Professional Documents
Culture Documents
Cloud Captains of Mars
Cloud Captains of Mars
Cloud Captains of Mars
G A M E S
P. O. Box 1646
Bloomington, IL 61702-1646
TABLE OF CONTENTS
Gato (above)
333-ton Screw Ram
Captain: Arturo Diego della Mora Lismore (above)
250-ton Gun Kite
Captain: Sir Michael Paget-Smith
CLOUD CAPTAINS OF MARS
Introduction
HIGH IN THE Shistomik Mountains, commerce have learned to live to-
east of the British crown colony of gether in Karkarham. To ensure that
Syrtis Lapis, the city of Karkarham it remains a commercial center, the
sits at the crossroads of a world. The price of the cloud captains' sanctu-
lofty peaks and strong winds of the ary is immunity from attack for mer-
Shistomik range make cloudship chant ships bound to or from Kar-
travel impossible except at a few karham—in practice, all those within
strategic passes, and Karkarham a 500-mile radius.
dominates the most important of Karkarham has thus become the
these. safest of ports for a merchant ship as
Its canal locks still allow ships well as a ready source of cheap trade
from Hesperia and Trinacria to bring goods plundered from ships seized
trade goods north from the great further afield.
seabed city-states, while the trace of Cloud Captains of Mars is a
the old canal to Thoth in the Nepen- sourcebook which details the pirates
thes-Thoth Steppe forms a rough and privateers who gather at Kar-
highway for caravans coming south karham. It gives referees an extensive
from the wild country above. With the listing of its captains, ships, habits,
war between Britain and Oenotria and haunts. Players who seek the
having severed all canal links to the cloud captains out will journey to
east, merchant traffic has more than Karkarham, so a large part of the book
doubled. Almost anything can be deals with that rich and deadly city
found in the bustling marketplace of perched atop the mountains.
Karkarham. How to get to Karkarham, how it is
But Karkarham is more than a defended, what you will find there,
simple commercial center; it is also how to contact the cloud captains or
the home port for that colorful and the rich spice ships of the Boreosyrtis even the legendary Red Captains—
bloodthirsty company of pirates, League, the fat oil luggers of Olonia, all this and more is covered.
brigands, and adventurers known as and eastern merchantmen carrying But in addition, this book provides
the cloud captains of the Shistomik. jewels from Amazonia or ancient rules for hiring crews, hunting down
Like the pirates of the Caribbean, relics from the blasted ruins of and seizing merchant ships, and sell-
who, centuries earlier, plundered the Zephyria. All are fair game for the ing prizes in Karkarham's markets for
ships of the Spanish Main and were cloud captains, who find safe haven those players who long to feel the
allowed to dock at Port Royal by a in Karkarham in return for a split of wind in their face, a deck beneath
corrupt governor, the cloud captains the profits. their feet, and no flag overhead but
of the Shistomik Mountains plunder In a strange sort of way, piracy and the Jolly Roger.
GDW
CLOUD CAPTAINS OF MARS
GDW
THE RED CAPTAINS
wars with out-and-out piracy. As a however, for two reasons. First, the Syrtis Major area, five are nearly
matter of prudence, they usually British actively encourage their ac- legendary in their skill and success.
range quite far from their home port tivities (at least those of the British These five are listed on page 8, and
to make their raids and have a price captains), so the two excellent ship- the following pages cover them and
on their heads in several regions of yards at Syrtis Major and Parhoon are their ships in greater detail. The list-
Mars. Other captains would never generally available for maintenance, ings provide all the information a ref-
think of violating the strict conditions repairs, or minor modifications. eree will need in order to run each
of a letter of marque or a seizure Second, the city of Karkarham is a captain as a non-player character,
warrant, and their behavior is as scru- natural magnet for privateers and including information on how play-
pulously proper as that of members pirates of any color, and it offers the ers might meet them. These men may
of the Royal Navy. advantages of a reasonable shipyard, become a regular feature in your
Many nationalities of Red Captains a thriving market for prizes, and an campaign, but they should not be-
exist, although the nationalities uninquisitive government. come too familiar. It is almost incon-
which have enclaves on Mars tend to Although the Red Captains all have ceivable, for example, that one of
predominate, as one would expect. a great deal in common, it would be them would decide to join the play-
British and American captains are the grossly incorrect to think of them as ers' group of adventurers. Not only
most numerous, with roughly equal a close-knit fraternity. The British can these descriptions be used as non-
numbers. The British captains are the captains do indeed appear that way player characters, but they should
clear majority in the Syrtis Major at times, as they are almost without also serve as a guide to the referee in
area, but American vessels have vis- exception loyal subjects of the Crown creating other NPC Red Captains of
ited every corner of the world and can and pattern their actions accordingly. somewhat lesser fame (but not nec-
be found almost everywhere. French Considerable friction continues be- essarily lesser talent). Remember,
and Belgian captains are also fairly tween individuals, however, and the however, that Red Captains do not fit
numerous, but no other nationality non-British captains have considera- a rigid mold; they are almost by defi-
has more than a dozen captains. bly more ambiguous loyalties. A good nition exceptional individuals. Make
Red Captains can be found wher- example of this is the open contempt your non-player character captains
ever commerce or war exist, which that Captain della Mora holds for all exceptional as well. Spend some time
is to say anywhere there is a Martian British subjects, including other Red thinking about the possible back-
city-state. The largest concentration Captains. ground of a lady Red Captain or even
of them is in the Syrtis Major region, Of all the captains operating in the a Japanese captain.
GDW
BURNABY
ron to assist Wolseley's army in its rian, Parhooni, Koline, and Umbran. covered that it is some-
attempt to relieve General Gordon at Also, his unusual height and massive, times necessary to fight
Khartoum in the Sudan. Burnaby's 46-inch chest suggest a physical other privateers to defend a
own steam launch, along with a sec- similarity to Martians that has be- prize and that the large merchant
ond built at government expense for come the source of numerous crude, ships can take a fair quantity of
the campaign, carried dispatches but good-natured, jokes by the natives small-caliber shell damage anyway
back and forth for months, harassed as to the possibility of his having without significantly reducing
the dervish columns, and scouted Martian ancestry. their resale value.
ahead of the Desert Column. As the Although he has only been on Mars The Penelope does not normally
dervishes became used to the aerial for four years, Burnaby has gained the carry cargo (aside from normal
vessels, however, they began devis- respect of most of the cloud captains ship's stores), but has a small cargo
ing means of bringing them under of the Shistomik and is recognized as hold and connection points for
fire. Eventually the H. M. S. Penelope the unofficial leader of the British Redrigging a cargo sling underneath
(the newly built vessel) was badly Captains. He has no formal authority the keel. When carrying up to 35
damaged and crashed in the Nile. over any other captain, but his advice tons of additional cargo its maxi-
Burnaby landed in the Vivian, his carries great weight. mum altitude is reduced to High.
original boat, and rescued the crew. When carrying from 36 to 85 tons,
In intense hand-to-hand fighting he THE STEAM RAM it is reduced to Medium. When
received a serious wound in the neck PENELOPE carrying from 86 to 168 tons, it is
which nearly killed him and left a BURNABY BEGAN building the Pen- reduced to Low. It cannot carry
large, ugly scar. Although Burnaby elope in January of 1886, only four more than 168 tons of cargo.
later rescued Gordon in the Vivian, months after his arrival on Mars, at
both Khartoum and the Desert Col- the shipyard at Syrtis Major. It was Technical Specifications
umn were destroyed, and the main completed before the end of the year. Armor: 0
army retreated back to Egypt. It was originally armed with four five- Hull: 2 (steel)
Later in 1885, the government an- barrel Nordenfelts and a 6-pounder Speed: 6
nounced its intention to step up pro- Hotchkiss revolver on the stern tower, Engine: 250 horsepower (boiler
duction of aerial gunboats, but at the and was powered by a 250-horse- size 2)
same time transfer all such vessels power conventional steam engine. In Coal: 60 tons
currently in service to the Royal late 1888, however, the Penelope Endurance: 30 days
Navy. Disheartened by this develop- underwent an extensive refit which Altitude: Very High
ment, Burnaby resigned his commis- replaced its conventional boiler with Tonnage: 165
sion and retired from the army. Actu- a modern forced-draught model of the Price: £24, 920
ally, Burnaby had been considering same power. The weight savings Crew: 3 officers, 3 petty officers,
retirement for reasons of health due realized by this enabled replacement 20 ratings and marines
to continuing heart problems. Emi- of the wing-mounted Nordenfelts by Bridge: 2 officers, 2 petty offi-
grating to Mars in hope that the lower 3-pounder revolvers. As the original cers, 1 rating
gravity there would aid his health, he design was intended as a privateer, its Deck: 1 petty officer, 2 ratings
was drawn to the Red Captains and expected opponents were poorly Maneuver: 2 ratings
before long was commanding his own armed merchantmen, and Burnaby Gunners: 6 ratings
ship (the Penelope, named for the felt that the best armament would be Marines: 1 officer, 9 marines
vessel lost at Khartoum). Idolized by machineguns to sweep the crew from Armament:
the younger British officers, Burnaby the deck while minimizing structural 1 Nordenfelt forward
was soon accepted in Martian soci- damage (and a well placed rapid-fir- 2 3-pdr HRCs on wing mounts
ety as well. His facility with lan- ing 6-pounder to discourage pursuit 2 Nordenfelts broadside
guages enabled him to learn Oenot- by warships). Since then he has dis- 1 6-pdr HRC on stern tower
GDW
FREEMERCHANT
town. However, he finds most of the career has been exceptionally suc- respectable top speed of
rest of the city to be both disorderly cessful, and the Baron Lortmore is 35 knots. The 80-ton coal
and scandalous. He frequently tries known as being a lucky ship. bunker gives the ship an endur-
to enlist the support of the other Red ance of 20 days. When originally
Captains in a scheme to fund a mu- Meeting Freemerchant built, the Baron Lortmore had four
nicipal police force, but he has been FREEMERCHANT has permanent five-barrel Nordenfelts in addition
singularly unsuccessful in the at- lodgings in Syrtis Major but also to its heavier armament. These
tempt. maintains a household in Karkarham, were recently removed and re-
"What this city needs is half-a- and much of his time (when he is not placed with four Maxim guns.
hundred bobbies, by God!" is his fre- actually on patrol) is spent there. He No cargo is usually carried, but
quent lament. does not frequent public houses, but the Baron Lortmore has an ade-
he is a member of the Explorer's Club quate hold, and more cargo can be
Background at Syrtis Major. carried both on the deck and from
PRIOR CAREERS include military of- While at Karkarham, Freemerchant slung cargo nets. Its maximum
ficer and naval officer. will divide his time between super- altitude is reduced to High when it
Freemerchant is 41 years old and vising any work necessary on his carries up to 50 tons, Medium when
is the third son of a London clerk. His vessel at the shipyard, managing the it carries 51 to 125 tons, and Low
parents, although they were poor, pro- sale of cargo and prizes at the bazaar, when it carries 126 to 250 tons. It
vided their son with a passing educa- and enjoying quiet evenings at his cannot carry more than 250 tons of
tion, and he showed considerable in- villa (often with another Red Captain cargo.
tellectual promise even as a young as a dinner guest).
boy. His villa is generally guarded by Technical Specifications
Freemerchant was commissioned two or three of his marines (Veteran Armor: 0
in the Royal Marine Artillery at the NPCs), and it will be difficult for the Hull: 3 (steel)
age of 16, and excelled both in active characters to gain access to him with- Speed: 7
duty service and in mastering the de- out already having a letter of recom- Engine: 500 horsepower forced
manding gunner's trade. mendation. draught (boiler=4)
After being posted to Mars in 18 83, If they have with them a letter from Coal: 80 tons
he transferred to the Aerial Service a government official, however, then Endurance: 20 days
and fought in the campaign to sup- Freemerchant will at least consent to Altitude: Very High
press the Aerian pirates, rising dur- speak with the player characters and Tonnage: 250
ing that campaign to the command of listen to any proposal they may care Price: £40, 440
HMS Ladybug. to make. Crew: 3 officers, 4petty officers,
Toward the end of the campaign his 26 ratings and marines
ship captured an Aerian vessel at- THE STEAM GUNBOAT Bridge: 2 officers, 2 petty offi-
tempting to escape with the personal BARON LORTMORE cers, 1 rating
loot of Umraamltabaah, a chief of the A STEEL-HULLED boat built at the Deck: 2 petty officers, 3 ratings
pirates. The resulting prize money Syrtis Major shipyard in 1886, the Maneuver. 4 ratings
made his fortune (as well as that of Baron Lortmore is heavily armed for Gunners: 9 ratings
most of his crew), and in 1885 he a privateer. Marines: 1 officer, 9 marines
retired from the service with the rank It was built with a 500-horsepower Armament:
of major. forced-draught locomotive boiler, 1 4" long gun forward
In 1886 he built the Lortmore with which was very advanced for its time 2 Maxim guns in wing mounts
his own money (and that of several and is still better than many Royal 2 3-pdr HRCs broadside
of his former crewmembers) and was Navy vessels. 2 Maxim guns broadside
soon in business as a privateer. His This gives the Baron Lortmore a 1 3-pdr revolver in stern tower
GDW
LE BEGUE
Attributes Skills
Str: 2 Fisticuffs 2, Throwing 1, Close Combat 4 (edged weapon),
Trimsman 1 (aerial flyer)
Agl: 6 Stealth 5, Crime 2 (forger), Mechanics 1 (steam), Marksman-
ship 1 (rifle)
End: 4 Wilderness Travel 3 (foraging), Swimming 2
Int: 3 Observation 2, Gunnery 1 (breech-loading cannon)
Chr: 5 Eloquence 4, Linguistics 3 (Arabic, English, Koline), Theatrics
2, Bargaining 2
Soc: 1 Piloting 4 (steam vessel)
CLOUD CAPTAINS OF MARS
Martians and humans. As he began area. In 1883 he deserted and signed Karkarham, and has the
smuggling to and from the Tunisian on to a Martian merchant ship (a re- distinctive, broad-beam,
coast at an early age, he always markable event for its day), and by teardrop hull form and flying
worked on an equal basis with men 1884 he was in Karkarham and in the bridge forward shared by so many
of different races, and feels no differ- crew of one of the less important of the ships built there.
