Creating a few demo adventures, need some advice.

By Brother Zahariel, in Deathwatch Gamemasters

While we've got a Dark Heresy and Rogue trader group going at my LGS people have expressed interest in Deathwatch but no one has been willing to step up and run it. I've decided to step up into that void. I'm trying to build 4 one shot missions I can use both as just demos and as springboards into a full campaign if we start generating interest. I'm no stranger to being behind the screen 5 years as a 3.5 D&D DM and 2 as a Mixed WoD Storyteller

The mission seeds I have so far:

#1 The Kill Team has been asked to destroy a Tau Comm outpost, en route they recieve a transmission from an Inquisitor on the surface asking them to retrieve the data crystals from the outpost(The Inquisitor thinks there is a traitor communicating with the Tau and that this outpost is where those transmissions are coming from)

Primary Objective: Destruction of the outpost

Secondary: Retrieve the crystals and get them to the Inquisition before dustoff

Complication:The Inquisitor broadcast 'in the open' and the traitor sends IG Units loyal to him to prevent the team from delivering the the crystals.

#2 A Dreadnaught's drop pod landed far off course behind Ork battle lines. the Kill Team is inserted with an NPC techmarine to recover the dreadnaught from the location.

Primary Objective: Escort the Dreadnaught to the recovery point

Secondary Objective: Get it Battle ready

As for Tertiary/Personal Objectives I'm writting up 10 pregens and will then have two for each character(one based on role and one based on chapter) for the player to try and achieve in each mission.

You could do a mini-space hulk type mission. Bassically a dungeon crawl.

Make it a smaller ship infested with Tyranids perhaps with a hive tyrant at the end. Could have a secondary objective of recovering a dataslate, and some tertiary objectives to recover some venerable wargear that was lost. Keep the size down and it could easily be done in one session and the dataslate could have something that leads to further missions.

Also you could do an assassinate mission, perhaps an Eldar farseer or Orc warboss. Something big but not too big, but with a number of troops that you'd have to get though to get to them. Could have to invade a compound of some sort to get to them.

- Mideal, your players are sent to recover the lost marine (Watch Stations) in the core book.

- Titus, the Black Shield warns them that they may find a Dark Angel DW there, they must bring him back.

- Either have a counter Chaos Kill team tring to free the deamon from the Watch Station.

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-The space hulk from the DH "multi adventrue booklet" is a nice starter for Space hulk.

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Check DarkReign.com

good starts for a campaign, i really like the space hullk idea, but i am rather partial to orks myself, alternativly try the following additions into a mission

1) Inquisitor has reason to belive that agents of chaos have infiltrated the deathwatch comm system, use some Chaos renegade NPC to mess up any missions they attempt, adding as a secondary or primary objective

(xeno)2) Kill team is going into a strike into a tyranid force on a planet to bring down a hive tyrant (super dungeon crawl!!) add fun additions like saving NPC's poisioning the biomass on the planet, planting remote demo packs, setting fire to spore chimneys

(malleus)3) A Deamon who the inquisitor previously destroyed with his reunite is belived to be returning on the full moon of this night, and before he died he vowed to come and kill the inquisitor on the night of his ressurection, players have one night to prepare, then bring on the deamon prince!!

(Witch hunter) 4) A planet suddenly becomes infested with psychic energies and there must be witchery afoot, sudden populations becomeing psychers will bring loads of horrifying experiences.

Darkmittens said:

i really like the space hullk idea, but i am rather partial to orks myself...

Could easily use Orc's rather then 'Nids for a spacehulk. Have a warboss or just a nasty Nob at the end.