TEXT: ADVENTURES OF INTRIGUE, 
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  ROLEPLAYING IN THE GRIM 
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  3
  Contents
  3
  INTRODUCTION 
  Rejoice For You Are True  
   4
  Shades on Twilight  
   4
  Baron Hopes  
   4
  CHAPTER I – REJOICE FOR YOU ARE TRUE 
  Faith is a Potent Narcotic  
   7
  Uncovering the Truth of the True  
   8
  Ordo Involvement  
   8
  The Matter of the Meter  
   9
  Inquisitor Globus Vaarak  
   9
  Timeline  
   10
  In the House of Strophes  
   12
  The Strophes  
   13
  Intrigue and the Telepath  
   14
  Pomp Under the Circumstances  
   15
  Hive Sibellus Law  
   15
  But We Didn’t Know That  
   17
  At the Barking Saint  
   18
  An Atmoshere for Intrigue  
   18
  The Barking Saint (Map)  
   20
  Vorlin Orday  
   21
  Lady Borell’s Soiree  
   22
  Imminent Death and the Intrigue Genre  
   22
  Siprit Daneen  
   8
  Orday’s Departure  
   25
  Farcosia  
   25
  Theodosia  
   27
  The Hustle (Map)  
   29
  What Has Been Discerned So Far?  
   30
  The Alabaster Court  
   31
  Slaanesh Cultists Surely  
   31
  The Alabaster Court (Map)  
   32
  Elserge Krin  
   35
  Conversations with the Choir  
   36
  Caros Shoal  
   36
  Strike Against Strophes  
   38
  House Strophes (Map)  
   39
  To Ambulon  
   41
  The Blatant Way  
   41
  Every Vision has its Price  
   43
  The Oracle Ocular  
   43
  Joyous Choir’s Temple (Map)  
   44
  Serrated Query’s Operatives  
   45
  Impossible Processing  
   46
  Experience Awards  
   46
  NPCs  
   48
  Player Handout 1.1: Joyous Choir Pamphlet  
   50
  CHAPTER II – SHADES ON TWILIGHT 
  A Legendary Blade  
   53
  Ordo Involvement  
   54
  The Heart of the Hulk  
   55
  Timeline  
   56
  Brother-Sergeant Agamorr  
   58
  Preparations  
   59
  Questions and Answers with the Astartes  
   59
  The Twilight (Map)  
   61
  A Warped Derelict  
   62
  First Contact  
   64
  Warp Beasts  
   64
  The Storage Chamber (Map)  
   65
  Bring It On!  
   66
  Splinters in the Dark  
   67
  Ketserar  
   68
  Soldevan’s Team  
   72
  Enginseer Molochan  
   72
  Calculus-Logi Tremean  
   72
  Sergeant Forden  
   73
  Lady D  
   73
  Wards  
   74
  That Which Remains  
   75
  The Girl  
   75
  The Imperial Creed and Spirits of the Immaterium   76
  Crovus  
   77
  Ishtan Vogel  
   78
  Vox Code  
   79
  The Luminous Reproach  
   80
  The Liber Daemonica  
   80
  In the Dark  
   82
  The Strike Force of the Kabal of Crimson Woes  
   82
  The Black Ship (Map)  
   83
  We’ll Be Back Mon-Keigh!  
   84 
  Acolytes We Are Leaving!  
   85
  Experience Awards  
   85
  NPCs  
   86
  Corsair Weapons  
   89
  Player Handout 2.1: Twilight Hulk Map  
   90
  CHAPTER III – BARON HOPES 
  Links in a Chain  
   93
  The Slow Creep of Fear  
   93
  Ordo Involvement  
   94
  The Late Baron  
   95
  Timeline  
   95
  Baron Havalir Saerton Ulbrexis  
   99
  Captain Kobal Aizdar  
   100
  Proctor Noles Rotlan  
   103
  Arbites Op-Centre (Map)  
   104
  The Harrow  
   105
  Facts & Speculation  
   106
  Captain Movern  
   106
  A Priest’s Lot  
   109
  Mutant Thugs  
   114
  Olion, Mutant Negotiator  
   116
  Talking to Mutants  
   117
  Wrong Place, Right Time  
   119
  The Personal Touch  
   119
  Hazael’s Cross (Map)  
   120
  A Blueprint for Madness  
   121
  The Broken Chains  
   122
  Throgel  
   122
  Assod Morirr, Mutant Cultist  
   122
  Raze  
   123
  Mutant Terrorists  
   123
  Saint Ulbrexus  
   124
  Warp Zombies  
   124
  Running the Battle  
   126
  Aftermath  
   128
  Experience Awards  
   128
  NPCs  
   129
  Player Handout 3.1: The Sepheris Secundus Transcript   130
  APPENDIX – THE SERRATED QUERY  
   134
  APPENDIX – THE FACELESS ONE  
   136
  
  Introduction
  “So far from the light of the Throne, it is easy to get lost in the 
  darkness.” 
  — Inquisitor Vownus Kaede.
  P
  urge the Unclean is an adventure anthology for 
  Warhammer 40,000 Roleplay: Dark Heresy consisting 
  of three linked but very different journeys into the 
  shadows of the Imperium within the Calixis Sector. The 
  adventures follow several of the plot threads left open at the 
  conclusion of Illumination—the introductory adventure in 
  Dark Heresy—and are suitable for Acolytes under Rank 5. 
  However, the adventures have also been designed with an 
  eye towards the fact that not every GM will wish to run their 
  campaign within the 40KRP’s core Calixis Sector setting. While 
  these adventures all showcase some of the darker aspects of the 
  Golgenna Reach, they can easily be moved to other portions of 
  the vast Imperium with little effort on the part of the GM.
  Each of the adventures within this book stands alone, yet they 
  are also linked; a GM may use them as a springboard for an entire 
  campaign. Each of the adventures also has an “Ordos” sidebar for 
  GMs that wish to explore more of the interplay and rivalries 
  of the various Ordos of the Inquisition. One of the terrible but 
  unseen villains of the Calixis Sector is whispered of within the 
  pages of this august tome. What place he (or is that a she, or an 
  it?) plays in each GM’s campaign, if any, is up to them.
  While all three adventures within this anthology involve 
  investigations of some sort, they are each thematically geared 
  towards a different mode of gaming: action, horror and 
  intrigue. Sidebars throughout provide useful advice for GMs 
  (new and experienced), on how to run the various styles in an 
  effective manner.
  The three adventures are:
  REJOICE FOR YOU ARE 
  TRUE
  A seemingly harmless Imperial cult hides dark secrets 
  behind a friendly exterior. The Acolytes will have to go 
  undercover on the Calixis Sector’s capital world of Scintilla, 
  to understand what the Joyous Choir has to do with 
  kidnappings and corrupt xenos technology. The answers 
  are not for the faint of heart.
  SHADES ON TWILIGHT
  Of all the mysteries of the galaxy, none conjure up such 
  powerful images as that of the space hulks, the cast-off debris 
  treasure troves of the warp. When a space hulk broadcasting 
  the call sign of a long lost Inquisitor enters the Golgenna 
  Reach, the “expendable” Acolytes are sent aboard to see what 
  they can discover before the Imperial Navy destroys the 
  ship—perhaps with them upon it!
  BARON HOPES
  A brutal group of mutant terrorists answering to a name that 
  has been thought buried for a decade has returned to bring 
  destruction and terror to the mines of Sepheris Secundus, the 
  mineral powerhouse of the Calixis Sector. The Acolytes are 
  accompanied by a mysterious “expert” in order to search out 
  and crush the criminals, once and for all. The past, however, 
  never seems to rest lightly.
  Introduction
  P
  Rejoice  for you  are  
  true
  Shades on Twilight
  Baron Hopes
  Introduction
  4
  
  ForYou Are
  Rejoice
  True
  Faith is a Potent narcotic
  •
  Uncovering the 
  trUth oF the trUe
  •
  the Matter 
  oF the Meter
  •
  in the hoUse oF stroPhes
  •
  PoMP Under the 
  circUMstances
  •
  at the Barking saint
  •
  Lady BoreLL’s soiree
  •
  orday’s dePartUre
  •
  What has Been 
  discerned so Far?
  •
  the aLaBaster coUrt
  •
  conversations With 
  the choir
  •
  strike against stroPhes
  •
  to aMBULon
  •
  every vision has its Price
  •
  iMPossiBLe Processing
  •
  nPcs
  
  6
  S
      Chapter I: 
  Rejoice For You 
  Are True
  I: Rejoice for you are True
  6
  S
  cintilla—ancient, vast, powerful, corrupt. 
  The capital of the Calixis Sector embraces 
  moral decay with the same zeal that 
  other more wholesome worlds cleave to martial 
  honour or faultless piety. Indeed, corruption is 
  so inherent to the culture of Scintilla’s mighty 
  hives that they might literally cease to function 
  without it. Strange then that a sect such as the 
  Joyous Choir would arise on such a world… 
  Barely five years old, the Joyous Choir is a 
  growing cult. The Ecclesiarchy approves of 
  the “Choir” as it actively promotes a relatively 
  benign version of the Imperial Creed, though 
  not as yet formally accepted. The Joyous Choir 
  believes, naively enough, that the Emperor 
  wants all of His subjects to be happy. They hold 
  that it is their duty to seek to be as contented as 
  possible with their lives, ever striving towards 
  being at perfect harmony with their place in 
  the Imperium. They refer to their philosophy as 
  the state of being “True”, embracing the notion 
  that the “Truer” they are, the more likely that 
  the Emperor will smile on them and that good 
  luck will surely follow.
  This quaint viewpoint is not so different 
  from a thousand other variants of the Imperial 
  Creed—what’s interesting is that members of 
  the sect have undeniably prospered. Membership 
  in the Joyous Choir has become a fad among 
  the younger members of the noble houses of 
  Scintilla and it’s swiftly catching on among the 
  middle-hivers as well. Cynics declare that the 
  Joyous Choir is nothing more than the newest 
  fad, sure to be gone within a few seasons. 
  These sceptics point out an obvious reason 
  why the cult’s members are prospering: all of 
  the rich young nobles with money to burn are 
  bankrolling the differing projects and schemes 
  of their fellow Choir members—nothing 
  at all mystical about that. The Inquisition 
  would normally be inclined to agree with the 
  detractors, however, evidence has recently been 
  discovered that is not so easily dismissed.
  While the low-ranking members of the Joyous 
  Choir truly believe that they are working for a 
  legitimate faith, the Choir is in fact a lucrative front 
  for a group of black market merchants who deal 
  in a particularly dangerous commodity: psykers. 
  The Joyous Choir employs individuals known as 
  Counsellors who specialise in assisting adherents 
  to their cult in becoming True. Counsellors 
  employ a wide variety of methods in assisting 
  their charges’ quest, including workshops, group 
  discussions, individual therapy sessions and 
  Chapter I: 
  Rejoice For You
  Are True
  “There shall be no mercy for those too weak to adhere to the correct course. For mercy shall destroy us if it 
  erodes our strength and weakens our resolve. Find courage in your hatred of the xenos, the impure and witch. 
  To do otherwise is to shame the very foundations of the institution you represent.”
  — Inquisitor Globus Vaarak, informal address to retinue.
  
  Faith is a 
  Potent 
  Narcotic
  C
  I: Rejoice for you are True
  stimulant additives—all of which can cost a 
  great deal of Imperial thrones. Cult members that 
  prove their devotion are invited to participate 
  in more “intensive” sessions. Counsellors at all 
  tiers of the Choir’s organisation employ small 
  hand-held devices that they refer to as “harmony 
  meters” which assist in determining how “out 
  of balance” a cult member is and what may 
  help them to become True. While the majority 
  of the harmony meters do nothing more than 
  trace energy patterns through the body, a small 
  portion actually detect levels of psychic activity 
  which the cult’s practices can subtlety stimulate 
  and potentially enhance. When a member of 
  the Joyous Choir becomes “ripe” they simply 
  disappear…
  Which is where the Acolytes come in. 
  FAITH IS A 
  POTENT 
  NARCOTIC
  C
  aros Shoal was once a shady merchant 
  possessed of both undeniable charisma 
  and a dubious reputation. Shoal first 
  made his mark on Scintilla by the acquiring 
  and selling of exquisite pieces of broken 
  masonry supposedly extracted from the most 
  antiquated portions of the shattered underhive 
  of Hive Sibellus. These pieces of history gave 
  him a cachet amongst the history-obsessed 
  nobility of the hive, and he rose to prominence 
  in what passes for polite society on Scintilla. 
  Alas, his fame undid him, for as his celebrity 
  increased, so too did the questions regarding 
  the authenticity of a number of his greatest 
  “finds”. When it was undeniably established 
  that virtually all of his pieces of masonry were 
  actually forgeries, Shoal swiftly made excuses, 
  declaring that he too had been deceived along 
  with his clients, blaming the crime upon his 
  unnamed supplier. He repaid a minor portion 
  of their funds to his most wrathful clients then 
  fled with the Magistratum right behind.
  Shoal wandered for a time, trying his hand at 
  various swindles until a man who called himself 
  Theodosia approached him. Theodosia offered 
  Shoal a most unusual bargain; he claimed to 
  represent a group of investors that wanted 
  access to a certain commodity. The group felt 
  that Shoal was the right man to leverage their 
  way into Scintilla’s upper society. In exchange 
  for settling his debts and smoothing over his 
  past difficulties with the law, Shoal would help 
  set up an organisation that would help facilitate 
  his new patron’s request. Shoal quickly agreed 
  and, over a relatively short amount of time, the 
  former merchant recreated himself as a preacher, 
  correctly guessing that he could more easily 
  sway Imperial society with the power of faith. 
  Thus the Joyous Choir was born.
  Shoal started small at first, focusing on the 
  downtrodden citizens of the hive and building 
  up a loyal cadre of followers. Theodosia and his 
  backers supplied what sums Shoal needed for 
  his initial set-up, however, the Choir’s spiralling 
  success soon rendered ongoing monetary 
  assistance unnecessary. Shoal’s brilliant scheme 
  to quietly bankroll his cult members into 
  prominence has worked perfectly. In just five 
  years, Shoal’s little cult has slowly but surely 
  gained eminence—the moment it caught on 
  with the bored young scions of the nobility, 
  Shoal knew that the Joyous Choir had truly 
  arrived at last. Theodosia has occasionally 
  assisted Shoal over the years, coming and going 
  with some frequency, usually with “cargo” in 
  tow. In time, Shoal discovered that the group 
  Theodosia fronts for was known as the Serrated 
  Query, however, he knows nothing more about 
  his patrons than this: that the fiercest underhive 
  scum that he had ever hired went as pale as 
  alkali dust when they heard Theodosia whisper 
  but a hint of their actual employer’s name. That, 
  and the riches that the Choir have brought 
  him, means that he asks few questions, merely 
  delivering psykers as asked. Shoal is starting to 
  get very worried though as his personal history 
  tells him that great success always seems to 
  draw the “wrong” sort of attention. Sadly for 
  poor Caros, his instincts haven’t failed him. 
  Not only is the Inquisition very interested in 
  his new cult, but also followers of Slaanesh, 
  the Chaos god of illicit pleasures, have begun 
  to infiltrate his congregation, drawn in by the 
  rumours that the upper echelons of the Joyous 
  Choir are involved in all sorts of delicious and 
  illegal activities—which of course, they are. In 
  addition to the business of supplying psykers, 
  Shoal and his most trusted followers are active in 
  moving a drug for the Serrated Query, a potent 
  narcotic called farcosia. This highly addictive 
  drug causes a powerful high to its users, who 
  report that they can see “the threads that hold 
  the galaxy together” when under the drug’s 
  influence. Shoal’s ongoing anxieties have finally 
  prompted him to begin seriously looking into 
  the background of his mysterious patrons. So far, 
  all he has discovered is that Theodosia appears 
  to operate from the eternally moving desert city 
  of Ambulon, whence the farcosia comes…
  7
  
  8
  Uncovering  
  the Truth of 
  the True
  R
  I: Rejoice for you are True
  8
  UNCOVERING 
  THE TRUTH OF 
  THE TRUE
  R
  ejoice For You Are True is the “intrigue” 
  adventure, 
  placing 
  your 
  players’ 
  Acolytes undercover in order to 
  investigate an outwardly harmless group, 
  which hides a number of dangerous and 
  illegal practices. The adventure starts with the 
  Acolytes being summoned by their Inquisitor, 
  who has recently received a very unusual piece 
  of information from an old contact, nobleman 
  Laurent Strophes, a scion of the Maechenko. 
  Strophes, worried about his missing niece, 
  had decided to quietly investigate the Joyous 
  Choir, the cult that she was a member of. 
  His investigations have turned up a harmony 
  meter built using xenos technology—not 
  enough to automatically condemn, but surely 
  very suspicious. The sample that Strophes 
  supplied to the Inquisition immediately 
  painted a far more interesting picture: the 
  xenos circuitry within the meter is identical 
  to that of the tainted Emperor’s Tarot card 
  that survived at the climax of Illumination—
  see Dark Heresy page 387.
  Strophes and his daughter Julia will assist 
  the Acolytes in taking on the roles of “visiting 
  cousins” and a “group of retainers” suitable 
  for minor nobles, so that they may better 
  infiltrate the upper echelons of the Joyous 
  Choir in Hive Sibellus on Scintilla. This will 
  be an adventure in itself, as the ostentatious 
  ways of Sibellus’s nobles will take some 
  getting used to. While some of the Acolytes 
  are mingling with the nobility, others will be 
  hitting the vast streets of the middle hive in 
  order to build a better picture of the Choir. 
  All of the Acolytes will soon uncover more 
  than they bargained for, though, as a number 
  of dangerous individuals with widely varying 
  agendas are also interested or involved in the 
  Choir’s activities. The characters will soon 
  encounter a most unusual drug, farcosia, which 
  the Choir is directly involved in supplying. 
  Clever Acolytes will eventually manipulate 
  their way into an invitation to the Alabaster 
  Court, Caros Shoal’s personal congregation. 
  Bloodshed may possibly ensue.
  A trail of hints and rumour will lead the 
  Acolytes out to the deserts of Scintilla, to 
  the artefact beetle-machine city known as 
  Ambulon. Upon arriving at the “restless city” 
  and consulting a most unusual oracle, the 
  Acolytes will have to confront members of 
  the Serrated Query to finally discover what 
  exactly has been happening to the missing 
  psykers and, hopefully, put an end to it.
  ordo invoLveMent
  This is a brief rundown on what the various Ordos know about the situation and their possible involvement. Some or most of this 
  information may be available to the players depending on who their Inquisitor is and what the Acolytes’ relationship is like with him 
  or her.
  ordo hereticUs invoLveMent
  High Sorteliger Lethe Tarriacta of the Adeptus Astra Telepathica is responsible for monitoring the psyker population of the Calixis Sector 
  and advising Lord Commander Hax thereupon. Recently, she has noticed that for the last two years Scintilla’s psyker tithe is unusually smaller 
  than it should be. It’s one thing for some far flung planet in the hinterspace subsectors to have some psykers go astray—it’s quite another for 
  the sector capital to come up short. Curious for answers and concerned at the implications, she contacted the Inquisition, formally requesting 
  the assistance of Ordo Hereticus in investigating whether there was an explanation for the decrease in psyker numbers. A “quiet” investiga-
  tion revealed that several individuals noted as having high psychic potential have indeed gone missing and their only connection seems to be 
  membership in a cult called the Joyous Choir.  
  ordo Xenos invoLveMent
  The Imperial Navy has recently apprehended a group of smugglers with contraband xenos technology. While this is not uncommon in 
  the Calixis Sector, the smugglers are normally headed out of the Hazeroth Abyss, not away from Scintilla itself ! The illicit movement 
  of xenogen tech from the capital of the sector does not sit well with the Inquisition at all. Interrogation of the smugglers revealed lit-
  tle, other than that an unknown group, possibly based out of Hive Sibellus, called the “Serrated Query” had hired them. Certain Ordo 
  Xenos Inquisitors would very much like to have a “chat” with others involved in their operation, which apparently has connections to 
  the highest society. The name, “Alabaster Court” came up one to many times to be a coincidence…
  ordo MaLLeUs invoLveMent
  At this point Ordo Malleus has no direct interest in the Joyous Choir. However, they are keeping an eye on their opposite numbers in 
  Ordo Herecticus. After all, where there are witches…
  
  The 
  Matter of  
  the Meter
  T
  9
  I: Rejoice for you are True
  9
  THE 
  MATTER OF 
  THE METER
  T
  he events of this adventure occur 
  approximately half a sidereal year 
  after the events of the introductory 
  adventure, Illumination, in Dark Heresy. 
  Acolytes who participated in the fell actions 
  that occurred at the Black Cathedral on 
  Iocanthos have since recovered and have 
  been summoned by their Inquisitor to a low 
  orbit meeting above the planet Scintilla. If 
  you are running this adventure immediately 
  after Illumination, feel free to gloss over 
  the intervening time, but make a point of 
  mentioning the long journey involved in 
  getting to Scintilla from Iocanthos.
  This adventure presumes that the Acolytes 
  triumphed against the Dancer at the 
  Threshold and turned such evidence as they 
  could gather, including the last surviving 
  card of the Emperor’s Tarot deck used by 
  Aristarchus, over to the Inquisition along with 
  their reports of the incident. GMs that didn’t 
  run Illumination previously, who are bringing 
  Acolytes in from their own adventures, or are 
  running this adventure as a one-off game, can 
  look to the Ordos Involvement (see opposite) 
  for suggestions on other ways to bring their 
  PCs into the events of this adventure. You 
  can just as easily, if you wish, narrate the 
  PCs Inquisitor discussing how the xenos-
  corrupted card came to be in his hands, what 
  it means and how the same circuitry has since 
  been found within a harmony meter.  
  The information that follows should 
  be tailored for your group and their 
  Inquisitor’s individual style. However, for 
  simplicity, instead of continually referring 
  to a “generic Inquisitor”, Globus Vaarak 
  inqUisitor gLoBUs vaarak
  Vaarak’s long years of service to the Inquisition 
  have cost him dearly. His body is broken, scarred 
  and bloated. Both of his legs and one arm have 
  been replaced with mechanical constructs built 
  into an encompassing life-support system. Tubes 
  festoon his pockmarked face, running from his 
  nose and mouth and head. The ribbed black body-
  glove he wears scarcely contains his immense bulk. 
  Despite his ancient injuries, or perhaps because of 
  them, Vaarak has an imposing presence. His dark 
  eyes stare intently at whoever he is speaking to, his 
  voice deep and craggy. 
  A puritan, Varaak is firmly of the Amalathian per-
  suasion, believing that the status quo must be main-
  tained at all costs and that change is both dangerous 
  and unnecessary. He seeks out sedition and rebel-
  lion in order to ensure that the precarious balance 
  of power within the Calixis Sector remains stable. 
  Vaarak is ever watchful of the great houses, sects and 
  worker’s guilds of Calixis.
  These days, Vaarak utilises a pool of acolytes to 
  prosecute his investigations, as he can no longer go 
  about as a “normal” citizen. Wherever possible, he en-
  courages his acolytes to be subtle in their work, pre-
  ferring their activities to remain clandestine. Regard-
  less of his hard-line stance, Vaarak is an adept social 
  chameleon, often exceedingly personable, sometimes 
  “playing” the role of a dottering old fool—whatever 
  persona he can best employ to gain the “trust” of those 
  around him. Many an acolyte has underestimated 
  Vaarak, believing their master to a benevolent and 
  kindly old man, only to find themselves at the mercy 
  of his razor-sharpe mind and tongue.
  For further information about Globus Vaarak see 
  page 320 in Dark Heresy.
  
  10
  I: Rejoice for you are True
  10
  of Ordo Hereticus shall play the role of 
  the Acolyte’s employer throughout the 
  adventures in Purge the Unclean. 
  The Acolytes have all assembled upon the 
  free trading vessel the Verdant Glory, mastered by 
  Chartist Captain Baltis Mecather—a Rogue Trader 
  trusted by the Inquisition to courier sensitive 
  documents and other more dangerous cargo. The 
  Verdant Glory hangs, gothic and pristine, against the 
  eyesore that is Scintilla from space.
  Inquisitor Vaarak allows the Acolytes to 
  rest a day after their journey if they’ve come a 
  long way before calling them all to a briefing 
  meeting in one of the Verdant Glory’s largest 
  forward studies, Captain Mecather’s ready 
  room in fact. By the time the Acolytes arrive, 
  Vaarak has already ensconced himself in the 
  corner of the room, as his immense bulk and 
  the apparatus by which he transports it are 
  not easily moved. Vaarak is surrounded by a 
  group of hovering Familiars, modified skulls 
  and otherwise, that orbit about him like tiny 
  satellites about a grotesquely bloated star. The 
  Familiars carry data-slates and several project 
  flickering holographs that Vaarak continues to 
  smoothly peruse as the PCs enter the room. 
  Vaarak nods towards the Acolytes and a servo-
  skull, loaded down with a serving tray, floats 
  over to deliver a selection of drinks, alcoholic 
  and otherwise, to the PCs. Once they’ve chosen 
  a beverage or declined he gestures towards a 
  large ornately engraved wooden table with 
  matching chairs.
  After a suitable amount of small talk, Vaarak 
  launches into the following preamble:
  “Gentlemen, ladies, thank you for coming. Your 
  efforts have shed more light on a most elusive 
  puzzle and while I was looking forward to 
  running it down myself, I’ll not begrudge your 
  efforts. I’ve read your reports with interest… 
  Great interest, indeed.”  
  Vaarak reaches forward with his heavily 
  augmented metal left arm and taps a control 
  panel. A holographic display showing the 
  twisted blank visage of the Magus—the 
  Emperor’s Tarot card that you acquired at the 
  Black Cathedral on Iocanthos, flickers into 
  view over the table and begins slowly rotating. 
  “I’m certain you all recognise your 
  souvenir. Aristarchus was a good man and a 
  trusted ally for many years. I want to know 
  what happened to him. I think the seer’s 
  fall was orchestrated, but to what purpose 
  I cannot say. I turned many of my resources 
  towards this gift of yours. Extensive cross-
  checking turned up nothing and I all but 
  killed three of my autosavants at the task, 
  when a very old friend of mine contacted 
  me early last month. Laurent Strophes, ex-
  Imperial navy, retired with honour, noble 
  family connected to the Maechenko. First met 
  him back in the days when I had a svelte 
  physique. One of his nieces has gone missing. 
  It happens, especially on Scintilla where he 
  berths these days… but usually not in Hive 
  Sibellus. Still, he wouldn’t have contacted me 
  over such a matter. He set some skilled locals 
  to quietly searching. The only reliable link 
  they came up with connected to a small new 
  creed called the Joyous Choir.”
  (Give the players Player Handout 1.1: 
  Joyous Choir Pamphlet.) 
  “Seems they think the Emperor wants us all 
  to be happy or some other such nonsense. Even 
  check to make certain people are in high spirits 
  using, ‘harmony meters’. Strophes’ men got 
  their hands on a few of them. The majority 
  held no surprises, but one had this.”  
  A second display shimmers to life next 
  to the first, showing a series of intricate 
  lines criss-crossed with small nodes. Even 
  those among you with no knowledge of 
  the hidden secrets of technology can easily 
  see that the patterns depicted on the two 
  holograms are identical. 
  “Now what do you make of that, eh?”
  Vaarak lets the Acolytes speculate for a 
  while, stating what little he knows from 
  time to time. The images are circuitry 
  patterns though the word “circuitry” is 
  unlikely to mean anything to someone 
  who hasn’t been trained by the Adeptus 
  Mechanicus. What is clear though, is that 
  the harmony meter and the Tarot card 
  have the same xenos technology laced into 
  them. The Inquisition’s experts haven’t 
  been able to determine exactly what it 
  is that the corrupt xenos circuits “do”, 
  however. A technically inclined Acolyte 
  who asks to see the harmony meter will be 
  allowed to do so. Vaarak calls in a servitor 
  bearing the device if asked. A Routine 
  (+20) Tech-Use Test will show that the 
  meter clearly reads energy patterns, which 
  Vaarak’s scholars had already figured out. 
  Three or more degrees of success will 
  reveal that the meter spikes when used 
  on a psyker—though there obviously 
  has to be a psyker present for this to be 
  determined. If an Acolyte manages to 
  reveal this, Vaarak will mutter, “Throne 
  and thunder. That cannot be a good thing, eh?” 
  Obviously, this will add to the tenor of 
  the overall discussion.
  tiMeLine
  This timeline details 
  the flow of events 
  within the scenario. 
  Note, however, that 
  depending on the 
  actions of the Aco-
  lytes some events 
  may occur out of se-
  quence or not at all.
  Day 
  1: 
  Acolytes 
  arrive 
  on 
  Hive 
  Sibellus and meet the 
  Strophes.
  Day 2: Acolytes pre-
  pare their cover and 
  meet with the bounty 
  hunter Vorlin Orday.
  Day 3: Lady Borella’s 
  soiree.
  Day 
  4: 
  Acolytes 
  travel to the Hustle to 
  meet with Vorlin Or-
  day to to obtain the 
  data-slate. Theodosia 
  appears and kills Or-
  day.
  Day 5: The Alabaster 
  Court. There is a 
  possible attack on 
  House Strophes.
  Day 
  6: 
  Acolytes 
  travel to Ambulon 
  seeking answers. The 
  final 
  confrontation 
  with Theodosia.
  
  11
  I: Rejoice for you are True
  11
  Allow the players to discuss the harmony 
  meter and its possible uses until they’ve run 
  out of ideas, at which point Vaarak says: 
   
  “I need you to go to Hive Sibellus and find 
  out what exactly is going on with this Joyous 
  Choir and how they’re involved with this 
  xenos tech. My friend has volunteered to take 
  on a great and terrible risk: the lot of you. 
  Laurent and his daughter Julia are willing to 
  take you in as ‘distant cousins’ which should 
  help you gain access to this new faith’s inner 
  circle. I have other duties to attend to, but 
  I’ll be expecting your report within a month. 
  I’ve set up some shielded accounts for you to 
  draw upon in order to maintain your cover 
  as nobles; the Strophes will help you with the 
  rest. I hope you’ve been keeping up with your 
  ballroom dancing. Do not expose yourselves 
  as agents of the Inquisition to anyone other 
  than the Strophes unless you have absolutely 
  no other choice. Be careful, on Scintilla 
  corruption is a way of life.”  
  Vaarak answers any other questions that the 
  Acolytes have to the best of his ability, though 
  he doesn’t know much more than what has 
  already been stated. The Acolytes’ remit is 
  to investigate the Joyous Choir. Regardless 
  of what they find, they aren’t supposed to 
  attempt to destroy them or anything equally 
  rash, though clear heresy should be dealt with 
  at their discretion. The Inquisition has already 
  investigated the Joyous Choir’s resources and 
  their money seems legitimate, which is part 
  of the reason why someone must now go in 
  undercover. Vaarak states that Strophes and 
  his daughter are completely trustworthy. The 
  Acolytes can send a vox message via coded 
  Inquisition channels, which will eventually be 
  transferred on to Vaarak—but the minimum 
  amount of time between them sending the 
  message and him hearing it will be about ten 
  days. In addition to access to some limited 
  accounts, the Acolytes are given false identity 
  documents that can be filled in as necessary 
  along with any basic equipment that they 
  may require for undercover work, as well as 
  a data-slate with copies of the schematics for 
  the xenos technology. 
  Let the Acolytes discuss their situation for a 
  bit and then move on to the next scene.
  Greetings citizen, may the many 
  blessings of the God-Emperor 
  be upon you!
  Are you Seeking Peace and Contentment?
  So many citizens of our mighty Imperium go about their daily 
  lives with despair in their hearts, never finding the inner peace and 
  tranquillity offered by our most benevolent Emperor. We of the 
  Joyous Choir believe that every citizen can be helped to find the 
  everlasting peace the Emperor has prepared for us.
  Seek Your Heart’s Desire
  Do you wish to live without taint and fear? Secure in the knowledge 
  that work and live in a glorious Imperium free from idleness, where 
  all can prosper and rise to great heights, secure in the Emperor’s 
  magnificence. By working together we bring harmony to one 
  another’s lives and ensure a cheerful and joyous existence for all.
  Through the Joyous Choir, you may seek to become ‘True’. Being ‘True’ 
  means that you are on the path to fully understanding and finding your 
  true place within the Imperium of Mankind. The joy that comes from this 
  knowledge and the acceptance of your role, as a productive member of the 
  greatest civilization in the universe, is unlimited.
  Your Next Step To Inner Joy
  We only want the best for all Imperial citizens. Come to any of our 
  gatherings and see for yourself the inner peace that the Joyous Choir has 
  brought into our member’s lives. This can be yours too; the door is open  
  for you.
  Be at Peace with
  The Joyous Choir!
  
  12
  V
  In the 
  Hoouse of 
  Strophes
  I: Rejoice for you are True
  12
  IN THE 
  HOUSE OF 
  STROPHES
  V
  aarak arranges for the Acolytes 
  to be transported planetside in an 
  unmarked aquila lander. As their craft 
  drops down into Scintilla’s atmosphere, you 
  can read or paraphrase the following:
  As you come down out of the raging 
  clouds, Hive Sibellus looms before you. A 
  vast structure, formed of ornately carved 
  stonework, shaped in countless styles and 
  built up over more than ten thousand 
  years, Sibellus stretches to the horizon. 
  Immediately below you, a series of titanic 
  black granite cliffs mark the western edge 
  of the hive, which still threatens to spill 
  over into the wildly churning sea. 
  As you draw closer, more details emerge. 
  Thousands upon thousands of scaffolds are 
  constructed over the cliffs, with small moving 
  forms that must be men scurrying up and 
  down rope lines, or disappearing into and 
  out of the uncountable caves that cover the 
  face of the granite walls. A gleaming solitary 
  tower surmounted by what resembles an 
  immense stone flower catches the light of 
  the sun from where it stands apart from the 
  rest of the hive. Hundreds of banners flutter 
  above the legendary Lucid Palace, seat of 
  Lord Sector Marius Hax’s government of the 
  Calixis Sector. Your vessel angles its descent 
  towards your destination: a large docking port 
  thrusting out from the lower portions of the 
  massive upswept spires that rest atop the hive.
  As your group emerges from the lander 
  to a lightly drizzling rain that smells faintly 
  of gunmetal, a short woman with fiery-red 
  hair awaits you on the landing pad with a 
  big smile. She immediately sweeps forward, 
  throwing her arms about the neck of the least 
  scruffy looking member of your group with a 
  squeal and a “Welcome to Sibellus, Cousin!” 
  She gestures and a black-clad servant 
  brings forward a series of parcels that she 
  immediately distributes. They prove to be 
  soft-grey hooded cloaks. She looks about 
  and states pointedly, “There’ll be time for talking 
  later, inside. A bit too drafty and wet out here I 
  think. Make certain you all cover up, you could 
  catch a chill.” She links her arm with one of 
  you. “So, how was your journey?”  
  As the Acolytes leave the landing platform, 
  they immediately enter an ornately decorated 
  corridor, with no surface untouched by artifice 
  of some variety or another. Bas-reliefs cover the 
  walls and ceiling, darkly sombre cracked tile 
  mosaics cover the floor. Some of the artwork 
  depicts recognizably Imperial figures, but the 
  majority are worn away by the passage of 
  time. The group soon passes through a massive 
  archway that opens into a 100’ high geodesic 
  dome. A large tree, easily three-quarters the 
  size of the room, dominates the centre of the 
  open space. A hundred or more balconies 
  look out onto the tree. Have the Acolytes 
  make an Easy (+30) Awareness Test. Any 
  level of success indicates that they are being 
  watched by a fair number of people—though 
  no one in specific if they state they want to 
  know “who” is watching them. The answer 
  is “everyone”—grey-robed servants that are 
  passing by down the corridors of the hive, 
  the gaily attired entourage of a feather-clad 
  matron that sweeps past their party, the armed 
  men swathed in dark green robes that stand 
  about the base of the tree: everyone. In point 
  of fact, whenever the Acolytes go abroad in the 
  noble districts of Hive Sibellus, they should all 
  receive the distinct impression that they are 
  been constantly studied, as if everyone around 
  them is evaluating them at all times. 
  Their guide chooses a corridor that looks 
  to the Acolytes almost no different from any 
  other and speeds them down it. After several 
  twists and turns, the group arrives at a large 
  metal door covered with a silver and blue 
  pattern pierced by a single red dagger. The 
  woman gestures with a ringed hand and the 
  door swings silently inward. As the Acolytes 
  enter the building, she swiftly dismisses her 
  servant and brings the PCs into a richly attired 
  chamber where a man stands in the corner, 
  surveying the room, his arms outstretched in 
  a welcoming gesture. She closes the doors 
  behind the party and says, “Let us try that again, 
  shall we?  I’m Julia Strophes, welcome to Hive 
  Sibellus.” She smiles impishly, “Cousins.”  
  One or two of the Acolytes will probably 
  look expectantly at the man in the corner. 
  Julia notes their expressions, walks over and 
  knocks on the man’s head. “Great Uncle Thalus, 
  led House Strophes in dark times,” she explains. 
  “We nobles of Sibellus appreciate our antiquity so 
  much we keep our honoured dead about to remind 
  us of past glories. He has his uses I suppose,” she 
  says as she tosses her cloak over one of the 
  cadaver’s outstretched arms. “Make yourselves 
  comfortable, there’s refreshment in that alcove. I’ll 
  bring Father and we’ll have proper introductions.” 
  She nods with a slight bow and departs. 
  
  The Strophes
  13
  I: Rejoice for you are True
  13
  THE STROPHES
  JULia stroPhes
  Julia wears brightly coloured garments with long trails 
  that swirl about her feet as she moves. Her bright red hair 
  is cut short about her neck. A cheerful and headstrong 
  woman, Julia disdains the normal activities that most 
  young noblewomen of Hive Sibellus regularly fill their 
  time with, a trait she blames on her beloved hard-headed 
  father. Julia sees the presence of the Acolytes as an exciting 
  adventure, far better than the banal existence she usually 
  endures. Julia is an exception in some ways to the typical 
  Sibellus noble outlook as she is worried about her cousin 
  and does care about people in a vague sort of way. Note, 
  however, that the lives of middle-hivers are less important 
  in her eyes then her fellow nobles, to say nothing of 
  underhivers, who may as well be made of disposable 
  plastic. The Acolytes, as members of the Inquisition, 
  she regards as equal to her own class and treats 
  them accordingly. If any of the PCs is clearly 
  of the lower classes and acts it, she’ll be a 
  bit put off and not know quite how to react 
  to them, mainly because she’s never actually 
  had to before.
  LaUrent stroPhes
  Nobleman Strophes is a broad man, resembling a large stump with 
  legs. His left arm and right eye are graceful prosthetics of adamantine 
  and silver, clearly worth a fortune. He wears loose fitting garments 
  and keeps his head shaved. Strophes speaks with a forceful ringing 
  tone and stands with an erect posture that instantly gives him away 
  as a former officer of the Imperial Navy. His daughter has managed 
  to bring out a muted sense of humour in him, though, and he 
  isn’t as grim as one may expect from his appearance. He is very 
  straightforward, with no hidden agenda—he truly only wishes to 
  discover what happened to his niece. Strophes is honoured that his 
  House has been called upon to help the Inquisition and extends 
  the Acolytes every courtesy. 
  Both the Strophes’s profiles can be found on page 48.
  
  14
  I: Rejoice for you are True
  14
  The Acolytes will probably wish to inspect the 
  room a bit before their noble hosts arrive. Great 
  Uncle Thalus is amazingly well preserved. Only 
  his lack of breathing and a touch his rock hard 
  skin reveals him to be other than alive. His clothes 
  have been preserved with some sort of sealant that 
  helps preserve them against time’s ravages. The room 
  resembles a large study, with various plush furniture 
  pieces analogous to couches and easy chairs. Various 
  artefacts sit on little end tables next to each of the 
  furnishings. A complex timepiece of some sort is 
  on one. A worn leather copy of the Imperial Creed 
  sits on another. Most impressive of all is a figurine 
  seemingly made from light itself that slowly twirls 
  about in an intricate pattern. As one or more of the 
  Acolytes studies the gleaming statuette, a deep voice 
  tells them, “The prize of my collection, a Jokaero 
  light-sculpture. Not proscribed, I assure you.”  
  Laurent Strophes smoothly enters the room 
  nodding to the Acolytes as he does so. Julia 
  closes the doors behind her father.
  Strophes introduces himself by shaking 
  hands with the various Acolytes. He is deeply 
  respectful of any religious figures, making a 
  special point of welcoming them, for example: 
  “We are honoured that you grace our house, Father.”  
  After he’s shaken everyone’s hand, Strophes 
  asks after Inquisitor Vaarak, “How is the old war 
  dog, eh?” Finally, he situates himself in a big 
  chair and launches into a speech—read aloud or 
  paraphrase the following:
  “My niece, Saia, was an even-tempered girl, 
  easy to manage—unlike others here present. 
  Always given over to melancholy though. 
  Last year she came upon this group, this so 
  called ‘Joyous Choir’ and joined soon after. I 
  thought it harmless enough. Julia went with 
  her once or twice, declared them simple-
  minded as I recall, right dear?  Well Saia 
  continued going, said that she finally felt 
  that she was becoming ‘true’ whatever that 
  may entail. Then one day, she vanished. No 
  traces. The Magistratum could find nothing. 
  There was no sign of struggle in her dwelling; 
  none of her friends knew where she’d gone. 
  Happens every day in the underhive, not in 
  the spire. We’ve since heard of others going 
  quietly missing. I set an old associate of mine 
  to looking into the Choir’s affairs. He came 
  up with those meters I passed on to your 
  master. I want to find out what happened to 
  my niece. I suspect she’s gone to the Emperor, 
  but I would know for certain. The House of 
  Strophes is at your disposal. Julia and I will 
  help you however we can.” 
  Strophes and Julia will answer any of the 
  Acolytes’ questions to the best of their ability. The 
  plan, insofar as the Strophes understand it, is to 
  help one or more of the Acolytes take on the role 
  of visiting nobles, while the rest act as entourage 
  intrigUe and the teLePath
  Running Dark Heresy mysteries with a telepathic psyker about can be a challenge. You can all but forget straightforward murder 
  plots. A few quick mind scans and the psyker declares, “The Seneschal did it. The knife he used is buried at the bottom of a rub-
  bish bin in Sector 3.” Murder solved. In fact, if psykers were more commonly accepted in the Imperium, quite a few crimes would 
  become harder to perpetrate. However, most Imperial institutions remain leery about regular use of an individual who might be a 
  conduit for warp spawned monstrosities—they’re funny that way. One of the many reasons that the Inquisition has such a ruthless 
  and fearsome reputation is its members’ proven ability to get to the bottom of “unsolvable” mysteries, a facility often afforded by 
  the use of psykers. Fortunately for your games within the context of the Imperium, the bad guys know the score as psykers have 
  been around for tens of thousands of years.
  So what does this mean? Low-level criminals, underhive scum and such rarely succeed in hiding anything of value from a compe-
  tent psyker. The really dangerous criminals, the leaders of cults dedicated to the Ruinous Powers corrupt local or Imperial authori-
  ties are all very aware of this—just as they are aware that the Inquisition regularly employs psykers. So what do they do about it? 
  They hide their agendas, cloak their motives and work through “blinds”. A blind is an organisation or individual brought into a plot 
  with only enough information to get done whatever task their employer wishes them to accomplish. Assassins hired through an 
  anonymous drop, knowing nothing about why they were asked to kill or on whose request, only that they have been well paid and 
  given a target is one sort of blind. Another is an organisation that exists to promote an agenda that suits its founders’ interests but 
  not their aims—for example: founding a group dedicated to stopping the use of illegal drugs so that you can claim higher profits 
  from your illegal drug distribution network. Some agents are routinely given false knowledge, set up to take a fall if they are caught 
  with someone other than their true employer as the scapegoat. Truly dangerous foes can arrange to have fake memories or even 
  whole identities overlaid onto their agents by their own, often covert, psykers.
  If one of your group’s Acolytes is a psyker, give some thought to what any given individual may know or be thinking about at any 
  given moment as well as where they’ve been and what they’ve done in the past, so if your player tries to surprise you by having his 
  telepath mind scan the suspicious addict, or the diviner does a psychometric reading on the junkie’s knife, you’ll already have some 
  sort of an idea of how your plot may be revealed by Psychic Powers. Keep in mind, though, that the warp is darkly treacherous and 
  information gleaned from it is not always entirely reliable. Work with the fact that you have a psyker, crafting adventures that are 
  enhanced by the use of the immaterium’s influence to reinforce the feel of Dark Heresy rather than try to limit a psyker Acolyte’s 
  effectiveness.
  
  Pomp 
  Under the 
  Circumstances
  E
  15
  I: Rejoice for you are True
  15
  members, since the higher levels of the Choir are 
  only accessible to nobles. The Strophes have decided 
  that the best cover for any lapse of appropriate 
  knowledge that the “noble” Acolytes would be 
  expected to know should be to claim that they’re 
  distant cousins visiting from Fenksworld, a sordid 
  little hive world rimward from Scintilla. Since most 
  nobles of Scintilla consider Fenksworld to be a 
  cultural backwater, this should allow an Acolyte 
  without the right background to still “wing it” as 
  an uncouth noble. 
  Julia knows of an upcoming party where a 
  fair number of Joyous Choir followers will be, 
  including some high society members who are 
  directly involved in the cult. The party presents 
  the perfect opportunity for the undercover 
  Acolytes to ingratiate themselves with the 
  movers and shakers of Sibellus’ society, as well 
  as learn more about the Choir’s activities. 
  Julia declares that she’ll need some time 
  before the party to arrange appropriate attire, 
  brief them on the latest spire customs for this 
  season and generally bring the Acolytes up to 
  speed on their “roles”. 
  This is where you get to have some fun—Julia 
  picking out the Acolytes, along with the PCs 
  input, who are the best suited to playing nobles. 
  Obviously, if one or more of your PCs comes 
  from a noble background, they’re a clear choice. 
  The fun one’s will be those like, say, a handsome 
  Imperial Guardsman, “Oh, that armour just won’t 
  do. You have such lovely hands. We’ll have your nails 
  done, add some highlights to your hair…” 
  While the Acolytes are discussing how they 
  wish to proceed, Strophes will also offer to 
  arrange a meeting for them with the associate of 
  his who retrieved the harmony meters, a bounty 
  hunter called Vorlin Orday. Strophes says that 
  he can set the meeting up at the Acolytes’ 
  convenience, but notes that Orday will only 
  be willing to meet them somewhere within the 
  middle spire as he has had past “difficulties” 
  with the Magistratum. Pointed questions on that 
  score will bring a shrug from Strophes an a curt, 
  “I hire for results, not good behaviour.” 
  The Strophes’ household easily accommodates 
  the Acolytes in well-appointed rooms, though 
  they will be advised not to wander around the 
  house without a guide. The Strophes choose 
  a wing on the second floor of the house for 
  the Acolytes, clearing if of servants in order 
  to facilitate privacy and keep tongues from 
  wagging. Before retiring for the evening, Laurent 
  gives the PCs data-slates with maps of the 
  surrounding spire for thirty kilometres around 
  his home, as well as several rough layouts of the 
  western portions of Sibellus’s middle hive so 
  they can familiarise themselves with the hive’s 
  general layout. Laurent also makes certain that 
  the Acolytes have a pict of Saia Strophes, “Just 
  in case”. He will also answer any questions they 
  might have about the Magistratum and is fairly 
  knowledgeable about Hive Sibellus law—see 
  the Hive Sibellus Law sidebar.
  POMP 
  UNDER THE 
  CIRCUMSTANCES
  E
  arly the next day, Julia Strophes proceeds 
  to bring the Acolytes up to speed. 
  Regardless of whether they’re playing a 
  “noble” or a member of the noble’s retinue, they’ll 
  need to pay attention as she briefs them on what 
  is expected. Those playing entourage members 
  don’t need to remember as much, but they can 
  also potentially get in far more trouble if they 
  screw up or insult the wrong person. As the PCs 
  may have noted when they first entered Hive 
  Sibellus, the actions and appearances of those 
  in the upper hive spire are carefully scrutinised. 
  One of the difficult aspects of playing the noble’s 
  role is that nobles do not go to the middle hive 
  (and certainly never the underhive!) without 
  very specific reasons, as slumming among the 
  middle-hivers is what servants and lackeys are 
  for. In other words, those that end up playing 
  at being a noble aren’t going to be doing any 
  legwork or following up leads with the other 
  PCs in the middle hive. Then again, entourage 
  members won’t be allowed to go everywhere 
  that a noble can…
  Acolytes playing entourage members fall 
  into two basic categories: entertainers and 
  bodyguards. 
  Bodyguards are well regarded in Sibellus as, in 
  addition to their obvious normal duties, Scintilla’s 
  practice of trial by combat leads many skilled 
  bodyguards to be asked to stand in for their noble 
  patrons. Either way, it generally isn’t considered 
  wise to insult the man or woman who may be 
  called upon to save your life. Bodyguards never 
  speak unless first spoken to or a security matter 
  arises, and they are never to offer an opinion on 
  anything unless they’ve specifically been asked to 
  do so first. Bodyguards are also allowed to carry 
  heavier weaponry in public than most citizens. 
  Laurent has the right connections to be able to get 
  any of the Acolytes that requests it a bodyguard 
  licence within a day or so, but notes that any 
  of those licensed are required to register their 
  hive 
  siBeLLUs LaW 
  Scintilla barely bothers 
  with even the pretence 
  of equal law enforcement 
  and nowhere is this so 
  evident as in Hive Sibel-
  lus. Nobles of the spire 
  expect and receive imme-
  diate attention from the 
  Magistratum, 
  Scintilla’s 
  police force, for any crime 
  they care to report. No-
  bles who regularly give 
  to Magistratum “charity” 
  funds get the more com-
  petent officers assigned 
  to their cases. Those of 
  the middle spire will be 
  assigned a greencoat if 
  the crime was particularly 
  noteworthy or violent. 
  Few officers have the 
  courage or the inclination 
  to go into the depths of 
  Sibellus’s underhive. 
  Without the appropri-
  ate permits from the cor-
  rect governmental organs, 
  power armour is not al-
  lowed in Hive Sibellus. 
  Such permits cause ques-
  tions to be asked, ques-
  tions that undercover 
  Acolytes will be keen to 
  avoid. Personal weapons 
  are permitted, even ex-
  pected, as Scintillan law 
  legally allows both trial 
  by combat and duelling. 
  Heavy weapons, how-
  ever, are also proscribed 
  without express permits. 
  A bolter is a dead give-
  away that someone is 
  very well connected in-
  deed, though bolt pistols 
  are not unknown amidst 
  noble bodyguards. 
  If the Acolytes go 
  around 
  looking 
  like 
  walking arsenals, they 
  will be harassed or even 
  detained. If they limit 
  themselves to one or two 
  concealable 
  weapons, 
  perhaps getting away 
  with a larger or more ob-
  vious side arm in the case 
  of Acolytes posing as 
  bodyguards within a no-
  ble’s retinue, they’ll avoid 
  unwelcome Magistratum 
  scrutiny. Remember that 
  the Acolytes are meant to 
  be undercover and should 
  not draw undue attention 
  to themselves, something 
  their hosts should make 
  very clear.
  
  16
  I: Rejoice for you are True
  16
  weapons and give a tissue sample. While the tissue 
  sample could easily be faked, a gun’s owner and 
  registration is put on file with the Magistratum, 
  who check such records frequently. 
  Acolytes that are part of a noble’s entourage 
  for “colour” purposes are expected to have some 
  exotic skill or talent that they can display upon 
  request, be exceptionally witty, or be incredibly 
  fun to look at. If they are intelligent and good 
  conversationalists, they are allowed to contribute 
  to the discussion of the nobles around them, 
  but they’re expected to defer to their patron. 
  Entourage members can freely speak with the 
  retinue members of other nobles, which, Julia 
  notes, is a great way to pick up and spread gossip. 
  It’s also the manner by which many nobles set 
  up illicit encounters, romantic and otherwise, as 
  they use their followers to act as go-betweens. 
  Those playing nobles have the far more difficult 
  role ahead of them, as insulting a “fellow noble” 
  can lead directly to a trip to the Bloodsquares 
  and a duel on Scintilla. In Hive Sibellus, the 
  must important rule to remember is never to 
  slight another’s ancestors or lineage, unless one 
  is spoiling for a fight. Since the noble houses of 
  Sibellus greatly value their artefact collections, 
  the next biggest faux pas is either to insult a given 
  possession or call its authenticity into question. 
  Finally, the nobles of Scintilla place little value on 
  the lives of middle-hivers and assess underhivers 
  as worthless trash—this last trait may sit poorly 
  with an honourably inclined Acolyte. Julia notes 
  that such concerns seldom arise, but the Acolytes 
  being “from Fenksworld” can explain away any 
  differences on that score. 
  The present fashion in Sibellus is referred 
  to as “aethyr weaving”. The elite wear fairly 
  gauzy outfits strung through with electrographs 
  and other materials to produce various subtle 
  lighting effects. Young and attractive members 
  of the upper classes highlight their bodies so 
  that their silhouettes are clearly visible along 
  the outside of their clothing. Older and more 
  reserved nobles favour dark clothing with star 
  patterns resembling constellations. To better 
  enhance the effect of their chosen attire, most 
  noble gatherings this season are being held in 
  dark rooms varying from twilight to pitch black. 
  Julia delights in helping the Acolytes pick out 
  appropriate attire.   
  
  The Streets of 
  Sibellus
  17
  I: Rejoice for you are True
  17
  Sibellus nobles revel in decking their entourages 
  out in complementary garb, often in imitation of 
  a specific piece of art or literature. This season’s 
  rage amidst the younger nobles of Hive Sibellus 
  involves taking this common noble practice one 
  step further. The younger scions of the noble 
  houses choose a hiver “candidate” and offer him 
  or her a place in their revels. The nobles then 
  spend their evening enacting a famous (to nobles) 
  play with the unsuspecting hiver called upon to 
  act the lead role. The hiver has no idea what part 
  he is playing let alone that he’s supposed to be 
  playing a part, so the laughter and cutting wit 
  of the nobles surrounding him makes no sense, 
  never mind that he’ll have been injected with the 
  drug spur to “enhance his performance”. If the 
  hiver manages to entertain, he’s given a goodly 
  sum and sent on his way, the bewildering evening 
  a strange memory for years to come. Boring his 
  patrons generally leads to an overdose as they 
  inject more and more spur into him in the hope 
  that he may finally provide some amusement. 
  Known as “spurring” for obvious reasons, this 
  cruel practice is ignored by the Magistratum as 
  it’s “all in good fun” and no one is “supposed” to 
  be hurt by it. Julia makes certain that the Acolytes 
  are aware of spurring because they will doubtless 
  encounter it during their time in Sibellus and she 
  doesn’t want them to “overreact”.      
  The Strophes’s ongoing lessons help ground 
  the Acolytes in Hive Sibellus’s history and place 
  in Scintilla. Encourage your players to read the 
  section on Hive Sibellus on page 293 of Dark 
  Heresy, as it’s information that the Acolytes 
  will all have a decent grasp of by the time their 
  lessons are over.
  This section can take as much or as little time as 
  you wish. However, no doubt, the players will be 
  eager to get on with the action so don’t dwell on 
  it for too long unless they want to. Once everyone 
  is clear that they are posing as either nobles or 
  their retinue, you can move the story along.
  THE STREETS OF 
  SIBELLUS
  After a day of lessons, the Acolytes are free 
  to start exploring the middle levels of Hive 
  Sibellus as they start to search for answers 
  about the Joyous Choir. Strophes announces 
  that he has arranged for the bounty hunter 
  Vorlin Orday to meet them in a middle-hive 
  drinking joint called the Barking Saint in the 
  early evening if they are so inclined. Strophes 
  remarks that, “Orday claims he’s leaving the hive 
  soon, so it’s tonight or not at all.” 
  Strophes reminds the Acolytes to be sure and 
  take their identification credentials with them 
  (presumably fake ones—but Inquisition-level 
  fakes), as it will make their re-entry into the hive 
  spire far easier. 
  The middle levels of Hive Sibellus are built 
  from the lower foundations and the remains of 
  ancient noble edifices that have crumbled down 
  from the upper hive tiers. Hundreds of factoria 
  devoted to the production of heavy machinery 
  dominate Sibellus’s middle-hive, and the greater 
  bulk of the populace either works within one, or 
  caters for those that do. When the Acolytes first 
  travel down into Hive Sibellus’s depths, relate 
  the following to them:
  It takes more than an hour to travel from 
  the Strophes’s estate to the nearest passage 
  leading down to Sibellus’s middle-hive. 
  As you approach the opening to the 
  city below, the polished tile floors and 
  decadent wall carvings slowly give way to 
  old cracked pavement and featureless grey 
  walls. A line of heavily armed green-coated 
  Magistratum troops bearing long ornately 
  embellished poles ending in brilliant glass 
  lanterns await you at the top of a massive 
  spiralling series of broken stairs that stretch 
  down into the darkness below. They eye 
  you with a mixture of amusement and 
  contempt as you pass them by. The lights 
  of the stairwell are tarnished pipes from 
  which emerge blue flames, many of which 
  continually threaten to go out. As you 
  descend, the sounds of heavy machinery 
  churning in the distance rises to greet you, 
  as does the harsh creaking of stone.
  The stairwell soon levels off, eventually 
  opening up onto a small courtyard 
  filled with grey-robed workers, hawkers 
  offering various stick-impaled meats of 
  dubious origin, children with badges 
  signifying which comm-service they 
  work for dashing about carrying messages 
  and a priest wearing flame emblazoned 
  robes spraying spittle on those about 
  him as he exhorts them all to give up 
  their licentious ways. The floor shudders 
  with the constant activity of the middle-
  hive’s factoria and stone dust continually 
  filters down from the countless tonnes of 
  compacted broken masonry above your 
  heads. What little light there is emanates 
  from guttering tallow candles set in a 
  wide variety of twisted and ancient metal 
  fixtures coated in millennia of wax. The 
  scent of loam is heavy in the still air and 
  the shadows are long. 
  BUt We 
  didn’t 
  knoW 
  that!
  One of the trickier 
  points of running 
  an investigative ad-
  venture, especially 
  one with a lot of 
  intrigue, 
  is 
  get-
  ting information to 
  your players with-
  out them thinking 
  you’re just handing 
  it to them. They 
  want to feel like 
  they’re 
  working 
  for it. At the same 
  time, some pieces 
  of information are 
  absolutely vital for 
  an 
  investigation 
  to proceed. Never 
  base whether or not 
  your Acolytes can 
  learn a crucial piece 
  of information on a 
  single Test, because, 
  if they fail the Test, 
  your adventure im-
  mediately stalls—
  which is no fun for 
  anyone 
  involved. 
  Anything that you 
  know the Acolytes 
  have to learn, think 
  of several ways they 
  can learn it. If they 
  fail or miss one path, 
  simply introduce it 
  another way—your 
  players will never 
  know 
  that 
  they 
  would have learned 
  a certain key fact no 
  matter what they 
  did unless you tell 
  them yourself.
  
