DRAGON NOIR (BLACK DRAGON): VOLUME 1 - THE EXILE (L'EXIL)

Version 2.1: October 2001

SCENARIOS PUBLISHED WITH THE GAME "THE EXILE"

Contents
1.	Introduction
2.	Playing the campaign
3.	Scenario 1: The Elves' Oath
4.	Scenario 2: The Secret Pact
5.	Scenario 3: Beware of the Trolls
6.	Scenario 4: The Magic Spring
7.	Scenario 5: The Battle of Kazhdin
8.	Scenario 6: The Black Dragon
9.	Scenario 7: A Princess among the Dwarves.

1.	INTRODUCTION

The scenarios proposed here are in chronological order. The first five tell the story of the arrival of Konrad and Godiva's troop on the Isle of Kazhdin, the reaction of Black Fox's Orks, the attempts at alliances by both sides, and the great battle which followed.  The two final ones lift the veil a little on the world of ArKo Iriss and introduce the next part of the adventure: the quest to determine whether the famous black dragons can really help against the khandars.

The scenarios can either be played separately, or one after the other like a campaign. The players always divide into two sides. So for the first five scenarios, one takes Konrad's troops and the other those of the Black Fox. If there are several players on each side, they divide the forces in a sensible fashion: some pairings should not be separated - Lucifer and Godiva, Thrugg and Zacharie, Hohmley and Grast. In relation to the inhabitants of the island, Elves, Goblins and Trolls will always be grouped together with others of their race.  Black Fox and the Ork Guard must similarly be under the command of a single player. Zed can lead the rest of the warriors.  In the campaign scenario, if there are enough players, they can divide up the different groups and each play one of the first four scenarios before joining together elbow to elbow for the big battle.

Entry of characters onto the map:  Characters who enter the map during a scenario start by spending points for the first hex encountered. They move normally, taking account of the restrictions arising from the nature of the terrain crossed.  The half-hexes on the edge of the game board are usable. They count as if they were complete hexes.

Exit of characters from the map:  Any character who voluntarily leaves the map cannot re-enter before the end of the scenario. A character who must retreat following missile-fire or combat and who would be forced to move off the map during his retreat, will instead stay in place and receive one wound. In the event of him already being wounded, he will die.

2.	PLAYING THE CAMPAIGN

If you want to play through all the scenarios between you, you must proceed in the following way:

1).	Choose your side. 
On one side the Exiled Rebels: Konrad, Godiva, Zacharie, Grast, Hohmley, Laberne, Thrugg, Matt, Paul, Davrich, Gustav, Aldus, Dill, Jon, Arlon, Simon, Rix, Evans, Santiago, Barney, Roberts and Lucifer (22 characters).

On the other side the Orks of Kazhdin: Black Fox, Shaman, Zed, the Ork Guard (7 Elite Orks including the standard-bearer and drummer), Crazy Ork, 3 ork archers and 2 ork crossbowmen, 8 warrior orks and 2 wardogs, which gives a total of 26 characters.

2).	Each side secretly divides its characters into 4 groups with the help of the Division Cards supplied with the game. To do this each player places the counters representing the characters in good health (on foot or mounted) on the group section for the scenario to which it has been allocated.  This division is entirely free and it is possible to put no characters into one group if the player so wishes.  For the first 5 scenarios Zacharie and Shaman each start with 100 Energy Points. This is written on their respective cards. Except for the additional points that can be obtained from Scenario 4 ("The Magic Spring"), the spellcasters will not receive any more points until the end of Scenario 5.

[Note that independently of the “story” portrayed in the scenarios and in the campaign, the scenarios for the English game “Dark Blades” and the “Dark Blades Expansion Set” can also be used with the materials and rules of “Dragon Noir Volume 1”. Additional rules and scenarios translated from French are available in the “Dragon Noir Supplement”. 

The following additional scenarios for Volume 1 have been published in French magazines, all of which also require use of other games or maps from the Cry Havoc series:
•	Claymore #2: Un bûcher pour Godiva (A Stake for Godiva, needs Cry Havoc)
•	Claymore #6: La première bataille des gués de L’Isen (the First Battle of the Fords of Isen - from Lord of the Rings, needs Croisades, Vikings, plus “The Open Field” and two “The Ford” maps)
•	Claymore #7: La patrouille des Elfes (The Elf Patrol, needs Cry Havoc plus “The Forest” map)
•	Claymore #13: Chasse aux loups (Wolf Hunt, needs Cry Havoc or Siege or Vikings plus “The Forest” map)
•	Le Journal de Stratège #55/56: Crann Ull..! (needs Cry Havoc, Siege, Croisades (or Outremer), Viking Raiders (or Vikings plus “The Coast” map), Dark Blades (or possibly Dragon Noir), plus “The Forest” map).]

