My party's Psyker picked up Dowse a while ago. This pretty much short-circuits any need to 'investigate' anything- the party can now just 'ping' the exact location of whatever they are looking for. Sometimes that can be a good thing- it keeps things moving and prevents the campaign from stalling out- but it can also be anti-climatic…
Currently my players are battling Pilgrims of Hayte who are attempting to topple a loyal Imperial world. They have spent the last several sessions preventing the Pilgrims' attempt to trigger a full-scale warp incursion, and are now preparing to hunt down the mastermind behind it all: the Pilgrims' False Prophet. I would very much rather that be more involved that just firing off a psychic power and making a b-line to his hidden lair. So, before I resort to the cheap trick of creating a brand new sorcerous ritual just to make the mission more challenging, are there any official , established means of thwarting divinations? All that I've been able to find is one psychic power that foils vision, but not psychic senses. For the record, the False Prophet employs a Sorcerer that specializes in 'bindings'- trapping warp effects or entities in objects- so I've laid the foundation for, say, making a certain psychic power permenanty functioning within a limited area.
Suggestions?