I thought I would discuss, with a view to feedback/criticism, some of the ideas I'm having as I try writing my first DH adventures. I have two characters (and their owners best NOT be reading this!:D!), an assassin and a psyker.
The latter is a voidborn psyker with a shock of white hair left over from the sanctioning process who comes from a space hulk and has a shadow over his soul (as per IH). The former is a Sinophian assassin whose appearance resembles Deckard from Bladerunner.
What I thought I would do is expand on their histories thus, I don't think this will encroach on any ideas they have having completed character creation:
The psyker will have been with the Inquisition since day 1. His origin and his experience mark him as unusually powerful: he grew up on a space hulk and has survived a daemonic encounter during the emergence of his powers. Cosnequently he has been watched since being found by the Imperium. I'm not sure how one lives on a space hulk, but his powers were his means of survival - as was the daemon that he encountered. In fact I would go so far as to say the community he was born into didn't even exist: they were a product of the warp filtered through his untempered perceptions. Somehow he survived. This has ultimately led him into the purview of Lord Harkness Greyfear of whom he is now an acolyte. Greyfear believes in a particular prophecy: a child born in such circumstances who will become a living weapon. Whether for or against the Imperium is a matter of conjecture and Greyfear is somewhat Radical (capital R, I have the handbook and it is cool). Greyfear seeks to be the catalyst for the fulfillment of that prophecy against the backdrop of the machinations of Calixis and the Tyrant Star. The psyker is unaware of this; he is, as yet, ignorant of all of this and knows only that he has survived his emergence and a daemonic encouter during.
The assassin doesn't have so strange a background. My initial idea may be a bit much for a rank 1 (as both characters are) acolyte: he came to work for Greyfear not by choice. It seems that he accidentally uncovered information regarding the psyker and was given the choice by Greyfear to either serve or... The basic idea is that the assassin is there to watch over, as well as assist, the psyker. If the psyker loses control beyond the point of return it is the assassin's duty to grant him the Emperor's mercy. The assassins knows that the psyker has some importance to Greyfear but doesn't understand (or perhaps beleive) in such superstitions as prophecy.
Both characters have, at some point in the past, dreamed of the Tyrant Star. They know not what it is, what it means or even if such dreams are portentuous at all. The psyker will have dreamt of it more, but again no importance is attached. The specific image they each recall, though neither knows the other has dreamed this (in character) or what the tyrant star is in any waty shape or form, even as a legend, is that image in the rulebook of the city scene where people can see the star in the sky. A great picture.
Lord Greyfear is a work in progress. I would like him to be as detailed as the inquisitors within the rulebook as described in the Tyrantine Cabal as each is interesting and multi faceted. He is radical and not averse to 'fighting fire with fire' shall we say, when it comes to dark knowledge and resources. He is also mutated and covers himself well. He speaks only through an advocate; a particular acolyte that always accompanies him known as Malachus.
That is all for now. This was also posted on the official DH Gamemasters forum.
Quote from: Ghost Whistler;497598Lord Greyfear is a work in progress. I would like him to be as detailed as the inquisitors within the rulebook as described in the Tyrantine Cabal as each is interesting and multi faceted. He is radical and not averse to 'fighting fire with fire' shall we say, when it comes to dark knowledge and resources. He is also mutated and covers himself well. He speaks only through an advocate; a particular acolyte that always accompanies him known as Malachus.
A question I have that would be good to answer. Is Greyfear a Radical of the "lone nut" type, or does he have any connection to other Radicals?
Sounds decent to me so far. Did you think to perhaps do the first session "Conan - style"? And by that I mean - party gathering like in Conan movie, with those first two finding the rest of the party (Party's Scum could be released from prison, etc. etc.)
well....those two are the party (2 players). But yes I had thought about that, but I don't know how to do their 'origin story' in that respect. It's a little tricky with DH becuase at rank 1 it's hard to guage the correct opposition. They don't have lots of skills/talents/stats.
Quote from: JamesV;497759A question I have that would be good to answer. Is Greyfear a Radical of the "lone nut" type, or does he have any connection to other Radicals?
