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professor_kylan

Epic campaign ideas.

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As some of you may have seen, I've been running a kinda crazy-ass insane level of game where the group(s) are attempting to retrieve the Primarchs of man. I've mentioned a number of the ideas that have come up in those missions already, and people seemed fairly interested. Would people be interested in me writing these up as full mission threads and posting them here for adaptation into your campaigns as large endgame events?

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Indeed!  I'm workin' out just how the End Times might transpire...so any info you've gleaned would be nice!  (and, of course, seein' how you 'n yer players wade thru it all would be cool, too!)happy.gif

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Our Epic Campaign, we played for at least 3-4 month:

A Grandinquisitor entered the System with a fleet of Grey Knights.

The kill team was sent to a mission, helping the Grey Knights.(They tried out a Teleporter Gate[star Gate] for the Grey Knights and some other stuff)

Call it a typical mission. After the mission, the Killteam was ordered on the ship of the Grey Knights as Special Guests.(to be excat they were teleported on the Grey Knight Vessel.)

They were invited to lay down their Armors and Weapons to take place in the "Temple of Rest and Peace". After in while in this temple they realiesed that in fact they were caught in a prison. After then a assassin appeared in the cell(known to the Marines, devored to a trustable inquisitor) and told them that the Grey Knights are going to mind cleanse them and offered to help them to escape.(without weapons of course)

After some fiercy battles against Battleservitors they escaped and for a really long time the Killteam worked as some Kind of "A-Team", hiding from the Imperials(And Grey Knights) and still helping the Imperium.

They equipped themself with goods from a smuggler they knew(Orgyn Weapons eg).

This campaign was a really great fun. In the End the kill team was nearly corrupted : They killed the grand inquisitor and some fellow Grey Knights.

 

 

 

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Okay - slight change of plan. Just found out that some of my players frequent htis forum, sneaky jerks... I'll find some of the notes from previosu stories when I'm, you know, not actually at work :P

 

Till then, who wants to share stories of magnificence and epicosity? B3stie gave us some pretty solid coolness - are you going to let him win?! Surely your campaign has had a pretty freaking momentous ending!

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Does an Idear of a Campaign to start also count?

Like an invasion of 4 mayor races ( tau, Eldar, Chaos, Imperials ) onta a Tyrand invested planet. where the killteams will bring victory, uncover long lost secrets, and find themselfs questioning those in command above them.?

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 If you're one of the players in Kill Team Fortis, stop reading. I dunno if any of them frequent the forums here, but I don't want them knowing what's coming.

 

Okay, so for the first half of my DW campaign, I mostly ran FFG-published material; Extraction, Final Sanction, Oblivion's Edge, and The Emperor Protects. After finishing TEP last year, I put the game on hiatus so I could write up the second half of the campaign. Thus was born Phase II, which I've subdivided into three acts. Act I will involve Fortis going to a colony world on the border of the Canis and Achero Salients called Altor IV. Their mission on this remote dustball is threefold: establish a new Watch Station on the planet to provide a stronghold and supply depot for Kill-Teams deployed against the Tau and Chaos, secure the planet against Xenos and Heretic forces, and follow the locator beacon found in the belongings of the Chaos Sorcerer Dahzak at the end of The Emperor Protects. Their liaison to other Imperial forces on the planet- really, only PDF and Enforcers- is an NPC Commissar/Throne Agent from an old game of Dark Heresy who has become the planetary governor. Aside from this agent, none of the Imperial citizens on the planet has seen images of or even really heard of Space Marines. They know about the Adeptus Astartes as the Angels of Death, but they've never seen anything like these armored mountains of combat. The team will have to fight Night Lords CSMs, hereteks, Genestealers, Farsight Enclave Tau (with whom the team have a history, as the Enclave forces manipulated the Inquisition into arranging a (temporary) truce against the Tyranids and Chaos by exploiting the sympathies of a rather radical Inquisitor Lord), and Dark Eldar. After cleansing the planet and establishing the Watch Station, the locator beacon will lead them to an underground vault in the equatorial desert, which will open to reveal blueprints to half of a smaller Warp Gate which can be weaponized against Warp disturbances. Upon returning to Erioch, the Omega Vault will deliver the other half of the blueprints, and word will come that the Hadex Anomaly has erupted into a second, smaller Eye of Terror.

