Added Scenes For - Tattered Fates
Added Scenes For - Tattered Fates
GM Tips
Written by Gregorius21778
This article contains a collection of added scenes for Tattered Fates (both for the Red Cages
and the Carnival). It is a general a write up of the material I have posted on the FFG-Forums
(in different topics)
While tailored specifically to fit into "Tattered Fates", some of the scenes might be useable for
other great festivales and/or other situations where pc are scrambling through some kind of
nightmaric underworld or deal with other "Blood Pits" in the sector.
The pc are inside the deep levels. Light is spare, tunnels are smaller and lower and maze-like.
The air is warm and spent. Piping runs along the walls and/or the ceiling, some of them hissing out steam. The acolythes realize
that they might get lost down in this area. The pc leading the group must accumulate 20 successes on a difficult (-10)
Intelligence test to keep direction and thereby get out. The check is only ordinary if the leader hails from a hive world. Each role
stands for 15 minutes spent in this labyrinth.
After 30 minutes, the pc will come across the remains of at least two human skeletons scattered around, between them
unidentifiable racks of textile and leather. If they inspect the site (ordinary check for perception; bad lighting) they will find many
dried bloodstains all over the place (they have been killed and ripped apart here), 2w5 thrones scattered between the bones (the
ScavCan had no use for this) but no other valuables. With at least one level of success, they pc will notice that one of the skulls
has a gold tooth (5+1d10 thrones worth) and that the racks where once working overalls.
After an hour (60 minutes later) they pc will start to hear a rhythmical clanging, like someone hitting the pipes with something
hard within the next 10 minutes, a second beat mixes in and others follow shortly. Ask for a disturbing Fright check.
The pc strayed into an area infested with deranged Scavenger Cannibals (ScavCan) which roam the belly of RedCages in
search for loot and unfortunates, ascending to the surface just once in a while trading some of their findings for tools and
clothing in the collapsed palaces (see Xicarph).
Use the Skulker profile from the core rules (p. 344) but raise WS and S by +5 and lower T, IN and AG by -5. Change the
Weapon talents and equipment to an assortment of primitive weapons with a stub revolver here and there, tech-charms and the
like. The majority is wearing heavy clothing (AP 1 or 2; primitive), every third of them has a minor mutation.
The ScaCan need seven successes on an extended intelligence test to cloth in and ambush them. Since this is their territory, the
test is +30. During the whole hunt the clanging on the pipes wont stop. If they close in, ask the pc for difficult Awareness test to
notice an ambush (ScavCan waiting behind a corner and closing in from behind). The first attack will be staged by three
ScavCan, the second by five. Take into account that the tunnels are small. The pc might not be able to bring superior numbers to
bear (if they have them!). The attack will come in from different angels. After the second, the rhythm of the clanging will
change and then die down (they fought them off).
Option: The tunnels are filled with hot steam like a spar. Every hour, the pc must make a routine(+20) Toughness check or lose
a level of fatigue due to the moist heat. They will get a penalty equal to the highest AP of their armour. The ScavCan are used to
this but will not wear much armour anyway.
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sewage water. Half of the ceiling has collapsed, so, and now fills half of the room with a heap of hunks of rockcrete and other
debris piling up to the hole that was once a ceiling.
The pile is covered in dry moss. Through a crack high up and out of site, a little beam of sunlight falls into the room. From a
crack in the floor, an unbelievable stench crawls up.
The pc do not know it, but they are now under the area known as The collapsed palaces (see Xicarph Gazeteer). The whole
area suffered from the break down, but is now more or less stable. But it is far from safe. While the heap allows to climb up the
next [Vault] Level, the heap also has become the nest of a colony of Torturcrawlers. As the pc approach the pile ask for a
difficult (-10) test on Perception/Awareness to spot the palm sized pale shelled nest guards guarding and patrolling at the
centre of the pile halfway up. Emphasize the comparable huge nipper-like mandibles.
The pc need 15 successes on an extended routine (+20) climb test. After achieving 10+ success, the heap grows ore steep
(ordinary climb tests from now on). A missed role means that a part of the pile gives way and the pc slides 2 (+level of failure)
success down again.
The Torturcrawler Nestguards will start to attack them after five rounds (seven if they spotted the Nest Guards and tried to
climb the heap at as much a distant to them as possible).
Use the Crawler Stats from the core rules. Add the Tiny Size Trait, change the damage to 1d5, give them the Fearless and
Improved Natural Weapons talent. The first point of damage will kill one of them.
At round 5 (or 7) one will be attacking each pc while further are pouring from diverse openings in the heap. Two rounds later, two
further will attack. Three rounds later, it will be three more and so on. Please take note that this bugs cannot outnumber the pc.
The Nest Guards will leave them alone as soon as they accumulated 12 success.but will attack again if they slide down due
to a mistake.
Option A: The Torturecrawlers bite could deliver a venom that makes the skin burn and itch like hell. The pc are -3 to all
Perception based tests due to lack of concentration.
Option B: The crack is home to a child sized Crackspider which normally preys on the bugs and other smaller creatures but
will attack anything to scare it off that strays to close to the crack (challenging Awareness test to notice the spider before it
attacks. A pc checking the crack in the floor will get to close). The Spider will attack only one time before falling back into the
crack (see Assasine Strike Talent) but the venom is paralyzing. Use the Crawler stats from the core rules. If damage is done,
the victim must make a routine +20 toughness check. If failed, the area of the bite starts to numb and the pc will start to feel
weak (temporary loss of 1d5 points of strength and a further one for every level of failure).
(This one is best used early on in the Red Cages, as long as the pc are not sufficiently armed).
The pc are walking through a wide, high (both about 6 meters) but dimly lit rockcrete corridor, not to far from the arena pit they
started their flight in. Make them role ordinary (+10) hearing based tests for Perception (or Awareness) and note the level of
success or failure. Soon (or very late!) they will from behind them closing in a sound familiar to nearly all men of the Imperium:
the barking of dogs. A dark, vicious barking in the darkness behind them, closing in.
If the pc decide to make a stand in the corridor, they will be charged by (2 to 4; GMs choice) heavily build dogs with short
black fur and a powerful jar. Use the Ferocious Creature stats but add the scrawny trait reduce the wounds to 7. Add the
Double Team talent.
Optional: These are sharp, well trained fighting dogs. Use the following special rules for the fight. Remember that the area is
rather dark. BS test over [PerB in meters] by the pc against the black dogs will be -10.
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If an attack by a dog achieves five levels of success and wasnt dodged or blocked by a long weapon, the attack hits the throat.
If damage was done, the pc will start to bleed in addition to any other effect.
If the pc decided to run they have an advance equal to (10 plus two times any level of success on the Perception test on the
beginning of the encounteror minus any level of failure!). Run this (pun intended!) as an extended opposed agility test between
the pc and the dogs. The count as having unnatural dexterity 2x for this tests and you best treat all of them as one pack with
one role. Make the pc role separately. Every success between the pc and the dogs equals 3m or 5m (GMs choice, I am not
sure here!). After five rounds the pc will reach an iron ladder leading upward into a shaft. The dogs will be able to jump up to 2
meters. Higher and the pc are safe. Above in the ceiling, they will find a hatch to an upper level.
