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Dark Heresy Adventure
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Leave No Stone Unturned By Maurice de Mare
A Dark Heresy scenario for levels 3-4
2
Introduction
Heresy loves company. This is the
most basic truth known to the In-
quisition. When a heretic is dis-
covered, it is essential that a full-
scale investigation is conducted to
uncover his associates and theirs.
An investigation only ends when
every avenue is exhausted and
every heretic is dead.
Adventure Background
Four years ago a freighter called
the August Seas left the Lathes
filled to the brim with tech. Meta-
lus Xeta, the ship’s chief engineer
enamoured by the endless possi-
bilities that the cargo represented,
plotted to seize the ship together
with Cortez Kiq and Osina Wren.
They succeeded and the August
Seas turned pirate while Metalus
Xeta tinkered with the cargo of
tech.
Adventure Overview
A former associate of the acolytes’
Inquisitor uncovers multiple ob-
jects of heresy and this involves
the acolytes. Investigation can
uncover cult activity and the in-
volvement of a freighter called the
August Seas. As the acolytes
travel to 41 Pry’s space station,
their ship loses power as it braves
the warp. The acolytes need to
deal with a possessed crewman to
survive. Once aboard the space
station Osina Wren draws the aco-
lytes into a deadly trap. Inquisi-
tive acolytes will identify the Au-
gust Seas as it docks under an as-
sumed name with the space sta-
tion. Using newfound authority, the
acolytes can launch a boarding ac-
tion to claim the pirate vessel.
The investigation starts
While performing their duties on
the planet Scintilla, the acolytes
receive the following directive from
their Inquisitor.
+++
Acolytes,
A former associate has uncovered
something he deems to be of inter-
est to the Inquisition. I have come
to trust his judgement. Please
abort your current mission and
proceed to the following address:
8021 Quivvar street / Maccana Di-
vision / Mastraven Zone / Lower
Mid-Tiers / Landward Quadrant /
Hive Sibellus / Scintilla.
To identify yourselves as my aco-
lytes please use the following
phrase: Sollex’s fiery light offers
no shadows.
“A mind without purpose will wan-
der in dark places”
+++
The acolyte’s journey to the speci-
fied address should be uneventful.
Once they arrive at Quivvar street
read aloud or paraphrase the fol-
lowing:
“Two Enforcer patrol cruisers block
the road ahead. Four enforcers in
riot gear huddle behind the large
vehicles. Red pinpricks of light indi-
cate that the enforcers are all en-
joying lho-sticks. Peering past the
3
cruisers, you can make out an-
other set of cruisers at a distance
of 400 meters. Movement be-
tween the cruisers draws your
eyes to two hulking forms who are
guarding the entrance to 8021
Quivvar street.”
Arbitrators who identify them-
selves as such, can easily receive
a brief update from the enforcers.
Other classes require a challeng-
ing Inquiry test (+0). On a suc-
cess read aloud or paraphrase the
following: “We came here hours
ago to investigate reports of gun-
fire and explosions. When we ar-
rived, this enormous tech-priest
informed us that the Adeptus
Mechanicus was apprehending a
known heretek and that we should
set-up a perimeter to prevent his
escape. Not much later, the fight-
ing ended, but the tech-priest or-
dered us to maintain the perime-
ter. He also told us that those gun
servitors over there had orders to
engage anyone coming within 100
meters. To be save, we set the
perimeter at 200 meters away.”
Getting the attention of the tech-
priest is easy with the one of the
vox-units that are part of the pa-
trol cruisers. Gaining access to the
vox-units is a challenging Charm
test (+0) for PCs who are not ar-
bitrators. Arbitrator PCs succeed
automatically. Using the vox-units
is a routine Tech-use test (+20).
Once the tech-priest has been
alerted and the Inquisitor supplied
phrase is used the gun servitors
receive orders to stand down and
the PCs can approach safely. If
the PCs approach the gun servi-
tors without first alerting the tech-
priest the gun-servitors will engage
as soon as the PCs come within
100 meters.
Two Gun servitors, Dark Heresy
Core Rulebook page 340
8021 Quivvar street
Read aloud or paraphrase the fol-
lowing as soon as the PCs enter
8021 Quivvar street:
“As you walk inside, the first thing
you notice are the spent bullet cas-
ings, the blast marks and the still
twitching servitor that lies face
down on the floor. The hulking
tech-priest beckons you further
and his metallic voice echoes
across the corridor: “unit 205
here”, he gestures at the fallen
servitor, “saved me from the
heretek’s heresy.”
“My name is Secutor Magnus, my
mission was to apprehend or ter-
minate the heretek Jeesen. It ap-
pears that the Omnissiah’s will was
that Jeesen needed to be termi-
nated, his apprentices too”. Mag-
nus points to several maimed bod-
ies. “But, that is not why you are
here. I contacted your master be-
cause I discovered that Jeesen was
involved in more than tech-heresy.
This is what first caught my eye”,
Magnus points out a dented, blood
covered piece of brass feudal plate
and a huge greataxe lying on
broad workbench. “As you can see,
the plate has eight interconnected
eights stamped onto it. Given the
plate’s material I could come to
only one conclusion: heresy.”
4
“Then I discovered this”, Magnus
walks to another workbench and
he gestures pointedly at a Las
weapon of sorts that has been
broken down into separate parts,
“no Man created this!” His vox
unit wails under the strain of Mag-
nus’s exclamation. “The wiring,
the capacitator, all are defiled by
Xenos. Heresy I tell you, heresy.”
Magnus will give the acolytes all
the time they need to investigate;
when they are done, he destroys
all heretical object in the name of
the Omnissiah. Magnus will re-
main silent if queried about his re-
lationship with the Inquisitor.
Routes of Inquiry
The acolytes can try the following
tests to uncover likely routes of
inquiry:
A challenging Forbidden Lore Cults
or Heresy (+0) test reveals that
brass and eights are symbols fa-
voured by Khorne, one of the
Dark Gods.
A challenging Forbidden Lore
Xenos (+0) test exposes that the
most likely species of Xenos in-
volved with the heresy is Ork in
origin.
