jedion357 December 18, 2011 - 7:26am | The title promises a mystery and I think the module should live up to this. IMO the original did not do this well enough. I think this module aught to delve into the mystery of what happened here and be less about the pirates. In fact I would propose departing from the original script here. After this module the PCs do the "The Pirates of Volturnus" module followed by the "Battle for Volturnus" module making the campaign a quartet. So perhaps the PCs only have a vague idea of where the pirates are and launch into the deset. Encounters in this module should draw out the mysteries of Volturnus for them. 1. a wreched pirate vessel could be explored and they could learn something about when and why the pirates came to volturnus. 2. 900 year old ruins from the eorna can be discovered- ruins are always good for exploration. PCs realize that there was a space faring civilization on Volturnus and that it was wiped out 900 years prior but that that race was not the ul-mor or the kurabunga. 3. mechanon's constitute a mystery and an encounter with them can be crafted. mystery is their evolution that they are sapient or the PCs come to suspect they are sapient. 4. contact with the ul-mor who are suspicious and slightly hostile to the PCs. and require that they track and kill a monster as a test, quick death encounter- could be that they must track the quickdeath through the caverns and have the mechanon encounter there. With success they earn the ul-mors acceptance and learn about what happened to the members of the first expedition and the ul mor can tell them exactly where the pirate outpost is. End of Volturnus, Planet of Mystery 2.0 I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
OnceFarOff July 10, 2012 - 6:31pm | Jedion357 - I was really inspired by #2 above - so I stole the idea for my campaign that I'm running with my kids. I made a couple of maps in MapTool of a ruined defense outpost (which I will use for a lunar defenst installation as well). I haven't tried to add to the community until now, so if there's a better way for me to do it, please let me know. All images are from RPGMapshare.com and approved for personal use. I haven't done a write up, but I'm planning on a couple of critters inside maybe a rogue crystal or some burrower snakes or something. The crystal looking thingys I figure could be lights or some otherworldly Eorna tech, now inoperable as the installation's power was knocked out. I imagine the console in the SE quadrant was a control station for a planetary defense battery or something. There's bones at the base that my PCs will not be able to identify as either Ul-Mor, Kurabanda or Edestekai to add some "Planet of Mystery". |
jedion357 July 11, 2012 - 7:13am | Hey have at, this project is now dedicated to revisiting the Volturnus setting or modules. New encounters are great, new maps are great. BTW i like what you did with the maps. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 July 14, 2012 - 12:17pm | The whole 900thing years thread is developing details on the mystery behind the evolution of the mechanon so the whole meeting of "First" while tracking a quickdeath and helping him delve into the 900ones year old ruins where Bob/Anon worked on evolving a race of intelligent robots as part of his Greatest Plan in opposition to the Great Plan of the eorna to evolve replacement species ie the three primitive races. This lets the PCs learn something of the eorna early on and gives them back story once completing "First's" side quest and the ul-mor's quest they get the location of the pirates newest outpost- their own expe I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |