Space 1889 More Tales From The Ether
Space 1889 More Tales From The Ether
Space 1889 More Tales From The Ether
CREDITS
"Caught in the Mire": Timothy B. Brown "The Lurker in the Moor": Lester W. Smith "Madness in the Moab": Tim Ryan "The Mystery of Fort Dickerson": Elaine L. Pardoe Developer: Loren K. Wiseman Art Direction: Shea Ryan Interior Art: Tim Bradstreet, Steve Bryant, Rick Harris James Holloway, Rick Lowry Text Manager: Michelle Sturgeon Text Processing: Julia Martin, Julie Amdor, David Stephens
Copyright1989 GDW, Inc. All Rights Reserved. Made in USA. Printed in USA. ISBN 1-55878-028-9. Space: 1889 is GDW's trademark for its science-fiction role-playing game of adventure in a more civilized time. A catalog of Space: 1889 products is available from GDW. Just write and ask.
TABLE OF CONTENTS
Table of Contents
Caught in the Mire Background Referee's Synopsis Pirates of the Marshes The Impenetrable Swamp Return to the Pirate Camp Scenes of Battle The Lurker in the Moor Referee's Synopsis The Hostage The Mylomeroen Swamp Swamp Encounters Invented Encounters Random Encounters The Lurker The Chase is On The Lurker's Lair Leaving the Swamp In Syrtis Major 28 4 Getting There 4 What the PCs Get 28 Days One Through Three 6 Day Four Later Adventures 29 8 Day Eight 10 Madness in the Moab 30 Day Nine 12 Rampant Rumors 30 Day Eleven Outfitting the Expedition 32 14 The Fort Proper Desert Travel 32 A Search for Answers More than a Mirage 34 Dr. Whitehouse's Dig 16 Beneath the Shifting Sands.... 36 16 Gathering the Clues 18 The Moabs 38 Splitting Forces 20 The City Described 38 A Dangerous Encounter 22 Ending the Adventure 42 The Seleti Side 22 Another Body 24 Mystery of Ft. Dickerson 44 Climax 26 Frontier Outposts 44 26 Fort Dickerson 46 Ship Combat 27 Trouble in the Wilderness 47 Aquatic Vessels 28 Referee's Synopsis 48 Maps 48 48 48 49 50 50 50 52 55 55 56 56 56 57 58 60 60 61
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BACKGROUND
THE ANCIENT TRADE routes through equatorial Mars are literally carved in stone, hewn out by fantastic powers that today can only be described as magical. The canals served not only to bring water to the thirsty lands and inhabitants of Mars, but also to tie them together in trade. For many cities, the coin and barge have proven mightier than the sword and bow. Tradition holds that Thalia has been besieged and embattled dozens of times since the time of Seldon, hosting a large number of warlords,
in public. He spends a great deal of time with his troopsinspecting their weapons, trading for better ones, and planning strategies with his officers. However, he is enough of a trader that he will certainly find his place again once generals are no longer needed in Thalia. Motives: Ambitious, Eccentric. Appearance: Althar is a tall, proud Martian with deep, penetrating eyes and stern, unwavering features. The warrior presents a very Lancelotian image, which makes people forever wonder where the chink is in his armor. Attributes Skills Str: 3 Fisticuffs 2, Throwing 2, Close Combat 4 (edged weapon) Agl: 4 Stealth 3, Marksmanship (bow 3, rifle 2) End: 4 Wilderness Travel 3 (foraging), Fieldcraft 3 Int: 5 Observation 4 Chr: 3 Eloquence 2 Soc: 2 Riding 3 (gashant)
Orthir, Captain of the Ceremonial Barge (Veteran NPC) THE BARGE very rarely leaves Att. Skills Thalia for other canal cities, so its Str: 3 Fisticuffs 2, Throwing captain could easily take up perma2, Close Combat 4 nent residence on dry land. But Or(edged weapon) thir will have none of that; he keeps Agl: 4 Stealth 3, Marksmanhis quarters on the barge as his pership 2 (bow) manent abode. He will exclaim that End: 4 Wilderness Travel 3 he has had a canal beneath his feet (mapping) for most of his long life and canInt: 3 Observation 3, Gunnot keep his footing otherwise. nery 2 (muzzle-loading Jovial and outgoing, Orthir also cannon) has a serious sidehe is patriotic Orthir runs a tight ship and has Chr: 2 Eloquence 1 to his lord and the traditions of that been busy preparing for what could Soc: 3 Riding 2 (gashant) office. The barge is an important be the barge's most dangerous misMotives: Loyalty, Responsibilsymbol of the long line of merchant sion in years. He believes in the no- ity. rulers in Thalia. It was once used tion that only the ceremonial guard Appearance: Orthir is an elderly to ferry the lords in search of new may ride on the bargea fighting Canal Martian who prefers to be markets and to maintain friendships force more decorative than effective. seen in public only in his dress with other rulers. Secretly, Orthir Even Althar has argued this point uniform. The court tailors have had aspires to the days when Thalian with the aged captain, but he has held to let it out a few times over the trading galleys plied canals in vir- fast to his interpretation of tradition years, as the captain has put on and honor. considerable weight. tually every corner of Mars.
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Top View
Bow
Bow
Suites Deck
Main Suite
KEY
1. Guards Quarters 2. Secondary Passenger Suite 3. Servants for Main Suite 4. Captain's Quarters
Stern
Stem
THE BARGE
barbarian howls terrifying many of the Canal Martian warriors. The pirate vessels, crewed by savages rowing hard against the canal, engage the forward boats, as a few detach to come toward the barge. To the rear you turn to see a huge barbarian pirate hack through the last portions of a tree trunk, sending its enormous weight crashing down on the leading boats there, smashing them and cutting off the rest of the boats from the barge. Another swarm of arrows cuts through the air with a terrible hiss, cutting down many of the canal sailors before they can react. Suddenly Althar is nowhere to be seen, but the sergeant of the guard has begun directing efforts as the first of the savage pirates threaten to board the barge. The battle for the barge is going to be won by the piratesthat much is certain. You should allow your characters to make a "final stand" on the suites deck with several of the Canal Martian guards (treat them as caravan guard stock NPCs). Run this final combat scene as you wish, but remember that two things will happen: Althar will be nowhere on the barge at this time, and the pirate leaders will not allow their soldiers to kill any humans. (You may wish to present a dramatic scene where, just as a pirate soldier is about to deliver a catastrophic blow against one of the characters, his pirate captain punches him square in the face before he can strike. ) In the end the characters will be rounded up with a few other prisoners, placed in a boat, and taken into the swamp under heavy guard. Only a few guards and soldiers from the barge flotilla are alive; they will be rounded up into five boats, all
under the watchful eyes of heavily armed Hill Martian pirates. The characters will realize that the Hill Martians often take prisoners who might be ransomed back to relatives or friends. Those who cannot be ransomed are often killed, and the likelihood of anyone in Thalia paying ransom for humans is slim. As the day progresses, more pirate vessels from the ambush will catch up to the prisoner-laden boatssome carrying wounded Hill Martians and others carrying loot from the pillaged barge. Many will boast that they have taken all the riches from the barge and have set fire to its empty hulk. Orthir, one of the prisoners in the same boat with the characters, will have to be restrained at this newshis cries echoing ominously through the dark swamplands.
