Showing posts with label kevin. Show all posts
Showing posts with label kevin. Show all posts

Wednesday, September 16, 2026

EPISODE NEIN: Jeek and Ye Shall Find


PREVIOUSLY ON OUTGUNNED ADVENTURES: Trapped on a dinosaur-infested desert island in the Hollow Earth (possibly), our heroes engage a squad of Nazi soldiers and scientists, fresh off their U-boat transport, in order to steal (or trash) their "weather control" device.

Dick (Kevin's ex-G-man-turned-private eye) and Freya (Clare's photojournalist) casually questioned the two captured scientists, Mikel and his assistant Hans. After initial resistance, Mikel decided he owed no loyalty to his now-deceased paymasters and sang like a canary.

Admitting he had no idea how the U-boat had ended up in "the hollow earth", he explained that they had been sailing into the Atlantic to test the weather control device, with the plan to eventually disrupt shipping lanes. However, before they even got to test it there was a violent disruption in the sea and they arrived here.

Mikel believed everyone had debarked from the U-boat, except possibly a few engineers, and he also said he had no idea where the map had come from or why it was written in English.

Studying the gorgeous, detailed map, we all realised that we had no idea where we were on it, so as pretty as it was, for the moment it was useless.

The map*
Pete got a giant-sized copy of the map printed for us to fawn over and study
Rather than sitting around waiting to become velociraptor chow, we headed off in the jungle, following the stone path/road that the blue-skinned natives had disappeared down in pursuit of stray Nazis.

Buck (my explorer) took point, followed by Dick, the two scientists (with bound wrists) and Freya bringing up the rear.

Freya pointed out that the road design resembled that of ancient structures seen in South America, rather than the more classical Roman designs of Europe.

We cautiously followed the road for an hour before suddenly ahead of us an enormous feline creature crossed the track ahead of us in the shadow of the overhanging branches. 

Approaching the site, we found it had left a large paw print, about lion-sized, in the mud.

Now even more alert, but getting a bit tired and hungry, we continued until the road curved to the left and Freya heard human voices, conversing in a language she couldn't fully understand. 

While Dick stayed back with the prisoners, Freya and I advanced around the corner to discover a village of Asian design, built around an old crossroads, populated by people who appeared to be from both South America and the First Nations.

The village
Cautious, but friendly, they approached us and Freya - our linguist - was able to explain who we were.

We learned that the village was concerned for a missing young girl, Jeek, and we agreed to help her brothers, Hom and Ket, track her down.

Dick was introduced to the tribe and Freya clarified that Mikel and Hans were members of a "hostile tribe" and our "prisoners of war". They were put in the care of two sturdy matrons and, after a hearty meal, the rest of us headed off towards the ruins that Hom and Ket believed Jeek had been heading towards.

Following a gentle slope, and passing through a sudden monsoon, the entrance to the ruins was easily found, but Hom and Ket refused to go further into the crumbling, overgrown structures because of something they referred to as "the guardian".

Foot prints that could only have belonged to Jeek were spotted, but then - as other prints crossed her path - it became clear that she had started to run and eventually we lost her trail.

Advancing towards what was left of the old buildings, mostly reclaimed by the jungle, we all realised that through the main arch there were strange lights, the sounds of machinery and the faint smell of engine oil.

Entrance to the ruins
Before we could even make it to the archway, we stumbled across a family of enormous land crabs. The The trio of baby crabs scuttled away but mummy and daddy crab weren't so easily intimidated and violently defended their offspring.

Working as a unit**, we managed to - eventually - kill both of these armoured behemoths, and then made our way into the roofless ruins. 

There we discovered the source of the lights was some kind of mystical energy field over one of the main buildings, which is where Freya spotted the ancient, dried-up trail of what might possibly have been a giant slug.

TO BE CONTINUED...

* The map, and illustrations, and adventure come from a new game called Terra Incognita (a Hollow Earth/pulp game using the 5e Dungeons & Dragons mechanics), which Pete has been investing in. 

** For anyone who's kept up with my game-related waffles of late, it should be clear that I'm not a massive fan of dice pool systems and have found OUTGUNNED Adventures, for a game that presents itself as pulpy and rules-lite, to actually be surprisingly crunchy.

However, this month, Pete introduced us to some new talents that allowed our characters to work better with each other. For instance, if Clare failed a roll, she could pass dice on to another player (in our case, Kevin) while I could receive a bonus to my rolls if I saw another member of the group 
succeed (again, in our case, Kevin) .
Thus, our combats (although these rules can be applied to all skill checks, not just combat) became much more regimented and disciplined as we were all helping each other towards our joint goals.

