Showing posts with label hollow earth expedition. Show all posts
Showing posts with label hollow earth expedition. Show all posts

Wednesday, August 19, 2026

HAPPY ANNIVERSARY TO THE TUESDAY KNIGHTS!!!


Today is the 18th anniversary of our gaming group, the Tuesday Knights. Our first meeting took place in the dining room of our old house on August 19, 2008, when I ran the debut session of a Castles & Crusades campaign for Nick, Pete, and Clare.

This was the first role-playing game I'd actually run for over a decade. I'd bottled out of running games several times since I'd come out of hospital in 2005 and was still very anxious about whether my health (both physically and mentally) would be up to the challenge.

In retrospect, one of the biggest mistakes I made in those early days was getting distracted by the "new shiny", switching systems to Labyrinth Lord and then grinding the game into the ground, so someone else had to run something instead.

If I could travel back to 2008, I'd tell my younger self to have faith and stick with Castles & Crusades. Who knows, if that had been the case, would we still be playing that campaign now? How incredible would that be?

In the 18 years since that fateful day, our pool of potential players has blossomed, while Pete, Clare and I remain the consistent core. We were joined by Kevin, who has become another constant around the table, Steve, Simon, Meredith, Erica, Mark and, most recently, Mark's daughter, Rebecca.

While other demands on their time have seen Nick, Steve, Simon, Meredith, Erica  and Rebecca step away from the group, and Mark has temporarily had to retire on health grounds (but is very keen to return), we still manage to corral a solid core of four people for our monthly sessions.

Despite the collapse of that original campaign, I did manage to run a three year fantasy campaign using Heroes and Other Worlds (a modern reworking of the classic GURPS-adjacent Fantasy Trip system), which ended with the destruction of the world.

Pete ran a number of Top Secret espionage games, Meredith presented us with a wholly homemade World of Warcraft adventure, Simon saw us right up to the gates of Castle Ravenloft in his 5e D&D Curse of Strahd campaign (which went 'online' during the COVID pandemic), Clare's run some memorable indie one-shots, and the other year Mark scared the bejeebers out of us with his self-penned Call of Cthulhu rural horror adventure.

In between these I've tried to run some other games, but they've invariably crashed-and-burned because of my insecurities, self-doubt, and limited attention span.

I'm hoping that, after my two recent debacles (with Shadowdark and Villains & Vigilantes) I've finally learned enough that when I'm next allowed to sit behind the gamesmaster's screen I'll be able to keep the train on the tracks.

However, our most enduring game has been Pete's "weird science" pulp adventure campaign that started as a 1950's "Atomic Horror" campaign using GURPS, then time-slipped to the 1930s for an epic Hollow Earth Expedition run, before, at the end of last year, switching systems again to Outgunned Adventures for more Indiana Jones-style shenanigans.

We are currently - as of last night - eight sessions deep in this second season of Pete's long-running campaign.


And through all this, my rock and number one cheerleader has been my wonderful non-geeky wife, Rachel, who may not get the delights of roleplaying games, but understands how important they are to me.

Every month she cooks our group pizza, serves up drinks, and joins in the pre-game banter as we all catch-up on whatever is going on in our lives.

Last year's gaming plans were largely scuppered by my back problems (which turned out to be osteoarthritis), but as far as interfering with my hobbies that's behind me now (see what I did there?).

This year has seen us return to the rhythm of regular gaming which will hopefully run for the foreseeable future.

Wednesday, July 22, 2026

EPISODE SEVEN: 'Relaxing Cruise' Ends In Cretaceous Chaos

SS Endeavour
After escaping the sinking of Atlantis, Onyx's seaplane - The Wave Hopper - needed serious repairs and so we headed for Bermuda for a rendezvous with our old friend, The Governor (who we'd previously rescued from Nazis and dinosaurs... it's a long story).

We also sought some much needed rest-and-recuperation at The Explorers Club, although they had other ideas.

