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Page 1: CREDITSImperium keyword) or Corsair Eldar (possessing the appropriate keyword(s)). They are all a part of a warband sponsored by both Rogue Trader Kiera Haarlock and Warlock Miimya
Page 2: CREDITSImperium keyword) or Corsair Eldar (possessing the appropriate keyword(s)). They are all a part of a warband sponsored by both Rogue Trader Kiera Haarlock and Warlock Miimya

1

CREDITS

Author

ELH

Cover Art

Martin Sobr

Formatting Assistance

Messiahcide

Special Thanks to my Patreon Backers

Brian Sanderz, Doug H, Spencer Morgan,

Kalik Long, Soup, Ge Tz, cn,

Version & Last Updated

v1.0 – 01/03/19

The author (ELH) and the content within is NOT endorsed, sponsored, or affiliated with Games Workshop Ltd., Ulisses Spiele, or the WARHAMMER 40,000 franchise

Warhammer 40,000, Wrath & Glory: Blessings Unheralded © Copyright Games Workshop Limited 2018. Warhammer 40,000 Roleplay, the

Warhammer 40,000 Roleplay logo, Wrath & Glory, Revelations, the Wrath & Glory logo, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. Ulisses North America and the Ulisses North America logo are trademarks of Ulisses Spiele. All rights reserved to their respective owners.

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2

TABLE OF CONTENTS

Introduction ............................................................................................................................................................................................. 3

Halls of Valhalla ..................................................................................................................................................................................... 5

Act 1 ...................................................................................................................................................................................................... 7

Act 2 .................................................................................................................................................................................................. 16

Act 3 .................................................................................................................................................................................................. 18

Afterword .............................................................................................................................................................................................. 21

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3

INTRODUCTION

THE CORE ACTIVITY

For the living campaign known as the Valhallan

Crusade, it is expected that the player characters

are all either Imperial (meaning they have the

Imperium keyword) or Corsair Eldar (possessing

the appropriate keyword(s)). They are all a part of

a warband sponsored by both Rogue Trader Kiera

Haarlock and Warlock Miimya. Each are covered

below. If your group is using a completely

different framework, the Game Master must make

adjustments to many of the read-aloud sections of

the adventures to make them a better fit.

Rogue Trader Kiera Haarlock

The name Haarlock is well known throughout the

Calixis Sector and among Rogue Traders. They

were the Rogue Trader House responsible for

helping found the Calixis Sector, They acquired

terrible secrets and amassed dark lore, weapons,

and trinkets enough to found a dozen empires of

their own over centuries of conquest. Were it not

for the protection of their warrant and the secrecy

with which they guarded their affairs within the

Imperium, they would have likely been

condemned many times over by the Inquisition

and Imperium at large. Yet perhaps they are most

well-known for the actions of Erasmus Haarlock.

Erasmus Haarlock lost his wife and daughter in

the inter-familial wars that gripped the Haarlocks.

This drove him to massacre the rest of his kin and

all of their associates. He then became obsessed

with bringing back his dead family, using what he

could of his family’s forbidden lore to that end.

But before he could complete his ritual, he

vanished without a trace in M41.703. His secrets,

and those of his family, were presumed lost with

him.

How Kiera Haarlock came to be is a bit of a

mystery. Though none can doubt her claim to the

family name thanks to her ship, The Spear of

Destiny. The ship once belonged to Erasmus

himself and was said to contain as many dark

secrets as the Haarlock family line itself. Even her

crew lack comprehensive knowledge of the ship

they serve on. Said crew are a mix of Eldar and

Human, though it is said the former are simply

playing the long game and will turn on Haarlock

one day when she least expects it. Whatever the

case may be, Haarlock herself seems to be

committed to a singular purpose: To ensure that

both the world of Valhalla and the worlds beyond

remain free of the taint of Chaos.

If you’re interested in learning more about the story

behind the Haarlock name (at least up to Erasmus),

you can find more information in the Haarlock’s

Legacy adventures that were made for Dark Heresy.

Warlock Miimya

The only individual as mysterious as Haarlock is

her right-hand man, an Eldar Warlock known as

Miimya. She is said to hail from Craftworld

Lyanden, and is aboard The Spear of Destiny to

repay some unknown debt to Haarlock. This

largely means operating the forbidden technology

the vessel contains, as well as maintaining the

peace between her fellow Eldar crew and that of

the Humans’.

If you haven’t caught on by now (or are unaware),

Haarlock (and Miimya) are more or less based on

their namesakes found in Space Pirate Captain

Harlock by Leiji Matsumoto. You might find good

ideas in viewing the original 1977 release or really

any entries in the series.

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4

Overview

Valhallan Crusade is an unofficial living campaign for use with the Wrath & Glory roleplaying game by Ulisses

Spiele. It is composed of four distinct adventures set within the Valhallan sub-sector. All of the adventures

are linked together as part of the overall narrative of the threats facing this small part of the galaxy. You do

not have to play the adventures back to back. In addition, each adventure can also be used individually as a

stand-alone event in your Wrath & Glory campaign if you so choose.

Each adventure is designed for Tiers 2 to 3, though can be adjusted for different levels of play as needed. It

is assumed that the protagonists are limited to Human and Aeldari characters only, and that there is at least

one psyker (or equivalent) among the warband. Guidance is provided should a psyker not be available in your

group, but at no point should Ork protagonists be introduced for this first adventure. The reason for such

should become evident as you get further into this document.

As with all pre-made material, you are encouraged to add to, subtract from, and otherwise modify this

adventure to suit your needs.

Adventure 1: Halls of Valhalla

The Spear of Destiny arrives at Valhalla just as a small Ork Fleet begins bombarding the planet. After

punching a hole through them and securing local space, the warband is asked to make contact with

Planetary Governor Brydr. There they find that there’s more to the Ork attack than anyone initially suspected.

The warband must travel across the planet and seek out whatever is drawing the Orks to the world before

their ship is overwhelmed in orbit.

