Nappendixia Campaign Session Report- Gamma World
Session #- 114 Session Date- 12/19/25
Time Passed- 6 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.
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. He’s also a good shot with his assault rifle.
The Horn Brothers- Helped rescue the Genser family and hired on with the party. They provide backline fire mostly.
5x Clones
Adventure Log- Larks’ Journal- We’re hanging out in Rathbone Flats trying to decide how to stop the waking up of the Titan in 71 days. The guys talk to the town elders and find out the super computer we figured out how to access has lots of knowledge but is all jumbled up and disorganized. That’s about all I understood; they told us of some different ways to get up to Cheyenne mountain and explore this base turned museum. We chose to take the tram car up the mountain, it seemed the fastest and Johnny figured out how to drive it very easily. I wanted to head out straightaway, but the guys heard of a rumor about some kind of silver badge that would let us pass through the red lights in the complex, whatever that means. They waited around for this Lady Chromalot to show up in town, and she told us of an old scrounger Echo Pete who might have the badge. He happens to live in a cabin at the top of the mountain by the tram’s termination. I watch the crazy weather on the side of the mountain knowing it’s a big threat. My weather manipulation powers will definitely help, and I watch looking for any advantage we might need. The weather is inscrutable, despite my efforts. We travel up the mountain side in the tram, the Horn Brothers freak out and the tech, and the guys get them liquored up so they don’t freak out. We get to the top safely through some nasty weather, and find Pete who is agreeable and shares info with us about some dangerous beasts about. He shares some tea and we negotiate the weird badge for some paper the guys found and a pistol, but no ammo. We make the trade and he tells us he feels watched when wearing it and he’s too freaked out to ever try to go into the mountain again. As he’s showing us the mountain entrance, a big set of stairs leading into it, we start hearing weird sounds and lights, they affect us. All I can do is collapse and cover my ears, one of the brother’s bolts as well as one of the clones. They go running down the stairs, and the guys run after and tackle them. When the sound dissipates, the other clones and I catch up with the party and Johnny notices an entrance into the mountain, off the stairs and lower. We climb down the rock face, finding it to be fake and made of plastic. Then get to the door and Johnny uses his big brain and opens it by pushing some buttons. We hear some kind of psychic scream, but resist it. A weird tentacle thing comes out to attack, but they cut it down and keep it as an artifact. When the door opens, we think we are about 4 levels down, and it opens into a huge biodome, our opening is at the top up in the air. About 40 meters down is a fake but real looking natural environment. We rig up some ropes and scale down, leaving the robot dog and a clone to man the door and rope. One of the brothers falls down the rope and gets really messed up, the guys use their med tech kit to fix him up, I think we should have left them behind they’re turds. Out in the distance we see some kind of central structure on the landscape, and when we get to it, there’s a big plaque dedicated to nature, and upon placing a palm on hand imprint on the plaque, Klint gets some kind of mental protection, I try it too, and the thing makes us promise not to destroy nature. We encounter some empathic plants and learn that people can get turned into partial plant creatures around here. From there we go North, and eventually come upon a large chair and some tech terminals about. Also 6 floating robots with spindly arms come floating towards us, one of them grabs a Horn Bro, and he starts freaking out. So I start blasting, taking out 3 of the buggers, and by the time we’ve shot or sliced 5, Horn Bro realizes he’s not being attacked, but healed! We trashed 5 good healing bots, and damaged the last one. It works a little, but man those brothers are turkeys. Johnny figures out what the chair does, it can impart plant abilities and characteristics upon people. I’m not willing to try it, I got enough problems from the powers I already got, but one of the clones is willing to try. He sits down and Johnny fires up the machine, and the clone gets the power to talk to plants, and develops green skin. However, whenever the clone lies, he smells like fresh cut grass. I guess it could be worse, but green skin, I don’t know. Now we’re sitting here trying to figure out what to do next. More later…
Session Notes- It’s been a cool idea to have a 1:1 time deadline like the awakening of the Titan on the game calendar. It definitely adds depth to the game but you don’t want to penalize a group for its frequency of sessions. If the group is down for the holidays for example, an impending doom ticking away is kind of lame. But managing that I think it’s a great way to add another layer. I was doing that at different points in the larger AD&D campaign, but as a DM you don’t always have time to manage all that and I think too it’s ok for time dependent game events to sort of ebb and flow in their prominence in the game. I have been in campaigns where the DM made everything a big pressed for time kind of event. It gets old if overly micromanaged or just used to stymie party resource management.
Treasure and XP-Treasure for Session 114 Injector Vines: 5 1/2=60 xp, Coral Siren 300 xp (700 domar carcass); Surviving the High Route 200 xp; Finding the Secret Entrance 600xp, two silver badges and one green badge-250 xp (300 domar); 4 chlorophyll breathers-300 domar; Plant Grift -150 xp 1560 total (520 per pc)
Graveyard-
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