This work contains three linked adventures which will take a party of Acolytes to some quite unsavoury corners of the underbelly of the Calixis Sector. They are all suitable for characters of Rank 5 or below, and follow on quite nicely from Illumination, the introductory adventure at the back of the core rulebook, thus helping you to get your campaign off to a flying start. However, they are open enough that it's a trivial matter to retool them to take place elsewhere if you do not happen to want to use the Calixis Sector. Again, although linked, you do not need to run all of them if you campaign takes a different direction, and each provides suggestions for further adventures and special notes for those who want to exploit the various factions or Ordos within the Inquisition.
There's a brief introduction explaining all this, then it's on to the first adventure, Rejoice for You Are True. This takes the Acolytes to Scintilla, the capital of the entire Calixis Sector, to investigate a burgeoning new cult called the Joyous Choir. They believe that the main purpose of the Emperor is to ensure that all citizens of the Imperium are happy and hence hold that they should be contented with their lot, whatever it might be, to gain his favour. It's proven popular amongst young nobles and middle-echelon individuals, who seek to become True (as the cult terms it) through attending workshops and individual sessions run by cult Counsellors. Unfortunately, a few members have gone missing, and it is this along with discovery of xenotech devices that has led to the Acolytes being sent to investigate.
The Acolytes will be able to use a variety of routes to investigate, including posing as ‘visiting cousins’ to the noble and thus getting the opportunity to infiltrate the upper echelons of the cult, as well as wandering the streets to find out whatever they can about it. This is definitely an adventure for players who enjoy interaction, investigation and intrigue. There is a lot of atmospheric description to help you set the scene and create a convincing alternate reality for the Acolytes to wander through, and vividly-described NPCs for them to meet. There’s even a pamphlet that the Joyous Choir hands out on the street for you to give them, while there are many unusual rules and customs to catch them out. Make sure you have read the adventure thoroughly beforehand so that you know what they are! There's a lot going on (and a lot for you to keep track of), but there is plenty of advice as to what the Acolytes might do and how to deal with it in their quest to find out what's really going on.
The second adventure is called Shades on Twilight. It's a classic action adventure where the Acolytes are sent to explore a mysterious space hulk that has just emerged heading straight for Scintilla - so they are under pressure to find out what's going on, retrieve anything useful and ensure that it does not hit the sector capital! Pressure indeed, a scant 15 hours are allowed for them to complete their work. There are all manner of threats and downright oddities for them to contend with as they explore. Again, the adventure is well-resourced to enable you to run it to good effect.
The final adventure, Baron Hopes, takes the Acolytes to Sepheris Secundus, a planet where downtrodden serfs live a life that is only slightly less hard than that of mutants. A Baron there attempted - heretical idea! - to better the lives of the mutants but was eventually dealt with, however now the mutants have formed a 'terrorist' group, the Broken Chains, which has been causing trouble - and it seems that even once killed they won't stay dead. Or at least, a recent photograph shows someone believed killed. The Acolytes are sent to find out what's going on in what appears to be another investigative adventure, but which will soon turn to full-blown horror as the investigation turns into an exercise of pure survival!
All three adventures can be summed up with terms like 'atmosphere' - as well as providing plenty of action they also give a real feel for what this alternate reality, the world of Warhammer 40K, is like, highlighting the curious mix of priviledge and constraint that is the Inquisitors' lot within it. They should contribute well to a memorable campaign.
[5 of 5 Stars!]