5 Campaign Players     

After arriving in Kordava, the mercenaries embark once again to Stygia. Conan now knows where to look for the magic dagger because he knows the sea of Vilayet well from his years spent as a buccaneer. His idea is to travel to Stygia then sail up the River Styx, and ride across to the shores of the inland sea and the Yuetshi region. Yet the morose Cimmerian warrior wonders, for as he remembers, there was nothing else on the island of Xapur but old forgotten ruins.

On the third day of navigation, the look-out shouts a cry of alarm. A brig, flying the black flag, has taken chase. As Conan deploys full sail in a bid to escape, a whirlpool forms under the ship, and they are soon hindered by a colossal form. Horrifying tentacles emerge from the waves and whip against the deck, while a gigantic mass from the dawn of time looms from the water. Conan and his companions prepare to face the indescribable creature when the enemy approaches.

In the middle of the shouting pirates all waving their cutlasses stands a man who seems to have nothing in common with the rest of the crew. He is dressed in an Oriental fashion and seems to be chanting a sinister incantation. Conan quickly understands that the monster’s appearance is the result of black magic. By getting rid of the sorcerer, he will surely put an end to the beast’s wrath.


A Terrifying Incantation

The Ships

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

Winning the Game

Heroes

If the heroes have killed Khemsa and loaded the 3 trunks of supplies onto their ship before the end of turn 7; the heroes win the game.

Overlord

If by the end of turn 7, Khemsa is still alive, or the Overlord prevents the heroes from loading the 3 trunks of supplies onto their ship; the Overlord wins the game.

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 9 gems in their Reserve zone and 3 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 (see Special Rules).

Tentacle Movement: The Overlord can remove up to two Tentacles models from the board and then places them on any water area on the board (provided all Tentacle restrictions for this scenario are met).

Khemsa has Ymir’s Rage Kiss of Death.
If the Outer Dark Demon is still alive at the end of the scenario, check its name on the Overlord’s Campaign Log.

The River


8

6

Special Rules

Thaug: During setup, the Overlord places the Thaug model as indicated by the setup diagram, straddling the two areas to the East. These two areas are considered occupied. For this scenario Thaug has no life points and cannot be the target of an attack. There is no Unit tile for Thaug in the scenario.

Trunk of supplies: During setup, the Overlord places 3 trunks of supplies as indicated by the setup diagram, they are represented by the tokens. A hero in a trunk’s area may pick it up by performing a simple Manipulation. The Overlord Units cannot pick up trunks. If a hero carrying a trunk falls into the water (because of a failed leap, of constriction, because he chose to leap into the water, etc.), the trunk remains in the last ship area it was in before the hero fell into the water. A trunk has an encumbrance of 5.

Tentacles: There can never be more than one Tentacle model per area. If a leap is performed over a Tentacle’s area, the difficulty of the leap is increased by 1. Overlord units are also affected by this hindering.

Reinforcement: During reinforcement the Overlord can choose to reinforce Pirates and Tentacles. Pirates are reinforced normally. When reinforcing Tentacles, the Overlord places their models on whichever water area they choose, on the condition that there is never more than one Tentacle model per area.

Leap: If a hero’s or Overlord’s model fails to Leap, they fall into the water and their model is placed on the water area they leaped over. The heroes or Overlord units can decide to fall directly into the water; this does not cost any extra movement points and does not require any particular skill.

Water Area: A model on a water area can still fight without penalty. Characters with Swimming can move from one water area to the adjacent water for 1 extra movement point. A model (with or without Climb)on a water area can climb up onto an adjacent ship area for 2 extra movement points. A character that does not have Swimming cannot move from one water area to another water area, but can climb up onto an adjacent ship area by spending an extra 2 movement points with or without Climb.

Chests: During setup, the Overlord places 2 chests on the board as indicated by the setup diagram. The asset deck contains: 1 Leather Armor and 1 Throwing Knives.

Campaign Results

Heroes’ Victory: Once Khemsa defeated, the loathsome creature returns to the ocean depths. With the supplies they have transferred to their ships, the mercenaries can now continue their voyage in the direction of the area occupied by the Yuetshi.

The heroes’ side earns 1 victory point.

The next scenario to be played is scenario 14, “The Mystical Dagger”.

Overlord’s Victory: The Cimmerian’s plan did not work out and the decks of the two ships, seriously damaged by the creature and the fighting, are strewn with sailors’ bodies. The mercenaries have no other choice than to escape on board a rowboat to reach the Yuetshi region.

The Overlord’s side earns 1 victory point.

The next scenario to be played is scenario 14, “The Mystical Dagger”.