H.I.V.E. Is a Clean Operation
Some adventures shout for attention. H.I.V.E. does the opposite. It waits. It plans. It moves in silence. That is why this module still works today.
The setup is simple. Heroes investigate a strange facility. They dig through reports. They deal with quiet operatives. They uncover a threat that feels organized rather than chaotic. The whole mission leans on Detective rolls, Perception checks, and solid teamwork. If your group wants something more subtle than a street fight, this is a perfect fit.
The module gives multiple paths into the base. Social entry, stealth, or direct force. It rewards smart play and makes mistakes matter. Clues hide in office drawers. False reports sit on desks. A single bad assumption can send the team in the wrong direction. A single good roll can open the entire plot.
It is not perfect. The layout is dense, and some information hides where you do not expect it. You need to guide the group before they wander away from the operation. But the tone is strong. The NPCs act with intent. And the fallout lasts long after the credits.
Run it once and you will see why H.I.V.E. fits so well in Gotham stories. It is clean. It is cold. It feels like the kind of enemy who never truly goes away.

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