Tattered Fates

By Pygme90, in Dark Heresy Gamemasters

Hello.

I have decided to play the pre-made module "Tattered Fates" as my next adventure and was wondering what you guys thought of it?

And are 3 players enough to play it?

Thanks

Viktor

I think it isn´t worth the coin and that have have to do some serious editing in the final part.

The First part is fine... although you might want to add something.

Allow me to flash some of the flesh me added to the skeleton:
http://rapidshare.com/files/256343746/TF_RedCageEncountersV03.doc.pdf

The second part...well:
I never quiet worked out where the pc should met "the one fine lady". The encounter with "Grist" and "this other lady" might come naturally..but again, in this part the players are nothing but pawns. I do not know how other players stomach this, but my players would seriously hate it. They do not like being "watchers of a game going on" but prefer to be "key figures whom do an impact"

Third part is the biggest "problem" to me:
Once in the house, it is just "time ticking by" and one battle. This part lacks

- half a dozen additional interesting npc that could be described to the players (to give the party a little more life)
- more things/traps and usefull hints in the house itself (to keep those players busy who are "non-social"

- a good in-game reason why in a night of slaugther and terror everyone of importance gathers in one place where NO ONE IS CHECKIN FOR GRENADES!! ("those" have them..so no-one check for them). Honestly, if I would be a terrorist with a dislike of the imperium, I would have WIPED OUT a major part of it´s elite simply by smuggling some people with explosives (or suicide bombers) into this event a long-long time ago.

"Just my two cents"

Tattered Fates is the only premade adventure I've genuinely liked all the way through, I think it's really good and evocative, and there are some real chances for your players to shine. It's a little nebulous in places, but that's good, as it means you have to flex your GM muscles and fill in the blanks here and there, shaping and fine tuning to suit your own needs. There are times where they'll be forced to work for people far more powerful and important than themselves, so if your players can't handle that, they might go about getting themselves killed. It really is quite a good adventure, though I'm not fond of the opening section (the red cages) as it feels a little arbitrary and dungeon-y. Basically the opposite of what gregorius said.

Tattered Fates is a nice enough adventure, but with some serious 'flaws' .. or let's say it needs some fleshing out and adding-on. It will be very enjoyable for a GM though to work with such a scenario, so don't hesitate in picking it up.

Its not bad, but is ridiculously expensive.

SJE

For the OP, I found that the adventure required some incredible tweaking in order to take place and use. I'd also say three characters would be the minimum to play with the adventure. For me personally, I had to adapt to my campaign, Karkella got replaced by my Inquisitor dieing, the White Scholar gets replaced by a character the guys know as 'Mac', and thinking about replacing the Heron mask with the Moritat player's previous master amongst other things.

As well, thank you Gregorius21778 for posting that link. It's fruitful, and I'm really leaning on trying those out. They look good.

Gregorius does indeed write some completely awesome ideas for use.

Hey guys, Instead of making a new thread I'll just ressurrect this one:

I'm also going to play this module. Some have complained at the price, but my player bought it for me so I'll play it anyway, although I hope it can be fun for us as well. After my initial glance I have some issues here:

1. GM ex cleptomania. I have to strip my PCs of equipment. Fine, I have already done so previous in my games, but that was with good reason and not with any essential equipment (mostly archaic). I wouldn't even feel very bad about taking more, as long as it was for a good in game reason and the PCs had a decent chance to avoid losing their most prized posessions. Besides the noble has just managed to get himself a Lathe blade, so losing it so soon seems a shame.

Then there's the realism aspect - why were they taken, how were they taken (one of them is stationed on a space station!), and why it's not possible at least some of their equipment is stored safely away somewhere else. That they might lose their "normal concelaed carry" etc. would be another issue entirely, but even the Scum is likely to have his heavy stuff in a hideout somehwere.

2. Too be continued....

Price possessions
Do not worry about this! The "end area" of the first "chapter" (Red Cages) already offers a chance to "hand back" some price posessions of the pc.