The following additional campaigns have been published for Volume 1 and are translated separately:
•	Le Journal de Stratège #60/61: Les hordes de Shaman (Shaman’s Hordes - campaign with 7 scenarios, needs Cry Havoc plus “The Forest” map) 
•	Claymore #3: Les souffles de vie (The Breaths of Life - campaign with 9 scenarios, needs Cry Havoc, Siege, Croisades, plus “The Templars’ Castle” map set)

3.	Scenario 1: THE ELVES' OATH (Le Serment des Elfes)

Map layout: The Watermill map; the Rebels enter from side 6, the Orks from side 8.

Setting the scene: "We are like leaves from the same tree: same blood, same destiny" says the Oath of the Elves. Since their arrival on Kazhdin, Zacharie has advised Konrad to send a small group to meet the Elves in the forest of Penrad. If Laberne and Jon, half-elven through their mother, were to join with the Elves then the assistance of the Elves of the island would be acquired.  Black Fox, well named, suspects that there may be elves among the strangers and that they will seek contact with their brothers on the island. So he sends a patrol to intercept them on the road leading to the forest.

The sides:
	Campaign scenario: The characters from Group 1 for each side, which must include Laberne and Jon for the Rebels.
	Individual scenario: The exiled Rebels - Laberne, Jon, Grast, Hohmley, Gustav, Evans (all mounted);  The Orks - Zed (mounted), 1 archer, 1 crossbowman, 2 Elite Orks (both 16 attack strength), 3 warriors (2 x 14, 1 x 10).

Starting positions and Sequence of action: The Orks enter by side 8 of the map, in the section between the corner (with side 5) and the stream.  They make one initial full move and then a second.  The exiled Rebels then start the first game turn by entering through side 6 in the section between the corner (with side 7) and the stream. The orks with bow and crossbow (if the latter did not move during the second preliminary movement period) may use defensive missile fire.  
Important: A bridge is placed over the stream 2 hexes from the edge of the map (side 6), where the watercourse is no wider than one hex. Characters may make use of this normally.

Victory conditions: If, before the end of the twelfth turn, the Rebels are able to exit Laberne or Jon through side 8 of the map, between the stream and the corner (with side 5), they have won. If neither of those two characters exit the map by the specified edge before the end of the twelfth game turn, the Orks win.
Campaign scenario: If the Rebels win, the 4 Elf archers will take part on their side in the decisive battle (see Scenario 5).

4.	Scenario 2: THE SECRET PACT (Le Pacte Secret)

Map layout: The Watermill map. Orks enter side 5.

Setting the scene: A personal agreement allies the Goblin Leader with Black Fox. They have regularly met in a little ruined house by the side of a stream.  Once he learned of the arrival of an unknown army, the Ork chief fixed a meeting with the Goblin Leader at the usual place. Informed of this custom by a native of the island, Konrad sends a group of warriors to set up an ambush close to the building.

The sides:
	Campaign scenario: The characters from Group 2 for each side, which must include at least one Elite Ork for the Orks.
	Individual scenario: The Orks - Black Fox and Shaman (mounted), 2 Elite Orks (1 x 16, 1 x 14 attack strengths), 2 Warrior Orks (1 x 14, 1 x 12), 1 archer, 1 crossbowman, 1 wardog. The exiled Rebels - Zacharie, Godiva and Lucifer, Laberne, Jon, Arlon, Aldus, Davrich, Matt, Dill and Santiago (on foot or mounted at the player's choice). In the individual scenario Zacharie and Shaman each have 40 Energy Points.  

Starting positions and Sequence of action: The group of warriors sent by Konrad is placed secretly by the person playing that side. If they are on foot, the characters can be placed in the water-mill and among the trees. If they stay mounted, they can be placed behind the trees and the mill, knowing that Black Fox and his escort will enter through side 5.  The player concerned noted on the plan on the back of the game card the exact placing of each character. A bridge and a small house are also placed on the map in the places indicated on the plan.  The Goblin Leader is placed in the house behind the window. The Orks then start the first game turn by entering through side 5. The rebel archers can use defensive fire.

Special rule: Each time that an Ork warrior enters a tree hex or moves into a part of the mill where an opposing character is hiding, the latter is immediately revealed and placed on the map in the indicated hex. Similarly, a character situated behind a tree or behind the mill must be revealed as soon as the line of sight of an Ork crosses one of the hexes where he is hiding (the line of sight is calculated just like a line of fire). If the Rebel player wishes a hidden character to fire or move, he must place the character onto the map. Once revealed, a character cannot be hidden again.

