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Tag Archives: Rosegard

Skills for Hire – Lost in the Mountains

For the first session of the game, I wanted to keep things fairly simple as we’re still getting a feel for the format, and how much can be done in a single session. So we started with a fairly basic scenario, a young girl has gone lost in the mountains near her home and the PCs are hired out to find her (hopefully alive) and bring her home.

Long time readers of the blog, and those that listened to the beginning of the “A New Can of Worms” actual play, will recognize some of the setting and characters. I’ll start with an outline of the adventure, and then talk about the players and how they handled things.

Lost in the Mountains

Background

Alyssa Tinnett, a young woman in the village of Rosegard, went out “adventuring” in the region around the village after school last day-day. She took her “adventuring pack”, which included a small tent and sleeping bag, rations, water, rope, an all-weather blanket, and a pocket tool. She also took her sword, a gift from the yazirian Talnor at the Streel mine compound, which he has been teaching her how to use. She’s done this in the past and typically returns before it gets dark and the next night-day cycle starts. This time she didn’t return.

It’s late fall on Pale and as a farming village, the citizens are quite busy bringing in the harvest. Her parents and grandparents went out searching for her but were hampered by the darkness of the Pale night. They put out a job request to several mercenary companies in Point True and the contract was picked up by Galactic Task Force (GTF). The PCs were assigned to the job.

What happened

Alyssa’s Campsite. Click for larger image.

Her adventure started out like all her other ones. In this case, after playing in the woods with some of her friends for a while, she went north from the village while her friends returned home. She intended to check out the artificial dome that the sathar agent at the Streel compound was using as a drop point and then continue further north to the small canyon in the mountains to the north. She got to the small camping site that some of the older kids had once set up in the canyon and got her tent set up. After that, she shouldered her pack and started further up the canyon.

A short time later, she heard the sounds of something behind her but nothing was immediately visible. A few minutes later, she got to the top of a small rise in the canyon and looking back saw a pair of large bird creatures, something akin to a giant (1m tall) chicken. She recognized them as Nuks from some that had been killed around the village several months ago. With her way back to the campsite cut off, she began hurrying up the canyon looking for a place she could hide out.

The entrance to the cave. The ramp is about a 45 degree slope. Click for larger image.

After a while, she came to a steep rock formation that she thought that the nuks wouldn’t be able to scramble up and climbed to the top of it where she found the entrance to a cave. Exploring a bit into the cave, the slope on the inside was even steeper and extended nearly 100 meters into the mountain. Turning back to the entrance, she saw the nuks at the base of the slope. One of them jumped up trying to get at her but slipped back down. She retreated further into the cave but after a half hour and the nuks not leaving, she got bored and decided to do a little spelunking.

Carefully descending the steep interior slope, the cave opened up into a wide long cavern with some side passages branching off to the left. Following one of these side passages, she discovered another large cavern, although not as big as the first. However, as she moved out into the center of that cavern she must have disturbed something as she passed the entrance because there was a large crash and several tons of boulders tumbled down nearly completely blocking the entrance. There was a small opening, but too small for her to fit through.

After searching around for an hour or more, she couldn’t find any way out of this room back the way she had come. There was a passage to her left, and another straight ahead. The first was on her level but the second was up a 20 meter cliff that angled back out over the ground beneath it that she couldn’t find a way up. Exhausted, she curled up in her all-weather blanket and went to sleep, planning to continue looking for a way out in the morning.

Adventure Outline

The adventure consists of several small steps and encounters that I outlined as follows:

  • Mission briefing and aircar flight to Rosegard
  • Meet with the family at the Rosegard town hall
  • Track Alyssa north
    • Encounter with a young sathodragon
    • Find nuk prints following Alyssa’s prints
    • Find the campsite with damaged tent and lots of nuk prints
    • Encounter with a pair of Pale mountain lions
    • Track Alyssa and nuks to cave entrance
  • Fight with the nuks at the cave entrance
  • Explore the cave to find Alyssa and get her out
  • Return back to the village
    • Possible encounter with a quickdeath or a group of lesser quickdeaths

Encounter and Event Descriptions

Mission briefing

Area around Point True. The locations to the NE of Rosegard are locations from the A New Can of Worms game. Click image for larger version.

This occurs in the GTF headquarters at Point True. The PCs are given the basic information from the Background section above and allowed to requisition any equipment (within reason) that they feel they will need. They are told that they will receive their regular daily pay rate (20 cr/day for my new players) and a 100cr bonus each if the girl is found.

If none of the PCs ask for it, their handler issues them an radiophone in addition to any other gear they request. Once they have their gear, they are flown by aircar to Rosegard. As each aircar can take 3 PCs, there may be more than one. It’s a 30 minute aircar ride but a 4-5 hour drive. The aircar drivers will remain with the aircars at the city center while the PCs are out exploring.

Meeting with the family

This part of the adventure mostly occurs in the city hall building of Rosegard. As they land they are met by the mayor, Genio Washy, Alyssa’s parents, Larroy & Camryn Tinnett, and Alyssa’s grandparents, Steven & Janie Hite.

During this discussion they PCs can learn any of the “What happened” information that the parents might know as well as anything about Alyssa from her background. They know she went north as she told some of her friends and they told the parents when Alyssa didn’t return. They can also learn about the connection Alyssa has with Talnor from the Streel compound.

Tracking Alyssa

This bit of the adventure occurs in the valley surrounding Rosegard as depicted in the map below. I drew the map with Inkarte which doesn’t really have sci-fi assets so it has a bit more of a fantasy feel but I whipped this up in about 30 minutes (mostly relearning the interface as I haven’t used it in years). I then added the annotations in GIMP.