Oynx decided to stay in Bermuda to oversee the repairs [as Mark, her player, is currently unable to join us for our monthly games] and so, after some socialising with the muckety-mucks of the British colony, we took a supposedly easy job from our sponsors at The Club.

Our task - which was described to us as "taking a relaxing cruise" - was simply to sail to Mexico to collect some Mayan artifacts from the Yucatan Peninsula and then transport them back to New York.

We'd been booked passage on an old tramp steamer, the SS Endeavour, under the auspices of one Captain Redgrave, a most amenable fellow.

Captain Redgrave
Unfortunately - and yet not wholly unexpectedly - not long after we set sail a mysterious swell started buffeting the ship, rising to a violent storm that tossed the Endeavour about so much that eventually all the crew and passengers were knocked unconscious... leaving the ship to drift.

When we all awoke the next day, it was about noon, the sun was directly overhead and everything seemed to have calmed down.

Conversing with Redgrave, though, we soon discovered that the ship's compass wasn't working, and when Buck (my explorer) checked his own that wasn't working either. We even went to the effort of making a third, basic, compass... but to no avail.

After a considerable time passed, we all realised that the sun hadn't moved, meaning navigation was going to be a major issue. [NB. This is a phenomenon, I believe, we first encountered when we travelled through a portal to an alien world in our July, 2021, game].

Further consultations with Redgrave led to a decision to head nominally west (or where we thought west was), with Buck stationed at the prow using his binoculars to sight land.

There was definitely something - small - on the horizon, but it was blurred by a heat haze.

But, at least, it gave us something to head for.

What no one expected was the sudden arrival of a vicious and hungry plesiosaur!

[NB. This was not our first plesiosaur. Earlier in the campaign, Tessie, Lake Tahoe's lake monster, turned out to be one. We met her in our April 2021 game, when we were in an apocalyptic, 1950s story arc].

It's big rubbery neck and terrifying teeth were tearing crew members apart, even while Dick (Kevin's crackshot ex-G-man) was riddling it with bullets... and I was not. Freya (Clare's photojournalist) was getting some excellent pictures but when a couple of seamen went overboard, she led the rescue efforts.

Buck ran back to his cabin to retrieve his hunting rifle, as Freya threw a line to the surviving sailor in the drink, Bob, and - assisted by a couple of other crewmen - pulled him up onto the deck and away from the dinosaur's wrath.

I think Bob has taken quite a shine to Freya. Let's see how that develops.

By the time Buck returned, Dead-Eye Dick had managed to put a bullet in the beast's brain, causing the dinosaur's corpse to slide back into the water.

The Endeavour had taken a lot of damage, but Redgrave was determined to get it to the island ahead of us that had now come into view.

He powered the engines as best he could, but things were not looking - or sounding - good.

To add to our troubles, a couple of smaller plesiosaurs had scented blood in the water and were swimming towards our sinking ship.

When the engines finally gave up the ghost, Redgrave ordered everyone to abandon ship in the two lifeboats.

Bob and another sailor, Smudge, joined us in one, while the Captain and the remaining crew took the other.

Bob and Smudge rowed for their lives as Dick and I tried to provide covering fire for the Captain's boat as the plesiosaurs targeted it.

The second lifeboat was lost with all hands
Sadly there was little we could do and that lifeboat - and all aboard - were lost to the monsters, but their sacrifice allowed us time to make it to the tropical island.

And what a beautiful island it was. White beaches, palm trees, and noisy wildlife in the tree tops.

Buck spotted a trail through the jungle - and then a line of smoke rising in the distance. We were not alone. 

But for all this death and carnage, Buck was buzzing with excitement as he was putting the clues together. Had his lifetime obsession with finding the "Hollow Earth" finally come true? The compasses, the dinosaurs, the static sun, the Bermuda Triangle.

However, as he led the group down the trail, his sixth sense alerted him to some danger... sadly, too late, to avoid the two pair of [Jurassic Park-style] velociraptors that targeted the weakest links in our party: the two battered seamen.

