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Shadows of Heresy (Fluff & Rules); Collection of Fluff & Rules to 40k & Dark Heresy
Topic Started: 5 Mar 2012, 09:16 PM (314 Views)
Gerner
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Warrant Officer First Class
Hello Ammobunker.

I have decided to make an additional thread, where I put all the fluff and rules that I use both in my dark heresy campaign and to my miniatures (as they often overlap).

It will be anything from small stories to army list testers, and I thought you should be able to get a view of it as well.

I hope I will end up starting some rambling/discussion and maybe inspire some few to do something alike.

Anyways, always feel free to throw in a comment or some critique.


To start of I got two reports written by a Sister of Battle to the Arch-Cardinal of the Calixis Sector, explaining who these heretics are.

Report on Asaid Virenus

Report on Magos Vathek

Hopefully I will end up on making around thirty of these reports.
If there is any one of you who would like to use the same "sketch" then shout and I will put it up here and explain the settings. :)

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Gerner
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I need some help and inspiration.

My Dark Heresy campaign focus most on intrigues and less on combat, and the campaign is evolving into something big.
The PC's are on their way to Scintilla Hive, where Asaid Virenus is last sighted (with a stolen daemonhammer from the stormwarden chapter).
They are also trying to find Lord Apophis and finding out what his evil plans are.


Lord Apophis is a Tzeentch worshipper, an ex-Malleus Inquisitor Lord and a mastermind.
Something like Zygmunt Molotch from Ravenor, but in a with a daemon weapon.

The cult he controls is Egyptian and Tzeentch theme, that focus on bringing life to the dead. (We all know how Tzeentch love change, and death is a boring permanent.)
This have so far been with limited success (only body parts), but with the help from Heretek Magos Vathek, Angelique De Falk, Asaid Virenus, tzeentch cults, a genestealer cult, a necron cult, thousand sons warband and tzeentch daemons he will soon succeed.

That is as far as I have gotten.

I would like create a complex plot, a work of a mastermind.
Now this doesn't have to be too hard as (my) players aren't the smartest.

Some ideas I have:

  • Apophis uses the PC's to his own goal by giving them wrong information through sources. For example; a pict capture he have created with the lord general doing something heretical, because he need to install another leader of the military on scintilla.
  • The PC's will continue to see small clips of the real plot (that will confuse them), while they run around doing what Apophis plans them to do. When they finally finds out the truth, it should be an eyeopener that the true plot have been right under their noses.
  • Again Apophis makes them eliminate all the enemies he has, and those he can't (or won't) persuade to his cause. Maybe a nurgle cult, a puritan inquisitor group or some arbites coming too close to his work.
  • An increase in Tzeentch cults and mutants all praising the name of Lord Apophis will be a difficult thing to hide, and the players will encounter them sooner or later.

The players consist of:

  • An Xeno interested Adept.
  • A former Commissar leading them.
  • A public relation techpriest, with a minimum of visible implants.
  • A throne-wedded, telekinetic psyker.
  • A missionary cleric.

Information on Scintilla
Information on Hive Sibellus
Information on Tarsus
PDF map over Scintilla

So as you can see I have some general idea, but I lack a true plot and plan. Something I hope you maybe can help me with.

Cheers Gerner
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Gerner
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On Friday my campaign continues after a long break.

Last time ended with the players confiscating a large amount of Xeno Artifacts including an orb of resurrection (not known to the players).


  • They will be notified that one of the arvus lighters carrying artifacts was shot down and looted.
  • The players will probably travel out to investigate the crash site finding dead pilots and guards. Also with all the artifacts scattered across the ground and many of them stolen. (Could I plant some kind of lead here?)
  • They will again come home to their apartment, have a chance to kick back and relax while they browse for new clues.
  • Elim (if no of the PC's) will find a clue. A container addressed to Miss De Falk next to the house they found the Xeno Artifacts.
  • If they take to the harbor and locate the container they will be attacked by frateris militia (the container could either hold a xeno monster or tons of tainted Aquila's (not known by the players)). Why does the eclessiarchy attack them? They got a tip?
  • If they take to the mansion where the container is addressed to they will find an empty dusty building. The only room in the building to have been used is the living room. A single armchair and a small table show sign of use. An Aquila, an empty wineglass and a half full bottle a long with a note is placed on the the table. What would be written on the note?
    In the meantime Elim have found out where the container comes from. The players will get to a warehouse. The warehouse is protected by mutants disguised as frateris militia. They are packing and shipping lots of aquilla symbols - a psyniscience will reveal the evil nature of the symbols (they are made from an old space hulk).
  • The players can either "attack" the place, sneak in or leave the scene. If they choose to fight they will meet heavy resistance from mutants, that in the end will flee. The mutants will seem devoted to the Emperor. In the office of the warehouse there is a dataslate holding information on several containers and a letter to the leader from Miss De Falk
.


This is the main idea. I could use some suggestions and twists.

I don't feel it is all finished and that it could improve.


Again I want to create the sensation of my players getting played by Miss De Falk, but not so much that they give up hope.
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