Sunday, March 16, 2025

Prelude to a Solo Sellswords Adventure

    My 'Sellswords & Spellslingers' solo campaign will use my Splintered Light Miniatures animals

 Wait...what is this about?

From previous posts here, you may remember my plans to run a series of semi-historical series skirmishes set in Britain during the Dark Ages, and using Ganesha Games' Sellswords & Spellslingers miniatures rules. With my Five Parsecs From Home solo campaign wrapping up, I thought why not do another one of those for myself using these rules? It'll give me more practice with them, and be a chance to use my Splintered Light Miniatures anthropomorphic figures. It has been since last January that they appeared on table as enemies in a Might & Melee game (Wiley Games rules). We also used them in our brief dalliance with Frostgrave: Ghost Archipelago back in 2018. In this case, my SLM animals will be both the heroes and the foes! 

With that, here's a little intro monologue introducing the characters: Badger Mage Jemmy Tar, Coyote Barbarian Yo-Dee, Pin Marten Ranger Woodbine, and Armadillo Fighter Abraxis. Apologies for my hack fantasy fiction writing...!

    The Splintered Band (from left) are Woodbine, Abraxis, Jemmy Tar, & Yo-dee

 On the Trail Towards Porthewn

"I am looking forward to finally arriving at Porthewn," said Jemmy Tar, as he adjusted the shoulder straps of his pack. He was the tallest of the four who were walking single file along a forest trail littered with fallen leaves, broken twigs, and lots of mud. Jemmy next straightened his light purple mage's robes, craning his neck to see if he could spot the roofs of the riverside town ahead, yet.

"Are you looking forward to sampling the town's ales, my friend?" asked Abraxis, the stout armadillo soldier, who was breathing hard as he tried to match his tall companion's longer strides. "We know how much you love your ale...!"

    Jemmy Tar, badger mage, and his little apprentice (who may appear in games, or may not...)
Jemmy snorted. "Ales are just one part of it! I want to see this new town that has been chopped out of the Great Forest. I want to talk to the mice settlers, learn what challenges they've overcome setting up along the river. I want to study their relations with the Frogfolk, who trade along the river's winding course. I want to talk to their Town Elders, hear why mice chose to settle here, in a place that only scattered forest monasteries of the Emerald Robe existed before. What new plants or herbs have they discovered?" At this point, Jemmy paused, and looked ahead to see if the cloaked pine marten, whose footsteps they were following, reacted. He received a quick glance back from the ranger, who then faced front again, deep set eyes scanning left and right.

"Are you suuure it's not the ales?" Abraxis asked. "That's the only thing I'm looking forward to after this interminable journey! Your stride is so much longer than mine," he puffed, swinging his arms vigorously, then patting his armored hide. "Plus, I'm carrying more weight than you!"

    Abraxis, the Armadillo soldier, is a sworn drinking companion of the ale-loving Jemmy Tar
Behind Jemmy, Yo-dee spoke up, in his heavily accented common tongue. "Yo-dee goes to Porthewn because Jemmy Tar does. Where Jemmy Tar goes, Yo-dee goes...!" The coyote barbarian's voice rumbled in the silence beneath the canopy of leaves.

The armadillo turned and craned his neck around Jemmy so he could make eye contact with the coyote. "Do you follow him out of friendship or service, Yo-dee?"

Yo-dee used his long, shiny sword to push aside a low-hanging branch and duck beneath it. "Yo-dee is Bloodguard. Because Jemmy Tar saved our village pups, Yo-dee follows. Our Wise Ones knew not why the young were dying. Jemmy Tar knew and provided potions. The young ones were healed. They die no more from the sickness. Yo-dee's village is grateful. If Yo-dee's life or death can serve the master, Yo-dee swears to do so."

    Woodbine, the pine marten ranger, is the band's guide through the Great Forest
Their ranger guide, Woodbine, spoke from the front of the column. "Well spoken, Yo-dee." He continued, "Jemmy, I have been meaning to ask. What was killing the young? Was it a new food source or a plant, or a vermin that infected them? I'd heard you tell the story before, but never the cause of the illness." The ranger's voice was modulated so silently that each could barely hear his words, but just enough that all could understand them.

Jemmy patted one of the herb pouches secured to his belt. "It was zuduk, an infestation. A vine that was growing on the trees close to Yo-dee's village. When the wind blew strongly, tiny petals, or pollenaides, would detach from the zuduk plant and and waft their way into the village. As you've noticed, coyotes pant to cool themselves. The zuduk is a mild poison to them. All would ingest it, but they are a hardy people. Only the very young were unable to shrug off the infection. They would wither, lose their appetite, and die."

