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Everything posted by Arthadan

  1. Arthadan

    Conan in Spain

    No estoy muy seguro, si recuerdo bien cuesta un punto extra de movimiento cruzar la puerta porque se supone que tienes que apartar la cortina, pero el escenario tal y como está diseñado no permite "apartar la cortina" (que debería ser manipulación, más que movimiento) sin entrar. Hay que tener cuidado con estas modificaciones, porque pueden afectar al equilibrio del escenario.
  2. I painted this guy for display, but I'll have to paint another for gaming. Before you ask, it's from Forge of Doom Miniatures (they're having a sale now). Sorry for the poor pic!
  3. Great news! Care to elaborate?
  4. What's the link to get the Compendiums in Fluent? Thanks in advance!
  5. Thanks @Florentin! I'm remembering a very pleasant evening in Toulouse, speaking about our fan-made scenarios. It feels like it was ages ago...
  6. Not on my end, sorry. I'm getting into the miniatures business with my own brand and it's a very time-consuming thing to do. Check out the link to the Facebook group, you'll get a pleasant surprise! Link to the Facebook group
  7. The French version of the Compendium 4 is in the works (Mythic Battles and Batman, no Conan). Is there a date for the English version of the Compendium 2?
  8. It was a strange move to announce a new Conan Kickstarter for 2019 without securing the rights to use the IP.
  9. Will do this weekend! Please keep in mind I'm not a native speaker though.
  10. Checking the comments in the Claustrophobia 1643 Kickstarter, I've stumbled upon this entry by @Matt John S (I quote); So it looks like Shinobi 7 did acquire the Conan license with exclusivity. This is in clear contradiction with what we were told before: Matt's comment. Guess there was a misunderstanding at first. Coming from Matt, I guess this last comment is true, can anybody confirm the bad news? I'm terribly disappointed with this last turn of events.
  11. I can help you out with the translation if you want. I was part of the translation team of the first Compendium, so I have some experience.
  12. I started the campaign last weekend and my gaming group had a lot of fun. Thanks guys!
  13. Another important point: the next Conan KS should have perfectly clear rules explanation. You only need to take a look at the number of questions regarding unclear scenario rules to realise there is room for improvement in that area.
  14. Movement of the tentacles is covered by the rules, Thaugh has one spell to do that. But the rest remains unknown...
  15. I have some questions regarding this scenario: 1) Jumping from ship to ship. How many movement points does it cost? What does happen to a character failing the jumping test? If he remains on the original area, can he try to jump again in the same turn (spending more movement points)? If he falls down to the sea, is him automatically killed or can he be activated normally to fight/nive/climb back to the ship? 2) Thaugh He does not have Reach, so he can't attack in close combat and there is only one OL character (N'gora) that can make distance attacks, but even with a maximum attack roll, he can't hurt Thaugh. What's the point giving him a life point score?
  16. I'd say: Heroes Victory: Escaping with the Princess before turn X. Overlord Victory: Avoiding Yasmina's rescue / killing all the heroes. In campaign mode we will refine victry conditions (i.e. the OL will win additional Campaign points if some heroe are killed even if the heroes win, the heroes will gain some campaign points for hurting TD in snake form and so on). Campaign points will be used to level up the heroes and to buy gems for a common pool (much like the official campaign the Devil in Iron), and the OL would be able to buy special gems (counting as two gems when used, but only as one to recover). Sounds good?
  17. By the way, a bit off-topic. I've just got the PDF preview of the Monolith Sourcebook, from Modiphius (a RPG/board game crossover). It's quite interesting and it has some advice on creating your own scenarios (and a solo game mode!). I haven't finished it yet, but I'm liking what I read. I'll share with you any insights relevant for this scenario.
  18. Well, pro is the scenario will play more like the movie. Anyway rushing to TD throne room to catch him before turning should be suicidal (in my opinion). This way we don't need a TD tile, hurting him would a "bonus objective" and he's there just to add flavour rather than raise the difficulty. As we have already discussed, unarmored heroes are going to have a hard time in this scenario, specially with Rexor and Thorgrim around. I think that's a perfect solution. Surely the guards will heard the commotion of dozens of women screaming when the blood-soaked barrian begins to gut guards before their eyes. I meant the alarm mechanic, not a "mechanical alarm". There are some official scenarios using something similar (heroes trying to avoid to be detected) which I suggest to use as a starting point. Check out the official scenario Trapped like rats, special rules "hidden in the shadows" and "Alarm!". Link: Trapped like rats.
  19. Meet me halfway. I suggest if the heroes are real quick (a turn limit we'll have to work out), they can hurt Thulsa Doom (big snake form) and part of the wounds will be kept for the next scenario (TD would start the Battle of the Mounds scenario with less life points). This way we give the heroes the chance to attack TD without having a real chance to kill him (and we simplify the scenario, not needing a profile for an hybrid snake-man stage). - Drugged people raising the alarm. When the heroes begin to fight guards on the illuminated area near the column, drugged people will scream raising the alarm (perhaps rolling a dice) . Something like that. I meant heroes will be harder to detect thanks to the body paint.
  20. I have read the scenario and it has some very good ideas. Some quick ideas I suggest: - Thulsa Doom: I think he should escape, it would be anti-climatic from a campaign perspective to have him killed in this scenario. If the heroes are real quick, perhaps they can choose between grabbing the Princess or attacking a fleeing Thulsa Doom in snake form. - Camouflage paint: In this scenario we have unarmored heroes with no potions. It's going to be extremely easy for the OL to kill them. I think we do need the alarm mechanic, powered by the camouflage, so the heroes can kill the not drugged guards one by one and hiding the bodies. - Drugged people: I'd probably treat them as a penalty for heroes movement and also they can trigger the alarm. - The broken pillar: I'd treat this as a "campaign card" a special effect the heroes can use anytime as long as Thorgrim has used the hammer in any area adjacent to the central pillar. What do you think?
  21. Hi guys! Good to know you're interested and keeping the project alive! I'll try to catch up with the development on the last scenario over the weekend.
  22. OK, so we agree. No downtime between scenario VI and VII. We have to consider, in average, how many gems the heroes will lose in the previous scenario. Taking in account we have Rexor and Thorgrim here, they can't lose much. The design of scenario VI is going to be challenging, it must be interesting to play but we can't have much combat. Regarding booms granted by the war paints, I was thinking about the special rules the scenario will have for stealth moves. Do you have anything else in mind?
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