TEXT: ®
  ® ®
  PART II OF THE WARPSTORM 
  ADVENTURE TRILOGY
  TM
  
  ROLEPLAYING IN THE GRIM
  DARKNESS OF THE 41ST MILLENNIUM
  
  2
  Lead Developers
  Sam Stewart and Ross Watson
  Written and Developed By
  Jason Marker and Benn Williams
  Editing
  Alex Davy
  Proofreading
  Charles May
  Graphic Design
  Kevin Childress, Dallas Mehlhoff, and Brian Schomburg
  Cover Art
  Matt Bradbury
  Interior Art
  Amy Ashbaugh, Matt Bradbury, John Blanche, Adam Burn, 
  Mauro dal Bo, Zach Graves, Nuala Kennedy, Pat Loboyko, 
  Peter Mohrbacher, David Nash, Ben Zweifel
  Art Direction
  Zoë Robinson
  Art Administration
  Kyle Hough
  Production Manager
  Eric Knight
  Executive Game Designer
  Corey Konieczka
  Executive Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  GAMES WORKSHOP
  Licensing Manager
  Owen Rees
  Head of Licensing
  Andy Jones
  Head of Intellectual Property
  Alan Merrett
  Special Thanks
  “The Librarians” Pim Mauve with Keesjan Kleef, Jan-Cees Voogd, 
  Joris Voogd, and Gerlof Woudstra, “You Bid Babies?!” Jordan “Milly” 
  Millward with Keri Harthoorn, Kyle Harthoorn-Burton, Kieren 
  Smith, and Julia Smith.
  CREDITS
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  Copyright © Games Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, 
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  ISBN: 978-1-58994-798-6    Product Code: RT07     Print ID: 972APR11
  Printed in China
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  to rule queries, or just to pass on greetings, visit us online at
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  TM
  
  3
  Contents
  Introduction .............................................................................4
  Game Master’s Background ...................................................4
  Chapter I: The Dioskouri System
  In the Realm of a Dying Sun ................................................7
  Iniquity .....................................................................................8
  Reaver Shipyards .....................................................................9
  Skaarsdelve...............................................................................9
  Chapter II: The Citadel
  Adventure Background  ....................................................... 14
  Synopsis of the Citadel of Skulls ....................................... 15
  Setting up the Adventure .................................................... 16
  Act I: The Deserted World .................................................. 17
  Chorda’s Folly ...................................................................... 17
  Discovering Signs of Life .................................................... 21
  Drexus Skar........................................................................... 21
  Act II: Travelling to Iniquity ............................................... 25
  Travelling .............................................................................. 26
  Heading to Iniquity ............................................................. 26
  The Trials of Iniquity .......................................................... 27
  Orbiting Iniquity .................................................................. 31
  Act III: The Damned World ................................................ 33
  Den of Iniquity ..................................................................... 33
  Crossing Iniquity.................................................................. 36
  Arriving at the Citadel of Skulls ........................................ 37
  Escape and the Final Battle ................................................. 46
  Aftermath .............................................................................. 49
  Conclusion ............................................................................ 50
  Rewards ................................................................................. 50
  The Vault of Secrets ............................................................. 51
  Vault Description ................................................................. 51
  Contents ................................................................................ 52
  NPC Appendix
  Beasts and Daemons ............................................................ 62
  Vehicles .................................................................................. 66
  Ships of the Chaos Reavers ................................................ 67
  
  4
  Introduction
  “He’s a madman, hell bent on scourging the Expanse of those with 
  the will to stand up to him. Even his name elicits the sign of the 
  Aquila and prayers to the God–Emperor.”
  –Darius Xerxes, Helmsman (referring to Karrad Vall)
  T
  HE WARPSTORM TRILOGY is an epic series of adventures 
  for the ROGUE TRADER ROLEPLAYING GAME. Beginning 
  with the events of the adventures Vaults of the Forgotten 
  (found in EDGE OF THE ABYSS) and THE FROZEN REACHES, 
  and continuing through this book, THE CITADEL OF SKULLS, 
  the story centres on the Explorers as they seek to uncover 
  the mystery behind a powerful force that has awakened from 
  its slumber somewhere deep within the Hecaton Rifts. Those 
  who know of this force have chosen to seek it out, either to 
  seize it for themselves, or to attempt to put it down once and 
  for all. Regardless, this powerful force has visited the Koronus 
  Expanse—and the Imperium—before, and if not stopped will 
  spell doom for the hapless people of the nearby sectors. If this 
  evil is unleashed again upon the people of the Koronus Expanse 
  and Calixis Sector, there could be no stopping it this time.
  As the story progresses, the Explorers discover an ever–
  increasing number of clues that point towards some evil growing 
  within the Expanse. Each instalment of THE WARPSTORM TRILOGY 
  serves as part of a Meta–Endeavour (Common Endeavours that are 
  chained together, as explained in the ROGUE TRADER supplement 
  INTO THE STORM) and the Explorers may prosper from their part 
  in the completion of this massive undertaking. Each adventure 
  within the trilogy, which can be played on its own or as part 
  of the larger whole, explores the various themes that are central 
  to the ROGUE TRADER Roleplaying Game: exploration, combat, 
  acquisition of wealth, the accumulation of power, investigating 
  the unknown, and glory for both one’s self and Household. By 
  taking on this massive undertaking, the Explorers have the great 
  honour of participating and sharing in the events that shape the 
  future of the Koronus Expanse in the 41st Millennium.
  GAME MASTER’S 
  BACKGROUND
  A great beast has awakened from beyond the edges of the 
  Koronus Expanse. This creature hungers and thirsts from its long 
  torpor spent across the millennia, and it searches for sustenance 
  and dark purpose. Rumours of colonies and settlements devoid 
  of all life, as if the inhabitants simply vanished, now circulate 
  throughout the Expanse—and they’re getting worse. In 
  addition, xenos sightings on the fringes of human settlements 
  are increasing, and rumours abound. Most of these sightings 
  describe lithe ﬁ gures wearing the tall crested helms associated 
  with the enigmatic Eldar, yet some are reported to be members 
  of the notorious Wolfpack—a group of pirate vessels loyal to the 
  Reaver Lord, Karrad Vall. Reports of increased confrontations 
  between Rogue Traders, vessels of the Battleﬂ eet Koronus, and 
  these mysterious raiders circulate amongst the crowded warrens 
  of places such as Footfall and even Port Wander. While it’s 
  unknown what these events mean, it does point to the fact that 
  something big is brewing within the Koronus Expanse—and 
  those who are savvy enough to capitalise on it will prosper.
  WHAT HAS COME BEFORE
  THE CITADEL OF SKULLS is the second book in THE WARPSTORM 
  TRILOGY, and while it can be played as a stand-alone adventure, 
  players will get the most from playing through all of the adventures 
  connected to the trilogy. In the previous instalment, THE FROZEN 
  REACHES, the Explorers assist the beleaguered world of Damaris. 
  This world, dominated by a large moon installation called the 
  Citadel, came under attack by an Ork Warlord named Snokgritz 
  and his mass of greenskin followers. For over a standard month, the 
  Explorers managed to hold off the onslaught and ﬁ nally defeated 
  Snokgritz above his hastily–created installation within the system’s 
  outer reaches. At the conclusion of THE FROZEN REACHES, the 
  Explorers were left with several questions—the most important 
  being why the Orks chose to attack Damaris, and why a Chaos 
  Reaver vessel was seen amongst their ships.
  By the conclusion of the adventure, the Explorers managed 
  to determine that the Orks’ path originated on a world far 
  from Damaris called Chorda’s Folly. Something, or someone, 
  caused the Orks to suddenly change direction from their 
  original course towards Undred–Undred Teef. In an effort to 
  stem the tide of a possible second invasion and investigate the 
  reason the Orks decided to attack an out–of–the–way planet, 
  the Explorers have set course for Chorda’s Folly when the 
  events of THE CITADEL OF SKULLS begin.
  NOTES FOR RUNNING 
  THE CITADEL OF SKULLS
  THE CITADEL OF SKULLS can be run on its own the other 
  instalments of THE WARPSTORM TRILOGY; it may also be 
  run out of order from the previous adventure, THE FROZEN 
  REACHES. In order to run this instalment as a stand–alone 
  adventure, the GM needs to make some adjustments, 
  especially regarding the back-story information that 
  the Explorers need to have. Additionally, whether the 
  adventure is run as a stand–alone or not, the GM may want 
  to consider customising this adventure to ﬁ t his group.
  Like other adventures in THE WARPSTORM TRILOGY, it’s 
  extremely important that the GM read through the entire 
  adventure ﬁ rst. There are many encounters that require 
  knowledge of events to come. This adventure will not 
  hold the same enjoyment for a group if the GM simply sits 
  down and begins to run it without knowledge of what’s 
  to come. 
  As an epic adventure that will have far–reaching 
  consequences across the Koronus Expanse, THE CITADEL 
  OF SKULLS is designed to be run over several sessions 
  (typically three to four). 
  This adventure is intended for a group of at least four 
  Explorers of any Career, Ranks 5–6. Should the GM 
  wish to run this adventure for a more (or less) experienced 
  group of Explorers, then he needs to adjust the encounters 
  based on their current Ranks and experience.
  
  INIQUITY
  •
  REAVER 
  SHIPYARDS
  •
  SKAARSDELVE
  
  6
  
  7
  Chapter I:
  The 
  Dioskouri 
  System
  “A right dangerous place, to be sure. Only a madman would make it a 
  habit to travel there...but as the saying goes, only the insane 
  truly prosper!”
  –Sarvus Trask, Rogue Trader
  T
  he Dioskouri System lies amongst the Foundling 
  Worlds region just rimward of the Tempest of Scorn, 
  bathed in the ﬂ ickering, baleful light of The Void 
  Dancer’s Roil. In earlier times, it was a lovely and easily-
  navigable system where thick, multi-coloured dust clouds 
  drifted among dozens of super-massive gas giants that glowed 
  like painted ornaments in the light of the system’s twin stars. 
  This was ages ago, however, well before mankind walked 
  upright. Now, this once-lovely system is in its death throes. 
  Corrupted by the touch of Chaos and slowly tearing apart 
  under the baleful inﬂ uence of its dying stars, there is little 
  here but destruction for anyone foolish enough to enter. It is 
  here, on accursed Iniquity, that Karrad Vall has made his home 
  among numerous warring clans of Chaos Reavers. Using his 
  might and will, he is slowly bringing these disparate bands 
  together in a loose, fractious confederation, and has created a 
  haven for the Chaos Reavers of the Koronus Expanse.
  IN THE REALM 
  OF A DYING SUN
  Long before mankind travelled to the system, the once-
  powerful, brilliant blue-white orbs bloated and swelled 
  into baleful red giants. Eventually, the heart of the largest 
  star ceased to beat, and in an instant, ruptured into a 
  powerful nova. 
  The explosion caused incredible damage to its sister star, 
  and the ensuing shock wave ripped through the system, 
  tearing the closest planets to pieces, knocking planets from 
  their orbits, and crushing moons. Its fury spent, the star 
  collapsed in on itself, becoming a deadly black hole. Now the 
  dead star is slowly unravelling the very fabric of space itself, 
  and will eventually swallow the entire system. 
  The crushing gravity of the black hole is siphoning away 
  what little ﬁ re its sister star has left, drawing long tendrils of 
  living plasma into its depths. Lethal gravity tides continue to 
  rock the system like earthquakes, each time smashing another 
  planet into dust and further dispersing the already faltering 
  gas giants. These dying gas giants create massive gravity tides 
  as they dissipate, causing shock waves of their own as they 
  collapse and spew their gasses and planetary matter into an 
  already-littered system. Thick swarms of molten meteors 
  course erratically throughout the system, remnants of the 
  shattered cores of dead gas giants, battering what few planets 
  and moons remain into broken shards.
  NAVIGATING THE 
  DIOSKOURI SYSTEM
  Thanks to the destruction wrought by the nova 
  and consequent formation of the black hole, safely 
  navigating the Dioskouri System is nearly impossible for 
  the uninitiated. Indeed, what few navigable spacelanes 
  remain within this seething system are littered with the 
  shattered hulls of unwary and unlucky voidships. The 
  Chaos Reavers who make this place their home (and 
  their far-ﬂ ung compatriots who come for recreation and 
  resupply) are inured to the system’s strange ways, and 
  their navigators are aided by a blasphemous mockery 
  of the Astronomican called the Beacon of the Damned. 
  A constant sacriﬁ ce of slaves and prisoners to the Dark 
  Gods by the Daemonettes known as the Sisters of the 
  Sybaritic Host fuels the beacon, which is housed in 
  Vall’s stronghold, the imposing Citadel of Skulls.
  Although the Beacon has a much shorter range 
  than the holy Astronomican, its tortured howl can 
  only be divined within the Dioskouri System. Due 
  to the pained shrieking and the maleﬁ c nature of the 
  Beacon, it is dangerous for any Navigator to use it. Any 
  Explorer using the Beacon of the Damned to navigate 
  to Iniquity must make a Hard (–20) Willpower Test. 
  Those who succeed can use the Beacon relatively 
  safely, although it is a harrowing experience, and gain 
  1d5 Corruption Points. Those who fail the Willpower 
  Test gain 1d10 Corruption Points and must roll on 
  Table 10–4: The Shock Table on page 294 of ROGUE 
  TRADER, adding +10 to the result for every ten points 
  by which the Willpower Test failed. Navigating by the 
  power of the Dark Gods is a dangerous and, frankly, 
  heretical business and should not be attempted lightly.
  
  8
  Iniquity
  “A hellish world where millions toil like ants in the endless mines, 
  bent double under the weight of Chaos and the lash. I’d never before 
  seen its like, and God-Emperor preserve me, I hope I never see its 
  like again.”
  –Martius Horvath, Rogue Trader
  I
  niquity is a ragged, rough-hewn, planet-sized moon 
  orbiting one of the Dioskouri System’s disintegrating 
  gas giants. It was once a pleasant world rich in resources. 
  Thanks to its long exploitation, it is now a shell of its former 
  self, a blasted world of vertiginous mountains and boiling, 
  caustic seas. Settled aeons ago by a loose conglomerate of 
  mining and Manufactorum guilds, Iniquity has long been an 
  industrial world. While the long degradation of strip mining 
  and industrial development did lasting damage to the planet’s 
  surface, it was the deep, greedy shafts driven into the very 
  bowels of the world that ultimately caused its undoing. In 
  their haste for wealth, the original settlers unleashed an 
  unnamed daemonic horror from deep within Iniquity’s 
  core. As whatever evil they set free boiled to the surface, it 
  brought with it choking brimstone, molten rock, and ores. 
  The planet’s entire population was consumed in the space of 
  hours, either killed, driven mad, or corrupted past recognition 
  by both natural and daemonic forces. 
  For millennia, Iniquity lay dead. Daemonic forces festered 
  in the valleys and the echoing tombs of the hive-factories 
  until the very stones of the planet were twisted by corruption. 
  It is said that numerous expeditions were mounted to reclaim 
  the mines and dormant industry by interested parties, but no 
  records can be found, and they presumably met with the same 
  fate as the initial settlers. So there Iniquity spun in its orbit 
  while its sister worlds were crushed or pulled apart one by 
  one. Then, drawn as though sharks to blood, bands of Chaos 
  Reavers came calling to claim the damned planet as their own. 
  Now fully in the grip of Chaos, Iniquity is a seething, 
  bellowing, industrial hell. Its core is riddled with countless 
  thousands of kilometres of mines and tunnels, and where 
  the surface isn’t barren rock or sheer cliffs, it is littered 
  with massive, hive-sized foundries and manufactoria where 
  countless throngs of slaves toil and die to feed the voracious 
  war machine of the Chaos Reavers. Thanks to both its natural 
  atmospheric proclivities and the greater upheaval within the 
  system, Iniquity rarely sees the light of its remaining sun. 
  When it is not swathed in continent-spanning dust storms or 
  thick, caustic mists, the planet is lashed by savage tempests 
  that bring dangerous lightning and steaming sheets of 
  acid rain. 
  Iniquity has but one massive continent, tens of thousands 
  of kilometres wide, that encircles its equator. The sprawling 
  mountain ranges that cover the majority of the continent 
  were plagued by over-active tectonic forces even before the 
  system began to disintegrate. Now, massive earthquakes 
  tumble mountains like dominoes, and long dormant peaks 
  erupt in plumes of magma and ash as the planet suffers the 
  brunt of the gravitational anomalies caused by the black hole. 
  The planet has two great seas at either pole, long ago turned 
  into caustic, poisonous soup by pollution and the constant 
  venting of sulphurous gasses from great rents in the sea ﬂ oor 
  caused by the coming of the daemons. Other smaller seas and 
  lakes can be found on the continent, equally poisoned and 
  ringed with scalding mud ﬂ ats, gas vents, deadly marshes, 
  and sulphurous springs. The planet’s natural ﬂ ora and fauna, 
  such as it is, is composed of small, hardy reptiles, venomous 
  insects, and even hardier plant life that has evolved to survive 
  not only the harsh environment but also the predations of the 
  aforementioned reptiles. 
  Despite the dying system and harsh conditions on the 
  planet, Iniquity teems with untold millions of souls. Whether 
  in the slave pits, the entertainment quarters, aboard the 
  massive orbital shipyards, or within the darkly lavish halls 
  of the Citadel of Skulls itself, one is never far from the 
  press of humanity. The population of Iniquity is largely a 
  transient one, composed of wandering Chaos Reavers and 
  an ever-refreshed pool of slave labour. There is, however, a 
  small permanent population made up of Vall’s retainers, the 
  overseers of the mines and manufactoria, and the various 
  entertainment providers that cater to the vile whims of the 
  debauched pirates and followers of Chaos. 
  Numerous factions vie for power, land, and resources here. 
  Both the shipyards and the planet itself have been carved into 
  ﬁ efdoms with constantly-changing leadership and shifting 
  borders. The most powerful of these is the ﬁ efdom carved 
  out by Karrad Vall and centred around his fortress—the 
  Citadel of Skulls. The pirates and Chaos Lords who rule over 
  these little kingdoms are, to a man, bloodthirsty killers and 
  devoted adherents to the Dark Powers. While Vall persists in 
  his attempt to bring all the rulers together under one banner, 
  they remain fractious and resistant. Each wants only to rule 
  over his lands and make war with his enemies, with no eye 
  toward a larger vision.
  While no sane or pious person would ever visit this 
  scabrous world, it is important for those foolhardy enough 
  to attempt a landing to know where they’re going. The 
  following are some locations of note on and around Iniquity.
  
  9
  REAVER SHIPYARDS
  A number of dangerous looking, slapdash shipyards orbit 
  Iniquity, owned by the various ruling factions that cater to the 
  needs of the Chaos Reavers. Cobbled together from old ship 
  hulls and scraps of wreckage brought to Iniquity from every 
  corner of the Expanse, the shipyards sprawl across hundreds 
  of kilometres, held in place by powerful plasma engines and 
  gravitic generators. Dozens of ships of every description, both 
  Reaver ships and captured prizes, can be found in the slips 
  here, and the leaky pressure habs that pass for shelters throng 
  with parties of unwashed, wild-eyed Reavers on shore leave. 
  The shipyards offer the kinds of facilities that one would 
  expect to ﬁ nd anywhere in the Expanse. There are cargo loading 
  and unloading services, dry docks for the repair and overhaul 
  of voidships, warehouses, supply yards, outﬁ tters, entertainers, 
  and other, less savoury businesses that cater to the endless ﬂ ow 
  of nomadic Reavers passing through the system. While there is 
  little law other than the law of might makes right, each section 
  of the Shipyards is claimed by one of the disparate Reaver and 
  pirate clans that call Iniquity home. Within their sections, each 
  clan is sovereign and can pass and enforce any laws they see 
  ﬁ t. This makes for a confusing patchwork of laws, dictums, 
  decrees, and rules that can cause trouble, sometimes lethal 
  trouble, for the unwary or inattentive.
  Along with the numerous heavily armed and well-seasoned 
  voidships that are in port at any given time, the different 
  shipyard factions maintain small ﬂ eets of inter-system patrol 
  craft that ply the known safe navigation routes through the 
  dangerous Dioskouri System. Due to the interfering radiation 
  that limits communication within the system, these ships rely 
  on raw speed and the attentiveness of their auspex operators to 
  monitor the shipping lanes and relay messages. The Shipyards 
  themselves are studded with numerous ship-scale weapon 
  emplacements, auspex and augur arrays, and void shields that 
  are manned by the different factions aboard. These offensive 
  and defensive systems are more than capable of handling 
  any interlopers, and combined with the constantly refreshing 
  ﬂ eet of Reaver ships, few forces short of an Imperial Navy 
  Battlegroup could stand against the Reavers of Iniquity in their 
  home.
  SKAARSDELVE
  Sprawling like a corpse at the foot of one of the planet’s tallest 
  peaks, Skaarsdelve is Iniquity’s largest city. A dense mass of 
  warehouses, port facilities, commercial districts, and hab sectors 
  that make Scintilla’s underhive look posh by comparison, this 
  deadly city is the throbbing heart of Karrad Vall’s burgeoning 
  ﬁ efdom. The site of one of the most ancient original industrial 
  sites founded on Iniquity aeons ago, Skaarsdelve has grown over 
  the centuries into a seething, deadly home to countless corrupt 
  souls. Hemmed in on all sides by knife-shaped ridges and 
  towering mountains, the millions who call Skaarsdelve home toil 
  endlessly away, slowly being poisoned by the very air they breathe 
  and ground as grist in the mill of the massive military-industrial 
  machine that feeds the pirates and reavers of the Expanse.
  Skaarsdelve also supplies Vall’s Citadel of Skulls with a 
  constant stream of supplies and war materials. However the 
  Citadel is some distance from the city, to ensure its security. 
  SPACEPORT
  Located near the centre of the city, the spaceport is a mirror 
  image of the orbiting shipyards that it serves. With landing 
  and loading capacity for hundreds of shuttles and lighters, 
  endless rows of loading cranes and shipping crates, and 
  countless slaves and servitors bustling about, the spaceport 
  is a hub of dense activity. Lit by the guttering sun during the 
  day and harsh ﬂ oodlights during the long night, Skaarsdelve’s 
  spaceport is the one part of the city that truly never sleeps.
  THE CITADEL OF SKULLS
  Rising like a dark cathedral in the mountains far to the south 
  of Skarrsdelve, Karrad Vall’s Citadel of Skulls is the dark heart 
  of his empire. Burrowed deep into the side of a mountain and 
  over two kilometres high, the face of the Citadel is made of 
  an iridescent black stone shot through with a blue and green 
  crystal native to Iniquity. The entirety of this grim ediﬁ ce 
  is covered in elaborate, gruesome bas reliefs depicting the 
  events of the Horus Heresy and declaiming the glories of the 
  Dark Gods. Leering gargoyles perch in corners and atop the 
  numerous turrets and spires, and at the base of the fortress 
  stands a heavily-guarded gate half a kilometre high made 
  from the armoured bow plates of a voidship. 
  Behind its grim façade, the Citadel is a warren of corridors, 
  halls, armouries, and chambers dedicated to the worship of 
  the Dark Gods. In vast librarium vaults, hundreds of retainers, 
  scribes, and minor functionaries sift through ancient data, 
  searching endlessly for clues to a mystery that not even the 
  most learned among them understands. Richly appointed 
  and dimly lit chambers are set aside as places for sorcerers 
  dedicated to Slaanesh to gather for their debauchery, places 
  constantly refreshed with esoteric pleasures of a thousand 
  worlds. Weapons ﬁ ll the munitoriums, and in secluded 
  training halls, men are honed through training and augmetics 
  into remorseless killing machines, loyal solely to Vall and the 
  dream that burns in his mind. 
  At the very tip of the highest spire, high above the 
  toxic smog and the suffering of the city’s masses, 
  Karrad Vall has placed his private sanctum. Vall’s 
  chambers are ﬁ lled with incredible ﬁ nery, 
  rare works of art, xenos artefacts, ancient 
  SHIPYARD DEFENCES
  Detailing the entirety of the Shipyards’ 
  defences would be a book in itself. If and 
  when the Explorers run afoul of the shipyards, the 
  GM should feel free to make the encounter as difﬁ cult 
  as he sees ﬁ t according to the general prowess of the 
  Explorers. A good rule of thumb for the Game Master 
  running this adventure is that at any one time the 
  shipyards can bring 3 Mars-pattern macrobatteries (or 
  their equivalent) to bear on an enemy ship and have an 
  NPC Crew rating of Competent (30). Again, the GM 
  can increase or decrease this as he sees ﬁ t.
  
  10
  sculptures, and the wealth of the entire Expanse. Indeed, so 
  rich are the appointments of the Chaos Lord’s chambers that 
  they beggar those in all but the wealthiest spires on glittering 
  Scintilla. It is here that Vall conducts his business and plans 
  his next mysterious moves, surrounded by servants and slaves 
  and toadies of every kind. Here too does he worship his dark 
  gods, attended by daemons and minions in a blasphemous 
  chantry so large that the walls and ceiling disappear into 
  long shadows. 
  Deep in the bowels of the mountain, far from the dying 
  light of Iniquity’s remaining star, lies a twisting labyrinth of 
  tunnels, caverns, and torture chambers. Through these halls 
  stalk feral psykers, powerful sorcerers, daemons from beyond 
  the pale, and countless other dangers both of the material 
  universe and the warp. Here, Vall’s daemonic torturers ply 
  their trade on captives and slaves, using exquisite pain and 
  excruciating pleasure to extract needed information for their 
  master. Deeper still lies the blood-soaked Chambers of the 
  Sacriﬁ cial Host where hundreds of slaves and captive psykers 
  are slaughtered daily in an effort to keep Iniquity’s heretical 
  imitation of the sacred Astronomican burning—an infernal 
  beacon of passage for incoming ships. 
  Past these bloody chambers, past the crematoria and the 
  ossuaries full of bones that give the Citadel its name, at the 
  very heart of the mountain, lies the fabled resting place of 
  the Casket of Secrets. Here, in a vault so secret and hidden 
  that only a handful of Vall’s closest advisors know of its 
  existence, are hidden the true treasures of Vall’s long career 
  as a pirate and renegade. Priceless artefacts from the Dark 
  Age of Technology rest here alongside dangerous artefacts 
  from a hundred dead xenos races and librarium vaults full 
  of texts so ancient and profane that it would drive a man 
  mad just to glance at them. In these chambers, obsessively 
  cataloguing her collection and combing through her ancient 
  texts, lives the Archivist and her attendants, the Guardians 
  of the Vault. It is sheer folly to venture here, and even Vall 
  takes care when he descends to confer with the dangerous 
  and deranged Archivist.
  Currently, Vall and his vast retinue are at large in the 
  Expanse on an errand known only to him. Although their 
  master is not at home, his spirit lingers, watching and ever 
  judging his servants and slaves. So pure is the terror that 
  the wrath of the Chaos Lord inspires that, even with him 
  countless trillions of miles away in a different region of the 
  Expanse, the men and women who toil in the Citadel do so 
  with unmitigated zeal. 
  SLAVE HABS
  This ﬁ lthy sprawl lies on the opposite side of the city from 
  the Citadel and is where the slaves and indentured workers 
  who toil in Skaarsdelve’s manufactoria live. Grim and squalid, 
  the architecture here ranges from poorly constructed pre-
  fabricated hab units to tents and hovels put together from 
  shipping containers, tarps, and assorted industrial salvage. 
  With streets littered with garbage (and the occasional corpse) 
  and little in the way of clean food and water, this area is 
  rife with illness, crime, and mutation. A poisonous smog of 
  pollutants and smoke from the neighbouring manufactoria 
  mixed with caustic fog constantly hangs in the unpaved 
  streets, screening all manner of dangers from native beasts 
  driven into the sprawl by hunger to even more dangerous 
  human and mutant predators.
  The slaves here have constructed a sort of society with 
  its own laws, rituals, and castes. As they are oppressed by 
  the slavers and overseers, so they oppress their fellow slaves. 
  They have banded into loose tribes mainly determined by the 
  mines or manufactoria in which they work. These tribes are 
  constantly striving with one another for favour from their 
  masters in the form of food and work assignments. Life for 
  Iniquity’s slaves is harsh and—on the whole—brutally short. 
  Natural death is vanishingly rare, and most are either killed 
  in industrial accidents and skirmishes with other tribes or 
  dragged away to the Citadel of Skulls to be sacriﬁ ced to the 
  Chaos Gods. 
  NOTABLE FACTIONS ON INIQUITY
  The following pirates, heretics, and malcontents are 
  merely a few of the countless warring factions who lay 
  claim to Iniquity.
  CHILDREN OF THE PATTERN
  Led by a Heretek known as Master Balthus, the 
  Children control a signiﬁ cant portion of Iniquity’s 
  manufactoria. The largest consumer of slaves and raw 
  materials on the planet, this faction is more industrial 
  concern than pirate rabble. When not keeping a tight 
  grip on his numerous interests, Balthus can be found 
  aboard his ship, the debased Lathe-class Monitor-
  Cruiser Mechanus Ex in which he scours the Expanse 
  for heretical xenos and ancient human tech.
  CRIMSON SKULLS
  A ring of slavers and human trafﬁ ckers, the Crimson 
  Skulls are one of the larger groups who claim control 
  of the Slave Quarter. Their leader is a former slave, a 
  cruel-eyed scarecrow of a woman named Narine Pox. 
  Her small ﬂ eet of slavers operate mostly in Winterscale’s 
  Realm and the Cauldron, and excel at lightning strikes 
  against ships and space stations.
  THE COVENANT OUTRIDERS
  The Covenant Outriders are, if such a thing exists, a 
  typical pack of Chaos Reavers. Led by a maniacal brute 
  named Havelock Sorrel, they roam the Expanse taking 
  part in commerce raiding, smuggling, slaving, and 
  general piracy. The majority of the members of this 
  gang are void born nomads, and they control a small 
  shipyard in orbit and an even smaller section of the 
  planetside spaceport.
  
  11
  
  12
  12
  MANUFACTORIA
  Skarrsdelve’s industrial centre lies between the spaceport 
  and the slave habs. Here, kilometres of foundries, factories, 
  reﬁ neries, and fabricators labour away day and night. 
  Overseen by Hereteks and fallen Dark Mechanicus, this 
  hellish district pumps out a steady stream of raw and reﬁ ned 
  ores, weapons, machine parts, and ship components to supply 
  the numerous pirates and Chaos Reavers who come here to 
  reﬁ t and resupply. Wreathed constantly in a thick haze of 
  smog, the streets of the manufactoria are in constant twilight, 
  and it’s said that some of the lower levels have never known 
  the light of any star.
  The main entrances for many of Iniquity’s largest and 
  most proliﬁ c mines are located here as well. Shafts as deep 
  as ﬁ ve kilometres burrow into the planet, and no one is sure 
  how many tunnels are beneath the surface, their length, or 
  where they all lead. Indeed, it is said by miners that a man 
  with a thorough knowledge of the mines and a good sense of 
  direction can get anywhere on the planet without ever seeing 
  the sun. It is also rumored that some forgotten secret tunnels 
  may even grant access to the Citadel of Skulls, but no one has 
  been brave or foolish enough to ﬁ nd out.
  Working in the mines beneath Iniquity’s surface is no 
  safer than toiling on its surface. Tunnels can collapse without 
  warning, pockets of explosive gas lurk everywhere, and 
  forgotten or poorly covered shafts present to a miner the 
  constant threat of falling to his death. In the mines closest to 
  the surface, pools of poisonous silt seeping down from the 
  surface nurture a luminescent fungus that feeds on warmth 
  and releases choking, hallucinatory spores in the presence 
  of warm-blooded creatures. In those shafts furthest from the 
  surface there are threats greater than those posed by accidents 
  or dangerous ﬂ ora. It is rumoured that in the darkest depths 
  the beasts or daemons unleashed by Iniquity’s ﬁ rst settlers 
  still lie, asleep and dreaming and waiting for man to come 
  again and wake them.
  THE BAZAAR
  The Bazaar is Iniquity’s primary commercial district. Wedged 
  between the spaceport and the Manufactoria, its crooked 
  streets are lined with all manner of outﬁ tters, vendors, and 
  kiosks catering to the esoteric tastes of the visiting pirates 
  and Reavers. It is said among those who frequent the bazaar 
  that with enough Thrones a man can ﬁ nd whatever his 
  heart desires, from exquisite pleasure and rare artefacts to 
  assassins and heresy of every stripe. At all hours, this sector 
  is a cacophony of blaring klaxons, loud music, and the shrill 
  voices of vendors hawking their wares. Thieves and killers 
  stalk the streets along with press gangs from the orbiting 
  voidships in search of fresh hands for their crews. 
  FROSTCLOUD FUNGUS
  These bizarre and deadly fungi have grown in 
  Iniquity’s mines as long as anyone can remember. 
  They are delicate, blue-white mottled spheres nearly 
  a metre across that grow in dense groups in the pools 
  of toxic silt found throughout the mines. They emit 
  a watery, pale blue light and the air around them is 
  always colder than the clammy ambient temperatures. 
  In spite of their lovely appearance and beneﬁ cial light, 
  these fungus are a deadly hazard for anyone working 
  the mines. Frostclouds derive their nutrients from both 
  their polluted silt beds as well as from decomposing 
  biological matter. To get their required nutrients, they 
  lure prey to them by emitting clouds of spores whenever 
  a warm-blooded creature gets within ten metres. 
  Anyone inhaling the spores of a Frostcloud must make 
  a Hard (–20) Toughness Test or succumb to vivid 
  hallucinations. In this state the victim is compelled to 
  lie down among the fungus and once he has done so he 
  must make a Very Hard (–30) Willpower Test or fall 
  fast asleep. Once a victim is asleep the fungus begins 
  to absorb the heat from his body, dealing 1d10 points 
  of Toughness Damage every round until he freezes to 
  death. If found in time, a victim can be pulled from the 
  fungus bed with the proper precautions and revived. 
  However, the hallucinations induced by the fungus 
  are potent in the extreme, and anyone who inhales 
  Frostcloud spores gains 1d5 Insanity Points from the 
  experience.
  
  ACT I: THE 
  DESERTED WORLD
  •
  ACT II: 
  TRAVELLING TO 
  INIQUITY
  •
  ACT III: THE 
  DAMNED WORLD
  
  14
  14
  Chapter II: 
  The Citadel
  “And the Warp spat it out as bilious poison, trees of silver, weeping 
  blood, screaming with the voices of the damned. They are dead yet 
  they live, but the skeletal caravan drifts ever on. It forever brings 
  doom in its wake.”
  –Writings found aboard the Gaunt Triumph, 796.M41
  O
  ne of the most infamous and dreadful pirates in all the 
  Koronus Expanse, Karrad Vall, the Chaos Reaver, strikes 
  fear at just the mention of his name. His stronghold, 
  thought to be on the world of Iniquity, is known as the Citadel 
  of Skulls. It is not only a bastion of black–hearted men and 
  women; it is also a temple to the Ruinous Powers.
  This chapter of THE WARPSTORM TRILOGY takes the Explorers 
  to the heart of this domain—to the Citadel of Skulls itself. The 
  Explorers take on this dangerous ordeal in order to discover what 
  it is that threatens the Expanse, what is scouring whole worlds 
  clean, and what Karrad Vall’s connection to this menace is.
  As mentioned previously, THE CITADEL OF SKULLS is designed 
  to be run over several gaming sessions. Like the other instalments 
  of THE WARPSTORM TRILOGY, it can also be run on its own, or 
  integrated into an existing campaign with little adjustment by 
  the GM.
  Adventure 
  Background 
  T
  he roots of this adventure begin some time ago, prior 
  to the events of THE FROZEN REACHES (if the players 
  completed that adventure). Long ago, the infamous 
  Chaos Reaver Karrad Vall learned of a great and dangerous 
  power in the Expanse. The power vanished millennia before 
  Rogue Traders discovered the Koronus Passage, but Vall has 
  reason to believe it has recently returned. Vall desires this 
  power above all things, and believes he can tame it. First, 
  however, he must ﬁ nd it, for this power has a physical 
  presence, and exists somewhere within the Expanse. Who (or 
  what) this power really is won’t be revealed until the third 
  instalment of this trilogy. 
  In the course of his search, Vall learned of a relic somehow 
  linked to the power he coveted. This relic was located on the 
  planet of Damaris, where it was closely guarded by those who 
  believed it to be a relic of the Angevin Crusade. However, 
  Damaris was heavily defended, and even if his Reaver ﬂ eet 
  could crush their forces, Vall saw the war would expend his 
  forces and leave him dangerously weakened. 
  As Vall’s closest lieutenants searched for this power 
  amongst the Expanse, one, Drexus Skar, discovered a world 
  scarred by its passing. In addition, he encountered a warband 
  of Orks above the same world. Learning of this, Vall saw 
  opportunity. He demanded that Skar convince the Ork 
  Warlord, Snokgritz, to move on and attack Damaris.
  Thinking that this attack would weaken the people of 
  Damaris to the point where his forces could overwhelm 
  them and claim the key, Vall’s plans didn’t account for the 
  interference of several Rogue Traders and their crews. After 
  a vicious war, the people of Damaris were victorious and 
  managed to push the green tide to the frozen reaches of their 
  system and destroy the warlord and his armies. Needless to 
  say, the key remained closely guarded and the people more 
  resolute than ever.
  Skar himself missed the invasion. While orbiting the world 
  touched by this mysterious power’s passing, he saw ﬁ rsthand 
  the desolation it could bring. This brought doubts already 
  brewing in Skar’s mind to a boil. Whatever this power was, it 
  was clearly more than Vall could handle, and Skar wanted no 
  part of his plan when it failed. Daring to voice his opinions 
  and concerns to his liege, Skar’s reward was mutiny. His 
  crew attempted to slay him in a bid to curry favour with the 
  Faceless Lord. Fighting to get free of the turmoil taking place 
  on his vessel, Skar ducked into a saviour pod and ended up 
  marooned upon the surface of Chorda’s Folly.
  Skar has so far managed to eke out an existence upon 
  this barren world for the past month, but he knows that he 
  won’t last indeﬁ nitely. Skar is consumed with revenge against 
  Karrad Vall, and he has a foolproof plan to gain his vengeance 
  against the Faceless Lord. That is, if he can ﬁ nd a way off of 
  Chorda’s Folly.
  