    The Splintered Band trudges along on a path through the Great Forest
"Ah!" Woodbine nodded. "Ten autumns ago, there was no zuduk near Yo-dee's village. Now, it spreads throughout the Great Forest. No wonder their wise didn't have lore of that plant." Jemmy Tar made sounds of agreement, but did not elaborate on the cure. He knew the ranger, who was a skilled healer and understood the forest plants better than himself, would ask later.

Abraxis nodded as well, adjusting his shield on his back. "So, Yo-dee's village, in their gratitude, sent our friend here to be a bodyguard in repayment? No mean gift," he said, looking back at the tall and rangy coyote. He paused for a moment, then said, "Ah-ha!" Chuckling, he added, "If Yo-dee is oath-sworn to Jemmy Tar, then I must be tankard-sworn to him! For I have never known a better drinking companion than our friend the badger in all my days!" he laughed.

    The Great Forest has become dangerous, haunted by vicious bands of rat raiders
"Aye," Jemmy said, "but I don't have an armadillo's constitution to handle excesses of ale, my friend! Still, I agree -- we are companions of the tankard. Malty Browns, tasty Bocks, thick Porters, crisp Lagers!" Both badger and armadillo smiled, remembering many joyous evenings. "And I admit, I am thirsty..." All four laughed, for each had memories of their merriment. The band had been traveling for weeks to Porthewn, but had been boon companions for nearly a year, now. 

Woodbine's whisper carried back to the others, almost quizzical in tone, "No rats on our journey, so far..." Each made a sound in reply, but Jemmy's head continued to nod. Finally, he appeared to have gathered his thoughts, took a deep breath, and sighed.

    Jemmy Tar and his Bloodguard companion, Yo-dee the coyote barbarian
"The wars of the mice and rats have been going on for centuries -- all the way back to the Great Awakening. When the woodland creatures opened their eyes and their minds grew, remembering, acting on what they learned -- no longer on instinct. Many creatures began to walk on two legs. The mice, smaller, but wiser, focused on lore. Accumulating knowledge and passing it on to their litters. They were the first to build communities. The rats, stronger, bigger, and meaner, learned to prey on others -- seizing was easier than building, they decided. The other races were occasionally drawn in to their wars, but the fighting never ceased. A century ago, the rats were defeated and driven back to the margins of the Great Forest -- the mountains, swamps, and desolate places. However, in recent years, they've returned. They are raiders, kidnapping merchant caravans or travelers, and taking their goods. Some say they devour those they take. Others say prisoners languish in cages, and still others say that they make the captives fight each other in gladiatorial games. That would fit their cruel nature...

"I confess I have led our merry band here, because I have learned rats are closing off the trails leading to Porthewn. If travelers do not come here soon, the way may be shut. So, I wanted to see Porthewn with my own eyes, and learn if the elders know what has brought the rats back. Why has their menace been reborn? So, I apologize if I lead you into danger, my friends..."

    Yo-dee the coyote has sworn to protect the life of Jemmy Tar, the badger mage who helped his village
Behind Jemmy, Yo-dee whacked a branch with his sword, scything it cleanly from where it was overhanging the trail. "Yo-dee does not fear rats..."

Abraxis turned around again, eyeing the tall coyote. "And you shouldn't -- not with that giant rat-cleaver of yours...!" Yo-dee paused and seemed lost in thought. He stopped walking for a moment, then abruptly strode forward, again.

"Maybe Yo-dee should name his sword. I call it 'Sword', now." The teeth in his long, narrow snout gleamed as his lips pulled back, revealing sharp canines. "Rat-cleaver is a noble name, friend. Yo-dee likes."

Jemmy chuckled. "A noble name indeed, Yo-dee. And look ahead -- Woodbine sees Porthewn, now. He is pointing out it the town's rooftops..."

    The Splintered Band arrive at Porthewn -- a mice city hewn out of the Great Forest
 

What's next?

Hopefully soon, I will begin posting battle reports and pictures from my solo games of Sellswords & Spellslingers. I encourage you to check out this cooperative/solo miniatures game, if you haven't played it. The defenders are controlled by a deck of cards and the game's A.I. You can play without a GM, or with, if you prefer. Stay tuned for reports from the adventures of the Splintered Band (named in honor of Splintered Light Miniatures, whose figures I am using).

