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MORE TALES FROM THE ETHER

Copyright©1989 GDW, Inc.


All Rights Reserved.
Made in USA.
Printed in USA.
ISBN 1-55878-028-9.
Space: 1889 is GDW's trademark
for its science-fiction role-playing
game of adventure in a more civi-
lized time.
CREDITS A catalog of Space: 1889 products
"Caught in the Mire": Timothy B. Brown is available from GDW. Just write
"The Lurker in the Moor": Lester W. Smith and ask.
"Madness in the Moab": Tim Ryan
"The Mystery of Fort Dickerson": Elaine L. Pardoe
Developer: Loren K. Wiseman
Art Direction: Shea Ryan
Interior Art: Tim Bradstreet, Steve Bryant, Rick Harris
James Holloway, Rick Lowry
Text Manager: Michelle Sturgeon PO Box 1646
Text Processing: Julia Martin, Julie Amdor, David Stephens Bloomington, IL 61702-1646 USA
TABLE OF CONTENTS

Table of Contents
Caught in the Mire 4 In Syrtis Major 28 Getting There 48
Background 4 What the PCs Get 28 Days One Through Three 48
Referee's Synopsis 6 Later Adventures 29 Day Four 48
Pirates of the Marshes 8 Day Eight 49
The Impenetrable Swamp 10 Madness in the Moab 30 Day Nine 50
Return to the Pirate Camp 12 Rampant Rumors 30 Day Eleven 50
Scenes of Battle 14 Outfitting the Expedition 32 The Fort Proper 50
Desert Travel 32 A Search for Answers 52
The Lurker in the Moor 16 More than a Mirage 34 Dr. Whitehouse's Dig 55
Referee's Synopsis 16 Beneath the Shifting Sands.... 36 Gathering the Clues 55
The Hostage 18 The Moabs 38 Splitting Forces 56
The Mylomeroen Swamp 20 The City Described 38 A Dangerous Encounter 56
Swamp Encounters 22 Ending the Adventure 42 The Seleti Side 56
Invented Encounters 22 Another Body 57
Random Encounters 24 Mystery of Ft. Dickerson 44 Climax 58
The Lurker 26 Frontier Outposts 44
The Chase is On 26 Fort Dickerson 46 Ship Combat 60
The Lurker's Lair 27 Trouble in the Wilderness 47 Aquatic Vessels 60
Leaving the Swamp 28 Referee's Synopsis 48 Maps 61

GDW
CAUGHT IN THE MIRE

representative of the British colonial


office, helping to mediate a peace
between these two warring cities.

BACKGROUND
THE ANCIENT TRADE routes
through equatorial Mars are literal-
Caught in the Mire ly carved in stone, hewn out by fan-
tastic powers that today can only be
described as magical. The canals
IN THIS ADVENTURE, most with their neighboring canal city, served not only to bring water to the
characters will already be in the ser- Afirenz. For instance, a reporter thirsty lands and inhabitants of Mars,
vice of H. M. government, far from might easily sell his story about an but also to tie them together in trade.
the center of British colonialism on exotic Martian conflict to eager For many cities, the coin and barge
Mars. Those characters without papers and readers back on Earth. have proven mightier than the sword
backgrounds in government service Adventurers of many sorts can be and bow.
may pick their own reasons for be- found in the service of potentates all Tradition holds that Thalia has
ing involved with the Mercantile across the red planet—perhaps this been besieged and embattled dozens
Lords of Thalia at a time when the is why the characters are present. In of times since the time of Seldon,
lords are desperately seeking peace any case, one character should be the hosting a large number of warlords,

Althar of Thalia (Veteran NPC)


RENOWNED AS the greatest in public. He spends a great deal
warrior in the city, Althar has risen of time with his troops—inspecting
alongside Lord Braltar as his their weapons, trading for better
"right-hand man. " The two have ones, and planning strategies with
enjoyed a close personal friendship his officers. However, he is enough
since before the assassination of of a trader that he will certainly
Lord Shesh, as each commanded find his place again once generals
merchant vessels along the canals. are no longer needed in Thalia.
In this time of war, Althar has Motives: Ambitious, Eccentric.
proven himself a capable warrior Appearance: Althar is a tall,
and general, using the city's pa- proud Martian with deep, penetrat-
thetic rabble army to hold off the ing eyes and stern, unwavering
enemy and even harry the walls of features. The warrior presents a
Afirenz. very Lancelotian image, which
Althar has been entrusted by the makes people forever wonder
lord with the peace mission to where the chink is in his armor.
Afirenz. He is the only warrior the Attributes Skills
lord trusts to carry out this mission, Str: 3 Fisticuffs 2, Throwing 2, Close Combat 4 (edged weapon)
and to carry out the secret mission Agl: 4 Stealth 3, Marksmanship (bow 3, rifle 2)
of locating and destroying the End: 4 Wilderness Travel 3 (foraging), Fieldcraft 3
pirates' swampy lair. Int: 5 Observation 4
Althar is a private Martian who Chr: 3 Eloquence 2
rarely lets his true feelings be seen Soc: 2 Riding 3 (gashant)
MORE TALES FROM THE ETHER

kings, and barbarian hordes in its nearby canals. When Lord Shesh clared neutral territory, but the ever-
troubled history. But none have been was discovered to have been poi- present pirates have still virtually
more successful than the 300-year- soned in his sleep chamber, an in- stamped out travel between the two
old reign of the Mercantile Lords. vestigation turned up evidence link- warring cities.
The lords are a hereditary line of ing the crime to the ruling family of At the request of Lord Braltar, the
rulers who have tempered their Afirenz. Public sentiment immedi- British colonial office has agreed to
military adventures in favor of wide- ately pushed the new lord, Lord mediate a peace between the two
ranging trade along the ever-present Braltar, into a war with Afirenz, a reluctant combatants and has sent a
canals. Though in actuality the line war neither city was prepared for. representative to bring the two to-
has been broken several times by Even though new evidence in the gether. In a gesture of goodwill, the
mysterious death or outright assas- murder of Lord Shesh points in vir- lord will send his ceremonial barge
sination, the learned among the pop- tually every direction but Afirenz, (heavily guarded against pirates, of
ulace realize that becoming a lord is the war has dragged on for three long course) down the canal as a gift to
more a function of ability and ruth- years. Conflict has been charac- the ruling family in Afirenz. Once it
lessness than of direct lineage. terized by meager offensives on has arrived, Afirenz will send a
The present lord is the first son of either side of the large swamp area galley with three daughters of the
Lord Shesh. However, during Lord between the two cities. Neither ar- family as brides to the lord and his
Shesh's 17-year reign, Thalia man- my is willing to enter the swamps, high-ranking officers. The colonial
aged to keep its trade lines open and certain they would be no match for office then hopes to arrange for the
profitable, even in the face of in- the Hill Martian pirates hiding there. two cities to cooperate in an eridica-
creasing piratical activities on the By treaty, the canal has been de- tion campaign against the pirates.

Orthir, Captain of the Ceremonial Barge (Veteran NPC)


THE BARGE very rarely leaves Att. Skills
Thalia for other canal cities, so its Str: 3 Fisticuffs 2, Throwing
captain could easily take up perma- 2, Close Combat 4
nent residence on dry land. But Or- (edged weapon)
thir will have none of that; he keeps Agl: 4 Stealth 3, Marksman-
his quarters on the barge as his per- ship 2 (bow)
manent abode. He will exclaim that End: 4 Wilderness Travel 3
he has had a canal beneath his feet (mapping)
for most of his long life and can- Int: 3 Observation 3, Gun-
not keep his footing otherwise. nery 2 (muzzle-loading
Jovial and outgoing, Orthir also cannon)
has a serious side—he is patriotic Orthir runs a tight ship and has Chr: 2 Eloquence 1
to his lord and the traditions of that been busy preparing for what could Soc: 3 Riding 2 (gashant)
office. The barge is an important be the barge's most dangerous mis- Motives: Loyalty, Responsibil-
symbol of the long line of merchant sion in years. He believes in the no- ity.
rulers in Thalia. It was once used tion that only the ceremonial guard Appearance: Orthir is an elderly
to ferry the lords in search of new may ride on the barge—a fighting Canal Martian who prefers to be
markets and to maintain friendships force more decorative than effective. seen in public only in his dress
with other rulers. Secretly, Orthir Even Althar has argued this point uniform. The court tailors have had
aspires to the days when Thalian with the aged captain, but he has held to let it out a few times over the
trading galleys plied canals in vir- fast to his interpretation of tradition years, as the captain has put on
tually every corner of Mars. and honor. considerable weight.

GDW
CAUGHT IN THE MIRE

has been kept in good condition. Of- across Mars—for the enjoyment of
REFEREE'S SYNOPSIS fered now as a gift to help end a war, its privileged passengers.
ALTHAR IS A hero to the people Orthir was, at first, somewhat torn
of Thalia; as a warrior and a mer- between his wish to obey his lord and The Treasures
chant captain, he has won the hearts his love for his craft. Seeing his loyal Of the Barge
and minds of Thalia's people. His servant so divided on the issue, Lord THOUGH OF NO particular reli-
closeness to the lord has permitted Braltar stepped in and personally gious significance, the ceremonial
him to act outside normal procedure ordered Orthir to remain captain of barge is central to the theme of mer-
at times, with authority second only the vessel under its new owners. Or- cantile canal trading and the lineage
to his master. What the people do not thir is now consumed with joy, since of the great lords. As such, it has
realize is that Althar and the lord arehe can remain with his barge and still become the repository of much of the
actually hoping for an ambush so follow the orders of his lord to the wealth and glory of Thalia, the pride
they can locate the base camp of the letter. of its aristocracy, and a worthy gift
swamp pirates. The ceremonial barge is an enor- to stop a long and troublesome war.
The human characters, for what- mous craft of wood, reeds, stone, The suites are elaborately decorat-
ever reason, will accompany Althar and gold leaf. The craft was original- ed with such fineries as marble
and the barge on the journey along ly built to be a diplomatic vessel and statuary, washbasins, and pillars, and
the canal to Afirenz. Its course runs to impress future trading partners—a all the furnishings are emblazoned
through the heart of the pirate- task which it serves magnificently. with gold, silver, and gems of all
infested swamp, as everyone knows, The forward and flanking battle- shapes and sizes. There are rogo
so escorting soldiers and boats will ments ride high off the water, and the wood tables crafted by the finest ar-
be plentiful. Althar has overseen the central tower rises higher still, fully tisans of distant Yaonis, scented
outfitting and deployment of the 30 feet above the waterline. It has hangings from the witch people of
expedition. masts for sails, but travel by oar is the Duo Badlands, and even silk rugs
When the barge is attacked, Althar considered more stately—the single and robes from China—gifts from
is to make the best stand possible, rowing deck requires 100 strong British traders who have travelled
and then escape the ambush with as backs to make headway against the between the worlds.
many men and boats as he can. With current. A small fortune is locked up in the
these he is supposed to track the vic- The barge has several elaborate barge—it's not enough to bankrupt
torious pirates, find their camp, and features. The royal suites are re- Thalia once it is given away, but cer-
await reinforcements. served for the lord and his retinue, tainly enough to tempt thieves and
The human characters will be cap- or his appointed representative on a pirates. Many Martians have lost
tured by the pirates, but they will be particular journey. This suite is com- their lives at the hands of the guards,
turned loose since they are of no ran- prised of a dozen rooms, including their blood still not completely
som value. In the swamp, hungry bedrooms and reception rooms, plus bleached out of the sandstone
and exhausted, they will find Althar a swimming pool and kitchens- battlements.
and his troops, and warn them that stocked with the finest delicacies.
the pirates plan to move before rein- The three other suites are reserved Mission of Peace
forcements arrive. The war against for guests, and although they are THE FIRST THREE days out
the swamp pirates will have to be somewhat smaller, they provide from Thalia have been virtually
waged now, with the few materials luxurious accommodations for their without incident. The grand barge
and men at hand. fortunate occupants. The remainder was ceremoniously launched on its
of the barge is devoted to the opera- treacherous journey by the lord, who
The Barge tions of the ship, from crew quarters was officiating at a festival in honor
THE CEREMONIAL barge has to a rowing deck and steerage room. of the event. Now it is majestically
seldom been used in the last 10 years; The barge is ornately decorated with cruising through the swampland
but, under the direction of Orthir, it gold and jewels—treasures from along the canal, as if challenging the
MORE TALES FROM THE ETHER

elements to impede its progress. The humans will be placed on the barge, coveting its riches.
Althar has positioned boats in front barge. Those attached to the British The humans' activities during
of the barge and to its rear to pro- colonial office will be afforded ac- these first three days will be limited.
tect against the dangerous Hill Mar- commodations in the luxury suites. Aside from observing the passing
tian pirates known to infest the Others will, no doubt, be put up in marshlands and their beautiful wild-
swamps. From the cover of the dense the lower decks with the crew. Every life, they might make friends with
foliage they can strike with their day Orthir will be seen tending the some of the crew, become acquaint-
sleek, fast boats to seize any prize ship, working the crew to prepare the ed with Althar or Orthir, or ask ques-
that ventures through their domain. ship for its new owners. Underlying tions about the journey. They will
Althar is convinced that the pirates all their activities, however, are the certainly get a good idea of the layout
will not attempt to take such a well tension and fear associated with trav- of the barge, so they may claim to
protected barge, but he is, nonethe- elling through the swamp, knowing be familiar with the escape routes
less, proceeding with caution. that watchful eyes are following the once the pirate attack begins.

Watchtower

Bridge
Quarters

Cargo & Oarsmen

Side View Cross-section

Top View
Bow Bow Suites Deck Quarters Deck

Bridge Deck

Main KEY
Suite 1. Guards Quarters
2. Secondary Passenger Suite
3. Servants for Main Suite
4. Captain's Quarters

THE BARGE Sweeper Gun Position


Stern Stem
Scale is 6' Tactical Squares.
CAUGHT IN THE MIRE

up ahead among the military barbarian howls terrifying many of


PIRATES OF THE MARSHES boats—the advanced scouting boat is the Canal Martian warriors. The
PRESENT THE OPENING scene floating down the canal back toward pirate vessels, crewed by savages
of the pirate attack to the players on the barge, and its two occupants are rowing hard against the canal,
the morning of their fourth day of riddled with arrows! The barge sol- engage the forward boats, as a few
travel. diers call Althar to the deck, and he detach to come toward the barge.
The dew of the chilly morning is arrives just as the pirates unleash To the rear you turn to see a huge
still evident on the deck and battle- their deadly ambush. barbarian pirate hack through the
ments of the barge when you arise for Dozens of nets fall from the tall last portions of a tree trunk, sending
your morning meal. The Sun is just trees onto the boats close to either its enormous weight crashing down
breaking above the foliage level of shore, while a flotilla of pirate on the leading boats there, smashing
the surrounding swamps, preparing vessels emerges from the brush. A them and cutting off the rest of the
to create another blistering equa- rain of flaming arrows hails down boats from the barge. Another swarm
torial day. upon the military boats from an un- of arrows cuts through the air with
Suddenly, you notice a commotion seen army of Hill Martians, their a terrible hiss, cutting down many of
the canal sailors before they can
react. Suddenly Althar is nowhere to
WORTHLESS IN BARTER be seen, but the sergeant of the guard
PROVIDED the characters do he talks, "I have no quarrel with has begun directing efforts as the first
not escape on their own, or if they humans, but, " sticking the dagger of the savage pirates threaten to
are recaptured, they will be at one human's throat and lower- board the barge.
brought before Tark, the leader of ing his voice, "I have no great love The battle for the barge is going
this pirate band. Only the humans for them, either. " to be won by the pirates—that much
will be summoned to Tark's camp- "You present something of a is certain. You should allow your
fire; if Orthir is still with the problem and a solution, so hear me characters to make a "final stand"
characters, he will be separated out. I will spare your lives, though on the suites deck with several of the
from them by the pirate guards. you are worthless to me in barter. Canal Martian guards (treat them as
Tark is a striking figure, with his No one in Thalia would pay a cis- caravan guard stock NPCs). Run this
multicolored robes and his heavy sawaan's bladder for you, but they final combat scene as you wish, but
jewelry, helping his favored pirates might for some of these others. I remember that two things will hap-
devour a ferocious-looking animal am, therefore, going to set you pen: Althar will be nowhere on the
turning on a spit above the fire. The loose, to travel through the swamps barge at this time, and the pirate
atmosphere is wildly exuberant as back to Thalia with news of our vic- leaders will not allow their soldiers
the pirates celebrate the grand vic- tory. At least a few of you might to kill any humans. (You may wish
tory they had earlier that day. live through the experience. " to present a dramatic scene where,
"Ah, the humans!" announces He returns to his seat, turning just as a pirate soldier is about to
the great leader, and all eyes turn finally to the humans. "Of course, deliver a catastrophic blow against
to the captives brought before him. if you value your lives, never set one of the characters, his pirate cap-
"Curious little things, aren't foot in my swamps again, humans. tain punches him square in the face
they?" He looks around him for Away with them!" before he can strike. )
approval from his troops. "I should At this the humans will be led to In the end the characters will be
keep at least one as a pet, don't you the edge of the encampment and set rounded up with a few other pris-
think?" The rest of the pirates loose to face the swamps without oners, placed in a boat, and taken in-
dutifully chuckle. food or weapons, and with perhaps to the swamp under heavy guard.
"But you see, '' he continues, ris- 100 miles between them and Thal- Only a few guards and soldiers from
ing and tossing his dagger about as ia. the barge flotilla are alive; they will
be rounded up into five boats, all
MORE TALES FROM THE ETHER

under the watchful eyes of heavily things up and are not planning to stay
armed Hill Martian pirates. The Escape here much longer.
characters will realize that the Hill THE CHARACTERS WILL ar- Each of the five pens contains
Martians often take prisoners who rive at the pirate encampment by around a dozen prisoners from the
might be ransomed back to relatives evening, and they will be taken to the barge ambush. The humans will be
or friends. Those who cannot be ran- prisoner pens immediately. Faced in one pen, along with Orthir and
somed are often killed, and the with the imminent possibility of ex- five other Martian guards (caravan
likelihood of anyone in Thalia pay- ecution, they will, no doubt, wish to guard stock NPCs, without weapons,
ing ransom for humans is slim. escape and take their chances in the of course). The pens are constructed
As the day progresses, more pirate swamps. of a bamboo-like reed, and the doors
vessels from the ambush will catch The prisoner pens are located are tied shut with heavy rope.
up to the prisoner-laden boats—some along the northern edge of the en- The characters could attempt to dig
carrying wounded Hill Martians and campment, as shown on the map their way out (with the help of some
others carrying loot from the pillaged above. The camp is set on a very of the guards), or they might trick
barge. Many will boast that they muddy and soft area of high ground, one of the pirates into opening the
have taken all the riches from the which is easily excavated, if neces- door. Also, they might organize a
barge and have set fire to its empty sary. The area is covered in dense mass break, tearing apart the sturdy
hulk. Orthir, one of the prisoners in trees and foliage, and many of the but manageable pens by sheer
the same boat with the characters, bushes are of the lo-duc variety— strength of numbers, but not without
will have to be restrained at this very tough and spiny, impenetrable bloodshed—the guards can call upon
news—his cries echoing ominously without a machete. One thing is very assistance from the nearby encamp-
through the dark swamplands. evident: All the pirates are packing ment.