  15
  15
  SYNOPSIS OF THE CITADEL 
  OF SKULLS
  THE CITADEL OF SKULLS adventure opens with the Explorers 
  entering the Chorda’s Folly system in response to one of 
  several possible events. If the players took part in the events 
  from THE FROZEN REACHES, then the Explorers are following 
  the trail of the Orks that attacked Damaris in an attempt to 
  discover what made them make such an abrupt course change. 
  If they did not, then they have come for some other reason 
  (perhaps in response to the mining colony being silent for 
  several months). Arriving in orbit over the desolate world, 
  the Explorers discover no response to their hails, no vox 
  trafﬁ c, nothing to indicate anyone below is aware of their 
  presence—with one exception, a salvation beacon on the 
  other side of the planet (see below). Regardless of the reason, 
  it warrants investigation.
  ACT I: THE DESERTED WORLD
  Upon arrival at the settlement, the Explorers discover a 
  horrifying event has taken place: the settlement appears 
  abandoned. Once home to over 50,000 people, it appears 
  the people left in haste as remnants of their activities can be 
  found. There is no sign of struggle or combat—the people 
  are simply gone. Investigating the settlement, the Explorers 
  make their way to the centre of town. Here, the Explorers 
  breach their way into the sealed fortress–bunker. Inside 
  they discover another horrifying clue: several dozen of the 
  settlement’s population lie dead. Nothing indicates what 
  killed them, except their positioning, which suggests they 
  may have killed each other.
  Continuing their investigations, the Explorers’ vessel 
  detects a signal coming from a salvation beacon on the far 
  side of the planet. Someone may be alive and in need of 
  assistance where this beacon is located.
  At the beacon’s location, the Explorers discover a strange 
  and eccentric renegade marooned on this world. Once they 
  manage to get a good look at him, they discover that he 
  is actually a Chaos Reaver—one who serves the infamous 
  Karrad Vall. This man is Drexus Skar, former captain and 
  lieutenant of the feared Karrad Vall... a fact that he keeps 
  very much to himself. Skar pretends to be merely a pirate 
  ofﬁ cer who was serving aboard one of Vall’s vessels when 
  a mutiny occurred. Keeping the details as vague as possible, 
  Skar tries to convince the Explorers to spare his miserable 
  life in exchange for the location of a lucrative treasure trove. 
  It’s also the location of an artefact that may help provide 
  additional clues to the mystery of Chorda’s Folly. Skar also 
  mentions that this trove not only belongs to Karrad Vall, but 
  is also the fabled “Vault of Secrets”—a near–mythical treasure 
  cache said to contain most of the powerful artefacts and relics 
  Vall has managed to capture over the decades.
  In exchange for sparing his life, Skar agrees to lead the 
  Explorers to the location of the Vault of Secrets. However, he 
  stresses, the road won’t be easy. The Vault of Secrets is in the 
  deepest levels of Karrad Vall’s demesne: the infamous Citadel 
  of Skulls.
  ACT II: FINDING INIQUITY
  Plotting a course to the seat of Karrad Vall’s power—the 
  moon of Iniquity—the Explorers face potential hazards 
  crossing through the warp. Emerging from the Empyrean, 
  the Explorers ﬁ nd themselves within a dying star system; one 
  that’s being slowly ripped apart from within by a black hole 
  at the system’s centre.
  Locating Iniquity within the swirling miasma of debris 
  and planetary remains is a nigh–impossible task. Here Skar 
  reveals one of the secrets of Iniquity—why all the Reavers 
  loyal to Vall are able to ﬁ nd it, but those who dare intrude 
  upon his realm perish: a psychic beacon. Generated from the 
  hundreds of sacriﬁ ces to the Ruinous Powers, this beacon is 
  only detectable by those who know what to look for. Casting 
  his senses out into the warp, Skar helps direct the Explorers 
  to their destination.
  However, the Dioskouri system is not without peril. Aside 
  from the chunks of planetary debris and swirling gravity 
  tides, raiders, slavers, and reavers come and go on various 
  missions for their liege. Before the Explorers get too far into 
  the system, such a ship accosts them: a slaver vessel called 
  Gift of Despair.
  Eventually, the Explorers defeat the pirate vessel and 
  continue on their journey. Making their way through the 
  system, possibly encountering other hazards along the 
  way, the Explorers ﬁ nally ﬁ nd themselves orbiting the 
  moon—disguised as pirate reavers who have come to join 
  Vall’s crusades.
  Preparing provisions for an extended trek across the 
  blasted, Chaos–touched moon, the Explorers are directed to 
  land at the outskirts of a settlement known to Skar. It’s an 
  aptly–named pirate settlement named Perdition. Here, the 
  Explorers move on to the ﬁ nal leg of their journey.
  THE ADVENTURE’S ENDEAVOUR
  Like the previous instalment of THE WARPSTORM 
  TRILOGY, THE CITADEL OF SKULLS adventure is in itself, 
  an Endeavour. As the Explorers complete various 
  portions of the adventure and make their way to 
  the climax, they earn Achievement Points which are 
  applied to the adventure’s Endeavour. Page 50 of this 
  book explains the details of the Endeavour and what 
  amount of Achievement Points to award. Explorers 
  can also earn additional Achievement Points that are 
  outside the structure of the adventure. In these cases, 
  the GM is encouraged to reward the Explorers per 
  the guidelines described on page 278 of the ROGUE 
  TRADER core rulebook. At the end of each Act is a list 
  of possible Achievement Point awards for the Explorers 
  as they go through the adventure.
  
  16
  ACT III: THE DAMNED WORLD
  In Perdition, the Explorers must locate a guide who can take 
  them across the blasted wastes of Iniquity and lead them to a 
  way into the Citadel. After trekking across the Chaos–swept 
  lands, the Explorers eventually arrive at their destination, and 
  desperately ﬁ nd a way in. Once inside, they begin their quest 
  in earnest.
  After making their way through to the lowest levels of the 
  Citadel, the Explorers eventually locate the Vault of Secrets. 
  However, the Vault is neither unoccupied nor unguarded and 
  minions of Chaos oversee its protection. A horribly–mutated 
  servant of the Chaos god Slaanesh known as the “Archivist” 
  slithers forth to stop the Explorers from plundering the Vault’s 
  secrets. Within the Vault there rests a piece of archeotech 
  that she desperately tries to protect: the core cogitator of the 
  Gaunt Triumph.
  Lost in the warp, the vessel Gaunt Triumph was found 
  adrift with few survivors in 796.M41. The survivors had 
  their minds twisted and broken and spoke of strange things, 
  ramblings that were recorded in the event they could serve as 
  a clue to what happened to the mighty vessel. However, as 
  the salvage crew went over the entire vessel, they were unable 
  to locate the ship’s navigation logs and data stacks. More 
  importantly, they failed to locate the vessel’s core cogitator. 
  The report was closed with the entry that the cogitator may 
  have somehow become prey to the warp—perhaps causing 
  the vessel to become trapped within it for so long.
  Capturing this valuable piece of history and technology, 
  the Explorers manage to escape with their treasure in tow. 
  Yet, the endgame is not complete. Making their escape, 
  the Explorers are found out for what they are and several 
  reaver ships give pursuit. A massive battle in space leaves the 
  Explorers’ own cogitator damaged—leaving them to face a 
  choice: attempt to run with no ability to translate to warp, 
  or attempt to connect the ancient (and possibly corrupted) 
  core cogitator of the Gaunt Triumph. Either result leaves the 
  Explorers in a dire predicament as Karrad Vall desperately 
  turns over the entire star system in pursuit. The Explorers end 
  the adventure having barely escaped with their lives, with a 
  deadly enemy in hot pursuit.
  SETTING UP THE 
  ADVENTURE
  THE CITADEL OF SKULLS begins on the mining world of Chorda’s 
  Folly. The Explorers may have travelled here for several reasons, 
  depending on whether they took part in the action of the 
  previous adventure: THE FROZEN REACHES.
  These reasons may include the following:
  • If the Explorers participated in THE FROZEN REACHES, 
  they may have arrived at Chorda’s Folly due to the clues 
  discovered at the end. The records of the Ork warlord may 
  have led them here, or they may have backtracked their 
  trail of destruction across the Expanse. 
  • The settlement of Chorda’s Folly has been out of contact 
  for several months. No vox communications, no astropathic 
  messages, nothing. It’s as if the planet went completely 
  dark. While this may be due to something mundane, it 
  bears investigation.
  • The Explorers, or one of their allies, has holdings here on 
  Chorda’s Folly and they have come to investigate them. 
  Within the last few months, there has been no proﬁ t, 
  materials, or other items coming from the planet. Bulk 
  tenders and transports have reported arriving in orbit and 
  hearing nothing from the settlement.
  • The Explorers have come here to negotiate a trade compact 
  on their Household’s behalf for the various minerals and 
  promethium that are pulled forth from the ground.
  RUMOUR MILL
  While setting up for this adventure, the GM should 
  consider adding in the following rumour: 
  Groups of xenos have been reported outside many 
  of the known settlements across the Expanse. These 
  xenos “scouts” appear in all respects to be Eldar. Who 
  or what they are searching for is still a mystery. The 
  GM should present these rumours as messages sent 
  across the void and as missives sent to the Explorers 
  by their agents handling the Dynasty’s affairs abroad. 
  Additionally, sightings of pirates and Imperial ships 
  have also increased over the past few months.
  
  17
  Act I: The 
  Deserted World
  A 
  desolate planet home to naught but a single deserted 
  mining settlement, Chorda’s Folly is anything but 
  inviting. From orbit, the brownish land masses drift 
  by languidly under a thin veil of cloud cover. The oceans 
  appear to be shallow and dark green in colour.
  There are several reasons why the Explorers have come 
  here (see page 16). Once they translated from the warp at the 
  edge of this system, standard procedure would be to send the 
  Rogue Trader’s compliments ahead, notifying the populace of 
  their intentions to enter orbit and land. However, there have 
  been no replies. When the players are ready to begin, read 
  aloud or paraphrase the following:
  Ever since you entered this star system, the world of Chorda’s 
  Folly remains stubbornly silent. There are no vox signals from 
  the planet’s surface, no augur sweeps, and no tracks from moving 
  starships. The entire star system seems deserted.
  Augur sweeps reveal no humanoid life in the vicinity of the 
  settlement, nothing, in fact, to indicate anyone is alive below. 
  However, there does not appear to be anything dangerous on 
  the surface to account for the settlers’ absence.
  Regardless of whom they send and how they choose to 
  arrive on the surface, the trip down is completely uneventful. 
  The GM should use the information found in the sidebar 
  below when describing Chorda’s Folly.
  CHORDA’S FOLLY
  Arriving in the mining settlement, the Explorers have a variety 
  of places they can choose to explore. One thing is apparent, 
  however. The settlement is completely deserted. The GM 
  should play up the feeling of the desolation and emptiness of 
  the place. No signs of struggle or battle are found here, and 
  all around are signs that the people simply vanished while in 
  the middle of their activities. 
  The following is a list of locations found in the main 
  settlement of Chorda’s Folly. There is no map provided, as 
  there are no combat encounters here, so the GM can arrange 
  the locations as he sees ﬁ t. The GM is also encouraged to 
  expand and add to the locations listed here.
  SPACEPORT
  The spaceport is where the Explorers get their ﬁ rst look at 
  the Chorda’s Folly settlement. Able to accommodate shuttles, 
  guncutters, and similar craft, the permacrete pad is cracked 
  and marred from the comings and goings of shuttles and 
  haulers over the centuries. At the far end of the spaceport is a 
  section where rail cars from the reﬁ nery stop to unload their 
  carts. The bodies of several dead servitors lie strewn about.
  When the Explorers arrive at the port, read aloud or 
  paraphrase the following:
  Stepping off your craft expecting to see the hustle and bustle of a 
  working spaceport, you are surprised to see that not a single soul 
  stirs about. Loaders, fuel pumps and hoses, and other bits of gear 
  lay strewn about the ferrocrete. Several desiccated bodies of dead 
  servitors can be seen—unmoving as the wind and dust blows 
  over their still ﬁ gures. It appears as though the workers simply 
  dropped what they were doing and ﬂ ed the scene.
  CHORDA’S FOLLY
  Founded in the distant and clouded past of the initial 
  expansion into the Koronus Expanse, the desolate 
  mining world that would be named Chorda’s Folly 
  was promptly claimed by the Chorda Dynasty in 326.
  M41. The Dynasty did not send serfs to exploit it until 
  almost a century later. The planet was originally called 
  Chorda, and named after the Dynasty’s patriarch at the 
  time, Alyxander Chorda. Alyxander’s voracious appetites 
  and deep delusions convinced him that the planet’s crust 
  was ﬁ lled with mineral wealth. It didn’t help that early 
  explorers discovered some reservoirs of promethium 
  and ore veins, seeming to conﬁ rm his beliefs. Mining 
  expeditions were sent to procure the riches Alyxander so 
  ﬁ rmly believed were present. As time went on, however, 
  the ore veins turned out to be common ores only, and the 
  promethium reservoirs, though sizeable, were not large 
  enough to generate true proﬁ ts. Eventually, the planet 
  was renamed: Chorda’s Folly.
  Chorda’s Folly was once home to more than seventy 
  thousand souls. Most worked in the various mines and 
  pumping stations scattered about the area. The indentured 
  workers received payment for the ore and mineral wealth 
  they extracted from the planet, in return, the Dynasty 
  charged them outrageous amounts for food and shelter. 
  This ensured that no one would ever be able to buy out 
  their contract with the family and leave the planet.
  The planet itself is a desolate, dry, and dusty world 
  dominated by rocky land masses and shallow seas ﬁ lled 
  with brackish water. Small scrub plants cling to the 
  various rocky ediﬁ ces sheltered from the wind storms that 
  dominate the plains. The only thing that keeps anyone 
  interested in this world are the numerous pools of crude 
  promethium scattered across the landscape. These bubble 
  to the surface every few years and their appearance 
  heralds an intense race to capture the valuable liquid for 
  processing. There are also veins of semi–precious ores 
  deep beneath the planet’s surface. 
  While technically under the protection of Aspyce 
  Chorda and her dynasty, Chorda’s Folly has its share of 
  so–called “independent” miners who hope to strike it rich 
  with an easy ﬁ nd. These poor and wretched souls ﬂ ock to 
  this world in the hopes of easing their suffering with the 
  faint glimmer that they might ﬁ nd a rich strike of ore—or 
  a bubbling pool of crude promethium. 
  
  18
  Like many of the other locations (with the exception of 
  the bunker) there are no signs of life, and no signs of battle or 
  a struggle. Examining the remains of the servitors reveals that 
  they simply dropped due to a lack of the proper maintenance 
  rites performed on them. The GM is welcome to determine if 
  there is anything of value at the spaceport, such as working 
  fuel cells, spare parts, replacement ammunition for guncutter 
  weapons, and so forth.
  Rail tracks leading to and from the spaceport, head out 
  into the wastes, around the outer perimeter of the settlement 
  towards the reﬁ nery. However, since the death of the 
  settlement, they sit here awaiting trips to mass–conveyors that 
  may never come. Canny Explorers may wish to salvage what 
  they can from these carts. In this case, they will need a crew 
  to come down from their vessel and begin loading it. This 
  merits them additional bonus Achievement Points towards 
  the adventure’s Endeavour (see page 50).
  REFINERY
  The reﬁ nery is where the ore from the nearby mines goes for 
  processing for off–world use. Chief members of the labour 
  force of the settlement, menial labourers, and mono–tasked 
  servitors oversaw the reﬁ nery. In addition to processing 
  the various ores ripped out of the ground, the reﬁ nery also 
  processed the crude promethium pumped out from wells 
  scattered across the landscape. A massive mag-rail system 
  moved the processed materiel from the reﬁ nery to the 
  spaceport on the other side of the city. 
  Searching this area reveals nothing: no sign of any bodies 
  (other than the occasional dead servitor), battle, or other clues 
  to the whereabouts of the workers. The processing equipment 
  has been shut down, and it can only be reawakened by 
  someone knowledgeable in the rites of reawakening—
  something a Tech-Priest, Explorator, or similar Adept of Mars 
  would know. Tons of unprocessed and processed ore remain, 
  waiting for the workers to move them onto the rail system to 
  transport them to the Starport. Should the Explorers decide 
  to bring the reﬁ nery back online, they will need to bring 
  down and direct enough crew to do so. For the duration of 
  their stay, the crew is able to process and load the remainder 
  of the processed and unprocessed minerals. This merits them 
  additional bonus Achievement Points towards the adventure’s 
  Endeavour (see page 50).
  THE COMMERCIA DISTRICT
  When the settlement was occupied by the living, this district 
  was the hub of commerce. All the stalls and stores now stand 
  open, with creaking signs blowing in the wind. In some cases, 
  Throne Gelt coins sit on counters and in till–boxes waiting 
  for merchants that no longer exist. The main types of items 
  found here are common tools and sundries such as dried 
  foods, alcohol, and clothing. Only tools with a Common 
  Availability or lower are here, and there is nothing in great 
  abundance (1d10+5 of the more–common items may 
  be found). No weapons or armour may be found 
  here (Chorda didn’t want an armed rebellion on 
  her hands).
  ENFORCER BLOCK
  Since Chorda’s Folly was home to only a small number of 
  residents, it didn’t warrant a full–blown precinct fortress or 
  prison. All but the most petty or heinous offenders were 
  sentenced to work in the worst part of the mines or labour in 
  the reﬁ nery. This small building houses several jail cells, and a 
  court where citizen–judges heard cases once a month.
  Exploring the jail house (requiring a Hard (–20) Security 
  Test or Challenging (–30) Security Test to bypass the 
  locks) reveals it to be empty. Scattered remnants of servo–
  skulls and servitors litter the ﬂ oors. Sets of body armour 
  and shotguns are found in several weapons lockers. If the 
  Explorers are willing to take the time, they can manage to 
  gather up 1d5+3 of each of the following: pump–action 
  shotguns, power mauls, riot shields, ﬂ ak coats, and ﬂ ak 
  helmets. There is also one Orthlack–pattern heavy stubber 
  (complete with 500 rounds of standard ammunition). Stats 
  for all of this equipment may be found on pages 118-147 in 
  the ROGUE TRADER Rulebook. 
  WHAT HAPPENED HERE?
  The central element to THE WARPSTORM 
  TRILOGY involves the mystery of what happened 
  to Chorda’s Folly. At this point in the campaign, the true 
  nature of that element has yet to be revealed. However, the 
  following bullet points describe the events that occurred 
  roughly eight months prior to the explorers’ arrival.
  • Millennia ago, a dire construct of alien origin was lost 
  in the Hecaton Rifts. There it remained, for uncounted 
  ages of time, before mysteriously returning into the 
  Expanse. This construct has been named Dresil’ach 
  by the Eldar of Craftworld Kaelor, a term that means 
  “The Forgotten Ruin.”
  • When the Forgotten Ruin returned from the Rifts, 
  many forgotten Eldar webway gates were reactivated, 
  annihilating everything nearby with a powerful tide 
  of warp energy.
  • Borne upon the tides of the immaterium, the Forgotten 
  Ruin appeared nearby Chorda’s Folly without 
  warning. The mining facility’s augurs and sensory 
  equipment failed to detect the intruder, and by the 
  time anyone was aware of the threat, it was far too late.
  • The malign presence of the Forgotten Ruin cast a dark 
  shadow across the souls of the miners. Most of the 
  facility’s residents were driven insane in a matter of 
  moments, and set upon each other with murderous, 
  methodical precision. Those who survived the 
  tide of madness were slain by the Forgotten Ruin’s 
  minions and consumed, leaving naught but dust. The 
  survivors in the central bunker were ignored, but they 
  eventually succumbed to the madness and murdered 
  one another with the same cold-blooded slaughter 
  that had afﬂ icted the others outside.
  • Several hours after it arrived, the Forgotten 
  Ruin vanished once more, leaving the empty 
  colony behind.
  W
  
  19
  MILITIA BARRACKS
  Unable to support a fully–functional Planetary Defence Force, 
  the settlers were organised into a small militia. Every able–
  bodied adult in the settlement had to serve for two months 
  out of the year. When they were here serving, the barracks is 
  where they were housed, trained, and outﬁ tted. Outside the 
  massive barracks are three large defence laser emplacements 
  aimed out at various points into the air. These in turn, were 
  powered by the settlement’s main reactor, housed within the 
  Manufactorum District.
  When the Explorers come to investigate this area, they 
  need to bypass the barracks’ security locks. This requires 
  either a Challenging (–30) Security Test, or a Hard 
  (–20) Tech–Use Test. Once inside they ﬁ nd various types 
  of military equipment typical to these types of settlements 
  (lasguns, ﬂ ak armour, autoguns, and more). However, they 
  ﬁ nd no signs of the militia troops, and no indication of what 
  happened. Investigating the defence lasers shows that they 
  are powered down into a “standby mode,” with their war–
  spirits slumbering.
  MANUFACTORUM DISTRICT
  Located near the reﬁ nery, this district is where the majority 
  of the settlement’s manufactured goods are made. This is also 
  where the various hydroponic farms, algae tanks, and food 
  processing facilities are located. Since Chorda’s Folly is a 
  virtual wasteland, feeding the large population is a logistical 
  nightmare. To help offset local efforts to feed the populace, 
  various Chartist captains make this world one of their stops, 
  where they would drop off food and other supplies in 
  exchange for processed ores and minerals (and the occasional 
  lot of manufactured goods). With the disappearance of the 
  settlement’s inhabitants it is unknown if any of these intrepid 
  vessels have dared to investigate the silence that greets them 
  in the void above. 
  Like the rest of the settlement, this district is completely 
  abandoned. Not even vermin can be found. Without expertise, 
  knowledge, and time the Explorers may not have, there is no 
  way to bring the various manufactorums and other systems 
  back online. The settlement’s sole fusion reactor also resides 
  here. Due to the lack of maintenance rites made to it, its spirit 
  has gone into torpor where it awaits re–awakening.
  The Pict–Skull (Optional Encounter)
  Sifting through the remains and ruins of the settlement, the 
  Explorers manage to reactivate a damaged servo–skull ﬁ tted 
  with pict–recording equipment. There may be some record 
  of what actually happened here stored in the skull’s memory 
  coils. The servo–skull follows one of the Explorers (if more 
  than one passed by it) around.
  Accessing the pict–record stored within it requires a 
  Difﬁ cult (–10) Tech–Use Test. Should the Explorers 
  succeed, read aloud or paraphrase the following:
  The image crackles and fades in and out, as you make some ﬁ ne–
  tuned adjustments. Suddenly, the image resolves itself. You can see 
  that the point of view is somewhere in one of the manufactorums; 
  a processing plant of some type. The skull appears to be following 
  a man dressed in ﬂ owing robes in the colours of House Chorda. 
  You see him speak to a few other workers and functionaries in 
  the manufactorums. The audio is poor and you can barely make 
  out some of the conversation, which seems to mostly involve 
  production quotas.
  Somewhere off-camera, a ﬂ ash of light brieﬂ y throws the 
  entire scene into stark relief. The man stops conversing with a 
  factory foreman and looks towards the windows along the wall. 
  You hear him say “What was that?” Suddenly the entire room 
  goes dark. Although the picture is black, you hear panicked 
  shouts and crashing sounds. Then a piercing, wailing shriek 
  errupts from the speakers, drowning out all other sounds.
  There is complete silence for several long moments, then a 
  faint light returns, illuminating everything in a pale, greenish 
  monocrhome hue. The servo-skull has fallen on its side, but its 
  pict-viewer can still make out the ﬁ gure of the man, standing 
  motionless. Slowly he reaches into his belt and pulls out a small 
  laspistol, which he raises to his head. There’s a burst of static, 
  and when the picture returns, the man is gone. Another burst of 
  static, and the recording ends. 
  The GM should feel free to let the Explorers draw their 
  own conclusions about what happened here. Regardless, the 
  answers to what happened here on Chorda’s Folly won’t be 
  fully revealed until the third instalment of THE WARPSTORM 
  TRILOGY: FALLEN SUN. 
  THE BUNKER–FORTRESS
  When the colonists who settled Chorda’s Folly ﬁ rst came to 
  this world, they lived out of a single massive fortiﬁ cation. 
  When more permanent structures could be built to protect 
  them from the elements and predators of the world, they 
  eventually moved out and converted the original bunker–
  fortress into a state hall for formal functions and a place to 
  shelter them in the event of an emergency.
  Outside the bunker, there are several heavy 
  defence laser batteries pointed at the sky. In 
  addition, massive vox masts and other types 
  of communications and augur arrays are 
  REPLENISH AND RESUPPLY
  Having made the lengthy trip from either Damaris or 
  another destination, the Explorers’ vessel may have to 
  be resupplied. Obviously, with the lack of settlers to 
  aid the Explorers, the Rogue Trader and his crew are 
  on their own in order to accomplish this. There are 
  plenty of supplies within the settlement. 
  The most obvious way of accomplishing this task 
  is by bringing down crew via shuttle and mass–lifters 
  (such as Arvus Lighters; there are a few available at 
  the spaceport if the Explorers’ vessel doesn’t have 
  any) and set them to task. The amount of time it takes 
  to complete the resupply is left up to the GM, but it 
  shouldn’t take too much time. The GM can opt to roll 
  1d5+5 to determine the number of days it would take 
  to resupply the ship.
  
  20
  mounted at the apex of the building. A set of beautiful white 
  marble stairs ascends to the adamantium doors, although 
  they are now covered in dust and debris from the months of 
  exposure to the elements.
  The bunker itself is made of a heavy–duty alloy that could 
  withstand several impacts from orbital assault. It also contains 
  enough food, water, and other essentials to last out a year–
  long siege. However, whatever devastated this colony, the 
  protection the bunker afforded was apparently not enough.
  When the Explorers attempt to enter this location, read 
  aloud or paraphrase the following:
  This thick metal structure is corroded from the centuries of 
  exposure to the planet’s atmosphere and pollution. Thickset 
  metal doors with no obvious method of opening bar the way; 
  they appear to be sealed from the inside. There are no windows 
  or other obvious means of entry from any other location except 
  these massive doors.
  Each of the three doors have an AP 16 and can withstand up 
  to 30 points of damage. Per the rules on page 246 of the ROGUE 
  TRADER Rulebook, when damage exceeds the AP of the door, 
  reduce the AP by 1 point as well as the amount of “wounds.” For 
  every 10 points of damage each door suffers (after reducing 
  for AP), a one-metre-wide hole is blasted through it.
  Once the Explorers manage to breach one of 
  the doors and enter the Fortress, read aloud or 
  paraphrase the following:
  Entering the darkened bunker, your senses are immediately 
  assaulted by the stench of death and decay. Making your way 
  further into the bunker, you ﬁ nd the source of the odour. At 
  least a dozen corpses lie strewn about the centre chamber. Each 
  one appears to have a rictus grin on their face as if they died in 
  agony. Several of the settlers appear to have killed each other 
  with their bare hands.
  The bodies are all local residents of the mining settlement. 
  However, the reason for their death isn’t readily apparent. 
  There is plenty of food, water, and air in the bunker. There are 
  no signs of weapon damage, and no poison can be detected. 
  Mixed in with the bodies are the remains of several servitors 
  and servo–skulls—each in a similar state.
  Explorers examining the bodies further can make a 
  Challenging (+0) Scrutiny Test. Success means they 
  determine that the bodies are arranged in such a way that they 
  appear to have killed one another. Additionally, Explorers 
  wishing to attempt to determine cause of death may make 
  a Difﬁ cult (–10) Medicae Test. Success means that they 
  are only able to determine that the settlers weren’t killed by 
  poison, asphyxiation, or any other natural causes. There is no 
  evidence that allows the Explorers to determine what killed 
  these people, except for the few that appear to have killed 
  each other. However, should the Explorer manage to score 
  two or more Degrees of Success on the Medicae Test, they 
  learn that while the bodies appear to have been dead for some 
  time. Whatever killed them did so several months prior to the 
  Explorers’ arrival.
  The Destructor of Chorda’s Folly
  The colony was wiped out by same as-yet-unidentiﬁ ed 
  power that Karrad Vall seeks, though there’s no reason for 
  the Explorers to know this. In fact, there is really nothing to 
  indicate what exactly happened, and the few clues present 
  are likely to generate more questions than answers. These 
  clues are summarised below, along with the Tests needed 
  to discover them. The GM should feel free to allow the 
  Explorers free–reign when going through the settlement to 
  discover these clues for themselves:
  Basic Data—while rummaging through the empty 
  buildings and debris left behind, the Explorers come across 
  data pads, recording devices (such as the pict–skull encounter, 
  see page 19), and other items used to record information. 
  Any recordings of the event contain similar depictions to that 
  shown in the pict-skull encounter; darkness, shrieks, and a 
  pale-green light. However, none of the other recordings show 
  what happened to the residents. As the Explorers go through 
  the recordings, the Explorers can make a Challenging 
  (+0) Tech–Use Test. Success means that they are able to 
  determine a rough date of when the event occurred (roughly 
  two months prior to the Explorers’ arrival).
  Faint Psychic Resonance—By making a Very Hard 
  (–30) Psyniscience Test, the Explorer can hear a faint sound, 
  like a far–off scream that comes and goes. The resonance isn’t 
  restricted to any particular part of the settlement.
  
  21
  The Shriving—While it’s obvious that the few bodies 
  within the settlement are dead, it isn’t readily apparent that 
  the plants, animals, and insects—all forms of life—are dead as 
  well. Explorers sifting through the ruins can make a Difﬁ cult 
  (–10) Awareness Test to discover that while the plants may 
  still be standing, they are completely lifeless, and there are 
  no animals in the vicinity either. The radius of this effect 
  is hard to determine due to the planet’s nominally barren 
  environment, but it seems to stretch for hundreds of miles in 
  every direction. Something powerful shredded their life force 
  as it ripped through the settlement and out across the planet.
  Downed Servitors—the Explorers may come to the 
  (false) conclusion that somehow the servitors that remain were 
  either responsible for the catastrophe, or somehow connected 
  to it. They may even go so far as to prevent their own servitors 
  from coming down to the planet for fear of them becoming 
  “infected” or tainted. However, whatever killed the servitors 
  on this planet no longer affects mechanical devices, and any 
  servitors brought down to the planet’s surface functions 
  as normal.
  DISCOVERING SIGNS 
  OF LIFE
  If the player characters wish to scan the planet, they may make 
  a Challenging (+0) Scrutiny + Sensors Test to detect a 
  faint transmission from a downed saviour pod located on the 
  other side of the continent from the initial landing site. As this 
  is important information, failing the Test does not mean that 
  the characters do not ﬁ nd the transmission—instead, ﬁ nding 
  the transmission takes longer. Succeeding at the test means 
  that the transmission is located within one hour, and every 
  Degree of Success reduces the time required by ten minutes (to 
  a minimum of ten minutes). Each Degree of Failure means that 
  it takes one additional hour to locate the signal. If the player 
  characters do not think of scanning the planet themselves, the 
  GM may have the group receive a message from their orbiting 
  craft during their search of the landing site, informing them 
  that the ship’s augurs have detected the transmission. 
  The signal is weak, and every indication points to it running 
  for a very long time (or the device’s machine–spirit is damaged). 
  Either way, their ship wasn’t able to detect the signal until it was 
  nearly on top of it. Should the Explorers order detailed scans 
  of the location, augurs are unable to determine whether or not 
  there are life signs nearby. Either way, it warrants investigation.
  DREXUS SKAR
  As the Explorers make their approach to the site of the 
  beacon, they can see the remains of what appears to be a 
  crashed saviour pod—similar to the ones on their vessel. A 
  makeshift camp has been erected over the front of the pod. 
  Canvas and cloth ﬂ aps in the wind, and until they actually 
  enter the camp, there appears to be no signs of life.
  Once the Explorers enter the campsite read aloud or 
  paraphrase the following:
  Arriving at the site your vessel shows to be the location of a weak 
  rescue beacon, you can plainly see the remains of a saviour pod 
  that has impacted upon the surface of the planet. Judging by the 
  condition of the pod, you estimate that it has been here for at 
  least a month, if not more. The makeshift tent and other crude 
  facilities appear to have been constructed from local materials. A 
  tinkling sound is heard from the wind blowing through a spirit–
  charm that sits outside the entrance to the tent.
  Outside the tent, roughly in the middle of the camp is a 
  promethium cook pit—its sides blackened and ﬁ lling the area 
  with the stench of oil. Bottles of foul–smelling liquor lie strewn 
  about near the entrance to the tent.
  As the Explorers close in on the entrance to the tent, 
  their noses are assaulted by the stench of an unwashed body 
  mingled with less–savoury odours. From within the darkness, 
  a grumbling noise is heard: clearly the voice of a human male 
  talking to himself, though the topic of conversation cannot 
  be discerned.
  Before the Explorers can actually walk into the tent itself, 
  the ﬂ ap snaps open and a dishevelled and gaunt man stumbles 
  out. He’s dressed in ragged ﬁ nery reminiscent of a ship’s 
  ofﬁ cer, yhough the insignia has been removed. He has a bald 
  pate, and is unshaved, unwashed, and bleary–eyed. The man 
  stumbles about and seemingly ignores the Explorers around 
  him until one of them tries to speak to him. Until then he 
  goes about his business, rummaging through various boxes 
  and containers in the camp. Once he ﬁ nds a bottle amongst 
  the detritus, he shakes it, listening for the sloshing contents 
  within, and then with a satisﬁ ed grin, he gets back up and 
  begins to drink the swill while stumbling back into the tent.
  Aside from the faded and threadbare greatcoat and trousers, 
  the man appears to be armed with only a single bolt pistol 
  tucked into his belt. His face and hands are covered with a 
  variety of ritual scars and tattoos, and his skin appears to be 
  waxy with a greenish cast to it—possibly due to exposure to 
  the elements of Chorda’s Folly, or the foul brew he continues 
  to imbibe.
  SPEAKING WITH SKAR
  As soon as the Explorers decide to speak with the man, he 
  stops and then looks at the closest one to him (GM’s choice). 
  He has a haunted and mad look to him. He goggles at 
  the Explorer, as if he’s only seen him for the ﬁ rst time, 
  and then he speaks. Read aloud or paraphrase 
  the following:
  WHY CAN’T WE HAVE IT?
  Canny Explorers may wonder why they simply can’t 
  take Chorda’s Folly for themselves. The short answer 
  is that it already belongs to Aspyce Chorda and her 
  Dynasty, and she would not take such an intrusion 
  lightly. However, negotiating with her for control of 
  the world (or attempting to claim it for their own) 
  may make for an exciting adventure in its own right, 
  although beyond the scope of this book.
  