This is the referee version of the map with all the relevant locations marked. Click the image for a full sized version. There is a player version with none of the annotations as well.

The sathar dome is the natural place to start and the villagers can give exact coordinates for its location. It’s about 10 km from the village. The PCs can either walk there (a couple of hours) or have the aircar(s) drop them off (a few minutes). The dome itself is a light-weight, fiberglass pole frame, with a cloth covering. It looks like it was once naturally camouflaged but the grasses and such on it have died and it now stands out against the terrain. It is very light-weight and is about 3 meters in diameter. It is staked down to prevent blowing away but lifting it up reveals that there is nothing under it.

The terrain north of the sathar dome. Click for larger image.

Alyssa’s tracks are easy to find and the PCs can start tracking her north. The terrain is very wild and untouched as only the villagers occasionally come up here. There are small game trails in places and Alyssa seems to be following them and making for the small creeks running through the valley. She’s not trying to hide her tracks so they are relatively easy to follow as the paths have pockets of sand where the tracks are very visible. The waterways are 1-2 meters wide and at most a few tens of centimeters deep. They flow north to south on the map (into the valley from the canyons and then down out the bottom of the map).

Some time after the PCs leave the sathar dome, but before the reach the creek, they will encounter a young sathodragon. As they come up over a rise, it will be on another rise about 150-200 meters away. The sathodragon will see them and rush to attack. If it drops below 50 STA, it will try to retreat and escape.

Shortly after they cross the creeks for the first time, Alyssa’s tracks will be joined by those of two nuks. This will continue until they find her campsite and the destroyed tent with lots of nuk tracks around. As they follow her tracks from the campsite, the nuk tracks will continue to follow her prints.

A bit further on, she seems to become aware of the nuks behind her and the tracks indicate that she’s moving faster and at one point, as the path goes right along the edge of the creek, they vanish. She jumped sideways into the water and then went 20-30 meters upstream in the water before emerging. The nuk tracks are confused at this point but they eventually found her tracks upstream and continued to follow her.

Sometime after the campsite but before the PCs reach the cave entrance, they have an encounter with a pair of Pale mountain lions. On is waiting in ambush near the path and the other is another 20-30 meters up the mountain waiting to pounce as well. If either is reduced to less than half stamina, they will both retreat and try to flee.

Fighting the nuks

Eventually the PCs will arrive at the entrance to the cave. The two nuks are milling around here still not having given up the pursuit even though it’s been nearly 20 hours. When they see the PCs they will immediately rush to attack and will continue attacking until killed.

Exploring the cave

With the nuks dispatched, the PCs are now free to enter the cave. It should be obvious from the lack of tracks leading away and the fact that the nuks were hanging around trying to get up the slope, that Alyssa went in.

I based the cavern roughly on Carlsbad Caverns in Carlsbad, New Mexico. I downloaded a map of the Carlsbad Caverns and then modified it slightly for use in the game. The original map can be found here. Below is the map I used for the game with the relevant locations marked. I took some liberties with the elevations but otherwise used the map as is. If you’ve never been to Carlsbad, you have a long steep decent into the main cave. It’s fairly open in real life, and I closed it up in the adventure, but the blue path is the switchback path you take to get down to the bottom as it is very steep going straight down.

The map of the cave system. Click for full sized image.

As the PCs are exploring, remember that the only light they have is what they brought with them. They are not going to have large vistas and in some cases may not be able to see the other end of the cave.

If they are calling out as they explore, Alyssa will respond when they are by the cave-in location. There is a small opening, about 15-20 cm in diameter that they can look through and see her once she comes over to it. They will not be able to move the rocks as several of them are quite large (read tons). They can move some but not make the opening any bigger. Given time and effort, a dralasite without any gear could squeeze through the opening to get to her but she still can’t get out.

Alyssa will explain to the PCs about what happened and tell them about what looks like an exit at the top of the cliff on the other side of the room she is in. She hasn’t explored the large room in the upper left of the map yet as she will have just woken up when the PCs arrive.

Eventually, the PCs will find a way to the cliff face and can get her out. It’s 15-20 meters down and an overhang above the room floor where Alyssa is located. They will need to figure out a way to get down to her and get her back up (hopefully they brought rope).

Returning home

With Alyssa safe, the PCs just need to get back to Rosegard with her. If they think of it, they can simply call for the aircar(s) to pick them up. If they think to do this, the aircars will arrive in about 15 minutes and there is enough room for one to land at a time and load them up.

If they decide to hike back, they will have an encounter with either a quickdeath (from the AD rules) or a pack of lesser quickdeath. It’s up to you based on the abilities and strengths of the party. Obviously, their main objective should be to protect Alyssa. The quickdeaths will retreat if severely wounded or if one of the pack is killed.

Once returned, the village and family will be quite thankful. Alyssa will get a serious scolding from her parents. If the PCs wish to stay for the evening, there will be an impromptu celebration party in their honor. Several of the Streel mine employees, including Talnor, will come down for this. Talnor will also give Alyssa a talking to which she will appear to take more seriously than the warning from her parents. While a bit shaken by her ordeal, the resiliency of youth will quickly kick in erasing the worst of teh adventure and her natural xenophilia will kick in. She will spend a good portion of the party trying to talk to any of the non-human PCs and find out more about them, where they are from, etc.

Rewards

The PCs will get the 20cr of their pay and the 100cr each for returning Alyssa. In addition, there is a 250cr bounty on each nuk that they can split between the group. If they managed to kill the young sathodragon, that is worth another 1000cr to split between the PCs. Finally, if they managed to kill any quickdeaths, those carry a bounty of 2000cr each.

