2 Players      2 Crows

After executing their target and planting false evidence to distract any investigation, Conan and his companions are ready to leave the tower as discreetly as they got in.

A stroke of bad luck placed them in a difficult situation. A zealous guard started his patrol earlier and found himself face to face with the small gang. The sound of the alarm instigated a fight as brutal as it was short and lead to the capture of Conan and his men. They were all sent to rot in the underground level of the tower.

But no chain can hold the Cimmerian barbarian back for long, and thanks to his strength, the prisoners are now free. Unfortunately, they accidently knocked a torch down in their violent struggle with the guard and started a fire. The flames, probably stoked by the powders and strange potions brewed by the sorcerer set the basement and the first floor ablaze, blocking the exit through the main doors.

If they want to escape, Conan and his allies have no choice. They will have to reach the roof and jump in the pond at the foot of the tower. But to their surprise, on their way to the top floor, while fighting the guards, they come across Shuang Mian!

Which sort of evil allowed the sorcerer to survive, Conan will never know, but he gives out a ferocious battle cry as he leaps in the flames, his axe in hand, determined to finish the contract.


    Uses content from:     Core Game     Khitai

Winning the Game

Heroes

If one hero flees the tower with the head of Shuang Mian before the end of turn 7, the contract is fulfilled and the heroes win the game.

Overlord

If a hero has not fled the tower with the head of Shuang Mian at the end of turn 7, the Overlord wins the game.

Setup

Heroes

The game starts with the heroes’ turn.

3

Suggested Heroes and Equipment:
Conan (Battle Axe)
Shevatas (Kris, Throwing Knives)
Shentu (Khitan Sword, Khitan Short Sword)
After setup, each hero moves 5 gems from their Reserve zone to their Fatigue zone.

Overlord

The Overlord starts with 5 gems in their Reserve zone and 7 in their Fatigue zone, and places the recovery token showing a recovery value of “5” in the Book of Skelos.

The River


5

Special Rules

Starting Equipment: During setup, place all the Equipment cards of the heroes faceup in area indicated in the setup diagram. A hero in that area may perform a simple Manipulation to pick up one Equipment card.

The Towering Inferno: The fire progresses upward after the End phase of the heroes’ turn:

  • At the end of turn 1, the level 0 is on fire
  • At the end of turn 3, the level 1 is on fire
  • At the end of turn 5, the level 2 is on fire
  • At the end of turn 6, the level 3 is on fire
  • At the end of turn 7, the level 4 is on fire and the whole tower is burning in flames.
A model in a level or moving into a level on fire is immediately removed from the game.

Exiting the Tower:

  • Level 0: A character other than a Foo Dog may move across the heroes’ cell door as though it were a border by spending 1 additional movement point. After a character moves across that door, remove that door from the board.
  • Level 0: The portcullis is locked. A character in the area adjacent to the portcullis may perform a complex Manipulation with a difficulty of 2 to open it. Once opened a character can move through it with no movement penalty.
  • Level 1: A character cannot move across the main doors.

Climbing: A character with Climb may move from level 2 to level 3 (and the other way) or from level 3 to level 4 (and the other way) by climbing the outside walls of the tower and spending 2 extra movement points. That character cannot reach level 1 by climbing because of the flames.

Windows: During setup, place 2  tokens as indicated by the setup diagram. These windows are sealed off and cannot be opened. The windows on levels 2 and 3 have line of sight on the areas of level 1 directly below them.

Shuang Mian: The Overlord cannot move Shuang Mian into a level on fire to prevent the heroes from killing him. When Shuang Mian dies, remove his model and place his life token in the same area. This represents his head. A hero in the head’s area may perform a simple manipulation to pick it up. The head has an encumbrance value of 2.

Call to Arms: When Shuang Mian’s tile is activated, the Overlord may move 2 gems from their Reserve zone to their Fatigue zone to summon his loyal hound. The Evil Hound’s tile must replace a facedown tile. The Evil Hound’s model is place in Shuang Mian’s area or in an adjacent area and his life point token is placed on space 2 of the turn track.

Dive: A character in an area marked with the Leap icon may leap in the pond’s area of level 1 by spending 1 extra movements point. The character rolls 2 Orange dice for falling damage with no possible defense. If the character has Leap, the character rolls 1 Orange die instead

Fleeing the Tower: A hero can flee the tower from one of the outdoor areas of level 1 by spending movement points as though the hero were moving across a border and removing the hero’s model from the board. Once a hero has fled, the hero’s model cannot be returned to the board.

Table and Stairs: The stairs provide an Elevation bonus for Ranged Attacks against an enemy on a lower area. A character with or without Leap or Climb may move onto the table on level 2 of the tower by spending 1 extra movement point. That area provides an Elevation bonus. A character in the table’s area, with or without Reach, may attack a character in an adjacent area with a Melee Attack. That area does not block line of sight.

Stone Wall: A character with Wall Wrecker cannot use it to move across an outer wall of the tower or a stone wall.

End of Game Scoring: The Heroes and the Overlord keep track of the Victory Points earned at the end of this scenario and add them to the previous scenario, A Bloody Burglary, to determine the winner of the 2-scenario campaign.

The Overlord scores 1 Victory Point:

  • If the Overlord wins the game.
  • For each hero who died during the game.
The heroes score 1 Victory Point:
  • If the heroes win the game.
  • For each hero who retrieves his whole starting Equipment in the tower.
The side with the most Victory Points at the end of the two scenarios win the campaign.