[This is a repost of an oooold one from 2010. Artwork by “Partisan” and is used without permission. No infringement intended; let me know if you want it removed. You can see more of his work here. SCR]

Since we got into the Inner World in our campaign, one of the motifs has been the mythological connections to the beastmen. The various chimeras were created by the devi or the asuras, depending on who you ask, but many have mythological analogues. (The merfolk are the most obvious.)

Another chimera race that springs to mind is the centaur, and an excellent one for player characters, so without further ado…

CENTAUR (Follower 2)

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Primary Attributes: Body 3, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 2

Secondary Attributes: Size 1, Move 6 (Run 12), Perception 6, Initiative 5, Defense 5, Stun 3, Health 6

Skills: Archery 5 (7), Athletics 5 (8), Brawl 5 (8), Stealth 3 (6), Survival 4 (6)

Talents: Alertness (+2 Perception)

Flaws: Addiction, alcohol; Herd Mentality; Lustful

Natural Weapon: Kick 8N

Once thought to be creatures of myth or allegory, Centaurs (and the female, Centaurides), roam the plains of the Hollow Earth near Atlantis and Shangri-La.  Usually, they are to be found in herds or in small hunting groups, but the occasional lone adventurer can be encountered almost anywhere in the interior world.

The centaur are a peculiar people — prone to great emotion and little self-control (as a rule.)  They are often drunkards, and when drunk, unpredictable.  When befriended, they are incredibly loyal and caring; when made an enemy, they are implacable and deadly, combining the best and worst traits of man and horse — they are fast, strong, smart, and vicious.

Character Template:

Attribute Adjustments: Size +1, Body +1, Intelligence -1, Willpower -1

Natural Advantages:  Quadruped (doubles speed)

Inherent Flaw:  Herd Mentality, Lustful

I’ve been banging together NPCs like crazy for the Hollow Earth Expedition campaign we’ve got going on. One of those described was Captain Thoth, the head of the Atlantean emperor’s secret police. I wanted something with that same vibe Klytus had in Flash Gordon, but not too close…

His look was described as an all black outfit with the red swastika (Hindu style) on the chest, a cape and cowl, and a strange near featureless bird mask…something along these lines:

mask4

He has a calm, superior demeanor, couches his interrogations in friendly inquisitiveness, until it’s time to get rough. He is a master torturer and enjoys his work. His face is covered due to his horrifying face, the result of a near-fatal attack. He lacks a lot tactile feeling, and is near impervious to pain.

CAPTAIN THOTH

Archetype: Vril-ya Spy     Motivation: Power     Health: 6

Body: 2, Dexterity: 2, Strength: 2, Charisma: 3, Intelligence: 3, Will: 4; Size: 0, Initiative: 5, Defense: 4 (6*), Stun: 6, Move: 4, Perception: 9

SKILLS: Athletics: 4, Brawl 5, Bureaucracy 7, Con 6, Diplomacy 6, Firearms 4, Intimidation 5, Investigation 6 (Torture 7), Linguistics 6, Melee 4, Pilot, Air 3, Ride 3, Stealth:4, Streetwise 6, Survival 4

RESOURCES: Artifact 2: war saucer; Status 2: Chief, Atlantean Secret Police

TALENTS: Alertness, Atlantean Language,  Danger Sense, Focus Attack/Defense (melee), High Pain Tolerance

LANGUAGES: Atlantean (native), Ancient Greek, Hyperborean, Trade

FLAWS: Albino, Condescending, Low Tactile Sense, Repulsive, Sadistic

WEAPON: Energy Pistol   Dam: 3L   Attack Rating: 9L   Cap: 20   Rng: 100’   Rate: b, Spd: A

Armor: * Adds +2 Defense

Thoth Mask: Ignore night perception mods, +2 vs. airborne toxins, etc.

Due to a fortnight’s absence, I needed to be rid of a character for what was supposed to be a week. Ordinarily, i just have people roll for the missing character and I run them as an NPC for the time the player is away, but for some reason I (foolishly) decided to just have him chucked from the scene by a bad guy with the intention of getting everyone straight back together after the fight.

It didn’t work that way. The other players assumed he was dead and wound up traveling off to Ultima Thule, where they met the new big bad, escaped, and were hiding on the private island paradise of their Vril pilot Shria, who they now know to be the youngest daughter of Emperor Mot, the ruler of Atlantis (and absolutely not the Max von Sydow Ming…no matter how much he looks and acts like him. Really.)

