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The Complete Canal Priests Of Mars is now available!The original publication of Canal Priests Of Mars cut slightly over a third of author Marcus L. Rowland's manuscript to fit GDW's adventure format. The Complete Canal Priests Of Mars restores the cut material, features all new artwork by Paul Daly, and adds many useful player handouts. Enjoy the "author's cut" of a classic Space 1889 adventure, or experience it for the first time!See our Buy It! page for more information! Old news is still available on the News Page. |
Dear Diary,In the morning I embark for Mars, that beacon of adventure that calls to every red-blooded Englishman. To stride under strange stars, to see decadent Martians in their proud but decayed cities, to stride the deck of a swift, barbaric sky galleon -- It makes my pulse race!!! Of course, Mars is about as far from Father as possible, which makes it even more attractive, as you well know.
From The Collected Papers of Lord Redmond Herring, KCB, FRGS, Blackstone and Sons, London, Bombay and Syrtis Major, 1972.
This is the first of a connected series of adventures set in the Space: 1889 universe, to be published in subsequent issues of the Transactions of the Royal Martian Geographical Society (see the editorial in this issue for more information). In this adventure, the characters (see the statistics at the end of this article) are introduced to one another in the course of a etherflyer journey to Mars aboard the RMS Majestic. They will get a chance to meet one another and interact, experience the fun of practical jokes in zero gravity, go through their very first "crossing the line"ceremony, and solve the obligatory closed room murder. Just when they thought they could relax, the small matter of a mutiny will present itself, forging a bond between the group as they struggle to survive.
The RMS Majestic of the White Star Line will depart at noon on July 11, 1889, from the London Etherport, located just north of the city. The adventure begins on the morning of July 10, as the characters are making their final preparations for their journey. Distribute the character descriptions to your players, and ask them how they wish to spend their time before departure, subject to the following appointments they have: Lord Herring has been invited to lunch by his Aunt (his only relative still speaking to him); Wentworth still hasn't said goodbye to his father (who is Lord Herring's father's manservant, of course); Major McGrath has been invited to a ball in his honor given by his friends from the Guards Cavalry regiment; Sergeant Major O'Shaugnessy has been invited for a round of drinks with his old comrades from the ranks (rather like the Major's affair, only a lot less formal); and Victor Hatherly is having a quiet dinner with a number of his friends from school (Mr. Smith will be busy aboard ship preparing for departure, so he will not have any free time).
As first class ticket holders, the character are entitled to take along up to 200 pounds of personal baggage; additional belongings cost £2 per 50 pounds or fraction thereof. All of the characters are familiar with the London area, and will be able to find any of the items listed from page 52 to 57 in the Space: 1889 game book at the prices given there. White Star Line regulations prohibit firearms in passenger areas (though they may be shipped in baggage), and they prohibit the shipment of explosives and other hazardous materials (small amounts of ammunition for personal use are allowed in baggage), which players may wish to keep in mind while shopping.
Lord Herring has been summoned to lunch by his Aunt, Lady Finchbottom. Redmond refers to her affectionately as the Ancient Ancestor, which is somewhat unfair, as she is a very hearty woman in her late 40's. This is a good chance for a bit of roleplaying to establish Herring's character, as Lady Finchbottom can josh him about his recent escapades and remind him of how the rest of his family feels about him. She will also give him a very nice lunch, a few words of advice, all of them sensible, and a letter of introduction to the Governor General of Syrtis Major (She went to school with the Governor General's wife).
Wentworth should stop by at some point to see his father, who will take the opportunity to remind him of his responsibility for bringing Lord Herring back to Earth in one piece. He will also give his son a phrasebook so he can practice Kohline on his way to Mars, and some old Martian coins that the bookseller gave him with the purchase. The bookseller said they would bring good luck.
At the party, Major McGrath will have a wonderful time, dancing, singing and trading old war stories with his former mess mates. There are rumors going around that the Guards may soon be sent to Mars to break the stalemate in the Oenotrian campaign, but nothing definite.
Sgt. Major O'Shaugnessy will have an even better time with his fellow sergeants, and should be encouraged to drink to excess and sing a few ribald marching songs. In the course of the evening he will learn that there have been problems with many of the recent recruits, especially the Irish boys -- they all seem to be in poor heath from working in factories or they run off right after training.
