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)

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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-  ...