  22
  At the sound of your voice, this strange castaway looks up at you 
  with alcohol–reddened eyes, smiles with rotted teeth, and then 
  speaks to you. His amasec–soured breath is vile. “Ah, the great 
  whom–ever–you–are has arrived to rescue me from my plight. 
  Is that it, eh?” He continues to stare at you for a moment longer 
  cocking his eyebrows in expectation of a reply, and then sits 
  down on a metal stool and gulps the sour concoction within his 
  coveted bottle. “Well, out with it! I have no time for tomfoolery. 
  There is no one alive on this planet; therefore if you’re not here to 
  rescue me, then you’re not here. Just a ﬁ gment of my imagination, 
  really, or perhaps the ghosts of me ancestors come to torment me 
  some more...’”
  Skar’s Story
  This man is Drexus Skar. He’s the former captain of 
  a Wolfpack ship, and was a lieutenant of the feared and 
  faceless Karrad Vall. It is important to note that at no time, 
  unless he feels it will save his life, will he reveal this part of 
  his past. He is also a minor but proﬁ cient sorcerer, and even 
  attempting to read his thoughts is likely to reveal only what 
  he wants the Explorers to know. Being a Chaos Reaver, Skar 
  knows he’s in a precarious position; should he do anything 
  that is considered hostile, his life is forfeit—a fact he is very 
  much aware of. When the Explorers speak to him about his 
  past and how he came to be on Chorda’s Folly, Skar reveals 
  the following:
  “Aye, my ship was the victim of a terrible mutiny. We were to 
  meet with a downright vile monster of an Ork warlord named 
  Snokgritz in an attempt to parley for his services, when the 
  captain and a few of us had a change of heart. Pure folly, says 
  I, to deal with the likes of an Ork. Well, as you can imagine, 
  that didn’t sit too well with the rest of the crew—‘specially that 
  treasonous First Mate! I can’t really fault the crew, but that 
  dog Brakkus, he was following orders of Karrad Vall, he was. 
  Needless to say, violence ensued and I found myself clambering 
  aboard this here saviour pod and rocketed away to this wasteland 
  of a planet with naught but the clothes on me back and the pistol 
  on me hip. Fortunately, the locals had the good graces to brew 
  up a generous supply of libations before expiring. Downright 
  generous of them, says I.”
  Once it becomes apparent that Skar is a Chaos Reaver, 
  pious Explorers may want to execute him. Skar’s overwhelming 
  goal is to stay alive. He cooperates with the player characters 
  towards that end and will do nearly anything they require. Skar 
  knows quite a bit about the Orks he and his crew persuaded 
  to attack Damaris (see WARPSTORM TRILOGY BOOK 1: THE 
  FROZEN REACHES), and knows a little bit about Vall’s plans. He 
  suspects there’s a connection between the missing people of 
  Chorda’s Folly, and the power Vall seeks. Skar doesn’t mention 
  the original reason he and his crew came to Chorda’s Folly. 
  This is one of the things he holds back on unless absolutely 
  necessary; even then, he won’t mention anything about 
  the item Vall is searching for, as he believes it would 
  bring about the doom of everyone. Should the 
  Explorers attempt to press him on this issue, 
  Skar says that “Vall is scouring the Expanse for something 
  big”—although he claims he has no idea what it really is. 
  Skar actually knows that it’s some lost power and that there 
  are several items that have taught Vall much about its identity 
  (including the core cogitator found within the Vault of Secrets, 
  see page 46) Should the Explorers continue to lean on him 
  about this, he attempts to redirect their attention to the Vault of 
  Secrets; stating that he’s heard of something within it that may 
  have the answers the Explorers are seeking (see below).
  Listed below are the more common questions that the 
  Explorers may ask of Skar, and his answers. However, no 
  adventure is capable of predicting every single question asked. 
  Thus, the GM can extrapolate the answers to questions not 
  listed below based on Skar’s personality, history, and the 
  information presented below.
  Do You Know What Happened Here?—“Ah, yes. You 
  noticed that too, eh? See when we got here several months ago, Cap’n got 
  himself the idea to try and contact the settlement. See if he could squeeze 
  a bit o’ tribute out of that crone Chorda. When we tried to contact the 
  people, all we got was static. While we was talkin’ to the Orks, Cap’n 
  sent down a crew to try and stir things up. All we heard back was that 
  the whole place was silent as the grave. Heh, they thought maybe the 
  folks was hiding on them. Searched the whole place, they did. Nothing, 
  and that’s damned disturbing. In the few days we waited for the Orks 
  to make a decision, we learned that not a single person was around. All 
  gone. Maybe Chorda came and took ‘em all to her Nephium mines, eh?” 
  The Explorers can attempt to make an Opposed Scrutiny 
  Test versus Skar’s Deceive Skill. Should the Explorers manage 
  to succeed, they get the feeling that Skar is holding something 
  back. Should the Explorers manage to score at least two 
  Degrees of Success on the Test, then they know that not only is 
  f 
  f
  
  23
  Skar hiding something, but whatever that something is has him 
  terriﬁ ed. As captain, Skar learned that not a single soul could 
  be found on the planet, and the settlers were unlikely rounded 
  up by Chorda for slave labour. However, he knows little more 
  than the Explorers do about the fate of the settlers. What he 
  holds back is the fact that he was privy to this information. If 
  pressed (a Hard (–20) Charm or Intimidate Test, or through 
  roleplaying) then Skar reveals this information, but lies about 
  how he came by it.
  How Did You Get Here?—“Well, see when the mutiny got into 
  full force, I realised that my little lonesome couldn’t make a difference 
  one way or the other. Since I had thrown in my lot with the Cap’n, well I 
  knew that I wouldn’t be too popular, savvy? Better to scurry off, and live 
  to ﬁ ght another day, eh? So, I crawled into that there pod. After a bumpy 
  ride that I would not care to repeat again, I arrived at this wonderful 
  paradise. I’ve been living off the supplies that were here in the pod, and 
  what I managed to scrounge up from a nearby mining camp. Not much 
  there, but they were well–versed in the arts of fermenting things. Been 
  spending my time trying to stay alive until you showed up.” 
  Skar gladly shows the Explorers the location of the mining 
  outpost. Set up by independent operators, the outpost is little 
  more than a small camp. Aside from a homemade still, there 
  were ample supplies here for one or two people to live on for 
  several months. The pod itself is a wreck. All the supplies have 
  been used up and Skar has converted it into a shelter. ‘The 
  power cells are down to their last dregs of energy, which is why 
  the salvation beacon is barely detectable. 
  Where Are the Orks Now?—“Never did sit well with the 
  Cap’n with Vall’s idea to parley with them greenskins. Vall had some 
  great idea—a grand plan to motivate the Orks to move on the planet 
  of Damaris. Now the Orks have sacked Damaris and the captain is 
  no more.” What Skar says about this is true (from his point of 
  view, as he is no longer a captain). As Skar and his crew were 
  investigating Chorda’s Folly for clues to the location of Vall’s 
  prize, they came across the Orks. Transmitting this fact back 
  to Vall, the Faceless Lord had a great idea. He ordered Skar 
  and his crew to convince the Orks to sack Damaris, and thus 
  weaken the planet enough for Vall and his Wolfpack to take the 
  key he is seeking. Skar dared voice his concern and a mutiny 
  erupted, leaving him in his current state—marooned on a 
  dead planet. Afterwards, his ﬁ rst mate parlayed with the Orks 
  instead (for more information on Damaris and the Orks, see 
  THE WARPSTORM TRILOGY 1: THE FROZEN REACHES).
  You’re a Chaos Reaver. How Can We Trust You?—“Yes, 
  I am. There’s no denying or hiding me nature, eh? Yes, I swore an oath 
  to Karrad Vall and the Cap’n, just like all the others who served aboard 
  me ship. I plundered, pillaged, and otherwise pilfered my weasely black 
  guts out like all the others. For all I know you and I crossed blades 
  once or twice. But Vall and Brakkus turned on me and the Cap’n, and 
  I never forgive that kind of treachery. You expect it with a crew of 
  scallywags, but at the end of the day you know you still have a place 
  amongst them. But what he did to the Cap’n and those who threw their 
  lot in with him...I have this one shot left in me pistol, and I’ve been saving 
  it for the day I meet either Vall or that treacherous, turncoat, son–of–a–
  Ghilliam First Mate Brakkus.” Skar goes on to say that while the 
  Explorers will probably never be able to fully trust him, they 
  can trust him enough to get close to Karrad Vall and hurt him. 
  A successful Ordinary (+10) Scrutiny Test shows that he’s 
  telling the truth.
  Interacting with Skar
  Additionally, while Skar is less than truthful about his true 
  vocation, the Explorers may get a general sense of the man 
  once they interact with him more. The Explorers begin to 
  get the feeling that there’s something “odd” about him—
  something he’s not telling them. While they may ﬁ gure out 
  right off the bat that Skar is a Chaos Reaver (he all but blurts 
  out that fact), the Explorers will begin to get the feeling that 
  something is wrong. The simple fact is that Skar is terriﬁ ed of 
  what may happen to him should it be discovered that he was 
  the captain. He knows there’s no way he can take on a Rogue 
  Trader’s crew and hope to win. Thus, he ﬁ gures he can try to 
  manipulate them into helping him seek his revenge against 
  Brakkus and Vall.
  The Vault of Secrets
  No doubt, the Explorers have questions about the state of 
  Chorda’s Folly—where to go from here, and what to do 
  with Skar. While Skar does everything in his power to keep 
  himself alive and in the good graces of the Explorers, he’s not 
  without an ace–up–the–sleeve. Once the Explorers reach an 
  impasse or start contemplating what to do next, read aloud or 
  paraphrase the following:
  Contemplating your next move, Skar looks directly at you and 
  speaks, “I know exactly how you feel, mate. You’re looking for 
  answers, and it just so happens that I know where said answers 
  can be found. The people of Chorda’s Folly, missing settlers from 
  across the Expanse, the attack on Damaris—all of it. I know 
  there’s a connection between these events and Karrad Vall; I feel 
  it in me bones! I also know where Vall keeps his deep secrets, and 
  darkest lore: the mythical Vault of Secrets. Oh, aye, tis real—not 
  so mythical now, eh? What say you to that? I leads you to this 
  Vault, you get your goodies, and I get my revenge. Who knows, 
  may run into me ol’ pal Brakkus...”
  THE FABLED VAULT
  Just what is the Vault of Secrets? For decades, there’s 
  been a rumour that deep within the catacombs of Karrad 
  Vall’s Citadel of Skulls on Iniquity lay numerous treasure 
  vaults. Some are ﬁ lled with riches, others with esoteric and 
  arcane lore, and still more hold treasures that can only be 
  guessed at. These vaults house most of the wealth Vall 
  and his Wolfpack have amassed. However, there is one 
  vault amongst the dozen others that is talked about only 
  in hushed tones (lest Vall somehow hear of it). Within 
  this vault are all manner of arcane artefacts, relics, and 
  more. Those who speak of such things call it the Vault 
  of Secrets. It’s said to be the heart of Vall’s treasure trove, 
  guarded by foul and despicable creatures vomited forth 
  from the warp. Those Explorers with the appropriate Lore 
  Skills—Common Lore (Koronus Expanse), Forbidden 
  Lore (Pirates), and Scholastic Lore (Legend and Occult)—
  may know about the Vault of Secrets as well.
  
  24
  Skar is telling the truth. Karrad Vall keeps much of his 
  acquired lore and relics within his coveted Vault. There’s just 
  one catch: the Vault is located deep within Vall’s infamous 
  Citadel of Skulls. Skar is able to relate the following points of 
  information to the Explorers.
  • The Vault of Secrets is a treasure vault rumoured to contain 
  all manner of relics and lore. In fact, it’s somewhat of a 
  mythical location spoken of in hushed whispers where 
  spacers gather. No one knows for sure if it actually exists 
  (at least those who aren’t close to Karrad Vall).
  • Skar’s offer and information are genuine; although he 
  has his own reasons for wanting the Explorers to raid the 
  Vault. He asks that in exchange for leading the Explorers 
  to the vault, that the Explorers take him along with them. 
  Being a member of Vall’s inner circle, Skar knows a great 
  deal about the defences and layout of the Citadel. He 
  also knows that Vall will be extremely livid when he 
  learns of the theft. However, his wrath will be directed at 
  the Explorers and not Skar (or so he hopes).
  • Skar knows that the Citadel of Skulls is located in the 
  dying Dioskouri system, on the moon of Iniquity. He 
  also knows how to navigate through the various hazards 
  contained within the system (which is why none of 
  the so–called “Crusades” against Karrad Vall have ever 
  succeeded). Additionally, Skar knows that there are 
  various ways to gain entry to the Citadel beyond the 
  direct approach (vents, shafts, secondary bays, and such).
  Methods of Persuasion
  Since there’s no way to write an adventure that takes into 
  account all different types of groups, the GM may need to 
  craft the interaction between the Explorers and Skar based on 
  his group’s play style. Listed below are some possible ideas 
  to motivate the Explorers into going to Iniquity and tackling 
  the Citadel of Skulls. The GM can take these suggestions and 
  use them to help roleplay out the interaction between Skar 
  and the Explorers.
  Wealth
  Since most Rogue Traders are motivated by sheer greed and 
  avarice, Skar quickly points out that there’s an extreme amount 
  of wealth to be had within the Vault of Secrets, and more still 
  if they should happen to lift anything from any of the other 
  treasure vaults. Skar knows the Vault contains not just wealth, 
  but esoteric items and arcane relics. While he doesn’t know the 
  entire contents of the Vault, Skar knows that even if the Explorers 
  manage to take only a fraction of what’s within, it’s enough to 
  make them all very wealthy indeed. Skar wants the Explorers to 
  raid the Vault, as this facilitates his scheme of revenge against 
  Vall for ordering the mutiny that left him marooned on Chorda’s 
  Folly. Working out the logistics of transporting the contents of 
  the Vault takes time, but it’s not something that’s beyond the 
  ability of any Rogue Trader. Should they manage to take even a 
  few items from the Vault, the Explorers can raise their Proﬁ t 
  Factor through the Achievement Points earned for this 
  adventure (See page 50 for details). 
  Power and Glory
  Along with wealth, Rogue Traders crave two things: power and 
  glory. Without the one, there is no sense in having the other, 
  or at least that is what many Rogue Traders believe. Accepting 
  Skar’s offer is more than mere theft. If accomplished, word of 
  the deed spreads across the Expanse and eventually makes its 
  way past Footfall, on to Port Wander, and into the Imperium 
  at large. If even fractions of the rumours are to be believed 
  about what Karrad Vall has stored in the Vault of Secrets, the 
  amount of power that could be wielded should stagger the 
  Explorers; propelling them into a class of distinction far above 
  what they are used to. Wealth is transitory and always in ﬂ ux. 
  Glory is something that lasts for generations—if not eternity. 
  With glory comes respect, and new avenues open up which 
  lead to power. By completing the Endeavour through taking 
  on this task, the Explorers increase the amount of power they 
  can wield. The ability to purchase additional ships, increase 
  current holdings, and forge new compacts from a position 
  of strength are all things that a Rogue Trader cannot afford 
  to ignore. After all, how many can say that they robbed the 
  infamous, faceless Karrad Vall?
  WHAT HAPPENS IF THE EXPLORERS 
  KILL SKAR?
  Players being players, it’s impossible to predict what 
  they may end up doing. Given that Skar is a Chaos 
  Reaver, the Explorers may just kill him out of hand. 
  Despite everything the GM does to prevent this from 
  happening, Skar may end up dead. Should the worst 
  befall this wretch, then the GM has several options if he 
  wishes to keep the adventure running. It should be stated 
  that at this point, the adventure becomes very difﬁ cult 
  for the Explorers to accomplish (but not impossible).
  Searching around Skar’s makeshift camp, the 
  Explorers discover a deactivated cyber–skull inside the 
  saviour pod. It appears to have been used recently and 
  the power cells on it are good. Making a Challenging 
  (+0) Tech–Use Test, the Explorers are able to get it 
  running and determine that a recording has been placed 
  within the memory coils of the device. Skar didn’t know 
  if he would ever get off Chorda’s Folly, so he made a 
  pict–record in the hopes that someone would carry out 
  his plan for revenge against Karrad Vall.
  Contained within the memory coils is the information 
  the Explorers need to get through the warp to Iniquity, 
  the location of the Citadel of Skulls, and some details on 
  the Vault of Secrets. However, the since Skar isn’t around 
  to aid the Explorers in any of this, the GM should adjust 
  the difﬁ culty of any Skill Tests or other tasks so they are 
  more difﬁ cult to accomplish.
  
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  Answers
  When the Explorers arrived on Chorda’s Folly, they discovered 
  that it had been scoured of all life. If they participated in 
  the adventure THE FROZEN REACHES, they are pursuing the 
  question of why the Ork warband suddenly changed course to 
  attack an out–of–the–way planet. Something happened aboard 
  Skar’s vessel, and from their conversation with him it appears 
  that he’s holding something back. Skar claims that many of 
  the answers the Explorers seek could be within the Vault of 
  Secrets. Perhaps Vall’s activities threaten more than the handful 
  of planets the Explorers are concerned with. Exploring the 
  Vault could go a long way towards answering these questions.
  Act I Achievement Point Awards
  At the completion of Act I, the GM should award the 
  following Achievement Points (or subtract from the group’s 
  total):
  • Salvage processed materiel from ore carts: 50
  • Bring Reﬁ nery back online: 100
  • Retrieve record from pict–skull: 25
  • Replenish and resupply starship: 100
  • Learn fate of the residents inside the Bunker: 25
  • Finding Drexus Skar: 100
  • Killing/Abandoning Skar: –100
  • Discover Skar’s connection to the Orks: 10
  • Learn Skar is a Chaos Reaver: 10
  • Discover Skar’s previous role as Vall’s Lieutenant: 10
  • Agree to seek out the Vault of Secrets: 10
  Act II: 
  Travelling to 
  Iniquity
  “It is a cursed place. Full o’ dead worlds and worse... you can hear the 
  wail of the dying. They scream out for mercy that will never come!”
  –Navigator Anton Aleene
  T
  he Explorers have made a deal with the marooned 
  Reaver Drexus Skar. The basics of the deal are that he’s 
  to lead them to the world of Iniquity, to the catacombs 
  beneath the dreaded Citadel of Skulls. From within, the 
  former Reaver is to take them on to the mysterious and fabled 
  Vault of Secrets.
  To get there, however, they must ﬁ rst make their way 
  through the Warp to the Dioskouri system. Once in the system, 
  they then need to navigate through the planetary wreckage 
  and reaver ships coming and going within this Chaos–touched 
  region.
  
  26
  TRAVELLING
  Once the Explorers are ready to move on to Iniquity, they 
  need to make all the necessary preparations to get under 
  way. This mainly involves having the ship’s navigator plot 
  the course they are going to take through the warp. Plotting 
  the course to Iniquity isn’t as difﬁ cult as navigating through 
  the system’s tortured space, but like travelling to many of the 
  worlds within the Koronus Expanse, is not without risk. Once 
  there, Skar can guide the Explorers to Iniquity through the 
  use of the psychic beacon generated from the moon. 
  SKAR’S PLAN
  Up to this point, Skar may not have yet revealed everything to 
  the Explorers regarding the plan to raid the Vault of Secrets. 
  If he has yet to do so, when the Explorers are preparing to 
  make warp transit, he chooses to let them in on the rest of his 
  plan. Of course, the Explorers are welcome to come up with 
  their own plans for getting to the Citadel of Skulls—and Skar 
  welcomes any other ideas.
  Once the Explorers translate to the edge of the Dioskouri 
  System, Skar tells them that Iniquity doesn’t have any orbital 
  defences that most “civilised” worlds have. Instead, Vall relies 
  upon the system’s myriad of crushed worlds and debris to 
  shield his moon from attack. His ships, often called the 
  Wolfpack, come and go whenever they please, and there are 
  often several vessels in orbit around Iniquity at any given time. 
  As the Dioskouri System is blanketed in intense radiation 
  from the black hole that is slowly destroying the system, 
  long–range vox is impossible to use—likewise, it makes using 
  techno–arcane devices like teleportariums difﬁ cult at best (see 
  below). Ships’ augurs and weapons are similarly affected, as 
  are less–protected systems. Skar insists that the best way to 
  avoid detection once they get into the system is to pose as a 
  pirate reaver ship and make for the gas giant around which 
  Iniquity orbits. Once they secure a high orbit, they can slip in 
  undetected in a guncutter or similar craft. 
  As Skar has never been to the Citadel except by shuttle 
  craft, he has only a general idea of the route they should 
  take. This is a fact he reveals to the Explorers after they are 
  underway. Skar suggests that the Explorers set down outside 
  a settlement he knows of that caters to the likes of pirates and 
  raiders. The settlement, known as “Perdition” is roughly three 
  to four days on foot away from the dread Citadel. It is a den 
  of villainy, and those who dare brave setting foot within had 
  best be prepared to deal with such.
  Skar proposes that the Explorers try and locate a proper 
  guide in Perdition—he knows that there were several the last 
  time he visited the town, as they serve the local tribes crossing 
  the blasted wastes of the moon. He seems to recall that one 
  or two of the routes passed close to the Citadel of Skulls, 
  and intends to use them. Iniquity is an unpleasant world 
  that’s not only home to bands of blood–thirsty pirates, but 
  also the broken and craggy terrain is difﬁ cult to navigate. 
  Additionally, the lands are tainted by Chaos, and while 
  not a true daemon–world, the moon is host to a 
  wide variety of Chaos–bred creatures.
  Once they secure the entry to the Citadel 
  and defeat any guards or creatures along 
  the way, Skar hopes to lead the Explorers to the location of 
  the Vault of Secrets—a place he has only seen once in all 
  his visits to the Citadel. Skar tells the Explorers that Vall has 
  a hag who guards the Vault. Known as the “Archivist.” It is 
  she who oversees and catalogues all the arcane knowledge 
  and items within. Again, how much or how little of this 
  information Skar chooses to share with the Explorers is up 
  to the GM.
  HEADING TO INIQUITY
  Plotting a course to the Dioskouri System is no different than 
  plotting a course to any other system within the Koronus 
  Expanse. The problems begin when ships try to navigate 
  through the system of smashed and destroyed worlds. 
  Iniquity is where Karrad Vall keeps one of his most secure 
  strongholds—and it has the protection of all the powers of 
  Chaos he can muster. The difﬁ culty of getting to the Dioskouri 
  system mainly lies in its distance from the Astronomican, 
  the holy beacon which all Navigators use as a ﬁ xed 
  reference point.
  PLOTTING THE COURSE
  As mentioned previously, one of the things that makes travel 
  to the Dioskouri system difﬁ cult is its distance from the 
  Astronomican beacon on Holy Terra. There is no real ﬁ xed 
  point in the warp that a Navigator can use as a reference if 
  he cannot locate the Astronomican, and therein lies the real 
  danger and difﬁ culty of travel within the Expanse. 
  Plotting a course through the Warp uses the rules beginning 
  on page 183 of the ROGUE TRADER Rulebook. In addition to 
  the rules and modiﬁ ers suggested in that section, the steps 
  a Navigator must go through to plot a course have been 
  modiﬁ ed for this trip. Taking into account the uniqueness of 
  this location, the steps are outlined below. In the event the 
  Navigator is an NPC, the GM can simply gloss over these 
  steps and make the trip as eventful as he feels is necessary.
  Step One: Determining Duration of Passage
  Determining the amount of time it takes the Explorers to 
  travel from Chorda’s Folly (within the Cinerus Maleﬁ cum) 
  to Iniquity (located in the Foundling Worlds) is similar to 
  crossing from one sub–sector to the next. The base amount of 
  time it takes for the Explorers to travel from Chorda’s Folly to 
  Iniquity is 14+1d10 days (average time 18 days in the warp). 
  This time is modiﬁ ed based on the results of the Navigator’s 
  Test is Step Four: Steering the Vessel, on page 184 of the 
  ROGUE TRADER Rulebook (and also below).
  Step Two: Location of the Astronomican
  Getting to Iniquity from Chorda’s Folly requires the Navigator 
  to either locate the Astronomican beacon or attempt travel 
  without locating it. Due to the distance of Chorda’s Folly 
  from the Astronomican, the Navigator must make a Difﬁ cult 
  (–10) Awareness Test (instead of the normal Ordinary 
  Difﬁ culty). For every Degree of Success achieved, add +10 
  to any Navigation (Warp) Skill Tests for this voyage (see Step 
  Four on page 27), whilst every Degree of Failure imposes 
  
  27
  a –10 modiﬁ er instead. Should the Navigator score three 
  or more Degrees of Failure, then it is impossible to locate 
  the Astronomican—the Koronus Expanse of the Halo Stars 
  is notorious for such difﬁ culties. Should the Astronomican 
  be obscured, then the Navigator needs to pass a Hellish 
  (–60) Navigation (Warp) Test in order to plot a successful 
  course. The details of this step are on page 184 of the ROGUE 
  TRADER Rulebook.
  Stage Three: Charting the Course
  At this point, the Navigator makes an Ordinary (+10) 
  Perception Test to peer into the Warp and extend his 
  extraordinary perceptions to try and determine if there is any 
  turbulence, warp storms, or other strange phenomena in the 
  ship’s path. The results of this Test are kept secret from the 
  Navigator. Passing this Test means that the Navigator is able to 
  detect any likely disturbance along the route plotted. Failure 
  means that he is not. In either case, the results of this Test 
  inﬂ uence the chance of avoiding any serious Warp encounters 
  during the voyage. The list of possible encounters in the warp 
  can be found on pages 185 and 186 of the ROGUE TRADER 
  Rulebook. 
  Once the Navigator has plotted his course, and is 
  ready to translate to the warp, read aloud or paraphrase 
  the following:
  The various stations and decks of your vessel report secured. On 
  the bridge, upon the Command Plinth, the lights switch from 
  normal to red, indicating that the ship is about to enter the 
  realm of madness that is the Warp. Armoured shutters slide into 
  place covering the vista portals; keeping out all but a fraction 
  of the swirling maelstrom you’re about to enter. A faint tingling 
  sensation crawls across your skin and a voice rings out across 
  the bridge from gargoyle–shaped voxes: “Gellar Field activated, 
  prepare for warp translation.”
  Once this signal has been received, your helm station ofﬁ cers 
  report that they have slaved control over to the Navigator’s 
  ocularium. Locked into the controls of the vessel via thick cables 
  and wires, the Navigator is puriﬁ ed with sacred incense to cleanse 
  away all evil entities that may cling to him. Settling into his 
  trance, the circlet settled upon his brow begins to glow where the 
  fabled Third Eye resides—allowing him to view the maddening 
  horror of warp–reality. Giving the signal, the Navigator begins 
  to enter information into his station as the ship shudders; barely–
  controlled energies colliding to rip a hole into the Empyrean as 
  the ship’s warp vanes extend from hidden recesses outside the ship. 
  Then with a ﬂ ash and violent spasm, your ship crashes into the 
  tides of the Realm of Chaos.
  Stage Four: Steering the Vessel
  Once all of the above steps are completed, it’s time for the 
  Navigator to determine the accuracy of his course. At this 
  point, the Navigator makes his Navigation (Warp) Skill 
  Test, modiﬁ ed by the results of the Test from Step Two: 
  Location of the Astronomican. Refer the results of this Test 
  to Table 7–3: Navigation Chart, on page 184 of the 
  ROGUE TRADER Rulebook. Page 185 of the ROGUE TRADER 
  Rulebook also mentions the possibility of going off course 
  or facing encounters in the warp. The chances of either of 
  these happening, and the results of such events, are up to 
  the GM. However, it’s not recommended that the GM allow 
  the ship to travel too far off course, as the Explorers should 
  arrive without too much injury to their persons (their ship is 
  another matter entirely). Getting to Iniquity once they have 
  arrived should be the bigger challenge.
  THE TRIALS OF INIQUITY
  When the GM feels that the Explorers have reached their 
  destination and are ready to continue on with the story, read 
  aloud or paraphrase the following:
  The moments tick by after your emergence from the warp. The 
  various augurs of your mighty vessel collect data about the area 
  of space around you. Servitors in the command pits chatter 
  endlessly and crew move about with purpose. As the main viewer 
  comes back online, and the shutters of the vista panels pull back 
  to reveal the system to your eyes, your blood runs cold.
  Despite the distance, you can still see the powerful maelstrom 
  of swirling gasses and debris where once a mighty star burned. 
  Rocks, debris, space hulks, and other detritus swirl about the 
  giant black hole. Its twin, a massive red giant companion star, 
  appears as a misshapen eye. The tremendous forces of gravity 
  tugging it will eventually win out and draw the doomed star into 
  its neighbouring twin.
  As mentioned previously, the moon of Iniquity is a world 
  touched by Chaos. Vall sacriﬁ ces hundreds regularly to 
  appease the capricious Chaos lords he is in league with. 
  The psychic screams of all of these damned souls has 
  created a unique phenomenon on Iniquity: a short–
  ranged (but potent) warp beacon. However, 
  all of this psychic activity blots out the true 
  Astronomican (if it can be found this far 
  BREAKING DOWN THE TRIP
  The trip from Chorda’s Folly to Iniquity, as mentioned 
  previously, takes the Explorers through the area near 
  the Cinerus Maleﬁ cum, through the God–Emperor’s 
  Scourge, and on into the Foundling Worlds region. 
  To make it easier for the GM to break the trip down, 
  each “leg” of the journey is broken down below. Each 
  segment has a number of average days it takes to travel 
  through the warp (it can be assumed that the Navigator 
  takes the ship out of warp to realign his navigations 
  between each segment). Of course, these durations 
  should be modiﬁ ed based on the results of the actual 
  time that is determined by the skill of the Navigator 
  plotting the course.
  • Chorda’s Folly to God–Emperor’s Scourge: 4 
  days average
  • Travel through the God–Emperor’s Scourge: 
  8 days average
  • God–Emperor’s Scourge to Iniquity: 6 
  days average
  
  28
  out into the Halo Stars) once a vessel is within the bounds of 
  the Dioskouri System, making it difﬁ cult (if not impossible) 
  to locate. The beacon itself helps those who are attuned to it 
  to navigate through the treacherous system and damns those 
  who are unable to sense its presence by blocking out the 
  Astronomican’s signal.
  Navigating the Dioskouri System is perilous, due not only 
  to the clouding of the Astronomican, but also because the 
  system is literally swirling with so much debris and hidden 
  hazards. Catastrophe is nearly assured—despite being able to 
  lock on to the dread beacon of psychic screams. As they pass 
  through the Dioskouri system, the Explorers see that most of 
  the planets have been shattered; their debris being inexorably 
  drawn into the waiting maw of the massive maelstrom at the 
  centre of the system. The Dioskouri System also hosts several 
  gas giants. However, all but one of them is distorted in one 
  way or another due to the intense gravity of the black hole. 
  The ones closest to the black hole appear lopsided and egg–
  shaped—the hungry maw beyond drawing off their gasses 
  and vital atmospheres.
  Getting to Iniquity once the Explorers have arrived in the 
  system is a huge undertaking, as the Explorers’ vessel braves 
  gravity tides, radiation ﬂ ares, spinning chunks of planetary 
  remnants, asteroid swarms, and other celestial hazards. In 
  addition, the intense gravity of the maelstrom disrupts most 
  of the augur arrays, worsening the closer they get. Skar could 
  provide some assistance in this regard. His knowledge of the 
  system and its hazards far outstrips that of everyone else 
  on board, and he states, “It is neither easy nor simple. But it 
  can be done—provided you listen to me.”
  NAVIGATING TO INIQUITY
  Due to the extreme hazards the system presents to those not 
  experienced with them, the Explorer piloting the ship (if not 
  an NPC) may wish to work closely with Skar. Skar provides 
  the necessary psychic guidance needed to direct the ship’s 
  Navigator, and the Navigator provides information on the best 
  course to Iniquity. In the event that one or both the Navigator 
  and Astropath roles are NPCs, the GM will need to make 
  adjustments to this section as appropriate—glossing over their 
  parts as needed.
  By entering a psychic trance, Skar can sense the location of 
  the psychic beacon generated from the surface of the Chaos–
  infested moon. In addition, those Explorers who have at least 
  30 Corruption Points begin to feel a faint pull the closer they 
  get to Iniquity: as if something is calling out to their soul (if 
  Skar is not with the group, any character with 30 or more 
  Corruption Points may take his place for the purposes of the 
  Navigation Test, below). Once Skar has located the beacon, the 
  Explorers can proceed into the depths of the star system. 
  If for some reason Skar isn’t with the group, then the 
  Explorers will have a more difﬁ cult time. The ship’s resident 
  psykers report they can hear a wailing through the void. The 
  beacon can be located without the assistance of Skar, but 
  requires an Arduous (–40) Psyniscience Test instead (since 
  Skar isn’t there to guide).
  Once the beacon is located, the Navigator makes a Very 
  Hard (–30) Navigation (Warp) Test. Succeeding this Test, 
  the Navigator is able to relay the coordinates to the helmsman. 
  Every Degree of Success on this Test applies towards the 
  Exploration Challenge (see below) to get to Iniquity. If the 
  Navigator fails the Navigation (Warp) Test, he can still relay 
  the correct coordinates to the helmsman. However, the strain of 
  utilising the beacon corrupts him—the Navigator gains 1d10 
  Corruption Points, plus an additional 2 Corruption Points for 
  every two Degrees of Failure. 
  GETTING TO INIQUITY
  In order to arrive at Iniquity, the Explorers need to complete a 
  Taxing (6) Exploration Challenge. As mentioned above, the 
  Degrees of Success on the previous Navigation Test apply to this 
  Challenge. Should the Explorers manage to fail the Exploration 
  Challenge, then the GM may choose or roll on Table 2–1: 
  Iniquity Encounters. Because similar hazards exist within 
  multiple places throughout the system, it’s acceptable if the 
  Explorers face the same hazard multiple times. However, the GM 
  should feel free to modify the number or types of encounters his 
  players face, depending on the pacing of the group and how the 
  adventure is progressing.
  Some hazards have penalties to using the ship’s augurs or 
  require the ship’s Detection Rating to be used in a Test. The 
  GM should remember that all of these penalties are cumulative 
  with the ones mentioned under the Effects of the Dioskouri 
  System sidebar. As the Explorers gain more and more ground 
  navigating their way through the system, the GM should describe 
  the condition of the system as they get closer to Iniquity. Using 
  the information on Iniquity on pages 8-10, he should paint a 
  vivid picture of planetary remains being sucked into oblivion, 
  gas giants with wisps and tendrils of atmosphere being drawn 
  EFFECTS OF THE DIOSKOURI 
  SYSTEM
  Aside from the debris swirling around the system 
  ready to tear apart any ship at a moment’s notice, the 
  Dioskouri System is virtually blanketed in radiation 
  of one kind or another. Starship hulls, by design, are 
  capable of blocking out the worst of the radiation. 
  However, many of the vessel’s sensitive systems 
  are affected. Additionally, anyone venturing out in 
  anything less than a shuttle or guncutter risks severe 
  radiation exposure and eventual death (armoured space 
  suits may provide some protection, as determined by 
  the GM).
  The radiation reduces the Detection Rating of all 
  vessels by half their value (round up), and any Tests 
  using the vessel’s augur arrays are two steps more 
  difﬁ cult. Additionally, ranges for macrobatteries and 
  lances are likewise reduced by half. Long–range vox 
  transmissions are impossible (anything over 5 VUs) 
  and teleportation will be difﬁ cult at best (see page 33 
  for using teleportariums in this adventure).
  Ships making a Silent Running Manoeuvre gain a 
  +30 bonus to their Manoeuvre Tests. 
  
  29
  off, and other phenomena not typically seen. Iniquity is a truly 
  unique star system and should be treated as such.
  Asteroid Field
  Scattered throughout the system are the shattered remains of 
  planets and moons. Some exist in dispersed pockets, while 
  others are spread out across large swathes of space. Inexorably, 
  they are all being drawn into the gaping maw of the black 
  hole. The rules for handling Asteroid Fields are on page 226 
  of the ROGUE TRADER Rulebook.
  Gravity Tide
  Because of the massive black hole at the centre of the 
  Dioskouri System, most of the system’s planets have been 
  ripped to pieces under the stress. This has created an unusual 
  phenomenon whereby many unseen and unknown gravity 
  tides exist in one place. The rules for handling Gravity Tides 
  are on page 227 of the ROGUE TRADER Rulebook.
  The Explorers may also mark the location of known tides 
  and attempt to lure enemy vessels into them. To do this the 
  captain of the vessel (or helmsman) makes a Difﬁ cult (–10) 
  Tech–Use + Detection Test as the ship ﬂ oods the area with 
  erroneous signals in order to mask the anomaly. For every 
  Degree of Success, the enemy vessel suffers a –5 penalty to 
  their Tests to try to detect the riptide.
  Radiation Flare
  While deadly radiation blankets the dying star system, there 
  are pockets where the radiation spikes and ﬂ ares. This is mainly 
  due to dying planets ripped apart by the maelstrom and by the 
  gas jets exiting the black hole at high velocities.
  While many sensoria and devices aboard star ships are 
  designed to detect stellar radiation, the interference generated 
  by the phenomenon can prevent its detection until it is too 
  late. A Hard (–20) Scrutiny + Detection Test is required to 
  detect a possible radiation ﬂ are. Should a vessel stumble into a 
  ﬂ are without detecting it, the ship’s helmsman needs to make 
  a Difﬁ cult (–10) Pilot (Space Craft) + Manoeuvrability 
  Test to avoid it. Failing this Test means the vessel suffers 1d5 
  damage to the Crew Population and Crew Morale as waves of 
  nausea and headaches run rampant through the crew. Medicae 
  staff must dose the crew with anti–radiation potions and 
  unguents. Additionally, 1d5–1 random Components become 
  Unpowered from the sudden electromagnetic pulse. It takes an 
  Emergency Repairs action to restore power to the Unpowered 
  Components. The GM is also welcome to come up with other 
  interesting side effects of radiation penetrating the ship’s hull.
  Ion Spread
  Jets of ionised gas ﬂ oat through the Dioskouri System like 
  ribbons or streamers. A cross between a nebula and ionised 
  clouds, the particles within ion spreads have the ability to short 
  out unprotected electrical systems and other nuisances. At times 
  they seem to be almost sentient—suddenly changing course to 
  strike at nearby vessels. The reality is that they are simply drawn 
  to the electrical ﬁ elds generated by void shields, plasma reactors, 
  and other energy–hungry systems. 
  Avoiding an ion spread is difﬁ cult because their movements 
  are so unpredictable. A successful Difﬁ cult (–10) Navigation 
  (Stellar) + Detection Test is required to safely navigate around 
  an ion spread without being struck by the baleful energies being 
  released. Success means that the vessel passes unharmed. Failure 
  means the ship suffers 1d5 damage (ignoring armour). In addition, 
  for every Degree of Failure, one random Component shorts out 
  and becomes unpowered. The Component can be repaired and 
  powered by having the Explorer directing the repairs make a 
  Challenging (+0) Tech–Use Test. It takes 1d5 hours to restore 
  power to the damaged Component (each Degree of Success on 
  the repair Test can reduce that time by 1 hour to a minimum of 
  1 hour).
  Ship Debris
  Over the centuries since this system was corrupted by Chaos, 
  numerous vessels have tried to make their way to Iniquity—
  either to present themselves to Karrad Vall or to attack him. Most 
  fail in this endeavour, but a few manage to make it through. The 
  remnants of those who have failed drift about the stellar void 
  until they are either pummelled by the drifting debris, stripped 
  for any useful components, or succumb to the maelstrom.
  The danger these space hulks present are left up to the GM. 
  They could simply present a collision hazard, or they could be 
  infested with something far worse. Sometimes they are volatile—
  their reactors waiting for the right moment to detonate. In some 
  cases, they may have valuable components and supplies that may 
  be crucial for the Explorers to conduct emergency repairs to their 
  damaged vessel.
  The Explorers may discover survivors—and they aren’t 
  entirely grateful at being “rescued.” Many have gone mad 
  due to the trauma and conditions that they have endured; 
  others may become hysterical or catatonic. Regardless, 
  the GM should feel free to reward the Explorers with 
  additional bonus Achievement Points for rescuing 
  any survivors of these derelicts.
  Table 2–1: Iniquity System Encounters 
  D10 Roll
  Event
  1–3
  Asteroid Field
  4
  Gravity Tide
  5
  Radiation Flare
  6
  Ion Spread
  Ion Spread
  7–8
  Ship Debris
  9–10
  Ice Cloud
  PACING THE ADVENTURE
  One of the most important elements of any 
  adventure is its pacing, meaning that the 
  encounters and opportunities for roleplaying should 
  keep the game moving and not let it bog down 
  unnecessarily. The Iniquity Encounters in this section 
  should be carefully considered by the GM; if he feels 
  the adventure needs an additional encounter, he should 
  proceed to roll or choose an encounter from Table 
  2-1. Otherwise, he should feel free to have the group 
  simply proceed to the next part of the adventure.
  
