The Pool of the Nir zisari

UMPIRE NOTES

  The Camp

·        The camp was pitched on some plants that exude a soporific scent.  The effect was least pronounced on those sleeping in the tents where the groundsheets overlapping the tent walls reduced the amount of narcotic released by crushing the plants.

·        All are affected and will be sluggish until they stand up in the open. 

·        Nobody, in fact, has been in the camp.  Camp tables settling have caused all the disturbances.  Although the players should be encouraged to believe that they have been visited.

 Horses and Mules

·        The horses are in a fairly poor way from lack of decent grazing.  Roll D6+1 for how far they can move without loads or riders –1” if carrying.

·        The mules are still in reasonable condition.  But can only make 4” a move loaded.

The Valley

·        The valley is narrow and along its centre runs a dried up watercourse.  This can be dug into to yield water at any point where MD of 4+ is rolled after MD turns.  Travelling along the watercourse is at a bonus of 1”.

·        Along the hills along the sides there are rocky outcrops. 

The Pool

·        The pool is fed from underground.  Despite this it is very shallow. 

·        In it are a few crocodiles and a small number of hippos.

·        The pool has several clumps of the L’Otiz plant.  Anyone within 4” who remains there, stationary, for more than 2 turns falls asleep for MD turns on MD 5+ (Add subtract melee power).

The Nir Zisari Village

·        The village has no walls.

·        Most of the visible villagers are female.

·        It has two huts specially prepared to be ready to be set on fire. 

·        The natives have a small group dressed up as Arabs who will flee if shot at and will allow their “slaves” to escape.

·        The tribesmen will be grateful and will press local beer upon the “rescuers”.

·        The Islamic members of the party will be offered a cake laced with the narcotic if they refuse the brew.

·        Most of the males and the Arabs are hidden just outside the village

The chief is very grateful and will heap praises upon the party, pretty women will look after every need.

Flame bushes

Brightly coloured bushes of red, yellow and orange.  Their sap is poisonous if eaten.  The natives use the sap for poison arrows.

Lone Hut

An elderly witchdoctor lives in the hut.  It is occupied on a roll of MD 4+.  The hut contains various pots of ingredients – dried animal parts, dried plants, dried seeds and herbs.  There are 4 human skulls and one ape/gorilla skull.  3 leather bags of small bones, polished stones and carved ivory & soapstone figures.  The witchdoctor, for a fee, will tell the story of the drought, the tribes passing through, the party of white men & women and the slavers.  If Gerald or Adrian show any recognisable Egyptian items the holy man will regard him as a decendant of the “Ancients” and co-operate.  He will be obsequious in the extreme. 

Left Gully

Dried up waterhole.  Dead body and vultures.  The body is an askaris from the Ruritanian party.

Central Gully

Dried up water cistern.  The baked cracked mud is a thin crust covering about 7 feet of mud.  Roll MD score 1 means that a figure falls through.  If surface broken the roll to fall through is 1-3.  Rescue bids can be made but all equipment is lost.

Standing stones 3 group

A site of religious significance.  The ancient folk set these up.  In fact the stones here now are replacements.  The original obelisks have fallen over and are buried.

Lone standing stone

A very weather worn obelisk with only very faded hieroglyphs.  Only Gerald or Hassan have any real chance of seeing them.  

Village stone

Engraved with tribal symbols – lizards, giraffes, antelopes and the like.  Idol shape carved in - the chief will claim it is anything that seems to interest the party - Egyptian in this case.

Hut 1

Chief’s hut.  Bed, three spears, shield, stool, box and three gourds of pembe.  The box contains three talisman pouches and a considerable amount of cowrie shells and 23 silver Maria Theresas. Mats.  Idol.

Hut 2

Family hut – wife’s bed, girls bed, store of food, jars of water, slabs of cheese and a goat pen.  Jars of L’Otiz wine.

Hut 3

Family hut – wife’s bed, girls bed, store of food, jars of water, slabs of cheese and a goat pen.

Hut 4

Family hut – wife’s bed, girls bed, store of food, jars of water, slabs of cheese and a goat pen.

Hut 5

Young man’s hut – four beds, 6 spears, three shields, three boxes with cowrie shells and talisman pouches.  Gourds of pembe.

Hut 6

Young women’s hut – 6 beds - old woman and 5 girls.  Food jars, water jars, mats, grinding stone. Clothing. 

Decoy 1

Looks like a family hut – wife’s bed, girls bed, empty store of food, empty jars of water and a goat pen.  Made of highly combustible material.

Decoy 2

Looks like a family hut – wife’s bed, girls bed, empty store of food, empty jars of water and a goat pen.  Made of highly combustible material.

Herd 1

Twelve cattle and herder.

Herd 2

Nine white cattle and herd boy. Conceals tribal spearmen.

Slavers 1

A mix of Arabs and tribesmen concealed ready for ambush.

Slavers 2

A mix of Arabs and tribesmen concealed ready for ambush.

Village feast area

Villagers, mats, gourds of pembe, L’Otiz wine, food stuffs.

Tangle grass

Trips normal movers on roll of 1, running on 1-3.  Moving at half rate is OK.

Field 1 Mealies - low growth just now but the ditch conceals archers.
Field 2 Low growth but ditch conceals tribal warriors.

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