5 Players     

After reading the letter found in Publio’s belongings, Conan understands that Flavia’s abductor used the services of an accomplice who is not identified in the letter, but that the latter should go to the coastal territory of the Picts in order to successfully proceed in the exchange of arms, jewels, and wine for skins, copper, and gold dust.

Without further delay, the mercenaries embark on the first ship leaving for Zingara, deciding to then rejoin the Pictish territory by way of the mainland. Conan knows that this is a dangerous journey; the wild and desolate west coast stretches for a thousand miles and is only populated by coastal villages of ferocious tribes.

After having disembarked at Kordava, the sumptuous capital of Zingara, and having made an exhausting journey of several days through the Pictish Wilderness; Conan and his men finally arrive at the edge of the village indicated in the letter. A few hours of careful surveillance enable them to see that several foreigners are lodging there with the painted devils; a Kushite sorcerer, a Kothian warrior and a Turanian prince.

It is now necessary to enter the village in order to unmask the accomplice and interrogate him.


An Improbable Alliance

Campaign: Legend of the Devil in Iron

Pict Village

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

Winning the Game

Heroes

If the hero with the information flees with the village before the end of turn 8; the heroes win the game.

Overlord

From turn 6 the Overlord can help the lieutenant with the information to flee. If they succeed, the Overlord immediately wins the game. If the lieutenant with the information does not flee and if the heroes haven’t managed to find the information or if the hero with the information hasn’t managed to flee at the end of turn 8; the Overlord wins the game.

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 5 gems from their Reserve zone to their Fatigue zone.

Overlord

The Overlord starts with 12 gems in their Reserve zone and 2 in their Fatigue zone, and places the recovery token showing a recovery value of “7” in the Book of Skelos.

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

Reinforcement: 3 reinforcement points

Tactical move: The Overlord gains 4 movement points to be used immediately. They can only be shared however the Overlord wishes between all his lieutenants (Captain, Kerim Shah and Ageera).

Ageera has Energy Drain.
If the Giant Spider is still alive at the end of the scenario, check its name on the Overlord’s Campaign Log.

The River


5

6

6

7

Special Rules

Information: Kerim Shah and Ageera are the potential information carriers. During setup, the Overlord mixes two tokens numbered "1" and "2". Each token corresponds to a lieutenant:
: Ageera
: Kerim Shah
The Overlord randomly chooses one of these tokens, looks at it without showing it to the heroes, and places it facedown in front of them. This token indicates which lieutenant is the information carrier.

Interrogation: To extract the information from a lieutenant, the heroes must kill the Lieutenant. The Overlord then reveals if they were the information carrier. If it was the information carrier, the Overlord replaces the information carrier’s model with the Information card in the same area. A hero in the Information card’s area can pick it up by performing a simple Manipulation.

Fleeing the village: A model can flee the village from one of the three village entrance areas (northwest, southwest and east) by spending movement points as though the model was moving across a border. The model is then removed from the board. Once a model has fled, the model cannot be returned to the board. The Overlord models cannot flee before the beginning of turn 6.

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: Before exhaling his last breath, the accomplice confesses his participation in the kidnapping of Flavia on behalf of a Kothian mercenary named Constantius. He is now traveling along the Road of Kings at the head of a convoy heading to the east.

The heroes’ side earns 1 victory point.

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

Overlord’s Victory: The accomplice has escaped with his valuable information and the Picts gather together to track down Conan and his men. The mercenaries sink deep into the forest to escape their pursuers. After several hours of flat-out running, they emerge into a dreary putrid swamp.

The Overlord’s side earns 1 victory point.

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