Escape THE CHARACTERS WILL arrive at the pirate encampment by evening, and they will be taken to the prisoner pens immediately. Faced with the imminent possibility of execution, they will, no doubt, wish to escape and take their chances in the swamps. The prisoner pens are located along the northern edge of the encampment, as shown on the map above. The camp is set on a very muddy and soft area of high ground, which is easily excavated, if necessary. The area is covered in dense trees and foliage, and many of the bushes are of the lo-duc variety very tough and spiny, impenetrable without a machete. One thing is very evident: All the pirates are packing
things up and are not planning to stay here much longer. Each of the five pens contains around a dozen prisoners from the barge ambush. The humans will be in one pen, along with Orthir and five other Martian guards (caravan guard stock NPCs, without weapons, of course). The pens are constructed of a bamboo-like reed, and the doors are tied shut with heavy rope. The characters could attempt to dig their way out (with the help of some of the guards), or they might trick one of the pirates into opening the door. Also, they might organize a mass break, tearing apart the sturdy but manageable pens by sheer strength of numbers, but not without bloodshedthe guards can call upon assistance from the nearby encampment.
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ALTHAR IN HIDING
ONCE YOU FEEL the characters are sufficiently hungry, tired, and lost, and they are within the area marked Althar on the map, present this encounter to them. Staggering lost through the marshes, splashing waist-deep through the stinking, filthy waters, you collapse from exhaustion against the tangled roots of a slimy black tree. Half delirious with hunger, you hang onto those wickedlooking roots for what could be minutes or hoursyou just can't tell. Suddenly you see soldiers all around youCanal Martian soldiers. You're convinced it's an illusion as you finally succumb to your fatigue and lose consciousness. When you awaken you are on a makeshift cot in a tent and are being tended by a Martian soldier. You recognize him as one of the guards on the barge just as Althar comes through the door. Althar! munity collectively barters its wood with canal boats that stop at a designated spot once every few weeks. The community consists of 10 families with 20 men (hill brave stock NPCs, armed with axes). They have never seen a human before. The leader is a strong Martian named Grunth, who will be wary of the aliens but will also be sympathetic to anything starving in the swamp. He will gladly listen to what the humans have to say. The woodcutters have had several skirmishes with the pirates. Pirates have taken a few of their women and "I thought you were killed!'' you exclaim, still fighting for consciousness. "I thought the same of you. How did you get here, human?" Althar will go on to explain his actions, how he and Lord Braltar devised a plan to draw the pirates into an ambush so that Althar could follow them to their camp. He is now awaiting reinforcements from Thalia and hopes to strike in just a few days. Here the characters should interrupt, interjecting their knowledge that the camp is about to be moved. Any attack against the pirate camp will have to be made soon, in one day at the latest! Althar has a force of 25 soldiers armed with rifles. He also has enough rifles to arm the humans, but no more. The characters should point out that at least 50 Martian prisoners are back in the pens; if they could be freed and armed, they could triple Althar's numbers! have burnt their village once, so there is no love lost between them. Referee: If they can be acutely persuasive, the characters might be able to gain the woodcutters as allies against the pirates. Hermit: A mud hut can be seen on a small hillock jutting slightly above the surface of the water. The characters notice the warm glow of a fire and the welcome smell of roasting meat coming from within the confines of the hut. The characters have stumbled upon the abode of Wivin Scurch, a very old, extremely eccentric Canal Martian who gave up life in the city 40 years ago when his female left him for another Martian. Wivin has gone quite mad since then. Nonetheless, he still knows how to catch food and keep himself comfortable in the swamp. Wivin has never seen a human and will act as if the characters are new members of the fantasy world he has created for himself. He will acknowledge the existence of the characters, but will slip in and out of his fantasy worldhe is useless as a source of information. The characters will, at best, be able to gain a couple of days worth of food from poor Wivin's stores.
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animals, since there aren't enough boats for the move. Such is the general state of the camp when the characters and Althar arrive. Specific locations within the camp are described below, together with the total number of Hill Martian pirates in that area at the time of an assault. Tark's entire command consists of 150 pirates.
Prisoner Pens: The same prisoners are in these pens as when the characters left them. They are underfed and demoralized, but they will anxiously cooperate with any plan to free and arm them against the pirates. Fifty Martian soldiers are here, plus Orthir. There are also three pirate guards. Armory Tent: This tent has been
6 ft.
Attack By Night SHOULD ALTHAR deem it wiser to attack by dark of night, the number of pirates will be divided up into the following groups in these locations. Prisoner Pens: 3 guards. Arsenal Tent: 2 guards. Tark's Tents: 5 guards, 5 sleeping. Main Encampment: 5 guards, 114 sleeping. Mess: 2 guards. The Herd: 5 guards. Boat Dock: 10 guards.
BORN OF HILL Martian parents on the Zephyrian Plain, Tark ventured forth at a very young age in search of glory. He served, for a time, as a mercenary, first in Aeolia and then in Sekoor, perfecting his mastery of the gashant and the great sword. As an adventurer he has travelled widely among the equatorial cities of Mars, making fortunes and losing them just as easily. He first teamed up with the swamp pirates while in desperate need of gainful employment. Since then he has moved efficiently to a position of leadership, so he figures he'll stick around, at least for a while. His spies in Thalia alerted him to the barge expedition, and his greed would not let him pass up the opportunity. Quarrels among his pirate lieutenants broke out at the presentation of the ambush plan (many feeling the losses would be too heavy, no matter what the prize, and that such an ambush would bring serious retribution
tion of the brown hair on Tark's back was permanently burnt away in some previous adventure. He is shrewd and exudes confidence and strength.
3 3 3 4 3 5
Fisticuffs 3, Throwing 3, Close Combat 4 (bashing weapon) Stealth 2, Marksmanship 4 (bow) Wilderness Travel 3 (foraging) Observation 3 Eloquence 2 Riding (gashant 3, ruumet breehr 2)
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Weapons Raid THE TEAM must sneak into the camp through the brush to approach the weapons tent, the location of which can be pinpointed by the human characters. Many of the weapons available are already crated up. The guards are awake and alert, but otherwise will present no surprises. A total of 20 muskets and about 100 great swords and sabers are in and around the tent.