  18
  At the 
  Barking Saint
  I: Rejoice for you are True
  18
  While the middle layers of Hive 
  Sibellus hold many secrets, few of them 
  are directly relevant to this particular 
  adventure, though the PCs obviously 
  wont know that at first. The Acolytes can 
  find recruiters for the Joyous Choir with 
  little effort by successfully making any 
  suitable Interaction Test at a Routine 
  (+20) level. The recruiters are, inevitably, 
  stationed near the more well-to-do cults in 
  the middle-hive. After first inspecting how 
  well the Acolytes are dressed, they will be 
  pleasant enough, giving them a copy of 
  their standard brochure (Player Handout 
  1.1: Joyous Choir Pamphlet) if the PCs 
  specifically request it. They know little of 
  any real value to the Acolytes. A PC that 
  wishes to can attend a ceremony in one of 
  the small chapels dedicated to the Joyous 
  Choir—it will seem pretty much like 
  every other Imperial Creed experience the 
  Acolyte has had, although preachers for 
  the Choir do tend to emphasise the more 
  “pleasant” aspects of the faith, leaving the 
  Acolytes with the impression that the cult, 
  at least outwardly, presents a positive and 
  uplifting experience to its congregation.
  Acolytes wishing to locate additional 
  equipment may make appropriate Inquiry 
  Tests to find items of Scarce Availability 
  or lower (see page 126 of Dark Heresy). 
  There are many possible sources and people 
  willing to sell to the “undercover” Acolytes; 
  whether it be a street market vendor, a 
  clothing store or an agent for a Rogue Trader 
  recently returned with a cargo of weapon 
  upgrades fresh from the Malfian sub. 
  AT THE 
  BARKING SAINT
  A
  fter the characters have wandered 
  about the middle-hive for a bit, they’ll 
  eventually have to make their way to 
  their rendezvous with Orday. The tavern they 
  are looking for is known as the Barking Saint 
  and is located in the centre of the western 
  middle-hive. The Barking Saint isn’t difficult 
  to find, though Acolytes asking for directions 
  will receive somewhat noticeably appraising 
  looks that may, correctly, set them to wondering 
  about the tavern’s reputation. It lies about an 
  hour’s journey from where they first entered the 
  middle-hive. As they approach, read aloud or 
  paraphrase the following description:
  Up ahead, through the gloom of the 
  middle-hive thoroughfares, you spy your 
  destination, the tavern known as the 
  Barking Saint. Its entrance is set within 
  the mouth of a massive canine’s head that 
  must have once belonged to an immense 
  statue. The head rests at a crooked angle 
  against the shoulders of the supine 
  form of a larger figure carved with the 
  recognisable symbols of the Ecclesiarchy. 
  As you draw near, you see a young boy 
  sitting on a stool before the door.  
  The boy will inspect the Acolytes as they 
  approach while making notes on an old 
  battered writing pad. The boy, whose name is 
  Silas, says, “Welcome. The Barking Saint observes 
  the rule of first drawn, unworn styles barred. You 
  are so warned.” His voice holds the cadence of 
  a ritual as he intones his greeting. An Acolyte 
  from a hive world will automatically work out 
  what this means. Others will have to make a 
  Hard (–20) Common Lore (Imperium) 
  Test to figure it out. Basically, if someone 
  starts a fight, the weapon they choose dictates 
  how far the fight is supposed to go. However, 
  “unworn styles barred” means they can only 
  pick weapons of a sort that their opponent 
  is clearly packing. For example, an aggressor 
  wishes to pick a fight with an Acolyte. He first 
  observes what weapons the PC is carrying‘ say 
  a bolt pistol and a combat knife. He (wisely) 
  chooses to whip out a simple knife and attacks 
  the Acolyte. The Acolyte is allowed to produce 
  his own knife, or fight back bare handed—but 
  he is not allowed to draw his gun.
  This rule applies to everyone that joins in 
  the fight: the first weapon drawn sets the tone, 
  an 
  atMosPhere 
  For intrigUe
  One of the keys to 
  running an intrigue 
  adventure is mak-
  ing the atmosphere 
  reflect the often-
  deceitful nature of 
  the 
  protagonists. 
  By noting and even 
  highlighting 
  dis-
  parities, you will 
  help set your players 
  thinking about the 
  contrasts 
  between 
  actions and appear-
  ances. Intrigue in 
  Dark Heresy fo-
  cuses on the bleaker 
  side of human na-
  ture: lust for power, 
  cynicism, brutality, 
  greed, twisted love, 
  deliberate 
  cruelty 
  and bitter fatalism 
  abound. A hive-city 
  is thus a great place 
  to set an adventure 
  involving duplicity 
  and hidden agen-
  das. The disparity 
  between squalor and 
  wealth, brightly lit 
  halls and shadowy 
  retreats, 
  echoes 
  within the typical 
  composition of an 
  Imperial hive-city.
  When describing 
  the various portions 
  of Hive Sibellus to 
  your players, em-
  phasise the sumptu-
  ous wealth of the 
  nobles versus the 
  working class poor 
  of the middle-hive. 
  Give a few choice 
  details about the 
  opulence 
  of 
  the 
  Strophes’s 
  house 
  and the richness of 
  their 
  furnishings. 
  Note to the players 
  that while the Aco-
  lytes are staying at 
  the spire, they can 
  on a whim, take a 
  short stroll to an ob-
  (continued opposite)  
  
  from cheerful bar fight to full on ballistic 
  combat. The crucial bit is actually, “Ye are so 
  warned”. What that actually means is that if 
  anyone is foolish enough to break the rule 
  of First Drawn, the rest of the establishment 
  can attempt to kill them—and there are no 
  restrictions for what they may use on a rule 
  breaker. This rule exists to facilitate relatively 
  equal meetings between shady individuals of 
  various resources. Many middle hivers cannot 
  afford a gun, but the owner of the Barking 
  Saint (and other, similar establishments) still 
  wants their business. In practice, it means a 
  fair number of dangerous individuals use the 
  Barking Saint as a sort of neutral ground for 
  criminal business in Sibellus—and they make 
  a point of showing up with no overt weapons. 
  The majority of fights in the Barking Saint 
  are fist fights—as those spoiling for trouble 
  know that everybody has fists and they 
  won’t get in serious trouble for choosing a 
  weapon their opponent doesn’t have. The 
  only exception to the rule is scrappers with 
  bionic limbs; they count as having a melee 
  weapon, but if someone is dumb enough to 
  start a fistfight with an augmented fighter, 
  everyone figures that they deserve what’s 
  coming to them. 
  Acolytes that mention that they don’t know 
  what Silas’s greeting means immediately get 
  his attention, as they are clearly not from 
  Hive Sibellus. He asks seemingly unobtrusive 
  questions while explaining what the rules are. 
  He will promptly sell anything of value that he 
  learns to anyone that ends up asking questions 
  about the Acolytes or their activities. When 
  the Acolytes enter the Saint, read aloud or 
  paraphrase the following:
  The interior of the Barking Saint is formed 
  from the same as its exterior: fallen masonry. 
  Darkened alcoves of various shapes have been 
  crudely hacked out of the stone or formed 
  from mismatched pieces of marble. There are 
  no tables, just large chunks of various types 
  of stone that serve in their place. The central 
  “bar” is a long piece of granite supported by 
  the chopped off ends of two fluted columns. 
  The bar is currently packed with a motley 
  assortment of hivers and the noisy thrum of 
  conversation. Behind the bar, a large sweaty 
  man is serving drinks.
  The man behind the bar is the Barking 
  Saint’s owner (and Silas’s father) Vogel. The 
  Barking Saint is clearly a cosmopolitan and 
  19
  I: Rejoice for you are True
  19
  servation port where 
  they can look out 
  at the heavens over 
  Scintilla or perhaps 
  smell 
  fresh 
  salt-
  tinged air blowing 
  in from the sea—
  something 
  many 
  middle hivers will 
  never 
  experience 
  their entire lives. 
  Light is everywhere 
  in the spire; it’s re-
  flected down from 
  the sun and burns 
  in great glass globes 
  lining the walls. The 
  nobles are so used 
  to light that the cur-
  rent fashion trends 
  actually 
  embrace 
  varying degrees of 
  darkness. The play-
  ers will thus be that 
  much more affected 
  by the jarring con-
  trast 
  when 
  their 
  PCs finally enter the 
  dim reaches of the 
  middle-hive. There, 
  the cramped and 
  dark boulevards are 
  continuously filled 
  with 
  vast 
  hordes 
  of faceless workers 
  who journey over 
  uneven roads built 
  from the stonework 
  of long shattered 
  monuments to dead 
  nobles. The light 
  comes from wan, 
  flickering 
  torches 
  which throw long 
  shadows against an 
  ominously 
  groan-
  ing sky of masonry, 
  portions of which 
  threaten to collapse 
  at any moment. And 
  down here, the smell 
  of acrid smoke, old 
  sweat and rancid oil 
  predominate…
  Environment sets a 
  tone; describe a few 
  details as best you 
  can and your players’ 
  minds will fill in the 
  rest for you.
  
  20
  I: Rejoice for you are True
  20
  
  busy establishment; the Acolytes entrance is 
  barely noticed amidst the bustle of the bar. 
  A Routine (+20) Awareness Test will pick 
  up the sickly sweet trace of obscura smoke, 
  wafting from some of the darker, curtained 
  alcoves along the sidewalls. The bar room is 
  full of serious drinkers, mainly Guilders and 
  factoria workers. One corner contains a group 
  of rough looking sorts playing a card game. 
  Several joy girls work the room, one of 
  whom eyes the Acolytes speculatively as they 
  enter. She sashays over with a smile, “You boys 
  looking for someone?” Her smile broadens if any 
  of the Acolytes asks why she wants to know. 
  “It’s my job, sweetness… but it’s not companionship 
  you’re after, hmm?  The old wolf is in the back, third 
  curtain that-a-way.”
  The curtain she points to is in the rear 
  of the Barking Saint, away from the lights 
  of the taproom. Acolytes pushing back the 
  curtain reveal a grizzled but fit-looking man 
  with greying hair in his late 50s leaning back 
  from a stone table formed from a horizontally 
  cut pillar. One hand holds a mug of ale; a 
  bolt pistol pointed at the head of whoever 
  opened the curtain is in the other. He grins 
  without humour, his teeth are like a lightning 
  flash in the darkness of the alcove as he says, 
  “Looking for someone?” At the mention of his 
  name he asks, “Who sent you?” Once Strophes 
  name is mentioned, he gestures to the booth 
  about him. “Have a seat. Claris is good at sizing 
  people up, but it pays to be cautious, all the same. 
  I’m Orday.” 
  Orday has a very clear agenda for his meeting 
  with the Acolytes. While he is in fact in fear 
  for his life, he is determined to make some 
  money out of his situation. This means selling 
  the data-slate that he knows is valuable even 
  if he is not completely sure what is on it. Of 
  course, like any good businessman he will not 
  just offer it up straight away but would rather 
  make the Acolytes ask after it and try to get 
  the best price he can. Orday thinks the data-
  slate is probably worth around 1000 Thrones 
  to the right person, although his main interest 
  is getting rid of it quickly.
  Orday tells the Acolytes right from the beginning 
  of their conversation that whatever job Strophes has 
  offered them they shouldn’t take it. The Acolytes 
  will swiftly figure out that Orday believes they’re 
  operatives either hired by or soon to be hired by 
  Strophes, an assumption they’ll probably let him 
  keep. Orday is clearly troubled by something in 
  regards to the job he did for Strophes, though 
  just as clearly he has no real desire to discuss it. 
  The Acolytes, obviously, will press to hear what 
  he knows and why he’s concerned. After enough 
  cajoling, Orday will relate the following:
  “All right, you all win, but no saying later on 
  I didn’t sound a claxon, eh? ’Sides, Strophes 
  has always paid on time, an unusual trait in 
  nobles. Sadly, vindictiveness among their sort 
  is not similarly rare. A couple of the high 
  and haughty have somehow found out about 
  my acquisition of their little toys along with 
  some data they’d rather I not have. Seems the 
  Joyous Choir has some well-placed allies in 
  the Magistratum. That’s not the real problem 
  though. Have any of you heard of farcosia? 
  Nasty stuff. Nasty enough that word is the 
  Arbites are getting interested… It’s a potent 
  narcotic and very addictive. I found out that 
  Strophes’s niece was hooked on it, though 
  I don’t think he knew. I suspect a lot of 
  Choir members are. I think the Joy Boys are 
  distributing it. It’s expensive, real expensive, 
  way beyond the means of most down here. 
  But who does the Joyous Choir usually cater 
  to, eh?”
  21
  I: Rejoice for you are True
  21
  vorLin orday
  Even as a young thug, Orday had 
  a knack for finding people. His 
  skills at both tracking and gunplay 
  eventually earned him a way out of 
  Gunmetal City, the place of his 
  birth. Orday met Strophes 
  years ago when he tracked 
  down a group of thieves 
  who had robbed one of 
  Laurent’s collections. Or-
  day is a rough man, who 
  has lived a hard life, and 
  it’s very difficult to 
  impress or intimidate 
  him. 
  He 
  realises, 
  however, that this 
  last little job might 
  have angered the 
  “wrong sort”. His 
  desire to move on, 
  though, is more due 
  to a well-honed sur-
  vivor’s instinct than any 
  sense of fear. He’s gruff, 
  but honest.
  Orday’s profile can be 
  found on page 48.
  
  22
  Lady 
  Borella’s 
  Soiree
  T
  I: Rejoice for you are True
  22
  orday’s data-sLate
  Orday believes that Saia Strophes overdosed on 
  farcosia and either died in one of the Joyous 
  Choir’s churches or perhaps during one of their 
  workshops and they got rid of her body and 
  covered the incident up to prevent a scandal.
  He knows that the Adeptus Arbites would not 
  normally care less about any drug, no matter 
  how powerful or illegal, so he has a good idea 
  that the info he has must be very important. 
  What he thinks he has is an encrypted data-
  slate that names Magistratum officers who are 
  receiving money from the Choir. While he does 
  indeed have that information, he has something 
  even more valuable.
  What he doesn’t know is that he also has a 
  list of adept contacts, undercover agents of 
  the Serrated Query and most importantly, (or 
  dangerously depending on your point of view), 
  a listing of potential psykers within the Joyous 
  Choir. He took it along with a harmony meter 
  from a senior counsellor that he waylaid, not 
  realising the full value of what he had until 
  later—in truth he still doesn’t because of the 
  encryption.
  The Acolytes will doubtless want the data-
  slate, which Orday will not just give over, 
  but he can be talked into selling for the right 
  price. The Acolytes potentially have very deep 
  pockets due to the Strophes’s involvement 
  and the Inquisition accounts that their 
  patron set up for them, making them capable 
  of meeting just about any price that Orday 
  requests. He’ll eye them speculatively, but 
  say nothing about his suspicions. He doesn’t 
  have it on him (he’s way to cautious for 
  that) but he will offer to arrange a meeting 
  three days hence, the day he’s leaving Hive 
  Sibellus forever in fact, to turn it over. He 
  indicates that he’ll send a time and a place 
  to Strophes. He shakes his head and ruefully 
  grins. “I hope you all are very good at whatever 
  it is you do.” With this, Orday gets up from 
  the table, gives a casual wave goodbye and 
  swaggers out of the Barking Saint.
  At this point you can move onto the next 
  scene. However, this is also a perfect point 
  to throw in a bar fight if you feel the players 
  either need a change of pace or are just itching 
  to roll some dice. Starting a bar fight should 
  be pretty easy, as there are always drunken 
  fools looking to spill their blood. Don’t forget, 
  however, the rules of “first drawn”. Use the 
  statistics for Scum from page 344 of Dark 
  Heresy to represent the brawlers. One for each 
  Acolyte should be plenty. Be careful, though, 
  not to rough any of them up too badly. After 
  all, they will be facing “real” foes soon enough 
  and will need to be fighting fit.
  LADY 
  BORELLA’S 
  SOIREE
  T
  he day after meeting with Orday, Julia 
  has arranged for the Acolytes to attend 
  a function put on by one of the Joyous 
  Choir’s more influential supporters, Lady 
  Tanae Borella. This scene opens with the 
  Acolytes dressed in their new finery as Julia’s 
  “noble cousins” and retinue. Read aloud or 
  paraphrase the following:
  The large open courtyard in which you stand 
  rests high in the hive spire. The northern 
  wall of the room is a single massive window 
  that gives a magnificent view of the setting 
  sun and the restless sea that swirls about 
  the granite cliffs below the western reaches 
  of Hive Sibellus. The room is dark, lit by 
  a few evenly spaced candles, the luminous 
  garments of the assembled nobles following 
  the fashion demands of aethyr weaving, 
  and the beverage containers. All present 
  are drinking from spun glass cups formed 
  with intricate whorls. The joliq-spiked 
  punch has been touched with a trace 
  of phosphorescence, causing each glass 
  to resemble a softly glowing star, soon 
  extinguished by the nobles. Julia Strophes 
  has brought you here to mingle with the 
  some of the high society of Sibellus. Lady 
  Tanae Borella, the sponsor of the party, is 
  a renowned supporter of the Joyous Choir, 
  making this the perfect occasion for your 
  introduction to the local nobility. 
  Julia, who is having loads of fun, seems to 
  take a certain malicious delight in introducing all 
  the Acolytes under whatever names or identities 
  they have set up. Without Julia’s lessons of the 
  last few days, Acolytes without the appropriate 
  background would have been at a penalty to 
  represent themselves well. Due to her efforts, 
  throughout this scene the PCs can make 
  appropriate Interaction Tests without any 
  Difficulty modifiers. After describing some of 
  the more interesting individuals present, let each 
  Acolyte state who they are going to “manoeuvre” 
  themselves towards in the hopes of engaging 
  them in conversation or perhaps, avoiding others. 
  All present are relatively minor NPCs except 
  Siprit Daneen (though you certainly shouldn’t 
  point this out or make it obvious to your players). 
  iMMinent 
  death 
  and the 
  intrigUe 
  genre 
  At this point, you 
  are already probably 
  guessing that Orday 
  is going to get bru-
  tally killed. So, most 
  likely, do your play-
  ers—their 
  Acolytes 
  may even suspect it, 
  but they don’t know 
  for sure. The mystery 
  isn’t in the question, 
  “will 
  the 
  bounty 
  hunter get killed?” 
  but “by whom will he 
  be killed and when?” 
  That’s one of the 
  many aspects of the 
  detective genre. It’s 
  all right to have a few 
  events that are “pre-
  dictable” in an ad-
  venture as they serve 
  as signifiers, subtle 
  or otherwise, to tell 
  your players what 
  kind of story they’re 
  in. That said, it’s also 
  a good idea to throw-
  in a red-herring and 
  change-tack every so 
  often and keep the 
  players guessing, too.
  
  Notable Guests
  The other notable person at the soiree is Lady 
  Borella herself who, if impressed by the Acolytes, 
  will invite them to the Alabaster Court. If the 
  PCs miss this important lead, have Julia Strophes 
  introduce the Acolytes to Lady Borella.
  This scene runs best in “vignette” form 
  meaning you can hop about the room, from 
  Acolyte to Acolyte and play out the different 
  conversations they might find themselves in. The 
  Acolytes should get the feeling that everyone 
  they talk to has an agenda of some sort. No one 
  seems to talk to them just for the sake of making 
  conversation (with the possible exception of 
  Malene Trun). You don’t have to dwell on any of 
  the “less important” conversations for very long, 
  though those can be a lot of fun for players.
  NOTABLE GUESTS
  sorkat aUthWaite
  A rich nobleman with extensive holdings in 
  Gunmetal City, Authwaite is a sturdy looking 
  fellow in his 150s (though he appears to be in his 
  50s) wearing a gleaming tabard that resembles a 
  nebula. Authwaite actively engages martial looking 
  types in conversation, asking after their weaponry, 
  as he is a true gun aficionado and always like to 
  speak to those who, “Know their barrels from their 
  backsides.” Apart from this, however, he has little 
  to offer in the way of information, though he has 
  nothing but praise for House Strophes.
  MaLene trUn 
  A middle-hiver who was invited by Borella due to 
  her great works for the Joyous Choir, Malene feels 
  out of her depth and does her level best to avoid 
  offending anyone or saying anything foolish. 
  Malene is a pretty woman incapable of affording 
  any of the newest fashions, so she is making due 
  with a shawl lined with small glowlights. She 
  will be very grateful if one of the Acolytes starts 
  up a decent chat without belittling her. Malene 
  knows all the gossip, including who’s supposedly 
  sleeping with whom, shady connections, the 
  lot. An Acolyte talking with Malene can make a 
  Routine (+20) Interaction Test of a friendly 
  variety to discover something useful: she let’s slip 
  that a fair number of the younger nobles in the 
  Joyous Choir are hooked on a new drug of some 
  sort. Malene doesn’t know the name “farcosia” 
  though. She can also tell an inquisitive Acolyte a 
  bit about the public face of the Alabaster Court, 
  Caros Shoal’s personal congregation. For more 
  information on the Alabaster Court refer to 
  page 31.
  Lord raePhen verence
  Arguable the most influential person at the 
  party, his appearance is a coup for Borella. 
  Verence is one of the nobles of Marius Hax’s 
  court. He wears a riot of bright colours that 
  flicker in the darkness and is surrounded by a 
  bevy of young ladies that continually laugh at 
  his bad jokes. His features have taken on the 
  amorphously ageless quality that is the mark 
  of anyone who engages in overly frequent 
  rejuvenat treatments. There is a sharp mind 
  lurking under his somewhat dandy appearance, 
  though. Acolytes with a mind to the future may 
  wish to chat with Verence as he does represent 
  a direct connection to the sector commander. 
  While he doesn’t know anything of direct use 
  to the Acolytes’ investigation, he could, at the 
  GMs discretion, be a source of rumours for 
  pretty much anywhere in the sector– providing 
  hints and plot hooks for future adventures.
  23
  I: Rejoice for you are True
  23
  siPrit daneen 
  An individual of somewhat inde-
  terminate gender, Siprit is one of 
  Lady Borella’s hanger’s-on, or so 
  it appears at the moment. Siprit 
  wears a gauzy purple tunic lightly 
  touched with glowing stars that 
  slowly rotate about his neck. A 
  witty and engaging soul, Siprit is 
  always quick with a sly quip and 
  is a delight to those about him. 
  Siprit is also a debased follower 
  of Slaanesh, the Chaos God of 
  forbidden pleasures. Daneen has 
  joined the Joyous Choir to learn 
  more about the various practices 
  that the higher-level members of 
  the cult engage in, with the inten-
  tion of either exposing a cult that 
  rivals his own, or eventually per-
  verting them all to the worship of 
  Slaanesh if they don’t already do 
  so. Ironically enough, he is here 
  for the same reason the Acolytes 
  are—to work his way into an invi-
  tation to the Alabaster Court. 
  Siprit’s profile can be found on 
  page 48.
  
  24
  I: Rejoice for you are True
  24
  Lady tanae BoreLLa
  Quite pleased with herself as her party 
  is going so well, Lady Borella is in a fine 
  mood and delighted to meet the, “Pilgrims 
  from distant Fenksworld”. Though Tanae is 
  an older madam of austere appearance, her 
  dress resembles a supernova; she is certainly 
  the brightest light source in the room (not 
  an accident). Impressing Lady Borella is one 
  of the most important feats that any Acolyte 
  could accomplish at the party. Acolytes 
  attempting to do so must take an appropriate 
  Challenging Interaction Test, but they need 
  to achieve one or more degrees of success to 
  really get her attention. Borella makes certain 
  that anyone that impresses her is invited to the 
  Alabaster Court the following evening so she 
  can personally introduce him or her to Caros 
  Shoal. “Oh you really must meet our founder, he’s 
  a delight.” 
  coUnseLLor cort aBroag
  One of Lady Borella’s guests plays a 
  significant part in the Joyous Choir. Abroag 
  introduces new prospective members to the 
  Choir’s ranks and helps determine what 
  course of treatments will best suit their 
  needs. He’ll readily discuss various points 
  of dogma with any that care to ask. See 
  page 31 for more information on the 
  Alabaster Court and its beliefs. Abroag is 
  unlikely to invite unknown nobles he has 
  just met to participate in the affairs of the 
  Alabaster Court. However, an Acolyte that 
  manages to bring up their “great wealth” in 
  conversation may make a Routine (+20) 
  Interaction Test in order to manipulate 
  the Counsellor into revealing some of the 
  Choir’s inner workings by the implication 
  that the Acolyte’s status (money) will result 
  in him being invited into the higher ranks 
  should he choose to join. 
  After an hour or so, various foodstuffs are 
  brought about, as are a series of small trays 
  with the “Complements of the Hostess”. Lady 
  Borella makes a toast bidding everyone, “Enjoy 
  yourselves, for delight is pleasing to the Emperor.” 
  The trays all contain little cups with a single 
  dose of farcosia in liquid form. The Acolytes 
  are free to partake or not as they wish— many 
  in the crowd do, though the ones that refrain 
  are in general older. If the Acolytes sensibly 
  ask what is in the cups, they’ll be told it is a 
  local “delicacy”—no one will actually use the 
  name farcosia in reference to it. 
  Have any psyker Acolyte present make a 
  Psyniscience Test. Success indicates something 
  phenomenally disturbing—farcosia has a warp 
  signature. Warp signatures are generated only by 
  living beings, though they can be left on objects 
  due to intense emotions. Indicate clearly to an 
  Acolyte that succeeds at the Test that this is very 
  different—farcosia registers to their psychic 
  senses in a manner reminiscent of a living 
  sentient being, not a warp-touched object. A 
  psyker that has this revelation must successfully 
  make an Ordinary (+10) Willpower Test, or 
  start freaking out publicly screaming something 
  along the lines of, “It’s alive!  ALIVE!” A psyker 
  who fails this Test will also acquire a number of 
  Insanity Points equal to their degree of failure 
  (minimum of 1) on the Test. Such an outburst 
  will certainly be noted for future reference—
  especially by Daneen. Only by leaving the party 
  will the psyker Acolyte be able to calm down. 
  Later exposure to farcosia will not cause any 
  further outbursts, however, the psyker will not 
  take the drug under any circumstances.
  The soiree meanders on as such things do, 
  without any particular agenda. The crowd 
  generally agrees that the whole affair was quite 
  a success. When it looks like the Acolytes have 
  talked to pretty much everyone worth talking to, 
  you can move on to the next scene.
  
  Orday’s 
  Departure
  T
  ORDAY’S 
  DEPARTURE
  T
  he bounty hunter contacts Strophes 
  the morning of the fourth day since 
  the Acolytes first came to Scintilla, the 
  day after their first exposure to Sibellus’ high 
  society. Presuming that the Acolytes are still 
  interested in his “merchandise”, Orday offers to 
  deliver it to them just past noon in an area of 
  Sibellus’s middle-hive known as the Hustle, an 
  open market district with a wide variety of small 
  shops catering to all sorts of clientele. They 
  are to bring the appropriate funds in a small 
  reinforced case that he’ll swap with them for the 
  data-slate. Only one is to come forward bearing 
  the case, but Orday doesn’t mind if others are 
  present. Strophes notes that Orday seemed 
  particularly on edge but wouldn’t explain why 
  when questioned. 
  If the Acolytes seem as if they’re going to 
  forego meeting Orday, Strophes politely asks 
  after what Orday is offering. “If we could break the 
  encryption codes, that information could certainly be of 
  value to me…” Strophes, however, does not press 
  the issue with agents of the Inquisition. If they 
  aren’t interested in Orday’s offer, they never 
  hear from him again—nor does anyone else, as 
  he disappears from the Golgenna Reach.
  to the hUstLe
  The Hustle covers the equivalent of many 
  square blocks within the middle hive. Originally 
  built as a fish market for fresh catches brought 
  up from the sea, the Hustle soon expanded to 
  welcome all sorts of business ventures, legal and 
  otherwise. An abundant variety of booths formed 
  from every material conceivable, from canvas to 
  plastic to plasteel, stretch down multiple streets 
  forming a natural maze, broken occasionally by 
  large bulwarks of crumbled masonry. The Hustle 
  lives up to its name and is constantly in motion; 
  every hour of the day some sort of transaction is 
  always taking place amidst its shadowy streets. 
  The Hustle smells of fish, sweat, obscura, ash, 
  lho-smoke, a variety of spices and more fish.
  Orday gives his chosen meeting place as, 
  “Beneath the broken moon” which turns out to be 
  somewhat centrally located within the Hustle. A 
  partially broken statue of an Imperial Guardsmen 
  bears a sagging shield whose bas-relief heraldry 
  has cracked in half, evenly splitting the crescent 
  25
  I: Rejoice for you are True
  25
  Farcosia 
  Farcosia causes an intensely spiritual euphoria in its users that lasts for just under an hour. They tend to afterwards make allusions to the 
  experience of being on farcosia as involving the connectivity of emotions to the world around them, for example, they talk about seeing 
  the connections between others, the threads that hold the galaxy together, etc. Most dismiss this as the “drug talking”. Actually, farcosia 
  does allow a user to “emotionally” glimpse, what can only be called, the more “positive” portions of the immaterium.  Farcosia can do 
  this because it is a potent narcotic made mainly from the distilled brains of psykers. Caros Shoal set up the Joyous Choir for the Serrated 
  Query as the means to provide them with the “raw materials” for their phenomenally addictive, and therefore profitable, drug.
  After the Acolytes have heard of farcosia from Orday, they’ll probably start turning some of their resources to learning more about it. 
  None of the Lore Skills will be helpful here. Contacting the Inquisition will also be fruitless. However, if any of the PCs have connec-
  tions or influence with the Adeptus Arbites their inquiries will be met with a confirmation that several senior Arbitrators have reported 
  that farcosia is being used for ritual purposes by some cults dedicated to the Ruinous Powers. Currenty, however, the Arbities’ eyes have 
  been elsewhere and, up till now, it has gained little attention.
  A clever PC may deduce that the “party favour” served at the soiree may be farcosia and all the Acolytes will certainly be suspicious 
  if they have a panicked psyker on their hands. Either way, they may grab a sample for later analysis. Properly testing the drug requires 
  access to a medicae lab or an Adeptus Mechanicus workshop. However, doing either of these things will take more time than the PCs 
  really have. A quicker alternative would be to use the somewhat limited resources of House Strophes to perform an analysis themselves. 
  Acolytes can choose to make a Very Hard (–30) Chem-Use Test, a Difficult (–10) Scholastic Lore (Chymistry) Test or a Hard 
  (–20) Trade (Apothecary) Test to properly examine the sample. Success reveals that a variety of different bio-toxins, several of which 
  originate from other subsectors within the Calixis Sector, have been blended to form a most potent narcotic. One of the bio-toxins, 
  Boraxis, comes from the death world Dusk. The fact that farcosia has such a substance within it should be a big warning flag to the 
  Acolytes: Boraxis is a controlled xenos substance that isn’t allowed off-world. Major black market connections would be required to be 
  involved in such an enterprise. Two degrees of success will also uncover traces of human genetic material within the sample.
  An Acolyte taking a dose of farcosia must take a Easy (+30) Toughness Characteristic Test. A success allows them shake off the 
  drug’s insidious pleasures, but failure indicates addiction. Each use of farcosia requires another Toughness Test with each dose causing 
  a one step rise in the Test Difficulty. For example, by their fourth dose, the Test is at Challenging Difficulty if they haven’t already 
  succumbed. Those addicted to farcosia constantly obsess about obtaining more of it. They need at least one dose daily, or they suffer 
  a –10 penalty on all Tests. It takes a full detox and 1d5+1 months to shake off addiction to farcosia.
  While under the effect of the drug’s euphoria, users will feel they have a greater connection to the universe and everything in it. This 
  has the net effect of raising their Fellowship by 10 while lowering their Willpower by 20 and their Intelligence by 5 as their reason 
  deserts them.
  
  26
  Acolyte Tactics
  I: Rejoice for you are True
  26
  moon depicted on it. Orday, well hidden amidst 
  the stalls, waits until the Acolyte who has been 
  chosen to bring the money is under the shield 
  before emerging from across the plaza, and 
  begins causally strolling towards the PC.
  However, Orday never makes it. His head 
  explodes in a shower of viscera and a few 
  rounds smack into his body for good measure. 
  A successful Hard (–20) Awareness Test (sight 
  based) will tell a perceptive Acolyte that the 
  shots came from above Orday. What’s left of his 
  corpse collapses to the street in a bloody ruin.
  ENTER THEODOSIA
  Seconds after Orday hits the ’crete, a darkly 
  robed figure plummets down from the ceiling 
  landing next to him. One hand holds a custom 
  matt-black autopistol, the other snatches up 
  Orday’s case. His feet have a mechanical shine 
  and are clearly biomechanically augmented. 
  His black robes are split in two, so that his 
  upper torso, including his face, is draped 
  with an overwrapping poncho style garment 
  while his lower limbs wear loose black 
  trousers. Players may doubtless be shouting, 
  “Initiative!” and “I shoot him!” at this point, but 
  make certain you give them the details before 
  this occurs. The assassin runs away from the 
  Acolytes on augmented double-jointed legs 
  while his arms bend backwards and his neck 
  twists around allowing him to open fire at the 
  Acolytes. Theodosia runs straight towards and 
  up the side of a masonry outcropping without 
  pausing in his firing. His augmented legs and 
  feet smoothly take him straight up the broken 
  statuary as his double-jointed bionic limbs 
  allow him to effortlessly pivot and continue to 
  face backwards towards the Acolytes. 
  What follows is a running gun battle through 
  the Hustle as Theodosia attempts to escape from 
  the Acolytes with Orday’s case containing the 
  compromising knowledge of the Serrated Query’s 
  business. On the opening Round of the fight, 
  all of the Acolytes automatically count as being 
  Surprised unless they succeeded at the Awareness 
  Test to see where Orday’s killer was attacking 
  from, in which case they can act normally on 
  their Initiative. Theodosia, as mentioned above, 
  spends the first Round retreating as fast as his 
  augmented body will carry him while firing pot-
  shots to discourage active pursuit.
  Catching Theodosia consists of making a 
  series of Opposed Agility Tests between the 
  Acolytes and the fleeing assassin. Theodosia’s 
  augmentations effectively allow him to take two 
  Full Actions each Round. He may make a Full 
  Move Action (he would be running if it was 
  not for the dense crowds in the Hustle) while 
  continuing to take ranged Attack Actions with 
  his guns. Theodosia has an Agility Bonus of 5; 
  since he uses a Full Move Action each Round, he 
  consistently moves 10 metres. Acolytes chasing 
  after Theodosia will have to decide at what speed 
  they’ll follow him. Remember that characters 
  who Run or Charge take their Agility Test 
  at a –20 penalty due to the dense crowd of 
  people filling the Hustle. On the first Round, he 
  starts ten metres away from the PCs. If he ever 
  manages to get thirty metres or more away from 
  the nearest Acolyte in the teeming Hustle, he 
  succeeds in losing the party. 
  ACOLYTE TACTICS
  While Theodosia may well disappear into the 
  crowd in a matter of seconds if the Acolytes 
  don’t do anything, there are number options 
  they can use to try and catch him.
  Obviously, the Acolytes will end up 
  having to either make a Full Move, Run or 
  Charge to have a decent chance of catching 
  Theodosia—though they can make the 
  decision to stop and shoot, knowing that 
  the next Round he’ll likely be gone as the 
  confined nature of the Hustle means that 
  weaponry will be all but useless for long 
  range shots. Particularly powerful weaponry 
  may also be dangerous as there are a large 
  number of bystanders and a stray shot could 
  easily kill an unintended victim. Theodosia 
  will certainly use the crowd to his advantage 
  if the Acolytes start to catch him, diving 
  amidst the middle-hivers to shield himself 
  from the PCs’ shots, which causes a –20 
  penalty to all Ballistic Skill Tests. 
  It is entirely possible that one or more of 
  the Acolytes may be of the sort that couldn’t 
  care less if they hit any bystanders; after all, 
  innocence proves nothing. Acolytes that 
  declare they’re simply shooting heedlessly 
  through the Hustle crowd suffer no Ballistic 
  Skill penalty; they must, however, make a 
  successful Challenging Willpower Test or 
  gain a number of Corruption Points equal to 
  their degree of failure.
  A clever Acolyte, with a flare for the dramatic, 
  may take a Half Action to try the “Get DOWN!” 
  gambit on the crowd while brandishing a firearm. 
  On a successful Hard (–20) Intimidate Test, or 
  a Difficult (–10) Command Test if one of the 
  Acolytes is capable of such a thing, enough of the 
  crowd dives for cover that the Acolyte and any 
  of his fellows within 3 metres can make a single 
  
  attack without penalty. Bear in mind that some 
  of Theodosia’s attacks (as well as his goons—see 
  page 49) could also benefit from this.
  A dead eye shot with a powerful enough 
  weapon may try to shoot the handle off 
  Orday’s case. Such a manoeuvre is a Called 
  Shot with a –30 Target Modifier due to both 
  the size of the target and its rapid movement. 
  The handle has an effective AP of 4 and will 
  take 12 points of Damage to destroy. Its loss 
  will certainly delay Theodosia for at least a 
  Round or more as he scrambles to recover the 
  case. Likewise, inflicting enough Damage to 
  drop Theodosia to Heavily Wounded will also 
  cause him to drop the case. 
  One or more Acolytes may think to get to a 
  higher vantage point in order to get a better shot 
  at the fleeing assassin. There are plenty of market 
  stalls that a quick-thinking PC could scale. It 
  takes a Full Action and a successful Difficult 
  (–10) Agility Test to scramble to the top of one 
  of the Hustle’s booths. The following Round, 
  an Acolyte that climbed successfully can make 
  a single ranged attack without penalty modifiers 
  from the milling crowd. This will only work 
  once due to both range and the fact that once 
  Theodosia has been shot in such a manner, he 
  keeps his head down. Also note that an Acolyte 
  standing up on top of a booth is a bit of a sitting 
  duck, not benefiting from “crowd cover” at all.
  27
  I: Rejoice for you are True
  27
  theodosia
  Theodosia is the heavily augmented liaison between the Joyous Choir and the Serrated Query. He typically favours 
  dressing in a somewhat monk-like fashion with all encompassing dark robes that reveal his sombre drawn face and 
  watery-grey eyes, but give little hint that his bionic modifications are so extensive that they even surpass those of 
  many senior Magi of the Adeptus Mechanicus. Theodosia joined the Serrated Query long ago to escape a life of 
  desperate poverty. He saved one of the high-ranking members of the Query from an assassin’s vicious assault and, for 
  his loyalty, his masters rebuilt him. It was Theodosia that picked Caros Shoal to forward his masters’ plans and he 
  is rather fond of the little con artist, though he would still kill him with little hesitation if ordered to do so. Shoal’s 
  inspired proposal to found the Joyous Choir took him by surprise, but its success has led to him taking an active 
  interest in the doings of the Choir over the years. Theodosia regularly brings shipments of farcosia to Hive Sibellus 
  from the Serrated Query’s main production centre of the drug on Ambulon, returning there with a psyker or two in 
  tow. He tells Shoal nothing that he doesn’t 
  feel the evangelist needs to hear.   
  The missing harmony meters wouldn’t 
  have caught Theodosia’s interest if the 
  data-slate hadn’t been taken as well. 
  Even the possibility that the authorities 
  may be onto the truth of the Joyous 
  Choir’s purpose has made Theodosia 
  very anxious. He is presently acting to halt 
  or at least minimise the damage as swiftly as 
  possible. If he must, he has the authority to 
  cancel the Serrated Query’s entire operation 
  within Hive Sibellus, eliminating any and all 
  “loose-ends” in the process—a step he will 
  take if the incriminating data-slate falls into 
  the Acolytes’ hands intact. See page 37 for the 
  details on what exactly that would entail.
  Theodosia is a cold and ruthless opponent. 
  His augmentations allow him to fight in 
  completely unorthodox ways, a fact that he 
  long ago learned how to turn to his advantage. 
  His body from just under his heart down is 
  entirely biomechanical and the rest is also 
  heavily shot through with augmentations. 
  Theodosia can go 56 hours without 
  sleeping with no loss of ability. His flexible 
  limbs allow him to contort in inhuman ways 
  and make attacks from unexpected angles.
  Proflies for Theodosia and his hired 
  guns can be found on pages 48–49.
  
  28
  Theododia’s 
  Tactics
  I: Rejoice for you are True
  28
  
  THEODOSIA’S 
  TACTICS
  Theodosia’s sole mission is to get away and 
  he has no intention of staying around to fight. 
  Theodosia has planned his escape well and is 
  not alone. If the Acolytes manage to successfully 
  track his movements for three Rounds or more, 
  a squad of hired guns will come pouring out 
  of the streets of the Hustle to engage the PCs. 
  There is a hired gun for every Acolyte present 
  plus one. Their tactics are not exactly subtle 
  and since they’re hardened scum who’ve been 
  very well paid, they don’t care about innocent 
  bystanders in the slightest.
  If the Acolytes manage to significantly harm 
  him or actually look like they will be able to catch 
  him, Theodosia throws himself behind cover for 
  a Round, intending to strap a melta bomb to the 
  metal case: while he wants the information on the 
  data-slate, it is far more imperative that others do 
  not have it. Applying and activating the melta 
  bomb takes a second Round. Once activated, he 
  throws the case at the closest pursuing Acolyte 
  and takes off at full speed, swiftly losing himself 
  amidst the shadows of the middle-hive in the 
  third Round. An Acolyte who was close enough, 
  may interrupt Theodosia in the midst of his 
  preparations. If Theodosia manages to successfully 
  strap the melta bomb to the case, the Acolytes 
  have only two Rounds to disarm it, requiring 
  an Opposed Demolition Test between the 
  Acolyte and the assassin (roll against Theodosia’s 
  Demolition Skill of 52). Failure means that the 
  exploding case must be hurled away before it is 
  destroyed in a blast of heat. A failure by three or 
  more degrees means that the Acolyte attempting 
  to disarm the device counts as having been shot 
  with a meltagun as the bomb goes off in his 
  hands; success disarms the device. 
  Theodosia has an important part to play later 
  in the adventure, and even though it is very 
  unlikely that the Acolytes will be able to kill 
  Theodosia, it could happen. To this end, you 
  will need to make sure that whatever happens he 
  gets away, or if he is “killed” his body cannot be 
  recovered. The players, however, should not be 
  aware of this (after all, what is the fun in a fight 
  you cannot win?) so make sure to give them a 
  good run for their money. In the end, however, 
  Theodosia should disappear into the crowds to 
  reappear later in the adventure.
  orLay’s case
  If the Acolytes manage the fairly difficult 
  task of getting the case away from Theodosia 
  intact, they’ll need a key from Orday’s body if 
  they wish to open it without force. The case 
  contains a sophisticated data-slate holding lists 
  of names with a variety of numbers attached 
  to them which appear to be banker’s codes 
  of some kind, though none of them have any 
  headings listed that confirm that. They’re 
  actually listings of the Serrated Query and 
  Goldenhand accounts for bribe money. An 
  Ordinary (+10) Tech-Use Test will reveal 
  a large block of files hidden by complex 
  encryption codes. A successful Challenging 
  Scholastic Knowledge (Cryptology) Test 
  or a Difficult (–10) Logic Test will decipher 
  the code. If the case was destroyed by the melta 
  bomb, a Very Hard (–30) Tech-Use Test will 
  scrabble enough of the data-slate back together 
  to allow the above Tests. However, increase the 
  Difficulty of all Tests by two steps to reflect 
  the extensive damage to the storage device. 
  The one upside to such an occurrence is that 
  Theodosia believes that the data is destroyed.
  The encrypted data holds hundreds of names, 
  many of which the Strophes would recognise 
  as belonging to prominent Sibellus families, 
  along with a series of notations regarding 
  psychic potential. A number of names from 
  less prominent families say “Viable Candidate”, 
  whilst twenty-two names, including that of Saia 
  Strophes, say “Processed”. 
  Acolytes with the ability to check with the 
  Adeptus Arbites or have contacts within the 
  Magistratum, can discover that every one of 
  the citizens with a name on the list marked as 
  “Processed” are listed as missing persons. This 
  singular piece of information is enough to 
  bring the full wrath of the Inquisition down 
  on the Joyous Choir if it could be definitively 
  proven that the data-slate came from them. If 
  Theodosia knows that the Acolytes got their 
  hands on the case intact, he will assume the 
  worst and react accordingly. 
  If they don’t recover the data-slate or it was 
  destroyed, don’t worry. The Acolytes will still 
  have enough to keep them going. They have 
  now reached the attention of their foes who will 
  soon take steps to end the PCs meddling.
  An Acolyte who searches Orday’s perforated 
  corpse finds a data-key with codes for a 
  “Goldenhand” account holding several thousand 
  thrones, a magnetic key to the sealed case, a set of 
  travel documents indicating that he was going off-
  world (though no destination had yet been filed) 
  and an ornate bolt pistol. If the Acolytes don’t 
  quickly remove themselves from the area, they’ll 
  have to explain their actions to the Magistratum: 
  probably not a position they’ll want to be in.
  From here the next step, depending on 
  what the Acolytes know, will lead them to the 
  Alabaster Court.
  29
  I: Rejoice for you are True
  29
  
  30
  T
  What 
  Has Been 
  Discerned 
  So Far?
  I: Rejoice for you are True
  30
  WHAT 
  HAS BEEN 
  DISCERNED 
  SO FAR?
  T
  he evening following their encounter 
  with Theodosia is a good point for 
  the Acolytes to take stock of their 
  investigation and consider what they know 
  and what they suspect about the Joyous Choir. 
  They will probably know the following:
  •	 Some	elements	within	the	Joyous	Choir	are	
  involved with or employ very dangerous 
  men.
  •	 Individuals	connected	with	the	Joyous	Choir	
  have indulged in and are likely selling the 
  potent narcotic farcosia.
  •	 Depending	 on	 how	 successful	 various	
  aspects of their investigation have been, 
  they may or may not know (or suspect) the 
  following:
  •	 The	Joyous	Choir	is	somehow	involved	in	
  kidnapping psykers.
  •	 Farcosia	has	supposedly	been	used	in	rituals	
  by cults dedicated to the Ruinous Powers.
  •	 Farcosia	has	a	warp	signature.
  •	 Farcosia	 contains	 bio-toxins	 and	 xenos	
  substances from other subsectors—making 
  it extremely expensive, difficult and illegal 
  to produce.
  •	 Farcosia	contains	traces	of	human	DNA.
  •	 Saia	 Strophes	 and	 other	 missing	 persons	
  have been “Processed” whatever that may 
  entail.
  Obviously, if they’ve managed to put all these 
  clues together, they also will have developed a 
  terrible insight into where those missing psykers 
  have probably gone…
  There has not yet been any direct correlation 
  between the strange xenos tech of the harmony 
  meter and the Tarot card with what the Acolytes 
  have learned. Note also that the name “Serrated 
  Query” has not yet graced the ears of the 
  Acolytes. What they have heard of, though, 
  is the Alabaster Court; Caros Shoal’s personal 
  congregation and centre of all the Joyous Choir’s 
  activities within Hive Sibellus. 
  While investigating the Alabaster Court is 
  an obvious next step, clever players may try 
  something unexpected, like trying to score some 
  farcosia, or some other equally clever idea such 
  as contacting the local organised crime elements 
  to see how they feel about this new drug on 
  the market and the people behind it. If it makes 
  sense, go with it as this can be an opportunity 
  to provide the players with some of the clues 
  they may have missed from those mentioned 
  above. The various outlets for farcosia within 
  the Joyous Choir are wary of anyone they don’t 
  know asking questions about their product. Even 
  very forceful persuasion will not get much out of 
  any farcosia dealer other than that they know a 
  guy, who knows a guy who gets them the stuff. 
  However, many of them will name low-ranking 
  members of the Alabaster Court as key contacts 
  for matters related to farcosia. In other words, all 
  the trails eventually lead to one place…
  
  The 
  Alabaster 
  Court
  W
  Let ’s Party
  THE 
  ALABASTER 
  COURT
  W
  hen Shoal first conceived of the 
  Joyous Choir, he decided that 
  there would have to be a series of 
  increasingly exclusive levels of privilege in order 
  to give the nobles that he hoped would one day 
  join his new creed a built-in desire to continue 
  within the faith along with an ongoing feeling 
  of superiority over their fellows. By cloaking the 
  higher levels of purported mystical knowledge 
  in secrecy, he also made them far more appealing 
  to the jaded sybarites of Sibellus’s upper classes. 
  The necessities of his “real” mission in preparing 
  psykers for the Serrated Query caused Shoal 
  to modify many of his early plans, eventually 
  leading him to the development of the concept 
  of becoming “True”. While keenly aware of 
  the actual purpose behind the majority of the 
  various methods of becoming “True” that his 
  counsellors proscribed, Shoal soon began 
  embracing the many sensual pleasures that his 
  new creed offered, which lead to him founding 
  the Alabaster Court. 
  The Alabaster Court resides in the mid-tier 
  of one Sibellus’s noble hive spires. It takes up 
  just over a third of one hive layer along the 
  western edge of Sibellus, giving more than 
  enough space to project the right cathedral-
  like atmosphere that Shoal felt was necessary. 
  It has ten meditation chambers, two librariums, 
  a peerless food preparation facility, a variety of 
  advanced entertainment systems including a 
  holovid room, a small gymnasium, over two-
  dozen well appointed bed chambers along with 
  wildly varying styles of upholstery, an official 
  Bloodsquare (approved by the Magistratum), 
  and one large central area that serves as a church. 
  The central basilica is formed of white marble, 
  the namesake of the whole. Caros Shoal’s 
  personal quarters reside within the Court, as do 
  Theodosia’s, though he seldom occupies them 
  for long. Shoal is quite adept at understanding 
  the noble mind-set and built the Alabaster Court 
  with their sensibilities in mind. Nothing but 
  the best is served within the Court, no one but 
  “the best” is invited to be there. All members of 
  the Joyous Choir long for an invitation to the 
  Alabaster Court for even a single night; only 
  the richest and most influential have standing 
  invitations. Shoal regularly preaches within 
  the Court, though his sermons are more like 
  social gatherings where a number of up-and-
  coming young nobles, along with a few older 
  ones, get to rub elbows and play at being pious. 
  Libations are free flowing at all such ceremonies. 
  The elite regularly visit the Court to attend the 
  various seminars and other activities that their 
  Counsellors have recommended in their quests 
  to become True, all of which cost astronomically 
  more than the same services provided at the 
  other chapels the Joyous Choir has established. 
  However, for those that can regularly afford 
  attendance at the Alabaster Court, money is 
  seldom an issue. 
  The entrances to the various sections of the 
  Alabaster Court are heavily guarded by a variety 
  of defences, ranging from well-paid Magistratum 
  agents to expensive security systems leased 
  from the Adeptus Mechanicus. Shoal can afford 
  to take no chances: at any given time, up to 
  three burgeoning psykers may be held within 
  a psi-shielded room hidden beneath one of the 
  meditation chambers. Shoal and Theodosia 
  regularly meet with several counsellors, who 
  are “somewhat” aware of the real purpose of the 
  Choir, to discuss various potential candidates 
  for processing. Many of the middle-hivers who 
  suddenly prospered after joining the Joyous 
  Choir did so because the counsellors had 
  detected suitable psychic activity within them 
  or their family with their modified harmony 
  meters, and wished to bring them closer into 
  the fold. Theodosia and his backers trust no one 
  completely: even the most trusted counsellors 
  know only that Theodosia occasionally comes 
  to take away psykers and brings shipments 
  of farcosia with him. Only Shoal knows that 
  Theodosia works for the Serrated Query, a group 
  that he knows little about, and the con man 
  has but recently learned (due to a communiqué 
  indiscretion of Theodosia’s last year) that the 
  augmented killer takes the psykers to Ambulon 
  for processing, whatever that entails. 
  LET’S PARTY
  When investigating a cult, however benign, all 
  roads eventually lead to the top. An Acolyte 
  that managed to impress Lady Borella will 
  have gleaned an invitation to the Alabaster 
  Court for the evening the second night after 
  her soiree. The invitation is an ivory placard, 
  inlaid with mother-of-pearl and engraved 
  with a series of Imperial hymns. Very difficult 
  to counterfeit, but not impossible with the 
  right set of skills. Since it is highly unlikely 
  that any of the Acolytes are sufficiently 
  accomplished at scrimshaw to fake it, a 
  successful Routine (+20) Inquiry Test will 
  31
  I: Rejoice for you are True
  31
  sLaanesh 
  cULtists 
  sUreLy!
  Reading over this 
  section may lead you 
  (or your players as 
  they experience it) 
  to conclude that the 
  nobles of the Joyous 
  Choir must surely 
  be devoted follow-
  ers of the Ruinous 
  Powers, doubtless the 
  thralls of the Lord of 
  Perverse 
  Pleasures, 
  Slaanesh. This is not 
  the case. In point of 
  fact, their behaviour 
  is all too common for 
  the nobles of the Ca-
  lixis Sector, regard-
  less of their religious 
  affiliations. Many of 
  the nobles present at 
  the Alabaster Court 
  are degenerate, cor-
  rupt and immoral, 
  placing little value on 
  human life—but they 
  are not (yet) follow-
  ers of Chaos, a state 
  of affairs that Siprit 
  Daneen and others 
  of his ilk hope to 
  change.
  
  32
  I: Rejoice for you are True
  32
  
  locate a tradesman in the Hustle who can. A 
  serious failure or worse on the test locates a 
  tradesman who produces a passable copy… 
  that will be detected as forged at the Alabaster 
  Court. Each invitation allows admittance 
  for one, plus a single guest. Bodyguards are 
  not permitted (unless they happen to be the 
  “guest”) within the Alabaster Court.
  Julia Strophes has been to the Court once 
  before with Saia and will give the Acolytes 
  a rough sketch of its layout based on her 
  memory of it, which won’t be a lot to go on. 
  A stealthy Acolyte may opine that they can 
  slip their way into the court unnoticed. Julia 
  declares such an activity, “Exceedingly difficult, 
  you’d have to scale down part of the outside of 
  Sibellus… If you could manage it though, once 
  you’d gained entry you’d be all right as they don’t 
  check guests within the walls.”  
  Several of the nicer bedrooms adjoin the 
  north-western wall of the hive and they have 
  balconies or windows that look out to sea. An 
  Acolyte wishing to take the more dangerous 
  route requires a map of Sibellus’s exterior, a 
  grapnel, climbing gear, dark garb and a lot 
  of guts. Getting the Acolytes a map is easy 
  for Laurent Strophes, and all of the other 
  equipment required can be found in the Hustle. 
  However, the nobles of Hive Sibellus have a 
  long tradition of being paranoid of thieves. An 
  Acolyte that manages to collect the appropriate 
  gear needs to make a Difficult (–10) Agility 
  Test to abseil down the outside of Sibellus. 
  They have a very limited amount of time to 
  reach the Alabaster Court’s windows before a 
  Magistratum patrol notices them. If they fail at 
  the Agility Test, they must immediately make 
  a Concealment Test opposed by Magistratum 
  patrol officer’s Perception of 35. Success means 
  that they go unnoticed and can try again. 
  Failure means that the officers sound an alarm 
  and then there’s no getting in via the outside 
  of the hive, as all present have to flee at once 
  or face capture by the Magistratum (and one or 
  two difficult questions).
  If an Acolyte successfully makes it to the 
  outside of the Alabaster Court, they need to 
  make a Challenging Security Test to slip 
  inside. Success gets them inside, but triggers 
  a silent alarm that alerts the Joyous Choir’s 
  guards that they have an intruder. With one or 
  more degrees of success, the Acolyte notices 
  the alarm in time and disables it, allowing an 
  unnoticed entry into the Court.
  Easier by far is the front entrance, but it is 
  not without its difficulties as well. A counterfeit 
  invitation that resulted from a failed Test will 
  not be revealed as such until the last second… 
  On the bright side, desperate Choir members 
  regularly try to sneak into the court and the 
  offending PCs will just be sent on their way 
  with a condescending shake of the guards’ 
  heads. As the Acolytes first enter the court, 
  counsellors scan them all with harmony meters, 
  one of which has been modified to detect 
  psykers. This is only an issue if one or more 
  of the Acolytes is a psyker who is concealing 
  their true nature. The harmony meter detects 
  the psyker causing the counsellor to declare, 
  “Rejoice Brother (Sister) for you are True!” This will, 
  however, immediately alert the ever-suspicious 
  Shoal that someone, who bears watching, has 
  just entered the Court. 
  The Acolytes are ushered into the large central 
  chamber of the Court where a small group of 
  musicians are softly playing Imperial hymns. 
  Read aloud or paraphrase the following once 
  the Acolytes are inside:
  The room is lit by hundreds of candles, 
  a few of which are enormous, allowing 
  for the nobles to show off their “star lit” 
  fashions. A stage has been set up within 
  the centre of the court and the Acolytes 
  hear whispers of a grand performance in 
  the offing. If Lady Borella invited one or 
  more of the Acolytes, she soon notices 
  them and glides over with some of her 
  entourage, including Siprit Daneen. She 
  confirms that a popular young noble named 
  Elsergi Krin has apparently arranged for 
  the evening’s opening diversion.
  The crowd falls silent as a masked figure 
  steps out onto the stage. Cloaked in grey 
  robes, the figure’s mask suddenly flickers to 
  life, revealing shifting holographic features 
  that study the crowd with interest. “Call me 
  Chorus,” he intones, “and prepare for a tale of 
  woe.”  Thus begins one of the great tragedies 
  in Imperial History, the Fall of Cyperen; 
  a play about the trials of an Imperial 
  commander who is eventually betrayed and 
  slain by the people he governs, primitive 
  citizens that he has desperately tried to 
  protect over the course of several decades. 
  A ragged figure soon staggers out onto the 
  stage. Though dressed in fine clothing, he 
  is clearly dishevelled and emaciated from 
  hunger. Chorus declares, “Hail Cyperen!” as 
  the play begins in earnest. What follows 
  is an hour of masked figures coming 
  and going acting around “Cyperen” who 
  appears somewhat lost and out-of-sorts. 
  Acolytes perceiving that “Cyperen” is acting 
  oddly may make an Easy (+30) Scrutiny 
  Test to deduce that the poor man is high on 
  the drug spur.
  33
  I: Rejoice for you are True
  33
  
  34
  I: Rejoice for you are True
  34
  At the climax, Chorus states, “What fate 
  is suitable for such a one?” Before anyone 
  can reply, the clearly frightened Cyperen 
  whispers, “The Emperor will punish you,” 
  which hangs in the air several long seconds 
  before Chorus replies, “And your son shall 
  avenge you!” as he impales the man from 
  behind with a power sword. The nobles 
  applaud wildly as the corpse slumps to the 
  stage. Chorus removes his mask, revealing 
  handsome features and a tight smile of 
  perfectly formed diamond teeth, before 
  bowing to the cheering crowd.
  The Acolytes have just received their first 
  taste of spurring and a brutal one at that. 
  Characters deriving from feral worlds are 
  unaffected by this display, but other novice 
  Acolytes must make a Disturbing Fear 
  (Willpower) Test. In addition to any other 
  effects, failure indicates that disgust, shock 
  or repulsion noticeably slips through on their 
  countenance. Noting such an expression on an 
  Acolyte’s face, Lady Borella notes, “You needn’t 
  be concerned, he was just an underhiver.” If any of 
  your players argues that their Acolyte “would 
  not have been affected by such a display” or words 
  to that effect—agree, they don’t have to take 
  the Test, but give them one Corruption 
  Point on the spot. 
  One or more of the Acolytes may now have 
  a telling choice before them as Elsergi Krin, the 
  man who played Chorus, will have noted any 
  disapproving expressions. He glides through 
  the adoring crowd to stand before his critic—
  even if more than one Acolyte didn’t admire 
  his performance he’ll single-out one for his 
  attentions, preferably an able looking one. “Not to 
  your taste, eh?” he inquires haughtily. The crowd 
  falls silent to witness how the confrontation 
  between the noble and the Acolyte will play out. 
  The PCs have all been trained well in Sibellus 
  noble etiquette by Julia Strophes; if the Acolyte 
  replies with a comment along the lines of, “Your 
  play was pathetic. I was reacting to your acting,” a 
  formal duel ensues. If the Acolyte chooses to be 
  diplomatic, perhaps stating that their reaction 
  was due to the wine or some other such excuse, 
  then the tension immediately defuses with the 
  visibly disappointed noble crowd turning slowly 
  away. If such is the case, Elsergi immediately 
  reverts to a more affable front, cheerfully 
  offering the Acolytes a “more worthy vintage” or 
  other pleasantry.
  Presuming an Acolyte decides to insult 
  Elsergi, he immediately yells for a duel. “To 
  the Bloodsquare, at once!” The surrounding 
  nobles enthusiastically cheer this prospect for 
  entertainment. If the Acolytes made a good 
  impression on Sorkat Authwaite at Borella’s 
  soiree, the old nobleman steps forward 
  declaring, “I will Second,” which gets a roar of 
  approval. If not, Siprit Daneen makes another 
  amusing choice for a Second—though if one 
  of the Acolytes is actually a noble, they may 
  wish to act as the Second. The traditional role 
  of the Second is to look out for cheating from 
  the other side and inspect the weapons to be 
  used. The Seconds also typically determine the 
  exact details of the duel and what the stakes 
  are. Whoever the Second is explains that the 
  challenged Acolyte cannot refuse to give 
  Elsergi satisfaction in such a matter, nor can he 
  have a champion stand in since only a minor 
  insult is involved. The Acolyte’s Second steps 
  forward to confer with Elsergi’s and after a 
  brief consultation, they return saying: 
  “The duel is to the first wound and will be 
  fought with unpowered blades; neither armour 
  nor shields are allowed. If Elsergi wins, 
  you’ll have to apologise and declare his play 
  flawless. If you win, he has to publicly admit 
  to needing more acting lessons or some other 
  such acceptance of your assertion.”  
  First wound means that the pair will 
  fight till one of them reaches the Lightly 
  Wounded level. The two Seconds (and the 
  crowd) enforce the rules by calling for the 
  fight to stop. Historically, over-enthusiastic 
  duellists have occasionally been shot when 
  they refused to stand down, so most nobles 
  immediately comply when their Seconds 
  call for a halt. The Alabaster Court’s 
  Bloodsquare sits some three metres beneath 
  floor level, making it appear like a pit and 
  (not accidentally) allowing for the mostly 
  noble onlookers to get a good look at the 
  proceedings. It is, unsurprisingly, square 
  shaped, some ten metres per side. A pair 
  of Joyous Choir counsellors appears with 
  an elegant set of engraved duelling blades 
  that they formally hand off to the duellists. 
  The duellists descend into the pit using rope 
  ladders, which are then withdrawn. The fight 
  begins when a thrown cloth hits the floor 
  of the Bloodsquare and ends with a telling 
  wound. There is nothing in the Bloodsquare 
  pit but the two figures and their blades, so 
  the fight mostly comes down to speed and 
  skill, as is the intention. Elsergi plays to 
  the crowd, flashing his gemstone smile and 
  twirling his blade in order to catch the light. 
  Win or lose, he treats the whole experience 
  as great sport. If the Acolyte takes the wound 
  first, Elsergi immediately stops fighting and 
  steps away, his shining grin flashing. He 
  
  graciously accepts the PCs’ apology, saying, 
  “Think nothing of it, we are all at heart, critics.” 
  If the Acolyte triumphs, Elsergi immediately 
  declares, “Woe to me, now I need both acting and 
  duelling lessons… and perhaps a beautiful nurse!” 
  to the laughter of the crowd. He doesn’t 
  seem to hold a grudge, but neither will he 
  forget the Acolyte that defeated him any 
  time soon.
  Clever Acolytes can use the duel as a great 
  diversion, allowing one or more of them the 
  opportunity to investigate the interior of the 
  Alabaster Court as the bulk of the Joyous Choir’s 
  staff are watching the fight. Indeed, if any of 
  your players think to create such a distraction 
  for that very reason, award them 25 Experience 
  Points for cunning at the end of the adventure 
  or gaming session.
  A psyker wandering the halls will 
  immediately notice something unusual: his 
  powers feel dampened in an inexplicable 
  manner. A successful Psyniscience Test with 
  one degree of success will indicate that the 
  effect is coming from the floors of the halls. 
  Two or more degrees of success allows a 
  psyker to divine that the strongest interference 
  is coming from one of the large corner suites 
  that occupies one of the upper floors of the 
  court. A series of psychic wards have been 
  woven into the floors of the Court, though 
  there is no practical way for an Acolyte to 
  learn that, short of interrogating Shoal or one 
  of his senior Counsellors. A more mundane 
  searcher needs to successfully make a Hard 
  (–20) Awareness Test (sight based) to notice 
  a series of paired grooves along the floor that 
  could indicate that one or more bodies have 
  been dragged down the halls. The scratches 
  lead to the same null room that a psyker can 
  sense by its psychic absence. The room is closed 
  and strongly secured against intrusion, though 
  a Difficult (–10) Security Test can get it 
  open. The interior superficially resembles all 
  the other bedrooms on the floor, but its looks 
  deceive. The bed easily slides aside, revealing 
  a psi-shielded hatch of some sort. The sealed 
  door is covered with intricate circuitry which 
  a successful Routine (+20) Awareness Test 
  will note bears little resemblance to the corrupt 
  xenos circuitry that the Acolytes are seeking. 
  Any psyker present when the door is revealed 
  feels their connection to the warp drain away 
  to nothing almost instantaneously. 
  The Acolytes are highly unlikely to have 
  the means to get the door open, though if 
  they somehow manage it, the door leads to a 
  series of three small heavily psy-shielded cells, 
  presently unoccupied. If it occurs to any of your 
  players that finding the hidden room seemed 
  relatively easy, explain that the Alabaster Court 
  is highly difficult to get into. The authorities 
  that would normally concern themselves about 
  such things have all been well paid to turn a 
  blind-eye, and nobody ever expects the near-
  mythical Inquisition to show up. Thus, the 
  psyker cell room, while hidden, was designed 
  by its builders to be relatively easy to get to 
  in order to ease the danger in transporting 
  fledgling psykers.
  Acolytes that make a point of investigating 
  the overall layout of the Choir, perhaps in hopes 
  of finding a place where farcosia might be 
  manufactured, will eventually conclude that such 
  activities are not happening at this site. While 
  the Alabaster Court is fairly large, it doesn’t have 
  enough space to effectively hide a production 
  facility of any reasonable size.
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  I: Rejoice for you are True
  35
  eLsergi krin
  A charismatic young protégé of the rich noble House Krin, Elsergi is used to 
  having things go his way. He is surprised and genuinely upset if an Acolyte 
  treats the entertainment he conjured up for this evening with distain. The 
  underhiver’s life was, from Elsergi’s point of view, quite decently bought 
  and paid for as he’d given a fair sum to the man’s relatives, knowing that 
  his chosen “actor” wasn’t coming back from the Fall of Cyperen. Elsergi’s 
  diamond teeth are in keeping with the Krin affectation for having part of their 
  features modified with precious materials.
  Elsergi’s profile can be found on page 49.
  
