[Provided] Additional Material for "DeadStars"

By Gregorius21778, in Dark Heresy Gamemasters

As Luthor requested I will put forth some of the material I once wrote for "DeadStars" here.

WARNING! SPOILERS AND TONS OF SPOILERS FOR ALL PARTS OF THE HAARLOCK LEGACY (or how every you write it)

First of all, a Link to some material regarding the Blind Tesseract

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=101&efcid=3&efidt=537024&efpag=0#538468


In addition some Phenomena tailored for Mara


Evading a warp being
Some of the following entries state that a warp being latched itself to the psyker and follows around until evaded (followed by stating a difficulty).Evading a warp creature efforts massive concentration by the pskyer while he tries to dampen/defuse his soulfire in the warp.

This is an extended test (difficulty stated in the entry) on Psyniscience and 15 successes must be accumulated. One role equals 15 minutes of time. During this, the psyker can walk and follow the group but cannot act and is unable to concentrate on his surrounding (counts as stunned and can take no action but a full move, no running and/or charging). If the psyker uses a one of his powers, all successes are lost. Alternately, a psyker with the meditation talent can sit down and take some time in order to dampen his soulfire without a test. This will take several hours (and count as a “delay” if Gregorius21778 optional rules for “Delay” are used).

[“Psychic Phenomena”]

1-10 [iMPOSSIBLE]
Due to the “Mara Effect”, their cannot be a result lower then 11 on this table

11-13 [splitting Headache]
The psyker suffers a migraine attack for 3d10 minutes. During this time, the psyker suffers a -5 penalty on every test requiring concentration and/or alertness.

14-16 [steering the Surface]
The action of the psyker has drawn attention to him… While staying on Mara, all further roles on this table suffer +10 (additional to any other modifiers like the “Mara Effect”).

17-19 [static]
All vox devices within 4d10 meters around the psyker will start to generate static for the next hour. Once in a while, a ghostly message will be heard (“Help me” / “We are all doomed” / “They are coming!”). This will hinder communication over vox.

20-23 [Echo of the Past]
For the next 1d5 minutes, one can here desperate cries, mad ramblings, fatalistic moaning or the buzzing of wings and the sounds of slaughter and carnage as the warp spits out some of the sounds of the past in response to the psyker poking it. Besides possibly tipping of other groups or leading the group astray, this might cause a Disturbing Fear test (GM´s choice)

24-26 [Darkness]
The shadows deepen visibly 1d5x100 meters around the psyker and begin to push back the light. Worsen all mali for bad lighting by 5 for the next 10 rounds (one minute of narrative time).

27- 29 [blood in the water]
The psyker has a feeling like something would be steering in the warp, turning towards him. While staying on Mara all roles on this table are +20 (in addition to any other existing modifiers like the “Mara Effect”).

30–32 [“Do you hear this?”]
The psyker and everyone within 3d10 meters around him will hear a disquieting buzzing sound, similar to a huge flying insect. This will last for the next d100 minutes. During this time, everyone hearing the sound will suffer -10 on every awareness role due to the distraction caused by it.

33–35 [Displacement]
The already fragile structure of time and space folds and wrinkles, making the psyker disappear for 1d5 combat turns. After s/he reappears, s/he needs to path a challenging(+0) Intelligence test or will be stunned for 1 round.


36-38 [Frost Storm]
The ice and the permafrost around the psyker cracks and explodes in an instant, turning into an unnatural storm covering the area in 6d10 around the psyker in flakes and shards of ice. Everyone has to check for surprise or counts as stunned for one round. Those within the area will suffer 1d10(Primitive;Tearing) damage from ice fragments and have to path an ordinary agility test each round. If the test is failed, it is suffered in the least armored location (likely face/head). Three levels of failure on this test result in iceflakes blocking the visuals (half action to clean; counting as blind if not done). All BS and sight based tests into or out of this area are -10. The storm last for 10 rounds of combat (or one minute of narrative time).

39-41 [Time slip]
The pc & their group might not notice it, but they mysteriously lost 1d5 x30 minutes of time while it moves on normal for the rest of the world. Things like this might lead to another group reaching the Tesseract first (and count as a “delay” if Gregorius21778 optional rules for “Delay” are used).

42-44 [Ripples & Bends]
The world in 5d10 meters around the psyker seems to ripple like a body of water hit by a stone and bends like the picture of a fun house mirror. All physical tests performed in or into this area are (including WS and BS) are -20 for the next 1d5 rounds. Those within the area suffer one point of corruption.

45-47 [Energy Spark]
Over the next 3d10 rounds of combat, all electrical device within 1d100 meters power up and emit their outmost output. Afterwards they either short out and die (station equipment and low quality equipment) or stop to function for 1d10 combat rounds (which means no light, no vox, etc.)

48-50 [Rewind]
For the next 5d10 minutes, the psyker and everyone within 2d10 meters seems to speak backwards and with changing speed. Nobody is able to understand this unless s/he passes a Hard(-20) test for his/her language.

