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Credits Links

Authors: Rose Bailey and Audrey Whitman This wouldn’t have been possible without Daniel Bayn’s
Wushu System: Daniel Bayn Wushu system. Find out more at http://danielbayn.com/wushu/.
Editor: Elizabeth Greenberg You can always find the latest on Cavaliers of Mars
at http://www.cavaliersofmars.com. And while you’re at
Art Directors: Michael Chaney and Richard Thomas
it, why not read “The Apprentice’s Tale,” an in-character
Art: Chris Huth setting exploration at http://blog.fantasyheartbreaker.
Special Thanks: Benjamin Baugh, Daniel Bayn, Jeff com/2012/03/04/the-apprentices-tale/?
Mikoni

© 2015 Rose Bailey. All rights reserved. Text and illus-


trations are the property of Rose Bailey. Reproduction
without the written permission of the publisher is ex-
pressly forbidden, except for the purposes of reviews,
and one printed copy which may be reproduced for
personal use only. The mention of or reference to any
company or product in these pages is not a challenge
to the trademark or copyright concerned. This book
uses the fantastic for settings, characters and themes.
All mystical and supernatural elements are fiction and
intended for entertainment purposes only. This book
contains mature content. Reader discretion is advised.

2
Introduction 5 Geira 9

Rules 5 Adventure 10
Core Concepts 5 The City of Vance 10
Description 5
Festival in the Plaza 10
Traits 6
The Plaza 10
Vitality 6
The Action 11
Applause Dice 6
Searching the Dredge 12
Resolution 6
The Dredge 12
Chance Rolls 6
The Action 12
Conflicts 6
Cornering
Sample Characters 8 Ruvar the Blue 14
The Crypts 14
Kseniya Malaya 8 The Action 14
“Sunny” Lucio 8 Resolution 15
Sisera Ipato 8 Customizing the Adventure 15
Zillah 9

3
4
Introduction
Return now to dying Mars in its last age of glory. A planet of Description
flashing swords and choking sands, of winking courtesans and
The heart of the game is description. The more detail
lantern-lit canal cities. Mars, where fortune and death are two
a player describes her character’s actions in, the more likely
sides of the same obsidian chit, where lost cities and dry oceans
those actions are to help her succeed.
stretch between the last bastions of civilization. Where the First
Martians, the monument-builders, are but a haunted memory. Descriptions are measured in Details. A Detail can be
Where the Red Martians become decadent and reckless in their anything from a wicked sword thrust, to a lightning fast
last days. Where the Pale Martians rule the wastes, remembering dodge, to an atmospheric moment like a weapon plummet-
a history whose weight would crush a lesser people. ing downward into a canal. Details can even be negative; a
player can describe how her character’s ear is nicked by a
Find yourself dashing across the towered crypts of Vance,
barely-dodged slash with a knife. For each Detail a player de-
digging desperately for treasure in the lost tombs of Chiaro, spit-
scribes, she receives a die.
ting defiance at the Roundhead priests of wild Ziggur. Lock steel
with the Princess Invincible, even as your hand reaches towards Generally, there will be a maximum number of dice that
your flintlaser for insurance. can be earned by each player’s Details in a given round. This cap
ranges from 3-5 for fast-paced, gritty scenes to 6-8 for more epic
Live, fight, and love on Mars, a world of red death and
confrontations. The cap is set by the GM.
strange mystery, a world of savagery and romance.
Descriptions are empowered by the Principle of Narrative
Welcome to the quick start for Cavaliers of Mars, a role-
Truth, which states that an action occurs when the player de-
playing game of swashbuckling adventure on a dying world.
scribes it, exactly as the player describes it. Compared to some oth-
This book includes sample characters, the Wushu rules which
er roleplaying games, there’s a lot less “I try” and a lot more “I do.”
power the game, and an action-packed adventure to intro-
duce the setting. The exceptions to the Principle of Narrative Truth are
Vetoes and the Resolution rule. If any player at the table feels

Rules a Detail is inappropriate, he can call for a Veto. The Detail


is put up to a quick vote; if it passes, the Detail goes into the
Cavaliers of Mars is based on the Wushu gaming system, fiction as normal. If if fails, the narrating player replaces or
which rewards vivid descriptions by using them to make char- reworks the detail to be acceptable to everyone. Vetoes tend
acters’ actions more successful. By awarding more dice for bet- not to be a big deal, and happen rarely if players stay on the
ter descriptions, Wushu encourages quick back-and-forth and same page with regards to tone and style.
high-flying stunts. This is perfect for the swashbuckling world The Resolution rule is that the player who resolves a sit-
of Cavaliers of Mars, with its death-defying duels in the bellies uation mechanically gets to narrate the end of that situation.
of atmosphere processors and dizzying chases across crumbling That means that you can’t use a Detail to resolve the stakes of
rooftops. a Conflict. For example, if your character is facing down the

Core Concepts
Fourth Son of Phobos, you can’t simply narrate that your char-
acter chops off his head until you’ve depleted his Vitality and
Cavaliers of Mars is built on a few fundamentals. hence ended the Conflict.

