SF4 Mission To Alcazzar (1984)
SF4 Mission To Alcazzar (1984)
MAP 1. ALCAZZAR -
PLAINS AND FORESTS
MUDFLATS
- MOUNTAINS
c:::J RIVERS, LAKES, AND OCEANS
c=J SNOW AND ICE
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TABLE OF CONTENTS
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
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.
MAINTENANCE GARAGE
NORTH
WIRE FENCE
CATES V
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W IRE FENCE _ _ /
~~
'L-~--~---4---+--~---r---r-H~--_.--~--~--~--.---T---~--,
BARRACKS
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COMPUTER SHED
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.
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RANDOM ENCOUNTERS TABLES
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