I decided to run a Dark Heresy campaign (second edition) over the summer (alternating weeks with the fourth edition of Legend of the Five Rings). Having avoided my usual player group (I don't feel like I need to air my grievances about why I have decided to no longer either GM or play with a terrible group of players, suffice to say that the only reason why I stayed with them so long was that no other table had open seats), it went a lot better than the last few times that I tried to GM. Thank you, Roll20!
I was only able to gather two players this time, but they managed to have a good player dynamic. One was an Adeptus Mechanicus Sage, while the other was an Adeptus Arbites Warrior.
They were dispatched to a planet to investigate rumors of the planetary governor committing acts of heresy. When they arrived, they took a break to investigate an archaeological dig conducted by the Mechanicum. They discovered some Necrons and wisely chose to leave it alone. They decided to then go and meet with the planetary governor's councilors to try to ingratiate themselves and get into his private vaults to see what was in there.
Eventually, the planetary governor allowed them to enter his vaults. When they entered, the vault was sealed behind them with a lascutter and the planetary governor informed them that he knew that they were Inquisitorial agents and that they would starve to death in his endless vaults.
They fought their way through a powerful beastman mutant (with the head and hooves of a bull) who occupied a labyrinthine section of the vault (because I'm not always a very creative GM) and other threats such as Khorne cultists, eventually finding another exit, after which their Inquisitor bombarded the planetary governor's palace from orbit and landed some Sisters of Battle to secure the capital city.
In the closing of the session, after all of the stuff was done that needed doing and all of the archaeotech was removed from the planet (including a few Titans, Baneblades, Shadowswords, and other superheavies), the player characters boarded their Inquisitorial transport just in time to see the last few refugees leave the planet before a two-stage cyclonic torpedo was fired to destroy it, taking out all of the deactive Necrons below the surface. That's one way to ensure that each session is a self-contained adventure even if the characters remain the same.
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