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Apocalisse: John’s Guide to the Armageddon [ D&D5e ] | Review

We are pleased to offer you ours review of Apocalisse: John’s Guide to the Armageddon. First of all, we want to say thank Acheron Games for providing us with a copy of this setting compatible with D&D5e. Apocalisse comes with a truly enviable pedigree, with other excellent Italian productions behind it for the most famous role-playing game in the world.

The idea comes from the award-winning studio Two Little Mice, as already Inferno, also under the Acheron Games brand. This is the same publishing house behind the great success of Brancalonia. The regulatory rules are edited by Marco Bertini, and supported by a leading writer in the panorama of Italian RPGs such as Marco B. Bucci.

A series of names that is certainly enough to pique your curiosity and encourage you to read the book quickstart free. Furthermore, the project was born from a, extremely successful Kickstarte r campaign, demonstrating how the team that worked on it now represents security in this sector.

For those interested in purchasing, the digital copy of the basic manual it costs 19 euros. Alternatively the physical copy of the two manuals that make up the complete package Apocalisse (the basic manual John’s Guide to the Armageddon and the bestiary Monsters of the Armageddon) instead costs 90. Furthermore they are also available The Book of Revelation (an artbook and a version of the homonymous text by John the Evangelist, also available in Latin) and the master screen. The manuals are available in both Italian and English.

Volume Review of Apocalisse: John’s Guide to the Armageddon

Hardcover, solid binding, vivid colours. The editorial quality of Acheron Games is beyond question. It has accustomed us to manuals that are beautiful to look at, which deserve to be exhibited in the bookshop. The layout recalls that of the official forms for D&D5e, but not without a certain unique style. This is especially noticeable in the background of the pages, with the parchment effect, and in the boxes, designed to imitate the miniatures of medieval texts.

The character chosen deserves special mention. The serifs and in general the characteristics of the fonts almost give the idea that the text is in italics. Which helps to give a certain weight to a manual that has almost “biblical” ambitions. This is a somewhat heavy choice when reading, also because at times you find yourself going back and forth in the text trying to understand whether the sentence was actually in italics or not. But you get used to it quickly, and in general, it doesn’t compromise usability.

The Artistic Level

What he does shine Apocalisse from an editorial point of view they are the illustrations. Here too we find prestigious names for the Italian market. Daniela Giubellini head of the project, assisted by Francesco Biagini and from the study Grim Moon; well-known names once again for Inferno, Brancalonia and Nightfell, just to stay in the world of D&D. With Fabio Porfidia who took care of maps, miniatures and cards, the perfect team is complete.

The result is stunning. The bar that Acheron Games had set with Inferno was further raised. Every single illustration is a feast for the eyes. Starting from those that introduce the chapters, the style that recalls ancient etchings is unique. But there is no page that does not exude power. Because here we are not talking about a banal adherence to the theme of the manual. That is there, and it is rendered perfectly. The point is that each illustration has the power necessary to pierce the page, to strike with all its themes, rendered in a simply majestic way.

Review of the Setting of Apocalisse: John’s Guide to the Armageddon

Then I saw: behold, a door was open in heaven. The voice, which I had previously heard speaking to me like a trumpet, said: “Come up here, I will show you the things that must happen next”

Precisely, the setting. The premise itself is quite simple: the Apocalypse has finally arrived. However, we are not talking about a common post-apocalyptic world, with which the role-playing game market is saturated. The biblical Apocalypse, Armageddon, is played out here, the preparation of the final battle between the Lord of Hosts and the Adversary, which will decide the fate of the world. The Apocalypse of John, for the sake of precision, is also known as the Book of Revelation.

These premises are all in all linear. In an unspecified version of our world, the Seven Seals of the Apocalypse have opened, one at a time.. Conquest, War, Famine, Death: the four horsemen have ravaged the land. With the latter, all the dead in Hell awoke from the grave, followed by those in Paradise.

The world has fallen into a perpetual eclipse, the stars have hit the continents, shaking them and destroying every form of civilization. Finally the angels of the Lord descended to earth and the demons emerged from the Abyss. All that is now unclaimed by Hell, Heaven, or the Four Horsemen is the Plain of the Apocalypse. The scenario in which the Final Battle will take place, and where game adventures come to life.

Themes on the table

Of course, Armageddon doesn’t just become a background element to use as an excuse for a bit of biblically inspired fighting. On the contrary, it represents a living element of a game that leads to politics, within its limits D&D5e allows it. A good part of the game is in fact polarized on the clash between the factions. 