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, August 19, 2026

EPISODE EIGHT: Gunfight At The Blue Man Corral

The set-up
PREVIOUSLY ON OUTGUNNED ADVENTURES: Travelling from Bermuda to Mexico on a tramp steamer, our heroes are caught up in a storm and end up shipwrecked on a mysterious island where the sun seems frozen overhead. On the tropical island there are hungry flesh-eating dinosaurs and, of course, Nazis!

Hidden behind an ancient stone wall, down a slope from the forest treeline, our heroes - my explorer, Buck, Clare's photojournalist Freya, and Kevin's former G-Man, Dick - spy a collection of German soldiers on a beach ... behind them is a U-boat.

Some of them are helping a couple of scientists set up a strange electrical generator device with a peculiar dish on it pointing to the sky.

Elsewhere a couple of guards with vicious Doberman Pinschers were tormenting a handful of primitive locals that had been corralled into a makeshift pen. As far as we could tell these locals, dressed in basic animal hides, were blue-skinned, simian-faced humanoids.

Scary German guard dog
Finally, off near the ruined huts that had presumably once been home to the locals, an officer had set up a table so he could spread out a strange map for study. Apparently he couldn't make any sense of it.

Freya overheard the scientists discussing the bizarre device they were working on and managed to translate the phrase "weather control device".

We cooked up a basic plan between us and then Buck slipped back into the treeline, found a good sniping position and opened fire on the so-called weather control device.

It sparked, causing chaos amongst the Germans huddled around it, with several turning to see where the bullet had come from.

Dick opened fire with his brace of pistols from behind the wall, while Freya bravely slipped round the back of the Nazi encampment to free the locals.

She charged at the jerry-rigged "prison" and managed to bring it down with a single, stylish kick. 

In the ensuing battle the air was thick with bullets from both sides. Dick got winged a couple of times while I methodically sniped from my hidden location - at one stage severely wounding three Nazis with a single shot!  

German bodies were dropping left, right, and centre.

The ape-men swarmed the last guard, pummelled him into the ground and then chased others fleeing into the surrounding forest.

Mid-combat (NB. the 'dinghy' counter is actually the 'weather control device'
The scientists cut their losses and bolted towards a dinghy on the shore to take them back to the U-boat, but Dick managed to bring them down, while Freya took the dead general's map... but quickly realised she wasn't going to be able to decipher it either.

In the aftermath of the battle, we dragged the scientists back into the trees, with the idea that Dick and Freya would interrogate them about whatever was going on. 

We all took a look at the map but it meant nothing to any of us at first glance... except that, maybe, the writing was similar to that we had seen in Atlantis.

Unfortunately, by the time we made it back to our original location in the forest, our last surviving crewman, the injured Bob, had succumbed to the ravages of passing velociraptors. 

As Dick and Freya got ready to work (good cop, bad cop) on the wounded and scared scientists, Buck began to dig a grave for Bob.

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.

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.

Thursday, July 30, 2026

THROWBACK THURSDAY: Following The Whispering Road Made Us All Both Storytellers and Gamers

Back at the tail end of 2018, the Tuesday Knights (our tabletop roleplaying gaming group) did something unusual: something that goes against my zealous protection of our precious, limited gaming slots. We played a one-shot. And I really enjoyed it. I mean I really, really enjoyed it. 

I'm still quite adamant that while we are bound to "one gaming session a month" (meaning a maximum of 12 a year, and we rarely achieve that for sundry health, family, and work reasons) I would rather play (or run) something with the potential to become an open-ended "forever campaign".

However, let's flashback to December 20, 2018, and see what I wrote in my gaming log:

This week's RPG session with the Tuesday Knights could, possibly, have proved to be a game-changer.

It was our first exposure to a so-called "storytelling game" - Brent Newhall's The Whispering Road - and I was anxious about getting my head around playing a game devoid of such traditional mechanical trappings as character statistics, hit points, armour class, experience points, equipment lists etc

Instead, our character's were made up of a number of traits (some were personality quirks, others minor abilities or powers) and a "need".

Further taking us out of our comfort zone, there was no definitive setting for the game and it didn't even require a gamesmaster!

Clare, whose game it was, took the role of "Architect", meaning she framed the story and set the scene, while Pete was nominated as "Driver", making it his job to ensure the story kept moving and we didn't get bogged down in rules discussions or non-gaming distractions (not, it turned out, that he needed to worry about that because we all quickly got on board with The Whispering Road).

