Shipboard Encounters

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    This document is completely unofcial and in no way endorsed by Games Workshop Limited.

    40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo,Citadel, Citadel Device, Cityght, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, Eavy Metal, Eldar,Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games

    Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisi-tor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo,Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, theSlaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau castedesignations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device,White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, lo-cations, units, illustrations and images from the Warhammer 40,000 universe are either , TM and/or CopyrightGames Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used withoutpermission. No challenge to their status intended. All Rights Reserved to their respective owners.

    CreditsCompiledby Lightbringer

    Written and devellopedbyLightbringer, Wildeyedjester, evilscary,invivos, Adam France, Devilmix,Bjornislog, Kerrahn and Alasseo

    Layout and Designby Court Jester

    Special Thanksto all whocontributed, especially, who bothcontributed and came up with theoriginal idea.

    ContentsEncounter Table 3

    Encounters 1 - 12 4

    Encounters 13 - 18 5

    Encounters 19 - 32 6

    Encounters 33 - 43 7

    Encounters 44 - 47 8Encounters 48 - 57 9

    Encounters 58 - 63 10

    Encounters 64 - 67 11

    Encounters 68 - 76 12

    Encounters 77 - 83 13

    Encounters 84 - 92 14

    Encounters 93 - 96 15

    Encounters 97 - 100 16

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    1 Stowawy2 Warp Ripples3 Water Tank Burst4 Navigator5 Swab the Decks6 Game of Chance

    7 Grav-shock8 Shipboard Romance9 Strange Cargo10 Strange Cargo II11 Distress Call12 Saboteur13 Rogue Worm Hole14 Shipboard Explosion15 Something on the Wing16 Inspection17 Cabin Fever

    18 The Return19 Void Night20 Electromagnetic Storm21 Unexpected Stop22 Rat Infestation23 Steam Attack24 Watch out for the Dark25 Gimme a hand?26 Door Control Failure27 Clean-up

    28 Lights Out29 Damn Bugs30 What is this Place?31 Hey there, got a...?32 Foreigner eh?33 Something in the Dark34 Oxygen Leak35 Port Outward,

    Starboard Home.

    36 Void Born37 Slime Leak38 Pilgrim39 Good for the Soul40 Bad for the Soul41 Unwanted Company

    42 Saints Day43 Astropath44 Captains Table45 Corpse Starch Biscuits46 New Contact47 Warped Bequest48 Minor Wap Leak49 Moderate Warp Leak50 Severe Warp Leak51 Murder Aboard52 Engine Trouble

    53 Mutiny54 Food Spoilage55 Water Shortage56 Data-slate of Chaos57 Nightmare Voyage58 Sudden Seer59 Up Warp Creek,

    without a Navigator...60 Daemonic Stowaways61 Mass Corruption

    62 Ice-ship63 Static Shock64 Love Boat65 Warping Wind66 Ships Pass in the Flow67 Possession68 Vitae Corripio69 Rogue Trader70 Frozen Find

    71 Escape Pod72 The Funeral73 Blue Captain74 Failing Life Support75 Safe Passage Ritual76 Smuggling

    77 Warp Effects78 Daemonic Intrusion79 Fire80 Kraken81 Vox Casting82 Burn the Witch!83 Fight! Fight!84 Hive Virus85 Asteroid, dead ahead!86 Customs Check87 Ghosts

    88 Whats in the Broth89 Genestealer!90 Morality Play91 Man Overboard!92 Warp Whispers93 She cannae take nae

    more, Capn!94 Oh Rats!95 An Affair of Honour96 Ghost Ship

    97 Rough Journey98 Mad Captain Jad99 Between the Decks100 This is Mutiny, Mr

    Kristunn!

    The vast majority of these encounters assume that your players are on an ongoing warpjourney, but most will work equally well for realspace voyages.

    D100 Roll

    Shipboard Encounter Table

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    1. Stowaway!The players hear a heated argument betweenthe ships crew and a young man. It turns out

    that the man stowed aboard the ship at thelast port. As is traditional aboard this ship, thecrew are now proposing to throw him out ofthe nearest airlock...

    2. Warp RipplesThe protective Gellar elds around theship ex and shudder. All players have amomentary series of horric visions.

    3. Water Tank FloodA water tank bursts in a compartmentadjoining the players berth. Theircompartment begins to ll with rancid water,and the crew seal off their compartment. Theplayers will have to convince a sceptical crewthat it is worth risking the rest of the ship tolet them out before they drown...