In addition, simply add some of the stuff to some of the opponents in this section

"Hey Greg...you do not know the stuff...it will kill my players, unarmed as they are!"
Well.... while melee weapons are a problem, you cand always hand them to a sleeping guard. Even if they wake up the slaver before they reach for the weapon, they are just into unarmed melee. Perhaps with a slave that was drunk?

If we are talking "ranged weapons", make sure there isn´t much ammo left (one or two shots). Doesn´t matter where the rest went. The player will be satiesfied the first time to hear the dread "click!CLICK!" of there own guns!

And you do not have to hand it all back in the "Red Cages". Perhaps your pc will try to haggle with Grist over the "price for the deed". Allow them! As a bonus, offer them some "price gear, from the belongings of some unfortunate wealthy traveller. Allow them to pick out of three items...and make one of it an item some pc is desperately missing.

I had absolutely no problems with using the pc's prized possessions against them, especially the Sniper Rifle was a great deal of fun.
Unfortunatly for them they discovered it was firing at them after the first (heavy) critical.
The bolt pistol was a blast too.

Gregorius21778 said:

Prized possessions
Do not worry about this! The "end area" of the first "chapter" (Red Cages) already offers a chance to "hand back" some prized posessions of the pc.

In addition, simply add some of the stuff to some of the opponents in this section

"Hey Greg...you do not know the stuff...it will kill my players, unarmed as they are!"
Well.... while melee weapons are a problem, you cand always hand them to a sleeping guard. Even if they wake up the slaver before they reach for the weapon, they are just into unarmed melee. Perhaps with a slave that was drunk?

If we are talking "ranged weapons", make sure there isn´t much ammo left (one or two shots). Doesn´t matter where the rest went. The player will be satiesfied the first time to hear the dread "click!CLICK!" of there own guns!

And you do not have to hand it all back in the "Red Cages". Perhaps your pc will try to haggle with Grist over the "price for the deed". Allow them! As a bonus, offer them some "price gear, from the belongings of some unfortunate wealthy traveller. Allow them to pick out of three items...and make one of it an item some pc is desperately missing.

Ah well having a good chance of getting some of that important gear back is good, but that still doesen't explain why the slavers somehow managed to kidnap them (this section seems to be completely missing in the module?), and even steal all their equipment, some of which may be held by the Inquisition itself or other powerful organizations (Arbites, Imp. Navy, Noble House).

If the module really just assume they got kidnapped somehow and let the GM work out the details, then I need to know more about why they were kidnapped, why they were kidnapped, and with what kind of resources they could use to accomplish this.

Temporarily removing their best stuff and using it against them is not a problem for me though :) Although I probably won't give the enemies too much modern armor before they find some kind of non-primitive weaponry. In any case they won't even think they've lost all their gear, but just worry about getting some decent stuff before they get killed down there :) Sensible lot. Usually.

Santiago:

"The bolt pistol was a blast" :D good quote.

Now for point 2:

In the last two missions they group has been more or less abducted or even kidnapped. In Shades on Twilight they got Inquisitorial Stormtroopers bringing them in at gunpoint. Last mission (Baron Hopes) they were kidnapped one by one in order to test their ability to avoid such entanglements (some avoided this fate by their actions, some not).

And not at last not only are they kidnapped AGAIN, this time there is no forwarning, no way to avoid it, not even some foreshadowing. It's railroading and my players will identify it as such. My only hope is that they will think "ok we got screwed, we know the drill, lets just try to survive and we'll probably get a chance to get back up and get our stuff back later."

So... this is why it's important to me at least to know how each of them were kidnapped, what kind of gear they probably had on them or were at the kidnapping place, why there are no witnesses so that their Inquisitor can find them. There should at least be some plausible reason and method of their kidnapping, maybe something the players can learn tidbits of later on, maybe even get back at some collaborator. '

I'll need to read up some more background in TF, but as PtU the adventure is not very structured and not easy to read.

BTW Greg i think I'm gonna use your writeup :) thanks.

Dude... you kidnapped your guys alot, do you?
Frankly, if my players will answer there Inquisitors mission to enter the "Twillight" with a stern "No Sire, we wont!" my solution would not be forcing them at the guns of some stormtroopers... but to send in the stormtroopers, declare there group dismissed by the Inquisitor (and perhaps trialed for refusing an order of the Holy Inquisition).. and "allowing" them to make new characters. After all, it is not like the =I= has to force a group who is disloyal... bad that potential is lost, but see... there are alot of more loyal servants out there... but that´s not the topic.

How did they got kidnapped?
This whole kidnapping thing is one of the things I utterly dislike about the adventure. It is the oldest had in RPGaming I know about. And players do not like it, most of the time. The "how?" is left out for a good reason, so... give them a "it went this way!" and watch your players moan, complaint and yell that " this would have never worked since my pc..." . Of course you can play it... but since the outcome is fixed, it is not even railroading but hammering some-one into shape. With the problem that most players will rather fight to near death and spend a lot of there fatepoints this way (probly burning them).

How about the gear they have not with them?
If they do not have it with them... it wasn´t stolen..but it won´t be on Quaddis either, will it? So, it is effectively "neutralized"
But I do not want to kidnap them!
So does me. How about the following...
The group is send to plaent of Quaddis to contact and Inquisitor. Said Inquisitor hadded to Quaddis alot earlier since he hot on the heals of something and requested one additional team (your players). Due to travell and warp, the pc arrive alot later then it was planned originally.
Please note: This way, they will know which planet they are own and will know about the revell going on...so no "shock" after getting up from the Red Cages..but that should not harm.

They start searching for the Inquisitor, but he is not where he was supposed to be and the contacts mentioned to the npc are nowhere to be found... or have been killed a couple of weeks ago. The pc will however be able to find out (from a hostle owner or from some minor nobles/revellers) that the Inquisitor (Karkalla) was kinda found of a certain arena (invent one).
If the pc investigate, they will either find out that the owner arranges for "special shows, invitation only". Perhaps "securing" an invitation from a minor noble and/or "persuading" him to disguise them as his retinue....which means "less equipment", perhaps!
If they don´t, they will be attack by some descendt beasthouse killer for nosing around. They either get captured then (back to module as written!) or will be able press the information about "where is the next show?" from the grunts.
Please note: This means you have to come up with a small investigation episode on your own!

In the end of this "Prequal", you will either have them kidnapped (without railroading them) or you will have them down into the Red Cages...armed and ready! In this later case, they will watch the "Slaughter Pit" as part of the crowed. Ensure, however, that said crowed was let through a labyrinth of tunnels first..... by Beast House employees. Perhaps there was even a small underground train leading them down, first!

Anyway, as they watch the show and the cattle is lead into the slaughter pit, have one of the number yell out "Behold and mark my words! The Holy Inquisition marks you traitors and even if I die, you will not get away with this!" Perhaps your pc will then jumb into action and start a fight. Perhaps not. One way or the other, make sure Heron Mask is seen in the crowd. After the opening (which will run like in the book), the Heron will kill a BeastHouse Slaver at the controls. Some of the "crowd" will start attacking Slavers and Crowd alike (use stats for Pilgrims, cause that is what they are). The Heron will leave his dagger and message, lower the ladder...and will use the cover to flee (reasonable that he will due the trick, since all hell will be lose!).

As the dust settles, the pc will have the slaver whom were able to operate the underground train (or leading the way!) dead. Perhaps killed by themselves, perhaps killed by the "Pilgrims". Which gone so crazy, they will not stop at the pc (Heron aimed at the Inquisition Member in the pit as the survivor ..and just assumed in his chaotic nature that if they pilgrim kill anyhting..then it all hasn´t been worth the afford at all!). Make sure the I-member in pit is a scion..and if you feel like punishing your pc for not helping him, let him die.

