The Pangolin Saloon is on the move, to bigger and better location!
New features include faster and more reliable access, a brand new look, the ability to log in and comment on a page, all the exisiting pages on the site are being updated and much more. Take a look and let me know what you think.
Equipment And Skills
Rules And Ramblings
Noteable Characters
Character Classes
Campaign Index
New This Week
Communicate
Fluff Library
Links
The Vault! - Now you have found it, dare you enter?
The Pangolin Saloon
+++Subject & Author+++
The Morgrin Campaign: GM's Notes - Phil Thomas

+++Thought for the day+++
Inquisitor Logo

The Morgrin Campaign: GM's Notes
PLAYERS, DO NOT READ THIS!
Basic Plotline;
The disturbances in the Cheruba Sector are based around a Chaos Cult. They have been summoning creatures, and doing the usual nasty stuff that Chaos-worshipping cults do. Feel free to add around this basic main plotline as you like.
For example, the Cult might be just a bunch of raving loonies, or a fully organised Death Cult. All this is being kept open, as are many possible NPCs to introduce. The campaign will expand on itself.

The two main protagonists within the Cult are the Imperial Commander, and the Judge Advocate. Yes, that's right, the head Judge. The Imperial Commander is but a puppet in the overall scheme, more used as bait by Haruchan. Give the Inquisition their Heretic and Cult Leader, and they will leave, allowing Haruchan to complete the dastardly deeds he is committing.
Just as there are two "Bad" NPCs (Eezer Morgrin and Judge Haruchan), there are also two "Good" NPCs. These are the Fleet Commander, Grusskin, and Tech Magos Arden Graft. These two will assist the players to destroy the Cult, and its allies, if given the opportunity. If a player allies with the Cult, these two NPCs will treat them as an enemy.

The rest of the Characters given above are "Neutral". That is, they take no sides in the conflict, until a player manages to get them on their own side. If two rival Inquisitors each recruit a Neutral character, then the two Neutral characters will treat eachother as enemies, if they find out eachother's alliances.

Characters;
These are the stats for all the NPCs given above. Feel free to create more as needed. They have basic descriptions, as given above, but feel free to expand on this as you see fit, using the rolls given in the following list.
The statistics are randomly generated using appropriate lists from the Inquisitor Rulebook (ie. The Black Marketeer, "Peoples", was generated using the Rogue Trader entry, whilst Cardinal Forthwite was created using the Cardinal entry, under Ecclesiarchal Characters). However, these were modified according to the rolls received using the FIMB rolls (Fitness, Intelligence, Morals, Bravery), from Jervis Jonson's tips on creating NPCs.
Another example is the two Tech Adept characters. Dorian Crank is a lower ranking Magos than Arden Graft, and because of the slightly different scores on the FIMB rolls, Arden Graft is the more senior member of the Adeptus Mechanicus. Both used the same Magos entry from the rulebook to create their statistics, but I added ten extra points here and there for Arden Graft, to show he is more intelligent, and a senior member of the Adeptus.
Note that I have not given any equipment for any NPCs. This lets the GM go as far as they like, depending on the players (and lets them add some extra personality as they like).

Bad Guys;
Imperial Commander Eezer Morgrin.       (F2/I2/M1/B6)
The minor bad guy. Initially, all evidence should point to this guy as being the head of the Cult. Or at least its most senior member. If the players are smart enough, they will realise he couldn't possibly be smart enough to do it on his own.
WS BS S T I Wp Sg Nv Ld Speed
76 57 50 51 57 72 60 89 57 4

Judge Advocate Haruchan         (F6/I4/M1/B5)
The big bad guy. Leader of the cult, and actually Daemonically Possessed. His high stats show this, but feel free to give him some menacing weaponry as well. If he loses the Possession, or if you decide to have the players meet him BEFORE he becomes possessed (or partway during the process, whatever), then use the baseline Inquisitor or Inquisitor Lord statistics.
WS BS S T I Wp Sg Nv Ld Speed
103 89 60 75 97 99 76 100 88 6