Option A: Your pc are not afraid of dogs or you dislike the optional rules? Use some other beast of your design more fitting the
rules given and add +10 to the strength and the Improved natural weapons talent. Or substitute it with a horde of [(pc x 2) +2]
slavers not armed with rifles and shotguns but stub revolvers and mercy killers.
Option B: Perhaps some elements of the ceiling have come down at some section of the corridor (-10 on the Agility tests).
Option C: There are chute openings in the wall. Will the pc notice them (difficult awareness check while running)? And will they
take this trip down in to the bowls of the city? (StarWars-Fans might add something even more nasty at the end of the chute
see although The fungid devil and the DEEP SINK)
The stench is overwhelming! Have every pc make ordinary (+10) checks for Toughness. If they do not succeed, they are quiet
nauseated and dizzy (-10). Three level of failure and they throw up heavily (equal to losing one fatigue unless it would be their
last). Five level of failure and they pass out! (Hopefully, the other pc notice and dive for them!)
As the pc move along the walls (or swim, if they fell in!) they might register something moving in the water... and see a fate
yellow-green-glow in the sewage that is growing stronger! After a while, a huge semi-plant-like massive blob emerges, obviously
made up of the same material that is this goo all over the place. The blob will start to ooze up the vertical walls (!) after the pc,
extending many small tendrils as it does so.
Make a point about that it does not leave the water completely, seemingly just "stretching" itself ...and that the glow beneath the
sewage is growing stronger and stronger!
Make this a "flee!" encounter with a massive opponent. Perhaps you want the pc to be able to spot something like "nerve
clusters" in the blob, allowing them to "stun" it with pain for two rounds if they hit it with a ranged weapon Decide how much
success the pc need in "climbing" to reach the next door out of this (and what it takes to open it!).
If one pc is dying and burns a fate point, "pull the plug". Make a sound of MASSIVE machinery be heard below the sewage...
and the sound of a flush... the sewage and the thing go down gurgling...and the glow with it, leaving the pc in utter darkness till
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(No stats given for the "fungid devil in the DEEP SINKS"...but are they needed at all?)
Option A: Instead of making this thing a tentacle equipped blob crawling up walls, how about a psycho-active blob with the
possession trait, useable once every round and not limited to in case of try-it-again? Decide a Willpower matching your needs
/ the WP of your pcs. A pc taken over will slowly climb down again (somehow, he will not jump) and the pc must shout at him
(opposed fellowship/command test between the pc and the fungid devil). If a pc reaches the fungid devil, s/he will lay herself into
it, suffering 1d10 from digestive juices (no armour, TB does count).
The pc come across a T-intersection lit by a glow lamp installed high in the wall. One part of it is a dead end separated from the
rest with a crude iron gate. What lights falls into the corridor reveals that behind the gate their must be at least four iron gates left
and right, facing each other and closed. It looks much like a cell block. If the pc stay quiet for a while and listen (hearing based
ordinary perception test), they might hear sounds that indicate that there is somebody or something behind the other gates
(heavy breathing of somebody/something sleeping, moving around or snorting).
Calling out to the other site of the gate will not get an immediate response. But just before the pc start to go away or try
something different, a voice will answer them in high gothic with a half whispered Who are you? Who is out there? The voice
will explain that they are Slave Gladiators imprisoned here to fight in arena shows. There are up to four of them; GMs choice.
The voice asks if the pc can free them. If the pc stated that they are on the run as well, the voice is quick to point that We can
help you! We know the way to a weapons locker! Let us out, and we will flee this hellhole together!
If the pc ask for directions to the locker the voice will be firm that first, you must free us. Only if the pc succeed on a hard (-20)
test for Deceive will the voice give the direction up front. A complicated and as the pc learn a vague one, as the pc will learn
themselves. 5 successes on a difficult Intelligence role are needed to find the locker, each role standing for 5 minutes. If the pc
accumulate five levels of failure, they are lost and will not find the way back (play a new encounter!). Otherwise, use the
Encounter for Arena Weapons Locker or The guarded Stash-Away.
The iron gate is locked and now key can be found. The lock is rather crude, however (easy test for security), but the pc will still
need a (improvise) lock pick The cells are locked as well, but since the looks are all the same there is a +10 bonus once one
knows the trick.
Inside the cells, up to four gladiators are kept. It is dark there, so if the pc do not carry a light source with them they will not
notice that these are mutants hailing from different parts of the sector.
Use the stats for Killers (TF p.63) but add +10 to Toughness and Strength and the Furious Assault and Melee Weapon
Training (Chainweapons). Each of the Mutants will have a number of Minor and/or Major Mutations of your choosing.
Their spokesman, named Lark, has a simmering hatred of Humans (add Hatred: Humans). He is not stupid, so. He knows
nothing about lock picking and will not risk a fight unless he believes to have a good opportunity. The fact that he cannot be
trusted will be revealed by one success on an ordinary scrutiny test. Otherwise, the pc will believe that he will help them out of
here since they are in it together. If a fight starts and the pc try to win over the other mutants, they have to pass a hard (-20)
check on an interaction skill suiting there approach. At least!
Finding the weapons locker with their new allies is the same procedure as by directions (see above) but the test will be made
by the GM on Larks Intelligence (26) and in secret. Perhaps the pc will start to doubt Larks words if it takes to long. This might
very well end into tempers flaring
If the mutants are still with the pc on the surface a number of Promenade Sentinels (equal to pc) (p. 64 TF) will close in,
commanding You there! STOP! The pc and the mutants can either flee into the crowds or fight. If they fight, more and more
Sentinels (and some Manse Guards and perhaps noble swashbucklers) will intervene. If the pc want the mutants to stay still
and try some bluff, it needs a difficult command test to make them obey (since they will want to flee or fight).
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Option: If the pc want to ambush the guards they will have to wait for over an hour. Then, two guards will approach (armed for
trouble, if the alarm was raised) to fetch the mutants or to bring them some food. One of them will have the keys. Use Slaver
profiles for them and see if the pc can manage an ambush.
While the pc walk through a corridor/stand at an intersection, they started to hear the sound of men talking to each other and
some faint light ahead/from one of the junctions. If they decide to approach they will soon see a door opening at the on the side
of the corridor which is clearly the source of the light and the voices.
If they try to approach further, ask for routine (+20) checks on Silent Move. If they succeed, they will make it near the entrance.
If they stand to listen, a routine (+20) check for perception will tell them that several men are inside the room, talking and
gambling.
If the pc wants to take a peek, make a challenging (+0) check on Awareness for the slavers to notice the pc. Behind the door
opening lies a rectangular room, [2x (5+1d10)] on each side, containing numerous beddings for a group of Beasthouse slavers
(see Tattered Faith). 5 of them are sitting on the ground in the middle of the room, playing a game of dice. Some more (a
number of your choosing) lie sleeping in there beddings along the walls. The source of light is dim electro lamp the gamblers
have near them.
If the pc managed to approach to the side of the door, they can start a surprise attack on the gambling slavers (see p. 187 core
rules). The sleeping slavers need one round to wake up and will be surprised another round. After that, it is on. While the
gambling slavers might only have there MercyKillers and the melee weapons with them, those who woke up might have other
weapons within reach!
