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Saturday, 31 July 2021

Victorian Zombie Campaign Journal Game 1

 

Scenario 1 – The Old Church

The rival Zombie-hunting teams have stumbled across an old church that has hidden Treasure items, and also seems to be a source of Zombies.

Set-up

In the centre of the 3’ x 3’ table is a church. Each side of the church has a spawning point, where Zombies can appear from.  Each corner of the church has a cache of Treasure. The remainder of the table is dressed with graves and tombs and a cemetery wall, as well as some buildings in various states of (dis)repair.

Before the game begins, players each place caches of (lower-valued) supplies in the usual manner. Players then each place two Zombies in the same manner as the supplies.

Players deploy their teams from jump-off points in the corners of the table in the usual way, and they will also activate using the card-driven sequence dictated by the rules.

Card Choice

Survivor

Zombie

Tank Zombie

  

 

Zombie Horde

 

The Round ends.

Random Occurrence Card

4

4

0

0

1

0

 

Special rules

At the end of each round, one Zombie appears randomly at one of the Zombie spawning points.

Victory points

Each of the Treasure tokens captured from the church is worth 5 Victory points.  To gain the Victory points though, the figure acquiring them has to survive the game.

 

The Adventure

The game began with the deployment of items of interest (supplies), according to the campaign rules, and then with deployment of Zombies and the Treasure items according to the scenario rules.

Henry and Alan had each spent 8 of their initial 10 points on characters and equipment, so they rolled off for Initiative. Henry won, and opted for the Northwest corner of the board as a deployment point; Alan took the Southeast corner.

Martin had opted to spend all his 10 points, so he was obliged to deploy last. He chose the Northeast corner.

No one was allowed any skills in this first scenario, but it immediately became apparent that some different strategies were being adopted by the different teams. One of our reasons for selecting a Victorian-era setting was the expectation that teams might be less inclined to load up on firearms.

Nevertheless, Martin’s Bow Street Runners had a shotgun, which they would later use very effectively; the remainder of his armed figures were assumed to have their police truncheons. Two of Henry’s Butcher Street Boys had pistols and another had a billy-club, while three of Alan’s Society of Africa members had opted for melee weapons.

By the campaign rules, two or each team’s members had to be unarmed in the first scenario, and we had agreed that all subsequent new team members would start out that way.

 




Fig 1: Henry and Martin examine the terrain from its West and North sides

At the start of the game, the Zombies were all roaming around outside the churchyard. This practically guaranteed early encounters with the humans, who started out by locating and acquiring the items of interest which were laying around for the taking, between the buildings.

 



Fig 2: Dr Somerfield and her team collect an item of interest and run into a Zombie

All three teams quickly encountered Zombies – the Society of Africa on the Eastern side of the churchyard and also near its Southeast corner, the Butcher St Boys in an alley on its Northwest corner, and the Bow St Runners near the churchyard gate on its Northern side.

 

Fig 3: The Butcher St Boys run into several Zombies in the alleys beside the churchyard

 

 

Fig 4: The Bow Street Runners seize the cemetery gate from the Zombies guarding it

 

 

Fig 5: Lord Dunce and Rev Green from the Society run into another Zombie

 

Fortunately for the human players, all of these encounters went badly for the Zombies, with the Bow St Runners, in particular, commencing a run of Zombie kills which would become truly impressive by the end of the scenario.

After dispatching most of the Zombies outside the churchyard, all three teams advanced towards the church, with a view to grabbing as much of the Treasure items as possible. The Bow St Runners could use the gate which they had captured, but the other two teams had to resort to scaling the cemetery walls.

 

Fig 6 - The Butcher St Boys scale the cemetery wall

As it turned out, the Butcher St Boys almost landed right on top of a Zombie which was lurking in the shadow of the wall. They were also quickly attacked  by a second Zombie, which wounded one of their pistol-armed members, and was promptly shot for its trouble. Fortunately, their wounded team member did not roll an “Infected” result, so he had a chance to recover after the scenario.

The rest of the team achieved a quick “Knock Down” combat result against the first Zombie, but then they left  the wounded member of their team to finish it off, while they moved deeper into the churchyard. Their wounded team member spent a number of actions unsuccessfully trying to finish off the “Knocked-Down” Zombie with a pistol at close range.