51-53 [The whispering dead]
The psyker and everyone with 6d10 meters start to hear strange whispering voices in their ears. They are ushering and moaning and coaxing and cursing. Everyone affected needs 10 success on an extended challenging willpower test to “block them out” (ordinary if one has the Meditation Talent). One role is allowed every minute (every 10 rounds of combat). While the dead whisper, Initiative is 1 point lower. In addition, every level o failure on the role equals one point of temporary intelligence damage.

57-59 [sand of time]
The psyker rapidly ages for 2d5 rounds of combat, suffering that many points of temporally toughness damage. As the toughness returns, the psyker returns back to his forma age.

54-56 [it´s coming!]
The psyker stirred up an Astral Specter (p. 350) which is now lurking close under the surface of the real world, waiting for his chance. It will follow until evaded (which is difficult). During this time, s/he counts as under the influence of “Weaken the Veil” and in the center of the Specters Daemonic presence. If warp phenomena occur during this time, the Astral Spectre will manifest and try to possess the psyker. If that fails, he will attack.

60-62 [blood on their hands]
Stains of freezing blood start to appear on the hands (and gloves) of the psyker and 1d5 other figures within 2d10 meters. Those “red handed” feel an urge to kill, but it isn´t overwhelming. If any of those “bloody handed” kills, his frozen stains will wander off and grow into a splinter shade within 1d5+2 rounds. The “red handed killer” will gain a point of corruption. A challenging role for Forbidden Lore (Daemons) or a difficult role for Scholastic Lore (Occultism) will give a warning. The blood needs to be removed to hinder the effect. The washing of hands will fall under “exposure to cold” (see p. 12) if the surrounding isn´t heated.

63-65 [Larvae!]
The psyker is stunned for one round while suddenly coughing up 1d5 disgusting larva (minuscule trait) which will start to grow rapidly. If the larva aren’t dealt with within the next 2d10 rounds of combat (one hit is enough), they turn into Psycheneuein Larva (see p. 353 for the exact rules for them). Please take note that there is no chance for them to evolve into an adult as long as they are still growing (the 2d10 turns of combat)

66-68 [Death screams]
First, there is static in the vox channel. Then the pc/npc hear screams. Death screams. Their own death screams, like the whole group would be attacked, overpowered and slaughtered by something. Everyone must pass a challenging willpower test (counting as Fear test). Everyone who fails suffers 1d10 temporal willpower damage (+1 per level of failure).


69-71 [inmaterial Onslaught]
For the next 2d10 combat rounds, the area 5d10 meters around the pskyer is filled with the sound of a swarm of angry hornets mixed with constant, high pitched noises. Reality flickers to show many horrible translucent creatures fading in and out of existence in an instant, all of them seemingly struggling against an unseen barrier. The area counts as under the effect of "Weakening the Veil" and an occurring psychic phenomena automatically counts as the appearance of 1d5 adult Psycheneuein. Everyone within the area must pass very hard (-20) willpower test or will lose a half actions due to distraction. Anyone witnessing this must past a terrifying (-10) fear test. If failed, a point of insanity is gained in addition to any other result of the fear test.

72-74 [Cold death lingers]
Everyone within 5d10 meters around the psyker feels a shudder and the temperature seems to drop even a little further. This spot does “move” with the psyker for until evaded (which is difficulty). This is due to some malign presence that latched itself to the psyker, a fact the psyker can tell with an ordinary Psyniscience test “for spotting warp beings” (no passive test, the psyker must try to sense anything). If somebody actually dies inside this zone during presence, there is a 1-in-5 chance that s/he will come back as “the Cold Dead”.

75+ Perils of the Warp

[“Perils of the Warp”]

01-05 [blood Tears]
Blood flows painfully from the psykers eyes and fills them up for 10 rounds (or one minute of narrative time). S/he counts as blind for the duration of the Blood Tears.

06-09 [seizure]
The energies of the warp smash into the psykers body, overloading the nervous system. S/he drops to the floor, shaken by violent seizures and counting as unconscious for 2d5 rounds. In addition the psyker must pass a toughness test or will lose a level of fatigue as well.

10-13 [Ghastly Hallow]
The psyker starts to glow with a ghastly hallow which illuminates the surrounding 2d10 meters for 10 rounds (or one minute of narrative time). Besides being an unearthly site and an easy target, every opponent will counts as having a Hatred for him (with the exclusion of creatures with 15 or more points of corruption and those with the “From Beyond” Trait). S/he gains one point of corruption as well.

14-18 [..and again]
The psyker repeats his last 1d5+1 rounds in backward order, like the universe would be a pict capture device that singled out the psyker for a re-wind. Take note that he will not undue his actions, (like walking backward) but repeat them.This will leave him/her very puzzled (and stunned) for a round afterwards.

19-24 [Wasted by the warp]
The power of the warp wastes the psyker who ages visibly in a matter of seconds. He permanently loses 1d5 points of toughness.