Dinner for Hatherly will be very sedate, with a discussion of the latest marvels of engineering being the main topic. As his guests are leaving, one of them will give him a letter of introduction to a Mr. Tyler, the American explorer who now lives in Syrtis Major.
After their visits and any shopping they want to do, the characters will need to make arrangements for getting to the Majestic in the morning. Travel by train will cost one shilling and takes about an hour. A cab will cost double that, but the cabby will be happy to assist with any baggage, and the trip will only take forty-five minutes.
Regardless of the method chosen, be sure to delay at least one group of characters in their trip enough so that they will be late. A bridge might be out, the may be a traffic snarl, whatever you like. Encourage the characters to seek alternate transportation, and have them speed along at breakneck speeds.
Even though at least one of the characters will arrive after the scheduled departure time, the Majestic will not have left. There will be a detachment of troops guarding something, and several laborers working frantically to load some obviously heavy bundles. Those arriving late will be allowed to board, and if they inquire what the fuss is about, they will be told that there was a slip up, and the Martian Crown Colony's quarterly payroll shipment was late in arriving. Once on board, the characters are free to move into their rooms, and then wander about the ship, which will depart two hours behind schedule.
The Majestic is a stock interplanetary passenger liner, with one important alteration. All of the passenger staterooms have been modified so that they have doors leading to both promenades. This modification was carried out for two reasons. The first and most important was passenger safety. The modification allows for escape from all cabins even if air pressure is lost in one promenade. Second, since the two passageways are used by the different sexes (see Greg Novak's excellent article "Ether Ship Etiquette"in Challenge #39, p.23), the steward has more flexibility in assigning cabins. Doors on the side not used by the cabin passengers are normally locked, but can be opened in an emergency.
(Follow this link for deckplans of the Majestic, with file size information.)
We will not attempt to detail shipboard routine here; Novack's article or the GDW module Canal Priests of Mars by Marcus Rowland are excellent sources in that regard. If you don't have access to either one, just assume three shifts a day for the crew, three meals a day for the passengers, church services on Sunday, and all the luxury you can fit in a very large steel can. The referee should feel free to create any sort of crew he or she wishes, but since most of them will snuff it in the course of the adventure don't spend too much time on them.
The passenger list that follows is not fixed in stone; only those individuals marked with a "*"are vital to the plot. What is important is that there be seventeen other passengers. Yes, there is a problem: White Star Lines has made a mistake and overbooked this flight by two. Wentworth and Sgt. Major O'Shaugnessy, since they are travelling as servants, will be asked to bunk in the crew's quarters (steerage is full to overflowing with soldiers). This will give them a chance to meet Mr. Smith, and since Mr. Hatherly and Major McGrath will be sharing a cabin, they will become acquainted as well. This is a good time to allow your players to get to know one another by getting them to roleplay their first meetings. After introductions, they can wander out to the public areas of the ship and meet the other passengers. All of them, aside from Mrs. Petherick and her servant Miss Jones, will soon be out and about and can be introduced.
Cabin one contains Captain Karl von Landsberg und Ansdorf and his wife Frau Erika von Landsberg und Ansdorf. The Captain will most likely be met in the bar, a beer in his fist and a smile on his face, trading stories with Colonel Teddy Sanders (see below). The Captain is the new German naval attache at the embassy in Syrtis Major. He is very friendly, speaks very good English, and will be constantly be heard to complain about the "damm Prussians"(the Captain is from Bavaria). His wife is as fun loving and outgoing as he is. She is also very intelligent, and has as her hobby an interest in mathematics and astronomy (it is rumored that she is one of the few people in Europe who have read and understood Professor Moriarty's book Dynamics of an Asteroid.
Victor Hatherly* and Major McGrath* have been assigned to the second cabin.
Mr. Hans Delbrueke and his daughter, Miss Elena Delbrueke, occupy the third cabin. They will be found in the observation lounge, watching as the Earth slips away below. Mr. Delbrueke is Belgian, and the owner of a Gumme plantation in the Coprates. He is returning to Mars, having collected his daughter from the Swiss finishing school where she has just completed her education. Both he and his daughter are tall and good looking, though the scar on Mr. Delbrueke's face makes him look rather sinister. Both are very standoffish, and Miss Delbrueke will treat any attempted seduction with scorn.
