So I am given the job of writing a campaign to play over the summer at my LGS and am done with the first few chapters of it. The campaign takes place on orbiana (actually most of it is in space, only he final few chapters will take place on Orbinana). the campaign is split into several chapters
Chapter 1: Dark Eldar pirates attack the reinforcement fleet on its way to Orbiana, the Dark eldar board and heavy fighting ensues. The dark eldar ship uses harpoons to drag the ship back to commoragh.
Chapter 2: Imperial forces on board the ship launch a counterattack on the Dark Eldar ship.
Chapter 3: The rendezvous with the remainder of the pacification fleet. The initial assault on the orbital platform above Orbiana.
Chapter 4: the mystery at the heart of the orbital platform
Chapter 5: Planetfall, insurgency, dealing with natives
Chapter 6: Uncovering the cult, the rebellion against planetary compliance
Chapter 7: ----
Chapter 8: ----
I have decided to post one of the chapters for you guys to try out, all comments and criticism are welcome and appreciated.
With the Dark Eldar defeated on the Pride of Vengeance the void war continues. The Dark Eldar and Imperial Fleets have inflicted heavy
casualties on each other and they still fight heavily. The players are told that the Pride of Vengeance's engines have been crippled by enemy weapons and they are drifting helplessly until they can get the engines functioning again.
At some point a few hours after the fighting the players are in the troop quarters relaxing. They feel a massive tremor that rips through the ship knocking the players onto the floor. Guardsmen get up all around them anxious conversations of nervous guardsmen wonder what caused it.
After about an hour the Company commander enters the barracks and addresses the guardsmen. He tells them that apparently the cowardly Eldar have launched several harpoon weapons that hit their ship. The weapons have enormous metal chains that the Eldar ship is using to drag the Pride of Vengeance into a portal that they have opened.
It seems the Dark Eldar ship mean to drag the Pride of vengeance back to wherever they came from. The Ship's Command staff and Regimental HQ has met and decided that they will launch a boarding action on the Eldar ship to disable it or disconnect the weapon from the ship.
The players and the company are brought to the hanger where they are herded into boarding pods to attack the Eldar ship.
The boarding pod is a small pressurized ship, little more than a crew compartment and an engine. The front of the pod ends in a melta-drill capable of eating through the hull. Between the two parts of the drill is the entrance and above this is are the flash grenade and shrapnel launchers. Behind the front, the hull extends outwards to seal the breach in the ship and stop the guardsmen from suffocating as soon as they step out. The crew compartment is cold, dark, and cramped with most of the rear space taken up by a pilot servitor and it's control terminal that steers the torpedo facing the entrance. A red light is all that illuminates the sparse interior.
The pod launches with a hard kick of the engine and flies out into space. The metallic voice of the Servitor every so often reads out time to impact. "Five minutes to impact…….Four minutes to impact……..One minute to impact……..Thirty seconds to impact…….Ten seconds to Impact……..Impact Imminent" The Pod impacts on the hull of the Eldar ship with a muffled Thud and the faint sounds of the drill can be heard from the front of the pod and it begins to shake.
After a short time drilling the pod eventually comes to a rest and an explosion is heard as the flash grenades and shrapnel launchers fire to clear the area in front of the pod. then the entrance opens with a hiss of depressurization.
As the doors open the players get their first look into the Eldar ship. The players are in a Corridor on the ship. It is dark and damp inside the ship with barely enough light to see around you. Broken bodies of wretched humans litter the ground. The humans are all chained together at the hands and neck. Clothed in ragged remains of various clothes and uniforms, various cuts and lacerations cover their exposed skin.
The ship itself oozes Malevolence and the strange architecture of the Xenos ship plays tricks on the player's mind. All players must take a Challenging (+0) Willpower Test, if failed the player takes 1d10 insanity points.
After a few moments to get their bearings the players get confirmation that other Boarding pods have breached the ship's hull and are engaging heavy resistance.
The players are then taken by surprise as two Wyches charge at them from the shadows.
Once the players defeat the Wyches they may choose to head off in either the left or right direction down the corridor.Left:
If the players choose to head off in the left direction after a few minutes of walking they run into a squad of five guardsmen in a desperate firefight against an equal number of Kabalite Warriors. The guardsmen are taking cover behind the drill from their pod that had breached from a downward angle so the whole pod is on a steep upward angle.
