SHAMAN’S HORDES
(Les hordes de Shaman)

A campaign for “Dragon Noir” by François Edelin, from Le Journal du Stratège #60/61. Translated by Bob Gingell in February 2000. The campaign consists of 7 linked scenarios and uses the boxed games “Dragon Noir” (including the two underground maps) and “Cry Havoc”, plus The Forest supplementary map.

Contents
1.	Background
2.	The rules
3.	Playing the campaign
4.	The armies
5.	The individual scenarios
6.	The campaign
	1)	A restless evening. 
	2)	Sir Gilbert has gone over to the enemy.
	3)	Encounter with Zacharie.
	4)	The dwarves’ cavern. 
	5)	A nasty surprise. 
	6)	The attack on Kaliep.
	7)	The attack on Midelle.
7.	Game aids

1.	BACKGROUND
a)	Introduction
This booklet tells of the confrontations between a mighty lord, Sir Roland, and a great wizard, Shaman. The events unfold in seven scenarios: the first five heighten the extreme tension between the two sides, and scenarios 6 and 7 represent the bloody battles with which each side held itself out to acquire or maintain its power.

To play this campaign you must possess the boxed games “Cry Havoc” and “Dragon Noir”; however, played individually, scenarios 1 and 2 require only “Cry Havoc”, and scenarios 3, 4 and 5 only “Dragon Noir”.

b)	Setting the scene
The ruddy sun is on the horizon, and the young elf Andreas is exhausted, having spent the whole day watching for the return of his beloved brother. “He will be here tomorrow” he hoped to himself, walking down the staircase from the look-out point with a heavy step.

“This waiting has become impossible! Call Konrad immediately”, Sir Roland had only been here since the day before yesterday, but his best scouts had still not returned from the village of Midelle and had already been gone 10 days. 
“Ah! There you are Konrad. I can no longer stand for the provocations of he who calls himself Shaman: he is threatening my lands and testing the loyalty of my men, this coward who hides in the mountains. I want you to go to Midelle, and seek out the aid of Sir Gilbert; find the camp of that traitor Shaman and try to find out what has happened to the six scouts that I sent out. If I have no news from you within ten days, I will raise the army and go to Midelle myself, and then I will scour the region for that dog. Take ten men and get going”.
Konrad bowed his head and withdrew. “At last some action” he said to himself under his breath; he did not realise how truly he spoke…

c)	The list of characters
Sir Roland: 	A man of bravery and authority, he is the lord of the castle of the “Mountain lands”. He is a fair leader respected by his men.
Konrad: 	Master of arms at the castle, his strength and dexterity are impressive, and even though he is of low birth the knights still listen to his advice.
Godiva: 	Companion of Konrad and mistress of the hounds, she is never separated from her faithful Lucifer and even the knights fear to defy them in single combat.
Laberne: 	He is a weak and fragile person, yet who compensates for his lack of strength by his great agility with the bow.
Sir James: 	Taciturn yet loyal: who can ask for more?
Zacharie: 	A grumpy old man, he has always lived on his own and does not meddle in the affairs of others. However, he fully understands the extortions committed by Shaman and he will help Konrad if Konrad comes to him.
Shaman: 	A powerful magician and eager for more power, he hates the knights and aims to get rid of them, which in his opinion will not be delayed for long…
Sir Gilbert: 	A cowardly and venal person whose hope is to be lord in place of the current lord. He knows Shaman, but the alliance, even if it is temporary, has strength.
Sir Alain: 	The eyes and ears of Sir Gilbert, his devotion is total and he will not shrink from any cruelty to please his leader.
Black Fox: 	Lord of the horde, the evident pleasure that he takes in killing and in the fear that he instils has made him a redoubtable warrior.

2.	THE RULES
a)	Compatibility of the boxed games
To play with the two boxed games, modify the “Cry Havoc” counters as follows:
-	Armour: To symbolise armour draw a circle around the red defence strength for all knights, sergeants, halbardiers and crossbowmen pictured wearing armour.
-	Archers: All the “Cry Havoc” archers carry shortbows.

