By Jim Morgan
Another scenario spins out of control. It started out harmless enough. In support of our Search for King Solomon's Mines campaign, we NUTS (Northern Utah Tacticians and Strategists) began expanding our Colonial collections of Darkest Africa figures, flora, and fauna. Between the special army deals offered by Foundry, the excellent pricing of Old Glory figures, ideas and specialty items acquired at Historicon, and feverish scratch-building projects, the Group's assets quickly outstripped the needs of the campaign. But the figures were far too nice to just gather dust on the shelf. They had to be gainfully employed and enjoyed! Tarzan and Jane were included in the Foundry packs. They had to have a place to live and something to defend. H.L.B.S.C. made some fun-looking femmes fatale who needed something to hunt. The missionaries had to have someone to convert. The warriors needed someone to fight. The Zanzibaris needed someone to enslave. The cannibals needed someone to eat. The Europeans needed some place new to conquer. The adventurers needed some place to explore and exploit. Even Sherlock Holmes showed up, needing something to investigate. All of these ingredients went into the stew pot. This scenario came out. "It's a Jungle Out There" mixes role-playing with skirmish-level wargaming. Each player assumes a character in charge of a group, a troop or pot of human soup, with secret goals that may compete or coincide. The scenario was written for Bart Wood's Battlefield Africa home grown rules (for more info contact Bart at the NUTS address in the UT section of MWAN's club listings, or at bart.wood@hill.af.mil). The scenario also offers opportunities to experiment with Chris Peers' In the Heart ofAfrica rule set (after modifying statistics for the animals). Special Scenario RulesMost important:: Your main character must stay alive to ensure a victory! Alternating movement order (Optional)- All players dice for movement order at start of each turn. Simultaneous Fire Units of both phasing and non-phasing players may fire (throw spears, etc.) during any player's fire phase, but only once per game turn (unless charged). Use a cotton ball to indicate units which have fired. For example, in the Cannibals' Movement Phase one warrior troop throws spears, shoots arrows, and blows poison darts at the Colonial regular troops, wounding five soldiers, then retreats into the jungle. The regulars choose to use up their coming player turn's fire immediately (so they include dice for the five wounded men also) and blast the Cannibals before they can bugger off. The colonial Askaris hold their fire so they can advance during their movement phase and shoot at some Warriors who are sneaking up on the other flank. Later in the game turn, Tarzan's elephants charge the rear of the remaining regulars, who are allowed to turn and shoot at the perilous pachyderms (with applicable negative modifiers). Tarzan moves double the speed of ordinary mortals on land or water (would you expect anything less?). His terrifying war-cry causes enemies within 12" to check morale (but adverse effects last just one turn) . He can order his animals to attack any target in their range even if only he can see it. His gorilla sidekicks can take hits for him. Capturing iif a figure is defeated in melee, the victor has the option of knocking out, disarming and capturing, rather than killing the defeated figure outright. One (1) guard must be detailed for every four (4) captives, until they are incarcerated or incinerated (at the torture stake or in the stew pot). One (1) figure must be detailed to guard every eight (8) imprisoned captives. If fewer guards are posted, prisoners may attempt to escape in their owning player's movement phase, by rolling a '6' on a d6. For each prisoner held in excess of the required guard lever, add a +1 modifier to the die roll. If successful, roll a second d6 to see how many prisoners get away. During escape attempts, armed guards may shoot at any fleeing prisoners. Conversions zealous missionaries may attempt to convert hostile natives or superstitious soldiers. They perform their 'saving attack' by waving their scriptures and crying repentance, rolling one d6 for each 'target soul' within 6". Natives (who suspect that missionaries may be possessed) are converted and will defect to them on rolls of '4-6', Askari on rolls of '5-6' and white soldiers and Pygmies on rolls of V. If there is an officer or witch doctor (who are exempt) within 6", the owning player may make an 'anti-saving roll' to reclaim each new convert, needing d6 rolls of '4-6' for natives, '5-6' for Askaris and '6' for soldiers. Hard core Zanzibaris are exempt from Christian conversion. Player