So come this week’s play, I have to either 1) give the player a new character until we can get back to him at some point…, or 2) find a way to get him to the island, 400 miles away. One thing is moving in favor of option 2 — this is a pulp game. Deus ex machina and outrageous coincidence are part and parcel of the genre.

So after establishing that the characters are taking a risk in staying on the island for a few days to rest, heal up, fix their aircraft, and plan their next move, we moved the scene to three days previously, and the Sanctuary, the cargo cultist home in the hulk of the SS Grand Pacific, missing since 1893, and the fight scene between them and the pirates who would later take the Sanctuary.

Gus Hassenfeldt is in the process of reloading his scattergun when Tongo, the gigantic henchman of the pirate king, Captain Trihn, throws him over the side of the ship. Gus doesn’t go quite as far over as they originally thought, crashing through the scaffolding and half-assed housing that buttresses the old ship. He passes out, only to be revived by a young woman as cannon shots tear through the place. Before he can escape, the ‘building”, module, whatever he’s in suddenly heals over and topples into the waves and rocks below! He is stuck with the young girl in a heap of wreckage, and he manages to free her, only to be trapped under water…drowning…

…then an alien face, beautiful and terrible at the same time comes out of the dark waters, and breaths life-giving into his mouth. He loses consciousness at some point, while experiencing the pressures of deeper water, strange music in his ears…then wakes in a dark cave that is lit by bioluminescent critters, with food and water waiting, and a strange figure in the darkness guarding him. After a while, he is visited by a group of creatures — merfolk! nereids! led by a crowned, powerful merman who identifies himself as Triton. He was rescued from Sanctuary because he was recognized. One of the mermaids emembered him as one of the people whose escape from the pirate haven at San Antonio allowed her to escape captivity of Captain Trihn, Triton’s daughter, Osha.

Triton’s people have been pursuing Trihn and his people since they were expelled from San Antonio, and that wretched place destroyed by the Vril (their companions Amon and Shria.) They cannot attack the Sanctuary effectively, but there are some of their kind that can — “walkers”, he calls them — but it will take time. Gus immediately leaps on the idea of trying to forge a coalition of people to put an end to the scourge of piracy, and address the issue of the Vril and the emperor there. He finds out that the merfolk can communicate over vast distances, and that they have heard there are a group of fugitives from Atlantis on an island a “few beats of the world” from here.

Gus manages with some judicious style point usage, to get the mermen provisionally on board an alliance, then Osha and one of her friends agree to take him to his friends on Avanda. He spends the next two or three “beats of the world” — the merfolk can sense the spin of the place and are one of the few creatures that can accurately tell the passage of time — on a kit-bashed catamaran, alternately under sail or drawn by the mermaids, to his destination. During the short voyage, he is entranced by their strange, alien singing, and by the time he arrives at Avanda, he and Osha are an item. After a reunion on the black volcanic sands of Avanda, and a “what the hell happened to you?” dinner, the group is interrupted by the arrival of an imperial sky fleet, led by the large war saucer Durga. 

The group scrambles to their new flying saucer, Agni, and their flying wing, and take to the skies under a fusillade of heat rays, and lead the bad guys on a fast nap-of-earth chase over the jungles and volcanic mountain of the island. They manage to evade capture and wind up hiding the saucer under the waves offshore of the island. After waiting some “turns of the glass”, they race away to find their friends in the flying wing, then travel to where the merfolk are based.

Floating on the surface of the ocean, they negotiate with Triton and his people, and plan a stealthy incursion into Sanctuary to remove Trihn and (hopefully) take the place back. With a few of the “walkers” — merfolk with legs (think Abe Sapien from Hellboy) — one of which is Triton’s son, Glaucus, they slip ashore and enter the hulk through a hole in the hull that leads through the old coal bunkers into the engine room.

In the dark of the old ship, the small group makes their way up toward the pirates and their confrontation with the pirate king, Trihn…

By pulling the last minute deus ex machina of having Gus rescued by the merfolk, it allowed me to introduce one of the beastmen of the Hollow Earth, and pick up one of the threads I’d dangled earlier but went nowhere. If also allowed them to finally forge some friendships, and let me address one of their recurring villains, the “chua te”, Captain Trihn. It also gives them the possibility of finally having some kind of base of operations that is near a possible entrance/exit to the Hollow Earth, the “Hole in the Ocean”; some kind of whirlpool that seems to be created by whatever keeps the Aerie of the hawkmen in the the sky.

