Star Frontiers 2: Mutiny on the Eleanor Moraes
Sitting in a burned out clearing¸ the survey ship Eleanor Moraes looks just like she did 45 hours ago. But now¸ most of her crew lies positioned in the thick alien brush around the clearing-silent and unseen. They're tough and resourceful-experts in their fields. Onboard is the first officer¸ a skilled and determined Star Law Ranger-also a ruthless mutineer. He alone controls the ship's laser batteries and defense systems. He has just started the pre-launch ignition sequence. Within an hour¸ at most¸ the ship will lift off¸ stranding your expedition party. If he lifts off¸ chances of rescue are slim without the ship's subspace radio. Can your expedition party retake the ship? Or will you live out your lives on this hostile alien planet? This first module in the "Beyond the Frontier" series can be played using only the Alpha Dawn rules. Other modules in the series require both Alpha Dawn and the Knight Hawks rules. We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic¸ racial¸ and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created¸ because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength¸ and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.