Summaries(which all may read. Player objectives are provided separately for those players eyes only), Tarzan and Friends You really have your hands full. As Lord of the Jungle, your goal is to protect your animal friends and maintain the balance of man and nature within your domain. You are on good terms with the missionaries and support their goal of pacifying the natives-as long as too much civilization is not introduced. You will fight to preserve the independence of the jungle from foreign domination. You detest slavers and soldiers, and dislike cannibals (but, hey, everybody has to eat), and tolerate savage natives, but will fight against them if necessary. You love your animal friends and will fight to preserve them from hunters; but above all you love your headstrong wife, lane, and will do anything to keep her safe. Also, while in England a few years back, you made friends with the somewhat eccentric Sherlock Holmes, who told you he was coming to Africa to investigate poisons used by Pygmies and Cannibals. You promised you would provide some assistance. While making your morning rounds, you spied two steamers, loaded with more men missionaries, civilian 'toughs' with large guns, and supplies heading up-river towards the Missionary Station. While heading home you heard war drums from the Cannibal village warning that lots of armed white men are entering the jungle and suggesting that the dinner pots be made ready. Worse, Cheetah just bounded up chattering excitedly that dark men in white skins, carrying bang sticks, long knives and metal vines are attacking nearby villages and carrying off captives. Cheetah also hands you a stained and wrinkled note from lane saying that she had gone to the Compound to meet some old friends and take them on a tour of local sites-but not to worry! Ungawa! Jane and Sorority Chums After many long years in the jungle, you are homesick for multi-syllable conversations, besides the sanctimonious ramblings of local missionaries. When you received a letter from some former sorority sisters who are eager to see all the wonderful sights you've described in darkest Africa, you immediately-and secretly-agreed to be their guide. On their to do lists are photographing the Pristine Falls (flowing from a source reputedly near the mythical Fountain of Youth), touring the Twilight Temple, meeting the savage natives said to guard the fountain, visiting the Elephant Graveyard, and shooting (either bullets or photographs) a few trophy animals, including lions, leopards, elephants, rhinos, hippos, giraffes, cape buffalo--there are plenty and to spare, and after all, they really are only animals, right? Once Tarzan headed out for the morning, you quickly dressed, left him a note, and hurried off to the Missionary Compound where your friends--and their chaperones--have already hired some bearers and are eager to set out. The native drums are active this morning, but it is just rhythm to you, and besides, the natives know you are Tarzan's mate and that should keep them from bothering you. So, arm in arm, you head off into the jungle. Cannibals Though Epicurean in your diet, you have recently acquired a taste for White Meat, and to your delight , your scouts have reported the imminent arrival of large numbers of the fair-skinned folk. You have called your warriors together to go and capture or kill as many white men as possible to ensure a great harvest. Somewhat less desirable, but still acceptable, is harvesting progressively darker meat ( Zanzibaris and neighboring tribes.) Sacred Warriors Though on friendly enough terms with Tarzan and his mate, from ancient times, you have considered yourselves the true kings of the forest and the guardians of the Fountain of Youth. Outsiders are not to enter your kingdom unbidden, and no one who partakes of the sacred pool is allowed to leave the hidden valley alive. Of course, you know the secret of the fountain. About half of your warriors are uninitiated ones who have never tasted the waters and may freely exit the plateau (you always need a few captives for the sacrificial rites, so you don't have to tap the local citizenry). The uninitiated must perform acts of bravery to advance in rank. European Military Expedition It is high time this unclaimed pocket of African wilderness be brought into the fold of civilization. Despite the best efforts of do-gooder missionaries, the area is still inhabited by untamed savages-and, as everybody knows, the only good savage is a dead savage. It's also been rumored that the area contains untold wealth in ivory and even the legendary Fountain of Youth. The mission objectives are to kill or capture as many natives as possible, and perhaps permanently eliminate the interfering