Planet Hoxxes
Shared Info START R O C K A N D S T O N E
Atmosphere: Breathable mix Temperature: Warm Biosphere: Biosphere remnants Population: Billions of inhabitants
Hoxxes is a unique planet rich in sensitive minerals and metals, yet incredibly hostile to alien life. The planet's dangers include electromagnetic storms, local gravity anomalies, tectonic plate shifts, oceans of corrosive acid, radioactive winds, and a branch of the Tyrannid swarm Behemoth, which has been living inside the planet for an unknown time, unable to contact the main fleet through the Rift.
Herta Kahl [Deep Space Station]
Herta Karl is an ODPDS (Orbital Drop Pod Deployment Station) belonging to the Leagues of Votann. It is a Stronghold Class ship and just under 12 km long.
The station is in orbit around an asteroid which itself is in orbit around Hoxxes. Apart from operations and information about the planet itself, not much is known about the League. Fia'Di'Kawi was able to make contact with them and since then the T'au Empire has enjoyed a business relationship with the League inside the system.
C A N I G E T A R O C K A N D S T O N E ?
Shared Info END
Gameplay Mechanics
Generating the Cave
1: Come up with a Hook 2: Decide on an Area that fits or decide by rolling 1d10 3: Draw a Cave or generate one on: Cave/Glade Generator by watabou 4: Decide if you like the Entry or place a new one 5: Place the Main Objective 6: Place the Hazards and potential side objectives
Tipp: Aside from the area, nothing is stopping you from placing multiple hazards.
THE HOOK An adventure on Hoxxes is a predetermined Quest with random modifiers. The Quest should always have a narrative purpose. The players are of course free to go down and collect some Liquid Morkite for the League, but how did they even come in Contact with them? THE AREA After the Hook comes the Area, inspired by Deeprock Gigachad Galactic, I tried recreating the 10 Areas from the said Title
1: Crystal Cavern Flavor: The area is filled with worthless but beautiful mineral crystals Dazling Prisma: Light is reflected by the crystals, breaking up and turning into a Rainbow. Shooting at a range longer than 12” has a disadvantage of -1 (but it looks fabulous!) Footing: Stepping on a obvious crystal Field requires a fitting check or the crystals collapse under the weight (Know to avoid, Dex to react etc) Sidequest: Transmitting Sound through the Crystals can open up new paths that lead to undiscovered Treasures. Players can also use their creativity and change the Battlefield itself
2: Radioactive Exclusion Zone Flavor: The area is dimly lit by green crystals emitting radioactive energy Irradiated Air: Creatures without proper protection must make regular Str+Int checks, -1 Toughness for each failure Charged Crystals: Crystals filled with Radioactive Energy pulse in a green light. They are extremely fragile and tend to explode when hit with too much force, instantly wounding anyone within 5m” Sidequest: HQ provides a ARV (Amplified Radiation Vacuum) to support the players. The ARV is able to measure radiation levels in the air and is then Able to attract the Gamma waves with its Magnetic Vacuum, charging up the Batteries on its side. It is a useful tool for safely traversing the Caverns and a very good Emergency Power Supply in the right condition
3: Fungus Bogs Flavor: The Caverns here are overgrown with Lush Plants and Funghi, some of them are known to have healing properties Spore Clouds: Large Spores inhabit the place as a thick and greenish fog. Wearing a simple Filter or Facemask already helps, but no protection causes an Infection that gives -1 to every Dice Roll until the Infection is healed (burn it out, Antibiotics, etc.) Exploding Mushrooms: Small Pods filled with a volatile gas to distribute Spores. They are often clustered together and causing one to explode will lead to a chain reaction. Each exploding Mushroom has a range of 10 m² and will attack once with a WS of 3+, no AP. Adhesive Floor: The Wood Wide Web covers the whole ground in the form of sticky Vein-like growths. Running and charging is practically impossible, it requires a fitting check or the range is halved Sidequest: During the journey, the spores are released, creating a dense Fog that makes Shooting and walking harder. Every range is halved until the players find a Solution. There are many solutions to the problem. The Environment aswell as the players are supposed to provide an answer, the GM only approves and acts like that was an option the whole time. If the players still struggle: Just burn it away
4: Salt Pits Flavor: The ground behaves and looks a bit like a Desert. Every step, the ground gives in a bit and clouds of dust rise to cover everything, hiding things completely after a long period. Hallucinations caused by Dehydration are a common occurrence. Stormy: Strong winds from the surface find their way into the cavern, throwing up the dust and limiting the Vision. During the mission roll 1D6 and on a 5+: A storm starts, causing said lack of vision and -1 to shootin. Every 5 min. Role a D6 and on a 5+: the storm calms down Exquisite Pain: A wound will kill on a 5+ instead of a 6+ while inside the Salt pits Sidequest: The Cave is porous in its nature, some of them function like connected Tunnels. Sometimes hard to see, they act as Hazard, help the players bypass hazards or offer hiding opportunities
