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?