Advice wanted for Rejoice for You are True

By Camojoe, in Dark Heresy Gamemasters

I started to run Rejoice you are True and am looking for some inspiration around noble social events and the like. Strange dress codes, behaviour, characters, events. Strange can be anything - funny, strange, debauched, sadistic, masochistic - My player group is mature in this regard.

Inspiration for strange fashions etc. would also be appreciated - Sister Battle wannabe has been elected the token noble...

Bedamned! I managed to post it into the wrong window / wrong topic :(

here we go..

[Lady Borella´s Soiree]
In order to get an invitation to the Alabaster Court, one needs to impress Lady Borella (as written in the module) or
has to place a substantial donation with the Choir (through the present Counsellor Abroag). The later method is a
“fail safe” so the pc have at least one “sure shot” at getting an invitation. Below, you will find an additional number
of guest and occurrences to bring more life to the Soiree. Informations about all the guests can be quickly garnered
at the Soiree from other guest with an easy test for Inquiry or Charm

Guest: The figure of golden Faith
A young women with asian parentage and appearance wearing a robe the colour of beamless copper with a wide
hood whose inside glows with a soft golden light. Maelinea Yong, Scion of the Trading Dynasty of Yong, was
invited since she is “a person of faith” with a sharp intellect and daughter to a quiet wealthy trade house. Lady
Borella hoped to win her over, but Maelinea Yong is brought up conservative and is more then a little sceptic
towards the “lofty” approach of the Choir.
During the evening, “the Golden Figure of Faith” will sooner or later start a discussion about matters of faith and
the seriousness in matters of faith. She is not a grumble and open to enjoyment, but sees faith as something more
earnest and is firm in ecclesial scripture regarding this point. The discussion (between her and another guest your
choosing..or the pc!) will gain much attention..especially as the person “defending” the Choirs position (perhaps
Abroag?) is not looking good against the witty Scion of House Yong.
A pc siding with the court and discussing with Maelinea can either focus to Convince Maelinea or focus on getting
the attendees on his side.
In the first caste, it is an extended opposed test between Maelinea and the pc. Maelinea is going to test on
Common Lore (Imperial Creed+10) and has INT 38. A pc who does not have the skill can test on Intelligence
instead, but suffers -10 to all roles since his arguments “lack foundation”. If a pc has Scholastic Lore (Imperial
Creed) he will gain a +15 Bonus due to his deeper knowledge. The opposed test goes over 5 “rounds” only.
Afterwards, Lady Borella will interrupt the dispute with very friendly but definite words “Oh please, let´s not start
a bitter argument. Tonight is for enjoyment.”
· If at any one time a pc reached five or more net success, Maelinea will admit that his arguments seem valid
and that she will think about them. The pc will get a +5 bonus on any further social roles with those present
over the course of the next view days and will receive an invitation to the Alabaster Court.
· If the pc did not managed to change Maelienas mind but had the better arguments (net success) he might
have won over the crowd. Let him test for Fellowship. The test is routine if he/she has a higher FEB then
Maelinea (FEB: 3), ordinary if equal and challenging if lower. The pc gains a +10 bonus if he focused on
the crowd to begin with and another +5 for every level of net success from the discussion. One or more
level of success will lead to an invitation. …and the animosity of Maelinea if he focused on the crowd
during the discourse.
· If the pc “tied” with Maelinea or Maelinea won with one net success, she will seek the pc out near the end
of the soiree. “While we surely differ in opinion, it was a pleasure to me to discourse with one of intellect
and learning.” She will have received an invitation and will ask Lady Borella if the pc has received one as
well. If not, she will send a messenger to House Strophes next day with a handwritten invitation to
accompany her to the Alabaster Court “Perhaps both of us should use the chance to broaden our view on
the Joyous Choir …and give each of us a second chance to persuade the other afterward?”

Guest: The walking warstory
A bland looking young man (mid 20) in a navy officers full dress, complete with officers cutlass. Noel VanSielt,
Naval Officer to the Sector fleet by right of succession returned from his first four year term on a cobra class
destroyer. He is ripe with stories about the void, “ship life” and glorious tales of hunting pirates and smugglers.
Unfortunately, he is a most un-entertaining narrator. Much to the displeasure of Lady Borella, who invited him
more or less solely in hope for some interesting stories. An ordinary test for Scrutiny will tell that those around
him are bored and are only looking for a polite way to disappear or to change the topic.
· With three successes on an ordinary extended test on charm or fellowship a pc can somehow manage to
switch the topic in another direction of his choosing… without affront to Noel VanSielt. If however five or
more levels of failure are accumulated, Noel will grow very upset about those interruptions. The player can
now apologize and leave it be or tell him straight that he bores the attendee… which will lead Noel to call
for a duel (like the one Elsergi Krin will call for, see module).
If the subject is change without bloodshed and the pc know to entertain (with one or more level of success
on an ordinary test for a performer skill, interesting Common Lore or fellowship). Lady Borella will later
the evening thank the figure for the “rescue” and provide him with an invitation to the Court “It is always
good to know someone near who can rescue the evening”. If blood was shed, the Lady will not give an
invitation since she dislikes “troublemakers”.
· A pc with Common Lore (Military) can try to “bind” Noel in a conversation (easy test for charm or
fellowship) and thereby “relief” the other guests. This “noble sacrifice” will give the pc (or “his noble”) a
+5 bonus on other interaction test this evening.

