Advice for how to tie in edge of darkness and rejoice for you are true

By Salcor, in Dark Heresy Gamemasters

Good imperial citizens, I am currently GMing a game where the characters are starting out as a Calixis sector customs enforcement team. The just captured a Chartist transport ship that has illicit smuggled goods on board that was bound for Vaxanide. I am planning on having the smuggled items be Farcosia, and having the characters go undercover to discover the source of this new drug. Anyway, I was planning on having a part of the investigation that essentially leads them to the beginning of the adventure Rejoice for you are True. The thoughts I had was to do a modified version of Edge of Darkness as the bridging adventure.

My general thoughts are the there is evidence on the ship that this shipment of farcosia was sold to the smugglers by "Chord" Luntz, who 'acquired' it during a trip up hive in an effort to makes some money on the side. The characters go to Coscarla to meet with him and 'ask' him about his sources. During the discussion, 'Chord' tells them that he will give them the info if they take care of small problem for him, a group from the Coblast Assay that showed up and has been hurassing his people and creeping in on his business. (This is of course a group of Acolytes.) Essentially the group will somehow interfere with the acolytes, probably leading to their demise, then be forced to finish the mission.

After that the characters will be scoped up by the Inquistor, and 'recruited.' Once the inquistor discovers what they are investigating it will peak his interests, cause him to investigate and discovers the Strophes investrigation.

Does that seem to flow well? Would it disrupt "rejoice for you are true' too much to reveal the drug before the adventure?

Salcor

I doubt that this approach is going to work out.

Your group consist of customes enforcer . They are on the team of the "crooked" among the enforcers, otherwise they would not be investigating. If "Chord" Lutz tries to make a deal with them, it is very likely your pc will gun down his crew and take him into custodie "for interrogation". If the Lutz“s crew is to much to handle for them, they will ask for reinforcements.

My advise: [WARNING! HEAVY SPOILERS AHEAD!]
Cut the "edge of darkness" a little short. Start with your pc-enforcers going to get "Chord" Lutz. Of course, they will enlist help of the local magistratum enforcers (the Logicians). The L-enforcer will join and "help" them to prepare an assault on the First Workers Union (the official "Hide out" of the Narco-gangers).
But the plan of the L-enforcers is a little different. As soon as the pc are "going in" with them and the narco gangers are going down, the L-enforcers will not try to capture anyone. In fact, they will open up fire on the pc as well. There plan is to make it look like the pc (customes officers) where shot by the narco gangers during the fire fight.

As soon as the dust settles, the pc might be quiet puzzled about what is going on. If the go back to the station, they will find Warden Logan shoot in the back of the head & the rest of "enforcers" missing [the two remaining L-enforcers in the station expected something to go southward as there peers did "voxed" them. They killed Logan and went to the "Churgeon" in order to get out.]

Important: Make sure Lutz is dead and any surviving ganger is not knowing about nothing but that there was a deal with some-one called "the Churgeon" and that the "enforcers" where crooked.

How to go on`:
A search of the now deserted station house might give some clues, otherwise some bystanders might be able to tell the pc that the "enforcers" went to the "Alms House". They will still be there, since the "Churgeon" refuses to go till the end of "this one last operation".

What will happen next:
If the pc go into the Alms House, play it a the scenarios says. Plus two enforcers. After the "Churgeon" blows up the buildung, the pc will loose the trail and the Arbites will drop in. They will have to answer some question. A member of the =I= will be with them. Perhabs "Sands" from the module "Edge of Darkness". After they found the corpse of Saul (see "Edge") they were about to gather an investigation team for Coscarla.. only to hear that suddenly all hell is going on there. Sands (or some of your =i= npc) will recruit the pc.


If the pc call for reinforcements and want to wait till they arrive, those will arrive after 10 or 20 minutes. But they are to late. The Churgeon already let loose his creations and to spread the mass destruction (see "Edge") while escaping in the confusion. Oh! And do not forget to blow up the Almshouse.
The "de-briefing" will be simliar, but this time it will involve a mess of a bio-hazard and mass murder. More of a reason to have an =I= in it.

Insert a big NOT in front of "team of the crooked" in the first line.