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7/30/2019 Al Ternity Game Master
1/13
by Richa rd Ba k e r a nd Bil l Slavicse kby Richa rd Ba k e r a nd Bil l Slavicse k
x clusive Pre vie w !Not for Resale
Includes an introductory adventure: Cauldron St at ion.
7/30/2019 Al Ternity Game Master
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SO YOU WANTTO BE THE
GAMEMASTER?This section of the fa st-play rules
booklet provides a n overview of the
Ga mema sters role in an ALTERNITY
ga me. It contains a short adventure
tha t you can use to introduce your
players to the ga me a nd familiarize
yourself with modera ting a role-
playing session.
The Playe rs Fast-Play Rule s,
which you ne ed to rea d first, pre-
sents the ba re bones of the rule sys-
tem. Rea d tha t section of the booklet
if you ha vent done s o, a nd the n
come back here.
What does a Game master do? Ba-
sically, he pres ents a dventure s for
the pla yers to run their heroes
through, and a cts a s the moderator
of the ru les . In this se ction of the
fas t-play ru les b ooklet, youll find
a n introduction to the ALTERNITY
ga me tha t can ge t you off to a g ood
sta rt for your first gam e se ssion.
The Role of theGamemasterAs the Ga mema ster, you have a
numbe r of jobs to hand le during a nd
between ga me se ssions. Unlike
other types of ga mes that ha ve strict
rules and d ea l with l imited situa-
tions, a roleplaying ga me such a s
the ALTERNITY game is a s wide open
as the p layers imag inations. For
this reason, the presen ce of a ga me
modera tor to act as referee, story de-
signer, an d na rrator is essen tial .
The p layers interact with ea ch
other an d the gam e environment
through the a ctions of their chara c-
ters, the heroes. The Ga mema ster
describes ea ch scene, directs the ac-
tion, a nd pla ys the roles of the sup -porting cast membersvillains, al-
l ies, an d extras who inha bit the
campa ign world.
However, the Ga mem a ster isnt
competing ag a inst the players.
When the Ga memas ter and the
players get together to tell a fun a nd
exciting group story, everybody
wins. Tha ts the power a nd a ppea l
of roleplaying .
KEYCONCEPTSLets ta ke a look at som e of the ke y
concepts behind m oderating the AL-
TERNITY ga me. Some of these terms
ha ve also been defined in the Play-
ers Fast-Play Rule s, but the yre re-
pea ted here for the s ake of com-
pleteness within this section.
Gamemaster: The pa rticipant
in the game wh o acts as the moder-
ator, narrating ad ventures and con-
trolling chara cters who are involvedin the story but a rent unde r the di-
rect control of the pla yers.
Hero: An imag inary character
controlled by a pla yer.
Supporting Cast: The other
chara cters who appe ar in every
story: friends , ene mies, an d inciden-
tal chara cters whom the h eroes in-
tera ct with. Memb ers of the s upp ort-
ing ca st are controlled by the
Gamemaster .
Setting: The imaginary context
an d environment within which theheroes interact with situations.
Using the ALTERNITY game rules , any
mode rn to fa r-future scie nce fiction
setting can b e created.
Ad venture : A scena rio in wh ich
the heroes interact to crea te a groupstory. As Gam ema ster, you prese nt
an opening situation or scene
(ca lled the trigge r). The res t of the
ad venture unfolds through the a c-
tions of the he roes (a s dictated by
their players) a nd the mode ration of
the Ga mema ster (through story
events a nd the supporting ca st).
Campaign: A continuing s eries
of ad ventures that takes pla ce in a
single sett ing and focuses on the
sa me group of heroes. A campa ign
can be finite, ending after as ma nyad ventures as n ecessa ry to tell the
complete story; or it can be a n on-
going tale, progressing like a televi-
sion or comic book series.
Group Story: While a regula r
story, such a s found in a movie or a
book, fea tures a set beg inning, mid-
dle, and e nding, a group story is
more dyna mic. The Ga mema ster
ha s a n outline that provides a s eries
of encounters and events, and a few
possible ways the a dventure could
end . The dyna mic comes from thegroupthe players a nd Ga memas -
terwho de termine the course of
the story and its outcome through
the intera ction of their imag ina ry
cha racters. In a group s tory, no
onenot even the Ga mema ster
knows exa ctly how how it all will
end.
Game Session:One distinct
period of game p lay; a t ime when
you ga ther your friends to pla y the
ALTERNITY ga me. Some adventures
can be completed in a single ses-sion; others might require se veral
sessions to reach a conclusion.
GAMEMASTERS
FAST-PLAYRULES
1
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PRESENTINGANADVENTUREA roleplaying ga mes a ction ta kes
pla ce in an a dventure. Within its
structure, the pa rticipa nts create the
group story. The Ga mem a sters role
in the ad venture centers around pre-sen ting an d na rrating the story, por-
traying supporting cast mem bers,
an d moving the story along a t a sa t-
isfying pa ce. Whethe r you use pu b-
lished ad ventures (such a s Caul-
dron Station , presented a t the end of
this se ction) or you create your own
epics, the Ga mem a sters role re-
mains the same.
Narra t ionThe heroes can t perform h eroic ac-
tions or daring deeds in a vacuum.
They need to be in volved in a story
during w hich they act, rea ct, a nd
create a fulfilling ta le. A story con-
sists of a beginning, a m iddle, an d
an end, and ea ch story should be
filled w ith conflicts a nd g oalsin
other words, obstacles for the h e-
roes to overcome a nd objectives for
the m to a chieve . Its u p to the
Ga mema ster to ha ve the basics of a
story ready when the ga me ses sion
begins .
Rememb er, though, tha t the story
will be comple ted by the group
through the a ctions of the he roes
an d their interaction w ith your sup-
porting cas t . The h eroes play a n im-
portan t pa rt in determining how a
story takes sha pe, and you should
ma ke sure their decisions play a
pa rt in the process.
You mu st de velop a ba sic plot (or
use a plot from a pub lished prod-
uct), provide m otiva tions a nd objec-
tives for the heroes, and h ave a n ex-
citing ide a for the end ing. A plot
requires enough ba ckground ma ter-
ial s o tha t the s tory feels like it fits
the campa ign sett ing. Other ele-
ments that ma ke a good basic plot
include a m a jor a nta gonist (the vil-
lain), the a nta gonists n efarious
scheme, and motivations to make
the heroes w an t to get involved.
These elements come together in
the a dventures opening scen e
called the trigger.
The Cauldron Station adventure
provides a n exa mple of how theseelem ents work togethe r.
Suppor t ing Ca stEach of the p layers controls one
hero a t any given time. The
Ga mema ster controls all other char-
acters in the ad venture. The m ost
importan t supporting cast mem ber
is the m a jor anta gonist. A good vil-
lain sets the mood of a story and
can even ma ke the heroes more
memorab leno one recalls whorounded up the sp aceport thugs, but
everyone rememb ers the heroes
who took down Ca pta in Blacksta r,
the s courge of the Frontier!
