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 Playtesting Super Dungeon Legends 
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Denizen
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sleepy_laughter wrote:
I think it's interesting that Meow has more ARM than Kat or Stawomir (sp?)


Yeah, that's how Katie is rolling on this one.

sleepy_laughter wrote:
Have you been keeping track how many hero/consul activations each encounter requires? That can largely dictate movement. In Classic/Arcade 2.0, with the timer, you generally need to move AND deal wounds to stay on track /w MMC. I'm wondering if there is more/less tactical play with SDE:L.


I haven't been keeping track of number of activations. Each encounter tends to resolve fairly quickly though. As far as been more/less tactical, it depends on the encounter. With less actions available to the heroes, target priority seems to be pretty important.

sleepy_laughter wrote:
Like, are the heroes forced to hole up at a choke point and use ranged attacks at monsters to pick them off at range?


Not from what I've noticed so far. I'll keep an eye out for that next play test.

sleepy_laughter wrote:
I know you have the Ark NPC to help 'even up' the playing field/make sure the heroes aren't immediately blown up, but how often has Ark needed to 'step in' and raise knocked out heroes/heal them?


Every encounter he used his [once per encounter] raise ability. He heals fairly frequently, whenever it doesn't make sense for him to knock out a monster instead,

sleepy_laughter wrote:
Would combat play out the same w/o the benefit of a NPC?


Definitely not. I built the encounters to force the heroes to lean on Ark as an NPC just a bit. The benefits to this are twofold. 1- It builds a sense of familiarity between him and the player characters. The players 'trust' and 'like' Ark's character because he pulls them through the scrapes. 2- If I want to raise tension in an encounter, I take Ark away. Now the heroes feel just a bit more bare without being able to rely on him. There are just a handful of encounters where I do this.


April 16th, 2018, 10:15 pm
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Chapter 5 of my campaign draft is done. This closes the main narrative story arc and leaves only the prologue chapter. The prologue will be a multilevel dungeon that allows the heroes to really flex their XS rank, while tying off the loose story ends.

Once again if you'd like copies IM me or comment below!

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April 18th, 2018, 2:39 am
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@holy cross: first of all, thanks for the great effort! i downloaded all your chapters and can´t wait to start your campaign! just one question: did you use the (plain text) loot cards from legends preview or from SDE Version 1/FK?


April 19th, 2018, 2:31 pm
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janzie7 wrote:
@holy cross: first of all, thanks for the great effort! i downloaded all your chapters and can´t wait to start your campaign! just one question: did you use the (plain text) loot cards from legends preview or from SDE Version 1/FK?


Thanks for letting me know! Your enthusiasm to play this feeds my enthusiasm to finish Chapter 6, then go back and make the modules better! :mrgreen:

I started out using the plain text stuff, but quickly found it was easier to improvise loot and item drops. If you look over the character sheets from my last play through, Oracle’s Ring, Adventurers Bracelet, Tribal Dagger and ‘Horn’ Helmet (my wife decided it was Horn-singular, one awkward horn protruding from the center of the helmet), were all invented by me on the spot when it made sense.

When I make a second pass to refine the modules I’ll add preset loot. For now I’d recommend having some preselected loot from the Legends deck, or you can make it up on the spot like I did.

Also, feel free to IM me an email address if you’d like the digital tiles for your encounters.


April 19th, 2018, 4:10 pm
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I got a game of SD: Legends in today, this time with 3 hero players. It painted SD:L in a whole new light for me. A very positive light I'm happy to say.

First my observations of SD:Legends when played in a group (as opposed to the me vs my wife playtests)
-The group dynamic gets real. Internal conflict was a thing, and it was fun.
-Despite all conflicts, the heroes banded together whenever they were in a tight spot.
-The Dark Consul player will make or break the group. Your DC player should be a critical thinker who wants to make the experience challenging but fun. My advice is make nothing impossible, just challenge the heroes to 'convince you' on how they wish to so something and have them make the relevant stat-check if necessary.
-Legends is a far better entry point for newer players, provided you have a savvy Consul player.

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The heroes enter the Outskirts Tavern. Intense table-talk ensues.

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Undead assailants arrive at the establishment...

