the norgard campaignoflex.ru/wp-content/uploads/2015/02/the_norgard_campaign.pdf · the bridges on...

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The Norgard Campaign Table of Contents The Story.............................................................................................................................................................................. 1 The Campaign..................................................................................................................................................................... 2 Special Rules......................................................................................................................................................................... 3 Scoring and competitive play............................................................................................................................................ 3 Copyright and Acknowledgement.................................................................................................................................. 3 Golem Bridge....................................................................................................................................................................... 5 Temple of the Holy Mother............................................................................................................................................. 6 Attack at Catbask............................................................................................................................................................... 7 Battle at Sewel Creek.......................................................................................................................................................... 8 Resistance in the Woods.................................................................................................................................................... 9 Battle of the fords............................................................................................................................................................. 10 The Story Outposts guarding the windy steppes of the Ru Darklands report unusual activity. Several tribes seem to have abandoned their original camp without any apparent reason. Groups of barbarian warriors have been spotted while moving across the forests at night, but no villages or farms have been attacked. Sir Murthag, the Castellan of Norgard Castle, is worried. In fact, unknown to Sir Murthag and his men, it is months that the tribes of Uthuk Y'llan are preparing a large scale attack to Norgard Castle and the surrounding area. Now, they are ready to realize their plan. Soon, news arrive of several assaults in force to different locations. The bridges on the Erno river and the Temple of the Holy Mother, guarded by the ancient Rune Golems, are falling. Powerful demoniac forces march together with the Uthuk, and even the arcane sentinels of the Daqan kingdoms seem unable to stop them. Couriers are quickly sent to all Daqan Lords, asking for help. If Norgard Castle falls, the entire Daqan civilization might be at risk. In the meantime, the only viable strategy is to resist, trying to keep the key objectives as long as possible and wait for the arrival of the reinforcement. Thank to the superior knowledge of the territory, Daqan troops can move fast and exploit the weak spots in the Uthuk advancing line for swift counter-attack. However, when the two most advanced Uthuk fighting groups are converging toward the Bassaria plains, Sir Murthag decides that the time to openly confront the enemy has come. If the two Uthuk groups manage to join their forces, nothing will save Norgard Castle from total destruction.

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Page 1: The Norgard Campaignoflex.ru/wp-content/uploads/2015/02/The_Norgard_Campaign.pdf · The bridges on the Erno river and the Temple of the Holy Mother, guarded by the ancient Rune Golems,

The Norgard Campaign

Table of ContentsThe Story.............................................................................................................................................................................. 1The Campaign..................................................................................................................................................................... 2Special Rules......................................................................................................................................................................... 3Scoring and competitive play............................................................................................................................................ 3Copyright and Acknowledgement.................................................................................................................................. 3Golem Bridge....................................................................................................................................................................... 5Temple of the Holy Mother............................................................................................................................................. 6Attack at Catbask............................................................................................................................................................... 7Battle at Sewel Creek.......................................................................................................................................................... 8Resistance in the Woods.................................................................................................................................................... 9Battle of the fords............................................................................................................................................................. 10

The Story

Outposts guarding the windy steppes of the Ru Darklands report unusual activity. Several tribes seem to have abandoned their original camp without any apparent reason. Groups of barbarian warriors have been spotted while moving across the forests at night, but no villages or farms have been attacked. Sir Murthag, the Castellan of Norgard Castle, is worried. In fact, unknown to Sir Murthag and his men, it is months that the tribes of Uthuk Y'llan are preparing a large scale attack to Norgard Castle and the surrounding area. Now, they are ready to realize their plan. Soon, news arrive of several assaults in force to different locations. The bridges on the Erno river and the Temple of the Holy Mother, guarded by the ancient Rune Golems, are falling. Powerful demoniac forces march together with the Uthuk, and even the arcane sentinels of the Daqan kingdoms seem unable to stop them. Couriers are quickly sent to all Daqan Lords, asking for help. If Norgard Castle falls, the entire Daqan civilization might be at risk. In the meantime, the only viable strategyis to resist, trying to keep the key objectives as long as possible and wait for the arrival of the reinforcement. Thank to the superior knowledge of the territory, Daqan troops can move fast and exploit the weak spots inthe Uthuk advancing line for swift counter-attack. However, when the two most advanced Uthuk fighting groups are converging toward the Bassaria plains, Sir Murthag decides that the time to openly confront the enemy has come. If the two Uthuk groups manage to join their forces, nothing will save Norgard Castle from total destruction.

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The Campaign

The campaign is composed by six scenarios that should be played in sequence. To win a scenario, a player should have at least 16 Victory Points (VP) and at least 1 VP more than his opponent at the beginning of the turn of the first player. The game continues until both conditions are fulfilled. The way to collect VP in each scenario is generally different for the two factions and is described in the “Victory Points” section of the scenario sheet.

When a scenario is over, the winner receives a specific number of Campaign Point (CP) (see Table 1 "Campaign Points & Bonuses"). In addition, the fulfilment of special conditions at the end of the scenario can grant 1 bonus CP to one or both sides. The bonus CP is obtained independently from the victory of the scenario. The winner of each scenario is also rewarded with bonus Muster Points (MP). To find the number of bonus MP subtract the VP of the scenario loser from those of the scenario winner and check Table 2 "Muster Point bonus". The bonus MP collected in Scenarios 1, 2 and 3 can be used in Scenarios 4 or5. Bonus MP collected in Scenarios 4 and 5 can be used in Scenario 6. While mustering their armies, players secretly decide the number of bonus MP they want to use. Once used, bonus MP are lost.

The campaign is won by the player with most CP at the end of Scenario 6. Subtract the number of CP of the loser from the number of CP of the winner and check Table 2 "Campaign Result". If both players obtainthe same number of CP, the campaign is a tie.

The scenarios of this campaign do not make use of Scenario Cards. Place terrain tiles and banner markers according to the picture in the scenario sheet. Scenarios 1, 2 and 3 have fixed initial placement. Skip the "Muster Armies" step. Place units on the battlefield as indicated in the picture. In Scenario 4, 5 and 6 you are instead requested to muster an army. The number of MP for each faction is specified in the “Setup” section of the scenario sheet. This number can be increased by the use of previously collected bonus MP. It might be that some types of units are not available for recruitment. A maximum of five unspent MP can be converted in initial Lore tokens. If not noted otherwise, place the deployment cards and a sufficient numberof dummies to cover all the initial deployment hexes. Deal Command cards, Lore cards and Lore tokens as indicated in the “Setup” section.

# Title CP Bonus condition (+1CP)

1 Golem Bridge 2 Daqan: Eliminate at least 6 Uthuk unitsUthuk: Occupy both bridges

2 Temple of the Holy Mother

2 Daqan: Eliminate at least 6 Uthuk unitsUthuk: Occupy both village hexes near the Temple

3 Attack at Catbask 2 Daqan: Eliminate at least 6 Uthuk unitsUthuk: Occupy at least three village hexes

4 Battle at Sewel Creek 3 Daqan: Eliminate the command tentUthuk: Eliminate at least 6 Daqan units

5 Resistance in the Woods 3 Daqan: At least 1 village not razedUthuk: Exit at least four units

6 Battle of the fords 4 Daqan: Kill the Chaos LordUthuk: Kill the Roc Warrior

Table 1: Campaign Points & Bonuses

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CP difference Final Result

1-3 Minor victory

4-7 Major Victory

8+ Total Victory

Table 2: Campaign Result

VP difference MP bonus

1-2 1

3-5 2

6-9 3

10+ 4

Table 3: Muster Point bonus

Special Rules

The scenarios of this campaign adopt a few special rules. Check the “Special Rules” section in the scenario sheets for more scenario-specific special rules.