  36
  Conversations 
  with the Choir
  A
  I: Rejoice for you are True
  36
  CONVERSATIONS 
  WITH THE CHOIR
  A
  fter the duel has concluded and the 
  crowd is busy dissecting it blow-by-
  blow or turning to other matters, 
  Caros Shoal makes his first appearance of the 
  evening. Shoal arrives with several attractive 
  young Counsellors of both genders and 
  proceeds to work the crowd. Easy laughter 
  follows in his wake. If Lady Borella invited 
  one or more of the Acolytes to the party, she 
  retrieves them in order to introduce them to the 
  founder of the Joyous Choir. Shoal appears to 
  be polite and friendly, remarking with raised 
  eyebrows, “Fenksworld? Whew. That’s a long trip. 
  It was worth it though, if you came looking for 
  contentment, ’cause I guarantee you’ll find it here.” 
  Despite his affable façade, Shoal seems a little 
  distracted. He keeps looking away into the 
  surrounding Choir members, clearly looking 
  for someone, though he brushes aside any 
  questions about his discomfort. He’s actually 
  waiting for Theodosia to return as the last 
  time he saw him, the Serrated Query’s liaison 
  had told him that something of serious import 
  had come up and required his immediate 
  attention (Theodosia’s contacts had finally 
  found Orday). 
  Shoal will soon move on and the Acolytes will 
  be left to their own devices. At this point, they 
  may decide to do something a little on the grim 
  side, such as choosing a Counsellor to drag off 
  for interrogation. They may even be bold enough 
  to wish to do so with Shoal, though note that 
  there are a fair number of armed guards in the 
  wings of the Court’s main chamber that would 
  make such a confrontation foolhardy. However, 
  if they found the psyker cell, even if they didn’t 
  open it, their suspicions will legitimately be 
  in overdrive. There are a number of relatively 
  soundproof bedrooms throughout the Alabaster 
  Court. It will not be that hard for one or more of 
  the Acolytes to seduce a counsellor into talking 
  with them using appropriate Interaction Tests. 
  The counsellors operating the harmony meters at 
  the entrance are called Thiery and Colva. Picking 
  one of them is a good idea as they are both “in the 
  know” about some of the Choir’s practices. The 
  rest of the counsellors are, in the main, legitimate 
  followers of Shoal’s teachings and know nothing 
  about the more unsavoury practices of their faith. 
  If you need statistics for them, use either the Cult 
  Initiate or Cult Fanatic profiles from Dark 
  Heresy on page 337.
  A counsellor lured into one of the soundproofed 
  rooms could, under the right circumstances, be 
  subject to an Interrogation Test to reveal what 
  they know. They are aware that the Joyous Choir 
  regularly moves farcosia for another group, whose 
  name they don’t know. They also know that the 
  caros shoaL
  Shoal is a smooth talker, but he largely resembles an 
  upright weasel in appearance. He favours white robes 
  with golden highlights as befits his role in the Choir. His 
  knack for setting up successful moneymaking ventures, 
  generally of the dubious variety, has taken him far in life. 
  Unfortunately for Shoal, he’s almost too good at parting 
  fools from their money. The success of the Joyous Choir 
  is so great that it is pulling the wrong sort of attention. 
  Caros suspects this and it worries him greatly. His desire 
  to take what he can and run constantly pulls against his 
  love of the good life that he’s carved for himself. While 
  not necessarily a “bad” man, Shoal is extremely selfish. 
  The suffering of others, while regrettable, is a small price 
  to pay for his daily luxuries. Theodosia makes Shoal very 
  nervous (with good reason) and he is uncomfortable with 
  what little he knows of the Serrated Query’s methods. 
  More of Shoal’s history can be found in Faith is a 
  Potent Narcotic on page 7.
  Caros’s profile can be found on page 49.
  
  Theodosia 
  Returns
  Choir kidnaps psykers by using special harmony 
  meters to read levels of psychic activity, activity 
  that some of the Choir’s practices help stimulate, 
  but not what is done with them. Finally, they know 
  that Theodosia is a liaison for an unnamed other 
  organisation. They don’t know much about him 
  other than that he comes and goes regularly by 
  ornithopter, taking psykers with him, that he is a 
  very dangerous man (though they have no idea just 
  how augmented he is) and that Shoal is afraid of 
  him. They can give a basic description of what he 
  looks like, noting that he will probably show up at 
  the Court some time soon. What the Acolytes do 
  with a Counsellor after interrogating him or her 
  is up to them, though if they callously kill them 
  afterwards, give any that directly participated in 
  doing so one Corruption Point.
  THEODOSIA 
  RETURNS 
  Theodosia arrives at the Alabaster Court an 
  hour or so before midnight. He may or may 
  not be injured depending on how his fight (if 
  he had one) with the PCs went. He’ll have 
  done his level best to conceal any injuries 
  under his voluminous robes though. What 
  he intends to do upon arrival at the Court 
  rests almost entirely on the past actions of 
  the Acolytes. If they managed to acquire 
  Orday’s stolen data-slate intact, Theodosia 
  has spent the last few hours explaining to his 
  masters that he is preparing to “clean house 
  and liquidate assets” in Hive Sibellus, i.e. he’s 
  going to kill everybody that knows anything 
  of significance and destroy all evidence that 
  may lead to the Serrated Query—tonight, 
  in fact. If the Acolytes didn’t retrieve the 
  data-slate or it was destroyed, he is still very 
  curious to find out who the individuals that 
  attacked him are. Obviously, if the Acolytes 
  didn’t follow up on Orday’s offer, Theodosia 
  knows nothing about them…
  Imagine his surprise and immediate suspicion 
  if he sees one or more of them standing in the 
  Alabaster Court upon his arrival. Have any 
  Acolytes that were mingling with the crowd 
  make a Challenging Awareness Test to 
  note that a large monk who approached Shoal 
  and immediately drew him aside is casually 
  studying them. If they were present at the fight 
  and Theodosia took more than a flesh wound, 
  two degrees of success on the Test will also 
  note that the monk has an injury in exactly the 
  same place as the black-clad assassin that they 
  fought the other day …  Acolytes that were 
  not present at the fight can make a Ordinary 
  (+10) Scrutiny Test to note that Shoal seems 
  to be somewhat fearful of the large grey-robed 
  monk that just accosted him. A Routine (+20) 
  Inquiry Test will reveal the monk’s name as 
  Theodosia, an advisor to Shoal. 
  Theodosia’s next actions vary greatly by 
  what the Acolytes do. If they feign ignorance 
  of who he is, he does likewise of them, for 
  the moment. He quietly asks Shoal to find 
  out all he can about them, though. Since Lady 
  Borella is a talker, Theodosia will know inside 
  of an hour that the Acolytes are supposedly 
  from Fenksworld and that they’re somehow 
  affiliated with House Strophes. Theodosia’s 
  cogitator-laced mind will immediately spit out 
  the name Saia Strophes and his fears will be 
  confirmed—though his first assumption is that 
  the PCs are outside mercenaries hired to find 
  the missing noblewoman, not agents of the 
  Inquisition (that hasn’t even slipped into his 
  worst nightmares yet).
  If Theodosia recognises the Acolytes and 
  suspects that the data-slate’s information is out 
  in the open, he’ll wait till the party is over, then 
  immediately eliminate Caros and the Joyous 
  Choir’s senior counsellors who “know to much”. 
  He’ll swiftly set melta charges in a few key areas 
  of the Alabaster Court, mainly the psi-shielded 
  cell room, and arrange to send a mercenary 
  strike team to eliminate House Strophes before 
  leaving Hive Sibellus for good. 
  If the data-slate was destroyed, but he 
  recognises the Acolytes, he’ll still arrange 
  for a strike team to be sent against House 
  Strophes in the early hours of morning. If 
  none of the Acolytes that fought him are 
  present, Theodosia presently has some hired 
  37
  I: Rejoice for you are True
  37
  
  38
  Strike 
  Against 
  Strophes
  I
  I: Rejoice for you are True
  38
  operatives searching about for information on 
  those who attacked him (or alternately, who 
  Orday intended to sell his information to) and 
  he hauled Shoal aside to tell him that all psyker 
  gathering operations are suspended until he 
  can ascertain who was trying to acquire the 
  data-slate. A Lip Reading Test will reveal all 
  that Theodosia is discussing with Shoal. 
  Regardless of any other factors, Shoal is 
  extremely upset by some of the accusations 
  that Theodosia is levelling at him, including 
  both treachery and incompetence. In a brief 
  silence, Shoal audibly says, “You can tell them 
  back at Ambulon that I’ve made them a fortune 
  several times over.” This causes Theodosia to 
  immediately stiffen with unconcealed anger 
  and they swiftly move their discussion 
  behind closed doors. While the Acolytes 
  won’t know this at the time, Theodosia will 
  leave Hive Sibellus after this confrontation 
  with Shoal, which, depending on earlier 
  events, may have been a final one.
  Now of course, most of the above presumes 
  that your Acolytes are cautious and good at 
  following orders. The second they recognise 
  Theodosia, they may throw caution to the 
  wind, saying, “Imperial Inquisition!  Nobody move!” 
  or some similarly bold manoeuvre and proceed 
  to start a firefight in the midst of the Alabaster 
  Court. While such a move would indeed surprise 
  Theodosia, his first response would be to put 
  a round through Shoal’s head before rapidly 
  fleeing the area, something he excels at. The 
  guards at the Alabaster Court will rapidly stand 
  down if any of the Acolytes have some proof of 
  their authority, such as a rosette to flash, forcing 
  the stunned nobles to comply.
  It’s also possible that your Acolytes may have 
  entirely managed to cleverly avoid detection. 
  If none of the PCs who fought Theodosia 
  earlier are present, they will have at this point 
  found out nearly everything that the Alabaster 
  Court has to offer without being identified 
  as enemies, allowing them to leave with little 
  incident. They’ll likely have also partially 
  fulfilled Inquisitor Vaarak’s charge, as they will 
  have some idea what the xenos technology is 
  being used for, though still not from where 
  it comes. That being the case, the following 
  section won’t occur as Theodosia will have no 
  idea who the Acolytes (the ones who tried to 
  get the data-slate) are or where to even begin 
  looking for them.
  Regardless, the Acolytes will now know 
  where to look next for answers—the mobile 
  city called Ambulon. Let the Acolytes discuss 
  what they’ve learned for a bit before winding 
  the Joyous Choir party down and moving onto 
  the next scene.
  STRIKE 
  AGAINST 
  STROPHES
  I
  f Theodosia knows that the Acolytes 
  are connected to House Strophes, he’ll 
  send his regards that very night via hired 
  mercenaries and explosive party favours. 
  Despite the Joyous Choir’ being in the good 
  graces of the Magistratum, nobody lightly 
  tolerates a Sibellus noble house of the spire 
  being attacked—so the tactics of the force 
  that Theodosia brings with him will be 
  determined by his future plans. If he simply 
  intends to clean up loose ends by eliminating 
  a few House Strophes “agents” who’ve been 
  getting a little too close for his comfort, his 
  troops will be under orders to get the job 
  done as quickly and quietly as possible. After 
  a stealthy insertion, they’re to kill only those 
  individuals that Theodosia has given them 
  descriptions of and then depart, which should 
  send an unmistakably clear signal to House 
  Strophes to let the matter drop. If, however, 
  Theodosia has just slain Shoal and has no 
  intention of returning to Hive Sibellus for 
  several decades, if ever, he believes that House 
  Strophes has information that can compromise 
  his masters and the mercenaries that he sends 
  will come armed for heavy combat, with orders 
  to kill everyone in the house, ending the line 
  of Strophes forever. Regardless of Theodosia’s 
  choice of tactics, the Magistratum has been 
  well paid to be elsewhere for the evening.
  The Acolytes are in for a rough night.
  The mercenaries are professionals that have 
  been hired by Theodosia and are not local to 
  Hive Sibellus. They have excellent equipment 
  and operate using methods similar to the Imperial 
  Guard, including constant vox communication 
  between strike team members. Their plan is to 
  set a series of small charges that will cut off all 
  power to House Strophes, allowing them to go 
  in using infra-red goggles. Before entering the 
  house, they’ll have used an auspex to scan for 
  life signs so that they have an excellent idea 
  where all the inhabitants within the house are. 
  That, at least, is their plan. Since Theodosia is 
  making them go in quicker than they would 
  like, they haven’t had much time to investigate 
  the target in advance, which is to the Acolytes’ 
  advantage. Laurent Strophes, being an old Naval 
  man, is a believer in security and fail-safes. He 
  had an old enginseer shipmate run a second 
  
  39
  I: Rejoice for you are True
  39
  
  40
  I: Rejoice for you are True
  40
  series of power lines so that if the power was cut 
  off from one part of the Hive, House Strophes 
  could still be supplied from another. What that 
  means is that some twenty seconds after the 
  power goes off, it will kick back on, much to the 
  mercenaries’ surprise. Strophes also had a series 
  of communication and signal bafflers installed, 
  which leads to the mercenaries getting spotty 
  readings on their auspexes. While they will have 
  a fair idea of how many people are in the house, 
  they will not be able to pin-point their exact 
  locations, meaning they’ll enter the house 
  searching as they come. 
  The mercenaries strike about an hour and 
  a half before first light. Have all the Acolytes 
  present in House Strophes (presumably all of 
  them) make Difficult (–10) Perception Tests 
  (hearing). Those that succeed hear a muffled 
  thump (the reinforced front door succumbing 
  to a focused tube-charge). Any Acolyte 
  that failed the Test will have to be forcibly 
  wakened (though any unsilenced gunfire will 
  also do the trick) which will take another 
  Acolyte a Round to do so. All of the Acolytes 
  are presumably in their bed clothing, or perhaps 
  nothing at all.
  There are a number of mercenaries equal to three 
  times the Acolytes’ number. You can find their 
  profiles on page 49. They are armed with lasguns 
  and combat knives. They come in on the first floor 
  and swiftly fan out, either killing some of the 
  staff or simply knocking them out, depending on 
  their assigned choice of tactics, with half of their 
  number heading up the two staircases that lead 
  to the higher floors. For the first twenty seconds 
  after their entry (four Rounds) they will have a 
  distinct advantage, as they’ll be able to see clearly, 
  while it will be near pitch black for everyone 
  else, giving them a +10 Test modifier against 
  anyone who cannot see as well as they. Presuming 
  that the Acolytes don’t move to confront them, 
  several of them enter the second floor, where the 
  Acolytes guest rooms are, on the third Round. 
  During the fifth Round, there is a surge of power 
  and the lights kick back on—anyone fighting 
  the mercenaries gets a +10 Test modifier for 
  that Round as the mercenaries’ infra-red goggles 
  unexpectedly flare (though they recover swiftly 
  due to glare shielding). 
  Acolytes that take the fight downstairs to the 
  mercenaries may end up confronting some of 
  them in Laurent Strophes’s large study room. 
  In addition to Uncle Thalus in the corner, who 
  a cunning Acolyte may use as a distraction, 
  Strophes’s collection may prove to be a useful 
  source of fight props. An Acolyte could chuck the 
  Jokaero light sculpture at the mercenaries, who 
  would likely think it a bizarre weapon of some 
  sort, or perhaps shield himself with the thick text 
  of the Imperial Creed—“The Emperor Protects!” 
  A quick-thinking Acolyte can draw upon the 
  traditions of Hive Sibellus to catch one or more 
  mercenaries off guard. By choosing a slightly 
  out of the way spot and standing still, the 
  Acolyte can pretend to be an “honoured and 
  preserved” ancestor. An Acolyte attempting 
  this must make an Opposed Willpower versus 
  Awareness Test in order to stand stock-still 
  while the mercenaries inspect him. Failure 
  means that he blinks or moves at the wrong 
  moment, necessitating a dive for cover. Success 
  means that he gets a single Round of attacks 
  with a +30 modifier as one or more mercenaries 
  walks, unknowingly, right past him.
  If one or more of the Acolytes is a bit hard-
  pressed or cut off from the others, help arrives 
  in the form of the Master of the House. One 
  mercenary is vaporised in a spectacular plasma 
  blast as another is suddenly hauled off his feet by 
  his neck. Laurent Strophes inspects the man for 
  a moment before quietly declaring, “I don’t recall 
  inviting you into my home,” followed by crushing 
  
  To 
  Ambulon
  W
  the mercenary’s throat with his augmented arm. 
  Strophes carries an elegant plasma pistol and 
  is shielded with a refractor field. He’ll quickly 
  whisper, “Julia’s safe, I’ve sent her and the rest of the 
  staff through a hidden passage on the upper floor. How 
  many are there?”  He refuses to retreat and give his 
  home up to, “Blood-soaked butchers who come in the 
  night, without honour.”
  The mercenaries are expecting resistance, but 
  not much. If more than half of their number 
  are slain or otherwise taken out, the rest will 
  immediately retreat. They came in without 
  identification of any kind, though a number 
  of them have old Imperial Guard tattoos—
  they come from a variety of different planets 
  throughout the Calixis Sector. Their equipment 
  is all relatively new, but has been methodically 
  stripped of any manufacturing marks that could 
  trace a specific origination point. 
  Acolytes keen to gain more information may 
  have tried to keep at least one mercenary alive for 
  future interrogation. All of the mercenaries are 
  hard cases, requiring Challenging Interrogation 
  Tests to get any useful information out of them. 
  Some of them are AWOL Imperial Guardsmen, 
  others are just trained scum. An Acolyte that 
  reveals a rosette and informs a mercenary that 
  he has just aided in an attack on members of 
  the Inquisition gets an immediate +10 Test 
  modifier as the mercenary visibly pales. All 
  of the mercenaries can name Theodosia and 
  describe him, though they know very little 
  about him. They know nothing at all about the 
  Joyous Choir; they work for a large mercenary 
  contractor house called Pressure Point.   
  The morning after the mercenaries visit, the 
  Acolytes will doubtless wish to take stock of 
  their situation and investigation. If Theodosia 
  cleaned house, they’ll easily learn that a number 
  of higher-ups within the Joyous Choir were 
  murdered. Otherwise, it’s business as usual for 
  the Choir, though Theodosia would have told 
  Shoal to suspend operations for the time being 
  before leaving. 
  Investigation of Pressure Point will reveal it 
  to be a shady outfit that doesn’t ask too many 
  questions of its clients and keeps few useful 
  records on its dealings—which means that 
  they may end up being of use to the Acolytes 
  some day. Various groups within the Imperium, 
  including the Inquisition, have occasionally 
  employed mercenaries from the Pressure Point to 
  fight in diverse hot spots throughout the Calixis 
  Sector. The only useful bit of information that 
  the Acolytes are likely to draw from this avenue 
  of inquiry is this: troops that work for the 
  Pressure Point are pros and do not come cheap. 
  Someone with a great deal of money wished for 
  them to be eliminated.
  TO 
  AMBULON
  W
  ith their investigations in Hive 
  Sibellus more or less heavily curtailed, 
  the time has come for the Acolytes to 
  explore some of what they (likely) discovered at 
  the Alabaster Court. Even strangers to Scintilla 
  have heard of the legendary Ambulon, an 
  ancient artefact city, which some in fact refer to 
  as a hive, that prowls over the alkali deserts to 
  the east of Hive Sibellus. More interesting to the 
  Acolytes will be the fact that Ambulon is known 
  to be a place where curious artefacts can be 
  acquired, including unusual xenos technology if 
  one knows where to look…
  The morning following the mercenaries’ raid, 
  Julia Strophes wishes all the Acolytes a fond 
  farewell, as her father has insisted that she go 
  to their holdings elsewhere for the time being. 
  Neither of the Strophes blames the Acolytes for 
  anything that has occurred. If the Acolytes have 
  discovered what happened to Saia, the Strophes 
  take the news of her “processing” in their stride. 
  Laurent stating only, “You will find those responsible 
  and they will be punished for their heresies, yes?”
  After all present have had a chance to speak, 
  Laurent makes an offer to the Acolytes:
  “Somehow I suspect that continuing to be 
  nobles of an offshoot of House Strophes 
  won’t be to your advantage, especially since 
  the name ‘Strophes’ has now seemingly come 
  to the ears of these heretics. However, I have 
  some very old and secret ties to a jeweller’s 
  family on Ambulon. They’ve helped me acquire 
  several rare pieces for my collection over the 
  years and their patriarch is an old friend. 
  If you wish to continue undercover, I can 
  give you letters of introduction and papers 
  that claim your group is quietly inspecting 
  various workshops for me as I’m thinking 
  of investing. That will give all of you the 
  ability to wander about the city legitimately, 
  as well as a reason for being there, which is 
  vital when visiting the Ever-Walking City. 
  They toss vagrants over the side…”
  If the Acolytes take Strophes up on his offer, he’ll 
  suggest that they work up some cover identities 
  while he sets about arranging for an updated 
  location of the eternally moving hive and an 
  ornithopter ride to take them to it once found. 
  After the mercenary attack, the Acolytes may very 
  well have decided that playtime is over—in which 
  case they may choose to go to Ambulon openly as 
  41
  I: Rejoice for you are True
  41
  the BLatant 
  Way
  If the Acolytes formally 
  announce themselves 
  as members of the 
  Inquisition on an in-
  vestigation, the young 
  Magistratum 
  officers 
  manage to look awed, 
  startled and terrified all 
  at once. They offer to 
  cooperate in any way 
  that they can as well 
  as immediately passing 
  the presence of mem-
  bers of the Inquisition 
  up the chain of com-
  mand, which means 
  that operatives of the 
  Serrated Query hear 
  about the Acolytes’ 
  arrival within an hour 
  of their stepping onto 
  Ambulon. The cooper-
  ation of Ambulon’s law 
  enforcement and the 
  ability to commandeer 
  certain resources, while 
  useful, pales in com-
  parison to the trouble 
  that comes from allow-
  ing the Serrated Query 
  to know that members 
  of the Inquisition are 
  about. The rest of this 
  adventure 
  presumes 
  that the Acolytes are 
  going about under-
  cover. If they aren’t, the 
  Serrated Query reacts 
  to their presence in one 
  of two ways: they will 
  either vanish, suspend-
  ing all operations for 
  the time being till the 
  Acolytes grow bored 
  and move on, which 
  makes for a dull con-
  clusion to an adven-
  ture... or they prepare 
  an ambush designed 
  to kill the entire party. 
  Assume that Theo-
  dosia leads a squad, 
  outnumbering 
  the 
  Acolytes four to one, 
  against them, with the 
  intention of leaving no 
  witnesses. See Impos-
  sible Processing for 
  details on the Serrated 
  Query’s operatives on 
  Ambulon.
  
  42
  The Red-Gold 
  Road
  I: Rejoice for you are True
  42
  agents of the Inquisition. Obviously, they won’t 
  need a reason for being there if they do so, though 
  it will cause serious complications to ensue later 
  on as they will be alerting the wrong parties that 
  the Inquisition is about. Regardless, Strophes will 
  still offer to arrange their trip, seeing it as his final 
  duty as host, and will strongly suggest that they 
  look up his old friend for advice. He also does his 
  best to see that they are re-equipped (using the 
  Inquisition’s account) and rearmed for whatever 
  they are to face.
  After a day or two of preparation, the Acolytes’ 
  last glimpse of Laurent Strophes is through a 
  slanted port window, his augmented arm raised 
  to salute them as their ornithopter lifts off a 
  spire launch pad and heads into the sunrise. 
  Read aloud or paraphrase the following:
  Five hours after you leave the towering 
  spires of Hive Sibellus behind, a staggering 
  sight greets your eyes: a mountain smoothly 
  lumbers over the desert floor below you, 
  leaving a vast trail of fractured earth in its 
  wake. Dozens of long legs slowly lift and 
  fall as the vast beetle-like Ambulon slowly 
  makes its way over the surface of Scintilla. 
  Already ancient when the Imperium first 
  conquered the Calixis Sector, the Adeptus 
  Mechanicus believes Ambulon to be a holy 
  construct, a god-machine on par with their 
  colossal Titans. Ambulon is never at rest 
  and its constant movement dictates the life 
  of every one of its inhabitants. The nobles 
  of the Ever-Walking City live in low-slung 
  elegant buildings along the Spine, where the 
  swaying of Ambulon’s gait is least likely to 
  affect them. The industrious worker caste live 
  in crowded tenements that stretch across the 
  vast, shield-like back of the great machine, 
  where they must constantly deal with the 
  threat of hivequakes. All citizens of Ambulon 
  have to justify their presence on the machine, 
  for space is at a premium. Failure to be able to 
  state the function one serves or the industry 
  one is employed in when questioned by 
  Ambulon’s authorities results in banishment 
  to the wretched dwellings of the Underbelly; 
  there, the poor live clustered in makeshift 
  settlements slung beneath the Ambulon, 
  whose constant movement continually 
  threatens to send them plummeting to their 
  deaths on the desert below.
  Your ornithopter cruises in for a landing on 
  a small platform near the centre rear of the 
  machine-city. Before you’ve even settled, you 
  can feel a great slow thrumming shuddering 
  through your body as the mechanisms of the 
  machine shake the world about you with its 
  ponderous movement. Welcome to Ambulon.
  THE RED-GOLD 
  ROAD
  Members of the Magistratum, wearing modified 
  tan vests over their traditional green coats, 
  intercept the Acolytes immediately as they leave 
  the landing platform. If the Acolytes have chosen 
  to accept Laurent Strophes’s offer, then their 
  travel documents along with their explanation 
  for their presence are accepted and they’re 
  politely directed toward a series of buildings in, 
  “Quadrant Red-Gold. That would be ‘headward’ and 
  to the right, sirs.”  
  Ambulon smells of dust, machine lubricants 
  and salt. The air is frequently charged with static 
  electricity. Moving along the surface of the Ever-
  Walking City is an interesting experience. There are 
  no roads, at least not in any conventional sense that 
  the Acolytes would be used to. The only areas of 
  the city that have open courtyards or the equivalent 
  of small alleyways are all along the Spine. The rest 
  of Ambulon’s back is basically a solid landscape 
  of buildings constructed in dozens of different 
  styles and materials. The Acolytes will soon find 
  themselves walking along crowded hallways that 
  interconnect the buildings and, in some cases, 
  right through citizen’s homes!  The Acolytes 
  will find the workers of Ambulon to be erudite, 
  friendly and very, very busy. Even the children all 
  seem to be doing something other than playing, 
  whether polishing small objects, engraving pieces 
  of machinery or carrying small cups of water to 
  others. The Acolytes may take a couple of wrong 
  turns, but helpful citizens will eventually direct 
  them to the Red-Gold Quadrant.   
  Laurent Strophes’s old friend is a talented gem 
  cutter named Kronis Estrun. He resides with his 
  family in their small jeweller’s shop within the 
  Red-Gold Quadrant, which is fairly close to the 
  Spine, indicating his wealth. The Estruns cut and 
  set precious jewels brought up from the surface 
  of Scintilla and their family has a long tradition 
  of excellent craftsmanship, which is highly 
  valued on Ambulon. After ascending a short 
  spiralling staircase partially carved into the side 
  of a building, the Acolytes can enter Estrun’s 
  small shop, which is filled with ornamental 
  cases, each of which has various gemstones and 
  jewellery pieces on display. A young woman 
  greets the Acolytes and invites them to study the 
  Estrun’s wares. Asking after Kronis or handing 
  over their letter of introduction will cause her to 
  call for her boy to, “Go get grandpa.”
  Kronis Estrun proves to be an aging gentleman, 
  appearing to be in his sixties (he’s actually 
  pushing 200) with exceedingly advanced 
  augmented eyes. After a quick scan of Strophes’s 
  letter, he’ll take the Acolytes into the back of his 
  
  K
  Every 
  Vision has 
  its Price
  shop, indicating to his granddaughter that they’re 
  not to be disturbed. Estrun leads the Acolytes 
  into a crowded room filled with machinery for 
  crafting gems and several small workbenches 
  with large magnifying lenses attached to them 
  on swivelling arms. 
  “My friend Laurent, he says many good 
  things of you in this letter. But what he does 
  not say is even more important. I am in the 
  business of detecting flaws; it is my life’s 
  work. Laurent asked me to help you. You 
  have just met me; so the choice is yours, to 
  trust me or not… How can I help you?”
  If the Acolytes decide to stick to their cover 
  story for the moment, Estrun gives a small shrug, 
  tells them of a nearby establishment where they 
  can arrange to stay and offers to have one of 
  his many grandchildren guide them about the 
  hive. If they announce who they truly are, he’ll 
  be taken aback momentarily whispering, “Agents 
  of the Throne, in my shop, I never thought that such 
  could be.” Whether they announce they work 
  for the Inquisition or not, Estrun tries to help 
  them to the best of his ability if they trust him 
  with what they’re really after, because Strophes 
  asked him to. 
  Kronis has not heard of the Serrated Query, 
  but he knows of the Joyous Choir. “Ah, yes, the 
  happy ones. They have a small temple, rearward end 
  of the Spine. I have clients who say good things of 
  them. They seem harmless enough.”
  Showing Kronis the schematics for the xenos 
  technology solicits a far more intense reaction 
  than the Acolytes would have expected. Kronis 
  surges forward, his augmented eyes whirring 
  as they focus and refocus on the data-slate. 
  “Where did you get this? Do you know what this 
  is? I have seen devices with such as this, ancient 
  ones. This is xenogen technology, you know this?” 
  He’ll wait for the Acolytes to answer before 
  saying, “I cannot tell you what this is, but perhaps 
  the Oracle can enlighten you.” 
  Any other significant questions regarding the 
  technology or its origins, especially if Kronis 
  knows that the Acolytes are representatives 
  of higher authorities, will be met with the 
  recommendation to seek the Oracle.
  EVERY 
  VISION HAS 
  ITS PRICE
  K
  ronis directs the Acolytes to a small dwelling 
  that lies almost directly behind the head of 
  Ambulon, sending one of his grandchildren 
  with them to act as a guide. The Oracle Ocular, 
  according to Kronis, is an enginseer who is ancient 
  beyond reckoning. Once a member of the Guild 
  Peripatetica, an association of Tech-priests who 
  maintain and study the machines of Ambulon, 
  Ocular had a vision sent to him by the Omnissiah 
  itself. After his communion with the Machine God, 
  Ocular left his post and reinvented himself as an 
  oracle. At first, the city’s authorities considered 
  having him removed, but not only did the members 
  of the Peripatetica immediately declare him holy, 
  his predictions were soon shown to be uncannily 
  accurate. According to Kronis, “The price for his aid is 
  always uncertain for his ways are indecipherable, but if there 
  is anyone upon Ambulon that can truly help you, it is he.”
  Kronis’s grandson leads the Acolytes through a 
  progression of fine buildings. A magnificent series 
  of intricate gothic structures soon emerges to the 
  Acolytes’ left. If any of them show an interest, 
  the boy waves at the buildings and says, “The 
  Magnopticon, sirs, the great university of Ambulon.” 
  After twenty minutes of travelling, the characters 
  arrive at an open courtyard sitting in the shadow 
  of the Magnopticon. The open courtyard, already 
  a rare sight on Ambulon, is rarer still for being 
  empty, occupied only by a dark and steaming 
  tunnel mouth; an intricate archway carved like a 
  leering mouth that clearly leads down into the 
  machine-city itself. The boy points solemnly. 
  “There’s your road, sirs. Good luck.”
  The tunnel is humid, the floor slick with the 
  residue of oil and the remains of sacred Mechanicus 
  unguents. Flickering electric lamps cast long and 
  uncertain shadows about the passageway, which 
  is just wide enough for two to walk abreast. The 
  base rumble of the machine-city’s mechanisms 
  and constant movement is louder here; the tunnel 
  floor shudders with it. After a few minutes of 
  walking, the Acolytes begin to hear a tinkling 
  sound that fills the corridor with strange but 
  pleasant music. As they round a corner, they can 
  see a large room filled with hanging silver chains. 
  Thousands of links of different size and shape 
  make up hundreds of chains that are stretched 
  about the room in what looks to be haphazard 
  patterns. The greatest clusters of chains are draped 
  in front of a doorway. Have the Acolytes all make 
  43
  I: Rejoice for you are True
  43
  the 
  oracLe 
  ocULar
  The Oracle’s pre-
  dictions are due 
  to a phenomenal 
  series of data re-
  trieval and analysis 
  subroutines 
  built 
  into a dizzying ar-
  ray of codifiers and 
  logic engines—not 
  a connection to the 
  warp. With such ac-
  cess to information 
  retrieval and lay-
  ers of inter-related 
  enquiry and study, 
  the Oracle’s powers 
  can appear “magi-
  cal” from the point 
  of view of most 
  citizens of the Im-
  perium, particularly 
  those 
  originating 
  from feral and feu-
  dal worlds.
  Should a psyker 
  succeed in making a 
  Psyniscience Test, 
  he can confirm that 
  there is absolutely 
  no trace of the warp 
  within Ocular.
  The 
  Oracle’s 
  profile can be found 
  on page 49.
  
  44
  I: Rejoice for you are True
  44
  
  a Challenging Common Lore (Imperium) 
  Test. Success means that they, to their shock, 
  realise that the tinkling sounds of the seemingly 
  randomly placed chains are actually playing the 
  famous Imperial hymn, Blessed Is His Wrath, a 
  martial tune frequently associated with the Titan 
  legions of the Adeptus Mechanicus. 
  Acolytes pushing through the largest chain 
  curtain will step into a strangely shaped room 
  filled with clusters of devices, the majority of 
  which appear to be in various states of disrepair 
  or completely broken. The remains of once 
  sophisticated cogitators lie among data-slates 
  and dozens of other unrecognisable machines. In 
  the centre of the room, on a slung chair made of 
  intricately braided electrical wires, sits a man of 
  indeterminable age. An augmentic servo harness 
  encases his body and a series of bionic data-jacks 
  are connected to several of the machines about 
  the room by long cables plugged into his skull 
  and along his entire spine. The Oracle’s eyes shoot 
  open a few moments after the Acolytes enter his 
  domicile: one eye appears to be solid silver; the 
  other is still human, with an amber-coloured iris.  
  “You have arrived at last. Be welcome, fingers of the 
  left hand.”
  If the Acolytes know the reference, they may 
  or may not be surprised of his knowledge that 
  they are agents of the Inquisition. Any Acolyte 
  who asks how he knows this information receive 
  the reply, “That is not the question you have come to 
  ask us.”
  Presumably the Acolytes will ask about the Joyous 
  Choir, the strange xenos technology schematics or 
  about farcosia. The Oracle will say nothing for a 
  time, seemingly staring off vacantly in a quasi-trance. 
  However, the data machines about the room will leap 
  to life, disconcertingly whirring and beeping while 
  the Orcale remains silent. After a minute, Ocular’s 
  human eye focuses upon the group.
  “There is a price for what you seek. Some 
  knowledge, 
  once 
  learned, 
  cannot 
  be 
  unlearned. The price is your ignorance. You 
  can still walk forth from this place… No, 
  we see you will pay. So be it. This is not 
  xenogen technology… it is human. This 
  circuitry was once incorporated into devices 
  that used or measured aetheric energy in a far 
  more sophisticated fashion than the sacred 
  machines of the Adeptus Mechanicus can 
  presently manage. The circuitry is Adranti, 
  from the days before the Imperium came to 
  the Calixis Sector. We suspect the master of 
  the Serrated Query would find a pleasing 
  irony in having some of his minions use this 
  technology in particular. Like the Adranti, 
  he is not fond of the Imperium.”
  The Acolytes will doubtless be bursting with 
  questions; here are some likely ones and the 
  Oracle’s responses:
  Who are the Adranti?
  “A people destroyed by Angevin during his Great 
  Crusade well over a thousand years ago. Their 
  empire was centred in the nebula that still bears 
  their name. It stretched far to trailing of here—
  legend holds that Lord Militant Angevin utterly 
  destroyed them.”
  What is the Serrated Query?
  “An ancient group of cut-throat black marketers, 
  willing to deal in any commodity as long as there 
  is profit to be had. Some whisper that they’re in 
  league with the Ruinous Powers. Their symbol 
  resembles a hooked sickle, a question mark formed 
  from a blade.”
  Just how ancient is the Serrated Query?
  “They rose not long after Horus fell.”
  Who is the master of the Serrated Query?
  “He has no name that we’ve ever heard, but he 
  is called the Faceless One. Rumour holds that the 
  Imperium destroyed his homeworld long, long ago.” 
  Why would someone incorporate this 
  circuitry into an Emperor’s Tarot deck?
  “To destroy a diviner.”
  What is the Joyous Choir?
  “A front for the questioning mark that cuts, nothing 
  more.”
  What is farcosia? Where does it come from?
  “A drug. We are uncertain.”
  You said, “like the Adranti.” Aren’t they all 
  dead?
  “That which has fallen can rise again.”
  How do you know all of this?
  “Ambulon whispers to me.”
  Questions that the Oracle cannot answer are 
  generally answered with an “Unknown.” After 
  answering a few questions, the Oracle falls 
  silent. He leans back into his chair, ignoring 
  the Acolytes and closes his eyes. The session 
  is over, apparently—but just before they 
  leave, his eyes shoot open one last time 
  and he gestures into the shadows, “There.” 
  Amidst a field of electronic scraps lie plates 
  of armour and other debris. The Oracle 
  indicates one scarred plate and makes a “turn 
  it around” motion with his hand. The back 
  of the plate is inscribed with the symbol of 
  45
  I: Rejoice for you are True
  45
  serrated 
  qUery 
  oPeratives
  The Serrated Que-
  ry’s troops will fight 
  to the death, as they 
  are well aware what 
  fate awaits them at 
  the hands of any 
  Imperial 
  authori-
  ties. If the Acolytes 
  actually manage to 
  take one of them 
  alive, the scum will 
  give them a nasty 
  rictus grin and die 
  on the spot. If the 
  Acolytes have the 
  means or the time 
  to autopsy any of 
  the bodies, they’ll 
  find that each one 
  has a very small 
  device 
  surgically 
  concealed 
  behind 
  the jaw, capable of 
  releasing a single 
  dose of a powerful-
  ly fatal neurotoxin 
  derived from an eel 
  native to the Calixis 
  Sector agri-world, 
  Spectoris. The Aco-
  lytes should be in 
  no doubt that the 
  Serrated Query is 
  a far-reaching and 
  seemingly powerful 
  organisation. 
  The profiles for 
  the Serrated Que-
  ry operatives can 
  be found on page 
  49.
  
  46
  Enter Theodosia 
  Finale
  Impossible 
  Processing
  T
  I: Rejoice for you are True
  46
  the Serrated Query, it does indeed resemble 
  a sickle formed into a question mark. The 
  Oracle gestures once for the Acolyte to take 
  the plate, closes his eyes and says no more.
  ENTER THEODOSIA 
  FINALE
  After leaving the Oracle’s domicile, Kronis’s 
  grandson leads the Acolytes back to his family’s 
  store. Kronis has arranged for them to stay in a 
  relatively private establishment nearby named the 
  Overlook, a “student’s inn” near the Magnopticon 
  that frequently houses travellers to Ambulon. 
  Kronis also gives them maps of the layout of the 
  buildings over the city’s back. The Acolytes may 
  wish to rest for the evening, though one or more 
  may wish to go out for the evening to interact 
  with the locals and ask some questions. Have 
  them make Interaction Tests if they wish—
  but no one that they’ll meet is likely to know 
  anything of relevance to their case, other than the 
  location of the local Joyous Choir temple. 
  After exploring other avenues, the Joyous 
  Choir’s temple at the rearward end of the Spine 
  will seem a logical place to look. Considering 
  that this particular temple is almost entirely a 
  front for the Serrated Query’s operations from 
  Ambulon, the Acolytes may run into far more 
  than they bargained for. Fortunately, an “old 
  friend” is around to tip them off…
  The temple appears to be a basic two-storey 
  affair with a simple construction significant 
  only because the buildings around it don’t press 
  it in. The Joyous Choir is very low-key about 
  proselytising on Ambulon. Acolytes who study 
  the temple may make an Easy (+30) Awareness 
  Test to notice the comings and goings of a large, 
  gaunt grey-robed monk—Theodosia is either 
  under the impression that the Acolytes have been 
  more or less eliminated by his mercenary strike 
  team, or he doesn’t know who they are. Either 
  way, he isn’t expecting anyone who knows 
  about his affairs to be about on Ambulon. This 
  will change rapidly though, as he’ll hear about 
  the defeat of the mercenaries within another day 
  or two, causing him to ramp-up security. 
  How the Acolytes have interacted with 
  Theodosia will doubtless colour what they do 
  now. His presence is the give-away that what 
  they’re looking for is probably nearby. If the 
  Acolytes prefer stealth, they may decide to wait 
  till Theodosia leaves and investigate the temple 
  after hours. If they have realised that he is the 
  black-clad assassin of Orday, they’ll know how 
  dangerous he is and may wish to plan an ambush. 
  If the Acolytes take Theodosia on, remember his 
  augmentations and play him to the hilt. He shucks 
  off his boots and runs along walls, spinning his 
  body with guns or blades outstretched as he 
  goes. He won’t run far this time though as he is 
  responsible for the security of the lab, and won’t 
  leave it in anything less than a body bag. If you’re 
  a fan of comedic irony and the Acolytes have 
  fought Theodosia enough that they all know 
  one another on sight, you can have Theodosia 
  walk right up to them as they’re investigating the 
  temple, thinking them nothing more than Joyous 
  Choir members until he gets close…
  IMPOSSIBLE 
  PROCESSING
  T
  he Serrated Query’s facility is reached 
  by going through one of the back 
  rooms of the temple and heading down 
  a short staircase to a locked room. It takes a 
  Challenging Security Test with one degree 
  of success to successfully open the concealed 
  laboratory without setting off any silent alarms. 
  Success opens the doors, but alerts Theodosia 
  and a few other operatives that they have a 
  break-in. The Serrated Query presently has only 
  ten members that work within the facility along 
  with Theodosia. All of them pose as Joyous Choir 
  members from time to time so their frequent 
  visits to the temple do not arouse suspicion. If 
  Theodosia has reason to suspect that something 
  is amiss, he’ll bring in some mercenaries for the 
  time being while conferring with his bosses 
  about whether or not the Ambulon facility 
  should be shut down or relocated—though that 
  is a difficult prospect indeed.
  The Serrated Query’s facility is basically a drug 
  laboratory run by a few loyal operatives and a fair 
  number of menial servitors by tapping into Hive 
  Ambulon’s power. It is also impossible according to 
  the laws of Imperium science. As the Acolytes enter 
  the drug factory for the first time, have them all 
  make a Disturbing Fear Test—failure on the Test 
  grants 1 Insanity Point plus a number of points 
  equal to the degrees by which the Test was failed, 
  along with any effects acquired from Shock—see 
  Table 8-4: The Shock Table on page 233 
  of Dark Heresy. Success means the Acolyte in 
  question strains to accept an impossibility—the 
  Serrated Query’s lab has a vaulted roof some 15 
  metres high, far higher than it could possibly be, 
  given the space constraints of Ambulon. In fact, the 
  entire factory takes up more space on the inside 
  eXPerience 
  aWards
  In addition to any 
  experience awards 
  noted in the text, 
  each Acolyte that 
  survives this adven-
  ture should recive 
  600 xp.
  You might also 
  like to award up to 
  an additional 200 
  xp for good role-
  playing, such as 
  those players who 
  really got into their 
  undercover role, es-
  pecially at the social 
  gatherings.
  Finally a bonus 
  200 xp should be 
  awared to any play-
  er who participated 
  in the destruction 
  of Theodosia.
  
  Aftermath
  than it’s outside could ever allow for. The walls 
  are covered by criss-crossing support beams that, 
  when inspected closely, are shown to be completely 
  covered in minute intricate engravings that hurt 
  the eyes to look upon them. An Acolyte capable 
  of making an Ordinary (+10) Forbidden Lore 
  (Warp) Test can attempt to do so. Any level of 
  success indicates a thread of understanding, a 
  meaning in the glyphs, speaking of the lies of mere 
  material space. Strangely enough, none of the 
  symbols are associated with the Chaos Powers.
  The large central room has a number of wards 
  that block psychic ability engraved along the 
  walls and into the four columns which support 
  the roof. There are a series of small chambers, 
  including one operating theatre within the central 
  room. There, psykers have their skulls sawed open 
  so that significant portions of their brains can be 
  removed in order to serve as the main ingredient 
  in the drug farcosia. Since the Serrated Query 
  abhors the waste of potential profits, the rest of the 
  facility is dedicated to using the psyker’s bodies 
  as the basis for servitors or turning the cadavers’ 
  parts into commodities to be sold to individuals 
  and races that will pay for such nefarious goods.
  The other rooms of the facility consist of a 
  storeroom, which houses various ingredients from 
  other sub-sectors, a cogitator that controls and 
  coordinates the servitors within the facility, a small 
  armoury, a dormitory with a few small bunks—
  and the main production facility. The production 
  lab has a long line of servitors sitting at various 
  tables, each performing a specific task required for 
  the production of farcosia: sifting grains, slicing up 
  brain matter, mixing chemicals, etc.
  As the Acolytes are taking this in, have them 
  all make a Hard (–20) Awareness Test (sight). 
  Any level of success means they recognise one 
  of the servitors as having been constructed from 
  the body of Saia Strophes.
  Depending on the circumstances by which the 
  Acolytes find the Serrated Query’s lab, they may 
  wish to destroy it themselves, or report back to 
  the Inquisition so others can do so. The Serrated 
  Query’s tapping of Ambulon’s power actually leads 
  to the Acolytes easily getting assistance from the 
  Restless City’s authorities if they wish to announce 
  themselves and deal with the problem in a more 
  direct fashion. For further information on the sinister 
  inner workings of the Serrated Query see Appendix 
  One: The Serrated Query on page 134. 
  AFTERMATH
  With the finding and reporting (or elimination) 
  of the Serrated Query’s lab, the Acolytes will 
  have effectively solved the case. Any Serrated 
  Query operatives that survive will either 
  promptly die when questioned or will simply be 
  low level hired lackeys who know little about 
  the greater overall structure of their organisation. 
  Depending on the Acolytes’ relations with 
  their superior, the Inquisition may or may not 
  acknowledge the existence of the Serrated 
  Query. Vaarak, for example, has heard of them, 
  but doesn’t believe that they are a monolithic 
  criminal organisation. Rather, he believes them 
  to be a series of mercantile cells that use the name 
  Serrated Query and the fiction of a “faceless 
  master” as a smokescreen for frightening the 
  superstitious criminal elements of the Calixis 
  Sector. Various cells that he has uncovered in 
  the past have uniformly been involved in highly 
  illegal activities, ranging from the acquisition 
  and distribution of xenos artefacts to slavery. 
  None of which helps to explain the existence of 
  the extra-dimensional drug lab though.
  The Inquisition declares farcosia heretical, 
  causing the Adeptus Arbites and the Magistratum 
  to immediately crack down on it and any users 
  they can find. If Theodosia somehow managed to 
  survive his final confrontation with the Acolytes, 
  he may one day return to plague them again. Now, 
  however, the Acolytes have heard of the Serrated 
  Query and of their master, the Faceless One.
  The legitimate adherents of the Joyous Choir 
  petition the Ecclesiarchy to acknowledge 
  them as separate from the heretical few who 
  have “stained their good name”. If Caros 
  Shoal survives, he escapes with the Arbitrators 
  dogging his steps. Once any connections to the 
  distribution of farcosia are excised, the Joyous 
  Choir is allowed to continue, which opens the 
  way for Siprit Daneen to come into power. The 
  Acolytes may one day find themselves once 
  again investigating the Joyous Choir for entirely 
  different reasons as the cult falls to the worship 
  of the Ruinous Powers.
  The Acolytes will probably file away the 
  existence of the Oracle Ocular as a potential 
  future resource. The Strophes are excellent long-
  term friends and allies, ones that the Acolytes will 
  doubtless rely upon again in the future, which will 
  allow you to one day do something completely 
  horrible to them, making the Acolytes (and their 
  players) yearn for terrible vengeance…
  47
  I: Rejoice for you are True
  47
  
  48
  NPCs
  I
  I: Rejoice for you are True
  48
  NPCs
  I
  n this section, you will find the details for each of the 
  prominent Non Player Characters that have appeared 
  in this scenario.
  JULia stroPhes
  Movement: 3/6/9/18 
  Wounds: 11
  Skills: Awareness (Per), Carouse (T), Common Lore (Imperial 
  Creed) (Int), Common Knowledge (Imperium) (Int), Deceive 
  (Fel), Dodge (Ag), Inquiry (Fel), Literacy (Int), Scrutiny (Per), 
  Speak Language (Low Gothic) (Int).
  Talents: Melee Weapon Training (Primitive), Pistol Training 
  (Las, SP), Peer (Nobility).
  Armour: None.
  Weapons: Compact laspistol (15m; S/–/–; 1d10+1 E; Pen 0; Clip 
  15; Rld Full; Reliable), knife (3m; 1d5+2 R; Pen 0; Primitive).
  Gear: Best quality clothing, spare charge pack for the 
  laspistol, assorted jewellery.
  LaUrent stroPhes
  Movement: 3/6/9/18 
  Wounds: 14
  Skills: Awareness (Per), Common Lore (Imperial Creed) (Int), 
  Common Lore (Imperial Navy) (Int), Common Knowledge 
  (Imperium) (Int), Dodge (Ag), Inquiry (Fel), Literacy (Int), 
  Scrutiny (Per), Speak Language (Low Gothic) (Int), Command 
  (Fel) +10, Intimidation (S), Tech-Use (Int).
  Talents: Melee Weapon Training (Primitive, Power), Pistol Training 
  (Las, SP, Plasma), Basic Weapon Training (Las, SP), Air of Authority, 
  Hardy, Iron Discipline, Peer (Nobility), Peer (Imperial Navy).
  Armour: Flak gauntlets and carapace breastplate (Arms 2, Body 6).
  Weapons: Plasma pistol (30m; S/–/–; 1d10+6 E; Pen 6; 
  Clip 10; Rld 4Full, Recharge, Overheats), power blade 
  (1d10+6 E; Pen 6; Balanced, Power Field).
  Gear: Immaculate Navy uniform.
  Note: Laurent’s prosthetic arm increases his Strength by +20 
  if used to attack either with a weapon or unarmed.
  vorLin orday
  Movement: 4/8/12/24 
  Wounds: 15
  Skills: Awareness (Per) +10, Common Lore (Imperium) 
  (Int), Concealment (Ag), Dodge (Ag), Drive (Ground Vehicle) 
  (Ag), Inquiry (Fel), Interrogation (WP), Intimidate (S) +10, 
  Medicae (Int), Security (Ag), Shadowing (Ag), Silent Move 
  (Ag), Speak Language (Low Gothic) (Int), Tracking (Int).
  Talents: Basic Weapon Training (Las, SP), Disarm, Hip 
  Shooting, Melee Weapon Training (Primitive, Shock), Nerves 
  of Steel, Pistol Training (Bolt, Las, SP), Rapid Reaction.
  Armour: Flak jacket (Arms 3, Body 3, Legs 3).
  Weapons: Bolt pistol (30m; S/2/–; 1d10+5 X; Pen 4; Clip 
  8; Rld Full), hand cannon (35m; S/–/–; 1d10+4 I; Pen 2; 
  Clip 5; Rld 2Full), shock maul (1d10+3 I; Shocking).
  Gear: Rugged clothing, 2 bolt pistol clips, 15 rounds for the 
  hand cannon, photo-visor, respirator, manacles, 15 Thrones.
  siPrit daneen 
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Blather (Fel), Carouse (T), Charm 
  (Fel), Command (Fel), Common Lore (Imperium) (Int), Deceive 
  (Fel) +10, Gamble (Int), Literacy (Int), Sleight of Hand (Ag), 
  Speak Language (High Gothic, Low Gothic) (Int).
  Talents: Melee Weapon Training (Primitive), Pistol Training 
  (Las, SP).
  Armour: None. 
  Weapons: Knife (3m, 1d5+2 R; Primitive), compact stub 
  automatic (15m, S/3/–; 1d10+2 I; Pen 0; Clip 4; Rld Full).
  Gear: Good quality clothes, 33 Thrones.
  theodosia
  Corruption Points: 9 
  Insanity Points: 6
  Movement: 5/10/15/30 
  Wounds: 18
  Skills: Awareness (Per) +10, Common Lore (Imperium) 
  (Int), Concealment (Ag) +10, Dodge (Ag) +10, Inquiry 
  (Fel), Interrogation (WP), Intimidate (S) +10, Security 
  (Ag) +10, Shadowing (Ag) +10, Silent Move (Ag) +10, 
  Speak Language (Low Gothic) (Int), Tracking (Int), 
  Acrobatics (Ag), Climb (S), Contortionist (Ag) +20, Secret 
  Tongue (Cult) (Int), Forbidden Lore (Serrated Query) (Int), 
  Demolition (Int) +20.
  Talents: Basic Weapon Training (Las, SP), Disarm, Hip 
  Shooting, Melee Weapon Training (Chain, Primitive, Power), 
  Pistol Training (Las, SP), Rapid Reaction, Two-Weapon Wielder 
  (Melee), Combat Master, Chem Geld, Leap Up, Ambidextrous.
  Traits: Cybernetic Body (adds 5 AP to all locations except Head, 
  immune to Blood Loss), Double-jointed limbs (these twisted 
  mechanical limbs allow him to use all his arms as legs and his 
  legs as arms if need be. This adds +20 to all Climb Tests and 
  Theodosia Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  55 41 45 42 52 32 37 44 33 
  Julia Strophes Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  25 32 27 31 34 31 32 27 43 
  Vorlin Orday Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  43 43 35 35 45 30 33 35 25 
  Siprit Daneen Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  25 25 30 30 30 35 30 35 35 
  Laurent Strophes Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  36 42 32 41 31 34 35 36 48 
  
  allows him to traverse vertical surfaces as though he is moving on 
  the ground. In addition, he may rotate his body independently 
  of his head and legs, allowing him a 360-degree arc of fire).
  Armour: Cybernetic body (Arms 5, Body 5, Legs 5).
  Weapons: Best quality autopistol with man-stopper bullets 
  (30m; S/–/6; 1d10+2 I; Pen 3; Clip 18; Rld Full), two 
  power blades (1d10+7 E; Pen 6; Balanced, Power Field).
  Gear: Robes, 20 man-stopper rounds.
  hired gUns
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Common Lore (Imperium) (Int), 
  Deceive (Fel), Intimidate (S), Speak Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP), Melee Weapon Training 
  (Primitive), Pistol Training (Las, SP).
  Armour: Heavy leathers (Arms 2, Body 2, Legs 2).
  Weapons: Knife (3m; 1d5+3 R; Primitive), Stub Automatic 
  (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Rld Full), Pump-Action 
  Shotgun (30m; S/–/–; 1d10+4 I; Pen 0; Clip 8; Rld 2Full).
  Gear: Common clothing, 2 stub automatic clips, 10 shells, 
  1d5 Thrones each.
  eLsergi krin
  Movement: 3/6/9/18 
  Wounds: 11
  Skills: Awareness (Per), Blather (Fel), Carouse (T), Charm (Fel), 
  Command (Fel), Common Lore (Imperium) (Int), Deceive (Fel) 
  +10, Gamble (Int), Interrogation (WP), Literacy (Int), Sleight of 
  Hand (Ag), Speak Language (High Gothic, Low Gothic) (Int).
  Talents: Melee Weapon Training (Power, Primitive), Pistol 
  Training (Las, SP), Quick Draw, Peer (Nobility).
  Armour: Mesh vest (Body 4).
  Weapons: Knife (3m, 1d5+2 R; Primitive), compact laspistol 
  (15, S/–/–; 1d10+1 E; Shots 15; Rld Full; Reliable), sword 
  (1d10+3 R; Pen 0; Balanced, Primitive).
  Gear: Good quality clothes, 54 Thrones.
  caros shoaL
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Charm (Fel), Common 
  Lore (Imperium) (Int), Speak Language (Low Gothic) (Int), 
  Trade (any one) (Int), Acrobatics (Ag), Gamble (Per).
  Talents: None. 
  Armour: None.
  Weapons: Unarmed (1d5; Special).
  Gear: Good clothing, deck of cards, 1d10 Thrones each.
  Mercenaries
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Climb (S), Common Lore (Imperium) 
  (Int), Interrogation (WP), Speak Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP, Las), Disarm, Melee 
  Weapon Training (Primitive), Pistol Training (SP), Takedown.
  Armour: Guard flak armour (Head 4, Arms 4, Body 4, Legs 4).
  Weapons: Lasgun with silencer (100m; S/3/–; 1d10+3 E; Pen 
  0; Clip 60; Rld Full, Reliable), knife (3m; 1d5+3 R; Pen 0).
  Gear: Uniform, 2 lasgun clips, micro-bead, infra-red goggles.
  the oracLe ocULar
  Movement: 3/6/9/18 
  Wounds: 9
  Skills: Awareness (Per), Chem-Use (Int), Common Lore (Tech) (Int), 
  Common Lore (Machine Cult) (Int), Logic (Int) +10, Scholastic Lore 
  (Archaic) (Int), Speak Language (Low Gothic, High Gothic) (Int), 
  Secret Tongue (Techno-Cant) (Int) +10, Tech-Use (Int) +20.
  Talents: Binary Chatter, Chem Geld, Electrical Succour, 
  Energy Cache, Gun Blessing, Luminem Charge, Meditation, 
  Melee Weapons Training (Chain, Power, Primitive), Pistol 
  Training (Bolt, Las, Plasma, SP).
  Armour: None. 
  Weapons: None.
  Gear: MIU interface, tools, respirator, data-slate, personal 
  cogitator, numerous cybernetic implants.
  serrated qUery oPeratives
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per), Climb (S), Common Lore (Imperium) 
  (Int), Interrogation (WP), Speak Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP, Las), Melee Weapon 
  Training (Primitive), Pistol Training (SP), Takedown.
  Armour: Mesh combat cloak (Arms 4, Body 4).
  Weapons: Autogun with man-stopper rounds (90m; S/3/10; 
  1d10+3 I; Pen 3; Clip 30; Rld Full), stub automatic with 
  dumdums (30m; S/3/–; 1d10+5 I; Pen 0; Clip 9; Rld Full; 
  AP counts double).
  Gear: 2 Autogun clips, micro-bead, respirator, photo-visor.
  49
  I: Rejoice for you are True
  49
  Hired Guns Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  28 35 35 30 30 30 27 25 30 
  Elsergi Krin Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 25 30 30 30 35 30 35 35 
  The Oracle Ocular Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  25 25 30 30 30 44 35 35 20 
  Serrated Query Operative Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  32 37 30 35 30 30 35 30 30 
  Caros Shoal Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  20 20 30 30 30 20 30 30 40 
  Mercenaries Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 35 35 35 30 30 35 30 30 
  
  50
  I: Rejoice for you are True
  50
  Player Handout 1.1: Joyous Choir Pamphlet
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2008. Player Handout also available for download at www.blackindustries.com
  Greetings citizen, may the many 
  blessings of the God-Emperor 
  be upon you!
  Are you Seeking Peace and Contentment?
  So many citizens of our mighty Imperium go about their daily 
  lives with despair in their hearts, never finding the inner peace and 
  tranquillity offered by our most benevolent Emperor. We of the Joyous 
  Choir believe that every citizen can be helped to find the everlasting 
  peace the Emperor has prepared for us.
  Seek Your Heart’s Desire
  Do you wish to live without taint and fear? Secure in the knowledge 
  that work and live in a glorious Imperium free from idleness, where 
  all can prosper and rise to great heights, secure in the Emperor’s 
  magnificence. By working together we bring harmony to one 
  another’s lives and ensure a cheerful and joyous existence for all.
  Through the Joyous Choir, you may seek to become ‘True’. Being ‘True’ 
  means that you are on the path to fully understanding and finding your 
  true place within the Imperium of Mankind. The joy that comes from this 
  knowledge and the acceptance of your role, as a productive member of the 
  greatest civilization in the universe, is unlimited.
  Your Next Step To Inner Joy
  We only want the best for all Imperial citizens. Come to any of our gatherings 
  and see for yourself the inner peace that the Joyous Choir has brought into our 
  member’s lives. This can be yours too; the door is open for you.
  Be at Peace with
  The Joyous Choir!
  
