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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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