Hello everyone,
as the subtitle of this section suggests, I will post my campaign here or at least I will start with the first adventure and look from there if I want to go on Maybe other GMs want to share their adventures or campaigns, too or help with constructive critic.
Some notes before I start:
English is not my mother tongue, so please indulge occuring mistakes. Best example the title of this topic...it should say to share...
I do not intend to post the whole worked out adventures in every detailed facet, this would be too much work for me and the posts would be several pages long I will post my intro and afterwards the course of the adventure.
My campaign was constructed for a fresh start up group and the first adventure tells the story how the acolyties meet each other and their inquisitor. Notice: My players wanted the campaign to be hard and dark.
If you find flaws in the consistency or fluff, feel free to tell me.
The goal of this adventure was to introduce the new mechanics (as few as what really has changed) and especially to build up all three primary arch enemies of my PCs. (More at the end)
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Seeds of Heresy
Intro
We find ourselves in the dark future of the 41th Millennium and there is war in the Imperium of Mankind. It is threatened by from within by heretics and traitors, from outside by xenos and from beyond by the foul forces of the Warp.
Our story begins in the eastern spiral arm of the Milky Way, in the Segmentum Obscurus on a transport spaceship, which glides through the void of the Askellon Sector.
Askellon … an ancient and mysterious region of imperial space filled with secrets and lies, tainting many generations. When you pass between the worlds and look out, you feel that dark forces gather just behind your field of vision, conspirating against the good people of the Imperium.
You are on Bord of the named ship, the wing of life. Your reasons for the journey are your own and thoroughly different. Nevertheless destiny united you in the same passenger category. You travel in a middle class compartment, which fits your Throngelt purse, your employer pays it for you or you might as well just have won the cards while gambling. One way or another everyone of you has his own small cabine. Maybe you have met in the lunchroom or at least you know everyone in the compartment by looks.
The journey leads to Desoleum, one of the biggest and oldest hive worlds of the sector. To date your trip was a quiet and relaxing one, you had a lot of time to debate with others, read or meditate. In the night you wake up, when the drumming signal for the warp transit sounds. Your muscles flex, while you prepare yourself for the sickness that accompanies every transit in the Empyrean. Shortly after the transit you doze of.
Until you are violently ripped from your slumber by screaming sirens and terrified yelling form the corridors. You do not know this particular alarm signal. What's the meaning of this? Is the ship under attack?...Or could it be worse than that? Are you still in the Empyrean?!
Before you find answers to your questions, sickness and dizzyness take hold of you. The walls start to deform, the floor feels like raw meat and the sounds you hear are terribly wrong. Reality itself seems to collabse around you, while you cry out in pain and everything becomes black.
Nothing, blankness, silence...than you feel something. You keep your eyes closed, but you can feel hungry glances aimed at you. Fearfully you open one eye. Immediately the world around you explodes. Your senses are flooded with vile colours and shapes, high-pitched screams from sensual ecstasis to painful madness hammer down at you.
You are no longer in your small cabine. You are stray around driven by panic. You recognise some fleeing people around you. They scream in dreadful fear or fall abrupt silenent all trying to escape. With every look back over your shoulder you see demonic grimaces getting closer to you. They gape and drool, while they try to grab you...to grab your soul. You run, you stumble...you fall. Certain of your death, you lie on the sweating ground. But nothing happens.
You look up and you lie in front of a 100m high wall made of some kind of red leather, all the demons behind you are gone. You rest against the wall, take a deep breath, while your heart threatens to explode.
While you listen to your pounding heart, you have a strange sensation. Then you can determine what it is. You feel another pulse. Stumbling away from the wall you fall down again. Then the giant wall rushes up in the air and uncovers a giant eye. Paralyzed by pure terror you look into the giant black pupil in which you see a maelstrom of colors and emotions...and the eye stares back on you.
It pulls you in, you try to escape, but you have nothing to counter this might. You simply fall down in a neverending abyss filled with pain and madness. After an eternity it finally gets dark around you and the little spark of you soul.
