don't recall what madness induced me o accompany Dr. Blogsworth and Miss
Peabody on their botanical expedition into the Mylomeroean Swamp. For two
ks Lived in damp clo
er,
‘might have something to do after al.
56 Challenge 71. ‘Space: 1880he PCs have been per-
suaded to accompany a
sciantfic expaditon into
the mistsshroudac back
waters of the Mylomer-
‘ean Swamp, northotthe
British colony on Mars.
‘The leader is Dr. Cloment Blogsworth,
noted scientist, who isotforing expior-
fers £200 to join the expodior. (The
adventure “The Lurker in the Moor,”
published in GDW's More Tales From
the Ether, involves a trip into the
Mylomeroaan Swamp; atthe re'eree's
discration, that scenario and this ona
‘can be combined.)
Expedition Plan: There will be six
‘Terranson the expedition, including Dr.
Blogsworh and the PCs (oxtra Terrans
will be NPC scientists). The party la
taking food and supplies suticiant for
four wooks of travel inthe swamp. The
centro expedition will travel in 10 col-
lpcibla canvas canoes, with 14 Mar-
tian bearers. The group willtravel north
{rom Syrtis Major aboard acomnercial
‘canal-boat. The referee should ancour-
age the playarsto plan what supplias to
bring, within the limits of what the bear-
fers and the canoes can carry.
Goals: The expedition’s purpose is
toexploréa large sectionof the swamp,
gathering samplas af plants and ani-
‘mals, mapping Important terran fea-
tures, and establishing friendly rela-
tions with the swamp tribes.
WITHIN THE SWAMP
‘The Mylomaroean Swamp isa vast
‘rac ot land tleodad by a rupture in the
Mylarit-Meroe Canal. tis heavif over-
‘grown, and the waterways are almost
always covered by logs, s0 that aerial
‘mapping is impossible, No city exerts
control over the region, and the con-
stanly shiting waterways are an ideal
hideout for bandits and outcasts
‘Travelinthe Swamp: The published
adventure "The Lutker in the Moor”
contains an excelientmapotine swamp
and a description of travel conditions
there. Referees lacking acopy fitcan
use the folowing simplified system to
gorerate terrain For each new t0-mila
hox entered, ll onthe table below for
the actual ground condition.
‘Travel is standard for each tarrain
type. Ahex contains a swamp dwellar
Village on a rot of 6. Those ere mostly
‘smal sailameris of only atew dozen,
buton a second rollo 6, its @ parma-
nent hamlet of 100 people.
Fever: For every day spent in the
‘swamps, gach member of the expadi-
tion has a1 in 6 chance of contracting
Martian Swamp Fovor. Once infected,
the sufferer must make an Endurance
task roll each day to rcovor (Eaey tf
resting and under adoctor's care; Rou-
tine resting oF under a doctor’ care
Dificult if nether; injures increase
rolls by one lavel of diticuty). Whi
suffering ftom fever, a PC's physical
sais are allroduced by 1, and he must
make an Easy: Endurance rollto avoid
sutfring hallucination.
ENCOUNTERS IN THE SWAMP
‘All encounters should be rolled on
the table on page 209 of the basic
rulebook. All "swamp pirate” and
ewamp pirate camp" ros should be
replaced by one ofthe special encoun-
tors described below.
‘Suspicious Villagers: An ordinary
sottiementof two dozen tribesmen, but
remendously hostiletooutsid~
ght wariors and braves will
attack the party, fist with arrows and
than with swords, The trbe wil flea if
defeated and will not negotiate,
Abandoned Vilage: The PCs.come
upon a large swamp vilege that has
bbeen completely abandoned. Nothing
has boon tekon fromthe huts, and food
has been left outo spoil, but there are
10 people anywhere around.
Creepy Feeling: All day the mom-
bers of the expedition will have the
{eoling they are being watched. Char-
actors may catchaglimpsect someone
lurkingintho undorbcush, butno amount
of searching can find the culprit.
Destroyed Village: A small setle-
‘mont is the scene of a tarible massa-
6r0.Adezen bodies are scattored about,
and all the huts have been footed and
burned. There are no survivors.
PIRATE ATTACK
Aftor tho PCs have been exploring
fora wailo and have had a chance to
‘expariencethespecialencourters,their
camp is attacked by @ large band of
‘swamp pirates. There should be twice
as many pirates as thore are members
‘of the expedition. The bandits will kil
Martians but wll ty to take the Torrans
alivasprisoners.Asthabsarersfiesin
panicand thepirates ctesein al around,
thePOs shouldrealizethatsurrenderis
thoir only option
‘The pirates are all armod with cut-
lasses and fille muskets, and are all
Experienced NPCs. They fight with a
discipline and tectical sense unusual
for mere bandits.
‘When the characters havebeencap-
tured, they will bo socuraly tiod and
‘bundled into canoes forthe tip back to
tho pieate camp. Althe precious scien-
tific specimens will be feft behind.
‘SECRET BASE
The boat ride seamed to last an
‘eternity. The ropes cut into my arms Khe
knives, and my wound throbbed pain-
fully, but the worst part of the journey
was not knowing what lay at the end of
it. From the look of my captors, # prob-
ably woulda’ be anything pleasant.
