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  illustrations from the Warhammer 40,000 universe and the Black Crusade game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2011, variably registered in the UK and 
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  reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
  The Essential GM’s Reference
  T
  his lavish Game Master’s Kit helps keep a warband’s plots to 
  conquer the Screaming Vortex on track! Behind the sturdy screen, 
  the GM can hide dice rolls and keep players from reading his 
  notes. Printed on the GM’s side are numerous handy quick reference 
  charts that make running the game that much easier. Added to this is a 
  32-page full colour booklet with a complete adventure, a selection of 
  useful NPCs, expanded rules for running Black crusade adventures, 
  and advice for how to run a Black Crusade!
  ™
  The Game Master’s Kit 1086JUN11 BC02
  ISBN: 978-1-61661-179-8
  9 781616 611798
  51995
  
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  Lead Developer
  Sam Stewart
  Written and Developed By
  Andrea Gausman
  Editing and Proofreading
  Graham Davey and Mark Pollard
  Graphic Design
  Adam Taubenheim with additional work by Brian 
  Schomburg 
  Cover Art
  David Nash
  Interior Art
  Matt Bradbury, David Griffith, and Tom Torrez
  Managing Art Director
  Andrew Navaro
  Art Direction
  Zoë Robinson
  Production Management
  Eric Knight
  Licensing and Development Coordinator
  Deb Beck
  Executive Game Designer
  Corey Konieczka
  Executive Game Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  Games Workshop
  Licensing Manager
  Owen Rees
  Head of Licensing
  Andy Jones
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  Alan Merrett
  Special Thanks to the Playtesters
  Playtest Coordinator Ronald DeValk. “Roll Perils...” 
  Matthew ‘H.B.M.C’ Eustace with Sean Kelly, Rob Lord, 
  Stuart Lord, and Mike ‘Rosie’s Husband’ Madani. “No 
  Guts, No Glory!” Sean Connor with Adam Lloyd, Aaron 
  Mcmanus-wood, Stephen Pitson, and Simon Tierney. “You 
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  Harthoorn, Kyle Harthoorn, Julia Smith, and Kieren Smith. 
  “Unrepentant” Lachlan “Raith” Conley with Jordan Dixon, 
  Mark McLaughlin, and Brad Twaddell. 
  FANTASY
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  Copyright © Game Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Black Crusade, the 
  foregoing marks’ respective logos, Black Crusade Game Master’s Kit, and all associated marks, logos, places, names, creatures, races and 
  race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the 
  Warhammer 40,000 universe and the Black Crusade game setting are either ®, ™, and/or © Games Workshop Ltd 2000–2011, variably 
  registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All 
  rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any 
  form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
  ISBN: 978-1-61661-179-8 Product Code: BC02 Print ID: 1086JUN11
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  Credits
  2
  ™
  
  3
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  3
  Adventure 
  Overview
  •
  FOrming the 
  COmpACt
  •
  the weeping hAlls
  •
  the ZiggurAt
  •
  npC Appendix
  •
  heretiCAl 
  CAmpAigns
  
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  “So many of these young races wear their icons of bondage proudly, 
  but humans seem particularly adept at convincing themselves that a 
  slave’s brand means freedom.”
  –Kirys Ireshor, Succubus of the Beckoning Thorn
  R
  ivals for Glory takes the Heretics to the Gloaming 
  World of Sacgrave—the shattered ruins of an infamous 
  pirate empire. The events here give the Heretics the 
  opportunity to build their power and allies, or make fierce 
  enemies. Most importantly, it is a harsh reminder that the 
  Screaming Vortex teems with other servants of Chaos, and in 
  each one burns the same bloody determination to fight and 
  claw a way to the top.
  Adventure 
  Overview
  T
  he Heretics arrive to rendezvous with allies and 
  retrieve a powerful icon: the Tyrant’s Cord. However, 
  these plans quickly go awry when they discover 
  their allies are dead and the Tyrant’s Cord has been stolen 
  by a rival warband. First, through intimidation or bargains, 
  they must wring cooperation from the scavengers who live 
  in Sacgrave’s shattered towers. Then they must track their 
  rivals through the dangerous vaults and unknown chambers 
  of Sacgrave before they escape with the Cord. In doing 
  so, the Heretics encounter more opportunities for ruin or 
  reward. They also clash with the Onyx Scar Kabal—a 
  group of Dark Eldar who have claimed the subterranean 
  halls as their own. 
  Eventually the Heretics track down their rivals at the top 
  of a massive monument, and must slay them and take the 
  Tyrant’s Cord before they escape. The difficulty of taking 
  back the Tyrant’s Cord depends on many factors: who the 
  Heretics have angered and who they have chosen to placate, 
  and how long they have lingered in the vaults.
  RunninG Rivals  
  FoR GloRy
  This Compact is intended for newly-created Heretics. It 
  can be adjusted to more advanced groups by increasing the 
  Wounds and Damage totals of the enemies encountered. 
  The underlying plot is suitable to most group compositions 
  and power levels.
  The expansive, unknown nature of Sacgrave’s towers 
  provides a foundation that the GM can build on. He can 
  easily create additional encounters to stand between the 
  Heretics and their objective, or even add entirely new 
  objectives for the players to pursue before or after they find 
  the Agents of Seiyr.
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  giving ChAse
  Much of rivals for Glory involves pursuing and combating 
  an opposing faction. As such, the progression through 
  locations and encounters is fairly linear, because a NPC 
  group (the antagonists) is blazing the trail. If the players are 
  particularly adverse to this type of scenario, the GM has a few 
  options for modifying the adventure:
  Emphasise the Hunt: Because this adventure is geared 
  towards starting characters, following the rival group’s trail 
  does not require many difficult Skill Tests or similar obstacles. 
  However, the GM could choose to make it more challenging to 
  stay on their heels and create additional adversary encounters 
  if the Heretics choose the wrong fork in the path. If each 
  successful turn feels hard-won, it makes the players feel more 
  like the driving force.
  Start with the Destination: Allow the Heretics to 
  discover that the opposing group’s rendezvous location is 
  the Crescent Platform. This knowledge does not change the 
  shortest path to their objective, but it presents the opportunity 
  to plan for the rival group’s approach.
  Increase the Difficulty: For Heretics with large bonuses 
  in key Skills, the GM can increase the difficulty of the Skill 
  Tests the Heretics must make. The idea isn’t to make things 
  frustrating for the Heretics, but to encourage a feeling of 
  relief and satisfaction that they made the wise decision to 
  invest in those Skills. 
  The seeds oF 
  ConvoCaTion
  As with most Compacts, the first step is to make the Heretics 
  aware of an opportunity to further their power.
  This adventure uses the NPC Palmere Grath to bring the 
  matter to the Heretics, presenting him as an ally of relatively 
  equal standing. 
  There is an alternate way to use this adventure. If the 
  Heretics are a larger and more infamous group, they might have 
  originally sent the now-missing servants to find the Tyrant’s 
  Cord. In this case Grath comes to the Heretics not as an equal, 
  but as a scraping underling hoping to keep his life after this 
  failure. This requires a bit of modification on the GM’s part, 
  but only at the beginning of the adventure. Grath must be 
  presented differently, and the GM must either establish that 
  the Heretics sent the servants off at some prior date, or make 
  the dispatching of the servants part of a previous adventure. 
  However, once the adventure gets moving, the main thrust of 
  the plot can be used as is.
  pAlmere grAth 
  Not everyone who does business in the Screaming Vortex 
  is interested in climbing its ladder for dominance. Palmere 
  Grath is an accumulator of wealth, not power. He is the 
  master of a small merchant fleet that trades on both sides of 
  the Great Warp Storms, and profits from the fact that there 
  are very few others with the fortitude and audacity to do the 
  same. Grath supplies forbidden relics to radical Inquisitors 
  in the Calixis Sector and Imperial las weapons to denizens 
  of the Screaming Vortex, scheming to ensure that neither 
  side realises the other exists.
  Some might guess that greed alone motivates Grath, but 
  his enterprise also offers freedoms not even a Rogue Trader 
  can imagine. In each region he has an appearance and persona 
  suited to business there, but only the debauched countenance 
  he shows in the Screaming Vortex rings true. Here, no act 
  is taboo, and he can delight in indulgences unavailable even 
  in the least civilised reaches of the Heathen Stars. Although 
  Grath harbours a soul as black and corrupt as any aspiring 
  warrior of Chaos, he trades on his reputation. If the merchant 
  has ever sold a false relic or gone back on a deal, no one has 
  lived to tell the tale. Only fools mistake his reliability for the 
  fetters of morality; it is in fact a carefully cultivated asset more 
  valuable than any possession he owns.
  The MissinG CaRGo
  The Heretics receive a message from Grath, saying that he 
  has something of great value to offer them and requesting 
  a meeting to discuss it. The GM should introduce Grath as 
  a known quantity to the Heretics; perhaps they obtained 
  items or servants from him in the past via Infamy Tests. 
  If the group is known to work together, he contacts them 
  jointly. Otherwise, he may reach out to the Heretic with the 
  highest Infamy and it will be up to that character to convene 
  with the others. Grath meets the Heretics at the location of 
  their choosing (within reason). Read aloud or paraphrase 
  the following:
  As always, Palmere Grath is smiling when you meet him. It is not 
  the false smile of a salesman or the genuine smile of a friend. It is the 
  self-satisfied pleasure of a man who savours every sweet breath of air 
  and every step in his lacquered boots. He wears a plush velvet robe 
  ornamented with polished bone. The robe has a long train, carried by 
  an achingly beautiful human slave who trails behind him. Three ork 
  bodyguards complete the procession, every inch of their battered and 
  barbaric armour a stark contrast to Grath’s adornments.
  An astute business man, Grath may make a preamble of 
  pleasantries if it suits the character of his clients, or he may 
  launch straight to his business if they are the type who grow 
  impatient quickly. Though he can be quite eloquent, he is 
  more than willing to get to the true matter. Read aloud or 
  paraphrase the following:
  stArting lOCAtiOn
  rivals for Glory’s beginning location is left 
  deliberately vague. This way the GM can set it on any 
  world within the Screaming Vortex that his party may 
  currently be on. However, if he must pick a world, 
  a good starting place is Q’Sal. Q’Sal is a world of 
  sorcerers and magicks, but is also one of the closest 
  things to a “trading hub” within the Vortex, and it’s 
  a place that Grath would find useful for his business. 
  More information of Q’Sal can be found in the Black 
  crusade core ruleBook. 
  5
  
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  Grath’s smile seems to grow even larger, if possible. “I will be 
  forward with you. The true matter is that one of my ventures has 
  not gone as planned. I am looking to salvage what I can from the 
  situation, thus I come to you. I think you may be able to turn my 
  calamity to your advantage, if you’re willing. Tell me, have you 
  ever heard of the Tyrant’s Cord?” 
  The GM can supply characters that pass a Challenging 
  (+0) Common Lore (Screaming Vortex) Test with 
  various details from the sidebar below. Additionally, Grath 
  has meticulously researched the item and it is to his benefit to 
  share as much information about its value as he can.
  Grath located the Cord and sent hired soldiers to retrieve it. 
  His intent was to sell it to an aspiring warlord in the Screaming 
  Vortex. However, the Deluge, the ship carrying his hirelings and 
  the Cord, was caught in the Fifth Interstice. Unable to navigate 
  the terrible currents and stresses generated by the intersection 
  of the Fifth Interstice and Eighth Transjunction, the ship’s 
  sorcerer-navigator crashed the vessel on Sacgrave. Grath knows 
  better than to expect anyone capable of retrieving the Cord to 
  do anything but keep it for himself. Therefore, he has decided 
  to sell the only piece of the venture he still has in his grasp: the 
  location of the crash and therefore the location of the Cord.
  He informs the Heretics that he knows where the Tyrant’s 
  Cord is, but hostile parties almost certainly stand between them 
  and it. If the Heretics ask why he doesn’t simply retrieve it himself, 
  he says only “I tried my luck at that and failed. At this point I 
  think it better to cut my losses.” Grath actually tried to recover 
  the Tyrant’s Cord four times, each expedition ending in failure. 
  This last expedition managed to find the Tyrant’s Cord, only to 
  crash on Sacgrave. Now Grath is convinced the venture is cursed 
  for him, and wishes to divest himself of the whole matter. Grath’s 
  asking price for the information is several hundred souls—living 
  or otherwise, and he discloses nothing about the location without 
  first agreeing on a deal—though he is open to negotiation.
  He is quite willing to bargain over the transaction, but 
  has no faith that promises (except his) hold their value in 
  the Screaming Vortex. There are plenty of other Heretics in 
  the Vortex willing to pay handsomely for the information 
  he offers, and Grath expects to receive his payment before 
  he discloses the location. That is not to say that the Heretics 
  stand no chance of deferring payment to a future date, only 
  that they must be extremely convincing to manage it. Once 
  the bargain is sealed, Grath says:
  “Well done. Trust me—you’ve  won the better end of this bargain. 
  I did attempt to retrieve the Cord, but my ship, the Deluge, 
  crashed on Sacgrave on the return voyage. The mercenaries 
  I hired have a retrieval beacon. If any of them survived, you 
  should be able to find them using its frequency.”
  Grath then provides that frequency. Characters with a vox and 
  auspex can make a Routine (+20) Tech-Use Test to track the 
  signal, which has a broadcast range strong enough to detect from 
  orbit. Failing this Test does not mean they can no longer track 
  the beacon, but that they have temporarily lost the scent. They 
  must wait an hour before attempting again, and the GM can also 
  have them temporarily wander off course and get into trouble. 
  6
  pyurultide And the tyrAnt’s COrd
  Pyurultide is one of the many worlds that drift through the Screaming Vortex. Placing dates on the events 
  of the past is futile for a world so warp-infused, but—whether a day or a millennium ago—Pyurultide 
  was a world locked in conflict. The gods Nurgle and Slaanesh fought for dominion over the educated and 
  technologically advanced people of the planet.
  Pyurultide has continents but no oceans. The gaps between land masses writhe with a sea of insects and 
  vermin. Nurgle’s influence was strong along the coast where this foulness lapped against the land, and here he 
  had many followers. But the inlanders built magnificent spires that climbed above the blighted land. Driven 
  by the desire for perfection, they built ever grander and more terrible towers. At the height of the inlanders’ 
  power it was said their chaotic structures ascended without human intervention, eventually penetrating some 
  dark heaven, where they entrapped angels whose tears coated the horrible spires.
  At the centre of the inlanders’ spiralling sky empire was a dynasty of brilliant rulers, who held their people 
  together through iron will and a horrible charisma. However, the Pox Tribes below eventually found a way 
  to infect the flesh and then the loyalties of the high rulers. The instant that their hearts turned from Slaanesh, 
  it is said the spiteful Prince of Desire smote their towers to ruin. The Pox Tribes consumed the survivors of 
  the fall, and the Tyrant’s Cord—the symbol of the rulers’ dynasty—was lost.
  Now Pyurultide is consumed by the unending biological warfare of the Pox Tribes. Each tribe carries its own 
  strain of contagion, which defines its culture like a patron saint. With religious fervour they cultivate even more 
  virulent strains of their disease of choice, and then use it against neighbouring unbelievers. Still, in the shadows 
  of hospice cities and the phlegmy whispers of the dying, the legend of the old sky empire lives on. The gilded 
  remembrance of the Dark Princes’s reign only grows brighter the longer they live in disease and decay, but a return 
  to Slaanesh’s ‘glory’ is hopeless as long as the Tyrant’s Cord is lost. If a leader were to emerge wielding the Cord, 
  hundreds of thousands of Pox Warriors would follow him—in rebellion against the Plague Lord, or anywhere else 
  the new Tyrant chose to lead.
  In fact, over the past millennia the Tyrant’s Cord has come to be synonymous with rulership on many 
  worlds in the Vortex. The Heretic to recover it could be known as a great leader. In addition, the Tyrant’s 
  Cord is suffused with warp-spawned energies and proves a great boon to the one who wears it. More on the 
  Tyrant’s Cord can be found on page 8.
  