5
Traits DIFFICULTY NUMBERS
Traits are short descriptions of a character’s background Number Difficulty
and abilities. Each has a number. When dice are rolled
1 Trivially Easy
against a Trait, any dice that come up lower than the Trait
number are successes. Successes can be used to harm enemies, 2 Relatively Easy
defend against attacks, or prepare for future dangerous situ- 3 Challenging
ations.
4 Difficult

Vitality 5 Extremely Hard


Vitality measures a character’s ability to stay involved in Example:
a Conflict. Depending on the type of Conflict, it might rep- The dice cap is three. Shizri is using her Expert Climber
resent anything from physical wounds to a character’s repu- (3) Trait. The GM declares the situation Relatively Easy (2).
tation or credibility. When a character dips below 0 Vitality,
Shizri’s player describes: Shizri bluffs her way past the
they can no longer act in the scene... and are likely wound-
outer gate with a falsified pass. / Once inside, she pulls a wick-
ed, captured, or in deadly danger. Vitality refreshes between
ed-looking grapple from her pack, and throws it into a tower
scenes.
window. / Swiftly, she climbs the attached rope. (3 Details)
Applause Dice The GM describes: Unfortunately, the guard at the
gate was a little suspicious. / He rings a bell to tell the other
When a player describes something particularly entertain-
guards to be alert as they patrol the yard. / His job done, he
ing, whether inside or outside of a situation in which dice are
yawns and sits back at his post. (3 Details)
normally rolled, another player at the table may invite them
to “take a die.” This Applause Die can be saved until the re- Shizri’s player rolls 1 success; the GM rolls none. Her
ceiving player decides to add it to a roll. An Applause Die can player describes how Shizri successfully infiltrates the tower,
be added to any pool, regardless of whether the die cap has and finds herself in an opulent bedroom.
already been reached with description. A player can accumu-
late any number of Applause Dice, but may only spend one Conflicts
each round and may only keep them until the end of the game A young urchin finds herself surrounded by boys de-
session. manding her water. Dema Tuzak finally catches up to Skar,
who killed her father. Conflicts blossom when characters are
Resolution in danger. Mechanically, the characters risk Vitality, which is
an abstract measure of their health, reputation, or other ability
There are two types of resolution: Chance Rolls and to stay in the Conflict.
Conflicts.
Conflicts come in two types: Challenges, where the danger
Chance Rolls comes from many or impersonal sources, and Confrontations,
where the danger comes from a single foe. A mob or a fire might
Shizri the Silent sneaks into the palace of the prince. be a Challenge; a showdown with an archenemy is a Confron-
Hardrada tries to intimidate a “client” into coming across tation. Both Challenges and Confrontations take place over a
with his loan money. Chance Rolls are used when player number of rounds, in which each player gets a turn.
characters are attempting something and the outcome is in
doubt, but there isn’t enough danger or opposition to call Challenges
for a full Conflict. A Challenge has two components: a Threat Rating and
In a Chance Roll, any players whose characters are in- a Danger Rating. The Threat Rating measures how many At-
volved take turns narrating, either before or after the GM tack successes the player characters must accumulate to end
describes circumstances which might interfere. Each partic- the challenge. This is usually (4 * number of player character
ipant, including the GM, counts Details, up to the die cap. participants * average number of rounds the GM wants the
Next, everybody rolls their dice. The players roll against Challenge to last). The Danger Rating measures how many
relevant Traits; the GM rolls against a Difficulty Number Vitality the player characters will lose each round if they can’t
(from the chart below). The participant with the highest defend themselves. Usually, this is 1; under particularly dire
number of successes is the winner and narrates the outcome. circumstances it might be 2 or 3.
If the GM wins, the outcome is usually negative for the player In each round of a Challenge, players take turns describ-
characters; if a player wins, it’s usually positive. ing and collecting dice for each Detail, just as they would
in a Chance Roll. The difference is that when they’re done

