5 Campaign Players     

Night has fallen on Messantia when Conan sets foot in the streets overlooking the seafront of Argos’ opulent capital. This commercial and cosmopolitan maritime city will be a good starting point for gleaning information. Ships from every nation moor in its harbor, and the laws there are lenient. The city owes its wealth to licit and illicit activities, many buccaneers and smugglers come to deal discreetly with local merchants.

Conan knows the city well; he has been here many times when he was a pirate from the Barachan Isles. Leading his group on the quays, the Cimmerian is looking for the merchant Publio. This Argosian, with whom Conan has often dealt in the past, is always aware of everything that happens in Messantia and he has no problem in dealing with, even the most detestable, bandits.

Publio can usually be found as the Silver Swordfish tavern, a cheap eating-house that also serves as his office. When the Cimmerian and his companions cross the front door, they come across an unexpected sight. The establishment is full of watch soldiers. Publio is there as expected, but on his knees before a captain who shouts at the newcomers, waving the weapons in his hands, “This tavern is closed! Leave right now you scum, it is time for Publio to answer to his trafficking with the enemies of Argos.”

Uproar in Messantia

The Inn

    Uses content from:     Core Game     King Pledge     Stretch Goal     Legend of the Devil in Iron

Winning the Game


If the information is retrieved by freeing the informer before he is executed at the end of turn 6; the heroes win the game.


If the heroes are prevented from freeing the informer before the end of turn 6; the Overlord wins.



The game starts with the heroes’ turn.
The heroes may deploy as they choose
in the areas marked and


Suggested Heroes and Equipment:
Follow Campaign Rules for level and starting equipment
Amra the Lion
Savage Bêlit
After setup, each hero moves 4 gems from their Reserve zone to their Fatigue zone.


The Overlord starts with 12 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:

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

Forced march: The Overlord choses a unit tile. All the models of this unit tile may move according to their base movement value. The Overlord can use the Movement benefit.

The River


Special Rules

Release the informant: The informant is represented by the token . If at the end of a heroes’ turn there is at least one hero in the same area as the informant and there is no Overlord model in that area, then the heroes release the informant and get the information they require. Neither side can kill the informant and he cannot move.

Chests: During setup, the Overlord places 3 chests on the board as indicated by the setup diagram. The asset deck contains: 1 Life Potion, 1 Sword and 1 Leather Armor,

Campaign Results

Heroes’ Victory: While Conan and Publio quickly leave the premises to escape to a safer place, the merchant says he had heard of the kidnapping story through two of his contacts. A Shemite smuggler named Arvad, who was reportedly detained in Kordava, and Noliades, a Zamorian tomb robber, who is off in search of a forgotten tomb in the vicinity of Khemi.

The heroes’ side earns 1 victory point.

The next scenario is chosen by the heroes’ side, either scenario 2, “The Unmasked Pirate” to follow the trail of Arvad, or scenario 4, “When the Dead Walk” to follow the trail of Noliades.

Overlord’s Victory: Conan and his mercenaries get rid of the last soldiers that bar their way, but unfortunately Publio lies in a pool of blood, coldly executed by the Argosians. While Conan goes through the documents contained in the merchant’s bag, he discovers a letter containing valuable information.

The Overlord’s side earns 1 victory point.

The next scenario to be played is scenario 3, “An Improbable Alliance”.