‘As tho pirate canoes round abend in
thewaterway, the PCs willbo etartlodta
'8¢6 two Oenotrian clouships moored
atthe pirata camp. Alaround the ships
‘are numerous tents and temporary
‘oullings, while teams of swamp dwal
ors labor to construct walls and d
fonsos. The two cloudships ara a
Hllcuttor and a Sky Runner ciass.
‘There are 40 swamp pirates living in
tants and hutsin the canterofthecamp,
and 10 Osnotrian Marines aro biv-
‘ouacked in tents near the two ships.
Some 60 swamp villagers have been
forced to work at the base, and they
sleep out in the opan, guarded by p=
tates and Osnotrians,
‘To anyone with any military oxper-
ence, the presence of Oenotrians here
is a grave threat to tha British colony.
‘The two ships can raid trafic on the
canal, blockading the spice trade and
endangering the alliance with tho
Boreosyris League. And with much of
the British aerial fleet patroling to the
south, the vessels could raid Pathoon
‘and Gorovaan.
Captain Dasgaar: The POs are
dragged from the canoes and led
through thecamptothebigtent, where
Dasgaar, the Oonctrian captain, and
‘Katoog, the pirate chief, are waltng.
“What have we here?” exclaims
Dasgaar sarcastically. "Hed Men! And
‘0 very fer from their fale rat-hole in
Syrtis Major, too. You should not have
come here, Earthlings. The swamps
belong to Martians, not to you. Now
‘who are you and whet are you doing
ete?"
Dasgaar proceeds to grill tho PCs
‘about why they are in the swamps.
Anyone reluctantto talk will encour:
aged by biows and kicks from the
Osnotrian Marines guarding the cap-
tain, Whonhoisattast satisfied with the
Challenge 71information, Dasgaar will gesture
dismissively.-Take them away andcon-
fine them with the hostages unt din-
nertime, Ithinkit would be amusing to
be served by an Earthiing. We can wait
ntl tomorrow to execute thern.”
PRISONERS
(OF THE OENOTRIANS
The adventurers will bo held pris-
foner aboard the big Hullcuterclass
screw galley, alongwith eighttrballead-
‘ts from the swamp vilages, who are
being kept as hostages. The prisonars
‘are locked in the ship's brig, which is
‘guarded by two soldiers. The room has
no windows, and the heavy door is
botted fromtheoulside. The PCs willbe
searched thoroughly, and all too!s,
waapons oF valuables will be taken
‘rom them.
Hostages: Tho oight tribal oldors
will tell the PCs that they and their
people were rounded up by the
Oenotrians and the pirates, and forced
to build fortifications for the base. # the
villagers try °0 resist, the Oonotrians
will execute tha hostages. The elders
are al fearful and will not assist in any
scape attempts, butwillnotbetray tha
characters to the Ocnotrians.
Discovery: A Routine: Observation
skilsollwil onabio one of the adventur-
ers to notice that one of the swamp
villager hostages is Wearing a peculiar
driad root around his nack (he says tis
2 chatm against toothache). A Formi-
dable: Biology rol will reveal that tho
root is actually a potent hallucinogen
‘and soporii. (If none of the PCs can
recognize he root, than Dr. Blogsworth
will)
If t cou be introduced into the
Osnotriancticers'dinnerwilethePCs
2ar9 serving them, most ofthe leaders
might be incapacitated, giving the ad-
vonturers a chance to escape.
SLAVES
‘OF THE SWAMP PIRATES
That night, the PCs are removed
{rom the call and taken tothe big tent,
where the Oanotrians and the pirates,
are feasting. Captain Dasgaar and his
410olticars areihare, along with Katoog
‘and ¢ dazen of his pirate henchmen.
Four Oonetrian Marines and halt &
dozen pirates are on guard, and every:
‘one is armed.
‘The Tercans are put to work carrying
dishos, cloaning spilled wine, and per-
forming humiliating menialtasksfor the
Martians, Dasgaat andthecthers make
‘numerous ruda jokes at the expense of
the characters, and any women willbe
coarsely harassed
‘Special ingredient: the PCs have
the dried root in a powder, it requires a
Diflouk: Agiity rite stip
itinto te food unnoticed
Thedrug takes about 5
minutes to take offect
The diners will start to
‘seem drunk, wth slurred
‘speech amu!loss of coor-
dination. Once the hallu-
cinations begin, things
wll get interesting, The
Martians may attack
‘each other or the PCs;
the guards may suspect
treachery, Both the
Cenotrians and the pi
rates are suspicious of
each other anyway, and
tho drug could bring hi
den fealings to the sur-
‘ace. If a brawi begins,
the adventurers mightba
ableto sip outol thetent
Lunnaticed, or alse attack
one of the guards,
‘Other Methods: ithe
adventurers ara not us-
ing the drug, they may
stil be ablo to sow dis-
sontamongtheireaptors.
itis easy to see that the
pirates and Ocrotrians
don't quite trust each
‘other. Appropriate use of Thestrics and
Etoquenca could be quite effective. A
‘sulcidally brave PC might try ashow ot
‘bravado, challonging one of the lead-
‘erstocombat. Orelse.an attractive lady