Thursday, November 27, 2025

Painted up some classic Grenadier minis

Picked up some classics on Ebay, a Hill Giant and Ogre to help me run the players through G1 and possibly more of the giants series.  I've been using GW contrast paints for the past few years.  I can get them to a level of slightly sloppy but detailed in record time.  Throw a wash of Agrax Earthshade Gloss and they look quite good on the tabletop.  

This is a classic Wizard sculpt I've never owned until now.  I'm going to use it as my Boldvay the Blackened mini


On left is an excellent female Dwarf sculpt, not enough female dwarf minis out there.  The mini on the right is the first mini I ever used in a D&D game.  My DM gave it to me after helping me convert my Moldvay Basic Dwarf to an AD&D Dwarf Fighter and running me through some sessions.  Yeah it's a halfling thief mini but it was nice of my DM to give it to me, I was just a kid probably 4th grade.  He was a much older kid who was very kind for showing me the game I was so fascinated with.  Lost years ago, it was nice to reacquire.


I don't know why Grenadier sculpted the Ogre to be taller than the Hill Giant but there you go.  They both are 1985 Grenadier releases.  

 

Saturday, November 22, 2025

Nappendixia Campaign 3.0- Session 111 AD&D

 Nappendixia Campaign Session Report



Session #-  111 Session Date-  11/21/25



Time Passed-  19 days



Roll Call-  Kenny-  M/U9

Godhard-  C8

Toadie-  T9



Adventure Log-  Since the end of the Slime Cult War the party has been recovering and fortifying at the ruined keep near the Slime Cults lands.  Kenny manages to secure training from a high level mage he met through the nomads who joined the war.  After emerging from the mythic underworld in the aftermath of the takeover of Bartertown by the Blood Thing Monsters via a tunnel dug by some dwarves they befriended down there, Kenny reunites with Godhard and they extract the rest of their people from the rooftop holdout on their stone manor in Bartertown.  As the Blood Thing Monsters were giving their building a wide berth, they are able to extract all of their people, treasure and books and fully relocate to the ruined keep. The Blood Things resume the regular appearances of the residents of Bartertown, and unsuspecting travelers begin trickling back into town, the Things seems to have set a very clever trap for the unknowing.  In the middle of November, Godhard and Kenny get a message from Toadie-

They are told to meet at hex 3007, and after mounting a small contingent of troops, travel and reach the location on the 21st and find a waiting Toadie.  He produces a writ to each of them and tells them a tale of what happened to him in the weeks after the Slime Cult War.  Cut off by the fires and the battles, he tried to circle back to the main army from deep reconnaissance, but instead came upon a “Research Party” from Hartford, they took Toadie on as a scout and trapfinder.  Their destination was the faces of the great Mesas to the South.  They spoke of some kind of magical or technological interaction they are going to perform at the mesas face, but they kept their plans vague.  Upon reaching the mesa and observing for a few days they came upon another research group, this one from Lancebrass.  They two parties made a tenuous alliance and endeavored to interact with the mesa in some way, they would not permit Toadie to attend.  After some kind of explosion or energy release, they return to Toadie haggard and depleted, weary and wounded.  They will not tell him exactly what happened, only that they need to find some powerful adventurers, ones close to securing their own lands, their own domains, ones capable of clearing a hex.  Toadie immediately thinks of Godhard and Kenny and tells them such.  They agree to make an offer to each of them the Lancebrass offers goes to Godhard, the Hartford offer goes to Kenny-  each in their own way state the following-  


“We desire an ally who can clear a hex and build a fort near one of the mesa faces.  We know that hex 3008 is one of the last unrevealed hexes adjacent to a mesa face.  We wish you two to explore it, Godhard to control the western half, Kenny to control the eastern half.  Set up a fort, and clear the hex.  Also, a contingent of Hill Giants has infested the western side with a disgusting Steading nestled in a swampy valley.  Rout their lair and find out what power must be controlling the stupid drunken louts, take them out too.  If you can do those things we will do several in return-  5,000gp each for logistics, travel, and supplies, and access to requisition specialists, troops, and supplies from the respective sponsor states.  Also upon clearing the hex and building a keep, they will explain what they know of the mesas, and share in whatever knowledge or benefit may come from their successful ritual, they feel the mesa interaction requires a lawfully centered land adjacent to it before the interaction can be completed.  They entrust you to bring law to hex 3008.”


