ALPHA SECTION: INTRODUCTION

This is the final module in the Volturnus series of STAR FRONTIERSTM modules, which also includes the modules CRASH ON VOLTURNUS and VOLTURNUS, PLANET OF MYSTERY. It is strongly recommended that players who have not played the previous modules should play them before beginning play of this adventure. However, this module can be played without prior play of SF 0 and SF 1.

In STARSPAWN OF VOLTURNUS the player characters will face the ultimate challenge on this forbidding planet: a battle to the death with the dreaded Sathar for control of the lives of five intelligent races, and the future of an entire world! Adven- ture beckons!

STOP! If you are going to be a player in this adventure, do not read any further. The rest of the material in this booklet is for the game referee only.

ALPHA SUBSECTION 1: MODULE BRIEFING

This module is designed for play by 4-8 player characters. If your players have not played SF 0 and SF 1, they should create new characters. The referee should use the Optional Introduc- tion section to give these characters some briefing about Vol- turnus and their mission there. If you are playing this as the conclusion to the Volturnus series, players should use the characters they used in SF 1. If one or more of your players' characters were killed by the end of SF 1, allow them to roll up new characters. These characters may appear as reinforce- ments sent by the government of Trumane's Star in response to the messages sent by the player characters during the course of play in module SF 1. They may be introduced just before play begins.

In the course of this module, the player characters will meet, fight, and hopefully convince the Mechanons to join the Vol- turnus alliance against the Sathar, and then perform a special service for each of the other three races in order to persuade them to put aside their differences and unite against the com- mon foe. Finally, if they successfully complete these tasks, the player characters will lead the united forces of Volturnus into battle against the Satahr invaders.

In order to referee this module, it is essential that you read it thoroughly before beginning play. Take the time to become familiar with all the maps that will be used, and with the major encounters the player characters will have. The referee must pay special attention to the ZETA SECTION of this module which is the battle with the Sathar.

ALPHA SUBSECTION 2: PLAYER'S BACKGROUND

At the end of module SF 1, the player characters learned that a Sathar battle fleet would be arriving in about two weeks to attack Volturnus. They also learned that no friendly fleet would be able to arrive in time to either help the, fight the Sathar or get them off Volturnus before the attack takes place.

In the two days that have passed since the end of module SF 1, the Eorna have searched for a way to counter the Sathar threat. The Great Mission of the Eorna was to develop a race on Volturnus capable of defeating the Sathar. The Ul-Mor, the Kurabanda, and the Edestekai are the results of Eorna genetic experi- ments. As yet, none are capable of single-handedly defeating the Sathar. However, the Eorna have devised a plan that seems to present the only possible hope of saving Volturnus and its inhabitants from destruction at the hands of the Sathar.

The plan is to unite the races of Volturnus in a common effort against the Sathar. Although the races are suspi- cious of each other, it is possible that you, as impartial aliens, could overcome these suspicions and help them to fight the Sathar. If your party is willing to go to the Mechanons, the Ul-Mor, the Kurabanda, and the Edes- tekai and convince them to fight the Sathar, the Eorna will offer the following assistance:

The Eorna will contact the Ul-Mor, The Kurabanda, and the Edestekai and persuade them to listen to the proposals you will bring. However, it will be up to you to convince these races to join the anti-Sathar coalition. the Eorna are not yet prepared to allow their true nature to be known to the races involved in the Great Mission.

The Eorna will provide you with a complete map of Volturnus, showing the probable location of the Mechanon complex. The Eorna once built a planetary defense system to defend against attack from space. It is not knwon how much of this system is still operative, but the system's master control is in the hands of the Mechanons. You will have to determine how to activate the system once you enter the Mechanon complex, since the Mechanons may have modified the equipment.

The Eorna will equip each of you with a polyvox pro- grammed for the languages of the Ul-Mor, the Kuraban- da, and the Edestekai.

The Eorna will supply you with enough jetcopters to carry your entire party, if you do not already have suffi- cient jetcopters.

While you are gone, the Eorna will build what weapons they can and will also capture and take cybernetic con- trol of various dangerous beasts who can be used in the battle against the Sathar.

Once you have succeded in uniting the races of Voltur- nus, the battle will be fought near the ruins of the city of Volkos. As the only center of advanced civilization on the planet, the Eorna complex must be protected.

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