5 Players     

Few people can boast of having crossed the path of the fierce Pict warriors and of still being alive. However, the savage tribes along the coast are not averse to bartering with the representatives of civilized nations who dare venture so far.

Conan, concealed beneath the thick vegetation on top of a cliff, observes the tribal village below. There, the Picts are busy sorting out and storing many objects and equipment from all over the continent; Steel weapons, finery and embroidered fabrics as well as the wine of which they are particularly fond.

The presence of a stranger attracts the attention of the Cimmerian. A man with a thin body and strong bone structure, his pale complexion and reserved air as well as his getup leave little room for doubt; he is a sorcerer from Hyperborea. One of the chests seems to be the center of his attention while he performs a strange ritual.

The contents of the chest must be of inestimable value to be subjected to what Conan interprets as a powerful magical protection spell. The formidable warrior, determined to find out, establishes a quick plan of attack to get his hands on its contents.

However, while an average person could never detect the presence of Conan’s group, a life spent in one of the wildest territories of this world has sharpened the eyes and senses of these men covered with hideous paintings.


An Explosive Enigma

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 heroes manage to place the colored orbs in the correct position on their receptacles before the end of turn 8 to prevent the destruction of the mysterious chest; the heroes win the game.

Overlord

If the heroes have not prevented the destruction of the mysterious chest by the end of turn 8; the Overlord wins.

Setup

Heroes

The game starts with the heroes’ turn.
The heroes deploy freely in the areas 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 10 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 the following event:

Reinforcement: 3 reinforcement points .

Hyperborean Primitive has Energy Drain and Kiss of Death.
If the Gray Man-Ape is still alive at the end of the scenario, check its name on the Overlord’s Campaign Log.

The River


6

8

Special Rules

Orbs and receptacles: During setup, the Overlord places the three unnumbered Orb cards on the central area, and places the 1 2, and 3 tokens representing the receptacles in the huts as indicated by the setup diagram.
The Overlord then takes the numbered Orb cards and secretly selects one card of each color with a different number on each card. The Overlord ends up with 3 Orb cards with different colors and numbers. These 3 cards indicate the receptacle on which the heroes must place the corresponding orbs to prevent the destruction of the mysterious chest. The selected cards are placed facedown near the Overlord. The remaining six Orb cards are shuffled and form the Orb card deck.

Special Equipment deck: During setup the Overlord creates and shuffles the Special Equipment deck.

Opening the mysterious chest: Picking up and dropping an orb is a simple Manipulation. When an orb is dropped in the same area as receptacle, the Overlord indicates whether the orb is correctly placed or not. An orb is correctly placed if the color of the orb and the number of the receptacle corresponds to the color of the orb and the number written on one of the Orb cards set aside by the Overlord during setup.
If it is, the Overlord flips faceup the corresponding Orb card. Then the hero who placed the orb draws a card from the Special Equipment deck. When the three orbs have been correctly placed, the mysterious chest opens and the hero who placed the last orb draws an additional card from the Special Equipment deck. So that hero will draw two cards from the Special Equipment deck when placing the third orb correctly.

Chests: During setup, the Overlord places 6 chests on the board as indicated by the setup diagram. Each time a hero opens a chest, that chest token is discarded and that hero draws a card from the Orb deck. This helps the heroes to eliminate the wrong combinations of orbs and receptacles.

Campaign Results

Heroes’ Victory: Besides the loot, the weapons and equipment contained in the chest, Conan discovers an ancient parchment revealing the true nature of the being known as Khosatral Khel.

Read the card “The Legend of the Devil in Iron”.

The heroes’ side earns 1 victory point.

The next scenario to be played is scenario 11, “Approached by the Vandal”.

Overlord’s Victory: The mercenaries did not manage to open the enchanted chest, but Conan nevertheless managed to seize documents that could only have come from civilized countries. As his men walk through the Pictish Wilderness to reach Zingara, the Cimmerian warrior discovers and ancient parchment revealing the true nature of Khosatral Khel..

Read the card “The Legend of the Devil in Iron”.

The Overlord’s side earns 1 victory point.

The next scenario to be played is scenario 12, “The horror from the abyss”.