The title promises a mystery and I think the module should live up to this. IMO the original did not do this well enough. <br /><br />I think this module aught to delve into the mystery of what happened here and be less about the pirates. In fact I would propose departing from the original script here. After this module the PCs do the "The Pirates of Volturnus" module followed by the "Battle for Volturnus" module making the campaign a quartet.<br /><br />So perhaps the PCs only have a vague idea of where the pirates are and launch into the deset. <br /><br />Encounters in this module should draw out the mysteries of Volturnus for them. <br /><br />1. a wreched pirate vessel could be explored and they could learn something about when and why the pirates came to volturnus.<br /><br />2. 900 year old ruins from the eorna can be discovered- ruins are always good for exploration. PCs realize that there was a space faring civilization on Volturnus and that it was wiped out 900 years prior but that that race was not the ul-mor or the kurabunga.<br /><br />3. mechanon's constitute a mystery and an encounter with them can be crafted. mystery is their evolution that they are sapient or the PCs come to suspect they are sapient. <br /><br />4. contact with the ul-mor who are suspicious and slightly hostile to the PCs. and require that they track and kill a monster as a test, quick death encounter- could be that they must track the quickdeath through the caverns and have the mechanon encounter there.<br />With success they earn the ul-mors acceptance and learn about what happened to the members of the first expedition and the ul mor can tell them exactly where the pirate outpost is. <br /><br />End of Volturnus, Planet of Mystery 2.0
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