Tuesday, September 15, 2009

As promised in my previous post, here is my own home grown second single-player campaign for Dark Crusade, created from the skirmish maps available in that game. There were so many of them I was actually able to create three different planets. I give you the overview and rationale, and then the map layouts as best as I can give it to you by way of Blogger.
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Imperial Briefing: The Deuteronomy Campaign.

Space Marines, accept your orders!

The Deuteronomy System has three worlds: Shadrach, Meshach, and Abednego. They are all having various problems with various enemies of the Empire, all of which problems have effectively removed these world’s contribution to the Imperial weal. The High Lords of Terra have therefore declared a crusade to cleanse these worlds and restore them to their former functioning for the greater glory of the Emperor.

The Provinces of Shadrach.

The Deusch Ashlands started out as the colony’s collective dumping ground. As the planet gained economic strength it became an industrial wasteland of considerable toxicity. Added to this became the problem of criminal gangs dumping their rival’s bodies here. This combination of ills turned this area into a gathering place for Chaos cultists and degenerate psychers. These deranged elements eventually caused a warp gate to open here, allowing the forces of Chaos to enter this world.

The Blood River flows from the Deutsche Ashlands and has Chaos taint.

The Sea View Coast has tidal pools where great mineral resources wash up every day. It will likely become a hotly contested battlefield.

Struggle’s End Cemetaria is a massive burial ground for all the planets citizens.Attempts to expand it further underground has brought forth the Necron menace again.

By some means unknown to us, Ork spores have been released into the Steamish Jungle. A Waaagh is now forming there and it must be stopped.

The Mystery Mountain appears to be an artificially constructed cyclopean structure built by a race unknown to the Imperium at this time. There have been reports of Eldar activity there, and it seems to be related to the advent of the Necrons as well. This needs to be investigated.

The Galmor Swamps and the Pestid Swamps are both south of the Steamish Jungle. The Orks will likely head to those swamps sooner or later.

The following cities exist on Shadrach. Center Reach is the first founded city of the colony, so named because of its centrality on the continent.

South Center Reach below it was constructed sometime later.

Whileaway, to the west, is so named because the Deutsche Ashland, the Streamish Jungle, and the Galmor Swamp make it seem “a great while away” from the other cities.

East Reach is on the eastern coast of the continent.

All of these cities are now devastated wrecks.

Hole Flat is the scene of an ancient meteor impact crater of considerable size. There have been attempts to mine the crater for rare metals, but the mineral wealth of the Sea View Coast continues to discourage these efforts. This area may need investigation, as there have been reports of aliens there.

Hole Flat Pass is a mountain pass that connects both Hole Flat and Point One to the Struggle’s End Cemeteria.

There are two high attitude arctic areas on Shadrach. The Shivering Lakes, and The Cold Mountains. There seems to have been an indigenous alien race in these areas in Shadrach’s early colonial history

Point One and Point Two are historic battlefields in which these aliens were defeated and destroyed. They are still devastated areas. Watch out for taint from alien remains, if any.

The Provinces of Meshach

The cities of Meshach dominate its principal continent.

Seperon is in the west, and is a cross roads that connects Darlack to Delphi. Seperon was a old trader’s city that arose from the wood wealth of the Stengill Forrest to its south.

The Stengill Forrest has an infestation of Orks in it.

Darlack, to the middle north, was the original founding city which started out as a traders encampment for fur trappers coming down from the Frozen Darlack River Hights to its west.

Delphi, in the center, is an academic city, ringed by forests clearings dedicated to academic pursuits. Of these clearings, Elocution Field is used for the giving of mass lectures, while Acadamus Clearings and Debate Pavilions are used for "debates."

Elocution Field is the most Imperial of this academic sites, frequently hosting lectures by commissars and priests, and other re-iterators of Imperial dogma.

Acadamus Clearings is less so, giving way to the ancient (but un-Imperial)idea of "debate." The affect of that can be noted in the fact that Debate Pavilions has now fallen to Chaos and must be cleansed.

Delphi city is dominated to the southeast by the impassable High Point Mountains.

To the immediate southwest is Miner’s Rest, an early frontier town that supported the Cloudry Mining Facility east of it. It is bordered on the west by the uninhabitable Sludge Lake toxic dump.

To the northeast is the ancient port city of Dishiron. Early in Dishiron’s history, a race of indigenous aliens rose from the Dishiron Sea and invaded the continent through port Dishiron. This led to the devastation of what is now the Cauldron Fields (to the west of Dishiron) and the Dead Dump Mountains (to Dishiron’s southwest).

Cauldron Fields was where the big battle was fought. The Dead Dump Mountains is where all the bodies were dumped. It is a tainted place.

The Cauldron Pass connects Cauldron Fields to Darlack.

Monk’s Hold, south of the Caudron Pass, is the the city that grew up around the militant monastery that was the bulwark against the taints of Cauldron Fields and the Dead Dump Mountains.

