You are on page 1of 67

BEASTMEN OF MARS

Copyright©1989 GDW, Inc.


All Rights Reserved.
Made in USA.
Printed in USA.
ISBN 1-55878-022-X.
Space: 1889 is GDW's trademark
for its science-fiction role-playing
game of adventure in a more civi-
lized time.
A catalog of Space: 1889 products
is available from GDW. Just write
and ask.
CREDITS
Design: Lester W. Smith
Cover Art: Janet Aulisio
Interior Art: Jim Holloway, Steve Stiles
Art Direction: Dana Reischauer
Text Manager: Michelle Sturgeon PO Box 1646
Text Processing: Julia Martin, Julie Amdor Bloomington, IL 61702-1646 USA
TABLE OF CONTENTS

Table of Contents
Introduction 4 Running the Voyage 28 In the Hands of Hattabranx 50
The Northern Cities 30 The Interview 51
Synopsis 6 The Drowning of the Sprite 32 A Short Incarceration 52
Sacrifices to the Worm God..... 52
An Inauspicious Beginning 8 An Overland Trek 34 A Change of Plans 53
A Madman's Tale 9 If the Sprite Was Saved 35
Quuglaani's Note 10 If the Sprite Was Destroyed 36 Guests of the Worm Lord 54
The Rendezvous 10 Like Flies to Honey 36 A Terrifying Fall 55
Using Chase Diagram 11 If the Group Reaches a City 37 Happy Landings 55
Chase Diagram Movement 12 The Skrill-Riding Queln 38 An Absent Host 56
Ending the Chase Scene 14 Quarry of the Queln 38 Some Basic Facts 58
The Assassin's Statistics 14 Captives of the Queln 40 Learning From the Ancients.... 58
Larger Chase Scenes 15 Within the Queln Village 40 Exploring 58
Movement Hazards 16 Escape From the Queln 41 The Building Descriptions 60
A Pair of Thwarted Murders... 18 Wagon Masters of Meroe 42 Meeting the Worm Lord 62
A Justified Paranoia 20 Quarry of the Wagon Masters... 43 Days of Revelation 62
A Final Warning 20 Meeting the Wagon Masters 44 Confession 62
Guests of the Wagon Masters... 46 Death Sentence 63
A Trip by Canal 22 Taking Leave 47 Escape 63
Taking Leave of Syrtis Major.. 22 Epilogue 63
The Meepsoori Sprite 24 Captives of the Beastmen 48
Who's Who 26 In the Wilderness 49 Space: 1889 64

GDW
INTRODUCTION

^ ^ S ^ - ^ ^
INTRODUCTION

Introduction
HIGH IN THE Astusapes Moun- sa, a peaceful tribe of the Wagon own heads the wrath of a dark cult
tains, home of the dreaded High Masters of Meroe, struggle to settle of assassins. As they struggle for
Martians, often called the beastmen the difference between their chief- their very lives, innocents are slaugh-
of Mars, King Hattabranx, lord of tain's two sons—differences that tered before their eyes.
Kraag Barrovaar, strongest of the threaten to tear the clan apart. And Deep in the bowels of the planet,
High Martian mountain fortresses, to add tension to their troubles, the an ancient evil plots, weaving these
sits upon his throne and nurses his ruumet breehr herds that these no- threads together into a twisted web
hatred for humans. At his ear whis- mads follow have strayed into the that will draw the humans into its
per the hideous Worm Priests, devo- Astusapes, inviting retribution from power. Do they have the fortitude to
tees of a bizarre god that delights in the High Martians if the Hashassa face that evil and break its unclean
death and pain. follow the herds. hold on them?
On the western edge of the Astu- On the canals of the British Crown All this and more occurs in Beast-
sapes, a clan of Queln, the savage Colony of Syrtis Lapis, a young cap- men of Mars, an adventure module
skrill-riding Steppe Martians, has tain risks his future on a new barge for Space: 1889. The events in this
recently made its home. The clan has design, hoping to make a name for book form a mini-campaign that
come to raid the bhutan spice trade himself and ensure profits. Not real- should take the average group about
of the Umbran League, despite the izing his peril, he agrees to carry a five nights to play through if each
fact that the High Martians already handful of dangerous passengers to chapter is played as a separate epi-
pirate that trade. As a result, High the cities of the north. sode. Along the way, player char-
Martian screw galleys and fierce In the city of Syrtis Major, a group acters will have chances to learn
Queln riders ply the same winds, in- of human adventurers become entan- much about Mars, gain some wealth,
viting war between the two savage gled in thwarting a plot to rob an old and frustrate the plans of evil as it
peoples. man of his one chance for wealth. In reaches into the heart of the British
East of the Astusapes, the Hashas- so doing, they call down on their colony.

WARNING
In order to preserve suspense,
players should read no further.

GDW
SYNOPSIS

Synopsis
EPISODE ONE, "An Inauspi- counts at the hotel, they find that a searches by a High Martian screw
cious Beginning, " opens with the note has been left for them—a note galley that has been sent to look for
player characters in the Canal City that warns of certain death if they them. Then, a few days into their
of Syrtis Major, jewel of the British proceed with their plans. journey, they are discovered by a
colony on Mars. While going about Episode two, "A Trip by Canal, " clan of Steppe Martians (one of two
their business, the PCs become deals with the canal trip from Syrtis possible clans, both described in this
friends with an old Canal Martian Major to the borders of the Astusapes book), who take them as hostages.
who has made a living as a scholar, Highlands. The PCs can follow ei- There follows a period in which the
studying the writings of ancient civi- ther of two main canal routes—one PCs dwell and travel with the Steppe
lizations. One day, the old scholar leads to Parhoon, a city just south- Martians, learning the culture of
sends the player characters a note ex- west of the Astusapes; the other leads these people as they struggle to re-
plaining that he has learned the loca- through Haatt to Gorovaan, a city to main alive.
tion of an ancient tomb, and evil the Astusapes' southeast. Regardless Eventually, the player characters
forces are trying to kill him for it. of the route they choose, the party leave the company of the Steppe
He asks the PCs to meet him at noon will finally have to take a boat along Martians, possibly during an attack
at a particular spot in Syrtis Major's the canal that stretches between Par- by High Martians, possibly in the
bazaar quarter. hoon and Gorovaan, with the intent company of a guide who will lead
When the PCs arrive at the bazaar, to disembark about halfway between them into an ambush, or possibly
they are just about to talk to the old those two cities and begin their way relying solely on themselves. What-
Martian when an assassin strikes him overland. Before they reach their in- ever the course they choose, it seems
down from behind and runs off with tended unloading point, however, the inevitable that they will finally be
the map he has made. Chasing the as- ship they are travelling on is blown discovered by the High Martian
sassin through the streets, the PCs up, and the PCs barely escape with screw galley that has been dogging
finally retrieve the map, which their lives. their heels.
shows them the location of an ancient In episode three, "An Overland In episode four, "Captives of the
tomb within the Astusapes High- Trek, " the PCs crawl out upon the Beastmen, " that screw galley carries
lands. The group members set about shore of the canal and find them- the PCs to Kraag Barrovaar, where
making arrangements for a journey selves stranded almost 100 miles they are dragged before the bestial
to the tomb, but they experience from civilization, with nearly all their High Martian, King Hattabranx. Af-
several failed attempts on their lives equipment gone. They begin an over- ter gloating over them for a bit, Hat-
in the process. Eventually they ac- land trek along the course of the tabranx turns them over to the Priests
quire everything that they believe canal, heading for the city they left of the Worm Cult for sacrifice to
they will need and prepare to leave just recently. Along the way, they their bloody god. Just as the first of
the city. As they square their ac- are forced to hide from repeated the characters is to be slain, a chill-
SYNOPSIS

ing voice seems to speak from the He is also obviously mad. Over the the underground city. His sole pur-
very air, commanding that the char- course of many days in his presence, pose for doing all of this: He had
acters be dropped into "Hell's the PCs learn much about the man. heard that people like himself were
Maw, " a chasm from which no one They find that he claims to be a on Mars once again, and he wanted
ever returns. The Worm Priests member of a race of immortals, hav- to meet them. Now that he has, he
obey, beginning to cast the bound ing discovered by their arcane sci- plans to dispose of them. He gives
heroes into the chasm. The episode ences how to put aside death. But, them five minutes to hide, and then
closes as the first of the PCs is paradoxically, he claims that all his he begins stalking them with an
thrown over the edge. companions eventually killed them- energy rifle.
In the final episode, "Guests of the selves to escape the maddening bore- Escape involves the PCs taking the
Worm Lord, " the PCs discover that dom of their existence. flyer out of the cavern, whereupon
the fall is not fatal and that they have He shows the PCs much of the it can be nursed along above the
entered an ancient underground com- mechanisms that run his palace— mountains, finally depositing the
plex unlike any they have ever seen those that provide light and com- group a mere 50 miles from any of
before. A bit of exploration reveals munication with the Worm Priests three nearby cities. Forced to leave
that it is seemingly empty of any in- are kept in perfect working order; all the flyer, the group marches into the
habitants, but there is one door that others have been left to fall into ruin. city and safety. If they organize a
is mysteriously locked, preventing There is one small flyer the party party to go get the flyer, they dis-
their entry into whatever lies behind might be able to squeeze into, but it cover that it is gone, undoubtedly re-
it. Days pass as the characters ex- looks dangerous. claimed by some minion of the
plore, learning a few of the city's The Worm Lord then reveals to Worm Lord. Without that evidence,
secrets but finding most incompre- the party members that it was he who no one will believe their incredible
hensible. A multitude of emeralds lured them here, he who planted the story, although their gems will be
abound, and the PCs can fill their reference to Haataneethra I's tomb, welcomed, and any scientist PCs
pockets if they like. Finally, the he who sent an assassin to slay the may have learned something from
mysterious door opens, and the PCs old Martian scholar, and he who had the group's adventure.
meet their host, the Lord of the the boat blown up. He also instigated If the group has retained the map
Worm, self-styled god of the Worm the search by the High Martian screw to the tomb of Haataneethra I through
Cult. This personage is so humanlike galley, and, of course, it was his all the adventures, the referee has an
as to be nearly indistinguishable from priests who cast the group into the excellent beginning for a new adven-
Terrans, but he is a complete albino. chasm and sent them on their way to ture.

GDW
AN INAUSPICIOUS BEGINNING
AN INAUSPICIOUS BEGINNING

An Inauspicious Beginning
THE PLAYER characters are in
Syrtis Major for several days, with
Teegok Quuglaani (Green NPC) no airship at their disposal. If the
TEEGOK QUUGLAANI is a rather eccentric Canal Martian in his group normally has an airship, it is
late-middle age. He has devoted his life to in need of repairs, or the Worm Lord
studying the writings and artifacts of the an- could plant a bomb on the ship and
cients, hoping to restore something of their destroy it. But the less dramatic the
knowledge to his race, to bring a renaissance reason for being stranded, the better.
of the science of the Seldons. Since Syrtis Ma- The Worm Lord is using every
jor was once the seat of the Seldons' empire, means available to bring the
it contains many ancient libraries and museums, characters to his city without reveal-
and Quuglaani gravitated there to explore them. ing his existence to anyone except a
Over the years, Quuglaani has scavenged few Worm Priests, and without
enough knowledge to make a meager living as revealing his true nature even to
a scholar, but recently he discovered a map of them. This requires that he work
an ancient temple, resting within the Astusapes subtly but convincingly through falli-
Highlands, realm of the bestial High Martians. ble operatives over great distances,
What Quuglaani has no way of knowing is that the map is a fake and depending completely on their loyal-
he a mere pawn in a game played by an ancient evil. ty to the Worm Cult. It is only as the
Quuglaani speaks Parhooni as his native language. plot unfolds in later episodes that the
more dramatic instances of his
Attributes Skills machinations should be revealed.
Str: 1 Fisticuffs 2
Agl: 3 Stealth 2, Marksmanship 1 (pistol, bow) A MADMAN'S TALE
End: 2 Wilderness Travel 2 (foraging) IN SYRTIS Major, the characters
Int: 6 Observation 5, Science 3 (physics) meet several local Martians. One
Chr: 5 Eloquence 4, Bargaining 2, Linguistics 3 (Son-Gaar- such is Teegok Quuglaani, a histo-
yani, Khallan, Umbran) rian/philosopher who has spent his
Soc: 3 Riding 3 (ruumet breehr) life studying the writings of the an-
cients, hoping to learn something of
Motives: Knowledge, Friendly. their wisdom. Quuglaani is eccentric,
Appearance: Teegok Quuglaani is fairly old for a Martian, and the making a meager living by repairing
years have weighed heavily on him. Quuglaani's back is bent from age mechanical devices, telling stories of
and poor posture. His complexion is pale from years of study indoors. ancient civilizations, and settling
His concentration-creased face is topped by white, shaggy hair, and philosophical debates in taverns.
his eyes are rheumy. His clothing is old, frayed, and faded, but clean. As the story begins, one of Quu-
Quuglaani's appearance belies the old man's sharp, if somewhat glaani's nephews brings a note from
single-minded, intelligence. If his attention can be drawn from study, him to the PCs. The handwriting is
Quuglaani can prove an asset when cool, insightful thinking is needed. shaky, as if the old fellow wrote it
in a hurry and under some stress.

GDW
THE RENDEZVOUS

QUUGLAANI'S NOTE
AN ENGLISH translation of the
note the characters receive from
Quuglaani is reproduced here.

THE RENDEZVOUS
WHEN THE PCs go to the Bazaar
District to meet Quuglaani, they will
find the streets crowded with people
walking to and from market squares,
but the traffic flows pretty smoothly.
The market squares themselves are
a much different story, with crowds
of people travelling in every direc-
tion, and strolling vendors pushing
wagons of foodstuffs, cookingware,
clothing, carvings, and the like be-
tween more permanent tents. In these
squares, the flow of several streets
merge, and it almost seems that ed-
dies form, as if each square were a
pool and the crowds were water from
the canals. Humans are at a disad-
vantage in the press, being shorter on
the average than Martians.
As the PCs make their way toward
Silk Merchants' Square (the open
space at the upper left of the Chase
Diagram), they find themselves look-
ing down a long street into the open-
ing of the square. They catch a
glimpse of Quuglaani waving to
catch their attention.
As the PCs watch, horrified, a
Martian in a dark cloak steps up
behind Quuglaani with a long dag-
ger in his hand. He pulls Quuglaani
back into the shadow of a doorway
and plunges the dagger deep into the
old Martian's back. Quuglaani stiff-
ens, then sags, and his assailant
lowers him to the ground, quickly
searching his clothing. If the PCs
begin to run toward the pair (the ex-
pected reaction), the assassin sees
them coming and turns to flee.
THE RENDEZVOUS

If any PCs stop to help Quuglaani, scene. The Chase Diagram is a geo- movement can only be made within
they find the old Martian to be con- morphic street layout that can be the market squares, never in the
scious but bleeding profusely from used for any event that involves a streets.
the wound in his back. Quuglaani pursuit through city streets. Super- The black areas represent blocks
keeps trying to raise himself on one imposed over the diagram is a square of buildings. Streets run between
elbow and tell the PCs that the as- grid for use in measuring movement those blocks, and where they meet,
sassin has his map. If any PCs seek during the chase. The squares in this they form intersections and large
to capture the fleeing assassin, they grid (hereafter referred to as market squares. The square to the
will find themselves in a hectic chase "spaces, " to distinguish them from upper left in the diagram is the Silk
through the crowded streets of the the market squares) each represent a Merchants' Square in this scenario,
Bazaar District. space 10 yards across, so any char- for instance.
acters sharing a space are within As the chase scene is run, the ref-
USING THE CHASE DIAGRAM close combat distance. Moving ver- eree should describe the streets, in-
THE NEXT few pages of this tically or horizontally on the diagram tersections, and market squares the
book contain a Chase Diagram and takes up 10 meters of movement per player characters encounter. The
a Movement Hazards Table to be space; moving diagonally takes up 15 players should not actually look at
used in administering this chase meters of movement. Diagonal the diagram.

Quuglaani's Map

GDW
CHASE DIAGRAM MOVEMENT RULES

space. On the other hand, his move-


ment from position 22 to position 23
is only two spaces. This is because
further movement would take him in-
to the market square, lowering his
movement rate to 25 yards, but since
he has already used 20 yards for the
turn, he has only five yards of move-
ment remaining, which is not enough
to enter another space.
If the PCs have not caught up with
the assassin by the end of turn 45,
he gets away by disappearing into a
crowd in the blind alley where posi-
tion 45 is indicated on the diagram,
and from there into a locked retreat.
If the PCs do catch up with the as-
sassin before this time (enter the
space he occupies), he will attack
them in close combat. If the PCs
win, they will find Quuglaani's map
on the assassin after the fight. The
assassin's statistics are listed with the
assassin does not have sufficient Movement Hazards Table.
CHASE DIAGRAM movement to enter a space, his ex-
MOVEMENT RULES cess movement is considered lost for Player Character Movement
THE FOLLOWING RULES ap- that turn; movement cannot be saved IN THIS PARTICULAR encoun-
ply to character movement on the from turn to turn. ter, the PCs begin at the square
Chase Diagram. Note that the rules The assassin's movement for the marked "X" on the diagram. Each
for the assassin (an NPC) differ from scenario has already been plotted— turn they can move 20 yards plus the
those for the player characters. This on turn one he is at position 1, on roll of their Agility dice, as explained
is intended to simplify things for the turn two he moves to position 2, and in the basic rules. Just as with the as-
referee while making the chase scene so on. The diagram is geomorphic, sassin, any movement not used in a
very interesting for the players. so when the assassin moves off any turn is lost.
edge of the map from a lettered Each time a PC enters an intersec-
The Assassin's Movement space, he enters on the opposite edge tion, he must make a Moderate sav-
THE ASSASSIN'S movement is at the same letter. ing throw versus Observation,
simplified in this encounter to make By examining the path of the num- Stealth, or Tracking, whichever is
things easy on the referee. The bers in the diagram, the referee will highest, to determine quickly which
assassin moves 30 yards per turn on be able to fully understand how direction the assassin went. If he rolls
open streets, where the traffic flow movement is counted on the grid. successfully, he can continue chas-
is pretty good, and 25 yards per turn Notice, for example, that when mov- ing the assassin without hesitation.
if any part of the turn is spent in a ing from position 13 to position 14, If he fails the roll, he must hesitate
square, where traffic flow is terrible. the assassin uses a full 25 yards of for a moment while searching the
This translates into three spaces movement. He uses 15 to move di- crowds for glimpses of the assassin
along the streets and two and a half agonally one space and the remain- or signs of his passing. In doing this,
through the market squares. If the ing 10 to move vertically the final the PC loses five yards of movement
CHASE DIAGRAM MOVEMENT RULES

for the turn. If any of the PCs in the move to the next space, an intersec- since he did not begin the turn there,
intersection roll successfully, they tion. She rolls her five dice of Stealth he need not roll for a movement haz-
can point out the assassin's trail to to spot the assassin's path and suc- ard, but can continue on one more
the others with no loss of movement ceeds with a roll of 12, so she con- space, using his full movement for
("There he goes! Follow me. ")- No- tinues on without losing any move- the turn.
tice that the assassin never loses any ment. Annie spends another 20 yards Example 3: Mike Wilcox, a PC
movement in an intersection, since of movement to reach position 3, with an Agility of 3, begins a turn
he is familiar with the area and need where she must make her Stealth roll at position 14, inside a market
not search for a trail to follow. again. This time she rolls a 17, and square, and is headed for the mouth
PCs also treat market squares dif- she can continue following the assas- of a street one space away. Being in-
ferently than does the assassin. Un- sin, ending the turn one space away side a market square, he must roll for
like the assassin, the PCs do not sim- from position 4. a movement hazard. The result is a
ply lose five yards of distance when Example 2: Howard Hume, a PC 5, "Slick Spot, " overall an easy haz-
they spend part of the turn in a mar- with an Agility of 5, begins at posi- ard to avoid. Mike devotes one Agili-
ket square. Instead, each turn that a tion 11 on the diagram, two spaces ty die to avoiding it, saving his other
PC begins any movement in a market outside of a market square. He rolls two for movement. He rolls a 5 on
square, before he rolls Agility dice his five dice for distance and comes his first die, easily avoiding the haz-
for movement, the referee should roll up with a roll of 21. Adding the 20 ard, and rolls a total of 11 on his
2D6 on the Movement Hazards Ta- yards that every character has as a other two dice, gaining a final move-
ble to determine an encounter for base, Howard finds that he gets 41 ment of three spaces (31 yards).
him. (Note that a separate hazard roll yards of movement, or four spaces. Mike's gamble in only spending one
should be made for each such PC. ) Howard's third space of movement Agility die on the hazard luckily paid
Each hazard is rated with a difficul- brings him into a market square, but off.
ty number, and if the PC does not
roll that number or above successful-
ly on his Agility dice, he loses all
movement for the turn (the first haz-
ard on the table can even end his pur-
suit of the assassin completely). After
the player learns what the movement
hazard is for his character, he can
decide how many Agility dice to use
on the saving throw. If the PC is suc-
cessful at the saving throw, any
Agility dice left over can be rolled
for movement (added to the standard
base of 20 yards, of course).
A few examples will help to make
this all clear.
Example 1: Annie Fairbanks, a
PC with an Agility of 6, begins the
turn at position 2 on the diagram. Be-
ing outside of the market square, she
need not roll for a movement hazard.
She rolls her six Agility dice and gets
a 31, for a total movement of 51
yards. Annie spends 10 yards to

