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Maggots in The Meat - Expansion
Maggots in The Meat - Expansion
‘Maggots in the Meat’ could be a fantastic Scenario. Problem is, it has some exceptionally, exceptionally
hard aliens for bosses, so you need to start with Higher-level Characters anyway than the Level 1s that the
book suggests. (Optional rules for lower-level characters are shown later.)
My Characters have come into this Campaign at level 4, so all the changes are to match them accordingly.
Hopefully, at Level 4 there is still a difficult and potentially lethal fight at the end of the campaign.
Remember– if your players aren't at risk, they’re obviously not working for the Inquisition.
CHANGES
The Acolytes receive a small imagifier/charm/necklace to represent their inquisitorial status as
acting agents. The campaign missed out how their codes could be used by the Port Authority tower
– In this campaign though, there are no ‘official’ boats, and ‘clandestine’ is the order of play!
The addition of modern-armed mercenaries to the Baroness Falatrish’s army, and slightly tougher
musketmen. (The Musketmen are not really toughened because A. They’re Feudal Conscripts and
B. they are just a ‘distraction’ in the Campaign – the real threat is later.)
Smeed and Smoot actually having a good reason for dumping bodies and ‘working’ with the
Slaugth, as seen later. They receive no stat increases as protecting them is now the requirement
for this part of the campaign.
The Prince of Olrankan may allow an audience with the Acolytes (if they swing their status around)
or the ‘Hill’ area is now open to explore. This opens more Avenues for talking characters.
The Slaugth can escape the Sky-Mill, and the Acolytes must hunt them down in the Swamps,
where their space-vessel-come-escape-capsule crash landed.
Mostly this is as per the Campaign, with opponents (Krass & his Cronies) made tougher (more wounds,
more skills, more Talents – see the Enemies section) but with the added option of intimidating/scaring them
into submission, instead of them just outright attacking. Increase the level of interaction if desired.
Swamp Trek
Of course the PC could hire someone with (or borrow/’borrow’) a fishing boat to take them to the swamps
near the city and then try to sneak in on foot, clambering the wall or by swimming in via the Harbour. The
Plumes guard the harbour and the Baroness’s forces are outside the walls, so they will have to sneak or
fight past them (and face the appropriate consequences if necessary.)
The Hill is a sealed wooden-buttress section where the walls are cleaner and tidier, there is still some
bombardment damage but otherwise it’s protected by competent Plumes and contains nothing but Nobles
(of this backwater, anyway.)
The Prince is holding constant war meetings as the fight starts to shift against him. He cannot count on his
few allies (The Baroness is slowly turning them one-by-one.) He cannot get the support he needs from
Emperor’s Island due to the Blockade, even though he has considerably deep pockets from pre-war savings.
Through a hard fight at the wall, The Prince may be informed of the Mercenaries within his town (likely
saving the day and turning a vicious and brutal wave in a stylish and flamboyant way) and as a further
distraction, a raid on the Blockade’s Powder-ships could be requested of the Players, or some other such
pompous demonstration and morale-booster for the citizens… and by which informing the Slaugth that the
Acolytes are here.
Players could sneak into his court looking for Intel (thinking the Prince involved) to hear a more detailed
account of an interrupted attack on a Plume by the Slaugth’s Type 1 creation – a small pack of Red Jenkins
– leaving him horribly mutilated and needing his limbs amputated. Keep the ideas open here – the
Campaign should have left this avenue open.
Another interesting option: The Slaugth infiltrators have been advising both sides of the war, using their
Shroud-cloaks to make them look like soothsayers, intelligence gatherers, and war-experts/ancient veterans.
One of them may appear in Prince Orcan’s court, flanked by a red Jenkin. (The diminutive creature is in
hiding-robes too, carrying things & acting as bodyguard.) The Slaugth are using this tactic to prolong the war
(and to keep themselves fed) and should a shrewd Acolyte encounter and reveal the Alien, the Slaugth
'advisor' will attempt to flee through kitchens, long-halls and sewers, leaving the Red Jenkin to Delay the
Acolyte while it makes it’s escape (and therefore be ready for the acolytes at the Sky-mill.)
