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Gregorius21778

[Provided] Additional Scenes for the Citadelof Skulls

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Whispers in the Dark [Catacombs Level]
While walking through the Catacombs, ask every pc for a willpower test. Those who fail will have the urge to turn into a certain direction, following some path they were not following before. They do believe this is out of their own accord. Those who pass the test feel the urge as well but identify it as
something else but their own thought. A pc with the Psy-Trait who resist and passes an ordinary(+10) Psinisicience test can tell that this is a psionic lure. One level of success tells the pc that the source is intelligent and three tell the pc that it is daemonic.

 

If the pc follow the direction they are lured in they will soon face a large iron door, guarded by two combat servitors covered in strange symbols (Symbols of Wardings, as a ordinary(+10) test for Scholastic Lore (Occult) or Forbidden Lore (Daemonolgy) will tell any pc. The servitors will move threatingly and if the pc do not back off they will attack. Use stats given for combat servitors in the module, but heighten their AP by +2 against Psi-Power and they have +20 to resist any psy powers.

If the pc beat the servitors and open the door, they will find a small cave behind it where human female with blue skin and one central eye is chained against a wall, around her a half-circle of occult signs written in grey chalk (chalk mixed with the ashes of sacrifices). The female has a skin dotted with strange spikes, the fingers of both her hand are fused together and instead of feet the legs turn into rat-tail like tentacles at the point where a knee should be.

This is a daemonhost, calling itself Sabashya. It will thank the pc for coming and asking them to free it from the chains and to destroy the signs. In turn, it offers to lead the pc “to the place they want to reach, the Vault” and to “offer them help in gaining what they are after”. The pc freeing her will gain 1d10+2 points of corruption and must pass an opposed test of will (WP of Sabashya is 50). If the pc loses, Sabashya will simply teleport away in a flash of light. Otherwise, it will guide the pc and help them.

As the Archevist shows up, Sabasyha will cringe in fear. As the combat begins, the Archevist will spend three rounds-rebinding the host to her will. She knows its true name and was the one who bound the thing into the cave for being to much of a trouble to keep and to much of a danger to release.
 

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The foundry halls[Forge Level]
While the pc pass through the forge level of the citadel, they can feel the temperature rising and the air becoming more stale . Soon, the pc step out upon an iron-grate walkway high above a large hall beneath them. Beneath them they see gigantic pots in which metal is liquefied by lighting-like sparks of energy and poured into diverse casting molds. The yellow-orange glow of the metal illuminates people in heavy insulation suits and industrial servitors moving about, handling molds and moving parts away in carts or onto large assembly lines. Otherwise, there is little light and especially the gantry ways are covered in darkness.

 

The vast hall contains one of the many foundries, where metal from the mines and scarp-yards is molten and cast into a new form, both to provide small spare parts and to provide plates for the hulls of voidships. As the pc leave this hall, they will pass through a small tunnel in the wall containing a staircase. On the other side of the tunnel is the next foundry, and the staircase is just leading down to the working floor. If the pc move carefully, it will take them about an hour to leave the foundries. And they have to move carefully, since Heretek overseers use the gantries to have an eye on the workers below. If the pc path an extended text for Perception/Awareness(Sight)(-10) they will see the overseers early enough to avoid them. Otherwise, a test for Concealment(+0) is need to avoid being noticed. The overseers do you use vox and will call for Militants and/or battle servitors.

At the mids of this episode, ask the pc for routine(+20) Toughness test, otherwise they will suffer a point of fatigue from the heat.

 

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A Gloom in the Dark [Catacombs Level]

 

While walking through the catacombs in search of the vault, they see encounter some icy-blue glowing fungus know and then, covering the ground in patches the size of a palm, releasing small clouds of spores as the pc pass which drift through the. Later during their marsh, the pc will encounter larger beds of this fungus, and it is in the larger concentrations that the pc spend enough time walking by for the spores go have effect (see the description for the native fungus at the beginning of the modul!)
 

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[bliss factory]

Deep in the underground caves, the players stumble up on a huge field of the Bleu fongus. They realise pretty fast this is a drug prodcution facility as many sensorie deprived servitors are walking around collecting spores and laying around dead slaves as nutrient.

Spider Eco system --

The player notice an very huge number of the local giant like spiders. They use the fungus as a nesting ground or it is their young all together. They will notice a servitor with a human like torso and a spider body. It acts as a "queen", insuring the spider stay calm when the servitors collect the spores. Killing the queen woudl render the spider wild and creating avoc through the caves as they rampage and destroy.

