Heres an Ordo Xenos adventure outline I'm thinking on springing on my players. Its a bait n' switch adventure (see my thread about Standard Acolyte Missions in the main forum) that starts off as standard investigation, goes into lurking/unknown horror and then turns into a mix of Terminator/Aliens desperate action-
Silver Dawn
The Acolytes are tasked with capturing returning to Scintilla for interrogation a minor heretic called Otto Veer who has connections to the Logicians. He’s hiding out in a small colony planet near the Halo Stars called Terminus Beta. Theres an Ad Mech xeno-archeological dig there and the the thought is that Otto is there to try to steal some advanced Adeptus Mechanicus tech. The only ship going that way and back is an Inquisition-friendly Rogue Trader- the “Dawn Searcher” captained by His Excellency Capt. Leomund von Bek. The Captain is every inch the flamboyant space pirate, toting around a pair of illegal Eldar Shuriken pistols (from DotDG), but that’s OK- he’s got a seal of approval & permission to bear them from a Radical Inquisitor since the Captain once used those same pistols to save the Inquisitors life from Space Ork freebooterz.
Reaching Terminus Beta, they can easily find Otto Veer and arrest him in a cantina or his lodgings. He’ll make a half-hearted attempt at suicide to avoid capture, but he’s not the most callous of Logicians so wont be prepared to go the mass destruction way and destroy the town. (I’m toying with the idea of giving him a small nuke).
So with Otto captured, the party can head back to the Dawn Searcher. Except of course, since it’s the only ship to visit the planet in a year, there are a whole lot more passengers on the way back- newly raised up Ecclesiarchs returning to Scintilla for confirmation in their posts as the first native-born priests, an AdMech Magos named Binar returning some discoveries to the Lathes and a Guilders family who despaired of the primitiveness of the colony and want to return to the Hive (they have an attractive daughter who might show love interest in the Acolytes).
Allow them to mix & mingle, secure Otto in the ships brig, view the AdMech discoveries (silver machinery, some sort of metal sarcophagus or coffin with strange writing and some fist sized silver spheres).
The ship jumps to the Immaterium for a 3 week voyage. And that’s when things start to go wrong. Power fluctuations plague the ship, knocking out lights or sealing doors. Crew complain of hearing things in the vents. Cables are cut through in small, tight passages. Items go missing. The AdMech Magos complains someone stole some of his xenos-spheres and demands they be found.
Then the deaths start. First the Magos is found, electrocuted in his recharging chamber. And now the sarcophagus appears to be open- revealing an empty space inside, big enough for a 6’ humanoid. Crew begin to go missing. Then passengers. Ships systems report high-energy discharges. Something is stalking the bowels of the ship, killing as it does.
What do the PC’s do?
What is going on – Terminus Beta is a world formerly touched by the Necrons. The sarcophagus contained a somewhat intelligent Necron Warrior. The silver spheres were the inactive form of some Necron Scarabs. The translation to Warp Space awoke the Necron-tech as it lost its connection to the material planes and higher dimensions. I’m going to say that the Necron cant phase out in the Warp, but with its nanites and scarabs will keep repairing it. However, technology is definitely its friend and it may well have more control over ships systems than the humans now. It can seal off portions of the deck and bulkheads at will, allowing it to isolate and hunt its victims. Sealing it off never seems to work since it can override electronic commands, and burn through bulkheads with its Gauss Flayer if they are manually deadlocked. Physically the Necron is as resilient as a Terminator-cyborg, las doesnt worry it, bolters might damage it, if you get some Emperors Fury. Meltas? Meltas would do it, but they are contra-indicated for firing inside an ship, since if you miss, it will go through the hull. And if you do down it, then it will get back up again next turn.
Possible solutions –
As always PC’s can have some great ideas that surprise me. Some possible solutions that I’d have as possibilities (and I don’t think there should ever be any ‘clean’ solutions in Dark Heresy, only ones that involve some sort of compromise, sacrifice or moral struggle) -
- With the death of Magos Binar (and the ships Enginseers being more “By the Rote” types) the only NPC who might have Forbbiden Lore Xenos-Tech is the Logician Otto Veer. Dare the PC’s trust him to devise a way to deactivate the unstoppable killing machine? He might be able to fashion some sort of EMP bomb (to take out the Necron) but there is that whole Proclaimation of Scant Mercy standing order to worry about. And what would he want in return for his aid? Freedom, a quick death?
- Captain Leomund von Beks Eldar Shuriken pistols seem to penetrate Necron armour with ease and disrupt its circuitry. Pity the Captain is going to get killed by a Gauss shot if he goes into combat with the Necron. Dare the PC’s use the weapons of the Xenos against the Xenos? Or is that too Radical? If reports get back to their traditionalist Inquisitor, he may well punish the one who took up those pistols.
- Destroy parts of the ship to blow the Necron into space. That’s almost certain to doom some of the crew and passengers. Perhaps even a PC. Will they kill the few to save the many?
- Psyker powers. Necrons seem vulnerable to Psychic powers. But using Psychic powers while within a Gellar Field is contra-indicated. Dare they compromise the warp field to kill the Necron? They could drop out of Warp, but with the systems damage caused by the Scarabs, no one is sure they will be able to re-establish the warp engines.
Thoughts, comments etc?