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  The Agents of 
  Seiyr
  “I’d fight anything for my masters. But I wouldn’t fight her.”
  –Sorax Three-Dooms, now deceased
  S
  eiyr the Bereft is one of the innumerable contenders for 
  dominion over the Screaming Vortex. Like many of the 
  region’s competing warlords, facts and rumour about 
  Seiyr are hard to separate. There is something fundamentally 
  inhuman about Seiyr’s androgynous countenance, with 
  nearly as many stories attributing a male gender as female. 
  Supposedly, Seiyr bargained the lives of her world’s billion 
  inhabitants to the Ruinous Powers in exchange for their gifts. 
  When the daemons came to claim their due, they wrought 
  such devastation on the planet that it cracked in two. Some 
  speculate that Seiyr never even survived that cataclysm, and 
  is no longer a person at all, just a namesake that a group 
  operating from her shattered home world has adopted. 
  Whatever Seiyr’s nature, those acting in her name have 
  been leaving a trail of devastation and plunder throughout 
  the Gloaming Worlds for over a decade. Many of their 
  assaults have defied reason: provoking the Orks of Berin for 
  no apparent gain, or bypassing colony planets ripe for harvest 
  to engage Imperial battalions head-on instead. The one 
  common thread to Seiyr’s conquests seems to be archeotech. 
  If the merest whisper of a technological find drifts through 
  the Vortex, it is almost assured that warriors claiming Seiyr’s 
  patronage soon descend upon the location. In fact, many 
  Explorator Magi invoke her name with the same bile and 
  revulsion they would a daemon’s.
  The Tyrant’s Cord is not archeotech, but Seiyr the Bereft 
  has a purpose in mind for it. That is all her agents were told, 
  and that she desired the relic was all they needed to know. 
  A group of four Heretics brokered a deal of betrayal with 
  Palmere Grath’s men. Had the Deluge not crashed, the Tyrant’s 
  Cord would have been delivered safely into their hands. But 
  the warp’s fickle currents had other plans.
  rubis
  Rubis was born as a menial on a Forge world. Her early life 
  was characterised by a conflicting fascination and hatred of 
  the ruling Tech-Priests. Refused admission to the machine 
  cult, she eventually found an outcast Magos who taught 
  her heretical and pragmatic ways to impose her will upon 
  machines. The rituals Rubis knows do not seek to placate or 
  honour machine spirits, but to force them into her service—
  often by scarring them with blasphemous modifications and 
  contaminating them with unorthodox circuitry. Rubis is very 
  familiar with the universe beyond the Screaming Vortex, 
  though she fled into the Vortex so long ago that any traces of 
  her formerly Imperial heritage are long-vanished.
  Rubis leads the warband. She makes an art form out of 
  brutal honesty, choosing words and facts that cause the most 
  discomfort when she speaks. She is driven by the hunger to 
  grAth’s priCe
  Given that the resources at a Heretic’s disposal are caught up in his Infamy score, it may be difficult for players to envision 
  trade of tangible goods in the Screaming Vortex. Unlike more civilised areas of space, there is not a standardised currency. 
  In general, if the GM envisions a situation where an Infamy Test is not appropriate and needs a commodity of exchange, he 
  can always fall back on souls—whose consumers range from daemons and Dark Eldar to the technocrats of Q’sal. 
  There are two options for Grath’s Price, each perfectly reasonable for the GM. The first is the Heretics obtaining the 
  souls then sacrificing one Infamy (decreasing their Infamy characteristic by 1) to call in enough favours to provide the 
  souls or something of equal value.
  The actual obtaining of the price is something that can be represented via roleplaying or even a simple narrative on 
  the GM’s part, and may end up being the equivalent of this price in other goods or services. Figuring out what exactly 
  the price entails shouldn’t be something the GM and players spend too much time on. The important aspect is that the 
  Heretics have paid Grath’s price, and thus their Infamy decreases slightly as his increases, a mechanical representation of 
  the way reputations shift slightly when the Heretics are forced to agree to Grath’s demand.
  The second option, if the GM does not want to require the Heretics to sacrifice Infamy, is that they agree to owe 
  Grath a favour. Such a bargain is not as cavalier as it seems—Grath has them swear to honour their pact in the eyes 
  of the Architect of Fate, a brief ceremony which bonds a sigil into his own flesh. From then on, Grath can redeem the 
  favour at any point, and if the Heretics do not agree to it, they incur the displeasure of greater powers (gaining 1d5 
  Corruption from a Failing, and losing 1d5 Infamy). The GM can stress that this is a serious deal, and in fact some very 
  amusing bargaining and roleplaying can come out negotiations with Grath. (Grath’s favour does not come up again in 
  this adventure, but provides an excellent plot hook for something later on).
  Finally, there are any number of other rare commodities that Grath might accept, and the GM can use them instead. 
  Possibilities include an Onir from Xurunt, two Pyromancers of the Flaming Tombs, or a large sum of Imperial Thrones 
  (perhaps wrested from a Rogue Trader vessel passing through the Maw). Depending on the results of their previous Compacts, 
  they might also have alternative assets and artefacts to offer up, or collateral that Grath can hold in lieu of payment. Unless the 
  Heretics have such an item in hand, obtaining it becomes a secondary objective that they must first carry out before the rest of 
  the Compact. In addition, the GM can have each Heretic make a Challenging (+0) Infamy Test after paying Grath’s price. 
  Success means that Heretic’s reputation has withstood this small slight, and it does not decrease. 
  7
  
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  collect knowledge—the more protected and heretical the 
  information, the greater her longing to possess it. Nothing 
  infuriates her more than a secret that she cannot discover, and 
  she takes the greatest glee in unearthing forbidden lore. 
  CyriOn tAAl
  Taal was born on Messia. He is one of the Vortex’s many 
  denizens with the ability to touch the warp, but one of 
  the few with the discipline to control his powers. Cyrion’s 
  abilities manifested at a very young age, and before he turned 
  ten, he was the terror of his drill rig. They lived in fear of his 
  tantrums and gave in to his every childish whim, because his 
  ability to sense and hold off the planet’s mutant hordes gave 
  their rig a huge advantage in the drilling competition for raw 
  promethium. With the help of his powers, the rig grew rich 
  and powerful, and the most decadent Calixian nobility was 
  not more spoiled than the boy prince Cyrion.
  However, eventually Chaos saw fit to teach this boy that 
  there are a great many powers he cannot bend to his whim. 
  One night on the dark side of Messia, Cyrion’s psychic powers 
  invoked a terrible backlash that left the drill rig and his surrogate 
  family inside it in smoking ruins. Cyrion himself lost an eye 
  and barely escaped with his life. After this setback, he departed 
  Messia to build a future more befitting a young man of his 
  power and intellect. Years traversing the Vortex have taught 
  him to restrain his narcissism, but in his heart he knows that 
  the real purpose of other beings is just to fulfil his desires. One 
  day he will become powerful enough to make them realise this, 
  and regain the adulation and influence of his childhood.
  KrAyth
  Krayth never speaks of it, but he was once a Battle-Brother 
  of the Flesh Tearers. Ironically, it was his attempt to overcome 
  his Chapter’s overpowering battle lust that led to Krayth’s fall. 
  He always despised the lack of self-control that his flawed 
  gene-seed imposed on him. As he grew older, he became 
  devoted to discovering a cure, or at least protection from this 
  flaw. After many years, a trail of false promises led him into 
  the Screaming Vortex and finally to Seiyr. By the time he 
  concluded that there was no cure, he had already slaughtered 
  so many loyal servants of the Emperor that he saw no going 
  back. Betrayed by his genetic legacy and with no more home 
  in the Imperium, he bitterly betrayed his heritage in turn. 
  Krayth now harbours a burning resentment for the 
  Emperor who made him with flaws he cannot escape, and for 
  all of the Emperor’s works. Although he despises the base, 
  weak nature of most of the wretches in the Screaming Vortex, 
  they are allies in his great crusade of revenge. More than one 
  of his comrades is curious about his origin, but they have 
  also been witness to the painful end awaiting anyone foolish 
  enough to broach the subject with him.
  lOven vAlstOr
  Loven Valstor was formerly a member of the Death Shadows, 
  a Chaos Space Marine warband. During his early years he 
  clashed repeatedly with his unit’s commander whose cautious 
  tactics limited Valstor’s potential as a neonate sorcerer. He was 
  scouting the periphery of the Ultramar system when Hive Fleet 
  Behemoth fell upon the Death Shadows’ base of operations. 
  8
  day he will become powerful enough to make them realise this, 
  and regain the adulation and influence of his childhood.
  scouting the periphery of the Ultramar system when Hive Fleet 
  Behemoth fell upon the Death Shadows’ base of operations. 
  8
  The Tyrant’s Cord
  Although it may come into the players’ possession 
  before they complete their Compact, the Tyrant’s Cord 
  begins in the keeping of Rubis. The chain is formed 
  by jagged, misshapen links of different metals, and 
  bears many hooks for fastening to the flesh of the bearer. 
  In order to provide any benefits, it must be visible 
  and fastened directly to the body-meaning it is not 
  effective with sealed power armour. When correctly worn 
  and displayed, the chain confers the following benefits: 
  +5 Strength, +10 to Command and Psyniscience Skill 
  Tests, Immunity to poison and disease. Additionally, 
  if the chain is worn around the arm, the bearer can 
  use it as a Best Craftsmanship melee weapon with the 
  following profile (Melee; 1d10+4 R; Pen 0; Crippling 
  [5], Tearing, Unwieldy). The additional damage from 
  the Craftsmanship is included in the profile, although 
  remember the player also gains +10 to hit. It also cannot 
  be destroyed by a power field. 
  Although it may come into the players’ possession 
  before they complete their Compact, the Tyrant’s Cord 
  begins in the keeping of Rubis. The chain is formed 
  by jagged, misshapen links of different metals, and 
  bears many hooks for fastening to the flesh of the bearer. 
  In order to provide any benefits, it must be visible 
  and fastened directly to the body-meaning it is not 
  effective with sealed power armour. When correctly worn 
  and displayed, the chain confers the following benefits: 
  +5 Strength, +10 to Command and Psyniscience Skill 
  Tests, Immunity to poison and disease. Additionally, 
  if the chain is worn around the arm, the bearer can 
  use it as a Best Craftsmanship melee weapon with the 
  following profile (Melee; 1d10+4 R; Pen 0; Crippling 
  [5], Tearing, Unwieldy). The additional damage from 
  the Craftsmanship is included in the profile, although 
  remember the player also gains +10 to hit. It also cannot 
  
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  In the wake of this great disaster, Valstor lost contact with the 
  rest of his warband. Rather than seek them out, he saw the 
  opportunity to finally push the boundaries of his power and 
  began to seek those who could instruct him in the real secrets 
  of the warp. Although he has had contact with no other Death 
  Shadows, Valstor knows his warband is too strong and too 
  subtle to have been shattered. Somewhere they bide their time 
  and will re-emerge. When that happens, Valstor intends to be 
  ready; he will return bristling with power to claim his rightful 
  place high in the Death Shadow ranks.
  Forming the 
  Compact
  R
  ivals for Glory presents an Undertaking—a Compact 
  with a small scope that can be completed in a relatively 
  short time frame. The Primary Objective and probable 
  Secondary Objectives are presented below.
  Primary Objective:
  •	
   Recover the Tyrant’s Cord.
  Secondary Objective: 
  •	
  Earn the respect of the Weeping 
  Halls’ denizens.
  Secondary Objective: 
  •	
  Survive the towers of Sacgrave.
  Secondary Objective: 
  •	
  Defeat the rival group of Heretics.
  tertiAry ObjeCtives
  By their very nature, Tertiary Objectives must be tailored to the 
  motivations of individual characters. Below are some possible 
  Tertiary Objectives appropriate to various Archetypes. Many 
  of these objectives will not come into focus until the Heretics 
  reach the Weeping Halls, so the GM may want to delay the 
  discussion of Tertiary Objectives until after the group arrives 
  on Sacgrave. The GM is encouraged to collaborate with his 
  players regarding their own Tertiary Objectives. Each Tertiary 
  Objective has several Lore Skills associated with it. The GM 
  can require Heretics to make any number of Challenging 
  (+0) Tests based on these Skills. If they succeed, he can give 
  the succeeding player the Tertiary Objective, to complete or 
  not as he chooses. 
  Some of the Tertiary Objectives are specifically personal, 
  however, and if the GM decides they are a part of a Heretic’s 
  history, he can have the player learn about the Objective 
  without testing.
  The Heretic has heard of a fabulous Genetis Lab hidden 
  •	
  on Sacgrave near the still-inhabited regions. Its masters 
  were famous for their twisted creations, and if he could 
  capture a live specimen of their work it would be a great 
  mark of status, subject of study, or bargaining chip. 
  (Scholastic Lore [Beasts, Chymistry, Legend])
  The Heretic has heard of a Genetis Lab hidden on 
  •	
  Sacgrave, and wishes to recover the records for his 
  own researches. Once he has done so, he must ensure 
  no samples or information fall into anyone else’s hands, 
  so that the information retains its maximum value. 
  (Scholastic Lore [Beasts, Chymistry, Legend])
  The Heretic has heard of a genetic abomination (the 
  •	
  creatures in the Genetis Lab) that roams Sacgrave, and 
  wishes to seek it out in single combat. This Objective 
  is particularly good for Khorne worshippers. (Scholastic 
  Lore [Legend])
  The Heretic has a history with one of the individuals from 
  •	
  the rival warband. In the Weeping Halls he recognises his 
  target’s description and is driven to settle an old personal 
  score. (Common Lore [Screaming Vortex])
  The Heretic has had past dealings with the Onyx Scar 
  •	
  Kabal and owes Beylix Ireshor (see page 16) a favour. 
  If the Heretic delivers the Ashes of Ynesth, his debt is 
  paid. If he does not, the Onyx Scar will become a serious 
  obstacle to his future endeavours. Likewise, due to his 
  debt, he cannot kill Ireshor or see him come to harm. 
  (Forbidden Lore [Xenos, Pirates])
  The Heretic was viciously double-crossed by the Onyx 
  •	
  Scar Kabal in the past. Now he has the chance to seek 
  revenge—by slaughtering Beylix Ireshor and his cohorts. 
  (Forbidden Lore [Xenos, Pirates])
  It is rumoured that the towers of Sacgrave hold an ancient 
  •	
  Daemon weapon that the Heretic wishes to retrieve. It 
  lies behind a false wall marked by an ancient symbol 
  which the Heretic has a tracing of. (Forbidden Lore 
  [Daemonology, The Warp], Scholastic Lore [Legend])
  An emissary of the Heretic’s patron god appears to the 
  •	
  Heretic and claims that his deity—for his own capricious 
  reasons—demands that the Tyrant’s Cord be destroyed as 
  a sacrifice. Alternatively, the sacrifice could be the Ashes 
  of Ynesth or a certain Daemon weapon hidden behind 
  a false wall. This second option should be chosen if the 
  GM wants to interject a note of rivalry into the game. 
  (Any lore listed previously for these objectives).
  COmpeting tertiAry ObjeCtives
  The GM should consider whether conflicting Tertiary Objectives are appropriate for his group and/or players. On one 
  hand, the forces of Chaos are incredibly treacherous and divided in their loyalties. Conflicting goals and opportunities 
  for minor back-stabbing are very appropriate to the themes of Black crusade. On the other hand, some players dislike 
  competing with their friends and would prefer to focus on NPCs. Additionally, if the GM creates conflicting goals, he 
  needs to make sure they don’t routinely escalate into open combat that results in character death and the derailment of 
  the campaign. Whether conflicting or not, Tertiary Objectives give each character a personal stake in the adventure.
  If the GM is using competing Tertiary Objectives, tasks like the retrieval of lost lore, tech, or artefacts where only 
  one character can reap the benefits, lend themselves to becoming a competition. Even in these cases, the GM will usually 
  want to limit the number of characters whose Tertiary Objectives conflict on any one issue, unless his goal is to have 
  that task overshadow the original Primary Objective.
  9
  
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  Shadow Liege Vycraft is rumoured to know the locations 
  •	
  of dozens of planets lost in the Screaming Vortex. If 
  these worlds are indeed unknown to most of the Vortex’s 
  denizens, many should be ripe for conquering if the Heretic 
  can but learn of their locations. (Alternatively, the Heretic 
  could have a personal reason to kill the Liege.) (Common 
  Lore [Screaming Vortex], Forbidden Lore [Pirates, The 
  Warp], Scholastic Lore [Astromancy])
  pAssAge tO sACgrAve
  Chapter II in this kit presents several options for how a group of 
  Heretics might move through the Screaming Vortex. The GM 
  can choose one of these options or create his own for how the 
  Heretics reach the planet. The journey provides an opportunity 
  to review common lore about Sacgrave and potentially for the 
  Heretics to scheme with one another regarding their Tertiary 
  Objectives. Depending on the chosen method of transport, it 
  could also offer interesting roleplaying opportunities. 
  Table 1-1: The Pirates’ Legacy presents varying degrees of 
  information that may be known or learned about the characters’ 
  destination. It does not require a specific Skill. Instead, the GM 
  should choose an appropriate Skill based on how the Heretics are 
  gathering their information. Common Lore (Screaming Vortex), 
  Inquiry, or even Intimidate are all options. 
  Warp space is particularly tumultuous near Sacgrave, and 
  if the Heretics reach it via the void, their arrival includes near 
  collisions with drifting debris and the planet surface itself. 
  The planet has no orbital defences save the difficult approach, 
  and no voxes hail visitors. So long as the Heretics are relying 
  on some sort of voidship to travel to Sacgrave, the ship 
  remains in orbit and sends the Heretics down in a shuttle.
  The beacon’s signal emanates from a lilting collection of 
  towers whose basalt exteriors appear to have melted and re-
  crystallised in hexagonal tiered columns. The gargantuan 
  edifices lean drunkenly upon one another like toppled dominos. 
  Characters who succeeded by 3 or more Degrees of Success 
  in any Tests for information on Sacgrave may recognise this 
  area as the Weeping Halls, the domain of Vycraft. The shuttle 
  sets down on a hard-packed plain of shattered basalt rock 
  outside the towers. From there the Heretics must walk roughly 
  a kilometre through a constant rainstorm to the entrance of 
  the Weeping Halls. The storm constantly flashes lightning in 
  strange hues, greens, blues, and eye-crippling violet.
  When the Heretics near the exterior, read aloud or 
  paraphrase the following:
  As you approach the collection of massive towers, you catch glimpses 
  of what may have once been doors or windows—now covered by the 
  jointed columns of igneous rock. The lone point of entrance is visible 
  from far away: it is a massive opening that could easily accommodate 
  a Warlord Titan. A grilled portcullis stretches across the entrance. 
  The rock flows have fused it shut, but it poses no real obstacle to 
  anyone on foot. Each square in the grid is over a metre wide.
  The beacon’s signal is up and westward, through the gate 
  and a gradually rising series of steps and corridors weaving 
  between cyclopean buildings and columns. Soon, the Heretics 
  find themselves in the Weeping Halls.
  The Weeping 
  Halls
  “I’d sacrifice a thousand slaves to the Ruinous Powers if it would stop 
  this blasted rain!” 
  –Karixtal Haseth, stall-broker
  Q
  uartets of guards clad in scuffed, scratched, and oft-
  patched flak armour and bearing lasguns keep watch 
  at the top of the stairs; they make no move to keep 
  the Heretics from entering and ask no questions. Beyond 
  them stretch the Weeping Halls—a drenched corridor of 
  trade and dwellings.
  The the corridors stretch around the towers and 
  fortifications, forming streets and pass-ways the locals 
  refer to as corridors. Overhead, Sacgrave’s storms continue 
  to rage. Low thunder rumbles constantly through the 
  corridors, and an endless rain gives the Halls their name. 
  The water runs down the carved walls and cascades over 
  the tall steps, coalescing in a shallow river that drains into 
  oblivion through the fractured floor. Crude steel poles stand 
  scattered through the halls. Every few minutes a streak of 
  electricity makes crackling contact with these makeshift 
  lightning rods, scattering blue sparks. 
  Mismatched structures that double as places of both 
  commerce and residence stretch on for miles. The following 
  are a few archetypal examples of what the Heretics may 
  encounter in the Weeping Halls.
  Table 1-1: The Pirates’ Legacy
  DoS
  Result
  0
  Sacgrave was once home to an empire of pirate kings. The  Eldar eventually toppled their rule and desolated the planet.
  1
  The pirates of Sacgrave were famed for the excess of plundered wealth they had accumulated. Legend says that the 
  majority of this wealth escaped with the survivors on the Kasserkratch. Fortune seekers endlessly venture into the deep 
  vaults of Sacgrave, but few ever return.
  2
  A paltry civilisation exists in the ruins of Sacgrave. Hundreds of small factions constantly scrabble for dominance, but no one has 
  emerged as the rubble’s king. The ruins far predate the pirate empire; many suggest that it is not old traps of the pirate kings that 
  doom so many would-be profiteers beneath the towers, but the dark and timeless secrets of the planet’s original rulers.
  3+
  The character knows the names and descriptions of dozens of the petty leaders of Sacgrave, including Shadow Liege Vycraft 
  (a title no-doubt intended to invoke the infamous Shadow Margraves that used to rule the world). Vycraft is said to possess a 
  cache of valuable navigational charts—ironically useless to a man who does not possess the means to leave Sacgrave.
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  CoMModiTy sTalls
  The majority of the Halls’ inhabitants appear inured to the 
  endless rain, and they work beneath it without comment, as 
  oblivious to the constant drenching as the stone walls. Most 
  trade stalls here are scarcely a step above an underhive flea 
  market; the vendors are a collection of scavengers, craftsmen, 
  and mediocre technomats who operate on a barter system. (If 
  it becomes relevant, use the Administratum Agent profile on 
  page 363 of the Black crusade ruleBook for the locals, 
  increasing both Weapon Skill and Ballistic Skill by 5.) 
  Clouds of vapour billow from enclosed forges where 
  men smith weapons and armour; off-world trinkets and 
  technology are displayed beneath waterproof glass; strange, 
  almost-appetizing smells waft from covered pots. The poorest 
  stall is just a rain-soaked man waving hand-stitched curse 
  bags, while the most opulent occupies a crypt-like obsidian 
  structure protruding from the wall. Steam rises off the dark 
  surface from without; within several vapour lamps fill the 
  space with dry warmth, making it one of the few respites 
  from the relentless damp.
  Each Heretic can make an Infamy Test to obtain an item 
  while in this area (which counts as an Outpost) if he so desires. 
  This may represent trading on his reputation, or arranging an 
  exchange of something that is of no value to the character 
  but a novelty on Sacgrave (spent bolt casings, a roll of clean 
  bandages, dry socks, etc.). Since the region is fairly destitute, 
  the GM is welcome to rule that any items that are Extremely 
  Rare or rarer are simply not available.
  the treAsure trAde
  The promise of undiscovered treasure draws an endless line of 
  fortune-seekers to Sacgrave, and its inhabitants are more than 
  willing to capitalise on it. The Weeping Halls are packed with 
  hovels, tents, and other dwellings constructed out of whatever 
  material their owners could find. Many make use of niches and 
  caves carved into the basalt walls, barring the entrances with 
  adamantine hatches recovered from wrecked ships. Nearly 
  every dwelling, stall, or doorway is festooned with strange 
  sigils and charm symbols. Some are gracefully etched in gold 
  and silver, others in multi-hued paint, while some have been 
  crudely hacked into a surface or even primitively painted 
  in crusted blood. These are signs and totems extorting the 
  favour of the Dark Gods or imploring them for mercy, even 
  imbuing the occupants with a measure of their power. 
  At the entrances to many of these dwellings, scarred, 
  tattooed and mutated members of the Hall’s populace wait, 
  ready to sell their services or knowledge to would-be treasure 
  seekers. The following are some of the encounters the Heretics 
  can have as they make their way through the Halls. 
  Abruptly, your vision is blocked by a piece of cracked, brown 
  parchment. Faded ink outlines interlinking chambers with names 
  like ‘the Treasury’ and ‘Pirate Reliquary.’ “Don’t go below without a 
  map, sir. This will show you all the old Shadow Margraves’ secrets.” 
  a hunched and rotund individual—his exposed skin covered in 
  boils—sneers. “Blessed by the machinations of the Architect of Fate 
  this is. Guaranteed to guide you to where you don’t want to go!”
  11
  