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The heroes fight through the catacombs.

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The party encounters the Riftling Spirit 'Ziggi'

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Regaining ground lost earlier.


April 22nd, 2018, 6:50 am
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Very nice! I was wondering why your wife had extra arms/body when I first saw the pics b/f reading the text :).

yay tusk raider and link and new painted models!

I was thinking the same thing, that Legends (if/when it's fleshed out) would be a good intro to SDE Classic/Arcade since the 1 action/activation lets Everyone go every turn and reduces the whole how what should I do of the 5 things I can do multiplied by the 5 things you can do based on the 2 dice rolls we need to not fail.

The one thing I feel is a barrier, though, is using custom tiles since I think what you're doing is a cut above a group just getting into SDE:L. A lot depends on what SDE:L ends up delivering an/or what they support. If they had a big $30 custom tile pack for SDE:L that was really versatile, it'd be something I"d consider more relevant than the current tile packs (since creeps now have narrow use with Pet Parade and Tiles, although cool, are not necessary given there is a lot of reconfiguration options).

Probably just me, but I 'am' a me to consider :)


April 22nd, 2018, 7:04 am
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Hello everyone! I am playtesting Holy Cross’ campaign for Legends. I am the Consul and the hubby is playing all of the heroes for this playtest. We have:

Ri’Nandi the Mistmourn Shaman. Rather than shapeshifting to animal form, the hubby decided he will “hulk out” into a larger troll form.
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Lady Vengeance the Nighty Knight
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and Xiao-Xiao the Ninja.
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Spoilers for the campaign will follow:

Encounter 0 - “Road to Crystalia Castle” We got confused why there appeared to be rooms with doors in a forest setting, for a moment we thought we got the maps wrong! We also weren’t sure whether we started the game with potions or not… Anyway, the encounter did not go to plan with the kobolds KOing the party in a couple of turns. I was rolling crazily good and the combination of Shield Wall and Mob proved too much for the heroes. So, we failed before we even got to start playtesting! I decided that the party had held off the kobolds long enough for a rescue party to arrive and then the party got carried off on stretchers along with Ser Charles. I thought “Road to Crystalia Castle” was supposed to be a way to ease players into the game, what a shock that was!

Encounter A – Because the party failed the previous encounter (they technically didn’t save Ser Charles and they didn’t protect the lockbox) I decided that the Order of Light would reward them with just a potion instead of loot and heal them up with their Clerics. The party was uninterested in asking the Head of the Guard any questions (possibly because their pride was injured and they just wanted to go).

Encounter B – The hubby liked how the drunk NPC gave out random info – He said it reminded him of a Final Fantasy NPC.

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Encounter C – The party killed an Ashen Bones before Lady Vengeance succumbed to the Ashen Knights’ blades. They killed a couple more Ashen Bones as Xiao-Xiao fumbled with the lock to the back room and the newly healed Lady Vengeance failed to smash the door down, twice! Finally, Xiao-Xiao picked the lock and the party escaped down into the cellar. The hubby enjoyed this encounter much more than the others (finally, a decent fight!). We wondered whether jumping over the tables and bar should count as difficult terrain.

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Encounter D – The heroes got trapped in the hallway by the encroaching undead. Lady Vengeance lopped off the head of an Ashen Mage with a critical hit and Ri’Nandi shifted to tank with higher ARM. The heroes stood on the Bone Pile tokens to prevent models from being raised (works in Arcade mode, right?). Lady Vengeance took a wound using Sacrifice and Ri’Nandi took a wound to shapeshift WILL in order to take out the final Ashen Mage. The hubby really enjoyed this encounter too. We wondered if the Ashen Mages would use a basic WILL attack if they can’t Raise? (We presumed so).

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Encounter E – Ri’Nandi shifted to increase his STR and force the door. The hubby was not feeling it for this encounter but he admits it may be due to personal bias: Ziggi reminded him of another character that he hates. He thought that since the first room only had a door in it, there wasn’t much point in using a map.