The next day, while thinking over the offer, they decided to explore south onto the last unexplored part of hex 3007, and found it to be hills, and found a higher more defensible hill they thought might make a good outpost while locating a destroying the hill giant lair.  On the border of hex 3008, their future home, they decided to travel further south into the hex proper and found it to be forest.  This cooler rainforest is a bit different than the jungles further west, but share some similarities.  They are both encouraged by the prospect of the resource of wood for construction of their new lands, however are cautioned by the fact that forest terrain encourages more encounters with the beasts who live there.  They talk more of agreeing to the deal, and begin making plans to move their whole, or nearly whole party and army to this new location.  They will keep a small force back at the ruined keep to maintain control of it but the bulk of the following forces who survived will make their way to hex 3008 over the next few weeks.  Their troop count is currently as follows-































They begin marshalling troops from the keep, and put in their first requisitions with their sponsors, and when they arrive back at hex 3007 they are met by Toadie and a representative from each state-  Ligurd Modris, a Paladin renowned in Lancebrass, and Remy, a prominent fighter and subordinate of Bob Hauk from Hartford.  Each has a troop of 30 men, and will advise and assist in the operations.  Toadie agrees to accompany the party in taking down the hill giants, and tells them a rumor that though they are drunken idiots, they do have some very well hidden treasures and secret places in their steading.  Upon the arrival of workers at the new hex, they begin making a safe path from the hill down into the forest so logs can be safely cleared and carried by the workers.  Things begin to get into a flow on 12/8, and any work as far as construction can begin on 12/9.



Session Notes-  So this is the beginning of a domain building part of the campaign.  I’ve been reading some classic modules and have a hankering to run through the Giant series, so I figured to drop that into their hex as a way of having some simultaneous dungeon crawling and world building.  The idea came from the guys when  they asked if they could try to start recruiting troops from Hartford and Lancebrass, as recruiting from Bartertown is no longer an option.  It made sense that if they wanted something from those respective cities, what would they want in return- for them to start an outpost fortress in the vicinity of the mesas so they can figure out their supernatural abilities.  This also works in with our Gamma World game, as the mesas have tie in to how the two worlds will eventually connect.  So that’s our plan moving forward- progress the Gamma World game to get those PCs to a point where they can transition to Nappendixia if so desired, and at the same time have the guys run through the Giant series as part of clearing their hex, as well as formally clearing the hex as per the rules RAW, and eventually have truly organically grown patrons in the game.  Players who brought their characters up to name level and are now playing the domain game.  At that point (way out in the future)  we would restart the campaign with new 1st level characters, hopefully recruit some new players as well, and then we could start over as new characters living on the patrons lands, doing quests for them etc, whatever our imaginations bring to the table.  


Included is an overview from Kenny’s player as to what has been happening these last few months-  the guys have been playing a play by text game in the discord server exploring the mythic underworld dungeons beneath Bartertown.  They were trapped down there for a while.  



Treasure and XP-  0


Saturday, November 8, 2025

Nappendixia Campaign 3.0- Session 110 Gamma World

 Chapter 10-  Nappendixia Campaign Session Report



Session #-  110


Session Date-  11/7/25



Time Passed-  6 weeks of downtime resolved, 6 days session play



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.


 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.


Lark-  level 1 Mutant Human from Horn.  Has weather manipulation and direction sense power, plus an energetic hand attack.


