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STAR FRONTIERS

MODULES


Satellite
TSR offered a full line of ready-made adventures to be played in the STAR FRONTIERS universe. The names of a few of them, as well as brief plot descriptions, are listed below. In a role-playing game, players are free to take whatever actions they choose. The actual plots emerging from gameplay may differ from those described below.


Picture by Albin Johnson


SF0: Crash on Volturnus

Module by Mark Acres, Tom Moldvay & Douglas Niles

The government of Truane's star hires the players to continue the exploration of the Volturnus planet in the nearby Zebulon system. There are two points of extreme importance to this mission.

  1. It is known that a number of intelligent alien races inhabit Volturnus. Friendly contact must be made with these races, if at all possible.
  2. A previous expedition of four explorers has already journeyed to the planet, but they disappeared immediately after entering the Zebulon system and have not been heard from since. The members of this mission must be located and rescued.
Unbeknownst to the players, Volturnus has already been infested by a Federation crime ring known as the Star Devil Pirates. A team of these pirates has been hiding among the passengers aboard the starliner that transports the players to Zebulon. Before the players know what is happening, a violent takeover occurs on the ship. Worse, the players' weapons are stocked in a weapons locker that has been destroyed in the hijacking.

The players dodge a series of firefights in the starship's corridors and manage to escape to Volturnus in a lifeboat.

Crash Landing!

After days of exploring in a harsh desert area on Volturnus' surface, the players encounter an intelligent race of nine-tentacled nomads called the Ul-Mor. Ul-Mor life is filled with pageantry and ritual. They communicate with a telepathic ninth tentacle. The creatures explain that they have indeed encountered the members of the previous expedition, and that if the players will join the Ul-Mor tribe the Ul-Mor will help them. Unfortunately, joining the tribe requires a life-threatening ceremony called the Ritual of the Quickdeath!

The players and the Ul-Mor journey underground through a complex maze of tunnels in order to meet the rest of the Ul-Mor tribe and participate in the ritual. A cave-in separates the players from the Ul-Mor and the players are forced to find their own way back to the surface--while at the same time facing dangers such as droppers, flitters, jawfish, magma monsters, mutating fungus, rasties, cave bears and, worst of all, the Lake of Fire: a magma pit from which thrust unstable columns of crystal that must be crossed.

Once the players find the Ul-Mor tribe, they enter an arena where they must use spears and straw decoys to battle and kill a horrible mutated cat creature called a Quickdeath. (The creature has in fact been genetically engineered by the Sathar, who come into the story later.)

After succeeding the ritual and joining the Ul-Mor tribe, the players learn that the members of the previous exploration party were last seen with a tree-dwelling alien race called the Kurabanda. A group of Ul-Mor agrees to escort the players to the edge of the Kurabanda domain.


Star Law Ranger
Art courtesy of professional RPG illustrator John Mince (cass@tco.net)


SF1: Volturnus, Planet of Mystery

Module by Mark Acres and Tim Moldvay

This module picks up where SF0: Crash on Volturnus leaves off.

With Ul-Mor guides, the players journey through caverns below Volturnus' burning lands, and then through fields of shard grass plains until they arrive at the bachanda tree forests.

Bachanda trees rise as high as 50 to 200 meters (150 to 600 feet), with diameters as thick as 15 meters (45 feet). The ground of the forest is so thickly entwined with roots and tendrils that it is entirely impossible to pass between the trees. However, the branches of the bachanda trees are far reaching and flat, sometimes measuring 2 meters (6 feet) across. The branches create a complex network of twisting sky highways.

Upon reaching the edge of the forest, the players see the red flash of a laser pistol blast and hear a scream of agony. Sounds of battle descend from the trees, followed by a violent exchange of laser fire and spears. The players realize they have stumbled upon a confrontation between a group of Kurabanda and a team of Star Devil pirates! The players intervene on behalf of the Kurabanda and successfully chase the pirates away.

After the resolution of this conflict the players are escorted to a Kurabanda village, built in the branches of the forest. The Kurabanda are short, furry monkey-like aliens. They are a primitive and war-like race, and they seem pretty jumpy around the players.

From the Kurabanda, the players learn that the members of the previous exploration party did indeed stay in the village for a time, but they were all kidnapped in a Star Devil raid. The Kurabanda also inform the players of a pirate outpost not far from the bachanda forest.