Beforehand, via our super-secret Facebook group, Clare had nudged us to create a setting for the game: and we cooked up a snow-bound Medieval land (which in play veered between Celtic and Norse) where saints and demons walked the land, and everyone had a pet mouse as a companion.

Our characters were:
  • Ceitlen (Pete) - first born daughter of the chieftain, guardian of the clan's symbolic magical shield, whose motivation was protecting the shield and what it stood for (ie. the community);
  • Torg (me) - third born (second son) of the chieftain, a trickster and troublemaker, who wanted to prove that he could be as good a hero as Ceitlen;
  • Glau (Kevin) - a miserable farmer, gifted with a magical spade and the ability to see the future, who just wanted the snow to stop;
  • Master Mouse (Erica) - the custodian of the clan's mice, and a mentor to all, who wanted people to listen to her advice;
  • Sister Prudence (Clare) - a nun and fanatical follower of Little St Therese (patron saint of mice), who sought to stem the rising tide of secularism in the village.
After everyone described their typical day in the village, the story began with Glau coming to the chieftain with dire warnings that the snows were getting worse.

The village was whipped up into a frenzy, and, led by an army of mice to clear a path, headed up into the mountains to find the cause of the supernaturally worsening weather.

After being ambushed by dire wolves (not common in these 'ere parts), the bulk of the village were sent home for their own protection, leaving our small group of heroes to carry on.

I stumbled upon an old ruin (Torg, as a "rascal", had more traits than anyone else and these included a couple of doses of "dumb luck" as well as being the group's "magic-user"), from where we headed to an ice cave that actually turned out to be a frost giantess called Midhilda.

Before we knew this, she had rolled a giant boulder at us, which had crushed Ceitlen's shield and shattered it in to three pieces.

While the others were determined to talk to the giantess, Torg transformed into a mouse and started to scuttle up her leg, with a typically Viking-esque bloody plan in mind to kill her (thinking he would be saving the village that way and proving himself).

However, Master Mouse called out to him to stop because they had discovered that she was simply looking for her giant boyfriend Jordmund.

Unfortunately, giants' sense of time isn't the same as ours and we discovered he'd passed through this area hundreds of years ago.

During the conversation, she also revealed that her oversized enchanted sword had been shattered, and Torg suggested that he could magically repair it using one of the fragments of Ceitlen's shield.

Ceitlen, already upset over the loss of the shield (despite Master Mouse explaining to her that it was only a symbol and she was still protecting the community), was initially not happy about this.

But then she came round to the idea and tried to claim it as her own, much to Torg's annoyance. He lost his rag, which - in turn - freaked out the giant (who couldn't handle extreme's of human emotion) and so Master Mouse and Sister Prudence had to calm down Midhilda and Torg.

Assisted by a small coterie of mice summoned by Prudence, Torg then wove the pieces of shield and sword together with some colourful sorcerous hand gestures, and went on to proudly explain that this was also forging a bond between the frost giants and our village.

And, boy, was he feeling smug about all this... right up until the point where Midhilda declared that her new magical sword would be named after Ceitlen.

Torg's jaw hit the floor (and everyone - including me - around the table roared with laughter).

In return, Midhilda handed Ceitlen with a large fragment from her old broken sword, which could be reforged into a new shield.

We all returned to the village, satisfied that our story arcs had been achieved, the magical snows had eased, and Midhilda had opened a new pass through the mountains for us.

Writing up the adventure primarily from Torg's POV and my recollections, I haven't really done the evening's game justice.

It was a surprisingly layered escapade, with everyone's actions dictated by whether they were satisfying their own character's needs or those of others in the group.

When you're not spending 20 minutes on a fight sequence, it frees up time for character development and The Whispering Road was all about co-operation and working together to achieve our goals (even when they were pulling us in opposite directions).

Although I'm not a fan of listening to "actual play" recordings, part of me wishes I'd recorded the evening on my phone to release as a podcast.

From the initial group world-building, through the speedy character creation, right up to the hilarious climax of the story and the satisfying denouement, this really was a game unlike any we've played before.

I've always been fascinated by the simple idea of characters who are related by blood somehow, and the dynamic of Pete's Ceitlen  and my Torg unfolded brilliantly as both of us tried to one-up each other: Ceitlen with her strength and charisma, Torg with his tricksiness.

Unintentionally, as Kevin pointed out, this developed into a perfect Thor/Loki dynamic.