    Along the river, mice settlers have built Porthewn -- where the Spintered Band begins its adventures

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 100
  • Miniatures painted in 2025: 31 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 14

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 51
  • Scatter painted in 2025: 26

Thursday, March 13, 2025

Massive Horde (well 8...) 28mm Dark Age Cavalry

    8 Gripping Beast Dark Ages cavalry from the "Mounted Welsh reinforcements box"
Through the years, my "batch size" has morphed. When I first started painting 15mm Ancients, it was "all of a certain troop type" -- heavy infantry, skirmishers, etc. Then, once I realized how a never-ending run of painting flesh or leather can kill motivation, the batch size began to shrink. It settled on roughly a dozen or so at the end stages of my painting 15mm troops. The same thing has happened as I adopted 28mm for pretty much everything except my 20mm moderns. For 28's, I have settled on a batch size of about six -- sometimes one or two more if foot, or less if mounted.

    A look at the 28mm mounted figs from the side so you can see the horse coloring clearly
So, when I decided to paint up a Gripping Beast reinforcements box containing 8 Dark Age Welsh cavalry, I went back and forth whether to break it over two batches. Finally, I decided that I would try to paint it all at once. After the experience, I now remember why I'd gone with smaller batches! This group of eight miniatures seemed to take forever! I honestly believe that I have been working on them for more than two weeks. Why Dark Age cavalry, in the first place? Well, when we did our six-player Lion Rampant game the other Sunday evening, that was the one troop type I ran short on. So, it was obvious that I -- and we all use this word -- needed more! I believe that I'd won this Gripping Beast box in a tournament. The figures are relatively generic for Dark Ages, too, so it was a natural fit.

    The clothes and equipment is relatively generic so they can be used as other nations of the Dark Ages
Except the batch size was way too big! I am telling myself (but will I remember it?) to never do that again. For these figures, I first had to glue the weapons and shields to the riders. I had decided to paint the horses without the riders on them first, so it would be easier to get to all of the spots. So, when I brushed primed the horses, I left the saddle blanket area bare. I painted the horses first, using a variety of colors and styles that I admit have become somewhat routine for me. After painting my 28mm Mongol Saga army, I definitely experimented a lot with horse colors, so kind of innately know which ones should look nice. I try to make the overall effect brown, as that seems to be the most common horse color. I want some variety, too, so thus you see blacks and duns and such.

    The horse with the rider with the cross on his shield is probably my favorite of the batch
Once the horses were done and the weapons and shields glued on, it was time to epoxy the riders to the saddle blankets. Now that I have found another decent source for two part, 5-minute hobby epoxy, I have gone back to using that in preference over super glue. The hardware store epoxy I had bought, back when all the hobby and craft stores seemed to be out of stock, stinks to high heaven! It will literally smell up the house for the entire day, which doesn't make me the most popular person around here...ha, ha! I took to going out in the garage to epoxy things, using our giant green trash can as my "desk." As you can imagine, that wasn't the best solution. So, I was happy when I saw some 5-minute epoxy in Hobby Lobby a month or so ago and snatched up a package (I would have bought two if they had another in stock).

    I switched out the spears on four of the figs, giving them axes and swords instead
I did kind of make a mistake when putting the shields on the arms of the riders, though. The reinforcements box came with larger and smaller shields. I used the bigger ones because these are meant to be heavier cavalry -- not light skirmishers, necessarily. However, there was a problem. The shield sometimes got in the way of the rider sitting flush on the saddle blanket. Oops! There are four poses of horses, so I played around some mixing and matching the riders to the horse poses for the best fit. It really came down to only two riders who sit somewhat awkwardly on their mount. See if you can pick them out in the pictures! I think it is fairly obvious, but it may not be.

    A look at the cloak border patterns that I did for the 5 figures that had cloaks over their tunics
For the colors of tunics and cloaks, I went with paler and duller hues. I always assume Dark Age dyes aren't exactly colorfast, and that many items of clothing fade in color over time. So, faded yellows, blues, greens, and reds. I probably need to make a trip to the craft store and pick out more variety in my faded colors, one of these days. I am tending to use the same half dozen ones on lots of figures -- especially my Dark Ages ones. Of course, my paint rack is overflowing now, which means I will either need (there's that word again) another rack, or I need to purge colors I am not using. For example, I have WAY too many shades of blue and probably don't use 3-4 of them with any regularity. I probably have one or two more grays than I need, and I think almost never use the palest of my yellows. So, yeah, if I bring more colors online I will likely purge some I don't use.

    The one with the red cloak is the only one with chainmail and an almost Late Roman uniform
One thing that is different about painting 28mm miniatures over 15's, is pretty much every article of clothing gets a dry brush highlight in addition to its base coat. So, this means my day's painting typically begins with dry brushing yesterday's base coat and then adding a new base coat or two. So, if it is a big batch (like, say, EIGHT mounted), each step takes that much longer. These Gripping Beast riders were wearing a lot of steps, so to speak: tunic, cloak, trousers, shoes, and leather belts and sundry. I usually try to make the highlight a very light version of the base coat color. So, I have a very, very light blue, an almost straw color for yellow, and so on. I was recently reading a thread about how some painters struggle to highlight red. I typically use a salmon color. 

