It is a full colour, eighteen page, 1.50 MB PDF.
Where is the Saga set?
It is a full colour, eighteen page, 1.50 MB PDF.
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
The light of the Emperor’s divine might reaches everywhere—but not always. Only in recent years has the Great Rift begun to unseal and the mysterious Noctis Aeterna begun to recede, the Days of Blinding ended, and links reforged with worlds in the Marcharius Sector lost under its pall and beyond the sector itself. As communication, trade, and psychic links have been re-established with Terra, the Imperium has worked hard to restore its rightful authority and ensure that no deviancy from creed has taken place in the Days of Blinding. Despite this still, from within heretics turn to the Dark Gods with their promises and falsehoods and corruption is rife, wasting the Emperor’s resources and wealth, and from without, there is always the danger of raids by Orks or worse, Tyranoids. Yet routing out such heresies and corruption is no simple matter, but an issue of politics and influence as well as loyalty and devotion. The Emperor’s great servants search out those they deem worthy to serve them and the Imperium, directing them to investigate mysteries and murders, experience horror and heresies, expose corruption and callousness, whether in in pursuit of their patron’s agenda, his faction’s agenda, the Emperor’s will, or all three. In return they will gain privileges far beyond that imagined by their fellows—the chance to travel and see worlds far beyond their own, enjoy wealth and comfort that though modest is more than they could have dreamed of, and witness great events that they might have heard of years later by rumour or newscast. This though, is not without its costs, for they will face the worst that the forces of Chaos has to fling at them, the possibility of death, and if they fail, exile and loss of all that they have gained. In the Forty-First Millennium, everyone is an asset and everyone is expendable, but some can survive long enough to make a difference in the face of an uncaring universe and the machinery of the Imperium of Mankind grinding its way forward into a glorious future.
The Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide is more than a simple guide to the Inquisition of the Marcharius Sector. It does expand upon the background material given in the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide—and arguably, between the two, there is some repetition, but not a lot—but it includes much more that the Game Master can use and even develop as part of her Warhammer 40,000 Roleplay: Imperium Maledictum campaign. It includes expanded notes on the Inquisition and its philosophies, a guide to running Inquisition adventures and roleplaying Inquisitors, looks at some of the most radical tools has to hand in investigating, learning about, and eradicating heresy, details a decades-long campaign frame work, and provides contacts, threats, and case files. If the emphasis in the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide was on the Acolytes, that is, the Player Characters, and their Patron Inquisitor, in Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide, the emphasis on the Patron Inquisitor, his rivals, and the Inquisition in general. Lastly, unlike Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide, this is definitely a book for the Game Master rather than the player.
After a quick refresher about the three Holy Orders of the Inquisition—Ordo Hereticus, Ordo Malleus, and Ordo Xenos—and their goals, philosophies, and techniques, the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide gives a quick overview of some the allies that the Inquisition can rely upon if needs direct force and intervention, it presents a more detailed examination of the philosophies of the Inquisition. This expands upon the information given in the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide and adds further eight Philosophies. These include Horusian, the belief that the God-Emperor will return as a living god, requiring an appropriate vessel to embody, which will be facilitated by the power of the Warp; Libricaranism, which holds that the status quo within the Imperium must be maintained at any cost, that no-one, no matter their status, is beyond reproach, and every Infractionist, revolutionary, and heretic must be put to death; and adherents of Seculos Attendous believe that the Adeptus Ministorum is slowly corrupting and hampering the growth of the Imperium, that the Adeptus Ministorum is unnecessary to embrace the God-Emperor’s Power, and for Mankind to be free, the Imperial Cult must be removed from power. In each case, the tenets and modus operandi of each Philosophy is outlined and suggestions are given as how to roleplay an adherent of the Philosophy, along with a scenario hook. This highlights further how the Inquisition is not a monolithic organisation and helps the Game Master portray both the Acolytes’ Patron Inquisitors and those Inquisitors that appear latter in the book.
Further help for the Game Master comes in the form an examination of how the Inquisition relates to the Imperium in terms of means, methods, and power. It is backed with a good guide to running adventures for Warhammer 40,000 Roleplay: Imperium Maledictum that includes direct pointers on how to make a campaign feel like Warhammer and on how to make it feel like Imperium Maledictum. Thus, it suggests for the former that everything should be big, from thousand-layer hive cities to cathedral-like voidships; that Mankind relies on technology despite the fears and restrictions imposed by Imperial law; and that on some level, everyone is terrified and that fear is pervasive. Whilst for the former, it suggests both Noir and Gothic themes, deadly encounters, the application of brains over brawn, and the unique nature of the relationship between the Acolytes and their Patron Inquisitor. The advice covers setting up a game, running a campaign, handling an investigation, and more.