GDW
CAUGHT IN THE MIRE

the city of Thalia. Several special When rolling for specific en-
THE IMPENETRABLE SWAMP areas have been noted and will be counters, substitute Swamp Pirates
FORCED OUT OF the pirate en- described later. for Swamp Pirate Camp. There is
campment at the end of a bayonet, These swamps are particularly hot only one camp, and unless the char-
the characters are faced with the most and steamy. Visibility in the daylight acters are in that hex, they won't en-
unpleasant prospect of survival in the hours is minimal until midday, when counter it. All pirate encounters will
steaming swamps. They have no much of the mist is burned away. Of- be pirates on patrol from Tark's main
food or weapons, and the only thing ten in the morning the Sun is barely encampment.
they can be certain of is that they definable in the sky, so finding direc- Food: Characters who successful-
won't freeze to death in the swelter- tions is nearly impossible. ly kill animals they encounter may
ing heat of the equatorial marshes. When checking for encounters eat them. If an encountered animal
Use the land travel rules from each day, rolls of 5 indicate the par- is not killed, or if there is no en-
Space: 1889 for foot travel. Remem- ty is lost, as in Space: 1889. For this counter at all in a day, add 2 to the
ber that the characters will only be scenario, rolls of 3, 4, and 6 also in- fatigue roll of everyone in the group.
able to move 10 miles per day in the dicate the party is lost. Ignore As the referee, you can see that the
swamp, which is one hex on this weather as a possible result. If the characters will not be able to find
small-scale map. The map covers the party is lost during the day, move the their way through the swamp, nor
area from the pirate encampment to expedition one hex closer to the area will they locate enough food to keep
the main canal all the way back to labeled Althar on the map. themselves alive. Only when they
run into Althar and his soldiers will
they get nourishment and be able to
continue.

Special Locations
SEVERAL special locations are
marked on the map. Each one is
described here.
Ambush Site: Very little is left of
the barge. While it was once a thing
of beauty and splendor, it is now a
burnt hulk, half-sunk in shallows at
the edge of the growth encroaching
on the canal. Several smaller boats,
in similar condition, can be found—
the pirates were very thorough,
cleaning everything from the bat-
tlefield that was useful to them. The
characters may be able to scrounge
a couple of swords and bows, but
neither food nor muskets are left
among the dead.
Woodcutter's Village: A com-
munity of Hill Martian woodcutters
lives in the swamp near the canal.
They are not associated with any par-
ticular city, keeping pretty much to
themselves in the swamp. The com-
MORE TALES FROM THE ETHER

ALTHAR IN HIDING
ONCE YOU FEEL the charac- "I thought you were killed!'' you
ters are sufficiently hungry, tired, exclaim, still fighting for conscious-
and lost, and they are within the ness.
area marked Althar on the map, "I thought the same of you. How
present this encounter to them. did you get here, human?"
Staggering lost through the Althar will go on to explain his ac-
marshes, splashing waist-deep tions, how he and Lord Braltar de-
through the stinking, filthy waters, vised a plan to draw the pirates into
you collapse from exhaustion an ambush so that Althar could fol-
against the tangled roots of a slimy low them to their camp. He is now
black tree. Half delirious with hun- awaiting reinforcements from Thalia
ger, you hang onto those wicked- and hopes to strike in just a few days.
looking roots for what could be Here the characters should inter-
minutes or hours—you just can't rupt, interjecting their knowledge
tell. Suddenly you see soldiers all that the camp is about to be moved.
around you—Canal Martian sol- Any attack against the pirate camp
diers. You're convinced it's an il- will have to be made soon, in one day
lusion as you finally succumb to at the latest!
your fatigue and lose conscious- Althar has a force of 25 soldiers
ness. armed with rifles. He also has
When you awaken you are on a enough rifles to arm the humans, but
makeshift cot in a tent and are be- no more. The characters should point
ing tended by a Martian soldier. out that at least 50 Martian prisoners
You recognize him as one of the are back in the pens; if they could be
guards on the barge just as Althar freed and armed, they could triple
comes through the door. Althar! Althar's numbers!

munity collectively barters its wood have burnt their village once, so 40 years ago when his female left
with canal boats that stop at a there is no love lost between them. him for another Martian. Wivin has
designated spot once every few Referee: If they can be acutely per- gone quite mad since then. Nonethe-
weeks. suasive, the characters might be able less, he still knows how to catch food
The community consists of 10 to gain the woodcutters as allies and keep himself comfortable in the
families with 20 men (hill brave against the pirates. swamp.
stock NPCs, armed with axes). They Hermit: A mud hut can be seen on Wivin has never seen a human and
have never seen a human before. The a small hillock jutting slightly above will act as if the characters are new
leader is a strong Martian named the surface of the water. The char- members of the fantasy world he has
Grunth, who will be wary of the acters notice the warm glow of a fire created for himself. He will acknowl-
aliens but will also be sympathetic to and the welcome smell of roasting edge the existence of the characters,
anything starving in the swamp. He meat coming from within the con- but will slip in and out of his fantasy
will gladly listen to what the humans fines of the hut. world—he is useless as a source of
have to say. The characters have stumbled information. The characters will, at
The woodcutters have had several upon the abode of Wivin Scurch, a best, be able to gain a couple of days
skirmishes with the pirates. Pirates very old, extremely eccentric Canal worth of food from poor Wivin's
have taken a few of their women and Martian who gave up life in the city stores.

GDW
CAUGHT IN THE MIRE

animals, since there aren't enough Prisoner Pens: The same prison-
RETURN boats for the move. Such is the ers are in these pens as when the
TO THE PIRATE CAMP general state of the camp when the characters left them. They are
TARK IS JUST about to move his characters and Althar arrive. underfed and demoralized, but they
entire camp further back into the Specific locations within the camp will anxiously cooperate with any
swamp, so everything is in a state of are described below, together with plan to free and arm them against the
chaos. The treasures from the barge the total number of Hill Martian pi- pirates. Fifty Martian soldiers are
have been crated up for transport, rates in that area at the time of an here, plus Orthir. There are also
and a herd of wild ruumet breehr has assault. Tark's entire command con- three pirate guards.
been captured to be used as pack sists of 150 pirates. Armory Tent: This tent has been
PIRATE CAMP

KEY
Tent
Brush

Swamp

Boats

6 ft.
MORE TALES FROM THE ETHER

emptied, but the weapons are crated and timber. Although the camp is not
up just outside it. Only 20 muskets guarded, at least 60 of Tark's pirates Attack By Night
with ammunition are here, but there will be here at the start of the attack. SHOULD ALTHAR deem it wis-
are plenty of sabers and great swords Mess: What food is available is er to attack by dark of night, the
for the taking. The tent is guarded prepared here. Twenty pirates will number of pirates will be divided up
by two pirates, and five more pirates be in the mess area. into the following groups in these
are working in the immediate area. The Herd: A great many pirates locations.
Tark's Tents: Tark and his gen- are now concerned with the handling • Prisoner Pens: 3 guards.
erals have constructed a perimeter of the newly acquired ruumet breehr. • Arsenal Tent: 2 guards.
with their tents, holding council in Twenty of these pirates will be • Tark's Tents: 5 guards, 5 sleeping.
the center. Fifteen pirate guards sur- located here. • Main Encampment: 5 guards, 114
round these tents. Boat Dock: The boats are being sleeping.
Main Encampment: The bulk of loaded down with booty and supplies • Mess: 2 guards.
the swamp pirates reside here, either from the camp. Twenty-five pirates • The Herd: 5 guards.
in tents or in shacks made of brush are presently at work here. • Boat Dock: 10 guards.

Tark (Veteran NPC)


BORN OF HILL Martian from the cities). Tark has had to
parents on the Zephyrian Plain, demote several key officers because
Tark ventured forth at a very young they would not be silent, and now he
age in search of glory. He served, is in good graces with his men only
for a time, as a mercenary, first in because the raid was a success.
Aeolia and then in Sekoor, perfect- Tark has no love of the swamp
ing his mastery of the gashant and pirates and sees this as merely
the great sword. As an adventurer another in a continuing series of
he has travelled widely among the episodes in his adventurous life.
equatorial cities of Mars, making Once a battle begins going poorly for
fortunes and losing them just as the pirates, Tark will very quickly
easily. He first teamed up with the slip into the swamp and make good
swamp pirates while in desperate his escape.
need of gainful employment. Since Motives: Adventure, Greed.
then he has moved efficiently to a Appearance: Tark's lean build
position of leadership, so he figures belies his tremendous strength. He tion of the brown hair on Tark's
he'll stick around, at least for a seldom wears more than his loincloth back was permanently burnt away
while. and breast jerkin, but occasionally in some previous adventure. He is
His spies in Thalia alerted him he dons more "pirate-like" attire for shrewd and exudes confidence and
to the barge expedition, and his the benefit of his men. A good por- strength.
greed would not let him pass up the
opportunity. Quarrels among his Attributes Skills
pirate lieutenants broke out at the Str: 3 Fisticuffs 3, Throwing 3, Close Combat 4 (bashing weapon)
presentation of the ambush plan Agl: 3 Stealth 2, Marksmanship 4 (bow)
(many feeling the losses would be End: 3 Wilderness Travel 3 (foraging)
too heavy, no matter what the Int: 4 Observation 3
prize, and that such an ambush Chr: 3 Eloquence 2
would bring serious retribution Soc: 5 Riding (gashant 3, ruumet breehr 2)

GDW
CAUGHT IN THE MIRE

pirate camp in secret, avoiding the in a commanding position before the


SCENES OF BATTLE patrols and guards at its perimeter. pirates know what is going on!
BASED ON information from the The prisoner pens are the key, in his
human characters who have been in- opinion. The Martians inside make Running the Battles
side the pirate camp, Althar sees no a considerable fighting force, provid- THE INITIAL SCENES of the
choice other than to initiate combat ed they can be freed and armed. battle are on a small enough scale to
as quickly as possible. A reinforcing Althar proposes to send in a select be role-played. Each of the four in-
battalion of soldiers is en route from force to secure whatever weapons the itial raids is covered here. Humans
Thalia, but it is not expected for pirates can provide, and then secretly will most likely be involved in some
several days. Althar is convinced that release the prisoners and distribute of these raids, but the players may
he may not be able to destroy the pi- the arms. And additional raids are wish to play the Martian NPCs when
rates with the forces at hand, but he planned to disrupt the pirates' boats no humans are present. In effect,
may shake them up and disperse and their newfound herd of ruumet allow the players to be Althar, de-
them for the time being, bloodying breehr. Maintaining secrecy for as ciding how many soldiers are pres-
their noses on their own turf. long as possible is the key—once the ent at each scene, and running all the
Althar's plan is a simple one. Ob- pirates are alerted, the real fighting characters as necessary. All four of
viously, he will need to penetrate the begins. Althar wants his men to be the raids take place simultaneously.

Prisoner Pen Raid


THE PCS approaching the you hear, "Look out!'' Three more
prisoner pens will have an added pirates are on their way up the
complication—they will arrive as path, and the guard you were about
Weapons Raid the guards are about to change, so to take out whirls and knocks you
THE TEAM must sneak into three additional pirate guards will down with his musket. Cries for
the camp through the brush to ap- arrive to mess things up. The prob- help stir the prisoners, and, no
proach the weapons tent, the lem can be presented as follows. doubt, the sleeping pirates.
location of which can be pin- The prisoners all appear to be The prisoners will be able to
pointed by the human characters. asleep when you creep up to the enter the fray, especially if Althar's
Many of the weapons available pens. The three guards are in men hack through the ropes and
are already crated up. The guards place, just as they were when you bars of the pens. They are un-
are awake and alert, but other- were held there several days ago. armed, but the sheer strength of
wise will present no surprises. A Quietly you sneak out from behind numbers should bring the battle to
total of 20 muskets and about 100 the brush, dagger in hand, ready a quick conclusion. It is certain that
great swords and sabers are in to dispatch one of the unsuspecting many of the pirates have been alert-
and around the tent. guards, when from down the path ed after the ruckus at the pens.
MORE TALES FROM THE ETHER

Boat Raid
THE BOAT guards are all asleep
and can easily be taken prisoner, pro-
vided the approach is made quietly
enough. Once the area is secured,
Althar wants as many of the boats
destroyed as possible. A Martian
with an ax will be able to destroy a
boat in three turns. Those with torch-
es can set a boat aflame in one turn.
After five turns, pirates from the
main encampment will begin arriv-
ing through the entry area at the rate
of one-half of a die's worth per turn.
The battle will be among the most
fierce, as the pirates struggle to es-
cape and protect their livelihood.

RESOLUTION
YOU MAY JUDGE the out- force. Tark will do the same, but will jewelry, or other artifact presented
come of the attack by the results of disappear into the swamp if things go with great ceremony by the lords
the four scenes described. For in- badly for the pirates. of Thalia. The PCs now have val-
stance, if only one or two of them The humans will be congratulated uable contacts in the region. Re-
go well, the battle will probably go for helping rid the swamp of pirates, wards from British officials will be
to the pirates. If three or four go and Thalia will, in turn, welcome less tangible, but no less valuable.
well, the pirates will probably be more British contact. The diplomatic service will be im-
disbursed into the swamp, likely In more concrete terms, each char- pressed with the PCs' performance
without their boats or weapons. acter will receive a gift of £50 value, and more inclined to trust the group
You may use the map of the en- with the leader and any heroic char- with sensitive missions. Likewise,
tire camp to play out the battle. acters receiving more. This can take contacts with governmental depart-
Althar himself will lead his main the form of a unique gem, piece of ments will prove useful.

Ruumet Breehr Raid


THE RUUMET breehr are cor-
ralled near the main encampment,
where many pirates lay sleeping at
the late hour of the attack. The ruu-
met breehr are still half wild. Al-
thar's Martians can easily disrupt the
ruumet breehr, forcing them to stam-
pede through the main encampment.
In the confusion, the Martians may
get into better position before the
pirates realize an attack is on.
GDW
THE LURKER IN THE MOOR

of the Mylomeroen Swamp. Once


the group has reached this locale, the
adventure proper can start. The
referee can read the following nar-
rative section to begin.
Your vessel is gliding smoothly
through the chill upper air of Mars,
The Lurker in the Moor far above the dry plains. Far to the
south, the rocky Astusapes Moun-
tains stretch across the horizon. But
MARS IS TYPICALLY thought and stranger creatures along the way. to the west, north, and east you see
of as an arid planet, locked in the Eventually, just after discovering the only parched flatland, broken occa-
throes of a slow death from want of blossoms' location, their beautiful sionally by ranges of sere hills.
moisture. But oddly enough, in a few young guide is carried off by a large, From your high vantage point, you
locations on Mars, this image just ferocious beast—the dreaded knoe can also view a network of canyons
does not hold true. One of those shoshu. that lies just a few miles to the east
regions is the vast Mylomeroen The PCs track the knoe shoshu to of your position—mute testimony to
Swamp that lies to the northeast of its lair, where they find their the plentiful water that flowed
Syrtis Lapis, the British Crown Col- beautiful young guide surrounded by through this region in ages past. The
ony. In this adventure, your player over a dozen more beasts. In a canyons cut through the rock of the
characters will have the opportunity desperate gamble, they burst into the planet's surface, laying bare the
to brave the dangers of that vast creatures' midst, grab the girl, and strata of red and brown stone be-
moor as they pursue the fame and flee with her, pursued by the enraged neath.
fortune to be gained in the capture creatures. As you watch the canyons slip by
of a rare blossom. Finally, they evade their pursuers beneath your vessel, the noonday Sun
and return to more civilized climes, suddenly winks from a shiny surface
REFEREE'S SYNOPSIS gaining renown for their gallantry, low on the wall of a particularly
WHILE TRAVELLING some- as well as wealth for the blossom's large crevasse. From the looks of the
where near the northern reaches of discovery. flash, the object must be either glass
Syrtis Lapis or the southern border or some untarnished metal, neither
of the Umbran League (whichever A Fool's Ambush of which has any business lying in a
suits your campaign best), the player IT IS EASIEST to referee this por- canyon this far from civilization.
characters are attacked by a band of tion of the adventure if the player Perhaps an aerial flyer has crashed
aerial pirates. After defeating their characters are travelling by some sort recently, leaving survivors to be
attackers, the PCs discover a young of aerial flyer. If the PCs do not own rescued or cargo to be salvaged! Or
woman whom the pirates held as hos- such a vessel, you may wish to give maybe the flash marks the dwelling
tage, and an orchid-like flower of them some reason to purchase of some hitherto undiscovered race
unusual beauty and fragrance. The passage on one before this adventure of Martians!
plant is withering, but the girl con- begins. Also, the PCs will need some Thoughts of treasure to be claimed
vinces the PCs of its value and ex- reason to be travelling near the and fame to be won fill your mind as
plains that she can lead them to the Mylomeroen Swamp. They might be your ship begins to descend.
one spot where more of them can be voyaging to or from the cities of the What the players do not know is
found. Umbran League, or they could be that the flash of reflected sunlight
Following the young woman's patrolling the northern borders of the came from a large bronze mirror on
guidance, the party members work Astusapes Highlands, for example. an adjustable pedestal, just recently
their way deep into the Mylomeroen Whatever the reason, it should take placed here by pirates to lure pass-
Swamp, encountering strange people them within a couple hundred miles ing ships into an ambush. As the
MORE TALES FROM THE ETHER

PCs' vessel descends into the canyon capabilities of the PCs' ship). If you should roll your dice out of the
to investigate, a pirate vessel ascends are using ships from the role-playing players' sight, and if the players are
from its hiding place in a nearby cre- rules and the PCs have a Bloodrun- having a bad time of it, have the
vasse. By the time the adventurers ner or Small Bird, give the pirates a pirates take an extra round to reload
discover the mirror, the pirate vessel Small Bird. If the PCs have a a weapon or two now and then. If
will be hanging in the air above Hullcutter or Aphid, give the pirates necessary, you might even have to
them, preparing to fire. a Hullcutter. If the PCs have a "fudge" a die roll once in a while
Whether the referee uses the basic Whisperdeath, give the pirates one as if the rolls are going against the PCs.
Space: 1889 rules or those in Sky well. If the PCs have something Remember, the PCs need to shoot
Galleons of Mars, this portion of the other than one of the vessels men- the pirates down and search their ship
adventure will involve ship-to-ship tioned above, give the pirates a in order to begin the next part of the
combat. A map of the combat area vessel that is roughly equivalent. adventure.
is included on this page. The PCs' At the onset of this combat, the Note: If it seems that the PCs
vessel begins the combat at point players should be sweating. Not on- might decide to turn tail and run at
A—ground level. The pirate vessel ly does their enemy have a ship that the very beginning, you might wish
begins at point B—low level—and nearly matches theirs in fighting to have the pirates get a "lucky" hit
gets one free turn to fire before the capability, he also has the drop on on their ship's lifters, forcing them
PCs can prepare their own weapons. them, as represented by his higher to follow the course of the canyon
From that point on, combat proceeds altitude and his free turn of fire. they started in for a round or two.
normally. What the players should not know If you are careful to ensure that the
In setting up the scenario, the ref- is that the pirates have a Green crew pirates take some serious damage just
eree will have to decide on a vessel and are also a little inept in their afterward, thoughts of turning tail
to use for the pirates (based upon the handling of the ship. As referee, you will likely flee the players' minds.

