Saturday, October 18, 2025

Nappendixia Campaign 3.0- Session 109 Gamma World

 


Nappendixia Campaign Session Report



Session #-  109 Session Date-  10/17/25



Time Passed-  5 days



Roll Call-  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.


5x Clones


Francisco Horn- level 1 Pure Strain Human from Horn.  One of the prisoners rescued in the bug tunnels.  After recovering, he joins the party to help find the still missing children.  


Orlando Horn-  Francisco’s very average brother.




Adventure Log-  After fleeing from the tunnels via the termite mound, the party regroups at the farmhouse, at just that time the Genser family prisoners are making it back from the tunnel they fled from that led to the surface a half kilometer away.   They tend to the prisoners and give some first aid to Francisco and his brother Orlando, who say that given a rest they would be able to join the party and hastily descend the tunnels to try to rescue the still missing children.  After 8 hours of rest and a rearming of the party and the clones to maximize their use of the found firearms, they reenter the putrid tunnels through the basement entrance.  They decide to try the cloaking device again and Francisco goes first, with Clint wearing the device and conferring stealth to himself, Francisco, and Cursed.  The clones and Orlando stay back several paces in the tight tunnels.  They kept good maps, and wind back to a place where they marked 2 turns they had not yet explored.  One is quickly found to be a short dead end, but while exploring the other Francisco falls several meters into a hidden drainage ditch the bugs have dup throughout the tunnel complex.  After dropping a rope and pulling him back up, he loses his stealth but the party pushes forward despite some lengthy discussion.  The tunnel leads to a tight chamber before the passage slopes upward.  In the small chamber Clint spies the 2 children motionless in a coma-like sleep, they are covered in a sticky clear mucus.  He begins to sniff at the foul substance and traces its scent back to a hidden alcove in the chamber where he spots a bug creature, this one with a tube structure that spits out a gout of venom.  Just at the moment a second of these creatures teleports into the midst of the party and blasts a second gout of the toxins.  The creatures fail to hit however, and are in turn blasted to bits with the party's collection of rifles and shotguns.  Before they can fully search the room and begin helping the children, 3 full size buggem guards come crawling up the tunnel in response to the noise.  They try to get the drop on the party with crossbow rounds, but the party is more adept, as Clint telekinetically pulls one of the crossbows out of the buggems appendages, and the remaining 2 are blasted with firearms.  Upon tending to the children, when the mucus is scraped away from their noses and mouths they begin to improve.  However, the party locates puncture marks behind the ears of both children, and the party is fearful they may have been implanted with bug eggs.  They decide to not further investigate the tunnels still unexplored to the east and instead they follow the upward sloping passage back the the surface and back to the farmhouse.  After a brief rest, and conferring with the parents and grandpa about the children's condition, they all decide they need to get the children to Horn to the surgeon there who is the only hope of saving the kids.  The large party gathers up their gear and beasts, and prepares a litter to carry the children and place it on the rokox.  They fortunately make it to Horn without any encounters, and the family is quickly admitted into the gates of Horn by the guards there at the main tower, but Lorno and Johnny Mothra, obvious mutants, are told they cannot enter via the main gate and must go to the southern entrance with the rest of the mutates.  Offended, they agree to enter through the southern gate, but are quickly refocused on the various locations and especially the shops and wares for sale in the settlement.  After getting a rough lay of the land in the early morning hours before many things are open, the shops and traders begin opening for business, and the party busies itself with spending the hard earned gold and domars they have acquired on their long journey.  They learn a little of the Baron Jemmas, who runs the settlement, and his knights and guards who are quite well armed and trained.  They also note some of the main attractions of Horn-  The baron’s inner fort, his vehicle shed, a barracks, a records building in a state of disrepair, a license bureau, a plaza for traders and peddlers, a stables where they quarter their hoppers and rokox, some inns and lodging houses, a general store, and armorer, a foundry that makes steel weapons and muskets.  A library, casino, several saloons, and there is even a University here.  They find some meager lodgings near the mutates quarter, and begin planning how to spend their wealth.  They all upgrade their armor, with Clint trading his unreliable blaster pistol for a suit of plastic armor, the only set in town.  The rest of the party upgrades to chainmail or ringmail or sheath armor.  Even the rokox is commissioned to get some plate mail barding prepared for it.  The hoppers get their saddles made, and the party finds time to practice riding them upon receipt of the crafted saddles.  They also purchase some lances to improve their mounted combat.  They get a few more crossbows so each clone has one as well as Orlando.  The high ticket item they manage to purchase is an energy cell powered medi-kit.  It has the power to scan for diseases and other complications as well as heal damaged people.  It works best on Pure strain humans however.  After a few days of purchasing and commissioning projects, they take some time to rest, and wonder what the next adventure will be.  


End of chapter 9



Session Notes-  The combat/exploration part of this session didn’t last too long.  As soon as the party rescued the kids, they knew there was probably a leader type still in the tunnels, but they were very low on hp and had already rescued the kids so decided to leave.  They missed out on some treasure, but making it to Horn was probably a very rewarding experience for them.  They have been acquiring treasure for 9 sessions and have yet to be able to spend any of it.  I knew they would have fun and take a lot of time shopping and equipping.  I gave them pretty much full access to the 2nd edition equipment list barring much of the high tech stuff.  They definitely maximized their purchases, the armor upgrades were valuable, and their improved mounted combat capability will help a lot in wilderness situations.  I think that makes sense that making purchases and upgrading equipment should be rare in Gamma World.  Resources are scarcer here and players should feel that in the world.  I was probably over-kind about how much they could purchase here in Horn, but we are going to shift gears a little- Cursed’s player is going to run some sessions connected to the Cheyenne mountain hook I placed many sessions back.  I will get to be a player and have some fun with a mutant I rolled up.  We also took some time in the session to talk big picture for the campaign.  We will play through Cursed’s Cheyenne mountain complex, and I’ll be prepared to run more adventures that get the Gamma World party access to the larger Nappendixia game map that operates under AD&D rules.  From there the PCs could potentially join the AD&D game using the Gamma World conversion rules.  Meanwhile the players who run Kenny and Godhard will advance their PCs through hex clearing and setting up a keep, and they can then be run as patrons and we can transition back to the AD&D game with new PCs, or the ones from Gamma World, and Kenny and Godhard acting as patrons.  It’s nice to have those kinds of long term planning sessions to keep players excited about upcoming events in the campaign.  



Treasure and XP-  Monsters- 2x Zarn Beetles 29xp. 3 Buggem Guards 58xp= 87xp/ 3 PCs= 29xp 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)


Nappendixia Campaign 3.0- Session 109 Gamma World

  Nappendixia Campaign Session Report Session #-   109 Session Date-   10/17/25 Time Passed-   5 days Roll Call-   Clint-  level 2 Mut...