Adventure in the Lathe World book what ranks?

By Droma, in Dark Heresy Gamemasters

I'm running a campaign right now and I'm looking for pre-published adventures to break up my own story line. I'm curious what the recommended ranks are for the adventure in the new Lathe World book is and whether or not you think it's any good.

Thanks

Just glancing through the Intro of the adventure I'm not seeing a suggestion for PC Rank, but I wouldn't roll in at less than Rank 4. Of course, many FFG 40K RPG adventures can be tailored for the number of Players and PC Rank… The adventure itself is pretty good, but as usual there is some GM work required in the form of bridging the gaps. It's pretty straight forward, much better than Soul Reaver for Rogue Trader, considering SR is a dedicated adventure (and the biggest railroad I've ever read…another "capture the adventurers and take their nifty stuff away and hope they don't piss and moan about it" affair). I really wish they'd bring T.S. Luikart back for adventure writing and development.

I read through the adventure in The Lathe Worlds once, and I thought it was one of the better adventure add-ons that have been included in supplements. The Lathe Worlds is a great supplement, front to back, but it does open many new alternate Career Ranks at Rank 1, and because there is already quite a bit of pissiness about Tech-Priests being OP as it is, this is definitely one supplement I put a stranglehold on (insofar as whether I just let Players take Alternate Ranks without my prior approval).

Please excuse me for this off-topic!

Thanks for the warning in regard to "Soul Reaver"!


Edit: For "breaking up" the line of your chronic, ever considered the two freebees from the RT section? With a bit of twinking, one could turn them into DH missions.

!!! SPOILERS AHEAD!!!!!!!!!

HI Droma,

bought myself the PDF copy and checked the adventure "Light of Reason"

Well….

First thinks first, I would suppose to use PC of rank 5 or above. Some of the tests are pretty hard.

The main part of the adventure is a nice little dungeon crawl. The PC (whom fly around at the edge of the Lathe Systems in a provided Inquisition stealth craft plus crew) are meant to locate an anomaly. The books says that their are many skills to achieve this. But to be honest the skills will be Psyniscience and Tech-Use and not much else. But one can skip this.

They will locate an asteroid that was formed into some kind of station and will start to infilitrate it from the outside. The adventure states the possiblity that the PC either swindle or command their way in… but reasonably this will only lead to the PC being captured in the aftermath. Because an experiment comes to the close, one that was so important that a high number of Tech-Priest where murdered before years ago just to keep this asteroid and the thing inside a secret….

The PC will then wander about the asteroid, avoiding attention and "get to the core of thigns". As mentioned above, a nice little dungeon crawl. As FFG never provide "real maps" you are again just given an overview map and some sequence of scenes and ideas for things in between. But I guess this will work just fine here and me thinks that this is a good way to handle it.

The only Lemon here is that a) PC without any stealth or combat or tech skill will be tweedling their thumbs [but in DH everybody & his dog has combat skills to things will be fine!] and b) this warp incursion.

From here, things go south. Their is gapping rip in reality, daemons come pouring in… and the adventure gets really suggestive at how to handle things. Each career gets some vague suggestions on how to safe the day. Some include the obvious (Guardsmen are supposed to fire at stuff…oh really?), to the extravagant (Arbitrators and Clerics suddenly get Talents and Traits they never had before) to the downright silly (Assassins are suggeste to..and I really do not make this stuff up! …to get their moment as they dodge half a dozen lesser daemons in order to get to the charnel daeomon and kill him…).

At the end, the way to close the rift are taking conrol of the machine and passing five very hard Tech-Use tests. By the way, while this attempts to handle the machines mentions corruption for failiure on the tests (WHAT??? sorpresa.gif ) the fact that the PC are present (same asteroid) as major warp breach occures does is nothing worth any CP..not in the text of the adventure at least. Bad writing and focus to the wrong spots, I would say.

All in all, FFG had published worth adventure material in recent history ("Jurisdiction", for example). This one is not without use and definitively salvageable….but one should but some extra work into the final act. Fiend some solution to the unavoidable warp breach (the PC are of course free to simply free the scene! A heist and desperate battle for the remaining to Arvus Lighters come to mind) and to come up with some idea regarding CP for being present to such a heinous thing as a warp-ripping Yu-Vath artefact (yep, that is the core of the thing) and an artifically torn hole into realspace fabric. Not to mention the daemons flying about know and a station containing several hundred hereteks suddenly falling into panic…