GDW
ENDING THE CHASE SCENE

pany the PCs on the expedition to the Regardless of the outcome of the
ENDING THE CHASE SCENE tomb. However, if the referee chase scene, the PCs should have to
THE ASSASSIN may avoid cap- prefers to have one less NPC to explain themselves to authorities who
ture and escape with Quuglaani's worry about, he can treat Quuglaa- show up—although enough witnesses
map. In some ways this is best for ni's wound as poisoned and therefore can be found to testify about the
the story because the players will have the old Martian die. This might assassin's attack on Quuglaani that
now have to worry about a possible even increase the sense of drama sur- the PCs can be justified in their ac-
rival expedition to the ancient tomb. rounding the recapture of the map, tions. And Quuglaani himself can
If this happens, the players will need and if any PC takes a wound from testify as well, even if the referee has
Quuglaani to guide them there or the assassin's blade, it will give that him die from a poisoned wound
make them another map, and even if player something more to worry shortly thereafter.
he makes a second map, he will in- about. It is suggested, however, that If the player characters used fire-
sist on going along on the expedition. the player's worry be needless; his arms to try to stop the fleeing assas-
In this case, the referee should treat character's wounds should not be sin, however, their actions will be
the wound Quuglaani received from poisoned. closely scrutinized by the authorities.
the assassin as serious, but not so
serious that a little bit of medical help
cannot heal him enough to accom- THE ASSASSIN'S STATISTICS
pany the PCs within a few days. The QUUGLAANI'S assailant is a The assassin has a poison capsule
PCs can spend the intervening time Canal Martian wearing a brown, in his mouth, and if he is obvious-
purchasing supplies and arranging hooded cloak that hides his face ly going to lose the fight, he will
for canal passage north. from view. If caught, he will draw bite on the capsule and die from the
If the player characters succeed in a long dagger from under his cloak poison in two rounds. If the PCs
recapturing Quuglaani's map from and engage in melee combat. He is best the assassin, they will find
the assassin, Quuglaani is no longer a Trained Thief NPC, so he is Quuglaani's map hidden under his
necessary for the play of the adven- physically oriented, has a Morale cloak. If the assassin bests the PCs,
ture, although he might be of help. level of 9, a Close Combat skill of he will be satisfied with leaving
If the referee wishes, he can treat 2, and takes 4 hits to become un- them unconscious while he makes
Quuglaani's wound as mentioned conscious or 8 to be killed. good his escape.
above, and Quuglaani can accom-
CHASE SCENE DIAGRAM

If they fired through the crowds, for 0 20 40


Chase Diagram
example, they should be fined heavi- Yards
ly and maybe even jailed. The Brit-
ish, in particular, will be very upset
at such behavior since it adds more
fuel to the fire of antihuman senti-
ment in Syrtis Major. At the very
least, the PCs' firearms should be
confiscated, although it will be easy
enough for them to buy replacements
later. If the PCs fired on the assas-
sin while in close combat with him,
they are somewhat more justified but
will still be questioned thoroughly,
delaying their expedition to the tomb.
Much of this depends upon the
judgment of the referee. If the ref-
eree believes that the players acted
irresponsibly in their use of firearms
while pursuing the assassin, he
should bring the ire of the British to
bear on them. If they are fully con-
vinced that someone else is headed
for the tomb while their characters
are delayed for questioning or jailed,
it will make them more careful in
their use of firearms in crowds in the
future.

LARGER CHASE SCENES


THE DIAGRAM on this page can
be used for other chases than the one
included in this chapter. The diagram
is geomorphic, so long chases can be B C
run by allowing the characters in- the same market square as the one he some variation, however, whenever
volved to leave a map edge and re- left. In this case, the diagram repre- a character leaves a diagram edge,
turn to the diagram from the corre- sents two different parts of the ci- the referee can randomly roll to de-
sponding point on the opposite map ty—the section the character began termine at what point he reenters the
edge. In such cases, it is a good idea in and the section he ended in. diagram. To do so, roll 1D6 for the
to keep track of how many times the Since the players will not be look- side to use: 1 means top, 2 means
characters have left a particular edge. ing at the diagram but will be rely- bottom, 3 or 4 means right, and 5 or
For example, if a character begins at ing on the referee's description of the 6 means left. Then roll 1D6 to deter-
position 1 and travels to the right un- intersections and squares they en- mine which entrance to use: For the
til he exits at point D on the right counter, they should not be aware top or bottom, 1 or 2 means A, 3 or
edge of the diagram, when he reen- that the referee is using the same dia- 4 means B, and 5 or 6 means C; for
ters the diagram at point D on the left gram for many adjacent parts of the either side, 1 is D, 2 is E, 3 is F, 4
edge, he will not be standing outside city. If the referee would like to add is G, 5 is H, and 6 is I.

GDW
MOVEMENT HAZARDS

If the PC makes a Difficult saving cuts a rope that holds a tent's canopy
roll versus Agility, he can avoid the up, and it begins to fall on the PC.
MOVEMENT guards while slipping through the If the PC makes a Moderate saving
HAZARDS crowd and continue his pursuit of the throw versus Agility, he manages to
Die assassin. If he fails the saving throw, avoid the falling canopy and can con-
Roll Result he is stopped by the guards, and the tinue after the assassin. If he fails the
2 City Guard, Difficult referee can role play the results. The roll, the canopy falls partially on
3 Angry Gang, Mod. guards will not be difficult to con- him, and he loses his movement for
4 Cut Canopy, Mod. vince that the PC is innocent of the turn but can begin pursuit again
5 Slick Spot, Easy wrong-doing (an Easy task versus at the beginning of the next turn.
6 Passing Figures, Easy Eloquence or Leadership), but dur- If this result is rolled more than
7 Small Wagon, Easy ing the time that the PC is explain- once, the referee may want to de-
8 Fallen Figures, Easy ing, the assassin will be getting away scribe it as something other than a cut
9 Large Wagon, Easy (this PC cannot pursue him any fur- canopy, such as a tumbled barrel or
10 Tumbled Produce, Mod. ther). a thrown bale of grasses.
11 Startled Gashant, Mod.
12 Enraged Ruumet Breehr,
Difficult

MOVEMENT HAZARD
DESCRIPTIONS
THE FOLLOWING section ex-
plains the Movement Hazards Table.
Angry Gang: If this hazard is
rolled, the PC has encountered a Slick Spot: Something slick is
group of four Canal Martians who spilled on the pavement. It might be
dislike humans and have been an- food, drink, or something worse. If
gered by what they perceive as the the PC makes an Easy saving throw
PC's cavalier attitude in running versus Agility, he sees it in time and
through the marketplace. If the PC leaps over it. If he fails the roll, he
makes a Moderate saving roll versus slips on the slick spot and falls, los-
City Guard: Breaking through an Agility, he can avoid the group and ing all movement for the turn.
opening in the crowds, the PC sud- continue to pursue the assassin. If he
denly finds himself confronted by fails the roll, he loses all movement
two of Syrtis Major's city guards- for the turn in evading the gang.
men. They were patrolling the streets
when their attention was suddenly
drawn to the commotion caused by
the assassin's passage. Both are
physically oriented, Experienced
Soldier NPCs with rifles and bayo-
nets. They have a Morale level of 10,
and each has a Close Combat skill Passing Figures: The crowd is
of 3, a Marksmanship skill of 3 (ri- Cut Canopy: As the PC runs unusually thick, with many women
fle), and takes 4 hits to become un- through the marketplace, someone and children. If the PC makes an
conscious or 8 to kill. (the assassin, if he is close enough) Easy saving throw versus Agility,
MOVEMENT HAZARDS

he is able to work his way around wagon loaded with bulky items for sale, and in the excitement caused by
them. If he fails the roll, he must sale (barrels, furniture, cages of the assassin's flight, one has broken
hesitate until they get out of his way, small animals, or the like) surround- loose and is running amok. Some
and he loses all movement for the ed by a crowd of buyers. If the PC Martians are trying to chase it down,
turn. succeeds at an Easy saving throw but most are running to avoid it. If
versus his Agility, he is able to dive the PC succeeds at a Moderate sav-
under the wagon or climb over it, ing throw versus his Agility, he is
slip through the crowd following it, able to find a quick way through the
and continue on his way. If he fails crowd. If he fails the roll, he is swept
the roll, he must go the long way aside by the running Martians or con-
around the crowd, and he loses all fronted by the panicked gashant and
movement for the turn. loses all movement for the turn.

Small Wagon: A strolling vendor


and his cart are between the PC and
the path of the assassin. If the PC
succeeds at an Easy saving throw
versus Agility, he can vault over the
cart and continue on his way. Other-
wise he runs into the cart, spilling its
contents across the ground and los-
ing all movement for the turn. Tumbled Produce: Seeking to
slow his pursuers, the assassin has
knocked the supports from a produce
stand, spilling fruits and vegetables Enraged Ruumet Breehr: While
onto the pavement. The stand's own- fleeing the pursuing PCs, the assassin
er is trying desperately to pick them encountered a ruumet breehr and
all up before the crowd can scavenge slashed it with his dagger as he
them, and the resulting press blocks passed by. The enraged beast began
Fallen Figures: While trying to the PC's path. If the PC succeeds at thundering through the crowded
elude the PC, the assassin has a Moderate saving throw versus his marketplace, and the PC has caught
knocked down a group of innocent Agility, he finds a quick way around its eye. If the PC succeeds at a Dif-
bystanders. If the PC succeeds at an the back of the stand and can con- ficult saving throw versus his Agili-
Easy saving throw versus his Agili- tinue on his way. If he fails, he must ty, he is able to melt into the crowd
ty, he sees a clear way around the force his way through the crowd, los- and avoid the angry creature. If he
pileup. If he fails at the saving throw, ing all movement for the turn. fails at the roll, he must spend the
he becomes part of the pile and loses turn dodging its charges until the
all movement for the turn. beast's handlers recapture it. All
movement is lost for the turn.

Large Wagon: Moving slowly Startled Gashant: Someone has


across the marketplace is a large brought gashants to the bazaar for

GDW
A PAIR OF THWARTED MURDERS

responsibility of running an actual ar-


A PAIR OF chaeological expedition in this ad- The First Attack
THWARTED MURDERS venture. Of course, while the PCs ONE DAY, while one or more of
THE CHASE SCENE at the are out purchasing supplies, Quu- the player characters are out and
bazaar should convince the players glaani (if he is not dead already) will about in the streets of Syrtis Major,
that Quuglaani's lost tomb of Haata- be healing as well. they hear a short hissing sound, fol-
neethra I is genuine. They will like- During the few days that the lowed by a meaty "thunk. " A Mar-
ly wish to put together an expedition characters spend making arrange- tian standing next to them in the
to search for the tomb, and since ments for the trip, their enemies will street cries out in pain and tumbles
their flyer (if they had any) is out of be busy. Two inept assassination at- over, an arrow transfixing him.
commission, they will have to travel tempts happen during this time. The If the player characters involved
most of the way by canal. (The pur- purpose of the attacks is to further look around, they will sight an as-
chase of canal passage is dealt with convince the players of the impor- sassin in a hooded, brown cloak
in the next chapter. ) The referee can tance of the lost tomb. In each case, standing on a balcony of an aban-
allow the players to have their char- a player character is the target of the doned building nearby, drawing
acters purchase or hire whatever they attack, even if Quuglaani is still another arrow. If they run toward the
think is necessary for their expedi- alive. (If the players have a flyer and building, the assassin will fire one
tion, even allowing them to acquire are stalling for time while it is re- more time, missing them and hitting
loans, if he desires. This time of buy- paired, these assassination attempts another bystander; then he will flee.
ing and hiring can give the players can be used to convince them to get By the time the player characters
a lot of enjoyment, and since they underway quickly. But if all else reach the balcony, he will be gone.
will eventually lose it all anyway fails, the servants of the Worm Lord If instead of looking around for
when their boat travelling between who is orchestrating this plot would their assailant, the player characters
Parhoon and Gorovaan explodes, the not hesitate to burn the player char- look for cover first, they will notice
referee will not be saddled with the acters' flyer if necessary. ) a barrel of trash and a gashant-drawn
wagon both within a few yards. As
they run for this cover, the assassin
will fire once again, missing them.
After they have taken cover, he will
fire four more arrows toward their
place of refuge. If they are hiding
behind the wagon, he will fire the
first of those four arrows into the
gashant, causing it to begin running
in panic, and drawing off the wagon.
If the archer gets an unbelievably
good opening, such as a player char-
acter who just stands and stares at the
hapless victim, he will put an arrow
through the character's leg before
running away.
Remember that the archer's pur-
pose is not to kill or injure the player
characters, but to convince them that
their lives are in danger. It should
seem to the players, however, that
he was trying to kill their characters
A PAIR OF THWARTED MURDERS

and simply bungled the attempt. glass for himself as well and drinks glaani, if he was with them during
If the referee wishes to allow the it with obvious relish. A few minutes the fateful meal). Otherwise, all the
PCs to catch the archer, the archer later, the leader of the group at the Martians will die. In either case, the
has a poison capsule just like the bar commands that another round be bartender and the members of the
assassin in the Bazaar District, and poured for the house, calling for a merry party at the bar are beyond
he will use it rather than be captured toast: "To my success!" This hope.
alive. toasting continues for another two After the event has come to the at-
rounds, with other toasts being tention of the city's authorities, the
The Second Attack given, at which time the cask will dregs of the cask will be tested, and
DURING THE DAYS that the have been emptied. it will be discovered that the wine
PCs spend preparing for their canal About 10 minutes later, the PCs was poisoned with macaava root, a
trip north, they will naturally need begin to feel feverish and dizzy rare plant that grows only in the foot-
to eat. The referee can use these (unless they did not drink the wine). hills of the Astusapes Mountains and
meals as an opportunity to bring the Looking around, they notice that the is used by the dreaded beastmen, or
city of Syrtis Major more to life for Martians seem to be in even worse High Martians, who dwell in that re-
the players, introducing their char- shape. Martians begin stumbling gion. Unknown to this point, how-
acters to its inhabitants and letting around the room, falling off their ever, was the fact that while macaava
them sample its shops and inns. In chairs and clawing at their throats as root is fatal to Martians, it only
particular, he should encourage them if they cannot breathe. During this makes humans miserably ill.
to frequent The Gored Roogie, an in- time, the PCs become so dizzy and If the player characters seek to find
auspicious little Martian establish- nauseated that they cannot remain the place that the innkeeper pur-
ment located in an abandoned tower upright. However, although every chased the cask from, they will
in the British Quarter. This could Martian in the place is dying, once discover that he kept no records of
even be the place where the PCs are the PCs have vomited they begin to such purchases. If they somehow dis-
staying, since it has rooms for rent feel better, and within half an hour cover friends or relatives of the
on its upper floors. The Gored Roo- they feel almost normal once again. merry party that paid for the rounds,
gie is very comfortable, with good If the PCs go for help, a handful those people will not know where the
food, good drink, clean beds, and of the Martians in the tavern will be group got the money that it was
low prices, all of which should be saved (one of these might be Quu- spending.
enough to ensure that the PCs fre-
quent the place.
One evening, while the characters
are having their meal in this inn, a
jovial party of Canal Martians enters
and swaggers up to the bar. The ap-
parent leader of the group tosses a
handful of coins on the counter and
shouts, "Bartender, if you have that
cask of Saardaari Spice Wine I or-
dered, please bring it out. And pour
a round for the house—my treat. "
The bartender goes to a back room
to get the rare beverage. When he
returns, he begins making his way
among the tables, pouring glasses of
the wine for everyone. Once the
house has been served, he pours a

GDW
A JUSTIFIED PARANOIA

meet a minor official who is uninter-


ested in the story the PCs have to tell
until he hears about the map. At this
point, he will become very interest-
ed and will ask repeatedly to see the
map that has brought all this trouble.
If the player characters let him look
it over, he will attempt to confiscate
it "for further study" but will give
it back if the PCs become insistent.
If Quuglaani is still alive, the referee
should play this official as very deter-
mined to confiscate the map—Quu-
glaani can make another one. But
again, the group now has another
contender for the tomb to worry
about.

