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Alpha Dawn - Star Frontiersman

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on the map your characters will not venture into<br />

during this module. This information will prove<br />

useful to you in future adventures upon the planet<br />

Volturnus.<br />

These are average rates; double them to find<br />

maximum movement. These rates are only<br />

approximate and have been adjusted to map scale.<br />

Feel free to alter movement rates when using maps<br />

of different scales.<br />

ALPHA 6.1:<br />

SIGHT AND MOVEMENT<br />

Move per Move per<br />

Sight Hour Day<br />

Terrain Type (Hexes) (km) (hexes)<br />

Alien Fungus 1 .8 1<br />

Bachanda Trees 0 .8 1<br />

Burning Land 1 .4 ½<br />

Caverns* 0 .8* 1*<br />

Cliffs<br />

Crystal<br />

0 .4 ½<br />

Mountains 1 .8 1<br />

Desert 1 1.6 2<br />

Dry Canal 1 3.2 4<br />

Fertile Area 1 3.2 4<br />

Hills 1 3.2 3<br />

Lake** 1 .8 1<br />

Lava Beds 1 .4 ½<br />

Meteor Crater 1 1.6 2<br />

Mist Mountains 0 .8 1<br />

Rocky Barrens 1 1.6 2<br />

Roller Path*** 1*** 2.4 3<br />

Ruins 1 2.4 3<br />

Salt Flat 1 1.6 2<br />

Sea** 1 .8 1<br />

Shard Plains*** 1*** .4 ½<br />

Tectonic Area 1 .8 1<br />

* Move rate with guide, without guide varies.<br />

** swimming (hour only) and raft (hour & day).<br />

*** Roller paths cannot be seen except from high<br />

elevation points, or from the same hex as the path.<br />

ALPHA SUBSECTION 7:<br />

FOOD & WATER ON VOLTURNUS<br />

In this module, assume characters can find all the<br />

food and water they need, unless there is reason to<br />

assume otherwise. The characters may have trouble<br />

finding food and water under any number of<br />

circumstances, such as traveling in the desert where<br />

no water and little food is available. Circumstances<br />

that make it difficult to obtain food and water will be<br />

specified in this module.<br />

122<br />

BETA SECTION:<br />

The Adventure<br />

The sections below will guide you through CRASH<br />

ON VOLTURNUS. Although we have made every<br />

effort to include as much detail as possible, you<br />

must often rely upon your own quick wit and<br />

imagination to run the adventure effectively. It is<br />

important, therefore, that you are equally familiar<br />

with the STAR FRONTIERS game rules and the<br />

sections below.<br />

BETA SUBSECTION 1:<br />

REFEREE NOTES<br />

There are several categories of information at the<br />

beginning of each encounter section. These<br />

categories include special rules needed for that<br />

encounter section (this might include movement,<br />

sighting, time, and special combat modifiers), a<br />

brief description to read to your characters, and two<br />

types of encounter descriptions.<br />

BETA SUBSECTION 2:<br />

RANDOM ENCOUNTERS<br />

CRASH ON VOLTURNUS utilizes two types of<br />

encounters, random encounters and planned<br />

encounters. Random encounters furnish an element<br />

of chance and a feeling of surprise to the adventure.<br />

They occur any time, any place within an encounter<br />

section. All encounter sections list the percentile<br />

chance of having a random encounter each time<br />

period. {The length of each time period may vary<br />

from section to section. The length of each period<br />

will be stated under Special Rules in the beginning<br />

of each section.) Roll percentile dice once each<br />

period; a random encounter occurs whenever you<br />

roll that percentile chance or less.<br />

When random encounters occur, use the random<br />

encounter table at the beginning of each section to<br />

determine the result. On most tables, you simply<br />

roll percentile dice to find the title of the encounter,<br />

then read the entry below the table for a description<br />

of the encounter. Some tables, however, are<br />

arranged in order, so particular encounters occur<br />

before others. On these tables, do not roll percentile<br />

dice.<br />

BETA SUBSECTION 3:<br />

PLANNED ENCOUNTERS<br />

Planned encounters provide a plot and sense of<br />

direction to the adventure. They occur at specified<br />

times, such as when characters enter certain areas<br />

or engage in specified actions. Most planned<br />

encounters have sections to read to the players and<br />

sections to provide you with the background needed<br />

to run the adventure.

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