We recently started a new campaign for Sellswords and Spellslingers by Ganesha games, called Close Quarter Battles. It differs from their other campaign books as it is designed for smaller parties on a 1 1/2ft square table, with less foes and faster games (around 45min -1 hour). There is a lot more customisation of the scenarios, cards and events, and a rich background, which helps give it more of a RPG feel.
We played this as a co-op game with a 2 PC party, and one character each. Mark chose a sword and shield guy while I went for an archer with the free disengage ability. We both went for healing abilities.
Act 1
The campaign started with the party being thrown into the gladiator pits of Luurkana. Their job is to survive so that they may join the White Dagger, a company of Sellswords.
The Arena - 3d printed and hurriedly painted for the game!
The 2 Heroes - Marks fighter on the left and my Archer (I left my actual figure behind so I'm using a converted LotR orc instead of a bow armed figure!)
3 Slaves - these are NPCs who will fight alongside the party to help gain freedom. Later in the campaign they may reappear as part of a raging mob!
The Gladiators of the pit - A mix of Reaper beastmen and RBG Orc Brutes (Saamu Gladiators)
Turn one - the slaves went first and rolled 3 successful activations and charged into the closer horde of Gladiators, determined to win their freedom. We then read the victory conditions and realised it would be better if we were more cautious with the slaves, so that they could survive. Meanwhile the archer successfully shot the Sammu gladiator inflicting 1 HP of damage.
Next minute - the slaves cut down the horde of gladiators with some great dice! Meanwhile my archer shot the Saamu gladiator again killing it. Further back a ambush occurred with a gladiator jumping down from a pillar and attacking the fighter, who dispatched him with ease.
Spike pit trap- suddenly a large opening appeared in the middle of the pit. One of the slaves was pretty close so we gave him a 50% chance of not falling in (which he didn't).
More fighting - the PCs decided they should help kill some of the gladiators before the slaves killed them all, so the fighter charged into contact with a Saamu gladiator
Fighter down - unfortunately it didn't go well for the fighter who failed to hit when he charged and was wounded and the wounded again and taken out of action, during a monster activation. Before dying he did manage to inflict one wound on the gladiator. The Saamu gladiators are tough and cause 2 HPs of damage, which means 2 hits will kill a PC (who has only 3 HP).
Meanwhile the highly motivated slaves have attacked the second horde of gladiators and are hacking their way through them, killing 1 during the charge.
Saamu gladiator killed - my archer switched to a sword (no shield) and attacked the Saamu gladiator, scoring another wound and killing it. I then used my archer to check on the fallen fighter who managed to stagger back to his feet, but was extremely groggy
Game over! - As this was happening the slaves killed the remaining gladiators, but they lost one of their number doing this.
The PCs looted the gladiator corpses and set off to join the White Dagger, while the slaves are now free to go their ways.
Next we rolled up an interlude (in between game event), in which the party who was resting after there efforts, helps put a fire in a nearby house. The PCs entered the house but rolled appalling activation dice and the fire got out of control, so they had to flee the burning building before it collapsed.
So that was the game, over in just under an hour and very enjoyable. It seemed easy at the time but we did have half 1/2 of our party OOA, so it could have gone badly if the slaves didn't fight so well.
After completing this game we started a Side Quest 1, and I'll post the AAR for that soon.