    4. NavigatorThe crew meet one of the rare Navigators

    wandering the ship. He is a disturbingexample of his breed, with obvious physicalmutations. How do the players react to thisunique individual?

    5. Swab the DecksA cleaning servitor who appears to be builtinto some sort of large scrubbing machine/automop goes haywire and attacks theplayers.

    6. Game of ChanceSome of the void-born crew are playing apeculiar card game. If the players join in, theydiscover that some of the imagery on thecards is rather alarming. (The Ace of hounds,the ve of ies, the prince of serpents, theslave of eagles) Are the gamers ignorant ofthe hidden meaning behind the game, or isthis a sly attempt to initiate the players into acult?

    7. Grav-shockSuddenly the players experience zero-gravity,for complex scientic reasons too tortuous

    to explain. the players begin to oat around,which could be dangerous in the largercompartments...

    8. Shipboard RomanceThe players hear noises aboard a lifepodunder a tarpaulin, and investigate. They nda young couple lost in the throes of passion.It is immediately obvious that one of thelovers is a ships ofcer, the other a rating.Such conduct is unseemly and forbidden: how

    do the players react?

    9. Strange CargoThe players discover that a crate has splitopen in the cargo hold. It appears to full ofdevotional images of Saint Milus the Attanite.However, they appear to be made of a weirdwhite powder which crumbles easily. Whatis the powder? And why do some of thepassengers seem willing to kill to keep it a

    secret?

    10. Strange Cargo IIThe players discover that a crate has splitopen in the cargo hold. Amazing that youcould t a live, ravenously hungry Sauroidinto such a small crate... Are the playersinterested in nding out why it was there inthe rst place?

    11. Distress CallThe ship receives an urgent distress call froma non military vessel very nearby. When theship arrives, they nd a derelict and ancientcraft. It looks deserted with no signs oflife....

    12. SaboteurOne of the crew has taken it upon themselvesto try to interfere in whatever current missionthe players are on. This may include rigging

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    doors with grenades, destroying sensitiveequipment, fabrication of false rumours, andetc.

    13. Rogue Worm HoleKlaxons sound throughout the entire ship,and everything shudders. Most of the powerfails and the ship lurches and shakes. As thepower comes back on it is clear that the shiphas been carried to an uncharted area via arogue worm hole. The ship nds itself justoutside orbit of a planet covered by an aliencivilization.

    14. Shipboard Explosion

    A torpedo/warhead shifts from its storeand explodes in the torpedo bay. A largepercentage of the crew is injured, the shipis damaged, and much of the ships areasare needed for emergency treatment of thewounded.

    15. Something on the Wing!The crew has been hearing random clankingnoise outside of the hull. The even odderthing is that it sounds like footsteps, as if

    someone is walking around the outside of theship in heavy boots. Someone will have toput on a void suit and check it out.....

    16. InspectionA naval ship contacts the players ship andinforms them that they are to stand downat once and make ready for immediateinspection. Armed troopers will come aboardand precede to ransack the ship searching forcontraband OR perhaps the troopers are onlyposing as naval troops.

    17. Cabin Fever

    A strange malady/disease is being passed

    amongst the crew of the ship. Those affected

    are acting strangely screaming or dancing andrunning about the ships compartments. TheCaptain has ordered those affected to be putinto the brig/restrained but more and more ofthe crew is coming down with the madness.

    18. The ReturnA strange superlight craft/space probe lockson the players vessel and gives chase. Ifthe players do not avoid it, it will ram theplayers ship and seek to breach the hull.

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    When the players examine the smoking ruinsof the craft/probe a small hatch slides openrevealing an ancient but mummied corpse

    clutching a golden aquila.

    19. Void NightThis ancient and secretive holiday is meantto appease the angry spirits of the void andwarp/show faith to the emperor and hisendless vigil in maintaining the astronomicon.The crew will offer up bits of themselves tothe void, shaving too closely, pricking ngersand collecting blood. Particularly distressedcrews, on this night, have been known to

    offer up digits of ngers all the way up toliving sacrices. A secretive ritual is carriedout and then the offerings are sent out theairlocks.

    20. Electromagnetic StormA nearby pulsar throws off intense waves ofelectromagnetic radiation. As the ship tries toescape, portions of the ship become heavilymagnetized. Servitors and machine priests

    struggle to keep their feet, as metal and loosetools are torn from the hands of crew andplayers.

    21. Unexpected StopThe ship is suddenly thrown back intorealspace by a warp hiccup. The ship is ne,but the navigator will require a few hoursto recover from the experience. During thattime the vessel hangs in the void between

    star systems, surrounded by impenetrableblackness.