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  The Weeping Halls
   Commodity Stalls
  Slave Columns
  Shearing Pit
  Liege’s Fortress
  Edge of the The Basalt Colonnades 
  For a place obsessed with maps, 
  obtaining an accurate map of the 
  Weeping Halls has proven impossible. 
  I have done my best to sketch a map 
  of the area, without the help from 
  Vycraft, damn him!
  Many of the larger 
  structures cannot be 
  accessed. Who knows what 
  secrets lie within?
  The Shattered Stone Wastelands
  
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  “Going to the Vaults?” bellows a wiry man in the uniform and 
  armour of an Imperial Guardsman, each Aquila carefully and 
  thoroughly defaced. “My company stumbled across the Berth of 
  the Kasserkratch when she remained on this world. The docking 
  arms are covered in abandoned treasures from a hundred worlds!”
  A young woman in a drenched white dress begins walking 
  beside you. “The only thing that could bring someone as fine as 
  you to these shabby halls is the promise of treasure.” She holds up 
  a small round crystal, its interior flickering with bruise-coloured 
  light. “This promises to reveal your heart’s desire, for a price.” 
  A Heretic may use his attainment Infamy Test to barter with 
  one of these solicitors if he wishes (Availability here counts as 
  Plentiful). The GM should roll secretly on Table 1-2: Lost 
  Treasure to determine what the Heretic actually acquired; 
  the effect only becomes relevant if the purchaser indicates he 
  is going to try to make use of the information. If more than 
  one character successfully obtains items from the Lost Treasure 
  Table and they compare information, the instructions are 
  blatantly contradictory (even if they are all legitimate).
  slave ColuMns
  The other local enterprises are diffused throughout the sprawling 
  halls, but the slave trade all concentrates in one mournful centre 
  of despair and blood. The Slave Columns are five massive basalt 
  pillars that have survived the stresses of time and war. Each of the 
  rough columns is over ten metres in diameter and they are spaced 
  in a wide line. The slaves—prisoners from enemy warbands, 
  criminals, those who made poor wagers, and chattel brought for 
  trade—are chained neck to neck in a continuous human snake 
  that winds between four of the pillars.
  The fifth column is different. Instead of a mass of humanity, 
  dozens of caged creatures ring the dark stone. Some hold 
  mutants from Sacgrave’s warp-ravaged exterior, while others 
  hold Death world predators and the kinds of twisted beasts that 
  only a Chaos-infused rift like the Screaming Vortex can spawn. 
  Hound Triplods, Heratex Blood-spines, and all manner of other 
  terrifying creatures can be purchased here, for a price. Some of 
  the beasts also get sent to the Shearing Pit for blood sport.
  Except for the growls, hissing, and spine-chilling howls 
  from the cages, the Slave Columns are a quiet affair while 
  bargaining takes place. Hard-eyed men listen to the buyer’s 
  specifications and then softly haggle over the price for a 
  number of “links” fitting the profile, or grade potential 
  merchandise by inspecting teeth and feeling muscle. 
  However, when a sale is made, the Weeping Halls suddenly 
  fill with the sound of moans and scraping metal. Only the 
  most impatient slaver bothers to retrieve individual slaves 
  from the continuous loop of living merchandise. Instead, 
  with shouts and cracking lashes, they set the great chained 
  beast into laborious motion. The slaves wind through the 
  columns, stumbling, splashing, and scraping, until at last the 
  desired portion of the train reaches the column master. Then 
  calm descends until the next deal is made. 
  The sheaRinG PiT
  The Pits are a simple collection of stone slabs, some protected by 
  awnings, most exposed to the constant rain, occupying a long 
  thoroughfare off the Weeping Halls. At the far end, near a sheer 
  basalt wall, is a crater blasted into the road-way. Long ago an 
  Eldar beam weapon shattered the stone and fused it into a pit. 
  The “Shearing Pit’s” edges are still lined with jagged and broken 
  shards from where the intense heat fused the rock to glass. 
  With the Shadow Liege’s tacit approval, various violent 
  individuals, mercenaries, sell-swords, and warbands set up 
  camp here. They are joined by some of the rougher inhabitants 
  of the Weeping Halls, as Vycraft provides a steady supply of 
  drink to those who linger, as well as a constant opportunity 
  for blood sport in the Shearing Pit. 
  A healthy distance away from the stone slabs and the Shearing 
  Pit is a curious collection of six corroded fifty-gallon promethium 
  drums ringing an ornate and truly ancient lightning rod. The rod 
  is twenty metres high and almost a metre in diameter. Leering 
  human faces and squat, feral quadrupeds chase one another up 
  the metal column. The drums are full of a locally brewed amasec, 
  as strong and rough as cleaning solvent. 
  Thick, luminescent bolts of lightning strike the rod every so 
  often. When this happens, the occupants of the Pits shy away 
  from the deafening blast and blinding flash of light. When it 
  Table 1-2: Lost Treasure
  Roll Result
  1
  Gold Amidst Brass: The information is actually genuine (unbeknownst to the seller). The Heretic learns the location of the 
  Hidden Trove (see page 21).
  2
  An Obvious Fake: After a few minutes of contemplation, the Heretic recognises the absurdity of the map or directions. He is 
  not in danger of trying to use it as a reference in the Vaults.
  3-7
  Common Trash: The information seems legitimate until the Heretics enter the Vaults. There, it quickly is revealed as false, but 
  not before it leads to a few wrong turns and reason for ridicule from the rest of one’s allies.
  8
  A Perfect Forgery: This document or item is useless in the Vaults, but it is such an old and well-done forgery that the Heretic can 
  convince someone else it is genuine if he wins an Opposed Deceive vs. Scrutiny Test, with the forgery’s quality conferring a +10 bonus 
  to Deceive. What they get out of this is up to the GM, but should be no more serious than bartering for supplies, weapons, or ammo.
  9
  Beaten to the Cache: Once upon a time this information led to something, but it has been copied and resold so many times 
  that everything of value was plundered long ago. However, the directions through the Cadentia Vaults are still correct. This 
  confers a +10 Bonus on all attempts to follow the Agents of Seiyr.
  0
  Red Herring: It almost seems that someone with a malicious sense of humour constructed this information to be intentionally 
  misleading. If the Heretics try to rely on it to navigate the Vaults, it imposes a –10 penalty on all attempts to follow the Agents of Seiyr.
  13
  
