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Turtle World | |
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Having just completed an adventure in Star-Trek-like space opera, the party moves to a Lost World setting that takes its inspiration from Edgar Rice Burroughs, Sir Arthur Conan Doyle, H. Rider Haggard and the mysteries of the Bermuda Triangle. They start with a mystery on the Dark Continent, and from there go on to the deeper mysteries of what they eventually name "Turtle World". There they meet surviors of a trip through the Twilight Zone, intelligent pterosaurs, dinosaur herders, zeppelin pilots, their second floating Arabesque city, damsels in distress and a really big
problem.
I had a lot of fun designing Turtle World, and somewhat regretted how business-like the party was about obtaining the next Segment, but that's the danger with centering the campaign around the unifying quest. The players are good enough role players for the characters to remember that no matter what wonders they see, what adventures they have, their true mission is saving not just the world, but all the worlds. This adventure was designed with the over-all quest firmly in mind, and so beside the mystery of the Dark Continent and adventures in the Lost World, it provides them with another highly challenging segment, a problem more difficult than the Instrumentality in the last adventure. I was very pleased with their solution, and with the way that it advanced their over-all development and progress in the Diadem Quest and the Worldbender War. In fact, if you promise not to tell them, there are multiple repercussions of this adventure still rippling out to affect them.
Created: 24-May-98 Copyright © 1998, Jim Burrows. All Rights Reserved. |