A FINAL WARNING
AT SOME POINT close to the
The PCs should be firmly con- time that the group members are
A JUSTIFIED PARANOIA vinced by this time that the map they ready to leave Syrtis Major and begin
BY NOW, the player characters have is extremely valuable. If the their expedition to the north, the
should certainly realize that there is group tries to sell the map, they will referee should have a written mes-
a plot afoot to stop them from mak- not find any takers; no one they meet sage delivered to them. The Worm
ing an expedition to the tomb of can be convinced that the map is real. Lord's agents will slip the message
Haataneethra I. (The referee-knows, The few people who might believe into their rooms if they have an op-
of course, that the plot is faked, in them on account of the story they can portunity to do so. If not, one of the
order to have the exact opposite pur- tell will, as a result, be too frightened agents will stop a Martian boy in the
pose and firm the PCs' resolve to to want any dealings with the map, street outside the inn (or some other
make such a trip. ) It is likely that and they will probably make it a spot the group is at) and pay him a
they will be much more careful in point to avoid the PCs themselves, few coins to deliver the message to
their dealings, perhaps almost para- being fearful of dying like the peo- the PCs. The agent, of course, will
noid, as they conclude any business ple in The Gored Roogie. slip away as soon as he is convinced
that remains before they leave the If the group members try to talk that the message has been delivered,
city. to the British authorities or perhaps and the boy will only be able to de-
The referee can use this paranoia to their own nations' diplomats about scribe him as a tall Martian in a
to good effect, making every eye that the matter, the referee should have brown, hooded cloak.
glances at them seem the stare of a them spend a few days making ap- The message is scrawled on dirty
murderer, every subtle noise behind pointments to see various officials as parchment in English, as illustrated
them the step of an assassin. In par- they work their way up the chain of on the next page.
ticular, the group will probably be command in the bureaucracy. Most The parchment is not signed, but
very wary of Martians in brown, of the officials they speak to should a poisonous insect is crushed against
hooded cloaks. In reality, the PCs discount their experiences as coin- the bottom of the sheet.
are being watched, by the minions cidental, and these officials will show With thoughts of this message in
of the Worm Lord, but only to en- no interest in the map. If the referee their heads, the player characters
sure that they begin their journey. desires, the player characters might spend their last night in Syrtis Major.
A FINAL WARNING

GDW
A TRIP BY CANAL

A Trip by Canal
IN THIS CHAPTER, the player When the player characters meet sign, even for a Martian ship. Also,
characters will take a boat trip from him, Captain Winiimolaak has just although Winiimolaak is a haggler,
Syrtis Major, through Parhoon or recently arrived from Meepsoor, and on this first trip he realizes that he
through Haatt and Gorovaan, toward he is planning a trip through the cities must make some concessions in or-
their destination on the southern edge of Haart, Gorovaan, and Parhoon be- der to develop a clientele, and the op-
of the Astusapes Highlands. The ves- fore returning to Syrtis Major and portunity to have humans use his ship
sel they travel on will be the Meep- then to Meepsoor. This journey is an will highly appeal to him—as a con-
soori Sprite, captained by its owner experimental voyage to carry mail sequence, his charge to the PCs will
and designer, Zoho Winiimolaak. and fresh Meepsoori squash (some- be something of a bargain. But what
Along the way, they will meet an thing of a delicacy, but notorious for should especially sell the PCs on the
enemy, a fool, and a red herring. becoming overripe in transit) to the idea of shipping out with Winiimo-
Will they be able to determine which major cities of the British Colony in laak is the short travel time that he
is which? an attempt to drum up future busi- assures them the voyage will take.
ness. But Winiimolaak has plenty of Most merchant vessels, being wind
TAKING LEAVE space left on board his ship, and he powered, average 35 miles per day
OF SYRTIS MAJOR would be happy to take on passen- and so require a little over a fortnight
SINCE THE PLAYER characters gers to help defray some of the cost (two weeks) for the Syrtis Major to
do not have any aerial transportation of the trip. Also, it does not matter Parhoon trip. But the Sprite, by vir-
available to them in Syrtis Major and to Winiimolaak which direction he tue of its rowers, almost assures a
since overland travel from Syrtis Ma- begins what will, for him, be a cir- minimum travel of 30 miles per day,
jor to the Astusapes Highlands would cular voyage, so he is willing to averages 40 miles per day, and can
be exceedingly slow, their best travel whichever route the player make the Syrtis Major to Parhoon
course of action is to buy passage by characters prefer, and he is free to trip in only 12 and a half days. In ac-
canal. If they believe that their take them all the way to their planned tuality, during seasons when the
enemies already have knowledge of debarkation point midway between winds are particularly slack, a nor-
the location of the tomb of Haata- the cities of Parhoon and Gorovaan. mal merchant vessel could take as
neethra I, speedy travel will be of the much as 50 days to reach Parhoon
essence. When they seek out passage First Impressions from Syrtis Major. The Sprite's ab-
in Syrtis Major's Harbor District, WHAT SHOULD first catch the solute maximum time would be just
one vessel in particular should catch player characters' attention about the half that, or 25 days.
their attention, the Meepsoori Sprite, Meepsoori Sprite is its obvious After the player characters have
captained and owned by Zoho Wi- newness (although Winiimolaak will arranged passage on the Sprite, Cap-
niimolaak, a young merchant of not admit it, this is the vessel's tain Winiimolaak informs them that
Meepsoor. maiden voyage) and its unusual de- the vessel will ship out of Syrtis
LATE ARRIVALS

Major at dawn on the day they wish


to leave on their journey.

Late Arrivals
ONCE THE player characters
show up for their voyage on the
Sprite, Winiimolaak and his crew
show great care in loading any equip-
ment they are bringing along, and he
offers them berths in the cabin amid-
ships. If the group has hired men for
the expedition, those men will be
berthed on the main deck, among the
crates of mail, Meepsoori squash,
and the like.
Shortly after the player characters
get on board, another pair of passen-
gers arrive, both Martians. One is
dressed richly and is carefully
groomed—the PCs catch a scent of
expensive perfume from him. The
other Martian is dressed in servant's
clothing and wearily pushes a small
cart loaded with baggage. The
wealthy Martian has a merry man-
ner, but any player character who
succeeds at a Quick Roll against his
Observation will note that the fel-
low's eyes have a cruel look to them.
Apparently Winiimolaak has been
expecting the pair because he wel-
comes them warmly and calls a
crewman to help the servant with the
baggage. If the PCs approach the
captain and the wealthy Martian to
introduce themselves, they will
overhear that the new passenger
bought his ticket just a few hours
after they bought theirs.
Finally, just before the ship gets attention, then spends a few moments paying nearly three times the amount
underway, a third passenger joins the in a rapid haggling session with the for his passage that the player char-
journey. This fellow is a haggard captain before getting on board. If acters each paid. This Martian im-
looking Canal Martian in a stained the player characters approach the mediately walks to the aft end of the
gray cloak. He slips up to the end of pair, they hear enough to realize that Sprite and finds a seat on a crate in
the dock as the harbor workers are the fellow cites "personal business" the shadows under the port rowers'
preparing to cast off the Sprite's as his reason for needing to book platform, as far from the dock as is
lines, and he catches Winiimolaak's passage so suddenly, and he ends up possible.

GDW
THE MEEPSOORI SPRITE

more quickly. To ensure this speed, demand for the special nature of his
THE MEEPSOORI SPRITE the Sprite not only sports a sail for service. In actuality, many of the
THE MEEPSOORI SPRITE is an use when the winds are favorable, captain's rowers are passengers who
unusual vessel, designed by the pro- but it also has a bank of oars along do not mind performing a bit of la-
gressive mind of its captain and own- each side for speedy travel when the bor to pay for their passage.
er, Zoho Winiimolaak. In its con- wind is slack or against the vessel. The Sprite's shallow draft and
struction, it is something like a Typically, only military boats on small size also allow it to traverse
typical merchant barge, being wide Mars have rowers, often felons serv- many petit canals, bringing special-
and squared off, with a shallow draft, ing out a sentence, occasionally free ty goods that cannot be carried by
an open deck, and a single sail. But men paid from a city-state's treasury. caravan. Winiimolaak has put much
unlike other barges, which are built Winiimolaak's Sprite makes use of effort into advertising the Sprite as
to carry bulky cargoes over long dis- free men as well, and the cost of pay- an alternative to military vessels in
tances at a relatively slow pace, the ing this crew is offset, in theory at the carrying of civilian mail, for in-
Sprite is intended to carry smaller, least, by the higher prices that Wi- stance. The speed of delivery has
more perishable or precious cargoes niimolaak can charge because of the been a major selling point, and the
THE MEEPSOORI SPRITE

merchant captain hopes eventually to


build a small fleet of ships like the
Sprite. Zoho Winiimolaak (Experienced NPC)
The main deck of the Meepsoori ZOHO WINIIMOLAAK, a Canal Martian, is the captain and owner
Sprite lies just a few feet below the of the Meepsoori Sprite, one of the many mer-
waterline. At either end of the ship, chant ships that ply the canals of the British
a sloped ramp rises from this deck, Crown colony of Syrtis Lapis. Winiimolaak
and the upper portion can be lowered designed the Sprite himself, breaking with tradi-
to mate with dock edges or elevated tional lines in an effort to build a vessel that
during travel. The rowing platforms could carry small cargoes quickly from city-
along each side are raised about five state to city-state, avoiding pirates by its speed
feet above the main deck, leaving rather than by armament.
space underneath for cargo. In the Winiimolaak is a young man with a winning
exact center of the ship, a single smile and an impressive stock of tall tales. He
heavy mast rises, supporting a trian- is also a very ambitious fellow, and he drives
gular sail. This mast is partly sup- his crew hard. But complaints are few since he
ported in turn by a set of cross beams not only drives himself even harder, but also
that connect one rowing bank to the pays well, and he has a reputation for fair dealing that other merchant
other, forming another small deck. captains find difficult to match. As well, the Sprite is one of the fastest
Built around the mast is a cabin that merchant boats in the British Colony, and members of the crew take
rises from the main deck to the cross great pride in serving on such a vessel. Winiimolaak's long-range plan
deck, allowing privacy for the cap- is to build a fleet of such vessels to carry perishables and mail throughout
tain and for particularly important the British Colony and neighboring regions that are not hostile.
passengers. A pilot house rests upon Unfortunately, Winiimolaak's career, and possibly even his life, are
the cross deck itself, just above the soon to be sacrificed to the whims of an evil he does not even recognize.
cabin. The aft ramp is flanked on Winiimolaak's native tongue is Meepsoori.
both port and starboard sides by a
pair of long, wide-bladed tillers, Attributes Skills
which also serve to supplement the Str: 1 Fisticuffs, 1
ship's small keelboard when the ves- Agl: 5 Stealth 4, Marksmanship 3 (bow 3, pistol 2)
sel is under sail. These tillers can be End: 2 Wilderness Travel 2 (foraging)
shipped to allow the aft ramp to be Int: 4 Observation 3
lowered for the loading of cargo too Chr: 6 Eloquence 5, Linguistics 2 (Koline, Parhooni)
bulky to be carried past the cabin Soc: 3 Riding 2 (gashant), Piloting 4 (sailing vessel)
from the fore ramp.
Although the Sprite does not carry Motives: Mercantile, Honest.
guns, as a military ship would, the Appearance: Zoho Winiimolaak is a young Canal Martian with pleas-
raised ramps and rowing platforms ing features and an energetic, confident manner that wins him friends
help give cover to passengers and easily. Even his few enemies, who resent his mercantile successes and
crew during the event of attack by nontraditional outlook, grudgingly respect him. Winiimolaak wears com-
raiders from water or land. The ves- fortably worn but immaculately clean merchant captain's dress, with
sel's only protection from sky gal- the addition of a bow and quiver of arrows that he always carries, almost
leons is its speed, a less than ideal as a trademark.
defense, but its small size makes it The young captain has a deep voice that is strong and pleasant, car-
an unlikely target for most sky pi- rying his commands to the Sprite's crew well. He is something of a
rates, who would rather take a larger favorite among the ladies in the canal cities that his vessel frequents.
prize.

GDW
WHO'S WHO

because it was the first vessel to pull ing for something to steal before he
WHO'S WHO ON out. leaves ship at the next port, all should
THE MEEPSOORI SPRITE Needless to say, Baraak will not make him seem a logical enemy.
IT IS ONLY natural that the player readily admit this all to the player This is especially true since the PCs
characters should be suspicious of the characters. Instead, he spends his have left Syrtis Major with a death
recently arrived passengers, especial- time during the trip alone, rebuffing threat hanging over their heads. Used
ly of the fellow in the stained cloak. any attempts at conversation. When properly, Baraak can add consider-
As the days go by, the PCs will have the ship reaches the first city in its able tension to an otherwise peaceful
opportunities to try to get acquainted journey to the Astusapes Highlands, voyage to Haatt or Parhoon.
with them all. Baraak disappears into that city and If the referee needs attributes for
does not return. Unless the players Baraak, the character should be
Baraak state that their characters are being played as a Trained Thief NPC.
THE LAST OF the passengers to very careful about watching their be-
arrive, Baraak (the only name he longings, after Baraak leaves they Mynosii Aalum and Sef
gives) is simply a thief who was should notice a few things missing. MYNOSII AALUM appears to be
caught in the act of burglarizing a During the time that Baraak is on a prosperous merchant. If questioned
wealthy home the night before the board the Meepsoori Sprite, the about his line of business, he answers
Sprite left town. Escaping his pursu- referee should play him as a red her- that he does not like to limit himself
ers, he decided to move on to another ring to draw the suspicion of the to one line or another, preferring to
city rather than risk being captured players away from Mynosii Aalum. sell anything that will bring him a
by the local police. He spent the early Baraak's sudden arrival on the dock, profit. If pressed, he mentions hav-
morning hours after the abortive bur- his aloofness during the voyage, and ing sold books, agricultural products,
glary hiding in the dock area and his watchful ways as he sizes up the and even weapons, but he gives no
chose to board the Sprite simply people and cargo on the Sprite, look- details.
WHO'S WHO

If the player characters question


Sef about his master, he is not able
to give any more accurate answers, Mynosii Aalum (Experienced NPC)
but he tries to think of something in- MYNOSII AALUM, a Canal Martian from Syrtis Major, seems a
teresting to answer with. Sef is some- prosperous merchant. As such, he might not be
thing of a simpleton, and he adores expected to be very dangerous in a fight. But
the attention that the group shows this Martian's appearance is deceiving in more
him in asking about Aalum. Unfor- ways than one. Aalum is not actually a mer-
tunately, in his zeal to please them, chant, although he has some talent at haggling.
he tells stories that are absolute and Instead, he is an operative of the Worm Cult,
total fabrications. He might begin by placed in Syrtis Major to act against the British
telling the PCs that Aalum sells pre- (and humans in general). It was Aalum who
cious gems and has millions of sold the poisoned Saardaari Spice Wine to the
pounds sterling worth of them in his owner of The Gored Roogie and hired the par-
baggage, for example. Later, if it ty to have it given to everyone in the inn while
seems that the interest of the player the player characters were there.
characters is wearing thin, he will While Aalum appears too soft to be of much
even tell them that his master is good in a fight, he has some training with his fists and with a pistol,
secretly a prince of Parhoon (the only and he has had occasion to use both in the past. Like all faithful members
city whose name Sef can easily re- of the Worm Cult, Aalum believes that life is vain, and he only con-
member) going to reclaim his throne tinues to live because it is not yet his time to die. The voyage of the
from the British Regent-Commis- Meepsoori Sprite has brought his end in sight, however, and Aalum
sioner. looks forward to his death as he destroys the Sprite in a glorious explo-
In actuality, although Sef does not sion that will bring about the desires of his masters, the Worm Priests.
know it, Mynosii Aalum is a devoted Aalum's native tongue is Parhooni.
follower of the Worm Cult and has
served the sect several times in the Attributes Skills
past on missions of minor impor- Str: 3 Fisticuffs 2, Close Combat 3 (bashing weapon),
tance. This particular trip is some- Throwing 2
thing special for him, however. It is Agl: 3 Stealth 2, Crime 3 (forger), Marksmanship 2 (pistol)
on this trip that he will have an op- End: 3 Wilderness Travel 2 (foraging)
portunity to make a martyr of himself Int: 6 Observation 5, Science 2 (archaeology)
for the cause. Among Aalum's bag- Chr: 3 Eloquence 2, Bargaining 3, Linguistics 2 (Koline,
gage is a valise that he carries with Umbran)
him at all times. Given the stories Soc: 4 Riding 4 (ruumet breehr)
that Sef tells the player characters,
they might suspect that the case con- Motives: Mercantile, Hatred.
tains gems or other precious items. Appearance: Mynosii Aalum is a middle-aged Canal Martian with
In actuality, it contains five pounds a perpetual smile that does much to conceal the cruelty in his eyes. He
of dynamite, which Aalum plans to dresses richly, as befits his appearance as a wealthy merchant, and he
use to destroy the Meepsoori Sprite is always carefully groomed. Wherever he goes, he carries a leather
while it is in transit from Parhoon to valise with a brass lock, and it is in here that the most precious, or
Gorovaan (or vice versa). The player dangerous, of his belongings are carried. He is also closely attended
characters will be stranded on the by his fawning personal servant, Sef. When the player characters meet
bank of that canal, where they can Mynosii, he has five pounds of dynamite in his valise with which he
easily be captured by the High intends to destroy the Meepsoori Sprite before the voyage is completed.
Martians.

GDW
RUNNING THE VOYAGE

RUNNING THE VOYAGE


Sef (Trained NPC) THE REFEREE SHOULD ad-
SEF (he does not know his surname), servant to the evil Mynosii minister the trip from Syrtis Major
Aalum, is too stupid to be very evil himself. to Parhoon, or to Gorovaan by way
He has served Aalum for as long as he can of Haatt, using the Water Travel
remember, although he has vague recollections rules (page 116) in the Space: 1889
of living as a child in the poorest quarter of Syr- rules book. Given these rules, the
tis Major. He is not large for a Canal Martian, vessel may encounter inclement
but he is surprisingly strong, and he has a weather, but that will have no effect
natural ability with his fists that may stun the on travel. Also, since Captain Winii-
player characters if they come against him in molaak's Piloting skill is rated at 4,
a fight. Even if arrows or bullets are flying, he automatically avoids all Naviga-
Sef remains seemingly oblivious to them, and tion Hazards (since the minimum
this serves him well in close combat. In such possible roll on four dice is 4, exactly
situations, Sef will pick up anything at hand that the number for success on the Easy
can serve as a club and will use it to good effect. task required to avoid Navigation
Over the years, Mynosii Aalum has tried to train Sef in some petty Hazards). Because the vessel is trav-
types of crime, but he has been largely unsuccessful. If something were elling a canal, there is no chance of
to happen to Mynosii, Sef would be devastated for a few hours, but wilderness encounters either.
he would then attach himself to anyone else who happened to be near Since this part of the voyage is
and serve as a loyal servant to him instead. If Sef survives the explo- uneventful, the referee should not
sion that Aalum sets off on the Sprite, one of the PCs may find himself dwell on it overmuch, but he should
saddled with a devoted follower. Note that Sef can swim, and he might play through each day's passage.
even end up saving one of the players when the Sprite explodes. Each day he should simply roll to see
Sef's native language is Parhooni. if the weather changes, then roll to
see how many miles are covered, de-
Attributes Skills scribe these effects to the players,
Str: 5 Fisticuffs 4, Close Combat 4 (bashing weapon) and ask if they want to do anything
Agl: 3 Stealth 2, Crime 1 (pickpocket) in particular that day. If so, he can
End: 4 Wilderness Travel 3 (foraging), Swimming 2 play out the results of their actions,
Int: 1 then go on to roll the next day's
Chr: 2 Eloquence 1 passage.
Soc: 1 Riding 1 (gashant) The emphasis of play during this
period of travel should be on the in-
Motives: Loyal, Eccentric. teractions of the passengers aboard
Appearance: Sef is moderately sized for a Canal Martian, and he the Sprite. Baraak will spend his time
walks with a perpetual stoop that makes him seem even shorter. His sizing up potential items to steal, in-
face is broad and expresses his emotions transparently. Usually he has terspersed with bouts of gambling
a vacuous smile, but he can look positively bestial when angry. Sef's with some of the crewmembers.
limbs are thin but very strong, and his hands and feet seem overlarge Captain Winiimolaak will divide his
for his body. He wears rough, workman's clothing that ranges from time between carefully overseeing
spotlessly clean (when reminded to bathe) to stained and greasy. Sef the operation of the Sprite and enter-
conveys a simple-minded desire to please, and he really loves to be taining his passengers. During the
around other people, especially when they let him join in their con- first several days, Aalum will walk
versations. about, sizing up the ship and deciding
where his dynamite would do the
RUNNING THE VOYAGE

most damage. Finally, he chooses the watercourse, leading to fields hidden crewmen. Aalum and Sef are in the
hull near the base of the mast, close behind the levies. The blustery wind cabin, apparently arranging their
to his berth—he will not place the carries the smells of greenery across berths more comfortably. Is there
dynamite until just before it is need- the water toward you, interspersed anything in particular you wish to do
ed, of course. After making a deci- with the merry shouts of the Sprite's today?
sion on that matter, he will content crewmembers as they work under the Players: Let's go check out what
himself with reading most of the careful eye of Captain Winiirnolaak. Aalum and Sef are up to.
time, but he will also be willing to Baraak is not to be seen—apparently The referee plays out that meeting.
talk to the player characters period- he is still sheltering under the row- Day 3: The referee rolls a 3 for en-
ically if they wish. His servant, Sef, ers' walk—but Mynosii Aalum is counter and a 1 for travel.
will wander around the deck from strolling around the vessel, looking Referee: The Sprite has made
person to person, thrusting himself it all over as if sizing up its capabil- about 100 miles from Syrtis Major
into any conversations he finds go- ities. Sef is dogging Aalum's heels. over the last two days. Today, how-
ing on, and making inane and point- Is there anything in particular you ever, the wind drops down to almost
less comments. If he cannot find any- want to do today? nothing, and Captain Winiimolaak
one else to talk to, he will spend his Players: Yes, we are going to go orders the first shift of crewmembers
time talking to himself, a habit that question Baraak. to the oar platforms. They line up
can be very irritating to those peo- The referee plays out that confron- along either side of the ship and run
ple near him. tation. the oars out, then begin stroking in
The actual play of a few sample Day 2: The referee rolls a 4 for en- time to the captain's count. You
days might sound something like counter and a 4 for travel. notice that Sef is pulling an oar on
this: Referee: The next day, the wind the starboard side. That will keep
Day 1: The referee rolls a 1 for en- drops off somewhat, but you still him busy for a while. Baraak is
counter and a 6 for travel. make pretty good time. You pass standing by himself, looking over the
Referee: The first day out of Syr- other vessels on either side, some aft loading ramp toward the city you
tis Major the winds are strong, and heading for Syrtis Major, and others left two days ago. Aalum is sitting on
the ship travels quickly up the canal travelling in your direction instead. a crate of mail, reading a book. Is
toward Parhoon. As the Sun climbs The captain is standing at the fore there anything you want to do today?
the sky, looking remarkably smaller ramp, looking out over the water, a Players: No, we'll just sit and en-
than it does from Earth, you slip past satisfied smile on his face. Baraak is joy the Sun, keeping an eye on Ba-
petit canals branching from the main in the stern, dicing with a couple of raak, of course.

