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Lobopods of Mars Chapter 8: Secrets of Pavonis Mons

Below is an unofficial Mongoose Traveller (2nd Edition–style) module titled “Secrets of Pavonis Mons.” It continues the expeditionary adventure from Suzanne March’s “National Geographic”–style broadcast, where Dr. Jack Woolpit’s team journeys deeper under Mars’s Pavonis Mons (also called “Peacock Mountain”). New discoveries await: an abandoned Russian settlement, novel Martian organisms, and ominous rumors of a “zombie plague” at nearby US bases. Adapt details to fit your table’s style, pacing, and level of realism or intrigue.

Disclaimer
“Traveller” is a registered trademark of Far Future Enterprises. This scenario is a fan-made supplement for Mongoose Traveller–compatible rules. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. References to Lobopods of Mars, Dr. Woolpit, etc. remain the property of their authors.


Secrets of Pavonis Mons

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

Copyright © 2025 Henry Edward Hardy.

Pavonis Mons
Copyright (C) 2025 Henry Edward Hardy
Humans in orange combat environmental suits approach the caldera of Pavonis Mons. Showing the colony of Bespopovtsy Old Believers and the aerostat pylon and elevator gantry.

A Mongoose Traveller (2e–compatible) Adventure

Table of Contents

  1. Adventure Premise & Timeline
  2. Scenario Hooks & Goals
  3. Key Factions & Characters
  4. Important Locations
  5. Adventure Flow
  6. Complications & Subplots
  7. Possible Resolution & Sequel Hooks
  8. Appendix: NPC Stat Blocks

1. Adventure Premise & Timeline

Setting

  • Mars, 2034: Pavonis Mons, one of the mighty Tharsis volcanoes, is home to subterranean caverns rumored to harbor new life forms and relics of old Soviet attempts to colonize the Red Planet.
  • The expedition (led by Dr. Jack Woolpit, joined by Dr. Joret, Dr. Smith, Captain Lars Brecker, and more) has discovered an abandoned 1980s–1990s Russian settlement beneath the caldera. They now set up a new base camp in a vast, cold magma chamber.
  • Meanwhile, news from the surface reveals a “zombie plague” rumor at US Army Mars Base Alpha and suspicious “monsters from the ID” transmissions near the USMC-occupied Sikorsky base. This conflict or catastrophe might intersect the expedition’s deeper explorations.

Adventure Focus

  • Scientific Exploration: A newly discovered “colonial organism” based on PNA and precursor RNA.
  • Underworld Settlement: Searching deserted Soviet tunnels, highways, and freight elevators.
  • Tense Backdrop: Rumors of chaos or infection up top could jeopardize the expedition if rescue or supplies become scarce.

2. Scenario Hooks & Goals

Hooks

  1. Discovery of Life: PCs are drawn by the promise of never-before-seen Martian organisms (the “PNA coral-like reefs”).
  2. Russian Mystery: The presence of a defunct Soviet settlement. Why was it abandoned? Are there hidden archives or “ghost” inhabitants?
  3. Corporate or Military Agenda: A sponsor (like Farnsworth Inc.) or Earth authorities might have secret objectives for controlling the newly discovered organisms.
  4. Zombie Plague Rumors: The party may want to secure the expedition from possible infiltration or contamination—perhaps the “monsters from the ID” relate to a deeper phenomenon.

Possible PC Objectives

  • Collect & Study: Retrieve living samples of the “colonial organism” for later analysis or profit.
  • Revive Old Tech: The Soviets might have left behind advanced nuclear or thorium reactors—potentially salvageable or dangerously unstable.
  • Prevent Catastrophe: If the rumored plague or infiltration extends underground, the PCs must defend their base camp and new discoveries.

3. Key Factions & Characters

Expedition Team

  1. Dr. Jack Woolpit (Lead Geologist)
    • Cheerful, enthralled by each new subterranean find.
    • Keen to preserve the weird PNA-based organism for research.
  2. Dr. Joret (Xenobiologist / Field Medic)
    • Conducting in-situ analysis, taking samples of organoids.
    • Fascinated by how the filaments function as nerves.
  3. Dr. Smith (Molecular Biologist / Tech)
    • Studying the organism’s PNA + precursor ribosomes.
    • Possibly suspicious about sponsor meddling.
  4. Captain Lars Brecker (Security / Expedition Navigator)
    • Commands the foot patrol or crawler convoys.
    • Concerned about potential threat from rumored zombies or other infiltration.

Other NPC Allies

  • John Hudson: Expedition logistician or secondary team lead. He organizes base-camp defenses.

External Forces

  • US Military (Mars Base Alpha, Sikorsky Base): Possibly facing internal meltdown from the rumored plague or incursion. Might call for help or deny everything.
  • Russian “Ghosts”: Could be mutated survivors or hidden enclaves from the 1980s settlement.
  • Corporate Sponsors: Farnsworth or Longbottom Leaf brand reps. They might push for monetizable results quickly.

4. Important Locations

A. Abandoned Soviet Settlement (“Nova Novgorod”)

  • Built in the 1980s/90s. Left behind advanced reactor chambers, partial cargo rails, freight elevators.
  • Features:
    • Cold Magma Chamber: Where the expedition sets up new base camp.
    • Living Quarters: Dust-laden bunkrooms, possible data slates with logs.
    • Laboratories: Ruined equipment, might hold partial records on earlier Martian life experiments.

B. The Colonial Organism Zones

  • Reef-like growths “anchored” to basalt walls or floors, forming networks of specialized filaments.
  • Possibly glows faintly under certain radiation or chemical triggers.
  • Hazards: Could be fragile (team might damage it inadvertently), or it might secrete toxins if threatened.