Supporting cast me mbers include
the ma jor villain; his or her as soci-
ates a nd hired ha nds; the au thority
figures who comma nd or emp loy the
heroes ; the informan ts, witnes ses ,
an d shop owners the heroes interact
with; a nd the va lued friend s, hire-
lings, an d a ll ies rea dy to help the
heroes a t a mome nts n otice. TheGam emaster needs to be ready to
run these characters as they are
called u pon, or to improvise a s the
need a r ises .
Its imp ortant for the G a mem a ster
to give each s upporting cas t mem-
berespecially major opponents
an d all iesmuch the sam e consid-
eration players g ive their heroes
when they create them.
Some supporting cas t members
should b e fully develope d, with a
complete se t of skills and vitalga me s tatist ics. Other chara cters,
such a s minor opponents, experts,
an d bystan ders, need only the skill
scores a nd sta tistics tha t might
come into play during a scene . For
examp le, give a common thug a
comba t skill or two, dura bility ra t-
ings, an d a w ea pon; give an expert
jus t the ski ll score s needed to use
his expe rtise on the heroes beh a lf.
The best pa rt about controlling
the supp orting cast is tha t you get to
create a ll kinds of persona lities dur-ing the course of play. Ha m it up,
pla y it straig ht, or go for the dram a t-
icdep end ing on the m ood of the
ad venture and the persona lity of the
chara cter in que stion.
If you wa nt, use a uniqu e voice
for each cha racter by doing a ccents
(a French Combat Spec, a Russian
Diplomat), employing different
styles of speech (a forma l-sound ing
Free Agent, a Tech Op who us es lots
of slang express ions), or giving
chara cters signa ture phrases (suchas a n informant who always spouts,
Wha tever you sa y, Boss, wha tever
you s a y).
Reme mb er, youre not compe ting
a ga inst the pla yers! If a nything, the
heroes should get a brea k now an d
then just beca use theyre heroes. So,
be im pa rtialdont fa vor the s up-
porting cast over the heroes. Tha t
jus t d ecrea ses th e a ll -im porta nt fu n
factor for everyone in volved.
PacingAnother aspe ct of presenting a n a d-venture is th e pa cing of the s tory.
The story sh ouldnt a rtifically pu sh
the heroes to meet some schedule.
Instea d, wa tch how the scenes pla y
out. When a scene sta rts to drag a nd
the fun fa ctor begin s to fla g, tha ts
when you step in to give the scene a
boost. How? By using the re sources
at your disposa lma ybe ha ve a
supporting cha racter show up with
some tip that gives the he roes a
nud ge in the right direction. If yourpla yers dont know wha t to do next
an d the story is in da nger of stall-
ing, its u p to you to g ive it ne w life.
Dont create a n a dventure ou tline
tha ts s o complete the h eroes can t
ma ke a ny decisions without violat-
ing your plot. Start the a dventure
with a ction, and ha ve lots of other
action idea s rea dy to insert into the
flow as the ga me ses sion progress-
es. Use comba t, cha llenge s, encoun-
ters, conflict, ten sion, hum or, a nd
mystery to keep a n a dventure mov-ing toward its drama tic conclusion.
The b as ic rule for pacing is that
as long a s the p layers are ha ving
fun, stay in the cu rrent scene . When
the a ction bogs down, then the
Gamem aster must he lp the pacing
by getting things moving aga in.
Modera t ingthe RulesThe Play ers Fast -Play Ru les section
of this booklet gives you the ba sicfacts a bout how the ALTERNITY g a me
works. Thats a ll you nee d to intro-
duce your players to the ga me sys-
tem an d run the adventure in this
se ction. In pla y, its up to the Ga me -
ma ster to moderate the ga me so
tha t everyone has fun, pla ys fa ir,
an d is cha llenged. Of a ll these, the
empha sis is a lways on fun. If a rule
gets in the wa y of everyones e njoy-
men t, cha nge it. But cha nge it con-
sistently and after consideration.
Dont just cha nge a rule for the sa keof change .
Final decisions a re alwa ys left to2
GAMEMASTERS
FAST-PLAY
RULES
7/30/2019 Al Ternity Game Master
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the Ga mema ster. Can the heroes
perform a pa rticular a ction? Ca n
they e ven try it? Thats u p to you .
Make your decision ba sed on the
need to keep the story moving, your
interpreta tion of the rules, and
wh ethe r or not the a ction fits the
story and increa ses everyones e n-
joyment of th e ga me . Be fa ir a nd im -
pa rtial in your trea tment of heroes
an d supporting cha racters. Cha l-lenge the players an d their heroes.
The p layers wa nt to see their heroes
tested , to experience th e thrill of
compet ing a gains t the odds a nd
coming ou t on top. Heroes d o this
sort of thing a ll the time! Jus t ma ke
sure the players ha ve decisions to
ma ke an d options to choose from as
the ad venture unfolds.
If someone disa grees with a deci-
sion, call a t ime out a nd d iscuss i t
with the group . You still get to ma ke
the fina l call , but you ca n redu ce theposs ibility of hard feeling s if you
modera te the ga me fairly. The g oal
is to tell a good group s tory an d to
ha ve fun, not to abus e the heroes.
Sometimes the dice a re just going
to fa ll the w rong wa y. Tha ts oka y.
But you might wa nt to give the play-
ers a brea k now a nd the n. After all ,
its no fun for a pla yer to lose a he ro
in a stup id an d ran dom wa y. Be le-
nient wh en determining the difficul-
ty of a pa rticular action, or chang e
the result before revea ling the out-come to the p laye rs. This sort of ma -
nipula tion is the Ga mema sters pre-
rogative, but u se i t spa ringlyan d
alwa ys in the interest of keeping the
story moving a nd the fun factor
high.
THE SETTINGThe Gam emaster de termines the
sett ing for his campa ign. Depen ding
on the features of a p articular s et-
ting (su ch as tech nology, ge nre, and
scope), certain portions of the
ruleshigh -tech gea r, psion ics, a nd
aliens, for instancemay or ma y
not be used . For exam ple, a s pa ce
opera sett ing usu ally has faster-
than -light spa ceships, energy
wea pons, and tons of nonstop ac-
tion. A nea r-future techn othriller s et-
ting, however, ha s a g ritty, ha rd-
edg ed feel, more familiar
technology, and only dea ls with the
problems of a sing le world.
In the Gam em aster Guide , the
process of creating s ett ings is dis-
cussed in more deta il . The Cauldron
Station ad venture in this booklet
takes place in a t rad i tional s pace
opera sett ing.
USING
THE GAM EM ECHANICThe ALTERNITY gam e is bui l t a round a
core mecha nic tha t has nea rly uni-
versa l ap plication. All heroic a c-
tions in the ga me can b e resolved
by rolling just two d ice: a control die
an d a situation die. A control die is
alwa ys a d20; a s i tuation die can be
a d4, d6, d8, d12, or d20. Dep en din g
on how ha rd or easy a par t icular
tas k is, theres ult of the situa tion dieis ad ded to or subtracted from the
resu lt of the control die, a s de tailed
in the Playe rs Fast-Play Rule s.