Prisoner THE PCS approaching the prisoner pens will have an added complicationthey will arrive as the guards are about to change, so three additional pirate guards will arrive to mess things up. The problem can be presented as follows. The prisoners all appear to be asleep when you creep up to the pens. The three guards are in place, just as they were when you were held there several days ago. Quietly you sneak out from behind the brush, dagger in hand, ready to dispatch one of the unsuspecting guards, when from down the path
Pen Raid you hear, "Look out!'' Three more pirates are on their way up the path, and the guard you were about to take out whirls and knocks you down with his musket. Cries for help stir the prisoners, and, no doubt, the sleeping pirates. The prisoners will be able to enter the fray, especially if Althar's men hack through the ropes and bars of the pens. They are unarmed, but the sheer strength of numbers should bring the battle to a quick conclusion. It is certain that many of the pirates have been alerted after the ruckus at the pens.
RESOLUTION
YOU MAY JUDGE the outcome of the attack by the results of the four scenes described. For instance, if only one or two of them go well, the battle will probably go to the pirates. If three or four go well, the pirates will probably be disbursed into the swamp, likely without their boats or weapons. You may use the map of the entire camp to play out the battle. Althar himself will lead his main Ruumet Breehr Raid THE RUUMET breehr are corralled near the main encampment, where many pirates lay sleeping at the late hour of the attack. The ruumet breehr are still half wild. Althar's Martians can easily disrupt the ruumet breehr, forcing them to stampede through the main encampment. In the confusion, the Martians may get into better position before the pirates realize an attack is on.
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force. Tark will do the same, but will disappear into the swamp if things go badly for the pirates. The humans will be congratulated for helping rid the swamp of pirates, and Thalia will, in turn, welcome more British contact. In more concrete terms, each character will receive a gift of 50 value, with the leader and any heroic characters receiving more. This can take the form of a unique gem, piece of
jewelry, or other artifact presented with great ceremony by the lords of Thalia. The PCs now have valuable contacts in the region. Rewards from British officials will be less tangible, but no less valuable. The diplomatic service will be impressed with the PCs' performance and more inclined to trust the group with sensitive missions. Likewise, contacts with governmental departments will prove useful.
KEY
A. - PCs' ship B. - Pirate's ship - Low level - Very low level - Ground level
FOOL'S AMBUSH
Att. Skills Str: 1 Close Combat 1 (bashing weapon) Agl: 3 Stealth 2, Marksmanship 2 (pistol) End: 2 Wilderness Travel 2 (mapping) Int: 5 Observation 4, Science 3 (biology), Linguistics 1 (Koline) Chr: 6 Eloquence 5 Soc: 4 Riding 3 (horse 1, camel 1), Medicine 1
During the night, however, disaster struck. Half the expedition was carried off in the darkness by hideous shapes, and the other half (including the doctor and his daughter) escaped only by fleeing blindly into the night. The next morning, these survivors discovered that they were hopelessly lost. But casting out in what they believed to be a southerly direction, they began to work their way through the swamp. For three days, they toiled along with no idea of their location. Then, in the evening of the third day, a second calamity occurred. Without any warning, swamp pirates attacked the party and slew everyone except the girl, whom they held for sale into slavery. As they took possession of the expedition's boats, the pirates unceremoniously dumped the bodies of their victims over the sides into the water, along with anything of no immediately apparent value.
THE VAN WARREN ORCHID THE VAN WARREN orchid is a native flower that grows in select locations in Mars' few swampy regionsperhaps only in the Mylomeroen Swamp. It is a bulbed plant with a beautiful bloom that begins with a deep red color near the stem and fades to an ivory tone near the petals' edges. Inside this blossom stands a stamen that is a glossy blue-black. The flower gives off a strong, sweet scent that is very relaxing to humans, chasing away minor pains and fatigue, and lending a sensation of general well-being. It is possible that the plant may be of some use in human medicine, but that remains to be discovered.
Terrain Type Dry Ground Moor Intermittent Water Mainly Water Mainly Water Completely Flooded
Explanations Dry Ground: This hex may be traversed on foot in any direction. The ground is solid enough to support men carrying heavy loads, with very few boggy tracts to work around. Vegetation consists primarily of knee-high grass and light brush. Treat passage through this hex as 10 miles of foot travel. Moor: This hex consists of very marshy ground with occasional small pools of water. The vegeta-
tion in this area is similar to that of dry ground but often hides spots of soft mud or even quicksand. Travel through this hex must be by foot. And due to the need to search for firm footing, passage through this hex should be counted as 20 miles of foot travel. Intermittent Water: This hex is divided about evenly between water and marshy land. Copses of cypresslike trees dot the area, and water grasses grow very tall. It is possible to traverse the hex either completely on foot or completely by water. To do so, a traveller should wind back and forth across the hex, looking for the best pathway there. Roll lD6 x 10 for the number of miles this hex represents due to this winding travel. The other way to traverse this hex is straight across, travelling by boat when in water and on foot when land
is encountered. When travelling this way, the hex should be treated as 15 miles of travel, divided evenly between water and land travel. Mainly Water: This hex consists primarily of large pools and watercourses, broken occasionally by bars of ground and dotted with islands. Vegetation is similar to that in intermittent water. When travelling by boat, it is fairly easy to find a way around any dry ground in this hex; therefore, it should be treated as 15 miles of water travel. It is impossible to traverse this hex on foot. Completely Flooded: This hex is completely covered by water. In some places it may be shallow enough for grasses to protrude above the surface, but in general the hex can be treated as a lake. Travel must be by boat, and the hex counts as 10 miles of water travel.