[NB. We first met velociraptors on a mysterious island in our April 2022 game when the plane we were travelling in was forced to land after a tussle with German agents]

We made short work of these escapees from the Cretaceous Era, but Smudge was a goner. Bob, however, earned the nickname 'Lucky Bob' after he fended one off in unarmed combat and escaped without injury.

The trail led to an ancient wall, behind which we could hear the familiar tones of orders being barked in German.

Peering through a crack, we saw Nazi troopers, a submarine (sporting a peculiar dish on its conning tower) in a lagoon, ancient ruins, native huts, and enslaved local "ape-people" being forced to dig for "something".

"We never seem to get a break, do we?"

- Marion Ravenwood, Raiders of The Lost Ark

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - NPC
DIRECTOR:
  • Pete
Buck & Dick (top) and Onyx & Freya (bottom)
If you want to keep abreast of the action in our current season of Pete's Weird Science campaign (currently using the OUTGUNNED ADVENTURES system from Two Little Mice)
then visit this page to find links to all our previous episodes.

Wednesday, June 24, 2026

EPISODE SIX: Atlantis Found and Lost Again

Professor Kasper Wieloch, the magical trident of Poseidon, and the scary tentacles

PREVIOUSLY ON OUTGUNNED ADVENTURES: Having found the lost city of Atlantis, our heroes pick their way through the abandoned houses and temples, dodge traps and eventually find themselves in an underground amphitheatre. There they come face-to-face with their old nemesis Kasper Wieloch, a unit of Nazi soldiers, and mass of giant, squirming tentacles.

And that's when the shooting started. We were on one side of the amphitheatre, the soldiers and Wieloch - dressed in some strange (Atlantean?) robes and chanting in a language we didn't recognise - on the other.

Rising out of the water in the basin of the amphitheatre was an altar bearing a clearly supernatural trident.

Our heroes (at the bottom) face off against a unit of Nazis and a wannabe wizard

As bullets zipped to and fro, and we were able to pick the Nazis off one-by-one, Wieloch strode forward and grabbed the trident. Much to his obvious shock, he found himself bathed in a crackling electrical field that was clearly causing him incredible pain. 

Freya (Clare's photojournalist) took a pot shot at him, but the field encasing the professor also acted as some kind of shield, deflecting Freya's attack.

Buck (my explorer) and Dick (Kevin's ex G-man) continued to pepper the soldiers with well-aimed shots, but then Wieloch suddenly underwent some otherworldly transformation as his eyes turned white and his facial expression contorted into something demonic.

Hollering in an alien tongue, he appeared to command the monstrous tentacles to destroy the structure we were all in - oblivious of his former allies.

As the ceiling began to fall, the soldiers scattered... heading our way (the only exit now).

Using my keen, hunter's observation [and a Luck point], Buck quickly studied Wieloch and the "force field" around him, and realised that the electrical screen didn't extend to the trident itself.

Taking a deep breath, Buck remembered the killer shot he had taken in Antarctica many months ago [during Pete's previous Hollow Earth Expedition iteration of this game, back in February 2024] to blow up an Elder God, exhaled and pulled the trigger.

The trident exploded into many splinters, the tines fell apart and the shaft cracked, and almost simultaneously - as Wieloch's power waned and disappeared - the tentacles wrapped themselves around the possessed professor and, with sickening rending, popping and crunching sounds rent his body into a million pieces.

My colleagues traded a few more shots with the soldiers, then I barked over the sounds of gunfight and falling masonry that we might as well make a break for it as there was nothing more we could do here.

Pursued by the Germans we raced back over the star bridge - Buck carefully guiding his friends where to safely step - and headed towards the exit.

The Nazis, of course, weren't aware of the animated statue trap on the bridge and we heard their screams as they discovered its lethality. 

Further on and almost out, we tried to jump the open pit trap that was blocking our escape, but we were all tired by then and only Freya got out of the six foot hole with her dignity intact. Both Dick and I managed to hurt ourselves in the fall, but mainly it was our pride that took the most damage.

As we pulled ourselves out, the remaining two Nazis came barrelling into the room. One went straight into the pit and so Dick shot the other.