You can use the dice in va rying
wa ys, though the mecha nic is al-
wa ys the sa me: Roll two dice to
achieve a num ber tha ts equ al to or
less tha n a chara cters a ppropriate
score. If the ta sk is a ssocia ted with
a skill, then the s kill score is us ed. If
its a feat, then the a ssocia ted Abili-
ty Score is us ed. In a ll uses of dice
dur ing a gam e sess ionexceptwhen roll ing for dam ag elow re-
sul ts are bet ter than h igh ones .
Use the mecha nic to determine
the success of an attack, using a n
a pp ropriate comba t skill; to over-
come a chal lenge, us ing a physica l
or menta l skill; or to determine th e
outcome of an encounter, using a
Persona lity skill in conjunction with
good roleplaying.
The MostImportant Rule
Not every act ion re qui res a d ice rol l.
Repeat this sentence and app ly it
often. When the heroes a ttempt nor-
ma l, everyday tas ks, they should a c-
complish them without consulting
the dice. In he roic situa tions, wh en
the outcome is in doubt a nd the re-
sult could m ea n life or dea th, then
ha ve the pla yers roll dice.
Situat ionDie StepsThe bes t tool you have a s the Ga me-
ma ster is your abili ty to set the odds
of a ny given tas k. You ca n d o this by
ad ding bonus es or pena lties for
given situations and counting in the
ap propriate direction on the Situa-
tion Die Steps Sca le (pres ente d in
th e Playe rs Fast-Play Rule s). Or, if
youre more inclined towa rd qu ickresolutions, simply eyeb a ll it; select
the mod ifier that ma tches how d iffi-
cult or easy you wa nt the task to be.
Examples of Si tuat ion Modif iersWe a p o n Ra n g e S h o rt Me d iu m Lo n g
Pistol 1 step +1 step +3 steps
Rifle 1 step None +1 step
Ta r g e t h a s Co v e r
Light cover +1 step penalty
Medium cover +2 step penalty
Heavy cover +3 step penalty
S i t u a t i o n
Amazing difficulty +3 steps Amazing ease 3 steps
Good difficulty +2 steps Good ease 2 steps
Ordinary difficulty +1 s tep Ordinary ease 1 step
Marginal difficulty None Marginal ease None
Ey e ball ing It S itu a tio n D e sc rip tio n Mo d if ie r S i tu a tio n D ie
Extremely easy 3 steps d8
Very easy 2 steps d6
Easy 1 step d4
Average None +d0
Tough +1 step +d4Hard +2 steps +d6
Challenging +3 steps +d8 3
GAMEMAS
TERS
FAST-PLAY
RULES
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Put t ing I t Int oPract iceWha t do you actua lly do with this
information? That d epe nds . Here
are e xamples of both methods in ac-
tion. Use either me thod or a combi-
na tion of the two, a s you s ee fi t .
The Step-by-step Method: Mi-
che les he ro, Ja de , wa nts to ta ke a
shot a t the vil lainous boun ty hunter.Jad e ha s the p is tol skil l, so she ha s
a ba se si tuation die of +d0. The
bounty hunter is 25 meters a wa y
from Ja de, which is med ium ran ge
(+1 step pe na lty) for her we a pon,
a nd h a s l ight cover (+1 step pe na l-
ty). In a dd ition, be ca us e Ja de is
sta nding a top a moving a ircar, you
declare that the si tuat ion ha s a
Good leve l of difficulty (+2 ste ps ). By
counting out the step s on the Situa -
tion Die Steps Scale, the Ga mem a s-
ter determines that Ja de ha s a finalsitua tion die of +d12. Michele rolls
d20+d12, hopin g to ach ieve a total
tha ts eq ua l to or less tha n Ja de s
p is to l score. If she s ucceeds , then
Ja de h its her target, scoring either
a n O rdinary, Good, or Ama zing s uc-
cess, as deta i led in the Players
Fast-Play Rules.
Eye ball ing It: Dave s h ero, Ja ck
Everstar , nee ds to sl ip pa st the cus-
toms official. Since Eversta r doe sn t
have the sneaksp ecia lty skill, his
ba se si tua tion d ie is +d4. You de cidetha t the official is pa rticularly vigi-
lan t toda y. This ma kes the s i tuation
Ha rd, cau sing Everstar to ta ke a +2
step pe na lty. Da ve rolls d20+d8, hop-
ing for a resu lt equ a l to or less tha n
Eversta rs Stea lth skill score.
Act ion RoundsHow a ction rounds w ork is de-
scribed in the Play ers Fast-Play
Ru le s. Although a ctions in a pha se
a re considered to occur simultan e-ous ly, you d ont wa nt eve ryone
roll ing dice a t the sa me time. In-
stead, al l chara cters who a re ent i -
t led to an a ction in the sa me pha se
should a ct in the order of their a c-
t ion check scoreshighest score
first. The resu lts of the ir actions
(such as da mage) are ap pl ied a t t he
end of the pha se, thus simulat ing s i -
multan eous a ctivity.
Example : Ja de , Everstar, a nd
the boun ty hunter Kreet ea ch
a chieve a G ood action check result .Their a ction check s cores a re 13, 10,
a nd 15, res pe ctively. For ea se of
pla y, Kreet a cts first in the Good
pha se, followed by Ja de, then Ever-
sta r. The resu lts of ea ch cha ra cters
a ction are a pplied a fter everyone
ha s a cted, ta king effect in the Ordi-
na ry phase . If the cha racters ha ve
a ctions rema ining, they go in the
sa me order in the Ordinary phase .
DamageIn the fas t-play rule s ystem, dam -ag e comes in three types: stun,
wound , and m orta l . If a cha racter is
hit by an a ttack or some other da m-
a ge-caus ing condition, the deg ree of
success a chieved by that a t tack de-
termines the type an d a mount of
da ma ge su ffered by a character.
Each of the cha racter templates
a t the end of the Play ers Fast-Play
Ru le s l is t s some exa mples of
wea pons an d armor, an d includes
their importa nt sta tistics.Example : Kree t fires his 11mm
cha rge pistol at Ja de. He a chieves a
Good success a ga inst Jad e. The
da ma ge rang e for a Good success
with tha t wea pon is d 6+2w. Since
Kreet is a mem ber of the su pporting
cas t , you (a s the Ga mem a ster) roll to
see h ow much dama ge Kreet in-
flicts. The mos t he ca n d o is 8 points
of wound da ma ge on a roll of 6.
Secondary Damage
Serious, lasting injuriesmortaldam age a nd w ound dam age
cause s econdary dama ge to the
cha racter who is injured. For every 2
points of wound d a ma ge inflicted
on a character, tha t character also
suffers 1 point of stun d a ma ge. For
every 2 points of mortal da ma ge a
cha racter receives, tha t cha racter
a lso suffers 1 point of wound da m-
ag e a nd 1 point of stun da mag e.
Example : Ja de re turns fire with
her 11mm cha rge rifle an d gets a n
Ama zing su ccess a ga inst Kreet. Theda ma ge ran ge for an Amazing suc-
cess w ith he r wea pon is d6+1m.