GDW
THE NORTHERN CITIES

pis. It is accessed by two canals, one before the coming of Seldon's reign,
THE NORTHERN CITIES from Syrtis Major, some 500 miles Parhoon was a sister city to Goro-
AS THE Meepsoori Sprite carries to the southeast, and one from Goro- vaan in the combined kingdom of
the player characters toward their vaan, 400 miles away, almost due Haataneethra I. In those days, Par-
destination on the southern edge of east. The city is surrounded by hills, hoon was the junior member of the
the Astusapes Highlands, along the as it is near the point where the two cities, a fact that rankles many
Parhoon/Gorovaanese Canal, it will Aerian Hills give way to the Astu- Gorovaanis, whose city is now sub-
have to pass either through Parhoon, sapes Highlands. Because of this, ject to Parhooni rule.
or through Gorovaan by way of Parhoon lies almost 2000 feet in al- The manner in which this came
Haatt. Captain Winiimolaak will titude above Syrtis Major, and it is about involves the coming of the
want to spend one day in each of just over 700 feet above the level of British to Mars. They first arrived in
these cities to conduct business. As Gorovaan. Parhoon maintains an im- 1872 on the outskirts of Parhoon, and
has been mentioned before, Baraak pressive series of locks and cranes in this was the first city they visited. Ini-
will disappear into the first city thatthe first 200 miles of canal leading tial relations were very friendly, and
the Sprite enters, carrying off to Syrtis Major; after that, the canal soon the British were established in
anything he believes he can get away is interrupted only by intermittent their own quarter of the city, from
with. It may be that the referee will cascade pools. The route to Goro- which they conducted trade. Then,
want to have Captain Winiimolaak vaan is subject to raids by High Mar- in 1878, the Anwaak of the city and
pick up other passengers as well. tians, along whose border it runs. his young son were assassinated,
In any event, the player characters Occasionally, the Queln even raid its many say at the instigation of Goro-
will have only one day to spend in western end, or the Wagon Masters vaani nobles. Queen Victoria as-
any of these cities before their ship of Meroe its eastern end. Because of sumed regency of the city, ruling in
pulls out again. If they want to sight-this, military craft patrol the canal to the name of the only surviving heir,
see in the city during that time, the help protect shipping, but periodic a three-month-old infant. The year
referee can allow them to, but they locks would be vulnerable to attack, 1879 brought an invasion attempt by
will not have much time to explore. leaving merchant vessels stranded at the Gorovaanis, who viewed Par-
In order to aid the referee in running the mercy of the raiders. Fortunate- hoon as their rightful property and
such an event, some description of ly, the ancient canal builders cut the feared that it was falling into alien
Parhoon, Haatt, and Gorovaan is in- Parhoon/Gorovaanese canal straight hands. The British and Parhoonese
cluded here. and level, relying on one series of fought well together, crushing the in-
locks on Parhoon's eastern edge to vasion forces and annexing Goro-
compensate for the cities' difference vaan to Parhoon. Needless to say,
in altitude. while Parhoon is a welcome home
As a consequence, the route from for the British, Gorovaan resents
Parhoon to Gorovaan is very impres- their interference.
sive as it cuts deeply through the hills
to either side. No farming is done
along the sides of this canal—they are
left as raw cuts through the native
stone, revealing the strata of rock
laid over the ages. The low flow
channel of the canal remains near the
center along most of the way, divert-
Parhoon ing to one side or the other only Gorovaan
THE CITY-STATE of Parhoon is where breaks in the hills make good GOROVAAN LIES in the extreme
located in the northwest corner of the camping sites. northeast of the British Crown Col-
British Crown Colony of Syrtis La- At one time in the distant past, ony on Mars, between the southern-
THE NORTHERN CITIES

most reaches of the Meroe Badlands also been something of a center for east. This sudden rise of close to
to the northwest and the Nilosyrtis art and science, but that tradition has 1350 feet over the course of approx-
Hills to the east and northeast. In slowly eroded over the ages. Present- imately 60 miles makes Haatt a na-
elevation, it rests just over 700 feet day Gorovaan retains many evi- tural location for a city. Not only
below Parhoon, its neighbor 400 dences of its historic greatness, but does it serve to maintain the locks
miles to the west, and nearly 850 feet its people have lost something of the necessary for travel between north
above Haatt, its nearest neighbor to fire that once drove them. Instead of and south, it is also able to benefit
the south, just 200 miles away. Gor- creating new works of wonder, they from the energy of the canal water
ovaan is a city of three canals, seem content to boast about their as it drops that distance. All the an-
however, and the third leads nearly former achievements. cient locks and cranes depend on this
400 miles to Mylarkt in the Neith water power for their operation.
Steppe region, stepping stone to the Historically, Haatt has been large-
cities of the Umbran League, from ly uninvolved in the politics of the
whence comes the only source of other city-states in its neighborhood.
bhutan spice. All three canals run Its central location protects it from
relatively level from Gorovaan to its the High Martians of the Astusapes
neighbors. The canal to Parhoon has and the Steppe Martian raiders of the
the majority of its locks at the Par- wilderness lands alike. Haatt's canal
hooni end, and Haatt is, in itself, a princes have usually been content to
lock town placed primarily to main- benefit from the canal traffic that
tain the locks that lead from Syrtis their city's position brought them,
Major to Gorovaan. The route from but they have fought like cornered
Gorovaan to Mylarkt is broken by beasts when necessary to prevent the
cataracts that depend upon slipways annexation of their city to another
for passage around them. ruling power.
Located as it is at the juncture of When news of the British arrival
three canals, Gorovaan is an old ci- in Parhoon reached Haatt, its current
ty with an ancient tradition of eco- ruling families feared that the red
nomic and political power. It was this Haatt men would bring an end to the status
history, in fact, that prompted the HAATT IS A much smaller city quo. Therefore, when war broke out
Gorovaanese to attack Parhoon when than Parhoon or Gorovaan, and its in 1880 after the annexation of Goro-
that city's ruler was assassinated, biggest business is charging tolls to vaan by Parhoon, Haatt joined the
hoping to reestablish a joint Goro- vessels that use its extensive series forces fighting against the British, a
vaani/Parhoonese unit once again. of locks and crane points. Haatt lies move that proved to be unwise. With
Unfortunately for Gorovaan, the approximately 375 miles due north the ending of the war, Haatt's rulers
presence of British at Parhoon pre- of Syrtis Major, at a point where the once again retreated to an attitude of
vented such an occurrence and cultivated lands of Meepsoor and nonintervention in the affairs of
turned the ancient tradition on its Syrtis Major run up against the feet others. The result has been that while
head by annexing Gorovaan to Par- of the Nilosyrtis Hills. Approximate- Haatt is technically a part of the Brit-
hoon after the abortive war. ly 500 feet separate Haatt and Syrtis ish Crown Colony of Syrtis Lapis,
Resting where it does, Gorovaan Major in elevation, and most of this its rulers have retained their positions
is a very populous city, and it is rise in altitude occurs within 25 miles with the understanding that they re-
renowned for its long, graceful ave- to the south of Haatt. Gorovaan lies port to a British governor. Haatt
nues and the impressive architecture another 850 feet in altitude above the readily accepted these terms, un-
of the towers that line them. Much level of Haatt, and again, the majori- ashamed to be subject to foreign rule
of that beauty has fallen into decay, ty of this difference occurs very close as long as it means business contin-
however. Historically, Gorovaan has to Haatt, this time to the city's north- ues as usual.

GDW
THE DROWNING OF THE SPRITE

rock, forming shallow caves or spill- nal's northern shore and stranded at
THE DROWNING ing shards of the more brittle layers least 100 miles from the city they
OF THE SPRITE above in treacherous slopes of scree. have left, but also a safe distance
EVENTUALLY, THE player Between these hills lie deep, rug- from Haataneethra I's tomb. A screw
characters will begin the last leg of ged valleys, their bottoms hidden galley has been sent from Kraag Bar-
their journey toward the tomb of behind the canal's embankments. As rovaar to gather the PCs up after-
Haataneethra I, travelling along the the day passes by, you notice that ward and bring them to the High
course of the Parhoon/Gorovaanese some of these locations have dock- Martian King Hattabranx. This
canal. The referee can read the ing places, with stairways that climb screw galley can travel the length of
following narrative description to the levies leading to sheltered camp- the canal once each day, patrolling
them as they do so. ing spots. Most of these camps are at a safe distance to the north, wait-
A few short hours after leaving the located on the southern shore, the ing for the Sprite to be sabotaged.
city, rough hills arise on either side water serving as a barrier to attack It is possible that the player char-
of the canal. In places, the canal cuts from the wilderlands to the north. But acters, if they are particularly astute,
right through the center of a hill, ex- in other spots, the lay of the land may discover the dynamite in Myno-
posing its rocky heart to the light of forces the camps to be located be- sii Aalum's valise before he has an
day. Where this happens, the stark yond the northern shore. opportunity to use it. If anyone at-
slopes of the split hill replace the Watching the sunlight sparkle on tempts to take the dynamite away
levies that normally line the canal to the water of the canal, you continue from him or if they steal it while he
contain its waters during surge. The on your journey. is unaware, Aalum will fight to re-
raw stone of these hills reaches all gain it, giving himself away as an
the way to the water's edge in bands A Sinister Plot enemy in the process. If this occurs,
of red, brown, and dusky yellow. Oc- MYNOSII AALUM'S secret the Sprite's voyage will continue to
casionally when the Sprite passes orders are to blow up the Meepsoori the player characters' debarkation
such a hill, you see spots where high Sprite at such a time that the player point, where they can disembark and
water has washed out a soft layer of characters will be cast up on the ca- begin their trek toward the tomb.
THE DROWNING OF THE SPRITE

It is most likely, however, that the roll on their Endurance dice to recov- northern shore, on the edge of lands
player characters will not discover er. Failure at this roll means that the that lead to the High Martians' bor-
Aalum's dynamite. In this case, Aa- character dies. ders. Nearly everyone is on deck,
lum will choose a time during an If a swimming character wishes to taking in the sight of the lowering
evening when a northern campsite is try to save a character who cannot hills toward which the Sprite is drift-
near to perform his sabotage. He will swim, he must make a Moderate roll ing. Mynosii Aalum is not in evi-
wait until he can have the cabin to on his Swimming dice. Success dence, however, but his servant Sef
himself so as to set his valise at the means that he tows the other char- stands just 10 feet from the cabin
base of the Sprite's mast and light a acter to shore safely; failure means door, making it likely that Aalum
short fuse. Aalum will remain quite that he loses the other character in rests inside.
near the dynamite, sheltering it from the water. If the swimming character Suddenly, the still night air is torn
discovery until it explodes. If neces- rolls below a 4 in his attempt, he apart by a thundering explosion that
sary, he will command Sef to help should be treated like a stunned shakes the Sprite from stem to stern.
him defend the door to the Sprite's character, as mentioned above. Chunks of wooden planking fly
cabin in order to prevent anyone else If the player characters are all par- through the air as the cabin's port
from entering. ticularly bad at Swimming, the ref- side and rear disappear in an im-
When the dynamite explodes, it eree may wish to have them towed mense cloud of sulfurous smoke. A
tears a ragged hole nearly six feet in to shore by crewmembers rather than flood of dark water rushes out of the
diameter through the Sprite's hull, let the adventure end with their ig- cabin door, carrying small items in
blasting the cabin to flying splinters nominious deaths. its flow, and the mast groans as it
and freeing the mast to fall across the When the time has come for Aa- begins to topple to port. Its first small
port rowers' platform. As the mast lum's sabotage to take place, the sway soon gains momentum, and it
falls, it rips the cross deck free and following narrative section can serve crashes through the port rowers'
crushes the rowers' platform, tipping as a guide to the referee in describ- platform, splitting the Sprite's hull
so far to the port side that the waters ing to his players what transpires. to the waterline. The ship begins to
of the canal rush over the vessel's The Sprite is gliding peacefully as list to its port side as the weight of
side. Of course, all the cargo on the the Sun sinks behind the hills to the the mast drags it over, and on the
deck slides toward the port side as west. In the gathering dusk, Captain tilting deck, crates break their moor-
well, knocking crewmembers off Winiimolaak stands at the barge's ings and begin sliding rapidly toward
their feet and crushing some of them fore ramp, peering intently ahead, the vessel's injured side, carrying a
in the process. watching for the docking place that few crewmembers with them. Before
The player characters themselves the vessel will stop at for the night. your horrified eyes, a Martian sailor
are dumped into the night-darkened No other vessels are within sight on is crushed to death between a par-
canal and must swim to shore. Each the canal's dark waters. ticularly large crate and the Sprite's
should make an Easy roll versus their With a rapid wave, the captain hullside.
Swimming dice to see if they make signals to his tillermen to bring the As you clamber across the deck,
it to shore without difficulty. If they Sprite to bear on the quarter he is avoiding falling cargo and searching
fail their roll, the referee may assume pointing out. They respond nicely, for something to cling to, the Sprite
that they have been struck by a piece and the ship begins a slow turn to the lurches once again, throwing you in-
of debris and stunned. Stunned char- north, then straightens once again at to the waters of the canal. The chill,
acters and characters with no Swim- Winiimolaak's signal. The sail is dark waters close over you, but you
ming talent must make an Easy roll lowered, and the Sprite coasts fight desperately back to the surface.
on their Agility dice to grab a large smoothly toward the north shore, Ahead, you can see the dark shore-
plank or other floating item and dog- now about 100 yards away. line; around you the air is filled with
paddle to shore. If they fail this roll, It is a peaceful scene, despite the men's cries for help. Marshaling
they are washed up on shore uncon- undercurrent of tension to be felt at your flagging strength, you begin to
scious and must make a Moderate spending the night on the canal's swim.

GDW
AN OVERLAND TREK
AN OVERLAND TREK

An Overland Trek
IN THIS CHAPTER, the player It takes them the rest of the day to trating its patrol on a line between the
characters leave the Parhoon/Goro- unload, set up camp, and generally tomb site and the PCs' debarkation
vaanese canal and begin an overland get things in order. The Moon of Woe point at the canal, if the party mem-
trek through the desolate hills on the reaches the Parhoon/Gorovaanese bers diverge from that path, they will
border of the Astusapes Highlands. canal and begins looking for the suffer less chance of discovery. In-
To their surprise, they will soon have nonexistent wreckage of the Sprite stead of rolling 1D6 for the number
more company than they might wish late in the morning of that same day, of hours between appearances of the
for. and by the time the player characters Moon, the referee should roll
are unloading at their debarkation 1D6 + 2. If the party members
IF THE SPRITE WAS SAVED point, the Moon has given up that diverge from this path, however,
IF, IN THE LAST chapter, the search, moved near the site of Haa- they are subject to discovery by the
player characters thwarted the plans taneethra I's tomb, and moored for Queln or the Wagon Masters of Me-
of Mynosii Aalum to destroy the the night. The next morning, as the roe, as explained later.
Meepsoori Sprite and were able to PCs prepare to begin their ground If the Moon of Woe discovers the
continue their canal voyage to their search for the temple, the Moon player characters' party (because the
planned debarkation point, they will begins its aerial search for the PCs. group's Fieldcraft roll was failed), it
start this chapter by beginning an Just before noon on this day, as the will drop to very low altitude and be-
overland journey toward the location player characters' party winds its gin sending out flying parties to cap-
of the tomb. Unknown to them, how- way between a couple of hills, the ture the humans in the group. Mar-
ever, the High Martian screw galley Moon of Woe is seen on the horizon tians in the player characters' group
Moon of Woe is patrolling the area, through a break in the hills. It is ra- will be killed without a second
searching for the party. pidly approaching the party. If the thought, but the humans will simply
Having looked for the wreckage of group attempts to hide, have one of be beaten senseless and carried off.
the Meepsoori Sprite and not found its members make a Difficult test It takes two flying Martians to carry
it, the captain of the Moon of Woe against Fieldcraft to conceal every- a single human back to the ship. If
has justly concluded that the agent one from the vessel's sight. If this the flying Martians are driven off,
planted on the Sprite has failed in his character is successful, the Moon they will return 24 hours later with
mission. With King Hattabranx's passes over them unsuspecting and replacements and, if the referee
permission, the Worm Priests at continues toward the canal, then deems it necessary, reinforcements
Kraag Barrovaar provided the turns and begins a return trip. The as well. Of course, they will have to
Moons captain with sealed orders in group loses an hour of travel time search for and find the player char-
case of such an occurrence, orders while waiting for the Moon to pass acters' party once again before
that reveal the location of a "site of over. launching any new attacks.
historical importance" (the tomb of Every 1D6 hours, the Moon will
Haataneethra I) "that the party of appear again in its search. Each time,
humans will be seeking. " Reading the party must make another Field-
the orders, the captain finds that he craft roll to avoid being discovered,
is commanded to capture the party and each time the group loses another
members before they find the site. hour of travel as it hides. Each hour
The party arrives at its debarkation of travel lost cuts the distance the
point late in the afternoon of the day party covers that day by one mile.
after the Sprite was to be destroyed. Since the Moon of Woe is concen-

