This first volume kicks off the trilogy, taking Warhammer 40, Dark Heresy Roleplay Game players into new conspiracies and new enemies of Mankind to fight. Terrible threats stir amongst the worlds visited by the mysterious Rogue Trader line of Haarlock. What has been left behind threatens everything the Inquisition has worked for in the Calixis Sector.
Will your Acolytes be able to discover the secret of the Haarlock's Legacy in time? Advanced character generation, alternative ranks, and Calixian careers including the Black Priests of Maccabeus, Metallican Gunslingers, and the Adepta Sororitas. With a host of weapons and gear, advice on establishing alter egos and informative contacts, plus in-depth commentary on the Calixis Sector, this tome covers everything you need to create a completely unique character in the 41st Millennium.
Suitable for players of all levels. A copy of the Dark Heresy Core Rulebook is needed to use this supplement. Chapter I: Standing in the Shadow On intelligence from a contact in Hive Desoleum, the Acolytes track a group of smugglers carrying dangerous xenos artefacts through the harsh wastes outside the hive to its main spaceport.
When they discover that the smuggling ring extends well beyond the planet, and is in fact dedicated to smuggling these relics back to their point of origin, a shrine world called Thaur, they must board the voidship carrying the artefacts to that planet.
Chapter II: To the World of Bone The Acolytes continue their investigation aboard the ship and must deal with its captain, a powerful Rogue Trader who can both help and hinder their efforts to find the smuggled relics. They soon discover a cult dedicated to the strange xenos artefacts, which plots to capture the vessel once it exits the Warp and use the lives of those aboard as a mass sacrifice to reawaken their sleeping alien god.
The Acolytes must defend the ship and thwart this scheme as the vessel arrives on Thaur. But, to return Heresy Core Rulebook and Desolation of the Dead from the to the topic at hand, how much were you offering for this delivery?
The adventure begins with a —Gholsken Hresk, Sable Trader bizarre crime scene in a lower hive area that calls for the attention of the Acolytes. This offers a new lead on the traffic in tainted he adventure begins in Hive Desoleum, with the Acolytes xenos artefacts plaguing the gigantic hive city, a concern that has vexed their Inquisitor for some time.
This first part of Forgotten Gods is primarily investigative. T investigating the scene of a violent altercation at the request of Sanctionary Oath-Captain Kaytian Nils.
The scene is marked by several strange factors that led her to reach out to However, there are numerous opportunities for violence if the the Acolytes. Acolytes with more subtle skills can unnatural and heretical is at work, the Acolytes follow the trail successfully navigate the events with only minimal bloodshed. In they pursue their quarry.
Game Masters should remain open order to discover the truth, the Acolytes must follow the smugglers to whatever ideas and plans the players can come up with, and onto a ship bound for an unknown destination.
Its true numbers are unknown, and at any. It was a cult member named Ferrue Fayne who first came into possession Hive Desoleum of a strange and ancient relic of unknown but clearly xenos origins, with which he boosted his existing psychic powers.
Drawing on The gigantic edifice of Hive Desoleum is one of the oldest and the unholy resonance of the xenos artefact, Ferrue was able to most important hive cities in all of the Askellon Sector, and a raise the very dead to serve him.
If the Acolytes have already been location that is already familiar to players of Dark Pursuits or through the events of Desolation of the Dead in the Dark Heresy Desolation of the Dead. Hive and the reasons behind it. The latter also includes additional information on a particular area of malevolent work of the Trade Sable, one of the largest groups lower Hive Desoleum connected to these events, the Gallowsway.
These smugglers sell to whomever can the Dark Heresy Core Rulebook. Even seemingly innocuous artefacts of xenos origin Home World: fetch a high price and have become one of the most lucrative Hive Desoleum commodities for the Trade Sable in Hive Desoleum. Players can adopt Hive Desoleum as their home world As ever, heretics are quick to betray their allies when it seems when creating a new Acolyte, especially as a replacement expedient. Certain factions of the Trade Sable have worked for character while adventuring in that location.
