Table of Contents |
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First Zimdar Battle |
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Exploring the Estuary |
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Hunt The Big Green Pig |
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Whose X-Matter? |
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Settling Drake's Landing |
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Lost X-Scout Ship |
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First Zimdar Battle - by Scott and Jaye - 30June2001 |
In far off Zimdar all is not well. The Fair Lady Sarah Swithington, daughter of famed missing archeologist and adventurer Prof. Archibald Swithington, has been captured by the Khan Avijeet Bhargava. Little does he know she possesses the priceless Eye of Myhohotep, an ancient Egyptian gem fabled to have strange powers.
This kidnapping being wholly in bad taste (she was attacked during tea-time) the British government has dispatched several companies of Royal Marines to rescue her. If that isn't enough, her one true love, Sgt Reginald "Snort" Fitzsimmons is also on the rescue. To face Britains Finest, the Khan has enlisted the help of mercenaries equipped with the latest in military hardware.
Lurking on the fringes is the Nefarious Prof Thaddeus Nightshade, would be world conqueror and all around bad sport. What his intentions are, can only be guessed.
The Eye of Myhohotep and Sarah Swithington are embroiled at the heart of this action. The British are racing to the rescue. Sgt Fitzsimmons has vowed vengeance against the Khan Bhargava and will go to any lengths to rescue his Lady Love.
The mercenaries have been in this hot humid sweaty hell-hole for way too long and the money wasn't that good anyway. They have caught rumor of a jewel worth a vast fortune and lust after it.
Avijeet Bhargava is holding on to Sarah Swithington and expects a great ransom to be paid, his followers are highly loyal and do not trust the mercenaries or any other fair- skinned round eye. They will defend Bhargava and their village with great vigor and zeal.
And the Prof Thaddeus Nightshade has his own evil agenda...
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Zimdar Exploration Scenario - by Scott - 24July2001 |
The shipwreck survivors have established a base camp and must reconnoiter and map the surrounding area. Orders are to explore any found estuaries for sources of fresh water and game. A likely looking river mouth is found several miles from camp. Leaving their ship boat at the coast, the British soldiers start inland, following a river back into the jungle, led by Snort Fitzsimmons.
A small band of slavers, led by Hugi Ackmal, frequent this area and are on the prowl to fill their quota. They lay in ambush at the outskirts of the jungle known to be inhabited by the Timtimtikio tribe. The Timtimtikios are a blood-thirsty lot, but the previously captured warriors have fetched a good price.
Tateetuwang, chief of the Timtimtikios, angry at the loss of his third favorite wife, has declared war on the slavers that have been raiding into his territory. The head and other body parts of Hugi Ackmal would make a fine addition to the village cookpot. He has sent out twenty men to rid his sacred jungle of the scourge of Ackmal's band.
Kanran Rathzon is in terrible trouble. If the Elders of the village, Dimbukdo, find out that almost half of the village cattle herd has wandered off his life will be in grave peril. Enlisting the aid of his brothers and cousins they follow the straying cattle into the "haunted" jungle that borders their village.
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Hunt The Big Green Pig - by Scott - 28August2001 |
The Sweesweesh tribe are wildly impressed by the tenacity and courage of Snort Fitzsimmons. They had witnessed him cutting his way out of a huge crocodiles belly with cold-eyed purpose and had bound his wounds. They weren't quite sure if Snort was a God or not, but they had witnessed his "thunder rock" blast large holes in the head of the remains of the croc.
They told Snort of a mysterious valley that was just through a small gap in the mountains fairly close to their village. Many of the villagers had entered the valley and only a very few returned. All the villagers were especially afraid to venture near the gap at night, weird noises were easily heard.
Of those that had returned, all their minds had been touched by the great JuJuBee and had been driven mad. They all spoke of the giant green pig that knocked over trees when it roared, and had eyes of fire. Some raved on about flying crocodiles that had carried off their friends or children.
One old villager, pleaded that there were places where rocks would actually float in mid-air, but only during thunderstorms. But he was obviously crazy and no one payed any attention to him.
Observing a necklace on the village chief, Snort has promised to bring others with "thunder spears" to hunt and kill the big green pig. On hearing the tale, Lord Swithington, now in Uzkrapastan, is interested in the floating rocks and any other material that may be of scientific benefit. Others are more intrigued by the "shiny yellow dirt" mentioned by the chief.
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Whose X-Matter? - by Scott and Jaye - 30October2001 |
The germ of this scenario idea arrived as an e-mail from Jaye. It is quoted verbatim as the first paragraph below. It was just too good not to share as is. Thanks Jaye, I really enjoy your imagination.
.....meanwhile, back in the Fatherland...."Zo you zay zis, zis, X-matter allows things heavier zan air to float", the Kaiser asked in disbelief. "Ya", his aide replied,"it iz found in zis new land called Zimdar". The Kaiser stared at a model of his latest Dreadnaught sitting on his desk. Then he got an idea. An awful idea. The Grinch, er, Kaiser got a wonderful, awful idea.
The British claim the Big Green Pig valley as their own, coveting the rights to the gold and x-matter ore. They will set up mining operations regardless of opposition. They are there to subdue the creatures and harvest the jungle with the Woodchopper. They have arrived in force, with Gardner and Gattling guns, to protect their engineers.