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INVENTED ENCOUNTERS
AS THE PCS RETRACE the path of Dr. Van Warren's ill-fated expedition, they will come across a number of permanent villages, primarily along the secondary waterways. It is also very possible that they might stumble on a swamp pirate camp if they make a wrong turn. Finally, to complete the adventure, they will have to discover the growing grounds of the Van Warren orchid. Each of these invented encounters is described in detail below. Permanent Village: The PCs come upon a permanent settlement of Canal Martians in the Mylomeroen Swamp. These Canal Martians are very poor in comparison to those living in or near the major cities. They subsist on fish and local plants, along with bread made from saafel. This saafel bread not only serves as the staple of these villagers' diet, but it is also considered something of a delicacy in the cities of the Umbran League and therefore serves as a trade item. The homes of these villagers are
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RANDOM ENCOUNTERS
2D6 Die Roll 2 3 4 5 6 7 8 9 10 11 12
Encounter Quicksand Swamp Pirates Green Koko Ruumet Breehr Herd Stinging Flies Lurker Native Hunters Cissawaan Temporary Village Strangle Vine Ancient Ruins
counter with pirates in small boats. Roll one die to determine the number of boats involved; six pirates will be located in each. The pirates will try to capture the characters to determine if they are ransomable, then plan to kill any who are not. If the pirates lose half their number in battling the PCs, the remainder will flee. Green Koko: While the PCs are travelling along a waterway, a green koko darts out from nearby foliage, slips over the edge of their boat, and attacks one of their number, attempt-
Lurker: Any player character who rolls less than his Observation on 1D6 will notice a dark shape in the surrounding foliage. The dark shape has been following the PCs throughout the day (except when they are in a dry ground hex). If they approach the lurker, it will disappear into the surrounding terrain, only to return again later. This shape is a knoe shoshu; it has been following the group to scavenge whatever it can from the PCs' leavings. The purpose of this encounter is to make the players edgy and to foreshadow the abduction of Emilie Van Warren after the Van Warren orchids are found (see The Lurker on page 26). Native Hunters: The PCs come across a group of lD6 x 10 native men in a hunting party. If this event occurs on land, the natives are gathering food plants; if it occurs on water, there will be one canoe per three natives, and they will be hunting water fowl with bows and a few firearms. In any event, the natives will be very suspicious of the PCs and will attack if approached too closely, unless the PCs are obviously in dire need of help and have no intention of fighting. This event can be used by the referee to restock the PCs' supplies or provide medical aid.
Cissawaan: The PCs spot a swarm of cissawaans headed their way through the water. If the group acts quickly, it can avoid the voracious little beasts, but the referee should roll for a chance of the PCs becoming lost afterward, as under Stinging Flies. Temporary Village: On the banks of a small watercourse, the PCs discover a small village of swamp dwellers (1D6 huts). If the PCs approach cautiously, with a great display of nonaggression, the villagers will speak with them and give them any necessary aid.
Ancient Ruins: A lifting of land in this area has brought to light the ruins of an ancient canal village. There is a 10-percent chance that the PCs may find something of value in the ruins, such as a small barrel of Strangle Vine: While the group is gold or silver coins, for example. passing through a section of dense fo- Other possible finds are left to the liage, one of the PCs becomes entan- referee's imagination.
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fleshy tentacle whips around her torso and drags her down. Her terrified scream tears through the normal swamp sounds, leaving a stunned silence behind. As you run for her, she disappears from your view. Her second scream is interrupted by a loud splash. Cursing, you reach the gap between the trees just in time to see her dragged under the surface of a waterway a few feet away. A large, dark shape tows her behind as it propels itself through the water. Crying for the others to follow with the boats, you shuck your boots and dive in after Miss Van Warren, praying that somehow you can overtake whatever it is that has captured her. THE CHASE IS ON WHAT HAS GRABBED Emilie Van Warren is a knoe shoshua large, deadly scavenger that haunts the backwaters of Mars' swamplands. It is, of course, this creature that the adventure party's members have glimpsed lurking in the back-
ground several times since they left the secondary watercourse. This beast has injected Miss Van Warren with its poison, and she has lapsed into unconsciousness. Chasing the Knoe Shoshu: If any member of the party has Swimming skill, the referee can let him chase the beast as it flees. The knoe shoshu has a 15-yard head start and swims another 10 yards each turn. A swimming character, of course, rolls dice equal to his skill to determine how many yards he covers per turn. The referee should run this chase as a tantalizing event; it should seem to the players that their characters have some chance of catching the thing, but actually this encounter is designed to ensure that the beast gets away. (It is important to the next part of the adventure that the beast escape with Miss Van Warren. ) The knoe shoshu should lead any swimming characters on a merry chase for about 10 rounds before they catch it; it will then fight them for about two rounds, then it will dive down deep, escaping from its pursuers and towing Miss Van Warren behind. To ensure that the characters do not lose the beast too early or overtake it too easily, the referee can use the swamp terrain to good advantage. If the characters are quickly being left behind, the referee can explain that the waterway is broken by frequent bars of land, forcing the knoe shoshu to slowly drag its prey over such places. Every time the beast has to do this, the PCs can have a free turn to roll their Swimming dice. In other words, for that round, the knoe shoshu will not gain any distance at all, and the characters will be able to close the gap somewhat. If the
NOW THAT THE player characters have the plant they came for and have rescued the girl who brought them, it is time to leave the swamplands. The referee should not dwell on the events of the return journey in as much detail as he did on the events while coming in (to avoid a tedious denouement after the excitement of the adventure's climax). But, he may wish to have the group take a mental step back from the situation and play the exit trip something like a board game, letting the players see exactly where their party is on the map and playing out any encounters without the detail given to them on the trip in. The fact that the player characters do not have to rely on Miss Van Warren as a guide on the way out since they all know the route they took coming inmay help speed IN SYRTIS MAJOR things up. Finally, the referee can WHEN THE adventurers arrive in revert to the Space: 1889 rule book's normal 2 in 6 chance of an event in Syrtis Major, Emilie Van Warren
to take him to the place they found the ruins. It is also possible that those ruins might open into a vast, underground complex full of ancient artifacts. The captain of a pirate band the PCs encountered might come looking for vengeance. This is especially appropriate for a one- or twosession adventure. The aerial flyer that first attacked the PCs, precipitating the entire adventure in search of the Van Warren orchid, might have been carrying captured papers from Oenotria, giving orders for the assassination of a prominent statesman in the Umbran League. The PCs could undertake to deliver those papers to that statesman in hope of gaining a reward. As an added complication, they might get to him just as the assassin strikes, implicating them in his killing, especial-
ly since they are carrying the orders to assassinate him. A member of a swamp village the PCs visited might find them to tell of the swamp pirates uniting under a charismatic leader. The pirates are attacking village after village, wiping out all the inhabitants, and the PCs are the only hope the villagers could think of to aid them in mounting a war against the pirates. If any of these possibilities sound interesting to you, or if they give rise to any ideas of your own, just remember that you do not have to flesh them out yet. Instead, merely plant the initial clues for each at the appropriate place in this adventure and wait to see if the players bite at any of them. That will be soon enough to begin developing them into fullfledged adventures.
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Lady Swanscombe visits St. Barbara's Orphanage in Parhoon (story on page 2).
rented for 12 shillings a day, plus two shillings a day for food gashants (and horses) can travel 20 miles per day. Ruumet breehr can be rented for five shillings a day (including howdah), plus five shillings a day for foodruumet breehr are capable of travelling only 10 miles per day. The characters may haggle with these merchants as well.
during land expeditions indicates that the characters are lost, but since they have an established landmark to follow (the dead canal), the party (as a whole) will not have to worry about being lost in this adventure.