Characters from some time with a cult known as the Children of the Inheritance, Hive Desoleum follow the standard hive world rules see based on the fabled Cemetery Planet of Thaur though it is page 38 of the Dark Heresy Core Rulebook , but with the important that the Acolytes do not learn this until the events of following new Home World Bonus instead of the usual one: the second chapter. In fact, this is the same cult that employed the services of the arch-heretek Somnius Halbrel in the events Home World Bonus of Dark Pursuits.
The Inheritors, as they are sometimes known, are bonus to Willpower-based tests involved in fulfilling that willing to pay almost any price for these objects. Thus, a number oath. If he ever goes back on his oathgiven word, of enterprising Sable Traders, collaborating with the Inheritors, however, he gains 1d5 Insanity Points. The adventure begins in the aftermath of one such incident. This is not the first deadly encounter between the Traders and the Callers of Sorrow, but it is the first to come to the attention The Trade Sable of the authorities, as the others have occurred in the darkest and most forlorn stretches of the hive.
The Trade Sable is an organisation of smugglers and their ilk A handful of Sable Traders escaped the carnage and are who dealer in the forbidden, from dismal texts to xenos relics. Sable Traders, therefore, are a merciless and wicked lot, the scene of the skirmish. After some investigation, the Acolytes perfectly content to see worlds engulfed in the fires of perdition, pick up the trail and eventually catch up to the smugglers, either so long as they receive their payment.
The events of Forgotten fighting them or following them into the wastes surrounding Hive Gods concern themselves specifically with the trade of ancient Desoleum. Eventually, the Acolytes discover a smuggler camp, xenos artefacts unearthed beneath the countless cemeteries on where Sable Traders and cultists of the Children of the Inheritance Thaur.
For years, these objects have trickled out from Thaur to are preparing to take their stockpile of artefacts off-world. Again, be dispersed across the sector. In particular, the dissolute nobles the Acolytes can choose to take up arms against the smugglers, or and heretical covens of Desoleum have frequently acquired these to remain inconspicuous and follow them. In either case, the path artefacts, as the massive amounts of interstellar commerce between leads to a vessel preparing to disembark.
In order to discover the the two worlds make it a prime hub for smuggling. The Faceless Trade the prior Dark Heresy adventures Dark Pursuits and is a step beyond smugglers of arms, chems, or other wares that Desolation of the Dead.
If players have already completed contravene Imperial law—it deals in the objects that damn souls those adventures, there is a chance that these NPCs are no and bring entire worlds crashing down in heresy. Recommendations for such replacement NPCs can be found where needed in the adventure, and profiles for The Callers of Sorrow the NPCs are located at the end of the chapter. The latter case is both simpler and more difficult to The Callers of Sorrow is a large cult endemic to Hive Desoleum.
If the Acolytes have made a complete enemy of The followers of this malefic group are sworn to the service of the an NPC, it might be necessary to introduce a new character Dark Gods, in particular the Chaos power known in forbidden to fulfil that role, just as if the NPC were dead.
However, texts as Nurgle, the Lord of Decay. Specific guidance is given in adventure Fayne, based out of a downhive area known as the Gallowsway. This region, rife with death and decay, is fertile ground for the Callers of Sorrow. Whether or previous adventures Dark Pursuits and Desolation of the Dead. The moment of to enhance their Warp-spawned powers. This requires Immortal Emperor A few of the notable differences would be the Inquisitor. In this case, the GM Pursuits and Forgotten Gods, as well as the involvement of the might wish to make certain adjustments to the adventure arch-heretek Somnius Halbrel and his missive found in Chapter to reflect the presence of an Inquisitor within the warband.
II: To the World of Bone see page The latter assumes Though an Inquisitor holds ultimate power, the realities of Halbrel has concluded his business with the cult which takes Imperial power structures and the burden of his duty should place in Dark Pursuits, and thus would need modification. If running the adventures in an what you want to do? GM to take notes where necessary, so that he can modify events and NPC attitudes accordingly.
The default attitudes and actions of the NPCs will doubtless require adjustments in this situation. We need to contact them. Depending on how their previous interactions went, she might approach them quite he chapter begins with the Acolytes receiving a tip from grudgingly, as a last resort. In this case, the Game Master should.
If the Acolytes have previously been through the events of Desolation of the Dead, they have already met Nils, who contacts modify this scene to take into account her attitude. If things went truly poorly last time, the GM could have the Acolytes informed of the situation by their Inquisitor or another existing contact. To them directly. A short time ago, Oath-Captain Kaytian Nils of the Sanctionaries Casualties of approached you with news of a disturbing crime.