Bliss --

Psychotropic drug, as the name says it puts you in a complete state of Bliss. Very effective for slave worlds, this is a very high demand drug as it provides very high level of satisafaction and a complete state of bliss. The workers don't remember where they are, what is behing done to them, etc.  (Immune ot fear, Allucinations of "perfection", etc) The consumer is completely unaware of is environment, many are found dehydrated or dead by malnutrition after a bliss over exposure. (insanityd5 corruption 1, Addiction (-20) if successfull any contac twith spore or bliss will trigger adiction (-60).

 

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Feast Hall (Citadel Level)
At one point, the pc come to a junction where another wide corridor crosses their way. With an ordinary(+10) Perception/Awareness test (Hearing), the pc will note sounds of several human voices from afar. With one level of success, the pc will recognize loud talking and bursts of rough laughter, mixed with the sounds of music.

If the pc follow the wide corridor into the direction of the sounds they heard, they will notice numerous narrow and badly lit side corridors branching of at irregular intervals at both sides.
The pc are approaching a feast hall where a score of Chaos Reavers is enjoying the hospitality of the citadel while their Captain is driving some bargain about one thing or another with one of the Lieutenants of Karak Vall. If the pc check the doors of the side corridors, they will find unused rest chambers, storage rooms with tables, chairs and different sets of dishes, kegs of alcoholic beverages, unsanitary facilities, food storages and a very large kitchen.
Rouse the pc with the sound of doors opening. As the pc scuttle into the shadows, they will later see some slaves passing by with plates of food or steaming cauldrons.

In the feast hall itself (which has a very high ceiling and is lit with glow-globes and many different fires burning in half a dozen fire places) the pc can find the reavers drinking, feasting, frolicking with slave-women, clapping or dancing to the some pipers playing up or passing around pipes of Obscura. Some are doing two or three of the said things all at once.

The pc can either go somewhere else or (if in need of a disguise) wait for a drunken/drugged Reaver going to the privy or walking to the rest rooms (with or without a slave-women). Use stats on p.58. The Reavers are drunk or drugged or both, so they are -10 / -20 to most of their tests.
 

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Militant Quarters (Citadel Quarters)
The corridor leads to large, closed door. The room behind it is dark. If the pc enter the room, they are hardly pressed to see a thing since little light falls in from outside. The see a large number of empty bunk beds three rows deep to both sides and another large door across the room. Next to each bunk bed are two coffers. This looks like guard quarters. Ask the pc for a challenging(+0) hearing based Awareness test to recognize heavy, constant breathing. Not all of the bunk beds are empty! The pc need to pass a Silent Move(+20) test or they will rouse some of the 2d10 guards sleeping in the large room. This is an extended test and five success are need to pass the room. For every test the pc fail, make a test difficult(-10) test for one of the Militants (p. 60) to see if they wake up. If aroused, they take two turns to get read for combat. All of them sleep with their weapons and bandoleer nearby, so they will have pistol weapons immediately at hand.
If the pc want to go back the ways they came, you might have a group of guards coming that way, loudly talking about how they really need some sleep now.
 

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Bloody Beating (Forge Level)
Out of the corridor ahead, the pc hear several male voices laughing out loud and rooting somebody. If the Explorers get closer, they see a patrol of 5+1d5 Militants standing in a loose circle. It seems that somebody is fighting in their midst. If the pc manage a surprise attack, they notice that the partrol had captured a Khadem and were now brutally beating him to death. As the pc attack, the Khadem already lies on the floor, bleeding from head, nose and mouth.
If the pc beat the Militant, they can try to take the Khadem with them. He is badly bruised but can be dragged along and will be addressable after a couple of minutes (though little bastard!). The Khadem names himself Guire and he ran afoul of the guards. If the pc pass a hard(-20) test for Command, Intimidation or Charm the Khadem will show them around and/or tell them about other locations. He claims to now where the Vault is and is willing to lead the pc there. But if the pc did not pass the test, all the Khadem is doing is leading them into a trap, alarming guards at the first opportunity to get back on the “good site” of Master Vall. Thankless little bastard! But since the Khadem is not a good liar, an ordinary test for Scrutiny(+10) will reveal his true colours (whenever he can be trusted or not).
 

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Dark Cherub (Any Level)
With a keening screech, a Dark Cherub falls from the ceiling above the pc, spreading its wings to catch his fall and flying away, whaling like an baby. Unless the pc pass a hard(-20) awareness test, they count as surprised. Can they catch up and silence the Dark Cherub before his whaling alarms a patrol (or something else) to the presents of the pc?

