DriveThruRPG.com
Close
Close
Browse
 Publisher Info









Back
Other comments left by this customer:
Dark Heresy: The Lathe Worlds
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 05/14/2015 08:40:01

Knowledge is a funny thing, especially in the 41st century. Much has been lost completely, other bits are deemed too dangerous to know... and a lot is kept firmly in the grip of the Adeptus Mechanicus, who regard technology in a sacred light as they worship the God-Emperor as the Omnissiah, the Perfect Sum of All Knowledge. Not for nothing are they called the Cult of the Machine God. Within the Calixis Sector, they are concentrated on the Lathe Worlds, and this book serves to convey a wealth of information about both the Adeptus Mechanicus and the three worlds on which they congregate.


Chapter 1: The Cult Mechanicus starts off by presenting their origins and history, with special emphasis on their role within the Calixis Sector. Going back to the earliest times it seems that Mars, in the Earth system, saw their very beginning and that it was here they established their first forges - for they control all production facilities for virtually all technology especially that of a warlike nature, and claim ownership of every discovery, be it new research or the finding of long-lost technological items from the distant past. It is said that they were established on Mars even before the God-Emperor came to prominence on Earth and were amongst the first to recognise his importance, if not divinity. Their hierarchy and organisation are covered before a discussion of their quest for knowledge and and their holdings in the Calixis Sector. Ritual is integral to everything that they do, and quite a good overview is given of that - as it underpins virtually all use of technology this is well worth understanding. Like any organisation, there are factions and sects amongst them, and some heresy as well.


Next, Chapter 2: Servants of the Omnissiah provides all the game mechanics necessary to creat characters (and, of course, NPCs) who are members of the Adeptus Mechanicus - a goodly array of new options, backgrounds, career ranks and more. This will enable you to model adherents of the different factions and bring much more depth to Adeptus Mechanicus characters wherever they are encountered in your game.


Then Chapter 3: Dominions of the Lathes looks at the Lathes system, reviewing the planets, artificial stations and indeed the vast array of holdings that the Adeptus Mechanicus has here. There's a lot of information in this section, and it will enable this area of space to come to life whenever the party happens to visit. There are even more sects and factions specific to the Lathes system for those who enjoy intrigue, and the whole chapter is liberally supplied with adventure seeds... not to mention it spawns quite a few just as you read through the information herein!


Finally Chapter 4: The Light of Reason is an adventure that will send Acolytes to investigate psychic disturbances in the Lathe System... who is dabbling in what dangerous areas and can they be stopped in time? They will have to pick their way through faction politics, explore the darker corners of the Lathes system, and perhaps may come to understand why the Adeptus Mechanicus thinks the way it does. There's plenty of support for the GM, from environmental hazards to atmospheric descriptions, and whilst linear in concept the adventure is constructed in such a way that the party will feel like they can find their own way through it to the ultimate climax.


With technology and the religious approach to it being so embedded in the Imperium, this is a useful book to have for general background: if you want the Adeptus Mechanicus to feature large in your adventures, you'll need it.



Rating:
[4 of 5 Stars!]
Dark Heresy: The Lathe Worlds
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: Book of Judgement
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 05/12/2015 08:17:10

Interesting, this. So far in Dark Heresy the focus has been on maintaining religious purity rather than law and order, albeit the two get a bit blurred in an undemocratic empire where the head of state claims godhood. Here, however, is a glimpse of real law enforcement, and how it is conducted within the Imperium (or at least, in the Calixis Sector) by the Arbitrators of the Adeptus Arbites. If investigations and mysteries feature large in your games, this is a resource worth reading.


First up, Chapter 1: Calixian Law discusses the work of the Arbitrators in the Calixian Sector, including some of the notable individuals involved. Their role is to uphold and maintain Imperial Law - the galaxy-spanning Dictates Imperialis - which seems to serve the Imperium much more than it does its citizens. Meanwhile, local Enforcers attend to more mundane matters such as murders and theft according to the laws laid out by each individual planet. There's a lot here from recruitment and organisation to methods, quite enough to let you bring them alive whenever the party encounters them. The other side of the coin is here as well, the Calixian Underworld.


Then, Chapter 2: Bound to Law is full of character options on both sides of the law: Arbitrators and Scum. Useful for building NPCs as needed, it may also offer interesting side careers for existing characters or bring something unusual into the party.


