I am going to be running a campaign for three (possibly more) players over the summer and through the next semester (if it lasts that long).
The thrust of the campaign will focus on the acolyte's actions during a major conflict between two inquisitor's (Their master, and Lady Amaros).
So far the first session is most developed. It starts with the players meeting at a safe house on hive Sibilus on Scintilla, their orders are to find a thief who has somehow been getting into fortified and well secured spire manses and stealing select items. Normally this would be below an Inquisitor's attentions, however what caught his interest was the fact that every item stolen was of Xeno's origin (ranging from benign statuary to more dubious but not outright illegal devices and artwork), thus it falls to the acolytes to determine whether this thief is a lone xenophile or if he is working towards darker ends.
After receiving their mission the acolytes are able to pursue their leads as they see fit. Going to the noble’s estates will elicit cold and guarded cooperation if the players can prove their credentials. Of course some witnesses who wish ill of the affected families may provide more useful information (such as what the man looked like, peculiar equipment he was using, how he got into the manse ect ect)
Combing the middle-hive gets them a tip that some hotshot cat burglar went into hiding in the underhive, something about being double crossed by someone in high places. This may be given by the guy’s old fence or even a rival of his as well. If the Acolytes know of any unusual equipment the man was using they may also find the supplier and possibly get a name out of him.
If word gets around that someone other than the greencoats is coming after him, the thief will send some assassins after them, if the players search the bodies of the would be assassins they will find tattooing that marks them as members of a specific gang which only has holdings down in the underhive.
When the players feel that they have enough clues and decide to go down into the underhive to find this guy, it will turn out that he (and the gang ) have built a shanty fortress inside the ruins of an ancient Cathedral, with running water, power and some heavy machine guns. How the players get in is up to them, assaulting it would be practical suicide without allies to soak up some fire (such as a rival gang or even a roaming band of redemptionists… if the players can convince them). They could try to sneak in, or they could attempt entry under false pretenses.
Regardless of what they do in the underhive, they will be making secret(very very difficult) awareness tests to notice a man in a chameoline cloak seemingly following them through the underhive, always to far away to speak too and when they attempt to get closer he disappears before they can get to him.
If the characters kill the thief he offers in his dying words a warning to the PC’s roughly summed up as “Never work for an inquisitor… they screw you over in the end…”
If the characters succeed in capturing the thief he will cooperative but distraught and will spend his time begging for his life/leniency (His life if it is revealed that the players are agents of an inquisitor, leniency if all he know’s is that one of the characters is an arbitrator). On their way out the cloaked man will fire a sniper rifle shot at the head of the thief(firing from one of the other holes in the ceiling). This will most likely instantly kill him, however if the acolytes can stabilize him quickly enough they may be able to bring him back alive (albeit badly brain damaged)
If the characters don’t kill the thief and fail to capture him , he will attempt to escape by using a grapnel to ascend into a hole in the ceiling. He will be promptly shot by the assassin. Again if the characters are able to stabilize him they will be able to bring him back to their master (though this time on a stretcher san’s lung and with many broken bones)
If the players manage to wound the assassin, by the time they are able to reach where he was and follow the blood trail, he will be long gone and the trail will only lead them to where he allowed himself to stop long enough to patch up.
If they manage to outright kill the assassin, they will only get his gear and a small paper with the theif’s picture and personal information, with the words “Liquidation Order” and a black Inquisitorial =][= stamped on the bottom.
After all is done and the players send a report back to the inquisitor, He will be exceptionally pleased if they managed to bring the man in alive, and will be extremely disturbed by the assassination attempt. In any case he gives them a small stipend as a reward for their service (between 10-50 thrones depending on how well the mission went) and a paid ticket for each acolyte offworld and on to their next assignment.
Before i flesh out what is actually going on beyond that first mission, i would like to know if the Hayde Locks (and by connection, the Tyrant Star) and/or Lady Amaros are detailed anywhere outside of the radical's handbook and Disciples of the Dark Gods?
Also thank’s in advance for any suggestions/criticism.