The Whartson Hall Aethernauts play a variety of RPGs in short and long campaigns.
Investigating the alien ship. Are these crew, soldiers or the larder?
But what do you need a submarine for?
Everything will be fine. On to the next spacewreck!
Negotiating with a von Neumann probe. Horns and tail optional.
What could go wrong at a metal works in Burnley?
Chasing the cultist. Where has he gone?
With the ship back in friendly hands (and on the rocks), we try to find out what sort of place we've washed up in.
How will our heroes cope when their friends rise up against them?
On the road to the South Atlantic.
A group of investigators looks into the death of a psychic...
Where are we? And who are we? And why?
Are we the First Contact team now?
How to deal with a saboteur?
Ethical argument, and across the great rift...
Exploring the possibility that first contact protocol has to offer.
Fixing the alien ship, but finding problems closer to home.
More exploration of the alien ship. What's wrong with it?
The mission begins, and promptly comes across a derelict craft. Or is it?
Oh, so that was what was going on...
We make progress. We think.
Not quite the end of the world.
Correlating the old contents. That always goes well.
More events work. Clearly nothing is wrong here.
1992 in London. What's happening in the river?
The conclusion to this adventure... or is it?
Into the depths. Remember kids, guns are ranged weapons, not for hand to hand.
Blasted heath, strange food, we know how this works. But it's a little more complicated than that.
The associates of Billy (Icepic)k Grayson look into some bootleg liquor with... unusual properties.
Find the safe house, find the submarine.
We have a plan. Now we just have to execute it.
Some progress, but are we going to have to dose the whole town with waccy baccy?
How much trouble can one pig be?
A very improptu autopsy.
What's going on in the archichpago (sic)?
Is the world ready for pipe-smoking scientists and rebellious kids? Right-oh, daddy-o!
The triumphant (?) conclusion (??)
Tracking down every madman in Lincolnshire? There must be an easier way.
Now we think we know what's going on. That's when things get dangerous.
Back with the original team, and we make a little more progress.
Are we making progress? It seems bizarrely as though we are.
Moments of inspiration? Perhaps.
More investigation, while some of us try not to cause excessive offence and others... don't.
Lacking a post-mortem, we poke about and correlate the old contents.
What was Sir Ashby chasing? Or, perhaps, what was chasing him?
The newly widowed Lady Phipps chooses to consult specialists in discreet investigation of the occult. Actual game starts at 44m30s.
Tied up and next on the sacrifice queue. Will our heroes prevail?
We lurk in the warehouse until the ritual... oh.