Here's one idea for your cult and plot, lifted partially from my aborted Deathwatch campaign (mine was a much more xenos slant to it, but malleus feels better if you want focus on a cult).
Intelligence reports of lowered harvest output, combined with mysterious deaths lead to the acolytes being sent to the planet to investigate. Covertly inserted into one of the scummier sections of a city, they have only basic equipment and survival gear on them and have to buy, steal or commandeer anything else they may need, with varying repurcussions. During the investigations clues are found that hint at a shadowy group or cult behind the planets issues.
This allows you to set the scene, characters and mood of the adventure/campaign and, pardon the pun, throws the PCs in at the deep end, with only their wits and their skills to back them up. If after enough investigation or just plain GM clue-dropping they discover enough about the cult to proceed, you then kick up the tempo and have cult start fighting back. Set on a water world, you can throw fish-men mutants at the PCs as interference, plus dangerous sea creatures unleashed by the cult.
When the PCs finally get to fighting the real core of the cult, reveal to them that the cult is actually not all that well directed, seemingly being controlled by some shadowy entity hidden away in the depths of the oceans. A cult centred around octopi would give you the room to have a figuredhead for the cult, or 'Maw', with 8 officers or assistants, the 'Tentacles', and then hordes of mutants and muscle. As such a good name would be Cult Of The Maw If you are wanting the cult to be of malleus origin, i would personally go Nurgle and have the cult tampering with the planets food producion plants, sabotaging some and infecting others. Finally have the PCs enough about the Maw to find out that...
The Maw is in fact the head of a major guild or even the planetary governer! At this point, start throwing renegade PDF and militia forces against the PCs, backing them up with loyalist forces and other Inquisitorial agents if neccessary. Escalate through a series of pitched battles and set pieces as the entire conspiracy comes to light - the cult inted to infect the entire planets food exports with the blessing of Nurgle. I'd have the PCs taking part in some big cinematic events, like battling through swarms of mutants in flooding sections of the lower-hive, evading giant predatory fish whilst piloting submeribles or even walking along the floor an ocean trench in pressure-resistant enviromental suits.
Ultimately the PCs will confront the Maw only to discover it doesn't possess its full faculties and is being telepathically dominated by a titanic sea-beast. The beast was host to a greater daemon of Nurgle many centuries ago and it was only through the brave actions of another group of acolytes that the beast was bound within the depths a deep sea cave network. Unfortunately, a recent showcasing of an experimental submersible able to withstand greater pressures than ever before brought the person who became the Maw within range of the beast, and the beast was able to turn them into the puppet leader known as the Maw.
By this point i would expect the PCs to be hitting max level, or ascending if you are taking the campaign that far, so i would allow them to call in major support from offworld to confront and defeat the beast once and for all. Or if they are that way inclined, bind it again, banish it to the warp or even use it to their nefarious ends. Essentially, let the PCs have the final call on how they want to try and defeat the Big Bad Boss of the campaign, but make it incredibly hard no matter what they intend to do.
Finally a suggestion on some mechanics:
- If you wish to have large observation windows on the cities, then i agree with previous posts about having laws prohibiting any weapon with a Pen value, any explosives at all, and any of the more exotic weapon types you personally don't want the PCs starting off with.
- Provide the PCs with ammunition, for weapons that need it, that works underwater, with something like a -1 damage rating to offset this benefit. Obviously solid projectile weapons, bolt weapons and some primitive weapons like crossbows can use these ammo types.
- Prevent the usage of Las, Plasma, Melta, Flamer and some Exotic weaponry from being used at all whilst underwater - fairly self explanatory, but firing anything that generates large amounts of heat or doesnt rely on a kinetic projectile will either fail to work or cause major damage to the user. Imagine firing a meltagun and being incinerated in the cloud of steam it generates around the user.
- Increase the availability of all breathing apartus and eye-gear by 1 step. In a world of murky depths and cloying water, nobody wants to be caught out.
- Allow items that affect mobility, such as Jump Packs or Aerial Pinions, but modify them for aquatic usage and increase the cost a little bit. I'm sure your PCs will love the prospect of owning personal underwater propulsion unit like SeaBob here.
- If you haven't already, check out the Hordes mechanic in the sample Deathwatch adventure and the accompanying dev-blog that explains a little more about it. These rules allow you to streamline mass combat and will be very handy later on in the campaign, allowing you to pit literally hundreds of adversaries against your PCs.
As always, i have a metric f*** tonne of ideas floating around in my head so anyone should feel free to PM me or ask here if they want more info on ideas i have proposed.
