Source of the Nile Rules

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    SOURCE OF THE NILE

    In Europe

    If you feel you have enough funds:

    Pay 500 $ or a Free Ticket Embark for Africa Start planning your expedition

    Otherwise:

    Discard any Free Tickets Pare hand down to 5 cards Draw a card Publish (draw a card per full 4 vp)

    Cash loot inBonus Items are worth d6 vp except for Botanists, Geologists and Zoologists, who roll 2d67 (min 1).Journalistshave a fixed budget of 1000 $ plus a universal free ticket.

    On a boat headed for Europe

    Arrive in Europe: Draw a card Publish (draw a card per full 4 vp) Cash loot in

    On a boat headed for Africa

    Arrive in port: Purchase expedition

    In an African portIf headed into Africa, proceed as below, skipping the disaster phase. Update your map. Eachport (and Cape Colony hex) has a Doctor.

    Otherwise, disband expedition (selling objects at half price) and embark for Europe (for free).

    In Africa

    Disaster phase _________________________________________________________________

    Except in port/mission/hospital or within the Cape Colony. The explorer dies instead of thetarget on 2d6 = 12 (if absent, on 2d6 11). Animals are shot on d6 = 6 (Zoologist:5+).

    Choose rate of movement ________________________________________________________

    mp Cautious Normal RecklessFoot 1 2 3Mounted, Canoe 2 4 6

    Canoe: If less than 8 Bearers per Canoe, lose 13 mp (74: 1, 32: 2, 1: 3).Without Bearers, a Canoe expedition can only drift 1 hex downriver.

    Balloon:Roll d6 for direction, 2d6 for strength (2: 0, 3: 1, 46: 2, 7: 4, 810: 3, 11: 1, 12: 0).

    Starvation:For each turn of starvation, suffer a cumulative1 mp penalty (except Balloon).

    ___________________________________ Move ____________________________________

    Repeat until stopped or you run out of mp.

    Movement restrictions:

    Foot: Cannot enter Lake Canoe: Can only enter Lake or Swamp, or follow shore (incl. sea) or River Mounted: Cannot enter Lake or Swamp; Camels cannot enter Jungle either Balloon: Cannot enter Mountain; cannot land in Lake or Swamp

    Movement costs: Known:1 mp; Unknown:2 mp (Balloon 1); Swamp:2 (Canoe 4; Balloon 1)Canoe: Portaging around a cataract costs 1 mp.

    You may accumulate mps; thus you can explore a hex every other turn when cautious.

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    Getting Lost ___________________________________________________________________

    Only if entering unknown (exceptions:freshly hired Guide, Canoe going downriver, Balloon).

    Leaving: Upriver, Shore,Lake, Desert, Veldt

    Mountain JungleSwamp,

    Jungle-MountainJungle-Swamp

    Lost Number: 2 3 4 5 6

    Modifiers: Explorer sick or starving: +1; Reckless: +1; Cautious: 1; Guide: 1

    If (d6 Lost Number), you are lost: movement ends; a guide deserts.Generate Terrain _______________________________________________________________

    1a. Desert cannot abut Jungle or Swamp: replace with Veldt or Lake.

    1b. If Mountain, it is a Volcano on 2d6 of 12 (+1 vp); check for height.

    1c. If Lake or Swamp, d6+size must be < 9; check for additional area (cumulative).

    2. Check for River (except in Lake or Swamp). Check for cataract and height(Canoeexpeditiongoing downstream normally loses d65 canoes; reckless loses d64).

    3. If Desert and no River, check for Oasis.

    4. Check for natives (assign ID). If none, find Lost Civilisation on 2d6 of 2.

    5. Attitude is zero, size is 3d6 (max die capped at nearest port distance; if < 10, no natives).

    6. Check for bonus (end movement to collect); some bonuses consume ammo.

    Balloon: If it runs out of wind over a Lake or Swamp, it crashes and is lost; its contents are lost(except for the explorers musket and 9 portage) on a d6 roll of 15 (Lake) or 1 (Swamp).

    Native Interaction ______________________________________________________________

    Skip if the tribe is already Friendly to the explorer.

