Saturday, July 26, 2025

Nappendixia 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)


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Nappendixia 3.0- Session 104 Gamma World

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