 

Fig 7 - The Butcher St Boys knock down one Zombie but are wounded by another

Meanwhile, in the Society of Africa’s deployment area, Rev Green carried an item of interest back to their deployment point to leave with their leader, Dr Kate Somerfield, while Lord Dunce watched his back and fended off a series of unsuccessful attacks from the Zombie they had “Knocked Down” but failed to eliminate earlier, by the South cemetery wall.

 

Fig 8 - Lord Dunce defends the Society of Africa's deployment point

Eventually, this Zombie was despatched by the Rev Green moving back into melee range and giving it a solid whack with his heavy Bible.  This led, incidentally, to a lengthy debate about how we thought  multiple-figure combats ought to work, since they were not well-covered in the rules.

The teams’ various assaults on the church, with the intention of grabbing Treasure items, was now well under way. All Zombies at the Northern end of the churchyard had now been dealt with, allowing the Bow St Runners and Butcher St Boys to grab Treasure tokens with little risk. At the Southeast corner, the Society of Africa also sent two of its members over the cemetery wall, intent on making a quick grab for the Treasure marker located there.

Under the scenario rules, grabbing Treasure tokens triggered Zombie spawnings, however, and at that point the card-driven movement sequence came to the Zombies’ aid as well. Suddenly the churchyard was full of fresh Zombies, and all three teams were under attack.

The Society of Africa suffered worse, perhaps because they were the only team at the Southern end of the church. As they tried to escape with a Treasure item, one of their number was attacked, wounded and “Infected” by a Zombie.

 

Fig 9: The Society of Africa grab a church Treasure, but one of them is wounded and Infected

The Zombie is successfully despatched, but as the wounded team member tried to limp off the board, he was overcome by the Zombie “Infection”, and “zombified” before his horrified team-mates’ eyes.

At the North end of the church, both the Butcher St Boys and the Bow St Runners also found themselves under attack, but were able to finish off the fresh Zombies with their guns. The Bow St Runners embarked on a veritable Zombie killing-spree, even going so far as to take out the Zombie “Knocked Down” earlier but not finished off by the Butcher St Boys. To add insult to injury, they did it with an almost impossible long-range shot from their shotgun, right under the nose of the wounded Butcher St man, who had spent several turns futilely trying to finish the Zombie off at close range with a pistol.

The Butcher St Boys meanwhile, looked like getting themselves into trouble at the Southwest corner of the church. The card-driven movement sequence resulted in yet more Zombie spawning, and the random placement resulted in two members of their team being all but surrounded by Zombies. Deciding that discretion was the better part of valour, they wisely retreated, rather than make a grab for the last-remaining Treasure token.

At that point, the Society of Africa also decided to call it a day. Their remaining team members gathered what they had collected and retreated off the table next to their jump-off point, thus ending the scenario.

Tallying the Adventure

The campaign rules allow for wounded humans to recover by dicing for their wounds, after a scenario ends. Failure to achieve the needed score means they will carry their wounds into the next scenario.

The Butcher St Boys wounded member successfully recovered from his wound.

The Society of Africa had a member who was not only wounded and “Infected”, but had actually “Zombified”. After some discussion, he was allowed a recovery throw, and he promptly rolled a 12 on 2D6!  This provoked some debate on how recovery should work, and we did not really resolve that, but it was agreed that the 12 should allow him to survive for now, despite his “Zombification”.

We want to re-visit this before the next scenario, with a view to creating some definitive rules on Recovery; at this point the “cure” of the “Infected” SoA man will not be regarded as permanent, if we can think of a fun way to work it into a scenario.

Under the campaign rules, Victory Points were awarded for gathering Treasure and other items of interest, and for killing Zombies.

Each team had successfully gathered a Treasure token, and a few of the lower-valued items of interest. 

Martin’s Bow St Runners had killed far more Zombies than the other two teams put together  – no less than 8!

This alone gave him the victory in this scenario, and plenty of points with which to grow his team for the next one, subject to the rules restrictions, of course.

