Church of the Damned player advice

By doomande, in Dark Heresy

So our group have just completed the first adventure in the The Apostasy Gambit and have not begun on the second book.

Now... our group are a rather newbish one, with two of our players still asking about which dices they have to use to their rolls (-__-"), so we need a bit of help if you lot are asking me. I do not want to read the book and meta trough our adventure, but thought that a few advices or pushes in the right direction would be on the edge of being okay.

So what can people say about this adventure that could help us without breaking the game or be directly meta meta

The adventure is a mix of combat and intrigue. Good social/investigative skills will be required for all sections to be successful. Its definately a case of ask questions first and shoot later.

High willpower bonuses will be useful.

For all the sections and not just the first one... **** we are screwed then :/ Oh well, better start harping to the others how people have to stop buying weapon skills for weapons that they can´t use in advance, and how they really don´t need to throw 500 EXP after Ballistic Skills when they never have touched fellowship.

As a rule of thumb all DH adventures will include a fair amount of social interaction or intrigue. Combat skills are for self defence rather than the core skills needed to complete the mission.

If combat skills are the core skills needed to complete the mission I would question why the Inquisitor is sending in a rag tag group of Acolytes and isn't sending in the Sisters of Battle.

Edited by Visitor Q

As a rule of thumb all DH adventures will include a fair amount of social interaction or intrigue. Combat skills are for self defence rather than the core skills needed to complete the mission.

If combat skills are the core skills needed to complete the mission I would question why the Inquisitor is sending in a rag tag group of Acolytes and isn't sending in the Sisters of Battle.

Because... okay that is a really really sound question. We are cheaper I guess, and he can actually afford loosing us.

I was did not take part of a great deal of the first part of our adventure (being sick and getting a new apartment does sure steal a lot of ones P&P time) so I do not know how much interaction or intrigue there was in the first part of The Black Sepulchre, but the second part of it did not have so much of it. When we all learned that those inside didn´t wanted to talk with us at all, or only did it to get into a better position to kill us did we all take a "throw nades first, ask later if it was a good idea" strategy. Something that we under no situation can do now that we have entered the Cathedral of Illumination... mostly because we wasn´t allowed to take nades with us (bad joke is bad and should feel bad)

As a rule of thumb all DH adventures will include a fair amount of social interaction or intrigue. Combat skills are for self defence rather than the core skills needed to complete the mission.

If combat skills are the core skills needed to complete the mission I would question why the Inquisitor is sending in a rag tag group of Acolytes and isn't sending in the Sisters of Battle.

Because... okay that is a really really sound question. We are cheaper I guess, and he can actually afford loosing us.

If the mission is important enough for an Inquisitor to take notice in the first place then it's probably important enough that no asset is indispensable.

As a rule of thumb all DH adventures will include a fair amount of social interaction or intrigue. Combat skills are for self defence rather than the core skills needed to complete the mission.

If combat skills are the core skills needed to complete the mission I would question why the Inquisitor is sending in a rag tag group of Acolytes and isn't sending in the Sisters of Battle.

Because... okay that is a really really sound question. We are cheaper I guess, and he can actually afford loosing us.

If the mission is important enough for an Inquisitor to take notice in the first place then it's probably important enough that no asset is indispensable.

One of my GMs did a really cool switch on this once. We were playing a party that was very much the "kick in the door and throw grenades at it till it dies, collateral damage is just words" type. At the end of the adventure we realised that we had been chasing the wrong target, which was a deliberate move on the part of our inquisitor to create a distraction while his more competant cell actually did the real mission.

If the mission is important enough for an Inquisitor to take notice in the first place then it's probably important enough that no asset is indispensable.

Well, the Inquisitor hasn't gone himself, so not necessarily. Your team could be a bunch of new agents, who have yet to prove themselves. The Inquisitor has heard reports he probably think amount to nothing, but ok, should just be checked on in case. Send the newbies. If we hear back from them? Well, either it was nothing, or they have started to prove their value. We hear nothing... ok, maybe send a more competent team in then. The intro mission in the Dark Heresy rulebook certainly feels like this ("That psyker contact of yours is fussing about that new Cathedral on Iocanthos again." "Unsubstantiated reports of unusual occurrences again? By the Emporeror! If we investigated every report... oh, just send that new team that were on their way back from Sepherus Secundus. Their debriefing can wait for another 6 months. Hopefully that will keep him quiet.").

Also, the Inquisitor may have a warped sense of priorities or motivations. Many Inquisitors are meant to be half (or even fully) mad. Irrational decisions are not outside the bounds of possibility.

Edited by borithan