An ordinary Psyniscience (+10)
test reveals that the area is filled
with the last emotions of the
hereteks: fear and desperation.
Succeeding by two degrees or
more on the test also unveils that
the greataxe and the heretical Las
weapon have been exposed to the
warp for a long time.
A routine Perception (+20) test un-
covers a serial number on the
Greataxe and determines its Mono
quality. Serial number is 17493-
H1.
An ordinary Perception (+10) test
presents the acolytes with the
brand, model and serial number of
the capacitator used in the Las
weapon: Dyna-Tuur Model 7, se-
rial number 801928-BH-01923.
An ordinary Common Lore Im-
perium (+10) test reveals that
Involving the Ordos
The scenario offers the following
‘hooks’ to explain why the Adeptus
Mechanicus chose to contact the
acolytes’ Inquisitor.
Ordo Hereticus
The dented, blood spattered piece
of brass feudal plate with the eight
interconnected eights stamped on
the breastplate is a clear connecti-
on to the Chaos god Khorne. The
worship of Khorne is heresy and
reason enough to involve the Ordo.
Ordo Malleus
The aforementioned piece of brass
feudal plate can also easily warrant
the involvement of Ordo Malleus.
Such a clear link to a Dark god and
his daemonic minions must be in-
vestigated fully.
Ordo Xenos
The Las weapon is clearly a Man-
Alien hybrid piece of technology.
Such cooperation is heresy and au-
tomatically involves Ordo Xenos.
5
Dyna-Tuur is located on Lathe-
Hesh
A challenging Trade armourer
(+0) test indicates that the most
likely creator of the feudal plate is
Tiabold Kessel, an armourer of
note who resides in Gunmetal
city.
An ordinary Trade armourer (+10)
test reveals that the greataxe was
forged by the Lathes.
A routine Inquiry (+20) test con-
ducted in the vicinity of Quivvar
street offers the following infor-
mation.
Standard: “Jeesen was a quiet fel-
low, kept to himself mostly. Never
suspected that he was up to no
good.”
1 degree of success: “Jeesen?
Every scav knows that he gives
good money for tech.”
2 degrees of success: “The only
friend that Jeesen had was Rich-
ter, he lives at 3412 Quivvar
street.”
An ordinary Search test (+10) of
the workshop uncovers a
dataslate. If the dataslate is
found, an ordinary Tech-use test
(+10) lets the acolytes peruse its
content. The dataslate holds the
following information: The
greataxe and feudal plate were
sold by a scav named Zeb. Zeb
told Jeesen that he found both
pieces in the Arastus division of
Hive Sibellus. The source of the
Las weapon is ‘MX4?’
Providing a set of leads
If the acolytes fail at every test,
Magnus will point out the serial
numbers on the greataxe and the
LAS weapon.
3412 Quivvar street
If the acolytes wish to interview
Richter, 3412 Quivvar street is only
a short walk away from Jeesen’s
workshop. Richter is very much
aware that Jeesen has met his
doom at the hands of the Adeptus
Mechanicus. Richter’s relationship
with Jeesen damns him, and he
knows it.
Since the fighting at Jeesen’s
workshop ended Richter has con-
sumed a vast amount of amasec
and the former guardsman has be-
come delusional, Richter knows
‘they’ are coming for him. But he
won’t come quietly. Richter has
turned his small hab-stack into a
bunker. He’s barricaded the door
and he’s hiding behind an over-
turned table, Richter is waiting,
waiting for ‘them’.
Development
If the acolytes knock on Richter’s
door he’ll respond by unleashing
his heretical Rev-Las (see Appen-
dix 1: new weapons) at the door,
destroying it and hopefully hitting
one of the acolytes. The next
More than one route
The presented Routes of Inquiry
are only a set of possible leads.
Your PC’s may very well claim the
information in a roundabout man-
ner not foreseen by this adventu-
re.
6
round he will switch to his autop-
istol and will try to suppress the
acolytes while the Rev-Las re-
charges. When the Rev-Las is re-
charged, he will switch weapons
again. Richter will scream all kinds
of heresy while he engages the
acolytes. If all is lost, Richter will
try to commit suicide with a frag
grenade.
Richter (see Appendix 2:
NPC’s).
A routine search (+20) test of
Richter’s hab-stack will uncover a
pict of Jeesen and Richter in
guardsman uniforms. The pict was
taken 10 years ago while both
men served on Tranch.
If more than 8 hours pass since
the acolytes arrival on Quivvar
street, then Richter sobers up and
vanishes without a trace.
Following the clues
Tiabold Kessel
If the acolytes deduced who the
most likely creator of the brass
feudal plate is, they can travel to
Gunmetal City to meet with Ti-
abold Kessel. Tiabold Kessel is a
balding, burly man. Tiabold is ab-
horred to learn that one of his
creations is connected to heresy
and will immediately provide ac-
cess to his records.
Analysing the records is an inves-
tigation of drudging complexity
(see page 186 of the Dark Her-
esy Core Book). Completing the
investigation reveals that two
years ago Kessel received detailed
schematics of the feudal plate and
specific instruction describing
which materials were to be used in
its construction. The eight inter-
connected eights were not part of
the design, they may have been
added after the suit was com-
pleted. The order for the feudal
plate consisted of a batch of eight
suits. The batch was constructed in
three months time and was deliv-
ered to a warehouse in Gunmetal
City. Kessel received payment to
his account after delivery.
It is an taxing investigation to de-
termine who paid Kessel for his
work. A multitude of sham ac-
counts were used. A successful in-
vestigation of the Gelt trail yields
the name of Isha Vent.
It is a basic investigation to deter-
mine that the batch of feudal plate
was picked up two hours after de-
livery from the warehouse by per-
sons unknown. The owner of the
warehouse was paid in cash for the
time that the batch spent in his
warehouse. No security footage of
the delivery and pickup of the
batch is available.
Isha Vent
A basic investigation into Isha
Vent’s past reveals the following:
She served on Tranch, earning two
commendations by her command-
ing officer for her zeal in combat.