25-30 [Laughter of the Damned]
The psyker and everyone within 2d10 must pass a difficult willpower test. Those who fail will start to giggle desperately for a second or two and then burst into manic laughter. Those affected will be stunned and gain a point of insanity. At the beginning of the next turn, they must pass a challenging willpower test. On a failure, they will keep laughing. If a pc laughs on for a number of rounds greater then (WPB), s/he gains an additional point of insanity.

31-38 [Time goes by]
If the pc cross check time later, they will notice that they seem to miss several hours. This counts as two “delays” if Gregorius21778 optional rules for “Delay” are used).

39-46 [incontinence of Existence]
An item or minor npc of the GM´s choice simply disappears. This might be a weapon, a cache of special ammo, a personal item, a reserve EnvironSuit, a Janissary, etc. If the point is raised, some of the npc (or even pc) might be 100% sure that this person/item was not there to begin with (“Car´sen, sir? He died at the crash landing. Don´t you remember?” – “What power sword are you talking about? You never had such a heirloom! Do you feel alright…?”) At least one pc will know and gain a point of insanity.


47-55 [Touched by cold dead hands]
The psyker and everybody within 4d10 must check as if they were exposed to the cold of Mara (see p. 12 of “Dead Stars”; Survivial skills won´t help here). Any n/pc that fails would receives a strange cold burned on his skin exactly above his heart. If one wit such a mark dies on Mara, s/he will return as “the cold dead” 2d5 combat rounds after his death (see p. 66 of “Dead Stars”) and suffer three points of corruption (now. Not post hum).

56-61 [sow death, reap darkness]
If this perils occur during at the beginning of or during an ongoing combat, 1d4-2 splinter shades appear for every n/pc that died or will die as long during this combat. The combat ends if one site lost all “mortal” members or one side breaks of and the other isn´t pursuing them (to re-engage). Otherwise, it counts as the Phenomena 60-62 [blood on their hands]

62-67 [Psycheneuein]
Reality boils and then raptures as 1d5 adult Psycheneuein break through and attack. This is a warp incursion, which means every n/pc will gain 1d5 points of corruption

68-72 [The nightmare dark]
Within a second, the area 1d100+30 meters around the psyker is swallowed by unnatural, tangible darkness and 1d5 splinter shades appear in different positions 3d10. There are no means to see in this nightmare dark and everyone caught in this warm, dense and flowing stuff must pass a frightening(-10) Fear test. Moving inside counts as moving in difficult terrain since the darkness unseeingly grabs and hinders every living being. The Splinter shades will be able to “see” in the dark and attack or hunt their closest target. They will not leave the nightmare dark (which will collapse out of reality after there is no more mortal living being inside. This is a massive warp incursion which means any n/pc present will suffer 1d10 points of corruption.

71-78 [To close to comfort]
The psyker must pass a challenging(+0) test for Psyniscience at once. If s/he succeeds, s/he knows that there is something in the warp that latched itself upon him. With a level of success, s/he knows it is a Psycheneuein. With a challenging(+0) test for “Forbidden Lore (Warp”)(+10 for every level of success on the Psyniscience test) s/he knows that this one will try to plant a larva next time a power is used if s/he is not evading it (which is very hard). If the Psyker uses a power while the Psycheneuein is still with him/her, refer to 91-100 [infestation]

79-82 [Consumed by time]
The doings of the psyker concusses the fragile grip time has on this place. S/he and everyone with 2d10 meters around suffer 1d5+1 wounds as once healed injuries open up anew and 1d5 points of permanent toughness damage as they start to age rapidly in mere seconds. In addition, all equipment and clothing of the pskyer is destroyed as it decays to uselessness and the equipment of everyone else within the zone drops one step in quality due to rapid aging. Those items of already low quality simply decay to uselessness as well.

83-86 [Mara´s curse eminent]
2d5 adult Psycheneuein shatter the veil and are unleashed upon the group. This massive warp incursion causes 1d10 points of corruption to everyone present and might lead to the pc´s group being wiped out if they do not retread (perhaps leaving two or three brave Janissaries behind whom will buy them some time whiling shouting “Leave! Fulfill the mission!” If the pc decide to fight instead of sacrificing the Janissaries, this insane bravery should be worth a fate point.

87-90 [Time freeze]
The psyker and every other living being within 5d10 meters is frozen in time for the next 2d5 rounds. Like the universe would be a huge pict recorder and had singled him/them out for “pause”, they are frozen in the midst of their movement, perhaps hanging in mid air if they were jumping or falling. They count as helpless for that time period and will be stunned the following round.

91-100 [infestation]
The psyker must immediately pass a Very Hard(-30) willpower test or s/he will be infested with the Larva of a Psycheneuein (see p. 353). Since this is equal to a certain death, the psyker is allowed to burn a fate.


[Optional house rule: Delays]
As written, the GM is rather free (or without a reference) to whenever the pc´s group will make it before or after any of the other groups. For some this will be fine, other GM would like to be handed a
guideline. For those of the second kind, the following system is intended.