ently about Martians. Martian cloud captains. When originally completed, the
Karkarham: Le Begue loves Kar- By 1886 he commanded his own ship mounted an ornate polished
karham. It is the only place that he has ship, the screw galley Orient (a re- brass sweeper on the bridge, to be
ever been accepted and treated with named Martian vessel built in the used as a signal gun and to sweep
genuine respect. In Karkarham and in Crocea yards). Since then he has the enemy decks immediately be-
the company of the other privateer steadily built up his fortune, and in fore ramming.
captains, he is a man of power and 1888 he sold the Orient and built the Recently, however, Le Begue ac-
substance. Gloire, a large, fast, ram-equipped quired a Hotchkiss 1-pounder re-
Frederick Le Begue would never screw galley. volver, and that has now replaced
consider leaving either the city or the the sweeper.
life which he has made there. Meeting Le Begue The Gloire can carry cargo on its
LE BEGUE lives in a luxurious and deck or in underslung nets. If it car-
Background flamboyantly decorated villa in Kar- ries up to 125 tons of cargo, its
PRIOR CAREERS include smuggler karham. It is guarded in his absence maximum altitude is reduced to
and naval rating. by his majordomo and two Veteran Medium; if it carries from 126 to
Le Begue is 36 years old and comes NPC armed guards, as well as his 333 tons of cargo, its altitude is re-
from the south of France, from a small eight household servants. When in duced to Low. It may not carry
fishing village near Marseilles. His port, however, Le Begue will often more than 333 tons of cargo.
father was an indifferent fisherman wander the streets of the European
but an accomplished smuggler, and Quarter and the tougher parts of town Technical Specifications
trained his son in the family business near the High Docks. Armor: 0
from an early age. He will be accompanied by three Hull: 5 (wood)
Soon Le Begue was captain of a or four of his crew (Veteran NPCs Speed: 5
small smuggling vessel which made with knives and light revolvers), and Altitude: High
the dangerous trip from Tunisia to the will gamble and carouse until late at Tonnage: 500
south coast of France by way of Sar- night. Price: £35, 870
dinia and Corsica, making landfalls If Le Begue is approached abruptly Crew: 4 officers, 6 petty officers,
usually at night and in remote, rocky by the players, his thugs are likely to 56 ratings and marines
coves. move quickly in his defense, with di- Bridge: 4 officers, 2 petty offi-
In 1876 he was captured by the sastrous consequences for the play- cers, 1 rating
French Coast Guard and sentenced to ers involved. Deck: 4 petty officers, 5 ratings
five years at hard labor, but his sen- If there is a chance meeting be- Maneuver: 30 ratings
tence was commuted upon the con- tween Le Begue and the characters, Gunners: 13 ratings
dition that he enlist in the French however, Le Begue will respond well Marines: 8 marines
Navy. He did so, serving in the navy to any character who is able to show Armament:
for six years on a variety of naval ves- wit, courage, or even a sense of hu- 2 light guns in forward wing
sels. mor. mounts
In 1882 he was selected as part of 2 light guns broadside
a detachment of naval ratings sent to THE SCREW RAM GLOIRE 2 light guns in aft wing mounts
Mars to man a screw galley used by THE GLOIRE is a wooden-hulled 1 1-pdrHRC forward
the French Navy in the Idaeus Fons screw galley built in the yards at 5 smudgepots
GDW
PAGET-SMITH
comes from a very old and very hoon and now considers that his vessel, but the traditional
wealthy English family. With no home. Parhoon is listed as the Lis- large load-lifting capability
financial need to follow a career, he more's home port, and that is where of a kite enabled it to accept a
spent much of his younger years trav- Paget-Smith spends much of his time large armament array with no sac-
elling in Europe and the Far East. between voyages. He has another rifice in altitude.
Upon the death of his father he re- residence in Syrtis Major and a small Although the ship was built at a
turned to England and managed the villa in Karkarham, although he sel- Martian yard, Paget-Smith had
family estates for a short time. The dom uses the latter. His home in Syrtis four 1" Gatling guns shipped out
lure of travel soon drew him away, Major is used only when Paget-Smith from Earth and personally super-
however. As the years passed he be- is in the city on official business or vised their installation.
came more serious in his pursuits and attending a social function hosted by Although the cargo hold has now
developed a reputation as a dedicated the governor-general. He is a mem- been mostly converted to maga-
explorer and a passable amateur ar- ber of the Explorer's Club but seldom zines and marine quarters, the Lis-
chaeologist. (Paget-Smith's 1884 ex- uses the facility in Syrtis Major. more can still carry some cargo in
pedition to the Fezan unearthed an in- Paget-Smith is not a recluse but underslung nets. If it carries up to
tact 2nd-century Roman villa south does keep to himself a good deal. His 50 tons of cargo its maximum alti-
of Murzuch, along with statuary and principal motivation for this is that tude is reduced to High; if it car-
coinage. These finds earned Paget- there are virtually no people in the ries from 51 to 125 tons it is re-
Smith his knighthood and the Royal colony whom he considers to be his duced to Medium; if it carries from
Geographic Society's Founder's social equal. Paget-Smith is very 126 to 250 tons it is reduced to Low.
Medal for the year. ) class-conscious, and it will be nearly It may not carry more than 250 tons
Sir Michael first visited Mars in impossible for characters of lower of cargo.
1885 and led an overland expedition social levels to approach or meet him.
into the Aerian Hills. Despite the He will ignore or be openly rude and Technical Specifications
suppression of the Aerian pirates in abusive to anyone of Social Level 3 Armor: 0
1883, the hill tribesmen themselves or less, and will be at best condescend- Hull: 3 (wood)
remain unsubdued, and the Paget- ing to characters of Social Level 4. Speed: Kite
Smith expedition was attacked and He will consider meeting with some- Altitude: Very High
overpowered. Paget-Smith himself one of his own level, and will be polite Tonnage: 250
was taken prisoner and held for over and receptive to anyone of Social Price: £22, 840
eight months. His subsequent escape Level 6. (He will not defer to charac- Crew: 4 officers, 4 petty officers,
and remarkable six-week trek ters of higher social levels, however, 32 ratings and marines
through the arid hills to Avenel be- and certainly does not consider him- Bridge: 3 officers, 2 petty offi-
came the basis for his extremely self to be their inferior. He will merely cers, 1 rating
successful book, Through the Hills of follow accepted social conventions Deck: 2 petty officers, 3 ratings
Aeria. In 18 86 he had the kite Lismore with them. ) For a character to estab- Maneuver: 3 ratings
built at the Parhoon shipyard, and in lish any meaningful contact with Gunners: 14 ratings
the following year he had it armed and Paget-Smith it will be necessary to Marines: 1 officer, 11 marines
outfitted as a privateer. He has since obtain a letter of recommendation or Armament:
become extremely successful, and (even better) a personal introduction 1 rod gun forward
has ranged as far west as the Mare from someone of Paget-Smith's so- 21" Catlings in wing mounts
Acidalium and as far east as Olympus cial level or higher. 2 1" Catlings broadside
Mons in Southern Arcadia. 2 light guns broadside
GUN KITE LISMORE 2 heavy guns aft
Meeting Paget-Smith THE LISMORE was originally de- 4 spike bays
PAGET-SMITH has a house in Par- signed as a long-range exploratory 4 smudgepots
GDW
DELLA MORA
Attributes Skills
Sir: 6 Fisticuffs 6, Throwing 4, Close Combat 4 (edged weapon)
Agl: 4 Stealth 3, Marksmanship 3 (pistol), Crime 1 (lockpick)
End: 2 Wilderness Travel 1 (mapping), Swimming 2, Fieldcraft 2,
Tracking 2
Int: 3 Observation 3
Chr: 5 Eloquence 4, Linguistics 4 (English, French, Koline, Parhooni)
Soc: 1 Piloting 1 (cloudship)
CLOUD CAPTAINS OF MARS
forced him to leave and never return, cessful voyages, della Mora had ship's name to Gato
he would be able to do so without so gained the crew's respect by always (cat), but he is not techni-
much as a single regret or backward being the first man of a boarding party cally the owner. The ship is
glance. over the rail and on the enemy deck. owned by the crew (or at least the
He was placed in charge of the ma- 23 surviving members of the origi-
Background rine detachment and after two years nal crew), all of whom own vary-
PRIOR CAREERS include poacher and was made first officer, despite his ing numbers of shares.
seaman. ignorance of the mechanics of Della Mora is responsible to a
Arturo Diego della Mora was born cloudships. When Captain Wooha- masters' committee, but he has
in the Balearic Islands off the Medi- neet was killed in 1887, della Mora been able to completely dominate
terranean coast of Spain in 1857. was elected captain by the crew and the committee with the force of his
Orphaned at a young age, he made his has led the ship, now called the Gato, personality. (This in itself is no
way to the mainland and there made ever since. small feat considering the fact that
a modest living as a poacher in the over half of the owners are Mar-
royal hunting preserves. He narrowly Meeting della Mora tian. )
escaped capture on several occasions, WHEN HE is not on a voyage, della The Gato does not normally
and eventually a price was placed on Mora spends most of his time in carry cargo, but it can do so either
his head. Karkarham, and can be found in the in its hold or in slung cargo nets.
In 1879 della Mora left Spain as a taverns and brothels of the tougher If it carries up to 67 tons, its
common seaman on board a British parts of town. maximum altitude is reduced to
merchant vessel and then spent the He is free spender when he has High; if it carries from 68 to 167
next two years sailing the seas of money in his pocket and is a popular tons, its maximum altitude is re-
Earth. feature of Karkarham's street life. duced to Medium; if it carries from
In 1881 della Mora signed on with Any number of street denizens, if 168 to 333 tons, its maximum
the crew of a commercial ether flyer properly bribed with a shilling or two, altitude is reduced to Low. It may
of the White Star Line. He then can direct the players to his current not carry more than 333 tons of
jumped ship upon arrival on Mars. haunts. cargo.
Making his way as a deckhand on When not engaged in carousing,
several Belgian merchant vessels, he della Mora may be found conspiring Technical Specifications
occasionally saw some fighting in the with Quatlatlani. If the players at- Armor: 0
Coprates, mostly against a few ban- tempt to sneak into Quatlatlani's villa, Hull: 4 (wood) with ram
dits who attempted to harass small they may discover della Mora and the Speed: 4
merchant ships. The bandits would Martian together plotting some Altitude: Very High
usually stow away or pretend to be treachery against the English Red Tonnage: 333
passengers, and then try to overpower Captains. Price: £28, 700
the merchant ships' crews. Crew: 2 officers, 4 petty offi-
Arturo della Mora loves to tell sto- THE SCREW RAM GATO cers, 32 ratings and marines
ries of the bloody battles he fought DELLA MORA'S SCREW GALLEY was Bridge: 2 officers, 2 petty offi-
against rebel boarding parties, but built in the Crocea shipyards in the cers, 1 rating
these are mostly fabrications or, at Oenotrian Empire and originally be- Deck: 2 petty officers, 4 ratings
their best, gross exaggerations of the longed to a Martian captain from Maneuver: 16 ratings
facts. Astrapsk. Della Mora moved up to Gunners: 6 ratings
By 1885 he had found his way to captain after the original master was Marines: 5 marines
Karkarham and soon shipped out on killed in a boarding action against an Armament:
the Mists of Glory, a small screw Umbran spice ship. 1 heavy gun forward
galley privateer. After several suc- Della Mora has since changed the 2 heavy guns in wing mounts
GDW
LIFE AS A RED CAPTAIN
Life As a Red Captain Oenotrian warships have recently ing (cloudship) skill greater than 1.
GREAT BRITAIN'S meager colonial been seized as prizes, and the govern- Trimsman: Add 1 to the die for each
forces are locked in a war with the ment is unable to raise sufficient player in the group who has a Trims-
armies and fleets of the Oenotrian crews to man them. Rather than sell man skill greater than 1.
Empire, and while Britain's aerial them off, they are to be assigned to Social Level: Subtract 3 from the
squadrons are otherwise occupied, a deserving captains or groups of indi- highest Social Level in the group. The
renewed outbreak of piracy threatens viduals who are capable of bringing result (plus or minus) is the modifi-
the Umbran spice trade. As a result, them into service against the enemy. cation made to the die roll.
the British government has once The six vessels available are a Serving Officer: Add 1 to the die
again turned to the Red Captains for Fleetfoot screw galley, a Bloodrun- roll for each current or former serv-
protection of aerial commerce. ner kite, a Small Bird screw galley, a ing officer of the British Army or
A Rare Opportunity: The colo- Clearsight screw galley, a Swiftwood Navy.
nial administration is now offering kite, and an Endtime screw galley. Renown: Add 1 to the die roll for
auxiliary commissions for vessels (All of these ships are described in each player in the group who has five
outfitted to hunt down and destroy both Sky Galleons of Mars and or more renown points for either He-
pirates, as well as letters of marque Cloudships and Gunboats. ) To roic Acts, Military Prowess, or Ser-
and reprisal for privateers willing to obtain a vessel, the group must apply vice to the Crown.
strike a blow against the Oenotrian to the governor by rolling one die and Outfitting The Ship: The vessel
merchant fleet. Furthermore, the consulting the Grant of Vessel Table granted to the players will be repaired
administration has a limited number shown on page 21. Most of the ves- and armed as originally found. The
of vessels seized as prizes from the sels are granted on rolls of the die players may use then* own funds to
Oenotrians which it is willing to make which are greater than 6, and so may purchase additional or alternative
available for use by experienced and only be obtained if the group seeking armament of either Martian or Brit-
trustworthy groups who do not have the ship has a favorable modifier to ish manufacture. No guns on the
their own ships. This is a golden the die. The following skills and at- vessel may be sold, but they may be
opportunity for adventurers to join the tributes modify the die roll: turned back over to the colonial
fabled ranks of the Red Captains. Piloting: Add 1 to the die for each government to make room for new
Obtaining A Ship: Several small player in the group who has a Pilot- weapons. All new weapons will cost
CLOUD CAPTAINS OF MARS
twice the amount that they would nal cost of the ship by 1000 and drop of 1-3, this is a small warship; on a
have cost as listed on the design tables all fractions. This is the base mainte- roll of 4-6, it is a large one. The
(found in either Sky Galleons of nance cost. Each month the mainte- convoy will consist of one die roll's
Mars or Cloudships and Gun- nance required will cost one die roll worth of merchant kites, half of which
boats). This increase represents the times this amount. A ship which cost (round fractions down) will be large
additional expense of modifying the £6, 200 would have a base mainte- ones of the Warm Winds variety.
structure of the vessel, and the high nance cost of £6. Once battle is joined, the normal
current demand for weapons and Encounters: To locate potential combat rules are used. An unarmed
labor at the shipyards. prize ships, use the normal aerial merchant ship will surrender if it
Hiring A Crew: Hiring a crew is encounter tables as modified by the suffers sufficient damage or crew
easy; hiring a good crew is somewhat section in this book entitled Aerial casualties to cause a speed reduction
more difficult. All players will start Travel on Mars. All encounters rolled of two, if it suffers a trim critical hit
with Green crews. Each time the ship while on a privateer are considered at any time, or if a bridge hit kills the
returns from a voyage and auctions to be in areas of unrest, and thus one captain. This is so even if the mer-
off a prize, roll a die. On a roll of 3 or is always added to the die roll for the chant ship is escorted by a warship.
less, the crew quality goes up one. If type of encounter. When a ship is over (If the escort is still fighting, however,
the players have had a particularly Oenotrian territory any result of the players can hardly afford to ignore
eventful voyage or their renown as "pirate" rolled by a 5 (increased to 6) it. ) An armed merchant ship will
Red Captains is high, the referee may instead becomes "privateer, " while surrender as soon as it has had its
subtract one or two from the roll. any result rolled by a 6 (increased to speed reduced by four due to either
Expenses: If the players' vessel is 7) becomes "convoy. " mast or crew hits, or when all of its
commissioned as a fleet auxiliary, the In the case of a privateer result, the officers are dead.