Colonel Teddy Sanders and his Martian servant Tln'ta have the fourth cabin. They can be found in the bar, the Colonel swapping stories with Captain von Landsberg. The Colonel is the commander of the South Wales Borders, a British unit stationed in Syrtis Major. He is returning to Mars after extended medical leave on Earth, occasioned by wounds received during the Ground Cleanser Riots of 1887. He is a soldier's soldier, hearty and warm. Tln'ta is tall even for a Martian, well over seven feet, and is the Colonel's constant companion, usually standing just behind him. Tln'ta is a member of a Hill Martian tribe defeated in battle by the Borderers; he swore service to the Colonel after Teddy saved him from being bayoneted as he lay wounded.
The fifth cabin contains Mr. James Petherick* and his wife Sarah*. Mrs. Petherick's lady companion, Miss Judith Carruthers*, and the family servant, Miss Jones*, occupy the sixth cabin. Mr. Petherick will be in the billiards room, Miss Carruthers in the observation lounge; Mrs. Petherick (who is an invalid) and Miss Jones will remain in Mrs. Petherick's cabin. Mr. Petherick, about forty, is the owner of a small chemical wholesale firm; he will tell anyone who asks that he is taking his wife to Mars in the hope that the lower gravity and dry air will help her illness, from which she has suffered for over ten years. In fact, he plans to murder his wife in the course of the voyage and marry Miss Jones: see the section "Murder Most Foul"below for more details. Miss Carruthers is a typical maiden aunt in her late fifties; Miss Jones is pretty but not very bright.
The seventh cabin is shared by Mr. John Patterson and his wife, Dr. Anne Patterson. Mr. Patterson will be in the billiards room, Dr. Patterson in the gallery. Mr. Patterson is a sales engineer for the American firm Michelson's Analytical Computators, going to set up an office in Syrtis Major. Mr. Patterson will be quite critical of the design of the 80-88, the latest model from Imperial Babbage Machines (his company's chief competitor), and he will explain at great length how the machines of his company are much easier to use, due to their ratchet mechanism ("rat"for short) that allows the programing to be selected very easily. Mr. Patterson is also a billiards hustler, and will be happy to take the money of anyone foolish enough to play for cash. Dr. Patterson is a biologist, and she is looking forward to doing work on the life cycle of liftwood trees.
Lord Herring* shares the eighth cabin with Captain Douglas Fitzallen*, the officer in charge of the draft of troops in steerage bound for the 4th Royal Irish Dragoon Guards on Mars. Captain Fitzallen will follow around Lord Herring after they meet in the cabin. In fact, the real Fitzallen is dead, and the man taking his place is, in fact, that notorious Fenian terrorist Colonel Ian O'Reilly (see the "Plebians & Personages"column in this issue for details of his background). Colonel O'Reilly plans to hijack the Majestic and steal the gold shipment on board (see the "Mutiny!"section below for more details).
The ninth cabin is occupied by Lord Arthur St. Simon and his wife, Lady Felicity St. Simon. The pair will be found in the observation lounge. Lord and Lady St. Simon are ostensibly on holiday, and that is the story they will give out. In fact, Lord St. Simon is acting on behalf of a group of his friends in the house of Lords. They are troubled by the British Army's performance in the Oenotrian campaign, and his vacation is actually a fact-finding tour.
In the tenth and final cabin are Captain Michael "Stinky"Smyth and Captain Harold "Pongo"Jones, both British Army officers bound for assignment on Mars. They will be in the bar. They are both upper class chuckleheads, old friends of Lord Herring's in fact, and can be counted on to follow him in whatever sort of juvenille nonsense or pranks he thinks up. If Herring doesn't get with the program (see "Life Aboard"section below), Smyth and Jones can be used to egg him on.
Although the characters will not meet them until later, there are twenty NCOs and enlisted men in steerage. They are intended as reinforcements for the 4th Royal Irish Dragoon Guards. However, all but three of them are actually Fenians, secret members of the Army of the Republic of Ireland, a terrorist group. Under Colonel O'Reilly's leadership, they plan to hijack the Majestic.
After introductions are out of the way, ask your players what sort of routine they wish to establish. No doubt some of them will wish to study up on what to expect about Mars or attempt to practice a foreign language with one of their fellow passengers. The books in the ship's library are well suited to this purpose, with a wide selection of travel and natural history literature. The works are all popular in nature, however, so gaining a skill of more than "1"in any area is not possible.
