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.
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
|