From here the players proceed to the Star Devil outpost, taking it over with a surprise attack. Within the small building they find a laboratory where a trilateral crustacean alien has died during experimental brain research. They also find out about the existence and location of a pirate settlement termed as Slave City One. The players steal of jetcopter from the outpost and travel to the settlement.

The Edestekai are an intelligent but primitive race of 3-eyed 3-limbed creatures with hard shell exoskeletons. Their culture is firmly embedded in religious belief. In Edestekai religion, all good things are offered by benevolent gods to whom full subservience and worship is owed.

The Star Devil pirates have taken advantage of these beliefs by capturing a number of Edestekai and surgically implanting electronic devices in their brains. These devices give the Edestekai fake visions in which the gods inform them that it is their will that the Edestekai serve the pirates in Slave City One. Any of the Edestekai who would follow are being submitted to cruel slave labor in mine tunnels beneath the city.

The players show up in the area, where Slave City One and a large Edestekai village sit in close proximity. They manage to convince the Edestekai that they are being tricked and form an assault on Slave City One, freeing most of the Edestekai prisoners.

During their exploits of the city, the players find one of the four members of the previous exploration party. But, unfortunately, he has been dead several hours by the time the players reach him.

As the players stand amid the ruins of Slave City One, they see in the distant desert a solitary figure surveying the wreckage of the pirate town. This creature is a tall fur-covered animal with a large tail, large hind legs, and small forelimbs or arms. The creature has a long, slender neck and a small head with large eyes. And in its arms, the creature is carrying the leader of the previous exploration party!

The creature vanishes beyond the horizon before the players can approach it, but the Edestekai inform them that it was a "messenger of the gods." The messengers of the gods are very mysterious; they come and go rapidly and secretly, and are rarely seen. But they are known to live beneath a ruined crystal city of which the Edestekai know the whereabouts.

While searching the crystal city ruins, the players find an underground network of corridors obviously built by a people with advanced technology. It is there that they meet the Eorna, the people the Edestekai call "the messengers of the gods." The Eorna have taken the unconscious leader of the previous exploration group and are treating his wounds.

The Eorna were the original inhabitants of Volturnus. Over millenia of history, they established a peaceful civilization with technology matching (and in some cases exceeding) that of the Frontier. But one day the Sathar discovered Volturnus and pounded the planet with a series of attacks that nearly wiped out the entire Eorna race. The Eorna realized that, with their few numbers and slow reproduction rate, they were doomed to eventual extinction.

In an attempt to repeople their planet, the few remaining Eorna used their knowledge of evolutionary science to advance a number of existing Volturnus lifeforms to a sentient level. This evolutionary acceleration resulted in a number of new intelligent races, including the Ul-Mor, Kurabanda and Edestekai. The Eorna made enough of themselves available to monitor the progress of these new races and put the rest of themselves in cryogenic sleep, to be awakened when the active group of Eorna died.

The Eorna tell the players that the arrival of the Star Devil pirates and other space travelers at Volturnus has seriously disrupted their plans. The Sathar left on Volturnus an artifact that would summon a Sathar battle fleet if space traveling beings were detected within the Zebulon star system. Already, the Eorna fear, the artifact may have alerted the Sathar.

The players step aboard their jetcopter and rush to the Sathar artifact, a glistening metallic pyramid to the distant west. Within the pyramid, they get past a number of Sathar defense systems and deterrents, such as retracting floors over Quickdeath-filled pits, revolving corridors, genetically engineered attack slugs, and Eorna prisoners converted into cybernetic slavebots.

At last, the players reach the artifact's central computer system, where they learn that a space-bound Sathar army is already on its way!

SF2: Starspawn of Volturnus

Module by Mark Acres and Tim Moldvay

This module picks up where SF1: Volturnus, Planet of Mystery leaves off.

A Sathar fleet is on its way to annihilate the population of Volturnus! The players realize that they must ally all of the peoples of Volturnus if there is any hope of surviving the attack. The people that are available to join in the defense of the planet are:

The Sathar arrive and a full scale battle takes place. Casualties are heavy on both sides, but the Sathar eventually realize that, against the combined forces of Volturnus, they are outmatched. The Sathar retreat into space and disappear.