On the one hand, the Adversary, with his demonic hosts regurgitated from the earth and the Beasts of the Apocalypse acting as his Herald. On the other, the Throne, where the angelic hosts watch over the faithful, feeding them with Manna, the only truly nutritious food left in the world. Running to the margins are the Knights of the Apocalypse, each of whom, having completed their task, has claimed a territory for themselves, proclaiming themselves neutral.

In the middle the whole humanity, almost all barricaded in the city of Babylon. However, the only place that can still offer a certain refuge is not free from conflict. Torn apart by factions, known or hidden, the last city tries to survive as best it can against forces greater than itself. In a dense web of plots, secrets and struggles for power, humanity seeks a way to escape the destruction of the world.

Review of Factions and Themes of Apocalisse: John’s Guide to the Armageddon

As anticipated, the themes of Apocalisse are openly placed on the gaming table. Each faction has its interests, but not all are obvious. Why enslave oneself to the Adversary, for example, for a life of misery at best? It must be kept in mind that if the Throne wins the last battle, the world will be destroyed as per the plans of the Almighty. And that in the meantime his devotees are stuck in laws that are far too restrictive; liberticide, one might say. 

The manual presents a very complex game of power groups that hinder each other, looking for a way to win or avert the end of the world. Each of these has its own territory of which the specific characteristics and tables for possible obstacles are presented. But what really makes Apocalisse interesting from this point of view are the narrative hooks. Each location and each faction has a series of game ideas articulated in the right way. Never pedantic, never notional, they are practical and ready to use, enriched with just enough color to give an idea of ​​the atmosphere to be played in, as well as the adventures.

Perhaps the game could require the use of some security tool that is not presented, but we cannot speak of a real lack. We are talking about a setting compatible with D&D5e, therefore a starting point that is seeking its own specific solution to the most recent sensitivities. In any case, it is there a certain delicacy in drawing fully on Christian mythology, without delving too deeply into the cult. A work that respects the most sensitive believers, is undeniable.

Game Mechanics

Another undeniable strong point of Apocalisse they are certainly its mechanics. The most famous role-playing game in the world is not distorted, also because it would not make sense. The growth of the character from an ordinary person to a hero capable of facing – literally – epic challenges is perfect for the context. But Marco Bertini has done a chiselling and adaptation job that is absolutely up to the ambitions of this game.

For starters, the character’s Species. Apocalisse is meant to be played as if it were truly set after the fall of our world, where the manifestation of the Seven Seals made magic and the possibility of rising to the rank of biblical heroes a reality. Therefore, although compatible with any race, It is recommended to play it with humans. Adding new bloodlines would therefore not have made much sense. And here comes the stroke of genius.

The Species is merged with the Background, obtaining the Origins. Characters can be born before the Apocalypse or after it. Or they can be resurrected, respectively from Hell, Purgatory, Limbo or Paradise. Each Origin guarantees an abundant series of extra options which significantly increases the character’s wealth. Above all, each of them offers interpretative ideas and game hooks that allow for extensive customization.

Virtues and Sins in the Review of Apocalisse: John’s Guide to the Armageddon

We know that the fifth edition of D&D he tried to break away, if not from the Alignments system, then from its rigidity. Apocalisse takes the final step. The morals and ethics of a character are not linked to the axes of law and chaos or good and evil, but to Virtues and Sins. In true biblical style, of course. 

The Seven Deadly Sins are well known. Pride, Greed, Lust, Envy, Gluttony, Wrath and Sloth. Each player selects one, which grants him a specific ability, and which obviously influences the way in which his character will move. Less known are the Seven Virtues, slightly reworked for a question of playability: Fortitude, Wisdom, Temperance, Justice, Faith, Hope and Charity

Virtue grants Advantage on one saving throw and Resistance to one type of damage. And how Sin affects how the character is played. In the case of interpretations that particularly adhere to these two criteria, the Guide can assign Inspiration.

A little note about the Guide: in Apocalisse the Dungeon Master takes this name, as in Inferno, creating a sort of continuity. However, it does not have a counterpart within the narrative that guides the characters through the Gironi Infernali. The definition has only been maintained, precisely as a matter of continuity and because it is appropriate.

