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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.
2
TABLE OF CONTENTS
Introduction ............................................................................................................................................................................................. 3
Halls of Valhalla ..................................................................................................................................................................................... 5
Act 1 ...................................................................................................................................................................................................... 7
Act 2 .................................................................................................................................................................................................. 16
Act 3 .................................................................................................................................................................................................. 18
Afterword .............................................................................................................................................................................................. 21
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.
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.
5
Halls of Valhalla
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.
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
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
9
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
10
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
11
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
12
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
13
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
14
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
15
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.
16
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
17
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.
18
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.
19
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.
20
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.
21
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!
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