After she was honourably dis-
charged from the Imperial Guard,
she became a mercenary then a
bounty hunter and currently earns
a living as an assassin. Records in-
dicate that over the years Isha has
become increasingly violent in her
7
ways. The investigation will also
reveal her current address.
The acolytes have two options
here: they can either follow Isha
Vent around or apprehend and in-
terrogate her concerning the
brass feudal plate.
Surveillance
Putting Isha Vent under surveil-
lance requires that every acolyte
participating in the surveillance
tests against Isha awareness of
35 using either the shadowing
skill or half his or her agility score
once for every day the surveil-
lance lasts.
After eight days of surveillance,
the acolytes can follow Isha to a
building currently used by a cell of
Khorne cultists as a place of wor-
ship.
If the acolytes fail at one of the
tests then Isha knows she is being
followed. Isha will turn the tables
on the acolytes, drawing them in
an ambush set-up by her fellow
cultists.
Apprehending Isha Vent
Apprehending Isha is no easy task.
Depending on the acolyte’s plan
and her current location, Isha will
either try to flee or kill the aco-
lytes.
If the acolytes succeed in capturing
Isha, they can interrogate her.
Possible questions and answers are
as described below.
Question Answer
Why did you order the brass feudal plate? The feudal plate armors the cult’s guardian
servitor.
Who created the servitor? Metalus Xeta, a tech-priest.
Where can we find this Metalus Xeta? Don’t know, he contacts us, not the other
way around.
What is the meaning of the eight intercon-
nected eights?
Eight is the sign of Khorne.
Are you a Khornite? Yes.
Who are your fellow Khornites? Ishmael Brun, a PDF sergeant.
Alison Dein, an enforcer.
Stigga Lesart, a bounty hunter.
Lionus Ross, an assassin.
Octia Dassat, an arbitrator.
Drake Ericsen, a mercenary.
Jakes Krupp, a narco-ganger
Where do you meet with your fellow cult-
ists?
Gives directions to the building currently
used as a place of worship.
8
If the acolytes try, but fail to ap-
prehend Isha the cult cell will dis-
perse, leaving no trace for the
acolytes to follow.
Isha Vent (see Appendix 2:
NPC’s).
Cult Temple
The acolytes can discover the ex-
istence of the temple of Khorne in
three ways: Isha Vent unknow-
ingly leads them there, Isha leads
them there to be ambushed or
she reveals it during her interro-
gation.
The temple of Khorne is a low,
squat building with very few win-
dows. A metal door provides ac-
cess to the building. A challenging
Security test (+0) test unlocks the
door. The door gives access to a
large abandoned room, a few
wooden crates litter the concrete
floor. A few barred windows, two
meters above the floor, provide
lighting to this area. At the end of
the room a heavy metal door bars
further progress. It takes a chal-
lenging Security test (+0) to
unlock this door. Behind the door
a smaller room lies, it holds a
staircase that leads to the base-
ment of the building. A barely
functioning chem.-light gives
enough light to see the staircase,
but its light does not reach the
basement.
At the base of the staircase the
temple’s guardian, a brass servi-
tor, lies in wait for trespassers. It
will engage the acolytes if the ap-
proach the doors that lead to the
temple.
Development
If Isha Vent has led the acolytes to
the temple to ambush them, then
she and three other cultists will en-
gage them while they descend the
staircase. They will instruct the
brass servitor to engage. The other
four cultists will engage the aco-
lytes from above. These four
waited outside until the acolytes
entered the building, they will race
inside and attack when Isha gives
the signal through her microbead.
Behind the doors lies the temple of
Khorne, the concrete floors have
been stained by blood so deeply
that they’ve gained a blood red
hue. The temple holds two large
piles of human skulls.
A grate at the center of the room
bars access to a sewage pipe. It is
a routine Strength test (+20) to lift
it. The sewage pipe is the cultist’s
bolthole if things go wrong.
If Isha Vent was followed inside by
the acolytes, then all eight cultists
will be at the temple. If the brass
servitor is engaging the acolytes
the cultists will join the fighting. If
the fight goes badly for them, the
remaining cultists will try to flee,
using either the grate or the stair-
case.
If the acolytes found the temple
after interrogating Isha Vent then
only the brass servitor will greet
them. The other cultists will not be
there.
Brass Servitor, Isha Vent, Ish-
mael Brun, Alison Dein, Stigga
Lesart, Lionus Ross, Octia Das-
sat, Drake Ericsen and Jakes
Krupp (see Appendix 2: NPC’s).
9
Investigating the greataxe and
the capacitator
At the very least the acolytes are
aware of the following information
after they’ve searched Jeesens’s
workshop: the serial number on
the greataxe is 17493-H1 and the
capacitator is a
Dyna-Tuur Model 7, with serial
number 801928-BH-01923. An or-
dinary Common Lore Imperium
(+10) test reveals that Dyna-Tuur
is located on Lathe-Hesh.
It is a taxing investigation to un-
cover the following about the ca-
pacitator: The Dyna-Tuur Model 7
is one of the most common ca-
pacitators used in lasguns. The
Dyna-Tuur plant on Lathe-Hesh
produces millions of Model 7 ca-
pacitators each standard year.
The serial number indicates, how-
ever that this particular unit was
produced four years ago. It and
the other 9999 units of the pro-
duction batch were shipped to
Malfi aboard the August Seas.
It is an arduous investigation to
uncover the origin of the
greataxe: Thirty units were pro-
duced on Lathe-Hadd for use on
the feudal world of Balecaster by
the Ecclesiarchy. Production was
completed 5 years ago. Due to an
administrative mishap the batch
lay in storage for a year before
finally being shipped to Balecaster
aboard the August Seas.
The August Seas
A basic investigation reveals the
following about the August Seas:
A tramp freighter several millen-
nia old it has been kept in good re-
pair by each of its captains.
The August Seas left the Lathes
four years ago destined for Malfi.
Imperial Navy records reveal that
the August Seas reached the Malfi
system but immediately entered
the warp again to a destination un-
known. Two years ago, a Cobra
class destroyer sighted a ship
matching the August Seas signa-
ture at 41 Pry, but could not ap-
prehend the ship before it entered
the warp.