In terms of investigation, Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide includes a great guide to what to look for when investigating first signs of Chaos and then Xenos. The section is particularly good in listing the marks of Chaos for the four gods—Khorne, Nurgle, Slaanesh, and Tzeentch. In comparison, the signs of xenos are less colourful. However, as much as the Inquisition works hard to eradicate signs of heresy, there are Philosophies in the Inquisition that hold that heretical knowledge can be turned on the heresies themselves. The supplement examines such Radical methods via the use of ‘Forbidden Knowledge’ as a skill specialisation. This requires the ‘Forbidden Knowledge’ Talent, which an Acolyte can only gain with permission of the Game Master, and its use is very much not without its dangers. There are Philosophies that hold that even knowing such knowledge is heretical, which would put a knowledgeable Acolyte in peril, but there is also the danger of possession by a demon! Of course, learning such knowledge means that an Acolyte is likely to gain Corruption Points and definitely will if he is possessed! The degree of demonic influence—and eventual possession—is tracked on the Possession Tracker, which goes from one and ‘The Puppet’ to one hundred and ‘The Chosen’. With the latter, there is no hope of the Acolyte being exorcised or redeemed, but otherwise there is a possibility. All of which presents the possibility of an interesting roleplaying challenge for a player willing to have his Acolyte fall under demonic influences and perhaps find a way back…
The advice on roleplaying Inquisitors is also good, looking at both their greater interactions and actions across the Marcharius Sector and their lesser interactions and actions with the Acolytes, which will primarily come through the briefings and debriefings that the Acolytes will receive from their Patron Inquisitor. All this leads up to the presentation of six sample Inquisitors, each complete with their own secrets and their own Inquisitor Patron Sheets. Any one of the six could be the Acolytes’ Patron Inquisitor, but all six have a role to play in ‘The Heresies Macharia’.
Arguably, ‘The Heresies Macharia’ is the heart of the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide. This is not a campaign as such, but a campaign framework around which the Game Master can insert her own content as well as develop and run the suggested mission outlines. It follows the death of Inquisitor Lord Hieronymo Drake that left the Marcharius Sector and its Inquisitors without an Inquisitor Lord, a position which his former Interrogator, now Inquisitor herself, Sylvestrine Horst, schemes for over the course of seven Conclaves. A Conclave is an opportunity to share resources ad information, determine threats which need to be addressed, and perhaps agree on the activities of the Inquisition for the next few years before the next Conclave. However, they are also a chance to ascertain the status of rival Inquisitors, both learn and substantiate rumours, discover secrets, get involved in intrigues, and more. For the players and their Acolytes, it is an opportunity to engage in politics and decisions that have sector-wide and Inquisitorial repercussions and consequences as their support their own patron Inquisitor. It is also a chance for the Acolytes to spend more time in the company of their Inquisitor than they would normally do, and if they campaign hard and succeed, may put them on the path to potential greatness on the coattails of their patron Inquisitor as he is elevated to the position on Inquisitor Lord. This can be a Patron Inquisitor already created prior to the start of the campaign or one of the six detailed earlier in the book, each of which plays a role in the campaign. This can include the instigator of the campaign, Sylvestrine Horst.
A number of plots run in the background to ‘The Heresies Macharia’, one connected to the activities of the late Inquisitor Lord Hieronymo Drake, another to an imminent threat from outside of the borders to the sector, and yet another one deals with an internal threat. The first Conclave involves all six Inquisitors detailed earlier in the supplement and they will continue to play a role throughout the campaign, not at every Conclave, but with more of presence to expose the players and their Acolytes to their various philosophies, Puritan or Radical. Besides the attendees, each Conclave describes the Intrigues and rumours and secrets that the Acolytes can get involved in and the Strifes. Each Strife represents a major issue or agenda that will be brought before the Conclave and discussed in terms of possible resolution. For example, at the first Conclave, one Strife concerns a missing, presumed dead Inquisitor, whilst another deal with the worrying rise of four cults on the world of Goros Pok that require investigation and either eradication or re-education, the latter two options varying depending on whether an Inquisitor is a Puritan or a Radical.
Each Strife has an associated mission outline that the Game Master can develop into a proper scenario or even series of scenarios. Some might take a session or two to resolve, but others might involve multiple sessions. Some may also be ongoing simultaneously such that the Acolytes can only be assigned to deal with one rather than the other. This enables other plots to unfold in the background whilst the Acolytes are dealing with one Strife plotline. If successful in a mission, the Acolytes will improve their Patron Inquisitor’s Legitimacy once they attend the next Conclave, but reduce it if they fail. Ultimately, if the Acolytes’ Patron Inquisitor has proven to be the most capable—as measured by his Legitimacy versus those of the other Inquisitors—of dealing with the emerging and growing threats, he is likely to be elevated to the position of Lord Inquisitor of the Marcharius Sector.
