Saturday, September 27, 2025

Nappendixia Campaign 3.0- Session 108 Gamma World

 


Nappendixia Campaign Session Report



Session #-  108 Session Date-  9/25/25



Time Passed-  1 day (time froze at end)



Roll Call-  Johnny Mothra-  level 2 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-  level 2 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.  He has become quite skillful with his hi-tech Vibro-Blade.


 Cursed- level 2 Pure Strain Human of the Ox Clan.  He is very charismatic but extremely clumsy.  He’s armed with the double barrelled shotgun the party recently acquired.


Adventure Log-  After a brief respite in the farmhouse and the drinking of some of the healing egg sac fluid, the party heads back into the buggem tunnels in search of the captured Genser family.  This time they endeavor to use stealth, using the cloaking device they can conceal 3 party members and try to search the tunnels undetected.  Lorno stays topside to guard the house and be a lookout while Clint, Cursed, and Johnny access the tunnels through the basement hole, choosing to not investigate the termite mound in the back field.  They sneak past the egg sac room, it seems to be as they left it.  Clint, in the front, steps out onto some section of the tunnel with a false floor made of hardened termite spittle.  He crashes through the brittle surface down into a pit covered with toxic spikes, gouged and wounded, they pull him out and spend several minutes snaking down some dead end tunnels only to return to the pit trap and carefully climb down into it, crack through the termite spittle on the other side and Johnny boosts them up into a chamber beyond containing an angry Herp embryo, a vile creature resembling a soft shell crab.  It spits a gout of acid at them before the party dispatches it.  They search through more twisting tunnels and nearly fall into some hidden drainage ditches scattered throughout the complex to keep them from flooding.  They fight a beetle-like creature in one chamber, and come across a guard room with three buggems, one of whom has a crossbow with poison bolts.  Johnny is poisoned, but they all fight valiantly and slay the bugs.  Amongst the guard room are some alcoves containing crude weapons, some more poison crossbow bolts and the crossbow, a level III Id card and a laser pistol that Clint is untrusting of.  Finally they get to a chamber of some significance.  A very large buggem is guarding a room with its opening nearly completely blocked by a large boulder.  Clint tries his other laser pistol he had found earlier, but it nearly explodes in his hand, injuring him, so cursed blasts it with the shotgun.  In its death throes it releases a cloud of gas, but the party avoids it.  They have just enough strength to roll aside the boulder, and behind it is 6 prisoners, half starved, and exhausted.  They are all adults-  The Gebbens family Ma and Pa, and 4 of their cousins from Horn who had come down to try to rescue them and got captured themselves.  In their wandering of the tunnels, the party had found a tunnel that snakes about a kilometer away from the farm and back to the surface.  They give the prisoners some water, and a few weapons and lead them to the exit tunnel, promising to continue trying to find the children.  They start making their way east, feeling like that will get them to the area of the termite mound on the surface.  After some progress they see daylight coming from an adjacent chamber.  They try to move past the open mound to search some tunnels beyond, but they are surprised by a large purple beetle with sword-like antennae, and spitting barbs.  It really roughs up the party, nearly killing Johnny, but they take it down and hastily climb out of the termite mound and find refuge back in the farmhouse, just as the prisoners are making their way back also.  They all hole up in the second story of the farmhouse, rest, take the remaining egg sac healing juice, and try to give some aid to two of the prisoners who seem like they may be fit to go back into the tunnels to help rescue the kids.  



Session Notes-   Not alot to say notes-wise other than Gamma World continues to be fun and loose and easy to run.  It’s great because it requires very little prep. I'm just cobbling some things together from some of the old modules, and using the random tables and throwing in some stuff I’ve absorbed from Hiero’s Journey and Starman’s Son.  I was rolling really well this session and the players chewed through a lot of HP, that’s just the way the dice roll sometimes. I was rolling all the rolls on cam on the discord so it just is what it is.  Dice abide.



Treasure and XP-  Monsters- Herp Embryo, Beetle, 3x Buggems, Big Buggem, Parn- 190xp.  Treasure- Anti-Rad Serum 100, lvl III ID card 600, Laser Pistol 1000= 1890xp/ 3 PCs= 630xp 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)


Johnny Mothra-  brought to Death’s Door by the vicious Parn in the termite hole at the Genser farm.  (session 108)



Saturday, September 6, 2025

Nappendixia Campaign 3.0- Session 107 Gamma World

 Nappendixia Campaign Session Report



Session #-  107


Session Date-  9/5/25



Time Passed-  3 days



Roll Call-  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.  