GDW
LIKE FLIES TO HONEY

is merely Difficult, since the player will encounter the Wagon Masters.
IF THE SPRITE characters are able to use the rough If the player characters are travel-
WAS DESTROYED terrain well, and the Moon is only in ling west, the first chance of encoun-
IF THE PLAYER characters did the immediate area for an hour. If the tering a Steppe Martian clan will oc-
not thwart Mynosii Aalum in his mis- party is waiting on the banks, trying cur two days after the PCs begin their
sion to destroy the Meepsoori Sprite, to flag down a passing canal ship, the overland trek if they are travelling
after the explosion they are cast up roll to avoid detection by the Moon west, or four days after they begin
on the northern shore of the canal is Formidable, since the canal sides their trek if they are travelling east.
about midway between the city they provide much less cover and the Each day after that time, the referee
recently left and their planned de- Moon is hidden by the embankments should roll 1D6. On a roll of 6, the
barkation point. The referee should until it is nearly overhead, leaving group will encounter Steppe Mar-
allow them to salvage enough food the party less time to hide. tians that day (unless, of course, they
stores from the wreckage to feed are first captured by the crew of the
them for two weeks. Other items LIKE FLIES TO HONEY Moon of Woe). The referee can
may be salvaged as well, if the THE ACTIVITY of the High choose at what point during the day
referee desires (in particular, each of Martians' Moon of Woe does not go this event should occur, but obvious-
the player characters should be pro- unnoticed by other races. Canal ves- ly it should take place between the
vided with a weapon, whether it be sels see it, of course, and report it times that the Moon of Woe appears
a firearm, a bow and a few arrows, in the next city they enter, but the sky overhead, since the Steppe Martians
a machete, or something else). The fleets of that city are not sent to drive will not risk moving while the Moon
PCs must now decide whether to trek off just one lone High Martian ship. is near.
back to the city, push on toward the More importantly, though, the Moon When the encounter with the
tomb, or wait on the banks and try is watched by the jealous eyes of cer- Steppe Martians occurs, the referee
to flag down a passing canal ship. tain Steppe Martian nations. In par- should have the player characters
Regardless of what course they ticular, the skrill-riding Queln to the make a Difficult roll versus Obser-
choose, the High Martian screw gal- west of the Astusapes Highlands and vation. If everyone fails the roll, the
ley, the Moon of Woe, will show up the Wagon Masters of Meroe to the group walks into an ambush and is
at the wreck site about two hours af- east note the Moon's search pattern surrounded. If anyone succeeds, the
ter sunup, searching for the group. and divine that something of value is group discovers the Steppe Martians
If the player characters have not to be gained along the Parhoon/Gor- before they can be discovered in
chosen a course of action by the time ovaanese canal. turn. In this case, the players have
the Moon arrives, someone in the Tribes from both these nations a choice of whether to approach the
group will have to make a Formida- move closer to the canal to discover Steppe Martians and ask for aid or
ble roll versus Fieldcraft to succeed what that something is. If the player attempt to evade them. Attempts to
in getting everyone hidden. If this characters are not somewhere on the evade require someone among the
person is successful, the Moon will route running directly from their player characters to make a For-
patrol overhead for about two hours, planned debarkation point to the midable roll against Fieldcraft. Fail-
searching for signs of the group, then tomb of Haataneethra I, whether they ure at this roll means that the Steppe
begin a search pattern that alternately have diverted from that route to Martians spot them and begin pur-
reaches first toward the city and then avoid the Moon of Woe or are mak- suit. Success at the roll means that
toward the tomb. Once every 2D6 ing their way back to a city, or what- the player characters' party can avoid
hours, the Moon will appear over the ever other reason they might have, the Steppe Martians for that particu-
player characters' group again, and there is a good chance that they will lar encounter. Once the Steppe Mar-
a roll versus Fieldcraft will have to be captured by one of these clans. If tians first show up, however, the
be made by someone in the party to they are to the west of the route, they players will encounter them again
prevent the group from being spot- will encounter the Queln; but if they every 2D6 hours thereafter (even if
ted. If the party is travelling, this roll are to the east of the route, then they this makes the encounter at night).
THE MOON OF WOE

he can either have the Worm Lord their trek. If the Worm Lord tries
IF THE GROUP give up in his attempts to capture the once more, his plot should involve
REACHES A CITY player characters, or he can invent delaying the player characters until
IT IS POSSIBLE, but unlikely, another plot to bring them to the the Worm Priests can convince King
that the player characters might make Worm Lord. If the Worm Lord gives Hattabranx to send a screw galley out
it all the way to a canal city without up his attempt, the players can still once again. Using the events in this
being discovered by High Martians seek out the tomb of Haataneethra I, module as a guideline, the referee
or Steppe Martians. If this occurs, and the referee can simply roll for should be able to come up with such
the referee has a choice to make— random encounters as they resume a plot without much trouble.

£23, 200

300TONS
Screw
Bridge

Deck

Maneuver

Hull
Hits Marines

GDW
THE SKRILL-RIDING QUELN

time of this adventure, the clan is trolling dangerously near to cities of


THE SKRILL-RIDING QUELN dwelling in the western portion of the the British Colony indicates that
PAGES 174 and 175 of the Space: Astusapes region. something very valuable is to be
1889 rules book contain a basic gained there, and that something is
description of the Skrill Riders of QUARRY OF THE QUELN obviously mobile. The fact that the
Mars. The particular clan that the LIVING AS CLOSE to the High something is valuable is what first
player characters encounter is, of Martians of the Astusapes as they do, puts the Queln on the player charac-
course, the clan mentioned as settling these Queln are very aware of the ters' trail, but that value also prevents
into the Astusapes Highlands recent- movements of the High Martian the Queln from performing a typical
ly and raiding the spice trade. At the screw galleys. That one would be pa- raid on the party, killing most of its

Northern
Syrtis
Lapis
KEY
City
Village
Ruin
Mountains
Hills
Cultivated
Major
Canal
Petit
Canal
QUARRY OF THE QUELN

members, looting the group, and car-


rying off a few prisoners. The rithall
(skylord) of this clan is very astute, Krraghar Rithall (Veteran NPC)
and before leading the raid, he com- KRRAGHAR RITHALL (Krraghar skylord) is clan leader of a tribe
mands that whatever is found when of Queln. He is renowned among the tribe as
the Queln search the patrol area of the best skrill rider, since he must defend his
the Moon of Woe, no one is to be position yearly in a deadly flying competition.
killed unless it is deemed to be ab- Krraghar is a consummate warrior chief—fear-
solutely necessary. less in danger, savage in battle, ruthless in
Setting out on their skrill mounts, parley, and arrogant in dealing with his in-
the Queln work their way quickly feriors. As prisoners of the Queln, the PCs can
south to the canal and begin a hunt expect from the rithall exactly the treatment that
of their own. Whenever they spot the they merit in his eyes. If they act like weak-
Moon of Woe approaching, they land lings, he will treat them as such. But if they
and hide in any craggy places avail- demand respect and can back up that demand
able, so as not to give away their as warriors, the rithall will treat them as equals.
presence to the High Martians. If the Krraghar has nothing personal against hu-
player characters are surprised by the mans. As a product of his culture, he respects strength and fierceness.
Queln or if they attempt to evade He views humans as another race to do battle with for the treasures
them and fail, leading to pursuit, the Mars produces, such as the bhutan spice of the Umbran league. If
skrill riders will dive their mounts humans can protect their treasures, the rithall respects them as worthy
toward the PCs' group, fight to dis- adversaries. If they cannot protect them, he views them as weaklings
arm its members, then try to drag to be plundered by the strong.
them over their saddles and carry Krraghar rithall speaks Queln as his native language.
them away. If a skrill rider gets a
player character across his saddle, Attributes Skills
the referee should emphasize to the Str: 3 Fisticuffs 2, Close Combat 3 (khivatt—pole arm)
player the unstable position his Agl: 2 Stealth 2, Marksmanship 2 (bow)
character is in and inform him that End: 4 Wilderness Travel 5 (foraging)
any further struggle is likely to result Int: 4 Observation 3
in his character falling from the back Chr: 3 Eloquence 2, Linguistics 1 (Koline)
of the skrill. Soc: 5 Riding 7 (flying skrill), Leadership 3
Any members of the PCs' party
who fights particularly effectively or Motives: Proud, Arrogant, Aggressive.
heroically will draw the attention of Appearance: Krraghar rithall, like all Hill Martians, is somewhat
several Queln riders who will take it shorter and hairier than members of the Canal Martian race. This is
as a point of honor to personally cap- especially true in respect to the Queln, among whom the lightest and
ture this person. The riders will not lithest typically make the best skrill riders.
hesitate to have their mounts grasp The rithall is very stern looking, especially when dealing with under-
the character in their razor sharp tal- lings, and his face and torso are crossed by numerous old, puckered
ons—because of the care the riders scars. The upper third of his left ear is missing, having been bitten off
are taking to capture the party mem- by his skrill when he was training it. Krraghar dresses virtually the same
bers alive, however, the skrill will as any other Queln warrior—in rough skins and a heavy cloak. But even
use both sets of talons to hold the from a distance, he can be distinguished from other members of the
character, rather than holding with clan by the great number of rings and armbands that he wears, tokens
one set and continuing to attack with of raids he has made.
the other.

GDW
CAPTIVES OF THE QUELN

the air, slowing the great beasts to the circle to stand before him and the
CAPTIVES OF THE QUELN a stall just a few feet above the sand. elders for questioning.
ONCE THE MEMBERS of the There is a lurch, and you are on the The rithall first ceremonially com-
player characters' party have all been solid ground once again. plements any of the player characters
captured, the Queln begin a days- who demonstrated great bravery or
long journey to their village located ferocity in the fight in which his war-
in the hills to the north. This trip, riors captured the group. He then be-
which would normally take only two gins his interrogation with the mat-
days, is lengthened to four days, both ter-of-fact question, "Why should I
because the skrill must carry the add- let you live?"
ed weight of the PCs' party members
in their flight and because the Queln Negotiating With the Rithall
riders must evade the Moon of Woe THE REFEREE WILL need to
in its continued search for the player keep Krraghar rithall's personality
characters. Finally, however, the and motives firmly in mind while
player characters spot the village ly- role playing this confrontation be-
ing in a sheltered hollow between the tween the rithall and the player char-
hills. At this time, the referee can acters. Krraghar wants to know what
read to them the following narrative value the player characters hold for
description. the High Martians, and he will not
The Martian Sun is low over the accept attempts to draw him away
dry hills as your captors direct their WITHIN THE from the subject. He will, however,
mounts to descend. The chill winds QUELN VILLAGE entertain offers to negotiate for the
raised as the skrill soar at the higher IMMEDIATELY AFTER land- information he wants, and he will be
altitudes begin to give way to hot air ing, the rithall calls a handful of the faithful to any terms he agrees to, but
rising off the desert pavement. The young warriors who were left at the he will use the fact that the PCs are
skrill labor to slow their plummet, village to come and guard the pris- his prisoners fully to his advantage
and you begin to smell a strong, oners while the riders care for their in such negotiations. His best deal is
sweaty odor coming from their hides. skrill. Each rider tethers his beast likely to be release from captivity
Their riders screech commands to and rubs it down thoroughly before with weapons, food, and water, in
them, and the skrill perform a dizzy- allowing it to graze. During this exchange for the map that the group
ing bank, drop rapidly, and swoop time, the women and children collect possesses.
toward a hollow in the hills. to look the captives over, peering at Note that this negotiation should be
Striving to keep your last meal them between the glowering guards. role-played fully. The referee should
down as the skrill perform their aer- By the time the riders have fin- not allow a player whose character
obatics, you catch sight of a cluster ished with their mounts, the Sun has has a high Bargaining skill to sim-
of hide tents set in a rough circle—in fully set, and they gather in a wide ply get the group off the hook by a
the circle's center is an open, wood- circle around a communal firepit lucky roll of the dice. Emphasize to
en framework dome nearly 10 yards where a great deal of food and drink the players that this is not so much
high and 20 yards across its base. is laid out. They feast themselves, a bargaining situation, as if the two
Standing about in this makeshift boasting and laughing (and teasing sides were dickering over the price
village are the wives and children of the children) for several hours, dur- of a gashant, as it is a negotiation
your captors, protected by a few ing which time the prisoners are process between two races which
young warriors. given neither food nor water. When have had little contact with one
The scene grows larger as you ra- the feast begins to wind down, another in the past. What is impor-
pidly approach it. Suddenly, the Krraghar rithall gives another com- tant in this situation is cleverness and
wings of your skrill snap as they cup mand, and the prisoners are led into coolness under pressure.
ESCAPE FROM THE QUELN

ble line of warriors who strike at the scribed above. Possibly the players
Keeping Silence runner with wooden rods as he goes), will be able to suggest another way
Before the Rithall enduring a day staked out in the Sun, out of their dilemma, such as over-
IF, INSTEAD of negotiating, the or being branded on the shoulder coming their guards and slipping
player characters simply refuse to tell with a Queln warrior's mark. None away at night.
the rithall what he wants, he will of these should do any permanent If no other manner of escape pre-
respect silence from them as brave damage to the character or even sents itself, however, the referee
warriors, but he will make them jus- leave any scars (other than the brand- should keep in mind that the High
tify that silence by purchasing it in ing). Martians in the Moon of Woe are still
single combat with a clan champion. searching desperately for the player
The combat will be fought on the Ordeals and NPCs characters, and as the days go by,
ground with khivatts, the short spears IT IS POSSIBLE that the player their searches will range in an ever-
common among the Queln, and it characters' x group may consist of wider pattern. Eventually, the Moon
will halt when either contestant some NPCs from the wreck of the will find the Queln village. When this
becomes unconscious. Each charac- Meepsoori Sprite. One of these happens, the High Martians, discov-
ter who wants to maintain silence, NPCs might give away the secret of ering the presence of the player char-
PCs and NPCs alike, will have to the player characters' map (if he acters in the village, will begin an at-
pass through this ordeal. Any indi- knows of it) rather than go through tack on the village in order to take
vidual who is defeated by his oppo- an ordeal. The referee will have to the hostages for themselves.
nent may still maintain his silence, use his own judgment in deciding if The attack should occur near sun-
but he will be kept as a slave of the this is the case, but it is important that down, giving the player characters
clan. Any individual who bests his the PCs be questioned first, so that a chance to escape into the surround-
opponent will be allowed to maintain they will have a chance to bargain ing hills during the ruckus. The
his silence and will be given weap- with or impress the rithall before an Moon of Woe will hover about 75
ons, food, and water, and will be NPC spoils it all. Even if an NPC feet above the ground and begin
released from captivity to find his does give away the party's secrets, bombarding the village, hoping to
way back to civilization. Characters the rithall will treat the PCs in what- generate confusion while it sends fly-
so released will be allowed to remain ever manner they have earned. ing parties to search for the player
with the clan if they desire (possibly characters among the tents. The
to stay near enslaved characters). Queln riders will assault the Moon
itself, attempting to overcome the
Optional Ordeals crew and fire the ship, thus destroy-
IF THE REFEREE desires, he can ing the High Martians' means of re-
emphasize the savagery of the Queln treat. Because of the ferocity of both
and their great respect for bravery by groups of antagonists, the battle will
replacing the single combat event be long and bloody.
above with an ordeal of pain. In this The referee can play up the drama
ordeal, characters who remain com- of this event by having the escaping
pletely silent in the face of torture PCs run into a few Queln riders, and
will be greatly respected and may just when it seems that all hope is
even be adopted into the clan. The lost, a party of High Martians drops
referee should be careful to empha- ESCAPE FROM THE QUELN upon the Queln, allowing the PCs to
size the respect given to stoic war- THE PLAYER characters and run a bit farther. They are then
riors and not dwell upon the tortures their companions can escape from discovered by a group of High Mar-
themselves, which in any event will the Queln village in one of several tians, and as they fight them off, the
only consist of such things as running possible ways. They may negotiate High Martians are attacked by sev-
a gauntlet (running between a dou- or do battle for their release, as de- eral Queln riders, and so on.

GDW
THE WAGON MASTERS OF MEROE

THE WAGON MASTERS


Photho Nhe (Experienced NPC) OF MEROE
PHOTHO NHE is the aged chieftain of the Hashassa clan, a tribe TO THE EAST and north of the
of the Wagon Masters of Meroe. He has served Astusapes Highlands, yet west of the
as chieftain for three decades, and during that Nilosyrtis Hills, lies a region of arid
time he has developed a belief that the best in- hills called the Meroe (pronounced
terests of his clan are more often attained "Meh RO eh") Badlands. Great
through negotiation than through violence. This herds of ruumet breehr roam these
view has made him very popular among the old- hilly wastes, and following the mi-
er members of the Hashassa clan, who have grations of these lumbering beasts
thrived in peace during the chieftain's rule. But are clans of Hill Martians known as
it has drawn the disdain of the younger Hashas- the Wagon Masters of Meroe. The
sas, who prefer a more direct approach to gain- Wagon Masters' name arises from
ing their ends. the huge, carved wagons in which
Chief among these young men is a son of they dwell, pulled by teams of do-
Photho, the eldest of twins (by less than 10 mesticated ruumet breehr. Each of
minutes). This son's name is Tycuus, and he is a favorite among the these wagons serves as home to one
youths because of his prowess as a warrior. Unfortunately, Tycuus, or more families. At night, when the
while he craves the position of chieftain, is not terribly bright, and he herds of ruumet breehr settle to
demonstrates no talent for handling the day-to-day problems that make sleep, a clan's wagons are drawn into
up the bulk of a chieftain's work. His brother Myya, on the other hand, a circle, and a bonfire is built in the
is well known for his wisdom and insight, but he is scorned by Tycuus, center to provide light for the eve-
who outshines him in all martial skills. Photho, as chieftain, has chosen ning's festivities and to keep malev-
Myya as his successor, though it grieves him to affront Tycuus so. olent spirits away from borders of the
Besides the languages listed below, chieftain Nhe also speaks his native camp.
Meroen. Since very few natural predators
can threaten a ruumet breehr and
Attributes Skills since even those that can tend to
Str: 1 avoid whole herds of the great
Agl: 2 Stealth 1, Marksmanship 1 (bow) beasts, the Wagon Masters have a
End: 3 Wilderness Travel 4 (foraging), Fieldcraft 4 constant source of food and materials
Int: 5 Observation 5 in the herds. Thus, despite the relent-
Chr: 4 Eloquence 3, Bargaining 4, Linguistics 2 (Koline, less travel involved in their lifestyle,
Umbran) Wagon Master clans tend to lead
Soc: 6 Riding 5 (ruumet breehr), Leadership 6 very stable lives, with few worries
(other than the occasional steppe ti-
Motives: Steady, Frugal, Wise. ger). They perform some trade with
Appearance: Photho Nhe is perhaps the oldest Hill Martian that the the cities that border their region,
player characters will ever meet, and he looks it. His hair is complete- mainly of ruumet breehr hides, wild
ly white, even on his shoulder hump, his noble face is lined with the spices, and medicinal herbs (for
many years of his service, and his flesh hangs loosely on him. But which the Queln are famous). But the
Photho's startling yellow eyes and his quick and easy smile still reveal Queln own too little to tempt raids
the clarity of mind that this old Martian possesses. Photho typically by the High Martians of the Astusa-
dresses in white, homespun robes, like his forefathers, rather than in pes, whose attention is held by the
imitation of the Canal Martians, as most of the Hashassa dress. richer Canal Martians of the Umbran
League.
QUARRY OF THE WAGON MASTERS

attack, has prompted Photho Nhe, destroyed halfway to that debarkation


QUARRY OF the chieftain of the tribe, to send a point. Each day of travel, the referee
THE WAGON MASTERS small band of eight young warriors should roll 1D6; on a 1 or 2, the PCs
AT THE TIME that the Meepsoori by gashant to spy out what has drawn will encounter the Hashassas' recon
Sprite sets out on the Parhoon/Goro- the Moon into their area. party that day. The specific time of
vaanese canal with the player char- This band is captained by Photho's the event is left up to the referee, but
acters aboard, the Hashassa tribe of son Tycuus, with the aid of Tycuus' it should be at. some point between
the Wagon Masters of Meroe have twin brother Myya. The two youths the Moon of Woe'?, appearances
followed their herd of ruumet breehr have some personality conflict, since overhead in its search for the PCs,
to the extreme southern end of the Tycuus, who is minutes older than since the Hashassa youths spend such
Meroe Badlands and then just over Myya, wants to succeed his father as times hiding as well.
the border of the Astusapes. That the chieftain of the Hashassa, but Myya When the event occurs, the referee
ruumet breehr have travelled into is perceived by his father to be the should have one of the player char-
traditional High Martian territory is more suited for the job. acters roll a Routine task versus his
a matter of some concern for the If while avoiding the Moon of Observation to detect the Hashassas
Hashassas, but there is simply noth- Woe, the player characters roam to before the PCs can be detected in
ing to be done but pray that the herd the west of the line leading between turn. If the player character fails in
will soon change its collective mind the tomb of Haataneethra I and their his roll, the Hashassas spot the PCs'
and return to the north. intended point of debarkation from group and halt to parley. If, instead,
The activities of the High Martian the Meepsoori Sprite, they stand a the PC succeeds in his roll, the
screw galley, Moon of Woe, have chance of encountering this recon- players have the choice of whether
caught the eye of the Hashassas, and naissance party. This is especially to reveal themselves to the Hashassas
curiosity, coupled with some fear of true if the Meepsoori Sprite was or not.