Ja de s p la yer, Miche le, rolls d6 a nd
ge ts a resu lt of 4. Kreet s uffers 5
points of morta l da ma ge (4 + 1 = 5)
plus seconda ry dama ge of 2 wounds
an d 2 stuns.
ArmorCha racters can wea r armor to pro-
tect them from the da nge rs of ba tt le.
Armor can red uce the prima ry da m-
ag e a hero suffersbut armor hasno effect on secondary dam age .
Example : Jad e is wear ing a CF
long coa t whe n Kreet hits Jade for 8
wounds. Tha t amount of da mag e
cau ses 4 points of seconda ry stun
da ma ge, which Michele records on
Ja des cha racter templa te immed i-
a tely becaus e a rmor doesn t stop
seconda ry da ma ge. Now Michele
rolls to see how w ell Ja de s a rmor
protected h er he ro from the woun d
da mag e. The C F coat blocks d4+1
points of high im pa ct (HI) da ma ge .Michele rolls d4 an d ge ts a result of
3, for a tota l of 4 (3 + 1), so th e n um -
be r of woun ds is re du ced b y 4. Mi-
chele ma rks off 4 wound boxes on
Ja de s ch a ra cter te mp la te (8 4 = 4).
RecoveryAfter a cha racter suffers da ma ge, he
or she can get ba ck to full hea lth in
a num ber of different wa ys:
Wound da ma ge, but not mortal
da mag e, can hea l natural ly at arate of 2 wound points per we ek of
rest and recuperat ion.
The Knowledg efi rst a id spe-
cial ty skil l can h ea l stun dam ag e on
conscious pa tients, nega ting 2, 3, or
4 points of stun da ma ge de pending
on the degree of success a chieved
on the skill check (Ordin a ry, Good,
or Ama zing).
First a idcan a lso be used to re-
vive a character who wa s knocked
out due to stun da ma ge, restoring 1,
2, or 3 stun points de pen ding on thedegree of success.
This ski ll can be used to heal
wound dam ag e; a ny success re-
stores 1 wound p oint.
The Medica l Sciencetreatment
special ty ski ll can be used to heal
stun da ma ge on conscious pa t ients,
a s pe rfi rst a id above.
Medica l Sciencetreatmentca n
also be u sed to revive a character
who wa s knocked out due to stun
da ma ge , restoring 2, 3, or 4 stun
points depen ding on the degree of success.
This ski ll can be used to heal
wound dam ag e; a ny success re-
stores 2 wound points.
The Medica l Sciencesurgery
special ty ski ll can be used to heal
wound damage a nd morta l damage;
a success restores 1 point of mortal
a nd 2 points of wound d a ma ge. This
skil l can be us ed on a speci fic pa-
tient once e very hour. If a Critical
Failure occurs, the pa tient suffers 1
a dditiona l point of morta l dama ge. Any rema ining stun da ma ge
disappe ars a t the end of a scene.4
GAMEMASTERS
FAST-PLAY
RULES
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This a dventure u ses the fast -play
rules to introduce Ga mema sters and
pla yers to the ALTERNITY ga me. Only
the Game ma ster should read this
a dventure b efore play be gins. If players read the a dventure before
their heroes ge t to pa rticipate in i t ,
theyll ruin the fun of being su r-
prised a nd w ill spoil the g roup sto-
rytell ing e xperience for everyone.
As th e G a me ma ster, its your job
to rea d through this a dventure a nd
become fam ilia r with the ba sic plot
a nd mood of the s tory. Whe n youre
rea dy, let the p layers crea te heroes
using the Playe rs Fast-Play Rule s.
Encourag e the p layers to assemb le
a ba lanced group of heroes, wi th a tlea st one representa tive from each
of the profess ions. The h eroes w ill
need brains, bra wn, and ne gotiat ing
skil ls to survive the cha llenges of
Cauldron Station.
BackgroundThis a dventure ta kes place in a far -
future, spa ce-opera sett ing. The he-
roes ha ve access to a num ber of
high -tech tools tha t dont exist in the
current day a nd a ge. In a ddition, thetone is he roic, larger tha n l ife, and
fits in ne a tly with your favorite sci-
en ce fiction film e pic.
Ca uldron Sta tion is a mining out-
post on the i solated plane t known a s
Ca uldron. The n a me fi ts the w orld
very well. Ca uldron is litera lly a
hell ish pla ce, a s i t orbits exceeding -
ly close to i ts s tar a nd ha s a high
volume of volcan ic a ctivity. Even in
the relative coolness of a g ian t
can yon, Ca uldron Station endures
tempe ratures of 500 C du ring thehea t of the da y. Through the won-
de rs of far-future techn ology, the
mining outpost protects i ts workers
from the de a dly environment, al low-
ing them to rea p the p rofits their
processed ores b r ing on the open
market .
The s tation is a se lf-sus taining,
tota lly enclosed system tha t holds a
comforta ble environment within i ts
insulated wal ls and pressu re
domes . It keeps the he a t and toxic
atmosphere out , using the sa metechnology that a llows this future
civil iza tion to explore a nd travel the
sta r la nes . Even the mines a re pro-
tected so tha t the workers can la bor
sa fely; the mine sha fts a re dril led
ben ea th the protection of grea t pres-
sure domes.The h eroes come to Cau ldron in
their tra der-class sta rship, the Ne bu-
la Bounty, for bus iness pu rposes.
They ha ve a shipme nt of 3D comput-
er program s to sell to the outpost, in-
cluding enter tainment program s,
news an d technical journals, and
the lates t Grid interactives to chee r
up the recrea tion-starved mine rs. In
a ddition, they pla n to f il l their cargo
holds with p rocess ed ore. The con-
struction p rojects g oing on in other
nea rby star systems are in desper-a te ne ed of qua li ty orea nd theyre
willing to pa y extreme ly well for it.
Unfortuna tely, a few e ven ts com-
bine to make this pa rticular trading
mission a lot more ha zardous tha n
usual .
First, the reg ion of Ca uldron
housing the outpost is experiencing
a p owerful ma gne tic storm. Commu-
nications into and out of the ba se
ha ve been disrupted by the ma gnet-
ic activity, so the h eroes m ust m a ke
their a pproa ch without an y helpfrom the outpos t tra ffic bea cons.
Second, the storm plays h a voc
with the sh ips se nsors, so the vesse l
pa sses through a spume of molten
molybdenu m expe lled b y one of the
plan ets ma ny a ctive volca noes.
This sup erhea ted l iquid metal clogs
the sh ips ta chyon inta kes . While
this doe sn t hinde r the s hips norma l
performan ce, it does ma ke i t impos-
sible for the ve ss el to starfallto
travel at faster-than -light spee d.
Third, the outpost ha s i ts ownproblem . Two crea tures n a tive to
Ca uldrons environs ha ve invade d
the outpost, knocking out powe r an d
kill ing a significan t numb er of min-
ers. Beca use of the disruption in
communications, the h eroes dont
know about this problem ah ea d of
time. The yll discover it a s the y ex-
plore the sta tion.