Good Guys;
Fleet Commander Grusskin         (F6/I2/M5/B4)
Grusskin is, at the start of the campaign, travelling the sector in a hunt for aliens and pirates. The aliens could be drawn to the power emanating from the Chaos Cult (either to join it, or destroy it), while the pirates see the disruptions to Imperial authority as an opportunity. He will more than likely bring his fleet through all the systems as he travels, and the players might find joining him a handy way to find out more about what's going on.
WS BS S T I Wp Sg Nv Ld Speed
95 75 68 70 81 88 80 71 84 5

Tech Magos Arden Graft         (F6/I6/M6/B4)
Completely loyal, but at the start of the campaign, he remains on CM-1081, the Adeptus Mechanicus Research Station. He might be loyal, but he is still a secretive Tech Magos, and will be wary of giving anyone any information, let along joining their cause. Obviously, for the players, befriending one of the Good Guys will go a long way to getting the other to assist them as well.
WS BS S T I Wp Sg Nv Ld Speed
76 63 61 64 71 84 107 83 88 5

Neutral NPCs;
One-Eye Cartran           (F4/I1/M2/B4)
The Head Miner, really, so while he's not very smart compared to most NPCs, he is brave, and would likely have the entire mining colony to back him up! Probably a good place to find something for a subplot, or the crystals the miners keep digging up could have rather sinister uses….
WS BS S T I Wp Sg Nv Ld Speed
52 64 60 52 60 69 64 76 60 4

Carlos "Peoples" Rosar           (F2/I6/M4/B4)
A gangster, basically, so he won't be helping anyone without good reason. That reason will mostly be profit, but if someone offended him, he might like to take some revenge. A virtual army of desperados and ganger-type characters, so could also be a good source of raw recruits. Naturally, he could supply the players with some nice equipment as well, but everything will come at a price…
WS BS S T I Wp Sg Nv Ld Speed
65 63 58 56 68 79 80 81 89 4

Tech-Adept Dorian Crank         (F5/I5/M4/B5)
The Tech-Adept running the Research colony in the Chantilla system. He will be secretive, but should be easier to persuade than Arden Graft. What is happening at the research colony is up to the GM. As is what's happening with the Terraformed planet.
WS BS S T I Wp Sg Nv Ld Speed
73 71 51 62 70 77 99 88 86 5

Cardinal Jonas Forthwite         (F4/I6/M4/B2)
Another good source of information, since he visits all the cathedrals regularly, and is very intelligent. He would be wary of giving any of the players any other support, but could probably be persuaded to help - it would just take a very convincing argument for it, since he's not very brave, and won't want to see any of his people hurt. Just remember that not all of his officers (Preachers or Drill Abbots) will think the same way, and might disregard his orders in order to fight the good fight.
WS BS S T I Wp Sg Nv Ld Speed
49 59 52 54 46 73 89 69 74 3

Players;
The players can literally use any type of Warband they like. Even a Chaos one, if someone has thought of it. Restrict the initial warband to the Leader, plus one or two loyal companions. No more than a total rating of about 500-700 pts or so. They can easily recruit more followers in the campaign, from any number of places; Adeptus Arbites, Tech-priests, Desperados and pirates, Ecclesiarchy characters, even aliens.
They all start somewhere on Morgrin Chantilla. Modify this according to the kind of character they are. A Chaos Champion would hardly start in the centre of the Imperium's sphere of influence, and a Rogue Trader would be more likely to take some opportunities for profit in an outlying system. A Tech-adept could be dispatched from one of the research stations, as could an Ecclesiarch or senior Enforcer. You get the idea.

Extra Actions and Modifiers;
To literally turn this into a full RPG, there are some things that will need to be tested that aren't covered in the Inquisitor game mechanics. The following are examples only, and uses some statistics for different things than during combat, but the GM can always change them, or think of others to use accordingly.

