BY JINGO - Colonial History & Wargames Page

Promotion Points

by Jim Wright

Being handed the assignment of commanding the Post at Ubonga could mean being forgotten or making a name for yourself. It was up to the Officer Commanding to decide the risks he was willing to take. Events sometimes forced his hand. But always the High command was watching and measuring. And your fellow Officers were gauging your “fitness” for their exalted company.

So it is up to you to earn your Promotion Points(PP). Each event has a number of PP associated with successful and unsuccessful completion of the event. Keep a record of your PP. When they get to 100 points, you are promoted out of this post, to something more civilized. Or maybe not. 100 negative points will get you a replacement also. They will also get you cashiered to your everlasting disgrace.

100 Events To Test Your Mettle

Encounter Types
00-99 Nature
10-19 Weather
20-29 Mbeechi
30-39 Rescues
40-49 Baluchi
50-59 Poachers
60-69 Escorts
70-79 Sickness
80-89 Animals
90-99 Slavers
Note: The above table is for informational purposes only. Refer to the table below for the Event result.
D100 EVENT
00 Earthquake A mild earthquake rattles the Post. 1D6 building are destroyed, including a guard tower if present. 2D6 inches of stockade are destroyed.

PP = 0

01 Flood Rain in the highlands causes the river to rise rapidly and sweeps through the Post. 1D6 boats are lost. 1D6 x 10 units of food are lost. Roll 1D6. If result = 1, one private is lost. The pier has also been swept away and will have to be rebuilt. Roll 1D6 times 10 = mandays of work to rebuild.

PP = 0

02 Winds A violent windstorm destroys 1D3 buildings in the Post, including a guard tower if present. 1D6 boats blow away.

PP = 0

03 Dust Storm Hunting details get lost. Move each hunting detail 2 squares in a random direction away from the Post.

PP = 0

04 Winds Strong wind blows roof off 1D3 buildings and topples a guard tower if present.

PP = 0

05 Hail Huge hailstones from a passing storm pelt the Post. 2D6 men sent to Hospital for 1D3 days each from injuries received.

PP = 0

06 Flood Rain in the highlands causes the river to rise rapidly and sweeps through the Post. 1D6 boats are lost. 1D6 x 10 units of food are lost. Roll 1D6. If result = 1, one private is lost. The pier has also been swept away and will have to be rebuilt. Roll 1D6 times 10 = mandays of work to rebuild.

PP = 0

07 Winds A violent windstorm destroys 1D3 buildings in the Post, including a guard tower if present. 1D6 boats blow away.

PP = 0

08 Dust Storm Hunting details get lost. Move each hunting detail 2 squares in a random direction away from the Post.

PP = 0

09 Winds A strong wind blows roof off 1D3 buildings and topples a guard tower if present.

PP = 0

10 Lightning An intense storm generates lightning that strikes the Post. 1 man is killed and 1D6 injured and must be in hospital for 1D3 days each.

PP = 0

11 Heat 1D6 men suffer heatstroke. Roll D6 for each man 1 - 5 = result / 2 = days in hospital 6 = dead

PP = 0

12 Heavy Rains 1D6 x 100 units of food destroyed by rot.

PP = -1

13 Heavy Rains Supply hut roof collapses. 1D6 x 100 units of food destroyed. 1D6 X 50 rounds of rifle ammunition destroyed.

PP = -2

14 Heat 1D6 men suffer heatstroke. Roll D6 for each man 1 - 5 = result / 2 = days in hospital 6 = dead

PP = 0

15 Native Attack Determine an entry point on the edge of the map. To determine the entry square first determine the side the square is located on. Roll 1D6:
  • 1 - 2 = Along the top edge
  • 3 - 4 = Along the left edge
  • 5 - 6 = Along the bottom edge.

Randomly determine the square along the indicated edge. Next, determine the target village. If villages have been found roll 1D6 1 - 4 = Random known village 5 - 6= previously unknown village, determine location. The hostile natives will move straight towards the target village and straight back. The hostiles will move 1 square per day. Try to cut them off either coming or going. There will be 9D6 spear armed and 1D6 rifle armed natives.

PP = 10 if successful
PP = -5 if unsuccessful

16 Heat 1D6 men suffer heatstroke. Roll D6 for each man 1 - 5 = result / 2 = days in hospital 6 = dead

PP = 0

17 Heavy Rains 1D6 x 100 units of food destroyed by rot.

PP = -1

18 Heavy Rains Supply hut roof collapses. 1D6 x 100 units of food destroyed. 1D6 X 50 rounds of rifle ammunition destroyed.

