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SF4 Mission To Alcazzar (1984)

The document is a module briefing for a role-playing adventure titled 'Mission to Alcazzar' by Douglas Niles, detailing a storyline where Player Characters (PCs) are hired by the Cassidine Development Corporation to investigate the fate of their mining operation on the planet Alcazzar after it is attacked by the Streel Corporation. It includes maps, terrain effects, and information about the planet's environment and creatures, providing essential details for gameplay. The module is structured into sections that cover various aspects of the adventure, including character roles, mission objectives, and encounter tables.

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Me Lee
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0% found this document useful (0 votes)
74 views36 pages

SF4 Mission To Alcazzar (1984)

The document is a module briefing for a role-playing adventure titled 'Mission to Alcazzar' by Douglas Niles, detailing a storyline where Player Characters (PCs) are hired by the Cassidine Development Corporation to investigate the fate of their mining operation on the planet Alcazzar after it is attacked by the Streel Corporation. It includes maps, terrain effects, and information about the planet's environment and creatures, providing essential details for gameplay. The module is structured into sections that cover various aspects of the adventure, including character roles, mission objectives, and encounter tables.

Uploaded by

Me Lee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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KEY

MAP 1. ALCAZZAR -
PLAINS AND FORESTS
MUDFLATS
- MOUNTAINS
c:::J RIVERS, LAKES, AND OCEANS
c=J SNOW AND ICE

~
NORTH
POLAR CAP POLAR CAP

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a:
.E
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a:
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.5
POLAR CAP POLAR CAP ~
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(WESTERN HEMISPHERE NOW IN WINTER/NIGHT) (EASTERN HEMISPHERE NOW IN SUMMER/DAY) 0


AI ph a Dawn Adventure

Mission to Alcazzar By Douglas Niles

TABLE OF CONTENTS

ALPHA SECTION: EPSILON SECTION:


MODULE BRIEFI NG ................... 2 CROSS-COUNTRY ..................... 22
Alpha .1 The Story . . . . . . . . . . . . . . . . . . 2 Epsilon .1 The Gwerrah . . ............ 22
Alpha .2 Explanation of Maps and Tables 2 Epsilon .2 The Sky-Shrikes ........ .... 23
EDITOR: Curtis Smith Alpha .3 Format and Abbreviations . . . . 3 Epsilon .3 Streel Mobile Force ......... 23
COVER ARTIST: Larry Elmore Epsilon .4 The lokkuku .............. 24
BETA SECTION:
INTERIOR ARTIST: Jeff Easley ALCAZZAR ........................... 4 ZETA SECTION:
MAPS: Stephen D. Sullivan Beta . 1 Terrain Effects . . . . . ... . . . . . . . . 4 THE STREEL COMPOUND .............. 27
GRAPHIC DESIGN: Elizabeth Riedel Beta .2 Climate Effects . . . . ... . . . . . . . . 5 Zeta .1 Outside the Streel Compound .. 27
01984 TSR, Inc. All Rights. Reserved. Printed in U.S.A.
Beta .3 Mining Operations . ... . . . . . . . . 6 Zeta .2 Inside the Streel Compound .... 27
Beta .4 History . . . . . . . . . . ... . . . . . . . . 6 Zeta .3 Attacking the Streel Compound . 29
This module is protected under the copyright laws of the Zeta .4 leaving Alcazzar ............. 30
United States of America. Any ·reproduction or other GAMMA SECTION:
unauthorized us.e of the material or artwork contained STARTING THE MISSION . . . . . . . . . . . . . . . 8 EPILOGUE:
herein is prohibited without the express written perm is· Gamma .1 The Characters . . . . . . . . . . . . 8 THE FUTURE OF ALCAZZAR ............ 31
sion of TSR, Inc. Gamma .2 The Briefing . . . . . . . . . . . . . . 8 ALIEN CREATURES UPDATE FILE ........ 14
Distributed to the book trade in the United States by Gamma .3 The Journey ... ....... .... 9
Random Hous.e, Inc., and in Canada by Random Hous.e
PREGENERATED PLAYER CHARACTERS ... 18
DE LATA SECTION:
of Canada, Ltd . Distributed to the toy and hobby trade
THE CDC COMPOUND ................ 10 SYSTEM BRIEF ........................ 13
by regional distributors. Distributed in the United King·
dom by TSR (UK) Ltd .
Delta .1 landing the Shuttle and RANDOM ENCOUNTERS ............... 32
Getting to the Compound ..... 10
STAR FRONTIERS and PRODUCTS OF YOUR Delta .2 Outside the CDC Compound .. 10
IMAGINATION are trademarks owned by TSR, Inc. Delta .3 Inside the CDC Compound .... 10
Delta .4 Preparing to leave ........... 21

TSR, Inc. TSR (UK), Ltd.


P. 0. Box 756 The Mill, Rathmore Road
lake Geneva Cambridge CB1 4AD
WI 53147 United Kingdom
LIST OF MAPS AND TABLES
Map 1. Alcazzar .............................................. outside cover
Map 2. Alcazzar: Mining Operation Region .......................... inside cover
Map 3. CDC Compound .............................................. 16-17
Map 4. Streel Compound ................................................ 28
Table 1. Abbreviations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Table 2. Terrain Effects Table Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
TSR, Inc. Table 3. CDC Supplied Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
PIIODUCTI OF YOUIIIMAGINATtONN
Table 4. CDC Compound Weapons Cache ................................. 21
Table 5. St reel Mobile Force ............................................. 24
Table 6. Streel Supplies ................... . ........... ·.................. 29
Table 7 . A nnual CDC Stock Change ....................................... 31
Table 8. Random Encounter Frequency .................................... 32
Table 9. Water Random Encounters ....................................... 32
Table 10. Land Random Encounters ........................................ 32

ISBN 088038-146-9

7809
ALPHA SECTION:
MODULE BRIEFING
Alpha .1 Alpha .2
THE STORY EXPLANATION OF MAPS
AND FILES
Recently, the Cassidine Development Corporation This module provides four maps to aid you and your
(CDC) located substantial amounts of gold and uranium players. Informational fi les are also included; some are
on the planet Alcazzar, in the remote Rhianna system. for the players, others for you only. The maps and file are
Under tight security, CDC started a limited mining opera- explained below.
tion on Alcazzar.
The mines centered around a small compound where
a staff of 12 technicians and an equal number of robots MAP 1. ALCAZZAR
operated an automated processing plant. CDC earned
millions of credits from this operation, while keeping it On the outside of the module cover is a full color map of
secret from the Pan Galactic and Streel Corporations- the entire surface of Alcazzar. Use this map if the PCs
CDC's major competitors. leave the Map 2 region where most of the adventure
Unfortunately, the aggressive Streel Corporation takes place. You will have to create descriptions of the
learned of the mineral wealth through a series of care- specific areas they enter, but with Map 1 as a guide, you
fully placed bribes. Never an organization to use sub- should be able to let them journey anywhere on the
tlety when brute force will work, Streel decided to planet they wish.
terminate the CDC operation and begin a much larger Show this map to the players during the PCs briefing in
operation of its own. Then, when the wealth of the the CDC headquarters (Gamma. 2). Since the PCs are
planet eventually became public knowledge, Streel given a copy of this map, the players may look at it as
wou ld be in position to control access to (and adminis- often as they wish.
tration of) Alcazzar.
This adventure begins after Streel wiped out the CDC MAP 2. ALCAZZAR: MINING
operation. The Player Characters (PCs) are specialists
hired by CDC to go to Alcazzar and discover what hap-
OPERATION REG ION
pened to the CDC operation and its staff.
All that is known about the planet is information that This map covers the inside module cover, and displays a
was collected by a CDC environmentalist and relayed to small region of the planet at a scale of 2 kilometers per
the corporate headquarters on Cassidine before the hexagon. Both Streel corporation mining camps are in
operation was destroyed. This information is in the Sys- this region, so the bulk of the adventure occurs here.
tem Brief and is furnished to the PCs during their briefing Show this map to the players during the PCs' briefing
in Gamma .2. Much more information is provided for (Gamma .2). After they see it, they may refer to it as often
you, the referee, in Beta .1, Beta .2, and the encounter as they wish.
sections.
An attack on the P<:s' ship soon after it delivers them to MAP 3. CDC COMPOUND
Alcazzar strands the PCs with no subspace radio. They
will be able to salvage some equipment, including sev- This map is in the center of this module, on p. 16-17. To
eral explorers and heavy weapons, from the ruined CDC remove the map, carefully bend the staples back with a
compound. Many obstacles stand in the way of their blunt object and lift out the top sheet of paper intact.
cross-country journey to the only other inhabited area Then lift out the next sheet, p. 13-1 4 and 19·20, to use
on the planet-the Streel Corporation mining camp. later. Finally, bend the staples back down. You can use
The PCs may leave a swath of destruction across the your STAR FRONTIERS* counters on this map to aid
face of Alcazzar, or they may establish friendly relations movement and combat in the CDC compound.
with the native creatu res. Whether the PCs accomplish Describe the compound to the players during the PCs'
their mission with courage and resourcefulness depends briefing (Gamma .2), but don't show the players this map
entirely on their reactions to the problems they face. until they reach the compound on Alcazzar (Delta .2).
MAP 4. STREEL COMPOUND Alpha .3
This map is on p. 28. The encounter areas and guard FORMATS AND
positions in the Streel compound are marked on this ABBREVIATIONS
map. When the PCs reach the Streel compound, show
the players the "FORT" map from your STAR FRON-
TIERS• game box. That map also describes the Streel Sections of text are enclosed in boxes; they are descrip-
compound, but it doesn't contain the details that Map 4 tions of action, places, and things the PCs encounter.
does. Don't show Map 4 to the players. Read boxed text aloud to the players. You can also refer
back to boxed text for descriptions later.
When the PCs encounter creatures, non-player char-
SYSTEM BRIEF
acters (NPCs), or robots in this adventure, statistics for
the encounter are included in a shorthand format so you
Page 13 is the System Brief. Remove that page, and the
can easily refer to the material you need. Table 1 lists the
attached Alien Creatures Update File with Map 3 (see abbreviations used in statistics and the rest of the mod·
instructions above). This brief represents all the informa- ule.
tion CDC has regarding Alcazzar. It will be given to the
PCs during their briefing, so assume that they take a copy
with them and allow the players to use it whenever they TABLE 1. ABBREVIATIONS
wish. Read this brief before going on.
ATT • Creature's attack rating
ALIEN CREATURES UPDATE FILE CDC • Cassidine Development
Corporation
This file contains information about the animals on d10 • Ten-sided die
Alcazzar. The information here goes far beyond what the DEX Dexterity
CDC environmentalist learned, so don't show it to the DM Damage caused by successful
players. As the PCs adventure on the planet, and particu- attack
larly if they decide to stay and study the world after the CST • Galactic Standard Time
adventure is over, they may learn this information. Read IM Initiative Modifier
this file before going on. M • Melee attack score
MV • M ovement Class
RANDOM ENCOUNTER TABLES NPC Non-player Character
PC Player Character
Use tables 8, 9, and 10 on p. 32 to determine when the PS Punching score
RS • Reaction Speed
PCs have random encounters, and what those encoun-
RW Ranged weapons attack score
ters are.
SA • Creature's special attack forms
SD • Creature's special defenses
PRE-GEN ERATED PLAYER CHARACTERS SEU • Standard Energy Unit
STA • Stamina point total
This is group of eight PCs your players may use if they do STR • Strength
not have characters of appropriate experience, or do not
wish to risk their own characters on this expedition.
BETA SECTION:
ALCAZZAR