5: Dense Biozone Flavor: Very Biologically diverse, akin to a reef. Large Coral like Plants move in the soft breeze that is carried by microbial life moving about. The whole place seems tobe moving constantly Dense Foliage: Physical + Knowledge (4) or Movement is halved. Simply ducking provides cover due to foliage, but it tends to move for various reasons Bioluminescent: A layer of slightly glowing microbial life covers the whole area. +1 to Hiding related rolls. Stealth/camouflage is impossible. Cranky Plants: Upon charging or running: Roll 1d6. On a 5+: Vines lash out at the target. Def roll or Wound Sidequest: One of the Local Plants is Sentient, using the other Flora as Organs to communicate. Players need to decide how to handle it and the Plant itself wishes to be more “like the players” (it also wants nutrients but thats beside the point)
6: Glacial Strata Flavor: Ancient caverns made of slippery ice. Hard and durable, but still slippery ice. Permafrost: Large Ice Pillars hold up the structural integrity, too much damage can cause them, aswell as the cave, to collapse. Each time a explosive is set off, place a 2” unit of impassable terrain Slippery: Upon running or charging, the user rolls 1D6. On a 5+: They become prone and move 3” in a random direction Cold: -1 to all Quality rolls if not protected from the Cold Sidequest: Geothermal Vents create small heat pockets, mapping these out and visiting them as part of the mission gives the Party +1 to all Quality rolls for the duration of the descend
7: Sandblasted Corridors Flavor: The cave is a vast and connected Tunnelsystem made of soft Sandstone. It is very easy to traverse but at constant risk of collapse. Easy Mining: Digging tunnels with the right tools is very easy. A proper check needs to be made however to make sure that the Tunnel stays the way it is. If no such roll is provided or the roll fails: Part of the cave start to collapse and anyone in the vicinity must roll on Dex + Inte or become trapped Fine Dust: Dust Particles slowly accumulate inside the filters, they must be cleaned or switched out after around 30 minutes or the user has -1 to all Awarness related rolls until they get to rest or clean their gear Shifting Sands: After Each Combat Turn, a random piece of Terrain gets removed or completely changed Sidequest: The Shifting Architecture reveals long lost Artifacts and Fossils, some of them are probably pretty valuable
8: Magma Core Flavor: An Infernal place where one skips rocks between Magma pools and veins Scorching: Staying in the Vicinity of the Magma for a prolonged time or 1 Combat turn must be counterd by a Quality Check or the target takes a wound Thermal Updraft: Every few minutes, a hot updraft causes light objects to levitate. Roll 1d6 and on a 4+: The party is now able to levitate for a short time Sturdy Rock: Mining these Minerals is very hard and they provide strong cover, even against larget explosions and penetrating weapons Sidequest: An old forge can be used to temporarly boost Weapon Damage but the sounds might attract enemies
9: Azure Weald Flavor: Caverns that are overgrown with Purple/Blue/Pink vegetation and unique properties. Low gravity wells, passive creatures and Healthy spores for example. Magic holes: These are simple holes in the ground but instead of falling down, one falls upward towards the ceiling Ward Pillar: Overgrown Obelisks with foreign runes on them provide some kind of “Protective Aura” around them, granting anyone within 10ft +1 to their Def Bio-Curiosity: Moving through the bush causes billions of glowing Microbial beings tolatch onto anything, making Camouflage and Stealth impossible Sidequest: The Pillars not only provide cover, they are also able to Heal and theyhave some magnetic properties. This can be discovered by translating the Runes on the Pillar in two ways: One is to Translate the Binaric that is written upon it and the other way is to translate the runes below the Binaric, the Necron Runes that got translated once already. Translating the Binaric grants the Pillars the ability to heal, restoring any unit that takes a shortrest in its vicinity. Translating the Necron Runes grants the ability to control Metal within its vicinity, which grants possibilities that are only limited by imagination.
10: Hollow Bough Flavor: The “Caverns” are actually hollow Tree Stumps that petrified over time. Dried Grass and Wooden walls are home to Numerous local Fauna Thorny: There is thorny vegetation throughout the Cavern hidden among the Dried grass and plants. Moving through them in a rush (more than 3” in combat) must be counterd with a Def roll or 1 Wound Stabber: A local Plant species made up of 3 long Vines with huge Claws at their end, each stabbing at a random target if they get to close. While within 15” of one of the Vines, it will attack a random player. Roll 6d6 hitting on a 5+ for 1W. Wasps: There are multiple nests throughout the Caverns and they are usually neutral, unless someone approaches to closely. Sidequest: This place is clearly deadly af. Mission Control offers the Party the opportunity to counter one of the Hazards with a tool, their choice. Thorns: Special Flamer; Vines: Special Cutter; Wasps: Neutralizing Gas
R I C K E T Y R O C K E T Y R O C K A N D S T O N E!
While editing my own Slop, I noticed some inconsistency in wording and I'll correct that later on. Whenever "Time" is mentioned, refer to it as "Every Turn/Scene" to make sense of it!

