Simple solution: Some of the events/encounters "cause a delay". Keep track of the number of "delays" endure by adding them up. As they enter the Blind Tesseract, role a d10. If the number is greater then the number of delays, they arrived first. If it is smaller, they are late and if it is the same they will either enter while the opposition just arrives or the opposition arrives shortly after them (depends or "even or odd number" or GM fiat).

More detailed solution: the GM assigns a “delay” value to all of the rival factions as well. A suggest would be assigning (Delay:9) to the Pilgrims (who obviously do not have a clue), (Delay: 6) to Inquisitor Herrod and his team (if they do not join forces with the pc) and (Delay: 5) to the Amaranthine Syndicate (who profit from having some clues). Adjust the Delay of any rival group according to interaction with the pc. If, for example, the pc killed Ghast Priestkiller, the Pilgrims are likely out of the race. If the group shared information with Herrod and his team, they might be able to “catch up”. As the pc reach the Tesseract, role separately for each of them a d5 and add the delay. Lowest number comes first. If one groups beats another by just 1, the other group is following up close. Three or more in difference is a “likely never seen again unless dictated by circumstances”

Other sources of delay: Besides the options of the following encounters, the pc can cause their own delays by spending an hour or more in one place (investigating, resting, healing etc.).

Undoing delay can be achieved by the rules for Hurry (p.212 DH). If they hurry two or three hours, the GM can reduce their Delay by one. But hasting through the cursed Ice Station might be a danger in itself (besides the penalty on Awareness).

Chasing shadows (Surface Level Encounter / Fortress Tower)
After passing the sentries and entering the enclosed area which is the surface Level of the forma Ice
Station, the pc have a feeling of being watched. Ask for ordinary(+10) willpower checks as they enter
the compound. All modifiers for Fear count. If they fail (or check the buildings, perhaps for snipers)
they will perceive a movement behind a firing slit higher up in the Fortress Tower.
If they search for an entry, the will soon find a half opened blast door leading into an forma entry
chamber now covered in ice and snow. Searching for the stairs, they will come across a number of old
corpses clad in Arbitrator carapace and completely frozen over (the remains of the “last guard”, see p.
14 of “Dead Stars”). Especially in the entry chamber and in the stair house, some of these will have
died with weapons raised and pointed at doorways and corridors the pc walk through since some of the
iron willed Arbites died from freezing while still doing their duties and holding their position. Ask pc
on their way up for a challenging(+0) Awareness test. Those who fail will find themselves shooting on
corpses and shadows. You can either sum this up or play the scene (“Securing in all directions while
entering the room, you spot a figure behind a frozen desk with a weapon aiming at you. Role for
Initiative! – “I got a 10” – “You go first!” – “I open up fire with a short salvo” – “As the bullets
strike home, the targets explodes into splinters of dry ice and frozen human remains. You realise you
opened up fire upon what now seems to be a long dead and frozen corpse!”).
As they look for tracks of recent movements, they will find some leading to the stair house and up
(from the Syndicate Mercs whom checked the roof themselves). Reaching the level where they spotted
the movement, they see the entrance from to the room from the floor. The door frame (which they
cannot see through from their angle) clearly shows the sign from a more recent bolt salvo from the
room it is leading into. A corpse clad in a low quality environsuit is lying on the floor next to the
frame, its head and right shoulder destroyed, the arm separated. It looks like a rather recent kill, the red
blood iced over the floor. Inside the room, they´ll find the old corpse of a fully armed Arbitrator frozen
solid while leaning next to a firing slit, still clutching his boltgun. Every player feels an uneasy tension
here, like violence would be starting the next moment.

GM-Notes: The fresh kill on the floor is a Pilgrim who was sniping at the mercs of the Amaranthine
upon their arrival. The mercs went up and he changed his spot, trying to surprise a merc with an attack
from behind. The merc was not that stupid and blasted the Pilgrim into bits with his boltgun, leaving
the area afterwards. This short flash of violence, however, was enough to draw a Psycheneuein close
to this place. It is still lingering here, hence the tense feeling. A psyker who actively searches for warp
occurrences in this area will note a disturbance on a difficult(-10) role for Psyniscience. With a level
of success, he knows that it is a warp being waiting under the surface of reality and two levels tell that
it is a warp predator reeking of hunger and bloodlust.
On their way down, a pc “on the alert” will note that some of the frozen figures moved their position
just slightly, just like turning to the direction they went and are now coming back from…
Checking the whole tower will cause a delay. This scene is mostly for being eerie.

A welcome to hell (Surface Level Encounter / Landing Pads)
If the pc give the landing pads a quick search, they will find the remains of a grisly scene.

In the artificial canyon just between the landing pads, you discover that the ground is covered with the frozen remains of about twenty bodies and red with frozen blood.

[Those who want to check the place must pass a disturbing Fear test].

