5.5
Hidden Chamber
Citadel of Horrors
As the earth heaves and the Pictish village crumbles into the sea, ancient stones poke through the dirt at the bottom of the newly formed crevasse. Tales spoke of an ancient city in these parts, long since buried by the same doom that sank Atlantis. What ancient treasures could be buried in this abandoned citadel, lost for millennia in the heart of the jungle?
Hideous shrieks and noises that freeze hot blood echo from the forest. No doubt the creatures of the wild,
disturbed by the earthquake, coming to investigate this newest disturbance to their abode. Or perhaps those are the sounds of long buried demons, released once more to torment the earth?
Gathering your courage, you make the long climb down into the crevasse. It will take more than the echoes of a few frightened beasts to keep you from those ancient wonders. And if they are demons? There is nothing steel can’t slay.
Objective
Recover the treasure and escape before the citadel is overrun at the end of turn 15. At least one Hero must leave the Citadel through the exit in the starting area in order to keep any loot recovered during the scenario.
Setup
The game starts with the Heroes’ turn. The Heroes start in the area marked with the red X.
Shuffle these 5 Trap Door tokens face down and randomly place them on the map as indicated.
Shuffle 12 Treasure tokens face down and randomly place them on the map as indicated.
x12,
x8,
x4
Shuffle the extra numbered tokens 1 through 4 and place them on the map as indicated.
x4,
,
,
,
Shuffle 8 Fire Trap tokens and set them aside, the 1 side up.
x8,
x4,
x4,
Set aside 3 Pit Trap tokens, 3 Water tokens, and the Key.
x3,
x3,
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After setup, each Hero moves 4 gems from their Reserve zone to their Fatigue zone. |
Asset Deck
Chests require the Key and a simple Manipulation to open. The Asset Deck contains a Lockpick, Mantle of Gullah, and Spellbook (Summon Demon - Outer Dark Demon). Chests have a weight of 2 but cannot be carried out of the Citadel.
Special Rules
This scenario works differently than most scenarios. Activation tokens are not used to activate units, but rather to randomly choose which units spawn. The number of acti- vations does not depend on how many Heroes are on the board. The Overlord turn always goes as follows:
Overlord Turn Sequence
Trap Door: Heroes may spend one Movement Point to explore a Trap Door token and flip it.
If the back of the token has an X, it is a dead end. If the Trap Door token has a number, place the Hero in the Hidden Chamber
with the corresponding Trap Door number and spawn a random monster in the chamber. The monster will interrupt the Heroes’ turn
and activate. Once the monster has finished with its activation, the Heroes will continue their turn. Units may spend 1 Movement
Point to move between a room and its corresponding Hidden Chamber, but they do not have line of sight to each other.
Monster Spawns: When you need to spawn a random monster, follow the rules for drawing an Activation token from the Book of Skelos, but instead of activating the corre- sponding unit, place its miniature in the intended location. If the monster is already on the board, draw another token. If all monsters are on the board, do not spawn another monster. Once all Activation tokens are in the Fatigue zone in the Book of Skelos, flip them face down, shuffle them, and place them back in the Reserve.
Doors: Doors require a Complex manipulation of 3 or Wall Wrecker to open.
Barricade: The barricade acts as a wall that cannot be crossed or destroyed.
Traps: The first time a Hero enters an area with a Treasure token, flip the token.
If it’s a 1, discard the token and nothing happens. If it is a 2, the Hero has triggered a trap. Roll 1
(no rerolls allowed) to determine the type of trap. If the result
is blank, place a Pit Trap (max 3) in the area. If it’s not blank, place a random Fire Trap in the area with the 1 side up.
The Hero that triggered the trap immediately suffers the effect but does not lose any remaining free Movement Points.
Pit Trap: When a unit enters an area with a Pit Trap, roll 1
(no rerolls allowed) and suffer unblockable damage equal to the
result. Leaving this area costs 1 additional movement point for Heroes without Climb. In addition, Heroes with Climb may
choose to spend 1 extra movement point when entering the area to take no damage. Heroes with flying, and all Overlord units,
are unaffected by Pit Traps.
Fire Trap: Heroes take unblockable damage equal to the value on a Fire Trap token whenever they:
Overlord units are unaffected by Fire Traps.
Wells: Heroes may use a simple Manipulation to investigate a face down number token to search for a secret well. Flip the token. If it is a 1, place the Well token in the room. Spawn the Deep One Champion in the room and activate it.
Sunken Key: A Hero in the same area as the Well may retrieve the Key by performing a complex Manipulation with a difficulty of 4.
Water Buckets: A Hero in the same area as the Well may fill a water bucket by performing a complex Manipulation with a difficulty of 2. Use a Water token to represent the bucket with a weight of 2.
Dousing the Fire: A Hero with a Water token may perform a simple Manipulation and discard the Water token to remove a Fire Trap token from their area, or an adjacent area if they have line of sight.
Nameless Horror: At the end of the Overlord’s turn 10, spawn the Nameless Horror at spawn location 2 instead of a random spawn. In addition, flip all Fire Trap tokens on the board to the side with the higher number. From now on, whenever spawning a Fire Trap token, flip it to the side with the higher number after randomly drawing it.
Options
Non-Campaign Mode
Heroes may choose one Boon from the options listed in the Hero Victory section on page 32.
Cache: Akbitanan Sword, Atlantean Axe, Bossonian Bow, Buckler, Chain Mail, Cutlass, Dagger, Heavy Spear, Leather Armor, Parrying Dagger, Shield, Sorcerer’s Scepter (see page 22), Spiked Shield, Sword, Throwing Knives, Tribal Mace
Spells: Bori’s Rage, Born by the Wind, Mitra’s Healing, Pestilential Swarm, Set’s Halo, Telekinesis, Ymir’s Retribution, Yog’s Hunger
Four Player Mode
Substitutions
Discard the Key equipment card. It does not carry over to the next scenario.
Hero Victory: If the Heroes win, they are awarded 1 Victory Point as a group and the items from the Asset Deck they recovered.
Hero Defeat: If this scenario results in a Defeat, lose one Victory Point. Lose any equipment that they have found.