Below is an unofficial Mongoose Traveller (2nd Edition–style) module titled “Secrets of Pavonis Mons.” It continues the expeditionary adventure from Suzanne March’s “National Geographic”–style broadcast, where Dr. Jack Woolpit’s team journeys deeper under Mars’s Pavonis Mons (also called “Peacock Mountain”). New discoveries await: an abandoned Russian settlement, novel Martian organisms, and ominous rumors of a “zombie plague” at nearby US bases. Adapt details to fit your table’s style, pacing, and level of realism or intrigue.
Disclaimer “Traveller” is a registered trademark of Far Future Enterprises. This scenario is a fan-made supplement for Mongoose Traveller–compatible rules. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. References to Lobopods of Mars, Dr. Woolpit, etc. remain the property of their authors.
Secrets of Pavonis Mons
By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.
Pavonis Mons Copyright (C) 2025 Henry Edward Hardy Humans in orange combat environmental suits approach the caldera of Pavonis Mons. Showing the colony of Bespopovtsy Old Believers and the aerostat pylon and elevator gantry.
A Mongoose Traveller (2e–compatible) Adventure
Table of Contents
Adventure Premise & Timeline
Scenario Hooks & Goals
Key Factions & Characters
Important Locations
Adventure Flow
Complications & Subplots
Possible Resolution & Sequel Hooks
Appendix: NPC Stat Blocks
1. Adventure Premise & Timeline
Setting
Mars, 2034: Pavonis Mons, one of the mighty Tharsis volcanoes, is home to subterranean caverns rumored to harbor new life forms and relics of old Soviet attempts to colonize the Red Planet.
The expedition (led by Dr. Jack Woolpit, joined by Dr. Joret, Dr. Smith, Captain Lars Brecker, and more) has discovered an abandoned 1980s–1990s Russian settlement beneath the caldera. They now set up a new base camp in a vast, cold magma chamber.
Meanwhile, news from the surface reveals a “zombie plague” rumor at US Army Mars Base Alpha and suspicious “monsters from the ID” transmissions near the USMC-occupied Sikorsky base. This conflict or catastrophe might intersect the expedition’s deeper explorations.
Adventure Focus
Scientific Exploration: A newly discovered “colonial organism” based on PNA and precursor RNA.
Underworld Settlement: Searching deserted Soviet tunnels, highways, and freight elevators.
Tense Backdrop: Rumors of chaos or infection up top could jeopardize the expedition if rescue or supplies become scarce.
2. Scenario Hooks & Goals
Hooks
Discovery of Life: PCs are drawn by the promise of never-before-seen Martian organisms (the “PNA coral-like reefs”).
Russian Mystery: The presence of a defunct Soviet settlement. Why was it abandoned? Are there hidden archives or “ghost” inhabitants?
Corporate or Military Agenda: A sponsor (like Farnsworth Inc.) or Earth authorities might have secret objectives for controlling the newly discovered organisms.
Zombie Plague Rumors: The party may want to secure the expedition from possible infiltration or contamination—perhaps the “monsters from the ID” relate to a deeper phenomenon.
Possible PC Objectives
Collect & Study: Retrieve living samples of the “colonial organism” for later analysis or profit.
Revive Old Tech: The Soviets might have left behind advanced nuclear or thorium reactors—potentially salvageable or dangerously unstable.
Prevent Catastrophe: If the rumored plague or infiltration extends underground, the PCs must defend their base camp and new discoveries.
3. Key Factions & Characters
Expedition Team
Dr. Jack Woolpit (Lead Geologist)
Cheerful, enthralled by each new subterranean find.
Keen to preserve the weird PNA-based organism for research.
Dr. Joret (Xenobiologist / Field Medic)
Conducting in-situ analysis, taking samples of organoids.
Fascinated by how the filaments function as nerves.
Dr. Smith (Molecular Biologist / Tech)
Studying the organism’s PNA + precursor ribosomes.
Possibly suspicious about sponsor meddling.
Captain Lars Brecker (Security / Expedition Navigator)
Commands the foot patrol or crawler convoys.
Concerned about potential threat from rumored zombies or other infiltration.
Other NPC Allies
John Hudson: Expedition logistician or secondary team lead. He organizes base-camp defenses.
External Forces
US Military (Mars Base Alpha, Sikorsky Base): Possibly facing internal meltdown from the rumored plague or incursion. Might call for help or deny everything.
Russian “Ghosts”: Could be mutated survivors or hidden enclaves from the 1980s settlement.
Corporate Sponsors: Farnsworth or Longbottom Leaf brand reps. They might push for monetizable results quickly.
4. Important Locations
A. Abandoned Soviet Settlement (“Nova Novgorod”)
Built in the 1980s/90s. Left behind advanced reactor chambers, partial cargo rails, freight elevators.
Features:
Cold Magma Chamber: Where the expedition sets up new base camp.
Living Quarters: Dust-laden bunkrooms, possible data slates with logs.
Laboratories: Ruined equipment, might hold partial records on earlier Martian life experiments.
B. The Colonial Organism Zones
Reef-like growths “anchored” to basalt walls or floors, forming networks of specialized filaments.
Possibly glows faintly under certain radiation or chemical triggers.
Hazards: Could be fragile (team might damage it inadvertently), or it might secrete toxins if threatened.
C. Underground Highway & Freight Elevator
Large corridors that once allowed heavy cargo movement. Now partially collapsed, strewn with old vehicles, maybe leftover Soviet rovers or rail carts.
The Elevator itself is risky: old cables, nuclear power rods in questionable states.
D. Access to Deeper Tunnels
Beyond the settlement might lie a deeper “main corridor” leading under Pavonis Mons or hooking into rumored old lava tubes.
A place for advanced game content if the players want to push deeper.
