After the breakup of our original group (due to real world concerns like shift working, couples splitting up, breakdowns in communication - you know, the usual...) and an almost year long hiatus where I ran a bunch of games from Marvel Superheroes to Castle Falkenstein, I'm going to start running Dark Heresy again as of next week.
For a bit of variety I'm going to base the concept of the campaign on a Ecclesiarchy Cell, which will in the fullness of time probably end up in the employ of, or at least allied to, an Ordo Hereticus Inquisitor. For now though I want to focus on the Ecclesiarchical aspects.
Also I'm starting the players off with 5000xp - allowing them the choice of a Rank 5 Dark Heresy or Rank 1 Rogue Trader character. To speed play the PCs are going to all be created before the start of the first game and barring incident it looks like the group will consist of:
A Hive World Cleric - very puritan (almost monodominant) in outlook, the de facto figurehead of the group
An Arch-militant - A devout mercenary, employed as the cleric's bodyguard
A pilgrim Adept/Frateris Militia - A very practical and down to earth "handyman" who serves as the cleric's batman/manservant/handyman/gopher/cleaner/adjutant (see, there is a point in having "Trade: Valet"...). Not your average Adept he's picked up a lot of "learnin'" in his travels and is quietly wise.
A Sister Hospitaller - A "subject matter expert" assigned to the group. We've used the Inquisitor's Handbook to create the character - but gave her the gear of a starting Hospitaller from Blood of Martyrs. Bit of a (pleasant) departure for the player here - he usually plays militant tech-priests and space wolves...But I'm reminded of the ruthless sisters in "Mercy Run" Steve Parker's short story in Black Library's "Planetkill" anthology....
To my mind the group seems really balanced and interesting and I'm really looking forward to seeing how they work together. It's particularly interesting that there seems to be such a synergy of characters when they players all came up with their concepts independently of each other.
The initial concept for the campaign (in my mind "Book one" in the novel adaptation of the series...) is that the cell will be sent to "negotiate" the recovery of a sacred relic - a saint's remains, which the Sister will need to verify the authenticity of.
There will be a couple of adventures en route (to my mind 40K travel should always be eventful unless the plot demands otherwise) allowing the players to get to grips with their characters, refresh (or in some cases learn) the way the rules work. Then upon arrival at the world where the holy relic is alleged to be (I'm thinking Sepheris Secundus) the group will have to negotiate with the nobleman who currently holds the reliquary to arrange for it to be purchased/handed over/taken by force.
I'm thinking (stealing a "Cadfael" plot here) that the remains will be discovered to be recent, revealing the fact that someone had used the reliquary to hide a body. Whose body and where is the original saint?
Any further ideas/suggestions?