KEY
FOOL'S AMBUSH
A. - PCs' ship
B. - Pirate's ship
- Low level

- Very low level

- Ground level

The map scale is 200 yds per hex


GDW
THE LURKER IN THE MOOR

of mail, a case with three Springfield mine that she has taken no serious in-
THE HOSTAGE rifle-muskets (see Muzzle-Loading juries. In the absence of a successful
ONCE THE PCs have shot the pi- Rifle under Equipment in Space: Medicine roll, Miss Van Warren will
rates' vessel out of the sky, they will 1889) without powder or bullets, a awake naturally the next morning,
have an opportunity to search it. If carefully wrapped but slightly with- little the worse for wear.
any of the pirate crewmembers were ered orchid-like flower of remarka-
still alive at the end of the ship-to- ble beauty and delicious aroma, and Miss Van Warren's Story
ship combat, they will be grabbing a young American woman gagged ONCE EMILIE Van Warren
food, water, and personal weapons, and bound in the main cabin. awakens, her first reaction to the
and fleeing into the rocky terrain as The lady is Emilie Van Warren, PCs' presence will be a cautious ex-
the PCs land. As referee, you might daughter of Dr. David Theodore Van pression of thanks for rescuing her
wish to have a few of the pirates still Warren, an American botanist of from the pirates. She will then ask
on the wrecked ship when the PCs some note. When the PCs first dis- what the group's plans are for her.
board, to give them someone to com- cover her, they will find her uncon- As the PCs' heroic natures reveal
bat. scious from the buffeting she suf- themselves in their initial conversa-
In searching the ship, the PCs will fered during the crash of the vessel. tions with her, she will relax into a
find 40 man-days of food and water Anyone who succeeds at an Easy more misty-eyed expression of grati-
stores, £120 worth of coins and task against Medicine will be able to tude, but she will no break down in-
cheap jewelry, a few papers, a suit rouse the young woman and deter- to hysterical sobs of relief. The ref-

Emilie Van Warren (Green NPC)


EMILIE VAN WARREN is the gain the fame that she believes it
daughter of an American botanist, deserves.
Dr. David Theodore Van Warren, Motives: Adventuresome, Knowl-
and is also a fairly knowledgeable edge.
botanist in her own right. She is a Appearance: Emilie Van War-
very pleasant young woman who is ren is a slim young woman in her
devoted to the advancement of mid-twenties. She is of moderate
knowledge and who knows that this height, with dark hair that always
makes her somewhat unusual for seems about to slip from the loose
the age in which she lives. knot she keeps it pinned up in at the
Miss Van Warren is quite capa- back of her head. She has dark
ble of suffering through whatever Att. Skills brown eyes that reveal a quick and
hardships might be necessary to Str: 1 Close Combat 1 (bashing deep intelligence, as well as a
achieve her goals (as is evidenced weapon) steady determination.
by her survival through the terrors Agl: 3 Stealth 2, Marksmanship Although she is generally quiet
that destroyed her father's last ex- 2 (pistol) rather than outgoing, and although
pedition, in which he explored End: 2 Wilderness Travel 2 she does not spend the time primp-
much of the Mylomeroen Swamp (mapping) ing the way other young women
and discovered an orchid-like flow- Int: 5 Observation 4, Science 3 might, she has an unconscious
er of unusual beauty). Miss Van (biology), Linguistics 1 grace and a natural beauty which
Warren is completely determined (Koline) make themselves very evident to
to mount a new expedition to col- Chr: 6 Eloquence 5 most members of the opposite sex,
lect living specimens of that plant, Soc: 4 Riding 3 (horse 1, camel often to Miss Van Warren's cha-
so that her father's name might 1), Medicine 1 grin.
MORE TALES FROM THE ETHER

eree should work to convey to the bloom's beauty and perfume would Through it all, Emilie sat stunned
players the sense that Miss Van War- make it prized on Earth, and if it at her father's ignominious death.
ren is a very self-controlled young were cultivated and marketed, the When the pirates prepared to toss her
woman who has recently been resulting funds could finance the doc- father's orchid back into the swamp,
through a hellish experience. The tor's continuing study indefinitely. however, her cries of outrage at this
story that she then reveals to the With these high hopes, the expedi- desecration of the doctor's final
group will substantiate that impres- tion prepared to leave the swamp. discovery convinced the scoundrels
sion. of the plant's potential worth, and it
The significant events of that story was saved.
follow. Dr. Van Warren, her father, Over the next eight days, the brig-
came to Mars to do comparative ands headed north through the fens,
work on the relationship of Terran intent upon reaching Meroe with
and Martian flora. A widower, he their newfound treasure. During this
did not want to be separated from his time, Emilie learned a smattering of
only living relative through the many the Koline trade tongue from them,
months necessary for this study, so enough to instruct them in caring for
he brought her along as a research the plant her father had given his life
assistant—she is a well qualified to bring to light.
botanist. Shortly after their arrival at Then, as they neared the swamp's
Syrtis Major, the doctor developed northern boundary, fate took another
a fascination for the few major strange turn as the swamp pirates
swamplands of Mars, theorizing that were attacked by pirates from the air.
they might yet hold plant life from During the night, however, disas- Again, Emilie watched the slaughter
the planet's earlier ages of develop- ter struck. Half the expedition was helplessly, and again she and her
ment. So he put together an expedi- carried off in the darkness by hideous father's orchid were preserved. She
tion to the Mylomeroen Swamp, one shapes, and the other half (including spent just two days as a captive of
of the two major stretches of marsh the doctor and his daughter) escaped the aerial pirates before they were
and bog within safe reach of the only by fleeing blindly into the night. destroyed in their attempt to ambush
British Crown Colony. Emilie in- The next morning, these survivors the PCs.
sisted on accompanying him, despite discovered that they were hopeless- Through it all, Miss Van Warren
rumors of piracy in the region. ly lost. But casting out in what they has held up pretty well—she is made
At first, the expedition went bet- believed to be a southerly direction, of stern stuff. The flower, however,
ter than could have been hoped—the they began to work their way through cannot recover. When Emilie dis-
doctor quickly established friendly the swamp. covers this, she will do everything
relations with a few local villages of For three days, they toiled along within her power to convince the
swamp dwellers, and he discovered with no idea of their location. Then, player characters to mount another
various types of exotic plants. Within in the evening of the third day, a sec- expedition into the Mylomeroen
a fortnight, the doctor catalogued ond calamity occurred. Without any Swamp to retrieve more specimens.
over 1000 different species for later warning, swamp pirates attacked the If the PCs wish to return to a city first
study. Then, in a remote location, he party and slew everyone except the to outfit themselves, she will agree.
came across a stand of orchids (one girl, whom they held for sale into Under no circumstances, however,
of which the PCs found on the slavery. As they took possession of will she tell the PCs how to locate
wrecked aerial flyer). He spent two the expedition's boats, the pirates the plant—she insists upon coming
days studying them before taking a unceremoniously dumped the bodies along as guide, explaining that she
sample and declaring his intent to of their victims over the sides into the remembers important landmarks to
return to Syrtis Major with it. Both water, along with anything of no im- guide the party to the orchids' lo-
he and his daughter agreed that the mediately apparent value. cation.

GDW
THE LURKER IN THE MOOR

This vast marshland measures has sunk out of sight into the soften-
THE MYLOMEROEN SWAMP roughly 400 miles from north to ing ground. The original canal can
AT SOME POINT in ages past, south and 250 miles from east to now only be seen during the low flow
the long stretch of canal between the west, and it covers almost 90, 000 season. Traffic between Meroe and
Free City of Mylarkt (located ap- square miles. It is home to numerous Mylarkt follows the main water-
proximately 400 miles northeast of exotic species of plants and animals, course as it would a normal canal.
Gorovaan) and the Umbran League's as well as to a number of poor Canal From the main watercourse stretch
city-state of Meroe suffered exten- Martian settlements. Inhabitants of secondary waterways that twist deep
sive damage along much of its the area typically dwell there for one into the body of the swamp. Like the
length. Some scholars suggest that of three reasons: Some cultivate main watercourse, these secondaries
the area might have been the focal saafel, a kelp-like plant with fleshy remain relatively constant in their
point of a severe earthquake, and pods that serve as a food staple; paths over the years. It is along these
they point to a few toppled ruins in others fish or trap in the rich waterways that the permanent farm-
nearby cities to support their conten- backwaters of the region; and many ing and fishing villages have sprung
tion. Whatever the cause of the dam- are brigands. up, and some trade occurs between
age, however, neither Mylarkt nor these villages and the larger Martian
Meroe has ever had the resources Terrain Features cities outside the swamp.
necessary to repair the breaches. THE FIRST THING that strikes a Beyond these secondaries lie the
These breaches have allowed wa- visitor to the swamp is the prolifera- regions typically called "the back-
ter to spill out freely into the terrain tion of wildlife. Perhaps nowhere waters. " Here the terrain changes
to either side of the canal. But unlike else on Mars is the foliage so thick constantly in response to the effects
other damaged canals that dried up or the creatures so numerous. of the current and plant growth.
once their integrity was broken, the Next, the observer will note the What is relatively solid ground with
Mylomeroen stretch remained a vi- extreme haziness of the atmosphere. thick vegetation today may be
able watercourse and turned the ter- Although Martian skies tend to be washed out completely tomorrow.
ritory for hundreds of miles around wonderfully clear elsewhere, over On the other hand, what is a tertiary
into a vast swamp. Water from the this vast tract of steaming vegetation watercourse today may be blocked
relatively nearby northern polar ice the air is generally filled with water by debris tomorrow. But the changes
cap joined with occasional run-off vapor, ranging from a light haze to in terrain are especially dramatic
from the Astusapes Highlands and a dense fog. For this reason, it is fair- when viewed over the course of
spilled from the canal into the natural ly easy to become lost when travel- several seasons. Occasionally the
basin between Mylarkt and Meroe, ling off the main watercourse. ruins of ancient sunken villages are
creating the Mylomeroen Swamp. Over the centuries the canal itself even brought to light during low flow
as the water recedes.

THE VAN WARREN ORCHID Travelling in the Swamp


THE VAN WARREN orchid is a native flower that grows in select WHEN THE PLAYER characters
locations in Mars' few swampy regions—perhaps only in the Mylome- enter the Mylomeroen Swamp to
roen Swamp. It is a bulbed plant with a beautiful bloom that begins begin their search for the Van War-
with a deep red color near the stem and fades to an ivory tone near ren orchid, they will have to do so
the petals' edges. Inside this blossom stands a stamen that is a glossy by boat. Their guide, Emilie Van
blue-black. Warren, is familiar with the land-
The flower gives off a strong, sweet scent that is very relaxing to marks only from the ground level,
humans, chasing away minor pains and fatigue, and lending a sensa- and in any case, the mists in the air
tion of general well-being. It is possible that the plant may be of some prevent clear view of the landmarks
use in human medicine, but that remains to be discovered. from above.
The map shown on page 23 illus-
MORE TALES FROM THE ETHER

trates the layout of the swamp. On exception that as long as the PCs are in the swamp. (If the referee wishes
it, the main watercourse, the second- following a primary or secondary to keep track of such things, he can
aries, the permanent villages and watercourse, there is no chance of even reroll if the PCs have not left
pirate camps, and the location of the becoming lost. (Note that the referee the swamp but have been away from
Van Warren orchid bed are all indi- will be using Emilie Van Warren's a particular hex for more than two
cated. Blank hexes on the map (all skill in Wilderness Travel (mapping) weeks. )
hexes except major or secondary wa- to attempt to retrace this route, not Once per day, the referee should
terways) indicate backwater areas the skill of any of the PCs. ) roll for a possible encounter, as in
that change often with the effects of Each time the group encounters a the Space: 1889 rules, but the en-
water level and current. Also indi- blank hex, the referee should roll on counter chart later in this adventure
cated on the map is the path of travel the Backwater Terrain Table below should be used instead of the one in
that Dr. Van Warren's party took in to determine what type of terrain fills Space: 1889. In addition, any per-
exploring the swamp and discover- the hex. And if at any point the PCs manent villages or permanent pirate
ing the orchid—it is the path that leave the swamp entirely for more camps that the PCs run across should
Miss Van Warren will try to follow. than two weeks' time and then later be treated as planned, stationary en-
Movement is conducted as in the reenter a backwater hex that they counters, as should their discovery
Water Travel and Explorations sec- have been in before, the terrain type of the Van Warren orchid bed. De-
tions of the Space: 1889 rules book should be rerolled. This is to repre- scriptions of these encounters are
(pages 116-17 and 122-23), with the sent the constant changes that occur also located later in this adventure.

DEALING WITH BACKWATER TERRAIN


tion in this area is similar to that of is encountered. When travelling
BACKWATER TERRAIN dry ground but often hides spots of this way, the hex should be treated
1D6 soft mud or even quicksand. Travel as 15 miles of travel, divided even-
Die Roll Terrain Type through this hex must be by foot. ly between water and land travel.
1 Dry Ground And due to the need to search for Mainly Water: This hex con-
2 Moor firm footing, passage through this sists primarily of large pools and
3 Intermittent Water hex should be counted as 20 miles of watercourses, broken occasionally
4 Mainly Water foot travel. by bars of ground and dotted with
5 Mainly Water Intermittent Water: This hex is islands. Vegetation is similar to that
6 Completely Flooded divided about evenly between water in intermittent water. When travel-
and marshy land. Copses of cypress- ling by boat, it is fairly easy to find
Explanations like trees dot the area, and water a way around any dry ground in
Dry Ground: This hex may be grasses grow very tall. It is possible this hex; therefore, it should be
traversed on foot in any direction. to traverse the hex either complete- treated as 15 miles of water travel.
The ground is solid enough to sup- ly on foot or completely by water. It is impossible to traverse this hex
port men carrying heavy loads, To do so, a traveller should wind on foot.
with very few boggy tracts to work back and forth across the hex, look- Completely Flooded: This hex
around. Vegetation consists pri- ing for the best pathway there. Roll is completely covered by water. In
marily of knee-high grass and light lD6 x 10 for the number of miles some places it may be shallow
brush. Treat passage through this this hex represents due to this wind- enough for grasses to protrude
hex as 10 miles of foot travel. ing travel. above the surface, but in general
Moor: This hex consists of very The other way to traverse this hex the hex can be treated as a lake.
marshy ground with occasional is straight across, travelling by boat Travel must be by boat, and the hex
small pools of water. The vegeta- when in water and on foot when land counts as 10 miles of water travel.

GDW
THE LURKER IN THE MOOR

built upon poles sunk into the banks captives they take who have no ran-
SWAMP ENCOUNTERS of a watercourse. During the two som value.
ENCOUNTERS THAT the PCs flow seasons of the year, their floors Two things prevent these pirates
will have in their exploration of the are about six feet above the bank's from becoming a real threat to cities
Mylomeroen Swamp will fall into surface, right at the water's edge. outside the swamp, however. The
two broad categories. The first con- During low flow, the water level in first is that they are so universally
sists of encounters indicated on the the swamp can drop drastically, and hated that it is not uncommon for
map on page 23—things such as per- the water's edge may retreat as much even cities that are traditional ene-
manent villages, permanent pirate as 25 or 30 feet from the homes. And mies to cooperate in hunting out
camps, and the location of the Van during flood, the waters often reach these bandits and executing them.
Warren orchid. The second includes floor level or slightly higher. The second is that as the dregs of
random events that will occur to the A typical village will consist of 10 Martian society, swamp pirates rare-
PCs in the backwater regions of the to 20 homes arranged along one bank ly have better than mediocre fighting
swamp. Events in the first category, of a watercourse, with perhaps half skills, and their ability to organize is
invented encounters, are explained a dozen canoes tethered to each poor. Therefore, they remain little
on this page; random encounters are building's legs. An extended family more than a nuisance to merchants,
described on pages 24 and 25. lives in each home. The family usual- explorers, and swamp villagers.
ly consists of a male, his spouse, his If the PCs stumble across a swamp
INVENTED ENCOUNTERS sons, their spouses, and his grand- pirate camp, they will notice that the
AS THE PCS RETRACE the path children. Often a widowed brother camp consists of a pitiful collection
of Dr. Van Warren's ill-fated expedi- or sister of the family leader will live of up to a dozen hovels and lean-tos,
tion, they will come across a number there as well. Female villagers tend housing about 60 pirates. Several
of permanent villages, primarily to fish and harvest the ubiquitous canoes will usually be close by, about
along the secondary waterways. It is saafel, while males hunt wildlife and one for every six pirates. And a quar-
also very possible that they might gather less accessible plants. rel will often be in progress.
stumble on a swamp pirate camp if The inhabitants of swamp villages The best way to deal with a swamp
they make a wrong turn. Finally, to are usually very suspicious of strang- pirate camp is to avoid it. However,
complete the adventure, they will ers at first because of their hatred for if a battle must be fought, it is best
have to discover the growing swamp pirates. But once they have to attack the pirates ferociously, in
grounds of the Van Warren orchid. determined that the strangers are not hope of breaking their morale.
Each of these invented encounters is swamp pirates, however, the villag- Van Warren Orchid Bed: The
described in detail below. ers are exceedingly hospitable. It is terrain in this hex falls under the
Permanent Village: The PCs not uncommon for visitors to leave category Intermittent Water, as was
come upon a permanent settlement of feeling humbled or shamed by these described previously. In this hex, the
Canal Martians in the Mylomeroen poor people's generosity. PCs will find a very small island with
Swamp. These Canal Martians are Swamp Pirate Camp: Swamp a thick copse of vine-covered trees.
very poor in comparison to those liv- pirates are uniformly the most de- The Van Warren orchid flourishes in
ing in or near the major cities. They spicable creatures that Mars has ever the marshy ground in the shade of
subsist on fish and local plants, along produced. In general, they are es- these trees.
with bread made from saafel. This caped convicts, renegades, and other It is fairly simple to dig up a few
saafel bread not only serves as the outlaws so hated by other Martians of the plants and wrap them in burlap
staple of these villagers' diet, but it that they have had nowhere else to for the return trip.
is also considered something of a del- hide but in the swamps. The cruelest Just after the PCs find the orchids,
icacy in the cities of the Umbran of their numbers tend to become their however, the knoe shoshu will strike,
League and therefore serves as a leaders, and swamp pirates are no- dragging Emilie Van Warren off to
trade item. torious for ambushing merchant par- its lair (see The Lurker section on
The homes of these villagers are ties, then brutally slaughtering all the page 26).
MORE TALES FROM THE ETHER

GDW
THE LURKER IN THE MOOR

ing to drag him over the side into the


RANDOM ENCOUNTERS water.
AS THE PLAYER characters ex- RANDOM If the character is in a canoe, the
plore the Mylomeroen Swamp, they ENCOUNTERS canoe will be capsized by the weight
will most likely have a number of 2D6 of the snake, and all its occupants and
random encounters. At the beginning Die Roll Encounter cargo will be tossed into the water.
of each day, the referee should roll 2 Quicksand Characters without Swimming skill
to determine if a random encounter 3 Swamp Pirates can cling to the overturned canoe but
occurs. On a roll of 1, 2, or 3, an 4 Green Koko are dependent upon others to rescue
encounter occurs. On a roll of 4 or 5 Ruumet Breehr Herd them. Characters with Swimming
5, the party has a chance of becom- 6 Stinging Flies skill, however, can try to turn the
ing lost—make a Moderate roll 7 Lurker canoe upright. To do so requires a
against Emilie Van Warren's skill at 8 Native Hunters Formidable roll versus their skill.
Wilderness Travel (mapping) to de- 9 Cissawaan After combat with the green koko is
termine if they are lost. If the party 10 Temporary Village resolved, the PCs can try to recover
is lost, the referee should move them 11 Strangle Vine lost cargo. Roll 1D6 x l0 for the
one hex in a random direction at the 12 Ancient Ruins percentage of cargo recovered (the
end of the day. referee chooses exactly which items).
If an encounter is to occur, the Ruumet Breehr Herd: The PCs
referee should roll on the Random discover a small herd of wild ruumet
Encounter Table on this page to breehr. If the adventurers are in a
determine what that encounter will water hex at the time, the beasts will
be. Once that is done, he can decide be wallowing in the shallows. If on
what time during the day the encoun- land, the beasts will be grazing.
ter will be most appropriate. (For ex- Ruumet breehr will not attack
ample, if "quicksand" is rolled, it unless they perceive a threat, but this
will not occur while the PCs are in may be as simple a thing as the PCs
a total water hex. ) approaching too close. If the group
wants to work its way around the
Random Encounter herd, add five miles to the travel
Descriptions distance for this hex (to represent
THE DETAILS OF the possible time spent looking for an alternate
random encounters are explained counter with pirates in small boats. course and cautiously watching the
below. Roll one die to determine the number animals to make sure they do not
Quicksand: One of the characters of boats involved; six pirates will be spook).
in the party has discovered quick- located in each. The pirates will try Stinging Flies: As the PCs pass a
sand—by falling into it. It is a For- to capture the characters to determine stand of tall water grasses, a swarm
midable task against Strength to get if they are ransomable, then plan to of viciously biting insects attacks and
out. But up to two other characters kill any who are not. pursues them for up to half a mile.
can roll as well, and the total of all If the pirates lose half their number The bites do no permanent damage,
three characters' rolls can be added in battling the PCs, the remainder but they are extremely painful, forc-
together for the task. If a character will flee. ing the PCs to flee almost blindly to
goes for more than two rounds with- Green Koko: While the PCs are get away from their tormentors. Roll
out succeeding at this task roll, he is travelling along a waterway, a green 1D6: On a 4, 5, or 6, the adventure
pulled under and drowns. koko darts out from nearby foliage, group becomes lost and wanders one
Swamp Pirates: As in the basic slips over the edge of their boat, and hex in a random direction before
Space: 1889 rules, this is an en- attacks one of their number, attempt- continuing the day's travel.
MORE TALES FROM THE ETHER

gled in a long, tough vine. As he


works to extricate himself, the vine
slowly twists itself about him and
worms tiny rootlets into his skin! If
he is not freed from the vine, it will
eventually drain him of all his vital
fluids.
To work free from a strangle vine
requires success at an Impossible roll
against Strength, but up to four char-
Lurker: Any player character who acters can roll and add their totals to
rolls less than his Observation on the victim's. Alternately, if the vine
1D6 will notice a dark shape in the can be severed from its roots, it will
surrounding foliage. The dark shape slowly relax its hold. But to do this,
has been following the PCs through- a character must make a successful
out the day (except when they are in Difficult roll against his Observation,
a dry ground hex). If they approach Cissawaan: The PCs spot a swarm followed by a successful Moderate
the lurker, it will disappear into the of cissawaans headed their way roll against his Edged Weapon skill.
surrounding terrain, only to return through the water. If the group acts It is possible for one character to at-
again later. quickly, it can avoid the voracious tempt this solution while several
This shape is a knoe shoshu; it has little beasts, but the referee should others struggle to pull the victim
been following the group to scavenge roll for a chance of the PCs becom- loose.
whatever it can from the PCs' leav- ing lost afterward, as under Stinging
ings. The purpose of this encounter Flies.
is to make the players edgy and to Temporary Village: On the banks
foreshadow the abduction of Emilie of a small watercourse, the PCs dis-
Van Warren after the Van Warren cover a small village of swamp
orchids are found (see The Lurker on dwellers (1D6 huts). If the PCs ap-
page 26). proach cautiously, with a great dis-
Native Hunters: The PCs come play of nonaggression, the villagers
across a group of lD6 x 10 native will speak with them and give them
men in a hunting party. If this event any necessary aid.
occurs on land, the natives are gath-
ering food plants; if it occurs on
water, there will be one canoe per
three natives, and they will be hunt-
ing water fowl with bows and a few
firearms.
In any event, the natives will be Ancient Ruins: A lifting of land
very suspicious of the PCs and will in this area has brought to light the
attack if approached too closely, un- ruins of an ancient canal village.
less the PCs are obviously in dire There is a 10-percent chance that the
need of help and have no intention PCs may find something of value in
of fighting. the ruins, such as a small barrel of
This event can be used by the ref- Strangle Vine: While the group is gold or silver coins, for example.
eree to restock the PCs' supplies or passing through a section of dense fo- Other possible finds are left to the
provide medical aid. liage, one of the PCs becomes entan- referee's imagination.