Next, Chapter 3: Arbites Armoury is the 'gear chapter', with all the kit an Arbitrator might want as he goes about his business. Here you will find melee and ranged weapons, armour, utility items, cyber-mastiffs and servitors, along with drugs and cybernetics. The cyber-mastiffs and other creations are an invaluable aid to the dedicated enforcer of the law.


This is followed by Chapter 4: Investigation. Mainly intended for the GM, it explains how to create investigative adventures and run them to effect. It goes through the process in detail, from introducing the investigation into the game, the elements of an investigation, weaving events into the story, finding clues, bringing in complications, and the all-important wrapping it up at the end. It mixes ideas and concepts seamlessly with game mechanics, and provides a solid base upon which to construct your own adventures of this nature.


Chapter 5: Calixian Most Wanted then introduces a rogues gallery of notorious criminals and some of the crimes that they have committed. It also presents a dark settlement, Hive Subrique, currently languishing under martial rule - which is doing nothing to deter the criminal underbelly of the place, however!


Finally, Chapter 6: Jurisdiction is a complete ready-to-play adventure that will take a ready wit to unravel. When a smuggler and general rogue is allied with a Bishop, things tend to get messy...


This book puts a lot of context into the game, and is is worth reading as background to the rich panolply of the 41st century Imperium even if you are less enamoured of investigation-based adventures. If you do like them, waste no time in adding it to your shelves... and the adventure is fun and convoluted and may even convert those who normally avoid investigations into individuals with a keen nose for a mystery.



Rating:
[5 of 5 Stars!]
Dark Heresy: Book of Judgement
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: Daemon Hunter
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 05/11/2015 08:42:31

To most citizens in the 41st century, daemons are to be feared - outsiders constantly attempting to force their way into their very minds summoned from the Warp by cultists and heretics. What of those who stand guard against them: the Inquisitors of the Ordo Malleus and Space Marines of the Grey Knights? This book seeks to tell you everything that you might want to know about them, including rules for playing them, and other ways of involving them in your game.


This being Dark Heresy, the main focus is of course on the Ordo Malleus, the Inquisitor-led body whose job it is to hunt down sorcerers and the daemons they would summon. In Chapter 1: The Ordo Malleus we can read a wealth of information about the history of the Ordo, about its holdings in Calixis sector, and even meet some of the notables amongst the leadership. Much of its history is shrouded, the nature of the threats they face being held so terrible that records are routinely destroyed. Being a pretty big organisation, it has various sub-groups which you can also read about. The threat may be universally acknowledged, how to deal with it has attracted many opinions, all held fervently by their adherents. Of course, there are frequent notes as to how to play certain individuals or where different facets of the Ordo may fit into your game - but just reading through this material spawns plenty of ideas.


Next, Chapter 2: Hunter Careers turns to more game mechanical material with new options for Acolytes including the Banisher career, individuals capable of battling daemons face to face. There are also new background packages and alternate career ranks, optional routes of progression which bring both benefits and disadvantages to an Acolyte wishing to pursue them. There are some fascinating options here.


To aid them we find the resources of Chapter 3: Malleus Armoury - a collection of ancient and powerful weapons and much more to support the fight against evil. This extensive catalogue includes ranged and melee weapons, armour, force fields, gear, tools, drugs and ammunition, as well as a select array of 'anointed weapons' - holy relics that have legendary status. However, there's detailed information on how to make them too.


Chapter 4: Daemonic Incursions looks at the minions of the Chaos Powers. It's a primer for the GM on how to harness them to good effect within a campaign, providing loads of advice and examples. There are plenty of adventure seeds here too - this is a chapter best left for the GM's eyes, or at least one that players need to keep separate from their in-character knowledge.


Finally, Chapter 5: The Grey Knights provides background information and the rules you'll need if you want to play one of the Emperor's chosen warriors, the Grey Knights Chapter of the Adeptus Astartes. These are the guys you call in if the Ordo Malleus do not manage to contain a daemon threat, providing the overwhelming force necessary to prevent the destruction of an entire world - or more. Now, when the original concept of a role-playing game for Warhammer 40K was first proposed, a lot of people thought immediately of the iconic Space Marines and Dark Heresy must have been a bit of a surprise with its focus on Acolytes combatting heresy rather than Marines thumping anything that moved. Here at last are the secrets of those ultimate warriors, the Grey Knights, complete with information to create Grey Knight characters or NPCs. They are rare, but potent and deadly. It takes a special situation indeed for any Inquisitor to think of sending for one.


This all makes for a fascinating read, and empowers you to unleash the powers of darkness into your campaign. This, children, is why you never ever tamper with heresy... lest a daemon come, with the Ordo Malleus and possibly even a Grey Knight hot on its heels!



