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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
RUNNING THE ADVENTURE
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.
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.
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.
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