Caravans of Mars
Caravans of Mars
Caravans of Mars
Caravans of Mars
ALL ACROSS THE FACE of Mars, caravans follow the trace of dead canals carrying
passengers and goods to the remote cities of the desert. Caravans of Mars provides
extensive rules for running caravan journeys, background information on the Great
Eastern Desert and its fierce nomadic inhabitants, and a complete adventure ideal for
introducing players to this dangerous and colorful environment.
Table of Contents
Eastern Desert 4 Caravan Life 24 An Expected Warning 40
Leadership 4 Pack Animals 24 Camp Stories 41
Council 4 Order 24 Sacred Burial Mound 42
Language 5 The Camp 25 The Legend of Uriah Tu 43
Customs and Culture 6 Feast of the Onset 25 A Warlord's Toll 44
Courtship 6 Caravan Wagons 26 Road of Omens 46
Shelter 6 Water Wagon 26 Backtracking 47
Attitude Toward Humans 7 Medical Wagon 27 Half Way 48
Tests 7 Animal Supplies 27 Yulta 48
Religion 8 Caravan Encounters 28 Anointment Ceremony 50
Desert Shamans 8 City Encounters 28 Assassin 52
The Shaman Character 9 Character Encounters 28 The Warrior Prince's City....54
Combat 10 Special Caravan Events 30 Kur's Rabble 54
Weapons 10 Stampede 30 Aubochon 56
Armor 11 Bush Monkey Attack 30 Refuge in the Palace 58
NPCs in the Eastern Desert.. 12 Wreckage 31 The Palace 60
A Warlord's Camp 16 She-Devil 31 Ground Floor 60
Desert Encounters 18 Second Level 61
Animal Encounters 18 Caravan to Aubochon 32 The Meditation Room 61
General Encounters 19 Syrtis Major to Alclyon 33 The Hangar 61
Desert Animals 20 The Caravan Described 34 The Finish 62
Bush Monkeys 20 Guards 34 The Grateful Crown 62
Durge Flies 21 Caravan NPCs 36 Other Adventure Ideas 62
A Pair of Warnings 40 The Zephyrian Spice Trade...62
Travel by Caravan ....22 The Talisman 40 Caravans in Eden 63
GDW
EASTERN DESERT
dictates, lords and chiefs from sev- men" from Earth. If no resolution council and return to their homes to
eral tribes will gather on neutral is achieved, the tribal leaders then plan battle strategy. Ironically, as
ground to iron out any problems they decide whether they will just disagree ruthless as the desert nomads are in
may have. These problems would in- on this issue or if it is worth going regard to the British, they have a
clude boundary disputes, courtship to battle over. If a battle is imminent, staunch code of honor among them-
debates, and dealing with the "red the leaders are allowed to break selves.
GDW
CUSTOMS AND CULTURE
COURTSHIP
COURTSHIP CAN be a very im-
portant tool to the tribal leaders, as
it helps reinforce boundaries, seal
alliances, and ensure at least some
continuation in the family line—the
very strength of the tribe. Courtship
among the Desert Martians is a se-
rious affair. The young male Mar-
tian must first meet the approval of
the intended's mother. The mother
must then speak with her spouse,
who presumably will know some-
thing of the youngster's reputation.
If both parents agree, the male may
begin his very formal ritual of public
meetings—the actual courtship—in
front of the female's family tent. As ear lobe. This serves several pur-
this progresses, he may eventually poses. First, it prevents separation SHELTER
bring along a huge blanket, under due to petty squabbles or boredom. ONE OF THE more interesting as-
which the two young lovers may con- Second, it shows that the female is pects of the desert nomads' existence
verse in private, as long as they are true to her tribe and not afraid to lose is their living quarters. They most
in full view of the tribe. a little flesh in order to expose a often live in huge tents of an oc-
In courtship, it is not necessary for coward, a cheat, or a lazy warrior. tagonal shape with low roofs. The
the parents to be offered trade goods Third, and most important to all of tents are made of assorted skins
for the young wife, but the male must those single males in the tribe, it pro- woven together in a manner that
continually prove his inner self, his vides something of a warning to pro- makes them appear seamless and air-
bravery, and his belief in the tribe spective future husbands that this tight. The living quarters were ori-
and its chiefs. Any time a husband spouse could be trouble (there are all ginally created to be transportable;
proves unworthy, the wife may seek kinds of jokes among the men about the nomads use a menagerie of ani-
the counsel of the shaman to have the females with so many notches they mals to haul their homes and belong-
marriage ended. have no ears left). Unfortunately, the ings during tribal migrations across
This is a very serious matter, so male spouse does not have the same the desert. The tents are supported
much so that the complaining female recourse. He is expected to endure by flexible poles and rods, and the
must sacrifice a fleshy section of her any marital hardships. larger dwellings could comfortably
CARAVANS OF MARS
TESTS
THE DESERT nomad young-
sters must pass a rigorous test
before they can move into adult-
hood. This test has three parts,
each designed to test different at-
tributes. The first is the agility
test, in which a hopeful warrior
must stalk and then outrun, or at
least keep up with for a distance,
the swift eegaar, occasionally en-
countered near the watering areas
of the desert wastes. This is, na-
turally, a test of endurance as
well. As the eegaar has a short
endurance, most strong Martians
can keep up, and those who can-
not are quickly dismissed.
The next test is one of patience.
The young Martians are given
any one of a variety of tests that
would tax one's patience. A test
may be as tedious as hanging
from a pole by bound ankles, or
as simple as being told to wait
and not move from a bench until
the chief returns, only to have the
house three families. Like the tents
nomads toward the tiny people from chief go home for the night.
of Earth's nomads, the Martian tent
Earth are as numerous as the number The final test is one of the soul,
sports a smoke hole in the center of
of tribes among the dunes. Some as the young hopefuls are left at
the roof to allow a fire for warmth
lords welcome the humans for their night far away from the campsite
and food preparation. trade goods and knowledge. Some where, without food or water,
British science has speculated a
despise the "red men" as intruders they must confront their own
great deal on the importance of the
and despoilers, while still others see weaknesses. Perhaps they will be
octagon shape to the Desert Mar-
them as simply a harmless novelty. visited in the night by a desert
tians. Not only are their dwellings
The nomads of the eastern deserts creature (always considered a
this shape, but many aspects of their
seem to favor two human trade good omen). The next morning,
lives utilize the octagon. Jewelry, ar-
goods: cigars and binoculars. They each young hunter must tell the
mor, basic camp setup, battle forma-
will always try to trade for rifles, but chief of the hunt and the tribal
tions, etc.—all hold the basic eight-
the British frown on that. The Amer- shaman of his experiences and
sided circular pattern. icans are not as particular, however, what he has learned about him-
and have been criticized frequently self. Then the chief and shaman
ATTITUDE by other countries for what those decipher the experience and
TOWARD HUMANS countries see as their lack of good decide upon the youth's future.
THE ATTITUDES of the desert judgment.
GDW
RELIGION
In battle, the shaman will often signed treaties, etc. This staff is used
ride alongside the lord or the war just as a standard is for the British
chief, depending on whether the bat- armies. As with all the desert no- PLAYING THE
tle is worthy of the lord's presence. mads, the shaman rides a gashant SHAMAN CHARACTER
He will also be the most protected of with the best of them. He may have THE SHAMAN is played like
all the warriors, as it is considered just as much fighting spirit as the any other character. His actions
a bad omen to let your shaman die warriors, or may preach peace and are really up to his player's own
or, worse, be the Martian standing fellowship with the humans. But he whims and desires. Although in
closest to him if he does die. (It is is still a Martian of the desert, and some instances a shaman NPC
considered the duty of all the war- in his blood sings the battle cry of may appear to be an evil muck-
riors to protect the tribe's shaman, 100 generations of warriors. raker, he may actually be trying
even at the cost of their own lives.) Medicine is very important to the to claim the throne for the one
While the shaman is allowed to be tribes, as the elements can be cruel person whom he considers to be
fully armed, he usually goes into bat- to the nomadic people of the dunes. the rightful heir. Remember, hu-
tle with only his blessing staff (a Whether good health is conjured with mans will often find the motiva-
length of wood that is believed to beating drums, great ceremony, and tions of Martians unfathomable.
have some magical significance) and chanting, or simply applied by a The shaman character should
a protective chestplate. The staff is minor balm or root, the shaman is in be created utilizing the Hill Mar-
decorated with bits of tribal history— charge of the administration of the tian generation system found on
scalps, medallions, fragments of tribe's medicine. page 178 in the Space: 1889
rules.
SHAMAN STATISTICS
Strength: 4-
Endurance: 2 +
Charisma: 4 +
Skills: Riding (gashant) 1,
Fieldcraft 1, Medicine 2, Thea-
trics 1
A shaman may have influence
over several groups of desert
people, or be solely committed to
only one. He will never accept
payment in any sort of money or
wealth, though he may accept
such things for the benefit of his
people. Bound to poverty, the
shaman will use his influence on-
ly for the betterment of others,
never for himself. A shaman's
enemies are the enemies of his
people. Of course, shamans have
no real magical powers except
those powers they are perceived
to have by people who believe in
their abilities.