Of course they need documented proof to claim the rewards. Photographs of the corpses (taken with their chronocoms) will suffice. If they don’t have any documentation, the villagers are willing to send someone up to the locations the PCs give them to get pictures for them. GTF will give them the money immediately even though it will take a few days for the Pale government to issue the reward, which will then just go straight to GTF.

Additionally, the PCs should receive 1-3 XP for the adventure depending on how well they did.

How It Played Out

When I ran this, we had three PCs: Dhuggo (dralasite), Arzdran Garvox (yazirian), and Joey Rufus (humma). They picked up some weapons and gear at GTF HQ and headed out.

After meeting with the parents, they also talked with Alyssa’s friends that had been in the woods with her. After stern words from Joey to Alyssa’s folks about their parenting techniques, the team head up to the dome where they picked up Alyssa’s trail and started off. None of the PCs actually had a tracking skill but two of them had Scout as a secondary skill area so they only had minor penalties since the trail was easy to follow.

The fight with the sathodragon went fairly quickly, Joey used his jumping ability to good effect to get behind it and keep it at a distance while Arzdran and Dhuggo fired on it with their lasers. Wounded, the sathodragon fled into the trees and escaped leaving a trail of blood. The sathodragon didn’t do too well only scoring a single hit on Joey. Joey applied first aid to himself (he’s the medic) and was nearly back to full STA. They marked the spot and continued on. The idea was that if Alyssa’s trail ended and looked like the sathodragon had gotten her, they would come back and track it to its lair to try to find her body.

Continuing to follow Alyssa’s trail they found the nuk tracks and the destroyed tent. Getting a bit worried, they hustled on. Luckily, Joey made a INT roll and noticed the closer mountain lion waiting in ambush for them. Again employing his jumping racial ability, he sprung over the lurking cat landing a few meters beyond it and unloading into it with his laser rifle. Then he notice the one further up the mountain beyond him. He was now between them with his teammates some 20 meters away. However, startled by his jump, and wounded by the laser fire from Joey and Arzdran, the mountain lions decided this was too much work and bounded off, leaving the PCs alone.

The fight with the nuks didn’t go as well. As the creatures rushed the PCs, Arzdran got a shot off wounding one. Joey jumped over them again to the base of the slope up to the cave entrance. The wounded one went after Dhuggo (wielding his nightstick) and the other one turned around to go after Joey. The PCs were doing well, severely injuring the one attacking Dhuggo, but then Dhuggo got a little cocky and started showing off (the player said he started pointing to the mountains, Babe Ruth style, before making his attack) and missed horribly (rolled a 97). The nuk on the other hand didn’t miss and took a bite out of his arm. They managed to finish off the nuks but Dhuggo took a total of 30 STA damage and Joey was wounded a bit more.

As Arzdran examined the cave entrance and kept watch, Joey did a bit of rough field surgery getting Dhuggo patched up and back on his feet.

They then entered the cave and decided to go left once they got to the cave floor. So they almost immediately found the cave-in. Having been calling for Alyssa, she responded to them and they were able to talk to her through the rockfall. She told them about the cliff on the other side of the room she was in. As Joey and Arzdran set off further into the cave complex to try to find a route to her, Dhuggo passed Alyssa all his gear through the small opening and started squeezing his way through.

After taking some twists and turns the others found their way to the top of the cliff where they could see Dhuggo sitting and talking to Alyssa down below. Using rope they brought with them (they had asked about climbing gear back at the GTF HQ and I had told them they shouldn’t need it so I retconed them having it since the reason they didn’t have it was my fault), they hauled Alyssa and Dhuggo up and made their way back to the cave entrance where they called the aircar to come pick them up. It was a little tight with five in a vehicle built for four but Dhuggo and Alyssa were both small and so they made it work.

Getting back to the village, they learned about the bounty on the sathar creatures and one of the villagers offered to go back to where the nuks were to get pictures as proof. They stuck around for the impromptu celebration and the after a while, with a few hours to kill before the day was over and they needed to head back, had the aircar drive fly them up to where they had the fight with the young sathodragon.

Tracking it back to it’s lair, they tossed in a couple of doze grenades which knocked it out completely. They tied it up and called back to HQ to ask if they wanted the thing alive. Receiving an affirmative, they were told that a flying transport truck would be there in an hour to collect it and to hang tight. In the mean time the doze gas wore off and the creature struggled to get free but they had done a good job with the knots (I believe someone rolled a 01) and in its weakened state it couldn’t escape. Joey injected it with a StayDose to try to knock it out which seemed to work. Securing it in the bed of the airtruck when it arrived, they followed the truck back for a while to make sure everything was good an then flew ahead to base to get back home.

All told it took us about 3 hours to play through this.

Thoughts

That’s the adventure and how it played out. I’m still working on getting the audio and video of the game session on-line. So at some point in the future, you’ll be able to listen (or watch) how it ran.

What I’d be interested in is what you think about the information presented for running the adventure. How was the format? Would it be helpful to me organized differently? If you were running this, is there information you would want that wasn’t there? Are there details missing? On the flip side, did I include too much in places? Is there anything too constraining?

Tell me what you think and how I could improve these write-ups in the comments below.

May 26, 2020 Tom 1 Comment

Sathar Cave System

I believe this is the last major piece of the of the Death at Rosegard adventure that I haven’t yet published so let’s get to it.

An old, abandoned mine

In my setting, the Streele Mining corporation is the forerunner of the Streel Corporation. Hilo Headrow did a lot for survivors and refugees, during and after the occupation, and quickly rose to take control of the company. As corporate interests widened from just mining, the company was renamed.