Guest: The Lady of Interest
An older (appearing end 40, but clearly “age treated”) noblewomen in Billow Robes the colour of light grey blue,
flowing around liting her like she would be a galaxy (with waist at the center, illuminating her silhouette partly).
She is accompanied by a slender and muscular bodyguard wearing nothing but duelling sword and thin black
SynSkin that leaves nothing to the imagination.
Lady Amanda Shillering Movia owns a fortune, all of it due to the late Lord Shillering Movia. Her (short)
mourning now over, she is indeed looking for a companion (if not for a husband). A fact anybody can tell after a
routine scrutiny test. Two or more level of success will although reveal that to her it is more about clever display
of affection. She has a standing invitation to the Alabaster Court since she is a staunch supporter of the Choir. Like
Lady Borella. In fact, the two share a rivalry in out-doing one another with Soiree and bringing in guest (fact
disclosed to the pc by one of the other guests if one level of success is achieved on a test for Inquiry or a social
skill. Inviting one another to each Soiree is part of “the game” to them, and “blows” are exchange by providing
better parties. It is an unspoken agreement, however, that snatching good guests from each others parties for the
Court would be a “low blow” and beyond both noble women.
Option: With little cosmetic changes, Lady Amanda Shilling Movia can be turned into Lord Oswalt Shilling
Movia. His bodyguard will be female and he will be accompanied by a midget carrying an oxygen flask with
breathing mask. One of his lunges was penetrated in a duel to the death (which gives him the right to choose a
champion in fights).

· A pc trying to charm Lady Shillering Movia will quickly find out that he isn´t the only one interested. A
charming young nobleman (Fellowship: 36; Charm+10) will court her as well. If the pc tries his look, he
will be “bound” the whole evening (or till he “gives up”). The evening is handled in an extended opposed
check on charm. Since the Lady is fastidious, “mere success” will not be counted at all. Every level of
success on the forma scrutiny test for Lady Amanda will result in a +5 bonus.
· If the pc wins, Lady Amanda will invite him to join her to the Alabaster Court. If the pc tries but is giving
it up over the course of the evening, he receives -10 on all interaction test with Lady Borella (for “trying to
sleep with the enemy”).
· If the pc holds on but loses in the end, an ordinary test for scrutiny will tell the character that he can still
win the Lady over…if he formally challenges his rival in a duel for the right to accompany Lady Amanda
to the Alabaster court (to the Lady, being coveted is the important thing). Of course, he has to win the duel!
(like the won with Elsergie, take the profil of the “dissolute nobel” for the rival
· If the pc instead pay no attention to Lady Shillering but mock her behind her back for her “blushless
candidness” they will gain a +5 on all social interaction tests with Lady Borella… and a demand for a duel
from Lady Amanda (represented by her Bodyguard), if they aren´t subtle about the mocking (ordinary
fellowship test). The duel will, however, not be asked for at the Soiree. Lady Amanda will seek the pc out
while leaving (she honours Lady Borellas disdain for duels). The duel will take place in the streets of the
spire, with unpowered blades and no armour. It will be over after the third blow. Since Lady Amanda
names a champion, the accused has the same right. Her Bodyguard has a WS, ST and T of 40 and the
“Furios Assault” Talent. He will all-out attack as long as he didn´t received any wounds. From that point
on, he will use the “defensive stance” manoeuvre.