GDW
THE LURKER IN THE MOOR

fleshy tentacle whips around her tor- ground several times since they left
THE LURKER so and drags her down. Her terrified the secondary watercourse. This
ONCE THE PLAYER characters scream tears through the normal beast has injected Miss Van Warren
have discovered the location of the swamp sounds, leaving a stunned with its poison, and she has lapsed
Van Warren orchid and have ob- silence behind. into unconsciousness.
tained a specimen of that plant, the As you run for her, she disappears Chasing the Knoe Shoshu: If any
referee should run the next encoun- from your view. Her second scream member of the party has Swimming
ter. To begin, he may wish to read is interrupted by a loud splash. Curs- skill, the referee can let him chase
aloud to his players the narrative sec- ing, you reach the gap between the the beast as it flees. The knoe shoshu
tion below. trees just in time to see her dragged has a 15-yard head start and swims
The most difficult part of your under the surface of a waterway a another 10 yards each turn. A swim-
quest, it seems, is now over. Several few feet away. A large, dark shape ming character, of course, rolls dice
specimens of the Van Warren orchid tows her behind as it propels itself equal to his skill to determine how
now lie in the bottom of your boat, through the water. Crying for the many yards he covers per turn.
wrapped securely in damp burlap for others to follow with the boats, you The referee should run this chase
protection. shuck your boots and dive in after as a tantalizing event; it should seem
You brush your hands together to Miss Van Warren, praying that to the players that their characters
knock loose the dirt on them, and somehow you can overtake whatever have some chance of catching the
then you toss your tools back into the it is that has captured her. thing, but actually this encounter is
boat. designed to ensure that the beast gets
Passing your gaze over the hum- THE CHASE IS ON away. (It is important to the next part
mock to take stock of the other party WHAT HAS GRABBED Emilie of the adventure that the beast escape
members, you notice that Miss Van Van Warren is a knoe shoshu—a with Miss Van Warren. )
Warren has stepped through a gap large, deadly scavenger that haunts The knoe shoshu should lead any
between two trees and is bending the backwaters of Mars' swamp- swimming characters on a merry
over to examine something at ground lands. It is, of course, this creature chase for about 10 rounds before
level. You are just about to call out that the adventure party's members they catch it; it will then fight them
to her not to wander too far when a have glimpsed lurking in the back- for about two rounds, then it will
dive down deep, escaping from its
Piled Bones pursuers and towing Miss Van War-
ren behind.
Knoe Shoshu To ensure that the characters do
not lose the beast too early or over-
Hole in the roof take it too easily, the referee can use
the swamp terrain to good advantage.
Cane growth If the characters are quickly being
left behind, the referee can explain
Water that the waterway is broken by fre-
quent bars of land, forcing the knoe
Cave roofline shoshu to slowly drag its prey over
such places. Every time the beast has
to do this, the PCs can have a free
turn to roll their Swimming dice. In
other words, for that round, the knoe
shoshu will not gain any distance at
all, and the characters will be able
to close the gap somewhat. If the
MORE TALES FROM THE ETHER

characters are catching up too quick- bit of the young lady's clothing carry her out, or fight and kill all the
ly, however, the referee can explain snagged on vegetation (referee's op- knoe shoshus. Neither of these tasks
that the water they are in is very tion). After 12 successful rolls (not will be easy.
deep, and the beast keeps diving necessarily in succession), the group If they decide to try to sneak in-
down and changing direction. In each will discover the knoe shoshu's lair. side, they may either enter through
such round, the beast gets its normal the cave entrance or climb down a
10 yards of movement, but the PCs THE LURKER'S LAIR rope dropped through the hole in the
must waste the round peering about WHEN THE PCs discover the lair roof. The hole is eight yards above
until the knoe shoshu surfaces. (Since of the knoe shoshu, the referee can the cave floor. In one movement ac-
it does not wish to drown its victim, read them the following narrative tion, a character can descend a num-
it will not dive for more than a turn description. ber of feet (not yards) equal to the
without resurfacing. ) Pressing on along the trail of the roll of his Strength dice or climb up-
Finally, the PCs catch up with the beast that carried Miss Van Warren ward half that distance. For heavily
beast—the referee should be careful away, you come to a thick screen of burdened characters (such as one
that this happens in deep water. It tall grasses similar to Terran bam- character carrying another char-
will fight for about two rounds, boo. A few strands of long, dark hair acter), halve both those values again.
without releasing Miss Van Warren, hang from the cracked joint of one Once inside the cave, each time a
then it will dive away from its at- plant—the hair is obviously Miss Van character enters a new square, he
tackers and not resurface until it is Warren's. Poling your boat through must make a Moderate level Stealth
out of sight behind some nearby the cane, you discover the dark, roll to avoid waking the knoe sho-
vegetation. At this point the PCs will mossy mouth of a cave that stretches shus. If a roll is failed, the knoe
have to give up the chase and resort back into the side of what is obviously shoshus in the same square as the
to tracking the beast (see below). But a permanent island. The arched character will wake and begin attack-
they will have learned an important mouth is nearly 10 feet across and ing in the next turn; the character has
lesson about its fighting skill. is easily six feet from water level to the rest of the turn in which he failed
Tracking the Knoe Shoshu: After its top. Measuring the water level, the roll to conduct any action he
the knoe shoshu escapes from any you find the floor to the cave mouth desires. Once the first knoe shoshu
swimming characters (or if no to be three feet below the surface. begins attacking, however, the com-
characters had that skill to begin A few yards inside, the light be- bat will wake the remaining beasts,
with), the PCs will try to track the comes brighter, and you soon move and they will begin attacking one turn
beast through the swamp and follow through the bend in the passage. A later.
it by boat if they wish to rescue hole in the roof illuminates the in- If someone manages to sneak all
Emilie Van Warren. They can begin terior of the cavern beyond, reveal- the way to Emilie Van Warren's
by searching for signs in the direc- ing a space approximately 15 yards position and lift her up, she will cry
tion the beast was fleeing, making a in diameter. Toward the back, the out in her unconscious state, waking
Difficult level task roll once every 15 cavern floor rises above water level, all the beasts in the cave.
minutes (game time). A successful giving way to a sandy shelf. Once the party members have
roll means that the tracking character As you peer closer, your blood Miss Van Warren in their posses-
has discovered signs of a body be- runs cold. Miss Van Warren lies un- sion, they can attempt to escape with
ing dragged overland. conscious amid a pile of moldering her. They will first have to fight their
Once the first successful roll is bones and rotting clothing. Scattered way back to their boat, then flee from
made, further rolls can be made around her on the sandy shelf lie over the remaining knoe shoshus. The
every five minutes (game time), at a dozen knoe shoshus, dozing in the beasts will continue to pursue the
Moderate difficulty, and will reveal cavern's coolness. party until it has left the hex in which
either further signs of a dragged To get Emilie Van Warren out of the Van Warren orchid was dis-
body, a few drops of blood from the the cavern safely, the PCs will either covered. They will then give up
beast or Miss Van Warren, or a torn have to slip stealthily to her side and pursuit.

GDW
THE LURKER IN THE MOOR

a Martian swamp to make the exit wastes no time in taking the Van
LEAVING THE SWAMP play faster. And he can even ignore Warren orchid specimens to an ac-
NOW THAT THE player charac- any Lurker events, since it is likely quaintance who is skilled in cultivat-
ters have the plant they came for and
that the players have had their fill of ing exotic plants. During the few
have rescued the girl who brought knoe shoshus for a while. days he is working with the speci-
them, it is time to leave the swamp- But if even this level of detail mens, the referee can guide the play-
lands. The referee should not dwellbegins to bog things down, just skip er characters through some minor ad-
on the events of the return journeythe exit from the backwaters and pick ventures in town.
in as much detail as he did on the up with the PCs' arrival back at the Soon, however, Emilie Van War-
events while coming in (to avoid a swamp's primary watercourse. ren will get back to them with the
tedious denouement after the excite- Since time is of the essence in get- news that seedlings have been started
ment of the adventure's climax). But,
ting the Van Warren orchids back to from the plants and have been
he may wish to have the group take civilization in good shape, once they shipped back to Earth. It appears that
a mental step back from the situation
reach the primary watercourse, the Van Warren orchid will, with
and play the exit trip something like
Emilie Van Warren will suggest that proper care, thrive in domestication
a board game, letting the players see
the group take passage on a merchant and several medical companies are
exactly where their party is on theship. It is easy enough to find one very interested in the possible use of
map and playing out any encounters bound for the British Crown Colony the plant in manufacturing medicinal
without the detail given to them onwilling to take on a few passengers. drugs.
the trip in. Once passage has been purchased,
The fact that the player characters
the referee can skim over the trip WHAT THE PCS GET
do not have to rely on Miss Van back to Syrtis Major, picking up the BESIDES the experience and re-
Warren as a guide on the way out— action when the group arrives in that nown you might hand out for the
since they all know the route they town. adventure, each of the PCs will also
took coming in—may help speed get an immediate payment of £100
things up. Finally, the referee can IN SYRTIS MAJOR as their share of the down payment
revert to the Space: 1889 rule book's WHEN THE adventurers arrive in on rights to market the plants. Each
normal 2 in 6 chance of an event in Syrtis Major, Emilie Van Warren year thereafter, each PC will also
receive a royalty on the sale of the
plants, determined in exactly the
same way as a royalty for an inven-
tion (as explained on page 13 of the
Space: 1889 rule book).
In addition, of course, the PCs will
have made a knowledgeable, wealthy
friend to turn to when necessary—
Emilie Van Warren—a friend who
feels that she owes them much more
than she can ever repay.
The PCs will also have first-hand
knowledge of the backwaters of the
Mylomeroen Swamp, as well as an
exciting story concerning the ferocity
of the knoe shoshu, a story which
should at least get them a free drink
now and then at any pub they might
frequent.
MORE TALES FROM THE ETHER

to take him to the place they found ly since they are carrying the orders
CONCERNING LATER the ruins. It is also possible that those to assassinate him.
ADVENTURES ruins might open into a vast, under- • A member of a swamp village
WHEN THE REFEREE prepares ground complex full of ancient arti- the PCs visited might find them to
to run this adventure, he might wish facts. tell of the swamp pirates uniting
to give some thought to planting the • The captain of a pirate band the under a charismatic leader. The pi-
seeds of future adventures in the PCs encountered might come look- rates are attacking village after
events of this one. Several possibili- ing for vengeance. This is especial- village, wiping out all the in-
ties come to mind. ly appropriate for a one- or two- habitants, and the PCs are the only
• Once the tale of their adventure session adventure. hope the villagers could think of to
is well publicized, the player char- • The aerial flyer that first at- aid them in mounting a war against
acters might be hired by a museum tacked the PCs, precipitating the en- the pirates.
to bring back the carcass of a knoe tire adventure in search of the Van If any of these possibilities sound
shoshu for public display. They Warren orchid, might have been car- interesting to you, or if they give rise
might even be hired to capture one rying captured papers from Oenotria, to any ideas of your own, just re-
live for a zoo. giving orders for the assassination of member that you do not have to flesh
• A coin brought back from the a prominent statesman in the Umbran them out yet. Instead, merely plant
ruins of a sunken village the PCs en- League. The PCs could undertake to the initial clues for each at the ap-
countered in the Mylomeroen Swamp deliver those papers to that statesman propriate place in this adventure and
might reveal that it was actually no in hope of gaining a reward. As an wait to see if the players bite at any
village at all, but was the highest added complication, they might get of them. That will be soon enough
point of an entire city. An archaeol- to him just as the assassin strikes, im- to begin developing them into full-
ogist might want to hire the PCs plicating them in his killing, especial- fledged adventures.

GDW
MADNESS IN THE MOAB

off the queerest things: small pieces


of wood, metal scraps, and empty
water skins. No one has been killed
yet, but these Moabs claim that the
raiders have stolen a ruumet breehr
as well.
3-4. That Dr. Fairbanks is mad as
Madness in the Moab a hatter. I think the desert Sun boiled
what was left of his brains and any
power of reason he had remaining.
citizen of Sigeus Portus, read the I wouldn't be at all surprised to find
RAMPANT RUMORS rumor straight through. If, however, him digging through some sand dune
THE CHARACTERS are in the the characters eavesdrop on a con- like he was an ohnam reekh.
Martian city of Sigeus Portus. versation in a noisy place (such as a It's a pity about that young Lillian
Photocopy the following newspaper pub or marketplace), read only bits Dewitt woman. What a turn of fate
articles (the first is dated 14 days and pieces of the rumor, to represent for her to strike off on an expedition
prior to the beginning of the adven- the haphazard nature of such infor- with Fairbanks. That reminds me of
ture—the dates should be adjusted to mation. They may, of course, hear something a friend of mine told me.
reflect the chronology of the refer- the same rumor (or parts of one) He's a student at the university where
ee's campaign), and give copies to several times, and never hear some Fairbanks used to teach and said
the players. of the rumors at all—this is the nature some older students told him Fair-
For every hour the characters of life. banks was dismissed from the uni-
spend in a public place in Sigeus Por- versity after being absent for nearly
tus (a pub, hotel lobby, marketplace, Rumor Table three months without prior notice.
etc. ), give the characters one of the 1-2. I hear tell that a village out in He finally showed up at the dean's
rumors from the Rumor Table (de- the middle of the Moab has been at- office with a vest pocket full of sand
termined randomly). If the characters tacked by some human raiders. They and a cockamamie tale of being cap-
receive the rumor by talking to a strike only at night and have carried tured by a band of Canal Martians
in the desert—said they had forced
him to carry some heavy baggage,
and he had to learn to find his own
food and water.
These older students swear they
saw him drunk in an alleyway dur-
ing the time he was allegedly a
prisoner in the desert. Either way,
Fairbanks is a loon.
5-6. Did you see that article in the
Times today? I mean, I feel sorry for
those two and everything, but only
a fool would mount a desert expedi-
tion in this heat. And that map they
printed in the newspaper doesn't
even have any water holes marked.
If the survey team was depending on
that useless scrap of paper, then I'm
afraid there's no hope.
MORE TALES FROM THE ETHER

Lady Swanscombe visits St. Barbara's Orphanage in Parhoon (story on page 2).

Moab Survey Team Long Overdue


Times Offers Reward
The survey team which embarked from information concerning the fate of Dr. Fair-
Sigeus Portus on July 25 to examine the quake banks and Miss Dewitt. A £300 reward is of-
in the Moab Desert is missing. fered should the survey team be located and
On the expedition is geologist Dr. Gregory returned to Sigeus Portus.
Fairbanks and Times reporter Lillian Dewitt. A reproduction of the survey team's map
The team was scheduled to report back five is appended to this article. Rewards may be
days ago. collected at the Times office in Sigeus Portus.
This newspaper is offering a £50 reward for (continued on page 4)
MADNESS IN THE MOAB

rented for 12 shillings a day, plus during land expeditions indicates that
OUTFITTING two shillings a day for food— the characters are lost, but since they
THE EXPEDITION gashants (and horses) can travel 20 have an established landmark to fol-
SIGEUS PORTUS is large enough miles per day. Ruumet breehr can be low (the dead canal), the party (as a
that the characters may fully outfit rented for five shillings a day (in- whole) will not have to worry about
themselves for the expedition. They cluding howdah), plus five shillings being lost in this adventure.
may buy weapons and camping a day for food—ruumet breehr are
equipment, and even rent gashants capable of travelling only 10 miles WEATHER TABLE
ruumet breehr, or horses (if per day. The characters may haggle Die Roll Result
available)—it is highly recommend- with these merchants as well. 1-4 Clouds
ed this be a mounted expedition. The 5-6 Windstorm
characters will need at least one DESERT TRAVEL
animal to carry water, and probably IT IS THREE days' travel (60 A windstorm in the desert is
more (roughly one animal per 10 miles) by gashant from Sigeus Por- naturally a sandstorm. Travel during
humans, plus one for every four bag- tus to the site of the survey team's a sandstorm is impossible. Further-
gage animals should be enough for destination. If the characters insist on more, roll a die for each animal (or
a week's journey through the desert). travelling by foot, consult page 114 person on foot); on a 6, the animal
of Space: 1889 to determine the or person is lost. The referee should
The Marketplace effects. decide the exact effects—a person
AS SIGEUS PORTUS is a slight- Most of the travel can be accom- may be separated from the group and
ly remote area of Mars, equipment plished by following the low scrub found later that day, etc. Basically
prices should be raised by at least 50 and patches of weeds which grow the intention here is to create some
percent, initially. Merchants in the above the dead canal. The players delay and cause minor problems, not
marketplaces enjoy haggling—they may be able to intermittently hunt destroy the expedition.
expect their customers to argue and very small game, and an occasional
make counteroffers. If the characters oasis may provide water and a little Monotony and Madness
do not haggle, the merchants will shade. ONCE THE characters are a few
assume they are very wealthy peo- Each day the characters travel in miles outside Sigeus Portus, they will
ple and may increase all the prices the desert, roll a die: On a result of be surrounded by nothing but the im-
another 50 percent for anything else 1-4, a tremor shakes the characters mense desert wasteland. The barren
the characters try to buy. All pur- and causes small sand slides; on a expanse of the sun-baked desert, the
chases should be role played, with result of 5, the characters have found relentless Sun, and an occasional
characters making occasional throws an oasis; on a result of 6, roll on the sand dune will be the characters' on-
against their Bargaining skill for a Weather Table below (reproduced ly sights. The one thing that keeps
Moderate task. from Space: 1889 for your conve- them from being lost forever is the
A gashant (or a horse) can be nience). Note: Generally, a roll of 5 sparse trail of weeds and gnarled
MORE TALES FROM THE ETHER

shrubbery which grow above the referee may determine exactly what will most likely wander off in a ran-
dead canal. form this hallucination takes: an oasis dom direction.
As the days drag on, the extreme filled with cold water surrounded by The only way to lose mental fa-
heat, the dry air, the blinding desert the victim's family and friends, a tigue points and regain Intellect is to
Sun, and the monotony of the same fleet of British aerial flyers crewed sleep all night. In the morning, the
scenery can begin to cause mental by High Martians, a tall spire, an character may roll Intellect attribute
fatigue. Heat waves rolling off the alien building, etc. ). dice (using his original Intellect
hard ground may appear to be the For every mental fatigue point score) for a Moderate task. Success
cooling waves of a pond. Harsh gained, the character temporarily means the loss of one mental fatigue
white light reflecting off a sand dune loses one Intellect point (it is possi- point and the addition of one Intellect
may take the shape of a strange white ble to have negative Intellect). If a point. Failure means no measurable
building. character's Intellect drops to zero, change in the character's condition.
Each day that the characters travel the character has come completely In either case, the character must roll
in the desert, have them roll Intellect unhinged: He will babble incoherent- again normally that day for mental
attribute dice for a Moderate task to ly, stare straight ahead in a catatonic fatigue.
avoid mental fatigue. If the charac- state, and have at least two hallucina- At the referee's discretion, a char-
ters are travelling by night, roll for tions per day. He will not be able to acter who recovers after having had
an Easy task. Failure means that the walk or ride a horse by himself, but his Intellect reduced to zero may not
character gains one mental fatigue he can sit in a howdah. If the char- remember anything that happened
point and has one hallucination (the acter is left to himself, then he during his madness.

