Mission in Volg

By LETE, in Deathwatch Gamemasters

Hiyas!

I want to set a mission for my KT in Hive Volg (Fenksworld, Calixis Sector); the mission basically being the assassination of a eeeevil Rogue Trader turned Chaos worshipper & a surprise encounter with a Daemon. I'm fishin' for some cool set-pieces for my Astartes to run the gauntlet with... If you super-creative people would be soooo kind as to contribute!!! angel.gif

Encounters sketched, so far:

A tense fight with cultists across a bridge spanning the Acid Lake.

Another encounter with a Fenksworld Pit-Thing (or several) in the Underhive's bowels.

An encounter with the Beast House (wrong place, wrong time kinda deal) - or gangers.

A firefight/melee on top of the hive (with people falling off into the Lake).

Thanks!

L

Small horde of pit things I would say, otherwise they wont even scratch yout marines

What about some non-combat encounters?

What is the motivation of the Rogue Trader? Being simply evil is so ... simple? Is there any reason he succumbed to chaos?

Cheers,

TechVoid.

TechVoid said:

What about some non-combat encounters?

What is the motivation of the Rogue Trader? Being simply evil is so ... simple? Is there any reason he succumbed to chaos?

Cheers,

TechVoid.

Trying to get his trade warrant back he lost for some reason. If you want to run it extra-awesome make it unclear whether he is being duped by Chaos or whether he has found a way to outcheat his daemon pact partner until the very end. Or even beyond the climax.

Alex

ak-73 said:

TechVoid said:

What about some non-combat encounters?

What is the motivation of the Rogue Trader? Being simply evil is so ... simple? Is there any reason he succumbed to chaos?

Cheers,

TechVoid.

Trying to get his trade warrant back he lost for some reason. If you want to run it extra-awesome make it unclear whether he is being duped by Chaos or whether he has found a way to outcheat his daemon pact partner until the very end. Or even beyond the climax.

Alex

I like the idea of makng it only appear he's chaos touched - let the players chase him, even kill him, but eventually find out he was (mostly) in the right. How do the players deal with the fact that he ws using radical means to achieve an important end? Do they off him themesleves for heretical behavior? What if he is offed by someone else as the players are unwinding the mystery? Do the KT pick up the job after he's offed and try to finish the job puritanically, do they turn their backs figuring anything that heretical should just be purged and not investigated, or do they pick up where the RT left off using whatever tools are neccesary to get the job done?

Hiyas!

I was bouncing the following in my head:

RT has a "halo device" sorta mind control, & comes to bolster his God's cult in Volg, which already established a beach head. RT believes that by destroying the feudal system he can help the masses & will do this in any way possible, even sacrifising the masses! "What's one dead planet compared to a free Imperium?" & all that crap.

He's going to meet an old nemesis of the same players' Acolytes (a Dark Heresy connection). This scenario they've played before, sorta, being the part the Acolytes "didn't get to see" from that adventure (they played the same adventure as Acolytes but saw a totally different picture, being more involved w/the Nemesis & the cult's side of things, (almost completely topling the Hive). This gives them a chance to see/be the heavy hitters, w/with the Inquisition's & DW point of view.

The (now late) Acolytes' Inquisitor is going to basically ask the KT for help in trying to stop the RT meeting with the Head Cultist (this, he doesn't know).

The KT's called in because the RT is a famous heretic/recidivist (รก la Haarlock or Winterscale) that leaves worlds in turmoil. The DW & Inquisition have been trailing him for a while now & the intel's good that he's going to pop up in Volg thus the wheels begin to turn. They are asked to do this quietly so as not to upset the populous (good luck!) if word spreads of the RT being in Fenksworld it'll probably cause much mayhem & riots. So, a quiet wetjob, in-out & off we go. Riiight.

