Murder Room

By Cardinal Nicodemus, in Dark Heresy

I was just wondering did anyone here from forums made any kind of adventure concerning this? I did. It was kind of mix between investigation and murder horror adventure. Also, this can be general thread about this phenomenon.

How did your adventure looked like and with who/what was it linked?

I GM my group, and I've been thinking about using something similar to the Murder Room a few plot lines down the road. My intention was for the investigation to start of seemingly mundane but with a rapidly rising level of horror and paranoia until the situation ultimately spirals way out of control. I'm big on the horror elements in my games, and I like my players to feel that the adversaries they oppose are existentially dangerous to them, not merely another heretic to zot with their flashlights.

I was thinking of playing the Murder Room two ways - one half, the inexplicable but horrendous murderer, the other the sinister semi-cognitive evil of the 'Room' itself. To add an oppressive atmosphere to the game I was going to have the players called into investigate a string of ghastly murders taking place aboard a massive starship (like the Misericord, for example); literally boxing my players into a living, breaking labrynth replete with its own dangers and politiking would help me set the mood. Considering this now, I might start the players arriving to investigate the aftermath of a series of murders suspected of warp connection, with the murderer himself having been killed (or perhaps even gruesomely murdered himself), to defuse the immediate tension with a red herring (and playing to DotDG reference that the murderers are never taken alive). I'd begin to build the terror through the seeming irrationality of the killings, particularly in describing the character of the murderer through the player's initial investigation. As the players investigated the previous details the ship's community would be on the verge of recovering from their previous terror - when the cycle of murders begins to appear again.

Here's where I'd start to make it spooky; I'd give the players the sensation that the new murders (happening quickly and gruesomely, and undeniably 'the same' to the earlier ones) were somehow in response to their presence - indeed, rapidly converging on them. Thus, people they've met aboard ship (perhaps in order) would begin dying off. I'd start to make them feel hounded as they tried to find out what was going on, what with troubled dreams, lights in corridors inexplicably failing on them and the passing sensation of someone stalking up behind them, and perhaps even glimpses of a man with a bloody cleaver down long corridors of flickering lights. The rate and brutality of the murders would then perhaps send the ship's community into a panic, with officers declaring lock downs and panicky riots in the lower decks resulting in their own amount of violence. If the ship were at warp, it might be especially threatening if navigators started dying off as well, potentially stranding the crew. Particularly nervous officers might start getting overly paranoid or downright crazy, maybe even blaming the acolytes and sending them scurrying for cover from desperate armsmen who think they're hunting the true murderers. Meanwhile, the players should be becoming paranoid enough themselves such as to believe that anyone could secretly be the killer.

Meanwhile of course the players need to be making progress, even as they start to feel hounded and desperate; cryptic messages, psykers speaking of warp taint, patterns emerging in the murders and the like should all begin to guide the players towards a likely (but, of course, unbelievably mundane or familiar) suspect. Somehow, you'd have to slip in explicit references to the Murder Room such that the players would learn broadly of its myth and the supposed existence of a true and literal "room," - maybe something they have to glean from copycat killers they have to first apprehend. Finally the players should settle on a likely refuge for the killer and attempt to take him, passing into his den or quarters - only to find themselves transported to and now locked within the true Murder Room itself. Now the players may realize they're up against more than a brutal killer but the room itself. I think I'd play it not so much a conscious daemonic entity so much as a semi-intelligent but utterly malign -essence-, something innately corrupting and sadistic. Within, the players would find themselves perhaps in an altogether differently horrific type of labrynth, maybe chased by the spectres or daemonic embodiments of the murdered victims. They should somehow attempt to battle to the heart of the room even as it attempts to destroy their sanity, assailing them with horrors both mental and physical. An interesting twist would be for daemonic dopplegangers of the characters themselves (or other allies) to slip into the group, casting doubt even among themselves as to who to trust. These may only be detected, say, as they attempt to kill, with a glowing red blaze in their eyes. The players ultimately must succeed, somehow vanquishing the Room's malevolence, perhaps by overcoming its essence with acts of trust or denial of the very fear they have been facing all along in order to break its hold. This climactic act would regurgitate them back into reality, now (having confronted perhaps the murderer's true, trapped self in the room) they would be armed with the identity of the doppleganger-murderer, who they could finish off in a suitably climactic and desperate fashion (he of course being near-unkillable and able to rapidly re-possess NPCs). To make things amusing for yourself, you could even, after the murderer and room are destroyed, somehow leave inklings that all may not be well, with a new murder or a suspicious glint in an ally's eye leaving the players in suspence at the very end. I always like dubious ending.

Phew; so, there's my hypothetical rpg in short...or long. You're welcome to chop shop it for your own use, but I suppose I'd be interested to hear thoughts on it. Good luck with your own, anyway.

Great Idea, knowing from experience various other games that have been run doing similar things some players get bored, and some are impossible to make paranoid. Reading it, it conjured up images of Ghost Ship, Cube, and Event Horizon combined together. It would be interesting to pull off, i think that the "murder room" for the sake of fitting into DH would probably best having an Entity of Khorne at it's center or even being a relic Vault.