5. Adventure Flow
Part I: Base Camp & Team Setup
PCs arrive in the deserted settlement. They secure a magma chamber for a new base camp.
Initial tasks: Setting up generators, scanning for life, reviewing partial Soviet logs.
Tension: A news bulletin about “zombie plague” + “Monsters from the ID” at surface bases. Could hamper supplies or potential rescue.
Part II: Exploring Nova Novgorod
Searching labs, old living quarters. Possibly encountering leftover defense drones or sealed compartments.
Discovery: The “coral-like” PNA organism grows in a partially submerged or geothermally warm section.
Science Scenes: Dr. Woolpit, Dr. Joret, Dr. Smith gather data, realize how groundbreaking it is.
Security Scenes: Captain Brecker or others handle checks against structural collapse or infiltration.
Part III: Complications
Rival or unknown explorers show up—maybe Russian “ghost” survivors or a squad from the US base fleeing the “plague.”
The PNA reef might react to deeper stimuli (emitting pulses or psychogenic effects?).
Reactor meltdown threat: The old Soviet reactor becomes unstable, risking the entire settlement.
Part IV: Climax & Resolution
The PCs must decide how to handle the organism, the old base, and a looming meltdown or infiltration.
A last-minute confrontation with potential “infected” or “ID monsters” from the surface.
Possibly they rescue survivors or close off the settlement for good.
Epilogue
Media: Suzanne March prepares Episode 4, capturing the dramatic finale.
Rewards: Scientific acclaim, salvage rights, or overshadowing heartbreak if half the settlement collapses.
Zombie / ID Mystery: Remains partially open if the group wants a future arc investigating the “plague.”
6. Complications & Subplots
Zombie Plague Leak
If the rumored outbreak extends underground, the PCs might face mutated US soldiers or something akin to a mind-virus.
Survivors of Nova Novgorod
A few half-feral or mutated humans might dwell in deeper sections, viewing outsiders with suspicion.
Corporate Power Play
Farnsworth or other sponsors push for immediate monetization: try to “harvest” the living reef for new biotech. Potential moral conflict.
Air Supply & Water
The environment is harsh. The new base camp could be compromised if meltdown or sabotage occurs.
7. Possible Resolution & Sequel Hooks
Victory (Peaceful Discovery): The PCs stabilize the old reactor, safely gather data on the PNA reef, and preserve it for further study. Suzanne’s coverage makes them galaxy-famous.
Partial Collapse: The meltdown or infiltration leads to tragedy. The expedition flees with partial samples. The site remains unsafe, beckoning a future mission.
Escalated War: If the rumored plague turns into full-scale conflict up top, the expedition might be cut off, forced to survive underground or find alternative escape routes.
Trait: Mindless Frenzy (+1 DM to Melee if severely wounded).
Running “Secrets of Pavonis Mons”
Use the recent broadcast from Suzanne March as an in-game device to introduce each session or “episode.” The scenario fosters excitement around the newly found “PNA reef,” reminiscent of coral but biologically alien, while tension on the surface threatens to cut short the expedition. The combination of advanced science, leftover Soviet outposts, rumored plague, and a reality-TV–style coverage drives the drama.
Will the PCs champion peaceful scientific progress—or exploit these wonders for personal or corporate gain? Will they quell or succumb to the “zombie plague”? Only your table can decide. Enjoy your subterranean Martian adventure!
Honey, I’m home. Unman worker returns to his domicile in Nova Novgorod. Copyright (C) 2025 Henry Edward Hardy
Lobopods of Mars Chapter 7: Descent into Nova Novgorod
A Mongoose Traveller (2e–compatible) Adventure
Table of Contents
Overview & Background
Scenario Hooks & Party Roles
Dramatis Personae
Locations
Pavonis Mons Summit & Elevator
The Road Train
Nova Novgorod Ruins
Adventure Outline
Potential Hazards & Encounters
Resolution & Sequel Hooks
Appendix: NPC Stats
1. Overview & Background
Premise:
Dr. Jack Woolpit, famed space geologist, organizes an expedition to Mars’s hidden depths. This time, they forgo flight in favor of a massive road train—a 20-foot fusion-powered crawler cab towing two 40-foot, 14-foot-high trailers.
An old Russian elevator (circa 1970s) on Pavonis Mons is discovered. Believed derelict, it still runs—powered by an aging thorium reactor and a gargantuan Stirling engine.
Rumors say the elevator leads to a cavernous system, once home to Nova Novgorod, a Soviet outpost lost 50 years ago. No official records survive. Now the expedition aims to explore it and confirm whether rumors of alien life or hidden resources are real.
Tone:
A mix of post-apocalyptic ruin exploration and scientific expedition. Dusty, claustrophobic, and full of opportunities for discovery or confrontation.
Mystery: Why did Nova Novgorod vanish? What’s left behind—and who or what might still dwell below?
2. Scenario Hooks & Party Roles
Hooks
Scientific Curiosity: Dr. Woolpit hires the PCs to provide protection, technical skills, or specialized knowledge (engineering, biology, sensor operation).
Corporate or Military Interest: A sponsor (perhaps a shady corporation or government group) tasks the party with retrieving old Soviet data, rumored advanced reactor designs, or discovering exotic life forms.
Treasure Hunt: Legends say the Soviets had stashed large caches of precious metals, old nuclear tech, or hidden prototypes. The party wants to lay claim for profit or glory.
Party Roles
Lead Scientist (Woolpit): Coordinates research tasks, interprets geological or biological data.
Crawler Pilot / Mechanic: Operates the fusion-powered cab, maintains the big rig through hazards.
Security / Bodyguards: Expect possible creatures, rival explorers, or structural collapses.
Medic / Researcher: Tends to injuries, analyzes anomalies, possibly deals with contamination or old reactor leaks.
3. Dramatis Personae
Dr. Jack Woolpit
Role: Expedition leader, enthusiastic geologist.