Guest: The prospective Archeo-Explorer
A somewhat chubby beared man in his late 70s wearing a simple suit but many an impressive ring at both hands
accompanied by a weathered looking slender man in his late 40s attired in clean but adventures looking environsuit.
Baron Walges Comtum is the head of the Comtum family, a very minor line that gained riches, title and small
holdings by service as Archeo-Explorers for other Houses of Scintilla. The latest attempts of the Comtum line,
however, where disappointing. He sees the Choir as sort of a “stepping stone” and a way for him and his son
Ronnert Comtum to seize up & get in touch with new backers for his next Exploration attempt in the Golgenna
Reach. Even with the latest miscarriages, his name is family is still of renown to the majority of the nobles.
· With an ordinary test for Deceive, the acolythes can make Baron Comtum believe that they are indeed
interested in backing his next venture. While he cannot open the door to the Alabaster Court for him, this
message will spread with the others and the noble of the group will get a +10 at all social interactions tests
with other nobles over the course of the next few days. If the test is failed however, rumours will spread as
quick and the pc have -5 malus now.
· If they are on good terms with Walges (polite conversation, no failed attempt at deceiving him; two success
on an ordinary charm test) Walges might tell them about the Shoals “first business on Scintilla” and how it
ended. He will, however, not call him a forger but will point out that many people doubted Caros Shoals
innocence “back in the days”.
· Walges is a merchant in nature. During any conversation over his work and expeditions he will point out
that he has still some “pre-imperial sculptures” which he did not found a prospective buyer for till now
“which is a shame since ancient art like that belongs into a showcase or private exhibit, not into a storing
box” The characters might want to make an appointment with him for the next day to have a look at his
sculptures to buy a piece as a “late guest present” to Lady Borella… or simply as a present for Caros Shoal.
With a successful test for Scholastic Lore (Legend) [routine], Trade (Artist) [routine] or Common
Lore (Imperium) (ordinary) the object was tasteful/special enough to earn a Invitation to the Alabaster
Court in return.

Thank you - That is great, I will be using some of that!

This looks great, if you don't mind I'll borrow a few of those ideas - I'm planning to try "Rejoice..." for my group. By the way, does anyone know if the combat encounters are decent challenge for characters at late level 3/early level 4?

The_Shaman said:

This looks great, if you don't mind I'll borrow a few of those ideas - I'm planning to try "Rejoice..." for my group. By the way, does anyone know if the combat encounters are decent challenge for characters at late level 3/early level 4?

Depends on how many players and what kind of careers the group consists of. For combat heavy groups of rank 4 the first encounter with Theodosia could be too easy. Theodosia should have a chance (a 90 % chance if you ask me) to get away at this point, so better enter more mooks to distract and hinder the PCs early during the encounter. In my game three players (rank 2-3) were at the location and all of them rather combat focussed (Arbitrator, Guradsman, Tech-Priest), but as I checked the rules (and skills/talents of Theodosia) quite well beforehand, it was clear that it is hard to reach Theodosia, if they do not kill him in the first two rounds.

At the end on Ambulon in the "temple" you could also increase the amount of operatives or give them better weapons (Autoguns instead of carbines or Creed-9s and/or man-stopper amunition). Grenades work also wonders to increase the threat-level. Anyway, make sure that you play Theodosia with his full abilities as this can be a very interesting and sastisfying climax...

Hi Shaman,

I played this with a rank 3 to 4 group who managed to take out "Theo" pretty easy. The group included one Psyker (Telekinetic) an Arbitrator and an Feralword Guardsmen. I cannot remember the exact arment anymore but they somehow managed to shoot him.

...so I decided to play it " Von Krönen ". Inspired by this one character from the first Hellboy-Movie I ruled that while "Theo" was taken out that it was the equivalent of a "spend fate point" and that he was merely left for dead/faked death after substantial damage to his systems, later escaping from the Morgue. Since the PC where undercover and thereby had no connection/contact to the Local Enforcer they never heared about that...but where baffeled to see him again later on. They thought that he might have a twin brother first...

The "final fight" was a tough one, so! I made Theo forgoe ranged combat and made him tackle the PC in melee, taking out the Psyker first and going after the guardsmen second. The PC made it, but the Psyker lost an arm and had to spend fate points and the players learned that E-Weapons are dangerous and deadly.

The party has 2 psykers (hand cannon and death light, respectively), a CC assassin (mono greatweapon), techpriest and cleric, so I imagine T may have a problem. The psykers tend to love spamming spasm, so T would need a pretty good willpower (although I'm not sure if they will try using psychic powers in a crowd, I may have their boss warn them against it). One of the psykers has unnatural aim, which will help him a lot. Theodosia may try to use some crowd control... perhaps hallucinogenic gas to cause a riot? That may cause a lot of attention, though I'm sure hive riots aren't exactly rare (then again, it is iirc a relatively good neighborhood)

I was planning to have the mercs and SQ operatives sport a lot of good-quality autoguns (regular or Armageddon pattern) with manstopper bullets, combat shotguns with solid slugs (where were they from btw? I remember they gave penetration rather than scatter), maybe something more exotic like photon flashbangs or flame cartridges. Theodosia should have something good as well - probably a stat boost, more wounds, maybe a bolter rather than an autopistol and some good augmentics. After all, by the last fight the PCs will likely have around 2500-2700 XP, a boss should have something good.