Located some 30-40 km northeast of Rosegard is an abandoned Streele Mining corporation mine. It has been abandoned since before the Great Sathar War. Sometime after the war, an enclave of sathar survivors found the mine and have set up shop. They mainly are lying very low but send out scouts into the surrounding area and are the ones that were controlling the operative at the Streel mine near Rosegard. In addition, they were in contact with Trey Mulden to do the cybernuk breeding.

Let’s start with a map

This map was drawn by hand on my old Samsung Galaxy Note Pro 12.2 tablet. I added the shading and the letters (but not the numbers) in Gimp for this post.

In addition to the labeled locations which are described below, there is a mostly destroyed and overgrown mining complex just outside the entrance. Bits and pieces of walls and foundations still exist but there really isn’t much there.

Area Descriptions

  1. Aircar landing pad – while mainly filled with debris and rusted out vehicles from over 50 years ago when this mine was shut down, there is space for an aircar to land. The sathar have an old model aircar that may or may not currently be at the base. It was used by the sathar that was contacting the agent at Rosegard. If the PC’s captured or defeated that sathar, the aircar is not present.
  2. Pool – This is a clear water pool that the sathar sometimes use for swimming but is primarily a source of drinking water.
  3. Work area
    1. Food Production (a) – This building contains a series of terrarium-like containers that have a variety of small bugs and other creatures growing in them. Additionally there are some hydroponic vats growing plants. None of these seem to be native to Pale.  There is a single sathar working here.  The sathar does not have a weapon but does have a communicator.
    2. Tech lab (b) – This building contains what appears to be a technician or robotics lab although alien in nature. What appears to be a half assembled robot sits on one worktable and other tables contain various gadgets in various states of construction. One of the items looks like a nearly complete Cybernuk headset. There are 3 sathar technicians here.  Two of them are armed (laser pistol with 2 power clips) while the other has a communicator.
    3. Food Storage (c) – This is a climate controlled building with a freezer section.  It contains a large numbers the creatures and plants from the food production building but preserved for storage. There is several months’ worth of food here.
    4. Supply storage (d)- This area contains a wide variety of physical and technical materials ranging from various electronic parts to tubing, to wires, to chemicals. Most of the materials look to be frontier in origin but some are definitely alien in appearance.
    5. Nuk pen (e)- This pen contains three cybernuks with no cybernetic attachments.  It is locked with a level 1 lock simply to keep the nuks inside.  When opened, the nuks will charge out an attack the PCs.  An INT check will alert the PCs that something alive is inside.  Wall and door have 100 structure points.
    6. Nuk Pen (f) – This pen contains a single nuk with the cyber attachment.  It is locked with a level 1 lock to keep the nuk inside.  When opened, the nuk will charge out and attack the PCs.  An INT check will alert the PCs that something alive is inside.  If this cybernuk is released first, the other three will start bashing against the wall and door trying to get out to come to its aid (controlled by cyber implant).
  4. Power plant and water processing – This is a geothermal power generator (type II). Cabling runs from here back to area 3 that has been partially hidden by debris and rubble on the floor.  Additionally there is a large water processing facility here with fillers and processing system. Pipes run from here to areas 5, 6, 7, & 9 from here along the ceiling. There are two Sathar technician here.  One of the sathar is armed (laser pistol with 2 power clips) while the other has a communicator.
  5. Small Slime Pool – This pool houses four sathar.  There are small bins by the pool that hold the personal effects of the sathar that call this pool home.  Each has a backpack with a food jar, a small communicator, and two of them have laser pistols with two power packs each.  There are currently two sathar in the pool.
    1. backpack, communicator, food jar
    2. empty
    3. empty
    4. backpack, food jar, laser pistol with 2 power clips
  6. Large Slime Pool – Similar to area five, this larger pool houses eight sathar.  There are currently four in the pool. The contents of the bins are:
    1. Empty
    2. Backpack, food jar, laser pistol with 2 power clips
    3. Empty
    4. Empty
    5. Backpack, food jar, communicator
    6. Backpack, food jar, laser pistol with 2 power clips
    7. Empty
    8. Backpack, food jar, laser pistol with 2 power clips
  7. Large Slime Pool – Similar to area five, this larger pool houses eight sathar.  There are currently four in the pool.  The contents of the bins are:
    1. Empty
    2. Empty
    3. Backpack, food jar, laser pistol with 2 power clips
    4. Empty
    5. Backpack, food jar, communicator
    6. Empty
    7. Backpack, food jar, communicator
    8. Backpack, food jar, laser pistol with 2 power clips
  8. Robot storage – This storage area holds a dozen completed combat robots.  While the parts are Frontier sourced, the design is definitely alien. Characters have a –10% modifier to attempt any skills on these robots
  9. Leader Slime Pool – This is the personal slime pool of the compound’s leader.  This is a middle caste sathar.  There is a bin here with the leader’s personal belongings which contains a backpack, a laser pistol with 4 power clips, an inertia screen with a power beltpack, two food jars, a communicator, and a small computer.

Initial status of the mine

The mine is not on alert for intrusion.  It was fairly recently set up and does not have a lot of security features installed yet as the sathar began immediate production of the combat robots and food.

One of the residents is the controller for the agent at Rosegard and possibly was captured or killed by the PC’s.  If it wasn’t, add in another sathar to area 5 (small slime pool). Another is out returning from the Trey Mulden’s compound.  The second sathar will arrive back 5d10x10 minutes after the PCs enter the compound.

When the PCs first arrive, there are two sathar returning to area 7 from area 3 after being on duty that the PC will encounter in the passageway between those two areas when they first enter it. The next duty rotation is not scheduled to occur for another 1d5 hours at which point two of the sathar in area 6 will be headed to area 4.

None of the doors, except to the nuk pens, are locked. 

