Zombie Campaign

By Cards344, in Dark Heresy Gamemasters

Me and my friends really want to play Dark Heresy and Anima, so me and a friend of mine made a deal, he would do an Anima Campaign if I would do a Dark Hearesy campaign. Now I have only ever plade in one roleplaying game before and I have never DMed but I thought I would give it a shot. Now I have not had time to really read through the rules because of school and work, but I plan to be reading the rule books and working on the campaign as my summer project.

This is what I have come up with so far. Their will be six players who are being sent on a mission to a ForgeWorld to rescue a scientist who works for the Inquisitor and get him off the planet that has been assigned Exterminatos because of the Zombie Plaque virus and Nurgle daemons infesting the ForgeWorld. They will have 24 hours to accomplish their task, because it is a secret mission and that is how much time is left before the planet is destroyed. I plan to keep track of how much time goes by in each game session.

The players basically need to get from point a to point b, much like Left for Dead, their will be several routs they can take, but all leed to the same safe factory, its just some ways will be faster and safer than others. Once they get to the safe Factory they will haft to deactivate the security system or they will haft to fight combat servitors(Hopefully one will play a techpriest). Each factory the get in will have a randimly generated equpment for them( Oh look this is the factory that makes hand flamers).

On the last day of the Campaign they will reach the scientist and fight their way to an aircraft to get him off the planet to the Inquistor. Once they deliver the Scientist and his data safly to the Inquitor he will congradulate them on a job well done and shoot the scientist in the head with a bolt pistol.

I am going to allow people to build 2 Characters if one does not work out to their liking I will kill of their character and alow them to switch.(The Inquisitor sent more than one team and one of the members stumbled upon them). We are all new players and still learnig the game.

So, what do you think, sound fun.

Its an ok start. I would also add in cells of survivors, people uneffected by the plague that are struggling to survive. The group would have to interact with these people to try and find out where the scientist is, this could also lead to problems if the group let slip that exterminatus has been declared on the planet, all the survivors may clamour to get on the groups escape craft.

What would the group do in this situation, with imperial citizens begging to be allowed on the craft with them will they let a few on or will they remain stern and not allow a single one on, what will they do when the crowd starts to get violent etc etc.

darkstar952 said:

Its an ok start. I would also add in cells of survivors, people uneffected by the plague that are struggling to survive. The group would have to interact with these people to try and find out where the scientist is, this could also lead to problems if the group let slip that exterminatus has been declared on the planet, all the survivors may clamour to get on the groups escape craft.

What would the group do in this situation, with imperial citizens begging to be allowed on the craft with them will they let a few on or will they remain stern and not allow a single one on, what will they do when the crowd starts to get violent etc etc.

i can see a few insanity points right here.

i mean who wouldn't get torn up inside with a desperate mother and her 3 kids begging to be let onboard.

I would go with a Feral World like the Dusk World or some Death Planet that contains not only the element of a Zombie infestation but natural elements such as difficult terrain, the idea of gettng lost. On forge worlds, and Im probablly going to hear about this but when I was reading the introduction to Forge worlds in the Imperial Handbook, it seemed that the Forge worlds were mostly comprised of Tech Priest. While futuristic, its cool, but if you went feral, you could go with a movie theme like Pitch Black. Where the zombies are savages and something about the world is difficult to admonish. I like the world of Dusk and wanted to use it for an game idea. It talks about the savages on Dusk are superstitious and mad. "Morbidities" cascade the world of Dusk. You could use Cruorian War Beasts a bunch of skin takers of fedrid, maybe a Gretchin insurgence or what you like Nurglings. All can make for an interesting story arc.

Be sure to check out DotDG for Nurgle zombies and vile savants. You can also play with zombification of non-humans, like I did with grox in Scrivner's Star.

One question I had when I did Scrivner's Star was what should happen to servators who get the zombie plauge? I opted for simplicty and decided they would break down and become innert. But I wanted a 2 - 3 session adventure, and you have a mini-campaign. A Forge World has a ton of servators. Consider zombifiying them and turning them loose on the players.

A related question is tech priest zombies. All that hardware should make them really fun.

The DotDG zombies are *very* hard to kill. It's what makes them fun. If you want mass slaughter (and who doesn't?) you could come up with a different kind of zombies and make them mooks (CA). Some GMs don't like mooks, some do, so go with what you like. Since I've introduced them in my campaign, grenades are a lot more popular.

The ending sounds very 40k, but begs the question, why not leave the guy to get zombified on the planet. I'm sure you can come up with a good reason, I'd say just have it ready, as your players are sure to ask.

the nurgle zombies are some sort of weak demonhost in mass, and since humans and machines can both be possed by demon spirits, id say go for servitor zombies, and remember some might be stationed into a wall or other stationary emplacements and cannot hunt the pcs:P