Act II of Phase II will be a series of short missions to gather allies, basically inspired by Mass Effect's ally-gathering sequences. In total, the team will be able to garner (temporary) alliances or cease-fires with the Vior'la Sept Tau, the Eldar expeditionary force under Pathfinder Syndilian Shandyr (secured during Act I), Imperial Guard forces in the Acheros (automatic) and Canis (optional) Salients, a powerful Rogue Trader dynasty headquartered in the Koronus Expanse, support from the Collegio Titanica forces in the Reach, forces of the Adeptus Sororitas, and various other Astartes forces (additional Deathwatch support, Imperial Fists, Iron Hands, Salamanders, Storm Wardens, and Crimson Fists). The Imperial Navy, the Lan Rogue Trader Dynasty, the Adeptus Mechanicus, an expeditionary force of Blood Ravens, and the aid of a Space Wolves Battle Company are already available. The team will be able to pursue as many or as few of these alliances as they wish, with more allies making Act III easier.

Act III covers a single military campaign which returns the Kill-Team to the blasted landscape of Samech, where the diseased architect of the expansion of the Anomaly and Chaos's renewed assault on the Reach has revealed himself: Mephidast the Plaguereaver. The Daemon Prince is mustering his forces on Samech for a run on the Iron Collar; conveniently, Samech is also the point at which the Mechanicus adepts must deploy the mini-Warp Gate in order to contain the Hadex Anomaly and return it to its previous state. The five missions of this final act will take the Kill-Team from assaults on the orbiting battleships of Chaos through battlefields on the surface of Samech and ultimately to a final duel with Mephidast and his Sacred Tide army in the ruins of the Irradial Forge. Slaying Mephidast, however, will only lead to the true final challenge of the campaign: an overpowered Great Unclean One supported by the full might of a Nurglite force.

I hope this fits the bill for 'epic campaign'.

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...well...that's epic...i guess...gui%C3%B1o.gif...(I DO love that, after winning the day against Mephidast...an upgunned greater unclean one, with army, pops up...you cruel bastard, you!)aplauso.gif

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Campaign against the Tau. They find will eventually find a heretical sect that will **** there make them insane and corrupted. Tau, Imperials, and Space Marines working under one banner for a new concept. Some sort of superior good. A unified codex between the greater good and the ecclesiarchy. It will be lead by a Chaplain of the Space Marines who has under some vile means had a Tau Ethereal bonded to his mind.

Such a threat is a major threat to the Tau and Imperium. They have the space travel and expertise of Space Marines, but the superior general troops of Tau. The fanatical devotion the Empire demands. Their engineers have created super variants of Tau weaponry for the Space Marines to use. They threaten to collapse the Tau and swiftly deal with the Imperium and its crusade.

 

This is act one of the sundering. An apocalypse event to strike the Jericho Reach. Eventually the trail of bread crumbs leads to two major factions leading a stealthy war manipulating all of the races. The Eldar and the Forces of Chaos. A way to close or enhance the Hadex Anomaly is found. If they succeed in closing it the death worlds in the sector awaken with Necrons and the gate shuts down. If it opens it consumes tons of worlds and launches forth a new Black Crusade. Systems containing Necrons are almost completely wiped out as their stars go super nova.

 

I'm trying to figure out how the Tyranid will be involved, but suffice to say this will affect everyone here. The Kill Team is at the center of this prophesy. Though none of them quite know it yet other than some hints.

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I have recently got back into rpgs after a long absence and have purchased the Deathwatch game so I can play it with my brother, because it is just us at the moment I have been able to concentrate on developing his character.  I didn't like the fact that he started the game as an awesome Rune Priest so I got him to create his character and then play as a Space Wolf aspirant and go through the trials and training.  Eventually he will gain all the skills and stats he has chosen for a charcter ready to join the deathwatch.  Here is what I have had him do so far....

He stumbled into the trials by accident as a young hunter unaware of the Adeptus Astartes and with no psyker powers, he found a mortally wounded aspirant and vowed to return his equipment to the Fang and maintain his honour, while there he undertook a trial by combat and although he was beaten he impressed the marines so much that he was allowed to join.  After the first wave of implants he started his training, during this he won over his comrades and during celebration he drank from the cup of wulfen, because he was still half-human it did not end well and he lapsed into unconciousness (an ideal time to finish the implants).  During a nice dream sequence in which he chased a wulfen on a rampage through the fang and symbolically defeating the beast within I introduced the charcter of rednar, a powerful loner Rune Priest.  After this he passed through the Gates of Morkai and while monitored by the Rune Priests he "disappeared off the radar" and I got the chance to introduce his nemesis Abaddon of the Black Legion and gave him some more Rednar.  The first mission he was given was a search and rescue on an uninhabited moon in response to a distress signal.  It turned out to be a secret Inquisition research station which had been overrun by chaos, on each level I got to introduce him to orks, tyranids and chaos.  His squad was killed off one by one and in the final showdown his last comrade was sucked into the warp and he was exposed, meeting Abaddon face-to-face.  He managed to escape and was about to be extracted by Thunderhawk when he was surrounded by a rebel horde.  There was a blinding flash which he thought was Thunderhawk fire and the horde was destroyed.  It turned out they hadn't fired at all and it was the first time he had used his psyker powers, he was taken back to the Fang and debriefed with the final decision that he should seek out Rednar who hadn't been seen for years.