One major feature of life on board should be a continuing series of pranks and stunts by Lord Herring. Exactly what he wants to do is up to him, but the sillier the better. Some suggestions you might want to make if the individual playing Herring is short of ideas include: wheelchair races, indoor cricket, stink bombs, and amateur theatricals. Stinky and Pongo will go along with anything Herring suggests, especially if it involves betting.
In the course of Herring's pranks, be sure that he either directly or indirectly offends Captain Fitzallen (aka Mr. O'Reilly). If possible, make sure it is Fitzallen's fault that he is offended. This is important for the next featured event, the emergency drill.
During the first day, the crew will instruct the passengers on the use of the emergency oxygen supplies and on what to do when emergency sirens sound. Two weeks into the voyage, just after Herring offends Fitzallen in the course of one of his pranks, there will be an emergency drill. In the early morning hours, an alarm bell will sound, and the passengers will be instructed to move from their cabins forward to the dining room. Lord Herring will awaken to the sounds of the alarm to find his cabin filled with smoke and his clothing gone. When he exits, the only door open will be that into the Ladies promenade, something he will not realize until he gets out and the door is locked behind him. Needless to say, this will cause rather a scandal. While it is certain that Fitzallen played the prank on Herring, no one else will believe it, and the ship's captain will confine Lord Herring to his cabin. To placate Captain Fitzallen, the ship's captain will also arrange for the Captain's things to be moved up to one of the officer's cabins, where he will spend the rest of the voyage.
Life will be duller but more sane with Lord Herring locked in his cabin. This should allow for some interaction among the other characters and their fellow passengers. One interaction in particular that should be encouraged is that between Mr. Smith and Mrs. Sarah Petherick. Mr. Smith's medical knowledge, which is based on traditional Chinese herbal remedies, is not sufficient to cure Mrs. Petherick, but he will be able to ease her suffering. Mrs. Petherick is very pleasant and sweet, but her illness has left her tired and weak. Allow her and Mr. Smith to become friends; it will make the impact of her murder all the more poignant.
Mr. Petherick's normal habit is to dine with his wife and Miss Carruthers in their cabin. He and Miss Carruthers then adjourn to the gallery, where they pass the evening playing cards, reading, or talking with the other passengers. They then retire at about eleven o'clock in the evening. All this is soon to change, however.
About four weeks into the voyage, Major McGrath and Mr. Hatherly will be awakened early in the morning by a knock on the door. It is the ship's first officer, who will ask them to dress quickly and accompany him. He will escort them to the private dining room, where they will meet the ship's captain, the ship's doctor, Colonel Sanders, and Lord St. Simon. They will be told that Mrs. Petherick was found dead this morning by her husband, who immediately roused the doctor. The doctor examined her and determined that her death was probably due to food poisoning caused by the canned lobster she had for dinner the night before. The ship's captain then asks the two of them to sit on a board of inquiry into the death, a purely formal affair given the facts.
The players may examine the cabin, and the three people at dinner with Mrs. Petherick can be interviewed. The accounts of Mr. Petherick, Miss Carruthers, and Miss Jones will be consistent. Miss Jones prepared the meal according to Mrs. Petherick's doctor's instructions, using ship's stores. She served it to the Pethericks and Miss Carruthers at the same time, and all of them ate the lobster soup, the mashed potatoes, and the date bread. Desert was then served. As usual, Mr. Petherick did not have dessert, though the others did. Mrs. Petherick then went back to bed, and the rest of the party left. Mr. Petherick and Miss Carruthers went to play cards in the gallery. Miss Jones did the washing up, and then worked on her needlepoint in the main cabin. The food was disposed of and dumped into the ether, as was the can the lobster came in.
A search of the dead woman's cabin will turn up nothing of interest, except for a piece of blotting paper that has the words "my wife"and "hundreds and thousands"on it in Mr. Petherick's hand. If he is questioned about it, he will say the words come from a letter he wrote to a friend in Australia (he has been using the voyage to catch up on his correspondence), and the phrases refer to the reason for his trip and to the prospects for business in the Crown Colony, respectively. However, if Wentworth is shown the blotting paper, he will realize that "hundreds and thousands"is a term used by cooks to refer to fancy cake icing. If questioned, Miss Carruthers will confirm that the cake had fancy icing, but that she scraped hers off since she is on a diet. The players should then have no trouble deducing the icing was poisoned by Miss Jones on the orders of Mr. Petherick. An autopsy and test of Mrs. Petherick's stomach contents by Mr. Hatherly will confirm that she did die of arsenic poisoning, whose symptoms are much like food poisoning.