    Another look at the whole batch, slightly from above - I am 'so-so' about the shield patterns I did
For the inside of the shields, I use a dark brown with Camo Brown dry brush. Weapons are done in Iron Wind Metal Steel and a silver highlight (or Bronze, for metal parts that would be made of bronze). I gave them hair and mustaches in a variety of colors from black to brown to blond. Although I know it is not that common of a color, at least nowadays, I love how an auburn hair looks on a miniature -- particularly Celtic types, like the Welsh. I use a Red Brown base coat and Howard Hues Middle East Flesh for that. 

The last stages were to do the patterned trim on the cloaks and the shields. I Googled Dark Age Welsh shield patterns, but most were a little too Roman looking for me. So, I tried to go with a theme of crosses and variety. Remember -- these are not mean to strictly be Welsh, but any generic Dark Ages cavalry. I'm so-so on how the shield patterns came out. Some worked better than others. I probably should have dug out my painted up Dark Age mounted warriors and looked them over for ideas that worked first, then execute them in different colors. I was definitely suffering from "get these guys done!" fatigue, by that stage, though. 

    The trees in the background are the ones I just bought from 'A Critical Hit' at Cincycon 2025
Prior to flocking, the last thing I do is a dark brown wash on flesh tones and whites, yellows, and tans. I do a black wash on everything else. I am thinking I need to remix my black vehicle wash, though, and water it down even further. Right now, I believe it is about 50%, but I still think it makes certain colors too dark. There has been some discussion on Lead Adventure Forum (home of figures painters better than I...) about brightening miniatures back up. Too much realistic dust, dirt, and grime makes them look like dark blobs on the tabletop, and actually detracts from your painting. I don't want to go back to my 15mm days when I didn't do a wash at all, but perhaps my miniatures need some lightening up? I'd be curious to hear your opinions!

    The 3-D printed trees from above - I did end up repainting them with base coat, dry brush, & wash
So, what else is on my desktop? The next two things I paint will be terrain/scatter. I have my two buildings I converted from Reaper shipping containers. I also have three sets of clothes lines from Miniature Building Authority. They are clothes lines all primed up and ready, while the shipping container buildings have their base coat completed. Stay tuned to see how they turn out...!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 100
  • Miniatures painted in 2025: 31 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 14

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 51
  • Scatter painted in 2025: 26

Wednesday, March 12, 2025

Five Parsecs: Quest for Lost Treasure Completed

    Crew of the Inconceivable advance through the underground bunker in 'Five Parsecs from Home'

This would be the final mission of the crew of the Inconceivable's quest for the Lost Treasure of Amazonas Galacticus. They would be breaking into the underground complex of one of the five pirates who'd stolen the fortune 20 years ago. I decided to use my boards that I had made for Space Station Zero more than a year ago. They are made from a silvery paper (purchased at a craft store) with a floor grid and bolts drawn on with black Sharpie. Inexpensive, and easy to create. The walls are a trimmed down portions of a trifold made out of foamboard, with Google images of futuristic walls downloaded from the internet, printed out, and glued to the black foamboard. I really like how it looks, especially once I placed lots of the Sci-Fi scatter I'd been painting for the last year or more on the board. The 3-D printed color shift crystals even made it onto the board as "exotic alien art" collected by the pirate!

   Our opponents would be fearless, mechanical security droids purchased by one of the space pirates
My roll for the number of enemies was very fortunate -- only four! However, that was compensated by another roll which dictated two of my crew would not be ontable at the start of the game, and would need to roll for arrival. I assumed that Alistair and the crew used deception to gain entry into the pirate's home. The "missing crew" (Zorina and Seon) would be considered upstairs, subduing the family and any other servants or workers. Meanwhile, Captain Alistair, Gunny McBride, Doc Mecrosus, and Cephvarx Hul would dash down to take on the security guards. I rolled "Hired Muscle" for the enemy, but the scenario also dictated they would be Fearless. Perfect opportunity to get out my 3-D printed Terminators I'd painted up for Xenos Rampant! I rationalized that the pirate had them shipped in when coming back from one of his annual, month-long vacations and labeled as something mundane. The droids would be armed with Military Rifles and the Specialist had a Marksman Rifle. Under ground and indoors, though, their superior range would not help them much, as the battle would be at close quarters.

