Nappendixia Campaign Session Report
Session #- 105
Session Date- 8/8/25
Time Passed- 2 weeks downtime, 6 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 fortified and newly cleared out ruined hangar complex. They rest and learn to use the first aid kit, tend to Lorno’s poisoning, and investigate the rest of the complex. They locate one more room near the room that released radiation, this room is filled with moving mechanical parts, wires, cables, and pulleys. Perhaps it is generating the limited power remaining in the complex, or perhaps it it related to the train tracks, nonetheless they carefully search the room and find a large adjustable pipe wrench and a toolbox of small hand tools, some of which they use to fashion the scrap metal they found and they reinforce the hide armor of Cursed and Clint, making sort of an improvised splint mail. With the remaining metal they fashion some spear heads. They also reinvestigate the room that released the radiation, which had the 5 man shaped chambers and control panel. They use their ID card to release the chambers and in each one is a clone wearing a red jumpsuit. They are of very average ability, but will answer to Cursed or Clint, who both appear as Pure Strain. They fashion some spears and other simple weapons from their collection and arm them and explain some basic expectations if they are to become followers of the party. They realize that after resting their food and water supplies are dwindling, and have a discussion as to where to go next. Johnny remembers hearing of a settlement to the north called Horn, a place where some trade and commerce happens, they may be able to spend some of their wealth and upgrade their equipment there. They contemplate returning to the old altar, the rally point for tribal explorers, but decide against that and choose to bushwack into unknown hexes in an attempt to connect to the Old North Road further north. They trek out of the forest and into plains terrain. On the fourth day they follow a path that develops into a trail, it follows a rise in the land with a floodplain descending eastward. They take the trail to its apex, where the well-worn trail branches eastward down onto the floodplain and towards a meandering river. There is a ford of the river here, and at that ford a base has been built, a base of the Serfs, the militaristic mentally mutated creatures that previously tried to entice Johnny. They see several patrols of serfs guarding the ford int he river, preventing access to its crossing or any gathering of fresh water. They control this land with their fortified base and their numbers. Before the party can react to the distant band of Serfs on the floodplain, a patrol of 5 rushes upslope unnoticed, surprising the party. They each manifest a mental power, life leech, mental blast, and density control, and the leader shimmers into semi invisibility. They party fights back with some of their newly acquired firearms, the blaster pistol is particularly effective. They fell 2 serfs, and the leader and 2 others make a break from the party’s attack. They have to let them leave to ensure escaping from the larger army of serfs that could easily chase them down. They recover some crossbows and hand weapons from the serfs and some domars and a solar clock. They move quickly northward for 2 days and come across a small herd of 5 hoppers. Hoppers are large mutated hare creatures, difficult to train but they make good mounts when trained and saddled appropriately. Cursed and Johnny slowly move out towards the creatures with some food- vegetables and tubers they had collected. They use their charm and food to calm the bunnies enough to get within a few meters. Realizing that any real attempt to tame and train the hoppers will take days if not weeks, they decide to camp here in an attempt to domesticate them. Johnny and Lorno are too large to be able to ride, but the rest of the party and the clones could ride them.
Session Notes- So we made the decision this session to basically fully switch over to 2nd edition rules. The 1st ed rules were so lacking and caused so many judgement calls, we were already deferring to 2nd ed for clarification on the mutant powers, and I looked over combat tables and they are all identical from 1st to 2nd ed. The only significant thing I found is that in 2nd ed, surprised creatures are auto hit, just roll damage. That was a significant change, but the players were in agreement to just fully defer over to 2nd ed. It’s certainly not necessary for the players to acquire their own copies of 2nd ed, it’s harder to find, and easy to make the few changes. A few mutant powers are noticeably different, but it’s basically the same game, just a lot more clarification and foundation for the GM.
Here is the map as it stands, the key notes all the significant locations discovered so far in the campaign. It shows how it really takes no time at all for the campaign world to come to life all from in game generated content. Very little of this was pre-planned content, it certainly wasn’t a story on rails I’m laying out for the players. They always have full autonomy to do whatever they want in game.
Treasure and XP- Monsters- 2 Serfs 62xp, Treasure- 100xp domars, solar clock 200xp, (Stun Baton forgotten from last session 400xp)= 762xp/ 4PCs= 191xp 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)