WEATHER TABLE
Die Roll Result 1-4 Clouds 5-6 Windstorm A windstorm in the desert is naturally a sandstorm. Travel during a sandstorm is impossible. Furthermore, roll a die for each animal (or person on foot); on a 6, the animal or person is lost. The referee should decide the exact effectsa person may be separated from the group and found later that day, etc. Basically the intention here is to create some delay and cause minor problems, not destroy the expedition. Monotony and Madness ONCE THE characters are a few miles outside Sigeus Portus, they will be surrounded by nothing but the immense desert wasteland. The barren expanse of the sun-baked desert, the relentless Sun, and an occasional sand dune will be the characters' only sights. The one thing that keeps them from being lost forever is the sparse trail of weeds and gnarled
DESERT TRAVEL
IT IS THREE days' travel (60 miles) by gashant from Sigeus Portus to the site of the survey team's destination. If the characters insist on travelling by foot, consult page 114 of Space: 1889 to determine the effects. Most of the travel can be accomplished by following the low scrub and patches of weeds which grow above the dead canal. The players may be able to intermittently hunt very small game, and an occasional oasis may provide water and a little shade. Each day the characters travel in the desert, roll a die: On a result of 1-4, a tremor shakes the characters and causes small sand slides; on a result of 5, the characters have found an oasis; on a result of 6, roll on the Weather Table below (reproduced from Space: 1889 for your convenience). Note: Generally, a roll of 5
THE MARTIAN desert has very few oases, and almost all these will be found along dead canals. Should the characters be fortunate enough to find one, however, then they will be able to obtain fresh, relatively cool water and the only shade to be
AN OCCASIONAL OASIS found for many miles around. An oasis will always be in a small "valley" or extreme dip in the desert terrain. It is only at these locations that the desert's surface is close enough to the underground water table for water to spring up and form a
pond. At the center of the oasis will be a small pool of water with a few short trees surrounding it. If the characters are desperate for food, then they may be able to catch a few small, leathery lizards here.
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MORE THAN A MIRAGE NEARLY 60 MILES north of Sigeus Portus is a small "village" of Martian desert dwellers. Some 30 Hill Martians live in this semipermanent encampment, which consists mainly of tents and an earthbank corral holding several ruumet breehr and gashants. The encampment is situated on top of the dead canal, in a small valley, and is built around a pond of water no more than 10 feet
wide. Have each character make a quick roll against his Observation skill. A successful roll will reveal that this pond has formed very recently, as no trees or shrubs have grown around it yet. Referee: The recent earthquake brought this pond of water to the surface. The Hill Martians speak Koline fluently, and a smattering of Parhooni (skill level 1) and English (skill level 1).
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THE PLAYER characters have stumbled across an ancient Canal Martian city which was buried thousands of years ago and has been partially uncovered by the recent earthquake. This city dates back to the time of the naBrifanoon, some 5000 years, when the dead canal was a vital waterway to the north. As the characters investigate, they will slowly realize that they have found an entire city (although
REFEREE'S NOTES 99 percent of the city is inaccessible because many of the buildings have collapsed, and the streets have been filled with rock and sand). The map represents the one percent of the city which can be explored. In area 22 of the map there is a six-foot-wide pit; if you wish to add more levels to the underground city, you may find this a convenient place to put the connection. There will be two earthquakes while the characters are still in the
underground city: One will happen when the characters reach area 9 on the map; the other is up to you to trigger. The second quake, which takes place when the characters are in area 23, will begin to sink the city back into the depths of the desert, burying it beneath countless tons of sand. When you decide it's time for the second quake, give the PCs five minutes or so to get out (preferably after they've found the survey team).
Broken Spear: A broken spear is found lying on the floor. The wooden shaft of the spear has been snapped in half, making the spear unusable. The spearhead is gone. If a character picks up the spear to examine it, he Explanations will find the shaft is incredibly The following are encounter ex- smooth and hard. A successful Biology skill roll for a Moderate task will planations. identify the spear as Martian ironwood (a once plentiful resource) which has petrified. A successful Chemistry skill roll for a Moderate task will reveal that the wood was treated with some sort of preservative which bonded with the ironOne Moab: Disregard this en- wood to form a clear, durable surcounter and roll again if the charac- face. ters have not reached area 11 yet. The characters stumble upon a solitary, sleeping Moab. At the sound of the characters' footfalls, the Moab will awaken, screech, and run away. The characters may chase the Moab, but they will lose him.
Two Moabs: Disregard this encounter and roll again if the characters have not reached area 11 yet. The characters confront two Moabs armed with spears. The Moabs wave their spears uncertainly and yell in a high-pitched voice. Any aggression on the part of the characters will send the Moabs running away.
Sand: Several cracks in the walls (formed from the vibrations of the earthquake) have allowed sand to slowly spill into the room. This encounter should be used by the referee to heighten the fear and sense of danger in the adventure. Let the characters believe this area is unstable, and if there is an earthquake while they are down here exploring, they may be buried (along with the city) forever.
Mushrooms: Moisture from the dead canal has seeped through the floor, and enormous mushrooms have sprouted up. Each mushroom is approximately eight feet tall with a stem the size of a telegraph pole. The Moabs use the leathery, flexible skin of these mushrooms for clothing, and the meaty stems for food. The mushrooms are edible by humans, but the characters must be allowed to determine this for themselvesperhaps by looking for signs of harvest, etc.
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Characters who fail a quick Intelligence roll will not want to leave the room; they will have to be either left here or physically dragged away. The effects last one hour or until the characters are removed from the room. A successful Observation skill roll for a Moderate task will reveal a few scratch marks on the wall and several small red pebbles on the floor in the northwest corner of the room. (Dr. Fairbanks took a sample of this rock. ) 6. Only sand can be seen through the window here. A pale blue light comes through the west doorway. 7. Some squiggly tubes in the ceiling here are casting an eerie blue light over the entire room. The design the lights make on the ceiling is intricate and very beautiful, with each tube being a slightly different shade of blue. It is obvious this is not only functional lighting but is an alien, albeit breathtaking, form of art. 8. This is another spire much like the one that the characters originally entered, but obviously not as tall. 9. Like area 7, the squiggly tubes here cast a blue light, but the design they form on the ceiling is altogether
different. From the window, the characters may look down into the sunken garden (area 17) and see everything except the large metal door which leads to area 18. Sometime while the characters are in this room, an earthquake will shake the entire city. Any character who fails a quick Agility roll will be thrown to the floor. The quake lasts approximately 30 seconds. Two long narrow cracks form in the southwest corner of the room, and sand begins to filter in slowly. 10. Scattered on the floor of this room are various-sized pieces of mushroom hide. The larger pieces have been cut into exact rectangles; the smaller pieces have no regular shape. (The Moabs have been using this room to make clothing from the mushroom hides. ) The tubes on the ceiling of this room form another intricate, yet unique, pattern which casts a greenish light. 10a. As soon as a character steps into this area, he will be able to see the four Moabs assembled in area 11. 11. Four Moabs are sitting here in a circle. As soon as the characters enter, the Moabs will jump to their feet and approach the characters.