(Yes, I guess many might think this is a little much for the beginning or at all but i ran this twice
so far and both groups found it quite amusing and exciting)
The beach - Part I
The actual adventure starts on a beach. Around the PCs the wrack of the ship, crushed, destroied and on many areas still burning. I started with one PC, chosen randomly by dice, who gained his senses first, finding the other PCs one by one. Partially they were in need of help, so that a reason to stay together was directly given. This way the Players could describe their characters again to the group and the play is a little dynamic.
I let every player make an WP and TH-test, if they suceeded they gained 1D5 Cor and Ins, if they failed 1D10. Afterall their characters just had a real encounter with the warp. On the bright side I also gave them the skill psyscience, but this is more optional and had to do with later plot requirements.
Anyway they were all naked, except the techpriest, he had some kind of bed linen to cover him...nobody ever sees whats under the cloak of a techpriest;)
- PCs have to find a way through the wrack
- PCs have to get equipment and provisions
- PCs meet certain NPCs
NPCs in the wrack:
- Ihen , a young chirurgeon, trapped under a steam beam, his leg has to get amputated, has a good medkit. (If you take him with you, he should be a constant liability due to his critical condition, but Ihen is a good soul and he would still try to help others)
- Matellus , looks like a crewman from the engine department, wound himself a big wrench and some security clothes for workers, an awarness-test might show, that he seems to be a little too lean for a hardworking engine worker.
- Jaquobeaux , imperial guardsman, fully clad in armor, holding a laserrifle in his hands, still very nervous and needs to be calmed down, before he will follow the PCs and help them
- Ekatharina , a young girl (about 14 in my plays) looking for her mother, she should be played quite charming, resistant and has to survive. It is very good, if a PCs tries to help her and maybe poses as a friend to her.
- Lord Ignatius Draco Rasputin III (short IDR3), found in a compartment with many tech and medical equipment, near a burning fire, which threatens to spread. He is also trapped and needs help.
After helping him, he introduces himself and gives orders as to what is to do, he also has some bandages around his head
Obstacles
- Fires, collapsed corridors, the rising tide
- A chirurgeon servitor gone mad, killing people in an ex apothecarium
- Tainted people gone mad trying to kill
Finding help
I let my PCs get creative or let a NPC work on an still intact Vox-transiver in combination with an Auspex. They are unable to call for help, but can detect energy readings which suggest a settlement in the east...about 150km (you can vary as you seem fit).
Short overview
A small group (about 100) considering the size of the ship gathers somewhere away from the wrack. IDR3 takes over the command, like he feels entitled to by his noble rank. They meet Ekatharina's mother Baroness Lucinda Flavia de la Severine , old nobility but thankful to see her daughter again. Night falls people go to rest after a disturbing day to say the least.
The morning begins with a scream. As surreal as it seems, some has died. Depending on the success of the PCs it will look like a poor victim, who has fallen pray to nature, while anserwing nature's call or that he has been killed by a blunt instrument and his body was mutilated by knife.
IDR3 keeps in the middle of the group afterwards, holding Jaquobeaux close. I build in some trouble with Matellus trying to steal some provisions for himself, but bowing down when he was caught.
The journey to saftey? - Part II
The group had to travel through 150km jungle (10km per day), full of poisnous plants, aggressive animals and not much food. A very nice stylistic device was to repeat constant, that it rains...the demoralizing effect was felt by the Players.
I let every now and then some people of the group die to intensify the danger. Additionally every couple of days an other human is found dead (murdered). IDR3 tries to gather people around him, for protection and power. Jaquobeaux at his side, lulled with the promises of a rich reward.
