ALPHA SECTION: INTRODUCTION

Welcome to the universe of the STAR FRONTIERS game! You are now a star-rover, one of the lucky few who spend their lives traversing the black void of deep space. Though you often pass long hours aboard cramped, uncomfortable starliners, you spend most of yourtimeexploring mysterious newworlds. On these planets, you will find strange races of intelligent beings, ancient alien cultures, and creatures more deadly than any in the known universe!

If you are participating in this module as a player, stop reading now. Your referee will use this booklet to guide you on a thrilling adventure. If you read it now, you will spoil the excitement and surprise.

ALPHA SUBSECTION 1: REFEREE NOTES

Before beginning this module, read the STAR FRONTIERS Expanded Rules. After familiarizing yourself with the expanded rules, study this module carefully. You must be thoroughly familiar with its contents to run a successful adventure. An intimate knowledge of the maps, encounters, creatures, and non-player characters will prove invaluable when trying to describe fast-paced action scenes to your characters.

ALPHA SUBSECTION 2: MODULE BRIEFING

CRASH ON VOLTURNUS is the first module in the VOLTURNUS series. Two other modules, VOLTURNUS: PLANET OF MYSTERY and STARSPAWN OF VOLTURNUS, may be played after completing CRASH ON VOLTURNUS. While neither of the sequels are necessary to play this module, we recommend you complete CRASH ON VOLTURNUS before playing VOLTURNUS: PLANET OF MYSTERY or STARSPAWN OF VOLTURNUS.

This module is designed for 4 to 8 characters. The character group should include at least one Vrusk, at least one character with medical skills, and at least one character with environmental skills. In addition, the party will find it wise to spend most of their money on items other than weapons when they start the adventure. (All weapons will be destroyed early in the adventure.)

In the middle of the module booklet, you will find several removable sections. These sections include the ''Alien Creatures Update File," the "Player Character Background Report," and the "STAR FRONTIERS System Brief." These sections may be removed from the booklet and kept in separate notebooks as expandable files. Simply bend the staples out and pull the sheets from the book, then bend the staples back down. Each section is printed on a solid sheet of paper which can be inserted into a three-ring notebook.

When the adventure begins, give the "Player Character Back- ground Report" to your players. This sheet provides them a basic background statement, pre-rolled characters, and two different kinds of mapping paper.

ALPHA SUBSECTION 3: USING THE MAPS

Both sides of the module cover contain maps. The outside cover shows a small interior section of the starliner ''Serene Dawn." The adventure begins as a group of space pirates hijack the Serena Dawn. Use this map as a "playing board." Lay it on a flat surface and place your prayers' counters directly on it. You and your players may then move the counters over the map as needed to represent movement.

On the inside cover, you will find a partial planetary map of Volturnus. Do not showthis map toyour players at anytime, it is for your reference only. The planetary map will be used to keep track of the movement of the characters on the planet. The planetary map uses hexagons instead of squares to show direction and distance on the planet's surface more accurately. Each hexagon (hex) is color-coded to represent its dominant terrain. In addition, some hexes contain symbols representing unusual features.

The following chart illustrates the six possible directions of movement on a hexagonal map.

When the players tell you their direction of travel, they should use the terms northeast, east, southeast, southwest, west, or northwest. The direction of travel for each hex should be specified separately so there is no confusion about the location of the characters.

You will find maps of the Forbidden Caverns and the Lake of Fire in the STAR FRONTIERS System Brief. Use these special maps when you reach the encounter sections calling for them.

ALPHA SUBSECTION 4: MAPPING

In the Player Character Background Report, you will find two different kinds of mapping paper. The characters should use the hexagonal paper (hex paper) to map their route while outdoors, and the 1/4 inch square graph paper to map their route while in the Forbidden Caverns. (Note: You can buy extra supplies of hex and graph paper at your local hobby shop.)

The simplest way to map terrain is to color code the hexes according to terrain type. If colored pencils are not available, letters or symbols may be used to mark terrain.

Some hexes contain noteworthy features, such as towns or rock formations. The characters should mark these with a symbol they understand. Knowledge of these features may prove useful if the party becomes lost or wishes to rendezvous at a certain place.

ALPHA SUBSECTION 5: SIGHTING ON VOLTURNUS

On Volturnus, the distance to the horizon is 1 hex. This means characters can see into the next hex if their line of sight is not blocked. Note, however, characters cannot identify any objects smaller than a mountain unless in the same hex as that object.

Characters may see farther than 1 hex only when standing in a hex with a high elevation point and an unobstructed view. When this is the case, they can see up to 2 hexes, but cannot identify any objects unless in the same hex as that object.

