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No Safe Place

  Solo/Cooperative Betrayal of the Infernal Shaman 3-4 Players
  Uses content from:     Core Game     Conan the Conqueror     Tome of Skelos

True to their nature, the mutinous pirates turn on you as soon as your feet hit the beach, demanding what meager supplies you managed to haul from the burning shipwreck. Zingaran scoundrels, Barachan sailors, Kushite mercenaries— treacherous dogs to a man!

With a glint of steel, a thrown knife is planted in the gullet of the instigator, the tall, harsh Kushite first mate. His eyes bulge as he chokes and sputters on the blood bubbling from his mouth. The distraction is enough to allow you to make an escape. Threats and howls of rage ring out. Arrows zip by your heads as you dash headlong into the murky forest.

Climbing a wooded bluff in the dark, you hope to find a safe place in a seemingly abandoned signal tower overlooking the bay. The entrance is blocked with rubble so you and your companions scurry to the top of the

crumbling walls and fan out to explore the ancient structure. Faint moonlight reveals a time blasted compound composed of three standing signal towers and one collapsed. The inner courtyard is crisscrossed with thick, almost rope like webs.

You freeze as a dull chittering echoes around the stone walls. Moments pass. Silence. You begin to take a step and are greeted by the same sound and notice a slight vibration in the enormous tangle of webs. You stop. Silence again.

Suddenly you hear the clamor of the pirates ascending the bluff. You duck for cover as the first volley of arrows clatters around the ramparts. The thick webs shrouding the courtyard begin to vibrate erratically. The chittering grows louder and more incessant.

The realization creeps over you. This is no safe place.

Objective

The Heroes win once all threats are eliminated.

Setup

The game starts with the Overlord’s turn. The Heroes start in the areas marked .

The Sorcerer starts with Set’s Halo cast.

After setup, each Hero moves no gems from their Reserve zone to their Fatigue zone.

Asset Deck

Pick up a Treasure token with a simple Manipulation or the Telekinesis spell to draw from the Asset Deck, which contains a Bossonian Bow, Empty Chest, Heavy Spear, Sorcerer’s Scepter, and Spellbook (Pestilential Swarm, Yog’s Hunger).

If the Telekinesis spell was not obtained in the previous scenario, add it to the Spellbook in the Asset Deck.

One item, not obtained in a previous scenario may be added to the Asset Deck in place of the Empty Chest card.

Sorcerer’s Scepter
Place 1 red gem on the scepter. A Hero may use this gem to cast spells. During the Start Phase and End Phase of each Heroes’ Turn, move the back to the card.

Event

Tangled Webs: The ancient structure is covered in spider webs. Players choose 1 Hero and 1 Overlord unit and attacks them each with a Web Projection. The Zamorian Spider may not be chosen as a target. An Overlord unit that has a Web token must use their next Activation to remove the Web token. Then activate the Zamorian Spider.

Special Rules

Map Notes: Walls, Boulder tokens, and doors may not be crossed by any character except the Zamorian Spider.

Treasure Tokens: The Treasure tokens in the courtyard may only be retrieved with the Telekinesis spell.

Ranged Units: Pirate Archers and the Elite Ballista do not move if they have Line of Sight to a Target Hero or Alternate Target Hero.

Zamorian Spider: When the Zamorian Spider is activated, it will perform these two steps in order:

  • Use the Web Projection skill. Target a Hero without a Web token if possible, but otherwise follow normal targeting rules.
  • Move and attack. Select the Target Hero from those that have a web token. If no Hero has a Web token, the Zamorian Spider follows normal rules for Targeting. (This is an exception to the normal rules for Web Projection.)

The Zamorian Spider uses Climb to cross into any area.

The Zamorian Spider cannot be damaged. To kill it, all 3 Signal Lamps must be lit at the end of the Heroes’ turn (see Signal Lamps below).

Web Tokens: Web tokens are not limited to those provided in the game. If more are needed substitute any other token. A character may have more than 1 Web token at a time.

Signal Lamps: A Hero may use a simple Manipulation to flip a Flame token to 2 to light a signal lamp. A signal lamp may not be lit if the Zamorian Spider is in the area. When the Zamorian Spider enters an area with a lit Flame token, it extinguishes the light. Flip it back to side 1.

Elite Ballista: will Target the Strongest Hero.

Sacrifice Skill: Belit’s Guards will use their Sacrifice Skill only on behalf of the Captain. The Captain will never use his Sacrifice Skill.

Options

Non-Campaign Mode

Cache: Akbitanan Sword, Buckler, Cutlass, Dagger, Leather Armor, Shield, Spiked Shield, Sword, Throwing Knives, Tribal Mace.

Spells: Bori’s Rage, Set’s Halo, Telekinesis, Ymir’s Retribution

Four Player Mode

  • After setup, each Hero moves 3 gems from their Reserve to their Fatigue zone, 4 if they lost the previous scenario.
  • The Captain has 12 Life Points and the Elite Ballista has 8.
  • Reminder: The Overlord activates four times per turn.

Substitutions

  • Shafiah or Ghayoor may substitute for the Captain.
  • Hard Mode: Add 2 Pirate Archers to area .

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Hero Victory: If the Heroes win, they are awarded 1 Victory Point per surviving Hero and get all the items from the asset deck, whether they found them or not.

Hero Defeat: If this scenario results in a Defeat, lose one Victory Point. Lose any equipment that they have found.