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  fades, there is a rush to top off mugs with the freshly heated 
  brew, followed by a raucous toast “to the Liege’s health!” On 
  occasion, some poor fool strays too close to the device when 
  a bolt hits and the electricity flash-chars him into a smoking 
  chunk of meat. In this case, the inhabitants laugh derisively at 
  the dead’s misfortune and the Liege’s Ogryn slaves haul the 
  body off to the beasts at the Slave Columns.  
  Vycraft’s Ogryn keep the drums filled with amasec, and 
  he sends broken or rejected slaves from the Columns to fight 
  to a bloody demise in the Shearing Pit. Occasionally one of 
  the mercenaries takes up a challenge of combat in the Pit as 
  well, fighting either slaves or other warriors. These fights are 
  always to the death, either on the blades of the foe or the 
  jagged shards lining the edges, and the bottom of the pit is a 
  constant inch-deep soup of blood and viscera. 
  For Vycraft, the Shearing Pit and its attendant facilities 
  provide an invaluable purpose. The drink and bloodsport 
  placates some of the most dangerous individuals in his realm, 
  ensuring they do not become restive and turn to combat him 
  (and perhaps even engendering a feeling of gratitude). 
  merCenAry bAnds
  Groups of warriors for hire are easy to spot in the giant corridors. 
  They range from handfuls of brawny men with iron daggers to 
  well-organised mercenaries with flak armour and las pistols.
  These groups do some business as bodyguards for the fortune 
  seekers, but their primary employment is in the constant territory 
  wars between Sacgrave’s inhabitants. The Liege sees to their 
  basic needs, and in exchange they protect the Halls from the 
  Scabscale Abominations without and go to war with anyone who 
  challenges the Liege’s rule. The large majority of the mercenary 
  bands are human, but not all. A tangle of knotted ropes and 
  debris hangs from arches and shattered balconies high above 
  the main floor. Here, several Kroot make their home, and their 
  services are also for trade. (If the GM has access to other source 
  material, he may also wish to include other exotic alien races for 
  hire.) The Weeping Halls are completely devoid of greenskins; 
  it is a rare to find both Kroot and Orks in one location in the 
  Screaming Vortex unless they are at war. The racial enmity bred 
  on Berin and Asphodel sees to that.
  The levincenders
  Both the most feared and most recognisable of the human 
  mercenary groups are the Levincenders. Their founder 
  bargained for the services of a Tech-Priest, who built two 
  dozen mysterious apparatuses that define the group. Each 
  device is dozens of metres of coiled alloy that the Levincenders 
  weave around their bodies, fastening the emitter-tipped ends 
  to their hands. With practice, one can use this electromagnetic 
  array to siphon energy from the Halls’ frequent lightning 
  strikes and redirect it like a weapon. What no one—including 
  the Levincenders—knows is that the coils generate a low-
  intensity feedback that slowly poisons the wearer. The life 
  expectancy of a Sacgrave mercenary is short, so no one has 
  yet to notice that none of the Levincenders live more than 
  a decade. The group’s members play to their reputation, 
  covering their bodies in flickering electoos of lightning 
  bolts.
  The lieGe’s FoRTRess
  The current ruler  of the Weeping Halls, the Shadow Liege 
  Vycraft, enforces his rule from his “fortress.” He stays just 
  across from the Shearing Pit, in a series of enclosures made 
  from salvage taken from the hull of his wrecked voidship. The 
  re-assembled salvage is a makeshift villa of gothic arches and 
  broken gargoyles. However scrap-shod the appearance may 
  be, the ominous snouts of heavy bolter turrets remind the 
  inhabitants of Vycraft’s authority.
  shAdOw liege vyCrAFt
  The violent atmosphere and warp storms surrounding Sacgrave 
  pull a great many ships to their doom in its turbulent skies. 
  Vycraft was once the captain of such a vessel—a stolen Imperial 
  Navy frigate dubbed the Second Fire. After its destruction, 
  Vycraft’s struggle to control a small piece of Sacgrave began 
  as a way to buy his way off the planet and return to piracy. 
  However, the means eventually became the end. As his power 
  and infamy grew, Vycraft gave up aspirations of returning to the 
  void and embraced his role as a Liege of the Weeping Halls.
  Vycraft keeps his place atop the rabble with a combination 
  of force and guile. He selects only men of low ambitions 
  and plodding loyalty for his personal guard. Each one is 
  distinguished by a pendant of glass taken from the cathedral of 
  the Second Fire. Vycraft deals with dissenters swiftly, mercilessly, 
  and publicly. However, the rest of his rule is an illusion of 
  freedom. Gestures like the Pit and the occasional staged 
  entertainments create something to lose if enemies should take 
  the Weeping Halls. Vycraft has found that mugs of amasec and 
  the blood of slaves secure mercenary loyalty far better than 
  any bribe, and at a fraction of the cost. Meanwhile, the Liege 
  stockpiles the proceeds from his slave columns, and takes a cut 
  from every commerce stall in exchange for shelter in his Halls.
  Those in favour with Vycraft can also use his slave hoist to 
  come and go from Sacgrave’s surface This exterior platform 
  extends over the edges of the walls and runs down to the 
  plains outside the Weeping Halls, and has long ropes that can 
  connect to the chain of slaves. The column masters spur them 
  into motion, and they power a controlled ascent and descent 
  down the side of the ruined tower. The primary advantage 
  of this is that the Shadow Liege has a way of entering and 
  exiting the city without passing through the main gate.
  The Liege is very careful about his personal safety, and 
  always endeavours to be accompanied by trusted bodyguards, 
  He is always accompanied by a cadre of mercenary guards (use 
  the Imperial Guardsman from page 364 of the Black crusade 
  core ruleBook in a Magnitude 25 Horde). Beyond them, he 
  is protected by two Alchimeras (see page 25).
  the Onyx sCAr KAbAl
  Each member of the Onyx Scar bears a ritual scar with a large 
  sliver of deep black stone set in the wound. The Kabal believes 
  this impedes the speed at which She Who Thirsts can consume 
  their souls. The Dark Eldar’s knowledge of the webway allows 
  them to come and go throughout many locations in the Screaming 
  Vortex, and Sacgrave is just one such point that the Onyx Scar 
  Kabal frequent. To the humans, their presence is just one more 
  unfathomable whim of the fickle race, and the Onyx Scar prefers 
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  to keep it that way. However, in truth the Dark Eldar have two 
  reasons for their foothold on Sacgrave. The first is convenience; a 
  number of viable webway passages lead to Sacgrave. This makes 
  it an easy place to acquire slaves. The second reason is a secret 
  closely kept. One of the many trophies hoarded by Sacgrave’s old 
  pirate kings was an ivory chalice reported to contain the Ashes of 
  Ynesth. Ynesth is one of the ancestors that the Dark Eldar revere 
  as a Dark Muse, and her ashes would have both symbolic and 
  pragmatic value as a relic—if they could be located. 
  The xenos keep an aloof distance from the humans, and the 
  humans in turn give them an even wider berth. Nearly everyone 
  at the Feast can recount the gruesome fate of a solicitor or 
  mercenary ever foolish enough to approach the Dark Eldar with 
  his wares, for the Dark Eldar are fickle, capricious, and prone 
  to murder. The shadowy, graceful beings often linger near the 
  slave columns to bask in the ambient misery, and occasionally 
  trade items of their baffling and deadly technology for a few 
  links of slaves. These most unfortunate of unfortunates are then 
  spirited away to suffer for the Dark Eldar’s private delight.
  a BloodsTained siGnal
  The vox beacon leads down the Weeping Halls, past a kilometre 
  of stalls. Eventually the Heretics find themselves in the deserted 
  environs of Sacgrave, a region only nominally controlled 
  by the Liege. Here titanic and broken colonnades of basalt 
  stretch to the storm-wracked sky, their shattered tops almost 
  invisible against the pouring rain. Between them run wide and 
  open thoroughfares, the surfaces covered in rock chips. The 
  inhabitants of the Weeping Halls do not venture into this part 
  of Sacgrave, and the GM should emphasise the deserted and 
  quiet nature of the region the Heretics wander through.
  So long as the Heretics continue to pass their Tech-Use Tests to 
  locate the beacon, they never become seriously side-tracked. After 
  travelling a good five kilometres along winding paths amongst 
  the basalt columns, they find what they are looking for. 
  One of the columns has been shattered by a ferocious 
  impact, and its shattered remains fill the thoroughfare. 
  Amongst the debris is the source of the signal; one of the 
  legendary Golden Ships of Q’Sal. 
  These sleek, predatory vessels are manufactured on the 
  sorcerous world and highly sought after in the Screaming 
  Vortex, as they are far smaller than most ships used to traverse 
  the warp. However, their small size comes with a price: not 
  only are they almost completely unarmed, the warp-spawned 
  sorcery that binds them together and daemonic gifts that allow 
  them to function unravel once outside the warp storms, leaving 
  nothing but dust and the bodies of those unfortunate enough 
  to ride them. Therefore, these marvellous vessels are used solely 
  within the pseudo-reality of the Screaming Vortex. 
  This vessel, however, will never fly again. In its attempt to 
  land, it must have crashed bodily into the basalt pillar, and 
  now its several hundred metre length lies atop the debris, 
  completely filling the thoroughfare. As the Heretics duck under 
  the towering prow, they can see the name Deluge inscribed on 
  the side in spidery script. In addition, anyone who passes a 
  Challenging (+0) Awareness Test scents blood on the air. 
  The hatch has been blown open, likely with a melta-bomb. 
  When you step through the hatch, blood laps at your feet. Five 
  dismembered and partially destroyed bodies in light flak armour 
  lie strewn on the deck in the airlock and the passageway beyond, 
  their faces fixed in various expressions of pain and horror—
  those who have faces left, anyway. 
  A quick search of the ship reveals dozens of dead, some 
  obviously slaves who ran the Deluge, the rest additional 
  mercenary servants of Grath. On the bridge, their leader lies 
  crumpled in the command throne, hand still wrapped around 
  the controls for the vox transponder. 
  An Ordinary (+10) Medicae Test reveals additional 
  detail about how the men died, but it doesn’t explain much. 
  Their wounds are from a combination of fire and blades, blunt 
  trauma, and a massive energy weapon. The deaths took place 
  about three hours ago. The amount of time elapsed can also 
  be estimated by passing an Ordinary (+10) Medicae Test. 
  This also allows the character to approximate from the spacing 
  of the corpses that there were four attackers. If he passes by 
  two or more degrees of success, he finds a few streaks of 
  blood that appear to belong to the attackers (Cyrion and 
  Valstor—should it become relevant).
  Finding the trAil 
  The bodies are fresh and it stands to reason that whomever 
  attacked the servants had to go through the Weeping Halls 
  to get to the Deluge. Either way, travelling back to ask around 
  is a logical next step. However, the Heretics quickly discover 
  that the well of information is inhospitably dry. Whatever 
  method of questioning the Heretics use, no matter if they 
  succeed or fail on the relevant tests, they get nothing of use 
  from the locals save the following responses:
  “The storm above has been terribly fierce today. I doubt I 
  •	
  would have heard a battle if it broke out on my steps.”
  “Off-worlders come through here all the time. I don’t 
  •	
  really pay them much notice. All I know is that a ship 
  came down in the columns to the west a fortnight ago, 
  but I don’t know nothing about the crew.”
  the liege’s AlChimerAs
  Liege Vycraft maintains his safety in the form of two 
  psy-bound Alchimeras. These creatures are the remnants 
  of some of the old Shadow-Margraves’ experiments 
  when they ruled Sacgrave. Some of the experimental 
  laboratoriums are still intact deep beneath the planet’s 
  surface, and in them are horrors waiting to be unleashed. 
  Long ago Vycraft found one such laboratorium with 
  two Alchimeras trapped in stasis. He took them to the 
  surface and psy-bound them to his will. Now he keeps 
  them hidden in an antechamber next to his throne room, 
  waiting for any would-be assassins to make their move.
  If the Heretics attack the Liege, they must fight 
  his Alchimeras. If not, they may never know the 
  Alchimeras exist, though they are likely to run into 
  more when they venture into the Painted Ziggurat.
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  “I keep to myself. Better not to remember anyone you 
  •	
  don’t need to.”
  “I don’t know anything and you should thank me for 
  •	
  it. Answers can only lead you to pain and death. You’re 
  better off if you just leave.”
  “You can kill me, but the ones that did this will do 
  •	
  worse than that if I speak of them.”
   However, an Easy (+30) Scrutiny Test during any of these 
  interactions discerns something else: everyone is utterly terrified. 
  Perhaps of the Heretics, but more so of something else.
  Through their own conclusions or because someone out 
  and out tells them, the Heretics eventually realise that whoever 
  killed Grath’s men and took the Tyrant’s Cord has cowed the 
  entire populace into silence. The most obvious way to overcome 
  this is to make the Weeping Halls more afraid of themselves 
  than the absent killers. This is such a fundamental way of life 
  in the Screaming Vortex that the GM should feel free to suggest 
  terror tactics if the players don’t think of it. The Heretics can 
  establish themselves through some of the encounters below, 
  and/or come up with their own plans for forcing answers out 
  of the residents of the Weeping Halls. When the GM feels the 
  Heretics have sufficiently earned their information, see The 
  Greater Evil, page 19, for the information available to them. 
  If the Heretics devise a brilliant plan to find the Tyrant’s 
  Cord without loosening local tongues, the following 
  encounters become optional ways to increase the players’ 
  Infamy. After all, it does not bode well for their reputation if 
  they leave the Halls in awe of some other faction. 
  enCOunter: the trAitOr’s due
  If the Heretics near the slave columns after seeing the bodies in the 
  makeshift tent, anyone who passes a Difficult (–10) Awareness 
  Test spots a few men in the slave chain wearing bloody uniforms 
  identical to those of Grath’s murdered men. The GM might 
  also allow a character with the Total Recall Talent to make an 
  Ordinary (+10) Intelligence Test as soon as they have been in 
  both locations. There are a total of five such survivors in the slave 
  chain, all near one another. It seems that whoever defeated them 
  sold the viable survivors to the column masters. However, they 
  took the precaution of cutting out the men’s tongues first.
  The Heretics still might find ways to extract information. 
  Telepathic psychic powers, or simply procuring writing 
  implements and parchment are two obvious ways to 
  communicate with the survivors, though a GM should allow any 
  clever idea on the Heretics’ part to succeed. The survivors were 
  all simple soldiers, unaware of their situation’s complexities. 
  Unlike the local populace, they are more than willing to inform 
  on the people that mutilated them and sold them into slavery. 
  Below is a summary of what they do know:
  The 
  •	
  Deluge was on its way back from Pyurultide. It crashed on 
  Sacgrave over two weeks ago. Those who lived took refuge 
  in the crashed ship. However as days passed they sought 
  supplies and entertainment within the Weeping Halls. 
  Yesterday, their commander received a vox from someone 
  •	
  in orbit. He had the men all gather in the Deluge, and told 
  them to be ready to leave.
  This morning they met with two Space Marines, a human 
  •	
  male, and a Heretek. Whatever bargain these people had 
  with the commander, they did not honour it. Violence 
  erupted, and the three surviving soldiers were knocked 
  unconscious early in the fight. They awoke here in chains.
  They have no information on where their attackers went. 
  •	
   If the Heretics want to acquire the men as slaves, it 
  requires an Infamy Test at +0 (Average Availability, Minor 
  Amount). Use the Cult Zealot Profile on page 360 of the 
  Black crusade core ruleBook if necessary.
  enCOunter: peCKing Order
  While hardly original, picking a fight with the Halls’ most 
  formidable warriors is certainly one way to intimidate the 
  locals. The GM may also decide that the Levincenders start 
  trouble with the Heretics in their own display of power. The 
  Levincenders can easily be found at the Shearing Pits, or 
  with a little more patience in other locations throughout the 
  Weeping Halls. An even combat would pit them against the 
  Heretics one for one for human Heretics, and three to one for 
  Chaos Space Marines; the GM can adjust the difficulty of the 
  fight by having more or less present if a fight starts.
  Each Round of combat, the GM should roll a d10. On a 
  roll of 10, lightning strikes a nearby rod, enabling the more 
  dangerous mode of the Lightning Casters. However, if there 
  are at least two Chaos Space Marines in the group, the GM 
  should have lightning strike automatically on the second 
  Round of combat, and on a 8-10 during each round thereafter. 
  The Levincenders are not stupid, and when their Lightning 
  Casters are “charged” they direct the fire against Chaos Space 
  Marines whenever possible (it’s their most reliable way to 
  eliminate them).  The Levincenders are popular, and a crowd 
  is bound to gather and cheer for them. However, if their 
  local heroes start to lose, the crowd falls deathly quiet. If the 
  Heretics are victorious, for a long moment the weapon smiths 
  and map hawkers are silent. At the first word or harsh glance 
  from the Heretics, they scatter like leaves in a storm.
  enCOunter: dArK eldAr lOrdling
  Beylix Ireshor does not lead the Onyx Scar, but he is the 
  ranking noble on Sacgrave and is charged by his Kabal with 
  finding the Ashes of Ynesth. Truthfully, this hopeless task 
  is tantamount to exile, and Ireshor knows it. He alternates 
  searching the vaults with brooding over his wretched fortune. 
  However, ennui inevitably pulls him into the Weeping Halls 
  for a taste of pain and a reminder that at least he does not 
  live in this squalid downpour. The humans’ fear provides 
  momentarily relief from his irritation, but the hunger for 
  more always returns.
  Ireshor would love nothing more than to carve through the 
  halls of humans until their blood runs heavier than the rain 
  and their screams echo louder than the thunder. Unfortunately 
  for him, however superior his Kabalite warriors are, they are 
  outnumbered hundreds to one by Liege Vycraft’s rabble. Ireshor 
  is sure this too is a part of the deliberate slight on his family.
  Like all true born, his ego is swollen with self-entitlement, 
  and that arrogance is only magnified around humans. Should 
  Ireshor be stalking the Halls while the Heretics are present, 
  his tall, graceful silhouette is hard to miss, doubly so for the 
  way everyone makes a large empty space for him to pass by. 
  If any of the Heretics fail to do the same, he picks one as the 
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  target of his ire. In a sibilant and highly accented voice he 
  says “Your stench offends me creature. Apologise.”
  Ireshor’s intention is to pick a fight with one of the Heretics, 
  not all of them. If his foul temper pulls more enemies than 
  he can handle, he attempts to flee. If the Heretics kill the 
  rash lordling, he sacrifices enough Infamy to escape with one 
  Wound. This might manifest as a last-minute rescue by another 
  member of his Kabal, or simply by the Heretics thinking they 
  have killed him when in fact they have not. The Dark Eldar 
  have arcane sciences that allow them to resurrect their dead kin 
  from the smallest scraps of their original body, and Ireshor has 
  a deal with a Haemonculus to ensure this happens if he dies. 
  enCOunter: the liege’s FAvOur
  Liege Vycraft knows very little about the parties who killed 
  Grath’s men, but if he proclaims support for the Heretics, it 
  will end their troubles with the close-lipped locals. Conversely, 
  if they run afoul of him, the rest of their time in the Weeping 
  Halls is endlessly interrupted by guards and mercenaries 
  looking to gain his favour.
  The Shadow Liege does not adhere to formality, and if the 
  Heretics decide to speak with him they can approach his enclave 
  in the ruins salvaged from the Second Fire directly. One of the 
  Liege’s personal guards goes to check with his master for a 
  moment, and then leads the Heretics into the Liege’s stateroom.
  You enter a stateroom that could easily be on the interior of a 
  void-faring cruiser. The carpet and upholstery is plush; regal 
  portraits hang on the panelled walls, and induction braziers 
  burn away the lingering damp from outside. Vycraft’s epaulettes 
  lend a naval cast to his appearance, but he is otherwise dressed 
  and armoured practically for the cutthroat culture of Sacgrave. 
  Blue veins stand out on his skin, and his burnished gold eyes 
  reflect the lamplight unnaturally.
  Vycraft does not beckon the Heretics closer, but instead 
  waves them to stay near the door where a pair of guards 
  remains, keeping himself separated by a safe distance. He is 
  eating from a traditional meal case—a wooden box that is open 
  only on one side, thus keeping the contents dry when exposed 
  to rain. His golden eyes flicker over the group, seeming to linger 
  slightly longer on any of them with psychic potential.
  Vycraft lets the Heretics speak first, continuing to eat as 
  they do. Whether they are direct or subtle, he assumes they 
  wouldn’t be in his stateroom if they didn’t want something 
  from him. Naturally, he wants something in payment first. 
  When they are done explaining their purpose (assuming it 
  wasn’t something utterly preposterous or dangerous to the 
  Liege), he gestures that another meal case be brought for 
  them. The contents resemble flatbread and taste like olives. 
  Then he speaks for the first time:
  “I can help you. The question is, why should I help you?”
  He pauses a moment to see if they interject an answer. If 
  they don’t, he continues:
  “Now, I have no reason to impede you either. But if you want any 
  favours—you should know well enough that nothing is free. I 
  have many problems to deal with here in my enclave, and unless I 
  benefit from aiding you, I don’t see the need to potentially involve 
  myself in more.”
  Vycraft is perfectly willing to help, so long as he receives 
  something in return. Should the Heretics show any interest in 
  dealing, he continues. 
  “A man in my position always has more vermin to exterminate 
  than he can get around to. If you take care of a problem for me, 
  I’ll help you with yours.”
  If the Heretics care to listen, Vycraft explains that mutant 
  abominations, which he calls “Scabscales,” are one of the most 
  persistent enemies he has to deal with. Scabscale abominations 
  are ubiquitous on Sacgrave. While they are an environmental 
  hazard that can never really be eliminated, if a band of them 
  gets too close to an inhabited tower, it is always the precursor 
  to an attack. Once half a dozen Scabscales fixate on a target, 
  they somehow attract other mutants to join them. Eventually 
  a small encampment becomes a large warhost, and then they 
  set upon the nearby settlement in a feral mob.
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  Such a forerunner camp has recently been spotted to the 
  northeast of the Weeping Halls, deep in the basalt colonnades 
  and beyond the crashed Deluge. The Scabscales would notice a 
  large force approaching and scatter before it could engage them, 
  but a few capable individuals might be able to eliminate the 
  entire group before they can grow into a substantial problem. If 
  the Heretics will take out the abomination camp, Liege Vycraft is 
  more than willing to help them chase their killers (or whatever 
  task the Heretics have outlined to him). True to his word, if 
  the Heretics reject his proposal, Vycraft has better things to do 
  than make an issue of it (unless they’re disrespectful with the 
  refusal—in that case see The Liege’s Displeasure).
  The liege’s Collection
  Being a victim of Sacgrave’s violent warp storms, Liege 
  Vycraft knows firsthand how many ruined vessels litter the 
  planet’s blackened surface—that is, a great deal. The hulks 
  range from pirate vessels left over from the great battle against 
  the Eldar millennia ago, to more recent additions such as the 
  Deluge. Even though he no longer scouts the wreckage for 
  components that might bear him back into the void, Vycraft 
  has developed a taste for something else often found in crashed 
  ships: star charts. Such documents have little value to most of 
  Sacgrave’s population, so even the charts not recovered by his 
  own minions are still often bartered into his possession.
  If one or more of the Heretics want to try “borrowing” from 
  the Liege’s sizable collection, they first have to get inside his 
  stateroom. As noted above, walking through the front door is an 
  option. However, they need a distraction or a good lie if they’re 
  going to take anything without being noticed. Otherwise, they 
  will first have to get into his compound undetected (an Opposed 
  Stealth vs. Awareness Test if trying to sneak past the Liege’s 
  personal guards). Anyone discovered trying to seal from Vycraft 
  quickly finds himself beset by several guards. The guards can 
  be approximated with the Imperial Guardsman profile on page 
  364 of the Black crusade core ruleBook. 
  Assuming a Heretic is able to get to the documents without 
  incident, he faces a decision: how much does he risk taking? 
  The more star charts he appropriates, the better his chances 
  they contain information of value. However, the Liege is going 
  to notice several stacks of missing documents much faster 
  than a handful of individual maps. When he does notice, his 
  suspicions naturally go to the off-worlders who just arrived in 
  the Halls. See Table 1-3: Warp Chart Theft Results for the 
  different risks and rewards. Any Infamy gained is in addition to 
  what a character with this as a Tertiary Objective may earn.
  The liege’s displeasure
  There are any number of ways the Heretics could run afoul 
  of Liege Vycraft: the wrong turn of phrase, a botched theft, 
  a successful theft. If this happens, the Heretics are hunted 
  relentlessly until they leave the Weeping Halls. Human and 
  xenos mercenaries, Vycraft’s guards, and the Levincenders are 
  all possible groups the Liege might employ. Like most rulers 
  in the Screaming Vortex, once Liege Vycraft has been crossed, 
  there is no going back—as long as he is alive. Should the 
  Heretics kill Vycraft, the attacks against them immediately end. 
  However, a bloody succession war erupts; this should only be a 
  minor inconvenience for the Heretics, since killing the Liege is 
  more than enough to frighten answers out of the populace.
  the sCAbsCAle AbOminAtiOns
  The twisted creatures who dwell on the warp-ravaged exterior 
  of Sacgrave were once men—frightening testaments to the 
  fate of anyone who cannot find shelter from the malignant 
  environment. Each abomination is a unique corruption of the 
  human form—mutated again and again by the planet’s fierce 
  storms and close exposure to the tides of the warp. However, 
  they do share a few common traits. Most have thick, scarred, 
  shingled skin that keeps them alive in the harsh tempests. 
  Those not born or gifted with jagged predatory teeth, grind 
  theirs to be so. Lastly, every Scabscale has bloodshot eyes; this 
  feature is not supernatural, but the result of a lifetime of sleep 
  deprivation from living in Sacgrave’s constant storms.
  Like most mutants, the Scabscale abominations retain human 
  intelligence. However, they seethe with hatred and envy for the 
  pink, soft-bodied people who live in comparative paradise safe 
  inside the ancient towers. When they attack the Weeping Halls 
  or any of the countless other settlements on Sacgrave, they do 
  steal and plunder, but theft is only their secondary motivation. 
  These assaults are first and foremost a way to vent their rage.
  Pursuing the scabscales
  If the Heretics agree to hunt the abominations, they can take 
  the slave hoist down to the surface. Reaching the camp requires 
  delving deep into the wilds of the basalt colonnades beyond 
  the Weeping Halls. Here the terrain is rougher, with raw stone 
  outcroppings as common as the colonnades, broken up by vast 
  stretches of ancient bombardment craters and shattered stone.
  The warp storm has the benefit of masking the Heretics’ 
  approach, and they have little difficulty finding the Scabscale 
  camp atop a stone outcropping. The abominations charge the 
  Heretics on sight. There should be 6 to 8 enemies using the 
  Mutant Devotee Profile on page 360 of the Black crusade 
  unwAnted COmpetitiOn
  This encounter assumes the Heretics wisely do not 
  reveal that they are on Sacgrave to recover the Tyrant’s 
  Cord. If Vycraft learns this valuable artefact is within 
  easy reach, he attempts to take out the Heretics so he 
  can pursue the Cord himself.
  Table 1-3: Warp Chart Theft Results
  Quantity Stolen
  Reward
  Risk
  A few documents
  10% Chance of 
  1 Infamy
  The Liege does not 
  notice the theft for 
  months and does 
  not suspect the PCs.
  A few folios
  1 Infamy 
  The Liege notices 
  the theft within 
  2d10 hours.
  As much as the 
  Heretic can carry
  2 Infamy
  The Liege notices 
  the theft within 
  5d10 minutes.
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  ruleBook. If there is one or more Chaos Space Marines 
  in the group, the GM should form a magnitude 30 Horde, 
  increasing their magnitude by 5 for every Chaos Space 
  Marine beyond the first.
  If the Heretics want to do anything other than fight the 
  Scabscale abominations, it is not impossible, but first they 
  must survive the mutants’ initial bloodlust. Starting in the 
  second Round of combat, a Heretic can use a Full Action 
  to make a Challenging (+0) Command or Charm Test 
  instead of attacking to try to convince the abominations to 
  stand down. He gains +10 for each visible mutation that he 
  has. By the fourth Round, the mutants may begin to invoke 
  their Frenzy Talent. After this point, words are meaningless.
   If a Heretic succeeds on the above Test, any Scabscale that 
  has not taken damage during the combat pauses to hear what the 
  Heretic has to say. The abominations don’t know a thing about 
  the rival Heretics or the Tyrant’s Cord, but they can summon 
  large numbers of their brethren if for some reason the Heretics 
  want to bring bloody pandemonium to the Weeping Halls.
  The GReaTeR evil
  The GM can begin to share information from this section 
  whenever the Heretics start to earn fear and respect in the 
  Weeping Halls. The information needs not come all at once; it 
  could be distributed a piece at a time. If the GM provides one 
  or two reports every time the Heretics make an impression, they 
  can continue to intimidate the populace until they are satisfied 
  with the answers they get. They may plunge into the Cadentia 
  Vaults as soon it’s mentioned, or the characters may not leave 
  the Weeping Halls until they have detailed descriptions of 
  every one of the rival agents. Below are examples of what the 
  Heretics hear once people start talking:
  “I’ve only seen one other group of off-worlders recently. 
  •	
  Four of them got here yesterday, but I don’t know where 
  they are now.”
  “They were a formidable looking lot, much like you. I 
  •	
  heard they spilled a lot of blood before they left.”
  “I heard rumours that they found a hideout not far from 
  •	
  here, the Painted Ziggurat. However, how they got in, I 
  don’t know. It’s been sealed since the bombardment.”
  “They headed down into the Cadentia Vaults. The whole 
  •	
  planet’s honeycombed with vaults and passages, the 
  Vaults are the upper levels. But don’t think that because 
  they’re close to the surface they’re any safer.”
  “There was a Tech-Priest, one of them Heretek sorts. She 
  •	
  bought a lot of maps.”
  “The man who was with them was a sorcerer. He made 
  •	
  chains rise up from the ground and choke the life out of 
  people. I don’t know what’s worse—what he did or why 
  he did it: just to take their rain shield.”
  “There was a Space Marine carrying a staff. He was 
  •	
  dark—midnight blue armour, coal grey robe. 
   
