Campaign Ideas (or lack of)

By Brinkosanity, in Dark Heresy Gamemasters

So the PCs are all ready to play and excited. the Roster goes as followed-

Bones- A feral world assassin whos a new player that finds combat the as the most exciting part of the game.

Preacher Fraal- A noble born Cleric who is more than willing to use her wealth to persuade people.

Eisen- A Dark Holder Tech-Priest with tanking qualities.

Frak- The Feral world Guardsman who's decided it is his fate to protect the rest of the party.

Hazie Cromwell- A Dark Holder Psyker that is planning on excelling in telepathy, and not speaking to people. ( uses telepathy to talk to others)

A strange and different party that will prolly do really well in combat. The Cleric and the Dark Holders could present a problem for each other, the assassin plans to draw alot of blood, and the psyker will draw alot of attention to the rest of them...

As far as the Inquisitor, Im working on a Schola Progenium Arbite that i will ascend to rank 16 Inquisitor. Im trying out the Ascension rules first hand for this. Inquisitor Uriah Brutis is as best a name as i can put together. He is gonna be a tough, shooty thinker. Classic Arbite... then ascend to Interrigator for a couple of ranks before hitting the big time...

Now for the plot, I was thinking of some sort of mutant slave trade thats starting to grow and attract higher ups. They have been using huge beefy mutants to fight each other or slave labor, and the Inquisitor has a more radical approach to stop the slavers and if the PCs do well, have a big strong mutant faction freed and willing to help them out in future endevours.

My other idea is reports of an assassin thats taking out high government officials or something. Well when the PCs get orders to take him alive for the =I=, they catch the target and find out its an Eldar or other xenos. ( But i dont know why xenos would be snuffing out humans.)

Any Ideas would be appreciated. I would also love to do a long deep plot involving the Menagerie (spelling might be wrong, but its that Tzeentch cult in DotDG, i think.) the Inquisitor could be Ordo Mallues and know they are behind the slavers, therefore willing to help mutants. Or something......

Let me know what you think, and if you have any ideas or suggestions, please post them.

Thanks-

Both of those sound like good ideas for campaigns.In a campaign, though you're going to have a lot of room to explore multiple facets of a plot. So, my suggestion, put them together. Make the metahuman assassin an agent of whatever force is driving the mutant slaving ring, and is being used to strategically eliminate opposition to their dealings.

If you want to keep the assassin as an Eldar, make the slaving ring a xenos operation of some kind. Possibly with some darker, more nefarious purpose (The mutants could be given subliminal conditioning to carry out appointed tasks such as sabotage or assassinations once they are sold, for example) that would justify their interest in such a venture. A kroot would also be a good choice for the assassin. Since they act as mercenaries for literally anybody, they could be fitted into almost any design.

If you're hooked on the idea of the menagerie, which I haven't read all that much on, I'd maybe use the mutants as a hook that leads the PC's onto something bigger. Perhaps the mutants they are so cavalierly using are actually former cultists whom they need to dispose of after they are corrupted performing a complex chaos ritual to... whatever you want.

At any rate, it sounds like you've got a lot of good pieces, what you need to do now is what the PC's will eventually have to do, figure out how they all fit together, and why. Feel free to use the above ideas if you like.

Reasons for investigating or shutting down a mutant slave-ring is tough as one, in and of it self, isn't Illegal -a lot of worlds rely on mutant slave labour to produce their tithe after all. However, some inquisitors could see using mutants for anything but kindling to be heretical and look to shut such an organization down for that reason. It would take a radical inquisitor indeed to want to put a lot of time, resources, and effort into shutting such a thing down for the purpose of helping the twists... unless they got it in their head that there was something more going on behind the scenes Some things that could be going on:

1) Remnants of the Pale Throng have been purposefully getting caught by these slavers to escape hot water on Tranch. Where they've been taken, these renegades have started smaller bush-fire rebellions. In investigating why so much insurgency and strife has suddenly hit otherwise peaceful planets in a subsector, the agents of the inquisition come to find that all the growing hotspots have one ting in common -mutant slaves in those areas have all been purchased from the same slaver-combine and that combine as recently expanded its trading territory...

2) Like above, only the Pale Throng hasn't been broken like the Imperium thinks. The Shroud Masters knew the uprising on Tranch was doomed half way trough their campaign of death and set into motion Plan B. While they lost the battle, they sacrificed a lot of queens and bishops to insure the war would continue. Now that the Powers-That-Be think they've been dealt with, they set up a mutant slavery ring to transport their agents off of Tranch and to surrounding worlds there to set up underground resistance cells and await the word from the Masters. Now the cells are almost in place and have grown to the needed strength on no less then 10 worlds scattered across the Drusis Marches and the time is almost at hand when they will rise up in unison, coordinated by the true Shroud Masters pitching the entire Sub-Sector into chaos. This time, if their plan succeeds, entire planets could be lost as the Calixis Sector simply doesn't have the troops to respond to that many embattled fronts all at once, not before incredible damage is done and the fire spreads even further, maybe even to Sepherus Secundus where such a rebellion on such an important planet could cripple the Calixis Sector for a time...

