DH Hive and Ship Random Encounters
DH Hive and Ship Random Encounters
I loved the old random event generators from Dark Reign enough to save them, and I don't think they were recovered after DR went kaput, so here they are! Unfortunately, this isn't an exact copy of the original for multiple reasons; first, I'm a Briton, and I'm quite pedantic about putting anything I save into Commonwealth English. Second, I made a number of grammar and spelling corrections and added the little titles to those entries that lacked them to bring them into line with each other, because again, pedant. But that aside, I hope reuploading these is of use to someone, and I must beg forgiveness that I don't know who the original creators are to credit them.
Hive Encounters (1-100)
1. The Force – Arbites responding to murder/robbery/assault.
2. When it Rains... – Toxic acid rains flood the dome (anyone caught in the rain must make a toughness test every 10 minutes or take d10 wounds modified for toughness only). Gampers appear with their umbrellas.
3. Thermal Shock – The geo-heating or cooling coils in the hive begin to fail (perhaps tampered with). The temperatures either begin to plummet or rise uncontrollably.
4. Hivequake – Characters make an agility test or take 1d5 wounds from falling debris as a level far below the characters feet crumbles and falls.
5. Bounty Hunter – a bounty hunter/assassin (mistakenly?) identifies one of the players as his mark.
6. Urban Warfare – Underhive gang fight over territory breaks out with the players in the middle of the scene.
7. Sluice – The domes above are either mass wash cleaning, or it is raining far above. A huge amount of debris filled water begins to pour through the dome the players are in. The water carries all sorts of unpleasantness.
8. Fire – A fire breaks out and threatens to tear through the dome. The civilians are panicked, and enforcers and volunteers are doing their best to steer everyone to safety.
9. Riot – the characters move into an area where the press of people becomes even thicker than usual. All are clutching either signs, rocks, or sticks.
10. Water Shortage – Due to problems with the recycling pumps and machinery, water has become very scarce. Water is being rationed and sold for large sums of money.
11. Guardsmen on Leave – A platoon (possibly more) of guardsmen have been given shore leave. Unfortunately they are taking their leave in the same place as the characters.
12. Census – A group of armed bounty hunters is moving through the dome taking a careful head tally of everyone they can find. They are marking individuals with a permanent green ink that won’t wash off for about a month to make sure they don’t count the same people in the dome twice.
13. Explosion – A nearby explosion rocks the dome, throwing people and debris through the air.
14. Redemptionist – An angry redemptionist descends on the players attempting to save them from their sins against the god emperor.
15. Plague – A literal army of chirurgeons in breather masks falls on the dome. They carry with them an army of servitors and flamers and begin cleansing everything they ‘think’ is tainted with the sickness.
16. Fence – A panic ridden individual approaches the players trying to quickly sell an item wrapped in starch-cloth.
17. Quarantine – A terrible malady has befallen the dome of the hive. PDF units have set up checkpoints at every major entry. The players must either sneak around, or fight through.
18. Crackdown – Arbiters are making sweeps through the dome cracking down on illegal weaponry.
19. Recruiter – A military recruiter (possibly with a press gang) is moving through the dome looking for volunteers for the required tithe of soldiers.
20. Mark – One of the random PCs is picked out and jumped for his display of wealth or equipment. They attempt to make off with anything valuable they can.
21. Guide – an obviously shifty street urchin approaches the players and offers services to ‘guide’ them wherever they need.
22. Archaeotech/Xenotech – The characters are approached by a scrounger, who is especially proud of his most recent find. He has no idea what it does, but knows it will bring a pretty penny from the right person.
23. Bushmeat Salesman – A gentleman with a rotisserie in a cart sells roasted flesh to passers-by. The size of the crowd gathering to buy is astonishing.
24. Escape – A violent criminal on the run from the law crosses paths with the players.
25. Smorgasbord – A nutripaste cargo hauler ruptures, and the food gel pours out into the streets. People are descending on the hauler in hopes of a free meal.
26. Inquisition Rumours – Rumours on the street indicate the Inquisition will be arriving soon. Folks are terrified and are speaking in hushed whispers.
27. Strange Holiday – Folks within the dome are observing an odd holiday and are carrying out some pretty odd customs (Chaos related?). Washing feet in urine as you enter a building, shaving hair and burning it, or etc.
28. Travelling Carnival – A travelling carnival makes its way into the hive dome. It sets up shop, and generally takes over the area. Within hours thousands of people are coming to the dome to test their strength, and see the ‘chaos mutants’.
29. The Hounds – A pack of rabid or starving dogs either attacks the players or attacks someone weak around them.
30. Tagalong – A very young/juvenile/orphan NPC falls in following the players. Despite their best efforts, he thinks it's safest to remain by their sides as long as possible.
31. Harvesting – a group of ‘recyclers' makes their way through the dome attempting to buy any and all meat they can get their hands on. They are also looking for fluids for recyc water.
32. Mutant Rally – A section of the streets is filling with mutated NPCs. They are rallying for ‘twist rights’. Arbites refuse to respond, and many folks are getting angry.
33. Burn the Witch/Mutant – The characters arrive just in the nick of time to participate in/watch/stop a ‘trial and burning’.
34. The Junk Swap – Merchants and unsavoury types from all over the hive flock to the dome the characters are in. They set up tents, lean-tos and blankets in the alley ways throughout the dome. All manner of goods, legal and illegal can be found easier on this day (Availability counts as one category less).