When I got there, something about it instantly reminded me of the last should play up his unfamiliarity with the Acolytes either as time. Then I found this. If the GM wishes, he can have Nils answer any Depending on how events unfolded in Desolation of the questions the Acolytes might have en route. In addition to determining the degree of deference she shows toward them, After a journey into the depths of the hive, you finally reach this could also affect how readily she provides information the forlorn area known as the Gallowsway, the region of and resources.
As you arrive at a three-storey least in a professional capacity, and do everything reasonable structure, its exterior plascrete and steel walls discoloured with to assist them. If, however, Nils has never met the Acolytes centuries of grime, Oath-Captain Nils puts on a respirator mask before and does not know their true authority, she is less and recommends doing the same, before pushing open the rust- forthcoming.
If Nils did not summon the Acolytes, reduce her streaked doors. The spacious chamber beyond is piled high starting Disposition by Even if she comes to understand with junk, and the ceiling sags in several places. Nine pools of that the Acolytes represent forces greater than herself, Nils congealed blood arrayed about the room and the fresh las-burns cannot help but resent the imposition on her work.
Similarly, and bullet holes scarring the wall speak to the recent violence. The if the Acolytes caused major problems for Nils last time she air is thick with the smell of blood and an overpowering scent of decay. Several Sanctionaries move about the room, taking picts saw them, the GM should reduce her starting Disposition and speaking in hushed tones..
Conversely, if the Acolytes proved capable and provided Nils with assistance in the past, the GM should The original purpose of the building is lost to time, but it increase her starting Disposition by 10 or more. The structure is primarily made up of a single large chamber, cover story.
Kleyne discovered the scene during a routine patrol, approximately 80 metres long by 30 metres wide. It is three storeys when he heard sounds of gunfire. By the time he reached the high, but the stairs leading to the upper floor walkway have long source, the fight was over and only corpses were left. Kleyne is since collapsed, and it is unreachable.
A small portion of the lower an honourable-enough sort, as far as Sanctionaries go, with a two floors is separated into an office, the armour-glass partition so Submissive Personality towards his superiors possibly including streaked with grime and corrosion as to be opaque.
In addition the Acolytes, depending on how Nils interacts with them and a to the double doors through which the Acolytes enter, there is Disposition of He is not above taking a bribe, but down in the another door and a large loading ramp set in the opposite wall. Gallowsway, far from Consortium interests, the Sanctionaries tend A flight of rickety metal stairs leads to a catwalk that runs the to be more honest. A What happens next is up to the Acolytes.
Oath-Captain Nils single window on that floor has been boarded up. Several vents and Sanctionary Kleyne are available to answer any questions to and pipes open to the upper two storeys. The rear door exits onto the best of their abilities. The bodies were removed before Nils a gantry walkway scored by recent las-shots and bullet impacts.
The heavy folding door of the loading ramp opens to a sheer drop She or Kleyne can take the Acolytes to the mortuarium if they into the depths of the hive.
The Acolytes are free to investigate the There are a number of crates and small shipping containers scene however they wish, and GMs should be open to whatever arranged in stacks about the room. Most of these are ancient, as approaches the players come up with. Other than realising the shown by the rotten wood and rusted-through metal. A few are gravity of the heresy at play, it is important that the Acolytes grasp more recent, and inspection reveals that these have been forced that one or more of the perpetrators escaped the showdown alive, open and ransacked.
The Acolytes can discover several clues while examining there is a heavy reek of decay in the air, and numerous large, hairy the crime scene as described on the following pages. The Acolytes might search for a reason behind this, but none can be found. The Sanctionaries Alien Keys present have also spent time searching for additional corpses that If any of the Acolytes are carrying a xenos artefact such as the might explain the odour, but to no avail.
These reactions are subtle, and unless the Oath-Captain Nils calls him over and introduces him to the Acolytes think to examine the artefacts in their possession, call for Acolytes. If the desiccated alien hand is present, it twitches slightly,. It is impossible to ascertain what the contents were, very bottom of Desoleum City, one of the lowest levels but a large amount of plastek-foam shipping material indicates that considered part of the hive proper before the darkness of the they are fragile in nature.