6
describing, they split their pool into Attack and Defense dice. Players split their dice into Attack and Defense, just as with
Attack dice go towards resolving the Challenge; Defense dice Challenges. In this case, the GM also splits her Antagonist’s dice
are used to mitigate the effects of the Danger Rating. into Attack and Defense. Successes on the GM’s Attack dice are
The GM describes the hazards involved in the Chal- treated just like the Danger Rating in a Challenge, each being
lenge, but does not build a dice pool from the description. countered by one player Defense success. Similarly, each of the
player’s Attack successes are countered by the GM’s Defense suc-
Once everyone has described their character’s actions,
cesses, with any left over being subtracted from the Antagonist’s
they roll their dice. Each Defense success blocks one point of
Vitality.
Danger Rating; any unblocked Danger is subtracted from the
character’s Vitality. Rounds continue until the Antagonist has run out of Vi-
tality, at which point the player narrates his ultimate defeat.
Each Attack success is subtracted from the Challenge’s
Threat Rating. When the Threat Rating reaches 0, the GM Remember the Resolution rule: a player cannot narrate
describes how the Challenge ends. the defeat of the Antagonist until the Antagonist has run out
of Vitality.
If the round ends and the Threat Rating remains above
0, the Conflict continues into another round, where the pro- Example:
cess of description and rolling begins again. Dema Tuzak is finally facing down Skar. Dema is relying
Example: on her long years of training as a Soldier (4), while Skar is
counting on his Flashy Bladework (5). The die cap is 3.
The Apprentice is surrounded by a gang demanding her
water, and potentially her life along with it. The dice cap is 4, Skar taunts Dema: “I’ll cut you down like I did your
the Threat Rating is 3, and the Danger Rating is 1. mongrel father.” (1 Detail)
The Apprentice’s player describes: Our heroine picks Dema pretends to be drawn in by the taunt, swinging
out the obvious leader of the gang, a kid too young for the wildly for Skar’s head / distracting from the more deliberate
knife-scar that twists his predatory grin. / She taunts him, thrust she makes with her dagger. (2 Details)
combining the few words she knows of the local language Skar pulls out of the way barely in time / but the sparkle
into what’s sure to be an insult to his mother. / He growls never leaves his eyes. (3 Details)
and rushes her. / She dodges to the side and brings down Dema just grins and closes in again. (3 Details)
her elbow on his back, sending him clattering to the rocky
Dema’s player goes all out on her Attack, rolling 3 dice.
pavement. (4 Details)
She gains 2 Attack successes. The GM playing Skar is a tad
The player splits her 4 dice evenly between Attack and more conservative. He puts 2 dice into Defense and only 1
Defense. She’s rolling against the Apprentice’s Survivor Trait into Attack. He rolls 1 Attack success and 1 Defense success,
of 4. She scores 1 Defense success, avoiding any Vitality loss. losing 1 Vitality point to Dema and costing her 1 in return.
She also scores 1 Attack success, reducing the Threat Rating
to 2. Ganging Up
The default assumption is that one player character will
Confrontations face off against one Antagonist. Other characters may watch
Confrontations occur between player characters and ma- from the sidelines, fight their own Antagonists, or face Chal-
jor Antagonists, usually one on one. These Antagonists are lenges like hordes of henchmen. If more than one player
built similarly to player characters; they typically have three wishes to join in the assault, then those players should take
Traits (one at 5, one at 4, and one at 3) and between 1 and turns narrating, up to the established die cap. So, for exam-
5 Vitality. ple, if Ja Li and Dema are both fighting Skar and the die cap
In a Confrontation, the GM and players take turns de- is 5, then their total Details should add up to no more than
scribing the action, each building a dice pool from their De- 5 before rolling. They may divide these dice between Attack
tails. Usually, it works well to do this blow-by-blow, with a play- and Defense as normal.
er describing one or two Details and the GM then countering If an Antagonist is facing multiple opponents, then the
with another couple. This back and forth is the stuff of which GM should divide Attack successes among those opponents
great action scenes are made. after the dice have been rolled.

7
Sample
Characters
Kseniya Malaya pay his due.
Entertainer 3: His city will love your picture of glory,

Killer Thoughts
though; and stories are safer than battles.
of
Sharp Eyes 3: Spot the arrow with your number, or pick
Vitality: 3
a mark; but you best keep an eye out.
Trappings: Subtle poisons, books of forbidden lore, let-
Grudge Against Vancian Nobility 4: I turned to the
ters to be lost forever.
street because one of them thought he was too good to pay
Weapons: Many small blades, hook and line. me.

Sisera Ipato
Vance, Slum Rat 3: I was a dock daughter, fishing for
rich men’s trash; too ambitious to stay.
Assassin 4: My sharp eyes won me a patron, who taught
me her ways. Desert Cavalier
Scholar 3: My skill won me another, who taught me his Vitality: 3
reasons.
Trappings: An abandoned estate and tomb, a broad
Patient 3: A good plan requires care and diligence to see black hat, a faded child’s drawing.
it through. I’m more careful than most.
Weapons: Short sword and knife, nicked and stained
Member of a Secret Society 4: Now and then I take a with blood.
contract to kill knowledge, and not just its bearer. Zillah and
Vance, Noble House of Ipato 3: I was born into a house
I frequently work together for a mutual client.
of merchant lords, fat with water.

“Sunny” Lucio Noble 3: And so I might have remained; a lawyer with a


proper wife and a legion of children.

Bitter Young Soldier


Cavalier 4: Until I heard the call of the desert, and never
stopped walking.
Vitality: 3
Perfect Direction 3: All cavaliers can navigate the shift-
Trappings: Soldier’s greatcloak, lock-picks, a charming ing sands; I have never lost my way.
smile.
Broken Home 4: The sand has ground away my feelings
Weapons: Stolen bastard sword of Deimos steel, forged for a life abandoned, but I cannot say the same for the family
with a foreign family’s crest. I left behind.
Chiaro, Tailor’s Son 3: I grew up in the terrible shadow Note: Sisera’s Cavalier Trait enables him to navigate
of the great Cydonian tombs. flawlessly and ride any beast. It also lets him “ride” other
Soldier 3: I fancied that so much majesty would make unlikely things, like falling chunks of masonry or kites and
me brave and strong. airships.
Thief 3: But not even a lord’s soldiers can make him