Beta .1 constantly circle over the prairies, search- hares, live in burrows excavated among the
ing for the slightest movement that might karakahs' mighty roots.
TERRAIN EFFECTS indicate the presence of something edible.
Occasionally, a huge gwerrah shambles MUDFLATS
Only one-third of Alcazzar's surface is land. across a prairie, quite unmolested by the
The rest is taken up by two vast oceans and shrikes. Lokkuku sometimes band This vast expanse of putrid bog seems to
numerous rivers and lakes. Seventy percent together, carrying an array of clubs, and ooze filth and decay. The deep-pitched
of the land area is virtually impassable to hum of millions of insects provides a con-
move across the prairie with wary eyes
characters traveling overland. Much of the toward the sky. Most herbivores stay near stant drone; and in fact, clouds of the crea-
impassable land is mudflats; the remainder the edges of the forests, however, venturing tures are swarming over the central part of
is made up of a series of rugged mountain into the grass for a quick bite, then scurry- the mudflat.
ranges. ing to the shelter of the trees when the The mud is a rich brown color, occasion-
The terrain of the planet will greatly affect ally marked by floating patches of dark
shrikes appear overhead. Sky-shrikes keep
any traveling the PCs attempt, as well as a respectful distance from all vehicles. green scum. Now and then, bubbles of
determine the types of creatures they are swamp gas burst from the water, cau sing
likely to encounter. This section defines FORESTS the already unpleasant stench to assume
each terrain type, including movement nauseating proportions. Every few minutes,
requirements and restrictions and a Towering to heights of 100 meters or a small creature suddenly breaks from the
description of what a typical area looks like. more, the mighty karakah trees seem to surface to snatch a bug from the air and
To determine movement rates for the dif- declare dominance over the rest of the quickly plop back into the mud. Despite all
ferent terrain types, refer to page 19 of the planet. These trees sprout from huge the activity, this seems to be a place of still-
Expanded Game Rules. The Terrain Effects bases, 10 meters wide, and shoot ness and death.
Table there applies to Alcazzar, with the fol- straight upward. Long slender branches Despite their oppressive smell, mudflats
lowing definitions in table 2. extend to the sides at about 5-meter offer little to threaten PCs. Hover vehicles
intervals, drooping with the weight of and explorers can cross the mudflats with
TABLE 2. TERRAIN EFFECTS TABLE heavy, pointed needles and fat fruits. little difficulty. However, other ground
DEFINITIONS Although the forest canopy is dense vehicles become mired quickly. After sev-
enough to practically blot out the sky, eral hours, mired vehicles sink below the
ALCAZZAR DEFIN ITION IN THE the floor is remarkably open. Visibility surface.
TERRAIN TERRAIN EFFECTS TABLE averages 100 meters. Many overripe Characters attempting to cross the
fruit, as well as large, hard pits from mudflats on foot will find the going very
Forest Broken inside the fruit, litter the ground, but no slow- much like trying to swim through
Mountains Rugged underbrush impedes progress. pudding or mashed potatoes. The mud is
Moraines Rugged The upper reaches of the forest are dense enough that a character can lie on
Ice fields Hazard draped with long, supple vines, creating top of it without sinking. Traveling on foot in
Mudflats Bog easy passage from tree to tree; but no mudflats is so tiring that characters doing so
Prairie Clear vines fall within 10 meters of the ground. must rest one hour for every hour they tra-
vel.
PRAIRIE Forests are the major shelters for the many Many kinds of algae grow in the mudflats.
herbivores on Alcazzar. The karakah fruit is Insects are the most common animals in the
sweet and nourishing, and the pits also mudflats. Even fire locusts sometimes cross
This is an expanse of lush green grass,
have food value. Many hibernating crea- them. The only other creatures living in the
easily rippled by any passage of wind.
tures eat the fruit during the warm season mud are small carnivores that prey on
Growing about one meter high, the soft
and store a large collection of pits for win- insects, and pose no threat to PCs. How-
blades bend readily beneath the weight
ter. ever, warm water pools are scattered across
of a traveler. Mostly grasses grow here,
lokkuku rule the forests because they tra- the mudflats, and these pools hold many
but the scene is still one of incredible fer-
tility. vel easily through the trees. Sky-shrikes fish, including sea-shrikes.
cannot effectively break through the upper
branches, and even the huge gwerrah can- MORAIN ES
These grassy areas would be true havens for not reach anything higher than 10 or 12 Moraines are long, high hills of sand,
Alcazzar's herbivores except for one factor: meters above the ground. Many of the crushed gravel, and clay, covered with a
the sky-shrikes. These vicious predators smaller herbivores, including the gnaw- thin layer of topsoil. Alcazzar's moraines
4
5
are not described in boxed text since the lichens, even plant life is unknown to these Characters traveling on foot can swim
appearance of a moraine varies, depending barren reaches of cold stone. across rivers, but must abandon equipment
on whether it is in a prairie or a forest. they cannot tuck into their belts or back-
The moraines on Alcazzar were created WATER packs, including rifles and power back-
by the movements of glaciers thousands of packs!
years before the setting of this adventure. Although most of Alcazzar is covered by Fish are plentiful in nearly all of Alcazzar's
water, the difficulties of water-travel will bodies of water. Fish range from small pin-
Since that time, the topsoil formed and
probably prevent the characters from fish that subsist mainly on algae to the mon-
plants grew on the hills. The moraines and
their origins will be obvious to any environ- spending a lot of time afloat. Nonetheless, strous sea-shrikes that eat anything they can
they may use explorers amphibiously, or sink their teeth into.
mentalist.
even construct rafts or boats, so the follow-
The animal life on a moraine is the same
ing guidelines are included.
as the animal life in the area around the
Frequent storms cross the oceans, creat- Beta .2
moraine. CLIMATE EFFECTS
ing huge swells and crashing breakers. No
Explorers and characters on foot can
vehicle short of a submarine or powerful
cross moraines, but all other forms of Alcazzar's climate and seasonal changes
ground transportation are stopped by the ship can travel safely on the oceans.
are very unusual because the planet barely
The breakers smashing against the shore
steepness of the climb. rotates as it orbits its star, Rhianna. At any
should convince the characters not to travel
one time, 40% of the planet is in daytime/
on the oceans. If they try anyway, their
MOUNTAINS summer, another 40% is in nighttime/win-
vehicles capsize and wash ashore soon
ter, 10% is changing from summer to
after they enter the water. Each character in
winter, and 10% is changing from winter to
Sheer spines of grey and black stone rise a capsized explorer takes 1d10 points of
summer.
abruptly into the sky. Traces of snow damage.
At the start of this adventure, the mining
cling to the higher pinnacles, and steep, The ocean floor plunges to tremendous
operation region, the area in Map 2, just
narrow gullies scar the shoulders and depths in places (8,000 meters or more),
entered high summer. This region will
sides of the awesome formations. The but the huge lakes sometimes found in the
move into a transitional season in 3000
clatter of falling rocks is a common mudflats are no deeper than 3 or 4 meters in
hours GST (150 20-hour GST days).
sound here, first near, then far away- their lowest locations. The lakes in moun-
erosion is a living force at work. tain valleys often plunge to depths of 500 or
WINTER WEATHER
The steepness and height of these 600 meters.
stone mountains is forbidding. So too, is The current in many rivers and streams is The areas of winter/night are nearly void of
the absence of life. Only the howling too rapid for crossing by explorers or rafts. active animals, since Alcazzar's creatures
wind and the occasional crash of a rock Most rivers are 50-300 meters wide and either migrate with the more hospitable
slide disturb nature's silence here. average four meters deep. summer/day, or hibernate deep beneath
If the characters reach a river in explor- the thick blanket of snow that arrives with
ers, there is a 50% chance that the water the winter. The only active animal is the
Any hexagon adjacent to a mountain ridge before them is too rough to cross safely. If snow sloth, loping along the , feeding on
on Map 2 is considered mountainous ter- they travel up or downstream 2 kilometers, hibernating animals whenever it can find
rain for travel purposes. The ridges themsel- they reach a quiet spot where they can them. (See the Alien Creatures Update File
ves are impassable to all hover and ground cross safely. for more information about the snow sloth.)
vehicles, including explorers. Characters If they attempt to cross at a rough spot, In winter/night, snow falls heavily, often
traveling on foot take 4d 10 hours just to each driver must roll a number equal to or at a rate of .25 meters/hour. There is a 90%
cross a ridge (add this time to the travel time less than his technician skill x 10 on d100. If chance of cloud cover, and a 50% chance
to enter the hex on the other side of the a driver's roll fails, his vehicle capsizes. of snowfall at any given time. When snow is
ridge). If the PCs inside a capsized explorer try to falling, there is a 20% chance of a blizzard.
Rock slides are frequent in mountainous escape, they each suffer 1d10 points of During blizzards, visibility is reduced to
terrain . Rock slides occur as random damage and lose their rifle weapons, but zero, snow falls at at least .25 meters/hour,
encounters on table 10. If a rock slide manage to get to shore. The explorer, on winds blow at 10-100 kph, and the temper-
occurs, each character must roll his RS or the other hand, sinks to the bottom. All ature drops to 5-50 degrees below zero,
less on d 100 to leap out of the way of falling equipment carried on the outside of the Celsius.
rocks. Each character that fails his RS check explorer is lost, and all electronic gear On those rare occasions when clouds do
suffers Sdl 0 points of damage. If a vehicle inside the explorer is destroyed. The PCs not blanket the winter/night region, the dis-
is caught in a rock slide, the driver must must drag the explorer from the river before play of stars is stupendous. However, the
make a successful RS check to drive the it can be used again. absence of the insulating cloud blanket
vehicle to safety. If the driver fails his check, If the PCs inside a capsized explorer shut causes temperatures to plunge to anywhere
the vehicle suffers the result of a 3d1 0 roll all the hatches, the explorer floats down- from 45-90 degrees (Sd 10 • 40) below zero,
on the Vehicle Damage Table (Expanded stream before grounding on the far bank. Celsius.
Game Rules, p. 32). Characters inside the explorer suffer 1d1 0 The snow-cover on the planet increases
Sky-shrikes occasionally drift over moun- points of damage. All equipment carried on as the winter passes. A snow base of 3-5
tains on their way from one prairie to the outside of the explorer is lost, but the meters develops in the first wave of winter
another, but very few creatures live in the explorer and equipment inside it remain storms. By the end of the season, the snow-
mountai ns. Except for some primitive undamaged. cover increases to an average of 40 meters.
6
Severe winters with twice this accumula- Rhianna's energy. Of course, heat does Beta .4
tion are possible. build up; at the height of the season,. the
Winter is 4,000 hours long, GST (this is average surface temperature can chmb HISTORY
equivalent to 200 20-hour GST days). above 45 degrees Celsius. A CDC exploration vessel, the Twilight
Wildlife is plentiful and active in summer Moon, discovered the route to Rhianna,
TRANSITIONAL WEATHER regions. A gradual eastward movement of and its sole habitable planet Alcazzar, two
The regions of the planet between the win- migratory creatures is common all summer years before the start of this adventure. Pre-
ter/night or summer/day areas are in transi- long. liminary geoscanner tests were extremely
tion, either warming (changing from winter favorable for mining operations-so
to summer) or cooling (changing from sum- encouraging, in fact, that the company tried
mer to winter). In both cases, the following
Beta .3 to keep the planet's wealth a secret from
conditions apply. MINING OPERATIONS other corporations.
The sky is always a dim, twilight gray. In The star, Rhianna, is located in the vast
The facet of Alcazzar that first attracted reach of space between Cassidine, White
part, the dim light is caused by Rhianna CDC and now Streel, was not its weather,
staying near the horizon. Thick, dark light, and Timeon (see the map of the Fron-
but its vast mineral deposits, particularly tier Sector in the Expanded Game Rules, p.
clouds also contribute to the grim, gray heavy metals. Gold, silver, uranium, lead,
appearance. 51). Don't feel bound by this location if it
copper, platinum, magnesium, and. ~i~a­ does not fit in your campaign; you can use
Almost constantly, violent storms rack the nium were discovered at CDC's two m1t1al
land, dumping large volumes of rain or any uninhabited and unexplored syst~~·
test sites. The two compou nds on the The region CDC selected for mmmg
snow. Fierce winds and lighting are very planet were built on those sites.
common. Radio com munications have passed into winter shortly after the planet's
The metals are locked in bedrock, for the discovery, so operations were postponed
only a 5% chance of succeeding in these
most part. Thus, expensive, large-scale until the following summer. It was hoped
areas, because of the great amount of elec- operations are required to rem~ve them .
trical activity. that this delay would throw any suspicious
Many violent streams and r~vers cut competitors off the track.
Transition periods last 1,000 hours GST through the planet's mountain ranges, c~r­
(equivalent to 50 20-hou r GST days). The following summer, the CDC com-
rying minerals down from the mo~ntam pound was constructed and placer mining
Warming: In transitional areas moving rock. The minerals in rivers are eas1er to operations began in earnest. In 120 days
from winter to summer, the snow melts at remove, so the test sites and compounds (GSD of operation, the mine produced
phenomenal rates. Mud Oats become shal- are near rivers where they emerge from 6,300,000 credits worth of metal, mostly
low lakes, and all streams and rivers now mountains.
gold. The winter season was judged too
with tremendous force. Nearly all of the Placer mining is the process of removing
hazardous to leave any personnel on the
winter's snow-cover disappears in the vio- minerals from a riverbed, where they have planet, so the compound was evacuated for
lent period of transition. been placed by the water over many centu- the season.
ries. Typical placer operations on an out- When its second summer of operations
Cooling: As the cooling transition arrives, post world involve construction of a
animals begin to enter their shelters for began, the mine was producing beyond the
compound near a river. The compound
hibernation, or begin a panicked stampede previous year's levels for 40 days. Reports
houses a small staff and basic processing and shipments arrived regularly. Then, all
eastward if winter starts catching up with
equipment. Heavy duty robots perform the communication ceased.
them. The weather cools steadily, and snow
actual mining. When environmental pro- Highly placed CDC officers were bribed
begins to fall frequently. Near the start of
tection laws are not in effect-and they usu- by agents of the Streel corporation, and
the cooling transition the snow melts
ally aren't on a newly discovered revealed the Alcazzar operation. A strike
shortly after hitting the ground.
world- these robots systematically exca- team of Streel mercenaries eliminated the
vate long sections of a riverbed, carrying CDC operation and fused the compound's
SUMMER WEATHER
the raw material to the compound for proc-
nuclear reactor to make sure it was never
like the winter, the summer/day period on essing.
activated again.
Alcazzar lasts 4,000 hours GST (200 20- On a world as rich as Alcazzar, placer
Then, Streel began an operation of its
hour GST days). The summer/day season is mining can produce anywhere from 1,000
own, about 120 kilometers from the CDC
usually topped with clear blue skies and the to 100,000 (d1 00 x 1,000) credits worth of
compound. Gambling on its great size as a
gleaming, yellow dot of Rhianna. Clouds metal gathered every 20 hours. Of course,
deterrent, Streel decided that CDC wou.ld
cover the sky a mere 10% of the time in transport, processing, and personnel costs
leave well enough alone, and abandon 1ts
summer, and these often bring refreshing, bite into this; but the profits are still substan-
Alcazzar operation as it had abandoned
cool rains. Thunderstorms are common tial. However, setting up a mining opera-
many other ventures in the past, once the
close to the transitional periods, but in high tion costs around 5,000,000 credits and larger competitors moved in.
summer the weather is usually hot and average daily operating costs are between This time, however, the Cassidine Devel-
calm; even the rain showers seem gentle. 1,000 and 10,000 credits. Even if the capital opment Corporation is determined not to
Strong ocean currents carry cool water can be raised, the risks of claim-jumpers
sit idly by while its much larger competition
from the winter regions all over the planet, and other thieves are formidable. All in all,
reaps the profits of its discovery. By sending
so most of the summer does not become mining a wilderness world is a very ri sky
an elite team of its own to Alcazzar, CDC
unbearably hot. The same oceans also cool operation.
will see that its rights are duly protected, by
the planet by reflecting a great deal of force if necessary!
GAMMA SECTION:
STARTING THE MISSION