 

Friday, 16 July 2021

Victorian Zombie Campaign: Background

 A Zombie Campaign

Campaign Journal compiled by Alan, of Tring Wargames Club ©2021

 

Background

Henry, Martin, and Alan from Tring Wargames Club had long wanted to run a zombie campaign, and a few trial wargames had been played to assess some suitable rules.

In 2020, as we are all aware, Covid struck, and all plans had to be put on hold for 18 months, as any face-to-face wargaming was out of the question. Then, in July 2021, as things started to open up again, we re-visited the concept, and decided we still wanted to give it a go.

The basic concept was very simple. Zombies appear to have invaded the East End of late 19th century London. For now, little more is known – where they came from, why, or what is their goal, beyond what we all know about zombies, of course – they kill people and eat them!

 So far, the authorities have failed to act decisively, dismissing reports of dangerous creatures and perhaps a mysterious disease at loose in London’s East End as fanciful nonsense, invented by the Press for the consumption of the masses.

The Press themselves do not seem to know what to think. The memory of Jack the Ripper is still haunting peoples’ minds from just a couple of years earlier. The Press came in for much scrutiny in its aftermath, and were widely criticised for fuelling mass hysteria with lurid and fanciful accounts. For now, they are remaining quietly alert, while sending reporters into the streets of London to investigate and unearth any evidence.

All this means of course, that anyone trying to hunt down the zombies or learn more about them can expect little to no help from the authorities, or the military.

The three players are each free to recruit a team or gang of zombie hunters, who will start out with little in the way of skills or weapons, and in the style of all good role-playing campaigns, they will have the opportunity to acquire skills and weapons as the different scenarios unfold – assuming they survive, of course.

Rules, Terrain, and Figures

We had already decided to use a version of a zombie rule-set known as ARSE - Akula’s Rules: Skirmish Edition. These had been modified by Henry to be a better fit for Victorian London – no modern weapons like machine-guns or flamethrowers, for example, but were otherwise kept as simple and intuitive as possible. We anticipated modifying the rules on the fly, as we came upon situations they were unable to handle.

ARSE is card-driven; each time a card is turned over, it dictates what can be activated – zombies can move and spawn, human players’ teams can activate, and so on. There is also an End of Turn card, which as you might imagine, ends the turn, similar to the Tiffin card in the Too Fat Lardies’ It Ain’t Half Hot Mum rules.  The rules for each individual scenario will dictate how the card deck is set up for it, so that later we can include cards for activating special (i.e. much nastier) types of zombies, which will not appear in the early scenarios.

Henry was our scenario builder, and he came up with a collection of 10 scenarios, derived from Frostgrave, and tailored to match the terrain we already had. All of the terrain already existed – Henry and Martin had collections of suitable buildings, and Alan had some D&D terrain which would be useful for building interiors, cellars, crypts, etc.

Figures were easy. We all had modest collections of zombies, albeit not all really ideal for Victorian London settings, but between us more than enough for the purpose.  We were each free to put together a team of zombie-hunters, using figures from our own collections – the only restriction being that they had to “fit” in a Victorian London setting, so no Neanderthals or Starship Troopers.

Henry’s Team – The Butcher Street Boys

Henry’s team comprised a group of detectives, presumably assigned to investigate the zombie rumours by Scotland Yard. Apparently the Baker Street Boys were otherwise engaged, and we don’t know what happened to the candlestick-makers – it’s possible they already fell foul of the zombies?

Martin’s Team – The Bow Street Runners

Martin’s team were, not altogether surprisingly, policemen, ordinary bobbies, or perhaps to be more in line with the Victorian setting, peelers. They appeared initially to be unaware of the Butcher Street team, and a healthy rivalry between the two groups soon became apparent.

Alan’s Team – The Society of Africa

The Society was created about 40 years ago to fund exploration and discovery of the Dark Continent. The leader of the team, Dr Kate Somerfield, is the daughter of the founder and his wife, who disappeared on an expedition to the Upper Congo basin, but not before fantastic stories had emerged, of re-animated bodies and cannibalistic creatures, all wrapped up in fanciful tales of a “death cult”.

Needless to say, these stories were dismissed as native folk-tales and imagination by serious scientists, but now a new expedition has returned from the same region, and its arrival back in London coincided with the start of the reports of zombies in the East End.