The citizens of the Gallowsway live tell from the bloody handprints within the crates that at least one without hope, just as they live without much in the way of person must have lived through the combat, taking items with him wealth, food, or even steady light.
The Gallowsway is known as he left the scene. In a city of untold Additional Clues billions, these macabre industries are necessary to ensure the There are also more mundane clues that the Acolytes can find.
If city does not succumb to decay and disease. If he achieves two or more degrees of success on the test, surrounding areas are rife with failing machinery, inoperable the character notices several blood spots on another gantry below, lumen fixtures, and collapsing gantries and corridors.
A left behind when a wounded smuggler leapt down. The Acolytes noxious fog rises up from below, suffusing the area and can follow this trail of blood, at least for a short way. The worst part about being in the Amongst the centuries of grime and refuse in the warehouse, Gallowsway, though, is the rain. Though its intensity keen-eyed Acolytes might notice small scuffs of fresh dirt. If a character succeeds, he finds a fresh boot levels; a filthy liquid combining effluvient, toxic by-products, print crusted with thin sand that is unlike anything found in the and simple grime.
The constant drainage coats the area in muddy Gallowsway. In fact, the dirt was tracked in from the wastes a greasy, foul-smelling slime.
Though there is no immediate surrounding Hive Desoleum, indicating that someone involved danger from this liquid, an observer cannot help but wonder in the scuffle has been coming and going from the hive. The fine if the miasma contributes to the almost universally sickly silicate nature of the material marks it out as coming from the nature of the Gallowsway residents.
Acolytes might decide to seek out witnesses to question. However, no witnesses are particular crate. As the Acolytes might correctly surmise from under Following the Trail on page These prints, or the invisible trail of Warp emanations, in addition to the reactions can also assist in tracking the surviving smugglers, who damaged crates and missing contents. They can gain additional are carrying a number of artefacts taken from the Callers of Sorrow clues by examining the corpses at the mortuarium, but if the as explained under Following the Trail on page Acolytes decide that time is of the essence, they can set off straight away in pursuit—see Following the Trail on page She also points out A psyker Acolyte can make a Difficult —10 Psyniscience test the clearly ransacked crates and mentions that her Sanctionaries did to sense a lingering psychic echo.
There is something unsettling not remove any such items except the personal effects of the dead. If he scores It should be clear to the Acolytes that at least one person three or more degrees of success, the psyker is not only confident survived the fight, and that this person can provide answers.
It that the lingering psychic residue is non-human in origin, but should also be clear that xenos artefacts were a factor in the fight. If additionally senses faintly the presence of Chaos. A character the Acolytes decide to contact their Inquisitor, he can tell them that without a psy rating can attempt a Very Hard —30 Awareness the trade of xenos materials in Hive Desoleum is a dire problem, test; if he succeeds, he gets an uneasy feeling of deja vu and the and tracing the artefacts here should be their top priority.
If the Acolytes request it, Oath-Captain Nils Scarun Tomas can take them to the mortuarium, where the bodies are awaiting Sanctionary-Medicae Scarun Tomas is certainly competent autopsy. The mortuarium is a cold—though less than completely at his job, but also weary, having seen the same chainsword sterile—facility located beneath the precinct house. Sanctionary- and las wounds countless times. He is quick to look for the Medicae Scarun Tomas is in charge of the mortuarium, assisted typical causes of death and close his report so that he can by several poorly maintained servitors.
Harsh, bright glow-globes get to the next body, for the queue is endless. He long ago illuminate the room, and drains are set in the floor at numerous gave up the idea that his work has any real meaning, for spots. The mortuarium is equipped to store more than a hundred few murders are solved this far from the lights of the Apex.
If he actually realises that the PCs represent an the Gallowsway for processing. Sanctionary-Medicae Tomas is Inquisitor, he becomes quite nervous; this could even preparing to begin the autopsy when the Acolytes arrive, setting cause him to make mistakes, if the GM sees fit.
He has also prepared a vox-corder to record his observations. The first body is laid out The smugglers had the following gear: two laspistols, one on a cold steel table which has been tarnished by years of use, autopistol, two lasguns, a shotgun, rebreathers, three sets of now with permanent dark stains surrounding the drains on the floor badly damaged flak armour, and a portable vox.