The characters have already set on the idea of capturing the Sanctuary, then forging an alliance between themselves and the hawkmen (giving me another thread that has been dangling), and from there, looking to start opposing the emperor.

It’s Flash Gordon meets the Hollow Earth, but with mythological trappings. We’ve mentioned “sky riders”, pterosaur-riding Vril that are outcasts from Atlantis; there’s the barbarians and Amazons of Hyperborea, and the strange asura or demons of Asura ke Shahar — the city that the odious Ivora the Magnificent once ruled and wished to return to.

With these last two sessions, the campaign suddenly has an overarching goal and storyline, mostly thanks to the actions of the players, which will help direct how they explore the game world.

Smash open with the characters — Dr. Gould, Hunter, and Olga — facing a tyrannosaurus rex just as they were hoping for a rescue from the flying saucer Aruna. With it’s guns damaged from the crash a few sessions ago, the saucer still aids them by presenting a shiny distraction for the beast, giving them time to find cover. From there, Hunter lives up to his name, using the .452 Wesley-Richards they’d nabbed after Gus Hassenfeldt was lost in the last session.

Finally picked up by the saucer, they fly back to the damaged flying wing the curmudgeonly “Uncle” Zek and his young daughter Erha used to help everyone escape the pirate attack on the Sanctuary. They land and proceed to try and find the body of Lady Zara, who had been thrown from Ivora the Magnificent’s airship Sela…but it’s nowhere to be found: no drag marks, no blood, nothing. While reconnoitering Hunter nearly gets eaten by a massive Venus mantrap, but cuts his way out with his sword. Lord Amon posits that she was taken by a pterosaur, but they just can’t be sure. (This is my back door for having the character return, if and when her player can/does come back.)

They manage to fix the cannons on Aruna and after some debate, head for Amon’s home city, Ultima Thule! Four hours of flying over ocean get them to the city on a large island. The city is Atlantis-like, with radial and circular canals, high walls and buildings, and it is surrounded by massive farms with animals that are more modern and recognizable. Landing at the royal palace, they can see a massive war saucer with the Hindu-style swastika — it’s Durga, the war saucer of General Inanna, Emperor Mot’s most trusted tactician! Amon and Shria are worried, and they have cause to be: his men arrest them immediately, and they are taken to face Captain Thoth — the head of the emperor’s secret police (all attired in basic black with gold swastikas.)

Thoth is here because the emperor knew about his mission to collect Gould, the Atlantean, and that he encountered some “issues.” He informs Shria she is to be returned to her father for “discipline” for her art in his efforts to subvert the emperor with the aid of this man (whom he thought would be taller…) He also discovers that Olga is something special — not Atlantean, but something much, much more valuable. He takes from Zek his “mind machine” — the remains of an Atlantean robot, which has been acting as interpreter and technology expert. (One of the reasons Zek is so good with machines…)

Gould, Olga, Shria, and Hunter (whom Gould rescued from a dungeon stay like the rest) are cleaned, dressed in appropriately Greco-Flash Gordon clothing, then given medical attention. For the first time in four days, they get a good meal and don’t smell like animals! Thoth questions them about the surface world, their adventures, all seeming like polite table conversation, but he is gathering intelligence.

Afterward, once they’ve had sleep and a storm has passed, they are preparing to go aboard Durga when a report that Amon and the others have escape is delivered. Assuming that they will use the secret tunnels, Thoth is about to dispatch troops when they hear the flying wing roar to life. Moments later, the plane strafes the guards and the audience room, and the characters take the chance to beat feet.

Chased by dozens of guardsmen, they manage to get to one of the Thule saucers, and take off, strafing the others and destroying them. Only the massive Durga remains, but they quickly effect their escape, catching up to the flying wing and having them follow to an island far out to sea, Avarda — Shria’s secret pleasure island.