8
Zillah Geira
The Rising Fifth Rightful property of former
Vitality: 3 Magister Marcellus Tertias
Trappings: Charts of the heavens, maps of the Prince’s Tegallianus
court, a list of names.
Vitality: 3
Weapons: A cold and uncanny look, hard-edged as any
Trappings: Greases and tinctures, a lifetime’s worth of
knife.
beatings, forged papers
Vance, Merchant Class 3: I am the fifth daughter of a
Weapons: A heavy wrench and powder of sleep.
fecund but unremarkable accountant.
Vance, Indentured Servant 3: I grew up in the Magis-
Adept 4: And I’ve had the gift as long as I can remem-
ter’s house, for all the good it did me.
ber.
Servant 3: There, I learned that I would be free when I
Astrologer 3: It wasn’t long before I began using it to
paid for the clothes on my back.
track the heavens.
Fixer 3: I learned how to dodge, and how to put a house
Numerology 4: I know best days, now. For starting a
back together after a night of drinking.
journey, for meeting a lover, for ending a life. Each day is full
of little threads, and I know just where to cut each one. Physician 3: And how to put people back together too.
Unreliable 3: So much time spent looking inward has Secret Murder 4: But I was just a kid, who was I to stop
left me less attentive than others. Without a guiding hand, it? Ipazia had been good to me, though, and saw no harm
I’m apt to get distracted. teaching a little girl to mix herbs. I couldn’t save her, but I
made sure it couldn’t happen to another young wife.
Note: Zillah’s Adept Trait allows her to read the surface
thoughts from other people’s minds, determine people’s gen- On the Run 3: Vance is a big city, and I left the clothes.
eral attitude and honesty, and telekinetically move up to her But I can’t hide forever.
own body weight. Her Astrology and Numerology Traits can Note: Geira’s Fixer Trait allows her to repair and gain
be rolled as part of Chance Rolls, with the added bonus that information from machines and structures. It’s a general pur-
if she wins, any successes on the roll can be applied as bonus pose engineering ability that verges on the uncanny.
dice to attempts to use the information she gained.

9
Adventure
The adventure begins at a Vancian festival. Assassins himself. In matters of war, his power becomes supreme. How-
strike at a visiting dignitary, prompting the heroes to action, ever, since companies of Hounds are sponsored by the mer-
each for their own reasons. The defeated assassins reveal that chant houses, their loyalty quickly returns to the commercial
they were hired in the Dredge, a lower-class district in the establishment when peace returns.
depths of Vance. Investigating the Dredge uncovers that they Many con-men, mercenaries, and outright thieves peo-
were in the employ of lllium and its goddess-queen, the Prin- ple the lower quarters of Vance; such people flock to wealth.
cess Invincible. The heroes follow that trail up into Vance’s It is not unusual to see an urchin loosening the pockets of
towers, and face off against the leader of the assassins, Ruvar a group of Red cavaliers who are drinking alongside a Pale
the Blue, as he tries to make his escape. tribe chief.

The City Vance


The crypts in the city are in its highest towers. Soldiers
of refer to watching from the towers as “crypt-watch,” and civil-
In the central portion of the Red Kingdoms, Vance lies ians sometimes use the term to refer to any tedious nocturnal
at the intersection of several canals. It is thus rich in Mars’ task.
most valuable commodity: water. The city is actually built on Poor or criminal dead are placed in the outgoing canals
top of the canals. At the surface, this creates a network of to be swept away forever.
sub-canals. These carry freight and people like roads.
The city is monumental in scope, carved from huge
blocks of red and white rock. It reaches nearly a dozen sto-
Festival in the Plaza
During a festival, assassins make an attempt on the life
ries towards the sky. The locals enjoy shade, sweet water, and
of a visiting dignitary. The heroes are spurred to action.
the produce of the farms along the canals. Trade also brings

The Plaza
exotic goods and great wealth by canal and caravan.
At night, the city is lit with many-colored lanterns, ac-
The Plaza Arez is never quiet at night. The famous songs
cording to a superstition deeply held but long since forgot-
of the gondoliers echo throughout the forest of bronze stat-
ten. Windows are made of glass salvaged from the Prismatic
ues, muffled slightly by the small, expensively maintained
Wastes, fit together into intricate patterns.
trees -- some of the last on Mars.
Vance does not possess a sky-navy as such, though its
Never quiet, but always dark. The Plaza, built to com-
greatest scholars are working long and hard at the problem,
memorate a long-forgotten achievement, is famously danger-
and have perfected other means of short-term flight. The city
ous at night. It is ill-lit, as the buildings that surround it tower
does have several towers with sky docks for visiting dignitar-
ever upwards. It is a dark pit at the heart of the city where
ies from Zodiac and Illium. A few merchant houses own sky-
only thieves and the unwary walk... on any night but tonight.
yachts, but so far none have replicated the technology.
Tonight, lanterns of every color fill the Plaza to celebrate
The Prince of Vance is chosen from among the mer-
the Small Moon festival, when the moon Deimos passes clos-
chant houses. The city employs a regular and professional
est to the surface. On the outskirts of the city, youths hang
fighting force, the Prince’s Hounds. The master of this force
by kites to try and reach the moon. They are lured by the
is the Dog of Vance, who is nearly as powerful as the Prince