Also, I was toying (very strongly) with the idea of their appointed KT leader (an NPC), turning coat (helping summon a Daemon) & becoming a recurring nemesis. I'll certain clues first: his behaviour becomes more & more reprehensible & unethical, etc. This way the players can judge when to say "enough is enough" (I have some players that, if given free reign, they'll wanna exactly behave like this, in game; this way they can be shown the consecquences of their actions w/out me telling 'em OOC like some father figure, I guess).

Its a bit convoluted I know, but think of it as 2 parallel stories happening at the same time.

I was looking for more Volg-flavoured (yechhh), encounters, to give it more than "it's just another hive" but to have them remember "that time in Volg." suppossedly the Hive is the worst in the Sector.

Thanks!

L

LETE said:

I was looking for more Volg-flavoured (yechhh), encounters, to give it more than "it's just another hive" but to have them remember "that time in Volg." suppossedly the Hive is the worst in the Sector.

My suggestion here would be to throw in places they've been in the hive with their other characters. Perhaps not concentrate on general Vlog Hive scenes, but ones that you know will resonate with your players. I would advise from having too many encounters or views of the before or after the old Acolytes came through, but a couple of set pieces that were areas of at least interest to your players from the last encounter could be really engaging. If the acolytes encountered gang bosses or underhanded sales men, have them either NPCs the DW get to stomp on or background dressing, but something to remind the players and rekindle old memories.

One minor suggestion: Volg is the water filtration/purification hub for Fenksworld. So, how about a shoot-out amongst a cluster of large pipes, where stray shots have a chance of bursting a pipe and sending jests of water (or steam?) blasting back in the direction of the shooter?

Adeptus-B said:

One minor suggestion: Volg is the water filtration/purification hub for Fenksworld. So, how about a shoot-out amongst a cluster of large pipes, where stray shots have a chance of bursting a pipe and sending jests of water (or steam?) blasting back in the direction of the shooter?

Maybe add onto this the fact that damaging the pipes could effect the city/planets water supply. This can lead to a moral choice of how important they view the destruction of this rogue trader. Will they condem the planet by destroying the water supply that possible can't be repaired (the whole lost knowledge thing that is all over the Imperium).

Hiyas:

The planet (Fenksworld) would probably survive, as there are other gigantic hives (Nova Castillia, Gorsk & Magnagorsk I believe... However, I could be wrong on the names) - the leaders will probably have a contingency plan... Now, the Hive itself maybe in great peril!

Thanks for all the input!

Most gracious of ye, Brothers!

L

If your toying with the appointed kill team leader turning coat here's an idea.

Maybe he is Alpha Legion, masquerading as a deathwatch marine.

He might have an entirely different agenda than the rogue trader trying to complete his objective under the guise of a deathwatch operation.

And if he can corrupt some marines along the way that's just a bonus.

Another idea: have them fight through a corpse starch processing plant. Not only do they get to wade through corpses being made into food, but some of them might be cultists pretending to be dead.

Angron41 said:

Another idea: have them fight through a corpse starch processing plant. Not only do they get to wade through corpses being made into food, but some of them might be cultists pretending to be dead.

Are these Plants detailed somewhere? babeo.gif

L

About the Fenksworld pit Thing.

Don't be afraid to modify the stats for creatures in order to pose a threat to yourplayers. Remove the primitive quality from their attacks, give them swift attack and suddenly a they pose a real threat in small groups of three to five. Especially if you make them ambush through rusted pipes, weakend walls etc, so the players wont have a chance to shoot them down from afar.

Jackal_Strain said:

About the Fenksworld pit Thing.

Don't be afraid to modify the stats for creatures in order to pose a threat to yourplayers. Remove the primitive quality from their attacks, give them swift attack and suddenly a they pose a real threat in small groups of three to five. Especially if you make them ambush through rusted pipes, weakend walls etc, so the players wont have a chance to shoot them down from afar.

What do you get with a genestealer/pit-thing hybrid?

One hell of a beating?

Have you checked out Games workshops Necromunda. the details of the hive are good inspration for encounters.