Here they find a tropical paradise with jutting mountains, white sandy beaches, and a massive treehouse complex in the jungles. Shria’s attendants include nymph-like “greenmen” who assure them that they will know if Thoth and his forces approach. Rested, healed, and fed, the group has to make a tough choice — head for Argatha and abandon the Inner World, or take up arms against the emperor…but where to start?

As we’ve played in the Hollow Earth, I’ve more and more moved away from the Land of the Lost quality toward a Flash Gordon-esque one. We needed a good bad guy, so “the emperor.” Is it Ming the Merciless? Due to international copyright laws, no. But it sounds like Max von Sydow’s Ming! But its not… This gives the characters a purpose beyond adventuring from one sandbox to the next, and provides a force of bad guys whenever needed. The Hollow Earth’s Nazis, if you will.

A few things we know — the Inner World, based off the curvature, is far too small to be just under the surface of the Earth. In fact, the circumference would only be about half that Earth… The creatures they’ve seen include things of myth, ancient dinosaurs, modern animals and people, and access to and from the surface was, at one time, more easy. One person has described the Inner World as “a prison”, a place created by ancient gods to protect people from the things here. Could the Atlanteans have been their servants? And what is the relationship to the Vril, who are Atlantean, but cannot work some of their technology as Gould can? Olga, they seem to think, is related to something even older than the Atlanteans, and dangerous; she has an effect of orichalcum (finally worked it in),  an element that is part of the crystals that power so much of the Atlantean technology.

…or very rightly…

Last week’s game ended with a raid by the pirate forces of Chua Te, Captain Trihn, who was looking for a place to land after the destruction of his pirate haven, San Antonio. the Captain of Sanctuary, Hollander, put him off for a bit, but the baddies were scaling the sides of the old passenger liner in search of our travelers and their Vril companions. We ended on a good cliffhanger, outnumbered and with the monstrous henchman, Tongo, just having grabbed a hold of Gus Hassenfeldt….

The night started with Tongo hurling Gus over the rail, not to be seen again for the night. The reason for this is the player is at a Transformers convention. His character failed to transform into a flying machine (that we know of…)

During the fight, it was obvious they were trying to capture Gould. Hunter wound up taking down quite a few pirates with the katana he picked up while in India. (It will eventually become a plot device.) In the fight, he tok on and slew Tongo with one hell of a good strike with the weapon. Between this act and the Vril lighting pirates up with their ray guns, the pirates fled.

However, another faction was in play, as the strange dwarf-like critters that carry around Ivora the Magnificent, the mistress of the airship Sela, stole in during the fight and made off with Zara, Olga, and Shria — the Vril pilot and daughter of Emperor Mot of Atlantis. Hunter noted the abduction and gave chase, with Gould following, leading up to the boat deck, where a basket was waiting to be winched up to the waiting Sela, as the airship was casting off. Hunter went for broke and jumped onto the basket using the katana to try and stabilize himself (and nearly killing one of the women inside.) This lead to a tussle with one of the dwarves, which threw him from the basket into the jungle below. Gould shot up the engine car of the airship and damaged it a bit.

About this time, Trihn’s fleet opened up on the Sanctuary, blasting the old ship repeatedly. Old steel eventually started to give way, and the scaffolding that held the Sanctuary upright began to fail. Gould and Amon, the Vril leader, gathered up their gear and people and were attempting to escape the place when they ran into Hunter, who with a great acrobatics roll survived the fall through the trees. They decided to go after the women as they had little time before the airship was too far to follow. They worked their way forward through the damage and fires to the forward cargo hold cum laboratory for Uncle Zek, and after rescuing his daughter, make good their escape in his flying wing. (Tossing a bunch of machinegun rounds at the fleet for good measure.

In quick order they catch Sela, which is following the crash track for the war saucer, Aruna. She’s going for the salvage? They get close, looking to down the airship, but they are hanging Lady Zara and Shria out of the sides of the ship — hostages. The characters race ahead and make a dangerous landing in the clearing the saucer is downed in. They have about 90 minutes to figure out how to repair the ship, and Uncle Zek — with Hunter’s mechanical aid, and Gould’s science knowledge, manage to rewire the systems to use fewer “heat crystals” that it usually can.

