Hello All!
Bear with me, this is going to be a LONG post.
I am pretty much a First Time Gm, who I guess got REALLY lucky because my players are -loving- the game.
I am gming a Play by Post game (on a forum- here’s a link to it if anybody’s interested in reading trough it: Part 1 , Part 2 , granted- it’s gotten pretty massive.) that was originally supposed to last, oh say 20 pages at most- but it quickly got out of hand!
After reading the Castemere Look, on Dark Reign, which in itself is based on Shadow Over Innsmouth, I decided I wanted to give a scenario like that a try.
The premise is simple- Acolytes reach a creepy town with a dark secret, discover a Genestealer cult- and either destroy it, or escape to let the world know. Granted, I was aiming more for the escape part- but we’ll get to that in a moment.
To get the people on the planet, I decided to go with the Potential Alpha Psyker excuse (when I thought about it later, I figure it wouldn’t make much sense because the Tyranids block the warp- a plot point later on.)
The acolytes find the Psyker, and are almost going to capture him- when a random dice roll changes everything, and the plot simply takes off running. You see, as they are fighting him- the kid rolls a Phenomena that causes him to POUF, vanish- at which point I decide he reappears in Biltem, the cult infested town.
Now the acolytes are forced to investigate the nearby creepy town of Biltem, as they suspect the child has ended up there somehow. When they reach Biltem- things are going so well, I keep on adding layers and layers to the Investigation. From the Mysterious Crystals that they produce in the Town’s mine, to the Rogue Trader who owns the city and is seemingly responsible for bringing back the taint with him.
As the adventure progress, the acolytes uncover a plot that was never there to begin with- but seemed to good to pass up: What happened was (Relatively speaking) simple: This Genestealer cult in particular is special- What’s so special about it you ask? Well, the town of Biltem sits upon a large deposit of warp channelling crystals that enhance the influence of the Immaterium and causes it to flow copiously around town- fortunately; the Tyranid presence is so entranced that already the Shadow Over the Warp conceals this anomaly.
Unfortunately- the Patriarch has spent the last 16 years sitting in a deposit of these crystals, and- as one of the few tyranids actually open to the warp, broadcasting a signal, he’s mutated far beyond anyone’s expectations and turned into an eldritch abomination.
Now this cult has been ready to receive the Hive fleet for a long time- but for some reason, it hasn’t gotten here yet [This is where I decided to add another Scenario on Dark Reign, Basically- Dormant Gargant Hive Ship)]. The Genestealer is unaware that the Hive Ship is dormant, and as such- are constantly broadcasting the signal. One happy day, a little alpha psyker pops right in-front of the magus. Seeing his chance, and being rather fanatical at this point, the Magus Captures the psyker- and decides to feed it to the Patriarch so as to enhance its warp signal [whether or not this would have actually worked is irrelevant
].
Cue the Acolytes, having uncovered this plot (without the fact that the Gargant ship still exists somewhere) and going on a roaring rampage across town; slaughtering genestealers, giant worm-like creatures, Lictors, Daemons, and Chaos-infused abominations- all while trying to find Timmy (the Kid Psyker), and rescue as many civilians as possible (most of which they ended up shooting themselves
)
Now the Patriarch is dead- but what started as a one shot has already evolved into a campaign- and this is where I really need your help, input and ideas!
Though the Genestealer cult has failed to awake the Gargant Hive Ship, it is by no means defeated. Truth be told, the Rogue Trader responsible for the this entire mess did not put all of his eggs in one Basket- and when he retreats from Biltem, taking with him two psykers (One of the Players who was Nascent, turned NPC now and the Alpha) he flies straight to a remote space station where he can try something else.
Aboard the abandoned station, a crazed Tech-priest (most probably a Phaenonite and his group) has taken over- and he is in league with the genestealer cult, most probably an infected member himself. The station itself has been converted into something more: a weapon of disturbing proportions- Think giant Callphean Psy Engine. The Tech-priest’ aim is simple: when the Rogue Trader arrives aboard with the Psykers, they will be placed into the machine, which will then fire upon the Gargant ship- awakening it a la "Frankenstein". (Or so he believes- with the added bonus of mutating it massively.)