Gamma .1 The slightly overweight and balding man


in the trivid picture is still readily recogniz- knowledge of the planet will be in com-
THE CHARACTERS able as Karral Willthatch. Formerly famous manding positions. I' m sure some things
as a daring adventurer, he has turned his begin to come clear now, including the
This adventure requires a very skilled group energies toward running his multi-million high rate of pay on this job.
of player characters. They must travel to a credit corporation, now, as chairman of the "You should understand, now, w hy
wild planet and face hostile NPCs who out- board. He begins to speak. we gathered this team of skilled and
number them and have greater resources, experienced agents. This will not be the
sothe PCs must be tough, clever, and " I am sure you are all curious about first time any of you have participated in
resourceful. your mission with the Cassidine Devel- conflict on an outpost world. You all
The pregenerated player characters on p. opment Corporation. As you know, know that the UPF generally turns its
18 represent an ideal collection of skills and CDC tries to develop star routes to back on these little wars, leaving private
levels for this mission. If your players' char- undiscovered worlds, then exploit the concerns to settle them in their own
acters have not achieved those levels yet, wealth of those worlds before larger cor- way. We at CDC try to avoid outright
but they want to play this adventure, try to porations can move in and take over. hostility. But the wealth on Alcazzar and
give them a little more experience before Ideally, we have moved on to other the likelihood of an attack on our staff
sending them to Alcazzar. If your players' areas before our chief competitors, the warrant this kind of mission!"
group of PCs is too small in number, feel Pan-Galactic and Streel Corporations, Suddenly, the image of a planet, bright
free to fill it out with any of the pregenera- move in to begin their wholesale opera- against the blackness of space, replaces
ted characters, either as NPCs allied with tions. the chairman. A voice begins to narrate.
the PCs, or as alternate PCs. " You do not know that CDC located "Aicazzar's climate and seasonal
CDC agents will contact the PCs to hire one of the richest deposits of heavy changes are very unusual because the
them for a mission. These agents are autho- metals in the known galaxy on Alcazzar, planet does not rotate as it orbits its star,
rized to pay twice the listed rates (see in the Rhianna system. We have been Rhianna. Thus, all areas of the planet,
Expanded Game Rules, p. 60) to specialists mining there secretly for two years. except both polar caps, pass from a long
hired for this mission. (Characters of this " l ast week, however, communica- summer, during which the star never
level have established reputations in their tions from our Alcazzar compound sud- drops below the horizon, to an equally
fields, and CDC wants the best.) denly ceased. At the same time, remote long winter when the star is never seen.
The PCs are taken to the corporate head- survey-satellite transmissions indicated The largest of two continents circles the
quarters on Cassidine as quickly as possi- the presence of another settlement on globe, separating two large oceans, one
ble. They are treated politely, and given a Alcazzar. in the north and one in the south. Many
chance to get to know each other (if they "Your first mission objective is very lakes and rivers break up both conti-
don't already) while waiting for their brief- straightforward: Go to Alcazzar and nents. The terrain varies from steep stone
ing. Of course, they will be paid from the determine what happened to our out- mountains to vast plains and forests:'
moment they board ship for Cassidine. post and staff of 12 there. Rescue the The narrator pauses, and the image
After all the PCs arrive at the CDC head- staff, if possible. expands until a hemisphere of green is
quarters, they are ushered into a room high "If foul play is involved, you have a visible opposite a cloak of ice. As details
atop the CDC tower in Triad City. Their second mission objective: l earn who is become clearer, you see a pleasant
adventure begins. responsible. If, as we suspect, a rival cor- expanse of plains and forests, similar to
poration is interfering with our opera- the huge parks ofTriad. The narrator con-
tions, you must contact us via subspace tinues.
Gamma .2 radio, and identify the culprit. Then, ':Lush grasses cover the plains, which
while we verbally make our commit- in lower areas, turn to boggy marshes.
TH.E BRIEFING ment on Alcazzar clear to the foe, you The large trees do not shed their needles
must strike back at their operations, ter- at any time in the year. During the day,
The walls of this room are paneled with real minating it, if at all 1possible. " Needless which is the summer, the sun, Rhianna, is
mahogony. lush carpeting covers the floor to say, you will be in a position of high always visible from the temperate zone,
beneath several ultra-soft bioform chairs. risk. let me assure you that, should we providing constant illumination. Most
This room, and the fine refreshments pro- emerge victorious, all of you will be very clouds remain over the ice in the night, or
vided, make a very pleasant setting. After well taken care of. Furthermore, Alcaz- winter, region. Thousands of clear brooks
everyone is comfortably seated, the lights zar has much potential and will eventu- and streams running from mountains and
dim and a trivid image appears in the center ally develop; skilled individuals with glaciers keep the summer region well
ofthe room.
boxed text continues boxed text continues
8
9
Let the players see the System Brief, the Gamma .3
watered, despite an almost total lack of equipment list below (table 3), Map 1, and
rain:' Map 2. Allow the players to ask questions THE JOURNEY
The image of Alcazzar expands even about their mission. If they ask about the
more, revealing a narrow stretch of CDC compound on Alcazzar, describe it to Read the following boxed text to the play-
plains and forest between a rugged them, but do not show them Map 3 until ers after the PCs board the Nightrunner.
mountain range and Alcazzar's Great they reach the compound. You may give
Sea, the southern ocean. A light blinks at them information about placer mining and
the mouth of a mountain valley. the terrain and weather conditions on After a quick lift-off, the Nightrunner
"The light indicates the location of our Alcazzar. Do not give the players any infor- starts accelerating to jump speed,
compound, which was built over a tre- mation about the other settlement that was bound for Alcazzar. The crew of the
mendous deposit of gold and other located on Alcazzar (the Streel compound). freighter is close-mouthed and
heavy metals:' Another light blinks, at unfriendly. They do not even engage in
the mouth of a valley about 120 kilome- the simplest conversations, seeming to
ters away. desire no knowledge of your mission.
TABLE 3. CDC SUPPLI ED EQUIPMENT
"The second light marks the location If the compound was attacked, iden-
of the new settlement discovered by sat- tifying the guilty party should not be
ellite. This new settlement is on one of Players should note on their character difficult; only the Pan Galactic and
our first test sites, a potentially rich min- record sheets all the items their characters Streel corporations have the resources
eral deposit. carry. CDC provides each PC with the fol- to pull off such an attack so deep in
"Nothing is known about creatures- lowing equipment.
uncharted space. However, if PGC or
if any-that live on the ice field s. The Streel are responsible, terminating one
1 rifle*
CDC Twilight Moon expedition's envi- of their operations will be quite a pro-
1 pistol•
ronmentalist reported that many types ject. Frontal assaults on armed com-
1 skeinsuit*
of animals exist in the summer region s, pounds are seldom successful.
1 defensive screen •
however. Most of these types are mam- One way to shut down a mining
1 melee weapon•
mels, the rest an assortment of harmless operation is to break into the main
200 SEU or 200 rounds for each weapon
insects. Of the mammals, only three are compound and fuse the reactor core,
100 SEU for each energy-using
large enough to conceivably affect your leaving the outpost without power.
device (except weapons)
mission: the gwerrah, a huge shambling Another tactic is to destroy all the
1 toxy-rad gauge
omnivore known to inhabit the hilly and processing equipment, which is prob-
1 gas mask
mountainous regions; the sky-shrike, a ably also in the main compound.
1 compass
medium-sized carnivore that flies in Obviously, shutting down a rival min-
1 chronocom
huge, soaring packs; and the lokkuku, a ing operation won't be easy!
1 everflame
primate with some intelligence and a
1 flashlight
noted tendency toward pranks."
1 rope (25 meters)
More trivid images appear. Fi rst, a The Nightrunner's captain, a human
survival rations
stocky quadruped covered with coarse named Gerfritz Dale, will respond if the
toolkits for the PC's skills
black hair is shown towering over an characters insist on speaking to some
explorer. The gwerrah could have • PC may choose any type listed in the rules. member of the crew. Captain Dale is a
crushed the vehicle without difficulty. gruff old spacer. He ordered his crew to
Next, a flight of sky-shrikes-dog-like keep silent because those were his
creatures with huge, leathery wings- CDC also provides the following items instructions. He is sympathetic to the PCs'
seems to soar through the briefing room. that the PCs must divide among themsel- mission, and will bend the rules very
Finally, a lokkuku, a little creature that is v~s. slightly if the PCs ask him for aid.
almost comical after the other two, 4 holoflares
2 radiophones A shuttle from the Nightrunner will set
blinks into sight. Looking much like a the PCs down on Alcazzar, 2 kilometers
small Yazirian, it tilts its head quizzically 1 polyvox
north of the CDC compound. Captain
and then scampers away on all four feet. 2 freeze fields
2 pair of magnigoggles Dale won't land a shuttle any closer
The lights come up quickly as the because hostile forces may occupy the
trivid images fade out. A security robot 2 infrared jammers
5 water packs compound. He will not allow a shuttle to
enters and hands you a system brief, an fly over or near the other compound.
equipment list, and two maps. The robot
informs you that, as is standard proce-
Tell the players that level 6 technicians
dure on outpost worlds, the CDC com-
can fuse a nuclear reactor into a worthless
pound contained a cache of heavy
lump of radioactive slag-a very efficient
weapons. The weapons are under-
way to shut down most mining opera-
ground, below the very center of the
tions. Common sense suggests that if the
maintenance garage. The robot will
CDC compound was indeed attacked, its
answer questions for 15 minutes. Then,
reactor was probably fused. The fusing
you should board the Nightrunner, a fast
process can only be performed by a level
CDC freighter. It w ill lift off in two hours.
6 technician, and is not reversible.
DELTA SECTION: THE CDC
COMPOUND