  30
  Ice Cloud
  Much like an asteroid ﬁ eld, these ﬁ elds of ice can damage 
  a ship by slamming them with frozen chunks of detritus. 
  Navigating through an ice cloud is similar to navigating 
  through Ice Rings. Use the rules for Ice Rings, presented on 
  page 227 of the ROGUE TRADER Rulebook, when attempting 
  to navigate through Ice Clouds. 
  THE GIFT OF DESPAIR 
  (MANDATORY ENCOUNTER)
  This encounter is mandatory, and occurs shortly after the 
  Explorers enter the Dioskouri system from the warp. As the 
  intense radiation covering the star system plays havoc with their 
  augurs, the Explorers are unable to detect this enemy vessel until 
  it’s almost too late. The various scum and pirates that ﬂ ock to 
  Karrad Vall’s banner tend to supplement their meagre earnings 
  with other more lucrative pursuits. Every year, numerous vessels 
  attempt to make it to the Dioskouri system only to end up as 
  ﬂ oating debris. Occasionally there are survivors on board, and 
  the pirates take it upon themselves to board these derelicts and 
  “rescue” these hapless victims. Once secured safely aboard their 
  pirate vessel, the captains of these ships then return them to 
  Iniquity to sell to the various mine overlords and as tribute to 
  Vall (who rewards their efforts). Additionally, there are other 
  slave markets throughout the Expanse, as well as other sources 
  of slaves, and these slaver ships travel to and from the Dioskouri 
  system with their living cargo in tow.
  The Explorers encounter one such vessel shortly after 
  they translate to real–space. This vessel is known as the Gift 
  of Despair, and is captained by a despicable Chaos mutant 
  renegade known as Darexor. The Gift of Despair is a modiﬁ ed 
  raider turned slaver vessel, captured during a battle with a 
  now–defunct Rogue Trader House. 
  Read aloud or paraphrase the following:
  Your vessel has managed to gather what little information it can 
  about the space surrounding it. Intense radiation blankets the entire 
  region, preventing your augurs from scanning beyond a limited 
  range. From what you can see the entire system is in tatters; chunks 
  of rock and ice swirl about with debris from other vessels that made 
  the attempt to enter this system. Suddenly, klaxons begin to wail. 
  Servitors in their sockets begin to transmit data to the command 
  plinth, generating a hololithic image of a vessel that has suddenly 
  appeared in close range. Your vox ofﬁ cers indicate that the ship is 
  hailing you, but augurs insist the vessel is armed with its weapons 
  bays locked open.
  The Explorers have several options at this point: they can 
  answer the hail, ignore it, beat to quarters, or conduct some 
  other action. Skar (if available) states that he knows this vessel. 
  He suggests if the Explorers don’t have a deﬁ nite plan of 
  action, that he respond to the hail disguised as the vessel’s 
  master—and for the Explorers to follow his lead. Should 
  the Explorers balk at this suggestion, Skar shrugs, 
  unwilling to press the issue. Should the Explorers 
  handle themselves well, he’ll be grudgingly 
  impressed, although if they take signiﬁ cant 
  damage or suffer some other setback in a battle, he’ll be 
  insufferably smug. If they agree to this course of action, read 
  aloud or paraphrase the following:
  Skar moves to stand in front of the Command Throne on the 
  bridge and then signals for the channel to be opened to the hailing 
  vessel. Within seconds the image on the main viewer changes to 
  reveal a pug–nosed man whose face is pierced in multiple places 
  and marked by tattoos similar to Skar’s. An ugly scar runs down 
  his face, making it into a permanent sneer. His smile turns to 
  surprise momentarily at the apparent recognition of Skar.
  “Ah, Captain Skar. You ﬁ nally found you a ship. What, you 
  steal this one too?” the dog–faced captain begins in a slurred speech 
  like a drunken voider.
  Skar replies, “Well, well. Captain Darexor, my dear lump of 
  waste. Still playing the part of Vall’s lapdog? I trust your foray 
  was fruitful? What ﬁ lls your holds this time? Old men and the 
  inﬁ rm, eh? Well, no matter. I have come to rejoin my brothers and 
  ask that you move aside and allow us to pass unmolested.”
  The banter goes back and forth, and the GM is welcome to 
  play this up. How this turns out depends on the size relationship 
  between the Explorers’ vessel and the Gift of Despair. Should 
  the Gift of Despair equal or exceed the Explorers’ ship in 
  size, Darexor demands tribute in order to pass unmolested, a 
  thousand slaves for his hold. Should the Explorers refuse, or 
  otherwise balk, at his request, Darexor attacks their ship with 
  the intent to board and take whatever slaves he can by force. 
  If the Explorers’ vessel is larger than the Gift of Despair (or 
  
  31
  for some reason they have more than one ship) then Darexor 
  backs down. He wishes them luck in getting to wherever it 
  is they are going, and quietly vanishes into the void on his 
  slaving run. It’s possible that the Explorers will face the Gift of 
  Despair again—either at the end of this adventure during the 
  ﬁ nal space battle, or the GM can bring Captain Darexor and his 
  cutthroat crew into another adventure later on. 
  Should combat break out, Skar can assist the Explorers by 
  providing information on the Gift of Despair and her captain. 
  While this information does not provide any game bonuses, 
  it gives the Explorers an idea of who and what they face—
  perhaps giving them some additional ideas about how to 
  defeat their foe.
  The ships begin at 5 VUs apart, and the GM should 
  consider placing the two ships near some of Iniquity’s stellar 
  phenomena, such as a gravity tide or meteor swarm. If they 
  managed to scan or encounter any gravity riptides or other 
  hazards before encountering the Gift of Despair, they can even 
  try to lure the ship into them. The GM should also keep in 
  mind that the effects of the Dioskouri System’s radiation affect 
  the Reavers as well as the Explorers. The proﬁ le for the Gift of 
  Despair can be found on page 67 of this adventure.
  Darexor makes all attempts to take the Explorers’ vessel, but 
  if his ship begins to suffer too much damage he attempts to 
  disengage. Use the proﬁ le for the Chaos Reaver Captain found 
  on page 59 to represent Darexor. Additionally, once he has 
  loosed several salvos at the Explorers, he attempts to close the 
  range and board. Once he is able to, Darexor unleashes his 
  crew of Reavers to try and board the Explorer’s vessel.
  Fighting the Gift of Despair
  Many options are available for this encounter, and it would be 
  impossible to present them all. Should Captain Darexor order a 
  boarding attempt, he will launch several boarding craft at once. 
  This is considered to be a Hit & Run Action (see page 218 of 
  the ROGUE TRADER Rulebook). However, due to the number 
  of boarding craft the ship launches, the enemy ship makes a 
  Routine (+20) Pilot (Space Craft) Test. Should the Gift of 
  Despair close to within 1 VU of the Explorers’ craft (and it’s 
  roughly equal in size, as mentioned above), they launch their 
  boarding action—with the intent of capturing slaves, not just 
  sabotage. Captain Darexor directs the assault (but doesn’t lead 
  it, he leaves that to his slavers) by sending in waves of Chaos 
  Reaver pirates. Proﬁ les for the Chaos Reavers are on page 58 
  of this adventure.
  Use the rules on page 215 of the ROGUE TRADER Rulebook 
  to handle the boarding action. Should the Reavers manage 
  to board the Explorers’ ship, then it should be a short and 
  brutal affair. 
  Should the Explorers’ ship outclass the Gift of Despair (in 
  terms of size and ﬁ repower) and simply open ﬁ re on her 
  without ﬁ rst speaking to Captain Darexor, the Gift of Despair 
  looses several salvos and moves to the extreme range of its 
  weapons. After ﬁ ring on the Explorers, she will then attempt 
  to break off and ﬂ ee (either deeper into the star system, or into 
  the warp). If this happens, and the Explorers wish to pursue, 
  then the GM should make use of the Stern Chase rules found 
  on page 216 of the ROGUE TRADER Rulebook.
  Because it’s impossible to predict what different groups 
  of players are going to do, the GM will have to play out this 
  part based on his group’s style. For example, some groups may 
  decide to board the Chaos vessel, free the slaves penned up on 
  board, and then use that ship to make their way to Iniquity. 
  This is entirely plausible and the GM should encourage such 
  actions. They may also cripple the raiders before they even get 
  close enough to board, or launch their own Hit & Run attack 
  in an attempt to destroy the offensive craft and free the slaves. 
  It should also be noted that freeing the slaves from their 
  fate nets the Explorers additional bonus Achievement Points 
  towards their Endeavour’s completion (see page 50). The 
  Explorers may free the slaves any way they wish, whether 
  from boarding the ship, from using guile to make a deal with 
  Darexor, or any other suitably creative (and sneaky!) method.
  If the GM wishes to make the ﬁ ght with the Gift of Despair 
  more challenging, he can add more identical ships (usually 1-3, 
  depending on how strong the Explorer’s vessel or vessels are) 
  under Darexor’s command.
  ORBITING INIQUITY
  Once the Explorers successfully complete the Exploration 
  Challenge to get to Iniquity, they enter the orbit of the small 
  moon orbiting Dioskouri’s only remaining intact gas giant. 
  Read aloud or paraphrase the following:
  As your vessel closes in on the gas giant harbouring your goal, 
  you slowly begin to make out the small dot orbiting it: the moon 
  Iniquity. The swirling green, orange, yellow, and white gasses glow 
  with intense luminosity. Your augurs report nothing threatening in 
  the immediate area, but due to the intense radiation covering the 
  system, those readings are unreliable at best.
  Skar explains that Iniquity has several ramshackle 
  shipyards orbiting the moon; this is where the pirate 
  vessels come to re-arm, refuel, and repair. Forges 
  ﬁ lled with slaves on the moon below, work night 
  and day to smelt down the raw ores from the 
  GETTING THE EXPLORERS 
  INVOLVED
  Although Skar’s suggestion is a good one, 
  the player characters have numerous other options to 
  get involved with the encounter with the Gift of Despair. 
  Impersonating Skar is not particularly difﬁ cult (it has 
  been some time since Darexor last saw or spoke to Skar) 
  for anyone with the Disguise Skill, nor is a vox-only 
  conversation with anyone who has the Mimic Talent. In 
  both cases, the Difﬁ culty for seeing through the disguised 
  appearance or voice should be Hard (–20).
  Additionally, a Difﬁ cult (–10) Tech-Use Test can add 
  some distortion to either vox or pict, further increasing 
  Darexor’s Difﬁ culty to see through any deception to Very 
  Hard (–30).
  It is recommended that the GM should consider any 
  ideas from the other Explorers if they wish to contribute.
  
  32
  mines into munitions and parts for Vall’s ever–increasing ﬂ eet 
  of raider ships. Skar also mentions that the Citadel itself is 
  protected by an array of void shields and has several defence 
  laser emplacements—making it a formidable target, able to 
  strike back against any attackers who make it that far.
  Orbiting Iniquity is a shattered moonlet that was once a 
  small satellite of the moon. The Explorers have several options 
  open to them: they can proceed, acting as if they are pirates 
  come to serve under Vall, or they can attempt to hide their 
  vessel within the shattered remnants of Iniquity’s satellite 
  (hoping to avoid detection). 
  CLOSING ON INIQUITY
  Once the Explorers have entered orbit around the gas giant 
  protecting the Chaos–ridden moon, they can take whatever 
  small craft they have at their disposal. The Explorers should 
  also consider taking an Astropath along with them (assuming 
  there isn’t one in their group already) due to the fact that the 
  radiation put out by the dying star system interferes with all 
  long–range vox. Rogue Trader vessels typically have more 
  than one Astropath on board (although there are exceptions) 
  and it should be no problem for the GM to have an NPC 
  Astropath accompany the Explorers, if needed. 
  Once they close in on the moon, read aloud or paraphrase 
  the following:
  Closing in on the baleful eye that is Iniquity you see before you 
  a pale and sickly green orb streaked with wisps of thin clouds. 
  Jagged peaks of basalt–black rock stretch up to the storm–
  wracked sky, and scouring sands shift and blow beneath. Seas 
  of vitriol–green acid dot the landscape, and all around you can 
  make out the played out and abandoned mines that were once the 
  only reason anyone would ever come here. Plumes of thick, dark 
  smoke stretch up to the sky all around, the product of the many 
  forges Karrad Vall uses to build his war machine. However, as 
  you pass into the atmosphere, you can detect something dark and 
  menacing lives here now. Its presence can be felt all around, as if 
  it is watching you.
  Following the coordinates given to you by the marooned 
  Reaver Drexus Skar, you see that it leads you to a ragged settlement 
  of makeshift buildings, shanties, and worse. Fortunately nothing 
  has locked onto your approach, but you feel apprehensive about 
  leaving your vessel in hiding, without the ability to vox you in an 
  emergency. Your only lifeline to it now lies in the tenuous psychic 
  connection between your Astropaths.
  Touching down on the packed earth ramp, you say a prayer to 
  the God–Emperor, and make your way off the shuttle.
  Before they make their descent to the surface, the 
  Explorers have a choice to make. It would be best if they 
  went in disguised as Chaos pirates, newly vetted and sworn 
  to Karrad Vall’s crusade. They may also decide that disguises 
  are beneath them (or forgo them for some other reason) and 
  choose to go in as who they are: a Rogue Trader and 
  crew. They may devise a cover story for their visit, or 
  they may not. The best course of action would be 
  for the group to disguise themselves, as Skar 
  suggests; the people of Perdition don’t take 
  kindly to those who aren’t one of Vall’s bunch. Should the 
  Explorers take Skar’s suggestion, then their disguise should 
  be enough to fool all but the most comprehensive scrutiny. 
  The Explorers only need worry when someone is trying to 
  see through the disguise (in this case, the use of the Disguise 
  Skill from page 81 of the ROGUE TRADER Rulebook is very 
  useful to keep the denizens of Iniquity ignorant of the group’s 
  true nature—one character with this skill can effectively use 
  it for the entire group). Stepping off their shuttle on a hard–
  packed landing pad, the Explorers ﬁ nd themselves looking on 
  a run–down and horrid looking settlement full of squalor and 
  vice—not too far off from many of the places they may have 
  visited in the past. However, unlike those places, this run–
  down town doesn’t cater to Rogue Traders, or recognise their 
  Warrant of Trade and the authority it carries. This settlement, 
  as Skar explains, is Skaarsdelve, the largest settlement on the 
  planet. 
  Act II Achievement Point Awards
  At the completion of Act II, the GM should award the 
  following Achievement Points (or subtract from the 
  group’s total):
  • Decide to go with Skar’s plan to inﬁ ltrate the Citadel of 
  Skulls: 25
  • Explorers come up with their own plan to inﬁ ltrate 
  Citadel: 50
  • Plotting course and arriving in Dioskouri system: 100
  • Using psychic beacon to locate Iniquity: 50
  • Reaching Iniquity (reduce by –50 for each encounter 
  suffered along the way, save mandatory encounters, to a 
  minimum of 0): 200
  • Giving Captain Darexor 1,000 slaves: –200
  • Defeating/Getting past the Gift of Despair: 100
  • Rescue any number of slaves from Gift of Despair: 75
  • Destroy/defeat Gift of Despair without making attempt to 
  rescue slaves: –100
  • Arrive in orbit around Iniquity: 100 (50 if using Skar’s 
  assistance)
  IF SKAR ISN’T PRESENT
  While the servo–skull found in Skar’s shelter on Chorda’s 
  Folly may have provided the location and impetus 
  needed to get to Iniquity, it mentions nothing about the 
  settlements here. One way the GM can deal with this 
  problem is to have one of the characters (either an NPC 
  or one of the Explorers) mention that they once heard 
  of Perdition—they thought it to be a myth spoken of in 
  a cloud of obscura smoke. Another idea is to have one 
  of the gang–pressed crew members know of this place, 
  and the information eventually reaches the Explorers’ 
  attention (perhaps through the Master of Whispers, or 
  some other role).
  
  33
  Act III: The 
  Damned World
  “There is no place more dreadful than the Citadel of Skulls. Vall’s 
  bastion is a nigh–impregnable fortress full of riches undreamt of, 
  but those who manage to ﬁ nd it discover that their fate is now in the 
  hands of the Faceless Lord.”
  –Captain Drexus Skar
  T
  he Explorers have made planetfall upon the Chaos–
  infested moon of Iniquity. Bringing along the 
  “reformed” Chaos Reaver, Drexus Skar, the Explorers 
  now ﬁ nd themselves landing in the chaotic spaceport of 
  Skaarsdelve. Inhabited by a myriad of cutthroats, slavers, and 
  other nefarious scum, the Explorers hope to ﬁ nd a guide who 
  can lead them to their goal: the Citadel of Skulls.
  From Skaarsdelve, the Explorers trek across the wilderness 
  of the Chaos–infested moon and into Karrad Vall’s stronghold. 
  After defeating the guards and traps placed in their way, the 
  Explorers face their destiny within the fabled Vault of Secrets.
  DEN OF INIQUITY
  As the ﬁ nal act of this adventure opens, the Explorers have 
  touched down outside a den of vice and deception that was 
  once where Skar and his band spent most of their time while 
  on Iniquity. They have come here on his recommendation, 
  and as previously mentioned, this is where they hope to 
  locate a guide who can take them to the dreaded Citadel of 
  Skulls—source of the Vault of Secrets. Word has yet to reach 
  the residents of Skaarsdelve regarding Skar’s mutiny—not 
  that it would matter to most, as long as his Gelt is good.
  As the Explorers step off their transport outside the 
  settlement, read aloud or paraphrase the following:
  The moment you land, the sights and smells of this den of vice 
  assault your senses. The city ﬁ lls a large valley like a mould, 
  growing and stretching its streets and habs over every surface. 
  Towering habs lean drunkenly against cracked and pitted blast-
  bunkers. Masses of degenerate humanity pile through the streets, 
  and the sounds of gunﬁ re echo through the alleys every so often. 
  Even the spaceport around you is a scene of barely controlled 
  anarchy, with shuttles taking off and landing randomly and at 
  least one ﬁ st-ﬁ ght going on in a nearby landing pit.
  As Skar explains, the entire settlement is geared towards 
  serving the various cutthroats and pirates who make their way 
  here, and the few tribes of locals that deign to bring their 
  meagre offerings for sale. If it’s a vice, then chances are good 
  it can be found in Skaarsdelve. Everywhere the Explorers go, 
  they can see the haunted looks of those who have spent too 
  much time amid this degenerated society. Fights are constantly 
  erupting, and spill out onto the streets. 
  Skaarsdelve is where the Explorers can ﬁ nd many illicit 
  and proscribed items and services. They may make Aquisitions 
  here, but should ﬁ nd it difﬁ cult to get quantities in Scales of 
  Standard or higher. Much of the resources of this city have 
  been diverted to supply Vall’s mobilizing war machine. As the 
  Explorers walk around the city, they see brawlers, drunken 
  pirates, and weapon ﬁ re in the distance. Various disreputable 
  individuals skulk through the town, staying mostly in 
  shadows and alleys. The Explorers are constantly being 
  watched for any sign of weakness. The entire city should have 
  an aura of desperation and violence. 
  USING A TELEPORTARIUM
  Using a teleportarium or similar means of transportation 
  is difﬁ cult because of the interference of the radiation 
  covering the system. Because a teleportarium is a device 
  that can be easily abused (especially in this adventure), 
  the GM should consider allowing the device to operate 
  reliably only once during this adventure—either the 
  Explorers can use it to get to the surface of Iniquity, 
  or they can use it to get back to their ship. This and 
  several other methods are discussed in more detail 
  on page 150 of the supplement INTO THE STORM. 
  However, the GM doesn’t require that supplement to 
  run this adventure. Likewise, he should be cautious not 
  to deny the Explorers the chance to use this device that 
  they may have obtained in lieu of other options.
  
  34
  34
  34
  However, one of the best chances the Explorers have of going 
  unnoticed is the shear anarchy of the city, and the teaming masses 
  found there. So long as they are careful and do not draw attention 
  to themselves, they may be able to pass through unnoticed. 
  GOING THROUGH SKAARSDELVE
  Aside from their main goal of trying to locate a scout who can 
  take them to the Citadel of Skulls, the Explorers may wish to 
  explore and investigate the town. Skar is an apt guide to the ins 
  and outs of the settlement—knowing many of the locals. He 
  also knows of the best places to try and locate a guide the group 
  needs to get to the Citadel.
  How the Explorers wish to handle going through the 
  settlement is up to them. They may opt to explore a bit, 
  purchasing “services” and items, or they may wish to head 
  straight to the Crow’s Nest: a place where pirates and slavers 
  tend to congregate, as well as hunters, trackers, and other types 
  of scum. One thing they should keep in mind is that most 
  people here don’t care for outsiders. In the majority of cases, 
  this can be smoothed over with a liberal application of Throne 
  Gelt. However, there are a few who not only despise outsiders; 
  they are downright hostile towards them. Unless the Explorers 
  maintain some sort of disguise as pirates or reavers, any NPC 
  they interact with has a starting disposition of Hard (–20). See 
  page 293 of the ROGUE TRADER Rulebook for more information 
  on Interaction.
  Below are some of the locations that the Explorers come 
  across while in Skaarsdelve. The GM is free to expand upon the 
  brief descriptions of each location and add his own in order to 
  better customise this locale to his group’s tastes.
  Gladiatorial Pits
  The ﬁ ghting pits are scattered across the Bazaar and the 
  Manufactora. It is here where slavers bring in their prize 
  ﬁ ghting slaves to battle one another for money, favours, and 
  the glory of the Blood God. Those who are interested can 
  place bets on the outcome of the bouts. Some are to ﬁ rst 
  blood or are fought until one or the other is incapacitated, 
  but most are fought to the death. Should the Explorers wish 
  to place bets, use the guidelines under the Gambling Skill 
  (page 82 of the ROGUE TRADER Rulebook) to determine the 
  outcome. Assume the “house” has a Gambling Skill of 50—
  although the GM is free to adjust this as he sees ﬁ t.
  The Sanctum of Sin
  Located within a cracked blast-bunker deep in the dark 
  heart of the Bazaar, this is a pleasure den where one can ﬁ nd 
  all manner of illicit drugs and company. Everything from 
  obscura to pleasures of the ﬂ esh can be had here. A statue of 
  an odd–looking androgynous brass creature that resembles an 
  emaciated goat with large horns dominates the interior. Those 
  who know of such things may make a Challenging (+0) 
  Forbidden Lore (Daemonology) Test to realise that this 
  is one of the many idols crafted in the image of the warp 
  god Slaanesh, the Prince of Pleasure.
  The Razor’s Edge
  What appears to be a run–down industrial foundry on 
  the edge of the Manufactora and the spaceport is actually 
  an altar to the Blood God, Khorne. Here one can find 
  all manner of dread melee weapons, from saw–toothed 
  swords to spiked cleavers. The warsmith Grolchek 
  runs this place and makes elaborate suits of plasteel 
  armour. Grolchek always demands some form of strange 
  component as part of the price for his services. Some of 
  these requests are litres of blood, a pound of flesh, or 
  other body parts—typically taken from the buyer. What 
  he does with these disgusting offerings is anyone’s guess.
  VALL’S DISCOVERY
  The GM should keep track of each time the Explorers 
  fail an Interaction Skill Test during the Social Challenge. 
  Additionally, he needs to also track the number of 
  times the Explorers fail a Social Challenge. Each time 
  one of these events occur, there’s a chance that Karrad 
  Vall’s agents may catch wind of what the Explorers 
  are up to through various sources that are loyal to him 
  within Perdition. Each time the Explorers fail a Social 
  Challenge, the GM should make a d100 roll. There is a 
  base 10 percent chance that Vall’s agents will learn of the 
  Explorers’ plot. This percentage is modiﬁ ed as follows: 
  for every Interaction Skill Test the Explorers failed in that 
  Challenge, +5 percent is added to the base chance. Every 
  time (after the ﬁ rst) the Explorers fail a Social Challenge, 
  +20 percent is added to the base chance.
  Once Vall’s agents learn of the upstart Explorers, they 
  decide it is best to eliminate them in a bloody manner. 
  Using their vast skill with Chaos Sorcery, sorcerers loyal 
  to Vall summon up a pack of Flesh Hounds of Khorne 
  and dispatch them to tear the Explorers into tiny shreds 
  of blood and gore. When the Flesh Hounds attack the 
  Explorers is left up to the GM, but it’s recommended 
  that they attack them before they leave Skaarsdelve (so 
  a number of the population may see Vall’s wrath). The 
  number of Flesh Hounds in the pack should be equal to 
  three or the number of Explorers divided by 2, rounding 
  up, whichever is higher.
  SKAARSDELVE
  Skaarsdelve is rough and sprawling settlement with 
  an uncounted population; most, slaves, mutants, and 
  reavers. The location has grown organically since its 
  founding (the circumstances of which are lost in the 
  mists of time) and under a constant state of anarchy. 
  Anyone can do anything in Skaarsdelve, so long as 
  they have the power to do so.  The only law is that 
  nobody crosses the interests of Karrad Vall. More 
  information on Skaarsdelve can be found on page 9. 
  
  35
  Breaker’s House of Chance
  One can ﬁ nd all manner of games of chance in this gambling 
  hall and den of vice. In addition, the proprietor has a small 
  room in the back where one can purchase obscura and other 
  proscribed drugs. The place is named for the large bouncer 
  who guards the door. Some think that he’s half Ogryn, others 
  assume he is simply horribly mutated. The GM can come up 
  with his own variations on classic gambling games that the 
  Explorers can experience within this place. Use the rules 
  under the Gambling Skill in the ROGUE TRADER Rulebook 
  to help with this.
  The Crow’s Nest
  According to Skar (if he’s available), the Crow’s Nest is a good 
  place for the Explorers to ﬁ nd a suitable guide who can take 
  them to the Citadel. The problem isn’t locating a guide; it’s 
  ﬁ nding one who won’t reveal their plans to Vall. Many more 
  denizens of Skaarsdelve fear the Faceless Lord than despise 
  him. However, as fate would have it, a recently arrived scout, 
  assassin, and tracker by the name of Fallon Marquese has made 
  Perdition his base of operations while he’s on Iniquity.
  Having walked on just about every world within the 
  Expanse, Fallon is a depraved and low individual who has 
  managed to survive by his wits. He arrived on a slaver ship 
  hoping to sell his services to the highest bidder. Unfortunately, 
  his dealings with Vall didn’t turn out in his favour. Now he’s 
  looking to get off this moon, but not before he sinks a dagger 
  into Vall’s proverbial backside. Locating Fallon isn’t all that 
  difﬁ cult; it’s getting him interested and securing his none-too-
  cheap services that is the challenge.
  As the Explorers put the word out that they are in need of 
  a guide to take them to the Citadel, they need to be concerned 
  about attracting the attention of those who are loyal to Karrad 
  Vall. Getting the interest of Marquese and securing his services 
  requires the Explorers to pass an Easy (+30) Inquiry Test to 
  ﬁ nd him. Instead of failure meaning the Explorers are unable 
  to hire a guide, it could also lead them to spend far more than 
  they hoped to, or even attract unwelcome attention from the 
  locals. This could range from a simple ambush by opportunists 
  to the Citadel being forewarned of their intentions and 
  dispatching agents to slay them. Alternatively, if the GM has 
  the supplement INTO THE STORM, he can construct a Social 
  Interaction Challenge to locate and hire Marquese. The Social 
  Interaction Challenge rules are on page 206 of the supplement 
  INTO THE STORM. Of course, having this supplement isn’t 
  required for this adventure.
  Entering the Crow’s Nest
  Eventually, the Explorers make their way to Perdition’s best–
  known tavern: the Crow’s Nest. A raucous tavern that is one 
  of the “ﬁ ner” establishments in Perdition, the Crow’s Nest 
  is a place where the locals come to drown their sorrows 
  and discuss business opportunities. It is an establishment 
  that appears to be open regardless of the time of day. Even 
  Skar recommends this tavern (and the drinks aren’t nearly as 
  watered down as the other places).
  When the Explorers enter the place for the ﬁ rst time, 
  the GM should describe it as full of thirsty and degenerate 
  cutthroats: rowdy laughter, sultry dancers, private booths, 
  arguing pirates, and more. This is a rough establishment 
  and every night a brawl breaks out. Once the Explorers 
  proceed into the bar area itself, read aloud or paraphrase 
  the following:
  Entering the smoke–ﬁ lled room, you are assaulted by the scent of 
  obscura mingled with the odour of unwashed bodies, sour ale, and 
  tabac. Several patrons line the bar itself, where a portly man spit 
  polishes an odd array of mugs and tankards. An ancient-looking 
  servitor whirs beside him, gurgling with an obscene-sounding 
  noise as it attempts to poorly distribute drinks to the shadowy 
  dregs sitting around. A pile of broken chairs and splintered tables 
  grows outside; standing as mute testament to the ﬁ ghts that break 
  out regularly here. You also notice that the ﬂ oor is covered with a 
  dark, red-brown crust, left from years of unwashed bloodstains. 
  The smell is truly horrendous. 
  Scanning the tavern, you see at the bar a man wearing a 
  hooded cloak, obviously armed, and drinking quietly between 
  two rough-looking slave drivers. 
  Jadak is the barman. He’s a self–professed “chemical 
  specialist” as well as a bartender; he’s also the owner. Jadak 
  has a variety of drugs and narcotics should the Explorers 
  lean in that direction. Any of the various drugs found in the 
  ROGUE TRADER Rulebook (and other supplements) can be 
  had here, for a price of course (treat the Availability as one 
  degree better, as these items are easier to procure here than 
  elsewhere). In addition to the pirates and locals drinking at the 
  bar, the GM should feel free to describe several xenos (such as 
  Kroot and Orks) drinking here, as well as mutants and other, 
  more hideous abominations. Additionally, the GM can choose 
  to interject a ﬁ ght that breaks out over some trivial matter. 
  The Explorers can then choose whether to involve themselves 
  in the matter, or simply try to enjoy their drinks as the fracas 
  goes on around them. There is a gambling wheel and several 
  card games going on towards the back of the tavern; several 
  rowdy cutthroats try their hand at spinning the wheel—with 
  laughter and jeers erupting in equal measure regardless of 
  the outcome.
  Should the Explorers wish to try and gamble here, treat 
  the “House” as having a Gambling Skill of 65.
  Eventually, the cloaked man at the bar detaches himself 
  and wanders over to the Explorers. He introduces himself as 
  Fallon Marquese, the guide they have been asking about. If 
  the Explorers don’t suggest it, Fallon will suggest getting a 
  private booth where they can discuss business. Once seated 
  and introductions have been given, read aloud or paraphrase 
  the following:
  This hooded man has rough features and the look of a veteran 
  of countless battles. There’s something about him that doesn’t sit 
  right with you, but for now you’re willing to hear him out. “I 
  understand you are looking for a guide to take you to the Citadel 
  of Skulls, yes? I can take you there, but I wonder why you don’t 
  ﬂ y there like the other Reavers do. Perhaps you are afraid, yes? 
  Fear that Vall will wear your skins and eat your eyes, yes? I spit 
  on Vall! My name is Fallon Marquese and I am many things. For 
  you, I am guide and scout...if you can meet my price.”
  