GDW
COMBAT
GDW
NPCS IN THE EASTERN DESERT
GDW
NPCS OF THE EASTERN DESERT
Karkem Kubla
Kai Urukta (Veteran NPC) (Elite NPC)
rider and believes that a tribe can KARKEM KUBLA is every bit as
only survive when it is able to aggressive as the younger warlords,
mount and ride into battle. There- but his plans are well tempered with
fore, Urukta will always take a per- the maturity of his years. He has of-
sonal pride in the breeding, buying, ten spoken out against trusting hu-
or stealing of gashants. mans and warns all tribes not to lean
He is very interested in humans, on the new "colonies." He does not
even though he has never met one. consider the humans to be a part of
He is continually listening to the the divine plan in Martian life, nor
stories about the "red men" and all does he like them bringing their
the marvels that they bring with technology with them. Even at this,
them. Urukta is particularly in- Karkem Kubla will not turn his back
terested in their weapons, and how on the humans should they need his
powerful he would be if he could help in the desert, for he also knows
obtain such things. Kai Urukta is Kai Urukta and trusts him even less
always to be treated with great than he trusts the humans.
care, especially by humans. Motives: Boastful, Wise, Aggres-
Motives: Hatred, Arrogant, Ag- sive.
gressive. Appearance: Karkem Kubla is the
Appearance: Kai Urukta is oldest warlord of the desert. His hair
handsome by desert standards, with is a mass of grizzled gray, and wrin-
a mane of black hair, sharp fea- kles are trying to etch their way into
tures, and a permanent sneer on his his tough skin. His face and chest are
face. He is quite good with a ba- marred with claw marks, a souvenir
juy, and what he lacks in ability, from his younger days as a hunter.
he makes up for in sheer and utter The teeth of the steppe tiger that at-
ruthlessness. No one has ever de- tacked him still hang from a braided
feated him in a personal combat thong around his neck. The people
OF THE three most prominent challenge—at least no one who has of his tribe fondly call him "Old
warlords of the deserts, Kai Urukta ever lived to tell anyone about it. Tiger."
is considered the fiercest (and he Kubla loves to tell stories, espe-
is also quickly becoming the most Att. Skills cially when they deal with himself
powerful). Urukta has a genuine Str: 4 Fisticuffs 3, Throwing (and they all do). He will call meet-
hatred for the world around him 2, Close Combat 4 ings just to be able to tell of one of
and seems to truly enjoy the emo- (pole arm) his adventures. Humans might make
tion. He has fought hard to achieve Agl: 5 Stealth 4, Marksman- the mistake of becoming bored with
what he has and is not likely to let ship 1 (bow) this old Martian, and they will pay
it slip through his fingers. He is ar- End: 5 Wilderness Travel 5 for that. Part of the reason for the
rogant and condescending to the (foraging), Fieldcraft 2 story-telling ritual is for Kubla to
point of being cruel, and everyone Int: 5 Observation 4 weed out the people who do not give
under his rule is very cautious Chr: 4 Eloquence 3 him the respect of listening. He feels
when talking to strangers about the Soc: 1 Riding 3 (gashant), that someone who is not interested
ways of Kai Urukta. He is a good Leadership 2 in the wisest man in all the steppes
must not be worth dealing with.
CARAVANS OF MARS
GDW
A WARLORD'S CAMP
weapons are being repaired, and ar- The music, such as it is, fills the air.
rows and bows being constructed. At Reed pipes and drums provide the
either side of the camp are two food rhythm for the dances of the young
preparation places with low tables, Martians, which Victorian humans
stone mortars, and water buckets will find both intriguing and moral-
made from skins and held upright by ly disturbing. Food is served as
woven grasses. Two large fires are darkness falls, and the entire tribe is
nearby, making access from them to involved in the meal. Throughout the
the food area easy. Blankets, skins, festivities, the chief sits in a well
and squat, crude stools are placed crafted high-backed chair. It is ob-
A WARLORD'S CAMP around each fire. Twenty-five peo- viously out of place amid the barbari-
A TYPICAL warlord's camp is ple could sit comfortably around a ty of the camp. This "throne" places
laid out on the accompanying map on fire. An octagon is marked out with him well above the heads of all
the facing page. If the adventurers stones at the far end of the camp. The others, who sit on blankets and short
are planning to make a rescue at- caravan master tells the players that stools. During the meal, the chief is
tempt or engage in some other covert this is the combat circle for training ever the stone-faced warlord. He
operation, they should first learn the young warriors, as well as the spot contributes little to the conversation,
camp's layout and the location of the where challenges are fought. being content to listen to the British
sentry posts. Considering the armed The tribal leader appears from the officers talk of their adventures and
nature of the camp, such a probe largest tent and is met by a scar-faced encouraging them to drink the thin
could be very dangerous. If the play- warrior. The entire time he listens to wine he has served.
ers have been invited, they may no- the warrior, the chief is studying the Abruptly, the chief stands and
tice and remember the general layout humans with interest. The crowd of bows to the party, and leaves for his
of the camp rather easily. A typical Martians grows silent in his pres- tent, followed by an entourage. The
invitation scenario could be pre- ence, and a pathway appears amidst party winds down soon afterward
sented as follows. them as they make way for him. and the adventurers are shown their
The humans and the caravan Slowly and deliberately, he walks quarters, a large tent with a small
master enter the camp flanked by toward the humans. It is easy to see central fire. If they try to explore the
young warriors. The entire camp why he is a leader. He is aware of camp, they will see a pair of armed
turns out to see the travellers, tug- his own presence and makes the most guards standing outside their tent.
ging at their clothes and eyeing their of it. The chief looks at his new The next morning, the chief greets
equipment and weapons. The master guests and takes in everything from them and wishes to see a demonstra-
warns the party to stay calm and mustaches to brass buttons. At last tion of their weapons. The players
smile often, even though they are be- his eyes fall on their weapons, and will oblige for the sake of diplomacy,
ing treated like a new life form. Any he smiles. He speaks to the caravan shooting at targets. The war chief
human women in the group are given master briefly, then turns to his peo- then asks to see one of the British ri-
particular interest, since they are ple and makes an announcement that fles. He shoulders the weapon, aims
probably in the minority and will the humans are welcome and that a and fires once, not even hitting the
stand out. Naturally, the male hu- feast must be prepared. target. He looks at the target, though,
mans will act protective, and this will The tribe immediately begins prep- grunts and nods, then hands back the
be met with aggression. One or two aration. Eegaars roast over the fires, weapon to its owner. He then walks
of the young warrior-hopefuls may along with other food. The young away without so much as a word, and
even try to taunt the men into action. warriors show off their skills in the the caravan master tells them that
The camp is composed of about 20 combat circle. A few still taunt the they have been dismissed. On return-
large octagonal tents that form a humans but the caravan master warns ing to the caravan, the party will find
rough outer ring. Small work stations the adventurers not to try the war- that nothing has occurred out of the
are all about. Hides are being tanned, riors for fear of the consequences. norm.
CARAVANS OF MARS
GDW
DESERT ENCOUNTERS
roogies) passes the caravan. If left caught eating and frolicking. At the
DESERT ENCOUNTERS alone, they will keep right on going. first sign of danger, they will ball up
DURING A long caravan journey If bothered or frightened, they may and remain utterly motionless. If
through the desert, the referee may attack one of the pack animals (roll bothered, they will only attack with
need to administer an added side one die; they will attack on a 1, 2, as much force as needed to repel the
adventure. The referee shouldn't or 3). enemy.
worry about his group encountering 2. A herd of eegaar is running 5. A herd of ruumet breehr is in
an occasional distraction. Below are alongside the caravan about 40 yards the distance, grazing and bothering
the encounter charts for the desert. out. This would be a good opportuni- absolutely no one. The caravan
Roll one die. ty for fresh meat if the party is so in- should try to pass quietly, as a
clined. But they will only get off a stampeding herd makes a mess of
ANIMAL ENCOUNTERS few good shots, as the herd will caravans.
Die Roll Result sprint off when the first round is 6. Wild gashants roam freely
1 Roogie Pack fired. Pursuit through the sand would across the steppes. Should one of the
2 Eegaar Herd be difficult and time consuming. Un- players decide to try to catch his own
3 Steppe Tiger less the caravan is in terrible need of wild gashant to train, he may find
4 Bush Monkey food, the caravan master will forbid that a gashant's kick demands more
5 Herd of Ruumet Breehr it. respect than he had bargained for.
6 Wild Gashant 3. A steppe tiger is feeding on a Also, bandits in search of new
fresh kill, so it is not likely to disturb mounts often track gashant packs for
ANIMAL ENCOUNTERS the caravan. But it is clearly not days at a time. At the referee's dis-
DESCRIPTIONS afraid of the caravan either; so if any cretion, bandits may spot the caravan
THE FOLLOWING apply to the players try to shoot it, their first shot while going unnoticed themselves.
Animal Encounters table. had better count. They may attack later that night or
1. A roogie pack (with about 30 4. Bush monkeys will actually be later in the week.
CARAVANS OF MARS
and stomach cramps make one wish wind like a miniature tornado. It
GENERAL ENCOUNTERS he were dead. The real danger comes causes no real danger unless things
Die Roll Result from dehydration, which could cause were not well tied down, in which
1 Remains an even weaker state that could prove case anything weighing less than a ri-
2 Disease fatal. All characters in the caravan fle will be sucked up by the wind and
3 Sandstorm should roll one die; on a 5 or 6 they carried off.
4 Devil Wind have contracted the disease. Anyone 5. For some reason, food sudden-
5 Food Loss contracting the virus will have his ly has to be rationed. It could have
6 Bandit Attack Strength and Endurance (and all as- been lost due to a bandit raid, stam-
sociated skills) reduced by one until pede, theft, or whatever fits the cur-
GENERAL ENCOUNTERS the end of the current week's travel. rent adventure. Rationed food means
DESCRIPTIONS 3. Sandstorms can literally bury a angry and frightened people. This
GENERAL encounters follow. caravan or other group in a matter could lead to hoarding and theft of
1. The remains of a human expedi- of hours. Roll for the severity of the what little food is available, as well
tion are found. The remains are not storm: The result of rolling one die as outbreaks of violence.
fresh, and the equipment has been is the number of days that will be lost 6. Bandit attacks are common and
picked over. The players assume that digging out of the storm. Caravan easily repelled, as few bandits have
the expedition was French, based on drivers have devised means of pro- the superior firepower of the players
the journals and equipment that are tecting animals and cargo with their and caravan. Every PC should roll
left. Nothing can really be discerned wagons; the caravan will only lose a die; a 1 means the player has to
from the skeletons, except that one time from a sandstorm, but combin- make a saving roll against at-
has a bullet hole in its skull. ing this mishap with a bandit attack tack—whether missile or melee. Of
2. Disease takes its toll as a strange might liven up the adventure. course, at the referee's option, such
virus runs through the camp. The 4. Devil wind will strike occa- encounters may be played out in-
disease is not fatal, but the nausea sionally, whipping up a great gust of stead.
