***** SPOILER ALERT! *****
This post contains information of a detailed nature about the Dark Frontier free adventure. If you have not played this adventure, and plan to play it in the future, I suggest you stop reading this post.
For everyone else, especially GMs, I wanted to provide some comments and thoughts about this adventure.
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I just ran Dark Frontier for my group. I had previously run Forsaken Bounty, and the group had asked for me to run the sequel. Several of the players kept the same PCs they had used previously, although we did have a few player changes too.
I might write a more detail write-up, but I wanted to give out a few impressions and advice for any other GMs wanting to run this adventure.
It was fun overall. Some good questions that my players asked, that I thought would be good for other GMs to keep in mind to have answers to in case they get asked these:
(I'll try to go in chronological order) and I have added the answers I used (approximately)
Q. Have the ships Astropath contact Port Wander/Imperium
A. There is a Shadow across the warp here and he cannot send any messages out
Q. What is wrong with the controls?
A. Nothing is apparently wrong with the controls (nothing damaged), but the helm isn't responding for some unknown reason. It appears to be a combination of gravitational force and warp energy holding the Venture into an orbit about the black star.
Q. If they had enough gun-cutters/shuttles could they tow the Venture farther out of orbit so that it was no longer affected by the star's gravity.
A. You think it is theoretically possible, although you are unsure exactly what is affecting the controls. It would also require an extremely large number of gun-cutters/shuttles.
Q. How does the gun-cutter dock with the settlement?
A. I considered requiring void suits, and walking. Instead, I went with the premise that the settlement has umbilicals (like airport jetways) that they can maneuver to connect to a couple of shuttles/guncutters. It's something for GMs to consider though. Remeber, the moon is airless.
Q. (Asking Martek) Why are there no higher ranking officers in the settlement? (i.e. Why is a lowly mid-shipman in charge?)
A. The majority of ship bridges appear to get destroyed during the transition to this area, thus leaving limited officers alive initially (bridges are perhaps more vulnerable?). There have been a few that survived arrival, but many have since died in the harsh environment. Although there are still a few "higher-ranking" officers (above mid-shipman) in the settlement, but none of them are "Martek the Just" and he has welded the various survivors together into single settlement personally. Thus, he is the 'governor'
Q. How does Martek know all this information about the black star?
A. Martek has had built a 'research' center (room). It consists of cobbled-together pieces of various ship sensor arrays, focused mainly at the star. The star (and how to escape it) is something of an obsession of Martek's, and it provides him with quite a bit of information about the star.
Q. What ship was Martek on?
A. the Joyous Jaunter (or something similar), an imperial Frigate. I made this up on the fly as it was unexpected. GMs, a heads up about background information for Martek.
Q. It was confusing to know if the hulk that the Brotherhood was on was the Penance of Iocanthus, or if it was a different ship.
A. I decided that, due to the close nature of the captain Lynara and the Brotherhood, that the Penance, although an armed merchant ship, had been hired to transport the Pilgrims. This makes the Brotherhood ship/hulk and the Penance the same vessel.
Q. Where were the Pilgrims headed to?
A. A Shrine world, Sentinel. Be prepared for the PCs to ask questions about the background of the Brotherhood too.
Q. Any information in the Venture's databanks about the Penance of Iocanthus?
A. A lightly armed merhcant vessel of the Vagabond Merchant class. It primarly transported raw goods to production facilites. The captain has a few citations of merit and bravery. It was last known commissioned to transport some pilgrims about 6 years ago, when it never reappeared after transitioning into the warp and was presumed Destroyed.
Q. We want to travel on the top of the maze walls, rather than inside the maze itself. (I had shown them the picture on pg 9, which shows the maze from above)
A. The walls are 20-30 meters high, and are smooth in most places. There is no reasonable way to get up there.
Q. How high up is the nexus of light, and the Bone Warden's orb?
A. I had the Chamber of Bones be about a 30x30 room (hey, just big enough for the Warden's 15m radius to cover the entire room!), and about 45m tall. I had the nexus close to the ceiling about 35m up, and the Bone Warden about 10m off the ground. (Yes, that means its orb is basically immune itself to melee attacks, although that is really no impediment...see below).
The Diminished Bone Warden:
Looks good on paper. S10, hit all enemies in a 15m radius, T4 and 40 wounds. In reality, he's absolutely no match for the PCs. The group that I ran had only 4 PCs and no NPCs with them. The Bone Warden was dead before it even got a second round of combat. Here's how our combat went.
Init Order:
Lorayne, Trask, Bone Warden, Nathin, Dominic (with bomb)
Round1
Lorayne aims and shoots with her bolter, hitting for 13 points total (so -9 wounds).
Trask moves further into the room.
Bone Warden melees all the PCs. Hits Lynora, Trask, and Nathin. Lorayne and Nathin successfully dodge. Trask is hit for 18 (-9 wounds).