The rules on movement, combat and terrain from “Dragon Noir” take priority over those from “Cry Havoc”; e.g. all horses move 12 hexes and unarmoured foot move 8.

b)	Rules reminder and additional rules
1).	Konrad can decide to rest 1 or more days at Midelle (after Scenario #2) or in the Dwarves’ Cavern (after Scenario #4) so that all or some of his party can heal their wounds (see healing table below), or so that Zacharie can regain his 100 magical Energy Points. The rest must be absolute: no combat or movement. The surviving Traitors, oppressors and guardians normally have sufficient time to rejoin Shaman who will undertake to heal them ready for the final assault.

Healing table

Die roll	Days		Die roll	Days		Die roll	Days	
1-2
3-4	1
2		5-6
7-8	3
4		9
0	5
several weeks…	
  
2).	Use the optional rule for ammunition supply (from “Cry Havoc”) and “errare humanum est” (from “Dragon Noir”); distinguish between the ork and elf archers.

3).	Fighting is allowed across windows: the defending character will be in (+) terrain.

4).	Zacharie and Shaman must sleep for one entire day in order to regain magical energy points that they have used.

5).	The black dragon is affected by terrain penalties just like a foot character, save that it cannot enter tree hexes. Instead of attacking with its teeth, the dragon can choose to breathe the equivalent of a fireball over a distance of 2 hexes. The effects are the same as for the fireball spell (see Magic card from “Dragon Noir”).

6).	A mule can carry 1 dead body [so as to take it to a spellcaster for revival]. To do this, a character must spend one turn without moving or fighting while unloading the mule and tying on the body. Note: the supplies that were on the mule are lost. The Advanced Guard can keep the mules until the end of Scenario #3.

c)	Chronology
As indicated in the summary, each scenario is separated by one day’s march (except between Scenarios #3 and #4). To understand the chronology of the different events, an example is helpful:

Konrad leaves Lord Roland’s castle at dawn on day J, and Scenario #1 takes place on day J+1, #2 on day J+2, #3 and #4 on day J+3. 

The Advanced Guard will, in this hypothetical example, always rest for at least 2 days in the Dwarves’ Cavern. A healthy character then has the time to go to Kaliep to assess the strength of Shaman’s forces. The group then returns to the village on J+7 (a day and a half’s march), and to the castle on J+9. Kaliep will then be attacked on J+13.

To keep up the suspense, the Shaman player keeps secret his date of departure by throwing a die: 1-3: J+14; 4-7: J+15; 8-0: J+16. Note that this date can be altered (see Scenario #1).

On J+10 Roland will leave the castle and on J+12 he will arrive at Midelle. The final combat can only occur in a village (against Roland at Midelle or Shaman at Kaliep), and is determined in the following manner:
-	If Shaman leaves before Roland: play Scenario #7.
-	If Roland leaves before Shaman, play Scenarios #5 and #6.
-	If the two leaders leave at the same time, play Scenario #7 and incorporate the Advanced Guard (mounted but without Zacharie) in Group 2 of Sir Roland’s army.

d)	The game aid charts
The charts allow the players to note the date of the events that have occurred or are about to happen, and to keep a record of the usage of missiles and magic by their characters. In particular, the Roland player must write down his wounded, and the dates of starting rest and healing.

3.	PLAYING THE CAMPAIGN “SHAMAN’S HORDES”
The campaign comes with a diagram of the region and a flow-chart showing the inter-relationship of the maps making up the campaign.

Scenario flow-chart		Sc 5

			    Sc 2		  Sc 3		          Sc 4	    Sc 6
	
	Sc 1									        F

  Castle		  X					F	C		        V
			        X	       V	           W		   L
							Sc 7			 

      |___________|_____________|______________|________|________|______
      0		     1 		        2 			 3	    3.5	          4	>
									Days of march

X = Crossroads; V = Village; W = Watermill; F = Forest; 
C = Dwarves Cavern; L = Dragon’s Lake.

4.	THE ARMIES

a)	Sir Roland: 
The Advanced Guard - Heroes: Konrad, Godiva, Laberne, Sir James; Sergeants: Sgt Tyler; Spearmen: Ben, Bertin, Crispin, Hal, Mark, Odo, Perkin, Wat; Animals: Lucifer, 6 mules and the heroes’ horses.