Of course, the pc can simply try to sneak path them (a difficult check for Silent Move for each one of them)
Option A: The slavers might have a tamed creature with them. A four legged, four eyed mammal similar to a sloth with a flat
face, teethed maw, the size of a large dog and a mean tamper! Raise the difficulty of the Silent Move check to Routine (+10).
Use Ferocious Creature (core rules), but add Furious Assault and Goaded Talents/Traits. The creature will All-Out-Attack
each round.
Option B: One of the gambling slavers is a real brute! Add +10 to Strength and Toughness, but subtract -10 from Agility.
Option C: If the alarm was raised before, the gambling slavers will be more on guard and will have there weapons with them.
Raise the difficulty of the Silent Move checks by one step.
The pc will find a large room with at least two other exits and lit by dim light sources. The room is filled with iron cages. Some
cages are empty, others are filled with groups of people, locked in groups of two our four. All of them where the ruined rags of
there forma clothing, they seem to be from very different ways of life. All of them sit or lie inside the cages, empty eyed and void
of hope.
If the pc cross the room openly, first the prisoners will not react at all. Then, one of them will rise, raising his voice while he starts
calling You! You arent slavers! Help me! Help me out! Help!
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The pc need to silence the captives. If they cant or simply pass by, the prisoners will start to shout out and cry their pledges for
help. This will of course alarm some nearby slavers! If the pc manage to silence the captive, it is up to what they will tell them
next.
Well let you out now, but keep quiet! requires an easy Leadership (+30) test. Other pc can assist in this one. If they achieve
three level of success, everyone keeps quiet and waits for further orders to get herded out. For each level beneath this, one of
the prisoners will run off on there own once released. If this happens role for awareness like a group of slavers would be near.
The check is challenging if only one prisoner runs off and one step easier for every other prisoner running away.
Shut up or I will kill you right here and now! requires a challenging check for Intimidation since the prisoners know that they are
fodder for an arena show and believe that THIS is their last and only chance to get out. If they fail the check but kill the first one
to raise his voice (or kill one up front) the prisoners will grow silent. Only some will start to weep and grieve about their final
doom.
You must shut up now! We cant bring you out of here, but we will come back with help! requires a difficult (-10) check on
Leadership or Deceive.
If the pc cannot silence the prisoners, a group of BeastHouse Slavers will appear to check what that noise is about (decide about
the number, but make them armed for trouble). The same will happen if they hear the distinctive sound of weapons fire (roll an
ordinary awareness checks for the Slavers).
If a pc does kill a prisoner in order to keep them quiet, ask for difficult check on willpower. If the pc fails, he gains one point of
insanity and another point for any level of failure (unless he is Jaded or has already 10 or more points of Insanity or Corruption).
Of course, the pc can try to mask themselves as slavers (if they have stolen clothes from some of them!) or simply try to sneak
around along the walls (routine Silent Move check)
Option A: If the pc raised the alarm earlier, every Awareness check for the (out-of-sight) slaver guards will be +10.
Option B: Perhaps the cages contain some cyborg gladiators, hold against their will and injured from former fights (or fresh
surgery!). They could prove to be useful alleys (use stats from TF, but reduce wounds to half!) or dangerously mad psycho-
conditioned killing machines (add Frenzy Talent, going into automatic frenzy after the first round of combat).
While the pc walk through a corridor/stand at an intersection, they start to hear the sound of someone talking and see some light
ahead/from one of the junctions. If they decide to approach, they will soon see a door opening at one side of the corridor, which
is clearly the source of the light and the voices.
The small room is used as an ambulance by the BeastHouse to stitch gladiators back together for their next event. Actually, a
Flenser Heretek is busy stitching up a cyborg gladiator who was in a fight recently, still showing a lot of non-fatal (but grisly
looking) wounds hailing from some chain weapon.
The Flenser is busy, but the gladiator is aware. A pc who wants to sneak close to the entranceneeds to win an opposed check
(Silent Move vs. Awareness of the Gladiator, set to 20 in this case). Since the gladiator is still on it, he cannot be surprised (his
reactions are far too good). If the pc try to rush past the door, the gladiator will notice (quick moves get more attention by him in
his actual state), sweep the Flenser beside and will storm after the seen pc in mindless rage, roaring in bloodlust. This gladiator
cant be stunned due to a drug cocktail still floating his body. In addition, hecounts as having the Lighting Reflexes and
Frenzy talent and as being in Frenzy. Half his wounds, however, since he has been in a fight recently.
If the pc beat the Flenser and the Gladiator, they can search the ambulance. Besides some Medical instruments that count as
knives or Lock Picks (Routine Search test), a medkit (with 2 doses of Stim left) and an injector, they will find a couple of
unmarked vials with different substances. A successful routine check on Chem-Use will reveal some of them as Stim, Slaught
and Detox (as many doses as you deem fitting). The acolythes will be unable to identify the rest of it (but feel free to add what
ever you deem fitting).
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The pc stumble upon an old open cabin elevator operated by a derelict looking servitor bolted into place. While the servitor is still
able to operate the cabin, he has a malfunction and will not simply accept orders.
With a challenging check on Common Lore(Tech) the pc will however be able to override him with orders according to
emergency protocol. Otherwise, the pc might be able to bypass the controls of the servitors (which was originally installed as a
warden but is now to damaged to defend the platform) and operate the elevator themselves (an ordinary check for
Tech-Use but if the pc do not have any suiting tools with them, the check is -20).
Option A: If an alarm was raised, some Slavers are near. The loud noise of the moving elevator will call them to the location,
offering the chance for one or two shoots on the pc from a corner before the elevator leaves the level and the line of sight is lost.
Option B: Not only the Servitor is malfunctioning. After a couple of minutes, the elevator comes to a grinding halt. The pcs have
to climb up the steel cable attached to the elevator to reach the next hatch (ordinary Climb check; if missed, they will fall down
from 3 meters high)
Option C: Perhaps, the warden function of the Servitor will kick back in during the elevator going up. Use the stats for Servitor
Drone, but add an Electro Flail and the matching weapon talent and Swift Attack. Since the Servitor is bolted in place, all
attacks against him are +30. However, since he is damaged already, the second blow doing damage (after armour and TB) will
take him out for ever.
The hatch is rusted in place and it takes an Ordinary(+10) Strength Test to force it open (maximum assistance: one). The test
can be re-rolled, but after the re-roll the pc gain a point of fatigue.
As the hatch opens, a breeze of chilling air hits the pc. The inside of the duct is dark, only a little light falls down from high above.
Hand- and footholds line the side adverse to the hatch in easy reach. Upward, the duct seems to reach high up, but a huge
ventilation system blocks the path after what might be 20 meters. Downward, the duct descends into darkness
The hatch can be used to get the pc to a higher level. While climbing up, they must pass an ordinary)+10) Toughness Test
(against cold). Otherwise, extremities while become numb through the wind chill (-5 on all Agility tests) and they even might gain
a level of fatigue (five levels of failure). The effects vanish after an hour.
held in place by four very large screws. In fact, large enough to be removed with bare hands (no test, unless it needs to be done
quick. In that case, four success on an Extended Routine(+20) Strength Test are needed, each test equals a combat round). The
crawl space is lined with cables to the point where nothing of the wall itself can be seen.
