Campaign blog - The Maiden of Golgenna

By Green Knight, in Dark Heresy Gamemasters

The Maiden of Golgenna campaign is a mixed PnP and PbP game. The stuff we play PnP I compose into condensed form and post it on the blog, with a little feedback from the players. The rest of the time we play PbP on the blog - not sure that the blog format is ideal, a forum might have been better, but it works well enough I suppose.

We have been going for near enough two years now, with several adventures already done and many more to come. One of the premises of the campaign was to use all the published adventures (albeit modified to suit the campaign), with the Haarlock story arc as a centerpiece. Might be interesting for some to see it played out. There is some home-made stuff of course.

The game is essentially Dark Heresy, but with some Rogue Trader elements (who doesn't like Rogue Traders?) mixed in. It is not the PCs that are Rogue Traders, but during the very first prelude adventure they get connected to a Rogue Trader vessel that will follow them throughout the campaign.

If you just want the adventures you can sort by category, but there is a lot of game-world stuff mixed in there too - me filling out holes in the background or just presenting my spin on things.

The blog can be found here: Maiden of Golgenna - DH campaign blog

I can't possibly paste everything in here, so I'll provide some links instead.

0-Prelude
Summary: Being recruited into the Inquisition

Adventure 0.1 - Ignorance is Bliss: Self-made adventure. Wherein the first 2 PCs got recruited into the Inquisition and had a rather harrowing action/mystery adventure aboard their chartered ship - which turned to have a both a rogue AI machine-spirit AND a daemon-possessed captain. They defeat the captain and gain control of the ship (the Maiden of Golgenna, the Rogue Trader vessel that will feature throughout the campaign).
Adventure 0.2 - Port of Call: Self-made adventure. Wherein the now-crippled ship, the Maiden of Golgenna, exists the warp far from charted routes. More specifically near the human-inhabited fringe world of Corax (no connection to the Primarch of the same name). After dodging orks and other ner-do-wells the PCs escape, without really understanding much about what is going on behind the scenes. But hey, they are only junior acolytes.
Adventure 0.3 - Shattered Hope: Published adventure (the free teaser adventure). Originally a very short dungeon crawl the scenario was heavily adapted into an investigation/horror story. Wherein the acolytes finally reached Sepheris Secundus and confronted something foul (a cult of Nurgle) down in one of the mine complexes. Save for breaking cover and causing a mess at court it went well enough. Chaos was defeated and there is much rejoicing.

1-In the Service
Summary: Actual acolytes, first missions

Adventure 1.1 - Edge of Darkness: Published adventure. Went well enough, including some brilliant role-play, except for a small hiccup at the end which allowed the Churgeon to get away and release enough bio-toxins to wipe out the Coscarla Division. The acolytes got away and were able to send word of the impending disaster - preventing adjacent areas from being affected.
Adventure 1.2 - Rejoice for You are True: Published adventure. This time things worked out much better and the adventure was a great success overall.
Adventure 1.3 - Illumination: Published adventure. Although they did manage to save Stern Hope and stop the daemon there were complications...some form of daemonic entity may have possessed a psyker acolyte (NPC) and escaped. And Aristarchus claims that he's Drusus reborn (the Inquisition takes him away, never to be seen again).
Adventure 1.4 - Maggots in the Meat: Published adventure. Run parallel with Shades. A complete failure. In the end the Ordo Xenos arrives with the Deathwatch to set things right (tribute to the newly released Deathwatch game).
Adventure 1.5 - Shades on Twilight: Published adventure. Sort of successful. The mystery is solved and the sword is retrieved. Unfortunately Sgt. Forden gets away with the Liber Daemonica - and kills a handful of acolytes in the process.

2-The Legacy
Summary: Where the Haarlock adventure arc begins.

Adventure 2.1 - House of Dust and Ash: Published adventure. Recently finished. Went pretty well. Manage to get out with a cache of information. The stage is set for later adventures.

Now there will be an interlude before the next Haarlock adventure. An interlude that will show the acolytes something of internal Inquisition politics, as their own patron falls out of favor and is backstabbed by former allies.

Most GMs seem to agree now that the best order to run the Legacy adventures is:

- Damned Cities

- House of Dust & Ash

- Tattered Fates

- Dead Stars

Interspersed gregariously, ofcourse, with connecting and explaining adventures of your own making!

