5 Campaign Players     

After a short sea voyage aboard a merchant ship, Conan and his companions finally land in Kordava, the capital of the kingdom of Zingara and listed among the most sumptuous ports of the western nations.

After paying a rather hefty sum, the Cimmerian has obtained permission from the city’s Provost Marshal to visit Arvad, who is being held in prison for theft and smuggling. Once behind the massive walls that separates the prison from the rest of the city, the mercenaries must leave their weapons at the disposal of the guards. They then reach the filthy cell of the Shemite who is surviving on stale bread and stagnant water.

In exchange for some fresh food, Arvad soon reveals that the princess was kidnapped by a Kothian mercenary called Constantius. This mercenary has organized a convoy traveling along the Road of Kings toward the east.

As they prepare to leave, satisfied with this information, uproar suddenly seizes the garrison of the citadel. The intrigued Cimmerian glimpses the graceful silhouette and the dark hair of an old acquaintance through an arrow slit in the wall. The young woman, called Gitara, has already betrayed him in the past after being bluntly rejected.

A cry soon rings out, “Conan, give yourself up! No harm will come to you and you will appear before the justice of our monarch for your acts of piracy; there is a hussy here who claims that you are indeed the Barachan pirate who has a price on his head.”


The Unmasked Pirate

The Citadel

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

Winning the Game

Heroes

If Gitara is killed and all the surviving heroes at this moment flee the citadel before the end of turn 7; the heroes win the game.

Overlord

Either if one of heroes is killed after Gitara’s death, or if Gitara is still alive at the end of turn 7; the Overlord wins.

Setup

Heroes

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

4

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

Overlord

The Overlord starts with 11 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


6

3

Special Rules

Gitara: For this scenario, the Overlord cannot get Gitara out of the citadel. Gitara has Protected for this scenario. Do not forget the Sacrifice skill of the Bossonian Guards and the Captain.

Disarmed: The heroes start the game without their equipment of an encumbrance greater than or equal to 1. The Overlord gathers the heroes’ equipment cards with an encumbrance greater that or equal to 1 and places them face up in the area marked . A hero in an equipment area can pick it up by performing a simple Manipulation. Do not forget that any equipment card still on the board at the end of a scenario is lost.

Death of Gitara: When Gitara dies, if the Captain is still alive, he shouts in rage and immediately recovers 3 life point (maximum of 6 life points for the Captain) and is immediately activated for free during the heroes’ turn. His tile stays in its current position and does not count towards the activation limit of the Overlord. If the Captain is dead when Gitara is killed, then the Overlord may immediately use 4 reinforcement points during the heroes’ turn.

Fleeing the citadel: A hero can flee the citadel from one of the outer areas to the west of the board or from one of the entrance areas situated to the north and south of the board by spending movement points as though the hero was moving across a border. The heroes’ model is then removed from the board. Once a hero has fled, the heroes’ model cannot be returned to the board.

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 Zingaran Bow and 1 Chain Mail.

Campaign Results

Heroes’ Victory: Conan has succeeded in punishing the traitor and escaping from the trap that was closing in on him. With his companions, they are now out of reach of the Zingaran soldiers and ride towards the east in order to join the Road of Kings.

The heroes’ side earns 1 victory point.

The next scenario to be played is scenario 5, “The Inn of All Dangers”.

Overlord’s Victory: New troops have arrived as reinforcements after being alerted by the fighting, and it is time to leave the citadel before falling under their sheer number. Relentlessly being tracked, Conan and his acolytes have been forced to flee towards the Pictish Wilderness in an attempt to lure the Zingarans into the plentiful marshes there.

The Overlord’s side earns 1 victory point.

The next scenario to be played is scenario 6, “The Mad Shaman”.