Recent Event s
Whats bee n ha ppe ning withinCa uldron Sta tion? The m iners ex-
tended a sha ft tha t opened into a
lava f low deep bene ath the planet
surface. This sh a ft provided a ccess
to the outpost for a p a ir of dea dly
na t ive creatures that the miners
ha ve dub bed moltenoids. The m ol-tenoids invade d the m ining d ome
four da ys a go. Twelve mine rs were
killed before the survivors ma na ged
to contain the crea tures within the
mining dome by sea ling the a irlock
doors lea ding to the dome .
The creatures killed n ot out of
ma licious ne ss , to acqu ire food, or to
protect themse lves, but just as a
byproduct of their a l ien ph ysiology
(see The Sup porting C a st on pa ge
7 of this se ction of the b ooklet). The
miners the orized tha t , since thes ecreatures prefer to live in extremely
hot conditions, lowering the tem per-
ature inside the mining dome would
dr ive the bea sts ba ck into the s ha ft ,
which could then be sea led.
Instea d of returning to the s ha ft ,
however, the be a sts created a d iffer-
ent e xit. The moltenoids melted a
pa th through a n eme rgency closet
a nd into the conduit vents within the
sta tions ins ula ted w a lls. From the se
conduits , the creatures ga ined a l -
most tota l acces s to the outpost.More de aths an d ma ny injur ies
followed. The sta tion a dministrator
a nd the s ecurity officer eventua lly
decided to sea l off this wing of the
outpos t from the rest of the s tation.
Tha t was two da ys ago. About a da y
later , one of the crea tures rea ched
the power reactor a nd sh orted out
most of the sta tion. Now, with tota l
l ife s upp ort colla pse set to occur in
six hours, the s tation is on the verge
of dea thas are a l l the miners and
sta tion personne l trappe d within.
AdventureOut lineCauldron Station presents three ob-
sta cles that the heroes must over-
come: the da ma ge to their ship, the
sta tions powe r outage , a nd the in-
vad ing crea tures. The a ction is bro-
ken down into an opening t r igger
a nd three s cenes that follow, a s well
as a ddi t ional events based on the
ma p (see pa ge 8 of this s ection of thebooklet) tha t can b e us ed or ignored
a s you see fi t . 5
CAULDRON STATIONAn Int roduct ory ALTERNITY Adventure G
AMEMAS
TERS
FAST-PLAY
RULES
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Trigg er:The adventure begins
after the heroes land on Ca uldron
an d enter the a irlock that lead s into
the station. Three gu a rds, led by sta -
tion se curity officer Birrde n, set a n
am bush for the h eroes. They see the
heroes as unknown invaders , per-
hap s pi ra tes or smugglers seeking
to profit du ring th e s tations curren t
crisis . The ope ning s cene of the a d-
venture definitely has the p otentialto become a combat scene, although
the he roes can negotiate with Bir-
rden if they a re so inclined (turning
it into an e ncoun ter scene).
Encounte r Scene : Station Ad-
ministrator Crowell has ga thered
the other su rvivors in the ore storage
ba y. With the temp era ture rising
and the a i r ge t ting less brea thable
with every pa ssing h our, Crowell
an d his lot are gett ing closer and
closer to pa nic. They ha ve no su rviv-
ing technician s, no one with an yhope of repa iring the l ife su pport
system. They do ha ve something the
moltenoids w a nt, howe ver, which
the heroes can use in various ways
if they a re so inclined. The p roblem
is, Crowell and h is ban d refuse to
open the storag e ba y airlock. The
he roes will ha ve to enter by force
orthe preferred me thodneg oti-
ate u ntil Crowell is talked b ack to
his senses .
Combat Scene: Two moltenoids
a re loose in the facility. No ma tterhow friendly the heroes might wa nt
to be, the only viab le wa y to deal
with these creatures is either to de-
stroy them or otherwise ren der them
helpless so they can be removed
from the sta tion without further
ha rm befall ing the m iners. One of
the creatures must b e forcibly re-
moved from the lair i t has e stab-
lished in the engineering center be-
fore power can be restored to the
station. The other creature roams
through the wing , inflicting da ma gesimply due to the he at of its pa s-
sa ge. The h eroes might decide to
hu nt the b ea st or set tra ps for it (pos-
sibly using the ma terial provided by
Crowe ll from the ore b a y).
Challenge Scene: It is critically
important to get the l ife su pport sys-
tem b a ck on line. To do this, the he-
roes must remove the resident mol-
tenoid from the engine ering center,
repair the da mag ed power genera-
tor, an d en ter the conduits ben ea th
the s tation to reinitia lize the lifesup port system. This requires a com-
bina tion of technical s kills a nd
ha nds-on laborwhile possibly
keeping one or more of the creatures
at ba y.
The Support ingCastThe facing pa ge contains essen tial
informa tion ab out the four types of
suppor ting cas t memb ers tha t play
a p a rt in this adven ture: two unique
cha racters, Birrden a nd C rowell; the
group of surviving mine rs, a ll con-
sidered ide ntical for the sa ke of sim-
plicity; an d the two moltenoids that
ha ve entered the station, both de-
scribed with a single set of statis-
tics. These cha racters a re controlled
and port rayed b y the Gam emaster.
Feel free to expan d u pon their moti-
vat ions an d beh avior as dicta ted by
the way the ad venture unfolds.
The num bers in brackets follow-
ing some of a cha racters AbilityScores represent resista nce modi-
fiers (which we re explaine d in the
Playe rs Fast-Play Rule s). In the list
of skills ea ch chara cter possess es,
the nu mber in b rackets following a
skill nam e is the ch a racters skill
scorethe dice result need ed to ge t
an Ordina ry success. If a cha racter
ha s a specialty skill , that skil l name
an d the skill score ass ociated with i t
are printed in italic type immed iate-
ly after the b road s kill to which the
specialty skil l is rela ted.
The St at ionImportant locations within this wing
of Ca uldron Station a re dep icted in
the ma p on pa ge 8. Refer to tha t map
as you read the following informa -
tion, so you ca n familia rize yourse lf
with th e e nvironme nt. Dont show
the ma p to your players, unless they
succeed in obtaining it by using one
of the sta tions comp uters (see the
text in the next column concerninga rea 4).
Cau ldron Sta t ion is in ba d sha pe.
Since the power cut out, the temper-
a ture h a s rise n to 39C (102F) a nd
the a ir has g rown stale. In six hours,
the interior will heat to dea dly tem-
pera tures and the a tmosphere wi ll
turn toxic. If the p ower is restored
before the six hours expire, the sta-
tion ca n b e sa ved. Until then, emer-
gency lights ba rely i l lumina te the
facil i ty and the hea t grows stea dily
worse.Becaus e of the p oor environmen-
tal conditions, every hour chara cters
must ma ke a successful Stamina
endurance skill check to fend off
da ma ge. If a chara cter fails the
check or a C ritical Fa ilure occurs, he
suffers 1 or 2 points of stun da ma ge ,
resp ectively. Wea ring a n e -suit (see
below) eliminates the need for such
checks.