As much as they might like to, the players can't stuff the evil pair of murderers out the airlock. The ship's Captain orders them confined, Miss Jones to her cabin, Mr. Petherick under guard by the soldiers down in steerage. They will face the Queen's Justice in Syrtis Major.
Six weeks into the voyage, after the murderers have been put away for a bit, there will be an early morning knock at everyone's door, all will be advised to dress, and they will be led to the observation gallery. There they will see a most curious sight. The crew will be dressed as High Martians, their faces painted yellow and with wings made from bedsheets under their arms. The strangest sight of all is that of Colonel Sanders, clad in some sort of strange robe with his belly protruding and seated on a mock throne. "I am Krag King Rumtiddlytum, mightiest of the mighty,"he says. "Who are these weak and worthless Red Men who wish to enter my kingdom? Do any of them know the secret password?²
At this point the players will probably realize that this is one of those "crossing the line"ceremonies they've heard about. Derived from the ceremonies performed when sailors cross the equator for the first time, those on their first trip to Mars are joshed by those who have been this way before.
Lord Herring will no doubt wish to pretend he knows the secret word, even though he doesn't. He or anyone else who guesses will inevitably be wrong, and will be punished by a swat on the behind with a Martian Toothpick (a cricket bat, if you must know). The King will then decree that they will all be his slaves forever, and all the fake martian warriors will smile and smack their lips. Just at that moment, however, the ship's engineer, loaded down with tools of all sorts and wearing a light bulb on his head, will rush in. "I am Thomas Edison,"he says, "and I know the secret word!"He will then whisper something in the Kings ear. The King will look sad for a moment, but then he will cheer up. "If you are not to be my slaves, then you must be my warriors. You must pass the Ancient Tests!²
The crew will then bring out buckets of water and bags of sand. To be a Martian warrior, it seems, you must swim the canal and cross the desert, which here involves sticking your head in a bucket of water, and then rolling about in a pile of sand. After everyone has done this, accompanied by gales of laughter from the crew, the King will pronounce that they have passed the test, and they now may drink the sacred "Martian Elixir,"which turns out to be gin and Tabasco sauce straight up. Once all the silliness is out of the way, the crew will pass out High Martian wings for those that want them, and give everyone a certificate signed by Krag King Rumtiddlytum welcoming them to his domain and proclaiming them Martian Warriors in good standing.
The rest of the voyage will pass uneventfully. The Majestic will enter orbit about Mars after 84 days of travel. As the crew prepares to stow the solar boiler so that the ship can enter the atmosphere, lunch will be served. The ship will be facing nose down towards the planet surface, and the spectacular view streams in through the forward windows. After the meal, the passengers are encouraged to gather in the gallery (Mr. Smith will be washing dishes in the kitchen), where Colonel Sanders proceeds to lecture about the various land forms to be seen below. It's all so exciting: Mars at last!
Frau von Landsberg, the only one in the gallery more interested in the stars than in Mars, will be over to one side looking out. After the Colonel has lectured for some time (this would be a good opportunity to get out the map from the front of the Space: 1889 book and tell the players about the British Crown Colony), she will be heard to ask a crew member if it is usual for ethernauts to work so close to the front of the ship. This question will be almost immediately followed by a scream from Frau von Landsberg. The players will no doubt rush over to the side window, where they will see an ethernaut floating outside, his airhose cut and his faceplate shattered. Just as they take this in, they will hear a loud explosion that seems to come from somewhere above.
What has happened is fairly simple. O'Reilly (Captain Fitzallen), with knowledge of the ship's systems he has gained over the last few weeks in conversations with the crew, has conceived a plan. His first step just after lunch was to sabotage the speaking tubes leading from the bridge to the rear of the ship. He then unlocked the doors to the steerage section (as the commander of the troops he had access anytime he wished). The Fenians then overpowered the loyal soldiers among them. Arming themselves with weapons they had concealed in their steerage baggage, they then stormed the engineering section and the crew quarters. The crew, occupied with cleaning up after lunch and with stowing away the solar boiler, never had a chance. O'Reilly then signalled the ethernauts outside to come in, claiming there were problems in the oxygen pump. The ethernauts did so, but one of them became suspicious, and the Fenians had to cut his air hose (he's the one Frau von Landsberg saw). O'Reilly then put on an ethersuit, and placed explosives on the hull outside the bridge and the forward crew quarters. That was the explosion the players heard. O'Reilly is now entering the bridge to pilot the ship while his fellow Fenians stow the solar boiler.
