Starting Off; GM's Notes from Last Night

By signoftheserpent, in Dark Heresy Gamemasters

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.

The thing you should remember most of all is that YOU as the GM pretty much have carte blance to change the rules whenever you think it would be appropriate, for example yes the players didn't have the skills to get info from the sleeping cultist per se, but one having two unknowns, on perseumably well armed (assassin) wake you up from what was supposed to be a nice sleep would give some pretty decent bonuses to intimidate that mean using it untrained would be a good bet at suceeding. And Forbidden Lore(Cults) in my oppinion would give sort of any knowledge about known cults, so names of cults, what they do thats cultish, if its heretical or not(not all cults are hereteical per se). I also run with Warp or Deamonology or Heresy forbidden lores to pick up knowledge on Chaosy things where appropriate so Deamonology for the signs of the big 4 would probably work.

As for low level acolytes contact =][=, depends on the Inqusitor to be honest, if they are hands on they might have no problem coming in or sending a more specilsit team in to pick up people for questioning, and talking to the other Adeptas, enforcers or Arbites depends on the scope of the mission, if they aren't in under deep secrecy there shouldn't be a problem calling in some back up from the locals if necessary, the Arbites especially would be all for helping bust some cultist heads if necessary, Thats just my oppinion and its probably by no means close to the truth but it works for me lol.

Karmadef said:

The thing you should remember most of all is that YOU as the GM pretty much have carte blance to change the rules whenever you think it would be appropriate, for example yes the players didn't have the skills to get info from the sleeping cultist per se, but one having two unknowns, on perseumably well armed (assassin) wake you up from what was supposed to be a nice sleep would give some pretty decent bonuses to intimidate that mean using it untrained would be a good bet at suceeding. And Forbidden Lore(Cults) in my oppinion would give sort of any knowledge about known cults, so names of cults, what they do thats cultish, if its heretical or not(not all cults are hereteical per se). I also run with Warp or Deamonology or Heresy forbidden lores to pick up knowledge on Chaosy things where appropriate so Deamonology for the signs of the big 4 would probably work.

As for low level acolytes contact =][=, depends on the Inqusitor to be honest, if they are hands on they might have no problem coming in or sending a more specilsit team in to pick up people for questioning, and talking to the other Adeptas, enforcers or Arbites depends on the scope of the mission, if they aren't in under deep secrecy there shouldn't be a problem calling in some back up from the locals if necessary, the Arbites especially would be all for helping bust some cultist heads if necessary, Thats just my oppinion and its probably by no means close to the truth but it works for me lol.

That's what the assassin tried to do. But he failed his intimidate roll, even at +30. It then makes things difficult. I suppose the easy thing would have been to have the cultist automatically intimidated. But you live and learn.

Thing with Forbidden Lore cults is that it doesn't help with the cult at hand. Not every cult is going to be a known cult, in fact most won't be. They are ad hoc gatherings of people with the view to causing chaos.

With regard to acolytes contacting; how would they? do we give them a vox as if it were a mobile phone (like the guys on CSI constantly contacting the foresnsics people or whomever)? And what about representing inquisitorial authority? Do they have a badge of office? What would it be?

Let's say they want to contact the arbites to have them bust the cultists and do some interrogation having discovered their nest. How does that work? Do they have to trudge all the way to the local arbites station and flash their badge? Do they go to a payphone? Are there payphones?

@ =I= & badge of office.
If you do not own it already, I suggest to buy a copy of "Inquisitors Handbook" (hardcopy or PDF). It covers the Rosette (the badge of the Inquisitor) and ´more low-level options of investing the pc with authority (like the "Letter of Investigation" which is in fact a unique document for any mission which definies what the pc are empowered to and what not...and is a good way for a GM to tailor the PC´s "does" and "dont´s" anew each member, just as s/he needs.

Yeah the intimidation roll resolved is a learning curve, all depends on how important the info is, if its not game breaking then they guy just laughs in their faces and picks a fight, because he isn't scared, but if you want them to get the info it might be an idea for them to up the intimidation through what ever means they have at their disposal.

And yeah Inqusitors Handbook is a handy book (see what I did there) when it comes to sutff like authroity, generally acolytes have the authority to be places other people don't and to ask questions they probably shouldn't be, but an =][= can give them as little or as much power as he himself wields as they are his reprenstivtives.

As to how to contact locals depends ont he planet, a large hive world is going to have a decent vox network where microbeads would be good enough to acces it, with the likes of the arbites having their own persoanlly channels for offical use, it would make sense that acolytes may have access to this if their missions deems it necessary, more remote planets may require them to have a fairly powerful voxcaster to get in touch with the local authroities, try not to dweel to hard on the small stuff, if something seems cool to you and doesn't break disbeleif go with it.

