5 Campaign Players     

The mercenaries have no more time to lose. After arriving in Kordava they embark towards Stygia because Conan now knows where to look for the magic dagger. He wants to go up the River Styx, and then ride across the plains of Shem and the Eastern Desert to reach the sea of Vilayet. Even so, there is something bothering the morose Cimmerian warrior. In his memory, there was nothing else on the island of Xapur but old, forgotten ruins.

After a few days of travel, Conan is drawn out of his dark thoughts by a ship sailing towards them. The infallible instinct of the barbarian helps him predict danger even before the lookout shouts the bad news. It's the Vandal, the ship of Zaporavo, the Zingaran renegade. Collision is unavoidable. Soon, bodies fall pierced by the arrows raining down. Under the roar of Conan, the sailors seize their weapons to courageously face their enemies.

On the deck of the enemy ship, a seemingly oriental sorcerer chants sinister incantations. immediately a whirlpool is formed under the keel of Conan’s galleon, and Horrifying tentacles emerge from the waves, while a gigantic mass from the dawn of time looms from the water. The situation is critical, but the barrels of pitch embarked before departure could make the difference.

Approached by the Vandal

The Ships

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

Winning the Game


If the heroes kill Thaug before the end of turn 7; the heroes win the game.


If Thaug is still alive by the end of turn 7; the Overlord wins the game.



The game starts with the heroes’ turn.
The heroes deploy freely in the areas marked


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 game starts with the Overlord’s turn.

The Overlord starts with 12 gems in their Reserve zone and 0 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 Magic Block Kiss of Death.

The River



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. The Overlord places Thaug’s Life Point marker on position “12” of the turn track. Thaug can only be wounded with the help of kegs of pitch. There is no Unit tile for Thaug in the scenario.

Kegs of Pitch: During setup, the Overlord places the 4 kegs of pitch as indicated by the setup diagram. A hero in a keg’s area can pick it up by performing a simple Manipulation. The Overlord’s units cannot pick up kegs of pitch. If a hero carrying a keg falls into the water (because of a failed leap, of constriction, because he chose to leap into the water, etc.), the keg remains in the last ship area it was in before the hero fell into the water. A keg of pitch has an encumbrance of 4.

Wounding Thaug: The only way to wound Thaug during this scenario is to light a keg of pitch and throw it at him. A hero in one of the areas adjacent to one of the two areas occupied by Thaug can perform a simple Manipulation to light the keg and throw it at him. Once the keg is thrown, it is removed from the game and Thaug immediately suffers 3 wounds.

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 4 chests on the board as indicated by the setup diagram. The asset deck contains: 2 Life Potions, 1 Leather Armor and 1 Throwing Knives.

Campaign Results

Heroes’ Victory: The mercenaries have succeeded in eliminating the foul creature using burning pitch barrels and getting rid of the Vandal. Conan can now sail to Stygia and continue his journey to the Yuetshi region.

The heroes’ side earns 1 victory point.

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

Overlord’s Victory: Conan’s ship is in the hands of Zaporavo and the fight has finished in a massacre. The last sailors sell their lives dearly to the blows of swords and the hideous sea creature feeds on the corpses. The mercenaries escape aboard a rowboat to reach the coast and get to the Yuetshi region as soon as possible.

The Overlord’s side earns 1 victory point.

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