‘The Heresies Macharia’ has a grand scope with lots of play packed into some forty pages. However, the Game Master still has to unpack it and then develop the finer details of each Conclave, add numerous NPCs, and expand each of the given missions, as well as adding more of her own, in order to work it up into a full campaign that is ready to play. It presents a lot of work and effort. Of course, it means that the Game Master can make it her own, but at the same time, the reader is left wishing that none of this was necessary, that ‘The Heresies Macharia’ was ready to play. It is a great campaign outline, but it really deserves a book of its own.
With ‘The Heresies Macharia’ placed in the middle of the book, it does feel as if the first third of the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide has been building support towards it, although there is plenty about that support which is useful outside of the campaign framework too. Contacts are barely touched upon in the core rulebook, but here the rules are expanded upon with guidance on finding, making, and maintaining contacts. This can be done both during a mission and during downtime, the strength of the relationship determined by the Influence that the Acolyte’s Patron Inquisitor has with the faction that the contact, but can be adjusted up and down depending upon the Acolytes’ actions and what they ask for. The mechanics are a good way in which to bring NPCs into play and they are supported by ten sample contacts from a variety of factions complete with the requests that they might make of the Acolytes and the rewards that the Acolytes in turn may receive.
Where the contacts can be inserted into any campaign, some of the supplement’s ‘Threats’ are more closely tied to ‘The Heresies Macharia’ framework. For example, ‘The Company of the Twisted Sickle’ is a traitorous guard regiment in league with Nurgle cultFists on Goros Pok, an agricultural world where the first Conclave will direct the Acolytes to investigate a number of potential heresies. Each threat is given a decent description, including resources, methods, and secrets. There are also Genestealer Cults, cults devoted to Tzeentch and Nurgle, and more. The creepiest of them is ‘Momas the Murmurer’, a rumoured fear that spreads from world to world across the Macharian Sector, seemingly capable of possessing anyone and directing their actions as if they were puppets, and then disappearing. In comparison to the more overt Chaos-related threats, this is nicely subtle and underplayed. Rounding out the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide is a set of ready-to-play ‘Open Case Files’ and a short bestiary. As with the Threats, the ‘Open Case Files’ can be used with ‘The Heresies Macharia’ framework or the Game Master’s own campaign.
Physically, Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide is very well presented. The book is cleanly, tidily presented and an easy read. The artwork is also good.
With so much of the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide dedicated to ‘The Heresies Macharia’ framework in one fashion or another, the supplement does not feel quite as useful as the companion Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide. However, there is plenty that is useful and that can be used with the Game Master’s own campaign rather than the ‘The Heresies Macharia’ framework. The Inquisitors and their Philosophies, the Contacts and the Threats, and more are all useful to that end as is the supplement’s good advice for running Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition. Ultimately though, whilst the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide does provide a great deal of support for the Game Master, at the same ‘The Heresies Macharia’ framework shows what a campaign for the roleplaying game would look like, but does not provide the Game Master with something that is really ready to play. It does provide the Game Master with a great basis for a very good campaign that she can work on until that ready-to-play campaign arrives.
Slaves of the Machine God is not one, but two campaigns for Numenera, the Science Fantasy roleplaying game of exploration and adventure published by Monte Cook Games, set billions of years into the future after multiple, highly technological and advanced civilisations have risen and fallen. It can be played through in one, not two, but three ways. The first is to play each campaign separately. The second is to play the individual parts of either campaign as separate scenarios that the Game Master can drop into her campaign. The second is play both campaigns not separately, but together as an interlocking whole, switching back and forth between the chapters in each campaign. The first campaign is ‘Relics of the Machine’, a more typical adventure campaign for use with Numenera Discovery, the first of the core rules for the second edition of the Numenera, which presents the setting of the Ninth World with everything needed to play including character creation, rules, Cyphers, a bestiary, advice for the Game Master, and some ready-to-pay scenarios. The second campaign is ‘Amber Keep’, a community building, development, and defence campaign for use with Numenera Destiny, the second of the core rules for the second edition of the Numenera, which expands the setting with new Player Character archetypes, salvaging and crafting rules, numenera, scenarios, and more, all designed to facilitate campaign play in which charting the future of the Ninth World is part of that play.