35. The Warp Draws Near – For 24 hours, all psychic tests roll one extra die. After rolling the characters must discard their lowest die. They may not discard any 9’s. The population is very nervous and uneasy, shadows seem to be longer, and there is more animosity among the population.
36. Drunk – A person under the influence in a small rotgut fuelled chain driven mech car almost runs/does run one of the PC’s over. Whether he stops or not depends on the players.
37. So Hungry – a hunger crazed band of individuals descend into the dome looking to find food. They are so desperate they are also trying to take the living as well. Unfortunately they chose the player's locale to begin their raid.
38. Oily Fingers – A machine priest approaches the players, and asks to handle a piece of their technology, in the name of the Omnissiah. When he and his hangers-on attempt to make off with the item/destroy it/buy it the players may not act kindly.
39. Reliquary – A travelling priest/missionary drives a rickety metallic cart into the dome, pulled by beasts. The cart carries the sacred remains of a priest/saint. He has holy bits, and prayer papers by the bucket load to sell, and he screams out sermons at the top of his lungs.
40. Libera Me – A young child/helpless woman/etc. runs into the arms of the players asking them to save her from her terrible husband/assassin stalking her.
41. Static Discharge – A bolt of lightning shoots from the ceiling striking one of the players/a nearby person/building/etc. The local populace falls to the ground in an attempt to placate the obviously angry God-Emperor.
42. Things in the Night – The people of the dome make the sign of the Aquila frequently, and sacrifice things in the name of the God-Emperor. Something stalks the young and old in the night cycle, and no one in their right mind goes outside.
43. Strike – A local guild of factory workers has turned on a conglomeration of suppliers. The suppliers have refused to gather metal scrap and slag for the current wages, and the factory can’t work without the scrap. A few have taken it upon themselves to teach the gatherers a lesson and scare them back into working.
44. The Hunt – A wealthy noble/insane sportsman/self righteous idiot has decided that the best things to hunt live in a hive. He looks for a specific type of person (maybe a PC) and attempts to hunt them like he would any other animal, taking parts or all of them as a trophy.
45. The Tide Turns – The players come on to a scene where a group of Arbites/enforcers are pinned down and hopelessly outnumbered. It's obvious they won’'t last long without intervention.
46. Things Unseen – Glow-globes and power in the dome wink out. When they flash back on the players find a giant statue/cog/strange piece of technology standing out in the open. The local populace obviously see it as a bad sign.
47. Whispers of War – The populace is buying up all the ammo and weapons they can. There are rumours of an invasion of orks/eldar/etc., and everyone has to be ready. The people are scared, and the whole dome is trying to make ready.
48. Augmetics Robbers – A tattered rag-covered conveyance and some heavily-armed shady individuals approach the players. When they draw back the tattered cover, the players see an assortment of augmetics and servitors (many are blood covered and tattered.) They attempt to sell the completely ‘legal’ goods to the players as quickly as possible. (Give a discount to anyone buying any ‘harvested’ goods).
49. Mass Murderer – Something is stalking a specific type of person. The dome is on high alert and looking out for this ‘Jack the Ripper’-style murderer. Interesting that a certain stranger PC is carrying a big knife ...
50. Sink Hole – A giant fissure/ hole opens in the centre of the dome carrying buildings, individuals, and everything else down into the levels below.
51. Training Exercises – The PDF is carrying out semi-live fire exercises in the dome today. They are storming buildings and organized into fire teams. The civilians all cower in their domiciles, and any idiot out on the street is asking for trouble.
52. Black Ships – A band of highly armed PDF soldiers, Arbites, and a few other assorted individuals are moving through the dome looking for any psykers to send to the black ships waiting in orbit. It's tithe time.
53. Counterfeiters – A small counterfeiting operation is set up in the dome. One of the individuals will attempt to buy items, pass off false throne gelt to the PCs. It could be bad when the PCs try to use the counterfeit money later on...
54. Poison Cloud – A duct breaks high above in the dome. A foul greenish brown cloud is filling the dome, and people are seeing things. There are already fights and bloodshed. Anyone caught out in the open will suffer the affects of a hallucination grenade.
55. Derailment – A maglev train in the nearby area derails and goes careening through the hive. Hundreds are killed and possibly thousands injured.
56. The Find – a local band of scavengers has unearthed a large black stone sarcophagus from deep within the hive. It is covered in runes and digital readouts. The group is trying to sell it, and it's beginning to make strange sounds.
57.The Robbery – A power armour-covered bandit (ex-Guard?), armed with a storm bolter has robbed a very powerful and wealthy noble. The Arbites can’t touch him with their shotguns and he is wading through them on his way to escape .
58. The Taxman's Due – An Administratum tax collector, followed by a tide of PDF soldiers(?), is moving through the dome collecting the emperor’s tithe. He asks for varying amounts of coinage spouting off tax laws and codes. Whether he is legit or not may be questionable.
59. The Seeds – A xenos infestation is underway – anyone could be infected. A few people have dropped to the ground haemorrhaging and seizing. The populace is convinced tiny alien seeds are being spread through the air and are using people as hatcheries ; of course, it could all be hysteria.
60. Propitiation – A techpriest is chanting, burning incense, spouting prayers, singing hymns and anointing some local machinery with oils. Anyone straying too near the machinery with ‘obviously angered spirits’ must atone for their actions .
61. Hostage – The players stumble upon a hostage situation. A weird/Alpha level psyker is holding a local Administratum building of people hostage. His demands must be met.
