Ok, so I'm running the House of Dust and Ash, and I'm looking for some advice to make my adventure more scary for the players. I get the impression they aren't scared so much as prioritizing who is dangerous and who isn't. I want them to think that everyone is dangerous, aside from the scribe, he's their best buddy (who happens to have lots of useful knowledge skills that the party lacks).
My party just got to the island and got their rooms. They've met the contact who told them about the trepanned soldier and vox problem. They've talked to Master Nonesuch. He's high on the "dangerous NPC" list because of the inexplicable feeling of dread the Abitrator felt. They've figured out that Rubio is a fraud and Maygar is just another Rogue Trader looking for stuff to buy.
They also know that the Abbott is a psyker, but aren't entirely sure of his loyalties. I had the Tech priest recognize the bandaged cultist Arko as a wanted heretic. Later, Arko picked a fight with the guardsman and ended up getting arressted by crewman and thrown overboard for attempted murder. The abbott denounced Arko, of course.
And the arbitraitor doesn't know whether to trust Octavia Nile or not. Her assasin poisoned his drink and Nile 'accidently' spilt his first drink so that he would get the poisoned drink. Being extremely suspicious, the arbitrator only drank a sip, so I ruled he didn't get too sick. He's just not sure if she was trying to poison, or if she spilt the poisoned drink. But, now he won't drink anything someone else offers him.
Vymer and Quill are possible acolytes from a different inquisitor. Or bounty hunters.
And FYI, my party is an arbitratior, a guardsman, a pskyer (biomancer), and tech-priest. They in the middle of rank 5 and I let them take whatever equipment they wanted for the highlevel adventure. So the arbitraitor has carapace armor and a collection of sp and las guns. The guardsman has a melta bomb and melta gun training. He doesn't have a melta gun ... yet. The psyker knows must of the minor powers along with the healing powers, ball lightning, siphon toxin, and the power that lets him have dark sight, flier, etc. And the tech priest has a bolter and bolt pistol plus utility, optical, ballistic, and heavy lifting mechadendrite.
Currently, the tech priest was going to break into a tomb to get a skull for a servo skull. He changed his mind when I mentioned the gun servitors. And the guardsman was wandering around the crypt area when the abbot cast Inflict Pain on him. But he resisted the power
The arbitrator and psyker are meeting new people and checking them for psychic talent.
So anyway, suggestions are appreciated at this point.