It is obvious that about a dozen bodies where captives, only wearing thick but worn clothing and were cuffed or bound at hands and feet. The other ones wear different red ropes over environsuits, some of them with strange masks made of metal and hide. All the corpses of the captives form a semi-circle, while the others are more scattered about. The place is a mess and nearly all of the corpses where literally slaughtered.

A routine(+20) check for Search or Perception (sight based) reveals that all of the captives where
killed with blades and chain weapons, showing no signs of resistence or combat while the others look
like they were killed by tooth and claw and obviously struggled. It is although clear that a battle ensured here, with marks of laser fire, conventional projectiles and other weapons strewn over the area, but already frozen over again. No weapons, equipment or valuables can be found on any body besides the things mentioned.

Two levels of success reveal strange marks carved in the now frozen necks of the captives and some distinctive round “stabbing wound” on some of the other corpses, either in the head, neck or upper torso.
A routine(+20) check for Scholastic Lore (Occult) identifies the runes as such that are used in rituals
of summoning and invocation, while one level of success reveal that those marked are an offering to
the Ruinous Powers.

Three levels reveal that this was not a summoning ritual but a ritual offering to receive the blessing of those who shall not be named.

A pc with the Psyniscience skill will recognize that the barrier to the warp is thin here. Very thin. A hard(-20) test reveals that a strong warp incursion occurred here weeks ago. One level of success reveals that one or more warp predators entered real space. Three levels give the feeling of something still moving beyond the surface of reality and impose a frightening Fear test upon the Psyker.

A challenging (or routine, if the runes where found) check for “Forbidden Lore (Cults)” identifies all of this as the work of the Pilgrims of Hayte.

GM-Notes: Upon arrival, Ghast Priestkiller (or perhaps the Beloved One) decided to give an offering
to the dark gods to receive their blessing for their undertaking. For this case, the Pilgrims had brought
victims with them. As the sacrifice was delivered, it attracted a Psycheneuein and allowed it to
enter realspace. Carnage ensued and the Pilgrims suffered their first losses before even setting a foot
into the lower levels. As the Syndicate arrived later, they checked the scene but Miss Book decided that the incident was “insignificant to our task”. If the GM likes, he can make “the Beloved” one of the Pilgrims casualties (if the he survived TF). If the pc talked to Samiel and the Psycheneuein became a topic, they might be able see the signs.

Anyway, the Veil is thin enough here that any use of a major psychic power will rip it open a new (1d5 points of corruption for everyone) and a Psycheneuein will attack. A psyker who used Psyniscience will be able to foretell the first part if he passes an ordinary Forbidden Lore (Warp or Psyker) test and the second part as well if the Psyker sensed this presence behind the veil.

Booby Trap (Upper Level Encounter / Panopticon)
Upon entering the observation chambers of the Panopticon, ask the pc for challenging sight based
Awareness test (routine if they were on the lookout for traps; automatically if they stated they check
the doorways before entering). If they passed, they will find tripwires in the door openings, the trigger
to some impromptu grenades-wire-tape-style booby trap. All the doorways leading to the surveillance
room have been trapped this way. If they do not passed the test, an ordinary hearing based Perception
test allows them a difficulty (-10) test for Dodge or Dexterity as they desperately dive for cover after
hearing the sound of the release pins leaving the grenades and falling to the floor. If everything fails
the triggering pc and perhaps those following him are caught by the explosion of two frag grenades (as
hit by one frag grenade, but Tearing).

GM-Notes: The mercs of the Syndicate placed this trap upon leaving the area. Herrods Agents noticed
it, but decided to simply step over it instead of disarming it. Such traps might be encountered again at points the Syndicate came across that any pursuers would have to pass as well.. But the GM should not go too far with this. Remember, the Syndicate did not came with a bandwagon of grenades. The pc will get a +10 bonus to any awareness test if they announce that they check everything for traps before entering, but this will cause delay (or perhaps count as two delays).

A word about Nostromo and the Panopticon
If the GM (or the pc) did not cooked up a “pattern” which leads to the Door into Darkness, the scene with the flashing monitors should be use by the GM to steer the pc to the Encounter with Nostormo.. Since the surveillance system enclosed all of the station, sounds and images it is reasonable to assume that they will see him. Otherwis,( or if the pc do not Auspexes to search for energy patterns, heat signatures etc.) the pc are literally stumbling blind thru the Station with no clue what to do until they have this “chance encounter” with Nostromo…

Salvation (Upper Level Encounter / Cellblock Area)
As the pc check one of the cellblocks, they here the echo of many different voices praying or chanting.
If they follow the sound, they will come to the remains of the cellblocks chapel. The huge doors are closed and partly frozen over, but light shines from behind. Every pc with the skill High Gothic or the any knowledge of the Imperial Creed (any skill with the name; any degree) will be able to tell that this is a very common imperial prayer of a sinner begging for salvation. It is spoken by dozens of desperate voices. The frozen doors will give if force is used (they were bit made to resist by design lest they might have been abused by prisoner with plans of rebellion) and simply break upon.