62. Nostrums – A local ‘medicae’ clinic is passing out/injecting a ‘cure-all’ substance in any willing passers-by. Where the mystery medicine came from is unknown. Wounds heal before the characters' eyes (1d10) but 8 hours later, people who took the medicine immediately gain 1d10 corruption points.
63. It's Something in The Water – A group of clergymen and armed investigators is moving around administering serum tests on every woman over the age of 13. A sudden spike in pregnancies has someone alarmed .
64. Your Eldest Child – Every male over the age of 15 must report to a summons of duty. Many are gathering their things and responding to the call for the guardsmen tithe. Others are going into hiding.
65. Malice Day – a day for open hostilities and prejudice. An underground cult has encouraged that this be a day for everyone to let no slight go without justice, and that each and everyone should ‘bury the hatchet’.
66. Branding – The local toughs have decided that everyone who lives in their dome needs to be marked. That way they can always tell who is from the rival outsider domes. They have set up shop and are dragging people in to be branded and marked with a symbol.
67. Misericorde – An obviously diseased and very probably contagious old man (disease similar to Ebola, leprosy, etc.) approaches the players and begs them to help him/end his misery.
68. Exposure – A sudden collapsing wall of a hab allows the PC’s to see the atrocious acts that are being committed inside. Depending on player reaction and what they see, it might lead to trouble.
69. Any Excuse – A hive hero (general?) has returned from a far off war campaign. The day is a day of celebration and almost all businesses are closed down. The populace mostly rejoices even though they have no idea who he is. Is a parade possible?
70. Crash – A medicae hauler crashes into the side of a building, whereupon it catches fire. The doors fling open and either the techs or the patient takes off sprinting down the street.
71. Murderous Intent – The players notice a nervous individual making his way toward a crowd/factory/store/chapel/Adminstratum office. He is laden with explosives and has a trigger in his hand.
72. Follower – An almost destroyed servitor (skull?) equipped with a vid-picter begins following the players.
73. The Stocks – A crowd has assembled around an individual being placed in an electro stocks. The crowd has rocks and is just waiting for the Arbites to move out of the way.
74. The Swap – The players catch a glimpse of a half dozen mothers with infants in an alley. As they watch the mothers carry out a strange ritual and then all switch screaming babies with another mother, then they take off walking in different directions.
75. Feud – A pair of priests/clerics/agitators, both accompanied by large groups of people, make for a clearing at the centre of the dome. There they will scream obscenities at each other, and their hatred for one another will become clear. They will whip the crowds into a frenzy and who knows where things will go from there.
76. Beast – A rabid dog has attacked a small child and has carried it off somewhere within the dome.
77. Invitation – A band of undercover cultists has come into the hive and are quickly moving through, handing out fliers/nailing them to walls inviting the populace to a ‘special’ celebration that evening.
78. Offensive – A group of wretched actors is enacting a terribly violent/dangerous/obnoxious play in the streets. It has drawn a large crowd. Could it be a distraction?
79. Explosion – A bomb explodes just down the street from the PCs. The entire façade of an Administratum building collapses into rubble killing dozens and burying still more.
80. Autogun Wedding – A wedding is occurring down the street and in keeping with custom the celebrants are firing their autoguns in the air. An old man has a stroke/heart attack and falls to the ground, his finger still on the trigger and sprays the wedding party killing several.
81. Aggressive Deconstruction – A servitor has gone berserk and is using his power claw to tear into a nearby building. Perceptive PCs might notice that he is attacking a support wall that holds up a multi-story tenement.
82. Sacred Virgins – A group of young women, naked except for elaborate masks, dance through the streets throwing morsels of food in celebration of Saint Alandra. A protective ring of well armed clerics keep the locals from trying anything that would corrupt Saint Alandra's virgins.
83. Dishonour – A man pushes a young woman into the street while dousing her with promethium and shouting that she has dishonoured her family.
84. Execution – There is a mass public execution taking place in one of the squares. Two dozen prisoners are marched out and hung in front of the crowd.
85. The Hidden Machine – A procession of tech-priests are walking slowly through the streets escorting a large canvas covered thing about the size of a car. Everyone is giving them a wide berth. Perceptive PCs might hear a strange whirring and clicking coming from under the canvas.
86. The Good Stuff – Someone has distilled a new kind of liquor/drug that has caught on like wildfire. It's easy to make with ingredients almost everyone has, very potent, and causes heightened aggression and paranoia.
87. Heterodoxy – A man dressed in orange robes approaches the PCs and hands them a flower, smiling peacefully. Suddenly a group of confessors appear and begin beating him with scourges while he screams and curls into a ball.
88. Cutpurses – A group of feral children suddenly crowd around the PCs, laughing and throwing a ball. As quickly as they appear, they vanish. The players then notice that 2d6 throne gelt has been stolen from each of them.
89. Suicide – As the players walk past a tall building, a smartly dressed scribe throws himself from its roof and lands, dead, at their feet.
90. Sniper – The players find their path blocked by Arbitrators who have cordoned off a section of the hive because a sniper is active in a hab-tower. This appears to be a regular occurrence: indeed, the Arbitrators even have special pre-painted signs to warn of this common hive danger.
91. Turf War – The players stumble on a gunfight between Arbitrators (Imperial police) and Magisterium (local police).
92. Mutant – A man in a long cloak and mask is accosted by jeering children, who tear off his mask despite his pleas to be left alone. He is revealed to be a hideously deformed mutant. A crowd immediately gathers, pushes him to the floor and begins kicking him to death. He pleads "Help me! I'm not an animal, I'm a human being!"
