Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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turns. The distances characters can move in sixsecond<br />
turns are summarized on the following chart:<br />
Epsilon 1.2:<br />
Movement per six-second turn<br />
Race Walking Running<br />
Human 2 meters 6 meters<br />
Dralasite 1 meter 4 meter<br />
Vrusk 3 meters 7 meters<br />
Yazirian 2 meters 6 meters<br />
Players will quickly find anyone running in the<br />
caverns has an excellent chance of falling. Any<br />
character running in the caverns must make a<br />
Dexterity check. The character must make a<br />
Dexterity check once every five turns spent running.<br />
If a character falls, he may move only 1/2 the<br />
normal distance that turn.<br />
SIGHTING<br />
Visibility in the caverns is limited. Even with<br />
flashlights or torches, party members can see only<br />
30 meters. When in large rooms, this means they<br />
may not be able to see the cavern walls.<br />
EXPERIENCE<br />
The Forbidden Caverns encounter section will<br />
require more playing time than most other<br />
encounter sections in this module. You should award<br />
experience three times during the this encounter<br />
section (usually at the end of an evening of play).<br />
Generally speaking, you will find the best places to<br />
award experience points are at the end of encounter<br />
area 7, the end of encounter area 13, and after the<br />
party exits the caverns.<br />
EPSILON SUBSECTION 2:<br />
PLAYERS' DESCRIPTION<br />
After several days travel, you have reached the<br />
Burning Lands. Deposits of phosphorous,<br />
magnesium, and various salts cover the entire area,<br />
and numerous geysers, gas fissures, and lava flows<br />
erupt through the crusty ground. Athru says you will<br />
spend only a short time on the surface of the<br />
Burning Lands; after a period of travel you will reach<br />
a large network of caves. The Ul-Mor know a safe<br />
path through the caverns and out into the desert on<br />
the other side of the Burning Lands. You will follow<br />
this underground path to the Place of True Warriors.<br />
Athru warns you not to stray from the safe path, for<br />
there is an endless expanse of winding caverns<br />
teeming with unknown dangers.<br />
You travel through the caverns for 24 hours, walking<br />
well behind the main body of Ul-Mor. The tunnels<br />
are between 5 and 10 meters wide, while the ceiling<br />
rises as high as 12 meters. Occasionally, the tunnels<br />
spread into underground rooms as much as 1<br />
kilometer in diameter, with ceilings as high as 20<br />
meters.<br />
You constantly pass large stands of a mushroomtype<br />
fungus growing from the cavern floors. The<br />
stalk of this fungus is almost as thick as a small tree<br />
trunk. There is nothing else unusual in these<br />
caverns.<br />
As you move along, you pass many smaller<br />
passages leading away from the main path, but the<br />
Ul-Mor carefully avoid these passages and warn you<br />
to do the same.<br />
EPSILON SUBSECTION 3:<br />
RANDOM ENCOUNTERS<br />
Roll for random encounters once each one-hour<br />
period. A roll of "1" on 1d10 indicates a random<br />
encounter, roll again on the following table. No<br />
random encounters will occur while the characters<br />
are with the Ul-Mor.<br />
Epsilon 3.1:<br />
Random Encounter Table<br />
Roll Encounter<br />
1 Small rastie pack<br />
2 Droppers<br />
3 Poison gas fissure<br />
4 Lava flow<br />
5 Rastie trap<br />
6 Flitters<br />
7 Skeleton and drained blaster<br />
8 Sleep gas fissure<br />
9 Broom, mop, and bucket<br />
10 Dead loper carcass<br />
Do not use an encounter more than once. If you roll<br />
the same encounter more than once, ignore the<br />
result and roll again.<br />
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