Prelude
Back In The Village
“What sinister events transpired in that damnable Pict village that caused our captain to descend into madness remain a mystery. No one save the captain returned from whatever profane rendezvous occurred. Rumors and conspiracy slither through the ranks of the crew like tentacles in the deep. Fear reigns. We dare not contemplate our fate, as our fate seems to ebb and flow with the captain’s fevered whims. Mostly we sit, eyeing each other suspiciously. Quiet. Uncertain. Afraid, drifting upon this Bay of Death.”
- Final entry recorded in the log of the Wastrel. Found washed ashore on a beach three hundred miles north of Kordava.
Back in the village Zaporavo had intended to procure certain artifacts, weapons of power that would allow his employer to exert more influence over a squalid duchy just outside the reach of Zingaran politics. Betrayed, drugged or ensorcelled, Zaporavo lays in a Pictish hut, burning with fever. His loyal crew spring into action with a plan to regain their weapons, find an antidote and escape the village before the Pict shaman’s magic exacts its horrible toll.
Objective
The Heroes win if Zaporavo flees the board before the end of turn 5.Setup
The game starts with the Heroes’ turn. The Heroes start in the area marked with
.
Heroes have no starting equipment. The Sorcerer starts with the spell Bori’s Rage.
For thematic reasons, choose Heroes that will not be used in the main campaign.
Randomly place the Tribal Mace, Dagger, & Parrying Dagger face up in the huts marked with .
Place the spells Teleport and Set’s Possession on the table as a reference for Zogar Sag’s activation.
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After setup, each Hero moves 3 gems from their Reserve zone to their Fatigue zone. |
Asset Deck
Perform a complex Manipulation with difficulty of 2 to open chests. The asset deck contains: Life Potion, Pictish Fetish, Empty Chest.Event
Alarm!
Players choose 2 dead Pict models to return to an area with their color icon and a reinforcement token. | ![]() |
Special Rules
Map Notes: Standard map rules apply. In addition, the wooden barricades may not be crossed by any model.
Target Hero: After the Life Potion is found, the Hero that last held it is the Target Hero.
Zaporavo: Zaporavo may not be attacked for any reason. He is affected by Blocking and Hindering, however.
Dead Tiles: If all models for a tile are killed, do not flip the tile. If a tile is activated and there are no models on the board, the activation is wasted.
Zogar Sag: when activated do the following in this order:
Pictish Fetish: Zogar Sag may not cast Set’s Possession on a Hero that is carrying the Pictish Fetish.
Fleeing the Village: A Hero may use a simple Manipulation to give the Life Potion to Zaporavo. Once Zaporavo has been given the Life Potion, any player may move him using his Movement Points once per turn for free. Heroes may not spend gems to increase Zaporavo’s movement. Zaporavo must spend Movement Points as though he were crossing a border to exit the game board.
Way of Escape: A Hero may use Wall Wrecker on the Hut wall marked with the red X. If a Hero does not have Wall Wrecker, he must make a complex Manipulation with a difficulty of 3 to place a Wrecked Wall token. Heroes may add their Weapon dice to this roll. This creates an exit to the outside of the wooden barricade. This is the only place an exit can be created.
Options
Four Player Mode
Hero Victory: Leaving his crew either at the mercy of the savage Picts or with the captain’s own knife in their gullet, Zaporavo hurriedly makes his way through the dense forest back to the bay where his ship is anchored. His lunatic paranoia would not allow witnesses to the sorcerous treachery that compromised his mind and mission.
He fumbles a cloth, wiping blood from his hands as he approaches the landing craft. Loyal they were, but the remaining crew must never know what had occurred back in the village.
Hero Defeat: Feigning death, Zaporavo watches a Pictish maul brain his last loyal crewman. With a howl, the savages leap and wave their weapons victoriously. After an eternity, the celebration subsides and Zaporavo slips away undetected, scrambling back to the beach. Approaching the rowboat, he smooths his garments, wipes blood and sweat from his face, and orders the craft back to the ship.
“Sir...” an oarsman begins, cautiously.
The captain shoots a stare that would freeze Leviathan’s heart. No one else dares inquire about what had happened back in the village.