Tuesday, July 31, 2012

Power Packs: Alternative Power System [Mystery Men!]

I like to take walks - usually 2 or 3 miles. Clears the head, good exercise, etc. Also gives my mind time to wander without external influence from radio/tv/internet.

So, the other day I was walking about and an idea for a new system of buying super powers for Mystery Men! flew in and took roost. It took a couple more walks to get it to a point where it would work using an idea I'm calling Power Packs. I'm going to publish the entire thing in the next issue of NOD, but here's a sample ...

--

POWER PACKS
Yeah, I'm a little ashamed. But dang!
Power packs are an alternate way to handle character creation in Mystery Men! Please note that if players and masterminds wish to use this method, the method will need to be adopted by all in the game, as power packs, while blending into the rules as written, can produce more powerful characters than are produced using the normal character creation rules.

With this system, characters purchase power levels in a variety of "power packs". A power pack is a grouping of powers under a single heading. A character with electricity powers, for example, would now purchase power levels in the Electricity power pack, rather than buying individual powers. Within each power pack, individual powers are given a rank. If a character’s power level in a power pack is equal to or greater than a power’s rank, they can access that power automatically. If the power’s rank is higher than their power level, they can attempt a dice roll to activate that power. This gives heroes and villains a greater variety of powers, often at a lower cost than when using the rules as written.

As with the official MM! rules, the cost of powers can still be halved by introducing limitations on power packs. Powers can also still be invested in items, the equivalent XP cost of the powers depending on the power's power rank:

POWER RANK
1.  1,000 XP
2.  2,000 XP
3.  3,000 XP
4.  4,000 XP
5.  6,000 XP
6.  10,000 XP
7.  15,000 XP
8.  25,000 XP
9.  35,000 XP
10.  50,000 XP

ABILITY SCORES
Using this system, characters have ability scores ranked from 1 to 6. Various power packs add their power levels to ability feats and other rolls without actually increasing the ability score. Ability score bonuses with this system are equal to the ability score, thus a score of 6 adds a bonus of +6 to rolls associated with that ability score.

When creating a character, all ability scores start at 3. One ability score can be increased by lowering another ability score by the same amount.

CLASSES
Using this system, all characters can use the same adventurer class. Sorcerers purchase power levels in the Sorcery Power Pack, among others, and Scientists purchase power levels in the Super Intelligence Power Pack.

ACTIVATING POWERS
Powers with a rank (the number in parentheses) equal to or lower than your power level can be activated by you automatically, with no roll of the dice. Powers of a rank higher than your power level can only be activated by a roll of the dice. Subtract your power level from the rank of the power (the number in parentheses after the name of the power). You must roll higher than this number on 1d6 in order to activate the power.

POWER PACKS

Here are a couple sample power packs ...

FORCE FIELDS (6,000 XP/Level)

FORCE MISSILE (1): You fire a single missile of pure force that deals 1d6 points of damage per power level and requires a ranged attack to hit.

SHIELD (1): An invisible disc of force gives you a +4 to DC and completely blocks force and energy missiles. Shield lasts one round per power level.

LEVITATE (3): You levitate up to 100 lb. per power level at rate of ascent or descent of 100 ft. per round.

FORCE SPHERE (5): You create a sphere of force 2 ft. in diameter per power level within a range of 30 ft. The sphere lasts for as long as you concentrate on it. A force sphere is only affected by disintegrate or negate power. A subject inside the sphere can breathe normally, but is otherwise trapped.

FORCE WALL (6): You create an invisible and invulnerable plane of force up to 10 sq. ft. per power level that lasts 1 round per power level. The plane cannot be damaged and it is unaffected by negate power, although it can be destroyed with disintegrate. Dimension hop and teleport can bypass the wall of force, but other powers cannot be used to get through the plane. The plane can be generated as a wall, floor or ceiling, and can be slanted like a ramp.

INVISIBILITY (6): You cannot be seen, but you can be sensed by hearing or scent. Opponents suffer a -5 penalty to hit you in combat. Lasts as long as you concentrate and 1 round per level thereafter.

FORCE CAGE (8): You create a prison cell of force 10 ft x 10 ft x 10 ft that lasts as long as you concentrate on it plus one round per power level thereafter.

