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The Black Stone

  Solo/Cooperative 3-4 Players
  Uses content from:     Core Game     Stretch Goal     Worms of the Earth

The King of the Heather had been warned: invoking the Worms of the Earth would bring only darkness and ruin. But to protect his people–to spit back in the eye of Rome–what else was Bran Mak Morn to do? Having lost his grip on the Black Stone, he no longer held dominion over the burrowing, subterranean fiends. Now a rumor suggests the Worms have a new master–a vile sorcerer

who commands the dead as well as these horrors of a lost epoch. Bran knows he must again appeal to these creatures to keep Roman legions out of his lands, and to do so, requires the Black Stone. With the repulsive witch Atla at his side, as well as two trusted warriors, he must return to Dagon’s Mere, secure the stone, and send this necromancer screaming to the depths of Hell!

Objective

If a Hero with the Black Stone exits the board, the Heroes win. If all the Heroes are killed, the scenario ends in defeat.

Setup

The game starts with the Heroes’ turn.

3 Players

  • Atla (Dagger, spells: Telekinesis, Set’s Halo)
  • Othna (Kris, Throwing Knives)
  • Bran Mak Morn (Dagger, Pirate Saber, Leather Armor)

4 Players

  • Grom (Conan’s Sword)
After setup, each Hero moves 4 gems from their Reserve zone to their Fatigue zone.

Asset Deck

Chests require a complex Manipulation with a difficulty of 1 to open. The Asset deck contains: Leather Armor, Sword, Explosive Orb, Javelin.

Events

Event 1

Perform the following actions in order:

  1. Place up to 4 Skeletons in the area with the token.
  2. If the Outer Dark Demon is on the board, activate it. The Outer Dark Demon will target the Hero carrying the Black Stone. If that Hero cannot be reached, or if no Hero is carrying the Black Stone, the Outer Dark Demon follows standard activation rules.

Event 2

Perform the following actions in order:

  1. Place up to 4 Worms of the Earth in the same area with the Hero who has the most gems in their Reserve zone. In case of a tie, players decide.
  2. If the Outer Dark Demon is on the board, activate it (as described above in Event 1).

Special Rules

Game Board Rules: Standard game board rules apply, except for the areas highlighted in red on the setup diagram. These areas are inaccessible but do not block line of sight. Units with the Flying skill may not pass over these areas.

Doors: Doors require a complex Manipulation with a difficulty of 1 to open. Overlord units cannot pass through closed doors, and waste their activation if doors block all exits from their area.

Skuthus the Slippery: When Skuthus activates, roll (no rerolls allowed). If the result is:

1 success - Place him in the area with the token.

2 successes - Place him in the area with the token.

3 successes - Place him in the area with the token.

Blank - He doesn’t move.


Then activate Skuthus. He casts Bori’s Rage rather than using his attack die.

The Black Stone: When Skuthus is killed, place the Black Stone token in his area. A Hero may pick up the Black Stone with a simple Manipulation. It has an Encumbrance value of 0. Place the Outer Dark Demon in the reinforcement area . A Hero with the Black Stone may exit the game board from the reinforcement area by spending movement points as though crossing a border.

Outer Dark Demon: The Outer Dark Demon is not activated by Activation tokens, but rather by Events (described above).

Options

Four Player Mode

  • After setup, each Hero moves 5 gems from their Reserve zone to their Fatigue zone.
  • The Outer Dark Demon has 12 life points.
  • Skuthus has 12 life points.
  • Grom starts the game in the same area as the other Heroes.
  • Reminder: The Overlord activates four times per turn.

Four Player Mode

  • Doors require a complex Manipulation with a difficulty of 2 to open.
  • Skuthus and the Outer Dark Demon have 12 life points for a three Hero game (15 for a four Hero game)
  • Activate the Skuthus the Slippery rules whenever Skuthus takes damage, as well as whenever he activates.

10   (8 Max) (10 Max) 8  

Hero Victory: If the Heroes win, they receive the Battle Axe and Zingaran Breastplate, the spells Bel’s Caress, Bori’s Rage, and Withering, as well as all Asset cards they picked up during the scenario.

Hero Defeat: The Heroes do not keep any Asset cards they picked up and proceed to the next scenario.