When the fighting is over the guardsmen tell the players that the way ahead is blocked by a thick bulkhead. The bulkhead shows signs from the other squad's attempt to breach it but to no avail.
If the players speak further with the guardsmen they might hear reports of a heavy fighting further ahead in the ship. One of the guardsmen has a Vox caster and he is receiving reports of massive casualties among the Imperial forces.
Players take a Difficult (-10) Perception test. If passed they hear faint sounds of inhuman screaming from the other side of the bulkhead.
The players head to the right of the pod and come across the ruins of a thick bulkhead, a boarding pod had apparently drilled partially through it upon breaching the ship and there is just enough space to crawl through to the other side. Inside the pod are the corpses of the boarding pod's passengers.
Examination of the Boarding Pod's occupants show that they died from suffocation after the pod struck the ship at a bad angle and the metal peeled away exposing them to the vacuum of space.
Beyond the alien bulkhead the players arrive in a large room. The room contains cages that hold corpses in various stages of decay. The corpses are not only human but also Orks and various unrecognizable creatures. In the center of the room is a raised dais on which sits what looks to be a circular table inlaid with various alien controls and screens displaying readouts written in an unrecognizable language. On the table is what looks to have once been a human (or more accurately, several humans) that is distorted beyond recognition.
The body laying on the table is massive, twice the size of the players. A metal Mask covers their face and shows reflections of the lights from the control panels. The thing's four massive arms with far too many fingers are chained to the sides of the table so the creature's body is stretched out . It's chest cavity is open revealing unfamiliar organs and xenos machinery stitched to the creatures innards. The creature's three legs are also chained to the table and stretched out to lay the body flat. The creature is covered in patchwork skin that seems to come from many different aliens and human.The Horror exuded from the wretched creature before them is so terrifying that the players must take a Challenging (+0) Willpower test, if failed the players take 2d10 insanity points.
There are two exits leading from the dimly lit room. The first is to the left of the bulkhead that the players entered from. A long, dark corridor leads deeper into the ship. The second is directly across the room and is another large bulkhead like the one the players just came through. Near the bulkhead is a panel with several different buttons on it, each of the buttons has an Eldar Rune on it.
If the players decide to go down the hallway they travel for awhile before reaching the Armory.
The bulkhead is closed and can only be opened by the control panel to the side. To activate the door the player must make a Hard (-20) Forbidden Lore or a Difficult (-10) Tech-Use test to open the door.
If the players open the door they arrive at the Slave Pens.
The Bulkhead opens with a faint hiss and the players enter the next room. This room is large and filled with stacks of cages. The chains hang from the ceiling where bodies of tortured Humans and Xenos are hung from hooks. On the far side of the room is another heavy bulkhead.
Beaten and bloody humans fill the cages, many are weeping or moaning. They are dressed in ragged remain of clothing and most are covered in lacerations and scars. They are all malnourished and unhealthy from living in terrible conditions by cruel captors. Men, Women, and Children of all ages cringe in fear of the players.
The players can choose to break the locks on the cages and free the prisoners. As they do this the humans inside the cages slowly begin to walk out of the cages and wander around the room.
At this point a Dark Eldar Wrack opens the bulkhead on the far side. On the sight of one of the xenos the Human prisoners charge at the Wrack and tear it limb from limb in a rage. The prisoners then inspired by the death of the Wrack grab whatever in the room can be used as a weapon and head off through the bulkheads on either side of the room to kill their former slavers.
If the players speak with some of the slaves they will be told of tortures and suffering inflicted by the Dark Eldar and the utter hopelessness of the slave's situation on the ship. after listening to the stories of some of the slaves and what has been done to them by their Dark Eldar captors the characters gain Hatred (Dark Eldar).
The NPCs hate the Dark Eldar for what was done to them and are worked up into a bloodlust and are rioting against the Dark Eldar.
For now this is all I am going to put up, If enough people want more then I will post more of this chapter. All comments and criticism are welcome, i dont expect this to be perfect as it is only the 3rd Only war campaign I have written but i appreciate any thoughts.