The Djoul Crusade (comments, suggestions, advice?)

By Milova, in Dark Heresy Gamemasters

So I'm starting up a campaign, and I decided given the success of the climactic battle of my previous (acolytes vs Ork horde) that I wanted it to be a war-front campaign. Now what better war-front setting than that of an Imperial Crusade? Which brings us to The Djoul Crusade named for the arch-villains of the ordeal.

The setting is in the Ultima Segmentum in a group of worlds (haven't decided just how many, perhaps a very large solar system with double digit planets, a subsector, or even an entire sector) that are being held by a force of Tyranids. Yes, I said "held", not "devoured". See, the group of worlds had originally been attacked by a splinter hive fleet, but the hive ships were destroyed severing the hordes planetside from the hivemind, thus reverting them to their instinctive lifestyles. Say for the case of one such hivespawn known as the Djoul. A sentient species from an oceanworld that actually used assimilation as one of its original biological functions. The hivemind assimilated the species to improve the capabilities of the Dominatrix, and other strains. When the hivemind was severed, this new strain reverted back to its sentience, where they began to retake hold of the swarm for their own purpose. (Keep in mind that, I imagine only maybe five actual Djoul survived.) With their newfound power, these new Xeno warlords, fortify their new hiveworld, and begin making a new empire, the edges of which threaten several imperial (amongst other) worlds. Thus the Crusade launched against them.

Now the Inquisition places nine Inquisitors to preside over the sanctity of the Crusade--the High Inquisitors, one for each Ordo, as well as two supporting Inquisitors operating under them. Now, my Inquisitor is that of Persephone Domina. An aged woman of the Ordo Xenos, of some few centuries, with a distaste for augmetics and a disdain for paperwork, which, most of all, is why she leaves the running around to her acolytes and follows them via mental prowess.

My four to five players have yet to pick their career paths but one has shown the desire to play a space marine, which given the setting, I am considering. As I do remember Jaq Draco having one in his retinue.

Some goals for the campaign:

-wartime politics, especially between the Inquisitors.

-a possible assasination/coup d'etat attempt

-involvement of other factions, namely the Tau, Eldar, Orks, and Chaos.

These are my basic ideas that I have outlined. As you can tell there are some blanks, and I'm more than open to suggestions, as well as flat out assistance when it comes to locating some player-made career paths. Also, I usually treat my first session as a character set-up session, working out details with everyone's backgrounds, then just a short jaunt as a training mission. (Which is definately needed as I'm the only one really experienced in the 40K setting.) Suggestions for that would be welcome as well.

So, comments, suggestions, advice, assistance? What do you guys think?

Oh, and obviously, I'm not one for sticking to the Claxis Sector...Aheh...

Hmm. First off, and with no malice, I'm not keen on the whole Djoul thingy. Given the background you've given and so on, i dare say its possible, and besides part of the beauty of 40k is our priviledge to do what the hell we like, but I simply don't buy it. I'm not sure if its the lack of detail you've given or just my lack of imagination when it comes to the 'nids being cut off from the Hive mind.

My thoughts are, more than anything, that the Djoul just seem to be extraneous plot wise. Why do you need them? Why can't the system just be in process of being devoured by the 'nids? there are some excellent resources around about the tyrano-forming process, and I think that such a campaign would be sweet enough without throwing djoul-shaped spanners in the work. If you want 5 big baddies, have 5 norn queens or whatever. Just my thoughts, I have no right to criticise your creativity. Explain a bit more and i might buy it.

The rest of it: crusades, 9 inquisitors and politics etc i think works very well and adds nice depth to the concept of an Imperial Crusade. The only things I would avoid are: other Xenos and the Marine PC.

Xenos, whilst interesting again seem too broad for such a story. With all the infighting and nids about i think having extra races may confuse the matter (and your players, especially if new to the back ground). Too many cooks may spoil the soylent green broth and so on.

The marine..well.. I'd just stay away from that one. Some love 'em (Desmond, i'm looking at you), others, such as myself, wouldn't touch them as players characters in Dark Heresy with an electrified bargepole. I will concede that the story line you've mentioned does indeed probably give the best oppurtunity/excuse around to play a Deathwatch marine or similar, but i personally don't like having marines as characters. And it seems rather out of kilter with your rather tasty political/backstabbing campaign you've got going on. I suspect that the player with his eyes on a marine might be just as happy playing a Stormtrooper or fanatical heavily armed Guardsman, and for the groups sake I would encourage him down that route.

What starting XP and cash were you thinking of? That could be the clincher in a campaign like this.

Thanks for the advice.

First I suppose I should point out my reasoning for the Djoul. They were a concept I had once a while back for a reason to have Tyranid swarms fighting each other for reasons other than a Tzeentchite manipulation. I admit, that I enjoy the thought of putting my previous ideas into the games as story elements. However, this is only a bonus. The main reason why I chose the Djoul to taking over the swarm was that somehow I don't buy a Crusade against the 'nids. As the swarm devours systems, leaving dead planets behind. A Crusade, at least as I've seen it so far, is a mass attempt by the Imperium to retake several worlds all at once from a great foe. A hive fleet would leave nothing the Imperium would want back. There would be a consorted effort to destroy them, but not retake what they've already devoured. The Djoul are a device for a Tyranid Empire if you will. They're not so much as devouring, as conqeuring and inhabiting. I felt that, in that case, the Imperium would have the motivation for a Crusade.