    Balloon:May skip interaction (and forfeit bonus check) by not landing.

    If the expedition cannot enter the natives hex, interaction and bonus check still occur but

    friendly natives will notfeed the expedition. The expedition cannot choose policies 1 or 2.

    Choose a policy:

    1. Expedition goes on the defensive. It may not hunt or check for bonuses this turn.Movement ends.

    2. Expedition attempts to retreat. If ambushed, it undergoes hand-to-hand combat. Asuccessful retreat (anything but ambush) forfeits any bonus.

    3.

    Expedition attempts to contact the natives with a great show of force.4.

    Expedition ignores the natives. If it could not enter the hex, the tribe is automaticallyneutral (no negotiation).

    5.

    Expedition approaches the natives in an open and friendly manner. An Ethnologist addsthe number of friendly tribes he knows to this policy number.

    Modifiers:

    Add the distance to the nearest port and the tribes attitude Balloon expedition: +3 Non-balloon expedition AND policy 4 or 5 AND no Askaris: +2 Starving explorer: +1 or +2 (as many as minuses to movement) Known hex OR previously interacted OR guide hired within 6 hexes and policy 3 or 5: +1 Sick expedition members: +1 Cautious: +1 Reckless: 1

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    If 3d6 > modified policy, the tribe is hostile, otherwise neutral

    Hostile: If the expeditions # of muskets > # of natives + raw policy, the tribe hides and there isno further interaction. Otherwise the tribe attacks.

    Natives Attack _________________________________________________________________

    Subtract 1 from the tribes attitude.

    Roll two dice, keep highest. Balloon: +1; Mounted(except in Desert): +1; Footin Desert: 1

    If result < raw policy, the tribe ambushes the expedition: skip the charge

    Natives Charge ________________________________________________________________

    Expedition retreats if the policy was 2. A Balloon takes off on 2d6 < 11.

    Kill one native per shooter (spend ammo). Multiply # kills by d6 (policy 1: 2d6, keep highest):

    If result # of tribe survivors,the tribe is defeated, otherwise proceed to hand-to-hand combat

    Hand-to-Hand Combat __________________________________________________________

    Half (round down) the Bearers desert empty-handed. The # of Askaris killed is the tribes size

    divided by d6 (round down, then add 1). For each Askari killed, the explorer dies on 2d6 = 12(subtract 1 from the tribes attitude). If all Askaris are killed, the explorer is defeated.Otherwise, do a morale check:

    If # of Askaris killed times d6 > initial # of Askaris + 1,they break and run (explorer is defeated), otherwise they stand and fight

    If they stand and fight, apply the same procedure for the Askaris (+explorer) killing natives.

    Natives Defeated _______________________________________________________________

    A Journalist in Africa gets 1 vp.

    The # of prisoners taken is the # of Askaris minus d6; on a 6, the Askaris take no prisoners and

    will loot the village if found. An Ethnologist, Doctor, or Missionary must release all prisoners (1vp). Prisoners may serve as bearers as long as each is guarded by an Askari.

    If 2d6 # of prisoners + raw policy,the village is found (Balloon always finds it)

    If the village is found, it may be looted. An Ethnologist, Doctor, or Missionary may not loot.

    Looting:Subtract 1 from the tribes attitude. Roll as many d6 as the tribes original size:14: 14 rations; 5: 1 gift; 6: 1 camel (in Desert), canoe (River, Lake, or Swamp), or reroll

    Consequences of Defeat _________________________________________________________

    Subtract 1 from the tribes attitude. A Journalist in Africa gets 2 vp. Roll d6:

    1 or less Held prisoner (Slave traders: treat as a 3). To escape, roll at 2 on this table nextturn. Missionary/Doctor may attempt to evangelise/treat next turn; any attitudechange is a bonus or penalty to subsequent escape rolls.

    2 Killed. Subtract 1 from the tribes attitude.3 Escapes alone without food or weapons.4 Escapes alone with his musket and 9 rations.5+ Escapes with his musket and 9 rations. Roll on table A once for 5, twice for 6, etc.