As the violent shaking of Atlantis - probably caused by the monster that had eaten Wieloch - increased, the sea levels rose, and tremendous cracks appeared in the roads and buildings.

We raced to our waiting sea plane, where Oynx (our NPC pilot) was struggling a bit to get the engines started.

Climbing into the plane, we said: "Oynx, take us home." And with assistance from Dick and Freya, she was able to fire up the twin engines and get the plane into the air.

Behind us, the ruins of Atlantis sank beneath the waves. Leaving no evidence that it had ever been there!

No evidence... except the plain, wooden cup Freya had picked up during our initial exploration of the island.

We had otherwise escaped largely unscathed, but Dick had taken a bullet in the shoulder during that final gunbattle that would leave a nasty scar.

Little did I realise, at the time, that that last Nazi had somehow survived and, of all our group, he had sworn a blood oath against Buck Hannigan to seek revenge for his fallen comrades.

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - NPC
DIRECTOR:
  • Pete
Buck & Dick (top) and Onyx & Freya (bottom)
If you want to keep abreast of the action in our current season of Pete's Weird Science campaign (currently using the OUTGUNNED ADVENTURES system from Two Little Mice)
then visit this page to find links to all our previous episodes.

Thursday, March 26, 2026

THROWBACK THURSDAY: When We Got A Games Table!

At last, my chance to go full Eddie!
Thanks to my amazing, hard-working and supportive wife, Rachel, we acquired a games table in December, 2022.

It's something I'd yearned for ever since learning they were a real 'thing; and finally it was mine... er... ours.

Rachel has long said we needed a new dining table and I managed to persuade her that she should spend her bonus on a games table, which would then double as both dining table and venue for the Tuesday Knights and I to sling dice.

I did a ton of research, we measured a lot, drew up plans, found a UK company that specialised in games tables (Geeknson), asked a lot of questions, and finally pulled the trigger on a bespoke design back in late July/early August of that year.

The table arrived, and was unwrapped, just before Christmas, but I'd kept shtum on my "secret weapon" so that the Tuesday Knights would be the first to see it, in person, at that January's session of Pete's Hollow Earth  Expedition campaign (see below).

However, that didn't stop me 'playing' with it beforehand, for an Eddie Munson-esque "photoshoot" of an imaginary game of Dungeons & Dragons featuring the characters from the '80s cartoon as the protagonists, caught between a demonic flying creature and a warband of orcs.

I have such dreams for this new addition to the house that will justify the expenditure of Rachel's hard-earned cash on my geeky dream.

Presto the magician blasts the demon, as the evil gnome sorcerer cackles
Eddie does it much better than me, but you get what I was going for!
Gamesmaster Pete goes high-tech, flipping his tablet screen over the wooden GM screen
attachment to present us with a slideshow introduction to the adventure
A lot happened as always in that night's episode of Pete's pulp Hollow Earth Expedition campaign (which, by 2026, has morphed into an OUTGUNNED game), but here's a "picture special" of The Tuesday Knights enjoying their first meeting around the new games table.

Afterwards, Clare wrote the following about the table in her daily blog (now a Substack) of positive moments, Three Beautiful Things:
"I am so astonished by Tim's new gaming table -- which he has been keeping a secret since it was ordered in the summer -- that I gasp at each new revelation. First the top lifts off; next there's a green baize playing surface... that could be lifted off to reveal a map table... and then there are extra little tables to attach for your drink and your notebook; and a special desk for the GM, too. The whole smells pleasantly of new wood and polish."
Me using the "player's side table attachment" feature for my dice and notebook
Pete, at the head of the table, liked having a wooden screen and his own tray for dice, notes etc
An impromptu shoot-out in the back streets of 1930's Rio puts Oynx (Mark's character)
and Freya (Clare's character) in the firing line.
Here's me making full use of the "cup holder" feature
The morning after and the table had transformed back into a dining table

Wednesday, February 18, 2026

EPISODE THREE: "Curse Your Sudden But Inevitable Betrayal!"

