I already posted an adventure idea in WFRP and I received many good ideas of it, so I'll try it with this one as well.
This would be the second part of a Campaign. The characters are looking for one of their relatives (in my party an assassin looking for her sister disappeared long ago).
In the first part, she followed a prophecy, more specifically a verse. She managed to free a most unusual psyker girl (who was secretly enslaved in a machine by heretics to control the whole infrastructure of a city), who helped her to puzzle out another part of the verse, what directed them to a forbidden world.
The second part would be their trip to the world and free her sister.
There was a war long ago around the world, that involved xenos technology, gravity charges. Many of them (around 100) still active and in orbit around the planet, but the planet's upper atmosphere contains flammable gases, and the gravity charges attracts them, so they make their gas balls around them. Additionally the gases emits light, so it seems that the planet is having about a hundred suns. That will make the advance to the planet a bit hard.
The party is having a comissar ally from the previous adventure, who is a necron lord masked in human skin (from a previous adventure). They will hit the surface a bit hard and scattered along the surface, losing all their allies (the psyker, the comissar).
This is where I would need more exact ideas. I'm thinking about involving the Thousand Sons chapter.
The planet itself is a hot world, with lava flows, cracked red ground and such. As they arrive to the planet they'll meet a sorcerer from the Thousand Sons, but he'll lie that he is a librarian from a space marine chapter who lost all his men (they wouldn't recognize that this is a chaos space marine). They'll travel with him and he'll poison their mind with the teachings of the warp.
The trip will be hard I think I'll like to involve at least an attack of a thousand sons' homonuculus or something.
At the end of the trip the'll arrive to a castle build on vulcanic rock where the assassin's sister is held. I involved previously the Churgeon from Edge of Darkness as well. Maybe they could hold the sister there because of some grand sacrifice or an experiment or something. Maybe they wan't the psyker girl because of some reason.
I wan't the comissar to reapper at the very end of the advanture, when the necron uncloacks himself, but I already has an idea for that.
So what do you think? Any ideas?
Still, give him some kind of "illusion spell" that guises his taint. The psyker of your group (you have one, right?) will "feel" that there is a power going on... but this should be reasonable for the scriptor he is posing for.