AN OCCASIONAL OASIS
THE MARTIAN desert has very found for many miles around. pond. At the center of the oasis will
few oases, and almost all these will An oasis will always be in a small be a small pool of water with a few
be found along dead canals. Should "valley" or extreme dip in the desert short trees surrounding it.
the characters be fortunate enough terrain. It is only at these locations If the characters are desperate for
to find one, however, then they will that the desert's surface is close food, then they may be able to
be able to obtain fresh, relatively enough to the underground water table catch a few small, leathery lizards
cool water and the only shade to be for water to spring up and form a here.

GDW
MADNESS IN THE MOAB

Arrival By Day
IF THE CHARACTERS have
been travelling by day, they will
reach the village in the late after-
noon. If they take the time, the char-
acters will observe that the village is
very busy. It appears as though the
Martians are rearranging the layout
of the encampment, perhaps for bet-
ter defense capability. (They are ac-
tually tearing it down in order to
move on. )
If the characters attempt to avoid
the encampment by travelling around
it, have each character roll Stealth at-
tribute dice for a Moderate task. In-
crease the difficulty by one level, if
the character is riding in a howdah.
If any character fails his roll, one
of the Hill Martians from the village
will raise an alarm. Six Martians will
appear with bows and spears, and
take up defensive positions along the
edge of the encampment.
If the characters are so brazen as
to attack, the Hill Martians will fight
to the death. If the characters wave
the white flag or approach peaceful-
ly, the Hill Martians will allow them
into the village but will keep their
spears in hand and leveled at the
characters.
Remember that these Hill Martians
wide. Have each character make a believe humans have attacked them
MORE THAN A MIRAGE quick roll against his Observation at night for nearly 10 days. So once
NEARLY 60 MILES north of skill. A successful roll will reveal they have come face-to-face with the
Sigeus Portus is a small "village" of that this pond has formed very re- hostile Hill Martians, the characters
Martian desert dwellers. Some 30 cently, as no trees or shrubs have must earn the Martians' trust and
Hill Martians live in this semiperma- grown around it yet. friendship.
nent encampment, which consists Referee: The recent earthquake The spokesman for the characters'
mainly of tents and an earthbank cor- brought this pond of water to the party must present his story clearly
ral holding several ruumet breehr surface. and roll Eloquence skill dice for a
and gashants. The encampment is The Hill Martians speak Koline Difficult task. If he succeeds, the
situated on top of the dead canal, in fluently, and a smattering of Par- Martians will immediately relax
a small valley, and is built around a hooni (skill level 1) and English (skill slightly and will allow the characters
pond of water no more than 10 feet level 1). to come into the village, albeit with
MORE TALES FROM THE ETHER

some lingering suspicions. point crude carbide lanterns at the


If the spokesman fails his roll, the Arrival By Night intruders. The short, thick stature,
Martians will chase the characters IF THE CHARACTERS are trav- reddish skin, and pale hair of the two
off, shouting at them, "Go back elling by night, or if they stay near brigands make them appear human,
north, red devil brigands!" the Martian encampment until night- but their faces, their small webbed
If the characters proceed north, fall, they will witness the attack. ears, and their long tunics seem to
turn to the section entitled Beneath Several hours after nightfall, two indicate that they are Martian.
the Shifting Sands. If they elect to figures will appear near the edge of The light from the lanterns terrifies
hide outside the village until the encampment. Read the following the intruders; they give a shrill
nightfall, then go to the section en- description to the characters. scream and scurry quickly out of
titled Arrival By Night. Far from the gaslamps and elec- sight to the north.
If the characters gain the trust of tric lights of any city, the desert night The characters will soon lose sight
the Martians, Grahtorn Eilk, one of is incredibly deep and dark. As you of the brigands but may be able to
the elders of the tribe, will come talk stare across the valley, you can bare- track them. Roll Tracking skill dice
to the characters in English. ly discern two humanoid figures ap- for a Difficult task the first hour of
"Please be forgiving to my people. proaching the camp; they are carry- tracking; roll for a Formidable task
For past 10 nights two human ones ing some sort of spear and moving the second hour; and roll for an Im-
as yourselves come and steal our very slowly. The Hill Martians shift possible task the third hour. Suc-
possessions. We not wish to kill. We about nervously. cessful Tracking rolls will lead the
give threatens, but still these devils, As you concentrate on the figures characters north, but after three
they return. of the humans, you realize that some- hours, the tracks will disappear. If
"They two come from north after thing here is amiss. Their dim shapes the characters do not pursue the brig-
great shaking desert. My people, we seem hunched, yet they move with a ands immediately, they may either
had been here only five nights when smooth, definitely alien, gait. decide to travel north at night along
the shaking began. They come every Suddenly, the entire scene is il- the dead canal or to wait until morn-
night, and much talk there is of bad luminated as two of the Hill Martians ing.
omens and the anger of the elder
ones.
"We wish to only live as we have.
Our lives, we are proud of the many,
many years we spend taming the des-
ert. To kill is not our way, yet some
one thing must be done.
"If you can get rid us of these red
ones as yourselves, we offer you our
always lasting friendship. Our debts
we do not forget.
The characters will learn little else
from the Hill Martians before night-
fall. If asked about the survey team,
Grahtorn Eilk will say that the player
characters and the two brigands are
the only humans the tribe has seen
in months. If the characters stay un-
til dark, go to the next section; other-
wise, go to Beneath the Shifting
Sands.

GDW
MADNESS IN THE MOAB

The spire is a blinding white, are carrying with them could possi-
BENEATH pointed steeple made of stone; as the bly scratch it). The opening at the
THE SHIFTING SANDS characters approach, they will find base of the structure is four feet high
IN THE FIRST light of morning, a small opening situated at the base and two feet wide, and has no per-
the characters will come upon a tall of the structure. A successful Obser- ceptible door.
spire rising out of the desert sand. It vation skill roll for a Moderate task Looking into the spire from here
sits 50 yards away from the dead will reveal that there is no mortar be- will reveal a floor of sand approx-
canal and is some 20 feet tall. tween the stones of the spire. Each imately one foot lower than the bot-
The referee may want to play this stone was cut to exact size and fits tom edge of the opening; to enter the
as a hallucination—perhaps a fever- so tightly with the ones next to it that spire, the characters must jump down
ish character spots it first. Even so, no gaps are readily visible. The sur- into it. The inside of the spire is dark,
once it is pointed out, all the char- face of the spire is smooth and in- so nothing else can be discerned from
acters will see it. credibly hard (nothing the characters outside.

REFEREE'S NOTES
THE PLAYER characters have 99 percent of the city is inaccessible underground city: One will happen
stumbled across an ancient Canal because many of the buildings have when the characters reach area 9
Martian city which was buried collapsed, and the streets have been on the map; the other is up to you
thousands of years ago and has filled with rock and sand). The map to trigger. The second quake,
been partially uncovered by the re- represents the one percent of the ci- which takes place when the char-
cent earthquake. This city dates ty which can be explored. In area 22 acters are in area 23, will begin to
back to the time of the naBrifa- of the map there is a six-foot-wide sink the city back into the depths
noon, some 5000 years, when the pit; if you wish to add more levels of the desert, burying it beneath
dead canal was a vital waterway to to the underground city, you may countless tons of sand. When you
the north. find this a convenient place to put the decide it's time for the second
As the characters investigate, connection. quake, give the PCs five minutes
they will slowly realize that they There will be two earthquakes or so to get out (preferably after
have found an entire city (although while the characters are still in the they've found the survey team).
MORE TALES FROM THE ETHER

ENCOUNTER TABLE
2D6
Die Roll Encounter
2 1 Moab
3-4 2 Moabs Broken Spear: A broken spear is
5-6 Broken Spear found lying on the floor. The wooden
7-8 No Encounter shaft of the spear has been snapped
9 Sand in half, making the spear unusable.
10-12 Mushrooms The spearhead is gone. If a character
picks up the spear to examine it, he
Explanations will find the shaft is incredibly
The following are encounter ex- smooth and hard. A successful Biol-
planations. ogy skill roll for a Moderate task will
identify the spear as Martian iron-
wood (a once plentiful resource)
which has petrified. A successful
Chemistry skill roll for a Moderate
task will reveal that the wood was
treated with some sort of preser-
vative which bonded with the iron-
One Moab: Disregard this en- wood to form a clear, durable sur-
counter and roll again if the charac- face.
ters have not reached area 11 yet.
The characters stumble upon a
solitary, sleeping Moab. At the
sound of the characters' footfalls, the
Moab will awaken, screech, and run
away. The characters may chase the
Moab, but they will lose him.

Mushrooms: Moisture from the


dead canal has seeped through the
Sand: Several cracks in the walls floor, and enormous mushrooms
(formed from the vibrations of the have sprouted up. Each mushroom
earthquake) have allowed sand to is approximately eight feet tall with
Two Moabs: Disregard this en- slowly spill into the room. This en- a stem the size of a telegraph pole.
counter and roll again if the charac- counter should be used by the referee The Moabs use the leathery, flexi-
ters have not reached area 11 yet. to heighten the fear and sense of dan- ble skin of these mushrooms for
The characters confront two Moabs ger in the adventure. Let the char- clothing, and the meaty stems for
armed with spears. The Moabs wave acters believe this area is unstable, food. The mushrooms are edible by
their spears uncertainly and yell in and if there is an earthquake while humans, but the characters must be
a high-pitched voice. Any aggression they are down here exploring, they allowed to determine this for them-
on the part of the characters will send may be buried (along with the city) selves—perhaps by looking for signs
the Moabs running away. forever. of harvest, etc.
GDW
MADNESS IN THE MOAB

who successfully roll against their stone and, like the spire, are fitted
THE MOABS Koline skill for a Moderate task, together so well that there are no
"MOABS" IS THE name Miss against their Parhooni skill for a Dif- seams.
Dewitt has given the ancient Canal ficult task, or against their Linguis- Each area has thin, dull tubes, ap-
Martians who inhabit the under- tics skill for a Difficult task will be proximately one-half inch thick, run-
ground city. The Moabs are descend- able to communicate with the Moabs. ning along the ceiling.
ed from ancient Canal Martians. As Each time a character wishes to Should the characters break these
such, they have graceful limbs but speak to a Moab or understand what (by throwing something heavy at
massive chests, small pointed ears a Moab has said, he must roll the them, firing at them, or pulling them
which are not webbed, and only three dice. Failure at the task need not be off the ceiling), the tubes will ex-
fingers and a thumb on each hand. total failure: The character may say plode and shower a glass-like
But because they have lived under- something offensive if he is speak- material on the characters.
ground for thousands of years, the ing, or he may only understand part Have each of the characters make
Moabs are significantly different than of the Moab's speech if he is listen- a quick roll against Agility: Failure
modern Canal Martians. The Moabs ing. (This is left up to the referee's means that the character takes one
are stooped so their hands always discretion. ) wound.
touch their knees (making them When playing the part of the Mo- 1. The spire is the tallest building
shorter than humans). They have abs, remember two things: They are in the city and is the only structure
ruddy (nearly human) complexions both curious and frightened of the "above ground. " The opening here
and pale white hair, and they speak humans; and, when found in large is four feet tall and two feet wide (it
in shrill voices. The Moabs can also groups, the Moabs will cling to the is actually a window—the glass is
see equally well in light or darkness; characters, touching their hands and gone).
they prefer the dark, except when picking at their clothes (especially at The ceiling here is also 12 feet
making clothing. anything shiny and metal). The Mo- high, but it is actually only eight feet
The biggest difference between the abs may even steal small things and above because the floor is covered
modern Canal Martians and the Mo- play with them. with four feet of sand.
abs is their language. The Moabs Moabs only arm themselves when A short, sloping passageway leads
speak Old Koline with strong ele- hunting greiscon tous; they would to the west. This is actually a set of
ments of Son-Gaaryani. To commun- never think of committing violence stairs covered by sand. When the
icate with the Moabs, the PCs must against each other. characters step into the passageway,
know either Koline or Parhooni, or The Moabs may be persuaded to the sand will slide and shift, and the
have Linguistics skill. Characters show the PCs where the other hu- characters will tumble down into area
mans are, but the Moabs will try to 2.
lock the PCs up, too. 2. A foot of sand covers the floor
of this room, and a narrow, contin-
THE CITY DESCRIBED uous frieze of hieroglyphics and pic-
MOST AREAS on the map are tures runs along the room's walls.
numbered. Descriptions of these The pictures show Canal Martians in
rooms can be found below. Roll two everyday life (sailing large canal
dice on the Encounter Table anytime ships, looking out of windows onto
the characters enter an area on the lush gardens, etc. ).
map which is not numbered (both A successful Observation skill roll
rooms and hallways). Unless other- by one of the characters for a Dif-
wise noted here, the ceilings in all ficult task will reveal that, given the
areas are 12 feet high, all doors are proportions of the Martian figures in
closed, and all areas are dark. The relationship to the rooms in the hi-
walls are all made of a light brown eroglyphics, and also considering the
MORE TALES FROM THE ETHER

rooms the characters have seen, the


Martians pictured in the hieroglyph-
ics must have been nearly eight feet
tall.
A successful Linguistics or Ar-
chaeology roll for an Impossible task
will reveal that the hieroglyphics
seem to be some ancient form of Old
Koline, but the words are so different
as to be unreadable.
The stairs on the other side of the
west doorway have only a scattering
of sand and can be walked upon
normally.
Note: At this point, the characters Characters who fail a quick Intel- different. From the window, the
may be led to believe they have ligence roll will not want to leave the characters may look down into the
discovered an ancient burial site. room; they will have to be either left sunken garden (area 17) and see
3. This room is empty, except for here or physically dragged away. everything except the large metal
the large window (four feet tall by The effects last one hour or until the door which leads to area 18.
two feet wide) on the south wall. The characters are removed from the Sometime while the characters are
"glass" in the window is clear but room. in this room, an earthquake will
has a faint bluish tint. A successful A successful Observation skill roll shake the entire city. Any character
Chemistry skill roll for a Moderate for a Moderate task will reveal a few who fails a quick Agility roll will be
task will reveal that the "glass" is scratch marks on the wall and several thrown to the floor. The quake lasts
actually a mixture of glass and min- small red pebbles on the floor in the approximately 30 seconds. Two long
eral. A successful quick roll against northwest corner of the room. (Dr. narrow cracks form in the southwest
Intelligence will reveal that the bluish Fairbanks took a sample of this corner of the room, and sand begins
tint was probably intended to cut rock. ) to filter in slowly.
down on the harsh desert Sun's rays. 6. Only sand can be seen through 10. Scattered on the floor of this
Since this room (and every room the window here. A pale blue light room are various-sized pieces of
below it) is completely buried, all comes through the west doorway. mushroom hide. The larger pieces
that can be seen through the window 7. Some squiggly tubes in the ceil- have been cut into exact rectangles;
is a wall of sand. ing here are casting an eerie blue the smaller pieces have no regular
4. A small amount of sand is scat- light over the entire room. The shape. (The Moabs have been using
tered on the floor here. Although design the lights make on the ceiling this room to make clothing from the
there are no footprints, a successful is intricate and very beautiful, with mushroom hides. )
Observation skill roll for a Difficult each tube being a slightly different The tubes on the ceiling of this
task will reveal that the sand has been shade of blue. It is obvious this is not room form another intricate, yet
kicked and walked through. only functional lighting but is an unique, pattern which casts a green-
5. The stone which forms the walls alien, albeit breathtaking, form of ish light.
of this room is a dull red. Thousands art. 10a. As soon as a character steps
of years ago this room was used by 8. This is another spire much like into this area, he will be able to see
priests as a retreat from the commo- the one that the characters original- the four Moabs assembled in area 11.
tion and noise of the city. The sub- ly entered, but obviously not as tall. 11. Four Moabs are sitting here in
dued red stone had a soothing effect 9. Like area 7, the squiggly tubes a circle. As soon as the characters
on the priests; the characters, too, here cast a blue light, but the design enter, the Moabs will jump to their
will feel strangely relaxed here. they form on the ceiling is altogether feet and approach the characters.