The vox is still beneath. Three additional bodies sit on gurneys, covered by tarps keyed to the frequency the smugglers were using; the smugglers and awaiting their turn, with the other five in cold storage. In fact, a had several coins scrimshawed from bone.
These coins are the skilled Acolyte could very well spot details that the Sanctionary- currency of the shrine world of Thaur, though the Acolytes are Medicae overlooks. If one of the Acolytes wishes to participate unlikely to recognise this unless any of them have been to Thaur.
An Acolyte participating in the autopsy should attempt them with no test needed. Acolyte notices them before Tomas. Immediately upon can attempt a Difficult —10 Medicae test. If he succeeds, the pulling back the shroud to reveal the corpse, Tomas notes that the character also notices details in the same manner as above.
Acolytes with any ranks in the Medicae skill can see this as well, The corpses have been stripped and their possessions stashed without a test required. The apparent cause of death is readily prior to the Acolytes arrival.
The cultists had the following possessions: one rusty maggots spill out, prompting the Sanctionary-Medicae to jump in cleaver, three stub revolvers, two autoguns, several grisly trophies surprise. All characters who witness the depicting three circles in a triangular formation.
The mutant. Should the Acolytes wisely decide to burn the rotted the Necrophage profile. Everyone other than the Necrophage bodies, the Sanctionary-Medicae says something about a violation suffers from Surprise during the first round of combat, unless they of protocol, but makes no serious effort to dissuade them. However, these corpses and the others are truly dead, and do Tomas quickly retreats away, but if needed he can be represented not pose any direct threat.
If If desired, the GM can substitute some other horrific Oath-Captain Nils is present, she can suggest that they begin their occurrence instead of the risen dead to best match his players. Two of the dead cultists shower of toxic gore, or the open chest revealing a booby-trapped feature ragged wounds consistent with those caused by a bolter. The Sanctionary-Medicae is rare sight in his work.
No bolt weapons or shells were found at the particularly susceptible to shows of authority, scene, indicating that the person wielding it escaped alive. Depending on what avenues of approach the Acolytes took in examining the crime scene and their success with skill tests, the Acolytes should have several potential leads to follow. What follows is information on several possible leads; however, the Acolytes might come up with different strategies, or decide to follow up on seemingly innocuous details.
GMs should attempt work with whatever the players come up with in order to keep the game moving and exciting. If the Acolytes try an unexpected approach, take a moment to consider its feasibility. Even within the immediate vicinity on the actions of the players, the Acolytes should catch up to the of the warehouse, the trails are inconsistent and difficult to detect.
Thus, for the adventure could consume a great deal of play time, or act as a every additional two hours since the Acolytes first arrived on the mere bridge to the next scenes. The adventure is written with the scene of the crime, the Acolytes suffer a cumulative —10 penalty assumption that this portion takes only several hours of in-game on this test.
Following the trail is not a straightforward process, as time, but it could be extended much longer if the Acolytes take a even early on there is some distance between one blood droplet methodical approach. In this case, the GM simply delays further or scuff of dirt and the next, forcing a tracker to move slowly and events, specifically the departure of the Oath Unspoken the starship deliberately, frequently doubling back to pick the trail up after bound for Thaur , until such time as the Acolytes reach the proper losing it.
For purposes of travel speed, this effectively counts as stage in the adventure. If the warband slants toward investigative skills, they could spend a great Unholy Resonance deal of time interviewing witnesses, combing over evidence, or other tasks. This is easier for the The following are some of the most obvious or effective Acolytes to discover if they already possess one or more artefacts methods the Acolytes could employ for following and gathering from the earlier adventures.
However, even if they did encounter information on their quarry, as well as ways the GM can provide related artefacts previously, it does not necessarily follow that they clues as needed. Of course, perhaps the most effective means currently have the objects in their possession, or kept them at of tracking the smugglers is to utilise multiple, complementary all. Particularly for those Acolytes of a more puritanical bent, the methods. In this case, the GM should apply appropriate bonuses obvious thing to do with such artefacts is simply to destroy them.
