5 Players     

The confrontation to retrieve the dagger has been terrible and the Yuetshi recover painfully from the demonic trance that had taken possession of them. One of the fisherman offers to take Conan to his own village. He said he has a boat large enough to accommodate all the mercenaries and will guide them to the island of Xapur.

The small group arrives in front of the primitive fishing huts where a strange and unnatural calm seems to reign. No hustle or bustle in the small central square, usually busy at this time of day. The mercenaries penetrate the village and Conan already has his steel in hand when the first Yuetshi runs screaming out. They seem possessed, just as were the fisherman in the village where the magic dagger was hidden. While the commotion and cries of rage of the warriors are heard all around the village, the Cimmerian understands that they were expected and that the same sorcery is at work here; this time put into action by a Yuetshi sorcerer in the service of Khosatral Khel.

As he pounces on him, Conan decapitates the fanatic with a blow as quick as powerful. Then the mercenaries quickly erect some makeshift barricades using what they find in the nearest streets and huts.


Behind the Barricades

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 get the fisherman out of the village before the end of turn 7; the heroes win the game.

Overlord

If the Overlord kills the fisherman or the fisherman is still in the village by the end of turn 7; the Overlord wins.

Setup

Heroes

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 game starts with the Overlord’s turn.
The Overlord starts with 11 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: 4 reinforcement points .

Wild Charge: The Overlord adds 1 to the attack power against the barricades of the next Unit tile activated this turn.

Zogar Sag has Magic Block and Return of the Brave.
If the Forest Demon is still alive at the end of the scenario, check its name on the Overlord’s Campaign Log.

The River


6

5

Special Rules

Barricades: The Overlord places the tokens numbered and representing the barricades on each area border as indicated by the setup diagram. They have the same number of life points as their number and have the an Armor Value of 1. A barricade prevents a character from moving across a border between two areas it separates. A barricade cannot be climbed or wrecked and does not block line of sight.

Traitor: Use Balthus’ model to represent the traitor and place the life point marker on the position “4” of the turn track. The traitor has 3 movement points and an armor value of 1. The heroes can move the traitor (using his 3 movement points) if, at the end of the heroes’ Action Phase, there is at least one hero model and no Overlord models in the starting area of the traitor. The traitor cannot move by himself, Attack or Guard and he is considered on the heroes’ side regarding hindering. The heroes can use Bodyguard if they have it to defend the traitor. The allies cannot use Sacrifice to defend the traitor.

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

Campaign Results

If the Heroes do not already have the Yuetshi Knife in Their possession, they immediately lose the campaign.


Heroes’ Victory: The mercenaries have saved the Yuetshi fisherman’s life. He leads them to his boat and insists on sailing them to the island. It is time to set foot on Xapur, the Fortified.

The heroes’ side earns 2 victory points.


If the heroes have more victory points than the Overlord by the end of this scenario, the next scenario to be played is scenario 19, “The Last Dagonian”. If not, or in the case of a tie, the next scenario is scenario 18, “The Fortress of Xapur”.

Overlord’s Victory: Conan and his companions were unable to protect the fisherman. The Yuetshi, drunk with blood, are now in a totally uncontrollable trance and have turned on each other. The mercenaries take advantage of the confusion to leave the carnage, but will have to satisfy themselves with finding a small fishing boat to join Xapur.

The Overlord’s side earns 2 victory points.