The Volturnus forces regroup, knowing that if the Sathar return with reinforcements, they probably will not be able to withstand them. But the next ships that arrive are Federation warships from Truane's Star! They detected the Sathar attack and have moved in to protect the planet.

The happiest news of all is that the Federation fleet has discovered a drifting Eorna starspawn vessel on which about 50,000 unhatched Eorna eggs sit in cryogenic storage. With these eggs, the Eorna people will have a chance to regrow their population, and will no longer face unavoidable extinction.


Sathar
Art courtesy of professional RPG illustrator John Mince (cass@tco.net)


SF3: Sundown on Starmist

Module by Garry Spiegle

Starmist! A planet whose surface is a frozen waste crossed by giant canyons, kilometers deep. In those canyons are air, water, life and above all, mystery.

After an emergency landing on Starmist, Vrusk Maximillian Malligigg, second officer of the VSS Centispeed, stumbled onto a puzzling clue. While his fellow crewmen repaired the drive on their ship, Max made tentative contacts with the humanoids, called Heliopes, who are native to Starmist.

The one-eyed, blue-skinned Heliopes are members of a primitive, nomadic culture. There is a single village among these nomadic tribes. In the village's center is a massive pyramid and an entire building complex set on platforms above the river. There Max found something that gave him visions of wealth, causing him to hire the players and return with the greatest of speed!

Max explains to the players that while he was on Starmist before, he found a piece of fused metal unlikely to be produced by a culture as primitive as the Heliopes. He suspects the metal was left by alien visitors or manufactured by an ancient, advanced culture. Max has hired the players to help him search for the source of the fused metal, as well as any treasure or artifacts they can find.

The players' starship lands in the same rift in which the Heliope village is located. As they explore the rift's forestlands, they find both plant and animal life that is native to various planets of the Federation, and that could not have appeared on Starmist by natural means.

Suddenly the players are ambushed by a swarm of nomadic Heliope thieves. The thieves are in too great a number, and the players find themselves in a helpless situation. At the last minute, an armed group of village Heliopes shows up, fighting the nomads off and rescuing the players.

The players are escorted to the Heliope village, where they continue their search of the fused metal's source.

Of particular interest is a ceremony where the Heliopes open the pyramid in the center of their village. A glowing light emits from the pyramid as the Heliopes seem to worship whatever is inside. The players later investigate and find that the pyramid holds a high-tech battle hover-tank left by an unknown insectoid race.

Just as the players are figuring out how to operate the cryptic vehicle, an army of airborne robots attacks the village. The players assist in successfully defending the Heliopes. During the battle, they manage to capture one of the robots and trace its signal beam to the robot's point of origin.

An investigation of the point of origin reveals a Sathar training base that was hidden behind a massive hologram field. The players encounter dangerous mutated forms of the non-native plants and animals they had found before, and they realize that military genetic engineering is one of the purposes of this Sathar base.

With the help of the mysterious alien hover-tank, the players break into the Sathar base and manage to defeat the Sathar and Sathar agents who were running it.


SF4: Mission to Alcazzar

Module by Doug Niles

[Summary provided by Angel Heart (Angelheart242@aol.com)]

The mining operation on Alcazzar was one of the Frontier's best kept secrets, worth millions of credits - until somebody wiped it out. Now you're here, to set things right.

You press against the steel hatchway as the explorer bounds up the river bank, out of the water. Over the roar of the engines comes the unmistakable whine of a high-performance ground car. Quickly you scan the horizon. At first the plain appears to be empty. Then you see them.

"Bandits at 11 o'clock. Three of them!" you shout into your chronocom. Instantly, the driver slams the heavy explorer into reverse, backing down the bank for cover. The rear door burst open as Rocton dashes out to set up a heavy laser. Harradd, the Yazirian follows right behind carrying fiver power beltpacks. Already someone is handing extra ammo up to you.

At 80 kph, those ground cars are closing fast. Targeting the lead car, you squeeze the trigger and a rocket flashes out of the tube. At the same instant a shell streaks past you, exploding in the river and spraying steam into the air.

You came to Alcazzar on a tough mission - it just got a lot tougher.