GDW
MADNESS IN THE MOAB
THE SUBSURFACE CITY
MORE TALES FROM THE ETHER

12. Two Moabs stand here look- of meat are on a stone table in the keep the greiscon tous from escap-
ing through the window in the door northwest corner. ing). The walls and ceiling are made
at the prisoners in area 13; the door 16. This smaller living quarters of irregular, broken pieces of rock
is barred. Any character with a contains 1D6 + 2 Moabs. These with sand and glass filling the holes;
Strength greater than 2 can remove Moabs are not armed. the floor here is sand. The ceiling
the bar and open the door. 17. This is an enormous garden drops from 18 feet at the door to on-
13. Dr. Fairbanks and Miss Dewitt with a stream and a bridge in the ly five feet where the passages split.
are being held here. The tubes in the middle. Once 100 varieties of plants The ceiling in all passages is only
ceiling of this room cast a greenish grew here, but all that grows here five feet tall.
light. When Miss Dewitt sees the now are the mushrooms. The floor 19-21. These are the three lairs of
player characters, she will immedi- is a soft, dark, rich soil. The walls the greiscon tous. Roll 1D6. On a
ately jump to her feet; Fairbanks will bordering the garden are 30-feet tall; roll of 1-3, only one greiscon tou is
take a few moments to carefully pack the ceiling seems to be made of the there; on a roll of 4-6, two greiscon
his books into his knapsack and raise same clear material as the windows. tous are present. The greiscon tous
himself to his feet in a somewhat If the characters have a strong light will attack once, then attempt to
more dignified manner. Miss Dewitt source (such as a carbide lamp), they escape into the maze of debris and
will take out her pen and notebook, may be able to discern solid sand and wait for the characters to pass.
and begin asking the closest character rock pressing against the ceiling. 22. A pit about six feet in diameter
questions. Although both Fairbanks The entire room is very warm and twists down into the darkness.
and Miss Dewitt look tired, they moist. The clear stream in the mid- 23. When the characters open the
have remained mentally alert. dle of the garden trickles out of an door leading into this area, a cloud
14. On the floor along the west opening in the north wall. A success- of sand and dust will roll out, along
wall lies the obviously dead body of ful quick Intelligence attribute roll with a soft humming sound and a
a greiscon tou, a carnivorous lizard. will reveal that this stream was once wave of heat. The dim shapes of
The greiscon tou has eight legs, enor- much wider (the bridge spans a large pipes and kettle-shaped boilers
mous clawed feet, a short tail, and greater area than necessary). The can be seen. (This is all the charac-
a gray, scaly hide. Its eyes are set far door on the west wall is closed. Forc- ters will be able to make out. )
apart, and its mouth is long and jag- ing it open requires some sort of Note: Inside this building is the an-
ged like a crocodile's. It is approx- sturdy metal tool (crowbar, pick, cient workings of the water pump
imately eight feet long from nose to etc. ) and a successful Strength at- which has been moving water
tail. Three spears hang in the nook tribute roll for an Impossible task through this garden for thousands of
on the south wall. (two people may join their efforts). years. Let the characters peer inside
Characters who approach the liz- Along the west wall is a metal door for a moment, then trigger the earth-
ard and actually move its head 12 feet wide by 14 feet tall. Across quake.
around will find a puncture wound the door lies a heavy wooden bar of
in the underside of the greiscon tou's the same material and manufacture
neck. A successful quick Intelligence as the spear handles. Propped against ANIMAL
attribute roll reveals that the lizard the wall are 10 spears with good, CHART
has been dead for only a matter of sharp heads. Two people working to- Type: Greiscon Tou
hours (there is no smell, and the gether can lift the bar off the door #App.: 1
limbs are still flexible). and open it. (When the second earth- Size: 1 x 1
15. This is the largest living quake is triggered, this door will fly Movement: L15
quarters for the Moabs. Roll 2D6 + 10 open, and the greiscon tous on the Wounds: 3
to determine how many Moabs are other side will be set free. ) Save: 1
here—none of them will be armed, 18. On this side of the door is Weight: 200 lbs.
and one-third will be children. Large another bar which can be placed Weapons: Teeth (3, 2, 0, 1)
pieces of mushroom and small pieces across the door to lock it (this is to

GDW
MADNESS IN THE MOAB

Once outside the spire, the char-


ENDING THE ADVENTURE acters must quickly leave the area as
ONCE YOU HAVE triggered the the sand begins flowing down into
earthquake and let loose the greiscon the ground to fill the hole that the
tous, the characters will have about sinking city is leaving behind.
five minutes to make it back to the The characters will have a nice hot
spire before the city slips back into ride in the desert and plenty of time
the sand. None of the Moabs will to discuss with Dr. Fairbanks and
seem alarmed, and certainly none of Miss Dewitt exactly how much of
them will follow the characters out. this story they want to tell (remember
If the PCs insist on bringing a Moab how Fairbank's name was muddied
with them, both Dr. Fairbanks and by the desert kidnapping incident).
Miss Dewitt will discourage the Back at Sigeus Portus, the characters
characters, saying that the Moabs will receive their £3000 reward from
would never survive in the society of the Times and will be heralded in the
modern Martians and humans. papers as the rescuers.

Dr. Gregory Fairbanks (Trained NPC)


and although these were competent- miles outside of Sigeus Portus,
ly written, they have not sold well Gregory was captured by hostile
and are not popular in academia. The Hill Martians and forced to carry
reason is that Gregory hypothesized supplies for them until he managed
the existence of small "self-con- to escape three months afterward.
tained ecosystems" beneath the des- As a result of his prolonged ab-
ert. He believed that air and water sence, he lost his job at the univer-
could be present in pockets, which sity has been labeled a "crackpot"
would allow life to exist buried in the in Sigeus Portus.
desert. Motives: Adventuresome, Curi-
His colleagues were very unsym- ous, Diligent.
pathetic to his work, but the ancient Appearance: Dr. Gregory Fair-
Canal Martian city which he and banks is slightly taller than av-
Miss Dewitt have discovered proves erage, with square shoulders. He
that his theories were correct. wears glasses, has a beard and a
Fairbanks has a knack for being mustache, and wears rather nonde-
caught in precarious situations and script clothing. He always carries
has had his share of ill fortune. While a small leather knapsack with his
on a short solo expedition some five tools and several reference books.

Attributes Skills
Str: 3 Fisticuffs 2, Throwing 1, Close Combat 2 (edged weapon)
Agl: 1 Stealth 1
DR. GREGORY Fairbanks is a End: 5 Wilderness Travel 4 (foraging), Swimming 2
well educated British scientist Int: 6 Observation 5, Science 5 (geology)
whose specialty is desert geology. Chr: 2 Eloquence 1
Gregory has published two books, Soc: 4 Riding 2 (horse)
MORE TALES FROM THE ETHER

Miss Lillian Dewitt (Green NPC)


MISS LILLIAN DEWITT is a Appearance: Miss Lillian De-
young American reporter who has witt is only 24 years old and ap-
been with the Times for only three pears to be even younger. Her sim-
months. When everyone else re- ple dress, wide-brimmed hat, and
fused to take the assignment with long hair make her very attractive,
"that crazy Fairbanks fellow, " but she strives to remain profes-
Lillian volunteered because she sional at all times. Lillian carries
thought it would be a good way to a small bag with several notebooks
make a name for herself. Although and writing instruments. She is
Lillian is new to the Times staff and constantly jotting down her obser-
is generally inexperienced as a re- vations and anything that Dr. Fair-
porter, she is well liked by every- banks says.
one she meets and is thought to Lillian has had time to study the
have a great future as a journalist. speech of the Moabs and has been
Like Dr. Fairbanks, Lillian takes able to communicate somewhat
her work seriously and is very with them. To successfully talk
diligent. with the Moabs, roll her Linguis-
She has respect for Dr. Fair- tics skill for a Moderate task.
banks and his work; no matter what Attributes Skills
else happens, if she gets back to Str: 2 Fisticuffs 1, Throwing 1, Close Combat (bashing
Sigeus Portus, she fully intends to weapon)
write an article which will clear Dr. Agl: 5 Stealth 4, Marksmanship 1 (rifle)
Fairbanks and reinstate him as a End: 1
knowledgeable and level-headed Int: 4 Observation 4
scientist. Chr: 6 Eloquence 6, Linguistics 4 (French, German, Koline,
Motives: Curious, Diligent, Pro- Parhooni)
fessional. Soc: 3 Riding 2 (horse)

GDW
THE MYSTERY OF FORT DICKERSON

during the constant dry season that


prevails on Mars. Many are con-
structed on the ruins of old Martian
settlements or outposts along one of
the canals.
The Mystery of The HBTC forts/outposts also
serve the purpose of protecting the
Fort Dickerson company's employees in the region.
While they are not heavily manned,
they are equipped with adequate fire-
THE BRITISH colony on Mars is ly mercantile companies such as the power to threaten most light to medi-
in a constant state of growth from Hesperian Basin Trading Company um sky galleons as well as any
either internal population growth or (HBTC). ground raids that might be launched
immigration. One of the results of by hostile ground forces. The forts
this expansion has been the constant FRONTIER OUTPOSTS provide a haven for those local citi-
political skirmishing that has recently IN AN EFFORT to solidify their zens who also face the constant
erupted into war between the Oeno- presence on Mars, the factors of threats of living on the edge of the
trian Empire and the British colony. HBTC have constructed several out- bold new frontier.
One reason for the problems between posts on the outskirts of the explored The outposts were primarily built
British and Oenotrian interests has territories. These outposts are built to serve as a hub for commercial ac-
been the growing domination of Mar- near or directly next to canals so they tivity, of course, and profitable trade
tian trade by the British, particular- have an adequate supply of water remains their raison d'etre. The

THE HESPERIAN BASIN TRADING COMPANY


THE HBTC AND companies tories, plantations, trading stations, my officers. The equipment they
like it have a long history in Great and warehouses throughout India. It receive is equal to that of the Brit-
Britain, stretching back to the mid- also had a small navy and a sizable ish army, but their training and dis-
dle ages when merchant families army of both British and native cipline are considered substandard
formed cooperatives to exploit cer- soldiers to protect its interests. Many by professional military men. In its
tain regions and freeze out com- historians believe that it was partly defense, however, HBTC never in-
petition. One of the earliest formal the actions of the British East India tended for its forces to be used as
companies was the Muscovy Com- Company that provoked the Sepoy a full-strength offensive army, but
pany, formed in Elizabethan times Rebellion. merely to defend its outposts. At
to trade with the territories around The HBTC, of course, is not as this, they are remarkably good.
the Baltic. More recent examples powerful as John Company, but it The soldiers of the HBTC are of-
include the Hudson's Bay Com- has only been around for a little over ficially organized into two regi-
pany, formed to exploit the North four years and, like John Company, ments according to present-day
American fur trade, and the most maintains an army. The soldiers of British regulations. But in practice
famous such firm, the British East this force are humans, some with the regiments are split into com-
India Company (it is commonly military experience, others without. pany-sized units and dispersed
known as "John Company"), which The company hires retired army ser- among the various company out-
effectively ruled much of India un- geants for the noncommissioned posts. Assignments are rotated on
til the company was closed down ranks. Officers are largely company a regular basis, and soldiers do not
in the 1850s. At its height, John executives with some military train- usually spend too much time in any
Company had merchant ships, fac- ing, with a smattering of former ar- one place.
MORE TALES FROM THE ETHER

company trades British, Martian, and While these outposts are ever- such outlying forts and larger con-
other manufactured goods for the growing in number, they are usual- tingents of soldiers usually takes
raw materials of whatever region the ly many days distance from a larger place using periodic message run-
outpost is located in. Numerous trap- garrison or city-state. This isolation ners, but some stations are equipped
pers and explorers use these small often leaves these positions as for signaling within the local region
forts as a base of operations, explor- dangerous targets for marauders who with small heliographs, which are
ing the wilds of the Martian terrain are more than willing to risk the not large enough to signal more than
with a place to return to for safety—a wrath of the British Empire for per- 15 miles, but are adequate for warn-
haven in the wilderness. sonal gain. Communications between ing the nearby locals of any danger.

FORT DICKERSON
& ENVIRONS
KEY
Active Grand Canal
Abandoned Feeder
Canal
Hills

Steppe

Ft. Dickerson

10 mi. per hex

GDW
THE MYSTERY OF FORT DICKERSON

FORT DICKERSON
FORT DICKERSON is located
along a dead secondary canal some
12 days southeast of the city-state of
Gorklimsk (branching off of the liv-
ing Gorklimsk/Syrtis Minor canal).
The outpost was built on the foun-
dations of an ancient Martian tower,
which had long ago fallen into disar-
ray and collapsed. And by the time
the British explorers had discovered
it, all that remained was a mound of
rubble.
An engineering specialist named
William Poles designed the fort us-
ing many of the massive stone blocks
that had once been part of the tower.
The fortress stood four rods above
the ground and had only one ap-
proach, a winding pathway to a
heavy stone gate. While tunneling
through the foundation to find water,
Poles discovered several chambers of
what appeared to be rooms, although
there was not enough space in the
hole for exploration. He noted the
position of the rooms and passed the
information on to the Royal Archaeo-
logical Society's representative in
Syrtis Major. The rooms were sealed
up again, awaiting proper investiga-
tion, and were soon all but forgot-
ten by the garrison.
The outpost was completed in June
1887 and has been in use since then.
Because the narrow stretch of the
dead canal has proven to be widely
travelled by the Appolis and Seleti
Hill Martian clans, the trade at Fort
Dickerson is heavy. Several ex-
plorers use the post as a base of
operations in exploring the regions
to the south. Other adventurers and
fortune seekers use Fort Dickerson
as a stopping-off point in their
travels—a safe place to stop and rest.
MORE TALES FROM THE ETHER

William Poles' reported discovery closeby patrols since no other outpost


of antechambers in the foundation of is within signaling range. TROUBLE
the outpost has recently brought a Each outpost is equipped with can- IN THE WILDERNESS
small group of archaeologists to ex- non weaponry for protection from THE HBTC DISTRICT manager
plore the secrets hidden deep under sky galleons. These weapons range has reported that the first of the
the present outpost. For over a year in size from a six-pounder on up and rotating soldiers due back from the
the renowned Doctor Phillip White- are usually mounted so they can fire fort failed to arrive when expected.
house has been conducting a series at steep angles to attack incoming Indeed, they have been late by near-
of digs along the base of the present- flyers. Such a fort will usually also ly five days. The commander of Fort
day fort and has made several boasts maintain several smaller guns, such Dickerson, Lionel Perry, is well
of being close to uncovering a find as Nordenfelt or Maxim guns, for known for his precision operations
that "will shake the foundation of protection as well. The guns are and leadership. Thus, it is assumed
what we know about the Martians. '' manned at all times. something has happened to Fort
Dr. Whitehouse is known from time Aside from barracks and at least Dickerson.
to time to be a braggart, and most of one magazine, the interior of the out- The last caravan of traders com-
his claims, while somewhat signifi- posts is usually made up of a number ing in from the area two weeks ago
cant, have not altered many theories. of small huts and buildings. Many reported that the fort appeared as it
No raids against the fort have been have small hotels and bars run by always had on previous visits. These
recorded since its construction. Fur- HBTC subcontractors catering to the Hill Martians often travel the old
thermore, the outpost is considered unique adventurers who travel the canal route since it offers plant life
to be a relatively safe place, especial- Martian sands. Shops and a market and ample water for survival. Ac-
ly when it is compared to some other square are also very common, al- cording to an interview with them,
places. though they are not permitted in there was no indication of anything
HBTC outposts usually have ap- some forts due to the forts' proximity wrong or of any difficulties of any
proximately 65 personnel (what to raiding Hill Martians. sort at the fort. Only the usual
would be called a "short company" The most guarded position in any civilians and garrison soldiers were
in the army) assigned as a garrison. outpost is the well. Without water present.
This mix of personnel can be deceiv- there is no hope for survival under HBTC has, therefore, decided that
ing since the number includes sup- the blazing Sun. Thus, wells are an expedition must be mounted to
plemental personnel such as clerks, usually guarded and protected find out what has happened. The
cooks, etc. The actual number of around-the-clock. Some forts have characters are hired by HBTC for
combat soldiers assigned to defend stockpiled water butts in various their local expertise, military skills,
the fort is closer to 57. other locations about the fort as a or other reason (to be determined by
In most outposts, because of their precaution, in case the well goes dry. the referee).
isolated locations, about half of the
garrison will be trained in riding,
usually gashants or ruumet breehr.
This is not enough to give the com-
pany any significant long-distance
striking power, but it is sufficient to
patrol the near vicinity of the outpost.
Lookouts are posted at all times in
tall towers built from the native
stone. The towers are equipped with
heliograph signaling apparatuses, but
at Dickerson this equipment is rare-
ly used except to communicate with
GDW
THE MYSTERY OF FORT DICKERSON

powerful than Lee-Metford rifles. pooled water will be found, but most
REFEREE'S SYNOPSIS The characters can come from a of the water flows under the surface.
IN THIS ADVENTURE the play- wide variety of backgrounds and still Green grass and trees will grow in
ers will undertake a mission to take part in this adventure. Any abundance over the area where the
discover the mysterious disappear- scientists or explorers will be in- water flows, while only a few hun-
ance of the individuals who lived at terested in going to meet with Dr. dred yards away desert winds howl.
Fort Dickerson. The scenario is Phillip Whitehouse. Adventurer Such dead canals are described more
essentially divided into sections, each characters may be hired to come fully in Space: 1889.
one covering a portion of the adven- along because of their specific skills The route of the dead canal is often
ture. The journey to the distant out- (knowledge of the area or Linguis- laden with dangers. In many places
post covers one part of the adventure, tics). Reporter player characters will the canal cannot be seen for miles,
and the investigation of what is found feel right off the bat that this mys- as it runs underground. On the sur-
at Fort Dickerson comprises a great terious lack of communications has face it can still be followed since this
deal of play. Here the players will the ring of a good story. Anytime a is the only source of life in the Mar-
try to deduce what happened to the frontier outpost falls out of com- tian sands. This long strip of plant
inhabitants. munications, it makes good press. life in the desert attracts some of the
The final portion of the adventure They may have a strong interest in hostile animals. Also, this stretch
will focus on the players acting on the works of Dr. Whitehouse, as serves as a navigational roadway for
the information they find at the fort. well. the Martians in the region. Many
Will they make the right choice and Any player characters who are Martians have little love of the
take the proper course of action? Or serving in the military may have been British or their outposts. Danger
will they make a fatal mistake? assigned to inspect the HBTC posts lurks behind every tree and brush,
As the leader of the expedition, the in the region and will naturally be in- and the journey is destined to be one
local director has chosen an ex- terested in what is going on at Dick- of high risks and dangerous dealings
British officer, Lieutenant Frank erson. with both the known and the un-
Broadstone. Broadstone will be tak- known.
ing the characters, some Martian GETTING THERE The players are assumed to be on
teamsters for the expedition's ga- THE JOURNEY to the fort will gashants for the duration of the trip.
shants, and the contingent of HBTC take a total of 12 days. Some of this Each day the dead canal is followed
soldiers due to be rotated into Fort will be along the main canal, but the to the fort, use the following en-
Dickerson. This group of soldiers bulk of the trip is along a secondary counters to provide the players with
will number no more than 10 and canal, long since silted up and now action and activity.
will be armed with nothing more classified as dead. Occasionally some
DAYS ONE THROUGH THREE
FOR THE FIRST two days of the
trip, the players are assumed to be
travelling along the banks of the Syr-
tis Minor canal. The normal canal
encounter table should be used for
this journey. On the third day, they
begin travelling down the old canal
bed and have no encounters of im-
portance until the next day.

DAY FOUR
THE PARTY meets a trading car-
avan at dusk, just as the caravan is
MORE TALES FROM THE ETHER

bedding down for the night. This The two bandits, both trained month ago. They will also freely tell
group of Canal Martian traders has NPCs, are each armed with a lever- the players that a tribe of Hill Mar-
travelled across the sands of the Mar- action carbine and a pair of large- tians has been "bothering" the out-
tian terrain and has only recently bore pistols. These cowardly bandits post. Indeed, two of the Hill Mar-
begun to follow the old canal that the would rather flee than fight a tians got into a confrontation with the
players are on. A total of 21 different straight-up battle and will attempt to local authorities that resulted in both
traders are all mounted upon massive do so the moment 'the odds turn of them being killed. Since that time,
ruumet breehr, and all of them are against them. They have tied their the relations between the Hill Mar-
carrying their wares and their mounts some 100 yards from the tians and the outpost have been icy,
families with them. They will be hap- campsite, in case they have to make at best.
py to see the British soldiers and a fast getaway. If pressed for information concern-
other personnel, in hope of selling If captured, they will admit to hav- ing the tribe, they will only know its
more of their goods. ing been at Fort Dickerson over a name—the Seleti.
That night the caravan leader,
Mortorek, will be happy to discuss
what he knows of Fort Dickerson Lieutenant Franklin Broadstone (Trained NPC)
with Lieutenant Broadstone (as well daring he acts, Frank is often seen
as with the player characters). He as a brash young upstart. Some-
will inform the players that his car- times he comes off as overly
avan did not pass Fort Dickerson, but friendly, and that attitude does not
he will tell tales of a tribe of Hill settle well with his superiors.
Martians known as the Seleti that has
been raiding the trade routes (human Att. Skills
and Martian) in the outpost area. Str: 4 Fisticuffs 4, Throwing 1,
Otherwise, the traders will only be Close Combat 2 (pole
interested in selling their goods. arm)
The caravan will go on its way the Agl: 5 Stealth 4, Marksmanship
next morning, and the expedition will FRANKLIN BROADSTONE was (rifle 4, pistol 2)
proceed along the trail. Use the nor- born in Kent and is the product of End: 5 Wilderness Travel 5
mal encounter tables until the eighth years of the finest training and (foraging)
day. military education his parents could Int: 4 Observation 3
buy. After his initial training and Chr: 5 Eloquence 4, Linguistics
DAY EIGHT his successful graduation from 3 (French, Hindi)
THE PARTY WILL encounter a RMA Sandhurst, he was posted to Soc: 5 Riding 5 (horse), Leader-
pair of bandits. Two human bandits India (which he found to be in- ship 5
on gashants will shadow the players credibly dull) and retired from
for several hours. If approached, military service at the first oppor- Motives: Adventuresome, Curi-
they will always pull back, keeping tunity. He was taken on by the ous, Dutiful.
their distance. HBTC very soon thereafter and has Appearance: Broadstone is tall
That night, they will attempt to served with the company's military and dashing, with sandy blond hair
sneak into the players' camp in an ef- forces for several years. and a neat handlebar mustache. His
fort to steal anything of value. They Broadstone is a determined and eyesight is failing, and he wears
will be interested mostly in weapons. chivalrous individual. His follow- glasses for reading and for detailed
Even if sentries are posted, as they ing of orders is on the edge of work. Lieutenant Broadstone al-
most likely will be, the two bandits blindness, and he rarely questions ways carries a large revolver and
will make it into the camp before the superiors. No matter how bold and an infantry officer's sword.
alarm is sounded.