PP = -2

19 Heat 1D6 men suffer heatstroke. Roll D6 for each man 1 - 5 = result / 2 = days in hospital 6 = dead

PP = 0

20 Mbeechi Attack! At sunrise 2D6 warriors/guns, 3d6 warriors/spears attack. All troops except the sentries will be in their quarters. It will take them 1 turn to get ready before they can move after the alarm is sounded or shots are fired.

PP = 15 if successful
PP = -15 if unsuccessful

21 Mbeechi Attack! 2D6 warriors/guns, 3d6 warriors/spears attack. If watchtower has been built, warning is sounded and all troops are at their posts. Otherwise it will take one turn for troops to get ready after they are attacked.

PP = 15 if successful
PP = -15 if unsuccessful

22 Mbeechi Attack! 5d6 warriors/spears attack. If watchtower has been built, warning is sounded and all troops are at their posts. Otherwise it will take one turn for troops to get ready after they are attacked.

PP = 15 if successful
PP = -15 if unsuccessful

23 Mbeechi Attack! 4d6 warriors/guns. If watchtower has been built, warning is sounded and all troops are at their posts. Otherwise it will take one turn for troops to get ready after they are attacked.

PP = 15 if successful
PP = -15 if unsuccessful

24 Mbeechi Attack! 3D6 warriors/guns, 3d6 warriors/spears attack. Post was alerted. Troops are at their posts.

PP = 20 if successful
PP = -20 if unsuccessful

25 Mbeechi Attack! 7d6 warriors/spears attack. Post was alerted. Troops are at their posts.

PP = 25 if successful
PP = -25 if unsuccessful

26 Mbeechi Attack! 6d6 warriors/spears attack. Post was alerted. Troops are at their posts.

PP = 20 if successful
PP = -20 if unsuccessful

27 Mbeechi Attack! At sunrise 2D6 warriors/guns, 3d6 warriors/spears attack. All troops except the sentries will be in their quarters. It will take them 1 turn to get ready before they can move after the alarm is sounded or shots are fired.

PP = 15 if successful
PP = -15 if unsuccessful

28 Mbeechi Attack! 2D6 warriors/guns, 3d6 warriors/spears attack. If watchtower has been built, warning is sounded and all troops are at their posts. Otherwise it will take one turn for troops to get ready after they are attacked.

PP = 15 if successful
PP = -15 if unsuccessful

29 Mbeechi Attack! 5d6 warriors/spears attack. If watchtower has been built, warning is sounded and all troops are at their posts. Otherwise it will take one turn for troops to get ready after they are attacked.

PP = 20 if successful
PP = -20 if unsuccessful

30 Find lost expedition A half-starved porter wanders into the post with the story of a lost expedition in a randomly determined square. When the square is reached roll 1D6:
  • 1 - 3 = Nothing found
  • 4 = Expedition found dead. Their diaries, 1D6 rifles, 1D6 x 10 rounds recovered.
  • 5 = 1D6 Sick survivors found. They must be carried back to the post (each by 2 bearers). Each day roll 1D6 for each survivor:
    • 1, 2 = Dead
    • 3, 4 = Survivor recovered enough to walk
    • 5, 6 =Still sick, use of medicine will heal on a D6 = 6.
  • 6 = 1D6 Fit survivors found. Escort them back to the Post.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.

PP = 10 if successful
PP = -5 if unsuccessful

31 Search for lost explorer A woman comes up river looking for her father. He was searching the area for an ancient lost city. Her map shows the location (randomly determined) of the supposed city. Escort the woman to the map location and roll 1D10:
  • 1 - 7 = Nothing found.
  • 8 = The remnants of the late explorers camp are found. 9 = Explorer found living in a village. Roll 1D6
    • even = he stays in village,
    • odd = he returns with party.
      The woman will return with the patrol no matter what.
  • 0 = Lost City Found! The explorer is working the find. The woman returns with the patrol to get more workmen.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.

PP = 10 if successful
PP = -5 if unsuccessful

32 Lost missionaries It has been rumored that a missionary and his family have been cast out of their village and left to starve. Randomly determine the target location then move there. When the target location s reached roll 1D6:
  • *1 = The village is found and the natives are hostile. 6D6 warriors/spears attack.
  • 2 - 3 = Nothing found.
  • 4 = Missionary and family found dead.
  • 5 - 6 = Missionaries found alive. Escort back to the Post

(* add one to subsequent rolls)

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.

PP = 5 if successful
PP = -5 if unsuccessful

33 Hostage Rescue An Intrepid Explorer is reportedly being held hostage in a hostile village to the NorthEast. Roll 1D10 on the right side. Do not roll for the row. March to the village and gain his release. When the village is reached roll 1D6:
  • 1 - 3 = The Chief will not give up the explorer
  • 4 - 6 = The chief will trade for him.