GDW
MEETING THE WAGON MASTERS

done with the humans and their com- finally decided that the PCs' group
MEETING panions. Tycuus is all for treating should be escorted back as something
THE WAGON MASTERS them as prisoners, but Myya argues less than friends but more than hos-
ONCE THE PLAYER characters that they should be received as tages. The PCs will be allowed to
have met the reconnaissance party guests. Both young men agree that keep any possessions that they might
sent by the Hashassa, some hot de- the PCs and their friends should be be carrying, but the Hashassas will
bate will arise between the two sons taken to the clan to talk with their form their gashants into a ring
of Photho Nhe as to what should be father. After much discussion, it is around them, and the PCs will not
be offered a ride.
As can be deduced from the map,
Tycuus Nhe (Veteran NPC) the trip to the Wagon Masters' camp
TYCUUS NHE is the captain of the eight young men sent on foot will take more than a week of travel,
as a spying party by the Hashassa clan of the especially since the High Martian
Wagon Masters of Meroe. His father, Photho screw galley, Moon of Woe, is
Nhe, is the clan chieftain, and as the eldest of patrolling the area, forcing the Ha-
two sons (by a little less than an hour), Tycuus shassa youths to hide the group often.
believes it his own destiny to become chieftain When the player characters finally
when his father dies. Almost all clan members reach the Wagon Masters' camp, the
of his age agree, but Tycuus' father has said referee can read the following nar-
that his younger son, Myya Nhe, is more suited rative description to them.
for the responsibility.
Tycuus cannot understand this, since every-
one recognizes that he is a great warrior, much
better than his more studious brother. Besides,
he has the right as firstborn. Unfortunately,
Tycuus, while being a charismatic leader among the young men of the
clan, is not very bright, and his father fears that he will not be able
to judge wisely in clan matters that do not require a warrior's solution.
Tycuus speaks only his native Meroen.

Attributes Skills
Str: 4 Fisticuffs 3, Close Combat 4 (pole arm)
Agl: 5 Stealth 4, Marksmanship 5 (bow)
End: 3 Wilderness Travel 4 (foraging), Fieldcraft 3
Int: 1
Chr: 3 Eloquence 2
Soc: 5 Riding 6 (ruumet breehr), Leadership 4

Motives: Aggressive, Driven, Leader.


Appearance: Tycuus is an extremely handsome young man by Hill
Martian standards, and he is well liked by other clan members his age.
His hair is very dark, almost as black as that of Shistom, a legendary
hero of the Wagon Masters. His skin is clear, his teeth strong and even,
and his eyes a penetrating yellow that is widely recognized as a sign
of great bravery. Tycuus' dress, like the dress of his companions, is Laboring up yet another scrub-
a rough equivalent of Canal Martian fashion in Mylarkt and Gorovaan. covered hill, the mid-morning Sun
beating down on you, you pause for
MEETING THE WAGON MASTERS

a moment to wipe the sweat from


your face. Taking a deep breath of
the Martian air, you are surprised to Myya Nhe (Trained NPC)
detect a faint scent of wood smoke. MYYA NHE is somewhat smaller than his brother, Tycuus, and he
It is obvious that the gashants smell is less skilled at arms. He is also much less
it too, because they begin pulling at outspoken than Tycuus and much more obser-
their reins like a mare that sights its vant. Many have been the times that a small
barn. Tycuus frowns belligerently at fact noticed by Myya and passed along has
you and growls a command in his na- saved Tycuus from running headlong into
tive tongue. Myya translates, "He misfortune. But Tycuus accepts those hints so
says, 'Let's not stand here; the camp naturally that he soon forgets their origin.
is just over this hill. ' '' Resolutely, Myya and Tycuus were born as twins, a very
you resume your march. unusual occurrence among the Hill Martians,
When you crest the hill, you halt but Myya was birthed slightly less than 10
again, this time in awe of the view. minutes after Tycuus, and so is technically the
Below you lies a broad plane dotted younger brother. Photho, father of Tycuus and
with the greatest number of ruumet Myya, and chieftain of the Hashassa clan of the
breehr you have ever seen; nearly Wagon Masters of Meroe, believes the younger son to be most fitted
100 of the beasts must be scattered to take his place as chieftain upon his death. Unfortunately, Tycuus,
over it, grazing on the tough, dry as eldest, believes that the right to rule the tribe belongs to him. Photho
grasses that sprout from the sun- and Myya accept this attitude resolutely, but Photho constantly sends
baked soil. the brothers out together, hoping that Tycuus will eventually recognize
At the edge of the plane lies his younger brother's wisdom. Tycuus, however, refuses to recognize
another startling sight, a ring of the anything except his own superiority at arms.
dark, wood-floored, walled, and Myya Nhe speaks Meroen as his native tongue.
roofed wagons that serve as home to
the Hashassa. Although the sizes of Attributes Skills
these conveyances vary, most are Str: 2 Fisticuffs 2, Close Combat 2 (pole arm)
nearly 25 feet high, at least that Agl: 3 Stealth 3, Marksmanship 3 (bow)
wide, and 30 to 40 feet long. They End: 1 Wilderness Travel 3 (foraging)
are supported on 12-foot-tall wheels, Int: 6 Observation 6
making their undersides about six Chr: 4 Eloquence 4, Bargaining 3, Linguistics 3 (Koline,
feet above the ground, and their long Parhooni, Umbran)
tongues have harnesses for as many Soc: 5 Riding 4 (ruumet breehr), Leadership 5
as six ruumet breehr. Every inch of
the wagons' outer surfaces are Motives: Cautious, Wise, Fair.
covered with intricate carvings, some Appearance: Myya Nhe, although somewhat smaller than Tycuus
representing fables or moral tales, in stature, nonetheless shares many of his brother's characteristics. His
but most simply grotesque faces to hair is lighter than Tycuus', but his skin is as clear, and his yellow eyes
keep malevolent spirits at bay. are as startling. Where Tycuus' gaze is impressive in its ferocity,
Again Tycuus growls a command however, Myya's impresses the viewer with its frank intelligence and
and urges the group forward. Myya, insight.
however, bows in his saddle, smiles, Like Tycuus, Myya dresses in imitation of the fashions of Gorovaan
and tells you, "Welcome to the and Mylarkt, cities to the east of the Meroe Badlands. But while Tycuus
homes of the Hashassa. '' He nudges dresses to draw attention to himself, Myya chooses clothes of simple
his gashant and begins to descend the style and pattern, resulting in an effect of understated elegance.
hill.

GDW
GUESTS OF THE WAGON MASTERS

to make it seem as if they have no while the PCs are guesting with the
GUESTS OF idea what the Moon of Woe is search- Hashassa, they will be travelling fur-
THE WAGON MASTERS ing for, they will have to do some ther from the canal cities to the south
WHEN THE PLAYER characters fast talking to convince the old chief- and deeper into the Meroe Badlands.
arrive at the Wagon Masters' camp- tain. However, he will not press This can be a very profitable time
site, Photho Nhe, chieftain of the them, even if he doubts their tale. for the PCs in terms of experience.
Hashassa and father to Tycuus and How much he trusts their story will During their stay with the Wagon
Myya, gives them great welcome and have an effect on how fully the PCs Masters, the PCs can pick up some
is very interested in hearing whatever are welcomed into the clan, though. excellent knowledge of how to live
the PCs might care to divulge about Shortly after the player characters off the land in this region, since the
the High Martians' interest in them. join the Hashassa, the ruumet breehr Wagon Masters are very knowledge-
If the PCs give no reason at all for begin to migrate back to the north. able about such things. If the PCs
the beastmen's pursuit, or if they try The clan follows them, of course, so spend a week or two, the referee
might want to simply have each of
them raise their Wilderness Travel
(foraging) skills by one point.
Key: Door Of course the presence of the
Hashassa Wagon Window player characters in the clan and the
Stairs fact that the High Martians are
(Down) searching for them rapidly becomes
Lantern a focal point in the conflict between
the chieftain's two sons, and between
the supporters of each, as well. Ty-
cuus and his followers want to take
action and either chase the PCs away
or turn them over to the High Mar-
Side View tians. They insist that the player
characters' presence in the Hashassa
camp is bound to bring trouble,
either from the High Martians or
Upper Floor from the PCs themselves. Tycuus
(Main Family) does not trust the PCs at all; he can-
not speak any languages that they
know, and that fact not only enforces
the distrust he has for them, it also
secretly embarrasses him by pointing
up an area in which his brother out-
Lower Floor shines him. Myya and Photho both
(Secondary Families) view the player characters as curios-
ities and as a potential tie to the
British and other humans on Mars.
They consider it a point of honor that
the humans are guests of the tribe,
and they insist that it would be
shameful to turn them out into the
prairie or give them over to the High
Martians as captives.
TAKING LEAVE

TAKING LEAVE OF
THE WAGON MASTERS
EVENTUALLY THE player char-
acters will either desire to leave the
Hashassa, or, if the referee wishes,
they will be forced to leave by Ty-
cuus' followers. When this leave-
taking occurs, the referee will have
to be careful that the PCs are started
on the next leg of their journey to the
Worm Lord. This can be brought
about in one of several ways.
First, the referee can simply have
them found by the Moon of Woe. It
is best, for dramatic purposes, that
the Moon not discover them at the
Hashassa camp. A High Martian at-
tack on the Hashassa camp is likely
to make the players feel guilty that
Photho and Myya's friendship to
their characters has been repaid so
poorly, and such an attack also vin-
dicates Tycuus' warnings about the
danger of sheltering the player char-
acters, encouraging a peaceful peo- report. Shortly after the PCs join the Last, if the referee desires, Tycuus
ple to become more warlike. Hashassa, this young Hill Martian himself could carry the player char-
Instead of finding the player char- leaves on another of his trips. While acters away with the help of some of
acters with the Hashassas, then, the gone, he reports to the High Martians his supporters. He would wait until
Moon should discover them shortly of the PCs' presence, not realizing such a time as his father and brother
after they leave the Hashassa camp. their importance to the Worm Cult. were gone to look at the herds, or
The referee can use the same guide- The Worm Priests decide that it were otherwise occupied, before
lines as were given in the If the Sprite would take too much to convince striking. Then he would begin a jour-
Was Saved section on page 35. King Hattabranx to attack the Ha- ney toward the Astusapes Highlands,
Alternatively, the referee can use shassa, so they send their young searching for the Moon of Woe to
a secret minion of the Worm Lord agent back to the tribe to bring the turn the PCs over to the High Mar-
in the Hashassa tribe to trick the PCs to them. tians. Along the way, it is even possi-
characters into the High Martians' When the PCs decide that it is time ble that the PCs could escape him,
hands. This minion is a solitary to leave the Wagon Masters, this fel- beginning another desperate race
fellow who has been prone to make low volunteers to serve as a guide to across the hills, pursued by both
solo hunting forays in the past. On lead them safely back to Gorovaan, Tycuus and the Moon.
one of these trips, he fell in with the or wherever, through the Meroe However the referee chooses to get
High Martians and joined the Worm Badlands. In reality, however, he the player characters into the clutches
Cult. The priests of the cult sent him will lead them right into the waiting of the High Martians, it should re-
back to his tribe as a spy, and now clutches of a High Martian party sent main a great mystery to the PCs why
that the player characters have ar- by the Worm Priests to lay in the High Martians want them any-
rived, he actually has something to ambush. way.

GDW
CAPTIVES OF THE BEASTMEN
CAPTIVES OF THE BEASTMEN

Captives of the Beastmen


IN THIS CHAPTER, the player ly encounters from the Mars Wilder- sels of King Hattabranx, of the
characters finally become captives of ness Encounters Table on page 209 United States envoy to the Oenotrian
the dreaded beastmen, the High Mar- of the Space: 1889 rule book, using Empire, Mr. Sidney Boynton, and
tians of the Astusapes Highlands. either the Hills or Mountain col- his daughter Elizabeth). Therefore,
They are brought before the High umns, depending on which is appro- word of the capture will be sent to
Martian King Hattabranx as prison- priate. the clan's king, and Hattabranx,
ers. After gloating over them for a When using the Hills column, the guided by the Worm Priests at his
short time, he turns them over to the referee should treat results of Nomad kraag, will bargain for the humans
Worm Priests. The Worm Priests, in Hunters as sightings of the Moon of to be sent to him.
turn, cast the PCs into a bottomless Woe, which has been searching for All this passing of word and bar-
chasm as a sacrifice to their insane the PCs. When using the Mountain gaining will take about two weeks to
god. column, any result of High Martian complete, leaving the PCs as slaves
Galley should also be treated as the in the liftwood groves. During this
IN THE WILDERNESS Moon of Woe. The High Martian time, the PCs can learn quite a lot
IF THE PLAYER characters were Hunters result on the Mountains col- about growing and using liftwood.
captured by either the Queln riders umn and the Bandits result on the Any of the PCs who succeed at a
or the Wagon Masters of Meroe dur- Hills column should both be treated Formidable roll versus their Obser-
ing the last chapter, they will have as a clan of High Martians that is vation will learn enough to increase
travelled somewhat north of the point subject to some king other than Hat- their Trimsman skill by one point.
at which they left the Meepsoori tabranx. Characters who make a Difficult roll
Sprite. If they then escaped from one If the Moon of Woe captures the against Linguistics will also gain one
or the other of those tribes of Steppe player characters, they will be point in Gaashwaan, the pidgin lan-
Martians, they will find themselves chained as galley slaves until the guage used between High Martians
facing a long overland journey back Moon returns to Kraag Barrovaar. If, of differing clans.
to the more civilized lands to the instead, a clan of High Martians sub-
south. During this time, they will ject to some king other than Hatta-
have to pass either very near to, or branx captures the player characters,
even through, the Astusapes High- the clan will put them to work as
lands. slaves in the liftwood groves that it
To run this portion of the adven- tends. However, human prisoners
ture, the referee should keep track of are extremely unusual (the only other
the player characters' progress on the recorded instance of humans being
small-scale map included in the last held by the High Martians of the
chapter, and he should roll for dai- Astusapes was the capture, by ves-

GDW
IN THE HANDS OF HATTABRANX

Kraag Barrovaar to stand before immense cavern, at the top of a huge


IN THE HANDS King Hattabranx. The Moon will shaft nearly 25 feet across, with a
OF HATTABRANX land atop the mesa that houses the treacherous narrow stairway spiral-
FINALLY, WHETHER they are kraag, and the PCs will be unchained ing down around its periphery. Their
captured near the tomb of Haata- from their places at the ship's turn- guards will prod them toward the
neethra I, taken from the village of crank. Their hands will be bound be- stairway. Walking as they are, with
the Queln riders, betrayed from the hind them with rawhide strips, and hands bound behind their backs and
Hashassa clan of Wagon Masters, re- they will be linked together with linked at the neck, the group mem-
trieved from the liftwood groves of chains at the neck, then led single file bers can expect to have some trou-
a minor clan of High Martians, or into the upper level of the kraag. ble negotiating this stairway. The
plucked from the hills in their attempt As their eyes adjust to the dimness referee should emphasize to them
to return to the canal cities to the inside, broken only by widely spaced just how steep it is, how narrow the
south, the player characters will be torches, the group members will dis- steps are, and how deep the drop is
carried by the Moon of Woe back to cover that they are standing inside an if they stumble. As they start down

King Hattabranx (Veteran NPC)


whom he had taken in a raid on the Motives: Sadistic, Arrogant,
Summer Wind, a Canal Martian mer- Hatred.
chant kite. The British lured enough Appearance: Like all High Mar-
of Hattabranx's ships away from the tians, King Hattabranx is shorter
kraag that they were able to land a and more hunched than either Ca-
rescue party and steal the hostages nal Martians or Steppe Martians.
back. For this affront, Hattabranx He is also hairier and more bestial
KING HATTABRANX is the can never forgive them. in form. In Hattabranx's case, this
ruthless leader of the High Mar- At Worm Priests' instigation, King bestiality is emphasized by the ef-
tians of Kraag Barrovaar, the Hattabranx has again set out to cap- fects of the passing years, which
strongest kraag to be found in the ture humans—adventurers who have have left the king stooped and wiz-
Astusapes Highlands. While many strayed near his territory while on an ened. His coarse, black hair is
High Martian kings rule in the expedition to an ancient tomb. grizzled and spotted with gray, and
Astusapes, none rival Hattabranx Hattabranx also speaks Gaash- his eyes burn with hate, especially
in power or in reputation. Hat- waan, the pidgin language used be- when confronting humans.
tabranx's High Martian clans make tween High Martian clans. Hattabranx clothes himself in the
their livelihood by dominating the finest outfits obtained from raids
shipment of liftwood from the As- An. Skills his ships conduct, but the effect of
tusapes and by raiding the bhutan Str: 1 those well cut clothes is ruined by
shipments of the Umbran League. Agl: 3 Stealth 3, Marksman- the spots of grease and filth that
A firm devotee of the Worm ship 3 (bow) have accumulated on them. Hatta-
Cult, Hattabranx can be considered End: 5 Wilderness Travel 4 branx also wears a twisted golden
slightly mad. Some of this madness (foraging) necklace, the symbol of his authori-
finds its outlet in his hatred for the Int: 2 Observation 1 ty, and bears a heavy, spiked scep-
"red men. " In particular, Hatta- Chr: 4 Eloquence 4, ter that could well serve as a mace.
branx thoroughly hates the British, Linguistics 3 (Syrian, The player characters encounter
who cheated him of two human Umbran, English) him in his throne room, which
captives (a United States ambas- Soc: 6 Leadership 5, Pilot 4 stinks of discarded food scraps,
sador to Oenotria and his daughter) (cloudship) sweat, and blood.
IN THE HANDS OF HATTABRANX

the stairs, the referee should have


each player make a Difficult saving
roll against his character's Agility
dice to keep him from stumbling. Be-
fore they make this roll, the referee
should stress to the players that if any
of the characters fail this roll, they
will stumble and risk pulling the
other party members off the stairs as
well. In actuality, if any of the party
members fail the roll, a High Mar-
tian guard flying nearby will steady
them before they fall.
After travelling downward for a
vertical distance of about 10 yards,
the group will be led off through tun- estries hung carelessly upon them do "interview" is actually little more
nels on the next level. As they walk, almost nothing to dampen the harsh than an impassioned speech about
they will see multitudes of High Mar- echoes that haunt the corners. A few how the British have thwarted him
tians, interspersed with numerous oil sconces on gilded stands scatter in the past and how he will repay
Canal Martian and Steppe Martian dim light on the scene, throwing them in the future. Hattabranx asks
slaves, all bustling about on business hulking shadows about the room. the player characters nothing about
of one kind or another. None of them Directly across from the entrance what they were doing in the Astusa-
look very clean, particularly the High you came through, you spot a hand- pes Highlands. He seems complete-
Martians. For their part, the Mar- ful of the beastmen busily engaged in ly uninterested in them as individu-
tians that the player characters pass conversation. In their center a griz- als, viewing them merely as the first
will stop and stare in some surprise zled old High Martian sits on a gild- sufferers of his vengeance. Partway
at the presence of humans in the ed throne, a heavy golden necklace through his tirade, he reveals to the
kraag. hung about his withered shoulders. group members that they are not go-
After a walk of about five minutes, His bestial head raises, and pig like ing to be held as hostages, so they
the player characters enter the throne eyes spot you where you stand. At need not think that someone might
room of Kraag Barrovaar. The ref- once, a wicked smile comes unbid- buy their freedom. Neither are they
eree can read the following narrative den to his lips. to be added to the slave force of
description at this time. "Ah, I see my guests have ar- Kraag Barrovaar, nor are they to be
The first thing that strikes you rived, " he croaks in Umbran. "I will imprisoned in some dank hole in the
about Kraag Barrovaar's throne be with you in a moment. Please, be kraag's dungeons. Instead, he re-
room is the stench that wafts out of seated. " veals, the player characters and their
it. The odor carried in the stone- Your guards strike your legs with companions are to be turned over to
chilled air consists of approximate- their spears, knocking you to the the Priests of the Worm Cult for sac-
ly equal parts of rotting scraps, ran- rocky floor. King Hattabranx grins rifice to their bloodthirsty god.
cid grease, ancient torch smoke, and malevolently, then turns his attention Hattabranx hopes by this cruel rev-
hairy, unwashed bodies. back to his counselors. elation to elicit some sign of fear
The ceiling of the room is just over from the player characters. If he suc-
10 feet high, and its sheer rock sur- THE INTERVIEW ceeds, he laughs wickedly as they are
face seems to hang threateningly WHEN HATTABRANX returns marched away. If he fails, however,
overhead, certain to collapse at any his attention to the player characters he simply scowls at them and sourly
minute. The walls are nearly 60 feet a few moments later, it is only to orders the guards to take them out of
from side to side, and the dingy tap- gloat over their predicament. The his sight.

