Adventure idea: ship of fools

By The Laughing God, in Dark Heresy Gamemasters

[iF YOU ARE ONE OF THOSE AMSTERDAM-BASED PLAYERS JUST EMBARKING ON THE HAARLOCK'S LEGACY LOOK AWAY NOW! THAT'S YOU EZEKIEL, BRIS, BRUNO, RADO AND OLMEC]

So I got this adventure coming up where I could need some advice, tips, suggestions and cool ideas. The acolytes embark on a journey in a great passenger ship, the Greathold Colossus. Halfway through, a strike force consisting of an unholy alliance between a Dark Magos and the Pilgrims of Hayte will hijack the ship by taking control of the bridge and locking themselves up there. The Dark Mechanicus Magos will unleash a schismatical (think computer virus, a child-like personality with a voice like Gladys in the Portal computer game) in the ship's core to gain control over all its systems. It can change direction, open and close doors, reverse gravity, operate gun turrets, switch on the lights, and open all the viewports during warp transit.

With the ship under control, it will deactivate some of the Gellar field projectors to expose specified sections of the ship to the Warp. The denizens of the warp will pour in and slaughter the hapless crew and passengers. In fact, before the fields are switched off the Pilgrims will go on a killing spree of their own, luring the warp creatures with the bloodshed perpetrated inside the ship.

The Magos' ultimate goal is to find a funeral barge, which is actually become part of the Colossus, hidden deep inside the ship's interior, perhaps even fused with it. The barge is rumoured to contain the remains of Erasmus Haarlock and hopefully his warrant or the key to his legacy. While the killing goes on, he has his schismatical and other minions looking for it.(It will not be Erasmus' tomb, but another Haarlock's, probably Xanthia Haarlock)

The Magos has the Pilgrims around for cannon fodder, shock troops, and expendable pawns. Naturally, the Pilgrims will have a leader, perhaps even a False Prophet, who is no idiot himself. I haven't figured out what their end of the bargain should be. I was thinking the Magos could have prepared a mechanical vessel to receive a daemonic entity when the fields are down, creating something like a Chaos dreadnought on a smaller scale under the control of the Pilgrims. The Pilgrims will believe the Magos wants the entire ship, when in truth he wants the funeral barge.

The acolytes will be hunted through the ship, pestered by the schismatical who will mock them, see it all as a grand game, and either switch on the sprinklers to harass them or try to vent them out into space. They will need to crawl into the underbelly of the ship, and befriend the society of renegades and void-born misfits who live there, the Duct People. They can show them the way around the ship and access locked and guarded sections through maintenance crawlspaces, ducts and tunnels. Other possible allies include the captain, navigator, astropath and Sisters of the Void, though the former would probably be killed or held hostage by the hijackers.

So what I need is:

- what would be a good incentive for the Pilgrims to enter into this scheme with the Magos?
- what could be inside the funeral barge of Xanthia Haarlock to provide leads for upcoming Haarlock's Legacy adventures (Damned Cities already played and House of Dust and Ash already 'connected' to the main story line)
- what could the acolytes do about this all? how can they defeat the schismatical? and the daemonic engine being prepared?
- can you think of a better reason/plot device for the bad guys to be exposing sections of the ship to the Warp? (this should be a major plot motor as more and more of the ship becomes infected with the warp and the PCs are running out of options)
- what would happen if you exposed parts of your ship to the warp? what would pour in?

Many thanks!

-Pilgrim of Hayte incentives:

A possible incentive is that the Pilgrims know the Dark Magos only wants the funeral barge. In return, they receive the Greathold hardwired to do a kamikaze dive into an imperial target of their choice. Scintilla and Solomon are likely too heavily defended, although a Greathold might be harder to blast apart then a spacehulk. Other targets might be Maccabeus Quintus or another psychological or symbolically important world in the sector. Finally, the False Prophet involved could be the Beloved who has his own designs on the Haarlock legacy, meaning there might be some backstabbing amongst the villains if the player characters need a bit of a hand up.

