You are about to begin the first encounter section of CRASH ON VOLTURNUS. Study the entire section and be sure you are familiar with the movement scale, the special rules, and the general plot of the scenario before beginning play.
Use the starship map on the outside of the module cover for this encounter section. Lay it flat on the table where all may see it, and place one counter in a passenger-class cabin for each character. Player characters begin the adventure in these cabins. They have no equipment with them except their tool kits. (Note that weapons of any sort are not considered tool kits. All weapons will be locked in the weapons locker on the bridge.)
In this encounter section, movement is calculated in squares. Each
square equals 2 meters. The following table shows the maximum
movement per turn for each race.
MOVEMENT MODIFIERS
When moving through a door, a character must stop in the square
directly in front of the door and open it. A character opening a normal
door may move only 1/2 his normal distance, while a character
opening a pressure or security door must spend two full turns
opening that door. The character ends his movement directly in front
of the pressure or security door, waits two turns, and moves through
the following turn.
Under no circumstances may a character move diagonally through any
door, whether it is opened or closed. Similarly, a character may open
a door only when in the square directly in front of the door.
Normal doors, once opened, will remain open until closed manually.
Both pressure and security doors, however, close automatically
unless held open. Normal and security doors slide open, but pressure
doors swing into the pressure chamber.
Only characters with level 1 or higher Technician skills can open
security doors.
SIGHTING
A character can see into any square within his straight line-of sight,
as long as nothing obstructs his view. A character cannot see around
corners, through walls, or into any square normally impossible to see
into.
This means characters should not know the location of pirates until
they can see those pirates according to sighting rules. You should not
place any pirate counters on the map until the characters enter an
area from which they can clearly see the pirates.
TIME
Use normal six-second combat turns in this section.
COMBAT AND MOVEMENT
Normally, only one counter may occupy a single square. Two
counters may occupy the same square only if one counter represents
an unconscious individual, or if the two counters are involved in
melee.
A character may move through a square occupied by another
character if the occupying character allows him to pass without
engaging him in combat, or if the occupying character is unconscious.
If a conscious character wishes, he may stop any counter moving
through a square he occupies and engage it in combat.
Any character within a square containing a chair, computer, engine,
or similar object may use it for cover during ranged combat. The map
key distinguishes between hard and soft cover objects.
If the space pirates kill or knock all the characters unconscious, the
characters must begin the module again. Their characters are
considered dead, and the characters must roll or choose new
characters.
(If any characters are killed on Volturnus, you may supply
replacement characters on the planet by having the party meet
another group of survivors from the starliner. The players who lost
their characters should run these new characters.)
INTERROGATION
During the course of the adventure, the characters may try to
question a captured space pirate. The pirate will cooperate only if he
feels the characters will injure him if he does not. Even then, he will
reveal only two things; the weapons locker has been destroyed and
the bridge is guarded. Any pirate would rather die than reveal
anything more about himself or his home.
COMPUTER
If a character with computer skills attempts to use the computer to
gain information, he will find it is engaged in an emergency program.
The computer will display only the following information:
EMERGENCY ALERT! EMERGENCY ALERT! SECURITY VIOLATION ON
BRIDGE. REPEAT: INTRUDERS ON BRIDGE!
EMERGENCY ALERT! EMERGENCY ALERT! EXPLOSION REPORTED IN
WEAPONS LOCKER. REPEAT: WEAPONS LOCKER DESTROYED.
Read the boxed statement below to your players.