Motivation: Confirm rumors of subterranean Martian life and glean historical insight on Nova Novgorod.
Stu “The Hobbit” Hobart
Role: Mechanic / security hand. Possibly connected to smuggling or shady deals.
Motivation: Keep the big crawler running, earn a stake in any valuable salvage.
Captain Lars Brecker
Role: Seasoned soldier-turned-crawler pilot.
Motivation: Keep the expedition safe, possibly on retainer from a sponsor.
Dr. Yajtoo Smith
Role: Tech infiltration / remote ops.
Motivation: Hack into any old Soviet mainframes or drone networks if discovered.
Dr. Ginger Takata
Role: Expedition medic & xenobiologist.
Motivation: Investigate potential life signs rumored to dwell in old caverns.
Sergei, Fyodor, & Charlie (Unman)
Role: Scouts, possibly with Russian or mutant ties, giving them a personal stake in rediscovering Nova Novgorod.
(Adjust or swap the cast depending on your table.)
4. Locations
A. Pavonis Mons Summit & Elevator
Approach
The team treks across Mars’s dusty roads in the road train, climbing the slopes or specialized switchbacks up the volcano.
Possibly battered by dust storms or forced to bribe local outpost officials for a “permit” to use the elevator.
Elevator Platform
A massive gantry with rusted Soviet markings.
Machinery House: Houses a centuries-old but still functional thorium reactor powering giant cables and a Stirling engine.
Control Room: Antique Soviet-era consoles, blinking CRTs (or equivalent) still partially operational. Some instructions in Russian.
Elevator Ride
Potentially a 1–2 hour descent if it can handle the crawler + trailers. The ride is nerve-racking: flickering lights, mechanical groans.
Scenes: The world outside dims as the platform lowers the expedition into volcanic caverns.
B. The Road Train
Crawler Cab
20 feet long, fusion-powered engine, seats up to 3 in the front. Typically has vacuum or sealed compartments to handle Martian or subterranean conditions.
Two 40-Foot Trailers
One trailer: Lab & living quarters, full of scientific gear, bunks, a small med station.
Second trailer: Storage for drilling rigs, rovers, or a small scout bike, plus extra fuel, rations, water.
A once-inhabited settlement in a subterranean crater or large cavern. Soviet architecture: blocky, utilitarian modules, now partially collapsed.
Abandoned for ~50 years. Some parts still have partial power from the old reactor grid.
Points of Interest
Central Dome: Possibly a collapsed geodesic structure, containing living quarters and labs.
Reactor Chamber: Another thorium or nuclear reactor site, maybe leaking or meltdown-threatening.
Research Wing: Old labs with locked computers or half-destroyed logs referencing Martian biology or secret experiments.
Mysteries
Why was it abandoned? Disease, sabotage, unstoppable Martian creatures, or political reasons?
Could there be survivors or descendants (mutants/unmen) still lurking?
5. Adventure Outline
Act I: Ascent & Descent
Crossing Mars
The expedition sets off from a known city (Mutch, Schiaparelli, or Bradbury Landing).
Encounter minor hazards: dust devils, mechanical breakdown, or run-ins with bandits.
Negotiations at the Elevator
They find the old platform guarded or locked. Must figure out how to power it safely. Possibly fix some Stirling engine components or handle reactor cooling rods.
The Ride Down
Tension as the crawler is lowered into darkness. Flickering lights, the possibility of mechanical failure.
Clues: Soviet signage, graffiti from a presumably lost era, half-buried crates on side ledges.
Act II: Entering Nova Novgorod
Initial Survey
The expedition sets up a base camp near the old settlement.
Recon with sensors, environmental checks. The place is eerily silent.
Exploration
Splitting up or traveling as a group, discovering partially intact corridors.
Evidence of a meltdown or partial meltdown in one sector. Possibly a mutated ecosystem thrives on the residual energy.
Surprises
Encounters with local fauna (mold, fungus) or leftover robots (old Soviet security drones?).
Data logs hint the Soviets discovered “something” and tried to harness it.
Act III: Confrontation / Discovery
Deeper Depths
A large meltdown chamber or hidden tunnel leading to a more extensive cavern. Possibly containing bizarre Martian life.
Factions
Rival explorers might appear (a mercenary corp or Talhir band).
Unmen survivors or mutated Russians, living in isolation with a meager society.
The “Big Reveal”
Some decisive clue: an advanced device, living Martian organisms, or a sealed crypt with Soviet secrets.
Danger: Reactor meltdown risk, violent creatures, or the arrival of a US Army scouting party also tracking these secrets.
Act IV: Resolution & Escape
Option A: Peaceful Research
The party secures the reactor, glean knowledge, and tries to preserve the site as a historical/scientific treasure.
Option B: Cataclysm
The meltdown or an awakened beast threatens the entire ruin. The party must flee. Possibly the elevator shuts down, forcing them to fix or find an alternate route.
Option C: Rival Confrontation
A showdown with bandits or other factions that want to claim Nova Novgorod’s relics.
Epilogue
The party might ascend back to the surface with priceless data or create a secure outpost. They might vow to return with a bigger expedition or keep it hush-hush if the secrets are too dangerous.
6. Potential Hazards & Encounters
Environmental
Cave-ins, flooding from subglacial water pockets, leftover radiation in meltdown zones.
Creatures
Mutant flora or small rodent-like Martian life. Possibly subterranean “lobopods” feeding on reactor heat.
Automated Defenses
Soviet security drones or static turrets with half-working sensors.
Other Explorers
Competitors or saboteurs.
Reactor Hazards
Overheated thorium rods, possible meltdown, or partial meltdown causing contamination.
7. Resolution & Sequel Hooks
Grand Discovery: The PCs recover intact Soviet research logs on Martian biosystems or technology decades ahead of its time.