93. Warning – Suddenly, a vast, chittering swarm of rats races towards the characters. For a few seconds they are swamped knee deep in a horde of vermin millions strong. Then they are gone, and there is total silence. The players realise that the rats all appear to be fleeing in a panic from the direction they are heading towards...
94. Collapse – A huge chunk of one of the upper levels suddenly collapses, raining chunks of debris down on the level the players are on. Civilians run screaming, buildings collapse and there is a chance the players are struck by high-speed masonry.
95. Quiet - Peace and harmony reign in the area, everyone has a friendly demeanour and shops in the area are far more open to offers then usual. As weird as it all seems everyone in the area receives a +10 to fellowship and gains an additional success on fellowship related rolls.
96. Sale - Masses of people swarm the area as the local shops have a sale day. Everything is 20% cheaper then usual but the PCs may well have to fight for rare goods. There is little to no chance of bartering for anything.
97. Heist - As the PCs pass a vent they hear whisperings from a hidden tunnel. If they listen for even a brief amount of time they discover that the tunnel leads to a vault that holds treasure.
98. Biker Gang War - Two biker gangs enter the area at high speed opening up on each other at every opportunity. While there’s a good chance the PCs will end up involved there's also a great opportunity to get some free transport.
99. Psyker’s Bane (double 9s) - A pariah enters the area. Any psykers in the area lose 2 dice for tests for the duration of his presence and 1 die for the next 24 hours while they recover. They are also subject to fear for the duration of the pariah's presence.
100. Arrest - The PCs are detained on a random search. They will be arrested if they have anything illegal on them. They may well have to blow their cover to get out of this one if they can't talk their way out...
1. Stowaway! – The players hear a heated argument between the ship's crew and a young man. It turns out that the man stowed aboard the ship at the last port. As is traditional aboard this ship, the crew are now proposing to throw him out of the nearest airlock.
2. Warp Ripples – The protective Gellar fields around the ship flex and shudder. All players have a momentary series of horrific visions.
3. Water Tank Flood – A water tank bursts in a compartment adjoining the players' berth. Their compartment begins to fill with rancid water, and the crew seal off their compartment. The players will have to convince a sceptical crew that it is worth risking the rest of the ship to let them out before they drown.
4. Navigator – The crew meet one of the rare Navigators wandering through the ship. He is a particularly disturbing example of his peculiar breed, with obvious physical mutations. How do the players react to this unique individual?
5. Swab the Decks – A cleaning servitor who appears to be built into some sort of large scrubbing machine/automop goes haywire and attacks the players.
6. Game of Chance – Some of the void-born crew are playing a peculiar card game. If the players join in, they discover that some of the imagery on the cards is rather... alarming. (The Ace of hounds, the five of flies, the prince of serpents, the slave of eagles...) Are the gamers ignorant of the hidden meaning behind the game, or is this a sly attempt to initiate the players into a cult.
7. Grav-Shock – Suddenly the players experience zero-gravity, for complex scientific reasons too tortuous to explain. The players begin to float around, which could be dangerous in the larger compartments...
8. Shipboard Romance – The players hear noises aboard a lifepod under a tarpaulin, and investigate. They find a young couple lost in the throes of passion. It is immediately obvious that one of the lovers is a ship's officer, the other a rating. Such conduct is unseemly and forbidden; how do the players react?
9. Strange Cargo – The players discover that a crate has split open in the cargo hold. It appears to full of devotional images of Saint Milus the Attanite. However, they appear to be made of a weird white powder which crumbles easily. What is the powder? And why do some of the passengers seem willing to kill to keep it a secret?
10. Strange Cargo II – The players discover that a crate has split open in the cargo hold. Amazing that you could fit a live, ravenously hungry Sauroid into such a small crate...
11. Distress Call – The ship receives an urgent distress call from a non military vessel very nearby. When the ship arrives, they find a derelict and ancient craft. It looks deserted, with no signs of life...
12. Saboteur in Our Midst – One of the crew has taken it upon themselves to try to interfere in whatever current mission the players are on. This may include rigging doors with grenades, destroying sensitive equipment, fabrication of false rumours, and etc.
13. Rogue Wormhole – Klaxons sound throughout the entire ship, and everything shudders. Most of the power fails and the ship lurches and shakes. As the power comes back on it is clear that the ship has been carried to an uncharted area via a rogue wormhole. The ship finds itself just outside orbit of a planet covered by a xenos civilization.
14. Shipboard Explosion – A torpedo/warhead shifts from its store and explodes in the torpedo bay. A large percentage of the crew is injured, the ship is damaged, and much of the ship's areas are needed for emergency treatment of the wounded.
15. “There's something on the wing!” – The crew has been hearing random clanking noise outside of the hull. The even odder thing is that it sounds like footsteps, as if someone is walking around the outside of the ship in heavy boots. Someone will have to put on a void suit and check it out...
16. Inspection – a naval ship contacts the player's ship and informs them that they are to stand down at once and make ready for immediate inspection. Armed troopers will come aboard and proceed to ransack the ship searching for contraband, or perhaps the troopers are only posing 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 and running about the ship's compartments. The captain has ordered those affected to be put into the brig/restrained but more and more of the crew is coming down with the madness.
18. Out From the Ages – A strange superlight craft/space probe locks on the player's vessel and gives chase. If the players do not avoid it, it will ram the player's ship and seek to breach the hull. When the players examine the smoking ruins of the craft/probe a small hatch slides open revealing an ancient but mummified corpse clutching a golden aquila.
