So I have an idea for a campaign (I hope) or at least a long adventure. The problem I'm having is how to get the players from point A to point B. So here is the short form:
A radical Ordo Malleus inquisitor has found a planet that he believes has fallen to a Cult of Khorne. In the process of investigating this, he has found that the corrupting influence is a greater daemon that is bound to the planet. The bloodletting of the cult is causing the daemon to slowly awaken. The Inquisitor has decided that the planet is beyond saving and wants to declare Exterminatus on the planet, but he determines that the destruction of all life on the planet will strengthen the daemon enough for it to awaken. Because of this, the Inquisitor decides to use the Hive Fleet terrorizing the Jericho Reach to destroy the planet, believing the Warp Shadow will sufficently dampen the death throes of the population to keep the daemon from awakening. To do this, the Inquisitor is looking for a Nicassar device he thinks can be used as a beacon in a manner similiar to Inquisitor Kryptman's use of genestealers.
So the pieces I see are:
1) The Deathwatch find out about the plot.
2) The Deathwatch go after the xeno-tech and fail.
3) The Deathwatch go after the radical Inquisitor
Now I would like this to be a several adventure plot. For example, I see #1 being a single adventure where the Deathwatch, in dealing with a Tyranid infastation find the lab the Inquisitor was using to determine how to control the hive fleet, #2 being mulitple small adventures where the team have to deduce the location of the artifact, and then #3 being the big shoot-out at the end. My problem is that I want the flow to be due to the work of the party, not the MMO style "Quest giver tells you to bring them back something. You do so and then they tell you what that piece means and what to do next, etc." so does anyone have any suggestions? I don't mind doing the work to flesh stuff out, I'm just having trouble getting the high level bridge concepts to come together.