Ravenloft

By Jack of Tears, in Dark Heresy

Hey, I know a lot of you have used Call of Cthulhu adventures for DH, but I was curious if anyone had used adventures from other horror systems in your games. I was just waxing nostalgic today and remembering some of my Ravenloft games and couldn't help but thing - you know, with a little alteration for the system, some of those adventures would probably work very well for DH scenarios.

Does anyone else have preferred horror settings they've fallen back on for ideas in 40k? Any you would recommend? (aside from CoC of course)

Deadlands has an element of posse riding into town to sort things out that translates well.

NWoD 'urban legends' I think it's called, and some of their other mortal-based books are packed full of brilliant urban horror stuff.

Siranui said:

NWoD 'urban legends' I think it's called, and some of their other mortal-based books are packed full of brilliant urban horror stuff.

If you remove the Vampires. Werewolves, evil zebras et al. WoD as a setting has a lot going for it. The non monster related books are generally very well written and provide some good material.

Jack of Tears said:

If you remove the Vampires. Werewolves, evil zebras et al. WoD as a setting has a lot going for it. The non monster related books are generally very well written and provide some good material.

WoD is TOTALLY unplayable without the evil zebras, in my opinion. To remove them from the setting would destroy the integrity of the entire system. Frankly, I'm surprised you would even suggest doing such a thing. serio.gif

I purchased a PDF copy of " Cannibal Sector 1" which is for the SLA Industries RPG (a very heavy-metal-like affair reminding myself of a crossbreed between Shadowrun and 40K). While it is a mixed bag, it was cheap and give some nice ideas for underhive areas. Althoug none of it is "underhive" put more like "Fortress city" and "outer wall district.

But you get lots of ideas for illnesses and some for mutants and stuff.

Eh, I think the various supernaturals are part of what gives WoD its charm. Otherwise it would simply be a dark modern-day roleplaying with conspiracies and angst.

The setting of the rpg "A|State" would make an excellent Hive city, with its waring districts, crumbling buildings, forgotten mysteries, powerful church, and heartless macrocorps.

Jack of Tears said:

I was just waxing nostalgic today and remembering some of my Ravenloft games and couldn't help but thing - you know, with a little alteration for the system, some of those adventures would probably work very well for DH scenarios.

My favorite Ravenloft module is Children of the Night -- Vampires, which has, amongst other things, a fallen druid vampire cursed to feast on tree sap for all eternity, and an adventure for level 6 PCs which has them get attacked by something along the lines of 10-20 vampires at once (you may recall that one hit by a vampire eliminates 2 experience levels).

But my favorite good Ravenloft module is When Black Roses Bloom.

By the way, has anyone tried the pathfinder adventure campaigns for D&D/Pathfinder? The "Rise of the Runelords" had some pretty creepy moments, and the one they are currently publishing - Carrion Crown - is supposed to be mostly horror-based.

One of you mentioned it but nobody really evolved the idea, Shadowrun, and I mean the old one when it was good and made overly complicated sense. I'm actually running an adaptation of a custom made Shadowrun game for Dark Heresy, instead of a corporation plotting to destroy the Corp that hired the players. Although in the DH game its a Chaos Cult that is planning an insurrection. The point is that in the Shadowrun game the players were countered at every corner becuase of incredible surveillance and a traitor in their team. I upgraded this to be that the Cult leader is being show fortunes paths and knows the most probable things the players will do, which has allowed me to set up some awesome creepy "how did he know / plan for that!" statements from the players, its actually making them feel trapped and since one of the players has actually turned heretic and is reporting on / sabotaging the rest of the team, its making it all sorts of fun, and I know that its really starting to confuse a couple of my players, although 1 of them is figuring it out.

So back to my point, Shadowrun mixes in really well, high tech, magic, and espionage, its so close to 40k there are only a few things you need to really change in an adventure to make it work :-D