3) As above, only the mutants are being assisted by a single or cabal of Istvaanians or Recongregators (or some mixture there of) for some extra special intrigue and fun.

4) And to work in the Menagerie, instead of radical inquisitors (or along side of them!) perhaps they were responsible for seeing that several of the shroud masters survived to carry on their insane plan and are the ones responsible for helping them establish their “slave-ring” and getting them off planet. However, I think for this, at least in the direction my thoughts were going, the Menagerie might confuse things a bit too much and leave not but a muddy mess for the players.

As for why a xenos would kill off random seeming humans... maybe because they're xenos? If you need more specifics, it's an Eldar or group of them doing eldar like things. Or it's agents of the Slougth eliminating those who have found out too much from within the Syndicate Or it's another xenos doing xenos things...

To link such as Crow sugested, and to make things interesting, the assassinations could be:

1) Contracted by the Beasthouse who are caught up in all this mess, eleminating anyone who knows of their ties to a plot that they sudenly want nothing to do with.

2) Agents of the Amaranthine Syndicate eleminating those who find out too much about the Slave Ring that they are ultimatly behind.

3) An agent of an Almathanian or Occularian Inquisitor of Cabal who are working counter to the Istvannians and Recongregator Cabal but aren't powerfull enough or have enough evedance to openly denounce the Cabal (most of their evedance is card reading and what-not after all...)

[The following is an idea that involves "assasination of high ranking society members" which I posted early in another plot request around here]

The House of the Wyrm

The acolythes are send to investigate a rise of strange suicides within the higher ranks of the Administratum, Regional Government and even a few ranking members of the Ecclesiarchy on (World-of-your Choosing). The suicides are strange in both the timly coincidence (all of this started two weeks ago...so about a month til lthe pc arrive via warpship), all of them occuring among ranking members of society ...and the violent nature. All of them killed themselves in very violent and gruesome fashion (where those killing themselves normally do so in as quick and/or painless as possible).

What is going on?
The "Mastermind" (your foe here) took over control of a very high-class brothel. One catering to the elite and thereby "procteted" by them. The "companions" got infected with a certain alien wyrm that know nests between neck and shoulders near the spine. The wyrm gives the "dames" small telepathic cabalities and changes their DNA so their "offspring" is wyrm and their salvia is a strongly hallucinatic drug. Both is inteded to turn other species into "slave drones" for the wyrm and to allow the implementation of wyrm brood to new "nest queens" (have a look at "Sick Girl" from the "Masters of Horror", if you can!).

However, the Mastermind changed the mindwyrm: he employs a powerfull rogue psyker that controls the wyrm. The wyrm now do not "drone" the salvia-victims but rather keep their influence "dormant"... till they signal a "selfdestruct" (the "Wyrm Queen" must be within 30m to do so..standing near the house and so on). The "droning" still takes time, since the dominated wyrm do not enforce enough bodily change in their "queens" to make the salvia as potent as in wild life.

What will the pc have to do?
They´ll have to find the connection to the high class brothel (all of the household members of the late vicitims will do EVERYTHING to keep the brothel victims of their swoon masters/fathers/husbands/ancestor a secret...they do not want the reputatiion of the swoon to be ruined) and then have to go up against the brothel.. their, they will be confront with the hidden psyker. Anyway, most of the girls kisses are highly hallocinatic and a lot of drug consume is going on their. Going under cover = kissing the girls = warp the pereception of the pc as much as you want.

Plus: a powerfull mindbending psyker that might edit the memories of the pc if they show up alone... or turn them against each other.

Oh! Do not forget the (un-)pleasures of the flesh!

Hope this was inspirational!

Other than the noble cleric your current team just reeks of scum and filth, socially speaking at least. That being the case I would plot their first several investigations to focus more on the seedy side of Imperial life and less "rubbing elbows with the highborn". Maybe start with some mysterious deaths or disappearances either downhive or perhaps on a chartist ship. As they discover clues, piece together info and otherwise progress your plot you can slowly start slipping in clues that point to some "strange inconsistencies"... Something or someone is using the events to drive some larger plot. It also lets you take a decent measure of your new team and what makes them tick when they are still in socially salvagable condition. If they start off by pissing off a batch of nobles and high administrators then realistically their fates are more likely tied to an Enforcer's gun.

You could also download one of the premade adventures from FFG.

With regards to why eldar would kill high ranking humans all you need do it look at the planet armageddon. According to some of the more extreme cases of lore it is stated that the eldar seers forsaw the death of 10000 eldar at the hands of the imperium and so tried to find out a way to prevent that; if the rumors are true the the eldar had something to due with ork warlord Garzul Urak thraka coming into power(spelling problems everywhere in that name). The rest is history, the planet of Armeggedon in now in perpetual war with the orks and the eldar avoided 10000 deaths. If they are willing to alter the future by making a ork warlord then a few assassinations can be easily justified. One thing to note is that this is old 40k lore and may have been changed since 2nd edition.