On a Mission for God

Another original mechanic by Apocalisse is that of the Marks. The Characters are incentivized to actively take a position in the imminent final battle that will decide the fate of the world. The Marks are literally imprinted on the body of those who side with the Adversary or with the Throne. They allow you to go unnoticed, but if activated they offer great benefits. 

Marking Dice is equal to the Character’s Expertise. They start as a d4 and grow in size as you level up. Their result can be added to a failed roll (so yes, after seeing the result), and they recover with a Long Rest. Additionally, each of the fourteen marks, seven for the Mark of the Lord and seven for the Mark of the Beast, grants specific benefits. 

However, they don’t come cheap. Earning them requires overcoming very difficult tests, which can lead to martyrdom (for the Throne) or the sacrifice of what is most precious (for the Adversary). And if the Mark Die rolls a result of 1, it triggers a Fatal Punishment to be rolled on a specific table. The effects can be devastating, fully capturing the breadth of a biblical plague.

Humanity

The human faction also has its own brand. Darker and more mysterious, though. It’s about the Mark of Enoch, who is not linked to otherworldly powers. Enoch “the Vanished” is a mysterious figure, not even his followers know him well. What is known is that it aims to find the Book of Revelation to save humanity from destruction.

The Mark of Enoch underlines how Apocalisse is a game focused on the clash between Heaven and Hell for the fate of the world, but humans are also allowed to have their say. It offers less choice (only one is available), but its effects allow you to give your all against celestial and infernal creatures. 

There is also a fourth faction, which has no brands. Lilith, the Biblical Witch. Rebel figure, who Warlocks can invoke as their patroness. A mysterious and non-aligned entity, which pursues rebellion as the only way to salvation. This leads to the emergence of a fundamental and unusual aspect (for D&D5e) Of Apocalisse: PvP, in a broad sense. The Characters can carry out very different issues, pursuing objectives for openly conflicting factions. Yet the game allows them to be developed as a dialogue within the group, and not as an element of forced rupture.

Character Options Review of Apocalisse: John’s Guide to the Armageddon

You can’t define a setting module as such without a few options for the characters. In this case, the new subclasses reign supreme. The illustrations alone make you want to play them. They fully convey the authors’ ideas, remaining extremely thematic.

Each subclass is strongly characterized, as well as strongly themed on more or less specific aspects of the setting. They often manage to completely overturn the patterns of a class without distorting it, but giving a completely new gaming experience even for veterans.

The Barbarian of Martyrdom, for example, embodies the spirit of self-flagellation necessary to sacrifice oneself for the cause of the Lord. The Bard of Revelation is neither more nor less than a prophet (of the Abyss or of the Throne). Armed with special Battle Bells, the Cleric of Ruin carries the word of the Lord in his incarnation as the Destroyer. Instead, he put himself at Pestilence’s service Plague Druid, which spreads decay instead of making the earth flourish lushly. Furious, the Warrior subclass, says it all: not an ordinary Barbarian, but a professional of war who abandons himself to anger.

Other Subclasses of Apocalisse: John’s Guide to the Armageddon

Gloomy and silent, the Spectrum of Absinthe is a thief who relies on the noxious vapours of the poison that has replaced a large part of the natural waterways. The Magician of King Solomon’s School binds the will of otherworldly creatures, heir to the wisdom that before the opening of the Seven Seals was believed to be mere superstition. To the Seven Seals, it is inspired precisely by the Monk subclass, which wedges metal spheres into its flesh capable of entering into resonance with them, drawing on their power.

Tragic figure that of Paladin of the End of the World, who rather than venerating a divinity stands in defence of humanity. He wanders the Plain of the Apocalypse, devoted to the extermination of all immortal creatures who want to end the world. The Bulwark is a particularly atypical Ranger, heavily armoured and armed with a culverin, who defends the walls of Babylon. 

The Sorcerer of Otherworldly Descent has awakened his angelic or demonic heritage. A blood that was asleep before the Apocalypse, and which he can now draw on fully, almost elevating himself to the rank of immortal. Finally, the Lilith’s Pact allows the Warlocks to align themselves with the Matron, claiming their freedom by rebelling against the celestial order.

A(n Almost) Complete Game

Obviously there is a section for equipment, with wonderful objects of strong biblical inspiration. Whether it’s the Sword of War, King Solomon’s Ring, the Dagger of Darkness or the Spear of Longinus (yes, that one), every player will have their ambitions fulfilled. Not without an obvious cost.

