Professional Documents
Culture Documents
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
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,
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.
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
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
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.
GDW
CAUGHT IN THE MIRE
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.
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
- Ground level
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-
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.
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.
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
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
Lady Swanscombe visits St. Barbara's Orphanage in Parhoon (story on page 2).
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
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.
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
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
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
GDW
THE MYSTERY OF FORT DICKERSON
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
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
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
GDW
THE MYSTERY OF FORT DICKERSON
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
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
GDW
THE MYSTERY OF FORT DICKERSON
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
GDW
SHIP COMBAT
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.
Made in U. S. A.
Printed in U. S. A.
PO Box 1646
ISBN 1-55878-028-9 Bloomington, IL 61702-1646