If to tests for which the Acolytes draw on existing leads. However, if the Acolytes do possess one or more of the consisting of dirty boot prints and spatters of blood see artefacts, including the fragment that Oath-Captain Nils recovered Tracks in the Rain on this page. If the of their psychic spoor see Unholy Resonance on this page. There are a few possibilities for which skill to Much, on page The Acolytes could use Navigate King of Blades, on page See the Unintended Consequences sidebar on page becomes dangerous and unpredictable if he realises the 20 for information on the smugglers and how they might react Acolytes are after him.
If the Acolytes are able to catch up to contact from the Acolytes. However, it is likely that not determining very roughly what sort of range they are at with a all of the Acolytes possess ranks in the Stealth skill. Acolytes Hard —20 Tech-Use test. On the first attempt, all the character who are unable to follow covertly might feel the need to hang can discover is whether or not the smugglers are within vox range back so as to avoid compromising the group, leaving them approximately km for most models , however the intervening excluded.
Conversely, if the GM does not call for Stealth hive infrastructure reduces this significantly. The exact amount tests, it could leave players who invested in such abilities varies from one place to another due to the variances in the ancient feeling slighted. On subsequent to show off, the GM could allow the character or characters successes, however, the Acolyte can determine if the smugglers with ranks in Stealth to direct the other Acolytes. In effect, are closer or further away than at last transmission, helping the an Acolyte with Stealth hides both himself and one or more warband to stay on course.
No witnesses each additional character the Acolyte is attempting to conceal. The inhabitants of the Gallowsway and other words, his result would have been a success were he surrounding environs know better than to intrude into matters only attempting to hide himself , then, at his discretion, the that are not their concern, and this philosophy extends to crimes, GM might rule that the Acolyte succeeds in concealing including violence and murder.
Most denizens of the region are himself, but his directions are not enough to help aware of the numerous gangs that from time to time pass through his fellow Acolytes hide successfully. Knowledge of cults, such as those within the Callers of Sorrow, is less widespread. They are also taught to report signs of unorthodox time. For instance, as the Acolytes follow a physical existence, unless they are directly involved in the Callers of Sorrow trail or the words of witnesses, they can consult an artefact to themselves.
They might have heard rumours and whispers, which ensure it is showing a reaction. Between street dregs, workers passing by, and to other skill tests. The Sable Traders kin. However, such an event provides a spot of excitement in an occasionally attempt to contact their compatriots outside the hive otherwise bleak day like so many others, so it becomes the talk of by vox to report on their status, although the intervening barrier of the day in obscura dens and taverns.
Acolytes who hit the streets to the hive itself makes this extremely difficult. If the Acolytes possess pick up rumours are sure to find some, though whether they are a comm leech, then they have just the right tool for the job.
The information an Acolyte receives is based on his degrees of success Table 1—1: Gallowsway Rumours on the test; consult Table 1—1: Gallowsway Rumours on this Degrees page for the results. No one had seen him in weeks, and 3 then there he was, dead. I was sent to pick up certainly save some time, but could tip off the remaining smugglers the bodies and tote them to the House of to their pursuit.
There are a number of methods Acolytes could Compassion. The damnedest thing though, 4 the bodies were like they had been dead for take, from intimidation to invoking the authority of the Inquisition. Asking enough time around the dead to know how directly is actually more difficult than eavesdropping on tavern long it takes a body to rot.
I earning one fact: even heard servants of the Inquisition might be involved now, Emperor save us. Make a Subtlety test; on a failure, the Acolytes are soon approached by representatives of either the Callers or one of the local gangs, depending on what kind of questions they were asking.
See Unexpected Callers on page If successful, the narco-dealer approaches the Acolytes on the streets of Desoleum to offer his merchandise. Conversely, if himself as a big-time, sophisticated criminal. He puts on a the Acolytes present a noble, pious, or militant appearance, the show of faux-cultured manners, which only impresses the GM should apply up to a —30 penalty to the test; Llewellyn has not lowest of downhivers.
Llewelyn can be of some assistance to gotten as far as he has by offering his services recklessly. If things go smoothly, he could be a potential obscura, slaught, and stimm, and up to 1d5—1 doses of frenzon. Consumables on page of the Dark Heresy Core Rulebook to acquire additional drugs.