The ships manifest for its last re-
corded trip indicates that the Au-
gust Seas was filled to the brim
with technological marvels from
the Lathes.
Ships Roster:
Captain: Lupa Togaarden
First Mate: Ishmael Bruthe
Second Mate: Cortez Kiq
Chief Engineer: Metalus Xeta IV
Steward: Osina Wren
Successful acolytes should at this
stage connect the name Metalus
Xeta IV with MX4 as discovered on
the dataslate recovered at Jeesen’s
Workshop or if they apprehended
Isha Vent and interrogated her,
they also should recognize the
name.
Requisitioning a Ride
A routine Logic test (+20) indicates
that 41 Pry is the most logical
starting point for a continued in-
vestigation into the whereabouts of
the August Seas, its crew, its cargo
and Metalus Xeta IV. Transport to
10
41 Pry is costly and likely well
above the acolyte’s means. At this
time, the acolytes should present
their case to their Inquisitor and
formally requisition transport to
41 Pry.
Filling out the Requisition form re-
quires an ordinary Logic test
(+10) and a routine Literacy test
(+20). If both test are successful
then the acolytes need to score
three investigation points, if one
of the tests is successful then the
acolytes need to score four inves-
tigation points and if both tests
are failed then the acolytes need
to score 5 investigation points.
Investigation points
Providing the following informa-
tion to their Inquisitor scores in-
vestigation point(s).
If their application for transport is
denied by their Inquisitor, the
acolytes may try again one more
time before their Inquisitor sends
them on another mission.
Travelling to 41 Pry
If the acolytes successfully requisi-
tion transport to 41 Pry they re-
ceive the following transmission
from their Inquisitor:
+++
Acolytes,
I am impressed by your inquisitive
zeal. I’ve approved your requisition
and have arranged passage aboard
the Brash Blue for you to 41 Pry.
Understand that my expectations
are heightened and failure to lo-
cate the August Seas is not accept-
able.
If you locate the August Seas, and
only then, you may open the
strongbox that will await you
aboard the Brash Blue.
“The Cosmos cries out
for salvation”
+++
The transmission also
indicates where and
when the Brash Blue
will depart to 41 Pry.
The acolytes have
plenty of time to get
their affairs in order be-
fore the ship departs.
The Brash Blue Inci-
dent
Please read aloud or paraphrase
the following: “The passage ar-
ranged for you aboard the “Brash
Blue” turns out to be the cheapest
Information Investigation Points
Involvement of the Dark God Khorne 1
Involvement of Xenos (Ork) 1
Identifying the creator of the feudal plate
(Tiabold Kessel)
1
Termination or capture of Isha Vent 1
Destruction of the temple of Khorne 2
Identifying Metalus Xeta IV as the creator of the
brass servitors and or heretical Las weapon
2
Termination of Richter 1
Determining that the August Seas lies at the root
of the current heresy
2
11
possible. The ship’s steward takes
you to an unused cargo hold and
hands you a chem-light and sev-
eral coarse blankets to make your
beds with on the holds cold floor.
A locked strongbox, fitted with a
DNA scanner, waits for you in the
middle of the hold.
Three times a day the steward
fetches you from your hold and
takes you to the galley where you
are given hearty meals. It has
been two days since the ship en-
tered the warp and you’ve just re-
turned from the galley when the
lights aboard the ship start to
flicker and finally die. The ship
shudders for a moment and then
the sirens start to wail. You notice
that the drone of the engines has
died just moment before the si-
rens cease their blaring. There is
a moment of utter silence and
then the screaming starts.”
The Brash Blue has exited the
warp and is drifting powerless in
space, luckily the Grav plates still
function. In the short time be-
tween the loss of power and the
time it took to exit the warp,
something entered the ship and
possessed crewman Barta. The
thing that was crewman Barta is
the cause of the screaming, it is
tearing a path through the crew
and passengers of the Brash Blue
in a murderous rampage.
In the dark, cramped passage-
ways, it is not hard to identify the
Barta thing, it stalks the passage-
ways pounding its burning hands
on any human flesh it encounters.
Crewman Barta (see Appendix
2: NPC’s).
If the acolytes successfully deal
with crewman Barta, they are im-
mediately offered better accommo-
dations by a grateful captain. It
takes several days for the Brash
Blue’s tech-priests to get the en-
gines up and running again. Any
tech-priest may offer his assis-
tance to help restore power; it is a
challenging Tech-use (+0) test to
contribute to the restoration of
power, shortening the work by a
day. Clerics can help calm down
the crew and passengers, soothing
their frayed nerves and leading
them in prayer. It is an ordinary
common lore Imperial Creed test
(+10) to calm the people down
and assure them that they have
succeeded at passing this test of
faith.
The rest of the Brash Blue’s voyage
is blissfully uneventful.
41 Pry
Read aloud or paraphrase the fol-
lowing: “As the Brash Blue glides
towards her destination you can
get a good look at the space sta-
tion orbiting 41 Pry’s gas giant. It
is old and as you come closer to it,
you can make out small clouds of
vented gas, most likely oxygen.
The station is however, very busy,
you can spot numerous freighters
docked to the station.”
A challenging common lore Im-
perium test (+0) test reveals that
the space station is an infamous
hub of illegal activity. Ghostfire
12
pollen is available here if you talk
to the right persons.
It is an ordinary Inquiry test
(+10) to learn the following about
the August Seas:
Standard: four years ago, a ship
bearing that name docked for a
week at the station. Refuelling
and taking on new crewmembers.
It then left in quite a hurry.
Strange part is that the ship didn’t
pay for the fuel, it traded tech for
it.
1 degree of success: two years
ago, it was here again under a dif-
ferent name. As soon as Captain
Cortez learned that a Cobra class
destroyer had entered the sys-
tem, he bolted. He must have
had a guilty conscience, heheeh.
2 degrees of success: the August
Seas has used the following ali-
ases: Grand Oceans, Noble
Brines. Three months ago, the
Noble Brines docked at the sta-
tion, it took in fuel and supplies.