-The contents of the funeral barge:

Possible clues might be one of the clocks/clockwork devices taken from Gabriel Chase on Xicarph that shows the time of the next Grand Conjunction. Ominously, although past conjunctions are clearly also recorded by the device...there seems to be no Grand Conjunctions projected after this conjunction. From what Tattered Fates stated, conjunctions cannot be predicted...only laboriously foretold via divinations and the like, but the Haarlocks have never been ones to abide by the petty rules of this universe. Another option might be another Grey Psalter, assuming your group managed to retrieve the one from HoDaA. When read side by side, certain passages become clearer...indicating that something momentuous is about to occur on the world of Xicarph. Foreshadowing of Dead Stars could be done by allowing the group to find a fragment of Solomon Haarlock's journey detailing his experiences on Mara.

-What can the players do?

Given that the Imperium has a deathly fear of AIs, it should be possible to lock out and reset the cogitator based systems. Depending on how sadistic you're feeling and whether the group has a really good tech-priest, this might require the co-operation of large number of crew to accomplish (since anything not automated has to be done by hand...which is already one reason why ship crews are so huge if I understand it correctly). Rallying the crew could be a good idea in any event.

The climax would no doubt be regaining the bridge, which the Dark Magos has left to the schismatical as he hunts for the Barge. The only way to initiate a reset might be to destroy the Lord Captain's MIU link, through which the schismatical has overtaken both him and the ship. Once the lord captain and his command throne are destroyed, the ship should go through a sort of reset and most of its systems should power down. For maximum stress, this should be followed up by a series of tech-use (and possibly Fellowship/Command tests to order the crew about) tests as the tech-priest and the rest of the group struggle to pull the ship out of its terminal dive towards whatever target is handy...

Depending on timing, the players would also need to track down the Dark Magos and possibly battle the PIlgrims who are attempting to shut down the gellar fields (for security purposes, the Gellar Fields have to be manually released while in warp transit...essentially by smashing their energy projectors in a ship section). That would give the players plenty to do, and also give them some hope: The enemy controls a number of systems but not the entirety of the ship.

-Reasons for exposing the ship to the warp?

With a suicidal dive, the Pilgrims might just have a method to their madness. By infusing the power of the warp into sections of the ship, and possessing tens of thousands of crew, they're essentially creating a Chaos version of an Ork Rok. Not only will the actual crash cause massive amounts of damage, bits and sections of the ship will strip off and fall through the atmosphere to land their cargoes of Daemonhosts, Dybuks and other warpspawn directly to the surface of the imperial world below.

This would also require the assistance of the Dark Magos to identify those ship sections best suited to such a thing...

-What would happen to/in the exposed sections?

Mass possession primarily, especially if the Pilgrims have managed to prime certain sections with dark rituals or what-not before hand to channel the Daemons they want to enhance their sacrifice. Its not unthinkable that extensive "mutation" of the ship might also occur as raw warp energy twists even ceramite and plasteel to suit its mad designs. In particular, Grandfather Nurgle might grant the ship with a number of cysts able to discharge thousands of spores into the atmosphere as the ship crashes...but really, there's no limit.

Overall though, with the Pilgrims in charge and the Gellar Fields being down for an extended period, being trapped in one of these sections is likely to be a very unpleasant way to die.

The Laughing God said:

So what I need is:

- what would be a good incentive for the Pilgrims to enter into this scheme with the Magos?
- what could be inside the funeral barge of Xanthia Haarlock to provide leads for upcoming Haarlock's Legacy adventures (Damned Cities already played and House of Dust and Ash already 'connected' to the main story line)
- what could the acolytes do about this all? how can they defeat the schismatical? and the daemonic engine being prepared?
- can you think of a better reason/plot device for the bad guys to be exposing sections of the ship to the Warp? (this should be a major plot motor as more and more of the ship becomes infected with the warp and the PCs are running out of options)
- what would happen if you exposed parts of your ship to the warp? what would pour in?

Many thanks!

Hi there!

1) The incentive for the Pilgrims
From all Cults described in DotdG, the Pilgrims are a good choice for something suicidal. So, it just might be part of their plan to lure daemons into the ship to fill it with daemonic entities before it enters realspace again. The whole thing would (to them) be a suicidal terror attack with the goal to have the ship full of warpspawns, possessed, daemons and murderous mutants that could be unleashed on the planet of destination. Perhaps the Prophet is even might (or foolish!) enough to plan to control this wave of warp spawned terror...or at least "directing the tide".

