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Occurrence Border Random Encounters
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===Doorway to the Warp=== The Departed Acquaintances Room is a Doorway to the Warp, but as far as things which are related to the Warp go, it is arguably more benign than a Sanctioned Psyker. The same is most emphatically not true of the following possibilities. Everyone should be grateful that the Departed Acquaintances Room is at least twice as likely as the rest of these possibilities combined. Fortunately, Doorways to the Warp are only really possible when there's Gellar field problems, or something else inviting the Warp into the Materium. At other times, the worst you'll usually experience is a vision of what could have happened. ====Tentacle Beast==== The doorway opens onto a corridor or a room, as expected, but the compartment is filled with writhing tentacles and giant eyeballs. This beast can be lazy, and is quite fragile for a beast of the Warp, but killing it in its entirety has proven impossible, as it seems to lack any form of body whatsoever. The tentacles seem to join to more tentacles, and the eyeballs to the tentacles, and occasionally a terrible maw will gibber. Really, it's not all that terrible, as the tentacles are quite fragile, able to be hewn apart with chainswords or simply blasted with explosives. They will, on occasion, open a door of their own volition and attempt to drag unwary passers-by in. If you absolutely have to traverse the Tentacle Beast-occupied room, your best bet is to pop frags and detpacks into the room, wait for the earth-shattering kaboom, and then sprint like the Daemons of the Warp are chasing you, because they probably are. ====Fire Pit==== Not entirely dangerous in and of itself, the Fire Pit is where a doorway simply fails to open to where you expect it to open into, and instead opens into a kilometers-long, obsidian-edged pit full of fire. As long as you take a moment to check what's beyond the door before you leap, you can just close the door. The Fire Pit is insidious, though, in that many doors can lead to it at once, and you might find a corridor end with three branching pathways suddenly becomes a dead end because all of the doors lead into the Fire Pit. It should go without saying that falling a few kilometers into a warp-fire is lethal, and that's if you're lucky. On the other hand, you can also reliably dispose of mundane threats and/or trash and this makes the room a tactical utility in combat. Dodging a charging Krootoid vermin as it fails to stop and falls screaming into the Pit of Doom is very amusing. Not quite so when it is biting your own falling body as well, but no pain no gain right? ====The Poo Door==== To-date, nobody has opened the door marked "Temporary Sewage Storage, Wear a Suit" during any kind of Warpy shenanigans, or at any other time for that matter, so nobody knows exactly what's inside. It almost assuredly involves mountains of shit, and quite probably Nurglite daemons, and will without question be extremely unpleasant. What makes it definitely Warpy, however, is that that door isn't marked as such on any of the ship's maps, and has a tendency to appear where it hasn't been before, or even where it has. And it's usually not where it was when you go back to take a look a second time. ====Daemonettes Room==== The Daemonettes Room (or at least they're presumed to be Daemonettes,) is a room which contains two entities, tied up. They take the form of two of the loved ones most important to members of the group which open it, preferring to take female forms but on occasion known to take male ones. The exact circumstances of the tying-up vary; they might be chained to the walls, or strapped to a medical bed, or in stocks, or even tied to stakes or crucifixes. They might appear to have been assaulted in any number of ways, from simple brutish beatings, to sexual assault, to being covered in claw and bite marks, to having apparently been tortured with medical implements, and they may be in any state of dress or undress. They are also always, always, screaming for those whose loved ones they take the form of to help them. The Daemonettes Room is quite dangerous, as of course everyone's first instinct is to leap to the aid of their loved ones. However, even a split second's reflection will make it obvious that in most cases, the loved ones in question are at least one of no longer among the living, not aboard the Occurrence Border, or already in the group which has opened the door. If, however, the ploy does work, and one or more people leap into action to aid the tied-up creatures, their comrades have but moments to save them from themselves, if they can subdue their enraptured, well-meaning foolish friends, or shake them out of it, there is yet time to withdraw. The moment the bindings come off of even one of the 'trapped' creatures, however, the door slams shut, and anyone who was within is lost, apparently forever. ====Something New==== As fucked-up as the Occurrence Border is, there's bound to be more Warpy shit waiting behind doors yet unopened. GMs, this is your time to think of something!
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