11 sessions. By far the longest contiguous campaign I've run now.
The crew decided to not help the massively over-reproducing, bug-like Xenos creatures. Not surprising really. Vague promises were made to return and help if the Kai-Go could scrape enough worthwhile minerals out of the dirt with their tendrils to make it worth the crew's while. A few Kai-Go tried to hitch a ride on the Gun Cutter on the way back up to the ship but the first mate spotted them, and kept two. One to give to the Techpriest on board, and on to give the Medicae to keep in a bio-regenerative tank.
Their Astropathic Choir picked up a faint distress signal from a nearby star system, and the decided to go check it out. It was really gratifying to hear players say stuff like "They could already be dead by the time we get there" and "It's probably a trap."
They made translation to the Warp and I ran the warp encounter with the Eternal Warrior and surprise surprise, he got owned even when I started cheating like cray cray. I honestly was so busy working on the main encounter I totally forgot I was going to do this so I had to wing it all with vague stats and traits in mind. The entity appeared in the crew's mess hall and when the Captain and other players arrived it asked if the Captain was in charge, then challenged him to a duel. Or tried to, at least. The Captain immediately dove into combat with him before I could even completely issue a challenge, and the rest of the crew promptly said "Well there's no way we're going to let you fight THAT alone" and they all jumped in. The creature was pissed and told them they had no honor and proceeded to fight them. Man, it is HARD to keep stuff alive under the weight of multiple power swords, melta pistols and meltaguns. The Eternal Warrior could easily crank out 25+ damage, AP6, two attacks, multiple parries and dodges, couldn't be ganged up on...still wasn't enough. I gave him an AOE mid fight, I gave him a soul sucking power just to bump him over the 60 wounds he started with......big bad combats in RPGs always kinda get me down because they're so hard to feel like you did well as a GM. But as usual I forgot a lot of things like fear checks and what not.....Still numerically he was outclassed. Even with upwards of 16 total soak...meltaguns.
On the plus side, the players ate it up. I had them genuinely unnerved by the encounter. They got desperate and were going to mind control a random crew member and send him in with a pair of krak grenades in his hands....when I decided to make it metal and the dude willingly sacrificed his life for the ship. He charged in, detonated his krak grenades and promptly vaporized himself (and did 0 damage to the EW.) Then at one point the Captain charged the Eternal Warrior intending on grappling him, and promptly got backhanded 10 feet across the deck
in power armor. The fight ended when the bodyguards toting Meltaguns made the scene and focus fired 13 meltaguns at the EW. I really need to do something about melta weapons. Or at least really impress upon my players how they're not designed to be used aboard your own ship. I've said it often enough. Maybe I need to start having fights in parts of the ship where meltaguns can do some real damage, like the Plasma Reactor or Life Support.
Anyways, the sword floated there in front of them after the Eternal Warrior was dispatched. I decided since the fight was so easy to still bait the players a little. The plan was if someone actually dueled the EW and won they had the rights to its armor and weapons, and become cursed as the Eternal Warrior. Since they fought it dishonorably, no one had rights to the soul of the Eternal Warrior....but just in case I left the sword out there for a fool to take it and one almost did. (The slowly-becoming-not-a-noob-roleplayer.) My plan was for it to take his hand off at the wrist if he tried to claim the sword but I gave him enough hints that it'd be a bad idea and there were enough veteran roleplayers around that the Captain finally said "No you can't have it" and it disappeared. Ah well.
All in all it was a fun encounter but I knew how badly he was outnumbered and outclassed, and it's a problem with epic RPG fights that I've never felt good about how they turn out. But as I've gotten older I've lost the need to "win" my encounters so I'm more focused on whether my players bought into it and were excited. I think I had them excited this time.
In the aftermath, the Captain ordered everyone to fast and go to Imperial Sermons (I got so tired of all the discussion about the sword I gave everyone a point of Corruption for standing around it and debating. So the Captain got real religious all the sudden to cleanse himself.) Everyone in the crew got two lashes on their back (in honor of the two krak grenades the crewmen carried to his death in the fight with Eternal Warrior.) The crew refers to them as "The Scars of Muldoon" now. The Captain initially wanted to broadcast pict captures of the fight with the Eternal Warrior and Muldoon's sacrifice all across the ship for the week...but the guy working on the pict recording blew his willpower roll and therefore blew his brains out after staring at what the pict
tried to capture of the Eternal Warrior for too long. After that they kiboshed the pict idea and burned the recordings. At the end of the fast week they held a feast across the ship in honor of Muldoon, and will hold one every year called "The Feast of Muldooon." "What does Muldoon feast on? He feasts on
glory."