GDW
DESERT ANIMALS
GDW
TRAVEL BY CARAVAN
=CARAVAN ROUTES
GDW
CARAVAN LIFE
of weight for its size, and it is used as tame as the pack animal is, its
CARAVAN LIFE across Mars because of its dependa- brother in the wild is skittish and can
CARAVANS ON Mars have ex- bility. Special racks are constructed stampede without warning.
isted since the first canals began dry- to fit the animal so that the baggage
ing up. The routines of the caravan weight is distributed evenly over its ORDER
masters and wagon handlers have back. Usually, space for a rider is THE FIRST PART of the illustra-
changed little since those times, as provided. The ruumet breehr is tion on this page shows the order in
they are firmly grounded in the steered by a giant headpiece con- which the caravan train will pro-
availability of animals and materials nected to reins of leather or hemp. gress. To circumvent any chance of
to make the treacherous journeys When a rein is pulled, the beast stampede, the ruumet breehr pack
where canals no longer go. moves in that direction (just like a animals are spaced between wagons
horse). The heavy headpiece is often as much as possible. This arrange-
PACK ANIMALS utilized as a battering ram or a lever ment makes the caravan a little easier
THE RUUMET BREEHR is the for lifting and pushing. The ruumet to control. The cook, provision, and
most versatile animal on Mars. The breehr, because of its docile nature, water wagons are divided evenly
beast can carry an incredible amount is in wide use throughout Mars. But throughout the center portion of the
CARAVANS OF MARS
train, with the caravan master's wag- main within the circle, while posts eight people. Usually each tent will
on almost exactly in the middle. This are placed at eight points outside the have its own fire. Inhabitants of each
positioning and spacing helps protect circle proper, with five guards at tent are assigned a time when they
the wagons in case of attack. The each post. Two guards ride the pe- line up at the cook wagon, thus keep-
guards are shown relative to the rimeter, checking with each post in ing the waiting to a minimum.
caravan. For protection, the humans turn. The pack animals are corralled Everyone assigned to a tent is in
and players will ride close to the in a portable stable—a large structure charge of taking care of it. Not tak-
caravan master's wagon, and the of stakes supporting a net-like web- ing care of your share of duties is
guards will not allow them to wander bing that can be taken down each looked down on by other travellers,
too far from this position. morning, rolled up, and stored. but the player characters may think
The second part of the illustration to hire one of the young Martians to
shows the relative position of the THE CAMP do the labor for them. This, of
caravan at night as the characters CAMPING ON THE trail is not course, is in the true British spirit and
make camp. The wagons will be as uncomfortable as travelling. When will be fully anticipated by the Mar-
pulled into a tight circle, with the the caravan sets up camp at night, tians. At dawn, everyone will be ex-
water, provision, cook, and medical lavish tents are erected, and simple pected to strike camp and load up.
wagons in the center with the caravan but comfortable furniture is unfold- The caravan master will not want to
master. Most of the guards will re- ed. The tents are large and can house hold up the caravan for one late riser.
GDW
CARAVAN WAGONS
CARAVAN WAGONS
AS MENTIONED before, the
average Martian wagon is low and
wide, with extra-wide wheels to tra-
verse the loose soil of the steppes.
The structure of the wagon allows an
incredible amount of storage space
for stackable goods.
mm
Besides the typical merchants' and iron springs. About six people might tell a little more than they
wagon, several wagons are assigned can live comfortably in the master's should.
special tasks. Of course, the cook wagon. Steps were built into the side
wagons are fully supplied kitchens on of the wagon to allow entrance. The WATER WAGON
wheels. Behind these will be the four "rooms" in the wagon are THE WATER WAGON was in-
supply wagons, which hold the pro- separated only by strings of hanging vented by the Martians, even though
visions for the trip. The bulk of the beads. Though caravan masters are many humans have tried to patent the
supplies are dried or dehydrated so typically hard and stern men, they creation. A water wagon is a necessi-
they will be safe for the trip. Most obviously appreciate comfort. Pil- ty on long trips, if the travellers hope
of the food Martians eat is considered lows and cushions are scattered all to survive. The water wagon is ba-
too spicy by human standards, so about, as are incense burners and oc- sically a giant water bucket on
players—if experienced—will know casional bird cages (in which bril- wheels. Shaped like all the other
to take their own food. If not, then liantly colored birds sing). In one wagons, the wooden "pan" is sealed
they may be in for a shock, at least corner is a small kitchen, where all and watertight. Attached to the wag-
a gastric one. (The referee may the master's meals are prepared sep- on is a giant umbrella that is ribbed
decide if the caravan master thought arately from the rest of the caravan's. and unfolds to cover the whole wag-
of his human passengers or not.) The wagon is so heavy that it takes on. During the day, the umbrella
What this means is that preparation two ruumet breehrs to pull it. folds up and lies down to protect the
for mealtimes will be long, as the Every caravan master has several water from evaporation. At night, as
Martian food will have to be soaked aides. They include a bookkeeper, a the caravan makes camp, the um-
or cooked for quite some time before cook, a messenger (who keeps the brella is unfolded and draped over
it assumes an edible status. caravan master informed of the latest the wagon. As the temperature cools,
The caravan master's personal news up and down the caravan), and water condenses in the umbrella and
wagon, jokingly called "the comfort a personal servant. Caravan masters drips down to collect into the wagon,
wagon," is perhaps the largest wag- also often have some young Martians supplying the camp with water. This
on on the whole train. It is generally who run odd errands for them. All technique is copied from the desert
twice as wide as any other merchant these aides are loyal to the master— insects, many of which use their
wagon, and is supported by struts although if pressed, the young ones carapace to condense water out of the
CARAVANS OF MARS
morning air in the same manner. serves the entire caravan, and it is
along the route (the spotty desert
Two of these wagons are on the equipped to treat most common Mar-
brush supplements their diet). Both
journey. The Martians do not depend tian ailments. The wagon has enough
the gashants and ruumet breehr can
entirely on the wagons, as they are supplies to treat anything up to and
go for days without water, but their
often the first thing bandits will at- including minor surgery. While the
endurance will diminish gradually,
tack; the Martians carry a large per- humans will find what they may need
affecting their performance. There-
sonal supply of water as well, to sup- on the wagon to administer first aid
fore, the animals are well tended by
plement the water wagon. Water to their own, they would do well to
a handful of young Martians, who
quickly becomes the most prized carry additional supplies.
watch over them and report problems
commodity in the Martian deserts, to the caravan master. Keeping the
ANIMAL SUPPLIES
and the supply is well protected. animals in good health is of basic im-
WAGONS OF animal fodder and portance to a caravan, as without
MEDICAL WAGON water follow the provisions wagon. them goods and wagons may have to
ONLY ONE MEDICAL wagon The animals are allowed to graze be left rotting in the desert.
COMFORT WAGON
STORAGE
LIVING ROOM
ENTRY WAY
BEDROOM
BEDROOM
GDW
CARAVAN ENCOUNTERS
Drunk: The drunk is also a com- and question them because of any in-
CARAVAN ENCOUNTERS mon sight in the cities. He can be any cident involving a human. After all,
AT THE BEGINNING of any car- number of things: the friendly, humans all look alike to the Mar-
avan trek across the sands, encoun- laughing fool; the sad, jilted boy- tians.
ters of many kinds can alter the friend; the mean fighter; or the pre- Young Martian: A youngster
character of the adventure. At any tender, who plays the game only to adopts one of the player characters
point along the caravan's route, es- gather information that may be use- and won't go away. He may be a nui-
pecially at cities and towns, the ful. sance or helpful, or both. He will cry
referee should consider implement- Assassin: The assassin could also whenever the character tries to leave
ing any number of these encounters. be many things. The players could him.
Also, you may wish to create your witness an assassination and pursue
own encounters for these tables to set the killer. Or the reverse is possible: CHARACTER ENCOUNTERS
the tone of a particular caravan ad- The players have to run because they Die Roll Result
venture. are the only ones who saw the killer, 1 Missionary
and he is after them. 2 Big Game Hunter
CITY ENCOUNTERS 3 Old Martian Scavenger
Die Roll Result 4 Nomad Hunters
1 Beggar 5 Young Martian Warrior
2 Drunk 6 Lost Explorer
3 Assassin
4 Street Merchant CHARACTER ENCOUNTERS
5 City Guard DESCRIPTIONS
6 Young Martian THE FOLLOWING section de-
tails character encounters.
CITY ENCOUNTERS
DESCRIPTIONS
THE FOLLOWING section de-
tails city encounters.
Street Merchant: All city adven-
tures would be incomplete without
the city merchant. He is the shifty,
silken-voiced wonder who always
happens to have just what you are
looking for, whether it is goods or
information. He will bow, scrape, Missionary: The missionary is
and be the loyal servant, then sell travelling the land trying to find those
everything he knows about you to who will join him in looking for the
Beggar: The old beggar is like so your mortal enemy. "true way." So far, he hasn't been
many others you would meet—every City Guard: The city guard is of- very successful, as only a small Mar-
city has them. He is thankful for a ten the heavy in an adventure, sim- tian boy accompanies him, riding on
handout but hateful if you ignore ply because he happens onto the the back of the gashant that pulls a
him. Never ignore the beggars, for scene after all the action has occurred meager wagon full of supplies. The
they are the eyes of the street. Of and the real guilty party has left. The priest is worn and perhaps a little rat-
course, the players may be taken for city guard may be a true-blue loyal- tled due to the Sun. He tells the play-
an easy mark if they are too gen- ist, or his loyalty may only be as deep ers that the deserts are godless and
erous, and every beggar in the street as his pockets. Chances are that the that all humans should beware the
will follow them around. guard will stop any human characters devil-spawned steppelords.
CARAVANS OF MARS
Big Game Hunter: The big game Lost Explorer: The lost explorer
hunter is on full safari and has about is in sad shape. He is ill from ex-
20 humans and Martians toting his posure and will die shortly. He is
kills around. The hunter has bagged German, and unless someone can
a few impressive pieces, and the par- speak German, his adventure is lost
ty must watch as the hunters' spear forever. If one or more of the players
carriers parade by with their poles, speak German, then he will tell them
hoisting eegaars and even a steppe Nomad Hunters: The nomad that he is an archaeologist and that
tiger. As the hunter strolls by, his hunters will not be afraid of the his expedition was ambushed by a pi-
clipped British accent highlights the caravan, and will even be friendly rate ship. His group had nothing of
story of his hunt and his near run-in unless they see the humans—then value, so it seems that the attack was
with death embodied in the tiger. He they will be very curious and full of purely a destructive one. The Ger-
reveals that he is really in search of questions. They will discuss the route man says that his soldiers put two
the fabled bronze tiger of the deserts. ahead with the caravan master and solid rounds into the pirate ship, but
He invites the party to go along with tell him that the road is clear until he rounds of what will never be known,
him and offers to split whatever prize reaches Kai Urukta's domain. The as he dies even as he speaks. He also
money may be had in bringing the warlord has set up a blockade and warns the adventurers to avoid the
beast in. demands tolls from all who pass. sacred mound of the dead.
GDW
SPECIAL CARAVAN EVENTS
minister aid before the caravan can clears, the baby bush monkey is no-
SPECIAL CARAVAN EVENTS move again. The referee should de- where to be seen; its rope has been
REGARDLESS OF the specific cide how much damage has been chewed through.
caravan, its destination, its origin, or done, depending on just how bad the
its cargo, caravans all come upon the situation is (food, personnel, and
unexpected. The dunes and patchy animals) at this point.
grasslands of the deserts are home to
myriad inconveniences which may BUSH MONKEY ATTACK
beset a caravan. These are presented ONE OF THE humans tries to
for use by the referee whenever the capture a baby bush monkey to sell
caravan's progress seems too easy. to a university back on Earth. He
assembles a few men, and they net
one while the herd is in its "bailed
hay" mode. The mother bush mon-
key is furious, and she attacks the
men and has to be killed. The human
and company bring the little bush
monkey back to the camp and tie it
to a wagon, where it screams in ter-
ror.