Anyway, they are now down in the cages and there way back is not usable again (make sure that the train isn´t controlled from here but from somewhere else!). Since the pc are much better armed, arm up the Slavers as well. Giving each one of them a handcannon instead of a "mercy killer" should be a good start.

"Just my two cents..."

You might run an adventure before Tattered Fates where the players get a chance to really piss off the Pilgrims of Hayte. Thus avoiding the "you find out the guys who captured you are some cult you've never run into before."

Cults are like the old bad guy who always gets away in RPGs. The players can develop a real passion for hunting them down. Hayte Haters. happy.gif

Ah well, at least you agree to my plight. Some good tips there i suppose, but I don't mind the PCs going all suvrvial. I just wondered if there was some better explanation in the module of what happened and why.

I'm gonna make them make a list of what gear they usually carry around. Which actually means that most of their stuff they'll actually keep behind as they don't go carrying around long las, shotguns, etc. unless they're working for the =][= or currently using it in another line of work. The excpetion will probably be the Scum who will carry around an autogun at the very least. I don't think they will suspect it since they're currently playing BH and will probably think it is connected to that adventure.

I need to read up more on the cult itself, hopefully there will be some clue to why they kidnapped the acolytes.

As for the excessive kidnapping, well it's probably not THAT bad. In SoT they were escorted by an armed guard, and they didn't refuse to go (not that they thought they could do otherwise), and when aboard the ship they accepted the mission (again not sure if they could do otherwise).

Last mission though they were all attempted to be kidnapped or abducted in different ways, but the kidnappings were not that hard to avoid (mugged by 5-6 scum etc,.), and was meant as a test. If they Inqusitor wanted to kidnap them for real he would have used better professionals or his own authority instead. So how could they be abducted for real?

1. False orders. My acolytes have learned (some the hard way) that unquestioning loyalty is the only way, which makes them vulnerable to miscommunication. If this is the case the kidnappers might include some order about only carrying concealed weapons and armor, in order to make them easier to capture.

2. Captured during a mission. In this case they will have to be abducted on Sepheris Secundus, and probably at their weakest moment. Methods could be potent sleep gas or poisons. Excessive force can sometimes work, but it can also backfire resulting in burnt Fate Points.

In any case I think I want to do it in media res as it is an effective method of starting an adventure. If so they can't really get the time to really think about what happened, but has to focus on getting away before they get gutted. I'm thinking in the line of the SAW films were noone really remembers what happened. Hmm potent sleep gas with amnesia as a secondary effect... ok it's done but it's still fun!

Later they can try to retrace some of the info, which means they can get vague clues at the very least making the story more believable.

Hmm, yeah I think the gas could work. What do you think?

Why did the pilgrims kidnapped them?
If you haven´t run "Baron Hopes" yet, turn the "big bad" from the Serrated Querry into the Pilgrims of Hayte. The kind of descrutive murderous terroist that the mutant revolt turned into fits the cult just fine. As does the meddling with the warp and demons. Just change any "strange alien technology" you find into something "warp tainted". So, the reason for the Pilgrims to capture the pc was that they wanted "poetic justice" for their crossed plot on Severus Secundus.

..and the last thing you remember is ...
The adventure TF "as written" will work this way pretty good. Just start with a "and the last think you remember is" on Seraphis Secundus. A got point to take the out would be the passage they took to leave the planet. If there were not that many travellers from around the area of the adventure, I will have been easy for a group of Pilgrims to make sure that they take the same passage as the acolythes that ruined their plans.