If the chief will trade for the explorer then roll 2D6 for the chief and 1D6 for expedition, adding 1 for each trade good used to bargain with. If the total of the expedition is greater than the chief's, then the trade is made for the explorer. If the chief is 3 or less higher than the expedition then try again. If the chief is higher by 4 or more then he is insulted and attacks with 8D6 warriors/spears.

If the chief will not trade the village must be fought. It is defended by 8D6 warriors/spears.

PP = 10 if successful
PP = -10 if unsuccessful

34 Search for lost Reporter A Famous Reporter for the Times is reported missing in your area. Randomly determine last known position (square) to search. Upon arriving at the map location roll 1D10:
  • 1 - 7 = Nothing found.
  • 8 = The remnants of the late reporter’s camp are found.
  • 9 = Reporter found living in a village. Escort him back to the Post.
  • 0 = Reporter’s body is found tied to a tree.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.

PP = 15 if successful
PP = -15 if unsuccessful

35 Find Lost Expedition A half-starved native arrives at the Post with news of a Lost Expedition. Determine the expedition’s last known position (randomly determined square). When the square is reached roll 1D6:
  • 1 - 3 = Nothing found
  • 4 = Expedition found dead. All supplies gone.
  • 5 = Expedition found dead. Their diaries are recovered, but little else of value.
  • 6 = 1D6 Fit survivors found. Escort them back to the Post.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.

PP = 15 if successful
PP = -15 if unsuccessful

36 Search for lost explorer A woman comes up river looking for her husband. He was searching the area for a living dinosaur. Her map shows the location (randomly determined) of the supposed location of the dinosaur. Escort the woman to the map location and roll 1D10:
  • 1 - 7 = Nothing found.
  • 8 = The remnants of the late explorer’s camp are found.
  • 9 = Explorer found living in a village with a white woman. Wife demands justice. You must escort her back to the Post. Roll 1D6.
    • 1 - 3 = he stays in village
    • 4 - 6 = enraged wife produces a pistol and shoots the husband dead. The woman will return with the patrol no matter what.
  • 0 = Explorer found crazed by the sun, madly talking about a lost valley of dinosaurs. Escort him gently back to the Post.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.

PP = 5 if successful
PP = -5 if unsuccessful or husband shot.

37 Lost missionaries It has been rumored that a missionary has been cast out of his village and left to starve. Randomly determine the target location then move there. When the target location s reached roll 1D6:
  • *1 = The village is found and the natives are hostile. 6D6 warriors/spears attack.
  • 2 - 3 = Nothing found.
  • 4 = Missionary found dead.
  • 5 - 6 = Missionary found alive. Escort back to the Post.
(* add one to subsequent rolls)

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.

PP = 5 if successful
PP = -5 if unsuccessful

38 Hostage Rescue A rather dim-witted explorer has managed to enrage a local village and is being held hostage. Randomly determine the village location. March to the village and gain his release. When the village is reached roll 1D6:
  • 1 - 3 = The Chief will not give up the explorer
  • 4 - 6 = The Chief will trade for him.

If the chief will trade for the explorer then roll 2D6 for the chief and 1D6 for expedition, adding 1 for each trade good used to bargain with. If the total of the expedition is greater than the Chief’s, then the trade is made for the explorer. If the chief is 3 or less higher than the expedition then try again. If the chief is higher by 4 or more then he is insulted and attacks with 6D6 warriors/spears.

If the chief will not trade the village must be fought. It is defended by 6D6 warriors/spears.

PP = 5 if successful
PP = -5 if unsuccessful

39 Search for lost Rich Person and Party A famous Rich Person and Party are reported missing in your area. Randomly determine last known position (square) to search. Upon arriving at the map location roll 1D10:
  • 1 - 7 = Nothing found.
  • 8 - 9 = The remnants of the late Sightseer’s camp are found.
  • 0 = Party found safe. Return to Post. They will continue on their journey, rather pleased to think someone missed them.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.

PP = 15 if successful
PP = -15 if unsuccessful

40 Baluchi Attack 4D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack.

PP = 15 if successful
PP = -15 if unsuccessful

41 Baluchi Attack 4D6 Baluchi slavers/guns attack the Post. The post is not alerted to the attack. Troops not at posts, may not fire till fired upon.

PP = 15 if successful
PP = -15 if unsuccessful

42 Baluchi Attack 5D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack.

PP = 20 if successful
PP = -20 if unsuccessful

43 Baluchi Attack 5D6 Baluchi slavers/guns attack the Post. The post is not alerted to the attack. Troops not at posts, may not fire till fired upon.

PP = 20 if successful
PP = -20 if unsuccessful

44 Baluchi Attack 6D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack.

PP = 25 if successful
PP = -25 if unsuccessful

45 Baluchi Attack 7D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack.

PP = 25 if successful
PP = -25 if unsuccessful

46 Baluchi Attack 7D6 Baluchi slavers/guns attack the Post. The post is not alerted to the attack. Troops not at posts, may not fire till fired upon.

