Sandboxing Volturnus 1: The Pirate Ambush

The idea of a shipwreck leaving passengers stranded and having to survive a harsh environment has been an interesting starting point for many a story. The "starship crash on an isolated alien planet" particularly has been used a few times in media that I love, for example in Scavengers Reign and Rimworld, so it makes sense for me to use it to frame a TTRPG campaign. (There is also its sci-fi counterpart, the "Otherworld Arrivant," mentioned by Old Gus on the NSR Discord.) 

This is the first worldbuilding post of my "Sandboxing Volturnus" adventure, discussed in this previous post. In it I will cover the starship crash that kicks off the campaign. Although this is a sandbox adventure intended to give players open ended control, railroading the crash is necessary for the concept to work. So we'll kick off the campaign in medias res, with the players on a starship that is severely disabled by a pirate attack. There is no safe way home from here, and the players will have to survive the planet and find a way off on its own alien terms. 

The players are members of a survey crew, sent on a mission to explore a little known remote alien planet. The previous survey crew sent here has gone missing, so their mission is to find out what happened to them. Unfortunately, soon after arriving at the planet, while the players were still sleeping, there was a surprise pirate attack which destroys the survey ships engines and defensive capabilities. Their pirate scrap ships have attached a boarding tube and are overwhelming the survey ship's meagre defenses. And to make matters worse, the ship is slowly plummeting into the atmosphere and will burn up in a few hours!

The players wake up in their own private quarters or perhaps are awoken from cryosleep. In the case of cryosleep, their belongings will be stowed away in a luggage compartment. The ship is mid-siege and the damage to the ships systems is done. Pirates have boarded through two boarding tube breach points near the front of the ship each guarded by two pirates. Twelve pirates boarded from each of their ships, and a pilot remains on each one. If anyone other than a pirate attempts to cross the boarding tube, the pilot will immediately eject the tube. With superior numbers and firepower, the pirates quickly took over the bridge and are looting the stores looking for valuables. 

The crew quarters are the furthest point away from the bridge, with separate rooms for engineering, telemetry, cargo, mess hall and a gym between. Aside from the players there are a few specialists on the crew, who can be saved and possibly help out later. There are probably no more than 15 crew on the survey in total.

The safest way off of the ship is to sneak to the escape capsules near the bridge and escape in the chaos of the attack. If the pirates complete their raid, or if all pirates on the ship are neutralized, the scrap ships will detach to allow the survey ship to crash on the planet. If the escape pods are not used, the ship can possibly be navigated to land "safely". 

Pirate Ambush Encounter Table

1. Terrible noises coming from the engine
2. Gunfire and screaming from down the hall
3. Running injured survey crew member
4. Pirate chemheads, out of their minds on chem
5. Pirate goon squad, looking to hurt people
6. Pirate leader, sadistic, melodramatic and loves the arts

Possible crash sites

1. Desert
Home of the Ur-Octopod land-dwelling octopii people. They possess an extra neuro tentacle similar to those in the Avatar movies, and are friends to many animals. To win entry into their tribe and gain their trust, you must make a pilgrimage to their holy city through the Rocky Badlands and prove yourself in battle with a terrible beast. 
The desert also holds occasional ruins of an ancient advanced dinosaur civilization which might be used as shelter and water sources. 

2. Glass Grasslands
The grass itself is incredibly sharp and prohibits free travel. Certain native fauna have evolved ways to clear paths in the glass grass, and following their trails is the best approach to travel.

3. Megaflora Forest
Home to the Kohnots, a species of furry and diminutive tree dwellers who build tree villages with hanging walkways and swing by vines. They have also developed hang gliders which allow them to foray safely into the adjacent Glass Grasslands. The Kohnots have a complex social life characterized by ritual and paying respect through gifts and favors. 

4. The Northern Hills
Cold hilly lands occupied by the Plodin, a species of land bound crustaceans whose bodies have a three-fold axis of symmetry. They have an animistic religion and have a different spirit to worship for just about everything and every situation. They have carved a great temple out of a naturally occurring crystal occupied by the highest ranking members of their religion. 