MAXIMUM MOVEMENTS IN MAP SQUARES
Race
Walking or Dodging
Running
Human
Dralasite
Vrusk
Yazirian
5 squares
3 squares
8 squares
5 squares
15 squares
10 squares
18 squares
15 squares
The government of Truane's Star has hired you to carry out a
preliminary exploration of a newly discovered planet. You are
to journey by starliner to Volturnus and map as much of the
planet as possible. The government is especially interested in
contacting and studying any intelligent races living on the
planet. If you meet an intelligent race, you are to make friendly
contact and learn as much about them as possible. The first expedition to Volturnus disappeared without trace as soon as it entered the Zebulon system. If possible, you are to locate and rescue any survivors of this mission. As you boarded the starliner that would take you to Volturnus, the steward gave you an interior plan of the starship and urged you to study it carefully. He also searched your luggage and placed all weapons and power packs in the weapons locker. His assistant placed your other heavy gear, such as the military skein-quits given to you by the government of Truane's Star, in the cargo hold. The only items you were allowed to take to your tiny cabins were your non-weapon tool kits. |
During your journey, you have toured the area of the ship not
shown on the map. It contains recreation areas, the
observation dome, the galley, the first class living quarters,
and fuel storage. There is nothing else of interest in that area. In the event you must evacuate ship, you have been instructed to proceed immediately to the escape bay, where two of the Serena Dawn's lifeboats are stored. Each lifeboat holds up to eight persons. If it becomes necessary to use the lifeboats, you have been instructed not to open the hatch until all persons using the lifeboat are assembled and ready to enter it. This is because the lifeboats automatically launch one minute after the hatch is opened. They then seek the nearest inhabitable planet and land in the first safe spot. |
FOR THE REFEREE ONLY: If the characters insist on searching any area of the ship not on the map, go directly to random encounter number 5.
You hear the sound of scuffIing outside your cabin. After the scuffling continues for two seconds, a man cries "Help!" A loud thump follows the man's cry. |
The space pirates are hijacking the Serena Dawn. One of them is attacking a crewman in the corridor. When the characters investigate, the pirate will attack with his fists. If the pirate is reduced to 10 or fewer Stamina points, he will surrender (most pirates will continue to fight until reduced to 0 Stamina points}.
Pirate F (RW -- , M 23, PS 3, IM 4, RS 40, STA 45.)
2.) FIGHT IN THE CORRIDORS
As the characters enter the corridor between the two rows of passenger-class quarters, read the following description to them:
You see three space pirates in the corridor between the two rows of passenger-class cabins. The first pirate, carrying a bullwhip, stands at the top end of the corridor. The second pirate, carrying a club, stands at the junction of the corridor leading from the airlock and the corridor running between the passenger-class cabins. The third pirate, wearing shock gloves and a power belt, is at the bottom end of the corridor. |
Each pirate will attack the first character he sees, and continue attacking until the character or himself has been reduced to 0 Stamina points.
Pirate G (RW 30, M 30, PS 3, IM 3, RS 30, STA 45.)
Pirate H(RW -- , M23, PS2, IM6, RS55, STA25.)
Pirate I (RW -- , M 25, PS 3, IM 4, RS 40, STA 50.)
Space pirate I wears a fully charged belt pack to power the shock gloves.
3.) SEARCHING THE CARGO BAY
If the player-characters wish, they may search the cargo bay for useful equipment. Read the following description as they enter either cargo bay:
You have entered a cargo bay. There are many boxes piled in every square, with just enough room for you to walk between them. You can also see several rows of cargo cabinets. Apparently, these cabinets are unlocked. |
Each character may search 1 square per turn. A square may be searched only once; if more than one character searches a square, the second will find the same thing as the first.
If the characters have searched all squares in both cargo bays without finding their skeinsuits, they will find the skeinsuits in the last square.
% Roll | Type of Cargo Found | Weight/ Item 01-05 | 06-10 11 -15 16-20 21-25 26-30 31 -35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Character's military skeinsuits* | 10 Laser rifle clips* 12 Packets of dehydrated food*** 1 Computoy Ship doctor's spare medkit* Crates of hand axes Costume jewelry 1 Holographic fireworks projector Chronocom Boxes of ball bearings Chocolate anchovies in aspic Steambath perfume 1 Prize Vrusk statue Characters' non-weapon equipment Bolts of silk Galacticana Encyclopedia Yazirian punching bags Large machine gears Vrusk body wax High fashion Human dresses 1.5 Kg | -- 1 Kg 10Kg 4 Kg 1 Kg -- 5 Kg -- -- -- 1 Kg 10 Kg -- 5 Kg 2 Kg 2 Kg 10 Kg -- -- *Can be found only once. | ***Each packet will feed the entire group for one day. |
There is one pirate guard in each cargo bay. Pirate J guards the left bay, and pirate K guards the bay on the right. Each will stand near the center of his cargo bay. Both pirates will fight until they are knocked unconscious or they win the fight.