AI 1-5- clone followers


5 Hoppers-  future mounts



Adventure Log-  After enduring the radiation rain, the party continues north along the ancient road, but late that day they are waylaid by what they later discover are Knights of Genetic Purity, mutant hating cultists, fanatics.  2 charge them with lances, mounted on dog creature mounts.  4 more run behind. All are yelling to kill the mutates.  They fight desperately to the last man but the party defeats them.  The leader produces some sort of futuristic pistol and the party recovers some domars, gold pieces, and some interesting trinkets like an old brass tuba crushed flat like it was steamrolled, and a case of soap, as well as a strange mechanical module.  They move away from the scene of the combat and rest for the day, healing some with the first aid kit.  The next morning at dawn they spy a lump off in the distance and Lorno leaps ahead to investigate, revealing what looks like an old man curled up on the ground, possibly sleeping, possibly hurt.  Clint moves forward to render aid and the man thanks him and tells him they are nearing Horn, they are nearing some of the southernmost farms on the outskirts of Horn.  He says the area is dangerous, gives Clint a strange medallion device, and tells them to be careful of the buggems.  He promptly passes away after this.   Before they can investigate the device, the ground erupts from 2 places, burrow holes, and 3 buglike beetle shaped creatures emerge to attack.  They claw and bite severely at the party but they finally are defeated, revealing a burrow hole that leads north underground.  Also at this place the Old Ancient Road splits left and right and then quickly crumbles to almost nothing, however a trail trodden by feet and beast continues north towards Horn.  They take it after deciding to give the area of the buggums burrows a wide berth.  That evening they reach a farm with a house, barn and workshop on the grounds.  Behind the house 100 meters back is a large mound conical in shape with a hole at the top, some kind of burrow mound.  They see a dim light emanating from the farmhouse attic and investigate.  There is an old man up there, Farmer Genser, and he tells the party that his whole family- son, daughter in law and 2 grandkids, have been captured by the buggems and taken down into their tunnel.  He pleads with the party to rescue them and when they accept he gives them his double barrel shotgun, and 2 bug bomb gas grenades.  They agree and rest upstair in the farmhouse and check out the bug tunnels in the basement upon awakening.  The tunnels are tight, making movement very difficult for Lorno and Johnny.  They squeeze in and using a lantern and makeshift torches, make it to the first chamber in the buggums complex.  It is an egg room, hundreds of egg sacs affixed to the low ceiling.  Lorno slashes at them with his sword and when some of the backspray front he egg juices hit him, he feels invigorated.  He attempts to sup a mouthful of the liquid, and is immediately healed of some of his wounds.  However, 4 of the embryos are just about to hatch at that time, and they burst forth gelatinously at the party.  One affixes itself to Clint, and he is badly wounded and it begins sucking his mortal fluids.  Fortunately the party is there to quickly slice the birthed creature from his body, saving him.  Each wounded party member sups some of the egg juice and more juice is captured in a backpack and the party crawls back to the basement to rest and find some jars to keep their healing juice in.  Time freezes with the party holed up in the farmhouse and the ox and hoppers tied up in the barn.  



Session Notes-  I’m really enjoying the simplicity of running Gamma World right now.  I’ll always love AD&D, but taking a break from a super crunchy game at a time of year where work is very busy for me is really keeping me having high energy for this game, and the players agree.  Morale is high in the game even though I literally have just enough time in my week to run a session and write a report.  Yet I still feel ready to run every session, using old modules as resources is helpful, grabbing encounters here and there from different sources and just using the random tables has created lots of fun adventure already.  



Treasure and XP-  Monsters- 6 Knights of Genetic Purity and 2 mounts 243, 3 Buggums 56, 4 Bug Embryos 52.  Treasure- 210 domars, 90gp(450xp), Needler 400, Cloaker 400= 1811xp/ 3PCs = 604xp 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 108 Gamma World

  Nappendixia Campaign Session Report Session #-   108 Session Date-   9/25/25 Time Passed-   1 day (time froze at end) Roll Call-   J...