FORCE SWORD (8): You create a blade of pure force that appears before you and attacks as monster of your power level. The sword deals 4d6 points of damage per hit and can affect ethereal and incorporeal creatures. The sword lasts as long as you concentrate on it.

MASS INVISIBILITY (8): As Invisibility, but affects you and one other target per power level. Mass Invisibility lasts as long as you concentrate plus 1 round per power level.

FORCE HAND (9): You create a giant hand-shaped force field that can provide a +4 bonus to you DC or can bull rush or grapple as a monster equal to your power level. The hand deals 2d6 points of damage per attacks.

SUPER STRENGTH (2,500 XP/Level)

A character with this power pack adds his power level to all Strength feats, melee attack rolls, and adds 1d6 per power level to damage inflicted with a melee attack.

ADRENALINE (6): For 1 round per power level you increase your STR and CON by +2 (and thus gain bonus on melee attacks and damage and hit points), gain a +1 bonus on WILL feats and suffer a -2 penalty to your Defense Class. The Adrenaline power can only be used once per day.

STOMP (10): You stomp your feet to create a shock wave that knocks people within 10 feet per power level prone (STR feat negates) and inflicts 1d6 points of damage per power level on all who fail their STR feat.

FREESTYLE POWERS
When creating a character, especially an established comic book character, the above power packs often do not quite capture the right powers for the hero or villain. Players and Masterminds alike can, therefore, buy freestyle powers (or powers à la carte). The cost per level for a freestyle power depends on the power's rank.

POWER RANK
1.  50 XP/power level
2.  100 XP/power level
3. 150 XP/power level
4. 200 XP/power level
5. 300 XP/power level
6. 500 XP/power level
7. 800 XP/power level
8. 1,000 XP/power level
9. 1,500 XP/power level
10. 2,000 XP/power level

SAMPLE CHARACTER: VECTRIX
Here's a quick sample character who uses the Force Fields power pack above. This character is built with 50,000 XP.

LEVEL 9 | HP 58 | DC 15 | SPD 2 | XP 14,000

STR 2 | DEX 5 | CON 2 | INT 3 | WIL 2 | CHA 4

Power Packs: Force Fields [6]

Auto Powers: Force Missile (6d6), Shield (6 rounds), Levitate (600 lbs.), Force Sphere (12-ft. diameter), Force Wall (60 ft.; 6 rounds), Invisibility (6 rounds after concentration)

Activated Powers: Force Cage [3-6], Force Sword [3-6], Mass Invisibility [3-6], Force Hand [4-6]

With her 6 levels in Force Fields, Vectrix can access the following powers automatically: Force missile, shield, levitate, and force sphere. The other powers can be accessed by making an activation check. The numbers needed on a 1d6 roll to activate a power are included above.

Sunday, July 29, 2012

Dragon by Dragon ... May 1978

I would have been 6 years old for this one, and 6 years away from discovery D&D. Let's see what it has to offer ...

First up, winners on that "Name the Monster" contest. Conrad Froelich of Wyoming, OH was the winner with "The Creature Some Call Jarnkung". Runner's up were Cursed Crimson Crawler by Thomas & Edward McCloud and The Ulik by Ann Corlon (who sez women didn't play D&D back in the day). The winning stats were as follows:

Jarnkung, Large Magical Beast, Chaotic (NE), High Intelligent: HD 5; AC 3; Atk 1 tail (2d6) and 1 or 2 weapons; Move 20 (or 9 for S&W); Save F10 R11 W12 (or 12 for S&W); XP 500 (CL 6); Special: +1 or better weapon to hit, magic resistance 20%, detect thoughts (ESP) at will, may have psionic powers.

A. Mark Ratner now gives a review of Space Marines (not the later effort by Games Workshop), a game which he designed. Apparently it is a modified Tractics which owes something to Starguard. I wish that meant something to me. What did I learn about Space Marines from this article? Well, it has things like Nuclear Damper Fields, Mekpurrs (inspired by the killer herbivores from Satan's World by Anderson), canineoid, rauwoofs, hissss*st (based on The Time Mercenaries by Philip High) and Klackons. The article has many rules ideas and additions for the game - mostly involving air combat and underwater combat. Makes it sound like a cool game.

J. Ward offers up a review of Nomad Gods. Unfortunately, this is another game I haven't played or read, so I can't comment much about it. Likewise with Tony Watson's review of Cosmic Encounter.