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5

Halls of Valhalla

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6

INTRODUCTION

The world of Valhalla has a colored history. It

began as a green world of forests and broad,

fertile plains: The perfect world for a human

settlement. Ten thousand years ago, however, an

immense rogue comet managed to survive the

planet’s defensive systems and impact the surface.

The seas boiled and a cloud of vapor and dust

blocked off all sunlight. Temperatures

plummeted, made worse by the fact the impact

caused Valhalla to erratically spin and drift fifteen

million miles away from its sun. The vast majority

of life on the planet was destroyed while the rest

of the planet was covered in glaciers and a frozen

ocean. What remained of the planet’s population

survived in vast, subterranean cities.

Most stories about Valhalla speak about The War

of Survivial. In M30, Valhalla was facing severe

food shortages when a fleet of damaged Ork

voidships appeared. The Orks descended to the

planet and fought with the Valhallans for their

food. The Valhallans held out bravely for as long

as they could, but eventually they were pushed

back to the food vats. Things truly looked

hopeless for the humans. However, the defenders

were able to hold out long enough for Valhallan

engineers to bore through the ground beneath the

Orks using their ice-boring machines. The tide

was turned and the Valhallans drove the Orks off-

world.

It should be of no surprise that this historical

event is why Valhallans hate the Orks more than

any other xenos race, and why they are especially

adept at fighting them on other worlds

throughout the Imperium. Valhallan Ice Warriors

are renowned for their stoic and determined

natures. They hold their ground against even the

most hopeless odds, and can suffer the most

appalling casualties without breaking.

Like most worlds in the Dark Imperium, Valhalla

was cut off from the greater Imperium when the

Great Rift ripped its way across the galaxy.

Isolated and left without external aid, the

Valhallans dug in and prepared for the long haul.

It was in their very nature to survive no matter the

cost. Thanks to their tenacity and infrastructure,

this meant they could continue on their own.

Rogue Trader Haarlock believes that the

Valhallans are the key to mounting a defense of

the subsector. Thus, she tasks the warband with

making contact with Planetary Governor Brydr and

doing whatever is necessary to secure Valhalla. As

the protagonists find out, their aid couldn’t have

come at a better time...

The Surface World

Time to deadly exposure without any protection is

approximately 5 minutes on the surface. Even in

the caves, the average temperature hovers around

-15o C. This means the warband must contend

with the elements while going about their work.

Mechanically, this translates to a Toughness Test

every two hours while on Valhalla. Tests in the

caverns are at a DN of 1, while those on the

surface are at a DN of 3. Failure on this test

means that the affected character becomes

exhausted until they gain a Regroup or Respite

(see CRB pg 269). This DN can be lowered by

acquiring cold weather gear, taking shelter in a

home or a vehicle, and so on. It is ultimately up to

the GM how best to apply this extreme cold factor

to their group.

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7

Act One

This act opens in the local space surrounding

Valhalla. From there it moves down to the Capital

City of Girrus as the protagonists become involved

in a mystery surrounding potential Ork

sympathizers. This leads the protagonists across

the planet’s surface to a crashed Ork Space Hulk

where they learn of a plot to draw further Orks to

the planet. Finally, the protagonists seek out a

dangerous beacon found somewhere on Valhalla.

Starting the Adventure

The adventure begins with the protagonists at

their positions aboard The Spear of Destiny as the

voidship exits the Warp into Valhallan local space.

Paraphrase or read aloud the following:

In the grim dark future of the 41st millennium, there

is only war. This war takes place across the galaxy in

darkness of space, on a millions worlds, and within

the depths of every human soul. Mere survival is

hailed as victory, yet there is no peace amongst the

stars. Except, perhaps, in oblivion.

Approximately a century ago, a galaxy-spanning tear

in reality known as the Great Rift opened. What

caused its creation for sure in unknown, but popular

theories include the destruction of Cadia, the

awakening of Ynnead, and possibly even the Ruinous

Powers reacting to the rebirth of Roboute Guilliman.

Whatever the case, this Warp Storm cut off countless

worlds of the Imperium from the holy light of the

Astronomican, making travel difficult and inviting

the enemies of Humanity to besiege these isolated

planets.

However, Humanity is not the only species under

attack in this region of space known as the Imperium

Nihilus, or the Dark Imperium. Countless factions,

including the enigmatic Eldar and the brutally

cunning Orks, are also fighting for their very survival.

Where once there was open hostility, allies of

convenience now form. That is not to say said

hostility has been forgotten, merely delayed or

perhaps tempered.

That’s where you come in.

Each of you is a part of a warband currently serving

aboard The Spear of Destiny under a Rogue Trader

named Haarlock. Haarlock is a mysterious individual,

as is her ship. Eldar and Human alike serve under

Haarlock, though it is said that the former are simply

playing the long game and will turn on Haarlock one

day when she least expects it. Whatever the case

may be, Haarlock herself seems to be committed to a

single purpose: to ensure that both the world of

Valhalla and the worlds beyond remain free of the

taint of Chaos.

Thus you find yourselves at your various posts on

The Spear of Destiny as it exits the Warp on the edge

of the Valhallan system. On the bridge, Haarlock

remains seated in her high-backed chair, with her

right hand man, an Eldar Warlock known as Miimya,

standing to the side. The rest of the bridge crew are

working various systems to get a feel for the current

situation around the world of Valhalla.

Art by Cios

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8

If this is the first session for your Players and/or

the protagonists, now is an excellent time to

introduce both. Encourage your Players to provide

a brief overview of their characters, including

their skillset, physical appearance, and station

aboard The Spear of Destiny. The latter is largely

up for discussion among your group and is meant

for “fluff” purposes. It’s perfectly okay if the

Players do not have all the answers now!

Once everyone has been introduced, continue to

paraphrase or read the following:

One of the bridge crew begins to shout information

at Haarlock. “Captain! I’m detecting three Ork

Onslaughts in orbit of Valhalla! They seem to be

bombarding the planet, and are not showing any

signs that they’re aware of our presence.”