Air is now escaping up the two staircases that lead to the upper deck. Anyone who is near them must make a moderate task roll against their agility to keep from being sucked out to their death in vacuum (be sure at least one NPC fails their roll so the players can see the effects of rapid decompression). There are bulkhead doors at the base of each stairway. Both must be closed to prevent oxygen from escaping in excessive amounts. Each round after the first is a progressively harder task role against endurance to stay conscious, i.e. Easy the second round, Moderate the third, and so on. Alternatively, the players can return to their cabins and close their doors; this is an Easy Agility task. Conduct movement normally; it is a Moderate Agility task to close the doors at the base of each stairway.
O'Reilly will have his men take the passengers prisoner once the ship has re-entered the atmosphere. As they are armed and the players are not, the conclusion should be a forgone thing. If the party somehow manages to overpower the Fenians (boy, you must be a generous gamemaster), O'Reilly will escape by parachute, vowing vengeance. As no one else on board can fly a ship this size (the best Lord Herring can do is keep it on an even keel), the Majestic will crash in the desert west of Syrtis Major. The severity of the crash depends on a task role by the pilot (presumably Lord Herring); Difficult level success means only minor bumps and scrapes, Moderate level means people are unhurt but every thing in the baggage compartment was destroyed (it cushioned the crash), Easy success means 1d6/2 damage all around, total failure a straight d6 all around. After the crash, go directly to the section "The Pyramid"below.
If the Fenians are successful, O'Reilly will land the Majestic at his secret base in the Astusapesmountains, and the passengers will be locked up. After a day or two, he will separate the surviving passengers and crew into three groups: Those who are British active duty or reserve officers or soldiers (this includes most of the crew, Colonel Sanders, Stinky, and Pongo), who he plans to keep to torture in amusing ways; women and those who are not British citizens (the rest of the passengers other than the player characters), who he will deliver to Syrtis Major by cloudship; and ordinary British citizens (the player characters!). O'Reilly tells the group that he is an honorable man, so he will not kill them outright, but he will give them only as much of a chance as the British Empire has given the Irish nation. He plans to drop them out in the desert with no food or water; if they can make it back to English civilization they are welcome to it. The players are then loaded into the cargo hold of a cloudship, and after what seems like forever but is in reality only a few days, they are set down in the middle of a trackless waste. As the ship rises, O'Reilly tosses them a light revolver and a box of six bullets. "I'm a merciful man," he shouts down. "Here's a bullet for each of you miserable English dogs to kill yourselves with."
The trip through the desert can be as hard or as easy as you like; given the high Foraging skills of the party they should be able to survive. They are in the highlands west of the Syrtis Major; exactly where is up to you. The encounter tables in the back of the Space: 1889 book can be used to run this part of the adventure.
Just prior to reaching civilization, the party will experience a sandstorm, forcing them to stop for a day. The next morning, they will see something sparkling in the sun in the distance. If they investigate they will find a small golden metal pyramid about two feet high with a crystal on the top. If they dig down it goes for as far as they can dig with their hands. They can't injure the structure with anything they have with them. Given their lack of supplies, they will no doubt press onwards, making note of the location of the pyramid.
The Syrtis Major canal lies only fifty miles or so from the pyramid. Once they reach it they will be met by a patrol out looking for them (Captain von Landsberg notified the British government of their predicament as soon as he reached Syrtis Major). A gunboat will be summoned by telegraph, and the party will be taken to Syrtis Major, to be met by a public celebration and the attention of all the newspapers.
What is buried under the Martian sands that requires such a durable and attention-getting marker? Who will pay for the expedition to learn its secrets, and how can the expedition be protected from the savage Hill Martians? More importantly, where is Colonel O'Reilly and what is he going to do with all that gold? Tune in next issue for Part Two of the Transactions Campaign: "Secret of the Pyramid."
Posted Tuesday, 30-Jun-2009 20:37:22 EDT