Tragedy: The meltdown resumes, forcing them to seal or destroy Nova Novgorod.
Population: Mysterious dwellers in the ruins might be saved or allied with. Or they vanish into deeper tunnels.
Future Adventures:
Rebuild Nova Novgorod as a subterranean colony.
Explore branching caverns leading to more lost labs or hidden enclaves (like rumored Nova Moskva?).
Rival governments or corporations scramble to seize the reactivated elevator.
Weapons: Low-power laser or slug turret (2D, short range)
Traits: Ancient circuits (malfunction 8+ on 2D if stressed).
Concluding Notes
In “Descent into Nova Novgorod”, your players undertake a tense road-train journey up (and then beneath) Mars’s towering Pavonis Mons, using a half-century-old Soviet elevator to explore a lost settlement. Whether they chase knowledge, treasure, or a bit of both, they’ll find the environment harsh, the secrets haunting, and the potential for conflict high. Will they unravel the fate of Nova Novgorod and harness its hidden wonders—or become one more tragic footnote in its mysterious history? Only their choices will decide. Good luck down there!
Disclaimer “Traveller” is a registered trademark of Far Future Enterprises. This scenario is a homebrew creation using Traveller-like terminology. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. Any references to Lobopods of Mars or other original works remain the property of their respective authors.
Return from New Moscow: The Battle for Talhir
A Mongoose Traveller (2e–compatible) Scenario
Table of Contents
Background & Context
Scenario Overview & Hooks
Dramatis Personae
Key Locations
Aphrodite’s Navel
Nova Moskva (New Moscow)
Talhir City
US Outposts on the Tharsis Plateau
Act-by-Act Breakdown
Notable Factions & Goals
Adventure Endings & Consequences
Appendix: NPC Stat Blocks
1. Background & Context
Mars in 2034:
Talhir (capital of the Kangar Union) looms in the Noctis Labyrinthus region, below the Tharsis Plateau. Ruled by Great Khan Kuara Tengri and his daughter Princess Gan, the Kangar Horde wields power, technology, and cunning, albeit fewer resources than the Earth-based superpowers.
New Moscow (Nova Moskva) is an underground, highly secret Russian enclave beneath the Tharsis region. Very few outsiders know it exists.
US Military has established a forward base near Pavonis Mons, sending in II Marine Expeditionary Force, units from the 2nd Marine Division, plus 1st Lunar Mechanized and others. They brand the plateau a “Restricted Zone,” authorized to use deadly force.
Princess Gan attempted infiltration near the US lines. In a flash confrontation, Colonel Mark Flagg shot her and killed her handmaidens. Gan survived—minus an arm—rescued by her father’s forces. Tensions skyrocket.
Your Travellers begin this scenario leaving the hidden city of New Moscow alongside local “unmen” scouts. They return to find the entire region in chaos: the US is accused of unprovoked aggression, Talhir is mobilizing for war, and the Kangar Horde demands revenge for Gan’s injuries.
2. Scenario Overview & Hooks
Central Conflict: The US Army (and possibly Marine) forces have attacked or repelled intruders near Pavonis Mons. Princess Gan is gravely wounded. The Kangar Horde readies for retaliation, risking a full-blown war on the plateau. The PCs are caught in the middle.
Possible Hooks
Gan’s Summons: Dr. Joret (or any PC with medical expertise) receives an urgent call from Gan’s circle—she is critically injured, needs advanced care. The PCs must cross the plateau to get to Talhir quickly.
Protect or Evacuate Civilians: The party is asked by local officials to safeguard an outlying settlement from the looming conflict.
Diplomatic Mission: An ISA official or a neutral contact begs the PCs to broker peace. They might need to slip into the US forward base and then to Talhir, or vice versa, collecting terms for a ceasefire.
Ties to the “Unmen”: The “unmen” from New Moscow are either under your party’s protection or in your debt. They want to relocate, or join the Kangar Horde, or vanish into the Martian outback. That may put the PCs at odds with either the US or Talhir.
3. Dramatis Personae
Princess Gan Khulan
Role: Kangar Horde Royal, recently gravely wounded. Charismatic figure for the Horde.
Condition: Missing an arm, in a suspended “hypothermic stasis” to prevent further injury.
Motivation: Survive, maintain dignity, avenge the attack, or negotiate a cunning peace if it benefits the Horde.
Colonel Mark Flagg (US Army)
Role: Commanding officer of 1st Lunar Mechanized Regiment, leading the forward base near Pavonis Mons.
Personality: Stoic, by-the-book, believes he was well within rights to open fire on “intruders.”
Motivation: Secure the region for US interests, obey a wide “restricted zone” directive from Earth.
Great Khan Kuara Tengri (Georgi Kubatov)
Role: Leader of the Kangar Horde, father of Gan.
Motivation: Furious at the US for harming Gan, but cautious about an all-out war he might not win.
Unman Scouts: Charlie “Unman” Podgorney & Fyodor the Slow
Role: Mutants from Nova Moskva traveling with the PCs after leaving the hidden city.
Motivation: Survive on the surface, possibly help the party navigate lava tubes or Martian wilds, eager to avoid direct conflict with powerful forces.
Dr. Joret (PC)
Role: Mediator or doctor. Possibly the impetus for returning to Talhir to treat Princess Gan.
Motivation: Live up to medical oath, keep the party alive, possibly uncover deeper conspiracies.
4. Key Locations
Aphrodite’s Navel
Feature: A natural lava tube high above Talhir, discovered by the party earlier. Possibly grants secret access to the city or out to the plateau.
Danger: Collapsing sections, volcanic vents, or lurking mutant creatures from deeper tunnels (like “unmen” or feral Martian biosystems).
Nova Moskva (New Moscow)
Secret: An underground Russian city with partial knowledge of early Soviet bases from the 1970s.