    Table A: 1 Guide; 2 Askari; 3 Bearer; 4 Camel; 5 Horse; 6 Canoe. Reroll unavailables.

    On a roll of 36, roll d6: 13: 10 rations; 45: 10 gifts; 6: 10 muskets and/or ammo boxes

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    Negotiation ___________________________________________________________________

    Choose how many gifts to offer the chief. Roll 2d6, keep highest. An Ethnologist rolls oneadditional die per tribe friendly to him. If you give everything you have, or have nothing to give(excluding your personal musket), or are alone and starving, success is automatic.

    If result # gifts size of tribe, it is friendly,otherwise it is hostile (resolve again, treating hideaspoison attempt)

    Friendly Natives ________________________________________________________________

    A friendly tribe remains friendly until its attitude hits 5; explorer gets +4 when interacting.

    If the tribe is new to the explorer, check for bonus.If no bonus, on 2d6 = 12 you discover Dr. Livingstone.

    Doctor: Must spend a turn treating a new tribe:1 Contract strange disease and die2 Become sick3 Fail to halt epidemic; attitude 1, chief makes a poison attempt4 Successfully treat minor cases5 Successfully treat moderate cases; attitude +1, 1 vp, witch doctor makes a poison attempt6 Successfully treat major cases; attitude +2, 2 vp, twowitch doctor poison attempts

    Ethnologist: Must spend a turn studying a new tribe. If 2d6 = 12, the explorer becomes sick.

    Missionary: Must spend a turn evangelising a new tribe:1 Natives jeer and taunt2 Natives ignore the Missionary; attitude +1, 1 vp3 Natives listen respectfully; attitude +2, 1 vp4 Natives applaud; attitude +3, 2 vp, chief andwitch doctor make poison attempts5 Witch doctor asks to be baptised; attitude +4, 2 vp, chief makes a poison attempt6 Chief asks to be baptised; attitude +5, 3 vp

    Poison attempt: Roll 2d6, keep highest: 12 Explorer dies; 3 Explorer sickened; 4+ Attempt fails

    Trade: The exchange rates change every turn. Jealous witch doctor makes poison attempt.1 musket 2d6 gifts1 ammo box 10d6 gifts (if the natives have been traded muskets before)1 gift d6 rations2d6 gifts 1 Askari (with spear), Bearer, Guide, Canoe (River, Lake, Swamp), or Camel

    Camels are available only in Desert hexes that are connected to Khartoum by Desert hexes.

    Limits: Each native can trade one animal or canoe, hire himself out, or accept a gift or musket.

    Hunting ______________________________________________________________________

    Ports/missions/hospitals feed you. Otherwise, roll (1 + # Askaris) d6 on the Hunting table (one

    at a time if you wish). Spend 1 ammo per whole 10 rations collected.Balloon:Make a separate hunting roll for the Balloons fuel in order to go next turn.

    Starvation: Starving personnel deserts (unless guarded by Askaris). If the explorer fails to eat athird consecutive time, he dies. Desert:Personnel not supplied with water deserts (or dies). Anexplorer without water dies.

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    Sickness _____________________________________________________________________

    Roll a d6 for each sick expedition member (including animals).Modifiers: Healthy Doctor 1 (incl. port/mission/hospital); starving +1

    2: recovers; 3: remains ill; 4: improves (cumulative 1 on subsequent rolls); 5: dies

    Each person abandoned while sick is 1 vp (except with friendly natives); aMissionary/Doctor/Ethnologist cannot do so. Stretchers may be made (this takes a turn); theyweigh 3 and allow a pair of healthy Bearers to carry one sick person plus a total of 2 portage. A

    mounted sick person must have its animal led. Sick animals will not move; they may be killedbut not butchered.

    Bonuses

    Fulfilment ____________________________________________________________________

    If a bonus requires some terrain (or a friendly tribe) to be adjacent (e.g. find healthy spot formission or hospital), the card may be kept as long as there is a chance that one of the adjacenthexes may fulfill the conditions, and as long as the expedition does not leave the ring ofcandidate hexes.