Vrusk
Art courtesy of professional RPG illustrator John Mince (cass@tco.net)


SFAD5: Bugs in the System

Module by Graeme Morris

While exploring the Belnafaer star system, the ByChem Corporation discovered a secret that could make them millions! Venturi, a gas giant planet in the system, has in its upper atmosphere traces of rare compounds necessary for the manufacture of many pharmaceuticals, plastics and bio-electronics.

ByChem has set up shop for collecting these compounds by constructing the Jetsom platform, a small distillation station built within a giant gas balloon. Atomic reactors at the base of the ballon heat the inside air, causing it and the platform to float at a constant altitude in the gaseous planet's atmosphere. The Moneyspider, a fully operational starship, has been attached to Snobol, an ice moon that orbits Venturi. The Moneyspider is used as the base of operations. It is attached to Snobol with a large cable, along which runs an elevator.

Typically, a team of four crewman will take a 38 day shift on the Jetsom platform, assisted with semi-intelligent humanoids called sapes, as well as an assortment of androids.

Recently, a violent electrical storm on Venturi destroyed the Jetsom platform's subspace radio transmitter, cutting off all communication to the Moneyspider. When the work crew on the platform did not return, a rescue party of three was sent out from the Moneyspider on a shuttle.

They did not return either.

Now the only remaining members of the Venturi project are:

The players are hired by the Moneyspider crew to journey to the Jetsom platform and find out what happened. Captain Kass offers them extra rewards for rescuing any survivors, making any repairs, or bringing back any tanks of precious compounds.

While the players are aboard the Moneyspider, and alarm sounds. A GLLR-5 ("Gorilla") recreation robot has gone berzerk during an excercise session. When the players arrive on the scene, they see Daqor unconscious on the floor. Fiator is trembling with his back pressed against a wall.

As the players subdue the robot, Fiator says, "Please don't destroy Gorilla. I'm sure it's just a bug in his program."

The players fly a shuttle to the Jetsom platform. The first thing they notice is that the platform is in bad repair. The docking tunnel has been breached, revealing the inside of the massive balloon. The 3-meter (10-foot) tunnel breach is spanned only by two electrical cables with damaged insulation. The fuel line that runs to the shuttle has been severed as well.

What is worse than the damage is that every technological device on the platform seems to be malfunctioning: Trivid screens play nothing but backwards astrogation films. Power units reading "full" provide no power. Food dispensers distribute only tepid water and fish with raspberry sauce. Robots become catatonic or agressive. Defensive laser turrets fire without provocation. Alarms go off for no apparent reason. Hatches lock by themselves and refuse to open. In short, anything that can go wrong does.

The players find two of the original crewmen who have put themselves into freeze fields. One of the fields has apparently suffered a malfunction or power failure, and the crewman inside is dead. The other crewman, a Yazirian female, is still alive, but can only be revived in a hospital facility.

The sape handler on duty has apparently been eaten by his sapes. The remaining sapes are frightened, and some have become violent.

Finally, the players take an elevator to the reactor room at the base of the ballon. There they find a dead Vrusk female in front of a computer. The computer displays research that shows that the platform has been infested with a mutating electrical virus called "the Matrix." The Matrix is the cause of all of the system failures, and it can only be eradicated when exposed to temperatures beyond 35 degrees Celsius (95 degrees Farenheit). The Vrusk figured this out and came to the reactor room to be protected by its high tempearture. Unfortunately, she also ripped her insulation suit and has died from radiation poisoning.

The players devise a way to heat up the platform, wiping out the virus. They then take the one survivor and return to the Moneyspider.

As the players speak with Captain Kass over the shuttle's radio, he sounds overjoyed that they have made it back safely and that they have brought a survivor with them.

But when the players arrive on the station, they find the captain dead, with a a blaster in his hand and a hole in his head. A suicide note is glowing on the computer screen before him. This seems out of character with the captain that was so relieved only hours before. One of the players notices an odor similar to doze gas.

Castuss mumbles to Daqor that he is going to make sure they have a way out of this place.

Only hours later, the ship's alarms sound, warning that an escape pod has just been launched. Everyone can hear Castuss' voice on the radio, asking for help. By the time the ship's scanners can locate the escape pod, it has already entered Venturi's gravity well and is burning up. No one can find Castuss anywhere. One of the players notes, however, that the voice in the distress message sounded unusually calm.