Group 1 – Knights: Sir Roland, Sir Conrad, Sir Gaston, Sir Jacques, Sir Piers, Sir Thomas; Sergeant: Sgt Martin; Archers: Enguerrand,, Fletcher, Mathias; Halberdier: Tom; Mercenaries: Aldus, Davrich, Dill, Evans, Grast, Gustav, Hohmley, Matt, Paul, Roberts, Thrugg.

Group 2 – Knights: Sir Clugney, Sir Gunter, Sir John, Sir Peter, Sir Richard, Sir Roger, Sir William; Sergeant: Sgt A’Wood; Halberdiers: Naymes, Watkin; Archers: Ceodoras (Elf 14-8), Bowyer; Crossbowmen: Codemar, Gaston.
 
b)	Master Shaman:
Group 1 – The black dragon.

Group 2 – Heroes: Shaman, Black Fox; Mercenaries: Barney, Jon, Santiago, Simon, Arlon, Rix, Zed; Elite orks: 6 warriors, Crazy Ork; Goblins: 6 warriors, 1 archer; Trolls: 3 trolls; Animals: 2 wardogs.

Additional characters may be added to the groups as an outcome of scenarios 1, 2 and 3.

5.	THE INDIVIDUAL SCENARIOS
[These modifications to the 7 campaign scenarios allow them to be played individually, so that the first 2 can be used with “Cry Havoc” on its own, the next 3 with “Dragon Noir” (one requiring ‘The Forest’ map), and the last 2 with all of them.]

1)	A restless evening: Box: Cry Havoc. 
Sides: Advanced Guard – Sir Roland, Sir Thomas, Sir Gunter; Sergeant and spearmen as for campaign, 5 mules, 3 horses; The traitors: the same as in the campaign scenario.
Victory conditions: Each group adds up the number of mules it has exited from side 5 and subtracts the number of mules it has killed – the side with the highest points total is the winner.

2)	Sir Gilbert has gone over to the enemy: Box: Cry Havoc; 
Sides: The Advanced Guard from Scenario 1, The Oppressors – Sir Gilbert’s group from campaign scenario 2 plus Sir Conrad.
Starting positions and beginning the action: Only Sarah is placed in the little house without a number, but she must be guarded; the Advanced Guard enters through side 7, and can be shot at by Forester using defensive fire. 
Victory conditions: The side taking Sarah through map-edge 6 or 8 is the winner; The group that kills Sarah automatically loses. 

3)	Encounter with Zacharie: Box: Dragon Noir plus ‘The Forest’ map.
Sides: Advanced Guard – Konrad, Godiva, Laberne; Elves – Cerenbril, Findarfin, Gerfindel; Barney, Davrich, Gustav, Paul, Roberts, Rix, Santiago, Simon (all mounted); the Guardians: identical to campaign scenario 3.
Victory conditions: The winner is the group that first succeeds in leaving a character, without fighting and losing a turn, adjacent to Zacharie.

4)	The dwarves’ cavern: Box: Dragon Noir. 
Background: The great wizard Zacharie will not hesitate to pay a huge sum when Godiva’s group brings him a gourd of the precious water of youth. But why has he omitted to tell them that he is not the only one that wants it?
Map layout: A small pool of water is placed in D9-E10.
Sides: Godiva, Lucifer, Thrugg, Grast, Hohmley, Matt, Jon, Laberne; The 8 dwarves.
Starting positions and beginning the action: The dwarves enter through side Y, then Godiva through side X. Special rule: See the special rule for Dragon Noir scenario 4.
Victory conditions: The winner is the first to exit through the opposite side with a full gourd.

5)	A nasty surprise: Box: Dragon Noir. 
Sides: The black dragon; Aldus, Arlon, Barney, Davrich, Dill, Evans, Grast, Godiva, Gustav, Hohmley, Jon, Konrad, Laberne, Matt, Paul, Roberts, Rix, Santiago, Simon, Zacharie. Notes: Zacharie has 50 Energy Points. It is possible to make up your own army: there must be more than 20 characters and 1 spellcaster. To win you must not lose more than 25%.
Victory conditions: Konrad wins if he suffers less than 6 dead.

6)	The attack on Kaliep: Box: Cry Havoc, Dragon Noir, ‘The Forest’ map.
Sides: Shaman’s army – Group 2; Roland’s army – Groups 1 and 2; Zacharie with 100 EPs.