Sathar Reaction to PCs Arrival

Before the sathar are alerted

When the PCs enter one of the buildings with sathar in it, immediately start combat.  Those sathar that are armed will draw their weapon the first round but cannot fire until the second round.  They will begin to attack the PCs as soon as they are able.  Sathar with communicators will attempt to alert the rest of the compound.  It takes them one turn to open their backpack, one turn to grab the communicator, and the third turn to send the message.  The alert message will go out on the sathar’s action during the third turn.  If the PCs eliminate that sathar before then, no alert goes out.  Otherwise, consider the compound to be alerted going forward.

When the PCs enter one of the pool areas containing the lower caste sathar, there is only a 5% chance that one of the sathar is not in the water.  Regardless, the sathar will notice the PCs immediately and react.  The will start exiting the pool at the rate of 1d2 sathar per round (to represent different distances from the edge of the water) starting on round 2.  Once they have left the pool, it will take them one round to reach the bins and grab their backpacks unless the PCs block their way.  On the round after reaching the bins, those sathar that are armed may begin firing; those with communicators will simply grab their communication device and begin to activate it.  They can send an alert out as their action on their next turn (3rd after exiting the water).

Sathar with communicators will engage in melee combat (two attacks per round) with their bare tentacles once the alert has been sent or immediately if the alert has already gone out.

After the sathar are alerted

Once the alert has gone out, any sathar encountered will be ready and attack immediately upon seeing the PCs. 

Any sathar in the slime pools will immediate move toward area 8 where they will begin activating the combat robots at the rate of one every other turn.  They will remain there until all the robots are activated.  At that point they will proceed up through the cavern complex looking for the invaders.  The leader will hang back sending the robots and other sathar to engage the PCs.  If the PCs arrive at area 8 before all the robots are activated, the robots that are active and those sathar that are armed will engage them while the others continue to activate the remaining robots.  As the robots are activated, they will be sent to engage immediately.

The sathar in area 4 will take cover and immediately attack the PCs if they enter the generator and processing facility.  They will get one free round of attacks on the PCs before the PCs can react.

The sathar in the food processing facility will head across the cavern to the tech lab when the alert is sounded (if they are not the one sounding the alarm) and will either engage the PCs from behind if they are in the tech lab or wait with the sathar in the tech lab until the PCs or the main body of sathar arrives.

The sathar in the tech lab will be waiting for the PCs if they arrive before the main body of sathar and robots.  There is a 10% chance that they will have been able to reassemble the laser pistol being modified on the workbench.  The sathar using it will have a 10% penalty to hit as is hasn’t been fully converted.  If the PCs take a long time to get to the tech lab after the alert is sounded, raise the probability to 20%.

Sathar tactics

As the sathar are under-armed, they will try to attack from cover or ambush if at all possible.  If they have robots with them, they will send the robots in the fore to take damage from the PCs’ weapons.  If a sathar is in danger of being captured or thinks they will die, they will attempt to close with one or more of the PCs and trigger the self-destruct in their laser pistol (if they have one).  When the self-destruct goes off, treat it as a fragmentation grenade doing a number of d10 worth of damage equal to the SEU remaining in the clip.  If the clip is empty it will still do 1d10 points of damage.  PCs get a RS check to take half damage and intertia screens and skiensuits halve the damage as well.

Stats

Sathar Leader

STR/STA:  50/50
DEX/RS:  60/50
INT/LOG:  55/55
PER/LDR:  55/70
PS: 3
IM: 5
RW: 30
MW: 30

Skills:  Beam 4, Tech 3, Enviro 2, Unarmed 3, Robotics 2, Melee 1

Equipment:  backpack, a laser pistol with 4 power clips, an inertia screen with a power beltpack, two food jars, a communicator, and a small computer

Regular Sathar

STR/STA:  40/40
DEX/RS:  45/45
INT/LOG:  45/45
PER/LDR:  45/55
PS: 2
IM: 5
RW: 23
MW: 23

Skills:  Beam 2, Robotics or Technician or Environmental 2, Melee 1, Unarmed 1

Equipment: backpack, food jar, laser pistol with 2 power clips or communicator

Combat Robots

Type: Combat
Level: 2
STA: 100
Move: 120 m/turn
Attack: 50
Damage: 2d10 hands or 5d10 laser
Programs: Attack/Defense, Security Lock
Equipment: Laser pistol, power beltpack


March 12, 2019 Tom 3 Comments

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

The Village of Rosegard

Originally, I had planned to have one more Mapping Rosegard video here that covered adding in the labels for the roads and making the black and white version of the map you’ll see below but for some reason, the audio didn’t record, only the video.  Since I didn’t want (or really have the time) to do a voice over, and it’s not that important of a topic, I decided just to drop it.  Also, it is something I can easily cover in a future series.

So instead, you’re getting the post that I had originally planned for the beginning of next week, the final maps along with the write-up on the town proper.

Rosegard

Final rosegard map in full color with labels
The final Rosegard map. Click for full sized image (~6MB)

History

Rosegard is located about 400 km northwest of Point True.  It was founded shortly after the Great Sathar War as part of the resettlement effort initiated by the Pale government.  It originally consisted of six human families that set up homesteads in the valley using the agriculture subsidies the government provided to encourage development of farming to supply food for the population.  Over time, the small village has grown to include 13 families, many of the additional families are children of the original settlers that went away to school and then returned.

While there is no shortage of technology in the village, it is still primarily an agricultural center.  Most of the actual agriculture work is done by robots but supervised by the towns inhabitants.  The technological specialists in town keep the robots, vehicles, and computer systems running to manage the farm production.   Every week, trucks arrive to pick up crops to take into the larger population centers to sell.