Victory conditions: To win, the Ork player must succeed in moving Black Fox or an Ork of his Guard (Elite Ork) into the house where the Goblin Leader is waiting. The character who speaks with the Goblin Leader must then exit the map by any edge, before the end of the 15th game turn. The Rebel player wins if this is not done.
Campaign scenario: If the Orks win, the 7 Goblins will take part on their side in the decisive battle (see Scenario 5).

5.	Scenario 3: BEWARE OF THE TROLLS! (Gare aux Trolls!) 

Map layout: The Dragon's Lake YY The Dwarves' Cavern.  Orks and Rebels enter from side X of the Dragon's Lake map, the Trolls from side X of the Dwarves' Cavern map.

Setting the scene: Although the issue of the final battle is uncertain, there is one factor which could tip the balance in favour of one side or the other: alliance with the Trolls.  Black Fox and Konrad know this. This is why they are both sending emissaries to the meeting of the Trolls which takes place every fortnight in a cave. But the Trolls are wild creatures and often unpredictable.

The sides:
	Campaign scenario: The characters from Group 3 for each side.
	Individual scenario: The Orks - Black Fox, Shaman, Zed, Crazy Ork, 2 Elite Orks (2 x 16 attack strength), 2 Warrior Orks (1 x 12, 1 x 10), 2 archers and 2 wardogs (all on foot). The exiled Rebels - Konrad, Godiva, Zacharie, Thrugg, Grast, Hohmley, Laberne, Jon, Davrich, Gustav, Simon, Rix, Santiago and Barney (all on foot). In the individual scenario Zacharie and Shaman each have 40 Energy Points.  

Starting positions and Sequence of action: The players draw lots to decide who starts. Whoever rolls the highest number on the die (note that 0 = 10) enters his characters from one of the two tunnels of the Dragon's Lake (side X). Then the other side does the same from the other tunnel (still on side X).

Special rule: At the beginning of the 10th game turn, before the players take their turn, the 3 Trolls enter one after the other through side X (hex N7) on the Cavern map. They move towards the nearest entry to the paved area. The following turn, always before the players move, they continue in the same direction. If, when the first Troll enters that area, there are only characters from one side on the paved hexes (of the Cavern map), the Trolls will go immediately with the side in question. Starting on the following turn, the Trolls are moved by the player with whom they have allied. Alternatively, if there are characters from both sides on the paved hexes (or none), the Trolls on each turn will move towards (and if possible they will attack) the nearest character or characters. In the event of two characters being equal distances away, roll to decide. As soon as there are only characters from one side on the paved hexes at the end of a combat sequence, the Trolls will ally with that side.

Victory conditions: The last player to have a character on the map wins.
Campaign scenario: The side that allies with the Trolls will be able to make 3 Trolls join their side in the decisive battle (see Scenario 5).

6.	Scenario 4: THE MAGIC SPRING (La Source Magique)

Map layout: The Arena map.  Orks enter from side 1, Rebels from side 3.

Setting the scene: In the Kartham mountains is a small sunken valley at the end of which is a magic spring.  Any spellcaster who drinks this water will see his strengths doubled during the 12 hours following. Isn't it tempting to go there and fill a flask to take back to your own spellcaster? That is just what the two groups are now doing, and they are approaching the spring by the steep pathways ...

The sides:
	Campaign scenario: The characters from Group 4 for each side.
	Individual scenario: The Orks - Zed (mounted), Crazy Ork, 4 Warrior Orks (2 x 14, 1 x 12, 1 x 8 attack strengths), and the 2 wardogs.  The exiled Rebels - Godiva, Lucifer, Davrich, Aldus, Simon, Rix, Santiago and Barney (all mounted).   

Starting positions and Sequence of action: The Ork player starts the game by entering through side 1 of the map. The Rebel player then does the same through the opposite side. The magic spring is represented by a small pool of 4 hexes, placed in the middle of the arena so as to cover the word "ARENA".

Special rules: Each character in the scenario carries with him a small leather flask. To fill the flask with magical water, a character must be on foot, on a hex adjacent to a water hex, and not shooting, moving or fighting during both his turn and the turn of the opposing side. During the following game turn the character can move normally. If, later, the character is involved in a combat, an opponent can steal his flask from him if he is stunned or killed. The theft of the flask replaces advance after combat. It is obviously possible to recapture a stolen flask using the same rule.
Campaign scenario: If a spellcaster is made part of a group, he can drink at the spring in the same way as a flask can be filled. He then gains 30 extra Energy Points. However, these points are not transferable from one scenario to another, because the effect is temporary (12 hours).