busybody apeman. To avoid possible adverse publicity, it might be necessary to arrest the missionaries until the operation is successfully concluded. One of your principal financial backers, Lord Greedieswyne, is with you and has asked you to eliminate an annoying private investigator named Sherlock Holmes, reputed to be in the area meddling with issues that best be left alone. Up to half of your troops and supplies are ashore and half are aboard a river steamer. You must protect at least half of your supplies (or take some from the missionaries) or your expedition will have to turn back and your mission will fail. Trader Vic at the post a few miles back informed you that more missionaries with an armed escort just left his station. If they have trouble on the river, you might overtake them. Trader Vic also suggested that the Tarzan's Achilles heel is his wife; capture her and who knows? He also warned that there have been rumors of attacks by Zanzibaris on nearby villages. Killing a few of those filthy slavers might lend some legitimacy to your expedition. Missionaries and Converts Your missionaries have been working with the locals for five years and are beginning to have success. Because of your preaching and example, one tribe has converted and has become tenuously pacified (they still know where they buried their weapons in case of attack). You would like to save more souls, but have lost several brethren to the stewpots of the cannibals. While you would like to convert those savages also, it might have to be at gun- or spear-point. To this end, you requested supplies and reinforcements to preserve and protect your flock, and in response your superiors have dispatched trading goods and some capable guards). You are on friendly terms with Tarzan and lane, but wish they would don some decent clothes and act more civilized. Half-naked Jane and the Vixens are finally leaving the village so you resume your spiritual duties. The toot-toot of Bogart's Jungle Princess Steamer down river means the imminent arrival of your supplies and replacement missionaries. Praise the Lord! While you prepare to meet them at the dock, the Spirit moves you to have your rowboats readied to take the new brethren on a mission to convert the cannibals! Some of the hired protection could come with you or be left to watch the village-in case rumors of a military expedition are true-and also oversee the unloading of supplies. The village and the supplies must be protected if your mission is to succeed. Pygmies As chief of the Smalba-deddli tribe, you are getting pretty tired of being pushed around by the big people, white or black. Mebbe you're not so fast out in the open, or so strong as others in hand-to-hand combat, but you make up for it in stealth and cunning, and your poison is second to none. You have always done pretty well in the give-and-take of jungle life, killing and/or eating as many of the larger natives as they do of your tribesmen. But lately, the jungle is getting a big crowded. There are the crazy white people across the river., who seem to have tamed the Gullabulli tribe, and now scouts have reported that more whites with deadly bang sticks are on the way. There are also rumours of cruel slavers in the area. The only friendly faces are Tarzan and his mate, who have shown respect for your skills and true inner stature. Tarzan recently visited your encampment to tell you that his friend was coming to the jungle to learn the secret of your poison so he can solve a murder. It all sounds pretty silly, and mebbe a bit suspicious. After all, killing is just killing. You get your enemies or they get you. Tarzan also said that there is a white witchdoctor with his friend who might be able to save your wife and son from the mysterious fever that has been lately plaguing your tribe. You would like to trust Tarzan, but he is an outsider, and mebbe he will betray you. And you don't know his friends at all, so be wary. Zanzibari Slavers With the incursions of the Europeans, pickings on the Dark Continent have become increasingly slim. You hate the arrogant white men and would love to see them all dead. The jungle ruled by the legendary white ape remains one of the few potential sources of supply for slaves. There's still a lucrative market for human capital, particularly attractive white females. Tarzan's jungle is also reputed to be rich in ivory, and there are even outlandish rumors of a fountain of water which guarantees long life. Immortality and immorality-the best of both worlds! It's high time the region be explored and exploited. You have two units of toughs to carry out your expedition. Sherlock Holmes and Dr. Watson While investigating the murder of a prominent member of