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Monthly Archives: October 2018

Expanded Frontier Map

Happy Halloween!  In my “State of the Frontier” post last week, I mentioned that I was working on updating an old map that I had created many years (i.e. decades) ago for use as my main campaign map of the Frontier region.  Today, I’m posting the (near) final version of that map. Along with a bit of history and explanation.

Background

The original map was hand drawn in the late 80’s on six 8.5″x11″ pieces of quad-ruled graph paper and then taped together.  I’ve kept it in a cardboard poster tube all these years when I haven’t actually been using it.  Right now it’s rolled up inside out to try to get some of the decades of bend rolled out the other direction.

The map was drawn back before I acquired a personal copy of Zebulon’s Guide to Frontier Space, Vol 1.  I didn’t get my first copy of that until 1992, many years after Star Frontiers went out of print.  My copy was actually a gift from some fellow role-players. 

I had, however, looked at a Zeb’s Guide and its beautiful map at some point before I drew mine.  There are too many similarities between the area just around the Frontier in my map and the Zeb’s map to chalk up to mere coincidence.  The two most noticeable are the star cluster to the upper left of the Frontier and the neutron star just below it.  I would have had zero reason to put a cluster like that (I had four stars and the Zeb’s Guide map had 3) anywhere, let alone there, if I had not seen the published map at some point.  And I had exactly the same use for the neutron star system at the location of Lynchpin as the published timeline had.  I had a different route to it but the idea was there from a perusal of Zeb’s Guide in a bookstore.

I have now updated my map to better match the map in Zebulon’s Guide as well as included some additional fan created maps of the areas of space the Saurians and S’sessu come from.  These changes mainly affect the area below the Frontier and to the right of Liberty system (from the Beyond the Frontier modules).

There are a few differences.  Most importantly is the location of the new systems described in the published modules.  I place the Rhianna (Mission to Alcazzar) and Starmist (Sundown on Starmist) systems in the locations specified in the modules, not where the Zeb’s Guide map places them.  I always thought it was strange that they would move them from the published locations.  In truth, only Rhianna was given a general location (inside the loop formed by Cassidine, Timeon, and White Light) but given the way Starmist was discovered (by emergency landing which I took to mean from a mis-jump), I don’t think the Zeb’s Guide location (outside the main Frontier) makes sense for that system and I like mine better (and the system I chose was left off the Zeb’s map completely!).  My location for the Belnafaer system (Bugs in the System) only differs by one star from the Zeb’s map and both correspond to the module description.  For now I’ve left it where I originally placed it but might move it for consistency.  Finally, the location of the Tristkar system (Dark Side of the Moon) is exactly where Zeb’s Guide places it.  From the description in the module, the location of the Solar Major system would make a little more sense but since I didn’t actually have this system on my map originally, using the Zeb’s Guide location works just fine.

Second, I don’t have the plague worlds from Zeb’s Guide (the system I choose for Rhianna is actually Zeb’s Delta plague world).  On my map they are just unexplored systems.

Finally, while I don’t normally use the MegaCorp systems in my campaign I’ve included them for completeness.  I’ve also redrawn the nebulae in the Frontier region to more match the ones drawn in the Zeb’s Guide map and added in the Rim planets.

On the side of fan produced materials, I’ve added in the locations of the Saurian and S’sessu worlds from maps published in issues 4 and 16 of the Frontier Explorer and adjusted my map accordingly.

The New Map

So with that introduction, here’s the updated map.

Expanded map of the Frontier Sector with the systems from Zeb's Guide, the modules and some fan creations added in.
Updated map of the Frontier. Click for the full-sized image.

The smaller blue box is the area covered by the original Frontier map and the large blue box is the area covered by the Zeb’s Guide map. 

This is very much a “player-facing” map.  It doesn’t contain secret jump routes (with the exception of the one between Truane’s Star to Cassidine that I forgot to remove 🙂 ) that are known to the UPF, MegaCorps, pirates, or the sathar.  If I was using it for my game, there are even parts of this map that I would not use (i.e. the MegaCorp planets, and S’sessu and Saurian space) at least not to begin with as those are discovered in game.  I’ve set the map up with all these bits and pieces on separate layers so that I can turn them on and off as needed.

The map extends more upward from the Frontier than down because the Vast Expanse, an area that I consider to be fairly devoid of stars, is “down” and exploration is easier (due to shorter jump distances) in the “up” direction.  You can see the much lower density of stars in that direction.  It gets even worse going further off the map.

While I still have some small tweaking to do on this map, mainly with labeling, it is completely usable. 