Locations aboard the Space Station-
Upon scouring the net for cool pictures, I was mostly able to find a single source: Dead Space. So all of the locations I currently have reflect the Ishimura, though I avoided the Pictures with NPCs in them, I think I can use them too- On the bright side, they are all great Visual aids for locations; on the other hand, Dead Space influence on this peculiar game will be extremely difficult to hide- not that it really matters, I doubt any of the players have played it- and even if one of them did, I know he’d love to play along.
Current Locations- Bridge, Engineering, Hydroponics, Flight Hanger, Living Quarters – Including Executive quarters, Medical Ward &The (Detailed) Insides of a Wrecked Shuttle.
Either way, I am sure I need a lot more locations for what I have planned- but I can't really think of any: Perhaps Communication Room, an Armory, a broken down church to the Emperor and... hmm... Ideas? The problem ends up not with the Location really, but with Objectives- why do the players need to visit this place? Sidequests and getting bonuses to the Final Objective would be a start.
Potential Complications:
Lots of things are going in the space station, the first part of the Mission lasted several months, and I intend the second part to last about the same- as such, there has to be lots of things to do: lots of enemies and some allies, to give those High Fellowship characters a chance to use the skill.
First- The Phaenonites themselves: I’d say there’s going to be four of them, each controlling a sector of the space station. They will have various robotic Servitors, (Think Big Daddies) patrolling the station.
Second- The Phaenonites’ warp crazed tyranid experiments. In other words, the Necrophobes
Those are going to be running loose around the station- fits with the theme of the General campaign, adds to the horror of it, and makes for some pretty cool boss battles.
Third- The Tyranids. Good old regular tyranids- I am also combining the Scenario “Sight Unseen” by Tadeusz Cantwell, which involves the growth of a Tyranid Vanguard drone that will burst the station apart.
Fifth- Xenos: Dark Eldar, Orks or Regular Eldar- I haven’t decided yet. These won’t be the main villains, but perhaps the Orcs ship crashes into the Space Station looking for rubble, and up finding more then what they bargained more- or perhaps they run into a farseer that here’s to prevent these horrors, or better yet- make them happen, but aim them at human settlements. In other words, I see lots of potential for some extra moral choices here (ally with the xenos, or fight them as well?).
Sixth- Allies: Inquisitor Jezehell, who was dispatched to investigate the station by Ordo Xenos and was captured by the tyranids, and used to feed the vanguard drone. Her troops and her crew have secured a small section of the station which will be the safe zone of the acolytes- it was her astropath that managed to send out the message with the Location of the station in the first place.
Objectives:
Now this is where it gets interesting- and this is where I need help (ironically, this is the most important of the entire thing!)
I don't have a problem with the Main Objectives: a) Recover the Psykers, b) Stop the Tech-priest and c) Destroy the Tyranid Pod.
Its getting there that's the problem: I have the locations, but I am missing the objectives to go with them- and though I have a general idea of what the acolytes are supposed to do- I’d much rather give them objectives as they move along, and ideas for locations they can visit, instead of throwing them in the free for all.
Most of the station is going to be locked down, protected heavily by the Phaenonites security system- so I can see giving the players the option of visiting, Engineering in order to manually shut down the system. Furthermore, wanting to toy with the players, the Phaenonites can flood the air vents with poisons and fear toxins, requiring a visit to Hydroponics in order to manually reset air quality.
Why would the players head to Medical Ward? I do have the picture of a Doctor’s main office and the morgue, and I’d like them to have a reason to go down there- but I can’t quite think of any.
Flight Hanger is where they land, and like Dead Space, and I can see them needing to restore power to the trams before they can freely move around the station. But I am stumped when it comes to everything else- I can see them heading to the Armor to get more ammo, and stronger weapons, perhaps going to the communications room will allow them to control some cameras, heading over to robotics will give them a chance to shut all of the servitors...
Either way- If anybody has survived this rather lengthy post, I’d like your opinions on the general idea- and if you guys have some suggestions, input- pretty much anything.
I am fairly certain I am in over my head- but the players are enjoying the game so much, and I don’t want to disappoint them!
Thanks for your time!