    22. Rat InfestationHull rats, unknowingly taken on board at thelast port in a shipment of grain, have startedmoving about the ship; chewing throughcables and door seals with their razor-sharpteeth. Momentary brown-outs and poweructuations announce the rats presence,and all hands are drafted in to locate and

    eradicate these annoying pests before theship suffers too much damage.

    23. Steam Attack!Pass a dodge test or suffer 1D10 E damagefrom a spontaneous steam leak in a coolingtube!24. Watch out for the dark!Pass awareness test or stumble into an openrepair pit and suffer 1D10 I damage!

    25. Gimme a hand?Pass agility test or lose any one small item orweapon to a dirty thief in the crew!

    26. Door Control FailurePass agility test or be trapped for 1D5 hoursin a room or corridor until servitors free you!

    27. Clean-upPass awareness test or slip on a small puddleof oil suffering 1 level of fatigue.

    28. Lights Out

    Pass intelligence test to nd your way out ofthe pitch black ship section or be trapped for3D10 minutes until servitors arrive.

    29. Damn Bugs!Pass awareness test or be stung by a fat poxbeetle to a random location and suffer -10 toawareness for 1D5 hours as you scratch thebite on your body!

    30. What is this place?Pass intelligence test or be lost and ndyourself again in room number # D100 andface the eventual consequences, maybe theroom was off limits!

    31. Hey there, got a?Pass fellowship test or start a brawl with adrunken crew member (citizen prole)!

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    32. Foreigner eh?Pass a fellowship test to learn somethingsecret about the ship or crew, fail and suffer

    a mouthful of bad breath and be occupied for3D10 minutes.

    33. Something in the DarkWhile walking along an access corridor thelighting suddenly goes out, plunging thewhole area into pitch blackness. Worse still,

    something nearby suddenly starts makingunholy sobbing, groaning noises. Is it the

    power, trying to come back on? A servitorwith a leaky gasket? Or is it something much,much worse?

    34. Oxygen LeakThe air quality in this part of the ship is verypoor. Each player must take a toughness testor begin choking and spluttering. The worstfailure from the group faints from lack ofoxygen, and will have to be carried from thearea.

    35. Port Outward, Starboard HomeThe players encounter a rich Imperial Nobleundertaking a Grand Tour of the Calixis

    sector. The Noble is arrogant, obnoxiousand condescending, and keen to stressthat his accommodation aboard the shipis far superior to theirs. How will therepresentatives of the Holy Ordos deal withsuch disdain?

    36. Void BornThe players encounter a nursery for

    sick voidborn children. This is a zero-Genvironment, and many of the children aredisturbing to look upon. Theyre not mutants,but zero-g and a life in the warp has twistedand weakened them, and their bones havegrown in peculiar ways... Does the nurseryneed to be purged?

    37. Slime LeakAs the players walk down a narrow corridor, avent above their heads discharges an utterly

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    foul smelling green liquid over the clothes ofthe best dressed player.

    38. PilgrimThe players encounter a humble pilgrim whois travelling to the same world as them. Hewill earnestly bore them with stories of thelives of the saints and the history of theirdestinations holy sites in the manner of anarrow minded tour guide.

    39. Good for the SoulThe players accidentally overhear aconfession to an Imperial Priest in the

    adjacent chapel through a pipe vent to theirroom. The sins confessed are trivial andlargely imagined, but the priest seems to betaking a salacious delight in humiliating thepoor confessee. Is he up to something?

    40. Bad for the SoulThe players accidentally overhear aconfession to an Imperial Priest in theadjacent chapel through a pipe vent to their

    room. The sins are heinous and arguablyheretical, yet the priest has not mentionedthis to the Inquisition, as the Imperial lawson confession require. Why not? Who do theplayers burn rst?

    41. Unwanted CompanyA very unattractive fellow traveller makes aseries of increasingly desperate passes at theplayer most likely to be offended by them.

    42. Saints DayThe life of an obscure Imperial Saint,venerated by the void-born crew, iscelebrated today. The lights of the ship areturned off, and everyone travels the echoingmetal corridors via candlelight, mutteringprayers to the saint for intercession betweenthe crew and the perils of the warp. But thissaint doesnt seem to appear in any of thetheological works the players know of...

    43. AstropathThe players literally bump into - and knockover - a frail, blind old woman in green robes.

    As they help her up, they realise she is anastropath. The next thing they notice is thatshe seems quite mad. She seems drawn toone player and gives him a dark prophecy asto his future...

