Preperation for for running the Haarlock Legacy (some spoilers)

By zombieneighbours, in Dark Heresy Gamemasters

Hey,

So i am doing the prep work to run the haarlock legacy. It is my hope that you will all be able to give some feed back on the expanded campaign outline i have so far, along with your thoughts on how i am handling character creation.

Campaign Synopsis:

This campaign will follow the exploits of a group of player characters, including a scion of the haarlock line, as they serve Inquisitor Marr and Lord Inquisitor Caidin of the Calixian Conclave as they attempt to uncover the truth behind the haarlock legacy, Komus and the Tyrantine Cabal. The Tyrantine cabal (significantly altered in membership) will play the part of recuring antagonists, as they attempt to prevent the Acolytes, Inquisitor Marr and Lord Inquisitor Caidin from uncovering the truths behind the Tyrant Star and its connection to the Kin-Slayer Erasmus Haarlock.

Character Creation

PCs will be built using a points buy system, where attributes are purchased at a rate of 1:1%, using 110 points. Wounds and Fate points will both be maxed. This should allow for fairly specialised and capable PCs.

One of my potential players is convinced that dark heresy characters are 'weak', so this approach is designed to allow him totwink out his character to his hearts delight. He is a recuring trouble maker, so i am trying to placate him, so that the other players can get on and enjoy themselves without his bitching.

Campaign structure:

I will be using a slightly slower experience progression, aiming for about three stories per rank, with four stories in rank Six, for a total of thirteen stories in all.

The aim is to bring the campaign to a close with dead stars and the PCs hitting the very cusp of rank 9, ready for an ascension campaign.

The PCs will not start out as inquisitorial agents, rather as numerous talented individuals caught up by fate.The focus of the second adventure will be on their induction into Inquisitorial service.

Rank 5:

Tattered Fates:

I'll be using the basic story of Tattered Fates, but expand upon events in the run up the eclipse, using material converted from the power behind the throne.

Skilled at Arms and Pure of Soul and Strong of Will, oh my:

In the wake of Tattered Fates the PCs will be taken into custody by Inquisitor Marr, as the only remaining principles involved with events on Xicarph. The group are imprisoned in a gilded cage, questioned at length and tested most harshly as they travel across the void to Scintilla. However, Scintilla's system, the ship is boarded by a team of spectre agents, tasked with the destruction of the PCs and any records of events on Xicarph. The Pcs must fight to save the ship and their own lives from the boarding party.

The Brass Cognitor:

When one of Inquisitor Marr's spy net works on Scintilla goes suddenly and perminantly silent, the PCs are sent to investigate the hidden trade in forbidden knowledge. The PCs find themselves in a race against the Tyrantine cabal's agents to recover a differance engine made from alchemically forged brass, and the knowledge it contains. This chase leads the PCs into the hallowed and dusty halls of the Lexis Maxima.Will they be able to recover the device?

Interlude and rank 6

The PCs get some well deserved down time and training, before setting of into the next section of the campaign. We'll likely play a different game for a month or two

The Darkness of solomon:

The characters are sent to solomon to investigate the beast of solomon. This story will be thematically linked to the campaign by playing on the concept of bereavement and loss. The PCs will be forced to track down the truth behind beast, finding a tale of a mothers loss, and the lengths she is prepared to got too, to punish all those she considers responcible.

The House of Dust and Ashes:

Pretty much as written, with minor adjustments to reflect the fact that they are Marr's acolytes, a difficulty bump and that they are already on solomon.

The Void Wanderer:

The PCs will be sent to investigate the reappearance of a void ship that has suddenly re-appeared after centries lost. This ship was once a pleasure vessal belonging to the haarlock line. Onboard, they will encounter all that remains of one of Erasmus Haarlocks cousins, a creature of proto-plasmic psudopods, vile maws and madness inducing eyes. The PCs must survive as they try to escape from the ship, and it's lone horrifying passanger. (I thought, given the themes of the haarlock campaign, riffing a little mythos goodness was not beyond the pale, so in this adventure the characters have to fight what is to all intents and purposes a Shoggoth)

This is about as far as i have gotten so far, feed back is welcome.

Idea dump:

Spider and black sun motifs.

A ghoulish scholar in a moldering house.

The kingdom of dreams.

Bronze clock work spiders that weave the stuff of the warp, into something with form

the hyades lockes (pg. 82 radicles handbook) and the silver key.(thank you laughing god.)

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=101&efcid=3&efidt=277689

Fascinating outlook. I can't offer much help, to be honest, save that I've found a bit of 'stringing it together' somewhat necessary too.