The pc can use the crawl space to bypass a certain area (i.e. to avoid guards). At one point however, the mass of cables makes
the crawlspace really narrow and the pc need to pass an Easy(+30) Contortionist Test in order to get by.
A closed electro locked door with a ward panel next to it [Vault Level]
If the pc do not have a ward assessor key from one of the slavers (p. 64 TF) they can still open the door if they remove the
covering of the ward penal (need a screw driver or a lever and some force) and by-passing the machine-spirit (in this case, a
Routine(+20) Tech-Use Test (one Minute; can be retried a number of times equal to the INT bonus of the pc).
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The corridor behind the door should lead the pc to an area actually used by the Beast House, the Meat Sumps, or Vault 13.
The other path the pc could take should incorporate something unpleasant or lead them into the Deep Levels
If the stairs lead up or down is up to the GM. The stairs anchorage squeaks at every step the pc do. The anchorage is going to
give before they reach the upper end, a fact that a can be with an Ordinary(+10) Trade(Wright) Test (one a success the pc sees
it as possible, with a least one level of success is sure about that). The pc can test Intelligence instead, but in this case the
difficulty will rise by one step. If they take the stairs, the pc will fall down about 6 meters (1d10+5; see DH) into a corridor/channel
running beneath. They are now in the Deep Levels and must find a way up again.
If the stairs lead up or down is up to the GM. The stairs anchorage squeaks at every step the pc do. This one is fine, so. But the
pc will not know this for sure unless they pass an Routine(+20) Trade(Wright) Test (one a success the pc sees it as possible,
with a least one level of success is sure about that). The pc can test Intelligence instead, but in this case the difficulty will rise by
one step.
Use stats for Slavers, but add the missing weapon talent, feudal breast plate and chain axes. Whatever the pc do, the elevator
wont come and the heavy doors will not open.
A small group of guests of the beast house (2d5 petty nobles & revellers, accompanied by two manse guards) are lead by a
Beast House official (Recidivist from DH; add Fearless Talent; +10 to WS) to their loge to enjoy a show. If the pc follow quiet
(Opposed Test Silent Move vs. Awareness of the two Guards) they will be lead to the underground arena. If they attack them
they have to fight the guards and the Recidivist. The Recidivist will not give up and even if they capture him alive, they might be
in for quiet a shock as their captive laughs at their threats, claiming that whatever you fools can do to me, I know what my
masters are capable of. Kill me, but your souls will not leave this place . The guests are scared easily and will promise
everything to the pc if they just spare them. But they can only tell them that they entered through an elevator (see The
Customers entrance) which was operated by the Recidivist (Cloude) with a wave of his hand (a ward assessor inside of one of
the rings on his left hand) and single command (voice recognition). Thereby, the pc cannot escape this way.
A long, wide, very sparsely lit corridor crossing the path [Vault Level]
The corridor is going on for at least 20 meters in each direction before darkness blocks further site. In fact, the corridor is about
100 meters in total. Glow lamps are placed every 20 meters, but their light grew so weak that one can barely see one while
staying under another. They only light up the spot the next 10m around them, but even there only shapes are seen unless
somebody is with 2 or 3 meters of one of them. Doors and openings to other corridors can be found along the corridors, but
some are covered by shadows so that one will not notice them unless standing right next to them. If the pc arent moving on
bare feet or very soft soles each of their steps will echo.
As the pc move about, they will hear a group of man chatting while coming their way. Its a Flenser Heretek accompanied by two
Slavers. With a successful Tests on Silent Move and Concealment (difficulties up to the GM), the pc can flit away to the next
door/corridor or hide in the shadows to wait till the enemy passes by or to lay an ambush.
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With a successful Easy(+30) Survival/Logic Test a pc can tell that the white blotches are dung from flying creatures which
thereby must be occupying the ceiling above. If pc step out on the bridge, they might notice something moving above them with
a Difficult(-10) hearing based Awareness/Perception Test. If none of these tests are successful (and if the pc arent alert for other
reasons), the attack of the Ripperwings (p.22 TF) will come as a surprise. As long as the pc are on the bridge, one or two of
them will attack out of the darkness each round. They will fly by as they attack, the pc will not be able to retaliate unless they use
the Delay manoeuvre. The Ripperwings will not follow the pc once they left the bridge. The pc can try to run, but need to path an
Easy(+30) Agility Test to avoid slipping and falling thrown. In the case of three or more level of failure, the pc falls into the icy
water below. In this case, the pc must achieve five success on an Extended Easy(+30) Swimming Test to get to the other site.
The moment the pc falls into the water and after every swimming test, he must pass a Challenging(+0) Toughness Test (against
Cold) or will gain one level of fatigue.
The Ripperwings will attack pc on the bridge first and only attack those in the water once no-one is left on the bridge. They will
stop attacking if two of them were killed or failed the Bestial-Tests (or the GM decided that this is enough/a pc spends a fate
point).
The underground arena is a classical round layout, planned around a 15 diameter pit with open mesh flooring. The floor is
surrounded by a more then 3 meters high concrete wall build of prefab elements, the top lined with downward pointing curved
blades on the inside. Only a quarter of this fortified ring actually merges into different luxurious loges, the rest connects to
constructs of flak board arranged to hide that the whole arena has been build into a rectangular room.
Through a tunnel or large corridor the pc reach a massive iron grating lowered from the ceiling and another one just few meters
behind the first. Left and right, winches are place to operate the first and the second gate. (If Arena Weapons Locker is used,
their will be a heavy iron door in one of the walls between the two iron grating). Behind the second grating, the arena floor can
be seen.
In order to enter the pc simply need to operate the winches, one after another. But the mechanism squeaks and rumbles so
loudly that everyone within the vicinity will notice it. A fact the GM can warn the players about if their pc pass an Easy(+30) test
for Logic or Common Lore(Tech). Any pc might be able to wiggle himself through with three success on a Challenging(+0)
Contortionist Test if he does not wear armor and exhales. If a test after the first is failed, the pc is stuck and loses a point of
fatigue for every further role he needs. If he passes out, he will suffocate as per the rules on p. 210 of the core rules. The other
pc will need to pull him free with an Ordinary(+10) Strength test, but he will suffer 1d5 wounds without damage reduction and a
constant point of fatigue due to inner contusions and partially fractured rips (till treated with at least the equivalent of a complete
first aid kit and something for a suspensory bandage.
However the pc came this far, they are now standing in front of a large set of iron doors covered with engravings of strange
beasts fighting and killing each other. The only way to open these doors is one of the assessor keys the slavers carry with them
(see p.60 of TF). Of course, the warding device or its machine spirit could be manipulated, but it is very unlikely that the pc will
actually have the means to do so. Na matter what is going on inside of the arena, the pc will be unable to hear a single sound
from this side of the doors. That is, until they slide open with a low grumble like a giant clearing his throat.
