I'm currently putting together an adventure based, loosely, on the 2008 computer game Dead Space.
During the previous adventure, The hunt for Duvos Fuller, the acolytes found a datum drone with information about a spacestation in orbit around Scintilla where….something…is taking place. All they know is that it is connected to whatever higher powers were backing the small time heresies of Duvos Fuller.
So, here's what I've got.
Before they arrive at the station in their loaned Arvus Lighter they are ordered to land on a traffic control station where they are met with Controller Cran Abroask and a Commander from the Imperial Guard.
These gentlemen inform that the station they are headed towards has been declared off-limits and quarantined as a result of the loss of contact with the Arbitrator strike squad sent over there some hours earlier.
In order for the acolytes to gain permission to board the station in question they will have to reveal that they are, in fact, inquistorial agents and that Controller Abroask and the Commander do not have the authority to stop them.
So these authorities decides to help them instead.
The first is that the acolytes will have to discard any and all explosives they might carry, because you can't bring explosives onto a spacestation filled with arcane secrets from the Adeptus Mechanicus. They also equip the acolytes with void suits, because their instruments inform them that there's no lifesupport in the parts of the station where you can dock/land. This puts the further torn in their plans in that it renders their SP weapons useless in these areas until they restore lifesupport (Because yes, I really am that mean!) First question then, why is there no lifesupport and who shut it off? This part will not be that difficult because there'll be little, but not much, combat, but mostly skill checks.
When they get to the station the group psyker will quickly discover that he can't channel the empyrean as easily as he usually can. This is due to the "Psychic dampeners" installed in various places on the station. So second question, why did the tech-priests feel the need to install such arcane devices?
Here the trick is that they were installed because the biological (and highly heretical) experiments the TPs were running on the station. So whenever the acolytes destroy or shut off a dampener to help their progress they also help the enemy. (The enemy of course, being based on genestealer broods with an active hive mind being suppressed by the psychic dampeners)
There will of course be various bulkheads that needs to be cut through with lascutters. Again, this also allows the enemy freedom of movement.
Should the acolytes return to the Arvus Lighter they will find that the pilots have been slaughtered, so that's not an option for escape. Should they try to call for help they will discover that communications are being jammed/disrupted/shut off/whatever. So they'll have to find a way to restore that aswell.
As they progress they will find the remnants of the Arbitrator strike squad scattered here and there with their armour conveniently destroyed and most weapons either carried off or unusable. Though some weapons/gear will be available.
The acolytes will also discover that it soon becomes more about surviving and escaping that to actually discover what the hell is going on.
The experiments that the TPs, or hereteks if you prefer, have been running have been to discover a way to weaponize the genestealers and turn them on the enemies of the Imperium. So the higher power backing this is in reality a Xanthite Ordo Xenos Inquisitor.
So, any suggestions, criticisms, ideas, what do you guys think?