Gregorius21778 said:

@ =I= & badge of office.
If you do not own it already, I suggest to buy a copy of "Inquisitors Handbook" (hardcopy or PDF). It covers the Rosette (the badge of the Inquisitor) and ´more low-level options of investing the pc with authority (like the "Letter of Investigation" which is in fact a unique document for any mission which definies what the pc are empowered to and what not...and is a good way for a GM to tailor the PC´s "does" and "dont´s" anew each member, just as s/he needs.

Having looked again, it doesn't give a huge amount to go on. There is a sidebar about the Rosette proper, but it then goes on to say that most acolytes don't rely (and iirc aren't supposed to rely) on such symbols. My issue is that the players thought, reasonably, they might want/need some symbol of their duty as servants of the Inquisition. So it's down to me to make a judgement call, I suppose.

Karmadef said:

Yeah the intimidation roll resolved is a learning curve, all depends on how important the info is, if its not game breaking then they guy just laughs in their faces and picks a fight, because he isn't scared, but if you want them to get the info it might be an idea for them to up the intimidation through what ever means they have at their disposal.

And yeah Inqusitors Handbook is a handy book (see what I did there) when it comes to sutff like authroity, generally acolytes have the authority to be places other people don't and to ask questions they probably shouldn't be, but an =][= can give them as little or as much power as he himself wields as they are his reprenstivtives.

As to how to contact locals depends ont he planet, a large hive world is going to have a decent vox network where microbeads would be good enough to acces it, with the likes of the arbites having their own persoanlly channels for offical use, it would make sense that acolytes may have access to this if their missions deems it necessary, more remote planets may require them to have a fairly powerful voxcaster to get in touch with the local authroities, try not to dweel to hard on the small stuff, if something seems cool to you and doesn't break disbeleif go with it.

It might have been better to have them automatically intimidate said cultist, rather than call for a roll - but then had the assassin had a good Intimidate skill it would have worked out, and he would have earned the result. But then I'm not sure how a cultist would respond: my default thinking is they are fanatics, they're cultists after all, and so reason doesn't necessarily (though not always) apply. Especially if you're working for the ruinous powers.

Vox networks make sense: imperial propaganda/ecclesiarchal moral certitude channels (broadcasting prayers etc). But how do people get the beads, aren't they all paupers? Ok it's different for acolytes.

@Sign of Authority
Based on what the IH said about "Letter of Investigation" I normally give the player group one for each mission. This usually states what they are to investigate, that they are allowed to questions people, the right to bare arms and a calling to the local authorities to support the pc. OH and that they are sanctioned to apprehend and execute people if they are under suspission / found guilty. This normally ensure that the PC now that they can at least TRY to request help...as soon as they show the document to the authorities (which might ruin cover). Generally, my players most often use it as a "get out of jail" card or as means to secure some extra muscle/gear later on in the adventure (after they think they now who their enemies are and who they might be in liege with)

@Contacts
It is not a bad idea to prepare one or two "counts" for "placing a call home". This might be an astropahtic account, a local who is part of an undercover-network of the inquisition or simply the electro-message-account reachable with a proper data terminal. In my actual mission my =I= supported the PC with an Astropath "just in case". In addition, I started giving them funds and/or some basic equipment at the start of each mission. Mostly because I dislike the general DH concept of "well, they are part of the Inquisiton but NO, they need to get gear themselves".

@Intimidation
Well, I do not think that you did anything wrong. I mean, what was the damage for the story? Non. So, the Cultist was not spilling the beans or shitting his pants. So what? happy.gif 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 gui%C3%B1o.gif

I did have the final cultist they tried to interrogate give up something. But that was him pointing to the table where the map and key were placed. Really they'd have seen them for themselves, but I didn't point that out. :D

I think a letter of investigation is a pretty good idea.

I also think I might retcon a few things and give them some vox gear and set up a few contacts prior that they would have known. I don't think it will make any difference, they are going to die horribly at the cathedral anyway :D (actually who knows, they are pretty combat capable so far, although they have had the advantage, and I've forgotten to apply TB to damage they inflict on the part of their targets).

signoftheserpent said:

I also think I might retcon a few things and give them some vox gear and set up a few contacts prior that they would have known. I don't think it will make any difference, they are going to die horribly at the cathedral anyway :D (actually who knows, they are pretty combat capable so far, although they have had the advantage, and I've forgotten to apply TB to damage they inflict on the part of their targets).



