Greetings All
I have decided to start this topic to help all game masters in choosing their next scenario and also to share opinions of the published adventures, our experiences etc. These are not full reviews – only humble GM’s opinions! The discussed adventures were published by FFG or can be easily found on the Internet.
Many thanks for the authors for providing hours of fun! You're all great!
The Shattered Hope
Score: 4/10
This starting scenario is a short dungeon crawl and is only good for learning the rules of DH. There’s not much in it apart from some mutants to shoot and a demon out of the box at the end. No memorable npcs, or moments.
The Edge of Darkness
Score: 9/10
A truly excellent adventure of ‘sandbox’ type – the players have loads of options and possibilities to explore, the enemies are smart and deadly, the action is set in a depressing hive district where people die or vanish in the dark of the night.
Most memorable moment: shoot-out in front of the heretic base, when my players decided to be blunt and went to the base to confront the enemies and provoke them to do something stupid. Unfortunately, they didn’t know that the local enforcers were also cultists…
Illumination
Score: 7/10
Quite good, with a truly sinister enemy, which is fun to fight at the end! Also the whole scenario invokes a sense of foreboding and gloom, which is great for DH. It’s not as open as ‘The Edge of Darkness’, there are some key scenes that must be ‘triggered’ but all in all, worth playing.
Most memorable moment: the final battle in the cathedral!
Rejoice for you are true (from Purge the Unclean)
Score: 9/10
Another very good scenario, with a great villain, colourful npcs that can be used in other adventures, a sinister cult and very open structure. There are also some memorable locales (Ambulon,the walking city) and nasty surprises for players (night attack). It’s also fun for the players to uncover the conspiracy. The scenario is very well written too!
Best moment: many, but the ball was great, as was the night attack scramble and two square-offs with Theodosia (who was a lot like general grievous in my adventure)
Shades on Twilight
Score: 9/10
Usually I don’t like ‘rail’ adventures, when one scene leads to another and the only thing the players can do is survive long enough. This one is different. Set on a space hulk, with a Space Marine as an NPC and Dark Eldar as the enemies it absolutely was a blast! It must be kept fast-paced though. A must play!
Best moments: Lots and lots. Meeting a Space Marine. Losing him to warp beasts. Seeing the great, dead daemon and expecting it all the time to wake up. The final battle preparations and the fight itself, with the much needed help at the end.
Baron Hopes
Score: 6/10
The scenario starts well, the investigation is interesting at first but then comes the moments that the zombies come… and it is boring and tedious after that. There is nothing the players can do to prevent the ritual it happens because it must. If you’re a fan of zombie movies and a lot of combat, you’ll like it. Also, there isn’t any conclusion to the campaign. Could be a lot better, especially with its some very good npcs (the baron)…
Best moments: none that I can remember
The Eternal Tide
Score: 5/10
Winner of the adventure contest was a great disappointment to me and my players. It’s not an action adventure, but it’s very easy to derail, there isn’t much investigation in it, and at one point it assumes that players are caught. PCs don’t like being caught. They usually fight or think (for example by hiding). And the finale has nothing to do with the rest – the big monster is just a background, it’s supposed to make the fight look cool – but the fight takes place under the deck so… I understand that the main point was trying to show the PCs how not trustworthy etc their Inquisitor was, but it completely didn’t work with my group.
Idyll Heresies
Score: 9/10
A very good scenario, which I think should’ve won the contest. First of all it’s extremely well written, with very evocative descriptions to read out to the players. The plot is fun to follow, quite open structure allows the PCs for lots of creativity. And the final confrontation is dangerous but rewarding!
I had to upgrade it a bit – I put strange resident evil 4 like plague monsters in some of the key bodies. With this players were truly afraid of getting sick ![]()
Best moments: Players realizing that the simple drug hunt (they didn’t work for the inquisition yet, it was the first adventure for a new group) is something much, much more…
Leave no stone unturned
Score : 9/10
A model adventure, which shows in a very good way how the investigation mechanic should work. The plot itself is very interesting to follow, with a lot of different ways of getting information. The trap in the second part is truly unexpected and very deadly (3 fate points burned) but the final battle brings a sense of achievement and accomplishment. I upgraded it with a hell hound of Khorne sent by one of the surviving cult members – now some PCs can’t sleep heh. This adventure might be also a great introduction into ‘Rogue Trader’ – it ends with PCs in control of a spaceship, and it’s quite possible that they’ll decide not to give it back… In my opinion the whole adventure is very similar to Eisenhorn’s investigations – it takes a long time to learn things, enemies are deadly, but the might of the Inquistion prevails.
Best moments: The trap in Hold B16, and the final battle.