Pete modelling this year's bold shirt choice for turning the tables on our player-characters
After their successful treasure hunt last time, our heroes - Buck (my explorer), Freya (Clare's photojournalist), Dick (Kevin's former G-man), and Onyx (Mark's aviatrix) - are gathered in the ornate office of their paymaster, Professor Kasper Wieloch.

We are in Austria, in a very stately home on the banks of Lake Wolfgang (which is a real lake).

The professor was delighted that we'd found the cypher and shares with us a copy of the document he believes is the necessary element to crack it and find the co-ordinates of the lost island of Atlantis.

It's a word puzzle that eventually Onyx and Freya solve, allowing Kasper to correctly jiggle the dials on the ancient cypher we'd brought back from Greenland, revealing to him just what he wanted to know.

[Of course, we - as players - had seen massive red flags, since the start of this session, about this gathering, This started with Pete setting up miniatures on the table to show where we all were for what should have been a simple debriefing. Secondly, he dropped in that we'd all been made to surrender our weapons - by the professor's staff - on the way in, much to Mark/Onyx's chagrin].

Wieloch's lakeside mansion
Wieloch's understated office
With a manic grin on his face, Wieloch shrugged off his lab coat to reveal a Nazi uniform underneath as he spoke into a microphone on the desk - dictating the co-ordinates.

Behind us, his butler, Hans (who Onyx had failed to seduce to persuade him to fetch her weapon back) drew a pistol, as doors on both sides of the room swung open and eight Nazi thugs burst into the room, pointing guns at us.

Buck charged the nearest thug to him, barrelling him over and subsequently hoisting him up and using his body as a shield to absorb the bullets fired in his direction. He then threw the corpse at two of the others, bringing them down and dived at the final minion on his side of the room and engaged him in a drawn-out slugfest.

Professor Kasper Wieloch (left) and Hans The Butler
Onyx dived over Wieloch's desk and proceeded to stick her fingers in his eyes, in an attempt to blind him and bring him to heel. Unfortunately their bloody tussle ended with the Nazi scientist staggering blindly out of one of the doors and clattering down stairs to find the rest of his men.

Freya and Dick took on the other four Nazis - as well as Hans the nefarious butler - in a surprisingly one-sided fight, as the thugs seemed as accurate in their shooting as Star Wars stormtroopers. 

Once we were victorious, we saw out the window that the wounded Wieloch was being helped into a small zeppelin that had docked in his garden; his escape being covered by a number of rifle-bearing soldiers who kept us pinned down as they got away.

Freya was able to get an impression of the co-ordinates off of Wieloch's desktop notepad, then we bolted down to our seaplane... only to discover it had (unsurprisingly) been sabotaged by the villains.

Onyx was quite confident her aircraft would be quicker than that of the bad guys, but we had to trust that her legendary repair skills were up to the task of undoing whatever damage the Nazis had done.

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - Mark 
DIRECTOR:
  • Pete
Buck & Dick (top) and Onyx & Freya (bottom)
MY NOTES: While it was great to have Mark back at the table again, the first time we'd all been together for the better part of nine months, Outgunned Adventures is currently reinforcing my long-held dislike of dice pool systems.

I know we're still getting to grips with a new system, and trying to grasp all its nuances, but for what - at first glance - appears to be a simple system (much like Hollow Earth Expedition's Ubiquity mechanics before it), seems almost randomly fiddly.

Dice pools also make everything slow - as was demonstrated by the fact that almost the entirety of this session was our fight against the bad guys.

Conversely, I would point out that I appreciated the fact that the thugs we were fighting were incredibly lousy shots. It's not exactly cinematic (and that's the style the game is seeking to emulate) for a larger-than-life pulp hero to be offed by a random goon!

Wednesday, January 21, 2026

OUTGUNNED ADVENTURES: A Player's Perspective

The Tuesday Knights tackle our second Outgunned Adventures session

Hopefully you've already read the write-up of what went down in this week's Outgunned Adventures session for the Tuesday Knights, but I thought I'd give you a little perspective on the game from my point-of-view, as a player.

