Damned Cities -→ Tattered Fates transition, aka Capturing powerful PCs alive.

By BlueLlama777, in Dark Heresy Gamemasters

I am pretty sure this has been talked about on the forum endlessly, so I apologize if this is redundant (search function on this forum makes me rage quit)

I am looking for a way to transition from Damned Cities into Tattered Fates, preferably without the whole "You wake up somewhere awful with no explanation for why, and you are f***ed." I am thinking something with Spectre 17, since that group had been observing the Acolytes during Damned Cities, but had not interfered, although the Acolytes got brief glimpses and know someone powerful is following them. Spectre 17 had been using the Acolytes as a stalking horse and bait, letting them do the hard work before swooping in for the steal.Now I figure Spectre 17 wants to do the same on Quaddis, but my question is how do they capture the Acolytes? The group is relatively high level, and very well equipt, a combat psyker, scouty longrange assassin, close range insanely destructive Arbitor, and a Techpriest with some serious full auto firepower. I am worried that a straight up fight would have everyone one-hitting each other to death till only one group stands alive.

Any thoughts on how to capture powerful PC characters alive?

Any thoughts on how to capture powerful PC characters alive?

Do they have a base of operations? During rest after a hard day, a good dose of drugs/toxins in water supply/ventilation can be very effective. Maybe acolytes received the first dose of "Tyche's Kiss" even a few days ago? If Tech-Priest has "Flash is Weak"… well, while he is trying to reanimate unconscious comrades, a lot of Haywire grenades can fly into the room…

I think TF was intended (though this is not explicitly stated) to be a starting adventure for a campaign done with Rank 1 characters. The kidnapping is intended as a mechanism to get the party together.

It can't be done. If you try to do it in-game (with a bunch of henchmen) you either get defeated because they were too weak or you stand a very good chance of killing party members.

The only option IMO is to indeed have them captured in a 'cut scene'. Players don't like this but not necessary because they are 'helpless' or being 'railroaded'. Players understand somethings need to happen for the sake of the adventure.

What they object to is that their capture 'doesn't ring true'. A mighty warrior gives in to doctored wine? A mighty psyker being captured because they pulled a hood over his head? Naturally they will protest. And never take their gear away without giving them a chance to find it again. You'll never hear the end of it….

You have to narrate the scene in a way that is acceptable/believable for the players. First plan your opponent's strategy. How do they plan to capture powerful throne agensts? For example, let's assume they have intend to take them at the safe house the players have been staying. First they doctor the food & drink and arrange for a powerful gas to be pumped into the room at the right moment. Meanwhile, the safe house is surrounded by hired gangers with appropriate weapons (shock mauls or rubber bullets etc.).

Have the weakest player (toughness) go down because of the wine. As the players laugh and jest the feebleness of their friend, the gas is pumped in. Another player goes down while the tech-priest discovers the gas (his systems warn him). Guns are pulled and the assault is on. Stun grenades are thrown in and a heavy fight erupts in which the remaining players fight valliantly but are eventually overcome by weight of numbers. They wake up later and the last players to remain standing in your narrative still have some wounds or a few new scars. Much nicer than the standard line: "You wake up in a cold cell wearing nothing but a thin sack cloth."

Alternatively, you could describe the players being confrontated by the Arbites (a full squad with more obviously on standby so they realize can't fight their way out) demanding their papers. Even their veiled or not so veiled hints they are throne agents has no effect. Obviously, something is wrong as the players are firmly requested to accompany them to the fortress precinct. Inside, they are stripped of their weapons and stuff and placed in a holding cell as 'there seems to be something wrong with your papers….". Your Spectre 17 has arranged for them to be arrested and turned over to them. And because it was all official, the players couldn't realistically fight or escape.

Hope this helps.

Why would Spectre Cell 17 want the players on Quaddis? It's the Pilgrims of Hayte that work to get the Scion there, but the =I= doesn't know this, and even if they did are unlikely to openly play into their hands.

The Beast House is hired to bring in the various victims, and the PCs are on the list. Cell 17 may have got wind of this, but pulling a caper like suggested above would seriously spook the Beast House slavers, as they like to keep below the radar of the Arbites and the =I=.

I think if Cell 17 wanted the players on Quaddis to investigate, they are unlikely to choose a path that will most likely get them killed. After all, they are delivered into the slaughter pits, and only through the machinations of the Pilgrims do they survive the initial encounter.

I am being very negative here, and I mean no offence, but I think that this scenario is unlikely.

Personally I solved this problem by telling my players that this scenario has a somewhat contrived start, and you won't like it. But just go with it, and don't give me any crap :)

That worked wonderfully :)

All this has been very helpful. I think I will go with Spectre 17 gassing the safehouse and assaulting, haywire grenades for the techpriest. While on Quaddis, Pilgrims of Hayte show up and things go terribly wrong for 17 ala cutscene, including their Inquisitor master (Later to be found replacing the stock Inquisitor in the adventure). Which is how the players end up as slaves for the festival. This seems to make sense? Am I missing anything? Any thoughts?

I had great success replacing the "stock Inquisitor" with the players own. He was of course looking into the disappearance of his favourite Acolyte cell, and had traced them to Quaddis. Where he meets his end.

Why?

Well, without an Inquisitor, they have no real authority any more. And if they should survive, trying to get "back into" the =I= is going to be a challenge. Or not, if you don't want it to be. But you get the chance to mix things up by having them work for another Inquisitor who.. do things differently.

Or as in my campaign, let them step up and Ascend, taking on the Seal of the Inquisitor themselves.