This is actually a pretty good little sourcebook on the cult of the Thugee. This was the cult in the second of the Indiana Jones movies and the information provided herein allows you to approach the cult from several angles, depending on how you want things to play out in your universe and on what kind of campaign you're running. The history of the actual end of the Thugee is as fascinating a story as any in real history and the variations on that theme provided by this book are excellent and well thought out. Details of the cult are provided, though a more thorough treatment of the ceremonies involved in the cult might have helped play out some of those crisis moments a little more enthusiastically and "realistically" in the game.
Technical information is generally good, with descriptions of the various organizations that you might want to have your cult use, as well as various motivations for the people in charge of the cult. The NPC's provided (while not of much use to me, since I use these supplements to add to my Call of Cthulhu campaign) would clearly be very interesting to play in just about any campaign, but perhaps even more so in a campaign set in the 1890's.
There are a lot of plot hooks in this volume, and generally speaking I have to say that I felt like I got my money's worth on this one. The quality of the graphic reproduction by DriveThru meets their usual high standards, and, overall, I thought this one was pretty well done. There really weren't any big detractors for me on this one, barring the lack of information on the inner workings of the cult. While some of that may simply be unknown, I suspect that a little more research on the author's part might have brought to light all sorts of useful speculation on the part of the British authorities. Still, this one easily earns a solid "4" for its workmanlike nature and general usefulness!
[4 of 5 Stars!]