Dark heresy began ‘proper’ last night. Here are my observations and some actual play notes. Essentially the plot revolves around a raid on a tavern by the two acolytes (raid is probably the wrong word to use), who discover some cultists, evidence of chaos, which will lead them to uncover a scheme to summon evil at an opera performance in the posh part of town. The setting was ‘an hive on Baraspine (pick your spelling, FFG’. The two characters are fresh faced acolytes: one an assassin the other a psyker.
It has been somewhat difficult preparing this adventure, which was actually frustrating. I put this down to the portioning out of starting skills, that the game has a great deal of skills. There are loads of various lores/forbidden lores/common lores etc, some of which are a bit redundant or vague – for instance what exactly does Forbidden Lore Cults tell you? Cults can be anything surely? Starting characters also have very little training in skills, only one or two, so their chances of success are so minimal. They were reasonably competent in combat, but beyond that not much else, and so I’m a little concerned their skill sets are too narrow. This is something that is perhaps less of an issue with more players and thus, perhaps, a broader mix of characters. However I don’t like dictating choices to players unless it’s explicitly part of the campaign setting. This is also a learning curve, and the players are completely new to the 40k universe as well.
So, it’s dawn in a region called Cankertown where and before the sun comes up the two, complete with glow globes (the real starts of the show) were contemplating their orders: raid the tavern. It seemed abandoned and with no visible signs of life; no apparent light sources.
Here comes the first hurdle, which fortunately didn’t become an issue: the two discussed their approach. At first they were going to wait until the place was open, though they quickly realised that wasn’t likely to happen as it was boarded up. Then they thought maybe we could ask the neighbours! That doesn’t seem very grim dark! In the end they just broke in via a fire escape (if they have such things in the Imperium, I know not) to the second floor which has rooms that can be rented.
The tavern was intended to be sort of empty: I had a sleeping cultist in one of the rooms. But boarding up the doors was probably not a good idea as the slightest complication can become a huge detour in the minds of players. The real action is in the cellar, I merely wanted to set a scene.
In many ways this encounter probably should have been shorter. It wasn’t that we were bored it was that it probably seemed more interesting than it was and probably could have been simplified: the sleeping cultist was no threat. But also, and here’s where the skill set starts to become an issue, they wanted to question him. They had found a heretic – apparently – and they wanted to know what was going on. Unfortunately neither of them has any decent social skills or even training in something like Intimidate (an attempt failed). Also I’m not entirely sure what a cultist in that situation is supposed to say “**** you caught me, me and the boys are worshippers of Slaanesh, curses!” I felt it was a bit of a stalemate which was unfortunate. I also think the players assumed that being able to interrogate/question people was something they could do a lot easier. They understand that the characters start off weak, and that’s fine per se, but they need to realise they are really just fighters for now and really trying to do anything else, even it seems threatening people into talking, is going to be difficult.
Furthermore the rulebook isn’t terribly clear on the finer points of how acolytes go about this business of theirs; especially given these guys are just starting out on their careers as low level acolytes. Can you call up the inquisitor and say ‘hey boss we’ve found something’, and if so how would you do it? Do you just go round killing any old cultist (probably), what about calling in the cops/local militia/arbiters? It’s very easy to presume real world sensibilities here, but the world of the Imperium is very very different and even I, as the GM, am a little unsure as to the procedures. Inquisitors themselves are a law unto themselves given their authority, but the acolytes aren’t inquisitors. I’m not even sure how they can represent their authority in that regard (I gave them a sort of ‘letter of authority’ they could use in this instance).
After the cultists did say there were others in the cellar (the players assumed they’d be within the other two rooms and I mistakenly said there were 2 other cultists when there should have been 3, oh well). There was one clue, some chaos signs on the wall at the top of the stairs leading down into the tavern proper. This gave me a chance to have the psyker use his Forbidden Lore Daemonology skill. Now as low ranking players exposing them to Chaos (the fun stuff) this early on might be a mistake and in some ways it might have been more cool to have them build to it quicker, but hey ho.
I’m not entirely sure Daemonology is the right specialty, but I fudged a lot of skill use and gave out a fair amount of bonuses otherwise it would have gotten a bit silly. The assassins spotted the markings and the psyker was able to recognise, through the Forbidden Lore, they belonged to chaos – but nothing more specific (i.e. markings of Slaanesh). Maybe Warp was the more appropriate specialty, but he doesn’t have that. I mention this because I’m concerned that I’m setting wrong precedents for skill use here which would be a bad thing. I think there are a few too many specialties, that’s the problem for starting characters. As a voidborn the pysker also has some skills that are far too specialised (i.e. flying spaceships!).
So the pair now know that these are proper heretics and, interestingly, give up all ciompunctions about showing no mercy. Eventually they make their way into the basement. It’s a largish cellar with no light save a glowglobe on a makeshift table atop some barrels. Two people are conversing out of earshot over it. The pair ambushes them and proceeds to las pistol them to oblivion fairly easily. Although I forgot to apply the cultists’ TB it really wouldn’t have made any difference.
They are still eagert to question them – or at least one that was knocked down and winded before being executed. Again I find myself unsure as to what he’d say, but convinced that I need to throw them a bone. Said cultist points to the table upon which lie two cluyes and mutters something about a cathedral before expiring.
The two clues become more of an issue for me than I’d liked. They are an ornate key (a symbolic key to the cathedral the cultist mentioned) and a map of the sewer from an entrance the pair quickly discover at the back end of the cellar. We call it a night as they open the cellar door. The reason the clues are a problem is that they had no proper way to discover them and I didn’t want to just tell them what they meant, I wanted them to work for it. That was a mistake. I did tell them that they could see the key was a Ministorum key. The idea was they’d discover which cathedral by simply taking it to any other church and asking an ecclesiarchal representative. Just a bit of colour really. Its function is symbolic and just to say a cathedral is a location involved. The map is more important: it shows the route through the sewer to that cathedral in the underhive (it had sunk due to an earthquake years ago). More importantly it has points on it saying where a couple of mutant camps are located so they could avoid them or sneak past/ambush as they saw fit. I wanted the map to need some measure of deciphering (as opposed to basically saying ‘BIG CLUE HERE!’) but that was a mistake as they had no sensible skill to decipher. I think that I will just say mea culpa and tell them what it means. My players are forgiving, and they seemed to enjoy what happened. I don’t’ think there were any other or egregious errors involved (other than them not tracking ammo). The assassin procured two stub auto pistols and a handful of bullets from the cultists. I was fine with that.
In my opinion, the "non-intimidated npc is doing nothing" is a good solution. After all, this was cultist. If he would be tremendously afraid of punishment by the Imperium s/he might no started joining a cult to begin with