Governor’s Hold , south of Monk’s Hold, is likewise a city that grew up around the planetary govenor’s fortress. It is the holding point against the taints of Cauldron Fields, the Dead Dump Mountains, and the Forrest of the Suicides south of it. It its earlier history, that forest had been where miners, from the Cloudry Mining Facililty, who had commited suicide where unceremoniously dumped as a mark of dishonor. It has now become a place tainted with Chaos.

Imperial City, is both the second seaport on the east coast, and the spaceport of the planet. It was build by the Imperium when Meshach was reclaimed to Imperial rule.

Narsk Narrows connects Imperial City to Governor’s Hold without having to go through the Forrest of the Suicides.

The Provinces of Abednego

Abednego is less urbanized that either Meshach or Shadrach and it is dominated by the travels of the legendary St. Gorrick.

Port St. Gorrick is on the Northwest tip of the continent, on the Crowning Sea to the north, and is considered by old legend to be the place where St. Gorrick made his landing on the continent.

Crossing the Stippel Head Plateau to the east, one comes to St. Gorrick’s Hills, where the saint is reputed to have spent time in meditation. Hence the name of the bay to the east, Meditation Bay.

East of Meditation Bay is Eden Creek which is a tributary of the Vernasis Agricultural Center further east, and the Thurgile River, to the south east.

Vernasis South is the southern extention of the Vernasis Agricultural Facility. The Facility is an Imperial R&D center. Vernasis south is the part of the facility that has gone to seed because of an Ork investation in the facility itself. This needs taking care of before too much valuable research is lost.

Off the northeast of the coast, in the Sunrise Sea, is Six Point Island. It is an artificial island created by some unknown race in the distant past. There are reports of Eldar activity there, but nothing that can be pinned down with any certainty. This needs investigation.

To the east of Six Point Island is Smuggler’s Island. Relics from Six Point Island, and rarities from the Vernasis Facility have been smuggled off to this island and thence out to other worlds. This suggests a spaceport of some kind may be here, but it is not clear yet who is operating here. This must be investigated, and all smuggling activity eliminated.

The Comstock Creeks flow south of Port St. Gorrick. They border on the Comstock Military Prison to the south. The prison houses the worst military refuse of the Empire, who work the near by Coldstark Mines to the southeast of the prison. We are receiving reports of Necron artifacts having been uncovered by the prisoners, so a thorough investigation is needed there.

Directly west of the Comstock Creeks and the prison is the Swayledge Mountains.

East of the Swayledge, are Hellfire Canyon, and Tainted Square. These are both places tainted by Chaos. The taint seems to have been started by escapees from the mining faciility. There is a dire need to prevent this contagion from reaching the prison and the mining facility. Great economic loss would occur should the mining facility be lost to Chaos. The prisoners, obviously, will have a greater predisposition to coming under the influence of Chaos.

East of the Hellfire Canyon and Tainted Square, and south of Meditation Bay, is the Clover Jungle. It just happens to suggest a clover from the air, but it is a natural jungle. The problem is that an Ork infestation seems to have been deliberately seeded there by the Chaos degenerates. The likely intent of this is to keep the Empire busy while Chaos moves towards the mines.

Northeast of the Clover Jungle is the Thurgile River, while southeast of it is the Infinity Valley. The valley is shaped to look like an infinity symbol from the air. There is a suspicion of an Eldar orgin to this valley, and there have been reports of their presence here. This must be investigated.

East of Infinity Valley is Perdition Hold, the beginning of Abednego’s arctic region. It is reportedly an old battlefield where St. Gorrick and Abedego’s human population made a stand against an unknown arctic alien species from the southern artic area. This artic area and those beyond must be investigated because of reports of new alien activity. Keep a careful eye out for relics and/or alien contamination.

South of Perdition Hold is Cousin’s Forrest, a winter forest with a clearing in its center. (The Cousin seems to have been a cousin of St. Gorrick.)

East of Perdition Hold is Tragen’s Wall. One of the early governors of Abednego had made a guardian wall against the arctic alien species. It failed to contain them, but this long stretch of the wall remains.

East of Counsin’s Forrest, and south of Tragen’s Wall is the Mason Flows Iceline. A nasty place to fight a battle, but a possible battlefield nonetheless.

Finally, east of the Mason Flows Iceline, and at the inhabitable portion of the arctic region, is St. Gorrick’s Demise. It had originally been called St. Gorrick’s Demesne. St.Gorrick had won the war with the aliens, finished his travels, and had founded a monastery here in honor of the war victory. Subsequent to the founding, the monastery was found in ruins from an obvious attack - with no sign of St. Gorrick or his monks. All this cries out for investigation.

Space Marines! Burn the Heretic! Kill the Mutant! Purge the Unclean!
All hail the Emperor!

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Now here are the graph paper campaign maps that go with the above.
"[xx]" means one square on the graph paper campaign map. The number is the number of the skirmish map given below the campaign map.