Unrestricted lore cards. Some Lore cards say that their effect can only be applied on one specific “half” ofthe battlefield. Ignore this restriction. The effect of all Lore cards can be applied irrespectively of the position on the map in which the action that triggered their use took place.

Victory Points by eliminating units. In some scenarios a player can obtain a number of VP for each enemy unit eliminated by an attack. The unit must be eliminated as the consequence of an attack, for whatever reason, inflicted hits or failed retreats. Voluntary sacrifice, like the Frenzy attribute of Blood Harvester, does not count as elimination. This is in addition to VP obtained by the use of specific Lore cards.

Scoring and competitive play

Use the tables in the “Scoring Sheet” to score the result of each scenario. Write the name of the players near the symbol of their faction. For each scenario, record the number of earned VP and CP, including the bonus CP, and the number of bonus MP. You can add other achievements, like number of kills, as “Notes”. Two scoring tables are provided. For a competitive play, we suggest to run two campaigns in parallel, playingeach scenario twice, with players switching sides. At the end of Scenario 6, add the CP earned in both campaigns. The player with the highest combined score is the winner. Compute the difference of the two combined scores, divide the result by two (rounding down), and check Table 2 for the final result.

Copyright and Acknowledgement

Campaign created by g1ul10. Play-testing support and valuable advices by Daniele. Pictures are copyright of Fantasy Flight Game and “Battlelore” is a trademark of the same company.

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The Norgard CampaignScoring sheet

Players:

Scenario VP CP Bonus MP and Notes VP CP Bonus MP and Notes

Golem Bridge

Temple of the Holy Mother

Attack at Catbask

Battle at Sewel Creek

Resistance in the Woods

Battle of the fords

CP Total= CP Total=

Players:

Scenario VP CP Bonus MP and Notes VP CP Bonus MP and Notes

Golem Bridge

Temple of the Holy Mother

Attack at Catbask

Battle at Sewel Creek

Resistance in the Woods

Battle of the fords

CP Total= CP Total=

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Golem Bridge

The control of the bridges on the Enro river and on the Neac canal is essential to guarantee the steady advance of the Uthuk Y'llan army. Knowing their strategic relevance, and anticipating a possible attack from the Ru Darklands, Sir Murthag set up a garrison to protect the bridges, though of a reduced size, because of the shortage of troops in the area. The orders of Sir Murthag in case of attack are simple: resist aslong as possible. Any man knows the fate that awaits the prisoners of the demon-touched barbarians. Surrender is not an option.

When the Uthuk Y'llan tribes start to move in force against Terrinoth, an advanced group of warriors and hellish beasts, led by the fearless commander Nhoj D'Rawoh, is sent to capture the two bridges.

Setup

Daquan Setup: Draw 2 Command cards and 1 lore card.

Uthuk Setup: The Uthuk player is the first player. Draw 6 Command cards and 3 Lore cards, then place 2 Command cards and 1 Lore card on the bottom of the appropriate decks. Take 4 lore tokens.

Special Rules

Daquan player: Draw two Command cards in turn

1 and 2. Then draw normally and play the rest of the battle with an hand of 4 Command cards.

The four hill hexes in the centre section represent a steep rocky formation called "Eisen's hoe". They are treated as blocking and impassable terrain.

Victory Points

1 VP for each enemy unit eliminated by an attack.

Upkeep phase: 1 VP for each occupied bridge hex.

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Temple of the Holy Mother

The Temple of the Holy Mother, situated between Nordgard and the Crimson Forest, is a powerful source of Lore for Terrinoth. Its destruction would decrease the strength of Daqan magic. During the night, a group of Uthuk warriors approaches the Temple from the north, concealed in the dark of the dense forest. A few High Priests and acolytes of the Ynferneal cult march with them. Their mission is to use a secret ritual to evoke demoniac allies.

