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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: 1880 he 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 71 information, 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

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