Parliament, Lord Barksalott, you deduced that the modus operandi was a rare poison used primarily by pygmies and cannibals in the primitive Donnawannagothaire region of Africa, home to your friend Lord Greystoke, a.k.a. Tarzan. The victim's chief rival, Lord Greedieswyne is known to have strong ties to the notorious Force Publique in Leopold's neighboring colony. The dead man's symptoms all match the poison, but you cannot confirm the diagnosis until you can study the chemical composition of fresh poison first hand. Greystoke somewhat reluctantly indicated his willingness to provide limited assistance, coupled with a strong warning of the dangers of the enterprise. Accordingly, Scotland Yard has provided you with one of their special investigators and a number of bodyguards from the London constabulary, a detective (who is the deceased Barksalott's nephew), and you have hired a capable-looking local guide. The wealthy Dr. Watson, who has been skeptical of your diagnosis, has generously offered to cover all of the costs of your expedition if you are found to be correct. The pygmies may be friendly (particularly if Greystoke is with you), but he has warned you that they are a bit unstable and could turn against you at any time, especially if unfriendly whites show up, so stay on your guard. You may need to prove your friendship by fighting along side them, or finding something that you could give them that they want. Dr. Watson might be invaluable, as he is able to cure some illnesses. As a further distraction, you have recognized the fugitive Black Bart and his gang on board the steamer with you. What on earth could they be doing in Africa? You have no jurisdiction over them here, but best be on your guard. Black Bart Gang Having acquired your nefarious reputations in America, you still thirst for adventure and profit and Darkest Africa seems to be the land of promise. Pillow talk: you learned from your ex-girlfriend, a wealthy English lass touring the American West (who recently dumped you!), about her plans to go with her friends and visit a sorority sister living in Donnawannagothaire, who claimed to know the location of an elephant graveyard, rich in ivory, as well as the long lost Twilight Temple, which might have even more valuable artifacts-and even the Fountain of Youth. So, not being one to take no for an answer, you've dragged along an old professor who should be able to help you discern which items might have the most cash value. Along the way you might be able to reclaim your rich girlfriend (or, if not, at least be revenged upon her). You learned from Trader Vic, that several good-looking British gals passed up river just a couple of days ago. With any luck, you might catch up with them. As a final bonus, an agent for an ill-tempered British lord, named Greedieswyne caught up with you shortly after you disembarked in Africa, and offered a tidy sum if you were able to discretely do away with an annoying investigator named Sherlock Holmes who is reportedly going your way. In fact, Holmes boarded the same river steamer as you, and you already have a private grudge against him. He assisted the Pinkertons in foiling some lucrative bank robberies you had meticulously planned, but consequently were unable to carry out! Hungry crocodiles might do the job if Holmes just happened to slip overboard, but you have to provide some evidence of his death. Witnesses? The steamer may be a bit too public. And he does seem fairly well-protected. Kattvshak and the Bad Apes (OK. Now we are really out of control. Blame it on Tom, and his e-Bay obsession, which led him to acquire a big gorilla and some club-swinging apes.) You are Princess Kattychak, daughter of Kerchak, the ferocious ape who once ruled the tribe where Tarzan grew up, and you have inherited your father's sweet disposition. When Tarzan killed Kerchak in a battle for supremacy, you felt an urge to exact revenge, but, then again, you thought Tarzan was kinda cute, and might make a mighty mate. Didn't he once tell you that you were the gorilla his dreams? Then that whimpy white ape called Jane came along and stole the jungle man's heart. Naturally you plotted to dispose her, but when Tarzan learned of it, he not only interfered, but even had the nerve to banish you! Now you have gathered a gang of outcasts and have come back to reclaim your domain. You hate your rival, Jane, and would kill her in a heartbeat. You are really irrigated with Tarzan, (it must be that phase of the moon) and are prepared to destroy him too, if he doesn't come to his senses and take you back as his jungle queen. Maybe once Jane is out of the way he'll wise up. If not . Alternately: You are Bolpucki, son of Bolgani, the ferocious gorilla who