Status: The party departs here at scenario start. If the PCs revealed too much, the Russians might brand them liabilities.
Talhir City
Capital of the Kangar Union, often described as the “Las Vegas of Mars.” Lavish entertainment, but also a hotbed of hidden military and advanced or black-market tech.
State of Emergency: With Gan wounded, security is tight. The city either prepares defenses or organizes a raid on US lines.
US Outposts on the Tharsis Plateau
Fort Galleon near Pavonis Mons, or a ring of smaller forward bases.
Heavily Defended: With powered armor patrols, exoskeleton squads, Farnsworth Fusor drop pods, etc. Access is restricted.
5. Act-by-Act Breakdown
Act I: Escape from New Moscow
Setup: The party finishes business in the underground city. Dr. Joret receives Gramash the Hacker’s urgent telegram: “Princess Gan is severely injured—Return ASAP!”
Challenges: They must cross the underground lake (“River Styx”) or the labyrinth of tunnels to surface. Possibly face mutated wildlife or “Old Believer” watch posts.
Outcome: They emerge near Aphrodite’s Navel with their unman companions.
Act II: Racing to Talhir
Travel: The group navigates rough Martian terrain or uses partial rover transport. They see signs of mobilization—a Kangar column or US drone patrol overhead.
Encounters:
A US recon squad demands to search or question them.
Kangar outriders, suspicious the PCs might be spies.
Decision: The PCs can either slip past, talk through, or fight. Possibly they gather intel on the approaching conflict.
Act III: Crisis in Talhir
Arrive: Gan is in suspended stasis. Her father demands help: either a direct assault, infiltration, or negotiation with the US.
Possibilities:
Healing Gan requires special gear from the US lines.
The Horde is planning a massive retaliation; they want the PCs’ assistance or at least to stand aside.
If the PCs want peace, they must convince the furious Khan.
Act IV: The Showdown (Diplomacy or War)
Option A: Diplomatic Gambit
The PCs approach Colonel Flagg or other US reps under a flag of truce. They negotiate compensation or an end to the “Restricted Zone.”
Possibly reveal that Gan was unarmed or that the handmaidens died needlessly. Tensions intensify if the US refuses to admit wrongdoing.
Option B: War
The Kangar Horde launches an assault. The PCs can aid the defense or infiltration. The US calls in exoskeleton squads, mecha, or drones.
Expect large-scale battles or smaller infiltration set pieces: sabotage comms towers, hijack rovers, etc.
Epilogue
The outcome depends on the PCs’ approach: peace, chaos, or a cunning compromise.
6. Notable Factions & Goals
Kangar Horde
Goal: Vindicate Gan’s honor, protect Talhir, possibly expel US from the plateau.
Means: Hit-and-run cavalry, cyborg shock troops, hidden alliances (maybe with certain corporate or black-market suppliers).
US Army / Marines
Goal: Hold the restricted zone for strategic advantage, follow Earth orders. Possibly remain “open” to a settlement if hostilities threaten bigger resources.
Means: Superior tech (powered armor, advanced rifles, mechs), systematic tactics, official Earth backing.
Unmen (Charlie & Fyodor)
Goal: Survive. Possibly help the PCs or remain aloof. They might glean a new home in Talhir if they side with Gan’s father, or vanish into underground lava tubes.
Neutral Agents (ISA, Mutch City, or others)
Goal: Might want to quell the conflict, keep roads open for commerce. Some quietly benefit from war “tourism” or arms trade.
7. Adventure Endings & Consequences
Peaceful Accord
The PCs mediate a deal: the US apologizes for harming Gan or pays restitution, the Kangar Horde backs off. Both sides remain uneasy.
Gan recovers. Possibly the PCs gain strong favor with the Kangar court and a nod from Earth.
Kangar Victory
The Horde’s cunning raids push the US to retreat from the plateau. Princess Gan’s survival and public image soars. The PCs become heroes in Talhir but outlaws to Earth forces.
US Dominance
A crushing campaign by the US (overwhelming firepower) forces the Horde to sue for peace. Gan might remain an embittered figure. The PCs face moral questions if they sided with the Kangar.
Escalation & Wider War
The conflict spirals, drawing in other Martian cities (Mutch City, Schiaparelli, etc.). The PCs end the scenario in the midst of a planet-wide crisis with no resolution in sight.
8. Appendix: NPC Stat Blocks
Below are sample Mongoose Traveller 2e–style stats. Tune them up or down to match your table’s difficulty level.
Fearless: Gains +1 DM on morale checks if in a group of 2+ horde allies.
Conclusion
Return from New Moscow: The Battle for Talhir propels the PCs into the epicenter of Martian geopolitics. Whether they rally to Princess Gan’s side, serve Earth’s interests, or walk a delicate diplomatic line, the fate of the Tharsis Plateau may hinge on their choices. Will the conflagration intensify—and might they discover deeper secrets behind both the old Soviet bases and the US’s “authorized deadly force”? Only the next session will tell. Good luck!
Diorama of a Kangar Horde fort on Mars Copyright (C) 2022, 2025 Henry Edward Hardy
Lobopods of Mars Chapter 5: Confrontation with the Kangar Horde
A Mongoose Traveller (2e–compatible) Scenario
Disclaimer “Traveller” is a registered trademark of Far Future Enterprises. This scenario is a fan work using Traveller-like terminology. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. The Lobopods of Mars references remain the property of their respective authors.
