Hand of Corruption impressions

By LETE, in Black Crusade Game Masters

Hiyas!

Does anyone have it yet? Is it worth it? demonio.gif

Thanks!

L

It's got some great NPCs, and the basic plot looks solid. However, it does look to be very tough and will likely be a meatgrinder that eats up some PCs as the endgame enemies are quite high-end and even the ones that are not on the high-end have weapons that are better than bolters (a really nasty set of rules that make Zealous Hatred twice as likely and more dangerous in the event the weapon would not normally cause damage).

Hi:

Thanks for the response! What level oughta the PCs be, then, for maximum fun?

Couldya provide a lil more details on the encounters & situations & plot, please?

L

Whatever level you like, but it looks pretty tough for starting characters.

Plot is:

1) Get info that tells how to drag world into Vortex.

2) Get to world.

3) Do lots of stuff to take over/destabilize world.

4) Perform ritual to drag world to Vortex.

5)Consolidate control over world.

6) ???*

7) Profit!

*Oh crap, Necrons. There goes the planet...

HappyDaze said:

Whatever level you like, but it looks pretty tough for starting characters.

Plot is:

1) Get info that tells how to drag world into Vortex.

2) Get to world.

3) Do lots of stuff to take over/destabilize world.

4) Perform ritual to drag world to Vortex.

5)Consolidate control over world.

6) ???*

7) Profit!

*Oh crap, Necrons. There goes the planet...

So, do you finally get a world -- full of Necrons,

or,

can't get the world because of the Necrons?

Thanks!

L

LETE said:

HappyDaze said:

Whatever level you like, but it looks pretty tough for starting characters.

Plot is:

1) Get info that tells how to drag world into Vortex.

2) Get to world.

3) Do lots of stuff to take over/destabilize world.

4) Perform ritual to drag world to Vortex.

5)Consolidate control over world.

6) ???*

7) Profit!

*Oh crap, Necrons. There goes the planet...

So, do you finally get a world -- full of Necrons,

or,

can't get the world because of the Necrons?

Thanks!

L

The Necrons only emerge if you succeed in dragging the world to the Vortex (and just getting this far is pretty tough). At that point you have to try to hold the world or just accept the loss of the world to the Necrons (who probably also kill you)...

Hey there!

Sounds like a win win situation... After an incredibly tough ordeal you finally get the prize but find-out it's a curse!

Players o so love to be rewarded with poop!

L

A bit sarcastic

are the nsc's a match for a group of around 9k exp consistend of 1 plague marine, 1 noise marine, 1 sniper human heretek, 1 social-guy human

HappyDaze said:

The Necrons only emerge if you succeed in dragging the world to the Vortex (and just getting this far is pretty tough). At that point you have to try to hold the world or just accept the loss of the world to the Necrons (who probably also kill you)...

Is it so that when the Necrons wake up the players are ****** or is there a reasonable or at least theoretical way to stop the Necrons? Cause I've just have a hard time thinking that they would actually make an adventure like this and just end with a big "**** you!" in the players' face after they've gone through everything else.

I don't. This is the same company that made an adventure that thought players would just let some crazy old guy bust off with a badass ship full of loot straight into the warp to never return, all while they get nothing but a few trinkets and a little reputation.

My experience with FFG adventures doesn't tell me they have much of a handle on what players do when they feel they're getting screwed. In my experience, we get horribly creative. And then something dies with a whimper. Usually the plot.

Reverend mort said:

I don't. This is the same company that made an adventure that thought players would just let some crazy old guy bust off with a badass ship full of loot straight into the warp to never return, all while they get nothing but a few trinkets and a little reputation.

Hiyas!

What adventure is this?

L

Thanks!

Gurkhal said:

HappyDaze said:

The Necrons only emerge if you succeed in dragging the world to the Vortex (and just getting this far is pretty tough). At that point you have to try to hold the world or just accept the loss of the world to the Necrons (who probably also kill you)...

Is it so that when the Necrons wake up the players are ****** or is there a reasonable or at least theoretical way to stop the Necrons? Cause I've just have a hard time thinking that they would actually make an adventure like this and just end with a big "**** you!" in the players' face after they've gone through everything else.

Hiyas!

Didn't I just type that? partido_risa.gif

L

Gurkhal said:

HappyDaze said:

The Necrons only emerge if you succeed in dragging the world to the Vortex (and just getting this far is pretty tough). At that point you have to try to hold the world or just accept the loss of the world to the Necrons (who probably also kill you)...