    Deployment at the start of the mission, with my crew locations labeled & the droids circled in red
I set up the board and randomly rolled to see which edge the droids would begin on. I deployed them in their "Tactical" A.I., in two groups of two, with line of sight of any enemy coming towards them. I assumed they were warned and activated by some sort of alarm triggered by the family upstairs. I decided to send Cephvarx and Gunny around the left to be able to get close to the droids out of their line of fire. Alistair and Doc would move to the right and engage the droids in long range fire to distract them. The plan would be to have Cephvarx move in, melee and destroy them, supported at close range by Gunny and his high caliber pistol, or "hand cannon" in Fiver Parsecs parlance. Here's the report, as seen through the eyes of second in command, and former Galactic Marine, Gunny.

    I used my 3-D printed 'Terminators' from JS Wargamer Printing as the mechanical 'Hired Muscle'

The Battle

As the huge door to the underground complex slid to the side, the ceiling lights began flashing and an annoying klaxon began to sound. "Damn it, cap," I called to Alistair, "the alarm's been sounded. Let's hope Zorina and Seon can handle things upstairs. Same plan?" Alistair gave a quick affirmative and I saw him and Doc begin to dart to the right. I nodded to the looming Cephvarx Hul and we dashed off to the left. Hopefully, it wasn't a dead end and we could close quickly with whatever security was sure to be down here. I threw the rifle over my shoulder and pulled out my pistol -- this battle would likely be up close and deadly!

 

    Alistair and Doc would go right in the passage while Gunny and Cephvarx Hul would go left
Over the noise of the klaxon, I faintly heard the clank of mechanical footsteps on the silvery floor. "Captain -- keep a sharp eye out...sounds like security droids." 

    As the alarm sounds, 4 security droids move up to watch all passageways while remaining in cover
He acknowledged and then replied a few seconds later, "In sight, standard mechanical security droids armed with long rifles. I see one, but there's sure to be more!" The underground complex was stuffed with machinery, terminals, and even huge pieces of strange, crystal artwork -- at least that's my guess what they were. I could feel no heat coming off them and their colorful, pretty lights constantly changed colors and shades. A large piece of machinery with bright green tubing was in our path. I pointed Cephvarx to the right and I went around it to the left. 

    The crew after their first turn of advance -- the barricades are meant to represent walls
I ducked around one side of it and, "Bam! Bam! Bam!" I felt the ricochet off of my shoulder armor and the force of the round shoved me against the wall. I shook my head to clear the shock, momentarily stunned. One of the droids had been waiting for me to come around that corner -- "Stupid!" I muttered to myself. I ducked back out more carefully this time, just in time for a wonderful sight. Cephvarx darted around the wall the droid had been sheltering behind and loomed suddenly up in front of the droid. His boarding saber flashed, sparks flew, and the body fell with a clank while the headed rolled a few times before stopping, its lighted eyes going out. "Cephvarx has one down," I called to Alistair, and he acknowledged, saying he was stalking another and was going to throw one of the Frakk grenades we'd found a couple missions back. "Be careful," I called.

    Former galactic marine Gunny McBride moves along the wall around a strange piece of machinery
I ran forward, now that the way was clear, sheltering and moving along the far wall for cover. I watched as Cephvarx darted around another corner and out of sight. I heard the clanging of metal on metal and Cephvarx snarling in pain. I ducked around the corner to see both fall at the same time. The droid was in several pieces, smoke pouring from parts of its metallic structure. Cephvarx was badly wounded, though, and writhing on the ground in agony. I darted towards him, snagged one of the Stim-Paks from my belt pouch and jabbed it into his purple skin. Just as I did that, there was a deafening explosion and my ears rang with a high pitched whine, the other sounds fading out. Yeah, Cap, maybe a grenade in a confined area wasn't the greatest idea! Almost distantly, I heard the automatic weapons fire of at least two security droids firing in return, though they sounded quieter in my ringing ears than they should.

    A security droid is watching that gap and fires and hits Gunny, inflicting a stun marker
"Damn it," Alistair's voice called faintly in my headset. "The grenade damaged it, but didn't take it out! Now, I have two firing at me -- I could use a little help, Gunny!" Suddenly, I heard an even fainter noise -- a hissing of steam. I looked up. The shrapnel from the grenade must have severed a line somewhere, as a cloud of gray mist was expanding in the center of the room and beginning to grow. 

