Sarting Purge the Unclean

By Miller2208, in Dark Heresy Gamemasters

HI everyone,

I have just joined up as i have heard this is a great place to get information.

I started GM'ing not long ago and did an intorductory session that went really well with the group so i am continuing it on. I am just about to start Purge the Unclean from the first mission but and i am wondering if anyone has done this before and what hints and tips people have for the 'Rejoice, you are true' mission.

Any hints and tips from other GM's will be greatly appreciated too :)

Thanks,

Jordan

I haven't actually GM'd purge the Unclean but I have played it and I remember the GM saying that there are a couple of clues/conclusions that it seems pretty hard to get. Especially in RFYAT. So I would only reccomend being open to adding a few extra pointers in.

Reading through it i can see where he is coming from, PC's are expected to know more when there arent any of the clues to give. I will bear this in mind. Thank you!

I haven't run Rejoice , but I ran a (heavily modified) version of Shades on Twilight a while ago. The module presents only the most bare-bones info on the setting/locations (particularly the trip through the hulk itself), leaving it up to the GM to do extensive 'fleshing out' to make it playable. There is an upcoming Deathwatch adventure that is supposed to double as a 'space hulk supplement'- it's probably a good idea to wait for that to come out to use as a resource before running SoT . Of course, the challenges will have to be re-scaled to avoid TPKing an Acolyte party- apparently it is possible to have a 'random encounter' with a carnifex , for instance…

My players are almost done with Rejoice and I've run the other two adventures in other games. Rejoice has a lot of "clues" and extra information for acolytes that really question things and roleplay properly. My group isn't anything like that so trying to get them to is like pulling teeth sometimes.

Spoilers for Rejoice:

For the first meeting with Orday my players just went, agreed to pay the man and left. They didn't bother asking for info or anything. This doesn't matter though as what he has to say isn't vital, it's mostly to build up atmosphere.

For Lady Borella's party if the players are clueless about why it's important Julia simply tells them that if you want to get into the Alabaster court then you need to impress her to get a ticket in. The only other thing at the party is the drug farcosia gets passed around for a toast. Unless you have a psyker in the group or purposely bring up how everyone seems to be shady about the drink your players wont have a clue as to what's in it. That's ok though as it's once again not pertinent.

The second meeting with Orday where he gets killed. The adventure assumes he gets away. Your players are lucky if they actually get the case. Once again the key part here is the introduction of a powerful enemy, not to actually get the information.

The alabaster court party is mostly window dressing. The major "clue" of the adventure is flat out given to you because everyone at the party overhears Shoal talk to Theodosia about Ambulon. So they PC's know where to go next no matter what clues they've uncovered up to this point.

Once you're on Ambulon you can run the adventure as written where the PC's end up getting the info easily or if they don't want to meet the oracle they can use inquiry checks to find the place. The main thing is that they somehow find the church and go in it. That's the entire goal of the adventure. If your players do that and live through the encounter you're good.

Literally all the rest of it is window dressing.


Opinions about the other two adventures:

The one on the space hulk can potentially be extremely deadly as the pc's will mostly likely have no or few ways of regaining hit points. They can very easily go into the critically wounded levels when they fight the things with warp weapons as it completely ignores their armour. It's also very very railroady because the adventure is on a timer. There simply isn't time to let them go wandering around the hulk.

Baron Hopes is railroady on par with Rejoice if run by the book. There is however a lot of room to add extra scenes or let the PC's come up with their own idea's and act on them. The big thing with this adventure is they are very unlikely to actually kill the villian if they PC's aren't very very perceptive and figure out they need the barons blood to kill him. I ended up having to have the baron flat out tell the PC's to use his blood or they would have all died in the last encounter. Personally I suggest getting rid of his immunity and instead give him a version of demonic toughness and extra wounds, so he can be killed, but if the players use the barons blood it would be a lot easier, basically counting as a holy weapon or something.

The best adventure I've seen so far has been Edge of Darkness. It's by far the best written and least railroady tot he players.