  on
  Shades
  Twilight
  a Legendary BLade
  •
  the heart oF the hULk
  •
  PreParations
  •
  First contact
  •
  sPLinters in the dark
  •
  soLdevan’s teaM
  •
  that Which reMains
  •
  in the dark
  •
  acoLytes, 
  We are Leaving!
  •
  nPcs
  
  52
  S
      Chapter II: 
  Shades on Twilight
  II: Shades on Twilight
  52
  Chapter II: 
  Shades On Twilight
  “I have travelled the void between worlds where there is only death and malice. I have looked upon sights which 
  mankind cannot comprehend and seen with mine own eyes the foulness that would tear your very soul apart.”
  — Brother-Sergeant Agamorr of the Ordo Xenos Deathwatch.
  S
  hall I sing to you of ancient ships and 
  the brave warriors that died upon them? 
  Shall I whisper of the many secrets that 
  lie hidden within the great sea of the aethyr, 
  waiting to surface when least expected? The 
  Imperium is beset by many terrors, but there are 
  wonders to be found out in the darkness as well. 
  One category of the galaxy’s marvels bears the 
  name “space hulk”. Space hulks are the detritus 
  of the warp; derelict ships compacted together 
  along with asteroids and other less identifiable 
  materials by the tides of that strange realm. 
  Hulks range in size from a single abandoned 
  escape pod to vast conglomerations easily out 
  sizing all but the largest gas giants. Some space 
  hulks serve as vessels for Orks or carry a deadly 
  cargo of slumbering Genestealers, others hold 
  much worse... 
  Space hulks frequently skim in and out of the 
  warp as the result of spatial corruption caused 
  by long exposure to the immaterium, or the 
  weird interplay of still functioning warp engines 
  throughout the hulk’s mass. Space hulks are 
  dangerous to visit, as their existence in realspace 
  is tenuous at best, to say nothing of the dangers 
  they frequently hold, for who is to say how 
  a given ship came to be part of a hulk? Was 
  it abandoned and if so why? Do the security 
  systems of an ancient vessel still function? 
  Could plague still survive, waiting to infect 
  others in the holds of an ancient ship? So why 
  risk the perils of a space hulk?  In a word: profit. 
  Space hulks often have ancient vessels buried 
  within them, with artefacts stretching back to 
  the Heresy or even earlier into the Dark Age 
  of Technology itself. The prizes to be wrested 
  from old hulks are frequently worth many risks, 
  as the Adeptus Mechanicus will offer obscene 
  amounts of credits for them. Indeed, while the 
  occurrence is rare, whole ships have occasionally 
  been salvaged, retrofitted and put back into the 
  service of the Emperor. 
  There is often little time for questions when 
  attempting to salvage from a space hulk, 
  for should a hulk disappear back into the 
  immaterium it is unlikely to resurface in realspace 
  anytime soon, if ever again. When the hulk 
  stands a very real chance of carrying a legendary 
  artefact, there truly is no debate—a space hulk 
  code-named Twilight exited the warp on a direct 
  trajectory for the capital of the Calixis Sector 
  approximately 36 hours before impact. The fact 
  that the hulk has exited the immaterium so close 
  to a planetary body is already a cause for wonder 
  and concern—the Imperial Navy would have 
  already done their level best to utterly eradicate 
  the Twilight had it not been for a signal coming 
  somewhere from within the hulk’s mass which 
  caused the Inquisition to call for an immediate 
  temporary stand down of Battlefleet Calixis. The 
  encoded sign was positively identified by the 
  Bastion Serpentis’s codifiers as the signal beacon 
  and call-sign of the legendary Daemonhunter 
  Adorjin.
  However, Adorjin has been missing for over 
  six centuries…
  
  T
  A 
  Legendary 
  Blade
  53
  II: Shades on Twilight
  53
  A 
  LEGENDARY 
  BLADE 
  T
  here were once an ancient people known 
  as the Colurn who lived upon the planet 
  Marguthe in the Solvern System. The 
  Colurn were crafters, skilled in millennia old 
  methods of artifice and construction now lost 
  to all but the Adeptus Mechanicus—and even 
  the followers of the Omnissiah have never 
  been able to eclipse the Colurn’s mastery of 
  metallurgy. The Colurn are long gone now 
  and Marguthe is a fire-gutted wasteland. What 
  little remains of the Colurn exists only in their 
  works—many of which are in the hands of the 
  leaders of the Imperium and grace the trophy 
  halls of the Adeptus Astartes. 
  The savants agree that the legendary smith 
  Iriactius was the greatest crafter the Colurn ever 
  produced. In 362.M36 Iriactius brought his finest 
  creation to be blessed by the hand of Sebastian 
  Thor himself as the Ecclesiarch travelled about 
  the Imperium on his grand pilgrimage during 
  the later years of his reign. Thor was well known 
  to be reluctant to consecrate weapons, preferring 
  to bless the warriors that bore them instead. 
  Nevertheless, Iriactius asked to bring his blade 
  forward for the Ecclesiarch’s consideration. 
  Such was his fame that this was allowed and, 
  under the watchful eyes of Thor’s Space 
  Marine bodyguards, the aging smith slowly 
  unveiled his masterpiece. As the blade came free 
  from the cloth, the famed Imperial historian 
  Quenilis states in his Martial Histories that, “the 
  Ecclesiarch gasped and even the Adeptus Astartes 
  lowered their bolters a fraction in awe.” The 
  gleaming sword was intricately engraved with 
  icons of the Emperor and cunningly wrought 
  to hold the light of stars—it shimmered in the 
  darkness of the cathedral in which they stood, 
  throwing back the shadows surrounding the 
  Ecclesiarch’s throne. As Iriactius presented the 
  blade, Thor actually rose from his seat to step 
  forward and take up the weapon from the old 
  smith. As he held the shining sword aloft, the 
  Ecclesiarch softly stated, “Behold, the Emperor’s 
  wrath made visible, for you shall be a rebuke 
  unto the enemies of mankind. I bless thee thrice. 
  Once for your creator’s devoted pains, once for 
  the fierce joy that you have stirred in my heart 
  and once for the great deeds that you will see 
  accomplished. I bless thee thrice and name thee 
  Luminous.” 
  Thus did Sebastian Thor name and sanctify 
  the greatest work of Iriactius, a weapon smith 
  with few equals. In the millennia since its 
  naming, the blade more than lived up to its 
  legendary reputation. From Thor’s hands with 
  the blessings of Iriactius, the blade passed to 
  Kether Varn, an Inquisitor of the highest repute 
  who sought to scourge Kadyx Esern, a planet 
  overrun by daemonvessels. Against all odds, 
  Inquisitor Varn was triumphant. When Varn’s 
  time in the service of the Emperor’s Inquisition 
  drew to a close, he passed the weapon on to a 
  colleague, who in turn put it to great use. Down 
  the centuries the blade has come and none that 
  have borne it have done so lightly. In 723.
  M39 Lord Inquisitor Esuebior of the Ordo 
  Xenos withstood a ferocious attack by vicious 
  Eldar corsairs, as his investigations into their 
  doings were revealing far more than the xenos 
  were prepared for him to learn. Though greatly 
  injured by their poisoned blades, Esuebior 
  fought on, eventually slaying one of the Eldar’s 
  leaders in a vicious fight. Esuebior lengthened 
  the blade’s name to Luminous Reproach and so 
  it has remained ever since.
  In 139.M41 at the very beginning of Abaddon 
  the Despoiler’s Ninth Black Crusade, Inquisitor 
  Adorjin of the Ordo Malleus came into possession 
  of the Luminous Reproach. If her triumphs were 
  ever made commonly known in the Imperium, 
  she would be widely regarded as a saint. As it is, 
  the nature of her work made her famous only 
  in the annals of the Inquisition. Adorjin was a 
  travelling Inquisitor, who fought her way across 
  the Segmentum Solar and eventually deep into 
  the Segmentum Pacificus. Along her journey, 
  she destroyed countless cults and dozens of 
  powerful daemons. Indeed, the annals of the 
  Inquisition state that so frequently did Adorjin 
  battle daemons that a squad of Grey Knights, 
  the Chamber Militant of the Ordo Malleus, was 
  almost permanently assigned to her. In 338.
  M41 the legendary Daemonhunter passed from 
  all Imperial archives, Inquisitiorial or otherwise. 
  Her final communiqué was apparently directed 
  to one of her acolytes. A copy is held within the 
  data-files of the Inquisition, but it states only: 
  “I’ve found him at last. His reckoning is long 
  overdue. How fitting that it should end near 
  exactly where it began.” There is no known 
  explanation for her final enigmatic remark—her 
  confidant died in a hive riot leaving no clues as 
  to what his mistress was referring to.
  Adorjin’s entire career, her path across the 
  Imperium, was not the rambling wanderings of 
  a vagrant Inquisitor, but a grim and determined 
  quest for vengeance against the entity that had 
  plagued her life and first brought her into the 
  fold of the Inquisition. Adorjin was once a young 
  
  54
  II: Shades on Twilight
  54
  and powerful psyker claimed by one of the 
  Black Ships of the Inquisition. Through a series 
  of terrible lapses in the Inquisition’s security, a 
  vicious warp entity known as Nekaybraianon 
  had managed to possess the young Adorjin and 
  slip unnoticed within her onto the Black Ship 
  where it used her to commit terrible deeds upon 
  her fellow passengers as they journeyed towards 
  Terra. With the help of Inquisitor Mardaine, 
  who was eventually to become her master, 
  Adorjin eventually managed the near impossible 
  act of will of driving away Nekaybraianon. 
  Mardaine took the young woman as an acolyte 
  and trained her in the ways of the Ordo Malleus 
  until Adorjin was ready to hunt down the 
  entity that had violated her. Her quest took her 
  over two centuries as she followed leads that 
  took her across half the galaxy, but at last, her 
  unflagging pursuit caused her enemy to make 
  a mistake. Nekaybraianon had journeyed in 
  realspace for some time, using the stolen flesh 
  of psykers as it journeyed from world to world. 
  Feeling Adorjin’s swift approach, the daemon 
  took refuge in a young psyker, hoping to slip 
  past the Inquisitor by escaping on a Black 
  Ship. Adorjin had foretold such a possibility 
  within the Emperor’s Tarot though and was 
  not fooled. Reinforcing the hexagrammic wards 
  of the ship with pentagrammic wards etched 
  with her own blood, she took passage on the 
  sealed Inquisitorial craft intending, at long last, 
  to confront the entity that had cast its shadow 
  over all the days of her life. Their final battle 
  slew them both; Nekaybraianon’s psychic death 
  throws killed the unwilling passengers and the 
  crew of the vessel, leaving it adrift in the warp. 
  The Black Ship that serves as the final resting 
  place of Adorjin and the Luminous Reproach 
  now sits at the heart of a space hulk, occupied by 
  the ghosts of its slain psyker passengers, a space 
  hulk that has but recently exited the immaterium 
  on a collision course for Scintilla…
  ordo invoLveMent
  This is a brief rundown on what the various Ordos know about the situation and their involvement. Some or most of this 
  information may be available to the players depending on who their Inquisitor is and what their relationship is like with 
  him or her.
  ordo Xenos invoLveMent
  The Imperial Navy routinely monitors the comings and goings of space hulks. They are occasionally honoured by the 
  presence of Adeptus Astartes or the Inquisition if a particular hulk is noteworthy—and there are more than enough 
  discrepancies about the Twilight to make it very interesting. Space hulks hardly ever exit the immaterium within a solar 
  system and certainly not on a collision course for a major planet. This in itself is more than enough to make the Ordo 
  Xenos highly suspicious of alien influence. Several of the ships that comprise the bulk of the Twilight are not positively 
  identifiable as human designs, though whether this is due to them actually being xenos vessels or simply distorted in 
  shape by the ghosts of the psykers aboard the hulk is up to you. Regardless, many Ordo Xenos Inquisitors and their 
  acolytes would want to have a look aboard the Twilight before it was destroyed.
  ordo MaLLeUs invoLveMent
  The Ordo Malleus knows far more about Adorjin’s disappearance than it has ever been willing to admit. Well aware that 
  Adorjin was going to confront a powerful warp entity, the Daemonhunters have always been uncertain as to her fate as 
  all communication was cut off once her Black Ship entered the warp. Now that a trace of her has finally resurfaced, the 
  Ordo Malleus is absolutely determined to find out whether she succeeded in permanently destroying Nekaybraianon or 
  merely banishing him. They also would like to claim the Luminous Reproach for themselves. More importantly, though, 
  the Ordo Malleus is worried about what other secrets Adorjin’s corpse may hold. Adorjin fought alongside squads of Grey 
  Knights many times and some stories claim that she was taken deep into that legendary Chapter’s confidence. A team of 
  Acolytes sent by the Ordo Malleus may very well have orders to eliminate any others who have discovered “too much” 
  about the legendary Daemonhunter and her quest for vengeance…
  ordo herecticUs invoLveMent
  The Ordo Herecticus are also well aware of the Black Ship and Adorjin’s last mission. In fact, they may well retain 
  information on the psykers that the Black Ship carried. Whether or not this is the case, they are very interested in any 
  psykers or their remains that may have somehow endured on the Twilight, aware that, given such a long time in the warp, 
  such individuals could have developed truly horrifying powers.
  
  S
  The Heart 
  of the Hulk
  Aboard  the 
  Magnus 
  Ecthelion
  55
  II: Shades on Twilight
  55
  THE HEART 
  OF THE HULK
  S
  hades On Twilight is the “action” 
  adventure of this book and your players’ 
  Acolytes are going to get it in spades. 
  Summoned with little warning from their daily 
  routines, the Acolytes are swiftly brought on 
  board a Naval cruiser and briefed on the nature 
  of their mission by no less a person that Brother-
  Sergeant Agamorr of the Adeptus Astartes, a 
  member of the renowned Deathwatch Chapter, 
  the militant arm of the Ordo Xenos. A space 
  hulk code named Twilight has exited the warp 
  on a direct course for Scintilla. A distress signal 
  identified by the Inquisition as belonging 
  to the Daemonhunter Adorjin, lost for six 
  centuries, has come from the depths of the 
  Twilight—the Inquisition feels honour bound 
  to try to determine Adorjin’s fate and recover 
  her legendary artefact blade, the Luminous 
  Reproach, if they can. The Acolytes have just 
  over fifteen hours to determine what happened 
  to Adorjin and flee the Twilight, as the Imperial 
  Navy must destroy the space hulk before it 
  enters Scintilla’s atmosphere. Unfortunately, the 
  hulk is proving almost impossible to scout out 
  with scanners as inexplicable spatial phenomena 
  continues to ripple over its surface—meaning 
  the Acolytes will have little idea what they’ll 
  be facing inside. The Acolytes won’t be alone 
  though: Brother-Sergeant Agamorr will be 
  joining them on their quest.
  Nothing is ever simple, though, when 
  the Inquisition is involved. Unknown to the 
  Acolytes, a rival Inquisitor has sent his own 
  team aboard in search of Adorjin’s effects. 
  Furthermore, members of the Inquisition are 
  not the only parties interested in what the 
  Twilight holds: a strike team of Eldar Corsairs 
  belonging to a group of insidious pirates known 
  as the Kabal of Crimson Woes are also seeking 
  something of Adorjin’s. Led by a twisted being 
  known as a Haemonculous, the Dark Eldar 
  have brought several packs of vicious hunting 
  creatures from the depths of the warp with 
  them, which will already be roaming the space 
  hulk when the Acolytes arrive. As if this wasn’t 
  enough opposition, the Twilight is haunted by 
  many of the shades of the psykers slain during 
  the final stand of Adorjin against the daemon 
  prince Nekaybraianon. Sections of the Twilight 
  no longer correspond to the laws of realspace. 
  The Acolytes will have to fight to retain their 
  wits as well as their lives as they journey through 
  the haunted space hulk towards an uncertain 
  prize with the ever-present reality that they 
  are racing against time. In a massive chamber 
  at the very heart of the Twilight in the holds of 
  a ruined Black Ship, the Acolytes will at last 
  learn Adorjin’s fate, even as they must fight for 
  their own lives in a final confrontation against 
  the bloodthirsty Kabal of Crimson Woes. Escape 
  will seem all but impossible, but the Emperor 
  protects His own…
  ABOARD THE 
  MAGNUS 
  ECTHELION
  The events of Shades on Twilight should occur 
  after those of Rejoice For You Are True but 
  otherwise, they are not designed to happen 
  at any specific time. The emergence of the 
  Twilight from the warp can therefore transpire 
  whenever you wish it too. Barring any 
  adventures of your own devising, the space 
  hulk should probably enter the realspace of 
  the Golgenna Reach about two months after 
  your Acolytes eliminated the farcosia drug 
  facility on Ambulon (presuming, of course, 
  that they actually did so). Note that if your 
  Acolyte band have proven themselves to be 
  
  56
  II: Shades on Twilight
  56
  travellers, the Twilight could easily emerge 
  from the immaterium on course for a different 
  planet, one that the Acolytes have a vested 
  interest in.
  The 
  circumstances 
  of 
  the 
  Twilight’s 
  appearance, along with the signal that the 
  Inquisition intercepts, prompts the Calixian 
  Conclave to take swift and deliberate action. 
  The PCs are a band of Acolytes that have proven 
  themselves to be trustworthy and resourceful, 
  yet still new enough to the Inquisition’s service 
  that they remain somewhat expendable, making 
  them the perfect candidates for a dangerous 
  mission onto a space hulk. Inquisitor Vaarak 
  (or whoever the Acolyte’s patron is) arranges 
  to have them immediately transported to an 
  Imperial Navy battle cruiser of the Battlefleet 
  Calixis, the Magnus Ecthelion, which is in high 
  orbit above Scintilla.
  Open the adventure by asking what the 
  Acolytes have been up to since their last mission 
  for the Inquisition and encourage your players 
  to answer however they see fit. If, say, one of 
  them was badly injured at the conclusion of 
  their previous adventure perhaps they’ve been 
  convalescing, learning to use their new augmented 
  arm or some other such modification. Some of 
  the others may be enjoying themselves, taking a 
  brief vacation while a more work-obsessed sort 
  may be following a lead within one of the hives 
  of Scintilla, investigating a matter for Vaarak or 
  quietly continuing to seek out more information 
  about the Serrated Query. After determining 
  what the Acolytes are all up to, each of them 
  experiences the following scene:
  Wherever they happen to be, whatever 
  they happen to be doing, a squad of soldiers 
  wearing full suits of black carapace armour 
  approach them. As the figures draw near, 
  the Acolytes will note that they appear to be 
  Inquisitorial storm troopers, for they are all 
  openly displaying the Inquisition’s rosette 
  on their shoulders in crimson, causing awed 
  and frightened citizens to swiftly dive out of 
  their path. As the storm troopers reach the 
  Acolytes, an individual dressed in one of the 
  traditional long coat uniforms of the Imperial 
  Navy steps forward. “Sir (Madame) you are 
  called. You are to come with us at once.” The 
  individual’s manner will not be threatening, 
  merely insistent. If the Acolytes protest, 
  or note that they need to retrieve some of 
  their possessions, the Naval liaison simply 
  responds, “Time is of the essence, Sir. I have orders 
  to retrieve you as swiftly as possible. All of your 
  effects will be sent on after you.” In reply to the 
  Acolytes asking where they are being taken 
  and why, the liaison’s reply is, “I have orders to 
  bring you to the Magnus Ecthelion, in high orbit. 
  I am not authorised to know why only that it must 
  be done without delay by order of the Inquisition. 
  They are here to ensure your safe arrival.” While 
  the storm troopers will allow the Acolytes to 
  dress, they otherwise expect the Acolytes to 
  leave with them immediately.
  The Acolytes are all swiftly transported via 
  one or more naval transfer landers to rendezvous 
  with an Imperial Dominator Class Cruiser, the 
  Magnus Ecthelion. For anyone that has never 
  seen an Imperial ship of the line up close, the 
  cruiser is an impressive sight. Barely less than a 
  kilometre in length, it is armed with a massive 
  series of laser cannon batteries that stretch more 
  than half the span of its hull to both port and 
  starboard. The forward prow of the ship has 
  been shaped to resemble a magnificent armoured 
  warrior, its raised sword the barrel of a massive 
  nova cannon. The landers are but small insects 
  when compared against the great ship and they 
  easily disappear into its vast hanger bays as 
  they smoothly touch down for their landings. 
  The Acolytes are reunited, if they were apart, 
  and swiftly led down a series of corridors past 
  armoured naval guards. They are continually 
  treated with deference, but hustled all the same. 
  Any Acolyte with military experience will 
  note that the ship seems to be on high alert, 
  as if preparing for an engagement. After several 
  minutes of walking down the length of the 
  massive vessel, they are finally deposited in a 
  large and lavishly appointed ready room. One of 
  their naval liaisons notes: “The Captain will make 
  his presence felt shortly. I will have refreshments brought 
  at once.” Even the most uninformed Acolyte will 
  know this announcement to be a statement of 
  significance—Imperial Naval captains do not 
  routinely speak to passengers on their ships, 
  much less ones more or less dragged aboard at 
  gunpoint.
  An aide soon brings in a small trolley with 
  glasses and various refreshments on it; he silently 
  salutes the Acolytes and departs. Let the players 
  talk in character for a while, allowing them to 
  discuss what they think might be going on. 
  After a few minutes, a small chime sounds and a 
  spherical device slowly lowers into the centre of 
  the room from the ceiling. There is an electrostatic 
  flicker, a smell of ozone in the air, and a hologram 
  of a man’s upper torso appears above the sphere. 
  The figure has some sort of bionic filter over his 
  mouth, while his skin is covered in fine circuitry 
  that extends into an elegant augmentic skullcap 
  that flares up behind him, presumably leading to 
  mechanisms invisible to the holographic projector. 
  He sweeps the assembled Acolytes with his gaze, 
  before his voice, deep and ringing with the tones 
  of ritual cadence, sounds within the room. He 
  introduces himself:
  tiMeLine
  This timeline details 
  the flow of events in 
  this scenario from the 
  Acolytes entering the 
  hulk to its inevitable 
  destruction, measured 
  in hours remaining.
  15 hours remaining: 
  Agamorr and the Ac-
  olytes dock with the 
  Twilight.
  13 hours remaining: 
  First encounter with 
  the Warp Beasts.
  12 hours remaining: 
  Meeting with first 
  Warp Ghost.
  11 hours remaining: 
  Encounter Dark Eldar 
  scout.
  10 hours remaining: 
  Second 
  encounter 
  with the Warp Beasts.
  9 hours remaining: 
  The Acolytes encoun-
  ter Soldevan’s team 
  and take refuge in the 
  Black Ship.
  7 hours remaining: 
  The Acolytes encoun-
  ter the rest of the Warp 
  Ghosts and learn of 
  their fate.
  2 hours remaining: 
  The Acolytes gather 
  Adorjin’s book and 
  sword and prepare 
  for the Dark Eldar 
  attack.
  Zero 
  hour: 
  The 
  Dark Eldar attack 
  during which the 
  bombarbment 
  of 
  the Twilight begins, 
  at which point the 
  Acolytes (hopefully) 
  make their escape.
  
  57
  II: Shades on Twilight
  57
  “Greetings. I am Captain Sepheyr, master of 
  the Magnus Ecthelion. I am to convey your 
  lord’s greetings and his apologies for being 
  unable to be here with you, but the urgency 
  of the mission that now stands before you 
  allows for no delay. Here now, I display his 
  key unto you all that you may know I speak 
  the truth.”
  Data-slates emerge on servo-arms from the 
  underside of the sphere, each one of which 
  shows a series of engramic codes unique to 
  Inquisitor Vaarak along with the Seal of the 
  Inquisition. “Are you satisfied with this proof?” 
  Captain Sepheyr waits for the Acolytes to all 
  answer in the affirmative. A Test is not required 
  to know that no Imperium agency would dare 
  counterfeit the Seal of the Inquisition. If the 
  Acolytes’ patron is aware that one or more 
  of them are of the surly suspicious type then 
  a further proof that would convince them, 
  something only they and Vaarak would know, 
  has been added to their data-slate. 
  With that resolved, one large wall of the room 
  shimmers and reveals itself to be a large view 
  screen. What at first appears to be a great dark 
  ship appears on the screen, but that impression 
  is swiftly given the lie by the strange contours 
  of the vessel, which seem to be interlaced with 
  rock. It soon becomes clear that the object is, 
  in fact, a conglomeration of multiple ships 
  of varying styles, not all of which are readily 
  identifiable as Imperial. As the Acolytes watch, 
  small portions of the object seem to flicker and 
  slowly fade, briefly showing the stars behind 
  it as its hull turns translucent. Captain Sepheyr 
  indicates that they are looking at a space hulk 
  that has recently exited the immaterium within 
  system on a direct course for Scintilla. Acolytes 
  with the Scholastic Lore (Astronomy) 
  skill or comparative knowledge of space will 
  automatically know that this is unprecedented. 
  Space hulks invariably enter realspace outside 
  of solar systems. Before anyone can comment, 
  though, the captain falls silent and his eyes take 
  on a faraway look.
  “Gentlemen, it is my honour to introduce you 
  to the individual who will be briefing you 
  fully on what this portends and what will be 
  expected of you.” 
  The largest door within the room 
  opens, but it is not enough. Not nearly 
  enough. The massive figure that stoops to 
  enter barely fits through the door frame, 
  even while crouching. Glossy black power 
  armour encases a warrior standing nearly 
  two-and-a-half metres tall. In the crook 
  of one arm, he holds a helmet. At his side 
  there is an ancient bolt pistol. As he rises 
  to his full height, he surveys you all with 
  appraising gun metal-grey eyes. By all 
  that is holy, an Adeptus Astartes—one of 
  the chosen warriors of the God-Emperor! 
  A Space Marine! 
  “Acolytes,” intones Captain Sepheyr, “I 
  present to you Brother-Sergeant Agamorr of the 
  Ordo Xenos Deathwatch. To him falls the duty 
  of explaining your mission.”
  Brother-Sergeant Agamorr nods to 
  the Captain’s hologram and each of 
  you in turn. Before he speaks, Agamorr 
  reverently places his helmet down and 
  draws a control wand from a block of 
  instrumentation on the hologramatic 
  sphere. When he finally speaks, Brother-
  Sergeant Agamorr’s voice reverberates 
  from deep within his massive chest:
  “Thank 
  you, 
  Captain. 
  Gentlemen. 
  Approximately three days ago, a cadre of 
  sanctioned Inquisitorial psykers registered 
  an unusually strong disturbance of the 
  aethyr about the Golgenna Reach. We were 
  unable to verify what their senses were 
  detecting until naval telemetry confirmed 
  the emergence of a space hulk which we 
  have code-named, ‘Twilight’. The Twilight 
  has entered realspace on a trajectory that 
  will take it directly into Scintilla’s upper 
  atmosphere in a little over half a sidereal 
  day. While there is no standard procedure for 
  an incident like this, the recommended course 
  of action when dealing with a hulk that is 
  too near a planetary system is to eliminate 
  it, which is exactly what Battlefleet Calixis 
  was preparing to do. However, soon after 
  its detection, a transponder signal emerged 
  from the heart of this hulk, an encoded 
  signal that the codifiers of the Inquisition 
  have identified as carrying the call sign of 
  the legendary Inquisitor Adorjin. Adorjin 
  has been missing for over six centuries, her 
  fate unknown. The signal has repeated twice 
  since, at odd intervals. The dense material of 
  the Twilight in conjunction with the unusual 
  spatial anomalies that you can clearly see 
  on the view screen has made an exact sensor 
  reading of the interior of the hulk impossible. 
  Correspondingly, the Inquisition has ordered 
  the Battlefleet Calixis to give their agents as 
  much time as possible to determine Adorjin’s 
  fate and retrieve the holy weapon that she 
  once carried, the Luminous Reproach. Which 
  brings us to you. You have been granted the 
  honour of entering the Twilight. You have 
  just over fifteen hours to determine the source 
  of the signal, secure the blade if possible and 
  depart before the Navy destroys the hulk.” 
  
  58
  II: Shades on Twilight
  58
  The Space Marine finishes his speech and looks 
  about the room expectantly, one eyebrow slightly 
  raised in a comfortingly human gesture. Captain 
  Sepheyr notes that the Navy will not be able to 
  delay the hulk’s destruction—as much time as 
  possible has already been given for the mission, 
  hence the continual hurrying that the Acolytes 
  have experienced. Agamorr pauses for an instant 
  then states, “I was given to understand by your master 
  that you hold your positions by choice. He does not order 
  you to do this, he asks. What say you? Will you accept 
  this burden?” Agamorr lets the Acolytes answer. 
  Obviously if one or more of them says no, the 
  adventure ends pretty quickly for them (Inquisitor 
  Vaarak will definitely have some “interesting” 
  thoughts on their on-going membership of his 
  retinue too). Presuming they all have the right 
  “spirit” though, they’ll agree to the mission. 
  Brother-Sergeant Agamorr nods once, decisively. 
  “I will not standby as you walk into the dark alone. I 
  will go with you.”
  The fact that Agamorr noted Adorjin as 
  being “legendary” may strike some of the 
  Acolytes as odd. No Acolytes without a 
  useful Scholastic or Forbidden Lore have 
  any idea who Adorjin is or what she’s done. 
  A character successfully making a Difficult 
  (–10) Scholastic Lore (Legend) Test 
  will recall an Inquisitor Adorjin as being 
  responsible for eliminating a recidivist cult 
  within the Golgenna Reach many centuries 
  ago. Acolytes with access to Forbidden 
  Lore (Ordo Malleus) or Forbidden Lore 
  (The Inquisition) can make an appropriate 
  Forbidden Lore Test to know that Adorjin 
  was a famed Daemonhunter of the Ordo 
  Malleus who disappeared some six centuries 
  ago. The Inquisition at large is unaware of 
  the circumstances of Adorjin’s last journey—
  but Brother-Sergeant Agamorr passes around 
  a transcript of her final enigmatic message, 
  logged before she disappeared:  
  Brother-sergeant agaMorr
  One of the near mythical augmented warriors of the Imperium, Agamorr is just short of two 
  centuries in age, though the few beings he meets without his helmet on would never guess this 
  by his appearance alone. Agamorr has served in the Deathwatch for just over three decades; his 
  standard original ten-year tour of duty was extended when it was discovered that he had a knack 
  for eliminating unusual xenoforms. Agamorr’s black power armour is clearly ancient with carefully 
  maintained ornately inlaid plates. One of his shoulder plates 
  bears the cyberskull cog of the Ordo Xenos Deathwatch; 
  the other is marked with a pair of ornate crossed 
  thunderhammers, the symbol of his Chapter. When 
  preparing to board the Twilight, he adds an ancient 
  well-worn thunderhammer to the bolt pistol that he 
  carries at his side. Agamorr is straightforward in both 
  his words and deeds. He seldom hesitates once he’s 
  chosen a course of action and his speech is often 
  directly to the point. Agamorr respects the Acolytes’ 
  wishes and, to a limited extent, is willing to follow 
  their orders, as he deems them to be representatives 
  of the Inquisition. However, in combat situations, the 
  Brother-Sergeant expects to be fully obeyed. He feels 
  no fear—the emotion is, to Agamorr, like a distantly 
  remembered dream of childhood. 
  You may be concerned that the presence of a Space 
  Marine could overshadow your PCs, but not to worry, 
  the Acolytes are still the protagonists of the adventure. 
  Brother-Sergeant Agamorr has his part to play and in 
  suitably dramatic action hero style, he’ll eventually 
  exit the stage—leaving your Acolytes to soldier on 
  without him. In the meantime, keep a sharp look 
  out for the gleam in your players’ eyes when they 
  realise that they are in command of the Brother-
  Sergeant, not the other way around.
  Agamorr’s profile can be found on 
  page 86.
  
  B
  Preparations
  59
  II: Shades on Twilight
  59
  “I’ve found him at last. His reckoning is long 
  overdue. How fitting that it should end near 
  exactly where it began.”  
  Neither the Brother-Sergeant nor anyone else 
  present knows who Adorjin is referring to, or 
  what her final comment refers to. Questions to 
  the Brother-Sergeant on that account will bring 
  a shake of his head and the comment, “We don’t 
  know. Inquisitors of her stature tend to have many 
  enemies.”
  PREPARATIONS
  B
  rother-Sergeant Agamorr leads the 
  Acolytes through the ship (which causes 
  a wave of awed Naval personnel to stand 
  aside), down into one of the forward holds of 
  the Magnus Ecthelion where they are all swiftly 
  readied for their mission. The hold is a crowded 
  affair, full of busily hustling ratings carefully 
  preparing the cruiser’s weapons for the eventual 
  destruction of the Twilight. 
  The Imperial Navy has arranged such 
  equipment as they believe the Acolytes should 
  require including full vac-suits for all of them 
  with magnetically chargeable boots, as gravity 
  is likely to be non-existent in much of the space 
  hulk. Acolytes who have never used void-suits 
  before, which are likely to be the majority of 
  them without military backgrounds, get a crash 
  course in ”safe void-suit operation” from one of 
  their naval liaisons, for example, “The amber rune 
  signifies the presence of air and the ability to breathe, 
  the red rune means the void holds sway and you must 
  keep your helmet sealed, relying on the purified air of 
  your tanks.” 
  A full array of equipment, from auspexes to 
  micro-beads is available, as well as an advanced 
  vox-caster that the naval enginseers hope will 
  be able to cut through the distortion fields 
  surrounding the space hulk. Any standard 
  weaponry that the Acolytes could want, within 
  reason, is also at hand, though Agamorr notes that 
  combat upon a space hulk is invariably at close 
  quarters, rendering heavy weapons near useless at 
  best and exceedingly dangerous at worst. 
  While the void-suits have integral lights built 
  into their helmets and shoulders, which can be 
  deactivated as necessary, there are also a series 
  of hand-held electric torches to help illuminate 
  the hulk’s interior. Finally, there are a series of 
  already coordinated chronos that are counting 
  down to the moment the battlefleet must destroy 
  the space hulk. The Imperial Navy has a number 
  of pict records of the Twilight, including one that 
  has been superimposed by a series of coordinate 
  qUestions and ansWers With the astartes
  How often in life does one get to meet a living legend?
  It is highly likely that your players, as well as their characters, will want to question Brother-Sergeant Agamorr as much as 
  they can without appearing rude before they actually enter the space hulk. Since the shuttle ride to the Twilight will take 
  approximately thirty minutes, they will have the time. The following are some of the questions they may end up asking 
  and the Brother-Sergeant’s possible responses:
  How did you come to be in the Deathwatch? Or, What Chapter do you belong to? 
  “I am a full battle brother of the Hammers of Retribution. I was seconded to the Deathwatch for a ten-year tour of duty some thirty 
  years ago. The Inquisition and my brothers decided that I had an affinity for this task, so my time with the Deathwatch has been extended 
  indefinitely.” 
  Where is your Chapter based?  
  “I’m not at liberty to say.”
  Where is the rest of your squad?  
  “Scattered throughout Calixis. For this task, one warrior should suffice.” 
  What is the Luminous Reproach?  
  “It is the final masterpiece of the weapon smith, Iriactius. A sacred blade blessed by the hand of Ecclesiarch Sebastian Thor himself in the 
  latter days of his great pilgrimage. Legend attributes it with immense power against the daemonic. Adorjin was the last in a long line of 
  famous bearers.”
  Have you ever heard of the Serrated Query? 
  [This brings a sharp look from Agamorr.] “Aye. A ruthless band of war profiteers dealing in black market goods. They regularly 
  employ xenos-scum mercenaries, which is how I first encountered them. My squad and I once tracked what we suspected were a band of 
  xenos cultists, but before we could catch them, the Serrated Query eliminated their group. Further investigation proved that several of them 
  were, in fact, members of that fraternity. They killed their own men.” 
  
  60
  Into the Twilight
  II: Shades on Twilight
  60
  vectors—effectively, the best guesses of the 
  Imperial savants as to where Adorjin’s signal 
  might have originated from within the hulk’s 
  mass—which appears to be close to the centre 
  of the space hulk. See Player Handout 2.1: 
  Map of the Twilight. 
  The Inquisition savants estimate that it 
  will take approximately five hours to get to 
  the centre of the space hulk, assuming that a 
  way can actually be found which isn’t blocked 
  by debris or an unfortunate misalignment 
  of the various vessels within the Twilight, 
  making entrance to whatever lies at the centre 
  impossible. Considering the mission’s time 
  constraints, too many obstacles along the way 
  may very well cause them to have to abort. If 
  asked, Brother-Sergeant Agamorr states, “Yes, 
  this may very well be a fool’s errand. Yet our duty to 
  the fallen is clear—we must attempt it.”
  At this point, one or more of the Acolytes may 
  be asking, “Why us?” Especially as they might 
  consider themselves not only under-equipped, 
  but also under-skilled. The Brother-Sergeant 
  sums it up nicely, “The Inquisition will allow none 
  but their own upon the Twilight. There is no time to 
  get anyone else. Your master feels that you have proven 
  yourselves capable of taking on this mission, and while 
  you are clearly trusted, you are also expendable… As 
  am I.” The Brother-Sergeant smiles slightly after 
  he says this. 
  INTO THE TWILIGHT
  The Acolytes have been granted the use of 
  an assault boat named Helios, a small vessel 
  capable of latching onto the side of the space 
  hulk with a series of magnetic clamps, then 
  blasting through its hull with melta charges. If 
  none of the Acolytes is capable of piloting the 
  craft, Brother-Sergeant Agamorr can manage 
  it reasonably well, though if this is the case, 
  he brings a few special pieces of equipment 
  that will allow him to handle controls far 
  smaller than his hands could normally manage. 
  Agamorr lays out the Naval maps and a few 
  of the picts of the hulk over an internally lit 
  chart table to discuss what approach their 
  ship should take with the Acolytes. Agamorr 
  (unsurprisingly) favours a direct approach, 
  trying to latch onto the Twilight as close to 
  the centre of its mass as possible, though 
  he’ll listen to whatever the Acolytes have to 
  say. The Navy has noted that the space hulk 
  has slowly been rotating in a clockwise/
  corkscrew fashion as it nears Scintilla. 
  Acolytes successfully making a Routine 
  (+20) Scholastic Lore (Astronomy) Test 
  realise that regardless of gravity conditions, 
  it would therefore be wise to approach the 
  underside of the hulk, as its rotation will 
  carry them up and eventually over during the 
  first few hours after they enter it. 
  Since time is of the essence, the Acolytes will 
  doubtless want to be on their way as soon as 
  possible. Still, they have to wait ten minutes 
  or so for Tech-Priest Volwyr of the Adeptus 
  Mechanicus to chant the Litany of the Sleeping 
  Leviathan, a benediction for those about to enter 
  a space hulk, as he blesses their boat and anoints 
  each of the Acolytes with drops of sacred oils. 
  The engines of the Helios easily ignite and the 
  Acolytes are on their way. As their ship leaves the 
  hold of the Magnus Ecthelion, the Acolytes will 
  see other Imperial capital ships in the distance, 
  but over the next forty-five minutes the immense 
  shape that looms ahead of them will dwarf all 
  others as the Helios comes up and around to 
  head towards the Twilight:
  The Magnus Ecthelion was one of the largest 
  vessels that you had ever seen up close, but 
  as you slowly near the space hulk looming 
  before you, you realise it would take ten 
  or more such cruisers welded together to 
  even begin to approach the sheer size of 
  the Twilight. The space hulk has a roughly 
  ovoid shape, with various pieces of ancient 
  craft sticking out at odd angles from its 
  long central mass. As you draw closer, 
  you’re certain that several of the Twilight’s 
  protrusions resemble no Imperial ship or 
  indeed, anything ever built in the Emperor’s 
  shipyards. The dense material clustered 
  between the myriad of ships superficially 
  resembles stone, but the scanners of the 
  Helios return no useful information about 
  it. Indeed, a liberal interpretation of the 
  readings would suggest that there is no 
  material holding the various derelict ships 
  of the space hulk together at all.
  As the Helios approaches the Twilight, 
  have all the Acolytes make a Hard (–20) 
  Awareness Test. A success means that they 
  notice something unusual about the space 
  hulk—portions of the Twilight seem to move 
  while standing still, as if occluded by a wave 
  of heat distortion. If they fix their gaze on 
  any given section of the hulk, though, there 
  appears to be nothing wrong with it. No 
  instrumentation can confirm what they’re 
  seeing and Acolytes that failed the Test just 
  cannot see what they’re referring to. This is 
  just the first of many unnatural effects that the 
  Acolytes will encounter upon the Twilight; see 
  A Warped Derelict for more details.
  
  61
  II: Shades on Twilight
  61
  
  62
  II: Shades on Twilight
  62
  When the Helios is several thousand 
  kilometres out from the Twilight, a vox 
  message comes in from the Imperial Navy 
  indicating that several ships have detected 
  energy fluctuations within the space hulk. 
  While the Acolytes are digesting that 
  particular piece of information, one of the 
  vessels that make-up the bulk of the Twilight 
  opens up on them with a series of energy 
  batteries. Even at that vast (though rapidly 
  shrinking) distance, the pilot of the Helios 
  has very little time to compensate before 
  long blasts of blue-green energy begin 
  sizzling past the craft. If the pilot is Brother-
  Captain Agamorr, he yells, “Strap yourselves 
  in!” Before pushing the Helios’s engines as 
  far into “the red” as they’ll go, rocketing 
  the small ship towards the space hulk in an 
  effort to swiftly pass inside the cannon’s 
  range. Make some die rolls for the effect it 
  will have on your players—a particularly bad 
  roll will herald a shot skimming the side of 
  the Helios and a pronouncement that their 
  oxygen levels are now rapidly dropping. If 
  one of the Acolytes is the pilot, now is his 
  time to shine. Have him make a Challenging 
  Pilot Test. No successes on the Test indicate 
  that their craft gets hit as above and starts 
  losing air. Success means that the pilot has 
  managed to avoid the initial barrage. 
  As the Helios brings them closer to the 
  slowly rotating Twilight, the shots briefly 
  intensify as the Acolytes try to find the correct 
  entry point amidst the blasts of destructive 
  energy. Have everyone but the pilot (who 
  will be distracted by efforts to keep them all 
  alive) make a Hard (–20) Awareness Test. 
  Success means that they notice what looks 
  to be another ship silhouetted against the 
  barrages of the Twilight (this is actually the 
  rival team’s vessel) which they swiftly lose 
  sight of unless they achieved one or more 
  degrees of success, in which case, they can 
  see that the other ship also appears to be 
  a WarPed dereLict
  Space hulks, at the best of times, are strange and dangerous places that only the brave and foolish tread within lightly. 
  Long exposure to the warp means that many of them fail to conform to the laws of realspace. The Twilight is far more 
  than any standard hulk though: it’s a tomb. The Twilight is essentially a vast mausoleum, haunted by the spirits (or warp 
  signatures) of the psykers slain in the final duel between Adorjin and Nekaybraianon.  The Black Ship upon which they 
  died is at the very heart of the Twilight. Correspondingly, the closer one gets to the centre of the vessel, the stranger the 
  phenomena get as one nears the heart of the spirits’ anger. There are several parts of this adventure that describe specific 
  supernatural events that will occur to the Acolytes as they journey throughout the ship. The following are various ideas 
  for effects and general weird sights that you can include as they move from scene to scene aboard the hulk:
  •		Various	 pieces	 of	 technological	 gear	 suddenly	 stop	 functioning	 for	 no	 apparent	 reason.	 Neither	 Tech-Use,	 nor	
  appropriate Scholastic Lore Tests can reveal anything wrong with the gear. Nor is there any apparent cause for what’s 
  changed when they suddenly flare back to life and start functioning again.
  •		The	floor	beneath	one	the	Acolytes	flickers,	showing	a	glimpse	of	the	stars	outside,	before	promptly	becoming	
  opaque again.
  •		Gravity	may	also	become	fickle.	It	is	assumed	for	the	most	part	that	the	Twilight has enough gravity for the Acolytes 
  to move about with relavtive ease. However, it is possible that they may stumble into tunnels or chambers of heavy 
  gravity, zero gravity or even where gravity is reversed where up suddenly becomes down. 
  •		The	Acolytes	come	upon	the	corpses	of	some	seriously	twisted	looking	xenoforms	at	the	controls	of	an	unidentifiable	
  device that sits at the centre of a large vaulted chamber. The aliens are many limbed monstrosities that appear to be 
  manipulating the controls of what resembles a large pipe organ. 
  •		Have	the	Acolytes	make	a	Challenging	Awareness	Test.	Any	level	of	success	indicates	that	they	notice	that	the	patina	
  of rust within a corridor accurately forms a broken aquila upon the wall.
  •		The	Acolytes	all	begin	to	catch	the	scent	of	an	incredibly	powerful	but	completely	improbable	smell,	for	example,	a	
  series of corridors smell overwhelmingly of roses. Acolytes who have kept their vac-suits sealed can still smell it.
  •		The	Acolytes	encounter	the	remains	of	a	xenos	ship	that	was	clearly	once	a	living	vessel.	The	organic	exterior	of	the	
  ship has partially sloughed off exposing the internal housing of the craft, which strongly resembles bone. The fleshy 
  outer shell has survived due to the extreme cold.
  •		After	the	Acolytes	have	been	travelling	through	a	sector	of	the	Twilight where gravity functions for a time, the 
  Acolytes’ breathing suddenly sounds incredibly loud as it becomes the only sound they can hear.
  
  63
  II: Shades on Twilight
  63
  attempting to reach the space hulk before they 
  lose sight of it amidst the flashes. Regardless, 
  none of the Helios’s instrumentation picks 
  up the other ship and, if they ask the Magnus 
  Ecthelion via vox, they claim to be unable to 
  verify the presence of any other vessels due 
  to the Twilight’s interference.
  After weathering the storm, the Helios 
  moves to synch-up with a decent mooring 
  point while avoiding the fields of debris 
  that are slowly being shed from the space 
  hulk. The assault craft slides into position 
  flawlessly against one of the many hulls of 
  the Twilight with a resonate clang. As the 
  Acolytes prepare themselves testing their 
  equipment, 
  Brother-Agamorr 
  locks 
  his 
  helmet on and quietly intones portions of 
  the Astartes Litany of Battle as he checks 
  his weapons. Acolytes that wish to can 
  make Tech-Use Tests with their auspexes to 
  detect anything from the Twilight. Success 
  indicates no apparent movement, but odd 
  fluctuations in the readings implying that 
  there is definitely something strange about 
  the hulk. Failure shows an all clear. When 
  the team is prepared, they set off the melta 
  charges producing a wave of heat that they 
  can feel even in the Helios’s assault room. 
  With a muffled “thump” a section of the 
  Twilight’s hull falls inward and the Twilight is 
  breached. All of the Acolytes’ chronos read 
  12 hours till detonation.
  The corridor before them appears to be 
  one of Imperial construction. The majority of 
  the Twilight’s interior is covered with a light 
  layer of frost, which coats everything from 
  ceiling to floor. The Acolytes’ boots make 
  distinctive crunching sounds as they step onto 
  the ice-coated deck, disturbing small bits of 
  ice, which slowly spiral away due to the lack 
  of gravity. The interior runes on their vac-
  suits indicate that the atmosphere within the 
  Twilight is, amazingly enough, breathable. 
  The Acolytes can retract their face shields if 
  they wish—the air is indeed breathable, just 
  very, very cold. Their breath plumes out in 
  great long waves as they breath in the void-
  chilled air. Brother-Sergeant Agamorr moves 
  to take point unless a particularly stealthy 
  Acolyte offers to scout ahead. All Stealth 
  Tests for silent movement suffer a –10 
  penalty due to the noisy layers of ice on the 
  floors and the need to securely place their 
  feet against the metal decks.
  Secretly make a Challenging Psyniscience 
  Test for any psyker brought aboard the 
  Twilight. Any level of success indicates the 
  unconscious muttering of the phrase, “It’s 
  watching us.” The psyker will not remember 
  doing so. Failure has no effect. A more 
  purposeful use of the Skill will indicate 
  that the immaterium is flowing unimpeded 
  through the space hulk—so much so that 
  realspace make be partially disrupted within 
  its mass.
  Any Acolyte that thinks to do so can check 
  their vox-channels with the Navy. As long 
  as they’re standing within a few paces of 
  the Helios, their equipment works fine. The 
  deeper they go into the Twilight’s corridors, 
  the 
  more 
  fragmented 
  communication 
  becomes. Within a hundred paces, they can 
  no longer discern vox communication from 
  outside the space hulk. The good news is 
  that the advanced vox-caster that the Naval 
  enginseers have entrusted to the Acolytes 
  allows them to communicate with one 
  another from various sections of the Twilight. 
  Give 25 xp on the spot to the first Acolyte 
  who remarks something along the lines of, 
  “Wait a minute, how is Adorjin’s signal being 
  broadcast then?”
  
  64
  F
  First 
  Contact
  II: Shades on Twilight
  64
  FIRST 
  CONTACT
  F
  or the first two hours after their entrance 
  into the Twilight, the corridors of the 
  ship that the Acolytes’ move through 
  appears to be Imperial, so its layout is relatively 
  familiar. While travelling, they and the Brother-
  Sergeant occasionally have to force open sealed 
  doors, sometimes locked, sometimes simply 
  functionless due to centuries (or millennia) of 
  neglect. Although the rime of ice still coats the 
  ship, perceptive Acolytes can make a Difficult 
  (–10) Awareness Test to notice that the cold 
  is lessening as they journey inwards—a fact 
  that doesn’t make any sense to anyone with any 
  science-based Scholastic Lore.
  As the band passes into the broken remains 
  of a larger room, the first in a series of what 
  appears to be crumbling storage chambers, they 
  are attacked from the shadows by several twisted 
  hunting creatures brought from the warp by the 
  Dark Eldar and set loose to roam the corridors 
  of the Twilight. Have all present, including 
  Brother-Sergeant Agamorr, make a sight based 
  Awareness/Perception Test opposed by 
  the Warp Beasts’ Silent Move—which is 
  not penalised by the ice. Those that succeed 
  notice the opalescent burning eyes of the Warp 
  Beasts before they lunge from the shadows, and 
  therefore are not surprised for the first Round 
  of combat. Those that fail, are Surprised by the 
  beasts’ sudden, savage attack. There are three 
  creatures that pounce from the darkness, one of 
  which dives on Brother-Sergeant Agamorr while 
  the other two menace the Acolytes. The Warp 
  Beasts do not seem to be affected in the slightest 
  by the lack of gravity—in fact, they seem to 
  move impossibly fast for such large animals.
  The Warp Beasts attack the largest Acolytes 
  first, each one picking a separate target. Their 
  tactics are straightforward: they attack to kill, 
  trying to tear out throats if they can. Acolytes 
  inexperienced with fighting in zero gravity 
  will have a difficult time fending them off and 
  will suffer a –10 penalty to their attacks. 
  The beast that attacks the Astartes looks like 
  a mastiff with peeled off skin. One of the two 
  attacking the Acolytes seems to be nothing but 
  bones and sinew, its musculature missing; the 
  other resembles a panther apparently made of 
  flickering grey flames. When wounded, all of 
  the creatures bleed a bluish ichor that floats in 
  globules through the room, presumably soon 
  joined by the crimson spurts of the wounded 
  Acolytes. 
  Brother-Sergeant Agamorr roars out “For 
  the Emperor!”, as the Warp Beast first lunges at 
  him. He unlimbers his thunderhammer so fast 
  it almost seems to teleport into his hand. You 
  can play out his fight if you wish—otherwise, 
  assume it takes three Rounds. During the first 
  two Rounds, the beast attempts to rip into 
  the Space Marine’s armour while the Brother-
  Sergeant manoeuvres to get the creature into the 
  position that he wants it. On the third Round, 
  Agamorr boots the predator back and follows 
  with a two-handed swing with his hammer 
  that staves in its head and knocks its corpse 
  ten metres across the room to lie in a smoking 
  ruin in a far corner. The Brother-Sergeant then 
  immediately moves to help the Acolytes with 
  the other two beasts.
  After the fight, have all present make a sight 
  based Difficult (–10) Perception Test. Those 
  that succeed notice a blade-lined collar wrapped 
  around the neck of the largest Warp Beast. The 
  collar is etched with xenos markings of some 
  kind. Acolytes with appropriate Scholastic Lore 
  Skills will recognize them as being similar to 
  Eldar runes, but somehow sharper in appearance. 
  Brother-Sergeant Agamorr grimly states, 
  “We are not alone.”  He waits for a moment, 
  allowing his statement to be understood 
  before continuing, “That script is the markings 
  of a piratical breed of Eldar. Unholy xenos scum, 
  vicious killers without honour. They sometimes 
  use these creatures as hounds for their debased 
  hunts. That one,” he says as he gestures to the 
  collared beast, “may have escaped them in 
  the past, but I doubt it.” (On the exceedingly 
  rare chance that one of your Acolytes actually 
  knows Dark Eldar script—the writing is the 
  beast’s name, Kharthus.) The Acolytes may 
  doubtless wonder how many Dark Eldar, if 
  any, are on the Twilight and what, exactly, 
  they might be up to. They may suspect that 
  the odd appearance of a space hulk within 
  a solar system is due to the machinations of 
  these evil xenos. Since the Twilight has been 
  in realspace only a relatively short time, to 
  their knowledge, they may also wonder how 
  the Dark Eldar managed to get on board, 
  especially since the Battlefleet Calixis has the 
  hulk surrounded by warships which have not 
  reported the presence of any xenos craft. If 
  any of the Acolytes noticed the other ship as 
  they were approaching the Twilight, they may 
  winder about how that got here as well.
  If the Acolytes all fail to notice the beast’s 
  collar, the Brother-Sergeant refers to the beasts 
  as, “predators from the warp,” and notes that such 
  creatures can often be found on space hulks. The 
  party thus move on from this encounter, as yet, 
  none the wiser. 
  WarP 
  Beasts 
  Savage warp enti-
  ties that roam the 
  fringes of the im-
  materium 
  searching 
  for prey, Warp Beasts 
  are vicious preda-
  tors thought to de-
  rive from humanity’s 
  fear of being hunted. 
  They are eternally vo-
  racious, never satisfied 
  no matter how much 
  their blood lust is sa-
  tiated. When in the 
  warp, they are partial-
  ly immaterial allowing 
  them to hunt down 
  weaker energy beings. 
  If they can find a way 
  into realspace, they 
  automatically take on 
  a material form, al-
  lowing them to hunt 
  and consume living 
  creatures. The Dark 
  Eldar utilise them 
  as entertainment in 
  their blood-spattered 
  arenas and will often 
  employ them as hunt-
  ing 
  beasts. 
  Warp 
  Beasts are roughly 
  analogous to a canine, 
  typically bearing a 
  lean quadruped form 
  excellent for running 
  down prey. They of-
  ten stand as much as 
  four feet high at the 
  shoulder—though 
  some of the truly 
  ancient ones have 
  grown to vast sizes. 
  Their forms are wild-
  ly varied with no two 
  exactly alike, though 
  they all share scintil-
  lating burning eyes 
  that shine with an un-
  wholesome feral light 
  perfect for cutting 
  through the gloom of 
  the immaterium. 
  Profiles for the 
  Warp Beasts can be 
  found on page 86.
  
  65
  II: Shades on Twilight
  65
  
  66
  All is Not 
  as it Seems
  II: Shades on Twilight
  66
  ALL IS NOT 
  AS IT SEEMS
  Groups alerted to the possible presence of the 
  Dark Eldar will likely wish to move forward 
  carefully, but move they must as the clock is 
  ticking. The Acolytes will soon run into an 
  imposing sight: a massive jagged crack in the 
  side of the vessel through which they’ve been 
  travelling. Since the way forward is blocked 
  by tons of twisted metal, through this fracture 
  they must proceed. Once through the crack, a 
  vaulted ceiling formed from a mass of asteroid 
  rock and the broken keel of an ancient vessel 
  stretches up above the Acolytes. The hulls of 
  several other craft along with the asteroid form 
  the walls of this “cavern” and there is an opening 
  that the party’s scanners will indicate as a viable 
  passageway for them to continue down. As they 
  enter read, or paraphrase the following:
  As you step into this cavern, frost suddenly 
  forms icy patterns on your clothing and 
  equipment. A frail shape flickers and 
  materialises out of one of the walls. The thin 
  figure appears to be a young human girl, no 
  more than seven, dressed in tattered black 
  rags with limp dirty brown hair that hangs 
  in front of her eyes. She has no survival or 
  breathing apparatus of any kind. Her feet 
  are bare, but leave no prints in the ice as 
  she stumbles silently towards you. Her skin 
  is deathly pale and her form is translucent, 
  allowing you to see right through her to the 
  bulkhead beyond.
  The girl halts a few metres away and 
  studies you and the Brother-Sergeant. Her 
  voice is very soft, but clearly audible as she 
  states: “You’re in big trouble now.” 
  This will no doubt take the Acolytes aback. If 
  any of the Acolytes uses their auspexes on the 
  girl, a successful Ordinary (+10) Tech-Use Test 
  will indicate that there is nothing there unless the 
  character achieves two or more degrees of success‘ 
  in which case, he detects an unidentifiable bio-
  energy pattern. If the Acolytes look to the Space 
  Marine, Brother-Sergeant Agamorr looks at the 
  most senior of the Acolytes quietly, stating on a 
  closed vox-channel, “I have never seen anything like 
  this before.” He will also gently slide his bolt pistol 
  from its holster.
  One or more of the characters will probably 
  step up to ask who or what the girl is or what 
  she means by them being in “trouble”. Whatever 
  they do, after a second she will simply smile and 
  say, “They’re coming. They’re almost here.”
  Her head then whips up, cocked to the side as 
  if she is listening to something that the Acolytes 
  cannot hear. If there is a psyker present, allow him 
  to make a Hard (–20) Psyniscience Test. Any 
  level of success indicates that the psyker hears the 
  sound of a cry, as if from far away, along with a 
  name or perhaps a title that resonates with fear: 
  “shadow raider”. The girl turns and dives into the 
  shadows quicker than any of the Acolytes can 
  react, instantly vanishing into the darkness.
  As the Acolytes are considering the Warp 
  Ghost’s abrupt exit, they hear a soft sound in 
  the distance, echoing down the long corridor 
  leading away from the vaulted chamber. The 
  sound is distinct: that of a fluid dripping 
  down into a pool of liquid. Apparently gravity 
  functions in the passageways ahead of them—
  though they’ll never have any explanation as 
  to why or how such a thing is possible. As the 
  adventure progresses from this point on, the 
  sounds of dripping fluids and the occasional 
  tinkling cascade of falling ice will sound all 
  about the Acolytes as the ice on the corridors 
  slowly begins to melt.
  Bring it 
  on!
  Don’t make the mis-
  take of thinking that 
  an action adventure 
  should simply be one 
  long series of combats. 
  While fight scenes 
  should certainly play 
  a prominent part in 
  an action packed tale, 
  it is really the pacing 
  that makes a given 
  adventure more ex-
  citing. As you move 
  from scene to scene, 
  keep the pace brisk; 
  fights should always 
  be fast and in the 
  Acolytes’ faces. Give 
  your 
  players 
  little 
  time to plan or react 
  when their characters 
  are attacked—make 
  them decide instantly 
  what they’re going to 
  do and, if they dither, 
  they lose their ac-
  tion. After a vicious 
  fight, you should then 
  counterpoint it with a 
  slightly slower scene, 
  but always keep the 
  adventure moving.
  