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Encounter F – Ri’Nandi shifted for ARM and tried to tank but the undead fell as quickly as they were raised again. The druid was ultimately overwhelmed by the multitude of attacks. Xiao-Xiao was finally able to turn the tides with a Super Shuriken attack, killing the Ashen Mage resurrector even though he was protected by allies. Then she was knocked out as well, leaving Lady Vengeance to face the horde alone. Lady V killed an Ashen Bones, gaining a heart which she used to wake up Xiao-Xiao, who then used a potion to return to full health. Then Lady V fell as well and for the rest of the battle Xiao-Xiao played “keep-away” while the undead chased her. Both Lady Vengeance and Ri’Nandi were still unconscious when the encounter ended. Without any potions remaining or healing abilities in the party, we were unsure how to revive them at this point. In the end, I decided that they awoke with 1 heart remaining each. Hubby complained that his heroes died way too easily in this encounter, but as the last fight in the chapter, I don’t think it was too bad. They would do better if they had a healer, if they targeted the weaker enemies first and if they stopped using their self-sacrifice abilities to hurt themselves. I may have to tone down these encounters to suit this particular band of heroes. Hubby thinks that the ranged characters have too much of an advantage as they can keep away from the enemies while the melee characters get dogpiled. For beating this encounter, I randomised some loot and the heroes gained Steel Gauntlets (+1B ARM) which the Nighty Knight equipped.

Encounter G - Hubby was surprised (and relieved) as he was expecting a mini-boss to end the encounter. He was happy that his prediction (Aha! His twin brother did it!) was on the mark. He was satisfied with this encounter.

I’ve probably made a ton of mistakes but we’ll play the next chapter in a few weeks, so I have some time to fix my misunderstandings before then!

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April 22nd, 2018, 11:15 am
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@Aella13
Hey it's great to see another perspective on the campaign. Thanks for posting this. Here are a few things as they relate to your playtest and the campaign in general.

-Road to Crystalia will be removed from the final campaign. It was a good-enough starting point, but I have my own idea for an intro to this story. Encounter A will be removed in favor of a smoother transition to the tavern.

-Encounter B, played way, way better with a group of 3 players than it did with just my wife controlling all the heroes. For one person it seems like they're just trying to scour through all the information. With three players the group dynamic kicked in and brought this to life. (Imagine a sloppy drunk Tabbybrook Water Mage harassing the moody swordsman after collaborating heatedly with the party's ranger.)

-Encounter C, I had the heroes take DEX checks if they wanted to jump a table or bar counter.

-Encounter D, the Mages definitely would make magic attacks if unable to raise bones.

-Encounter E, same finding as encounter B. The group dynamic brought it to life. One player decided his character didn't like Ziggi so he kept provoking her. The boozy Tabbybrook tried schmoozing up to Ziggi, while collaborating with the ranger to try and get more information out of her. (With just my wife it was one mind trying to rack through all the possibilities.

I'll admit the first room may be a bit arbitrary, but it kept the party immersed and guessing.

Encounter F- I saw early on that the heroes were struggling with the Ashen Knights (rolling 3 stars or greater, this early in the campaign, was a struggle). I corrected this by making sure they got a couple of loot items prior to setting foot in this encounter. The party also made the judgment call to wipe out the weaker enemies first to minimize the number of incoming attacks.

Overall- I didn't see any mistakes, but I also believe Legends is driven by the Consul player. If you can think on your feet, and the party is engaged, you're succeeding. Social/non-combat encounters are far easier with a group because they'll do half the work for you. Great report! I'm looking forward to the next one! (also the remaining tiles are all bright and colorful. No more black and white grids)


April 22nd, 2018, 4:48 pm
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We playtested Chapter 2 this weekend. Spoilers for the campaign will follow:

Encounter A – After some reminders and recapping, the Hubby didn’t feel the need to ask any more questions as he thought it was pretty self-explanatory.

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Encounter B – Ri’Nandi and Lady Vengeance set about killing Angry Shrooms as Xiao-Xiao killed the Truffle Pigs and Ser Ark used his Golden Halo to shield the party. Ri’Nandi and Xiao-Xiao shot at the Fungal Growth to stop it from respawning. Lady Vengeance sacrificed herself to hurt the Raging Shroom. Ser Ark tried to heal her but she fell so he used Golden Tears to restore her to life. Lady V finished off the Raging Shroom, sending the rest of the critters scurrying back into the forest. Hubby liked this straightforward fight.