PP = 25 if successful
PP = -25 if unsuccessful

47 Baluchi Attack 8D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack.

PP = 25 if successful
PP = -25 if unsuccessful

48 Baluchi Attack 8D6 Baluchi slavers/guns attack the Post. The post is not alerted to the attack. Troops not at posts, may not fire till fired upon.

PP = 25 if successful
PP = -25 if unsuccessful

49 Baluchi Attack 9D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack.

PP = 25 if successful
PP = -25 if unsuccessful

50 Poachers 1D6 whites/rifles and 2D6 natives/spears are poaching ivory in a randomly determined square. When square is reached roll 1D6. If a "1" is rolled the poachers are surprised and taken without a fight, otherwise shoot it out. White men that are captured must be taken back to the post. Natives return to their own village.

PP = 10 if successful
PP = -10 if unsuccessful

51 Poachers 1D6 white with 2D6 rifle armed native poachers are reported in a randomly determined square. When the target square is reached roll 1D6:
  • 1 - 3 = Nothing found.
  • 4 = Poachers surprised and surrender.
  • 5 = Poachers found ready for a fight.
  • 6 = Poachers found in a village making bad deals. 2D6 (spear armed) warriors join in fighting the poachers.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above. White men that are captured must be taken back to the post. Natives return to their own village.

PP = 10 if successful
PP = -10 if unsuccessful

52 Poachers kill a local native 3 white poaches/rifles and 3D6 natives/spears have killed a local man. They were last seen 2 squares beyond the village in direction 1. When that square is reached, roll 1D6:
  • 1 - 2 = No trace of poachers, return to base.
  • 3 - 4 = They have moved on. Randomly determine the direction they went (they will not move towards the Post).
  • 5 = Catching up, add 1 to subsequent rolls ( this is cumulative ). Randomly determine the direction they went (they will not move towards the Post).
  • 6 = Poachers found - Fight it out.

PP = 10 if successful
PP = -10 if unsuccessful

53 Poachers 4D6 natives/spears are poaching ivory in a randomly determined square. When square is reached roll 1D6. If a "1" is rolled the poachers are surprised and taken without a fight, otherwise shoot it out. Natives return to their own village.

PP = 5 if successful
PP = -5 if unsuccessful

54 Poachers 4D6 natives/spears are poaching ivory in a randomly determined square.

PP = 5 if successful
PP = -5 if unsuccessful

55 Poachers on a spree 3 white poaches/rifles and 4D6 natives/spears have been reported in a killing spree. They were last seen 4 squares beyond the village in direction 1. When that square is reached, roll 1D6. Randomly moving Poachers will not move towards the Post
  • 1 - 2 = No trace of poachers, return to base.
  • 3 - 4 = They have moved on. Randomly determine the direction they went.
  • 5 = Catching up, add 1 to subsequent rolls ( this is cumulative ). Randomly determine the direction they went.
  • 6 = Poachers found - Fight it out.

PP = 10 if successful
PP = -10 if unsuccessful

56 Poachers 1D6 white with 1D6 rifle armed native poachers are reported in a randomly determined square. When the target square is reached roll 1D6:
  • 1 - 3 = Nothing found.
  • 4 = Poachers surprised and surrender.
  • 5 = Poachers found ready for a fight.
  • 6 = Poachers found in a village making bad deals. 2D6 (spear-armed) warriors join in fighting the poachers.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above. White men that are captured must be taken back to the post. Natives return to their own village.

PP = 5 if successful
PP = -5 if unsuccessful

57 Poachers 1D6 white, 2D6 native/rifles, and 2D6 native/spears poachers are reported in a randomly determined square. When the target square is reached roll 1D6:
  • 1 - 3 = Nothing found.
  • 4 = Poachers surprised and surrender.
  • 5 = Poachers found ready for a fight.
  • 6 = Poachers found in a village making bad deals. 1D6 warriors/rifles and 1D6 warriors with spears join in fighting the poachers.

If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above. White men that are captured must be taken back to the post. Natives return to their own village.

PP = 10 if successful
PP = -10 if unsuccessful

58 Poachers 1D6 + 4 whites/rifles and 3D6 natives/spears are poaching ivory in a randomly determined square. When square is reached roll 1D6. If a "1" is rolled the poachers are surprised and taken without a fight, otherwise shoot it out. White men that are captured must be taken back to the post. Natives return to their own village.

PP = 10 if successful
PP = -10 if unsuccessful

59 Poachers 2D6 whites/rifles and 5D6 natives/spears are poaching ivory in a randomly determined square. When square is reached roll 1D6. If a "1" is rolled the poachers are surprised and taken without a fight, otherwise shoot it out. White men that are captured must be taken back to the post. Natives return to their own village.