Crown will underwrite all expenses. players meet the vessel of another one
Otherwise the players will have to of the Red Captains, and the two ex-
fund the normal operation of the ship. change information. This is a good GRANT
Salaries: Crewmen must be paid opportunity for the referee to reinsert OF VESSEL
salaries. If the vessel is a fleet auxil- some role-playing in what might Die Result
iary, the players receive a salary in- become a pure search and combat 1-3 Request Denied
stead, based on the crew position on situation. The other captain will 4-5 Fleetfoot
the vessel which they fill. Crew sala- probably have valuable information 6 Bloodrunner
ries, in shillings per day, are listed in about the course of the war at home 1 Small Bird
the sidebar. or enemy ship movements. He may 8-9 Clearsight
Provisions: The ship must take on need some item of supply that the 10-11 Swiftwood
provisions for long voyages. Provi- players can provide (or may be able 12+ Endtime
sions cost three pence per day per to provide something they need). He
crewman (one shilling per day per may have wounded on board from a CREW SALARIES
four crewmen). Most ships can carry previous action and need the services (Shillings Per Day)
months' worth of provisions, but as a of a doctor, or he may even need an Amt. Crew
practical matter only 30 to 60 days of expert mechanic to help repair battle 1 Marine, Deckhand, Turn-
food are carried. This allows frequent damage. It may also be that the other crank
restocking of perishable items. captain will suggest that the two 2 Gunner, Topman, Engi-
Maintenance: Once per month the vessels work together as a team for neer
ship will require maintenance. This awhile. 3 Petty Officer
represents minor breakdowns and the If a convoy is sighted, the players 6 Officer
need to periodically replace exhaust- find an Oenotrian warship escorting 12 Captain
ed liftwood panels. Divide the origi- an unarmed merchant ship. On a roll
GDW
PRIZE SHIPS
Prize Ships trimsman each receive half of an cargo value for all escorted merchant
A PRIZE SHIP is an enemy vessel cap- officer's allotment. ) The rest of the ships and for all armed merchant
tured in combat. One of the great at- crew evenly divides the remaining ships. All sale prices are in pounds.
tractions of the life of a privateer is four shares, although it is common for
the prospect of prize money—the inexperienced crewmember to re- CLOUD CAPTAINS
proceeds from the sale of prize ships, ceive only half of a full crewman's al- OF THE SHISTOMIK
their cargo, and the ransoming of lotment. The apportionment of shares MOUNTAINS
important prisoners. is repeated in the sidebar on page 23. WHILE THE MAJORITY of the Red
Shares: Once a ship is captured, it Auction: Ships may be auctioned Captains are privateers, a large
must be taken back to a friendly port, at most major cities, although only a number of the native cloud captains
where it and its cargo are sold at few cities are used to handling these are out-and-out pirates who will at-
auction and the proceeds divided into auctions on a regular basis. Players tack any ship flying any flag as long
10 equal shares. Two shares (20 per- will receive their best price at Syrtis as there is profit in it. Because many
cent of the total) are the ship's por- Major, Parhoon, or Karkarham. To of these men have a price on their
tion, and they go to the owner of the determine the auction price of the heads, they recognize the benefit of a
vessel. If the vessel is a grant from ship, take its original value and divide safe harbor and so will generally
the Crown, the ship's share goes to by 10. Now multiply the result by the observe the freedom from attack of
the Crown in payment. One share roll of one die. Add half the Bargain- ships sailing near Karkarham. How-
goes to the captain of the ship. Two ing skill (round fractions down) of ever, a captain desperate for money
shares are divided equally among all any one player in the group to the die may attack a merchantman in the safe
of the officers of the ship, including roll. The result is the sale price of the zone and put its crew to the sword to
the captain. Thus, if a ship had four ship. If the ship is badly damaged, eliminate the witnesses.
officers, the captain would receive a subtract one from the die roll (but Numbers: There are about two
total of 1V2 shares (one share as cap- never reduce the roll to less than 1). dozen active corsairs which fly out of
tain and one-quarter of the two offi- The cargo on the ship will also be auc- Karkarham and raid aerial commerce.
cers' shares). One share is divided tioned. The auction price of the cargo Most of their ships are small kites
among the "seniors, " which is to say, will be its weight in tons, times five, built at the Karkarham yards, usually
the petty officers. (On a Martian ship times the roll of a die (modified as under 500 tons in weight. A typical
this share is instead added to the above). Since only the most precious pirate vessel is shown on this page,
officer's share, and the helmsman and cargoes are protected, double the and its ship record form is included
CLOUD CAPTAINS OF MARS
in the back of the book. Crews aver- in the south; Aetheria and Amenthes recognize a good thing when they see
age about 50 persons per ship, which in the north; and Zephyria and the it. Karkarham is the key to their con-
places the total number of men active Mare Sirenum to the east. They sel- tinued success, even their survival.
out of the Shistomik Mountains at less dom venture further east than that, as Karkarham has become a haven for
than 1000. However, living in Kar- commerce is rare in the barren hills them because of the policies of Prince
karham are large numbers of former of Memnonia, and the Belgians are a Sabaat, the chancellor to Prince
corsairs whose sentiments are with threat beyond there. Tumaani, the ruler. Therefore, they
the active sailors and who might Attitudes: The cloud captains and are inclined to support the chancel-
quickly rejoin their ranks if there were their crews actively dislike Earthmen, lor when he needs assistance of one
a good prospect of rich prizes. particularly the British. There is kind or another. The closest thing to
Range: The cloud captains of the hardly one of them who has not lost a genuine leader the cloud captains
Shistomik routinely range as far as a shipmate to either British gunfire or have is a tough, ambitious captain
3000 miles out from Karkarham in the noose. Furthermore, growing from the east called Quatlatlani. He
virtually all directions. While the British power threatens their entire has mediated disputes and helped the
cloud captains tend to avoid British way of life. Only their own greed, other captains put together occasional
airspace, they are not above attack- selfishness, and quarrelsome jealousy cooperative raids. Under his guidance
ing ships on the run between Syrtis keep them from uniting against the they are gradually learning to work
Major and the Boreosyrtis League. British. This particularly manifests together. Progress is extremely slow,
They also tend to avoid Oenotrian itself in Karkarham. Many of the however.
territory, as the efficient and power- Martian cloud captains are flying
ful Oenotrian fleet has always been a against Britain in the current war,
potent deterrent to piracy. Now that either as open pirates or with Oenot- PRIZE
both Britain and Oenotria have their rian seizure warrants. At the same SHARES
fleets tied up with combat duty, the time, a number of the British Red Entity Shares
cloud captains are becoming bolder. Captains are flying in protection of Ship 2
Aside from the area around the two the merchant ships. When the crews Captain 1
large empires, the cloud captains mix in the taverns of Karkarham, the Officers 2
based at Karkarham infest the ship- results are often explosive. Seniors 1
ping lanes of Hellas, Trinacria, Politics: The cloud captains are not Crew 4
Hesperia, and the Mare Cimmerium terribly astute politically, but they do
GDW
QUATLATLANI
an anti-British government when the ponent in this force, if only he can Quatlatlani five years
time is right. persuade them to work together ago in the shipyard at Sirenia
against a common foe. He feels the in eastern Memnonia (at the
Background Oenotrian War has come too soon, but eastern end of the Mare Sirenum),
QUATLATLANI'S TRUE background he is nevertheless considering some and is still armed and equipped
will probably never be known, al- sort of action to help the Oenotrians. mostly as it originally was. The ma-
though it is widely believed that he is Had Quatlatlani not been captured jor departure from its original
the son of a wealthy merchant or as an infant, he might have been equipment is the custom return car-
noble. Over 30 years ago, when he raised in a wealthy home, and his na- riage for the forward rogue gun,
was still an infant, he was captured tural genius would almost certainly which Quatlatlani has recently
in a pirate raid in which most of the have led him to scholarly pursuits. added. (For a description of the
passengers of the captured vessel Instead, his life has dictated that he carriage, see page 57. )
were slain. Quatlatlani, however, was become a man of violence, but his The Black Dagger has a substan-
sold into slavery instead and passed keen mind still searches for unique tial cargo hold and can also carry
his early years as a laborer on a mel- and superior ways to deal with prob- cargo in underslung nets. When the
tanoi plantation near Afirenz. When lems. He is constantly coming up with ship carries up to 100 tons of cargo
in his mid-teens, he escaped from the small inventions, such as a steam- its maximum altitude is reduced to
plantation and managed to talk his powered rotisserie used in the kitchen High; when it carries from 101 to
way onto the crew of a cloudship. He of his home. Both his study at his villa 250 tons, it is reduced to Medium;
grew to maturity as a cloud sailor and and his cabin aboard the Black Dag- and when it carries from 251 to
eventually became involved first in ger are littered with books on a vari- 500, it is reduced to Low. The ship
privateer work, and then in piracy, ety of scientific subjects and with may not carry more than 500 tons
during the years of the Sirenian Wars. dozens of small unusual inventions. of cargo.
Out of that time of violence and While these are mostly labor-saving
chaos, Quatlatlani emerged as a curios rather than important scientific Technical Specifications
cunning leader. advances, they bespeak the workings Armor: 0
Four years ago Quatlatlani moved of an active, inventive mind. Hull: 6 (wood)
his base of operations west to Kar- Although he seldom has time to do Speed: 4
karham and has since then become so, Quatlatlani enjoys hunting with Altitude: Very High
the foremost of the cloud captains of friends—climbing through the rocks Tonnage: 500
the Shistomik. He is extremely near Karkarham armed with bows Price: £38, 600
wealthy and has no real need to con- and chasing the small, nimble, horned Crew: 4 officers, 2 petty officers,
tinue the dangerous life of an aerial animals that live in the mountains. He 47 ratings
pirate, but he does so to maintain his seldom bags one, however, as he is Bridge: 4 officers, 2 petty offi-
leadership among the captains of not a very good shot and never has cers, 1 rating
Karkarham. Quatlatlani has come to sufficient time to practice. Deck: 6 ratings
see the immense power of the men Quatlatlani's native language is Maneuver: 24 ratings
from Earth and believes that the only Hespesian. Gunners: 16 ratings
way of resisting them is to provide a Armament:
united front. He has become, in his THE BLACK DAGGER 1 return-carriage rogue forward
own way, a Martian patriot, and is QUATLATLANI'S Black Dagger is a 1 power grapnel at bow
working patiently behind the scenes well known sight near Karkarham. It 2 sweepers, forward-facing
to forge an anti-British coalition to has a sinister, rakish look common to 2 heavy guns in forward wing
crush them once and for all. He sees ships built farther east, and this look mounts
the cloud captains as a potentially is emphasized by the ship's black- 2 light guns broadside
decisive, if extremely volatile, com- painted hull. The ship was built for 2 light guns in aft wing mounts
GDW
AERIAL TRAVEL ON MARS
AERIAL TRAVEL ON MARS number of grand canals that flow into date the captain and all 12 first-class
MANY CITIES on Mars are not eas- a city is the number of merchant passengers, assuming the ship has a
ily reached by canal, and in any event cloudships that arrive at and depart full passenger manifest. In this case
the great distances involved make from the city each week. Cities with certain passengers are invited to dine
travel by cloudship the centerpiece of no active grand canals have one with the captain, and others dine with
Martian commerce. This section of merchant ship arrive and depart each the officers in the wardroom. Cap-
rules is intended as an elaboration on week. The referee should determine tains with a good sense of hospitality
the basic rules for aerial travel given the port of origin or destination of will rotate these invitations through-
in Space: 1889. each such ship. This can be done on out the passenger list and not show
Availability of Vessels: Characters a semi-random basis, but all such favoritism, while more boorish ones
seeking passage to another city will origin/destination ports should be will select their favorites and always
need to check the landing ground to drawn from cities within a 3000-mile dine with them.
determine when the next ship is leav- radius and no closer than 1000 miles. Steerage accommodations are con-
ing. All commercial cloudships are Roll a die and consult the Direction siderably less comfortable. Passen-
kites and are primarily cargo haulers of Travel Table provided in the side- gers ride in the cargo hold and are fed
with varying numbers of staterooms bar. a rough version of the same food
available for first-class passengers. If players intend to travel to a city given the crew. They are provided
(A number of additional steerage pas- in a densely populated area, they may with a hammock, but their other fur-
sengers can usually be carried in the have a a very long wait for a ship to niture will consist of cargo crates and
cargo holds in lieu of cargo. ) Cloud- that specific destination. They will bales. Steerage is very crowded—the
ships are too expensive to use for probably find it quicker to take the passengers are allowed on deck for
short trips between cities linked by first ship available to that general area exercise at only selected times dur-
working grand canals and are instead and then finish their trip by canal boat. ing the day (and are then restricted to
reserved for very long voyages, of- Accommodations: First-class cab- a certain area of the ship, usually the
ten over vast tracts of wasteland. ins are let on the basis of double forecastle). Passengers who appear to
As a practical guide to referees, the occupancy. Unless the players are have money or valuables are likely to
travelling in parrs, they will be as- find themselves attacked at night and
signed a travelling companion on a robbed. (Appeals to the captain will
random basis. Most captains will probably have little effect. He is not,
DIRECTION make every effort to match the sex of after all, a policeman or detective, and
OF TRAVEL cabinmates and, if possible, planet of if the character really had money, the
Die Direction origin. This is not always possible, captain will ask, then why didn't he
I North however. Players who require a cabin purchase a first-class ticket?)