With it in mind, I've elected to run a brief 'prelude' introduction wherein the PCs are properly ambushed at the outset of the Tattered Fates. Sent them to Strank to undo a Beast House operation, left a little 'scent' of Amarandine Syndicate at the Beast House. Campaign opens with them having 'won' that mission (their 17th as a cell, with a few high-level NPCs present too [under the guise of 'my players as GM' in the campaign to swish things along]), but with odd things going on. Slave pens empty, but beast pens still filled.

With that then they get properly ambushed, flight of aircraft, planted snipers. Gives them a bit of a fighting chance and the opportunity to familiarise themselves with the characters and 'stereotypes' at the outset, even to gain a wee bit of 'bonus' experience too.

The culmination is, obviously, that this all leads to the Red Cages on Qaddis (not too far from Strank, so it'll not be such a surprise). And then with that (and possibly some death amongst my NPCs), the 'you wake up in a dungeon' won't be quite as ridiculous for a starting point. And, of course, it won't have affected their starting Character Creation by knowing how penalised they are during the Red Cages segment.

Beyond that, there's other interesting aspects too. The connection to the Heron Mask can be through the Amarandine Syndicate (i.e. it was fortunate 'double booking' between the Haytes and the Amarandines, the Amarandines being tasked to foil their Inquisitor by the Beast House, the Beast House having been infiltrated by the Pilgrims and, of course, the eventual revelation that one of them will be the Scion of the Haarlocks...)

But, for now, it's just on Strank and they've not even unleashed the lone Eldar and felaraptors...

My players are in Tattered Fates right now. Since it is an established group I wrote an entire "bridge" mission to fit between Dust and Ash and Tattered Fates.

My team works for Inquisitor Skane so when they started on Dust they were told by Inquisitor Marr that he had "borrowed" them for a mission of critical timing and that all of his agents were busy on other cases that they could not be pulled away from. So after Dust and a suitable recovery period I had Marr call them in and "ask them a favour." The favour: One of those previously mentioned teams has gone missing and would they be so kind as to look in on the situation? The one agent NOT missing is an aging Adept with some nasty bullet wounds in her leg. Her injuries prevent her from doing field work, but she provided info on what her cell had been up to. Seems they found evidence of an ecstacy cult operating on Solomon (people seeking escape on such a LOVELY world? Shock!). The Adept had been wounded during their initial investigation so she holed up in her cover identity and functioned as a communications and research hub for her team (in this case posing as a baker in a pastry shop called "Just Desserts"). The store shows signs of violent robbery (her own team shot the place up to explain away her wounds). Once they attempt to infiltrate the cult her team disappears. She has enough info to point the PCs onto the trail of the cult and Inquisitor Marr has already provided files on the missing agents. Eventually the players gather enough info to make contact with some cult members and manage to get an invite to the next upcoming "event"... At the meeting place they are blindfolded and led on a round-about journey around the outhabs before finally being unmasked inside a converted warehouse. This has most of the team right where I want them for the story: Focusing on the cult members and out of their wargear! (I gave each player a blank piece of paper as they were getting ready for the meeting and had them write down EVERYTHING that they were wearing or had equipped). I ran the "special event" and the team's interactions with the cult members (many of them surprisingly "amateur" for cultists) for a while, then at a critical point in the drama I had a Beast House hunter-team kick in the doors! I made sure the hunters had shock mauls and the team leader had a heavy webber and a tranq-pistol. Amazingly both the Assassin and the Scum failed their rapid reaction talents, so the leader webs the entire room and draws his tranq-pistol... Immediate first target: The Psyker gets darted and goes down. The team's Assassin wiggles free of the webs and the Techpriest tears out using his augmented awesomeness, but the rest are stuck to the floor (or cushions, or naked cultists,etc...). The hunter leader throws an Eldar Haywire grenade at the Techpriest, which he shoots down with a plasma pistol dendrite instead of dodging!!!! The Assassin likewise got in some awesome by decapitating one of the hunters with some lovely chainknife work. After a nasty and desperate fight (only the Techpriest, Assassin and Scum manage to get free of the webs) the team is captured, ALIVE! (Very important to the plot for several obvious reasons!)

