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)
No comments:
Post a Comment