And just in the nick of time, too: Sela has arrived and Ivora is threatening to drop the hostages if they don’t give her the crystals. Hunter opens up with the guns on the airship and Ivora makes good her threat — giving us our first party kill of the campaign. Gould goes to aid the woman dropped out of the airship, only to have the dwarves rappel into his path. In the ensuing fray, Hunter fatally damages Sela with the flying wing’s guns; and Amon and Zek drive off or kill the dwarves. Shria is able to escape the crashing airship with minor injuries.

They use the saucer to track the wreck of Sela, and jump onto the collapsed balloon that is holding the keel and control car up in the trees. This led to a chase, in which they discover Ivora has held onto Olga — she has figured out that the woman is a psychic battery and has use of her…because Ivora is some kind of mentalist of sorceress. She is able to use some kind of telekenesis, able to shroud herself from view by “clouding men’s minds”, and the fight between her amplified powers (thanks to Olga) and the two men was tense but ultimately they rescued Olga while losing Ivora in the trees.

They returned to the clearing, where Aruna was coming to collect them, in the hopes of finding Hassenfeldt back at Sanctuary when they hear a strange snuffling sound, and turn to find themselves face to face with a tyranosaur!

And thus, I’ve managed to keep every session, so far, ending on some kind of cliffhanger, with a character missing, another dead, and the rest facing a mega-predator.

Well — everyone showed up! We were going to do a movie night, but instead, our intrepid band of explorers continued their adventures in the Interior World.

Having fallen in with alleged Atlanteans, the group were whisked away in their flying saucer, only to have the thing crash due to — it seems — Olga’s effect on magic and psychic powers overloading the crystals that powered the machine. They fought off a trio of allosaurus, then were discovered by a small group of cargo cultists that took them to their “Sanctuary” — the wreck of the SS Great Pacific, a double stack passenger liner that wnt missing in 1893.

Led by their “captain” and the last remaining member of the crew, Hollander, they have been combing the waters and beaches for goods and artifacts from the “Outside World.” Taken before the captain, they learn their Atlantean friends are actually Vril — either a servitor race or debased descendants of those great people. They still hail from Atlantis, but outside of Emperor Mot, they are not who they once were. Lord Amon, it turns out, is the ruler of Ultima Thule, one of the vassal states of Atlantis. He was responding to the pirate king, Chua Te, who had offered Gould up for ransom.

Through a series of arguments and conversations, they find out that Atlantis has been steadily losing its way. The people cannot understand or use much of the technology, save for the emperor, and that the connection to the Outside World is tenuous, like a soap bubble. Amon was hoping to use Gould to overthrow Mot — a plan that, listening to others tell their tales of the dictator — may be worthwhile.

They meet Uncle Zek, a crazed inventor who has crafted his own flying machines from the remains of other craft, and who is aided by a “mind machine”, some kind of damaged and incomplete robotic companion he wears on his back. He is willing to help them repair Aruna, their saucer, for the salvage of the damaged crystals which cannot run the saucer, but could run his machines.

An added wrinkle is a strange woman, Ivora the Magnificent, a massive fat woman who lives in the blimp over the Sanctuary, and who the Vril do not trust…she was once a ruler in Asura be Shahar — the City of Demons — before she was ousted. She is not to be trusted.

About this time a fleet of ships, led by Sea Serpent, the seven-masted war junk of Chua Te, arrives looking for sanctuary after San Antonio was destroyed by the Vril. Hassenfeldt argues for allowing them sanctuary and trying to forge an alliance between the peoples of the Interior World to fight Mot, but the others aren’t so sure that’s going to work. They decide to first repair the saucer, then proceed from there, but while sleeping they are attacked by pirates from the fleet.

We broke with the group under attack from a dozen pirates, including the massive African warrior Tongo with whom Hassenfeldt has grappled before.

(Oh…and Zara found her lost monkey, Rigoletto…on the should of Chua Te’s consort!)

We started the evening with a flashback to Lady Zara sneaking back into her home with her Uncle Trevor waiting up. She’s just wrecked her new car racing in nighttime London. One of these days, he predicted, she and her fast friends were going to get into a situation they could not recover from…

That leads her to wake under a pile of bodies in the wreckage of the war saucer Aruna. Gus Hassenfedlt had already been awake for a while, triaging the dead and wounded from the crash. Of the 14 “Atlanteans”, only 8 survived, including Lord Amon and Shria, the pilot. The other characters were pretty banged up, and with Gould giving him instruction, Gus bandaged and treated most of the wounded, while the doctor tended to the party.