Future Work

While this is a completely functional map, it’s not super pretty.  One of the things I’d like to do is give it a color makeover so it looks more like the maps that my star sector generator program produces.  Those maps look like this:

Click for full-sized image

However, that might have to wait for a while.  Although when I get to it, it will make a pretty awesome poster.

The actual next step is to work out the logistics of the Second Sathar War and the sathar assault on the Frontier.  The sathar are out there on that Extended Frontier map although I didn’t show their systems and jump routes.  Given that I know know all the jump routes, I can start figuring out how long it would take for them to maneuver and launch offensives and resupply their ships from their starship construction centers.  Some exploration by the UPF and well placed raids could significantly influence the outcome of the conflict.

If you have any thoughts or comments on the map, let me know.

Update: Just saw today that the RPG Blog Carnival topic for November (hosted by Nuketown) is “All These Worlds …”.  My post was a day early (and I didn’t know the topic or I might have waited) but it’s close enough that I think it applies.  So this post is part of this month’s blog carnival and I might have some more related posts in the coming weeks.

October 31, 2018 Tom 9 Comments

State of the Frontier – Mid Oct 2018

Things have been pretty quiet lately here on the blog as non-game related things have been keeping me away.  I won’t bore you with the details but it includes fixing a garage door, repairing a furnace, and replacing a dead smartphone among other things.

On the plus side I also got my internet service upgrade and to my surprise, instead of going from 10 Mbs out to 100 Mbs out, I’m regularly measuring 600 Mbs in bandwidth.  What that means is that once the site starts loading, it should be very quick and the large image files should not take much time to download.  I was going to be happy with the 10x increase but getting 60x is amazing.  I suspect that as more people in my neighborhood upgrade to fiber that might go down but we’ll have to wait and see.

What I’m working on

Despite the quiet, I have been working a bit.  Here’s what’s happening and what you can expect to hear about in the future.

Ghost Ship Osiris

I’m currently working on writing up the details of the adventure that take place on Outpost Osiris now that I have the map in place.  This was going to be my focus over the past couple of weeks but all my free time got chewed up by home repairs.  I have made some progress and it should go quicker now that most of the issues are (hopefully) behind me.  Unfortunately, there isn’t much to share here on that project until I get to the next section and start designing the Pursale ship.  Although I will be sharing the write-up with my Patreon supporters once it’s finished.

Death at Rosegard

I have a few more maps to create and post for this adventure (the Streel mine complex, a different old mine system, and Trey Mulden‘s compound).  I also need to provide a write-up on the NPCs at the Streel mine.  And then there is lots of writing to make it into a coherent adventure.

Other stuff

I’m currently running a Star Frontiers game on-line that is set at the beginning of the Second Sathar War (Death at Rosegard was the opening adventure).  There has also been a lot on interest expressed in having an on-line play-by-post game that I would set in the same time period.  Which got me to thinking about the actual events of the Second Sathar War.  I don’t use the timeline in the Zebulon’s Guide to Frontier Space (at least not completely) but have my own ideas about how that would work.

I’ve dabbled a bit with that over the years but never actually sat down and come up with a comprehensive outline of what the sathar would do. And so that has started taking over my brain as I look at logistics and such from the sathar point of view.

I have a map of the expanded Frontier that I created before I ever owned a copy of Zeb’s Guide.  I’ve posted that on-line in the past but not here so I’m including it for your enjoyment.  This is the “player” version so that everything beyond the Frontier is unexplored.  It does include most of the systems from the modules (and apparently a supposedly secret jump from Cassidine to Truane’s Star that is part of my universe, not sure how that got on to this version 🙂 ).

star map of the expanded frontier region
Digital version of my original hand-drawn map of the “Expanded Frontier”.  Shown with where I placed (almost) all the module systems (the one from Dark Side of the Moon isn’t there).  Click for full size image.

I’m currently working on tweaking this map slightly so that the location of the star systems match the slightly larger Frontier map from Zeb’s Guide.  I’ll be keeping the module systems where I put them (Zeb’s moves Sundown and Rianna and has a slightly different location for Belenafar) and adding in the Rim systems.  I’ll probably also add in the Saurian systems from the Frontier Explorer and possibly the Se’sseu systems too.  I had obviously seen Zeb’s Guide before I made my map because I placed a few systems (most notably that cluster to the upper left of the original Frontier) in nearly the exact same place as the Zeb’s map.  Luckily none of those changes affect where I had put the Sathar systems. 