Toward dusk an unnerving howl-
ing begins around the perimeter of
the camp and increases in intensity
for about 15 minutes. The adventur-
ers grab their guns, and the guards
are alerted. The caravan master tries
to convince the human to let the bush
monkey go, but he won't give up his
STAMPEDE prize to a "bunch of howling ban-
AS THE CARAVAN travels shees."
along the road, the adventurers see The players can hear the thump-
a dust cloud rising up from the west. ing of the bush monkeys as they beat
Soon the ground begins to vibrate, the earth. The pack animals are
and the animals grow nervous. Their growing restless and threaten to bolt.
nervousness soon turns to real terror, Suddenly, with a howl, the bush
and they become harder to control. monkeys are over the wagons and
Fear violently grabs the adventurers' pack animals and into the camp. This
hearts as they see a herd of ruumet is one of those no-win battles where
breehr thundering directly toward nearly everyone in the camp will be
them. Try as it might to get clear, the hurt, either by the monkeys, by stray
caravan is going to have a hole gunshots, or by panicked pack ani-
punched through it somewhere along mals. Players should be asked to
the line. The stampede will unleash throw one die and make that number
total chaos on the caravan. Goods of saving throws. (If a player rolls
will be scattered and people and a 3, then he must save three times.)
animals trampled. It will take the bet- As fast and furious as the attack is,
ter part of a day to clean up and ad- it ends just as quickly. When the dust
CARAVANS OF MARS
it is his caravan. Doubtless, the play- violence, the She-Devil will respond
WRECKAGE ers will argue the point, and even- by wounding characters using
THE SCOUTS come galloping tually the master will agree to give unarmed melee attacks to knock
back from the horizon, reporting that in: 50 percent for him and 50 per- them unconscious. (See the Space:
they have seen a shipwreck. The cent for the players. If the players 1889 Referee's Screen booklet for
players and an expeditionary force push this too far, they will find temporary damage rules pertaining
set out to investigate. The players themselves on the end of a spear to unarmed melee attacks.) If she is
should take the appropriate equip- point with the master reminding them attacked with a gun or wounded with
ment for breaking into the ship nicely that they could easily disap- a melee weapon, she will retaliate
wreckage. It appears that the ship pear in the desert. with her two-headed spear until her
crashed to the ground slowly, leav- two steppe tigers appear a round
ing a furrowed wake nearly half a SHE-DEVIL later. The tigers will make a pathway
mile long. Pieces of the ship are IT IS NIGHT. The caravan is set- through the caravan, and all three
strewn about. The ship itself looks tled down for the evening. One or will escape, with the She-Devil
like it broke in half amidships, and more of the players are up for some riding on the back of a tiger.
the two halves are overlapping each reason, maybe a night stretch, and If the She-Devil is treated with
other, as if the bow of the ship hit find the She-Devil pilfering some respect, or at least decency, the
first, causing it to buckle and snap. delicacies from one of the supply referee may decide to use her later
The ship is irreparable, and the lift- wagons. as an aid to the caravan in a bandit
wood is useless. The wreckage has If the players are smart, they will attack or other incidents. The She-
been here for some time, as the let her go her way with whatever Devil of the desert is described on
bodies are nothing but skeletons. In- food she wants. If they initiate page 12.
vestigating the ship will be somewhat
dangerous, as the interior is a mass
of furniture, skeletons, and crates.
It looks as if the ship was either a
merchant or pirate ship, and was
loaded down. The perishables have
long since decayed and dried up. The
air is stagnant, though, and smells of
rotted vegetation. The crew must
have been very surprised by the
wreck, as it looks as if nothing was
secured. No logbooks or identifying
papers can be found. The nature of
the damage done to the ship seems
to indicate that the ship was probably
not in a battle. The adventurers find
what they believe to be the captain's
quarters, and upon searching the
rooms, they find a chest with a heavy
lock on it. When they choose to
break the lock, they find that the
chest is full of raw gems. The cara-
van master values the booty at about
£80,000. Naturally, he thinks that he
should get the chest, since, after all,
GDW
CARAVAN TO AUBOCHON
on the docket. This Khuratta fellow wish to impose some measure of ficers or diplomats, although scien-
comes highly recommended, but arm-twisting on the characters. One tists, merchants, and perhaps even
watch him, just the same. That's all, way or another, they are going by underworld characters could feasibly
men, and remember, you represent caravan to Aubochon. add to the flavor of the expedition.
the Crown!" Military players will set out from
"Caravan to Aubochon" is an SYRTIS MAJOR TO ALCLYON Syrtis Major, while other characters
adventure which involves several hu- THE PARTY will take a gunboat will join the expedition at the Feast
man characters on a mission for the to Alclyon from Syrtis Major, Brit- of the Onset (a tradition for all
British government. Ideally, British ain's territory. From there, the caravans) in Alclyon.
officers will be among those going characters must take the caravan "Caravan to Aubochon" deals
on the expedition. If not, the referee along the long-dead Haiuk canal, with what seems to be a routine
can either assign an officer NPC or now a trail through the eastern diplomatic mission, but it is one
invent circumstances that make of- deserts. Here they will encounter which could lead to a series of adven-
ficers unnecessary. many dangers and exotic things as tures involving some intrigue and a
The British government is always they travel to Aubochon, where the little mysticism. Player characters
expanding its influence on Mars, by warrior-prince awaits. The prince is will have a number of options to ex-
diplomatic means if possible. The in- not totally in the favor of the public plore discoveries along the way, with
vitation from a distant ruler has eye, however, and the player char- each adventure somehow dovetailing
opened the governor general's eyes acters may find themselves at odds into the next. Of course these singu-
to another opportunity to further with an entire city of peasants on the lar events may be used on the judg-
British interests, and he will do verge of revolt. ment of the referee.
everything possible to get an expedi- Players will also encounter the Remember that the players, while
tion there. He is reluctant to send an steppelords and their primitive, yet taking a caravan route that is some-
aerial expedition so far from British honorable ways. Some of the more what established, will be new to this
protection—most gunboats sent that compelling and dangerous events area of Mars. To them, danger ap-
far out never return. Besides, a could take place in the realm of these pears to threaten from all sides.
ground expedition might be able to tribes, as they are both fierce and Though Samon Khuratta and his men
open doors with some of the other proud. Many have never seen a hu- know the area of the route they tra-
savages along the route. man, much less contacted one. Friends verse, there may be very few, if any,
Any loyal British subject should be as well as enemies can be met within veterans of the route on this train.
honored to undertake this mission in the steppes. The player characters should not be
order to spread the goodwill of the As this is a mission of political and afraid to explore, but diving into a
empire on Mars. If the players do not administrative matters, it is advisable skirmish at the drop of a pith helmet
feel the same patriotism, you may that the players portray military of- could prove deadly for all concerned.
GDW
THE CARAVAN DESCRIBED
breehr, native to Mars, are much bet- pack animals, and others will pull the
THE CARAVAN DESCRIBED ter suited to the miles they will have wagons. Each wagon will have a
IT IS DAWN, and the red haze has to endure. driver and at least one assistant. Ex-
already cast its early glare across the Wagons are the main source for cept for the players and the charac-
landscape. Samon Khuratta is al- hauling goods; the Martians' wagons ters listed in the Caravan NPCs sec-
ready up and barking orders at the are wide-bodied, with wheels that tion, the rest of the caravan-goers are
Martians who are getting the beasts would appear unusually thick to Canal Martians. They will be some-
of burden in line for the trip. He humans. The wheels aid in easy what indifferent to the humans, hav-
seems no worse for wear from the travel over the loose earth along the ing dealt with them before. Messages
party the night before. The beasts, caravan route. Most of the wagons are relayed up and down the train
the large and hulking ruumet breehr are covered to protect against the either by mounted aides or by a type
and the swifter, one-man gashants, Sun. All the wagons are drawn by of semaphore code in which the mes-
complain and moan more than their either the massive ruumet breehr or sengers use their own sign language.
human and Martian counterparts. a trained team of gashants. Ruumet Samon Khuratta has a half-dozen
Horses are not allowed on the trek breehr will also be used as pack trusted assistants who keep him in-
across the steppes, as they are not animals, while the guards and the formed of the activity along the
considered hardy enough for the hard players will ride gashants. caravan. While Khuratta may look
journey, and steppe tigers have Fifteen wagons, including those like the joyful, careless type, he is
developed a taste for them because for provisions, cooking, and water very canny and is always informed
they are thin-skinned and easy prey. collection will make the trip. Ten of the condition of his expedition and
Gashants and the massive ruumet ruumet breehr will be used solely as the people in it.
Att. Skills
Str: 3 Fisticuffs 2, Throwing
1 , Close Combat 3
(edged weapon)
Agl: 3 Stealth 2, Marksman-
ship (bow 2, rifle 1)
4
End: Wilderness Travel 3
(foraging), Fieldcraft 2
Int: 2 Observation 1
Chr: 2 Eloquence 1
Soc: 3 Riding 2 (gashant)
*m
CARAVANS OF MARS
GDW
CARAVAN NPCS
THE FOLLOWING is a list of eree is free to add any himself. These ing information that the players will
characters who may be used as NPCs have been chosen because they could need, and even providing the inevi-
for the adventure. Not all the char- be a help to the referee in carrying table sacrificed hero to avoid losing
acters have to be used, and the ref- the story along if it should drag, leak- players.
GDW
CARAVAN NPCS
GDW
A PAIR OF WARNINGS
riors to allow the caravan to ride on. plains an old merchant man, blind in Elysium. He served as sage to many
If the players try to argue or take one eye. "I was but a lad, a guard rulers of tribes and cities until the
aggressive action, the warriors will on another caravan, like many of day when Dhon of Hyblaeus was un-
fight to the death. One of the war- you, many hundreds of miles from justly murdered outside his palace by
riors will ride for reinforcements. here near Aeolia. I had fallen victim his horrible brother, Miun.
Roll one six-sided die to determine to a terrible consuming disease, as The policies of Dhon, the cham-
how many days it will take him to had many on the ill-fated journey. To pion of cooperation with the nearby
be back with about 100 warriors. A save the caravan many of us were desert tribes, were soon replaced.
battle with this many desert Martians simply given up for dead and left in Soldiers under the leadership of Miun
will be nasty, and a number of the the baking Sun. I thought I was dead were soon on maneuvers through the
caravan animals and wagons will be for certain. But just as the cool desert, slaughtering villages of
no doubt be wiped out before the bat- predawn gave way to what I was cer- nomads and forcing them further out
tle is finished. tain would be my last blistering day on the scorched sands.