Is it so that when the Necrons wake up the players are ****** or is there a reasonable or at least theoretical way to stop the Necrons? Cause I've just have a hard time thinking that they would actually make an adventure like this and just end with a big "**** you!" in the players' face after they've gone through everything else.

There is a way to stop them, but it seems VERY difficult to me, and VERY likely to kill off some characters. At the least, several will probably have to burn Infamy - possibly multiple times - to survive to the end, meaning that the 17+ Infamy earned from the adventure might still not net them a gain when all the dust settles.

LETE said:

Reverend mort said:

I don't. This is the same company that made an adventure that thought players would just let some crazy old guy bust off with a badass ship full of loot straight into the warp to never return, all while they get nothing but a few trinkets and a little reputation.

Hiyas!

What adventure is this?

L

Thanks!



Lure of the Expanse, where the adventure tries to railroad the players into letting (or even helping!) a deranged, dying captain of an imperial exploration ship loaded to the brim with riches jump blindly into the warp so he can die with style, taking all of his cargo, and the priceless relic of the Imperium that is his long lost ship, with him.

I seem to recall the Rogue Trader forum having quite a thread listing the ways in which players have screwed the old guy over and conquered his vessel. Which the adventure of course is totally unprepared for!

HappyDaze said:

There is a way to stop them, but it seems VERY difficult to me, and VERY likely to kill off some characters. At the least, several will probably have to burn Infamy - possibly multiple times - to survive to the end, meaning that the 17+ Infamy earned from the adventure might still not net them a gain when all the dust settles.

This sounds interesting. Would you care to share this information with us? Because I really want to believe that this adventure don't have to end such a horrifically stupied ending as the Necrons just coming and killing everything and leaving the players with jack ****, with the exception of jack who got fried by the Necrons.

Reverend mort said:

LETE said:

Reverend mort said:

I don't. This is the same company that made an adventure that thought players would just let some crazy old guy bust off with a badass ship full of loot straight into the warp to never return, all while they get nothing but a few trinkets and a little reputation.

Hiyas!

What adventure is this?

L

Thanks!



Lure of the Expanse, where the adventure tries to railroad the players into letting (or even helping!) a deranged, dying captain of an imperial exploration ship loaded to the brim with riches jump blindly into the warp so he can die with style, taking all of his cargo, and the priceless relic of the Imperium that is his long lost ship, with him.

I seem to recall the Rogue Trader forum having quite a thread listing the ways in which players have screwed the old guy over and conquered his vessel. Which the adventure of course is totally unprepared for!

Seem to have missed that chapter -- I like Lure of the Exp anse quite a bit. The writer probably was/is(?) very naive.

L

Yes, I remember that now! The Captain was a husk, sustained by his Command Throne, there several tribes of descendants of the crew, and the Captain indeed insisted that the ship be reactivated so that he could jump into the warp (with all the savages on board and no Gellar Field? Well, thank you, **** McDickish) with his ship full of treasures of technology past. So yeah. I can't find a really good reason for most characters to let that happen instead of just giving him the Emperor's peace, and then fixing/looting the ship. Maybe an ex-Imperial Navy officer with some ******-up up to eleven weird sense of honour, and even then that seems just unlikely. But derailing wasn't so hard: even if they killed the Captain, all you had to says was that the jump order only got delayed by the power failure, not cancelled, and only the Captain could override it (when he was alive). Gonna find me that thread and read it.

K0balt said:

Yes, I remember that now! The Captain was a husk, sustained by his Command Throne, there several tribes of descendants of the crew, and the Captain indeed insisted that the ship be reactivated so that he could jump into the warp (with all the savages on board and no Gellar Field? Well, thank you, **** McDickish) with his ship full of treasures of technology past. So yeah. I can't find a really good reason for most characters to let that happen instead of just giving him the Emperor's peace, and then fixing/looting the ship. Maybe an ex-Imperial Navy officer with some ******-up up to eleven weird sense of honour, and even then that seems just unlikely. But derailing wasn't so hard: even if they killed the Captain, all you had to says was that the jump order only got delayed by the power failure, not cancelled, and only the Captain could override it (when he was alive). Gonna find me that thread and read it.



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Yeah...got it today...

This adventure is fun, if you don't have have any Chaos Marines (say, all party members) rewrite Chapter III
Those Necrons are very dangerous and will kill any human heretics.

The characters in the book however are very cool, the plot is nice and the different ways for the heretics to accomplish their goals are just amazing.