A psyker checking the area will find it to be much stronger infused with the warp then the rest of the station with a challenging(+0) test for Psyniscience.

Behind the door lies the chapel, lit by view candles and dim glow balls hold in the hands of iron
statues of angles staring down into the hall with faces of disdain and anger. The rows of banks and the
walls and the floor are not covered by ice but rim and the temperature is considerably higher then in the rest of the complex. In front of the alter a group of about two dozen figures in prisoners clothing kneel, their face turned to down and their backs turned to the pc. Their chants for forgiveness are frantic, their voices hoar. They do not react to any approach of the pc or any action they take.

If one of the pc reaches the group, turns one of them around, walks by to look at them or attacks them the light will die down. In the remaining seconds the pc will suddenly recognize that the kneeling prisoners are all dead and frozen, not moving or praying at all. The sound will stop and the ice will now literally bloom and engulf the chapel, a total change of perception in mere seconds. Before they can realize, the pc are surround by utter darkness and the returned cold. There is a grave silence… suddenly interrupted by one hungry inhuman scream somewhere within the now pitch black chapel. Ask for a horrifying(-20) Fear test.

GM-Notes: This is a ghosting produced by the fractured reality of Mara. These prisoners have been
seeking salvation in their final moments of life before the horrors came to claim their souls. The scream, however, was quiet real and belongs to a warp entity feeding on fear and desperation. It manifests in a form similar to a Fury (p.352 DH), but with a Psy Rating 1, the Phase Trait with the inclusion “must phase into reality after using its howl” and a modified form of the minor psychic powers of “Warp Howl” which counts as a one-time “Fearful Aura” as well. Use the effects of Fearful Aura for it, but instead of seeing the daemon, being in earshot (the whole chapel) is enough. Note that it can be cancelled by a regular Warp Howl which achieves overbleed. The creature “Lives by Fear” which means it will gain one wound for every failed Fear test caused by it and an additional one for every level such a Fear test was failed by. It will not follow the pc out of the chapel since the souls of those prisoners are still trapped in a limbo between this world and the realms of death (enough to sate its hungers). It will, however, fight any living being staying in the chapel. If hurt, it will phase out of real space, howl and phase back to attack (with surprise if not “spotted” and “announced” by a psyker with a challenging(+0) test for Psyniscience.

If a Cleric or Sororita among the pc decides not to leave the area before giving a ritual “last blessing” and final rites to the remains of these prisoners and the group decides to do so, grant them a fate point. This causes as a delay, however.

In over his head (Upper Level Encounter / Utility Area)
While moving along a corridor within a storage department of the Utility Area, the pc will here voices
and/or see the tell-tale gloom of a light source further down the corridor. As they approach, they see that a room has been forcefully opened up recently. From within they here a male, squeaking voice cursing and whining and complaining and cursing again. About the place, the horror, “that screepy *****!”, about the headaches and that “they simply do not pay me enough for this”. From time to time, another nerved male voice replies along the lines of “would you calm down now?” or “take another shot if it helps” and “Emperor forsaken freak, why don´t you just overdose?”.

The voices belong to a syndicate merc going by the name of Domicci and a wyrd mutant named
Tolliver. Tolliver is employed by Aedrik whom thought that having some psychic back-up would be a good idea. Instead, the Wyrd proved to be a liability since he did not got along with Miss Book (for obvious reason), his powers became mainly useless on Mara and he freaked out the deeper they came. And he would not stop complaining about headaches after some failed attempt to use his powers. At some point after reaching mid level, the captain ordered Domicci to escort the wyrd back up. Executing would have been easier, but to Aedrik Tolliver was a long time employee which could proof useful again

Use the Witch (p.345 DH) with the “Seer” stats for Tolliver. Add an envirosuit, respirator and an injector with two doses of Spook. Remove the robes and the “Unshakeable Faith”. Finally, add the Minor psychic power “Fearful Aura” and a minor mutation of your choice (besides “Wyrd”). Unbeknown to him, he is victim to a Psycheneuein infestation (see p. 353 DH) and he dosed up on Stim. Use a Syndicate Merc for Domicci (see DS).

Both can be intimidated to surrender which is ordinary(+10) with Domicci (who will otherwise rather die fighting) while two levels of success will make Tolliver surrender as well. Otherwise, Tolliver will play the part but will use Fearful Aura as soon as he thinks everyone of the pc´s group sees him (he is a little overconfident at the moment). Domicci (who will not look at Tolliver) will take a chance unless one level of success was achieved on the Intimidation test (in which case he hits the ground for cover).