Afterward, Shria sounded the ship and found one of the “power crystals” that ran the motor that malfunctioned had shattered — she’s never seen anything like it! There’s damage to the forward propulsion units, as well. The ship isn’t going anywhere.

Gus, Hunter, and Amon set a watch around the saucer, only to aggressed by a herd or pack of allosaurus. In the fray, Hunter is badly injured, but Gus and the others in the fight manage to kill the four towering carnivores. At least now they have plenty to eat.

After a few days, they are discovered by a dozen people in riotous clothing — brightly colored (although the theme of white and red-striped canvas pants, shirts, etc. seems to recur) and adorned with bits of junk and widgets. Led by Zoppo, a brave but stupid man, they learn they are from “the Sanctuary” — only a day’s travel away on the coast. They had come to give offerings and the welcome the Atlanteans in their sky craft! Eventually, they discover they all speak English, the holy language of their “Captain.”

With no other options, they set out to find the Sanctuary, which turns out to be a settlement that adorns the sides of a wrecked two-stack ocean liner, the SS Grand Pacific. The front is opened like a toothed maw, the back is obviously broken, and there are boats tied around the keel. Overhead, a red and white-striped blimp is moored to one of the stacks.

But the real shocker is what’s out to see — a mountain of rock with a city on top, floating over the water. This, they learn from Amon, is the Aerie…the home of the “hawk people.”

Taken aboard Sanctuary, they meet the “Captain”, the last remaining crew member of the vessel, which launched from Liverpool for Melbourne in June 1893. Evan Hollander is the captain, and he is very pleased to receive the Vril/ Gould suddenly realizes they’ve been  played…these are not Atlanteans, but the people that the pirate king, Trihn, had tried to sell him to!

We left off for the night there, with the characters surrounded by cargo cultists, in their hulk of a home, and their Atlantean friends exposed as fakes.

In the course of play last night, the players encountered a flying saucer from Atlantis. This vessel, the Flying Saucer Aruna, is too much fun not to share —

10704740-3d-render-of-flying-saucer-ufo-isolated-over-black-background-Stock-Photo

Flying Saucer Aruna

Size: 4   Def: 6   Strc: 10   Spd: 350   Han: +2   Crew: 2   Pass: 16; Weaponry: Dual Heat Ray Turret — Size: 1, Damage: 10L, Range: 500′   Rate: Beam** Speed: A

** The “beam” rate is the same as autofire; the turret can sweep targets with a steady beam of death. The ray guns will work as long as Aruna has power. Aruna‘s power crystals are sensitive to power foci that effect magical ability.

Aruna and similar light saucers have a diameter of about 30′ and the crew compartment is circular, occupying about half the actual space of the disk. On the Atlantean suacers, there is usually an Atlantean swastika of some form:

atlantean swastika.png

Image of the saucer is copyright Dimitar Marinov and used without permission. No infringement is intended, so if you want it pulled, D, just say so. SCR

 

So the characters return to Lhasa and the Eye of Shambala. We had a lot of character interaction with the 13th Dalai Lama and his prime minister, as well as a bunch of descriptive stuff about the night sky. Our inner world has no night, so they drank in the Milky Way in all its glory, as one can at 15,000 feet.

They managed to negotiate the use of five mules for the trip and gear up, ready for a big scientific expedition. Coming through the Eye, they almost immediately are set upon. The mouth of the cave where the Eye resides is blocked by a log-weighed net, and a dozen armed and armor-wearing men dash out of the trees. They’re carry strange-looking rifles, and are backed by a large flying saucer!

The commander of the flying machine is a “Lord Amon” — a Vril, although he’s claiming to be Atlantean. (Are they the same? We don’t know yet!) The characters pleasantly surprised me by not fighting or running — what I had planned for — but patiently trying to communicate. Hunter, the Terra Arcanum overseer, managed to get a great Linguistics test that allowed him to use his Trait Atlantean Language — he’d only read the language, never heard it spoken, but was able to quickly make himself understood.

Amon seemed pleased to have found Gould, whom they identified with some kind of crystal that would glow when in proximity to an Atlantean. (So shouldn’t it have been glowing while Amon was holding it..?) After some cordial talk, an invitation to them to come with him to Atlantis is rendered and they all hop in the “war saucer Aruna.”

