Voyage to the Prehistoric Planet (Quest)
Using new calculating engines developed at the University of Krakow, astronomers have tracked the reality shard that hit Tsarevich (“the Ries bolide”) 14 million years ago back to the planet Venus. Astronomers theorize that Venus is a younger world than Earth, earlier in its geological development: a world of volcanoes, jungles, and vast soda-water oceans.
Its native life might resemble Earth’s dinosaurs; it might feature some alternate evolutionary track leading to sentient octopoids or to a race of parthenogenetic women. It might be home to alien light- bringers, or to seductive psychic vampires. More to the point, its crystal mountains doubtless hold immense veins of magical power – enough to make the man who commands them a god on two planets.
Whether their own ambitions or the plans of a hated rival drive them, the PCs want to get to Venus.
The GM might simply start the campaign by reading the above paragraph and asking players to build characters who want to go to Venus, or introduce this goal in tempting fashion during an ongoing campaign set on Tsarevich. Getting to Venus almost certainly involves mad science: probably a rocket, but it’s surely too early to rule out an immense cannon, an anti-gravity screen, a teleportation field, astral projection, or opening a wormhole. The heroes may have to hunt down lost plans of earlier planeteers, spy on their rivals, accumulate immense wealth, summon the ghost of a dead inventor, or just buckle down to a series of gadgeteering rolls (p. B475). Anything at all might await the voyagers on the Planet of Storms – although it hardly seems sporting to send the bold adventurers to roast on the acid-drenched hell world that is Homeline Venus.