Barton Stano and Jim Ward present Robots as Players in Metamorphosis Alpha. This one gets down into it, giving players structure points (115) and power points (100) to spend on propulsion, computer units, armor and various physical devices like quills, lead shielding and grasping claws. While this seems like a logical way to handle robots, it also stands as a preview of where RPG's were going in terms of character building.

Michael McCrery now presents Excerpt From an Interview With a Rust Monster. Apparently this hinges on an NPC who was polymorphed into a rust monster, and now sometimes shows up as a wandering monster in McCrery's dungeon.

Cool miniatures ad for spaceships ...


Five sizes for each, which brings to my mind the ship sizes I used in Space Princess - starfighter, shuttle, corvette, star cruiser and dreadnaught. For their part, the ships are Galactic Dreadnaughts, Galactic Attack Carriers, Galactic Battlecruisers, Stellar Cruisers and Stellar Destroyers. OK - their names are better - I'll give them that.

Gygax writes From the Sorcerer's Scroll on D&D Relationships, the Parts and the Whole. This one gets into the edition mess that was forthcoming for TSR - i.e. what is the "Basic Set", will the Original game be around much longer and what is Advanced D&D.

James Ward pops in now with Monty Haul and His Friends at Play. This appears to be a satirical piece about the folks at TSR. I dug the accompanying art:


And now, a peeved letter to the editor about the Cthulhu Mythos from the February issue. This is classic geek one-ups-manship at its finest, for example:

"First, the Elder Gods, after they defeated the Great Old Ones, stripped Azathoth of a lot of his power, so his hits should be lowered to 200 to 225."

"If you’re wondering who is number one — YOG-SHOTHOTH his hits should be raised to 400. You can say that is rather powerful; you’re damn right. The Great Old Ones are so powerful, that the total power of the Elder Gods could not destroy them; only imprison them."

"These may seem trivial, but if Howard Phillips Lovecraft, Augest Derleth, or Robert Howard saw your use, they’d roll over in their graves not once but at least ten times."

Another one from James Ward - The Total Person in Metamorphosis Alpha. This is a set of random tables for determining a character's background. I always think these are most useful for Referees working out NPC's.

Next we have an ogre fight in Wormy and Fineous Fingers being offered up as a sacrifice for a dark knight.

Gregory Rihn writes Lycanthropy - The Progress of the Disease. You can tell D&D is getting more advanced now and a little less free-wheeling for some folks in 1978. I dig this paragraph:

"A low-level werebear who takes six rounds to change fully would fight as follows: round one, normal level; round two, level minus two; round three, level minus four; round four, bear minus four; (claws and teeth have reached minimal offensive effectiveness) round five, bear minus two; round six, normal bear ability. Of course somewhere in here he has to shed his clothes."

I like the idea of a lycanthrope changing during the course of a battle. The article includes a level table, which I would think was for adjudicating lycanthropes with class levels in the game - it has columns for "Changes Per Day", "Chance of Involuntary Changes", "Time Required for Change" and such - except it also has XP for each level. I guess it makes sense - XP determine one's "lycanthrope level" separately from one's normal class level.

And that's it for #14. A few good bits in this one, but not my favorite issue. Even though I don't always get much use for the articles in these issues, I still find the environment of gaming inspiration in these magazines. Well worth reading, especially for folks who have no grounding in the history of the game.

As the Cleric Turns

Quick post this morning, with something that's probably already been done. So - clerics can turn the undead (i.e. scare them away), but what if they can do a bit more than that. Why not different turning effects, with easier or more difficult turning rolls to go with them?
With all of these effects, assume that a "T" on the Turn Undead chart counts as a "3" and a "D" counts as a "2" in terms of rolling the dice.


Daze: To daze undead, the cleric makes a turning roll at +2. The affected undead lose their turn that round and suffer a -2 penalty to AC and saving throws.

Cow: To cow the undead, the cleric makes a turning roll at +1. The affected undead are cowed for as long as they remain in the presence of the cleric, and for as long as the cleric forcefully presents his holy symbol. The cowed undead fall to their knees and avert their eyes. If attacked while cowed, the effect ends and they may act normally.