ALPHA SUBSECTION 6: MOVEMENT ON VOLTURNUS

Movement on Volturnus varies greatly with terrain type and character race. Because of the harsh conditions on Volturnus, characters will rarely find it advantageous to split up. In addition, the terrific heat of Volturnus slows the movement of any race. All movement rates on Volturnus are specified for a mixed party of races, and take the heat into account.

You will find a SIGHTING AND MOVEMENT table below. This table lists movement rates and sighting distances for all major terrain types on Volturnus. Much of the information on the table details areas on the map your characters will not venture into during this module. This information will prove useful to you in future adventures upon the planet Volturnus.



ALPHA 6.1: SIGHT AND MOVEMENT BY TERRAIN TYPE

Terrain Type


Sight
in Hexes

Move
per Hour

Move
per Day
(1 hex = 8 km.)
Alien Fungus
Bachanda Trees
Burning Land
Caverns*
Cliffs
Crystal Mountains
Desert
Dry Canal
Fertile Area
Hills
Lake**
Lava Beds
Meteor Crater
Mist Mountains
Rocky Barrens
Roller Path***
Ruins
Salt Flat
Sea**
Shard Plains***
Tectonic Area
1
0
1
0
0
1
1
1
1
1
1
1
1
0
1
1***
1
1
1
1***
1
.8 km
.8 km
.4 km
.8 km*
.4 km
.8 km
1.6 km
3.2 km
3.2 km
2.4 km
.8 km
.4 km
1.6 km
.8 km
1.6 km
2.4 km
2.4 km
1.6 km
.8 km
.4 km
.8 km
1
1
1/2
1*
1/2
1
2
4
4
3
1
1/2
2
1
2
3
3
2
1
1/2
1
* Movement with guide only, movement without a guide varies.
** Movement by swimming (hour only) and raft (hour & day).
*** Roller paths cannot be seen except from high elevation points, or from the same hex as the path.

These are average rates; double them to find maximum movement. These rates are only approximate and have been adjusted to map scale. Feel free to alter movement rates when using maps of different scales.

ALPHA SUBSECTION 7:

FOOD AND WATER ON VOLTURNUS

In this module, assume characters can find all the food and water they need, unless there is reason to assume otherwise. The characters may have trouble finding food and water under any number of circumstances, such as travelling in the desert where no water and little food is available. Circumstances that make it difficult to obtain food and water will be specified in this module.

BETA SECTION:
RUNNING THE ADVENTURE

The sections below will guide you through CRASH ON VOLTURNUS. Although we have made every effort to include as much detail as possible, you must often rely upon your own quick wit and imagination to run the adventure effectively. It is important, therefore, that you are equally familiar with the STAR FRONTIERS game rules and the sections below.

BETA SUBSECTION 1: REFEREE NOTES

There are several categories of information at the beginning of each encounter section. These categories include special rules needed for that encounter section (this might include movement, sighting, time, and special combat modifiers), a brief description to read to your characters, and two types of encounter descriptions.


BETA SUBSECTION 2: RANDOM ENCOUNTERS

CRASH ON VOLTURNUS utilizes two types of encounters, random encounters and planned encounters. Random encounters furnish an element of chance and a feeling of surprise to the adventure. They occur any time, any place within an encounter section. All encounter sections list the percentile chance of having a random encounter each time period. {The length of each time period may vary from section to section. The length of each period will be stated under Special Rules in the beginning of each section.) Roll percentile dice once each period; a random encounter occurs whenever you roll that percentile chance or less.

When random encounters occur, use the random encounter table at the beginning of each section to determine the result. On most tables, you simply roll percentile dice to find the title of the encounter, then read the entry below the table for a description of the encounter. Some tables, however, are arranged in order, so particular encounters occur before others. On these tables, do not roll percentile dice.

BETA SUBSECTION 3: PLANNED ENCOUNTERS

Planned encounters provide a plot and sense of direction to the adventure. They occur at specified times, such as when characters enter certain areas or engage in specified actions. Most planned encounters have sections to read to the players and sections to provide you with the background needed to run the adventure.

BETA SUBSECTION 4: ABBREVIATIONS

Your players will meet many characters and creatures during their adventures. You must know many things about these characters and creatures, so it is very important you study the "Alien Creatures Update File" and the "STAR FRONTIERS System Brief."

You need not memorize the creatures and aliens, however. The abbreviations below provide a compact format for presenting the basic information necessary to run each encounter. Study these abbreviations carefully, so you are familiar with them when running your encounters.

BETA 4.1: ALIEN CREATURES FORMAT

MV
IM
RS
STA
ATT
DM
SA
SD
= Movement Class.
= Creature's Initiative Modifier.
= Creature's Reaction Speed.
= Creature's Stamina score.
= Creature's Attack score.
= Damage per successful attack.
= Creature's special attacks.
= Creature's special defense.