Rating:
[4 of 5 Stars!]
Dark Heresy: Daemon Hunter
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: The Chaos Commandment
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 05/08/2015 08:26:32

This is the third and last part of The Apostasy Gambit trilogy of adventures, pitting the Acolytes against a sector-wide plot to cause chaos with the aim of restoring religious purity through all-out holy war! It can, however, be run as a stand-alone scenario - you'll just have to explain some of the backstory so that they'll know just why Saint Drusus has apparently risen from the dead to muster an army with which he intends to sweep through the Calixis Sector, purifying it of sinners and heretics with fire and the sword, or indeed any weapon that comes to hand.


Unlike the preceeding episodes, which have combined investigation and combat, this adventure is primarily about combat, including psychic combat and battles of will as well as plenty of brawling. There still is scope for the less combat-orientated members of the party to play a role, but those who cannot take care of themselves will be at a disadvantage. Notes are provided on how to source new recruits should existing party members fall in battle or go completely insane.


The adventure is made up of four parts, beginning with the Acolytes leading a siege at the head of an element of the Canopus Heavy Foot Regiment, seeking to destroy armaments factories and root out senior cultists and Drusian followers. Assuming they survive that, there's a captive psyker to rescue and a daemonic assassin to evade before the climax in yet another Cathedral leads them to a visit to the Warp itself and a stand-off with a daemon...


Each stage is presented in detail, the scene set in vivid prose complete with detailed NPCs and everything you'll need to make it all come to exciting life during your game. There's also useful material for both you and your players: for example, in the first part there's a list of specific equipment for besieging to issue - including a book of tactics that can be used to pass on helpful advice to those unfamiliar with 41st century siege warfare - so that everyone can play a full part in events. By their very nature, some of the combat sections are fairly linear, but in other parts there are opportunities for the Acolytes to take the initiative and have more of a free rein - plenty of resources and options are provided to help you respond appropriately.


By the end of the adventure, the Acolytes will know that they've been in a fight! They also should (if all went well) have a real sense of achievement, that they have adverted a great danger to the Imperial Church and the entire Sector. They will have witnessed things nobody should see and ventured where no-one in his right mind would go, seen the Warp from the inside and hopefully survived to tell the tale. Again, a rich and heady sweep through dubious places provides stirring and memorable adventure, a worthy climax to an exciting trilogy.



Rating:
[5 of 5 Stars!]
Dark Heresy: The Chaos Commandment
Click to show product description

Add to DriveThruRPG.com Order

Mindjammer - Hearts & Minds Adventure
Publisher: Modiphius
by Megan R. [Featured Reviewer]
Date Added: 05/05/2015 08:05:21

This book introduces a fascinating world to explore as well as a full-blown adventure. The world of Olkennedy was colonised a long time ago and has been out of touch for ages, the Commonality has just made contact with them and both sides are quite fascinated. Olkennedy is interesting in its own right, with a single massive crater being the only inhabitable place and several hominid species coexisting with more recognisable 'humans'... but of course, change is not always for the best and it may all blow up in everyone's face!


It's all about culture shock. The Commonality, of course, wants to 'reintegrate' Olkennedy, but there are various ideas of what that might mean or how it is to be accomplished. And then there's the various peoples of Olkennedy: what do they want? Things are likely to get worse before they get better, and a civil war is quite probable. The adventure is designed to accommodate characters of a wide range of types, and can be run as a one-shot or as a more extended sequence.


First, though, there is a detailed run-down of Olkennedy itself. Its remarkable geography is outlined in a very believable manner, along with the history of its colonisation (and before) and even some of the local wildlife such as land clams and sailfins (which are flying reptiles, not fish). Everything you need, in short, to run your own adventures here. Scenario hooks and other encounters are provided here, along with maps, city plans, and details of the various peoples you'll encounter.


Next, we get on to the adventure itself with a discussion of how, depending on who they are, you can get the party involved. They might be diplomats or military, operatives of one agency or another, traders, scientists or... let them come up with their own reasons for being there when things begin to go awry. There's a default plot thread and a sequence of events that will happen no matter what, and it is up to you and the party how they will interact with what is going on. It gives an excellent feeling of reality, with things happening for different reasons than just because there is a group of player-characters standing around! The impression is that, party or no party, these events will take place... it is just that the characters have the opportunity to influence the outcomes and may even - should they so wish - be able to bring peace and avoid civil war. Or they might find it to their advantage to forment it and take sides!


The adventure section is jam-packed with useful stuff: NPCs, locations and events. Each event can go in several directions, depending on what the characters decide to do. It's made up of four main episodes and an epilogue, and should provide the characters with a memorable visit to Olkennedy, whatever their reason was for going there in the first place... and it all begins with them being caught up in a riot!


Here are a wealth of resources that should provide your group with some memorable adventures, something to get a Mindjammer campaign off to a flying start or provide a solid sequence of events somewhere during an existing campaign. Every action will have consequences, and the party will have the opportunity to make a meaningful contribution to Olkennedy's history - will it be war, war or jaw, jaw - a civil war or a negotiated peace? Run this adventure and have a blast finding out!



Rating:
[5 of 5 Stars!]
Mindjammer - Hearts & Minds Adventure
Click to show product description

Add to DriveThruRPG.com Order

Game for Nepal - Charity [BUNDLE]
Publisher: Kabuki Kaiser
by Megan R. [Featured Reviewer]
Date Added: 05/02/2015 11:14:13

Thank you, Kabuki Kaiser, for putting together such an interesting themed bundle and making it both easy and pleasurable to donate to such a good cause - the people of Nepal need all the help we can give them right now.


[Note: purchased with my own money, not a Featured Reviewer freebie!]


Product reviews will follow shortly...



Rating:
[5 of 5 Stars!]
Game for Nepal - Charity [BUNDLE]
Click to show product description

Add to DriveThruRPG.com Order

Red Cross Nepal Charity Bundle [BUNDLE]
Publisher: Point of Insanity Game Studio
by Megan R. [Featured Reviewer]
Date Added: 05/02/2015 11:11:57

Thank you, Point of Insanity Game Studios, for putting together this bundle and making it both easy and pleasurable to donate to a worthy cause - the Red Cross is already out there helping the people of Nepal!


(Note: purchased with my own money, not a Featured Reviewer freebie!)


Product reviews to follow shortly...



Rating:
[5 of 5 Stars!]
Red Cross Nepal Charity Bundle [BUNDLE]
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: Church of the Damned
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 05/01/2015 08:21:02

This adventure is the second part of The Apostasy Gambit trilogy, which pits Acolytes against a conspiracy buried deep within the Imperial Church. If you have already played the first part, The Black Sepulcher, the Acolytes should have discovered that the next stage in uncovering this conspiracy is to investigate a very senior churchman, but if you haven't and do not intend to other ways of presenting them with the information that they need are provided. The adventure will take them to some fascinating (and, of course, dangerous) places, and involves both investigation and combat aplenty. They'll need to poke around a cathedral (another cathedral if you've already played The Black Sepulcher!), an underground complex and a spaceship out in the black before everything comes to a climax in a tomb...


The adventure breaks down into three phases. The first seems straightforwards enough, checking up on that senior clergyman by visiting his cathedral, ostensibly to look at relics. This bit is quite free-form, with the Acolytes able to explore the place as they see fit and hopefully gaining the information that they need.


Things then get a bit more hairy, as their investigations lead them to an underhive swarming with rival gangs. Bloodshed will be inevitable as they seek the person they need to speak with, although again this part of the adventure is free-form, letting the Acolytes handle the situation as they see fit as they roam the subterranean setting.


Once they have gleaned the final piece of information that they need, the final part of the adventure involves a space voyage to visit the tomb of a saint... and that's when all hell really breaks loose. The adventure is quite dangerous, so notes are provided on how to work replacement characters into the story at various points.


Throughout, evocative and atmospheric descriptions are provided for the places to be visited and the people to be encountered there, with many individuals receiving detailed write-ups so that you can play them convincingly as they interact with the Acolytes. The vivid richness of it all makes locations and inhabitants really come alive. There are also trouble-shooting notes to help you keep things on track - there's a lot for the Acolytes to find out including several crucial clues along the way that they need to discover to reach the next stage of the adventure, so hints as to how to deal with them missing them are useful! Likewise, events in the underhive culminate in a massive pitched battle and there is good guidance on how to control this and deal with all possible outcomes.


Overall, this is another exciting adventure that should grab your players' imaginations, thrusting their characters deep into the intrigues and violence that hover around the Imperial Church and the work of the Inquisition.



Rating:
[5 of 5 Stars!]
Dark Heresy: Church of the Damned
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: The Black Sepulcher
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 04/30/2015 08:44:33

This adventure is the first part of The Apostasy Gambit trilogy, but it works quite well as a stand-alone adventure, although you might want to tweak the final revelations to suit whatever you will be doing next, as they lead into the next part, The Church of the Damned. As you can imagine from the names, it centres about evil lurking at the heart of religious institutions which the Acolytes will have to uncover and thwart if peace and order are to be maintained.


There's a good backstory to help the GM understand what is going on, suffice to say that like so many things, it all began with well-meaning but misguided individuals who wanted to save, rather than destroy, the Calixis Sector. The adventure itself breaks down into four major sections.


The first part sees the Acolytes involved in regular Inquisition activity, sent to raid the estate of a noble who has gone to the bad and amassed a whole load of dangerous texts and artefacts... one of which should lead them to realise that they need to visit a place called the Haematite Cathedral, where an even greater evil lurks and must be eradicated. It starts almost in media res, with little time for more than a quick visit to the armoury to gear up before the party finds itself leaping out of a Valkyrie transport with grav-chutes, crashing through a glass roof as the raid begins. Notes for scaling combat encounters are provided to accomodate various levels of characters, and other advice is provided as appropriate to help you keep things on track.


The rest of the adventure, which is fairly free-form in nature, covers the exploration of the Haematite Cathedral and investigation of what's actually happening there. It's set up so that the Acolytes can choose their own approach and route through the place, with plenty of activity, events and discoveries awaiting them whichever way they turn. Eventually, climactic events will ensue leading them to discover terrible dark secrets... secrets that leave death and destruction in their wake.


The adventure mixes investigation and combat well, with plenty of activity to keep the Acolytes on their toes. As well as the central theme of secrets to be discovered, it also deals with moral corruption, ill-advised alliances and sheer desperation. The discoveries to be made are spectacular and awe-inspiring if well-handled, and the resources provided should enable you to describe them appropriately.


There's an impressive Appendix of hand-outs and maps, although some are a bit jumbled and the page borders remain - these rather spoil the illusion and you may want to cut the various documents and maps out (if you are using print-outs from the PDF - just what you do with a print version is left up to you, most people don't like ripping pages out of a book).


Overall it is an exciting adventure from start to finish, one that should give the Acolytes a real sense of discovery, of making progress as they investigate... and a good lead-in to the next events you have in store for them.



Rating:
[5 of 5 Stars!]
Dark Heresy: The Black Sepulcher
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: Blood of Martyrs
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 04/28/2015 09:00:54

If your objective is the prevention of heresy, it's worth while being sure about the truths you seek to protect. This work looks at the core faith of the Imperium: belief in the immortal God-Emperor. This is led by the Adeptus Ministorum, or Ecclesiarchy - the priests who minister to the faithful and spread the word across the galaxy. Whether you intend for the characters to interact with the faithful and their religious leaders or want to run a game in which they take on such positions themselves, there's a wealth of information here to get you started.


The first chapter, A Million Worlds, One Emperor, sets the scene. Starting with the basics, it discusses the Imperial Creed, looking at how it developed and how the faith operates today in the 41st century with particular attention to how it is organised in the Calixis Sector. In essence, it's quite reminiscent of the role played in mediaeval Europe by the Catholic church, not just providing a belief system but serving as a controlling force establishing order.


Next, Chapter 2: Paths of the Righteous provides the game mechanical information you'll need to run characters who are part of the Ecclesiarchy - everything from new homeworlds and backgrounds to new ranks to reflect the specialist careers available. There's more too, the different slants that various people take on the common faith and how they have formed factions and cults that each put their own spin on commonly-held beliefs.


Then Chapter 3: Brides of the Emperor presents the Adepta Sororitas, or Sisters of Battle. Some may have felt a lack of good opportunities for female characters so far in this game, here is a chance for them to come into their own. Here you can read about what they do, and find all the rules necessary to create a Sister character.


In Chapter 4: Faith and Fury there are rules and game mechanics aplenty to moderate how faith works within the game. For some people, you see, faith is so strong that it manifests itself in physical effects - in game terms, these individuals have the Pure Faith Talent and can access specific faith powers. There's overlap with material in other supplements, particularly The Inquisitor's Handbook, and if you are already using those you'll have to decide if you want to mix and match them with these rules, which have been designed as a stand-alone system. If you want both, don't worry, they willl work together.


Next, Chapter 5: Reliquary provides loads of weapons, armour and gear for Ecclesiarcy members... after all, they do say that when you go to preach, take a big cudgel! It's not just weapons, though there are some quite nasty ones, this section also has devotional books, religious trinkets and much more. Or perhaps a character wants his armour decorated with religious symbols? Then there are strange servitors and somewhat more normal retainers, and services that you may wish to purchase - such as a baptism or a blessing for a weapon or person. The chapter ends with a discussion of relics and their uses.


Finally, Chapter 6: Ecclesiarcy Campaigns has a wealth of information and ideas about how to weave Ecclesiarcy themes through your campaign, as well as several senior Ecclesiarcy figures in the Calixis Sector to use as allies or enemies to your party. Learn how to make faith an integral part of your game and devise encounters and adventures with a religious theme. Despite the game's name, there's more to it than chasing down heretics and beating off aliens!


A thought-provoking book that really brings home how pervasive faith is throughout the Imperium, it makes for good reading to understand the setting further, even if you do not choose to use the rules herein, preferring to stick to 'straight' Acolytes and Inquisitors.



Rating:
[5 of 5 Stars!]
Dark Heresy: Blood of Martyrs
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: Ascension
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 04/27/2015 08:54:43

Describing itself as a book about power, it is really a book about ambition - and how to empower your characters to reach even more dizzying heights than even they might have dreamed about. For this book contains the tools you need to play full Inquisitors and sets the scene in which they operate: unbridled power and freedom to act, full of politics and intrigue... and the consequences that such responsibility brings. It's a mix of solid game mechanics and insights into how to play (and game master) characters at such exalted levels.


It starts off by presenting the necessary mechanics to take characters beyond the eighth rank in their chosen career and introduces a new system of Influence to model how characters at this level wield their authority. From here it moves through various other aspects covering the transition from Acolyte to Throne Agent and beyond - skills, new career paths, psychic powers and even a visit to the armoury. These chapters give you all the information you need to make this transition happen.


The second part of the book looks more at the 'what' of the transition to power, this ascension, than the 'why' that has already been covered. Key here is a chapter on 'Serving the Inquisition' that explores the very nature of the body in which characters are aspiring to take a leading role, and the ways in which such senior individuals can exert an influence.


As Acolytes, characters serve best by following orders (however much latitude they may have in interpreting those orders and figuring out just how to accomplish the tasks they've been given). As Throne Agents they are far more independent, empowered to initiate their own missions and give rather than receive orders, working alongside (and perhaps becoming) Inquisitors rather than serving them. The whole dynamic changes. In essence, the power now available to a Throne Agent is boundless, once a situation is assessed it is up to the individuals concerned how they deal with it... and you can forget any ideas of the rule of law or due process, even though some Inquisitors like to dress up their operations with a veneer of legality. Technically, they answer only to the High Lords of Terra and the Emperor Himself, but there are many whose rank in other branches of the administration place them at a similar level, and it may be politic or expedient to treat them with respect.


Ensuing chapters focus on the Game Master, with one on how to GM at this level and the sorts of games you can run, a good collection of appropriate adversaries and finally a complete adventure, The Red Wake, to test ascended characters' mettle.


This book marks a significant advancement, both as a vehicle for characters to progress further than hitherto possible and in developing further the exposition of the setting and in particular the operation of the Inquisition. Game Masters are advised to study it well in advance of their players being ready to elevate their characters to this level, it will provide potent opportunities for them to become true movers and shakers of the 41st century.



Rating:
[5 of 5 Stars!]
Dark Heresy: Ascension
Click to show product description

Add to DriveThruRPG.com Order

From The Archives of S.P.O.O.K.Y: New Beginnings for Old Lives
Publisher: Modern Retro Gaming
by Megan R. [Featured Reviewer]
Date Added: 04/25/2015 10:45:21

It is 1816 in Italy, and players take on the role of children aged 10-12 recruited by the Supernatural Protectorate Order of Knighted Youth in an adventure written for Call of Cthulhu 7e (but playable with earlier versions if preferred).


The adventure opens with a prelude episode that sees a monstrous attack on a tavern, the children's parents slain and them recruited by their saviour, a knight of S.P.O.O.K.Y. They are then whisked off...


To the next few scenes some five years later, with the characters now well-advanced in their training in what seems to be S.P.O.O.K.Y.'s equivalent of Hogwarts. There are some neat incidents designed to help them develop into their specialties, which range from alchemist to doctor, engineer or huntsman and more.


Fast forward once again another five years, when they are attending a history lecture by Alexandre Dumas as they prepare for their 'graduation mission' as they progress in the Order from initiates to novices (odd, it's usually the other way around). This mission, a werewolf hunt with a twist or two, completes the adventure, ending with the characters ready-formed into a team and hopefully ready for more adventure.


It makes for a novel and interesting twist and one which might appeal to younger players. The writing is somewhat clunky in places with need of polish, but shows promise, with game mechanical details such as the various specialties available being well thought out. An encouraging beginning for a new writer, now looking forwards to the next offering.



Rating:
[4 of 5 Stars!]
From The Archives of S.P.O.O.K.Y: New Beginnings for Old Lives
Click to show product description

Add to DriveThruRPG.com Order

Publisher Reply:
Thank you so much for your positive review, it means a whole heck of a lot to us, especially within our early stages of exposure :) Have a blessed day!
Dark Heresy: Salvation Demands Sacrifice
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 04/24/2015 08:01:30

If you haven't already been overwhelmed by the wealth of material in The Radical's Handbook, here are three more Radical Career Ranks to consider... there's a lot crammed into a mere eight pages and, given that this is a freebie, it is as well-presented as material you're expected to pay for - impressive detail and care here.


First up is the Demagogue. Any religion worth its salt has some of these: people who can sway an audience with words alone, so it's useful to know how to make one within the context of Dark Heresy... even if they are often regarded as dangerous characters that must be controlled and monitored. There's a lot of potential for some fun role-playing with one of these, especially for a player who enjoys holding forth themselves.


Next is the Infil-Traitor, an unfortunate who's been captured and mindwashed into becoming a 'sleeper' assassin, triggered by a codeword or event to become a merciless killing machine. Now you might ask, where's the fun in playing that - although it's something useful for the GM to tuck away for an NPC - but the neat thing is, if you pick this you play someone whose programming is flawed and get the chance to break out of it and regain complete control of your own mind. It's not something to force on a player, and should only be attempted with mature groups who can handle this level of intensity and potential conflict... but could result in some powerful role-play if handled well.


Finally, there's the Saboteur. This is possibly a polite word for a terrorist and you again might question the place for one within Acolyte ranks. Sometimes, however, dark and terrible things have to be done in the name of light - and the ability to blow things up and cause confusion and fear often comes in handy.


Some interesting stuff here, worthy of consideration for your game.



Rating:
[5 of 5 Stars!]
Dark Heresy: Salvation Demands Sacrifice
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: The Radical's Handbook
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 04/23/2015 08:41:43

So, what's this? The Radical's Handbook is billed as being a sourcebook for both GMs and players, although the wise GM will make sure that he's read it first and has a chance to decide what, if any, parts the players will be allowed to read. (Ideally, that is: in the real world players can go to bookshops and may also be GMs themselves anyway!) Still, you will have to decide what is valid for your game. But I digress. Here is a wealth of character options - new origins, alternate career paths and all manner of goodies - to widen the choices available. The 'Radical' bit comes in because in fighting the evils that beset the Imperium, many Acolytes, however well-meaning, become corrupted by them or at least adopt the principle of 'fighting fire with fire' and stray somewhat from the straight and narrow path of pure devotion. There are plenty of options here for those who would model such heretical ideas in the development of their characters... and ideas, too, for the GM in laying snares for the unwary, devising NPCs and creating plots around such corruption. The road to hell, they say, is paved with good intentions, after all.


A brief Introduction is followed by a collection of flavour text pieces describing some of the dreadful things that can happen to Acolytes and others in the service of the Imperium. Perhaps this will inspire the GM, or maybe it's something the Acolytes will stumble across in some dusty archive... mysteries and discord where none should be, surely?


Next is Chapter 2: Falling From Grace. Here we find how Radicals are forged and twisted, the routes into such heresy and a whole collection of origins, background packages, alternate career ranks and elite advances for those who would follow such paths. For some it is a falling from grace, for others a gentle drift and some have always been this way, they've just proven adept at keeping their real opinions to themselves!


Chapter 3: Factions provides an array of different groups with a wealth of detail about what they believe and how they behave, whilst Chapter 4: The Shadow War is a primer on the tools and methodologies available to those who'd walk these shadowy paths and use the concepts of the enemy against them. Delve deep into the history of ideas, see how the factions evolved and decide which, if any, your character might choose. The process could provide for many an adventure in itself, so GMs may choose to limit access to this material until a given character has been seduced by a faction, then let them read more about what they have got themselves into...