  36
  Hiring Marquese
  Before departing Iniquity, Marquese has one request: that he get 
  his revenge upon Vall and his minions for his ill treatment at their 
  hands. However, his services are not free (even revenge has a price). 
  This is represented as an Achievement Point penalty, starting at 150 
  Achievement Points. The Explorers can make an Opposed Barter 
  Test, every Degree of Success reduces the cost by 20 Achievement 
  Points, while every Degree of Failure increases the cost by 10. In 
  addition, he wants the Explorers to take him with them when they 
  leave Iniquity (he really doesn’t care where they go from here). 
  This is the condition of his help. Should the Explorers refuse, then 
  he won’t help them: it’s non–negotiable. 
  Once the Explorers have settled things with Fallon, he 
  will agree to meet them outside the settlement the following 
  morning. He indicates that the Explorers should be prepared for 
  a three to four day hike through the wastelands of Iniquity—a 
  world with harsh climates.
  Fallon Marquese’s proﬁ le is on page 57 of this adventure.
  CROSSING INIQUITY
  The terrain of Iniquity is very inhospitable. There are lakes of 
  acid, harsh winds, pelting rain, and jagged mountains. On top of 
  all of this, there are some incredibly vicious creatures roaming the 
  countryside—many touched by Chaos.
  Making their way across the wilderness of Iniquity to the 
  Citadel of Skulls requires the Explorers to make an Exploration 
  Challenge to reach the Citadel. The Challenge is Involved (12), 
  requiring 12 Degrees of Success. With Fallon, each Test the 
  Explorers make to accomplish this challenge gains an additional 
  +10 bonus, representing Fallon’s guidance.
  The journey should take close to a week in narrative time. If 
  the Explorers are unable to complete the Challenge, failure does 
  not present an insurmountable obstacle. However, it does create 
  challenges and possibly life-threatening dangers. If they fail the 
  Challenge, the GM should have them encounter something from 
  the Iniquity Encounters table—the Explorers have gone astray 
  and run afoul of some of Iniquity’s more dangerous denizens. 
  Once they resolve the encounter, they must undertake a new 
  Challenge, which should require half the previous Challenge’s 
  number of successes to successfully complete (representing the 
  Explorer’s forward progress, even in the face of setback). Should 
  the new Challenge require two or less successes to complete, the 
  GM should simply allow them to reach the Citadel (they’re close 
  enough at that point). 
  The GM should use this opportunity to narrate the scenery 
  and describe the efforts the Explorers make as they trek across 
  the inhospitable wastes of this Chaos–touched moon. As the 
  Explorers make camp at night, he should describe the shadows as 
  deep and taking on sinister shapes (such as claws or eyes), and the 
  Explorers having strange and disturbing nightmares (especially 
  those who have Corruption Points). In addition, even if the trip 
  is going well and the Explorers succeed on their Exploration 
  Challenge handily, the GM may want to throw an encounter 
  at them to drive home the danger found on Iniquity. In this 
  case, the GM might consider giving the Explorers an 
  advantage in the ﬁ ght. 
  Notes About the Encounters
  Each of the above encounters has some additional information 
  that the GM may ﬁ nd useful in ﬂ eshing out the encounter so 
  it’s better suited to his group:
  Khadem (see page 60): A pack of revenge–killers, the 
  Khadem shun sunlight, preferring to attack at night. They 
  are armed with a variety of melee weapons and strike from 
  ambush. Their leader is armed with an autogun.
  Toxic Bog: The surface of Iniquity sometimes collects 
  pools of vile chemicals (efﬂ uent from the Citadel and other 
  settlements, or naturally-occuring pockets of toxic materials 
  in the planet’s crust). If the Explorers must cross such a bog 
  in order to press onwards, each explorer must succeed at a 
  Challenging (+0) Toughness Test or suffer 1d5 Damage, 
  ignoring Toughness and Armour. Environmentally sealed 
  armour (such as power armour) renders one immune to this 
  effect, and respirators or other appropriate gear adds a +20 
  bonus to the Test.
  Thermodrakes (see page 64): Wallowing around their 
  lair, a rancid pool of efﬂ uent from a run–down forge nearby, 
  these aggressive and territorial creatures continue to attack 
  until the threat is either dead or leaves their territory.
  Groundquake: The environment of Iniquity is particularly 
  hostile, sometimes manifesting as powerful groundquakes 
  that ﬂ ing about ﬂ urries of razor-sharp rock shards. Each 
  explorer must succeed at a Challenging (+0) Agility Test 
  or suffer 1d10 Damage with a Penetration of 4.
  Tunnel Horror (see page 65): This lone arachnid lies 
  in wait underground. It will typically strike (using its special 
  ability) once the ﬁ rst or second Explorer (if they are travelling 
  in single ﬁ le) passes over it.
  Acid Rain: The environment of Iniquity is particularly 
  hostile, sometimes manifesting as a rain of toxic sludge. This 
  event has the same effect as Toxic Bog (see above), except 
  that the only sure way to avoid the rain is to seek substantial 
  cover, such as a rock outcropping or cave. To do this, one 
  of the Explorers may make a Challenging (+0) Survival 
  or Navigation (Surface) Test. Succeeding at the test means 
  that the explorers suffer damage from the rain for only one 
  round. If the test is failed, the Explorers ﬁ nd shelter from 
  the rain only after a number of rounds equal to 1d5 plus the 
  Degrees of Failure.
  Table 2–2: Iniquity Planet Encounters
  d100 Roll
  Encounter
  01-15
  1d5 Khadem + 1 per Explorer
  16-35
  Toxic Bog
  36-40
  1d5 Thermodrakes
  41-60
  Groundquake
  61-65
  1 Tunnel Horror (strikes from hiding)
  66-75
  66-75
  Acid Rain
  Acid Rain
  76-80
  1 Strangler
  81-85
  Militant Squad (1d5 Mercenaries +1 per
  Explorer)
  86-90
  Slaver Band (3 Slavers +1d10+10 slaves)
  91-95
  1d10+3 Escaped Slaves
  96-00
  1 Heretek and 2 Combat Servitors
  
  37
  Strangler (see page 65): Attacking from the dark of 
  night, this creature waits to ambush the Explorers when they 
  have made camp for the night. It attacks whoever is on watch. 
  If no one is on watch, then it randomly attacks one of the 
  Explorers (GM’s choice).
  Militant Squad (see page 60): This group of mercenaries 
  is moving on to greener pastures. While they won’t attack out 
  of hand, they are dangerous and brutal killers. The Explorers 
  can talk their way out of the situation, bribe them (losing 25 
  Achievement Points), ﬁ ght their way free, or even hire them. 
  If ﬁ ghting occurs, use the Chaos Reaver proﬁ le on page 58.
  Slaver Band (see page 59): Bringing a catch of slaves 
  freshly off slaveships back to Iniquity’s mines, the slavers offer 
  to sell the slaves to the Explorers for outrageous prices. The 
  Explorers can ignore the slavers, purchase slaves, or even free 
  them. If they free them, they end up with 1d10+10 grateful 
  individuals, and must ﬁ gure out what to do with them. 
  Escaped Slaves (see page 59): Having recently killed the 
  mine overseer where they were put to work, these slaves are 
  desperate to escape. The slaves ask the Explorers who they 
  are, and if the slaves think they mean to re-enslave them or 
  harm them, the slaves attack. The Explorers could decide to 
  help the slaves escape or return them to the mine’s owners 
  for a reward.
  Heretek and Servitors (see page 61): The Heretek is 
  heading to Perdition to sell his services to the townsfolk. 
  Depending on the Explorers’ reactions, he may either treat 
  with them or attack them (although the presence of an 
  undisguised Explorator in the group means he attacks without 
  discussion or warning).
  ARRIVING AT THE CITADEL 
  OF SKULLS
  Once the Explorers complete their Exploration Challenges 
  and reach the outskirts of the Citadel of Skulls, read aloud or 
  paraphrase the following:
  The towers of the Citadel stretch up towards the turbulent sky. 
  The entrance appears to be shaped into the skull of some enormous 
  fanged creature. The rest of the structure is similarly gruesome in 
  aspect—one clawed hand forms the parapet of a smaller tower, 
  and a saurian skull forms the peak of the topmost tower. Lightning 
  ﬂ ashes across the darkened sky to accentuate the stark, bleached-
  bone appearance of the entire building.
  As you make your way closer to the massive structure, you see 
  gouts of ﬂ ame and noxious gasses jet forth from hidden vents in 
  the ground around the perimeter of the palace. Small shuttles and 
  bulk-lifters ﬂ it about as ﬂ ies around a decaying carcass. You can 
  plainly make out the sealed portcullis of the main entrance—
  guarded by well-armed guards with a forbidding appearance. 
  Anti-aircraft turrets ﬂ ank squat–looking bastions that surround 
  massive defence laser cannons—deterrents to any enemy ship that 
  manages to orbit over the Citadel. This is the supposed home of 
  the most infamous and bloodthirsty of pirates in the Koronus 
  Expanse. This is the Citadel of Skulls—demesne of Karrad Vall.
  The Citadel of Skulls is more than a simple bastion from 
  which Karrad Vall sets out to rule the stars. It’s a complex 
  customised to Vall’s twisted whims, and accommodates his 
  vision for the future. Beneath the ground is a massive forge 
  that Vall uses to build his mighty war machine. According 
  to Skar, there are several vents surrounding area of the 
  Citadel from which the forge expels waste gasses and takes in 
  necessary air. While the shafts themselves lead directly to the 
  forge, they are a dangerous way of accessing the Citadel, as 
  many of them exhaust gouts of burning ﬂ ame and corrosive 
  efﬂ uvia. 
  By accessing one of these shafts, the Explorers can bypass 
  a majority of the guards, and avoid alerting Karrad Vall and 
  his minions. Should they desire, the Explorers can choose 
  to enter the Citadel via other means (such as the front gate 
  or through the shuttle bay). However, it should be stressed 
  that these approaches are extremely risky ventures that have 
  a greater chance of alerting Vall’s minions within. If the 
  Explorers have brought a number of minions with them (i.e., 
  planetary defence force, ship security troops, and so on), 
  Skar mentions that is impossible to get a large group into the 
  Citadel without attracting unwanted attention and strongly 
  suggests that only the Explorers themselves go inside.
  Encounters in the Citadel
  The Citadel of Skulls is a vast complex that extends high 
  above the ground and deep beneath it. It would be impossible 
  to map every single room and passage the Explorers could 
  encounter. Rather than attempting such an arduous task, a 
  series of encounters is provided to give the GM a toolkit to 
  create his own version of the various levels of the Citadel that 
  he feels are most appropriate for his campaign.
  Divided into levels, the Citadel encounters provided can 
  be strung together as needed to create a map of the interior 
  of the complex. The GM is also encouraged to create his 
  own encounters as well; ones that are more customised to his 
  group’s play style. A basic map is included in the Appendix to 
  help the GM with visualising the layout of the lower levels to 
  better aid creating the impression of the sprawling levels deep 
  beneath the ground. There is also enough room for the GM 
  to ﬂ esh out the more “common” areas of the map with such 
  additions as extra rooms, passages, gantries, and other areas 
  between the encounters.
  Each encounter has been marked with the appropriate 
  level for which it is suited (from upper to lower levels): 
  Citadel Level, Forge Level, Catacomb Level, and Crypt 
  Level. These are to help guide the GM as to where the 
  encounter is best suited. These encounters can be run in any 
  order the GM feels works best, and should be arranged in 
  the order of the path the Explorers choose to take. It can 
  also be useful for the GM to create a “note-map” of where 
  each encounter was used for reference.
  The Citadel of Skulls is a strange and twisted place that is 
  the locus of Chaos power on this moon. It’s okay if the map 
  doesn’t make sense to the players—the power of Chaos 
  is unpredictable and ever-changing.
  
  38
  Resting Within the Citadel
  Due to the sheer size and complexity of the Citadel of Skulls, 
  the Explorers may explore it for several days. They need to 
  stop and rest, eat, recover, and perhaps even attempt to sleep. 
  These seemingly mundane events can be as dangerous or 
  nerve-wracking as the GM wishes. Remember, this is a place 
  of Chaos. Shadows seem darker, moans and sounds of torture 
  are commonplace, and even sleep is ﬁ tful and interrupted.
  Should the Explorers decide to sleep within the Citadel, each 
  must make a Challenging (+0) Willpower Test when they 
  wake. This Test can be aided by any Talent or ability that protects 
  against Fear. Should they fail the Test, they suffer 1 Insanity 
  Point. Should they score 3 or more Degrees of Failure, then they 
  also gain 1 Corruption Point. Psykers have a more difﬁ cult time, 
  unless they are pledged to the Ruinous Powers (such as Skar). 
  Psykers need to make a Difﬁ cult (–10) Willpower Test, and 
  failure means they gain 1d5 Insanity Points.
  THE ENCOUNTERS
  The possible encounters the Explorers may face are detailed 
  below. These events are not arranged in any particular order, 
  and the GM is free to rearrange them as he sees ﬁ t. The GM is 
  welcome to insert “random” encounters that the Explorers may 
  stumble upon as they progress through the Citadel. Keep in 
  mind that the deeper the Explorers go within the Citadel, the 
  less people they encounter. The Explorers ﬁ nd the Catacomb 
  and Crypt Levels virtually devoid of Vall’s guards and minions.
  Several of these encounters and locations are marked as 
  “mandatory.” These are key to the adventure’s progress and 
  should be run in the order they appear. 
  The Access Vent (Special—Mandatory)
  Should the Explorers choose to enter the Citadel through one 
  of the vent shafts that lead to the forges (as Skar suggests), they 
  see a shaft cleverly concealed within the outcrop of a jagged 
  cliff. The entrance of the shaft belches out ﬂ ames of cyanide 
  gas and other vile chemicals. Getting to the mouth of the 
  shaft involves scaling to the top of the cliff and then lowering 
  down to the shaft entrance. Once inside, the Explorers need 
  to time their entry in between the blasts of ﬂ ame to avoid 
  painful burns. Once they gain entry to the shaft, they need to 
  move swiftly to a maintenance chute before another belch of 
  ﬂ ame blasts up and out.
  Descending to the mouth of the vent requires the 
  Explorers to make a Challenging (+0) Climb Test. Should 
  the Explorers manage to have climbing gear, then they receive 
  a +10 bonus to the Climb Test.
  The vent shaft itself is 20 metres long, but there is a 
  maintenance chute roughly 10 metres down. The ﬂ ames 
  release every minute, allowing one Explorer per turn to 
  descend over the shaft entrance, time the ﬂ ame burst, release 
  from climbing gear (if they have any with them), and then 
  scramble over the vent. Failing the Climb Test means the 
  Explorers suffer 1d5 damage (not reduced by Armour or 
  Toughness Bonus) as they fall partway. Failure by at least four 
  degrees or more means the Explorers land on the vent by 
  mistake, taking 2d10+2 E damage to their Body (as well as 
  1d5 damage from the fall). Armour and Toughness Bonus 
  apply as normal.
  Within the maintenance chute, an industrial servitor awaits. 
  This drone’s upper torso is mounted on an odd–looking set 
  of spider–like legs—allowing it to scuttle around the interior 
  of the shaft performing its cleaning and maintenance rites. 
  The servitor is programmed to become alert should intruders 
  enter the chute or vent.
  Once they have made their way to the maintenance chute 
  and dealt with the servitor, the Explorers are able to exit the 
  chute and enter the Forge Level of the Citadel. 
  The Explorers are encouraged to ﬁ nd alternate means of 
  gaining entry through this shaft, and this section couldn’t hope 
  to cover them all. The GM is the ﬁ nal authority on what will and 
  won’t work when it comes to gaining entry to the Citadel.
  Stats for the Industrial Servitor are on page 60 of 
  this adventure. 
  USING PSYCHIC POWERS WITHIN 
  THE CITADEL
  Explorers such as Astropaths or other psykers risk a 
  great deal when using their powers while within the 
  Citadel. With the veil between Chaos and reality so 
  thin, the Explorers run the risk of possession or worse. 
  When using psychic powers within the Citadel, the 
  psyker uses the “Renegade Psykers and Sorcerers” line 
  on Table 6–1: Psychic Strength, on page 157 of 
  the ROGUE TRADER Rulebook. Naturally, any ability, 
  Talent, or Trait that protects against possession can be 
  used to aid the psyker.
  FINDING THE VAULT
  There are a number of ways the Explorers 
  may locate the Vault. Based on the makeup of 
  the Explorers’ group and their actions, the GM should 
  consider one of the following:
  • The location of the Vault may be contained within 
  a cogitator, accessed by a successful Difﬁ cult 
  (–10) Tech-Use Test. 
  • One of the encounters (see below) may contain 
  a fragment of a map that reveals where the 
  Vault can be found, deciphered with a successful 
  Challenging (+0) Navigation (Surface) Test.
  • The Explorers may interrogate or coerce one of the 
  NPCs (i.e., Skar, Fallon, or any captives discovered 
  along the way) with a successful Difﬁ cult (–10) 
  Interrogation or Charm Test to gain a vital clue 
  as to where to ﬁ nd the Vault.
  
  39
  CITADEL LEVEL
  The Citadel Level consists of areas that are occupied by guards, 
  Chaos Reavers, and slaves going about their various tasks. This 
  is a very dangerous area for the Explorers to be in unless they 
  are somehow disguised. There are routine patrols of militants 
  through the corridors and passages of the Citadel and Chaos 
  Reavers from various ships come and go to receive assignments 
  based on some nefarious whim of the Faceless Lord. Should the 
  Explorers be found out for who they are, the entire complex is 
  put on alert. Many of the rooms and areas are dedicated to the 
  running of the Citadel, rooms for the comfort and relaxation of 
  the Reaver Captains, and other minions of Karrad Vall. 
  Note: Karrad Vall is not present at the Citadel of 
  Skulls during this adventure. Vall makes his appearance in 
  the future instalments of THE WARPSTORM TRILOGY.
  Also note that any combat that occurs on this level alerts a 
  cadre of 5+1d5 Iniquity Militants, who arrive within 5 minutes 
  of the incident (unless otherwise noted). The GM is also 
  welcome to come up with other encounters for the Explorers 
  to face. The proﬁ le for the Iniquity Militants can be found on 
  page 60 of this adventure.
  Secondary Cargo/Shuttle Bay (Citadel Level)
  There are roughly a half dozen of these bays accessed by various 
  platforms. Each bay houses several dozen Arvus Lighters—a 
  specialised cargo shuttle. Industrial servitors and slaves move 
  about the bay as shuttles land and depart with supplies and parts 
  for both the orbiting repair yard and Karrad Vall’s other interests 
  abroad. Several Slave Overseers and Chaos Reavers stand guard 
  and supervise the slaves.
  One thing that may immediately grab the Explorer’s attention 
  is that there are several Imperial heavy-lift craft recently stolen by 
  Vall: Valkyrie Skytalons. The Skytalons should prove particularly 
  useful for extracting vast quantities of treasure from the Vault of 
  Secrets.
  The Shuttle Bay is one of the locations the Explorers can use 
  to enter the Citadel should they choose not to use one of the vent 
  shafts scattered around the perimeter of the Citadel. Landing a 
  craft here, such as a guncutter, is no mean feat (although it does 
  offer the element of surprise). The entrance to the bay leading 
  to the outside it guarded by a pair of autocannon emplacement 
  turrets (see page 62). These emplacements have battle servitors 
  hardwired into them. While they can’t move about, they each 
  have a 180 degree ﬁ re arc. Conversely, the Explorers can also 
  make their way to this location from inside the Citadel and steal 
  one (or more) of the vehicles parked here—especially if they 
  try to make off with one of Vall’s treasure vaults (which are 
  removable modules) planted deep underground.
  At any given time there are at least forty slaves and twenty 
  industrial servitors, working about the bay. For every ten slaves, 
  there is one Slave Overseer. Additionally, there are two Chaos 
  Reavers who oversee the entire operation and make sure the 
  shuttles get to where they need to go. Should a ﬁ ght break out 
  within this location, at least half of the slaves attempt to ﬂ ee. 
  Those that stay and ﬁ ght are armed with various hand tools that 
  can be used as makeshift melee weapons.
  Proﬁ les for the Slaves are on page 59, and the proﬁ le for 
  the Industrial Servitors are on page 60. Proﬁ les for the Slave 
  Overseers are on page 59, the proﬁ le for the Servitor-controlled 
  Autocannon Emplacements on page 62, and the proﬁ le for the 
  Reavers are on page 58. The proﬁ le for the Arvus Lighter and 
  Valkyrie Skytalon is on page 66. 
  Abattoir (Citadel Level)
  A few of these chambers exist throughout the various levels of 
  the Citadel. Here, menial cooks and slaves prepare the meals for 
  the rest of the bastion’s workers and residents (none of the food 
  prepared in these kitchens ever reaches Karrad Vall). The walls are 
  covered with splatters of blood, and a massive, bladed machine 
  dominates the centre of the kitchen, where meat is rendered 
  down into various types for use as food. Slaves are given slurry 
  of meat cast-offs and tainted grains to help keep them pliant 
  and docile. A Bloodskinner (see page 370 of the ROGUE TRADER 
  Rulebook) oversees each of the Citadel’s abattoirs along with 
  several Iniquity Militants, who stand watch.
  The smell from one of these kitchens is so strong that any 
  Explorer entering them must make a Challenging (+0) 
  Willpower Test or spend 1 minute retching and purging 
  themselves involuntarily. Clouds of black ﬂ ies dominate the 
  upper reaches and unattended scraps of ﬂ esh. Toward the back 
  of the kitchen is a meat locker that contains several skinned 
  carcasses of grox, carnosaur, and some that suspiciously appear 
  to have been humanoid (possibly recalcitrant slaves or enemies 
  of the Wolfpack). A scrap pile of cast-offs—what eventually 
  becomes sustenance for the slave population—sits off to the side 
  of the locker. Blood and other ﬂ uids run down into a small drain. 
  Such is the grisly nature of the situation in the abattoir that 
  any of the Explorers who lack the Jaded Talent or who have not 
  worked in such an environment before (GM’s decision) need to 
  make a Fear (1) Test.
  Proﬁ les for the Iniquity Militants are on page 60 of 
  this adventure. 
  Idol Room (Citadel Level)
  Chambers such as this one are found all over the Citadel of 
  Skulls. They are built to worship the various Ruinous Powers. 
  Many of the rooms also provide more than a place for simple 
  prayer and supplication; this room is one example. When 
  the Explorers enter this room, read aloud or paraphrase the 
  following:
  From outside the entrance you hear alluring music, soft chimes, 
  and other pleasing sounds. Looking within, you can see that a 
  giant brass idol dominates the centre of the room. It is sculpted to 
  resemble a strange and twisted female with multiple arms (some 
  ending in crab claws) and with the head of a strange-looking 
  horned goat or other emaciated animal. Littered all around the 
  base of the idol are satin pillows and divans. 
  This room is dedicated to the worship of Slaanesh, the 
  Prince of Pleasure. The men and women who are prostrating 
  and debasing themselves around the base of the evil idol are 
  no longer in control of their will, senses, or souls. They 
  have given themselves up to the eternal pleasure-
  torment of Slaanesh.
  
  40
  40
  40
  Explorers who enter this room and attempt to interact with the 
  perverted creatures splayed out on the pillows and divans must 
  make a Difﬁ cult (–10) Willpower Test. If the Explorer has the 
  Talent Chem Geld or some other ability to resist seduction and/
  or daemonic attacks, the Willpower Test automatically succeeds. If 
  the Test fails, the Explorer suffers 1d5 points of Insanity for every 
  Degree of Failure. Additionally, for every 10 Corruption Points 
  the Explorer has, he suffers a –5 penalty to the Willpower Test.
   The leader of these cultists is a Warp Witch. She tries to 
  seduce the Explorers into joining her perverted coterie of 
  demented Slaanesh worshippers (the Explorers should know 
  better, but if any of them do decide to join in, then they suffer 
  2d10 Corruption Points). Should the Explorers spurn her, the 
  Warp Witch screams out in anger. Her shouts rally the languid 
  worshippers into action and they attempt to make sacriﬁ ces out 
  of the Explorers. In addition to the Warp Witch, there is one 
  worshipper per Explorer, plus an additional 1d5 worshippers 
  who join in. Fighting the worshippers and the Warp Witch has 
  a chance of attracting the Iniquity Militants that guard this level 
  (see above). There is a 30 percent chance of alerting a cadre of 
  guards each round the combat continues. If an Explorer decides 
  to participate in the worship, the Warp Witch may eventually 
  discover their true identities. However, a more pressing issue 
  might be what the Explorer’s fellows think of having an open 
  Slaanesh worshipper in their midst.
  Aside from ﬁ ghting off the worshippers and their crazy leader, 
  the Explorers can also attempt to destroy or deﬁ le the obscene 
  idol dominating the centre of the room. The idol is made of brass 
  and has 15 Wounds and Armour of 5. Destroying it destroys the 
  Warp Witch outright (if she isn’t already dead), but also alerts 
  any Sisters of the Sybaritic Host (see Catacomb Level for more 
  information)—who come looking to see what’s going on. Should 
  the Explorers decide to wait around in the area after that event is 
  triggered, then two Sisters arrive within 5 minutes to investigate 
  the disturbance. The GM is also welcome to come up with other 
  consequences for destroying the idol (i.e., the Explorers may 
  have to face a Keeper of Secrets that materialises), but they will 
  certainly gain favour with organisations such as the Ecclesiarchy 
  and the Inquisition, once word of their deed becomes known.
  For the proﬁ le of the Warp Witch, see page 374 of the 
  ROGUE TRADER Rulebook. For the worshippers, use the proﬁ le 
  for the Slaves on page 59 of this adventure. The GM should 
  arm them with whatever melee weapons he feels is appropriate. 
  Proﬁ les for the Sisters of the Sybaritic Host are on page 63 of 
  this adventure.
  If the GM wishes, this encounter is an excellent opportunity 
  to provide the group with directions to the Vault (see page 44).
  Secondary Void Shield Station (Citadel Level)
  Protecting the Citadel of Skulls from attack is layer upon layer 
  of void shields. Rooms such as this one control the raising 
  and lowering of the Citadel’s shields. Filled with control and 
  monitoring stations, this room acts as a backup control room in 
  case the primary stations become overloaded or destroyed. 
  Though this room is merely a secondary backup station, 
  the void shields for part of the Citadel can be raised 
  and adjusted from here.
  Combat servitors guard the sealed, steel 
  pressure doors leading into this room. 
  Within are several controllers and servitors who monitor 
  the systems at all times in case of attack (or the occasional 
  meteor shower that threatens the Citadel). Two demented 
  Hereteks also oversee the various rites of supplication to their 
  twisted machine god. The only way to get past the doors 
  is to deal with the servitors and make a Difﬁ cult (–10) 
  Security Test. Success opens the doors. Should the Explorer 
  manage to generate at least two or more Degrees of Success 
  on the Test, they are able to open the doors and surprise the 
  Hereteks within.
  Explorers who wish to bring the void shields online need 
  to make a Hard (–20) Tech–Use Test. Six void shield layers 
  protect the Citadel. With a successful Test, the Explorers 
  can bring up one of them from this station. However, the 
  Explorers can also attempt to overload the void generators, 
  causing a massive explosion. Setting the overload requires a 
  Very Hard (–30) Tech–Use Test. The Explorers need to 
  generate at least 2 Degrees of Success in order to bypass the 
  override that prevents such things from occurring. Should 
  the Explorers fail to generate enough Degrees of Success to 
  overload the system, they can make a second attempt. After 
  that, the system locks them out and they have to explore some 
  other means of sabotage. Failing the ﬁ rst attempt also alerts 
  the guards in the area, and 5+1d5 Iniquity Militants arrive 
  within 1d5 minutes. Overloading the shield generators will 
  vaporise a large section of the Citadel within 30 minutes; 
  once the sequence begins, the only way to stop it is to shut 
  down the Citadel’s reactors. A shield room sits almost directly 
  above the Vault of Secrets—cached deep underground. 
  Therefore, if the void shields overload, the explosion will 
  allow the Explorers access into the Vault!
  Proﬁ les for the Iniquity Militants are on page 60 of this 
  adventure. Proﬁ les for the Chaos Hereteks are on page 61 of 
  this adventure.
  SKAR CUTS LOOSE
  Once the Explorers arrive at the Abbatoir, 
  Skar takes the opportunity to leave the 
  Explorers behind and seek his own fortune. If he 
  is being closely watched or restrained in some way, 
  Skar will instead bide his time until the next combat 
  encounter, at which time he will take action to escape.
  Depending on how the group has interacted with 
  Skar, the GM should consider the method of Skar’s 
  leavetaking:
  • If the group has treated Skar reasonably well, 
  Skar shouts a farewell and a warning about the 
  guardian of the Vault: “Ware the Archivist, Rogue 
  Trader! She’ll kill you in a heartbeat if you’re not 
  prepared!”
  • If the group has treated Skar poorly, Skar says 
  nothing, but locks eyes with one of the Explorers 
  and glares balefully at him before escaping. Clearly, 
  an enemy has been made.
  • The GM should also feel free to have Skar respond 
  to any speciﬁ c moments from roleplaying with the 
  Explorers (i.e., gifts, sworn oaths, and so forth).
  
  41
  41
  41
  Experimentation Asylum (Citadel Level)
  Being a follower of Karrad Vall is a dangerous proposition. 
  However, this doesn’t prevent hundreds from ﬂ ocking to 
  his banner regularly. While there are several wings set aside 
  for the treatment of wounded Chaos Reavers, this particular 
  location is a house of horrors that many try to avoid.
  Within this place, twisted Hereteks perform ﬂ esh-work 
  on unfortunate slaves and the occasional Chaos Reaver 
  who wanders into their midst. Explorers searching for 
  drugs or other medical equipment may be able to scrounge 
  it up here (GM’s decision) but they will almost certainly 
  have to deal with the Heretek “doctors” and their 
  twisted creations.
  Within this room are two Hereteks and three 
  of their monstrous creations. One appears 
  to be hapless Ork—multiple arms and 
  legs grafted onto the howling creature. 
  Another is a two–headed human/
  cyborg conversion; one of the heads 
  lolls as if unconscious (or dead). The 
  last abomination is a screaming male 
  with dozens of wires piercing his 
  skull. Stimulant tubes run the length 
  of his arms pumping in combat drugs 
  and enhancement elixirs to power his 
  artiﬁ cially created “psychic” powers. 
  They attack the Explorers on sight 
  (unless the Explorers manage to 
  sneak their way in and out of the 
  ward). The GM is also welcome 
  to come up with other types of 
  awful and horrifying experiments 
  within 
  suspension 
  tubes 
  or 
  awaiting activation.
  For the Ork, use the proﬁ le 
  for the Ork Freebooter on page 
  377 of the ROGUE TRADER 
  Rulebook, but remove the 
  weapons and gear except 
  for the Choppa (it has two of 
  them). The two-headed cyborg 
  uses the proﬁ le for the Battle 
  Servitor on page 375 of the 
  ROGUE TRADER Rulebook. 
  The “psyker” uses the 
  proﬁ le for the Warp Witch 
  found on page 374 of the 
  ROGUE TRADER Rulebook. 
  In addition, the psyker has 3 doses each of Frenzon, Slaught, 
  and Stimm, as well as a built–in injector to administer the drugs 
  without having to use an action to do so.
  FORGE LEVEL
  A massive forge rests beneath the surface of the ground below 
  the Citadel of Skulls. It’s here that the many munitions, 
  weapons, armour, and starship components are manufactured 
  for Vall’s Wolfpack. Many of the locations here relate to 
  the construction of these items. Slaves and servitors are the 
  most commonly–encountered denizens, and unless they have 
  reason to be suspicious of the Explorers, they will ignore 
  them. Combat servitors are another matter, however. They are 
  programmed to be suspicious, and attack any who don’t ﬁ t the 
  proﬁ les loaded into their memory coils. Any disturbances on 
  this level alerts a cadre of 5+1d5 Iniquity Militants (see page 
  60 of this adventure), who arrive in 5 minutes. Additionally, 
  there is a 20 % chance that a Sister of the Sybaritic Host (see 
  page 61 of this adventure) will also come to investigate.
  Beacon Room (Citadel Level—
  Mandatory)
  This massive room rises up into the heart 
  of the Citadel and forms the psychic 
  beacon that the Explorers may have 
  used to locate Iniquity. Skar conﬁ rms 
  that this room (there are dozens of 
  entrances into it, but they are from 
  higher levels than the Explorers 
  may be willing to travel) generates 
  the beacon through the sacriﬁ ce 
  of hundreds of beings to the 
  Ruinous Powers of Chaos. 
  Those who are psychically–
  attuned, and close to the beacon 
  itself, hear the keening wail of 
  tormented souls in the background. 
  Once the Explorers enter the room, 
  the sound is no longer in the 
  background—it’s a scream of 
  horror so nerve–wracking that 
  they feel as if they will go mad if 
  they are exposed to it for too long.
  The beacon room itself rises 
  up 300 metres into the heart of 
  the Citadel. So high is the top 
  of the room, it can’t be seen 
  from the bottom; and only 
  appears as a shrouded emptiness 
  through 
  which 
  wraith–like 
  shadows stir about in the mists 
  above. At the apex of the room is 
  a series of crystals that somehow 
  amplify the psychic energies 
  released below, and focus them 
  into the beacon that is used by 
  the pirates of Iniquity. The walls 
  are made of a bluish crystal that seems 
  to pulse with its own internal light.
  When the Explorers ﬁ rst enter this chamber, read aloud, or 
  paraphrase the following:
  A strange sound like the tinkling of crystal and the far–off cry of 
  pain draws you to this room. As you approach the open entrance, 
  you can see that a pair of mute servitor guards ﬂ ank the inside—
  their features hideously grotesque in nature. In addition, there is 
  a shrill, desperate wailing that seems to permeate the air from the 
  chamber beyond.
  on) but they will almost certainly
  Heretek “doctors” and their
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  42
  Should the Explorers decide to enter the chamber by 
  defeating the mute servitor guards, read aloud or paraphrase 
  the following:
  The expansive chamber echoes with the cries of the damned. As 
  you look on in horror, you see that there are living people (though 
  just barely) somehow pinned to the crystalline walls. The walls 
  pulse in time—like a heartbeat pulsing in its own rhythm—and 
  shafts of blue-black crystal jut out, separating each victim. You 
  see that runnels have been carved into the walls to collect the 
  vital ﬂ uids leaking down from the various cuts and incisions 
  made in the hapless victims. This ﬂ uid runs into a cylindrical 
  chamber beneath your feet, and ﬂ ows to form the dreaded eight–
  pointed star of Chaos. In the centre of the star rests a plinth 
  carved from the same living crystal, surrounded by a group of 
  seven lithe female daemons with ﬂ owing black hair and eyes of 
  solid blue. Clearly not mortal, these Daemonettes are adorned 
  in black bodygloves that are marked with blasphemous symbols. 
  From your vantage, they have yet to spot you, but it’s only a 
  matter of time before they do.
  Within the Chamber, the Explorers (if they stay long 
  enough) will be able to detect six of the daemonic Sisters 
  of the Sybaritic Host (three are at the bottom with the altar 
  and the rest are at various points throughout the Chamber), 
  and almost a hundred mute servitor guards standing silent as 
  statues until disturbed or called upon.
  Should the Explorers spend more than a few moments within 
  the Chamber, they will bear witness to one of the most gruesome 
  ceremonies within the Citadel of Skulls. A Sister comes forth 
  to join the group, trailed by a hooded male caught in the iron 
  grip of a pair of servitor guards. Her apron has blood spattered 
  on it, and the male looks dazed and battered. The eight Sisters 
  move to different positions and stand on one of the eight points 
  of the star marked on the ﬂ oor. They all begin to chant out 
  some arcane ritual. At the climax of the ritual, the unfortunate 
  male is exsanguinated and slain by vicious cuts from the Sisters’ 
  claws, but those with the Psyniscience Skill (or who have psychic 
  ability) will see the man’s screaming and tormented spirit rush 
  up to join the others ﬂ itting about within the clouded ceiling. 
  Regardless, witnessing this horriﬁ c ritual prompts a Fear (2) 
  Test, and the Explorers gain 1d10 Corruption Points in addition 
  to any other effects of failing the Test.
  The Explorers need to cross this room using stealth and 
  guile if they are to avoid alerting the hundreds of guards 
  and Sisters within this chamber. Each of the mute servitors is 
  equipped with a nasty-looking chopping sword and a stubby, 
  short-ranged weapon (to avoid damaging any of the sacriﬁ ces 
  that are tacked to the walls). However, should the Explorers 
  manage to engage more than one or two of them, there is a 
  chance the attack alerts other guards, which in turn escalates 
  and alerts the Sisters within.
  Crossing the Chamber, the Explorers need to make their 
  way—via the various stairways carved into the sides of the 
  Chamber—to the lower exits, just above the altar. To 
  do this, each Explorer needs to make an Ordinary 
  (+10) Silent Move Test. Failing the Test means 
  that their actions have somehow alerted one 
  (or more) of the mute servitors. For every Degree of Failure, 
  one servitor has been alerted to their presence. Should the 
  Explorer score three or more Degrees of Failure, they alert 
  one of the Sisters of the Sybaritic Host. Because of the 
  layout of the Chamber and the positioning of the guards and 
  Sisters, there’s a chance that the Explorers may ﬁ nish off their 
  assailants before others become aware of their intrusion. If 
  an Explorer manages to alert a Sister, the GM should secretly 
  begin tracking the number of combat rounds. On the ﬁ fth 
  round of combat, another Sister arrives to deal with the 
  interlopers, with a pair of mute servitor guards.
  There are many ways of getting through this encounter, 
  even if the Explorers manage to alert the Sisters to their 
  presence. The Daemonettes are arrogant and sure of 
  themselves. They wish to see just how much punishment their 
  victims can endure before putting them out of their misery. 
  To that end, should the guards overwhelm the Explorers, the 
  Sisters attempt to capture them rather than kill them. They 
  drag them to a nearby antechamber, where they conduct all 
  manner of horriﬁ c interrogations upon them. Additionally, the 
  Explorers could manage to ﬂ ee the combat and make a run 
  for the doors leading out of the Chamber. By sealing off the 
  doors, the Explorers create a barricade that takes some time 
  for the Sisters and their guards to get through (depending on 
  how they choose to seal off the doors).
  This encounter should be tense and present some stressful 
  moments for the Explorers. If they alert the Sisters and their 
  servitor guards, then they have to ﬁ nd a way of dealing with 
  them. The Sisters won’t give up their quarry easily. Also, if the 
  Explorers manage to kill any of the guards without alerting 
  the Sisters, then it’s only a matter of time before their work 
  is discovered and the Sisters set out to locate them. When 
  (and if ) the Explorers are found is something the GM should 
  work out.
  The proﬁ le for the Sisters of the Sybaritic Host are on page 
  63 of this adventure. For the mute servitor guards, use the 
  proﬁ le for the Iniquity–pattern Combat Servitors on page 61 
  of this adventure, but with the following changes:
  Weapons: 
  Mono-Greatsword 
  (2d10 
  R; 
  Pen 
  2; 
  Unbalanced), Shotgun Pistol (10m; S/–/–; 1d10+4 I; Pen 0; 
  Clip 2; Rld Full; Reliable, Scatter)
  Genatorium (Forge Level)
  There are several genatoriums providing power to the 
  entire Citadel of Skulls. These massive plasma reactors 
  produce the energy needed for everything; the massive 
  forge, defensive batteries, void shields, and even the lights. 
  Banks of these reactors and their associated capacitors 
  are situated throughout specially–shielded rooms within 
  the forge.
  Shutting down one of these reactors causes one of the other 
  stations to take over. However, it is possible to overload a reactor; 
  causing a massive explosion in the process (one such reactor 
  room sits almost above the location where the Vault of Secrets is 
  located). In order to overload a genatorium, the Explorers need 
  to make a Hard (–20) Tech–Use Test. Should the Explorers 
  manage to generate at least two Degrees of Success, they manage 
  to lock out the reactor and begin the overload process. It takes 
  roughly 30 minutes before the reactor reaches critical mass and 
  
  43
  explodes, vaporising everything within a 100 metre sphere (this 
  area is enough to breach the entrance to the Vault of Secrets). It 
  is possible that the Explorers can detonate the reactors in order 
  to create an escape route once they secure the Vault of Secrets 
  (see page 44). Once the reactor begins to build up, it can be shut 
  down with another Hard (–20) Tech–Use Test. Setting the 
  reactor for overload alerts cadres of guards in the area.
  A trio of combat servitors guards the doors to the 
  reactor room. The doors themselves are sealed. In order 
  to gain entry the Explorers will need to make a Very 
  Hard (–30) Security Test. There’s a 30 % chance that 
  two Hereteks are inside performing technical rites and 
  maintenance supplications.
  Proﬁ les for the Iniquity–Pattern Combat Servitors are on 
  page 60 of this adventure. Proﬁ les for the Chaos Hereteks are on 
  page 61 of this adventure.
  Servitor Preparation Theatre (Forge Level)
  The Hereteks employed by Karrad Vall are an especially 
  demented breed. Many of them conduct ﬂ esh–experiments, 
  and others conduct dark rites so foul and depraved, even the 
  least pious of Tech-Priests would spend their lives erasing the 
  taint. This room is used for the conversion and construction 
  of servitors. When the Explorers enter this area, read aloud or 
  paraphrase the following:
  Inside this chamber of horrors are stasis tubes ﬁ lled with hapless 
  victims, and various robotic and bionic appendages litter the 
  nearby tables. From the looks of the various cybernetics and 
  machines, this appears to be a room designed for the creation 
  of servitors to ﬁ ll the ranks of Vall’s legions. Strapped down 
  to tables are a pair of men who struggle against their restraints 
  while vacant-eyed surgeon-servitors remove limbs and attach 
  cybernetic replacements to their screaming frames.
  Eventually, the slaves succumb to shock and collapse. It doesn’t 
  matter if they are dead, for within moments of their apparent 
  demise, a capering man wearing a mask and bloodied surgical 
  garments and mask descends from a gantry above. He looks over 
  the still forms and it’s then that you notice he has an arrangement 
  of spider-like limbs on his back—each with a different surgical 
  appendage on it. In one swift motion he removes the top of a skull 
  and begins to quickly insert a variety of components. Before long, 
  he reattaches the skull cap and rivets it closed.
  As the Explorers watch in horror, the “chirurgeon” connects 
  a hand-held device to the patient. A red light can be seen 
  glowing on it. With deft hands he ﬂ ips the switch, causing 
  the light to turn green. With a loud “crump” the body jolts as 
  if shocked, and then awakens with mechanical whirring. The 
  Heretek surgeon quickly does the same to the other body. After 
  about 15 minutes, both bodies are sent off with a pair of servitor 
  guards who take them off to another location for speciﬁ c 
  application programming.
  Should the Explorers interrupt the procedure, the mad 
  doctor screeches with terror and falls back, letting a pair of 
  servitors (one combat and one industrial) take care of the 
  intruders. In the meantime, he circles around and tries to 
  attack the Explorers from behind.
  The Chaos Heretek surgeon’s proﬁ le is on page 61 of this 
  adventure. However, they should be modiﬁ ed as follows: add 
  Medicae (Int) +20, and he is equipped with a variety of GM–
  selected mechadendrites (see page 148 in the ROGUE TRADER 
  Rulebook for examples of mechadendrites). Proﬁ les for the 
  Industrial Servitor are on page 60, and the proﬁ le for the 
  Combat Servitor are on page 61 of this adventure.
  Production Chamber ZV232 (Forge Level)
  Within this forge chamber, various starship components are 
  manufactured. The area is hot from the molten metal and ores, 
  and the items are assembled by industrial servitors. Slaves and 
  their overseers move about the area, taking the completed 
  items and placing them on conveyors that lead to the cargo 
  bays for awaiting shuttles.
  The loud noise of this location means that any Awareness/
  Perception Tests that involve hearing are at a –40 penalty (this 
  also applies to any combat–related noise). In addition, unless 
  the Explorers have some sort of hearing protection, they 
  suffer hearing loss for 1d5 hours. This incurs a –20 penalty 
  on all Awareness/Perception Tests that involve hearing.
  The items within this room are too large to carry out. They 
  are starship parts and only a large shuttle would have the 
  strength to transport them.
  There are roughly ﬁ fty slaves working in this area, and 
  an equal amount of Iniquity–pattern Industrial Servitors 
  assembling and moving items about. Approximately ﬁ ve Slave 
  Overseers walk about the area, whipping or shocking slaves 
  at will. All who work in this area for any length of time are 
  completely deaf. Thus, they are unaware of any noise that 
  goes on around them.
  Proﬁ les for Slaves are on page 59 of this adventure. The 
  proﬁ le for the Slave Overseers is on page 59 of this adventure. 
  Proﬁ les for the Industrial Servitors are on page 60 of 
  this adventure.
  Tormentum (Forge Level)
  Closing in on this room, the Explorers hear screams and 
  moans of torment from a distance. When the Explorers reach 
  the doorway, read aloud or paraphrase the following:
  The stench of the nearby chamber nearly bowls you over with the 
  reek of human misery. Taking a quick glance past the unguarded 
  entrance, you see a chamber dominated by what can only be an 
  operating table. Runnels have been cut into the surface to channel 
  blood and other bodily ﬂ uids to a collection point at the end of the 
  table. Strapped to the top of it are the remains of a human male. 
  Hovering over the desiccated corpse is a handsome-looking woman 
  with an unearthly countenance. In her hand is a curved silver blade 
  covered in runes that seem to glow with their own malevolence.
  There are additional items of torture within the chamber, 
  but the Explorers may not have time to take it all in without 
  risking the attentions of the tormentors within. It’s obvious 
  after a few moments of study that this room is a torture 
  chamber—and the implements that accompany such a 
  place are scattered throughout the chamber.
  
