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Cheers, brothers and sisters! Small update to Conan's Companion 0.31 Fixed some erroneous or missing data (thanks to @Skarlix and @Kervala for their keen eyes). We also added a missing rule on the Fort Tuscelan map and replaced photos of unpainted miniatures with painted versions (notably from @Arzok). Still at the same address: https://companion.the-overlord.com/Conan/ Those who have the app installed on their phones will be automatically prompted to update upon next launch. May your summer be full of adventures!
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Ken started following [Red Nails] Xuchotl
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I'm sorry you don't like this scenario, but thank you for your feedback. There is definitely a higher variability depending on when the pipes and stairs are found, but this scenario was an attempt to push the boundaries and try something new and exciting. There are other scenarios that are easier if the heroes find something (key, princess, etc.) early in the scenario. Even dice rolls are an element of chance.
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AbrahamZ. started following Conan the Conqueror - Errata & Clarifications [EN]
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AbrahamZ. started following Conan the Conqueror - Errata & Clarifications [EN]
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Roolz started following The event deck.
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Most internet images are protected by copyright, even if publicly visible. Unless the images are: Public domain or Creative Commons licensed. Then you can’t legally redistribute them, especially in a packaged product, even if it’s free.
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Thanks for this detailed answer! yes the heroes will be out of gems after this move. But the overlord can not do much in his first turn, because the two blue pirates have to be killed to avoid hindering in the first turn and at least one archer. If Zaporavo got killed the river is snnot looking good with the blue pirates at position 1 and zaporavo at position 3. three of the remaining archers and the red pirates could try to fight the heroes under deck. That would be 6 gems, if they are still available - that means Zaporavo didnt guard.
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I assume the idea is indeed that old Zaporavo is supposed to get whacked pretty quickly in this one, but are you remembering to pay the point of movement on EACH stairway zone? For example, it costs one point to move onto the stairs zone on the deck board, and then an additional movement point to move from there onto the stairs zone on the hold board. So yes, it's possible for Conan to reach Zaporavo on the first turn, by spending his maximum 4 gems for movement including hindrance penalties (or 2 or 3 if he gets some help clearing a path), but Hadrathus cannot reach him in one turn. Shevatas could get there also, and the two of them can kill Zaporavo pretty quickly with decent dice rolls, but it will probably take most or all of their remaining gems to do it if the Overlord spends on Guard and rolls OK. So they will need to spend the next turn resting and then find and free 4 slaves over the 5 remaining turns while fighting through pirates that can keep reinforcing. Since 5 of the 11 slave tokens are decoys, and the Overlord player can choose at the start where to place the real ones, it would make sense for the Overlord to place the real ones as far from Zaporavo as possible. Also, remember the Overlord can dredge the dead Zaporavo tiles by sacrificing gems to get those tiles out of the way. If you still find the mission is too easy for the Heroes, perhaps change the required number of freed slaves to 5 instead of 4 (in addition to killing Zaporavo). This would require a trip back up to the deck if the Overlord makes both of those tokens on the deck real and not decoys. Another option would be to keep the requirement at 4 but to move one of the 9 tokens in the hold up to the deck.
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We’ve played the scenario several times, and it seems virtually impossible for the Overlord to win if all heroes focus on killing Zaporavo in the first round. Each hero can reach him immediately, and if they commit their full power, there’s a high likelihood he’ll be defeated before the Overlord has any real opportunity to respond (aside from Guard reactions). From that point on, the Overlord is left with two dead tiles in the river, and the heroes no longer need to go upstairs. As a result, the ballistas become irrelevant, since they can’t descend the stairs due to their bases being too large. Are we missing something, or is this working as intended?
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I just shared my thoughts on the event deck in another thread. I’m linking it here because I’d love to hear what others think about it. as mentioned below, I feel the outcomes are too inconsistent, and its impact on the scenario’s difficulty is disproportionately high.
