Hello all!
So, I am about to take on a second group of players who've requested I run a Dark Heresy game for them! Unfortunately, and though it would have saved me a lot of work and trouble, I can't use my previous material with this new group as not only have they heard all of the highlights, one of them is even a player in my first group.
In the process of coming up with something completely new, I find that brainstorming on the forums and chatting it up with people is always the best way to get the creative juices flowing.
So, without further ado- Genestealers! Whereas my last campaign focused on the Tech-heresy, Daemonic presence, Inquisition conspiracy and is about to move into the Haarlock Legacy now, I figured this one would be a completely different shift and focus on those Nasty Tyranids.
For a first scenario, and keeping in mind that these games are likely to last 8 hours, up to 12 (yes, were insane like that.) I was thinking of starting off with a bang: The group would gathered up together trough circumstance when a Scintillan Noble treks down to Sibellus' Under-Hive in order to hunt the Most Dangerous Game. The Antagonist would be a member of "The Sibellus Hunter's Club for Gentlemen", as detailed in Santiago (& Co.) 's amazing supplement, "Genestealer Cults".
The acolytes, after evading the hunter, would end up turning the tables on him and slaying him or capturing him (depending)… Only to find, (as they attempt to loot or examine the body), the strangest mutation. Maybe an atrophied extra arm and claw on his chest? maybe his left hand only has three claws instead of fingers? Something damning and heretical. Several minutes after, the Inquisition arrives- the players have seen and know too much: the noble, now identified, is linked to a massive conspiracy and has the backing of several power people. They are conscripted into the Inquisition, and so begins the campaign: an attempt to condemn, accuse, purge or (if it so happens), acquit the noble families involved. This pits the acolytes against powerful foes- From the Beast House, to the nobles families Obes, Bishops and Raikones and the Great Devourer . Perhaps, by the end of it, we'll find out that the Tyrant Star is actually the Shadow in the Warp or an incoming fleet!
Best of all, it would all tie in with the "Canon" Lore- Inquisitor Felroth Gelt was after all present when the first of the Genestealers was released from its cages, or escaped, from its cages in the Beast House (as per creature's anathema) and a reference to this event, and perhaps a meeting with the inquisitor, would be unavoidable.
Now, the thing is- I am not sure, the idea of the "Most Dangerous Game" is stuck in my head. Can't get it out. But, it seems my players are going to be making an Assassin, an Arbitrator and a Battle-Sister (and a fourth, yet unknown character.) Whereas I was planning on having them all slumming when the Noble starts shooting them up, the sister puts a bit of a wrench in my plans. Not to mention, she's Ordo Hereticus…
Though I wouldn't mind them starting the game "captured" and stripped of "weapons and gear"- perhaps handed over some basic pistols and fur armor in order to put up a fight, I am not sure if its going to go well with the players…
I could start it off with sister, or the entire group for that matter having infiltrated a slavers stock, knowing they'd be purchased by this particular noble. But this starts off the acolytes "In the Know"- and I think that the "Joining the Inquisition" twist at the end of the mission would be cool.
Which leads me to the second problem- 12 hours of play is a long time… The Most Dangerous Game can't possibly stay entertaining that long, I would need to either pad it with events, or end it and pad the rest of the evening with ceremonies- as I would rather avoid taking the plunge into the actual full campaign, which is mostly still in my head. Preferably, it would start off the scenario as a way to get the acolytes together and avoiding playing a different intro for each one of them.
As I write this, I am coming up with an Idea- For the Arena, I had planned just a random Under-hive, the broken-down remains of a small town, typical. What if the noble has purchased this thing, or rented it out for the evening and sealed it off? Now the players have to get out in addition of escaping the mad hunter. To escape, they'd need to reach some sort of main-control, derelict Administratum or Mechanicus control point and activate that. But the doors are sealed, only a Gene-match from the noble will open them, which forces a confrontation.
So, what do you guys think? Enough for a night's worth of game? Ideas for padding the hunt? Observer Servo-skulls and Cyber-mastiffs abound, and may be even other prisoners who decide to turn on each other for a chance at survival or work with the players until such time they get a better offer…
Thanks for the help, and sorry for the long post- but I did get a chance to order my thoughts while writing it