The deaths on Jetsom and now on the Moneyspider are too much for Daqor. He goes berzerk, and has to be sedated. He is strapped into a bed in the sickbay for his own good.

It is not long afterward that a distress message is received from Baralou in a hollowed out section of Snobol. The players and the rest of the crew take the elevator to the ice moon. But once they get there, all they can see are unrecognizable Yazirian remains spread among the debris of an explosion. The players find scraps of a uniform that matches Baralou's.

As the players are returning to the Moneyspider, the elevator moves faster and faster, refusing to slow down. The players have only seconds to find a way to avoid being crushed in a high speed collision against the ship.

Upon surviving the elevator and returning to the Moneyspider, the players find that Daqor has been given a lethal dose of anesthetic.

Poisonous gas suddenly starts filling the ship. Everyone puts on gas masks in time. But when Fiator is found dead on the floor, the players examine his mask and find that it has been deliberately sabotaged.

Having run out of suspects, the players accuse Ellen of these murders, but she insists that she is innocent. She says that the Matrix virus might have something to do with it, and that she will consult the captain's technical log to see if it can give them any idea what is happening.

It is in the technical log that Ellen learns what only the captain knew. Baralou Ap-Reaverchan was not a Yazirian, but a life-like android. It could not possibly have been her body that had been found at the explosion. The Matrix virus must have infected Baralou's brain circuits, making her homicidal!

Ellen and the players seek out the android, but it is no easy task. Baralou has gained complete control over all of the ship's computer systems. And being an android, she has superhuman strength and agility.

At long last, the android is found and defeated.

A ByChem relief ship shows up, cleaning up the damage and taking Ellen and the players home.


Female Yazirian
Art courtesy of professional RPG illustrator John Mince (cass@tco.net)


SFAD6: The Dark Side of the Moon

Module by Jim Bambra

[Summary provided by Angel Heart (Angelheart242@aol.com)]

"Today, the distinguished scientist and philantrophist Dr. Jack Legrange received the Fulborn-McCoy prize in recognition of his pioneering work in the field of bioengineering.

"The ceremony, held before an invited audience of renowned academics, however, was no without a whiff of scandal. Reliable sources close to the Awards Committee hinted to a journalist that 'undue influence, has brought to bear concerning the decision to award the prize to Dr. Legrange. After the award, Dr. Legrange was not available for comment, but an unofficial spokesperson for the allegations were 'unfounded, and not worthy of serious consideration'.

"The ceremony itself was one to be broadcast to several worlds, but transmissions were marred by technical problems. Dr. Legrange departed from his published text and delivered an emotion attack on the Vrusk authorities of Kraatar. He spoke in particular of their 'ruthless exploitations of the human population'. Unfortunately, a power failure interrupted further broadcasts.

"We'll be right back after the break with the latest news on the Cassidine Zero-g ball game. But now, a word from our sponsor . . ."


SFKH0: The Warriors of White Light

Module by Douglas Niles

The players accept entry level postions aboard the CMS Osprey, an assault scout starship in the Clarion Militia of the White Light System. While on duty, the players experience a number of separate adventures, including:


UPF Soldier
Art courtesy of professional RPG illustrator John Mince (cass@tco.net)


SFKH1: Dramune Run

Module by Douglas Niles

Background Information:

The Dramune star system contains two colonized planets. The first, Inner Reach, is a moderately populated industrial and agricultural world, mainly inhabited by Dralasites. The other, Outer Reach, is a gathering place for criminals and outlaws of all types. People there do not ask strangers how they earn their livings.

Relations between Inner Reach and Outer Reach were never good, but recently they have reached an all time low. The situation has degraded further as the following have happened:

War between the two planets seems imminent. But the UPF will not attack Outer Reach without solid proof of their wrong-doing, and Inner Reach dares not attack without UPF support.

[Note: Dramune Run is well written, allowing the story to take a number of very different paths, based on the players actions and success. It would be impossible to cover every combination of events that could occur. As a result, the plot described is merely one possible way the story could go.]

Garlus Tylappar, an aging space veteran, has found himself in the White Light star system with a cargo he desperately needs to get to Inner Reach. He hires the players to be the crew of his freighter so he can make his delivery. He does not, however, tell the players what the cargo is, or why he was stuck in White Light without a crew.