C. Underground Highway & Freight Elevator

  • Large corridors that once allowed heavy cargo movement. Now partially collapsed, strewn with old vehicles, maybe leftover Soviet rovers or rail carts.
  • The Elevator itself is risky: old cables, nuclear power rods in questionable states.

D. Access to Deeper Tunnels

  • Beyond the settlement might lie a deeper “main corridor” leading under Pavonis Mons or hooking into rumored old lava tubes.
  • A place for advanced game content if the players want to push deeper.

5. Adventure Flow

Part I: Base Camp & Team Setup

  • PCs arrive in the deserted settlement. They secure a magma chamber for a new base camp.
  • Initial tasks: Setting up generators, scanning for life, reviewing partial Soviet logs.
  • Tension: A news bulletin about “zombie plague” + “Monsters from the ID” at surface bases. Could hamper supplies or potential rescue.

Part II: Exploring Nova Novgorod

  • Searching labs, old living quarters. Possibly encountering leftover defense drones or sealed compartments.
  • Discovery: The “coral-like” PNA organism grows in a partially submerged or geothermally warm section.
  • Science Scenes: Dr. Woolpit, Dr. Joret, Dr. Smith gather data, realize how groundbreaking it is.
  • Security Scenes: Captain Brecker or others handle checks against structural collapse or infiltration.

Part III: Complications

  • Rival or unknown explorers show up—maybe Russian “ghost” survivors or a squad from the US base fleeing the “plague.”
  • The PNA reef might react to deeper stimuli (emitting pulses or psychogenic effects?).
  • Reactor meltdown threat: The old Soviet reactor becomes unstable, risking the entire settlement.

Part IV: Climax & Resolution

  • The PCs must decide how to handle the organism, the old base, and a looming meltdown or infiltration.
  • A last-minute confrontation with potential “infected” or “ID monsters” from the surface.
  • Possibly they rescue survivors or close off the settlement for good.

Epilogue

  • Media: Suzanne March prepares Episode 4, capturing the dramatic finale.
  • Rewards: Scientific acclaim, salvage rights, or overshadowing heartbreak if half the settlement collapses.
  • Zombie / ID Mystery: Remains partially open if the group wants a future arc investigating the “plague.”

6. Complications & Subplots

  1. Zombie Plague Leak
    • If the rumored outbreak extends underground, the PCs might face mutated US soldiers or something akin to a mind-virus.
  2. Survivors of Nova Novgorod
    • A few half-feral or mutated humans might dwell in deeper sections, viewing outsiders with suspicion.
  3. Corporate Power Play
    • Farnsworth or other sponsors push for immediate monetization: try to “harvest” the living reef for new biotech. Potential moral conflict.
  4. Air Supply & Water
    • The environment is harsh. The new base camp could be compromised if meltdown or sabotage occurs.

7. Possible Resolution & Sequel Hooks

  • Victory (Peaceful Discovery): The PCs stabilize the old reactor, safely gather data on the PNA reef, and preserve it for further study. Suzanne’s coverage makes them galaxy-famous.
  • Partial Collapse: The meltdown or infiltration leads to tragedy. The expedition flees with partial samples. The site remains unsafe, beckoning a future mission.
  • Escalated War: If the rumored plague turns into full-scale conflict up top, the expedition might be cut off, forced to survive underground or find alternative escape routes.

8. Appendix: NPC Stat Blocks

(Adjust skill levels as desired.)

Dr. Jack Woolpit

  • STR 6, DEX 7, END 8, INT 10, EDU 12, SOC 7
  • Skills: Science (Geology) 3, Recon 1, Persuade 1, Vacc Suit 1
  • Trait: Driven Academic (+1 DM to tasks unveiling new geologic or biologic frontiers).

Dr. Joret

  • STR 7, DEX 6, END 8, INT 9, EDU 11, SOC 6
  • Skills: Medic 2, Science (Biology) 2, Survival 1
  • Trait: Careful Examiner (re-roll one failed Medic or Biology check per session).

Dr. Smith

  • STR 6, DEX 7, END 7, INT 10, EDU 12, SOC 5
  • Skills: Science (Xenobiology/Molecular) 2, Computers 1, Electronics 1
  • Trait: Cutting-Edge Researcher (+1 DM to decipher new genetic or biochemical data).

Captain Lars Brecker

  • STR 9, DEX 7, END 9, INT 8, EDU 8, SOC 6
  • Skills: Gun Combat (Slug) 2, Recon 1, Leadership 1, Drive (Tracked/Wheeled) 1
  • Trait: Calm Under Fire (ignore first point of negative DM from stressful combat or meltdown).

John Hudson (Logistics Officer)

  • STR 7, DEX 6, END 7, INT 7, EDU 8, SOC 7
  • Skills: Admin 2, Mechanic 1, Tactics (Military) 0, Persuade 0
  • Trait: Pragmatic Coordinator (+1 DM to tasks organizing base camp or supply lines).

Sample “Infected” or “Mutant” (If Using Plague Subplot)

  • STR 8, DEX 7, END 8, INT 3, EDU 2, SOC 2
  • Skills: Melee (Unarmed) 1, Athletics (Endurance) 1
  • Trait: Mindless Frenzy (+1 DM to Melee if severely wounded).

Running “Secrets of Pavonis Mons”

Use the recent broadcast from Suzanne March as an in-game device to introduce each session or “episode.” The scenario fosters excitement around the newly found “PNA reef,” reminiscent of coral but biologically alien, while tension on the surface threatens to cut short the expedition. The combination of advanced science, leftover Soviet outposts, rumored plague, and a reality-TV–style coverage drives the drama.

Will the PCs champion peaceful scientific progress—or exploit these wonders for personal or corporate gain? Will they quell or succumb to the “zombie plague”? Only your table can decide. Enjoy your subterranean Martian adventure!

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

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