Random encounters
This section doesn’t change from the GM kit. If the players encounter a patrol or a cannon-ball then play it
as described, but if they’re conscripted, then there’s the opportunity for large hordes of the Baroness’s
musketmen to be attacking the wall, as well as smaller hordes of plumes defending it. Expect Mercenaries to
be amongst the Baroness’s army (to pose a second threat) but don’t draw the players in too long here. (See
the Antagonist’s section for details of musketmen, captains and mercenaries.)
If the Players successfully fend off a large attack, then they get bonuses to talking to all Plumes, and some
extra doors may be opened for them to get answers. Asking about the attacks, depending on who is asked,
should direct them to one of the sources below.
The survivor
Inquiry/charm within the wall-guarding Plumes or via some other means (talking to the Plume Captain about
the attacks) reveals the story of ‘The Survivor’ – he’s housed up in a field hospital several lines back from
the wall, and was attacked in the middle of the night by some of the Slaugth “pets” (The Type 1, or the “Red
Jenkin” – see the enemies section.) Suddenly more Plumes showed up, opening fire on the half-seen thing.
He lost an arm, suffered massive internal injuries, and is slowly succumbing to infection. The Acolytes can
talk to him – convincing him that they’ll listen to his crazy story is enough for it to be told.
He heard dragging noises whilst on wall patrol, investigated and came across a mutilated corpse of several
civilians. He was about to raise the alarm when he was jumped from all directions by several small
creatures. He managed to fend several off and scream for help before they overpowered him, and began
pulling him to pieces. He didn’t see it fully, but he noted that the Red Jenkin had an ‘almost human-like face
with whiskers’. The moonlight showed him half-glimpses of its bald, scaly-skinned rat-and-monkey-like form.
He blacked out from the pain as it tore into him. He was rescued by other Plumes, who deny that they saw
anything but fast-moving shadows as they let rip. A good success on the fellowship test here reveals that:
“We were all blasting at shadows - some of us fled, but we grabbed him outta there, all the while pumping
bullets into the shadows…I swear I hit one. Well… I think I did, ‘cos it…it sobbed? But… but the other
shapes, they… they dragged it away…they took it with them!”
This should lead to a discussion about the Corpse Farmers as they took custody of the only remaining
civilian body the other plumes found (and the survivor’s legs – they were mauled so badly they had to be
amputated) but no other bodies were found, even though the survivor saw more than one. He can’t explain
it, and neither can the other plumes.
The Homeless man also saw a ‘small flash’ in the night sky, several months ago or more. No one else saw
it, just him. No-one else knows anything about it. (It was the Slaugth-ship coming under fire, before it
crashed on Acreage in the Swamp near Olrankan – more on this later.)
If the Acolytes ask the right questions, and ply him with the right resources, the homeless man can direct
them to the Fabricator’s District (he has heard rumours from other homeless about things in the Fabricator’s
district, matching the things he saw in description) or to the Corpse Farmers, as he’s seen them clearing up
bodies and collecting them.
In a city under constant siege, somebody needs to clear up and dispose of the bodies in the street. In
Olrankan, this became a constant job, as if the were left to rot, plague and famine would set in; The Bodies
cannot be dumped in the Harbour either, as the water would be poisoned.
Smeed & Smoot are "regular body haulers" - people in the city whom collect the corpses and dispose of
them for a pitiful fee.
Smeed & Smoot are in trouble. Several weeks ago, their incinerator was working full capacity, they couldn’t
get hold of the fuel, and the bodies were mounting – so they looked for a dumping ground.
It Turns out that Smeed and Smoot haven't been disposing of bodies they way they should have for a while.
They have been dumping the bodies in a pit by the Old Sky-Mill in the middle of the night, their warehouse
full of wrapped-up dead. The Old Sky-Mill was perfect - near the outer wall facing the swamp, with few
patrols, checks, or incidents to bother them.