  A
  Splinters  in 
  the Dark
  67
  II: Shades on Twilight
  67
  SPLINTERS IN 
  THE DARK
  A
  t this point the Acolytes will have 
  realised that something very strange 
  is going on aboard the Twilight or 
  they’re seriously in the wrong line of work. 
  The dripping corridors beyond the open area 
  where they met the Warp Ghost eventually 
  lead to a series of transport vessels that have 
  been crushed together in strange ways. It takes 
  the party some time to pick their way through. 
  After letting them struggle for a while, casually 
  suggest that those using auspexes should make 
  a Difficult (–10) Tech-Use Test. Success 
  indicates that movement has been detected, 
  external to the party. One degree of success 
  gives the general direction and two degrees 
  of success or more precisely locates a single 
  bipedal xenos-form in the area just beyond 
  where the party is standing.
  Brother-Sergeant Agamorr will have drawn 
  his bolt pistol while the PCs were scanning and 
  he slowly sweeps the area with practiced ease, 
  concentrating on the indicated direction if any 
  of the Acolytes was particularly successful with 
  their scan. His cautious advance soon hits a 
  blockage that prevents easy silent movement 
  forward; he gestures at himself, then at the small 
  door frame before him and gives a dismissive 
  hand gesture, indicating his inability to proceed 
  without making noise. If one of the Acolytes 
  has proved their stealth earlier, the Space 
  Marine signals him forward, indicating that he 
  should take point in preparation to enter the 
  next area. Agamorr swivels his helmet to look 
  at the nominal leader of the Acolytes and voxes 
  a single word question, “Alive?” He’ll try to 
  disable lower extremities instead of going for 
  kill shots if asked to do so—otherwise, he’ll 
  back up whoever goes through the door first 
  with as much force as necessary to remove all 
  opposition.
  The space beyond the twisted cargo transports 
  holds a single occupant: a Dark Eldar scout 
  named Ketserar who is presently searching 
  for an overdue pack of Warp Beasts. Yes, those 
  Warp Beasts. Ketserar, no fool by any stretch, 
  is alert for trouble, as he realises that anything 
  that could have delayed the Warp Beasts could 
  certainly undo him. He moves through the 
  shadows of the space hulk, keeping an eye on 
  the various entrances to whatever area he is 
  moving through if he can. He has a motion 
  tracker, but luckily for the Acolytes, his 
  equipment has been acting strangely due to the 
  baleful influence of the Twilight—so they do 
  have a decent chance to catch him unawares. 
  He’ll oppose any Acolyte Silent Move Tests 
  with his Awareness. If he sees any of the 
  Acolytes or the Brother-Sergeant before they 
  see him, he’ll attempt to slip unnoticed into 
  the shadows so that he can leave and report 
  their presence to his master, the Haemonculus 
  Akirvas (see page 82) as his communication 
  equipment is almost as troubled as his motion 
  tracker. However, the Acolyte’s equipment will 
  detect him trying to leave—especially if they 
  scored one or more degrees of success on their 
  Tech-Use Tests.
  Either way, a fight here is inevitable. The 
  only question is who will attack first? Ketserar 
  will start the ball rolling by lobbing a vicious 
  grenade-like weapon called a terrorfex into 
  the midst of the Acolytes then opening up 
  with one of the cruel guns of the Dark Eldar, 
  a vicious side arm known as a splinter pistol. 
  Ketserar doesn’t fight to injure his opponents—
  he fights to kill. Being outnumbered by the 
  Acolytes doesn’t faze him in the slightest as he 
  believes himself superior to a group of inferior 
  “mon-keigh” (as Eldar contemptuously refer to 
  humans), but when Brother-Sergeant Agamorr 
  eventually tears his way into the room, the Dark 
  Eldar prepares to sell his life dearly.
  When the Dark Eldar realises the magnitude 
  of the force he is fighting, he takes up a 
  defensive stance to spend a Round fishing 
  an unusual object out of one of his pouches. 
  The device is a strange and disturbing shape, 
  reminiscent of a spiral shell, and seemingly 
  formed from glass in colours beyond the 
  human visual spectrum range, making it both 
  compulsive and repugnant to the eye at once. 
  Ketserar spends a Half Action holding part of 
  the strange device to his mouth and screaming 
  into it. The following Round, blood comes 
  pouring down out of his mouth and from his 
  lips as he pulls the hideous “whistle” away with 
  a savage grin on his sallow features. The Dark 
  Eldar Scout will continue to fight on, confident 
  that should he fall, vengeance will come via 
  strange angles of space and time… Ketserar 
  will fight to the death, unwilling to be captured 
  by “primitive savages”. If the Acolytes manage 
  to get the jump on Ketserar or mortally wound 
  him, he will make his final act of defiance to be 
  the activation of the omni-dimensional whistle. 
  A feral smile doesn’t leave his visage as he 
  slumps, dead, to the floor.  
  The Dark Eldar scout’s body will likely cause 
  more questions than it answers. Ketserar has 
  recognisable exploratory gear, such as tightly 
  coiled ropes and pinions, meaning he knew 
  that he was going to be exploring or perhaps 
  
  68
  II: Shades on Twilight
  68
  salvaging aboard the space hulk. How the Dark 
  Eldar knew about the Twilight will certainly 
  become a relevant question in the Acolytes’ 
  minds, but even more prevalent will be how 
  the xenos got on board. Brother-Sergeant 
  Agamorr considers this and states his opinion. 
  “They are ancient and cunning. They are 
  rumoured to know far more secrets of the warp 
  than is wise for those who would remain sane. 
  Perhaps they learned of the Twilight’s coming 
  in the shifting tides of the aethyr. It matters 
  not. However they arrived, they are here now. 
  I doubt this one travelled alone.” The rest of 
  Ketserar’s equipment consists of light armour, 
  various knick-knacks and runic pendants, along 
  with his weapons. Acolytes searching the body 
  carefully will automatically notice that one of 
  the Dark Eldar scout’s pendants is identical to 
  the symbol of the Serrated Query. 
  There is also, of course, the device.
  The strange apparatus appears to be made 
  of glass, but close inspection reveals intricate 
  circuitry patterns inlaid throughout the xenos 
  machine. The patterns don’t resemble the xenos-
  circuitry from Rejoice For You Are True. Characters 
  with 
  Forbidden 
  Lore 
  (Daemonology, 
  Forbidden Tech, Warp or Xenos) can make 
  a Difficult (–10) Forbidden Lore Test to 
  ascertain what the device might be. Any level of 
  success notes the similarities between the device 
  and some of the machines that Astropaths use 
  to boost their psychically projected messages 
  through the immaterium. This may well lead 
  to the Acolytes swiftly becoming paranoid of 
  whatever’s likely coming for them now. The 
  Dark Eldar’s device is, as mentioned above, an 
  extra-dimensional whistle capable of clearly 
  sounding in both realspace and the warp for 
  massive distances. Ketserar’s final call was all too 
  successful—which the Acolytes will eventually 
  discover for themselves.
  A psyker using the appropriate Psychic 
  Disciplines may have gleaned a number of 
  particularly unpleasant insights into the mind 
  of the Dark Eldar, but fortunately not enough 
  to truly scar. Psychically reading nearly 
  anything in the scout’s possession leads to a 
  series of searing, painful visions all slicked in 
  blood. Ketserar’s thoughts are unlikely to be 
  in any language a psyker would understand, 
  but a truly successful Mind Scan may reveal 
  images of a silver-covered book, as he knew 
  that he and the members of his Kabal were 
  ordered aboard the space hulk to search for 
  a book of some sort, not in point of fact, a 
  blade. After the Acolytes have gleaned all they 
  can from the Dark Eldar, they can move on to 
  the next scene.
  ketserar
  Like his entire corrupt race, Ketserar lives for the 
  moments in which he can inflict misery and death 
  upon others, the more acute or exquisite, the 
  better. He is particularly fond of watching Warp 
  Beasts rip screaming innocents to pieces. Ketserar 
  is sworn to the service of the Kabal of Crimson 
  Woes, a group of Dark Eldar who regularly commit 
  piracy within the Calixis Sector. As a scout, he has 
  more patience than most of his kind; enabling him 
  to wait comparatively longer in order to bring 
  about more satisfying kills. He doesn’t speak the 
  language of the Mon-keigh and wouldn’t bother 
  to do so even if he could. On the off-chance that 
  one or more of the Acolytes can speak his tongue, 
  his fear of Akirvas prevents him from speaking out 
  anything more than dire insults, even under the 
  most grievous of tortures.
  Ketserar’s profile can be found on page 86.
  
  A Warp-spawned 
  Tide
  69
  II: Shades on Twilight
  69
  A WARP-SPAWNED 
  TIDE
  The Acolytes easily find a clear path out of the 
  area of shattered transports. Lights flicker in the 
  distance and heading towards these leads the 
  Acolytes into the heart of a majestic Imperial 
  ship, built in an ancient style with long, open 
  hallways that stretch for hundreds of metres. 
  The majority of their chronos indicate that 
  they’ve been on the space hulk close to four 
  hours, giving them around two hours more 
  before they have to turn back—one or two of 
  the chronos, though, read completely differently, 
  having either gained or lost time in relation to 
  the others. However, by their calculations, they 
  should be approaching the heart of the space 
  hulk, and the corridors of the big Imperial ship 
  they’ve found all seem to be heading in the 
  right direction, according to their auspexes. The 
  Imperial ship is a bit disconcerting though—its 
  corridor running lights are all on. 
  Some twenty minutes after the Acolytes have 
  journeyed into the corridors of the ancient craft 
  they come into an area where the hallways widen 
  into what appears as some sort of cargo hold 
  or other storage section of a capital ship. There 
  seem to be several different ways to proceed. Just 
  after they pass under a large arched doorway to 
  enter the widening passageways, their advanced 
  vox-caster squawks into life, registering a signal 
  identical to that which the Inquisition identified 
  as carrying Adorjin’s call sign. The sound pulses 
  continue for some twenty seconds before going 
  still. The signal seems to be originating in the 
  direction of one of the side corridors. Precisely as 
  it ends though, the Acolytes hear a deep barking 
  sound echoing down the largest hall in front of 
  them. Two massive Warp Beasts, larger than the 
  ones the Acolytes fought earlier, come tearing 
  down the corridor toward them, one of which 
  is running along the wall of the passageway, 
  apparently unaffected by local gravity. The 
  creature running along the floor is a bone-white 
  colour, while the one tearing along the wall leaves 
  a trail of dripping crimson ichor in its wake, 
  which stains the ice slush on the corridor’s floor 
  red. It has a body of raw, bleeding muscles. The 
  Warp Beasts charge into the characters without 
  hesitation. The fight should be fast and vicious as 
  there is little subtlety in the creatures’ tactics. 
  Profiles for larger Warp Beasts can be found 
  on page 86.
  With Brother-Sergeant Agamorr’s help, the 
  Acolytes will triumph swiftly over the beasts, 
  though they may sustain an injury or two. As the 
  party is standing about panting from their recent 
  exertions, they see something in the distance:
  At the limits of your vision, at the farthest 
  end of the long hallway ahead of you, you 
  can see what appears to be a writhing mass 
  of water flowing down the corridor towards 
  you. As it nears, you realise that it is not 
  liquid approaching. A mass of Warp Beasts 
  surges down the passageway towards you, 
  running along every surface from floor to 
  ceiling without impediment. Their forms 
  are beyond counting, each one more terrible 
  than the next. 
  Have all of the Acolytes make a Disturbing 
  Fear (Willpower) Test. Regardless of the 
  characters’ reactions, Brother-Sergeant Agamorr 
  doesn’t hesitate, “MOVE!  NOW!” He seizes any 
  of the group that seem to be frozen in shock 
  and shoves them towards the side corridor, then 
  proceeds to ready his weapons. The Brother-
  Sergeant realises that the group has no chance 
  against such numbers, and he can buy them 
  more time if he fights alone. He looks about 
  at the band, signalling out the greatest warrior 
  present and solemnly stating, “It falls to you 
  to protect them, now. Find the blade. May the 
  Emperor guide you in the darkness.”  
  The Brother-Sergeant turns towards the centre 
  of the hold, directly across from the corridor 
  where the Warp Beasts are coming from. A 
  series of muffled explosions shake the hulk as 
  the Space Marine calmly empties his bolt pistol 
  into the oncoming mass of xenos creatures. 
  Acolytes, with more courage than brains, may 
  stay long enough to see several of the horrific 
  canine-things pulverized by one mighty sweep 
  of Agamorr’s thunderhammer before he is lost 
  to sight as the mass of Warp Beasts engulf him.
  
  70
  II: Shades on Twilight
  70
  
  A Tense 
  Introduction
  71
  II: Shades on Twilight
  71
  Hopefully, the Acolytes have the sense not 
  to let the valiant Brother-Sergeant’s sacrifice be 
  in vain, as all he has really bought them is a 
  little extra time. The extended cargo hold area 
  has several viable exits, but only one obviously 
  heads more or less in the direction they want to 
  go, as the other corridor that was wending in 
  the right direction is presently filled with Warp 
  Beasts. As the Acolytes depart, they can hear the 
  Space Marine fighting on, over the vox. After 
  a minute of grunts and snarls, he roars, “FOR 
  THE EMPEROR!” once, before the vox-channel 
  goes dead…  Brother-Sergeant Agamorr plays 
  a part in the conclusion of Shades On Twilight 
  but the Acolytes should definitely regard him as 
  departed at this point.
  Before the Acolytes flee down their chosen 
  passageway, somebody might suggest leaving a 
  booby trap behind, such as rigged krak grenades 
  or some other such deterrent. Give them some 
  Experience Points for cunning and make a point 
  of eventually noting that they hear an explosion 
  in the distance behind them as they run deeper 
  into the hulk. Make it clear that they definitely 
  feel they’re still being hunted. They hear sounds 
  in the distance, echoing along the corridors of 
  the space hulk, barks, yelps, the click of claws 
  against metal and stone. 
  As they pass down the darkened corridor, 
  they soon leave the Imperial ship behind 
  and move into a passage formed of broken 
  igneous rock. As weird as that is, it swiftly gets 
  stranger—the corridor is clearly not accidental, 
  but deliberately carved. Well, technically the 
  spirits of dead psykers who don’t like walking 
  through solid objects if they can help it formed 
  it, but the Acolytes are unlikely to puzzle that 
  one out at the moment. The corridor soon ends 
  at an impressive sight: a massive open area, 
  in which one half of a large dark-hulled ship 
  sticks out of a rocky outcropping. The ship’s 
  hull is intricately engraved, though long years 
  have blunted or obscured many of the symbols 
  that mark its exterior. It is also covered in what 
  appears to be broken statuary, reminiscent of 
  gargoyles, and centuries of accumulated grey 
  dust. Imperial psykers will instantly recognise 
  the ship for what it is: one of the infamous Black 
  Ships of the Inquisition. All others will have to 
  successfully make a Routine (+20) Forbidden 
  Lore (Inquisition or Psykers) Test in order to 
  discern what the ornate dark ship is. Any psyker 
  in the group should make an Ordinary (+10) 
  Psyniscience Test to feel the strange waves 
  of psychic energy that resonate over the hull 
  of the craft. Allow any savants in the group as 
  well as any particularly well-educated characters 
  to make a Difficult (–10) Perception Test as 
  they quickly study the hull. Any level of success 
  indicates that they notice that many of the 
  symbols carved into the ship’s exterior have been 
  altered or visibly marred. Characters with an 
  appropriate Forbidden Lore (Daemonology, 
  Psykers, Forbidden Tech, or Warp) realise 
  that these are the ship’s hexagrammic wards that 
  have been destroyed. Acolytes attempting to use 
  their auspexes will discover that they are wildly 
  dysfunctional. They’ll also discover, much to 
  their consternation, that none of their chronos 
  show the same countdown time anymore.
  A TENSE 
  INTRODUCTION
  If the Acolytes have already stated that they are 
  “moving with stealth” through the hulk, ask 
  them to take a Silent Move Test and secretly 
  Oppose this with a Perception Test from 
  Lady D and Sergeant Forden (see following). 
  If the Acolytes win the Opposed Test, they 
  have the opportunity to make a Hard (–20) 
  Awareness Test to notice the figures ahead. 
  Otherwise, as they make their way through a 
  tall chamber, approaching a set of entry doors 
  on the underside of the Black Ship, a terse voice 
  rings out, “Declare yourselves!” This is rapidly 
  followed by the “ch-chunk” of a pump-action 
  shotgun chambering a shell. The Acolytes can 
  now make out one or more figures crouching 
  in the shadows of the tall chamber, a mere ten 
  metres away from them. A successful Awareness 
  Test will identify two figures; one or more 
  degrees of success will indicate that another 
  two figures are also hiding on the opposite of 
  the chamber. 
  The Acolytes have met their rivals and the 
  bulk of the rest of this adventure is based on 
  what they choose to do in the next few moments. 
  The other team is a group of Acolytes not unlike 
  the PCs, though slightly more experienced, 
  sent by another Inquisitor to retrieve Adorjin’s 
  effects. This adventure presumes that Inquisitor 
  Soldevan of Ordo Hereticus sent them to retrieve 
  the Luminous Reproach for himself—but any 
  rival Inquisitor will do. The point is that the 
  rival team wants what the characters are after…
  Like the PCs, the majority of Soldevan’s Acolytes 
  were not informed that there were going to 
  be any other teams aboard (see individual 
  descriptions on pages 72–73 for details). The 
  only reason they don’t immediately open fire is 
  that they see that the Acolytes are human. Their 
  first presumption (and quite likely that of the 
  PCs as well) is that the other group is composed 
  of pirates eager to plunder the hulk.
  
  72
  Soldevan’s 
  Team
  II: Shades on Twilight
  72
   SOLDEVAN’S 
  TEAM
  enginseer MoLochan
  A once promising young Tech-priest, Molochan 
  strayed into areas of research deemed heretical by 
  the Adeptus Mechanicus and was found guilty of 
  blasphemous studies; in his case, this was primarily 
  due to the investigation of practical applications 
  for various xenos technologies. Saved from 
  “deletion” by the Inquisition, Molochan’s pardon 
  is only in effect as long as he works for his new 
  masters—a fact he is bitterly aware of. Still, the 
  enginseer doesn’t entirely regret his lot; his new 
  patron regularly lets him study xenos artefacts 
  without comment. Molochan has been trying, 
  unsuccessfully, to convince his companions that 
  the various effects they’re encountering on the 
  Twilight are “normal” for a space hulk. Though 
  somewhat scrawny of appearance, the enginseer 
  hails from the Lathes and is far stronger than he 
  looks. Molochan desperately wishes to study the 
  Luminous Reproach, but his priority is personal 
  survival and he’ll encourage his team to make any 
  deal with the rival party that will help achieve 
  that end.
  caLcULUs-Logi treMPan
  The nominal leader of Soldevan’s team, 
  Trempan was born at the edge of Imperial 
  space on the planet Vaxanide. Trempan was 
  a lonely child, neglected by his parents and 
  taken to wandering as he pleased. During 
  one of his many aimless excursions, he came 
  upon a group of men tormenting some sort 
  of small, young xenoform. Trempan rushed to 
  defend the helpless alien, however, his efforts 
  were rewarded with him being nearly beaten 
  to death. His assailants thought they finished 
  him off with a stub revolver round to the head. 
  His courage, though, had not gone unnoticed. 
  Trempan awoke several days later feeling fine. 
  In fact, better than fine—he was fully recovered. 
  It was not until some years later that Trempan 
  discovered that the left hemisphere of his brain 
  and several large portions of his spinal column 
  had been replaced with xenos technology. 
  Justly fearing the wrath of both the Adeptus 
  Mechanicus and the Ecclesiarchy, Trempan took 
  a bold chance and offered his services to the 
  Inquisition. Trempan typically regards people as 
  either tools or obstacles. If the player Acolytes 
  offer any resistance without explaining who 
  they are, he will order them killed with little 
  hesitation. He is, ultimately, a very decent man 
  and just as willing to deal honourably with the 
  PCs—especially if they can prove that they 
  work for the Inquisition.
  
  73
  II: Shades on Twilight
  73
  sergeant Forden
  An ex-Imperial Guard soldier, Forden comes 
  from the infamously vicious feral world Dusk. 
  When Forden was 17, a Duskan Mist Drake 
  savaged his right arm near the shoulder. The 
  jaws of Mist Drakes lock until either they 
  or their prey are dead. In order to survive, 
  Forden was forced to saw his own arm off 
  with his own knife. His missing limb has 
  long since been substituted by a graceless 
  but powerful cybernetic replacement. He 
  wears the Mist Drake’s teeth on a necklace 
  and he is constantly surrounded by swirling 
  lho-smoke. Forden is an imposing man with 
  a will of adamant and his master trusts him 
  unreservedly, which is unfortunate as he is a 
  traitor. Forden is a double agent serving the 
  interests of the Serrated Query. The rest of his 
  group is unaware of the presence of the Liber 
  Daemonica (see page 81) or that Forden has 
  orders to retrieve it at any cost—all of the 
  others with him (and certainly the PCs) are 
  expendable. Forden will actually encourage 
  an alliance with the PCs, as he’ll believe that 
  their presence will help him hide his true 
  mission from Trempan.
  Lady d
  An ex-hive ganger with a wicked sense of 
  humour and a strong taste for adventure, 
  Lady D loves her life. Well aware that the 
  Inquisition has given her an existence she 
  could have never had on her own, she takes 
  her job very seriously, but that doesn’t mean 
  she can’t have fun killing heretics, now does 
  it?  Lady D is an adrenaline junkie who lives 
  for the excitement to be found in the midst 
  of a violent melee. She dyes her hair brilliant 
  colours (presently dark pink with golden tips) 
  and wears a riot of colours on her person. 
  Lady D trusts no one completely—she will 
  follow Trempan’s lead within reason, but 
  regardless of how well her “boys” get along 
  with the PCs, she’ll keep an eye on them at 
  all times.
  Profiles for all of Soldevan’s team can be found 
  on page 87.
  
  74
  II: Shades on Twilight
  Soldevan’s team is sharp and suspicious of the 
  characters, but experienced enough in the ways 
  of the Inquisition that they are not unwilling to 
  believe that a second team could have been sent 
  without their being informed. Imperial citizens, 
  even pirates, are very cautious about asserting that 
  they work for the Inquisition unless they can back 
  up the claim. The punishment for falsely claiming 
  to work for the Inquisition is far worse than a 
  death sentence. Besides, Molochan and Trempan 
  have both already been injured by Warp Beasts 
  and are in a mood to avoid a fight if they can.
  If the two teams do get into a protracted 
  gunfight (against all better judgement), they 
  will have about eight Rounds of fighting before 
  hearing the approach of dozens of Warp Beasts 
  down the various tunnels leading to where 
  they stand. This will either bring about an 
  abrupt change in tactics or result in both parties 
  getting slaughtered. If the sounds of the baying 
  Warp Beasts draw near and one or more of his 
  team are out of the fight, if alive the already 
  wounded Trempan will surrender, intending 
  to escape at a later juncture. Ruthless Acolytes 
  may just execute the other team’s survivors 
  without mercy. Any character that participates 
  in murdering Inquisition members who have 
  surrendered automatically get 2 Corruption 
  Points for each person they help to kill.
  Presuming that the two groups come to some 
  sort of arrangement, the Warp Beasts are still not 
  so far away and rapidly approaching. The open 
  door seems to be provident, especially since the 
  braying of Warp Beasts is beginning to resound 
  down the corridors about them. The doors of the 
  Black Ship bear crudely marked runes that seem 
  to have been seared into the metal of the ship 
  itself—Adorjin’s original pentagrammic wards, 
  which she sealed with her own blood, were 
  made permanent by the spirits of the Twilight. A 
  Savant with the appropriate Forbidden Lore(s) 
  may realise that the pentagrammic wards are still 
  very much intact, even though the hexagrammic 
  wards have all been destroyed. They’ll certainly 
  be aided in this by the fact that as the Warp 
  Beast howls draw nearer, a soft energy begins to 
  flicker over the sigils on the Black Ship’s doors. 
  Acolytes can pass into the interior of the Black 
  Ship without any problem, though they may feel 
  a tingle of energy that makes the hairs on the 
  backs of their necks rise. Several long-limbed, 
  swifter Warp Beasts enter the cavern of the Black 
  Ship, their opalescent eyes burning into the 
  darkness beyond the ship. They begin to charge 
  the Acolytes, but the foremost pull up and stop 
  with fearful yelps as they draw near the vessel. 
  The Warp Beasts are incapable of entering the 
  Black Ship—even being in proximity to it clearly 
  hurts and disorients them. After milling about for 
  a time, many of them will return the way they 
  came and a few will simply fade from vision.
  Trempan (if present) will note dryly, “Well 
  isn’t that convenient? You think they know something 
  we don’t?” Time is still counting down until 
  the Twilight’s destruction—though with all 
  the chronos malfunctioning, there is no exact 
  way to reckon how much time is left until the 
  bombardment begins.
  Wards
  Wards are legendary 
  creations dating far 
  back into the Dark 
  Age of Technology. 
  Wards are techno-
  arcane devices that 
  project 
  subtle 
  en-
  ergy fields capable of  
  influencing warp ema-
  nations. They are two 
  types; hexagrammic 
  and pentagrammic.
  Hexagrammic wards 
  are designed to pro-
  tect against psychic 
  attacks, as the wards 
  “siphon” away the 
  energy of the imma-
  terium, 
  channelling 
  it into harmless static 
  discharges. Sanctioned 
  psykers will be all too 
  familiar with this type 
  of ward, having been 
  exposed to them dur-
  ing their “stay” on-
  board a Black Ship.
  Pe n t ag r a m m i c 
  wards exist to defend 
  humanity 
  against 
  Daemons and the 
  corrupt 
  energies 
  they wield. Since the 
  knowledge of Dae-
  mons is proscribed, 
  the 
  existence 
  of  
  pentagrammic wards 
  is a secret known to 
  few outside of the 
  Inquisition, with the 
  exception of those 
  at the highest lev-
  els of the Adeptus 
  Ministorum and the 
  Tech-Priests of the 
  Machine God. 
  74
  
  T
  That Which 
  Remains
  75
  II: Shades on Twilight
  75
  THAT WHICH 
  REMAINS
  T
  he interior of the Black Ship is very 
  dark, though clearly, unbelievably, there 
  is still some sort of power generator 
  functioning within its depths as pale red but 
  functional running lights sporadically line the 
  hallway floors of the ancient vessel. The Acolytes 
  can hear faint sounds coming from somewhere 
  in the ship, sounds which seem to resemble 
  disquiet whispers. If the Acolytes expect their 
  sanctioned psyker(s) to be able to conduct them 
  through the ship, they’re in for an unpleasant 
  surprise—all psykers have their worst memories 
  of their time spent on a Black Ship erased after 
  their worthiness to continue in the service of the 
  Imperium is approved, meaning they won’t be 
  any help as guides to the interior.
  Black Ships are essentially prison vessels with 
  large portions dedicated to holding cells of various 
  sorts, all of which are inevitably lined with powerful 
  pentagrammic wards. As with the exterior, any trace 
  of the psychic wards has been expunged or altered 
  from the interior, rendering them ineffective. 
  While this may be of slight comfort to a psyker 
  character who will find their abilities uninhibited, 
  the rest of the Acolytes will probably not be too 
  keen on what such a fact might portend. Where 
  the Acolytes first enter the ship, they find a short 
  staircase, which leads to a long corridor that runs 
  along the spine of the vessel, traversing almost its 
  entirely length. The corridor is lined with what 
  were once exceptionally powerfully warded cells 
  to contain the most dangerous psykers, all of which 
  now stand empty and broken. 
  As the group studies their surroundings, they will 
  hear a soft nervous laugh come out of the darkness 
  of the long corridor. The girl they saw earlier will 
  walk out into the dim light, keeping her distance 
  from the characters. They may note this time, 
  however, that her presence is not accompanied by 
  frost and she looks more substantial.
  “Have you come to keep me company? 
  Have you come to kill them? No? Are you 
  Inquisitors? No? You’d better not be. No? 
  Good. Then you should meet the Others. Yes 
  the Others will very much want to meet you 
  all. Him especially.”
  If any of Trempan’s team is present, they’ll 
  look with widened eyes at characters that clearly 
  recognise the girl along with comments such as, 
  “Her… Again?” The Acolytes can once again 
  try and question her but she will simply begin 
  to wander off humming tunelessly and singing, 
  “Others, come to meet the Others”.
  The girl is unwilling to say much else, 
  suggesting only that she will bring those present 
  to speak with the “Others” if they wish, though 
  not saying who they are. If the Acolytes ask 
  where they are, she refers to the ship as, “The 
  prison”. If Trempan’s group is present, they’ll 
  defer to the PCs for the moment as they’ve 
  clearly encountered the girl before. Presuming 
  that the Acolytes agree to her guiding them, 
  read aloud the following. Even if they strike out 
  on their own you can have them arrive in this 
  same place, where the girl will be waiting.
  You follow the girl along the lengthy 
  corridor and eventually down a spiralling 
  metal staircase that descends deep into the 
  interior of the Black Ship. There, you enter 
  a cavernous hold, as massive as a temple 
  nave, which stretches up into the darkness 
  above you, far beyond the reach of your 
  lights. This deep within the Black Ship, 
  the cold has only just begun to recede and 
  a light mist fills the air. As you walk into 
  the enveloping darkness, pale figures begin 
  appearing about you, walking from the 
  surrounding gloom with little warning.
  This is more than just a little unnerving. 
  Anyone who desires to walk deeper into the 
  interior must succeed against a Frightening 
  (–10) Fear Test. Those that fail react according 
  to the normal rules. Fleeing characters will seek 
  to escape from the hold for the comparative 
  safety of the upper decks.
  The figures are all dressed similarly to the 
  girl, wearing the stained and tattered remains 
  of some kind of uniform. There is no pattern 
  to those that emerge from the shadows: there 
  are both men and women, both young and 
  old. Most are thin, though a rare few still 
  have some girth. All of them appear to have 
  had the colour leeched from them, leaving 
  them pale but shimmering reflections. All 
  are clearly insubstantial and flicker and shift 
  in the light.  They study the Acolytes with 
  hungry dark eyes, whispering incoherently 
  into the gloom. More and more file in behind 
  them until the characters are completely 
  surrounded, though the mass of forms keep 
  their distance from the Acolytes. 
  You can if you like at this point give the PCs a 
  few moments to decide what to do. However, at 
  least for the moment it doesn’t seem like they 
  are in any danger. After a second or so, the sea of 
  ghosts will open and others will arrive.
  the girL
  This young girl was 
  once a psyker. Her 
  parents called the 
  Inquisition to have 
  her removed after 
  she started showing 
  touches of minor tel-
  ekinetic ability. After 
  losing her parents 
  and suffering several 
  miserable weeks in 
  the holds of the Black 
  Ship, she was finally 
  killed by Nekaybra-
  ianon’s death throes. 
  All that remains of 
  her is a twisted re-
  flection of what she 
  once was in life, com-
  pletely mad and with 
  little memory of what 
  she was before. With 
  the arrival of the 
  Acolytes, however, it 
  is possible that she 
  might regain some of 
  her humanity and try 
  to help them, though 
  she is unlikely to 
  know why. 
  As a Warp Ghost, 
  the girl has no profile. 
  However, the GM 
  can feel free to give 
  her Skills and Talents 
  that would seem ap-
  propriate should the 
  need arise.
  
  76
  II: Shades on Twilight
  76
  The ghosts part before you, revealing the 
  end of the chamber and a ghostly man 
  wrapped in a dark robe comes forward. 
  His eyes seem to glow as he regards the 
  Acolytes, “I was Crovus and these were those the 
  Black Ship kept. Who were you?”
  At this point the Acolytes can decide just what 
  it is they want to do. They cannot harm the ghosts 
  (through the reverse is not true) so they will probably 
  want to talk further to them if they want to be 
  allowed to leave in peace or get some information.
  If any of the Acolytes are skilled with words, 
  now would be the time to speak up—none of 
  Trempan’s group are diplomats, their skills, in 
  the main, lie elsewhere and once again they 
  defer to the PCs. The PCs need to be careful. 
  Given that these poor spirits were psykers seized 
  by the Inquisition and given over to the Black 
  Ships, where they all died, casually announcing 
  to them that one is an Acolyte of the Inquisition 
  is not a good idea if one doesn’t intend on 
  joining their ranks any time soon.
  The ghosts’ motivations are somewhat 
  muddled and they are not sure what to make 
  of the Acolytes. They retain enough memory 
  to yearn for freedom, something Crovus has 
  promised them. In fact, their desire to return 
  home has directed the Twilight to Scintilla, the 
  planet from which the bulk of them hail. Don’t 
  forget, however, that most of these ghosts are 
  but psychic shadows of their former selves. Only 
  a few of the strongest, like Crovus and Vogel 
  (see below), retain much of their humanity.  So 
  trying to talk to them can be frustrating and they 
  can be quick to anger. Crovus will be looking to 
  make the measure of the Acolytes and see if they 
  are wanting in the eyes of the Emperor.
  So let your Acolytes answer as best they may 
  and see if they manage to keep themselves 
  out of real trouble. As the moment is not yet 
  ripe, if they brazenly announce that they’re 
  representatives of the Inquisition—the hold 
  will go completely still and deathly silent. With 
  a shriek that shakes the hold, the spirits fall 
  upon the party as one, ripping them to pieces 
  with a storm of furious spirit energy against 
  which there is no defence. The Acolytes will 
  awaken several hours later, having lost 1 Fate 
  Point permanently each, on the edge of the 
  Black Ship with Vogel and the girl looking 
  over their thoroughly bruised and battered 
  forms. The bulk of their equipment will be 
  ruined, with only half of the group’s weapons 
  still functional. Vogel will still explain what he 
  can, as per the following section, but they’ll be 
  in a far worse position to confront the strike 
  team from the Kabal of Crimson Woes.
  Presuming that the Acolytes have been paying 
  attention and got the gist of what’s going on with 
  the Twilight’s denizens, they’ll hopefully stick 
  to the “Warriors of the Emperor” explanation, 
  or explorators for the Imperial Navy or some 
  other such answer that the spirits will accept for 
  their presence. If such is the case, Crovus will be 
  eyeballing them somewhat askance and starting 
  to ask sharp questions when Vogel shows up.
  As the ghostly leader seems to be considering 
  what to do with you, a voice speaks up from 
  the shadows: “The Dead shouldn’t plague the 
  living, you know that Preacher,” Crovus turns 
  and snarls at the newly arrived figure, his 
  eyes flaring in the darkness. “You aren’t 
  welcome here, heretic.” A slight man in a long 
  coat, dissimilar to the rags many of the 
  other spirits wear, gives an elegant shrug 
  as he glides into the hold. “Neither are the 
  shadow raiders, yet still they come. I may be a 
  heretic, but you share my damnation.”  
  the iMPeriaL creed and sPirits oF the iMMateriUM
  The official position of the Ecclesiarchy on the spirits of the deceased is that the Emperor judges all faithful humans after death and, 
  if they are worthy, grants them a place in his celestial army. Differing interpretations of the Imperial Creed offer a wide variety of 
  explanations for what happens to those souls deemed unworthy of joining the God-Emperor’s ranks, but who are not so heretical 
  as to be damned out of hand. Some versions say they are reborn to try again, others, that they must wander the afterlife for a time, 
  braving the dangers of the warp as penance for a life ill spent until their actions have redeemed them, proving them worthy of the 
  God-Emperor’s service. There are also many tales of legendary servants of the Emperor returning from the immaterium to the world of 
  the living when the people of the Imperium once again need them. Some versions of the Creed refuse to acknowledge the sentience of 
  such entities, referring to them in technical terms such as “post-life warp signatures” and “the aetheric charge contained by a residual 
  personality”. Regardless of the fine points of doctrine, the Ecclesiarchy does acknowledge the existence of spirits of the dead. Several 
  branches of the Inquisition take a very active interest in such entities and their relationship to the warp. The bulk of Ordo Xenos, 
  however, holds the opinions of the Eldar on such matters in contempt, as they are widely thought to be a race of liars who hate 
  humanity and thus not to be trusted. 
  Just because the Acolytes are likely to believe in the existence of spirits doesn’t make meeting a large group of them any less 
  frightening.
  
  77
  II: Shades on Twilight
  77
  Have the Acolytes make Ordinary (+10) 
  Perception Tests. Any level of success means 
  they easily notice how the spirits of the Twilight 
  carefully draw back from Vogel, with traces of a 
  strange mixture of respect, fear and concern in 
  their pale eyes. 
  What follows should be a lively discussion 
  between Vogel, Crovus and the PCs. Crovus will 
  grudgingly explain that the time of ascension 
  for the spirits is soon at hand and at last they 
  will have their freedom. Vogel states that Crovus 
  and the bulk of the other spirits are delusional 
  and dangerous and that the Acolytes are all far 
  better off with him.
  If the Acolytes choose to side with Crovus 
  (for the moment) Vogel will leave shaking 
  his head. After Crovus has congratulated the 
  group on their “good sense in ignoring the 
  heretic”, he will urge them to pray with him 
  for the souls of those bound to the Black 
  Ship. At this point they will also be able to 
  get some information from him about who 
  and what the spirits are. With the bulk of the 
  group distracted, Sergeant Forden will quietly 
  slip off into the dark holds of the Black Ship 
  in search of his true objective. Unless one or 
  more of the PCs make a point of going to 
  speak with Vogel, they’re likely to face the 
  Kabal of Crimson Woes with little idea of 
  what is happening. Skip the entire following 
  section and go straight to In the Dark on 
  page 82.
  Presuming one or more of the Acolytes 
  (wisely) goes to speak with Vogel. If Trempan is 
  present he will accompany them. Vogel resides 
  in an old security station of some kind well away 
  from the bulk of the others, which he will guide 
  the PCs to. Read or paraphrase the following as 
  the Acolytes arrive:
  “I see you received my signal,” Vogel 
  announces by way of starting the 
  conversation. “Don’t bother with denials. I 
  know who you are and why you have come. 
  Not just for my own eternal rest but for a 
  greater purpose. Know that I was once as you 
  are. My name was Ishtan Vogel and it was 
  my honour in life to serve Inquisitor Ereden 
  Adorjin. I was, and by the God-Emperor’s 
  grace remain, an acolyte of the Inquisition.”  
  His expression grows distance. “I 
  know I am dead, and yet not dead. I know 
  the wards of this vessel have bound me to a 
  mockery of life and that we were adrift in the 
  immaterium for a very long time. I do not 
  believe that I am… corrupt. But the years 
  have been long and perhaps you should weigh 
  the truth of my words. I know that we can’t 
  have much time; the Navy must surely be 
  prepared to destroy this space hulk, yes?  The 
  hour draws near, they will be coming soon, 
  and neither Crovus nor any of the others will 
  bother to hold them at bay now that they 
  believe the end is so near.” His words are 
  bitter and he barks out a short sharp 
  laugh. “My apologies… where to begin?  
  I know, with a question… how long has it 
  been?”
  crovUs
  Crovus was in life a 
  preacher who still 
  remembers 
  enough 
  of what he was in life 
  to believe that some-
  how he must protect 
  the others. These sur-
  viving memories, as 
  much as his strength 
  of will, has elevated 
  him to a position of 
  leadership amongst 
  the ghosts. While 
  Crovus appears to 
  be very rational, he 
  is 
  completely 
  de-
  lusional. While he 
  was alive, he was in 
  denial about the fact 
  that he was a psyker 
  and even as he was 
  locked into the holds 
  of a Black Ship, he 
  continued to claim 
  that his captors were 
  wrong. In death, he 
  knows he is dead 
  but believes it is his 
  faith in the Emperor 
  that has kept him 
  here and not his psy-
  chic ability, which he 
  has all but forgotten 
  about. Crovus also 
  devoutly 
  believes 
  he is doing the Em-
  peror’s will beyond 
  the grave in keeping 
  these psykers in line. 
  He is well aware of 
  his death and has a 
  habit of always talk-
  ing in the past tense. 
  As a Warp Ghost, 
  Crovus has no profile. 
  However, the GM 
  can feel free to give 
  him Skills and Tal-
  ents that would seem 
  appropriate 
  should 
  the need arise.
  
  78
  II: Shades on Twilight
  78
  Vogel will explain the bulk of Adorjin’s story 
  to the PCs, noting that she was attacked while a 
  young girl and possessed by the Daemonic entity 
  Nekaybraianon, which she finally managed to 
  kill after a lifetime spent hunting it, though it 
  slew her in turn. The Daemon’s psychic death 
  throes killed the psyker cargo and crew of the 
  ship as well as throwing it out of realspace. Some 
  time after, warp entities found the remaining 
  survivors and began picking them off. They 
  learned to fight, after a fashion, but then the 
  xenos shadow raiders came—Dark Eldar. 
  “Our numbers have dwindled since then as 
  they have hunted us for sport; I literally 
  watched them tear a girl apart once and 
  feast upon her spirit. The shadow raiders 
  terrified the others and Crovus used that 
  fear to manipulate them, telling them that 
  they are being punished for the sin of being 
  psychic and that their faith in the Emperor 
  is being tested. He has used his influence 
  to drag us all back towards Scintilla, the 
  world from which so many of them came, 
  promising them that they will at last be 
  free of their tormentors. The corsairs have 
  grown bolder, their attacks more probing as 
  if they’re searching for something. I know 
  they are. I know what they’re searching for 
  and the others will no longer fight to stop 
  them. That’s why I sent the signal, using 
  Adorjin’s call sign. I can’t defeat them alone 
  and they must not have it…  If the Navy 
  will soon destroy this hulk, then mark my 
  words—they are coming. I would guess they 
  know you’re here, which means none of you 
  will be allowed to leave alive.”
  Vogel falls silent, shaking his head. If one 
  of the Acolytes asks if Vogel was referring 
  to the Luminous Reproach (as the reason 
  for “shadow raiders” being on-board the 
  Twilight), Vogel will look at them in surprise 
  saying: 
  “The Luminous? It’s with Adorjin, but why? 
  You’ve just come for the blade? That’s why 
  you’re here? Then you don’t know, do you? 
  The Dark Eldar aren’t here for any blade, 
  they want her book, Adorjin’s book. Justicar 
  Volze of the Grey Knights entrusted Adorjin 
  with their highest honour, a copy of the 
  Liber Daemonica. It holds much that the 
  Ordo Malleus and the Grey Knights know 
  of the Daemonic and it will be phenomenally 
  dangerous in the wrong hands.”  
  Suspicious Acolytes may make a Routine 
  (+20) Scrutiny Test to decide if Trempan 
  is telling the truth. Any success will confirm 
  Trempan is being honest and that he is 
  surprised the Acolytes know nothing of the 
  Liber Daemonica. 
  While the Acolytes are taking this in, one 
  of them may ask why Vogel didn’t destroy the 
  book?  
  “I can’t destroy the book. It’s warded against 
  psychic and Daemonic influence. Besides, 
  such lore has a life of its own, a way of 
  surviving against the odds. I could’ve tried 
  to seal it in the hold, but my heart tells me it 
  would’ve found a way into the hands of the 
  xenos if it could. Will you help me? Will 
  you take the book from here?”
  ishtan vogeL
  Ishtan Vogel was, in life, a valued member of the Inquisition. A powerful psyker and widely read scholar, his contributions 
  to Adorjin’s cases allowed her to triumph many times where she otherwise may have fallen. At heart, Vogel still blames 
  himself for not preparing his mistress enough for her final struggle with her nemesis. He masks his doubts under a flippant 
  attitude. Vogel appears to be a slight man wearing a long overcoat and he frequently bears a wry smile. Vogel’s psychic 
  abilities still function to a certain degree, though certainly in a more limited fashion then they did in life. Vogel has, 
  indeed, gone slightly crazy with the years though he masks it well. The adventure presumes that he does his best to help 
  the Acolytes. However, if you prefer, Vogel may, in a moment of weakness, attempt to possess one of the PCs in order to 
  escape the bonds of the Twilight in their flesh. 
  Vogel is a reflection of your player’s Acolytes, for their fate may one day be similar to his. A breed apart even in death, 
  Vogel’s fellow spirits pull back as he passes, fearful of what he still represents. They are aware, to a certain extent, of 
  his connection to the Inquisition and have always treated him at an arm’s length respect—much like the PCs will find 
  themselves treated in time. Vogel’s knowledge has helped keep many of the spirits from being taken by Warp Beasts, Dark 
  Eldar and other enemies in the past, which is why Crovus cannot truly move directly against him as the rest of the spirits 
  deem him a hero (of sorts).
  As a Warp Ghost, Vogel has no profile however, the GM can feel free to give him Skills and Talents that would seem 
  appropriate should the need arise. It is also possible that Vogel may make use of some Minor Psychic Powers (for example; 
  Fearful Aura, Flash Bang, Spasm and Touch of Madness—without needing to make a Power Roll) at the GM discretion.
  
  79
  II: Shades on Twilight
  79
  The Acolytes will doubtless think that’s a 
  fantastic idea, but will rightfully wonder how 
  they’re going to get away with that. Vogel 
  grins:
  “You say that the Navy will level this 
  place?  I suspect that the hulk will swiftly 
  come apart as they bombard it. There are a 
  series of escape pods along the upper deck. 
  We can hold off the Dark Eldar as long as 
  we can and, at the last instant, you jettison 
  out of the ruins of this disintegrating hulk. 
  It’s a fool’s chance, but you wouldn’t be with 
  the Inquisition if you were smart or sane. 
  Certainly no worse than trying to shoot your 
  way past their strike teams and dozens of 
  hounds.” 
  At face value Vogel’s plan is risky. GMs should 
  make it clear that to get out of this the Acolytes 
  are going to have to take the risk. Your players 
  may suggest some equally improbable escape 
  plans. If their plan sounds even vaguely plausible, 
  let them go for it. After all, such plans are the 
  heart and soul of a good action adventure. 
  If any of the Acolytes ask about the 
  Inquisitor, Vogel shakes his head sadly, “Adorjin 
  was at point-blank range when the Daemon was 
  destroyed. Her spirit was annihilated.” He smiles 
  slightly, “You’ll see soon enough.” Depending on 
  the level of knowledge of the Inquisition’s 
  workings within your campaign, the Acolytes 
  may also have to ask who the Grey Knights are, 
  to which Vogel would respond, “Awe inspiring 
  holy warriors. They bring the divine retribution of 
  the Emperor to the foul beasts of the warp. Each 
  warrior a shining beacon of faith and purity against 
  the foes of Ordo Malleus.”
  The Acolytes may or may not be willing to 
  go along with all that Vogel has said—but it 
  has all been true so far. He’s also right: the 
  Kabal of Crimson Woes will be coming for 
  the book, and soon too. The Acolytes have an 
  uncertain amount of time left until detonation, 
  meaning they are likely long beyond the point 
  of being able to return to the Helios—not 
  that the Warp Beasts roaming the space hulk 
  would’ve let them by without a fight. Still, the 
  Acolytes have been pushed about quite a bit 
  at this point and they may decide they want 
  to flee—Trempan will state that his team will 
  not be accompanying them, but they are free 
  to go if they wish. In fact, the group will find 
  escape to be relatively easy—the Dark Eldar 
  are preparing to raid the holds of the Black 
  Ship and the Warp Beasts have more or less 
  moved on for the time being. A group that 
  moves at best possible speed would reach the 
  Helios just as the Navy was opening up on 
  the Twilight.  
  Presuming that the Acolytes agree, at least in 
  part, with his proposal, Vogel leads all present 
  down to the thirteenth hold of the Black Ship, 
  where Adorjin’s body awaits.
  voX code
  Clever 
  Acolytes 
  may think to ask 
  how Vogel man-
  aged to send a sig-
  nal through the dis-
  tortion surrounding 
  the Twilight. Vo-
  gel explains that 
  he used some of 
  the bridge equip-
  ment of the Black 
  Ship, which was 
  designed by arti-
  sans of the Adep-
  tus Mechanicus in 
  conjunction 
  with 
  powerful 
  psykers 
  of the Adeptus As-
  tra Telepathica. He 
  has no idea how it 
  works, though he 
  knows that there is 
  little power left in 
  it, hence his infre-
  quent messages. If 
  the Acolytes agree 
  to help him, Vogel 
  says they’ll send 
  Battlefleet Calixis a 
  short message ask-
  ing them to search 
  for escape pods—
  small hope, but bet-
  ter than none at all.
  
  80
  The True Heart of 
  the Twilight
  II: Shades on Twilight
  80
  THE TRUE HEART OF 
  THE TWILIGHT
  The Black Ships of the Inquisition each have 
  thirteen cavernous holds. It was in the final 
  hold of the ship that the Daemonhunter Adorjin 
  confronted her lifelong adversary and met her 
  end. Vogel leads the Acolytes to the furthest end 
  of the long spinal corridor that runs the length 
  of the ship and down to a hold sealed by layers 
  of melting frost. Vogel brings the Acolytes to 
  the edge of the door and points a finger into the 
  darkness beyond. 
  As you walk into the sombre darkness of 
  the hold, you can see a single point of 
  light shining in the distance, hovering 
  some fifteen feet in the air. As you slowly 
  approach, the light gathers in strength, 
  a solitary star burning in the darkness. A 
  scent wafts over you, noticeable even in 
  the chilled air, a hint of musk, tinged with 
  putrescence, like a perfume that’s decayed. 
  And then your lights fall upon it and it takes 
  all of your will not to run screaming from 
  the hold. The thing stretches out across the 
  floor, its true dimensions thankfully lost 
  under layers of hoarfrost. You see tentacles 
  and scales, eyeballs and gaping mouths lined 
  with jagged fangs. It is an abomination. At 
  the centre of the mass, lifted up above the 
  grotesque body, a woman encased in power 
  armour holds the burning star in a two fisted 
  grip, thrusting her sword downward into 
  the heart of the Daemon. Even in death, 
  the Daemonhunter is still grappling with 
  her foe. Adorjin, too, is coated in ice, but 
  you can see a defiant snarl frozen across her 
  countenance that time has never touched.
  Having finally arrived at their goal, one or 
  more of the Acolytes may very well be loath to 
  take the Luminous Reproach—which can make for 
  some fine roleplay as the characters argue about 
  duty versus desecration. If any of Trempan’s 
  group is present, they’ll join in with their own 
  views on the subject. Some of the Acolytes 
  present may also suspect that the daemon is not 
  truly dead and that removing the blade may be 
  a very, very bad idea. It is exceedingly unlikely 
  that any present has the Forbidden Lore 
  (Daemonology) skill but if they do, taking 
  a Challenging Test can tell them about the 
  probable repercussions of removing the blade. 
  Failure indicates deep uncertainty, but any level 
  of success will tell them that Nekaybraianon is 
  dead—the force of the psychic blast that killed 
  the entire crew and cargo of the Black Ship 
  could not have been generated by anything 
  less. Psychic characters will feel nothing from 
  either corpse, as if the strength of their deaths 
  has completely blasted the area clean of warp 
  residue. The only anomaly is a distinct psychic 
  void near Adorjin’s body…  
  Vogel gives the Acolytes as long as they need 
  to compose themselves before reluctantly saying, 
  “That is obviously the Luminous... The book is bound in 
  chains and fastened to her waist. There is a clasp near 
  her belt buckle that must be turned in order to release it 
  and free the book.” 
  Climbing up onto the back of a Daemon’s 
  corpse to hack the ice away from a 
  Daemonhunter’s body in order to claim the 
  sacred book (and blade) requires a Frightening 
  (–10) Fear Test. In addition to any other results 
  caused by a failed Test, failure means that the 
  Acolyte will not approach the frozen corpse. If 
  any of the PC Acolytes think to appease Adorjin’s 
  spirit first, by giving a prayer or invoking the 
  Emperor’s Blessing, that character automatically 
  succeeds at the Test. The first player to suggest 
  such a course of action should be awarded a 30 
  xp bonus. If Trempan’s group is present, they’ll 
  look with great respect upon the individual 
  that retrieves the blade and the book. Several 
  disturbing minutes later, the book and blade 
  are free. Adorjin’s copy of the Liber Daemonica is 
  stamped with the symbol of Ordo Malleus and 
  bound with chains of black adamantine. 
  If the Acolytes refuse to take the book, then 
  Vogel begs them to destroy it on the spot. If 
  Sergeant Forden is still with the group, he will 
  immediately declare his willingness to act and 
  will step forward to do so. The second he gets 
  his hands on the book, Forden will toss several 
  hallucination grenades amidst the PCs and his 
  former allies—he’ll then attempt to flee at high 
  speed, killing anyone that gets in his way, as he 
  tries to get back to his team’s vessel. Proximity 
  to a Daemon’s corpse should make for some 
  interesting hallucinations. 
  Forden fights to the death if cornered. If 
  any of his former companions are alive at this 
  point, they’ll be at a loss for his behaviour. 
  Ransacking his body will turn up (with a 
  successful Challenging Search Test) a well-
  hidden symbol of the Serrated Query sewn 
  into the inside lining of his shirt. If the PCs 
  agree to take the book, Forden will wait to 
  make his move.
  After claiming whatever they’ve decided to 
  take from the hold, Vogel takes the Acolytes back 
  towards the centre of the ship, saying, “There 
  is a large crack along the hull near the seventh hold, 
  that is where the corsairs are most likely to attack from. 
  Fortunately, the wards of the ship still prevent their hounds 
  the 
  LUMinoUs 
  reProach
  The Luminous Re-
  proach is an el-
  egantly engraved 
  power sword craft-
  ed by a brilliant 
  w e a p o n - s m i t h 
  with artistry now 
  lost to mankind, 
  and blessed by one 
  of the most cele-
  brated Ecclesiarchs 
  in the history of 
  the Imperium. The 
  sword adds +10 
  to 
  its 
  wielder’s 
  chance to hit —it 
  has a Damage of 
  1d10+8 
  (E), 
  a 
  Penetration of 8 
  and has the Bal-
  anced and Power 
  Field qualities. It 
  counts as a holy 
  weapon. 
  When 
  used in combat 
  against Daemons, 
  the wielder can 
  re-roll one missed 
  attack per Round 
  exactly as if he or 
  she had spent a 
  Fate Point. The re-
  sults of re-rolls are 
  final—a Fate Point 
  cannot be used to 
  get a second re-
  roll, though one 
  could be used to 
  re-roll a second 
  missed attack.
  
  81
  II: Shades on Twilight
  81
  from accompanying them or I think we would have been 
  overrun long since.”
  The Acolytes have approximately an hour 
  to prepare a suitable “welcome” for the 
  Dark Eldar. However, as their chronos have 
  completely failed due to the strange influence 
  of the Twilight, they may believe that they 
  have less than an hour until the Twilight’s final 
  reckoning. Given the possible confusion over 
  time, the Acolytes might consider making a 
  break for it. Since you don’t want them to 
  miss out on the fight, you could have Vogel 
  appeal to their sense of duty in helping him 
  destroy the Dark Eldar rather than letting 
  them escape. Of course if that doesn’t motivate 
  the PCs, tell them that the escape pods require 
  time to “prep” (as they have lain dormant for 
  so long). 
  The crack that Vogel mentioned is a massive 
  wound along the side of the hull running for 
  over a hundred feet. The various forces at work 
  in the space hulk have ruptured the Black 
  Ship, causing it to partially split open. Several 
  passageways can be discerned beyond. If the 
  Acolytes ask which corridor Vogel thinks the 
  xenos will come from, he shakes his head and 
  says, “They won’t come from within the hulk, but from 
  the warp itself. This is just the area where they can most 
  easily breach realspace.”  
  As the Acolytes lay their traps within the sixth 
  and seventh holds, a light rain begins to fall, as the 
  ice that coats the hull begins to evaporate. Vogel 
  doesn’t know what is causing the ice to melt but 
  assumes it has something to do with the Dark Eldar’s 
  disturbance of the warp. The escape pods that the 
  Acolytes will need are along the upper decks, near 
  the front cabin. After the PCs have an idea of the 
  layout of the ship and what they intend to do, Vogel 
  will call their attention to a small device that appears 
  from the shadows in a far corner of one of the holds. 
  With a gesture, Vogel telekinetically yanks it out 
  of the darkness and smashes the small crystalline 
  thing to the floor of the hold. He looks about at the 
  Acolytes and grimly states, “They’re coming.”
  If the Acolytes take the time to have a closer 
  look at the small crystalline device, they will see 
  that it is of obvious xenos design. It appears to be a 
  small oval-shaped object, with short spines jutting-
  out in random directions. A successful Routine 
  (+20) Tech-Use Test will note that the internal 
  workings bear no resemblance to those employed 
  by Serrated Query technology. A Challenging 
  Forbidden Lore (Xenos) Test will confirm that 
  the device is known to be used by the Dark Eldar.
  the LiBer 
  daeMonica
  The Liber Daemonica 
  is a very dangerous 
  book, it holds se-
  cret and forbidden 
  knowledge that can 
  twists and destroy 
  weak minds. The 
  Acolytes are better 
  off leaving it sealed 
  shut, something that 
  Vogel will point out. 
  However, 
  one 
  or 
  more Acolytes may 
  wish to look inside. 
  While the book ap-
  pears to be a normal, 
  opening it will reveal 
  a series of flickering 
  paper-thin 
  screens 
  that contain interac-
  tive information that 
  can be brought to 
  focus or enlarged. Ac-
  tively consulting the 
  Liber Daemonica gives 
  a +30 Bonus to any 
  Tests involving the 
  Forbidden 
  Lores 
  (Daemonology and 
  Warp). Anyone who 
  consults the book 
  acquires 1 Corrup-
  tion Point each time 
  they take a Test that 
  takes advantage of 
  this bonus. The book 
  contains the sacred 
  rites of battle for the 
  Grey Knights. Page 
  after page discusses 
  tactics and how to 
  fight the denizens 
  of the immaterium, 
  as well as, listing the 
  True Names of a great 
  many Daemonic enti-
  ties. The book pulls 
  no punches; it includes 
  an extensive discourse 
  of when to terminate 
  compromised 
  allies 
  and a whole chapter 
  discussing the moral 
  implications and ap-
  propriate use of Ex-
  terminatus. 
  
  82
  W
  In the 
  Dark
  II: Shades on Twilight
  82
  IN THE 
  DARK
  W
  hile the Acolytes may feel that 
  they’re ready for anything, they’re 
  likely to be fairly surprised by the 
  Dark Eldar’s first overture. A sound resembling a 
  high-pitched whine begins pulsing throughout 
  the guts of the ship. At the centre of the seventh 
  hold, a hole opens in the fabric of realspace 
  emitting a greenish-black light from elsewhere 
  for a moment before ejecting a small round 
  device. The rupture swiftly closes behind the orb 
  as it hovers slowly across the room. A perfect 
  hologram, cast without any hint of distortion, 
  projects a being’s full body image from the 
  xenos device.  The corsair is dreadful to behold. 
  His gaunt frame is encased in a black body glove 
  covered with pale runes formed from carved bone 
  and a variety of strange implements, including a 
  fair number of oddly shaped blades hang from 
  his waist. His skin is an ashy white, marked 
  at random and asymmetrical points with dark 
  blue-grey tattoos. His eyes are dark pits, without 
  discernible whites. When he deigns to speak, 
  his teeth are sharp and appear to be made of a 
  chrome-like material. With a disturbing smile, 
  he intones in a disquieting pleasant voice:
  “Greetings. Are there any here who can treat 
  with me?”
  If any of the Acolytes show themselves or 
  speak, he turns to address them and it seems 
  obvious that he can somehow see through the 
  hologram projection. Presuming he is answered, 
  he continues:
  “Allow me to introduce myself, I am Akirvas, 
  principle Truth Seeker of the Kabal of Crimson 
  Woes. Let us not mince words, for your time is 
  fairly short, is it not mon-keigh?  Your lives do 
  not matter to us in the slightest, whether you 
  live or die is of no consequence. Therefore, we 
  have no objections to letting you go, provided 
  you let us inspect your possessions as you leave 
  and allow us to take what we wish.”
  Regardless of what the Acolytes say or do, 
  Akirvas remains polite. Once further speech seems 
  irrelevant, Akirvas shrugs, “So be it.” The holo-
  sphere explodes in a shower of flechettes that will 
  cause 1d10+6 (R) Damage to everyone in the 
  open who doesn’t make a successful Difficult 
  (–10) Agility Test or Challenging Dodge 
  Test.
  A minute passes before the whine starts again, 
  only this time it is deep and shakes the very 
  walls of the Black Ship. Several holes open in 
  realspace as the Dark Eldar raiders leap out of 
  the strike Force oF the kaBaL oF criMson Woes
  akirvas
  Haemonculi are foul and twisted beings, Dark Eldar who have abandoned all pursuits other than perfecting the affliction 
  of pain and death, usually via complex forms of torture. Akirvas is no different from most of his kind, though he shows a 
  great deal more willingness to work with other (lesser) species than most of his ilk. Akirvas acts as a raider for hire and has 
  frequently assisted the Serrated Query. His strike force has come to the Twilight at the Query’s behest in order to acquire 
  the Liber Daemonica for them. Akirvas has no intentions of dying this day and will certainly return to plague the Acolytes 
  for years to come.
  Akirvas bears a vicious weapon known as a destructor. The destructor sprays blasts of a powerful acid capable of 
  melting through most armour in seconds. He fights two handed with the destructor in one hand and a nasty looking 
  blade in the other.
  Lithorg & MarBrosa
  These are hideous creatures created by Akirvas. Whatever they once were has long since been lost, as the Haemonculus 
  has performed many experiements on them. They are effectively living killing machines, with little more sentience than a 
  combat servitor. They feel no pain of any kind.
  criMson Woe raiders
  These Dark Eldar foot troops are clad in light armour and wield splinter rifles. Their movements are swift and sure, though 
  they have a distinct fear of dying that renders them less effective in combat than they could be. There will be a minimum 
  of 10 and a maximum of 20 in Akirvas’ force (the number should be determined by the GM, based upon the number and 
  level of experience of the Acolytes).
  Profiles for all of the strike force can be found on pages 87–88.
  
  83
  II: Shades on Twilight
  83
  
  84
  II: Shades on Twilight
  84
  portals from their twisted portion of the Eldar’s 
  ancient webway into the melting ice-rain that 
  falls from the ceiling within the seventh hold of 
  the Black Ship. The big climatic fight of Shades 
  On Twilight is a chaotic affair, ranging throughout 
  the two holds the Acolytes have prepared. As the 
  fight begins, the darkness doesn’t impede the 
  Dark Eldar as they use helmets that grant them 
  night vision, but the hulk’s malignant influence 
  on advanced technologies will have 1d5 of the 
  raiders going blind 1d5 Rounds into the fight.
  Since the Acolytes have had time to get ready, 
  encourage your players to come up with various 
  traps to help defend against or defeat the Dark 
  Eldar. The exact contents of the ship have been 
  left vague in order to let their imaginations (and 
  yours) fill in the area. For example, the Acolytes 
  can make deadfalls by prying up the decking 
  and then replacing the floor so it will cave-in (an 
  Opposed Test between the Acolyte’s Intelligence 
  and the Dark Eldar’s Awareness to determine if 
  they are successful). Alternatively a Tech-priest 
  Acolyte could electrify a section of bulkhead by 
  re-wiring ancient wires (successful Tech-Use 
  Test) and then manoeuvre their foe into contact, 
  leaving them to dance and convulse as they are 
  cooked. Always err on the side of entertainment 
  and cool, imaginative ideas should always be 
  rewarded.
  If the Dark Eldar corsairs ever manage to 
  specifically locate the Liber Daemonica, they 
  will immediately turn all their efforts towards 
  capturing it. Should they succeed, their troops 
  immediately begin a fighting withdrawal. 
  Vogel assists the characters by using his 
  Psychic Powers on a few of the raiders, 
  snapping bones and pulping flesh, though he 
  makes a point of staying far away from the 
  Haemonculus for fear of being consumed. 
  Trempan’s team fights alongside the PCs, 
  living or dying at your whim—though if he 
  is still alive, Sergeant Forden will have made 
  a point of fighting near the Acolyte carrying 
  the Liber Daemonica. At a crucial moment in 
  the battle, he will attempt to seize the book 
  and run towards the Haemonculus. As he does 
  so, he will pull the hidden symbol of the 
  Serrated Query from his clothes to show the 
  corsair leader. Akirvas will immediately seize 
  Forden’s arm and flee to the webway with 
  him. It will take no more than two Rounds 
  for them to reach the nearest portal.   
  Choose a moment in the fight when the Acolytes 
  look like they are about to be all but overrun. They 
  all hear the distinct sound of a bolt pistol going off 
  and several of the corsairs explode in magnificent 
  fashion, their vital fluids spraying over a wide 
  area. “For the Emperor!” roars the inhumanly loud 
  voice of Brother-Sergeant Agamorr as he enters 
  the Twilight’s seventh hold. The Space Marine’s 
  armour is a wreck, deeply scored with claws and 
  leaking fluids from many places. His helmet has 
  been sheered away along with his right eye and 
  a small portion of his skull. His thunderhammer 
  is completely coated in alien gore and drips ichor. 
  He immediately moves to brace the Acolytes’s line, 
  or if it seems a better idea, leaps into the midst of 
  a group of raiders, hammer whirring as he does 
  so. In a spare moment between fights, the Brother-
  Sergeant responds to any number of questions that 
  the Acolytes may have with a slight smile and a 
  simple, “It’s been a good day.” 
  Gauge the fight by how many significant 
  injuries have been doled out on both sides. After 
  several Acolytes have been severely wounded, or 
  the majority of the NPCs have been taken out, 
  the hold of the ship unexpectedly shifts ten feet 
  to the right, throwing everyone and everything 
  forcefully sideways.
  The destruction of the Twilight has begun.
  We’LL Be 
  Back, Mon-
  keigh!
  The adventure pre-
  sumes that Akirvas 
  escapes, returning 
  to torment your 
  Acolytes 
  in 
  fu-
  ture adventures of 
  your own devis-
  ing. However, the 
  Acolytes may come 
  up with a plan al-
  lowing 
  them 
  to 
  kill or capture the 
  Haemonculus 
  be-
  fore he manages to 
  flee. Not to worry, 
  that just gives the 
  Kabal of Crimson 
  Woes a wonderful 
  excuse for future 
  retribution and re-
  venge.  The whole 
  fight is being re-
  corded and relayed 
  back to their base 
  of operations. 
  