7)	The attack on Midelle: Box: Cry Havoc, Dragon Noir.
Sides: Roland’s army – Groups 1 and 2, plus Zacharie with 50 EPs; Shaman’s army – all his forces.

6.	THE CAMPAIGN

1)	SCENARIO 1: A RESTLESS EVENING

Background: The departure of the Advanced Guard and its supplies did not pass unnoticed at the castle; since that morning Konrad has been shadowed by Sir Alain’s band who are confident that they can seize the mules…

Map layout: 	The Crossroads

The sides
The Advanced Guard – Heroes: Konrad, Godiva, Laberne, Sir James; 
Sergeant: Sgt Tyler; Spearmen: Ben, Bertin, Crispin, Hal, Mark, Odo, Perkin, Wat; 
Animals: Lucifer, 6 mules, the 4 horses belonging to the heroes.
The Traitors – Hero (mounted): Sir Alain; Sergeant: Sgt Arnim; Archer: Aylward; 
Crossbowman: Francisco; Halberdiers: Frederick, Geoffrey, Wynken; Billmen: Rees, Robin.

Starting positions and beginning the action: A ‘fireball’ counter is placed three hexes from one of the slope hexes on the edge of the pool. This represents the camp-fire; this hex is impassable and cannot be moved during the game. 

The heroes of the Advanced Guard are placed around the camp-fire, with the horses and mules on the lower level around the pool. The escort is placed beside the slope hexes bordering the pool, and Lucifer next to Godiva.

The Traitors start the game by entering through side 8; they catch the defenders by surprise so no defensive fire is possible.

Objectives
-	The Advanced Guard has to protect the animals and kill this rabble.
-	The Traitors want the mules: Thanks to these supplies Shaman will be able to attack one day sooner with 3 mules and 2 days sooner with 4-6 mules.

The skirmish ends as soon as one group has been put to flight or destroyed.

Special rules
-	If all the heroes are killed, move straight on to play Scenario 7.
-	Survivors of the Traitor group will take part in the final battle (scenario 6 or 7).
-	The Advanced Guard player determines whether the mules are attached to one another or not.
-	A mule can carry a dead character, but to do that it must lose its load, which cannot then be taken into account by the peasants at the end of Scenario 2.

2)	SCENARIO 2: SIR GILBERT HAS GONE OVER TO THE ENEMY

Background: As the group approached the village of Midelle, two men jumped out and ran towards Konrad; they seemed to be exhausted. “My lord, help us” said one of them. “ I am Hubert and this is my comrade Ben. We escaped from Midelle where Sir Gilbert has taken prisoner our friend Jacopa and Sarah, the village chief’s daughter.” “We will save them”, said Konrad. The troop continued its advance…

Map layout: 	7 Crossroads 5 1 Village 3

The sides
The Advanced Guard – The survivors of Scenario 1; Halberdiers: Hubert, Ben.
The Oppressors – Hero: Sir Gilbert; Crossbowman: Forester; Halberdier: Otto; Billmen: Guy, Jean, Tybalt; Peasants: Baker, Carpenter, Cedric, Farmer, Gam, Giles, Gobin, Radult, Salter, Smith, Wulf.
Prisoners – Elves: Cerenbril, Findarfin, Gerfindel [one elf of each value]; Jacopa, Sarah.

Starting positions and beginning the action: Three elves with different attack strengths, Jacopa and Sarah are placed with ‘stunned’ side uppermost in the largest room of building 5. They cannot intervene during the scenario.

The Oppressors are placed on the Village map. Konrad and his group start the game by entering through map-edge 7. Forester can use defensive fire.

Objectives
-	The Advanced Guard: Anyone who opposes Sir Roland’s will on his own lands must be punished. 
-	The Oppressors: “Long live Shaman and death to the losers!”

The fighting ends as soon as one group has been put to flight or destroyed.

Special rules
-	If all the heroes are killed, move straight on to play Scenario 7.
-	Survivors of the Oppressor group will take part in the final battle (scenario 6 or 7)
-	To prevent Sarah being killed, the peasants will fight for Sir Gilbert; if the latter is killed or put to flight they will immediately stop fighting.
-	If Konrad wins, count the number of remaining mules (including those killed during this scenario) so long as they are still carrying their original load. The peasants will offer as thanks:
-	0-1 mule: Hospitality (see rules on recovery from wounds).
-	2-3 mules: 2D10 missiles per shooter, and 1 horse.
-	4-5 mules: 2 horses, and the survivors will accompany Konrad.
-	6 mules: The village bone-setters will nurse the heroes (only).
Note: each reward is additional to those given for lesser numbers of mules.