  44
  Overseeing the torture are two Daemonettes—Sisters 
  of the Sybaritic Host. Their current victim has expired, but 
  there are several others restrained to the walls opposite the 
  room’s only entrance. Freeing the victims will earn additional 
  Achievement Points towards the adventure’s Endeavour (see 
  page 49). Stats for the Sisters are on page 63.
  CATACOMB LEVEL
  Going deeper beneath the Citadel, the power of Chaos has 
  a stronger inﬂ uence here. The area becomes darker, stranger, 
  and more mutable. Every encounter seems to be more 
  horrifying than the last. There are no militants guarding 
  this level. Instead, there is a 30% chance every hour that the 
  Explorers will encounter a pack of Khadem—outcast mutant 
  slaves who have ﬂ ed to this level (see page 60). In addition, 
  should the Sisters of the Sybaritic Host be alerted to the 
  Explorers’ presence, there is a 45% chance of encountering 
  a pair of them every hour as the Explorers make their way 
  through this level.
  Cherub Aerie (Catacomb Level)
  This room consists of a single gantry over a virtually bottomless 
  pit. Sitting in the middle of the gantry, illuminated by a shaft 
  of white light, is what appears to be a man. However, getting 
  close to him reveals that he is dead and that his grisly features 
  have been torn away by something.
  In the distance, the Explorers can hear chattering and 
  laughter from the darkness above. In addition, they may 
  hear faint bells and ﬂ uttering, as if wings are ﬂ apping. This 
  prompts a Fear (1) Test. The GM also needs to have them 
  make a Challenging (+0) Awareness Test. Success means 
  that they make out glittering eyes in the darkness above. 
  Once they try to cross to the other side of the room from the 
  corpse, the creatures above strike. These creatures are actually 
  Dark Cherubs: vat-grown creatures crafted by the Hereteks of 
  the forge. They are reserved for Vall’s favoured lieutenants and 
  minions. These Dark Cherubs are mad, unruly, blue–scaled 
  abominations. One Cherub per Explorer ﬂ ies down to attack, 
  and an additional 1d5 wait in the darkness above. Making it 
  over to the other side of the chamber and sealing the doors 
  blocks the Cherubic assault. The proﬁ le for the Dark Cherub 
  is on page 62.
  Tunnel Horror Attack (Catacomb Encounter)
  The GM can spring this encounter on the Explorers as they 
  are making their way through the ancient and dark tunnels 
  if the Catacomb Level. The Tunnel Horror lays in ambush 
  within a disused drain. It has disguised its “trap door” to 
  appear like the tiles and stones that make up the ﬂ oor.
  Spotting the ambush site before it can attack, requires a 
  Hard (–20) Awareness Test. Having additional light sources 
  or a photo-visor adds a +10 bonus to the Test. Success means 
  that the Explorer notices something odd about the ﬂ oor 
  above the creature’s trap door. However, unless they have 
  some knowledge of how the Tunnel Horror attacks, 
  they may not realise what the odd looking cover 
  signiﬁ es. The proﬁ le for the Tunnel Horror can 
  be found on page 64 of this adventure.
  THE CRYPTS
  This is the deepest level within the Citadel of Skulls, actually 
  the centre of the Catacombs. Here the Explorers ﬁ nd the 
  object of their quest: the Vault of Secrets. The rest of the level 
  consists of various other sealed treasure rooms and vaults of 
  unused loot. Most of it has been overtaken by the various 
  creatures and the warp, and thus made worthless to mortals.
  As the Explorers make their way through this level, the 
  GM may (if he chooses to increase the difﬁ culty or adjust the 
  pacing of the adventure) have the Explorers encounter warp 
  beasts and daemons such as Nurglings or Stranglers hiding 
  up above. The proﬁ le for these creatures is on page 63 of this 
  adventure, see page 65 for the Strangler proﬁ le.
  The Vault of Secrets (Special—Mandatory)
  Deep within the bowels of the Citadel of Skulls lays the source 
  of the Explorers’ quest: the Vault of Secrets. Massive and well-
  guarded, the Vault contains many unique and esoteric treasures. 
  However, one of the most unique and important items found 
  here is a techno-arcane device that dominates the Vault. Clearly 
  a starship component, this item is an intact core cogitator from a 
  piece of Koronus Expanse history. The cogitator comes from the 
  Grand Cruiser Gaunt Triumph. 
  Guided by his dark allies of the warp, Vall stumbled across 
  the drifting space hulk of the Gaunt Triumph in early 796.M41. 
  Recognising it as a monumental ﬁ nd, he retrieved the vessel’s 
  core cogitator to plumb its secrets. Before he could retrieve more 
  of the vessel, an Imperial salvage and recovery operation arrived, 
  and Vall was forced to ﬂ ee with only the cogitator on board. For 
  years, Vall has desperately tried to discover the secrets that lay 
  hidden within the data stacks and memory coils of this device, 
  but all attempts to access the machine-spirit within have failed. 
  When the Explorers reach this location, read aloud or 
  paraphrase the following:
  Reaching the end of the corridor, you ﬁ nd yourselves standing 
  in front of a pair of baroque and heavily-modiﬁ ed blast doors, 
  such as those found on starships. Gaining access, you peer inside 
  a lighted chamber. The faint smell of musty tomes ﬁ lls your 
  nostrils, and you see stacks upon stacks of books, scrolls, tablets, 
  and other items that would look at home within a museum or an 
  Inquisitor’s library. Dominating the centre of the chamber is an 
  enormous cube covered with hundreds of sockets and inscribed 
  with various arcane runes across its surface. There are other 
  items of a more esoteric value scattered about in some madman’s 
  idea of a ﬁ ling system. Stacks and piles dominate every square 
  centimetre of the room. Clearly you have found your goal: this 
  appears to be Karrad Vall’s fabled Vault of Secrets. 
  The Vault itself appears as a huge cluttered chamber, ﬁ lled 
  with all types of treasures, from books and scrolls, to techno-
  arcane storage devices and gilded idols. There are jewels, casks of 
  coins, and ancient artefacts. Dominating the centre of the Vault 
  is a massive crystalline cube with hundreds of copper-coloured 
  connectors on each side. A faint purple light pulses within, as if 
  the cube has its own power source. Explorators, Rogue Traders, 
  and those who have seen such items before recognise this 
  device as a starship’s core cogitator. Any Explorer with the Skill 
  
  45
  Common Lore (Tech) or Forbidden Lore (Archeotech) 
  recognises this core cogitator as coming from an ancient lineage 
  of ships—it’s at least several thousand years old.
  In addition to the intact core cogitator, there are hundreds 
  of artefacts and valuables; enough to make the Explorers rich 
  ten times over. There’s just one problem: the Vault of Secrets 
  isn’t unguarded, and the Explorers won’t simply be able to stuff 
  what they want into their pockets and walk away (well they 
  could but they wouldn’t be able to gain much by doing so). 
  The GM should give the Explorers a brief opportunity 
  to look around the Vault. After they have this moment, read 
  aloud, or paraphrase the following:
  Going over the various stacks and items that are scattered 
  throughout this massive treasure trove, you begin to discern that 
  there are ruts in the ﬂ oor—worn smooth as if something has 
  slithered over it for decades, if not longer. A sudden realisation 
  comes over you—you and your companions are not alone. It’s at 
  this moment that you hear a dark hissing noise. Looking about, 
  you see the source to be a dark silhouette belonging to a corrupted 
  and daemonic–looking being—its lower half resembling a 
  massive serpent.
  This dark, powerful, and terrible creature is Euryale Ceto, 
  better known to the residents of the Citadel as the “Archivist.” 
  She stands watch over the treasures contained within the Vault 
  and sees it as her job to plumb the dark secrets contained 
  within. When the Explorers ﬁ rst encounter her, this creature 
  remains within the shadows of the Vault’s sparse lighting. She 
  knows immediately that they don’t belong here (knowing 
  that only herself, her minions, and Karrad Vall are allowed 
  within). However, she is curious about these intruders; and (if 
  given the chance) attempts to engage them in conversation. 
  This is all a ruse designed to distract the Explorers while her 
  minions move out and attempt to surround them. If allowed 
  to speak with the Explorers, she will ask questions such 
  as why they have come, what they are seeking, and other 
  similar questions. As she is doing this, the Explorers can make 
  a Difﬁ cult (–10) Awareness Test. If they succeed on the 
  Test, then they notice that there are other things within the 
  shadows beyond that are moving to surround them...
  The exact forces facing the Explorers depend on the size 
  of their group. In addition to Ceto, the following forces are 
  present within the Vault at the beginning of this scene:
  • Vault Guardians (1-2, depending on the number and 
  Rank of the Explorers)
  • Sorcerers (1-2, depending on the number and Rank of 
  the Explorers) 
  • At the beginning of the second Turn of combat, a group 
  of Khadem (4-6, depending on the number and Rank of 
  the Explorers) arrives via a concealed lift in the rear of 
  the Vault.
  • There is also an additional Sorcerer and Vault Guardian 
  for every two Explorers in the group (not counting 
  minions and other NPCs). 
  If the Explorers’ group is exceptionally large, or the GM 
  wishes to give the players a bigger challenge, he can bring in 
  additional numbers of Khadem to join the ﬁ ght.
  
  46
  When the battle begins, if the Archivist managed to distract the 
  Explorers long enough for her minions to position themselves, 
  the Explorers are facing enemies all around them. Ceto begins 
  at the front of the group, roughly 10 metres away. Her minions 
  all begin at least 10 metres away from the Explorers, with 
  the Sorcerers ﬂ anking her (one on each side of the Explorers’ 
  group), and the Vault Guardians coming up from behind the 
  group. Should the Explorers manage to detect what’s going on 
  and act appropriately, then the Sorcerers are within 10 metres 
  of Ceto (one on either side of her) and the Vault Guardians are 
  positioned 4 abreast, directly behind the Explorers.
  Once combat breaks out, read aloud or paraphrase 
  the following:
  At the sudden hiss of your “host,” you realise that you have been 
  ﬂ anked—dark ﬁ gures can be seen in the gloom beyond. The 
  stacks of artefacts and items within the Vault make it difﬁ cult to 
  draw a line of ﬁ re without damaging the valuable treasures in 
  the way. As you quickly begin to assess the situation, you hear a 
  mumbled series of phrases come from the ﬁ gures beside you. With 
  a ﬂ ash, a scintillating bolt of pink energy zips past your group 
  only to ricochet harmlessly off of a support beam nearby. 
  As mentioned previously, the stacks and piles make drawing 
  line of sight difﬁ cult at best. Any attacks made at a range 
  beyond 5 metres run the risk of hitting and possibly damaging 
  the relics nearby. Any attack made beyond 5 metres imposes an 
  additional –10 penalty to the attack roll. If the attack misses, 
  it strikes one of the piles of items. This has several effects: 
  First, it scatters debris into the air, imposing an additional –5 
  penalty to attacks made in that direction for the rest of the 
  combat round. Second, it sends the Archivist into a seething 
  frenzy as her carefully arranged treasures become scattered 
  about. Should Ceto witness the destruction of her precious 
  work, she is overcome with rage—imposing a –10 penalty to 
  all of her attack rolls, and Tests that require patience, calm, and 
  focus (such as her spells and powers).
  The Explorers can also make use of the various items in 
  the Vault as cover and for use in swashbuckling actions as 
  they dispatch their attackers. If the Explorers have brought 
  along bodyguards or any additional troops, these NPCs 
  should be busy taking on the more numerous enemies such as 
  the Khadem. 
  Ceto directs the Vault Guardians and Khadem to close with 
  the Explorers (so as not to damage her precious inventory) 
  while she and her sorcerers fall back to assault the group 
  with soul-searing sorcery. If the Explorers clearly have the 
  upper hand in this battle, Ceto is capable of summoning up 
  additional help in the form of lesser daemons. However, she 
  should only be able to do this once.
  Proﬁ les for Euryale Ceto can be found on page 55 of this 
  adventure (the proﬁ le for Sorcerers can be found on page 58, 
  Vault Guardians can be found on page 57, and the proﬁ le for 
  Khadem can be found on page 60 of this adventure).
  ESCAPE AND THE FINAL 
  BATTLE
  As the smoke settles over the Vault, the Explorers know that 
  soon others will be on their way. However, they still need to 
  claim the Vault and get its contents back to their vessel. How 
  they accomplish this is ultimately up to them, but they have 
  some options. 
  Once combat has concluded, read aloud or paraphrase 
  the following:
  The monstrous Archivist and her vile minions despatched, you 
  take a moment to take stock of your situation. Surprisingly 
  enough, most of the valuable artefacts and relics stored here 
  survived virtually unscathed. The massive cube dominating the 
  centre of the Vault grabs your attention once more—its pulsing 
  light from within grows more intense. It’s at this point that you 
  notice there’s some manner of inscription etched into the surface: 
  Gaunt Triumph.
  The Explorers may already know about the history of the 
  Gaunt Triumph. If not, the GM can relay to them that it was a 
  ship lost in the Koronus Expanse and later found adrift with 
  a few survivors on board in 796.M41. Those maddened 
  survivors spoke endlessly of “echoes that sing” and about 
  “silver trees weeping blood.” Any Explorers who make an 
  Ordinary (+10) Common Lore (Koronus Expanse) Test 
  are able to recall a rumour that the ship’s core cogitator and 
  navigation stacks were completely missing—as if something 
  simply removed them. The general consensus was that the 
  core vanished sometime during the centuries it spent adrift 
  in the Expanse. In addition, left sitting on a crate next to the 
  cogitator is the handout on page 69. This reveals that Vall 
  CORE COGITATORS
  Just what is a core cogitator? A core cogitator is, in essence, 
  the “brain” of the ship. It controls the environmental 
  systems, the gravity, the life–sustainers, the lights, the 
  targeting arrays, the output of the plasma drives, the 
  Gellar Field, and just about everything else. Granted, 
  much of what the core cogitator does is overseen by 
  servitors hardwired into its systems, and isolated Tech-
  Priests who pray to the plasma reactors—but without it, 
  the ship’s systems have to be brought online manually, 
  if at all. It’s the core cogitator that calculates the proper 
  angle the ship’s macrocannons should be aimed to strike 
  a target moving at relative speeds. It’s the core cogitator 
  that routes the energy to the void shield projectors that 
  protect the ship; and without the core cogitator the 
  protective Gellar Field could never be raised—thus 
  dooming a ship in the warp, or preventing it from ever 
  entering the Immaterium. The GM should make sure to 
  emphasise to the Explorers that the core cogitator is an 
  extremely valuable ﬁ nd, containing a massive wealth of 
  lore. This is Karrad Vall’s greatest treasure, and it is what 
  they have come here to ﬁ nd!
  
  47
  was in fact the one who obtained the Core Cogitator from the 
  Gaunt Triumph. The handout also indicates just how valuable 
  Vall feels this is, something the GM should impress on the 
  players as well. 
  Regardless of whether this is the actual core cogitator from 
  that doomed vessel, the Explorers need to ﬁ nd a way to take 
  it and the other items from the Vault. The core cogitator is 
  not something that can be carried out of the Vault (it’s as big 
  as a Rhino APC). The ﬁ rst order of business should be to 
  distract any additional guards that may decide to come their 
  way. It’s possible that overloading the Secondary Void Shield 
  Station (see page 40) or the Genatorium (see page 42) on 
  the Citadel Level causes a severe enough distraction to stop 
  the guards from coming after them (they think an attack is 
  imminent and that inﬁ ltrators have made it into their base to 
  sabotage their defences). Below are some additional actions 
  the Explorers can perform that helps them at least secure the 
  core cogitator (an item that’s considered priceless): 
  The Explorers can choose to lock out and detonate one (or 
  more) of the Citadel’s plasma reactors. In fact, the Genatorium 
  on the Forge Level above them is ideally placed to facilitate 
  an escape route. Should the Explorers possess a teleportarium 
  on board their vessel, they can attempt to use it to transport 
  themselves and the core cogitator out of the Vault. This 
  requires a Hard (–20) Tech–Use Test as the radiation 
  generated from the black hole disrupts the teleportation 
  process. The Explorers can also use one of the melta warheads 
  stored within the Vault to blast a path to the surface, requiring a 
  Challenging (+0) Demolitions Test.
  Orbiting above Iniquity is the Explorers’ vessel. With the 
  proper coordinates, their ship could put enough ﬁ repower 
  into the ground above the Vault to clear a path for the 
  Explorers to escape with the modules in which the Vault is 
  contained.
  Once access is gained to the Vault, the Explorers can 
  attempt to either abscond with one of the Arvus Lighters 
  from the hangar bay, or make use of their own craft to lift 
  the Vault out from the ground. The main part of the Vault is 
  a mass-cargo container that was buried beneath the surface 
  of Iniquity sometime ago. By latching on to the Vault, the 
  Explorers can pull it out of the ground and take it with them 
  to their waiting ship.
  However, it bears repeating: the Explorers can use whatever 
  means and plans they want to try and abscond with the Vault, 
  or its contents. The core cogitator to the Gaunt Triumph is an 
  important piece of THE WARPSTORM TRILOGY’s ultimate story, 
  and if the Explorers aren’t interested in it, the GM should make 
  it clear just how valuable it is, and encourage them to take it.
  Whichever route they choose, by this point the Explorers 
  should be battered and bloody, but not out of the game. 
  As the Explorers make for orbit, the GM has the option of 
  running a dogﬁ ght battle with the Explorers racing for their 
  lives to their vessel, or he can simply let them break for high 
  orbit. Karrad Vall has discovered the missing vault, the death 
  of his minions, and that the Explorers are behind it all. Once 
  the Explorers’ vessel leaves the orbit of Iniquity, it becomes 
  clear that they are not the pirate vessel they pretended to be 
  (if that’s the route they chose).
  Whether the Explorers pretended to be pirates or not, 
  when the Explorers break orbit read aloud or paraphrase 
  the following:
  Clearing the orbital plane of Iniquity, your ship begins the 
  process of securing itself before you make the journey to escape 
  this wretched star system. With an alarm, the ofﬁ cers manning 
  the augur stations report that they have detected plasma blooms 
  from several ships that were orbiting Iniquity. The vox ofﬁ cer 
  also reports that they have intercepted trafﬁ c spoken in battle-
  cant, directed at these same ships, from the Citadel of Skulls: 
  clearly someone wants their property returned to them. At any 
  rate, these ships will close within weapons’ range before your 
  vessel can clear the gravity well of Iniquity’s parent planet. With 
  that, the order is given: beat to quarters.
  Two pirate ships are making their way at full speed in 
  an attempt to intercept the Explorers: the Debaser and the 
  Dark Lancer. Both of these ships are part of Vall’s infamous 
  Wolfpack. Both vessels possess dire reputations, and are not 
  to be underestimated. The GM should give the Explorers 
  time to make plans for their imminent engagement with these 
  vessels. The combat begins with the enemy ships at 15 VUs. 
  This is the ﬁ nal battle of the adventure, and it’s one that the 
  Explorers should walk away from, but only just.
  The trio of vessels exchange ﬁ re across the vastness 
  of space. In the event that it appears the Explorers 
  are able to take on these two ships without 
  much difﬁ culty (if, for example, their ship 
  
  48
  hopelessly outclasses the pirates), then the GM should feel 
  free to introduce extra vessels. These can be identical to the 
  ones the Explorers are already duelling with, or they can be 
  different ones the GM pulls from one of the myriad ROGUE 
  TRADER sourcebooks.
  If the Explorers’ ship is reduced to half its starting 
  Hull Integrity, the GM should read aloud or paraphrase 
  the following:
  Munitions ﬁ re rocks the command deck, and the grating 
  under your feet sways. Gouts of ﬂ ame and smoke billow out 
  from destroyed consoles around you. Damage control parties 
  struggle to extinguish the ﬁ res raging throughout the ship. The 
  secondary ofﬁ cers manning the weapons consoles turn to shout 
  out something, but then the entire bridge is swathed in darkness. 
  All major systems have gone ofﬂ ine and within moments only 
  emergency lighting comes on. You gaze out the vista panels 
  beyond and see that your enemies are making turns that will put 
  your vessel back into their sights within minutes.
  What exactly happens to the Explorers’ vessel is entirely 
  dependent upon several factors. If they managed to secure the 
  core cogitator from the Gaunt Triumph, then the damage they 
  have suffered has damaged their own ship’s core cogitator. 
  Although the core cogitator, the soul of their vessel, can 
  be repaired by a Mechanicus Forge, such a feat is beyond 
  their resources. However, they have another option available 
  to them—the Gaunt Triumph’s core cogitator, which seems 
  fully operational. They could temporarily hook up the core 
  cogitator to their vessel and use it to pilot their vessel clear 
  of Iniquity. However, it’s entirely possible that the Explorers 
  decided to leave the core cogitator behind. If this is the case, 
  then the GM has several choices: he can ignore the previous 
  event of the core cogitator blowing out (or have the Explorers 
  direct crews to attempt repairs), or devise some method of 
  getting the core cogitator to the Explorers. 
  Alternatively, if the Explorers have obtained the Cogitator 
  but manage to escape the battle unscathed, the GM can have a 
  lucky hit knock out their own ship’s core cogitator. However, 
  although this may be useful to the ﬁ nal act of the adventure, it 
  is not vital. Therefore, the GM can ignore having this happen 
  if it would seem capricious or too much “GM ﬁ at.” 
  To be clear, the third part of this adventure trilogy can 
  work whether the Explorers use the Gaunt Triumph’s Core 
  Cogitator to escape or not. The goal here is to present them 
  with a devil’s bargain, a risky measure they can undertake 
  because they are desperate. 
  When the battle resumes, the Explorers have their work 
  cut out for them. They cannot manoeuvre, or even translate to 
  warp without the ship’s core cogitator. However, their shields 
  remain intact for the next Strategic Round (30 minutes). 
  In order to connect the core cogitator, the Explorers need 
  to direct the tech-crews. This requires a Difﬁ cult (–10) 
  Command Test. The base time to connect the core cogitator 
  and spin up the systems is 3 Strategic Rounds. For every two 
  Degrees of Success scored on the Test, the Explorers can 
  reduce that time by 1 Strategic Round, to a minimum of 1 
  Strategic Round. Once the Gaunt Triumph’s core cogitator 
  is connected and powered on, read aloud or paraphrase the 
  following:
  With an ominous hum, power from the primary plasma reactors 
  is channelled to the waiting cogitator. Suddenly, as if someone 
  were waking from the dead, a loud screeching sound rumbles 
  out across the vessel. You see many of the crewmen and ratings 
  make the sign of the Aquila. All across the bridge you can see 
  strange runes and symbols play across the various displays and 
  screens. For a brief moment, you see the master display stutter 
  and ﬂ icker—was that a ship’s captain you just saw bleeding 
  from his eyes? Then, one by one, the ship’s systems begin to creep 
  back online. You now have ﬁ re control, propulsion, and (most 
  importantly) the ability to translate to the warp once you are 
  clear of the area.
  After this small scene, the battle continues. The Explorers 
  should know by this point that they are unevenly matched 
  and have no choice but to ﬂ ee the battle before they are 
  overwhelmed and destroyed. Should their ship still be in 
  reasonably good shape by this point, the GM can opt to have 
  the Captain of the Debaser, Slade Mortia, launch a boarding 
  attempt against them. Slade sends his two bodyguards, 
  Torq and Siegmund Felthan, over to attempt to secure the 
  Explorer’s vessel (or cripple it as best they can). This can 
  lead to a compartment–by–compartment battle between the 
  Explorers and the Chaos Reavers.
  
  49
  Ultimately, how the GM wishes to handle the battle is 
  up to him. However, he should bear a few things in mind 
  in order to get the most out of the climax of this adventure:
  Regardless of whether or not the Explorers manage 
  to get the core cogitator connected, they continue to take 
  punishment.
  When the Explorers attempt to ﬂ ee, unless they are willing 
  to risk a blind jump into the warp, then the GM should make 
  use of the Stern Chase rules on page 216 of the ROGUE 
  TRADER Rulebook.
  The Explorers should escape by the very skin of 
  their teeth.
  Once they escape the attacking Reavers, they can opt to 
  hole up within one of the many debris and asteroid ﬁ elds 
  scattered throughout the Dioskouri System. This not only 
  gives them the time they need to make any emergency repairs 
  necessary, but will also give them a place to hide.
  Karrad Vall will not relent until he has the Explorers 
  before him, preferably writhing in agony.
  If all else fails (and he is present), the Explorers have one 
  last ﬁ nal option for escape: Drexus Skar. By this time, the 
  Chaos Reaver should have revealed the extent of his powers 
  and abilities. It’s clear he can harness the power to help them 
  escape. However, Skar exacts a terrible price: he asks for the 
  proverbial Dark Pact—an alliance with the forces of Chaos 
  in exchange for their aid. While this won’t immediately 
  damn the Explorers, it puts them on the road. If a Dark 
  Pact is sealed, then the Explorers each gain +20 Corruption 
  Points. Their ship miraculously escapes, but just barely. The 
  additional cost of this pact is up to the GM, but he should be 
  creative with it. One thing is for certain, Skar won’t demand 
  repayment immediately, but he stays with the Explorers for 
  the time being. 
  The psychic beacon blots out the Astronomican. Thus, 
  all attempts to locate this holy beacon require a Very 
  Hard (–30) Awareness Test, per Step Two of plotting 
  a course through the warp (see page 184 of the ROGUE 
  TRADER Rulebook).
  AFTERMATH
  The Explorers should spend the next few weeks hiding out 
  in the Dioskouri System as they make the repairs needed 
  to escape. However, Vall is livid. He is willing to turn over 
  every single rock, call in every dark favour, and do whatever 
  else is needed to ﬁ nd the Explorers. Woe betides them if he 
  succeeds. While this won’t interrupt his current plans, Vall 
  won’t rest until he is wearing their skins as a cloak. While 
  they may have suffered a crushing defeat and possibly a stain 
  of corruption, they are alive (if only barely) and they have 
  the Vault of Secrets (or at least the core cogitator from within 
  it). They have made a powerful enemy, but they have also 
  increased their own fame and glory.
  Given the level of damage done to their ship (and possibly 
  one or more of the Explorers), it may take some time before 
  they are able to ﬂ ee the Dioskouri System back into the warp. 
  During this time, the Explorers need to come to terms with 
  their actions. They should also begin to wonder why Vall 
  was saving the core cogitator of the Gaunt Triumph—by this 
  time, they would know that it’s functional, and may have 
  even had to connect it to their own vessel in the aftermath of 
  the battle.
  More information on what is contained within the Vault 
  of Secrets are on page 52. Needless to say, this concludes the 
  events of THE WARPSTORM TRILOGY BOOK II: THE CITADEL 
  OF SKULLS. The events of the adventure conclude with the 
  ﬁ nal battle and explosive revelations in THE WARPSTORM 
  TRILOGY BOOK III: FALLEN SUNS.
  Act III Achievement Point Awards
  At the completion of Act III, the GM should award the 
  following Achievement Points (or subtract from the 
  group’s total):
  • Hiring Fallon Marquese: –25
  • Winning any gambling wager in Perdition: 10
  • Succeed in Exploration Challenge to cross Iniquity: 75
  • Getting inside Citadel of Skulls: 100
  • Rescue any slaves while inside the Citadel: 20
  • Set off alarms or otherwise alert Citadel to Explorers’ 
  presence: –50
  • Destroy idol of Slaanesh: 25
  • Overload Secondary Void Shield Station and/or 
  Genatorium: 100
  • Rescue one (or more) victims of the Tormentum: 10
  • Cross/Bypass Psychic Beacon Chamber: 50
  • Defeat Sisters of Sybaritic Host (per Sister, max 5): 10 
  (50 max)
  • Rescue “sacriﬁ ce” inside Chamber: 10
  • Defeat Vault of Secret’s minions and Archivist: 100
  • Capture and retrieve the Gaunt Triumph’s core cogitator: 
  200
  • Forge a Dark Pact, or otherwise ask for Skar’s assistance 
  in ﬁ nal space battle: –100
  • Completing adventure: 200
  
  50
  50
  50
  Conclusion
  T
  he exact details of the contents of the Vault of Secrets 
  are ultimately left up to the GM. However, a list of 
  some items can be found on page 52. As mentioned 
  previously, at this point the Explorers are bloodied, broken, 
  and barely alive. Their ship is wrecked and it takes some time 
  to affect repairs that will sustain them long enough to make 
  a short warp jump to a nearby system (if only to ﬂ ee further 
  from Karrad Vall’s clutches).
  In the meantime, Vall searches endlessly for them. 
  Sweeping the entire Dioskouri System takes time (and its toll 
  on his ships), but somehow the Explorers are safe. While the 
  GM shouldn’t reveal this to them, they won’t be discovered, 
  though he can spice things up for the players with a few 
  harrowing moments (Perhaps the proximity alarms go off on 
  the ship and augurs show a Wolfpack vessel closing in—and 
  catastrophe is only averted when the Chaos vessel is smashed 
  to bits by an asteroid, or ripped apart by a gravity tide). Such 
  turns of fortune are especially likely if the Explorers entered 
  into a Dark Pact with Skar...
  THE CITADEL OF SKULLS ENDEAVOUR
  This adventure is an Endeavour that involves locating and 
  stealing the Vault of Secrets from within the Citadel of Skulls. 
  While this event can earn the Explorers a signiﬁ cant Proﬁ t 
  Factor reward, throughout the adventure there are other means 
  by which the Explorers score additional Achievement Points. 
  These all have the chance to increase the Proﬁ t Factor reward 
  for this adventure. In effect, as in the previous instalment of 
  the trilogy, the rewards the Explorers reap depends greatly on 
  the actions they take and the initiative they show.
  Steal the Vault of Secrets from Karrad Vall
  Common Endeavour, +5 Proﬁ t Factor, 1,200 Achievement 
  Points Required
  For every 100 Achievement Points over the required amount 
  (1,200) the Explorers gain +1 additional Proﬁ t Factor.
  REWARDS
  At this point, if he hasn’t already done so, the GM should 
  award the players experience points (XPs) for their efforts 
  and actions. Achievement Points (APs) for the adventure’s 
  Endeavour are detailed at the end of each Act. The GM 
  should also feel free to reward the players with additional 
  XPs and bonus Achievement Points for actions they may have 
  done outside the adventure’s framework. These rewards are 
  explained more in–depth in the ROGUE TRADER Rulebook.
  FATE POINTS
  At the conclusion of the adventure, the GM should award 1 
  Fate Point to each of the surviving Explorers for facing 
  such insurmountable odds.
  EXPERIENCE AWARDS
  The GM should award, at a minimum, the following to the 
  Explorers’ players for their actions. These rewards are broken 
  down by Act, and by event.
  Act I
  At the completion of Act I, the GM should award the 
  following (per Explorer):
  • Search the settlement of Chorda’s Folly: 130
  • Recover the record from the Pict–Skull: 200
  • Replenish & Resupply vessel: 70
  • Investigate the Bunker–Fortress in Chorda’s Folly: 100
  • Discover one (or more) of the clues about the Destructor 
  of Chorda’s Folly: 250
  • Finding Drexus Skar: 50
  • Learn about Skar’s involvement with the Orks of 
  Damaris: 100
  • Discover Skar’s involvement with the Chaos Reavers of 
  Karrad Vall: 130
  • Agree to tackle the Vault of Secrets: 100
  • Complete Act I: 100
  Act II
  At the completion of Act II, the GM should award the 
  following (per Explorer):
  • Plot course to Dioskouri system: 100
  • Arriving in Dioskouri system: 100
  • Use (or allow Skar to use) the psychic beacon to locate 
  Iniquity: 50
  • Succeed in the Exploration Challenge to reach Iniquity: 
  170
  • Completing an event getting to Iniquity (per event 
  passed): 100
  • Destroying the Gift of Despair pirate vessel: 200
  • Boarding the Gift of Despair: 130
  • Rescue slaves aboard the Gift of Despair: 200
  • Make successful landing on Iniquity, at settlement of 
  Perdition: 170
  • Complete Act II: 100
  Act III
  At the completion of Act III, the GM should award the 
  following (per Explorer):
  • Exploring Perdition: 50
  • Succeed in Exploration Challenge crossing Iniquity: 200
  • Defeat an encounter while crossing Iniquity: 100
  • Enter the Citadel of Skulls: 100
  • Defeat any non–Sister within the Citadel of Skulls: 50
  • Defeat a Sister of the Sybaritic Host: 100
  • Successfully cross the Psychic Beacon room: 200
  • Discover the core cogitator of the Gaunt Triumph: 50
  • Defeat the minions in the Vault of Secrets: 130
  • Defeat the Archivist, Euryale Ceto: 170
  • Learn the cogitator belongs to the Gaunt Triumph: 50
  • Return the cogitator to Explorers’ vessel: 50
  • Escape the space battle above Iniquity: 200
  • Complete Act III: 100
  
  51
  51
  51
  The Vault of 
  Secrets
  “There’s no telling what treasures Karrad Vall has gleaned from 
  the Expanse... but I’m willing to bet there’s more than even I can 
  imagine. And I can imagine quite a bit!”
  –Sarvus Trask
  T
  he Vault of Secrets, the main objective of the CITADEL 
  OF SKULLS adventure, is a mysterious vault that contains 
  some of the most sought-after artefacts and items 
  known in the Koronus Expanse. Listed below is a selection 
  of some of the more important artefacts and curios that can 
  be found within.
  The GM is encouraged to not only add additional items 
  to the Vault, but also to supply his own descriptions to the 
  items listed. In this way, he can customise the contents to his 
  group’s tastes and desires.
  Vault 
  Description
  “The Expanse... and all within it... are mine for the taking.”
  –Karrad Vall, the Faceless Lord
  T
  he Vault is actually several standard cargo and storage 
  modules like those found on many bulk transports and 
  cargo ships. The doors can be set to hermitically seal the 
  contents within, and each has its own separate life-sustainer 
  functions: allowing the temperature, gravity, atmosphere, and 
  a variety of other variables to be set within. However, since 
  the modules have been connected to the Citadel’s power 
  genatorium and machine-spirits for so long, the Vault may no 
  longer have the ability to function on its own.
  Additionally, Vall and Ceto have modiﬁ ed the modules. 
  Most of these modiﬁ cations don’t affect the working of the 
  containers. However, there are some—such as the addition of 
  a cargo lift at the far end—that could greatly compromise the 
  function of the Vault as a cargo container.
  