First things first, I have to say that despite my deep-rooted dislike of "dice pool" mechanics there's something about the system at the heart of Outgunned that really appeals to me.

It takes the common "ability + skill" approach to decide the size of your available d6 dice pool, but then once you roll you're not totalling the dice or looking for specific numbers over a certain value, instead you want collections of identical numbers (such as 4,4,4 on three of the six dice you rolled). The larger that collective the better.

It's a bit like Yahtzee.

However, if you don't get a big enough set (usually three identical numbers are required for a typical, heroic action), you can elect to reroll the dice from your pool that weren't counted in the matching set, to try and get more duplicates.

Unfortunately, if this reroll doesn't add to your original total you actually forfeit one of the dice already counted towards your success total. That means if you only had two matches to start with, you automatically fail.

I loved this risk/reward gambling element. There was a definite air of tension around the table when people chose to reroll - followed by elation if they succeeded and despair if they failed.

The Outgunned game engine is a seemingly simple system at first glance, but there are definite nuances and complications that we're not totally savvy with yet.

For instance, there are issues around the rerolls - and "free" rerolls that our characters' Feats/Abilities granted them - that need to be ironed out.

And, as much as I enjoy an exciting skill challenge, I couldn't help but feel that there was a LOT of dice rolls called for in our opening scenario. Surely some of these multiple checks to advance through a certain task (such as climbing a cliff wall) could have been bundled together?

That said, I already rate these mechanics way ahead of the Ubiquity dice pool system used in our previous Hollow Earth Expedition segment of Pete's on-going weird science/pulp adventure campaign.

Having championed Ubiquity for so long in theory, it was quite sad to discover what a mess it often turned out to be in actual play whenever we tried anything beyond a straight-forward test of our skills.

It should be noted, of course, that this first two-part Outgunned adventure (Frozen Legacy) only involved our heroes facing the elements, rugged terrain, and a tricky set-piece to retrieve the "mysterious artefact".

We have yet to discover how the mechanics handle combat (usually such a key part of our games) and damage.

While we lost "Grit" (the game's version of stamina and 'hit points') through failing crucial challenges (such as keeping our balance on the violently rocking Viking longship), we have no clue how this translates to gunbattles and fisticuffs.


Pete started the evening by presenting us with nicely filled in character sheets as well as small file of papers explaining both the basic rules mechanics of Outgunned and personal explanations of our character's skills, Feats (special abilities), and equipment. This was all very handy.

It was a shame Mark couldn't make last night's session. However, on the bright side it means we'll get another refresher course on the core rules again next month, which will hopefully fill in a few of the gaps in our knowledge of the system.

I think between us - as we have some pretty smart cookies around the table - we should be able to get to grips with the subtleties of Outgunned Adventures. This will let the rules slip into the background and we can be free to carve Indiana Jones-inspired roles for our characters in this brave, new world of 1936.

Thursday, December 11, 2025

EPISODE ONE: Gaming Again! It's A Christmas Miracle!

It's great to be gaming with my friends again

For numerous reasons, it's been a rough year for the Tuesday Knights.

Until this week, we haven't gathered for gaming purposes since about May, but given the improvement in my mobility and stability I was determined that we get in, at least, one game before the end of the year.

Sadly, Mark wasn't able to make it due to a prior commitment, but Clare, Pete, and Kevin showed up this week for the resumption of Pete's pulpy "weird science" campaign.

We finished that campaign's first "season" in February 2024, after three years and 32 sessions of gaming.

The idea of this week's gathering was to "generate" our characters and gain an overview of Pete's new system of choice: Outgunned Adventures from Two Little Mice.

Festive bao buns, courtesy of Rachel
But, first, we had a massive Christmas feast of pizza and festive nibbles to tuck into, prepared for us by Rachel, and a lot of catching-up to do. Sure, we chat in our WhatsApp group, but it's not the same as face-to-face banter.