  “The other Space Marine was in red and gold. But his 
  •	
  power armour didn’t have any symbols, and no one ever 
  heard him say a word.”
  By the end of the conversation, the Heretics should know 
  that the group that took the Cord fled into the Vaults, maybe 
  headed for the Painted Ziggurat. 
  Tools of the hunt
  The Weeping Halls have many resources that could aid with the 
  Heretics’ chase. With the appropriate Infamy Test they could 
  hire mercenaries for additional muscle or a guide to the Cadentia 
  Vaults. If the Heretics lack the skills to effectively track their 
  quarry, the guide could also fill that gap, or they could acquire 
  a hunting beast from the slave columns. These may range from 
  regular canids to the disturbing insectoid Hound Triplods, and 
  provide a +10 bonus to any Tests made to pick up the trail. 
  The CadenTia vaulTs
  While Sacgrave’s surface is covered with colonnades, pillars, 
  and gigantic fortress-constructions, partially shattered by the 
  long-ago war with the Eldar, beneath is a world of warrens and 
  tunnels. The Cadentia Vaults are part of Sacgrave’s upper vaults. 
  The inhabitants consider the upper levels less dangerous than 
  those lower down, but to think them safe would be a grave error 
  in judgement. The pirate empire’s pets and pit beasts, experiments 
  and prisoners, and every creature to crawl from the void or warp 
  since Sacgrave’s fall all walk the planet’s vaults. None confine 
  themselves just to the lower levels. As the Heretics enter the 
  Cadentia Vaults, read aloud or paraphrase the following:
  From the Weeping Halls, the fastest way into the Cadentia Vaults is 
  yet another crater dug deep into the ancient fortifications the Weeping 
  Halls inhabit. As you stand on the lip of the crater, you can see the 
  cause; an Eldar torpedo smashed into the base of a fortress wall but 
  failed to detonate, leaving a long, shattered tunnel with its passing. 
  You descend down through the crater and the tunnel, working 
  your way through the torpedo’s shattered body at the far end, and 
  drop through a hole in the floor into a half-collapsed passage way. 
  A long corridor stretches before you, dank, musty, and cold.
  If any of the Heretics have the Survival Skill, they can use it to 
  follow the trail of their quarry. Otherwise (unless the characters 
  recruited help for this purpose) the GM can allow creative uses of 
  other Skills such as Navigation, Logic, or psychic powers.
  This section contains various encounters that the GM can 
  present in any order, although the Unwelcome Gift encounter 
  works best if it is the last encounter in the vaults. Depending on 
  the desired pace, the Heretics may have to pass directly through 
  each of these locations, or they may be optional points of interest 
  along the trail. The GM should also note that while most of these 
  encounters have the potential to turn into a combat, they do not 
  have to. The GM may wish to avoid letting too many of these 
  encounters become fights, lest it grow tedious and the Heretics 
  become too injured to finish the Compact.
  lOCAtiOn 1: the reliCs OF wAr
  This room appears to have been carved by relatively recent 
  inhabitants, as the door is in something resembling a human 
  scale. The hinged metal door is heavy and locked, requiring 
  a Routine (+20) Security Test to open. The room behind 
  it appears to be some sort of weapons depot. Virtually 
  everything within is broken, and in many cases deteriorated 
  as though from a millennium of neglect. 
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  Broken bolters, bladeless sword hilts, and rusted armour litter the 
  large room. If the equipment was in working order, it would be 
  enough to arm close to a hundred men. Looming in the centre of 
  the wreckage is the most frightening and derelict weapon of all. 
  The large brass body is covered in a web of fractures and nearly 
  black with soot and corrosion. However, there is no mistaking the 
  profile of a Juggernaut.
  The daemonic construct is more functional than it appears. If 
  any of the Heretics makes the mistake of drawing too close, their 
  life force draws the daemon back from centuries of dormancy. 
  Fires suddenly flare to life behind its empty eyes. After its long 
  sleep, the beast is ravenous for combat. The Juggernaut profile can 
  be found on page 355 of the Black crusade core ruleBook.
  lOCAtiOn 2: the KAbAl enClAve
  The Onyx Scar Kabal linger like vultures on the periphery 
  of clashes between Sacgrave’s warring factions, but the swift 
  deaths of brutal battles only take the edge off their eternal 
  hunger. Their enclave provides a haven where they can wring 
  suffering from slaves and captives in a much slower, more 
  satisfying manner. They chose this location because it houses 
  a webway portal, giving the Dark Eldar even more reason to 
  be territorial. If the Heretics stumble upon the enclave, read 
  aloud or paraphrase the following:
  All at once, stone and ruin gives way to blood and blade, as 
  you pass through a portal and find yourselves in a large, cleared 
  room. Twitching bodies caught somewhere between life and death 
  hang from the walls between gleaming instruments of pain. The 
  graceful arm of some xenostech device arches over most of the 
  room, and several Dark Eldar look up from their sport. They 
  glare and reach for their weapons.
  Characters with Forbidden Lore (Warp or Xenos) can make 
  an Ordinary (+10) Test to recognise the xenostech device as 
  an inactive portal. If the Heretics did not defeat Beylix Ireshor 
  earlier, he is there with his Kabalite Warriors (see page 373 of 
  the Black crusade core ruleBook) and they immediately 
  attack. If the Heretics’ group is entirely comprised of Humans, 
  then Beylix Ireshor is accompanied by four Kabalite warriors, 
  and one Mandrake who attempts to hide from the opposition 
  until the third Round of Combat (an opposed Stealth Test), 
  then attacks the Heretics. If the group has at least one Chaos 
  Space Marine, increase the number of Mandrakes to two, both 
  of whom attack the Chaos Space Marine exclusively. If the 
  group has two or more Chaos Space Marines, keep the number 
  of Mandrakes at one, but replace the Kabalite Warriors with a 
  Magnitude 25 Horde of Kabalite Warriors.
  However, if Ireshor had to run from the Heretics once 
  already, he is not nearly as eager to engage them a second 
  time. Instead he gestures for his warriors to stand down. 
  Alternatively, if the GM wishes to avoid combat here, Ireshor 
  can open with negotiations. Read aloud or paraphrase the 
  following (if the Heretics have already met Ireshor, then some 
  substantial  paraphrasing might be needed).
  A white-haired Dark Eldar lordling with an extremely arrogant 
  expression gestures curtly, and his fellows lower their weapons. 
  “Humans,” he sneers. “So good of you to come visit me here in my 
  palatial estate.” He gestures to the bare stone and flayed bodies. 
  “I have heard rumours that you seek a group that has passed 
  into the vaults,” he continues with a hiss. “You’ll not find them here. 
  However, you’ve proven yourself competent for a band of primitives. 
  I too have something I seek in these vaults, a worthless relic of some 
  sentimental value to my people. Perhaps we can seek together.”
  Ireshor is speaking of the Ashes of Ynesth. The last thing he 
  needs is for these humans, who he cannot seem to best, to stumble 
  upon his precious relic; he is less than confident he could take it 
  back by force. He also has something substantial he can offer 
  the Heretics if they’re willing to negotiate. The Kabal has a pair 
  of Ravagers amongst their assets on Sacgrave. These gunships 
  could provide insurance that any transport coming to retrieve 
  the Tyrant’s Cord doesn’t make it. The same deal is presented if 
  the Heretics defeat Ireshor and his warriors here and now; at the 
  last moment he attempts to belay his demise by bargaining. If 
  they accept Ireshor’s offer, he sends a Kabalite warrior, Soreth the 
  Cruel, with them to watch for the Ashes. The group’s Anointed 
  can control Soreth (use the Kabalite warrior profile on page 373 of 
  the Black crusade core ruleBook) during any future combats 
  as though he were a Minion (but not for other purposes).
  lOCAtiOn 3: wisdOm OF the deAd
  At first glance this chamber appears to be a macabre reliquary 
  of some kind. Its shelf-lined walls hold an assortment of 
  skulls, desiccated hands, bones, and other sundry remains. 
  Several similar items are displayed throughout the room on 
  pedestals. An indistinct murmur seems to permeate the air.
  Looking closer, not every item is taken from a corpse. The 
  chamber also holds such oddities as a lock of hair, trapped 
  breath in a crystal vial, and tears in a goblet. Slowly the 
  susurrus sorts itself into hundreds of overlapping whispers—
  one for each item. This room is a repository of lore, a library 
  of voices instead of books.
  Anyone who picks up an object feels himself suddenly 
  inundated with knowledge on a particular subject. The 
  knowledge is random; a finger bone imparting knowledge of 
  the warp may sit beside a leathery patch of skin cataloguing the 
  history of a dead world. If a Heretic tries to take an object out 
  of the chamber, it goes silent as soon as it crosses the threshold. 
  However, if anybody holds one of these repositories for more 
  than a few minutes inside the chamber, he feels a strange tingling 
  presence beginning to creep over him. The strange intelligences 
  of these remains long for freedom, and given the opportunity try 
  to occupy a small portion of the Heretic’s mind as a vehicle of 
  escape. This could be considered a beneficial arrangement for the 
  Heretic; should they wish to, each Heretic can host one “spirit.” 
  The hosting process grants the Heretic 1d5 Corruption Points, 
  and a single Rank in any Common, Forbidden, or Scholastic Lore 
  without paying any Experience Points. However, the knowledge 
  is imparted at random by the GM. The GM can roll randomly to 
  determine this, or use this as an opportunity to give the Heretics 
  Lore Skills that he feels are important in future campaigns.
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  lOCAtiOn 4: the hidden trOve
  A twining xenos rune marks a square stone in the ruins. If 
  any of the Heretics have learned of the hidden vault, they 
  recognise its symbol as long as they spot it with a Routine 
  (+20) Awareness Test. Unfortunately the stone seems to be 
  all that stands here—no door or room that might contain the 
  treasure the rune is supposed to mark.
  A closer inspection of the stone reveals some sort of tiny 
  pattern etched in a band around the stone. Unless the Heretic 
  can read using his sense of touch, he must find some way to 
  discern the markings. Filling the crevices with a dark material 
  like dirt or blood, or making a rubbing, are all options.
  The pattern is in fact a series of arcane symbols that dictate 
  a brief ritual of special conjunction. Correctly interpreting the 
  inscription requires an Ordinary (+10) Forbidden Lore 
  (Warp) Test. If the ritual is successfully performed, each 
  participant gains a Corruption Point, and the marker stone 
  dissolves to reveal a deep recess in the floor. Precisely what 
  it contains is up to the GM and should depend partially on 
  which leads he chose to throw out. Two of the most obvious 
  choices are a Daemon weapon, or the Ashes of Ynesth, 
  contained in a small and unmistakably xenos-origin jar.  
  If the GM wishes to use a Daemon weapon, the following 
  weapon is provided. The Kirn-Knives of Hataxis, a pair of long-
  bladed flensing knives, rest in simple leather case. The Kirn-
  Knives are two weapons possessed by two Blue Horrors split 
  from the same Pink Horror. Now, each is bound in a separate 
  blade, forever denying them the chance to re-merge.  Each of 
  the Kirn-Knives is a Daemon weapon with the Illusory and 
  Impossibly Sharp Attributes: (Melee; 1d5+3 R; Pen 0; Balanced, 
  Warp Weapon, appears normal unless observer passes Hard 
  (–20) Awareness Test, inflicts a –10 to all Parry or Dodge 
  attempts to avoid it). However, should two different individuals 
  each take one of the Kirn-Knives, they must each pass a Hard 
  (–20) Willpower Test every 24 hours or be overcome with 
  the desire to hunt down the wielder of the other knife, kill 
  him, and take the weapon (as the two Blue Horrors drive their 
  wielder to re-unite them). Even if the wielder passes the Test, 
  he’s infused with an irrational hatred for the other bearer.
  The Heretics can also try to bypass the protections with brute 
  force. Powerful explosives or a melta weapon can eventually pry 
  the marker stone off the floor. However, this disruption of the 
  seal tears a temporary rift in realspace. Everyone in the vicinity 
  gains 1d5 Corruption Points, and the GM may also decide a 
  swarm of Furies is unleashed (see the Nether Swarm profile on 
  page 351 of the Black crusade core ruleBook).
  The Ziggurat
  T
  he Painted Ziggurat is a massive, multi-tiered stone fortress 
  some 20 kilometres away from the Weeping Halls. A 
  former home of generations of pirate kings (and even one 
  or two of the Shadow Margraves), it weathered the bombardment 
  from the Eldar attack better than many structures. However, errant 
  lance strikes destroyed the only entrance, melting it to fused rock 
  and making access to the fortress seemingly impossible. Thus, the 
  secrets of the Painted Ziggurat remain undisturbed by treasure-
  seekers. Unbeknownst to all but a select few of the inhabitants 
  of the Weeping Halls, there is another way into the Ziggurat. A 
  winding set of passages through the Candentia Vaults lead into 
  the heart of the colossus. 
  Eventually, the path of Seiyr’s agents leads into the Painted 
  Ziggurat. Rubis located the route into the Ziggurat through 
  “persuasion” of a would-be treasure seeker before she attacked the 
  Deluge. The Ziggurat served as a base of operations for the agents, 
  and the Crescent Platform at the top of the Ziggurat provided a 
  landing pad other than the plains outside of the Weeping Halls, 
  allowing them to infiltrate the planet unnoticed. 
  Seiyr’s agents arrived at Sacgrave via one of the slave-
  transports travelling to the Hollows. However, they could not 
  persuade the ship’s captain to remain in orbit, and now have 
  no way off-world. Seiyr arranged for another ship to retrieve 
  her agents, but for now they must wait until the ship arrives. 
  As the Heretics follow the path of Seiyr’s agents, they may not 
  realise at first that they’ve entered the Painted Ziggurat. However, 
  soon the underground passages lead into the Ziggurat’s main 
  chambers. Read aloud or paraphrase the following:
  You pass through yet another stone archway and find yourself in a 
  room vastly different than the dank passages you travelled through. 
  This chamber is vast and dry, large enough for a Titan to walk 
  through without scraping the ceiling. Along the walls are faded murals 
  and tapestries, their contents concealed by a thick layer of dust. Drifts 
  of dust cover the floor as well, except for a single path leading through 
  the room from your archway to large double-doors on the far side. 
  Someone has passed through here recently and on multiple occasions. 
  Just as in the vaults, the majority of the Ziggurat is huge, 
  abandoned hallways and passages. However, there are several 
  locations the Heretics may pass through that warrant some note. 
  Seiyr’s agents await them on the Crescent Platform at the top.
  the genetis lAb
  Legends abound of the heretical gene-manipulation that 
  the last Duke of Sacgrave and his dynasty carried out. This 
  lab is just one of many such places where they performed 
  these procedures and created beasts for their menageries. The 
  hybrid specimens floating in tanks and the splicing diagrams 
  on the walls would make an Orthodox member of the Adeptus 
  Mechanicus weep. Fortunately none are present.
  On the surface, the lab is noteworthy as a hall of horrors. 
  However, if anyone spends time searching through the 
  datacrypts and reading labels, they can make a Challenging 
  (+0) Forbidden Lore (Adeptus Mechanicus) Test. If the 
  Heretic succeeds, he realises that given enough time the contents 
  of this lab might be used to finish what the last Duke started—
  producing a perfect clone of the Duke himself, including his 
  memories. Such a task could yield only scientific gratification, 
  but there is a chance it could lead to much more. If anyone 
  knows where the Kasserkratch—loaded with the wealth of the 
  pirate kings—might have gone, it would be the Duke. 
  The alchimera
  In their time, the kings of Sacgrave created a great many 
  horrors in the Genetis Labs. However, all but one has either 
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  died or slunk away to other parts of the fractured towers. The 
  Alchimera were built as sentries for the nobles’ living area. 
  These amalgams of human and machine, of flesh and metal, 
  remain enslaved to vestigial programming, and continue to 
  patrol the abandoned Ziggurat. Half a dozen are active, and 
  the Heretics may encounter them singly or in small groups 
  anywhere in this area. When they face the first one, read 
  aloud or paraphrase the following:
  You find yourself face to face with a creature that is part mechanical 
  gargoyle and part feral human. Its grey skin is covered in corroded 
  metal plates and cracked stone. It opens its sharp metal maw and 
  emits an infuriated shriek at your intrusion. The sound is the like a 
  rabid animal’s screech played through a tinny vox. 
  velvet AudienCe rOOm
  The bejewelled furniture and tapestries have rotted to dust. 
  However, the chamber’s most prominent ornamentation was 
  carved into the walls. Read aloud or paraphrase the following:
  Terrible stone faces look down on the room. You recognise just 
  enough of them to guess that every one of the statues is a god from 
  some culture or another. There is a snarling ork, and a giant eye. 
  A slender, laughing humanoid, a great coiled dragon, a shaggy 
  wolf... the parade of deities marches on across the walls. It is 
  marred in places by the scars of the planet’s bombardment.
  Of the ninety-nine original icons, thirteen have shattered 
  or melted beyond all recognition. Eighty-five of the remaining 
  statues are cut from blood-red marble. One is pearlescent white.
  The Questing idol
  The smallest idol stands on the far 
  side of the room, facing the door. Like 
  the others it is part of the tower wall, 
  but this one is shimmering ivory and 
  only a foot tall. Its vague shape suggests a 
  human with double-jointed legs. It radiates 
  a gentle, comforting aura of power. Any 
  character who gets within 5 metres is overcome 
  with certainty that the god behind this representation 
  can hear him, and wants to grant his greatest desire. 
  The character must pass a Challenging (+0) 
  Willpower Test or be compelled to blurt out a 
  plea for the thing he wants most. Not only does 
  this show weakness before his comrades, but 
  a moment later everyone who hears the words 
  knows in the depths of their soul: somewhere in 
  the abyss of the Screaming Vortex, the Heretic’s 
  desires have been heard. 
  The idol can be removed from the wall, but 
  it is the only one that can.  Once it has been 
  removed from the room, it does not compel 
  anyone who comes in contact with it to 
  blurt out his desires. However, anyone who 
  already did so has a desire to keep the idol near him. 
  The resolution of this is beyond the scope of this adventure. 
  However, it can provide an ominous starting point for a future 
  plot of the GM’s design.
  the CresCent plAtFOrm
  The pirate empire built this semicircular landing platform in 
  an eye of relative calm within Sacgrave’s raging storms. It is 
  a safe place for a ship to land, is completely hidden from the 
  simple augur arrays installed in the Weeping Halls, and it is 
  where Seiyr’s agents are meeting their transport. 
  Fortunately for the Heretics it hasn’t arrived yet (possibly 
  due to the Onyx Scar’s intervention). However, Seiyr’s agents 
  may have had time to fortify their position, depending on 
  how well the Heretics kept up with them. In determining 
  how much of a lead Seiyr’s agents have had, the GM should 
  include the following considerations:
   How quickly did the Heretics pick up the trail?
  •	
   Did the Heretics spend an excessive time in any of the 
  •	
  Cadentia Vault locations?
   Did they do anything else that obviously increased or 
  •	
  decreased the speed of their pursuit?
  Once the GM has decided how long Seiyr’s agents have had 
  to prepare, he translates that into what sort of advantages they 
  have created for themselves on the platform. Examples include:
  Using durable debris to create fighting positions.
  •	
  Setting an ambush or traps.
  •	
  Salvaging heavy stubbers from the towers’ old defences 
  •	
  and creating makeshift mounted gun emplacements. 
  At this point, it is up to the Heretics to decide how they 
  22
  The smallest idol stands on the far 
  side of the room, facing the door. Like 
  the others it is part of the tower wall, 
  but this one is shimmering ivory and 
  only a foot tall. Its vague shape suggests a 
  human with double-jointed legs. It radiates 
  a gentle, comforting aura of power. Any 
  character who gets within 5 metres is overcome 
  with certainty that the god behind this representation 
  can hear him, and wants to grant his greatest desire. 
  Challenging (+0) 
   or be compelled to blurt out a 
  plea for the thing he wants most. Not only does 
  this show weakness before his comrades, but 
  a moment later everyone who hears the words 
  knows in the depths of their soul: somewhere in 
  the abyss of the Screaming Vortex, the Heretic’s 
  The idol can be removed from the wall, but 
  it is the only one that can.  Once it has been 
  removed from the room, it does not compel 
  anyone who comes in contact with it to 
  blurt out his desires. However, anyone who 
  already did so has a desire to keep the idol near him. 
  