  52
  CONTENTS
  Here’s a listing of some of the more notable contents that 
  within the Vault of Secrets:
  COPY OF THE LECTICIO DIVINITATUS
  One of the original, and proscribed, writings professing the 
  God–Emperor’s divinity. It was written in a time when the 
  Emperor walked among men, and was highly suppressed. 
  This book appears complete, and printed on a small hand-
  cranked press. It’s contained within a stasis ﬁ eld and its value 
  is incalculable.
  CORE COGITATOR OF THE GAUNT 
  TRIUMPH
  This is the core cogitator from the Gaunt Triumph, a grand 
  cruiser that was lost in the Koronus Expanse. It appears as 
  a large crystalline cube with hundreds of connection points 
  across each surface. Who knows what it’s experienced and 
  what information is stored within the data stacks imbedded 
  within. The GM should also be aware that this is one of the 
  key items for THE WARPSTORM TRILOGY, and the Explorers 
  should be hesitant to get rid of it.
  ARCANE WRITINGS
  There are shelves and shelves that contain a variety of arcane 
  writings and manuscripts. Some are heretical texts, others are 
  written in alien script. Their precise contents are left up to the 
  GM to determine.
  YU’VATH ARTEFACTS
  Scattered throughout the Vault are several dozen different 
  artefacts that belonged to the Yu’vath. Their exact effects 
  and descriptions can come from other ROGUE TRADER 
  RPG supplements, or the GM can choose to determine 
  their functions.
  WEAPONS CACHE
  There are hundreds, if not thousands of different weapons 
  that can be found throughout the Vault. Many are from the 
  Imperium and are of differing patterns and styles. Others 
  come from the various xenos cultures encountered by Imperial 
  forces during the Angevin Crusade.
  ARCHEOTECH ITEMS
  Located in different types of sealed storage containers, there are 
  dozens of archeotech items to be found within the Vault. The 
  exact nature of these items is left up to the GM to determine, 
  but each is unique (something like a pair of archeotech pistols) 
  and a ﬁ ne example of lost and ancient technology.
  FROZEN STASIS TUBE
  This sealed, frosted-over stasis tube is identical to the ones 
  used to keep critically–injured patients alive until they 
  can receive aid. This particular tube is rimed in about ten 
  centimetres of frost, but it bears the brass symbol (almost 
  obscured by the ice) of the Inquisition. What this could mean 
  is up to the GM. Perhaps it’s a dangerous xenos that was 
  supposed to be sent to them for study, or (more likely) it’s an 
  Eversor Assassin—awaiting the day it’s revived and sent out 
  on a killing spree. Best to ensure the life support systems are 
  maintained.
  MELTA WARHEADS
  Three of these massive warheads are locked into specialised 
  frames and ﬁ xtures. Each of them is neatly stacked against the 
  far wall. They are penetrator–pattern warheads that resemble 
  enormous-looking, jagged-edged spearheads. Currently, they 
  are in “stasis mode” and inert. However, a Tech-Priest or 
  someone knowledgeable in the workings of these mysterious 
  weapons could wake their slumbering war–spirit. The 
  Explorers can use one of these warheads to blast enough 
  earth away above them to remove the cargo modules with 
  a bulk–lifter, shuttle, or guncutter. It will require roughly 
  30 minutes and a Hard (–20) Tech–Use Test to wake the 
  slumbering war-spirit within each warhead. A timer or remote 
  detonator can easily be rigged with an Ordinary (+10) 
  Tech–Use Test or Routine (+20) Demolitions Test.
  XENOS SARCOPHAGUS
  A preserved and mummiﬁ ed xenos corpse lies sealed within 
  this strange sarcophagus.
  WARP MAP
  Contained within a worn ivory tube, and drawn upon what 
  appears to be a sheet of smooth and supple ﬂ esh, this map 
  shows several warp routes throughout both the Koronus 
  Expanse, and the neighbouring Calixis Sector. The exact 
  routes are left up to the GM. Their discovery is not only 
  a major ﬁ nd, but a major boon to the Navigator serving 
  aboard—his family has no such routes mapped. The exact 
  beneﬁ ts of having this map are left up to the GM.
  
  NPC’S
  •
  BEASTS AND 
  DAEMONS
  •
  VEHICLES
  •
  SHIPS OF THE 
  CHAOS REAVERS
  •
  PLAYER 
  HANDOUTS
  •
  ACHIEVEMENT 
  POINT TRACKER
  
  54
  54
  NPC 
  Appendix
  “These ﬁ lth, these animals, these apostates and heretics. We must ﬁ nd 
  where they live and resupply and, like a nest of vile serpents, crush 
  them under our heel.”
  –Aspyce Chorda, in a letter to an Inquisitor
  T
  his section contains the rules and stat blocks for the various 
  Non-player Characters—both allies and adversaries—
  appearing in this adventure. Please note that any weapon 
  proﬁ les factor in any damage bonuses these NPCs may possess, 
  including their Strength Bonus in the case of melee weapons.
  DREXIS SKAR
  Drexis Skar is a Chaos Reaver captain who has recently fallen 
  on hard times. Tall and lanky with a bald pate and black 
  eyes, he is rarely seen without a sneer on his thin, bloodless 
  lips. He has sharp features, and where it is not covered with 
  vaguely unsettling tattoos, his skin is sallow and waxy with 
  a faint, sickly-green tinge as if he has recently recovered 
  from a serious illness. When discovered by the Explorers, 
  Skar is desperately low on food and water, and is seriously 
  considering using his single remaining bolt shell as release 
  from his lonely torment.
  Drexis Skar Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  40
  52
  41
  48
  39
  40
  50
  55
  42
  Movement: 3/6/9/18 
  Wounds: 18 
  Fate Points: 3 
  Skills: Awareness (Per), Charm (Fel), Barter (Fel), Blather 
  (Fel) +20, Carouse (T) +10, Command (Fel), Common Lore 
  (Imperium, Imperial Navy, Merchant, Underworld) (Int), 
  Concealment (Ag), Deceive (Fel) +20, Dodge (Ag), Intimidate 
  (S) +10, Forbidden Lore (Chaos, Daemonology, Heresy, 
  Pirates) (Int), Imterrogation (Fel), Inquiry (Fel) +10, Navigation 
  (Stellar) (Int) +10, Pilot (Spacecraft) (Ag) +20, Tech-Use (Int), 
  Speak Language (Low Gothic, Void Cant) (Int).
  Special Abilites
  Abject Cruelty: Chaos Reaver captains keep their ofﬁ cers 
  and crew in line more through violence and fear than 
  through command and leadership. Aboard a ship under their 
  command, or when directly leading their underlings in battle, 
  a Reaver captain receives a +10 bonus to all Intimidate and 
  Interrogation Tests used against his men.
  Mutations and Malignancies: Ill-Fortuned, witch-mark 
  (Brand in the shape of the sigil of Slaanesh), baleful aura (see 
  sidebar).
  Talents: Air of Authority, Basic Weapon Training (Universal), 
  Decadence, Disturbing Voice, Exotic Weapon Training 
  (Ghost Sword), Jaded, Light Sleeper, Melee Weapon Training 
  (Universal), Paranoia, Pistol Weapon Training (Universal), 
  Psy Rating (4), Resistance (Fear), Peer (Criminals, Renegades, 
  Chaos Reavers), Strong Minded, Swift Attack, Touched by 
  the Fates.  
  Disciplines: Telepathy, Telekinesis.
  Psychic Techniques: Compel, Delude, Dark Curse*, 
  Dominate, Force Bolt, Force Shards, Mind Link, Mind Probe, 
  Mind Scan, Psychic Scream, Sensory Deprivation, Storm of 
  Force, Telekinetic Crush, Telekinetic Shield, Terrify, Tide of 
  Lies*, Warpﬁ re.*
  Armour: Ragged Hardened Void Suit (Arms 2; Body 2; Head 
  3; Legs 2).
  Weapons: Best Craftsmanship Bolt Pistol (30m; S/2/–; 1d10+5 
  X; Pen 4; Clp 8; Rld Full; Tearing), Good Craftsmanship Ghost 
  Sword (1d10+7 E; Pen 6; Power Field, Balanced, Additional +5 
  to Parry).
  Gear: Respirator, Micro-bead, Dwindling Rations, Chaos 
  Charm.
  * See the Psykana Maliﬁ ca section on pages 82-84 of EDGE 
  OF THE ABYSS.
  AN ILL-FAVOURED 
  COUNTENANCE
  As a long-time adherent to the Chaos 
  Powers and an unsanctioned psyker, Skar has an 
  aura about him that most ﬁ nd incredibly unsettling. 
  In his dealings with the Explorers, he will be able to 
  suppress this aura using his psychic powers. However, 
  when under duress, as in combat or other stressful 
  situations, his concentration will slip and those around 
  him will experience anxiety and discomfort. The GM 
  should feel free to explain this in any way he sees 
  ﬁ t. Perhaps the Explorers’ ears begin ringing, or the 
  ambient temperature drops appreciably, or the lights 
  around him dim perceptibly. Whatever the case, the 
  GM should have the Explorers make a Difﬁ cult (–10) 
  Willpower Test when Skar is not in total control of 
  himself. Failure should incur a mild penalty to any 
  Characteristic or Skill Tests requiring concentration as 
  the Explorer is distracted by nagging anxiety.
  A
  
  55
  55
  EURYALE CETO
  “Nothing may exist in this galaxy without my knowledge, or without 
  my consent.”
  –Euryale Ceto, Archivist of the Citadel of Skulls
  The hideous mutant known as Euryale Ceto is the keeper 
  of the treasure vaults beneath the Citadel of Skulls. Also 
  known as the Archivist, she was once a powerful human 
  sorceress from an isolated feral world in the Unbeholden 
  Reaches. Taken by Chaos Reavers during a raid centuries 
  ago, she threw her lot in with the powers of Chaos after 
  experiencing the excruciating joy of Slaanesh. Since then, 
  she has dedicated herself to collecting dark knowledge 
  and experiencing blasphemous pleasures for the glory of 
  Slaanesh. Now, after centuries in the service of Slaanesh, her 
  body is twisted beyond recognition and she has become a 
  frightful four-armed hybrid of woman and serpent. Cunning 
  and incredibly intelligent, she prefers to keep to her chambers 
  in the vault, cataloguing and obsessively studying her many 
  treasures while her sorcerers and daemons do the work of 
  guarding her and the treasures in the vault.
  Euryale Ceto Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  40
  35
  30
  40
  45
  55
  50
  58
  20
  Movement: 4/8/12/24 
  Wounds: 26 
  Fate Points: 3 
  Skills: Awareness (Per), Ciphers (Occult) (Int), Common 
  Lore (Imperium, Koronus Expanse) (Int), Command (Fel), 
  Contortionist (Ag) +20, Deceive (Fel), Dodge (Ag) +20, 
  Forbidden Lore (Cults, Daemonology, Heresy, Psykers, The 
  Warp, Chaos) (Int), Intimidate (S) +20, Invocation (WP) 
  +20, Psyniscience (Per), Scholastic Lore (Occult) (Int), Secret 
  Tongue (Chaos Reavers) (Int), Speak Language (Low Gothic, 
  High Gothic) (Int). 
  Mutations and Malignancies: Fanged, Feels no Pain, 
  Hellspawn, Multiple Arms, Venomous, Witch Mark (Brand in 
  the shape of the sigil of Slaanesh), Worm.  
  Traits: Crawler, Daemonic (TB 8), Fear (2), From Beyond, 
  Dark Sight, Toxic (2d10; Ignores Armour), Improved Natural 
  Weapons, Natural Armour (4), Natural Weapon.
  Talents: Blademaster, Dark Soul, Fearless, Iron Discipline, 
  Iron Jaw, Jaded, Lightning Attack, Master Sorcerer†, Melee 
  Weapon Training (Universal), Peer (Chaos Reavers), Pistol 
  Weapon Training (Universal), Resistance (Fear, Psychic 
  Techniques), Sorcerer†, Swift Attack, Touched by the Fates.
  Sorcerous Powers: Augury, Compel, Dark Curse††, 
  Delude, Dominate, Foreshadow, Flesh Warp††, In Harm’s 
  Way, Mental Bond, Mind Probe, Psychic Scream, 
  Psycholocation, Psychometry, Puppet Master, Reprogram, 
  Sensory Deprivation, Summon Daemon††, Telekinetic Crush, 
  Telekinetic Shield, Terrify, Tide of Lies††, Warp Secrets††, 
  Walking the Path.
  Armour: By Natural Armour (Arms 4; Body 4; Legs 4) 
  Weapons: Best Craftsmanship Fractal Blade (1d10+5 R; Pen 
  7; Power Field, Balanced), Best Craftsmanship Power Sword 
  (1d10+9 E; Pen 5; Power Field, Balanced), Fangs (1d10+6 
  R; Pen 0). 
  Gear: Sorcerous accoutrement, corrupted tarot. 
  †If the GM has access to the supplement Edge of the Abyss, 
  he can have Ceto possess the abilities of a sorcerer as a means 
  of her accessing her psychic abilities. See the Sorcery section 
  on pages 84-86 of EDGE OF THE ABYSS. If he does not have 
  this supplement, he should treat Ceto as a psyker with a Psy 
  Rating of 4. 
  ††If the GM has access to the supplement EDGE OF THE ABYSS, 
  he can give have Ceto possess the following abilities. See the 
  Psykana Maliﬁ ca section on pages 82-84 of EDGE OF THE 
  ABYSS.
  Psykana Maliﬁ ca se
  ABYSS.
  
  56
  SLADE MORTIA
  “I prefer the direct approach. Master Gunner, give them a couple of 
  broadsides to set the proper tone for auspicious meeting.”
  –Slade Mortia opening trade negotiations
  Captain of the dreaded cruiser Debaser, Slade Mortia is a 
  man known throughout the rimward regions of the Expanse 
  as a ruthless and merciless pirate. Specialising in commerce 
  raiding and ship thievery, Mortia is known as a prime 
  realspace navigator and a master ship handler. His crewmen 
  and reavers are held as an example by their fellows as some of 
  the most brutal and dangerous voidmen in the Expanse. He is 
  famous for stealing numerous ships and uncounted Thrones 
  worth of cargo from Battleﬂ eet Calixis and escaping with his 
  ill-gotten gains to the Expanse.
  Slade Mortia Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  45
  52
  40
  37
  44
  40
  35
  40
  37
  Movement: 4/8/12/24 
  Wounds: 18 
  Fate Points: 3
  Skills: Awareness (Per), Barter (Fel), Carouse (T) +10, 
  Ciphers (Underworld, Chaos Reaver) (Int), Command 
  (Fel) +10, Common Lore (Imperium, Koronus Expanse, 
  Merchant Underworld) (Int), Deceive (Fel) +10, Dodge (Ag), 
  Forbidden Lore (Chaos, Heresy, Pirates), Intimidate (S) +20, 
  Interrogation (Fel) +10, Inquiry (Fel), Navigation (Stellar) 
  (Int) +20, Pilot (Space Craft) (Ag) +20, Tech-Use (Int), Speak 
  Language (Low Gothic, Void Cant).
  Talents: Air of Authority, Basic Weapon Training (Universal), 
  Decadence, Die Hard, Jaded, Last Man Standing, Leap Up, 
  Light Sleeper, Melee Weapon Training (Universal), Paranoia, 
  Peer (Chaos Reavers), Pistol Weapon Training (Universal), 
  Resistance (Fear), Swift Attack, Touched by the Fates.
  Armour: Best Craftsmanship Light Power Armour (Arms 8; 
  Body 8; Head 8; Legs 8).
  Weapons: Best Craftsmanship Plasma Pistol (30m; S/2/–
  ;1d10+6 E; Pen 6; Clp 10; Rld 3 Full; Overheat), Good 
  Craftsmanship Chain Sword (1d10+6 R; Pen 2; Tearing, 
  Balanced), Crux Beam Gun (80m; S/3/–; 2d10+5 E; Pen 6; 
  Clp 25; Rld 4 Full; Scatter).
  Gear: Chaos charm, corrupted almanac astrae divinitus, 
  dataslate, auto-quill, combi-tool, defaced lord-captain’s 
  baton, micro-bead.
  Special Rules
  Abject Cruelty: Chaos Reaver captains keep their ofﬁ cers 
  and crew in line more through violence and fear than 
  through command and leadership. Aboard a ship under their 
  command, or when directly leading their underlings in battle, 
  a Reaver captain receives a +10 bonus to all Intimidate and 
  Interrogation Tests used against his men.
  TORQ AND SIEGMUND FELTHAN
  The brothers Felthan are a pair of heavily-augmented 
  identical twins from a feral world in the Heathen Stars. They 
  have travelled the Expanse for nearly ﬁ fty years, selling their 
  services as thugs and killers to the highest bidder. Adherents of 
  Chaos more through association than by active worship, they 
  recently shipped out with Slade Mortia as hired bodyguards. 
  While canny and passable tacticians, the brothers are dull-
  witted and have a near insatiable taste for mindless violence 
  that makes them difﬁ cult to control. Despite this, they are 
  loyal to Mortia and defend him to their last breath, as long as 
  the money keeps coming.
  Toro and Siegmund Felthan Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  50
  50
  45
  50
  35
  20
  25
  30
  20
  Movement: 3/6/9/18 
  Wounds: 20
  Skills: Awareness (Per), Climb (S), Command (Fel), 
  Demolition (Int) +10, Dodge (Ag) +10, Forbidden Lore 
  (Chaos), Intimidate (S) +20, Search (Per) +10, Security (Ag), 
  Speak Language (Low Gothic) (Int), Survival (Int) +10, Tech-
  Use (Int).
  
  57
  Talents: Basic Weapon Training (Universal), Blind Fighting, 
  Combat Master, Crack Shot, Decadence, Die Hard, Double 
  Team, Fearless, Heavy Weapon Training (Universal), Iron 
  Discipline, Iron Jaw, Melee Weapon Training (Universal), 
  Mighty Shot, Nerves of Steel, Pistol Weapon Training 
  (Universal), Step Aside, Takedown, Technical Knock, True 
  Grit.
  Armour: Power Armour (Arms 8; Body 8; Head 8; Legs 8).
  Weapons: Best Craftsmanship Boltgun with Preysense Sight 
  (90m; S/2/4; 1d10+7 X; Pen 4; Clip 24; Rld Full; Tearing, 
  Reliable), Good Craftsmanship Hand Cannon (35m; S/–/–; 
  1d10+6 I; Pen 2; Clip 5; Rld 2 Full), Good Craftsmanship 
  Chain Sword (1d10+6 R; Pen 2; Tearing, Balanced).
  Gear: Chaos charm, micro-bead, three clips for each weapon.
  FALLON MARQUESE
  “For enough Thrones, I’d take a shot at the God-Emperor himself.”
  –Fallon Marquese on his unique business model
  A truly evil and low individual, Fallon Marquese makes his 
  living as a scout and assassin for hire. An expert tracker and 
  marksman, he claims to have stepped foot on every world in 
  the Expanse and regularly takes credit for some of the more 
  fantastic assassinations in the Calixis Sector. Marquese also 
  claims to possess knowledge of secret doors and passageways 
  in the Citadel of Skulls itself. He is currently on Iniquity 
  after arriving aboard a slaver ship and is looking for his next 
  assignment. 
  Fallon Marquese Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  30
  35
  30
  45
  40
  35
  45
  30
  45
  Movement: 4/8/12/24 
  Wounds: 12 
  Fate Points: 2
  Skills: Awareness (Per) +10, Barter (Fel), Blather (Fel), 
  Carouse (T), Climb (S), Common Lore (Imperium, Koronus 
  Expanse) (Int), Concealment (Ag), Deceive (Fel) +20, Dodge 
  (Ag), Forbidden Lore (Heresy, Mutants, Chaos Reavers) (Int), 
  Inquiry (Fel) +10, Scrutiny (Per) +10, Search (Per) +20, 
  Security (Ag), Shadowing (Ag), Silent Move (Ag) +20, 
  Survival (Int), Tech-use (Int), Tracking (Int) +10.
  Talents: Basic Weapon Training (Universal), Catfall, Deadeye 
  Shot, Decadence, Hardy, Iron Jaw, Jaded, Leap Up, Marksman, 
  Medicae, Melee Weapon Training (Universal), Pistol Weapon 
  Training (Universal), Sharpshooter, Touched by the Fates.
  Mutations and Malignancies: Corrupted Flesh, Malleable. 
  Armour: Good Craftsmanship Flak Armour (Arms 4; Body 
  4; Legs 4).
  Weapons: Best Craftsmanship Long-las with Omni-scope 
  (150m; S/–/–; 1d10+3 E; Pen 1; Clip 40; Rld Full; Accurate, 
  Reliable), Good Craftsmanship Stub Automatic (30m; S/3/–; 
  1d10+3 I; Pen 0; Clip 9; Rld Full), Good Craftsmanship 
  Mono Knife (5m; 1d5+3 R; Pen 2).
  Gear: Backpack, chrono, clip harness, preysense goggles, 
  cameleoline cloak, medkit, hand-held auspex, dataslate, 
  combi-tool, lamp pack, grapnel, micro-bead, multikey, 
  multicompass.
  VAULT GUARDIANS
  These hideous beings are warp-possessed mutants who 
  serve as the personal servants of Archivist Eurayle Ceto. Like 
  something out of a nightmare, they appear to be a horrid 
  hybrid of man and snake. From the waist up, they have 
  thickly-muscled humanoid torsos with four arms covered in 
  glossy blue-black scales. Below the waist, they have no legs, 
  but support themselves and move about on a ﬁ ve-metre tail 
  like that of a snake. Their faces are human-like, but vaguely 
  reptilian, with wild black hair, two black slits for nostrils, 
  and beetle brows over tiny close-set yellow eyes. They speak, 
  when they bother to speak at all, in a piercing, sibilant 
  whisper that carries through the vaults and chambers of 
  Euryale’s libraries. They roam the myriad twisting chambers 
  of the library’s catacombs, lurking in shadows and waiting 
  patiently for interlopers. While they have no sorcerous powers, 
  they more than make up for this deﬁ ciency with incredible 
  martial prowess. They are incredibly fast and strong, more 
  so than their lithe and awkward frame would suggest. As 
  ambidextrous as spiders, they wield deadly serrated warp 
  blades in each hand, and can attack with either their swords 
  or vicious bite.
  Vault Guardian Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  50
  —
  45
  55
  60
  25
  55
  40
  15
  Movement: 12/24/36/72 
  Wounds: 30
  Skills: Awareness (Per), Climb (S), Concealment (Ag) +10, 
  Contortionist (Ag) +10, Dodge (Ag) +10, Scrutiny (Per), 
  Search (Per), Silent Move (Ag) +20, Tracking (Int) +20. 
  Traits: Crawler, Daemonic, Dark Sight, Fanged, Fear (1), 
  From Beyond, Improved Natural Weapons, Multiple Arms, 
  Natural Armour (5), Natural Weapon (Fangs 1d10+7* R), 
  Unnatural Senses (20m), Unnatural Speed.
  Talents: Ambidextrous, Blademaster, Blind Fighting, Combat 
  Master, Counter Attack, Double Team, Dual Strike, Fearless, 
  Lightning Attack, Melee Weapon Training (universal), Precise 
  Blow, Rapid Reaction, Swift Attack, True Grit, Two-Weapon 
  Wielder, Wall of Steel.
  Armour: Natural Armour (Arms 5; Body 5; Head 5; Tail 5).
  Weapons: Matched set of Best Craftsmanship Daemon 
  Swords (1d10+9 R; Pen 5; Balanced, Warp Weapon).
  Gear: Chaos charm.
  
  58
  CHAOS SORCERERS
  Wholly dedicated both to their mistress Euryale and 
  Slaanesh, these degenerate human sorcerers can be found 
  everywhere within the Citadel of Skulls. Wielding powerful 
  sorcery and consumed by a fanaticism nearly unmatched in 
  the fortress of Karad Vall, they serve as seers, soothsayers, and 
  mystic warriors.
  Chaos Sorcerer Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  40
  35
  30
  45
  40
  40
  50
  50
  20
  Movement: 4/8/12/24 
  Wounds: 15
  Skills: Awareness (Per), Climb (S), Common Lore (Imperium, 
  Koronus Expanse) (Int), Concealment (Ag) +10, Contortionist 
  (Ag) +10, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore 
  (Chaos, Cults, Daemonology, Heresy, Sorcerers, The Warp) 
  (Int) +10, Intimidate (S), Invocation (WP) +20, Psyniscience 
  (Per) +10, Scrutiny (Per), Search (Per), Secret Tongue (Chaos 
  Sorcerers), Silent Move (Ag) +10, Speak Language (High 
  Gothic, Low Gothic).
  Mutations and Malignancies: Witch Mark (Brand in the 
  shape of the sigil of Slaanesh).
  Talents: Blind Fighting, Catfall, Dark Soul, Decadence, 
  Heightened Senses (Sight), Fearless, Jaded, Master Sorcerer*, 
  Melee Weapon Training (Universal), Pistol Training 
  (Universal), Peer (Chaos Sorcerers), Resistance (Fear, Psychic 
  Techniques), Sorcerer*, Strong Minded, Swift Attack.
  Sorcerous Powers: Agonising Grasp**, Force Bolt, Force 
  Shards, Psychic Scream, Telekinetic Crush, Telekinetic Shield, 
  Terrify, Sensory Deprivaion, Storm of Force, Warp Fire**.
  Armour: By sorcerous power.
  Weapons: Good Craftsmanship Stub Automatic (30m; S/3/–
  ; 1d10+3 I; Pen 0; Clip 9; Rld Full), Good Craftsmanship 
  Mono-sword (1d10+3 R; Pen 2; Balanced, Mono).
  Gear: Chaos Charm.
  * See the Sorcery section on pages 84-86 of EDGE OF THE 
  ABYSS.
  ** See the Psykana Maliﬁ ca section on pages 82-84 of EDGE 
  OF THE ABYSS.
  CHAOS REAVER
  Chaos Reavers are voidmen who, whether by choice or by 
  design, have come to embrace the Dark Gods. They come 
  from all walks of life and, like their uncorrupted brethren, 
  represent a broad cross-section of humanity. Pressed from 
  captured ships or lured from ports and planets with the 
  promise of wealth and a life of ease, their lot is even harder 
  than an average voidman’s, and their life expectancy is 
  shockingly short.
  Chaos Reaver Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  30
  30
  35
  35
  30
  20
  35
  30
  20
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T) +20, Common Lore 
  (Imperium, Imperial Navy, Koronus Expanse, Rogue Traders, 
  Tech) (Int), Chem-Use (Int), Dodge (Ag), Forbidden Lore 
  (Chaos, Heresy, Pirates), Gamble (Int), Intimidate (S), Scrutiny 
  (Per) +10, Secret Tongue (Chaos Reavers), Speak Language 
  (Low Gothic, Void Cant) (Int), Tech-Use (Int).
  Talents: Basic Weapon Training (Universal), Decadence, Die 
  Hard, Jaded, Last Man Standing, Leap Up, Melee Weapon 
  Training (Universal), Pistol Weapon Training (Universal), 
  Unarmed Warrior.
  Armour: Reinforced Void Suit (Arms 3; Body 3; Head 4; 
  Legs 3).
  Weapons: Pump-Action Shotgun (30m; S/–/–; 1d10+4 
  I; Pen 0; Clip 8; Rld 2 Full; Scatter), Hand Cannon (35m; 
  S/–/–; 1d10+4 I; Pen 2; Clip 5; Rld 2 Full).
  Gear: Chaos charm, working coverall, multi-tool.
  
  59
  CHAOS REAVER CAPTAIN
  Plying the Empyrean in their corrupt voidships, the captains 
  of the numerous Chaos Reaver ﬂ eets are as varied as the 
  stars themselves. They come from all walks of life, from 
  bloodthirsty pirates, to fallen Rogue Traders, to corrupt 
  Imperial Navy ofﬁ cers, and have little in common save a taste 
  for savagery and a devotion to the Ruinous Powers. Whether 
  murdering, guileless brutes, smooth-talking professional 
  killers, disorganised rabble, or well-trained ofﬁ cers who 
  deploy their ﬂ eets with military precision, they are, to a man, 
  extremely dangerous characters. They have countless fanatical 
  and well-trained Reavers under their command, and darker 
  powers as well. They are not to be triﬂ ed with lightly. 
  Chaos Reaver Captain Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  45
  40
  35
  40
  40
  35
  45
  40
  35
  Movement: 4/8/16/32 
  Wounds: 16
  Skills: Awareness (Per), Barter (Fel), Command (Fel) +10, 
  Common Lore (Imperium, Koronus Expanse, Merchant 
  Underworld) (Int), Deceive (Fel) +20, Forbidden Lore (Chaos, 
  Heresy, Pirates), Intimidate (S) +20, Interrogation (Fel) +10, 
  Inquiry (Fel), Navigation (Stellar) (Int) +10, Pilot (Space 
  Craft) (Ag), Tech-Use (Int), Speak Language (Low Gothic, 
  Void Cant).
  Talents: Air of Authority, Basic Weapon Training (Universal), 
  Decadence, Die Hard, Jaded, Last Man Standing, Leap Up, 
  Light Sleeper, Melee Weapon Training (Universal), Paranoia, 
  Peer (Chaos Reavers), Pistol Weapon Training (Universal), 
  Resistance (Fear), Swift Attack.
  Armour: Light Carapace (Arms 4; Body 5; Legs 4).
  Weapons: Good Craftsmanship Bolt Pistol (30m; S/2/–
  ;1d10+5 X; Pen 4; Clp 8; Rld Full; Tearing), Good 
  Craftsmanship Chain Sword (1d10+6 R; Pen 2; Tearing, 
  Balanced).
  Gear: Bionic Eye, chaos charm, uniform, star charts, micro-
  bead, voxcaster.
  SLAVE OVERSEER
  Generally cruel and heartless, these men and women can be 
  found in large numbers wherever slaves are working, plying 
  their groxwhips and shock-staves to squeeze every last 
  ounce of sweat from their charges. Many overseers know the 
  value of the carrot as well as the stick, providing drugs and 
  distractions tailored to keeping the slaves docile and easy to 
  control.
  Slave Overseer Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  40
  35
  40
  40
  30
  30
  40
  35
  30
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per), Command (Fel), Dodge (Ag), 
  Intimidate (Fel), Search (Per), Speak Language (Low Gothic) 
  (Int), Tech-Use (Int), Tracking (Int).
  Talents: Air of Authority, Basic Weapon Training (Universal), 
  Double Team, Fearless, Hardy, Inspire Wrath, Iron Discipline, 
  Melee Weapon Training (Universal), Paranoia, Pistol Weapon 
  Training (Universal), Precise Blow, Sure Shot, Takedown, 
  Unarmed Warrior. 
  Armour: Light Carapace (Arms 5; Body 5; Legs 5).
  Weapons: Good Craftsmanship Shock Staff (1d5+7 I; Pen 0; 
  Shocking) or Good Craftsmanship Groxwhip (3m; 1d10+7* 
  R; Pen 0; Flexible, Tearing), Good Craftsmanship Hand 
  Cannon (35m; S/–/–; 1d10+4 I; Pen 2; Clip 5; Rld 2 Full). 
  Gear: Mocro-bead, vox-caster, recoil glove.
  SLAVE
  Iniquity’s labour force is composed of countless millions of 
  slaves forcibly taken from ships, planets, outposts, and stations 
  throughout the Expanse by the numerous bands of Chaos Reaver 
  slavers. The slave labour force, while generally downtrodden, 
  has formed their own, strange society. They have separated 
  themselves along cultural and class lines and have installed 
  a rigid caste system. There is also a thriving underground 
  economy among the slaves that provides the base entertainments 
  and drugs that the slaves desire as a way to escape their eternal 
  torment. The overseers and slavers have allowed this to ﬂ ourish 
  as it makes their jobs signiﬁ cantly easier.
  Slave Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  30
  25
  30
  25
  25
  25
  25
  20
  20
  Movement: 2/4/6/12 
  Wounds: 7
  Skills: Awareness (Per), Barter (Fel), Chem-Use (Int), 
  Concealment (Ag), Deceive (Fel), Secret Tongue (Slave Cant) 
  (Int), Speak Language (Low Gothic) (Int), Tech-Use (Int), 
  Trade (Labourer).
  Talents: Basic Weapon Traning (Universal), 
  Jaded, Melee Weapon Training (Universal). 
  Traits: Mutation (see sidebar). 
  MUTATIONS AMONG INIQUITY’S 
  SLAVE POPULATION
  Thanks to the enormous amount of pollution, ambient 
  radiation, and the lack of protective equipment, all of 
  Iniquity’s slaves have some amount of mutation. These 
  mutations can vary wildly depending on where the 
  slave works and what their job entails. Game Masters 
  can either pick a speciﬁ c mutation from (or roll once 
  on) Table 14–3 Mutation on page 369 of the ROGUE 
  TRADER Rulebook to determine the slave’s mutation. 
  Re-roll any result higher than 60.
  