In my eyes:
Chapter I & II are more suited for human heretics (infiltration and corruption)
Chapter III is very combat heavy and will kill your heretics unless they use extremely creative tactics


Teaser!!!





























To get rid of the necrons the players need the equivalent of 4.000d10 worth of Explosive Damage such as 700 melta charges or 4.000kg worth of Demolition Charges. Or something like a Atomic or Torpedo.
But even than it is not over....the GM must make tests for two NPC with the possiblity of them having to fight a C'Tan Shard who fortunately does not have Swift or Lightning attack, but that is the only plus. Any one of his attacks is capable of destroying a PC outright.


Alright this sounds interesting although the Necrons sure sound like a "**** you!" to players as a way to end the adventure. I guess I'll have to remove the Necrons if I'm going to run this game with my players.

Santiago said:

Yeah...got it today...

This adventure is fun, if you don't have have any Chaos Marines (say, all party members) rewrite Chapter III
Those Necrons are very dangerous and will kill any human heretics.

The characters in the book however are very cool, the plot is nice and the different ways for the heretics to accomplish their goals are just amazing.

In my eyes:
Chapter I & II are more suited for human heretics (infiltration and corruption)
Chapter III is very combat heavy and will kill your heretics unless they use extremely creative tactics


Teaser!!!





























To get rid of the necrons the players need the equivalent of 4.000d10 worth of Explosive Damage such as 700 melta charges or 4.000kg worth of Demolition Charges. Or something like a Atomic or Torpedo.
But even than it is not over....the GM must make tests for two NPC with the possiblity of them having to fight a C'Tan Shard who fortunately does not have Swift or Lightning attack, but that is the only plus. Any one of his attacks is capable of destroying a PC outright.


My players (2 Space Marines, 2 Humans) didn't have much trouble taking on the Necrons (only one person needed to burn infamy, and that was a Space Marine), but then they'd already spent several months before dragging the planet into the Warp setting up their own cults/underground army using weaponry created in the forges and/or smuggled to the planet through the ex-Guardsman Commander so that they could take over the planet quickly and easily when they enacted the ritual and dragged the planet into the Vortex. They'd also made agreements with a couple of factions in the Vortex (such as the Hereteks of Forge... I forget the name >.<) to renovate the planet once they pulled it through, so they had massive support to bring to bear against the remaining Imperials (and then Necrons) once they brought the planet into the Vortex.

None of that was particularly unusual for my players, they like planning for all contingencies - they also hadn't read the book before I ran it.

Basically, if your players are the type to plan ahead a lot, it won't be too hard. Those who like to fly by the seat of their pants, however, will have some trouble - which is as it should be, in my opinion.

MILLANDSON said:

My players (2 Space Marines, 2 Humans) didn't have much trouble taking on the Necrons (only one person needed to burn infamy, and that was a Space Marine), but then they'd already spent several months before dragging the planet into the Warp setting up their own cults/underground army using weaponry created in the forges and/or smuggled to the planet through the ex-Guardsman Commander so that they could take over the planet quickly and easily when they enacted the ritual and dragged the planet into the Vortex. They'd also made agreements with a couple of factions in the Vortex (such as the Hereteks of Forge... I forget the name >.<) to renovate the planet once they pulled it through, so they had massive support to bring to bear against the remaining Imperials (and then Necrons) once they brought the planet into the Vortex.

None of that was particularly unusual for my players, they like planning for all contingencies - they also hadn't read the book before I ran it.

Basically, if your players are the type to plan ahead a lot, it won't be too hard. Those who like to fly by the seat of their pants, however, will have some trouble - which is as it should be, in my opinion.

So I take it that with a minimum of retooling and work, this adventure is pretty much non-linear and adapts itself to a specific type of players?

Very much so - it's really down to what sort of methods your players want to use for taking over the planet. Whether it's social/political based, mostly combat, mind control of major NPCs, etc, it's all down to the players how they want to do it.

What I found both interesting and irritating is that the entire process of even getting from the Screaming Vortex to the target planet is glossed over. I can see several adventure opportunities in the journey, but I also am disappointed that nothing covering this is present in the book.

I've been thinking about getting this campaign and maybe you know start up a game with it although the more I read about it the more it sounds like this is a campaign for a warband that's going on for a little while and maybe complete two or three compacts before they move on to this. From Daze's word I am also suprised if it isn't a small adventure in itself to actually make it to the planet but that of course leave more room for me.