Thursday, 28 August 2014

Lasers and Broadswords: Five Parsecs From Home Campaign turn 1

Post from Lasers and Broadswords blog. 

Written By Alexander Wasberg


Five Parsecs From Home Campaign turn 1 I have finally gotten my Campaign going!

My Adventurers can be found here: Link


Currenty stuck on a sandy, somewhat inhospitable world known as Ares-2, our heroes find them-selves in an unenvious position. This planet is a dump, quite frankly, and they would like to head to one of the myriad of other worlds on the fringe.

But there is a problem; in their latest attempt to "hit the jackpot", their spacecraft was destroyed when they tried to evade the local customs agents. The ship was a rickety old death-trap, to be sure, but it was their ticket out of here as well.

Now they find that they have no choise but to try and find a patron, do make enough dough to get a new ship, or failing that, a shuttle-ticket to a slightly more civilized planet.

Tasks:

Captain Black: As the leader, he goes out to find a job, and without too much trouble or haggling, he finds a Calamian diplomat, who offers them a job.

Mr. Hammer: The warbot is left behind to guard the room the group resides in at a local seedy motel.

Chiyo: Goes out to find something to barter for, the rent needs to be payed, even if they can't find a job!

Mr. Smith: Strikes out to look for a patron as well, has preciously little luck however.

The Job:
As the diplomat explained to the captain, the job is simple; Go to an run-down settlement a few miles south of town, explore the area and assess the damage on the remaining structures and the local micro-plant.
The reason is simple; the Calamian corporate interests in the area is great, but buying unsurveyed property on the fringe is unadvisable, so our heroes are doing so for them.

What he failed to mention is the gang of punks who have taken over the area since it's official abandonment a few years ago, but that information felt irrelevant to the diplomat, it didn't have anything to do with their main interest in the area after all!

The Mission:

The Group meets up back at the motel, grabbing gear and getting ready to head out:

The Captain brings his trusted revolver.
Mr Hammer is wired up with a Gattling gun (counts as rattle-gun) and a brutal melee weapon.
Chiyo carries a handgun, as well as her wrench.
Mr Smith has a modified assault weapon (counts as rattle-gun with assault module)

As the approach the area, they notice that there are indeed punks there, and not being terribly surprised at their employers failure to mention this, they get ready for work. 





The settlement, consisting of 2 intact dwellings, as well as a Micro-powerplant. It even has some greenery and some crystal formations, quite fancy by Ares-2 standards!



 The first turn is a lucky one for the captain and his allies, they roll a scurry!, and they all move forward. A few of the punks see them moving up, and scoot up as well.

 Mr Hammer advances up to a ruined building, and spins up the gattling gun. The torrent of bullets causes one punk to bail put for a safer spot.

Chiyo takes a shot at the other punk, but the slugs hit the wall he's covering behind. 


Another punk tries to go on the offensive, but before he has even lifted his gun, the assault gun of Mr Smith forces him to duck back.


On the other side of the same building, a punk trains his assault rifle on the Warbot, but Before he can fire, a shower of bullets forces him to dive for cover of the wall infront of him.

Sensing an opportunity, Captain Aldous Black sneaks up on the covering punk, but his shot goes wide!

Since quitters never win, Chiyo tries to shoot her adversary again, but misses again. 

A pink-haired punk pokes her head out behind the power-plant, she lines up her rifle.. 

..and she knocks down Mr Hammer with a well-placed shot!


At the same time, the captain's would-be target whips around, firing a burst of shots. Realizing he's better of falling back for now, Aldous falls back to the crystal field, ending up next to Mr Smith.

A nasty surprise rears it's head in a nearby bush, an alien plant-monster! Better steer clear!

The Captain moves up to the first house again, assessing the structure for damage as per the mission.
It seems fine considering the lowly company it had suffered.

 Chiyo decides to try and get another angle on the punk. the pink-haired punk move up to take a pot-shot at the downed Warbot, but misses. The punk that dueled with Chiyo tries shooting her as she moves past, but misses as well. At this time his weapon becomes unreliable as well.


Getting back to his feet, Mr Hammer charges the punk infront of him. She fires at him, damaging his armor, but he smashes into her, turning her into pulp.

Chiyo moves down to the edge of the ruin, firing on the punk, still behind the barrier. This time her aim holds true, she kills him outright.

Behind the wall to the left of Mr Hammer, the punk fires into the back of the Warbot, stripping more armor from him. A single more hit will bring him down!


One more punk shows up, but a quick burst of fire from the Mr Hammer drives him back to the brink.

 Mr Hammer gets knocked over again!
Mr Smith finally moves from his original position..  

.. his storm of lead makes his target punk run for cover! 


 Remembering the mission, the Warbot moves up and analyzes the other building. This one looks to be intact, dirty and grimy, but intact.

His back exposed, the punk right across the yard takes a shot at him. He doesn't make a dent. 

Hoping to take out the Warbot, the punk that he drove off comes back, only to receive a facefull of hot lead. It turned out to be a bad gamble..


 At this point a scurry round was rolled again, and the remaining punks, as well as all the adventurers shuffle about. Mr Hammer reaches the power-plant.

Shots fly as a punk comes close to the Captain, he takes a glancing blow, that knocks him over!

The last punk tries to destroy the Warbot, but he fails to hit him, while the return fire sends the punk running again.

Analyzing the final structure, the mission is completed! The crew can now begin to fall back. 



The end of the mission, the Adventurers leave the punks broken and bloodied.

Having received no wounds, the crew can head right back to their employer. The result of their findings is turned in to the diplomat, who thanks them for their good job. He hands them a few items for reward before he departs. Having successfully completed the mission, the diplomat is added to their list of patrons, available for more tasks at a later time, should they choose to accept. Aldous hears a strange rumor about a ship that might be up for trade, for the right price.

A Hunting rifle that was found on an earlier mission breaks down, but Chiyo manages to repair it.

The punks, being thoroughly beaten, didn't want to make permanent enemies of the adventurers. It was a great time, the Campaign system is really fun!

Mr Hammer is a beast, with a gattling gun and able to ignore 2 out of action results!

During the next turn, will they find a ship? Will they find their big score? What adventures await them on Ares-2, will they be able to leave?

2 comments:

  1. This sounds great! How much of the narrative is actually generated by the rules? I assume you rolled a job, offered by a diplomat, to go to a location? Something along those lines? Who am I kidding -- I'm going to buy these next paycheck. :-) But in the meantime would love to know a little more about the mechanics.

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  2. Author-dude here.
    The way the campaign works is that you assign each crew member to a task. They can train, go look for a job, go wandering the town (random events) etc.
    If you get a job, a couple of random tables will set it up, Traveller style.

    The idea is that it kickstarts you with ideas and you build it out from there.

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