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Encounter C – The heroes cut down the trolls with ease and the Troll Chieftain was so intimidated that he lets the party pass unhindered. Hubby liked having multiple options at the end of this scene.

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Encounter D – The map didn’t have the doors marked on it so I had to make do with some scraps of paper. The Wisps immediately filled the room with more Wisps. They were appearing as fast as the party could kill them. Hubby got very frustrated as he felt like he couldn’t progress. In the second room, Lady Vengeance used some Fire Water to take down the Wisp Hound. She fell against the Wisp onslaught but was resurrected by Ser Ark. Hubby was getting visibly frustrated by the reappearing Wisps at this point. Maybe I’m just too good at rolling hearts? Only in the third room did the Wisp conveyor belt finally cease. Hubby admitted in the end that the encounter itself wasn’t bad, I was just rolling an ungodly number of hearts.

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Encounter E – I used crystals because I don’t own the slime models. Hubby incorrectly assumed that the “only one piece may…” phrase meant that each statue could only be moved once so he took a little while but he figured it out in the end. Perhaps you should explain how the pieces move in case some Consul players don’t know how to play chess.

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Encounter F – Hubby was confused by the scale of the map compared to previous ones. E.g. The entire tower is the size of one square. We used the Questing Knight to represent Fell Knight Asche as he is heavily armoured. We counted the purple swampy areas as impassable but that might have been a mistake in hindsight. We got severely bogged down and bottlenecked. Perhaps you could make it so that the bridges are two squares across to reduce the chances of that happening? In the end the undead blocked Ser Ark’s path since he activates after them and he ended up getting stuck. It did feel correctly like we were fighting through waves of undead though.

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Encounter G – We don’t have Slimes so we used Sorrow models again to represent them. Ri’Nandi ended up tanking the skeletons in the hallway, leaving Xiao-Xiao to pull the lever and Lady Vengeance to cut down the newly formed undead with Ser Ark’s blade. Hubby liked this encounter a lot but groaned when Ziggi showed up again (he just has it in for her!)

All in all, I think Chapter 2 was really good, the only real problem we had was the bottlenecking in Encounter F.

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April 28th, 2018, 9:16 am
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Holy should you provide synopsis of what happens for each chapter so they can follow the playthroughs? It may not be obvious unless someone’s read the chapters. But then spoilers.


April 28th, 2018, 4:30 pm
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@Aella13, thanks for another great battle report. I see your husband has a fairly distinct playstyle. If it moves kill it and loot it, if it doesn't move loot it, but stab it first just in case. :lol:

I'm glad that the campaign holds his interest. My wife plays a similar style of breezing over the story/RPing and getting to the next tactical encounter. My group of three on the other hand, they are all about the RPing and 'What would my character do'. (A Tabbybrook Mage may have gotten soggy-drunk as a result.)

Regarding some of the other points of friction in your game:
-Encountered D, my most current version of Chapter 2 amended the Wisp's ability to read as follows: Weeping Wisp- for each successful attack made by this model place 1 wisp in the room in which the offense action succeeded. (To a maximum of 6 total wisps alive in one room) It seems to work on making these encounters less 'swingy'.

Encounter E: This puzzle definitely needs work/refinement. It relies heavily on someone at the table understanding chess. I may give the Consul more discretion, or a selection of puzzles they can tailor/offer to their group when I make my second pass on the whole campaign.

Encounter F: Wider bridges is definitely an option. I also plan to give more guidance on terrain when I make my second pass after completing the first draft. Re-examining this scenario, I think a hero could take a DEX test in an effort to nimbly leap over the purple mire, or an ARM test to try and tough their way through it, perhaps with a minor penalty to movement in either case.

Thanks for the pics and feedback! It helps to mold the campaign as I work through it. I'm currently taking a break from typing up the final boss fight. Hopefully chapter 6 will be posted and ready tonight or tomorrow.

@Sleepy Laughter. That's a great idea. A synopsis is definitely on the to-do list.