However while there on their third dumping mission, something spoke to them, in broken, squealing rasps
out of the darkness. The voices came from many people, many people in pain and suffering in agony…
The voices spoke of a bargain.
The Corpse Farmers would dump their Bodies here. The Bodies would disappear. The Corpse Farmers
would collect (from the pit-side) trinkets, thrones and equipment in “Payment” (The Farmers quickly realised
that the things there were collecting were from bodies they didn’t bring, they were from others) and any
rescinding of the deal would result in their death… and the death of everyone around them.
They have seen eyes watching their warehouse / shack in the night, and sometimes even during the day.
They dread even going near the incinerator, and so it remains cold – they now just dump the bodies in the
pit by the Sky-Mill, and sometimes, when they look back as they go quickly, they see black shapes swoop
from the upper levels of the Mill towards the ground (The Social test must be passed by several degrees to
learn this…)
They fear for their souls, they fear they’ve made a pact with the "Dark Ones" and that they will suffer in
damnation – but they have seen the predator eyes watching them and their family, the sound of creaking
roof-tiles and rustling trees and snapping branches making their nights sleepless.
They are afraid, and will resist all questions from the Acolytes unless seriously convinced, and so it’s a (-20)
to all interaction tests with them (but it’s obvious they’re terrified of something. Both have family living in the
shack / building behind the warehouse, and the Slaugth constructs are constantly watching - Smeed &
Smoot have become desperate people working under immense pressure, knowing that if they slip there
family will end up as food to these…daemonic things.
The Slaugth are in a Win-Win situation. The Acolytes will arrive at their Shack/hovel/building to find a cold
incinerator, a warehouse full of wrapped bodies, and two very nervous looking gentlemen…
Smeed & Smoot are no tougher. Several Type 1 constructs (No. of Acolytes + several more) are watching
the Warehouse constantly. Any breaking or convincing of Smeed and Smoot will result in the Xenos
pets/constructs attacking during the questioning. They start with Smeed & Smoot’s Families – it is likely that
several family members will not survive the attack. They also try to kill Smeed and Smoot, and the Acolytes
must protect them at all costs, if they are to discover the dumping location…
Constructs
The Slaugth use both types, but there are twice as many Type 1(Red Jenkin) as there are Type 2 (Brut-Ox)
overall there are 12 constructs, or three for every acolyte – see the Enemies section.
They will attack the Acolytes on the stairs as described. There should only be two Slaugth overall, but add a
third if they breeze through the first two infiltrators. (this is unlikely however.)
Slaugth Escape
If the fight starts going badly, the Slaugth will attempt to escape – Their Shroud-cloaks can be used to “hold”
their Gestalt Entity-form in a basic ‘parachute’. They will leap from the Sky-Mill blades, and attempt a glide
for the swamp over the near city wall. They may land in front of or on-top of the wall (especially if they come
under fire) and have to fight their way through.
They can squeeze through a barricade/portcullis, or climb a wall-tower and leap over the wall, heading into
the swamp – give the Acolytes a chance to give chase if possible.
The Slaugth made an emergency landing after being chased by an unknown ship and badly damaged, and
cannot repair their vessel… but the War on Olrankan was a good place to sit tight, and wait for possible
extraction…
The Acolytes can hear the battle occurring in the background as they hunt through the Marshland, unsure of
whether Prince Orcan will be in Charge when they return…
If they use “white flags” and identify themselves as the Inquisition to the forces of the Baroness, they will
leave them alone (as long as a Commanding Officer is there – Normal Musketmen might have heard of
“Olrankan’s Mercs” and will try to kill them - if they made an impact at the wall, that is.)
Some convincing role-play might even get them a unit of musketmen (depending on their success on a
social skill/Fellowship test.) This increases the Bonus to the Agility test for quicker movement to (+30) in the
Swamp as the Musketmen show the way to move through the swamp.