10
thought of easy riches waiting for the brave and strong in The Assassination Attempt
Deimos’s mines. Not even the best sky-ships of Illium and Among all this color and festivity, there is a small contin-
Zodiac can breach the atmosphere, but children everywhere gent of men in black cloaks embroidered with fanciful gold-
have heard of the Dawn Runners -- the foolhardy pilots who en designs. They sport black-and-gold masks to match, and
fling rattletrap ships toward Deimos tonight, bringing back have casually integrated themselves into the mob around the
precious metals and the men mad enough to mine them. Lady and the Prince.
As the night deepens, the Plaza fills with people of every Approaching the Prince of Coronal just as he drains his
description. Throngs of Red Martians of every social class, a glass, they shout “Vance for Vance!” and draw their knives to
drunken party of ape-like Zaius en route back from Chiaro... attack him. As the Lady Aldonza fumbles for her sword (en-
and a lone plant-woman from the Wyeth rainforest who sim- tangled in the elaborate sash she wore over her gown), they
ply got caught up in the crowd. stab him several times and then move to escape.
All are gathered to witness the brightest night of the There are cries of murder and general chaos erupts.
year, and all are masked. Some wear simple yummock-leath- Within seconds, the Plaza is on the verge of a riot.
er domino masks, others ornate woven facades covering all The Detail cap is 5.
but the merest hint of the owner’s form. At the end of the
Small Moon festival, the year’s slate is wiped clean, and no Character Hooks
one need know who you were last year. Tomorrow fresh star
charts will be drawn, and new treaties will be signed; but to-
Kseniya Malaya
night Vance says goodbye to last year’s secrets. I didn’t know about this. An assassination that I’m not
part of could mean I’m getting edged out of the business, or
Among the richer attendees are the Lady Aldonza Arez,
that other players are entering the field. Either way, I have to
whose old-blooded family sponsored construction of the
know who they are.
statues and the Plaza itself, and her consort, the Prince of
Coronal. Coronal is a smaller city-state to the north of Vance “Sunny” Lucio
which controls a number of radium mines. The affair be- There’s no doubt that most royal-types deserve as much,
tween Lady Aldonza and the Prince has potentially far-reach- but they didn’t look like any soldiers I know. And if the lady
ing consequences for the balance of power among the Red isn’t grateful? I know men who could use a cloak like that.
Kingdoms. But like so many others in the plaza, Lady and Maybe a rich man can do a poor man a service tonight after
Prince play the part of young lovers tonight, intoxicated by all.
the freedom afforded them in the last hours of an old year.
Sisera Ipato
The Action They’re killing civilians; I can’t stand for that. It’s ter-
rible when a man dies for no reason; worse when one dies
Depending on your group’s playstyle, the characters can
simply for being in the way.
either spend some time socializing and generally attending
the party or you can skip straight to the assassination attempt. Zillah
The stars spell disaster if a Prince dies tonight. And they
Enjoying the Party weren’t thinking about Vance at all. Who would benefit from
Socially, the characters might do any of the following: altering the map of Vance’s heavens?
Join the drunken philosophical argument among the Geira
Zaius.
I can’t let someone else die just because I’m afraid. The
Acquaint themselves with the Wyeth Woman and dis- lady can’t have seen me more than once in the Magister’s
cover what brings her to Vance. house. She won’t recognize me. If I can just see the blade,
Hob-nob with the upper class. On this occasion, even maybe I can save him.
the highest aristocrats are likely to talk to their lessers, partic-
Revolutionary Assassins/Riot
ularly if they are well-complimented.
Engage in one of the contests of skill being waged around Threat Rating: 5 * Number of Players
the square, such as tightrope-walking between the statues.
Danger Rating: 1
Find a glass of cool wine and a perch from which to
people-watch and listen for gossip. The revelers in the Plaza are on the verge of a riot, and the
After everyone’s settled into their character, abruptly black-and-gold assassins are trying to make their escape,
move on to the assassination attempt. killing anyone in their way.