2) What is in there
So Damned Cities is "out" as well as "Dust"... is "Tattered Fates" done as well? Otherwise, how about the following: the "Tomb" was in truth a stasis chamber where Xanthia planned to escaped the murderous Erasmus. She intended to rest for very very long, hoping to escape his notice after hunderds of year (or who long it tock). Unfortunately, the Tech failed and she is truly dead now. What is left is full functioning biologic humonculi of her. This things was made for distraction for assasin attempts. The Humonculi might be commanded by the Scion (or anyone else). If "Tattered Fates" is still to come, the thing could distract the widower for some rounds (make the Humonculi very Tough would be necessary...like Unnatural Toughness 3x).
Otherwise, it could be a piece of warpcraft in the form of an Amulett in the form of a Spider. Xanthia knowed some of the same secrets as Haarlock did and tried to create a Charm against his doings. It could grant a re-role of all resistance test where the pc have to withstand something that has either to do with the Komus (The Tyrant Star) or any warp-based effect in "Dead Stars". Using it, however, should grant corruption. I suggest one point after every 1d5 uses. Or, the wearer could be Immun to the effects of "the timeless engines" (Dead Stars; P.41)

3) What can the acolythes do?
I would not suggest a "partial removal of the Gellar Field", but a "flickering" imposed. The Pilgrims start the slaughter before the field starts to flicker... in hope of getting some assorting Daemons into the section they are in...perhaps hastely preparing summoning circles while doing the bloody deeds.

First, take out the Schismatical: I can only think about an energy overload or perhaps flooding the sections the thing has taken over with plasma. If it is in some of the primary control station, the ship would then need to be run from secondary stations (I hope their are some...)
Second; end the slaughter. Since the pc cannot achieve this on their own, they might need to seal the Pilgrims insight some decks. This does sacrifice alot of souls, but helps them to deal with the thread...later.
Third; find and kill the magos. Said magos could already be on his journey to the "true center" around which the ship was build (as part of a new plan of Xanthias long gone minions wishing to hide her). Said "inner ship" could be warded good enough to keep the rest of the daemons at bay... if the first or second part ends in failure.

4) As already said, do not make the Gellar Field "partial", but make it flicker with most of the daemons "naturally " appearing where the slaughter is

5) What could come it?
You properbly have "Creatures Anathema". This "void siren"-thing is a good choice in my eyes. A Charnel Daemon and other Khornite things might a nice one as well. I came up with a Possessed-Idea I called "the Ravaged happy.gif ". I will write it up and post it tomorrow. it is to late in the evening now and I do not want to mess it up completely .

Oh! And while I was talking about already established sources for Chaos-Things:

Waves of Frenzied and/or possessed Hullghast (CA; p.9)
A self-building, animated heap of battleservitor-parts (use Bronzen Malifect; CA p.17; but with Warp-Instability and the "The Emporer Protectecs!" trait (CA; p19).
Possessed Servitors (use "Dreaming Dead"; CA p.19)
A manifestation similiar to the Logis Daemonis (CA; p.24)
Astral Specters (core rules)
Some warp-infused Ammonition, leading to a Daemonition equal to CA; p.115
Fleshounds of Khorne (CA; p.119)
The already mentioned Lady of the Voids (CA; p.122)
Something similiar to the Pradatoris of the Starry Order (CA; p127)

great ideas here guys! thanks!

I was thinking that going for a chaos engine vessel might be too techie for the Pilgrims of Hayte. But they could go for the flesh. Maybe they want to mass produce Dybuks by exposing hundreds of passengers to the warp. Then again, they would probably need some ritual to create a Dybuk which takes time. They could also want the passengers to join their number, i.e. new flockto subvert, corrupt and add to their ranks.

The ritual to create Dybuks could be drastically reduced or even altogether removed by the simple fact that the ship is in the warp.

Without the bubble of reality projecting by the gellar fields protecting them, the daemons of the warp would have no real problem infesting the flesh of the crew and passengers. I'm unsure if the result would be called a Dybuk, a daemonhost or something third, but Dybuks and Daemonhosts would both be good places to start when getting an idea for stats and abilities of the resultant mess.