If any of the Slaugth survived, they’ll come out of the low mist to attack the Acolytes (impairing vision down
to 20-25 metres, and drifting across the battlefield to impair it further.) They Slaugth are trying to get their
Comm-system in their ship to work, but if The Acolytes are winning, they will attempt to activate a self-
destruct sequence…
When the Slaugth are dead and their ship is captured or destroyed, the Campaign ends. It takes the
Acolytes a week to get through the blockade and leave Olrankan behind as an Ordo Xenos sweeper-team is
called in to clean up the mess… as Olrankan falls in the wake of their exit. The Baroness is now in control.
An award of 100-200 extra exp should be available for this mission. Any seriously good rolling or anyone
cheating the odds or death should earn a fate point. The acolytes could find the evidence in the ruin of the
Sky-Mill of a wide-spreading conspiracy (as described in the GM Kit) or there could be evidence that the
logicians shot down the Slaugth space-craft. Or perhaps This Slaugth was part of a Mother-ship colony
somewhere in local space, or was on the way to a Rendezvous. An entire campaign can be effectively
seeded from this mission.
A Ship did indeed crash land, as per the scenario changes, but it is NOT badly damaged. In fact it needs
very little to fly again, but on a Feudal world that’s hard to come by.
The part of the swamp where the ship crashed is pretty treacherous but the Slaugth was undeterred, and
with the locating of Smeed & Smoot dumping bodies near the mill, their ‘realisation’ of the ‘return of the
Corpse-King’ was seen as the perfect cover by the single Slaugth infiltrator.
Smeed & Smoot have been ‘collecting’ corpses from the streets in the dead of night, after the Slaugth pets
have had their ‘fun’, and in return, Smeed & Smoot have received protection, power and favours. The
Slaugth has ‘marked’ cult members using a ‘Necro-kiss’ (an area of toxified/decayed flesh.) There may be
members in the king’s court if it goes that way – I expect entertainers or noble’s entourage. Various Low-
lives around the city as well, perhaps…even plumes. There are VERY few (The Slaugth is VERY picky) so
this should not be an obvious tie-in (perhaps one in the kings’ court, and the odd citizen in the fabricator’s
district.)
The Cult, started ‘again’ by Smeed & Smoot, brings corpses for offerings to the Sky-mill, and ‘prays’ to the
Slaugth, also giving ‘offerings’ of allowing themselves to be tortured (much to the Slaugth’s amusement, and
he has accidentally killed many) or bringing tools for the Slaugth to repair his ship with.
The Acolytes might stumble into an empty Sky-Mill; they might follow some cultists in. They might interrupt a
ceremony happening on the bottom floor. They might interrupt an ‘Offering’ of torture-puppet, bodies or just
plain tools. It’s up to the GM and the players. The offerings happen at night, almost every night, by a variety
of numbers. Once the shooting starts, some might flee, others attacking – expect 2-3 Type 1’s, a type 2, and
6 Corpse Fanatics (+2 per extra acolyte) spread all over the place. Perhaps even add a fanatic or two with
slightly better stats to be up in the attic (‘converted’ plumes – use the enforcer stats) defending the Slaugth
Directly (who makes take a pot-shot or two, but it ultimately trying to withdraw.) The Slaugth’s stats don’t
change – only its mentality, as it WANTS to escape into orbit. The chase through the swamp is still possible
(as is the requirement of avoiding patrols, but the symbol of the inquisition still works here.)
Villains Section
Crazed Corpse-Cultist
(OPTIONAL: FOR LOWER-RANKED PLAYERS)
WS BS S T Ag Int Per WP Fel
30 25 32 32 30 30 33 30 27
Skills: Awareness (Per), Speak Language (Low Gothic) (Int), Swim (S) Climb (S), Common Lore (Creed)
(Int), Concealment (Ag), Silent Move (Ag)
Talents: Melee Weapon Training (Primitive), Pistol Training (SP, Primitive), Basic Training (Primitive)
Possible Weapons: Axe or Sword (non-primitive), revolver, and/or musket (with non-primitive bayonet.)