  B
  Acolytes, 
  We Are 
  Leaving!
  85
  II: Shades on Twilight
  85
  ACOLYTES, 
  WE ARE 
  LEAVING!
  B
  attlefleet Calixis has begun the 
  bombardment of the Twilight right 
  on schedule. The space hulk is now 
  coming apart at the seams as the batteries 
  of the Imperial Navy lay waste to it. The 
  corsairs immediately begin retreating via 
  their webway portals. Akirvas will depart 
  with a bow.
  Brother-Sergeant Agamorr helps to carry any 
  unconscious or heavily injured Acolytes up the 
  spiralling stairs to the upper decks as the Black 
  Ship continues to shudder and shake. The 
  Acolytes, the Space Marine and any surviving 
  members of Trempan’s team are swiftly loaded 
  into cramped escape pods along the upper 
  deck of the ship. Vogel watches as the doors 
  seal. A psyker character automatically feels 
  the massive build up of psychic energy about 
  their pods as the ghost focuses his will upon 
  them. All conscious Acolytes hear a whisper in 
  their minds “The Emperor protects,” before they 
  are thrust from the collapsing space hulk on a 
  psychic bow wave. Behind them, the Twilight 
  crumples, smashed to pieces by the cruisers of 
  the Imperial Navy. 
  aFterMath
  Much, obviously, depends on the success or 
  failure of the Acolytes’s actions. Surviving 
  members of Trempan’s team are likely well 
  disposed towards the PCs and may become 
  possible future allies, as will the valiant 
  Brother-Sergeant. There are many that would 
  say the friendship of an Adeptus Astartes is 
  priceless. If the Acolytes succeeded at their 
  mission, Inquisitor Vaarak is pleased with 
  them. If they retrieved both the blade and 
  the Liber Daemonica, he is ecstatic. Those 
  who truly held their own against the Warp 
  Beasts will have proven that they have the 
  mettle to be allowed to learn more of Ordo 
  Malleus and the Grey Knights—you may 
  wish to allow them an Elite Advance in 
  order to take on the study of Forbidden 
  Lore (Daemonology) or Forbidden Lore 
  (Warp) regardless of their Career Path. The 
  Luminous Reproach now resides with the 
  Tyrantine Cabal, and possibly within the 
  grasp of a pious Acolyte who has dedicated 
  their life to swordplay…
  Acolytes who consider keeping the Liber 
  Daemonica and the Luminous Reproach for 
  themselves will find the task difficult, as 
  Brother-Sergeant 
  Agamorr 
  will 
  “notice” 
  the items at the first opportunity. Equally, 
  Inquisitor Vaarak will easily spot if an Acolyte 
  is telling a lie about the whereabouts of the 
  sword or book—something he will definitely 
  “frown” upon…
  The characters have acquired a new enemy 
  in the form of the Kabal of Crimson Woes. 
  They will have also, at this point, well and 
  truly drawn the attention of the Serrated 
  Query when word of what has occurred 
  gets back to them. If the Liber Daemonica 
  escaped with the corsairs (or Forden), it will 
  turn up once again in Baron Hopes, the final 
  adventure in this book, otherwise, it returns 
  to the secretive order of Adeptus Astartes 
  from whence it came.
  eXPerience
  aWards
  In addition to the 
  Experience Point 
  awards noted in 
  the text, any Ac-
  olyte that makes 
  it off the Twilight 
  should be awared 
  1,000 xp.
  Managing 
  to 
  deal 
  amicably 
  with the Warp 
  Ghosts is worth 
  another 200 xp 
  for each Acolyte.
  Unmasking the 
  traitor 
  Forden 
  before he makes 
  his play is worth 
  150 xp.
  Acolytes 
  that 
  participated 
  in 
  the death of the 
  Dark Eldar Akir-
  vas should receive 
  another 250 xp.
  
  86
  H
  NPCs
  II: Shades on Twilight
  86
  NPCS
  H
  ere you will find the profiles for each of the prominent 
  NPCs presented in this scenario.
  Brother-sergeant agaMorr
  Movement: 5/10/15/30 
  Wounds: 25
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Interrogation (WP) +10, Scholastic Lore (Judgement) 
  (Int) +10, Scrutiny (Per), Speak Language (Low Gothic) 
  (Int), Climb (S), Command (Fel) +20, Scholastic Lore 
  (The Astartes) (Int) +20, Medicae (Int), Intimidate (S), 
  Survival (Int).
  Talents: Basic Weapon Training (Bolt), Disarm, Melee 
  Weapon Training (Power), Pistol Training (Bolt), Takedown, 
  Air of Authority, Armour of Contempt, Combat Master, 
  Ambidextrous, Two-Weapon Wielder (Melee, Ballistic), Die 
  Hard, True Grit, Fearless, Furious Assault, Hatred (Xenos), 
  Swift Attack, Lightning Attack, Mighty Shot.
  Traits: Unnatural Strength (×2), Unnatural Toughness (×2).
  Armour: Astartes power armour (Head 10, Arms 11, Body 
  12, Legs 11). Note the armour provides +20 to Agamorr’s 
  Strength (+2 SB) and increases his size to Hulking.
  Weapons: Astartes bolt pistol (35m; S/2/–; 2d10+2 X; Pen 
  5; Clip 10; Rld Full), Astartes thunderhammer (1d10+17 E; 
  Pen 6; Shocking, Power Field, Unwieldy).
  Gear: Micro-bead, photo visor, respirator, 6 bolt pistol 
  magazines.
  WarP Beasts 
  Movement: 8/16/24/48 
  Wounds: 14
  Skills: Concealment (Ag) +20, Silent Move (Ag) +20.
  Talents: Berserk Charge.
  Traits: Dark Sight, Daemonic, Fear 2 (Frightening), 
  Daemonic Presence†, Natural Weapons (Claws and Fangs), 
  Warp Weapons, Quadruped, From Beyond, Warp Instability.  
  Armour: None.
  Weapons: Claws and fangs (1d10+4; Warp Weapon).
  Gear: None.
  †Daemonic Presence: all those within a 30 metre area 
  of a Warp Beast will hear the sounds of faint whimpering 
  and crying; shadows will grow and deepen, and the smell 
  of ozone will be palpable. Everyone within this area is will 
  suffer –10 to Willpower Tests.
  Special Rule: Out of the Corner of Your Eye: every time 
  a Warp Beast is in a position to be seen by a character (other 
  than when they are in close combat with it), they must make 
  a Routine (+10) Willpower Test or only catch a “fleeting 
  glimpse” of it—rendering the creature effectively invisible. 
  Note: the Warp Beast’s Daemonic Presence will modify a 
  character’s Willpower for this Test.
  Large WarP Beasts
  Movement: 8/16/24/48 
  Wounds: 16
  Skills: Concealment (Ag) +20, Silent Move (Ag) +20.
  Talents: Berserk Charge.
  Traits: Dark Sight, Daemonic, Fear 2 (Frightening), 
  Daemonic Presence†, Natural Weapons (Claws and Fangs), 
  Warp Weapons, Quadruped, From Beyond, Warp Instability.   
  Armour: None.
  Weapons: Claws and fangs (1d10+5; Warp Weapon).
  Gear: None.
  †Daemonic Presence: all those within a 30 metre area 
  of a Warp Beast will hear the sounds of faint whimpering 
  and crying; shadows will grow and deepen, and the smell 
  of ozone will be palpable. Everyone within this area is will 
  suffer –10 to Willpower Tests.
  Special Rule: Out of the Corner of Your Eye: every time 
  a Warp Beast is in a position to be seen by a character (other 
  than when they are in close combat with it), they must make 
  a Routine (+10) Willpower Test or only catch a “fleeting 
  glimpse” of it — rendering the creature effectively invisible. 
  Note: the Warp Beast’s Daemonic Presence will modify a 
  character’s Willpower for this Test.
  ketserar
  Movement: 4/8/12/24 
  Wounds: 12
  Skills: Awareness (Per), Forbidden Lore (Dark Eldar) (Int), 
  Interrogation (WP) +10, Scrutiny (Per), Speak Language (Low 
  Gothic, Dark Eldar) (Int), Wrangling (Int) +10, Concealment 
  (Ag) +10, Silent Move (Ag) +10, Tracking (Int) +10.
  Talents: Basic Weapon Training (Las, SP, Exotic), Fearless, 
  Melee Weapon Training (Primitive, Shock, Power), Pistol 
  Training (Las, SP, Exotic), Unnatural Agility (×2). 
  Armour: Xeno mesh (Arms 4, Body 4, Legs 4).
  Weapons: Splinter pistol (50m; S/3/6; 1d10 R; Pen 3; Clip 
  120; Rld 2Full; Hail of Splinters), mono blade (1d10+3 R; 
  Pen 2; Balanced), terrorfex (see sidebar).
  Gear: spare clip for splinter pistol, warp whistle.
  Brother-Sergeant Agamorr Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  57 54 68 45 45 37 44 53 33 
  (10) 
  (8)
  Warp Beasts Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  42 10 41 43 45 15 34 33 10 
  Large Warp Beasts Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  45 10 51 43 45 15 34 33 10 
  Ketserar Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  38 38 32 31 45 35 44 33 21 
  (8)
  
  87
  II: Shades on Twilight
  enginseer MoLochan
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per), Chem-Use (Int), Common Lore 
  (Tech) (Int), Drive (Ground Vehicle) (Ag), Logic (Int) +10, 
  Pilot (Civilian Craft) (Ag), Scholastic Lore (Imperial Creed) 
  (Int), Speak Language (Low Gothic) (Int), Secret Tongue 
  (Tech) (Int) +10, Tech-Use (Int) +10.
  Talents: Binary Chatter, Chem Geld, Electrical Succour, Energy 
  Cache, Gun Blessing, Luminem Charge, Meditation, Melee 
  Weapon Training (Chain, Power, Primitive), Pistol Training 
  (Bolt, Las, Plasma, SP), Mechadendrite Use (Optical).
  Armour: Flak cloak (Arms 3, Body 3, Legs 3).
  Weapons: Chain axe (1d10+7 R; Pen 2; Tearing), laspistol 
  (30m; S/–/–; 1d10+2 E; Pen 0; Clip 30; Rld Full; Reliable).
  Gear: 
  Basic MIU interface, auger arrays, optical 
  mechadendrite, tools, respirator, data-slate, personal cogitator, 
  2 laspistol clips, micro-bead.
  Lady d
  Movement: 4/8/12/24 
  Wounds: 12
  Skills: Awareness (Per) +10, Common Lore (Imperium) (Int), 
  Common Lore (Underworld) (Int), Concealment (Ag), Dodge 
  (Ag) +10, Drive (Ground Vehicle) (Ag), Inquiry (Fel), Security 
  (Ag), Silent Move (Ag), Speak Language (Low Gothic) (Int), 
  Carouse (T), Climb (S), Evaluate (Int), Gamble (Per).
  Talents: Basic Weapon Training (SP), Melee Weapon 
  Training (Primitive), Pistol Training (Las, SP), Rapid 
  Reaction, Sprint, Catfall.
  Armour: Mesh vest (Body 4).
  Weapons: Las pistol (30m; S/–/–; 1d10+2 E; Pen 0; Clip 30; Rld 
  Full, Reliable), knife (1d5+3 R, Primitive), pump-action shotgun 
  (30m; S/–/–; 1d10+4 I; Pen 0; Clip 8; Rld 2Full; Scatter).
  Gear: Trendy threads, 3 las pistol charge packs, cameleoline 
  cloak, filtration plugs, pack of lho-sticks, micro-bead, 10 
  shotgun shells.
  caLcULUs-Logi treMPan
  Movement: 3/6/9/18 
  Wounds: 11
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Interrogation (WP) +10, Scholastic Lore (Judgement) (Int) 
  +10, Scrutiny (Per), Speak Language (Low Gothic) (Int), 
  Forbidden Lore (Inquisition) (Int), Command (Fel), Inquiry 
  (Fel) +10.
  Talents: Basic Weapon Training (Las, SP), Melee Weapon 
  Training (Primitive), Pistol Training (Las, SP), Iron Discipline, 
  Total Recall.
  Armour: Enforcer light carapace (Arms 5, Body 5, Legs 5).
  Weapons: Hand cannon (35m; S/–/–; 1d10+4 I; Pen 2; 
  Clip 5; Rld 2Full).
  Gear: Micro-bead, photo visor, respirator, 20 bullets.
  sergeant Forden
  Movement: 3/6/9/18 
  Wounds: 14
  Skills: Awareness (Per), Climb (S), Common Lore (Imperium) 
  (Int), Interrogation (WP), Speak Language (Low Gothic) 
  (Int).
  Talents: Basic Weapon Training (Las, SP), Melee Weapon 
  Training (Primitive), Pistol Training (Las, SP), Swift Attack.
  Armour: Guard flak armour (Head 4, Arms 4, Body 4, 
  Legs 4).
  Weapons: Autogun with man-stopper rounds (90m; S/3/10; 
  1d10+3 I; Pen 3; Clip 30; Rld Full), Stub automatic with 
  dumdums (30m; S/3/–; 1d10+5 I; Pen 0; Clip 9; Rld Full; 
  AP counts double).
  Gear: Uniform, 2 autogun clips, micro-bead, respirator, 
  photo-visor.
  akirvas
  Movement: 5/10/15/30; 
  Wounds: 16
  Skills: Awareness (Per), Forbidden Lore (Dark Eldar) 
  (Int) +10, Interrogation (WP) +20, Scrutiny (Per), Speak 
  Language (Low Gothic, Dark Eldar) (Int), Concealment 
  (Ag), Silent Move (Ag), Chem-Use (Int), Deceive (Fel), 
  Tech-Use (Int).
  Talents: Ambidextrous, Basic Weapon Training (Las, SP, 
  Exotic), Blademaster, Crippling Strike, Disarm, Fearless, 
  Melee Weapon Training (Primitive, Power, Exotic), Pistol 
  Training (Las, SP, Exotic), Two-Weapon Wielder (Melee, 
  Ballistic), Iron Discipline, Unnatural Agility (×2).
  Armour: Full xeno mesh (Head 4, Arms 4, Body 4, Legs 4).
  Weapons: Mono blade (1d10+3 R; Pen 2, Balanced), 
  destructor (10m; S/–/–; 1d10+4 E; Pen 1d10; Clip 1; Rld 
  3Full; Flame, Toxic (see Corsair Weapons on page 89).
  Gear: Various despicable implements of torture.
  87
  Enginseer Molochan Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  32 31 32 37 30 41 33 35 21 
  Lady D Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  33 37 32 27 45 32 33 35 45 
  Sergeant Forden Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 37 36 35 36 31 35 30 31 
  Akirvas Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  58 49 38 47 55 45 34 43 31 
  Calculus-Logi Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  33 40 32 35 31 55 44 43 33 
  (10)
  
  88
  II: Shades on Twilight
  88
  Lithorg & MarBrosa
  Movement: 2/4/6/12 
  Wounds: 18
  Skills: None.
  Talents: Fearless.
  Traits: Natural Weapons (Claws), Unnatural Toughness (×2).
  Armour: None.
  Weapons: Claws (1d10+4; Primitive).
  Gear: None.
  criMson Woe raiders
  Movement: 4/8/12/24 
  Wounds: 12
  Skills: Concealment (Ag), Silent Move (Ag), Common Lore 
  (Dark Eldar) (Int) +10, Speak Language (Dark Eldar) (Int).
  Talents: Basic Weapon Training (Las, SP, Exotic), Melee 
  Weapon Training (Primitive), Pistol Training (Las, SP, Exotic), 
  Unnatural Agility (×2).
  Armour: Xeno mesh (Arms 4, Body 4, Legs 4).
  Weapons: Splinter rifle (80m; S/3/10; 1d10+1 R; Pen 3; 
  Clip 200; Rld 2Full; Hail of Splinters), mono blade (1d10+3 
  R; Pen 2, Balanced).
  Gear: 2 spare splinter rifle clips.
  Lithorg & Marbrosa Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  28 18 48 45 25 15 24 23 10 
  Crimson Woe Raiders Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  42 46 31 32 45 33 37 31 27 
  (8)
  (8)
  
  Corsair Weapons
  89
  II: Shades on Twilight
  89
  CORSAIR WEAPONS
  The Dark Eldar Corsairs use an array of vicious weapons designed as much for their ability to cause pain as slay their enemies.
  sPLinter WeaPons
  These elegantly barbed and bladed weapons use gravitic force to hurl tiny splinters of diamond-hard crystal that can easily 
  penetrate armour, lacerate flesh and cause agonising wounds. The weapons’ crystal ammunition core is sufficient for hundreds 
  of shots and a concentrated spray from a splinter weapon is enough to cut a man to shreds. 
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt
  Splinter Pistol 
  Exotic 
  50m 
  S/3/6 
  1d10 R 
  3 
  120 
  2Full 
  Hail of Splinters 
  1kg
  Splinter Rifle 
  Exotic 
  80m 
  S/3/10 
  1d10 +1 R 
  3 
  200 
  2Full 
  Hail of Splinters 
  2.5kg
  Special Rules: 
  Hail of Splinters: when fired on Fully Automatic, splinter weapons gain the Tearing quality owing to their sheer volume of fire.
  Combat Blades: the splinter rifle’s fine balance and many bladed attachments means its can also be used as a close combat 
  weapon, counting as a mono spear.
  terrorFeX
  A terrorfex is a unique and sinister form of grenade created from twisted wraithbone, it is psychically charged with the fear 
  and agony of the Dark Eldar’s many victims. The terrorfex is used just like a normal grenade and has a blast radius of 3 metres. 
  However, instead of inflicting Damage, all those caught in the blast radius must pass a Hard (–20) Willpower Test, and if this is 
  failed, roll on the Shock Table (see page 233 of Dark Heresy) as per a failed Fear Test. 
  Armour has no effect on the terrorfex. However, it causes both a Fear effect and a psychic attack and defences and Traits that 
  work against such assaults also affect the terrorfex.
  destrUctor
  A baroque-looking alien handgun, the destructor shoots a 
  high-pressure jet of corrosive acid and virulent toxins that 
  has been engineered to eat through armour and consume 
  flesh. The homunculi favour such weapons for the horrific 
  injures they inflict and for the ease with which they 
  dispatch failed experiments.
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt
  Destructor 
  Exotic 
  10m 
  S/–/– 
  1D10+4 E 
  1d10 
  1 
  3Full 
  Flame, Toxic† 
  3kg
  Special Rules: 
  Variable Penetration: the Pen of a destructor is 1d10; this should be rolled for each hit individually. Unless the victim has 
  a sealed helmet or the equivalent, Critical injury caused by a destructor permanently blinds their targets as well as any other 
  Damage or effects they inflict.
  †Phage-Toxins: the toxic cocktail of acids and poisons is designed to eat through flesh and creating a necrophagic cascade 
  through cells, destroying organic matter utterly. A living creature wounded by the destructor’s effect must pass a Hard (–20) 
  Toughness Test or immediately suffer an additional 2d10 Wounds.
  
  90
  II: Shades on Twilight
  90
  Player Handout 2.1: The Twilight Hulk Map Data Slate
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2008. Player Handout also available for download at www.blackindustries.com
  
  Baron
  Hopes
  Links in a chain
  •
  the Late Baron
  •
  Facts & sPecULation
  •
  Wrong PLace, 
  right tiMe
  •
  the Broken chains
  •
  saint ULBreXis
  •
  aFterMath
  •
  nPcs
  
  92
  W
      Chapter III: 
  Baron Hopes
  III: Baron Hopes
  92
  Chapter III: 
  Baron Hopes
  “For every serf there is a place, no matter how modest. For every servant there will be comfort in knowing 
  that his sacrifice and strength of purpose shall be rewarded at his journey’s end. Now rise up! Rise up and 
  claim your reward!”
  — Baron Havalir Saerton Ulbrexis.
  W
  hat is the price of freedom? How does 
  one measure the cost of a single world’s 
  oppression when weighed against the 
  safety and prosperity of a dozen worlds? A hundred 
  worlds? Thousands? The adepts of the Imperium 
  have long since stopped asking such questions, for 
  they invite only madness and corruption by doing 
  so. The cold equations say that some must suffer 
  that the majority may survive, and suffer they 
  do. While the worlds of the Imperium are near 
  countless in number and endless in variation, you 
  would have to look long and hard to find another 
  habitable world as hellishly oppressive as Sepheris 
  Secundus, the mineral powerhouse of the Calixis 
  Sector. The serfs of Sepheris Secundus lead short 
  wretched lives, with each eking out a miserable 
  existence toiling in the innumerable mines of 
  their home world in order that the Segmentum 
  Obscurus be constantly supplied with the rare ores 
  it needs. The majority of the nobles of Sepheris 
  Secundus, who enjoy a relatively luxurious 
  existence, see nothing wrong with working their 
  serfs to death; that is after all what serfs are for. The 
  serfs’ condition is enforced by the traditions of a 
  thousand years, which are continuously reinforced 
  by a twisted version of the Imperial Creed, and 
  serfs are an unfortunate necessity on a world that 
  lacks significant Imperial technology. 
  As bad as the lot of the serfs of Sepheris 
  Secundus is, that of the mutants is worse. The 
  many chemicals and pollutants dredged up by 
  the mine works have resulted in an exceptionally 
  high number of mutations among the planet’s 
  populace, but this has never made being a 
  mutant more acceptable. Mutants that aren’t 
  killed outright are exiled into the deepest mines 
  and most inhospitable conditions on the planet. 
  There they band with other mutants to quarry 
  such ore as they can while avoiding the many 
  dangers of the deep shafts, in order to exchange 
  the minerals for foodstuffs with less scrupulous 
  serfs. This is the way it has been for untold 
  generations, but there was once a nobleman who 
  believed that it could be otherwise.
  His name was Baron Havalir Saerton Ulbrexis, 
  a name that is known throughout the Calixis 
  Sector as belonging to one of the greatest 
  deviants in its recent history. Described as a 
  persuasive orator and ruthless heretic by Imperial 
  scribes, Baron Ulbrexis led a massive serf 
  rebellion supported by countless mutants which 
  killed millions of serfs, thousands of nobles and 
  all but brought mining to a halt across Sepheris 
  Secundus. At last, he was hunted down by the 
  Adeptus Arbites and executed for his crimes.
  Or so the official story goes.
  
  A
  Links  in 
  a Chain
  93
  III: Baron Hopes
  93
  LINKS IN 
  A CHAIN 
  A
  s is always the case with Imperial 
  propaganda, truth is only to be used 
  sparingly, especially when too much 
  of it will point out a grotesque injustice of the 
  Imperium; in this case the inhuman conditions 
  on Sepheris Secundus that the adepts willingly 
  turn a blind eye to, in order to ensure that the 
  colossal tithes to the planet continue to flow 
  without pause. Baron Havalir Saerton Ulbrexis 
  was certainly both a rebel and a heretic, but 
  he was loyal to the Imperium and no true 
  deviant in anything other than his willingness 
  to tolerate mutants. A brilliant and widely-read 
  scholar, Baron Ulbrexis believed that Sepheris 
  Secundus could be dragged out of the dark ages 
  in which it toiled by slowly educating the serfs 
  and by introducing improved mining techniques 
  and technologies licensed from the Adeptus 
  Mechanicus. When his fellow Barons scoffed at 
  his “unrealistic and lofty” ideas, Ulbrexis quietly 
  put them into place within his own fief. 
  Ulbrexis was the butt of many jokes for several 
  years as he had all but impoverished himself in 
  order to secure the assistance of the Adeptus 
  Mechanicus. His tithes dropped to the bare 
  minimum acceptable to the crown and many 
  disparaging comments were made about “Baron 
  Oreless” whose serfs were popularly thought to 
  live in better conditions than he himself did. The 
  laughter stopped abruptly when he delivered 
  the largest Baronial tithe in Sepheris Secundus 
  history, which he explained as being interest on 
  the years he’d fallen short. The following year 
  was equally impressive. As Ulbrexis’s personal 
  fortunes continued to increase, so did closer 
  scrutiny into his affairs. As a distant relative of 
  Queen Lachryma, many became concerned that 
  he might have had designs on the throne. Agents 
  of the Royal Scourges, the Crown’s own troops, 
  began quietly investigating Baron Ulbrexis. 
  What they found horrified them. Ulbrexis had 
  educated his serfs. Literacy was the norm in his 
  fief and serfs were even allowed regular days 
  off. The brightest serfs had been instructed by 
  the Adeptus Mechanicus in the proper ritualised 
  care and use of a variety of advanced mining 
  machines that had increased the efficiency of 
  Ulbrexis’s mines tenfold. The Scourges fled back 
  to the Queen and her counsellors with what 
  they’d learned.
  While nothing Baron Ulbrexis had done 
  actually violated the laws of Sepheris Secundus, 
  his “new way” terrified the conservative old 
  guard of the planet’s nobility who believed that 
  he meant to overthrow them. They were right 
  to be concerned in the sense that Ulbrexis did 
  indeed wish to bring about a more democratic 
  form of government, though the subtleties of 
  what he truly wanted were beyond the limited 
  comprehension of the bulk of Sepheris Secundus’s 
  nobles. It was enough that he represented such 
  unprecedented change and they demanded that 
  the Queen act. Queen Lachryma ordered her 
  Royal Scourges to remove the Baron and lay his 
  fief to waste, making certain to eradicate any of 
  his “heretically over-educated serfs” that they 
  found in order that they should not corrupt the 
  rest of the populace with their “inappropriate 
  knowledge”.
  The Royal Scourges swiftly moved to enact 
  the Queen’s command, but Baron Ulbrexis had 
  received more than just mining equipment from 
  the follows of the Omnissiah. The first wave of 
  royal troops was all but obliterated by Ulbrexis’s 
  well-armed serfs. Knowing the day he had long 
  foreseen had come at last, Ulbrexis ordered a 
  chosen few of his people to scatter across the 
  face of Sepheris Secundus as best they could, 
  hiding in the mines of other Barons, some of 
  whom were secretly sympathetic to Ulbrexis’s 
  aims, while the rest were to stay behind and feign 
  ignorance. The Baron himself went underground 
  with a group of his most loyal followers in order 
  to found an organisation that would eventually 
  come to be known as the Broken Chains. The aim 
  of the Broken Chains was to disrupt the mines 
  of Sepheris Secundus in order to bring harsh 
  Imperial scrutiny to the abusive practices of the 
  planet. While Ulbrexis was under no illusions 
  about the mercy of the Imperium, he hoped that 
  when enough eyes were turned towards Sepheris 
  Secundus, something would have to be done at 
  last. The Broken Chains also made a point of 
  circulating Ulbrexis’s successful mining program 
  amongst his fellow Barons as well as ensuring 
  that the Imperium had a transcript of everything 
  he had accomplished, specifically highlighting 
  how much more productive all of his fief ’s mines 
  had been before their destruction. The Broken 
  Chains’ activities were an unmitigated success. 
  Using a combination of advanced technology 
  and cunning planning, they crippled or destroyed 
  dozens of sites, all the while ensuring that their 
  attacks physically harmed no one. 
  The Broken Chains eluded the efforts of the 
  Barons and the Royal Scourges to stop them for 
  more than a year. Stories were being whispered 
  across the planet of the righteous Baron and his 
  war against the heartless Queen. With the grim 
  reality that they were falling short of their mine 
  quotas looming over their heads, the nobles of 
  Sepheris Secundus grew increasingly desperate. 
  the sLoW 
  creeP oF 
  Fear
  Have you ever watched 
  a horror film and si-
  lently yelled at the 
  foolish 
  protagonists 
  for walking into the 
  darkened basement? 
  Have you read a book 
  where characters took 
  risks you knew to be 
  utterly 
  foolhardy? 
  With very few excep-
  tions, the protagonists 
  of believable and con-
  vincing horror stories 
  don’t actually know 
  they’re in one until 
  far too late—and so it 
  is with Baron Hopes. 
  At no time should you 
  ever hint to your play-
  ers that this is a hor-
  ror story, or give any 
  indication about just 
  how bad things are 
  going to keep getting 
  until their Acolytes 
  are totally coated in 
  zombie pus and mu-
  tant blood. By that 
  time, they’ll hopefully 
  have figured it out for 
  themselves.
  
  94
  III: Baron Hopes
  94
  Realizing that they had no choice, they reluctantly 
  turned to the local Adeptus Arbites in the hopes 
  that the Arbitrators could succeed where all others 
  had failed. Even had the Arbitrators not turned 
  their attentions towards the Broken Chains, the 
  rebel group was poised for a fall. Baron Ulbrexis’s 
  bloodless revolution did not sit well with all of 
  his followers, especially one Assod Morirr. Morirr 
  was a passionate and well-spoken mutant leader 
  who had joined the Broken Chains in order to 
  fight against his oppressors. Morirr’s ongoing 
  belligerent opposition to Ulbrexis’s subtle plans 
  created a growing rift within the Broken Chains, 
  as Ulbrexis tolerated him for a time, since he 
  believed that every voice should be heard. Every 
  voice, that is, which wasn’t a pawn of the Ruinous 
  Powers. Morirr fell under the sway of the Chaos 
  Gods and entered into a dark pact with a Daemonic 
  entity. In Ulbrexis’s name, he enacted a lethal 
  plan that caused a half a dozen mines to collapse 
  during the midst of a workday, killing countless 
  serfs and a fair number of nobles. Ulbrexis hunted 
  Morirr through a series of deep shafts until he 
  brought him to heel at last within a series of 
  mines known as the Harrow—Ulbrexis’s former 
  fief. Their epic final duel ended in the depths of 
  the Harrow with Ulbrexis maimed and Morirr 
  lifeless due to an energy blast through his skull. 
  The Arbitrators captured the mortally wounded 
  Ulbrexis soon after and publicly proclaimed his 
  execution for crimes against the Imperium.
  It has been more than a decade since Baron 
  Ulbrexis was pronounced dead. While it was 
  announced that Ulbrexis was responsible for the 
  massive loss of life, few believed it on Sepheris 
  Secundus and he is quietly venerated almost as 
  a saint across the planet. The rule of Queen 
  Lachryma falters as she nears the end of her 
  days.  The mines of Sepheris Secundus are once 
  again the targets of a clever insurgency going by 
  the name of the Broken Chains. However, the 
  current incarnation of the group is decidedly 
  deadlier, employing xenos technology and 
  warp-corrupted devices to achieve their aims, 
  while clearly lacking any reservations about 
  the killing of innocents. Rumour has it that a 
  man named Assod Morirr is now leading the 
  Broken Chains.
  ordo invoLveMent
  This is a brief rundown on what the various ordos know about the situation and their involvement. Some or most of this 
  information may be available to the players depending on who their Inquisitor is and what their relationship is like with 
  him or her.
  ordo MaLLeUs invoLveMent
  Assod Morirr has made pacts with Daemons, which is more than enough in itself to justify the interest of Ordo Malleus. 
  He’s much worse than that though—Morirr is trying to break down the walls between realspace and the warp within the 
  Harrow. It was at Morirr’s request that the Serrated Query hunt down occult texts for him. The copy of the Liber Daemonica 
  from the Shades On Twilight adventure was destined for (or presently in!) his library. In short, Morirr is indeed exactly what 
  Ordo Malleus exists to fight against.
  ordo hereticUs invoLveMent
  Ordo Hereticus is aware that unusual occurrences have been going on in the mines of the Harrow, nominally far away from 
  their prying eyes. The attacks of the Broken Chains have caused a definite slowing in the production of the mines and, 
  if they aren’t stopped, a total cessation may be imminent. More disconcerting by far, though, is the fact that the Broken 
  Chains are a dangerous militant group with access to corrupt unknown xenos technologies nominally led by mutants, a 
  state of affairs that Ordo Hereticus will not let stand. The Broken Chains’ ongoing success might give the mutant masses 
  of Sepheris Secundus hope that armed rebellion could be successful—such hopes must be utterly crushed.
  ordo Xenos invoLveMent
  Ordo Xenos is particularly interested to discover the source and nature of the weapons being used by the Broken Chains. 
  Reports of bombs causing miners to be “melted in to the very rock,” have raised the suspicion that the terrorists have 
  acces to xenos technology. Mutants who are being backed by some unknown xenos threat is a situation that cannot and 
  will not be allowed to continue.   
  
  Into the Depths 
  of Insanity
  The Late 
  Baron
  95
  III: Baron Hopes
  95
  INTO THE DEPTHS 
  OF INSANITY
  Baron Hopes seems to be an investigative 
  adventure somewhat influenced by Imperial 
  politics, but looks can be deceiving, for it is 
  actually the “horror” adventure of this book. 
  What starts out appearing as a relatively 
  straightforward investigation of a terrorist group, 
  will soon turn far darker than the Acolytes could 
  have guessed at the outset. 
  The adventure begins with the Acolytes 
  reading a transcript of the final conflict 
  between the heretic Baron Ulbrexis and the 
  mutant terrorist Assod Morirr. They are in 
  within their patron’s study inside the Bastion 
  Serpentis, the Tyrantine Cabal’s fortress on 
  Scintilla’s moon Lachesis. After they finish 
  reading the transcript, Inquisitor Vaarak 
  calmly hands them a series of picts that the 
  Royal Scourges had gathered of various 
  members of the Broken Chains, giving specific 
  emphasis to a pict of Assod Morirr. He then 
  produces another pict taken less than seven 
  sidereal days prior, which shows a very much 
  alive Assod Morirr, or a being with his exact 
  likeness, leading the now resurrected Broken 
  Chains on Sepheris Secundus. Their Inquisitor 
  follows this up with another shocker: Ulbrexis 
  is alive and in a cell within the Bastion 
  Serpentis. Due to the highly unstable nature of 
  the political situation on Sepheris Secundus, 
  the Inquisition is willing to offer Ulbrexis 
  an unprecedented deal. In exchange for his 
  total cooperation in locating and removing 
  the Broken Chains, when the time is ripe, the 
  Inquisition will assist the Baron in taking the 
  throne of Sepheris Secundus.
  With a reluctant Ulbrexis in tow, the Acolytes 
  will journey to Sepheris Secundus aboard a 
  Chartist vessel. Along the way, the Baron will 
  prove to be quite different from the heretic he 
  was made out to be. Upon arriving, the Acolytes 
  will swiftly discover that Sepheris Secundus is 
  a miserable planet and will likely decide that, 
  regardless of any other factors, helping Baron 
  Ulbrexis is a noble goal. Agents from the Royal 
  Scourge, along with a representative of the local 
  Adeptus Arbites, will meet with the characters to 
  explain more about the unusual tactics that the 
  Broken Chains have been employing. The more 
  they learn, the less they’ll like what they’ve 
  heard, especially when evidence of the Serrated 
  Query’s involvement surfaces. 
  Morirr’s forces supposedly strike from a series 
  of deep mines beneath the complex known as 
  the Harrow, which was once part of Ulbrexis’s 
  baronial fief. After being shown the aftermath of 
  one of the Broken Chains’ attacks, the Acolytes 
  will know they’re up against something 
  unnatural. The Broken Chains’ new agenda only 
  pays lip service to their original goal of freedom 
  from oppression, and the Acolytes will soon 
  face the full horror of what the mutant terrorist 
  turned Chaos worshipper, Assod Morirr, will 
  unleash on them. Investigating various clues 
  will reveal more and more of what the Broken 
  Chains are actually up to. When they finally 
  work out where the mutants will attack next, 
  they’ll finally be able to confront the Broken 
  Chains. In doing so, they’ll discover that Morirr 
  fears his former master, and word of Ulbrexis’ 
  presence will leak. Hordes of serfs will descend 
  upon them, soon followed by the thing which 
  Morirr calls up.
  From then on, the only true goal will be 
  survival.
  THE LATE 
  BARON
  I
  f you’re running the adventures in Purge the 
  Unclean as part of an ongoing campaign, the 
  events of Baron Hopes can occur anytime 
  after the Acolytes’ narrow escape from the 
  Twilight. Presume that five or six months have 
  passed, unless you wish to run an adventure 
  of your own devising in between. All of the 
  Acolytes will have been scanned for any 
  signs of warp taint in the weeks following 
  their departure from the haunted space hulk. 
  Characters curious as to what has happened to 
  the Luminous Reproach and the Liber Daemonica 
  will be assured that they’ve been passed to the 
  “right” hands. What they may not be directly 
  told is that their brave actions (that is, if they 
  were successful) will have earned them a 
  “marker” of sorts—meaning that they have the 
  favour of Inquisitor Vaarak. It is up to the GM 
  to decide exactly what form the “favour” takes, 
  be it access to upgraded kit, secret knowledge 
  or extracting the Acolytes from a “tricky” 
  situation in the future.
  Baron Hopes opens with the Acolytes each 
  reading a copy of a transcript within a small 
  antechamber of the Bastion Serpentis, the 
  Tyrantine Cabal’s ancient fortress upon Scintilla’s 
  second moon, which all of them have recently 
  been summoned to. Give Player Handout 
  3.1: The Transcript to your players and have 
  them read it as play begins. Then read aloud or 
  paraphrase the following:
  tiMeLine
  This timeline details 
  the flow of events 
  within the scenario. 
  Note that depend-
  ing on the actions of 
  the Acolytes, some 
  events may occur out 
  of sequence or not 
  at all.
  •	 The	 Acolytes	 meet	
  Baron Havalir Saerton 
  Ulbrexis and learn 
  about his history and 
  the terrorist events on 
  Sepheris Secundus.
  •	 Travel	 to	 Sepheris	
  Secundus on the Pax 
  Behemoth.
  •	The	Acolytes	begin	
  their investigation into 
  the Broken Chains 
  terrorist group that 
  has been destroying 
  mines.
  •	The	Broken	Chains	
  strike 
  against 
  the 
  Harrow.
  •	The	Acolytes	talk	
  to the mutants and 
  serfs and investi-
  gate 
  old 
  Broken 
  Chains hideouts in 
  an attempt to learn 
  where 
  they 
  will 
  strike next.
  •	The	Broken	Chains	
  strike against Hazael’s 
  Cross where the Aco-
  lytes are waiting for 
  them and their leader, 
  Assod Morirr.
  •	 Morirr	 summons	
  Warp Zombies in a 
  mass attack. With the 
  help of the Baron, the 
  Acolytes 
  hopefully 
  defeat Morirr and put 
  the Zombies to rest.
  I
  
  96
  96
  Ref: Inq/045678499/BI
  Subject: Verbal Transcript of Pict-Recorded Document
  Date: 791.M41
  Location: Sepheris Secundus,
  Ore Processing Complex HA96E (locally known as “the Harrow”)
  Sector: Calixis (Scintillan Sub)
  Original Transcription: Savant Trokner, Ordo Hereticus, Tyrantine Cabal Holding,
  Bastion Serpentis, 792.M41
  Additional Notes: Savant Essar, Ordo Hereticus, 02.792.M41
  ++ EXTRACTED FROM MINE SHAFT SECURITY MONITOR STATION BY 
  ADEPTUS ARBITES OFFICER MERON TISE—ALL OTHER COPIES ELIMINATED. ++
  >[RECORDING STARTS]
  [Stationary Pict-source] Wide angle view of ore collection station. Ground laced with ore-cart tracks, several carts present. 
  Industrial smelter visible in far corner of chamber. Three tunnel mouths visible, two dark, one lit by electric lamp. 
  Distant sound, indistinct—pict source shaken. [Explosion?] Repeating alarm claxon sounds. Warning lights engage in chamber. 
  [Image and sound remains same for 37 seconds]  
  Sounds of movement. Man [Subject I] in grey coveralls, enters chamber, panting with exertion, from second tunnel mouth. 
  Clothing covered in large stains. [Blood?] Right hand holds industrial shears. Shears drip fluid over the floor. [Subject I] Turns 
  and looks back up the tunnel from which he emerged, clearly expecting pursuit. [Subject I] Runs across chamber towards 
  pict source—pict source begins tracking. A second man [Subject II] emerges from tunnel mouth. [Subject I] approaches pict 
  source—positively identified as Ore Collector 5th Rank, Assod Morirr*. [verified]
  VOICE (II): How many did you kill? How many children?
  [Subject II] wears grey coveralls, heavy-set; one hand holds a short, slightlycurved blade designed for tunnel fighting.
  VOICE (I) [MORIRR]: What does it matter? They’ll breed more.
  VOICE (II): Indistinct snarl of rage.
  [Subject II] lunges across room, blade outstretched. His stroke is parried by [Subject I] [Morirr]. Claxon light illuminates 
  [Subject II] for 4 seconds as he struggles with [Subject I] [Morirr]. [Subject II] positively identified as Baron Havalir Saerton 
  Ulbrexis**[verified]. [Subject I] [Morirr] and [Subject II] [Ulbrexis] engage in hand-to-hand combat. Pict source pulls back to 
  capture both men circling about the room, weapons at the ready.
  [Subject II] [Ulbrexis] lands several blows in rapid succession, [Subject I] [Morirr] shrugs them off, seemingly unaffected. 
  [Subject I] [Morirr] deals savage wound to [Subject II] [Ulbrexis] side. Combatants circle, blood clearly spreading under [Subject 
  II] [Ulbrexis] coveralls. [Subject II] [Ulbrexis] fall, impaling [Subject I] [Morirr] through torso as [Subject I] [Morirr] shears cut 
  [Subject II] [Ulbrexis] right leg off below the knee. [Subject II] [Ulbrexis] collapses to the ground, blood spurting from his 
  severed leg. [Subject I] [Morirr] begins laughing. [Subject I] [Morirr] picks up [Subject II] [Ulbrexis] with his free hand, pushing 
  him against an ore cart and puts his blades on either side of [Subject II] [Ulbrexis] neck.
  VOICE (I) [MORIRR]: Goodbye, Ulbrexis.
  [Subject II] [Ulbrexis] punches his right hand into [Subject I] [Morirr] lower jaw. A pulse of purple light flares out the top of 
  [Subject I] [Morirr] head as a blast of energy sears through his skull causing pict source to engage flare compensators [partial 
  loss of picture for 3 seconds]. Suspect attack was delivered by device in [Subject II] [Ulbrexis] ring. [Subject I] [Morirr] face 
  crumples inward and his body slumps to the ground. 
  VOICE (II) [ULBREXIS]: Goodbye, Morirr.
  [Subject II] [Ulbrexis] collapses to mine floor, falling alongside [Subject I] [Morirr] corpse.
  >[RECORDING ENDS]
  *Ore Collector 5th Rank Assod Morirr. Mutant terrorist affiliated with a group known as the Broken Chains. Wanted in 
  connection with more than 50 cases of sabotage within the mine works of Sepheris Secundus. Mutant status discovered late 
  in life, avoided summary execution by fleeing to deep mine area known as the Shatters. Presumed dead. 
  **The Heretic Baron of Sepheris Secundus. Baron Havalir Saerton Ulbrexis founded the Broken Chains circa 789.M41 in order 
  to defy the authorities of Sepheris Secundus and advance his heretical democratic agenda. Captured by Adeptus Arbites 
  agents in 792.M41. Executed in 793.M41—see ++EXPURGED++
  
  97
  III: Baron Hopes
  97
  Inquisitor Globus Vaarak dominates 
  one corner of the chamber, where he sits 
  patiently sipping at a flask of amasec 
  while you read the transcript. As you 
  finish, he gestures and a small floating 
  servitor soars over the table. The image 
  of a dark-haired man with exceedingly 
  wide eyes flickers into view above the 
  servitor. There is something wrong with 
  the musculature of the man’s face—his 
  eyes open and close vertically.
  The Inquisitor considers the image 
  for a moment before stating, “Assod 
  Morirr” as he places a data-slate upon 
  the conference table you are gathered 
  around. The data-slate shows a high 
  resolution picture that was clearly taken 
  from above the subjects it depicts. Three 
  figures are shown frozen in a running 
  motion. All of them are holding weapons. 
  One has scaled skin, the second seems 
  to be a man made of polished metal 
  and the third, who is looking over his 
  shoulder at his pursuers, is identical to 
  the picture identified as that of Assod 
  Morirr. Vaarak points at the hovering 
  image, “That was compiled fourteen years 
  ago.” His finger twitches to indicate 
  the data-slate, “That image was taken on 
  Sepheris Secundus two months ago. You’ll 
  note the resemblance, yes?”  
  “The transcript’s veracity is confirmed. 
  I’ve actually seen the original. No doubt 
  some of you may be considering that the 
  individual in the second pict is a family 
  relation or perhaps a twin. I’ve looked into 
  this, however, there is no evidence to give 
  credence to such a theory.”
  “So why does this matter to us, you’re 
  wondering?” Vaarak produces a data-slate 
  and begins to read from it. “Let’s see here, 
  ah-ha. In the two years since the return of 
  the Broken Chains, fourteen separate mines 
  have been compromised, three at a scale from 
  which no recovery is possible within the next 
  century. The latest series of attacks have been 
  absolutely devastating. Their new weapons 
  are an abomination, well beyond our ability 
  to deal with. When the Royal Scourges called 
  us in…” Vaarak pauses to look about 
  the room. “This is a missive from Proctor 
  Rotlan, principle Arbitrator investigator 
  on Sepheris Secundus. The Scourges are 
  the local monarchy’s troops.” He resumes, 
  “We thought that they were exaggerating 
  the effects of the bombs. They were not. I’ve 
  never seen such atrocities, bodies melded into 
  the very rock; some impossibly still alive 
  and screaming. My lord, I urge you to come 
  at once. I am at a loss for what to do; the 
  Broken Chains’ original network was never 
  uncovered and their hiding spots remain 
  unknown to us. The local nobles resent our 
  presence but fear the repercussions of failing 
  to meet their tithe quotas. They’re attempting 
  to shift the blame for not stopping the mutant 
  terrorists on to us. The serfs are terrified 
  of the Broken Chains and are too afraid to 
  speak. I fear it will take the authority of the 
  Inquisition to resolve this matter.”
  Inquisitor Vaarak sets down the data-
  slate and looks at each of you. “There 
  is an ancient saying on world of my birth: 
  destiny cannot be thwarted. I have seen many 
  strange sights in my time and I do not believe 
  in coincidences. I trust that we follow the 
  God-Emperor’s grand plan… The Adeptus 
  Arbites did not execute Baron Havalir 
  Saerton Ulbrexis. He is alive and here now, 
  in a cell below us, within this very citadel.”
  “I have brought you here to make him an 
  offer: in exchange for his help in rooting 
  out the Broken Chains, the Inquisition is 
  willing to assist him in taking the throne 
  of Sepheris Secundus when Queen Lachryma 
  exits it. An event that is likely to be very 
  soon. If he does not accept our offer, the 
  Inquisition will, at the very least, be forced 
  to incinerate everyone and everything within 
  the mine complex known as the Harrow, 
  despite the crippling effect this will have 
  on the sector.”
  “If you can acquire the Baron’s help, your 
  mission will be to ascertain the location 
  and identification of the mutant terrorist 
  named Assod Morirr and you will find 
  the headquarters of the renewed Broken 
  Chains with the help of Ulbrexis. You are 
  also expected to present an overview of the 
  local situation and a working plan on how 
  to permanently deal with it when I arrive a 
  month or so after you. I don’t expect you to 
  take on the Broken Chains alone, and you 
  are to coordinate your efforts with Proctor 
  Rotlan, a local Arbitrator I am on good 
  terms with. I also expect you to ‘play nicely’ 
  with the Royal Scourges, though they are 
  little better than thugs. Don’t forget that it is 
  vital that Ulbrexis must remain anonymous 
  so as not to cause a problem with the local 
  authorities or populace. It may be necessary 
  for you, at times, to disguise yourselves in 
  order to unearth Morirr and his gang. ”
  Your Acolytes may ask questions regarding 
  the nature of the unnatural sounding bombs, 
  Vaarak will only reply with nothing more 
  reassuring than, “Indeed, a mystery.” 
  
  98
  III: Baron Hopes
  98
  If any of the Acolytes are curious as to why 
  Ulbrexis wasn’t executed, Vaarak states that 
  he believes the Imperium has long been wary 
  of Lachryma’s line—thus the Baron’s gene 
  codes remain useful. He may also comment 
  that it was deemed the Baron’s services might 
  be needed in the future and hence his life was 
  spared. What those services might be, however, 
  he will not say.
  Vaarak believes that Ulbrexis’s hatred of 
  Morirr, coupled with his long association 
  with the serfs of the Harrow, will convince 
  him to accept the deal, even if the Baron 
  doesn’t think the Imperium will hold up 
  their end of the bargain. The Inquisitor 
  wishes to send the Acolytes to negotiate 
  though, as a sort of “peace offering” to the 
  Baron. “He has never been willing to speak with 
  a Bearer of the Seal. It would seem he has a… 
  distaste for Inquisitors… We have decided not 
  to risk his refusal, therefore I wish you to speak 
  with him and represent the Inquisition as it were.” 
  Vaarak hands the most senior Acolyte a small 
  pendant, which resembles a rosette. “This will 
  take you through the doors below.” 
  A pair of Inquisitorial storm troopers 
  escorts you down into the lower levels 
  of Bastion Serpentis. What follows is a 
  bewildering array of doors, chambers and 
  hallways all of which seem deliberately 
  designed to disorientate and confuse. 
  While the Bastion is, in the main, formed 
  of black stone, the seemingly natural cave 
  area that you enter in the bowels of the 
  edifice clearly appears to be as old as 
  the upper levels. The storm troopers stay 
  with you the entire time, guiding you past 
  several wrought iron doors. At last you 
  are brought before an unprepossessing 
  door, clearly not as reinforced as many 
  of the others you have passed. The storm 
  troopers indicate that this door is the 
  correct one, stating, “Call if our presence 
  is required, sirs,” before withdrawing some 
  distance away.
  The pendant given to you by Vaarak 
  opens the door, which slides back into the 
  wall, revealing a stone cell some 20-foot 
  square. A simple cot, a single crude chair 
  and small table with a handful of books 
  on it are the only adornments the room 
  boasts. As the door opens, the room’s 
  sole occupant looks up from the book 
  he was perusing. A heavy-set man with 
  long silvery grey hair and a crudely kept 
  beard regards you with sharp violet eyes. 
  He slowly rises from his chair, casually 
  placing a bookmark into his tome before 
  tossing it to the table beside him. His 
  right leg, below the knee, is clearly an 
  augmentic construction ending in an 
  inhuman three-toed bionic foot. He says 
  nothing at first, quietly studying you, 
  before saying, “It seems they have honoured 
  my wishes, unless the Inquisition’s standards for 
  its Inquisitors has dropped sharply. To what do 
  I owe the honour of this visit?”
  Ulbrexis listens to whatever pitches the 
  Acolytes go with. If they announce that 
  Morirr is still alive, he flatly states, “That 
  is not possible.” The time-stamped copy of 
  the pict from Vaarak’s data-slate causes the 
  colour to visibly drain from his face, but 
  he will continue to shake his head in angry 
  denial. “Such images are easily created using the 
  right pict-devices.” Clever Acolytes may well 
  realise that it doesn’t really matter whether 
  Baron Ulbrexis believes that his old foe is 
  alive or not; what matters is the threat of 
  the Harrow being immolated if the leaders 
  of the revived Broken Chains cannot be 
  found, coupled with the offer to raise him to 
  the throne of Sepheris Secundus. The latter 
  he finds somewhat incredulous though he 
  readily believes the former:
  “Really? The Inquisition intends to 
  assist a publicly reviled heretic, in fact a 
  supposedly executed heretic, in taking over 
  one of the most important tithing worlds 
  in the entire Segmentum Obscurus?  Is that 
  desperation or do your masters truly think 
  that long years in a cell have rotted my 
  brain matter? Enough. Tell your lords that 
  I’ll help to stop these impostors, if only for 
  the sake of my people.” 
  
  Aboard the Pax 
  Behemoth
  99
  III: Baron Hopes
  99
  The presumption, obviously, is that the 
  Acolytes will succeed in convincing Ulbrexis 
  to help them. Don’t make it too hard for the 
  players, but you could get them to make some 
  Interaction Skill Tests to get the Baron 
  on side. If they really are set on a course to 
  insult and anger the Baron by their words or 
  actions, the adventure can proceed without 
  him, though it will lose a fair amount of its 
  impact—and the PCs will have some serious 
  trouble in any direct fight with Assod Morirr. 
  A better course would probably be to allow the 
  Acolytes to convince the Baron to help them 
  regardless of their bad behaviour, or remind 
  them that their masters will be unhappy if 
  they don’t get the Baron’s help. Either way, if 
  they are particularly nasty to Ulbrexis he will 
  remember this for later, perhaps when they 
  most need his help. 
  ABOARD THE PAx 
  BEHEMOTH
  The Acolytes will have been outfitted with 
  whatever equipment is deemed necessary for 
  their mission to Sepheris Secundus—GMs may 
  wish to set a limit of 200 to 500 thrones per 
  person. Items and gear of Average Availability 
  are in good supply (Average Difficulty), though 
  anything with a Scarce (or above) Availability 
  will be one-step harder to find—running the 
  acquisition of such items as a brief “flashback” 
  scene could prove to be entertaining. This may 
  also be a good time for an Acolyte to “call-in” 
  the favour of Vaarak, should the character want 
  to obtain something particularly Rare or illicit.
  The journey to Sepheris Secundus will take 
  approximately three months, give or take 
  several weeks due to the vagaries of the warp. 
  Inquisitor Vaarak has arranged passage for the 
  group with a Chartist Captain named Kobal 
  Aizdar aboard his vessel, the Pax Behemoth, 
  an Imperial transport licensed to take routes 
  throughout the Calixis Sector. The Inquisitor 
  intends to follow a month or so behind the 
  Acolytes, having unspecified “other business” 
  to attend to first. The Pax Behemoth is a 
  merchant vessel meant for cargo hauling, but 
  Captain Aizdar is not above earning some 
  extra thrones by ferrying members of the 
  Inquisition about. Compared to some of the 
  grand ships (and perhaps the space hulk) 
  that the Acolytes have been aboard, the Pax 
  Behemoth may not seem much like its namesake. 
  However, Captain Aizdar looks like he would 
  have a fair chance of beating a Grox in a 
  wrestling contest and his bellowing laughter 
  is seldom lacking down the corridors of his 
  ship. Aizdar’s crew are well turned out and his 
  ship seems a model of efficiency.
  Baron havaLir 
  saerton ULBreXis
  Ulbrexis is a poet, a scholar, a warrior and a visionary. 
  When roleplaying Ulbrexis, keep in mind that he is 
  a man who tried to change his world against near 
  overwhelming odds. However, he has been in a 
  cell for over a decade and subject at times to both 
  malnutrition and torture. His spirit is unbroken, 
  but he has become old before his time. His speech 
  remains witty and urbane, but his fighting days are 
  all but behind him. For some he is a traitor, whilst for 
  others he is a victim. 
  Ulbrexis’ profile can be found on page 128.
  
  100
  III: Baron Hopes
  100
  The trip should provide the Acolytes with 
  adequate time to familiarise themselves with the 
  unpleasant basics of life on Sepheris Secundus. 
  You may wish to relate to them, or have them 
  read the section on the planet from pages 
  303 to 307 of Dark Heresy. The extended 
  journey will also give them a chance to interact 
  with both the Baron and Captain Aizdar. In the 
  captain’s case, it is often useful for members of 
  the Inquisition to be on good terms with a Rogue 
  Trader and he may well prove to be a future ally. 
  Captain Aizdar will chat about a good number 
  of subjects, as well as the many worlds he has 
  seen throughout the Calixis Sector and beyond, 
  which could serve as an excellent way for you 
  to introduce future plot hooks. Aizdar claims 
  to have seen a Void Kraken once, a legendary 
  beast of the Outer Dark that swims through the 
  cold of space, preying on ships. He also claims 
  to know nothing of the Serrated Query as he is 
  a little wary of saying anything incriminating to 
  a member of the Inquisition, so he keeps some 
  of his more illegal stories to himself unless one 
  or more of the Acolytes makes a concerted 
  effort to become friends with him. If they do, 
  he’ll reveal that he once did some smuggling 
  for them:
  “In my youth, mind you, in my youth 
  decades and decades ago, I met a man who 
  offered me a sweet haul. A cache of goods 
  to be moved from one port to another, no 
  questions asked. He had an ill look about 
  him. A series of ritualised cuts on his arms 
  formed patterns that I wasn’t too keen to 
  look upon and he wore a pendant, a blade 
  shaped like a question mark it was, on a 
  chain about his neck. I was young and I 
  needed the gelt, so I took the deal. What he 
  didn’t tell me was that the goods were xenos 
  weapons and, what’s worse, biologicals. 
  We were well underway when I discovered 
  the blasphemy the bastard had brought 
  aboard my ship. I told him I’d void him 
  and his whole cargo, but he doubled the 
  money… Years later, I heard tell of the 
  Serrated Query. If I’d known then what 
  I’ve learned since, I’d have sent him on an 
  airless walk, money or no. Ruthless scum 
  they are, would knife a man for his boots. 
  Start wars they do, conflicts dealt out to 
  the highest bidder or so the rumours go. 
  Some say they worship the Dark Powers, 
  but I cannot speak to that. They’re a bad 
  lot though and no mistake.” 
  caPtain koBaL aizdar
  Captain Aizdar is a roaring giant of a man, quick 
  to curse but quicker to laugh. His family lineage is 
  an ancient one: his most prized possession, which 
  he’ll eventually get around to pointing out to all of 
  his passengers, is his hereditary charter to ply the 
  space lanes of the Calixis Sector. Sealed behind 
  a small void shield, the charter has been passed 
  down his family line for close to a thousand years 
  and bears the signature of no less a person than 
  Drusus himself. Captain Aizdar has a stunning 
  collection of oddities and artworks that he has 
  amassed over the years, a common affectation 
  with Rogue Traders, which he’ll proudly show off 
  to passengers he comes to favour. He is especially 
  fond of his Confessor Frog, a small amphibian 
  known for both its distinct croaking cry ”repent-
  ti-ti” and the fact that it is reputed to be the only 
  creature from the death world of Woe that isn’t 
  deadly… well not to humans at any rate.
  The captain’s profile can be found on page 
  128.
  
  101
  III: Baron Hopes
  101
  If asked about a “Faceless One” or some other 
  similar query, Aizdar will note that he has, in 
  fact, heard that title a number of different times 
  over the years in a variety of ports. Sometimes 
  in connection with criminal activity, sometimes 
  whispered to be behind a given cult and every 
  so often, mentioned as being an agent of the 
  Imperium. He knows little else on the subject.
  Baron Ulbrexis is a fascinating man. His 
  protracted years in a cell have made him crave 
  human interaction and he makes a point of 
  getting to know each of the Acolytes individually, 
  though he never tries to unduly manipulate 
  them. Ulbrexis is conversant on a vast array of 
  topics, enough so that Acolytes would probably 
  regard him (somewhat accurately) as a savant. 
  Since the Inquisition purposefully erased the 
  details about his past, the Acolytes will probably 
  be curious about why and how he managed to 
  rebel, as well as what he was actually trying 
  to accomplish. The following are the Baron’s 
  thoughts on some of the various subjects that 
  the Acolytes may talk to him about:
  On Sepheris Secundus:
  “A miserable world locked in thousand-year-old 
  patterns that no longer have any meaning. Once, 
  the spare resources of the planet made the noble and 
  serf dichotomy make sense, before the coming of the 
  Imperium. Now it only serves to keep the people in 
  a cycle of meaningless drudgery and cruel bondage. 
  What is more, it is unsustainable. The day will soon 
  come when the vast resources of Sepheris finally run 
  out. What then will the nobles do, having on their 
  hands an entire populace of uneducated serfs who know 
  only how to quarry? I suppose the ranks of the Imperial 
  Guard will swell that year, eh?”
  On founding the Broken Chains:
  “The Barons live existences beyond the dreams 
  of the serfs and they give back nothing but misery. 
  I sought to change the order of my planet and 
  was cast down for it. I realised that even with 
  the hard evidence that I had so painstakingly 
  gathered, which showed that the machines of 
  the Adeptus Mechanicus could improve our 
  world’s lot, the nobility were not interested in 
  change. I created the Broken Chains to disrupt 
  mining operations so that the Imperium would 
  send experts who would hopefully see just how 
  inefficient the mining operations of Sepheris 
  Secundus actually are. I think it was working 
  until I was betrayed.”
  On mutants:
  “They did not ask to be as they are. Punishing 
  them merely for being born is beneath us. If there 
  is any true sin in them, the Emperor will call 
  them to account in the end.”
  On Assod Morirr:
  “A passionate man. He was a serf who taught 
  himself to read and write, long before his mutant 
  status was uncovered. He was ever bloodthirsty, 
  though. If Morirr is truly still alive, I fear our 
  little expedition will not end well.”
  