    44. Captains TableThe players are invited to dinner at thecaptains table. When they get there, theydiscover that the Captain and the shipssurgeon are locked in an incredibly dull

    debate about the nature of evolution andviolinicello music. How do the players react?

    45. Corpse Starch BiscuitsSuddenly, the good food runs out. Thecaptain anxiously explains that everyone isgoing to have to live off corpse starch shipsbiscuits for the next month. The playersthen discover that their supplies have beeninfested with warpweevils...

    46. New ContactEach member of the party has a 50% chanceof making a new contact at the playerschoice this can either be a romantic contact(with either a member of the crew, or a fellowpassenger), or a useful contact (such asbefriending an important or interesting fellowpassenger, or the ship captain, for example).

    47. Warpdead BequestA rich fellow passenger, the Dowager LadyOrganilla Blaumrosen, dies of a heart attackduring the voyage (rumours state she was inagrente with a burly deck hand at the time),and true to Calixis tradition all the otherpassengers get given one of her belongingsfrom her luggage by the Captain. These

    warpdead bequests, as theyre known, canbe anything from antique pistols she was

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    taking to a relative, an item of her jewellery(which scandalously seem possibly to be xenoin origin), or more startlingly a book that

    seems to hold dark sercrets between the linesof its text. (GMs can use this to either feedfuture adventure hooks (was she a cultist, adabbler, or something else?), or just bits oftech and gear, as they choose.

    48. Minor Warp LeakWarp seals on the ship begin to leak, causingall aboard to have a 50% chance of suffering1-6 Corruption Points.

    49. Moderate Warp LeakWarp seals on the ship are leaking, causingall aboard to have a 75% chance of suffering1-10 Corruption Points.50. Severe Warp LeakWarp seals on the ship are seriously leaking,causing all aboard to suffer 1-12 CorruptionPoints.

    51. Murder Aboard

    One of the crew or passengers is a murderer.People start to be killed horribly. The PCscan investigate if they choose, if they do anadventure will need to be played through,if not the killer gets away with his or hercrimes.

    52. Engine TroubleThe ships engines fail, leaving the ship adrifton the Warp Stream. The crew manage to x

    them after a week, by which time the ship iswell off course. (Roll 2D8 X axis and 1D8 Yaxis, to pinpoint on the Calixis pictorial map).

    53. MutinyOver half the crew of the ship mutiny duringthe voyage:

    01-50 - This is understandable asthe Captain is a brutal martinet, andthe mutineers are sympathetic and

    generally likeable.51-80 - The crew have been taken overby a relative handful of murderous

    piratical thugs, perhaps actually ex-pirato trash, who intend to slaughterand rob all the passengers.81-00 - The mutineers are led by aChaos cult that intend to ood the shipwith the raw purifying energies of thewondrous realm of Change.

    How the pcs deal with this is up to themand the GM. If a quick x is required the PCscan choose to burn a Fate Point and seize a

    lifeboat, to be spat out of the warp (roll ontable), however roleplaying is suggested inorder to scotch the mutiny and survive to thedestination.

    54. Food SpoilageA blight has got into the food, rotting orcorrupting almost all of the ships supplies.This will probably mean stopping at thenearest planet to resupply, and thus lose

    time. However, there is a 30% chance thatthe navigator also advises that it will take him2 weeks sidereal (shipboard) time to reach asuitable point to exit the warp, or risk being

    spat.

    55. Water ShortageAs Food Spoilage except that the ships watersupplies have inexplicably dried up, eitherthrough ageing pipes and the like, or perhaps

    some strange warp effect. Either way the PCshave to face a resupply stop at the nearestplanet, or 2 weeks without any water.

    56. The Data-slate of ChaosOver the course of the voyage, a dataslatein one of the pc possession starts sendingmessages to him seemingly from deadrelatives. The messages become threatening,and more and more disturbing. The messagesstop after the ship leaves the warp.

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    57. Nightmare VoyageFrom the rst night onwards, the pcs, crew,and other passengers, are beset by vivid

    and horrifying nightmares whenever theysleep. The GM can decide the nature of thenightmares for each person, or be vague ifhe chooses. (Pcs farrive at their destinationfatigued, exhausted, and each should havehad made a Grade 1 Fear Test).

    58. Sudden SeerOne of the pcs experiences a very intensevision, either of the near future, or of a secretevent involving other party member past he

    wasnt previously aware of - the dirtier andmore damning the better.