Delta .1 majestic forest of tall trees and little under- Delta .3


brush. The woods remain silent during this
LAN Dl NG THE SHUTTLE walk, and the characters see no creatures. INSIDE THE CDC
AND GETTING TO THE They should notice, however, a number of COMPOUND
COMPOUND large fruit on the ground. If they look up, THE ROBOTS
they see the same kind of fruit growing from Four more maintenance robots (robots I, J,
Read the following boxed text to the players the large trees that make up most of the for- K, L) are in the barrar:ks and two security
as the Nightrunner's shuttle sets down on est. Each fruit is about SO centimeters in robots (robots F, G) in the reactor and proc-
Alcazzar. diameter and contains a hard pit, 10-1S essing plant, but don't let the players know
centimeters across. about them yet. None of the robots will
The shuttle doors open onto a meadow
move until a character approaches to
that is radiant with flowers of every Delta .2 within two squares of the computer shed.
color. Tall trees surround the clearing,
blocking any view of the compound
OUTSIDE THE CDC Then, all 12 robots attack the characters
COMPOUND nearest them.
about 2 kilometers away to the south.
These robots assisted in CDC's mining
"Move It!" the pilot growls, obviously Place Map 3 before the players, and put operation. After Streel agents took over the
eager to return to the security of the robot counters on their starting positions. compound, they radically altered these
freighter above. The shuttle quickly lifts The robots are explained in Delta .3. robots' programming. Now, all 12 robots
away, leaving a scorched patch of earth
share the following mission: "After any
among the flowers. Up ahead, you can make out the com- intruder approaches closer than 4 meters to
You have instructions to contact the pound's reactor tower. Soon, the wire the computer shed, destroy all intruders in
Nightrunner every 20 hours. The fence surrounding the compound the compound." "Destroy" is defined as
Nightrunner will remain in orbit around becomes visible. The entrance gates in "inflict damage upon any intruder that
Alcazzar, waiting for information from the fence are swinging loosely, obvi- moves." " Intruder" is defined as "any
you. ously blasted open. A security robot object not in the compound at the time the
stands motionless just inside the gates. robot was reprogrammed," and the "com-
If you want to use the optional gravity rules The compound contains four build- pound" is "the area inside the fence:'
(Expanded Game Rules, p. 20), tell the play- ings, the largest of which is the reactor The robots will never attack characters
ers that the PCs immediately notice the light and processing plant. Several antennas outside the compound. If a robotics special-
gravity (.8 g). and a shattered radar ball are mounted ist checks, he notices that the robots are
As the shuttle arrives back at the atop the reactor's cooling tower. A large switched "on;' even though they aren't
Nightrunner, a Streel Corporation assault building next to the processing plant is moving. Nothing will activate the robots
scout ship attacks the CDC freighter. the maintenance garage. On the east except a character approaching the com-
Through skillful maneuvering and use of side of the compound are two smaller puter shed.
the Nightrunner's single gun, Captain Dale buildings. The smallest of these, the Robotics specialists can safely try to deac-
escapes with his ship. The Nightrunner is computer shed, also has an antenna tivate any of these robots, but only before
forced to flee the Rhianna system, however, atop it. The other building is the bar- someone approaches the computer shed.
and is only able to transmit a brief message racks. Three heavy duty robots, another
to the PCs before fleeing. Dale radios the security robot, and a maintenance robot 3 HEAVY DUTY MINING ROBOTS
PCs, "I am under attack by an unidentified are visible. None of them are moving. (robots A, B, C)
assault scout ship and must leave the Signs of damage are apparent. The LEVEL: 2
Rhianna system to save my crew and ship; maintenance garage has a large hole in BODY TYPE: heavy duty
good luck:' its north wall, and several skeletons are MOVEMENT: tracks
The Nightrunner will not return for SO 20- sprawled about the compound. NORMAL SPEED: 10 meters/turn
hour CST days, unless the PCs reach the Massive piles of tailings (the waste MAXIMUM SPEED: 30 meters/turn
subspace radio in the Streel Compound and products of the mining operations) sit RANGE: 1,000 kilometers
call for a pick-up earlier. The PCs should not outside the fence behind the processing CAPACITY: excavate 4 tons/hour
know if, or when, the Nightrunner will plant. LIMBS: robot A: scoop shovel
return. robot B: huge drill
If the characters use a compass, they have The fence around the compound was elec- robot C: rock crusher
no trouble reaching the CDC compound in trified, but now the power is off, so the PCs PROGRAMS: security lock, attack/
one hour. The walk takes them through a can climb it safely, if they wish. defense
10
11
PARABATIERY: type 2 STAMINA: 100 his "display information" roll succeeds by
STAMINA: soo An: 50 40% or more, he can call up rough pictures
ATI: 50 WEAPONS: (see LIMBS above) of the people who reprogramed the com-
WEAPONS: (see LIMBS above) DAMAGE: 2d10
puter. If the PCs ask the computer to
DAMAGE: 6d10 DEFENSES: none
DEFENSES: none IM/RS: 5/50 enlarge the pictures, they see that the
IM/RS: 5/50 reprogrammers wore the Streel corporate
Street technicians erased these mainte- insignia on their suits. More than one com-
The three heavy duty robots are equipped, nance robots' processing and maintenance puter specialist in the party may attempt to
respectively, with a scoop shovel, a huge programs. use the computer.
drill, and a rock crusher. They will crash You may determine other ways the play-
through walls while chasing characters, but THE GROUNDS ers can find out that the Streel corporation
t hey will not leave the compound. All three is the culprit. Make the players dig for thi s
A jumble of debris, foot prints, and wheel information, however!
are 2nd level. Street agents erased these
marks cover the ground inside and around The antenna atop the computer shed is
robots' excavation programs. They are now
the compound. It's impossible to estimate connected to a broken radiophone.
reprogramed with only security lock and
the number of attackers or determine any The PCs cannot interface this computer
attackldefense programs.
other details of the attack from the tracks with the computer at the Street compound
and debris. because the Street computer is not regularly
4 SECU RITY ROBOTS
The skeletons in the compound are the linked to a radio.
(robots D, E, F, G)
remains of the CDC mining staff, slaugh-
tered by Street agents. Sky-shrikes have REACTOR AND PROCESSING PLANT
LEVEL: 4
BODY TYPE: standard picked the bones clean, but five Yazirian, a
Vrusk, and five human skeletons are visible. This large building contains the nuclear
MOVEMENT: wheels
NORMAL SPEED: 10 meters/turn The twelfth member of the crew, a drala- rea ctor and generators that powered the
MAXIMUM SPEED: 90 meters/turn site, had no skeleton to leave behind. compound, and the mineral processing
RANGE: 1,000 kilometers mac hinery that consumed most of the reac-
LIMBS: 4 mechanical arms THE BARRACKS tor's power. The Streel attackers fused the
PROGRAMS: security lock, attack/ reactor core into a useless lump of highly
defense, search & destroy This was the barracks for the workers. If the radioactive garbage, then cracked the pro-
PARABATIERY: type1 robots have not been activated, four main- tective reactor shell. Consequently, this
STAMINA: 100 tenance robots (robots I, J, K, L) are stand- building is full of dangerous radioactivity
ATI: 70 ing around the single large room, that will prove deadly to characters who lin-
WEAPONS: 1 laser rifle set at 8 SEU/shot, immobile. Twelve bunks, an automated
powered by a 100 SEU ger here.
kitchen, a large table, and 18 chairs are the As they approach or pass through the
backpack
building's only other contents. If characters open door to this building, characters who
DAMAGE: 8<:110
albedo suit look closely, they notice clean spots at the look at their gauges notice that they are
DEFENSES:
IM/RS: 5/50 foot of each bunk, where the workers' foot blinking blue, warning of radioactivity. The
lockers were kept. The Street attackers radiation level is less intense outside the
The four security robots shoot their lasers removed and destroyed all the workers' building. Do not tell the players about the
(8d10 damage) until their 100-SEU back- personal belongings. Blast spots on the radiation unless they state that their charac-
packs are drained. Then, they attack with walls show that some laser and automatic ters are examining their toxyrad gauges!
their limbs. rifle shooting took place in here. Characters who enter the building imme-
diately take 5 points of damage and begin to
THE COMPUTER SHED
5 MAI NTENANCE ROBOTS feel dizzy. If they leave the building imme-
(robots H, I, j, K, L) This building houses the compound's com- diately, they suffer no further damage.
puter. The building shows no signs, inside Characters who do not leave immediately
LEVEL: 2 or out, of the battle that raged in the com- take another 5 points of damage.
BODY TYPE: standard pound two weeks earlier. Inside the shed, Characters still inside the building should
MOVEMENT: wheels notice a yellow glow coming from a crac k
several huge type 4 parabatteries sit against
NORMAL SPEED: 10 meters/turn
the south wall. A level4 computer occupies in the reactor shell at the far end of the
MAXIMUM SPEED: 60 meters/turn
RANGE: 1,000 kilometers most of the rest of the building. building. If they leave immediately, they
LIMBS: robot H : 1 vacuum, The computer is on when the PCs enter. take no further damage; but if they don't
2 mechanical arms After erasing the CDC files and programs, head for the door right after seeing the glow
robot 1: 1 electrosnip, the Street attackers reprogramed the com- (even if they pause just to look at their toxy-
2 mechanical arms puter. It now contains only a level3 security rad gauges) they take another 5 points of
robot J: 1 lasoldering iron, program. The computer has 100 structure damage before escaping from the building.
2 mechanical arms Characters who still do not leave con-
points.
robot K: 1 electrodriver, tinue to take 5 points of damage per turn.
If a computer specialist attempts to dis-
2 mechanical arms
play information on thi s computer after After they loose 25 Stamina points, they
robot L: 1 small drill,
2 mechanical arms defeating or bypassing its security program, become horribly nauseated. If they leave
PROGRAMS: security lock. attack/defense he learns that none of the original program- then, they take 5 more points of damage
PARABATIERY: type 1 ming remains in the computer. However, if before escaping. If they do not leave, damage
, tJ ~~~·
J ~#· ··.

,' .} ·.'. ,
<IJ I I
SYSTEM BRIEF
SYSTEM NAME: Rhianna

STAR COLOR: Yellow

HABITABLE PLANETS: 1, Alcazzar

PLANET BRI EF

PLANET NAME: Alcazzar COLONIZATION slides, and wind and water erosion have
MOONS: 7 carved them into rugged cliffs and crags.
CLIMATE RANGE: Seasonal: winter and Unsettled. Discovered 12/2 1/61 by the Cas- The higher valleys in these ranges are
summer both move
sidine Development Corporation Twilight choked with ice fields all year around. The
east at 3 km/hour
continuously, but on
Moon expedition. The planet's existence lower reaches are fi lled with rushing
opposite sides of the and mineral wealth were kept secret. A streams of icy water. Mountains cover 12%
planet. mining operation began immediately. of the land area.
D IAMETER: 9,832 km The plains and forest appear strikingly
ATMOSPHERE: 7S% nitrogen, 20% CLIMATE AND SEASONAL CHANGES green from orbit. These fertile areas are
oxygen, S% inert made up of flowing grasslands and tower-
elements Alcazzar's climate and seasonal changes ing karakah trees. Glaciers rolled much of
LENGTH OF YEAR are very unusual because the planet barely these areas flat, but often piled the gravelly
(ONE ORBIT rotates as it orbits its star, Rhianna. At any
AROUND
soil into rolling moraines along the sides of
one time, 40% of the planet is in summer, common glacial paths.
RHIANNA): 10,000 hours CST
LENGTH OF DAY another 40% is in w inter, 10% is changing
(SUMMER): 4,000 hours CST from summer to winter, and 10% is chang- NATIVE LIFE
LENGTH OF NIGHT ing from w inter to summer.
(WINTER): 4,000 hours CST The entire summer is dayti me, and the The karakah trees, reaching more than 100
LENGTH OF whole winter is nighttime. For approxi- meters in height, are common to all of the
TRANSITION mately 200 days GST days of the year, each planet's forests. The trunks are often 10
INTO WINTER: 1,000 hours CST hemisphere is either blessed with eternal meters wide at the base. These trees have
LENGTH OF daylight and warm, pleasant conditions, or
TRANSITION
long, thick flexible needles that remain on
plunged into an equally long night with the branch th roughout the year. Thick,
INTO SUMMER: 1,000 hours GST
GRAVITY: 0.81
frigid temperatures and snow reaching porous bark insulates them during the win-
SURFACE TEMP: -30 to 40 Celsius depths of several dozen meters. A 100-day ter. Karakah trees have developed a sap that
GST period occurs between each extreme does not thicken appreciably or freeze dur-
when each region passes through a twilight ing the severe cold season.
transition. Karakah trees produce a rich fruit in great
The winter area is blanketed by a heavy numbers. These fruit seem to be the base of
layer of clouds or blizzards approximately the herbivorous food chain. The fruit falls
50% of the time. During transition, the throughout the summer.
"beltline" region is cloudy 90% of the time, Many forms of animal life inhabit the
and suffers violent rain or snowstorms 33% planet, but they have not been researched,
of the time. The summer region is 90% so very little is known about them. All ani-
sunny, but when clouds drift in from a tran- mal life must deal with the extended win-
sition zone, violent thunderstorms, torna- ters. Many animals migrate, resulting in
does, and hurricanes are possible. masses of creatures moving around the
planet's su rface as the year goes by. All of
TERRAIN these creatures travel a complete circle
around the planet each year. Other animals
Only one third of Alcazzar's surface is land, hibernate. The mammals live off of stored
but it's covered with a wide variety of ter- body fat; the insects lay eggs, then die off to
rain. Mudflats, wet lowlands with little plant be replaced the next summer.
or animal life, cover 58% of the land. These
areas are most noted for clouds of insects ECONOMIC VALUE
thick enough to make breathing difficult,
but otherwise harmless. Alcazzar contains tremendous amounts of
Several ranges of craggy mountains cut fairly accessible heavy metals, including
across the land. While not large by most gold, silver, lead, iron, and uranium. These
standards-the highest peak is 3,230 meters minerals are located in rich veins in moun-
above sea level-constant glaciation, rock tain bedrock, as well as in many riverbeds.

13
ALIEN CREATURES UPDATE FILE
This file contains information about the known animal life of Alcazzar.

Packs range up to 100 creatures in size,


GWERRAH SKY-SHRIKE but they do not all fly together. Generally,
half the pack circles in one central group
while the other half is dispersed over a
radius of 10 - 15 kilometers, searching for
food. When one of the scouts spots poten-
tial prey, it reverses the direction of its soar-
ing from clockwise to counterclockwise (as
viewed from the ground). The others race
to the scene, and when the whole pack is
assembled they drop to attack. Only if the
potential prey is about to reach the cover of
trees or rocks do the sky-shrikes on the
scene attack early. Usually, their patience is
extraordinary.
TYPE: Giant Omnivore Sky-shrikes attack by diving at their prey,
NUMBER: 1
slashing with their razor-sharp teeth, and
MOVE: Medium
IM/RS: 4/40 quickly climbing away. Thus, trees and jut-
STAMINA: 800 ting rocks provide good protection from
ATIACK: 40 their attacks. Pity the poor creature discov-
DAMAGE: 20d10 ered on the open plains or mudflats by a
SPECIAL ATIACK: None pack of sky-shrikes!
SPECIAL DEFENSE: Immune to doze and
needier effects
NATIVE Alcazzar-plains, forests
HABITAT: moraines; summer
season only

The gwerrah is a quadruped that roams FISH (harmless)


freely about the p lains, forests, and
moraines. No creatures native to Alcazzar TYPES: Small and medium
are capable of threatening it. Its legs are carnivore; small to giant
short and its body is is quite stocky. Averag- herbivores
ing 10 meters long, 4 meters high, and 3 TYPE: Medium Carnivore, flying NUMBERS: 1 - 10,000
meters wide, the gwerrah towers over all NUMBER: ldlO usually, ldlOO in MOVE: Medium to very fast
other animals on Alcazzar. It is covered whole pack IM/RS: 4/40 - 9/90
MOVE: Very Fast STAMINA: 5- 1000
with coarse black hair, except for its eyes
IM/RS: 8/75 ATIACK: nil
and nose. The eyes of a gwerrah are incred- STAMINA: 30 SPECIAL DEFENSE: Varies, includes speed, cam-
ibly keen, and mounted on the top of its ATIACK: 50 ouflage, "ink" secretion,
head, so it can see for great distances. The DAMAGE: 2d10 sea-shrike resemblance
gwerrah possess almost no sense of hear- SPECIAL ATIACK: None HABITAT: Alcazzar-oceans, rivers,
ing, and a very limited sense of smell, how- SPECIAL DEFENSE: None streams, lakes
ever. NATIVE Alcazzar-skies over plains,
The gwerrah has adapted to Alcazzar's HABITAT: moraines; summer half only Fish are common in all fresh and saltwater
severe winters by going into deep hiberna- bodies on Alcazzar, except the highest gla-
tion, usually in a cave or niche in some Sky-shrikes are among the most vicious car- cial streams. They can usually be caught
rocks. During the time it is active, the gwer- nivores in the known galaxy. Wheeling with a hook or net; but only about 50% of
rah is incredibly voracious, eating any form through the skies of Alcazza in great, hun- the types are palatable by human stand-
of meat available, as well as tons of karakah gry packs, they are always alert for move- ards. None of the types included here are
fruit. The gwerrah preys upon any creatures ment on the ground. Resembling large, dangerous, but remember that sea-shrikes
that do not get out of its path in time. savage dogs with wings, they eat any kind are found in all of these bodies of water too!
of meat or carrion. Their leathery wings
often span 3 meters.
Alien Creatures file continues on p. 19
14
15
JANNISS ROBBAUR MEEBER ZLOOT HORRADD WULLUBBER