GDW
THE MYSTERY OF FORT DICKERSON

to him. They are a band of nomads issue. This Martian was killed by a
DAY NINE that are known for their violence and British soldier or someone using a
THE PCS encounter a group of their dislike of the Earthmen on their British weapon.
Martian hunters at some point on the world. The Seleti are no friends of
ninth day (timing of the encounter is Miki's tribe either, and have raided THE FORT PROPER
left up to the referee). A small band the Canal Martians in the region for ON MIDMORNING of the 12th
of eight Canal Martians will meet the several decades. day the players will spot Fort Dicker-
characters. They are all armed with When pressed for information con- son. An uneasy calm hangs over the
spears and initially are apprehensive cerning the fort, Miki will act afraid. outpost. As the hunter, Miki, stated,
of the humans. It will take several Three days earlier he and his hunters none of the usual posts are staffed at
tense moments of negotiations be- approached the fort—seeing no signs the fort, and there are no signs of ac-
tween Lieutenant Broadstone and the of life. The gun posts and watch- tivity. As the characters approach,
hunter leader, Miki, before they will tower were unmanned. Miki led his they will see Martian carrion birds
relax their posture and talk. Until that men away, saying an air of death circling above the fort—an unnerv-
time, they will hold their spears hangs over the outpost, and they have ing sight. The tall watchtowers are
ready to throw, keeping all the char- avoided going near it. Use the nor- unmanned and eerily silent. Above
acters edgy. mal encounter tables until day 11. everything, a union jack and the
They will claim that two human company flag flap slightly in the light
trappers have been working their DAY ELEVEN breeze.
usual foraging areas and have killed WHEN THE PLAYERS are one The fort has a long ramped cause-
most of their food sources. One of day's ride from the fort, they will way leading up to its only gate. It is
these men was seen only two days come across the rotted remains of a situated along what was, at one time,
earlier heading northeast of the fort. Hill Martian body. The corpse is the canal. The water surfaces several
Miki will seem to think that some- found leaning near a small tree, al- hundred feet from the edge of the
thing is peculiar—the trapper has most totally concealed by a clump of outpost, runs past it on opposite sides
never been seen without his com- scrub grass. The air smells of decay, of the ramp leading into the fort, then
panion. The two have been camping but the body must be investigated. pools 200 yards away, sinking under-
two days' ride from the fort (at the The body has been dead for several ground again.
south on the edge of the canal zone) weeks and, if it is inspected careful- The fort is tall and is visible for
and have been there for a short time. ly, bullet slugs will be found in the some distance. Built on the founda-
If the players press for information torso. Lieutenant Broadstone will ex- tions of an old Martian tower, the
on the Seleti tribe, Miki will state that amine the bullets closely and will an- fort is covered with dry vines and a
the Seleti are only remotely known nounce that they are standard army small quantity of the gray-green
Martian moss found wherever there
is sufficient moisture. Along the side
of the fort that faces the remains of
the canal is evidence of clearing; the
piles of stones here are a strong in-
dication that this is the area where
Dr. Whitehouse was conducting his
dig.
As the player characters approach,
they will see that the main gate to the
fort (the only way in) is cracked open
slightly. Any yells to the fort will on-
ly scare off the carrion birds from the
courtyard.
MORE TALES FROM THE ETHER

THE TESTIMONY OF CORPORAL OWEN


SERGEANT MASTERS and Pri- soon as it is opened, the players will is written, no evidence of who left
vate Sternson pushed at the massive be nearly overpowered by. the stench this vital clue.
doorway with all their might. De- of death in the air. Looking into the "Horrible, that's what it was,
spite its appearance, the door did courtyard, the players will see the re- sir, horrible. I joined the army 10
not seem to want to move at first. mains of the personnel of the fort. years ago. I've served in some pret-
Then it slowly creaked open enough The corpses are almost unrecogniz- ty remote places and seen some
for one of them to look in. Stern- able after the carrion birds have things that would turn a man's hair
son stuck his head in for a moment, feasted. They obviously have been white as snow, but nothin' like the
his pistol at the ready. Then we saw dead for some time, and it appears slaughter we found there. Bloody
his body begin to shake. His face that they were killed and then stacked spears layin' about, some still
was blank, white as sailcloth. He in the courtyard—perhaps as a stickin' in the bodies of the dead.
looked me in the eyes, and I saw warning. And that word hangin' over us all,
his knees begin to give way. Stern- In several areas around the court- Seleti. If they was responsible for
son pulled back; Sergeant Masters yard and near the bodies are shat- a doin' this, then they would pay,
held him as he began to vomit. tered remains of Hill Martian spears. and pay dearly, that much you can
Whatever it was that he had seen, Indeed it appears that a raid of some be sure of. "
it was something quite horrible, I sort has taken place here, and these We secured the fort and then
was assured of that much. I didn't are the victims of that attack. closed the gate. Walters and Tor-
know what it was, but I was sure At the corner of the courtyard, at rence manned the lookout, and we
that I didn't want the same fate to the base of the watchtower, is a began to dig through what was left
befall me and those near me. crudely nailed piece of wood. In of it all. There had to be some sort
The massive front gate requires dried blood is the word "Seleti" of answer, something that would
the strength of two men to open written in English. No bodies are justify or explain the slaughter that
enough for a person to pass. As found near the place where the word we found.

GDW
THE MYSTERY OF FORT DICKERSON

2. Atillison's Mercantile: This 5. Officers' Quarters/Command


A SEARCH FOR ANSWERS store was the general store that sup- Post: The officers' quarters doubled
ONCE THE characters have got- plied residents and visitors of the out- as a command post and a battle in-
ten over the shock of finding the post. A thin layer of dust covers firmary at Fort Dickerson. In this
corpses, they will begin trying to dis- everything, signifying that the store single-story building the players will
cover exactly what became of the oc- has not been looted since the day of find more of the garrison forces, es-
cupants of the outpost. In order to do the massacre. pecially in the area of the infirmary.
this, they will have to conduct a If a check is made of the receipts, None of the bodies show any sign of
search of the fort and the surround- the characters will find that the last combat injuries. Indeed, despite their
ing area. The referee has the task of sales made were to two trappers decay, they appear to have been in
presenting the information to them named Wilson and Hobbes, almost perfect condition. As the characters
and allowing them to piece together four weeks ago. They purchased am- move through the building, they will
the clues needed to solve the mys- munition for rifles, as well as typical find the remains of the post physi-
tery. To search for clues and other foodstuffs and supplies. Both men cian in the aisle. In his hands is a
vital information, use the map pro- traded furs and skins for their goods. shattered jar of malt powder com-
vided on page 54 and the descriptions An inventory of the store will take monly used to treat stomach ailments
as written below. The referee should almost a full day for one person to and cramps.
feel free to add to the descriptions as complete. It will show that all money The command post itself reveals
he feels necessary. in the building has been removed. the body of the garrison commander,
1. The Courtyard: A total of 32 Also taken was a large amount of ba- Lionel Perry, seated at his desk.
corpses are in the courtyard of Fort con, lard, flour, and oats, as if some- Next to him is an empty water glass
Dickerson. Most of these have been one were planning a long journey or with the dried remains of malt
stacked like logs. They are all in ad- knew that they could not come back powder.
vanced stages of decay, with little left to the fort for some time. In the outpost's log, Perry notes
to examine in most cases. 3. Livery: The stablemaster's the arrival of two traders by the name
Characters inspecting the few notes show that a total of 26 gashants of John Wilson and Peter Hobbes,
bodies that are intact will find no were quartered at the livery. As the who arrived at the fort on the morn-
evidence of any wounds or cuts. In players inspect the fort, they find that ing of April 13 to purchase supplies.
fact, other than superficial damage all the gashants are gone. Whoever According to the log, the men left
done by the carrion birds, there is no raided the outpost and killed the two days later, on April 15, at mid-
visible cause of death on the corpses. defenders took all the gashants, as day, after taking on supplies. This is
Furthermore, none of the bodies well as the riding tack, with them. the last entry in the log, apparently
have been looted, and all seem to Four large wagons listed on the in- made on or near the day of the
have been dragged from within the ventory are missing as well. massacre.
compound to their location in the 4. Barracks: This two-story If the previous two months of the
courtyard. building was built out of massive log are carefully scanned, several en-
In is important to note that all of stone blocks were once part of the tries stand out that might lead to clues
the bodies found are those of the tower where the outpost now stands. as to motives or reasons for the mas-
British garrison soldiers—none are As the barracks for the Fort Dicker- sacre at the fort. One dated March
those of the civilians who lived in the son garrison, it is well defended even 2 points to three men punished for
fort. if the interior of the fort is under at- stealing and sentenced to 30 days ex-
The crude sign seems to have been tack. This structure appears totally tra duty.
painted with blood. Nearby is a towel undisturbed. Another entry, dated March 5, in-
that is stained with what appears to All the beds are made in perfect dicates that several nomads of the
be blood and must have been used to British military style. Four of the Seleti clan arrived at the outpost.
draw the letters. No bodies are near beds even have gear laid out for They had an altercation with two
the sign. inspection. soldiers and, in a brief fist fight,
MORE TALES FROM THE ETHER

drew their weapons. A gunner on the barracks, but several other families read, and the referee should make
Nordenfelt saw the action in the also lived in the outpost. Like the this as difficult as possible for the
courtyard and discharged his weap- boarding house, most of these have characters. There are scant referenc-
on, killing the Seleti. Several others been left rather messy, as if someone es that Dr. Whitehouse had found
of the clan left, vowing revenge for hastily packed his belongings and de- something significant in his diggings
the loss of their fellow tribesmen in parted. There are no signs of strug- at the base of the outpost. He makes
dishonorable combat. The Seleti gle, however, adding to the air of reference to the Lens of Torbash and
weapons were confiscated from the mystery. the Lens of Fibash. Other than that,
dead. 8. Mess Hall: The mess hall ap- nothing else of significance can be
The only other entry of any impor- pears abandoned and left in disarray. gained from his scrawled notes.
tance was on April 3 and concerns Dirty dishes are piled, awaiting a 10. Armory and Magazine: This
Dr. Whitehouse and his work. Ac- washing they never received. small structure is underground, built
cording to the sketchy notes by In the back of the hall (in the pan- into the foundation of the outpost.
Perry, Dr. Whitehouse made some try) are the bodies of the garrison's The door to the armory has been
sort of discovery of "great value, " cook and his assistant. Like with the forced open, and the crowbar used
and the commander was sworn to other corpses, there is no sign of a to do it still lies nearby. Many of the
secrecy on the matter. On the side of struggle here—only death. rifles used by the garrison are still
the page is a small doodling of a The only significant clue can be in place on the racks, but nearly a
diamond-shaped gem with a £ sym- found near the back door of the dozen are missing.
bol next to it. building. It is a broken jar of some A close check of the inventory
Another find that might be of in- sort, shattered against the massive found in the command post will re-
terest is a recent inventory of the gar- blocks that make up the structure. In- veal that eight cases of rifle ammuni-
rison armory and magazine. side the broken glass bottom is a tion have been taken, along with a
A more detailed search of the com- small amount of some powdery, large quantity of ammunition for the
mand post will show no signs of a dried, green substance. On the Nordenfelt five-barrel gun. All am-
struggle, but one door to a closet has broken remains of the jar is a label munition for the fort's Hotchkiss
been forced open. Usually this closet with the Martian word termuaa cannon is still in place.
was used for holding confiscated scrawled on the slightly torn paper. 11. Gun Position One: This
items and contraband. Missing, ac- 9. Dr. Whitehouse's Laboratory/ elevated platform mounts a Hotch-
cording to the roster sheet, are Residence: At first this building ap- kiss six-pounder rotating cannon.
several Seleti spears. pears to be a normal house for a The gun is bolted into the massive
6. Phillips' Boarding House: This civilian in the fort. However, it is stonework foundation of the outpost.
structure stands two stories tall and laid out like a museum workroom. The bolts show signs of having been
is the residence of the majority of the There are several stone artifacts, tampered with recently, and several
civilians living at the fort. An inspec- such as jars and tools, each with a tools are found nearby, supporting
tion of the rooms reveals little more piece of paper under it describing that theory.
than personal objects and effects. where it was found and what it may Apparently thieves or the murder-
Most of the rooms seem to show evi- be. Two five-foot, stone, grinding ers attempted to take the weapon but
dence of a hurried packing and de- wheels with intricate carvings are did not because of the effort in-
parture. propped up against the wall. The on- volved.
The only item of interest is in Mrs. ly evidence that this building was 12. Gun Position Two: This posi-
Phillips' registration book in the lob- used as a residence is a small cot in tion at one time mounted a Norden-
by of the building. Listed as the last the corner and a handful of personal felt five-barrel gun, but now it is
two guests to stay are John Wilson effects identifying this as Dr. Phillip gone.
and Peter Hobbes. Whitehouse's laboratory. Scar marks in the stone indicate
7. Various Civilian Quarters: Like those of many doctors, Dr. that it was lowered into the courtyard
The company soldiers lived in the Whitehouse's notes are difficult to after it was removed.

GDW
THE MYSTERY OF FORT DICKERSON

FORT DICKERSON
KEY

Rubble

British Buildings

Martian Buildings

Dr. Whitehouse's Trenches

1. The Courtyard
2. Atillison's Mercantile
3. Livery
4. Barracks
5. Officer's Quarters/Command Post
6. Phillip's Boarding House
7. Various Civilian Quarters
8. Mess Hall
9. Doctor Whitehouse's
Laboratory/Residence
10. Armory and Magazine
11. Gun Position One
12. Gun Position Two
Scale is 6' Tactical Squares.
MORE TALES FROM THE ETHER

DR. WHITEHOUSE'S DIG


FAR DOWN AT the base of the
fort is the area where Dr. White-
house had been conducting his dig-
gings. The exterior is marked with
tall mounds of dirt, and numerous
trenches and trial excavations. One
of the massive stone blocks used in
the foundation has been pulled out
enough to allow a person passage in- • Scant evidence points to the fact
side the unofficial basement of the GATHERING THE CLUES that Dr. Whitehouse made some sort
fort. TOGETHER of a significant discovery in his
Several lanterns and lights will be BROADSTONE IS more than work, yet nothing of value has been
required (even in broad daylight) to willing to take his time in the in- found either at the site or in the fort.
make out the interior of the diggings. vestigation. He will have the majori- The items could have been stolen by
The removed block apparently con- ty of his soldiers manning the bat- the individuals responsible for the
cealed an antechamber left by the tlements of the outpost while the massacre.
original Martian builders. Odd others sift through the remains and • Whoever or whatever per-
writings and runes cover one of the try to determine what has happened formed this heinous act apparently
walls, and in the dim light they seem to the men and women who once took plenty of supplies, ammunition,
to stand as some sort of warning. lived in the fort. and the outpost's five-barrel Norden-
Further investigation will show After several days of research, the felt gun with them.
another very small, narrow passage lieutenant will call in the players to • With the exception of Dr.
into yet another antechamber. Here discuss the clues that have been Whitehouse, all of the victims ap-
stone mosaics (in terrible condition) found. It will be up to the whole parently show no signs of a struggle.
show Canal Martians holding staffs group to try to determine what has The infirmary was filled, and there
up to the Sun. Mounted on top of taken place. is a possibility of a sudden infection
these staffs are large gems, almost The clues are as follows. or sickness of some sort.
the size of a human hand. • All of the garrison soldiers' • The only other individuals in
In the center of the room is a bodies have been accounted for, with the outpost were two fur trappers,
small, intricately carved, black, the exception of three men. None of named John Wilson and Peter
wooden box. Nothing is left inside the civilians, nearly 20 in number, Hobbes, who lived nearby.
but the tattered remains of a once- have been found, with the exception • A strange substance named ter-
ornate cloth. The contents are ap- of Dr. Whitehouse. It is entirely muaa was discovered at the back of
parently missing. possible that the fort's civilians fled the mess hall. This name is Martian,
A further investigation of the out- the outpost or were taken as pris- and the qualities of the substance are
side of the dig will turn up only a oners, especially since it appears that unknown.
series of excavation holes, evident- many of them packed before they Given the set of clues, the lieuten-
ly dug in accordance to some pattern, departed. ant feels that the only course of ac-
since they are regulary spaced apart. • The name of the Hill Martian tion left is to take a portion of his
At the edge of the water canal the tribe, Seleti, was found in the court- force and set out to find the fur trap-
characters will find the body of Dr. yard. Several days before the mas- pers, Wilson and Hobbes, and inter-
Whitehouse. Unlike any of the sacre, Seleti tribesmen were killed in rogate them. If no answer is found
others, his body has been shot, and an altercation with the British. Also, with them, then he will attempt to
the bullet fired was from a British Seleti spears were found in the debris find out what he can from the no-
military rifle. of the courtyard. madic Seleti.

GDW
THE MYSTERY OF FORT DICKERSON

The Martian will make no effort


SPLITTING FORCES A DANGEROUS ENCOUNTER to communicate first, since cus-
THE GARRISON FORCE will be AS THE characters approach the tomarily this is a sign of weakness
under the command of Sergeant small hut, they will notice movement among his tribe. Eventually, he will
Masters, while Lieutenant Broad- in the shade trees nearby. Lieutenant take several long strides forward un-
stone leads the expedition. He will Broadstone will hold his forces back, til he is only 30 feet from the British
only take six troops with him. ordering two of his men to flank to party. He will be followed closely by
Despite the fact he feels civilians are the far right to try to find out who his party, each appearing as menac-
difficult to handle and risky to have is hiding there. Just as he gives his ing as possible.
along, he welcomes any who are order, a tall Hill Martian will step out It is important to note that any vio-
armed and willing to fight, if the of hiding. He is dressed in a fur tunic lent or threatening action on the part
need arises. and is very old. In his hand is a large of any player character will result in
Using the information provided by spear, and he is holding it in a men- a similar stance by one of the Hill
Miki, he will lead the group on acing manner—apparently unafraid Martians. Thus, if the player char-
horseback to the south, searching for of the British officer and his men. acters hold their weapons pointed at
the dwellings of the fur trappers, Eight Hill Martians step out of the Martians, the Seleti will hold
Wilson and Hobbes. The ride will hiding at a wave of their leader's their spears up, ready to throw at the
take two days, and eventually the arm. Like their leader, they are humans. Any attack will be met with
players will find a small hut built on armed with spears and show little a counterattack.
a hillside. Like at the fort, there is fear at the sight of the more heavily If such a situation arises, all the
initially no sign of life. armed British. Seleti have Strength 5 and Endurance
4. Each is armed with a spear.
If a fight does break out, the lieu-
tenant will do what he can to get both
sides to halt and talk. Finally, Lieu-
tenant Broadstone will step forward
and address the Seleti leader directly.