There is as yet no proof, but the Society is concerned that whatever strange “disease” it found 20 years ago has now been brought back to London by the new expedition.


CAMPAIGN RULES 

Points

 

Notes

Cost pts

Each figure

Unarmed

1

Mêlée weapon

Eg Staff, cricket bat, truncheon

1

Pistol

Revolver

1

Petrol Bomb

Can carry three bottles.

2

Rifle

Very rare and expensive

5

Shotgun

A farmers weapon

3

Sword

A gentleman’s weapon

2

Mêlée skill

The art of the boxer or oriental fight specialism

1

Firearm skill

A trained marksman

1

Doctor Skill

Skilled in the science of healing

1

 

Notes

·       Can carry or use one weapon only.

·       Only one skill can be applied per figure.

·       Each figure can activate with two actions, which must be different except movement.

 

Treasure and articles of interest

·       These are items of value and may be hidden.

·       One action to pick up item, which will generate a immediate zombie spawn 2” randomly from point.

·       Carrying an item slows the movement rate down by 1” per 2 items.

·       Carrying an item apply -1 in the hit mêlée per 2 items.

·       Carrying an item apply -1 in the hit shooting per 2 items.

·       Only counts as victory points if the figure survives the game..

 

Campaign

Start with 10 points to spend on your band/gang/unit. Initial restrictions limit of 5 figures, max 2 fire armed min of 2 figures unarmed and no skills.

Subsequent teams can grow by I figure per game to a max of 10.

Can only add a weapon or one skill per figure per game with a

Max. of one weapon per figure or one skill per figure. Unspent points are retained in your bases store and are carried over or spent before each scenario.

 

Setting Up the Table

Deployment of gangs is done in order of initiative. Initiative is decided in the order of the quantity of points retained in each supply base. The highest choosing their deployment corner and deploy the unit not more than 6” from the corner chosen. Ties decided by a die roll.

 

Placement of supplies is again decided by the quantity of points retained in the supply base. Supplies must be placed more than 9” from the player’s deployment zone and more than 6” from any other supply tokens.


 After Game:

1) Recovery of Wounds

Roll 2xD6

-1 per wound

-5 if fatally wounded or infected

 

Modified result less than 2 Permanently Dead

Modified result 3-5 one wound remains

Modified result 6+ recovered

 

2) Victory Points

Per Zombie killed +1

Per item collected +1

Scenario points. As per scenario.

 

3) Using Victory Points – After Game

Initial restrictions limit of 5 figures, max 2 fire armed min of 2 figures unarmed and no skills.

Subsequent teams can grow by I figure per game to a max of 10.

Can only add a weapon or one skill per figure per game with a

Max. of one weapon per figure or one skill per figure. Unspent points are retained in your bases store and are carried over or spent before each scenario.

 

Doctor Skill

“Doctor”: Each Doctor may dispense first aid in each Round (costs one action). Any wounded human in base to base contact” of a may remove one wound marker, for each action spent healing (ie doing nothing else). NB cannot resurrect a dead casualty!

Nb in game use only.


 


Tuesday, 31 March 2020

The Mungo Mah Lobeh Congo Campaign Adventure 5

Adventure 6 – The Mountain of The Gods
Campaign Journal compiled by Alan, of Tring Wargames Club

Background
“Our journey is nearly at an end. For the last few days, we have seen Mungo Mah Lobeh, the Throne of Thunder, looming over the tree-tops. Our final destination bears well its name!
There are several paths leading up to its storm-wracked summit, be it the one used by smugglers, or that used by Sir Burton. I intend however that this expedition go down in History, and for that I must find my own path up.
I can feel my enemy breathing down my neck. Whoever he is, he has not spared us during this quest. I must add, however, that it would not have been the same without him. He has forced me to go beyond my breaking point, to endure what I thought I could never endure. 
For that, I am thankful!  He too has shown great strength of character, and through it has acquired renown throughout the region. I do not think it would take much for him to gain sway over all the tribes hereabouts.” – Mary Kingsley

Travelling to the Next Adventure
As the winner of the last adventure, Ujuwa got first pick (for a nice change) of the travel routes to this ultimate adventure of the expedition. He elected to travel “Through Thriving Jungle”, but this was not a great choice for him. He failed his success roll, so the journey cost him two of his Spiritual Link points, although he did locate two new specimens of medicinal plants.
Ujuwa has earned two domains of knowledge, so his character will use his 2-star card.
Mary chose to travel “Village To Village”. This is a slow route, and on this occasion she is not able to recruit any new followers. She makes the journey in 5 months, and once again her bearers did not help her complete the journey any quicker. 
However, she does promote a faithful servant to be the expedition’s flag-bearer for the ascent of Mungo Mah Lobeh.
Mary has earned four domains of knowledge, so her character uses her 3-star card.