Light Damage: To lightly damage undead, the cleric makes a turning roll at -1. If successful, all undead within 30 feet suffer 1d4+1 points of damage.

Stun: To stun the undead, the cleric makes a turning roll at -2. If successful, all undead are stunned (per dazed above) for 1d4+1 rounds.

Moderate Damage: To moderately damage undead, the cleric makes a turning roll at -3. If successful, all undead within 30 feet suffer 2d4+2 points of damage.

Blind: To blind undead with divine radiance, the cleric makes a turning roll at -3. The undead are blinded (per the spell blindness) for 1d4+1 rounds.

Lull: To lull the undead into a sleep-like torpor, the cleric makes a turning roll at -3. The undead fall into the equivalent of sleep for 1d4+1 rounds.

Confuse: To confuse the undead (per the confusion spell), the cleric makes a turning roll at -4. All undead within 30 feet are confused for 1d4+1 rounds.

Charm: To charm the undead (per the charm monster spell), the cleric makes a turning roll at -4. All undead within 30 feet act as the cleric's erstwhile allies for 1d4+1 rounds.

Serious Damage: To seriously damage undead, the cleric makes a turning roll at -5. If successful, all undead within 30 feet suffer 3d4+3 points of damage.

Destroy: To destroy the undead, turning them into ash, the cleric makes a turning roll at -6. All undead within 30 feet must pass a saving throw (Fort, vs. death, etc.) or be completely destroyed. Those who succeed at the saving throw still suffer 3d6 points of damage.

A failed turn undead roll while using any of these effects means that the undead in question are immune to all turn attempts (and effects) from that cleric for the remainder of the battle (or 24 hours - whatever you prefer). If successful with one of these effects, the cleric may attempt to employ another later (i.e. he could daze them, and then later in the battle attempt to damage them). As soon as a turn attempt fails, though, all further attempts automatically fail for the remainder of the battle (or 24 hours).

Saturday, July 28, 2012

Truth > Fiction Files: Giant Scale Worms

Saw this at Boing Boing today - a giant scale worm. 


Nasty little bugger, what? And is practically demands game stats. Of course, our version of giant is going to be GIANT!


GIANT SCALE WORM
Large Vermin, Neutral (N), Non-Intelligent; Bundle (1d6)

Hit Dice: 5
Armor Class: 14
Attacks: Bite (1d8)
Move: 20 (Climb 20)
Save: F 10, R 13, W 13
XP: 500 (CL 6)

Giant scale worms are aquatic monsters who sometimes crawl from the salty depths to harass ships traveling through shallow seas, or to attack people in fishing villages that have strayed too near the water's edge at night. When a giant scale worm finds prey, it shoots its jaws out at the end of its reversible throat, allowing it an extra 5-ft. reach. For those not practiced in fighting scale worms, this attack gains a +5 bonus to hit. The jaws are quite powerful, and are capable of crushing weapons and armor. Any time a giant scale worm's attack fails by no more than 2 points, the target must pass a Reflex save or the worm's attack is treated as a sundering attack against their equipment, in the following order: Shield, weapon, armor.  In systems without rules for sundering attack, simply force the target's equipment to pass an item saving throw, or the target to pass a save vs. paralyzation, or be destroyed.

Special Qualities: Blindsight, resistance to cold





Additional images found at Real Monstrosities

Friday, July 27, 2012

More Hex Crawl Chronicles On The Way

I've started writing the next three Hex Crawl Chronicles for Frog God Games, and thought folks might like to see the maps (or use them for their own games).


HCC07 - The Golden Meadows


HCC08 - The Undiscovered Country


HCC09 - The Pillars of Heaven

Deviant Friday - James Ryman Edition

James Ryman - namesjames at deviantART - is on of those guys I associate with the 3rd edition era. He has a slick style - very cheesecake in the early days - that works well in black and white and color. Best of all, he appears to be getting better with each passing year - definitely a guy I wish I could afford to hire. Enjoy ...










Wednesday, July 25, 2012

Great Place for a D&D Campaign ...

Ever consider Bactria and Gandhara right next door?

You have an area that supported lots of small cities, was washed over by many different cultures and religions (i.e. ruins to explore), lots of rugged wilderness (excellent for swords & sandals - conan sort of adventure) filled with manticores, Chinese dragons, Mongolian death worms, flumphs (hey, why not?) - what's not to love?

