Re-imagined Volturnus

I think we've all done this: changed, modified, re-tooled, re-written, converted, and even spilled coffee on the Crash on Volturnus module and its associated modules<br /><br />Shadow is famous for his running of the game from the point of view of the pirates, something that I thought was very cool.<br /><br />I've posted my re imagined Serreana Dawn in KHs style deckplans (though I only did 3 decks and hand waved away access to the lower decks with &quot;there's damage preventing you from going there&quot; then I allowed my Dunjini files to become corrupted so that redoing them and the lower decks became a monumental pain)&gt;<br />I've also submitted to the SFman an optional desert encounter for the Crash on Volturnus module that gave an opportunity for tech skills to be used early on in the module.<br /><br />I've played the module with and without the caves section as I hate the linear layout of the map some of the creatures- lava monsters just are not my cup of tea<br /><br />This is a what if thread: Suppose that we are the creative tallent hired by a new gaming company that has purchase the SF IP. Alpha Dawn 2.0 has just been finished and we are tasked with writing a new Crash On Volturnus module for the release of AD 2.0. What would we do with that module? animials changed, deleted, added? Prequell encounters in Pale or on the ship?<br />

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