    Focused on Gunny, the droid doesn't notice Cephvarx Hul charging at him till it is too late
I thought maybe that will distract them a little. I darted past Cephvarx, whose twitching was growing less pronounced and he seemed to be getting his limbs under control. My gun was raised as I edge around the corner -- there! One of the droids with an automatic weapon raised was firing to my right, where the captain and Doc were likely to be. I sighted and squeezed off a couple shots. The security droid's head exploded in silver bits of metal and it fell to the floor with a clang, not moving. "Three droids down," I called to Alistair. "Stay in cover, I've got them outflanked!"

    First security droid is down -- Cephvarx's specialty is up-close "Brawling" (melee)
I continued to edge around the corner, sighting along my pistol. By the sound of the firing, there was only one droid left. I caught sight of him, his skull-like mechanical head swiveling from where his cohort lay motionless to where Alistair likely was hiding. "Boom, boom, boom!" I fired three shots and the droid collapsed. Their armor was no match for the high caliber, high velocity rounds of my little souvenir from my time in the Corps..! "Fourth droid down," I shouted, so the others could hear me, too. "Anyone see any others?" 

"Negative," Alistair replied over the microphone.

    At the start of Turn 3, my "delayed" crew members arrive -- here Seon follows Gunny up the left side
Doc's amplified voice rang out crisply, "I pick none up with my goggle's enhanced sensors -- on any spectrum."

"I don't see any. Well, none that are in working order," Zorina called. I turned and waved to her. I saw Seon creeping along the wall where Cephvarx had gone.

    The alien Varxian charges the next security droid, but each inflicts hits on the other, taking both out
"Nice to have you two join us. Everything okay upstairs?"

Zorina nodded and reported, "Family's all tied up, sir. House is locked down. It appears the only alarm that was sounded was down here to alert the security droids -- which you guys appear to have taken care of without our help."

    After dashing out to toss a Frakk grenade, Capt. Alistair is under fire & stunned by two droids
"We couldn't let you two have all the fun," I laughed. "Okay, everybody stay frosty. Let's investigate this place. It's huge! Number one --  make sure there's no more droids. Call out if you see anything suspicious or moving. Number two -- don't touch any of the monitors. Leave those for Doc -- he's the expert. Number three -- Doc, can you also fix that damned steam leak? Let's hope it isnt' toxic..."

   The first droid inflicted a stun on the captain, and luckily the second one missed...!

Aftermath...and the future?

Since the Inconceivable crew was successful in their mission, it means they completed the quest. Of course, in Five Parsecs from Home, the charts and events in between sessions form the skeleton of the story. It is up to the GM (or in this case, solo player) to flesh it out. So, let's do some fleshing! I assumed that with control of the secret underground bunker, Alistair and company are able to use the data they discover to pin the piracy on the five families. The details of their transactions and names of their bribed associates would be assembled into a multimedia documentary by Doc. They would then use the passcodes and authorization of the captured pirate to broadcast it on the planetary media. Once that gets out, the other four pirates will be alarmed and perhaps onto the crew. However, they will likely have bigger fish to fry than Capt. Alistair and his crew. Chuft Betsos and the long, legal arm of Amazonas Galacticus will descend on the planet like a glove and begin to dig for even more details.

    Perimeter marked by black pom-poms, a steam vent was ruptured by the grenade, obscuring view

Unfortunately, this mission doesn't suddenly make the crew rich. They were able to gather some loot from the pirate's lavish underground quarters, but there were no stacks of "treasure" on hand. Alistair was probably being a bit naive in thinking so. He would have to be content with solving the mystery. There would be no chance of making up his lost retirement money, unfortunately. Betsos had cheated him out of that. They could "take" so much from the pirate's chambers even though it had been bought with stolen money. The five pirate families had much of their wealth tied up in ownership of various corporations, companies, and off-planet investments. All was had been designed over the decades to hide their names, so they hadn't appeared suddenly rich overnight.

    Gunny does what he does best -- move up, shoot, and take out the droid marksman
After broadcasting their Doc's production and ensuring the documentary went planet-wide (and off-planet, as well), Alistair and the crew had best beat a hasty retreat from planet Dichelles. There is still a chance that their escapades on the icy planet might run them afoul of the law -- certainly here, where the pirates likely had some control of it. However, if that happened, Gunny said he would contact the lawyers for Amazonas Galacticus to put a smoke screen on their actions. Alistair grumbled that Betsos was incapable of gratitude and refused to stoop to ask his ex-employer for any help. Gunny said he would eat the crow for his old friend (and his crewmates). In the meantime, all agreed that the Inconceivable and its crew should go to the far side of the galaxy and lay low for awhile!