5. Rocky Badlands 
The holy city of the Ur-Octopod octopii people is here, only accessible through dangerous networks of caves that contain many terrifying creatures. In the holy city, outsiders can do battle with a terrifying beast in their ancestral tradition to enter their tribe.

6. Volcanic Wastes
The wastes are largely uninhabited and present many natural hazards.

A group of pirates led by The Star Kraken also make the planet their home, and have established a few bases of operations on the surface, as well as an hidden mothership in orbit. The attack that downs the players' ship is made by a few smaller vessels that come from this mothership. The Star Kraken has connections to corrupt officials in the government in the more civilized regions of space, and make a fortune by trading resources mined here. Their operation depends on labor of the Plodin, who they have deceived into working with them by pretending to be gods that speak to their religious leaders. 

The pirates have two main planetary bases, one to the north near the Plodin, and another near the forest, where they often clash with the Kohnot. The southern forest base is their main scientific facility, where they bring unconscious Plodin religious leaders for surgery that renders them pliable to Star Kraken control. Each facility has considerable defenses: electrified fences, artillery guns, atmofliers and a host of robots in addition to the hardened pirates themselves. 

Sandboxing Volturnus: Outline

The Volturnus hexmap
The Volturnus hexmap

Recently I have been trying to get into the classic 70s and 80s science fiction adventure modules. This means reading modules from games like Traveller, Star Frontiers, Gamma World, etc... I was lucky enough to find a good reading list on the NSR discord with a lot of depth, as well as plenty of classic sci-fi recommendations on the blog Grognardia. After reading a couple of Traveller modules, I moved on to the Volturnus series, an adventure split into three booklets. The first of these booklets comes as the intro adventure in the Star Frontiers: Alpha Dawn box set published in 1980. The complete series makes up a grand adventure set on an alien world populated by inimical sentient races who need to be united to defend the planet from an impending alien threat. The downside is that the series is also written with a very linear narrative with unavoidable plot events that must happen along the way. These are events like an initial spaceship crash, storms that prevent the party from leaving a certain part of the desert, and a kidnapper who takes a prisoner during an assault on a pirate base who is seen disappearing into the desert. I thought that this story railroad detracted from on otherwise awesome mini-campaign, and that Volturnus could be rewritten as a more open ended adventure in the form of a sandbox. I'll try to set up and outline this sandboxing project here, and then flesh out the different factions and dungeons in later posts. 

I don't think all of the plot events that happen over the three booklets need to be thrown out. The spaceship crash at the beginning of the adventure is sort of unavoidable to set the stage for the campaign. The starting mission of tracking down the crew of the previous survey mission who disappeared should stay, but doesn't have to be pursued by the party for the world to be interesting. The battle between the Kurabanda and the pirates that is ongoing the first time the party enters a certain forest is pretty cool. The final battle between the united alien races of Volturnus and the invading space worms should stay too, its pre-planned decisive battles can be worked a bit into more of a toolbox for large scale warfare. 

The Kurabanda will become Ewoks with the serial numbers filed off, since that's sort of what they are, and because of some recent missteps made by WotC in using another monkey alien race related to Star Frontiers. 

I will try to rewrite the setting from memory, so in practice this will be a Volturnus inspired sandbox for me or anyone to use. I guess one day it might be fun to put together into a book and stat out for a system like Stars Without Number or Mothership, so I also plan to come up with alternate names along the way to avoid any future headaches. 

Since it is January, I will try and make this my 2024 writing project, and try to shoot for one blog post a month, hopefully.

My current ideas for posts are: 

  • desert octopii and their pilgrimmage
  • traversing the glass grasslands and other dangerous terrain
  • the tree dwelling furballs and the megaflora forest
  • the pirate base and their operations on the planet
  • the ritualistic and religious crustacean/insect people in the north
  • the underground city of dying ancient dinosaur gengineers
  • the race of sentient robots occupying the city of the ancients
  • the evil alien worms and a large scale warfare procedure for the final battle

Anquadus Symbiote

 

The anquadus is a symbiotic pairing of a telepathic Anqua snake and an Adus eagle. The alliance is made because the Anqua snake has extraordinarily strong scales, which allow the eagle to wield it as a weapon, even during the high speeds involved in diving strikes. The venom and flexibility of the snake also allow the duo complex manipulation of objects. As a symbiote the Anqua snake is also capable of speech and will know the local humanoid languages of the area. It is not uncommon for them to possess magical capabilities and know a handful of spells.

