Okay my players have really messed up!
- Introduced themselves to the enforcers at the start and showed Inquisitorial credentials before they even got to the Arbites. (Doh! cover blown in first 30 mins on planet)
- Shot members of the enforcers because they are following them (didn't know they were enforcers)
- When they were due to be taken to the Undertow Rag Kings when they were cornered in Priators old base of operations, they shot their way out killing the Undertow muscle. (So the undertow believe that it is war with the enforcers as the PCs never identified themselves as members of ]I[)
Now most of this has been caused by a single player who is being very trigger happy and not getting the idea of the an investigative adventure but the other players are not reining him in.
Since they've had a lot of warnings (and the player in question was briefed to try to fix problems without his guns this time by the Inquisitor Marr) I've decided the adventure needs to start going bad for them and they'll have to work to bring it back from the edge. However the adventure has a fairly static ending with no options on if the players start to fail..
Any advice?
Ideas I've had...
- PCs become constant targets for Undertow and the secret Police hampering the investigation
- Violence in city escalates, mobs going round the city
- The Daemon in the mirror feeds off the violence (which the PCs have made much MUCH worse) and manages to shut off the planet from the rest of the Imperium (similar to a shadow on the warp that Hive Fleets do)
- When the final encounter occurs the Daemon will be much stronger and have a lot more supernatural protections around the base.
Any other ideas? I'd rather go with roleplay problems then pure combat and dice problems.