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ANIMAL CHART
Type: Greiscon Tou #App.: 1 Size: 1 x 1 Movement: L15 Wounds: 3 Save: 1 Weight: 200 lbs. Weapons: Teeth (3, 2, 0, 1)
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Dr. Gregory Fairbanks (Trained NPC) and although these were competent- miles outside of Sigeus Portus, ly written, they have not sold well Gregory was captured by hostile and are not popular in academia. The Hill Martians and forced to carry reason is that Gregory hypothesized supplies for them until he managed the existence of small "self-con- to escape three months afterward. tained ecosystems" beneath the des- As a result of his prolonged abert. He believed that air and water sence, he lost his job at the univercould be present in pockets, which sity has been labeled a "crackpot" would allow life to exist buried in the in Sigeus Portus. desert. Motives: Adventuresome, CuriHis colleagues were very unsym- ous, Diligent. pathetic to his work, but the ancient Appearance: Dr. Gregory FairCanal Martian city which he and banks is slightly taller than avMiss Dewitt have discovered proves erage, with square shoulders. He that his theories were correct. wears glasses, has a beard and a Fairbanks has a knack for being mustache, and wears rather nondecaught in precarious situations and script clothing. He always carries has had his share of ill fortune. While a small leather knapsack with his on a short solo expedition some five tools and several reference books. Attributes Str: 3 Agl: 1 End: 5 Int: 6 Chr: 2 Soc: 4 Skills Fisticuffs 2, Throwing 1, Close Combat 2 (edged weapon) Stealth 1 Wilderness Travel 4 (foraging), Swimming 2 Observation 5, Science 5 (geology) Eloquence 1 Riding 2 (horse)
DR. GREGORY Fairbanks is a well educated British scientist whose specialty is desert geology. Gregory has published two books,
Miss Lillian Dewitt (Green NPC) MISS LILLIAN DEWITT is a young American reporter who has been with the Times for only three months. When everyone else refused to take the assignment with "that crazy Fairbanks fellow, " Lillian volunteered because she thought it would be a good way to make a name for herself. Although Lillian is new to the Times staff and is generally inexperienced as a reporter, she is well liked by everyone she meets and is thought to have a great future as a journalist. Like Dr. Fairbanks, Lillian takes her work seriously and is very diligent. She has respect for Dr. Fairbanks and his work; no matter what else happens, if she gets back to Sigeus Portus, she fully intends to write an article which will clear Dr. Fairbanks and reinstate him as a knowledgeable and level-headed scientist. Motives: Curious, Diligent, Professional. Appearance: Miss Lillian Dewitt is only 24 years old and appears to be even younger. Her simple dress, wide-brimmed hat, and long hair make her very attractive, but she strives to remain professional at all times. Lillian carries a small bag with several notebooks and writing instruments. She is constantly jotting down her observations and anything that Dr. Fairbanks says. Lillian has had time to study the speech of the Moabs and has been able to communicate somewhat with them. To successfully talk with the Moabs, roll her Linguistics skill for a Moderate task. Attributes Str: 2
Agl: End: Int: Chr:
5 1 4 6
Skills Fisticuffs 1, Throwing 1, Close Combat (bashing weapon) Stealth 4, Marksmanship 1 (rifle) Observation 4 Eloquence 6, Linguistics 4 (French, German, Koline, Parhooni) Riding 2 (horse)
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Soc: 3
FRONTIER OUTPOSTS
IN AN EFFORT to solidify their presence on Mars, the factors of HBTC have constructed several outposts on the outskirts of the explored territories. These outposts are built near or directly next to canals so they have an adequate supply of water
THE HESPERIAN BASIN TRADING COMPANY THE HBTC AND companies tories, plantations, trading stations, my officers. The equipment they like it have a long history in Great and warehouses throughout India. It receive is equal to that of the BritBritain, stretching back to the mid- also had a small navy and a sizable ish army, but their training and disdle ages when merchant families army of both British and native cipline are considered substandard formed cooperatives to exploit cer- soldiers to protect its interests. Many by professional military men. In its tain regions and freeze out com- historians believe that it was partly defense, however, HBTC never inpetition. One of the earliest formal the actions of the British East India tended for its forces to be used as companies was the Muscovy Com- Company that provoked the Sepoy a full-strength offensive army, but pany, formed in Elizabethan times Rebellion. merely to defend its outposts. At to trade with the territories around The HBTC, of course, is not as this, they are remarkably good. The soldiers of the HBTC are ofthe Baltic. More recent examples powerful as John Company, but it include the Hudson's Bay Com- has only been around for a little over ficially organized into two regipany, formed to exploit the North four years and, like John Company, ments according to present-day American fur trade, and the most maintains an army. The soldiers of British regulations. But in practice famous such firm, the British East this force are humans, some with the regiments are split into comIndia Company (it is commonly military experience, others without. pany-sized units and dispersed known as "John Company"), which The company hires retired army ser- among the various company outeffectively ruled much of India un- geants for the noncommissioned posts. Assignments are rotated on til the company was closed down ranks. Officers are largely company a regular basis, and soldiers do not in the 1850s. At its height, John executives with some military train- usually spend too much time in any Company had merchant ships, fac- ing, with a smattering of former ar- one place.
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GETTING THERE
THE JOURNEY to the fort will take a total of 12 days. Some of this will be along the main canal, but the bulk of the trip is along a secondary canal, long since silted up and now classified as dead. Occasionally some
DAY FOUR
THE PARTY meets a trading caravan at dusk, just as the caravan is
Lieutenant Franklin Broadstone (Trained NPC) daring he acts, Frank is often seen as a brash young upstart. Sometimes he comes off as overly friendly, and that attitude does not settle well with his superiors.