Captain Haarlock is quick to reply. “It seems your

hunch was correct, Miimya. I do not care what Eldar

sorcery gave you that information, only that we’ve

arrived in time to prevent the planet from being

raided. Sound General Alarm and prepare for

combat.”

She then stands, flourishing her cape behind her as

she moves towards the old-fashioned wheel at the

center of the bridge that acts as the manual helm.

All across the ship voxes blare that combat is

imminent.

It is at this point that voidship combat begins.

There are two ways this can be handled

depending upon your preferences:

1. Play it out using the Expanded Voidship

Rules

2. Handle the swift destruction of the Ork

ships in a narrative fashion.

The latter option means describing Haarlock

leading her crew to victory while giving the

Players a small amount of input along the way.

The former option allows the Players to get a feel

for voidship combat and possibly to Wrath & Glory

as a system. This combat is not meant to be

particularly deadly or challenging. It is meant to

set the tone and power of The Spear of Destiny.

Haarlock’s ship is highly advanced and jam-

packed with “toys,” after all.

If you do opt for Option 1, here are the relevant

stat blocks:

The Spear of Destiny

Cruising:

8km

Defense:

7

Wounds:

8

Resilience:

8 (9)

Systems:

Auger Array (See Homebrew)

Deploy Etheric Tines

Tech Test (DN 5) to deploy wraithbone spines that

harmonize with the fabric of space. Once

deployed, The Spear of Destiny may turn up to 90

degrees at the beginning of its movement instead

of needing to move half its Cruising Speed first.

Hanger Bay (Fury Interceptors - See Homebrew)

Supply Vault (Provision)

Make a Leadership test. If successful, grant +1d

bonus to Tech test made to repair the ship this

round OR allow the next weapon to be fired to

make a Salvo attack. Shifts either add more bonus

dice for repairs or increase the Salvo Value by the

number of shifts.

Void Shield (1) (See Homebrew)

Weapons:

Prow Lance Battery

6+1ED; AP -1; 8km; Salvo 2; Penetrating [2]

Dorsal Voidcluster Macrocannon

8+2ED; AP 0; 6km; Salvo 3; Brutal

Keel Light Macrocannon

7+2ED; AP 0; 4km; Salvo 2; Brutal

Torpedoes

8+2ED; AP -1, 8km, Brutal, Special (See Sidebar)

Brutal: Add +1 to the result of each Extra

Damage Dice

Penetrating (X): Gain AP Value equal to X

Salvo X: See CRB page 221

Torpedo Rules: For every 2km the torpedo

travels, the DN to score a successful hit

increases by 1. They ignore Void Shields

completely but not Holo-Fields.

Keywords: Imperium, Aeldari, Haarlock

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Onslaught Attack Ship

Cruising:

4+1d6

km

Defense:

5

Wounds:

9

Resilience:

5

Weapons:

Prow Kustom Gunz

6+2ED; AP 0; 4 km; Salvo 2; Supercharge

Supercharge: +2d extra damage but deals 1d6

Mortal Wounds to wielder on a Complication

Crew Quality: Basic Keywords: Ork

GM Sidebar

Even with expanded voidship rules, voidship

combat may not be everyone’s cup of tea. You’ll

want to keep that in mind as this first scene plays

out. If it starts to feel like the Players are losing

interest, or aren’t having fun, finish off any

remaining Ork voidships in a thematic fashion.

Once the Ork threat has been dealt with, Haarlock

parks The Spear of Destiny in high orbit of Valhalla.

She then gathers the warband together for a

briefing around the holotable on the bridge.

Paraphrase or read the following:

“I don’t like the fact that Orks have started to prey on

Valhalla,” Haarlock begins. “The Ice Warriors are

crucial to my plans to save this subsector. I want you

all to head down to Valhalla’s capital city, Girrus,

and make contact with Planetary Governor Brydr.

Should Brydr no longer live, then whomever is

currently in charge will do. Once you’ve established

contact, you are to render whatever assistance you

are able in exchange for supplies and men to be

brought up to the ship.”

Miimya pulls any Eldar members of the warband

aside after this briefing to impart the following

extra information:

“I sense a great pull in the Immaterium towards the

Mon’keigh’s planet. There is more at play here than

just Orks. Be on the lookout for any unusual signs

that could indicate the forces of Chaos are involved.

The moment you find anything of the sort, contact

me immediately.”

If there are no psykers (or equivalent) in the

warband, Miimya says the above to the entire

warband rather than to specific individuals.

Scene 2: Descent to Valhalla

The Players may try to gather additional

information about Valhalla either prior to heading

down to the planet or during the trip. The

following information is revealed by a standard

(DN 2) Scholar or Investigation test:

The planet’s regiment is the Valhallan Ice

Warriors. They are famous for their

tenaciousness in holding their ground

against even the most hopeless odds, and

their ability to suffer the most appalling

causalities without breaking.

The War of Survival is why Valhallans

hate Orks above all other Xenos.

(Obtained via Shifting) Tanna is a leafy

plant that grows in the ice caverns. It is

used to brew a tea highly popular among

the natives. Additionally, the large, slow-

moving creature known as a Traki is

prized for its meat and soft fur.

The actual act of entering the planet’s

atmosphere is fairly uneventful save for a small

amount of turbulence. Even though the planet

was under Ork bombardment not a few hours ago,

the pilot of the warband’s landing craft (be they

NPC or protagonist) is able to make contact with

the control tower for the main spaceport. The

flight controller there informs the warband that

the Ork’s attack did minimal damage and that

repairs are already under way. The warband is

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then cleared for landing and given a set of

coordinates to follow.

The main spaceport is cleverly hidden between

several mountain ranges at the bottom of a deep

ravine. The natural formation shields it from the

worst of the weather and most external attacks.

As the warband’s craft descends, snow pounds off

the hull and the windows begin to ice over.

