Showing posts with label mark. Show all posts
Showing posts with label mark. Show all posts

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 out 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!

Thursday, January 22, 2026

THROWBACK THURSDAY: And So It Began (Again)


The first meeting of the Tuesday Knights (our gaming group) took place on August 19, 2008, when I ran the debut session of a new 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, we could still be playing that campaign now? How incredible would that be?

In the 17 years since that fateful day in the dining room of our old house, 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, and Erica step away from the group, we still manage to corral a solid four or five 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.


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 (osteoarthritis), but hopefully that's behind me now (see what I did there?) and 2026 will be a return to regular gaming for the foreseeable future.

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.

EPISODE TWO: Fate Hangs In The Balance

Precariously suspended between a pillar of rock and one of ice, Erik The Red's Drakkar
Picking up from the end of the last episode, our heroes were confronted by the sight of Erik The Red's two-masted longship, The Drakkar, suspended precariously between a pillar of rock and a pillar of ice.

An enormous chasm split the subterranean cavern in which we found ourselves, dropping away hundreds of feet to freezing water below and opening to the sky far above us, causing the ice to glitter with ambient light.

Buck (my world-weary explorer), Dick (Kevin's former G-man), and Freya (Clare's photojournalist) stood at the foot of the rocky pillar, the words of our benefactor Professor Casper Wieloch ringing in our ears about his quest for a mysterious artefact from this site.

Clearly this dangerously balanced Viking longboat was the ideal place to hide such an item.

It was quickly decided that Buck would climb up to the ship, as climbing was one of his areas of expertise, and then Freya would follow to lend support.

Dick would stay on the rocky ledge to keep an eye on things outside of the longboat. 

[Unfortunately, this did mean that Kevin was rather side-lined for a vast portion of this session, which I felt rather bad about as Buck took the spotlight].

Carefully, we made our way onto the ship... but not carefully enough. We had barely taken a step onto its deck when it shifted and dropped dramatically at one end.

We could see a trapdoor hatch near the prow and so, roped together, Freya and Buck cautiously made their way along the central aisle, between the oarsmen's seats, as the boat groaned and shifted beneath us.

Buck made it through the hatch, and Freya followed. We found a cargo hold full of crates, rotting barrels, and frozen fish, but the beady-eyed Freya couldn't see any indication of treasure down here.

She did draw attention to the cracked and loose floorboards though, which gave Buck the idea of prying one up to see if anything was hidden underneath them.

This the two adventurers did. And the first thing they saw was the glint of gold coins!

They needed to lift up a second floorboard so Buck could get down there, but the ship lurched dangerously to one side, not only sending crates and barrels sliding about, but also dislodging a small collection of gold coins.

Once the ship had settled, Buck lowered himself down and, ignoring the few gold coins scattered around, immediately saw the skeleton of a Viking warrior laid to rest in the crawlspace under the hold. The long-dead Norseman was clutching a scrap of paper and a large metal disc.

Buck delicately removed both items, but that movement was the final straw for the ship. It started to noisily crack in half and was obviously going to plummet the great distance into the icy water below.

Witnessing this from outside, Dick took hold of the rope that was attached to his comrades, who were racing out of the crumbling relic. 

In a storm of rotting wood, Buck and Freya leapt to safety, secured by Dick.

Taking a breath on the ledge, Freya read the scrap of parchment:


She translated the Greek text as "Island of Atlantis".

Dick, on the other hand, examined the disc - which was actually three discs, joined together, with Latin letters on, and realised it was some form of ancient cypher.

Clearly this is what their paymaster had been seeking.

The ancient cypher
EPILOGUE:

After the bold trio made their way to Nuuk, and met up with aviatrix Oynx (Mark's character), they flew on to Austria where they met Professor Casper Wieloch at his home overlooking Lake Wolfgang.

He was delighted with what our heroes had achieved and admitted that he already had a lead on how he could crack the Norse code.

TO BE CONTINUED...

CAST:

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

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