RACE: Yazirian RACE: Oralasite RACE: Yazirian


STRISTA 45/55 PS 3
STRISTA 70/60 PS 4 STRISTA 60/80 PS 3 OEX/RS 60/50 IM 5
OEX/RS 50/50 IM 5 DEX/RS 55/45 IM 5 INT/LOG 55/45 RW 30
I NT/LOG 45/45 RW 25 INT/LOG 40/50 RW 28 PER/LOR 40/40 M 30
PER/LOR 50/40 M 35 PERILDR 40/40 M 30 Special Abilities:
Special Abilities: Special Abilities: Gliding, Battle Rage 15%, Night Vision
Gliding, Battle Rage 25%, Night Vision Form Change, Perception (1 0%) Skills: (M ilitary PSA)
Skills: (Biosocial PSA) Skills: (Military PSA)
Projectile Weapons 5 80% to hit
Medical5 Melee Weapons 4 70% to hit Beam Weapons 5 80% to hit
Activate Freeze Field 80% Projectile Weapons 6 88% to hit Thrown Weapons 3 60% to hit
Administer Drugs 100% Thrown Weapons 3 58% to hit Melee Weapons 4 70% to hit
Control Infection 100% Technician 2
Cure Disease 90% Demolitions 4
Deactivate Alarms/Oef.
Diagnosis 100% Set Charge 70% 60% - 10 X alarm level
First Aid 100% Defuse Charge
Detect Alarms/Def.
Major Surgery 70% 90%- 10 X skill level
80% - 10 X alarm level
Minor Surgery 90% Medical2 Open locks
Neutralize Toxin 80% Activate Freeze 50% 70% - 10 X lock level
Field Operate Machinery 70%
Psycho-social 3 Administer Drugs 100% Repair Machinery 60%
Communication 70% Control Infection 70% Repair Comp. 70%
Empathy 40% Cure Disease 60% Manipulate prog.
Hypnosis 45% Diagnosis 80% 80% - program level.
Persuasion 40% First Aid 100%
Psycho-Pathology 60% Major Surgery 40%
Technician 2 Minor Surgery 60%
Neutralize Toxin 50%
Deactivate Alarms/Def.
60% - 10 X alarm level
Detect Alarms/Def.
80"/o - 10 X alarm level
Open locks
70% - 10 X lock level
Operate Machinery 70%
Repair Machinery 60%
Beam Weapons 4 65% to hit
MAP3. CDCCOMPOUND
SCALE: 1 HEX • 2 METERS

MAINTENANCE GARAGE

NORTH

REACTOR AND PROCESSING PL

WIRE FENCE
CATES V
' ~
W IRE FENCE _ _ /

~~
'L-~--~---4---+--~---r---r-H~--_.--~--~--~--.---T---~--,
BARRACKS

~E

~NT
~
8

' ~ f'
COMPUTER SHED

o1984 TSR, Inc. AU Ri~ls Reserved.


I I I
PREGENERATED PLAYER
CHARACTERS

ROCKTON HARTSEL ROXELLA DARE GROBBER JALOUB

RACE: Human RACE: Human RACE: Yazirian


STRISTA 40/50 PS 3
STRISTA 50/60 PS 3 STRISTA 65/60 PS 4 DEX/RS 65/65 IM 7
DEX/RS 60/55 IM 6 DEXIRS 50/40 IM 4 INT/LOG 50/50 RW 33
INT/LOG 50/45 RW 30 I NT/LOG 50/50 RW 25 PER/LOR 45/45 M 33
PERILDR 50/60 M 30 PERILDR 60/50 M 33 Special Abilities:
Special Abilities: None Special Abilities: None Gliding, Battle Rage 25%, Night Vision
Skills: (Military PSA) Skills: (Tec hnological PSA) Skills: (Military PSA)
Beam Weapons 6 90% to hit Computer 6 Projectile Weapons 6 93% to hit
Gyrojet Weapons 3 60% to hit Bypass Security Thrown Weapons 5 83% to hit
Melee Weapons 5 80% to hit 90% - 10 X program level Melee Weapons 4 73% to hit
Thrown Weapons 3 60% to hit Defeat Security Computer 3
120% - 10 X program level Bypass Security
Display Info. 60% - 10 X program level
140% - 10 X computer level Defeat Security
FRANKLIN ZEERO D Manipulate Prog. 90% - 10 X program level
11 0% - 10 X program level Display Info.
RACE: Human Operate Computer 100% 110% - 10 X computer level
Repair Computer 00% Interface Comp.
STRISTA 60/65 PS 3 Technician 4 60% - 10 X computer level
DEX/RS 50/50 IM 5 Deactivate Alarms/Def. Operate Comp.
INT/LOG 55/45 RW 25 80%- 10 X alarm level 130% - 10 X computer level
PER/LOR 45/55 M 30 Detect Alarms/Def. Repair Comp. 70%
Special Abilities: None 100%- 10 X alarm level Manipulate prog.
Skills: (Technological PSA) Open Locks 80% - program level
Technician 6 90% - 10 X lock level
Deactivate Alarms/Def Operate Machinery 90%
100%- 10 X alarm level Repair Machinery 80%
ZLIKK'N KTALLT
Detect Alarms/Def Beam Weapons 5 75% to hit
120% - 10 X alarm level
RACE: Vrusk
Open Locks
110% - 10 X lock level STRISTA 40/50 PS 3
Operate Machinery 100% DEX/RS 70/60 IM 6
Repair Machinery 100% INT/LOG 45/45 RW 35
Robotics 2 PER/LOR 50/50 M 35
Activate/Deactivate 100% Special Abilities:
Add Equipment 100% Ambidexterity, Comprehension (37%)
Alter Functions Skills: (Mi litary PSA)
80% - 10 X robot level Gyrojet Weapons 6 95% to hit
List Functions Melee Weapons 5 85% to hit
110%- 10 X robot level
Psycho-social Skill
Remove Security Lock
90% - 10 X robot level Communication 50%
Repair Robot Empathy 20%
60% - 10 X robot level Hypnosis 25%
Persuasion 20%
Projectile Weapons 4 65% to hit
Psycho-Pathology 40%

18 Pregenerated Characters continue on p. IS


19
FIRE LOCUST SEA-SHRIKE SNOW SLOTH

TYPE: Giant Aquatic Carnivore


NUMBER: 1
MOVE: Fast
IM/RS: 7/70
STAMINA: 400
ATTACK: SO
DAMAGE: 15d10
SPECIAL ATTACK: Tail flip
SPECIAL DEFENSE: Soft cover while in water TYPE: large Carnivore
NATIVE Alcazzar-lakes, major NUMBERS: 1
TYPE: Tiny Herbivores (Insects) HABITAT: rivers, and oceans MOVE: Medium
NUMBER: 1,000, Slow IM/RS: 3/30
IM/RS: Not applicable Breeds of this monstrous fish thrive in both STA: 80
STAMINA: 1 fresh and salt water. The adult ranges in ATTACK: 70
ATIACK: 90 DAMAGE Sd10
length from 5 to more than 10 meters. This SPECIAL ATTACK: Squeeze
DAMAGE: 4d10 carnivorous beast is not a scavenger, but
SPECIAL ATIACK: Acid burn SPECIAL DEFENSE Camouflage/silent
SPECIAL DEFENSE: large numbers
eats nearly anything that moves through the movement
NATIVE Alcazzar- plains, mudflats, water. Small fish are the staple of the sea- HABITAT: Alcazzar-western fringe of
HABITAT: forests, moraines; sum- shrikes's diet, but any unfortunate mam- winter region
mer season only mals that happen to enter the water may
also be eaten. The snow sloth is the only animal known to
Fire locusts are large, hopping insects that The sea-shrike attacks a creature (or vehi- prowl the snow fields during Alcaz.zar's
secrete an extremely destructive acid. They cle) on the surface of the water by jumping winter. Growing up to 5 meters long, the
travel over Alcazzar in huge chittering upward from the depths. In the first round, sloth resembles a huge weasel with coarse
packs, clearing a swath up to 1 kilometer it bites. In the next round, it tries to hit its white hair and stocky legs. Although not a
wide. Although they eat plants, any animals victim with its tail as it turns to dive again. If fast runner, the sloth can lope for days at a
in their path face certain death unless some- the tail hits a creature, that creature must time across snow, supported by its huge
how protected from the ravaging horde. make a successful Stamina check or be padded feet.
The acid secreted by Fire locusts is so stunned for 1-10 turns. If a vehicle is struck, If the snow sloth strikes a victim with an
caustic that it burns any non-metallic mate- roll on the Vehicle Damage Table attack roll lower than 20, the victim is held
rial it contacts. Although the damage from (Expanded Game Rules, p. 32). and squeezed. Each successive round the
one locust's burn equals only a fraction of a After the first two-round attack, the sea- character takes 5d 10 points of damage
stamina point, the number of locusts in a shrike dives and circles, coming up and automatically until killed, or until the char-
swarm cause the listed damage to any crea- repeating its attack 5-10 rounds later. Any acter successfully breaks a wrestling hold.
ture not protected against the acid. creature (not vehicle) bitten by a sea-shrike, The snow sloth lives primarily by eating
There are only two to three hordes of fire with an attack roll of 10 or less, is caught in hibernating lokukku. It finds a tree where a
locusts swarming across Alcazzar at any the sea-shrike's mouth and carried to the tribe is spending the winter, breaks through
one time. Despite their relative infre- bottom. The sea-shrike does not attack as an air hole and slithers down for a feast. In
quency, the destructive potential of these long as it holds a victim in its mouth. To their lethargic state, the lokkuku can rarely
bugs makes them a threat to all animals and escape, the captured creature must break a arouse themselves to fight, but if they do,
most activities on the planet. wrestling hold with a -30 modifier. the Snow Sloth is usually driven off.