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Tthe pc will hear the sounds of melee and xenos beast from afar as they approach a light at the end of the corridor. From behind
the one lowered grating, the pc will see a small handful of men (or mutants) with chain weapons (as Cyborg Gladiators, but with
no Implants) battling a strange xenos beast (see Mutated Carnosaurus in the Menagerie). The beast is bleeding from many a
wound (2d10 wounds lost), but the ground is littered with the mauled bodies of many a fighter and it seems that the remaining
gladiators will follow soon. Just as the pc are watching, another fighter ends in the grasp of the giant monsters jaws and is
tossed away in a high arc, a feat loudly cheered by a small crowd somewhere near but out of site.
The pc might raise the grating to storm into the arena, snatch some weapon from the dead (chain swords or axes) and attack or
hail the gladiators to flee with them. This will take an Easy(+30) Command Test since the Gladiators are high on combat drugs
(and might not listen to reason).
Less suicidal characters might want to raise the grating just far enough to sneak in an hide in the shadows with an
Ordinary(+10) Concealment Test. Those will watch as the Carnosaurus bloodly kills the gladiators one after another, only to be
snuffed himself from an explosive charge at the back of his skull. If they pass a Challenging(+0) hearing based Perception
test they will notice when the loges are empty and will be able to cross the arena unnoticed, perhaps grabbing a weapon. If they
are spotted by the crowd or linger to longe inside the arena, they will be faced by a group of eight slavers, two of them armed
with guns (they were near to clear the arena and had the guns with just in case that they had to finish the saurian for good).
If they enter the loges, they will surprise 2d5 petty nobles and revelers (p.63TF) which are accompanied by two guards (use
Manse Guards (p. 63TF; substitute shock lances with best quality shock mauls).
[GM-Note]: This scene is best played at the beginning of the Chapter, since the pc are more likely to flee if they are still
unarmed.
The corridor you entered makes a sharp bend after about 20 meters and ends into a crossroad. All of the corridors are near
dark with glow lamps placed only far between.
For this scene to work, it is important to establish that the corridors the pc are in bend and turn every 1d10+5 meters and
another junction shows up every 2d10+10 meters and that light is nigh to absent (-20 on all sight based tests).
[Situation]: The pc are followed by a group of three to five armed slavers (see p. 64) and a leashed Molehunch (see Menageri)
who have been sent to find the escapees. Unless the pc run the slavers will sooner or later catch up with them.
Ask the pc for Ordinary(+10) hearing based Perception/Awareness Test. Note the best result, and tell the player that his(her) pc
hears the sound of many persons closing in from behind, not running but moving swiftly. How close they already are depends on
the result. If successful, the pc will notice the sounds as they are still about 30 meters away, on a failure the pc will not hear it
until the group is just 20 meters away. Every level of success adds another 2 meters, every level of failure subtracts 2.
In addition, with one level of success the pc hears the panting of some sort of beast, perhaps a dog or something. With three
levels of success, the pc can tell that it is about half a dozen men and one beast.
Once the pc know that they are followed, they can try to ambush their pursuers with an opposed test between Concealment and
Awareness or they can try to run from them. If they try to hide, hoping that the slavers will simply pass by, they will be for a bad
surprise as the Molehunch will lead the slavers right to them. Of course, the pc can try to run. In that case, the GM can simply
assume that a slaver or at least the Molehunch passed the test and the chase is on.
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Treat this as an opposed extended Agility test, starting with a number of success equal to the meters between them divided by 2.
If the pc reach 20 success, they slavers lost them in the maze of corridors, corners and junctions. As long as the slavers are
within 5 or less success, they will be able to shoot (or even charge!) the pc. At some point, they will unleash the Molehunch and
order him to TEAR!
======================================================================
This crazy bunch jumps and tumbles between the revellers, shouting, cheering, hugging and squeezing anyone not immediately
protected by their guards. Pc might notice that one of them bears the mark of a sanctioned psyker. After a couple of moments,
the psyker among the blessed mad will stop dead in his tracks, holding his head like he would be listening to something. PC with
the Psyniscience skill will sense that he uses a warp power.
Ask the player of the pc with the highest insanity score to role d100. If this number is equal or lower then his insanity score, the
psyker of the blessed mad will pivot three times around himself, with an outstretched arm, joyfully yelling all the way. At the end,
his finger will point at the pc while starts to scream One of us! ONE OF US! ONE OF US!! with a voice trembling in excitement.
The other mad revellers will fall on, dancing in a circle around the pc (or pcs).
After a few moments of this, the mad psyker will break the circle, approach the acclaimed pc, arms wide open and smiling
wide. For some reason, his grimace is reason enough for a disturbing(+0) Fear check for everyone nearby. The mad psyker will
kiss the acclaimed pc on twice on each check, hug him and whisper into his ear some mad ramblings. After that, he will take one
of his many talismans and hang it around the neck of the pc. Then, one of the other madman starts barking like a wild dog, all
the others join in and dash away to another place, the guards close behind and the servo-skull darting above them, bellowing the
warning that The blessed mad are upon you!
The mad ramblings will haunt the pc for the next days and nights. The pc can either decide to forget about it or to make sense
off it. Making sense of it is a hard task for Intelligence (Logic will not help here!). The difficulty drops by one step for every 10
points of Insanity the pc has and the Talent Peer(the Insane) gives +10 as well. The pc can role as often as he likes, but every
try means one point of insanity. If the pc succeeds, he gains +3 Intelligence since s/he found some fundamental truth in the
madness
The mad talisman seems to be a human tooth on a fine leather strap. Use of the Psyniscience skill (routine) will show that the
item has a psychic signature, one level of success will reveal that it has a power that does come at the price of ones sanity.
Three levels reveal the exact working, which are the following:
If the player touches or kisses or otherwise wilfully fumbles this talisman, he will gain 1d5 insanity points but will although gain a
+10 on a non-combat test s/he performs during the next round or moment (as the minor power Knack; DH p.167).
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PC attending to the one hour concert of blessed hymns have to roll a d100 and compare it to their corruption. If the result is
higher, they will gain a temporary boost of the willpower bonus. The bonus is +10 but drains away as by the rules for temporary
attribute damage. If the result is equal or lower, the saintly voices of the choirs of Seylayny touches something deep within them.
Until the beginning of the next adventure, they are allowed to by off 3 points of corruption for 250xp. The corruption buy-off will
only work once in a life-time. Listening to the choir again might appease inner demons, but it will never ever cleanse the pc
again.
Pc who asking for help are up to an difficult(-10) Fellowship test to simply get the attention of a lowly Preacher. If they gain this
attention, the Preacher will ensure that a cleric higher up will lend them his ear. To win this one over, a hard(-20) test for Charm
is in order. If they pass this one as well, they will get a private audience with the Confessor. Karl of Belyfelt is a barely controlled
and delusional madman, and the pc will need to pass a very hard (-30) Charm or Fellowship test to get anything more helpful
from him then his blessing (see above). But, as long as they did achieved anything, their efforts where not fruitless.
If they only won over the Preacher, he will be sorry that they did not got the ear of the other clergy. But, he will donate them all
his personal money left to him (150 thrones).