happy.gif

I created some characters for the cell the two will be part of. Seems a bit weird though; these are all experienced acolytes as opposed to rank 1 noobs! I'm not sure how that will work. Any suggestions as to how to make these more awesome (if that's of course possible) is welcomed :D

Oracle is the contact Fral and Zardoz have with their master, one of many Adepts whose purpose it is to oversee the operations of their subordinates, gather intelligence and report (and monitor) acolyte activity to Lord Greyfear.
Oracle’s real name is Eliphas Soliloquy. He is a highly secretive, private, if officious, follower of the Inquisition and its procedures. He serves Lord Greyfear to the letter and is notoriously exacting in pursuit of even the merest detail. Oracle has little tolerance for inaccuracy or equivocation; facts must be presented clearly.. In communication he speaks using a vox channel from his base of operations which he rarely leaves (if he is required to travel to a different field of operations, he travels way in advance to procure an equally suitable base with the same attitude). This channel is deliberately tuned to disguise his voice somewhat, even though his tone is rarely animated at the best of times. The location of the base is kept secret from even the acolytes he guides.
Oracle’s greatest strength is his ability to process reports and information and delegate positions of responsibility to agents in his care accordingly. In this he has earned a great deal of autonomy from Lord Greyfear himself. In some cases this leads those answerable to him thinking him obnoxious and authoritarian. To Oracle, such descriptions are irrelevant, but that said he brooks no fecklessness or treachery and is a dutiful servant of the Inquisition.

Kara Loan is a Verispex agent formerly serving with the Arbites on Malfi until her pursuit of the truth put her on the wrong side of the scheming nobility for which the planet is notorious. Kara is a very creative and somewhat driven agent; when confronted with a case she pursues any avenue of inquiry that inspires her to the bitter end, correct or otherwise. When this landed her in trouble with Malfi’s corrupt nobility her only escape was to serve Lord Greyfear whom she had been assisting.
Kara’s lab is located within the complex belonging to Magos Pi-Silas which is also protected by Indica Bliss. Bliss helped Kara escape Malfi. Kara is the only one close to Bliss and the only one, they believe, that knows Indica is a nascent pysker.
Kara is woman in her late thirties with a mousy, and somewhat messy, bob. Her face is lined in particular her eyes. She rarely smiles but becomes quite animate when talking about her work, in particular a current case. She is very protective of Bliss and obviously very fond of her.

Frater Nias Severin is a seedy and somewhat corpulent priest that resents his role in serving the Inquisition. Unfortunately his predilection for Kroot Shaper gland based narcotics and Slatedoll prostitutes led him to the attention of Lord Greyfear who, despite Severin’s weaknesses, saw his use to the cause and offered a perhaps uncharacteristic chance for redemption, in exchange for servitude. Prior to his taking up with Greyfear, Severin lived and worked on Sinophia.
Despite his salubrious, though well kept, appearance (perhaps too well kept given his ostentatious show of material finery), Nias is preternaturally charismatic. He is a skilled orator and is quite well connected within the Ecclesiarchy. Despite his obvious moral failings, which he regards as the just rewards of state (and he carefully notes they harm no one else - or so he fervently believes), he believes in the cause of the Imperium and the Inquisition. It takes some effort to rouse him to action, but once properly motivated he can be relied upon to do his duty. Some fear he knows more about his comrades - and perhaps Greyfear - than they do themselves.

Cinder is the only given name for one of Oracle’s most dangerous agents. Cinder is a former Guardsman and a particularly skilled interrogator of men. He is a man of few words, taciturn and isolated. There is little that can persuade him to a course of action that he would otherwise refuse. However his love of and knowledge of inducing pain are well noted. He is efficient though the Oracle has expressed private concern to his master that Cinder enjoys his duty a little too much.
In truth Cinder has seen much of the ugliness of the Imperium and, worryingly, he likes it. His appearance is somewhat unassuming: he isn’t physically imposing, though he is well proportioned and taller than average. Most of his physical presence comes from a stern and piercing gaze. Many feel that he is reading through their expression and boring into their minds, but Cinder is no psyker. Indeed he finds them unpleasant and unduly ‘complicated’. A secret that few others know is that the only man Cinder couldn’t break was indeed a psyker (though one not powerful enough to overcome Cinder psychically).