Att. Str:
Agl: FRANKLIN BROADSTONE was born in Kent and is the product of years of the finest training and military education his parents could buy. After his initial training and his successful graduation from RMA Sandhurst, he was posted to India (which he found to be incredibly dull) and retired from military service at the first opportunity. He was taken on by the HBTC very soon thereafter and has served with the company's military forces for several years. Broadstone is a determined and chivalrous individual. His following of orders is on the edge of blindness, and he rarely questions superiors. No matter how bold and End: Int: Chr: Soc:
DAY EIGHT
THE PARTY WILL encounter a pair of bandits. Two human bandits on gashants will shadow the players for several hours. If approached, they will always pull back, keeping their distance. That night, they will attempt to sneak into the players' camp in an effort to steal anything of value. They will be interested mostly in weapons. Even if sentries are posted, as they most likely will be, the two bandits will make it into the camp before the alarm is sounded.
Skills 4 Fisticuffs 4, Throwing 1, Close Combat 2 (pole arm) 5 Stealth 4, Marksmanship (rifle 4, pistol 2) 5 Wilderness Travel 5 (foraging) 4 Observation 3 5 Eloquence 4, Linguistics 3 (French, Hindi) 5 Riding 5 (horse), Leadership 5
Motives: Adventuresome, Curious, Dutiful. Appearance: Broadstone is tall and dashing, with sandy blond hair and a neat handlebar mustache. His eyesight is failing, and he wears glasses for reading and for detailed work. Lieutenant Broadstone always carries a large revolver and an infantry officer's sword.
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THE SERGEANT MASTERS and Private Sternson pushed at the massive doorway with all their might. Despite its appearance, the door did not seem to want to move at first. Then it slowly creaked open enough for one of them to look in. Sternson stuck his head in for a moment, his pistol at the ready. Then we saw his body begin to shake. His face was blank, white as sailcloth. He looked me in the eyes, and I saw his knees begin to give way. Sternson pulled back; Sergeant Masters held him as he began to vomit. Whatever it was that he had seen, it was something quite horrible, I was assured of that much. I didn't know what it was, but I was sure that I didn't want the same fate to befall me and those near me. The massive front gate requires the strength of two men to open enough for a person to pass. As
TESTIMONY OF CORPORAL OWEN soon as it is opened, the players will is written, no evidence of who left be nearly overpowered by. the stench this vital clue. of death in the air. Looking into the "Horrible, that's what it was, courtyard, the players will see the re- sir, horrible. I joined the army 10 mains of the personnel of the fort. years ago. I've served in some pretThe corpses are almost unrecogniz- ty remote places and seen some able after the carrion birds have things that would turn a man's hair feasted. They obviously have been white as snow, but nothin' like the dead for some time, and it appears slaughter we found there. Bloody that they were killed and then stacked spears layin' about, some still in the courtyardperhaps as a stickin' in the bodies of the dead. warning. And that word hangin' over us all, In several areas around the court- Seleti. If they was responsible for yard and near the bodies are shat- a doin' this, then they would pay, tered remains of Hill Martian spears. and pay dearly, that much you can Indeed it appears that a raid of some be sure of. " We secured the fort and then sort has taken place here, and these are the victims of that attack. closed the gate. Walters and TorAt the corner of the courtyard, at rence manned the lookout, and we the base of the watchtower, is a began to dig through what was left crudely nailed piece of wood. In of it all. There had to be some sort dried blood is the word "Seleti" of answer, something that would written in English. No bodies are justify or explain the slaughter that found near the place where the word we found.
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KEY
Rubble British Buildings Martian Buildings Dr. Whitehouse's Trenches
1. The Courtyard 2. Atillison's Mercantile 3. Livery 4. Barracks 5. Officer's Quarters/Command Post 6. Phillip's Boarding House 7. Various Civilian Quarters 8. Mess Hall 9. Doctor Whitehouse's Laboratory/Residence 10. Armory and Magazine 11. Gun Position One
12. Gun Position Two Scale is 6' Tactical Squares.
GATHERING THE CLUES TOGETHER BROADSTONE IS more than willing to take his time in the investigation. He will have the majority of his soldiers manning the battlements of the outpost while the others sift through the remains and try to determine what has happened to the men and women who once lived in the fort. After several days of research, the lieutenant will call in the players to discuss the clues that have been found. It will be up to the whole group to try to determine what has taken place. The clues are as follows. All of the garrison soldiers' bodies have been accounted for, with the exception of three men. None of the civilians, nearly 20 in number, have been found, with the exception of Dr. Whitehouse. It is entirely possible that the fort's civilians fled the outpost or were taken as prisoners, especially since it appears that many of them packed before they departed. The name of the Hill Martian tribe, Seleti, was found in the courtyard. Several days before the massacre, Seleti tribesmen were killed in an altercation with the British. Also, Seleti spears were found in the debris of the courtyard.
Scant evidence points to the fact that Dr. Whitehouse made some sort of a significant discovery in his work, yet nothing of value has been found either at the site or in the fort. The items could have been stolen by the individuals responsible for the massacre. Whoever or whatever performed this heinous act apparently took plenty of supplies, ammunition, and the outpost's five-barrel Nordenfelt gun with them. With the exception of Dr. Whitehouse, all of the victims apparently show no signs of a struggle. The infirmary was filled, and there is a possibility of a sudden infection or sickness of some sort. The only other individuals in the outpost were two fur trappers, named John Wilson and Peter Hobbes, who lived nearby. A strange substance named termuaa was discovered at the back of the mess hall. This name is Martian, and the qualities of the substance are unknown. Given the set of clues, the lieutenant feels that the only course of action left is to take a portion of his force and set out to find the fur trappers, Wilson and Hobbes, and interrogate them. If no answer is found with them, then he will attempt to find out what he can from the nomadic Seleti.
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KIDNAPPER ATTRIBUTES
Attribute Strength Agility Endurance Intelligence Charisma Social Status Shaugnessy 4 3 3 2 3 1 Wicks 4 2 2 3 3 2
SKILLS
Skill Fisticuffs Marksmanship: Rifle Pistol Shaugnessy 3
3 2
Wicks 3
3 2
Holt 4
2 3
THE CAVE
KEY
Nordenfelt Boulders Captives
Kidnappers have taken up firing positions in the boulders near the mouth of the cave.
= 6 ft.
ADVENTURES
FIVE OF the men taken from the fort have been sold into slavery somewhere to the south. The PCs can follow the canal in an effort to find and free them. There will likely be a company inquiry into the incident at Fort Dickerson as well. The characters are destined to be called back at a later date as witnesses, especially if any of the kidnappers/killers are taken alive. The referee should remember that the men who conducted the massacre at Fort Dickerson know they are facing the death sentence for their crimes. They may successfully escape, hoping to kill any potential witnesses or to flee back to Earth (or another world altogether). The characters may be called back into service to try to track them down. from the early signs of malnutrition, and several are ill. In the cave (considered lost if the cavern is blown up) is a small leather bag with the broken remains of the two large gems that were stolen from Dr. Whitehouse's find. The victims will say that the gems were broken during a fight between two of the kidnappers. The contents of the bag, even though the gems were shattered, are worth nearly 26, 000. The company will turn 10 percent of this over to the characters. If any of the kidnappers are taken alive, they will be shackled heavily and guarded around-the-clock. They will be taken back to Fort Dickerson to await trial.