It is a challenging Inquiry test
(+0) to learn that Captain Cortez
usually employs the services of
Althan Guir, a merchant.
Speaking to Althan Guir
It is a routine Inquiry test (+20)
to learn that Althan Guir is a re-
spected merchant aboard the sta-
tion. Station authorities are fairly
sure he is not a player in the
Ghostfire pollen trade. Guir mainly
deals in food stuffs, fuel and oxy-
gen.
Guir is in his early thirties, has
long brown hair and green eyes.
He always seems to wear a polite
smile on his face. If asked about
his dealings with Captain Cortez he
will tell the acolytes that he cannot
reveal information about his clients
to just anyone, it is bad for busi-
ness.
Arbitrators who identify them-
selves, a challenging Charm or In-
timidate test (+0) can all sway
Guir from his position. He will re-
veal that Captain Cortez buys sup-
plies from him every six months,
give or take a few weeks. Oddly
enough, Cortez buys more than he
would need to just operate his ves-
sel.
Waiting
The acolytes should realize that
they are in a long waiting period.
The August Seas is a frequent visi-
tor to the station but uses many
aliases. It is up to them to identify
the ship when it docks. If they
found out about Cortez and his
dealings with Guir, they can
charm, force or use any other
method to ensure that Guir informs
them when Cortez arrives.
Elite advance
The extended waiting period
aboard the 41 Pry space station
does give the acolytes the opportu-
nity to learn something new:
Speak Language (Ship Dialect 41
Pry). The cost for this elite advance
is 100 xp.
13
Read aloud or paraphrase the fol-
lowing: Uneventful week after
week passes by as the August
Seas fails to visit 41 Pry. A knock
on the door breaks that routine. A
messenger hands you a folded
piece of paper. Unfolding the pa-
per reveals an elegant script bea-
ring the following: It has come to
my attention that you seek the
August Seas, I believe I can help
you, for a price. Meet me at Hold
B-16a at 13:00.
The current time is 11:00. A bribe
of 5 throne gelt or a routine
Charm test (+20) reveals that the
messenger works for the Pry Cou-
riers, the station’s messenger ser-
vice. The messenger picked up
this particular message when he
started his shift at 08:00. Going
to Pry Couriers and succeeding at
an ordinary Inquiry test (+10) re-
veals that this particular message
was left at Pry Couriers for deli-
very a week ago. Who left it and
paid for the delivery cannot be re-
called by the staff.
Hold B-16a
Osina Wren, the August Seas for-
mer steward, has been alerted to
the acolyte’s presence. She has
been left by Captain Cortez as a
mole aboard the space station.
Osina knows she is hopelessly
outnumbered by the acolytes, but
she has set up a trap to take
them out in one fell swoop.
Read aloud or paraphrase the fol-
lowing: Hold B-16a has not been
used for quite some time, the lay-
ers of dust and several mounts of
rubble point that out quite clearly.
A few windows reveal the nearby,
in cosmic terms, gas giant. The
ceiling sprouts several listless ca-
bles, some even reach the floor.
An easy Search test (+30) unco-
vers a battered looking hand vox,
firmly planted on a mount of rub-
ble near the windows.
At 13:00 exactly, the hand vox
squawks to life: “hello? Anyone
there?” a female voice inquires.
It is an easy Perception test (+30)
to find the hand vox once it comes
to life.
If nobody is there to answer the
call, Osina will call it quits after 10
minutes.
Assuming the acolytes answer,
Osina next question will be if one
of the acolytes (GM’s choice of the
most conspicuous acolyte) is there
as well. This should unnerve the
acolytes a little. Osina will ask if
this acolyte, if present, could be
handed the hand vox.
“I’ve got some information for you,
but it will cost you. Your life!” the
female voice whispers through the
hand vox.
With that final remark, Osina will
detonate the det-cord that has
been planted around one of the
windows, on the void side where it
cannot be detected. The explosion
rips out a man sized hole in the
holds wall and exposes the acoly-
tes to the vacuum of space.
All acolytes present in the hold
should make a challenging agility
test (+0), if they are successful
14
they grab one of the cables han-
ging from the ceiling and are not
sucked towards the hole. If they
fail they are sucked towards the
hole and there they have one mo-
re chance to succeed at an ordi-
nary agility test (+10) to grab the
hole’s serrated edge or be sucked
into the void. If the acolytes suc-
ceed at grabbing the hole’s edge
they are dealt 1d10 rending da-
mage for their trouble, this dama-
ge targets the arms.
Please consult page 210 of the
Dark Heresy core book for
further information about va-
cuums.
The space station machine spirits
will automatically seal off the
compromised section. The acoly-
tes need to exit the hold and shut
the hold’s door and pray to the
God-Emperor that there will be
enough air for them all.
To accomplish that feat the acoly-
tes must succeed at strength tests
of varying difficulty. If the whole
exercise takes longer than five
rounds then all hope is lost for
them, air will run out and suffoca-
tion is very likely.
Please consult the table to deter-
mine the difficulty of the test
Succeeding at a test with two de-
grees of success or more means
that the difficulty of the next test is
lowered by one level. Failure by
three degrees or more means that
the difficulty of the next test is rai-
sed by one level.
If after 5 rounds the acolytes have
not reached the relative safety of
the corridor and shut the hold’s
door, then every acolyte should
make an easy Intelligence test
(+30). Success reveals to the aco-
lyte that for every round that the
hold’s door remains open the
amount of air will be reduced ac-
cording to the following formula:
Acolyte cell size –x, where x stands
for the number of rounds that the
door remains open.
Development
If the acolytes succeeded to close
the hold’s door within 5 rounds
they can wait for the rescue party
to find them. If the acolytes mana-
ged to close the door after 5
rounds then there exists to possibi-
lity of suffocation. (Acolyte cell size
– current number of acolytes in
corridor) – x = y, where x is the
number of rounds that the door re-
mained open after the 5 rounds. As
long as y is a positive number or
zero the acolytes will not suffocate,
Present location Success moves to Failure moves to Test
Hole Cable 1 Hole + 1d10 rending
damage
Challenging strength
test (+0)
Cable 1 Cable 2 Cable 1 Ordinary strength
test (+10)
Cable 2 Hold door Cable 2 Challenging strength
test (+0)
Hold door Safety of the corri-
dor
Hold door Routine strength
test (+20)
15
if y is a negative then the acolytes
will suffocate. Please consult page
210 of the Dark Heresy core book
for further information about suf-
focation.