So they get to wake up naked and PISSED in the intro to TF... Literally naked. It took alot of extra prep work, but I prepared craploads of "item cards" on blank index cards for all the stuff they might find , recover, take off of dead baddies, etc... And where appropriate I listed the items stats. Some of them got short descriptives added to the bottoms of the card to make things more fun and memorable. I did the same with physical clues from the game. So as they overcome encounters, find loot or whatever I can simply hand them a stack of cards as I describe the scene. Ammo also went onto cards. I also took some downtime to go over the lists of gear that my players made earlier (see above). Some of it is just plain gone, but I also made some cards with items from their missing gear and have sprinkled them amongst appropriate scenes. Some things are crap, some things are pretty darn cool, but all of them are on a card! Some of the cards are literally stuff like "Pants". I am looking forward with glee to see what sorts of horrible "Riddick with a teacup" sorts of things my team can come up with! After the events in my "bridge" mission I have no doubt whatsoever that my team will get quite creative with their limited resources and make the baddies HURT!

Okay. So finally back to this. My insperation wen't away for a while, but we are preparing for a game of dark heresy, and it has me wanting to run my haarlock Legacy ideas again.

I have started writing 'Skilled at Arms and Pure of Soul and Strong of Will, oh my'. Which will break down into three acts. Act One: Escape to orbit, in which the PCs will have to fight their way through the city, which is still gripped by riot, and get off world. Act two: in which the PCs are picked up by Inquisitor Marr,and transported to Scintilla. On route, they will be questioned, and they each in turn will under go a harrowing test, to test their purity and skill. Act three finds the PCs above Scintilla, where the ship is boarded by the navy and a team of spectre cell agents of the tyrantine cabal. The PCs and Marr must escape to the tricorn palace discovered and killing a mole in Marr's retinue, so as to avoid the tyrantine cabal discovering that Lord Inquisitor Caidin has aquired the only surviving protagonists from the events on Xicarph. The adventure ends with Lord Inquisitor Caidin forming a cabal named 'The Lord's Inquiry into corruption in the shadows', to investigate suspected corruption of the tyrantine cabal, and inquisitor Marr inducting the PCs into service as his acolytes. I'll try and post a bare bones break down of each scene on wensday.

I am also starting to write scene cards for Tattered fates, to allow me to run it without having the book in front of me.

ZillaPrime: thank you for the idea with regards to Item Cards was really cool, and i will almost certainly use it in the game. I am going to try and make even peice of equipment in some way interesting and unique.

About your "recruiting" of the pc for the =I=:
In my opinion, the "natural response" of the players (and thereby their pc´s) will be to escape a "master" that rodded them into service with capture, torture and tests. People do not like to be forced. I would advise (both you and your =I=) to play up the "I rescued you" card, nurse them back to health...and ask them questions. To offer them to work with him rather then to enforce it upon them. The players will be likely to jump this (after all...their is this threat that otherwise they need new pc´s since they decided that their actual figures decided that they do not want to have part in this!).

OPTION : Anyway, those who decided that they will not do it (if any)... are captured and fitted with explosive collars. If you really WANT those pc to be bullied. Otherwise, their might be -other- survivors of the red cages (see charater package in TF) and the pc are tasked with building a pc that actually wants to have a vengeance (or "bully your PLAYERS instead of your pc...V2.0) gui%C3%B1o.gif

Good point, i will think about it overnight and see what comes of my random musings.

The tale of the dark traveller.

Introduction:
What is the nature of truth? Are individuals always better served by knowing the truth, can a lie be more noble that the truth and can falsehood and ignorance be a shield? If it can, at what point does the damage of such falsehood outway the benefit?

This campaign is focused on events within the Calixian sector related to the rogue trader Erasmus Haarlock and the tyrant star, komus, incorporating a retelling of the haarlock legacy(tattered fates, damned cities and dead stars.) as well as house of dust and ashes. The campaign follows the Acolytes from rank five, through to the cusp of rank eight across 13 adventures

Theme: The Danger of Truth
There is no such thing as safe knowledge of the Tyrant Star. To know of it, is to have taken a step towards damnation.


Theme: The Power of Secret

It is undeniable that secrets have a great deal of power, both over those who keep them, and those who are unaware of them. Secrets can grow to dominate a life, soothing everything else.


Mood

Throughout the campaign, there are a number of previlant moods which the story is written to evoke.

Mood: Paranoia

The Inquisition is supposed to be the guardians of humanities future, the last line of defense against the witch, the heretic, the mutant, the alien and the daemon. But even here corruption can and does take hold. In an organisation, who's members must as a matter of course hide their identities, lie, and murder, and who are exposed to the corruptive influence of the Imperiums enemies, the state of ones associates minds and souls become a pressing matter indeed. So it is that all interactions in the Imperium are twinged with paranoia

Motifs
The campaign has a number of motifs related to the Haarlock Legacy. These motifs are to be woven into the narrative of the campaign.