Alien Creatures file continues on p. 20


20
they may even adopt an at1itude of rever-
ence toward the strangers. Of course, if any HERBIVORES (harmless)
lokkuku are harmed, their vengeance is
swift and merciless. TYPES: Small to large mammals
Perhaps the most bizarre aspect of NUMBERS: 1 · 1,000
lokkuku life is the ceremony of the "Kag- MOVEMENT: Medium to very fast
IM/RS: 4/40 to 9/90
Gakka;' a ritual party centered around STAMINA: 10 · 400
highly fermented karakah fruit. The pri- ATIACKS: nil
mates have found that when they harvest SPECIAL DEFENSE CamouOage, odor secretion,
the fruit and store it in a dark place, it fer- flight, numbers
ments into alcohol. To them, the fruit takes HABITAT: Alcaz.zar-migratory paths
on "magical" properties. During the Kag- caver all terrain; summer
Gakka, an entire tribe gathers around the half only
overripe fruit, pulling out and eating great
fist fulls of pulp, until the situation is totally Alcazzar is the home of a wide variety of
out of control. Lokkuku are capable of grazing animals that are no threat to other
extreme violence or extreme affection at animals. These range from large herds of
these times. Characters who try the fruit bison-like creatures to small flying animals
become violently ill for ldlO hours. that resemble a cross between a rabbit and
a bat.
TYPE: Medium Omnivore These animals either migrate (the most
NUMBER: 5 -SO common technique) or hibernate to survive
MOVE: Fast the winter. Great herds have worn regular
IM/RS: 6/55 paths around the planet by following the
STAMINA: 30 GNAWHARE
same route each year. Naturally, the plan-
ATIACK: 30 et's carnivores follow these paths for the
DAMAGE: 2d10 TYPE: Small Herbivore
SPECIAL ATIACK: Trap NUMBER: 1 - 10 plentiful food they offer.
SPECIAL DEFENSE: None MOVE: Fast Many of Alcazzar's herbivores are edible
NATIVE Alcazzar-forrests, IM/RS: 6/60 by the four races. Those that are not edible
HABITAT: moraines; summer STAMINA: 10 are not poisonous, simply bad tasting.
season only ATIACK: None
DAMAGE: None
These clever primates are the most intelli- NATIVE Alcazzar- forests, plains,
gent natives of Alcazzar. They are found HABITAT: mudOats, moraines;
summer season only INSECTS (harmless)
throughout the planet's fertile belt. Their
appearance varies depending on the sea-
son. In spring, they emerge from a long This speedy little rodent is covered with TYPES: Tiny herbivores or
soft, brown fur. Its gleaming tiny eyes are carnivore
hibernation with loose baggy skin and hair NUMBERS: millions
falling off in great patches. By autumn, their set above a pair of huge teeth. Scurrying
about on four legs, the gnawhare always MOVE: slow to very fa st
hair has grown back to full, bristly coats, IM/RS: 1/10.9/90
and their bodies have become plump in seems in a hurry.
STA: 1 -4
preparation for hibernation. Lokkuku have Subsisting on leaves and grasses, the ATIACKS SPECIAL
flat, monkey-like faces, but no tails. The gnawhare is no threat to animals, but its DEFENSES: flight, camouOage
color of their fur varies from individual to large teeth make it dangerous to inanimate HABITAT: Alcazzar- all terra1n;
individual, but is usually some shade of objects that it might line its nesl with. The summer season only
brown. gnawhare is possessed with an overwhelm-
Lokkuku live in tribes of up to 50 individ- ing curiosity, and is always looking for Insects of virtually every shape, size, and
uals, always ruled by a dominant male. something new and unusual to carry off. It color range the planet, often rising in
They have learned to use clubs and vines as will chew off a piece of anything that is too clouds thick enough to cause temporary
weapons, and work together to hunt. Tribes big to carry, and haul the piece back to its darkness and make breathing difficult.
live in the hollowed bases of karakah trees. burrow. Some types are very noisy, and others are
Air holes, 20 or 30 meters up, let in fresh air Rubber, fabrics, and soft plastics are all large (30 centimeters long), for insects.
during their winter hibernation. materials the gnawhare will use to coat its None of the insects, except the Fire Locusts,
Lokkuku resolve disputes over territory nest. If the PCs encounter these creatures, present a threat to large creatures. Insects
and food supplies with a system of warfare. the gnawhares attempt to chew up a piece are nearly always present in all terrain types
Even though their weapons are primitive of equipment made of rubber, fabric, or soft during the summer season.
spears, lokkuku fight with great skill and plastic. Many insects look grotesque by most
savagery; many die in their wars. PCs will not encounter gnawhares while standards, with bulging eyes and thick,
Lokkuku are very curious. They do not traveling. However, given enough time, furry bodies. None would be considered
attack new animals on sight, preferring to gnawhares are fully capable of disabling a edible except under the most dire circum-
watch and see what develops. If treated to a stopped vehicle. stances.
display of "magic" (i.e. flashy technology),
21
continues to accumulate until they die. Tornadium D-19 and a oletonator. The •The swivel mounts fit easily around the roof
Radiation damage cannot be healed dur- charge is inside the vehicle, but the detona- hatch of any explorer. A technician needs one
ing this adventure. Thus, points lost in this tor is attached underneath ~~he explorer's hour to install a swivel mount and one heavy
encounter have the effect of permanently body, connected to the parabattery in the weapon on an explorer. No more than one heavy
weapon can be mounted on one of these vehi-
lowering the Staminas of the c haracters rear. The trap is level 3.
cles.
involved. Note that all characters in the If the explorer is started befo,re the trap is
building take damage equally. deactivated, the charge exploo'es, causing
There is nothing of value to characters in 100 points of damage to characters inside Delta .4
this building. If they look around, describe the vehicle. Everyone outside th.e explorer
masses of heavily wired machinery, huge within 4 meters takes 2d10 point:; of dam- PREPARING TO LEAVE
vats for melting rock, and large crushing age from the explosion. Inertia scn?ens and If the players do not figu re out that their
and separating machines. There are a few skein suits halve this damage; characters next objective is to shut down the Streel
tools lying about. The tools have become with both suffer only quarter damage. operation on Alcazzar, you do not need to
radioactive. Characters who pick one up The trapped explorer is parked directly clue them in. The PCs may occupy time
suffer one additional point of damage every over the hidden weapons cache at the cen- around the CDC compound in whatever
turn they hold it or store it on their persons. ter of the garage. That explorer mt.tst be manner they wish, but they will not achieve
After the radiation is discovered, techni- moved before the PCs can reach the c,1ehe. their second objective that way.
cians outside the building can tell that the The other two explorers are parked on .each
reactor has been fused. side of the middle one. The blown-up air STREEL AIRCAR ATIACK
If the characters decide to build an atom car rests against the north wall.
bomb, or otherwise use the radioactive If a technician tries to deactivate the If the PCs decide to leave the CDC com-
wastes in the building, inform them that booby-trap, but fails his deactivation roll by pound, a Streel aircar attacks them as soon
contamination puts any such attempt out of 1O"fo or less, he realizes that he failed, but as they are ready to leave. If the PCs are on
the question. (Also, the U PF charter calls for does not set off the explosive. In thi s ca~;e, foot, o r in explorers w ith their upper
severe sanctions against any group using another technician can try to deactivate the hatches open, determine initiative nor-
nuclear weapons!) trap. If any deactivation attempt fails by mally. Use the aircar pilot's initiative modi-
A small room to the left of the main door more than 1O"fo (or rolls"()()'') the expolosive fier. If this encounter occurs at night or
houses the subspace radio and radar appa- detonates. Technicians must deactivillte the when the characters are all inside vehicles,
ratus of the compound. Both devices are trap from outside the vehicle. the aircar gains surprise.
smashed beyond repair. A demolitions expert may atternpt to The Streel aircar is armed with a recoilless
defuse the charge from inside the ve·hicle. rifle, and carries 10 rounds of ammunition.
MAINTENANCE GARAGE The charge was set by a character wiHh 3rd The attack continues until the aircar is shot
The doors to this large single room are level demolition skill. down or runs out of ammunition and
open, revealing three parked explorers and If the explosive detonates in the explorer, returns to the Streel compound. The Streel
the remain s of a b lown-up aircar. The the vehicle is damaged beyond repair. Even insignia is clearly visible on the side of the
explorers do not appear damaged. In addi- then, another explorer can tow it out <>f the aricar.
tion to the hole in the wall that the charac- way to allow the characters access t•:> the The aircar approaches at 400 kilometers
ters could see from outside the compound, weapons cache. per hour (kph) and SO meters altitude. As it
this building has a number of blast holes in The weapons are hidden beneath a p lasti- races past the compound, the gunner fi res
the roof. The metal sheeting around these crete slab that matches the rest of the floor. one shot at an explorer. Then the aircar cir-
holes points downward, indicating to a Any technician can automatically locate cles the compound at 100 kph, firing at the
thoughtful character that the attack came the switch that moves the slab. Beneat h it, PCs and their vehicles.
from above. One of these holes is directly still in their transportation crates, are the When firing at a flying vehicle, players
above an undamaged explorer. The vehi- items listed in table 4. need not combine the " target is in vehicle"
cles were outside the compound during the and " target is flying" modifiers; they should
Streel attack and were moved into the TABLE 4. CDC COMPOUND use only the "target is flying" modifier (-10).
garage later. WEAPONS CACHE
The explorers are typical examples of this Streel Aircar Pilot, Human
type of vehicle. Each can carry six passen- IM/RS 4/40
Players should note on their charactm
gers (including human-sized robots), and record sheets all additional items their cha•r-
has three entry/exit points. A small door at Streel Aircar Gunner, Human
acters carry from this cache.
the right front of the vehicle leads to the DEX SO; 4th level projectile weapons
driver's seat; a large, double door at the 20 power beltpacks (50 SEU) skill (base 65"fo to hit)
back, allows large items to be loaded and 10 power backpacks (100 SEU)
unloaded; and a small hatchway in the cen- 2 heavy lasers Use the Vehicle Damage Table (Expanded
2 recoilless rifles Game Rules, p. 32) to calculate the effects
ter of the roof allows one c haracter to ride 25 recoilless shells
with the upper part of his body outside the of hits on an explorer. Use the Aerial Com-
2 rocket launchers
vehicle. The explorers can carry two extra 20 rockets (for rocket launcher) bat Table (p. 33) to determine the effects of
passengers on top, if necessary. 3 heavy weapon swivel mounts• hits on the aircar. If the aircar is shot down,
The Streel attackers booby-trapped the 20 bulletclips for each PC's rifle and pistol the two humans aboard are automatically
middle explorer with a 200 gram-charge of 20 jetclips for each PC's rifle and pistol killed, and the aircar is destroyed.
EPSILON SECTIC>N:
CROSS-COUNTRY

These are planned encounters the PCs Epsilon . 1 The gwerrah lumbers around a hill in front
should have while traveling to the Streel of the characters. The first character that
compound. Refer to Beta .1 for terrain THE G\VE RRAH sights it must make an immediate surprise
effects as necessary. Also use the random This enet.)unter should occur in the first check. If vehicles are traveling side-by-side
encounter tables on p. 32 to determine ran- morrainf! hex the characters enter. They instead of single file, all drivers must check.
dom encounters. meet a gwerrah there, regardless of The gwerrah utters an earth-shaking bel-
The PCs must decide whether to travel on whethe r they travel on foot or by explorer. low, and charges toward the party, making
foot or in explorers. If they travel in explor- its first attack one turn after it is sighted. The
ers, find out if all the characters are "but- Gwerrah explorers require one turn to turn around
toned up" inside the vehicles or if M\1 medium; IM/RS 4/40; STA 800; ATI and two turns to outrun the c reature. Thus,
characters are standing in the hatchways, 40; OM 20d10 to individuals, use the the gwerrah attacks at least three times. If
ready to use the heavy weapon that may be Ve hide Damage Table (Expanded Game the PCs are surprised, the gwerrah can
mounted there. Rules, p.32) if attack is made against an attack four times. If the PCs choose to fight
e>cplorer; SA none; SO none instead of retreat, the fight continues until
the creature is killed or the PCs change

-
· - --
·-- .__

----::::::::-
-~
23
their minds and retreat. Once the charac- attack them frequent ly, and in steadily Epsilon .3
ters decide to retreat, their explorers still increasing numbers. The sky-shrikes swoop
need two turns to outrun the gwerrah. down to land on characters' heads, slashing STREEL MOBILE FORCE
If the characters do not kill the gwerrah, with their razor sharp front claws and biting
they may not leave the hex where they with powerful jaws. Use this encounter if the the PCs cross a
encountered it in the direction they origi- river or lake in explorers. The water where
nally intended to go; they must choose an Sky-shrikes they decide to cross is about 6 meters lower
alternate route around that hex. If the PCs MV Very Fast (in a1r); IM/RS 7/70; STA 35; than the land on both sides. The explorers
kill the gwerrah, they may cross two more ATT 70; OM 2d10; SA none; SO none can easily descend and climb the banks. As
moraine hexes with no encounters. When the explorers climb the bank on the far side
they enter the third moraine hex, however, In the first encounter, four sky-shrikes (after crossing the water), the battle begins.
another gwerrah confronts them. They con- attack the PCs as soon as they move farther The Streel forces attack the PCs with four
tinue to encounter a gwerrah in every third than 2 kilometers from the CDC com- ground cars and two jetcopters. Each vehi-
hex, as long as they remain in (or re-enter) pound. The sky-shrikes fight to the death . If cle has a driver and a gunner, and is armed
moraines. the characters advance another kilometer, with a heavy weapon, indicated on table 5,
eight of the flying mammals attack. After below. Table 5 lists each Streel vehicle, its
another kilometer, 15 sky-shrikes swoop weapon, the base number its gunner needs
Epsilon .2 down; and finally 30 attack. Then, 30 sky- to hit, and the driver's Reaction Speed. For
THE SKY-SHRIKES shrikes attack each time the party travels 1 initiative determination, the Streel side
kilometer in any direction. The attacks stop always gets an IM of 6.
Sky-shrikes never attack characters in when the characters return to within 2 kilo-
explorers. If the characters travel on foot in meters of the CDC compound, or leave the
the plains (day or night), sky-shrikes plains.

(
I
(

·.;