    The final droid, trying to watch both Alistair and whoever shot his cohort, is taken down by Gunny

So there you have it! The story arc of the crew of the Inconceivable and its search for the lost treasure of Amazonas Galacticus is concluded. I hope you enjoyed the six missions and my after action reports. I had a good time testing out the Five Parsecs from Home rules. It really does a nice job of threading a series of missions together and giving you the events to create a story. For example, when the crew traveled to Dichelles and rolled up that they had discovered an escape pod containing Seon, that added nice details the what happened to Amazonas treasure ship. Originally, I was playtesting Five Parsecs for possible use with my Sunday night gaming group. I honestly feel we're too large for the framework of the game, though, and it would work better with a small number of participants playing cooperatively or with a GM.

So, is this it? Is this the end of the tales of Captain Alistair and his crew? Perhaps. I am definitely going to take a break from my solo campaign. There were a few scary moments in this game, such as when Alistair darted into the open, threw the grenade, and rolled two 1's for damage. I used a story point for a re-roll and, lo and behold, rolled another "1"! The droid fired back, stunning Alistair. His cohort thankfully missed, though. Gunny's stunning early in the game could just as easily been a "Kill." And when Cephvarx went down to the second droid, things could have gotten ugly. With unfavorable dice rolls only Doc would have been left! 

However, in general, the fights the rules' charts and A.I. generated were a bit too easy for my liking. I rarely felt that my crew was seriously challenged, or in danger. If I do pick up this storyline again, I will ramp up the difficulty level to a more challenging one. I started with the basic one since that was what it recommended. So, for now, farewell to Captain Alistair Valentine, Security Officer Gunny McBride, Engineer Doc Mercosus, Crew woman Zorina Valthea, Security Droid SAS B61, and Crewman Seon Vogalia! It has been fun for me to generate your adventures, and hopefully to my readers, as well! 

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 100
  • Miniatures painted in 2025: 15 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 14

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 51
  • Scatter painted in 2025: 26

Monday, March 10, 2025

Players Able to "Get Your Goat" in 8th Post-Apocalyptic Scenario

    F Troop & the Followers of the Dark Prophet behind them scour through the trees looking for goats
We got together last night for our eighth scenario in our post-apocalyptic campaign. I'm pretty pleased to have kept this series of games going for so long. I may run it only once every 3-4 months or so, but still, not bad longevity in the "Ooh, shiney!" world of miniature wargaming! I had encouraged nearly all of the players after the last mission to spend their accumulated points and upgrade the characters. A couple had been giving the majority of the new skills to the same few characters in the gang. So, I told them that *I* would choose which four characters from their survivor gang would take part in the mission. I wanted to even things out a bit, as the different survivor gangs have accumulated widely varying amounts of Renown Points. That meant a lot of the characters with fewer skills took part in this mission (and no leaders).

    Players move their figs on my hexagon mat as the action heats up in our post-apocalyptic campaign
The briefing told the players that one of their gang members had spotted tracks of a herd of goats passing through their territory. Food was short now, with many of the stored or canned foods they'd scavenged expired by now. Some members of the group were getting sick from eating spoiled food. So, fresh meat would be nice! I used my hexagonal shaped board that is roughly 4 feet across, with each gang starting on their own side. The six goats were placed within 6" of the center of the board in woods (light cover). With them groups of players creeping towards each other, I figured it wouldn't be long before they started taking pot shots at each other.

    The Bucknuts creep through the forest towards some goats, looking for some fresh meat
Remarkably, the players were somewhat disciplined and stayed "on mission." Mike W's Bass Reeves were the first to shoot at another player, though, wounding one of Joel's F Troop. Otherwise, when shots rang out across the board, it was goats that were falling to the ground. I took out the normal damage rolls when hunting goats, ruling that a hit was a kill. However, they had to drag the carcass off the table, or at least get it within 6" of their starting edge and remain in their possession. Some gangs struggled to "get their goat" more than others, but eventually, all had their supper heading towards their own table edge.

    Allen's Followers of the Dark Prophet also stalking through the woods looking for game
I decided to modify my arrival rules for the Machines in this game. Instead of counting characters put out of action, I went with the total number of shots fired across the entire board. The Machines have listening points throughout the countryside that monitor for sounds of gunfire or voices, and dispatch bots to investigate. So, by the beginning of turn 3, the first Scout Drone flew onto the table. I used my aerial drones rather than the monowheel ones this time. I rolled for a random table edge and the Bass Reeves were the lucky winner! What's more, it was perfect timing as the two characters carrying the goat back were grouped together nicely with another member of their gang. The machine gun on the drone could get all three with one blast template! Mike seemed unhappy with his luck, but he shouldn't have been. The others could have consoled him by reminding him that I was rolling for the attacks! True to form, I missed with all three at short range -- rolling a 2, 3, and 4!