2 West all to themselves must purchase two Fares: The amount listed in the
3 West tickets. First-class passengers are basic game (6s per day) is the price
4 East given free run of the ship, but they are for a steerage ticket, with a berth in a
5 East advised to avoid the cargo hold and first-class cabin costing five times
6 South contact with steerage-class passen- this amount (£1 10/—). However,
gers, who can be dangerous. these fares can increase in times of un-
AVERAGE PRICES The food is generally good, if not certainty or war. If large numbers of
PER DAY very imaginative. Meals are taken in people wish to leave a city, the fares
Class Price the wardroom with the ship's officers can easily double or even quadruple.
Steerage 6/— or, on larger ships, in the captain's Travel Times: If moving from west
First Class £1 10/— dining room. Even on a Warm Winds to east with the prevailing winds at
Cargo 8d per ton merchantman the captain's dining their backs (called running), kites will
room is not big enough to accommo- travel about 400 miles per day. When
CLOUD CAPTAINS OF MARS
moving from east to west and forced Winds kite; on a roll of 3-6, it is a A pirate encounter might turn out
to tack back and forth against the smaller Sky Gift merchant kite. (The to be a Red Captain, perhaps one of
wind (called beating), kites travel Sky Gift is a small merchant kite. A the legendary five, and he may not
about 200 miles per day. When ship record form for it is included in attack the merchant vessel since it is
moving in a northerly or southerly the back of this book. ) not a legitimate prize. (If the players
direction with the prevailing winds on Referees may also wish to modify are flying on a vessel of the crown
their beams (called reaching), kites some of the encounter results. A colony of Syrtis Lapis, the British
travel about 300 miles per day. merchant kite may turn out to be a captains will certainly not attack, nor
Cargo: Merchant vessels carry prize ship captured by pirates and is Le Begue likely to, although della
passengers for extra money, but their being sailed back to Karkarham or Mora might. )
main business is cargo. The average some other city for sale. A small pirate Finally, referees should remember
fee for hauling cargo by cloudship is crew will be forcing the crew to man that player characters are not the only
8d per ton per day of travel. This is the rigging at gunpoint while the ones who suffer from encounters. If
calculated and paid in advance based officers and passengers are held pris- the players are being carried as pris-
on expected travel times; unexpected oner belowdeck. The players may be oners in an enemy vessel, that vessel
delays are the responsibility of the able to discover this and recapture the itself may fall afoul of pirates or some
captain and are not charged against ship, thus rescuing the prisoners and other hostile ships as the result of an
the owner of the goods. This price perhaps coming into a large reward. aerial encounter.
may be slightly lower for large-capac-
ity vessels on established and secure
trade routes, and can be as much as
twice this amount on smaller vessels
or less well travelled routes, or
through dangerous territory. Particu-
larly valuable cargoes are often ex-
pensive to ship as well, due to the
greater risk to the carrying vessel.
Encounters: The standard aerial
encounter table and rules given in the
Space: 1889 book should be used, but
with some variations. To start with,
add one to the encounter numbers for
both mountain and nonmountain
terrain, making the encounter num-
bers 3 and 2, respectively. If a ship is
flying through an area of particular
unrest when an encounter is rolled,
add one to the die roll for the type of
encounter (with a modified roll of 7
treated as a 6). If an armed merchant
kite is encountered, you may either
use the armed kite suggested in the
basic rules or the more heavily armed
one presented on page 62. If an un-
armed kite is rolled, roll again. On a
roll of 1 or 2, it is an unarmed Warm
GDW
SHIPBOARD LIFE
SHIPBOARD LIFE sengers will have some contact with this one is fairly common. Eventually
ALL TOO OFTEN when a group of them as well. You may wish to pro- you may want to design several
characters board a ship bound for an- vide brief character sketches and smaller merchant ships to use as well,
other city, the referee will roll the dice descriptions of them. You may want but for the first several voyages this
two or three times and then announce, to concentrate particular attention on one will do. Let your players walk
"Okay, you reach Koomkoom- one officer. Perhaps the first officer around the ship after they are under-
kabuhlala City. Now what?" This is is much more competent than the way and get familiar with it. If there
not very satisfying from a role-play- captain. This could result in him being are steerage passengers, the PCs may
ing point of view. While not every jealous of the captain and trying to catch sight of them being exercised
cloudship voyage can or should be an make him look bad. On the other on the forward deck in groups of six
adventure, each one should have a hand, he may be extremely loyal to or eight. If the players walk near the
distinctive character of its own. You the captain, who once saved his life, open cargo hatch, they will catch a
can accomplish this as the referee and so goes out of his way to cover glimpse of crowded humanity below,
with a minimum of work if you orga- up the captain's incompetence. and perhaps smell and hear them as
nize your thoughts before the voyage Crew: You obviously do not have well. In stark contrast will be their
and fill in a few blanks. time to provide character descriptions own quarters, which are cramped but
Captain: Assuming the player for each crewmember, but you should attractive and clean. Eventually the
characters are travelling first class, give some thought to the general look captain may invite them to visit the
they will have more contact with the and feel of the crew. They may be stern gallery of the ship (normally
captain that anyone else on board, and clean and disciplined, and handle reserved for the captain's use), and the
simply by giving him a distinctive their duties quickly and competently. PCs will discover that even aboard an
personality you can make the voyage They may be dirty and sullen, and aerial merchant vessel the Canal
unique. Here are several quick pos- treat their officers with contempt. Are Martians remain as dedicated garden-
sibilities: He is a drunken incompe- they friendly to human passengers, or ers as are the English. Much of the
tent, and he remains captain only curious, hostile, or indifferent? Do broad, well-lit stern gallery will be
because he is the brother of the owner they spend a lot of time laughing and full of planter boxes with vines,
of the ship. He is a cruel and brutal horsing around, or do they tend to decorative green plants, and flowers
captain who has the crewmembers break up into small conspiratorial of every description.
whipped for seemingly unimportant knots and mutter while casting fur- Adventures: If you are in the
mistakes. He is an exceptionally tive glances over their shoulders? middle of a campaign and want to
competent seaman with a genuine Passengers: Your PCs are proba- spice it up, consider throwing a mini-
love of cloudships and a willingness bly not the only passengers on board adventure in while on the ship. Here
to explain the workings of his ship at the ship. Give some thought to who are some possibilities:
great length to anyone interested. He the other passengers are. Perhaps a • The passengers in steerage are
is fascinated by Earth humans and merchant and his family travelling actually brigands intent on hijacking
will spend much of the voyage ask- with a valuable cargo or a mysterious the ship. If they succeed, they may
ing them questions about their home, human with an eastern European ac- seize the passengers and sell them as
society, government, etc. He has a cent. If the PCs travel in steerage, the slaves or just put them down along a
mild dislike of Earth humans, but this other passengers will probably be the canal somewhere.
will manifest itself only as rude only contacts the players have, and • The crew, driven almost mad by
behavior. He is a recluse and seldom there will be considerable opportuni- their brutal treatment and whipped
takes meals with the passengers at all, ties for contact and even conflict. into a frenzy of anger by several
instead having his meals served in his The Ship: The facing page has a troublemakers, mutinies and tries to •
personal cabin. complete description of a Warm take over the ship. The passengers
Officers: There will be several Winds merchant ship. Although a may be put down with the officers.
officers on board, and first-class pas- variety of merchant vessels are in use, • One of the other passengers is
CLOUD CAPTAINS OF MARS
murdered, and the players must at- dastardly deed by the authorities. course, damaged, or even wrecked
tempt to solve the crime before they • The vessel encounters a severe • One of the other passengers is ac-
reach port, lest they be accused of the windstorm. It may be blown off tually a German spy.
Warm Winds
KEY
1. Cargo Hold
2. Brig
3. Galley
4. Armory
5. Passenger Cabin (double)
6. Wardroom
7. Dining Room
8. Captain's Quarters
9. Officer's Quarters
10. Shower and Head
11. Crew's Quarters
12. Master Seamen's Quarters
13. Cargo Loading Platform
14. Stern Gallery
15. Heavy Gun
16. Rod Gun
MERCHANT KITES are found in a va-
riety of configurations and sizes. The
Warm Winds is typical of the large
merchant ships in service. In a time
of increasing tension, disorder, and
war, these large vessels are now often
seen as too vulnerable to pirates and
privateers, and many merchants are
placing greater reliance on smaller
ships. Most of the large ships still in
service have reduced their cargo haul-
ing capacity in favor of mounting de-
fensive armament. This example has
a number of guns mounted on the loads without resorting to externally Altitude: Very High
quarterdeck and forward on the main slung nets. Even when carrying up to Tonnage: 660 (exclusive of cargo)
deck, giving it an impressive weight 1000 tons of cargo it can reach Very High Price: £123, 040
of broadside. The crews that man the altitude; when carrying up to 1300 tons Crew: 4 officers, 2 petty officers,
guns, however, are invariably Green. it can reach High altitude; when carry- 63 ratings
A privateer usually has the advantage ing up to 1800 tons it can reach Medium Bridge: 3 officers, 2 petty officers,
of a well trained crew and can main- altitude; and when carrying up to 2600 1 rating
tain a higher altitude over a fully laden tons it can reach Low altitude. Deck: 20 ratings
merchantman. Maneuver: 22 ratings
The armed version of the Warm Technical Specifications Gunners: 11 ratings
Winds is still an impressive cargo Armor: 0 Armament:
carrier, and its capacious holds allow Hull: 20 (wood) 10 heavy guns broadside
the vessel to carry all but the bulkiest Speed: K 1 rod gun aft
GDW
CLOUD CAPTAINS OF MARS
ARRIVAL IN KARKARHAM proceed almost identically to that de- the smell, a combination of rotting
THIS SECTION is designed to enable scribed under The Mounted Patrol be- fish and human waste, that emanates
the referee to describe the arrival in low. from the whole dockyard area. Past
Karkarham by players in any one of First Sight of the City: For the last the levee, the left side of the road is
a number of ways, both open and co- several miles of your journey, the city mostly occupied by large ware-
vert. Each section will have a descrip- of Karkarham has been visible as a houses, while the streets that branch
tive passage which can be read to the splash of white and red buildings off to the right seem to twist and wind
players, as well as a summary of the perched on a rock outcropping in the into dark, dirty slums of small ram-
most likely events that will take place grayish-brown mountains. A broad shackle buildings crowded untidily
immediately after the players arrive. stone and rubble ramp leads up out together. All along the street idle
of the canal bed and onto the road Martians and a few surly Earthmen
Arrival by Caravan along the west bank. The road here is silently watch the party's passage
PLAYERS ARRIVING in Karkarham in good repair. As you arrive at the from doorways and windows.
will do so by way of the dead canal outskirts of the city, you see a small
from Thoth, a journey of about seven guard house and several soldiers Arrival by Road
weeks. lounging near the road. They wave at ARRIVAL BY ROAD covers any open
The Ruined Locks: The last week you and motion for you to stop. To approach from the south by land.
of the caravan trip from Thoth will be your right is a long expanse of slum There are two roads from the south
spent in the foothills of the Shistomik that stops at the base of a steep cliff. to Karkarham: the Gorklimsk Road
Mountains, and three days before Several hundred feet up the city resu- and the Syrian Road. Both run along
reaching the city the old spillway of mes, but the buildings there have a the western bank of the canals to
the broken locks will have to be more orderly, prosperous look to Gorklimsk and Syrtis Minor respec-
climbed. This is an ascent of more them. As you watch the edge of the tively. There are also roads on the
than 300 feet and is accomplished by cliff you see a man appear and empty eastern banks, but they are less fre-
way of a winding path that criss- a bucket of garbage off the cliff; the quently travelled, and are abandoned
crosses back and forth across the refuse falls from view somewhere in and broken up in places. The eastern
jagged face of the old spillway. The the slums. The tough-looking officer road along the canal to Syrtis Minor
ascent will take all day, and players in charge of the guards walks slowly is completely overgrown and broken
will have numerous opportunities to over to you. up once the canal locks are passed.
examine the rusty remnants of the The Guard Station: This encoun- The Mounted Patrol: There is a
massive pumps, valves, and gears that ter will be the same as that described chance (roll 2 or less on the die) that
operated the canal locks centuries on page 33 under The Guard Post, ex- the players will encounter a mounted
before. cept that these guards are tough patrol when they are about five to 10
Mountain Men: A day or two af- mountaineers, not the soft Canal miles out from the city. This will be a
ter climbing the spillway the caravan Martian mercenaries from Gor- four-man patrol consisting of rough-
will encounter a patrol of 10 merce- klimsk. They will not demand any looking Hill Martians mounted on
nary soldiers of Karkarham. They are more in the way of bribes than the gashants. They are carrying a pennant
tough, wiry Hill Martians who are others, but they will do so in a less in the blue-and-gold colors of Kar-
native to the slopes of the Shistomiks, polite and more threatening manner. karham but do not wear any other sort
and the caravan will be almost on top The Wet Docks: As the players of uniform. They are mercenary
of them before they show themselves. move south along the Thoth Road, cavalry in the pay of Prince Tumaani,
Only the officer and two or three men they will pass the gigantic rubble and the leader of the patrol speaks a
will show themselves at first, but half levee that dams the canal. They will heavily accented and crude form of
a dozen bowmen will be covering the notice that a well worn path leads out Koline (in addition to his native
caravan from the nearby rocks and onto the levee and winds between the Aethani). They will inquire as to the
brush. The actual encounter will larger boulders. They will also notice players' business and satisfy them-
CLOUD CAPTAINS OF MARS
selves that this is not a hostile mili- sible for ensuring that such things do tion to the bridge traffic. They are
tary force. If this is a small party not take place, he will explain. He instead gambling with dice or en-
(which they might be able to over- could be reprimanded, even fined. gaged in conversation in the lilting
whelm) or a large one (with too many How can a destitute officer like him- and highly tonal Hespesian language.