At dawn the Daqan troops in charge of guarding the Temple ear a monotone chanting in an unknown language coming from the woods nearby. The chanting get louder as a magic purple fog rises from the ground. Suddenly, obscene creatures emerge from the fog and move against the village. At the same time, a hideous battle cry resounds in the woods and the Uthuk warriors launch their assault to the Temple.

The Uthuk advance during the night, however, did not get unnoticed. Daquan sentinels, noticing the movements in the woods, alerted Sir Murtagh who dispatched two infantry groups supported by Riverwatch Cavalry to protect the Temple.

Setup

Daquan Setup: Draw 6 Command cards and 3 lore cards, then place 2 Command cards and 1 Lore card on the bottom of the appropriate decks.

Uthuk Setup: The Uthuk player is the first player. Secretly shuffle 2 Obscene and 7 dummy deployment cards and randomly distribute them face down on the 9 red hexes. This represents the random result of the Obscene evocation ritual. Flip the cards, remove the dummies and place the Obscene units in the hexes occupied by the respective deployment cards. Draw 6 Command cards and 3 Lore cards, then place 2 Command cards and 1 Lore card on the bottom of the

appropriate decks.

Special Rules

The Daqan command tent represents the Temple of the Holy Mother. It follows the normal “Command Tent” rules.

Victory Points1 VP for each enemy unit eliminated by an attack.

Upkeep phase: 1 VP for occupying the majority of hexes of the village in the centre section.

Daquan upkeep phase: 1 VP if the Temple is still on the map.

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Attack at Catbask

An Uthuk raiding party is sent deep into the Daqan territory. Its mission is to capture the village of Catbask, situated across a small affluent of the Enro river. The Daqan sentinels at the frontier with the Ru Darklands did not spot immediately the Uthulk force approaching. When the barbarian fighting group get noticed, it is already near its objective. A small reinforcement group is sent from the nearby garrisons. In themeantime, the defence of the village is the responsibility of the town militia and the few units stationed there.

Setup

Daquan Setup: Draw 5 Command cards and 2 lore cards, then place 1 Command card and 1 Lorecard on the bottom of the appropriate decks.

Uthuk Setup: The Uthuk player is the first player. Draw 6 Command cards and 3 Lore cards, then place 2 Command cards and 1 Lore card on the bottom of the appropriate decks. Take 4 lore tokens.

Special Rules

The Citadel Guard units starting in the blue hexes represent the local militia of Catbask. They have Immovable 1 ability when they occupy any

building hex. Denote them with some appropriate token or coin.

Victory Points

1 VP for each enemy unit eliminated by an attack.

Daqan upkeep phase: 1VP if no building hex is occupied by Uthuk units.

Uthuk upkeep phase: 1VP if some building hex is occupied by Uthuk plus 1 VP per occupied building hex (2VP if one hex is occupied, 3 VP if two hexes are occupied, etc.).

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Battle at Sewel Creek

Daquan scouts manage to spot a Uthuk encampment in the hills near Sewel Creek. The barbarian forces areprobably waiting for reinforcement before restarting their offensive. Sir Murtagh decides to send a task force to eliminate the threat before it grows too strong to deal with. At dusk, the task force, concealed in thebrushes and woods surrounding the Uthuk encampment, starts its attack.

SetupUthuk Setup: Muster an army of 40 points and place the units in the red hexes. The command tent is already on the map and cannot be selected. Draw 2 Command cards and 2 Lore cards.Daquan Setup: Once the Uthuk player has placed its units, muster an army of 50 points. The Roc Warrior and the command tent cannot be selected. Place deployments cards and dummies inthe blue hexes but do not flip them. Face down deployment cards represent hidden units. Draw 6 Command cards and 3 lore cards, then place 2 Command cards and 1 Lore card on the bottom ofthe appropriate decks. .