11
Dangers major barracks, meaning that off-duty soldiers come here to
The Prince is unconscious and dying. His shallow drink... and often end up moonlighting as security officers.
wounds might be treatable with a supply of healing gum from The result is something between a depressed residential area
the Wyeth rainforest, but someone would have to find it and and a raucous red-light district, choked by the stinging mias-
get it to him. Worse, the knives were poisoned. Unless some- ma of the filthy and slow-moving waters.
one finds out what was on those blades, he could die at any
time in the next few minutes or hours. The Action
The crowd is fighting and stampeding. People are being The characters have their work cut out for them, looking for
crushed underfoot. Characters trying to make their way across someone who might have seen the assassins be hired. The Dredge
the scene might be better served to run across the forest of is always rowdy; but at festival time, it’s downright chaotic.
statues, or even atop the heads and shoulders of the crowd. This segment of the story is designed for investigation.
The assassins themselves are sparing no violence in It’s a good opportunity for both Chance Rolls and plain old
making their escape. They’re headed for the widest nearby question-and-answer storytelling. There are also a number of
canal, which is filled with boat traffic. Once there, they’ll locations within the Dredge that stick out as places to go for
leap across and crash through gondolas, merchant boats, and information.
pleasure barges on their way towards the Dredge.
The characters can attempt to subdue the assassins or
Investigation Hooks
kill them outright. If they’re captured, the Lady Aldonza If your players are stuck for investigation tactics, suggest
will have her personal guard come to collect and interrogate some of the following.
them, and will be furious and indiscreet enough to do it in Zillah and Kseniya are used to working as a unit. They
public. Rattled by the events, she won’t be visibly grateful to take up an inconspicuous location, arguing over dice, while
the characters, but will distractedly commend them for their Kseniya picks out targets for Zillah to read. Kseniya keeps
loyalty to the city. Zillah on task by challenging her to find the best moment to
If some of the assassins survive, they can be persuaded read a given target. Zillah relies on Ksenyia’s familiarity with
to reveal the poison used. Whether captured or killed, one the Dredge and superior grasp of their surroundings to keep
of them will, with his last words, reveal that they were hired her out of harm’s way.
in the Dredge. Sunny has friends in this neighborhood and a few cloaks
The Lady never directly requests assistance, but she im- to sell. (Sunny can be moved by other former soldiers, and will
plies that someone who happened to uncover a traitor would give up cloaks to men and women who look like they could
be well-rewarded. use something to keep off the chill of night.) Sunny is not, by
nature, subtle; he will showboat as much as other characters let

Searching the
him, and is prone to concocting stories that exaggerate his skill
or accomplishments. But his chummy bonhomie will hold the
Dredge attention of a shop-owner long enough for him to get a solid
look around and pick out any details of interest.
Led by the words of one of the assassins, the heroes are
Sisera has been away from Vance for a long time; but a
led to one of Vance’s more dangerous districts in search of
cavalier’s broad, black hat is easy to spot from a distance, and
clues.
most people will assume he is looking for work. If he indulges
The Dredge this assumption, he can find out which noble houses have
been hiring killers lately and how well that’s turned out for
Through some quirk of the architecture of the Vancian them. He may also be called upon to calm down a dyspeptic
canals, the waters in the Dredge move slowly and murkily. beast and learn more about its former owner.
Boats float sluggishly through the muddy waters, and the
Geira is paranoid about being recognized, but a servant
gondoliers here sing lower, more ominous songs. The area
knows another servant. She asks after the Masters of other
rarely sees the sky, having been covered over by other con-
servants and their doings of late, injecting enough gossipy
struction in the centuries since the canals were built. In many
humor and exaggerated secrecy to pass as currently in the
ways, it resembles a great, dark tunnel-- one with hundreds of
service of no one at all important. Most important to her is
people packed inside.
what houses may have employed whom recently, and who
The Dredge covers slightly more than a square mile. makes their balms to hold body and soul together. She may
Living in the area is considered less than desirable, so the offer by way of explanation that her Master has been com-
population tends to be mostly laborers, servants, and un- plaining about the taste of her medicine, and she is hoping
established immigrants. The district is near some of the city’s for advice from an expert.