As a different option, the Dark Cherub could dart down from the ceiling and steal some unsecured item from the explorer. In that case, the little heretical blasphemies is laughing like a baby boy with a fine toy.
 

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[Double edged sympathy]

While walking in the lowest possibel levels (either they are lsot or avoiding patrols), the players hear a loud scream fo despaire (awrness -10). This scream is repetitive and very very loud...

Should the players fallow it, they find a cell where a hulking space marine is chained. Is body is distorded, is mind fragile. He believes the players are demonette teasing him before yet another round of torture. This Space marine coudl either be a traitor or a loyal marine, at this point it won't change much. The demonette have made such a good job over the last 300 hundred years he is totally insane totally taken over by what ever chapter flaws  you desire(nurgle may not fit this ones since you can;t really torture them more then already hurt...).

Should the player free him, he will go all out on them, should they manage to free him whitout him seeing them (psyker, etc), he will go on a rampage (30% chance of him showing up after 3 run of loud combat, attacking any one at random...), 20% of him already fighting the encounter, 10% chance encounter is slaughtered and looted.

Should a Dark angel or a missionary try to bring him back, make a compelling speach Fell (-30) (Forbidden Knowledge Adeptus Astartes (0) brings it to -10, as he will be able to manipulate the chapter's history/facts to boster is speach)... Is mind as a little glitter of sanity left, it is wrapped around the fact that he was in possession of a chapter relic, this relic MUST be brought back to it's chapter. This can be used to try and allie the marine but he will be very very unstable and any demonette means he will go back to is crazy stat, the preacher must make another compelling speach Fell (-30), no bonus, the guy is foaming at the mouth and charging the demonette, even the name of is primarch won;t bring him back, just a blazing speach from with the backing of the emperor will bring him back!

Should the PC fail is speach by more then 1 degree at any time, the Marine goes berzerk and won;t rest until the speacher is dead, he knows in is mind that only demonette make such poor speacher and liars...

Should the PC meet Vall or the Archivist with the Marine in tow, the marine will cower afraid of them, even submitting to thier orders. Only a compelling speach Fell (-30) will rouse him, should such a speach be successfull he will sacrifice himself and kill is oponent in a few rounds (the players have to fend off the many things trying to rush the now very dangerous Loyal marine...

Should such a speach be unsuccessful he will be taken over by a Bloodlether(the torture worked, they succefull broke it and he sold is soul to Khorne for a revenge agaisnt Slanessh) and opening a rift where 3d10 Bloodlether will exit every 3 rounds until he is killed, add 2 levels of unatural strenght and deamonic trait to is attacks. He will not target the PC but will try to kill any slanessh followers 1st and for most.

 

 

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Gregorius21778 said:

Bloody Beating (Forge Level)
Out of the corridor ahead, the pc hear several male voices laughing out loud and rooting somebody. 
 

sorpresa.gif I'm not sure I should even mention what this means in my local vernacular!  I hope your game is R18. partido_risa.gif

Great work as always though Gregorius, cheers.

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Zakalwe said:

Gregorius21778 said:

 

Bloody Beating (Forge Level)
Out of the corridor ahead, the pc hear several male voices laughing out loud and rooting somebody. 
 

 

 

sorpresa.gif I'm not sure I should even mention what this means in my local vernacular!  I hope your game is R18. partido_risa.gif

Great work as always though Gregorius, cheers.

Ups..... ! I was not aware of that. My native language is German. Thanks for pointing it out. Could you give me an advise on how to formulate it? I wanted to describe that the pc are listing in on the beating and hear how the Militants encouraging each other to beat the s**** out of the Khadem. 

But my game groups are R18 (nobody young then 25), so...well, I -could- include it. But no reason to start RT for -that.  XD

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The Rayhorst[Forge Level]
While the pc walk through a sparsely lit corridor they might not notice the servoskull hovering near silently along the ceiling [hard Awareness test (Vision). Otherwise, it might come to them as quiet a surprise as the skull comes down to same, commanding them with booming voice to “Get back to your work, your useless slave-scum”. The pc see how a neurowhip uncoils beyond the teeth. Across the skulls forehead a word is laser-inked into the yellow-dinted bones: “Rayhorst”

 

The happen to run across Rayhorst. Rayhorst was an master-overseer who supervised slaves and oversees alike. He was serving his master with such a loyality and sheer glee that after his death his masters saw it fitting to turn his skull into a servo-drone to allow him to serve in terrorizing slaves even after his death.
Rayhorst is patrouling certain areas of the Forge Levels. His memory-coils contain the pictures of the overseers and hereteks and he can tell a servitor apart from a human. If something is not an overseer or a heretek working the area and is not a servitor, it must be slave. Slaves that do not carry something, that do not work on something or that do not hurry while moving around need to be punished. If a slave attacks him, it is a revolt that and the overseers and militants need to be alarmed.