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  want to approach their rival’s position, before the inevitable 
  battle begins. During the combat, Seiyr’s agents fight a 
  cautious delaying game, firing from cover and not closing 
  to melee combat unless they are completely outmatched at 
  ranged fighting. They are waiting for the shuttle to come pick 
  them up, and the shuttle arrives at the platform (hovering at 
  the edge) after 1d5+5 Rounds of combat. At that point, the 
  agents make a break for the shuttle. If they made a deal with 
  Beylix, however, the shuttle breaks through the clouds in 
  flames and crashes into the side of the Ziggurat, a victim of a 
  Ravager attack craft. Then the agents fight to the death.
  lasT heReTiC sTandinG
  If the Heretics are victorious, they can claim the Tyrant’s Cord 
  from their fallen rivals. They must also decide what to do with 
  Seiyr’s agents (since all of the rivals have enough Infamy to 
  escape death, it is possible any of them could have survived if the 
  GM desires). Killing them is an easy and final solution, but with 
  the right persuasion they could become allies or Minions.
  If the Heretics lost the battle on the Crescent Platform, the 
  survivors wake up some time later on the platform and face 
  the consequences of a failed Compact.
  the turbulent Future
  The Heretics’ most immediate concern is probably leaving 
  Sacgrave. If the transport Seiyr’s agents were going to use is still en 
  route, the player characters might have a chance to commandeer 
  it. Otherwise, resourceful individuals like the Heretics should 
  have little trouble finding a way to leave.
  Looking at the larger picture, the Heretics now have the 
  Tyrant’s Cord. The next logical step might be to go to Pyurultide 
  and rally the Pox Tribes. However, are the Heretics ready to enter 
  the Inner Ring and potentially anger the Plague God? Do they 
  even know what to do with such a warhost if they raised one?
  They have also made an enemy of Seiyr the Bereft, although 
  they may not even know it. The Onyx Scar Kabal may or may 
  not have found their relic, and the Heretics may start imagining 
  what they could get in exchange if they found it first.
  nPC aPPendix
  The following are the NPCs in the adventure. Any of the 
  NPCs here are considered to have the necessary Weapon 
  Training Talents to use the weapons they are equipped with, 
  without those Talents being listed.
  beylix ireshOr
  This exiled Dark Eldar noble wanders the Weeping Halls. 
  This exiled Dark Eldar noble wanders the Weeping Halls. 
  Beylix ireshor (elite)
  (9)
  50 45 40 40 60 40 40 50 33 2 0
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 9/18/27/56  
  Wounds: 15
  Armour: Arms, Body, Legs, Arms 3 
  Total TB: 5
  Infamy Points: 2 
  Skills: Acrobatics (Ag), Awareness (Per) +10, Command 
  (Fel) +10, Deceive (Fel), Dodge (Ag) +10, Interrogation +10 
  (WP), Intimidate (S), Linguistics (Eldar, Low Gothic) (Int), 
  Parry (WS) +10, Scrutiny (Per), Sleight of Hand (Ag), Stealth 
  (Ag), Survival (Int).
  Talents: Catfall, Cold Hearted, Combat Master, Hard Target, 
  Leap Up, Lightning Attack, Lightning Reflexes, Pity the 
  Weak, Sprint, Swift Attack, Step Aside.
  Traits: Unnatural Agility (+3).
  Armour Xenos Mesh (Body, Legs, Arms 3).
  Weapons: Agonizer (1d10+8 E; Pen 5; Felling (8), Power 
  Field), Splinter Pistol (30m; S/5/10; 1d10 R; Pen 2; Clip 40; 
  Reload 2 Full; Reliable, Toxic).
  Gear: None.
  liege vyCrAFt
  This cunning “Shadow Liege” rules the Weeping Halls. 
  This cunning “Shadow Liege” rules the Weeping Halls. 
  vycraft (Master)
  (5)
  45 40 35 40 38 45 48 43 47 3 0
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 15
  Armour: Arms, Body, Legs 3 
  Total TB: 5
  Infamy Points: 3 
  Skills: Awareness (Per), Charm (Fel), Command (Fel) +10, 
  Commerce (Int) +10, Common Lore (Imperial Navy, Imperium, 
  Screaming Vortex) (Int), Deceive (Fel), Dodge (Ag), Intimidate 
  (S), Inquiry (Fel), Linguistics (High Gothic, Low Gothic, Void 
  Cant), Navigation (Stellar) (Int) +10, Operate (Voidships) (Int), 
  Parry (WS)+10, Psyniscience (Per), Tech-Use (Int).
  Talents: Air of Authority, Iron Jaw, Foresight, Light Sleeper, 
  Quick Draw, Lightning Attack, Peer (Criminals), Resistance 
  (Fear), Strong Minded, Swift Attack.
  Traits and Gifts: Unnatural Toughness (+1).
  Armour: Light Flak Cloak (Arms, Body, Legs, 3).
  Weapons: Plasma Pistol (Pistol; 40m; S/2/–; 1d10+7 E; 
  Pen 8; Clip 10; Reload 3 Full), Power Sword (Melee; 1d10+ 
  9 E; Pen 5; Balanced, Power Field).
  Gear: Glass Talisman.
  Gifts of the Gods (Chaos Organ, Eye of Chaos): Vycraft’s 
  gifts have given him an unnatural resilience (listed in Traits), 
  and the Psyniscience Skill. 
  seiyr’s Agent: CyriOn tAAl
  Arrogant and haughty, Cyrion is tolerated by his companions 
  due to his potent psychic powers. 
  due to his potent psychic powers. 
  Cyrion Taal (elite)
  42 35 35 32 36 34 35 50 36 2 1
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 14
  23
  
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  Armour: 3 All 
  Total TB: 3
  Infamy Points: 2
  Skills: Awareness (Per), Common Lore (Screaming Vortex, Tech) 
  (Int), Deception (Fel), Dodge (Ag), Forbidden Lore (Psykers) 
  (Int), Linguistics (Low Gothic), Psyniscience (Per) +10.
  Talents: Child of the Warp (Haunting Breeze), Jaded, Psy 
  Rating (4), Weapon Training (Primary, SP), Warp Lock
  Traits: Psyker
  Armour: Flak Cloak (Arms, Body, Legs 3).
  Weapons: Revolver (Pistol; 30m; S/–/–; 1d10+3 I; Pen 
  0; Clip: 2 Rld 2 Full, Reliable), Mono-edged razor-sword 
  (Melee; 1d10+5 R; Pen 2; Balanced, Razor Sharp).
  Psychic Powers: Foul Cage, Telekinetic Shield, Warptime, 
  Winds of Chaos (Taal is an unaligned Psyker with a 
  Corruption of 35 for this power)
  Gear: Psy-focus, dataslate.
  Gifts of the Gods (Eye of Choas): Taal’s eye constantly glows 
  with an etherial green light, as he sees the currents of the warp. 
  He gains +10 to Psyniscience (included in the Skills Section). 
  seiyr’s Agent: KrAyth
  Krayth is quiet and reserved, a silent berserker.
  Krayth is quiet and reserved, a silent berserker.
  Krayth (elite)
  (9)
  (8)
  47 45 50 40 40 36 39 40 29 2 0
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 2/4/8/16 
   
  Wounds: 22
  Armour: 8 All, 10 Chest 
  Total TB: 8
  Infamy Points: 2
  Skills: Acrobatics (Ag), Athletics (S), Awareness (Per), 
  Common Lore (War) (Int), Dodge (Ag), Forbidden Lore 
  (Adeptus Astartes, The Horus Heresy and the 
  Long War) (Int), Linguistics (Int), 
  Navigate (Surface), Operate (Surface) 
  (Int), Parry (WS) +10, Security (Int), 
  Survival (Int) +10.
  Talents: 
  Ambidextrous, 
  Blind 
  Fighting, Bulging Biceps, Legion 
  Weapon Training, Hatred (Adeptus 
  Astartes), 
  Heightened 
  Senses 
  (Hearing, Sight), Jaded, Nerves 
  of Steel, Quick Draw, Resistance 
  (Cold, Heat, Poisons), Sidearms, 
  Sure Strike, Two Weapon Wielder, 
  Unarmed Warrior.
  Traits: Amphibious, Space Marine 
  Implants, Unnatural Strength (+4), 
  Unnatural Toughness (+4).
  Armour: 
  Legionnaire 
  Power 
  Armour (All 8, Chest 10)
  Weapons: Legion Power Sword 
  (Melee; 1d10+15 R; Pen 6; 
  Balanced, Power Field), Legion 
  Bolt Pistol (Pistol; 100m; 
  S/2/–; 1d10+9 X; Pen 
  4; Clip: 8 Rld Full, Reliable, Tearing), Legion Combat Knife 
  (Melee; 1d10+9; Pen 0), 4 Legion Frag Grenades (Thrown; 
  27m; S/–/–; 2d10+2 X; Pen 0; Blast [4])
  Gifts of the Gods (None): Thus far, Krayth has not received 
  any gifts of the Ruinous Powers.
  seiyr’s Agent: lOven vAlstOr
  Valstor is a Chaos Space Marine sorcerer who enjoys ripping 
  his opponents’ thoughts from their heads.
  his opponents’ thoughts from their heads.
  valstor (elite)
  (7)
  (8)
  41 42 37 41 38 40 43 45 20 24
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement:  3/6/9/18 
   
  Wounds: 18
  Armour: 6 All 
  Total TB: 8
  Infamy Points: 2
  Skills: Athletics (S), Awareness (Per), Common Lore (War) (Int), 
  Dodge (Ag) +10, Forbidden Lore (Adeptus Astartes, The Horus 
  Heresy and the Long War, Psykers) (Int), Linguistics (Int), Navigate 
  (Surface), Operate (Surface) (Int), Parry (WS), Psyniscience (Per), 
  Scholastic Lore (Occult) (Int), Scrutiny (Per).
  Talents: Ambidextrous, Bulging Biceps, Legion Weapon 
  Training, Heightened Senses (Hearing, Sight), Mediation,
  Nerves of Steel, Psy Rating (3), Quick Draw, Resistance 
  (Cold, Heat, Poisons), True Grit, Unarmed Warrior.
  Traits: Amphibious, Psyker, Space Marine Implants, Unnatural 
  Strength (+4), Unnatural Toughness (+4).
  Armour: Legionnaire Power Armour.
  Weapons: Force Staff (Melee; 1d10+7 I; Pen 
  0; Balanced, Force), Legion Bolter (100m; 
  S/3/–; 1d10+9 X; Pen 4; Clip: 24 Rld Full, 
  Reliable, Tearing).
  Psychic Powers: Doombolt, Mind Probe.
  Gear: Psy Focus, trinkets.
  Gifts of the Gods (Steel-Hearted): Valstor 
  is unnaturally fearless, imbued by a warp-born 
  bravery. He counts all sources of Fear as being one 
  less than normal (and if Fear 1 he is unaffected). 
  As a devotee of Tzeentch, he ignores Fear from 
  psychic sources completely.
  seiyr’s Agent: rubis
  The leader of Seiyr’s agents on Sacgrave, Rubis is a fallen 
  Tech-Priest of no mean skill. 
  Rubis (elite)
  35 37 31 50 28 49 35 39 32 29
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 2/4/8/16  
  Wounds: 18
  Armour: 6 All 
  Total TB: 5
  Infamy Points: 2
  24
   8 All, 10 Chest
  Total TB: 8
   Acrobatics (Ag), Athletics (S), Awareness (Per), 
  Common Lore (War) (Int), Dodge (Ag), Forbidden Lore 
  (Adeptus Astartes, The Horus Heresy and the 
  Long War) (Int), Linguistics (Int), 
  Navigate (Surface), Operate (Surface) 
  (Int), Parry (WS) +10, Security (Int), 
   
  Ambidextrous, 
  Blind 
  Fighting, Bulging Biceps, Legion 
  Weapon Training, Hatred (Adeptus 
  Astartes), 
  Heightened 
  Senses 
  (Hearing, Sight), Jaded, Nerves 
  of Steel, Quick Draw, Resistance 
  (Cold, Heat, Poisons), Sidearms, 
  Sure Strike, Two Weapon Wielder, 
  Amphibious, Space Marine 
  Implants, Unnatural Strength (+4), 
  Unnatural Toughness (+4).
   
