Scanlyze

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Lobopods of Mars Chapter 6: Return from New Moscow: The Battle for Talhir

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.

Disclaimer
“Traveller” is a registered trademark of Far Future Enterprises. This scenario is a homebrew creation using Traveller-like terminology. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. Any references to Lobopods of Mars or other original works remain the property of their respective authors.


Return from New Moscow: The Battle for Talhir

A Mongoose Traveller (2e–compatible) Scenario

Table of Contents

  1. Background & Context
  2. Scenario Overview & Hooks
  3. Dramatis Personae
  4. Key Locations
    • Aphrodite’s Navel
    • Nova Moskva (New Moscow)
    • Talhir City
    • US Outposts on the Tharsis Plateau
  5. Act-by-Act Breakdown
  6. Notable Factions & Goals
  7. Adventure Endings & Consequences
  8. Appendix: NPC Stat Blocks

1. Background & Context

Mars in 2034:

  • Talhir (capital of the Kangar Union) looms in the Noctis Labyrinthus region, below the Tharsis Plateau. Ruled by Great Khan Kuara Tengri and his daughter Princess Gan, the Kangar Horde wields power, technology, and cunning, albeit fewer resources than the Earth-based superpowers.
  • New Moscow (Nova Moskva) is an underground, highly secret Russian enclave beneath the Tharsis region. Very few outsiders know it exists.
  • US Military has established a forward base near Pavonis Mons, sending in II Marine Expeditionary Force, units from the 2nd Marine Division, plus 1st Lunar Mechanized and others. They brand the plateau a “Restricted Zone,” authorized to use deadly force.
  • Princess Gan attempted infiltration near the US lines. In a flash confrontation, Colonel Mark Flagg shot her and killed her handmaidens. Gan survived—minus an arm—rescued by her father’s forces. Tensions skyrocket.

Your Travellers begin this scenario leaving the hidden city of New Moscow alongside local “unmen” scouts. They return to find the entire region in chaos: the US is accused of unprovoked aggression, Talhir is mobilizing for war, and the Kangar Horde demands revenge for Gan’s injuries.


2. Scenario Overview & Hooks

Central Conflict: The US Army (and possibly Marine) forces have attacked or repelled intruders near Pavonis Mons. Princess Gan is gravely wounded. The Kangar Horde readies for retaliation, risking a full-blown war on the plateau. The PCs are caught in the middle.

Possible Hooks

  1. Gan’s Summons: Dr. Joret (or any PC with medical expertise) receives an urgent call from Gan’s circle—she is critically injured, needs advanced care. The PCs must cross the plateau to get to Talhir quickly.
  2. Protect or Evacuate Civilians: The party is asked by local officials to safeguard an outlying settlement from the looming conflict.
  3. Diplomatic Mission: An ISA official or a neutral contact begs the PCs to broker peace. They might need to slip into the US forward base and then to Talhir, or vice versa, collecting terms for a ceasefire.
  4. Ties to the “Unmen”: The “unmen” from New Moscow are either under your party’s protection or in your debt. They want to relocate, or join the Kangar Horde, or vanish into the Martian outback. That may put the PCs at odds with either the US or Talhir.

3. Dramatis Personae

Princess Gan Khulan

  • Role: Kangar Horde Royal, recently gravely wounded. Charismatic figure for the Horde.
  • Condition: Missing an arm, in a suspended “hypothermic stasis” to prevent further injury.
  • Motivation: Survive, maintain dignity, avenge the attack, or negotiate a cunning peace if it benefits the Horde.

Colonel Mark Flagg (US Army)

  • Role: Commanding officer of 1st Lunar Mechanized Regiment, leading the forward base near Pavonis Mons.
  • Personality: Stoic, by-the-book, believes he was well within rights to open fire on “intruders.”
  • Motivation: Secure the region for US interests, obey a wide “restricted zone” directive from Earth.