Most of all that came straight from my players, I just embellished it a little. I don't think you get much more grimdark than that.
So we moved on to the real adventure.....they entered a system with no planets surrounded in a huge dust cloud made bright pink by the light of the anomalous star at the system's heart. They found the ship sending the distress signal...it was totally wrecked and had been for years. Damn Astropathic Warp Echoes. What they found next to it was more intriguing though...a space station, or space fortress, styled like a big medieval castle with gold plated walls and all sorts of gaudy finery.
I've been wanting to run this adventure for a while. I always love me some Imperial Decadence. Batshit crazy nobles gone mad with power and privilege.
So basically, a well-to-do Imperial Noble family from the Segmentum Solar eventually produces a morally depraved, lunatic ruler who likes their debauchery and dabbles in the Cold Trade. Eventually they lay their hands on a Xenos artifact with ties to the Warp and Slaanesh (maybe a Yu'Vath artifact) and it drives him over the deep end. He starts slowly migrating his power base out of the Imperium and builds this Castle out in the Koronus Expanse to rule over it like a god. They slip the scene before the Inquisition can catch up them, and have been living for 400 years surrounded by their servants and other families that followed them into self imposed exile.
As you can imagine, things went poorly eventually. The mad noble goes truly mad with power, ruling his domain cruelly and indulging in every savage pleasure a debauched noble in the grip of Slaanesh can think of. Wrecked in body, mind and soul, the noble has themself hardwired into the fortress to serve as its eyes and brain. At one point in their madness they send their servitors and loyal servants on a murderous rampage, depopulating most of the fortress, leaving it mostly empty of living, thinking people. Now all that remains are a handful of hunted survivors, descendants of the former nobles who lived there, legions of robotic servitors from maids to "police" to battle servitors, crazy blade jester servitors, a fucking chariot servitor that wouldn't be out of place in a Colosseum and....I dunno, maybe some more shit I'll think up before next game. And of course, one completely mad, half mechanized noble high on warp dust and courting the favor of Slaanesh.
All that said, I didn't want to make it a super horror show. I want to strike a balance between the themes of faded decadence, destructive madness and then, at the pinnacle, chaos. So I've gone to pains to give the whole thing like an 18th century vibe. I picked out a lot of symphonies to play as background music (aka stuff that is constantly blaring out over vox speakers across the entire fortress 24/7 at max volume), all the servitors are wearing livery and clothes, everything is gold-plated or gold-lined and covered in dust or corpses. I kinda want it to be a little like a detective story as they're walking through the aftermath of the castle's history. I've sort of been dropping hints to the Slaaneshi nature of the castle. The symbol of the house
is a rose crossing a crescent moon, the entire system is filled with pink dust (not actually related but thematically it works) and of course, decadent nobility. I hope someone puts the pieces together, that'd make me smile.
I'm not sure on a couple things. Like when or how to introduce the villain, if he should be the witty chatty type or the grotesquely debauched half-human thrall of Chaos type. Part of me wants to make him the kind of villain that talks to them over the Vox, acts friendly and cordial, says crazy shit.....another part of me wants to hold that in reserve as long as possible for the build up. Not sure which way I'll go. I know this will end in combat and I'm trying to decide (based on this most recent big bad conflict) how to make it edgy. I could always just give him a bodyguard of Daemonette's, and I probably will. But as far as he goes....I dunno why but I have this image in my head of a guy basically built into the floor on a sort of rotating throne, while giant gold manipulator claws in the ceiling come down and snip guys in half. It's the kind weird, illogical thing that I think would make the encounter pop (plus power claws hit really fucking hard.) I may also give him vague psychic powers. Something to give the psyker player something to worry about.
I think it takes time for a campaign to really start to cement itself. My PCs always deride NPCs but Ive surrounded them at this point with memorable characters and they're now constantly creating their own narratives and rituals out of what happens. It's taken a while but I'm really pleased with how the campaign has gelled. It's becoming an odyssey, really, which is what I was always going for. I'll be both happy and sad when I run out of reasons or excuses to delay their date with Gromkol.