Magos Pi-Silas is the Mechanicus’ representative within this particular inquisitorial cell. His task is more to do with the maintenance of, acquisition of (in liaison with the greater machine cult), and examination and study of technology. Pi maintains the Servo Skulls used by Oracle to maintain contact and assist the acolytes in his charge. Pi and Kara often work together on assignments and rarely leave their laboratory. However it has taken a great deal of trust for this to happen and rituals are still fervently observed by Silas to ensure the consecrated territory of the Machine God remains unsullied by an outsider, even one as familiar as Kara. Pi-Silas is an enigmatic figure, part machine, part man, behind the heavy robes and cowl of the Mechanicum.
The Magos has something of a dark past: secretly he was, and technically still is, a member of the heretek cult, the Magisters of the Dread Equation. He accepted his position with the Inquisition in truth to serve as something of a spy, however his experience with Greyfear’s agents: his respect for Oracle’s remarkably rational mind and his errant fondness for the young Kara Loan has diluted his heretical leanings considerably. Logically he knows this to be a weakness of human emotion that he should purge through increased augmentation, but his heart has grown strong in serving the Emperor. Now he also fears he has become too entwined with the Inquisition and that his past could be used against him. He believes, hopes, that the other agents of the Dread Equation do not find him and believe him dead.

Knock-Knock the bounty-hunter was killed in action during the cell’s last mission. Few have ever seen the face behind the armour. His body was never recovered. He has been replaced by the Assassin chosen by Lord Greyfear, on the Oracle’s recommendation. A skilled assassin born without vocal chords, he speaks through tapping code into a peculiar device, his ‘knockbox’ constructed by Pi-Silas(though also equipped with an artificial vox unit he preferred his own unique method even if few understood). The magos believes he is still receiving transmissions from Knock Knock’s codebox somehow. The box took advantage of his unorthodox communication style.Knock Knock also knew the truth about Pi-Silas’ past; he was the only one that did.

Indica Bliss a former criminal, assassin, and all round 'bad girl' has gone missing, much to Kara’s dismay. The pair were close and only Kara knows that Bliss is still alive (or so she believes) and that, presumably, her reason for leaving was because of her nascent psychic power. Without Bliss Kara feels vulnerable; Bliss stayed with her and the Magos within his facility and served as security (alongside the servitors Pi-Silas controls). Greyfear has decided to induct the Psyker in her place though the lack of clarity and logic behind the decision escapes Oracle, a fact he finds troubling. Though as far as Oracle is concerned Bliss is dead; killed in the line of duty.

While these are nice NPC, you should be very careful to introduce so much colourful GM-NPC at an early stage. Your player could feel that the lime-light is stolen away from them or that they are incapable.

"Oracle" is a good idea, especially since the PC not really need to meet him in person. You could use him like "Charly" in the old series "Charlie´s Angles". He could give the PC information and gear through "dead-drops"

The other npc could be introduced later, one at a time.

I agree and that wouldn't be my intention.

It's just creating some background. If the pc's need some interrogation of cultists, Oracle can direct them to Cinder, for instance.

Session 2:

I’ll be honest, I don’t think it went as well as I’d like. Ill dive straight in by saying that I feel the main culprit was too much levity: i.e. too much joking around from the players. I was concerned this would be an issue. I’m absolutely not opposed to levity in games at all. There is always a place for it, even in 40k. So long as it is kept in its place. It is, for me, the perennial bugbear of gaming; I feel many people that roleplay, with the best will in the world, let some sense of self consciousness manifest and it comes out this way.
Anyway, picking up from last time, the acolytes are at the entrance to a sewer having picked up two clues: a key and a dataslate (slightly retconned from last time) with a map showing a route through that sewer for about a mile leading to a sunken cathedral. The map indicates three places where mutants can be encountered.

The first of those was a pack of mutant rats they ignored. The second was a mutant abomination that was a tough fight they eventually won. The third was an encounter with a ratcatcher with a dodgy flamethrower called Fives being assailed by a pack of said mutant rats.
The acolytes help him and then rather brusquely question him (though quickly learning he is a licensed city ratcatcher with papers to prove it). This wasn’t an encounter I initially planned, but I had been thinking about it for a while with a view to taking the adventure into a different direction (which it did, but for entirely different reasons!). Fives was an unassuming ordinary municipal servant of the imperium whose purpose really was someone to interact with that wasn’t a monster or an uncommunicative heretic. He pointed out that, down the sewer, was a haunted cathedral that he, and his fellow ratcathers, daren’t go near. He explains it was cast down in a hivequake and is cursed. He also mentions he’d seen some people matching the heretic’s description heading that way.

The acolytes head to the cathedral and find no heretics just a ruined cathedral with a lot of damage and an organ. To get in they find a side entrance and forget they had the key from before (it’s not smart gm’ing but I prompted their memories as to what they’d found). Around that organ is some sheet music pertaining to the ‘black aria’. Then a daemon appears!