Use the stats for a servo-skull drone from RT core rules, but arm him with a Neuro-Whip and the matching talents.

“Rayhorst” will attack any pc in reach with his Neurowhip until they start running. He will follow them for 1d5+1 rounds, laughing and whipping different pc as he deems fit. If they attack him, he will switch to full defense, wail about “ALARM! THE SLAVES REVOLT! ALARM” with his loud hailer, drawing in Militants. In addition, he will call in Combat-Servitors via Vox that he can order to kill the revolting slaves.

If a pc in the group passes an ordinary(+10) test for Logic, s/he will understand that the skull might leave them alone if they simply “hurry back to work”.
 

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The Dark Phantasmals of Fear [Catacomb Levels]
After the pc move through the pitch-black catacombs for a while, they will recognize that they do
not hear a sound but that of their voices. Not their steps on the ground, not the their breath, not the sounds of their armor pieces moving against each other. Just the words they speak. And even those sound like they are far away instead of standing next to each other.

 

Ask for a Fear(-10) test. For each explorer failing the test and each level the test is failed by, a Dark Phantasmal of Fear of fear will appear within the next 1d5+2 rounds. It will start with the darkness all around them becoming nearly tangible, all their light sources and gear failing to penetrate it. Then, the first Phantasmal will attack. Next round another will attack. Use the stats for the Ebon Gheist (see RT core rules) but instead of Toughness, the attack are reduced with Willpower. Furthermore, the pc can defend themselves by simply denouncing their Fear of the Phantasmals (a difficult Willpower test), rendering them immune against the attacks. Otherwise, the pc will have to fight against the Phantasmals in the utter darkness. Those with the “Fearless” trait are immune against the Phantasmal and will not be attacked by them.

A pc who gets killed does not actually die (and does not need to burn a Fate Point). Instead, the Explorer will recover from all wounds received in the fight. Instead, he will suffer 1d5 points of Insanity and 1 point of corruption from the Phantasmal feeding of him (and disappearing after the kill). In addition, the pc is very startled. For the rest of this adventure and during the next one, he will count the Fear Trait of every creature s/he encounters as one step higher.
 

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[Dripping Terror](Catacombs Level)

 

The pc hear the dripping of water into a pool, somewhere just out of sight. The sound follows them as they move on. It always seems to be just near them, just out of sight. This will go on four hours (and is best described over the course of different encounters in the catacombs). The Explorers need to path an extended willpower(+20) test (5 success). If they fail a test with levels of failure, they will gain 1 Insanity point from the dripping transferring itself straight into their heads. Everything that helps with resistance tests against Psychic Power can be used for this test as well.
 

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Gregorius21778 said:

Zakalwe said:

 

Gregorius21778 said:

 

Bloody Beating (Forge Level)
Out of the corridor ahead, the pc hear several male voices laughing out loud and rooting somebody. 
 

 

 

sorpresa.gif I'm not sure I should even mention what this means in my local vernacular!  I hope your game is R18. partido_risa.gif

Great work as always though Gregorius, cheers.

 

 

Ups..... ! I was not aware of that. My native language is German. Thanks for pointing it out. Could you give me an advise on how to formulate it? I wanted to describe that the pc are listing in on the beating and hear how the Militants encouraging each other to beat the s**** out of the Khadem. 

But my game groups are R18 (nobody young then 25), so...well, I -could- include it. But no reason to start RT for -that.  XD

We hello from a New Zealander living in Australia.  .

You got i'rooting' correct in some places in the world, like in the US 'rooting' means something like cheering.  It means that to a lesser extent down here in the Antipodes, but 'rooting', or 'having a root' is old school slang in New Zealand and Australia for having sex and one of the main terms used during my formative years.

Not that your post offended me or anything like that, quite the contrary, I read it at work and spent most of the day giggling to myself, I couldn't shake the idea of you describing the (actually rather sinister) image of  the party sneaking up on "several male voices laughing out loud and rooting somebody".

Actually it's still making me giggle a bit.  gui%C3%B1o.gif

 

 

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