Crash Landing1. Barren Trees. The trees in this area are bare and look as though they were burned. Smaller trees, low plants and shrubs are not damaged, however. The homer will pick up the ship's beacon to the southeast, where the characters can see something that looks like billowy clouds just above the trees.

2. Radio Beacon. The ship's emergency beacon is snagged in a tree, 10 meters above the ground. Aher the characters find the beacon, five strangler chutes will blow in to the area and one will settle on the tree that holds the beacon. If any character fails to evade the chute's filaments, he is caught and must be freed by his companions. The wind is blowing from the southwest, so the beacon could have drifted from that direction.

3. Stream. This stream is 5 meters wide. Characters will notice an oil slick on the opposite side, drifting downstream.

4. Mire and Slither. Large patches of oil are floating on top of the muddywater in this swamp. There are several dry mounds of land the characters can stand on, but one of them is a slither. The characters can see a flock of winged rippers circling over the trees to the west.

5. Bodies. The bodies of two Yazirians in Hepplewhite, Inc., work uniforms are Iying here. They have been dead for several days. Thirty winged
rippers will attack if the characters approach the bodies. The Yazirians' medkit still contains three doses of biocort, two stimdoses and one dose of omnimycin.

6. The Spaceship Wreck. The wrecked ship is crashed into the side of a hill and buried beneath vines and plants. Oil and vapors are leaking from the exposed engines. The entry hatch is blown open, but is hidden beneath churned-up plants and vines.

Hepplewhite IncA. Entry Lock. The inner hatch is locked. Any tampering will activate a recording that says, "Only authorized Hepplewhite, Inc., employees are allowed past this point. Please enteryour securitycode." The door has a level 1 security lock. It must either be opened by a technician or blown open with explosives.

B. The Cockpit. A short ladder leads up to the cockpit. The body of a Human pilot is strapped into the seat. All of the instruments are scorched and ruined, but beneath the pilot's seat is a black box labeled "Flight Record" that seems undamaged. If the characters play the tape, they will hear a Yazirian saying, "There s been an explosion! Dierba is dead. I'm sealing off the engine compartment. Has anyone seen Rinny?" There is a fire extinguisher on the wall and an odd, slimy trail on the floor.

C, D. Wrecked Cabins. The room to starboard is caved in and contains nothing ofvalue. A black trail of slime covers the plasticfloor in the port room.  There is a child's toy on one of the bunks.  The crash weakened the floor, so anyone walking into the room must make a Reaction Speed check or fall through the floor, taking 1 d5 +2 points of damage.

E. Storage. All three storage lockers on the right are open and empty. There is a fire extinguisher on the wall and many black slime trails on the floor.

F. Rear Hatch. If the characters open this hatch, they will find dangling wires that are throwing sparks. Touching the wires will cause 2d10 points of damage and stun the character for 1d10 minutes. To enter this area, characters must use an insulated tool to move the wires out of the way. Two doors leading down to the cargo area are blown open. A ladder leads up to the engine pods, and the hatch is badly scorched. An access panel in the port wall is open. More slime trails cries-cross the floor.

G. Engine Pod. The body of a dead Yazirian is slumped in a control chair. The engines are cracked, and acid and oil are collecting in pools on the floor. There is a 1 0%chance each minutethata firewill start in this compartment. If a f ire starts, characters wi 11 real ize that the sh ip's remaining fuel will explode in about two minutes (20 turns). The fire extinguishersintheshipwillnotstopthefire,buteachturnthefireis sprayed delays the explosion for one turn. An extinguisher will last five turns. The character using the extinguisher takes 1 point of damage per turn.

H. Cargo Hold. Nothing is left here but wreckage and slime on the floor. The slime was left by a small omnivore, a slime bug, that is hiding in the wreckage (Move slow; IM/RS 6/55: STA 35; ATT 55, Dm 2d10). It looks like a flat bug with razor-sharp claws. Characters move at half-speed in the slime.

Any character with Demolitions skill can find enough evidence in the hold to prove that a bomb was planted in the cargo. Otherwise, the players must figure this out themselves.

I. Service Passage. The characters can hear the sound of crying from this passage, but hotwreckage blocks the crawlway. A fire extinguisher will cool the wreckage so characters can get past.

J. Wheel Well. A small Yazirian child, Rinny, is trapped in this landing wheel well. He is crying and scared, but unhurt.

Star Frontiers (tm), the setting, and any published material and images from the rules are all copyrights and trademarks of TSR, Inc., and appear here only for private informational and/or educational purposes.  All other materials are the property of their authors.

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