advice on published adventures

By johanngottliebfichte, in Dark Heresy Gamemasters

Hi

GM for a group of v experienced rpgers and we've just completed our first DH adventure, edge of darkness. We all really enjoyed it and the group want to play another.

So, would be grateful for your advice as to which published adventure you'd recommend? My players like to think a lot and like atmosphere and don't want too much combat. In particular, keen to have something that lets the Adept and Tech Priest shine a bit. All PC's are rank 2 and we also have arbitrator, psyker, guardsman, and assassin.

Many thanks for your thoughts

JGF

I would recommend House of Dust and Ash (in the back of DotDG), for one. Loads of RP'ing and investigation potential. And only combat at two points ... once on the trip to the mission destination, and once (relatively speaking) at the climax of the adventure. Of course, there are more opportunities for the players to "create" combat opportunities, but if they are not so inclined, then that's about it. gui%C3%B1o.gif

Many thanks

I have the book so will read that first.

Cheers

JGF

I'd second HoDaA. Most of the other official adventures pale in comparisons to Edge and are fairly combat heavy. They tend to fallow the conventions set down in Illumination, the adventure in the back of DH core however, I hear that the second Haarlock story, Damned Cities, is heavy on the investigation and problem solving. Also, there's a fan made sequel to Edge out there called, IIRC, Gate 17. You might be able to find it on Dark Reign when they have their problems ironed out.

Super

I'll look for that when Dark Reign working

HoDaA recommends rank 4-6 - my guys have just attained rank 3 0 but should be 5-6 of them so hopefully do-able

Since your players focus on investigation, problem solving and thinking through problems and there are six of them they should do just fine in Dust and Ash. My team has seven characters and I always have to do a little tweaking to the combat encounters of published adventures: Make a few bumps to the named villains and add more mooks. If you have a shooty Assassin or Guardsman scout at higher ranks then you will likewise want to make sure your major baddies have some sort of protection for their heads!

One other fun development from my game has been servitors, cyber-skulls and so on: Our Techpriest accolyte looks at these the same way our Assassin looks at dead mooks with compatable ammo. Shiny new assets just waiting to be taken away from their original owners! Really quite fun.

Many thanks for these tips!

HoDaA it is!

Re: servitors - any additonal rules for these? We've played Edge of Darkness and the Tech Priest has salvaged some of the logicians' servitors so be good for him to modify and use.

Thanks Baldrick for ratings link