Nathin shoots but misses.
Dominic advances with the bomb.
Round2
Lorayne fires full auto with her bolter. She hits all 4 times. First roll does 14 damage total (-10 wounds, Warden is now at 21 wounds left), second roll is a confirmed fury but does minimal extra damage for a total of 18 damage (-14 wounds, Warden is now at 7 wounds), third roll hits for 13 damage (-9 wounds, Warden is now at Crit 2), fourth hit is another confirmed Fury for 24 damage (-20 wounds, Warden is now at Crit 22).
A bit disappointing combat, to say the least. I was tempted to let the Warden get a second round, but seeing as Lorayne would just full auto again next round it seemed a bit pointless for it to try to heal, and I wasn't feeling vindictive enough to try to melee again in order to critical Trask (assuming he failed his very good parry roll a second time).
So, while some of you might think, wow it was just bad luck (good luck for PCs) that she hit 4 times and got 2 Furys (although one only got an additional 1 pt of damage). Well, lets look at it and you'll see that it isn't so far-fetched.
This is the second "mission" and since the PCs got 500xp from Forsaken Bounty, I let the PCs get a +5 increase to a stat (ie spending their 500xp). That put Lorayne at a 50 in BS. Now, add in the +10% to hit that she gets with her bolter from her special ability, +10 for being in short range (she was within 45m), and +20 for full auto, and she has a whopping 90% to hit (This also ignores the possibility of Trask giving her an additional +10% to hit). That means she has a 60% chance to hit with all 4 shots, so it's pretty likely she will. With tearing, that is a total of 8/10 (or 80%) to get at least a single fury, which confirms at a 90%! . Even if we discount the second fury damage roll, or even the fourth roll altogether, Lorayne still did a total of 33 Wounds to the Warden in a single round with her first 3 bolt shells.
An average hit by Lorayne does 1d10+7, or 12 points of damage total, for 8 wounds (after subtracting the meager 4 T) on the Warden per bolt shell, and I've already shown it fairly easy for Lorayne to hit with 2-4 shells. So, on average she could do 16-32 wounds in a round on average (assuming multiple hits but no furys).
Trask will do 1d10+4 with his stub revolver, for an average of 5 wounds, or (1d10+8)/2 with his power sword for an average of 7 total, 3 after Toughness. He can also attack with both, so an average of 8 total for Trask on a round (assuming both hit, of course).
Nathin will do (1d10+5)/2 (Warden takes half from energy weapons) with the Hellpistol, so an average of 1 wound.
Dominic will do 1d10+6, or 11 average (rounded up), or 7 wounds after toughness.
If Malakai had been there with his flamer ... he would do
(1d10+4)*2 (Warden takes double from area weapons), or 18 wounds on average, or 14 after Toughness.
Thus, assuming all 5 PCs and each PC only hits a single time for average damage, you are looking at the Warden taking 35 (or more) wounds in a single round on average. Chances are good, though, that Lorayne will fire either full auto or semi-auto, and/or will get a fury with tearing, and chances are good that she will get at least 2 hits. A second hit by Lorayne, in my example of averages, will put the Warden past 40 wounds in a single round, and even compensates for one of the others missing their attack yet still going over 40 wounds.
So, you can see that the Warden just cannot withstand the PCs for more than a round (or two if it's lucky) if either Lorayne or Malakai are present and attacking. Lorayne, even without the additional advance I let them have, still has an amazing chance of hitting with mutliple bolter rounds in a single combat round when firing on full-auto, and each hit exponentially increases the likelihood of a fury roll for even more damage. I can't imagine how Malakai and his flamer would do (although at least the Warden has a 31% chance to avoid the attack). While the Warden's melee attack can hit for dangeous amounts of damage (even without penetration), the healing ability it gets just doesn't help when a single round of shooting by the PCs can still do much more than that (the book offers using 10 for "a fairly matched even fight"), regardless of the fact that it gives up its turn to do so. The 4 Toughness of the Bone Warden just doesn't cut it against anything that isn't an energy weapon, of which only Nathin's hellpistol and Trask's power sword are reduced damage. I would prefer (and suggest to other GMs) that instead of halving the damage of energy weapons, give the Bone Warden unnatural (or Daemonic) Toughness instead. A Toughness of 8 will give the Bone Warden some much needed durability against Lorayne and Malakai (although they are still dangerous foes). It's easy enough for a GM to have the Warden alternate rounds using the melee attack and the warp blast (should the melee attack be too powerful when there are multiple rounds) to ease up on the offensive ability of the Warden. It's also easy to adjust the number of corpses the Warden has (or uses) to heal itself. It's the Warden's durability against the PCs that is the problem. When a single round of attacks by only 4 of the PCs (heck, a single round by a single PC, either Lorayne or possibly Malakai) could somewhat reasonably kill the Warden, there's a problem.
/rant off