Motif: Clockwork

Motif: Spiders

Motif: Black Suns

Motif: Robes with shadowed faces.

Motif: The number 13

Factions:
There are a host of factions within The tale of the dark traveller, each group has a specific interest in the Haarlock Legacy

Faction (Inquisitorial): The Lord's Inquiry
The Lord's Inquiry is small, but highly determined group made up of Inquisitor Silas Marr, Inquisitor Vownus Kaede, Inquisitor Astrid Skane, and Lord Inquisitor Caidin(master of the Conclave Calixis). Each has in their own way come to be suspecious of the Tyrantine Cabal purpose, and while they have conversed with one another before the festival of tattered fates, it is these events that draw the Inquisitors together as a fully formed and secret cabal, dedicated to uncovering the truth of behind the tyrant star, and exposing the sins of Tenebrae Collegium to the light of the emperors judgement.

Faction (Inquisitorial): Tenebrae Collegium
Based in the Bastion Serpentis, the Tenebrae Collegium is the secret and corrupted heart of the Tyrantine Cabal. The Collegium's inner circle is made up of Lord Inquisitor Zerbe, Inquisitor Cassilda Cognos(supposed dead by the inquisition), Lord Inquisitor Caidin(The Nameless Heretic) and a number of others. The Tenebrae Collegium have been utterly seduced by the Propheticum Hereticus Tenebrae, and the power of the tyrant star, as any who study komus will eventually be. It is for this reason that the collegium represent a moral quandry to the acolytes, because while the collegium are corrupt, and do a great deal to promote the rising of the tyrant star(believing they can harness it for the imperium), their actions as do prevent a great many others following in their footsteps and succumbing to the tyrant stars influence.

Faction (Inquisitorial, minor): The Istivanians
The Istivanians are loosely allied to the modern Tenebrae Collegium, for they believe that they are the secrets of masters of the Tyrantine cabal, and that other members serve the Istivanian purpose regardless of their views. The Istivanians enter the campaign to fan the fires of conflict.

Faction (Inquisitorial, false faction): The Tyrantine Cabal
The Tyrantine is a farce. Before their was a Tyrantine cabal the Tenebrae Collegium had existed for a quarter century, its spirit already succumbing to the temptation of secrecy. As other inquisitors began to gather scraps of knowledge of the tyrant star, the Tenebrae Collegium began to see a need for a legitimate and powerful public face for their endeavours. So it was that Inquisitor Zerbe proposed the formation of Cabal to gather, study and secure information regarding the tyrant start, and the Propheticum Hereticus Tenebrae, putting the idea before Lord Inquisitor Caidin. Opposition to the plan was fierce, with many, including inquisitor Silas Marr speaking against the foundation, however when both Inquisitor Cassilda Cognos and Inquisitor Herrod leant her name to the proposal and a number of Inquisitors offered their aid in study, Lord Inquisitor Caidin agreed to the foundation of the Cabal and the establishment of the Bastion Serpentis.

Since it's foundation, the Tyrantine Cabal has been a tool for the Tenebrae Collegium, acting as both a information gathering network, and a labyrinthe of lies and false leds for those not initiated into the Collegium. The Collegium has also used the Tyrantine Cabal as a recruitment pool, thought it is perhapes the Tenebrae Collegium's greatest weakness that they are unaware that the Lord's enquiry has two moles within the Tyrantine Cabal, who have begun to pick apart the maze of lies and secrets.

Faction: The Pilgrims of Hayte

The Beloved, or the heron mask, as the acolytes will more likely know him will be a recurring villain through out the campaign. As the campaign progresses, the beloved becomes increasingly obsessed with aiding the return of Erasmas Haarlock. . Through out the campaign, the beloved and the pilgrims of hayte will appear to attack those who oppose the return of the dark traveller, or to steal knowledge related to the legacy.

Faction: Amaranthine syndicate and the Slaugth.
The Slaugh remember. They remember the part that the dark traveller played in their past, and they remember the part that the Haarlock's line played, also. They have not forgiven the Haarlock line, nor the kinslayer, nor do they believe that the traveller's return will bode well for their plans for the Calixian sector. As such, two Slaugth, Master Nonesuch and Miss Book have set out to thwart the return of the dark traveller. Through out the campaign, they will act as antagonists attempting to prevent acquisition of knowledge and artefacts related to the legacy, and attempting to destroy sites related to the Haarlock line.