I think the real trick would be to convince the swarming daemons to curb their hunger long enough to return to the materium, possibly with the promise of more slaughter to come. I think this would require some kind of ritual or plea, possibly requesting the intervention of a Daemon Prince who could exert some form of control over the horde while in the warp. It could provide the characters with a chance to disrupt the Pilgrims' plans and possibly cause the False Prophet running the show to get sucked into the warp by the irritated Daemon Lord.

An option to consider at least...

The Dybuk ideas is nice as well. How about the pilgrims prodding some crew/rating/passingers into a greathold. their, they start some kind of mass-ritual that will only work while on a ship in the warp (or should work only their, with a flickering Gellarfield), sacrificing those in the hold in a grand slaughter. The daemons take up the bodies and form some warp-zombies. (see DotdG p.65 (NightCult) for warp zombies

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[szene: The warped corridor]
The pc need to get from A to B, and B is at the end of a long corridor. The bulkhead is shut. Any Psyker present needs to test for Psyniscience(+10) . If the test is passed, the psyker feels that a warp incursion happened behind the door. If level of success are achieved, the psyker can tell that there is no manifest daemonic entity is behind the door but that the corridor is satured with warp energy instead. And they past pass this corridor close.

The door controls either need to be bypassed ( Tech+10 and perhaps an energy source.. a clip of las ammo might be used & discharged that way) and must then be opened manually ( Strenght+0 ; one person is able to assist; if the test is not passed, the door is opened nonetheless but the pc (plural or singular) involved will gain a point of fatigue.

The corridor behind the door is a nightmarish sight ( Fear -10 ; causing warp shock). The walls, floor and ceiling of the corridor formed blotches of rolling eyes, grinding maws, small whipping tentacles, bended boils of metal other abdominal signs of corruption. It moves and twists and the air glimmers like it would in desert heat but instead the air is cold.

The corridor is 50m across and two meters wide, the bulkhead on the other sight (where the destination of the pc is) is shot. The pc are well advised to run through the corridor, but this counts as moving through difficult terrain (half move; tests for Agility(-10) are need). If the test failed, the corridor got them somehow (see table below). Every round pc spend inside the corridor, they have to pass a Willpower(+10) test or will suffer a point of corruption.


Failure = Fallen prone
The pc assault of the corridor merely made the pc trip and fall prone. Everything is fine…as long as he can get up quickly! If he needs a round or more, tentacles will form next to him (see below).

One or two levels of Failure = Tentacles
The pc did not evade a growth of tentacle which now initiate a grabble. The pc can roll for Agility/Contortionist(+0) to get out of the grip before it is to late. Otherwise, the pc counts as grabbled. The tentacles have a strength and agility of 35 and fill the mind of the victim with visions of otherworldly terror. Every round the pc remains grabbled, a Willpower(+0) test is needed or the pc will gain a point of Insanity.

Three or four levels of failure = Spikes
The pc stepped on some sharp metal spikes on the floor. If he wears a suit, it is now breached and all further actions that include movement on foot (like Running, Dodge, etc) will get their difficulty increased by one until the wound is treated (first aid is enough). In addition, the pc needs to pass Toughness(+0) test or he will catch an infection. If this is not treated at the end of the adventure (Medicae+20; something drug usually found in good quality first aid kits needed), the leg must be amputated later.

Five levels of failure = Grinding Maw
The foot of one of the pc is locked in the bite of a maw that suddenly formed beneath him, suffering damage to the lack (1d10+4; PEN:2) A success on a Strength(+0) test is need to pry the food free (one person is able to assist). Every round the food remains in the maw, damage will occur again.

As the pc reach the door, they need to bypass it as above. But this time, the door resists! It is an opposed strength test, the “door” has Strength of 40. If three successes are achieved, the door is open (and will stay open).



[Possessed Monster: The Rent]
The dreaded thing that is called “The Render” is what happens when a certain (and fortunately seemingly common) warp predator (WP:30) successful possesses a victim.

Brutal Possession: Every attempt of possession of the “Rending” warp-predator results in 1d5 critical impact damage to a random body part. If the possession is successful, this damage is ignored. The Render will turn the body into a bloody, broken-but-functional mess anyway.