    Mineral Wealth_________________________________________________________________

    Samples must be collected (treat as a weight 2 bonus item).

    Missions and Hospitals __________________________________________________________

    These are built when the hex is published.

    Botanist ______________________________________________________________________

    When finding a large coffee grove in the desert, if there is neither a River nor an Oasis, add apreviously-unknown Oasis.

    Doctor _______________________________________________________________________

    When stopping impending battle between neighbouring tribes, a second tribe must be in anadjacent hex (treat as a bonus fulfilment condition). The Doctor must seek this other tribe out,

    and receives a +1 attitude bonus if the tribe is not already friendly to him.

    Journalist _____________________________________________________________________

    When witnessing a tribal battle, a second tribe must be in an adjacent hex (treat as a bonusfulfilment condition). The Journalist must seek this other tribe out, and receives a 1 attitudebonus if the tribe is not already friendly to him (he did not stop the battle).

    Missionary ____________________________________________________________________

    When stopping war between friendly and neighbouring tribe, a second tribe must be in anadjacent hex (treat as a bonus fulfilment condition). The Missionary must seek this other tribeout, and receives a +1 attitude bonus if the tribe is not already friendly to him.

    Disasters

    Animal Trail:Foot and mounted expeditions only.

    (D) Fight over water:Occurs in Desert without River only. May occur at an Oasis.

    (D) Sandstorm:Wait out the storm (do not move this turn).

    (D) Scorpion:Occurs in camp and thus affects all expedition types.

    (J) Leopard:Foot and mounted expeditions only.

    (J) Python:The python is shot; only the animal is lost.

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    (J) Voodoo Sign:Foot and mounted expeditions only.

    (JS) Quicksand:Foot expeditions only (Animals will sense the quicksand).

    (M)Avalanche:Foot and mounted expeditions only.

    (M) Cold Sickness:Foot and mounted expeditions only.

    (M) Flashflood:Occurs in camp and thus affects all expedition types.

    (R) Crocodile:Occurs in camp and thus affects all expedition types.

    (S) Eating Roots:Also applies if adjacent to Swamp.

    (S) Evil Spirits:If in Swamp, the Bearers insist on leaving it at once. If the shortest way out(ignoring unknown hexes) is not taken, they desertkeep as many as you have Askaris.The Bearers will refuse to go back into that Swamp system for the remainder of theexpedition.

    (S) Guide steps on crocodile:Foot expeditions only.

    (V) Black Mamba:Occurs in camp and thus affects all expedition types.

    (V) Buffalo:Occurs in camp and thus affects all expedition types. Trophy if shot.

    (V) Centipede:Bearers while hunting because Bearers accompanied the Askaris in order to

    bring back the game.

    (V) Elephant Stampede:Roll d6+2 on the Consequences of Defeat table.

    (V) Rhino:Occurs in camp and thus affects all expedition types. Trophy if shot.

    Miscellaneous

    Ammo _______________________________________________________________________

    All muskets come with a gun belt of 10 rounds of ammo. Ammo is used while hunting (oneround per whole 10 rations collected), fighting native charges, bagging trophy animals, collectingcertain animal samples (all but the Cichlid Fish, Desert Chameleon, Forest Elephant Shrew,Goliath Beetle, Mountain Toad, Safari Ants, Striped Swordtail Butterfly, and Termite Mounds),

    and defending against certain disasters (such as the rhino in the veldt or the chimpanzee raidersin the mountains). Ammo boxes cost 10 $, weigh 1 portage, and hold 50 rounds of ammo.Reloading ones gun belt during a battle (a rare occurrence) means no shot for that round.

    Attacked while with Friendly Natives________________________________________________

    During a charge, only the explorer and his Askaris may shoot. During hand-to-hand, all nativescount as Askaris (the tribe size is actually the number of men). Losses are proportional, and theexplorer checks for his own death only for his Askari losses.

    Balloon_______________________________________________________________________

    Takes a whole turn to assemble if carried inland. An expedition may not be aboard more thanone balloon at a time, and balloons cannot carry animals or canoes. When discovering natives,the explorer may skip interaction, forfeiting any bonus check.

