Running What You Know

By drseuss620, in Dark Heresy Gamemasters

Hi All,

I posted in another section about background material for the 40k universe and got alot of good suggestions. The only problem is that it takes time to read all of those books, while I am making good progress, it will still take me a couple weeks to get through what I have.

What I do know is Necromunda. I loved this game and always wanted to run an RPG around it. When I first learned about Dark Heresy I thought I found my chance. The adventures in the DH book and others released by FFG are an excellent start but I get tired of running other peoples material. I want to run by own, but again, I am still learning all the lore.

So I started thinking about it today... What if I had the Acolytes go undercover as a gang in one of the underhives, essentially deep cover.

Couple Ideas and a Couple Questions:

1. Once a successful drug dealer and manufacturer, Keris Vale was betrayed by his partner, a low level and highly corrupt Arbiter. His partner had become greedy, and in an attempt to take over the business for himself, had Keris Vale shot and dumped in a chemical pit in the underhive. Keris wasn't dead though, the unnatural chemicals in the pit corrupted his body and caused massive mutations. Keris survived to plot his revenge and now does so by selling drugs made with tainted flora of the underhive. Continued use of what is now commonly referred to as Zilch appears to have zero harmful effects until the toxic chemicals build up to sufficient levels in the body. Once these chemicals build up, the victim begins to mutate... Their minds begin to rot and their bodies take on monsterous forms. Keris intends to use his new mutant outcasts to help him get revenge on his former partner, who has since been elevated in rank due to his successful attempts to take a well known and powerful drug dealer off the streets. Little does the Corrupt Arbiter (I need to figure out a name for him) know, his unidentified supplier is none other than Keris Vale. He has no idea that he may be the insturment of his own doom.

2. Months ago a Rogue Trader, named Torin Jade, with connections to The Beast House suddenly dropped out of warp and found himself nearly on top of an unknown spacehulk. Knowing the potential of such a find he gathered his crew and boarded the space hulk in an attempt to loot it of ancient technology. What he found on board would change him and his crew to the very core. Genestealers managed to attack the boarding party and infect most of them before being fought back. In the process one of the Genestealers was incapacitated and brought on board. Torin took note of the location of the Space Hulk and inteded to sell his new toy to The Beast House. His new found infection has twisted his judgement and his mind is now no longer his own.

3. If mutating drugs weren't bad enough, The Beast House has managed to acquire a purestrain Genestealer from a known Rogue Trader Contact. They have been using this creature in their fighting pits until one of the Beast Slavers managed to get himself infected. Now the infected slaver has been luring other members of The Beast House in and getting them infected as well. Now a full blown Genestealer Cult has a foothold and is threatening to get out of control. To make matters worse some of the other beasts in The Beast House's fighting pits are also infected, A sharp increase in missing and stories of deformed hivers has attracted the attention of the Adeptus Arbites. The Arbites believe that a mutant uprising is in the works and set up an investigation. Key informants and skilled investigators have gone missing. The Ordo Hereticus has been contacted and informed of the situation.

Question: Does a genestealer sound like something The Beast House might be interested in?

Question: Is information about Genestealers known to the general populace or The Beast House? Would the Beast House know about the infectious properties that a genestealer is equipped with?

4. Acolytes will need to go undercover and establish themselves as a legitimate gang in the hive. They will need to establish contacts that can lead them to the source of the missing hivers and increased mutant activity.

5. The Acolytes Inquisitor suspects a fellow Inquisitor of Corruption... A Redemptionist. In the beginning the Acolytes Inquisitor will stage the death of his Acolytes so as they appear to be off the radar of the Inquisition all together. In the beginning I would like the Redemptionist and his Acolytes to thwart some of the plans of the party... and have the party to suspect him of heresy. In reality the Redemptionist is NOT a heretic and in the end the players may or may not realize this. The potential includes mistakenly killing an inquisitor or gaining a potential (if not dangerous) ally.

This is meant to be a long term campaign in my upcoming game. I will be starting the players off with some of the scenarios in the DH book and Purge the Unclean. As I develop the characters and the story I will push this one onto them. Step one will be establishing themselves in the hive... This may include diplomacy between other gangs or all out gang warfare. Possibly confrontation with the Adeptus Arbites... Definitely confrontation with drugs, drug dealers, and mutants, and maybe an in with certain members of The Beast House. Depending on how it is played... Mutation, Infection, and/or Death are all quite possible... and highly likely to boot.

Comments? Suggestions? Other hooks to add? Again, I intend to make this a large Campaign centered around a hive yet to be determined. If the characters shut down the Beast House and eliminate the Corrupted Arbiter and Mutant Druggies, their adventures might lead them off planet to the location of a Space Hulk and the capture of an infected Rogue Trader and Crew.

Am I trying to cram too much into it or does all this seem plausable? I would like to throw some other things in that don't necessarily have to do with the Beast House and Mutants...

There's never such a thing as too many ideas. Just start simple and add a dash of one or the other when needed. Don't be afraid to smooth over or skip an idea because the players are having plenty of fun with what they have on their plate. Cool premise. Lots of room for moral struggle which is great.

No other input from anyone else? I'd honestly like some more. The goal is to make a somewhat open ended adventure so that the players can follow whatever leads they wish. All of these things are going on at the same time... some independent of eachother. I.E. If they don't address one issue it might get out of hand. Also I'd like to incorporate some potential for diplomacy between other gangs in the area.