once terrorized the tribe of apes where Tarzan grew up, and you have inherited your father's sweet disposition. When Tarzan killed Bolgani with his sharp shiny stick, you swore you would kill him someday. That day is now. You will kill him and take his mate to be your queen. You have gathered a gang of outcasts and have come back to reclaim your domain. Also, more and more of the hairless apes are entering the jungle. They are a danger to you and your followers, so they too must be killed or driven off. Damage to village gates and large boatsThese structures are only susceptible to damage from cannon fire (per normal game charts), or attacks by elephants, hippos or rhinos. Crocodiles may attack small boats. Animals must 'defeat' the structures in melee to inflict damage, at the rate of 1 damage point for each two excess victory pips (e.g., a +6 elephant rolls a '7' = '13', against a +4 native hut which rolls a '5' = '9' for a point differential of '6', yielding three damage points; one more hit and the hut collapses). Animals which lose their 'melee' with structures may suffer injury at the same rate (e.g., the +6 elephant rolls a '1' = '7' against the +4 hut's '5' = '9' and suffers 1 wound.) To ensure that there is always the chance of disaster, die rolls of' 1, are particularly bad because they are never modified! (The hut may be smashed in one blow or the elephant may fatally impale itself on a sharp pole). If a structure collapses or boat is sunk, players must roll for collateral damage to defenders or occupants. Each defender or occupant rolls a d10; on a '1-3' he/she suffers one wound (crushed or sucked under and drowned). Most wounds will fatally injured the figures; characters roll for the extent of the wounds as normal. Hunting Spotting is per game charts. Leopards are -2 to spotting, lions are -1. Elephants, rhinos, hippos, and Nile Crocodiles are -2 to blades and bullets (except elephant guns); lions, leopards, giraffes and great apes are -1. No volley fire for hunting. Wounded animals will charge the nearest human (except Tarzan). Bodyguards and Staff Each player's main character will have one or two bodyguards (e.g., Tarzan's gorillas) or dedicated staff who will be willing (or compelled) to 'take a bullet for them', and absorb the hits specifically targeted on the main character during any fire phase. The bodyguard must be within 2" of the character they protect. Player Combinations This is a free-for-all, ideally with several players plus a gamemaster. If fewer are available, players may take more than one force. Some or all of the forces may be used. Based on victory conditions and alignments, suggestions are listed below. The individual force with the greatest victory points will earn victory for the owner. If no gamemaster is present, Tarzan may control all animals, or players may agree that hostile animals within striking distance of the closest player may be controlled by any opponent. Note: The scenario is adaptable to add or subtract characters and story lines, to make it more manageable for the number of players and the assets available to your group . The chart above probably represents the maximum number of characters and forces. Almost any of the player forces (and character story lines) can be eliminated and still provide plenty of action for each player. Goals and objectives can also be scaled back. The Caverns There has always been a secret entrance to the plateau of the temple. The ancient ones who built the sacred edifice had delved extensively, seeking gold and jewels, leaving behind a maze of tunnels, some of which lead to the outside world while others lead to dead and deadly ends. After the miners disappeared, other dangerous denizens crept in and made the maze their home. So perilous is the passage that the tribal warriors do not enter, and in fact do not bother to guard the known entrances. Yet, legend holds that one day, a mighty hunter shall discover the mines and find untold wealth within. Figures entering the tunnels will be transferred to a Dragon Striker" type game board which lays out caverns and passages. One exit leads to the temple plateau, others will open elsewhere on the game table. To keep players guessing, the exits will be randomly selected via die roll. Some exits are clearly marked. Others may be secret passages. Beware of traps, pitfalls, and nasty critters. U'Donnawannagothaire It's a Jungle Out There
Tarzan and Friends Jane and Friends Missionaries and Friends European Expedition Army Cannibals Warriors (Massai) Zanzibar Slavers Sherlock Holmes Black Bart's Gang Warriors (Pygmies) Kattyshak/Bolpucki and the Bad Apes Animal Statistics Back to MWAN # 124 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |