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signoftheserpent

Shattered Hope with fewer players

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It's probably doable but it is pretty lethal - my players even had trouble with the chasm leap before you get to the mine proper - however I would recommend you rewrite it anyhow.

It's an old topic now but Shattered Hope is NOT a good starter adventure - it doesn't play on Dark Heresy's strengths and ends up like a "dungeon bash".

I'd recommend that you take a look at the excellent revision notes that a kindly soul posted to the Dark Reign site:

http://www.darkreign40k.com/drjoomla/index.php/gm-tips/tips-for-scenarios/380-plot-notes-for-shattered-hope

That's what I ended up using as the introduction to my (to date) longest running campaign and the players still talk about it.

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Well, you could have stated in the first post that you just would like to know if a Plaguebearer would be a dangerous opponent for two acolythes gui%C3%B1o.gif

I think it should be possible, simply based on the assumption that if a group of three of the pre-made pc are assumed to be able to wade through the whole mine AND beat the daemon at the end of it... then two fresh pc should have a chance of besting the daemon as well.

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Actually I like Shattered Hope. I've run it three or four times, with completely different groups. But I always tweak it.

For instance: Plaguebearer? That's just plain ridiculous. I've only shown my group one daemon, and only to tell them that there are some things in the Calixis Sector they should definitely leave alone. So do something else. Depending on which Ordo your players serve...

Xenos: a bunch of half-dead Dark Eldar. Still deadly but the Acolytes got a chance at least.

Hereticus: Cult Leader with five or six dirty Cultists, armed with Axes (primitive).

Malleus: a daemonhost this close to incarnation. Meaning it's not at full strength and still vulnerable if you use the -insert killing method here-

The choice you make should put some colour on the rest of the adventure. As in: cultists leave different traces than Eldar etc.

Which is one reason why I like Shattered Hope. It's very easy to tweak.

Salve

Dok.

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Gregorius21778 said:

Well, you could have stated in the first post that you just would like to know if a Plaguebearer would be a dangerous opponent for two acolythes gui%C3%B1o.gif

I think it should be possible, simply based on the assumption that if a group of three of the pre-made pc are assumed to be able to wade through the whole mine AND beat the daemon at the end of it... then two fresh pc should have a chance of besting the daemon as well.

Because it isn't just about the Plaguebearer. DH doesn't give much indication as to how to balance threats for the players in a given game.

It has also come to my attention that the characters don't start out with nearly enough equipment/their starting funds are not enough to buy decent kit.

This is really the root of the problem.

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signoftheserpent said:

Gregorius21778 said:

 

 

 

Because it isn't just about the Plaguebearer.

So this topic is basically not about "Shattered Hope" as a whole and not about the "final scene of shattered hope" but about "balancing combat encounters in general"? happy.gif

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 The simplest method: Get the sheets of your player characters and run the combat as a simulation first. Ignore anything statistically unlikely (like Righteous Fury or a Reliable weapon jamming) and see if it's doable.

 

Alternatively, don't even try balancing the combats, but give players ways to avoid them if they think they're more than they can handle. Rich and detailed surroundings are a massive help here. After all, a large part of Dark Heresy should likely be investigation while purges can theoretically be sped up by requisitioning PDF or Guard troops for anything that they can be allowed to see.

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That's great and everything, but for the purpose of a little intro combat scenario just to learn the ropes I'd hate to wipe the players out! Stupidly I don' thave their stats to hand (which will need some changing as i'v ejust discovered the errata).

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The Plaguebearer in Shattered Hope is very weak, about half strength (no unnatural toughness, fewer wounds, weaker fear effect). However, it can still cripple the party with fear effects. However it is not as bad as the Skae Thing at the end of the mission in the rulebook which is just hideous... Fear Checks at -20 (I think), and TB10 and some stupid number of wounds.

 

Surviving a Dark Heresy mission is often meant to be an achievement in itself.

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