With the star map in hand, I’ll begin working on the logistics and timeline for the Second Sathar War.  I have a number of adventures in the back of my mind that would allow the PCs to directly intervene and affect the outcome and there will be write ups for those in the coming months (years at my current rate of production 🙁 ).  But first, the map, then an outline of the Sathar attacks on the Frontier that will serve as a background for the campaigns.  I should probably do a project overview post for this stuff.

Suggestions?

Is there anything you’d like to see more (or less) of in the coming months?  With winter coming, all the sports activities are winding down and I’m doing less chasing and should have more time for these projects.  Let me know what you’d like to see.

October 23, 2018 Tom 1 Comment

Alyssa Tinett

I had intended for Alyssa to play a larger role in the Death at Rosegard adventure when I ran it for my group.  But, like many of the things GMs put into their adventures, the party didn’t really take an interest in her.  I used her for the first role she was supposed to play and then I forgot about using her later on.  So it is at least partially on me. 

Alyssa is the daughter of Larroy & Camryn Tinett, the village’s vet and computer specialist respectively.  Her maternal grandparents also live in the village, Steven & Janie Hite.  She is very intelligent, inquisitive, and adventurous.  She is also an only child.

Alyssa Tinett

Picture of Alyssa in shorts, shirt, and shoes.  Her hair is in a ponytail and she has a sword at her side.
Sketch by Danae Stephens

Physically, Alyssa is about 137 cm (4’6″) tall and weighs about 32 kg (70 lbs). She has long brown hair that reaches her mid-back which she typically wears in a pony tail. She has green eyes, and a light tan complexion.

She has her mother’s interest in computers and has picked up quite a bit of experience helping around her mom’s shop. 

Alyssa is curious and friendly and a xenophile, very interested in the non-human races of the Frontier.  As such, she likes to visit the Streel mine compound and talk to the staff there.  She has befriended the resident geologist, a yazirian named Talnor Malon, who has been teaching her how to sword fight, probably against her parents wishes. 

Note: If any of my players are reading this, they may notice that I describe Talnor here as a geologist.  In the game when I ran it I made him the roboticist but that was a mistake I made when introducing him and just went with it (as it really doesn’t affect the game much at all).  He was supposed to be the geologist and I just read my notes wrong.

Stats

STR/STA: 25/25
DEX/RS: 45/45
INT/LOG: 60/65
PER/LDR: 60/60
Skills: Computer – 1, Melee (sword only) – 1

In The Adventure

Introduction

When the PCs arrive in town, there will be a party going on at the city center and the PCs will be flagged down by one of the mine staff and escorted inside to join the celebrations.

The event is a birthday party for Alyssa who is turning 12. When the PCs enter, she will be seen across the hall in a pale blue summer dress. Despite her feminine attire she will be engaged in a mock sword fight with a boy that looks to be a year or two older and a few inches taller than her. She is also winning.  Any yazirian PC will notice that she is wielding her sword as a yazirian would wield a kha’dan (yazirian honor blade).

When Alyssa notices the PCs, she will let out a loud squeal of excitement, abandon the sword fight, and race over to talk with the PCs, especially the non-human ones. She will be full of questions and youthful curiosity but her questions will be very intelligent.

Regular interactions

As the PCs investigate and interact with the town, Alyssa will tail around with them if they let her.  She will mostly stay out of the way but will try to strike up conversations when they are not busy and will provide information if asked.  She received a short sword from Talnor as a birthday present and will be conspicuously wearing it whenever she is out and about.

Up until now she has typically gone by the nickname “Ali” and most of the townspeople will call or refer to her by that name.  However, now that she’s 12, she wants to go by her full name and will always introduce herself as Alyssa and correct anyone that calls her Ali.  The exception to that are her grandparents, they still get to call her Ali.

Leaving Town

When the PCs leave the village, she will attempt to hide in the back of their explorer. Unless the characters are explicitly looking or being careful to prevent it, she will not be discovered until they are many hours away from town.  For each hour of travel, there is a 5% cumulative chance that she will be discovered (i.e. 5% after one hour, 10% after 2 hours, and so on).

Because she ranges round the town and mine so much, she won’t be missed until near the end of the day that the PCs leave.  At which point, if they haven’t discovered her and let the village know that she is with them, they will get a call on their radiophone asking if they have seen her.  At which point she will accidentally give herself away in the back of the vehicle.

Alyssa has dressed and packed for an adventure.  She is wearing jeans, shirt and boot, and has a backpack containing a jacket, 2 liters of water, 4 days of travel rations, an all-weather blanket, a compass, a pocket tool, and a change of clothes.  She also has a chronocom and the short sword she received from Talnor on her birthday.