Khuratta will do his utmost to keep in the unforgiving desert, an image Their leaders killed or imprisoned,
the humans quiet in Kubla's pres- came up before me. I could barely the desert nomads rallied under the
ence. If necessary, he will have one see through sand-caked eyes, but I banner of the shaman Rhutep. He or-
of the guards use force to quell any knew it was her. She stood proud and ganized their counterattacks and
vocal human. Khuratta will explain tall, at once beautiful and terrible. eventually brought the battle to the
later that this was all necessary to She looked at me and touched me on gates of Hyblaeus itself. Standing in
keep Kubla's warriors at bay. This the forehead. Then she left a skin of the front of his desert host, Rhutep
might be the best time to explain to water and, having never said a word, raised his bow and cast out a single
the players that the desert Martians' was gone! My sickness vanished al- arrow, high into the air, and, guid-
feelings toward the humans are var- most instantly, and I managed to ed by divine powers, it sought out the
ied, and it would undoubtedly be make it to Aeolia. I was the only one heart of the evil Miun, killing him
wise to tread softly if they want to from the entire caravan to survive— outright. The army revolted, and
keep their heads. the rest were never heard from Rhutep victoriously entered the city
again. I swear it's true!'' at the head of his people.
CAMP STORIES Story Two: This is a traditional Rhutep reinstated the original rul-
MANY OF the guards and other story, memorized and passed along ing dynasty, selecting Dhon's infant
Martians on the caravan occupy for hundreds of years by word of daughter to become queen, and the
themselves by telling stories around mouth from person to person among shaman served her as regent. Once
the fires after a long day of travel. the desert peoples. she came of age, Rhutep returned to
The deserts hold a thousand stories, "The great shaman Rhutep worked the deserts, rarely to be heard from
so they will tell the humans, many simply enough among the people of again."
of them fantastic, many others quite
believable. It will be up to the
humans to decipher what truth they
can from these stories. In them there
are clues to the nature of the desert
and some aspects of this particular
adventure. The stories can be doled
out by you to the players as you see
fit—they are presented as a flavor-
ful way of getting some ideas across
without simply telling them.
Story One: "The She-Devil! I saw
her with my own eyes once," ex-
GDW
THE SACRED BURIAL MOUND
WEEK TWO:
SACRED BURIAL MOUND BURIAL MOUND
THE GUARDS from the right of
flank signal to Khuratta that they
have found something of interest. URIAH TU
Khuratta gathers six guards and two
aides, and sets out on gashantback to
investigate. He asks if the players
would like to accompany them. The
players should take provisions and
equipment as if they were going on
a short expedition. About 20 minutes
from the caravan route, the party will
find what appears to be a burial
mound. They may explore it (if they
know nothing of Martian culture), or
they may ignore it and play it safe.
If they do wish to explore the mound,
they will receive at least vocal op-
position from the Martians. They
will not like the idea of breaking in-
to what could be a sacred artifact. If
the party stops and observes the
mound, its members will find several
things.
At first glance, this appears to be
just a huge mound of dirt. Upon fur-
ther study, the adventurers will see
that the dirt and sand are actually
covering a stone structure, and on
that stone is a series of carvings.
Khuratta or one of his men will rec- the appropriate tools—ropes and King Arthur, though on a consider-
ognize the crude script of the no- levers. Once the mound is uncov- ably smaller scale. It is believed that
mads. After struggling for a few ered, the party will see a narrow cor- one day the warrior will rise to hand
moments, the party concludes that ridor. While the floor is nothing down his magic sword to a blessed
the inscription must read: more than hard-packed earth, the child. The caravan master shrugs this
walls are covered with paintings off as an old tale, but his aide warns
Here Lies The Holy One depicting a story—many battles, a him about mocking legends.
Resting Until His Return royal birth, a coronation, a Martian The party may continue into the
speaking to the masses, and other mound, which is nothing more than
Accompanying the inscription is a scenes that seem to indicate a great a large tomb. In the center of the
symbol some of the players will leader's life. Upon the referee's deci- room is a Martian corpse lying on an
recognize as the talisman from the sion, one of the members of the cara- ornate table. If this is Uriah Tu, he
witch-woman Talour. If the adven- van could relate the story of the leg- has seen better days. The body, com-
turers decide to force the stone door endary warlord, Uriah Tu. Uriah Tu pletely preserved by the dryness of
open and investigate, they must have fills the same shoes as the British Mars, is dressed in elegant gold ar-
CARAVANS OF MARS
mor. The armor consists of a gold bate about the desecration of a tomb the ancient warlord will rise again to
helmet and an ornate, octagon- and whether or not they should take unite the Martian people into one
shaped chestplate with greaves and anything from it. Some will be over- family and overthrow all "pretend-
braces. The armor is obviously more whelmed by fear, and the majority ers" and infidels. Uriah Tu will
for show than service, but at the head of the people will decide against any return as a child who will be able to
of the table is a sword. As a burial desecration. What the players decide be identified by his low "widow's
item, it is something of an oddity. It is up to them, but they shouldn't ex- peak," a point of hair that will come
is not encrusted with jewels or pect any friendly discourse from the down almost all the way to his eye-
worked in gold. It is a functional Martians in the party if they take brows. He will possess the sword of
weapon, about three feet in length, anything. ancient days which he will grow to
with a single edge that runs the length wield with uncanny ability. Of
of the blade. The hilt is typical of THE LEGEND OF URIAH TU course, this legend is so old that few
Martian weapons, and the weapon is URIAH TU is a hero to the desert take it seriously. The legend still ex-
in excellent condition. folk just as King Arthur is to the ists, though, for those who want or
Members of the caravan will de- British. It is believed that, one day, need to believe.
GDW
A WARLORD'S TOLL
WEEK THREE:
A WARLORD'S TOLL
THE ROAD along the now-ruined
Haiuk Canal leads straight through
the Aetheria/Elysium Desert. This
area is occupied by one of the minor
warlords, Kai Urukta, described with
the other desert NPCs. He has a
number of posts set up in the area to
exact a toll from anyone crossing his
land. Caravan master Khuratta ex-
plains this to the party as he points
out two scouts on gashants in the
distance. The images vanish.
A short time later, the caravan
comes upon 30 armed warriors wait-
ing on the road. They are all mount-
ed on powerful gashants and wait pa-
tiently for the caravan to close. Their
clothing is a crude but intriguing
combination of native leather and
trade cloth. Unlike the city-dwelling
Canal Martian, these desert raiders
have a cruel nobility etched into their
faces. They are darker and somewhat
shorter than their cousins. Each Mar-
tian rider is armed to the teeth with
a bow, a throwing axe, and an occa-
sional firearm or sword. Anyone
suggesting that the players "take
them on'' will be directed with a nod
of Khuratta's head toward the num-
ber of weapons, and Khuratta will
mention to them that more warriors of the riders will halt and yell out ex- tian cuts off the conversation with an
are probably nearby for just such an citedly to the riders Khuratta is talk- abrupt motion of his hand and a final
incident. It is obvious that Kai Uruk- ing to. One of them breaks away barking command. Khuratta bows
ta expects his tolls to be paid. from Khuratta and joins the warrior. and walks backward, keeping his
Samon Khuratta excuses himself He looks at the humans with what ap- eyes on the apparent leader. When
from the party and walks toward the pears to be a sneer on his face, but Khuratta reaches the players and
group of warriors, his arms spread the players will notice that it is real- turns, the players will see that he is
wide as he shouts a salutation in the ly a scar that reaches from the cor- visibly flushed and agitated. He tells
trade tongue of Mars. One or two of ner of his mouth to his ear, pulling them that the warlord Kai Urukta has
the warriors will ride up and down one side of his face cruelly back. He sent word out that he wishes to meet
the length of the train, eyeing looks at the humans, then grunts and humans and that his men are to in-
everything with a sinister kind of in- goes back to Khuratta. The discus- vite them to his camp. But Khuratta
terest. Upon spying the humans, one sion quickly heats up until the Mar- is quick to tell the players that Urukta
CARAVANS OF MARS
SITUATION MAP
FOR
WARLORD'S TOLL
= High Dune
is considered to be one of the crudest (trading goods for humans), or they Another alternative is to challenge
lords of the desert. The players may may try to mount an armed attack on the warlord or his personal champion
decide to accept or refuse this invita- the camp, which is not well defend- to a combat of honor with the bajuy,
tion. If they accept, go to the descrip- ed since it is so far in from other the desert war staff. The winner gets
tion of the typical warlord's camp on boundaries. They will receive no to keep the botanist and his wife.
page 16 for subsequent events. support from any of the caravan if What the humans do not know, and
If the players refuse, then the rid- they decide to attack, and even Khuratta may fail to tell them, is that
ers will kidnap the botanist (Galway) Khuratta will try to convince the the loser of an honor match becomes
and his wife (Helena) and take them players that an attack would be futile. the victor's slave. This alternative,
to the desert lord. This leaves the He assures them that if they do fight while thrilling from an adventure
players with the unenviable duty of and—he adds—survive, then they standpoint, could lead to an assort-
rescuing them. Members of the par- had better be ready to run for their ment of severe problems for the
ty may opt to barter with the warlord lives to the nearest border. players.
GDW
ROAD OF OMENS
gashants have indeed been killed and plains the flying and glowing ghost.