    59. Up Warp-creek Without a NavigatorThe ship navigator succumbs to a warpsurge, there is an 80% chance he dies, inwhich case his death spasms cause the shipto crash out of the warp to appear randomlyanywhere in the Sector or a 20% chance hegoes insane and suffers an extreme delusion

    that he should be heading for Holy Terra,the source of the Astronomicon, as its theonly place hell be safe from the evil outsidethe ship. It will take several weeks beforethe Captain, passengers, and crew realisethey are a long long way from wherethey should be, and worse that the navigatorwill believe anyone who tries to stop himgetting to Terra is a Chaotic enemy, andwill resist them as best hes able, possibly

    leaving the occupants of the ship adrift in theImmaterium without their vital navigator

    60. Daemonic StowawaysThe ship picks up a passenger, or passengers,that slide in from outside; a daemon, ordaemons, bent on causing the most havocthey can:

    01-50% 1-8 Malleus Minima daemons,51-70% 1-4 Malleus Minoris daemons,

    71-90% 1-2 Malleus Majoris daemons,91-00% 1 Malleus Extremis.

    Naturally a hunt will have to ensue, oncethe PCs actually realise they have companyof course. The actions of the daemons willdepend upon their specic type and Chaoticafliation of course, and is something the GMshould decide. Personally I think, even forpowerful daemons, initially subtle corruptionof crew to serve and worship them would bea good rst step, rather than simply runningabout the corridors killing npcs and practicallyasking to be taken down. Its even possible

    the daemons might wish to hide until the shiparrives where its going, thinking to slip intohuman society at large

    61. Mass CorruptionWidespread corruption of the crew occurs,mutation and insanity spreads quickly and riotand mutiny follow. The GM can either makethe pcs roleplay and battle their way out ofthis, or the pcs can burn a Fate Point and be

    spat back into realspace.

    62. Ice-shipThroughout the voyage the interior of theship periodically becomes frigid with warp-frost, lowering the temperature to potentiallydangerous levels - the crew begin to freezeto death on several occasions and begincombing the ship for wood to break up and

    burn in large bonres in their struggle tokeep warm. Even passengers without cold-weather clothing will face a very unpleasant,and possibly fatally cold voyage. Psykersaboard suffer terrifying feelings of presence,and appalling nightmares (Grade 1 Fear Testnightly). However nothing actually happensbeyond this disquietening phenomena.

    63. Static ShockCorposant bolts and searing sparks of psychic

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    electricity begin to intermittently ash andcrackle across bulkheads, consoles, metaldoors, even deck plating, shorting out

    cogitators and ships systems, and charringunfortunate crewmen and passengers. Eachday in the warp there is a 15% chance thateach pc will suffer being hit by one of theseashes of warp lightning, suffering D10+1Damage, and 1-5 Corruption Points.

    64. Love BoatChaos and the warp dont always meanblood and death. Throughout the course ofthis voyage crew and passengers begin to

    exhibit greatly increased ahem- amorousfeelings. The rest of the passengers and crew

    engage in all manner of unusually blatantlewd behaviour and seem to be pairing offon a daily basis. Each week in the warpeach pc needs to make a (average difculty)Willpower Test, or he will try to initiate anamorous encounter with whoever is around,if he gets knocked back (ie turned down)

    he will move onto someone else until he getswhat hes looking for. Any children conceivedduring this voyage will grow up to becomeprodigiously powerful psykers. The pcs suffer2-6 Corruption Points for every Test they fail.

    65. Warping WindA shrieking pillar of spinning of raw warp-matter screams randomly through thecorridors and chambers of the ship, meltingpeople into hideously deformed lumps of

    bubbling esh, or merging others into thevery hull and bulkheads. If not exorcised,the wind will suddenly end, leaving its trail

    of devastation behind, and each pc willneed to have successfully made an AverageAgility Test to have stayed out of its way. Ifhit, either the pc burns a Fate Point, or dieshorribly. The wind leaves behind corruptionin its wake (all aboard suffer 2-8 corruptionpoints.

    66. Ships that Pass in the FlowDue a ux in the warp, as the pcs ship passesanother vessel headed in the other direction,

    several members of each ships complement(including possibly the pcs) are uncontrollably

    and instantaneously transported onto theother ship, at the same time as an equalnumber of people from that ship suddenlyappear on the pcs ship. There is a 10%chance per pc that they will swap ships. Thenature of the other ship, and thereby whothe new people on board are, is obviously of

    great import

    67. PossessionThe ships servitors become possessedby a powerful, though disparate, warpspirit, calling itself Gonchadribar the Many.This daemonic spirit is a strange, andunfathomable thing, which only seemsto want to make the servitors under itscommand perform eerie slow dances inbafing patterns. Naturally, a group of

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    monotask docking servitors spinning andturning in ever more complex patterns isnot exactly terrifying or dangerous but

    naturally when bridge servitors are rippingthemselves up out of their console nests,in order to join in, the normal running,operation, and piloting of the ship is at risk.How the pcs handle this is up to them,however if Gonchadribar is not somehowexorcised (an exercise that may result incombat with the possessed servitors) thepassengers and crew may have to abandonship, or exit the warp precipitously.