Great Khan Kuara Tengri (Georgi Kubatov)

  • Role: Leader of the Kangar Horde, father of Gan.
  • Motivation: Furious at the US for harming Gan, but cautious about an all-out war he might not win.

Unman Scouts: Charlie “Unman” Podgorney & Fyodor the Slow

  • Role: Mutants from Nova Moskva traveling with the PCs after leaving the hidden city.
  • Motivation: Survive on the surface, possibly help the party navigate lava tubes or Martian wilds, eager to avoid direct conflict with powerful forces.

Dr. Joret (PC)

  • Role: Mediator or doctor. Possibly the impetus for returning to Talhir to treat Princess Gan.
  • Motivation: Live up to medical oath, keep the party alive, possibly uncover deeper conspiracies.

4. Key Locations

  1. Aphrodite’s Navel
    • Feature: A natural lava tube high above Talhir, discovered by the party earlier. Possibly grants secret access to the city or out to the plateau.
    • Danger: Collapsing sections, volcanic vents, or lurking mutant creatures from deeper tunnels (like “unmen” or feral Martian biosystems).
  2. Nova Moskva (New Moscow)
    • Secret: An underground Russian city with partial knowledge of early Soviet bases from the 1970s.
    • Status: The party departs here at scenario start. If the PCs revealed too much, the Russians might brand them liabilities.
  3. Talhir City
    • Capital of the Kangar Union, often described as the “Las Vegas of Mars.” Lavish entertainment, but also a hotbed of hidden military and advanced or black-market tech.
    • State of Emergency: With Gan wounded, security is tight. The city either prepares defenses or organizes a raid on US lines.
  4. US Outposts on the Tharsis Plateau
    • Fort Galleon near Pavonis Mons, or a ring of smaller forward bases.
    • Heavily Defended: With powered armor patrols, exoskeleton squads, Farnsworth Fusor drop pods, etc. Access is restricted.

5. Act-by-Act Breakdown

Act I: Escape from New Moscow

  • Setup: The party finishes business in the underground city. Dr. Joret receives Gramash the Hacker’s urgent telegram: “Princess Gan is severely injured—Return ASAP!”
  • Challenges: They must cross the underground lake (“River Styx”) or the labyrinth of tunnels to surface. Possibly face mutated wildlife or “Old Believer” watch posts.
  • Outcome: They emerge near Aphrodite’s Navel with their unman companions.

Act II: Racing to Talhir

  • Travel: The group navigates rough Martian terrain or uses partial rover transport. They see signs of mobilization—a Kangar column or US drone patrol overhead.
  • Encounters:
    • A US recon squad demands to search or question them.
    • Kangar outriders, suspicious the PCs might be spies.
  • Decision: The PCs can either slip past, talk through, or fight. Possibly they gather intel on the approaching conflict.

Act III: Crisis in Talhir

  • Arrive: Gan is in suspended stasis. Her father demands help: either a direct assault, infiltration, or negotiation with the US.
  • Possibilities:
    • Healing Gan requires special gear from the US lines.
    • The Horde is planning a massive retaliation; they want the PCs’ assistance or at least to stand aside.
    • If the PCs want peace, they must convince the furious Khan.

Act IV: The Showdown (Diplomacy or War)

  • Option A: Diplomatic Gambit
    • The PCs approach Colonel Flagg or other US reps under a flag of truce. They negotiate compensation or an end to the “Restricted Zone.”
    • Possibly reveal that Gan was unarmed or that the handmaidens died needlessly. Tensions intensify if the US refuses to admit wrongdoing.
  • Option B: War
    • The Kangar Horde launches an assault. The PCs can aid the defense or infiltration. The US calls in exoskeleton squads, mecha, or drones.
    • Expect large-scale battles or smaller infiltration set pieces: sabotage comms towers, hijack rovers, etc.

Epilogue

  • The outcome depends on the PCs’ approach: peace, chaos, or a cunning compromise.