WEEK FOUR: that someone has carved a number One of the players notices more of
ROAD OF OMENS of cryptic symbols in their hide. the chemical trailing along the long
THE CARAVAN becomes more Khuratta translates to the humans as dunes. If followed, it will lead out
and more restless as it comes upon one of the guards explains that the from the camp, almost to the guard
a stretch of road that is bordered with symbols are a curse and that they say post, and then back toward the camp.
tall poles. From each of these poles the party is doomed to die the slow The trail is sporadic, with only sparse
hang the remains of animals rotting and hideous death of the deserts. remnants left on the sides of wagons
in the Martian heat. Khuratta ex- The next morning, another one- and through the camp. If the players
plains that these are manifestations fourth of the caravan has left. The follow the trail, they will come upon
of superstition, but a bad omen, remainder stays either out of greed a guard behind a tent (Murlark), wip-
nonetheless. The carcasses are a or because of Khuratta's firm hand ing the chemical from his hands. He
warning that death lies ahead for and gift for diplomacy. The caravan will attack with his sword immediate-
those who dare to journey onward, moves on, but everyone is quiet and ly upon being discovered (see page
a warning to turn back. somber. Even Khuratta's belly 38). If he is subdued, the players will
The unrest mounts, and the cara- laughs and humorous stories do lit- discover a bloody dagger in the folds
van grinds to a halt. Khuratta goes tle to lift spirits. Phantom enemies of his clothes. The guards report that
from wagon to wagon trying to de- seem to appear and vanish again in two more gashants have been killed
fuse the tension and calm the cara- the wavering heat. It is probably the in the same manner as the ones the
van. The discussion becomes heated, longest day of the trek, as distance night before. Khuratta will argue
with some Martians of the train is measured by the number of im- with the humans as to who should
becoming very loud and violent. Af- paled animals which are passed. The question the prisoner, but in the end
ter minutes of arguing, about one- warnings remain obvious. he will give in to the players. There
fourth of the caravan turns back That night, as everyone rests will be three levels of questioning,
toward Alclyon, with Khuratta curs- around the campfires, the ghost ap- depending on how severely the
ing, demanding his payment, and pears again. This time, however, one players wish to interrogate the guard.
kicking at the wagons until they are of the humans thinks he hears some- Roll a die at the appropriate level to
well away. Even though the others thing in the desert darkness. determine the information gathered.
choose to stay, a definite feeling of The Martians will be mesmerized
danger is in the air. by the image before them, but the Level 1 (Questioning and Threats)
The caravan will make camp for more skeptical humans can ignore it 1. No response.
the night. The meals have already (quite certain that if there were magic 2. No response.
been prepared, and the guards are at in the world, the Crown certainly 3. The guard spits at the players
their posts. would have heard of it by now). Hu- and says he will be rewarded for his
A ghostly apparition appears about mans will be able to navigate only acts.
seven feet above the ground; it is a poorly in the darkness, but several 4. The guard claims he worked on
head with wispy trails flowing down- of them will probably try to in- his own because he hates humans.
ward. The exact distance from the vestigate the noise in the desert. 5. No response.
camp is hard to determine. The head There is a good chance someone 6. No response.
glows brightly, and a voice booms will get hurt by stumbling over a
out from the night, warning the par- bush monkey, a roogie, or some ob- Level 2 (Minor Arm-Twisting)
ty back and to abandon all hope of stacle. All the adventurers find is a 1. No response.
ever reaching Aubochon alive. Then mask and strips of silk cast aside in 2. No response.
it vanishes. Shortly afterward, a the grass. The mask is mounted to 3. The guard claims that a greater
guard reports that two gashants have a stick about three feet long. The force than mere humans guides his
been slaughtered. Upon investigat- mask and silk have been treated with judgment.
ing, the group will find that two a phosphorescent material, which ex- 4. The guard claims his hand is
CARAVANS OF MARS
guided by divine prophesy. Upon investigating the captured night. The wagon handlers and
5. The guard curses the unclean guard's belongings, the player others, though spooked, have come
humans and swears that their blood characters will find a rag soaked into reason in the daylight, and will
will spill by holy hands. blood—the rag he used to clean his listen to the messengers. Obviously,
6. No response. weapons after mutilating the none of them are totally convinced
gashants. Other than that they will that all the omens have been a ruse,
Level 3 (Bodily Violence) only find a small pendant that but their greed has overcome their
1. No response. resembles the talisman of Mangli fear. Once the wagons are reached,
2. The guard claims that many Desh. Murlark is just as silent about
the humans should roll a die; the
would like to see the humans dead. this, unless the PCs show him the result is the number of wagons that
3. The guard says that his orders talisman itself (equivalent to levelwill return to the caravan. Turning
come from Aubochon. three for purposes of interrogation),
back here, they should easily make
4. The guard strains against his then he will launch into a wild fren-
it to where Khuratta is waiting for
bonds and swears he will never talk, zy, screaming and trying to escape them (where they camped the night
then dies. from his captors. before). Any other wagons will con-
5. The guard claims he was paid Fed up with the commotion, Khu- tinue back toward Alclyon, unshaken
by the "red men" to halt the cara- by the messengers and their story.
ratta will order the prisoner behead-
van. ed. This really stirs up the guards, If the messengers press on, they
6. The guard claims that the will come upon the first wagons
as to lose one's head will, according
warrior-prince himself is mad, and to the Martians, damn your soul to which departed later in the afternoon.
that the guard was trying to scare the wander without reward forever. Or, more accurately, what is left of
humans away to save them. When someone finally obeys the the wagons. The animals and Mar-
order, however, Khuratta has the tians have all been taken down by
The players can weigh this infor- false guard's head mounted to a polebow and sword, and left to rot in the
mation, and Khuratta will send two and lashed to the lead wagon for alloppressive heat of the Sun. The wag-
messengers out after the members of to see. Khuratta claps his hands to-ons have been looted by bandits who
the caravan who turned back. He will gether, saying that this will stop the
have all fled—no, not all of them! Six
suggest that some of the humans ac- mischief. bandits are still going through a cou-
company the messengers, since they ple of wagons, unaware that the mes-
have displayed quite a bit of initia- BACKTRACKING sengers have arrived. The bandits
tive—more than he ever expected IN ONLY A FEW hours, a swift have only swords (they are out of ar-
from humans. gashant will be able to catch up to rows) and one gashant apiece. They
the wagons which left during the are simple criminals, without loyal-
ty to any city or warlord.
GDW
HALF WAY
the tanning process won't offend. to be in pretty bad shape. The players daily and brought to this central
Jaabul is known for his work with may have their animals looked after tower. Tampering with the town's
ruumet breehr and steppe tiger skins, here but it would be cheaper to leave water brings an immediate death
and is something of the town celebri- them with Khuratta's boys. The sta- sentence.
ty. ble will hold 20 gashants. 8. Herbs: If the doctor cannot help
4. Inn: The sign over the door 6. Medical: The doctor in town is whatever may ail, the old herbalist
merely says "Inn." It is a functional a nearsighted Martian who has been surely has something. His establish-
inn with 22 rooms, a large dining chased out of almost every town he's ment is more a shed than a building,
room, and a kitchen. The owner, a ever practiced in. The facilities are and it is full of drying grasses and
mean Martian female called Hannak, simple but suitable, with only one herbs. The herbalist, a fossil of a
keeps a spotless inn. She does not bed for patients. The doctor's room Martian, will talk continually and try
tolerate lateness. She serves two is to the side. Players will find just to sell the humans a skin balm to pro-
meals a day, breakfast and dinner, about anything they need for minor tect them from the Sun. The balm
and locks her doors promptly at 11. first aid. works, but it also stinks. Most ani-
She won't converse with the humans 7. Water Tower: This stores the mals will be frightened by the smell.
at all and will be reluctant to even town's water supply and is closely Following provisioning in Yulta,
give any of them a room. watched by two guards. Several per- the next two weeks of travel will be
5. Stable: The stable is used to manent structures, similar to the car- without significant event. Use the
corral, break, and sell gashants. avan's water wagons, are placed out- desert encounters and special caravan
Twelve are for sale, but they all look side the town—their yield gathered events to fill in this gap, if necessary.
GDW
ANOINTMENT CEREMONY
ing substance, its pungent odor waft- ratta will try to bring peace to the in-
WEEK EIGHT: ing its way toward the players. The cident by buying off the priests with
ANOINTMENT CEREMONY other Martian holds a curved dagger goods. Khuratta will be very stern
LATE AT NIGHT, one of the and a scepter. Both are made of gold with the humans if they try to explain
players hears a distant chanting. He and shine, even in the torchlight. The their side of the story. The players
rouses the others, and they sneak out Martian holds these crossed over his will notice that he shows the priests
of camp to investigate. The players chest. more respect than he has shown any-
come upon a strange ceremony. The first Martian raises his hands one in ages. He speaks to them as if
About half a mile from the camp, a to the sky and begins his incantation. they were superior.
slight plateau appears to have been The surrounding Martians continue After all is calm, Khuratta will
artificially shaped from the terrain. their chant, which is building in in- reprimand the players severely for
Sixteen torches are stuck into the tensity. The Martian holding the wandering away from the camp, and,
ground on it, forming a circle. Sur- knife and the scepter unfolds his most of all, for involving themselves
rounding the circle are about 20 Mar- arms, raising both items over his in things they know absolutely
tians dressed in dark robes. They are head, then he begins echoing the first nothing about. He will tell them that
all chanting, except for a solitary Martian's incantation. the priests of the Ninth monastery are
drummer who pounds out a slow and The PCs may watch this through not to be bothered and that the hu-
steady beat. to its end, and they will learn that the mans will find themselves abandoned
baby is being anointed as a holy child
by the two priests. If they stay and
do nothing, they will be discovered
discovered by the priests. Though the
priests are not very happy about be-
ing spied upon, they will invite the
players to their monastery, which is
not far from the holy site.
Inside the circle of torches is a The players may be under the mis- if they try something like that
tripod holding a baby Martian conception that the baby is a sacrifice again—British orders or no. He will
wrapped in a blanket. This tripod and try to rescue it, in which case the storm off, not willing to answer any
looks like a simple structure, but priests will defend the baby as best of the players' questions or argu-
closer inspection will reveal that it they can (they have no weapons other ments. It will be awhile before
is etched with hundreds of symbols. than the ceremonial gold dagger, and Khuratta warms back up to them.
Beside the tripod stand two Mar- that is worthless as a weapon). If the The players will also notice that an
tians, both dressed in similar dark baby is taken, the Martian priests armed guard is always present
robes with collars made of banded will pursue the players until they whenever the players are on their
gold. One holds a bowl of a smok- make it to the caravan. There Khu- own.
CARAVANS OF MARS
However, if the players are invited The interior of the monastery is 6. Classroom: This appears to be
to the monastery, they will find that simple and clean. The rooms are the classroom/meeting place for the
it is only a short trek from the pla- dark, lit by solitary candles and oil priests. Dozens of woven mats are
teau. The monastery looks more like lamps. Occasionally one of the play- piled in a corner, and these are
an old fortress. Its structure is so an- ers will see a small glowing globe spread on the floor whenever the
cient that any Martians accompany- resting on a table. These will be room is used.
ing the players will not recognize the quickly but casually hidden away by 7-13. Rooms: These are the living
design period. The walls are weath- the priests, who will appear not to quarters for all the priests. Each room
er-worn and Sun-bleached, and any understand the player's language if has two beds and chairs, and one table.
murals or painted designs on the they are questioned about the globes. 14 and 15. Libraries: These two
walls have long since vanished. 1. Entry: This is a large, barren rooms are filled with shelved books.