The Forces
 Mary has the same core force as throughout the campaign - her Kirangozi guide Kiva and the reporter JJ, plus her Adventurers, Soldiers, Askaris, Ruga-Ruga, and Young Warriors.  Her Askaris are again accompanied by their pet leopard.
She also still has three Bearers, which she places with her Askaris, her Young Warriors, and her Adventurers. Mary herself accompanies her Young Warriors, her Flag-bearer accompanies her Askaris, while she sends JJ with the Ruga-Ruga, and Kiva with the Adventurers.
Her opponent Ujuwa is again accompanied by his allies, the outcast Fang chieftain M’Otowanfa, and the Werda-Fakawi Pygmy King O’Mi’Lordi. However, these were both “killed” in the last adventure, so it is necessary to roll for their status, per the campaign rules.
It turns out that the Pygmy King O’Mi’Lordi was only slightly wounded and has made a good recovery, but M’Otowanfa was more seriously wounded and is now classed as Poorly. This does not affect his performance, but it will incur a small penalty at the end of the adventure, unless Ujuwa expends Medicinal Plants trying to heal him; that will also incur a campaign penalty, so he chooses not to.
Ujuwa’s party also has the same make-up as previously - Warriors, Young Warriors, Bundukis, Archers, Pygmy Archers, and some Scouts.
Ujuwa decided to accompany his Archers this time.  The Fang chief will go with the Warriors instead, and the Pygmy King will accompany the Pygmy Archers this time.

The Terrain
“The thick vegetation at the foot of Mount Cameroon camouflages both trails and caves. The summit of the mountain is hidden in swirling clouds. Humidity hangs in the air, thanks to a constant drizzle, punctuated by intense downpours.”

This adventure called again for jungle terrain, and again this is leopard country. The terrain is more open however, so the scenario rules dictate that all terrain not otherwise marked has a cover value of D6.
Martin’s dining-room table was used once again for the game, with the standard Congo 4’x3’ playing area. His trees were used to mark out the areas of Dangerous and Blocking terrain called for by the scenario.
The scenario requires a central High Dangerous Terrain feature consisting of a large rocky area; this represents the mountain Mungo Mah Lobeh itself. This and the rocky cave areas on the rest of the board will be represented by aquarium models, acquired by Alan several years ago in a pet-shop closing-down sale.
The two sides will deploy on opposite sides of the central feature, and are tasked with collecting two types of tokens, as well as fighting their opponents:-
1) The green numbered “Hint” tokens, which are small and do not affect a unit’s movement. They give Mary clues about paths she can use to ascend the mountain, and give Ujuwa clues about the locations of caves in which he may cast his Sacred Ritual to drive out the hated white invaders. There are six in total, Mary can only use even-numbered ones, and Ujuwa the odd-numbered ones. There is nothing of course to prevent a faction from hanging on to tokens, simply to deny them to the enemy.
2) The yellow tokens, which in this scenario represent “Discoveries”. These are classed as Bulky Objects, and restrict a unit’s movement per the standard Congo rules.

Both types of tokens will count towards Victory Points, and also go on to assist Mary and Ujuwa in the end-game, which will follow this scenario and conclude the campaign.

Mary and Ujuwa must exit to the south and the north respectively, to claim the maximum possible Victory Points for this scenario.

The Adventure
For reference purposes, Mary will start on the northern flank of the mountain, and Ujuwa on the southern flank.
The first picture is a full table shot from the southern end, Mary’s deployment behind the mountain, and Ujuwa on this side.