I don't know. I wouldn't say he was a nut, but the point is that, as the acolytes near the the Ascension level (and i buy that book), they will find themselves at least at odds with Greyfear in the fashion similar to Inquisitor Ascendant by Dan Abnett. That is, if he isn't outright corrupted/evil (I haven't decided) he is removed somehow (killed, disappeared, whatever), and they get to take on his work or deal wtih it somehow as they ascend to the level which they can do it and take charge as full throne agents.
Quote from: Ghost Whistler;498067well....those two are the party (2 players). But yes I had thought about that, but I don't know how to do their 'origin story' in that respect. It's a little tricky with DH becuase at rank 1 it's hard to guage the correct opposition. They don't have lots of skills/talents/stats.
Heh, sorry - my usual party is 3 players, so I thought there'd be more. My suggested backstory'd be like this:
Make the psionic cornered by some thugs - perhaps of the guy he was sent to investigate. In fact, begin the game with him being cornered. Then, after rolling for initiative - give the Assassin player a free Marked shot at the thugs, and narrate how suddenly from the shadows a shot comes to help the psionic out. Nothing binds people more then saving other's ass.
Quote from: Ghost Whistler;498070I don't know. I wouldn't say he was a nut, but the point is that, as the acolytes near the the Ascension level (and i buy that book), they will find themselves at least at odds with Greyfear in the fashion similar to Inquisitor Ascendant by Dan Abnett. That is, if he isn't outright corrupted/evil (I haven't decided) he is removed somehow (killed, disappeared, whatever), and they get to take on his work or deal wtih it somehow as they ascend to the level which they can do it and take charge as full throne agents.
Don't decide if he is evil yet, at all. If you want him to be player's opponent at some point - note how they will act, and then adjust Greyfear accordingly. He will be mostly in the background, and you should probably leave ambiguous clues.
that's a fine idea. But how does the assassin get involved? That's why i decided to have him come across the information (which really him knowing would probably mean the death penalty in the 40kverse) about the psyker, which ideally he shouldn't tell the psyker.
Quote from: Ghost Whistler;498095that's a fine idea. But how does the assassin get involved? That's why i decided to have him come across the information (which really him knowing would probably mean the death penalty in the 40kverse) about the psyker, which ideally he shouldn't tell the psyker.
Ack, sorry, I thought I was clear on that - he can tell the Psyker that Inquisitor/Some Other Guy that Psyker was told about that'd help him in investigation/ hired him, to protect his back.
I'm not sure a rank 1 assassin on his own is going to be strong enough to rescue a psyker from abductors worth their salt and I don't want to fudge it too much.
Quote from: Ghost Whistler;498365I'm not sure a rank 1 assassin on his own is going to be strong enough to rescue a psyker from abductors worth their salt and I don't want to fudge it too much.
Well, it could be an abductor, singular then ;). Or maybe you could narrate how the Psyker is lost after landing on the planet, and he "accidentally" hires the assassin as his guide? The assassin'd come up to the Psyker and ask him if he's in need of one, of course.
A singular abductor might work; a prophetic 'lone gunman' sort that hears voices foreshadowing things to come (more than being a physical threat to a single character).
The big problem is giving both characters an opportunity to meet and work together rather than having one be the spectator while the other rescues him.
Quote from: Ghost Whistler;498384A singular abductor might work; a prophetic 'lone gunman' sort that hears voices foreshadowing things to come (more than being a physical threat to a single character).
The big problem is giving both characters an opportunity to meet and work together rather than having one be the spectator while the other rescues him.
Nobody said the Psyker must stand idle. Deal with it as per normal combat, I'd say. Maybe make the abductor's two, then.
No i meant before then. When it comes to actual combat, they can both join in. But if the psyker's abducted he has to have something to do.
Quote from: Ghost Whistler;498389No i meant before then. When it comes to actual combat, they can both join in. But if the psyker's abducted he has to have something to do.
Oh, I thought more of a scene amongst the lines of:
"As you were walking down the desolated street of the Hive City, struggling through the dirt and stench of it, suddenly you notice a true oddity - you are alone, a trait that's downright bizarre in a place like a Hive City. Suddenly, you hear a soft, sharp sound from behind you, as if a switchblade is being activated, and a rough, thuggish voice speak "Don't move, guv'nor".
If you want to go down the abduction path - maybe the Psyker can open the lock/manipulate the mind of his guard to open the door for him meanwhile?
