This is one of the missions that I created for my players that they all really enjoyed. Its pretty straight forward and works as a nice introduction to working for the =][=
Background for players: There is a research facility located on the fringes of the Druscus Marches near the Planet Sacris. The team that is located on the facility is doing research for a rouge inquisitor. The base is a small orbital only housing about 25 to 30 personal. On this remote station various types of Xenos tech is being researched. Something goes wrong and the station drops out of contact for about a 2 weeks. The Inquisitor fears the worst and decides to have a team sent to investigate and retrieve any of the artifacts that may still be on board.
Background for GM: Among a number of Eldar items(wraith bone, soul stone, etc) and arechotech is kept there. There is also a very interesting item that is capable of creating a warp tear. This is an ancient human attempt to replicate Eldar webway building tech. It however was a failure and even now the crew has no idea what it is capable of. One of the lead researchers stumbles on activating it one day and hell breaks loose. Most of the crew mutates into abominations (role randomly on mutations table in the core book for 12 of the crew). The rest of the crew is split up around the orbital. Seven of them have managed to band together and seal themselves in the crew quarters. Place the rest in the orbital as you want. The Head researcher (Dr. insert name) has been completely changed by chaos and is sealed in the science wing. When they arrive they may find that they are in for more than they know. They will be dropped off and told to Vox when ready for pick up.
Game Info:
When the acolytes arrive they are told to be careful of discharging fire arms as this orbital has thinner walls than most research vessels. Explosive, Plasma, and melta weapons are not to be used. There is still a small 25% chance that Las and solid projectile fire may cause a breach (role for every missed shot in combat). Melee weapons are the preferred choice for this mission.
There are data terminals to help the PCs…giving them a ruff map of the station and what systems are still online. When they enter only emergency lighting will be working as the mutants will have knocked out the main generator. This is also causing a slow decay of the stations orbit…therefore time becomes a factor (read the adventure and then decide on how much time should be allotted to your PCs based on their style of play).
The mutants that are roaming the station may travel together or alone…some will have crude weapons. Others might have mutated natural ones…All the mutants have one same desire though and that is to feed on raw bloody meat.
Should the PCs make it to the crew quarters they will be sealed off. Trying to get in will promptly alert the “normal” crew inside. Thinking that the mutants are trying to break in again they will prepare. If the PCs decide to use the intercom to speak with them they crew will be wary thinking it is some kind of trap ( give the crew a +20 to any scrutiny test). Should they be successful in negotiating with the crew they will provide them with information. However the crew will still not allow entry. They will only leave when they know for sure that transport is ready and mutants have been cleared.
Of course to Vox the PCs will need to restore power..To do that they will need to head through parts of the science lab. The Dr. does not want to let them in for fear of his massive mutations being discovered. If pressed he says that the holdup crew is lying and under the influence of a Xeno device. At this point it comes down to whom do the PCs trust?
All the doors that are locked and can be bypassed with a security test -30. Sealed doors must be opened from the side that has been sealed.
Getting to the generator room can be done one of two ways. One convincing the Dr. to open the door and let them through (unlikely especially if the =][= is mentioned) or two a void walk through one of the air locks. Bringing the power back on requires a tech use skill at -20. With power back on sealed doors will reactivate and the orbital will begin to stabilize its orbit, and the warp device will activate.
Once PCs have entered the science lab with power back on there will be a strange glow coming from under one of the doors. Opening it will reveal a warp rift..have everyone test willpower or gain 1d10 insanity points and 1d5 corruption. If you as a GM have been looking for a chance to give a player a Demon pact now is the perfect chance. Any player can instantly be taken to a dreamlike world and the offer can be role played out…After that they will be returned to the same room only 1d5 days will have passed.
Should no one be sucked into the warp then they will discover a small number of Xeno artifacts..about 2d5 making up your own; nothing really as impressive as the warp rift machine which will have vanished. Now not only have the PCs found what they are looking for they will have to deal with a very very pissed off Dr…. Build a strong NPC heavily mutated… something you know that your players could handle but can still give them a run for their money.
Once defeated calling for pick up can be done from the bridge of the station and that brings this space nightmare to an end.
*When running this detail is what will set the tone…make it dark when they enter with that flashing yellow caution light that usually is in every Sci Fi movie.
*Also be in the mind set of a Resident evil type in space...Ex) PCs enter a room or round a corner to see a mutant eating someone alive..etc.
*The hallways should be slim almost large enough for 2 PCs to be side by side…Of course maybe some mutants could be attacking from the ceiling??
Any comments or feed back would be appreciated..let me know how this idea goes for you =]