If they persuaded a cleric higher up in the Retinue, they will get 150 thrones after the audience and his trusted Eviscerator as a
personal gift (if you do not own the IH, use a good Quality Chainsword instead). If they one over Confessor Karl of Belyfelt, he
will not give him his full support since I need them to fulfil the task the Holy God-Emperor laid upon my shoulders. Never the
less, the pc will achieve his blessing and each will be gifted with one of the following items (choice pick of the pc)
In addition, each will receive the Exterminator Upgrade for one weapon of their choice and a coat of arms that will identify them
as Crusaders. This item will give them a +5 or +10 bonus for social interaction with puritans clergy or other fanatics of the
imperial cult (GMs choice).
One of the more sinister attractions of the Carnival, Doctor Melenix Cabinett of Horrors promises chilling horrors from all over
the sector! The man who braved this show has not much left to fear. The attraction is indeed a servitor guided walk through a
cabinet of wide spaced and pitch-black rooms where dry ice, low tones and clever use of surreal lighting and hypnotically
swirling patterns is used to emphasize the shock value of suddenly presented beasts and grisly servitor puppets. All of them
wield a certain unyielding quality and none of them are taken lightly. Those passing through the show (for a fee of 30 thrones)
has to pass three frightening (-10) Fear tests. Due to the hypnotic quality of much of the effects, the pc will afterwards benefit
from the Resistance(Fear) Talent until either the end of the second act of the adventure or the next time s/he actually fails a
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fear test.
[Bump-in]
While on their way from A to B, the pc have to move through the crowded streets. A promenade filled with revellers enjoying fine
Quaddis wine gifted by a noble house. As the pc try to move on, the inevitably bump into some-one and they recognize the
sound of shattering glass. The minor noble women they just bumped into whales and cries and shouts, attracting not much
attention but those of the guards of the entourage she belongs to.
As things turn out, the pc are now blamed for being responsible for the Destruction of a fine wine glass made of very expensive
crystal and are harassed by the nobles guard. The rest of the crowd does not seem to pay attention. The pc can either try to
smooth things out (Charm; up to the GM) or try to get out with a threat or a show of force (Intimidation; up to the GM). If the first
one fails or they try the later, the pc might notice with a difficult(-10) Awareness check that watchmen with shock lances are
approaching (the sponsor of the wine event posted guards with googles or augmetics on balconies, watching the crowd for
disturbance and guiding their ground patrols. After all, they do not want their name to be involved into a huge scale brawl!).
As the guards arrive, it is a contested role between the mouthpiece of the retinue and the mouthpiece of the pc. If the retinue
wins by three degrees of success, the guards might try to arrest the pc. Otherwise, the guards will only "break them up". This is,
as long as no real blood was shed by know.
[City Guides]
A lot of the natives make money during the festival by working as guides. For throne (or more, if the client seems rich) they lead
the strangers to the places they want. The pc will be sceptical and wary of ambushes. Allow them tests for Scrutiny. Make the
first passages safe (there are a lot of HONEST common men and women living in the city!) but after a while, they will get a
crooked one (Deceive+10 & Fel:40 vs. the Scrutiny of the pc). If they fail the check, they will end in some dark side alley,
threatened by a group of thugs double their number, blocking their way back and forth and demanding money and valuables.
[Street blocked]
As they move on, the nature of the crowd suddenly changes from cheerful to fearful and upset. The pc will reach a small street
blocked on both sides by lines of watchmen with shock-lances. The blocked street is covered in blood, entrails and body parts.
Some men in dark coats move about, properly enforcers investigating the crime scene. With some checks for Inquiry, the pc will
get some valuable information from the crowd and perhaps the guards. First about the incidents (a sudden outburst of violence,
men-at-arms opening fire, a great massacre), the offenders (people dressed in robes of priests and revellers in red suddenly
throwing grenades and firing automatic weapons) up to the real info (suggestion: three levels): the appearance of a ghastly
monster, appearing from nowhere. Without a successful test, or just by asking round one question & then leaving, the will only
get rumours-sold-as-facts (escaped rippersaurus; escalating feud between to off-world noble parties; a native deathcult intended
to make the revellers pay for their debauchery). With five levels of success, they hear that locals know a rumour about
something called "the Widower".
This scene is intended to give information about the Pilgrims and the Widower
[Lets dance!]
Play this one shortly after they left the Red Cages. Ask for Awareness check. While walking through the revellers, the pc
recognize that they are suddenly rushed from different sides by figures in masks and costumes. If they pass the test, they
recognize that those figures arent armed, all are female. In fact these are drunken young female revellers (escaping their
matron) looking for "handsome men to dance with". Overly cheerful and drunk, they throw themselves at the pc and insist that
they dance with them... if they do not get pushed to the ground or even slaughtered by pc whose minds and reflexes are still in
"the Red Cages!-mode". If the pc happen to be passable dancers, the young women might slip them something (a little gift, a
room key, an invitation to a ball, whatever)
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place. "You! The Giants of Grotesque decree that you have to dance naked around the spring fountain at the centre of the place.
Obey! OBEY!" The crowd cheer in, shouting "Obey! OBEY! OBEY!" If the pc do not follow the order, the "Giants of Grotesque"
will mark them by "peeing" on them ... from a squirting device shoots a liquid at them, making them stinking horribly till they
bathed vigorously. As long as the stink remains, they are -20 to all social roles. If the pc obey, they are the laughing stock of
those around. This has no immediate negative consequences, but if you place the scene before "Wheel of Fortune" an attempt
for Intimidation might receive a -10 or -20 penalty if one figure present was witness to this scene and speaks up to it. If not used
in the "Wheel", use it later at Gabriel Chase. But use it only once.
[Future revealed]
The pc will come along a purple tent picturing stars and nebulas on its canvas. In front sits a womanly figure covered from
ankles to nose in veils and clothing and some golden adornments. Only her eyes are seen which are purple as well and
surrounded by a bluish skin. As the pc see the figure, the figure sees them too and the eyes wide in shock. She gestures them
from her place to come near.
She calls herself "Madame Mabajo" and says that she sees the strands of a terrible fate around them. For a price, she is willing
to foretell the future "for every act of such true power shortens my life. If she is a charlatan or real is up to the GM and can be
determined by the pc with two levels of success on a contested role for Scrutiny vs. her professional skill (Fortune Telling; +10)
and her Charisma (35). If she is real and the pc take her help, use the Rogue Psyker stats and the rules for the Personal
Augury Psy-Power in the DH core rules. But since she is a void-witch, the pc will gain one point of corruption. Her visions are
none the less true and she is not malevolent to the pc.
[Games]
The pc step into a street occupied by market stands which are offering games of all different kind. Spend a throne, get 5
chances to win a price. This is a charity event set up by the local church to help the poor with the earned money: all the prices
are gifts from nobles owning residences on Malfi. The items are of not much worth... to the filthy rich nobles! Pc might have use
for an old pair of duelling sabres from a fringe world or an old sabre-wolf pelt. Of course, all of the games are hard (-20) to win
and take a maximum offive extended tests. Examples/Ideas:
The culprit is a RedJack which was supposed to shadow the pc for a while but somehow could not resist to perform this kill. If
the pc spotted him & try to catch him it is an extended test for Dexterity (or Strength) to move through the dense crowd (-20).