1 - The table for this adventure , looking east

Ujuwa started with the Initiative token for this adventure, because he lost the last one. His plan is to quickly grab all the Hints and Discoveries on his side of the mountain, then hold on the eastern side, while most of his forces go around the western side of the mountain and seize Hints and Discoveries from as many of Mary’s units as possible, before exiting the table to the north to claim a victory.
By coincidence, Mary has come up with an almost identical plan, but she intends to go round the mountain in the opposite direction.

On turn 1, Ujuwa gets an Animal Encounter, and places a leopard in one of the Dangerous Terrain areas close to Mary’s Young Warriors. He also sends his Warriors and Pygmy Archers to guard the mountain’s eastern flank, while the Young Warriors, Bundukis and Scouts make the rounds gathering up the Hints and Discovery tokens in the southern half of the table. Ujuwa himself, accompanied by his blowpipe-armed Archers, moves around the western flank.
His Bunduki collect Hint #6, and the Young Warriors pick up Hint #4. Neither, of course, are any use to Ujuwa, but they decide to take them with them anyway.

2 – Ujuwa’s Scouts sneak quietly past a herd of grazing giraffes

Meanwhile Mary’s Adventurers move to grab a Hint token, but the Jungle Encounter roll reveals they have found a patch of quicksand. Fortunately they are able to escape the area without losing anything more than their composure.
Most of her forces advance in an easterly or south-easterly direction; clearly it is her intent to send the bulk of her forces around this flank of the mountain.

3- JJ and the Ruga-Ruga move southeast around the mountain

On turn 2, Ujuwa moves with his Archers and succeeds in grabbing a Discovery token from the Dangerous Terrain directly west of the mountain. Using an Extra Moves Action card, his Bunduki grab a Discovery in the southwest corner of the table, and his Pygmy Archers enter the Dangerous Terrain directly east of the mountain, successfully beating Mary’s forces to Hint #2.

4 -  The Pygmy Archers enter the Dangerous Terrain east of the mountain

Meanwhile, Mary and her Young Warriors, with their leopard pet, enter the Dangerous Terrain in the northwest corner; they encounter and kill a leopard, earning themselves a Hunting Trophy. They also pick up Hint token #1.

5 – Mary and her Young Warriors search for a Hint token

Her Askaris find Hint#3 in the Dangerous Terrain in the northeast corner, while her Adventurers move southwest towards Ujuwa and his Archers, and her Ruga-Ruga close to shooting range with Ujuwa’s Pygmy Archers. In the ensuing exchange of fire, the Ruga-Ruga kill a Pygmy Archer, but the Pygmy King survives his Terrifying Death Roll, and in return the pygmies’ poison arrows kill two Ruga-Ruga. JJ also survives her TDR.

6 – JJ and the Ruga-Ruga duel with the Pygmy Archers

 7 – The Pygmy Archers have the advantage of being in Dense cover

Ujuwa moves his Bunduki and Young Warriors north to support his Archers on the western flank of the mountain, while Mary’s Ruga-Ruga reload and her Soldiers move southeast to support them.

On turn 3, Mary seizes the Initiative, and her Ruga-Ruga charge the Pygmy Archers. It is a disaster; they lose two casualties in the ensuing melee, and JJ subsequently fails her TDR!  To salvage the situation, her Soldiers continue south on the eastern flank of the mountain, only to collide with Ujuwa’s Warriors who are moving in the opposite direction.

8 – The Soldiers move south to deal with the Pygmy Archers...

 9 – While the Fang Chief and his Warriors move north

However, the ensuing melee is a draw, meaning that the Warriors have to retreat, and they then receive fire from both the Soldiers and the Ruga-Ruga, losing a total of four casualties. The Fang Chief survives his TDR, but the Warriors are suddenly a spent force, and Ujuwa’s flank on the east of the mountain is now defended only by his remaining Pygmy Archers.

10 – The Warriors are nearly wiped out

Meanwhile, over on the west flank, Ujuwa is having considerably more success. His Archers and Young Warriors both move north to confront Mary’s Young Warriors, and Ujuwa successfully casts his Bull’s Breath ritual on them, but Mary saves it. The Archers and Young Warriors open fire, killing three of Mary’s Young Warriors, but Mary survives her TDR.