Table of Contents
Adventure Background
Scenario Overview & Hooks
Major Factions
Kangar Horde
Local Authorities (Mutch City & Others)
Locations
Thomas A. Mutch Crawlie Stop
Talhir (Kangar Base)
Potential Battlegrounds
Running the Scenario
NPC & Enemy Stats
Generic Kangar Raider
Kangar Lieutenant (Bear-Man)
Sheriff Olav Pekkonen
Possible Endings & Aftermath
1. Adventure Background
Mars in 2034 is embroiled in multiple flashpoints. Tensions with Earth-based fleets in orbit are rising, while local powers jockey for territory. The Kangar Horde, a self-styled neo-Turkic clan from the edges of the Tharsis Plateau, has escalated from “rough trading” to outright raiding smaller outposts and crawlie stops.
Recent Incidents
Mutch Crawlie Stop Takeover: The Kangar Horde forcibly occupied the Thomas A. Mutch Crawlie Stop near Mutch City, terrorizing staff and travelers.
Sheriff’s Posse Victory: Sheriff Olav Pekkonen rallied volunteers to fire warning shots and flush out the Horde, prompting them to flee—albeit slowly—into the Outback.
Wider Ramifications: Now that the Kangar raiders have retreated, Mutch City is celebrating, but new rumors swirl that a larger Kangar warband is assembling deeper in the desert to retaliate.
2. Scenario Overview & Hooks
In Confrontation with the Kangar Horde, the Traveller PCs find themselves in the crossfire. They may be defending Mutch City, investigating the Horde’s motives, or even traveling outward to broker uneasy peace or deliver a preemptive strike.
Hooks
Defensive Contract: The PCs are hired by Mutch City Council or a local trader’s guild to protect the region from further Horde attacks.
Search for a Missing Victim: A friend or allied NPC is among those brutalized at the Crawlie Stop. The party tracks the Horde to reclaim stolen items or rescue a hostage.
Diplomatic Overture: A neutral mediator tasks the PCs with meeting the Kangar Horde’s leadership, hoping to avoid an all-out war.
Personal Vendetta: One of the PCs was robbed or humiliated by the Kangar raiders. It’s time for payback.
3. Major Factions
Kangar Horde
Identity & Mythos: A band of raiders claiming lineage from Old Turkic khans, led (officially) by Great Khan Kuara Tengri (real name: Georgi Kubatov, ~81 years old).
Base of Operations: The settlement “Talhir,” perched near a water seep in Valles Marineris. In reality, it’s a patchwork fortress of pressurized domes and salvaged crawler parts.
Capabilities:
Skilled in desert survival and constructing “hillbilly armor” for their vehicles.
Armed with older but functional slug guns and shotguns, plus some black-market ex-Earth military gear.
Rely on fear and intimidation to gather “tribute” from isolated outposts.
Local Authorities (Mutch City & Others)
Mutch City: A mid-sized settlement near Tharsis, with a precarious water supply but robust trade. Sheriff Olav Pekkonen is the de facto law.
Thomas A. Mutch Crawlie Stop: A privately owned stopover dome with cheap lodging, refueling, and basic entertainment. Important for local commerce. Recently besieged by the Kangar Horde.
Sheriff Pekkonen’s Posse: Ad-hoc volunteers, often outclassed by better-armed foes, but determined to defend their homes.
4. Locations
Thomas A. Mutch Crawlie Stop
Layout: A single pressurized dome with an attached refueling station, a bar, a few bunkrooms, and a cargo yard.
Recent Damage: Broken furniture, bullet holes, captured staff traumatized. The locals are angry but relieved the Horde left.
Clues: Searching the dome may yield leftover Kangar symbols, forced locks, or data logs showing messages from unknown sponsors (hinting they might be pawns for bigger factions).
Talhir (Kangar Base)
Environment: Deep in the Valles Marineris outback, perched near a dripping water seep. Minimal oxygen, raging dust storms.
Defenses: Spiked walls, watchtowers, roving crawlers. The place is half shantytown, half fortress.
Population: ~200–300 hardened raiders plus families. Possibly hundreds more innocents coerced into living under the Horde’s rule.
Potential Battlegrounds
Desert Wastes: Rolling dunes, unpredictable dust devils, ancient lava flows. Perfect for crawler chases and ambushes.
Mutch City Outskirts: If the Horde tries a mass reprisal, the city outskirts or surrounding crater walls become the front line.
Abandoned Mines or Lava Tubes: Could be fallback points or hidden outposts.
5. Running the Scenario
Phase 1: Gathering Intel
PCs investigate the aftermath of the Crawlie Stop raid. They meet witnesses, see traces of violence, and piece together who led the incursion (e.g., a Kangar Lieutenant known as “Bear-Man”).
Sheriff Pekkonen warns them: The Horde might regroup, or the PCs can take the fight to them.
Phase 2: Desert Pursuit or Negotiation
Option A: Pursuit
The PCs head out in crawlers or half-tracks, following the raiders’ trail. Dust storms hamper visibility. Potential stealth or infiltration to get close to the Kangar camp.
Option B: Diplomatic Approach
The PCs attempt to contact the Kangar leadership to broker peace or arrange a prisoner exchange. Batar Khan or Bear-Man might arrive suspiciously to parley, flanked by armed guards.
Complications
Earth-mined or Mars-based corporate interests could be egging the Kangars on, providing them with weaponry.
Tensions with the “Talhir Council” (the few quasi-civil officials in the Kangar settlement) might overshadow the warband’s own chain of command.
Phase 3: Showdown
The final confrontation can take many forms: a pitched battle on the desert floor, a stealth infiltration of Talhir’s perimeter, or a tense negotiation that might devolve if one side is provoked.
Combat Encounter: The Kangar Horde deploys multiple crawler rigs with improvised turrets, or they ambush from rocky outcrops. The PCs must coordinate tactics, use the environment, or even call in local militia.
Talk (or Betrayal): If the PCs attempt to negotiate, they might learn of the Horde’s real demands—e.g., new farmland, guaranteed trade, or a “tribute” system. Whether the city can accept that is another story.