The RedJack will use agility. If a pc uses strength, he has to pass an ordinary Intimidation check every third test or he will end up
facing another reveller upset by his rude manners
The RedJack starts with three success "head start" (five if they only noticed him at the second test). If he reaches 10 success,
he will vanish into the crowd. The successes of the pc are subtracted (individually). At zero, they catch up with him. If they get
him alive, it will be hard to get any information from him besides ominouse threats that all of them will cut and tear each other
appart "at the thirtenth hour! THE BELOVED WILL TRIUMPH! AHAHAHAHAHAH". While this will not proof to helpful, the noble
which retinue-member got killed by the RedJack will be thankful that the pc helped in "putting this crazed murder to justice". He
(or she) will offer the pc something as a gift of graciousness. This will -NOT- be money unless the pc ask unashamed for it. It
should be something around 150 Thrones in worth (the worth of the live of the reveller) and could be a ring or an invitation to an
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event etc.
The pc will see this noble npc at Gabrial Chase. If they did not ask for money, they can assure him as an potential ally in the
ongoing events with an ordinary(+10) charm test (use Dissolute Noble; but raise BS;WS by +5).
The grotesquely obese man is carried by a baroque six legged walking platform directly plugged into the back of his skull. On
this platform he rests against a mass of pillows, accompanied by two voluptuous beauties whose bodies are only scantly
covered by semi-translucent fine textiles. This walking platform is surrounded by a cordon of half a dozen "way-makers" (guards
with shock mauls) and his personal pet cyborg gladiator (TF; replace chainweapon with energy blades) and his androgen voice-
augmented mouthpiece (TF; house equerry with the Feedback Screech Talent and an inbuild loud hailer), riding along on a
standing of the platform.
If the pc resist the waymakers or mettle with them the House Equerry will shriek an "HOLD ON" on behalf of his master. After
some whispering from Umbidio he will proclaim "Since this (rabble/commoners/noblemen; depending on the pc appearance)
decide the contest the birthright of the magnificent Umbidio of Malebido, he has decided to offer the malcontents a
choice: an apologize for their imposturous behaviour or a duel of honour to the second blow with my grand masters secundant
(at which the cyborg gladiator steps forth)" "Unless,..." the mouthpiece adds "the malcontents want to scurry away like the
vermin they thereby would testify they are".
The pc will not know it now, but they will see Umbidio of Malebido again at Gabrial Chase. If they simply went out of his way to
begin with, there is no impact on the final act. If they either "scurried away" or fought and lost the duel, he will recognize them
and spread the tale (-5 on all social interactions with nsc the GM deems affected by that). If the pc won the battle, they might
make a show of it and gaining a +5 with many NPC (who secretly or openly despise Umbidio for what he is). But Umbidio does
bear a grudge. His pet gladiator (now "restored" & with "Hatred" toward his opponent) will attack them at the most unpleasant
time. His master himself will be screened by a force field. But it wont help him: one of his beauties is a serpent lady of the spider
bride ordered to finish him during the 13th hour...
An easy(+30) test for "CommonLore(Imperium)" will tell any pc that refusing to drink with someone on his guild (lord, etc) is
viewed as an insult by many imperial citizens. If the pc want to refuse politely, they will either need to pass a difficult(-10)
Charm Test or ordinary(+10)Blather test to either smooth things out or simply confuse the drunkards. Otherwise, they will have
to spend an hour drinking with them or they will provoke a brawl. Smart pc will simply try to steal away through the crowds with a
routine(+20) agility test. The brawl will only be interrupted by Promenade Sentinels if weapons are used or it gets out of hand
otherwise. Even then, they will come to late and the pc will have enough time to flee.
If the pc accept the invitation, they will have to spend at least one hour drinking with them. Otherwise... (see above). At the end
of this period, you can grant them some information about Xicarph an the revel (see TF), but they will have to pass an
ordinary(+10) Carouse test. If they do not they are drunken enough to suffer to effects best reflected by a point of Fatigue.
[A musky scent]
This scene is best plaid out in some large place shielded against winds: an yard between houses, a huge entry hall, a narrow
street, etc.
The place is literally packed with revellers who are kissing and making out and engage in many other libidos activities while they
stand against a wall, sit on stairs and statues, are laying on the floor, etc... Among them stand slaves, pale and hairless and
clad in leather and chains. Each of them is motionless like a statue and holds a metal pole with a bowl of smoking incense at the
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end. A fine musky scent fills the air. Far from them, you can see respirator wearing Sentinels dully watching the scene.
Of course, the burning incense is a strong aphrodisiac. PC that path by without holding the breath must succeed on a toughness
test. Otherwise, the drug enforces on them an ordinary willpower test as lust effects them some of the revellers try to seduce
them. Obviously, pc with the Chem-Geld talent (like the slaves) are unaffected. Those affected will stay for a while (1d5 x 30
minutes) to slake their lusts. Among the lustful revellers,
If the pc just try to path by lust crazed revellers will try to cling to them and want to have their way with them. Play this as a short
grabble. Remember that that a pc can hold his breath only a limited number of rounds engaged in strenuous activities. If the pc
get overly violent, the revellers will let them be... but one of them will see them again later at Gabrial Chase. In addition the
Sentinels will engage as things get out of hand. If the pc want the Sentinels to help an easy(+30) Command check is in order
(these guys find all of this rather amusing and might simply refuse to react or to ignore the pc).
Option: Some followers of Slaanesh are mixed into the crowd. If the pc join the lustful revellers, one of them will have "partner"
who which loving will include a dagger and some evil prayers. The pc in question might get another test (GMs choice).
Otherwise, s/he will earn a point of corruption.
One of the long standing wine producers of Quaddis provides to the spectacle by sponsoring an open air performance of a
(among nobles) famous opera diva, accompanied by skilled musicians. If the pc approach further, the guards will address them
friendly. "Up this way, an opera performance takes place, sponsored by the benevolent Winemasters of Seveye. Every friend of
the quiet and noble pleasures of life is welcome." A difficult(-10) test for Common Lore(Imperium) will tell that the the phrase
"quiet pleasures" is used by some of the wealthy and noble to indicate the use of recreational drugs. If the pc walk on, they will
enter a small open place where an opera diva stand on a raised platform sings solo, accompanied by some musicians. Around,
a small crowd either stand together in groups or sits on provided chairs. Servants in artful masks silently move about with silver
tablets and glasses of wine.
While not strictly narcotic, the wine served here has some very special quality. Those who do not pass an challenging test for
toughness or carouse will feel more then just a little "heady" after 1d10 minutes. All awareness tests will suffer a -10 penalties for
the next 1d5 hours. In addition, the pc will be very easy to district. If s/he witnesses any amazing input to the senses (music;
swirling colours; a kiss; the scent of the Pleasure Gardens), s/he will need to pass a difficult(-10) willpower test or will be
stunned for one round +1 additional round for every level of failure.
[Liquid Courage]
Quaddis is famous for its wines, and why shouldnt the pc benefit from it? (In addition, this might encourage the pc to imbibe
more of the fluids which are offered during the carnival).
A bottle will cost a lordly sum (not sure; perhaps 150 gelt?) and will contain enough for 15 glasses of wine. The servants offering
the free samples wont be able to sell any bottles, but will be able to show the way to their masters housings in the guild
district, handing a holo-waver-coin showing a map of Quaddis and the point of the sales.