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FURTHER
SHIP COMBAT
nored. In addition, the following modifications are made. Damage: All boats have their speed halved (round down) once they have taken half their total allowed hull hits, and they sink once they have taken all their allowed hull hits. Irrelevant critical hits (such as magazine or boiler hits) are rerolled. A loss of trim critical hit becomes "uncontrolled flooding, " a new type of damage result. Ships suffering an uncontrolled flooding result immediately take hull hits equal to the damage value of the round which caused the hit. In each subsequent movement phase the crewmembers may attempt to stop the flooding by conducting a normal damage repair attempt. If they succeed, the hit has no further effect. If they fail, the ship takes additional hull hits equal to the original damage value. This continues every turn until either the flooding is stopped or the ship sinks. Ramming: Normal rules for ramming and collisions are used, except that any ship damaged by a successful ram (by a ram-equipped ship) automatically suffers an uncontrolled flooding critical hit. Submarines: Submarines must declare whether they are surfaced or submerged during the initiative phase of each turn. They may not be fired at while submerged, but they may not ram while submerged either. As submarines are completely enclosed and are difficult targets, all gun and crew hits count as misses. Once a submarine has taken half its hull hits, it may no longer dive. Lifter critical hits against submarines are not rerolled, but instead prevent them from diving until repaired. The statistics for several aquatic vessels are presented to the left.
Ship Combat
FROM TIME TO time there may be fights between aquatic vessels, particularly ones travelling down the canals of Mars or through the swamps of Venus. These brief rules are intended to provide a framework within which the referee can resolve such battles. A modified form of the aerial combat rules is used, with the obvious difference that altitude is ig-
AQUATIC VESSELS
Vessel Speed War Galley 2 1 Merchant Barge 1 Skiff 2 1 Submarine Steam Launch 3 Hydrofoil R x2 Ram Hull Crew Armament 20 1 heavy gun, 10 passengers Yes 20 No 30 10 None, 10 passengers 10 None, 20 passengers No 40 1 None, 5 passengers 4 No Yes 10 6 2 torpedoes 3 None, 10 passengers No 10 No 10 3 1 machinegun, 2 passengers
Note: R x 2 means the speed of the vessel is twice its reliability number.
Players and referees may photocopy this map for their personal use.
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SHIP COMBAT
Players and referees may photocopy this map for their personal use.
Players and referees may photocopy this blank grid map for the creation of their own terrain maps.
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CONKLIN'S ATLAS
Just where is Ruritania? How far does the Grand Canal extend out of Syrtis Major? What parts of Venus have been explored? Where is Kraag Barrovaar? What does it cost to travel by steamship from London to Bombay? Where is Princess Christiana Station? Where else could you find the answers to any of these questions but in the world famous Conklin's Atlas of the Worlds and Handy Compendium of Useful Information? Available now for the incredibly low price of just $ 10. 00. Don't delay! GDW: 1983. ISBN 1-55878-024-6. 96 pages $10.
Everything Jules Verne should have written. Everything H. G. Wells could have written. Everything A. Conan Doyle thought of, but never published because it was too fantastic. Everything you need for the adventures of the century! Science-Fiction Adventure In a More Civilized Time
The newest role-playing concept in years!
Red-coated infantry stand back-toback 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 216-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 civilizations of the red planet, Venus' swamps and dinosaurs, the honeycombed interior of Luna, and the thrills of inventions and inventors the driving force behind Victoria'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. GDW: 1889. ISBN 0-943580-80-3. 216 pages hardbound $30.
SPACE: 1889 TALES FROM THE ETHER REFEREE'S SCREEN Mars. A must for every 1889 referee! Venus. Just what every Space: 1889 referee Mercury. needs to speed play: a complete 34" by Luna. 11" decorative screen with all the perti The Orbital Heliograph Station.
nent charts and diagrams necessary for faster play. Every chart, table, and diagram required to play Space: 1889 is right at your fingertips. Also included is a complete additional set of game charts for distribution to players. The screen itself is in full color with beautiful illustrations, an ideal accessory for the adventures of the century! GDW: 1981. ISBN 1-55878-015-7. Chart and booklet $10. This anthology of adventures takes you on a grand tour of the Solar System. Travel among the mountains and deserts of Mars, through the horrible swamps of Venus, into the caverns of Luna, and across the burnt face of Mercury. Even the Orbital Heliograph Station is a hotbed of anarchy with the aim of bringing down Her Majesty's government. GDW: 1901. ISBN 1-55878-011-4. 64 pages $8.
Cloudships of Mars
With liftwood for power, and enormous sails or air screws for propulsion, the Martian sky galleons have become an important part of Mars' worldwide civilization. But these magnificent ships are a fairly recent addition to the rich Martian culture a culture originated by beings who had no need for flying machines.
S I N C E
1 9 7 3
PO Box 1646
Bloomington, IL 61702-1646
EXCITEMENT, ACTION, and danger are in store in this second adventure anthology for Space: 1889. Caught in the Mire. An expedition for H. M. government leads you to the city of Thalia, where a British delegation attempts to mediate a settlement to a local war. What starts out as a routine trip becomes a nightmare, however, when swamp pirates decide to throw a monkey wrench into the negotiating machinery. The Lurker in the Moor. The botanist Dr. Van Warren lost his life in the search for knowledge. His daughter needs your help to secure his everlasting fame by bringing back specimens of a rare and extremely beautiful orchid from the depths of the Mylomeroen Swamp. The swamp is filled with dangers, however: Hill Martian pirates, deadly animals, nearly impassible terrain, andworst of allthe lurker. Madness in the Moab. Dr. Fairbanks and an assistant are long overdue from their expedition into the trackless wastes of the Moab, and a reward of 500 has been offered for news of the doctor's fate. The question is, is it worth 500 to travel into the Moab? The Mystery of Fort Dickerson. The garrison of remote Fort Dickerson has been massacred, and the fort's civilians are missing. The main clue is an enigmatic message, the word "Seleti" painted on a wallin blood. Each adventure is complete and ready-to-run. This book also contains combat rules modifications for small boat actions, plus battle maps which are suitable for photocopying and for individual modification.
1906
Copyright 1989 GDW Inc. Space: 1889 is GDW's trademark for its roleplaying game of Victorian Era space-faring.
S i n c e
1973
Made in U. S. A. Printed in U. S. A.
ISBN 1-55878-028-9