6. Notable Factions & Goals

  1. Kangar Horde
    • Goal: Vindicate Gan’s honor, protect Talhir, possibly expel US from the plateau.
    • Means: Hit-and-run cavalry, cyborg shock troops, hidden alliances (maybe with certain corporate or black-market suppliers).
  2. US Army / Marines
    • Goal: Hold the restricted zone for strategic advantage, follow Earth orders. Possibly remain “open” to a settlement if hostilities threaten bigger resources.
    • Means: Superior tech (powered armor, advanced rifles, mechs), systematic tactics, official Earth backing.
  3. Unmen (Charlie & Fyodor)
    • Goal: Survive. Possibly help the PCs or remain aloof. They might glean a new home in Talhir if they side with Gan’s father, or vanish into underground lava tubes.
  4. Neutral Agents (ISA, Mutch City, or others)
    • Goal: Might want to quell the conflict, keep roads open for commerce. Some quietly benefit from war “tourism” or arms trade.

7. Adventure Endings & Consequences

  1. Peaceful Accord
    • The PCs mediate a deal: the US apologizes for harming Gan or pays restitution, the Kangar Horde backs off. Both sides remain uneasy.
    • Gan recovers. Possibly the PCs gain strong favor with the Kangar court and a nod from Earth.
  2. Kangar Victory
    • The Horde’s cunning raids push the US to retreat from the plateau. Princess Gan’s survival and public image soars. The PCs become heroes in Talhir but outlaws to Earth forces.
  3. US Dominance
    • A crushing campaign by the US (overwhelming firepower) forces the Horde to sue for peace. Gan might remain an embittered figure. The PCs face moral questions if they sided with the Kangar.
  4. Escalation & Wider War
    • The conflict spirals, drawing in other Martian cities (Mutch City, Schiaparelli, etc.). The PCs end the scenario in the midst of a planet-wide crisis with no resolution in sight.

8. Appendix: NPC Stat Blocks

Below are sample Mongoose Traveller 2e–style stats. Tune them up or down to match your table’s difficulty level.

Charlie “Unman” Podgorney (Mutant Scout)

Score
STR6
DEX8
END8
INT7
EDU6
SOC5

Skills: Recon 2, Survival 1, Gun Combat (Slug) 1, Stealth 1
Traits:

  • Mutant Hardiness: +1 DM to Endurance checks vs. cold or radiation.

Fyodor the Slow (Mutant Scout)

Score
STR9
DEX6
END8
INT5
EDU5
SOC4

Skills: Melee (Unarmed) 1, Athletics (Strength) 1, Survival 1
Traits:

  • Thick-Skinned: Gains 1 point of armor (natural) vs. basic melee or slug.

Colonel Mark Flagg

Score
STR8
DEX7
END8
INT8
EDU8
SOC7

Skills: Leadership 2, Gun Combat (Energy) 2, Tactics (Military) 2, Recon 1
Gear: US advanced powered armor (Armor 10), Sig Sauer XM 251 L Squad weapon (Auto 3, 3D damage), sidearm.
Traits:

  • By-the-Book: +1 DM to Leadership checks among regular US Army subordinates.

Kangar Horde Warrior

Score
STR9
DEX7
END7
INT6
EDU5
SOC5

Skills: Gun Combat (Slug) 1, Melee 1, Survival 1, Athletics 1
Gear: Patchwork vacc suit (Armor 3–4), older slug rifle (2D) or shotgun.
Traits:

  • Fearless: Gains +1 DM on morale checks if in a group of 2+ horde allies.

Conclusion

Return from New Moscow: The Battle for Talhir propels the PCs into the epicenter of Martian geopolitics. Whether they rally to Princess Gan’s side, serve Earth’s interests, or walk a delicate diplomatic line, the fate of the Tharsis Plateau may hinge on their choices. Will the conflagration intensify—and might they discover deeper secrets behind both the old Soviet bases and the US’s “authorized deadly force”? Only the next session will tell. Good luck!

5 October, 2025 - Posted by | scanlyze | , , , , , , , ,

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