witnesses to risk an attack on a road self take the risk of suffering a fine? If asked for assistance or directions
patrol), they will attempt to extort a This will be the players' second en- by the players, they will pay no at-
small bribe. The leader will hold out counter with the rampant corruption tention to them and pretend not to
his hand and demand, "Road tax. " If that characterizes the city. The offi- understand whatever language they
the players object or ask how much, cer will accept a small bribe of from are speaking in. (If addressed in
he will just repeat "Road tax!" more one to five shillings (depending on Hespesian, they will have no choice
forcefully. He will settle for about a how wealthy the group members but to respond, but will do so in a surly
five shilling bribe and then direct the look) and allow them to pass. If this and uncooperative manner).
players up the road to the city. is a mercantile party, astute players The Pumping Station: Immedi-
For the last several miles of your may realize that they can avoid the ately across the Gorklimsk Road from
journey, the city of Karkarham has customs house by a well placed bribe the head of the Gorklimsk Canal
been visible, a splash of white and red here. Anywhere from £5 to £10 will Bridge is the pumping station. This
buildings perched on a rock outcrop- be sufficient to have the officer make is a very large horizontal wheel turned
ping in the grayish-brown mountains. out the correct papers. (See page 34 by about 30 slaves which powers a
As you arrive at the outskirts of the for more about the customs house. ) large bucket conveyor that lifts wa-
city, you see a small guard house and The Gorklimsk Bridge: Either ter from a reservoir to a water tank at
several soldiers lounging near the before or after they reach the customs the top of the cliff. This is how the
road. They wave at you and motion house, the PCs will have to cross the upper city gets drinking water. The
for you to stop. The sheer-sided mesa Gorklimsk Canal Bridge. They will slaves are in rags and are chained to
on which the city is built looms above notice that the canal here is about 400 the poles that turn the wheel. Four
you to the left. The fat officer in yards wide and appears to be quite guards stand nearby with whips, and
charge of the guards walks slowly deep. There are ramshackle piers they often lash the slaves and bellow,
over to you wearing a greasy smile. underneath each end of the bridge to "Turn faster!" or "Put your backs into
The Guard Post: The guards are which are tied several small fishing it!" Several of the slaves are Europe-
more mercenary troops, but these are boats. Each end of the bridge has a ans—captured sailors or mer-
Canal Martians from the lowland guardhouse with four soldiers. The chants—while most others are Canal
areas near Gorklimsk and Syrtis soldiers are more Canal Martian Martians. There are a few Hill Mar-
Minor. The officer speaks both mercenaries, and they pay no atten- tians, but no High Martians at all.
Koline and Parhooni, but with the
sing-song accent of one whose native
language is from the Bootnai family.
(His native tongue is Hespesian. ) His
men will take a perfunctory look at
any pack animals, and inside any
wagons or carts, and ask if the play-
ers are merchants with goods. If so,
they will direct them to the customs
house. If not, the officer will insist that
they have a number of obviously
valuable possessions which they
could sell in the bazaar for a consid-
erable profit. The officer is respon-
GDW
ARRIVAL BY CANAL
Arrival by Canal will remark that they seldom see mer- bumpers between the boat and the
THERE ARE TWO canals to Kar- chandise this good in the city. He is pier to protect its hull. They will then
karham: one from Gorklimsk and one certain that the PCs will be surprised expect to be paid, and a few pence
from Syrtis Minor. at what they will bring in the market. each will send them running away in
The Customs Boat: About 300 Again, a bribe is in order. The offi- joy. The referee should also consult
yards past the bridge on the cial will eventually agree to assess the the description of the Wet Docks
Gorklimsk Canal (about 100 yards value of the goods at one-half their given in Arrival by Caravan.
short of the junction with the two actual value and collect the tax ac-
canals if travelling on the Syrtis cordingly, provided the players pay Arrival by Flyer
Minor Canal), a boat is anchored in him an equal amount. This means that PLAYERS ARRIVING by flyer will pre-
midchannel. A colorful striped awn- the PCs pay the full normal tax, but sumably do so openly and during the
ing has been erected over it to give half of it goes to the tax assessor. daytime. As they approach they are
the crew shade, and four men rest in The Wet Docks: The Wet Docks likely to see other vessels, particularly
chairs and drink from wineskins stretch along the western bank of the merchant ships, as Karkarham is a
under it. As you approach, one man Gorklimsk Canal and are a jumble of major commercial center.
stands up and waves to you, gestur- rotting piers, floating dead fish, and Patrol Vessel: When the players
ing for you to come alongside. He is a very diversified collection of barges are within a half day of the city, there
a native Karkarham official, and and fishing vessels. The docks termi- is a chance (roll 2 or less on the die)
speaks fluent Parhooni and Koline. nate against a large, jumbled rock and that they will encounter a patrolling
He is slightly drunk, but is supposed stone rubble levee that blocks the vessel of the Karkarham Navy. If so,
to inspect all vessels for trade goods, canal. Along the levee is a close- it will be one of the smaller vessels,
which are subject to tax. Consult the packed mass of boats of all sizes and either a Fleetfoot- or a Clearsight-
section entitled The Guard Post on shapes, for the most part badly in need class screw galley. The ship will
page 33 for a description of his con- of paint and repair. They appear to be signal to heave to and will come
versation and attempts to secure a permanently moored or anchored, alongside. As the vessel approaches,
bribe. and they are connected by numerous players may observe that it is in need
The Customs House: The customs docks and gangplanks so that they of a new coat of paint, and that the
house is across the river from the city, form an entire residential district. decks are grimy and littered with
on the point of land at the intersec- Some of the connecting gangways are refuse, unstowed lines, and assorted
tion of the Gorklimsk and Syrtis wide, and some are even roofed over. boxes and crates. The crew has a lazy,
Minor Canals. Several docks are Much activity is evident, and small surly look about it, and the ship an-
nearby at which a few merchant rowboats and skiffs dart around the swers clumsily to its helm. It also
barges are tied, either awaiting in- edges of the docks, either carrying tends to tilt its deck in a turn or when
spection or having been seized for tax passengers or dragging fishing nets coming to a stop, a sure sign of an in-
evasion. A pleasant park and a in the water. The wind carries over a experienced trimsman.
shabby, run-down residential district strong smell of rotting fish and human The captain of the vessel will in-
are also nearby. The players will be waste from the boat city. quire as to the destination of the ship
levied a tax of one-half of one per- As the players pull up next to a and its cargo. He will not bother
cent of the value of their trade goods. vacant pier, they will see several idle harassing a small ship (not worth his
That is the official rate and will be ad- Martians loitering on the docks and a time) or a very large one (too much
hered to dutifully. However, the tax number of small boys. The older chance of its owner being someone
assessor will value the goods at Martians will make no move to help important), but a medium-sized ves-
roughly four times their true value. tie up, but the boys will run along the sel, say hull size 4 to 10, will receive
When (and if) the players object, the pier and cry for the crew to throw a closer look. The captain will insist
assessor will respond by praising the them the ship's lines. They will help on boarding and conducting an in-
excellent quality of their goods and tie up and make sure that there are spection. He will find something
CLOUD CAPTAINS OF MARS
GDW
ARRIVAL OVERLAND
faces climbed; it will merely distance cliff you see a man appear and empty taineering skill is the number of small
them from the cave site. a bucket of garbage off the cliff. The rock faces which may be climbed in
First Sight of the City (Ap- refuse falls from view somewhere in one night. The players select a point
proached From the West): As you the slums. on the cliff and scout the slope dur-
reach the crest of the rock face you The Levee Path: If approaching ing the daylight, the same as if they
are climbing, you are faced with a ra- from the east, the players should were scouting a mountain face. The
vine which is about a mile wide. On make their way down to the valley number effaces rolled is the number
the far side of the ravine is a steep- floor, and find ample concealment in of small rock faces at that point. If the
sided plateau, and on the top is the the undergrowth and scrub trees on players wish to scout an easier path,
city of Karkarham. There are actually the west bank of the canal. From there they may do so, but it must be at least
two plateaus, the smaller of which is they can make their way to the levee 200 yards away from the original
closer to you. Its crest is completely path and cross over it under the cover point. Each member of the group with
surrounded by fortified walls, and you of darkness. As they cross, they will a Mountaineering skill of 4 or more
can see towers and buildings rising see the dim lights of the boat city to may scout a separate path in a day. (If
from behind them. You can't see much their left, hear the sounds of bawdy no one in the party has a skill of 4 or
of the northern end of the main pen- revelry drifting over from the pleas- more, the party may still collectively
insula from where you are standing, ure barges, and experience the smell scout one path per day. ) Scouting is
but the southern end to your left has of the boat city: a combination of rot- done during daylight and consists of
a large, flat landing ground. Over a ting fish, garbage, and human waste. lying in concealment and making a
dozen cloudships are tethered there, They will also hear furtive scram- detailed map of the cliff side showing
and you can see that a considerable blings in the rocks near the path and the easiest route to the top.
number of men and cargo wagons are may catch sight of a man-sized Once a route is selected, the lead
moving near the vessels. shadow or two. None of the thugs that climber will climb it at night, mak-
First Sight of the City (Ap- lay in wait for drunks will attack a ing the normal roll for a climbing
proached From the East): As you party this size, however. mishap. The lead climber must have
reach the crest of the rock face you Once across the levee, the players sufficient skill to complete the climb
are climbing, you are faced with a will be in the Wet Docks district. The during the night. At the end of the
valley which is almost two miles wide. only important obstacle to cross will climb the lead climber will secure a
The city of Karkarham is on the far be the broad Thoth Road, which is greased block and tackle, and throw
side of it. Below you are two grand fairly well lit by gas lamps. Once down a line to the main party waiting
canals approaching from the south- across Thoth Road, the players will below. The party can then hoist each
west and southeast. They come to- be able to disappear into the dark member up the cliff safely and
gether directly below you, and then labyrinth of streets and allies that quickly.
terminate in a massive dam made of make up the Wet Docks slums.
boulders and rubble. To the north Scaling The Cliff: If the party
(your right) the canal is empty and members approach from the west, TASK
badly broken up. Considerable scrub they will probably need to scale the SUMMARY
foliage grows up through the cracks cliff to reach the summit of Kar- Detect Patrol: Difficult (tar-
in its bottom. maheet Hill or the Fist of Balakhaat. get 12), Observation.
The city itself begins on the banks These would normally be considered Avoid Detection By Patrol or
of the canal as a long expanse of slum as one rock face each, but since they Cloudship: Moderate (target 8),
that stops at the base of a steep cliff. will be scaled at night (for purposes Stealth+Fieldcraft.
Several hundred feet up the city re- of secrecy), they will be considera- Detect Cave: Formidable (tar-
sumes, but the buildings there have a bly more difficult. Use the normal get 16), Observation+Mountain-
more orderly, prosperous look to mountain climbing rules with the fol- eering.
them. As you watch the edge of the lowing exceptions. A player's Moun-
GDW
THE CITY OF KARKARHAM
KEY
The City of Karkarham
Street
Building
0 100 200 300 400 500
Fortification
Cliff
Boat
Park
Forest & Undergrowth
MAJOR FEATURES
1. Fist of Balakhaat
2. Royal Landing Grounds
3. Palace
4. Balakhaat Ravine
5. Balakhaat Causeway
6. Main Landing Grounds
7. Shipyards
8. Karmaheet Hill
9. Brumahaan Steps
10. Cargo Hoist
11. Pumping Station
12. Gorklimsk Bridge
13. Customs House
14. Customs Boats
15. Levee
16. Dry Canal Bed
SQUARES
21. Roogie Place
22. Gorklimsk Square
23. Great Bazaar
24. Pasaan Square
25. Balakhaat Square
26. Drayage Square
27. Jumaheet Place
28. Cleansing Mercy Square
29. Square of the Captains
PARKS
31. Royal Gardens
32. Balakhaat Park
33. Istobaan Park
34. Customs Park
CLOUD CAPTAINS OF MARS
GDW
CITY DISTRICTS OF KARKARHAM
CITY DISTRICTS faces. These are obviously very old as food and clothing, are about twice
OF KARKARHAM relics of a previous civilization. what they would normally be. Thus
WHILE IT is NOT possible to describe The next stall has several crates of Karkarham is an excellent place to
every part of the city in detail, each black, leatherbound books which the live if you have money, but a bad
of the major districts has its own spe- vendor insists are scientific works of place in which to be poor.
cial feel, and capturing that feel is im- great value and provide the formulae One more thing that will stand out
portant. This section is intended to for various chemical compounds, for the players will be the slave pens,
provide the referee with the most im- including a particularly effective love large enclosures with ragged, demor-
portant impressions of each of the potion. They are immediately recog- alized prisoners chained up to posts
parts of the city. nizable as Bibles. They are printed in inside. There are auction platforms in
The Bazaar: The bazaar is a bus- Dutch. front of the pens where the slaves are
tling, colorful beehive of activity, the The next stall has an impressive displayed and sold to the highest
very symbol of Karkarham's impor- collection of firearms, including bidder. (Average price for a slave here
tance as a trading center. The air is several mint-condition Winchester is £25, but special prisoners go for
filled with the smells of spices, fine lever-action rifles and a worn but well somewhat more. ) Slavery is not prac-
perfumes, sweet confections cooking maintained Holland and Holland ticed in the British colony or in the
in the wagon cart of a vendor, draft . 600 Nitro Express. Oenotrian Empire, but the cities fur-
animals too long under saddle, rotten If the players show serious interest ther east still keep slaves, thus pro-
meat, and human sweat. The noise is in the vendor's guns and appear to viding a natural demand for the pris-
almost deafening as customers and have funds, he will take them to the oners taken by the Shistomik cloud
merchants haggle over price and back of his stall where several large captains in their raids. The players
quality in half-a-dozen different lan- crates are covered with a torn canvas will perhaps be alarmed to see one or
guages. The harsh, guttural conso- sheet. more European prisoners among the
nants of Parhooni and the lilting sing- The main crate under the sheet slaves awaiting auction.