I don't know. TBH.
Well, that's why I'm trying to help, though I am running a bit out of ideas :).
What about the assassin showing up when the Psyker is not as much threatened, as just harassed by some goons for being off the planet/psyker/different etc. etc, and giving him a hand?
My initial thought was 'the assassin has been hired to kill the psyker'.
Quote from: Ghost Whistler;498486My initial thought was 'the assassin has been hired to kill the psyker'.
I thought it was so that the assassin keeps the tab on the Psyker, and he needed an alibi to approach him in an innocent manner that'd buy Psyker's trust?
Yes, i'm just thinking about a starting point. Obviously the assassins can't actually follow through with this or it will be a very short game. So the question is, what happens to change things around, and who hires the assassin. At some point Greyfear rewards the assassin by recruiting him (perhaps as a choice between service to the Inquisition or execution).
Quote from: Ghost Whistler;498508Yes, i'm just thinking about a starting point. Obviously the assassins can't actually follow through with this or it will be a very short game. So the question is, what happens to change things around, and who hires the assassin. At some point Greyfear rewards the assassin by recruiting him (perhaps as a choice between service to the Inquisition or execution).
How about the assassin notices that the Psyker has a similiar tattoo on his temple that his missing father/mother/master had? That'd make for some interesting stuff, if a bit cliche.
And I guess the assassin himself could be hired by just someone who was tipped off of Psyker's arrival - in fact, maybe the assassin should be the part of Goon party that I proposed, suddenly shifting sides?
New Idea:
Psyker is to be framed for the crime, in truth committed by an agent of the Red Harvest, of killing a cell of acolytes ahead of his meeting with them.
The actual killer will be among the bodies because Assassin has been tasked, unknown to him, by the Red Harvest to kill their agent so as to leave none alive.
Being arrested means that Greyfear will not be able to reach him immediately, thus securing his release by the authority of his office. In that time Arbitrator agents loyal to the Red Harvest will spirit Psyker away and abduct him.
Assassin doesn't know who the Red Harvest are: they are a cult that seeks to control the subject of the prophecy to which ZXardoz is destined for. They start out ostensibly as heretics/evil, but their true aims may change as befits the course of the adventures the pair undertakes.
Of course in getting them together this way it is important that:
a) Assassin and Psyker get on the same page and realise the pysker is being set up and thus to provide a motive for the assassin to help him (such as a double cross for instance).
b) the Psyker escapes the Abritrators before they catch him (a rank 1 vs a cardre of 40k cops probably won't stand a chance).
This method has two holes, as you put it - and even a bit big, no offence.
1) What if the assassin decides not to betray the Red Harvest?
2) What if the Psyker decides to stand and fight? I've recently seen my players stand and fight when heavily wounded and against bout 40 Fimirs instead of running away, so nothing will surprise me.
The assassin will be instructed to kill the person from across the street, identifying the target by means of a dataslate. This is to be left in the room from where the hit takes place. The time will be at midnight during a power down cycle.
The assassin is to then head into the tavern after killing the target as he leaves. The employer will then meet him inside in room a bearing the data slate to prove his identity. There he will be paid.
Room a is an inquisitor safehouse bearing the cipher of Greyfear. Prior to leaving (and thus dying), the target will have killed the remainder of the psyker's cell, setting both up, prior to the arrival of Arbitrators (loyal to the Harvest) who themselves appear after the Psyker.
There wont' be much time for recriminations, but tge assassin can discern something is amiss: the bodies are hidden from plain sight (the assassin has no immediate reason to suspect) but blood trails can be seen. Of course his employer will not appear. Also the information he is given for the job is particular and specific. The target is also a Harvest agent, targeted via Fral to clear up loose ends.
Nothing will surprise me either, but there must be a way to convince them not to get caught and to escape. Enter the strange, seemingly neutral voidborn cult called Eternal Effulgent, ostensibly tied to the Ministorum. They are a group of Voidborn that exist on planets to facilitate relations between the two communities. They also...know things including dealings with psykers. They are a bit of a plot device, and are not regarded as heretical...yet. I might introduce them by having them turn up and tell the guys to escape.
