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Starspawn of Volturnus Adventure Module | ||
Author: by Mark Acres and Tom Moldvay
Category: game Company/Publisher: TSR 1982 Line: Star Frontiers SKU: SF2 Capsule Review by Daron "Dan" Patton on 12/24/99. Genre tags: Science_fiction Far_Future Space |
Starspawn of Volturnus is the final module in the Volturnus adventure trilogy and concludes the first published campaign for Star Frontiers. As with all Star Frontiers modules, this is a stand-alone product as well as a tie-in to a series. Referees can begin their parties 'in medias re' using the background information provided or continue previous adventures as he/she sees fit. Using the bang-up background material provided with this module and the boxed set, groups can have untold adventures on this mysterious planet.
Timothy Truman's full-color cover art shows a trio of advancing cybodragons bristling with weapons on the attack. In the foreground, a worm-like Sathar (see the Star Frontiers Boxed Set review rev_2641.html for details) rides one of the beasts, directing its fury against the good inhabitants of Volturnus. There are also several spectacular scenes of combat with the Sathar included in the black and white interior art. The players begin on Volturnus and have been hired to defend the planet against an imminent attack by the Sathar. With only days to prepare, the PCs must unite three primitive Volturnian races and establish friendly relations with a race of androids called the Mechanons in order to have enough forces to successfully repel the upcoming assault. Meanwhile, the PCs' highly evolved and technologically advanced dinosaur allies, the Eorna, are repairing what remains of the dilapidated planetary defenses. The three primitive alien tribes each have a test they put the PCs to before agreeing to join any such coalition. The Ul-Mor (octopoid creatures) demand that the players play 'The Great Game'; this segment of the adventure is included as a small board game that may be played separately or as part of the role-playing session. The Kurabanda (monkeylike primitives) want the players to recover a lost idol from a giant roc-like bird. The Edestekai (tripod folk who look somewhat like peanuts with legs) demand that the PCs capture the living incarnation of their god of justice, a dangerous alien beast. The Sathar at last arrive and the Battle of Volturnus is joined. The fate of the planet hangs in the balance. Players have the aid of any races they have convinced to join in the clash. The module encourages good playing by rewarding the players with better odds of winning the overall battle depending on how many factions they persuaded to unite. Groups who alienated one or more of the aborigine races will have a tougher time in this final assault, which is actually broken down into three separate scenes. Another important point is that the players do have a chance to 'blow it', losing the final battle and the planet at the end. Failure should always be a possibility in this kind of epic struggle. If you like quests, large scale battles and good-old fashioned sci-fi fun, this module is for you. SF2 features an imaginative plot, an easy-to-follow layout and thorough background material including maps, briefings and alien creature updates: the traditional quality found in Star Frontiers supplements. The Ul-Mor's Great Game is included as a replayable stand-alone board game and several superior adventure hooks for follow-up sessions are also provided at the end of the module. Starspawn of Volturnus is a good buy (from $5 - $10, depending on where you can find it). Quality modules like this are a significant factor in Star Frontiers' recent resurgence as a gaming phenomenon. Enthusiasts (many are also members of the SF Listserver Group and/or Star Frontiers WebRing) held two Star Frontiers conventions in 1999 alone. Auction sites and the 'Stores' listed here on RPG Net that handle out-of-print games are excellent places to find this adventure. For the Frontier!
Style: 4 (Classy and well done)
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