Waiting for the warband as they disembark is Lord

Kald and four to five Valhallan Ice Warriors. Lord

Kald is a portly man hidden beneath a very fine

set of furs. He is in charge of all new arrivals and

is somewhat on edge given the recent

bombardment. This means that he is short-

tempered, blunt, and otherwise straight to the

point.

Conversation with Lord Kald leads to a social

challenge. As a reminder, most social skills

(Persuasion, Intimidation) are resisted by an

opposed roll of the same. Deception is resisted by

an opposed Insight and vice versa. The general

idea here is that Lord Kald is noticeably wary and

stressed. Convincing him that the warband is here

to help is a standard (DN 2) test. However, if there

are Aeldari among the protagonists, this DN

increases to 3. Dropping Haarlock’s name reduces

the DN by -2, possibly negating the need to roll

any dice. Haarlock herself has been here before

and is known among the people of Valhalla.

Success on this Test means that the warband is

allowed to pass and board one of the trams that

goes between the spaceport and Girrus. Should

the Players fail the Test without any

complications, then they are accompanied by Lord

Kald and his men as “escorts.” If a Complication is

rolled, then Lord Kald will insist on either taking

the warband’s weapons or making them store

their equipment on their lander. Combat should

only break out if the Players actively go seeking it

and ignore any hints that this is a bad idea.

My Players want to fight!

In such an event, use the stats for an Astra

Militarum Trooper (CRB pg 409) for the Ice

Warriors and a Veteran Trooper (CRB 410) for Lord

Kald. Killing any of these NPCs severely impacts

their reputation with the people of Valhalla and

makes obtaining/rendering aid, much less

avoiding a visit from the local Arbites, rather

difficult.

The tram ride to Girrus passes without notice until

the tram car rounds a bend and the city comes

into view. Paraphrase or read the following:

You look out of a window just in time to see the icy

walls recede and open up into a vast cavern. It

extends upwards for a kilometer before plunging so

deep that you cannot see the bottom. Situated

among the natural rock and ice formations is the

glittering city of Girrus. The dull grays and blues of

the metallic constructions look a bit cleaner and

pristine than most Imperial Cities, not even going so

far as to compare to Hive cities. The main feature of

the city is the large power plant that acts as the

main source of both power and heat for the city. It

looms over all other buildings, and said buildings

are arrayed outwards from the plant in a circuitous

fashion.

The tram drops the protagonists off right in the

heart of Girrus. If the warband is being escorted

by Kald and/or one of his men, then they will be

escorted straight to Planetary Governor Brydr.

Otherwise, the warband will need to pass a

Cunning Test at DN2 to obtain directions to

Brydr’s estate. Failure (including complications)

does not necessarily mean that the warband fails

to obtain this information. Rather, it means the

warband has been noticed by the underbelly of

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society which could have consequences moving

forward.

As one might guess, Brydr’s mansion is the second

largest building in Girrus. It seems to be naturally

carved out of a massive stalagmite and is not

unlike an ice hotel of today. Everything in the

place seems to be made of ice and snow, with

most things like chairs and benches being covered

by furs. Obtaining entrance depends on how the

warband got here in the first place.

If the warband name-dropped Haarlock the Brydr

greets them at the door. If the warband

successfully convinced Lord Kald to let them pass

but are not escorted by him or his men, then the

warband will have to get past the guards at the

gate. Finally, if the players are being escorted

then they will be taken inside and made to wait

while Brydr is fetched.

Planetary Governor Brydr is perhaps different than

any other planetary governor the warband may

have come across before. He arrive in helmet-less

Light Power armor, dark grey in color with silver

trimmings and the Aquila on either shoulder. His

salt and pepper hair is swept back, and his beard

of the same coloration is neatly trimmed. His left

eye is covered by an eyepatch, while the right’s

iris glows in such a manner to suggest that it is an

augmetic.

How Brydr is played in the ensuing conversation

depends on what RP brought the warband to this

moment. In general, he is a reasonable man that

sees the value of working with people, even

xenos, so long as it means killing some Orks

along the way. And killing Orks is precisely what

Brydr has in mind.

Scene 3: Those Damn

Greenskins

Brydr invites the warband to observe a pict-feed

taken from the power plant not four hours ago

during the height of the Ork bombardment.

Paraphrase or read the following as the recording

plays:

The pict-recording begins playing with a momentary

burst of static before stabilizing. What appears is an

interior view of what must be one of the reactor

rooms. You see the glow of a Plasma Reactor casting

a baleful green light over the shuttlebay-sized room.

Automated servitors are going this way and that on

pre-designated tasks, and are the only source of

movement that you can make out. At first, anyways.

You realize rather quickly that what you thought was

a particular bulky servitor is actually none other than

a purple-skinned Ork. It’s moving towards one of the

cubic meter slots where the breakers for this reactor

reside. It goes right up to this slot, disengages the

safeties one by one, then removes the breaker and

carries if off screen.

“We don’t know how it got in, much less that far,”

Brydr explains. “But what I do know is that several

things had to have either failed or been sabotaged.

That reactor is one of the most fortified rooms on the

planet. It provides not only for this city but the bulk

of our surface defensive installations. The only way

that greenskin got that far is if someone or several

someones of great knowledge or power helped it.

Honestly, I don’t know what pisses me off more: That

a bloody Ork absconded with a breaker and crippled

out defenses, or that I have an Emperor-damned Ork-

lover, or several of them, in my own city. Makes me

sick just thinking about it.”

Brydr does his best to answer the warband’s

questions based on his knowledge. Here are some

bullet points to pull from:

The only people with access codes to

crucial systems such as the power plant

are himself, Magos Ubo, and Lord Gost.

Magos Ubo may be found at the

Mechanicus Spire if the warband wishes

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to visit her. She was the one who noticed

the break-in to begin with.

Lord Gost went missing during the

bombardment. He would normally be

found at his estate about four blocks from

Brydr’s manse. However, an Arbites

“wellness check” revealed he was not on

the premises. If the warband wishes to

gain access to Gost’s abode, they must go

through Arbitrator Rodis. Rodis may be

found at the Courthouse.