song tones of Hespesian are both in contains the breech and barrel (but The High Docks: As the players
evidence, but Koline is the dominant no carriage) for a 12-pounder walk or ride westward from the ba-
language spoken. breech-loading field gun, while the zaar, the small shops and markets
As the characters walk through the smaller crates contain 50 rounds begin giving way to apartment build-
bazaar, they will be struck by the each of shrapnel and shell ammuni- ings, taverns, and small residential
staggering diversity of goods avail- tion for it. All the writing on the crates buildings. This part of town is known
able for sale here. As they stroll past is in Japanese. as the High Docks, after the aerial
a line of open-air stalls, they may see At the next stall the vendor has an landing ground and shipyards on the
the following: extensive assortment of clothing from western end of the hill. The rough
In the first stall there are perhaps the east, all of it in subdued pastels, dividing line between the residential
10 different varieties of fresh fruit in and looking cool and comfortable. High Docks district and the commer-
several different colors and shapes. In the next stall the vendor has a cial Bazaar district lies about halfway
The vendor smiles as you pass by; he complete working analytical engine. between the Great Bazaar and Gor-
is sprinkling water on them con- Next the players may notice the klimsk Square.
stantly both to keep them cool, and prices of things. Common luxury The eastern half of the High Docks
so their skin will shine and look more items (such as fine clothing, exotic is occupied by respectable middle-
succulent. rugs, and spices) and normally rare class residential and commercial
Next to the fruit vendor is a stall items (such as relics, artifacts, paint- blocks. These are the workshops of
with fine statuary, as beautiful and ings, and exotic weapons) are unusu- the many tradesmen in the city as well
delicate as any jadework you have ally inexpensive, perhaps 10 to 30 as their homes and apartment build-
seen. Some of it is broken, and other percent cheaper than in other cities. ings. Further west the district be-
pieces have scratched or worn sur- Everyday necessities, however, such comes less respectable and is taken
CLOUD CAPTAINS OF MARS
over by inns and taverns catering to tected by private armed guards. men have turned to crime and live in
dock workers and cloud sailors. Most The Wet Docks: The lower city is filthy run-down buildings clustered
of the cloudship crews live here and notable for its squalor and poverty. Its around Jumaheet Place (location 27
spend their night ashore in drunken narrow streets, alleys, and courtyards on the map). Experienced travellers
revelry. A particularly notorious are sanctuary for the large criminal and permanent residents of the city
haunt for both human and Martian element of Karkarham, and the civic will generally warn the characters to
cloudship crews (and the site of many guard refuses to pursue felons into stay away from this quarter, but this
fights) is the Inn of the Red Roogie, many of these natural fortresses. is an excellent place to make first
which fronts on Roogie Place (loca- The Wet Docks have several points contact with the criminal underworld.
tion 21 on the map on pages 38-39. ) of interest. At the southwestern fringe Martian criminals will be less likely
Further west the shipyards and of the city is the waterwheel, turned to deal with humans than will human
docking areas are alive with activity by slaves, which supplies the upper criminals, who in turn have numer-
during the day. There are almost city with its drinking water. The ous links to the Martian underworld.
always a dozen or more ships tied slaves are routinely beaten to keep The Wet Docks also includes the
down to the docking platforms with them working, and some of the slaves boat city that has collected along the
dozens of men engaged in loading are Earthmen. The warehouse district rubble levee like flotsam against a lee
and unloading them. While two large runs along Thoth Road, particularly shore. Although it is the most danger-
steam-powered cranes are used to on the canal side of that thoroughfare. ous place in the city, it also offers
load the bulkiest cargo, most of the This is the site of considerable activ- many unique opportunities. Certain
work is still done by sheer muscle ity during the day and usually several types of illegal or extremely scarce
power. At night the activity subsides, break-ins each night. merchandise will only be available
but the area is well lit by five large There is a small European Quarter here, but players will first have to
firepits that are kept burning all night in the Wet Docks region composed make contact with the underworld.
to discourage thieves and saboteurs. mostly of unskilled men who came For humans to venture uninvited into
The shipyards are almost always looking for riches and adventure, and the boat city is almost to ask for an
working on a new ship and conduct- found brutal, grinding poverty. These attack.
ing repairs on several older ones.
Players will find that the yards at
Karkarham can undertake any sort of
repair or conversion desired, but that
the prices are about three times what
it would cost to install the component
as part of the original construction
plan.
Fortress Point: This wealthy resi-
dential area occupies the northern part
of Karmaheet Hill, from about Balak-
haat Square north.
Here the players find numerous
middle-class apartment buildings,
homes, and small exclusive shops
which give way to the palatial walled
villas on the extreme northern sum-
mit of the hill. The elite of Karkarham
live here; the streets are well patrolled
by the army, and the villas are pro-
GDW
THE CATACOMBS
THE CATACOMBS several pages, and an incomplete map apartment buildings and businesses
THE CATACOMBS are a series of is not very useful. If required, the above, but these are only the size of
tunnels, tombs, and sewers that referee should make a map of the a medium-sized pipe—say six inches
honeycomb Karmaheet Hill and the catacombs, an easier job than it may in diameter—and do not provide ac-
Fist of Balakhaat. The builders of the sound like at first. cess to buildings.
canals provided their cities with self- For one thing, a referee will know Numerous small feeder tunnels
maintaining sewers with active bac- roughly where the players want to go, branch off of the main sewers and
teria, and small scavengers that break and he can limit himself to that sec- connect them, and a large number of
down the city's waste products and tion of the catacombs. More impor- maintenance tunnels lead to tool
turn them into flammable gas which tantly, the map a referee generates storage rooms and ladders or stair-
in turn is used for heat and light. does not have to be a complete map ways to the streets.
The bacteria in the ancient (or even for that section since no one Most of the buildings in the upper
"living") sewers are deadly to Mar- person knows all of the secret doors city have at last one basement, and
tians, but the catacombs under the two and passages of the catacombs, and a some have a subbasement and a sub-
hills of Karkarham are of more recent hired guide would be unlikely to tell subbasement. These should be con-
construction. The living sewers begin everything that he knows. As a result, sidered the top three levels of the
several hundred feet under the sum- you can draw your map in as much catacombs.
mit of the hills, while the catacomb detail as you care to, remembering The drainage sewers actually begin
sewers are drainage passages flushed that you can always go back and add below the subsubbasements, and thus
by water that removes waste to the more chambers, tunnels, and so forth are considered to be the fourth level
lower levels. later, provided access to them is by of the catacombs.
Since the drainage sewers are not way of a secret entrance. Tombs are usually at the second or
dangerous for Martians, they have To make your map, start with a third level. Many subbasements and
been used for generations as hiding sheet of graph paper. Each square on subsubbasements are accessible only
places for criminals. The under- the graph paper will be a two-yard by secret doors or passages, and many
ground tombs and occasional tunnels tactical grid square. Now examine the of these subbasements also have es-
have gradually been linked into a map of the city and locate the scale cape tunnels which lead to the sew-
complex system of passages, access bar. The scale bar is marked in incre- ers or independent tunnel systems on
to which can be gained from many ments of 100 yards. Each 100-yard the second or third level. Grave rob-
cellars. segment will be 50 grid squares bers often have made clandestine
The authorities make periodic at- across. That should give you a good tunnels to the tombs of the very
tempts to explore the catacombs and idea of the size of the catacombs and wealthy, and other thieves sometimes
wall up unnecessary passages, but will enable you to plan how much in use these or other secret tunnels as a
these are never completely success- the way of tunnels you will need to means to gain access to the villas
ful. Many tunnels are covered by map for an adventure. above.
disguised doors known only to a few General Layout: As you make Finally, generations of criminal
denizens of the underworld, and the your map, you should keep in mind gangs have carved tunnels and made
authorities cannot close tunnels that the general layout of the tunnels. The large underground chambers, and
they are not aware of. Fortunately for primary avenues of the catacombs are these have been linked to the general
the royal household, the Balakhaat the large drainage sewers which network.
Ravine makes it impossible to con- roughly parallel the major avenues Features: There are a variety of
nect the catacombs of the Inner City and are flushed by excess water from features in the catacombs. The listing
with those of Karmaheet Hill. the fountains and wells in each of the which follows is meant to cover all
Mapping the Catacombs: No squares or "places" in the upper city. of the major features, but you should
map of the catacombs is included, There are also a number of waste feel free to add your own. The side-
since a complete map would take up chutes that feed the sewers from the bar on page 43 suggests a number of
CLOUD CAPTAINS OF MARS
standard mapping symbols for these will as well, but they have some well camouflaged and designed to
features. chance of making their way out. For blend in with the stone block pattern
Main Sewerway: This is a fairly coverage of the "living" sewers of the wall. Generally, a hidden
large tunnel, usually two grid squares proper, see "The Ausonian Stalker" handle somewhere nearby trips a
wide and the same height. Usually a in Tales From The Ether. weight that moves the door ajar. The
three-foot-wide catwalk is located on Tomb: This is the burial vault of a door opens easily, but requires some
one side of the sewerway which is wealthy or noble family. It may range effort to close, as this is what resets
about five feet above the floor, and from as small as three by three grid the hidden weight or spring.
the main channel usually has three to squares in size to a much larger cham- Large Chamber: This room is a
five feet of water in it. When the ber. Its walls are covered with small very large cavernous chamber. While
sewerway reaches a branching pas- doors which hold the remains of the it may be deserted, there is also a good
sage, it will often be necessary to family's ancestors, and several sar- chance that it is a bandit's lair.
cross the channel to get to another cophagi on platforms hold the most Fallen Roof: Part of the roof has
catwalk, which may present a hazard, recent departed. collapsed and left a pile of broken,
either from swift-flowing water or Wealthy Martians are usually bur- jagged rubble. Rubble is difficult and
from aquatic predators. ied in expensive jewelry. If a tunnel dangerous to clear away; an alterna-
Maintenance Tunnel: These tun- gives the players access to the tomb, tive path would be better if possible.
nels branch off the catwalks of the the jewelry has probably already been Ladder: A vertical passage leads up
main sewerways and usually have stolen. Sometimes traps are laid in or down. Steel ladder rungs anchored
heavy, locked doors. Sometimes the tombs, such as deadfall stones or in the stone wall are made of a very
locks are easily picked; sometimes covered trapdoors, and players should hard nonrusting steel, but some may
the door is rusted solid to its frame; exercise caution. have worked loose from the wall.
and sometimes the door is missing. Underwater Passage: This is a
A short, low tunnel usually leads to a small passageway in the side of a
tool storage area (which may or may sewerway which is below the normal
not have tools in it) and a stone spiral level of the water, making it very KEY
stairway which leads up to the street difficult to locate. Ladder
level. The door at the top is usually It will be 1D6 grid squares long and
locked to prevent casual access. will connect with a large chamber or
Feeder Sewer: This is a small small tunnel; players will have to hold Main Sewerway
branch tunnel, one grid square wide their breath while moving through the
and the same height, which either passage. Maintenance Tunnel
feeds into a main sewerway from a Secret Tunnel: This is usually a
remote part of the city or connects two small (one grid square or even half a Drainage Sump
sewerways. It is usually waist-deep grid square wide), dry passageway. It
in water. can be found on any level. Players Feeder Sewer
Drainage Sump: A drainage sump will have to crawl slowly through
is a large hole in the base of a sewer- areas where the passageway is nar- [Underwater Passage
way which feeds further down into row, as this usually indicates a low
the main sewers of the city. The water ceiling as well.
current will be very swift near it, and Basement: This is the basement of Secret Tunnel
a large whirlpool will lie directly over a house and may be on sewer level
it. The slippery floor of the sewerway one through level three. It may be a Secret Door
makes these very hazardous. simple storage area, a wine cellar, or
Martians swept down a drainage a hideout in the event of a raid. Fallen Roof
sump will perish. Earthmen probably Secret Door: These are usually very
GDW
THE INNER CITY
quickly to an emergency. enter the main sewers at canal level of a recurrence has led the prince to
There are 12 artillery pieces in the and make their way up the spiral have steel gratings installed over all
Inner City, one in each of the towers water tunnels into the lower drainage of the drainage sumps. It is always
on the city walls. All of these guns are sewers of the Inner City. They subse- possible that somewhere in the for-
in covered mounts, and their carriages quently entered the royal treasury and gotten corners of the catacombs,
make them capable of either high- made off with a small fortune in however, there remains an open sump
angle or flat-trajectory fire. About jewels. Apparently only half of the linking them with the main sewers
half of the guns are manned during group made it back out alive, as the below. For a more complete explana-
the daytime; at night only the rod guns lower sewers are quite dangerous tion of the drainage sewers, and of
are continuously manned. even for Earthmen, but the prospect catacombs in general, see page 42.
THE RULERS
OF KARKARHAM
KARKARHAM is a hereditary princi-
Prince Tumaani (Green NPC) pality ruled by Prince Tumaani, the
THE PRINCE is pudgy, with sausage-like fingers and pale, soft skin. He 23rd member of his family to rule the
has large, dark eyes, but they seem to city.
wander as if he has difficulty paying Karkarham rose to its current emi-
attention to what is going on. He seems nence as a mercantile center and
friendly, but lacks energy. haven for the cloud captains under the
Additional Descriptive Notes: The rule of his father, Amruutu. Amruutu,
prince will be friendly initially but will however, ruled with an iron hand and
soon lose interest in whatever the play- established a firm set of standards for
ers are talking about. He will not be the captains of Karkarham. Privateers
rude, but will stifle a yawn and be easily were welcome, but pirates were not.
distracted. Eventually he will make his The city government was fairly effi-
excuses and send the players away. cient and honest, at least by Martian
Tumaani has little real interest in seri- standards.
ous pursuits. If he is called upon to exert The 12 years of Prince Tumaani's
himself physically, the players will be rule, however, have seen Karkarham
surprised at his quick and nimble actions, but he will tire quickly as he slide into increasingly rampant cor-
is in poor physical condition. ruption and decadence, led by the
prince himself.
Attributes Skills Tumaani relaxed the standards on
Str: 1 the captains, even tacitly encourag-
Agl: 5 Stealth 4, Marksmanship 4 (bow) ing them to raid innocent merchant
End: 2 Wilderness Travel 1 (mountaineering), Swimming 1 ships in return for a larger cut in the
Int: 3 Observation 2, Science 1 (geology) profits.
