Skip to main content

Striking Back Against COVID-19: Free Conan Scenarios for 'Sellswords & Spellslingers'


Long-time readers of the blog will remember the adaptation of "Beyond the Black River" I started working on in the spring of 2018 for the Sellswords & Spellslingers rules. I ran it for the first time at Historicon 2018, and have now run it at several conventions and game days since.

Sellswords & Spellslingers is designed for solo and co-op play, so to do my bit in helping the game community in its fight against boredom during these isolating pandemic days, I've decided to gather and organize all of the material I developed for my convention scenarios and make it freely available as a download via this blog. At the link further down is a 68-page PDF file with all of my player aids and notes.

Of all of the major solo/co-op miniatures rules that have been released in the past few years, Sellswords & Spellslingers is hands down the best if unfortunately not the most widely known or used. I highly encourage you to buy a copy of the rules, if you haven’t already, and enjoy these scenarios as well as those that appear in the rule book. The original rules are set in a more traditional “high-fantasy” milieu, with orcs, dwarves, dragons, and mighty wizards. These two scenarios and their accompanying play aids, however, are designed to evoke a much more “low-fantasy” world more in keeping with the spirit of the source inspiration.

The original intent was to strip out any copyrighted art and intellectual property referenced in this home-brew creation and release a “generic” version of the scenarios and play aids via Ganesha Games (as discussed with Andrea Sfiligoi after I first prepared this material). Because it is taking me far too long to do the work necessary to prepare this for that sort of eventual publication, and because the world is now in the midst of a pandemic with people like me looking for ways to keep playing with all of their little lead figures while practicing “social distancing,” I have decided to release this material into the wild via this blog. I would appreciate it if rather than sharing the PDF bilaterally with others that you instead point them to this post where the download link resides. At least this way I will get the benefit of knowing how many people are interested in my efforts and maybe gain some followers to my blog in the process (there's a button to follow my blog in the column to the right).

For the handful of blog posts describing the game, how it played out at several conventions, the thinking behind the play aids, and crafting tutorials for the board and terrain, visit my blog and check out these posts where you’ll find a plethora of illustrative photos that should prove very helpful for staging your own games:

Up the Black River Without a Paddle



Any and all feedback or suggestions are welcome as either a comment on the blog or sent via email to joseph.procopio@gmail.com. I’d love to see photos of any of your own games using the scenarios!

Enjoy in good health!


The source material I drew upon when working up these scenarios.

A row of melee characters and a row of archers for the players to choose from.

Scenario No. 1 set up.


Tokens, cards, and dice used for these games.





Scenario No. 2 set up.




Post Script

For a discussion between the Scrum Club's members comparing Sellswords & Spellslingers with Rangers of Shadow Deep, you can watch this short video from Scum Club TV.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Comments

  1. Have you got the download link for 1.1 version? I saw your post on the LAF

    ReplyDelete
    Replies
    1. The link on the blog will take you to the v. 1.1 version, even though the file itself is named 1.0. If I change the name of the file, all of the links out there on the Internet will break. You can check the true version number not by the file name but by looking at the bottom right corner of page 2, where you'll find the current version number (which is v. 1.1). There are no real significant changes in this later iteration except 3-4 typos that were bothering me.

      Delete
  2. Thank you very much for all the hard work and sharing, these will come in handy!

    ReplyDelete
  3. Hey. I'm getting a blocked icon on all your above images. Seems to be the same for latest firefox and chrome. Is it just me?

    ReplyDelete
    Replies
    1. I just noticed it, too, but have no clue why or how that could have happened. I have gone through the post and re-uploaded the photos. Bizarre...first time in the history of the blog that has happened.

      Delete
  4. Wow! What a great thing to share! What software did you use to make these cards? SS&SS is definitely the best solo game going.

    ReplyDelete
    Replies
    1. Thanks. I made the cards using Adobe InDesign. And completely agree about SS&SS...my favorite solo game, too!

      Delete
  5. Hello,

    We are the French community of Sellswords and Spellslingers players (https://soulards-et-sourciers.fr/). We would like to translate and make your Conan campaign available for free (https://miniaturescrum.blogspot.com/2020/03/striking-back-against-covid-19-free.html).
    We would need your permission to do so. Of course, you will be quoted as the author of this campaign with a link on your blog article.

    ReplyDelete
    Replies
    1. Please feel free to translate my document and any of these web pages to French. I’m honored you are interested in doing so. Can you please send me a link to any posts or documents you produce.