12
The Truth lows his customers to stay on the premises out of an odd
Ultimately, the characters will find out that a man called streak of mercy: he knows that many of them have nowhere
Ruvar the Blue recruited the assassins from the area. He’s else to go.
planning on going to a particular tower crypt tonight in At any given time, the cloisters are temporarily occupied
order to somehow make his escape. They can find this out by a dozen addicts. Some of these are destitute and simply
using their own methods, such as those suggested above, or need a place to spend the night; others ply different illicit
they might find information at the following establishments. trades in a place where few would care to follow.
With the festival at its height tonight, nearly three doz-
The Winking Lapis en people are packed into the Cavern, including six soldiers.
Khaamat Istra knows what the body wants and the soul The air is thick with sweat. At least two people are rutting
fears. Her large two-story house caters to both. The front somewhere in the cloisters.
door is flanked by two blue torches: in Khaamat’s native
Trouble: The addicts and revelers in the Cavern just
Chiaro, these are said to keep ghosts and the dreaded tomb
want to be left to enjoy their highs (or lows, as the case may
stalkers at bay. Blue lights and paints appear throughout the
be). They’ll quickly turn rowdy if they suspect the characters
house. They play to the common fear of Earth, the blue star
of being dangerous; Azanza will incite them if he thinks he’s
of ill-omen, and of the blue dust halo the sun shows at dawn
being investigated by authorities or suspects the characters
and dusk.
are there to muscle in on his business.
The Winking Lapis is a fortune teller’s shop, where all
(Threat Rating: 3 * Number of Characters; Danger Rat-
the fears of ancestors and looming mortality can be con-
ing: 1)
jured and put to rest. Most of the first floor is devoted to
Khaamat’s reading chambers, where she slashes palms, leaves Information: A mysterious new customer showed up
ash marks, and performs the rituals of divination. Many a just last week. He was most recently seen yesterday, mention-
soldier dreading his next campaign will stop the night before ing something about a meeting in the sky crypts during the
to see Madame Khaamat. festival.
Yet fortune telling is not the only service on offer. The
Barilla’s
Winking Lapis is also a brothel. That same soldier might stop
When people are down on their luck, they come to Bari-
to enjoy one last embrace with one of Khaamat’s Chiaran
lla, and they bring the things they prize most. His pawn shop
prostitutes. The Winking Lapis is a place of sex and death,
is among the few buildings in the Dredge that are well-kept.
a place where any kind of catharsis can be had for a few ob-
In fact, it’s immaculate. Even most wealthy shopkeepers can’t
sidian chits.
boast a shop as clean as Barilla’s. The walls are lined with ob-
Trouble: Madame Khaamat is gracious to visitors, but jects that once meant everything to someone. Jewels, swords,
not at the expense of her strange trade. If the characters stone cameos of loved ones... they’re all here.
come looking for information too unsubtly, or address her as
Barilla hires off-duty soldiers as security, and he keeps at
a charlatan or whore, they will find she is also a potent adept.
least three of them around at any given time. He’s well aware
Her calm demeanor conceals a deadly temper.
that his valuable merchandise is in a dangerous place. Still,
(Threat Rating: 2 * Number of Characters; Danger Rat- the soldiers don’t see too much action. At least two usually
ing: 2) play cards out front on any given night. Tonight, however,
Information: An employee of Khaamat believed that they play inside, and with the door barred.
one of the assassins would marry him. He was being taken Trouble: Barilla isn’t seeing customers -- or anyone else
advantage of, but he did learn that the apparent revolution- -- tonight. Unfriendly attempts to enter will be met with force
aries were in the pay of the city-state of Illium. by his soldiers.
The Cavern (Threat Rating: 3 * Number of Characters; Danger Rat-
ing: 1)
The Cavern is, literally, a hole in the wall. Cracked ma-
sonry between two abandoned buildings allows entrance into Information: Barilla recently accepted an object even he
a small network of cloisters. These tiny chambers, once open had some reservations about: a bas relief clearly chiseled off
to the sky, are all that are left of a star cult that flourished in of a tower crypt. Enough of the inscription was even left to
the area a hundred Princes ago. make out that the crypt belonged to Magister Marcellus Ter-
tias Tegallianus. Barilla’s had a lot of second thoughts about
Now the chapel and cloisters host devotees of a differ-
keeping the item. Everyone knows that wealthy men leave
ent sort. The Cavern is a drug den, where a tall, pudgy man
the most dangerous curses.
named Azanza plays host to those who find themselves in
need of untroubled sleep or unending wakefulness. He al-

13
Cornering Ruvar and his agents battle the characters simultane-
ously. Treat characters fighting the agents as involved in a
Ruvar the Blue Challenge, and those engaged with Ruvar as involved in a
Confrontation.
The heroes ascend to the sky crypts to confront the mas-
ter of the assassins. When Ruvar’s Vitality has been depleted by 3, his sky-
ship arrives. While it appears to be one of the yachts some-
The Crypts times sold to rich Vancian merchants, it is actually a military
craft, appropriately armed and armored. Unable to board via
In the highest towers of the city rest the bodies of the usual gangway, Ruvar will attempt to leap atop the craft.
Vance’s wealthiest citizens. To be interred close to the sky is One of the characters might follow him and continue the
a sign of status. duel on a sky-ship thousands of feet above the ground.
The ornate tombs haunt the city’s skyline. Their archi- If Ruvar is killed or captured, most of his men scatter
tecture is intricate, by turns baroque and gothic, chiseled and run. Drop the threat rating by 15.
with great and precarious care out of the white rock from
The Detail cap is 8.
which so much of the city is built.
The crypts have also been put to practical use. Most Ruvar the Blue
nights, soldiers keep watch from the towers over the sur- A handsome man, almost young, with unsettlingly blue eyes.
rounding canals and desert, alert for any danger. Particularly
fleet-footed messengers have also been known to leap across Vitality: 5
the crypts as shortcuts to other high points in the city.
Weapons: A single-shot flintlaser, a rapier of the finest
As a result of these activities, as well as ongoing construc- Deimos steel
tion, the grand tombs are connected by ropes, narrow bridg-
es, and scaffolding. Traversing the tombs is quite possible, if Master Swordsman 5: Once a man has seen my blade,
vertigo-inducing. he has seen his last day.

