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Dark Heresy Second Edition: Forgotten Gods €18,51
Publisher: Cubicle 7 Entertainment Ltd.
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von Megan R. [Häufiger Rezensent] Hinzugefügt am: 05/22/2015 08:49:51

This massive adventure follows on from Dark Pursuits (in the core rulebook) and Desolation of the Dead (in the Game Master's Kit), but can equally well be run without having played either of them if preferred. It's all about smuggled xenos relics, and takes the Acolytes to Hive Desoleum and a shrine world called Thaur, with some interesting interludes on the ship that takes them there.

After some introductory fiction that highlights the perils of smuggling artefacts there's an overview of the adventure, which falls into three main sections. The first, in and around Hive Desoleum, is primarily investigative although there are ample opportunities for those who enjoy brawling to indulge their need for action if they so wish. Throughout the adventure, there are loads of hints and tips on how to keep the action flowing, play the NPCs involved and cope with whatever the Acolytes do in such a manner that they shouldn't ever realise how close they've come to derailing the plot!

The adventure opens with a pile of blood-stained corpses (and probably continues that way). Along the way, there are opportunities for interaction and plenty of wonderful throw-away comments that can lead to complete side-adventures or be stored up for use later on as suits. Whenever the Acolytes need to decide what to do, likely options and their results are detailed clearly: just pick the right one to reflect what your players have decided on and run it from there. You will need to read and study the adventure in advance to get the most out of it, it is full of little snippets that make it all come alive as you weave them into your game.

From the Hive itself, their investigations should lead the Acolytes out across the desolate wastes and eventually to the starport. No mere journey, there's plenty happening along the way and much is plot-connected, not random events chucked in to make the trip more 'interesting'. The adventure continues with a voyage on a massive and crowded pilgrim ship, and climaxes on the shrine world itself, where the Acoloytes, we hope, will thwart a heresy with the potential to do significant and wide-reaching harm.

Good use is made of technology in the PDF version, hyperlinking passing references to an NPC or something else to more copious details elsewhere as appropriate. The entire appearance is coherent and quite stylish, reflecting the setting well - even if the font has a slighly uneven quality that's a little unsettling.

It is a massive adventure, providing plenty of background and flavour as well as a compelling plotline, albeit a corpse-heavy one (and that's before your Acolytes start adding to the body-count!). The GM is well supported with options and advice, even down to how to bring in replacements should the party be unlucky enough to lose a member or two. Played through, this should be memorable to both Acolytes and their players alike. Some gods really ought to be forgotten!



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Dark Heresy Second Edition: Forgotten Gods
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