The priests will explain that they area. The players will be asked to Two small desks are in each room.
are of the order called the Ninth, and wait here. A priest is always on duty to help se-
they are the last of their order. They 2 and 3. Quarters: These are lect the appropriate book for study.
came to the desert because it was the quarters with numerous bunks and a The writing is ancient, and even a
last place on Mars unsoiled by the small table or two. If the players stay learned Martian would have trouble
decadence of civilization. The priests any length of time, they will be al- deciphering the script. If asked, the
are considered great magicians by the lowed to rest here. priests will only say that these are the
people of the desert, so they have 4. Dining and Food Preparation: holy words of Mars.
never feared for their lives from any Three long tables and benches are 16. Temple: The temple is as bare
of the warrior clans living nearby. used for eating. A single stove is in of ornamentation as the rest of the
Once a year, they travel from tribe the corner, and a tall cupboard con- monastery. Benches file along the cen-
to tribe in search of the "holy child," tains all the eating and cooking im- ter. The tall ceiling is supported by
the one child born that year who will plements. six plain columns. A simple raised
carry on the ways of the Ninth. As 5. Master's Room: This is where dais stands at the end of the room.
a result of this, only a half-dozen of the master of the order dwells with At a glance, there does not seem to
the priests are Canal Martians; the his young assistant. The master is be much here, and the PCs are for-
younger priests are all Hill Martians old, probably the oldest Martian that bidden from searching the structure.
from the deserts and steppes. The the humans have seen. He will be po- 17. Tomb: This will be pointed
ritual the PCs witnessed was the lite, and his assistant will translate out simply as a tomb. Any interest
ceremonial cleansing of their newest any dialogue between him and the shown in the tomb will be met with
follower. players. distaste by the priests.
Yards
MONASTERY
GDW
ASSASSIN
in the morning light. The crate is will have six cases of rifles on the If the Belgian has already died,
marked "photographic equipment." wagon, all mislabeled. then a search of his wagon will pro-
Naturally, the players will want to Once caught, LeFriont will laugh duce documents proclaiming him to
question the one photographer in the and tell the players that the Belgians be a Belgian agent. The search will
caravan. If the Belgian has not al- will do anything they can to stop the also produce two complete separate
ready died along the way, Khuratta British from expanding, even at the sets of papers providing LeFriont
will have the guards find him. At cost of supplying the primitive Mar- with two other false identities. His
first, he will maintain his innocence tians with arms. He is an agent and orders, according to the documents,
and try to blame the British for smug- was assigned to deliver the guns to are to seek someone in Aubochon
gling the guns onto his wagon. But the prince as a goodwill measure. named Remarh, but there is no in-
further investigation will reveal that Khuratta will want him executed, but dication in his orders or in his effects
he has very little in the way of cam- it is up to the players to decide as to whether the character is human
eras and equipment with him. He whether or not he will be. or Martian.
SCENE OF
ASSASSINATION
Small Wagon
Ruumet Breehr
Sam on Khuratta
Cooking Fires
Assassin
Guard*
*Optionally a player character
GDW
THE WARRIOR PRINCE'S CITY
to hold off the mob for a while so He orders the soldiers to hold the to disobey the order and try to help
more wagons can escape their angry crowd while the caravan continues the caravan across, they will be
clutches. on toward the bridge. The humans thrown into total chaos. Crowding on
If one of the players shoots at Kur, are ordered to lead (following him). the bridge, attacks by an angry mob,
the crowd will fall back briefly, then Sensing that the caravan is going to the merchants' pell-mell attempt to
continue to pursue the caravan. If try to make a break for it, the mob escape, and the guards are all factors
one of the players kills Kur, the closes in, grabbing and clawing at the contributing to the players' prob-
crowd will immediately go into a riders. The pack animals are fright- lems. They will probably be sepa-
frenzy and attack the group. The ened, and in their fear they in- rated and try to regroup to make their
players may attempt to talk to the advertently trample a few Martian way to the palace, all the while be-
peasants and explain their assignment peasants. The confusion turns to an ing hunted by the outraged mob.
and reasons for travelling to the ci- all-out frenzy, and merchants and The players might also dash
ty. These characters should have a beast drivers are pulled from their through what seems to be a temple
Theatrics skill of at least 2, or Kur animals. Crates and bundles of goods area. One of the temples has been
will be able to simply shout them are mauled and ripped asunder. The burned to the ground, and an old
down. The players may also chose soldiers who originally were suppos- priest sits on the steps. He seems
to disperse and hide in the warehouse ed to protect the caravan are forced oblivious to the PCs—a ruined man
area. This is dangerous, though; to defend themselves. The sergeant in a ruined domain.
once separated from the rest of the yells for two men, then orders the More soldiers are at the gate to the
caravan, they will be totally lost, as humans to follow him. palace. The sergeant dismounts, and
well as pursued. Most likely, the characters charge the PCs follow his action, entering
Using the maps on page 57, give over the bridge, leaving the remains the palace. The huge courtyard is
the characters a rough idea where of the caravan and the mob behind. filled with blooming flowers and
they are going in their eventual The sergeant checks back once to see brightly plumaged birds. A small
flight. Remember; they have never if his two men are protecting the fountain shoots a jet of water into a
been to Aubochon before, but they rear, then bends over his saddle and pond full of silver and golden fish.
are in flight with guards who know charges ahead. Once over the bridge, This is a surprising change from the
the city well. Eventually, they should the party enters a carnival or fair- city atmosphere. The wall to the right
come upon the bridge. ground. Just like the rest of the city, is broken, and sandbags have been
The sergeant's goal is to escort the the fairground looks to be in need of built up outside the wall where a can-
caravan over the bridge not far from repair. The players will notice that non has been mounted. The wall
the public stage, and he is steadily none of the rest of the human caravan seems to have been blown away by
realizing that he might not make it. NPCs made it. If the players choose the use of explosives.
GDW
AUBOCHON
16. The Guild Halls: The guilds major. The shipyard owner died al- and his stealing from the school hop-
once met and openly voiced their most a year ago, and the prince— pers have all but destroyed the
anger at the prince. After a few of knowing that shipyards attract mer- schools. Again, the prince knows
their number disappeared, the grum- chants—pays a sum to keep the yard that education brings in trade, so he
blings grew quieter. The guild halls open, but he has not purchased any supports the handful of teachers who
are still open and still function, but new supplies. are left, even though they only teach
they follow the laws laid down by the 18. The Halls of Education: Once to empty rooms.
new prince. Aubochon was an important center 19. The Sewers: The underground
17. The Shipyard: The shipyard for advanced education, and the in- processing plant still works, although
can do minor repairs, but it would dividual colleges flourished. The a rumor holds that the sewer workers
be hard-pressed to handle anything laws the prince imposed on teaching are there as prisoners.
AUBOCHON
GDW
REFUGE IN THE PALACE
ship's mooring turns toward the on the inside of the door and de- prince). Uturaam will thank the char-
opening. The players can make good manding to be released. The door is acters and will then ask for their help
their escape, but whether or not they locked, and no key is in evidence, in ending the violence. Once Utu-
want to take demented Prince Altin but the door can be forced in one of raam can get to a balcony overlook-
Hirsiz along is their choice. If not, two ways. Any two characters can ing the grounds in front of the palace,
the players will be able to watch his attempt to force the door with their the mob will recognize him and be-
demise from above as the peasants shoulders. This is an Impossible gin cheering. The guards, who were
overtake the palace. (target level 20) Strength task. Alter- not aware that he was still alive, will
If the characters investigate the rest natively, someone may think to tell join the cheering, and the violence,
of the palace and go into the kitchen, the prince to stand back and then put as well as Kur's sway over the mob,
a young Martian will be there hiding a bullet through the lock. will be ended.
under a counter. If the players ask, Once Uturaam is released, the ser- All that remains will be for the
the boy will tell them the story of vant boy will explain the situation to guard and the citizens to hunt down
how Hirsiz became prince and that him (that he is the servant who re- Hirsiz and deal with him. Uturaam,
the peasants are not happy with him. ceived the notes, that he attempted however, will instruct his soldiers to
The boy will also tell them of the to kill Hirsiz, and that the characters take him alive and hold him for trial.
cloudship in the roof hangar, and prevented Hirsiz from executing "Hirsiz ruled with bloody hands; I
how no one has used it since the king him, then helped him rescue the shall not," Uturaam declares.
because the key was lost. He will
point to the player with the talisman
of Mangli Desh and ask how he
MAIN GATE MAP
Guard House
found the key. If the characters con-
tinue their investigation, they will
eventually come upon the locked Guard House
room containing Prince Uturaam (see
below).
If they interrogate the young boy
who attacked Hirsiz, he will tell them
that he is responsible for taking meals
to a prisoner held in a locked room
Wall is 20' High
in the palace. Although he slides the Stairs
meals through a small door and no
communication is allowed, the pris-
oner has passed him several mes-
sages which have convinced the boy
that the prisoner is Prince Uturaam,
long thought to be dead. Uturaam is
the rightful heir to the throne of
Aubochon, and the only survivor of
the royal family.
If the players wish to follow this
course of action, the boy will take the
players to the locked room. The
guard has left his post and joined the
small band of soldiers fighting to =Guard
keep the mob out of the palace. The
players can hear Uturaam pounding
GDW
THE PALACE
supports a stable and storage area, as backed chairs. Food is always on the
THE PALACE well as the palace guards' quarters table, and the servants are continual-
BELOW IS A key to the palace and mess. The officer has his own ly bringing fresh dishes out and
maps. The palace itself is a thing of room. The quarters are simply fur- retrieving others. A long, colorful
splendor. Polished white Martian nished with bunk beds and two ta- tapestry covers one wall.
marble was used to fashion the build- bles. A number of stools are located To the left is a stairway leading
ing and the outer walls. The outer around the room. downward into the kitchen, and to
walls are low, no taller than six feet, The opposing wall has been the right is a study chamber filled
with a front gate of iron. The win- bombed, leaving a torn section. with richly bound books and a desk.
dows are all stained glass and fill the Sandbags have been placed some feet This chamber leads out to a small
interior with a rainbow of colors. out from the wall as a redoubt, and patio, with stairs going down into a
a small cannon has been placed here. private garden. Like the courtyard,
GROUND FLOOR Two large steps lead to the main the garden is filled with exotic plants
THE GROUND FLOOR has a door, which opens into the throne and fountains. This inner courtyard
low wall built around it. As a defen- room. Here diplomats were once is another royal extravagance, mir-
sive measure, sandbags have been received. Three noticeable spots on roring the garden and outer court-
placed around the gate, and two one wall reveal where portraits once yard.
guards watch the area. A large court- hung. Two elaborate Martian chan-
yard is filled with fragrant blossoms deliers hang from the ceiling. SECOND LEVEL
and a fountain. Exotic birds roam Beyond this room, the banquet hall STAIRS LEAD upward to the
freely through the grounds. One wall features a massive table and high-
royal suites and servants' quarters.