      Best of luck!

      Joe

      Delete

Post a Comment

Well-thumbed posts

Take the High Road: Making Cheap and Easy Dirt Roads

I have wanted some good roads to add to my games for a while now. My first attempt was a couple of years ago when my standards were a bit lower and I wasn't sure how much I was interested in investing in this new hobby. I bought some PDFs of cobblestone roads that I sized, printed, and glued to felt. The result was okay, but the way my laser printer  produced the roads ended up being quite reflective to the point of almost being glossy looking. The combination of glue, paper, and felt also meant the roads had a wavy consistency and almost always curled at the edges. I used them once or twice but was never happy with them. My sub-par first attempt at making roads for my games using felt strips, glue, and printed designs. You can see how shiny and how wavy and curled at the edges they turned out. I never felt good about putting them on the table for our games and eventually stopped altogether. I've been meaning to take another crack at making some roads now that I have

Lost Art of D&D No. 2: Games Workshop's Holmes Basic (1977)

After Games Workshop attained the license to print a co-branded edition of TSR's 1977 Dungeons & Dragons basic rules book, they set about putting their own stamp on it, designing a new cover and replacing a number of the illustrations they deemed too crudely drawn for their U.K. market.  The cover art was by John Blanche at the very start of his career as a fantasy illustrator. Blanche went on to be a mainstay at Games Workshop, producing countless illustrations for them. His fannish enthusiasm for the material--as an artist as well as a lifelong gamer--has deservedly made him a favorite over the decades. I first encountered Blanche's work in the David Day compendium, A Tolkien Bestiary (1978), to which he contributed five illustrations that sit comfortably alongside the book's chief illustrator, Ian Miller. I have a special fondness for this book, having coveted it as a child during my incipient Middle Earth fixation. My parent's procured an out-of-print copy of t

Chainmail: Battle for the Borderlands

It's always a pleasure to find new wargaming friends, especially when they fall in line with your own gaming ethos and level of dedication to crafting fun games. Eric Hoffman had been scheduled to be a game master at Scrum Con in both 2019 and 2020, but family illnesses torpedoed his intentions both times. It's no fun as a convention organizer to have to scramble to find a replacement GM at the last minute, but life often gets in the way regardless of best intentions, and I completely understood his situation.   But having never met Eric, it was hard to know if it was a big loss to our con and its players who had signed up for his games. Now that I've had the chance to play with Eric a couple of times, I can definitively confirm that it was indeed a big loss, and now I'm really looking forward to him being able to run a game for folks at a future Scrum Con. Eric finally did get to attend a Scrum Con event of a sort when we hosted our virtual Summer Invitational back i

All Together Now: 'Sellswords & Spellslingers' and the Pleasures of Cooperative Gaming

I've always enjoyed a good competitive match as much as the next guy, whether it was sports in high school or video games (HALO, etc.) in my thirties. But regardless of the game, I've always been partial to team play, and the best cooperative games put all of the focus on succeeding as a team. That's one of the reasons I was enthusiastic about getting Andrea Sfiligoi's latest release,  Sellswords & Spellslingers (Ganesha Games), on the table for this month's Second Saturday Scrum Club gathering. Last year I had organized a Halloween game ( recap ) to beta-test Sfiligoi's Run From the Dead , which is built atop the same cooperative mechanics as Sellswords . I was surprised when I discovered these rules were re-skinned for the fantasy genre and released last December ahead of Run From the Dead . Hopefully, the zombie apocalypse version of the rules is not too far behind because I definitely think  Run From the Dead  is the best tabletop miniatures rule s

An Arneson Clapback, or The Distortions of Axe-Grinding Revisionism

David Wesely, Gary Gygax, Dave Arneson (l-r) I posted the below on Facebook recently, and it is a sentiment I'm compelled to express all too frequently in discussions about the creators of Dungeons & Dragons on Facebook's gaming discussion groups in response to the gratuitous Gary Gygax bashing I see these days. "Dave Arneson gets way too much credit these days. David Wesely latched onto the role playing idea from germinal variations found in early kriegspiels, and Arneson repurposed Gary Gygax’s Chainmail rules to emulate Wesely’s idea in a different setting. Arneson was no game designer and could never hope to organize and codify a rule set for publication. You just have to look at what he produced in the field to see that (try reading and using that mess called First Fantasy Campaign ). While Gygax was churning out huge hardcover tomes that became the foundational bedrock for the game, Arneson was so useless at producing anything around the TSR offices that he eve