3)	SCENARIO 3: ENCOUNTER WITH ZACHARIE

Background: Once rescued, the scouts explain to the group their discovery in the forest, at the foot of the mountain, of an underground tunnel. The elves know that not far from this entrance lives a great magician called Zacharie, who, they say, has little sympathy with Shaman’s extortions. “We hadn’t managed to contact him” said one, “because we were savagely attacked, three of our number were slaughtered and Sir Gilbert made us prisoner”. It is necessary to ask for the magician’s help and to visit the underground…

Map layout: 	The Forest

Number the 27 hexes on side 12 (A,B,C…X,Y,Z,AA) from left to right. Place a medium house [from Dragon Noir or Dark Blades Expansion Set] with the window in T1. Place a small underground entrance facing towards side 11, with the gateway in Z9. [Note that normally hex numbering goes from AA, A, B, C …X, Y, Z, so these hex locations are offset from that.]

The sides
The Advanced Guard – The survivors of Scenario 2; Crossbowman: Jacopa; 
Elves: Cerenbril, Findarfin, Gerfindel; Hero: Zacharie and his horse [donkey?].
The Guardians – The baby dragon; 13 warrior orks.

Starting positions and beginning the action: Zacharie is in his house, on the hex by the window, with his horse outside. The baby dragon is placed on the two hexes in front of the underground entrance.

The Orks play first and start the game by entering through side 10. The Advanced Guard then enters through side 9.
 
Objectives
-	The Advanced Guard: One of the heroes must enter the house and stay there one turn to gain Zacharie’s help. 
-	The Guardians: If the old man helps the humans Shaman will not be happy, in fact, in such a situation, not at all happy…

The fighting ends as soon as one group has been put to flight or destroyed.

Special rules 
-	If all the heroes are killed, move straight on to play Scenario 7.
-	Survivors of the guardians will take part in the final battle (scenario 6 or 7)
-	Zacharie will intervene immediately if one of the Guardians attacks him or enters the house.
-	The orks can make their exit through any of the map-edges or through the underground entrance.
-	The baby dragon will fight to the death.

4)	SCENARIO 4: THE DWARVES CAVERN

Background: “See there where Shaman’s hordes are passing!” exclaimed Sir James; “In addition we can sneak up on his lair as I can see the light” he added. Wrong! After a day of marching underground, our friends arrived at the home of the Black Dwarves who hate being disturbed…

Map layout: The Dwarves Cavern. A small pool of water is placed in D9-E10.

The sides
The Advanced Guard – The survivors of Scenario 3, Zacharie.
The Dwarves – The 8 dwarves.

Starting positions and beginning the action: The Dwarves must be placed in the rooms (on the paved hexes). The game starts with the entry of Konrad and his group through hexes B16, C17, H16, J17. The dwarves can use defensive fire if an enemy is visible.
 
Objectives
-	The Advanced Guard: Konrad knows that he is near the end. Shaman must not find out about their presence, so it is necessary to eliminate the dwarves. 
-	The Dwarves: They will defend themselves to the last.

The fighting ends as soon as one group has been put to flight or destroyed.

Special rules 
-	If all the heroes are killed, move straight on to play Scenario 7.
-	Flight is impossible: both sides must fight to the death.
-	If Konrad wins, he can rest one or more days (see rules on recovery from wounds).

5)	SCENARIO 5: A NASTY SURPRISE

Background: After a long march, Sir Roland’s army crossed the dwarves’ cavern, which sparkled in their absence. The narrow path that had been used by the Advanced Guard had caved in (or had been blocked…). The group consequently started down another tunnel, which led to an underground lake, and Horrors! An enormous dragon blocked the tunnel, furious that its baby had disappeared a few days earlier… “We must pass, whatever the cost” ordered Sir Roland, grieved to death. 

Map layout: The Dragon’s Lake.

The sides
Sir Roland’s army – Groups 1 and 2 on foot, the survivors of Konrad’s Advance Guard on foot.
Master Shaman’s army – The Black Dragon.