Adventures:
Rank 5:
1. Tattered Fates:


2. Skilled at Arms and Pure of Soul and Strong of Will, oh my:

The PCs are caught up in the collapse of Quaddis, as what is left of the noble visitors flee the world and those without power and influence run riot in the streets. However, events take a turn for the worse when agents of the Tenebrae Collegium decend upon Xicarph, searching out those involved with the events at Gabrial chase. The PCs are captured and transported of world, for interrogation within the dungeons of the Bastion Serpentis. They are tortured on route, but upon arrival within the Calixis sector, they are broken free from their cells by Interrogator Elpis, aid to Silas Marr, and they must battle their way from the ship, and take sanctuary within the halls of the tricorn palace. The adventure concludes with the formation of the Lord's Inquiry, and the induction of the PCs into the service of Silas Marr, as Acolytes.

3. The Brass Cognitor:
When one of Inquisitor Marr's spy net works on Scintilla goes suddenly and perminantly silent, the PCs are sent to investigate the hidden trade in forbidden knowledge. The PCs find themselves in a race against both spectre cell of the Tenebrae Collegium and a group of well funded and skilled theives to recover a differance engine made from alchemically forged brass, and the knowledge it contains. This chase leads the PCs into the hallowed and dusty halls of the Lexis Maxima. Will they be able to recover the device?

Interlude and rank 6
The PCs get some well deserved down time and training, as they travel to the blighted world of Solomon, where they are to meet with their new master, Silas Marr.


4. The Darkness of solomon:
The characters are sent to solomon to investigate the beast of solomon. This story will be thematically linked to the campaign by playing on the concept of bereavement and loss. The PCs will be forced to track down the truth behind beast, finding a tale of a mothers loss, and the lengths she is prepared to got too, to punish all those she considers responcible.

5. The Worm that Walks

The PCs are tasked by Marr togather infomation on a group merchants named the Amaranthine Syndicate, who seem to be connected to events in both The Darkness of Solomon and The Brass Cognitor.

6. The House of Dust and Ashes:
Pretty much as written, with minor adjustments to reflect the fact that they are Marr's acolytes, a difficulty bump and that they are already on solomon.

Interlude and rank 7


7. The Void Wanderer:
The PCs will be sent to investigate the reappearance of a void ship that has suddenly re-appeared after centries lost. This ship was once a pleasure vessal belonging to the haarlock line. Onboard, they will encounter all that remains of one of Erasmus Haarlocks cousins, a creature of proto-plasmic psudopods, vile maws and madness inducing eyes. The PCs must survive as they try to escape from the ship, and it's lone horrifying passanger. (I thought, given the themes of the haarlock campaign, riffing a little mythos goodness was not beyond the pale, so in this adventure the characters have to fight what is to all intents and purposes a Shoggoth)

8.

9. Damned Cities

Interlude and rank 8
Events are spiralling towards war in the Calixis sector, but the acolytes need time to recover mentally, spiritually and physically from the battering they took of Sinophia Magna, while their masters must access their purity in the wake of their encounter with the mirror daemon.

10. In the embrace of the rose.

The Acolytes are taken to the shrine world of St Marcius's tears to recover documents form an Ordo Maelius Library, hidden deep beneath the

11. Voyage of the Dark Lantern

12. The House of the Darkling Scholar

13. Dead Stars.

Epilogue and rank 9
Haarlock's legacy has come to fruition and in the wake of the events of mara, all out civil war is now a reality in the Calixis sector and also the Calixis conclave, with the Istivanians and Tenebrae Collegium siding with Lord Sector Hax, against the Lord's cabal, and their proxy.

The Brass Cognitor

Introduction:

In the distant past of the sector, Erasmus Haarlock used many tools in his war with his kin, and his later quest into shadow. On the world of Scintilla in a now abandoned spire of Hive Tenebra, the Kin Slayer built a library of profane knowledge, and set clockwork men to guard it, and to stride out into the world of men, where they might find tomes that he might find useful on his return.

This shadowed library has remained all but unknown since his disappearance, but now the clock work men are abroad again, and in the hives of Scintilla, the their actions snap a thread of Silas Marr’s web.

Story Background:

With the tolling of the steel clock on Xicarph, and imminent return of the Dark Traveller, the shadowed Library has returned to life. At the Manses heart, its controlling force, the brass cognitor, started to whir and click again. The daemon engine forged of alchemical bronze started to spin an ancient program, playing a psychic concerto tuned to the very DNA of those families that once served the haarlock line. Elsewhere in the estate, the clockwork men stirred, and started to prepare for the return of their master, and his many guests.

