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.
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 |
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
24 | Mbeechi Attack! 3D6 warriors/guns, 3d6 warriors/spears attack. Post was alerted. Troops are at their posts. PP = 20 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
25 | Mbeechi Attack! 7d6 warriors/spears attack. Post was alerted. Troops are at their posts. PP = 25 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
26 | Mbeechi Attack! 6d6 warriors/spears attack. Post was alerted. Troops are at their posts. PP = 20 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
(* 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
40 | Baluchi Attack 4D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack. PP = 15 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
42 | Baluchi Attack 5D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack. PP = 20 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
44 | Baluchi Attack 6D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack. PP = 25 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
45 | Baluchi Attack 7D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack. PP = 25 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
47 | Baluchi Attack 8D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack. PP = 25 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
49 | Baluchi Attack 9D6 Baluchi slavers/guns attack the Post. The post is alerted to the attack. PP = 25 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
PP = 10 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
54 | Poachers 4D6 natives/spears are poaching ivory in a randomly determined square. PP = 5 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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
PP = 10 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
PP = 5 if successful | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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
If the result was a "5" or "6" roll 1D6: 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:
| 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:
| For each sick villager 1D20: PP = 0
75
| Famine Locusts have descended on a local village. If villages have been found roll 1D6.
| 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
| If the result was a "5" or "6" roll 1D6: 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:
| 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:
| 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: | 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 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:
| PP = 0 82
| "Ape-man” spotted near a local village If villages have been found roll 1D6
| PP = 50 if successful and ape-man captured 83
| Rogue elephant causing trouble. A boy will lead the party to the village. If villages have been found roll 1D6
| PP = 2 if successful 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
| PP = 2 if successful 85
| Gorillas terrorizes local village A boy will lead the party to the village. If villages have been found roll 1D6
| PP = 2 if successful 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 87
| Pride of Lion terrorizes local village A boy will lead the party to the village. If villages have been found roll 1D6
| PP = 2 if successful 88
| Local village attacked by hostile tribe If villages have been found roll 1D6
| PP = 15 if successful 89
| Legendary Monster terrorizes local village A boy will lead the party to the village. If villages have been found roll 1D6
| PP = 5 if successful and animal bagged. +20 if animal is a dinosaur. 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:
| PP = 10 if successful 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 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 93
| Slavers Reports of a gang of white slavers are working in a randomly determined square. When the square is reached, roll 1D6:
| PP = 15 if successful
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
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.
| 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
97
| Slavers attack the Post 2D6 white slavers/rifles, 4D6 warriors/spears attack the Post. Your lookouts saw them coming.
| PP = 20 if successful
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
99
| Slavers Reports of a gang of white slavers are working in a randomly determined square. When the square is reached, roll 1D6:
| PP = 20 if successful
|