Nappendixia Campaign Session Report
Session #- 118 Session Date- 1/23/26
Time Passed- 2 days (time freeze)
Roll Call- Klint- level 3 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 2 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. One of the brothers was mutated by a plant DNA machine in the Mountain Museum Biodome, leaving only one PSH in the party currently.
5x Clones
Adventure Log- Lark’s Journal- We hung out back in town the last week, I mostly rested but a few of the guys went around gathering info and such. They were wondering why the town has no walls or outer protection, yet seem so safe and secured. They find that the place is covered with well hidden cameras, but the town claims they have nothing to hide. They also find out that 30 years ago this place had a reputation for having some kind of sonic devastator weapon, as well as a doctor who could make custom viruses. We consider Johnny’s plan to gather everything we need before confronting and trying to disable the Titan, we realize we have what we need and can prepare to get to the 7th level where the Titan is. I suggest we use the rope ladder and Johnny’s ability to glide down from falls, to try to drop lower down the mountain face and find an access point to the 6th or 7th level from the exterior. There are some caverns and tunnels on the mountain face that could be used to climb down lower, Then Johnny could grab the rope ladder and fall/glide down to us to drop down even lower. It was a plan that seemed to avoid the grind of getting through everything a psychedelic AI might throw at us should we try to penetrate level by level. We agreed to the plan, and acquired a nice set of block and tackle so we could first lower the robot dog down as we explored lower and lower. Everything was set and we headed out to the mountain museum, and were quite easily able to drop down the mountain face to level five. Johnny takes some damage fall-gliding down through the jagged mountain tunnels, but we heal him with the med box. On the 5th floor we find some weird hologram presentation of 13 constellations representing 13 ancient gods and goddesses, they jabber on and man are they boring! We split out of there and drop down one level lower. On 6 there's these crazy AI faces being presented on the walls and ceiling, real tripped out stuff. Then all of a sudden we start seeing weird AI versions of our faces on the walls, and nope the heck out of there. I have to use my hands of power to wither and rust a metal plate off the shaft, but we find a shaft down to 7. We try to drop the DAWG down the 120 feet of block and tackle, but it still doesn’t hit bottom. We dro a torch down and estimate it to be about 300 ft. It takes the whole rope ladder, attached to the block and tackle, attached to all the remaining rope we have to get down to the 7th level, but we make it, a few of the clones crash out down the shaft, but our ample med box heals their broken bones. The Horn Bros are super freaked out but they manage to hold morale. We regroup at the bottom landing of 7, where we find another shaft that dead ends at another big metal plate. I fire up my last use of hands of power for the day and manage to melt and warp the metal enough to pry it off with Klint’s help. And we break through into the 7th level proper. In there we find a giant room with 6 big robot arms and a bunch of different sized crates and boxes. I wonder if this is some kind of ammo loader for the Titan, like maybe the arms load these boxes of ammo or something into the Titan. Before we can confirm this we find a big portal on the rear wall, and it is marked with the insignia of one of the Museum AIs alter egos. It engages us with some kind of riddle about the feelings of duty, curiosity, pride, regret, love, and fear, and we each claims a different word and how we represent them. The AI thing seems to accept our answer and it opens for us. While doing that a few of us scavenge to look through some of the boxes and crates, thinking there may be weapons in there. We find some military gear, a cool portable tent of high tech material, some kind of high tech Swiss Army Knife, a mini clerk/organizer drone, and I score a needler gun and Johnny finds an energy mace. The Titan could be right on the other side of this portal, wish us luck. Until next time.
Session Notes- We continue to be picked at by the insane psychedelic AI, and have very much opted to avoid the heck out of it which so far is working. We think there’s some kind of Intelligence skill interaction with the AI/Titan and Johnny has highINT and some INT mutations, plus we have set the controls in the museum to optimize the interaction. We will see next time, as we have opted to freeze time moments before the possible big bad confrontation. We will see. It continues to be fun as a player to really be able to just relax and chill and find that aspect of gaming again after being a DM for so long. There is something to say about that type of player- more subdued, still engaged and attentive, but more passively taking everything in, enjoying the flow, not stepping on others toes, letting the game have space. There is certainly something to say about what that type of gamer brings to the table. It gets so hard to continue to have new thoughts week after week in these session notes, sometimes I feel like I’ve already said everything, but the game goes on forever if we’re doing it right.
Treasure and XP- -Plan to Bypass the Dungeon (1200 xp) -East Vault RP and Loot (700 xp) -Ticket and Exhibit Rp (350 xp) Total 2250 xp (750 xp per player)
Graveyard-
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