Oh no i'm stuck again!

By Guerillaboy, in Dark Heresy Gamemasters

Well its been about a year since I posted for help on my home-made campaign. My group played through last summer and had to disband for a while, and we were never able to finish the story. Well everyone is now wanting to play again and continue where we left off. The problem is after all this time and thought of the story they're following where I was going with it before, I don't really like anymore. The MAIN plotline I want to stay the same (Chasing Inquisitor gone bad) But how to get them there I don't know anymore. Here is a quick rundown of events so far.

1st) They are sent to a planet to investigate "slave trading" of sorts and to meet with a contact Inquisitor who has Disappeared. Outcome they find out the Inquisitor is the cause of the selling of Imperial personell(to who and why they don't know.) The Inquisitor was posing as the governor (thanks to surgeries and the such.) He ends up escaping.

2nd) They have gotten word of a space hulk, that they believe to be the rogue inquisitors, but can't get a response or any reading on it. They are sent to check it out. They end up finding nothing of the inquisitors (however they didn't look very hard) What they did find/release was a demon in a system of mirrors which they had to fight and just barely won. They also found the entire crew in the cargo hold slaughtered.

3rd) After being extracted from the ghost ship and having it blown to pieces. (And after the pysker takes a piece of the mirror which the demon ended up being trapped in.) They receive a report that the rogue inquisitor is recruiting an army (mainly pyskers) and has been seen on a planet on the outskirts of the calixis sector. They are then told that they will be to far to keep live communication/get support quickly if needed. They are also told to never reveal that they are working for the inquisition, and are basically in deep cover. They choose not to land in the main city, but in a small township out in the middle of nowhere. Once landed they find that the settlement is very backwards (think like 1700 new england witch hunt style) and DO not tolerate psykers of any sort. Well they find out after a while about the pysker in the group string him up and set him on fire. The group is able to help the pysker down and they make there escape quickly with help of a local NPC. They are now on there way to the main city, the pysker hangs on by a thread.

This is currently where I am at. All of that took about 9 sessions and was just a very simple breakdown. The psyker now has no items or anything, pretty much just charred rags. I was thinking of opening this new session with "Its been one month since the horrible events at the township took place. With countless hours of doctors and the blessings of your cleric. The psyker was able to pull through, although severly scarred physically and mentally he will live to fight another day." They will then receive a message brought to them by a bellhop who looks nervous. The note if from there Inquisitor saying now that the team is back together they must continue there work and do it quickly. There has been an entire Imperial Guard regiment that has completely disappeared, and they believe the Rogue Inquisitor is behind it. Now at this point I also have to Introduce 3 completely brand new characters as we had some more people join the playgroup.

Where should I go with this, any ideas will help!

First adding new PCs can be a difficult task...as some other players may not mesh well.....so then 3 new players should have the backing of teams current =][=

next as to where the PCs can go....searching the main city for clues and if you want off that world leave clues that hints that the rogue =][= has gathered the psykers in the area and masked the moving of the IG in the area as a defence force. If you are feeling extra evil then have the rouge =][= gathering psykers in an attempt to call forth either a demon to bind or worse enslavers.

What was your orriginal plans and what do you not like about them?

Thanks for the replies, I like those ideas Redskull!

As for my original ideas about the planet I cant remember 100% specific details, but basically the city they were going to was torn by two large warring gangs. Since the planet was on the very outskirts of the sector and pretty much not close to anything else the planet is always targeted by raiding parties. On there way to the town there truck was going to be ambushed by one of said gangs. It was really just a mish mash of bad ideas.

Ive come up with an idea that I ran by a couple people and they seem to really like it. Basically there inquisitor is pissed at them for what theyve done so far (they pretty much defy him any time they can) So he is all but completely cutting them off. He has removed the monthly wages, and refuses to send any more support past the new guys (the 3 new PC's.) He will begin to support them once they can prove that they are worthy. They are to complete the task by any means. If they fail the task, then it will be punishable by death. This give me the chance to really get to be creative, because if one dies and rolls a new character, I have to think of a way outside the normal route of "reinforcements." Also they will have to find a new means of making money.

Now the main plot of this portion of the campaign will be joining the gang the rogue inquisitor uses when dealing with that planet which he uses as kind of a "hand off" point for slaves, rogue IG, pyskers anything (since its so far away from everything.). They will have to work the way up the ranks by doing different tasks that really test there loyalty for the inquisition. Finally they will be ordered (by the gang leader who wields an awesome Daemon weapon btw) to help with a siege on the planet/town. Upon doing to this will make them extremely respected and they will be shown the plans of the rogue inquisitor and shown the "dark side" of what goes on (Rogue inquisitor has turned to daemonic pacts etc.) The gang slowly starts turning more Chaosy and will eventually ask the group to take part in something major (havent figured out what yet but it will probably involve the rogue inquisitor). I want to implement the ship combat rules from rogue trader into this (which im working on now) because I basically want the final battle to be a huge ship battle between my guys (with help of there inquisitor) vs The fleet of the Rogue Inquisitor. They will end up having to board there Rogue Inquisitors ship to actually fight him at some point.

Now this is a very basic outline, but you get the general idea. What do you guys think? How should I deal with corruption/insanity since they will be working for the enemy. I was also thinking of running a mini adventure for the 3 new pc's prior to playing so they can become trusting of eachother since I think it will be hard for the original group to actually accept them.

Also I comletely expect one of the players to completely go the wrong way and mess up everything that I have written for the campaign so far haha.

Glad you like the ideas gran_risa.gif

When trying to join an evil group when those aren't your views things need to be done....gracefully. Have them start with simple thug work....collecting bribes and money..breaking fingers/knee caps....etc.. If they can prove themselves there have them need to make some assassinations....then the big if they make it that far.......helping to gather some rouge psykers from a near by system. Then they would have to make a choice between their actual mission and the rouge =][= ......have the rouge =][= give them a little bit more money and respect to maybe sway their loyalty. demonio.gif