Need advice on Lure of the Expanse [Spoilers]

By Vandegraffe, in Rogue Trader Gamemasters

Hi Vandergraffe,

first, my apologize for becoming impatient. I know what you are thru, experienced the same a while ago. Thank you very much for sparing the time for posting them. In terms of "rules", they can be as faulty as they want. I am after inspiration, and you seem to be a good source for that. I tend to think into my own "little box", getting concepts from somebody outside of this box can be very helpfull...

...especially if said somebody was able to scare his players away from "PLOT PLANET OF DOOM" (a feat which I fail miserable most of the time).

Again, thank you so very, very much! happy.gif

Wow, was I ever late with the follow up on this one! Sorry, real life got in the way... oh did it ever. Anyway, here is the second, and final bit:

The Yu'vath Temple.
A five sided cyclopean pile of rock, with an opening like the eye socket of a skull. Passageways are big, easily five or six meters wide and just as high. Rooms are much bigger, twenty or thirty meters wide / long, and almost as high. The floor is covered in sand to an indeterminate depth. Auspex and vox use within the labyrinth is at a -40 penalty due to severe interference. Psyniscience reveals the entire area resonates with the warp.

Once past the first encounter area, the labyrinth begins to shift... It will not allow characters to find the way out; instead, they will slowly be sucked toward the centre. However, it does not ever move where the players can see it. Passageways tend to be gently curved, and the rooms are likewise lacking in sharp angles. If the players hole up and attempt to rest, trouble will find them. Packs of wandering praedatoris, in increasing numbers, will show up after a few hours.

Once players reach a room, roll 1d10 on the following table to determine the number of exits.
1-2. One, directly across.
3-4. Two, left and across.
5-6. Two, left and right.
7-8. Two, across and right.
9-0. Three, left, across, and right.
Regardless of which exit is taken, roll 1d10 on the following table to determine where the players end up. Add a cumulative +1 for each additional roll on the table, to a maximum of +10.

1-4. An empty, ellipsoidal room. There are many such rooms, so this entry can be encountered repeatedly. There is a 20% chance each one contains 1-2 wandering Praedatoris.

5. A room with a view. There are three such rooms. Each is ovoid in shape. There is a "window" on one wall. It looks like a vertical lake of liquid silver, and is inset into one wall. It does not reflect the inside of the room at all. Instead, it shows a view outside of the temple. Aside from its use of blasphemous warp-spawned xenotech, this is essentially a one way window. It will take serious effort to destroy (20+ points of damage). Doing so inflicts 1d5 corruption on everyone in the room due to shattered fragments.

6. Rock garden, There are two such rooms. In each, the floor has been raked into a complicated pattern of swirls and arcs. There are small stones at key points. Some of these are mere polished rock or glass, but others are valuable. Psycrystals, moliochin firehearts, or ordinary diamonds, these are easily pocketable loot. A successful psyniscience test reveals these are an exact match for the swirling patterns in the warp at this location. Of course, taking any of the gems or otherwise disturbing the patterns attracts the attention of 2 or 3 praedatoris.

7. Flensing and sieving room. This room is very large, packed with tens of stone benches, equipped with shackles and various sharp pointy things too numerous to mention. There are several large vats near each bench. Close inspection, a hard (-20) awareness or evaluate test reveals that the vats are carnelian sievestone. Best not to ask what the Yu'vath used this room for...

8. Armoury. There are five carcasses in this room. Each is of some horrid spidery xenos alien unknown to the explorers. Unfortunately for the players, the spirits of the long dead mega-arachnids are still trapped in the corpses, and they will attack on sight. (Use stats for an Ork Freebooter, but add Fearless, From Beyond, +10 BS, armed with flechette blasters). One of them has a small ovoid key on a chain around its neck. This opens a concealed compartment in the wall which contains twenty more flechette blasters and several thousand rounds of ammunition. They have no gear aside from their weapons and the key.

9. Xenos explorer (deceased). This entry is an unremarkable stretch of hall with a dead xenos explorer leaning against one wall. He (she? it?) is less than skeletal, with bones shattered and crumbling to dust. A hard (-20) Forbidden Lore Xenos test identifies the former explorer as a Morgauth. There is writing engraved into the wall, in several different languages (Morgauth, Eldar, and Stryxis). If one of the PC's speaks one of these languages, they understand the message automatically. Otherwise, an extra degree of success on the FL: Xenos test lets them figure it out: "All paths lead to the chamber of bone, but none lead from it." The Morgauth's armour and weapon are still serviceable despite their age. (Xeno Mesh armour and a Larn Cutter.)

10. Well of souls. This perfectly circular room has a deep pit in the center, crossed by four bars, one of which is broken. Yes, this looks like the eight pointed symbol of chaos from above. The broken bar will let the inhabitant in the well out. It is a Colour out of Space (Astral Spectre) which will appear after 1d5 rounds and attempt to leech the life out of everyone. There is nothing of value in the room.

11. Corrupted crown. Another unremarkable stretch of hallway. There is a circlet of some glistening black material hanging from a hook on the wall. A successful psyniscience roll reveals it is a powerful psychic amplifier. However, three or more degrees of success reveal it is also horribly tainted. Anyone putting on the crown adds three to their psy rating (or gains psy rating 3 if a non-psyker), and cannot use psychic powers at the "fettered" strength level. However, they also gain 1d10 insanity and 1d10 corruption for putting it on, and for each use of psychic powers while under the device's influence. The wearer must make an Arduous (-40) willpower test to realise that the device is affecting his sanity and health. (GM tracks totals in secret.) Allow a retest, at a cumulative +10 bonus, each time the device is used. It is also an arduous willpower test to remove the device. It can be forcibly removed by others, but in this case the wearer will attempt to put it back on unless the willpower test is made.

12. Assembly hall. This enormous room has many entrances but only one exit. From here, proceed directly to the Chamber of Bones. It is a vast, empty room with thousands of glass couches. Toward the large exit, the walls start to bleed, with dried blood weeping out from between the stones.

13. The Chamber of Bones. This circular room is where the Yu-Vath conducted mass sacrifices. The floor is covered with the bones of the deceased. There is a Logis Daemonis in the center of the room. This dire engine is far more potent than the crude models built by human cultists. Increase the chance of starting fires to 100% (Agility roll to avoid) and wounds to 180. Activating it takes a routine (+10) Psyniscience, FL: Warp, or FL: Daemons roll. If the characters do the sensible thing and attempt to destroy the inactive Daemonis, the malign spirits in the room will activate it on its own after a round. Destroying it temporarily calms the local warp. This stops the walls from shifting and allows the characters to exit without encountering further hostiles.

For the record, my players encountered everything here except the Well of Souls. Pain and insanity were had by all, and they were really happy to be rid of the place!

Cheers,

- V.

Hi again,

thanks for sharing, it was indeed inspiring. I think I will use the overall concept of the temple as a "final" for DH (where the group follows some unveiled cult into an alien temple to stop a ritual... once they reach the chamber of bones, it will be a battle. Afterwards, the pc will notice that they will not get out of the spatial labyrinth.

I will change your layout in that way that I will add more rooms & a chance for the pc to undue the warp mechanics without activating the Logis Daemonis. Destroying the arrangement, whatsoever, will free warp energies and will ensure that all hell brakes loose.

Thank you!