The Rent(Possessed)
Use the standard rules for possession, but add 2d10 wounds instead of the regular wounds and the Swift Attack, Counter-Strike and Hard Target talents. In addition, add the Strange Physiology, Regeneration; Fear 2 and Break/Arrange* Traits

*Break/Arrange
The Rentr is able to make instant changes to the body by simply breaking and rearranging the body. As a half action, the Rent can add or change one feature to his form. Possible changes are Natural weapons (PEN:2; primtive); a snapping maw(tearing); quadruped/bipedal/crawler; flyer(AB); natural armour, getting a +10 bonus to one physical attribute while getting -10 to another (Strenght; Agility; Toughness); Gaining the Toxic trait (warped bile!); getting extra limbs or anything else the GM sees fitting.
Only three features can be “maintained” at the same time. Adding/changing one feature is a half action to the Rent and leaves the render with 1d5 wounds; with a full action three features can be added changes which will cause 1d10+2 wounds. Which regenerate as anything else.

[inspired by the movie “Splinter” and “Tokyo Gore Police”, and perhaps something else]

I will go for the option of flickering Gellar fields instead of switched down Gellar fields, cause in the latter case the warp will reign supreme and not even the Pilgrims can control the daemonic entities anymore. But if the field merely flickers, maybe interrupted by some kind of pulse generator operated by the Magos or the Schismatical, the inflow of entities can be more or less managed.

I think the Pilgrims will seek to mass-produce Dybuks ánd corrupt the passengers to their cause. Then they will try to ditch the Magos and use the entire ship as a flying kamikaze bomb to plunge it into the heart of a major hive city. The Magos on the other hand intends to leave as soon as he has gotten his hands on the contents of the funeral barge, dropping the ship out of warpspace and escaping in his own vessel.

The barge will contain a coded series of scrolls or dataslate unintelligible without the correct Haarlock cipher. This is in fact a genealogy of the Haarlock family, taken by Xanthia as she realized Erasmus was intend on eliminating the entire bloodline. It has been compiled by a Sororitas sister of the Order Famulous and only a few copies exist as Erasmus Haarlock destroyed them all. With this the acolytes can start piecing together the secrets of the Haarlock family and find out Erasmus' nefarious goal.

After Damned Cities this Ship of Fools adventure is the second brush in that the acolytes will have had with the Haarlock Legacy, and then Silar Marr steps in to recruit them and send them on to the House of Dust and Ash. Clues found there and in the cipher will speed them on to Tattered Fates and other Haarlock adventures of my own making, and finally to Dead Stars.

Sounds like a very solid approach.

On the topic of Tattered Fate, perhaps play up the presence of Magyar in HoDaA and have him become a recurring NPC. In my case, this guy survived by striking a deal with Octavia Nile to survive, giving Silas Marr + the PCs a bit of a hold on him when next they encountered him. As a "Rag Trader" making a living on the fringes of the Chartist Captains and the true Rogue Traders, he has a lot of contacts with criminal and fringe elements, and the semi-radical acolyte group was rather sympathetic towards him. Bottom line he became a fairly valuable resource, if not entirely trustworthy.

This was what the group used to get access to Xicarph incognito. As I explained to the group, there was a lot of traffic headed to Xicarph, but all of it passed through the star port and local security. The city is in a dome after all, so any other un-authorized access was going to be difficult to plan for.

In the end, they opted for letting Magyar "sell them" along with the contents of his brig to Marcus Vulpa, as beast fodder (the players didn't like the sound of that...) as a part of Magyar's dealings with the Xicarph Beast House. It was more or less win-win, as Magyar could make a small profit and had full deniability if things went really wrong. And the players were able to get into Xicarph from a totally unexpected angle with a few items and weapons of their choice. The overall story line arc can be maintained without too much modification.

Of course my players went "off the map" from almost the first moment of the Red Cages...but that's what players do =).

It does mean that the players are less pawns in the Beloved's plan, and more the wild cards in the situation. But that's empowering for the players and I think a far superior premise to be playing from.

I'm also thinking ahead to Dead Stars and considering the sheer wealth on Xicarph, this is likely to be the place where they acquire the high quality equipment that they are likely to take with them to the finale.

1) Any suggestions what agents the Magos will send into the ship's innards to look for the funeral barge? A mech assassin? Tech-witches? Hunter-killer drones?

2) and for the background fluff: how could such a funeral barge end up inside and forgotten in the Greathold Colossus?