Pirate J (RW 18, M 18, PS 2, IM 4, RS 35, STA 35.)
Pirate J will fire his gyrojet pistol until out of ammunition, then use the pistol butt in melee. Assume he begins the combat with a fully loaded clip.
Pirate K (RW -- , M 30, PS 3, IM 6, RS 55, STA 50.)
Pirate K will attack with his axe until he wins or is knocked unconscious.
4.) GUNFIRE IN THE AIRLOCK CHAMBER
As the characters enter the airlock chamber closest to the escape bay, they will see two space pirates.
There are two pirates in this airlock chamber. One holds a grenade, and the other holds a sonic stunner. They move to attack you immediately. |
The pirates will attack as soon as they see the characters.
Pirate L (RW 30, M 30, PS 3, IM 6, RS 55, STA 55.)
Pirate L will throw his fragmentation grenade immediately. Each character within the blast radius should make a Reaction Speed check; any characters who make their checks take only 1/2 damage from the grenade. One or both pirates may be caught in the blast radius of the grenade. (Each character should roll damage from the grenade separately.)
Pirate M (RW 25, M 25, PS 2, IM 5, RS 45, STA 40.)
Pirate M will attack with his sonic stunner. Any character hit by the sonic stunner should make a Stamina check. If the check is successful, he is not stunned.
5.) RETREAT FROM THE BRIDGE
If the characters enter the bridge area, read the following description to them:
As you open the door, you immediately realize a struggle has taken place. Chairs, instruments, and even unconscious officers lie strewn about the floor. You see four armed space pirates on the bridge. The first holds an automatic pistol, the second holds a needler pistol, the third holds an electrostunner, and the last holds a laser pistol. |
If the characters have entered the bridge section with the weapons locker, read the following statement:
From your vantage point, you can see the weapons locker has been destroyed, along with everything it once contained. |
The pirates have orders to guard the bridge at all costs. They will open fire as soon as they see the characters. The guards will not follow the characters if they leave the bridge area.
Pirate N (RW 23, M 18, PS 3, IM 4, RS 35, STA 55.)
Pirate N will fire two shots each turn until he has used the 10 shots remaining in his clip. He will then use the pistol butt in melee.
Pirate O (RW 25, M 10, PS 2, IM 5, RS 50, STA 40.)
Pirate O will fire two shots each turn until he uses his 10 shot clip. He will then use the pistol butt in melee.
Pirate P(RW 40, M 15, PS 2, IM 6 ,RS 60, STA 30.)
Pirate P will place the electrostunner on the damage setting and fire until he has used his 20 SEU clip. He will then use the pistol butt in melee.
Captain Slag (RW 69, M 47, PS 4, IM 7, RS 67, STA 73.)
Choose any pirate counter to represent Captain Slag. He will fire one 5 SEU shot from his laser pistol each turn until he exhausts its 20 SEU clip. He will then use the pistol butt in melee.
As the characters enter the escape bay, read the following description to them:
The escape bay is empty except for one lifeboat. Looking into
it, you notice an item inside labeled "Survival Pack." This seems
to be locked in some sort of cabinet. Suddenly, the Serena Dawn lurches, and you hear three loud explosions coming from the bridge. The ship trembles for several seconds, then lurches again and you hear another explosion. You hear various squeaks and groans as the ship twists and buckles beneath your feet. |
The lifeboat is large enough for eight characters. As soon as the first character opens the entry hatch, a computerized voice will say, "One minute to launch. Please fasten your seat belts.'' Ten game turns later, the lifeboat will blast out of the escape bay. All characters should be in the lifeboat by this time. (Two characters may enter the lifeboat every turn.) If the characters do not wish to enter the lifeboat immediately, tell them the ship is about to explode. They will see pieces of metal flying about inside the escape bay, and they will notice a crack forming in one of the walls of the escape bay.
After the characters secure themselves inside the lifeboat, it will automatically launch itself. As the lifeboat starts to move, four space pirates armed with automatic rifles will enter the escape bay and shoot at the lifeboat. There is no chance this fire will injure any characters, but they will feel the lifeboat shudder and lurch as the bullets strike it.
The lifeboat will then seek the nearest inhabitable planet and find a safe place to land.