Now download and read THIS
while I go seek my old adventure notes, I'm posting again later
OK, as I half-remembered, we played a 'Lost Colony' adventure (with NO real historical background) located "somewhere Rimward of the Confederation"
(originally the one from GURPS Space Atlas 3
, but we had a homebrew SF campaign mixing various sourcebooks, Traveller included, therefore the Solomani Confederation could fit the bill too :lol: ).
My point is you do NOT need precise answers/explanations/solutions. If Bridgeholm
somehow got superscience and Singularity in a few centuries by "decoding the secrets of the Yaskoydri Technocracy and improving on them"
, maybe the locals here have done the same with Ancient technology, or whatever... Who cares? In our campaign, we played for fun (the players) and money (the characters: NEVER MAKING DEALS [for used starships] WITH THE DEVIL™!!!
, they say, but clearly I haven't learned the lesson yet
:lol: ), are your players playing for fun and... Knowledge? Unfortunately some mysteries can't be solved, even in Deepnight Revelation
(The Alo'hei come to mind. Besides, the ship has a fairly strict schedule to follow, and your Travellers have only one life to give to Science
Now, about what we have done here... :
1): The "VERY high tech junk" in orbit was a nice trick to pique the interest of the players. We spent a couple of weeks (game time) searching the debris for anything valuable/resellable (which we found), and scanned the surface from the orbit for more (nobody ever suggested to notify the Scout Service about this unknown planet, of course
2): We had limited contact with the natives. Stealth and tech-related skills were our strong points, not diplomacy in general, but still learned the local tongue.
3): Once discovered and infiltrated the temple, we IMMEDIATELY started fiddling with the machinery in the Inner Chamber... "The transporter
(...). Who invented it? And where does the connection lead?"
you ask. Who knows? WHO CARES? It's merely a plot device to redirect the characters to Underearth Room 1 of Systema Tartarobasis
, after all. And if your Travellers survive, Deepnight Revelation
could try another survey/salvage expedition, but I suspect the priests and the thousands of worshippers would be pretty hostile to further desecration of their holy place...
4): Systema Tartarobasis
itself got these modifications:
A): The characters got to keep their radiation detectors (do you know my characters in SF games ALWAYS have wrist watches and radiation detectors? :mrgreen: ), because they need to know the Deep Levels (everything below Room 1, 5 and 8 in Underearth) are lethally irradiated (this keeps the characters focused on their situation and avoids too much wasted time, Systema Tartarobasis
is NOT a Dungeon Crawling adventure).
B): Add some climbing gear 'For Emergencies' amidst the supplies at Lower Cable Transport Station (Exteriko C), if you have Travellers inclined to theft and with high scores in Athletics (Dexterity). Who said those cliffs are really "impossible"
? Not us! 8)
C): Check the art for Underearth Room 11 (page 26) and Periferia (page 29). Have you noticed the bent copper "claws" in both? We found a rod-like Enigmatic Device™ concealed in Room 11 and capable to activate/deactivate the "weird contraption" (a little force field) in Room 11 by touch. Most importantly, it worked the same with the big force field in PERIFERIA (only a single pyramid, only for a few seconds, and you get zapped EVERY TIME "How many Hit Points do you have left, buddy!?"
This is an optional (but still dangerous) way to entirely sidestep the checkpoint at Periferia C).
D): As written, the former Command Center at Exteriko F still includes a working generator (good for recharging stuff), but this is also a great place to add useful information about the city and the local tech (in our case, a still working Core Computer with the memory banks deleted, but active (hardwired) diagnostics programs and spotty security feeds). It's here we discovered about Uranometafora and Systema Tartarobasis
's 'Treasure Trove' (the Epsilon level)...
E): And finally, it makes sense to raise that "2% per point of Intelligence"
to successfully operate Systema Tartarobasis without Wandsman help (page 40 - we done this :mrgreen: ), but ONLY if you a): are good with computers and/or other relevant tech, b): have discovered and more-or-less successfully used local Ultratech™ and c): you have penetrated Epsilon level and gained those Ultratech™ relevant tools the referee invented and gave away for this adventure (of course, you MUST have mastered their use too).
And about the ending (page 41), those "lifeless sands of untrod deserts"
are probably nothing special if you still have a working radio and Deepnight Revelation
in orbit, but this could also be the starting point of a new adventure ("Where is the ship parked?" "2750 kilometres directly north, more or less" "Oh well, I needed a tan"
Hope this helps