3) any suggestions for the Duct People? I think mutants, void-born miscreants, refugees, renegades and other bilge scum of the ship forming a shadow society, but not necessarily violent and degraded.

The Laughing God said:

1) Any suggestions what agents the Magos will send into the ship's innards to look for the funeral barge? A mech assassin? Tech-witches? Hunter-killer drones?

2) and for the background fluff: how could such a funeral barge end up inside and forgotten in the Greathold Colossus?

3) any suggestions for the Duct People? I think mutants, void-born miscreants, refugees, renegades and other bilge scum of the ship forming a shadow society, but not necessarily violent and degraded.



@The Magus Team
atavistic battle-servitor

function servo-skull

walking bombs

A Tech-Witch ... I always had a hard time as what these actual are. But how about a Tech-Witch with two psyker-brains in little tanks on her bag (resembling a toad, somewhat in appearance)? The effects could be similiar to that of a Psy-Engine (RH; p.189)? Otherwise, psy powers enacting on Technology could be available as wizardy spells (especially Weapon Jinx). Some weared Spell for Leading Warp-Energies along conduct-wires worn around the body (resuilting in some energy field, burning hands and/or firebolts) come to my mind. Perhaps giving everybody a SHOCK who hits the witch in close combat.

@How got the Bark in their?
How about "design"? X. Haarlock ordered her henchmen to hide the bark. They did. They helped another house/dynasty/guild/conglomerat to purchase this ship. In secret. As part of the deal (where they invested/lended huge sums of money) was that the could embedded the Funeral Barge in their. And that this would be kept secret and the section/part of the ship would be sealed. The crew was later ...replaced in huge parts.

@The Duct people
This replacement might not have been nice. In fact, it was a lot like "degrading officiers and voidmen-clans...and then make them work themselves to their deaths". In fact, some of the duct peolpled might be people of the original crew. Now, a little mad. The rest, of course, are mutant who espaced the scourge, criminals who escaped ship laws and other. The duct people might very shy, since they are used to be hunted. And the will be underfed and sickly. As a sick twist, eating a swoon "Duct man/woman" might be part of their personal rituals... believing that they carry the soul of the person..together with some of the bones, as charm.

The Duct People whould be experts at silent move and shadowing. After all, they survived years of scavenging, theft and being hunted by both the violent Ghilliam and Hullghasts as well as the crew of the ship. Their ears might have sharpend as well. They might follow the pc around, listening in on them (ducts might be good for that!). As they find out the pc search something else but them, a brave soul might try to offer them some deal... perhaps helping them along if they kill some very big, strong and ravenous Hullghast

There already a lot of good suggestions.

- what would be a good incentive for the Pilgrims to enter into this scheme with the Magos?
- can you think of a better reason/plot device for the bad guys to be exposing sections of the ship to the Warp? (this should be a major plot motor as more and more of the ship becomes infected with the warp and the PCs are running out of options)
- what would happen if you exposed parts of your ship to the warp? what would pour in?

The pilgrims wants the ship. Their beloved has divined quite a bit about what is to come. So instead of the magos lowering the gellar field it could be the pilgrims that through sorcery brings aboard the warp creatures to help them slay the crew that will not obey their command. Many crew members might be swayed by the charismatic beloved and quite a lot will probably just want to survive. In the end this ship could appear over Mara and explain how the pilgrims ends up on that planet. There is an example demon host in DH core book (p 358) which quite interestingly is bound by the pilgrims of hayte, maybe it could be omboard together with the pilgrims somewhere - not necessarily something they have to fight, but to give the players an idea on how tough it will be if they think they can stop this hijacking.

- what could be inside the funeral barge of Xanthia Haarlock to provide leads for upcoming Haarlock's Legacy adventures (Damned Cities already played and House of Dust and Ash already 'connected' to the main story line)

There could be some information on the blind tesseract and clues that will make the players want to investigate it further, maybe by going to Quaddis, assuming you will not use the "captured" part of tattered fates. The Magos is clearly after some arcaeotech device which he believes the Haarlocks have, maybe something that extends life without being a halo artifact or something similar that the magos can use in his bio-logician research.

- what could the acolytes do about this all? how can they defeat the schismatical? and the daemonic engine being prepared?