Is there a classic D&D/AD&D module you couldn't shoehorn in here? And Samarkand! You have freaking Samarkand!
Bactrian camels - double-humpers!
Scale mail for the win!
Cataphracts - 99% cooler name than "knight"

Pointy steel hats and chainmail face masks!

You want variety?

Think of the character variety that is possible here!
Finally, monks are just as much at home here as every other class in the game!
Exotic headgear - check!
Kick ass helmets


You want treasure?

A Gold Stater - I may be prejudiced, but what a great name for a coin!

Silver pieces from Gandhara


Gold earrings depicting men with dragons
Stone plate


You want exotic gods and goddesses?

Athena (LG) of the Olympians
Buddha (LN)
Hercules (CG)
A whole new way to do Caves of Chaos


Atlas

Another bodhisattva, but who says it can't be Vecna?

Tuesday, July 24, 2012

Quicksand, Evil Gnomes and Pearl Trees - Cush II

03.31 Quicksand: Adventurers moving through this hex have a 2 in 6 chance of stepping into a pit filled with quicksand. The trees surrounding the quicksand are inhabited by a race of talking monkeys, who will cast bets (using cowrie shells) on whether the unfortunates will live or die. They will not render aid unless they are somehow tricked into it. If attacked, they flee into the forest; from that point on, random monster encounters occur on the roll of 1-2 on 1d6.

[Because a jungle without quicksand is just bogus]

05.13 Gingi Tribe: The Gingi are a tribe of lizardmen (pop. 331) descended from the lizard kings of old. They have faces that resemble the gallimimus and green scales with yellow stripes. The tribe has 200 spear-armed warriors. Their village is surrounded by a ditch and palisade. The ditch is filled with humanoid and animal bones, and skulls are attached to the tops of the walls by leather thongs. The wall is guarded by 8 elite warriors (3 HD) armed with blowguns and poisoned (sleep) darts. Water for the village is drawn from a deep well.

The village consists of huts made of woven vines covered in dried mud and a large, octagonal wooden house. The house is occupied by the tribe’s chief Jumbaba, his harem of six females and his fifteen hatchlings. The tribe’s treasure consists of 4,000 gp taken from an exhausted (and heavily laden) party of adventurers two months ago.

06.34 Pearl Tree: A large tree resembling a baobab grows here. In the late summer the tree will be filled with large, prickly, yellow fruits with delicious pink flesh. There is a 1% chance that those someone eating a fruit (roll once for the entire party) will find a perfect, pinkish pearl (100 gp) at the center instead of a pit. Fruit that is opened up but not consumed will cause the person wasting it to be cursed by the tree’s guardian spirit. The pits can be used to make fire seeds (as the druid spell) by knowledgable wise women.

08.03 Gingdaja Village: The small village of Gingdaja (pop. 300) is inhabited by a clan of wicked gnomes led by a council of elders that consists of Zangdok, Pukulga and Jajujh. The village is surrounded by a short picket of sharpened stakes, all of them meticulously carved into whimsical animal shapes. The people live in clusters of huts surrounding a wooden shrine.

The gnomes of Gingdaja were created by Azba, their patron deity. They are lithe and agile, and their scholars are well versed in elemental magic. In place of a normal gnome’s innate spells, the Gingdajans can cast create water, endure elements and magic stone each once per day.

Gingdaja has a small tavern run by Momwi, a retired slinger. The tavern is a long, narrow lean-to that serves a light, frothy ale made from roots and a powerful liquor made from tree fungus, as well as a hearty mushroom stew. The village also has a blacksmith named Pukdaja, a healer named Zuljujh and a monkey-trainer named Keshu. The village’s temple is a one-room, wooden structure surrounded by a yard edged by white stones. The shrine is tended by Zagu, a priest of Azba.

Azba is a goddess of chance and gambling. She appears as a tall crone with lemon-yellow skin and large, round, red eyes. She carries a simple hammer that randomly blesses or curses those it strikes in combat. The gnomes believe that Azba embodies the vital forces of the universe (i.e. chaos). They also believe that she dwells in the cave in [0802]. They throw their old and infirm in the cave as sacrifices to Azba.