If one or both are taken captive, they can be interrogated (difficult check Intimidation or Interrogation; Intimidation is “one try only” while Interrogation can be extended as per the rules on p.103 DH). They know about the “grey book” the “Principal” has with them, about any other items that might be with the Syndicate and that they have been attacked by “red clad madmen” two times since they went below the surface. One of their search groups disappeared without a trace in the mid levels. “Just went around a corner and then where gone with no trace”. The crew is not happy about the mission any more. Tolliver will freely tell that “this screepy ***** called Books freaks me out!” because “there is strangeness and badness and wrongness about her like a cloak” and that “this whole place is crawling with bad and horror and wrong and my head aches like never ever before”. If the pc kill or torture Tolliver, the GM should make use of his infestation (p. 353 DH). Otherwise, the two might be used to follow the Syndicate team in order to retrieve their Grey Psalter.

!SET!ME!FREE! (Upper Level Encounter / Cell Block Area)
As the pc move through one of the cell blocks, they can hear a muffled hammering sound in the grave
silence. Like somewhere someone would hit a slow and machinelike rhythm on a metal surface with something non-metallic. If the pc try to “leave it alone”, doors and bulkheads will slam close and block their way… although there is no energy to them (Disturbing Fear test). The pc can either force their way through those doors (which cause a delay) or they can move towards the sound.

If the pc follow the sound, it will lead them to the part of the cell block that is containing the isolation
cells. The sound comes from within, someone or something seems to be in there, hammering against
the door with full force. If one pc tries to talk to whom ever (or what ever) is behind the door, the
pounding will stop at once. But no answer or other reaction will be given. A challenging(+0) test for Psyniscience will tell that there is warp entity behind this door. One level of success will give the impressions of desperation, and another that of hatred.

GM Notes: Captured inside the holding cell is an astral spectre (p.350, but add the Biomancy Power “Hammerhand”) that has evolved from the death of all those inmates doomed to die inside their holding cells. While it cannot leave this holding cell, it can make use of its telekinetic power all over the cellblock and will slam/shut doors and make ice, debris and corpses fall on the pc. If the pc open up the cell door (which is ice covered), a frozen corpse of an inmate will fall thru the door opening. The fists are clenched and the knuckles are worn down to the bone. The Astral Specter is free now and will try to take control over the pc or any one npc. If he is successful, he will attack after a view moments, now making use of the Biomancy power “Hammerhand”.

Option: A dark pact
Radical pc might try to forge a pact with captured entity. The spectre cannot talk, but clever pc will make it answer on a “Yes/No”-“Two knocks/one knock” basis. The entity agrees to aid for the release, but to make the deal binding (pun intended!) a challenging(+0) test for Forbidden Lore (Daemons or Warp) is needed to prepare smear signs and sing spells. This will impromptu ritual will leave the caster with 1d5+1 points of corruption. If successful (hidden role suggested) the Spectre cannot simply attack but will have an opposed willpower test with the caster. If the spectre wins, it breaks the deal.
If it loses, it will obey till the pc leaves the complex. The pc will gain 5 further points of corruption from that. If the caster wishes, it can possess the him/her. This will give him its psychic abilities (either giving its psy rating or adding +1 to a give psy rating) and +10 to strength and toughness. It will leave the caster with another 1d10 points of corruption and 1d10 points of insanity as well.
If the caster uses the Door into Darkness, the spectre disappears. If the caster dies on Mara, he will be turned into a member of “the cold dead” which is possessed by the Astral Specter who will now turn onto his slavers comrades.

By the way, making the Janissaries stay with the warp dabbling pc instead of turning against them is a difficult(-10) test for Command (and would be next to impossible under other circumstances). Even if they heel, they loose their Insanely Faithful talent since they believed the Emperor must have turned away from them now. They might even not be that loyal as before…

Lidless Brother (Upper or Mid Level Encounter / Anywhere / Repeatable)
Somewhere in the Upper or Mid Level of the complex, ask the pc for difficult (-10) sight based test for Awareness… or simply role for them. If they pass, they will spot a small technical item akin to an orb attached to the ceiling or a high corner. An routine(+10) test for Common Lore (Tech) or Forbidden Lore (Inquisition) will identify it as an “electronic eye”, a surveillance device used to observe an area from a distance. This one is motion sensitive, starts transmitting picture (but not sound) as soon as it sees something moving and is indeed not derelict but operating. Those devices are very rare and complicated. View organizations have access to them. One of them is the Inquisition.

With tools, some equipment and 15 success on a hard (-20) Tech-Use test, one can try to follow the signal the machine-spirit uses to transfer what he sees. This will take some time (15 minutes per role; travel time not included) but will give the pc a chance to find or even ambush one of the other groups.

GM-Notes: This might either tip the pc off to Herrod´s team or allow them to lay an ambush for them
At least, the devices give a reason to how and why Herrod and his group where (or will)be able to ambush the pc so easily (perhaps the old wolf will turn the pc´s ambush around, leading to The Hanging Gallery).

Counter-Strike (Mid Level Encounter / Anywhere/ Repeatable)
At some point, what remains of the Pilgrims has noticed that others are after them. Ghast, the rapid beast that he is, decided that a counter strike is in order. By sacrificing more of his men in dastardly rituals, he summoned up a small number of Dispayers (see p.352 DH) which now haunt the corridors near his lair. As the pc (knowingly or not) approach the Pilgrim´s Rest (p.38), they might encounter two of these hiding in the shadows.