PP = 15 if successful
PP = -15 if unsuccessful

60 Escort missionaries to a local village 2 missionaries are to be escorted to a village in a randomly determined square. The missionaries will have 2 porters for each square they must enter to get to the village. For example: if the target village is 8 squares from the Post, they will have 16 porters. When the square is reached roll 1D6 on the table below: 1 - 2 = Village found, escort may return 3 - 6 = No village, return to the Post.

PP = 5 if successful
PP = -5 if unsuccessful

61 Escort a native party A party of 3D6 natives/spears and 6D6 cattle have stopped at the Post to get help across the river and an escort home. Randomly determine a home square.

PP = 0

62 Royal Geographic Society Party requires escort. A Royal Geographic Society party arrives at your camp to map the surrounding area. The party must be escorted through 3D6 squares starting and ending at the Post.

PP = 10 if successful
PP = -10 if unsuccessful

63 Escort supply column to a local village A supply column requests escort to a village in a randomly determined square within 2D6 squares. The supply column is made up of 1 white man and 1d6 natives/rifles, and 2 wagons pulled by mules. When the square is reached roll 1D6 on the table below: 1 - 2 = Village found, escort may return 3 - 6 = No village, If the village is not found, each adjacent square to the target square may be searched. Move into the new square and roll again on the table above. If after searching all squares (maximum of 9) no village is found, then the entire party returns to the outpost.

PP = 10 if successful
PP = -10 if unsuccessful

64 Royal Zoo Party requires escort. A Royal Zoo Party arrives at your camp to catalogue local flora and fauna, and perhaps capture specimens to ship home. The party must be escorted through 3D6 squares starting and ending at the Post.

PP = 10 if successful
PP = -10 if unsuccessful

65 Escort a native party A party of 2D6 natives/spears and 4D6 cattle have stopped at the Post to get help across the river and an escort home. Randomly determine a home square.

PP = 0

66 Visiting Dignitary requires escort. A Visiting Dignitary has used his clout to get your Post volunteered to act has his escort through 2D6 squares as he “tours” the Empire. The party must be escorted through 2D6 squares starting and ending at the Post.

PP = 15 if successful
PP = -15 if unsuccessful

67 Visiting General requires escort. A General and two aides arrive by local steamer. The General is conducting an inspection tour of all force under his command and has required you to act as his escort as an “inspection in the field”. The General’s party must be escorted through 2D6 squares starting and ending at the Post.

PP = 15 if successful
PP = -15 if unsuccessful

68 Escort a native party A party of 2D6 natives/spears and 4D6 cattle has stopped at the Post to get help across the river and an escort home. Randomly determine a home square.

PP = 0

69 Escort missionary to a local village A missionary is to be escorted to a village in a randomly determined square within 2D6 squares. The missionary will have 2 porters for each square he must enter to get to the village. When the square is reached roll 1D6 on the table below: 1 - 2 = Village found, escort may return 3 - 6 = No village. Return to Post

PP = 5 if successful
PP = -5 if unsuccessful

70 Gold is reported in a neighboring territory 2D6 prospectors/guns arrive at the outpost to cross the territory and must be escorted. To determine the target square roll 1D6:
  • 1 - 2 = Along the top edge
  • 3 - 4 = Along the left edge
  • 5 - 6 = Along the bottom edge.
Randomly determine the square along the indicated edge. Every other day after the party leaves roll 1D6:
    1 - 5 = No additional events
  • 6 = The prospectors violate sacred land.
If a "6" is rolled, then roll 1D6 for each of the next three squares entered:
  • 1 - 3 = Nothing happens.
  • 4 - 6 = 6D6 natives/spears attack.

PP = 5 if successful
PP = -5 if unsuccessful

71 Fever strikes the Post! Roll 1D6, this is the number of men who caught the fever. Roll d20 for each man, the results are as follows:
  • 1 - 13 = A private is sick.
  • 14 - 18 = NCO is sick.
  • 19, 20 = Officer is sick
For each sick man roll 1D20:
  • 1 - 18 = Sick for (die roll divided by 2) days
  • 19, 20 = Dead
If treated with medicine roll below:
  • 1 - 4 = Sick as indicated
  • 5 - 6 = Recovers in half the time.

PP = 0

72 Sickness in a local village An old woman arrives at the outpost. She says that her chief is sick. Take medicine to the village and help the chief. If villages have been found roll 1D6
  • 1 - 3 = Random known village When the village is reached roll 1D6:
    • 1 - 2 = The chief suffers for two more days then dies.
    • 3 - 4 = The chief partially recovers but is left crippled for life.
    • 5 - 6 = The chief makes a complete recovery.
    If the result was "1" or "2" roll 1D6:
    • 1 - 4 = The village begins to mourn the loss of their chief, the party must leave.
    • 5 - 6 = The village blames the party for the chiefs death and attacks with 8D6 warriors armed with spears.
    If the result was "3" or "4": The Party leader is given a token gift and they return to the Post.