08.27 Ape Boy: A cave system here is inhabited by a clan of thirty carnivorous apes and an adopted human boy they call Gargan. The apes are led by a massive male called Jorak (30 hp). In the deepest cavern of their lair, secreted there by an unknown party, there is a treasure. It consists of 80,000 cp in a dozen small chests, a golden yellow topaz (700 gp), a white pearl that has been delicately carved to hold the silhouette of a woman (80 gp) a cylindrical chunk of polished coral (60 gp) and a vial of phosphorescent liquid in a pewter flask. The liquid removes paralysis but causes intense hunger (double ration consumption for 1d6 days; -1 penalty to all rolls on less than double rations due to hunger pangs).

Sale at Lulu

I don't do the advertising bit too often, but they are running a sale at Lulu.com right now, and it might come in handy if you're in the market for any of my nonsense. Just click the ad below ...




Monday, July 23, 2012

African Expeditions - Henchmen and Supplies in 1910

In my quest for Africa-related illustration, I've delved into a couple old books found at Project Gutenberg. Besides a few usable illustrations, I also found a few interesting tidbits from the age of safaris, when the process for going out into the wilderness wasn't too different from what it might be like in a game of D&D.

What follows comes from a book called In Africa, Hunting Adventures in the Big Game Country by John T. McCutcheon.


For an African expedition involving four "adventurers", there were the following "henchmen"

Cook, toto and head man

(1) Head-man: Runs the camp and the other henchmen; paid $25/month

(8) Gunbearers: Carry gun and other key equipment, skin beasts and collect trophies; fire weapons when the boss is down; paid $25/month.

(4) Askaris: Native guards, keep up fires, scare away animals; $5/month.

(1) Cook: $13/month

(4) Tent Boys: Personal servants of the “adventurers”; wait on tables, do washing, make sure water is boiled and purified, fill water bottles; $7/month

(80) Porters: Carry camp from place to place, each carrying 60 lb. on head, then set up camp, get firewood, carry what game is shot by the “adventurers”; $3/month

(4) Saises: Grooms, one for each mule or horse; $4/month

(20) “Totos”: Means “little boy”, they are not hired, but come along as stowaways, carry small loads and help brighten the camp; paid food and lodging.

Gun bearer, askari, tent boy, porter

By my count, that would be something like a sergeant-at-arms, 12 men-at-arms, one specialist (the cook) and 108 "torchbearers". The total cost is $542 per month.

It was required by law that each porter be provided with, at minimum, a water bottle, blanket and sweater. Uniforms, water bottles, shoes and blankets were provided for all others.

They had 20 tents for the entire expedition - if you assume one tent per adventurer, then you're looking at an average of seven or eight people per tent - probably more in some tents, since the head-man and cook probably got their own tents.

Supplies for a 6 month trip into the wilderness were as follows:



TWENTY CASES (RED BAND)
    Two tins imperial cheese.
    One pound Ceylon tea.
    One three-quarter pound tin ground coffee.
    One four-pound tin granulated sugar.
    Two tins ox tongue.
    One tin oxford sausage.
    Two tins sardines.
    Two tins kippered herrings.
    Three tins deviled ham (Underwood's).
    Two tins jam (assorted).
    Two tins marmalade (Dundee).
    Three half-pound tins butter.
    Three half-pound tins dripping.
    Ten half-pound tins ideal milk.
    Two tins small captain biscuit.
    Two tins baked beans, Heinz (tomato sauce).
    One half-pound tin salt.
    One two-pound tin chocolate (Army and Navy).
    Two parchment skins pea soup.
    One one and one-half pound tin Scotch oatmeal.

TWENTY CASES (BLUE BAND)
    Two tins baked beans (Heinz) (tomato sauce).
    One tin bologna sausage.
    One tin sardines.
    One tin sardines, smoked.
    Two one-pound tins camp, pie.
    Five tins jam, assorted.
    Two tins marmalade (Dundee).
    Five half-pound tins butter.
    Three half-pound tins dripping.
    Ten half-pound tins ideal milk.
    Two tins imperial cheese.
    One one and one-quarter pound tin Ceylon tea.
    One three-quarter pound tin ground coffee.
    One four pound tin granulated sugar.
    One quarter-pound tin cocoa.
    Two tins camp biscuit.
    One half-pound tin salt.
    One one and one-half tin Scotch oatmeal.
    One one-pound tin lentils.
    One tin mixed vegetables (dried).
    One two-pound tin German prunes.
    Six soup squares.
    One ounce W. pepper.
    Two sponge cloths.
    One-half quire kitchen paper.
    One two-pound tin chocolate (Army and Navy).