11 – Ujuwa, his Archers, and Young Warriors face off with Mary and her Young Warriors

Finally, Ujuwa’s Pygmy Archers are able to stabilize the situation east of the mountain somewhat, when they use their poison arrows to wipe out Mary’s Ruga-Ruga, leaving a dropped Discovery token up for grabs.

12 – The Pygmy Archers finish off the Ruga-Ruga

Turn 4 is a Downpour, so all missile and visual ranges are reduced for the turn. However, Ujuwa’s Young Warriors are close enough to fire at Mary’s, and incredibly they score no less than four kills! This wipes out the unit, including their accompanying Bearer, and their leopard pet; however, Ujuwa can’t claim this as a Hunting Trophy, as he already has one for a leopard.
Unfortunately for Ujuwa, Mary survives her TDR. She is left alone, and wisely retreats with her Hint token.

13 – Mary is left isolated after losing all her Young Warriors

Ujuwa uses an Action card to remove a Move Stress token from his Archers, freeing them to move north with a view to getting him successfully off the table. He also casts his Bull’s Breath ritual on Mary’s Adventurers, but Kiva is able to save it.
Seeing the threat developing in the west should Ujuwa break through to the northern table exit, Mary uses an Extra Move Action card to move the Askari west to support her Adventurers, while her soldiers retreat north out of range of the Pygmy Archers.
Ujuwa’s Young Warriors now charge Mary’s Askaris, killing one in the melee. The Flag-bearer survives his TDR.
However, Mary now draws an Animal Encounter, and the roll calls for a Hippo. She places this in Dangerous terrain near Ujuwa’s Bunduki, who are promptly charged; they lose 1 casualty trampled.

On turn 5, the Downpour ceases, so all ranges are restored to normal. Ujuwa’s Archers immediately fire on the Adventurers, wiping them out and killing the accompanying Bearer; however, Kiva survives his TDR.
Feeling very vulnerable on her own, Mary continues to head towards her Soldiers.
However, Kiva, also on his own since the destruction of the Adventurers, is not so quick on his feet. He is attacked by Ujuwa’s Young Warriors, who amazingly cause no casualties. Kiva is pushed back and somehow survives the encounter.
The Soldiers shoot at the Pygmy Archers, killing one.
Ashamed at their failure in melee, Ujuwa’s Young Warriors shower Kiva with their assegais, and finally down him, leaving another dropped Discovery token on the ground.

14 – Ujuwa’s Young Warriors drop Kiva with their assegais

On turn 6, to no one’s surprise Ujuwa and his Archers head for the northern table exit as fast as they can. Mary’s Soldiers move northwest to meet up with her, while she places some juju on Ujuwa and his Archers. As luck would have it, he draws a Panic Stress token – no movement or shooting for the remainder of the turn.
Mary and her Soldiers then shoot at the Archers, killing 2 of them; however, Ujuwa survives his TDR.
Stymied in his attempt to get off the table, Ujuwa has his forces focus on maximising their Victory Points; his Pygmy Archers and Young Warriors both gather up dropped Discovery tokens. 
He also tries to cast another Bull’s Breath ritual, which he has used quite successfully so far in this adventure. However, once again, his bad luck continues to dog him. He draws a Panic Stress token for the ritual, which means that it backfires on him catastrophically. This time, a giant scorpion appears out of a hole in the ground, and stings him into unconsciousness.
Mary’s Askaris charge Ujuwa’s Young Warriors, seeking to deprive them of the Discovery token they have just picked up. However, they lose a casualty in the melee, forcing them to retreat, and they pick up a Panic Stress token, which effectively immobilises them for this turn.
Mary’s Soldiers also charge the Archers, but the resulting melee is a draw and they are forced to retreat.

