4 Players      1 Crow

Khauran is a small country, wedged between the great Western states and the sultanates of the Far East. Its major city—also called Khauran—is an affluent trade center that controls many caravan routes. Like a watchtower, it stands near the river that separates the lush regions from the vast, sandy desert.

Threatened for decades by the Shemite nomads and the Zuagir pillagers who prowl the deserts to the East, the kingdom has always relied on contingents of mercenaries from all Hyborian nations to defend itself. Though not of Hyborian blood, Conan—the mighty Cimmerian—finds himself among those troops after having pledged his sword for gold. A fitting duty for the barbarian; clashing swords with Shemites by day, and squandering his pay on wine and soft flesh in the taverns of Khauran by night.

During a night of carousing, Conan overhears a whispered conversation regarding a conspiracy against Queen Taramis. He learns that the Captain of the Royal Guard could be leading the conspirators with the support of the King of Zamora. The Cimmerian knows that the queen rewards loyalty, but he also knows that without solid evidence, it will be impossible for him to thwart the conspiracy officially. Thus, he decides to act directly and, with the help of a few acolytes, heads toward the inn where the conspirators are expected to meet, convinced that he will find evidence of their treachery.


Conspiracy in Khauran

Inn

    Uses content from:     Core Game     Crossbowmen     Book of Set

Winning the Game

Heroes

If a hero has fled the tavern with the spellbook; the heroes win the game.

Overlord

At the end of turn 7, if the Overlord has prevented the heroes from fleeing the tavern with the spellbook; the Overlord wins the game.

Setup

Heroes

The game starts with the heroes’ turn.
The heroes start in the area.

3

Suggested Heroes and Equipment:
Conan (Chain Mail, Conan’s Sword)
Bêlit (Leather Armor, Ornamental Spear)
Hadrathus (Shield, Sword, Mitra’s Halo, Lightning Storm). Hadrathus does not start with Mitra’s Halo cast.
After setup, each hero moves 4 gems from their Reserve zone to their Fatigue zone.

Overlord

The Overlord starts with 9 gems in their Reserve zone and 3 in their Fatigue zone, and places the recovery token showing a recovery value of “5” in the Book of Skelos.

When an event tile is activated the Overlord resolves any one of the following events:

Reinforcement: 4 reinforcement points .

Fire at Will: Each unit may perform a Ranged Attack if able.


The River


8

Special Rules

Chests: During setup, the Overlord randomly places 2 tokens numbered 1 and 2, with their chest side faceup, as indicated by the setup diagram.

Captain’s Key: When the Captain dies, place the Key card in the Captain’s area.

Opening Chests: A hero without the Captain’s key can perform a complex Manipulation with a difficulty of 4 to open a chest. A hero with the Captain’s key can perform a simple Manipulation instead. If the hero succeeds, the chest is opened: flip that chest’s token. If the chest is numbered “1”, it contains the Spellbook and that hero immediately picks up the Spellbook card. If the chest is numbered “2”, the chest is empty and the token is discarded.

Fleeing the Inn: A hero can flee the inn from one of the outer areas to the south of the board 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.

Walls: A character with Wall Wrecker cannot use it to move across an outer wall of the inn or to move between areas of different elevations.

Leaping From/Climbing a Balcony: A character can move across a railing from a balcony area to a ground floor area as though it were a border. The character rolls 2 Orange dice for falling damage. If the character has Leap, the character rolls 1 Orange die instead. A character with Climb can move across a railing from a ground floor area to a balcony area by spending 2 extra movement points.

Leaping From/Climbing a Stairwell: A character can move across a banister from a stair area to a ground floor area as though it were a border. The character rolls 2 Yellow dice for falling damage. If the character has Leap, the character rolls 1 Yellow die instead. A character with Climb can move across a banister from a ground floor area to a stair area by spending 1 extra movement point.

Corrections / Clarifications

Item Cards: The item cards placed on the board are: Life Potion, and Crossbow