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Forgotten Gods (2014), p19-20 — The Enemy of my Enemy

Through interrogating a captured Sable Trader with whom they previously did business, the Callers of Sorrow learned that the smugglers were using the Oath Unspoken for transportation of artefacts. In order to ensure that the Acolytes continue their investigation of the Inheritors, a small group of Mournful Song cultists have also snuck aboard the Oath Unspoken under the orders of Tormus Fayne. The intention of these cultists is to observe the Acolytes in secret, while simultaneously conducting their own investigation into the Inheritors as a sort of contingency plan.

The group consists of three Strain Initiates led by one Strain Infector (see pages 406-407 of the Dark Heresy Core Rulebook). This group is far too small to pose a threat to the Children of the Inheritance on their own, and thus attempt to avoid detection while observing the Acolytes, the Inheritors, and Sable Traders. The Strain Initiates can gather information by talking with the crew and other passengers, much as the Acolytes do. Depending on how this chapter unfolds, the Acolytes might not even become aware of the Mournful Song's presence. However, there are a few ways the GM can utilise the Strain members throughout this chapter.

If the Acolytes miss clues, ignore leads, or otherwise need assistance locating the Inheritors and Sable Traders, the GM can use the Mournful Song cultists to pass on information without exposing their presence. This could take the form of hand-written notes, rusty data-slates, messages communicated by intermediaries, or discreet markings on bulkheads. In any case, the GM should allow Acolytes who are familiar with Desoleum cults to attempt Awareness or Logic tests to recognise the hand of the Callers of Sorrow at work. Successful tests detect such clues as inexplicable rust or tarnish on devices, cult symbology included in hidden messages, or descriptions of the cultists from witnesses or intermediaries. Any information the cultists pass on should help the Acolytes to get back on track, but should not eliminate the need for them to do their own footwork. Even if the information is complete, the Acolytes would do well to distrust it until verifying it for themselves. Additionally, the GM should remember that the cultists are also operating on incomplete information. If he does not think it would prove frustrating for the players, the GM could insert some inaccuracies in the information that the cult supplies. This leaves the Acolytes to determine whether their source is simply mistaken or is purposefully misleading them.

In particular, the Strain Infector, one Gerag Corlin, attempts to stay completely out of sight, for his countenance is so decayed and diseased as to mark him as accursed. The Strain Initiates still appear normal enough that they can interact with others without necessarily drawing suspicion. In this way, the Acolytes could learn of the Mournful Song's presence. If he wishes, the GM can allow Acolytes who obtain more degrees of success than necessary on Investigate tests aboard the ship to also learn that another group has been asking similar questions. Alternatively, if the Acolytes' presence becomes known, any allies they make amongst the crew, passengers, or pilgrims can potentially advise them that another group has been asking questions about them.

Pulling Back the Hood

It is, of course, possible for the Acolytes to discover the Mournful Song's presence, and perhaps even its identity. If the Acolytes learn of its presence indirectly, or if the cultists provide information to the Acolytes, they might choose to investigate the identity of this third party. They are certainly correct to do so as long as they do not abandon their primary investigation.

If the Game Master desires a confrontation with the cultists, he can give the Acolytes a chance to notice the presence of one of the Initiates. This could mean spotting him in a crowd in the Drunnels, or detecting his presence as he follows the Acolytes at a distance through the corridors of the ship. In either case, the GM should call for one of the Acolytes, either the one in the best position to notice a cultist or the Acolyte with the highest Perception or Awareness skill to make an Opposed Challenging (+0) Awareness test against the Initiate's Ordinary (+10) Stealth test. These Initiates were specifically chosen for their mission based on their abilities, and should be treated as having Rank 1 (+0) in the Stealth skill. Most areas on the ship allow sufficient hiding places, such as behind bulkheads, amid tangles of pipes and cabling, or simply in the shadows left by insufficient lighting. As such, the cultist should usually gain at least a +10 bonus to the test from the environment.

The cultists do not intend to confront the Acolytes, and attempt to flee if discovered. They do not attack the Acolytes except in self-defence. Even then, the cultists try to drive the Acolytes off or pin them down while they escape, and not to kill them. Tormus is counting on the Acolytes to destroy the rival Inheritors, and has given his Mournful Song cultists on this mission express orders not to interfere with or harm the Acolytes.