The Action Sure-footed 4: Even at the greatest heights, I can leap and
fight.
Tonight, the mausoleum-towers are almost empty of
watchmen. The Small Moon festival is a compelling distrac- Turncoat Soldier 3: Before I was tempted by Illium’s radi-
tion, and the dutiful few who remain are easily persuaded by um coins, I served the Dog of Vance.
Ruvar’s cruel reputation and his naked efforts at bribery. A
Ruvar’s Agents
few truly honest soldiers have crawled into the tombs of the
wealthy, preferring to share a dead man’s bed rather than face Threat Rating: 8 * Number of Players
the blade of one of the traitors.
Danger Rating: 2
Ruvar is secretly in the employ of Illium, and a personal
agent of that city’s Princess Invincible. He plans to escape Dressed as a group of common ruffians, but actually highly
before the Hounds of Vance can be mobilized to track him trained soldiers and assassins. They fight primarily with
down. Knowing that Vance’s few sky docks are more thor- military-issue rapiers, with a few carrying flintlasers. One
oughly guarded than the crypts, his plan is to meet an Il- is a Zaiu, and his ape-like physique allows him to carry a
lium sky-ship atop the crypt of the recently dead Magister massive, repeating projectile weapon.
Marcellus Tertias Tegallianus (coincidentally, the man Geira
murdered). From there, he will make his escape. Dangers
Ruvar is accompanied by a small group of trusted agents. The agents fight as a group. While one might engage a
Their motivations range from Illium’s coin to personal loyal- single foe, her fellows will be ready to trip or backstab that
ty to Ruvar. These men and women have accompanied Ruvar enemy.
as security only. Once he has made his escape alone, they will The fight takes place high above the city. Characters
fade back into the Vancian population, waiting to be activat- must utilize all their agility to stay atop the crypts and bridg-
ed again at some later date. es, though they may also use the great heights and precarious
Ruvar and his agents are surprised by the heroes, but positioning to their advantage.
they wouldn’t have been traveling in force if they weren’t More agents might spring from within the crypts or drag
ready for trouble. After any initial surprise attacks, they rally their enemies inside to fight among the brown bones and
and take on the heroes. funerary jewels.

14
Each one has spent time climbing the crypts, and each tion, with a dash of investigation. The web of intrigues that
is ready to fence on narrow bridges or kick enemies down occupy the Red Kingdoms are only hinted at, but could be
from towers. expanded. Particularly, consider what the Lady Aldonza’s
Even carrying his massive weapon, the Zaiu is capable family might think of her dalliance with a foreign prince, and
of leaping from tower to tower without using the intervening whether some factions might ally themselves with actual rev-
bridges and ropes. The bullets he fires can shatter the very olutionaries, such as the Mongrels or the Twelve Dead Men.
stone on which the characters (or his fellow agents) stand. It’s also a relatively linear story: this works well for a
crash course in the setting, but you might want to try some-
Resolution thing a little broader. In this case, we recommend expanding
the portion of the adventure that begins in the Dredge. Give
The sun rises with its eerie blue halo, and the city begins to the players freedom in their investigation, and give them
put itself back together. Hangovers are nursed. Masons and oth- the chance to catch Ruvar the Blue and his henchmen in
er crafters go to work repairing the results of the night’s excesses. ways other than the set piece finale we provide. With the full
The characters have thwarted a plot aimed at the very game, you might take the action to the Hangman’s Garden
heart of Vancian power, and they have rescued (or avenged) or chase them across Mars and into the Labyrinth of Night.
the Prince of a smaller state. While the merchant houses ar- You could also consider different ways of tying the char-
en’t going to be throwing any parades in their honor, the acters into the adventure. Perhaps the Prince of Coronal has
characters are likely to receive quiet offers of lucrative em- important diplomatic business under the cover of the party,
ployment, and not a few admiring glances. and being left indisposed has jeopardized it. Now, one of the
With the traitor identified, the Lady Aldonza seems characters must don his mask and take on his persona.
more confident and openly grateful. She offers honorary Or maybe you’d like to play it from the other side. The
commissions with the Hounds sponsored by her house. characters could very well be the assassins themselves, facing
While these are little more than titles now, they carry poten- off against the guards and soldiers of House Arez and Coro-
tial pensions and property rights in the future. She’s also like- nal. Are they true revolutionaries, or are they, too, in the pay
ly to consider the characters trusted agents in future endeav- of Illium?
ours... including in possible covert retaliation against Illium.
However you choose to run it, we hope you have an

Customizing evening’s fun getting to know our Mars. We’d love to hear
what you think; you can e-mail rose@fantasyheartbreaker.
the Adventure com with your thoughts. We’ll see you again atop Chiaro’s
pyramids, or perhaps Illium’s perch on the Radium Plateau.
We expect you’ll tailor this adventure to your group; In the meantime, hold your sword close, your flask closer,
none of us ever runs a published adventure just as written. and keep an eye out for the full game!
This particular story focuses mainly on swashbuckling ac-

15
Return now to dying Mars in its last age of glory. A planet of flashing swords
and choking sands, of winking courtesans and lantern-lit canal cities. Mars,
where fortune and death are two sides of the same obsidian chit, where lost
cities and dry oceans stretch between the last bastions of civilization. Where
the First Martians, the monument-builders, are but a haunted memory. Where
the Red Martians become decadent and reckless in their last days. Where
the Pale Martians rule the wastes, remembering a history whose weight
would crush a lesser people.

In this adventure, you’ll find yourself in Vance at festival time. When rev-
olutionaries strike a visiting prince, you’ll need to explore the city’s dark
underbelly, before racing across its towered tombs!

Live, fight, and love on Mars, a world of red death and strange mystery, a
world of savagery and romance.

Includes:

• A complete adventure set in one of dying Mars’ greatest remaining cities.

• The innovative Wushu rules, for high-flying, swashbuckling adventure.

• Five pre-generated player characters, ready to get into the heart of the
action.

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