Two weeks ago, a spy network belonging to Silas Marr discovered the location of the Shadowed Library, while investigating the beast house associated with the Iron Pit of Scintilla, and their connection to the events on Xicarph. The investigation brought Titus Vallin to the Cells attention; a wanted Ateanian who’s search for the original Eris Transform had lead him to information about the existence of the Shadowed Library(where he believed the profane book had been secreted by entities the records refered to as ‘those who tick’ ). In his haste to equip an expedition to recover the precious book, he sort backers amongst the least savoury of men. Initially he approached the Beast House, but found them disinterested in his tales of knowledge undreamed, however, they were able to introduce him to a representative of the Amaranthine Syndicate, who although initially disinterested changed his tune, one mention of the it having been a Haarlock estate. The representative upon discovering this connection agreed to back the expedition, planning to destroy the library.

It was here, in the Iron Cages, among the beast house, that Marr’s agents first heard mention of the Shadowed Library. The network watched and waited, gathering information to be sent to their master. They discovered that the Shadowed library was intimately associated with Haarlock, and that the expedition planned to raid it. Yet, the Amaranthine Syndicate discovered their activities, and in a brutal raid, all but one of the network. That man, Yovik had been the Cells leader, and the only member to possess all the information gathered. Yovik fled, preparing to transmit his finding to the tricorn palace, however, in the moments before transmission, sent the song of the brass Cognitor finally reached him, from down the ages. Yovik’s family had once been faithful servants of the Haarlock line (a truth overlooked by Silas Marr). Rather than sending the details, Yovik sent a final message to his master, “The Dark Traveller comes.”

Fantastically evocative! I really like the idea of a dark library that helps encapsulate many of Haarlock's works. Already the idea that many of his failed attempts to resurrect his wife and daughter might be housed within makes it sound very interesting. I'm very keen to see how this plays out...

Thank you for posting this!

Story synopsis:

The story is divided into three acts.

Act One: That Dark house.

A month after the PCs arrival at the Tricorn Palace in ‘Skilled at Arms and Pure of Soul and Strong of Will, oh my’, a strange pict recording arrives at the Tricorn Palace, via a transmittion channel used by Yorik Ghan, leader of the Umbra-13 network. The Pict revordings message shows Yorik looking into the revorder and speaking the words “The Dark Traveller comes”. Interrigator Elpis tasks the PCs (on her master behalf) with investigating the recording and the apparent disappearance of the Umbra-13 network. The PCs set out to locate the missing network, searching their safe houses, and following their lines of investigation, down a path that leads them to the Iron Pit of Scintilla. Facing off against the scum of Scintilla’s depths, Amaranthine Syndicate mercinaries and the beast house, in their search, the PC’s eventually pick up the scent of Titus Vallin, who has since parted company with his Amaranthine Syndicate backers. He agrees to lead them to the Shadowd library, if they will take him with them.

Act Two: The Black Trains of Scintilla

With Titus Vallin leading the way, the PCs set off for the Shadowed Library, following an ancient map. The trail leads the PCs to a huge black train, of ornate design, which sets of along ancient tunnels for the abandoned hive of Tenebra with the PCs as passangers. The PCs are hardly alone though, as a crowds of men and woman in the finest of clothing and with exquisite tattoos(of spiders, black suns and cogs) are engaged in a beautiful and baroque party on board. The PCs must defend the ancient train and the guests, from both the actions of the Tyrantine cabal and the stranger in tattered robes that stalks amongst them.

Act Three: Dance on the Dead Tower

On their arrival at the spire of a thousand dead stars, the PCs uncover the cause of the party, and battle the Amaranthine cabal, as they seek entrance to the Shadowed Library. Can they survive the clockwork men and destroy the Brass Cognitor? Can they recover secrets of Haarlocks disappearance?

I've only read this far mate bvut one bit of advice I learnt the hard way... trouble makers remain trouble makers and the more you placate them the more they'll take advantage until you have to take drastic action, lay down the law as soon as possible adn tell him if he can't deal with it not to turn up. I lost a player this way but the sessions have been much more fun without someone constantly bitching and questioning everything.

zombieneighbours said:

One of my potential players is convinced that dark heresy characters are 'weak', so this approach is designed to allow him totwink out his character to his hearts delight. He is a recuring trouble maker, so i am trying to placate him, so that the other players can get on and enjoy themselves without his bitching.