Skills: Awareness (Per), Intimidate (S) Climb +10 (S), Dodge (Ag), Speak Language (Low Gothic) (Int),
Survival +10 (Int), Swim +10 (S), Shadowing +10, and Concealment +10.
Talents: Melee Weapon Training (Primitive), Pistol Training (SP, Primitive), Basic Training (SP, Primitive),
Disarm, Takedown, quickdraw, quickload, Furious Assault and Lightning Reflexes.
Armour: Leather Armour (all locations AP2 Prim except head) and a Flak vest for Krass.
Possible Weapons: knife, Knuckleduster, Stub Auto. (Krass also has an Axe.)
Skills: Awareness (Per), Command (Fel), Intimidate (S) Climb (S), Common Lore (War) (Int), Dodge (Ag),
Speak Language (Low Gothic) (Int), Survival +10 (Int), Swim (S), Tracking (Int)
Talents: Melee Weapon Training (Primitive), Pistol Training (Primitive), Basic Training (Primitive), Disarm,
quickload.
Armour: Feudal Plate (Chest – AP5 Prim) Leather Armour (all other locations AP2 Prim)
Possible Weapons: knife, Sword, Great Weapon (Polearm), Blackpowder pistols x3.
Falatrishian Mustketman
WS BS S T Ag Int Per WP Fel
31 32 36 36 34 24 33 28 30
Skills: Awareness (Per), Intimidate(S) Climb(S), Common Lore (War) (Int), Speak Language (Low Gothic)
(Int), Survival +10 (Int), Swim(S)
Talents: Melee Weapon Training (Primitive), Pistol Training (Primitive), Basic Training (Primitive) quickload.
Skills: Awareness (Per), Intimidate (S) Climb (S), Common Lore (War) (Int), Speak Language (Low Gothic)
(Int), Survival (Int), Swim (S) Climb (S), Common Lore (Creed) (Int), Concealment (Ag), Dodge (Ag), Silent
Move (Ag), Command (Fel) Acrobatics (Ag)
Talents: Melee Weapon Training (Primitive/Chain/Shock), Pistol Training (SP, Las), Basic Training (SP,
Las), Rapid Reaction, Disarm, Takedown, (+others depending on Mercenary Choice)
Skills: Awareness +10, Silent Move, tracking, Acrobatics +20, Climb +40
Talents: Quadruped, Dark Sight, Natural Weapons, Dodge, Catfall, Lightning reflexes,
Ambidextrous, Swift Attack
Gear: None
Looking (from a distance) like a Small Child, the Red Jenkin is a bio-creation of the Slaugth designed for
killing unsuspecting locals and soldiers alone in the dead of night in packs. Created by combining Olrankan
children and local fauna, they are expert at sneaking and climbing with a prehensile tail. Their human-like
face (the toothy grin stuck in a smiling, Cheshire-cat rictus) is the last thing any acolyte wants to face in the
dark. They are weak individuals, but utterly deadly in packs...
Type 2 Construct (Brut-Ox) (Darkling, +Blind fighting, +Brutal Charge, +Natural Weapons, Bio-Shock)
WS BS S T Ag Int Per WP Fel
32 00 40 48 29 15 40 25 00
Talents: Blind, Unnatural senses (15), Blind fighting, Natural weapons, Brutal Charge.
Gear: None
The Brut-Ox is a Slaugth bio-creation designed and used for hauling the massive number of bodies. It was
created from the largest cadavers, purposely mutated-and-combined with the local swamp-life to create a
strong and useful tool. Blind and utterly loyal, this heavy-lifter has been modified to house a bio-capacitor
nervous system within its body. It unleashes the deadly arcing blasts at will and backs it up with brutal fists
that hit like sledgehammers. It is bulky, headless (save for a thick trunk-like apparatus covered in sensor
holes and small useless eyes) and smells of rotten meat, spoiled milk and, when it attacks, ozone.