First DH Campaign

By Dramar777, in Dark Heresy

I'm preparing to run my first Dark Heresy campaign, and I plan on using all the resources available to me. I have all of the DH books (I haven't got Dead Star yet..) and have also downloaded all of the adventures and various other info from the support page. Of course, I want this to be a memorable campaign, and would like to use the best adventures to frame the campaign. Could someone help me out on what the best adventures are?

Thanks!

Dramar

....sounds a little like you would know that you want a CAMPAIGNE but you are not really.... fixed about what this campaigne should be all about gui%C3%B1o.gif

Well, my suggestion would be the following

Startt with the RougeTrade(!) free-for-download adventures "Forsaken Bounty" and "Dark Frontier" (both available over the FFG website).

Simply edit them that way that the players are acolythes on a mission for their =I= and the RT in question is hired to bring them to them along.

For the opening ("Forsaken Bounty") the acolythes are sent on a mission to go to a certain wreck of another RT which surfaced in some debris field on the fringe of the sector. Said RT was known to be in league with a radical inquisitor (the same way the actual RT is working on behalve of the players =I=). The ship got lost during a journey undertaken with/for the said radical. The mission, so the PC are told, was about the retrival of some obscure alien artefact. The pc are to search the ship for the corpse of the radical (place this one somewhere in some quarter...with a a safe that is closed...but empty!) and to finde the artefact (read the adventure an you know what I mean). Make sure they find a cyphere book as well (with the corpse of the =I=, the navigator or the corpse of the captain)

"Dark Frontier" will fit in with not much need for tinkering.

Next step, you could use the free addon for "Lure of the Expasen" ("Traitors Nexus ", RT as well) but change it that way that your =I= discovered where the radical =I= got this item from (source of info: the cyphere book). Change th "Nexus" to an half-sunken xeno temple akin to what the pc have seen in "Dark Frontiert"). Make sure the pc did not know that the planet was "settled" and ensure that they do not have to much troops, so uebervioloence is NOT an option to them (they will have SOME troops..but not enough to make waging war a "sure shot").

The "Nexus" is not to be read but catalogued for the =I= (pict recording with servo skull) in minute detail and destroyed AFTERWARDS. (Use Read/Write skill as an extended test... and rember, zombies are coming up all the time!) At the end of the catalogization, they know that some central piece of figure is missing. This is the piece the chieftain holds. Give it any extra ability you deem fitting.

End the Campaigne here.

Forgot a thing about the "Nexus":

- the part stolen by "the King" functions as key in the acient temple. Once insert, some xeno-arcane message is on display (key = crystal = starts some serious xeno holo-writing-mojo). The pc will have be able to discern this after studying the "temple ruin". After the "key" is inserted the enemies come over them (as given in the adventure for Object Two: "Reading the Nexus". The pc have to catalogue the writintg in a hury!

- the eldar simpyl want the secret not to be revealed but will not destroy the temple (it is key element for something else in the furtur)
- the "competition" could be not present at all

Hey, my advice would be if you've got all the books why not run a "Haarlock" themed campaign? Seeing as you have a number of haarlock adventures already?
I would suggest running a number of other adventures as well, the great thing about the harrlock legacy is that you can pop your antagonists pretty much straight into most of the adventures in some way.


Maybye play edge of darkness first to get into the swing of things (If the plot is a bit much to remember you can always cut back on the whole logican thing and just blame the whole series of events on the crazy Dark-Tech woman).

Then play the adventure found at the back of the core rulebook (Illumination) the great thing about this adventure is that the bad guy (the demon, “dancer at the threshold”) can be killed over and over again (within reason) and because he's a demon he can keep coming back and possessing someone different. Just bear in mind that the final encounter can be a real pig unless your party's figured out his weakness.

Have you got the G.M screen? The adventure that comes with it (maggots in the meat) Can be a fun little jaunt and is open enough for you to start adding developments to the story. (I'm a really big fan of the slaught (maggot men) ). Be warned the Slaught ifiltraitor at the end is a little difficult to deal with for most parties (What I would be tempted to do is have him taunt the party and then run off at the end of the adventure. You can even have him jump off the windmill and hit the ground below with a horrible noise only to have him get back up and run off, or slither or whatever).

House of dust and ash (found in the back of Disciples of the dark gods). If you play the aforementioned adventures you should have a pretty nice cast for the auction, nonesuch (who can be the slaught infiltrator who ran off last mission) and the dancer at the threshold can have a massive throwdown when **** hits the fan during the auction. When/ If the party survive you can have them miraculously picked up by one of your I.Q's trusted advisers only to have him betray the party and hand them over to agents of the beast house!!! Que Tattered fates ( or you can simply conclude the adventure when they escape and run the transition the way tattered fates suggests).


Tattered Fates (Pretty self explanatory. But take the time to read through the book (because the plot will develop over a number of adventures) esp. the red cages section flesh out those encounters you want to run).

Damned Cites (Same thing again just follow the book after reading it a couple of times and try not to give away the identity of the heritic too early!)

Then maybe buy dead stars or write your own conclusion. ( I don't have dead stars either but It looks great!)

Finally feel free to add your own adventures or charecters into the mix! We'll I hope thats helped you out a little. I'm sure the other guys on the forum all have their own ideas too, It's a pretty good community on the boards here. Give us a shout if you have any more problems/ questions.

P.S: Apologies for the long ass reply.


Hmm your not trying to convert him to R.T are you Gregorius? :P

It's cool Dracones. I've already got all the books so far for Rogue Trader too. I'm looking forward to DeathWatch.

The reason I wanted to run the CAMPAIGN is because I read the Eisenhorn Omnibus and got really inspired. I've never been into the 40K Universe, and Eisenhorn was the first introduction I had into the universe. I want to run a campaign that has that type of adventure in it.

Gregorious, I'd like to save Rogue Trader adventures for a Rogue Trader game in the future. There is a lot more support for the DH game (mainly because it came out first) and I'd like to use that to make a memorable campaign.

I've skimmed through most of the adventures and read parts of them (particularly the Harlock adventures) in detail.

I'm going to start reading the Ravenor omnibus pretty soon. Just looking for more inspiration for a good game.

Thanks Guys

Dramar