Changes you made to Broken Chains

By Caïn2, in Black Crusade

What changes are you going to make or have made to the intro adventure?

korne murder servitors, putting the queen on top of the geller field device, warp breaches of the geller field. probly one of the biggest was a random stat on every player droped by 5 when they come out of the tube(d10 roll) the ability to use the feral humans to get out of traps, and a deathwatch marine who shatered the viewing dome on the bridge.

[spoilerS AHEAD!]

I would not include a safe with Legion ammo in the security tower ["Lock & Key"]. It makes no sense to me that such would be stored in the tower if the tower guards do not use such weapons.

Lurgach would have his nest in some offal tank with knee deep sludge. As he makes his presence known, he errects out of the sludge, himself an assortment of fouls substances.

I haven't run it so far, but I was thinking of adding in a radical Inquisitor as an extra playable character, maybe Ordo Xenos wielding a chaos blade or something, give him some psychic power

I didn't run Broken Chains yet, but I plan to run it as a first adventure when I have the corebook. The first modification will be, players will make their own characters rather than playing pregens.

Then, I intend to complicate the situation on the ship by having several factions battling for control and resources, with the PCs coming late to the party. I don't have any details right now, but I'll probably introduce some heretics my players have encountered and captured in their various Dark Heresy adventures, because it should make them feel awesome (players, not the heretics).

If one or two other pc have "CSM pc", it would be fine to use the added Khornite ("Barabus, I believe) as an NPC . If he is played silent and rather unobstrusive, the pc will make him tack along..

...only to get this feeling of impending doom after they secure their weapons and armour & see Barabus doning the his World-Eaters Servo-Armour and securing his two chain axes.

If thing go to smooth in combat, the GM should feel free to send the Khornite into a frenzy, going for CSM players after the last of the enemies is slaughtered. This could play out wonderfully if it happens as the pc are stormed by a wave of Murder-Servitors. If playerd correctly, the pc might even flee and leave the Berserker alone... in the hope that they will never see him again.

...only to encountered him some scenes later, raging about how " you cowards have BETRAYED ME !" while he is about to slaughter them all.

Just ran it tonight, fun had by all. As for changes...

Gave the Nurgle deamon a toxic flail (spine with spiked skull leaking filth) and a number of zombies in the body orchard (mindless carrion hunters with TB 6)

wardens tower had less ammo, but did have a secure gun locker with a loaded shotgun, hand cannon, and 2 auto guns

The Carrion Queens Throne had a number of unstable plasma flasks built into it to give her a magnificent glow ( also made her throne a massive bomb of molten shrapnel) Also had Skulls on her outfit with scavenged grenades hidden inside (keeps her followers in line with “dark magic”)

gave the alpha acolyte's basic lasgun an under barrel grenade launcher, and gave each a frag grenade.

Only weapons in large supply left in armory were flamers, shotguns and shock mauls, but had ammo for all weapon types.

if i had more time, i planed for the unused characters to have been released at an earlier time, and would have given them a faction at war with the carrion queen's much larger tribe, or had the unused heritek living among the murder servitors, gathering thier forces before dealing with Crane.

If I play it someday, I will let the players generate their own characters. Maybe I will pick a pair of the pregens and turn them into NPCs.

Another change I consider vital.

The adventure provide guide for levelling the final battle depending on the allies/enemies players have made. I think it's unfair.

If player performed well and got a lot of allies in help: good for them. They deserve an easier victory. If players failed to obtain good conditions, they should suffer it.

Otherwise, the social part and the previous efforts are quite irrelevant.