About 18 years ago, one of the villagers was up exploring in the mountains and discovered a vein of gold that had been revealed by some recent erosion.  Lacking the infrastructure to properly mine the valuable resource themselves, the village brokered a deal with Streel (formerly known as Streele Mining before the war) to lease the company the rights to the mine.  The mine proved to be more lucrative than either party imagined and is still active to this day.

The village’s income from the mine amounts to several million credits every year.  That money is held in trust and used to maintain the village infrastructure, pay for primary and secondary education for all of the village youth, and other expenses as needed.

There is a very good relationship between the workers at the mine and the city.  In addition to providing additional revenue to the village, the mine employs the village’s technical workers (the technician, roboticist, and computer specialist) to help assist with work at the mine in addition to their own staff. The mine staff also takes advantage of the medical facilities provided in the village.  Reciprocally, the village invites the mine staff down for any town activities and has integrated them as part of the community.  The youth often go up to the mine to see operations there and the mine staff often come down to teach mini-lectures in the village school.

Inhabitants

Original Homesteading Families

These are the senior members of the community who originally founded it.  Their houses are located around the circular loop at the north end of town.  These families primarily work the agriculture portion of the village’s activities.

  • Genio & Kathy Washy – Genio is the town mayor. They have two older children living at home.  They live in the home on the same plot as the General Store.  Kathy is a horticulturist and is responsible for tending the rose hedges in the central part around the gazebo.  It is these rose gardens that gave the village its name.
  • Martin & Jenne Lexand – They have two children living at home. They live in the home on the same plot as the Technician shop/Garage.
  • Steven & Janie Hite – They have three kids living at home.
  • Matthua & Julie Colly – They have three kids living at home.
  • Jon & Jessa Smeson – They have a single child living at home
  • Reme & Kayelyn Marte – The youngest of the original settlers, they still have four children living at home

Newer Families

These families are younger, many of them being the older kids of the earlier settlers.  Their houses are built around the block on the west side of town.

  • Rickern & Mikaela Bennez – Mikaela is the second child of Jon & Jessa Smeson and the town’s roboticist having studied at Pale University. Rickern helps manage the Smeson farm.  They have three children.
  • Mese & Braealyn Washy – Mese is the oldest child of Genio & Kathy Washy. They run the town’s General Store and have three kids, ages 17, 14, & 12 who also help out at the store when not in school.
  • Larroy & Camryn Tinnett – Camryn is the daughter of Steven & Janie Hite and is the town’s computer specialist having studied at the Triad Institute of Technology. Larroy is a veterinarian and works with the village doctor.  They have a single daughter, Allyssa, age 12.
  • Rickey & Ilana Cooker – Rickey and Ilana met Camryn at school and she convinced them to move to Pale when she returned home. Ilana is the town doctor and also has some veterinarian skills.  Rickey helps work the Hite farm with his in-laws.  They have four kids.
  • Benjoe & Abbil Leray – Benjoe is a childhood friend of Rickern Bennez and became enamored of the quite life in Rosegard when visiting one year. Both he and Abbil are teachers and work at the village’s school.  They have five children
  • Joshua & Miya Welley – Josh and Miya are the newest members of the village and the only ones that didn’t have an immediate connection when then arrived. As the village grew, the need for a city clerk arose and Miya was hired to handle the administrative affairs of the growing village.  She works in the City Center handling a wide variety of tasks for the town.  Joshua is a teacher and works with the Leray’s in the town’s school.
  • Mikkel & Danielle Lexand – Mikkel is the son of Martin and Jenne Lexand and is the town’s technician running the garage/tech shop in town. Danielle helps out on the Lexand farm.  They have one child.

City Buildings

General Store

This building contains a wide variety of goods that are used regularly by the small village.  While a lot of the supplies are foodstuffs and farming supplies, there are a number of small high tech wares as well.  Larger items, such as robots, most weapons, and vehicles, have to be special ordered in from Point True but the store has access to the full Streel and PGC catalog and anything ordered will arrive in 2-4 days.

Technician/Garage

This is where Mikkel keeps all the village’s vehicles and equipment running.  It has room inside to work on three vehicles at any one time.  It is a fully equipped and modern repair shop and any Technician skill checks performed using this area gain a +10% bonus.

City Community Center

This large building consists of two stories, unlike all the other buildings in town.  The lower level is a large gathering hall used for town activities and celebrations.  The upper level contains the city offices where Miya works as well as the village’s central computer system.  There are also half a dozen guest rooms that function as the village’s inn when they have overnight visitors.  While most of the rooms can be used by any race, one of them is specifically appointed with furniture designed for the Vrusk anatomy.  Across the street to the north, and directly east of the building are large grass fields used for outdoor activities as well.

School

The village’s school is where the younger kids spend their day getting their primary education.  It is divided into several small classrooms where specialized classes can be presented dependent on age and ability level.  Because of the small number of children in the village, there are not really “traditional” classes and each child has a workstation where they receive individual and tailored instruction based on their needs and interests.  The school is very high tech and state-of-the-art.  A lot of the village’s mine revenue has gone into its education facilities.  As such the children in the village are often smarter and sharper than would be expected for their age.

Computer/Robotics Shop

Mikaela and Camryn share this building to work on the villages computers and robots.  While the building is mostly given over to tech space to work on the various agriculture robots used by the village, there is also some space given over to computer repair as well.  This building also houses a backup computer system for the village.  If PC’s are looking for computer or robotic parts, they are more likely to find them here than at the General Store.  The facilities here are top notch and any computer or robotics repair or upgrade attempts receive a +10% skill bonus.