7x Hoppers, and the rokox


5x clones


Adventure Log-  Lark’s Journal-  I am Lark, formerly of the Wasteland, now Horn is my home.  I am a survivalist, I can make it rain, and I never get lost.  I was getting settled in Horn when I noticed a group of travelers enter town, loaded with money and spending heavily.  Wanting some of that adventure and riches, I introduced them to myself and a partnership was forged.  I told them of a rumor I heard of recently, I got a great description and rendering of a document that could be found in the Records Hall that would lead to something valuable.  I shared this with my new acquaintances, and Klint, the mutant with heightened smell, used his clout as a city guard to get us into the Hall, and I was able to find the doc.  We interpreted and found it to be a type of map that directed us to a location of an ancient armory hidden beneath the ruins.  We headed out there on the hopper beasts, after procuring a few more, these guys seem to be quite rich.  Leaving the beasts and a few clones as guards, Klint led us down a long metal shaft into darkness, Johnny Mothra, the super tall and wiry one, took the rear guard.  We found a hallway and behind an air vent found an ID card and some cash.  At one end of the hall I sensed a hidden door that revealed a card reader.  It opened and alerted a mechanical dog type robot.  Klint was able to calm it and using the pure DNA from one of the clones got it to reset its commands.  With the dog no longer a threat, a search found 8 assault rifles and a lot of ammo all in perfect condition.  In some fancy file cabinets we found some gold bars, cash, some diamonds, 4lb of plastic explosives, something called “microfilm”, and something called a “memory core”.  We also found an old folding map that talked of and marked the location of a place called “Cheyenne Mountain”.  The guys said they had heard of it before.  It’s some kind of old Science museum, but it also used to house missiles, if still undiscovered, it could contain valuable resources and riches.  After emptying the file cabs, (I also scored a nice pistol, no ammo, but still)  Johnny found a tech device called a “computer”.  After much difficulty he seemed to be able to get it to work, but it didn’t do much until he put the memory core thing near it.  At that he all of a sudden got access to a bunch of information-  some kind of scientist was still in the complex surviving and keeping a journal, the guys got a bunch of info from that.  At the end before his last entry he seems to go crazy.  Returning to Horn, we divvy up the treasure and I’ve never been so rich.  I pay the guy back for the armor upgrade they bought me, and find some heavy cal ammo for my new pistol.  Johnny secures payment for a couple of heavy firearms to be crafted for him-  an Elephant gun and a Blunderbuss.  We bump into a crazy vendor guy and I buy a strange mystery box from him- it’s a spinning wheel set into a round case with various icons The arrow on the wheel can be pointed to one of the icons and there is a single button, I’m told it can only be pressed once, curious, I store it away for an emergency.  After shopping and resting a bit, we encounter the Southern Caravan Company. The guys tell me if we can hire on with them it will be the best and safest way to get near the Cheyenne Mountain location.  They offer to hire us as guards, but instead we invest our newly found gold bars into the company coffers, as well as some of the diamonds we found.  They are of lower quality, but still valuable.  The one valuable diamond of the bunch the guys give to the one they call Cursed-  he will be staying back in Horn investing our money and gathering resources for the party.  This operation seems to be pretty well-thought out.  The caravan departs in 2 days, we have a little more time to rest and equip before it leaves.  More later-  Lark



Session Notes-  I am going to be a player in these upcoming sessions, so I thought it would be a good idea to try a more roleplay/journal style of session report.  I will be getting feedback from the DM too, so these reports may be getting added info.  It’s fun letting someone else run the game, he has total autonomy, I trust he’ll keep it fun and fair and in the spirit of GammaWorld.  


GM additions-  Additions:

  • D.A.W.G.: HP 82, Damage: Bite 2d10, Radiation Eyes: 4d10 every 1d3 rounds (May not use with bite), Infravision, Keen Smell, Keen Hearing, Color Blind, Follows up to 100 words as instructed currently: "I (Klint) am Master. Commands: Fight (Attack who I want on command), Stay (Cease following me on command), Guard (Stop anyone who is not identified as an ally from passing a space designated by me), Heel (Cease attacking on my verbal command); Follow me at all times, These are my allies, Do not allow me to come to harm." Reaction Roll+Machine Table A. Regenerates 1HP per day in exposure to sunlight.

  • 13 Diamonds (4 at 10 Domard, 8 at 50 Domar), 1 at 1000 Domar (Given to Cursed to set things up for the group), 4 Gold Bars (Split among the party, 3 for a share in the Southern Caravan for the PCs one for Party expenses), 400 Domar (split among the pcs), 2 Cases of Microfilm (contents unknown value unknown), 1 Memory Core (requires very advanced computer to read), Hand written diary of Cheyenne Mountain / Bunker builder (May provide future clues), Heavy Pistol w No Ammo


  • Party Purchased: 2 Hoppers (60 Domar each), 2 Saddles (2 Domar each), 3 Shares in Southern Caravan Company, 1 Elephant Gun (Single Shot each shot costs 20 Domar, does 2d8 damage) for 100 Domar, 1 Blunderbuss (does 2d10, shots cost 1 domar each, explodes on a 1) 30 Domar, 3 Mystery Boxes for 20 Domar each (A Mysterious Dial, a Fine almost magical set of Studded LEather, a Blue Potion with a Pair of wings on it), 2 Chemical Energy Cells for the Med Kit, 4 Doses of Bug Juice, 1 Wound Cauterizer



Treasure and XP-


XP Earned

  • D.A.W.G. robot dog ( ~300 XP)

  • 13 diamonds of various values (~300 XP)

  • Various other items (mystery boxes, weapons, chemical energy cells, ~800 XP)

1360 XP total for 3 players, or 454 XP each.




Graveyard-




Painted up some classic Grenadier minis

Picked up some classics on Ebay, a Hill Giant and Ogre to help me run the players through G1 and possibly more of the giants series.  I'...