Diplomacy.
So that characters don't just walk up to someone and instantly befriend them, you can make them try and be diplomatic about it. Uses Leadership against an NPC (or even another Player if they like), where Leadership represents their friendly nature, charming personality, or otherwise.
A Character who attempts to befriend, coerce, or otherwise effect another character (friend or foe) makes a D100 roll against their Leadership, with the following modifiers;

+/- 1 For the difference in Ld values between characters. If the character initiating the Diplomacy has a Leadership 15 higher then his opponent, this is a +15 bonus. If it is 15 lower, it is a -15 penalty.
-10% For every previous failed attempt. This is cumulative.
-10% For every companion the opposing character has.
(a companion is another character than is mostly in the company of the first. Bodyguards, Ministers, Senior Officers and Advisors. If you were negotiating with a Gangster, a companion would NOT be the gangers at the door. It might, however, be his most trusted bodyguard.)

A failed test is just that - the Diplomatic attempt was a failure. Of course, if the Character fails too badly, there might be consequences.
If the test is failed, the opposing character must roll against their Nerve, with a -1 modifier for every 1% that the Leadership test was failed by. So if the Diplomat failed their test by 15, the Nerve test as a -15 modifier.
If the Nerve test is passed, nothing happens, and the Diplomat simply failed to persuade the NPC to see their point of view. However, if the Nerve test is failed, the Diplomat has made a serious mistake; they have insulted the character in some way, or failed miserably in some other fashion. Roll a D6 on the following table to find out the effect of a critically failed negotiation;

1 The opposing character accepts the Diplomat's error. Nothing happens.
2-3 The opposing character will not talk to the Diplomat for D3 Campaign Turns.
4-5 The opposing character will no longer talk to the Diplomat at all (but will talk to other members of the character's Warband).
6 The opposing character will no longer talk to the Diplomat, or members of his Warband.

Intimidation.
If Diplomacy fails, or you just couldn't be bothered, try Intimidation instead. This also uses Leadership, but with bonuses for strength and toughness, because it generally helps to be bigger and tougher then your opponent when you try to Intimidate them.
Again, roll against Leadership, but add the following modifiers;

+1 For every full 10 Strength above 50 that the character has. If the character has 64 Strength, this is +1.
+1 For every full 10 Toughness above 50 that the character has. If the character has 79 Toughness, this is +2.
-10% For every companion the opposing character has.
(a companion is another character than is mostly in the company of the first. Bodyguards, Ministers, Senior Officers and Advisors. If you were negotiating with a Gangster, a companion would NOT be the gangers at the door. It might, however, be his most trusted bodyguard.)

If the test is passed, roll against the opposing character's own Leadership, with the same modifiers. If that Leadership test is failed, the Intimidating character has been successful. If the opposing character passes their test, the Intimidation has failed (it was not a very convincing effort).
Intimidation can only be done once against any character. A second attempt would be useless, since the characters have already met before, and the NPC isn't likely to change their mind about something like this.

Driving.
This could cover operating any type of land vehicle, as well as small surface ships and starships. Obviously, the character cannot operate too large a vessel, even with the help of their warband. A small system-ship or automated cargo vessel would be about the largest starship they could conceivably operate by themselves.
Of course, the warbands can always hitch a ride with someone else if they have to.
Driving is based around a character's Sagacity, being more about mechanical skill than anything else. If they do decide to navigate through the Warp in some way, this would involve a Willpower test, with modifications depending on how far they have travelled through the Warp. This would be left up the GM, but the results of a failed test could be tragic - just think of all the nasty things crawling through the Warp, and what they could do with a weak-willed mortal body!
To operate a vehicle, make a single test when a character climbs aboard (to see if they are smart enough to work the controls and figure out how the machinery operates), adding modifiers for being Tech-Adepts, having Mechadendrites, etc, etc. Only make the test once, unless the GM decides the vehicle is something awfully complex.



HOME | DISCLAIMER | CONTACT ME | TOP