    Caches _______________________________________________________________________

    There is a limit of one cache per explorer per hex. In an unpublished hex, an explorers cache issafe from other explorers. In a published hex, other explorers can end their movement andsearch for it; it is found on an odd die roll. Also recall that caches are lost upon retrieval ond6 = 1.

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    Desertions ____________________________________________________________________

    Bearers leave with a proportional amount of gifts and rations. Likewise for mounted Bearers andAskaris. If the explorer does Bearer work, one Askari deserts per turn, until the explorer regainstheir respect by killing a dangerous animal or vanquishing an unfriendly tribe.

    Disbanding Friendly Natives ______________________________________________________

    If the explorer is with Friendly natives when they disband (having fallen below size 10 for somereason), he gets to loot the village (he is offered things as the natives pack up and leave).

    Epic Journeys _________________________________________________________________

    The vp are calculated using the shortest route traceable through the hexes actually entered bythe expedition, giving preference to previously published hexes as much as possible.

    Explorers Musket ______________________________________________________________

    This is the only thing he can carry without losing the respect of his Askaris. It is of sentimentalvalue and never leaves his person.

    Game Scale ___________________________________________________________________

    A hex is about 145 km (90 mi) across. A turn is 15 days.

    Lone Explorer and Friendly Lake Natives ____________________________________________A lone explorer will be ferried across a lake by Friendly natives. Movement stops upon reachingnon-Lake terrain.

    Oases ________________________________________________________________________

    An expedition entering an already-mapped but unpublished Oasis hex finds it on an odd d6 roll.

    Lost Civilisations

    Desert: Ruins _________________________________________________________________

    You have stumbled upon long-abandoned ruins. The Bearers, Askaris, and Guides recognise itas a legendary demon dwelling place. (d6 minus # of Askaris) Bearers desert.

    If you decide to explore it, you pitch camp, leaving the animals outside, and go in (you maycache equipment before doing so). More terrified hands desert (d6 Bearers, then Guides, thenAskaris). Roll d6 (Missionary:+1):

    1 The ancient gods still live! In the depths of the ruins the explorer is confronted by theunspeakable forces of darkness. His expedition is destroyed and he is driven temporarilyinsane. He escapes alone into a random adjacent hex, carrying his musket and 9 portage.

    2 The city is an empty, crumbling ruin (+1 vp). Deserters ran away for nothing.

    34 Great sliding blocks of stone trap, crush and kill half (round up) the Bearers and Askaris.The explorer escapes with a bag of gems worth 500 $. The accesses are sealed shut asthe ruins sink below the sands of the desert, never to be seen again.

    56 King Solomons Mines! The treasure trove is found and looted. The explorer takes twobags of gems worth 500 $ each; fill the rest of the expeditions portage with preciousitems worth 10 $ each (roll the treasure troves size as for tribe size, plus 10). Onsubsequent turns, the expedition falls under an eerie curse. Each turn, d62 men(Guides, then Bearers, then Askaris) are found dead, drained bloodless, with a look ofunspeakable terror on their faces. The curse lifts upon reaching a port, mission orhospital. The explorer may return to finish looting (the gems are found just once) butmust roll again on this table at +1; the curse reactivates every time.

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    If there is a White Goddess with the explorer, she keeps her head if he goes insane, remainingwith him (with 9 portage) until he recovers his sanity. She likewise survives the sliding blocks.She senses the nature of the curse as it comes upon the expedition and will try to ward it offbefore it takes its first victim. As a chill wind cuts through the heat of the day, and a shadowcrosses the Sun in a cloudless sky, she will face in the direction of the city you have left, raiseher arms and begin a rhythmic chant. On a d6 2, the curse is broken. If the curse holds, shegets another attempt at +1 when she and the explorer are the only ones left. If she fails, onlyshe will perish, placing a protective geas upon the explorer as her dying act the explorer falls

    victim to the curse only a d6 = 1.On his return to civilisation, the explorer may publish the hex as uninhabited unless it is KingSolomons Mines, since no one will believe more than one could possibly exist. He may tell hisadventures to a well-known novelist who will publish them as a work of fiction, the only form inwhich they can be presented to the public. This nets the explorer another 500 $ (Journalist:1000 $ because of his writing skill). Add 250 $ if the White Goddess tragically died whileprotecting her husband from the curse. Repeat visits to the lost city may be published assequels only by the Journalist, for 250 $.