  60
  Gear: Ragged clothing, tools for speciﬁ c job, chains.
  INIQUITY MILITANT
  Each ruling faction on Iniquity maintains a standing militia 
  made up of renegades, mercenaries, and corrupted Guardsmen. 
  These militants enforce their employer’s interests on the 
  planet, and operate not only as soldiers but as paramilitary 
  security forces.
  Iniquity Militant Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  35
  40
  30
  45
  35
  30
  35
  30
  25
  Movement: 3/6/9/18 
  Wounds: 13
  Skills: Awareness (Per), Climb (S), Command (Fel), Demolition 
  (Int), Dodge (Ag), Drive (Ground Vehicle, Skimmer/Hover, 
  Walker) (Ag), Inquiry (Fel), Interrogation (Fel), Intimidate (S), 
  Scrutiny (Per), Search (Per), Security (Ag), Shadowing (Ag), 
  Survival (Int), Tech-Use (Int). 
  Talents: Basic Weapon Training (Universal), Bulging Biceps, 
  Combat Master, Pistol Weapon Training (Universal), Melee 
  Weapon Training (Universal).
  Armour: Light Carapace (Arms 5; Body 5; Legs 5).
  Weapons: Good Craftsmanship Lasgun (100m; S/3/–; 
  1d10+3 E; Pen 0; Clip 60; Rld Full; Reliable) or Good 
  Craftsmanship Autogun (90m; S/3/10; 1d10+3 I; Pen 0; 
  Clip 30; Rld 2 Full), Mono-Knife (5m; 1d5+3 R; Pen 2), 2 
  Frag Grenades (9m; S/–/–; 2d10 X; Pen 0; Blast (4)), 2 Krak 
  Grenades (9m; S/–/–; 2d10+4 X; Pen 6).   
  Gear: Micro-bead, webbing, two reloads for weapon.
  KHADEM
  The Khadem are those slaves who have been horribly 
  mutated by exposure to the ever-present industrial pollution 
  and radiation found on Iniquity. Thoroughly debased, these 
  unfortunates have been cast out by their enslaved brethren and 
  have regressed mentally to the point where they can do only 
  the most menial of tasks. Khadem are found in the numerous 
  slag heaps, scrap yards, and poison-ﬁ lled chemical lagoons 
  and holding ponds found around Iniquity’s industrial centres. 
  They are put to work here separating garbage, scavenging, 
  and wading among poisons and pollutants skimming for 
  reclaimable compounds and ores.
  Physically, their mutations take many diverse forms, but all 
  Khadem tend to have a number of common traits related to 
  the cause of their plight. Thanks to the constant exposure to 
  lethal chemicals, their skin has hardened, and they have grown 
  resistant to most mundane poisons. Their blood has become a 
  toxic soup, it glows green and hisses and steams when exposed 
  to the open air. Their organs have liqueﬁ ed or taken on other 
  forms to better deal with their toxic blood, and they can 
  vomit a corrosive cocktail of poisonous bile and caustic 
  chemicals in close combat. Khadem are typically 
  encountered in packs or family clans. They are 
  shy and meek, almost childlike, around non-
  mutants and their overseers, but can be 
  goaded into ﬁ ts of rage that make them dangerous to those 
  unused to their ways. 
  Khadem Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  30
  25
  35
  35
  25
  20
  20
  20
  15
  Movement: 2/4/6/12 
  Wounds: 10
  Skills: Awareness (Per), Barter (Fel), Chem-Use (Int), 
  Concealment (Ag), Deceive (Fel), Secret Tongue (Slave Cant) 
  (Int), Tech-Use (Int), Trade (Labourer or Scavenger).   
  Talents: Basic Weapon Traning (Universal), Frenzy, Jaded, 
  Melee Weapon Training (Universal), Resistance (Poisons).
  Mutations and Malignancies: Grotesque (–20 to Fellowship 
  Tests made to interact with “normals.” +10 to Intimidate 
  Tests), Mental Regressive, Tox Blood, Vile Deformity, 
  Corrupted Flesh, Corrosive Bile (1d10+2 E; Tearing).
  Traits: Dark Sight, Fear (1), Natural Armour (4).
  Weapons: Maul (1d10+7 I; Pen 0).
  Gear: Rags, sacks, scavenged trinkets.
  INIQUITY-PATTERN INDUSTRIAL 
  SERVITOR
  Slaves who have transgressed or have reached the end of their 
  natural usefulness are turned over to Iniquity’s Hereteks for 
  servitor conversion. Modiﬁ ed with artiﬁ cial muscle grafts and 
  built-in tools, these mindless brutes are commonplace among 
  the mines and industries of Iniquity. Even in death, there is no 
  escape for a slave from the industrial hell of Iniquity’s mines, 
  furnaces, and foundries.
  Iniquity-pattern Industrial Servitor Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  15
  15
  50
  40
  15
  10
  20
  30
  05
  Movement: 1/2/3/6 
  Wounds: 15
  Skills: None.
  Talents: None.
  Traits: Machine (4), Improved Natural Weapons, Natual 
  Weapon (built-in tools), Unnatural Strength (x2).
  Armour: Built-in armour plates (Arms 4; Body 4; Head 4; 
  Legs 4).
  Weapons: Fist (1d10+15 I), built-in saws, torches, shears, 
  and other industrial tools (1d10+5 E, I, or R depending on 
  the nature of the tool).
  Gear: Internal micro-bead for receiving and relaying orders, 
  photo-visor.
  
  61
  INIQUITY-PATTERN COMBAT SERVITOR
  Iniquity’s Hereteks have created their own variant of the 
  ubiquitous Charron-pattern Battle Servitor to meet the needs 
  of their dark lords. They are massive, hulking slabs of vat-
  grown nacreous grey skin pierced through with corrupt, 
  arcane machine parts. These mindless killing machines carry 
  an array of built-in weapons, from servo-ﬁ sts to heavy bolters 
  to missile launchers, and are very capable, if unimaginative, 
  combatants.
  Iniquity-pattern Combat Servitor Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  40
  50
  50
  40
  15
  10
  20
  30
  ––
  Movement: 1/2/3/6 
  Wounds: 15
  Skills: Awareness (Per) +10.
  Talents: Basic Weapon Training (Universal), Berserk Charge, 
  Flame Weapon Traning (Universal), Heavy Weapon Training 
  (Bolt, Launcher, Melta, Plasma), Melee Weapon Training 
  (Universal), Two-Weapon Wielder.
  Traits: Armour Plated, Auto-stabilised, Darksight, Improved 
  Natural Weapons, Machine (4), Natural Weapon (Servo-ﬁ st), 
  Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural 
  Toughness (x2).
  Armour (Machine): Arms 6; Body 6; Head 6; Legs 6.
  Weapons: Servo-ﬁ st (1d5+8), Chain Axe (1d10+12 R; Pen 
  2; Tearing), Grenade Launcher (60m; S/–/–; Dam *; Pen *; 
  Clip 6; Rld Full; *, innaccurate) or Missile Launcher (200m; 
  S/–/–; Dam *; Pen *; Clip 6; Rld 2 Full; **), and either a 
  Heavy Bolter (120 m; –/–/10; 2d10+2 X; Pen 5; Clip 60; 
  Rld Full; Tearing), Heavy Flamer (30m; S/–/–; 2d10+4 E; 
  Pen 4, Clip 10; Rld 2 Full; Flame), or Multi-Melta (60m; 
  S/3/–; 4d10+5 E; Pen 13; Clip 10; Rld 2 Full; Blast [1]).
  Gear: Internal micro-bead for receiving and relaying orders, 
  ammo hopper equivalent to four clips for each weapon, red 
  dot laser sight for heavy weapon, systems sealed against 
  hazardous environments, built-in magboots.
  *Varies by grenade or missile.
  CHAOS HERETEK
  Among the legion of Chaos followers on Iniquity are quite 
  a few fallen members of the Priesthood of Mars. These 
  corrupt Tech-Priests are responsible for keeping the ships, 
  manufactoria, and diverse industrial machines found on and 
  around Iniquity running through dark rituals and rites. Chaos 
  Hereteks also control the numerous servitors found among 
  the forces of Chaos on Iniquity.
  Chaos Heretek Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  30
  30
  35
  30
  35
  45
  40
  35
  20
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Chem-Use (Int), Climb 
  (S), Common Lore (Tech) (Int), Deceive (Fel), Evaluate (Int), 
  Forbidden Lore (Adeptus Mechanicus, Archaeotech, Heresy) 
  (Int), Intimidate (S), Medicae (Int) +10, Scholastic Lore 
  (Chymistry, Judgement) (Int) +10, Secret Tongue (Tech) (Int), 
  Speak Language (Low Gothic, Explorator Binary, Techna-
  Lingua), Tech-Use (Int) +20, Trade (Technomat, Armourer, 
  or Explorator).
  Talents: Basic Weapon Training (Universal), Luminen Blast 
  (10m; 1d10+3; Causes Fatigue), Master Chiurgeon, Master 
  Enginseer, Melee Weapon Training (Universal), Pistol 
  Weapon Training (Universal), Rite of Awe, Rite of 
  Fear, Technical Knock, The Flesh is Weak.
  Traits: Machine (2).
  Armour: None (All 2).
  
  62
  Weapons: Archaeotech Laspistol (90m; S/3/–; 1d10+3 E; 
  Pen 2; Clip 70; Rld Full; Accurate, Reliable), Mono-Knife 
  (5m; 1d5+3 R; Pen 2).
  Gear: Micro-bead, Mechanicus implants, tattered robes, 
  dataslate, auto-quill, two clips for weapon, corrupt 
  servo-skull.
  SERVITOR–CONTROLLED AUTOCANNON 
  TURRETS
  These hardwired, servitor-controlled turrets guard the 
  entrance to the Shuttle Bay. Fully automated, they track back 
  and forth, scanning the airspace outside the bay’s entrance, 
  and won’t hesitate to open ﬁ re upon any craft that approaches 
  without authorisation. The turrets cannot target inside the 
  bay, but ﬁ re on any unauthorised ﬂ yers or spacecraft that 
  approach or leave the bay. 
  Servitor-Controlled Turret Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  —
  50
  ––
  40
  15
  10
  20
  30
  ––
  Movement: — 
  Wounds: 15
  Traits: Armour Plated, Auto-Stabilised, Darksight, Machine 
  (4), Size (Hulking).
  Armour: 6.
  Weapons: Autocannon (300m; S/2/5; 4d10+5 I; Pen 4; 
  Clip 200).
  DARK CHERUB
  Dark Cherub Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  40
  —
  35
  35
  48
  18
  40
  30
  ––
  Movement: 2/4/6/12 
  Wounds: 8
  Skills: Awareness (Per) +10, Dodge (Ag).
  Talents: Fearless, Swift Attack.
  Traits: Dark Sight, Flier 20, Improved Natural Weapons, 
  Natural Armour (4), Natural Weapons (Dirty Claws), Size 
  (Scrawny).
  Armour: Natural (All 4).
  Weapons: Dirty Claws (1d10+3 I, Toxic).
  BEASTS AND DAEMONS
  FLESH HOUND OF KHORNE
  Massive, thickly-armoured carnivores, the wolf-like Flesh 
  Hounds prowl both Vall’s citadel and the lands surrounding 
  it. They hunt in tireless packs both in this world and within 
  the Warp, and once on a scent they will not rest until their 
  quarry is brought down either in an orgy of blood or as a 
  penitent dragged before the throne of the Blood God himself.
  Flesh Hound Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  (8)
  45
  —
  45
  40
  30
  15
  60
  40
  09
  Movement: 7/14/28/56 
  Wounds: 15
  Skills: Awareness (Per) +20, Tracking (Int) +20.
  Talents: Frenzy, Resistance (Psychic Powers), Swift Attack, 
  Talented (Tracking).
  Traits: Bestial, Blood for the Blood God*, Collar of 
  Khorne**, Daemonic (TB 8), Darksight, Fear (2), From 
  Beyond, Improved Natural Weapons, Natural Armour (4), 
  Natural Weapons (Teeth and Claws), Quadruped, Size 
  (Hulking), Unnatural Senses (30m), Unnatural Strength (x2), 
  Warp Instability.
  Armour: Natural Armour (4 all).
  Weapons: Teeth and Claws (1d10+10 R; Tearing).
  
  63
  *Blood for the Blood God: Creatures of Khorne suffer no 
  penalties from gore or blood. All critical hit effects involving 
  gore and blood, such as requiring an Agility Test not to fall 
  over, do not apply to creatures of Khorne.
  **Collar of Khorne: Flesh Hounds do not suffer extra 
  damage from the Psy Rating of a wielder of a force weapon. 
  In addition, any psychic powers used against a Flesh Hound 
  have their Threshold increased by 10. The Flesh Hound’s 
  Daemonic trait is not ignored by force weapons unless the 
  wielder succeeds at a Difﬁ cult (–10) Willpower Test.
  NURGLING
  These disease-carrying vermin are a common sight among 
  the catacombs of the Citadel of Skulls. Nurglings are tiny, 
  hideous things with bloated bodies whose scrofulous hides 
  are covered in weeping sores, pustules, and misshapen 
  tumours. Their ravening mouths are ﬁ lled with long, jagged 
  fangs, and their spindly arms tipped with scabrous claws. 
  Travelling in swarms, these voracious predators will attack 
  anything on sight, and can kill a man with a single bite.
  Nurgling Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (4)
  25
  —
  10
  21
  25
  15
  15
  40
  ––
  Movement: 2/4/6/12 
  Wounds: 6
  Skills: Awareness (Per) +20.
  Talents: None.
  Traits: Daemonic (TB 4), Fear (1), From Beyond, Improved 
  Natural Weapons, Natural Weapon (Teeth), Size (Scrawny), 
  Warp Instability.
  Armour: None.
  Weapons: Teeth (1d10+1 R; Toxic). A victim who suffers 
  damage from a Nurgling’s bite must pass an Ordinary (+10) 
  Toughness Test or contract a virulent disease. The exact 
  nature of the disease should be left up to the GM’s discretion. 
  A diseased victim loses 1d5 points of Toughness permanently.
  Gear: None.
  SISTERS OF THE SYBARITIC HOST
  The daemons known as the Sisters of the Sybaritic Host are 
  yet another of the wondrous horrors of Slaanesh to be found 
  in Vall’s sanctum. These Daemonettes serve the Faceless Lord 
  as his personal torturers and interrogators, and the keepers of 
  the Beacon of the Damned. The Sisters appear to be handsome 
  young women with ﬂ owing black hair and eyes of solid blue. 
  They use their daemonic powers of suggestion to lead pious 
  men astray and cause them to offer up all that they have for 
  the continuing attentions of a Sister. In their torture rooms 
  and dark bowers, they wear tight bodygloves of blasphemous 
  hides with numerous buckles and other ornamentation. 
  Often they will wear a thick, blood-spattered apron as 
  a mark of their position. Along with their wicked 
  daemon blades, the Sisters are proﬁ cient with 
  the lash and innumerable ways of extracting 
  information from the recalcitrant. 
  
  64
  Sister of the Sybaritic Host Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  (8)
  (10)
  35
  —
  40
  45
  50
  35
  45
  50
  55
  Movement: 5/10/15/30 
  Wounds: 12
  Skills: Awareness (Per) +10, Charm (Fel) +20, Deceive (Fel) 
  +10, Dodge (Ag), Inquiry (Fel) +10, Interrogation (WP) 
  +20, Intimidation (Fel) +10, Medicae (Int), Silent Move 
  (Ag) +10.
  Talents: Mimic, Psy Rating (4), Psychic Technique.
  Traits: Daemonic (TB 8), Dark Sight, From Beyond, 
  Improved Natural Weapons, Natural Weapons (Claws), 
  Unnatural Fellowship (x2), Unnatural Strength (x2).
  Psychic Powers: Delude, Compel, Sensory Deprivation, 
  Dominate, Mind Probe, Mind Scan, Terrify.
  Armour: None.
  Weapons: Hedonist’s Blade (5m; 1d10+8 R; Pen 4; 
  Balanced, Tearing), Claws (1d10+8 R).
  Gear: Manacles, torture implements.
  THERMODRAKE
  Thermodrakes are highly mutated native lizards that live in 
  and around the poisonous lagoons, brownﬁ elds, and toxic slag 
  heaps near Iniquity’s industrial centres. Highly poisonous, 
  these cunning creatures are as big as a man and incredibly 
  strong. Their four powerful limbs are tipped with long talons, 
  and their slavering, tooth-ﬁ lled mouths constantly drip with 
  venom. They are also possessed of thick natural armour—
  thick scaled skin the green-black colour of ancient verdigris 
  and a rust-coloured underbelly. While they are typically slow 
  creatures, when surprised or cornered, they are capable of 
  short bursts of speed and will attack in a frenzy of claws and 
  teeth. Their bite is deadly poisonous, and they can spit a gob 
  of thick, caustic mucous up to ten metres. Typically, they aim 
  for the eyes. 
  Thermodrake Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  (6)
  35
  30
  45
  50
  35
  15
  40
  30
  ––
  Movement: 6/12/18/36 
  Wounds: 15
  Skills: Awareness (Per) +20.
  Talents: Deadeye Shot, Fearless, Precise Blow, Sure Strike, 
  Sprint.
  Mutations and Malignancies: Tox Blood, Corrosive Bile 
  (Caustic Mucous).
  Traits: Bestial, Brutal Charge, Dark Sight, Improved Natural 
  Weapons, Natural Armour (5), Natural Weapons (Teeth and 
  Claws), Quadruped, Size (Average), Toxic, Unnatural 
  Agility (x2), Unnatural Strength (x2), Unnatural Senses 
  (Smell) (30m).
  Armour: Thick, squamous hide (5 all). 
  Weapons: Bite (1d10+8 R; Pen 1; Toxic), Claws (1d10+8 
  R), Caustic Mucous (10m; 1d10+2 E; Tearing). If a 
  Thermodrake makes a successful called shot to a victim’s eyes 
  with its caustic mucous, the victim is blinded for 1d5 rounds 
  per the Blinded rules on page 260 of the ROGUE TRADER 
  Rulebook.
  TUNNEL HORROR
  Tunnel Horrors are giant, highly-aggressive hunting 
  arachnids native to the blasted surface of Iniquity. Whether 
  they are mutations of normal arachnids or naturally occurring 
  creatures is unclear. Whatever the case may be, they are 
  bigger than a man and incredibly fast considering their size. 
  They have eight legs tipped with wicked talons, a lean, ﬂ at 
  abdomen, and a small head studded with numerous eyes 
  surrounding a jaw ﬁ lled with needle teeth. Their body is 
  protected by a thick, black, chitinous exoskeleton covered 
  in short, bristly, hairs along the seems of the chitin plates. 
  These hairs comprise a delicate sensory system by which the 
  creature senses the vibrations caused by approaching prey. 
  They are rare and solitary creatures who dig deep burrows 
  beneath the surface that are lined with a sticky white thread-
  like substance secreted from their body. They camouﬂ age their 
  lairs by building a cover or lid of local ﬂ ora, soil, and stones 
  woven together with their sticky thread and hinged like a trap 
  door. When they sense the approach of their prey, typically 
  
  65
  humans and the larger lizards and serpents native to the 
  planet, they lunge from their hidden lair, snatch their victim, 
  and drag them back into their lair for future consumption.
  Tunnel Horror Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  (6)
  (10)
  50
  —
  40
  35
  55
  15
  50
  30
  ––
  Movement: 16/32/48/96 
  Wounds: 14
  Skills: Awareness (Per) +20, Concealment (Ag) +20, Dodge 
  (Ag).
  Talents: Lightning Attack, Lightning Reﬂ exes, Step Aside, 
  Takedown.
  Traits: Bestial, Burrower, Dark Sight, Fear (1), Improved 
  Natural Weapons, Natural Armour (4), Natural Weapons 
  (Teeth and Claws), Quadruped (x3), Size (Hulking), Strange 
  Physiology, Toxic, Unnatural Perception (x2), Unnatural 
  Toughness (x2), Unnatural Senses (30m).
  Armour: Chitinous Exoskeleton (All 4).
  Weapons: Mandibles (1d10+4; Tearing, Toxic†), Talons 
  (1d10+4; Tearing).
  †A victim who takes damage from a Tunnel Horror’s bite must 
  make a successful Very Hard (–30) Toughness Test or be 
  Stunned for 1d5 rounds. This replaces the normal effects 
  of Toxic. 
  STRANGLER
  These native serpents are one of the more common natural 
  dangers of Iniquity. Covered in iridescent, rust-coloured 
  scales that can change colour to match their surroundings, 
  Stranglers grow as large as four metres long. Stranglers are 
  nocturnal and live in shallow caves and piles of rubble. When 
  hunting, a Strangler conceals itself on high ground, such as an 
  outcropping or catwalk, to wait for prey. Once a likely meal 
  comes along, it drops from its perch onto its victim,  using its 
  powerfully-muscled body to entangle and then crush its prey, 
  which it then swallows whole. While they are not particularly 
  bright, they are still a common and dangerous nuisance and 
  claim the lives of numerous slaves.
  Strangler Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (10)
  45
  —
  50
  40
  30
  10
  40
  35
  ––
  Movement:  3/6/9/18 
   Wounds: 35
  Skills: Awareness (Per) +20, Concealment (Ag) +20.
  Traits: Bestial, Crawler, Dark Sight, Natural Armour (4), 
  Improved Natural Weapons, Natural Weapons (Bite), Size 
  (Hulking), Unnatural Strength (x2), Unnatural Senses 
  (Smell) (15m).
  Armour: Scaly Hide (All 4).
  Weapons: Bite (1d10 +10 R; Tearing), Constriction (On a 
  successful Grapple Test, the Strangler coils its body around its 
  victim, immobilising and then crushing them to death. This 
  deals 1d10+10 points of Impact damage per round which 
  ignores armour. A victim can attempt to break free with a 
  successful Difﬁ cult (–20) Strength Test).
  TUNNEL HORROR SPECIAL ATTACK
  Tunnel Horrors prefer to strike from their hidden 
  subterranean lairs as opposed to wandering around on 
  the surface. Unless their camouﬂ aged lair is spotted, 
  a feat which requires a successful Very Hard (–30) 
  Perception Test, an attacking Tunnel Horror will 
  always have the beneﬁ t of surprise in combat. They 
  then lunge from their tunnels, grapple the closest prey, 
  and bite them to inject their paralysing poison. Once 
  subdued, the victim is dragged away and the Tunnel 
  Horror wraps it in a cocoon of sticky, stringy webbing 
  where, if the prey cannot free itself, it will suffocate. 
  In game terms, a victim needs to resist the creature’s 
  grapple attempt to avoid being captured and dragged 
  away. To break free of the creature’s sticky cocoon, 
  a victim must make a successful Very Hard (–30) 
  Strength Test. Failure to escape from the cocoon will 
  result in suffocation per the suffocation rules on page 
  260 of the ROGUE TRADER Core Rulebook.
  
  66
  VEHICLES
  If the players have access to the supplement Into the Storm, 
  they can use the following vehicles in their game. 
  ARVUS LIGHTER
  The Arvus Lighter is a utility shuttle  designed to transport 
  personnel and goods from a planet to a ship in orbit. It is 
  slow, unwieldy, and unarmed, but very useful for transporting 
  cargo. Most void craft carry several Arvus or their equivalents. 
  Type: Spacecraft
  Tactical Speed: 20m / 22 AUs
  Cruising Speed: 1,600 kph/ 5 VUs per Strategic Turn in 
  space
  Manoeuvrability: –15
  Structural Integrity: 30
  Size: Enormous
  Armour: Front 24, Side 22, Rear 22
  Carrying Capacity: 12 people or equivalent in cargo
  Crew: Pilot, Co-Pilot
  Weapons: None
  Special Rules
  Spacecraft: This vehicle may exit the atmosphere. While in 
  the atmosphere, it may operate as a skimmer or ﬂ yer at the 
  pilot’s choice. It gains all beneﬁ ts and drawbacks of skimmers 
  and ﬂ yers. If operating as a ﬂ yer, it must be moving at least 
  half its cruising speed at all times lest it begin a terminal dive 
  to the earth below. In either case, if it becomes completely 
  immobilised due to damage, count the vehicle as destroyed 
  instead as it crashes to the ground (or begins to fall out of the 
  sky in a terminal dive).
  CHAOS HELL BLADE FIGHTER
  There are some Inquisitors of the Ordo Malleus who believe 
  that the Chaos Hell Blade (among other designs) is a creation 
  of renegade Tech-Priests upon a corrupted, Traitor Forge 
  world within the Eye of Terror. This planet is named Xana 
  II, and it is speculated that many of the war machines found 
  amongst Chaos forces are produced there.
  The Chaos Hell Blade is a fast, agile, and well-armed 
  ﬁ ghtercraft piloted by corrupted servitors, cursed souls that 
  have been hard-wired into the cockpit for the rest of their 
  miserable lives. Horriﬁ c wails and screams issue forth from 
  the ﬁ ghter’s narrow proﬁ le as it slices through the skies.
  Type: Flyer 
  Tactical Speed: 30m/25 AUs
  Cruising Speed: 2,000 kph 
  Manoeuvrability: +15
  Structural Integrity: 20 
  Size: Enormous
  Armour: Front 20, Side 20, Rear 20
  Crew: Pilot
  Carrying Capacity: None
  Weapons: Two Pilot-operated Twin-linked Autocannons 
  (Range 300m, Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 200, 
  Twin-linked)
  Special Rules
  Flyer: This aircraft uses aerodynamic principals 
  to stay aloft. When airborne, it must move at 
  least half its cruising speed at all times lest it crash to the ground. 
  If it ever becomes completely immobilised due to damage, count 
  the vehicle as destroyed instead as it crashes to the ground.
  Vector Thrust Engines: The Hell Blade may count as a 
  Skimmer (and follow all the rules for a Skimmer) for up to 2 
  minutes before it must return to counting as a Flyer. It may do 
  this once every hour. 
  VALKYRIE SKYTALON
  The Valkyrie Sky Talon is a variant of the Valkyrie airborne 
  assault carrier commonly used by the Imperial Navy. The Sky 
  Talon is a support aircraft that is used for heavy lifting in 
  combat situations, and has become favoured amongst many 
  Rogue Traders who need a rugged, dependable vehicle that 
  can carry a heavy load under ﬁ re.
  The Sky Talon uses magnetic lifting clamps to secure its 
  cargo, assisted by dual grav/pressure clamp rigs and lifting 
  cables when necessary. It is armed for self-defence with a nose 
  turret-mounted heavy bolter for anti-personnel ﬁ re and two 
  Hellstrike missiles under the wings for anti-armour. Despite 
  these weapons, the Sky Talon’s role is ﬁ rmly that of support, 
  not as a combat gunship.
  Type: Flyer
  Tactical Speed: 20m/10 AUs
  Cruising Speed: 1,100 kph
  Manoeuvrability: +10
  Structural Integrity: 30
  Size: Enormous
  Armour: Front 30, Side 30, Rear 22
  Crew: Pilot
  Carrying Capacity: 1 to 2 vehicles (size Hulking or smaller, 
  typically 2 Sentinel walkers or 1 rapid assault vehicle) or 
  equivalent sized cargo pod, up to 14 tonnes deadweight lift 
  via line rigs.
  Weapons: 1 Chin-mounted Pilot-Operated Heavy Bolter: 
  (Facing Front/Left/Right, Range 120m (2 AUs), Heavy, –/–
  /10, 2d10 X, Pen 5, Clip 400, Reload 3 Full)
  Hellstrike Missile: (Facing Front, Range 800 metres (8 
  AU), Heavy, 1/–/–, 2d10+20 X, Pen 10, Clip 1, Reload 
  –, Blast (1), Gains +10 to hit ground targets, –10 to hit 
  aerial targets)
  Special Rules
  Reinforced Hull: When a vehicle with a Reinforced Hull receives 
  a Critical Hit, halve the result, rounding up. This quality does not 
  affect rolls on the Critical Hit chart generated by Righteous Fury.
  Sky Lift: As a Full Action, the Sky Talon may drop a vehicle 
  or supply pod it is carrying. The Sky Talon must be within 
  20 metres of the ground to do so (unless the pilot doesn’t care 
  about the state of the vehicle he’s dropping!). On proceeding 
  Rounds of combat, the vehicle may operate normally. 
  Alternatively, it can land on top of a vehicle and pick it up for 
  rapid extraction. This takes 4 Rounds.
  Skimmer/Flyer Hybrid: This aircraft is capable of hovering 
  in one place via powerful vector thrust engines for extended 
  periods of time, but also traveling long distances while 
  utilizing aerodynamic principles. It may act as a skimmer or a 
  ﬂ yer at the pilot’s discretion.
  
  67
  SHIPS OF THE CHAOS REAVERS
  The following are some of the warships encountered by the Explorers during this 
  adventure.
  DEBASER
  Hull: Cruiser
  Class: Unknown
  Dimensions: 5 km long, 1 km abeam at the ﬁ ns approx.
  Mass: 30 megatonnes approx.
  Crew: 95000 crew, approx.
  Accel: 2.3 gravities max sustainable acceleration
  The Debaser’s past is shrouded in mystery, although she is believed to be the Imperial Navy cruiser Ultima Ratio which was lost with 
  all hands during a Warp passage in M37. Towed into the breaker’s yard at SR-651 over a century ago, she is now conﬁ gured as 
  a heavy commerce raider commanded by the bloodthirsty Chaos Reaver captain Slade Mortia. The Debaser is currently in port at 
  Iniquity’s orbital shipyards taking on provisions and fresh hands. She is one of the most powerful ships currently in orbit at Iniquity 
  in the absence of Vall’s ﬂ agship.
  Speed: 7  
   
   
  Manoeuvrability: +13 
  Detection: +12
  Armour: 21 
   
   
  Void Shields: 2 
  Hull Integrity: 75
  Morale: 90 
   
   
  Crew Population: 90 
  Crew Rating: Crack (40)
  Turret Rating: 2  
   
  Weapon Capacity: Prow 1; Port 2; Starboard 2
  Essential Components
  Jovian Pattern Class 4 Drive, Strelov 2 Warp Engine, Gellar Field, Multiple Void Shield Array, Combat Bridge, Life Sustainer, 
  Crew Quarters, R–25 Auspex. 
  Supplemental Components
  Cargo Hold and Lighter Bay, Augmented Retro-thrusters, Reinforced Interior Bulkheads, Armour Plating, Tenebro-Maze,  
  Munitorium, Trophy Room.
  Sunsear Laser Battery: (2 port/starboard) Str 4; 1d10+3*; Crit 4; Range 9.
  Mars Pattern Macrocannon Broadside: (2 port/starboard) Str 6; 1d10+3*; Crit 5; Range 6.
  Titanforge Lance Weapon: (1 prow) Str 1; 1d10+5; Crit 3*; Range 6.
  Special Rules and Modiﬁ er Summary
  *Includes munitorium bonus
  • +10 to Emergency Repair Tests
  • +10 to Command Tests defending against Boarding Actions and Hit and Run Actions
  • Whenever the ship suffers a Critical Hit, the controller selects which component is affected
  GIFT OF DESPAIR
  Hull: Raider
  Class: Hazeroth class
  Dimensions: 1.5 km long, 0.4 km abeam approx.
  Mass: 5.5 megatonnes approx.
  Crew: 24000 approx.
  Accel: 5 gravities max sustainable acceleration.
  Laid down as Precious Gift in M37, the Gift of Despair was initially designed as a fast escort for a powerful Rogue Trader house. 
  A quick and nimble ship with lovely lines, she was taken by pirates within a year of her shakedown cruise and repurposed as 
  a smuggler and blockade runner. She raided throughout the Expanse until purchased by her current captain, the ruthless slaver 
  Captain Darexor. Darexor gutted her, installed slave pens and has used her to brutal effect ever since. It is of note that the Gift 
  is well known to the Adeptus Mechanicus, and the representatives of the Priesthood of Mars have been instructed to keep a 
  watchful eye on her thanks to her curious and ancient systems. 
  Speed: 14 
   
   
  Manoeuvrability: +33 
  Detection: +22
  Armour: 14 
   
   
  Void Shields: 1 
  Hull Integrity: 32
  Morale: 85 
   
   
  Crew Population: 100 
  Crew Rating: Competent (30)
  Turret Rating: 1 
  Weapon Capacity: Dorsal 1, Prow 1
  AVERS
  the Explorers during this
  
  68
  68
  Essential Components
  Modiﬁ ed Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Gellar Field Generator, Single Void Shield Array, Bridge of 
  Antiquity, Vitae Pattern Life Sustainer, Voidsmen Quarters, Deep Void Augur Array.
  Supplemental Components
  Compartmentalised Cargo Hold, Slave Pens, Augmented Retro-thrusters, Extended Supply Vaults, Munitorium.
  Ryza Pattern Plasma Battery: (1 dorsal) Str 4; 1d10+5*; Crit 4; Range 5.
  Starbreaker Lance Weapon: (1 prow) Str 1; 1d10+3*; Crit 3; Range 5.
  Special Rules and Complications
  *Includes munitorium bonus.
  • +10 to Command Tests
  DARK LANCER
  Hull: Raider
  Class: Idolator class
  Dimensions: 1.5 km long, 0.5 abeam at the ﬁ ns.
  Mass: 5.7 megatonnes approx.
  Crew: 15000 crew approx.
  Accel: 7.6 gravities max acceleration.
  Dark Lancer is an Idolator-class raider in the service of Karrad Vall, captained by Faydra Nadeyse. She is currently on a 
  shakedown after a lengthy stay in dry dock following an ill-considered attack on one of Aspyce Chorda’s convoys left her 
  crippled. Completed too late to ship with Vall’s ﬂ eet on whatever errand that necessitated its recent departure, Lancer is patrolling 
  the approaches to Iniquity until her ﬂ eet returns.
  Speed: 10 
   
   
  Manoeuvrability: +30 
   
   
  Detection: +20
  Armour:16 
   
   
  Void Shields: 1  
   
   
  Hull Integrity: 30
  Morale: 80 
   
   
  Crew Population: 100 
   
   
  Crew Rating: Competent (30)
  Turret Rating: 3  
   
  Weapon Capacity: Dorsal 1, Prow 1
  Essential Components
  Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Gellar Field, Single Void Shield Array, Combat Bridge, Life Sustainer, 
  Voidsmen Quarters, Deep Void Augur Array. 
  Supplemental Components
  Compartmentalised Cargo Hold, Augmented Retro Thrusters, Micro Laser Defence Grid, Empyrean Mantle.
  Shard Cannon Battery: (1 dorsal) Str 4; 1d10+2; Crit 3; Range 6.
  Titanforge Lance Weapon: (1 prow) Str 1; 1d10+4; Crit 3; Range 6.
  Special Rules and Complications:
  Rebellious, Xenophilous
  • When travelling on Silent Running, all Tests to detect Dark Lancer have their difﬁ culty increased by two degrees
  • +10 to Emergency Repair Tests
  • Ignores Critical Hits on a roll of 8+ on 1d10
   +10 to Emergency Repair Tests
  • Ignores Critical Hits on a roll of 8+ on 1d10
  
  69
  69
  Vall, you must think us fools. Would we would just recover such a trinket and give it to you without 
  recompense. Merely locating the Gaunt Triumph cost us far in excess of what your bargained our 
  services for. Fighting through a horde of Ork Freebooterz to get to that region of space was alone 
  enough to inﬂ ict costly damage on my vessel. 
  We found it, though. You never warned us what we would ﬁ nd out there. I’ve heard stories of 
  what goes on aboard derelicts and I can’t imagine what my men faced over there. My men breached 
  the airlocks. One hundred men strong, with our Kephistre the Mad in tow. You are certainly aware 
  of his deeds and so can see this boarding party was prepared for almost anything. It cost a lot to 
  outﬁ t these men. 
  Kephistre went mad, slaughtered the entire party and then turned his bolt pistol upon himself. 
  Tech-Savant Grelorious sent aboard his servitors and managed to reclaim what you sent us for, the 
  minds of the servitors proved to small to ﬁ ll with madness.
  We have your precious core cogitator.
  Furthermore you owe me for the loss of our Tech-Savant. It’s hard enough keeping a ship in 
  repair out here, with your grip on supplies. I’ve kept Grelorious’s mind and personal data-grafts 
  in storage for you. I don’t know what he took off that piece of rubble, but whatever it was killed 
  him when he interfaced and I’m sure you’re going to want what he knows too. However, the core 
  cogitator seems safe enough once removed from its vessel. I must search his engineering decks to 
  determine what else he might have brought over. If I ﬁ nd it, I’ll make it available to you as well. 
  So there lies the price. Triple our original estimate. In addition, we require access to your orbital 
  docks to make repairs, and access to the resources of the third moon. Once repairs are under way 
  then we can discuss the hand off.
  We found this note among on the desk to Lord Estraphus. His vessel the, Veingrip, 
  was found in a degrading orbit over Grace.  All hands aboard were lost, the only body 
  we found was in cold storage. It is under salvage as we speak. Per your orders, Lord 
  Vall, the Core-Cogitator is enroute to you aboard our fastest vessel. In addition we 
  have included the body of the Tech-Savant mentioned in this ransom note. It was 
  impressed upon me how important this is to you, sir, and I wish to leave no stone 
  unturned.
  I am the Faceless Lord’s most humble servant
  Slade Mortia
  
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011.
  Citadel of Skulls: Achievement Point Tracker
  The Deserted World
   
  Finding Drexus Skar and 
  discovering his origins
   
  Bring the reﬁ nery back 
  online
   
  Replenish
  and resupply
   
  Learn the fate of the 
  residents inside the bunker
  Travelling to Iniquity
   
  Create a plan to inﬁ ltrate 
  the Citadel
   
  Reach the Dioskouri system
   
  Additional objectives
  The Damned World
   
  Locate Fallon Marquese
   
  Successfully enter the Citadel
   
  Destroy idol of Slaanesh
   
  Overload secondary void 
  shield station or generatorium
   
  Rescue any slaves
   
  Rescue the sacriﬁ ce
   
  Defeat Euryale Ceto
   
  Retrieve the core cogitator 
   
  The Final Battle
   
  Complete adventure
  The Citadel of Skulls Endeavour
  Total Achievement Points Required: 1,200. 
  Total Achievement Points Earned: ______
  Proﬁ t Factor Awarded: 5 + 1 per 100 Achievement Points over the required total 
  Total Proﬁ t Factor Earned: _______
  Notes
  Achievement Points 
  Exact Total
  Achievement Points
  TM
  –400
  –300
  –200
  –100
  0
  100
  200
  300
  400
  500
  600
  700
  800
  900
  1000
  
  In this adventure, a once-prosperous 
  colony lies silent. The only survivor 
  holds the key to a legendary treasure 
  upon a world of the damned! 
  Explore the lost colony of Chorda’s Folly and 
  delve deeper into the central mystery of the 
  Warpstorm trilogy. 
  Sneak,  ght, or talk your way into the Citadel 
  of Skulls and retrieve an ancient prize from the 
  clutches of Chaos reavers!
  The choices you make ensure success, or guarantee 
  defeat. Choose wisely, and reap the rewards of 
  your victory.
  The second installment of the epic 
  Warpstorm adventure trilogy!
  PLUNDER THE HIDDEN VAULT OF A CHAOS WARLORD!
  Suitable for players of all levels.
  A copy of the ROGUE TRADER Core Rulebook
  is needed to use this supplement.
  WWW.FANTASYFLIGHTGAMES.COM
  TM
  TM
  Citadel of Skulls                          RT07
  ISBN: 978-1-58994-798-6
  9 781589 947986
  52495
  972APR11
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Roleplaying Games/Rogue Trader/Scenarios/Warpstorm Trilogy/Warpstorm - 2 - Citadel of Skulls.pdf