April 28th, 2018, 5:47 pm
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Holy Cross wrote:
@Aella13, thanks for another great battle report. I see your husband has a fairly distinct playstyle. If it moves kill it and loot it, if it doesn't move loot it, but stab it first just in case. :lol:

It's funny you should say that! In the fight when he killed the last of the troll minions and the Chieftain could now be intimidated, he looked disappointed for a second and asked, "Can't I just kill him too?" :P

Perhaps in Encounter F you could make a DEX/STR check to leap/plow through the bog, but on a fail you are slowed as you are literally bogged down.

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April 29th, 2018, 2:57 am
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Aella13 wrote:
It's funny you should say that! In the fight when he killed the last of the troll minions and the Chieftain could now be intimidated, he looked disappointed for a second and asked, "Can't I just kill him too?" :P


Priceless! :lol:

Aella13 wrote:
Perhaps in Encounter F you could make a DEX/STR check to leap/plow through the bog, but on a fail you are slowed as you are literally bogged down.


I like that. I'll keep it in mind!


April 29th, 2018, 5:18 am
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I played through Chapter 1 of Holy Cross's campaign! Please ignore my garbage old paint jobs. :oops:

Our heroes:

Kit the Cat, the literal Cat Burglar. Flirtatious, sneaky, and all-around lovable rogue. (Nyan-Nyan model)
Grummy Gumshoes, a Royal Paladin and a detective on Kit's case, though he doesn't know it's her he's after for certain. (Star-Guild Sapper model)
Sugar Bomb, a Hexcast Sorceress with an obsession. She's following Grummy around hoping to catch his attention. (House Cerberus Occultist model)

This trio finds themselves in an unusual situation: The Order of Light has requested Grummy move to a new case due to his sterling record, and to meet Ser Ark at the Outskirts Tavern. Sensing an opportunity for treasure, Kit the Cat pretends to be with Grummy, and Sugar Bomb tags along too. As they arrive at the inn, Kit attempts to flirt her way into some food and drink, only to discover her room and board are already paid for. After a fine meal, the party settles in for the night, awaiting the arrival of Ser Ark.

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But wait! What dark magic is this? The party awakens to find the inn under attack by some ghastly monsters. Our heroes take a few hits as they take out half a dozen enemies, frustrated as they realize the numbers seem to be endless. They have to get out of there! Sugar Bomb is able to determine the doors and windows are bound by an unnatural force, and they're forced to find an alternative means of escape. Kit the Cat picks the lock on the storage room, and they escape into the cellar.

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With unbelievable insight, Sugar Bomb immediately finds a route out of the cellar. Unfortunately, there seems to be yet more enemies. Discovering an underground canal, they fight their way over to the dock. While they hit hard, they're hit back to the point of desperation. All three heroes use their potions and still have serious wounds. So they opt to jump straight into the water to escape instead of climbing into a ferry. (I informed them they didn't have to jump into the water, but husband said "oh well" and dove off the ledge anyway.)

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This leads them to a door labeled with the crest of the Royal Family. After everyone tries and fails to push their way through, Kit discovers a mechanism which opens the door, and they find themselves in a room with a statue who stops them when they try to leave. Sugar Bomb upsets the statue, Ziggi, but after some convincing from Kit, who relates to her as a fellow Nether creature, and Grummy, whose incorruptible spirit she finds endearing, she lets them return to the surface.

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ACTUAL CAT. GET OFF THE TABLE. I love you, cute boy, but just... no.

Ahem. Anyway, they return to the inn, slay a few more evil creatures, and enter to find Ser Ark, who quickly clears the remaining corruption and asks for our heroes' help in continuing his quest. Thus our trio's adventure begins...

A few notes: the heroes started with 1 loot each, and I increased the hearts of the Ashen Bones from 1 to 2. I think it was a good balance. Ziggi healed only Kit and Grummy, so Sugar Bomb stayed out of range during the last encounter. Playing through the whole chapter took about 2 and a half hours. We're excited to play through Chapter 2 later today!


April 29th, 2018, 8:13 pm
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@Anajadys, great battle report! I like that your husband enjoys the role-playing/narrative aspect of the game. I'm definitely looking forward to your feedback on chapter 2.