Victory conditions: The side wins which leaves first with a flask of magic water.
Campaign scenario: The player who succeeds in leaving with a flask can add 30 energy points to his spellcaster for the next battle. The two sides can both end up leaving with a flask. The taking away of several flasks makes no additional difference because the water loses all its effect if it is not drunk within 48 hours.

7.	Scenario 5: THE BATTLE OF KAZHDIN (La Bataille de Kazhdin)

Map layout:     The Mill 53 The Arena; The Cavern YY The Lake. 

Place the surface maps and the underground maps in a way which allows characters to pass from one to the other [see diagram below for details of connection points (+-+ for Rebels and *-* for Orks)].

		 Rebels and allies			   X    +
		    8	       4   +		  	 Cavern + 
		7  Mill 5 3 Arena 1			   YY  
		*   6	       2				* Lake 
		 Orks and allies		 		*   X

Setting the scene: Guided by their intuition, the two spellcasters Shaman and Zacharie encountered each other alone, at a bend in the road. What they said to each other nobody knows, but they obtained agreement from Black Fox and Konrad that the battle that was approaching would be fought under the rules of chivalry: defeated foes would not only have their lives spared but would also remain free beings. The field of battle chosen by the two leaders is situated close to an old disused mine. Both on the surface and in the underground tunnels each side sharpened its weapons...

The sides
	Campaign scenario: In each camp all the characters still living after the four earlier scenarios, plus the allied peoples. Wounded characters are healed; they consequently come back represented in full health with a fresh horse if needed.
	Individual scenario: The Rebels: All the 22 characters listed in section 2(1) above, plus the 4 Elves. The Orks: All the 26 characters listed in section 2(1), plus the 7 Goblins.

Starting positions and Sequence of action: Each side secretly divides its forces into two, on one side the characters who are on the surface and on the other side those who are underground in the disused mine. The Orks and their allies the start the game by entering, on the surface through map sides 6 and 2, and underground through hexes D1, E1 and K1, L1 on the Dragon's Lake map. In their turn the Rebels and their allies do the same, on the surface through the opposite map sides (8 and 2), and underground through hexes B16, C17 and H16, J17 on the Dwarves' Cavern map. The opposing archers may use defensive fire. 

Important: Two two-hex wide underground entrances are placed on the surface at opposite corners of the board (edges 7/6 = *, and 4/1 = + on the diagram), opening directly onto the map. The entry to each underground area faces towards the centre of the game board, and the upper part of the entrance can only be entered through the quarter of a hexagon which forms the corner of the map. Each entrance connects to two tunnels through which the players can enter characters onto the underground map (see diagram).

Special rule: The characters on the surface can descend into the underground by taking one of the entrances to the mine. To do that the character must reach the underground entrance while having at least one free movement point. He is then removed from the game board. The following turn he will be able to enter the underground board through one of the connecting tunnels (see diagram), or alternatively he may retrace his steps and reappear at the entrance to the mine. In the same way a character may climb out of the underground areas to the surface by exiting the underground board through one of the tunnels leading to an entrance.

Victory conditions: The first side to control an entire board - the surface or the underground - is declared the winner. To control a whole level means that there are no characters of the other side still standing in the level concerned. Combats then stop immediately.

8.	Scenario 6: THE BLACK DRAGON (Dragon Noir)

Map layout: The Arena; the Gladiators enter through side 2.

Setting the scene: The battle is over. The combatants of the two sides, exhausted, listen to Shaman's serious words. "You have shown your courage and your strength," he said to them, "but the time of peace has come for the forces of good. Another challenge, oh how fearful it is, awaits us. The Khandars, or wolves of war as they are called by Zacharie and his companions, will soon be here. Having gained control of Haloven, the world from which Zacharie and his companions came, they are preparing themselves to do the same with ArKo Iriss. What can we do? Only one person on Kazhdin has perhaps the answer: Sarah, Princess of Kahilua and grand-daughter of Arthesamée the Conqueror is being held prisoner by the Dwarves on the Talbh Peninsula. It is she who was given the responsibility of finding a safe place for the Mauve Orb once the Khandars started to invade ArKo Iriss"... 

"The Mauve Orb. Isn't that the gem which lets people talk to the dragons?" asked an astonished Ork. "Yes, it does exist" replied Shaman. "With that stone, the reconquest of our two worlds would no longer be a dream. But the Dwarves know nothing of this... so the fate of Both ArKo Iriss and Haloven is perhaps in their hands! Will we accept being reduced to slavery because of a few ignorant Dwarves?"  As a response to this a warrior stood up and started to beat his shield with his spear. Another did the same, and soon all the Orks, Goblins, Humans, Trolls and Elves found themselves rhythmically beating the metal. From one stroke to the next the air itself vibrated. But, before they could make the Dwarves listen to reason, they would have to confront the guardian of the entrance to the tunnel leading to the peninsula, the Black Dragon!

