Hello All
So- recently, my players have fought tooth and limb agaisnt a sorcerous cult in a small mining district in the underbelly of Hive Tarsus. But the battle (Which is actually not quite finished, there's one session to left to the game) has taken a HEAVY toll on them. One is dead, all of them are into heavy critical damage and four (out of seven) have actually lost from 20 to 30 points of toughness (One of them has actually been reduced to 1 Toughness after burning a fate point to survive being at 0 and rolling a D5…)
But still, as faithful servants of the Imperium- I expect them to succeed and defeat the remaining cultists… which means I need to start planning ahead.
With the players so heavily injured (and a couple of them wanting to be Pyroclasts)- I figure that a trip to Reshia, the "Hospital Planet", is a perfect way to tie up that plot-line, while adding a few others on the way…
Entire the Pale Sepulcher: as described in the Radical's Handbook [Page 139], its a "Ferry for the dead and dying" which carries people and bodies across the void to a requested final destination. Its not that farfetched that some of these bodies are preserved in vats and such and transported to Reshia to be used in surgical processes and organ donations- as such, its not that far-fetched that one of the players' Inquisitor would book them a flight with this ship.
Now my main problem started out as a mechanical one: most of my players are rank 3, going into four. None of them are close to the 3k Exp required to join up with the Rank (Especially considering the rate with which they earn now, deliberately reduced in order to slow down progression…) so I needed to pad out their trip- make it more interesting, and, at a rate of about 150exp per session, get it to last a good 5-6 sessions.
Obviously, Inspiration arrived, and I realized that by the end of the trip there would have to be a zombie infestation. Suddenly, the Pale Sepulcher was no longer a quick, "down time" trip to Reshia but a full campaign in its own right.
I figured I would both keep a log of my ideas here and if anybody wants to chime in and contribute to bringing this place to life (no pun intended), feel free- comments and brainstorming are, in my opinion, the best ways to write up a good story.
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Loose ideas for SEVERAL items, opponents and events that will be happening aboard:
1) Sneaking aboard as a corpse is clever- but the players aren't the only who can pull it off. A Heretek Magos Biologis has managed to secure passage for several of his samples cleverly concealed within corpses and/or dying individuals. But this Cargo is feisty- Vore Weapons [CA p36] have quite the appetite. When guests start being murdered behind locked doors, and the only way into the crime scenes are too small for anyone human to squeeze trough, people start asking questions….
2)
A decadent noble, suffering from a severe case of ennui, has been spending the remainder of his/her days in a private Mausoleum (Need a 40k name for it?
) aboard the ship's "palliative care" wing. Her/his idea of passing the time involves a healthy cocktail of Heresy: sorcery and necrophilia abound in this Slaaneshi worshipper's abode. Whose to care if a couple of bodies go missing? Certainly not the other passengers he's invited to the party….
3) Making use of the vast amounts of samples available, a Heretek has spent the better part of a 100 years studying and replicating the dreaded Sarcossan Wave generator. Hidden in secret laboratories in forgotten sections of the ships, he sends out his undead servitors with receptors implants which they place on new corpses, bolstering his "army". He works in secret, leaving relatively no traces behind (as he needs neither food nor drink to supplement himself or his army)- but is growing bolder with every raid, grabbing more and more corpses to fuel his experiments.
4) The Main Plot: Members of the "Night Cult" Conspiracy- have learned that the ship is currently transporting the body of a supposed "Saintly" Martyr from Tarsus to Maccabeus Quintus. Firm believers, they've infiltrated the Keepers in order to bring out the Saint's resurrection. During the Warp-Journey, they enact the plan: with the help of rituals, chants and unholy spells- the sealed vault at the bottom of the ship writhes with life once more. The saint is resurrected- unfortunately, he came back wrong. Fueled by his unholy energies, corpses all over the ship begin to rise, a shambling mockery of their former selves. The Pale Sepulcher is now infested with the undead and the acolytes have to deal with the Night Cult and the thing they called…
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Should be enough material there to fuel a good 6 Sessions at least- maybe even seven. I will post up expansions on each individual point soon- starting with investigation ideas to flesh out the first two items.