Thought it would be interesting to put together a little thread about how people ran the different adventures sofar published. Im not aiming for full recalls of sessions here, more what tweaks and special touches you did to pull it of, how it generelly went and what you liked or disliked about the adventures. Enough ranting, heres how it went for me...
Shattered Hope
I did not have the GM screen for Dark Heresy so instead I used my old D&D ones that almost entirely lack images. I compensated by hanging images of important NPC´s and such ive printed out and a "Thought for the day".
The thought for this adventure was "Within the dark and forgotten places hide the enemies of the Emperor"
. The images where few, but I made sure to have one of Lord Inquisitor Anton Zerbe, since hes the inquisitor ive used for this group and he recruited each acolyte personally and they should remember how he looks and his name (The name took a while for some players). The adventure ran pretty straight forward, one detail that turned out really well and added some horror factor was when the players realised the abomination was one of the missing guardsmen and that he was named "Hastus", which was also one of my players characters name. I liked Nihilus, the Commisar, and plan on re-using him later on at some point. The grenades sneaked to the players by the quartermaster really came through in the final moments of the adventure and helped deliver a action-packed ending.
The soundtrack consisted mostly of the soundtracks from Clive Barkers Jericho, Thief: Deadly Shadows and Chronicles of Riddick: Escape from Butchers Bay. In retrospect I would have liked to establish a clearer sound for Sepheris Secundus and not just fall back on my default DH soundtracks, especially since the players will return to Sepheris.
Illumination
The drop scene set the frame for more or less every first drop that has turned up in our DH sessions and was a well liked scene, one fun detail (For me as a GM atleast) was the fact that the feral Guardsman had forgotten to secure his arrows leading to a "Lek sorry" and some minor scratches when entering the gravity of the world. After clearing their stomaches and getting the first breath of iron tinged air, my players stumbled into Port Suffering and almost revealed everything they knew to the local government before getting ambushed and arrested. The adventure went fairly on track, the constant hints at ghostfire flowers, the smell of iron and Shale-crows went well to establish a feel for Iocanthos. The Hexalid deserves a special mention. Since it lacked a good discription I intentionally described it rather hazy and made sure Lamark shouted out its name during the start of the fight to warn the others. This somehow led to my players having a very visceral image of it (although later it turned out no player had exactly the same idea of how it looked like anyone else) and it was probebly the best scene for my group. I had images of all of the characters portrayed in the book flung over my trusty GM screen acompinied by a new Thought every session, dont remember them all but they included; "
The man who has nothing can still have faith
" and "
A single thought of heresy can blight a lifetime of faithfull duty
". In the end the players triumphed without any casualties and the groups psyker earned himself the everlasting ire of Tzyiak.
Again I felt that I would have wanted to do more with the soundtrack. I used various tracks from In the name of the Rose, Jericho, Thief and Kingdom of Heaven and managed to create a rather inspiring soundtrack, although somewhat generic again. Iocanthos lacked that same special touch as Sepheris. If I would run the adventure again I would throw in some music from Dune and Children of Dune perhaps.
Edge of Darkness
This adventure started out with my players meeting in an elevator without having meet for several weeks and not exchanging a single word. And it was also during this adventure that the characters truly bonded and became friends, most likely seeing as how first now they accepted that they would be serving with each other permenantly. I introduced Interrigator Sands, who has after this become a recurring character and the main contact between the players and their inquisitor. The first half of the adventure went along perfectly and sticking somewhat to the plan, then the psyker managed to fry himself after a short fight which led to a frantic search for medical care. This in turn led to the players accidentily finding the nest of Logicians and taking it out without all the detective work their inbetween. It turned out rather well in the end though. The Logicians are right now nr.1 on my players bad guy list, one of them even swearing personally to hunt the Churgeon down, so lots ot build on. The Thought that stuck in my mind from this adventure was "A logical argument must be dismissed with absolute conviction!" which made little sense to my players at first but afterwards could have just as likely been used by them as a warcry.
The image of Scintilla and Coscarla was a bit hazier then I had hoped although it cleared later when returning to the hive in Rejoice, and it also carried over in a rather standard soundtrack, if I run this adventure again I would add some of the music I had for the middle hive and bar in Rejoice to tie the adventures together musicly. This was also the adventure my players discovered Cover and its advantages.
Maggots in the Meat
I brought back Sands and had him give the players the mission and played out a briefing scene before sending them away to Acreage. My players characters quickly started hating the world, and came to the conclusion that it consisted of nothing but ocean and swamps, two things they utterly disliked. Only later did they hear about things like Lightning Gaunlets, Silkmail and what I imagine as Tolkien-esque landscapes that can be found on Acreage. There where some kinks that my players ran into, amongst them that they had few lores, investigation skills and most of all weak weaponry. I created several Xeno beasts for them to fight, only to forgett my notes at home and having to throw together some new ones at the last moment. I ended up with some bibedal fur-less wolf like creatures with acid blood, a giant armoured and horned centipede (my favorit) and a fear causing blob monster that was mostly refered to as "Yoghurt" by my players and which mostly reminded me of a lamer grey ooze from D&D (not to mention it moved in slow motion and had no way of justiying why it made people affraid). My original beastiary contained a creature that when I only listed its traits to myself made me realise it was practicly picachu from pokemon but it turned out something more akin to the impish creatures in diablo in the end.
This was the first adventure to see the need for a player to burn a fate point to survive. The scum tried to charge the Slaught and ended up with rounds of exploding nastiness in her body (The guns of the slaught was rather poorly explained so I described them as shooting exploding lightning). The soundtrack reminded alot of previous adventures except it lacked alot of the choir music and instead had more action and creeping music stuffed in.
Rejoice for you are True
The players got to meet their inquisitor for the third time in their lives and where more then a little suprised to hear about their mission. Things have gone pretty well sofar (We are just about to run the final part in Ambulon) although the players still have little or no idea about what really is going on behind the scenes. Again I used images of major NPC´s gotten out of the book and especially the Orday and the Strophes where well recieved by my players. I decided to run the scenes at the soiree and the alabaster court entirely set to candle light and it worked well to give the right mood. The soundtrack of Rejoice was something my players especially enjoyed. I used tracks from Plunkett & MacLeane Granado Espada, Jericho, Homeworld, Riddick, Butchers Bay, Battlestar Galactica and more to set a unique tone to every major scence. The opening had a rather lofty and venerable tone with alot of choirs, which then turned into warmer and more modern music in the home of the Strophes. The middle hive had more of a middle-eastern feel with alot less formal music aswell, while the noble parties especially had alot of P&M music in them, with some choirs thrown in at the alabaster court. For the final part in ambulon I will also be using some Silent Hill music for a mechanical feel and different feel. (You can mail me if you want a complete song list for each scene). I used to work that way with music in my Star Wars, CoC and Kult chronicles and im not sure why I didnt spend more time and effort on it untill recently in DH, but it has really turned out well and I will continue having seperate playlists for each scene prepaired in advance.
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Well, thats about it. Sofar things just keep getting better and I hope to run through the rest of the printed adventures soon. I look forward to hearing about your chronicles