Then Chapter 5: The Dark Arts provides information on sorcery and daemon weaponry - great powers indeed if you are prepared to risk your very soul by investigating and using them. All manner of dark technology here, discussed and provided with the necessary rule mechanics for those who dare to wield them. Again this is something that GMs may find useful, to use against the party or as lures to draw them astray. If that's not enough Chapter 6: The Lure of the Alien looks at the strange items and ideas that alien races bring, perhaps fledgling Radicals will find allies there even if it is just a little against the Imperial Creed to have dealings with them.


In the last part of the book, Chapter 7: The Radical Campaign looks at bringing Radical ideas into the game - perhaps the radicalisation process is one of the themes, or a bunch of Acolytes may find themselves serving a Radical Inquisitor - there's a whole host of ideas here that should set a GM's creative juices flowing. Finally, Chapter 8: Calixian Radicals presents some ready-made allies and adversaries, dangerous folk all who have crossed the line into heresy in some manner.


For the GM, Chapter 7 is essential reading if you have any thoughts about tempting your Acolytes into straying from the paths of righteousness. After all, in a game that is all about the evil that abounds in the setting, all characters should at least be at risk of being led astray - and some will want to stray without need of leading. An interesting read, plenty of food for thought as campaigns are devised - and providing the tools that you will need to put such machinations into action.



Rating:
[5 of 5 Stars!]
Dark Heresy: The Radical's Handbook
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: Dead Stars: Haarlock Legacy III
Publisher: Fantasy Flight Games
by Megan R. [Featured Reviewer]
Date Added: 04/21/2015 09:12:41

This is the final part of the Haarlock's Legacy campaign, and works best if you've already played through the preceeding two instalments. It can be run without, but you may find yourself doing an awful lot of explaining to get the Acolytes up to speed.


This adventure is quite different from the earlier ones, sending the Acolytes on a journey across the icy world Mara, delving deep into a derelict mining station and even deeper into the darkness that is Rogue Trader Haarlock's legacy with, of course, competing factions also after whatever there is to discover by those courageous (or foolhardy) enough to follow in his footsteps, and the future of the entire Calixis Sector hangs in the balance... Epic stuff indeed, a fitting climax to the entire campaign.


Fortunately, there's plenty of support to help you paint the sweeping images that will make the various places visited come alive in your players' minds as they battle in space, trek through icy wastes and steamy swamps and more in their quest: from suggestions and hints to 'read aloud' text, there are many resources at your fingertips. Like its predeeding adventures, this one will benefit from thorough study and preparation before you begin to play. It is also worth weaving in other material from the rest of your campaign, former enemies perhaps and other references to events in their past, thus making it more personal to the Acolytes.


The Introduction also provides a handy run-down of what the characters ought to already know about what is going on as well as providing other clues and lore about the Legacy that you may wish to provide to them. There's also advice on how to bring new characters in: the adventure is quite deadly and you may not finish it with the same cast that you began with! And of course, finally and for your eyes only, there is the explanation of what is really going on...


Next comes a succinct GM Briefing that lays out how the adventure should proceed. It comes in three main stages, but you will need to provide a suitable 'bridge' from whatever it is the Acolytes are doing immediately before the adventure begins (hints are provided to get things off to a flying start, however). This section also discusses the various rival factions and other adversaries that they will have to contend with... and other dangers, such as extreme cold, that they will encounter. Finally there is a detailed description of the ice station on Mara that they will have to explore.


The three sections of the adventure proper follow, each provided with copious detail to enable you to make it come alive for your players. Throughout, there is plenty going on to keep them occupied beginning with an unprecedentedly generous gift of equipment and a cinematic space battle before they even reach Mara. Once there, of course, things do not slacken off and there are artefacts to discover and secrets into which they must delve to find the answers that they seek. This is one adventure that will live on in memory far after the last die is rolled.


It is not an easy adventure to run or to play, there is so much going on, so much information to keep hold of, but it is this complexity that lends it a richness and vividness that makes it into something special... and throughout there are hints and tips to aid you in making it all happen in a coherent manner. Strange devices, warped realities, nothing will ever seem quite the same.


Those Acolytes who survive, never mind triumph - and both are possible if hard - will feel that they have really accomplished something, even if it is something they might find hard to recount to future generations. They will have earned their way to higher office, gained a formidable reputation... and their players will have enjoyed a game to remember!



Rating:
[5 of 5 Stars!]
Dark Heresy: Dead Stars: Haarlock Legacy III
Click to show product description

Add to DriveThruRPG.com Order

Displaying 121 to 135 (of 1910 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
Back
You must be logged in to rate this
0 items
 Gift Certificates