Darkest Canada

Scenarios
The scenarios presented here for Darkest Canada, it should be noted, would also work pretty well for Darkest Africa, with only minor (for the most part) modifications. Sir Harry and the Little Men would be especially suitable (as well as nicely misleading to the players).

Encounters
Most are stolen, ahem, borrowed directly from the Sword in Africa and modified to fit the Canadian environment (strangely enough, we don't have elephants).

As with SiA, the final two spots of each encounter table are left blank to allow for scenario specific encounters.
Catastrophic Encounters
  1. Your senior leader drops dead. Your whole force cannot move for the remainder of the movement phase this turn. Any runaways not regrouped already immediately leave the table and the game.
  2. A curious bearer ignites an explosive charge on a pack animal. Anyone within 3" including the animal is a casualty. Turn cards to determine status.
  3. A sinkhole opens in front of your foremost unit. Roll 1D6 for number of figures at risk. Turn cards to determine casualties.
  4. Heat and humidity (or cold and chill) are unbearable. Non-native groups roll 1D6. On a 1 or 2 that many figures are incapacitated by heatstroke (or frostbite). Dice for which figures are affected. Victims must be taken with you.
  5. A grassy clearing is ignited accidentally and will burn for 2 turns. Dice for smoke direction which extends 12" and limits visibility to 6". No one can go within 3" of the burning clearing. Supplies or wounded in the clearing are distroyed. Groups move one move in a random direction from the fire.
  6. You camped last night on the edge of a miasmic swamp and now run the risk of "the fever". Units roll 1D6, on a 1 or 2 that number of figures are sickened. Leaders roll seperatly, a 6 takes them down.
  7. Your bearers see the sun disappear behind a cloud bank. Their shaman tells them it's a bad omen. Roll 1D6. On 1-3 you convince them otherwise. If you fail, roll 1D6 per group of bearers and that number depart with their loads.
Mystic Encounters
  1. Strange animal calls are heard, which any natives attribute to the "Sasquatch". Natives and Metis will not move this turn.
  2. Beavers have cleared a space exactly where you want to travel like they knew where you wanted to go! Add 2" to any move this turn.
  3. An ancient stone with markings is unearthed. No further movement as you convince your native bearers it's not a bad omen and create a device to take the stone with you.
  4. A magic totem pole is discovered which will answer one question. Roll 1D6, 1-2 it will answer truly, 3-6 it will lie, only the GM knows which it is. No movement may be taken if a question is asked.
  5. An elder had a dream last night of Wolves devouring a Buffalo. Nervous due to this bad omen, all natives in the group travel 2" behind the rest of the party for the next three turns.
  6. Thunder, lightning and a torrential downpour (or a blinding blizzard) close in and prevent any movement or fighting this turn. Just as quickly as it came the weather departs next turn.
  7. The Metis or natives in your party think they may be related to the Indians you're fighting. Any metis groups will not fire this turn while they try and decide if they should be fighting them or not.
Wildlife Encounters
  1. A giant grizzly rears up into the middle of one of your units (dice for which). The bear kills one figure then rampages off into the forest. This unit moves cautiously at half speed for the next two turns.
  2. A mountain lion leaps from a tree at the group closest to your Senior Leader. The leader gets one shot (1-3 hit). If the Leader kills the animal, he will be revered by all. If not, two group members are mauled and killed and the mountain lion gets away, and the whole group retreats one move distance.
  3. A pack of hungry wolves attempt to cut out a straggler. Roll 1D6, 1-3 the party is able to stop them and drive them off, 4-6 they fail, one bearer is killed and the now well fed wolves escape.
  4. While shooting at a moose or buffalo, one Leader character is injured when his gun explodes. Dice for which figure and turn a card, using the suit only to determine the extent of the injury.
  5. A sharp eyed member of the party notices a disturbance birds and animals nearby. They are able to know the location of the closest hidden group within 12".
  6. A rogue buffalo/moose/mountain goat careens down the path toward you. Only a Leader can cut him down with a 3-6 on 1d6. If not, the Leader is killed as well as two other party members, dice for which. If not killed the animal escapes.
  7. This unit stops and will not move this turn due to rustling in the bush. As they wait in fear, two large rodents scurry out and on their way.
Terrain Encounters
  1. Bad terrain and visibility cause the party to loose it's way. Move normally, but dice for direction.
  2. Rock slide! Without warning a number of goodly-sized boulders rain down from the mountainside. Roll 1D6-1 for injuries and turn cards for results.
  3. A Leader (not the senior leader) figure leaves his unit to answer the call of nature and falls into quicksand. Roll 1D6, 3-6 he's saved, 1 or 2 he disappers, never to be seen again.
  4. Your right most unit moves 45° in that direction for two turns in search of a vein of gold. This is an unauthorized move and hereafter the leader will be a prisioner bound and under guard.
  5. Chasm! An almost invisible, brush covered gap is discovered when your party stumbles into it. Roll 1D6. On 1 or 2 that number of figures fall in and are killed, dice for which ones (Leaders are exempt). Bearers take their loads with them and the bodies are inaccessable.
  6. An easy grade adds 2" to any movement this turn.
  7. You can't get there from here. A previously unseen terrain obstacle blocks any forward movement. The party must move the opposite direction on their next move and strike out in a different direction.
Character Encounters
  1. A native or Metis with the group is actually working against the party. They attack their party in an attempt to stop them from reaching their destination. Dice for which figure is the traitor.
  2. A Leader character happens upon an old friend. The friend will join the party on 1-4, adding their rifle, pistol, bow, whatever to the group's firepower.
  3. One of your Leader characters has been into the medicinal whiskey. His group always moves 3" less than their total. Due to his artificial courage, he fights all hand to hand at a +3 bonus, but if he loses he dies.
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