Space 1889 More Tales from the Ether.pdf

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MORE TALES FROM THE ETHER
Copyright©1989 GDW, Inc.
All Rights Reserved.
Made in USA.
Printed in USA.
ISBN 1-55878-028-9.
Space: 1889 is GDW's trademark
for its science-fiction role-playing
game of adventure in a more civi-
lized time.
A catalog of Space: 1889 products
is available from GDW. Just write
and ask.
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
PO Box 1646
Bloomington, IL 61702-1646 USA
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TABLE OF CONTENTS
Table of Contents
Caught in the Mire
4
In Syrtis Major
28
Getting There
48
Background
4
What the PCs Get
28
Days One Through Three
48
Referee's Synopsis
6
Later Adventures
29
Day Four
48
Pirates of the Marshes
8
Day Eight
49
The Impenetrable Swamp
10
Madness in the Moab 30
Rampant Rumors 30
Outfitting the Expedition 32
Desert Travel 32
More than a Mirage 34
Beneath the Shifting Sands.... 36
The Moabs
Day Nine
50
Return to the Pirate Camp
12
Day Eleven
50
Scenes of Battle
14
The Fort Proper
50
A Search for Answers
52
The Lurker in the Moor
16
Dr. Whitehouse's Dig
55
Referee's Synopsis
16
Gathering the Clues
55
The Hostage
18
38
Splitting Forces
56
The Mylomeroen Swamp
20
The City Described
38
A Dangerous Encounter
56
Swamp Encounters
22
Ending the Adventure
42
The Seleti Side
56
Invented Encounters
22
Another Body
57
Random Encounters
24
Mystery of Ft. Dickerson
44
Climax
58
The Lurker
26
Frontier Outposts
44
The Chase is On
26
Fort Dickerson
46
Ship Combat
60
The Lurker's Lair
27
Trouble in the Wilderness
47
Aquatic Vessels
60
Leaving the Swamp
28
Referee's Synopsis
48
Maps
61
GDW
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CAUGHT IN THE MIRE
representative of the British colonial
office, helping to mediate a peace
between these two warring cities.
BACKGROUND
THE ANCIENT TRADE routes
through equatorial Mars are literal-
ly carved in stone, hewn out by fan-
tastic 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,
Caught in the Mire
IN THIS ADVENTURE, most
characters will already be in the ser-
vice of H. M. government, far from
the center of British colonialism on
Mars. Those characters without
backgrounds in government service
may pick their own reasons for be-
ing involved with the Mercantile
Lords of Thalia at a time when the
lords are desperately seeking peace
with their neighboring canal city,
Afirenz. For instance, a reporter
might easily sell his story about an
exotic Martian conflict to eager
papers and readers back on Earth.
Adventurers of many sorts can be
found in the service of potentates all
across the red planet—perhaps this
is why the characters are present. In
any case, one character should be the
Althar of Thalia (Veteran NPC)
RENOWNED AS the greatest
warrior in the city, Althar has risen
alongside Lord Braltar as his
"right-hand man. " The two have
enjoyed a close personal friendship
since before the assassination of
Lord Shesh, as each commanded
merchant vessels along the canals.
In this time of war, Althar has
proven himself a capable warrior
and general, using the city's pa-
thetic rabble army to hold off the
enemy and even harry the walls of
Afirenz.
Althar has been entrusted by the
lord with the peace mission to
Afirenz. He is the only warrior the
lord trusts to carry out this mission,
and to carry out the secret mission
of locating and destroying the
pirates' swampy lair.
Althar is a private Martian who
rarely lets his true feelings be seen
in public. He spends a great deal
of time with his troops—inspecting
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, penetrat-
ing 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)
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