    If the result was a "5" or "6" roll 1D6:

    • 1 - 3 = The Chief gives the party 5 head of cattle in thanks for saving his life. They must be taken back to the post.
    • 4 - 5 = As above, except, the disgraced witch doctor and 6D6 warriors/spears attack the party. 2D6 warriors/spears of the chief will help fight off the attack. All warriors armed with spears
    • 6 = Chief gives a daughter to party leader in thanks. If refused the party is attacked by 8D6 warriors/spears.

    PP = 0

73 Food poisoning strikes the Post! Roll 1D6, this is the number of men who are poisoned. Roll d20 fore each man, the results are as follows:
  • 1 - 13 = A private is sick.
  • 14 - 18 = NCO is sick. 19, 20 =
  • Officer is sick Sick for 1D3 days

PP = 0

74 Sickness in a local village A village has many sick people and requests help. When the village is reached determine the number of sick. Roll 1D6:
  • 1 - 2 = 2D6 sick
  • 3 - 4 = 4D6 sick
  • 5 - 6 = 8D6 sick

For each sick villager 1D20:

  • 1 - 18 = Sick for (number divided by 2) days
  • 19, 20 = Dead
If treated with medicine roll below: Sick
  • 1 - 4 = Sick as indicated
  • 5 - 6 = Recovers in half the time

PP = 0
PP = -5 if unsuccessful

75 Famine Locusts have descended on a local village. If villages have been found roll 1D6.
  • 1 -3 = Random known village
  • 4 - 6 = previously unknown village, determine location.
The village will need 1D6 x 1,000 units of food to survive. Food may be procured (with proper remuneration ) from local villages. When a potential donor village is reached roll 1D6:
  • 1 - 2 = The village has no extra food.
  • 3 - 4 = The village has 3D6 x 10 units of food to sell
  • 5 - 6 = The village has 8D6 x 10 units of food to sell.
To determine the price of the food, roll 1D6:
  • 1 - 2 = 1 unit of trade goods equals 15 units of food.
  • 3 - 4 = 1 unit of trade goods equals 10 units of food.
  • 5 - 6 = 1 unit of trade goods equals 5 units of food.
The stricken village can supply 1D6 x 100 trade goods and 10 + 2D10 porters.

PP = 0

76 Sickness in a local village An old woman arrives at the outpost. She says that her chief is sick. Take medicine to the village and help the chief. If villages have been found roll 1D6
  • 1 - 3 = Random known village When the village is reached roll 1D6:
    • 1 - 2 = The chief suffers for two more days then dies.
    • 3 - 4 = The chief partially recovers but is left crippled for life.
    • 5 - 6 = The chief makes a complete recovery.
    If the result was "1" or "2" roll 1D6:
    • 1 - 4 = The village begins to mourn the loss of their chief, the party must leave.
    • 5 - 6 = The village blames the party for the chiefs death and attacks with 8D6 warriors armed with spears.
    If the result was "3" or "4": The Party leader is given a token gift and they return to the Post.

    If the result was a "5" or "6" roll 1D6:

    • 1 - 3 = The Chief gives the party 5 head of cattle in thanks for saving his life. They must be taken back to the post.
    • 4 - 5 = As above, except, the disgraced witch doctor and 6D6 warriors/spears attack the party. 2D6 warriors/spears of the chief will help fight off the attack. All warriors armed with spears
    • 6 = Chief gives a daughter to party leader in thanks. If refused the party is attacked by 8D6 warriors/spears.

    PP = 0

77 Fever strikes the Post! Roll 1D6, this is the number of men who caught the fever. Roll d20 for each man, the results are as follows:
  • 1 - 13 = A private is sick.
  • 14 - 18 = NCO is sick.
  • 19, 20 = Officer is sick
For each sick man roll 1D20:
  • 1 - 18 = Sick for (die roll divided by 2) days
  • 19, 20 = Dead
If treated with medicine roll below:
  • 1 - 4 = Sick as indicated
  • 5 - 6 = Recovers in half the time.

PP = 0

78 Food poisoning strikes the Post! Roll 1D6, this is the number of men who are poisoned. Roll d20 fore each man, the results are as follows:
  • 1 - 13 = A private is sick.
  • 14 - 18 = NCO is sick. 19, 20 =
  • Officer is sick Sick for 1D3 days

PP = 0

79 Malaria strikes the Post! Roll 2D6, this is the number of men who caught the fever. Roll 1D20 fore each man, the results are as follows:
  • 1 - 13 = A private is sick.
  • 14 - 18 = NCO is sick.
  • 19, 20 = Officer is sick
For each sick man roll 1D20:
  • 1 - 18 = Sick for (die roll divided by 2) days
  • 19, 20 = Dead
If treated with medicine roll below:
  • 1 - 4 = Sick as indicated
  • 5 - 6 = Recovers in half the time.