Doctor’s Office

This small office has a small operating room, and three patient rooms in addition to the foyer and waiting area.  Dr. Cooker has a small office here as well.  The building is designed for patients of the core four races and while they do handle veterinary duties, those occur on location outside the office.  Like the other areas in the town, the facilities here are of an higher than average grade and all medical checks made in the facility gain a +10% skill bonus.

 

Alternate maps

In addition to the main map above, I created one with no labels and another one in black and white.  These two maps are presented below.

No Labels

Final full color map with labels removed
Final map with the labels removed. Click for full sized image (~6MB)

Black & White

Black and white version of full map with labels
Final Rosegard map in black and white (with labels) – Click for full sized image (~2MB)

And that’s it for Rosegard for now.  Next up I’ll be shifting gears back to the Ghost Ship Osiris module and you’ll be getting some information on the star system the adventure takes place in.

September 6, 2018 Tom Leave a comment

Mapping Rosegard – Part 4

In this segment we finish up the map by adding in some small details such as driveways, a fence around the school yard, a scale, and then add in the labels on the public buildings.  The earlier videos can be found here: part 1, part 2, part 3.

With the map finished we export the final finished version.


I will be doing one more video related to this map and then will post the final map for everyone to use if they wish.

September 3, 2018 Tom Leave a comment

Mapping Rosegard – Part 3

In this segment, I show how I add in the textures for the lawns, asphalt for the road, farm fields and some gravel paths and borders around the grass to keep the lawns and the farm fields separate.  I also add in a couple trees (more will get added later.

You can check out part 1 and part 2 if you haven’t watched them yet.

I’ll finish up the landscaping before recording part 4 where I’ll add in the labels and any finishing touches to the map.

August 31, 2018 Tom Leave a comment

Mapping Rosegard – Part 2

This is part 2 of the video series outlining the creation of the final Rosegard map. If you haven’t watched it yet, here is part 1.

In this segment, I create a custom pattern to use for the roof tiles of the buildings and then create a few of the buildings in the town to show how it will be done, including one of the buildings around the loop at the top of the map that is not aligned NS-EW like the others.

Let me know if you have any questions, comments, or suggestions below.

August 28, 2018 Tom Leave a comment

Mapping Rosegard – Part 1

This is going to be a multipart video series showing how I use Inkscape to turn my hand-drawn sketch of the Rosegard village map (the map shown in the Outline of the Death at Rosegard Adventure Project) into a final polished map.

It will probably be full of fumblings, mistakes, and other ramblings as I get back up to speed with using Inkscape as well as get used to narrating out loud what I’m doing, as I’m doing it.  This is my first foray into this type of presentation so be patient.

In any case, here’s the first video:

I’ve created an Expanding Frontier playlist as part of my YouTube channel.  Feel free to bookmark it or just watch for new posts as I make them here.

Please let me know what comments or suggestions you have in the comment section below.

August 25, 2018 Tom 4 Comments

Trey Mulden, Bounty Hunter and Breeder

This article was supposed to come out last week but work intervened and I was severely lacking in free time to get it finished and published.  Sorry about the delay.

Trey was born on Lossend in the Timeon system.  He came to Pale as part of the liberation force in the Great Sathar War.  He participated in a few skirmishes with remnants of the sathar force on the planet but primarily was involved in efforts to eradicate the sathar bio-monsters.  Like all members of the liberating forces, he was offered full citizenship if he stayed after the war.  Trey decided to accept the offer and remained on Pale.

In the post-war years, he worked a variety of jobs to assist in rebuilding Point True but quickly became disenchanted with the work in the city.  Deciding to put his wartime training to use, he joined a bounty hunting group that continued to search out and eradicate the sathar bio-monsters.  While most of those he started with either gave up the hunt or became prey to the very creatures they were hunting, Trey excelled at the work and enjoyed it.

Trey has been hunting the sathar monsters for decades now and has been quite successful making a comfortable living from the bounties collected.  However, in the last ten to fifteen years, the number of monsters has begun to dwindle, either because of successful hunting or some other process.  Either way, Trey was beginning to seen his income drop to levels that he felt was unacceptable.

Rather than embark on a new line of work, he decided on another path.  He had often joked with his companions that it would be easier to catch a few breeding pairs and raise their kids for the bounties instead of trying to hunt them in the wild.  As his income began to drop, he decided to try just that.

Setting up a remote outpost in the mountains NW of Point True, Trey captured a number of the sathar creatures and instead of killing them for the bounty, began breeding them and raising them.  Thus he could kill one of the captive creatures and collect the bounty whenever he needed additional income.  He also began offering a live capture service to those who wanted live specimens to study.  Since owning and breeding the sathar creatures was illegal, he has kept his operation in the shadows.

For decades he had been in contempt of the creatures as aberrations and was more than happy to hunt and kill them.  That attitude persisted for the first few years of his captive breeding program.  It was just a source of income.  He even continued to hunt wild creatures in addition to collecting the bounties on his bred creatures.  However, about six to seven years ago, his attitude toward the creatures changed.  He no longer saw them as aberrations or with contempt but rather as amazing creatures with positive qualities.  While he still bred the creatures and killed some for their bounties, he no longer hunted wild creatures and began to increase the number he raised, releasing those he didn’t kill for bounties into the wild.

Always fairly reclusive, he has become even more so since he started his breeding program and especially so since he started releasing the sathar creatures into the wild.  He has had little direct, personal contact with anyone in several years beyond delivering proof when needed of his kills to collect the bounty income that supports him.