Garlus and the players meet in a bar on the Clarion space station in White Light. A Dralasite field agent, named Dablak The Enforcer, shows up with a number of armed goons and begins to harass Garlus. But when the players intervene, Dablak and his goons back away and disappear in the crowds.

Later, the players go to the space station's docking center and see Garlus' ship, the Gullwind, for the first time. The ship is badly battered, as though it has been in battle. The cargo section has a large hole that must be repaired.

The players put on space suits and begin to repair the hole in zero-gravity vacuum conditions. Garlus insists, without explaining himself, that at least one player stand guard while the others work.

While the players are working on the hole, a small space vehicle drives up to them. Dablak and four Yazirian thugs, all in spacesuits, jump out of the vehicle and attack!

When things look bad for Dablak, he flees in the vehicle, abandoning the Yazirians. Using a remote control device, he detonates tiny explosive seams in the Yazirians' space suits--causing them to die instantly from vacuum exposure.


Star Law Ranger
Art courtesy of professional RPG illustrator John Mince (cass@tco.net)


A couple days later, when the Gullwind is repaired and traveling through space, Dablak returns in an armed freighter called Nightshade. The Nightshade tries to disable the Gullwind's engines and board her, but the Gullwind manages to escape.

Garlus is visibly sicker than a few days before. He admits to the crew that he is suffering from terminal cancer, and that he doesn't have long to live. Before he dies, he presents the players to his cargo: two furry little animals called chukkas. He strokes the animals, begging the players to make sure that they get back to Inner Reach.

Those are his last words.

In the compartment where the chukkas were hiding, the players find a report that Garlus was planning to deliver. The report explains that chukkas are the most popular animal on Inner Reach, known to be both affectionate and highly intelligent. However, chukka brains are the main ingredient in Ixiol, the drug that has made the Malthar so rich. Thousands of chukkas are being kidnapped from Inner Reach and murdered to produce the drug.

The players make it through a few tough scrapes on their space voyage. The Malthar sends a number of ships to attack the Gullwind, but the ships seem more intent on disabling the fine ship than destroying it.

Finally, the Gullwind meets up with a UPF assault scout and destroyer. News of the Dramune Run has reached the UPF, and they insist on escorting the players the rest of the way to Dramune.

But a trap is waiting for them as they come out of hyperspace into the Dramune system. An army of Malthar ships, joined with a haggard bunch of pirate ships, surrounds the Gullwind and her escorts. White noise is broadcast in all directions, so that it is impossible to call for help.

The two UPF escorts are destroyed. The Gullwind is captured and towed to Darkworld Station, orbiting Outer Reach.

The players are bound and taken to see the Malthar, a disgusting, obese Dralasite. The Malthar explains that he is taking the Gullwind for his own purposes, and that he cannot afford having Inner Reach come in to stop him from using chukkas to make Ixiol. He then orders a team of his guards to escort the players to the nearest airlock, where they are to be cast out into space.

The players are led through a number of corridors and finally to an airlock. Suddenly swarms of chukkas drop from the ceiling tiles, overpowering the guards and giving the players the chance to free themselves.

The players escape into the station's ventilation shafts, following the chukkas. The chukkas lead the players to a room full of cages, each packed with hundreds of chukkas. The players hide the animals in crates and load them into the Gullwind's cargo bay.

From within the Gullwind, the players make contact with the UPF ships near Inner Reach. From the players, the UPF learns about the Malthar's criminal use of the animals, and more importantly that the Malthar's fleet has destroyed two UPF vessels.

Suddenly, two attack teams swarm the Gullwind. One tries to force its way in through the airlock, while the other attaches to the ship's exterior and tries to cut through the hull.

The players manage to get their ship out into space in time to escape the attack, but as they do, they find themselves surrounded by both Malthar and pirate ships.

But the UPF, having talked with the players, has considered that they now have adequate reason to attack the Malthar's forces. Several UPF warships, accompanied by the Inner Reach militia fleet, rush in, and a full scale starship battle ensues.

After a violent and costly fight, the Malthar's forces-- and the Darkworld Station itself--are destroyed.


