

The poor bandits didn’t last long enough to bother in that particular fight’s case. While the fight was outside, the bandits’ lair was two zones, but once the fight got inside, I might have redefined the zones (shortening them up quite a bit). It works for a generic scene, but if I have a detailed map, I use the “draw” tool to lay out zones, with the caveat to my players that circumstances can result in the need to re-draw those.įor example, the bandits were holed up in a cave system behind a palisade. Very interesting, ty for showing me this.In Roll20 (my group isn’t meeting face-to-face) I created a large-scale hex overlay to use as range bands. The grave-shroud curtain falls with a roar, Lo! Act V ends in the unholy a door opens. It writhes! Grows inside with mortal pangs.

Lo! Act IV ends in poison: the Queen's secret. The mimes cheer and toil with no chagrin. Lo! Act III ends in the holy the Queen gives hope. Lo! Act I ends in water, Atlantis drowns in tears.īlind to the stage and vast, formless thingsįlapping through space on chiropteran wings, Someone at Funcom had some fun, and changed the wording of Edgar Allan Poe's "Conqueror Worm" to include the Lurker at the Threshold.Ī Sentinel guards the Treasury. This was the second stage of the quest chain for the Cape of Atlantis (on the way to the puzzle with the lights and the walking statue). I noticed a quest in Vile Nativity that I had not looked at that had a bit of lore in the form of a poem as quest text. Some months ago, I was cleaning out my quest log on an alt to make room for more. Finding "Hidden stuff" that is inside of maps has never been of any interest to me. The invisible walls is what makes it exciting. If they did remove some invisible walls, it wouldn't be special to find hidden stuff. Would be awesome to have a level 85 questing area on the other side of Khemi, for example.I don't know if I like the idea of removing invisible walls. On a side note, one of the ways in which FC could increase the size of the game world with limited effort is by removing some invisible walls, and "populating" the unused parts of the map. I hope this is still FC's policy right now - you may encourage people to explore, but not openly reveal holes in the invisible walls.
#Age of conan map sizew how to
The only thing that was never disclosed was how to actually reach these places.


Heck, there even used to be a German-speaking dev who added little "gems" to be discovered to off-the-map locations. It was tolerated (if not encouraged) by former CM Waldgeist, the best CM AoC ever had. Would be awesome to have a level 85 questing area on the other side of Khemi, for example.Īctually, this has been going on for a long time on the German forums. (Just an advice for the future content of AoC)Actually, this has been going on for a long time on the German forums. Finding the hidden quests and exploring Dragon's Spine was my favorite questing experience in any game ever, because of the awesome feel of that you were actually in Conan's World. "Waste of time" to add new secrets to AoC, but in fact I think a lot of people would appreciate it. (Yes i'm one of the biggest geeks in the universe of geeks) It's very interesting and makes the game unique for explorers. but this is sometimes a big part of Age of Conan for a lot of people.