Vacant children's quarters are across
GROUND FLOOR LAYOUT from the suites. The royal suites
sport lavish circular beds with silk
GARDEN
FOOD
DOOR sheets. A wardrobe is full of expen-
BANQUET HALL
KITCHEN'S
PREP
Stairs(Up). LESSER
sive uniforms and shoes.
GATE
GARDEN
CHAMBER
Banquet Hall
Below
ROYAL SUITE
SERVANTS1
QUARTERS
GARDEN
Stairs
(Down)
INNER COURTYARD
OUTER COURTYARD
MAIN GATE
GDW
THE FINISH
consider them to have been heroes receive one renown point for Patri-
THE FINISH in disguise. Rumors will circulate otic Service, and anyone who per-
THE FINISH may involve varia- that the PCs were on a secret rescue formed a truly heroic act will receive
tions on two different situations. mission all along, and the reputation a point for Heroism.
Escaping: If the players opt to of the British Empire for honorable Finally, no matter what the out-
escape, they should have no trouble dealings with the Martians will in- come, all players should be given
navigating their way home. A pirate crease (at least in the locale of Aubo- five experience points, with the ref-
raid or storm may occur, but this trip chon). The shaman Kur will even eree rewarding good play and good
will be nothing like the caravan from speak favorably of the honor of the role playing with an extra point and
Alclyon to Aubochon. If none of the PCs and the British, opening the door subtracting an appropriate amount of
players have any Trimsman skills, to friendship and trade with Aubo- points for poor play.
the ride may be somewhat disastrous, chon, the desert Martians, and other
and without Piloting skills, the ship cities in the region. OTHER ADVENTURE IDEAS
will most likely crash. If this is the "CARAVAN TO Aubochon" is
case, allow the ship to make a soft THE GRATEFUL CROWN merely one possible adventure using
landing in the sands—no injuries, but ALTHOUGH THE mission has the background information on car-
the ship is rendered nothing but junk. been at least partially successful on avans and the desert Martians. Ex-
The characters may land in the ter- the part of the characters, the Crown otic adventures await any who brave
ritory of Kai Urukta, the warlord. may or may not have gained anything to travel where the canals no longer
Hunters will find the players, and from the experience. reach, into lands hidden away from
they will be taken to the camp. From If the characters were forced to the rest of Mars, as inaccessible as
there, Urukta will send word ahead run, the city the British hoped to deal darkest Africa.
that they are to be given safe passage with is now in anarchy, and the des- Using the Caravan Routes: The
through the desert to Yulta. He will ert people are no closer to human map of caravan routes given on page
also send a messenger to the warlord friendship than they were before. No 23 shows those avenues where the
Karkem Kubla, asking that the hu- matter, though, the characters gave canals have long ago dried up, but
mans be allowed through his territory it their best shot, and the governor where the potential is great enough
to reach Aubochon. Urukta will say general will recommend everyone in- to support at least irregular caravan-
that he hopes the British will remem- volved in military or government ser- borne merchants. Obviously, when
ber this act of kindness, should the vice for a citation. Civilian PCs will the distances across the red deserts
need arise for Urukta to ask a favor. be given a small reward for their time are measured in hundreds of miles,
He will give them gashants, provi- and effort (about £20), and the inci- only rich and coveted prizes could
sions, and a young scout to show dent will be written up in the papers, lure merchants away from the safe-
them the way. gaining everyone involved one re- ty of the canals.
If they land in Karkem Kubla's nown point for Heroism.
land instead, he will transport them If the characters rescued Uturaam, THE ZEPHYRIAN
to Aubochon, but he will not be as they will be given small medals of SPICE TRADE
gracious a host as Urukta. He will state by the prince (bearing the sym- TWICE ANNUALLY the pekaay
use this opportunity to lambast the bol of the city-state of Aubochon) roots are ripe for the picking, alter-
humans, proclaiming that this inci- and a standing invitation to return nating with the blossoming of the
dent was a warning from the gods and visit. The governor general will plants' fragrant flowers. Among the
and that humans have no place in the recommend everyone in military or natives of the pekaay's native lands,
desert. government service for a citation and Zephyria, the incredible spices made
Rescuing the True Prince: If the a promotion. Civilian PCs will re- from the dried flowers and roots are
characters rescue Prince Uturaam, ceive a gratuity of £50 and may be commonplace. But to the rest of
they will be treated royally by him, contacted to sell their story to a Mars, the delicious spices from dis-
and the inhabitants of Aubochon will newspaper. Everyone involved will tant Zephyria are a rare and expen-
CARAVANS OF MARS
GDW
Everything Jules Verne should have written.
Everything H.G. Wells could have written.
Everything A. Conan Doyle thought of, but never published—
because it was too fantastic.
Everything you need for the adventures of the century!
MORE TALES FROM THE ETHER CARAVANS OF MARS
• 5 exciting adventures. • A caravan to adventure.
• More fun for Space: 1889. • Sabotage and treachery!
Five totally new short adventures from Where the Martian canals are no longer
across the Space: 1889 Solar System. functional or where they were never
Each one is designed to be played in on- created in ancient times, transportation
ly an evening or two—complete episodes needs have been taken over by vast
built around action on the thrilling fron- caravans. Large wagons pulled by half-
tiers of human colonialism. Like its pre- wild Martian beasts and protected by
decessor, this module will take the play- nefarious mercenaries carry items for
ers to some worlds that they may have trade between cities otherwise isolated
already visited and to others which have from one another. Join a caravan expedi-
been hitherto undetailed in Space: 1889. tion bound for Alclyon, a caravan beset
Take your character further on an excit- by bad omens and subtle sabotage.
ing journey into the worlds of Space: Someone is willing to go to great lengths
18891 to see that the caravan does not reach
GDW: 1906. ISBN 1-55878-028-9. 64 its destination.
pages. (Aug.) $8. GDW: 1903. ISBN 1-55878-023-8.64
pages. (Sept.) $8.
TEMPLE OF THE BEASTMEN
• A boardgame for Space: 1889! STEPPELORDS OF MARS
• Random map setup. • The Hill Martians.
A British raiding party is sent to Kraag • And their brutal domain.
Barrovaar, the greatest and most im- Space: 1889 players will find danger
pregnable of the High Martian mountain and intrigue among several differing na-
fastnesses in the Astusapes Mountains. tions of Hill Martians, the savage yet no-
Their mission: to rescue an American ble nomadic people who eke their liveli-
diplomat and his daughter from the High hood from the barren deserts and hardy
Martian King Hattabranx. frontiers of Mars. From this action-filled
In Temple of the Beastmen the players module, adventurers will gain a working
take the parts of members of the raiding SKY GALLEONS OF MARS familiarity with some of the strange,
party. The board tiles are generated ran- ritualistic cultures of the Steppe Martians
domly, as are the mysterious encounters, Liftwood magic. The first game in the as their characters struggle to survive in
making each game completely unpredict- Plastic ships. Space: 1889 series, Sky the arid hills and harsh plains of Mars, the
able. The game is a race against time to Galleons of Mars places homelands of the hardy steppelords of
determine which of the players will find you in thrilling air battles Mars.
the captives first and return to the high above the red des- GDW: 1904. ISBN 1-55878-025-4. 64
waiting sky galleons before the High Mar- erts. British aerial gun- pages. (Oct.) $8.
tians can cut off their escape. boats, armed with sophis-
GDW: 1892. ISBN 1-55878-027-0. ticated naval guns, duel CLOUD CAPTAINS OF MARS
Boxed. (Nov.) $24. the finest cloudships the • The ancient Martian profession.
Martian princes can mus- • Piracy in the skies.
ter. Rules cover move- On Mars, the profession of sea captain
ment and firing, grap- was long ago replaced by that of cloud
pling, boarding actions, captain. Today, the swift ships that fly
critical hits, exotic weap- through the skies are under the command
onry, and complete ship of an elite few—those with the experi-
construction and rating. ence and the force of will to lead their
Seven scenarios and a cam- crews against the weather, the winds,
paign game are detailed the gravity, and the other dangers.
for variety of play. Sky This module chronicles the exploits of
Galleons of Mars is the cloud captains of Mars, the elite,
played with large plastic human Red Captains, and the dreaded pi-
pieces depicting the gunboats and cloudships involved. Their battles are fought out rates of the skies.
on two gorgeous, hand-colored maps, one of a typical Martian canal city, another GDW: 1905. ISBN 1-55878-043-2. 64
of Kraag Barrovaar. Stalk the skies of Mars with Sky Galleons of Mars! pages. (Dec.) $8.
GDW: 1890. ISBN 0-943580-73-0. Boxed $28.
Desert Sourcebook
THE FIRST PART of the book deals with the vast desert to the
east of the British holdings on Mars, the Aetheria-Elysium
Wastes. Caravans of Mars describes this bone-dry expanse
of red sand and near-sterile soil, detailing its terrain, flora, and
fauna. Everything is represented, from the ferocious steppe
tiger, to the comical (but still dangerous) bush monkey, to the
tribes of Hill Martian nomads and their weapons, government,
society, and customs. .
Also discussed are the organizations and problems of
the trade con- voys, lengthy wagon trains full of
trade goods, that are the lifeblood of the desert city-
states.
Caravans of Mars answers many ques-
tions: What dangers await the inattentive
adventurer? What are conditions outside the
influence of the British colony? What treasures
lie waiting for the alert traveller to pick up? Who
(or what) is the mysterious She-Devil of the des-
ert?
Caravan to Aubochon
THE SECOND PART of this book draws upon the first part,
the sourcebook, to provide a thrilling adventure set against
the backdrop of a caravan journey.
An invitation from the distant prince of Aubochon has
presented the governor-general with an opportunity to further
British interests, and he will do everything possible to get an
expedition there. He is reluctant to send an aerial expedition so
far from British protection—most gunboats sent that far out
never return, and gunboats are all needed closer to home to
deal with the rising Oenotrian menace. Besides, a ground
expedition might open doors with some of the other savages
along the route.
Therefore, the player characters must travel with a caravan
along the long-dead Haiuk Canal, now a trail through the
eastern deserts, its subsurface waters carrying only enough
moisture to create an occasional oasis.
The situation in Aubochon requires careful
handling, and the player characters' actions and
decisions on the way out will determine the ease
with which they can make the return trip (or even
whether they make the return trip).
Made in U.S.A.
Printed in U.S.A.
PO Box 1646
ISBN 1-55878-023-8 Bloomington, IL 61 702-1 646