  102
  Sepheris 
  Secundus: 
  An Unpleasant 
  Place to Visit
  III: Baron Hopes
  102
  SEPHERIS 
  SECUNDUS: 
  AN UNPLEASANT 
  PLACE TO VISIT 
  The Pax Behemoth exits the immaterium on 
  schedule and soon moves into high orbit above 
  Sepheris Secundus. Sepheris Secundus is an ugly 
  world, a blizzard-covered ice ball dominated 
  by a single super continent. There are long 
  gashes in the land visible from space between 
  the masses of swirling clouds, which Ulbrexis 
  notes as being some of the larger mining 
  developments on the surface. A number of tugs 
  move back and forth from the planet to a large 
  orbital dock that constantly collects the mineral 
  wealth of Sepheris Secundus, as the world’s tithe 
  is never-ending.
  Captain Aizdar’s crew transmit a series of 
  encrypted vox-codes that the captain was 
  entrusted with for the mission and he soon 
  declares that he has the coordinates for the 
  meeting with their local contact. Captain Aizdar 
  walks with the Acolyte’s crew to one of the 
  Pax Behemoth’s forward holds where a shuttle 
  awaits them. The Acolytes and Ulbrexis may be 
  surprised when Aizdar announces that he’ll pilot 
  them down personally, “Ha. Inquisitor Vaarak 
  would have my hide if I couldn’t swear I’d delivered 
  you safely.” The ride down is not nearly as vicious 
  as some of the re-entry drops the Acolytes have 
  experienced in the past.
  Blowing snow and ugly grey clouds are 
  all you can see as Captain Aizdar shuttles 
  you down through the cloud layers of 
  Sepheris Secundus. As you finally sail into a 
  cloudless pocket, a sweeping vista of snow-
  covered forest stretching to the horizon in 
  all directions dominates your viewports. 
  Baron Ulbrexis looks out upon the 
  planet, an unreadable expression on his 
  face, “History tells us that great kingdoms 
  once flourished across the surface. All that’s 
  left of them are lonely ice-locked castle 
  ruins. Everything of significance on Sepheris 
  Secundus occurs below the surface now.” 
  The forest below the shuttle abruptly 
  terminates, transforming into a series of 
  huge uneven piles of stone and earth. 
  A massive crescent shaped scar cuts 
  through the ground between the great 
  earthworks below the shuttle, stretching 
  off into the distance to both north and 
  south. Ulbrexis’s voice is a barely audible 
  whisper above the shuttle’s engines as he 
  states, “The Harrow.”
  The shuttle settles down on a crudely 
  formed landing pad set amidst the rock 
  and soil mass that surrounds the Harrow; 
  refuse from the mine works below. Off to 
  the west, the Acolytes can see a series of 
  
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  III: Baron Hopes
  103
  orbital tugs ascending and descending in a 
  seemingly endless progression as they ferry 
  ore from the surface to collection stations 
  in low orbit. Ulbrexis notes that such areas 
  can be found about every mine on Sepheris 
  Secundus, and often serve as a rendezvous 
  point for clandestine activities. Just as the 
  Baron finishes, several flares appear in the 
  distance and a single figure walks forward 
  through the lightly swirling snow towards 
  the shuttle. Aizdar grins back at the Acolytes, 
  “Your contact is here. Good luck.” The captain 
  shakes hands all about as the group exits the 
  shuttle. The air outside the shuttle is cold, 
  but not bitterly so, and has a damp earthen 
  smell, doubtless arising from the vast piles 
  of sediment surrounding the craft. A tall 
  man wrapped in a dark thermal bodysuit, 
  marked with the insignia of an Adeptus 
  Arbites investigator, steps forward to meet 
  the Acolytes with a burning red flare held 
  aloft in his left hand to illuminate his way. 
  He looks about the group for a moment then 
  says, “I am Proctor Noles Rotlan, Adeptus Arbites 
  and I have been expecting you. And glad I am to 
  see you all. Welcome to Sepheris Secundus, you are 
  sorely needed.”  
  You are led by the Arbitrator along a 
  path between layers of the tumbled earth 
  to the edge of the mine works. Hundreds of 
  thousands of serfs work at every available 
  rock surface for as far as the eye can see. 
  The sound of tools scraping against stone 
  reverberates up from the cavern floor, 
  echoing off the quarry walls till it is near 
  deafening. A shanty town of wooden 
  buildings lies on the immense mine steps 
  directly below, while the ramshackle 
  suspended streets of the Harrow stretch out 
  in front of you. A massive fortified castle 
  that looks vaguely reminiscent of an upside-
  down Imperial bunker clings like a barnacle 
  to the far side of the mine canyon. Rotlan 
  points it out saying that it is the dwelling of 
  the local ruling Baron Alswere.
  Have the players make a Routine (+20) 
  Perception Test. Those that succeed hear or 
  see Ulbrexis spit at the mention of Alswere’s 
  name and shake his head. If they question him 
  about this, he states that Alswere was a rival of 
  his who hated serfs with a passion.
  Proctor Rotlan leads the Acolytes to a small 
  odd shaped building suspended beneath a 
  Proctor noLes rotLan
  Proctor Rotlan is a tall imposing man, as is often the case with members 
  of the Adeptus Arbites. Unlike most of his fellows, though, Rotlan has an 
  active imagination, which has served him as an asset, turning him into one of 
  Sepheris Secundus’s chief investigators. However, he is not popular with the 
  local nobles as he is too skilled by far (in their opinions of course) at ferreting 
  out their schemes to hide resources from the Queen and the Imperium. 
  The ongoing troubles with the Broken Chains have allowed his many 
  baronial enemies to accuse him of incompetence—a charge that he is 
  finding difficult to fight as the mutant terrorists continue to evade his 
  best efforts to locate and neutralise them.
  Despite his distinctly Imperial outlook, Rotlan has slowly begun 
  to notice the terrible conditions of Sepheris Secundus’s serfs in spite 
  of himself. While he would never countenance any behaviour that 
  would not be in the Imperium’s best interests, he could, with some 
  effort, be talked around to Ulbrexis’s point of view, in terms of 
  improving some of the working and living conditions of the 
  serfs. Proctor Rotlan is unaware that Baron Ulbrexis is alive 
  and, as far as he knows, was executed for his heresies. If 
  Ulbrexis’s true identity is revealed (as it will be later in 
  the scenario), Rotlan will feel compelled to act, though 
  what he chooses to do will be greatly influenced by 
  how the Acolytes have interacted with him up to that 
  point. Honourable Acolytes not given to radicalism 
  will engender his trust in their handling of their special 
  prisoner more than group less in step with Imperial values. 
  Inquisition or no, a liberal group may rapidly find the 
  Proctor and his men turning against them.
  The Proctor’s profile can be found on page 128.
  
  104
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  104
  
  105
  III: Baron Hopes
  105
  series of support girders. The Adeptus Arbites 
  have set up a temporary centralised operation 
  centre above the mine works of the Harrow, 
  away from the mass of serf tenements that line 
  the sides of the pit. The Acolytes are likely to 
  find the trip to the op-centre more than a little 
  disconcerting as they navigate a long series of 
  unsound looking wooden bridges and roughly 
  formed ladders to reach the bulbous structure. 
  The few serfs that they see on the topmost 
  streets never raise their eyes from their feet 
  and actively avoid paying any attention to the 
  party. The op-centre resembles an odd shaped 
  fruit growing from the underside of the aerial 
  shanty streets of the Harrow. 
  The inside of the op-centre is filled with 
  a dozen or so bustling Arbites personnel, 
  several of them servitors, busy compiling data 
  and reports from throughout the Harrow—
  though compared to the sounds of the mines 
  being worked outside, it is very quiet inside. 
  One of the tables has a holographic display, 
  the rest are a variety of drafting tables with 
  mechanical drawing instruments. A large 
  map of the Harrow dominates one wall with 
  dozens of brightly coloured pins marking 
  different locations on it. Several windows 
  have optical instruments placed at them, 
  ranging from an unidentifiable device to 
  some plain brass elongated telescopes. There 
  is a small armoury, a briefing room and 
  sleeping quarters containing several tightly 
  spaced bunks alongside the commanding 
  officer’s personal room. 
  The bulk of the room falls quiet as the 
  Acolytes enter, leaving only the sounds of 
  the servitors’ ceaseless toil to fill the silence. 
  Several of the officers’ present salute Rotlan, 
  but most stare at the PCs with undisguised 
  awe. Even though the Adeptus Arbites are 
  one of the few groups that ever gets to deal 
  with Inquisition members on a friendly basis, 
  they are still a little shocked to actually meet 
  members of the legendary left hand of the 
  Emperor. Noise swiftly picks up again as the 
  officers return to their work.
  the harroW
  The Harrow is a long series of mines that stretches over two hundred kilometers from north to south in what appears 
  to be a vaguely crescent-shaped pit. It lies just over a thousand kilometers east of Icenholm, the capital city of Sepheris 
  Secundus from which Queen Lachryma rules. There are larger and more productive mines on the planet, but few that 
  produce the exceptional metals that the Harrow holds. The Adeptus Mechanicus was willing to make a deal with Baron 
  Ulbrexis in part due to the presence of skepsinite, a rare ore critical for crafting the wiring of advanced cogitation units. 
  The Machine God’s followers were exceptionally keen to have access to greater quantities of the precious metal, and their 
  desire encouraged them to turn a blind eye towards Ulbrexis’s more questionable activities. 
  The Harrow consists of vast open pit surface mines to the south that are slowly replaced by deep shaft mines as one 
  moves to the north. The open pit areas resemble gigantic steps that have been sliced out of the ground, creating ore faces 
  kilometers long, at which seemingly endless lines of serfs carve away day and night. The Harrow’s ghostly grey marble, 
  which is shot through with luminescent lines of silver and quartz, is especially favoured by many of the noble houses of 
  the Calixis Sector. The topmost steps, whose mineral wealth has long since played out, are crammed with a myriad of 
  crudely built wooden shacks, rickety lean-tos, and ragged tarpaulin tents. An array of bridges, rope spans and ill-jointed 
  girders run between the sides of the Harrow, creating a series of mid-air streets that the serfs regularly trundle over as 
  they go about their dreary lives. The northern mines of the Harrow are all deep shafts surmounted by large poppet heads, 
  which sit on the edges of the Harrow’s ravine. The Harrow’s poppet heads are large wooden-framed buildings containing 
  huge manual winding engines that dozens of serfs work at in order to raise and lower the mine’s conveyances. Tens of 
  thousands of serfs descend daily into the darkness of the Harrow’s deep shafts, some never to return, in order to bring 
  forth many prized metals including the precious skepsinite. 
  Denizens of the Harrow refer to the cast-off remains of their labour as “the Spoil” and it surrounds the outsides of the 
  mines for several kilometres in nearly every direction. Serfs that work the shaft mines refer to themselves as Deepers, 
  whereas those who work the open quarries above are called Skimmers. Noble tradition holds that all Deepers are insane 
  and all Skimmers are sluggish, a conceit the serfs slyly refer to with the deadpan question, “Crazy or lazy?“ when asking 
  where a fellow serf works in the Harrow. After Ulbrexis’s fall, the Harrow was split up into several fiefdoms, the largest 
  of which (and most pertinent to this adventure) belongs to Baron Cald Loquious Alswere, a one-time vicious rival of 
  Ulbrexis’s. Baron Alswere’s fief dominates the centre of the Harrow, meaning he controls both the open pit and deep 
  shaft mines—making it very, very lucrative. Unfortunately for Alswere, it also makes his mines prime targets for disruptive 
  mutant terrorists.
  
  106
  R
  Facts  & 
  Speculation
  III: Baron Hopes
  106
  FACTS & 
  SPECULATION
  R
  otlan brings the Acolytes into the 
  briefing room along with one of his 
  senior assistants, Regulator Mallier, 
  whom he introduces to the PCs. Mallier is a 
  gruff drill sergeant type, but he is still fairly 
  respectful of the Acolytes as he lays out what 
  the Arbitrators have discovered so far along with 
  their suspicions.
  The (presumably) newly reformed Broken 
  Chains destroyed their first mine close to 
  three years ago using a sizable amount of 
  explosive stolen from one of the local baron’s 
  supplies. They have been regularly active since, 
  destroying an average of one mine every two 
  and a half months, though their attacks have 
  steadily increased of late. While the majority of 
  the original sabotages used standard explosives, 
  in the last six months their attacks have grown 
  progressively more nightmarish, as the terrorists 
  have begun employing xenos devices in favour 
  of more conventional explosives. The xenos 
  explosives seem to somehow distort space, 
  causing people and the environment to briefly 
  go out of phase with each another, resulting in 
  gruesome damage when realspace “re-aligns” 
  itself, to the detriment of those caught within 
  the effect radius of the bomb. The Adeptus 
  Arbites have recovered a few large fragments 
  of the devices that the terrorists used, several 
  of which bear engraved markings of some 
  kind. Members of the Adeptus Mechanicus 
  have already examined them to no avail other 
  than noting that they are made from a high-
  grade alloy of steel and an unidentified xenos 
  metal. Proctor Rotlan brings in a small sealed 
  receptacle holding various bomb fragments. All 
  of the Acolytes that played through the events 
  of Rejoice For You Are True can make a Routine 
  (+20) Intelligence Test to recognise that 
  they’ve seen such metal before—it looks exactly 
  like the support beams from the Serrated Query’s 
  processing lab on Ambulon. The engravings 
  have been altered into illegibility by the device’s 
  detonation though. 
  While the Broken Chains have been 
  operating openly for close to three years, a 
  large shipment of valuable ore went missing 
  some seven years ago and was never recovered. 
  The Arbites suspect that the Broken Chains 
  may have carried out the heist to fund their 
  present operations. This, obviously, suggests 
  that they have off-world connections.
  caPtain Movern
  Movern seldom shaves and bathes only when it occurs to 
  him to do so, which is infrequently. He is heavy-set and 
  walks with a pronounced swagger. A thug who likes to hurt 
  people, Movern is happy to have found the perfect career 
  in which to do so. He acts simple-minded at times and is 
  inclined to go about his duties without much thought, but 
  he is no fool. Movern is fairly corrupt; accepting bribes to 
  turn a blind eye on certain activities, such as the smuggling 
  that goes on at different mines across Sepheris Secundus. 
  The entire terrorist business with the Broken Chains has 
  brought too much royal scrutiny into his affairs of late, 
  something he isn’t happy about. As long as the Acolytes 
  stick to the task at hand and do their job quickly, Captain 
  Movern will have few problems with them. Should they 
  start to stray into matters that he thinks they shouldn’t, 
  though, he may arrange for them to have an accident. After 
  all, the mines of the Harrow can be a dangerous place for 
  off-worlders. If the Acolytes announce who they work for, 
  Movern becomes immediately convinced from then on 
  that, regardless of whatever other reasons they may have 
  for coming to Sepheris Secundus, they’re also on the planet 
  in order to investigate his misdeeds. This makes him very 
  cautious and polite as he can manage—but all the more 
  inclined to kill them if matters can be arranged in order to 
  hide his involvement.
  Movern’s profile can be found on page 128.
  
  What the 
  Arbitrators 
  Know
  107
  III: Baron Hopes
  107
  Rotlan will show the Acolytes maps of 
  the mines, noting the mines and areas that 
  have been targeted in the past. So far, no 
  pattern to the attacks has been discerned, 
  other than that they were all located within 
  the Harrow. However, an Acolyte who can 
  make either a Hard (–20) Forbidden Lore 
  (Warp or Daemonology) or a Difficult 
  (–10) Scholastic Lore (Occult) Test can 
  determine a pattern to the attacks. Each 
  attacked location can be joined-up to reveal a 
  spiral; one that started at the highest point of 
  the mine complex and which is slowly moving 
  downwards. Looked at in this light, a small 
  number of attacks appear to be distractions 
  from the real pattern that the Broken Chains 
  appears to be following. 
  Armed with this knowledge, Acolytes may 
  make a Routine (+20) Test against either 
  Common Lore (War), Scholastic Lore 
  (Tactica Imperialis) or Logic, to be able 
  to discern on the various locations where the 
  next attacks of the Broken Chains will be—if 
  they intend to continue the pattern that the 
  Acolytes have detected. At this point, the 
  Acolytes will be unable to determine exactly 
  why someone would want to form such a 
  pattern—see A Blueprint For Madness on 
  page 121 for more details.
  WHAT THE 
  ARBITRATORS 
  KNOW
  •	 The	arbitrators	have	searched	the	majority	
  of the mines for any sign of where the 
  Broken Chains may be based, but they’ve as 
  yet found nothing.
  •	 The	serfs	of	the	Harrow	are	clearly	terrified	of	
  the Broken Chains and appear ready to help, 
  but seem to know nothing.
  •	 Rotlan	 notes	 (with	 evident	 disdain)	 that	
  both the local baron’s troops and the Royal 
  Scourges have used brutal torture in an 
  attempt to get useful information from the 
  serfs, but with their lives already so bleak 
  there is very little they can be subject to 
  which has any particular effect.
  •	 Rotlan	 and	 Mallier	 are	 both	 convinced	 that	
  if the serfs knew anything, they would’ve 
  already spoken. However, a lifetime of 
  abuse has made the serfs strong enough to 
  resist torture. There are secret leaders in the 
  Harrow’s serf community who have an idea of 
  what’s going on, most of them being former 
  disciples of Ulbrexis. See page 109.
  •	 A	large	number	of	the	members	of	the	Broken	
  Chains are unquestionably mutants. Surveillance 
  footage and eyewitnesses back this up.
  •	 The	 terrorists	 tend	 to	 dress	 in	 indistinct	
  brown robes with cowls and are armed with 
  a wide variety of weapons, the majority of 
  which consist of autoguns, with a few lasguns 
  evidently stolen from dead Royal Scourges, 
  and a fair number of frag grenades.
  •	 While	 some	 of	 the	 mines	 around	 the	 area	
  Ulbrexis indicated have since been returned 
  to a semblance of their former output, the key 
  shafts are recorded in the arbitrators’ records 
  as either abandoned or unclean. There have 
  been no reports of any trouble in the area 
  since the last attack. Baron Alswere’s men have 
  consistently left reports stating that the area is 
  all but abandoned, as none of the superstitious 
  serfs wish to have anything to do with the 
  tainted mine works.
  •	 Rotlan	will	show	interested	Acolytes	a	data-
  stack attached to a baroque pict-device if they 
  wish to inspect the surveillance footage for 
  themselves. Various images can be called up 
  into the optical viewer with a Routine (+20) 
  Tech-Use Test. Grainy picts that have been 
  slightly altered to allow for better resolution 
  of images taken in dark areas will flip past 
  the viewer’s eyes at a steady pace. One of the 
  more distinctly recognisable of the Broken 
  Chains’ operatives is a massive mutant with 
  what appears to be blue-grey metallic skin.
  •	 One	of	the	Broken	Chains	is	likely	a	psyker,	a	
  pyrokinetic. The Adeptus Arbites have found 
  numerous partially burned corpses near the site 
  of several of the terrorists’ attacks. One of their 
  investigating arbitrators was killed during an 
  attack—his body was found with strange burns, 
  one of which was in the distinct pattern of a 
  hand. Regulator Mallier passes over a pict-slate 
  with the image of a man’s bare torso. A hand-
  shaped burn mark is on the body’s left shoulder, 
  thumb towards the throat. A large burned hole 
  is evident in the lower right abdomen.
  •	 Since	 his	 reappearance,	 Assod	 Morirr	
  has been verifiably shot on at least two 
  occasions—once in the head, yet he keeps 
  returning. The Arbites suspect that he may 
  have some kind of power field, 
  The arbitrators answer all of the Acolytes’ 
  questions to the best of their ability, but 
  the bulk of what they know is listed above. 
  Neither Rotlan nor Mallier is willing to 
  speak too much about what they witnessed 
  in the aftermath of the recent attacks. They 
  are both clearly uneasy about what they saw, 
  “God-Emperor will it not, but I fear you’ll see it for 
  yourselves soon enough.” 
  
  108
  Getting Started
  III: Baron Hopes
  108
  The Adeptus Arbites were brought into the 
  case when it became evident that the Broken 
  Chains’ attacks were going to interfere with 
  the planet’s tithe quotas. Rotlan states that 
  tomorrow he is supposed to introduce the 
  Acolytes to the local liaison for the Royal 
  Scourges, one Captain Movern. The arbitrator is 
  clearly not particularly thrilled at the prospect. 
  He notes, if asked, that he finds Captain Movern 
  to be a brutal thug, not an officer of the law. 
  Rotlan recommends that they tell nothing to 
  the locals that they don’t deem it absolutely 
  necessary for them to know. 
  After the briefing is over, Rotlan and 
  Mallier leave the room in order to attend to 
  other matters, but also so that the Acolytes 
  can discuss what they’ve learned without the 
  arbitrators present. Rotlan notes before going, 
  “I assure you on my honour, there are no recording 
  devices within this room. Conversations that occur 
  here stay here, something you won’t find elsewhere 
  on Sepheris Secundus.”  
  With Rotlan and Mallier gone, Baron 
  Ulbrexis lets out a long shuddering gasp 
  of pent-up emotion and begins rapidly 
  annotating the various maps, noting spots 
  where the Broken Chains once had (and may 
  still have) bolt-holes. Let the PCs discuss what 
  they have learnt so far, speculating on what 
  it might all mean while Ulbrexis studies the 
  maps. At a suitable point in the conversation, 
  read or paraphrase the following:
  Ulbrexis suddenly whispers, “Oh, clever. 
  Very, very clever you damned wretch.” He 
  gestures to the grand map of the Harrow 
  before you. “None of these destroyed mines 
  are crucial to the under-way, the passages that 
  connect the deep shaft mines of the Harrow. 
  But by damaging these ones here and here, 
  Morirr, if it is Morirr, has made it easier to 
  travel about without detection below ground 
  by using some of our old bases.” 
  Give the Acolytes as much time as they wish 
  to discuss matters after the above revelation. 
  Ulbrexis believes he can find several of the 
  original Broken Chains’ hideaways and he is 
  convinced that one of them is till in use, as 
  it is located between several of the destroyed 
  mine shafts. 
  If the Acolytes inform Proctor Rotlan of their 
  deductions, he will listen with extreme interest. 
  Rotlan will not presume to ask what the Acolytes 
  think, as he doesn’t presume to ask anything of 
  the Inquisition that the Inquisition isn’t ready 
  to reveal. However, the more the Acolytes take 
  Rotlan into their confidence, the more he grows 
  to trust and respect them. 
  GETTING SETTLED
  The Adeptus Arbites eventually offer to show 
  the Acolytes to their lodgings. There is little 
  room in the op-centre, so the arbitrators have 
  secured the best quarters the Harrow has to 
  offer—by removing a few serf tenants from 
  some of the more securely built housing on 
  the upper steps of the nearby mine works. 
  The chosen dwellings are all extremely crude 
  affairs but they’re secure from wind and rain, 
  if lacking any other comforts. Ulbrexis quietly 
  comments (out of the arbitrators’ earshot) that 
  such opulent housing can only belong to one of 
  the richest serf mine bosses. Rotlan and Mallier 
  invite the Acolytes to dine with them in the 
  evening. Acolytes might want to use this as 
  an opportunity to get some more information 
  from the arbitrators. Whilst no new information 
  will be forthcoming at the dinner from their 
  hosts, the Acolytes should have the chance 
  pick up any information that they might have 
  missed from the briefing, plus the opportunity 
  to review the information already gained. 
  If the invitation to dinner is not accepted, 
  arrangements have been made for provisions to 
  be regularly delivered from the commons for 
  the duration of their stay. Dining on Sepheris 
  Secundus for serfs tends to be a fairly bland 
  affair consisting mainly of stews and ales. The 
  Arbitrators have fresh bread, fresh vegetables 
  and occasionally venison-like meat from some 
  of the hardier herd animals still roaming the 
  icy forests of Sepheris Secundus; otherwise, 
  they eat fare similar to that of the serfs.
  Note that if the Acolytes do take up the 
  arbitrators invitation to dinner and take 
  Baron Ulbrexis with them, the possibility of 
  uncovering the Baron’s real identity grows. Wise 
  Acolytes may wish to leave one of their number 
  at “home” with Ulbrexis rather than take the risk 
  of exposing their “companion”.
  Move on to the next scene unless one or more 
  of the Acolytes is determined to start roaming 
  the Harrow, in which case refer to Serfing 
  Undercover on page 110.
  
  Meeting  the 
  Locals
  109
  III: Baron Hopes
  109
  MEETING THE 
  LOCALS
  The Acolytes are likely to awake at dawn to the 
  chinking of tools against stone and the cries of 
  greeting as serfs change work-shifts. Captain 
  Movern asked Rotlan to be introduced to the “off-
  worlders” just before noon, as that would give 
  him enough time to sleep off his hangover. They 
  can spend their time beforehand as they desire, 
  though one of the first things any Acolyte will 
  notice is that despite the freezing cold weather, 
  the serfs go about with only the minimum of 
  clothing—much of which is threadbare or 
  patched together rags. The serfs appear a sorry 
  lot; scarred faces, frostbitten fingers—many 
  displaying horrendous injuries. If the Acolytes 
  wish to have a look about the Harrow, travel from 
  one side to the other is accomplished via the aerial 
  streets suspended above the mine works. There 
  are a wide variety of ways to travel up and down 
  the steps—rope ladders being the most common, 
  though wide stairs have been hacked out of the 
  rock in a haphazard fashion at irregular intervals. 
  There are overseers posted all along the mines, 
  but most of them will give an Acolyte no more 
  than a single glance before immediately turning 
  away when they realise they aren’t serfs.
  Noon on Sepheris Secundus isn’t much brighter 
  than the rest of the day, nor much warmer. Captain 
  Movern meets with the Acolytes within the 
  Adeptus Arbites op-centre, along with a few of 
  his men. He clearly doesn’t like Rotlan, but does 
  his level best to be civil. Movern wasn’t told that 
  the Acolytes work for the Inquisition, having only 
  been told by Rotlan that they are “specialists” of 
  some sort or another. If the PCs make it clear to 
  him who they work for, he and his men go visibly 
  pale and his manner changes considerably, from 
  brusque to almost fawning. Otherwise, he makes 
  it clear that the Acolytes have only been allowed 
  to interfere in this business in order to clean up the 
  “mess the arbitrators have made of it”.
  The Royal Scourges wear carapace armour 
  that resembles brightly coloured stained glass, 
  favouring red and yellow tints. Their standard 
  armament consists of lasguns, chainblades and 
  grenades—making them the most heavily 
  armed and armoured unit on the planet. Due to 
  the importance of the Harrow’s production and 
  the ongoing terrorist activities of the Broken 
  Chains, several squads of Royal Scourges have 
  been bivouacked locally at Baron Alswere’s 
  castle, away from their normal quarters in the 
  capital city. Movern typically travels with an 
  honour guard of three elite Scourges.
  Captain Movern states that Baron Alswere is 
  presently occupied with important business at 
  Icenholm, but sends his regards along to the 
  Acolytes. Movern doesn’t care how the Acolytes 
  intend to get their results, but insists on being 
  informed about any significant raids on the 
  Broken Chains so that he and the Royal Scourges 
  can participate. Obviously, if he is aware they’re 
  with the Inquisition, he frames his demands 
  upon the PCs more in terms of diplomatic 
  requests. Soon after he excuses himself, stating 
  that his duties require that he be elsewhere.
  After the Royal Scourges departure, Rotlan and 
  Mallier ask what they can do for the Acolytes, 
  basically putting all the resources the arbitrators can 
  muster at their disposal. The data-stacks and codifiers 
  within the op-centre hold enough information to 
  a Priest’s Lot
  It is unsurprising that the serfs of Sepheris Secundus have become such a deeply religious people, as faith is nearly all they have to keep them 
  going in the face of their painfully hard lives. As such, Acolytes affiliated with the Ecclesiarchy will have both the easiest and the hardest time 
  gaining the trust of the local serfs. Normally, members of the lay clergy preach to the masses of serfs and the majority of the populace will 
  never meet a “real” clergyman. Speaking to an actual priest is a once-in-a-lifetime event that a serf will remember for years to come. Thus, any 
  priest approaching the serfs for information will never suffer for lack of it. In fact, he is likely to be deluged as the serfs rush to try to be as 
  useful as possible, telling him anything and everything he may or may not wish to hear. However, word will swiftly get around the mines that 
  a priest is present and thereafter, whenever the character is out in the Harrow, a near constant line of serfs will begin approaching him, asking 
  for confession, counsel on troubling matters, offering a baby to be blessed, asking for a marriage to be consecrated, etc. Even if he sends such 
  supplicants away, some will always remain within a stone’s throw, hoping he’ll relent. Gradually, the PC should be made to realise the utterly 
  sobering thought that many of the serfs who approach him are literally risking their lives just to speak with him for a minute or two.
  In the later parts of this adventure, after all hell has broken loose, reward a humble and decent priest by having dozens of serfs that 
  he has helped fling themselves between him and harm without hesitation as they will all fervently believe that their souls are better 
  served in dying for an honest clergyman than continuing to live on their miserable world.
  Tech-priests may also find ingenious ways to ingratiate themselves with the locals, perhaps by offering to fix tools and repair 
  personal items like glow-lamps. The downtrodden serfs will meet such demonstrations of assistance and “magic” with goodwill, if not 
  reverence. 
  Acolytes who endeavour to curry favour with the serfs should receive a bonus to Inquiry and Interaction Tests when dealing with 
  the mineworkers. 
  
  110
  III: Baron Hopes
  110
  allow Acolytes to use the following Scholastic Lores 
  for the duration of their investigation: Chymistry, 
  Cryptology, Imperial Creed, Judgement, 
  Occult and Tactica Imperialis—even if they do 
  not have these Skills. The arbitrators give the Acolytes 
  permits that allow them to travel about the Harrow 
  as they see fit, though anyone wishing to follow the 
  procedure of asking about for local gossip will need 
  to modify their normal procedures to account for the 
  grim realities of Sepheris Secundus’ culture. Rotlan 
  and Mallier will volunteer to take the Acolytes to 
  any place they wish to inspect firsthand.
  serFing Undercover
  Foraging for information in local “bars” is a 
  bit difficult on Sepheris Secundus. There are 
  indeed “drinking rooms” (as they are known), 
  as drinking to drown one’s sorrows is a pastime 
  even the wretchedly poor serfs enjoy on occasion, 
  but such establishments are few and frequently 
  monitored by serfs loyal to the barons who 
  swiftly pass along rumours of any seditious talk. 
  Acolytes may find more success if they manage to 
  ingratiate themselves with one of the numerous 
  worker camps where large extended families’ 
  gather to eat, sleep and share tales. Such camps 
  are semi-permanent as whole families regularly 
  move around in order to follow the work—as 
  one pit face runs “dry” another becomes “wet”. 
  Clearly, an Acolyte who wishes to uncover 
  more than the Adeptus Arbites have is going 
  to have to go undercover. Finding rags that 
  will serve as serf clothing isn’t difficult—
  learning to emulate the downcast eyes and 
  subservient movements of the denizens of 
  the Harrow is. Acolytes will be at a –10 to 
  Disguise Tests to appear as a serf unless 
  they come from a very similar background. 
  PCs will also have to get used to the local 
  economy, which consists of a wide range of 
  chips and lumps from a variety of different 
  ores, whose value a native of Sepheris 
  Secundus can identify at a glance.
  So what do the locals know that they aren’t 
  telling?
  Any Acolyte wishing to question the locals 
  should make a Routine (+20) Inquiry Test. 
  How much they pass the Test by will determine 
  how much they manage to learn.
  Standard Success
  The Broken Chains were once a popular 
  underground movement that a large number of 
  serfs had joined when Baron Ulbrexis was leading 
  it. However, after the first massacre, which was 
  perpetuated by Morirr but publicly blamed on 
  Ulbrexis, the group lost support because the 
  majority of the faithful were forced underground.
  
  111
  III: Baron Hopes
  111
  One Degree of Success
  When the Broken Chains first reappeared, 
  many serfs embraced them with open arms until 
  the true nature of the present incarnation of the 
  organisation became evident. The Broken Chains 
  isn’t interested in better rights for serfs—it’s a 
  terrorist organization bent on bringing mutants 
  into power by violence. The serfs of the Harrow 
  can clearly see this, though the Broken Chains’ 
  propaganda claims otherwise.
  Two or More Degrees of Success
  Many serfs may have known a number of the 
  members of the Broken Chains as they are, in 
  the main, exiles or mutants from the Harrow 
  and the small mutant community, known as 
  the Hard Vaults, that lives beneath it. The 
  existence of the Hard Vaults may come as a 
  shock to an Acolyte not thoroughly briefed 
  on the ways of Sepheris Secundus where 
  underground communities of exiled mutants 
  are fairly common. The mutant with the 
  metallic skin seen accompanying the Broken 
  Chains in several of the pict-captures that the 
  Adeptus Arbites possess can be identified as a 
  former ore smelter named Throgel.
  Once they have had heard about Throgel 
  they can ask after him. One or more degrees 
  of success on any positive Interaction Test 
  will reveal that he had been widely famed 
  throughout the Harrow for his ability to 
  withstand great amounts of heat long before 
  his mutant nature was revealed.
  Give the Acolytes time to try and gather as much 
  of this information as possible. After allowing 
  for a few days of research and undercover work, 
  move on to Horror First Hand.
  horror First hand
  Less than a week after the Acolytes arrive on 
  Sepheris Secundus, the Broken Chains strike 
  again. Wherever the various PCs are, they all 
  feel the blast, though it isn’t particularly loud... 
  Acolytes in the op-centre feel the building sway 
  as the cliff walls holding the support girders 
  shudder, while those anywhere within the 
  Harrow feel the ground beneath them ripple 
  as though a large earthquake has just struck (or 
  a massive vehicle has just driven past). Large 
  plumes of dust rise from two of the larger deep 
  mine shafts leading into the north-eastern wall 
  of the Harrow. The whispers of hundreds of 
  thousands of serfs fearfully declaring that the 
  mutants have struck again echo about the mine 
  works, swiftly followed by the resonate crack 
  of whips as Baron Alswere’s overseers attempt 
  to restore order. Acolytes within the op-centre 
  will be asked if they wish to accompany the 
  arbitrators responding to the attack. Those 
  agreeing will be piled into an Adeptus Arbites’ 
  patrol vehicle, a swift moving hovercraft capable 
  of carrying around six people, accompanied by 
  Rotlan and Mallier. Those on the ground will 
  have to push their way through masses of milling 
  serfs in order to get to the bombed site.
  The scene is a chaotic one with serfs calling out 
  as they try to find friends and loved ones buried 
  by the rubble of the partially collapsed mines, 
  punctuated by the barking of overseers as they 
  attempt to organise a search. It is difficult to see 
  anything at first because of the great clouds of dust 
  still filling the air. Slowly the dust settles, allowing 
  the Acolytes to make their way through the crowd 
  of panicked serfs and shouting overseers. 
  As the Acolytes move forward, they can see 
  that the first of the two mines goes back some 
  twenty metres before abruptly ending at a cracked 
  but solid-looking wall. The wall appears to be 
  composed of marble—completely unlike the rock 
  walls of the mine. The marble wall completely 
  bisects the mineshaft, as if it had “materialised” 
  in place, effectively cutting the mineshaft in 
  two. Any Acolyte with either Trade (Miner or 
  Prospector) or Demolition will immediately 
  note that mines do not naturally collapse in 
  such a way—even a mine that crumpled due to 
  a conventional bomb blast would be filled with 
  the broken ruins of stone and earth. A Routine 
  (+20) Perception Test will detect that the 
  blockage and the wall to the right of the corridor 
  meet in a smooth line, without separation or any 
  sort of meeting point differentiating the two 
  materials—meaning that the wall is now literally 
  part of the shaft, somehow moved into place and 
  fused together in some inexplicable fashion.   
  It is the second mine though, that holds the most 
  gruesome evidence of how twisted the Broken 
  Chains have become. Acolytes approaching the 
  second mine will find it surrounded by a semi-
  circle of serfs that have clearly backed away from 
  the entrance. Many of them are making the sign 
  of the aquila on their chest and several of them 
  are sobbing hysterically. An Acolyte entering the 
  mine doesn’t have to go far to discover why. A 
  long column of stone has “collapsed” through the 
  shaft at approximately a forty-five degree angle. 
  Sixty or seventy serfs have become “fused” with 
  the stone. Legs, arms and torsos emerge from the 
  rock. There is no blood—the bodies are literally 
  “merged” with the stone. 
  At this point, all Acolytes who wish to venture 
  deeper into the mine must make a Willpower Test 
  against Disturbing Fear. Those that succeed and 
  who continue further, see a woman some twenty 
  metres down the corridor who’s left arm and part 
  of her torso are also fused within the rock. Her 
  right arm waves frantically, gesticulating to the 
  
  112
  III: Baron Hopes
  112
  Acolytes. She tries to mouth words, but can barely 
  speak as she attempts to convey something to any 
  Acolyte nearby. The woman is trying to say, “Words 
  on the face”. It will take a Hard (–20) Perception 
  Test to grasp the dying serf ’s message, though an 
  Acolyte with Lip Reading instead takes the Test 
  as Challenging. A psyker with the appropriate 
  abilities may be able to glean a clearer message 
  from the serf or surroundings. The Broken Chains, 
  specifically Morirr, had carved eldritch runes into 
  the mine face before levelling it with his warp-
  touched demolition devices. The serfs in the shaft 
  saw the markings flare into brilliance moments 
  before the bomb went off. A Psyniscience Test 
  will indicate that the area around the damaged 
  mines has been somehow “twisted” by the warp. 
  Acolytes with occult experience may strongly 
  suspect that the bombing wasn’t an act of terror, but 
  a sacrifice of some sort to the Ruinous Powers—
  they’re correct.
  The Adeptus Arbites soon take charge of the 
  mines, ordering all serfs to remove themselves. 
  Rotlan notes that experience has shown them 
  that forcing serfs to clear the bodies from the 
  mine leads to serious morale problems. Their 
  standard procedure now is to use servitors to 
  clear what remains can be readily removed, then 
  to call in members of the Disassemblers Guild 
  to wipe out any traces of a compromised mine. 
  Eventually, Mallier notes that they want to bring 
  in priests to bless and consecrate the tainted 
  mines before their reopening is approved. 
  When the Acolytes have had their fill, you 
  are ready to move the story along. At this 
  point, a number of different potential avenues 
  of investigation are available to the PCs. If 
  they’ve managed to recognise the pattern of the 
  Broken Chains attacks, then they have about 
  three days, before the section Wrong Place, 
  Right Time would occur, in which to look into 
  other leads. Investigating the old headquarters 
  of the Broken Chains or the Hard Vaults will 
  lead to either Ulbrexis’s Hunch or the Talking 
  to Mutants sections.
  
  Ulbrexis’s Hunch
  113
  III: Baron Hopes
  113
  ULBRExIS’S HUNCH
  The Acolytes may wish to follow up 
  Ulbrexis’s assertion that a few of the Broken 
  Chains attacks look like they might have 
  been directed from a specific section of the 
  under-way beneath some of the deep shaft 
  mines just to the north of the Harrow’s centre. 
  Adeptus Arbites records note that all but one 
  of the attacks that occurred in the area that 
  Ulbrexis specified happened close to two 
  years ago, not long after the Broken Chains 
  first reappeared. The last attack took place six 
  months previously. Characters checking up on 
  this assault will find out an interesting fact—
  the last attack was the first on record to use 
  the “matter-shifting” bombs.
  If the characters wish to follow this up, 
  the baron will lead them into the mines to 
  investigate the site. Ulbrexis states that it will 
  take them more than an hour (thus a two hour 
  round trip) to get where he intends to lead 
  them, presuming it isn’t blocked off, and he 
  suggests that the Acolytes plan accordingly. 
  Clever PCs might gather together some 
  equipment before wandering into the mines, 
  such as aero-sifters, which are used to detect 
  the presence of harmful gases within the 
  deeper shafts. If they do not, the baron will 
  suggest these important pieces of gear before 
  they head out.
  When they are ready to go, read aloud or 
  paraphrase the following:
  The Baron takes the lead, telling you he 
  knows the quickest way to the site. Instead 
  of heading towards the ruined shafts, 
  he takes you to one of the poppet heads 
  connected to a functional nearby mine. 
  “This is the best way in,” Ulbrexis assures you. 
  “We will go deep into one of the older shafts and 
  then search for an old passageway that I once used 
  regularly, which was fashioned and concealed by 
  the original Broken Chains.”
  If the Acolytes wish to bring any of the arbitrators 
  with them, they’ll have an interesting time explaining 
  how the “old guy“ knows all this…  
  As the Acolytes first descend into the depths 
  of one of the Harrow’s deep shafts, describe the 
  feeling of great weight pressing down about 
  them as they steadily sink deeper under the 
  planet’s surface. The air smells heavily of earth 
  and sediment, with dust motes ever present. The 
  chiselling of countless serfs echoes through the 
  mineshaft through which they descend, as does, 
  at first, the groaning of the serfs who power their 
  elevator. Many of the upper levels are dark and 
  abandoned, but as they near the bottom of the 
  shaft, the Acolytes pass several levels that are 
  dimly lit and filled with toiling serfs. Eventually, 
  the elevator reaches the bottom of the shaft, 
  nearly 300 meters below the surface. Ulbrexis 
  shines an electric torch out into the shaft which 
  illuminates a series of what appears to be little 
  triangular-shaped stones which slowly begin 
  scuttling for the shadows. “Dust crabs. Serf delicacy,” 
  Ulbrexis says as he steps forward. Small clicking 
  sounds fill the dark shaft as the Dust Crabs slowly 
  withdraw in time with his advance. 
  Acolytes from hive worlds have no trouble 
  following the baron; in fact, they probably feel 
  more at home here than they have in a while. 
  Acolytes from any other type of world, though, 
  must make a Routine (+20) Willpower Test or 
  be at a –5 penalty to any Skill or Test that requires 
  them to concentrate as they remain unnerved by the 
  oppressive underground atmosphere. The penalty 
  lasts until they are once again above ground.
  The journey is uneventful, though quite 
  disturbing for most Acolytes. Dust Crabs abound, 
  filling the darkness with disquieting clicking 
  sounds. The shored-up walls of the shaft creak and 
  shed dust occasionally. A few corridors vibrate with 
  the resonance of mines being worked on above. 
  Ulbrexis seems sure of his course, only pausing 
  briefly to get his bearings whenever the group 
  reaches one of the several junctions along the way. 
  After forty minutes or so have passed, Ulbrexis 
  stops within a small natural cavern with several 
  branching corridors. Instead of heading down 
  one of the corridors, though, he walks to a large 
  support strut that appears to have been reinforced 
  with metal shielding. Ulbrexis knocks on the metal 
  several times, winks at the Acolytes and then places 
  several fingers into what appears to be a crack 
  within the support; part of the shielding slides up 
  and away smoothly as he does so, revealing a large 
  shaft with a metal ladder leading upwards.  
  Ulbrexis states that the ladder should lead 
  them up some 40 meters, terminating in a small 
  room with a maintenance hatch that leads to 
  one of the Broken Chains’ concealed bases. “It 
  doesn’t look like it has been used in a long time. But 
  then again, I’m one of the few that ever knew about 
  this particular back door. Unfortunately, there’s only 
  enough space for three in the room above.” After the 
  Acolytes work out who is going to ascend the 
  shaft, they’ll find the hatch to the room above. 
  The old baron notes that the door above only 
  needs to be unlatched from this side, so he 
  doesn’t necessarily have to be the one to do it, 
  though he is willing to do so. He suggests that 
  whoever opens the door should do so carefully, 
  just in case his old bolt-hole has occupants 
  (which it does). At this point have PCs take a 
  Hard (–20) Perception Test to hear the music 
  the mutants are listening to—that, however, is 
  
  114
  III: Baron Hopes
  114
  likely to be one of the last things on the mind 
  of whoever first gazes into the old Broken 
  Chains base though…
  The maintenance hatch opens onto a 
  mind-jarring sight: a small group of brown-
  robed people sit listening to a vox-recording 
  of Bronzine’s Malis Curai symphony 
  beneath what can only be described as a 
  spatial “impossibility”. The room’s “ceiling” 
  appears to open up to a starry sky. The 
  angles of the room seem somehow wrong, 
  making you feel sick and disorientated. 
  Acolytes looking within the room must make 
  Willpower Test against Disturbing Fear as 
  their minds attempt to encompass the spatial 
  distortions of the room along with the grotesque 
  physical distortions of the mutants. Fortunately 
  for the Acolytes, even if one or more of them 
  should fail the Test, the mutants are unlikely to 
  be alerted as they are distracted by the music 
  and they have been drinking. Still, have the PC 
  closest to the hatch take an Easy (+20) Silent 
  Move Test against the mutant’s Awareness of 15. 
  Success means that their trespass goes unnoticed. 
  However, failure causes the mutants to reach for 
  their weapons, ready to defend themselves.
  If the Willpower (and Silent Move if 
  necessary) Test is passed, read or paraphrase 
  the following:
  The support structures lining the eastern 
  walls of the room have clearly been 
  altered or removed and there are hints of 
  mining operations; tools and broken bits 
  of stonework are scattered over the floor. 
  The people in the room are clearly mutants, 
  their robes failing to hide their grotesque 
  deformities. They sit about on makeshift 
  furniture formed from discarded bits of 
  mine equipment, drinking a foul smelling 
  liquor. All of them appear to have some sort 
  of weapon near to hand—mostly autoguns 
  and a few clubs. 
  The hatch is only big enough for the 
  Acolytes to enter the room two abreast—if 
  the mutants are not alerted to the Acolytes’ 
  presence, they suffer from the effects of 
  Surprise for the first Round of the fight. There 
  are a number of mutants equal to the number 
  of Acolytes in the party plus four (unless the 
  Acolytes have brought along the arbitrators as 
  backup—in which case increase their numbers 
  proportionately). Note that the mutants all 
  suffer –5 to their Weapon and Ballistic Skills 
  and –5 to their Initiative rolls due to their 
  inebriation.
  If the Acolytes manage to capture a live 
  prisoner, they will only gain useful information 
  if they succeed with an Intimidate Test. If the 
  mutant prisoner is scared enough, he will say 
  that the group had been given orders to guard 
  this particular base until called upon to assist 
  in a Broken Chains “liberation” operation—
  although, he has no idea about what was going 
  to be “liberated”. The prisoner knows that 
  there are other hidden bases, but not how to 
  find them. Any surviving mutant will proudly 
  declare that Assod Morirr is his leader, as well 
  as making rambling statements about how 
  the dominion of humanity is at an end upon 
  Sepheris Secundus—though the details of 
  this statement are somewhat hazy about how 
  exactly such a thing is to be accomplished. If 
  questioned about the distortions and impossible 
  geometry of the base, the prisoner will declare 
  that it has “always been this way”. From looking 
  at the mutant’s provisions, there appears to be 
  enough to have sustained the group for about 
  a month. The mutant prisoner does not know 
  much else of any value except how to get out 
  of the base. An astute Acolyte will have noticed 
  at some point that there doesn’t seem to be any 
  means of exiting the cavern. While there are a 
  few twists and turns about the indistinct cavern 
  walls, none of them suggests an opening. When 
  questioned, the mutant indicates that there 
  is a door on one side of the cavern. Walking 
  through it a person will come out in a small 
  alcove about three yards across, situated in the 
  roof of an abandoned deep shaft mine at one of 
  the Harrow’s mid-levels. The mutants have a few 
  cables and some metal pins fashioned into the 
  wall to facilitate coming and going.
  A psyker can make a Psyniscience Test to 
  discern the general location of the door, or the 
  exact location if they succeed by two or more 
  degrees of success. Otherwise, the Acolytes will 
  have to fumble about for 1d10 minutes until 
  one of them finds an area of rock where their 
  hand appears to passes straight through it. A 
  successful Routine (+20) Willpower Test 
  will allow an Acolyte to walk through a “solid” 
  wall. A PC that fails the Test cannot go through 
  the wall without gaining 1 Insanity Point. 
  Traversing the wall gives one the sensation of 
  swimming through thick mud or sludge for a 
  few seconds. Acolytes that manage to make it 
  through the wall find that it is exactly as the 
  mutants have said. The small alcove that serves 
  as the base’s porch appears to be an abandoned 
  shaft when observed from the floor of the mine. 
  The sounds of serfs scraping the rock-face in the 
  distance become audible to any character that 
  walks through the wall. It would take Ulbrexis, 
  or someone else familiar with the Harrow, less 
  MUtant 
  thUgs
  The mutant outcasts 
  that 
  the 
  Broken 
  Chains now attracts 
  believe (with good 
  cause) that they have 
  very 
  little 
  worth 
  living 
  for. 
  These 
  wretches are so vio-
  lent that they were 
  thrown-out of the 
  Hard Vaults for being 
  too vicious. All of the 
  mutants in the room 
  are killers and will 
  fight to the death if 
  pressed.
  Profiles for the 
  Mutant Thugs and 
  their suggested muta-
  tions can be found on 
  page 129.
  
  115
  III: Baron Hopes
  115
  than five minutes to navigate a route back to 
  an unobstructed mine shaft from the warped 
  Broken Chains base. Trigger-happy Acolytes 
  who killed all the mutants before any of them 
  could be questioned are in for an hour of 
  careful exploring to find the hidden door, or are 
  otherwise forced to retrace their steps.
  Ulbrexis barely recognises his old base. The 
  entirety has been transformed since his day and 
  then seemingly broken away from whatever 
  it was designed for at some point. The single 
  undistorted wall has a series of broken support 
  struts that are nearly identical to those found 
  in the Serrated Query’s processing lab on 
  Ambulon from Rejoice For You Are True. Acolytes 
  who haven’t played through that adventure 
  can strain their eyes studying the minutely 
  engraved carvings on the remaining support 
  beams if they wish. It takes an Ordinary (+10) 
  Forbidden Lore (Warp) Test to glean any 
  meaning from the intricate glyphs. Any level of 
  success will indicate that the markings are not 
  associated with any of the Chaos powers, only 
  the immaterium itself. The mining operations 
  around the wall have clearly been used to break 
  up the materials utilised in producing the spatial 
  distortion effect. It doesn’t take much of a leap 
  of logic to suspect that the missing metal is 
  somehow being incorporated into the Broken 
  Chains’ new explosive devices, though how or 
  why such technology was brought to Sepheris 
  Secundus in the first place is still a mystery.
  Whether they walk all the way back around 
  or quickly traverse their way back to the Harrow 
  via the Broken Chains door, there is nothing else 
  for them to do here.
  
  116
  The Loyal 
  Mutants of the 
  Hard Vaults
  III: Baron Hopes
  116
  THE LOYAL 
  MUTANTS OF THE 
  HARD VAULTS
  Acolytes familiar with some of the more 
  unsavoury practices of the Imperium, 
  such as regular mutant pogroms, would 
  doubtless be somewhat surprised to learn 
  that a large number of mutant communities 
  thrive on Sepheris Secundus. Compared to 
  the majority of serfs, many of the mutant 
  communities are actually not much worse 
  off, though their living conditions are far 
  more difficult. The mutants are only allowed 
  to live in places where others cannot or will 
  not so their environs tend to be radioactive, 
  toxic, on the verge of collapse or just plain 
  dangerous. Acolytes questioning the Adeptus 
  Arbites about the mutants will be told that 
  the official policy is to leave them be, as 
  long as they avoid regular contact with 
  the serfs, never mind that the bulk of the 
  superstitious serf populace would set a torch 
  to a mutant the second they realised what it 
  was without a second thought. Furthermore, 
  actually getting to where the mutants live 
  is a difficult prospect. Nevertheless, Rotlan 
  indicates that several members of the local 
  mutant community, the Hard Vaults, were 
  hunted down and forcefully questioned 
  about their involvement in the Broken 
  Chains’ recent activities. Though he found 
  it difficult to believe, the mutants eventually 
  convinced the Proctor that they were 
  innocent, though several had to die first. 
  The Adeptus Arbites consider the matter 
  ongoing but, without further information, a 
  low priority. Mallier will indicate that they 
  still have their suspicions that some radical 
  elements within the Hard Vaults are aiding 
  the Broken Chains, but no solid evidence. 
  The arbitrators are (politely) unwilling to 
  expend any further resources on dealing 
  with the mutants without new facts coming 
  to light. Their reluctance is also tinged by the 
  simple fact that it takes many difficult and 
  dangerous hours of travel deep into the most 
  hazardous parts of the Harrow’s underway in 
  order to find the series of caverns that serves 
  as the central hub of the Hard Vaults.
  What has been successfully hidden from 
  the Adeptus Arbites is that the mutants of the 
  Hard Vaults are far more educated than most. 
  Indeed, Ulbrexis had an active alliance with 
  them—a fact he will only admit to if events so 
  far have led him to trust the PCs. Otherwise, 
  he’ll claim to know little about the mutants. If 
  a group of trusted Acolytes wish to talk to the 
  mutants, Ulbrexis will agree to help them do 
  it, but the first thing he’ll state, with a wink is, 
  oLion, MUtant negotiator
  Olion was born a mutant and has spent the 
  majority of his life in the Hard Vaults, though 
  his position as a liaison to the outside world 
  has given him a breadth of experience that his 
  otherwise somewhat “sheltered” compatriots 
  lack. Olion also came into his own during 
  the days of “Saint Ulbrexis” who secretly 
  encouraged literacy among both the serfs and 
  the mutant populace of the Harrow. Olion, 
  like many of the denizens of the Hard Vaults, 
  is a devout believer in the God-Emperor and, 
  as unbelievable as it may seem, loyal to the 
  Imperium. Olion puts on a tough front, but he 
  is actually somewhat frightened of outsiders as 
  his experience is that they will hurt or betray 
  mutants without a second thought. This has 
  made him cautious in his dealings with others. 
  Olion has functional clusters of eyes on either 
  side of his face, making him somewhat difficult 
  to look at and near impossible to Surprise.
  Olion’s profile can be found on page 128.
  
  117
  III: Baron Hopes
  117
  “We don’t need to go down. They come up.” Ulbrexis 
  explains that several of the leaders of the Hard 
  Vaults used to regularly ascend to the surface 
  amidst the Harrow’s mine refuse, known as the 
  Spoil, to do business with those willing to deal 
  in exceedingly valuable minerals, no questions 
  asked. Since the moons are moving into the 
  appropriate alignment—which signifies that the 
  mutants will be “about”, Ulbrexis indicates that 
  they should be able to have an audience with 
  one or more of the present leaders of the Hard 
  Vaults on the following night, if the Acolytes are 
  willing to do so.
  The following evening finds the Acolytes 
  wishing to accompany Ulbrexis waiting 
  amongst the piles of rubble of the Spoil. 
  Read aloud or paraphrase the following to 
  help set the scene:
  You find yourself standing in an area of 
  desolation with broken piles of rubble and 
  dark mine shafts scattered about all around. 
  The baron motions to the positioning of 
  the loads, “Notice how they match the stars,” 
  he intones before looking up. You can see 
  that the seemingly random piles of rubble 
  reflect the positioning of the stars in the 
  constellation of Saint Severine, Patron of 
  Enlightened Sufferers. “It means we are in the 
  right spot.”
  Ulbrexis will discuss with the Acolytes how 
  much they wish to reveal to the mutants. He 
  states that he believes he should tell them who 
  he is, as the mutants are unlikely to be willing to 
  help without knowing his identity, though if the 
  Acolytes are strongly against this, he will keep 
  his identity a secret.
  As you wait, two of Sepheris Secundus’s 
  three moons set, and the wan light of the 
  third falls upon three darkly clad figures 
  emerging from a mound of rubble near 
  the edge of the Spoil. All three are tightly 
  wrapped in bandages and shrouded in dark 
  grey cloaks. One, shorter than the other two, 
  steps forward with his arms folded inside 
  his robe. His cowl is pulled low over his 
  face, obscuring his features from view, but 
  his voice is pleasant enough as he intones 
  with a formal sounding cadence, “What 
  brings you here, sirs?”
  If the Acolytes have elected to do the talking, 
  let them make their pitch. The leader of the 
  mutants is called Olion, while the other two are 
  his bodyguards. Olion is no fool by any stretch 
  and used to dealing with shady customers. 
  When the characters ask for information 
  regarding the Broken Chains or Assod Morirr, 
  Olion will be apt to suspect a trap unless they 
  are very persuasive. Olion’s disposition makes 
  any Interaction Skill Tests Difficult (–10), 
  the PCs will have to win him over if they wish 
  to get any useful information. Thrones helps 
  persuade him, but good equipment or food 
  stores are even more convincing. Presuming 
  they do talk him round, Olion states that his 
  people have nothing to do with the Broken 
  Chains, but they are aware that a large new 
  attack within the Harrow is imminent, mostly 
  likely within the next three days. He declares 
  that the Hard Vaults despise Assod Morirr 
  and that members of his brethren attempted 
  to kill the terrorist unsuccessfully on several 
  occasions. Their reason for detesting Morirr 
  is simple: they’re afraid his actions will bring 
  the wrath of the Inquisition down upon them 
  all. Olion is unwilling to reveal anything else 
  and, seeing as the Acolytes aren’t likely to 
  be interested in the ores he has sell, he’ll bid 
  them good evening and a good luck before 
  departing to find those that are interested in 
  his business. The Acolytes can observe him in 
  such dealings, but for once these deals are just 
  what they seem and they will have to leave 
  with what they have learned.
  If the Acolytes let Ulbrexis reveal himself, 
  the conversation goes differently. Read out or 
  paraphrase the following:
  Ulbrexis responds to Olion’s initial 
  question with a “Destiny, I suppose.” He then 
  steps forward, pulling back his cowl. The 
  mutant is taken aback at first, but slowly 
  recognition sweeps over him. He mutters in 
  a strangled whisper, “This… this cannot be… 
  my Lord Baron?” Ulbrexis slowly nods. The 
  two mutants behind Olion reverently make 
  the sign of the aquila. The mutant pulls 
  back his own cowl, revealing a face with 
  clusters of eyes on either side of it. Tears 
  flow freely from his many eyes. “They said… 
  they said you were killed. Executed.” Ulbrexis 
  shakes his head and Olion whispers, “Praise 
  be to the Emperor.” 
  Olion will now go into far greater detail in his 
  answers to the Acolytes’ questions. He states 
  that after Ulbrexis was taken, Morirr didn’t 
  reappear for several years, during which time 
  he had apparently taken up with a group of 
  shady mercenary off-worlders. Olion doesn’t 
  know the name “Serrated Query” but showing 
  him a picture of their symbol, the questioning 
  mark that cuts, will get instant recognition from 
  him, “Yes, that is their sigil.” Recently, within the 
  last year, Morirr had a falling out of some kind 
  taLking to 
  MUtants
  Acolytes that sub-
  scribe to a more Pu-
  ritanical 
  viewpoint 
  are likely to address 
  this section (that is, if 
  they bother at all) in 
  a completely different 
  way than a more Rad-
  ically minded group. 
  Some may declare 
  that the very idea of 
  coming into contact 
  with mutants on any 
  but a violent basis 
  is so repugnant that 
  they want no part of 
  it. Others with similar 
  viewpoints may be 
  more adroit at stom-
  aching their contempt 
  and proceeding. Ad-
  just the mutant inter-
  actions, if any, with 
  the PCs accordingly.
  
  118
  III: Baron Hopes
  118
  with the mercenaries and apparently betrayed 
  them in some fashion. Apparently, Morirr has 
  taken up an active interest in the occult and 
  begun practicing unnatural rituals that may help 
  explain the mutant’s inability to kill him. Olion 
  states that one of his mates cut Morirr’s arm off 
  in a tunnel fight and a week later, Morirr was 
  seen with his arm intact. Ulbrexis questions the 
  mutant thoroughly on this point, asking several 
  times in different fashion, “Are you sure that it is 
  Assod Morirr?” Olion knows all this because he 
  has managed to place a spy amidst the ranks of 
  the Broken Chains. 
  Olion is desperately curious about why 
  Ulbrexis has returned and what it portends 
  for the Harrow, as well as the identities 
  of his compatriots. Ulbrexis says that he 
  cannot discuss what his plans are, but tells 
  the mutant that he and the Acolytes, “Have 
  come to stop Morirr.” Olion, who is skilled 
  at reading between the lines, puts it all 
  together, realises what this truly means and 
  turns visibly pale even by the wan light of 
  the single moon as he regards the PCs with 
  his many-globed eyes. He collapses to the 
  ground facing the Acolytes, hands folded 
  together in supplicatory fashion and says, “I 
  know who you are Lords, or at least, what you 
  represent. Please, we are loyal to the Emperor, we 
  stay below as ordered. We only make deals above 
  for supplies and medicines. We will do whatever 
  we can to assist you in stopping the Broken Chains. 
  Have mercy on us.” Thus, the Acolytes may 
  have just found themselves some unexpected 
  allies, which could come in handy very soon. 
  Olion once again emphasizes that a large 
  attack is sure to be coming and will readily 
  agree to pass on anything relevant that he 
  manages to uncover via vox to Ulbrexis. He 
  also notes in an emotional voice, “Your return 
  will bring hope to many who have long lived 
  without it, my Lord Baron.”
  