    68. Vitae CorripioDue to sickness/madness/cult involvementone of the crew has been drinking the bloodof others during the night time. The crew isfrightened to hysteria and whispers of VitaeCorripio (Blood Stealers or Vampires) arebeing passed amongst the crew. They arecarrying out any and all superstitions they canto keep the creature away

    69. Rogue TraderThe characters ship is hailed by a limpingrogue trader spacecraft. The crew seeks safepassage to the nearest port. The derelictcraft is in terrible shape, and could collapse/explode at any moment. The players mighthave contacts or equipment to gain out of abargain.

    70. Frozen Find

    What is initially believed to be a small comet,is actually a frozen piece of machinery/xenos technology. When the captain bringsit aboard, it begins to interface with themachine spirits of all technology around it,causing mass havoc.

    71. Escape PodThe players ship is hailed by a distressbeacon. When the ship responds, they nda small windowless escape pod drifting in

    space. Opening the pod, they nd a witheredand half starved imperial confessor. He isnude with the exception of copious amounts

    of prayer papers and wax seals. He is eithermad/ a prophet/ was cast from his own ship/escaped in the only pod prior to destructionof his ship.

    72. The FuneralA beloved crew member is killed due tofalling debris in one of the holds or a buckledcompartment. The crew is in morning anda funeral will take place to send his bodyinto the void. Any priestly characters could

    certainly prove their worth to the crew byconducting the ceremonies.

    73. Blue CaptainThe captain of the ship has become horriblydepressed/fatigued/disgusted with the shipand crew. He has withdrawn to his cabinand is refusing to return to the bridge. Theplayers must address the captain and see ifthey can shrink his problems.

    74. Failing Life SupportThe archaic and difcult to understand spiritthat controls the life support has becomeangered. Coils responsible for warmthwithin the ship have quit functioning and thetemperature is falling at an alarming rate.Corridors and Chambers near the hull havefrozen, and only chambers containing a largeamount of technological units are staying

    warm. The crew has huddled around thereactor, and cogitators in an attempt to stayalive.

    75. Safe Passage RitualAs the ship nears an especially hazardoussection of space, the captain calls on his crewto carry out the rituals of Salvis Via (safepassage). The crew will anoint themselves in

    holy oils afx prayer cloth to their coveralls,and stand vigil by the warp drives in prayer.

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    76. SmugglingUnbeknownst to the captain, his crew hasbrought aboard a wanted criminal/illegal

    xenos artefact/contraband and hidden itwithin the ship until the next port is reached.The players catch on to the problem.

    77. Warp affectsA particularly treacherous portion of warpspace plays havoc with the ship. Disturbingvox transmissions sound throughout theship, data slates and picters show terribleacts, and the ship all but refuses to respondto the crews pleas. Dropping out of warp

    space seems an impossibility. This continuesfor several days and during this time playerswill observe slight mutations amongst a fewof the crew, and a slight warping of someof the ships corridors and chambers. Glowglobes take on a permanent sickly greencolour, shadows within the ship have grownlarger, and disturbing sounds can be heardperiodically.

    78. Daemonic IntrusionThe Gellar elds momentarily fade out forless than a second. During this time, adaemonic creature from beyond consumesthe soul of a luckless rating , possesses hisbody and decides to explore the shipboardenvironment. It turns the ratings body insideout, breaks all of his bones from the insideand stalks the dark corridors of the ship asa shattered bag of blood, attacking all who

    encounter it with utterly uninhibited fury.Alarms blare across the ship, crew rushto gather boarding axes, small arms andshipboard shotguns, and no one seems toknow where the creature is. The daemoniccreature has the prole of a bloodletter,though it is not armed with any weapons. Theplayers must calm the terried crew, marshaltheir forces and hunt down and destroy thecreature before it kills again...

    79. FireA re breaks out in a lower compartment. Theplayers happen to be standing next to a re

    door when this happens, and must seal thehatch quickly. How many eeing ratings willthey let past them before they shut the door?Will they give in and listen to the pleas of theburning crew on the other side and re-openthe door once it is shut?