Airlocks must be open ed ma nua l-
ly, but no a irlock can be opened if
an other airlock connected to thesame area is a l ready open. The a i r-
locks to area s 7, 8, an d 9 ha ve been
sea led. These sea ls can b e removed
with the proper tools a nd a n hour of
work. (Area 8 is the on ly one of the se
places tha t the chara cters should
wa nt to gain access to, and theres
an other easier wa y to get in; see the
des cription b elow.)
Condu its containing w iring,
vents, a nd other ma chinery run be -
nea th the floors of the sta tion a nd
inside the insu lated w alls. Themoltenoids u se these conduits to
travel throughout the wing s hown
on the m ap . Note that no condu its
run benea th the mining dome (area
9) or the s torag e b a y (a rea 8). Only
the insula ted wa ll provides se cret
access to these a reas. Chara cters
can e nter the conduits, but they
cant travel through them a s ea sily
as the moltenoids can .
Most computer stations in the fa-
cility are inopera tive due to the
power outag e. Only compu ters inthe opera tions center (area 4) an d
the en gineering cen ter (area 6) can
be use d, tha nks to emergency power
supp lies in these rooms. Birrden,
Crowell , or an operating computer
can tell the heroes ab out the sta te of
the facili ty an d the impe nding time
limit.
Are a 1: This access tunne l
lead s from the land ing pa ds, where
the heroes ha ve docked their star-
ship . A tran sport carries th em from
the pa ds to the a irlock, which mus tbe opened m anu al ly.
Are a 2: These four a irlock
cham bers p rotect the wing from pos-
sible environmen t brea ches.
Are a 3: This transp ort tunnel a l-
lows the veh icles to service the s tor-
ag e ba y, the mining dome, and the
landing pa ds .
Are a 4: Bas e opera tions s erves
as the comman d center of the sta-
tion. Using the Com pu ter Scien ce
skill , heroes can learn the current
condition of the sta tion (Ordina rysucces s), call up th e sche ma tics for
repa iring the power genera tor an d6
GAMEMASTERS
FAST-PLAY
RULES
7/30/2019 Al Ternity Game Master
8/13
The Support ing Ca stMiners
Nonprofess ional laborers
STR 9 [0] INT 9 [0]
DEX 8 [0] WIL 7 [0]
CON 8 PER 7
Durability (s/w/m): 8/8/4 Action check: 9+/8/4/2
Actions per round: 2
AttacksBrawl 10/5/2 d4s/d4+1s/d4+2s LI
Tool 11/5/2 d4+1s/d4w/d4+1w LI
Skills
Athletics [9]cl im b [10]; Melee Weapons [9]b ludgeon
[11]; Unarmed Attack [9]braw l [10]; Vehicle Operation
[8]; Stamina [8]end urance [9]; Know le dge [9]; Sys tem
Operation [9]; Awareness [7]; Interaction [7].
Equipme nt: Mining ge ar, universal tool (can be use d
as a club), comm g ea r (communica tion device ).
Every miner has a n individua l outlook, but in gene r-
al theyre fearful a nd ce rtain that de ath is nea r. All of
them a re loyal to Crowe ll. Some still trust Birrden, but
many blame her for the current s ituation.
MoltenoidsSTR 15 [+3] INT 6 [1]
DEX 11 [+1] WIL 6 [1]
CON 16 PER 4
Durabil ity (s/w/m): 16/16/8 Action check: 13+/12/6/3
Actions per round: 2
Attacks
Heat see text
Claws 17/8/4 d4+2w/d6+2w/d4m LI
Defenses
Metallic hide d6 (LI), d61 (HI), d42 (En)
Dodge Successful skill check (13 or less ) in-
creases DEX or STR resistance mod-ifier vs . next attack by +1/+2/+3.
Skills
Acrobatics [11]dod ge [13]; Stealth [11]sneak [12];
Stami na [16]; Awarene ss [6]perce ption [9].
Moltenoids are four-legg ed creatures with smooth,
meta llic hide s. Their bodies are roughly cyl indrical, a
little l es s tha n a meter in diame ter. The c rea tures are
only able to move at a s pee d slightly fas ter than a
humans w alking pa ce. Two of them ha ve e ntered the
station accidentally, and most of the damage theyve
cause d is due to their physiologywhich is dea dly to
humans. One occupies the e nginee ring ce nter and pro-
tects it from intruders. The other one wants to reach the
ore storag e bay to ge t what Crowe ll is jea lously gua rd-
ing: cartons holding a liquid me tal that he cal ls fire
gold. Crowe ll se es profit when he looks a t the ma terial,
but the moltenoids nee d the s tuff to s urvive. They a rent
hungry enough to blindly a ttack, but they will be s oon.
Anyone within 2 mete rs of a molte noid could suffer
ene rgy dama ge from the intense hea t that emana tes
from the crea ture. Whene ver a character is w ithin
rang e of a moltenoid, the character must make a Stami-
na endurance check to see how much damage he or
she sus tains. Critical Failure, d6+2w; Failure, d4+2w;
Ordinary, d4+1w; Good, d6s; Amazing, no damage.
A moltenoid only us es its claw s to protect itse lf, or
whe n trying to rea ch a food source. Someone attackedwith the claw s a lso nee ds to check for hea t dama ge .
Securit y Chief Birrde nProfess ion: Comba t Spec
STR 13 [+2] INT 8 [0]
DEX 9 [0] WIL 8 [0]
CON 10 PER 6
Durability (s/w /m): 10/10/5 Action check: 9+/8/4/2
Actions per round: 2
AttacksBrawl 15/7/3 d4+2s/d4+3s/d4+4s LI
Pistol 11/5/2 d6+2s/d8+2s/d8+4s LI
Defenses
Battle ves t d63 (LI), d62 (HI), d42 (En)
Dodg e Succe ss ful s kill che ck (10 or le ss ) in-
crea se s DEX or STR res istance modi-
fier vs. ne xt attack by +1/+2/+3.
Skills
Athle tics [13];Unarmed Attackbraw l [15];Acrobatics
[9]dod ge [10];Modern Ranged Weapons [9]p istol [11];
Vehicle Ope ration [9]; Stamina [10]; Know ledge [8]first
a id [9];Awa rene ss [8]perce ption [10];Interaction [6].
Gea r: Security ca rd (opens a ll doors exc ept the
closet in a rea 6 and the airlocks lea ding into area s 7,
8, and 9), s tutter pistol (range 6/12/30 me ters), battle
ves t, comm ge ar (communica tion device ).
Birrden takes her role as se curity chief s eriously.
The current crisis , while its not her fault, makes her
think that she ha s faile d those w ho place d their trust
in he r. Still, she w ill w ork to protect the s tation and i ts
inhabi tants. After getting ove r her initial confusion,
she w ill embrace the heroes as the bes t hope the sta-
tion has and she will do e verything s he ca n to make
sure they use their skills to sa ve Ca uldron Station.