This was really interesting (and heartening) to see, as it's something I aspire towards. I'm GMing a forum-based game - my Acolytes finished Edge of Darkness and are currently playing through a slightly re-worked Rejoice. I have plans in the future to propel them along the Haarlock's Legacy, and it's nice to see you've managed to keep your game going for so long.

I also really like the sound of showing your players Inquisitorial politics. What've you got planned for your "interlude"?

The Laughing God said:

Most GMs seem to agree now that the best order to run the Legacy adventures is:

- Damned Cities

- House of Dust & Ash

- Tattered Fates

- Dead Stars

Interspersed gregariously, of course, with connecting and explaining adventures of your own making!

Well, I decided to run House first, because I wanted to use it to hammer home who Haarlock is, give an impression of the grand insanity of his plans, as well as his ability to manipulate even from his grave.

So I spent quite some time building up a move from Scintilla, via Iochantos and Acreage, to Solomon. Along the way I've used to opportunity to present the slaught as one of the major behind-the-scenes boogeymen.

The next adventure (after a bit of home-made interlude) will be Tattered Fates. The PC's already have good reasons to go to Quaddis, sooner or later, so that will save me having to stage a semi-lame kidnapping and have them transported across space.

Then Damned Cities (but expanded to include more politics) and finally Dead Stars.

Mnesimache said:

This was really interesting (and heartening) to see, as it's something I aspire towards. I'm GMing a forum-based game - my Acolytes finished Edge of Darkness and are currently playing through a slightly re-worked Rejoice. I have plans in the future to propel them along the Haarlock's Legacy, and it's nice to see you've managed to keep your game going for so long.

I also really like the sound of showing your players Inquisitorial politics. What've you got planned for your "interlude"?

The acolyte's Inquisitor (Tancred) has been gone from Calixis for quite some time. Actually the PCs haven't really met him; just seen a psychic replay of him once. In his absence his trusted XO, interrogator Xerza, had acted as his proxy. Tancred isn't particularily well liked by the powers-that-be in the Conclave, since he's something of a loner, running his own operation. But not enough to have the Conclave do something about him.

But now something has happened that has prompted the Conclave to move against Tancred's operation. Xerza has refused to hand over a subject for the Conclave to study. So the Conclave decided enougn was enough - it could live with Tancred's eccentricities, but putting up with his Interrogator is too much. Besides, the subject might be valuable to the Tyrantine Cabal, so...

Globus Vaarak has been appointed as steward of Tancred's holdings - and acolytes. They know him from previous adventures. He's been a staunch ally. At least on the surface. But now they have reason to think he tried to have them killed. Oh, and two of the PCs are from Globus' cadre - and two are from Tancred's. Looks like he was willing for them to die too.

And Xerza didn't take it well, and has defied the Conclave - fleeing deep into Hive Tarsus. She hasn't been declared rogue - yet. But there is a special Tricorn task force looking for her. Could be that some of Tancred's crew are still in contact with her. Could be that some of Tancred's people are willing to help the Tricorn find her. Only time will tell.

And Globus...he's claiming to be the GOOD GUY, having persuaded the Concalve to act with leniency...offering to act as steward only to protect Tancred's holdings.

...lots of opportunities. And this is only the beginning...

Might I suggest as a little side adventure once the PCs reach Solomon for the House of Dust and Ash they could be there doing another investigation. Just pitching an idea at you that I used, the players Inquisitor sent them to investigate an upsurge in dissappearances in the mid hive and (less importantly) the lower hive. The beast of solomon was blamed (Disciple of the Dark Gods) so they were sent to go see, what they found was a group of bounty hunters and apparently slavers (unknown to the players was that these were working for the Amaranthine Syndicate). My players threw a hallucinogen grenade into the slavers den with violent infighting the result... the only guy who had a clue to the truth was shot by one of his goons so this ended the trail of information for my players but they had stopped the slavers and solved the mystery right? The Syndicate was sending the guys out to stock up on snacks for the Slaught going to the House of Dust and Ash. Maybe if you decided to take some aspect of this for your game they could see the Slaught beforehand or atleast his human shape. When they go to the auction then they might be wary of the slaver but can't really act on it or blow their cover! Just an idea for you, sounds like the game is going well and keep it up the Legacy is great fun!