GDW
SACRIFICES TO THE WORM GOD

leads the group into another of the Both slab and trough show sinister
A SHORT INCARCERATION tunnels sprouting off from the shaft's stains.
AGAIN THE PLAYER characters floor. The procession escorts the Again the procession stops, and
are led to the main shaft and started player characters down a long, con- the head priest intones another
down its narrow stair. This time, fusing array of tunnels, making a be- prayer. Then he moves to the head
however, they continue all the way wildering number of turns and of the slab and signals for a prisoner
to the bottom, a distance of some 200 choosing cross tunnels seemingly at to be brought forth. One of the group
feet. From here they can see the random. All the tunnels appear emp- of prisoners, an NPC if possible,
black mouths of six different tunnels ty of slaves or High Martians; not otherwise a PC chosen at random, is
leading off into the heart of the rock. even the echo of a voice finds its way unchained from the others, and his
Their guards choose one of these here from the populated regions. clothes are rent to his waist, expos-
tunnels and lead the group down it Eventually, the procession halts ing his chest. He is carried to the al-
a short distance to a series of iron- before a heavy brass door, much tar- tar and laid upon it. The head Worm
barred cells cut into the rock. The nished with age. The head Worm Priest draws forth a wicked-looking
members of the group are separated Priest intones a long and complicated brass dagger and intones another
and cast into various cells (the speech in a guttural language the prayer, then prepares to cut the vic-
referee can determine randomly who player characters have never heard, tim's throat.
will end up with whom), and the then draws a huge brass key from be- If, during any part of this scene,
doors are locked. The guards then neath his robe and unlocks the door. the player characters put up a fight,
exit the same way they came, leav- The procession leads the prisoners the ceremony will be halted while the
ing the player characters in darkness. within. priests bring the prisoners under con-
Inside, the player characters dis- trol. The referee should explain to
SACRIFICES cover an almost perfectly hemispher- the players that there are four priests
TO THE WORM GOD ical cavern approximately 10 feet for every member of the player char-
SEVERAL HOURS pass by be- high at its center. The walls and ceil- acters' party, and the player charac-
fore the light of torches can be seen ing are of a glossy black stone, ters are bound besides. It is an easy
approaching once again. As the carved intricately with minute char- enough task for the Worm Priests to
group watches, a troupe of High acters. The floor is of a dull black prevail and hold the prisoners still,
Martians in robes, carrying torches stone polished almost completely without knocking them unconscious.
and spiked maces, comes into view. smooth, and grooves are worn in it In the struggle, however, the player
There are approximately four of by the feet of generations of Worm characters might be pulled to the
these priests for every member of the Priests performing ritual ceremonies. floor. The referee should understand
player characters' party. In the center of the room, surround- that it is not important that the PCs
The priests unlock the cells and ed by a deep trough cut into the floor, be able to see the sacrifice but only
lead the party back toward the main looms a dark gray slab eight feet long that they are able to hear the inter-
shaft. Once there, the head priest by four feet wide by three feet high. ruption soon to take place.
A CHANGE OF PLANS

Again the Worm Priests seize the without a word of warning, cast him
A CHANGE OF PLANS player characters and their compan- off the ledge into the chasm. One by
JUST AS THE high priest pre- ions. They separate the link between one, each of the other party members
pares to cut the first victim's throat, the first one and the rest, cut his is loosed and cast into the chasm as
a crackle of static reverberates in the bonds, lift him up in their arms, and, well.
room, drawing everyone's attention.
Even the priests look surprised.
There is a hum of power, and then
a painfully loud voice springs from
the very air, commanding, in grace-
fully pronounced Umbran, "I crave
the taste of living flesh this once! Kill
them not, but cast them into Hell's
Maw!"
The hum disappears with another
crackle of static, and the chamber is
silent once more. The High Martian
priests are frozen as if stunned, and
their eyes are wide with awe. Then
the head priest collects himself and
barks a command to the others. The
prisoners are once more linked to-
gether and are then led out of the
chamber.
Pausing in the tunnel outside the
door, the head Worm Priest once
more chants a prayer before locking
it, but this time he mumbles the
words in a rush. Finally he finishes
and turns to lead the group down the
tunnels once again.
This time the party marches even
further than before, ever deeper in-
to the rock. In some places, dust is
settled on the tunnel floor; in others,
water trickles from the ceiling, form-
ing stalactites and stalagmites that
threaten to block the tunnel. After
nearly half an hour of walking, the
group comes out on a narrow ledge
in a gigantic natural cavern. The ceil-
ing disappears into blackness, and a
gaping chasm opens at the group's
feet, its bottom lost in darkness.
From the dim echoes, the players can
guess that the cavern is truly im-
mense.

GDW
GUESTS OF THE WORM LORD
GUESTS OF THE WORM LORD

Guests of the Worm Lord


IN THIS CHAPTER, the player later you pass through the bottom of surface but are too exhausted to reach
characters at last meet the Worm this resistant region and begin free- the pool's edge, being barely able to
Lord whose machinations have fall once again. But before you can hold their heads above water. Those
brought them to the Worm Cult. accumulate any speed, you hit yet who succeed pull themselves onto the
another layer of resistance. In all, shore, and as they see their compan-
A TERRIFYING FALL you encounter a dozen of these lay- ions reaching the surface, they can
AFTER ALL MEMBERS of the ers, and each slows your fall some- also rescue those who failed the roll.
player characters' party have been what more. Finally, after everyone is out of the
cast into the chasm by the Worm Then, without warning, as you water and shivering on the pool's
Priests, the referee can read the pass through the bottom of the last edge, the player characters can take
following narrative description to layer, light blazes around you, as if stock of their surroundings. What
them. you tore through a veil. Blinded, you they discover is a large cavern, filled
Cast off the ledge into Hell's Maw, plummet another 50 feet or so into with dark metallic buildings and lit
you find yourselves plummeting help- deep water. The breath is knocked by overhead strips that are suspend-
lessly through the darkness. The wind out of you as you strike the water's ed from the cavern ceiling above.
rushes past you as you hurtle toward surface and dive deeply down. You The air in the cavern is a bit chilly
the chasm's unseen bottom. As your begin a panicked struggle to regain and stale, and dust lies inches thick
velocity increases, the very speed of the surface, but even in your extremi- nearly everywhere.
the wind begins to drown out any ex- ty, a small corner of your mind re- If they examine the pool they have
ternal sounds, and even breathing joices already that it was not a stony fallen into, they will discover that a
becomes very difficult, as if you were floor you struck. Against all hope, withered body is lying on the bottom
facing into the most ferocious gale. you are alive! (about 30 feet down), dressed in a
After several minutes of time mea- strange robe of metallic cloth and
sured only by your frenzied heart- HAPPY LANDINGS held down by chains of dark metal,
beats, you feel a sudden jerk, as if THE WATER THAT the player very similar to the metal walls of the
you had struck some spongy material characters and their companions drop buildings around them. The skin of
and were passing through it. No tac- into is in the kidney-shaped pool at the body is very pale, almost white,
tile sensation accompanies this feel- the center of an ancient underground but other than that, the drowned per-
ing of resistance, however. But you complex (details about this complex son appears to be quite human.
can easily tell that the momentum of follow later in this section). In order Further examination of the pool
your fall is slowed. It is almost as if to pull themselves from the pool, will reveal a current of fresh water
you are being repelled by some sort each player character should make a coming from the pool's bottom, ap-
of magnetism, if a magnet could re- Difficult roll with his Swimming parently from slits that can be dimly
pel flesh and blood. A few seconds dice. Those who fail regain the perceived in the floor.

GDW
AN ABSENT HOST

however, that the referee have a firm eries was the secret of near immor-
AN ABSENT HOST understanding of na Vriss, even be- tality. After undergoing this medical
KLEUHT NA VRISS, the solitary fore the player characters encounter treatment, the cells of a person's
dweller of the underground complex him. body would cling to life past all ex-
in which the player characters find Kleuht na Vriss is the last living pectation. The effects of aging were
themselves, is busy with other mat- member of a race of almost human nullified by the constant rejuvenation
ters when the group drops in, so the people who dwelt on Mars eons ago, of those cells, meaning that bodies
player characters will have several long before Mars entered its present no longer wore out with the passing
days to explore the underground archaeological age and the present- of the years. This same rejuvenation
complex in which they find them- day Martian races evolved. Na Vriss' would repair the most grievous in-
selves. It is very important in run- race was highly advanced in the sci- juries. Only if food, water, or air,
ning this portion of the adventure, ences, and one of its greatest discov- the necessities of life, were withheld

Kleuht na Vriss, Lord of the Worm (Elite NPC)


his alienness and familiarity with the Motives: Arrogant, Mad.
technology of the ancients. Appearance: The Lord of the
In fact, Kleuht na Vriss is a Worm, Kleuht na Vriss, is almost
member of that long-vanished race, human in appearance. He is just
proof that Mars and Earth are follow- under six feet tall, and although ex-
ing similar geological ages and evo- tremely thin, he is within normal
lution of species. Whether na Vriss human ranges. His features are
himself has been alive for all those nearly human in shape, size, and
ages is uncertain, but he has obvi- arrangement. The only abnormality
KLEUHT NA VRISS claims to ously been alive for a very long time, is a long and rather pointed chin,
be the unseen god of the Worm and his lifespan has shaped his mind which adds an alien quality to his
Cult, and his vast knowledge of an- to such an alien viewpoint as to make wide, thin-lipped smile. What ful-
cient sciences, coupled with his un- him be considered insane by humans. ly separates his appearance from
nerving alien grace, lends credence Na Vriss knows a number of dead standard human is the color of his
to this statement. His race is inde- languages in addition to those below. skin and hair—both of an almost
terminate—his strange eyes mark ivory hue. As well, na Vriss' eyes
him as something other than hu- Att. Skills are completely black, and no iris
man, yet his human features mark Str: 3 Fisticuffs 4, Close Com- or pupil can be discerned against
him as something other than Mar- bat 6 (edged weapon) the sclera. In moments of stress, it
tian. He claims to be the last rem- Agl: 5 Stealth 4, Marksmanship is also revealed that na Vriss' eyes
nant of a race that dwelt on Mars 6 (pistol), Mechanics 6 have a nictitating membrane, also
millions of years ago, before the (electricity) ivory-colored.
evolution of the flying High Mar- End: 6 Swimming 5 Na Vriss dresses in a tunic,
tians and their cousins, the Steppe Int: 5 Observation 4, Science 6 trousers, and sandals, all made of
Martians and Canal Martians. Na (physics) some amazingly flexible metallic
Vriss claims to have lived those Chr: 4 Eloquence 4, Theatrics 2, cloth that seems to repel any soil.
millions of years himself, most of Linguistics 5 (High Oeno- He usually carries a fist-sized
them in the underground complex trian, Son-Gaaryani, Par- emerald in his left hand, and he
where the PCs discover him. While hooni, Umbran, Khallan) strokes it meditatively, as if it were
this seems impossible, it is difficult Soc: 6 Piloting 6 (sky vessel), a pet, while his strange blank eyes
to offer any other explanation for Medicine 3 stare seemingly into infinity.
AN ABSENT HOST

would the cells cease their activity,


and even then they retained a spark
of life that could be rekindled by
proper medical treatment.
In effect, then, a person could be
drowned, suffocated, starved, elec-
trocuted, or dismembered, and still
be brought back to life. Only by total
destruction, such as cremation, could
a person's complete and final death
be brought about. (Note that this
means the bodies the player charac-
ters will find at various places in the
complex could be brought back to
life, assuming knowledge of the
proper medical procedures were
available. )
This longevity did not ensure a
person's happiness, however. A mul-
timillionaire can have more money
than he can spend in a lifetime and
still worry about losing it to misfor-
tune. In some ways, he becomes
more cognizant of the hazards that
his fortune can fall prey to. In the
same way, a person who is almost
immortal can become more obsessed
with mortality than a person whose
eventual death is certain. Mortals
may fear the withering sickness; im-
mortals fear the passing of the uni-
verse into darkness. only means of escape possible to is he who created the Worm Cult
As well as bringing a morbid fear them—irrevocable death. Like a bit- with its insane precepts, for exam-
of death, the near-immortality of ter joke, immortality drove them to ple, proof enough of his madness. In
these ancient people also brought suicide. A very few—the bodies that person, however, na Vriss usually
them more years than their minds the player characters find in the com- seems completely oriented to reality.
could hope to contain. As the ages plex, for example—have chosen But one other thing betrays na
passed, new knowledge crammed out something other than complete de- Vriss' insanity, and that is the fact
old knowledge in the fevered brains struction, hoping against hope that that while the man is brilliant, his
of these men and women. Eventual- they might awake in later ages to brilliance is marred by forgetfulness
ly they began to forget their own his- happiness. and fits of whimsy. It was in a fit of
tories, even their own names. A Kleuht na Vriss is the only remain- whimsy, for example, that na Vriss
hopeless sense of lostness began to ing member of his race, which is to first conceived of his plot to bring
set in, and one by one they began to say that he is the only member who Terrans to his underground abode.
pass into insanity. Eventually their has not yet destroyed himself. Un- It is forgetfulness that keeps him ab-
mental suffering became so intense fortunately, he is as hopelessly mad sent for the first few days that they
that their minds became set on the as any of his race has ever been. It are there.

GDW
LEARNING FROM THE ANCIENTS

hang together rather than tumbling Because of the ancient languages


SOME BASIC FACTS apart. All of these people are not used in the computer displays, the
AFTER THE PLAYER characters dead in the same sense of the word player characters will not be able to
crawl out of the pool that they as a human would be dead, but they understand the verbal content, and in
dropped into, they will have several can only be revived by ancient med- general, the sciences of na Vriss'
days to explore the underground ical techniques that Kleuht na Vriss race are so advanced as to be nearly
complex that they find themselves in. has almost forgotten. Of course, if unrecognizable to humans. Nonethe-
The referee will need to know some he wished, na Vriss could certainly less, they might be able to pick some
basic facts about the complex to best find the information in one of the clues out of the visual content of the
run this period of exploration. computing machines located in the files they stumble upon. In each case,
First, the place is so ancient that compound. the referee should first have a player
almost all materials involved in its make a Formidable saving throw
making have disintegrated over the versus the skill that he would like his
ages. Only the strange metal that the character to improve, to determine
buildings' walls are constructed of if the character knows enough about
has stood, unchanged, through time. the skill to even recognize its men-
If the player characters try to test this tion in the alien sources. If the player
metal in some way, such as by at- succeeds at this roll, his character has
tempting to scratch it with a rock, a chance to learn something new. To
they will discover that it is harder determine if he actually learns some-
even than diamond. Inside these thing, the player should roll 1D6,
buildings, the original furnishings and if he rolls higher than the level
have all decomposed into dust, even his character has in that skill, his
items of such metals as copper and character gains one point.
iron. Outside the buildings, the ex- Note that because of the time re-
terior paint has disintegrated and quired to study the alien sources,
fallen to join the rock dust on the each character can only improve one
cavern floor. LEARNING skill in this way.
Fortunately for the player charac- FROM THE ANCIENTS Inventor characters should also be
ters, none of the accesses to these IT IS ENTIRELY possible that the given more research dice as a result
buildings are locked, except for the player characters could learn some- of their experiences in the under-
gate to the wall separating the power thing from their exploration of this ground complex. The number and
station from the rest of the complex. underground complex, especially if type of dice to be awarded is left to
The electronic machinery in these they make a point of viewing the dis- the referee's discretion.
buildings also still works, being con- plays of the computers in the library
structed of some solid-state circuitry or laboratory, or if they watch the EXPLORING THE
that the player characters will be hologram programs at the assembly UNDERGROUND COMPLEX
unable to fathom. From this machin- hall. As well, a Chemist player char- A DIAGRAM OF the under-
ery the PCs can get food, clothing, acter might be able to learn some- ground complex is included on page
and even some information, as will thing in the chemistry lab, and an En- 59. Descriptions of the individual
be explained below. gineer character might be able to buildings are given on the next two
The bodies that the player charac- learn something from the heavy pages, with the exception of the
ters find are all dressed similarly, and equipment in the laboratory's mill- power plant which is locked off from
all are of the same race as na Vriss. ing room. Skills that might be im- the player characters and in which
Each body is withered and dried, but proved in this way include all Me- Kleuht na Vriss is occupied for the
the skin is incredibly tough, rather chanics, Engineering, and Science first few days that the player
than fragile or papery, and the bones skills. characters are exploring.
THE UNDERGROUND COMPLEX

that provide power to the cavern. most important of his Worm Priests.
The Power Plant Huge computers are located here as In order to ensure the proper
BEHIND THE IMMENSE wall well, and Kleuht na Vriss has con- operation of this equipment, na Vriss
which seals off the southeastern end nected them to communicators locat- has to spend much of his time doing
of the cavern, there lies a large ed at various spots in the territory maintenance work, and to simplify
building guarded by two small surrounding Kraag Barrovaar above. matters, he moved his personal be-
security offices. This building houses It is through these communicators longings into the building long ago,
the incredibly advanced dynamos that na Vriss keeps contact with the making it his permanent home.