Matellus shows some troublesome behavior and tries to steal again, a logic test with 3 DOS could reveal that he steals technical components. He tries to use them to repair a signal device, which he succedes in and activates just a week away from the settlement. It is some sort of warp signal device to call for his masters. I let it radiate a bright light and the PCs go check it out. They will see Matellus standing over a dead body (someone was there before the PCs). Matellus will try to convince the PCs that it was the dead one who activated the "thing" and then attackt Matellus (a not too hard awareness test should reveal clues as who started the fight).
If the PCs interrogate Matellus successfully they can gain certain information:
- he works for the masters, who will come now that they know, where the thief has gone to
- Matellus sabotaged the geller field reactor
- He is a slave of the Dark Eldar (in a later adventure it will come to light, that he is much more; if he gets killed, he will get ressurected by a haemonculus)
- when people hear just one point of the above, their build up frustration breaks out and they want and will kill him (if he should be burned let it rain strongly...)
If you want to accelerate the journey at this point and feel the players had enough suffering, let them come upon a road through the jungle. I build in this option, if it would get monotone.
Following the road they find a little outpost or supply station. If you feel like it, everyone inside might be dead, either way through mother nature trying to fend of the invaders or something else...something that was summoned a few nights before.
Either way the group can find a transportation vehicle and fasten the journey to a few hours.
Impentra - Safety - Part III
The group leaves the jungle behind and passes through fields, cultivated on cleared jungle terrain. Then they see an imperial town, 10m high concrete walls and the promise of good food!
The players are usually quite happy as the fights are over and the end is in sight...good rpg moments can occur now.
If you feel like giving the PCs one more hard time, do not let them just into the city walls. After all they are a caravan of peaky, dirty and wounded people. Should the PCs fail due to too low stats or bad luck, let IDR3 step in and intimidate the guards with his rank and possible backlashs.
The town is not too big and more an small imperial fortress developed for more civilian needs. In front of the walls are houses build, too. It's name is Impentra and it was original the first fortress of the planet, when it was colonized. The planet is called Argun IV. The town holds a very small space port for about 4 ships, a communication centre with an astropath, an exotic market and usual town institutions. The main traffic from other planets are hunters. They come here to kill or capture dangerous jungle creature's for well paying nobles.
IDR3, the baroness and her daughter go in the palace of the gouverneur. When they return they are outfited with new clothes and seemingly an bigger amount of throngelt. IDR3 still owes his life to the PCs, he offers them to buy for their accommodation and transfer off planet in a few days, to "even his dept".
The PCs have time to explore the town, maybe find the some exotic goods or befriend themselves with hunters in the biggest tavern the hunter's lodge.
On the last evening IDR3 invites the PCs to get a drink in named tavern. The baroness is present, too. It is the first time IDR3 loosens up a little bit. He talks about the PCs life before the crash, their view on the Imperium and is not niggardly with his money and buying them drinks.
The baroness is interacting with the PCs as well, but posing some let's say difficult questions which could be answered wrong in the eyes of a puritan. For example: Don't you think in the war against evil it would be wise to fight evil with evil? Also her views on psionics are quite liberal.
All in all they should drink to the endured horrors of the past view days and be glad that is over.
When they leave it is raining again. Lightning strikes the black sky, short memories of the overcome horros plop into memory...and the memory of the eye...something you might want to emphasize from time to time. (As you might already think, the PCs catched a "glimps" of their nemesis right in the intro)
Soon their is more thunder than there could be lightning strikes. It is weapon fire. The dark eldar answered the call of their minion and launched a full scale attack on the weak defenses of the town. They were effective to hold the wildlife of the jungle out of the town, but were no match against a small xeno army. If not the players have the idea, IDR3 will propose to get to the communication hub and hail the approaching ship to get here faster and send help. The baroness will hurry off to save her child Ekatharina.
Feel free to build in encounters, and scenes where Dark Eldar catch civilians with their gliders etc.
I build in the destruction of the main generator of the town. The com tower did not work. The PCs had to go out again and repair it, while of cource fending of some attackers, if you feel real DE enemies would be too mighty or you do not want to outfit your PCs before in the market accordingly, replace them through slaves or grotesque mutants, failed experiments of the heamonculli.