The sides
	Campaign scenario: The winner of the battle of Kazhdin takes all the surviving characters, the other takes the Black Dragon. Wounded characters are healed and are thus represented in full health, with a fresh horse if necessary. 
Shaman and Zacharie each receive 50 extra energy points, which they can add to their current points. In the event that one spellcaster is dead, his points are not reallocated to the other.
	Individual scenario: Konrad, Black Fox, Godiva, Zacharie, Shaman, Zed, Grast, Hohmley, Thrugg (all mounted) plus the Ork Guard (7 Elite Orks) challenge the Black Dragon. Shaman and Zacharie each have 50 energy points.

Starting positions and Sequence of action: The entrance to the tunnel (a 2-hex underground entrance) is placed between the red tree and the green tree 3 hexes from the edge of the map (side 4) and facing towards the arena. The Black Dragon player places his counter anywhere in the interior of the arena. The troop of warriors start the game by entering through side 2 of the map. Important: the Black Dragon can never leave the arena.

Victory conditions: The warriors win if they succeed in killing the dragon in 15 game turns or less. If not, the Black Dragon triumphs. Players playing out the campaign have no choice: the Black Dragon must be killed to be able to play the next scenario, even if it takes 30 turns! [Official errata from Eurogames states that if the Dragon survives more than 15 turns, the Dragon player takes the allies for scenario 7.]

[Note: This is an excellent solo scenario.]

9.	Scenario 7: A PRINCESS AMONG THE DWARVES (Une Princesse chez les Nains)

Map layout: The Dwarves' Cavern The Dragon's Lake with side Y downwards; the allies enter from the left side of the Cavern map.

Setting the scene: Learning of the arrival of an enemy army in their territory, the Dwarves took refuge in the underground tunnels which riddled the land beneath the peninsula.  They took with them their two prisoners: Sarah, princess of Kahilua, and Gotmar the former Dragon Trainer. A Dwarf Dragon also roams the tunnels...

The sides
	Campaign scenario: The winner of scenario 6 takes all the survivors of the combat against the Black Dragon. Wounded characters are healed and are consequently represented in full health. Shaman or Zacharie receive 50 energy points. [By implication this means that one of them receives 50 extra points.] The other side takes the 8 Black Dwarves, the Dwarf (Baby) Dragon, Sarah and Gotmar.
	Individual scenario: One side takes Konrad, Black Fox, Godiva, Thrugg, Zed, Shaman, 2 Ork archers, Lucifer and the 2 Wardogs. Shaman receives 50 energy points. The other side takes the 8 Black Dwarves, the Dwarf Dragon, Sarah and Gotmar.

Starting positions and Sequence of action: The Dwarf player places his characters in secret, noting the hex where each can be found (number of hex and name of the map). Sarah and Gotmar must be placed on paved hexes inside a building. They are chained up and so cannot move. The Dwarf Dragon is placed in the cave of the lake, on the black hexes or in the water (the little sweetie swims very well!). Once the Dwarf player has written down the location of his characters, Konrad, Black Fox and their companions enter through hexes B1, C1, H1 and J1.

Special rules: The rules for appearance of hidden characters are the same as those for scenario 2. The Dwarf Dragon can leave the cave where it is at the start. Sarah and Gotmar are automatically freed if is a friendly character beside them and no standing Dwarf (ie neither dead nor stunned) is adjacent to either the character doing the freeing or the character being freed. The Dwarves cannot attack Sarah and Gotmar before they have been freed.

Victory conditions: If Konrad, Black Fox and their companions succeed in leaving the cave with both Sarah and Gotmar alive, they win. If Sarah or Gotmar die during the scenario, it is a draw. Any other result is a Dwarf victory.  
Campaign scenario: the winner would lead our heroes into the subterranean passages of Kazhdin to recover the Mauve Orb. The loser will play the Krobs, a lovely race of giant spiders...

Enter the sequel to this adventure in The Challenge, the second episode of Dragon Noir.

[Note: The review in Casus Belli 59 suggests that since the Black Dwarves can be recruited for subsequent scenarios, it is best not to massacre them all!]

[See also the additional scenarios and campaigns using Dragon Noir 1 listed in section 2 above.]

Version 2.0 May 2000; v2.1 corrected and clarified the energy points in scenario 7.
					[RDG DN1 Scenarios: version 2.1 October 2001]