The loss of the breaker is relatively minor

in the grand scheme of things. It can be

replaced and Valhalla’s defenses re-

powered. What’s most important is to

discover the traitor(s) among the

populace, eliminate both them and any

Orks, and ensure that this cannot happen

again.

Brydr met Haarlock about twenty years

ago during a routine resupply of The

Spear of Destiny. He is more than happen

to help her out even if the warband fails

in their task, though it is obviously better

if they succeed.

The rest of this scene becomes open ended as the

warband investigates the leads Brydr has given

them. Each major locale/NPC is covered in their

own section below.

Magos Ubo

Ubo is what many “normal” mechanicus would

consider eccentric. More specifically, she seems to

be one of the types that retains a more human

form rather than becoming a large hunk of metal

that moves around. In looking at her it becomes

apparent that all her limbs have been replaced

with synthetic analogues. Her skin glows with

electoos and four mechadendrities sprout from

her back. A curtain of black hair peeks past the

hood of her standard mechanicus-red robes.

Gaining an audience with her is fairly easy all

things considered. All the warband must do is ask

any member of the Mechanicus in the spire, be

they Tech Priest, Servitor, or Servo Skull, for Ubo

by name. Once met, Ubo is happy to answer

whatever questions the warband might have for

her. Here are some more bullet points to pull

from:

Ubo noticed a discrepancy with one of

the Servitor’s logs that was in that reactor

room. In doing her due-diligence, she

noticed the Ork.

Upon discovery, she ran a full systems

check of the power plant. This turned up

several more system discrepancies that

were all too convenient. It was as if a

deliberate path had been made for the

Ork. Servitor movements, surveillance

blackouts, and so on.

Ubo was unable to attribute any faults

with a particular individual. However, all

affected systems were accessed using one

of the emergency backup codes that only

herself, Brydr, and Gost have access to.

If the warband would like Ubo’s assistance once

the Ork and/or the sympathizers have been

discovered, they need only comm her on her

private vox frequency. Unless, of course, the

warband was unpleasant and otherwise abrasive

towards her.

Lord Gost’s Estate

The warband must go to the Courthouse to obtain

permission from Arbitrator Rodis in order to enter

Lord Gost’s estate. Otherwise they will be

rebuffed by two Arbites standing guard at the

gate. This is because Gost’s abode is an active

crime scene. The warband could try sneaking

around the Arbites with a Stealth Test at DN 3,

though this does carry the risk of being caught

and potential conflict. Especially if an Aeldari is

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caught. If need be, the stats for the two Arbites

guards may be found on CRB page 408 in the

Quick NPC stats under Tier 2 Elite.

Assuming the warband goes to see Rodis, they’re

able to tell rather quickly that the Arbite is

running on very little sleep, three cups of re-caff,

and a prayer to the Emperor. Getting Rodis to

approve the warband taking a look inside Gost’s

place is fairly simple so long as they mention

they’re working for Brydr. Otherwise they will

need to succeed on a DN 4 Persuasion Test. If

they fail and roll a complication then the warband

will have to find another way to get inside,

though this time there will be double the guards

(4 total).

The interior of Gost’s home is a mess. It looks like

a hurricane came through and threw everything

about haphazardly. As the warband pushes in,

they eventually notice some blood splatters in

Gost’s study, along with scarring along the walls.

It takes a DN 2 Medicae Test to confirm that the

blood is Gost’s, while it takes a DN 4 Awareness or

Investigation Test to gather clues. The number of

successes on the latter changes what the warband

finds:

1 Success: Gost put up a fight with what must

have been an overcharged laspistol

2 Successes: The blood splatter suggests that Gost

was stabbed and then dragged along the floor

3 Successes: Based on the amount of blood, Gost

was injured but not lethally so. He may have been

conscious when he was taken.

4 Successes: Several charred remains of

parchment can be found in the fireplace. A further

DN 3 Investigation test yields that these are what

remains of book-keeping records that suggest

Gost owed quite a sum to someone called “Skudr.”

Even if the warband does not find the Skudr

connection at the estate on their own, or if they

never got inside, they might overhear the Arbites

at the gate talking about how the Onyx Roses are

getting bolder by the day. If the Arbites are then

questioned, they tell the warband that everything

about the situation matches up with the Onyx

Roses’ MO. Name-dropping Skudr also yields the

fact that man is supposedly the head of this gang.

Skudr/Onyx Roses

Finding information about Skudr and/or the Onyx

Roses involves dealing with the seedier side of

society. The warband could always go back to the

Courthouse and see if Arbitrator Rodis is willing

to help, but Rodis’ info only gives the warband a

general picture rather than any specifics. The

Arbites know Skudr’s at the head of this gang and

that they traffic contraband, but that’s about it.

Thus, the warband must track down an individual

they can press for information. It takes a DN 3

Cunning Test to ask around discretely and find

someone who might be willing to talk with them

about either Skudr or the Onyx Roses. Failure

simply means their eventual informant is more

tight-lipped. A complication, on the other hand,

makes it so no one from society’s underbelly want

to be caught dead with the warband.

If all goes well, the warband does corner one man

in particular. This man is unwilling to give his

name (or gives a false one if pressured), but is

willing to talk about either Skudr or the Onyx

Roses if his palm is greased or he’s properly

motivated (see: Intimidated). He more than

happily pins most of the drug trade and

contraband traffic in Girrus on the Onyx Roses. He

doesn’t know exactly where the Onyx Roses are

based out of, only that they’re supposedly outside

of the city and on the surface somewhere. The last

thing this unnamed informant offers the warband

is that he’s heard rumors that Skudr recently got

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his hands on “something big.” They do not know

what, though.

Bringing it All Together

After their investigation has concluded, the

warband has a few options. Asking around blindly

won’t get them anywhere, and this is a problem

that can’t afford to wait on someone infiltrating

the gang “normally.” Thus, the warband will have

to start pulling connections in.

The biggest connection would be The Spear of

Destiny in orbit. The auger arrays on the ship are

able to pinpoint any surface heat signatures and

relay that information to the warband. From there

it simply takes looking at a map of settlements in

a DN 2 Survival or Scholar Test to determine

which of the hot spots is likely to belong to the

gang.

Another connection is Rodis. If the protagonists

have a good enough argument (DN 4+) then Rodis

is willing to reveal the fact that the Arbites do

know the general area where the Onyx Roses are

supposedly hiding out.

Finally, there’s Ubo. If the warband thinks to

contact her then she reveals that she’s just

recently gotten a blip back on the stolen breaker’s

tracking device.

How the warband makes their way towards the

Onyx Roses’ supposed hideout is crucial. They

could take the dropship they came in on so long

as they don’t mind the possibility of it being shot

down. Otherwise, the warband will need to get

their hands on some form of transport. As long as

they haven’t been causing problems for the

Valhallans, Brydr is able to hook them up with a

borrowed Rhino Armored Transport. Should the

warband not be “above board,” then the best

vehicle they can get their hands on is a Valhallan-

modified, open-backed Goliath Truck.

Regardless of vehicle, the warband must make

two DN 3 Pilot or Survival Tests in order to

successfully navigate the surface of Valhalla.

Failure here, including complications, does not

prevent the warband from trying again. Instead, it

adds a metric of time, and thus further exposure

to the elements as was mentioned in the

introduction. A general rule of thumb is that each

Test takes two hours. You should let the warband

succeed after five attempts regardless of how they

roll.

Eventually the warband should reach the Onyx

Roses’ hideout, which happens to be a portion of

a crashed Ork vessel.

Scene 4: Dealing with Traitors

As one might expect, the exterior of the hideout is

guarded. However, all it takes is a few good shots

to send the Onyx Roses members on guard

scurrying for cover. They allow the warband and

friends (if any came along) to park, get out, and

establish a perimeter, as this buys the gangers

time to shore up defenses with their boss.

The interior of the crashed Ork vessel makes little

sense thanks to the insanity that is Ork

construction. Navigation through it requires a DN

5 Awareness Test. Failure means that the gangers

have even more time to prepare for the warband’s

arrival. A Complication means all members of the

warband suffer 1 Wound thanks to an unseen trap

or two.

All roads lead to a confrontation with Skudr. Read

the following as the warband emerges into the

foundry that the Onyx Roses are centered within:

You pass through a ajar door and find yourselves in

a wide-open atrium. There are several alcoves on

either side of the space, and overall the distressed

metal and lingering scent confirms that this is more

than likely where Orks used to eat. Waiting for you

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at the far end of the area is a group of Scum and a

single Purple-colored Ork.

“I was wondering when you would show up,” says

one of the scum, this one dressed a little bit fancier

than the rest. “You made quite the ruckus back in

Girrus poking your nose around where it didn’t

belong.”

He rises and approaches, guards to either side. Once

you get a look at his face you’re able to put two and

two together: Skudr and Gost are one in the same.

Gost goads the warband by congratulating them

for making it this far. He honestly thought his

“masterful display” back at his estate was enough

to throw off any would-be bloodhounds. He freely

offers the fact that the Onyx Roses needed a fresh

breaker for their own power core, and that the

only places on the planet that have them are the

power plants. Thus, Gost used his knowledge and

connections to get the Ork known as Dhazgak (the

purple one in the back of the room) in and out of

the city.

Something still doesn’t add up with this

explanation, though. Why would a high-ranking

noble such as Gost throw everything away to help

scum, much less an Ork which he is supposed to

hate with every fiber or his being? The answer is

something that only reveals itself if Gost is taken

alive or the warband searches the atrium after the

fight. But at this point there is no avoiding

conflict!

The forces of the Onyx Roses are as follows:

1 Ork Boy (Dhazgak, CRB pg 434)

3 Mobs of 3 Scum (CRB pg 417)

1 Chaos Cultist Leader (Gost, CRB pg 421)

Additional mobs of Scum can be introduced in

order to make this encounter more dramatic. The

goal is not to TPK, only to provide enough of a

challenge that the protagonists feel they had to

earn their victory.

As you might be asking, Gost is indeed a cultist of

Chaos. He is specifically unaligned but does

possess basic knowledge of all four Chaos Gods.

This comes into play should he survive the fight.

Gost Lives

Should Gost live long enough for the warband to

interrogate him, he swears to them that he was

not the only one that “they” have been whispering

to. He begins to tell them of a tome hidden

nearby but is cut off as he begins to convulse and

spasm. Any psychically-inclined protagonists will

pick up that Gost is the subject of some form of

psychic attack. Nothing can be done to save him,

meaning he falls dead to the floor before the

warband can get any further information. A simple

DN 1 Investigation or Awareness Test reveals the

tome hidden away in the back of the room. On the

cover is the symbol for Chaos Undivided: an eight

pointed star instantly recognizable by anyone

with general knowledge of Chaos.

Gost Dies

Should Gost be killed during the battle, then he

drops the aforementioned tome as he expires.

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Act Two

With the defeat of Gost and his men, the warband

finally are able to take a breather. The individuals

responsible for the power plant heist have been

dealt with, but there are hints of a much large

conspiracy at play. Their only clue to go on at this

point is a heretical tome belonging to the traitor

Gost. And to make matters worse, a great storm is

bearing down on their location.

Scene 1: The Tome

With a moment’s respite, the warband has to

figure out what to do with the tome that belonged

to Gost. Anyone that approaches it begins to hear

whispers and something clawing at the interior of

their skull. Psykers (or the equivalent of such) are

able to tell that the tome has been bathed in

energy from the Warp.

Some warbands will opt simply to destroy the

tome right then and there. In such an event, you

will need to provide them the information

presented below in a different fashion.