  Legionnaire 
  Power 
   Legion Power Sword 
  (Melee; 1d10+15 R; Pen 6; 
  Balanced, Power Field), Legion 
  Bolt Pistol (Pistol; 100m; 
  S/2/–; 1d10+9 X; Pen 
  Armour:
  Weapons:
  0; Balanced, Force), Legion Bolter (100m; 
  S/3/–; 1d10+9 X; Pen 4; Clip: 24 Rld Full, 
  Reliable, Tearing).
  Psychic Powers:
  Gear:
  Gifts of the Gods (Steel-Hearted):
  is unnaturally fearless, imbued by a warp-born 
  bravery. He counts all sources of Fear as being one 
  less than normal (and if Fear 1 he is unaffected). 
  As a devotee of Tzeentch, he ignores Fear from 
  psychic sources completely.
  seiyr’s
  The leader of Seiyr’s agents on Sacgrave, Rubis is a fallen 
  Tech-Priest of no mean skill. 
  Rubis (elite)
  35 37
  WS
  BS
  Movement: 2/4/8/16
  Armour: 6 All
  Infamy Points:
  
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  Rivals for Glory
  Rivals for Glory
  Rivals for Glory
  Rivals for Glory
  Rivals for Glory
  Rivals for Glory
  Skills: Awareness (Per), Logic 
  (Int), Common Lore (Adeptus 
  Mechanicus, Koronus Expanse, 
  Screaming Vortex, Tech) (Int), 
  Forbidden Lore (Archeotech, 
  Adeptus Mechanicus, Xenos) (Int), 
  Linguistics (Low Gothic) (Int), Parry 
  (WS), Scholastic Lore (Chymistry) (Int), 
  Security (Int), Tech Use (Int) +10, 
  Trade (Armourer, Cryptographer).
  Talents: 
  Die 
  Hard, 
  Enemy 
  (Adeptus Mechanicus), Foresight, 
  Luminen Shock, Mechadendrite 
  Training (Utility), Swift Attack, 
  Technical Knock, Total Recall, 
  Weapon-Tech.
  Traits: Dark Sight, Machine 
  (4), Mechanicus Implants.
  Armour: Concealed Armour 
  Plating (2 All).
  Weapons: Enslaved Plasma Gun 
  (Basic; 90m; S/2/–; 1d10+8 E; Pen 
  10; Clip: 20 Rld 5 Full, Maximal), 
  Luminen 
  Capacitors 
  (Melee; 
  1d10+4 E; Pen 2; Shocking).
  Gear: 
  Auspex, 
  combi-tool, 
  dataslate, Mechanicus Assimilation 
  (3), Mechanicus Implants, Luminen 
  Capacitors, 
  multikey, 
  unholy 
  unguents, several treasure hunting maps.
  Gifts of the Gods (Mehanoid): Rubis’s body has merged 
  obscenely with her cybernetics. She gains +1 to her Machine 
  Trait (included in her profile), and as a devotee to Tzeentch, 
  gains +10 to Awareness Tests.
  levinCender
  The Levincenders are mercenaries within the Weeping Halls. 
  They can be used individually or as a Horde as the GM wishes.
  They can be used individually or as a Horde as the GM wishes.
  levincender (Troop)
  35 35 35 42 33 24 30 40 28 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement:  3/6/9/18 
  Wounds: 14 or Magnitude: 25
  Armour: 6 All 
  Total TB: 4
  Skills: Awareness (Per), Common Lore (Screaming 
  Vortex), Dodge (Ag), Intimidate (S), Speak Language 
  (Low Gothic) (Int).
  Talents: Die Hard, Exotic Weapon Training (Lightning 
  Caster), Resistance (Fear), Weapon Training (Chain, Las, 
  Primary, Shock). 
  Armour: Leather Vest (Body 1).
  Weapons: Chain Shortsword (Melee; 1d10 +4 R; Pen 2; 
  Tearing), Lightning Caster (Basic; 60m; S/–/–; Special; Pen 
  7; Clip: N/A)†.
  Gear: Lho sticks.
  †A Lightning Caster can only be used in the vicinity of an 
  active thunderstorm. It can be used to harness ambient 
  electrical energy in the air and redirect it in a bolt 
  doing 1d10+5 E Damage. If used on the same Round 
  that lightning strikes within 250m of the wielder, he 
  can redirect a more powerful bolt to do 2d10+10 E 
  Damage. The rules for lightning strikes are covered in 
  the locations the Heretics are likely to confront the 
  Levincenders. However, if the GM wishes to use them 
  elsewhere during a lightning storm, he can simply 
  assume there is a 10% chance that lightning strikes 
  within range at the beginning of a given Round. 
  Gifts of the Gods: A Levincender mercenary 
  may have one of three possible mutations. If 
  using a Horde, the GM has two choices. He 
  may either select one mutation to apply to 
  the entire Horde, or he may apply all three 
  mutations to the entire Horde, under the 
  assumption that there are individuals with each 
  mutation amongst the throng. The latter option 
  makes for a more dangerous foe, and should 
  only be selected if there are several Chaos 
  Space Marines in the Heretics’ warband.
  Brute: 
  •	
  The mercenary is a muscle-bound 
  monstrosity, gaining +10 S and +10 T.
  Bulging Eyes: 
  •	
  The mercenary has giant 
  frog-eyes, gaining Dark Sight and +5 BS.
  Festering: 
  •	
  Everything 
  about 
  the 
  mercenary is infused with decay and rot. Its 
  melee attacks (including attacks with melee weapons) 
  gain the Toxic (0) Trait.
  Electric Bravado: Levincender Hordes only test to break 
  once they have sustained 75% casualties. 
  AlChimerA
  Terrifying experiments left over from the days of the Shadow-
  Margraves, Alchimeras are horrible monsters with a taste for 
  mayhem and flesh.
  mayhem and flesh.
  alchimera (elite)
  50 11 45 56 30 08 40 40 06 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement:  3/6/9/18 
  Wounds: 20
  Armour: 3 All 
  Total TB: 5
  Skills: Athletics (S), Awareness (Per), Parry (WS).
  Talents: Ambidextrous, Autosanguine, Berserk Charge, 
  Blade Dancer, Combat Master, Furious Assault, Mimic, 
  Prosanguine, Swift Attack, Two-Weapon Wielder (Melee), 
  Unnatural Vigour.
  Traits: Dark Sight, Deadly Natural Weapons, Machine (+1), 
  Natural Armour (+2), Unnatural Strength (+3).
  Armour: Basalt-studded skin (All 3).
  Weapons: Metal claws and teeth (Melee; 1d10+7; Pen 3; 
  Balanced, Razor Sharp, counts as two weapons).
  Gear: None.
  25
   Awareness (Per), Logic 
  (Int), Common Lore (Adeptus 
  Mechanicus, Koronus Expanse, 
  Screaming Vortex, Tech) (Int), 
  Forbidden Lore (Archeotech, 
  Adeptus Mechanicus, Xenos) (Int), 
  Linguistics (Low Gothic) (Int), Parry 
  (WS), Scholastic Lore (Chymistry) (Int), 
  Security (Int), Tech Use (Int) +10, 
  Trade (Armourer, Cryptographer).
   
  Die 
  Hard, 
  Enemy 
  (Adeptus Mechanicus), Foresight, 
  Luminen Shock, Mechadendrite 
  Training (Utility), Swift Attack, 
  Technical Knock, Total Recall, 
  Machine 
   Concealed Armour 
   Enslaved Plasma Gun 
  (Basic; 90m; S/2/–; 1d10+8 E; Pen 
  10; Clip: 20 Rld 5 Full, Maximal), 
  Luminen 
  Capacitors 
  (Melee; 
  1d10+4 E; Pen 2; Shocking).
   
  Auspex, 
  combi-tool, 
  dataslate, Mechanicus Assimilation 
  (3), Mechanicus Implants, Luminen 
  Capacitors, 
  multikey, 
  unholy 
  unguents, several treasure hunting maps.
  †A Lightning Caster can only be used in the vicinity of an 
  active thunderstorm. It can be used to harness ambient 
  electrical energy in the air and redirect it in a bolt 
  doing 1d10+5 E Damage. If used on the same Round 
  that lightning strikes within 250m of the wielder, he 
  can redirect a more powerful bolt to do 2d10+10 E 
  Damage. The rules for lightning strikes are covered in 
  the locations the Heretics are likely to confront the 
  Levincenders. However, if the GM wishes to use them 
  elsewhere during a lightning storm, he can simply 
  assume there is a 10% chance that lightning strikes 
  within range at the beginning of a given Round. 
  Gifts of the Gods:
  may have one of three possible mutations. If 
  using a Horde, the GM has two choices. He 
  may either select one mutation to apply to 
  the entire Horde, or he may apply all three 
  mutations to the entire Horde, under the 
  assumption that there are individuals with each 
  mutation amongst the throng. The latter option 
  makes for a more dangerous foe, and should 
  only be selected if there are several Chaos 
  Space Marines in the Heretics’ warband.
  •	
  monstrosity, gaining +10 S and +10 T.
  •	
  frog-eyes, gaining Dark Sight and +5 BS.
  •	
  mercenary is infused with decay and rot. Its 
  melee attacks (including attacks with melee weapons) 
  
