 meter long quills dripping with poison and it launches several at Lorno.  He is struck and begins collapsing, succumbing to the poison quills.  The party thinks quick and notices an adjacent platform on the opposite side of the tracks, on it they see a red metal case containing a fire hose.  They hope there could be other safety materials there and rush towards the platform, finding a door labeled Security adjoining the platform.  They leap into the room and find a working first aid kit with some anti-poison meds.  They rush the meds into Lorno’s collapsing form and he is saved at the last second.  Weak but alive the party descends a set of stairs that abuts the Security office doors.  Downstairs they find a door impossibly locked, a closet with several weeks worth of MRE’s and a room that emits an alarm and a brief blast of radiation, then releasing the lock on a small chamber that contains some control panels and 5 man-shaped chambers.  They find 2 rifles and ammo in the anteroom, and leave the ruins back to the surface to rest and allow time to heal.  



Session Notes-  Here’s the ruins site as I wrote it up-  real behind the scenes reporting, the players thought I was running some original TSR content, nope just made it up.  






Treasure and XP-  Monsters-  Kai Lin, 2x Screamers, Acidic Fungi, Horl Choo= 213xp   Treasure-  10x sm. Gold Bars, Fire Extinguisher, Mk V Blaster (poor), First Aid Kit, Rad pills, Poison pills, 2x Lt. Military Rifles semi-auto= 2350xp= 2563xp/ 4PCs= 641xp each. 



Graveyard-   Crash Test Dummy Android- irradiated by a fusion rifle in the forest ruins complex. (session 103)


Lorno-  Brought to Death’s Door by the Horl Choo’s poison in the forest ruins, saved when the party found the first aid kit.  (session 104)


Saturday, July 12, 2025

Nappendixia Campaign 3.0- Session 103 Gamma World

 Nappendixia Campaign Session Report



Session #-  103



Session Date-  7/11/25



Time Passed-  8 days, staying 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.  




Adventure Log-  The party had decided to rest for a week, heal, build a rough pen for the rokox, and try to find food and water stores.  They are able to find sustenance on several foraging runs, however on the 6th day of trying they are ambushed by some predatory mountain laurel armed with razor leaves and poison seed pods.  They irradiate one and chop the other with axes, taking a little damage from the fight, but gain some forest fruit that stays ripe for weeks.  They rest and heal as best as they can and on the 7th day penetrate the old metal ruins to see what ancient treasures it may contain.  They move through the part of the compound already explored by Johnny Mothra, using Cursed’s lantern and some torches prepared from nearby plants to light the way into the dark complex.  They move into the disheveled office to the west and examine the oval metal portal that leads north into the complex.  It has a heavy metal wheel that seems to keep it sealed shut.  Clint is able to unloosen it and it opens revealing dryer air running down a corridor ending in another door.  This door has some kind of keypad and card reader attached to its heavy metal surface and frame.  They try the level 1 card they had found, but get the response of “No Access” on the keypad.  Frustrated, Lorno braces his massive frome in the tight hallway and pushes with all his might- buckling the door and freeing it from the lock mechanism.  His large frame spills across the threshold and a single red light illuminates a large hangar shaped area.  In the large room there are several areas of counters and desks, some of them containing old computer terminals and other broken machines.  In the area of the red light, a metal warrior android looking like a titanium skeleton, wielding a 2 handed sword activates and immediately attacks, slicing Lorno as soon as he pushes through.  The party responds in kind, with the crash test dummy landing an effective vibro blade attack.  At the far end of the hangar, 3 more androids, one holding a nasty looking high tech rifle, the other 2 with vibro blades, led by a human decked out in golden metal high tech armor rush forward saying “slay the intruders!”  Cursed moves forward attempting to parley, and Johnny holds the fragmentation grenade ready in case negotiations fail.  He notices a nearby computer terminal with another of those ID cards sticking out of it and goes to retrieve it, finding a small lock box there as well.  The android with the rifle notices and fires a round at him, his aim is true, but Cursed had put his crash test dummy android on Guard mode, and it jumps in the line of fire and is turned to irradiated slag.  The enemies get closer and they notice the golden legionnaire has a grenade launcher affixed to his breastplate, and half the party is peppered with shrapnel.  Lorno fires his radiation blast at the golden warrior, and in a fit of luck manages to get just the right dosage to mutate him, causing his eyes to have heightened powers.  The legionnaire cries out in disdain, horrified that he has become mutated, hateful of all mutations.  At just that moment, Cursed is able to sway the androids into listening to him, a true pure strain human, and not a pathetic mutate like the legionnaire.  They agree, and turn to attack the golden warrior as the party uses this turn of events to slip out of the hangar and back through the sealed metal door.  They hear the explosion of another grenade before sealing it.  They take a few hours to rest and bind wounds, badly damaged from the big melee.  Cursed finds a .38 revolver and 200 domars in the lockbox, the ID card is a level 2.  Cursed and Clint go back into the hangar to see what happened, and they find the destroyed forms of the androids and the dead legionnaire, they notice he had a mesh of wires on his scalp that all braided together into one long wire the cam out of the top of his head.  At the rear of the hangar, where the second red light lit up they find a computer terminal with a companion wire the legionnaire could attach to, perhaps his way of communicating with the computer or other forces.  At the far end of the hangar they find another door leading north and avoid it.  They check the remnants of the combat and find a fusion rifle with 8 charges left, 1 working vibro blade, and a working battery from the other vibro blade.  They also find a pair of crossed halberds and silver helmets affixed to the wall in a  decorative manner, they take the items. And move back into the ruined office sealing the door and bracing the exterior door in the hopes they can rest and recover there, and further delve the complex in a week or so.  