How did they got kidnapped?
If the Pilgrims that boarded the same ship were powerfull summoners, they might have been able to summon some demons of Slaanesh. Like the "Lady of the Voids" described in the CA. With the help of this beast, the could have managed to conquer enough of the ship to capture the acolythes and leave with a life bark (as "daemon deal"... the Pilgrims would help the Lady onboard the ship and leave it to her mercy for the capturing and handing out of the acloythes and passage off of the now damned ship). Of course, this would mean alot of lost Sanity to your pc (like 1d10+5) and perhaps some corruption. To keep them from beeing completely helpless, allow them challenging checks on willpower. Success and every degree thereof reduces the amount of madness by one.

Gregorius21778 said:

Why did the pilgrims kidnapped them?
If you haven´t run "Baron Hopes" yet, turn the "big bad" from the Serrated Querry into the Pilgrims of Hayte. The kind of descrutive murderous terroist that the mutant revolt turned into fits the cult just fine. As does the meddling with the warp and demons. Just change any "strange alien technology" you find into something "warp tainted". So, the reason for the Pilgrims to capture the pc was that they wanted "poetic justice" for their crossed plot on Severus Secundus.

..and the last thing you remember is ...
The adventure TF "as written" will work this way pretty good. Just start with a "and the last think you remember is" on Seraphis Secundus. A got point to take the out would be the passage they took to leave the planet. If there were not that many travellers from around the area of the adventure, I will have been easy for a group of Pilgrims to make sure that they take the same passage as the acolythes that ruined their plans.

How did they got kidnapped?
If the Pilgrims that boarded the same ship were powerfull summoners, they might have been able to summon some demons of Slaanesh. Like the "Lady of the Voids" described in the CA. With the help of this beast, the could have managed to conquer enough of the ship to capture the acolythes and leave with a life bark (as "daemon deal"... the Pilgrims would help the Lady onboard the ship and leave it to her mercy for the capturing and handing out of the acloythes and passage off of the now damned ship). Of course, this would mean alot of lost Sanity to your pc (like 1d10+5) and perhaps some corruption. To keep them from beeing completely helpless, allow them challenging checks on willpower. Success and every degree thereof reduces the amount of madness by one.

Well I sorta used the stuff on baron Hopes made by another forum member, with the point to involve the SQ a bit more, so exchanging them now is a bit late, but thanks anyway. My idea is simply to phase out the time between Baron Hopes and TF so that the PCs don't spend hours thinking about what they're gonna buy just to be unable to use any of it and probably losing some. Still, their Inquisitor is going to meet them on Sepheris Secundus so their abduction will probably be on their way from the planet. The gas means the details can be fuzzy :)

Now I'm exited on how the Zombie apocalypse is going to turn out, atm the PCs are torturing a SQ operative (add-on to the module) about where her master is. She's been holding out quite a few hours so far but I'll think she'll crack eventually. I'm also not quite certain how to deal with the first terrorist attack since the PCs supposedly figured out the pattern with their knowledge skill checks, but for some reason the module doesen't assume the PCs can intercept the first attack, only the second in which the psyker can warn them. So if that's the case what was the point of the skill checks?

Also I don't think the Baron likes most of the group, he respects the Noble assassin, but the other treats him like a heretic. Also he has seen them execute a serf just for learning his name (and being a hired thug), and the torture session with Miss Serrated Query. Therefire he won't introduce the PCs to the mutants if he can help it, but he will take them to his old hideout where the mutant terrorist ninja turt.. erm. well you know who, awaits.

As for the zombies, I'm gonna beef them up pretty much, having them become faster, stronger and smarter until they actually become a challege for the PCs. They already have a flamer with the baron's blood, but only 3 shots left and they need to be close to use it, so I don't think they'll manage to kill the terrorist leader Morirr too quickly.

Well I sorta used the stuff on baron Hopes made by another forum member, with the point to involve the SQ a bit more, so exchanging them now is a bit late, but thanks anyway.

"It is never to late" happy.gif
I think I know the changes. Read them over on some blog, me thinks. The one with "the child", right? Well...