--·· ,---··

- -- - ---_,
...
24
But, the lokkuku lack the technology to
attack the heavy weapons and defenses of
TABLE S. STREEL MOBILE FORCE
the outpost.
If the characters do not overreact to the
VEHICLE• WEAPON• • %TO HIT DAMAGE DRIVER playful bombardment of young lokkuku (in
RS encounter A, below), and make an attempt
to communicate with the tribal leaders (in
Groundcar A Recoilless Rifle 50% 12d10 45 encounter B, below), the lokkuku will
Groundcar B Recoilless Rifle 65% 12d1 0 40 prove an invaluable ally in breaching the
Groundcar C Rocket Launcher 60% 15d10 35 Streel defenses. If the characters make ene-
Groundcar D Heavy Laser 70% 1Sd10 55 mies of the lokkuku, they have probably
jetcopter A Machine Gu n 80%•** 10d10 so doomed their expedition to fai lure.
Jetcopter B Heavy Laser 65% 1Sd10 55
A. THEPLAYFULAMBUSH
•use only groundcars A, B, & C, if the Pes have fewer than 3 explorers.
••Each weapon has enough ammunition for 10 shots.
Use this encounter as soon as the PCs enter
• • *Includes " burst" modifier.
the woods near the Streel compound. Sev-
eral dozen young lokkuku, completely hid-
The Streel force fights this battle as a vehicle nate the CDC party, so the crews of all vehi- den in the trees above the party, shower the
combat, shooting at the explorers as long as cles will fight to the death. Do not allow the party with hard, heavy karakah fruit pits.
the PCs are in them. Of course, the PCs may PCs to take any prisoners in this battle-if a These youngsters are acting without the
leave their vehicles or remain with them as Streel vehicle is destroyed, its crew is killed. consent or knowledge of the older lokkuku.
they wish. Calculate all modifiers for target and The PCs are surprised by this attack.
When the explorers reach the top of the attacker movement, range, and cover. The Characters walking, or riding outside an
bank, the Streel groundcars are spotted 1 -20 modifier for "Attacker in Vehicle" does explorer (including in the upper hatch) take
kilometer away. If any PCs are in an open not apply to weapons mounted on a vehi- 1d10 points of damage from the falling pits
hatch ready to shoot a mounted heavy cle. If the characters back down the bank to on the first turn of the assault. The vehicles
weapon, roll for initiative normally and run the water's edge, they gain a " hard cover'' are not damaged. The bombardment
a turn of combat. Use a PC gunner's initia- and " medium size" bonus (total -30 to occurs even if all characters are inside the
tive modifier for the roll. attacks against them), while still able to fire vehicles.
If the PCs are not manning the heavy at the Streel vehicles. Characters also gain On the next tu rn, roll for initiative
weapons on their explorers, the Streel force the •15 "careful aim" bonus if they wait a (lokkuku IM•7) if any characters are
shoots automatically o n the fi rst turn. A turn between shots and fire from a non- exposed to the falli ng pits. If the PCs lose
character takes three turns to open the moving vehicle. initiative, all exposed characters take
hatch and man a heavy weapon on top of a Ignore the modifiers for the giant size of another 1d10 points of damage. If the PCs
vehicle. Use the normal combat procedure all of the vehicles (•1 0) and use of heavy win initiative, they can duck under or inside
in the following turns. weapon s (-1 0), since they cancel each the explorers if they wish, and avoid the
The explorers are fully visible on the first other. If heavy w eapons are used against second barrage. Characters without explor-
turn of combat. If the PCs win initiative in characters, or personal weapons are used ers suffer damage again.
the following turn, the d riv~s may back against the vehicles, the modifiers should Having had their fun, the young lokkuku
down the bank into a protective " hull- be considered. scamper away, with much shrieking and
down" position before the Streel forces fire Play this encounter on a table top, using chittering in the branches. They are never
again. If the PCs lose initiative in the second counters to represent the vehicles. Give the visible to the characters. If the PCs shoot
turn, they are exposed to a second shot. players distances orally, so exact distances into the trees, each shot has a 50% chance
After the initial turn of combat, the between the cou nters is not of critical of hitting a young lokkuku and sending it
groundcars advance directly toward the importance. If possible, the counters repre- crashing to the ground, lifeless. If any
PCs, accelerating to 80 kph. They continue senting the two sides should begin the bat- lokkuku are killed, skip encounter B (The
to approach until destroyed or until they tle about 1 meter apart. Emissaries) and go directly to encounter C
reach point blank range, where they stop (Hostile Lokkuku Ambush).
and blaze away.
Four turns after the combat starts the
Epsilon .4
B. THE EMISSARIES
Streel jetcopters approach from behind the THE LOKKUKU
PCs. If any character is watching the rear, This encounter occurs only if the PCs did
he automatically spots the jetcopters. If GENERAL INFORMATION not kill any young lokkuku in encounter A
none of the PCs are watching the rear, one (The Playful Ambush).
PC, who is not driving or shooting, must Lokkuku are highly intelligent beings with a contmue on p. 26
make an intuition check. If the check fail s, stone-age culture. The Streel Corporation
the jetcopters attack with surprise. They fly enslaved over 100 lokkuku-in violation of
at an altitude of 50 meters and maintain a the UPF charter-and now forces them to
speed of 200 kph throughout the battle, cir- work in the mines. A large number of
cling to attack every three turn s. lokkuku live in the woods around the Streel
The Streel forces were ordered to elimi- compound, harassing isolated workers.
26
use encounter C (Hostile Lokkuku Am- damage per turn.
Your path through the huge tree trunks is bush). Eighteen turns after the fire starts, the
suddenly blocked by a half dozen vines supporting the explorer bu rn
lokkuku. The furry creatures are easily through. The vehicle falls into the fire, land-
recognizable from the trivid image you C. HOSTILE LOKKUKU AMBUSH
ing upright if 1-3 is rolled on 1d10. Charac-
saw in your briefing on Cassidine. Each ters inside take 1d 10 points of damage from
creature stands about a meter and a half Use this encounter if the PCs do not estab-
lish friendly relations with the lokkuku. the fall, as well as another 1d10 from heat. If
tall, and all six are standing on their hind the vehicle lands upright, any technician
legs. They are not holding anything in One of the explorers-the last one, if they
are traveling single file-is caught in a that is still conscious can drive it out of the
their ape-like hands. fire with no further damage. If it lands on its
The lokkuku stand perfectly still, star- lokkuku trap. This trap is made of several
st out vines, well-ca mouflaged on the side, however (4-10 on 1d10), characters
ing at you with wide, unblinking eyes. leaving the vehicle take 3d10 points of
The largest one suddenly makes a harsh ground across the explorer's path. When
the vehicle drives over the vines, huge logs damage from the fire before escaping from
sound like grinding ground-truck gears. the flames.
The shadowy shapes of many other attached to the vines are released from high
up in the trees. The weight of the logs pulls If another explorer is nearby, surviving
lokkuku are becoming visible in the for- characters could possibly reach it. If the
est on both sides of you, as well in the the vines over high branches, hoisting the
explorer 3 meters into the air and holding it lokkuku have spears at this point, however,
trees above. characters emerging from the burning
there, quite helpless.
Nearby, 200 lokkuku are gathered in the explorer must also contend with 1d 10 spear
trees and underbrush. As soon as the hits per turn until the lokkuku run out of
Any act by any character that could seem explorer is lifted, SO lokkuku rush out and spears or the characters reach the safety of
dangerous to the lokkuku (whether or not it pile brush and dried wood under the vehi- another explorer.
actually causes harm) causes all the crea- cle. Any successful hit by a PC weapon kills The lokkuku try to repeat this ambush
tures to flee quickly. If that happens, do not one of the creatures. every 2 kilometers, as long as there are
finish this encounter, go immediately to The other 150 lokkuku wait in the trees explorers left, and the party remains in the
encounter C (Hostile Lokkuku Ambush). around the captured explorer. They are forest. After the first attack PCs can avoid
If the characters try to veer around the armed with many stone-tipped spears that further ambushes by taking an unpredicta-
lokkuku, six more step in front of them. If they throw at characters who show any por- ble or zig-zag course through forest. Unless
the party tries to drive over them, the tion of their bodies outside of the vehicle. In the players state that the PCs take some
lokkuku wait until the last second before each shower of spears, 1d10 spears hit fully kind of evasive action, another explorer will
dodgi ng out of the way, then flee. If they exposed characters, causing 4 points of be strung up and roasted.
flee, go immediately to encounter C. damage each. Only 1d5 spears hit partially
If a psycho-socialist attempts to empa- exposed characters.
thize with the lokkuku, he determines that The spear-bearing lokkuku also attack
their attitude is "cautious" and, somehow, characters on foot, or exposed while riding
" expectant." If a PC makes a successful in other explorers. The shower of spears is
communication roll, that PC and the repeated each turn that the lokkuku have a
lokkuku may exchange two-word mes- target, until three volleys are thrown. Then,
sages. The lokkuku will try to describe the four turns pass while the lokkuku recover
status of their comrades enslaved by Streel, their spears. No attacks are made on PCs
as well as the fact that the lokkuku are the during these four turns. The attacks begin
friends of anyone who wish to harm the again as soon as the lokkuku are rearmed
Streel compound. The lokkuku even invite and a target presents itself.
the characters to their primitive village, If the characters figure out some way to
which is located nearby in a number of free the explorer, roll1 d1 0. On a roll of 1-3,
huge, hollowed out tree trunks and stumps. the explorer drops to the ground, landing
The trunks of the karakah trees are large upright; on a roll of 4-7, the explorer lands
enough to hold many lokkuku at once. on its side and cannot move. If the PCs
Many older karakah trees become hol- attempt to shoot the vines, give them a
lowed out through rotting, not because of straight -30 modifier in addition to range
work by the lokkuku. One of these trees in modifiers. Any hit breaks a vine; if two vines
each village is used to store karakah fruit for are broken, the explorer falls. The PCs auto-
the Kag-Gakka, and smells much like a dis- matically hit the vines if they slash at them
tillery (see Alien Creatures Update File for with blade weapons. The vines break after
more about the Kag-Gakka). taking 25 points of damage.
If the characters attempt to program their Ten turns after the explorer is hoisted, the
poly-vox with the lokkuku language, the brush underneath it is set ablaze. Charac-
device can translate after 25 hours of con- ters inside the vehicle begin to feel the heat
stant exposure to the lokkuku. 10 turns later. After 15 turns, each character
If the lokkuku ally w ith the PCs, do not in the explorer takes 1d 10 points of heat
ZETA SECTION:
THE STREEL COMPOUND

Unlike the CDC outpost, the Streel Corpo- chine guns mounted in it. Two guards man not locate the tunnel unless the lokkuku
ration centered its operation i n a large, for- the machine guns in each tower at all times. ally with them, in which case the lokkuku
t ress-like building. The building is One guard in each tower wears infra-red point it out to the characters.
surrounded by a heavy chain-link secu rity goggles. Every approach across the open
fence and defended by a number of strate- area-including the tailings-is covered by Zeta .2
gically placed machine guns. two of these guns. The machine guns will INSIDE THE STREEL
l et the players use the Fort map (from not run out of ammunition during a PC
your STAR FRONTIERS• game box) for the attack. COMPOUND
Streel compound. One square equals 5 The machine guns cannot be swiveled
meters on this map. Map 4 shows you around to fire into the compound without Half the guards in the guard room and all
details of the Streel compound and building removing them from their mounts and car- the officers will investigate any explosion in
that the Pes don't know about yet. rying them across the tower. This proce- the compound.
There are 28 armed guard s and 20 dure takes three turns. Many rooms are described with people in
unarmed workers in the compou nd . them. Those occupants are inside their
Another 20 unarmed workers are at the 8 machine gunners, 5 Yazirians, 3 Humans rooms at all times (except when guards
mine. Statistics and locations for these RW 60, M 70, PS 3, IM 5, RS 45, STA 45 have been summoned by an alarm).
NPCs are given in the following descrip-
tions and in Zeta .2. The security fence is 3 meters tall and GUARDROOM
charged with enough electricity to inflict
5d10 points of damage per turn upon char- The outer doors to this room are protected
Zeta .1 acters touching it, or riding in a vehicle that by a level 4 lock. Inside the room, unless
OUTSIDE THE STREEL touches it. An explorer can push through alerted by a disturbance outside, are 12
COMPOUND the fence in three turns. Once part of the guards.
fence is down, all its electricity shuts off.
Characters in gauss screens take no damage 6 guards, Humans
THE M INE
from the fence, and can try to climb it. RW 50, M 60, PS 3, IM 5, RS 50, STA 40;
The mines are operational all the time, so Characters take four turns to climb the laser rifles (50 SEU beltpacks), electric
one shift of workers is always on duty, while fence and are exposed to machine gun fire swords (20 SEU clip), skein suits, albedo
the other shift rests in the compound. while climbing. screens (powered by beltpacks)
The mining is conducted on the riverbed The PCs can cut the fence with laser fire,
several kilometers upstream and down- but only if they try to. They must destroy 6 guards, Yazirian
stream from the compound. When the Pes 100 hundred structure points to cut a 1- RW 60, M 40, PS 2, IM 6, RS 60, STA 35;
arrive, 20 workers and their equipment are meter slit. The Streel guards always fire automatic rifles (40 rounds), son ic
2 kilometers upstream from the compound. though the fence without damaging it. swords (20 SEU clips), skein suits; gauss
The workers, including members of all The gates in the fence are solid steel, and screens (20 SEU clips); battle rage: 20%
four races, are operating fou r ground nothing short of a heavy tank can knock each
trucks, three heavy duty robots, and a them down. The gate's lock is level 3. Any
maintenance robot. The workers are not technician attempting to pick it has a -20 The guardroom also contains bunks, chairs
armed, and there are no guards about. If modifier because he is under fire from two and tables for the guards. A locker near
attacked, these workers surrender without mach ine guns. (U nless the gu ns are each bunk contains a 10-1,000 (dlOO x 10)
a fight. Captured workers will not acknowl- knocked out and no guards are firing at the credits, clothing, and assorted personal
edge the existence of the tunnel into the technician from within the compound.) effects (pictures, holobooks, etc.)
compound. A tunnel leads from the river under the
tailings and the fence into the compound, MACHINE SHOP
THE PERIMETER west of the reactor room. Several pipes run
Streel workers cleared the forest away from through this tunnel, supplying water to cool This large room contains the heavy equip-
their compound to a distance of 100 meters the reactor. There is just enough room in ment needed to work the mines. Four
on the north, east, and south sides. To the the tunnel for a character to squirm through heavy duty robots and six ground trucks are
west, a huge, low hill of tailings covers the between the pipes. The tunnel ends and parked here when the characters enter. The
ground between the compound and the opens into the compou nd about 7 meters machinery enters and exits through large
river. At each corner of the perimeter fence from the reactor room. The pipes continue doors in the north wall of the room. Those
is a 4-meter-tall tower with two ma- over ground into the building. The PCs will doors can only be operated from the inside.

