HowFortuitous |
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I'm looking for ideas for ruins in Numeria and I'm hoping the community can help.
I've read the book on Numeria and looked through the adventure path - but so has one of my players. And unfortunately he's the type to excitedly spoil something for everyone when he recognizes it - unintentionally, but still.
The basic premise is that three different clans (details on the clans are flexible) are in a standoff around a ruin that they all have laid claim to as their rightful home and have built settlements around it. The problem I'm having is why? I want it to be something cool and something desirable.
So far the only idea I've come up with is a fallen greenhouse section of a ship. Very desirable, but not really cool.
Can anyone help a time-crunched GM out?
Haldrick |
Firstly, is the ruin part of the rain of stars?
The clans generally regard technology as taboo, and avoid such ruins, so it makes more sense for the ruin to be something related to the clans heritage rather then the star ship. However just a few ideas
The ruin is the resting place of a legendary hero. All the clans claim the hero as an ancestor. If it is a technology ruin, maybe the hero was placed here to guard the ruin to hold back the taboo content. The hero sacrificed his/her self to hold off/shut down the terrible robot/mutant/radiation/ whatever you want.
Lastly is the hero still active? Undead/immortal from radiation/an android in suspended animation
Michael Sayre Designer |
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The adventure Lighting Strikes, Stars Fall takes place in Numeria and has some cool set pieces that might be useful repurposed for your adventure
Mudfoot |
Could be both heritage and technology. If something landed on their ancestral burial mounds or holy place or ancient fortress or something, they'd want it because it's their heritage and wouldn't go there because technology, except for xxx reason, and would in both cases want to keep strangers out.
They might have a holy day or something which requires that they make a yearly pilgrimage to it (and are thus aware of its various dangers); the three tribes might cooperate, compete peacefully or fight over the right to do this. In any case, they know how to get in safely and the PCs might want to find out how. Best way is by watching, as the tribes won't tell (except for an unscrupulous outcast who could be bribed).