    Bad timing for the Bass Reeves as a drone surprises them grouped together near their table edge
Tom's Green Dragons crept through the woods towards the gun battle between machine and men. They saw an opening and fired at the drone, inflicting one hit. The Bass Reeves also began to light up the lightly-armored drone, and sparks flew from its surface. They also wisely spread out. Soon, the drone was down, only to have another one fly on in the exact same spot! In fact, four of the six machines that would come onto the tabletop rolled "6's" to arrive on that same board edge. The other two came on behind the Bucknuts. Not very random "random" die rolls...!

    Tom's Green Dragons investigate the gun battle going on between the drones and Bass Reeves
The Bass Reeves and Green Dragons were able to shoot down the second drone, too, but not before Tosh was machine gunned and taken out of action. Mike W showed no gratitude for the assistance of the Green Dragons, and promptly opened fire on them. A gunfight broke out between the two, but no one was knocked out of action. One by one, the Bass Reeves darted off of their board edge, disappearing into the forest. 

    Despite the temptation of extra Renown Points, Joel's F Troop was not drawn into a gunbattle
Meanwhile, on the other side of the board, the Bucknuts had finally gotten their goat. However, the heavy clomping of a Sentry Bot behind them made them all dart into the woods for cover or concealment. Both the Sentry Bot, and the Military Bot that followed it on, opened fire on any Bucknuts they could see within 1" of the edges of the woods. When Mike S wisely retreated all of them into the central patches of the woods, and out of line of sight of the Machines, the bots opened up on Keith's Nightstalkers at long range. My rolls to hit had improved, but all the machines could inflict from this point on in the game were points of "Shock."

    'What's that?' Yeshua and his companions creep towards metallic structure overgrown with greenery
Allen's Followers of the Dark Prophet had spotted something, though. A metallic or glass reflection shone from the central patch of woods. Some of the other gangs had seen it, too, but fearing bots, kept their distance. Allen's gang crept forward to investigate. They soon realized the patch of vegetation was NOT the outline of a tree, but of a metallic structure overgrown with weeds and other greenery. Intrigued, Yeshua sneaked forward and was able to discover a door and pry it open. Inside, the electric hum of machines grew louder. "We could use some of this tech back at the base," Yeshua said to his companion that had joined him. Together, they began removing monitors and other pieces of machinery in case the smart guys back at camp could get it working to help them. They were joined by Earle of the Bucknuts, who after making sure a "truce" was agreed upon, joined them in dismembering parts from what appeared to be a radar or communications relay station.

    Followers of the Dark Prophet and Bucknuts agree to a truce to investigate the building
After the Bass Reeves had fled the board, the Green Dragons moved in to do the same thing with the two downed Scout Drones. They unscrewed, hammered, and pried free some weaponry from the smoking bodies of the drones and began to head back to their own lines. However, just as Feng was finishing up, he heard a heavy metallic tramp and looked up to see the terrifying sight of a Military Bot just yards away. It opened fire, but once again my rolls were crap and inflicted only a point of Shock. Feng hightailed it into the trees and outpaced any pursuit of the slower moving Machine. 

    Nasty surprise! Military Bot clomps onto the table while Feng was scavenging parts from the drones
Luckily for the Bucknuts, when I had chosen which of their gang would be take part in this mission, I happened to pick ones who had the "Ranger" skill. This meant they weren't slowed down by moving through the trees. It would be a near thing, but by calculating how fast his guys could move, I told Mike S that if his guys got the jump on the bots on the next turn, there was little the Machines could do to catch or stop them. We dealt out the cards, and all of his survivors moved before the three Machines remaining on the tabletop! The GM's bad luck -- and the player's fortune -- continued. 

    Early in the game, (from left) Mike S, Tom, Mike W, Allen, and Keith survey the tabletop
All six gangs would be dining on fresh goat meat that evening around their campfires. Only the Bass Reeves had a player knocked out of action (Tosh). I'll have Mike roll for what happened to him, campaign-wise, next Sunday. I joked with the players that this was most disciplined and "on mission" that I'd seen them behave yet! Much as I tried to tempt the players with bonus points for knocking out members of the gangs they owed payback to, the inter-gang gunfire was limited. Still, the players said they had fun. The Wiley Games rules played quickly and we finished up earlier than we have in previous games. Hope you enjoyed the pictures and AAR. Stay tuned for more, we have lots more miniatures gaming coming up!

    Tom has taken control of the Green Dragons -- good to have our old friend gaming with us again!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 100
  • Miniatures painted in 2025: 15 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 14

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 51
  • Scatter painted in 2025: 26