The Marches Adventures 1-5
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The Spinward Marches¸ out on the Imperial frontier¸ is a borderland sector where even the humble can find great fortune and exciting voyages. Marches Adventures 1-5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe¸ while showcasing the Spinward Marches and some of the worlds within.
Inside you will find:
High and Dry: A classic adventure designed to kickstart an entire campaign. The Travellers have been gifted a detached duty ship by the Scout Service¸ which will be theirs to use as they see fit. The only catch is... they will have to find it first.
Mission to Mithril: The Travellers land at a rudimentary starport¸ only to find their vessel disabled and the base strangely empty. As they explore¸ a distant distress beacon is detected¸ but reaching it requires an overland trek. Having located the survivors¸ the Travellers discover their problems are only just beginning...
Search and Rescue: Working search and rescue in the Gorram system is a complex business. Gorram is Red Zoned to protect its emerging culture¸ with passing ships directed to refuel at Gorram Station. For the Travellers¸ a contract to run the search and rescue operation is a legal way to bypass the interdiction. After weeks of patrols¸ the Travellers receive a GK signal. A ship is in distress¸ somewhere in the Red Zone. The ship is crippled¸ its occupants in mortal danger¸ and the Travellers must act fast to save them.
Artemis Wept: The Travellers are delivering a breeding herd of critically endangered animals for Project Artemis¸ located on the backwater world of Pyramus. There they can relax and enjoy the pleasures offered - dinner with the local noble¸ pony-riding in the countryside... and saving an entire species from extinction.
Safari World: A wealthy industrialist needs a qualified crew to accompany him on a hunting expedition to an uncharted world. His prey? A magnificent and mysterious trapper species said to roam the planet. The safari takes on a new dimension when the Travellers discover they are not alone. The residents of 567-908 have eluded discovery for their entire existence¸ and now that they have been found¸ they might just be the key that helps the Travellers find their quarry.