PP = 0

80 Man-eating Lion terrorizes local village A boy will lead the party to the village. If villages have been found roll 1D6 1 - 4 = Random known village 5 - 6 = previously unknown village (determine location) At the village roll 1D6 on the table below: 1 = Lion found and shot. 2 - 6 = Nothing found. The village will support the party for 1 week.

PP = 2 if successful
PP = -2 if unsuccessful

81 Crocodiles are keeping the natives from their water. Go to village by the Post and shoot the beasts. When at the village roll 1D6:
  • 1 = A private slips and falls into the water and is eaten.
  • 2 - 6 = The crocs are killed with no mishap.

PP = 0

82 "Ape-man” spotted near a local village If villages have been found roll 1D6
  • 1-3 = Random known village
  • 4-6= previously unknown village, determine location.
Move to the village and search the adjacent squares. For each square entered roll 1D6:
  • 1 - 3 = Nothing found.
  • 4 = A lone distressed woman is found who was rescued by the "Ape" man. Return to the Post with the woman.
  • 5 = The "Ape" man is found.
  • 6 = The "Ape" man is found and successfully captured. Return him to the Post.

PP = 50 if successful and ape-man captured
PP = -5 if unsuccessful

83 Rogue elephant causing trouble. A boy will lead the party to the village. If villages have been found roll 1D6
  • 1 - 4 = Random known village
  • 5 - 6 = previously unknown village (determine location)
At the village roll 1D6 on the table below:
  • 1 = Elephant found and shot.
  • 2 - 6 = Nothing found.
The village will support the party for 1 week.

PP = 2 if successful
PP = -2 if unsuccessful

84 Giant Python is keeping the natives from their water. A boy will lead the party to the village. If villages have been found roll 1D6
  • 1 - 4 = Random known village
  • 5 - 6 = previously unknown village (determine location)
At the village roll 1D6 on the table below:
  • 1 = A private slips and falls into the water and is never seen again.
  • 2 - 6 = The Python are killed with no mishap.
The village will support the party for 1 week.

PP = 2 if successful
PP = -2 if unsuccessful

85 Gorillas terrorizes local village A boy will lead the party to the village. If villages have been found roll 1D6
  • 1 - 4 = Random known village
  • 5 - 6 = previously unknown village (determine location)
At the village roll 1D6 on the table below:
  • 1 = Gorillas found and shot.
  • 2 - 6 = Nothing found.
The village will support the party for 1 week.

PP = 2 if successful
PP = -2 if unsuccessful

86 Hostile Natives Attack A hostile tribe is coming to attack the nearest village to the Post (not counting the native village at the Post). The hostiles are 2D6 days away coming from the opposite direction of the Post. Try to head them off. There are 8D6 warriors with spears.

PP = 15 if successful
PP = -15 if unsuccessful

87 Pride of Lion terrorizes local village A boy will lead the party to the village. If villages have been found roll 1D6
  • 1 - 4 = Random known village
  • 5 - 6 = previously unknown village (determine location)
At the village roll 1D6 on the table below:
  • 1 = Lions found and shot.
  • 2 - 6 = Nothing found.
The village will support the party for 1 week.

PP = 2 if successful
PP = -2 if unsuccessful

88 Local village attacked by hostile tribe If villages have been found roll 1D6
  • 1 - 2 = Random known village
  • 3 - 6= previously unknown village, determine location.
When village is reached the hostiles will be 1D6 squares away in a randomly determined direction. 1D6 natives/guns and 8D6 natives/spears are in the camp. They must be given the chance to surrender. Roll 1D6:
  • 1 = They surrender stolen property and return to their village.
  • 2 - 6 = Fight it out.

PP = 15 if successful
PP = -15 if unsuccessful

89 Legendary Monster terrorizes local village A boy will lead the party to the village. If villages have been found roll 1D6
  • 1 - 4 = Random known village
  • 5 - 6 = previously unknown village (determine location)
At the village roll 1D6 on the table below:
  • 1 - 5 = Nothing found.
  • 6 = Monster seen. Roll 1D6. Proceed to hunt it. It starts 6D6 inches away. Use hunting encounter rules.
    • 1 = Elephant with misshapen head.
    • 2 = White rhino.
    • 3 = White elephant.
    • 4 = Bengal Tiger! How did it get here?
    • 5 = Impossible! A Pterodactyl is spotted flying away.
    • 6 = Impossible! A dinosaur of your choice is seen walking into the jungle.
The village will support the party for 1 week.