Session Notes-  I’m finding that it’s best to decide at the end of each session if the party wants to stay in 1:1 time or freeze time until next session.  At least this makes sense until the party can find some kind of permanent settlement and better food and water resources.  I’m trying to find the balance also of making resource management a thing without it feeling cumbersome.  Trying not to over complicate things, I find that it’s best right now to work in weeks worth of food/water for each PC.  I don’t want this world to feel like resources and safe settlements are aplenty, but I know it gets tiresome in game to be regularly stymied by things like food and water.  Still finding that balance of adventure and survival.  Regardless, there is need to homebrew or at least figure out the specifics for all kinds of present but incomplete rules in 1e.  For example we found the rules for invisibility were very lacking, without GM ruling a PC could potentially be invisible all of the time, so we looked at the 2e rules for invisibility and there was a little more clarification, but still needed further GM ruling.  That just sort of seems to be the nature of Gamma World, it’s freeform, open to GM fiat, encourages GM to make their own die rulings up, and encourages story development, prepping encounters for PCs and scaling the difficulty of encounters.  Incorporating RAW and 1:1 time has felt clunky at best, but we are certainly having fun with things.  I can set up and play sessions very easily, the rulebook is very easy to reference and find rules, and the energy for the game remains high.  



Treasure and XP-  Monster-  3x Warrior Androids, Thinker Android, Legionnaire, 2x Predator Mountain Laurel= 357xp.  Treasure-  2x Silver Helmets, .38 Pistol, Fusion Rifle, Vibro Blade, extra Battery, 200 Domars, level 2 ID Card= 5150xp= 5507xp/ 4 PCs= 1377xp each



Graveyard-  Crash Test Dummy Android- irradiated by a fusion rifle in the forest ruins complex. (session 103)

Saturday, July 5, 2025

Nappendixia Campaign 3.0- Session 102 AD&D

 Nappendixia Campaign Session Report



Session #- 102


Session Date-  7/4/25



Time Passed-  1 day



Roll Call-  Kenny- M/U8

Boyo- C8

Elaine- F6



Adventure Log-  Our heroes have recently returned to Bartertown and the Iron Quarter after waging a war to the east with the Slime Cultists.  (More on how that all resolved to come)  In the weeks leading up to Batertown Independence Day, Kenny has time to scry the lands surrounding and finds some big changes in the last months while the party was off to war.  


  • His first significant scry is in the evening where he sees a streaking light rise from a mountain to the Southwest, it touches the firmament and is met with a second glowing streak. And both glowing streaks descend back to that same mountain.  He locates the source and it is the former hilltop lair of Nelson the Dragon, though slain months ago.


  •  His second bit of intelligence from scrying is of the Megadungoen to the west.  The gorillamen have reconfigured their operations outside the megadungeon.  They no longer skirmish with the little wildmen.  They now have several billboards advertising the Megadungoen as an entertainment locale and they seem to be setting up facilities to accommodate visitors.


  • His next scry reveals that in the forests to the Northeast, near the borders with Hartford, several vehicles are spotted, and one resembles the car Humungous is known to drive.  Several more troops from the marauders are spotted.  It looks like they have settled here in these forests.


  • He looks to the west, at the edge of the desert and the end of the cubic gate line and sees that that station is still transformed into a spooky haunted house, constantly dark and stormy, with bats and wolves lurking about.  A vampiric presence is still strong here, possibly getting stronger.


  • When looking to the north Kenny sees the Crevasse dungeon, and sees several piles of dead detritus on the grounds outside the crevasse.  More scrying reveals the Headhunter orcs have moved into the crevasse and are using it as a base of operations. 