SIXTEEN CASES (GREEN BAND)
    Three fourteen-pound tins self-raising flour.
    Two cases (black band) containing fifteen bottles lime juice (plain) Montserrat.
    Two cases, each containing one dozen Scotch whisky.
    Two cases (red and blue band) thirty pounds bacon, well packed in salt.
    Two cases (yellow and black band) five ten-pound tins plaster of Paris for making casts of animals.
    One case (red and green band) fifty pounds sperm candles—large size (carriage).
    Four folding lanterns.

The following items to be equally divided into as many lots as necessary to make sixty-pound cases:
    Eight Edam cheeses.
    Twenty tins bovril.
    Twenty two-pound tins sultana raisins.
    Ten two-pound tins currants.
    Ten one-pound tins macaroni.
    Thirty tins Underwood deviled ham.
    Eighty tablets carbolic soap.
    Eighty packets toilet paper.
    Ten bottles Enos' fruit salt.
    Twenty one-pound tins plum pudding.
    Six tins curry powder.
    Twenty one-pound tins yellow Dubbin.
    Six one-pound tins veterinary vaseline.
    Six one-pound tins powdered sugar.
    Six tin openers.
    Twelve tins asparagus tips.
    Twelve tins black mushrooms.
    Six large bottles Pond's extract.
    Twelve ten-yard spools zinc oxide surgeon's tape one inch wide.
    Two small bottles Worcestershire sauce.

In addition to the foregoing we added the following equipment of table ware:
    Eight white enamel soup plates—light weight.
    Eight white enamel dinner plates—light weight.
    Three white enamel vegetable dishes—medium size.
    Six one-pint cups.
    Eight knives and forks.
    Twelve teaspoons.
    Six soup spoons.
    Six large table-spoons.
    One carving knife and fork.
    Six white enamel oatmeal dishes.

As our tent equipment and some of the miscellanies necessary to our expedition, the subjoined articles were procured:
    Four double roof ridge tents 10 by 8—4 feet walls, in valises.
    One extra fly of above size, with poles, ropes, etc, complete.
    Five ground sheets for above, one foot larger each way, i.e., 11 by 9.
    Four mosquito nets for one-half tents, 9 feet long.
    Four circular canvas baths.
    Twelve green, round-bottom bags 43 by 30.
    Four hold-all bags with padlocks.
    Two fifty-yard coils 1 1-4 Manila rope.
    One pair wood blocks for 1 1-4 brass sheaves, strapped with tails.
    Four four-quart tin water bottles.
    Two eight-quart Uganda water bottles.
    Four large canvas water buckets.
    One gross No. 1 circlets.
    One punch and die.

This does not include medical and surgery supplies or rifles.

Personal supplies were as follows:


    Two suits—coat and breeches—gabardine or khaki.
    One belt.
    Two knives—one hunting-knife, one jack-knife.
    Three pair cloth putties.
    Three flannel shirts (I actually only used two).
    Six suits summer flannels, merino, long drawers.
    Three pair Abercrombie lightest shoes (one pair rubber soles).
    Three colored silk handkerchiefs.
    Two face towels—two bath towels.
    Three khaki cartridge holders to put on shirts to hold big cartridges, one for each shirt.
    One pair long trousers to put on at night, khaki.
    Two suits flannel pajamas.
    Eight pair socks (I used gray Jaeger socks, fine).
    One light west sweater.
    One Mackinaw coat (not absolutely necessary).
    One rubber coat.
    One pair mosquito boots (Lawn and Alder, London).
    Soft leather top boots for evening wear in camp.
    Five leather pockets to hold cartridges to go on belt.
    Three whetstones (one for self and two for gunbearers).
    One helmet (we used Gyppy pattern Army and Navy stores).
    One double terai hat, brown (Army and Navy stores).
    One six-_or_eight-foot pocket tape of steel to measure horns.
    One compass.
    One diary.
    Writing materials.
    Toilet articles.

How often to PC's bring changes of clothes with them on adventures? 

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