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  “Make war upon the Imperium of Man? What is it you think the 
  Legions have been doing for the last ten thousand years? War does 
  not end with a single victory or a single planet. It is an eternal 
  creature that outlives men and their tiny triumphs.”
  -Arzyn the Silencebringer, warrior of the World Eaters
  By the destructive nature of their environment and their own 
  blackened souls, most Heretics’ stories—however epic and 
  dreadful—are brief. Running a Black crusade campaign 
  for an extended period of time requires special considerations, 
  and also opens up additional opportunities not available in a 
  more short-lived tale.
  Note, this section is intended for GMs to read, and although 
  there’s nothing secret within these pages, it is written for a 
  GM’s perspective. 
  BasiC ConsideRaTions
  One of the first things a GM should decide is whether he wants 
  to run a continuing campaign, or shorter stories that run the 
  length of a few Compacts. A long campaign requires him to 
  do additional work and planning. If a group’s players aren’t 
  interested or suited to such a game, the entire group could end 
  up feeling frustrated. Some basic questions to consider before 
  putting the effort into a long-running Black crusade include:
  Does the gaming group have a high turnover rate? 
  One of the main reasons to run an extended campaign is to 
  be able to tell a story over a longer period of time. If a group’s 
  player complement isn’t relatively stable, the GM might be 
  the only one who ends up seeing that story unfold, while 
  players and characters come and go.
  Does the group like to play the same game for long 
  periods of time? Running an extended campaign obviously 
  means the GM and players will be playing Black crusade 
  a lot. Does the group get bored relatively quickly with the 
  same game and switch through other systems or settings? If 
  so, a group might be better served by keeping the scope of 
  the campaigns short, so that they don’t have months or years 
  between each chapter of the GM’s campaign.
  What story scope is the group interested in? Does 
  the group prefer to run games that take a long time to build 
  up to their climax? Do they have lots of stories in mind for 
  the Black crusade that wouldn’t work together in the same 
  campaign? If a group falls into the latter category, they might 
  prefer not to run extended campaigns so that they can play 
  with more different ideas.
  sToRy ConsideRaTions
  The chaotic, conflicted nature of the Screaming Vortex (as 
  well as Heretics themselves) poses a few challenges that a 
  more structured campaign environment doesn’t. The more 
  adventures the GM creates, the more he is likely to find 
  himself in need of a less transient solution to common 
  story elements. This section introduces possible solutions to 
  typical issues, and also presents sample NPCs to fill some of 
  the roles an ongoing story is likely to need. With all of the 
  setting elements, these offerings are not meant to mandate 
  how the Heretics deal with any of these recurring situations.  
  The intent is to provide the GM with everything he needs 
  to quickly start his campaign, without necessarily having to 
  do all his world-building up front. The GM can add, modify 
  and delete from the list of setting elements as time goes on 
  to best suit his own campaign.
  grOup dynAmiCs
  Page 264 of the Black crusade core ruleBook presents 
  various suggestions for keeping a Black crusade game from 
  straying too far from common goals, but over time intra-
  party conflict is bound to occur. The cooperation implied in a 
  Compact lasts for an adventure, but a gaming group may find 
  itself in need of a stronger reason for a lasting alliance during a 
  long campaign. Most players don’t mind suspending disbelief 
  slightly to make the game run; a certain amount of player 
  cooperation is always needed for any roleplaying session to be 
  successful. However, the best campaign framework turns the 
  out-of-game assumption that the player characters should at 
  least nominally work together into an in-game motivation.
  Perhaps in the early stages of their rise to power, the 
  Heretics do not mind serving masters other than the Dark Gods 
  themselves. However, as they rise in Infamy, their allegiance to 
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  a unifying power grows less and less appropriate. Many groups 
  may not want to tread that path in the first place. In this case, you 
  may want to establish the characters as a Circle of the Worthy. 
  This praxis has been used by warlords  from some worlds in 
  the Screaming Vortex for thousands of years. In whatever pit 
  or stronghold a Heretic occupies, he displays a small number 
  of emblems—usually between four and a dozen. The method 
  of display varies greatly; it might be an embroidered banner 
  or a pedestal of graven likenesses. The common element of 
  the exhibit is that it bears the symbols of men and women that 
  the Heretic considers his equals. Each of those represented in a 
  Heretic’s emblems also has their own display that includes the 
  Heretic’s symbol, thus forming a Circle of the Worthy. 
  This praxis’ purpose is twofold. First, it is a way of 
  proclaiming respect for those who have aided a Heretic in 
  the past. Secondly, it serves as a warning to potential enemies 
  that to trouble one who possesses it is also to trouble other 
  formidable powers. If a Heretic feels that one of his allies is 
  no longer worthy, he can remove that symbol at any time, 
  although it is considered cowardly to do anything other than 
  return the disgraced emblem as a sign of defiant displeasure. 
  There is a dishonourable stigma associated with betraying 
  someone whose emblem is still in a group’s Circle. Doing 
  so may result in Infamy loss and certainly decreases one’s 
  chances of being included in any other Circles. 
  If that is not sufficient to make sure each adventure at 
  least starts out with all the player characters sharing the same 
  Primary Objective, even less subtle methods can also be used. 
  Perhaps the players want to portray very fractious individuals, 
  and they would prefer an outside constraint to keep the game 
  on track while allowing them to play their characters as 
  utterly uncooperative and treacherous. Maybe the GM just 
  doesn’t want to have to deal with that particular logistical 
  challenge in planning his campaign. In this case, something 
  akin to a Ritual of Shackled Destiny may be required.
  The Ritual of shackled destiny
  This dark rite goes by hundreds of names with thousands 
  of variants. It addresses a fundamental problem that spans 
  the known galaxy: trust between the treacherous. The ritual 
  invokes the Dark Gods to intervene and bind the fates of the 
  participants together. From this point forward, if misfortune 
  befalls one of the shackled, an echo befalls them all. Whenever 
  one of the ritual participants loses Infamy to avoid dying, all 
  the other participants reduce their own Infamy by half that 
  amount. The GM may also decide this binding influences the 
  Heretics’ destinies in less obvious ways.
  Although this ritual can readily be performed by a Sorcerer 
  or Psyker character with access to the right scrolls and lore, 
  it is not the sort of agreement most Heretics are eager to 
  enter into. Early in the campaign, the GM can present some 
  opportunity so compelling that even the ritual is a price worth 
  paying to participate in the Compact. Alternatively, an outside 
  entity might force the shackling upon them. This could be a 
  more powerful entity that the Heretics serve or just a fickle 
  daemon amusing itself at the mortals’ expense (the Heretics 
  will doubtlessly want to give it proper thanks later).
  the well OF OppOrtunity
  There is no such thing as a trusted source of information in 
  the Screaming Vortex. The Heretics would be quite right in 
  assuming that anyone who tells them about an opportunity 
  for gain must want something for himself. So how does the 
  GM present potential Compacts to the player characters 
  without hours of second-guessing? Doubt may be exactly 
  what the GM wants in some instances, but it can get tiresome 
  if it happens every game. Below are some possibilities.
  Opportunities from Within: Encourage the players to 
  engage in their own research. No one can expect to rise to 
  power by always sitting back and waiting for opportunity 
  to come to him. Each Heretic should detail what he does 
  to further his ambitions when not engaged in a Compact. 
  Perhaps he spends every spare hour pouring over lore to 
  discover where powerful artefacts lie, or dedicates a portion 
  of his forces to scouting for planets ripe for conquest. Maybe 
  he has a network of spies and saboteurs in the nearby 
  domains of the Imperium. When the GM wants to present a 
  prospective Compact through such a channel, he can give the 
  player the information at the end of the previous session or 
  between games. This can also be done at the beginning of the 
  session, but discussing it ahead of time gives the player time 
  to prepare how his character will present it to the rest of the 
  group. It also lets the GM be positive the Heretic intends to 
  pursue the opportunity.
  Information Brokers: Not every soul living outside the 
  Emperor’s light is an aspiring warlord. Some parties have 
  neither the means nor the desire to conquer and pillage. They 
  would rather curry favour and profit from infamous heretics 
  like the player characters (Palmere Grath in rivals for Glory 
  is one such example). Opportunities for gain can sometimes 
  be acquired from these individuals using the standard rules 
  for acquiring items and services. The Availability Modifier 
  depends on the value of the information.
  In Medias Res: Things are not always what they appear. 
  The GM can start a game session in the middle of a routine 
  activity: exacting obedience from thralls, defending one’s 
  holdings from pirates, or indulging in the dark pleasures 
  that come with the power the Heretics have already earned. 
  During the course of this event, the Heretics uncover a secret 
  or encounter a foe that leads to forging a Compact.
  Forge the Occasional Allegiance: Sometimes the 
  Heretics may have to agree to share the spoils of a Compact 
  with some other entity. This is unlikely to be a comfortable 
  alliance since both sides may be justifiably worried about 
  betrayal, but this is the nature of Chaos.
  bAse OF OperAtiOns
  Rogue Traders have their ships; Throne Agents have their 
  Inquisitorial Holdings. Most Heretics are also going to want 
  somewhere to keep their possessions, enjoy the benefits of 
  their station, and (in the case of humans) sleep in relative 
  security for a few hours. Have the Heretics pooled their 
  resources to fortify a single location that they all occupy, 
  or are they scattered on different planets throughout the 
  Screaming Vortex? 
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  Establishing where each Heretic resides isn’t a strict necessity 
  for an extended campaign, but it is one of the details that can 
  become an irritating omission if not eventually addressed. The 
  Heretics can only come into being at the moment they convene 
  and fade back into oblivion at the end of a Compact so many times 
  before realism suffers. Furthermore, a personal stronghold gives 
  each character a location he can use as an outward expression of 
  the character’s personality, and build up as his Infamy increases.
  trAnspOrt
  Assuming one or more of the Heretics hasn’t opted to use a 
  ship as their base of operations, another recurring question 
  the characters will have to answer is how they get from one 
  location to another. Even if the Heretics control warships, 
  they may not want to keep them waiting idle as passenger 
  transport. Then again, perhaps such a luxury is a privilege of 
  rank. Below are several different options for traversing the 
  void. The GM may decide one or more are available to the 
  player characters, or use them the next time the characters 
  make an Infamy Test to acquire passage somewhere.
  The Perfect Blade
  The Perfect Blade is a Chaos cruiser that troubles the sleep of even 
  the reckless voidfarers who brave the Screaming Vortex. The 
  Perfect Blade is said to herald its arrival with keening wails that 
  travel through the warp and ring in the ears of its victims before 
  their death screams join the cacophony. It is captained by a Chaos 
  Space Marine from the Iron Warriors named Hesferon. The ship’s 
  prow is a wall of serrated gears that can tear through the hulls of 
  opposing vessels like a chainsword through flesh. This hungry 
  mechanism then consumes the remains of the defeated vessels, 
  incorporating the wreckage into itself. Every time the Perfect Blade 
  is encountered it is different from the time before. It is said that 
  the warp shrieking is actually the protests of the metal hull as it is 
  forever taxed and distorted by the ship’s endless self-fortification.
  Pirates
  The pirate empire of Sacgrave may have fallen, but the 
  Screaming Vortex still teems with raiding fleets of every size 
  and composition. Some of the most well-known pirate fleets 
  include the Black Regret under the command of the renegade 
  Admiral Kalyan, and the anarchic Current Runners. For the 
  right price or the right favour, these predatory vessels can also 
  be persuaded to take on passengers.
  The Thresher
  Varied and inexplicable are the things that surface from 
  beneath Furia’s seas, but the appearance of this strange and 
  perfectly functional dull grey voidship floating from the depths 
  of the oceans surprised even the planet’s floating salvage 
  communities. The vessel is roughly the size of a frigate but its 
  exterior design is unlike any patterns on record. However, the 
  interior controls are unquestionably of Imperial origin and 
  the ship cogitators chatter in High Gothic. The Thresher is 
  not well armed, but it is incredibly fast and manoeuvrable, 
  and can be operated by a crew of only a few thousand thralls 
  or slaves. Furthermore it scarcely registers on augur arrays, 
  making it the perfect vessel for infiltration.
  dark eldar alliance
  Not every trip between planets requires a ship. The webways 
  run thick and tangled through the Screaming Vortex, 
  although the nature of the warp storm makes them an even 
  more dangerous and turbulent place than in other regions. A 
  human couldn’t hope to navigate these passages through the 
  warp safely, but they are home to the Dark Eldar. These xenos 
  are fickle and vicious, but they hold the secrets to bypassing 
  a planet’s every defence.
  AdditiOnAl COmpliCAtiOns
  If the GM is writing more Compacts, he is going to need a 
  longer selection of Complications to choose from than those 
  provided in the Black crusade core ruleBook. Here are 
  some additional possibilities:
  dark displeasure
  The Heretics inadvertently anger a powerful warlord or a 
  thrice-blessed servant of the Ruinous Powers. This individual 
  doesn’t consider the Heretics to be worth his time. However, 
  he has made it clear that anyone who delivers him the 
  Heretics’ heads would earn his favour. An inconvenient 
  number of enemies seem interested in that offer, and no one 
  else wants anything to do with the player characters lest they 
  incur the same wrath. 
  a Fit of Conscience
  A key unit in the Heretics’ forces has been overcome with 
  regret and weakness. Instead of carrying out their orders, they 
  launch a suicidal penance battle. Worse yet, perhaps it is one 
  of the player characters that finds a Compact requires an act 
  that is unpalatable even to his blighted conscience. The latter 
  requires the characters to have well-defined motivations and 
  histories that the GM knows well. The opportunity for this 
  kind of roleplaying challenge is exactly why those details are 
  so important to a strong campaign.
  no Quarter Given
  The Heretics reach their destination to discover it besieged 
  by foes only interested in indiscriminate slaughter. Possible 
  culprits could include warp entities, Orks, Necrons, or 
  Tyranids. If the Heretics are going to complete their 
  Compact, they will have to avoid becoming victims of 
  the attacking horde and fulfil their Objectives in a vastly 
  different situation than they’d planned. If things go awry, 
  the Heretics might find themselves having to ally with 
  parties they had set out to conquer.
  MeChaniCal 
  ConsideRaTions
  By default, the Black crusade mechanics represent the 
  transient nature of a Heretic’s story, burning twice as bright and 
  half as long. If characters are going to have a longer playable 
  lifespan, a few numerical assumptions change that underlie the 
  game. The optional rules presented here give the GM a greater 
  degree of flexibility without having the change the core rules. 
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  inFAmy And COrruptiOn
  When a Heretic’s Infamy or Corruption total reaches 100, 
  the game is over for that character. By design, the basic 
  Black crusade system does not offer ways to reduce one’s 
  Corruption Points (and Infamy loss is only associated with 
  failure). Since Infamy and Corruption gain go hand in hand 
  with playing Black crusade, this puts a firm—and none too 
  generous— time limit on a character, unless some mechanisms 
  are introduced to postpone the inevitable. 
  These rules only alleviate that problem if the players make 
  use of them. For an extended campaign, the GM should 
  make sure his players understand the intention to play over 
  a longer time period and that if they don’t make use of these 
  optional rules they might be in for a character change before 
  the campaign is over. Note also, these rules are completely 
  optional, and may change the core game experience.
  sacrificing infamy
  Like other Characteristics, there is no mechanical downside to 
  having a high Infamy. Therefore, if a player chooses to lower 
  his Infamy in the name of longevity, he should get something 
  beneficial out of it. Below are some possible ways that Infamy 
  could be spent to purchase advantages that wouldn’t normally be 
  available in a shorter campaign. In all cases, the Heretic should still 
  justify how he taxed his reputation and personal power for the 
  gain in question. He might have called in an excessive number of 
  favours, or now finds himself beholden to an unpleasant number 
  of other Heretics because of the number of promises he had to 
  make to get what he desired. Infamy Sacrifices are also necessary 
  to attain and improve upon Superior Minions of Chaos (below).
  Reversing Gifts and Afflictions
  As discussed in Chapter IX of the Black crusade core 
  ruleBook, sometimes the GM might allow a character to rid 
  himself of a truly undesirable mutation by sacrificing something 
  of value to the Dark Gods. To do this, the Heretic still needs to 
  describe whatever ritual, supplication, or sacrifice he is invoking. 
  However, if he reduces his Infamy by 5 to represent the magnitude 
  of resources expended in this endeavour, he does not need to make 
  an Infamy Test to be rid of the unwanted Gift; it is automatically 
  removed from the character.
  Acquire Specific Gifts or Rewards
  Just as a player may find a particular Gift to be incompatible 
  with his character concept, there may be a particular Gift that 
  he is hoping his character gains. With the GM’s permission, a 
  player can sacrifice Infamy to modify his roll for Gifts of the 
  Gods or Rewards of the Dark Gods. The Infamy is sacrificed 
  after the roll is made, and cannot be done if the Corruption 
  Track threshold is crossed by gaining Corruption via failure. 
  Modifying a roll on the Gift of the Dark Gods table costs an 
  amount of Infamy equal to the number the character wants 
  to add or subtract. This is in addition to the modifier for the 
  character’s Infamy Bonus. For example, a character with an 
  Infamy Bonus of 8 can sacrifice 2 Infamy to modify his roll 
  by a total of 10. Any changes to the character’s Infamy Bonus 
  due to this sacrifice are calculated after the gift is assigned. 
  Modifying a roll for Rewards of the Dark Gods requires 
  an Infamy sacrifice equal to half the number by which the 
  character wants to modify the roll (rounding up). 
  Acquire Resources
  The composition of a Heretic’s holdings is partially by design 
  and partially determined by whatever he sees the opportunity 
  to take. Even if a Heretic is able to pursue specific enemies 
  and locations so he can collect certain assets, such conquests 
  require time. There may be occasions when a character needs 
  to acquire something very specific right away (and Infamy 
  Tests, if applicable, have failed him). If he is truly desperate 
  he may be able to obtain what he seeks, but at a cost. With 
  the GM’s permission, a Heretic can permanently decrease his 
  Infamy to be assured of attaining an item. This may be done 
  regardless of what type of location the Heretic is in or if he 
  just failed an Infamy Test to acquire the item. Determine the 
  Table 1-4: Infamy Sacrifices for Items
  Infamy Test Modifier
  Infamy Sacrifice Required
  +20 or more
  1
  +10
  2
  +0
  3
  –10
  5
  –20 to –30
  8
  –40 to –50
  10
  more than –50
  Impossible
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  total Infamy Test modifier that would be required to attain 
  the item (based on all the usual factors) and then reference 
  Table 1–4: Infamy Sacrifices for Items for how much 
  Infamy must be sacrificed. It is not possible to combine 
  Infamy Sacrifice with the rules for Trading.
  Reducing Corruption Points
  Corruption Points are the double-edged sword in a Heretic’s 
  rise to power. On one hand, a stronger amount of warp energy 
  permeating his soul means it is easier for the Dark Powers he 
  serves to subtly alter reality around him in his favour. At the 
  same time, if he accumulates too many Corruption Points, he 
  might suddenly find himself a mindless, mewling spawn. In 
  order to stave off that fate long enough for a campaign to 
  play out, the GM can offer players various opportunities to 
  reduce their Corruption Point total. In all cases, this reduction 
  does not represent a real purification of the Heretic’s soul, or 
  that the Dark Gods have any less of a claim to it. The effect is 
  a purging of warp energies from the body in much the same 
  way that toxins might be expelled—only less pleasant.
  Except as noted below, reducing one’s Corruption Points 
  does not reverse Gifts gained from the Corruption Track. If a 
  character reduces his Corruption Point total, he should note 
  the point he is at on the Corruption Track before the change. 
  Regardless of his Corruption Point numerical score, he remains 
  at this Track Threshold, and does not generate another gift 
  until he gains enough Corruption Points to surpass where he 
  was before and reach the next point along the Track. In other 
  words, while it is possible to lower a character’s Corruption 
  Point total with these optional rules, it is not possible to go 
  backwards on the Corruption Track. Heretics use their current 
  Corruption Points when determining what Exceptional Abilities 
  are available through Infamy Points; this means it is possible to 
  reduce the effects of Infamy Points using these rules.
  Ritual of Castigation
  This process takes many forms, ranging from ceremonies 
  using artefacts stolen from the Imperium’s churches to being 
  conjoined with reverse empyrean tubes driven by arcane 
  machinery. However, all of these methods have one thing in 
  common: scouring one’s soul is always painful and debilitating. 
  A Heretic who undergoes such a ritual may spend Experience 
  Points to remove Corruption, at the rate of 250 XP per Point 
  of Corruption removed.
  Simulacrum Effigy
  A warp energy simulacrum is a preventative measure rather than 
  a reactive one. This crystalline repository is psychically attuned 
  to a particular individual, and absorbs a portion of the warp 
  energies he is exposed to. Commissioning such a device counts 
  as an Infamy Test to acquire a Very Rare item. As long as the 
  Heretic is wearing the simulacrum, he can make a Challenging 
  (+0) Willpower Test whenever he is exposed to sources of 
  warp energy that would cause him to gain Corruption Points. If 
  he passes the Test, half of the Corruption Points (round down) 
  are absorbed into the simulacrum instead of being gained by 
  the Heretic. This only works for external sources of corruption 
  such as sorcery or open warp rifts. It does not absorb any 
  Corruption gained from performing blasphemous acts. 
  The Heretic must keep track of the number of Corruption 
  Points stored in the simulacrum. Should he ever roll 95-100 
  on a Willpower Test to activate the simulacrum, it shatters. If 
  this happens, all of the stored warp energy immediately floods 
  the bearer, and he increases his Corruption Point total by the 
  entire amount stored in the device. Additionally, creating a 
  warp simulacrum requires imbuing it with a tiny fraction of 
  the owner’s soul. With such an item, there is always a risk that 
  one’s enemies might get hold of it...
  False Repentance
  Only the truly terrified and desperate would actually shrink 
  from the dark powers they once embraced. Still, it does happen 
  that a man suddenly sees himself on the very edge of becoming 
  a mindless beast of Chaos and retreats from the path of destiny. 
  Such a cowardly act may stave off the ravages of mutation for a 
  time, but it comes with a great loss of respect. For every point a 
  character reduces his Infamy by, he may remove 2 Corruption 
  Points.  However, the Ruinous Powers are never pleased with 
  those who forsake them. Inevitably the Heretic will give in to 
  the draw of power. The next time he rolls to determine a Gift 
  of the Gods, he may not try to gain a Reward instead, and may 
  not modify the result by his Infamy Bonus.
  end GaMe: The  
  BlaCK CRusade
  When players reach the last landmark of Infamy, whether it is 
  the threshold to Apotheosis or the threshold to leading a Black 
  Crusade, it should feel like more than adding the last small total 
  to a scalar math equation. The GM should plan for why this event 
  is the final step towards launching a Black Crusade. Perhaps it 
  represents unearthing a super weapon the likes of which the 
  Screaming Vortex has never seen, seizing the holdings of a rival 
  warlord and quadrupling the Heretics’ own resources, or a dozen 
  new worlds pledging themselves to the Heretics’ cause.
  thAt’s Quite A Few inFAmy 
  pOints yOu hAve there
  One thing GMs may notice is that as they increase 
  in power and Infamy, their players have quite a few 
  Infamy Points to spend, far more than the Fate Points 
  available in other Warhammer 40,000 Roleplay Games. 
  This is intentional! As they grow in power, Heretics are 
  supposed to be fighting incredibly dangerous foes, such 
  as Greater Daemons, Nemesis Dreadknights, troupes of 
  Harlequins, and Necron Lords. The Heretics will never 
  have the raw Characteristics and stats that some of these 
  enemies do. Infamy Points provide the edge, because a 
  Heretic should have a chance to fell a Greater Daemon. 
  However, if a GM wishes to, he can limit the number 
  of Infamy Points that a Heretic spends in a single 
  encounter (not limiting the overall number of Infamy 
  Points). This forces to the Heretics to be a bit cautious 
  in managing their Infamy Point resources. The limit is 
  up the GM, but the suggested number is half. 
  30
  
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  bringers OF ruin
  In the Black crusade core ruleBook, Chapter VIII: The 
  Game Master briefly discusses the options when the player 
  characters are finally ready to launch their Black Crusade 
  against the Imperium. This section attempts to provide more 
  detailed guidance if the group decides to play through the 
  Black Crusade itself.
  Gathering Resources
  The Black crusade core ruleBook on page 268 lists 
  the a prerequisite amount of Infamy for one to lead a Black 
  Crusade: 140. However, this is far more than simply a 
  numerical threshold. Firstly, the 140 Infamy should represent 
  what the Heretic had to do to reach that threshold. If the 
  game has been successful, the Heretic must have duelled 
  potent enemies, built a dangerous reputation, be owed favours 
  by powerful individuals and organizations, and even bent 
  voidships, armies, and entire planets to his will. To lead a 
  Black Crusade, he must muster those resources.
  Such a task may involve more than a little bookkeeping, 
  as the players work with the GM to tally up what resources 
  they have at their disposal. This stage is less about individual 
  combat and more about negotiations, organizing forces, and 
  sending out minions to do one’s bidding. However, that isn’t 
  to say this stage cannot be fun. The GM can portray this 
  as the players’ hard-earned efforts coming back to them in 
  spades—the entire campaign paying off as armies rally to 
  their banner and the worthies of the Vortex kneel before 
  them in supplication. Let them bask in their glory. After all, 
  the hard part is yet to come!
  define victory
  What is the first domain of the Corpse God that the Heretics 
  are seeking to conquer? The Jericho Reach? The Calixis 
  Sector? Seizing any one sector is a momentous undertaking 
  on its own, but is that enough to spell victory or is more 
  required? The GM and the players should agree on exactly 
  what the game’s new objective is. They could decide that their 
  campaign is not over until they have swept through the entire 
  galaxy and conquered Terra itself. That is going to take a 
  long time, but then again, if you want to run a campaign that 
  only ends when the player characters die or rule the universe, 
  you will never be without a new sector to conquer. However, 
  sooner or later you will run out of areas that Warhammer 
  40,000 Roleplay provides setting material for.
  discuss the new Rules of the Game
  Before they launched the Crusade, the Heretics’ ultimate goal 
  was to accumulate 100 Infamy. What is it now? If victory 
  is conquering the Calixis Sector, how will they measure 
  progress towards it? Number of planets held? Does it count 
  as defeated once the capital world falls? Maybe the Heretics 
  are now accumulating Victory Points instead of Infamy. There 
  is no one correct answer to this question, but the GM and the 
  players should all have the same understanding of how the 
  game has changed. 
  The group may also find themselves wanting to employ 
  mechanics from other Warhammer 40,000 Roleplay games 
  to represent the different scale of the Crusade. roGue 
  Trader offers rules for space combat; massed battle rules 
  can be found in Mark of The Xenos for deaThwaTch; a 
  game full of sabotage from within might benefit from the 
  Influence rules in ascension for dark heresy. Borrowing 
  from other games is all purely optional. Ultimately, all the 
  GM needs to do is remember that no matter how big the 
  scope of the story gets, the player characters are still the 
  stars. Keep the lens focused on them. 
  Focus on the Player Characters
  Even without any new mechanics, the entire Crusade can be 
  represented by the concept of Turning Points. A Turning Point 
  is the event that decides the outcome of a larger conflict. This 
  could be the combat to take out the enemy general in the 
  middle of a battlefield, one encounter during the siege of a 
  planet, or an entire Compact that determines whether Chaos 
  will take or lose a sector. In all cases, the Turning Point isolates 
  an event or set of events that the Heretics can affect using the 
  existing rules, and then the rest of the story flows according to 
  how the player characters perform at that Turning Point.
  If the story does venture into territory where massively 
  scaled battles are unavoidable, the strategy remains the 
  same: keep the action focused on the characters the players 
  control. If there are 900 Chaos soldiers and a 1000 Imperial 
  Guardsmen, let 900 from each side cancel each other out and 
  assume that everything really hinges on the margin—the 
  remaining 100 Guardsmen in a Horde versus the Heretics (or 
  their Minions).
  It can be tempting to summarise sweeping initiatives with 
  Command Tests or other proxy Skill Tests. This may be 
  appropriate for minor skirmishes, but falling back on pure 
  summarisation too often during the main story takes away 
  the very ground’s-eye view that differentiates a roleplaying 
  game from a tabletop war game. Of course, if a strategic game 
  to determine the campaign’s outcome is what the players 
  want, the Warhammer 40,000 setting certainly offers the 
  opportunity to determine the outcome of a massive series of 
  battles by pitting large armies against each other. However, 
  doing so leaves the domain of the roleplaying game rules.
  31
  battles by pitting large armies against each other. However, 
  doing so leaves the domain of the roleplaying game rules.
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Black Crusade/Rulebooks/Black Crusade - Game Masters Kit.pdf