In this case, the test does not necessarily represent them exerting their Influence over Llewelyn, but is a convenient game mechanic to determine if the narco-dealer The Dreg Who happens to be carrying what they want, or can obtain it for them Knew Too Much in a reasonable amount of time. Those familiar with Llewelyn know he is by coughing or rattling the scrip-coins in his crude wooden bowl. The information he can offer. Llewelyn has authority over a number of GM can either offer this observation, or require a Difficult —10 lesser narco-dealers spread out throughout Insuratti territory in the Awareness test.
If the Acolytes offer a coin or other item, the dreg lower hive, who act as his eyes and ears. In fact, Llewelyn directly nods his recognition. Regardless, as soon as the Acolytes go to encountered the Sable Traders just shortly before meeting the leave, the dreg speaks in a coarse—but surprisingly strong—tone Acolytes.
The dreg is on what they already know, Llewelyn might be willing to tell them correct, in either case, but of course the Acolytes cannot know this. Attempts at intimidation, charm, and bribery true name. He should be a mystery to the Acolytes, and regardless are all potential approaches. Their interactions should also give with five men, clearly non-hivers judging from their suntanned them the impression that he knows who they are, but again, they skin.
All of them wore light body armour and were armed, are unable to discover how. Krumb could even be an Inquisitor himself, badly. Additionally, the non-wounded men were all carrying full or an Arbitrator posing undercover to monitor the Acolytes. He packs and satchels. If an Acolyte achieves three or more degrees adopts a Submissive Personality, with a Disposition of The that the Acolytes are hunting the survivors.
He would prefer for the Acolytes to discover this on their own, though, and only reveals this if they are truly floundering of course, he realises they are also unlikely to believe him.
Though Crimson knows that the cult they leave, and deposit it on a specific landing pad at Port Gyre. He they attempt, and should they abandon it or keep it, nothing will does not stand for their presence on his turf, and he strikes at happen to them—for the time being. The exact nature of this ring, their operations where possible. How the Callers of Sorrow view and the consequences for keeping it or discarding it are left to the him, Crimson cannot say.
Crimson and his gangers are masters at Using Krumb inflicting pain with a blade, and even the hardy cultists captured earlier are not beyond their skill. If the Acolytes resort to violence in an attempt to them off-world for purposes unknown.
Vornas might mention that pry information from him, Krumb uses a blind, haywire, the information seems a bit too convenient, almost as if someone or stun grenade perhaps all three in a triplet grouping to wanted it to be known, for the captured cultists yielded these delay and distract the Acolytes while he escapes.
Touched by the Fates trait can assist to ensure that he If they Acolytes did not already know it, after speaking with both lives and that the Acolytes do not gain too Vornas Crimson they should grasp that one of the two groups much information.
It is possible this is the first time they have heard of the Callers; some Acolytes might think to switch gears at this point and go after the cult, rather than continuing their pursuit of the Optional Encounter: smugglers.
Should they contact their Inquisitor, he tells them that The King of Blades the priority is to follow the smugglers and the trail of the xenos artefacts. If the Acolytes make a decision on their own, or if their This encounter depends very much on how events unfolded in Inquisitor is unreachable for some reason, it is important that they Desolation of the Dead, should the players have participated in continue in their pursuit of the Sable Traders; dealing with the that adventure.
It can still be used if the players have not completed Callers of Sorrow is beyond the scope of this adventure. However, if the Acolytes are operating trail might go cold. The GM must use his discretion, but this encounter is not the best course of action. Reasons to continue after the smugglers necessary for successful completion of the adventure, and he can include the fact that whatever object or objects they now possess leave it out if it seems inappropriate for his players.
Vornas the Red Walk. If the Acolytes previously encountered Crimson promising lead on the smuggling of xenos artefacts is threatening in Desolation of the Dead, then his attitude and behaviour to slip through their fingers if they tarry.
If the Acolytes impressed Vornas with their shows of strength and savagery, they can approach him from a position of respect on top Casualties of of the advantage they can offer him right now. This kit contains a booklet featuring a host of adventure and gaming aids, and a sturdy full-colour screen. Printed on one side are scores of handy quick reference charts and tables that make running your games much easier, and will enable the Game Master to hide his dice rolls or simply keep players from reading his notes.
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