THE SELETI SIDE


OF THE STORY
THE HILL MARTIAN will iden-
tify himself as Celet, leader of the
Seleti clan. He will blatantly demand
to know why the British party has
come here—to murder more of his
people in cold blood? Was not the
blood of his brother enough for their
tastes? (His use of the English lan-
guage is fair but often difficult to
understand. )
Once through with his initial de-
mands, he will openly listen to the
story told by Lieutenant Broadstone.
The lieutenant will go into all the
details of the findings, even mention-
ing the blood-written word "Seleti"
in the courtyard. Celet will listen and
MORE TALES FROM THE ETHER

appear unshaken by the account. imply strongly, however, that some


After several long seconds of si- Martian tribes to the far south will
lence, he will sneer at the lieutenant. pay handsomely for human slaves.
Yes, there was an altercation with the Celet will depart with his men
garrison, and several of the Seleti when he is done speaking. He will
were killed, but massacre is not the make no effort to follow or badger
way of his people. They only have the expedition at all.
a blood feud with the man who ac- Any investigation of the hut will
tually killed his people, and from the find that, apparently, it is abandoned,
sound of it, that feud is ended now with no weapons or signs of food
that he is among the dead. there. Most of the personal effects,
As for the sign that implicated with the exception of some clothing,
him, Celet will claim that he, and he are gone.
alone, knows how to write in En- From the look of everything, the of the deal. Peter Hobbes, though,
glish. His people would never have hut has been abandoned for some turned on his partner and sold out to
wasted the time to leave a clue as to time, at least three weeks. the soldiers. Hobbes then went back
who committed the crime. Neither to the fort.
would they have abandoned the fort ANOTHER BODY John Wilson knows that the four
without stripping it of everything ACCORDING TO Celet, Hobbes men were going to poison the gar-
useful to them. and Wilson's cave is two days' rison's food. Then they would take
When pressed as to why he was march to the southeast. Lieutenant the gems. Using whatever means
near the hut used by Wilson and Broadstone will lead the players in possible, they would capture the
Hobbes, Celet will state that he has setting off to find the trappers, feel- civilians and sell them off to the slave
a working agreement with the two ing that they offer the greatest traders to the south, which was
men and has not heard from them in amount of information about what where Peter Hobbes' skills were to
some time. The Seleti found no happened at the fort. come into use. After that they would
evidence of wrongdoing or any sign After a day's ride, one of the lay low for several months, then sell
of either trapper. Celet and his men scouts will come across the fallen the gems for a tidy sum.
do not find this bothersome, since form of John Wilson. Wilson has Wilson believes that once the plan
both humans also have a cave in a been shot and is near death. The was underway, the three soldiers
nearby hill where they live from time wound is very old and badly infected, killed his partner. Wilson fled to
to time. and there is little hope that he can be their cave retreat only to find it now
If one of the characters accom- saved. As he lays near death, he will in the hands of the soldiers. He was
panying the party asks about the finally fill the player characters in on shot and left for dead, but he man-
word termuaa, they will see Celet's what has happened to the outpost and aged to crawl back this far.
eyes narrow. He will state that it is its occupants, at least as far as he Before he can give any details of
a poison made from weeds found knows. the layout of the cave, he will warn
along the canal. His people sold From his deathbed Wilson will them of the Nordenfelt at the en-
some to several of the British soldiers state that three of the soldiers of the trance. Furthermore, the soldiers still
during their last fateful visit to the fort found out that Dr. Whitehouse have the women from the outpost as
fort. The officers in the outpost had discovered two gems of great hostages and are willing to kill them
found that when combined with a value. These men, privates named if they have to.
light oil, it was an effective leather Shaugnessy, Wicks, and Holt, struck Wilson obviously knows more, but
cleaner and preservative. a deal with Wilson and his partner in his weakened state slips into a
Celet will claim that he does not Peter Hobbes to help them steal the coma. Within a matter of hours he
know what happened to the civilians gems. But the theft was foiled, and dies, taking with him any hope of the
who lived at Fort Dickerson. He will both Wilson and Hobbes backed out PCs finding out the cave's secrets.

GDW
THE MYSTERY OF FORT DICKERSON

CLIMAX
KIDNAPPER ATTRIBUTES IT WILL TAKE another full day
Attribute Shaugnessy Wicks Holt to reach the cave. A rather large rock
Strength 4 4 2 outcropping rises out of the sandy
Agility 3 2 4 and rocky wastes. The cave is situ-
Endurance 3 2 2 ated at the base of the massive rock
Intelligence 2 3 3 and is fortified by a number of
Charisma 3 3 3 boulders forming a defensive ring
Social Status 1 2 2 around it. In the opening of the cave,
glittering in the light of day, are the
SKILLS five steely fingers of the Nordenfelt's
Skill Shaugnessy Wicks Holt barrels.
Fisticuffs 3 3 4 Lieutenant Broadstone realizes that
Marksmanship: a direct assault would almost assur-
Rifle 3 3 2 edly take the lives of all his men.
Pistol 2 2 3 From a distance the expedition sees
activity—mostly the women milling
about under the ever-present guns of
THE CAVE their captors.

KEY

Nordenfelt

Boulders

Captives

Kidnappers have taken up firing positions = 6 ft.


in the boulders near the mouth of the cave.
MORE TALES FROM THE ETHER

Broadstone proposes that a small of them, warning the characters off.


group attempt to sneak up on the If the PCs leave, they will find the
cave at night and free the prisoners. Nordenfelt turned on them the mo- FURTHER
Then the matter of the treasonous ment that they are clear of the cave. ADVENTURES
soldiers can be dealt with. Any If they opt to rush the kidnappers, FIVE OF the men taken from
player characters who volunteer will they will find that the killers will toss the fort have been sold into
be accepted. aside the women and fire at them slavery somewhere to the south.
The cave itself is very shallow, on- directly. The PCs can follow the canal in
ly going back some 40 feet into the Shaugnessy, Wicks, and Holt are an effort to find and free them.
rock outcropping. All the gashants all Trained NPCs. There will likely be a company
stolen from the fort are tied to the The soldiers' last-ditch attempt to inquiry into the incident at Fort
east in a small area of grass and hold what they have will take place Dickerson as well. The charac-
weeds. A small well is located at the only when two of the three have been ters are destined to be called back
western edge of the rocks, barely killed or knocked unconscious. The at a later date as witnesses, es-
enough to supply the humans living remaining kidnapper will grab a pecially if any of the kidnap-
there. torch and threaten to apply it to a keg pers/killers are taken alive.
The Nordenfelt gun is manned at of black powder, slightly open in the The referee should remember
all times by one of the renegade rear of the cave. He will pick up the that the men who conducted the
soldiers. Any person attempting to keg and try to make his way out of massacre at Fort Dickerson know
sneak into the cave in the middle of the cave, if allowed to do so. they are facing the death sentence
the night must roll a die. On a roll If threatened, he will drop the for their crimes. They may suc-
of 1 or 2, the sentry at the gun is torch and bolt for the exit, regardless cessfully escape, hoping to kill
asleep and does not notice. On any of where the player characters are. any potential witnesses or to flee
other roll, he will spot the characters If the kidnapper is shot, roll a die. back to Earth (or another world
and attempt to turn the gun on them. On a roll of 1 or 2 he will have fallen altogether). The characters may
If the rescuers move fast enough down and dropped the burning torch be called back into service to try
(Agility greater than 4), they can on the powder. The player characters to track them down.
overpower the gunner and do so will have to roll their Agility ratings
without raising an alarm. or less to escape the cave before the from the early signs of malnutrition,
The women from the outpost are powder explodes. Treat the women and several are ill.
tied up at night and are kept along prisoner NPCs as if they have a In the cave (considered lost if the
the eastern edge of the cave wall. Six rating of 3 for Agility. Any explosion cavern is blown up) is a small leather
trip wires, rigged to cowbells, are will seal the cave and all of its con- bag with the broken remains of the
strung randomly in the area so any- tents forever. two large gems that were stolen from
one coming in or attempting to flee If the adventure ends with both Dr. Whitehouse's find. The victims
will set them off. Each time one is survivors and cave intact, the players will say that the gems were broken
encountered, the player crossing it will find a total of 12 women who during a fight between two of the
must roll a die. A roll of 4, 5, or 6 are still alive. They will state that the kidnappers. The contents of the bag,
indicates that the wire has been found remainder of the civilians, five men, even though the gems were shat-
and can be avoided. Otherwise it is were taken south five days ago by a tered, are worth nearly £26, 000. The
tripped, warning the kidnappers. trading caravan that purchased the company will turn 10 percent of this
If an alarm is raised, the two re- men from the kidnappers. Apparent- over to the characters.
maining kidnappers will draw rifles ly there was a squabble over the price If any of the kidnappers are taken
and attempt to threaten one of the for the women, and they were not alive, they will be shackled heavily
women if the players do not sold. and guarded around-the-clock. They
withdraw. The story they tell will match John will be taken back to Fort Dickerson
They will hold the hostage in front Wilson's. All of them are suffering to await trial.

GDW
SHIP COMBAT

nored. In addition, the following


modifications are made.
Damage: All boats have their
speed halved (round down) once they
have taken half their total allowed
hull hits, and they sink once they
have taken all their allowed hull hits.
Ship Combat Irrelevant critical hits (such as
magazine or boiler hits) are rerolled.
A loss of trim critical hit becomes
FROM TIME TO time there may are intended to provide a framework "uncontrolled flooding, " a new type
be fights between aquatic vessels, within which the referee can resolve of damage result. Ships suffering an
particularly ones travelling down the such battles. A modified form of the uncontrolled flooding result im-
canals of Mars or through the aerial combat rules is used, with the mediately take hull hits equal to the
swamps of Venus. These brief rules obvious difference that altitude is ig- damage value of the round which
caused the hit. In each subsequent
movement phase the crewmembers
may attempt to stop the flooding by
conducting a normal damage repair
attempt. If they succeed, the hit has
no further effect. If they fail, the ship
takes additional hull hits equal to the
original damage value. This con-
tinues every turn until either the
flooding is stopped or the ship sinks.
Ramming: Normal rules for ram-
ming and collisions are used, except
that any ship damaged by a success-
ful ram (by a ram-equipped ship)
automatically suffers an uncontrolled
flooding critical hit.
Submarines: Submarines must
declare whether they are surfaced or
submerged during the initiative phase
of each turn. They may not be fired
at while submerged, but they may
AQUATIC VESSELS not ram while submerged either. As
Vessel Speed Ram Hull Crew Armament submarines are completely enclosed
War Galley 2 Yes 20 20 1 heavy gun, 10 passengers and are difficult targets, all gun and
Merchant 1 No 30 10 None, 10 passengers crew hits count as misses. Once a
Barge 1 No 40 10 None, 20 passengers submarine has taken half its hull hits,
Skiff 2 No 4 1 None, 5 passengers it may no longer dive. Lifter critical
Submarine 1 Yes 10 6 2 torpedoes hits against submarines are not
Steam Launch 3 No 10 3 None, 10 passengers rerolled, but instead prevent them
Hydrofoil R x2 No 10 3 1 machinegun, 2 passengers from diving until repaired.
Note: R x 2 means the speed of the vessel is twice its reliability number. The statistics for several aquatic
vessels are presented to the left.
MORE TALES FROM THE ETHER

Players and referees may photocopy this map for their personal use.
GDW
SHIP COMBAT

Players and referees may photocopy this map for their personal use.
MORE TALES FROM THE ETHER

Players and referees may photocopy this blank grid map for the creation of their own
terrain maps. GDW
CONKLIN'S ATLAS THE STORY OF SPACE: 1889
Just where is Ruritania? How far does It was as a result of intense intellectual
the Grand Canal extend out of Syrtis Ma- conversations between Professor B.
jor? What parts of Venus have been ex- Etienne Moreau of the Sorbonne and
plored? Where is Kraag Barrovaar? What American, inventor Thomas A. Edison
does it cost to travel by steamship from I that the latter devised
London to Bombay? Where is Princess a practical use for the
Christiana Station? luminiferous ether. Its
Where else could you find the answers nature suggested to
to any of these questions but in the Edison a device which
world famous Conklin's Atlas of the could "sail at speeds
Worlds and Handy Compendium of Use- heretofore undreamed
ful Information? Available now for the in- of through the lumini-
credibly low price of just $ 10. 00. Don't ferous ether. " It was,
delay! in fact, a quirk of fate
GDW: 1983. ISBN 1-55878-024-6. 96 which forced his first
pages $10. such invention to fail —
his prototype could not overcome the
SKY GALLEONS OF MARS atmosphere —forcing Edison to set his
• The magic of liftwood. sights toward the airless heavens. The
The first game in the Space: 1889 space age had begun.
series, Sky Galleons of Mars places you Edison himself made the first manned
in thrilling air battles high above the red Everything Jules Verne should have written. voyage in an ether flyer of his own inven-
deserts. British aerial gunboats, armed tion, accompanied by Jack Armstrong, a
with sophisticated naval guns, duel the Everything H. G. Wells could have written. Scottish soldier of fortune. The two
finest cloudships the Martian princes can Everything A. Conan Doyle thought of, but never published— managed to pilot their craft via hydrogen
muster. Rules cover movement and fir- balloon high enough to allow their ether
ing, grappling, boarding actions, and because it was too fantastic. propeller to take hold. Unfortunately,
more. Sky Galleons of Mars is played Everything you need for the adventures of the century! their landing on Mars was not as smooth,
with large plastic pieces depicting the and the balloon was damaged. The ex-
gunboats and cloudships involved. pedition would have been stranded
GDW: 1890. ISBN 0-943580-73-0. forever were it not for the fact that the
Boxed $28. Science-Fiction planet was inhabited.
Adventure In a Edison and Armstrong were taken
BEASTMEN OF MARS
More Civilized Time prisoner by a local Martian potentate,
• The dreaded Cult of the Worm. Amraamtaba IX. Armstrong learned the
When a famous archaeologist thinks he • The newest role-playing con- language, and Edi-
can find artifacts of ancient Martians in cept in years! son impressed the
High Martian kraags, he is met with Red-coated infantry stand back-to- ruler with his tre-
criticism. "Artifacts among the beast- back on the sandy banks of a Martian mendous knowl-
men! May as well be buried forever!" But canal. Explorers brave the Venusian edge. The pair were
rumors encourage him to mount an ex- swamps, pursued by giant lizards and the soon freed, and Edi-
pedition which the marauding beastmen agents of the German Kaiser. Adven- son was provided
send into great peril. Only upon reaching turers chart the jagged wastes of the with the materials
their destination will the humans discover Martian highlands and battle the fierce necessary to repair
the hidden reality of the kraag, a conclu- beastmen while searching for the fabled his balloon. Within months the repaired
sion more terrible than anyone could liftwood groves, keys to the majestic sky flyer was ready to carry Edison, Arm-
imagine. galleons of Mars. strong, and a curious Martian back to
GDW: 1 902. ISBN 1 -55878-022-X. 64 This 216-page hardbound rules book is Earth. The expedition landed safely out-
pages $8. the heart of the Space: 1889 role-playing side Cincinnati on the 7th of August,
game. It contains the complete role-play- 1870.
ing rules, plus the exciting background of Victorian science fiction: ether flyers and Earth was electrified. Edison and Arm-
Martian cloudships, the canals and civilizations of the red planet, Venus' swamps strong received fame and fortune. Within
and dinosaurs, the honeycombed interior of Luna, and the thrills of inventions and a year, dozens of companies were
inventors —the driving force behind Victoria's multiworld empire! manufacturing Edison Flyers, and flyers
From the canals of Mars to the steaming jungles of Venus to the subsurface caverns of several nationalities were soon mak-
of the Moon, Space: 1889 is the most exciting role-playing game in years. ing regular trips to Mars. The British
GDW: 1889. ISBN 0-943580-80-3. 216 pages hardbound $30. established a permanent quarter in the
Martian city of Parhoon. Belgians and
SPACE: 1889 TALES FROM THE ETHER French quickly followed suit, establishing
REFEREE'S SCREEN • Mars. themselves as colonial powers. The Ger-
• A must for every 1889 referee! • Venus. mans turned their attentions to Venus, a
Just what every Space: 1889 referee • Mercury. world covered with harsh swamps and
needs to speed play: a complete 34" by • Luna. inhabited by ferocious dinosaurs. Edison
11" decorative screen with all the perti- • The Orbital Heliograph Station. had opened a cornucopia of worlds and
CLOUDSHIPS AND GUNBOATS nent charts and diagrams necessary for This anthology of adventures takes markets for the colonial powers of the
• Detailed deck plans. faster play. Every chart, table, and you on a grand tour of the Solar System. Earth, the backdrop for the adventures of
• Exquisite card stock heroes. diagram required to play Space: 1889 is Travel among the mountains and deserts a lifetime —Space: 1889!
Enhance your Space: 1889 adventures right at your fingertips. Also included is of Mars, through the horrible swamps of
with large deck plans for cloudships and a complete additional set of game charts Venus, into the caverns of Luna, and Cloudships of Mars
gunboats, beautifully executed for im- for distribution to players. The screen across the burnt face of Mercury. Even With liftwood for power, and enor-
mediate play. But Cloudships and Gun- itself is in full color with beautiful illustra- the Orbital Heliograph Station is a hotbed mous sails or air screws for propulsion,
boats is more than just a collection of tions, an ideal accessory for the adven- of anarchy with the aim of bringing down the Martian sky galleons have become an
deck plans. It has additional information tures of the century! Her Majesty's government. important part of Mars' worldwide
and construction rules for vessels, more GDW: 1981. ISBN 1-55878-015-7. GDW: 1901. ISBN 1-55878-011-4. 64 civilization. But these magnificent ships
ships for Space: 1889, and rules on how Chart and booklet $10. pages $8. are a fairly recent addition to the rich
to use the deck plans with the card stock Martian culture —a culture originated by
miniatures provided —25mm characters beings who had no need for flying
in full color with plastic stands. HERE'S HOW TO ORDER! machines.
GDW: 1982. ISBN 1-55878-021-1. For sale at your hobby or game store. Or order from GDW.
Boxed ... $15. By Mail. Write what you want on a piece of paper. Pay by
S I N C E 1 9 7 3
check, money order, or Visa/MasterCard information.
By Phone. Call us at 309-452-3632 between 9 a. m. and
WATCH FOR THESE 5 p. m. Central Time weekdays. You can pay by Visa or
NEW TITLES MasterCard.
1903 Caravans of Mars (Sept). By FAX. Write out your order (including Visa/MasterCard
1904 Steppelords of Mars (Dec. ) information) and fax us any time at 309-454-3127.
1 984 Soldier's Companion (July) We are committed to prompt service; we fill orders within
1892 Temple of the Beastmen (Nov. ) two working days. Ask for our free 16-page catalog. PO Box 1646
1906 More Tales From the Ether (Aug. ) Bloomington, IL 61702-1646
FREE! Write for your free copy of our 16-page Space: 1889 overview.
EXCITEMENT, ACTION, and danger are in
store in this second adventure anthology for
Space: 1889.
• Caught in the Mire. An expedition for
H. M. government leads you to the city of
Thalia, where a British delegation attempts to
mediate a settlement to a local war. What
starts out as a routine trip becomes a night-
mare, however, when swamp pirates decide
to throw a monkey wrench into the negoti-
ating machinery.
• The Lurker in the Moor. The botanist Dr. Van Warren lost his
life in the search for knowledge. His daughter needs your help to secure
his everlasting fame by bringing back specimens of a rare and extremely
beautiful orchid from the depths of the Mylomeroen Swamp. The swamp
is filled with dangers, however: Hill Martian pirates, deadly animals,
nearly impassible terrain, and—worst of all—the lurker.
• Madness in the Moab. Dr. Fairbanks and an assistant are
long overdue from their expedition into the trackless wastes of the
Moab, and a reward of £500 has been offered for news of the
doctor's fate. The question is, is it worth £500 to travel into the
Moab?
• The Mystery of Fort Dickerson. The garrison of remote
Fort Dickerson has been massacred, and the fort's civilians are
missing. The main clue is an enigmatic message, the word "Seleti"
painted on a wall—in blood.
Each adventure is complete
and ready-to-run. This book
also contains combat rules
modifications for small boat
actions, plus battle maps
which are suitable for photo-
copying and for individual
modification.

Copyright© 1989 GDW Inc.


1906
Space: 1889 is GDW's trademark for its role-
playing game of Victorian Era space-faring.
S i n c e 1973

Made in U. S. A.
Printed in U. S. A.
PO Box 1646
ISBN 1-55878-028-9 Bloomington, IL 61702-1646

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