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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.

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