If the pc succeed on a Hard(-20) sight based test for perception, they will spot the beings in hiding. Otherwise, one of them will try to follow them while the other scuttles back to its masters and will return. If the pc do not note that they are followed (opposed tests of Awareness and Shadowing) they will be ambushed by a group of four pilgrims (each having one of the options mentioned on p.66 DS) accompanied by the Dispayer who led them. The Pilgrims will open up with frag grenades thrown around a corner. The Dispayer senses his “sibling” and thereby has a good guess where and how close they are. After the grenades are used up, the Pilgrims will mindlessly charge, accompanied by the Dispayers.

If the pc, however, recognize their “shadow” and attack, it will flee. A routine(+20) test for Scholastic Lore (Tactica Imperialis) tells the pc that it is most likely that this was a scout and that it can be assumed that he will come back with reinforcements. Perhaps they want to lay an ambush themselves. One way or the other, after the battle the pc can follow the trails of Pilgrims back to the Pilgrim´s Rest with an ordinary(+10) Tracking test.


The worse of two evils (Mid Level Encounter / Anywhere)
The group of the of the pc start to hear a female voice murmering chants, coming closer. From how far away depends on the result of an routine(+20) hearing based test for Perception or Awareness test. As a rule of thumb, the pc´s group needs to succeed to ensure that they hear the voice first before it comes close enough that its owner might get a chance of hearing them. The pc´s group has about a minute (10 rounds) before that happens (and another 4 for every level of success). Ask for tests on Silent Move and Concealment if they want to lay an ambush (Difficulty depending on the surrounding/GMs´fiat).

Two rounds before the voice comes into sight, any pc who passed the forma perception based test can try another test for Scholastic Lore (Occult)-10 or Forbidden Lore ( Warp)+10. Successs indicates that the chants are protections against warp intrusion!

After the given amount of time, a trio clad in red rags dangling over worn environsuits come into sight
A spindly female who is murmuring the chants while circling her fingers over the top of different skulls fastened to her waist accompanied by a hunchbacked freak hopping along her one sight and a bloated small figure to her other sight whose head nervously turns from here to there on the look out for trouble. Both mutants clutch assaults rifles, while the hunchback has a chain axe as well. The woman has a laspistol in a holster strapped to her upper leg.

GM-Notes: The women is Natara, a minor priest of the Pilgrims. The two mutants are what remained of the followers loyal to her. She recently decided to split from Ghast (whom wants to sacrifice her…or so she assumes) and try her luck on her on with her last loyal followers. After she sacrificed some captured mercenaries (she stumbled over the missing patrol mentioned by Tolliver… they where only two as she encountered them and her group counted five at this time) she earned herself two things: a daemonic vision about where (counting as “pattern”) and the knowledge that she needs a talisman (a grey book)… and a Psycheneuein. He meagre powers hold the thing barely aware from her. As soon as she stops chanting for more then two quick words (per round), the thing is 2 rounds away from entering the real world.

Use the stats for Cult Magos for Natara. Change the Weapon Talents accordingly and give her the Minor Arcana equivalent to Flashbang, Inspiring Aura, Heal, Touch of Madness and the Major Arcana “Hinder the Netherbeing”. She counts as having two levels of fatigue.
Use Cult Fanatics for her two remaining followers. Change equipment, the assault rifles are loaded with manstopper rounds (+one surplus clip). The Hunback has the “Misshappen”, “Tough Hide” and “Nightsider” mutations. The bloated one has “Corrupted Flesh” and “Vile Alacrity”.
All of them wear heavy enviroin suits (AP:2).

If attacked, Natara will use “Flashbang”. Afterward, she will run and the others will do as well (for about 4 rounds, if they can! Natara gives no warning). The Psycheneuein will contort into space the spot she left. As the thing manifests, Natara and her followers will wait a short while before sneaking back.

She will only attack by herself if she thinks the numbers are favourable. She either wants to steal/rob a talisman or team up with the pc to get to “the Gate” (the Tesseract).

Major Arcana: “Hinder the Netherbeing”
Threshold: 16 Sustained: Yes Action: Reaction Range: 10m
The sorcerer chants some litany to hold back a warp creatures from the real world. After evoking the power, an opposed willpower test is roled between the creature and the sorcerer. If the creature wins, it manifests never the less. Otherwise, the sorcerer holds it back as long as he chants (and sustains this power) and loses a level of fatigue. While chanting, the sorcerer can only take a half action each round and cannot say more the two quick words per round. This Arcana is not sustained for 10 rounds but up to one hour (if not dropped before).


Good stuff, Greg, as always. Thanks a lot for that!

Maybe I will try to keep daemonic and Psycheneuein manifestations more restricted to the mid and lower levels, but I will surely use all of your encounters in one way or the other.

Thanks again. It is highly appreciated!