Starting positions and beginning the action: The dragon is placed in the cave. Sir Roland’s army then enters through D1, E1, K1 and L1.

Objectives
-	Sir Roland’s army: To fight Shaman, so to exit as many men as possible through hexes D17, E16, K17 and L16.
-	The Black Dragon: With intelligence equalled by its ferocity, it seeks to kill those characters that are most dangerous to its master.

Special rules
-	The dragon cannot climb up the stairways but thanks to its long neck it can put its head there.
-	If tunnels are created by use of magic, do not forget to count the penalties for change of level [i.e. like demolished walls add +1 to movement cost] in the movement of the characters through them.

6)	SCENARIO 6: THE ATTACK ON KALIEP

Background: Despite the losses inflicted by the dragon, the group has not lost its courage as the narrow path rejoined the tunnel that the Advanced Guard had followed some days before. In fact the army quickly came out at the edge of a forest and the village was in sight. Now they must conquer or die.

Map layout:  12 Forest 10 3 Village 1.

Following the same system of numbering the hexes on The Forest map as for Scenario 3, place two large underground entrances as follows:
-	Gateway in D10-D11, exit facing side 11.
-	Gateway in R2-S3, exit facing side 10.

The sides
Sir Roland’s army – All the survivors of Scenario 5, on foot.
Master Shaman’s army – Group 2, plus the survivors from Scenarios 1, 2 and 3.

Starting positions and beginning the action: Master Shaman’s army is placed as follows: 
-	Rix and Simon, on horseback, each have a wardog and are mounting guard in the street.
-	The heroes are in Building 4, with their horses in the courtyard.
-	The trolls are in the small building without a window.
-	The orks are in Building 5, and in the courtyard if there is not enough room.
-	The goblins are in Building 2.
-	The mounted mercenaries are in Building 3, with their horses in the courtyard.
-	The foot mercenaries are in Building 1.

The attack starts once Sir Roland’s army enters through the underground gateways. The horde can use defensive fire.

Objectives: The army that crushes its opponent wins the campaign.

7)	SCENARIO 7: THE ATTACK ON MIDELLE

Background: Sir Roland has not waited for Konrad to investigate the forest in his search for a tunnel under the mountain. Shaman decided to attack without delay as when the knights are outside of the castle he has a good chance. With half Roland’s army in the forest there is a real piece of good luck!

Map layout: 1 Village 3 7 Watermill 5. 

A tree counter is placed on the slope hex next to the mill.

The sides
Sir Roland’s army – Groups 1 and 2.
Master Shaman’s army – Groups 1 and 2, plus the survivors of Scenarios 1, 2 and 3.

Starting positions and beginning the action 
-	The knights of Group 1 are placed in Buildings 3 and 5 with their horses in the courtyard. 
-	The other characters of Group 1 are on foot and split between the remaining buildings at the player’s choice.

Shaman’s hordes enter through map-edge 5 and the dragon appears on the surface of the water, on the part of the river between side 8 of the map and the millwheel. Roland’s army can use defensive fire.

Objectives: The army that crushes its opponent wins the campaign.

Special rules 
-	On Turn 6, Group 2 of Sir Roland’s army enters through side 1 of the Village map. 
-	If Shaman and Black Fox are killed, the dragon will stop attacking; it will retreat without fighting, by the shortest route to the part of the river where it appeared. All characters in its way are pushed, and also any character passing adjacent to the dragon must check for the penalties for infiltration of enemy lines (challenges) just like an enemy of the dragon.

7.	THE GAME AIDS

The two game aid charts are provided to keep track of events and expenditure of missiles and magic. Sir Roland can also keep a note of the date of start of rest and date for completion of recovery from a wound.

The two charts follow on the next two pages.

RDG: DNOIR Campaign 1, version 1.0 April 2000

           LORD ROLAND: ‘SHAMAN’S HORDES’ GAME AID CHART	
Date	Event	

		
Character	Rest starts	Healing ends	Character	Rest starts	Healing ends	

						
Character	Missiles or magical Energy Points remaining	

		

           MASTER SHAMAN: ‘SHAMAN’S HORDES’ GAME AID CHART	
Date	Event	

		
Character	Missiles or magical Energy Points remaining	

		
Notes: