Welcome to the universe of the STAR FRONTIERS game! You are now a star-rover, one of the lucky few who spend their lives traversing the black void of deep space. Though you often pass long hours aboard cramped, uncomfortable starliners, you spend most of yourtimeexploring mysterious newworlds. On these planets, you will find strange races of intelligent beings, ancient alien cultures, and creatures more deadly than any in the known universe!
If you are participating in this module as a player, stop reading now. Your referee will use this booklet to guide you on a thrilling adventure. If you read it now, you will spoil the excitement and surprise.
Before beginning this module, read the STAR FRONTIERS Expanded Rules. After familiarizing yourself with the expanded rules, study this module carefully. You must be thoroughly familiar with its contents to run a successful adventure. An intimate knowledge of the maps, encounters, creatures, and non-player characters will prove invaluable when trying to describe fast-paced action scenes to your characters.
CRASH ON VOLTURNUS is the first module in the VOLTURNUS series. Two other modules, VOLTURNUS: PLANET OF MYSTERY and STARSPAWN OF VOLTURNUS, may be played after completing CRASH ON VOLTURNUS. While neither of the sequels are necessary to play this module, we recommend you complete CRASH ON VOLTURNUS before playing VOLTURNUS: PLANET OF MYSTERY or STARSPAWN OF VOLTURNUS.
This module is designed for 4 to 8 characters. The character group should include at least one Vrusk, at least one character with medical skills, and at least one character with environmental skills. In addition, the party will find it wise to spend most of their money on items other than weapons when they start the adventure. (All weapons will be destroyed early in the adventure.)
In the middle of the module booklet, you will find several removable sections. These sections include the ''Alien Creatures Update File," the "Player Character Background Report," and the "STAR FRONTIERS System Brief." These sections may be removed from the booklet and kept in separate notebooks as expandable files. Simply bend the staples out and pull the sheets from the book, then bend the staples back down. Each section is printed on a solid sheet of paper which can be inserted into a three-ring notebook.
When the adventure begins, give the "Player Character Back- ground Report" to your players. This sheet provides them a basic background statement, pre-rolled characters, and two different kinds of mapping paper.
Both sides of the module cover contain maps. The outside cover shows a small interior section of the starliner ''Serene Dawn." The adventure begins as a group of space pirates hijack the Serena Dawn. Use this map as a "playing board." Lay it on a flat surface and place your prayers' counters directly on it. You and your players may then move the counters over the map as needed to represent movement.
On the inside cover, you will find a partial planetary map of Volturnus. Do not showthis map toyour players at anytime, it is for your reference only. The planetary map will be used to keep track of the movement of the characters on the planet. The planetary map uses hexagons instead of squares to show direction and distance on the planet's surface more accurately. Each hexagon (hex) is color-coded to represent its dominant terrain. In addition, some hexes contain symbols representing unusual features.
The following chart illustrates the six possible directions of movement on a hexagonal map.

When the players tell you their direction of travel, they should use the terms northeast, east, southeast, southwest, west, or northwest. The direction of travel for each hex should be specified separately so there is no confusion about the location of the characters.
You will find maps of the Forbidden Caverns and the Lake of Fire in the STAR FRONTIERS System Brief. Use these special maps when you reach the encounter sections calling for them.
In the Player Character Background Report, you will find two different kinds
of mapping paper. The characters should use the hexagonal paper (hex paper) to
map their route while outdoors, and the 1/4 inch square graph paper to map their
route while in the Forbidden Caverns. (Note: You can buy extra supplies of hex
and graph paper at your local hobby shop.)
The simplest way to map terrain is to color code the hexes according to
terrain type. If colored pencils are not available, letters or symbols may be
used to mark terrain.
Some hexes contain noteworthy features, such as towns or rock formations. The
characters should mark these with a symbol they understand. Knowledge of these
features may prove useful if the party becomes lost or wishes to rendezvous at a
certain place.
On Volturnus, the distance to the horizon is 1 hex. This means characters can
see into the next hex if their line of sight is not blocked. Note, however,
characters cannot identify any objects smaller than a mountain unless in the
same hex as that object.
Characters may see farther than 1 hex only when standing in a hex with a high
elevation point and an unobstructed view. When this is the case, they can see up
to 2 hexes, but cannot identify any objects unless in the same hex as that
object.
Movement on Volturnus varies greatly with terrain type and character race.
Because of the harsh conditions on Volturnus, characters will rarely find it
advantageous to split up. In addition, the terrific heat of Volturnus slows the
movement of any race. All movement rates on Volturnus are specified for a mixed
party of races, and take the heat into account.
You will find a SIGHTING AND MOVEMENT table below. This table lists movement
rates and sighting distances for all major terrain types on Volturnus. Much of
the information on the table details areas on the map your characters will not
venture into during this module. This information will prove useful to you in
future adventures upon the planet Volturnus.
These are average rates; double them to find maximum movement. These rates
are only approximate and have been adjusted to map scale. Feel free to alter
movement rates when using maps of different scales.
In this module, assume characters can find all the food and water they need,
unless there is reason to assume otherwise. The characters may have trouble
finding food and water under any number of circumstances, such as travelling in
the desert where no water and little food is available. Circumstances that make
it difficult to obtain food and water will be specified in this module.
The sections below will guide you through CRASH ON VOLTURNUS. Although we
have made every effort to include as much detail as possible, you must often
rely upon your own quick wit and imagination to run the adventure effectively.
It is important, therefore, that you are equally familiar with the STAR
FRONTIERS game rules and the sections below.
There are several categories of information at the beginning of each
encounter section. These categories include special rules needed for that
encounter section (this might include movement, sighting, time, and special
combat modifiers), a brief description to read to your characters, and two types
of encounter descriptions.
CRASH ON VOLTURNUS utilizes two types of encounters, random encounters and
planned encounters. Random encounters furnish an element of chance and a feeling
of surprise to the adventure. They occur any time, any place within an encounter
section. All encounter sections list the percentile chance of having a random
encounter each time period. {The length of each time period may vary from
section to section. The length of each period will be stated under Special Rules
in the beginning of each section.) Roll percentile dice once each period; a
random encounter occurs whenever you roll that percentile chance or less.
When random encounters occur, use the random encounter table at the beginning
of each section to determine the result. On most tables, you simply roll
percentile dice to find the title of the encounter, then read the entry below
the table for a description of the encounter. Some tables, however, are arranged
in order, so particular encounters occur before others. On these tables, do not
roll percentile dice.
Terrain Type
Sight
in Hexes
Move
per Hour
Move
per Day
(1 hex = 8 km.)
Alien Fungus
Bachanda Trees
Burning
Land
Caverns*
Cliffs
Crystal Mountains
Desert
Dry
Canal
Fertile Area
Hills
Lake**
Lava Beds
Meteor
Crater
Mist Mountains
Rocky Barrens
Roller
Path***
Ruins
Salt Flat
Sea**
Shard Plains***
Tectonic Area
1
0
1
0
0
1
1
1
1
1
1
1
1
0
1
1***
1
1
1
1***
1
.8 km
.8 km
.4 km
.8
km*
.4 km
.8 km
1.6 km
3.2 km
3.2 km
2.4 km
.8
km
.4 km
1.6 km
.8 km
1.6 km
2.4 km
2.4 km
1.6
km
.8 km
.4 km
.8 km
1
1
1/2
1*
1/2
1
2
4
4
3
1
1/2
2
1
2
3
3
2
1
1/2
1
* Movement with guide only,
movement without a guide varies.
** Movement by swimming (hour only)
and raft (hour & day).
*** Roller paths cannot be seen except from
high elevation points, or from the same hex as the
path.
RUNNING THE
ADVENTURE
The area shown on the map is 600 x 400
kilometers, about the size of the state of Colorado (1 hex = 8
kilometers). All action in the Volturnus modules takes place somewhere on
this map. The rest of the planet has not been mapped; you may design these
areas yourself if you wish.
Artifact -- The Sathar left this monolithic artifact to monitor
interstellar flight.
Bachanda Forest -- Giant thorn plants cover the floor of the
forest, so creatures must travel along the limbs of giant bachanda trees.
This is the home of the Kurabanda.
Black Lake -- Large, black slicks of oil cover much of the
lake's surface.
Burning Lands -- This barren, rocky ground often ignites when
its free phosphorous contacts the atmosphere.
Ceremonial Burial Mounds -- Several large mounds covered with
floaterroot rise above the desert sands.
Cliffs -- The cliffs run along a major fault line dividing the
mountains from the lowlands.
Crystal Mountains -- These crystal peaks can be seen gleaming in
the sun on any clear day.
Crystal Stonehenge -- The Eorna built this monument, resembling
Stonehenge on Terra, many ages ago.
Desert -- Only a few clumps of sparse vegetation survive among
the endless sand dunes of the Volturnian desert.
Dry Canal -- The canal that connected lake and sea in the height
of Eorna civilization now runs dry.
Dry Plains -- These rolling plains are covered with grass.
Fertile Area -- A fertile area is an isolated outbreak of
vegetation, such as a desert oasis.
Gas Mist Mountains -- Ash clouds, smoke, and foul gases cover
these mountains.
Hills -- Edestekai farms dot the sides of these grassy hills.
Lava Beds -- These maze-like beds of cooled magma are riddled
with caves.
Meteor Crater -- This huge crater is nearly covered by an alien
fungus spawned when a meteor struck Volturnus.
Pirate Outpost -- The pirates at this small base are studying
the feasibility of pumping oil from Black Lake.
Pirate Town -- The pirate town is the Star Devil's center of
operations on Volturnus.
Oil Slick -- Oil seeps to the surface of Black Lake in the hexes
marked by oil slicks.
River -- These rivers drain into the lowest areas on the map,
the meteor crater and the sea.
Rocky Barrens -- Though desolate and stark, this dry, rocky
wilderness has more vegetation than the desert.
Roller Path -- As they graze, rollers create a safe path through
the shard grass.
Ruins -- These are the ruins of Eleonea, an ancient Eorna city
destroyed by the Sathar.
Salt Flat -- As the ancient seas of Volturnus began their
retreat, they left large salt flats behind. These salt flats are not
entirely solid; there are many areas where briny rivers flow underneath.
Persons crossing these salt flats will sometimes fall through the crust
and drown.
Sea -- This the remnant of a vast salt sea that once covered the
area.
Shard Plains -- The shard plains are covered by vast areas of
glass-like shard grass. This grass cuts any creature walking through it.
Tectonic Area -- This area contains active volcanoes, hot
springs, and geysers.
Active Volcano -- There is an active volcano in this hex.
Burnt Forest -- A superhot forest fire recently reduced this
magnificent forest to ash and charcoal.
Cave -- The entrance to a vast cave.
Cave Tunnel -- A system of caverns runs through the hex as
indicated.
Dry Well -- These wells are usually dry, though there is a 10%
chance they will contain 1d10 liters of water.
Geyser -- A geyser of water periodically erupts in this hex.
High Elevation Point -- High elevation points offer good vantage
points from which to observe nearby terrain. Any character in a high
elevation hex can identify terrain types 2 hexes around.
Mesa -- Mesas are high rocky plateaus, also serving as high
elevation points.
Needle Spire -- Strange whistles often echo from holes in the
top of these rocky spires.
Unusual Rock Formation -- Unusual rock formations assume many
shapes. Five common types are shown on the map.
Unusual Tree -- Unusual trees have abnormal shapes, sizes,
colors, and so on. They can be used as map references.
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