The pc cross a street where the crowds sings and dance in circle-groups, revelers throw confetti in the air. Servants in bodysuits
and yellow-golden lion masks walk around, serving wine. The pc will be ask as well if they would like a taste of the Lion of
Sunrise. Pc that will drink a glass will feel a little heady after 1d5 minutes. In addition, they will get +5 Bonus of on Fear tests for
the next hour.
If a pc drinks (TB) glasses within an hour, s/he will have a +10 bonus on all Fear tests for 1d5+1 hours. Afterwards, they will feel
a little lethargic (temporarily losing a point of willpower for every hour they experienced the benefits of The Lion of Sunrise).
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her fine attire and retinue speak of wealth. An easy (+30) test for Scrutiny tells that she has an eye on one of the pc (choose the
one with the highest Fellowship and the one most likely to be seduced).
If the pc in question walks up to the lady and initiate in conversation, he still has to proof his Charm, since the Lady is not without
taste (difficult test). If he wins the test, he still has to spend a couple of hours with her. After that, she will purpose the gardens to
have some more privacy. Her entourage will accompany them, but stay behind once they reached the garden.
After the act, the pc will receive a little gift of affection from her: an amulet that is a good luck charm according to her. The fact
that it is including a gem that can be sold for up to 150 thrones is for sure mere coincidence...
If the pc manage to entertain (difficult test for Fellowship or ordinary test for Performer(Storyteller) Lord Halliwari will thank them
very much for sharing their stories with them and will further bestow a gift upon them. Therefore, he dispatches a messenger
from his Retinue to run to a certain craftsman in the guilddistrict. The boy will inform the craftsmen that the pc are free to choose
one of the items the craftsman offers. What the craftsman exactly has for in store is up to the GM, but it will be of best quality.
[Reclaimator Market]
The abundance of wealth on Xicarph have lead to a tendency rather unheard of in other parts of the Imperium: the tendency to
throw away technical units instead of painstakingly repairing them.
In the Broken Palaces, a sub-market growed for such "Throw-away-Tech" where "junkers" sell broken technology they dug up to
anyone who wants to buy and has the coin and/or barter goods. This place goes by the name of "Reclaimator Market" since
most of the customers are Reclaimators... and sometimes, outright Hereteks.
If the pc ask around for cheap weapons and equipment, they might be pointed to the market. The actual place, however, is
ever-shifting since the local Mechanicus has taken a dim view on the Trade recently and is not above themselves to simply go in
and and demand to see "Mechanics Sanctions" from potential buyers. Getting the location is an ordinary(+10) test for Inquiry or
an easy(+30) test for Common Lore (Underworld). The test actually gets to steps more difficult if a Tech-Priest is involved in the
Investigation. The test is extended, but each role equals 1d5 hours.
Once they go the location, it still needs a guide or an ordinary (+10) Navigation (Land) check to find the way. Otherwise, the pc
get lost in the Broken Palaces and might have a less pleasent encounter with the locals.
If they finally reached the Market, the pc can buy broken goods up to "average" for as low as 15% list price for bad quality
versions. The difficulty to repair those items can be determined with the following table. A needed "spare part" can be found with
a challenging test on "Common Lore (Tech)" or "Trade (Technomant)". A spare part costs 1 throne gelt
1-3 Badly damaged: Difficult Tech-Use Tech and 2d10 spare parts. Can be salvaged for 1d5-1 spare parts.
4-6 Damaged: Challenging Tech-Use test and 1d10+2 spare parts. Can be salvaged 1d5 spare parts
7-9 Not that bad: Ordinary Tech-Use Tech; can be salvaged for 1d5+2 spare parts
0 Fumbled beyond all repair: No use, not even for spare parts
Needles to say, the actual appearance of a (undisguised) Tech-Priest lead to many people leaving the market and in turn, the
traders will double their prices to make for the lost opportunity.
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=The Menagerie=
The Molehunch is a semi-sentient humanoid xenos creature home to some emperor-forsaken planet far from the light of Terra. It
is a subterran dweller accustomed to hunt prey in lightless tunnel and caverns by scent and sound alone. A social creature used
to live in nests, it can be domesticated and the Beast House and other ruthless heretics are known to use Molehunches as
blood hounds and are sometimes used in Feeding Features in illegal beast shows. The creature is forbidden to traffic in the
Imperium of Men, the whispered reason is that this is for fear of escaped Molehunches developing into sentient fringe societies
in Hive and large void ships.
An adult Molehunch is small compared to a grown man (about 1,50m head and shoulders), but it has a sturdy body covered by a
sagging, elephant-like pale skin. The neckless head is tube-like and sports huge rodent teeth, smale black eyes and a prominent
snoot with a wet, sniffing nose. The limbs are odd formed, a little short compared to the body and obvious made for crawling. If
moving slowly or in combat, it has a hunched but upright stance. If running, it goes down on all four.
The Molehunch
Traits: Bestial, Pack animal*, Very Bad Sight**,Burrower, Fear 1, Natural Armour (2), Natural Weapons (Claws and Bite; 1d5+3;
Primitive); Biting grabble***; Bad Runner****; Sturdy, Infectious Bite*****; Semi-Sentient******;
Talents: Berserker (triggered if Heavily Wounded); Heigtend Senses (Smell, Sound), Talented (Tracking)
*Pack Animal: The willpower of a Molehunch gets a +5 bonus for every member of its pack present. Domesticated Molehunches
accept their masters as pack members and those humans and/or creatures they are familiar with (by smell!).
**Very Bad Sight: While not impaired by darkness, a Molehunch has very bad sight and can only discern shapes. It cannot
discern faces, colour, etc.
***Biting grabble: If a Molehunch does damage in a grabble, it will bite. This is 1d10+3 damage with the tearing and primitive
quality
***Bad runner: If a Molehunch is to run more then four rounds, it has to pass a Toughness test each round after the first or will
gain a point of fatigue.
****Infectious Bite: While not poisonous, the bite of a Molehunch is very likely to cause an inflammation. If a pc that loses
wounds through the attack of a Molehunch and no disinfections is applied, the pc must pass a Toughness Test. If the test is
failed, the wound inflames after an hour or two and now the pc only heals as if Heavily Wounded. This effect can be cured with
the appliance of a proper inflammation blocker and an Ordinary(+10) Medical Test over the course of a day.
The mutated Carnosaurian is, like the spindle-maw, a product of the gene-atrocities the Beast Houses
practices to provided new an interesting pit beasts for their spoiled and rich clients. Breed for shock and terror, the creature is
deformed and actually less capable then some real sauropods of similar size. But the additional misplaced eyes, grotesque
deformations, spike covered skin, the score of whipping tendril-tails, and its fits of murderous rage make up for that in pure
entertainment value for the crowd.
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Traits: Huge Jaw (Bite Deals 1d10+16 tearing&primitive damaged; cannot be parried); Natural Armour (2); Unnatural Strength &
Toughness (2x); Size (Enormous); Whipping tendril tails (every opponent above the first two whom make use of the
outnumbering bonus are target of a knock-down attack (p. 190 DH) using unmodified WS and S (no unnatural strength!) of the
creature); Fear 2 (due to size and grotesque/unsettling mutations);
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