The hunt for Osina Wren
If the acolytes manage to survive
the ambush it is a basic investiga-
tion (+20) to determine that Osi-
na Wren is the culprit. If this in-
vestigation takes longer than 6
hours then Osina Wren will have
fled the space station. If not, then
the acolytes can try to take down
Osina Wren while she is boarding
a freighter headed towards Scin-
tilla. Osina Wren will recognize the
acolytes on sight so a disguise
might be in order to apprehend
her.
Osina Wren (see Appendix 2:
NPC’s).
Osina Wren is desperate, so she
will try everything in her power,
like taking hostages, to escape
the Inquisition.
If the acolytes manage to arrest
her, an interrogation can reveal
the following:
Metalus Xeta organized a mutiny
aboard the August Seas four ye-
ars ago.
Metalus Xeta granted Cortez Kiq
the captaincy, while he kept the
cargo of tech.
Metalus Xeta now engages in va-
rious tech-heresies like invention,
he also keeps a pet ork and builds
custom weaponry for any who will
meet his price.
Captain Cortez does all of Metalus’s
shipping.
Metalus Xeta has a research facility
on the dead world of Threnos.
The arrival of the Exalted Gulfs
Two months after the incident in
hold B-16a a freighter bearing the
name Exalted Gulfs will dock with
the space station. It is a challen-
ging Logic test (+0) to determine
that the Exalted Gulfs is a syno-
nym of August Seas, just like
Grand Oceans and Noble Brines.
Or if the acolytes have met Guir he
will point out the Exalted Gulfs to
them after Captain Cortez visits
him.
This is the time to open the strong-
box. The strongbox’s DNA scanner
will recognize and provide access
to the acolytes. If an unauthorized
person tries the DNA scanner, the
strongbox will explode dealing
5d10 explosive damage to anyone
within 5 meters and destroying the
strongbox’s content.
The strongbox contains a dataslate
with instruction, a cognomen and a
silver medallion with a stylised I
for every acolyte.
The dataslate offers the following
instructions:
+++
Acolytes,
Congratulations are in order when
16
you read this. You have located
the August Seas. The cognomen
you found in the strongbox will
identify the bearer as Captain
Krein of the Imperial Guard. Use
the cognomen as you see fit to
seize the August Seas for the In-
quisition.
The medallions are there to give
you added ‘respectability’.
Please be aware that once opened
the strongbox records and trans-
mits the time of opening. There
will be repercussions if the time of
opening and capture of the August
Seas do not match.
“Information is Power”
+++
The acolytes should decide
amongst themselves who will as-
sume the role of Captain Krein,
please note that Tech-priests will
have a very hard time posing as a
captain of the Imperial Guard.
The acolytes, if they use the Cap-
tain Krein credentials, can easily
enlist the help of thirty station en-
forcers to help them seize the Au-
gust Seas. They can request more
personnel if they succeed at a
challenging Command test. If suc-
cessful they get another fifteen
men and for every two degrees of
success another fifteen.
To seize the August Seas the aco-
lytes first need to gain access to
the freighter and if successful
then take control of bridge.
What if the acolytes do not identi-
fy the August Seas?
If the acolytes do not identify the
August Seas, Captain Cortez will
learn about the disappearance or
death of Osina Wren and he will
know that he is at risk. The August
Seas will move out as soon as pos-
sible and will not return to 41 Pry
for at least a year. The adventure
is essentially over for the acolytes
if this occurs as that eventuality is
beyond its scope.
Storming the August Seas
The acolytes and their back-up first
need to storm the freighter along
the boarding ramp, which connects
the freighter with the space stati-
on. Two pirates are on guard to
prevent access to the freighter, if
they see a large armed group ap-
proaching they will draw their con-
clusion and engage the acolytes
and any enforcer they can see.
The boarding ramp is only 4 me-
ters wide and about 30 meters
long. It offers little in the way of
cover.
Two pirates (see appendix 2:
NPC’s)
Development
After five combat rounds another
pirate armed with a Seq-Las (see
appendix 1: new weapons) will join
the fight, taking aimed shots at
anyone he can see.
Once the acolytes have gained ac-
cess to the freighter, they should
split up their forces to gain control
of the bridge and the engines.
17
If after five minutes of fighting
the acolytes still have not gained
access to the August Seas it will
start it engines and flee the stati-
on, even if it needs to tear free
from the docking clamps and
boarding ramp.
Read aloud or paraphrase the fol-
lowing if that happens: The Au-
gust Seas thrusters flare brilliantly
to life. At first, nothing happens
but then the ominous screech of
straining metal fills the boarding
ramp and the floor shudders un-
der the strain.
The acolytes have ten rounds to
either gain access to the ship or
flee back to the safety of the
station. After that time the August
Seas breaks free, tearing the
boarding ramp off the space stati-
on. Anyone still on the boarding
ramp will be exposed to a vacu-
um.
The August Seas freedom is
short-lived however, as the stati-
on defence turrets will target the
August Seas engines, leaving her
powerless in the void.
The acolytes can board a shuttle
to fly to the helpless ship or if
they managed to get aboard, they
still need to take control of the
bridge.
Taking control of the bridge
Read aloud or paraphrase the fol-
lowing: “The screams of the dying
and the wounded resonate
throughout the freighter along
with the intermittent discharging
of weapons. Your group has been
hit as well as it carved a path to-
wards the bridge, few of the stati-
on enforcers you took to board the
freighter remain combat ready. A
sign ahead informs you that the
bridge is further ahead. Enforcer
Jackson peers around the corner
and then his head just melts away
as it is hit by one of those heretical
las weapons all the pirates seem to
carry.”