The whole adventure was contained to a single, two-and-a-half hour session, but - because the game was structured into scenes (with prompts for The Architect) and acts - the story we freestyled together really felt as though it came together like a movie.

I backed The Whispering Road on Kickstarter, in early 2014, on behalf of Nick and Clare, thinking it might make an interesting introductory RPG for my godson Alec (it's inspired by Studio Ghibli films, which Clare is a great fan of, and doesn't revolve around killing things that look different to you and then stealing their stuff).

Little did I realise that it would actually serve as The Tuesday Knights' introduction to the weird and wonderful world of Story Games!

I was so impressed by The Whispering Road and the story-crafting techniques the game subtly deployed throughout, as well as Clare's first stint at running a roleplaying game for adults (as opposed to her children).

There were simple dice-rolling mechanics for resolving conflicts (for instance, in a fight the roll would say whether you won or lost, not dictate a blow-by-blow account of the battle), complementing the system's aim of creating a thematic narrative, driven by the characters' needs and desires.

We weren't restricted - or bound - by the rules, in fact they encouraged our creativity and communal storytelling skills.

What's happening to us? Are we becoming New Age gamers? Are we waving goodbye to the Old School Renaissance and becoming Story Game aficionados?

I think it's a bit early to be binning all our d20 rulebooks, but I can definitely see us returning to The Whispering Road.

The evening ended with talks of a 'sequel movie' to our adventure, but, as much as I really liked all the characters the Tuesday Knights had cooked up, my mind was racing towards other settings and environments I'd love to explore via the game's very open mechanics.

It was a shame Simon was unable to make our final gathering of 2018, as it was a grand send-off to another fine year of gaming.

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.

Wednesday, May 20, 2026

EPISODE FIVE: All Roads Lead To Doom

Atlantis
PREVIOUSLY ON OUTGUNNED ADVENTURES: When we last saw our heroes their aircraft was just emerging from a supernatural storm and in front of them lay the lost island of Atlantis!

As Onyx (our currently NPC pilot) banked the seaplane towards the island, we heard, aft, a loud cracking sound in the air. Looking back we realised the zeppelin had been struck by lightning, but - even more terrifying - it was now in the grasp of indescribably large tentacles that had arisen from the water and were squeezing the life out of the German craft.

Piercing the 'energy shield' over the island, we inspected the ruined and abandoned Greco-Roman city as we came in to land in the calming sea on the far side of Atlantis, parking the plane up on the beach so we could go exploring.

Onyx stayed with the plane - just in case we needed to make a hasty exit.

It soon became clear that the city had been abandoned by its populace - suddenly - a long time ago. The houses were falling down, furniture turning to dust, nature slowly reclaiming it all with encroaching vines.

Freya (Clare's photojournalist) was absorbed by the archaeology, while Buck (my explorer) and Dick (Kevin's former G-man) listened out for German survivors and any remaining natives.

Eventually we made our way up a main thoroughfare to the giant bronze gate barring the sturdy entrance to the central temple.

The door of four faces
As we approached, a poem was seen, carved into a wall, which Freya was able to translate:

"To face the sea, you must
catch the rising wind
follow the lesser stars
fear the darkened depths
"
This sparked much discussion as to its meaning. We suspected it was a series of clues to solving any challenges we would have to face, But even the first four words took us a while to get our heads round - until Dick suggested it was "face" as in "confront" rather than "look at".

"Catch the rising wind" was clearly connected to the brass door, which was cast with four identical faces, their lips pursed in a blowing fashion (see picture above).

Using my lighter I detected a breeze from the left mouth and the bottom one, then Dick accidentally set off a pit trap when he probed one of the orifices with a rolled-up leaf. Thankfully, the only thing bruised was his dignity. 

After a lot of mental gymnastics, together with our vast selection of skills and feats, we eventually cracked the code and Freya had to suffer the minor embarrassment of putting her lips to one of the mouths and inhaling until there was an audible click and the door dropped down into the ground.

Beyond the vast bronze door was a flight of stairs heading down under the temple. As it was the only way we could go, we descended.

We quickly realised that the wall-mounted crystals were emitting light, some even set in small brass cages that we could lift off the wall and use as torches.

The further we went, we noticed a panorama of bas-reliefs on one side were telling a story: a boy finds a trident in the sea that grants him magical powers; he attracts a following, but as he older he gets corrupted by the enormous power; his followers rebel against him; the rebels kill the prophet and take the glowing trident to the temple; unfortunately calamity strikes and the temple is attacked by giant tentacles.