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At first, I appreciated the event deck for adding variety to each session. However, I’m now unsure whether including it was the right choice. In my opinion, the outcomes are too inconsistent, and its impact on the scenario’s difficulty is disproportionately high. I’ve always appreciated Conan for its well-designed scenarios—so I don’t see the value in turning difficulty into a matter of chance.
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Perhaps split the deck of cards in half, shuffle the pipes card into the bottom half, then place the other half back on top.
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We’ve played this scenario multiple times, and here’s what we’ve found: If the heroes draw the Pipes card last, the Overlord gains early access to the 5-gem Event, and the heroes are forced to reveal all three staircases to locate the tomb entrance—making the game significantly more challenging. In this configuration, the scenario feels well-balanced, especially for experienced players. However, if the Pipes card appears early and the Overlord is left stuck with just 3 gems, the balance shifts heavily in favor of the heroes, who can secure an easy victory
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I’m not a lawyer but I’d say it breaks copyright. Either you remove “sensitive”material or take the risk to have the file removed.
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In case of doubt, check the Boards LoS tool on the Companion : Games->Conan->The companion It can also be installed on a smartphone.
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Thank you very much!
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i have made a co-op campaign for use at home and a friend has spiced up the word document using pics from the internet including Arnie riding a camel. i have also brought in Moorcocks's Elric and stormbringer. As i would like to upload the campaign for free would i be breaking artist and Ip copyrights etc? i dont have an acknowledgement list as i didn't do the presentation side of the project cheers Ant
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Several symbols per area are just here to give more lines of sight. Use the one that allows LoS (if applicable). Area shape has no influence on how dudes are placed inside. There no “movement” inside an area. You can place and “move” dudes as you wish.
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There are two LOS symbols. But it’s is one area. How do I decide which one to use? Can a miniature move from the left side to the right, although the passage between (the part in front of the door) is too narrow for the base of the miniature. thank you very much much.
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[Rules] Conan's Nightmare (Mythic Battles crossover scenario)
Arzok replied to Dangerous Dave's topic in Official scenarios
I think this is this option. And I think that no success is needed. Just 2 heroes spending each 1 gem for melee attack, then one doing a complex manipulation with 2 success. -
I am playing this scenario (Conan's Nightmare) tomorrow evening and the rule describing how monsters are locked up is not clear. It states: Locking a monster up in a cage "requires a double close combat attack roll and a difficulty 2 manipulation in a single turn"....... "Two heroes on the same space can cooperate to perform this action" I understand the manipulation part, that is easy, but what is a double close combat attack roll? It is surely a melee combat attack but does it require 2 heroes to do it (ie double heroes and what do they need to succeed), 2 successes (not hard) or 2 damage (ie beat the defence by 2), or something else? The French is not that helpful either, so far as I can tell. It states: Enfermer un monster dans un cage necessitate un double jet de combat au Corps a corps et de Manipulation.........
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Mr Pitten changed their profile photo
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At the end of the rule book you’ll find clarifications. Some are not required anymore since they’ve been included in the skill sheets v2.1 and discrepancies between FR and EN have been removed/corrected. Teleportation is not a skill but a spell. It has never been on the skill sheets.
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Hello, I am a bit confused about the skills. I noticed they changed the list of skill at the end of the rulebooks v2.1 compared to v2.0 They also changed the skill aid cards that came with Red Nails compared to the old ones from the core box. The aid cards do not list all skills from the back of the rule books and I asked myself why is that? Teleportation for example used to be on the old skill aid cards, but now its gone, although its still listed in book v2.1?
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I don't have all this stuff! What can I do?
jacobjonson replied to Don Frew's topic in Advice, ideas and creation
I know for the characters, the tiles and hero sheets can't be printed off of the companion app. Not sure what to do for the maps, unless you could adapt it to what you already have. Maybe keep an eye out for when the Red Nails comes to the webstore after fulfillment of its KS. That's what they did with the conquerer KS anyway. Nordheim and Khitai might also show up on there too again, not sure. -
Thanks I'll fix that
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