    No other explorer will find the lost city (assuming its still there) upon visiting the hex. Neitherwill the original discoverer if accompanied by another explorer. He can only return on his own.

    Veldt or Jungle: Elephants Graveyard ______________________________________________You have found the fabled Elephants Graveyard! Roll number of tusks as for tribe size, plus 10.

    Elsewhere: Atlanteans ___________________________________________________________

    You have discovered a glittering city inhabited by descendants of the mythical Atlanteans. Yourfirst glimpse is of tall, tan-skinned people wielding bronze weapons and wearing ornaments ofgold and precious gems. Roll d6:

    Odd The Native Kingdom is ruled by a Tyrant Warrior-King.

    Even The Lost City is ruled by an evil High Priest and a beautiful White Goddess.

    In both cases the army size is rolled as for tribe size, plus 10. If the explorer is already married

    to another citys White Goddess, he automatically encounters a Tyrant Warrior-King.

    Choose a policy:

    1. Expedition immediately retreats. The hex remains unexplored and if it is re-entered thelost civilisation will not be found again. Maybe it was a collective hallucination?

    2.

    Expedition approaches the city walls while putting on a great show of force.3.

    Expedition approaches the city in a friendly manner, attempting to communicate by signsand gestures. The explorer discovers, to his amazement, that some of the ruling classspeak a form of ancient Greek. Having had a classical education himself, the explorernaturally speaks classical Greek.

    The explorer may cache equipment before approaching the city. Base number is 9.

    Modifiers: Balloon expedition: +3 Non-balloon expedition AND policy 3 AND no Askaris: +2 Starving explorer: +1 or +2 (as many as minuses to movement) Previously interacted: +1 Sick expedition members: +1 White Goddess rules the Lost City: +1 (shes interested) White Goddess with the explorer: +1 (the Tyrant is interested) Cautious: +1 Reckless: 1 Guide hired within 6 hexes: 1 (neighbouring tribes are oppressed by the lost civilisation)

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    If 3d6 > modified base number, they attack;otherwise, the explorer is Guest of the City

    Lost Civilisation Attack __________________________________________________________

    If d6 policy, its an ambush: skip the charge.

    Lost Civilisation Charge __________________________________________________________

    A Balloon takes off on an even d6.

    Kill one soldier per shooter (spend ammo). Multiply # kills by d6:

    If result # of surviving soldiers,the civilisation is defeated (go to Guest of the City), otherwise proceed to

    hand-to-hand combat

    Hand-to-Hand Combat (same as against natives) _____________________________________

    Half (round down) the Bearers desert empty-handed. The # of Askaris killed is the armys sizedivided by d6 (round down, add 1). For each Askari killed, the explorer dies on 2d6 = 12. If allAskaris are killed, the explorer is defeated. Otherwise, do a morale check:

    If # of Askaris killed times d6 > initial # of Askaris + 1,

    they break and run (explorer is defeated), otherwise they stand and fight

    If they stand and fight, apply the same procedure for the Askaris (+explorer) killing soldiers.

    Lost Civilisation: Consequences of Defeat ___________________________________________

    The explorer and the rest of his expedition are thrown in a dungeon; all supplies are lost but theexpedition is fed (if badly) and the sick well cared for (as per hospital).

    Tyrant Warrior-King:A Young Noble Scholar aspirant to the throne contacts the explorer andoffers to help in return for his support in a forthcoming rebellion.

    White Goddess:She falls in love with the explorer, has him released by day under guard, andpledges to help him escape.