PP = 5 if successful and animal bagged. +20 if animal is a dinosaur.
PP = -5 if unsuccessful

90 White slavers in territory Reports of a gang of white slavers are working in a randomly determined square. When the square is reached, roll 1D6:
  • *1 = Village found which was recently attacked.
  • *2 = Recently used slavers camp.
  • *3 = Recently used slavers camp.
  • 4 = Slavers found ready to fight.
  • 5 = Slavers found ready to fight.
  • 6= Slavers surprised.

    * If this was the first result, then add "1" to the next search until the slavers are found.

When found, there will be 1D6+3 white slavers/rifles and 3D6 natives/spears. Surprised slavers must a D6
  • 1 - 2 = Slavers surrender
  • 3 - 6 = Slavers fight.
Captured White slavers must be taken back to the Post.

PP = 10 if successful
PP = -10 if unsuccessful

91 Slavers 1D6 white slavers/rifles, 5D6 warriors/spears, and 1D6 warriors/guns are moving a cargo of 50 slaves to a spot 1D10 squares below the Post on the River. Randomly determine the Starting location for the slavers. They will move 1 square per day until they make their rendezvous on the river. There is rumored to be 8D6 Baluchis/guns waiting at the river.

PP = 20 if successful
PP = -20 if unsuccessful

92 Slavers 1D6 white slavers/rifles and 2D6 warriors/guns are moving a cargo of 3D6 slaves to a spot 1D10 squares below the Post on the River. Randomly determine the Starting location for the slavers. They will move 1 square per day until they make their rendezvous on the river.

PP = 15 if successful
PP = -15 if unsuccessful

93 Slavers Reports of a gang of white slavers are working in a randomly determined square. When the square is reached, roll 1D6:
  • *1 = Village found which was recently attacked.
  • *2 = Recently used slavers camp.
  • *3 = Recently used slavers camp.
  • 4 = Slavers found ready to fight.
  • 5 = Slavers found ready to fight.
  • 6= Slavers surprised.

    * If this was the first result, then add "1" to the next search until the slavers are found.

When found, there will be 1D6+3 white slavers with rifles and 3D6 natives/spears. Surprised slavers must a D6 1 - 2 = Slavers surrender 3 - 6 = Slavers fight. Captured White slavers must be taken back to the Post. Natives are freed to return to their own villages

PP = 15 if successful
PP = -15 if unsuccessful

94 Slavers attack the Post 1D6 white slavers, 5D6 warriors with spears, and 2D6 warriors with guns attack the Post. Your lookouts saw them coming.

PP = 20 if successful
PP = -20 if unsuccessful

95 Fire A grass fire is burning toward the outpost. It will take at least 10 men fighting the fire to have a chance of saving the outpost. If 10 men are available, roll 1D10: + 1 to the die roll for each additional 5 men working on the fire.
  • 1 - 3 = Post saved, native village destroyed.
  • 4 - 6 = Post destroyed, native village saved.
  • 7 - 8 = 1/2 supplies of all types along with all boats.
  • 9+ = Post and native village saved.
For each 5 men working on the fire roll 1D6. If a "1" results the man is a casualty. Draw a card to determine the extent of the injury.

PP = 0

96 Slavers 1D6 white slavers/rifles and 2D6 warriors/guns are moving a cargo of 3D6 slaves to a spot 1D10 squares below The Post on the River. Randomly determine the Starting location for the slavers. They will move 1 square per day until they make their rendezvous on the river.

PP = 15 if successful
PP = -15 if unsuccessful

97 Slavers attack the Post 2D6 white slavers/rifles, 4D6 warriors/spears attack the Post. Your lookouts saw them coming.

PP = 20 if successful
PP = -20 if unsuccessful

98 Slavers attack the Post 1D6 white slavers/rifles, 3D6 warriors/spears, and 3D6/guns attack the Post at dawn. Your lookouts did not see them coming. Takes two turns for your men to get organized.

PP = 20 if successful
PP = -20 if unsuccessful

99 Slavers Reports of a gang of white slavers are working in a randomly determined square. When the square is reached, roll 1D6:
  • *1 = Village found which was recently attacked.
  • *2 = Recently used slavers camp.
  • *3 = Recently used slavers camp.
  • 4 = Slavers found ready to fight.
  • 5 = Slavers found ready to fight.
  • 6= Slavers surprised.

    * If this was the first result, then add "1" to the next search until the slavers are found.

When found, there will be 1D6+3 white slavers/rifles and 3D6 natives/guns. Surprised slavers must a D6 1 - 2 = Slavers surrender 3 - 6 = Slavers fight. Captured White slavers must be taken back to The Post. Natives are freed to return to their own villages

PP = 20 if successful
PP = -20 if unsuccessful

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