The city stands at the junction of two great artificial canals bringing life-giving water to the dying seabeds of the Red Planet. Though ruled by an absolute monarch, the city is virtually lawless, as the tyrant cares about nothing beyond the walls of his palace and all his underlings are corrupt. Here, thieves from the lowland cities, bandits from the upland deserts, and smugglers from the blue planet Earth all meet to make deals, hatch plots, and boast of deeds they would kill to keep secret elsewhere.
On this version of Mars, the air is as thin as that of Tibet, the temperatures are about as cold as central Alaska, and the climate is as dry as Upper Egypt. Even Martians have to wrap themselves in furs during the winter, but find the summers pleasantly hot. Space travelers from Earth dress properly in sheepskin-lined leather jackets and jodhpurs, with ray-blasters in quick-draw holsters. None of that nonsense about space suits.
ENCOUNTERS IN A LAWLESS MARTIAN CITY
(Roll 1d10 if the adventuring party are stationary, 1d20 if they're moving about the city.)
- Roll twice and combine
- Plot advancing encounter: Someone or something related to whatever brought you to a lawless Martian city.
- Ancient Inscription: On the floor of the room there's an ancient inscription and mysterious symbols. If deciphered, it may convey an important message.
- Bloodsucking Flies: You're attacked by a swarm of deadly bloodsucking flies! Even a ray-blaster can only burn a few of them at a time. Did some enemy arrange for them to be released here?
- Cave Martians: 1d6 dwarfish Cave Martians, wrapped up and hooded for protection from the sunlight, armed with knives and glass dart-launching pistols. There's a 10 percent chance one of them has an item of ancient Martian super-technology.
- Martian Princess in Disguise: Wearing desert traveler's garb to hide her identity, though a perceptive observer could spot the regal way she moves. Roll 1d6. 1: Cave Martian Clan Princess (clever and secretive), 2: Hidden Imperial Dynasty Princess (courageous and determined), 3: Impostor (roll again), 4-5: Lowland City Princess (stoic but kind), 6: Upland Tribe Princess (fierce and passionate).
- Sandstorm! Martian sandstorms last 1d20 days; during that time it's risky to even go out in the streets, and downright suicidal to venture beyond the city walls.
- Savage Desert Apes! The red-furred apes of the desert combine near-human intelligence, superhuman strength, and diabolical ferocity. 1d6 Desert Apes armed with their own fangs and crude clubs.
- Terran Space-Pirate: 1d6 space-tanned pirates from Earth. Male or female, the pirates are fast on the draw, stick their necks out for nobody, and lust after loot and adventure. There's a 10 percent chance this pirate is in league with your enemies.
- Upland Martian Mercenaries: 2d4 tall Uplanders in leather cuirasses, armed with spears and glass dart-pistols.
- Ambushed by Slavers! 2d4 desert bandits armed with black-market Terran rifles pop out of hiding on all sides. They're hoping to sell you to the Cave Martians or as fighters in the arena.
- Ancient Crater: This section of the city was destroyed in the ancient wars which nearly destroyed Martian civilization. It's 1d100 yards across and still glows faintly at night. Have you taken your rad-pills this week?
- Ancient Supertech: A mysterious device of the mighty Canal Builder civilization, seemingly intact but of unknown function. Dozens of fortunes have been made from investigating ancient supertech — and hundreds of lives lost.
- Catacombs: An entrance to the ancient tunnels running under the city, and extending far into the desert. Their purposes are obscure, and now they hold all manner of strange beings.
- Gang of Thugs! 2d6 Lowland Martian thieves armed with long knives are after you. There's a 10 percent chance that one of them has a smuggled ray-blaster pistol.
- Low Dive: The inevitable hive of scum and villainy. They shamelessly water the smuggled Terran whiskey but the Martian wines are strong and spicy — and the grilled sand-hoppers are the best on two planets. The clientele includes Space-Pirates, Mercenaries, Slavers, and Thugs, with a 10 percent chance each of a Cave Martian or a Princess.
- Noble Estate: A vast private garden and palace sprawls across this part of town. You'll either have to go around or risk cutting through a nobleman's residence.
- Sand-spider! A vicious sand-spider has laid its web under the dust in this part of town. Anyone who steps into the web is suddenly caught as the strands contract. Then the spider approaches . . .
- Tower of the Science Priests: This crystal tower is one of the fortress-libraries of the secretive Science Priests. Getting inside isn't easy or cheap — the Priests demand payment in many odd forms — but this place has the answers to almost any question involving Mars, its history, and the science of the ancients.
- Tracks: Roll again to see what just passed by.
SITUATIONS IN A LAWLESS MARTIAN CITY
(Roll 1d6, then consult the table above to determine who A and B are.)
- A desires B
- A wants to capture B
- A wants B dead
- A wants to go somewhere
- A wants to solve a mystery
- A wants X
REACTION TABLE
(Roll 2d6, apply bonuses for personal charisma, intimidation value, desperation, and superior or inferior numbers.)
2-3: Immediate attack!
4-5: Unfriendly
6-8: Neutral
9-10: Friendly
11-12: Very Friendly
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