    The ruler orders the explorer thrown into the sacred pool next turn, where he will be devouredby a mosasaurus, a gigantic aquatic dinosaur which has miraculously survived the eons in thelost city. The explorer must now choose whether to try to escape from prison or to challengethe priest of the monster god to a duel of magic and faith (this challenge may be issued justonce). If the monster was slain earlier, the explorer is destined for the Altar; if the High Priest(or his predecessor) lost or drew a duel of magic and faith, he refuses the challenge. A turnpasses.

    Escape attempt: Roll d6, +1 if there is a rebel faction, +1 if there are Askaris.

    13 The attempt fails! If the Young Noble Scholar has seized power, see below. Otherwise,security is tightened, and the surviving expedition members are sacrificed. Next turn the

    explorer is taken to the Monster Pool(or theAltarif the monster is dead).

    4+ The attempt succeeds! The explorer escapes with 100 $ in gold (Geologist:500 $ ingems), the White Goddess (if present), d6 Askaris, and a Guide. If animals are available,the group escapes on/with them on a d6 of 12. If the Young Noble Scholar has seizedpower and the explorer later returns to the city, go directly to Guest of the City.

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    Duel of magic and faith: The explorer challenges the high priest to a public duel of magic usinggunpowder, a magnet, and a magnifying lens. Roll d6, +1 if there is a White Goddess, +1 ifMissionary, 1 if no ammo.

    03 The high priest is no fake! Using powers of lost Atlantis science, he creates a rain storm(putting out the burning gunpowder) and shoots a lightning bolt from his wand(demagnetising the magnet and cracking the magnifying lens). Next turn the explorergoes to the Monster Pool(or theAltar).

    45 The duel is a draw: the high priest has hypnotic powers. The explorer is thrown back intoprison, where he mustAttempt to Escapenext turn.

    6+ The high priest is a fake! The explorer humiliates him and is accepted as Guest of theCity.

    The Monster Pool: The explorer is taken to the temple and is thrown into the Monster Pool. Rolld6, +1 if there is a White Goddess:

    13 The explorer is devoured by the mosasaurus.

    45 The Young Noble Scholar or White Goddess smuggle a musket to the explorer. If theexplorer had no musket and ammo left, reroll. He shoots and kills the monster god. Inthe resulting confusion, heAttempts to Escape(all rolls at 1 until Guest of the City).

    6+ The explorer breaks his golden chains and throws the Tyrant Warrior-King or evil HighPriest to the monster, which promptly chokes on it and dies. The explorer is accepted asGuest of the City. The Young Noble Scholar takes power.

    The Altar: The death of the monster god has caused a crisis within the city. The ruler haserected an altar in the temple, and built a great bonfire next to it. He will personally conduct ahuman sacrifice and burnt offering to appease the angry spirits. The explorer, as the one mainlyresponsible for the current state of things, is to be the guest of honour.

    Roll d6, +1 if an Ethnologist, +1 if there is a White Goddess:

    1-3 The explorer is sacrificed. If there is a White Goddess, she strides forward and mortallystabs the High Priest who slew her love, and then leaps into the flames after him. Thisaction throws the city into upheaval. News of the disturbances are spread to neighbouringtribes by those who flee the city, heedlessly leaving the Path open. This lasts untilanother explorer reaches the city again (a new High Priest will have taken power, butthere is no longer a White Goddess). This truly incredible story, with its overtones ofancient myth, is worth an extra 250 $ when published.

    4-5 The explorer has used his classical education to figure out the priests sacred language ofOld Atlantean (a really archaic form of Ancient Greek). He shouts for a stop to theceremony and his immediate release, in the name of the angry gods! Whilst thethunderstruck populace stares in amazement, he seizes the great sacrificial dagger andplunges it into the rulers heart. He then runs for it (resolve Escape Attempt). The YoungNoble Scholar takes power.

    6+ As above, except that just as the explorer is about to run for it, he is blocked by the entirepopulation kneeling down before him. Next turn, he is Guest of the City.

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    Guest of the City _______________________________________________________________

    The explorer and his expedition spend a turn enjoying the hospitality of the city: they are fed,and any sick cured.

    Botanist:Receive a Miracle Cure (d6 doses).

    Doctor:Receive a Miracle Cure (d6 doses). The explorer cannot treat the inhabitants as theyare all in perfect health!