15 – Almost everyone is immobilised by Panic as the Soldiers melee with the Archers

On turn 7, the scenario rules require the holder of the Initiative marker, which at this point is Ujuwa, to roll before each Action Phase to determine if the game is over.
The first Action Phase is played normally, and Mary’s Soldiers fire on Ujuwa’s Young Warriors, but do no damage. Ujuwa’s Archers shoot at the Soldiers, killing one, but Mary survives the TDR.
Ujuwa then rolls a second time to see of the game is over, and it ends before the second Action Phase.
Tallying the Adventure
Because neither side attained its main objective of exiting the table, no Victory Points were earned for that objective.
Mary has two Hint tokens, but they are both odd-numbered, meaning they are Ujuwa’s, and of no value to her.
She also retained one Discovery token, worth 2 VP.
Mary can claim the leopard killed as a Hunting Trophy. It doesn’t give her any VP’s, but will contribute towards the campaign.
Despite being wounded, Mary’s reporter JJ was able to get her trip report into this month’s bulletin of the Société Géographique; this earned her 2 VP’s.
However, Mary’s forces were able to despatch M’Otowanfa, the renegade Fang chief, and Ujuwa self-immolated while casting one of his spell rituals. These “kills” earn Mary 2 VP each.

Ujuwa forces hold four Hint tokens, but three of them are even-numbered, meaning they are Mary’s, and of no value to him. The remaining one, Hint #3, is worth 2 VP.
He also collected five Discovery tokens, including two dropped by Mary’s units. In this scenario, they are worth 2 VP each, for a total of 10 VP.
Ujuwa’s forces were able to despatch both the reporter JJ, and the caravan guide Kiva; these “kills” earn Ujuwa 2 VP each. His forces also despatched two of Mary’s Bearers for another 4VP, as well as the Young Warriors’ pet leopard – we didn’t count this one for VP, and unfortunately Ujuwa already has a leopard Hunting Trophy!
Ujuwa cast two successful Sacred Rituals in this adventure, earning him two more Spiritual Link points. With no surviving Sacred Warriors, he is unable to roll for bonus Link points.
No additional domains of Knowledge were earned by either side.
That means Ujuwa earned a total of 20 VP, and Mary earned 8 VP, so Ujuwa has finally had a convincing win in an adventure.

The End-Game
JJ and Kiva were both feeling rather Poorly at the end of the campaign.
Ujuwa ended the campaign In Agony, while M’Otowanfa was feeling rather Poorly.
All of these effects, together with the Discoveries made in the final adventure, were recorded into the two sides’ Travel Logs, which provide an ongoing record of each side’s status. The Logs play a key role in the campaign end-game, because the Knowledge and Discoveries made throughout the campaign now contribute towards the two leader’s movement as they progress towards their ultimate goals.
Mungo Mah Lobeh’s end-game is played on a pair of A3 size boards, one each for Mary and Ujuwa.
These are supplied in the campaign pack, but they are printed as one double-sided board, and since you need to use both sides at the same time, we had to get A3 copies made by the local printing shop. An annoying and not-insignificant expense which could have been avoided by a little joined-up thinking, Studio Tomahawk!
These boards represent the final journeys made by the two leaders, “Scaling the Throne of Thunder” for Mary, and “Constructing the Ritual of Awakening” for Ujuwa. On each board, a path of linked circles track the different stages of the journey. Each player attempts to advance as far as possible during the journey, which represents nine days for Mary and nine nights for Ujuwa.
Also on each board, a chart describes the nine days or nights, and the domains of Knowledge that will be useful to each of them.
In essence, for each day or night, the leader has to either show possession in their Travel Log of a specific domain of Knowledge, in which case they  advance automatically, or alternatively roll a given number of dice and hope to score successes. Any Hints acquired in the last adventure provide bonuses which affect play at this stage, such as extra dice or re-rolling ‘1’s.
Once the nine days and nights are over, each player notes down on their Travel Log, the point reached, and the corresponding number of Accomplishment Points awarded to each.

The campaign then concludes by summing up all the Accomplishment Points achieved or lost during the entire campaign, according to a whole range of criteria:-
1) The adventures won.
2) The Journey Length for Mary (the quicker the better), and the Spiritual Link points (the more successful spell rituals cast the better) for Ujuwa.
3) Discoveries made.
4) The state of the Characters, with sick, wounded or dead characters costing points.
5) The domains of Knowledge acquired.
6) Medicinal plants located.
7) Hunting trophies bagged, one per different kind of animal.
8) Scaling the Throne of Thunder for Mary, and constructing the Ritual of Awakening for Ujuwa.
The final total of these Accomplishment Points determines the overall campaign winner. In our case the final totals were:-
Mary 37 Ujuwa 35