GDW
BUILDING DESCRIPTIONS

THE BUILDING The Mess Hall The Lava Building


DESCRIPTIONS DIRECTLY TO THE west of the JUST BEHIND THE mess hall
THE FOLLOWING descriptions pool is a fair-sized building with only stands a smaller building built into
will help the referee run the adven- one room inside. Along the entire in- the rock wall of the cavern. If the
ture as the player characters explore. ner west wall of this room stands a player characters open the door, in-
complicated-looking machine with its tense heat and a sulfurous stench will
The Pool front completely covered with but- come boiling out, originating from
AS WAS MENTIONED earlier, tons and horizontal slots. This ma- a deep crevasse in the floor. The in-
the pool into which the player char- chine is a food converter—using terior of the building is lit fitfully by
acters fell after being cast into Hell's electricity supplied by the power the glow of a river of lava that lies
Maw is about 30 feet deep, and it has plant and an interior stock of organic at the bottom of that crevasse, about
a fresh current flowing into it from compounds somehow held in stasis, 20 feet down. Many of na Vriss'
the bottom. What appears to be a hu- the machine makes food to the oper- people permanently ended their lives
man body is lying on the floor of the ator's order. in that river of lava.
pool, dressed in strange silvery cloth- Unfortunately, the signs and pic-
ing and weighted down by untar- tures that used to inform the operator The Laboratory
nished metal chains. If the player of what buttons provide what items SOUTH OF THE mess hall and
characters somehow manage to bring when pushed have all disintegrated the lava building stands a huge struc-
this body back to the surface for ex- with the passage of time. The player ture that houses a great deal of
amination (30 feet is awfully deep to characters can safely eat and drink laboratory equipment. Na Vriss still
try to dive to the bottom), the referee whatever the machine provides for comes here sometimes to experi-
should describe it following the de- them, but each time they use it, it is ment, when the urge takes him, and
scription of na Vriss, with the excep- anybody's guess as to what sort of he has kept it stocked with glassware
tion that this body is female. food it will serve. and chemicals. In the milling room,
another seemingly human body can
be found lying prone on the floor,
headless, next to a massive press.
The ram of the press is fully de-
pressed, as if the person stuck his
head in the machine and crushed it.

The Gate to the Power Plant


STRETCHING ACROSS the
southeast corner of the cavern is an
immense, floor-to-ceiling wall with
one centrally located gate. Despite
any efforts on the part of the player
characters, the gate will remain
locked until Kleuht na Vriss deigns
to come out and speak to the PCs
several days after they have arrived.

The Director's Home


TO THE EAST of the central pool
stands a building that used to be the
home of the director of this com-
BUILDING DESCRIPTIONS

pound. It is impossible to determine that will call up alien-looking refer-


exactly what the rooms inside were The Security Building ences on almost any topic. From por-
originally intended for since all of the TO THE NORTH of the assembly ing over the pictures and diagrams
furnishings have disintegrated with hall is located what used to be the included, the player characters might
age. In the northeastern room, how- security building. On its eastern side be able to learn something about al-
ever, the body of a male of na Vriss' is an office, and on its western side most any subject imaginable. Be-
race hangs from a wire noose. The are two large cells, one of which con- cause the languages in which these
noose is apparently of the same metal tains the bodies of two more of na subjects are recorded have long since
as the walls. Vriss' ancient companions, both fe- died away, it will be impossible for
male. Although the player characters the PCs to call up information except
The Mining Shed have no way of knowing it, these two in a random method.
NORTHEAST OF THE director's individuals starved themselves to
home stands a building accessed by death. They locked themselves into The Barracks
20-foot-wide sliding metal doors. the cell to ensure that they would not SOUTH OF THE library is locat-
The back wall has another set of sim- change their minds in a moment of ed a long building with a central hall
ilar doors which open onto a mine weakness. running its length; both sides of the
shaft that runs back as far as the hall are divided into 10-foot-square
player characters care to walk. Inside The Storage Shed cubicles. The best guess that the PCs
the shack are two small drill cars at EAST OF THE assembly hall and might make about this building is that
the northern end (neither of which the security building is a small stor- it served as some sort of barracks.
works any longer) and a stack of me- age shed. Absolutely nothing is left
tal crates at the south end. Most of inside it.
these crates are empty, but one is
chock full of exquisite emeralds of The Ether Flyer
all sizes. UP A FLIGHT of steps, in a small
shaft that leads upward to a pinpoint
The Assembly Hall of light, stands a strange conveyance
JUST NORTH OF the pool stands that looks much like an ether flyer.
a building that was once some sort If the player characters board it, they
of theater or playhouse. The floor will discover that its interior has
slopes downward toward a stage rest- rusted away, with the exception of
ing at the west end, and although all the control panel. If they fiddle with
of the seats have rusted away, the the controls, the flyer's engine will
floor is tiered in such a way as to sug- respond weakly, as if its batteries are
gest they once existed. In the other nearly dead. The referee should ex-
room of this hall a few controls are plain to them that in their best estima-
located on one wall, and if they are tion, only a very desperate person
manipulated, the player characters would try to fly the thing unless it
can call up a whole host of hologram had a complete overhaul and they
dramas at the stage end of the hall. were fully familiar with its controls.
The referee should consider the ef- A complete overhaul is, of course,
fect of 3D holograms on 19th-cen- out of the question.
tury PCs when describing their ap-
pearance. It will seem as if real The Library
figures have sprung into existence, IN THE NORTHWEST corner of
but experimentation will prove them the cavern is a library of sorts. Each
to be intangible. of the rooms here has large wall units

GDW
MEETING THE WORM LORD

and describes how it eventually Na Vriss tells them that it was he


MEETING THE WORM LORD drove them all mad. The referee who had the book with references to
AFTER A FEW days have passed, should draw heavily on the descrip- the tomb of Haataneethra I planted
the player characters will have begun tion of na Vriss earlier in this chapter where Teegok Quuglaani would find
to grow bored with their surround- for this information, but again, if an it, rightly judging that the old Mar-
ings. They cannot tell the passage of inconsistency or two occur, there tian would have to go to humans to
time while they are here, and each should be no cause for alarm. find backing for his venture. It was
day will become another cycle of After that, na Vriss asks the player na Vriss who sent the assassin after
waking, eating, and sleeping, inter- characters all about their race and Quuglaani in order to firmly con-
spersed with attempts to decipher the planet. If they know anything about vince the group of the information's
strange dramas in the assembly hall Venus, he questions them about that value. Likewise, he arranged the two
and the incredible files in the various planet as well. With each revelation purposely failed attempts on the play-
computers. The PCs begin to fancy they make, he nods his head and er characters' lives, both the archer
themselves to be caged rats provided makes such comments as, "Aha, " and the poisoned wine. It was na
with all the food and water that they and, "I should have guessed as Vriss who sent Mynosii Aalum to
need, but with no stimulating events much, " and even, "So you see, the have someone order a cask of Saar-
to make them feel alive. They may planets really are following similar daari Spice Wine in the inn the hu-
even begin to feel that they under- evolutionary patterns—you and I are mans frequented, arranging it so that
stand why the fellow in the eastern not so different as one might im- Aalum, in his guise as merchant,
building hung himself. agine. " would have a stock of the rare wine
Then one day, the great gate of the on hand when the landlord went to
southeastern wall opens, and out CONFESSION purchase it. And, of course, it was
strides a living representative of a AFTER THE explanations above na Vriss who had Aalum poison the
race that the player characters have have been made, na Vriss excuses wine with macaava root, since na
only found deceased examples of. himself and returns to the power Vriss knew from his own testing that
Kleuht na Vriss walks to the pool in plant, locking the player characters the poison was not fatal to humans.
the center of the cavern and calls out and their companions outside once Finally, it was agents of na Vriss
in perfect Parhooni for the party again. A few minutes later, loud- who left the threatening note in the
members to come speak with him. speakers crackle to life all over the PCs' room.
complex, and na Vriss begins to Once the group members left Syr-
DAYS OF REVELATION speak over them, revealing less tis Major, Mynosii Aalum was sent
OVER THE COURSE of the next savory truths to the group. along to destroy whatever ship they
few days, na Vriss first explains to First, na Vriss explains to the took, stranding them by the Parhoon/
the party members all about the un- group that he established the Worm Gorovaanese canal where they could
derground complex that they find Cult as his eyes, ears, and hands on be picked up by the Moon of Woe.
themselves in. He identifies the pur- the planet's surface. He has, of The Moon, of course, was also sent
pose of each building and describes course, had no face-to-face dealings out by Hattabranx at the instigation
how it was furnished in the past, and with the Worm Priests, preferring to of the Worm Priests, at na Vriss' or-
he tells tales of the people who dwelt remain a spiritual force in their der as Lord of the Worm. The time
there. The referee can make up all minds rather than a physical one. the player characters spent with the
this information as he goes, not both- Then na Vriss confesses to the Steppe Martians (if they spent any
ering to even be consistent in his de- player characters that nearly every- time with them), na Vriss admits,
scriptions, since na Vriss' memories thing they have experienced since was the one point at which they
of such things are scrambled. they first set foot in Syrtis Major has strayed from his care. Of course,
Next, na Vriss tells the group all been his doing. He explains this all with enough goading of the High
about his people. He explains that matter-of-factly and without any Martian Worm Priests, he was able
they found the secret of immortality sense of gloating. to rectify this mistake.
DEATH SENTENCE, ESCAPE, AND EPILOGUE

Following his indirect instructions, use all his skill in emphasizing the does not seem to be working proper-
Hattabranx turned the group over to tension and drama of the moment as ly, and the flyer continues to accel-
the Worm Priests, and, of course, it the immortal madman begins to stalk erate as it climbs. The first turn that
was na Vriss who interrupted the sac- them through the city streets. the flyer must pass requires a Routine
rifice with the command that the PCs (If the group members come up roll; the second requires a Difficult
be cast into Hell's Maw. with some plan other than flight, the roll; and the third requires an Im-
With all this confessed, na Vriss referee should allow them to attempt possible roll. If the rolls are passed,
then proceeds to tell them why he it, but he should stress the danger of the flyer narrowly misses colliding
went to all the trouble. He explains, na Vriss' weapon. In particular, it with the shaft's side, and the pilot can
"I had heard that there were men might be possible for the PCs to lure be congratulated on his handling.
come to Mars who looked much like na Vriss into the lava building and Whenever a roll is failed, however,
my own race, you see, and I wanted push him in, although this is likely the referee should grimace and de-
to have a chance to look them over, to be very dangerous, particularly as scribe how the flyer collides with the
to decide if my theory about the par- the Worm Lord, while mad, is no wall, tearing loose hull plates, then
allel evolution of the worlds was cor- fool. ) continuing on its way. No matter
rect. And, of course, it was. " how poorly the pilot rolls, the vessel
ESCAPE will not crash, but the players should
DEATH SENTENCE EVENTUALLY, THE group believe that it is about to fall apart
NA VRISS has one more thing left members should come to the realiza- at any minute. Finally, the flyer will
to explain to the player characters: tion that the only way out of the launch itself out of the shaft and in-
Now that his curiosity has been sat- underground complex is to use the to the open air.
isfied, they have to die, of course, alien flyer standing in the shaft north
to keep his secret safe. To give them of the cavern. As they fire the thing EPILOGUE
a sporting chance, he states that he up, it shakes and shivers, as if ONCE THE FLYER is out of the
will let them have five minutes to something were about to fall apart, shaft, the pilot can turn it toward
hide among the buildings, and then but it begins to leave the ground, Parhoon, Gorovaan, or Mylarkt. The
he will come hunting them with an albeit slowly. Through the portholes, vessel will carry the group to within
energy rifle. This energy rifle is a the group can see Kleuht na Vriss 50 miles of any of those cities before
relatively light weapon that fires a running toward them, and he seems, making its last gasp and dropping to
focused beam of radiation, so it has for the first time since they met him, the ground. The PCs will have to
no kick (required Strength of 1). It to be visibly upset. His normally march that last 50 miles. Upon
has virtually unlimited shots, does 6 dispassionate face is twisted in rage reaching their target city, if they
wounds, and requires a save of 1. As as he helplessly watches the flyer mount an expedition back to the
well, it has no trigger mechanism, begin to inch its way upward. Just crash site, they will discover that the
being fired by its owner's mind, so before he disappears from view, he flyer is gone.
even if the PCs manage to capture raises his energy rifle to his shoulder No one will believe their story
one, they will not be able to use it. and fires. A searing beam of light about an ancient immortal living be-
It is not very heroic for the player lances into the flyer's side, and the neath Kraag Barrovaar, but if the
characters to flee at this point, but hull pings with heat, then the flyer PCs have been careful, they will
things are definitely stacked against is climbing rapidly up the shaft. have come out of the adventure with
them. They have only their bare Whoever is flying the craft should some increases in skills, a few pock-
hands as weapons while the Worm have to make a series of three sav- etfuls of emeralds, and a map to an
Lord has an energy rifle, and their ing throws versus their Piloting ancient tomb. Of course, the PCs
lives are mortal, while he is nearly (Aerial Flyer or Interplanetary Ether will also have the Worm Lord's re-
immortal. Given the circumstances, Flyer) skill, as the shaft the flyer is venge to worry about. Both map and
flight is probably the wisest choice in twists and turns. The referee Worm Lord's revenge can serve as
they can make. The referee should should explain that the speed control starting points for new adventures.

GDW
M

SPACE: 1889
• The newest role-playing concept in years!
• Science-fiction adventure in a more civilized time.
Red-coated infantry stand back-to-back on the sandy banks of a Martian canal.
Explorers brave the Venusian swamps, pursued by giant lizards and the agents of
the German Kaiser. Adventurers chart the jagged wastes of the Martian highlands
and battle the fierce beastmen while searching for the fabled liftwood groves, keys
to the majestic sky galleons of Mars.
This 21 6-page hardbound rules book is the heart of the Space: 1889 role-playing
game. It contains the complete role-playing rules, plus the exciting background of
Victorian science fiction: ether flyers and Martian cloudships, the canals and civiliza-
tions of the red planet, Venus' swamps and dinosaurs, the honeycombed interior
of Luna, and the thrills of inventions and inventors —the driving force behind Vic-
toria's multiworld empire!
From the canals of Mars to the steaming jungles of Venus to the subsurface caverns
of the Moon, Space: 1889 is the most exciting role-playing game in years.
216 pages hardbound.
$30. 00.
Stock Number: 1889.
ISBN 0-943580-80-3.

SPACE: 1889
REFEREE'S SCREEN
• A must for every 1889 referee!
Everything Jules Verne should have written.
Just what every Space: 1889 referee
needs to speed play: a complete 34" by
Everything H. G. Wells could have written.
11" decorative screen with all the perti-
nent charts and diagrams necessary for
Everything A. Conan Doyle thought of, but never published-
faster play. Every chart, table, and
diagram required to play Space: 1889 is
because it was too fantastic.
right at your fingertips. Also included is
a complete additional set of game charts
Everything you need for the adventures of the century!
for distribution to players. The screen
itself is in full color with beautiful illustra- TALES FROM THE ETHER CLOUDSHIPS AND GUNBOATS
tions, an ideal accessory for the adven-
tures of the century!
• Five thrilling adventures. • Deck plans and additional ves- SPACE: 1889 RELEASES
• Mars, Venus, Mercury, Luna, sels for aerial battles over Mars. FOR THIS YEAR
$10. 00.
and Her Majesty's Orbital Heliograph Enhance your Space: 1889 adventures
Stock Number: 1981.
Station. with large deck plans for cloudships and
ISBN 1-55878-015-7.
This anthology of adventures takes gunboats, beautifully executed for im- 1889 Space: 1889 $30
you on a grand tour of the Solar System. mediate play. But Cloudships and Gun-
1890 Sky Galleons of Mars $28
Travel among the mountains and deserts boats is more than just a collection of
CONKLIN'S of Mars, through the horrible swamps of deck plans. It has additional information 1891 Ironclads & Ether Flyers (June) $28
ATLAS OF THE WORLDS Venus, into the caverns of Luna, and and construction rules for vessels, more 1981 Referee's Screen $10
• Planetary maps! across the burnt face of Mercury. Even ships for Space: 1889, and rules on how
• Legendary places. the Orbital Heliograph Station is a hotbed to use the deck plans with the card stock 1901 Tales From the Ether $8
• Unexplored territory. of anarchy with the aim of bringing down miniatures provided —25mm characters 1 982 Cloudships & Gunboats (Mar. )$20
Conklin's Atlas contains beautifully Her Majesty's government. in full color with plastic stands.
detailed maps for the inner Solar Sys- 64 pages. Boxed. 1902 Beastmen of Mars (Apr. ) $8
tem worlds of Space: 1889. Conklin's $8. 00. $20. 00. 1903 Caravans of Mars (May) $8
covers Earth, Mars, Venus, Mercury, Stock Number: 1901. Stock Number: 1982.
the oceans, railroads, airship lines, bor- ISBN 1-55878-01 1-4. ISBN 1-55878-021-1. 1983 Conklin's Atlas (May) $10
ders, unexplored territory, and much 1904 Steppelords of Mars (Aug. ) $8
more. It covers topics ranging from
detailed treatments of particular geo- STEPPELORDS OF MARS CARAVANS OF MARS 1984 Soldier's Companion (July) $12
graphical features, like the planet- • The Hill Martians. Where the Martian canals are no longer 1892 Temple of the Beastmen (Sept. ) $24
spanning World River of Mercury, to • And their brutal domain. functional or where they were never
created in ancient times, transportation 1905 Cloud Captains of Mars (Oct. ) $8
purported maps of locations out of Space: 1889 players will find danger
legend, such as the mysterious lost and intrigue among several differing na- needs have been taken over by vast 1906 More Tales From the Ether (July) $8
continent of Atlantis. The enlightening tions of Hill Martians, the savage yet no- caravans. Large wagons pulled by half-
1985 Venus Sourcebook (Nov. ) $10
text included with these maps will ble nomadic people who eke their liveli- wild Martian beasts and protected by
serve as an entertaining guide for the hood from the barren deserts and hardy nefarious mercenaries carry items for
referee, sparking adventures that will frontiers of Mars. From this action-filled trade between cities otherwise isolated
run from the tense politics of colonial module, adventurers will gain a working from one another. Join a caravan expedi-
relations to the fantastic dangers of familiarity with some of the strange, tion bound for Alclyon, a caravan beset
long-forgotten civilizations. ritualistic cultures of the Steppe Mar- by bad omens and subtle sabotage.
96 pages. tians, as their characters struggle to sur- Someone is willing to go to great lengths
$10. 00 vive in the hills and plains of Mars, the to see that the caravan does not reach
Stock Number: 1983. homelands of the steppelords of Mars. its destination.
ISBN 1-55878-024-6. 64 pages. Stock Number: 1904 64 pages. Stock Number: 1903. PO Box 1 646
$8. 00. ISBN 1-55878-025-4. $8. 00. ISBN 1-55878-023-8. Bloomington, IL 61 702-1646

Science-fiction role playing in a more civilized time.


GDW 1902
Copyright© 1989 GDW inc.
Space: 1889 is GDW\ mult-mark for its role-
playing game of Victorian E r a . space- faring.
S i n c e 1973

Made in U. S. A.
Printed in U. S. A.
PO Box 1646
ISBN 1-55878-022-X Bloomington, IL 61702-1646

You might also like