I thought I'd post my first Dark Heresy campaining designs here, so perhaps those with more ideas and experience can give me some direction as to what sounds good and what does not.
Scenario 1 - Tunnels of Doom
The first scenario is 90% copied from the Demo adventure: Shattered Hope. I changed some minor details and added one key character of my own:
The Black Trooper -> The Black Trooper is an elite soldier in a heavy black plated suit, serving Inquisitor Ralei as his body guard / most trusted servant and observer. As the players land on Sepheris Secundus to investigate the strange cult and mutant outbreak in the Gorgonid mines, the Black Trooper is always there, watching them in the shadows, observing. If the players mess up in this first scenario, the Black Trooper might render assistance, if he sees it necessary for the completion of the mission. In the end, as the players confront the Antithesis stone imbued with the corruptive power of Father Nurgle, the Black Trooper will, without a word, ****** a small surviving fragment of the pink stone in a force field of some kind and leave the area without a single word of explanation. If the mission is completed without issue, the players will have proven themselves to Inquisitor Ralei and are given their next mission.
Scenario 2 - Children of the Fields
The players are dispatched to investigate a string of stange ritual murders on the snakk Agriworld of Finkt III. Here the players will be confronted with fairly simple investigation and rumor-catching in one of the small villages where the farmers live, which will eventually lead them to observing a bloody ritual, in which insane cultists pour the blood of their victims into ceremonial skulls.
If the ritual is not stopped early enough, the cultists will corrupt entire fields of produce, which will mutate into carnivorous mutan plantlife, which will swiftly turn agaist the players and the villagers. It will be up to the players to hack their way through the murderous field to kill the leader of the cult, who is channeling forces of the Warp and of the blood God (Khorne) into the soil of the planet. His death will cease the disturbance and the plants will wilt away. Again, from the dark shadows, appears the Black Trooper, gathering yet another inexplicable trophy from the field, this time a strange carved skull idol smeared with blood.
Scenatio 3 - Bad omens
The players are sent away from their Inquisitor, supposedly to allow them a small reward of free time for the successful completion of their last missions. Just as the players board the space station orbiting the paradise planet of Kialis VII to gain clearance and transportation planetside, the station is rocked by a series of explosion, as missiled fired from planetary defence batteries open fire on the station. The players must quickly make their way through the rapidly deteriorating space station and enter the escape pods before the pod bays melt into slag as the wrecked station descends into the planets atmosphere.
After landing on the planet in the escape pod, the players discover the world wroight in conflict, as the small garrisons of Imperial Guard on the planet are attacked by separate PDF units along with revolting citizens of the planet. The players must survive for weeks in the midst of the raging civil war, avoiding the seditionist forces' Death Squads as they search the countrysydes and cities for remaining Imperials. The players seem to be haunted by inexplicable bad luck, as their enemies seem to always be just ahead of them, ready to spring a trap of some kind. After some time, just as the fighting is dying down and the Imperial forces seem utterly defeated, the sky shatters as new units of Imperial Guard, along with Astartes reinforcements, make planetfall and crush the rebellion. As the players make contact and identify temselves to their saviors, a small shuttle is sent to rescue them. As the shuttle lands to allow the players in, the Black Trooper appears again, exiting the shuttle to make his way into the nearby Capital city for purposes unknown to the players. In reality, he has been tasker by the Inquisitor, who seems to be sporting a quite unhealthy interest in the powers that lie in the Warp, to secure a collection of strange books that had reportedly appeared in the planetary Governors posession a few years ago, a secret gift from the good Inquisitor Ralei. The books hold powers of the manipulative Chaos god Tzeentch, which allowed the Governors Death Squads to bend the probabilities slightly in their favour and haunt the players.
Scenario 4 - Xenology
(This adventure is roughly based on the Games Workshop publication of the same name)
The players are sent by Inquisitor Ralei to investigate the workings of his colleague, Inquisitor Sasham, on his secret base built on a remote planet. Once inside the base, the players discover security systems to be sate of the art and the facility to be manned only by one man, the good Inquisitors manservant. It soon becomes obvious that Inquisitor Sasham has been conducting interrogations and studies of Xenos species in such ways as deemed heretical by Inquisitor Ralei. The players may take whatever course of action they deem necessary. In the original story, the Inquisitor conducting the investigation forced the lowly servant to conduc dissections on the living specimens to gather as much data as possible in the shortest time possible, and to get rid of the xenos scum at the same time. In the progress, one of the imprisoned creatures escapes the facility and ends up in a nearbly human colony, killing several settlers before being gunned down by the people of the settlement. These same people now take a new interest in the facility and attempt to enter it, only to have the gun-servitors attack them without logical explanation. This aggression sparks violence in the settlers, who now trap the players in the facility and are not willing to negotiate. The players are trapped in the facility with the mad servant and several xenos monsters. After some time, just in time before the players kill the last of the xenos, the facility's sensors detect a new ship in orbit, one bearing the ID signatures of Inquisitor Sasham himself. After a chaotic situation, in which the remaining xenos escape, the villagers attack and the facility defences go haywire, the ship in the orbit sends down an armada of landing shuttles, which bear Inquisitorial Kill Squads, tasked with ending the disturbances in the facility and capturing the players. The players either make an escape or are captured. Either arction leads to the finale of the campaining:
Scenario 5 - Games of Influence
The players find themselves in an unexpected situation. The ships of both Inquisitors have docked and each accuses the other of heresy. The players are forced to choose a side and solve the situation in any way they deem fit.
If the players side with Inquisitor Ralei, their lord and master, they will surely suffer the effects of the corruptive powers. This will give them powers and abilities beyon imagination, but will also shorten the players lifespan dramatically (probably will bring player over 50 corruption points). If the players are not successful in assassinating Inquisitor Sasham before he escapes in the later parts of the scenario, the Inquisition will muster is strength and send a unit of Grey Knights as well as other forces to annihilate Ralei and his servants in the near future. This will mean that the future campaining will always be overshadowed by the threat of imminent death.
If the players choose to side with Inquisitor Sasham, they will gain knowledge of several xenos species and can gain the services of some xenos servants, as well as access to powerful and exotin xeno weaponry and equipment. However, if in any future missions they are seen using any of these assets, there is a chance that their cover will be blown as the Inquisition in full discovers what Sasham is doing in his secret hideouts. This could lead to assassination attempts on the players lives at any time. This is basically the easy and most logical path to the players (unless they are fiercely loyal and do not wish to accept the fact that Ralei is meddling with the dark powers).
There is also a third way this mission will end. If the players are truly powerful and skilled and come to think of it, they might actually succeed in killing both of the crooked Inquisitors, redeeming themselves in the eyes of the Inquisition as a whole. This might lead to one of them, or even all of them, being made full fledged Inquisitors, allowing them to take on missions of ever greated magnitudes, until the Emperor sees fit that they fall in His service.
In any case this mission will consist of fierce firefights aboard both ships, attempts to stall the losing party from escaping and finally confronting the Inquisitor the players believe needs to die for his sins. Depending on their decisions, the players might end up fighting through waves of posessed crewmen, several lesser demons, the Black Trooper made demonhost and much more. Or, if the players go the other way, hordes of xenos creatures of many kinds, including a pack of Kroot and their Shaper who serve as bodyguards of Inquisitor Sasham.
+ + + That's it! Tell me what you people think! + + +
+ + + I will post short descriptions of the events of each mission as soon as I get them played out. I'm hoping to get the group finished with the first scenario in a few weeks time! + + +