27
MAP 4. STREEL COMPOUND

GATE

SUPER-
VISORS'
ROOM ~--~--~------~--~--~~~~

NORTH

0
1984 TSR, Inc. All Risflls Reserved.
29
They have 200 structure points apiece. Tell 2nd Lieutenant, Vrusk male the door from the hall to the outside. Two
the players about these doors because they RW 60, M 45, PS 2, IM 6, RS 60, STA 40; guards are on duty in the hall outside the
are not on the players' map. Each piece of 4 fragment grenades, auto pistol (40 reactor room.
equipment can be destroyed by a 500 gram rounds), vibroknife (20 SEU clip), skein-
charge ofTornadium D-19. suit, albedo screen (50 SEU beltpack) 2 suards, Humans
RW 40, M 50, PS 2, IM 4, RS 40, STA 40;
WORKERS' BARRACKS 1st Goon, Human male laser rifles (50 SEU beltpacks),
Twenty technicians and laborers are resting RW 55, M 80, PS 4, IM 4, RS 40, STA 65; vibroknives (20 SEU clip), skeinsuits,
electrostunner (20 SEU clip), 2 tangier albedo screens (powered by beltpacks,
in this room. They are all unarmed and
defenseless, and will not join in any com- grenades, stunstick (20 SEU clip), skein- above)
bat. If the PCs attack them, give each suit, inertia screen (50 SEU beltpack)
The walls of this room are steel-reinforced
worker 35 Stamina points.
2nd Goon, Dralasite plasticrete with 350 structure points.
The room contains the bunks and per-
RW 50, M 75, PS 4, IM 4, RS 35, STA 70; Within the room, the reactor core is sur-
sonal effects that belong to these workers
needier pistol (1 0 shots), sonic sword (20 rounded by electrical generators and the
and the other 20 workers currently on duty.
SEU clip), stunstick (20 SEU clip), skein- machinery that controls the mixture of
None of the personal effects will be of use
suit, inertia screen (50 SEU beltpack) radioactive pellets and coolant. A 6th level
to the PCs. This room also contains the
technician can manipulate the machinery
compound's computer. It is a basic, 2nd in 1d10 minutes to fuse the entire reactor
level device, used only to run the mainte- RADIO AND SUPPLY ROOM
core into worthless radioactive slag.
nance and food preparation aspects of the The door to this room is secured with a level The PCs can also destroy the reactor with
operation. 2 lock. W ithin, a technician is always on 500 grams of Tornadium D-19. However,
duty, monitoring both the subspace radio any attempt to use explosives to damage
DINING HALL and radiophone. the reactor or its machinery activates an
This room contains four long tables, each automatic safety system that shuts the reac-
flanked by a pair of benches. An automatic technician/radio operator, Human tor down. The Pes cannot in any way cause
kitchen stands at the far end, along with RW 50; M 40; PS 2; IM 4; RS 40; STA 45; an atomic explosion. As soon as demolition
four maintenance robots. The robots are laser pistol, stunstic k (2 20 SEU clips), charges explode on or near the reactor, this
programmed to take orders and serve food. skeinsuit room fills with dangerous radioctivity. The
They politely move forward if PCs enter the radioactivity causes ldlO points of damage
room, asking the PCs what they want to eat. Most of the space in the room is used for each turn to any character in the room. All
These robots are not programmed to take supply storage. The supplies kept here are this information is common knowledge to
combative action of any sort. A huge stor- listed in table 6. technicians.
age vault next to the kitchen contains dehy-
drated foods of all kinds. Zeta .3
TABLE 6. STREEL SUPPLIES ATTACKING THE STRE EL
SUPERVISORS' ROOM
COMPOUND
This room is the quarters of the officers in 4 type 4 parabatteries
charge of the Streel operation. Unless they
10 type 3 parabatteries ATIACKING W ITHOUT THE LOKKUKU
have been called to a disturbance in the
7 type 2 parabatteries
compound or reactor room, they are in this 50 gas masks If the PCs are not allied with the lokkuku,
room. The room is equipped with a camera 10 kilograms ofTornadium D-19• and survived the lokkuku ambushes, they
that shows the hallway approaching the 20 weeks food supplies for entire staff may attack the compound in whatever
reactor room. The officers here will be manner they wish. As soon as the guards in
4 freeze fields
aware of any PCs in that hallway, and will 1 grenade launcher the towers sight a PC-which they must do
immediately run out and attack them. 24 grenades of each type as soon as any PC leaves the forest and
This room also contains five bunks, a approaches the compound-all the guards
1,000 clips of SEU ammo
table, five chairs, and the officers' personal and officers in the compound take up posi-
1,000 clips of bullet ammo
effects (useless to the PCs). tions on the building's roof (4 meters high),
facing the direction the PCs are approach-
• Exploding all this Tornadium D-19 at once will
Captain, Yazirian male destroy the Streel compound, except the reactor
ing from. They add their firepower to that of
RW 80, M 80, PS 3, IM 7, RS 65, STA 55; building. See REACTOR ROOM, below, for the the machine guns in the towers. Ladders on
gyrojet rifle (20 rounds), auto pistol (40 results of explosions inside the reactor room. the building allow the Streel guards to climb
rounds), sonic knife (20 SEU clip), skein- to the roof quickly.
suit, inertia screen (50 SEU beltpack)
ATIACKING WITH THE LOKKUKU
1st Lieutenant, Yazirian female REACTOR ROOM
RW 65, M 70, PS 3, IM 5, RS 45, STA 40; If the lokkuku ally with the PCs, they gladly
laser rifle (100 SEU backpack), sonic This large room houses the reactor that tell the PCs about the tunnel that snakes
sword (20 SEU clip), skeinsuit, albedo powers the Streel operation. The door to through the tailings and passes under the
this room is protected by a level41ock, as is south end of the fence on the west side of
screen (same backpack as rifle)
30
the compound. If the Pes enter the com- officers and the two guards at the reactor Zeta .4
pound through the tunnel, they can reach room-the Pes must deal with them.
the door to the hall outside the reactor If the diversionary attack is aided by some LEAVING ALCAZZAR
room undetected. Pes with heavy weapons, then the 2nd
This door is secured with a level 4 lock. If Lieutenant and the two goons from the If the Pes call on the Streel subspace radio,
the PCs enter here, the guards outside the supervisors' room also climb to the roof. the Nightrunner responds. The Pes can
reactor room attack them immediately; the The Captain and 1st Lieutenant are always report their findings and situation and
officers in the supervisors' room join the in the supervisors' room if any PCs enter the arrange a pick-up time and place.
attack two turns later. The guards in the fort through the door near the reactor. If the Pes don't use the subspace radio,
guard room run down the hall and join the After fusing the reactor (or destroying the the Nightrunner returns 50 days (GSD after
fight six turns after it begins, unless a machinery), the Pes may safely escape it left. When it reaches Alcazzar, its shuttle
lokkuku diversion was arranged. through the tunnel, or they may try to climb lands at the CDC compound and searches
If the PCs ask them, the lokkuku agree to the fence or go through the gate and flee to the area around the CDC compound every
attack the outside of the compound at a set the forest. The Streel guards will fight to the 10 hours for three days (GST). Then, with or
time. Their attack will draw all the guards last man, if necessary, and will actively seek without the Pes, the Nightrunner returns to
from the guard room to the roof, but not the out enemies in their compound. Cassidine.
EPILOGUE: THE FUTURE OF
ALCAZZAR

Karrall Willthatch, CDC's chairman, takes characters in the galaxy with any knowl-
good care of loyal employees. If the Pes TABLE 7. ANNUAL CDC edge of the planet. That makes them valu-
perform ed their jobs well, he sees that each STOCK CHANGE able employees for any company intending
receives a bonus of several thousand to operate on Alcazzar.
credits (you decide exactly how much). DIE STOCK The future of Alcazzar will be greatly
If you and the Pes wish to pursue the ROLL CHANGE influenced by the planet's mineral wealth.
careers they began on Alcazzar- trouble- Other considerations also exist, however.
shooting for CDC-create new adventures Terrible year; stock value drops to Although of little importance to many
for them; Willthatch will see that they get 100fo of previous year's value major corporations of the Frontier, the
another assignment soon. CDC is active on future of the planet's unique environment
many planets, so the possibilities of adven- 2 Bad year; stock value drops to and many native species are matters of
ture in this line of work are limitless. Mis- 500fo of previous year's value grave concern to a number of organiza-
sions might include investigating strange tions. The Society for the Preservation of
occurences on the deserts of Laco, check- 3-4 Below average performance, Natural Ecosystems will be in the forefront
ing reports of a gold strike in the mountains no change in stock value of this movement, and would be happy to
of Volturnus, or uncovering betrayal in the hire the Pes to work for the Society's inter-
corporate headquarters building in Triad. 5-6 Some good signs; stock doubles ests. Such work pays only about half of
One benefit of working for a progressive in value what major corporations pay.
corporation such as CDC is the chance for Many of the creatures living on the planet
7-8 Fine year; stock value multiplies
characters who do outstanding work to pur- have yet to be discovered and classified.
X5
chase stock. Owning CDC stock is a chance None of the native inhabitants have been
to earn a lot of credits, and only CDC 9 Prosperous year; stock value studied by ecological specialists. Charac-
employees who make contributions above multiplies X 10 ters interested in studying any aspect of this
and beyond their normal job requirements planet are offered jobs by organizations and
can purchase the stock. If you feel they are 0 Incredible year; stock value universities interested in learning about
eligible, allow the Pes to purchase up to multiplies X 50! Alcazzar and its lifeforms. The planet's unu-
5,000 credit.s of CDC stock. Each year, the sual climate pattern makes a very likely sub-
value of CDC stock will go up or down, ject for research.
depending on how well the company does. Regardless of the results of the conflict Remember that winter will arrive before
To earn money, the Pes must sell their stock between CDC and the Streel Corporation, too long. If characters attempt to live
when it's worth more than when they news of the wealth on Alcazzar leaks to the through an Alcazzar winter, determine
bought it. Once they sell their stock, they rest of the Frontier 1-10 weeks after the end their chances of survival as you see fit.
can't earn any more credits from it. of this adventure. All of the major corpora- In any event, Alcazzar is a new, exciting,
Roll dlO on table 7 (or a table of your tions and many independent ("wildcat") and potentially wealthy planet. You may
own) to determine what happens to CDC miners will arrive and stake out claims. work it into your campaign in any manner
stock during 1 year, GST. Roll only once If the characters decide to remain on you wish. Alcazzar can provide settings for
each year; the same results apply to all CDC Alcazzar, many different corporations offer a wide variety of adventures for a long time
stock. them jobs. The Pes are among the only to come.

31
RANDOM ENCOUNTERS TABLES

RANDOM ENCOUNTERS 11 sky-shrikes {1 - 10): MV very


TABLE 10. LAND RANDOM fast; IM/RS 8/75; AT 50; OM
Roll 1d1 0 every time the PCs enter a hexa- ENCOUNTE RS 2d10; SA none; SO none
gon on Map 2, or spend an hour in the same 12 lokkuku {2- 20): MV fast; IM/RS
hex. Check the result on table 8, the DIE ENCOUNTER
6/55; STA 30; AT 30; OM 2d10;
Encounter Frequency Table. If an encoun- ROLL
(1 d10) SA none; SO none; adults, curi-
ter occurs, roll on table 9 or 10, as indi- ous and friendly unless attacked
cated, to find the encounter. If a die roll 1 small herbivores {2- 20): MV
very fast; IM/ RS 8/75; STA 10; 13 sky-shrikes (2- 20): MV very
modifier is indicated on table 8, add that
ATT -; SA none; SO running fast; IM/RS 8/75; AT 50; OM
number to your roll on table 10. These are
away 2d10; SA none; SO none
summer and transitional season random
encounters. You must determine winter 2 large herbivore {1 ); MV medium; 14 rock slide - See Beta .1 under
encounters if the PCs stay on Alcazzar after IM/RS 4/40; STA 200; ATI -; SA "MOUNTAINS" for details
this adventure. none; SO camouflage 15 gnawhares (1-1 0): MV fast; IM/
3 lokkuku {12): MV fast; IM/RS 6/ RS 6/60; STA 10; AT nil; SA gnaw
55; STA 30; AT 30; OM 2d10; SA any non-metallic objects; SO
none; SO none; The madness of none
TABLE 8. RANDOM ENCOUNTER
FREQUENCY the Kag-Gakka is upon them. 16 gwerrah {1): MV medium; IM/RS
They attack madly until all are 4/40; STA800; AT 40; OM 20d10;
slain. SA none; SO immune to doze
TERRAIN ENCOUNTER USE DIE ROLL and needier effects
OCCURS ON TABLE MODIFIER 4 fire locusts {1 swarm): MV slow;
IM/RS not applicable; STA 1 17 -19 rock slide - See Beta .1 under
Water 5- 10 9 none each; AT 90; OM 4d 10; SA acid " MOUNTAINS" for details
Forest 8- 10 10 none burn; SO large numbers 20 small herbivore (1): MV very
Moraines 7- 10 10 •2 5 medium herbivores {500): MV fast; IM/RS 9/85; AT nil; SA none;
Plains 4-10 10 +4 fast; IM/RS 7/65; STA 100; AT SO speed, diving under rocks for
Mountains 6- 10 10 •10
none; SA none; SO running shelter
away
6 gwerrah {1): MV medium; IM/RS
TABLE 9. WATER RANDOM 4/40; STA 800; AT 40; OM 20d 10;
ENCOUNTERS SA none; SO immune to doze
and needier effects
7 gnawhares (1 - 10): MV fast; IM/
DIE ENCOUNTER RS 6/60; STA 10; AT nil; SA gnaw
ROLL any non-metallic objects; SO
(1d10) none
1-7 fish (harmless) 8 lokkuku {6- 10): MV fast; IM/RS
6/55; STA 30; AT 30; OM 2d 10;
8- 10 sea-shrike (1) MV very fast;
SA none; SO none; These are
IM/RS 7/70; STA 400; ATI 50;
youngsters, very playful and mis-
OM 15d10; SA tail flip; SO
chevous but not threatening.
soft cover in water
9 medium herbivore (1): MV slow;
IM/RS 3/25; STA 65; AT nil; SA
odor gland sprays up to 10 m,
victim gags for 1d10 minutes; SO
creature is inedible
10 gwerrah (1): MV medium; IM/RS
4/40; STA 800; AT 40; OM 20d 10;
SA none; SO immune to doze
and needier effects

7toeXXXX1501 32

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