Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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ALPHA SECTION:<br />
INTRODUCTION<br />
Welcome to the universe of the STAR FRONTIERS<br />
game! You are now a star-rover, one of the lucky<br />
few who spend their lives traversing the black void<br />
of deep space. Though you often pass long hours<br />
aboard cramped, uncomfortable starliners, you<br />
spend most of your time exploring mysterious new<br />
worlds. On these planets, you will find strange races<br />
of intelligent beings, ancient alien cultures, and<br />
creatures more deadly than any in the known<br />
universe!<br />
If you are participating in this module as a player,<br />
stop reading now. Your referee will use this booklet<br />
to guide you on a thrilling adventure. If you read it<br />
now, you will spoil the excitement and surprise.<br />
ALPHA SUBSECTION 1:<br />
REFEREE NOTES<br />
Before beginning this module, read the STAR<br />
FRONTIERS Expanded Rules. After familiarizing<br />
yourself with the expanded rules, study this module<br />
carefully. You must be thoroughly familiar with its<br />
contents to run a successful adventure. An intimate<br />
knowledge of the maps, encounters, creatures, and<br />
non-player characters will prove invaluable when<br />
trying to describe fast-paced action scenes to your<br />
characters.<br />
ALPHA SUBSECTION 2:<br />
MODULE BRIEFING<br />
CRASH ON VOLTURNUS is the first module in the<br />
VOLTURNUS series. Two other modules,<br />
VOLTURNUS: PLANET OF MYSTERY and STARSPAWN<br />
OF VOLTURNUS, may be played after completing<br />
CRASH ON VOLTURNUS. While neither of the<br />
sequels are necessary to play this module, we<br />
recommend you complete CRASH ON VOLTURNUS<br />
before playing VOLTURNUS: PLANET OF MYSTERY or<br />
STARSPAWN OF VOLTURNUS.<br />
This module is designed for 4 to 8 characters. The<br />
character group should include at least one Vrusk,<br />
at least one character with medical skills, and at<br />
least one character with environmental skills. In<br />
addition, the party will find it wise to spend most of<br />
their money on items other than weapons when<br />
they start the adventure. (All weapons will be<br />
destroyed early in the adventure.)<br />
In the middle of the module booklet, you will find<br />
several removable sections. These sections include<br />
the ''Alien Creatures Update File," the "Player<br />
Character Background Report," and the "STAR<br />
FRONTIERS System Brief." These sections may be<br />
120<br />
removed from the booklet and kept in separate<br />
notebooks as expandable files. Simply bend the<br />
staples out and pull the sheets from the book, then<br />
bend the staples back down. Each section is printed<br />
on a solid sheet of paper which can be inserted into<br />
a three-ring notebook.<br />
When the adventure begins, give the "Player<br />
Character Back- ground Report" to your players.<br />
This sheet provides them a basic background<br />
statement, pre-rolled characters, and two different<br />
kinds of mapping paper.<br />
ALPHA SUBSECTION 3:<br />
USING THE MAPS<br />
Both sides of the module cover contain maps. The<br />
outside cover shows a small interior section of the<br />
starliner ''Serene <strong>Dawn</strong>." The adventure begins as a<br />
group of space pirates hijack the Serena <strong>Dawn</strong>. Use<br />
this map as a "playing board." Lay it on a flat<br />
surface and place your prayers' counters directly on<br />
it. You and your players may then move the<br />
counters over the map as needed to represent<br />
movement.<br />
At the end of this module, you will find a partial<br />
planetary map of Volturnus. Do not show this map<br />
to your players at anytime, it is for your reference<br />
only. The planetary map will be used to keep track<br />
of the movement of the characters on the planet.<br />
The planetary map uses hexagons instead of<br />
squares to show direction and distance on the<br />
planet's surface more accurately. Each hexagon<br />
(hex) is color-coded to represent its dominant<br />
terrain. In addition, some hexes contain symbols<br />
representing unusual features.<br />
The following chart illustrates the six possible<br />
directions of movement on a hexagonal map.<br />
When the players tell you their direction of travel,<br />
they should use the terms northeast, east,<br />
southeast, southwest, west, or northwest. The<br />
direction of travel for each hex should be specified<br />
separately so there is no confusion about the<br />
location of the characters.<br />
You will find maps of the Forbidden Caverns and the<br />
Lake of Fire in the STAR FRONTIERS System Brief.<br />
Use these special maps when you reach the<br />
encounter sections calling for them.