I am writing/designing an adventure titled "Ghast's Menagerium."
PREMISE= Ghast's Menagerium is a Rogue Trader vessel specializing in xenos creatures, which it collects and then sells to the highest bidders for whatever purpose. As the players party is returning from an endeavour, they encounter Ghast's Menagerie on a similar heading. Lord-Captain Ghast transmits a list of the strange creatures he has in his holds and invites the players to come aboard and see them. Due to the other-wordly nature of some of the beasts, and the fields used to contain them, use of a teleportarium is forbidden.
Ghast's Menagerie is a 12km long vessel, with 3 central towers= the Bridge, the Navigator Sanctum, and the Astropath Cloister. Just beyond the towers and before the Enginarium is the largest diamond glass dome outside of a hive. Housed in this dome are large beasts kept in conditions as close to their habitats as possible. From outside it appears to be filled with jungle.
Whilst the players are in the receiving bay, alarm klaxons sound, and the vessel lurches violently. The players feel the raising of the Gellar Field, and Ghast's Menagerie is launched into the warp. They will also notice frequent power fluctuations, which they will soon realize is causing the various holding fields to collapse, releasing the many monsters in the holds. The first encounter is in the receiving hold, as 2 murder servitors per player enter the room and attack. Each servitor is equipped with a strange black "halo" afixed to its skull. Following this, a young Navigator is found bound in the corridor. Questioned it is revealed that he was being taken to the Bridge, and that the Lord-Captain had gone insane. More details remain to be written.
The adventure is divided into 4 sections after the initial attack=
1: the Navigators Sanctum= The players accompany the young Navigator to the sanctum, during which time there will be 3-4 random encounters. The sanctum us under seige by murder servitors, 3 per player. Once the siege is lifted, the Navigators thank the players and reveal that Lord-Captain Ghast has succumbed to his vice- Halo Devices, and is a monstrosity. His recent unplanned warp jump was to allow dark forces to board the vessel and sieze a special item Ghast found for them on a dark xenos world. The Navigators, with their allies the Tech-priests, have kept the Gellar Field up and independent of the bridge, and to further strengthen it from the dark forces in the warp, have had to shunt most power to it. So the vessel is now swarming with beasts and is drifting, in and out of the warp. The Navigators, who are few, implore the players to go to the Astropath Cloister and save them, as Ghast's has dispatched a void suit team to breach it from space and capture or kill them all.
2: The Astropath Cloister= The players must suit up, and venture out onto the decks to battle Ghast's archmilitant and his team. Upon defeating the crew and saving the Astropaths, they can then contact their vessel, which is discovered to be a week away. The Astropaths, having monitored Ghast's activities, have discovered that soon the dark forces he is in contact with will arrive to claim their prize. The prize is being hidden in the Enginarium, and the players will have to go and help protect it from the dark forces.
3: The Enginarium via the Xenos-habitat= To access the Enginarium, the players will have to go through the Xenos Habitat, which has now become a jungle filled with giant monsters. There will be 3 major encounters here=
a: The Grax= The Grax is a near mythical monster, nearly sentient. It is centauroid, with its hands ending in sword like claws. This is an ambush.
b: Winterscales Siren= The Siren is a mind control beast. I have to do more work on it, but it will be a willpower test, failing it gives the siren control of the player.
c: Rigellian Hydra= This is a 9 headed hybrid of plant and animal. Grappled characters are brought to a central mouth where they are devoured one limb at a time.
After escape from the Xenos-habitat, they players are ushered into the Enginarium, where the Tech-preists keep the heavily shielded artifact Ghast wants. The artifact is actually an Eldar Farseer, captured by Ghast, and to be traded to the Dark Eldar.
The Eldar Farseer is Elluria, and while on a quest, she was captured by Ghast's hunters. The Navigators discovered Ghasts deal with the Dark Eldar at the same time they discovered his halo device affliction, and spirited her to relative safety. The Dark Eldar arrive when the nature of the cargo is revealed.
The Dark Eldar will teleport in with corsairs and warp wytches attempting to over run the Enginarium. This should be a big battle. Elluria the Farseer should help the players unless they have other plans. Without her help, they will not win the battle.
4: The Bridge= After the Enginarium battle, Elluria reveals to the players that Ghast took a collection of spirit stones she was tranpsporting, and holds them in his quarters or on the bridge. She knows the rough location only, and it is near the bridge. So they must attack the bridge. The bridge will be heavily manned by murder servitors and Ghast, who is a monster now. The battle ensues, Ghast is defeated buy possibly escapes to the Dark Eldar Corsair orbiting outside. The spirit stones are recovered.
5: Arrival of the players vessel= The players vessel arrives as the Dark Eldar Corsair is bombarding Ghast's Menagerie. A space battle ensues. If it goes against the players, have an Eldar Vessel arrive and blast the Corsair to pieces. Elluria thanks the players and boards the Eldar Vessel. She perhaps gives them something of value, a star map or something.
Profit from this adventure will be Ghast's Menagerie itself, which is still valuable regardless of the monsters running around. +5 profit.
Capturing and putting the surviving beasts away.+3 profit.
Any ideas?