Captain Cortez, Metalus Xeta the
heretek and five pirates are ma-
king their stand at the bridge. The
acolytes need to kill or incapacitate
them all, the acolytes do receive
the assistance of three station en-
forcers.
The bridge is a large room, roughly
10 by 12 meters long. It is riddled
with machinery and workstations
that are needed to operate and
guide the ship. The pirates control
the only door to the bridge and ha-
ve taken up defensive positions.
Captain Cortez, Metalus Xeta, 5
pirates and 3 enforcers (see
appendix 2: NPC’s)
Conclusion
With the heretics defeated, the
acolytes have won a great victory.
The August Seas logs and the in-
terrogation of any surviving heretic
point to the location of Metalus Xe-
ta’s research facility on the dead
world of Threnos. There, an Ork is
found who tinkers with tech given
to him by Metalus Xeta. For the
heresy of consorting with Xenos
and various acts of tech-heresy,
any surviving pirate is given over
to the Adeptus Mechanicus for ap-
18
propriate punishment.
Metalus Xeta kept a detailed re-
cord of contacts and transactions
and the acolytes Inquisitor could
ask the acolytes to look into the
actions and wherabouts of one Is-
ha Vent if the acolytes have not
yet uncovered the Khorne Cult.
The acolytes Inquisitor will re-
quest back the Captain Krein cog-
nomen but the acolytes may keep
their medallions. Award the acoly-
tes 800xp each for successfully
completing this investigation.
Future Investigations
If the Khorne cult has not yet
been uncovered, or all of its
members have not yet been ter-
minated then this could be the
acolytes next assignment.
The origin of the pet Ork that Me-
talus Xeta kept could also be in-
vestigated further.
The identification and punishment
of the various hereteks that dealt
with Metalus Xeta is another ave-
nue of future investigation.
19
Appendix 1: New Weapons
Las Weapons
Rev-Cap: The Rev-Cap is a solution to the lasguns inability to provide a
full auto burst. Fusing the venerable stub-revolver and lasgun designs to-
gether in a heretical hybrid, the Rev-Cap features a cylinder holding eight
laspistol capacitators which cycle towards a point in the weapon where
the stored power can be siphoned off. After discharging all capacitators in
such a manner the Rev-Cap requires a few moments to recharge them all
again for use in the next cycle.
Seq-Las: A heretical marvel, the Seq-Las features four capacitators that
are drained sequentially resulting in an incredibly powerful laserbeam
which is able to punch through the toughest armor. All that extra power
does make the weapon prone to overheating.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Rev-Cap Basic 30m -/-/8 1d10+2 E 0 40 2Full Recharge,
Unreliable
5 50 Average
Seq-Las Basic 60m S/-/- 2d10+4 E 2 15 Full Overheats,
Recharge,
Tearing,
Unreliable
6 150 Rare
20
Appendix 2: NPC’s
Richter
Movement 2/4/6/12
Wounds: 12
Skills: Awareness (Per), Speak Language (Low Gothic) (Int)
Talents: Melee Weapon Training (primitive), Basic Weapon Training (LAS, SP), Pistol
Weapon Training (LAS, SP)
Armour: Guard Flak Armour 4
Weapons: Knife (1d5+3 R; +0 PE2; primitive), Rev-Cap (30m; -/-/8; 1d10+2 E; Pen 0;
Clip 40; Reload 2 Full; Recharge, Unreliable) autopistol (30m; S/-/6; 1d10+2 I; Pen 0; Clip
18; Reload full)
Gear: empty bottle of amasec, frag grenade, 2 autopistol clips, poor quality clothing.
Description: Since leaving the Guard Richter has become despondent and a mean drunk.
His hair is starting to gray at the edges and his eyes are bleary.
Isha Vent
Movement 4/8/12/24
Wounds: 11
Skills: Awareness (Per), Dodge (Ag), Inquiry (Fel), Interrogation (WP), Intimidate (S),
Speak Language (Low Gothic) (Int)
Talents: Ambidextrous, Melee Weapon Training (primitive), Basic Weapon Training (LAS,
SP), Pistol Weapon Training (LAS, SP)
Armour: Mesh vest (body 4) and leather outfit (Arms 1, Body 1, Legs 1 primitive)
Weapons: Knife (1d5+3 R; +0 PE2; primitive), two autopistols (30m; S/-/6; 1d10+2 I; Pen
0; Clip 18; Reload full)
Gear: 4 autopistol clips, good quality clothing, micro-bead
Description: Isha Vent is an attractive woman in her late twenties. She has short black hair.
Her grey eyes are void of emotion, except when Isha kills, then they gleam with excitement.
Tactics: Isha Vent uses two autopistols to defend herself, one in each hand.
Brass Servitor
Movement 2/4/6/12
Wounds: 12
Skills: Awareness (Per)
Talents: Melee Weapon Training (primitive)
WS BS S T Ag Int Per WP Fel
35 35 38 41 27 25 25 37 31
WS BS S T Ag Int Per WP Fel
37 39 32 37 41 35 35 37 31
WS BS S T Ag Int Per WP Fel
45 15 40 40 20 15 25 30 3
21
Traits: Dark Sight, Machine 1
Armour: Brass Plate 4 (primitive)
Weapons: Mono Greataxe 2d10+4 R; +2 PE2; unwieldy
Gear: internal micro-bead
Description: Dressed in brass feudal plate, with eight interconnected eights stamped on its
breast, this servitor appears as a knight hailing from an age long past. Its axe however, hails
from the current age.
Khorne Cultists
Ishmael Brun, Alison Dein, Stigga Lesart, Lionus Ross, Octia Dassat, Drake Ericsen and
Jakes Krupp
Use the enforcer statistics as found on page 339 of the Dark Heresy Core Book with the fol-
lowing modifications
Ishmael Brun
Weapons: Sword (1d10+3 R; Balanced, Primitive), Las Carbine (60m; S/2/-; 1d10+2 E; Pen
0; Clip 40; Reload full; Reliable)
Gear: PDF uniform, micro-bead
Description: Ishmael Brun is an aging PDF sergeant with far to many facial scarring to be
called anything else but ugly.
