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Rescue the Princess
The daring Argosian merchants have been expanding their trade throughout the continent for several years. Naum, master of their powerful guild, decides to open an overland trade route to distant Vanaheim, via the shortest route through the wild lands of the Picts. To reassure his partners that the route is safe, he sends his own daughter, Ilona, to accompany the first convoy.
A week after her departure, one of the soldiers supposed to be protecting the merchants returns to Naum with terrible news. He is the survivor of an ambush led by a group of Picts. There was nothing they could do; everyone else was massacred.
Refusing to believe that his daughter is dead, Naum hires a troop of seasoned mercenaries to find her.
These soldiers of fortune reach the ambush site after two days’ riding and surprise a group of Pict warriors searching the lifeless bodies of Naum’s men. The looters appear to be the ones responsible for the massacre, and have returned to collect whatever spoils were left to be taken.
The good news is that Ilona is not among the corpses. The bad news is that they’re going to have to track her down with their swords.
Objective
If the Heroes find at least 6 clues, question Zogar Sag and at least one of them escapes the jungle, the Heroes win.
Setup
The game starts with the Heroes’ turn. The Heroes start in the area marked
.
3 Players
4 Players
For this two-scenario campaign, the Heroes can add the equipment they find to their Cache
.Take 8 generic tokens , 4 with an odd number and
4 with an even number, and place them randomly in the areas indicated by the setup diagram. They represent the clues
the Heroes must find.
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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 2 to open. The Lockpicking Skill can be used. The asset deck contains: Explosive orb, Life Potion, Chain Mail, Shield, Sorcerer’s Staff, Battle Axe, Yuetshi Knife, Spellbook (Mitra’s Healing).
Special Rules
Game Board Rules: Standard game board rules apply except the Rope Vine (Ascend) rule modified as follows: The Overlord units with Climb in a ground area with a Rope Vine may ascend to the Cliff Top by spending 1 movement point. This movement is affected by Hindering.
Find a clue: A Hero in an area with a Clue token
may search their surroundings to find it. Flip the token.
If it shows an even value, perform a complex Manipulation with a difficulty of 2 to find the clue. If the token shows an
odd value, the difficulty is 3. The Lockpicking Skill can be used. If successful, the Hero places the token next to their
Hero sheet. If unsuccessful, leave the token face up in its area.
Question Zogar Sag: Zogar Sag cannot lose his last Life Point. When he has only 1 Life Point left, a Hero in his area may perform a complex Manipulation with a difficulty of 3 to question him. If successful, the Hero places the Zogar Sag miniature next to their Hero sheet, and his tile is removed from the River.
Escape the jungle: A Hero in the area marked “Escape” may spend movement points as if they were crossing a border to escape the jungle. Once a Hero has escaped, they cannot return to the board and still count for the number of Activation tokens to be drawn.
Events
When the Event tile is activated, resolve each of the following events in order:
Options
Four Player Mode
Hero Victory: The Picts were actually also mercenaries, in the pay of a shadowy patron. They don’t know their identity, but their leader, Zogar Sag, seems to be more up to speed. After a tough interrogation, he confesses that this is not the first time he has been paid to kidnap young women and drop them off on the edge of the nearby marshes. He admits that he has never dared venture there himself, as he is terrified by the stories of immortal creatures that have haunted the area for generations, long before he and his ancestors were born.
The trail is now clear, and it leads straight into damp, dark depths of the wilderness.
Hero Defeat: Fleeing is the only hope of survival. The mercenaries have no choice but to retreat and regroup. Who are these crazy-looking warriors adorned with strange ornaments who have come to help the Picts? The group’s sorcerer recalls tales of an ancient people from the dense southern jungles, wearing objects with decorative patterns similar to the ones they have just seen. According to the Stygian scrolls he has studied, these people were forced to flee their native city to escape endless war and famine. Their exodus took them northwards to the marshes in the wilderness, where they settled. So far, no one has ever been foolish enough to explore these lands and see if these tales were true.
Weakened and running out of alternatives, the mercenaries decide that this meagre lead is better than going back to Naum empty-handed.