Sounds good enough, though it'll take a while to get the party this way - hence why I suggested opening the session with the rescue.
Make sure to give the Assassin enough clues that he gets it. Maybe make it appear like the both were set up? And maybe clue him that the deal sounded a bit fishy - too much money, or he just didn't like the guy who tried to hire him?
Quote from: Rincewind1;499026Sounds good enough, though it'll take a while to get the party this way - hence why I suggested opening the session with the rescue.
Make sure to give the Assassin enough clues that he gets it. Maybe make it appear like the both were set up? And maybe clue him that the deal sounded a bit fishy - too much money, or he just didn't like the guy who tried to hire him?
I don't think it will take long at all, tbh. Quite the opposite, actually. In fact I think there might need to be something prior to the ambush just to give it
some context.
I don't think it will be an issue to make sure the assassin gets it (hopefully). Gamers are suspicious by nature and their inner Ackbar is never too far from the surface. That it's a set up is probably painfully obvious no matter how I do it. Which is fine.
Quote from: Ghost Whistler;499070I don't think it will take long at all, tbh. Quite the opposite, actually. In fact I think there might need to be something prior to the ambush just to give it some context.
I don't think it will be an issue to make sure the assassin gets it (hopefully). Gamers are suspicious by nature and their inner Ackbar is never too far from the surface. That it's a set up is probably painfully obvious no matter how I do it. Which is fine.
True on the Ackbar part ;). I think the setup works fine - go for it.
Thing is, a rank 1 assassin just isn't going to take out a more experienced acolyte such as Cinder. Chances are he'll miss and even if he hits, there's no way he'll do enough damage in one shot!
Why not just have the first game be them meeting the main Inquisitor and him telling them they will work together and here's the mission? They can learn about each other as they adventure, then. It also gives them control over their own backstory.
i.e. "You are summoned by Inquisitor Greyfear." Characters go to his quarters, and he tells them to get to work. Then, as they go about their first mission, they talk to each other.
Saves a lot of boring explanations on your part (at least, I always get bored when the GM starts rattling off my characters pre-history, which will likely be nothing like what I envision).
Quote from: danbuter;499477Why not just have the first game be them meeting the main Inquisitor and him telling them they will work together and here's the mission? They can learn about each other as they adventure, then. It also gives them control over their own backstory.
i.e. "You are summoned by Inquisitor Greyfear." Characters go to his quarters, and he tells them to get to work. Then, as they go about their first mission, they talk to each other.
Saves a lot of boring explanations on your part (at least, I always get bored when the GM starts rattling off my characters pre-history, which will likely be nothing like what I envision).
I agree, and that's the point of this. I have no intention to tell them their characters' (whom they created) history. TBH that sort of backstory is largely irrelevant. But i want something more than, you are summoned by "Lord blah, do as he bids". That said I'm drawing a blank here big time. THis idea i've created isn't really going to work i fear.
Let's try this again:
Father Obeah Creech, of the Eternal Effulgent, knows something about the psyker and the prophecy. He fears for his safety and wants to speak to Lord Greyfear.
Among Greyfear's staff is a turncoat called Cinder who works for the Red Harvest. He and they want the Psyker to be captured and abducted and Creech killed.
To that end Creech is directed to the Dancign Shank safehouse where he is to wait for Greyfear's men. Zardoz is sent there to meet him, ostensibly not alone, though the other two acolytes (npc's that will disappear at some point) will be redirected.
The assassin has been hired to kill Creech before he enters the Dancing Shank. Cinder then plans to kill the assassin (so as to make the player know he's been set up) and plant evidence to frame the Psyker as he arrives to find a dead body.
(FFS, I had hoped to run this on Wednesday night!)
Now how to make this work:
Having the assassin escape isn't too much of an issue for the moment.
Cinder will escape before the Arbites arrives anyway, not a problem (fingers crossed).
But how to convince the psyker that he needs to escape (the arbites are secretly Harvest agents who will capture him and take him away), and that the assassin isn't his enemy.
Well, he is a Psyker...Spider Sense comes to mind ;).
Still, this plan relies that the players will stick to it - which I find is a rather...brittle concept at best. Or you will need to throw some heavy railroads there. Perhaps something simpler for the very beginnings? Sorry to be so picky here, just my thought.