Dark Heresy Adventures

By theronin, in Dark Heresy Gamemasters

I have never been involved in a DH game but I'd like to run some 40K for my group sometime. If I was going to pick one published adventure for my group's enjoyment which one should I choose? I want it the game to focus heavily on what makes DH different from other RPGs. I am not limited in length so feel free to choose from anything published for DH. Please post why you choose the adventure- what it focuses on, etc.

Thanks for the input.

Before touching anything published, start out with the freebee "Edge of Darkness". It is about the best start you can get.

If you really want to pick up a FFG-product, I for myself is hardly pressed to identify anyone one as "especially 40K".

So I do not recommend it normally (for different personal reason), "Church of the Damned", the secound part of the Apostasy Gambit might qualiy as really 40K. It strongly features religion, shows you a bit or two of the Saints and Relics, takes you away into a hive section and even sends you into space for a short trip.

I would also have to say "Edge of Darkness" becuase it is an interesting beginner adventure that mixes all the aspects of the game. Its a fun mystery style game that lets the players use a myriad of abilities and also gives them some hard pressed fights. Basically its a good mix with a decent setting that doesn't over load the players with required fluff, it is great for an introduction, but still gives a good feeling of what the universe is like.

hm, I'd say that depends on what you feel makes DH different from other RPGs, not everyone loves thes same things about one setting, methinks.

Edge of Darkness seems fine, I would also recommend (with reservations) Illumination from the Core Rulebook. It is about faith and being blinded by it, so if you like the religious aspect of DH, you might like this. BUT this one needs a lot of homework from the GM to make it logical and interesting (for example, the PCs are sent to investigate but the GM has to come up with all the facts and coherences himself), to keep it from being overly railroading and to add some personality and background to the NPCs, especially Aristarchus. Yet, I have GMed Illumination with a lot of extra work and my group and I really liked it. Plus, its included in the Core Rulebook, so its effectively "free".

Hi folks aplauso.gif , it's my 1st postage upon these blessed walls.

So anyhoot, I'd recommend 'Shattered Hope' as a starter because you get to portray stinky twists in a dungeon full of hazards. I've run this adventure a few times and each time it goes off. The end especially! demonio.gif ! I've had best results when players are hesitant about things like the declining tunnel becoming partially submerged by dark water in the dust filled torchlight lol. Oh the joys of GMing!

After the exploration of the dust pit that is Sepherus Secundus (If you go there, you must read 'Scourge the Heretic', a novel by Sandy Mitchell), I'd have the acolytes go on a trip aboard the Brazen Sky to firstly head on over to rustic Iocanthus and visit the Old Crow Father himself for a spot of cult slaughter, and then to the Capital Scintilla for some heretek action.

Good times to be had by all

good luck