19. Void Night – This ancient and secretive holiday is meant to appease the angry spirits of the void and warp/show faith to the emperor and his endless vigil in maintaining the Astronomican. The crew will offer up bits of themselves to the void, shaving too closely, pricking fingers and collecting blood. Particularly distressed crews, on this night, have been known to offer up digits of fingers all the way up to living sacrifices. A secretive ritual is carried out and then the offerings are sent out the airlocks.
20. Electromagnetic Storm – A nearby pulsar throws off intense waves of electromagnetic radiation. As the ship tries to escape, portions of the ship become heavily magnetized. Servitors and machine priests struggle to keep their feet, as metal and loose tools are torn from the hands of crew and players.
21. Unexpected Stop – The ship is suddenly thrown back into realspace by a warp hiccup. The ship is fine, but the navigator will require a few hours to recover from the experience. During that time the vessel hangs in the void between star systems, surrounded by impenetrable blackness.
22. Hull Rat Infestation – Hull rats, unknowingly taken on board at the last port in a shipment of grain, have started moving about the ship; chewing through cables and door seals with their razor-sharp teeth. Momentary brown-outs and power fluctuations announce the rat's presence, and all hands are drafted in to locate and eradicate these annoying pests before the ship suffers too much damage.
23. Steam Attack! – Pass a dodge test or suffer 1d10 E damage from a spontaneous steam leak in a cooling tube.
24. “Watch out for the dark spots!” – Pass an awareness test or stumble into an open repair pit and suffer 1d10 I damage.
25. “Hey you! Can you gimme a hand dude!?” – Pass agility test or lose any one small item or weapon to a dirty thief in the crew.
26. Door Control Failure! – Pass an agility test or be trapped for 1d5 hours in a room or corridor until servitors free you.
27. “Wish they would clean this place!” – Pass an awareness test or slip on a small puddle of oil suffering 1 level of fatigue.
28. “Why are the lights gone?” – Pass an intelligence test to find your way out of the pitch black ship section or be trapped for 3d10 minutes until servitors arrive.
29. “Ouch, damn little bloodsucking bugs!” – Pass an awareness test or be stung by a fat pox beetle to a random location and suffer -10 to awareness for 1d5 hours as you scratch the bite on your body.
30. “*&!%, what is this place?” – Pass an intelligence test or be lost and find yourself again in room number #d100 and face the eventual consequences, maybe the room was off limits!
31. “Hey dude, got a…?” – Pass a fellowship test or start a brawl with a drunken crew member (citizen profile).
32. “Foreigner, did ya know that…?” – Pass a fellowship test to learn something secret about the ship or crew, fail and suffer a mouthful of bad breath and be occupied for 3d10 minutes.
33. Something in the Darkness – While walking along an access corridor the lighting suddenly goes out, plunging the whole area into pitch blackness. Worse still, something nearby suddenly starts making unholy sobbing, groaning noises. Is it the power, trying to come back on? A servitor with a leaky gasket? Or is it something much, much worse?
34. Oxygen Leak – The air quality in this part of the ship is very poor. Each player must take a toughness test or begin choking and spluttering. The worst failure from the group faints from lack of oxygen, and will have to be carried from the area.
35. Port Outward, Starboard Home – The players encounter a rich Imperial noble undertaking a Grand Tour of the Calixis sector. The noble is arrogant, obnoxious and condescending, and keen to stress that his accommodation aboard the ship is far superior to theirs. How will the representatives of the Holy Ordos deal with such disdain?
36. Void-Born – The players encounter a "nursery" for sick void-born children. This is a zero-G environment, and many of the children are disturbing to look upon. They're not mutants, but zero-g and a life in the warp has twisted and weakened them, and their bones have grown in peculiar ways... Does the nursery need to be purged?
37. Slime Leak – As the players walk down a narrow corridor, a vent above their heads discharges an utterly foul smelling green liquid over the clothes of the best dressed player.
38. Pilgrim – The players encounter a humble pilgrim who is travelling to the same world as them. He will earnestly bore them with stories of the lives of the saints and the history of their destinations' holy sites in the manner of a narrow-minded tour guide.
39. Good for the Soul – The players accidentally overhear a confession to an Imperial Priest in the adjacent chapel through a pipe vent to their room. The sins confessed are trivial and largely imagined, but the priest seems to be taking a salacious delight in humiliating the poor confessee.
40. Bad for the Soul – The players accidentally overhear a confession to an Imperial Priest in the adjacent chapel through a pipe vent to their room. The sins are heinous and arguably heretical, yet the priest has not mentioned this to the Inquisition, as the Imperial laws on confession require. Why not? Who do the players burn first?
41. Unwanted Company – A very unattractive fellow traveller makes a series of increasingly desperate passes at the player most likely to be offended by them.
42. Saint's Day – The life of an obscure Imperial Saint, venerated by the void-born crew, is celebrated today. The lights of the ship are turned off, and everyone travels the echoing metal corridors via candlelight, muttering prayers to the saint for intercession between the crew and the perils of the warp. But this saint doesn't seem to appear in any of the theological works the players know of...
43. Astropath – The players literally bump into – and knock over – a frail, blind old woman in green robes. As they help her up, they realise she is an astropath. The next thing they notice is that she seems quite mad. She seems drawn to one player and gives him a dark prophecy as to his future...