She wants to have an adventure and will do anything she can to convince the PCs to let her stay with them.  The referee should play up her excitement, desire to explore and learn, and willingness to help the PCs anyway she can to try to convince them to keep her with them as long as possible.

Further Interactions

What the PCs do with her is up to them.  Depending on when they discover her and where they are at, they can return to the village delaying what they were working on or can decide to keep her with them. 

Returning her home will result in a severe scolding for her from her parents and profuse thanks to the PCs for keeping her safe.  The longer they keep her with them, the less profuse the thanks will be, however, as her family will be worried about her.

On the other hand, if the PCs keep Allysa with them, she will be obedient and helpful, although very curious and inquisitive about what they are doing.  She realizes she is there only at their whim and wants to stay on the PCs’ good side.  It’s up to the referee to decide on the final responses and repercussions from the village and Streel for whatever course the PCs choose.

October 8, 2018 Tom 1 Comment

Outpost Osiris

I had intended to have this post up on the first but I’ve been a been sick and under the weather.  I’m mostly recovered and back to work.  This is the follow on post to my Osiris Base – Rough Sketches post where I present the final maps.

In working on the Ghost Ship Osiris module, the next portion of the adventure deals with the PCs rescuing the mining and administrative crew at the outpost from several Pursale robots that the scavenger crew set loose.  In order to write that part of the adventure, I needed a map of the base. 

I presented the rough sketches I did in the previous post.  This one presents the final versions based on those sketches, along with some short descriptions of changes made.  Details of the individual rooms will be in the final module.  So let’s take a look:

Asteroid Cross-section

First up we’ll start with the cross-section map showing where everything is placed relative to one another.

Cross section of the asteroid showing the three inhabited levels, the mines, and the central cavity with the Pursale ship.
Click for full sized image

The asteroid is a fairly small one for the outer belt, measuring only 1.4 km long and 1 km wide.  Nova Vista was interested in it because of the anomalous readings generated by the presence of the Pursale ship at its core, although they didn’t know the cause at the time.

The main docking and mining level is on the asteroid’s rotation axis to facilitate ships docking with the base. “Below” that are the crew’s living level and the power level.

The mines mostly run through the upper part of the asteroid (as displayed on the map) although a shaft has been started into the “lower” section.

Finally there is a shaft that runs straight into the heart of the asteroid to intersect with the cavity containing the Pursale ship.

Docking/Mining Level

This level contains the base’s docking bay as well as the mining facilities, storage, and technical facilities.

Docking bay on the
Click for full size image

This level ended up almost exactly as I sketched it out.  The only real tweaks were to the exact sizes of some of the room.

I just realized that I need to tweak this map just a bit as it looks like the docking bay is inside the asteroid.  In reality it sticks out a bit and the silhouette is part of the asteroid that sticks out below it.

Crew Level

This level holds the living and recreation areas for the crew as well as the base’s main computer, offices, and communications and sensor arrays.

Map of crew level.  Offices and sensor systems on the left, housing in the middle, and recreation facilities to the right.  Life support, food storage, and dining at the middle top.
Click for full sized image

This level ended up being a little “shorter” that I had sketched it out.  When I started drawing in the rooms, I realized that the individual apartments in the housing area were a little large.  As is, the smaller ones are about 1000 square feet and the four larger ones about 1,200 square feet.  Plenty big enough for a single person.

I had also drawn the offices a little big as well, but even drawn smaller in this map they are very spacious.

The sensor and communications room is off by itself since it needs to be on the surface of the asteroid. 

Power Level

Power level.  Elevator and stairwell at the top connected by a short corridor to the control room and maintenance and fuel access areas.  The reactor itself is at the bottom.
click for full sized image

This level is quite simple and just holds the base’s nuclear reactor.

The reactor is fairly self contained but does have a maintenance access airlock as well as a fuel loading/waste removal port.

Other Features

The mine shafts don’t have a map as they are twisty, turny, and loop back on themselves in three dimensions as the mining followed the ore veins through the rock. 

The Pursale ship will be mapped separately in a future post once I figure out what the inside of it looks like.  I’ll leave it for you to speculate which end is the front and which is the back.

What’s Next?

Next on the docket for the Ghost Ship Osiris adventure is to detail what is happening in the base when the PCs arrive and what they have to do to secure the base.  I’ll be generating the base staff, along with their locations and conditions. 

While I’m working on that, I have some more notes from the Death at Rosegard adventure to write up and post as well.

If you have any questions, comments, or suggestions on the maps, feel free to let me know below.

October 4, 2018 Tom 2 Comments
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