Sunday, August 24, 2025

Nappendixia Campaign 3.0- Session 106 Gamma World

 Nappendixia Campaign Session Report



Session #-  106 Session Date-  8/22/25



Time Passed-  2 weeks downtime, 4 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.  


Babe the Rokox- Beast of burden


AI 1-5- clone followers


5 Hoppers-  future mounts


Adventure Log-  After escaping the Serf’s river fortress, the party finds a wooded depression to the west and decides to lie low there and attempt to train their newly acquired Hoppers.  They do quite well for the week, they manage to get a rope around the beasts’ necks and train them to the point where they can be led and fed but still unable to be ridden without a proper saddle.   Towards the end of the third week of rest and training, they spy from the treeline a disturbance in the irradiated soil.  3 large mutated beetles, over 3 meters long each, emerge from the ground roving for food.  Their antennae pick up on the copse of trees and they begin moving towards the party.  They avoid the fight from a distance and retreat out the other side of the woods.  After travelling for a day, they are surprised by some lizardmen creatures lazing on rocks basking in the gamma sun, their scales blending in with the terrain.  They make no initial attack and instead greet the party.  The party cautiously parleys and finds the creatures to be Sleeths- intelligent lizardmen with mutant powers who are benevolent to travelers and seekers of knowledge.  They ask about the presence of the settlement of Horn, and confirm that it is a real place to the north, and that it is inhabited by humans both pure and mutant, they say the party would likely be welcome there.  They also ask about the hoppers, and if they could assist in any way to get some saddles for the hoppers.  The sleeth’s produce some sheets of leather and hide, and proceed to use their mutant powers to cut them into the necessary pieces to construct a saddle.  They give them enough material to make 2 saddles, and lay out the pieces on the ground and instruct them how to use their tools to assemble them.  They then also confer a gift as is their custom when meeting travelers.  They give them a vial of liquid and explain that when spilled on a surface, it makes the surface extremely slippery.  The party is very grateful and gift the sleeth’s with the fire extinguisher they found.  The third day they make it to the ancient highway remnant from the time before the apocalypse.  Known to some as The Old Oad, the ancient highway winds North, possibly to Horn, and likely beyond.  As they travel north, strange grasslike vegetation in hues of pink and orange are seen, first only to the west, but later on the plants are also on the east side of the road.  Clint moves cautiously forward into the area dense with the plants.  He feels a little uneasy, but when the rest of the party cautiously moves forward, 

The weaker constitutions of Lorno and Johnny are burned lightly by radiation.  They decide to back up, and loop around the strange plants to the east if they can.  They manage to make it through the zone of radiation, realizing that they did find a geiger counter early on in their journey.  They produce it to find the edge of the level 4 radiation, and return to the road when it is safe.  Further on down the Oad, towards the end of the day, they come across a huge and decaying bridge structure.  The sides of the bridge as well as the northern third of the bridge are in terrible shape, and likely not able to support their weight.  They look to the sides of the bridge, where a swift flowing stream flows west through a steep gorge.  On either side of the bridge, along the rocky shores of the stream there is a red colored fungus growing on the rocks.  They move off the rickety bridge to see if the stream can be forded and if the fungus is dangerous.  Clint first investigates the fungus.  He throws a rock at the mass and nothing.  He lights a torch and moves his hand close to try to burn it, but the fungus releases a cloud of gas and he instantly falls asleep, landing face first on the mass of fungus.  The digestive juices of the fungii begin slowly digesting him.  Reacting in horror, Lorno holds his breath and leaps towards the fungus, triggering more gas, but grabbing Clint and jumping back away.  It takes 2 hours for Clint to wake back up, and after he recovers, he uses his telekinesis to unstick a section of the fungus from the rocks, clearing a path for Lorno to jump over the stream with a rope and hold it tight as the rest of the party uses it to quickly cross.  Just moments after crossing, some nasty looking fish show up, just barely missing the meal.  They get back on the road and rest and recover for the night.  The fourth day of travel north brings weather.  Storm clouds approach, and the party sees a sickly yellow cloud of impure rain coming.  They begin to gather all the branches, logs and debris about and make a shelter to protect from the rain.  They instruct the hoppers to burrow into the ground and they cover the rokox with their shields and bedrolls.  The rains hits and takes a half hour to pass, in that time the hoppers and rokox take a little residual damage from not being fully protected from the rain, but the party remains safe from radiation.  After the storm passes, they pile the wet irradiated blankets onto the also wet shields and drag them like a sled behind them as they dry and the radiation dissipates.  We pause here as the party moves north on the old Oad.  What will be their next obstacle?


Session Notes-  I opted to give a lump sum of xp as this was more of an environmental survival session.  I knew the PCs were less than 400 xp away from level 2 and it seemed a fitting time for the party to make second level.  The rules in second edition for leveling are social based, higher levels give you higher status in your tribe or clan.  But we’re not playing that way, the party doesn’t yet have a tribe to belong to, so I’m opting to use the 1st edition leveling rules, which are super vague.  They basically say that the GM should make die rolls easier for higher level characters, but it’s arbitrary, as well as a roll on a chart that gives a stat boost.  What I’m doing is a simple +1 to all d20 die rolls for each level gained, as well as a roll on the stat boost chart.  I’m trying to do as little homebrew as possible, and just defer to 1st or 2nd edition rules, whatever fits better for our group.  



Treasure and XP-  400xp per player lump sum for survival in the harsh radiated environment.  The party makes level 2.



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, August 9, 2025

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 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)



Nappendixia Campaign 3.0- Session 106 Gamma World

  Nappendixia Campaign Session Report Session #-   106 Session Date-   8/22/25 Time Passed-   2 weeks downtime, 4 days in game Roll Ca...