Victory or Unrest
If the PCs defeat the Kangar leadership (like Bear-Man or Batar Khan), the warband might disperse. But the settlement of Talhir remains, potentially seeding future trouble.
If the PCs treat with the Horde respectfully, they might forge a new “tribute for peace” arrangement, but Mutch City’s populace may resent giving in.
6. NPC & Enemy Stats
Below are sample Traveller 2e–style stat blocks. Adjust skill levels and gear to match the desired difficulty.
Generic Kangar Raider
Value
STR
8
DEX
7
END
7
INT
6
EDU
5
SOC
5
Skills:
Melee (Blade) 1 or Gun Combat (Slug) 1
Athletics (Strength) 1
Survival 1
Streetwise 0
Gear:
Patchwork vacc suit (Armor 3–4)
Slug rifle or shotgun (2D–3D damage)
Improvised melee weapon (1D+1 or 2D damage)
Traits:
Raider Tactics: +1 DM to Stealth or Recon when preparing an ambush in Martian desert terrain.
Kangar Lieutenant (Bear-Man)
Value
STR
10
DEX
7
END
9
INT
6
EDU
6
SOC
5
Skills:
Melee (Blade) 2
Gun Combat (Slug) 1
Leadership 1
Recon 1
Survival 1
Gear:
Tough environment suit or combat armor (Armor 5+)
Sawed-off shotgun or heavy rifle (3D damage)
Brutal-looking scimitar or carbon blade (2D damage)
Traits:
Intimidating Presence: Gains +1 DM on any opposed checks to threaten or coerce.
Fanatical Loyalty: Nearby Kangar raiders get +1 to Morale checks.
Sheriff Olav Pekkonen
Value
STR
8
DEX
7
END
7
INT
7
EDU
8
SOC
5
Skills:
Gun Combat (Slug) 2
Recon 1
Leadership 1
Persuade 1
Vacc Suit 1
Gear:
Heavy revolver (3D)
Light ballistic vest or environment suit (Armor 4)
City crawler with a small railgun turret (non-lethal or low-power shells)
Traits:
Local Hero: Gains +1 DM to persuade or rally local fighters.
Outnumbered, Not Outgunned: The Sheriff never backs down if defending Mutch City.
7. Possible Endings & Aftermath
Kangar Defeat
The PCs lead a decisive strike on the Horde, capturing or scattering the raiders. Mutch City breathes easy… for now.
Possible blowback: Remaining Kangars vow revenge, or other outback gangs see weakness.
Negotiated Truce
The PCs broker a tenuous deal: The Horde gets safe passage, minimal tribute, or some autonomy. City authorities grudgingly accept.
The truce might turn fragile if hotheads on either side pick a fight later.
PCs Switch Sides
If the party sees the Kangar cause as legitimate (lack of resources, forced to raid?), they might ally with them. Mutch City’s authorities become adversaries. This sets up an ongoing “bandit kings” arc.
Stalemate & Expanding Conflict
Neither side gains a clear advantage. The setting escalates into a broad conflict as more raiders and possibly ISA or Earth forces intervene. The region remains a powder keg.
Conclusion
In Confrontation with the Kangar Horde, the PCs must navigate a fine line between local politics, outback survival, and the fierce warlike culture of the Kangar clan. Whether they choose to fight, talk, or outmaneuver the Horde, this scenario promises dusty chases, tense standoffs, and moral gray areas—perfect for a grounded, high-stakes Martian Traveller campaign. Good luck out there, and remember: on Mars, water and alliances are equally precious.
Possible Stat Blocks (in Mongoose Traveller 2e style)
Skills & Specialties
Gear & Technology
Role in a Lobopods of Mars Campaign
Use them as senior advisors, special consultants, or well-connected fixers. They can also serve as advanced PCs if your group wants deeper ties to the ISA and scientific circles.
Col. Lars Brecker, ISA (ret.) Copyright (C) 2025 Henry Edward Hardy
Background & Personality
ISA Service Record: Colonel Brecker served in the International Space Agency’s Mars Division for about twenty years, specializing in expeditionary security and deep-cavern rescue operations. He rose to a leadership position after spearheading multiple outback search-and-rescue missions during catastrophic dust storms.
Retirement & Current Life: After mustering out, Brecker settled near Mutch City, capitalizing on his experience to provide private security consulting. He has the know-how to operate advanced weaponry (including short-range railguns) and is known for his calm leadership in emergencies.
Personality: Professional, stoic, but fair. He strictly upholds personal honor, even when the local “law” is ambiguous. His standoffish approach can make him seem harsh, yet he keeps an old-fashioned sense of duty to protect civilians.
Recon 1 (dust-storm infiltration; scanning for hazards)
Mechanic 1 (fixing minor crawler or rifle malfunctions)
Gear & Technology
Combat Environment Suit (TL9/10): Rugged, protective in dust storms. +8 vs. normal/lasing attacks (and environment).
Advanced Combat Rifle (TL10): 3D damage, ~40-round magazine, Auto 3, typically with scope.
HUD Comm & Tactical Interface: Connects to local map overlays, sensor net in settlements.
Survival Tools: Basic field kit, short-range comm beacons, flares, patch tape, and stims.
Role in the Campaign
Security Consultant: Brecker can be employed by local towns or big domes for protective detail.
Tactical Veteran: When high-stakes shootouts erupt (e.g. defending a water tank or facing cult raiders), Brecker is the calm eye of the storm.
Moral Center or Drill Sergeant: He might keep trigger-happy allies in check, or he could instruct rookie colonists in basic firearms. If “the mission” conflicts with corporate or political pressures, Brecker’s sense of honor might cause friction.
Dr. Jack Woolpit Copyright (C) 2025 Henry Edward Hardy
Background & Personality
Scientific Savant: Dr. Woolpit is a brilliant researcher with a broad education, rumored to hold multiple advanced degrees in geology, environmental science, and xenobiology. He first came to Mars for pure research—perhaps under an Earth-based university grant.