Once we reached the stage where we couldn't eat any more, the table was cleared and the gaming began.

Following the get-together Pete and I had the other day about transferring the group's characters from Hollow Earth Expedition to Outgunned, Pete handed out character sheets to us all and talked us through character creation.

I liked this because, at the end of the process, the characters felt like our own creations rather than just "pregens".

The game's simple dice mechanic was explained and then we were thrown into Frozen Legacy, the first episode of the Saturday morning serial (ie. campaign) called The Fate of Atlantis.

It's still the pre-war 1930's and our characters - explorer Buck Hannigan (me), photojournalist Freya Larson (Clare), and former G-man, Richard Tate (Kevin) - are now freelance adventurers.

We've been hired by Professor Casper Wieloch to find the lost tomb of Erik The Red in Greenland, and retrieve a mysterious (and unknown) artifact. To aid us, the professor loaned our group Odin's Key, an iron medallion engraved with runes and with a translucent crystal lens at its centre.

Prof Casper Wieloch (left) and sketch of Odin's Key (right)
We soon found ourselves scaling a massive ice wall in Greenland. Buck put his mountaineering experience to good use, keeping his friends safe on the tricky ascent as the wind howled and the sea crashed violently below.

At the top of the climb we found a plateau with a single, ancient, Christian memorial with the words "sicut vixi ego relinquo" carved up on it. 

Freya translated this ("as I lived, so I depart"), but raised concerns as to why someone who had rejected Christianity (ie. Erik The Red) would have a Christian memorial.

Patterned floor tiles
Spotting a groove in the side of the stone, Buck blundered on, inserting Odin's Key (while still clenching it firmly). This - unfortunately - set off the first booby trap. The ground opened up beneath us and we were all propelled down a rough slide into the freezing ocean water.

Luckily, we spotted a nearby cave and swam into it for safety. Inside we found a passageway leading deeper into the rock, which led us into a big cavern containing some Viking skeletons.

As we progressed, it became clear that the room was man-made, with Freya identifying the Viking architecture and the large statue of Odin, holding a golden spear, at the far end.

Between us and the statue, which wore an eyepatch featuring the same designs as our medallion, was a floor of finished stone, featuring tiles of different colours. 

It was clear this was some kind of puzzle trap, but when Freya looked across the floor through the lens of Odin's Key she saw "safe" routes illuminated - unfortunately a different route depending on which eye she used to peer through the Key.

With Dick and Freya staying back to guide him, Buck began to cross the floor - following their instructions.

Unfortunately, he picked the wrong path to start with, causing the statue to lower its spear at him and a tidal wave of sea water to surge through the cavern, accompanied by a strong rush of wind.

Second time lucky (now in near pitch darkness), Buck reached the statue and found a partially opened panel behind it, which he and Dick managed to force open. 

They passed through a narrow corridor into a blinding light, emanating from an enormous ice cavern where a Viking longboat was suspended from the ceiling, wedged between two pillars of ice.

TO BE CONTINUED...



CAST:
  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - Mark (absent)
DIRECTOR:
  • Pete

Tuesday, November 25, 2025

If Adventure Has A Name, It Must Be The Tuesday Knights


On and off, the Tuesday Knights (my gaming group) has been playing Pete's period pulp action campaign for 32 sessions over three years. He likes to keep things fresh by switching the rules system for every story arc.

We started in the 1950's, fighting zombies and giant monsters - even travelling to an alien world at one point - using GURPS Atomic Horror, then we slipped through a portal to the 1930's for an extended Hollow Earth Expedition-fuelled hike from New York to Antarctica, punching villains in the face along the way, and finally being drawn into some Lovecraftian cosmic horror shenanigans that were a delicious blend of John Carpenter's The Thing and old HPL's At The Mountains of Madness.

That adventure culminated with my character Buck Hansen, a world-weary big game hunter and explorer, managing to blow up - rather impressively - a newly-risen ancient god.

The other members of the team are Kevin as former G-man Dick Tate, Mark as daredevil aviatrix Onyx Jones (he took over Erica's character when she left the group), and Clare as photojournalist Freya Larson.