44. Captain's Table – The players are invited to dinner at the captain's table. When they get there, they discover that the captain and the ship's surgeon are locked in an incredibly dull debate about the nature of evolution and violoncello music.
45. Corpse Starch Biscuits – Suddenly, the good food runs out. The captain anxiously explains that everyone is going to have to live off corpse starch ship's biscuits for the next month. The players then discover that their supplies have been infested with warpweevils...
46. Make New Contact – Each member of the party has a 50% chance of making a new contact – at the player's choice this can either be a romantic contact (with either a member of the crew, or a fellow passenger), or a useful contact (such as befriending an important or interesting fellow passenger, or the ship’ captain, for example).
47. Warpdead Bequest – A rich fellow passenger, the Dowager Lady Organilla Blaumrosen, dies of a heart attack during the voyage (rumours state she was in flagrente with a burly deck hand at the time), and true to Calixis tradition all the other passengers get given one of her belongings from her luggage by the captain. These ‘warpdead bequests’, as they’re known, can be anything from antique pistols she was taking to a relative, an item of her jewellery (which scandalously seem possibly to be xeno in origin), or more startlingly a book that seems to hold dark secrets between the lines of it’s text. (GMs can use this to either feed future adventure hooks (was she a cultist, a dabbler, or something else?), or just bits of tech and gear, as they choose.
48. Minor Warp Leak – Warp seals on the ship begin to leak, causing all aboard to have a 50% chance of suffering 1d6 Corruption Points.
49. Moderate Warp Leak – Warp seals on the ship are leaking, causing all aboard to have a 75% chance of suffering 1d10 Corruption Points.
50. Severe Warp Leak – Warp seals on the ship are seriously leaking, causing all aboard to suffer 1d12 Corruption Points.
51. Murder Aboard – One of the crew or passengers is a murderer. People start to be killed horribly. The PCs can investigate if they choose, if they do an adventure will need to be played through, if not the killer gets away with his or her crimes.
52. Engine Trouble – The ship’s engines fail, leaving the ship adrift on the Warp Stream. The crew manage to fix them after a week, by which time the ship is well off course. (Roll 2d8 X axis and 1d8 Y axis, to pinpoint on the Calixis pictorial map).
53. Mutiny – Over half the crew of the ship mutiny during the voyage; (01-50 – This is understandable as the captain is a brutal martinet, and the mutineers are sympathetic and generally likeable. 51-80 – The crew have been taken over by a relative handful of murderous piratical thugs, perhaps actually ex-pirate trash, who intend to slaughter and rob all the passengers. 81-00 – The mutineers are led by a Chaos cult that intend to flood the ship with the raw ‘purifying energies’ of the wondrous realm of Change.) How the PCs deal with this is up to them and the GM. If a quick fix is required the PCs can choose to burn a Fate Point and seize a lifeboat, to be spat out of the warp (roll on table), however roleplaying is suggested in order to scotch the mutiny and survive to the destination.
54. Food Spoilage – A blight has got into the food, rotting or corrupting almost all of the ship’s supplies. This will probably mean stopping at the nearest planet to resupply, and thus lose time. However, there is a 30% chance that the navigator also advises that it will take him 2 weeks sidereal (shipboard) time to reach a suitable point to exit the warp, or risk being ‘spat’.
55. Water Shortage – As ‘Food Spoilage’ except that the ship's water supplies have inexplicably dried up, either through ageing pipes and the like, or perhaps some strange warp effect. Either way the PCs have to face a resupply stop at the nearest planet, or 2 weeks without any water.
56. The Data-slate of Chaos – Over the course of the voyage, a dataslate in one of the PC’s possession starts sending messages to him seemingly from dead relatives. The messages become threatening, and more and more disturbing. The messages stop after the ship leaves the warp. (Grade 2 Fear Test)
57. Nightmare Voyage – From the first night onwards, the PCs, crew , and other passengers, are beset by vivid and horrifying nightmares whenever they sleep. The GM can decide the nature of the nightmares for each person, or be vague if he chooses. (PCs fatigued, exhausted, and each should have had made a Grade 1 Fear Test, when they arrive at destination…
58. Sudden Seer – One of the PCs experiences a very intense vision, either of the near future, or of a secret event involving other party member’ past he wasn’t previously aware of – the dirtier and more damning the better.
59. Up Warp-Creek Without a Navigator – The ship’s navigator succumbs to a warp surge, there is an 80% chance he dies, in which case his death spasms cause the ship to crash out of the warp to appear randomly anywhere in the Sector (see ‘spat’ table), or a 20% chance he goes insane and suffers an extreme delusion that he should be heading for Holy Terra, the source of the Astronomicon, as it’s the only place he’ll be safe from the evil outside the ship. It will take several weeks before the captain, passengers, and crew realise they are a long … long … way from where they should be, and worse that the navigator will believe anyone who tries to stop him getting to Terra is a Chaotic enemy, and will resist them as best he’s able, possibly leaving the occupants of the ship adrift in the Immaterium without their vital navigator…
60. Daemonic Stowaways – The ship picks up a passenger, or passengers, that slide in from outside; a daemon, or daemons, bent on causing the most havoc they can; 01-50% 1d8 Malleus Minima daemons, 51-70% 1d4 Malleus Minoris daemons, 71-90% 1-2 Malleus Majoris daemons, 91-00% 1 Malleus Extremis. Naturally a hunt will have to ensue, once the PCs actually realise they have company of course. The actions of the daemons will depend upon their specific type and Chaotic affiliation of course, and is something the GM should decide. Personally I think, even for powerful daemons, initially subtle corruption of crew to serve and worship them would be a good first step, rather than simply running about the corridors killing NPCs and practically asking to be taken down. It’s even possible the daemons might wish to hide until the ship arrives where it’s going, thinking to slip into human society at large…
61. Mass Corruption – Widespread corruption of the crew occurs, mutation and insanity spreads quickly and riot and mutiny follow. The GM can either make the PCs roleplay and battle their way out of this, or the PCs can burn a Fate Point and be ‘spat’ (roll on table).