Curiosity & Compassion: While methodical in the lab, Woolpit is empathic toward people. Often out of his depth in moral or physical confrontations, he tries to reason with would-be aggressors, sometimes to comedic effect.
Professional Reputation: Even among the Martian science community, Dr. Woolpit is considered eccentric—some say naive. He invests himself fully in unraveling the mysteries of Martian ecology, with rumors that he’s especially intrigued by the possibility of Lobopod life.
Potential Stat Block (Traveller 2e)
Characteristic
Score
DM
Notes
STR
6
+0
Slight build
DEX
6
+0
Not a fighter
END
8
+0
Middle-of-the-road
INT
9
+1
Sharp academic mind
EDU
13
+2
Substantial formal study
SOC
7
+0
Polite, reserved manner
Other Abilities
Psi: 5 (No special training)
Skills & Specialties
Science (Planetology) 2 (expert on Martian terrain)
Science (Xenobiology) 1 (looking for alien life or “Lobopods”)
Yaztoo Smith Copyright (C) 2025 Henry Edward Hardy
Background & Personality
Mars-Born Technologist: Yajtoo Smith is a local of the Red Planet, rumored to have grown up in the under-levels of Mutch City. He taught himself advanced computing and remote ops with a knack for forging credentials and infiltration.
Adept at Deception: Rumors swirl that he can hack both corporate and city-level networks to manipulate supply logs or even override airlock security. His moral compass is fluid; sometimes a helpful info-broker, sometimes a con artist.
Smooth Operator: Yajtoo is socially adept, blending in or projecting confidence as needed. He weaves half-truths to keep various factions off his back, which occasionally lands him in hot water.
Potential Stat Block (Traveller 2e)
Characteristic
Score
DM
Notes
STR
7
+0
Physically slight
DEX
8
+0
Competent reflexes
END
9
+1
Surprising stamina
INT
12
+1
Quick-witted, cunning
EDU
15
+3
Extremely well-educated
SOC
8
+0
Street-level presence
Other Abilities
Psi: 4 (Not a psion, possibly unknown or negligible)
Skills & Specialties
Computers 3 (expert-level hacking & data infiltration)
Dual Expertise: Joret is both an experienced ISA officer and a credentialed scientist (PhD in a specialized field—possibly exobiology, geology, or medical). He served in the Mars Division as a science officer and rose to Colonel rank.
Reason for Retirement: Possibly forced out due to internal politics or chosen to “retire” to direct civilian research. He maintains strong ties with the Secretariat, and some suspect he still does hush-hush missions.
Pragmatic & Unflinching: Joret is measured, rarely emotive, and known to keep calm in dire crises. This, combined with his scientific training, makes him an ideal “problem-solver” whether dealing with sabotage, outbreak, or a newly discovered microbe.
Potential Stat Block (Traveller 2e)
Characteristic
Score
DM
Notes
STR
7
+0
Average fitness
DEX
9
+1
Adept with small arms
END
10
+1
Veteran’s endurance
INT
10
+1
Keen, disciplined mind
EDU
12
+2
Doctorate-level knowledge
SOC
7
+0
Minimal social pretense
Other Abilities
Psi: 6 (Untrained, latent at best)
Skills & Specialties
Science (choose one: Exobiology/Medicine/Geology) 2 or 3
Leadership 1 (command experience)
Vacc Suit 1 or 2 (ISA standard)
Gun Combat (Energy) 1 (trained in high-tech sidearms)
Medic 1 (if he is a medical doctor or general scientist)
Mechanic or Engineer (Power) 1 (general technical proficiency from ISA missions)
Gear & Technology
ISA-Grade Combat Environment Suit: Possibly a better version with advanced life support, near TL10.
Energy Pistol (TL10+): 3D damage, short to medium range, includes a battery pack or micro-fusion cell.
Portable Field Lab: If he’s on a research assignment, includes diagnostic scanners, sample tubes, or specialized instruments.
Old ISA Credentials: Potentially grants “official” privileges in some areas, but Mars governance is messy—recognition depends on local politics.
Role in the Campaign
Retired Commander Turned Scientist: Joret can leverage old ISA protocols for special clearances or to coordinate rescue ops. He might also have hidden missions from former superiors.
Mentor or Patron: Younger explorers or scientists might see him as a revered figure. He can push them to tackle big discoveries—like investigating rumored Lobopods.
Conflict of Loyalty: The Secretariat or certain Earth-based agencies might attempt to manipulate Joret. He must decide if he’ll remain loyal to the colonists or to his old chain of command.
Using These Four as a Team (or NPC Ensemble)
While each character can stand alone, the four can form a powerful “think tank” or investigative cadre:
Colonel Brecker ensures security and tactical prowess.
Dr. Woolpit supplies cutting-edge scientific expertise.
Yajtoo Smith handles infiltration, sabotage, or hacking.
Colonel Joret merges leadership, scientific knowledge, and lingering ISA authority.
Their combined backgrounds span multiple layers of Mars society—corporate, clandestine, and official. They could be pivotal in:
High-Stakes Missions: The Secretariat hires them to quell a major outback threat or investigate an alarming new life form in the lava tubes.
Internal Power Struggle: Their varied alliances create friction, as each might champion different sponsors or philosophies.
Frontier Hubs: The group’s presence drastically alters the balance of power in Mutch City, especially if they choose sides between local administrators, corporate enclaves, or religious cults.
Whether used as advanced PCs or influential NPCs, these four add depth, nuance, and the potential for large-scale developments in your Lobopods of Mars campaign. Will they unify to protect the fragile Martian frontier, or tear it asunder with hidden agendas?
Enjoy weaving them into your cosmic frontier stories—on Mars, every choice can shape the future of humankind’s new frontier.
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