Completes everything in The Key to the Seal, a short five-scene adventure for third-level characters. Specifically, it is designed for the pre-generated characters presented in the game’s quickstart. The Key to the Seal pushes the protagonists to venture beyond the walls of Babylon to recover a relic whose nature they do not know, in the territory of Guerra. Our reviews do not include spoilers, but the adventure is designed to give a good idea of ​​the overwhelming nature of otherworldly forces, and at the same time to fully play out the possible ideological conflicts within the group.

The Key to the Seal highlights perhaps the only flaw of this manual, namely the absence of a bestiary. It’s true that Monsters of Armageddon performs this function, but for a setting with such strong characteristics, it would have been appreciable to have at least some basic creatures to immediately set the game on the right foot. Instead there is no mention, not even of the creatures presented in the adventure (the Goat Demons and Ariel, the angelic lion). The statistics can be retrieved from the quickstart, but there is little to do: to play Apocalisse it is essential Monsters of Armageddon. It is not for nothing that the manuals can be purchased in bundles.

Bestiary review by Apocalisse: John’s Guide to Armageddon

As anticipated, the monster manual is really very important for this game. Monsters of the Armageddon in fact, it presents all the typical threats of the setting, which as we have seen is strongly characterized. Of course it is possible to repurpose creatures from Monster Manual Of D&D5e, but the loss of flavor would be truly regrettable. It should also be remembered that the artistic team of the bestiary is the same as the basic manual and, even if some illustrations are recycled from the latter, the quality remains enormous and they are still in a larger format which does them further justice.

The manual also introduces some mechanical innovations. In addition to monster descriptors that tailor them to the faction they come from, introduce Titanic Monsters and Apotheosis. The first are the creatures that one can imagine in an apocalyptic scenario, so vast as to require a set of rules of their own, although presented in a very fast and pragmatic way. The Apotheosis, on the other hand, is a stage in which some creatures, when in difficulty indicated by the relevant card, can call upon the power of the Creator or the Adversary. In mechanical terms this makes them capable of new legendary, but even more powerful actions. This will really make the word “Apocalypse” make sense in gaming sessions.

Creatures for Every Need

The manual is divided into seven different thematic sections. The first presents the Hosts of the Lord, all the angelic creatures aligned with the Celestial Throne. Although most recall the classic iconography of angels, some refer to biblical descriptions of figures inconceivable to the human mind. The section on the Adversary’s Horde, of course, features the demonic counterpart. Then there is a section dedicated to the territories of each of the four Horsemen of the Apocalypse, and one to the threats that can be encountered while travelling across the Plain of Armageddon.

In addition to the different creatures and archetypes applicable to adapt a creature or NPC to the chosen faction, a further strong point of Monsters of the Armageddon is that they are unique creatures. We are talking about challenge degrees well above 20, like the resurrected Lucifer and his right-hand man Abaddon, or the Knights themselves. The Dark Prophet and the Lamb Lion. But the ones who dominate above all are Metatron, the Word of the Lord, and Satanas, the Dragon of the Apocalypse. With their challenge ratings of 30, they are by far the most fearsome creatures that can be encountered after the Apocalypse, designed to go far beyond the epic.

Conclusions of the Review of Apocalisse: John’s Guide to the Armageddon

Apart from the need to purchase two manuals to actually have a complete game, there is nothing that can be complained about Apocalisse. We’re talking about a sensational game. Perhaps presenting it as “the definitive role-playing game for 5th edition”, as Acheron Games does, is a little ambitious. But it is undeniable that it is one of the best compromises available between playability and originality. The manual presents truly unique scenarios, and the fight for the destiny of humanity in a clash of biblical scope fits perfectly with the epic fantasy style that D&D requires. 

It should also be considered that everything was created with obsessive attention to detail and with the extraordinary quality that usually distinguishes the works of Acheron Games. In light of all this, Apocalisse is a role-playing game manual that is highly recommended for everyone. Lovers of the most epic scenarios will surely love it, as will collectors who want to grab simply beautiful manuals. If the idea of ​​using every resource to have your say in the eternal war between angels and demons inspires you, you will find it simply essential.

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Autore

  • Stefano Buonocore

    Cinquanta per cento Mago Merlino e cinquanta per cento Anacleto, affetto da una profonda dipendenza da tutto ciò che è narrazione. Che riesce a soddisfare coniugando le sue principali passioni, la scrittura e il gioco di ruolo.

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