Legacy of the Haarlock- what next?

By Evilgm, in Dark Heresy Gamemasters

Having finished running Tattered Fates, I'm quite disappointed in the lack of information on what's going to happen next. My concern about continuing the investigation into the Haarlocks is introducing something that contradicts something important that is later introduced in the next Book.

I post here hoping for insight from others who have finished running the adventure, to see how they think the Campaign will progress.

I believe the only way to find out is to wait until two remaining parts arrive.

We're actually going on DH Hiatus until Damned Cities drops. We'll pick it back up then, to avoid continuity problems. I'm writing up to six weeks of Urban Fantasy HERO adventures to hold us over.

I think the key is distract your Acolytes with a different mission untill the next book comes out or use the tips at the end of TF to knock together another adventure.

Incidentally how did TF go? run ok? comments?

There is a silver lining to my being able to play only every other week. I stay behind the publication curve.

Darkshroud said:

Incidentally how did TF go? run ok? comments?

Tattered Fates went well, though I would have preferred a more linear structure. I usually run my own adventures, which are quite free from, and it was annoying to buy a Published Campaign that was also free form. There's way too much "add something here" for my liking.

I ran every encounter in the book, and we did it in 3 Sessions, one for each Chapter (we run from about 5pm till 2am most weeks though, so it was about 6 sessions of regular play). My group is on the penultimate rank, and one of them knows he's a Scion of the Haarlocks from the House of Dust and Ash.

The first part of the adventure went well, though I'd advise also reducing the Fear 3 from the flying things along with removing the Demonic trait. Even at the high rank they're at, the lack of gear made this section very hard, and I definitely think you should try keep that- it's important for the fear and helplessness from this section to carry on into part 2, so they don't try anything completely stupid in the Mardi Gras above.

The second part mainly had them gear up with money from the fighting pits, offer to kill the Spider Bride, and then switching sides when they met her. The Pilgrims which attack them at the White Scholar need scarier weapons- mono knives simply aren't worrying and removed a lot of the fear that had been built up via the sense of helplessness.

Part three was very hit and miss. The main thing to watch out for is that there is very little to do once they reach the Gabriel Chase. I would advise having them arrive an hour later than the book says, and to make an effort to mention that everything they do takes a fair amount of time. I ended up having the last hour fly by, rationalising that the Clock doesn't actually count real hours.

The fight between The Widower and The Beloved is ridiculously one-sided, as The Widower is a killing machine, but I ran that encounter with about 20 goons spread around the levels looking down on the clock so it was a nice big long firefight.

I took advantage of the very random opening to skip a few decades of siderial time for my party, and so even now they've finished they're worried about their missing memories, which should allow me to run some other plots until the next book.

Hope all that random info is of some help when you run it.

Evilgm said:

The fight between The Widower and The Beloved is ridiculously one-sided, as The Widower is a killing machine, but I ran that encounter with about 20 goons spread around the levels looking down on the clock so it was a nice big long firefight.

Absolutely. The Widower will turn the Beloved into shreds in mere seconds. I am not sure what the authors were thinking. It is like sending four Slaugth against first rank chars...uhh...wait..erm..

And again I have the impression (like in PtU and MitM) the author of the adventure is a different person than the one designing the NPC stats and they never talk with each other. The NPC stats often simply do not fit into the story.

I just contemplated about the unbalance in a fight between the Beloved and the Widower and decided to use the stats and equipment of Lady Solace (from the DotDG entry for the Pilgrims of Hayte) instead of the one for the Heron Mask. Makes it a little more even...

Cheers for the info Evilgm. Funnily enough I read the adventure and thought instead of the Dark Wing furies that a Gloomhaunt (from CA) would be perfect and some npc death mixed in. I'd been mulling over the idea of returning their equipment during or after the adventure and i'd kinna figured that keeping it from them would make a better game. Interesting wha you said about the last bit... might fill it with more wacky rooms or Haarlock traps. demonio.gif

I´d fill the time between the scenarios with either Fillers, i.e. throw away stand alones, you´re own campaign arc or just let them research the Haarlock thing and not worry about the next book - the Inquisition get things wrong all the time and I´d bet that the Haarlocks left enough Red Herrings to throw them off the scent or simply mislead them that the Acolytes will not really be sure what is real, what is false and what is legend.

Luthor Harkon said:

I just contemplated about the unbalance in a fight between the Beloved and the Widower and decided to use the stats and equipment of Lady Solace (from the DotDG entry for the Pilgrims of Hayte) instead of the one for the Heron Mask. Makes it a little more even...

i am going to do the same. it seems they forgot about 6 or 7 Major Psychic Powers and about 10 minor ones.