The craft is amazingly futuristic, with a metal skin that allows them to see out as if it were glass from the inside. The controls are different, seemingly easy, and the woman flying it, knows her stuff. But in short order, they realize there is a problem. The one engine is kicking out way too much power! Gus Hassenfeldt, the big game hunter, quickly surmises it is Olga’s ability to amplify psychic or magical power that is messing with the ship. They attempt to mover her away from the offending engine, and this causes instability. A botched roll by another character leads to the pilot being distracted and jostled just enough that she biffed the control test, and Aruna spins out of control!

The characters all get tossed about at the flying saucer comes out of the sky at high speed, and crash lands in the jungles! With that, we ended for the night, with a cliffhanger (as one should in a pulp game.)

The group got together tonight for the next installment of our Hollow Earth Expedition game. We had left off with a cliffhanger, three of the characters being ambushed on the way to a secret Terra Arcanum location by a half dozen Indians, who has faked a broekn down car to stop them, then bracketed their car with a pair of motorcycles…

We replayed that sequence, then jumped to a few hours earlier, when Lady Zara received a surprise visit from the Lloyds underwriters in Calcutta that her claim was finalized; the pay was quite generous, and they had even arranged for them to see a new seaplane sitting out at RAF Dum Dum. She quickly grabbed Olga and headed for the airport, while the boys joined Majors Thomilson and King (both Terra Arcanum) for a ride out to a cotton plantation that the organization was gifted by a member whose heirs had died in the Great War.

The Indian driver took the ladies out to the hangar where they inspected a Sikorsky S-38 and a Douglas Dolphin, but it turned out to be a ruse to get Olga away from the group…the Indians were local Comintern agents, and they were led by “the Ghost” — a GPU agent that can “cloud men’s minds”, and Galina Obreva, a powerful telepath and mind controller. This led to a desperate fight between the two women and the commies, some bullets winged their way, and a hair’s breath escape in the 1932 Terraplane that they’d been driven to the field in.

Meanwhile, the rest of the group was surprised when Major Thomilson gunned the Alvis Speed 20 they were in and ran straight at the two gunmen who were by the Wolseley Hornet, spooking them. He cut around the car and ran for it, but the pair of Ariel 500cc motorcycles were right with them. Dr. Gould managed to drop one of the riders and his armed pillion rider, while Gus Hassenfedt — deeply offended by the attack — slid off the back of the car, cold-cocked the pillion from the downed bike, then gathering up his pistol, took up the motorcycle to get in the action.

While the Alvis and second motorcycle roared away up the dry dirt road, throwing dust everywhere, Gus dropped one of the rifle men from the Wolseley who were firing on the rest of his party, then intimidated the other into laying down his arms and waiting for the authorities. Moments later, the Terraplane arrived and Zara ordered him in.

Gould and Hunter, along with the majors, found themselves in a gunfight where they could barely see the enemy behind them for the dust. Bullets were exchanged, the pillion rider on the second bike jumped onto the running board of the Alvis only to get knocked out by Hunter (and run over by the three ton car.) A hard braking maneuver by Thomilson put the Ariel into the back of the car, sent the last or their attackers into the vehicle, after which he was subdued…

However, the downed bike was left in the middle of the road, where moments later, Zara — speeding like a rally racer in the Terraplane — spotted it just a moment too late, clipped the wreck, and promptly rolled the big Hudson off into the jungle. Everyone inside was injured in the roll-over and the car caught fire. They also discovered the real Lloyds adjusters body, thrown from the wreck during the crash.

After, the group joined up and made it to the plantation, where they got fixed up by the kansamah (butler) of the place. King and Thomilson got Hunter to try and get Gould to join the Terra Arcanum(an easy sell, as he wants to return to the Hollow Earth.) They also found out the man they’d captured was an agent connected to “Sonny” Velasco, a COMINTERN agent from Gao, and that the Russians had all disappeared as mysteriously as they had arrived.

Arrangements were made for their gear to be stowed and the sale on the S-38 finalized by the next morning. The characters were safe on the plantation in the middle of the Indian jungle for the moment…or were they?

Had the Russians gotten a hold of Olga, I surmised that the characters would most likely go after her, which would have led to a rescue adventure in the Soviet Union. As it is, there are a few options for the next few adventures, but it looks like the crew is headed back to the Interior World.