Administ rat or Crowe ll
Profes sion: DiplomatSTR 8 [0] INT 10 [0]
DEX 10 [0] WIL 11 [+1]
CON 6 PER 13
Durability (s/w /m): 6/6/3 Action check: 11+/10/5/2
Actions per round: 2
Attacks
Unarmed 8/4/2 d4s /d4+1s/d4+2s LI
Pistol 11/5/2 d4+2w/d6+2w/d4+1m HI
Defenses
CF long coa t d4 (LI), d4 (HI), d62 (En)
Skills
Athletics [8]; Unarmed Attack [8]; Mode rn Range d
Wea pons [10]pistol [11]; Vehicle Ope ration [10]; Stami-
na [6]; Know ledge [10]; Sys tem Ope ration [10]; Adminis-
tration [11]bure aucracy [13];Awareness [11]perce p-
tion [13];Interaction [13]bargain [15];Lea dership [13].
Gea r: Security ca rd (opens a ll doors exc ept the a ir-
locks to areas 7, 8, and 9), 11mm charge pistol (range
10/20/80 meters), CF long coa t, comm ge ar (commu ni-
cation device).
Crowe ll is a g ood adminis trator who g ot gree dy.
Now his g ree d could res ult in the de ath of the s tation
and its inha bitants. Hes a panicky man w ho isnt
thinking cle arly. It takes a s trong w ill a nd a s olid a r-
gume nt to ge t through his fear to rea ch the good le ad-
er benea th. Once thats done , hell go a long w ith the
heroes if hes shown that his actions will sa ve theminers under his command.
7
GAMEMAS
TERS
FAST-PLAY
RULES
7/30/2019 Al Ternity Game Master
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reinitializing th e life su pp ort system
(Good s uccess ), or access deta ils
ab out the mining opera tion, invento-
ry, and a ma p of the s tation (Amaz-
ing success).Are a 5: This me dical center
contains various medical supplies,
including six trau ma pa cks. Using a
trauma pa ck provides a 2 bonus on
an y Knowledge fi rst a id skill check,
or a 3 bonus on a ny Medical Sci-
en ce skill check for the purp ose of
hea l ing da mag e. Each t rauma pack
can b e use d six t imes before i ts con-
tents become depleted.
Are a 6: The en gineering center
contains the stations p ower gen era-
tor, control compu ters, and a ccess tothe l ife su pport system located in
the conduits bene ath this room. One
moltenoid ha s set up a lair in this
area by melting a hole into the wa ll
to the n orth of the pow er gen era tor.
Are a 7: The airlock lead ing into
this a rea ha s been sea led to protect
the l iving qua rters of the station
from the crea tures curren tly loose in
the mining wing.
Are a 8: The ore storag e ba y
contains both raw a nd processed
ore. There a re no conduits benea ththe floor of this a rea . Crowell a nd
six miners ha ve comma nde ered this
area , sea ling the airlock an d fend-
ing off frequ ent a ttacks by the m ol-
tenoids. Cartons of what C rowell
calls fire g old, mine d from the
same sha ft the crea tures emergedfrom, lure the moltenoids , since the
ma terial is food they n eed to sur-
vive. A melted h ole in the insula ted
wa ll, to the sou th of the a irlock, is
the route the crea tures use to reach
the stored cartons.
Are a 9: The mining dome p ro-
vides la borers with p rotection from
the hosti le environment. Sha fts a nd
mining equipment a re located a l l
around this a rea. The heroes should
not be concerned w ith entering this
area , unless they come up w ith awa y to get the m oltenoids ba ck into
the sha ft they emerged from.
Eme rgency Close ts : Marked E
on the ma p, each of these cab inets
when fully equipped contains four
e-suits , two trau ma pa cks, an d other
emergen cy supp lies. The closet
within area 6 also contains compo-
nents needed to repa ir the power
gen era tor. This closet can only be
open ed b y using C rowells secu rity
card . The contents of ma ny of the
close ts may ha ve a l ready beenuse d, at your discretion.
An e-suit protects its wea rer from
the a dverse effects of the ha rsh en-
vironment inside the station, provid-
ing an a i r supply and insula t ion
from the he at. Chara cters wea ring
e-suits d ont nee d to che ck for stundam age from the hea t ins ide the
station. If a chara cter wea ring an
e-suit suffers woun d or mortal da m-
ag e from a n a ttack, the suit loses i ts
a bility to protect its wea rer from
hea t .
Trigger SceneWhen the he roes enter area 2 on the
eas t s ide of the map to begin the a d-
ventu re, rea d the following to the
players:Its u ncom forta bly hot and th e a ir
has a stale sm ell to it eve n a fter the
airlock cycles closed. Em ergen cy
lighting p rovide s the only source of
illumin ation. Four closets line the
cham ber, and a second airlock leads
into the station. No one h as arrived
to greet you, and the p lace has an
aba ndone d, dea d feel to i t .
Birrden a nd three mine rs who
ha ve been deputized into a security
detail wait in a mbush in two of the
closets, one on e ach side of thecha mbe r. They are wea ring e-suits.
Ha ve the heroes ma ke action checks8
GAMEMASTERS
FAST-PLAY
RULES
7/30/2019 Al Ternity Game Master
10/13
to start the scen e. They receive a +1
step pena lty because of the amb ush.
Ma ke one a ction check for the entire
se curity deta il, us ing Birrden s a ction
check score. The scene pla ys out in
rounds, as described in the Players
Fast-Play Rule s.
Birrden thinks tha t the heroes a re
pirates or sm ugg lers infil trating the
station. She ha s ordered the miners
to help her su bdue the invaders ,using their clublike tools w hile she
wields her s tutter pistol. After a
round of comba t, the heroes ca n con-
vince he r to stop figh tingif they
put down their weap ons an d surren-
de r. Otherwise , Birrden fights u ntil
she is d efeated. The mine rs surren-
der a s soon a s Birrden fa lls .
The trigger scene en ds with the
heroes defeating or tea ming up w ith
Birrden, or with them being cap-
tured b y the secu rity deta il. If cap -
tured, they can later explain wh othey are a nd w ill then be recruited
to help save the sta tion.
Encount e r Sce neBirrden eventua lly expla ins tha t Ad-
ministrator Crowell an d a ha ndful
of miners ha ve barricaded them -
selves inside the ore storage b ay.
Shed like the h eroes to ta lk to Crow-
ell and get him to come out of hiding
an d help. They nee d his security
card to open the closet in area 6.This closet contains the components
necessa ry to repa ir the power gener-
ator. Crowell also knows where
components are stored that can be
used to repa ir the h eroes ship.
If Birrden or a ny of he r secu rity
deta il arent a vailable to provide
this informa tion, the he roes will
ha ve to stumble up on the locked bay
on their own. The airlock lead ing to
area 6 shows signs of extreme da m-
ag ethe a l loy has b een mel ted and
scarred by wh at seem to be c lawmarks , but the ma teria l ap pears to
ha ve been too tough to get through.
The wa ll to the n orth of the a irlock is
an other mat ter. A passa ge ha s been
melted into the insu lated wa ll, an d
something very hot has app arent ly
moved through the condu it . Melted
wires, scorched pipes, an d other
signs of intense hea t mark the wa lls
of the passa ge .
