5 Players     

Back in civilization, in the filthy lanes of the Khorusun slums, Conan thinks he can use his reputation in order to quickly find a ship and crew among the crooks who squander their booty in the sordid eating-houses bordering the waterfront.

The Cimmerian finally finds common ground with a Hyrkanian buccaneer who is ready to sail for him, but first wants Conan to carry out a small task for him. During a recent robbery, one of the rivals of the Hyrkanian laid his hands on a spellbook of inestimable value. The buccaneer would like to discreetly retrieve the book, because he already has a customer who is ready to buy it for gold.

What Conan does not know at this moment is that he will have to deal not only with the pirates who occupy the inn where the spellbook is, but also with a strange man ape is after the book for himself; convinced that its contents could enable him to take on a human form.


The Spellbook of the Gray Man-Ape

Campaign: Legend of the Devil in Iron

Inn

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

Winning the Game

Heroes

If a hero flees the inn with the spellbook; the heroes win the game.

Overlord

If an Overlord model flees the inn with the spellbook; the Overlord wins.

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 4 gems from their Reserve zone to their Fatigue zone.

Overlord

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: 3 reinforcement points .

If the Thak is still alive at the end of the scenario, check its name on the Overlord’s Campaign Log.

The River


10

Special Rules

Opening a Chest: Opening a chest is a complex Manipulation with a difficulty of 1.

Overlord and Opening a Chest: The Overlord’s models can attempt to open a chest. An Overlord’s model of an activated Unit tile in a chest’s area can roll the dice of their Melee attack characteristics to perform a complex Manipulation. Each model of the activated Unit tile may perform this action. This action replaces the attack action of all of the models of the Unit tile for this activation. If the action is successful, the Overlord draws a card from the asset deck. The Equipment cards revealed by the Overlord other than the spellbook are discarded. If the Spellbook is revealed, then the model which has just opened the chest takes the spellbook and carries it with them. To represent this, the Spellbook card is placed under the base of that Overlord’s model. The Overlord’s models are not affected by the spellbook’s encumbrance.

Taking back the Spellbook: The spellbook can be stolen from the model carrying it if that model suffers at least 1 wound. The Spellbook card is then placed in that model’s area. A hero in the spellbook’s area may pick it up by performing a simple Manipulation. An Overlord’s model of an activated Unit tile in the spellbook’s area may pick it up if the Overlord moves 1 gem from their Reserve zone to their Fatigue zone.

Spellbook: A hero in another hero’s area another hero’s area may give them the spellbook by performing a simple Manipulation. An Overlord’s model of an activated Unit tile in another Overlord’s model’s area may give them the spellbook if the Overlord moves 1 gem from their Reserve zone to their Fatigue zone. The spellbook is fragile and cannot be thrown.

Fleeing the Inn: A hero or an Overlord character can flee the inn from one of the outside areas to the south of the board by spending movement points as though they were moving across a border. Their model is then removed from the board. Once they have fled, their model cannot be returned to the board.

Pictish Drink: A hero may discard this item to move 2 gems from their Fatigue zone to their Reserve zone but must also suffer 1 wound.

Chests: During setup, the Overlord places 6 chests on the board as indicated by the setup diagram. The asset deck contains: 1 Spellbook, 1 Empty chest, 2 Pictish Drink, 1 Dagger and 1 Leather Armor.

Campaign Results

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


Heroes’ Victory: After a struggle as violent as it is fierce, the mercenaries mange to seize the spellbook. Their Hyrkanian sponsor is satisfied; they can finally set sail to the fortress of Xapur.

The heroes’ side wins 1 common gem.


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: The confrontation in the tavern has alerted the Turanian soldiers. While the troops invade the establishment cutting into the ranks of the buccaneers with the blows of their scimitars; Conan believes it’s time to leave. It is certainly too late to recover the spellbook, but still early enough for new negotiations with the Hyrkanian. The confounded man will have to supply his ship, of his own will or by force.

The Overlord’s side wins 1 special gem.