Scale of the Processional?

By venkelos, in Rogue Trader

So, if you are or might be playing Lure of the Expanse, I'll effort to limit any possible spoilers; luckily for you, it's not exactly a spoiler-heavy locale, so I should be all right. ;)

Anywho, maybe you're searching for the strand of fate, on your hunt for the Dread Pearl, or maybe you heard a quiet rumor of some amazing relic lost there, called the Astrarium. Did you happen to get damaged, or just greedy, and think to find new/replacement ship bits in the most massive ship graveyard there is? Whatever reason, you find yourself in the Processional of the Damned. So, now that you are here, the place is the size of a system (planetary? stellar?) with countless millions of ships, millions of kilometers across.

How do you get anywhere in there? It's HUGE, and finding anything on that scale seems impossible. If you want to help the Carrion, how long must you fly bored between locales within the Processional? How long did your crew go between the edge and the Inner Sea of Space Hulks, somewhere within lies the prize? How often do you have Hollow Men attack? If not careful, they can screw over a ship, even at their people scale, and I'm not sure how frequently they assault, but if you have to cross a week's worth of space, just to find what you want, then you could have one attack a day, three, one every two hours. Do you use ship guns, or are your players jaunting out, onto the hull, to do battle with these things every few hours? When it's time for the dramatic escape, are you "running for your life at full speed" for three straight days, or is the distance not so vast?

The Processional is a very cool setting, to me, and one I could happily see get use even additional times, by the same party. It could be a very lucrative place to visit as part of Lure, prior to, after, or despite never running that campaign, but I'm not sure exactly how "hanging out there" would work, nor how long it takes to get to anything interesting. If anyone who has run the locale, or preferably the campaign, would give me any insight on how they handled it, maybe cool things they did to spice it up, if thy thought it was written for lower level characters than their game carried (a frequent "flaw" with Rogue Trader.) Thanks much, and have a happy New Years. ;)

Edited by venkelos

My crew was sent to the Processional from Warp Core sabotage and were there for about two weeks, as it was the size of a system with impossible geometry thrown in for fun. They would attempt to "leave" the system and arrive back in it, they would chart out one small section of the impossible orbitting ring of space hulks, and then fly to a different area only to find the exact same area in the exact same condition. Or a different condition or a different area. I rolled a lot of dice. Then they left to find out the time scale I had enforced was 1:175 so they had lost roughly two and a half metric years.

You should define for yourself what the Processional is. For me it was a Yu'Vath impossibility in the Warp designed to capture lost ships, and then because it's a Warp construct started pulling in things from the past, future, and alternate dimensions, and then with their defeat it just kept growing and breaking down until nothing was left.

As for the Hollow Men, I only had them attack once to avoid them becoming overused, though if my players stuck around I would have it happen more often. I treated it as they were just hacking through the ship so everyone got to fight some! My "spice" for this was an old enemy whose ship had been pulled into the Warp during a core explosion was there and had eked out a living among the survivors who tried to pull the crew into his desperate alliance of survival, then went all out at them with rage when he found out who they were. They salvaged a Corvette out of the deal and he's still there inside an asteroid ranting at them.

The time dilation is a cute extra, though I think it might make that event the booby prize in Lure, as two years means someone else finished up the event, already. I suppose it could be riddled with random "now you're here" points, sort of like how one entered in the first place, where you can cover the ridiculous distances faster, but not as certainly.

Yu'Vath construct. Beautiful idea. As with the scenario, I left the unidentified alien intelligence behind the Processional undetermined (it didn't have to be determined to complete the scenario), though I wondered if perhaps that alien intel wasn't something that inspired the Yu'Vath to the path of their fate (Slavers perhaps?).

This is one of the encounters I positively hated. I don't remember everything about it I disliked, but I do remember marooned crew that were supposed to negotiate rescue for a price so ridiculously (and unfluffily) low that I had to change it.

Our team went there several times. The first time was when our captain - who at the time had the warrant but due to the machinations of a rival no ship - was given a chart to a family heirloom and we had to organize a salvage expedition and brief scouting run. The second time to reclaim a factory ship that wasn't there, to scout out a terraforming ship too teemind with the forces of the warp to get close to, and do a survey on a derelict eldar ship - the biggest spotted in a century or so. We didn't uncover just how it happened this way - so far we've just deployed several AdMech probes (with a few more to be send near the Hecaton Rifts) on a theory that the fluctuations in the warp in both places may be related.

The thing is, we never had quite enough time to chill and survey it to our hearts' content. Every time we came across the followers of the Antipath, led by a heretech whose several bases have supplied advanced weaponry to raiders and assorted scum throughout the sector. I believe we now have a nemesis