Next the space marine, I agree with a lot of what you said. Marines are overly powerful in many situations that a game like this would generate. However, there seems to be a misconception that marines are lost in political atmosphere. Yes, they're super soldiers, but all the marine fiction I ever read definately reveals their subtlties. Also, as you said, this setting is by far fitting to allow a marine in DH if anywhere. Which is why I'm considering it, but I may still deny the player for the reasons you mentioned. I've told him if he goes through the work of finding a "suitable" set of rules for it, I might allow it, and in fact award experience for the work put into the search.

Lastly, the xp and cash. I'm typically start from mostly basic start up. I give some extra exp for things such as detailing backgrounds, as well as some extra gear that Domina usually gives them. Otherwise, I didn't have too many special plans in those regards. Share your thoughts on the matter?

Re: Djoul

Each to their own, and I agree with your comments regarding 'Crusades'. I would just prefer to skip the Djoul (especially as you have inexperience 40k goers), and just go the meat of a 'nid invasion', I'd flip the thing around and rather have it as a proactive Imperial liberation crusade i's just have it as a 'rapid reaction force' under a team of inquisitors (if there is such a thing as a RRF in the Imperium). The aim of which would be to save the planets from the nids before they are completely drained of resources, giving a nice 'race against time' subplot/overarching plot. I don't buy the idea of a nid Empire as they are, essentially space locusts and dont hold territory once theyve had a delicious repast. happy.gif

But thats me, you're obviously itching to use the Djoul, so why not.

As for the Marine, my concern wasnt so much about the subtlety aspect. In a warzone space marines can stomp around high command posts and Conclaves as much as the next 'man'. My concern was a) roleplay ability. Especially with newbie 40kers. ican hear him roaring 'heresy' even now. and b) fairness. This is much debated re: Marines in DH. i fail to see how you can justify having two new PCs one and adept, the other a marine. Cant be done keeping in character IMHO. But again each to their own. Perhaps read through the numerous and long threads on the subject on here and Dark Reign.

Incidentally, if you want rules ThePatriots on Dark Reign are as good as any. Don't like them myself, but you did ask for directions :)

The power level of the PCs is up to you. Starting xp of 400 etc is usually enough (though i tend towards about 600 xp), and i always let players buy kit from scratch, simply for varieties sake. Just bare in mind my comments above regarding marines when considering a starting power level. The most important factor of starting XP is what you expect these guys to do. Unless they have reasonable stats etc dont expect them to take on a hive fleet anytime soon. Against even a small group of nid beasties most starting PCs will just wet their pants with fear and burn fate left right and centre.

lol, good insights! Especially, the using Djoul in a campaign with newbies. I'll definately be sticking to the Crusade motif, but will have to do some thinking on how the 'nids could apply. Probably would have to do Genestealer cults, which are always good for Ordo Xeno adventures. Hmm...I suppose there's always substituting the 'nids with another enemy...

The crusade versus genestealer cult held planets would be fun. Especially if the PCs just think they are up against generic cultists and then it can slowly dawn on them that they are against stealers..thatd hurt. and by that point they might have enough xp to survive AND CA might be out with rulers for purestrains.

In such a scenario of course you could substitute the Djoul with a Patriarch (?) , it fufils more or lerss the same plot role and has a canon background. And then, of course, the stealer cult could be calling a hive fleet psychically. imagine that ending of the campaign: well done guys you managed to defeat the evil stealer cult. small problem though, the hive fleet is on its way...

PS i know that Marines are the Imperiums RRF. just thought i'd get that one in there before someone else did happy.gif

I got it! I did some more research and you were right. I really don't need the Djoul. I think they're a neat strain idea if you want 'nids vs 'nids, but I can simply use Dominatricies. Once again if the hive fleet that attacked these worlds was destroyed, leaving the Dominatricies planetside, then they would be the remnants of the hivemind. They would control the swarm, though their goal to devour would be postponed until new hiveships could be grown, hence why they have to hold the planets as hiveworlds. In most cases, Imperials would kill all groundside nids with exterminatus before they'd destroy the fleet, but if the reverese happened I think this could be the result. As such, seeing a chance to actually reclaim their worlds as opposed to burning them...Crusade time!

As you said, this scenario has the race against time element, as all the dominatricies must be eliminated before they can grow new ships (can you say planetegg). Also, this gave me some ideas for villains from within as well, say, a couple radical inquisitors. Like one who thinks this might be a good chance to see if he can control a swarm himself, or another who wants to summon daemons to duke it out with the 'nids so they kill each other. Not to mention the good old normal military politics like distrustful Hereticus Inquisitors and a battle for a Warmaster spot? Ooo, maybe there could be a genestealer cult hidden in high command! So many possabilities!

*claps hand*

Solid campaign I think. Thanks for the insights!