The Magos must have a way of the ship, maybe the mercenary company he hired is tailing the ship in their own raider class ship. Either the players kill the Magos and escape using his method, or they get captured by the magos mercenaries, who will consider slaves a part of the bounty for this job (and then get selled to the red cages). Maybe the players can bargain with the mercenaries for a some what less humiliating release.

The ship could be an old rogue trader ship that got decommissioned from exploration/combat action and moved more and more towards cargo and transport service. A lot of additions can be build over the time and in the end its quite a different ship from what it started out as. You can also read the DH core book description of the Misericord (p 308), might be some inspiration to get there.

The Magos will of course have his personal retinue, maybe the magos is a logician and you can use some ashen tear assassins described in disciples of the dark gods on p 51.

Oh and if you are up for it, you can include some Hrud (aliens described in xenology) as duct people, though I am not sure where to find stats on those, you might have to come up with some of your own or use some fan made setup: www.4shared.com/document/BrWoW-LM/Web_Enhancement_-_Dark_Heresy_.html

Hi Lauging God,

I wrote up some stats for a Tech-Witch (dupped "Druselka") and a small retinue for her.

Since this forum is a pain as it comes to copying formats, I printed it as a PDF and put it up on Rapidshare

https://rapidshare.com/files/459906986/Druselka.pdf

gregorius, you rule!

@Alox: I was indeed planning on including a Hrud ... some stowaway lone xenos that has been living for a long time in the secret innards of the ship, perhaps revered and feared by the Duct People as a bogeyman. Maybe the Duct People have already found the funeral barge, entered it, and took away the items there as offerings for the Hrud, and left it close to its lair.

Hi Laughing God,

did you already played your mission?

Otherwise, I might have another fool tool for Druselka. Please have a look here:
http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=101&efcid=3&efidt=498622

If you have a Tech-Priest, have a look at the "Kyber-Bane". Otherwise, the "Rite of Skull Minions" might give Druselka a little extra punch (if one supposes her two Skulls to be of this type).

happy.gif

Thanks!

Haven't played it yet, lots of stuff came in between. Will take a look at Druselka's options. I have also decided not to include lone Hrud, but a Hrud colony hiding between the cracks and deckplates of the ship. The Duct People have looted the funeral barge and presented the tech contained therein to placate the Hrud, or 'bendies' as they call them.

Since the Hrud's presence is baleful to the proper passage of time, I am thinking of how to make this thematically relevant to the Haarlock's manipulation of time. Maybe the Hrud are attracted to the Greathold Colossus because of the funeral barge hiddin therein .. but then the Haarlock lady buried there must also have been well-versed in time manipulation, and not just Erasmus.

I also want to include some dataslates containg Haarlock secrets, dataslates which will need some time to crack and decipher ... long enough for me to make up what information should be in there :)

As always, ideas are welcome.

from france

as for bad movies of horror there is the mandatory scene of the possible sequel like zombie 25 maybe zombie 26?.

so for the haarlock there it is. harlock was once wounded andit has be healed by a medics as usual. what it doesn't know is that the the techpriest of his ship blackmail the medic to have a sample of his blood given to him instead of be throwned in a crematorium. the techpriest manage two thing duplicate the cell for his buyer "the pilgrim of haytes" and be killed by them after sucessfully managed an exchange.

the pilgrims save their credits and get their hands on the cells of harlock. they thougth that a harlock clone would be great for creating a spiral of madness in the sector; after all once raised and educated a clone of a mad genius like harlock could monopolysed the attention of the ordos away from them.

unfortunately, they were all killed save one by a gang in ambullon who mistake them for simple stepping in their territories.

so now the precious cell of harlock would be clone are hanging a ganger girl neck in the form of jewel necklace with micro fridge under a saphir.

so harlock can return? anyone zombie 26?

agains hopes it s help because it s late here and it s improvised

I like the idea of Haarlock clones, might use them later in the campaign!

For now I am just wondering what would happen if the Pilgrims and the Dark Magos managed to temporarily switch off a Geller field opening a carefully monitored section of the ship to the Warp, if only for a brief instant. All matter of Warp denizens would pour in, attracted by the bloodshed going on.

But what kind of creatures? I am thinking more like barely sentient things like despayres and furies and not so much daemons like Daemonettes and Horrors.