62. Ice-Ship – Throughout the voyage the interior of the ship periodically becomes frigid with warp-frost, lowering the temperature to potentially dangerous levels – the crew begin to freeze to death on several occasions and begin combing the ship for wood to break up and burn in large bonfires in their struggle to keep warm. Even passengers without cold-weather clothing will face a very unpleasant, and possibly fatally cold voyage. Psykers aboard suffer terrifying feelings of ‘presence’, and appalling nightmares (Grade 1 Fear Test nightly). However, nothing actually happens beyond this disquieting phenomena.
63. Static Shock – Corposant bolts and searing sparks of psychic electricity begin to intermittently flash and crackle across bulkheads, consoles, metal doors, even deck plating, shorting out cogitators and ship's systems, and charring unfortunate crewmen and passengers. Each day in the warp there is a 15% chance that each PC will suffer being hit by one of these flashes of warp lightning, suffering 1d10+1 Damage, and 1-5 Corruption Points.
64. Love Boat – Chaos and the warp don’t always mean blood and death. Throughout the course of this voyage crew and passengers begin to exhibit greatly increased -ahem- amorous feelings. The rest of the passengers and crew engage in all manner of unusually blatant lewd behaviour and seem to be pairing off on a daily basis. Each week in the warp each PC needs to make a (average difficulty) Willpower Test, or he will try to initiate an amorous encounter with whoever is around, if he gets ‘knocked back’ (i.e. turned down) he will move onto someone else until he gets what he’s looking for. Any children conceived during this voyage will grow up to become prodigiously powerful psykers. The PCs suffer 2-6 Corruption Points for every Test they fail.
65. Warping Wind – A shrieking pillar of spinning of raw warp-matter screams randomly through the corridors and chambers of the ship, melting people into hideously deformed lumps of bubbling flesh, or merging others into the very hull and bulkheads. If not exorcised, the wind will suddenly end, leaving it’s trail of devastation behind, and each PC will need to have successfully made an Average Agility Test to have stayed out of its way. If hit, either the PC burns a Fate Point, or dies horribly. The wind leaves behind corruption in its wake (all aboard suffer 2-8 corruption points.
66. Ships that Pass in the Flow – Due to a flux in the warp, as the PC's ship passes another vessel headed in the other direction, several members of each ship’s complement (including possibly the PCs) are uncontrollably and instantaneously transported onto the other ship, at the same time as an equal number of people from that ship suddenly appear on the PC's ship. There is a 10% chance per PC that they will ‘swap ships’. The nature of the other ship, and therefore who the new people on board are, is obviously of great import…
67. Possession – The ship’s servitors become possessed by a powerful, though disparate, warp spirit, calling itself Gon’chadribar the Many. This daemonic spirit is a strange, and unfathomable thing, which only seems to want to make the servitors under its command perform eerie slow dances in baffling patterns. Naturally, a group of monotask docking servitors spinning and turning in ever more complex patterns is not exactly terrifying or dangerous … but naturally when bridge servitors are ripping themselves 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 Gon’chadribar is not somehow exorcised (an exercise that may result in combat with the possessed servitors) the passengers and crew may have to abandon ship, or exit the warp precipitously.
68. Vitae Corripio – Due to sickness/madness/cult involvement one of the crew has been drinking the blood of others during the night time. The crew is frightened to hysteria and whispers of Vitae Corripio (Blood Stealers or Vampires) are being passed amongst the crew. They are carrying out any and all superstitions they can to keep the 'creature' away.
69. Rogue Trader – The characters' ship is hailed by a limping rogue trader spacecraft. The crew seeks safe passage to the nearest port. The derelict craft is in terrible shape, and could collapse/explode at any moment. The players might have contacts or equipment to gain out of a bargain.
70. Frozen Find – What is initially believed to be a small comet, is actually a frozen piece of machinery/xenos technology. When the captain brings it aboard, it begins to interface with the machine spirits of all technology around it, causing mass havoc.
71. Escape Pod – The players' ship is hailed by a distress beacon. When the ship responds, they find a small windowless escape pod drifting in space. Opening the pod, they find a withered and half starved imperial confessor. He is nude with the exception of copious amounts of prayer papers and wax seals. He is either mad/a prophet/was cast from his own ship/escaped in the only pod prior to the destruction of his ship.
72. The Funeral – A beloved crew member is killed due to falling debris in one of the holds or a buckled compartment. The crew is in morning and a funeral will take place to send his body into the void. Any priestly characters could certainly prove their worth to the crew by conducting the ceremonies.
73. Blue Captain – The captain of the ship has become horribly depressed/fatigued/disgusted with the ship and crew. He has withdrawn to his cabin and is refusing to return to the bridge. The players must address the captain and see if they can shrink his problems.
