I snagged a copy a few days ago and got enough time to read through it, though that wasn't hard seeing how slim the book is. Anyway, these are my initial impressions, take them with a pound of salt, etc etc etc. Oh and warning - spoilers ahead!
The setup of the adventure is simple and familiar to anyone who's watched Magnificent Seven, or Seven Samurai, or played any Bioware game from KOTOR to Mass Effect 2. A fairly peaceful, prosperous planet is in trouble, the PCs must unite the bickering factions, prepare their defenses, and stop the invading orks. It consists of three parts: 1) getting to know the major NPCs and winning their support, 2) preparing defenses and beating back three waves of invading orks, 3) finding the true source of the orkish threat and dealing with it. The adventure and the plot is not very original, and cliches actually abound (the honour-bound maverick navy captain, the scheming military junta commander, the ineffectual governor who eventually rises to the occasion, etc.) and the villains are virtually non-existent (most of the time the PCs are fighting faceless hordes of orks, and only get to interact - i.e. kill - the ork Warboss at the very end). Nonetheless, I could see this being a pretty fun adventure with a pretty epic scope to it, and there are a number of ways in which it improves on previous FFG 40k adventures.
The good:
- The gazetteer for the world of Damaris (the focus of the adventure) is well written, plenty of information on what the world is like, where and what the major locations are
- Because the bulk of the adventure is about the PCs socializing and playing intrigue with several major NPCs and their henchmen, there is an extensive writeup for every somewhat important NPC, plus a very handy chart for the GM that shows how different NPCs interact with each other and what do they think of each other. Very very good tool, I wish more adventures (FFG and other companies) would make use of charts like that.
- The adventure actually contains extensive rules and advice on running something as sweeping as a planetary invasion. It uses a system where everything (space ships, locations, and military units) is assigned a special Strength score that can be affected by the PCs' actions and decisions. The Strength scores of the defendants and the invading orks are then compared with the results being determined on whose Strength score is higher and by how much. There are many handy charts to tell the GM at a glance the Strength scores of pretty much everything, how to describe the Strength scores to the PCs (more on that later), and what the outcomes of each fight are depending on the Strength score outcomes. Pretty cool, but it has a few problems which I'll cover in a bit.
- During the invasion there's a bunch of mandatory and optional missions that the PCs have to get personally involved in to swing the tide of battle. These involve raids and repelling raids, chases, space battles, and even a few social challenges (like giving a speech or dealing with certain NPCs). What I particularly like about this adventure is that it: a) makes extensive use of space battles (which is something that other RT adventures don't really focus on), b) makes use of Mass Combat rules from Rogue Trader core rulebook (either the complex or the simple method, though I'm personally planning on using Horde rules from Deathwatch), c) makes use of "Into the Storm" vehicle rules and new Social Challenges rules, however, the ownership of that book is not required as "The Frozen Reaches" provides barebones rules for thoseGMs who don't have "Into the Storm". Kudos to the authors - very thoughtful.
- Final battle is suitably climactic - a massive space battle in the middle of an asteroid field around a gas giant, culminating with personally slaying a massive Warboss on the bridge of his ship.
- There's an Achievement Point Tracker thoughtfully included with the adventure (similar to the one used in Lure of the Expanse), which is very handy.
- The artwork is gorgeous, I love it!
The bad:
- OK, this is seriously starting to annoy me, but would it kill to include more maps in published adventures? There's literally ONE map in the entire adventure (of the capital city). How about a map for the ork Kroozer's bridge for the final fight? Or a map or two for some of the major groundside missions?
- Also a matter of some annoyance, but once again proofreading can be better. Nothing serious (except the weapon stats of the Ork Kroozer), but fairly obvious even on the first read through.
- NPCs are pretty boring with one or two exceptions. I liked the Rogue Trader Elizabeth Orleans, and Jeremiah Blitz makes another appearance (and he's just as rakish and roguish as ever), and the Eldar corsairs are described well, but the natives of Damaris are pretty bland and cliche'd.
- Speaking of Damaris, while the world definitely presents a lucrative venture for the PCs and definitely makes them interested in defending it, it's pretty bland as well. What do I mean by it? Well, it seems almost a typical Imperial world, although unusually almost idyllic. By 'typical' I mean that there's a bit of everything: there's The Palace, The Forge, The not-quite Arbites, The not-quite Imperial Guard-esque PDF, The Space Station, etc. Seems like the author decided to just include everything for everyone, but in the process the world just sounds very boring. That's just like my opinion however.
- The invasion is run using a fairly simple and interesting system, but the author stresses multiple times how the PCs should be kept in the dark regarding the mechanics, and should make decisions based purely on their gut feeling, GM's fluff descriptions, and skill rolls (like War, Tactica Imperialis, Command, etc.). I could see this quickly becoming a source of frustration for both the players (who have a tough time gauging the likely outcomes of their actions) and the GM (having to constantly translate the mechanics into deliberately vaguely fluff descriptions for the PCs). But again, that's just my opinion, and it's not based on having run the adventure yet.
- Finally, there's a MacGuffin (a relic of St. Drusus) that ties this adventure to the next two adventures in the Warpstorm Trilogy, but there's damnably very little about this mysterious relic and why it should be important to the players (aside from some vague hints that the PCs might easily miss). I would have appreciated a bit more background information on both the relic and the overall storyline of the trilogy (in a similar manner that Haarlock Trilogy did it) so that I could plan ahead on how to tie this adventure into my ongoing campaign.
Anyway, as is, it seems like a solid adventure that finally gives the players a chance for more space combat and vehicle combat, and a mix between heavy social RPing and heavy combat RPing. It's got some rough edges that I think I'll have to homebrew to fix, but I'm looking forward to running it starting next week.