By the way, would it be too much to allow the PCs to "salvage" T's power blades, maybe refit them with a trade (armourer) or tech-use test?

I'm right in the middle of it. 5 players level 2-3. Theo was nearly vaporised as my soldier used fragmentation grenades on him (and was **** lucky). The market place was soon a wreck. With bodies lying all around, wounded screaming. I used gregorius idea. Theo disapeared, leaving the damage case behind.

I think I'm going to increase the fire power at the temple...

Hi Shaman,

I would suggest the following changes (I partly used myself):

Instead of THEO making the kill, have a bunch of hired thugs near the meeting place whom where hired by Theo. They do not of his plan but intend to get
th data slate. The pc will spot them but are unlikely to spot Theo (above them) so they will be occupied. Allow them two or three rounds of combat. Then

- Theo drops some Stun Grenades (see IH handbook) onto them
- THEN he does his thing (killing the bountyhunter and give it a run).

The Thugs (if any are alive by know!) while recognize they guy who employed them and might switch to "keeping the others busy" and go for a fighting retreat afterwards.

If the PC capture some of the Thugs alive, they can interrogate/intimidate them into telling where they were to meet with Theo to get the rest of their money (80 thrones per person; 40 up front and 40 later). A hotel room. The door will be open, a business case resting on the bed. It is a trap. As soon as the case is opened, a bomb inside will blow up.

The_Shaman said:

Theodosia should have something good as well - probably a stat boost, more wounds, maybe a bolter rather than an autopistol and some good augmentics. After all, by the last fight the PCs will likely have around 2500-2700 XP, a boss should have something good.

By the way, would it be too much to allow the PCs to "salvage" T's power blades, maybe refit them with a trade (armourer) or tech-use test?

In my game Theodosia wielded a Hecuter in each hand and was used to his full potential (i.e. full move combinable with full-auto fire from both guns every round). He ran along walls raining down a hail of bullets onto the PCs, just to disappear behind a column a moment later. In the end he attacked with dual wielded Power Blades, successfully disengaged a little later and was cut down by concentrated fire after running down the stairs to the lab...

I allowed them to salvage the Power Blades. They are not that über-powerful and most careers get the skill to use power weapons rather late anyway.

I had a lot of fun running Rejoice... and I have ran it for at least 2 different groups so far.

One item that seem to be making a recurring appearance is dresses for the female player characters, made of an opaque material. This material turns shear if the wearer is sexually excited. This was not my original idea, but I've used it both times. How far will a player have their character go to get what they need? And will they be Slaanesh bait when they're done?

I also changed the names used, and changed some of the characters somewhat. I also added a number of additional people, feeling that the soiree had too few people in attendance.

Some examples:

Siprit Daneen became Daniel Saladin, a merchant on the surface, but he was the owner of daemon weapon (this weapon is NOT at the party). The weapon kept encouraging Daniel to sacrifice female Psykers in the height of passion, in order to accumulate the brains of 49 of them. He has an unusual ability to charm members of the opposite sex because of a dark pact. (This, with the dresses used above, can spell doom for a player if they're not cagey enough about it.)

Gemma is an Adept, while her twin Genna is a Scum. Genna tends to use these parties to work the crowd, making a few extra thrones. Gemma just enjoys the intellectual conversation. Neither girl needs the money though... their father is Noriega Quintilla, a nobleman of Scintilla, although they've only been on world for about 10 years or so. Gemma would secretly like to 'aquire' a certain book that in in Lady Borella's library, so if she can charm one of the male players, maybe they'll be stupid enough to go for it to win the lady's hand? What the player doesn't realize, is that their father has been trying to prove that the name of the planet, Scintilla, is really a bastardization of their surname Quintilla. The tome may be able to prove that. If so, and if the player grabs it to give to the girl, he may end up starting an interplanetary war.

Julia Strophe became Laura von Richtofen. A bored noble and a Haarlock decendent. A noble Scum, with a desire for fun... often leading the players into trouble... Eventually her actions led her to getting pregnant (she liked that dress too much). That's OK, as I later used her as a very pregnant noblewoman on Quaddis (part 2 Red Cages) ... someone that the players knew and had to protect.

I hope these give you a few more ideas.

My 1st group blasted T apart in one round..ended up using a different guy for the final battle.

2nd time gave him a force field they thought they had killed him and where surprised to see him again. Also since he is so augmented had his head detach and fly off. The question that cuts has been a thorn in the side ever since