Shadrach Campaign Map

[01][01][01][02][02][02][03][03][03][03]
[01][01][01][02][02][02][03][03][03][03]
[04][05][05][06][06][06][06][07][07][08]
[04][05][05][06][06][06][06][07][07][08]
[09][05][05][10][10][10][11][11][12][12]
[09][05][05][10][10][10][11][11][12][12]
[13][13][14][14][16][17][17][18][18][18]
[13][13][15][15][16][17][17][18][18][18]

01 = Deutch Ashlands (Alvarus) Chaos.
02 = Seaview Coast (Van Dean Coast)
03 = Struggles End Cemeteria (Burial Grounds) Necron
04 = Blood River (Blood River)Chaos
05 = Steamish Jungle (Oasis of Sharr) Orks
06 = Center Reach City (Daturias Pits)Space Marines drop zone.
07 = Hole Flat Pass (Quatra)
08 = East Reach (Face off)
09 = Whileaway city (Fallen city)Space Marine drop zone.
10 = South Center Reach (Bloodshed Ally) Space Marine drop zone.
11 = Point One Battlefield (Doom Spiral)
12 = Hole Flat (Gor Hael) Tau.
13 = Mystery Mountain (Dread Peak) Eldar.
14 = Galmor Swamp (Abandon All Hope)Ork.
15 = Pestid Swamp (Battle Marsh)Ork.
16 = Cold Mountain (Absolute Zero)
17 = Point Two Battlefield (Tainted Soul)
18 = The Shivering Lakes (Eye of the Gorgon).


Meshach Campaign Map.

[19][19][19][20][20][20][21][21][21][22][22][23][23]
[19][19][19][20][20][20][21][21][21][22][22][23][23]
[24][24][24][25][25][26][26][27][27][28][28][23][23]
[24][24][24][31][31][31][31][27][27][28][28][29][29]
[30][30][30][31][31][31][31][32][32][32][33][29][29]
[30][30][30][64][64][65][65][32][32][32][33][38][38]
[34][35][35][35][36][36][36][37][37][37][37][38][38]
[34][35][35][35][36][36][36][37][37][37][37][38][38]

19 = Frozen Darlack River (Payne's Retribution)
20 = Darlack City (Dread alley)
21 = Cauldron Pass (Volcanic Reaction)
22 = Cauldron Fields (Tainted Place)
23 = Dishiron Port (Kasyr Lutien)
24 = Sepreon City (Cross Roads)
25 = Eloqution Field (Shrine of Excellion)
26 = Academus Clearing (Meeting of Minds)
27 = Monk's Hold (Fortress)
28 = Dead Dump Mountains (Eres Badlands)Chaos
29 = Dishiron Sea.
30 = Stengill Forrest (Mortalis) Orks.
31 = Debate Pavilions (Valley of Khorne) Chaos
32 = Governor's Hold (Testing Grounds)
33 = Narsk Narrows (Dead Man's Crossing)
34 = Sludge Lake. Toxic impassible)
35 = Miner's Rest (Streets of Vogen)
36 = Cloudry Mining Facility (Thargorum)
37 = Forrest of the Suicides (Doom Chamber) Chaos
38 = Imperial City (Pavonis)

(39)(39)(40)(41)(42)(42)(42)(42)(43)(44)(44)(45)(45)(46)
(39)(39)(40)(41)(42)(42)(42)(42)(43)(44)(44)(45)(45)(46)
(47)(47)(48)(48)(49)(50)(50)(51)(51)(44)(44)(45)(45)(53)
(47)(47)(48)(48)(49)(50)(50)(51)(51)(52)(52)(53)(53)(53)
(54)(54)(48)(48)(56)(50)(50)(58)(59)(59)(60)(60)(53)(53)
(54)(54)(48)(48)(56)(50)(50)(58)(59)(59)(60)(60)(53)(53)
(54)(54)(55)(55)(55)(57)(57)(57)(61)(61)(62)(62)(63)(53)
(54)(54)(55)(55)(55)(57)(57)(57)(61)(61)(62)(62)(63)(53)

39 = Port St. Gorrick (Saint's Square)
40 = Stipil Head Plateau (Tazin's Folly)
41 = St. Gorrick's Hills (Outer Reaches)
42 = Meditation Bay.
43 = Eden Creek (Eden)
44 = Vernasis Agricultural Center (Jungle Walls)
45 = Six Point Island (Fury Island) Eldar
46 = Smuggler's Island (Fear)
47 = Comstock Creeks (Biffy's Peril)
48 = Swayledge Mountains (Ther'Abis Plateau)
49 = Hellfire Canyon (Hellfire Canyon) Chaos
50 = Clover Jungle (Forbidden Jungle) Orks
51 = Thurgile River (Mountain trail)
52 = Vernasis South (River Bed)
53 = Sunrise Sea.
54 = Comstock Military Prison (Penal Colony)
55 = Coldstark Mines (totmacher's Prison)
56 = Tainted Square (Tainted Pair)
57 = Cold Stark Pass (Crozius Arcanum)
58 = Infinity Valley (Railway)
59 = Perdition Hold (Torrents)
60 = Tragen's Wall (Into the Breach)
61 = Cousin's Clearing (Tibboraxx)
62 = Mason Flows Iceline (Ice Flow)
63 = St. Gorrick's Demise (Quest's Triumph)

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