Alison Dein
No modifications
Description: A small woman of 19 years Alison loves to inflict pain with her club.
Stigga Lesart
Weapons: Club (1d10+3 I; Primitive), Pump-action Shotgun (30m; S/-/-; 1d10+4 I; Pen 0;
Clip 8; Reload 2Full; Scatter)
Gear: street clothes, 24 shotgun shells, micro-bead
Description: Stigga likes to toy with her prey, inflicting pain instead of killing opponents
just to prolong their suffering.
Lionus Ross
No Modifications
Description: 2on-descript is what makes Lionus such a successful assassin.
Octia Dassat
Weapons: Club (1d10+3 I; Primitive), Shotgun (30m; S/-/-; 1d10+4 I; Pen 0; Clip 2; Reload
2Full; Scatter, Reliable).
22
Gear: uniform, 20 shotgun shells, micro-bead
Description: A tall woman in her fifties, Octia is used to being obeyed which is noticeable in
her bearing.
Drake Ericsen
Weapons: Knife (1d5+3 R; Primitive) Custom Autopistol (40m; S/-/6; 1d10+2 I; Pen 0; Clip
30; Reload Full)
Gear: Combat clothing, 5 autopistol clips, micro-bead.
Description: Lean and tall, Drake keeps himself in peak fighting condition. A human preda-
tor.
Jakes Krupp
Gear: leather clothing, micro-bead,
Description: Has a large facial tattoo which obscures most of his face.
Crewman Barta
Movement 3/6/9/12
Wounds: 17
Skills: Awareness (Per), Dodge (Ag), Intimidate (S), Speak Language (Low Gothic) (Int)
Talents:Melee Weapon Training (primitive), Psy rating 2
Weapons: Burning Fist (1d10+4 E)
Gear: uniform
Psychic powers (Psy Rating 2): Burning Fist
Description: The thing that was crewman Barta wears an orange uniform and bears a wide
smile while it pounds its burning fists on the flesh of men.
Osina Wren
Movement 3/6/9/12
Wounds: 10
Skills: Awareness (Per), Dodge (Ag), Inquiry (Fel), Interrogation (WP), Speak Language
(Low Gothic) (Int), Trade (valet) (Fel)
Talents:Melee Weapon Training (primitive), Pistol Weapon Training (LAS, SP)
Armour: Light Flak Coat (Arms 2, Body 2, Legs 2)
Weapons: Mono Knife (1d5+3 R; +2 PE2), Laspistol (30m; S/-/-; 1d10+2 E; Pen 0; Clip
30; Reload full, Reliable)
Gear: good quality clothing, hand vox
Description: A lithe woman with dark brown eyes and long black hair. Osina always dresses
in the latest fashions.
WS BS S T Ag Int Per WP Fel
31 32 45 44 31 50 50 50 20
WS BS S T Ag Int Per WP Fel
31 33 32 32 37 35 35 37 41
23
Pirate
Movement 3/6/9/12
Wounds: 10
Skills: Awareness (Per), Intimidate (S), Speak Language (Low Gothic) (Int)
Talents:Melee Weapon Training (primitive), Basic Weapon Training (LAS, SP), Pistol
Weapon Training (LAS, SP)
Armour: Light Flak Coat (Arms 2, Body 2, Legs 2)
Weapons: Knife (1d5+3 R; +0 PE2; primitive), Rev-Cap (30m; -/-/8; 1d10+2 E; Pen 0;
Clip 40; Reload 2 Full; Recharge, Unreliable) OR Seq-Las (60m; S/-/; 2d10+4 E; Pen 2;
Clip 15; Reload Full; Overheats, Recharge, Tearing, Unreliable) A2D autopistol (30m; S/-
/6; 1d10+2 I; Pen 0; Clip 18; Reload full)
Gear: autopistol clip, poor quality clothing
41 Pry Enforcers
Use the enforcer statistics as found on page 339 of the Dark Heresy Core Book.
Captain Cortez
Movement 4/8/12/24
Wounds: 12
Skills: Awareness (Per), Dodge (Ag), Inquiry (Fel), Interrogation (WP), Intimidate (S),
Speak Language (Low Gothic) (Int)
Talents: Ambidextrous, Melee Weapon Training (primitive), Basic Weapon Training (LAS,
SP), Pistol Weapon Training (LAS, SP)
Armour: Mesh vest and Light Flak Coat (Arms 2, Body 4, Legs 2)
Weapons: Mono Sword (1d10+3 R; +2 PE2), autopistol (30m; S/-/6; 1d10+2 I; Pen 0; Clip
18; Reload full)
Gear: 2 autopistol clips, good quality clothing, micro-bead
Description: Tall and handsome, Cortez truly loves to play the part of the daring pirate and
his dress matches this.
Metalus Xeta IV
Movement 2/4/6/8
Wounds: 12
Skills: Awareness (Per), Chem-Use (Int), Common Lore (Machine Cult, Tech, Imperium)
(Int), Forbidden Lore (Archeotech, Xenos) (Int), Logic (Int), Scholastic Lore (2umberology)
(Int), Secret Tongue (Tech) (Int), Speak Language (Low Gothic, Ship-Dialect) (Int), Tech-
Use (Int) +10
Talents:Melee Weapon Training (primitive), Basic Weapon Training (LAS, SP), Pistol
Weapon Training (LAS, SP) and many more.
Traits: Mechanicus Implants
WS BS S T Ag Int Per WP Fel
31 31 32 32 31 29 31 30 31
WS BS S T Ag Int Per WP Fel
42 39 34 37 42 35 35 37 39
WS BS S T Ag Int Per WP Fel
28 29 34 32 28 45 35 47 29
24
Armour: Carapace chest plate (Body 6)
Weapons: Custom Seq-Las (60m; S/-/; 2d10+4 E; Pen 2; Clip 15; Reload Full; Overheats,
Recharge, Tearing), hand cannon (35m; S/-/-; 1d10+4 I; Pen 2; Clip 5; Reload 2full)
Gear: 2 charge packs, 1 clip for hand cannon, black robes