In the following sessions I will get him to find Rednar, have some Inquisitorial bounty hunters dispatched to try and kill him in case he tells anyone what he saw.  I will have Rednar train him like a Yoda with some humour.  Seeing as Abaddon is a chaos champion following chaos undivided I will have my brothers character and Rednar travel to places to train with some marines and some seriously oddball characters to learn new psyker powers to become an Adeptus Astartes Undivided champion and have them form a killteam the like of which has never been seen before.  I have Necromunda for the unsanctioned psykers, a prison planet among others.  I will throw in some space hulks (particularly the prison of lost souls for the Space Wolf tie-in) so he can pick up some force rods, new powers and a force staff.  There will be a few encounters with Abaddon before a showdown, I may even have him killed and come back as a dreadnought.  It would make an epic trilogy, (or two).  Any feedback or ideas would be awesome.   

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My brother has played Deathwatch before and reads a lot of the novels so I have to be very careful with detail, I wish I could have him banned from Lexicanum.com

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 I am watching Aliens, Starship Troopers and Event Horizon to give me some ideas for the atmosphere I want to portray.  Does anyone have any recommendations for films to inspire me?

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My brother likes the idea of a chaos campaign but I am reluctant to have his character get corrupted and turn to chaos so I might have to throw in some weird psyker alternate universe session to keep him sweet.  And apologies for the multipost but an epic computer fail meant that I posted the same thing 5 times, doh!!!

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well, for movies, as you are playin' a spacewolf game, i'd recommend "13th Warrior" - a fine viking film.  And there's a Kirk Douglas viking movie (name escapes me) from which i liberally stole to forge me own spacewolf campaign some 15 years ago....Kirk plays a viking named Eynar...very cool....

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Zappiel said:

...well...that's epic...i guess...gui%C3%B1o.gif...(I DO love that, after winning the day against Mephidast...an upgunned greater unclean one, with army, pops up...you cruel bastard, you!)aplauso.gif

I must concur, that is cruel, but it sounds bloody fantastic, sorry, bloody and fantastic.  I'd love to see how that campaign turns out. Keep us all posted Gaire gran_risa.gif

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Zappiel said:

...well...that's epic...i guess...gui%C3%B1o.gif...(I DO love that, after winning the day against Mephidast...an upgunned greater unclean one, with army, pops up...you cruel bastard, you!)aplauso.gif

I must concur, that is cruel, but it sounds bloody fantastic, sorry, bloody and fantastic.  I'd love to see how that campaign turns out. Keep us all posted Gaire gran_risa.gif

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 Update time! Kill-Team Fortis successfully cleansed the Xenos and Heretic taint on Altor IV and started establishing their Watch Station at the north pole- though there were questions of whether or not it would be more economical to just Exterminatus a planet that had Chaos Marines, Hereteks, and like four different Xenos races recently running around and start from scratch. Then they followed the locus beacon to the equatorial desert and found the vault. Great Crusade era Magos brain inside a cogitator► STC print-outs► The Techmarine nearly had a nerdgasm. So they moved the Watch Station to the vault.

Now they''''re on their first mission of Act II, the Space Hulk Conclave of Horrors. All of the Kill-Team save the Assault Marine elected to don Terminator Armor, while Brother Novus preferred to retain his agility and instead carry a Master-Crafted Storm Shield and extra ammo for the Terminators. Nearly killed the Epistolary with Genestealers, but field medicae kept him fighting. The Blood Angel and the Techmarine found their relics: an upgunned Glaive Encarmine dubbed the Sanguine Brand, and a Great Crusade-era Omnissian Axe, the Halberd of Mars. Still have four more relics to be found and a Carnifex, a War Boss, and a Keeper of Secrets to be fought. Also, Doomrider cameo is inbound.

Edit: Weird. My question marks are turning into little arrows. Anyone else having this problem►

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