    80. KrakenStrange, mournful bass tones rumble throughthe ship. These are the voices of kraken, vast,deep space creatures of legend which haunt

    the more remote space lanes. No one hasever exhaustively categorised these xenosbeasts, and some are reputed to be utterlydeadly to shipping. The ship stops its engines,douses its lights and tries to evade thecreatures by going silent. All of the playersmust join the crew in whispered prayers forsalvation in the darkness...

    81. Vox casting

    One of the players begins to hear strangenoises, like static, in his head, as the shiptravels through the warp. Gradually, herealises that it is a distress signal from anImperial transport vessel. The signals appearto be a vox recording of a ship encounteringhorric xeno beings that are torturing theentire crew to death in the most depravedmanner. Will he try to convince the ship togo to the aid of the crew? If he does, after

    a while, the player realises that the voicerequesting aid is in fact his own...Is this somedaemonic trick...or an echo of the future?

    82. Burn the Witch!The players observe a sweaty bunch ofratings unloading cargo in one of the holds.Suddenly, they notice that the bandana ofone has slipped, revealing the sanctioningbrand of a psyker! Why is he here? Why is hehiding his status?

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    83. Fight! Fight!A brawl breaks out between a pair of ratings,whilst their colleagues stand around and jeer.

    A Ships ofcer wades in with a catoninetails, and a wider ght breaks out amongstthe crew. Can the players calm things downbefore a mutiny breaks out?

    84. Hive virussomeone appears to have picked up a nastybug at the last port. As the ship continuesits journey, more and more crew begin todisplay symptoms, and some begin to die.The players must assert their authority and

    enforce rigorous quarantine protocols crossthe ship, or all are doomed!

    85. Asteroids Dead Ahead!Sounds of explosions and collisions echoacross the ship. The crew appear completelyunconcerned...how do the players react?

    86. Customs CheckThe Imperial Navy board your vessel to

    search for contraband. You know, things likedrugs, weapons, explosives, unauthorisedarmour, false Inquisitorial rosettes...

    87. GhostsAs the ship enters a warp route, a strangerumbling sound comes from the cargo hold.When the players investigate they ndthat one - or more astral- spectre/s haveappeared in the cargo hold.

    88. Whats in the Broth?One of the players sees the ships cookthrowing something into the garbage chute,but he seems to be trying to hide what it is....What can it be?

    89. GenestealerThere is a terric fuss amongst the crew,klaxons blare and shotguns are handedaround: there is a Genestealer in the hold! It

    has been spotted by a young crewman, AdiVenress, and must be hunted down. Once thisis done, the players can relax, and listen to

    Adis plans to nd a nice quiet planet, settledown and raise a family...

    90. Morality PlayThe ship has a tradition that every year, thecrew are able to stage a play and poke fun atthe senior ofcers without fear of retribution.The players are chosen for the starring roles,and are able to write the script. How willthey lampoon the Ships captain, a notoriousmartinet and bully? And are outsiders really

    able to mock the captain safely?

    91. Man Overboard!There appears to have been a suicide: aman has walked out of the airlock withouta survival suit. The body must be retrieved,which takes time and expertise. Void bornplayers might be roped into this duty. Thebody must be examined, and an investigationconducted. a call goes out...Do any of our

    passengers have experience of conductinginvestigations...?

    92. Warp WhispersDuring a trip through the warp the PCs havewandered into an abandoned but functioningsection of the ship. Suddenly, they hearshotgun blasts, the crack of autoguns, andthe roar of amers. Bullets ricochet from thewalls around them, and they can hear the

    battlecries and orders of the combatants.

    Die you scum, back to hell!

    Argrid, cover that corridor!

    Theyre in the vents! Throne alive, theyreeverywhere!

    They can hear the terror and violent deathsof men ghting something dreaded.

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    The PCs quickly notice that there is no actualgunre, and the scars of combat are decades,possibly centuries old.

    The effect and severity of this event variesfrom individual to individual, and a Fear (1or 2, GMs choice) test can reect this. AnOrdinary (+10) Awareness test or a Simple(+30) Psyniscience test will reveal that thecreatures the crewmen were ghting arewhispering directly to the PCs. Will the PCsinvestigate, or make a break for it?

    93. She cannae take nae more, Capn!

    The players are accosted by a red-robedengineseer. He explains that, although thewarp drive is an immeasurably sophisticatedand arcane device pulsing with secretmysteries from the Dark age of Technology,its machine spirit is, unusually for a ship ofthis class, powered by a coal engine. And thestokers are collapsing with exhaustion. Hethen hands the players a couple of shovelsand orders them to get stoking. How do the

    players react?