Not quite, I tried to create an atmosphere, building up to the thing (a bit like a medusa though based on a fiend of slaanesh) appearing. The organ starts playing and the door locks them in. they fight the thing and kill it with a combination of warp instability and by destroying the sheet music and eventually the organ. They took some damage in the process and the assassin gained some insanity points and failed a fear check at the start, though quickly regained his composure. The fear check was a basic WP roll, making it any harder, as per most daemons, would have been too much. After the daemon was defeated time was up for the evening.

Now I hadn’t intended for the sheet music to be destroyed. In fact it was to lead to a final part of the adventure with that music used, unknowingly, in a theatre to create a daemon incursion. I could still do that, but I think I need to change tack. I had to pull the punches of the attacks of the daemon. Had I used the actual damage I rolled one or both would be at the very least critically injured. That would, I’m sure, have lead to disappointment. Introducing a daemon this early in their careers was a mistake, that’s for sure. The core issue is that acolytes start deceptively weak at the low rank. Now that per se doesn’t bother me so much, but there’s only two players and they kind of have similar skill sets, and that didn’t seem too much of an issue at first (I also don’t like dictating player choices during character creation either, unless absolutely necessary). I’m probably going to slightly fast track their career development somewhat. They got 200 xp for their efforts thus far, which is about right anyway, though I’m concerned the psyker is more interested in rolling a 9, buying more psychic powers than perhaps he should (as opposed to developing skills and/or talents).

So there is the learning curve. I’m not sure what I do about the levity. I know the players are genuinely interested in the game and in playing and they aren’t, I should point out, deliberately out to sabotage the game. However it’s just how some people play and how some relate to the hobby. It would have been the case in any game we’d played not just Dark Heresy, even though the game, more specifically the setting, has it’s own peculiarities: they players are new to 40k and so there is a process of acclimatisation to how things work, especially in the everyday society part of Imperial life (as opposed to the ‘there is only war’ aspect) that the Inquisition usually moves in (at least that’s the world low ranking acolytes work in).

Consequently I’m going to take stock of what works and what doesn’t and consider the next phase. I don’t think I’ll proceed with the adventure as planned and just have it end here with the Black Aria as perhaps something I can bring in again: maybe they find clues as to its author during other investigations or something.

Hi Sign,

first & foremost: do not worry!
It was the second session in this game, you have a learning curve yourself & you are at the beginning happy.gif

@They destroyed my single plot point device!
They did not searched the cathedral YET, right? So, there is still room (literally!) to insert other clues. Besides the main cathedral and the altar, a cathedral might (in your case: WILL) have an attached wing. At least, their will be store- and change rooms for the clergy (the ceremonial robes for the high mess etc) which are now partly collapsed but where used by the cult. Their, they could find belongings of other, non-captured cult members. After all, three people will not have brought about this devilish plan all by themselves! gui%C3%B1o.gif

But you could of course do as you intended and end the adventure right their. But I would only do so if you have the next adventure ready & at hand


@Additonal clues
A very straight forward (i.e: railroading) clue would be three sealed (and non-named) invitations for the Opera (the other cultist left these behind for the three your pc already captured/killed); resting on a table in one of the rooms.

Other clues depend on your further plans... if the pc had not destroyed the music sheets...how would the adventure have went on?

Always expect your players to destroy your plans without realizing it. It's what they do. Be flexible and be willing and able to swap locations, encounters, and everything else from one place to another. Avoid rigid and inflexible planning if at all possible.

As to the music getting destroyed.... Was it destroyed? Will it repair itself? Will it reappear intact at another location the players stumble across? Are there multiple copies?

I could conceive a way to proceed with things and I may use the Black Aria again, but the issue really is that in pursuing it I would still be using daemons which, at this stage was a mistake. I had to really pull the creature's punches, and I didn't use the trait that halves damage against them from normal weapons. That, coupled with its daemon TB of 8, would have been crazy.

Given the amount of levity in the room, I think it's best to draw a line under that adventure for now and try another kind of mission.

I don't have an issue with players not acting acording to plan, we all know that will happen, though I didn't expect them to act as they did. Though on reflection it worked out for the best as it gave me a way to have the creature destabilise and disappear back into the warp believably.

Gregorius21778 said:

@ =I= & badge of office.
If you do not own it already, I suggest to buy a copy of "Inquisitors Handbook" (hardcopy or PDF). It covers the Rosette (the badge of the Inquisitor) and ´more low-level options of investing the pc with authority (like the "Letter of Investigation" which is in fact a unique document for any mission which definies what the pc are empowered to and what not...and is a good way for a GM to tailor the PC´s "does" and "dont´s" anew each member, just as s/he needs.

Thanks for the heads up on this. I am just starting a campaign and was wondering that very thing =D