One downside to the campaign is that it revolves around the actions of the NPC,
Radius, and the Player Characters’ attachment to it. The players need to make
that investment in it from the start and although that investment is strongly
coupled with the imminent rise and threat of the Machine God as the campaign
progresses, that need for investment never really lessens. That said, the
campaign comes to close with not one, but two big clashes. Both are
surprisingly personal and do not necessarily rely on combat prowess to overcome.
The other campaign, ‘Amber Keep’, also requires some set-up, though this is
again, a connection to the explorers and scholars, the Amber Gleaners. It is a
community-based campaign and like ‘Relics of the Machine’ before it, it
consists of eight chapters. They are shorter than the chapters for ‘Relics of
the Machine’ and in some cases, are less immediate, playing out over several
months. At the start of ‘Amber Keep’, the Amber Gleaners ask the Player
Characters to help set up a new settlement in the wilds. The campaign presents
the Player Characters with opportunities to defend it—potentially against those
who come looking for Radius if it settles in Amber Keep, deal with disasters
natural and unnatural, confront ambition and nativism, and ultimately develop
it, adding new facilities and buildings. One of the chapters specifically deals
with the Player Characters getting involved in the development of the settlement
over the course of several months. It would have been useful perhaps to be
given some sign as what the settlement’s leaders want to see done or built, as
that would added further opportunity for roleplaying. This being a campaign for
Numenera, the threats to the settlement do get weirder as the campaign
progresses, including needing to explore a mile-long tree floating freely in a
pocket dimension and discovering a dangerous cloud chamber under the settlement
site.
Of the two campaigns, ‘Amber Keep’ is the more flexible. In between its shorter
chapters and the months-long when the Player Characters are engaged in long
term problems, there is space for the Game Master to add her own content, whether
that is to add short adventures or develop content based on what one or more of
the Player Characters might want to do outside of either of the two campaigns.
It also serves as change of pace from ‘Relics of the Machine’ campaign, not
always necessarily relaxing, but different nonetheless and when the Game Master
can show the effects of their actions in ‘Relics of the Machine’—one aspect of
the campaign which could have been stronger. In addition, ‘Amber Keep’ gives
the Game Master the opportunity to showcase the rules from Numenera Destiny and
the players to try out the Character Types from that rulebook.
Physically, Slaves of the Machine God is generally well done, as you would for a
book from Monte Cook Games. It does need a slight edit in places, though
otherwise it is well organised and bookmarked, with references in the sidebars
not only to other sections of the book, also Numenera Discovery and Numenera
Destiny. The maps are in general, easy to use and read. The map of the Howling
Pyramid is a notable exception, being murky and indistinct. Fortunately, a
poster map is included of both it and another location, though not one of the Amber
Keep settlement and its potential growth. In the long term, that would have
been useful.
Although Slaves of the Machine God can be run piecemeal, it would be a shame to
pull it apart, and to be honest, it would be almost as bad to run ‘Relics of
the Machine’ and ‘Amber Keep’ separately. Both stand on their own as serviceable
campaigns for the two modes of play in the second edition of Numenera, but together
they are simply better, providing contrast in terms of both roleplaying and what
the Player Characters are expected to do. Overall, Slaves of the Machine God is
a solid combination of adventure and community roleplaying, showcasing the core
play of both Numenera Discovery and Numenera Destiny.
The world of Spume is hellhole and you definitely would not want to live there. Most of the few hundred that do live on the planet reside in the single dome settlement of Dryavis, where they conduct mining operations via remote drones and vehicles. Outside of the dome, the planet, with its thin, tainted atmosphere, is subject to near constant seismic activity, widespread volcanic activity, and a near constant rain of ash and rocks, all at extremes of temperature and intermittent radioactivity. Located within the Darrian Confederation in the Darrian Subsector of the Spinward Marches, just two parsecs away from the capital and one parsec away from the homeworld, nobody would willing want to visit Spume. Except that the planetary population has risen by a handful with the arrival of a team of scientists from the departments of geophysical sciences and engineering at Idikelin University to conduct field research. Unfortunately, the site designated for the expedition’s base was highly prone to seismic activity and a sudden landslip upended the base and made it uninhabitable, forcing the surviving members of team to flee across the highly inhospitable surface of Spume. This is the set-up for and plot of Ashfall, the first part of a trilogy of scenarios published by March Harrier Publishing for use with Traveller, Second Edition from Mongoose Publishing. Having reach the safety of Dryavis, the mining base that is the only settlement on the planet, the Player Characters are given a chance to recover and recuperate, perhaps go over the the scientific data they have gathered so far, and even get involved in the daily lives and culture of the people that make the base their home. This and the discovery of a corporate conspiracy to replace the current crew with cheaper, genetically modified miners played out in Ashfall II: Under the Dome, the sequel to Ashfall.