In other news, I have finished Chapter 6, bringing my campaign to its completion. I intend to refine and improve it over time, but it's now complete :D

A couple of sample images are below. If any one else would like the completed module, IM me or comment below. Facebook messenger works too: https://www.facebook.com/wdneill1982

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April 30th, 2018, 1:28 pm
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Good evening all!

With my first Super Dungeon: Legends campaign wrapping up, I have started planning the next one.

Enjoy!

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May 6th, 2018, 6:02 am
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Super Dungeon Legends: The Ashen Knight, Chapter 4 playtest (Yes, I have finally named my campaign. Hopefully it is picked up and published sometime! :D )

***Minor Spoilers Ahead***

Of all the chapters I have written for the campaign, this was one of my most ambitious, and as such I had the most concerns about how it would play out. This chapter largely features a playable flashback of the main NPC Ark, and his counterpart and villain to the story, Asche from before Asche's corruption.

I had two key concerns.

1- For half the chapter the players aren't even controlling their own characters. They play as Ark, Asche and Asche's squire Jeanne, while they are all still members of the Order of Light.

2- When the players are thrown back into their own bodies, they are playing through an encounter that they can't win on sheer dumb brute force alone.

Here's the highlights of how it played out:

-My wife really enjoyed playing the flashback combat encounters. Ark and Asche are intentionally over-powered and as such I throw a fairly massive hoard of monsters at them. She said it was a fun change of pace and it gave good insight into the history of the characters.

-Non combat encounters are not my wife's strong-suit. She's definitely a 'kill s**t, get loot' kind of player, so the more elaborate encounter where the heroes must use a little creativity to escape the situation took her a little trial and error. She made it through without me 'giving it away' though it took a little head scratching for her.

-All told, Chapter 4 took about 2 hours and 15 minutes from beginning to end making it the shortest chapter so far. The difficulty balance felt just right too.

Overall I consider this chapter a success.

My ongoing observations of Legends so far: At this point I can't add too many new observations. It's still fun and works in bite sized play sessions, but has the potential for an all weekend gaming binge session. Changing the scene every 30 mins give or take keeps my wife's interest intact.

So with what said, here are the highlights.

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The story flashes back several hundred years as Commander Ark, Field Marshall Asche and Initiate Jeanne arrive at a crucial point in the enemy lines.

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The Dark Consul's minions are quick to bring the fight to them.

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The power of the Order of Light is too much for the Dark Consul to contain as Ark, Asche and Jeanne break through.

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The remote farm village is beset by monsters, but the Order of Light will protect the innocent at any cost.

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100 years later, Ark and Asche meet again in the same farming village, only on opposite sides this time. What could have happened?

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Still adrift in the rifts, but back in present time, the heroes find themselves back in their own bodies, and in front of a mysterious Knight.

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The village has been trapped in the rifts, the villagers trapped in a lifeless routine. The key to the heroes escape lies somewhere in this gloomy place.

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Catch the bunny...

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...and the heroes reveal an old friend of Ark and Asche.


May 24th, 2018, 5:14 am
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It's good to see the Asche and Ark models in action! The different tile styles are still a bit confusing, but I understand why they're that way atm.

For the rifts, should there be like, a cloud/fog effect on the tiles?

Also, for the first tile, I felt like all the heroes should have a pokeball to catch all the monsters!


May 24th, 2018, 4:04 pm
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sleepy_laughter wrote:
It's good to see the Asche and Ark models in action! The different tile styles are still a bit confusing, but I understand why they're that way atm.

For the rifts, should there be like, a cloud/fog effect on the tiles?

Also, for the first tile, I felt like all the heroes should have a pokeball to catch all the monsters!


For a finished product I’d love to have a consistent art style for the tiles.

Cloud/fog would be easy to do with GIMP. I’ve been gradually adding layers and lighting to tiles as I go. It’s just a matter of time and the fact that I’ve done most of this on my own. So far the first 2 chapters have lighting effects on their tiles.

Hey, if the DM/Consul decides that Ark/Asche find a round red & white relic behind one of those rocks in his/her campaign I won’t
judge ;)


May 24th, 2018, 4:22 pm
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