    Ethnologist:Take notes on Atlantean history (treat as a second book, below).Missionary:May attempt to evangelise the inhabitants. Roll d6, add 2 if the high priest was

    vanquished earlier:12 Speech infuriates the existing priesthood: go to Consequences of Defeat3 Inhabitants listen respectfully: 1vp4 Inhabitants applaud: 1 vp, jealous high priest (if present) makes a poison attempt5 High priest asks to be baptised: 2 vp but tyrant (if present) makes a poison attempt6+ Ruling class (incl. White Goddess) asks to be baptised: 3 vp

    Zoologist:Take notes on the mosasaurus (treat as a second book, below). If it has been killed,he gets a hold of its skull (weight 7, worth +2 vp).

    If the ruler is the Young Noble Scholar

    The explorer is brought before him and is told that the old power-cult has been overthrown andthat the city has returned to its ancient Aristotelian ethics. The Young Noble Scholar is now thecitys Philosopher-King. He discourses upon ethical monotheism and the pharaoh Akhenaton fora time. He then releases the explorers surviving companions and loads him down with 9 bonusitems, strangely engraved curios wrought of precious metals. They look oddly like an item heonce saw in the bazaars of Khartoum, which the seller claimed came from some desert lostdemon city. He laughedthen.

    The Philosopher-King then says that the expedition is free to leave. The explorer may hirepersonnel as when trading with a friendly tribe before leaving.

    If any explorer later comes back to the city, it will have vanished! Did it sink into the ground?Has it been hidden by the lost ancient arts of Atlantis? Whatever the reason, there is no sign itwas ever there, except a small memorial to the great god Aton. This contains another d6strangely engraved curios wrought of precious metals. The explorer can only march off,wondering at the mysteries hidden in the heart of Africa.

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    If the ruler is an Evil High Priest or Tyrant Warrior-King

    The explorer discovers that, unfortunately, no one is ever allowed to leave the city alive. Hedetermines to flee, taking as much treasure as he can. Roll d6, +1 if there is a White Goddess,+1 if the explorer previously defeated the army or won a duel of magic and faith:

    13 Attempt fails. The rest of the expedition is killed, go to Consequences of Defeatexceptthat a Guest of the Cityresult (following a Duel of Magic and Faith) allows a new EscapeAttemptat +1.

    4 Mountain:An unsuspected volcano erupts. Veldt:An earthquake swallows the city into agaping hole that later fills to become a Lake or Swamp. Lake, Swamp:An earthquakesinks the city. Jungle:A catastrophic fire reduces the city to rubble (terrain becomesveldt). The explorer escapes with 500 $ in gems while the entire population of the city,including the White Goddess (if present) and the rest of the expedition perishes in thecataclysm.

    5 The explorer escapes with 500 $ in gems, accompanied by the White Goddess (if present)and any remaining expedition members minus one Askari. If there were no Askaris left,the White Goddess falls into a chasm, lake, river, or swamp and dies tragically.

    6+ The explorer escapes with two bags of gems (500 $ each), accompanied by the White

    Goddess (if present) and any remaining expedition members; fill the rest of theexpeditions portage with precious items worth 10 $ each (roll the treasure troves size asfor tribe size, plus 10, plus the initial army size).

    On his return to civilisation, the explorer may publish the hex as uninhabited unless it is the LostCity, or the Native Kingdom, since no one will believe more than one could possibly exist. Hemay tell his adventures (assuming he did enter the city) to a well-known novelist who willpublish them as a work of fiction, the only form in which they can be presented to the public.This nets the explorer another 500 $ (Journalist:1000 $ because of his writing skill). Repeatvisits to the lost city may be published as sequels only by the Journalist, for 250 $.

    No other explorer will find the lost city (assuming its still there) upon visiting the hex. Neitherwill the original discoverer if accompanied by another explorer. He can only return on his own,

    in which case he rolls at +1 on all tables (+2 if the White Goddesshis wifeis with him). Shehas learned to shoot a musket and shares in the risk, dying in the explorers stead on the firstoccasion (she does not protect against poison attempts).