Chr: 4 Eloquence 3, Linguistics 4 (Oenotrian, English, Hespesian, He has lavished the resulting reve-
Hellan), Theatrics 2 nues on the pursuit of pleasure; the
Soc: 6 Riding 5 (gashant), Piloting 2 (cloudship) palace is lavishly decorated with
precious tapestries, porcelain, and
Motives statuary, and Tumaani is reputed to
SPENDTHRIFT, Greedy, Lustful. have over 50 wives.
Following the example of their
Attitudes prince, the officials of Karkarham
TUMAANI HAS few attitudes of significance beyond a quest for pleas- have become lazy and corrupt. The
ure. He loves money and loves to spend it. He spends most of his time navy and army are poorly trained and
with his harem, and is restless and absent-minded. He has nothing ap- demoralized by low pay and rusty
proaching a strategic plan or set of goals for the city. equipment.
As luxury goods and stolen cur-
Background rency pour into the city, costs have
TUMAANI WAS spoiled and ignored in equal measures by a ruthless father risen, and the increasing numbers of
and simple-minded mother. The result is a decadent, dissipated ruler. poor are driven to crime out of des-
He was a pleasant boy and would be an inoffensive man if he were not peration.
squandering the wealth of a potentially prosperous city-state. The merchants and captains con-
tinue to make giant profits, however,
CLOUD CAPTAINS OF MARS
and discourage the prince from tant members of the power structure sister; and Prince Samaam, his uncle.
making any changes. are Prince Tumaani, the ruler of The native language of all of these
There are numerous nobles in Karkarham; Prince Sabaat, his chan- important Karkarham nobles is Par-
Karkarham, but the four most impor- cellor; Princess Iteebu, his younger hooni.
GDW
THE RULERS OF KARKARHAM
GDW
DEFENSES
THE ARMY part!" For those more interested in High Fort, one the Ravine Fort, and
THE ARMY is made up of regular justice than their money, quarter-parts one the customs house, and one is a
troops (raised in Karkarham) and or even half-parts are sometimes gashant-drawn flying battery de-
mercenary bands (mostly Hill Mar- offered, and these bring even surer signed to take the field with the army.
tian mountaineers from the north action. However, since this share The citadel, Ravine Fort, and High
slopes of the Shistomiks). The army system of fees for the police produces Fort batteries have their guns
is almost exclusively infantry, as there a good deal more revenue in the richer mounted in covered revolving turrets
is virtually no use for cavalry in the parts of town than the poorer ones, the on the fortress towers, and the guns
rocky badlands that surround the city. civic guard is notably absent from the are mounted for high-angle fire as
The few cavalrymen in service are areas where it is most needed: the well as conventional fire. The alloca-
used to break up mobs in the bazaars, slums. The civic guard consists of tion of guns within the battery is as
or to patrol the roads to the south or four companies of foot guardsmen follows.
the dry canalbed caravan trail to the and one company of mounted guards- Palace Battery: Two rod guns, two
north. The regular army consists of men, all Trained and with a Fieldcraft rogues, three lob guns, five heavy
three parts: the noble guard, the civic of 0. The guard is divided into two 12- guns.
guard, and the "ordinaries. " hour watches, and two foot compa- High Fort Battery: One rod gun,
The noble guard is made up of the nies and one mounted half-company one rogue gun, one lob gun, two
sons of young nobles and wealthy are on duty at any time. Civic guards- heavy guns.
citizens. It consists of four companies men are routinely deployed in four- Ravine Fort Battery: One rod
of infantry, all Green with a Fieldcraft man detachments roaming the streets gun, one rogue gun, one lob gun, two
of 0, and its duties are purely cere- or at major squares and gates. heavy guns.
monial. The sentries and guards in the The ordinaries are the actual fight- Customs House Battery: Two
palace are all made up of the noble ing army, and consist of four infantry heavy guns.
guard (except at night—see page 44), legions (each of three companies) and Flying Battery: Four light guns.
and despite their splendid uniforms the artillery park. The four legions are The mercenaries hired by the prince
and ornate weapons, their total lack named for their noble commanders, of Karkarham are mostly mountain-
of discipline, training, and profes- although the named commander's eer Hill Martians with very little love
sionalism are obvious. The palace only real function is to occasionally for the Canal Martian city folk. This
guards are a lazy, slovenly, insolent, inspect the troops. The actual com- makes them excellent reinforcements
and often drunken group who con- mand of the troops is exercised by the for the civic guard when dealing with
sider themselves the equal of the legion's senior company commander. disturbances in the city, and they are
prince and everyone else's superior. All legionary infantry has a Fieldcraft largely immune to palace intrigue.
The civic guard is as close to a rating of 2 (1 for Soldier's Com- Their loyalty is to their employer—
police force as there is in the city, panion purposes). The four legions in this case, the prince.
although its main responsibilities are are: There are a total of 12 bands of
watching out for fires and breaking • Prince Tumaani's Own Legion mercenary infantry: two Veteran,
up mobs. While it will break up large (Trained). seven Experienced, three Trained.
fights, it will seldom interfere in • The Prince of Gorklimsk's Le- Two Trained bands of mercenary
small, or "personal," ones; while it gion (Experienced). cavalry have also been recruited,
will often chase a petty thief, no one • Prince Samaam's Legion (Vet- mostly from the lowlands near
has ever seen a guardsman catch one eran). Gorklimsk and Syrtis Minor (as were
unless the victim first offered a re- • Princess Iteebu's Legion the three bands of Trained mercenary
ward. The customary reward is an (Trained). infantry). A few of the cavalry are
eighth of the stolen money, and a The artillery park is divided into from the steppe nomad tribes north
common cry for help in the tougher five batteries of varying size. One of the mountains. The mountaineers
parts of town is "Eighth-part! Eighth- guards the palace citadel, one the have a Fieldcraft of 5 (3 in Soldier's
CLOUD CAPTAINS OF MARS
Companion rules). The cavalry has Steps, one at the cargo hoist, one Docks district, although many of the
a Fieldcraft of 3 (2 for Soldier's patrolling the Wet Docks district, one officers live in inns near the shipyard
Companion). The lowland merce- patrolling the Fortress Point district, or bazaar. The two Veteran companies
nary infantry has a Fieldcraft of 2 (1 and one patrolling the shipyard dis- act as Prince Tumaani's personal
for Soldier's Companion). trict. bodyguard; a half-company accom-
The four legions are quartered in panies him at all times, while the rest
Army Dispositions the two forts overlooking the ap- train or exercise. Four men guard his
THE NOBLE GUARD is garrisoned in proaches to the city. The Prince of sleeping chamber at night. There are
the Citadel. Of the four companies of Gorklimsk's and Prince Samaam's also always two companies of Expe-
the noble guard, about one company legion are in the High Fort, while rienced mercenaries on duty in the
is usually on duty, and another is loi- Prince Tumaani's Own and Princess Inner City, and these men provide
tering somewhere in the Citadel com- Iteebu's legion are in the Ravine Fort. gate guards and wall sentries. This
pound. About half the noble guard on Each legion usually has one company duty is rotated through the various
duty at any one time will be in the im- on duty during the day and two mercenary companies. The mounted
mediate vicinity of Prince Tumaani, companies drilling or carrying out companies patrol the roads north and
while the rest will be near Princess routine duties. At night each legion south of the city. An Experienced
Iteebu. has half a company on duty. The duty infantry company usually patrols the
The civic guard will have eight foot troops man the walls and towers of mountain trails nearby, and the three
patrols and two horse patrols on duty the forts and provide a ready force to companies of Trained lowland mer-
at any given time. The horse patrols reinforce the civic guard in the event cenaries man outposts along the roads
are usually billeted at the two forts of a major civil disturbance. leading into the city from the south.
and are available to respond to any The mercenaries are billeted with A half-company usually patrols each
sudden outbreak of trouble. They do citizens, for the most part in the Wet of the three roads still in use.
make occasional patrols down the
main thoroughfares, about once ev-
ery two hours. The eight foot patrols
are normally deployed as follows:
one at the customs house, one at each
end of the Gorklimsk Canal Bridge,
one at the base of the Brumahaan
GDW
ENCOUNTERS IN KARKARHAM
ENCOUNTERS Although they have been generated suddenly from an alley and, holding
IN KARKARHAM for Karkarham, they can be used with a knife to the throat of one of the char-
THE FOLLOWING encounter tables little or no modification for any acters, demands their money. (A char-
are provided as a means for the ref- Martian city. acter wishing to escape or avoid the
eree to generate random encounters thief's hold should make a quick
in Karkarham. The referee should roll Encounter Descriptions Agility roll to do so. )
for an encounter at irregular intervals, ENCOUNTERS in Karkarham are de- Patrol: A four-man patrol of sol-
but as a general rule not more than scribed below. diers appears. They are Trained troops
once every 15 minutes and not less Thief: A thief attempts to rob the and are armed with pikes. If encoun-
than once every hour. players. A pickpocket will randomly tered at night, the patrol will attempt
Random encounter rolls should be select a member of the party and at- to question the players as to their
made only while the players are tempt to lift his purse. Roll against the activities. In the daytime they will
moving about in Karkarham, not Observation skill of the victim, but probably not pay much attention to
while they are engaged in routine add onel to the die roll unless the the players unless they are acting in a
activities (such as sleeping, having victim has a Crime skill of 1 or more. suspicious manner.
dinner, and so forth). Alternatively, this could be a street Thug: One or more Martian thugs
These tables are laid out and should urchin who dashes by and attempts (roll 1D6 for the number) attack the
be read in exactly the same way as the to grab a possession from the player's players. If the players are in a large
encounters in the basic rules book. hand, or an armed thief who appears group, the attack will come from a
DAYLIGHT ENCOUNTERS
Wet High Inner Fort Boat
District Dock Dock Bazaar City Point City Catacombs
Encounter # 3 2 3 4 2 4 2
Die Roll Encounter Type
1 Thief Thief Thief Patrol Merchant Thief Thief
2 Assassin Merchant Merchant Patrol Patrol Thug Prisoner
3 Crime Assassin Merchant Patrol Patrol Fight Thug
4 Thug Patrol Patrol Prince Accident Riot Patrol
5 Fight Fight Fight Accident Crime Accident Predator
6 Riot Accident Accident Merchant Red Captain Crime Predator
NIGHT ENCOUNTERS
Wet High Inner Fort Boat
District Dock Dock Bazaar City Point City Catacombs
Encounter # 2 2 2 2 1 3 2
Die Roll Encounter Type
1 Thief Thief Thief Thief Thief Thief Thief
2 Assassin Crime Thug Patrol Assassin Thug Prisoner
3 Thug Assassin Crime Patrol Patrol Fight Thug
4 Crime Patrol Patrol Patrol Patrol Fight Patrol
5 Fight Fight Fight Patrol Crime Crime Predator
6 Patrol Red Captain Accident Patrol Red Captain Crime Predator
CLOUD CAPTAINS OF MARS
distance (a thrown rock or knife, or themselves to temporarily unguarded or spear, or by means of some sort of
even a bow shot); if there are only four goods. ranged weapon. This may be a simple
or fewer players, then the thugs will Crime: The players witness the act of terrorism inspired by Ground
make a direct attack. The thugs may commission of a crime. This could be Cleansers or the Cult of the Worm, or
make the attack to rob the players, a night break-in, the work of a pick- it may be the work of a hired assassin
because they were paid to attack pocket, or even a deliberate murder. sent after the players by an adversary
them, or because they just don't like The referee will determine the exact (assuming they have been in town
Earthmen, at the referee's discretion. situation; it is up to the players to long enough to make that big of an
Fight: Either the players come decide on an appropriate course of enemy).
upon a fight in progress or a group of action. Prisoner: The players come upon
Martians picks a fight with them. This Red Captain: The players meet a a prisoner tied or chained in one of
might be a fight between two rival Red Captain on the street—either one the small chambers in the catacombs.
cloudship crews; between Shistomik of the legendary five or a lesser cap- The prisoner could be the son or
cloudship crews and the crew of a Red tain. The referee should generate a daughter of an important noble held
Captain's ship, or between rival crim- situation by which the players will to force a political move of some sort,
inal gangs. If the PCs are in the Euro- actually meet the captain. They a wealthy merchant held for ransom,
pean Quarter, the antagonists may be might, for example, see a local thief a criminal from a rival gang, a promi-
disgruntled Europeans who pick the pick his pocket, apprehend the scoun- nent Red Captain, or any of a num-
fight. drel, and return the wallet. ber of other possibilities. It is also
Riot: The players come upon a riot Assassin: A lone assassin will at- possible that the prisoner will lie to
in progress and are either threatened tempt to kill one of the players, either the players as to his real reason for
by it (if it is an antihuman riot) or by means of a direct attack with sword being held captive.
swept up in it (if it is antigovernment).
After 5D6 turns, a mounted patrol of
10 to 20 mercenary horsemen will
show up and charge the mob, scatter-
ing it after a brief but bloody fight. If
the players were fighting off the mob,
they are saved. If they were part of it,
they may be injured or arrested.
Predator: Subterranean predators
attack the party while it is moving
through the catacombs. This kind of
animal is similar to a very large rat
and is a good swimmer in water-filled
tunnels. Animal combat characteris-
tics are identical to those for a roogie.
Roll a die to determine the number of
attacking animals.