  •  Lastly, when scrying far to the north, deeper into the deserts north than he has ever scried, he spies a small desert village.  It seems to have a partial palisade and some degree of trade and travelers.  He decided to dispatch a patrol of horsemen to try to make it there to investigate.   


7/4/25-  The Bartertown Independence Day festivities are underway and Kenny, Boyo, and Elaine are checking things out outside the Iron Quarter.  Most of Kenny’s crew are working on various things in his tower and in the mythic underworld dungeons below, but these 3 are out and about enjoying the holiday.  The usual stands selling fireworks and crackerjacks are set up, and Auntie is on the main stage conducting the ceremonies and retelling the history.  Things are a little more somber this year as the recent Slime War has resulted in many casualties and there is a need for grieving and honoring the dead.  As the ceremony crescendos, and the spectators prepare for music and fireworks some strange and terrible happens.  Fully ¾ of the entire city of Bartertown, citizens, soldiers, merchants, begins to twitch and shake in a horribly inhuman way, limbs distending and ripping apart in an orgy of blood.  The blood thing monsters that were left to escape from Outpost 31 and subsequently Bartertown had returned and systematically taken over the town by devouring and reanimating slowly, silently, secretly over time.  Auntie herself grows and distorts into what looks like a massive 15 foot tall black widow spider/alien hybrid with chainmail dress, punk haircut and massive earrings.  She beings spewing acid from her mouth, melting the first 5 rows of spectators.  Everything erupts into total chaos.  The few remaining humans are almost immediately devoured by the blood thing monsters as they flail about with their 6 tentacles and blood spray.  The smaller creepy worm blood things also lurk about pouncing on humans and beginning to transform them into more blood things.  Kenny and Boyo see the overwhelming odds and know combat right now is not the right option.  They notice that Kenny’s tower is not being rushed or broken into.  The blood things are also curiously not bothering with the Chateau Amber, the 2 structures must somehow have enough mystical energy to ward off the blood things.  They also notice that the Iron Quarter’s Stone Manor, their main base of operations has been rushed through and stampeded through the first floor, but the second floor, containing the magic items room, the records and maps room, and the quarters of all the retired former adventurers goes untouched.  They are warded off perhaps by the manpower, or perhaps by knowing all of the magical and non-magical traps that have been set up there.  They are comforted slightly by their retreat as they jump in the Bronco and roar out the front gates of Bartertown, a once great town now in permanent control of these disturbing blood monsters.  They are comforted knowing the people in Kenny’s tower/dungeon are safe for now, as long as they can navigate the mythic underworld and find another way out.  They also feel like perhaps the stone manor can be saved, at least the things and people inside.  It could be accessed by the roof or perhaps by stealth and intrigue.  They roar out of the city hoping that Godhard and his people were also able to escape and meet up to decide how/where to find or make a safe settlement.  All of the Iron Quarters troops were lost as they were all infiltrated with the Blood things.  Curiously, the troops that Kenny kept inside his tower and dungeon were not afflicted and remained human.  The Iron Co. has also lost its source for recruiting new troops until they can find a new settlement to establish in.  




Session Notes-  This was a bit of an impromptu session I offered in between our current focus on Gamma World.  I wanted to give an update to the remaining players in the AD&D game to let them know how things have changed in our few months hiatus.  I just kind of went through the session reports and identified the bigger factions that had been generated over the last year or so of play.  Then I just kind of imagined that given certain time and resources how they would have reacted.  I kind of plotted this out on my main map, then made a one page kind of starter information sheet for each faction and where they landed, what they are up to.  This way as the players investigate the different factions I have a good starting point of gathered information.  I had wanted there to be a big combat of the players fighting their way out of Bartertown amid the chaos of the blood monsters, but I only had one player show up so we just kind of adjudicated it out without going round for round.  I wanted to mix things up and give them a bunch of new problems to chew on and prioritize, moving the threats around the board seems to have accomplished this.  It was perfect timing to have it happen on Bartertown Independence Day, a holiday we had already established in game.  I definitely wanted the impact of ignoring the escaped blood thing monsters as having the most serious implications.  They were able to slowly and carefully transform enough of Bartertown into blood things that they could strike overwhelmingly and take over the town.  Now to see if they just raze Bartertown to the ground, or will they try to do something with it, do they possess enough intelligence to become a faction or are they just a mindless virus bent on total destruction.  Only time will tell as we develop the campaign world one session at a time.



Treasure and XP-  none



Graveyard-  90% of the Iron Co. troop recruits lost to the Blood Monster Coup of Bartertown



Nappendixia Campaign 3.0- Session 105 Gamma World

  Nappendixia Campaign Session Report Session #-   105 Session Date-   8/8/25 Time Passed-   2 weeks downtime, 6 days in game. Roll Ca...