BETA 4.2: NON-PLAYER CHARACTER FORMAT

(All skill levels included in RW and M scores.)

RW
M
PS
IM
RS
STA
= Ranged Weapon Attack score.
= Melee score.
= Punching score.
= Initiative Modifier.
= Character's Reaction Speed.
= Character's Stamina score.

In some cases, you may need unlisted Ability scores for non-player characters to resolve unexpected situations. The average Ability score is 45; use this value for any non-player character Ability scores not provided.



ALPHA 3.1: MAP KEY FOR THE PLANET VOLTURNUS

The area shown on the map is 600 x 400 kilometers, about the size of the state of Colorado (1 hex = 8 kilometers). All action in the Volturnus modules takes place somewhere on this map. The rest of the planet has not been mapped; you may design these areas yourself if you wish.

MAP COLORS

Alien Fungus -- This alien fungus came to Volturnus when a meteorite struck the planet.

Artifact -- The Sathar left this monolithic artifact to monitor interstellar flight.

Bachanda Forest -- Giant thorn plants cover the floor of the forest, so creatures must travel along the limbs of giant bachanda trees. This is the home of the Kurabanda.

Black Lake -- Large, black slicks of oil cover much of the lake's surface.

Burning Lands -- This barren, rocky ground often ignites when its free phosphorous contacts the atmosphere.

Ceremonial Burial Mounds -- Several large mounds covered with floaterroot rise above the desert sands.

Cliffs -- The cliffs run along a major fault line dividing the mountains from the lowlands.

Crystal Mountains -- These crystal peaks can be seen gleaming in the sun on any clear day.

Crystal Stonehenge -- The Eorna built this monument, resembling Stonehenge on Terra, many ages ago.

Desert -- Only a few clumps of sparse vegetation survive among the endless sand dunes of the Volturnian desert.

Dry Canal -- The canal that connected lake and sea in the height of Eorna civilization now runs dry.

Dry Plains -- These rolling plains are covered with grass.

Fertile Area -- A fertile area is an isolated outbreak of vegetation, such as a desert oasis.

Gas Mist Mountains -- Ash clouds, smoke, and foul gases cover these mountains.

Hills -- Edestekai farms dot the sides of these grassy hills.

Lava Beds -- These maze-like beds of cooled magma are riddled with caves.

Meteor Crater -- This huge crater is nearly covered by an alien fungus spawned when a meteor struck Volturnus.

Pirate Outpost -- The pirates at this small base are studying the feasibility of pumping oil from Black Lake.

Pirate Town -- The pirate town is the Star Devil's center of operations on Volturnus.

Oil Slick -- Oil seeps to the surface of Black Lake in the hexes marked by oil slicks.

River -- These rivers drain into the lowest areas on the map, the meteor crater and the sea.

Rocky Barrens -- Though desolate and stark, this dry, rocky wilderness has more vegetation than the desert.

Roller Path -- As they graze, rollers create a safe path through the shard grass.

Ruins -- These are the ruins of Eleonea, an ancient Eorna city destroyed by the Sathar.

Salt Flat -- As the ancient seas of Volturnus began their retreat, they left large salt flats behind. These salt flats are not entirely solid; there are many areas where briny rivers flow underneath. Persons crossing these salt flats will sometimes fall through the crust and drown.

Sea -- This the remnant of a vast salt sea that once covered the area.

Shard Plains -- The shard plains are covered by vast areas of glass-like shard grass. This grass cuts any creature walking through it.

Tectonic Area -- This area contains active volcanoes, hot springs, and geysers.


MAP SYMBOLS

Map symbols mark hexes containing landmarks. Players often use these landmarks for reference while mapping or when lost.

Active Volcano -- There is an active volcano in this hex.

Burnt Forest -- A superhot forest fire recently reduced this magnificent forest to ash and charcoal.

Cave -- The entrance to a vast cave.

Cave Tunnel -- A system of caverns runs through the hex as indicated.

Dry Well -- These wells are usually dry, though there is a 10% chance they will contain 1d10 liters of water.

Geyser -- A geyser of water periodically erupts in this hex.

High Elevation Point -- High elevation points offer good vantage points from which to observe nearby terrain. Any character in a high elevation hex can identify terrain types 2 hexes around.

Mesa -- Mesas are high rocky plateaus, also serving as high elevation points.

Needle Spire -- Strange whistles often echo from holes in the top of these rocky spires.

Unusual Rock Formation -- Unusual rock formations assume many shapes. Five common types are shown on the map.

Unusual Tree -- Unusual trees have abnormal shapes, sizes, colors, and so on. They can be used as map references.