SFKH2: Mutiny on the Eleanor Moraes

Module by Ken Rolston

[Summary provided by Mike Hansen (mjhansen@sprintmail.com)]

The Eleanor Moraes, a small UPF Exploration Ship designed to land on planets, is on a survey mission down past the Theseus system. After an uneventful survey of a binary star system, a planetary system is discovered in the vicinity of a Waller Nexus (a black hole with atypical gravitational patterns). The Eleanor Moraes enters orbit around the planet Nexus FS 24.3, and it is given the name "Mahg Mar".

Mahg Mar is full of life, but the atmosphere is mildly toxic. Gas masks or breathers are required to venture outside of the ship. To study areas further from the landing site, a Survey Airship (Blimp) is inflated and launched. A large self propelled, rotor driven, survey robot is sent with the Airship to assist in the survey and to act as an escort. The first Officer and 3 crewmen stay behind to overhaul the engines of the Eleanor Moraes.

While surveying a river valley over 80km from the landing site, the large survey robot attacks without warning. The robot is deactivated quickly, but the airship is badly damaged. The captain and the chief engineer tries to stabilize the craft as the rest of the crew glides to safety with parawings. Unfortunately the airship crashes, and the captain and chief engineer are injured. The crack first officer, Bill Terry, has gone off the deep end. He transmits to everyone's chronocoms and informs them that the frontier races have no right to be exploiting new worlds until they can live in harmony with each other. He does hope the party will live in harmony with this new planet though, since nobody else will ever set foot on it.

The player characters must traverse a variety of alien terrain as quickly as possible to reach the ship before the engine overhauls are completed. Not only does a variety of the native life slow down the group, but another survey robot and an aircar attacks them when they near the Moraes.

Assuming the characters arrive in time, the ship must be retaken with as little damage as possible. This will prove to be extremely difficult. The ship is littered with booby traps.

After retaking the ship, a distress signal is sent out to Minotaur Station in the Theseus System. An assault scout, the CMS Osprey, is dispatched to investigate and assist in the repairs of the Moraes. When Captain Dentin arrives, the stage is set for the next module, "Face of the Enemy".


Armored Sathar
Art courtesy of professional RPG illustrator John Mince (cass@tco.net)


SFKH3: Face of the Enemy

Module by Ken Rolston

This module picks up where SFKH2: Mutiny of the Eleanor Moraes leaves off.

The CMS Osprey, an assault scout starship in the Clarion Royal Militia, arrives at the unexplored planet Mahg Mar in response to a distress signal of the stranded crew of the starship Eleanor Moraes. The Osprey's commander, Captain Dentin, organizes a series of robotic survey probes, one of which discovers an odd settlement of alien design. The players set off to investigate this settlement.

At the village, the players discover the Notui, a sentient race of aliens looking like a cross between tall flightless birds and small bipedal dinosaurs. From the Notui, the players learn that the Sathar have made previous visits to this planet.

A trail of clues leads the players to an intact Sathar scout ship hidden at the bottom of a river. Investigation of this ship reveals the coordinates of a Sathar mothership in an asteroid belt of the previously unexplored FS 30 star system.

When the discovery of an operational Sathar scout ship is reported to Federation authorities, Captain Dentin is ordered to select a crew to use the captured scout ship to investigate the secret base. With the recognition codes discovered in the scout ship, the UPF feels that the players should have the chance to surprise and capture the mothership.

The players perform a boarding operation on the mothership in zero-gravity, decompressed conditions. They penetrate the ship and successfully prevent activation of its self-destruct sequence while fending off counterattacks from the Sathar crew.

Upon claiming the ship, the players manage to capture a live Sathar specimen, a previously unaccomplished feat!


SFKH4: The War Machine

Module by Ken Rolston

[Summary provided by Angel Heart (Angelheart242@aol.com)]

As far as you know, no one has ever captured an intact Sathar spaceship. You had one (until it blew itself up), and that makes you valuable property where the UPF is concerned.

Clues from the Sathar ship hint that the Sathar have a base in the FS 30 system, an unexplored star system just beyond the Frontier sector. The UPF wants it checked out, and wants your group to do the checking.

The trouble starts as soon as you arrive; fighter patrols, ravaged planets, mysterious messages, and slave camps are the unmistakable calling cards of the Sathar. Their war machine must be stopped at any cost; does that cost include you?




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