By Frank Chadwick
CLOUD CAPTAINS OF MARS information the pirates and privateers who assemble at Karkarham, the Casablanca of Mars.
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Extra resources for Cloud Captains of Mars (Space 1889)
The number effaces rolled is the number of small rock faces at that point. If the players wish to scout an easier path, they may do so, but it must be at least 200 yards away from the original point. Each member of the group with a Mountaineering skill of 4 or more may scout a separate path in a day. (If no one in the party has a skill of 4 or more, the party may still collectively scout one path per day. ) Scouting is done during daylight and consists of lying in concealment and making a detailed map of the cliff side showing the easiest route to the top.
Each 100-yard segment will be 50 grid squares across. That should give you a good idea of the size of the catacombs and will enable you to plan how much in the way of tunnels you will need to map for an adventure. General Layout: As you make your map, you should keep in mind the general layout of the tunnels. The primary avenues of the catacombs are the large drainage sewers which roughly parallel the major avenues and are flushed by excess water from the fountains and wells in each of the squares or "places" in the upper city.
This is done in the same way as scaling the slopes of Karmaheet Hill, as described on page 37. Once at the top, however, players must also scale the city walls without being detected. To do so they will have to throw a grapnel up over the wall and climb up a rope. To throw the grapnel up over the wall is a Moderate task using a character's Throwing skill. The sound of the grapnel hitting stone will alert a guard on a roll of 6. Once on the walls, characters will have to stay in the shadows to avoid the guards, making occasional skill rolls against Stealth to sneak past guard posts (or sneak up to guards to overpower them).