Looking to run some in person B/X D&D
Nappendixia Campaign Session Report
Session #- 120
Session Date- 2/6/26
Time Passed- 2+ weeks (back to 1:1 time)
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- We pick up in freeze time on 1/25, with the party having just bypassed the giant arm machines on level 6 and getting to the elevator that leads down to 7 where the Titan is allegedly housed.
Lark’s Journal- So there we were finally making it down to 7, the big confrontation with the Titan and whatever is controlling it. The elevator opens into the hugest room I’ve ever seen, a massive cube carved out of the inside of the mountain. We first encounter this creepy security droid shaped like an upside down pyramid, floating there clearly eyeing us. We get through that structure only to find another huge cube shaped room but this one is filled with finery, shiny steel and brass everywhere, designed to impress. In the center of the structure is a control panel and 3 projected images of faces hovering above. The 3 faces we realize are the 3 AIs vying for control of the mountain complex and thusly the Titan. We see the old logo of NORAD on some of the decals and signage in the place, and that reminds Klint of some old history he knows and he seems to get the approval of one of eth faces, the one that is the most stern and militant. The other faces are benevolent and neutral respectively. Between the fast talking and his army general garb, Klint manages to trick the AI into giving a formal tour and inspection of the facility and the Titan. While he’s doing that I use my direction sense to locate another computer terminal in the area, one more out of the way. I’m sure at some point Johnny is going to have to hack the computer and there's no way those AIs will just sit there and let him. He’ll have a better chance at a less obvious terminal. I locate one in the R&D labs, and we split off from the party as the AIs start to focus on Klint and the inspection. We get Johnny to the R&D lab and I post up outside while he goes in to hack the terminal. While I’m out there I find a lock box with a pair of rocket boots in them, nice score. Johnny figures out how to reboot the AI, and I realize that it’s not actually 3 AIs, but one insane AI that has created 3 personas for itself. With that knowledge he’s able to hack through the tech and reorient the AI, shutting down their plans to release the Titan on the world. However, Klint gets into a dispute with the AI while on the tour and it reacts to the reboot by beginning a shutdown sequence on the whole compound. We race out of there just moments before the whole mountain is shuttered behind massive iron doors. We will have to see in a month if the reboot was effective in ending the AIs insanity. Regroup back at the tram depot and the old hermit’s cabin. We stay there for several weeks investigating the strange tech we took from the mountain. Johnny and I managed to grab 3 pieces of tech from the R&D lab before we booked it out of there in addition to the rocket boots. We learn how to operate them- A backpack powered force field generator, a “living” cloak made of nanites, and a colored cube, the high tech version of the arcane item known as a cubic gate- a portal between worlds. This gate is set to Gamma World, one unknown destination, and 4 open faces still able to be programmed to a specific world. Some powerful items indeed. We will ponder how to best use them, and what to do next, here in Gamma World. The Titan is no longer an imminent threat, and we can refocus on maybe getting back to Horn and seeing what all Cursed has done with all the money we left for him to invest and acquire resources. Until then…
Session Notes- This was a real fun climax session, the final standoff to see if we could prevent the Titan from freaking out. We’re coming to the end of the chapter, and it’s really cool and fitting that the other DM saw fit to introduce an item that could possibly link some of the worlds we have been playing in. The PCs in the AD&D game are currently investigating ways to crossover into other worlds, we will see who gets the knowledge first, and attempts to do something with it. We’ll have one more wrap up session in Gamma World then will divert back to AD&D full time. We definitely need the time now that hex clearing has started in earnest. Here’s the stats from the DM on the GW tech we scored this session-.
Rocket Boots: Flight (as Mutant Power) up to 1 hour per day (Failed Dex roll can be problematic when using). Up at 30mph. Horizontal 60mp. Down at an angle 90mph. Up to 300 pounds
Portable Force Field Generator: Passive Mode (Indefinite when worn)-AC 1. Active Mode: 5 radius force field up to 100 damage. 1 in 6 chance of burn out if exceeded, requires energy cell replacement. Either way, requires 24 hours to recharge if 'burned out') Technological
Cubic Gate: (Functions as DMG item of the same name). Gamma World and 1 Unknown destination set. 4 slots unset, once configured cannot be changed. To configure a new setting must be scrambled ala rubix cube and pass 3 int tests in a row, and then double tap a side.
"Spawn Cloak": Nanotech cloak that has three modes (only one active at a time). 1) Levitate as Spell PhB, unlimited. 2) Passive protection mode-Any organic being not designated an ally/non hostile who approaches within 10 feet is attacked by a nanite spike that does 4d6 (+20 to hit) up to 3 times per round (3 different targets) 3) Active attack on command as Vibro Blade (hits with user's skill) but has Reach of up to 30 feet.
Treasure and XP- -Shutting Down the Titan (2000xp) -Social Engineering the Insane AI (1200xp) -Ultra Tech Loot (500XP) -Escape Without Risking the Wrath of the AI (die roll) (300 xp) 4000xp (1334 XP per player)
Graveyard-