For the next stage of the campaign - which is scheduled to begin in December (all being well) - Pete is turning to Outgunned Adventures, a standalone spin-off of the popular Outgunned system from Two Little Mice.

I think we're staying in the 1930's for the moment, but hopefully there will be an in-game explanation for the subtle changes in our characters (and the new rules mechanics).

The other night Pete came round to talk through the new game with me and seek my assistance in roughing out conversions of the characters from HEX to Outgunned.

I was extremely flattered by this, especially given that my recent attempts to get a campaign going (a Shadowdark game that lasted one session and a Villains & Vigilantes one that lasted three sessions) both fizzled out in most depressing manners.

The Outgunned Adventures rules book is gorgeous, both in its layout and art, and full of homages to the Indiana Jones movies (particularly Raiders of The Lost Ark).


The game's core system seems elegantly straight-forward (but then again so did HEX - in theory - which turned into a confusing mess in play).

Tests in Outgunned are made with small dice pools of two to nine six-sided dice and you are looking to match numbers to score successes (e.g. roll 5d6 and threes come up on four of the dice, then that's four successes).

Although I'm still not a massive fan of dice pool mechanics, as I grow older and more befuddled I've come to really appreciate simplicity at the heart of my games (which was one of ways I went wrong with Villains & Vigilantes game).

Outgunned's dice pool mechanics are rather different than the HEX approach to generating successes, but hopefully the Tuesday Knights will latch on quickly.

Pete and I were able to find pre-generated templates that matched the characters in our little group, and then went through the personalisation process of picking out various traits and abilities that matched those that our characters had used in the earlier adventures.

Flicking through the book, I couldn't help but keep catching myself thinking "this looks really nice, perhaps I could use Outgunned to run something in a different setting".

Well, in the cold light of day, I don't know about that, but - while I'm taking a break from sitting behind the GM's screen - it's certainly got me thinking more positively about running a game again... at some point in the future. 

Indiana Jones much?

Sunday, July 20, 2025

Re-Opening The X-Files


Being rather immobile at present (having apparently slipped a disc, and am waiting for a treatment regime from my GP), I've been watching a lot of TV from a recumbent position, either in my lounger or in bed (I can't concentrate/focus enough to properly read, which means a growing backlog of novels and comics). 

As well as new (to me) shows, like Castle Rock, returning on-going favourites like Murdoch Mysteries, Dexter and Star Trek: Strange New Worlds, classics like the BBC's Paranormal series and, of course, Ancient Aliens, I've also dug deep (thanks to Prime Video) and started watching The X-Files from season one, episode one.

By "sheer coincidence", the Amazon delivery guy turned up a few days ago with the first volume of this gorgeous X-Files tome, a stunning, hardback, faux replica of the titular X-Files themselves.


I'm a massive fan of "in-universe" books such as this, but The X-Files: The Official Archives is quite possibly the best-looking one I've seen to date.

This official book collates information (files, evidence, photographs etc) on 50 of the show's "most memorable" investigations relating to "cryptids, biological anomalies, and parapsychic phenomena". 


And if that wasn't impressive enough on its own, in May next year volume two arrives, dealing with "extraterrestrial activity and The Syndicate".


These are not only amazing reference books, but invaluable research material for an idea that's been scritching away at my brain since my serious, leg-related issues began and I realised I was (currently) unable to fulfil my gamemastering obligations for The Tuesday Knights. 

Honestly, I'm not sure how long I'll be out of action and our superhero campaign had already lost momentum and was faltering (for various real world reasons).

Pete has kindly offered to step in, when I feel like getting back to the table, as he has "an idea", which is always an exciting prospect as we had great fun with his 1950s GURPS game that segued into 1930's Hollow Earth Expedition. 

Perhaps, our characters will be "sliding" into the Victorian steampunk game he mentioned some time ago?

Or maybe it's something else entirely...

My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, horror, comic books, westerns, superheroes, sci-fi, giant monsters, zombies etc