If this was a true record of the fate of Atlantis, we were very impressed that someone was so dedicated to their work that they stayed on to record the destruction of the city in stone as it fell down around them!

Reaching the bottom of the stairs, so that we were now at sea level, we found ourselves in an enormous cavern, bisected by a bottomless chasm, and crossed by a single stone bridge - that was adorned by three pairs of armed mermen statues.

The pathway across bridge itself (pictured right) was decorated with a panoply of star-shaped crystals, small, medium and large.

Buck thought he'd understood the "follow the lesser stars" clue, but treading on one of the small stars just woke the nearest merman statue. It swivelled round on its plinth to face Buck and tried to jab him.

Eventually, after another lengthy discussion, Buck and Freya were able to figure out what the patterns were (again drawing on their particular fields of knowledge).

Buck was then tasked with guiding his two companions across the cunning trap.

This was very tense [a LOT of dice rolling for me, with my colleagues' lives in my hands], but eventually everyone made it across - although I did stumble at the last moment and had to be pulled to safety by Dick and Freya.

On the far side of the bridge we realised there were no more crystals, but as we continued down the slope it actually began to get lighter.

Soon we entered a partially-flooded amphitheatre. We were just admiring the clear sparkling water when a massive explosion filled the room with dust and debris.

Emerging from the haze came a unit of Nazi soldiers (about 10 at a quick estimate), just as an altar rose up in the middle of the flooded stage - bearing on it a strangely familiar trident.

However, things escalated rapidly, for behind the soldiers came our nemesis, Professor Kasper Wieloch, no longer dressed in his military uniform but wearing arcane robes instead. 

Framing our vision of this vile man, the horrific tentacles from earlier were flailing around... presumably under his control!!!

It's not looking good for our heroes!

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - NPC*
DIRECTOR:
  • Pete
*Unfortunately it appears that Mark will be unable to join us for the foreseeable future. We all wish him the best and look forward to his return to our table as soon as possible.

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, March 11, 2026

EPISODE FOUR: Plane Sailing

Our heroes in their seaplane
[Unfortunately, Mark was unable to attend last night's game; his one request was that his character, our pilot Onyx, stay with our plane. However, what we couldn't have known was that almost the entire episode took place within the seaplane... and Onyx - run by committee - turned out to be our MVP!]

Picking up from the end of the previous episode, our heroes - Buck (my explorer), Freya (Clare's photojournalist), Dick (Kevin's ex-G-man), and Onyx (Mark's pilot) - launched our seaplane in pursuit of the giant Nazi zeppelin.

The Hindenburg-sized airship was heading towards the co-ordinates we had discovered that we believed revealed the location of the mythical island-state of Atlantis!

Our foes didn't know that we had the location as well - thanks to some clever thinking by Freya - and so I advised veering off to refuel at an airbase of Oynx's choosing, then beating the enemy to the secret location.

However, that option was quickly taken off the board when two Luftwaffe planes (launched from under the airship) came diving towards us, intent on shooting us down.

As our plane was unarmed, Buck leaned out of one of the rear doors - secured by a seat belt  and with Dick helping him steady his aim - and started to open fire with his hunting rifle.

Our plane took some hits in the attack, but I managed to take out one of the pilots so that he crashed his plane into the ground. 

The zeppelin
Evading the other, Oynx - assisted by eagle-eyed Freya - then spectacularly flew our plane up and into the aircraft hanger underneath the zeppelin... surprising the two mechanics working in there.

Still secured at the back door of our plane, Buck shot one of the technicians in the knee, taking him out of action, while Dick and Freya rushed out and assaulted the other. Dick delivered an impressive uppercut, K.O.ing the man instantly.

Pete's hasty map of the hangar underneath the zeppelin
Convinced the Nazis were unaware of our presence, we secured the hangar, tying up the two unconscious men and hiding them behind some crates. Dick barricaded the portals at either end of the large room, so no one could get in, then we set to work manoeuvring our plane so that it was ready to eject when the moment was right.

Several hours passed and we saw that the zeppelin was now sailing over the Mediterranean at night, heading towards a mysterious bank of clouds.

At this point, we could hear people banging on the doors - trying to get in - and so it was clearly time, as the airship entered the fog bank, to drop out of the hanger and see where we were.

I'm not sure we really expected to see the ancient city of Atlantis floating on the stormy sea in front of us!

ATLANTIS! ATLANTIS! ATLANTIS! (it's only a model)

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - Mark (absent)
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, 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!
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