    94. Oh, Rats!The players encounter a swarm of rats in oneof the ships corridors. They are acting veryoddly. Most of them swarm into an airlock,but some of them remain behind. The ratsleft behind swarm onto the airlocks controlsand send the rest of the pack spinning intospace, to certain death. The remaining rats

    then run into the airlock and look expectantlyat the players. Why are they acting like this?How did they learn to operate the airlock?What do the players do? What the hell isgoing on?!

    95. An Affair of HonourOne of the ships senior ofcers has takenoffence at some poor unfortunate soul,possibly one of the PCs, and decides theonly way the matter can be settled is on the

    duelling oor. If a PC is not his opponent,then they are chosen to act as seconds,and must prepare the weapons and ground;

    otherwise, they must choose a melee weaponand face an accomplished swordsman in aduel to the death, but even if they win, canthey really survive?

    96. Ghost ShipContact has been lost with a section of theship. The PCs, for whatever reason, areasked to investigate it. The crew can lendthem void suits and lamp packs for theirweapons at the GMs choice. Roll a D3 (1D6

    divided by 2, rounding up):

    Just outside your vision - A malevolentwarp entity has entered the ship through ahole in the gellar eld. It cannot manifestand is too weak here to possess anyonenow. It is free to toy with the minds it comesacross, however, and caused the crewmenhere to go mad and kill each other. Damageto local controls have cut much of the power

    (including life support) Actual combat isunlikely, but that doesnt mean the PCs wontshoot at things (seeing dead crew membersattacking them, etc).

    When there is no room in Hell - Acultist crewman of the Vile Savants wastransporting a sample of the Fydae Strain

    Virus on board! He got into a ght withanother crewman and the vial was shattered,

    releasing the virus into the crewmenswounds. They soon turned to the walkingdead. The tech priests cut the power tothe entire area (including life support anddoor controls) here to contain the infection,but were killed before they could call forhelp. The ship must be cleansed of infectionbefore it inevitably escapes and spreads!(Higher rank PCs with powerful weaponsrecommended)

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    The naked man - A crewman withlatent psychic abilities has been possessedby a minor warp entity. The creature has

    killed the tech priests and cut most of thepower save for life support. It has delightedin slaughtering some the helpless crew inthe darkness of the corridors, toying withtheir souls after killing them. Others havebeen driven mad. Others are just visions ofthose who have died. Unable to morph thebody of its host, the daemon has mutilatedinto a form more to its liking instead (picturethe Weirbeast from Event Horizon). It hasa hideous intelligence,

    and wishes to playwith the PCs and crew.It appears from thedarkness to talk beforedisappearing, makesnoises, and attacksrandomly.

    97. Rough JourneyThe ship suddenly

    lurches like a drunkard,making the playersfeel as if they havesuddenly dropped intoa pothole. Then theship shudders violentlyand shakes from sideto side like a rat beingshaken by a terrier. Theplayers are juddered around, and run the risk

    of injury. All players must take an agility testor run the risk of taking stun damage.

    98. Mad Captain Jad.Captain Jad Heronin has sailed the Empyreanfor decades, and is as skilled and genteel anofcer as one could wish for. However, he hasrecently been crossed in love, and is startingto act erratically... The players rst noticehim talking to himself, then wandering thecorridors during the night watches naked,

    carrying a candle. Soon he is barricaded inhis cabin, weeping, and threatening to shootany who disturb him. Finally, the ships crew

    approaches the players, aghast, to revealthat the Captain has kidnapped the shipsnavigator, and appears to be steering theminto a black hole... Can the players effect areconciliation between the Captain and hislady-love before all is lost?

    99. Between the DecksThe players hear strange scuttling noisesbetween the decks late at night. If they

    tell the crew, they are

    laughingly told that this willbe the ships rats. But thenthe players start hearingtaps on the pipes...andthen something on the deckabove begins replying towhatever message is beingtapped out...

    100. This is Mutiny, Mr

    Kristunn!The players are approachedby the First Mate, EbrehaelKristunn. An ambitiousand clever man, who hassomehow found out aboutthe players Inquisitorialconnections, he regalesthem with tales of the

    Captains incompetence, though his claims

    are too technical to be easily tested. Hewants the Captain removed and will try anyruse - up to and including accusations ofwarp worship and heresy - to get his way.Will the players see through him before theythrow the innocent Captain out of the nearestairlock?