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.  



Treasure and XP-



Graveyard-


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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 resolve...