...the fact that the "mutant head villian" (forgot the name...something with M?) has ties with SQ doesn´t mean that he hasn´t been approached by the PoH. Infact, that could be the reason why the SQ wants to get rid of him ("we are losing controll over this tool...let´s get rid of him").

If "M" (Morie?) is that clever, he might have taken up the "deal" for his new "abilities" just because he didn´t want to be depend on the SQ ("no more human masters!").


But if this isn´t like you want to play it out...

...there once was a good re-write of "Shattered Hope" around here. Once that made more sense. You could use this as a "follow up" for an official cleaning of an open mutant rebellion. This one could be a cell spawned by the Pilgrims (if you change the "discovery" of the Antithesisstone into the stone being "transformed" into what it is by dark and forbidden rituals involing human sacrifice. Of course, the mine workers whom started the rebellion would have been slightly mutated to start with.

Hmm interesting.. that means I'll have to read up on Tattered Fates a bit more though. I have a tendency to postpone the readthrough until the last moment, I only recently finished reading PtU, and we've been playing it for some time now!

Here is what my players have found out so far:

- The Broken Chains attack locations have a certain pattern of occult origin, and their future attack is probably south of the Arbites op centre (nicknamed the mutated fruit).

- Acolytes have captured and interrogated a SQ operative and learned about Baron Ulbrexis' blood relative and the blood flamer. They know aboit Morirr's immunity.

- They have been very poor at garnering respect or friendship of the local serfs and/or mutants, and Ulbrexis have noticed their callousness and will probably not voulentair any more info.

- They have recognized some of the technology as being similar to SQ's work on Ambulon.

-They have investigated Broken Chain's former hideouts and discovered warped hiding spaces with easy access to other tunnels

So basically they aren't quite sure on how to proceed atm, and they've yet to see an attack for themselves. One of their plans in to stay in the warp-twisted hideout and wait to ambush Mutant Terrorist Ninja Cultists, although they may have to wait a long time for those.

Actually all they have to do now is really wait for the final attack where their psyker will be forewarned and they can ambush Morirr and the bunch of mutants, maybe with Arbites and Scourge backup. As long as they don't kill off Morrirr too quickly (letting him escape for the zombie apocalypse), the module is pretty much done for. The stupid Morirr will somehow attack them himself in addition to the zombies (which only weakness is actually Morirr himself), and they are well on their way to success.

So how to incorporate these "PoH" into the module, or at least some clue or foreshadowing of their involvement? Also some good way to let Chako (SQ operative) escape would be in order, she still has some valuable information on the SQ and could be a potential good enemy of the group with a real grudge ("you tortured me!")

In my case, I'll probably just chance the Beast House into the Serrated Query. That way, they PCs will have some frame of reference for the Pilgrims of Hayte being tougher and nastier than the people who kidnapped them are, and some reason to have been targeted in the first place.

(Unless the current GM makes one the scion in HoD&A, but knowing this group that person would promptly be killed.)

I may also run a preliminary adventure with the SQ attacking a ship to kidnap them, co-ordinated with a Freeboota raid for cover. The SQ will hopefully trick the Acoyltes into a trap. If not, I'll have to have whatever ship they end up on crash land and be intercepted by SQ/Dark Eldar, which are already established as being good at that sort of thing.

Also a good chance to introduce a Freeboota captain as comic relief. Possibly to later show up to complicate fights because "wez hurd youse humies were fightin'!"

The situation you described is a little "forward" for changing suspects indeed.

But well...how about the other way around?
What if the major groups beside the beast house is not the "Pilgrims" but the SQ? You would have to change a lot of the attacks made in "Tattered Fates" (attempts on the live of the pc and those with them). The Pilgrims are chaotic and apocalyptic. But as far as I remember the module, you could change these into coordinated, logical and cold-blooded attacks:

!SPOILERS!
The general assumption would be that the SQ now about the Legends of "the Traveller", the "Widower" and the Legacy of Harlok. There aim is, however, to get the "Face" that will remain from Killing the "widower". Everything else is to them "means to an end".