74. Failing Life Support – The archaic and difficult to understand spirit that controls the life support has become angered. Coils responsible for warmth within the ship have quit functioning and the temperature is falling at an alarming rate. Corridors and chambers near the hull have frozen, and only chambers containing a large amount of technological units are staying warm. The crew has huddled around the reactor and cogitators in an attempt to stay alive.
75. Safe Passage Ritual – As the ship nears an especially hazardous section of space, the captain calls on his crew to carry out the rituals of Salvis Via (safe passage). The crew will anoint themselves in 'holy oils', affix prayer cloth to their coveralls, and stand vigil by the warp drives in prayer.
76. Smuggling – Unbeknownst to the captain, his crew has brought aboard a wanted criminal/illegal xenos artefact/contraband and hidden it within the ship until the next port is reached.
77. Warp Effects – A particularly treacherous portion of warp space plays havoc with the ship. Disturbing vox transmissions sound throughout the ship, data slates and picters show terrible acts, and the ship all but refuses to respond to the crew's pleas. Dropping out of warp space seems an impossibility. This continues for several days and during this time players will observe slight mutations amongst a few of the crew, and a slight warping of some of the ship's corridors and chambers. Glow globes take on a permanent sickly green colour, shadows within the ship have grown larger, and disturbing sounds can be heard periodically.
78. Daemonic Intrusion – The Gellar field momentarily fades out for less than a second. During this time, a daemonic creature from beyond consumes the soul of a luckless rating, possesses his body and decides to explore the shipboard environment. It turns the rating's body inside out, breaks all of his bones from the inside and stalks the dark corridors of the ship as a shattered bag of blood, attacking all who encounter it with utterly uninhibited fury. Alarms blare across the ship, crew rush to gather boarding axes, small arms and shipboard shotguns, and no one seems to know where the creature is. The daemonic creature has the profile of a bloodletter, though it is not armed with any weapons. The players must calm the terrified crew, marshal their forces and hunt down and destroy the creature before it kills again...
79. Fire – A fire breaks out in a lower compartment. The players happen to be standing next to a fire door when this happens, and must seal the hatch quickly. How many fleeing ratings will they let past them before they shut the door? Will they give in and listen to the pleas of the burning crew on the other side and re-open the door once it is shut?
80. Kraken – Strange, mournful bass tones rumble through the ship. These are the voices of kraken, vast, deep space creatures of legend which haunt the more remote space lanes. No one has ever exhaustively categorised these xenos beasts, and some are reputed to be utterly deadly to shipping. The ship stops its engines, douses its lights and tries to evade the creatures by going silent. All of the players must join the crew in whispered prayers for salvation in the darkness...
81. Vox Casting – One of the players begins to hear strange noises, like static, in his head, as the ship travels through the warp. Gradually, he realises that it is a distress signal from an Imperial transport vessel. The signals appear to be a vox recording of a ship encountering horrific xenos beings that are torturing the entire crew to death in the most depraved manner. Will he try to convince the ship to go to the aid of the crew? If he does, after a while, the player realises that the voice requesting aid is in fact his own... is this some daemonic trick, or an echo of the future?
82. Burn the Witch! – The players observe a sweaty bunch of ratings unloading cargo in one of the holds. Suddenly, they notice that the bandana of one has slipped, revealing the sanctioning brand of a psyker! Why is he here? Why is he hiding his status?
83. Fight! Fight! – A brawl breaks out between a pair of ratings, whilst their colleagues stand around and jeer. A ship's officer wades in with a cat o' nine tails, and a wider fight breaks out amongst the crew.
84. Hive Virus – Someone appears to have picked up a nasty bug at the last port. As the ship continues its journey, more and more crew begin to display symptoms, and some begin to die. The players must assert their authority and enforce rigorous quarantine protocols cross the ship, or all are doomed!
85. Asteroids?! – Sounds of explosions and collisions echo across the ship. The crew appear completely unconcerned...
86. Customs Check! – The Imperial Navy board your vessel to search for contraband. You know, things like drugs, weapons, explosives, unauthorised armour, false Inquisitorial rosettes...
87. Spectral Incursion – As the ship enters a warp route, a strange rumbling sound comes from the cargo hold. When the players investigate, they find that one or more astral spectre/s have appeared in the cargo hold.
88. Mystery Meat – One of the players sees the ship's cook throwing something into the garbage chute, but he seems to be trying to hide what it is...
89. Genestealer! – There is a terrific fuss amongst the crew, klaxons blare and shotguns are handed around; there is a Genestealer in the hold! It has been spotted by a young crewman, Adi Venress, and must be hunted down. Once this is done, the players can relax, and listen to Adi's plans to find a nice quiet planet, settle down and raise a family...
90. Morality Play – The ship has a tradition that every year, the crew are able to stage a play and poke fun at the senior officers without fear of retribution. The players are chosen for the starring roles, and are able to write the script. How will they lampoon the ship's captain, a notorious martinet and bully? And are outsiders really able to mock the captain safely?
91. Man Overboard! – There appears to have been a suicide: a man has walked out of the airlock without a survival suit. The body must be retrieved, which takes time and expertise. Void born players might be roped into this duty. The body must be examined, and an investigation conducted. a call goes out... "Do any of our passengers have experience of conducting investigations...?"
92. Warp Whispers – During a trip through the warp the PCs have wandered into an abandoned but functioning section of the ship. Suddenly, they hear shotgun blasts, the crack of autoguns, and the roar of flamers. Bullets ricochet from the walls around them, and they can hear the battlecries and orders of the combatants.
"Die you (insert something appropriate), back to hell!"
"Argrid, cover that corridor!"