Daemon campaign ideas

By Magnus Grendel, in Dark Heresy Gamemasters

Right. I got Daemon Hunter (very shiny by the way) and was loving the Daemon Generator rules.

Talking to my player group, a random idea occured - since we are all fans of Chaos in the Old World - of letting each player generate a herald and running a campaign as that. Ascension-equivalent level, so the players have an influence score that can be used to influence mortals, procure the services of cults, etc, to achieve their ends and either provide them with hosts or summon them to the materium, cause a war or accident resulting in a warp breach, etc, etc.

Daemons were generated as normal but allowing one stat reroll (as with most character gen systems), and given random names drawn from the name generator on the GW pages: http://www.games-workshop.com/gws/content/article.jsp?catId=&categoryId=&section=&pIndex=6&aId=10500161a&start=7&multiPageMode=true

By complete random luck, the first four were one of each power - Slivergrasp the Magnificent (Slaaneshi), The Grey Fool (Tzeench), Gallmoulder the Vile (Nurgle) and Doomwail (Khorne). We may get a fifth, who I'll probably see about being undivided (I figure a sufficiently powerful undivided daemon prince would have a herald).

The thing I need to figure out is some inspiration for missions. I like the potential scale - they can be establishing a cult then 'checking back in' several centuries later in one game session, but I'm not entirely sure how to play the subtle influence side, especially where the players are trying to get themselves summoned, or whatever.

Any ideas for mission seeds, or sources of guidance for a daemon/divine player campaign, are gratefully received...

Try out the Clumsy Warlock scenario.

A not-so-bright dark-disciple-wannabe is trying to pull off a complex ritual requiring the blessings of all four Great Powers of Chaos. The exact nature of the ritual is not important, as it is really merely a window-dressing. Maybe the warlock tried to gain immortality or wanted to be 'loved be all' - it doesn't matter.

What does matter is that four - let's face it - competing heralds find themselves bound to the ritual, realising with mounting horror it will sap their very essence and use it to fuel the warlock's ambition. Lucky for them, the ritual goes terribly wrong (for the warlock) - maybe Inquisition agents came in weapon blazing, or the warlock's ambition exceeded his ability, or maybe it even was a stupid accident, like the proverbial brick falling from the ceiling and smashing warlock's skull...

Take your pick, depending on how difficult you want it to be for players.

Regardless, when the dust settles, the heralds find themselves in a peculiar situation: not only they seem to be trapped on material plane, bound by some unknown means when a ritual went wrong, but their fates are now also linked. I think herald of Tzeentch must be mabe aware of it from the start - that the fates of the four (five) are now intertwined, and ifone falls, all the other will go to oblivion with him. That will give the players a solid reason to actually work as a group, since their own survival will be at stake. The second yet equally shocking discovery should be the fact that their powers are decreasing over time, and - if they won't do something about it relatively fast - will dissipate completely, turning them into (ugh...) mortals.

So from this point forward their course should be clear enough:

1. Survive.

2. Stop the dwindling of their powers (through worship of mortals or committing regular sacrifices).

3. Find a way to break the enchantment binding them to material plane.

4. Have as much fun and mayhem as they can in the process. demonio.gif

Well, that's what I can up with on a short notice anyway. Hope this helps happy.gif