Sandboxing Volturnus 1: The Pirate Ambush
Sandboxing Volturnus: Outline
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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!
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.