Special RulesWhen ordered, a hidden unit can be revealed to act normally or kept hidden and move a maximumof two hexes without battling. A unit that remainshidden can be ordered as if it were infantry, archer,cavalry and elite and it is not weak, but ignores anymovement or order bonus from Command and Lore cards. The Daqan player can move one additional unordered hidden unit if it remains

hidden.A hex containing a hidden unit is considered empty for all purposes but impassable for enemy units. If a friendly unit tries to move or retreat in the hex, the hidden unit is revealed and the movement stops if it is not a decoy. If it is a decoy, it is removed and the movement continues.A hidden unit can only be attacked from an adjacent hex. If a decoy, it is removed and the attack is wasted. Otherwise it is revealed and attacked with a maximum of 2 dice, before bonuses.

Reduced visibility limits the normal ranged attacks to 3 hexes.

Uthuk player: Draw two Command cards in turns1 and 2. Then draw normally and play the rest of the battle with a hand of 4 Command cards.

Victory Points1 VP for each enemy unit eliminated by an attack and 1 VP for each banner occupied in the upkeep phase.

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Resistance in the Woods

Uthuk Y'llan forces are moving toward Norgard Castle. They raze all villages they meet along their path, killing men and enslaving women and children for their hideous rituals. Sir Murthag has deployed a few units in the area trying to slow down the Uthuk advance and gain some time to organize his army.

Setup

Daqan Setup: Muster an army of 40 points and place the units in the blue hexes. The Roc Warrior, Rune Golems and the Command Tent cannot be selected. Draw 5 Command cards and 2 lore cards, then place 1 Command card and 1 Lorecard on the bottom of the appropriate decks.

Uthuk Setup: Muster an army of 50 points and place the units in the red hexes. The Command Tent cannot be selected. The Uthuk player is the first player. Draw 6 Command cards and 3 Lore cards, then place 2 Command cards and 1 Lore card on the bottom of the appropriate decks.

Special Rules

Daqan infantry units are not required to stop when entering a wood hex.

Uthuk units can move, retreat or pursue out of themap through its bottom edge.

Building hexes represent small villages. Each villagestarts with a 2 VP banner.

Victory Points

The Daqan player receives 1 VP for each enemy unit eliminated by an attack.

For each unit that exits from the bottom of the map through movement, retreat or pursue, the Uthuk player receives a number of VP equal to themuster point value of the unit divided by 2 if the unit is not weak, otherwise 1 VP.

Uthuk upkeep phase: 2 VP for each occupied village that still contain its banner, then remove the banners from the occupied villages: they have been razed.

Daqan upkeep phase: a number of VP equal to the number of remaining village banners divided by two, rounded up (2 VP for 4 or 3 unrazed villages; 1 VP for 2 or 1 unrazed village).

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Battle of the fords

It is the day of the final confrontation. Knowing that Norgard Castle cannot resist an organized siege by a large Uthuk army, Sir Murthag decides to attack the invading forces before the barbarian army left flank manage to ford the Enro river. A last dispatch is sent asking for support and the Daqan defenders move toward the Bassaria plains. But the Uthuk scouts see the approaching enemies and the barbarian army prepare for the battle.

Setup

Daqan Setup: Muster an army of 50 points and place the units in the blue hexes. The Roc Warrior and the Command Tent cannot be selected. Draw 6 Command cards and 3 Lore cards, then place 2 Command cards and 1 Lore card on the bottom of the appropriate decks.

Uthuk Setup: Muster an army of 42 points and place its units in the red hexes of your centre and right sections. Muster a second army of 22 points and place its units in the red hexes of your left section. The Command Tent cannot be selected. The Chaos Lord must be part of the first army. Draw 6 Command cards and 3 Lore cards, then place 2 Command cards and 1 Lore card on the bottom of the appropriate decks.

Special Rules

At the end of his Order Phase, the Daqan player can pay 8 Lore tokens and muster the Roc Warrior. Place the Roc Warrior unit in any free border hex. Reinforcements finally arrived! The Roc Warrior is considered ordered and can move and battle normally. No Lore cards can be played by the Daqan player this turn.

Victory Points

Each enemy unit eliminated by an attack grants a number of VP equal to its cost in Muster Points divided by two.