The SweeshSweesh tribe will serve as guides and scouts into the valley. They are the beneficiaries of British Rifles but are lousy shots. They are more at home with their traditional weapons. Still very superstitious, they will become alarmed and enraged if the too many of the old trees are destroyed. They dislike Zimdarians, because of the Zimdarian cooperation with the slavers. The SweeshSweesh will fight them at any opportunity. They will also fight anyone if their village or valley is threatened but generally hold no ill will toward European peoples. These strangers represent a chance to gain technology and treasure.
The Zimdarians want to protect their exclusive use of the valley. It has been a well-guarded secret until now, and they have been secretly removing gold and x-matter over the years. This represents the bulk of their treasury. It will be defended against ALL comers. The SweeshSweesh tribe has been a nuisance and should be eradicated, especially since they have been so willing to guide the outsiders into the valley. The British have been very arrogant with their expansionist tactics. Khan Bhargava desires to demonstrate that they are not welcome in the valley. The Germans have offered advisors and machinery, a very generous gift, but what are their real motives?
The Germans will help the Zimdarians keep the British out of the valley, but the Kaiser demands a large sample of this mysterious ore that he has heard about. Perhaps a secret mission to acquire this sample while the some other distraction is taking place…
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Settling Drake's Landing - by Scott - 09July2002 |
It is a few weeks after the shipwreck and a small village, “Drake’s Landing”, has been built. It is near the source of fresh water that was found a short distance from the actual landing site. Routine daily chores have been assigned to small groups by Mrs. Annie Phipps, wife of Lt. Phipps, of the 213th Worchester’s. She is a fabulous organizer, but a bit homely, and a bit parsimonious. She has two prize possessions remaining in her wardrobe accessories; a yellow parasol and a red bonnet with a long white feather. These are her treasures, her last touch with civilization.
A structure needed for the village is a mill that has a water wheel. Raw materials; stone and wood, are needed for the construction. The woodchopper has been built from old parts of the Drake and is available to fell trees. In fact it has already cleared a small space to the east of the village.
Five loads of wood that fill the Woodchopper’s trailer are needed to build the mill. Two loads of stone are for the grist mill and water wheel foundation. Two British squads plus the Woodchopper are sent to the east. Good wood is there, plus a granite outcropping, that is visible off to the northeast. The river rock is just not suitable.
Two more squads are sent north and northwest to hunt for game. Anything that tasted of meat would be heaven just about now. There is a small wager going about which squad would complete their hunt first.
King Tandiswa Boko of the Beewongee tribe is engulfed in pride, his eldest son has reached the age for the ceremonial passage into manhood hunt. He would absolutely burst with pride if Moeketsi could kill a lion on his first hunt. There are signs of three in the region. King Tandiswa Boko notices that his son’s best friend is taking part in the same hunt.
“Good, more seasoned hunters around the two adolescents” King Boko thinks. “Maybe I will just follow along on the hunt.”
His scouts tell him of mysterious noises and smokes near the Thobela River. Perhaps someone to trade with? That would be worth investigation.
The two bands, gird themselves with shield, spear and knives. Finally, they don their death-masks and head southerly towards the desputed land. Moeketsi thinks that a lion would be a tremendous accomplishment, but an even larger would be the death of a Timtimtikkio cannibal.
The Timtimtikkio’s are uneasy, for many days now they have been hearing a huge clanging and hissing noise coming from the jungle to the southwest. Some of the scouts have reported a steam-belching giant iron-demon that is able to cut trees with a single blow. The alarming part is the noises are assuredly closer to the Sacred Stones. Three bands will be sent to kill the giant beast. Maybe a fourth will be sent to hunt for easy prey, such as those loathsome Beewongee. All four bands will protect the Sacred Stones.
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Lost X-Scout Ship - by Scott - 05Nov2002 |
Scenario: Lost British X-Matter Scout Ship
Setting: Isolated region of Zimdar, heavily forested.
The British have had an experimental X-Matter scout ship crash land somewhere in the vicinity. The ship and any surviving crew must be recovered. At least two squads of British, (maybe three) shall be sent into the region to perform this salvage task. If the British cannot salvage the vehicle, they must destroy it so other nations will not steal their new technologies.
German spies have reported back to headquarters, that a British X-Matter ship was last seen heading NNW at an unbelievable speed. It is definitely faster than anything in their armory. The source of this speed is rumored to be a new combination of a steam engine directly tied to a generator. This combination of technology as applied by the British is desired to be known by the High Command. It is not necessary to physically recover the machine, but to get a detailed plan of the combination. Actual recovery of the scout ship would be a bonus. Two or three squads plus a scientist will be sent in to potentially capture the secrets to this X-Matter Scout ship
The French have been trying to steal technology from the Germans for some time. So, why not steal ideas from the British as well? Their goal is to capture any existing German vehicle or British vehicle. The French are curious why both the British and the Germans have so many people and machinery in this area. They will let either party lead them to the spoils and then grab it for their own uses. Two to Three Squads of French will oppose the Germans and the British.
The Zimdarians are close to finding the weird vehicle that plunged out of the sky two night’s before. This object is very close to the entry of another well hidden valley that contains Gold and X-Matter deposits. They will destroy anything or anyone that gets too close to the Valley's entrance.