Long ago there was a civilization that that had to prominent groups. The Vorr wanted to advance technology and science while the Varr believed in magic and the gods. Rather than fighting their brothers and sisters the Varr left. A millennia later, the Vorr homeworld has depleted its resources and it's people realize that magic is the only thing that can save them. The characters and other townsfolk are abducted and the ship they're on crashes on a hostile foreign planet.
This adventure is meant to be a different kind of challenge. Because of when they may not have all their gear (which will definitely impede casters). Additionally, a unique challenge is that the valley the players must explore is cut off from the gods (meaning divine magic doesn't work). I like this idea, but if you are going to take something away from your party, you need to make sure to make them not feel like they are being punished.
The characters can salvage through the remains of their abductor's ship. A make shift town is created amongst the wreckage. The party must explore various hexes in which they will encounter other survivors, strange creatures, and grey aliens (advanced dopplegangers). The party will eventually find a wizard that can get them home if they can find his spellbook. Once that's obtained the group must defend their fellow survivors in order to make it home.
This adventure has a lot going for it. It includes new fantastic alien threats and some new gear players can loot. It also takes classics adventure tropes (rescuing captured townsfolk) and adds a super fun twist (the kidnappers are aliens and the players are part of the townsfolk).
You could definitely get a good session or two from this adventure. If you want something out of the oridinary, this is a fun adventure to pick up.
You can get the pdf here.
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