While both are equals in this relationship, the snake is craftier and more sly than the eagle, and it speaks for and makes most of the important decisions for the two.

An anquadus will typically settle in mountainous regions, where it will terrorize small towns, stealing their livestock and taking them back to their lairs in the most inaccessible regions of the mountains. They also have a fondness for magical items and will steal or trade for them when possible, offering their services in exchange.

Shrine of the Desert Dragons one page dungeon

 I realized that my last post would work well as a one page dungeon so I threw it together, enjoy!

Download a pdf version here

Shrine of the Desert Dragons

 

Who is Molock, Demiurge of the desert dragons?

1. Proud and distrustful, requests that you bring the Agate Rose 

2. Old and kind, welcomes you as the fullfilment to an ancient prophecy

3. Reptillian and alien, accuses you of being agents of the Velociroptoron

4. Scared and on the move, needs help transporting dragon eggs


Who is Thodus the dragon monk?

1. Excited to meet you! He hasnt spoken to anyone aside from the king in 327 years

2. Golemnist guarding the Demiurge

3. Grand master of the royal battle monks

4. Ex-templar who fled the Grand Equiton to be with Molock

5. Rogue spirit weaver from the Arcanum granted asylum by the Demiurge

6. The coolest and most popular of the Demiurge's entourage


Whats in the pit?

1. A broken toad-folk digging machine whos pilots are now stranded here

2. Energy parasite from another dimension

3. Illusion of a giant anemone and clownfish hiding a summoning shrine to an elemental water god

4. Flaming gates beyond which stand the demon prince Bezohmut who welcomes you to the world of monsters

5. Portal to the mega-planet Anaxiot filled with air-kelp

6. Meteor that bends all nearby reality!

7. Enormous living diamond crystalline growths that act as a library of magic spells

8. Locked elevator that takes you to the slumbering dwarven city-beast 


Random encounters

1. Goblins with laser guns

2. Bug-kin hauling cactus fruit, bones or worm kebabs

3. Spider golem from the Age of the Great Empires before great reconing 

4. Desert dragon ghosts, monks or great warriors

5. Cougar-dragon

6. Fey desert creatures looking to play pranks on the ghosts that haunt the shrine, or anyone else they run accross

7. Large jumping scorpions

8. Razorbirds

9. Desert dwarf youths exploring the Shrine

10. Wizard's minion looking for magical components: heart serum leaf or digging beetles


Random treasures

1. Spindle of gold thread

2. Cactus fruit essence - grants the ability to commune with ghosts

3. Goblin gang stash

4. Minitature bird golem in a small box

5. Ancient necklace

6. Bundle of heart serum leaf and dried digging beetles

7. Excellent chemistry set

8. Bag of several small gaming tablets

9. Ornate key ring

10. Bundle of letters

11. Large bronze disc depicting a mythic scene

12. Heavy triangular short sword

Genres & Dragons

Planets & Monsters was a game that I spent a couple years writing but never finished. I was in a group that met for a regular campaign playing the game and the "book" was a frankenstien monster of different sci-fi and fantasy games that I had edited together into one big pdf that was constantly changing. Usually I would take notes during our sessions and incorporate everyones ideas into a new pdf every few months. A couple years ago, I put the campaign on hiatus to rework it as a hack of the popular Blades in the Dark. Not too long after that my computer crashed and I lost the work I had done on Planets & Monsters. 

Instead of trying to remake it based on the pdfs that my group had saved, I started doing game jams and posting games to itch.io and I forgot all about Planets & Monsters for a while. This blog is a tribute to that game, I'll try and explore it's idea of weird and campy sci-fi fantasy.