Should a protagonist attempt to open and read

the tome, anyone within a three meter radius

must make a DN 3 Corruption Test as the air fills

with whispers straight from the Immaterium. Once

that dies down, the protagonist holding the tome

will be able to read portions of it. Most of it is in a

language and glyphs that are unknown save to

those with the <Ordo Malleus> or any Chaos-

related Keywords. Those without such a Keyword

are only able to read the following passage:

...and as for Valhalla, you shall go on in my stead

and prepare the world for invasion. Use the ritual I

have taught you to create a beacon in the Warp

around the planet that will draw in Orks like moths

to a flame. Work with the Orks that come to wear

down the Valhallans by whatever means necessary.

Only then, once the world is engulfed by war and

unable to withstand assault by my main forces,

should you call upon me.

-C

Those with an appropriate Keyword as mentioned

above also get the following information:

The beacon is powered by the anguish of

a living soul that has known great loss

and sorrow. The details to create the

beacon are laid out very clearly, mostly

involving forms of torture and corruption.

Gost was working on a way to open up a

tear into the Warp to invite further Chaos

forces to the planet.

Gost had the foresight to set guards

about the beacon. Ironically, the Orks that

do have no idea why they’re there, only

that it “feels like one of them weird boyz

is speakin’”

“C” is mentioned several times

throughout the tome. They seem to be

preoccupied by a notion to “Take Skulls

for the Skull Throne.”

Most importantly, Gost has written down

the exact coordinates of the beacon.

Scene 2: The Highstorm

As the warband begins to leave the hideout and

return to their vehicle, anyone with a Passive

Awareness of 2 or higher notices a great storm

rapidly approaching. If a Valhallan is present, or if

the warband succeeds on a DN 2 Scholar Test,

then they will identify it as a Highstorm.

Highstorms on Valhalla are a somewhat

uncommon occurrence across its surface. They are

like massive walls of deadly ice, bone-shattering

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cold, and squalling winds. Anyone caught in the

open by one would be shredded in seconds, if

they were lucky. These Highstorms are partially

why there are little to no surface installations on

Valhalla, and why anything living on the surface

has a method of taking cover. A typical Highstorm

lasts anywhere between four to twelve hours. The

longer it goes, the worse things get.

This puts the warband in a bit of a predicament.

It’s unlikely that they will be able to make it back

to Girrus before the Highstorm hits unless they

came out in their dropship. In which case, they are

able to avoid the following challenge entirely.

Otherwise, if they came out this way in a Rhino,

the vehicle will sustain some damage from the

Highstorm and make it unsuitable as a source of

shelter. Even deep within the crash Ork Hulk

where they are now will be dangerous. They will

need to figure out a way to hunker down and

weather out this Highstorm.

Mechanically, this means that every character

present must pass a Toughness Test every so

often while the Highstorm rages. This starts at a

DN of 2 while inside the Hulk. Roll 1d6+4 to see

how long the Highstorm will be around for.

Depending on the length, Test intervals could be

anywhere from an hour to multiple hours at a

time. Ideally there should be three intervals in

total, with each interval raising the DN by 1 to a

maximum of 5.

The first failure on this test means that the

affected character becomes Exhausted. Any

failures past the first mean 1 Mortal Wound each

time. This is meant to represent the extreme cold

and the effects thereof. GMs are encouraged to

modify this series of Tests and the outcomes

based on their table environment. Some groups

will enjoy feeling like they are truly freezing to

death, while others will feel slighted by the dice.

Whatever the case may be, the goal is to get the

warband thinking of ways to heat themselves up.

There are several options presented below,

though they are not comprehensive. If a Player

comes up with a better solution, run with it!

The crashed Hulk has life sustainers that

would reduce the DN of the Toughness

Test by 2. However, they must be

repaired and reactivated first. This

involves a DN 3 Tech Test.

The Onyx Roses were using burning oil

barrels to heat their spaces. If enough are

gathered in one place then the DN of the

Toughness Test is reduced by 1.

Bringing their vehicle into the Hulk would

shield it from the worst of the Highstorm.

The warband could then take shelter

inside and reduce the DN of the

Toughness Test by 1. However, a large

enough hole must first be opened in the

side of the Hulk to accommodate the

warband’s vehicle.

Another thing to stress while the warband deals

with the extreme cold is the eerie sounds that

come with the Highstorm. Even deep within the

Hulk, one can hear the sounds of metal being

scratched, of thunderous crashing, and of what

could be mistaken as faint screaming or whistling.

This is meant to put them on edge and add to the

“spook” factor. If a psyker (or equivalent) is

present, they can feel that the Highstorm is

psychically active.

Optional Mechanic:

For every 4 hours the warband spends in the

Highstorm, roll on the Perils of the Warp table

found on CRB pg 339. Center any effects meant to

be focused on a psyker in such a manner that

affects most of the warband.

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Act Three

Once the Highstorm clears, the warband receives

an orbital vox from The Spear of Destiny. Warlock

Miimya is checking in to see how they have made

out so far. Up in orbit, The Spear of Destiny has

fought off five more Ork craft that dropped out of

the Warp within striking distance of Valhalla.

Upon mention of Gost and his tome, Miimya

curses and tells the warband to return to the ship

to confer with herself and Haarlock in person.

Scene 1: Captain’s Table

The trip back up to The Spear of Destiny is

uneventful and meant to give the warband plenty

of time to think things over. Upon docking with

the ship, a crewman informs the warband that

they are expected at the Captain’s Table within an

hour’s time. It’s Haarlock’s policy to discuss

important matters over food and liquor, so this is

not the protagonists’ first invitation to her table.

Even with Aeldari and Human working together,

there is still a physical separation at Haarlock’s

table. The Humans tend to gather towards

Haarlock herself, who sits slightly off-center at

the main table. The Aeldari usually sit near

Miimya, who reclines on a luxurious chaise lounge

near the main table. The protagonists are of

course free to sit where they like.

Once drinks have been poured by servants, read

the following as Haarlocks speaks:

“Tell me once more everything about your

experience thus far on Valhalla. I want to make sure

I heard it correctly.”

Haarlock asks a few questions here and there

while Miimya remains silent. It’s only once the

tome and the beacon are brought up that the

Warlock curses in Aeldari. She explains that this is

likely why Ork ships are continually dropping onto

their doorstep, and why she felt a psychic pull

towards the planet. Yet as powerful of a Warlock

as she is, Miimya can’t pinpoint the exact location

of the beacon. Her best guess, based on what

she’s felt so far, is that it’s somewhere on the

main continent within the northern hemisphere. If

Miimya was able to head down to Valhalla, she’d

have no problem leading the warband in the right

direction. Sadly, due to all the Ork vessels in the

area (and Miimya’s general preference for not

leaving the ship) that’s out of the question.

Thus, the warband must discover the beacon in

their own way. There are several options

presented below, though the Players may come

up with their own:

Option 1: Orbital Scans

Scanning the planet takes time and effort.

Mechanically, this is represented by a DN 6 Tech

Test that can be attempted multiple times and

with assistance. Each failed attempt, however,

brings with it the risk of more Orks arriving in-

system. Roll a d6 for each attempt. On a result of

a 6, 1d3 Ork Onslaught(s) leave the Immaterium

and begin attacking The Spear of Destiny. It’s only

once this threat has been dealt with that the

warband may resume their scanning.

Option 2: Using the Warband’s Psyker

If the warband has a psyker (or equivalent), then

they can follow “the pull” towards the beacon.

This is handled by traveling back to the surface of

Valhalla and performing multiple Tests in

coordination with the rest of the warband.

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Specifically, the psyker should perform a Test as

outlined by the Psyniscience Minor Power found

on CRB pg 351. This should then be followed up

by a DN 2 Pilot or Survival Test to represent

traveling across the surface. It’s recommended

that this back-to-back test is performed at least

twice to give the warband the chance to build up

some Glory.

Option 3: The Witch of Winter

Should the warband not have a psyker (or

equivalent), then they could seek the services of

the Witch of Winter. The Witch of Winter is a

somewhat fantastical figure among the populace

of Valhalla. It is said that she is a psyker powerful

enough to rip starships in two, and that her fury

knows no limits if slighted. It’s believed that she

is why the Highstorms of late have been

particularly troublesome. Only a fool would go

deliberately searching for her. Perhaps because of

all this, there has not been a confirmed sighting

of her in a decade.

There’s all manner of superstition about how one

might go about discovering an audience with this

witch including, but not limited to:

Offering up eleven freshly-slain Traki in

the middle of the Icy Plains of Sauworth

Painting one’s self entirely black and

white and then waiting at the Great Cliffs

of Harptague

Finding the Cult of the Witch that is

rumored to have a direct line, both

psychic and vox, to her

In general, the warband’s efforts to find this Witch

should not be hindered or otherwise halted

because of a single failed roll. She should show

up when is thematically appropriate. When

encountered, read the following:

In the distance you spot a figure walking towards

you. As they get closer, you realize that they’re

wearing a style of dress most commonly seend

among Hive Nobleborn. The fabric is white, purple,

and black with lace and other embroidery forming

intricate patterns across her hoop skirt and sleeves.

She carries an open parasol just behind her head as

she seemingly glides across the surface towards you.

In all, not exactly the type of person you may have

been expecting.

“Takene,” as she introduces herself, is mysterious

and aloof. She says things she has no right

knowing, such as the protagonists’ names and

that “Haarlock is a fool for embarking on this

crusade of hers.” Takene readily reveals the

location of the beacon the warband is seeking if

asked directly, claiming that “stopping this

menace is payment enough.” Then with a sudden

gust of wind and snow, she vanishes.

Scene Two: The Beacon

The warband arrives at the coordinates of the

Beacon to find yet another crashed Ork Hulk. This

one is from the original Ork fleet that descended

upon Valhalla during the War of Survival.

Somehow it had gone unnoticed before now,

likely due to a combination of location and the

Highstorms.

Inside the Hulk are 1 Nobz and 2 mobs of 3 Ork

Boyz each guarding a glowing-green, pulsating

column about the size of a Rhino. Combat ensues,

unless the warband is able to stealthily approach

and plant explosives on the beacon. The area is

full of debris and defunct equipment that can be

used for cover as the warband presses in.

Depending on your preference for deadily-ness,

additional Ork Boyz Mobs can be introduced. The

goal of this battle is to maim or otherwise injure

1-2 protagonists. However, if the dice are not in

the warband’s favor, then perhaps they shall die

in the service of the Emperor and Captain

Haarlock.

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Destroying the Beacon after combat has finished

is fairly simple. Either explosives or a DN 3 Tech

Test can be used to overload the beacon and

destroy it completely.

Conclusion

With the Beacon destroyed, Valhalla has been

saved from yet another Ork invasion. Both

Planetary Governor Brydr and Captain Haarlock

praise the warband and reward them

appropriately. However, there are still lingering

questions. Who is this “C” that works for Chaos?

How did Gost become corrupted in the first place?

Where does Haarlock go from here?

Ties to other adventures

When meeting Haarlock face to face, Brydr

specifically asks her to check in on the agri-world

of Hesnoria. They have stopped sending food

shipments to Valhalla and have gone dark. This

leads to the second adventure in the Valhallan

Crusade living campaign: Hesnorian Fields.

It could also be the case that Brydr/Haarlock wish

to ensure Gost was not the only operative of

Chaos on Valhalla. This would lead to further

missions and investigations on the planet prior to

Haarlock leaving.

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Afterword

Thanks so much for checking out this mission and the Valhallan Crusade living

campaign! I hope you have as much fun running this as I did with my group. If

you are interested in further content in the Living Campaign, you will want to

watch my Patreon and Cicatrix Maledictum. Tips are greatly appreciated, and

every little bit of support I get motivates me that much more to continue

creating content!

This content is available free of charge and licensed under a Creative Commons

Attribution-NonCommercial-ShareAlike 4.0 International License.

Questions, Comments, Concerns?

Email ELH: [email protected]