Accident: The players come upon
the scene of an accident. This may be
a tipped-over cart, collapsed building
front, or any similar mishap. The
players have the opportunity to help
any injury victims, assist the locals in
recovering their property, or help
GDW
ADVENTURES IN KARKARHAM
ADVENTURES players to avenge him and his friends. tablet contained what the professor
IN KARKARHAM Breaking the Shackles: As the believes will prove to be the key to
THE ADVENTURE possibilities in players enter the city by way of the deciphering the language used by the
Karkarham or with the cloud captains Gorklimsk Road (or as they cross the pre-Seldon inhabitants of the region.
are almost limitless. The following Gorklimsk Bridge), they pass by the However, the ship carrying the tab-
plots may be fleshed out into full ad- waterwheel. Their conversation is let, as well as hundreds of other arti-
ventures or may suggest other ideas. overheard by several of the slaves, facts from the archaeological site,
Afoul of the Secret Brotherhood: who are English seamen and recog- was captured by pirates, and the items
The players are in Karkarham and nize the accents of one or more of the were auctioned off in Karkarham.
discover the existence of a secret players. The seamen call out to the The professor is not concerned with
brotherhood which is active not only players and give "three cheers for the most of the items, but the tablet is
here, but in many other places on Queen, " for which they are rewarded extremely important to his work. The
Mars and perhaps even on Earth. The with renewed beatings by the guards. University of Edinburgh is willing to
brotherhood attempts to silence the The players should be moved to find pay £500 toward its return, to which
characters while they try either to flee out about the slaves and make an the professor will add £75 of his own
or to destroy the organization here in effort to break the English seamen out money. Upon arriving in the city, the
Karkarham. Possibilities for an or- at night. players discover that the tablet was
ganization include the Fenian Broth- A Friend In Need: While walking purchased by a local criminal leader
erhood, Anarchists, Ground Cleans- through the bazaar, a familiar voice who refuses to even talk with the
ers, Cult of the Worm, the Bavarian will call out to the players. They will characters (or any other Earthmen, for
Illuminati, and the International Ar- turn and see a character they have met that matter) and is unwilling to sell
maments Cartel. in a previous adventure chained in a the tablet at any reasonable price. He
A Promise of Revenge: While slave pen. Approaching him, they has the tablet in his lodgings, which
travelling over or through the foot- discover that this person was captured occupy the stern cabin of a large boat
hills of the Shistomik, a particularly in a pirate raid on a merchant vessel moored in the middle of the boat city.
observant member of the party no- and is to be auctioned into slavery to- Diplomatic Mission: The charac-
tices a lone figure crawling along the day. The auction master will not at- ters find out that one of the secret
broken ground. The party rescues the tempt to stop the conversation and brotherhoods is plotting the assassi-
castaway, who is badly injured and on will instead encourage the players to nation of the ambassador from the
the verge of death from exposure and buy their friend's freedom. If they at- Boreosyrtis League. As the ambassa-
starvation. He tells the story of a tempt to do so, a wealthy Martian in dor is a strong friend of the British,
merchant vessel attacked by pirates the crowd will also take an interest in the characters will wish to stop this.
from Karkarham. This is well within the prisoner and force the bidding up Prince Sabaat, however, may some-
the free commerce zone guaranteed to £100. If the PCs persist, he will let how be involved in the plot, since he
by the city government, however, so them buy their friend's freedom at has given strict orders that no one is
the pirate crew killed all of the pas- that price but will have them followed to cross into the Inner City for the next
sengers and crew to prevent them and later attempt to kidnap the pris- two days, ostensibly due to security
from telling the prince in Karkarham oner and dispose of the players. If the surrounding an upcoming state cere-
of their breach of the law. This man PCs are unable to bid as high as the mony. The players must devise a
pretended to be dead after suffering a Martian, then they will have to make means of gaining covert access to the
serious wound and has been strug- plans for a clandestine rescue attempt. Inner City, make their way to the
gling through the badlands ever since. The Key to the Past: The charac- ambassador's residence, convince
Before he dies, he describes the pi- ters are contacted by a renowned him of the danger, and devise a means
rate ship as a small kite painted red British archaeologist, who tells them of ensuring his safety.
and yellow, with the ram painted to of a stone tablet recently unearthed Second Story Job: The characters
resemble a bird's beak. He asks the from a ruined city in Zephyria. The are contacted by a local merchant who
CLOUD CAPTAINS OF MARS
is willing to pay them several hundred Sabotage: A ship is scheduled to sion. They are to gain access to the
pounds if they will unobtrusively leave in the morning for Western High Docks this coming night and
break into Arturo della Mora's villa Dioscura carrying a German diplomat sabotage the ship, thus delaying the
to locate and remove several folders and a number of sensitive dispatches. departure of the German and allow-
full of documents which strongly The characters are contacted by an ing other plans which the Foreign
implicate the merchant in illegal agent of the British Foreign Office Office already has in motion to come
transactions. and asked to undertake a secret mis- to their successful conclusion.
KEY
Delia Mora's Villa upper Floor
Door
Exterior Window
Basement
Secret Door
Fireplace
Interior Window
Fountain
ABBREVIATIONS Subbasement
B: Bath Sewer
GDW
SKY GALLEONS SUPPLEMENT
RETURN-CARRIAGE
ROGUE GUN
QUATLATLANI is a talented and crea-
tive inventor, despite his lack of for-
mal education, and he calls his latest
invention the return-carriage gun. His back on its wheels along a wooden requires a gun crew of only two, not
inspiration for the device came after slide, with the spring levers absorb- three. In addition, it has an ROF of 1,
hearing of the new Royal Navy 4. 7" ing the force. At the end of the gun's not(l).
quick-firing gun, which uses a hy- recoil, the spring uncoils, and the
draulic recoil system to absorb recoil ropes draw the gun carriage back
and return the gun immediately to forward into firing position.
firing position. This carriage cannot be effectively HEAVENLY
Quatlatlani immediately saw the used on guns which fire directly out ARCHER
utility of such a device. He was espe- of a ship's gunport or turret because Technical Specifications
cially interested in it because one of the gun is run out before it can be re- Armor: 1
the lengthiest parts of reloading a loaded. For guns on pivot platforms Hull: 12 (wood) with ram
heavy muzzle-loading ship gun, such with plenty of working space, how- Speed: 3
as the Martian rogue, is actually the ever, it eliminates one step of the Altitude: High; Medium with
runback, where ropes and pulleys are loading process, and both increases 300 tons of cargo; Low with 800
used to drag the gun back into its the rate of fire and reduces the crew tons of cargo
firing position. requirement. Tonnage: 1200
Without access to the sophisticated Quatlatlani's experiments demon- Price: £98, 000
metal-working technology necessary strated that insufficient time is saved Crew: 5 officers, 2 petty offi-
to construct a reliable hydraulic re- with smaller pieces to warrant the cers, 69 ratings
coil cylinder, Quatlatlani instead carriage, but that important efficien- Bridge: 5 officers, 2 petty offi-
turned to a more traditional torsion cies are gained when the return car- cers, 1 rating
device. riage is used for a rogue gun. Deck: 12 ratings
He built two tension springs out of This innovation is a prototype, and Maneuver: 36 ratings
rope and gum fibers, to which he at- Quatlatlani has no immediate inten- Gunners: 20 ratings
tached two long levers. The springs tion of sharing it with anyone else. Armament:
were then mounted to either side of a Thus players are unlikely to encoun- 10 heavy guns firing to broad-
rogue gun, while a rope was attached ter anything like it except on the Black side (under armor)
to each of the lever arms and the gun Dagger. 4 liquid fire racks
carriage. Game Effects: The return-carriage 2 tether mines
When the gun discharges, it recoils rogue which is on Quatlatlani's ship
GDW
RULES ADDENDA/AMENDMENTS
RULES ADDENDA correct movement phase two turns per weighs five tons and costs £450
THESE RULES are recommended after the smoke was laid. in any yard. Reloads cost £50 each.
when playing Sky Galleons of Mars Effects on Fire: Any shot whose Spike droppers take up deck space,
or the aerial combat rules from the line of sight passes through a hex similar to tether mines and some other
role-playing game. They cover items containing smoke is resolved with a exotic devices. If spike droppers are
of unusual equipment used by some -1 modifier to hit. Successive smoke fitted, count them as guns for pur-
of the vessels covered in this book. clouds can reduce the chance to hit to poses of hit location. They do not
a maximum of -3 to hit. have explosive magazines.
Smoke Screens Ship Design Notes: Any steam-
SOME STEAM-POWERED ships are driven ship can be equipped to make Scout Flyers
equipped to make smoke, while a few smoke for £20 per engine size num- A NEW TYPE of aerial vessel, the
Martian cloudships are equipped with ber. Any ship can be equipped with scout flyer, is added with these rules.
smudgepots to create a smoke screen. smudgepots. These are chemical These very small flyers are designed
Smoke screens are used to obscure smoke generators which cost £30 for speed and distance at the expense
visibility, usually to cover an escape. each and have no significant weight. of cargo and weaponry. They have a
Laying Smoke: Steamships They do take up deck space, however. crew of only two—a pilot (who
equipped to make smoke may do so One deck space position is used for serves as both helmsman and trims-
in any turn they wish. Their move- smudgepots, regardless of how many man) and an observer/gunner. The
ment allowance is reduced by one in are purchased. (Only one is on deck second crewman is optional, of
any turn in which they make smoke, and in use at a time. ) Smudgepots course. Characters may only pilot a
as smoke generation reduces the ef- burn and generate smoke for one turn, scout flyer if they have both pilot and
ficiency of the engine. Any ship at the end of which time they are trimsman skill.
equipped with smudgepots may make discarded. Smudgepots may also be In order to conserve fuel weight and
smoke in any turn desired, but each fitted into tether mines or drogue to eliminate the need for a stoker, the
turn of smoke consumes one smudge- torpedoes, replacing the normal scout flyer uses a petrol boiler, and
pot. When a ship makes smoke, place explosives. Mines produce smoke for the fuel lines which feed it are regu-
a smoke marker in each hex it moves two turns, torpedoes for three turns. lated by valves operated by the pilot.
through during its movement phase. Cost for the mines and torpedoes is This means that fuel for the flyer is
A burning ship also produces smoke the same as for the explosive varie- somewhat limited since oil is scarce
in each hex through which it moves. ties. on Mars and is only easily found near
If a burning ship or a ship laying the cities of Gorklimsk, Olonia,
smoke remains stationary for the turn, Spike Droppers Niront, and Gigantia. At those places
it produces a number of smoke INVENTED BY MARTIANS and soon it is available for £3 per ton, as listed
screens equal to one roll of the die, copied by colonists, the spike drop- in the basic rules. At other places it
and these are placed in line starting per is a hopper full of short metal will be scarce, and prices will vary
with the hex occupied by the ship and spikes or darts. from two to five times as much,
stretching directly downwind. Dropping Spikes: Spikes are depending on the remoteness of the
Smoke is only present at the alti- dropped by a ship at any point during locale. The scout flyer has a fuel tank
tude at which it was made. its movement phase. The procedure which will hold up to 15 tons of oil.
Movement of Smoke: At the start for determining hits is the same as for The flyer burns a quarter ton of oil per
of each movement phase, roll a die, liquid fire, with the exception that the day (and thus can travel for up to 60
and move all smoke screens that modified die roll result is the number days without refueling).
many hexes directly downwind. of crew casualties taken, not the level Note that due to their small hull size
Duration of Smoke: Smoke laid of fire started. Spikes may not be scout flyers drop from Very High to
by a ship persists for two full turns. reloaded during the course of play. Low altitude after suffering a single
Remove the smoke markers in the Ship Design Notes: A spike drop- hull hit, and will crash after a second.
CLOUD CAPTAINS OF MARS
SKY GALLEONS OF MARS taken from the boarding party first. is made to determine whether they
RULES AMENDMENTS Trim Critical Damage (Clari- strike an enemy vessel. If they do, all
THE FOLLOWING RULES are not ad- fication): Vessels normally recover of the torpedoes detonate in a chain
ditions to the basic Sky Galleons trim if they roll higher than the reaction and add their damage values
rules, but are clarifications and damage of the round or if they roll a together, as if their individual deto-
amendments to them which have 6 (if the damage value of the round is nations were one large explosion.
emerged from constructive sugges- 6 or greater). The favorable modifier Throckmorton Conveyors: Due
tions by players. for hull size is applied to the die roll, to very limited deck space, only one
not to the damage value of the round Throckmorton conveyor may take off
Ship Combat causing the damage. from a ship per hull size per turn.
THESE RULES cover a number of For example, a drogue torpedo has
different issues involving ship-to- a damage value of 10, while a ship Ship Design
ship combat. with a hull size of 5 receives a favor- THESE RULES provide some addi-
Boarding Parties: No vessels may able modifier of+1 to the die roll. The tional limitations on overall ship de-
fire at a ship which has a friendly ship can only recover trim on a die sign.
boarding party on board. roll of 6 normally. However, with the Armament: All armament must be
Collisions: A vessel may maneu- favorable die roll modifier of+1 it can balanced (by weight) on each side. A
ver to avoid a collision in the same recover on a roll of 5 or 6, even though ship may have a heavier weight of
way as to avoid a ram. If the ship has the damage value of the mine is weapons forward or aft, but it must
already moved for that turn, the considerably larger than 6. be balanced on its sides.
movement spent avoiding the colli- Tether Mines: If several mines are Marines: A maximum of five ma-
sion is charged against its next turn's aloft, only one roll is made to deter- rines may be carried per hull size. Ac-
movement. mine whether they strike an enemy commodations may be provided for
Armor and Small Arms Fire: vessel. If they do, all of the mines additional troops, but these may only
Add the armor value of the ship's hull detonate in a chain reaction and add be carried as passengers due to limits
to the saving throw number for small their damage values together, as if on deck space and access to below-
arms hits. For example, troops on a their individual detonations were one deck firing ports. If extra marines are
vessel with an armor value of 2 save large explosion. carried belowdeck, they may be trans-
on a roll of 4 or less, not 2 or less. If a player releases tether mines, he ferred topside at the start of any turn
Regardless of the armor value of the rolls separately for each mine to see to replace casualties or marines sent
ship, a roll of 6 never saves against if it strikes an enemy ship. Only mines away as boarding parties. Marines
small arms. If a vessel has a boarding which strike enemy ships detonate. may not form boarding parties the
party on deck, this modification is not Drogue Torpedoes: If several tor- turn in which they move topside, but
made, and all small arms hits are pedoes are being towed, only one roll they may fire.
SCOUT FLYER
Weight: 20 tons
Speed: 45 knots
Power Plant: 64 horsepower
Crew: 2
Armament: Maxim gun
Price: £2000
GDW
Gato Screw Galley Black Dagger Screw Galley
Rogue guns.
£28, 700 See note on £38, 600
page 57.
60 Tons 80 Tons
Lortmore Steam Gunboat Penelope Steam Ram
£40, 440 £24, 920
G A M E S
P. O. Box 1646
Bloomington, IL 61702-1646
Made in U.S.A.
Printed in U.S.A. G A M E S
P.O. Box 1646
ISBN 1-55878-043-2 Bloomington.il 61702-1646