- remove the "daemonic possesion" quality from the dagger Heron Mask leaves behind
- change the "Pilgrims" into coordinate, stone-cold mercenaries of the SQ. They can still kill at large...but they do so for distraction. There aim is NOT total havoc. They simply want to Coax out the widower and destroy it in order to get the Face that will remain (to hell with "where did they got his information from?")

Lol, every time i post something you create a completely different take on the modules! ;)

Sorry to squash your enthusiasm, but I don't think I want to rework TF that much, I want to preserve as much of it as possible while still making it playable and enjoyable. SQ has been kinda fun but I think there's time to introduce some good old disciples of the dark gods (I'm considering buying the book but it was damned expensive).

I'm considering letting Chako escape when the zombies attack, unless I can justify some outside involvement. BTW my zombies will have decent WS, insanely tough (10-11 TB) and strong, and have non-primitive attacks. I don't want my zombies to be slow dim and funny.

Yep, I tend to be "all over the place" with my ideas in genereally

Talking Chako´s escape:
How about a team of armed SQ operatives liberating him while the "Zombie Onslaught" is on? Since the SQ had an eye on Morrir, it is believeable that they have know that he is up to a big attack...and that they intended to use this as a cover for the rescue of Chako.
After all, the majority of the armed forces and/or guardians will be involved fighting Morrir.

Talking the Pilgrims & TF (again):
If you make one of a players a "Scion of Harlok" (see TF) the reason for the pc´s to be abducted is simply that one of them is a target for the Pilgrims (the rest is just "stuffage" to them). They simply wanted "the blood" ... and left him and the other alive as a "bait" for the Widower!

You could even go so far to chop of a left hand of one the "Scion" (if he is "right handed" & if he is a non-combat figure). Read the TF Chapter of "Gabrial Chase" and the parapgraph about the "Thirteenth Hour" and you will know what I am up to ... cool.gif

But
a) only do this to a non-combat pc (which will not miss his left hand THAT much...)
b) Replace it with a suiting kybernetic version


Hmm yeah I thought about sending in the SQ, but I want to strain the credibility of the story as little as possible. After all this is a low-tech world and there is a limit to how much off-worlders and modern weaponry you could smuggle in.

Hmm just got an idea... a group of fake Arbitrators or maybe Royal Scourges come to transport the prisoner to a more suitable location that the op-center's only holding cell. Hmm, no it would have to be Arbitrators and someone of higher rank than the Proctor Rotlan. Although I suppose they would ask the Inquisitorial agents first... hmmm

As for the hand.. yeah the Noble Assassin has good use for it. Still he can afford a good replacement, and probably profit from it. yeah I've yet to read up on that module, hopefully I'll get some this weekend before my session on tuesday. The Noble has so far had a backstory which has made it impossible to use the "enemy" flaw of the Noble background. But recently he has been somewhat exposedm hmmmm,

House of Dust and Ash from DotDGs is a nice way to introduce the players to the Haarlocks. You might want to run that first, before TF.

I had the kidnapped encouter happen...but I have lots of back story for the reason....An old villian that has managed to escape them twice helped to track them down. Since the Pilgrams of Hayte are looking for decendants of Haarlock.....and of course one of my players is a mind scrubbed member of said line.

I think the problem I am going to run into is that they are going to try and get to the astropaths.....be stopped by the noble guards and of course the friebrand zelot is going to try and muscle his way into it......or worse they will try and steal a lander and be blown out of the sky.

Anyone have some ideas about this?

as to running into the other major players of the fair some good social interactions will get them in contact there.

The problem with the weapons being all over the place in the one house can be taken care of with the noble guards checking people at the door. So only small arms and some melee weapons could be brought in. Of course the children of Hayte could have used secret passages to sneak in some more heavy arms...and set trapes in passages so if people do stumble upon them, they won't be able to share their discovery.