The he roes can meet up with
Crowe ll in on e of three wa ys. If Birr-
den convinces them to seek outCrowell , she gives them the fre-
qu ency of his comm g ea r. They can
talk to him via the comm d evice. If
not, they ca n try to get his a ttention
by ba nging on the a irlock, or they
can u se the conduit tunnel to enter
the ba y.
Crowell ha s an 11mm cha rge pis-
tol tha t he isn t a fraid to fire. Hes
used i t aga ins t the crea tures , and
hell use it on the heroes if they d ont
ca lm him down and earn his t rus t.
Hes pa ran oid, jea lously p rotective
of the fire gold, an d un willing topa rt with componen ts to fix the he-
roes sh ip.
The he roes can bargain with
Crowell, or they ca n bluff him into
as sisting them. During ne gotiations,
the heroes must accumula te six suc-
cesses through their chosen form of
intera ction to win Crowells trus t.
(Each time a chara cter attempts a
bargain or bluff skill che ck, a n Ord i-
na ry result counts as on e success, a
Good result as two, a nd a n Amazing
result as three successes .) Combinedice rolls with roleplaying w hen
running this scene.
Or, they can simply decide to
overpower Crowell an d his ban d.
Each miner ha s a clublike tool to
use in his or her de fense. By the end
of this scene, the heroes sh ould a c-
complish the following things :
Lea rn that the moltenoids a re
a ttracted to th e fire gold. (A large
portion of the l iquid meta l is miss-
ing from a broken carton, beca use a
moltenoid consumed it .) Ob tain Crowells se curity ca rd
that opens the closet in area 6.
Secure C rowells promise tha t
spa re parts will be supplied to re-
pa ir their sh ip. (He wont turn th ese
over unt il the s ta t ion has been m ade
safe.)
Comba t Sce neThe p rimary comba t scene occurs in
the en gine ering room (a rea 6), wh ere
one of the moltenoids ha s esta b-lished a lair. The h eroes can lure the
crea ture into the open with fire gold;
they can u se fire gold to set a trap;
or they can s imply enter the cha m-
ber wi th weapons blazing.
The crea tures la ir is a b urrow
that ha s been melted into the thick
insulated wa ll that surrounds the
sta tions p ower g ene rator. The in-
tense heat has dama ged compo-
nents within the generator tha t must
be replaced b efore power can be
broug ht ba ck on line. If the he roesdont lure the m oltenoid out in s ome
wa y, theyll ha ve to ente r the b urrow
to ba ttle the crea ture. A sh ort, meter-
wide tu nn el open s into a 2-by-4-me-
ter cha mber carved in the insulated
wa ll to the north of the g enera tor.
The b ea st fights to defend itself an d
its lair , using i ts sha rp claw s a nd
the intense hea t of i ts body.
The second creature can be used
to create su spens e a nd build terror.
It can em erge from the da rk station
corridors or a rise from w ithin the
melted-out wa lls to houn d, harry,a nd a ttack the heroes. Or, they can
decide to hunt down the creature,
disp ens ing with it before trying to
restore powe r to the s tation. If nei-
ther of these events occurs, then the
crea ture appea rs during the chal-
lenge sceneadding a n element of
comba t for some of the h eroes to
dea l with while the others work to
fix the life su pp ort system.
Challenge SceneIn the end, this is the most importantscene of the a dventure. To sa ve the
miners (those sti l l in this wing as
well as those ba rricaded in the l iv-
ing s ection), the he roes mu st restore
power a nd reinitialize the l ife su p-
port system. If they h ave obtained
the pa rts stored in the closet in a rea
6, and ma nag ed to ca l l up schemat ic
diag rams on one of the operational
computers, the heroes can repa ir the
gen era tor. This requires the Techn i-
cal Science skill. If a he ro is usin gth e juryrig spe cialty or just the
broad skill , he or she m ust a chieve
eigh t success es. If the repairspe-
cialty is u sed, the num ber of suc-
cesses n eede d is redu ced to six. (See
Encounter Scene a bove for how to
count up accumulated su ccesses .)
When the p roper numbe r of suc-
cesses has been a chieved, the a i r
vents hiss an d the l ights come ba ck
on. The temp erature be gins to drop
slowly. The sta tion is save d!
A f t e r m a t hIn the length of time it ha s taken
them to set things right a t the sta-
tion, the heroes ha ve turned from in-
truders in to celebrities. They a re
provided w ith all the pa rts they
need to fix their ship, and the y ma y
go on their way soon therea fter.
Or, perh a ps your group s tory still
ha s ta les to be told. If you a nd your
players are having fun and you
wan t to extend the a dventure a tCa uldron Station, keep on playing
and see wha t happens ! 9
GAMEMAS
TERS
FAST-PLAY
RULES
7/30/2019 Al Ternity Game Master
11/13
7/30/2019 Al Ternity Game Master
12/13
7/30/2019 Al Ternity Game Master
13/13
No Limit s . Ma y 19 9 8 .
Which Fut ur e
Do You Wa nt t o Pla y ?
Which Fut ur e
Do You Wa nt t o Pla y ?
Scien ce Fict ion Roleplay ing Gam eScience Fict ion Roleplay ing Gam e
Send heroes on a st el lar scavenger hunt t osolve the mysteries of an ancient al iencul t ure. Put t hem in the f ront l ines of aninterstel lar war. Assign them to protect Earthsleaders f rom assassins. What ever challengeyou decide to confront your players with, the
Rulesm ast er Guideputs you in control .
The Rulesm ast er Guidecont ains rules f orcreat ing support ing charact ers, st arships,even ent i re st ar syst ems wi th vary ingplanet ary environment s for any set t ing youchoose. A det ailed t act ical vehicle com batsyst em a llows you to orchest rat e bat t lesbetween ships in the depths of space. Youl lf ind guidel ines for int egrat ing over 30 di f ferentspecies of al iens, creat ures, and dangerousanim als into your advent ures. Complet e wit hcharts and tables for easy reference, the
Rulesm ast er Guideput s t he al te rnat etomorrows of science fiction roleplaying atyour f ingert ips!
Send heroes on a stel lar scavenger hunt tosolve the mysteries of an ancient al iencul t ure. Put t hem in t he f ront l ines of aninterstel lar war. Assign them to protect Earthsleaders from assassins. Whatever challengeyou decide to confront your players with, the
Gam em ast er Guideputs you in control .
The Gam em ast er Guidecont ains rules f orcreat ing support ing charact ers, st arships,even ent i re st ar syst ems wi th vary ingplanetary envi ronment s f or any set t ing youchoose. A detailed tactical vehicle combatsyst em a l lows you t o orchestrat e bat t lesbetween ships in the depths of space. Youl lf ind guidel ines for int egrat ing over 30 di f ferentspecies of al iens, creat ures, and dangerousanim als into your advent ures. Complete wit hcharts and tables for easy reference, theGam em ast er Guideput s t he al te rnat et omorrows of science f ict ion roleplaying atyour f ingert ips!
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