In one of the vast hangar bays of the space station known as The Wheel a grate covering a ventilation shaft shuddered once, twice, and then fell to the deck unnoticed among the bay’s hustle and bustle. A moment later a particularly dusty Bothan slid out before reaching back in and hauling his gear out; as promised, Bee’f had managed to slip free from the Customs officials and made his own way to the station. Sure enough the Borrowed Time was right there, but she was locked up tight. Clearly the others had gone ahead. Bee’f pulled out a comlink and tried to get in touch, but the immediate response was a lot of yelling about lightsabers, Mandalorians, and security forces.
The owner of a post-apocalyptic truck stop with a shotgun under the counter and debts to pay. A valkyrie of the wasteland, beautiful in the deadliest way with ice water in her veins. A traveler who lives and who’ll die behind the wheel of his ride, but not any time soon if he can help it. A tech expert who swears the machines talk to them, who’s so damn weird not even gunfire can faze them. Every Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. Get ready to open your brain to the psychic maelstrom, because we’re going to Meet the Party for the 2nd Edition of Apocalypse World from D. Vincent Baker and Meguey Baker!
Several days after the near-destruction or capture of the Shadow Raptor and the destruction of the ISD Iceheart, the crew of the Borrowed Time joined General Cracken and much of the Raptor’screw for a funeral service in the forward hangar bay of the frigate. Crewmen killed in the fighting, either by droids or by ion fire from the Iceheart, Intelligence operatives who’d fallen retaking the ship, a pair of Y-Wing pilots who’d been shot down, and an Intelligence Major who had died rather than unlock the datacore, were laid out in coffins. The ship’s cook, an Ithorian, was the closest they had to a spiritual figure, and gave a short speech about consigning their comrades and friends to the cosmos and the cycle of life. Cracken himself then spoke of how their sacrifice would not be in vain, before the coffins were launched towards a star. The crew were dismissed, but the Borrowed Time rebels were quickly pulled aside for a new briefing. It was time to go back to work.
Many stories (and games) define the winner by who has the best . . . well, everything, really. Who won the most glory and money, who found True Love, who lived to see a Happily Ever After. And that’s all well and good. But it can get a little boring after a while, can’t it? Maybe you’re interested in a game (and some stories) that go to some really dark, nasty places where Happily Ever After is replaced by Six Feet Under. If that’s the case, then you just might be interested in a game ‘of Inauspicious Incidents and Grave Consequences’: Gloom, a card game from Atlas Games!
For the second time in a week the Borrowed Time dropped out of hyperspace for a rendezvous with the Alliance Intelligence frigate Shadow Raptor. Cole had, of course, piloted the vessel on its short trip to transport the Antarian Rangers and drop off the stolen TIE Phantoms. Nak and Shikte had been sent along to act as gunners, and Patience had come along for the ride as the liaison with the Rangers themselves. For once a trip had gone off without a hitch, and the Borrowed Time crew were eager to re-unite with the rest of their number. They initially had some trouble spotting the Raptor: like last time the ship’s dark coloration and limited running lights made it difficult to spot. Eventually, however, Cole picked it out of the void and immediately asked over the ship’s comms why it might be tumbling end over end towards the event horizon of a black hole.
In the darkness of the space between systems, the YT-2400 freighter named the Borrowed Time and three TIE/ph Phantoms dropped out of hyperspace for a scheduled rendezvous. For a moment the pilots thought they had missed their window, until they spotted a Nebulon-B frigate cruising along ahead of them. Painted matte black, with only a few of its running lights on to simulate distant stars, the Shadow Raptor quickly transmitted a challenge for identification, which Cole answered with the codes given to the crew before their departure to Toprawa. The local headquarters-on-the-go for Alliance Intelligence along the Hydian Way, the Raptorhad been where the crew had received their mission briefing from General Cracken. Now it was time for a triumphant return, a debriefing, and hopefully some downtime before their next mission.
An acolyte of a deity of knowledge who has made a pact with their god, roaming the world in such of lore to add to the divine archives. A solitary believer in the power and nature of magic, growing closer to his deity with every spell he learns and masters, receiving even more spells in return. Every Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. This time we’ve Unearthed some more Arcana to find a pair of spellcasters who put their faith in magic itself, for Dungeons and Dragons 5th Edition!
Atop a TIE fighter factory on the planet of Toprawa, a black-armored figure stared up at the sky. Far above, the smoke from an exploding Sentinel-class ship hung in the air like a cloud, even as debris rained down and TIEs circled around in confusion. “He got out. Look for the shimmer of his cloak. It’ll make things easier if we catch him alone.” Behind the Mandalorian Duron Skirata four scout troopers nodded, spreading out. Down in the factory itself an Imperial officer and his two squads of stormtroopers were faced with a group of ‘stormtroopers’, rebels, and Rangers who were clearly infiltrating the factory. His biggest concern, however, was that a Bothan had started smiling at him.
An Imperial mining and processing facility burns in the background as Toprawans scatter about, some heading for the ruins of their former cities and some following Jilam’s pleas to head for the mountains, there to be found by the Antarian Rangers and led to caches of weapons and food. Still visible in the distance, the facility’s garrison slowly retreats, having decided to preserve itself for another day rather than get mauled fighting over a ruin. Amidst all the chaos the Rebels of the Borrowed Time stand over the bodies of Captain Solm and his team of Rangers, with everyone thinking the same thing: what do we do now?
A bard who got in trouble with the law of the Dwarf King, and now has to track down his own patron Icon! A city-born ranger who’s doing her best to serve the wild, even if not everyone in the wild welcomes her. A crusading paladin trying to do the right thing and slay the demons of the world while wondering if she’s going far enough – or is already too far gone. An apprentice wizard to the Archmage who would be on the quick path to greatness, except he doesn’t always deliberately cast his spells – or cast his spells. Each Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. We’re heading back to a land where adventurers get mixed up with world-altering Icons and always have One Unique Thing going for them as we once again Meet the Partyfor Pelgrane Press’s 13th Age!