I also let it open, if the transmission was send and / or received, before the com station was destroied for good. Despair was filling the air.
After that the fight for the town does not favor the imperial forces, the forces and many survivers gather in the space port or gouverneur's palace. Either way the PCs and IDR3 (maybe the baroness and her daughter too and any NPC you want to include, it is a good time to show that they are still alive) find themselves in a hopless retreat battle. One barricade after the other is taken by the foul xenos and forces the PCs and guards back, till the last stand seems inescapable.
But there comes no attack directly, but a xenos which tries to reason with the guardsmen. Her name is archon Lelith Araquir. She promises free passage and no harm to anyone more, if they give her the soulstone Aragul Rakarth. (Yes, a relative of Urien Rakarth, and yes I know that DE usually don't have the technology to use or manufacture soulstones...which maybe makes it so desirable)
The PCs might want to try to hold her off as long as possible. I decided that it would not come to a fight anymore, usually the PCs were beat up bad enough and so threat remains more mysterious and yet they know it is out there and will come back. The PCs and the rest of the town will be saved by attacking aircraft of the ship in orbit. A contingent of troopers lands later and helps cleansing the town.
The Outro
When the first transport ships with soldiers touch down, IDR3 goes up to them. The PCs can see it from afar. They supervising officer wants to get rid of him. Then he suddenly stands as straight as a soldier stands, when he gets a surprise control of his private chambers. IDR3 dismantles the bandages around his head, while talking to the officer. He gestures towards the survivers of the crashed ship, while he does that you see the sanctioning symbol of the schola astra telepathica on his shoven head. You can see the reason for the tension of the officer, too. A big and golden I hangs in front of his breast. The old aristocrat is an Inquisitor of the holy God-Emporer.
Inquisitor Ignatius Dracor Rasputin III gives the order to round up every survivor of the crash on the fore court of the space port. The PCs get within earshot and are ordered to get closer. "This is my ruling, officer. You will kill everyone who survived the crash. They had all direct contact with the warp and are potentially tainted. Everyone except these (PCs). I will personally take care of them." The officer looks into the crowd of wounded, women and children. You see pity in his eyes, but also the knowledge, that you don't defy the orders of an inquisitor. He salutes, relucantly.
IIDR3 then turns towards the PCs: "You have proven yourself to be capable and of a nature I can use.(The talk in the tavern was an inoffical interview) Additionally I owed you my life. This dept has been repaid now. You will follow me and step into my service, if you are found not tainted by the warp." He turns around and enters the cabin of the shuttle.
The PCs look in shock to the crowd of people, they see their newly won friends and allies. Jaquobeaux, Ihen, the baroness de la Severine and even Ekatharina, the little girl with the untamable will to survive. They all get lost by the surrounding troops blocking their field of view. The PCs have to decide if they want to wait and watch or enter the shuttle and only hear the opening of las fire.
... end
I set up three enemies for my PCs in this adventure.
- The eye - of course as it can't be any different a chaos demon...he will often resurface. Mostly only as a hint as in the activities of a cult called Servant of the bleeding Occulus or similar. I plan to let him be the ultimate end enemy when the PCs reach the XP top level.
- The archon Lelith Araquir in her hunt for the soulstone... IIDR3 has stolen it away from her grasp, she send Matellus behind him to gather it back or to prolong his journey so she could attack him
- Last my personal favorite, as it most of the time, hits the players cold...Ekatharina. As through travle between planets time goes by quite far it is no problem to get her back into play as an adult a few years later. The little girl was touched by the warp, her forces first erupt when she gets surrounded to be shot. She then uses her Psy-abilities to either fake her death through an illusion or force an guardsman to rescue her. Betrayed by her "saviors" (PCs) who have abandoned her and left her behind to die, she will grow stronger and plot revenge on the now acolytes. Beginning with attacks on their reputation etc. but only after 3-4 other adventures
Edited by Ripplo