The Tuesday Knights slipped back into James Bond mode last night, when we resumed Pete's 1980's Top Secret campaign.
As usual there was no hanging around once the gaming portion of our evening began. My character, Barry, got an off-camera bollocking for his trigger-happy role in our last debacle, then it was on to the next mission - Operation: Spike Island.
[Mucho kudos to Pete, our gamesmaster, for the abundance of A3 illustrations he had ready for us, as well as the "mind map" of our briefing (see below), to we could always recall key facts during the assignment.]
We were told how a mysterious woman, known only as Miss J Hollikoff, had purchased Spike Island, off the south coast of Eire (Southern Ireland), attracting the attention of Irish military intelligence G2, who had shared their concerns with our bosses in Orion.
Our briefing included reports of unmarked helicopters arriving and leaving from the island (once a monastery, then a fort, and finally a prison before being sold in 1987 - the year our campaign is set - to Miss Hollikoff), local fishermen being warned away, suspicious Russian-speaking workers from the island coming over to the mainland, strange lights in the buildings at night etc
The mission we were tasked with, as deniable assets, centred on infiltrating the island, investigating whatever was going on there, and if it was illegal - or connected to Web - we were to neutralise it and capture key personnel for further interrogation.
We planned our "assault" in great detail, got our designated equipment, and arrived at the coast for the quarter-of-an-hour journey - under the cover of night - to Spike Island.
Having come ashore, we hid our two rigid-hulled inflatable boats, then followed the route we had chosen on the many maps and images we had of the site.
Scuttling through the darkness we got to the trench around around the historic fort, climbed down, then up the other side (carefully avoiding a lone guard walking the perimeter with a sniffer dog), and got into the building complex.
We made our way round the edge of the derelict part of the old prison to edge of the main building where activity had been spotted.
A couple of Russians (guards?) were heard chatting behind the building, so we had to find an entrance near where we were.
I managed to pry open a window to the kitchen (I knew my criminal background would come in useful and I had a lot to prove after our last mission), then ease it wide enough for everyone to climb through.
[The window squeaked loudly at first, then I used a Luck Point to open it smoothly the rest of the way]
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Spike Island Kitchen |
One walked round the edge of the building into a bullet from Ivy (Erica's character)'s silenced gun and was felled with a single shot.
The other tried the backdoor of the kitchen, near where I was hiding, but then heard his friend collapse and turned to investigate.
I stepped out and tried to shoot him in the back, hitting his gun hand instead.
To cut a long story short, he screamed a lot and it took three or four bullets from both Barry and, eventually, Ivy to take him out of the action.
Bruno (Kevin's character) and Big M (Simon's character) then joined us in helping drag the corpses into the kitchen and hide them in the kitchen cupboards.
To be continued...