Trey Munden

Human, male, age 63

STR/STA: 55/45
DEX/RS: 55/55
INT/LOG: 45/50
PER/LDR: 30/30
PS: +3, IM: +6, Ranged: Beam 70%, Projectile 50%, Melee: 53%

PSA: Military
Skills: Projectile weapons 5, Melee weapons 2, Beam weapons 2, Technician 2, Environmental 3, Medic 2

Equipment: Military Skeinsuit, Auto pistol w/ 4 clips, autorifle w/ 4 clips, sonic sword w/ 2 clips, chronocom, toxy-rad guage, sungoggles.

 

GM Notes

Trey Munden’s change of attitude toward the sathar creatures is not an artifact of his close association with them through his breeding program.  Rather it is due to an encounter he had with an actual sathar during one of his hunting expeditions.  The sathar caught him unaware and successfully hypnotized him.  Upon learning of his already existent breeding program, the sathar shifted his mindset about the creatures and set him on a path of breeding more and releasing them into the wild.  Trey has no recollection of this encounter and firmly believes that the ideas and actions he has taken over the past few years are completely his own.

He is directly responsible for the creation of the lesser quickdeath.  It was partially intentional, and partially a side effect of the selection of quickdeath to kill and turn in for bounties.  Each year he would select the largest of the quickdeaths to kill as the size of the quickdeaths for which he collected the bounties figured somewhat into his reputation.  Because of this, he was often breeding smaller and smaller specimens.  After his encounter with the sathar, this became even more deliberate and focused.  The larger pack behavior of the lesser quickdeath is due to the fact that they were raised together and naturally formed those bonds.

Encountering Munden

As part of the Death at Rosegard adventure, the PCs will not directly encounter Trey.  However, they will have an opportunity to search his breeding compound, recently deserted, and learn about his activities.  If the Referee wants to add additional encounters or the PCs want to chase him down, he provides an additional side adventure that they can engage in.

 

July 23, 2018 Tom 2 Comments

The Lesser Quickdeath

Here’s another critter that the PCs are going to have a run-in with while investigating at Rosegard.  It’s a variation on a Star Frontiers classic.

Image showing head, neck, and tentacles of the quickdeath
Quickdeath by Don Freeman

Lesser Quickdeath
Type: Medium Carnivore
Number: 2-4
Move: Very Fast (120 m/turn)
IM/RS: 8/75
STA: 100
Attack: 60
Damage: 4d10 bite, claws
Special Attack: Poison dart S10/T3, (RW 60, 10/20/30/40/50), attacks extra creature with maw (10 points damage)
Special Defense: Immune to needler weapons; ½ damage from laser or projectile weapons, 70% chance will remain unseen until within 100m
Native World: Sathar attack monster bred on Pale – all terrains

Description

The lesser quickdeath is a smaller version of the full-size quickdeaths which were originally released on Pale during the Sathar War and encountered on Volturnus.  Where the full-sized quickdeath is about 5m long, the lesser quickdeaths are only about 3m in length.  While individually smaller and less powerful, the lesser quickdeaths hunt in packs of 3-4 creatures instead of the solitary or breeding pair nature of the full-sized creatures.

While not as fast as the full-sized version (max speed is only 72 kph instead of 100 kph) they otherwise resemble their larger ancestors.  Its great legs resemble those of a jaguar.  They maintain the claws on their legs, keeping them razor sharp.  These claws are used to attack prey and for climbing.  Three sets of smaller, tentacle-like limbs which end in suction cups grow from the quickdeath’s sides.  These limbs are used to catch unwary prey and stuff the victims into the quickdeath’s digestive maw.  Any creature in the maw takes 10 points of damage until it frees itself (as if breaking free from a hold).

The quickdeath has a long, flexible neck that ends in a snout and large mouth.  It has four eyes which are mounted on retractable stalks near the top of its head.  The creature’s brain is located at the base of its neck.  When the quickdeath strikes, it retracts its eye stalks making it nearly blind.  With a successful attack, there is a 50% chance it will actually strike something other than its intended target if that object is roughly the same size as the target and within 2 meters of the target’s position.

The quickdeath also has a long, whip-like tail that can fling a poisonous dart once every four hours. It typically uses this dart as it first engages in melee to strike a secondary, more distant target if one exists.

The quickdeath’s hide is covered by a moist, reflective armor provides excellent camouflage making it nearly invisible until it approaches within 100 meters.  Ouickdeaths are constantly on the move, seeking to appease their hearty appetites.

The female can lay hundreds of eggs each year, typically burying them deep in the sand or soil.  Egg caches can contain up to 50 eggs (4d10 + 11). The first young hatchling eats the remaining eggs as its first meal, and then sets out to begin its lifelong search for more food.

Ouickdeaths are not native to Pale. The Sathar used advanced genetic manipulation to create them from a common type of cat found throughout the universe. During the invasion of Pale, they released hundreds of these in the area around Point True to terrorize any survivors outside the city. These lesser quickdeaths have only recently been sighted in the areas north and west of Point True in the last couple of years.  Originally thought to be adolescents, examination of recently killed specimens show them to be a fully grown subspecies.

GM Notes

There are still many full-sized quickdeaths on Pale.  You can use the normal stats for those from page 19 of SF0: Crash on Volturnus for other encounters on the planet.  However, the full-sized versions do not figure into this adventure.

The lesser quickdeaths are a newly bred version of the larger creature.  They have been bred by a former bounty hunter and recently released into the wild.  He originally was simply breeding quickdeaths as a “safer” way to collect the bounties on the creatures.  However, about 10 years ago, he had an encounter with some sathar on Pale and was converted to their cause.  He has been working on this new version of the creature since then and has been releasing them into the wild for only a couple of years.  The lesser quickdeaths are currently only found in the areas around his breeding facility.

Currently there are only about 50 lesser quickdeaths on the planet but their numbers are slowly growing and their range on the planet is increasing.

July 9, 2018 Tom 2 Comments

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