  D
  Wrong 
  Place,
  Right Time
  119
  III: Baron Hopes
  119
  WRONG 
  PLACE, 
  RIGHT TIME
  D
  epending on the diligence, skills 
  and possible open-mindedness of 
  the Acolytes, along with some luck, 
  they should have an idea at this point where 
  the Broken Chains intend to strike next. 
  If one of the Acolytes managed to discern 
  the mystical pattern underlying the attacks, 
  then they’ll be fairly certain that the next 
  bombing should occur within a cluster of 
  deep shaft mines slightly to the south of the 
  Adeptus Arbites’s op-centre. Ulbrexis will 
  note that the area is named Hazael’s Cross. 
  The Acolytes may also have reason to suspect 
  that the attacks are not just the activities of 
  terrorists, but are in fact part of some kind of 
  sacrifice to the Ruinous Powers.
  Early in the morning of the day that will 
  see the Broken Chains’ latest attack, any 
  psyker in the group awakens to the sensation 
  of something warm pouring down their face 
  and over their chest. Blood is freely flowing 
  from their nostrils and gums. The air itself 
  feels charged with malevolence and the urge 
  to vomit is near overwhelming. The bleeding 
  stops shortly after they awaken, leaving 
  them none the worse for wear, though in 
  desperate need of a shower. A Routine 
  (+20) Psyniscience Test will detect a 
  massive distortion of realspace throughout 
  the Harrow, though it is difficult to pinpoint 
  any central location for the disturbance. 
  However, if the psyker passes the Test by 
  three or more degrees of success, they will 
  be able to determine that the disturbance 
  appears to be centred at Hazael’s Cross.
  So forewarned, the Acolytes finally get 
  their chance to confront the leader of the 
  Broken Chains. Proctor Rotlan and a squad 
  of ten arbitrators are prepared to support 
  the Acolytes within the tunnels, though 
  the relatively constricted dimensions of 
  Hazael’s Cross make it difficult to bring a 
  particularly large force to bear. However, 
  the rest of the arbitrators within the Harrow 
  are on standby to assist if called. Captain 
  Movern of the Royal Scourges insists on 
  participating (if he’s been notified). He is 
  willing to wait nearby, so long as he and 
  his men can immediately join the fight once 
  it’s on.
  Hazael’s Cross is a high natural cavern that 
  serves as a juncture for a number of different 
  mines, several of which have abandoned, but 
  the majority of which are filled with toiling 
  serfs. The cavern is some 80 meters across, 
  with more than a dozen openings to different 
  mines on four levels, the highest of which 
  is the first tier and leads to the surface, the 
  lowest being the fourth and bottom tier. Each 
  level is approximately 10 meters tall. A series 
  of scaffolds, ladders and a crude lift allow for 
  travelling up and down the central chamber. 
  Good place to set off a bomb, great place to 
  have a multi-tiered fight.
  According to witnesses, the Broken 
  Chains’ typical modus operandi is to 
  emerge from nowhere and begin shooting 
  randomly, causing the serfs to panic. They 
  usually set off a bomb less than a minute 
  after they first appear, though no one has 
  yet survived to witness how the devices are 
  actually detonated. The arbitrators suspect 
  extensive use of the underway, but if the 
  Acolytes followed Ulbrexis’s hunch and 
  shared what they found with the locals, they 
  are now uncertain as to just how widespread 
  the Broken Chains “unseen” bases may be, 
  making it difficult to determine where exactly 
  that they come from. Regardless, they tend to 
  strike fast and hard, using confusion and fear 
  to their advantage, before swiftly retreating. 
  The Acolytes can plan to be anywhere they 
  wish. Some may want to don serfs’ robes 
  and conceal themselves amidst the mine’s 
  workers. Others may elect to pass themselves 
  off as passing overseers, or to hide within 
  one of the larger ore buckets inside the 
  cavern. Note down their choices, specifically 
  what tier they choose to be on, as they may 
  very well have the advantage of Surprise the 
  first Round after the mutant terrorists attack. 
  Rotlan is willing to conceal himself along 
  with the Acolytes, but he wants his men to 
  be fully armoured to withstand attacks. He 
  suggests having them in a side passage, near 
  the mine’s entrance as the one certainty of 
  the Broken Chains’ attacks is that they come 
  from below. The baron will stay in a side 
  passage near the third tier, awaiting Morirr 
  to show himself.
  At precisely noon, two small, unexpected 
  explosions shake Hazael’s Cross causing the 
  serfs to stop their work. In the stillness that 
  follows, members of the Broken Chains rush 
  into the mine on both the second and fourth 
  tiers. The explosions have opened breaches 
  through which the mutants entered the 
  mine cavern. There are around thirty mutant 
  terrorists in all, broken into two larger 
  the 
  PersonaL 
  toUch
  While a psyker is the 
  obvious choice, if one 
  of the Acolytes has 
  lost a loved one in 
  the past, they are also 
  a prime candidate for 
  a revelatory dream 
  that comes to them 
  early in the evening. 
  In the dream, they’re 
  sitting on a log in the 
  midst of a beautiful 
  forest that stretches 
  off in all directions. 
  Their 
  dead 
  loved 
  one walks up and sits 
  down next to them. 
  “You see that?” they 
  note, pointing out a 
  multi-coloured snake. 
  Once the Acolyte 
  notices it, their loved 
  one pulls a knife from 
  nowhere and hurls it 
  at the snake, bisect-
  ing it. “No good, see? 
  It’s the head or noth-
  ing… ” The snake 
  continues to move on, 
  unaffected by the loss 
  of its tail. The loved 
  one 
  smiles, 
  “Not 
  all heads are equal 
  though.” A massive 
  snake erupts from the 
  ground behind the 
  loved one and bites 
  them in half through 
  the torso. The Aco-
  lyte sits up awake in 
  a cold sweat.
  
  120
  III: Baron Hopes
  120
  
  121
  III: Baron Hopes
  121
  groups—though if the PCs have enlisted the 
  help of the Royal Scourges, there can just 
  as easily be another twenty terrorists. Assod 
  Morirr is on the bottom tier accompanied by 
  the hulking mutant Throgel, while Raze is 
  on the second tier. Throgel carries a bomb 
  on his back in a large canvas bag. An Easy 
  (+30) Perception Test will spot it if any 
  Acolyte declares they’re looking at Throgel. 
  See The Broken Chains sidebar for further 
  information about the mutant terrorists. 
  The Broken Chains boldly rush in using the 
  tactics they’ve all but perfected over the last 
  two years. The serfs panic and begin running 
  in every direction. And then it all goes wrong 
  for the mutants as the concealed Acolytes and 
  their allies open up on the Broken Chains. 
  Despite the surprise, Morirr has become 
  supremely overconfident and arrogant in his 
  seeming indestructibility. While somewhat 
  taken aback, he and Throgel proceed to 
  advance to the centre of Hazael’s Cross to 
  set up his device which, if unopposed, they 
  will do so within seven Rounds. Acolytes 
  who can see Morirr roll as normal to shoot at 
  him, but their shots seem to impact without 
  noticeable effect—the bullets puncture his 
  skin, but don’t slow him down! 
  After three Rounds, Ulbrexis emerges on 
  the third tier and stares down. “MORIRR!” he 
  roars in a voice that shakes the cavern. Morirr 
  spins and looks up. Complete and utter dread 
  washes over his face. Anyone within viewing 
  range of Morirr can see that he is completely 
  terrified of Ulbrexis. Throgel immediately 
  leaps between Morirr and Ulbrexis, opening 
  up on the former baron with his gun, as do a 
  number of the mutant terrorists.
  The fight will continue either until Morirr 
  is absolutely certain that he will not be able 
  to set off the device or until he succeeds in 
  doing so. His terror at the appearance of 
  Ulbrexis will make his hands a bit unsteady 
  but he will press on with setting the device 
  regardless. If he succeeds, the device literally 
  sinks through the cavern floor and he yells 
  for a retreat. It is possible, though hard, to 
  destroy the bomb. It cannot be defused but 
  if it takes a total of 12 points of Damage 
  it will be rendered useless. Shooting the 
  bomb from anywhere but Point Blank range, 
  however, incurs a –30 penalty to hit. If this 
  occurs Morirr immediately calls for a retreat. 
  The Broken Chains withdraw by running 
  out the way they came in. However, they’ve 
  set conventional explosives to seal the shafts 
  behind them as they run. If Morirr succeeded 
  in activating the bomb, the Acolytes all have 
  three Rounds to get out of Hazael’s Cross or 
  they’ll fatally become “one” with the scenery. 
  Any Acolyte that doesn’t make it out may 
  burn a Fate Point to be found hours later 
  unconscious at the edge of the blast.
  Successful in setting of his bomb or not, 
  Morirr gazes back towards Ulbrexis in shock 
  and anger as he flees…
  a BLUePrint For Madness 
  Assod Morirr once believed, as Ulbrexis still does, that humans and mutants could live together. He joined Baron 
  Ulbrexis’s rebellion with the best of intentions and his first year working for the Broken Chains was the best of his life. 
  But eventually the shine wore off and Morirr realised that Ulbrexis would never be willing to go far enough to realise 
  his dream. Morirr became bitter and began quietly fomenting rebellion within the ranks of the Broken Chains. He was 
  soon approached by on old, blind mutant seer who suggested that there were others more suited to help Morirr carry 
  out his own plans. Morirr made a Dark Pact with a Daemonic entity that the seer helped him contact and arranged for 
  the infamous attack that ended the first incarnation of the Broken Chains and resulted in his “death” at Ulbrexis’s hands. 
  Fortunately for Morirr, surviving to see his dream realised was what he had demanded of the powers of the warp.
  Morirr licked his wounds and waited for a new opportunity, which he found when approached by an agent of the 
  Serrated Query. Morirr assisted them on various matters and soon became a favoured agent. Soon Eloeholth the Faceless 
  himself began visiting Sepheris Secundus from time to time and built or modified several of the Broken Chains’ old bases 
  to accommodate the Query’s business. Over the years Assod Morirr has fully embraced the worship of the Chaos Gods 
  and has come to believe that Eloeholth has set himself against the Ruinous Powers and thus become his foe. Less than a 
  year ago, Morirr turned his back on Eloeholth, calling him “the apostate,” and embarked on his own plan for the glory of 
  Chaos. Using explosive devices constructed from metal removed from Eloeholth’s extra-dimensionally constructed rooms, 
  Morirr has been systematically ripping open holes in realspace as he sacrifices serfs by the hundreds to the Dark Gods. 
  His pattern is near completion. Morirr believes that very soon the Harrow will be one with the warp and anything that 
  manages to survive will swiftly be mutated beyond recognition. 
  
  122
  The 
  Broken 
  Chains
  III: Baron Hopes
  122
  THE 
  BROKEN 
  CHAINS
  Throgel
  Throgel is a hulking monster of a mutant, 
  with skin resembling pitted steel. He once 
  was a famed forge worker, famous among 
  his fellow serfs for his ability to withstand 
  incredible amounts of heat. His famous 
  immunity led to him being ordered to 
  investigate a deep mine shaft for rare ores 
  that was too hot for others to navigate. Some 
  property of the mine, or perhaps something 
  that dwelled within it, changed Throgel. Soon 
  after, as he sat working a forge, he caught 
  on fire. The fire didn’t harm him, but it did 
  burn away his clothing and skin, revealing 
  the metal man beneath. He fled to the Hard 
  Vaults, who took him in for a time, but his 
  bitterness eventually led him to accepting an 
  offer from Morirr to enlist with the Broken 
  Chains. Throgel is highly resistant to most 
  forms of damage and virtually immune to 
  heat and fire-based weapons.
  assod Morirr, 
  MUtant cULtist
  Much has been said of Morirr elsewhere. Suffice 
  to say that whatever he once was, Morirr has 
  since become a ruthless psychotic and devout 
  cultist of the warp. The corruption caused by 
  his dark pact and worship of the Chaos Powers 
  has altered his mind to the point that he is no 
  longer certain why he wants to accomplish the 
  destruction of realspace within the Harrow, only 
  that he must do so. His Dark Pact grants him 
  invulnerability to harm of any sort. He suffers 
  no pain and regenerates all Damage. However, 
  the terms of his pact state that he is vulnerable 
  to the blood of the one that first sent him across, 
  meaning Baron Havalir Saerton Ulbrexis. Since 
  Ulbrexis was “executed” without any heirs, 
  Morirr has been convinced for over a decade 
  that there is nothing in the universe that can 
  stop his eventual victory—hence his terror 
  at the appearance of Ulbrexis. Morirr will be 
  convinced that the Acolytes have been sent by 
  his former master to kill him, which will lead to 
  him deciding to proceed with a dire ritual which 
  he has thus far been unwilling to use.
  Morirr is short, though stockily built. He 
  once grew his hair long; the better to conceal 
  his eyes, but now shaves his head bald, as he 
  no longer cares what others may think. His eyes 
  close vertically instead of horizontally and he 
  can see perfectly well in pitch dark.
  
  123
  raze
  Raze knew from an early age that she was 
  special, certainly more special than the other 
  children around her. The daughter of a minor 
  noble functionary, Raze grew up surrounded 
  by some of the best indulgences that Sepheris 
  Secundus had to offer, but it was never enough. 
  Her search for new and interesting experiences 
  lead her to trying the drug spook which 
  permanently awoke something within her. 
  Her burgeoning psychic abilities caused her 
  to regard the world about her with new eyes, 
  though her family attempting to kill her may 
  also have had an influence. Regardless, she fled 
  to the only place she could think of to hide from 
  the Imperium, amidst the mutants, where Morirr, 
  who quickly inducted her to the service of the 
  Serrated Query, discovered her. Her loyalty, 
  though, was always with Morirr and she blindly 
  believes that he truly wishes to accomplish the 
  various things he claims he does. Raze is an 
  accomplished pyrokinetic and a skilled hand-
  to-hand combatant. She wears little armour in 
  order to remain mobile and cuts her golden hair 
  short so as not to set it on fire. 
  MUtant terrorists
  Scum of the worst sort, the only mutants who 
  still work for Morirr are truly degenerate 
  in mind, body and spirit. They are ruthless 
  killers, many of which sport particularly 
  ghastly, major mutations.
  Profiles for all the Broken Chains can be 
  found on page 129.
  III: Baron Hopes
  123
  
  124
  W
  Saint 
  Ulbrexis
  III: Baron Hopes
  124
  SAINT 
  ULBRExIS
  W
  hether the Acolytes succeeding in 
  thwarting the Broken Chains’ latest 
  attack or not, the identity of Baron 
  Ulbrexis has become known, the truth of his 
  existence passed-on by the serfs who recognised 
  him at Hazael’s Cross. Whispers of the return 
  of the “saint” spread through the Harrow like 
  wildfire. By the time the Acolytes and Ulbrexis 
  emerge from the cavern that holds Hazael’s 
  Cross, the masses of serfs that come to greet 
  them number in the thousands.
  How Proctor Rotlan and his arbitrators 
  react to the presence of Ulbrexis is dependant 
  upon how the Acolytes have been conducting 
  themselves. 
  Technically, 
  the 
  Inquisition 
  has jurisdiction over the prisoner, but the 
  arbitrators still have a death warrant on 
  Ulbrexis. An Acolyte with Common Lore 
  (Adeptus Arbites) may make a Challenging 
  Test to know that the death warrant has 
  already been signed-off making their claim 
  on Ulbrexis invalid. Regardless, relations may 
  become a little tense…
  Captain Movern and what remains of his 
  squad of Royal Scourges (if they participated in 
  the scene at Hazael’s Cross), on the other hand, 
  immediately attempt to kill Ulbrexis the second 
  his identity is confirmed. If the Royal Scourges 
  didn’t participate in the fight with the Broken 
  Chains, then Movern is incensed that he wasn’t 
  informed and will also have a full squad of ten 
  men. If Movern is aware that the Acolytes are 
  with the Inquisition, he starts by demanding that 
  they hand the former baron over first, followed 
  by gunplay if they refuse. If not, his men simply 
  open up on Ulbrexis after the characters emerge 
  from the mine. They only get in two Rounds 
  of fighting before the surrounding serfs tear the 
  Royal Scourges to pieces. In either case Ulbrexis 
  should survive, though he may be wounded.
  The Acolytes will then have to choose 
  what they’re going to do, as they have a lot 
  of options before them. If their relations with 
  the Adeptus Arbites are still good, they can 
  probably force their way through the cheering 
  crowds to return to the op-centre. If not, they 
  may choose to enter the commons, taking 
  their chances with the masses of fanatical serfs. 
  Ironically enough, if they have nowhere else to 
  turn to, they may try to retreat to the Broken 
  Chains’ hidden base. It’s worth noting that 
  if their relations with Ulbrexis haven’t been 
  good, he may decide that the time has come to 
  “lose” the Acolytes at this point. Whatever they 
  choose, they’ll probably have a big discussion 
  about what they wish to do next. Let them—
  whatever they decide to do, they’re unlikely to 
  get a chance to carry it out.
  WarP zoMBies
  The Warp Zombies come in all shapes and sizes, 
  reanimated by the foul power of the warp. Each 
  shares a utter hatred for the living, inhuman strength 
  and an absolute desire to kill Baron Havalir Saerton 
  Ulbrexis. Since they are uncertain which mortal is 
  Ulbrexis though, the zombies are opting to kill all 
  the living within the Harrow, just to be sure. These 
  terrorfying warp-spawned creatures are far more than 
  a shambling bag of bones, they are lethal, vitually 
  unstoppable, killing machines.  
  The profiles for Warp Zombies can be found on 
  page 130.
  
  Sins of 
  the Past
  125
  III: Baron Hopes
  125
  SINS OF 
  THE PAST
  As evening falls on the Harrow, a big 
  commotion stirs the masses of serfs hoping to 
  get a glimpse of Saint Ulbrexis returned from 
  the dead. A lay-priest, a woman named Grisha, 
  accompanied by a number of serfs, comes to 
  Ulbrexis (presumably at the op-centre) seeking 
  an audience with him and declaring that a 
  miracle has occurred. Ulbrexis indicates that he 
  remembers Grisha and asks after her children. 
  After responding, Grisha will drops to the floor 
  before Ulbrexis declaring, “Oh, my Lord Baron, 
  you have returned to us.” He asks what has brought 
  her to him. She declares that a miracle has 
  occurred, a young man who had been dying of 
  a fever was cured when the news of the baron’s 
  return was brought to him. The boy’s mother 
  and the boy are out in the commons waiting 
  for them.
  Ulbrexis asks the Acolytes to accompany 
  him as he goes to see the mother and her son. 
  If they seem reluctant, he notes how religious 
  the serfs of Sepheris Secundus are, which 
  requires some response out of him otherwise 
  the situation could become volatile. He also 
  adds that whilst he does remember Grisha as 
  an honest woman, he expects it may be a trap. 
  Presuming one or more Acolytes accompany 
  him, the serfs make way in order for the party 
  to get near to the mother and son. The serf 
  woman is beside herself with joy declaring, 
  “My boy has been healed thanks to the baron’s grace.” 
  She tells her son to thank the saint. In the light 
  of the torches, the teenager looks pale. While 
  his mother hugs him, the young man slowly 
  repeats the name, “Ul… brex… is.” He looks at 
  Ulbrexis and his eyes shimmer green with the 
  twisted light of the warp. With a casual tug, he 
  rips his mother’s head off and gore sprays about 
  the assembled crowd. The boy considers his 
  mother’s cranium for a moment before tossing it 
  aside and advancing towards the former baron. 
  The majority of the serfs in the immediate area 
  begin yelling and trying to flee, while those, 
  that can’t see what’s just happened, hold them 
  in place as they press forward to find out what’s 
  going on. The Acolytes and Ulbrexis will easily 
  blow the stumbling warp-possessed boy apart, 
  as he counts as Surprised for 1d5+1 Rounds. 
  As the corpse hits the ground, the sounds 
  of screaming start erupting through out the 
  Harrow, echoing from the many mine shafts 
  that make up the complex. All of the Acolytes 
  need to make a Frightening (–10) Fear Test 
  as they slowly realise just how much trouble 
  they are in.
  
  126
  Holing Up
  III: Baron Hopes
  126
  Assod Morirr in his fear and hatred of 
  Ulbrexis has unleashed a ritual made possible 
  due to the steady weakening of realspace that 
  his bombs have wrought. Morirr has called 
  immaterium spirits to animate the bodies of 
  the dead in order to strike down his mortal 
  enemy. The Harrow is filled with the bodies 
  of dead serfs and mutants. The mutant cultist 
  has called up an army of warp zombies, which 
  are now “rising”—emerging from every mine 
  within a couple of kilometres radius!
  There 
  are 
  Warp 
  Zombies 
  emerging 
  everywhere. For every minute that the 
  Acolytes stay in any one place, there is a 
  cumulative 5% chance that they’ll be attacked 
  by one or more of the things. Hiding doesn’t 
  do any good as the zombies can see the “glow 
  of life” of the living right through other 
  matter. Each time the warp spirits possess the 
  lifeless flesh of a new corpse, they become 
  more and more cunning. Their attacks go 
  from being random to planned as they begin 
  to use weapons and start developing actual 
  tactics. In the midst of the running battle (or 
  escape) have PCs attempt Ordinary (+10) 
  Awareness Tests. Success means that the 
  Acolytes start to notice the Warp Zombies 
  using door handles, opening locks and 
  picking up fallen axes and picks…
  HOLING UP
  The best places to defend against a zombie 
  apocalypse are the Adeptus Arbites op-centre 
  and Baron Alswere’s castle. Unfortunately, 
  the baron’s castle is sealed tight and the 
  Acolytes’ relations with the arbitrators may 
  be strained by earlier events. The gravity of 
  the situation will lead Rotlan to temporarily 
  set aside any misgivings he may have about 
  the Acolytes and Ulbrexis. Survive they 
  must, for as bleak as things look, time is on 
  their side. What the Acolytes don’t know 
  is that Morirr’s time is short. The power 
  to unleash the ritual came at a high cost: 
  Morirr must ensure that his enemies fall, or 
  his own spirit is forfeit to the warp and his 
  Daemonic patron.
  rUnning the BattLe
  The climax of this adventure is compsed of three distinct scenes: the escape of the Acolytes and Ulbrexis to the op-centre; 
  the initial Warp Zombie attack on the op-centre; and the final confrontation between Morirr and Ilbrexis.
  The initial escape to the op-centre should be fast-paced, chaotic and confusing. The Acolytes should have little time 
  to fully appreciate the situation—all they know is that Warp Zombies are appearing from all around, killing anyone they 
  come across. As the Acolytes run for the relative safety of the op-centre, emphasize the panic of hundreds of serfs running 
  this way and that. Having the PCs make Agility Tests to avoid getting caught in the midst of panicked groups of serfs or 
  avoid packs of Warp Zombies can add to the tension. Those failing the Tests become both slowed-down and separated 
  from the others, or they suffer a Warp Zombie attack—they must defeat or disengage from the zombie before they can 
  resume their escape.
  Note that Baron Ulbrexis should not be killed at this point. For effect, if the baron is attacked by Warp Zombies, serfs 
  fling themselves in front of the danger—sacrificing themselves so that the baron can escape.
  Once the Acolytes and the baron arrive at the op-centre, allow for a pause in the battle as the party and the arbitrators 
  regroup and wait for the inevitable attack. Use this time to allow the players to better understand their predicament; 
  receiving reports from the arbitrators about zombies emerging from all around the Harrows and how the zombies all 
  appear to be heading towards the op-centre. Let the suspence build as the Acolytes watch the approach of the first group 
  of zombies and plan what they intend to do.
  As the zombies reach the op-centre, the Acolytes can hear their inhuman screams and moaning, as they begin to claw 
  their way into the roof of the op-centre. Suddenly zombies begin to fall through the roof, picking themselves off the floor 
  to attack those within. Ideally run this scene as a series of small fights between the Acolytes, arbitrators and zombies. No 
  matter where they turn or run to, Warp Zombies are literally coming through the walls!
  At a suitable point, perhaps just as the Acolytes and arbitrators appear to have fended-off the initial zombie attack, 
  Morirr and the surviving members of the Broken Chains turn up, leading to the third and final climatic scene. 
  Presumably the PCs will want to concentrate their attacks on the Broken Chains. Have the remaining arbitrators fend-
  off the next wave of Warp Zombies—perhaps one or two zombies break-through to “worry” any Acolyte who is having 
  an “easy time” of it.
  Use this time to build to the final climax. Just as the Acolytes realise what they have to do in order to kill Morirr, have 
  the Warp Zombies assault en masse—far too many for the arbitrators to handle. Just as the Broken Chains and the Warp 
  Zombies appear to have won, the Acolytes take that last swing or shot at Morirr…
  
  127
  III: Baron Hopes
  127
  
  128
  W
  Aftermath
  III: Baron Hopes
  128
  Correspondingly, Morirr, and whoever is 
  left of the Broken Chains, will attempt to 
  personally hunt down Ulbrexis not long after 
  the Warp Zombie epidemic commences. One 
  of their first manoeuvres is to hit the Adeptus 
  Arbites patrol vehicle with a krak missile, 
  knocking it out of the sky before anyone can 
  use it to escape the Harrow.
  Wherever the Acolytes are, it probably isn’t 
  looking too good for them. Their best chance 
  is to find relative safety in the Adeptus Arbites 
  op-centre. Presuming that this is exactly what 
  they do and that Baron Ulbrexis is still with 
  them, the Warp Zombies begin converging from 
  all sides of the Harrow, gradually making their 
  way towards the op-centre—lured there by the 
  baron’s presence. 
  If they parted equitably with him, the 
  mutant envoy, Olion will contact the Acolytes 
  in the midst of an attack to state, via vox, that 
  Morirr has apparently been ranting how, “he 
  has to kill Ulbrexis now,” and that, “the blood line 
  of Ulbrexis must end now.” Olion will inform 
  the Acolytes that Morirr is on his way to 
  (wherever) the Baron Ulbrexis is—presumably 
  the op-centre. 
  The Adeptus Arbites op-centre is composed 
  of plasteel alloys and is very sturdy. The walls 
  have an Armour Point value of 25.
  The key to stopping the Warp Zombies is killing 
  Morirr, which disrupts their presence in realspace, 
  as he is the “pathway” through which they can 
  exist here. However, the key to killing Morirr is 
  the blood of Ulbrexis. Any attack that Ulbrexis 
  makes on Morirr can wound him normally and 
  a blade or bullet coated with Ulbrexis’s blood 
  can also wound Morirr—a fact that the terrorist 
  is completely unaware of. Naturally, this would 
  be an opportune time to have Ulbrexis suffer a 
  wound by a Warp Zombie or be hit by a stray 
  shot just as he puts a round through Morirr’s leg, 
  ensuring that there is no way he’s going to be 
  intact enough to personally deliver any killing 
  blows. Acolytes who see Ulbrexis wound Morirr, 
  may take a Routine (+30) Intelligence Test to 
  comprehend that Ulbrexis can actually wound 
  Morirr; with two or more degrees of success they 
  also realise that Ulbrexis’s blood can be “used” to 
  wound Morirr.
  With Ulbrexis wounded and fallen to the 
  ground, Morirr taunts the Acolytes by saying, 
  “Send my regards to your master Eloeholth.” If 
  the Acolytes still haven’t figured it out, the 
  wounded Ulbrexis can help by muttering, “My 
  blood wounds him… use it…” before slipping into 
  unconsciousness. 
  Morirr, with Ulbrexis unconscious on the 
  floor, believes he is invincible and that none 
  can now harm him. This over confidence 
  should prove his undoing. Whilst the remaining 
  arbitrators take care of the rest of the Warp 
  Zombies, the Acolytes can hopefully put an end 
  to Morirr by coating their weapons and bullets 
  with Ulbrexis’s blood. Since the mutant terrorist 
  believes he cannot be hurt, he makes no attempt 
  to Dodge or Parry, therefore any attacks are 
  likely to take him down. 
  As Morirr slumps to the floor of the op-
  centre, a deafening screech erupts from the 
  Warp Zombies as they slump over as one, their 
  connection to the warp cut with Morirr’s death. 
  The few remaining members of the Broken 
  Chains try to flee, most probably easily captured 
  now that their leader is no more.
   
  AFTERMATH 
  W
  ith Morirr dead, the Warp Zombies 
  defeated and the Broken Chains’ 
  plans in tatters, the Acolytes have 
  won. As the Acolytes look over the resulting 
  carnage, they will comprehend just how close 
  Morirr came to unleashing complete devastation 
  upon Serpheris Secundus. 
  The few days is spent picking up the pieces 
  and (re) burying the dead. Messages come from 
  Icenholm demanding an explanation for what has 
  occurred within the Harrow. Without warning, 
  Inquisitor Vaarak arrives ahead of schedule, 
  eager to discover what has taken place.
  He listens, stern-faced, to the Acolytes’ 
  verbal report. An uneasy silence falls upon the 
  room as he considers what he has been told. 
  After what seems an eternity, he scarred face 
  breaks into a broad smile as he congratulates 
  the Acolytes on their audacious survival and 
  success in saving the Harrow from a grisly 
  fate, which would surely have crippled not 
  only the planet’s tithe, but also would have 
  had terrible consequences for the entire 
  sector as well.
  As for Baron Havalir Saerton Ulbrexis, 
  Vaarak orders the Acolytes to execute him, 
  as his service to the Imperium has come to 
  satisfactory conclusion. Despite Ulbrexis’s help 
  in defeating the terrorists, he is ultimately a 
  condemned man. 
  With their mission completed, the Acolytes 
  depart Sepheris Secundus with Inquisitor Vaarak.
  Perhaps unknowingly, the Acolytes have 
  heard the name of the Calixis Sector’s master 
  of the Serrated Query. What plans that cunning 
  individual has for them, when word eventually 
  reaches him of the Acolytes part in destroying 
  his plans, is up to the GM…
  eXPerience 
  aWards
  In addition to any 
  Experience Point 
  awards noted in 
  the text, Acolytes 
  that survive this 
  adventure should 
  receive 1000 xp 
  each.
  Acolytes who 
  worked 
  out 
  where the Broken 
  Chains 
  would 
  strike next, with-
  out having to be 
  told, should be 
  awarded 100 xp 
  for each Acolyte 
  involved.
  If the whole 
  group managed 
  to keep Baron 
  Ulbrexis’s idenit-
  ity a secret un-
  til the attack on 
  Hazael’s 
  Cross, 
  they all receive 
  an 
  additional 
  100 xp each.
  Acolytes 
  that 
  participate in the 
  killing of either 
  Throgel or Raze 
  will receive an 
  extra 200 xp for 
  each one.
  Finally, figur-
  ing out how to 
  destroy 
  Assod 
  Morirr and doing 
  the deed is worth 
  another 250 xp.
  
  H
  NPCs
  129
  III: Baron Hopes
  129
  NPCS
  H
  ere you will find the profiles for each of the prominent 
  NPCs presented in this scenario.
  Baron havalir SaerTon UlBrexiS
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per), Charm (Fel) +10, Command 
  (Fel) +10, Common Lore (Imperium) (Int), Common 
  Lore (Administratum) (Int), Deceive (Fel), Scholastic 
  Lore (Bureaucracy) (Int), Scholastic Lore (Heraldry) (Int), 
  Scholastic Lore (Philosophy) (Int), Literacy (Int), Speak 
  Language (High Gothic, Low Gothic) (Int), Medicae (Int), 
  Scrutiny (Per) +10.
  Talents: Melee Weapon Training (Power, Primitive), Pistol 
  Training (Las, SP), Air of Authority, Master Orator.
  Armour: None.
  Weapons: Knife (3m; 1d5+3 R; Primitive), compact 
  laspistol (15; S/–/–; 1d10+1 E; Shots 15; Rld Full; 
  Reliable).
  Gear: Good quality clothing.
  caPtain koBaL aizdar
  Movement: 3/6/9/18 
  Wounds: 14
  Skills: Awareness (Per), Carouse (T), Command (Fel), 
  Common Lore (Imperium) (Int), Gamble (Int), Literacy 
  (Int), Speak Language (High Gothic, Low Gothic) (Int), 
  Trade (Merchant) (Int), Tech-Use (Int) +10, Dodge (Ag) 
  +10, Drive (Ground Vehicle, Hover Vehicle) (Ag), Pilot 
  (Spaceship) (Ag), Navigation (Stellar) (Int).
  Talents: Melee Weapon Training (Power, Primitive), 
  Pistol Training (Las, SP), Basic Weapon Training (Bolt, 
  Las, SP), Peer (Imperial Navy), Iron Discipline, Swift 
  Attack.
  Armour: Xeno mesh (Arms 4, Body 4, Legs 4).
  Weapons: Hand cannon (35m; S/–/–; 1d10+4 I; Pen 2; 
  Clip 5; Rld 2Full), power sword (1d10+9 E; Pen 6; Balanced, 
  Power Field).
  Gear: Captains uniform, 15 spare round for the hand 
  cannon.
  Proctor noLes rotLan
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Common Lore (Underworld) (Int), 
  Interrogation (WP) +10, Scholastic Lore (Judgement) (Int) 
  +10, Scrutiny (Per), Speak Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (Bolt, SP), Disarm, Melee 
  Weapon Training (Shock), Pistol Training (Bolt, SP), 
  Takedown.
  Armour: Enforcer light carapace (Head 5, Arms 5, Body 5, 
  Legs 5).
  Weapons: Combat shotgun (30m; S/3/–; 1d10+4 I; Pen 
  0; Clip 18; Rld Full; Scatter), hand cannon (35m; S/–/–; 
  1d10+4 I; Pen 2; Clip 5; Rld 2Full), shock maul (1d10+3 
  I; Shocking).
  Gear: Micro-bead, photo visor, respirator, 2 combat 
  shotgun magazines, combat shotgun magazine of man-
  stopper shells,
  caPtain Movern
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Climb (S), Common Lore (Imperium) 
  (Int), Interrogation (WP), Speak Language (Low Gothic) (Int), 
  Deceive (Fel) +20, Dodge (Ag), Gamble (Per).
  Talents: Basic Weapon Training (Las, SP, Primitive), Melee 
  Weapon Training (Primitive, Chain), Pistol Training (SP), 
  Takedown.
  Armour: Scourge carapace (Arms 3, Body 4, Legs 3).
  Weapons: Lasgun (100m; S/3/–; 1d10+3 E; Pen 0; Clip 60; 
  Rld Full, Reliable), chainsword (1d10+5 R; Pen 2; Balanced, 
  Tearing).
  Gear: Uniform, 2 charge packs.
  oLion, MUtant negotiator
  Movement: 3/6/9/18 
  Wounds: 13
  Skills: Climb (S), Common Lore (Local) (Int), Common Lore 
  (Imperial Creed) (Int), Speak Language (Low Gothic) (Int), 
  Survival (Int).
  Talents: Basic Weapon Training (Primitive), Melee Weapon 
  Training (Primitive).
  Baron Havalir Saerton Ulbrexis Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  36 41 32 34 31 52 41 41 47 
  Captain Kobal Aizdar Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 37 42 39 37 42 36 41 43 
  Proctor Noles Rotlan Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  38 38 38 38 35 35 34 33 30 
  Captain Movern Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  32 37 35 37 30 30 32 31 27 
  Olion,Mutant Negotiator Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  22 25 35 38 32 31 39 25 20 
  
  130
  III: Baron Hopes
  130
  Traits: (Mutation) Extra Eyes (Olion gains a +10 to any 
  Perception Tests, or Skills based on Perception (involving 
  sight). In addition, he may re-roll any failed Tests to avoid 
  Surprise.
  Weapons: Club (1d10+3 I; Primitive).
  Gear: Tattered clothing.
  THE BROKEN 
  CHAINS
  assod Morirr, MUtant cULtist, 
  Leader oF the Broken chains
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Ciphers (Occult), Common Lore 
  (Imperium) (Int), Deceive (Fel) +10, Forbidden Lore (Warp) 
  (Int) +10, Secret Tongue (Cult) (Int), Speak Language (Low 
  Gothic) (Int).
  Talents: Melee Weapon Training (Primitive), Pistol Training 
  (SP), Resistance (Psychic), Strong Minded, Unshakeable 
  Faith.
  Special: Dark Pact. Morrir can only be wounded and 
  killed by Baron Havalir Saerton Ulbrexis, or weapons 
  (including bullets) soaked in the blood of Baron Havalir 
  Saerton Ulbrexis.
  Armour: None.
  Weapons: Knife (3m; 1d5+3 R; Primitive), stub automatic 
  (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Rld Full).
  Gear: Robes, stub auto clip.
  throgeL
  Movement: 2/4/6/12 
  Wounds: 18
  Skills: Climb (S), Common Lore (Local) (Int), Speak Language 
  (Low Gothic) (Int), Survival (Int).
  Talents: Berserk Charge, Swift Attack, Furious Assault.
  Traits: Natural Weapons (Fists), Fear 1 (Disturbing), 
  (Mutation) Steel Skinned (Throgel has 6 Armour Points on 
  all Locations—this protection is doubled against Energy 
  attacks (i.e. AP 12), Unnatural Strength (×2).
  Weapons: Fists (1d10+8 I; Primitive).
  Gear: None.
  raze
  Movement: 3/6/9/18 
  Wounds: 13
  Skills: Awareness (Per), Common Knowledge (Imperium) 
  (Int), Deceive (Fel), Dodge (Ag), Invocation (WP) +10, 
  Psyniscience (Per), Scrutiny (Per), Speak Language (Low 
  Gothic) (Int), Survival (Int), Silent Move (Ag), Concealment 
  (Ag).
  Talents: Melee Weapon Training (Primitive), Pistol Training 
  (Las, SP), Psy Rating 3.
  Psychic Powers: (Minor) Call Item, Déjà vu, Dull Pain, 
  Fearful Aura, Sense Presence, Unnatural Aim. (Pyromancy) 
  Blinding Flash, Burning Fist, Call Flame, Fire Bolt.
  Armour: Ganger leathers (Arms 1, Body 1, Legs 1).
  Weapons: Laspistol (30m; S/–/–; 1d10+2 E; Pen 0; Clip 30; 
  Rld Full; Reliable), knife (3m; 1d5+2 R; Pen 0; Primitive).
  Gear: Las pistol charge pack.
  MUtant terrorists
  Movement: 2/4/6/12 
  Wounds: 12
  Skills: Climb (S), Common Lore (Local) (Int), Speak Language 
  (Low Gothic) (Int), Survival (Int).
  Talents: Basic Weapon Training (Primitive, SP), Melee 
  Weapon Training (Primitive).
  Traits: (Mutation) 50% chance to have 1d5–1 additional 
  mutations, see page 334 in Dark Heresy for a full list of 
  possible mutations).
  Weapons: Poor quality autogun (90m; S/3/10; 1d10+3 
  I; Pen 0; Clip 30; Rld Full; Unreliable), club (1d10+3 I; 
  Primitive).
  Gear: Tattered clothing.
  Broken chains MUtant thUgs
  Movement: 2/4/6/12 
  Wounds: 12
  Skills: Climb (S), Common Lore (Local) (Int), Speak Language 
  (Low Gothic) (Int), Survival (Int).
  Talents: Basic Weapon Training (Primitive, SP), Melee 
  Weapon Training (Primitive).
  Traits: (Mutations) in addition to any cosmetic mutations 
  Assod Morirr Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  32 27 33 34 34 38 41 47 32 
  Throgel Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  43 21 47 43 25 23 31 24 19 
  (8)
  Raze Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  29 31 28 29 34 43 32 47 39 
  Mutant Terrorists Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  32 27 36 36 22 22 30 25 20 
  Broken Chains Mutant Thugs Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  22 22 36 36 22 22 30 25 20 
  
  131
  III: Baron Hopes
  131
  such as extra noses, small horns, feathers, etc., choose one or 
  more of the following for each of the mutants:
  Tough Hide: The mutant gains the Natural Armour 2 trait 
  from dense skin and thick scar tissue.
  Brute: The mutant is physically powerful, with deformed 
  masses of slab-like muscle. Increase its Strength and Toughness 
  Characteristics by 10 each.
  Tox Blood: The mutant’s system is saturated with toxic 
  pollutants and poisonous chemicals. It gains a +20 bonus 
  to Toughness Tests made to resist poison, but reduces its 
  Toughness and Intelligence Characteristics by 1d10. Should 
  the mutant’s blood come into contact with a living creature, 
  that creature must succeed on a Difficult (–10) Toughness 
  Test or suffer 1d5 wounds. 
  Clawed/Fanged: The mutant gains razor claws, a fanged 
  maw, barbed flesh or some other form of natural weapon. It 
  gains the Natural Weapon trait (either I or R Damage).
  Multiple Appendages: The mutant has sprouted additional 
  functioning limbs in the shape of arms, tentacles or a 
  prehensile tail (or tails). It gains the Ambidextrous and Two-
  Weapon Wielder talents, and a +10 bonus on Climb Tests 
  and Grapple attacks.
  See page 334 in Dark Heresy for a full list of other possible 
  mutations.
  Weapons: Poor quality autogun (90m; S/3/10; 1d10+3 I; 
  Pen 0; Clip 30; Rld Full), club (1d10+3 I; Primitive).
  Gear: Tattered clothing.
  WarP zoMBies
  Movement: 1/2/3/6 
  Wounds: 18
  Skills: None.
  Talents: Frenzy.
  Traits: Unnatural Toughness (×2), From Beyond, Fear 2, 
  Dark Sight, Natural Weapons (hands and teeth). 
  Armour: None
  Weapons: Hand and teeth (1d10+4 I; Primitive).
  Gear: Rotted and gore-soaked tatters.
  Special Rule: Walking Dead
  An animated corpse, propelled into life by dark forces is, as 
  might be imagined, quite difficult to “kill”. These creatures 
  do not need to breathe; they do not tire and are immune 
  to poisons and diseases, as well as, many environmental 
  hazards. They do not suffer the effects of being Stunned 
  or penalties for being injured. In addition, only Critical 
  Wounds suffered to the Head or Body can destroy them—
  any Damage suffered to an Arm or Leg simply renders that 
  limb useless.
  Warp Zombies Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  22 12 40 40 12 18 12 10 – 
  (8)
  
  132
  III: Baron Hopes
  132
  Ref: Inq/045678499/BI
  Subject: Verbal Transcript of Pict-Recorded Document
  Date: 791.M41
  Location: Sepheris Secundus,
  Ore Processing Complex HA96E (locally known as “the Harrow”)
  Sector: Calixis (Scintillan Sub)
  Original Transcription: Savant Trokner, Ordo Hereticus, Tyrantine Cabal Holding,
  Bastion Serpentis, 792.M41
  Additional Notes: Savant Essar, Ordo Hereticus, 02.792.M41
  ++ EXTRACTED FROM MINE SHAFT SECURITY MONITOR STATION BY 
  ADEPTUS ARBITES OFFICER MERON TISE—ALL OTHER COPIES ELIMINATED. ++
  >[RECORDING STARTS]
  [Stationary Pict-source] Wide angle view of ore collection station. Ground laced with ore-cart tracks, several carts present. 
  Industrial smelter visible in far corner of chamber. Three tunnel mouths visible, two dark, one lit by electric lamp. 
  Distant sound, indistinct—pict source shaken. [Explosion?] Repeating alarm claxon sounds. Warning lights engage in chamber. 
  [Image and sound remains same for 37 seconds]  
  Sounds of movement. Man [Subject I] in grey coveralls, enters chamber, panting with exertion, from second tunnel mouth. 
  Clothing covered in large stains. [Blood?] Right hand holds industrial shears. Shears drip fluid over the floor. [Subject I] Turns 
  and looks back up the tunnel from which he emerged, clearly expecting pursuit. [Subject I] Runs across chamber towards 
  pict source—pict source begins tracking. A second man [Subject II] emerges from tunnel mouth. [Subject I] approaches pict 
  source—positively identified as Ore Collector 5th Rank, Assod Morirr*. [verified]
  VOICE (II): How many did you kill? How many children?
  [Subject II] wears grey coveralls, heavy-set; one hand holds a short, slightlycurved blade designed for tunnel fighting.
  VOICE (I) [MORIRR]: What does it matter? They’ll breed more.
  VOICE (II): Indistinct snarl of rage.
  [Subject II] lunges across room, blade outstretched. His stroke is parried by [Subject I] [Morirr]. Claxon light illuminates 
  [Subject II] for 4 seconds as he struggles with [Subject I] [Morirr]. [Subject II] positively identified as Baron Havalir Saerton 
  Ulbrexis**[verified]. [Subject I] [Morirr] and [Subject II] [Ulbrexis] engage in hand-to-hand combat. Pict source pulls back to 
  capture both men circling about the room, weapons at the ready.
  [Subject II] [Ulbrexis] lands several blows in rapid succession, [Subject I] [Morirr] shrugs them off, seemingly unaffected. 
  [Subject I] [Morirr] deals savage wound to [Subject II] [Ulbrexis] side. Combatants circle, blood clearly spreading under 
  [Subject II] [Ulbrexis] coveralls. [Subject II] [Ulbrexis] fall, impaling [Subject I] [Morirr] through torso as [Subject I] [Morirr] 
  shears cut [Subject II] [Ulbrexis] right leg off below the knee. [Subject II] [Ulbrexis] collapses to the ground, blood spurting 
  from his severed leg. [Subject I] [Morirr] begins laughing. [Subject I] [Morirr] picks up [Subject II] [Ulbrexis] with his free hand, 
  pushing him against an ore cart and puts his blades on either side of [Subject II] [Ulbrexis] neck.
  VOICE (I) [MORIRR]: Goodbye, Ulbrexis.
  [Subject II] [Ulbrexis] punches his right hand into [Subject I] [Morirr] lower jaw. A pulse of purple light flares out the top of 
  [Subject I] [Morirr] head as a blast of energy sears through his skull causing pict source to engage flare compensators [partial 
  loss of picture for 3 seconds]. Suspect attack was delivered by device in [Subject II] [Ulbrexis] ring. [Subject I] [Morirr] face 
  crumples inward and his body slumps to the ground. 
  VOICE (II) [ULBREXIS]: Goodbye, Morirr.
  [Subject II] [Ulbrexis] collapses to mine floor, falling alongside [Subject I] [Morirr] corpse.
  >[RECORDING ENDS]
  *Ore Collector 5th Rank Assod Morirr. Mutant terrorist affiliated with a group known as the Broken Chains. Wanted in 
  connection with more than 50 cases of sabotage within the mine works of Sepheris Secundus. Mutant status discovered late 
  in life, avoided summary execution by fleeing to deep mine area known as the Shatters. Presumed dead. 
  **The Heretic Baron of Sepheris Secundus. Baron Havalir Saerton Ulbrexis founded the Broken Chains circa 789.M41 in order 
  to defy the authorities of Sepheris Secundus and advance his heretical democratic agenda. Captured by Adeptus Arbites 
  agents in 792.M41. Executed in 793.M41—see ++EXPURGED++
  Player Handout 3.1: The Sepheris Secundus Transcript Data Slate
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2008. Player Handout also available for download at www.blackindustries.com
  
  133
  Appendices
  aPPendiX i:
  the serrated qUery
  •
  aPPendiX ii:
  the FaceLess one
  
  134
  The Serrated 
  Query’s 
  Organisation
  A 
  Speculative 
  History
  T
      Appendix I: 
  The 
  Serrated 
  Query
  Appendix
  134
  Appendix I: 
  The 
  Serrated 
  Query
  T
  he Serrated Query appears to be a 
  clandestine 
  criminal 
  organisation 
  that exists solely for the purpose of 
  making profit without thought to morality 
  or conscience. The group actively promotes 
  conflicts throughout the Imperium, making 
  proceeds by selling information and resources 
  to all sides involved in any given war.  The 
  Serrated Query also engages in smuggling, drug 
  trafficking, slavery, extortion and the movement 
  of xenos goods. In short, if there is gelt to be 
  had, the Query is interested.
  A 
  SPECULATIVE 
  HISTORY
  T
  hose that search after the Serrated 
  Query’s history do not find a lack of 
  information, but rather an overabundance 
  of conflicting stories ranging from the plausible 
  to the completely outlandish. All stories agree 
  that the group is very, very old with a history that 
  stretches back further than most are prepared to 
  believe. The Inquisition regards three different 
  versions of the Serrated Query’s history as being 
  the most plausible:
  The first account holds that the Serrated 
  Query was founded not long after the Horus 
  Heresy, in the turbulent times that followed 
  the internment of the Emperor into the 
  Golden Throne. Supposedly, the success of 
  the Great Crusade grossly cut into the profits 
  of a considerable number of criminal cartels 
  throughout the galaxy. Realising that universal 
  peace was not in their best interests, the various 
  organisations formed an alliance in order to 
  perpetuate uncertain times and steady revenue. 
  The second version states that the Serrated 
  Query was already in existence during the Great 
  Crusade, composed in the main of rebels that had 
  ties with various xenos races and were opposed 
  to the new order that the Emperor was imposing 
  on the galaxy. Those that believe this version of 
  the Query’s history consider the fact that the 
  group maintains connections with a wide variety 
  of aliens as proof that this theory is correct, 
  especially considering how reluctant the majority 
  of xenos are to deal with human groups. 
  The last story is the one that most Inquisitors, 
  to their regret, find to be the most plausible of 
  all. This version holds that an Istvaanian, whose 
  name has been lost, created the Serrated Query 
  as a tool to foment rebellion throughout the 
  Segmentum Solar in order to strengthen the 
  Imperium. The Serrated Query took on a life 
  of its own, growing far beyond the Isstvanian’s 
  ability to control. Or perhaps, that was the 
  intention all along. Regardless, those that believe 
  the third story regard the Serrated Query as the 
  misbegotten child of the Inquisition.
  THE SERRATED 
  QUERY’S 
  ORGANISATION
  The Serrated Query typically operates in an 
  extended cell fashion, with each group knowing 
  only minimal amounts of knowledge about the 
  others. A cell generally has between three dozen 
  members that are actually a part of the Serrated 
  Query. Any others found within such a cell 
  are hired muscle, unaware of their employer’s 
  affiliations. Each cell makes profit in various illicit 
  ways, passing information and a regular tithe to 
  their unseen masters in another, older cell. In 
  the way it conducts itself, the Serrated Query 
  resembles a mercantile version of the Inquisition, 
  an irony not lost on its more knowledgeable 
  members and one of the reasons why many 
  informed Inquisitors suspect the involvement of 
  one of their own in its foundation.
  The cells of the Serrated Query are far flung, 
  stretching from the Segmentum Solar all the 
  way to the edge of the Astronomican’s reach 
  within the Segmentum Obscurus. While the 
  cell organisation prevents the group as a whole 
  from being compromised, it also makes each 
  individual faction vulnerable once exposed. This 
  is acceptable to the higher echelons of the group 
  for it acts as a sort of natural selection for the 
  whole: clever cells subtlety expand and thrive; 
  foolish ones overextend, exposing themselves to 
  Imperial scrutiny and swift destruction.
  T
  
  135
  Appendix
  135
  The Serrated Query is not a cult, nor affiliated 
  with the Ruinous Powers, though individual 
  cells may have members who believe it to be 
  such, or who venerate the forces of Chaos. The 
  upper levels of the Serrated Query seem to 
  regard Chaos worship as bad for business as it 
  almost always attracts the wrong sort of attention 
  to their activities. Faith in the Chaos Gods is 
  thus allowed, but somewhat discouraged. Their 
  superiors swiftly scourge individual cells that 
  have become “corrupted” and thrown their lot in 
  with the Ruinous Powers. Their former brethren 
  often destroy well-hidden cells in quick, brutal 
  assaults. Others are eliminated by the Imperium 
  as the Serrated Query tips off the Adeptus Arbites 
  or the Inquisition to their existence, allowing 
  their foes to do their dirty work for them.  
  the serrated qUery’s 
  BeLieFs
  The Serrated Query tends to engender a great 
  deal of loyalty within its ranks in much the same 
  way that various cults and the Inquisition do: by 
  telling them certain “truths” that the Imperium 
  has hidden from them. Serrated Query members 
  are given access to a wide variety of data-storage 
  units and exposed to a great deal of knowledge 
  about the galaxy around them, though much of 
  it is slanted by the Query’s point of view. 
  The Serrated Query starts by telling its newest 
  recruits that the Emperor is merely a powerful 
  psyker, not a god. After showing the new member 
  various proofs of that revelation, the superstitions 
  that the Imperium works so hard to instil become 
  stripped away one at a time. Query members 
  are allowed and encouraged to experiment with 
  various tech devices, while specifically being 
  told that they are not to in any way “appease the 
  machine spirit” of the device as there is no such 
  thing. They are told of the existence of Chaos and 
  Daemons, but such are described as “powerful extra 
  dimensional xenos” or by various other monikers. 
  Eventually, they’ll be introduced to a xenos ally 
  and shown that not all aliens are immediately 
  bloodthirsty. Successfully indoctrinated members 
  of the Serrated Query are thus cosmopolitan and 
  somewhat condescending in their outlook to those 
  outside their ranks, believing those loyal to the 
  Imperium to be deluded fools. They tend to be 
  cynical heretics, believing that profit to be made 
  in the here and now are far more useful than any 
  spurious hope of future salvation after death. 
  Members of the Serrated Query are thus 
  knowledgeable and dangerous opponents with 
  access to a great deal of proscribed information, 
  capable of jury-rigging tech without qualms, 
  and willing to employ xenos devices with little 
  hesitation. They count mutants, psykers, xenos 
  and even Chaos cultists among their ranks, yet 
  none of these groups actually define who they 
  are. They are a dangerously amorphous group 
  with an uncertain agenda. In short, they are a 
  perfect foe for Acolytes of the Inquisition.
  the serrated qUery and 
  the caLiXis sector
  The Calixian Conclave has long been aware 
  of the existence of the Serrated Query within 
  their sector, though there is little they can do 
  about it other than root out one cell at a time 
  as they come to light. Many believe that various 
  cells of the Query in fact serve members of the 
  Inquisition in one capacity or another. Several 
  members of the Tyrantine Cabal, however, have 
  far darker suspicions about the activities of the 
  Serrated Query within Calixis. They believe that 
  the shadowy being known as Eloeholth the 
  Faceless either created or suborned the Serrated 
  Query within Calixis as an extended information-
  gathering tool in order to further its agenda—an 
  agenda somehow tied to the Tyrant Star. None 
  knows Eloeholth’s whole history, though there 
  are a few who suspect parts of it—then again, 
  like the Query itself, the Faceless seems to have a 
  long history shrouded with lies. The Inquisition 
  deduced the connection, though, because the 
  Serrated Query within the Calixis Sector almost 
  exclusively uses the symbol of the “question 
  mark that cuts” as their own—a symbol also 
  associated with the Faceless One. 
  rUnning 
  the 
  serrated 
  qUery
  The most dangerous 
  aspect of the Serrated 
  Query is a subtle one: 
  its members’ mindsets. 
  In a galaxy dominated 
  by the enforced feudal 
  ignorance of the Im-
  perium, the Serrated 
  Query is a group of 
  criminally 
  minded, 
  atheistic, cynical free-
  thinkers. They are 
  thus far closer in out-
  look to those of us 
  belonging to the 3rd 
  Millennium than the 
  majority of the Imper-
  ium in their time.
  
  136
      Appendix II: 
  TheFaceless One
  Appendix
  136
  Appendix II: 
  The Faceless One
  To: Lord Inquisitor Caidin, Ordo Hereticus
  From: Interrogator Felspar, Hazeroth Abyss
  Subject: The Quest
  Priority: Priority Review – READ IMMEDIATELY
  Received: 847.M41
  Message Format: Couriered—Rogue Trader Captain Koarg Folson, Master of the Void 
  Dancer
  I know his name, my Lord. 
  Fifteen years it has been since you sent me on this mission. Fifteen long years of 
  searching the shadows of more worlds than I can readily count. I am weary in body and 
  spirit, my mind resonates with xenos songs, and I am uncertain if what I tell you now is 
  at last the truth or one more elaborate lie. Let it be truth. Dear God-Emperor, but it feels 
  like truth. 
  My last communiqué, as I recall, was sent some three sidereal years ago. At the time, I 
  had recently uncovered a cult dedicated to the Dark Powers on Haethros as I searched for 
  more of the precious internally lit Waystones. It took close to a year, but you’ll be pleased to 
  know that the Sibilant Rush is no more. Of more import, though, is the fact that I extracted 
  some twelve viable stones from their inner chambers. The Waystones were placed within a 
  series of runic configurations wired to some blasphemous device. Some had already been 
  used, their eldritch light extinguished. Whatever vile rite the rest were intended for, I claimed 
  them before they were used up.
  With the twelve from Haethros, my count of lit Waystones stood at an even hundred. 
  Reasoning that I had finally collected enough, I travelled to Kharon’s Wheel, a free port 
  located in the wild space to the galactic northeast of the Orsobol system. There, I hoped 
  to meet up with the band of Eldar rangers I mentioned to you previously. I was in luck 
  for Oyranar and his fellows were indeed present. I don’t think they expected to see me 
  alive; Oyranar showed what I believe passes for surprise upon an Eldar’s countenance 
  when I sat down next to him. His surprise turned to obvious shock when I stated, “I 
  have them.”
  He motioned to his fellows and they fell silent. “How many?” I told him that I had struggled 
  for and at last acquired a hundred stones since our meeting twelve years previous. “One 
  hundred?  You have fought for and won a hundred carrecenad?” I nodded. Several of his 
  fellows stiffened and one openly gasped (the youngest I thought, it’s difficult to tell with the 
  Eldar). “What do you wish of me?” he asked quietly. “Guide me to the oracle you spoke of, the 
  seer you said could help me on my quest. I will freely give the stones for his vision.” Oyranar 
  studied me for a time, and then nodded, as if to himself. “So be it. This path is ended, another 
  begins. I will take you to the Farseer Istillaur.” I looked about at his astonished fellows and back 
  to the ranger. “Will it be enough?” Oyranar’s return gaze showed more emotion than I have 
  ever seen from an Eldar. “I don’t know, human. But if it is not, then there is nothing in this 
  universe that you could do which would be.”
  
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  We travelled together for the next eight months, Oyranar and I. Our journey deserves 
  more space than this letter affords, for it is a tale worth the hearing. Not once did Oyranar 
  attempt to take the Waystones from me, though at first I had suspected he might. After 
  one particularly harrowing incident in which he saved my life, I asked him why he hadn’t 
  let me die and taken the stones for himself. He shook his head and replied, “They are 
  your burden, as you are mine.” At the end of our journey together we came to a planet 
  listed on no Imperial map and stepped through a portal designed by the Eldar to traverse 
  the very warp itself.
  I do not know where we were transported to, though some comments my host made 
  later led me to suspect it was called Varantha. When we arrived, armed guards were 
  already waiting for us. I was blindfolded and led for a time through the Eldar city-ship. 
  My sight was restored in what looked to be a small garden filled with crystalline blooms. 
  Before me stood an ancient Eldar, the oldest I’ve ever seen, wearing a dark purple robe 
  covered in the runic symbols of their race. At his side stood Oyranar. About us stood a 
  variety of Eldar in differing robes, several of which resembled those of the elders’ but 
  less elaborate.
  “Before you were born, I knew this day could come. Yet seeing the possibility of a 
  wonder does not always prepare one for its reality when it comes to pass. Hail Dyantar 
  Mara-Kaedan!”  The ancient xeno spoke in perfectly fluent Gothic and all the others present 
  repeated his final words. “Hail Dyantar Mara-Kaedan!”  He stepped closer to me. “Oyranar 
  has told me what you seek, but the name of the Ish-aith is not mine to give; however, I 
  know those who bear that knowledge. If this were any other day, if you were any other 
  man, I would tell you they are impossible to find, yet there are no coincidences. They are 
  here now. They are assembled within the court beyond this garden. I cannot guarantee 
  that they will answer your query, human, but I, Istillaur Anguarineth, will add my name to 
  yours in the request. Will you accept this?”  Realising that this was likely my best chance, 
  I nodded. Oyranar immediately looked relieved and I suspected I’d narrowly averted a 
  potential catastrophe by refusing the old seer’s help. I took the worn leather bags that held 
  the Waystones from my pack and presented them to the xenos seer. The Eldar all about us 
  edged closer as the elder opened one of the bags and drew a single shining stone from 
  within. He held it with a tight grasp and closed his eyes, murmuring softly as he did so. A 
  few moments later, his eyes flew open and he studied me again, as if for the first time. “You 
  fought a Daemon to reclaim this stone.”  It was not a question, but I answered anyway. 
  “Yes.”  The Eldar about us looked shocked, but he simply nodded. “Truly I named you this 
  day, Dyantar Mara-Kaedan—Guarder of a Hundred Souls.” I had nothing to say to that.
  The old seer laid a hand upon my shoulder and gestured for me to walk with him. 
  Oyranar looked as if he was uncertain whether he should follow or not. The seer spoke to 
  him as we passed by saying, “Your burden passes to me. We will speak later.” Oyranar 
  caught my eye and gave me the slightest of bows as the Eldar seer led me away from the 
  garden. We passed through a pair of incredibly detailed stained glass doors depicting 
  an ornately armoured Eldar warrior grappling with a many-tentacled beast. “Asurmen,” 
  the seer whispered as we passed through the portal. The vaulted chamber beyond held 
  a series of odd sculptures crafted from the bone-like material that the Eldar favour. At the 
  centre of the room, on a slightly raised dais, stood a group of the most brightly garbed 
  Eldar I’ve ever seen. Each one was a riot of shifting colours, with complex patterns that 
  
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  defy easy description and all had masks of one sort or another.
  The seer led me onto the dais and motioned for me to stand at his side before 
  turning to address the gaily-attired Eldar. “Dancers of the Laughing God, I Farseer 
  Istillaur Anguarineth, greet you and bid you welcome. Here beside me stands Dyantar 
  Mara-Kaedan. Long has he quested, by the measure of his people, for a name. He 
  seeks to know the identity of the Ish-aith. I ask that you help him.” A figure clad black 
  and silver wearing the mask of a grinning skull emerged from the mass of his fellows 
  to regard us.  His voice was like the tolling of a leaden bell. “We have heard of you 
  Anguarineth, and this one we have heard whispers of. Tell us mon-keigh; tell us how a 
  full hundred carrecenad came to be within your grasp. Did you fight for them all?” For 
  a brief instant, I thought to lie to them, but instinct told me that only the truth would 
  serve. “No. I fought for some, but others I purchased, or swindled from others. I won 
  several in a card game.”  The grimly clad figure barked a short laugh. He tilted his rictus 
  grin to regard me sidelong. “What you seek is the Lament of Dethardin, it is a masque 
  we perform… seldom.”  
  The tallest of the figures, an Eldar wearing a widely grinning mask crested by a shock 
  of scintillant prismatic polymer strands moulded to resemble hair, stepped forward. 
  Though his face was covered behind the smirking mask I knew he was studying me. He 
  leaned forward and his voice was like the rumblings of distant war engines. “You have 
  earned this performance, Dyantar Mara-Kaedan, but the works of the Eldar are not for 
  your kind. There are songs that… linger. You have done our people a great service, 
  human, worthy of praise, I would not see you harmed for it. Are you certain that you 
  wish to know the true identity of the Ish-aith?”  I nodded. “So be it.”  He turned to 
  the figures behind him. “Is your successor ready Shadoweaver?”  A man wearing a 
  featureless chrome mask nodded, “Aye, Great Harlequin.”  The grinning masked Great 
  Harlequin looked back to us. “Tonight we perform the Lament of Dethardin, a masque 
  we perform but once in a generation… I hope that within it, you find what you seek 
  Dyantar Mara-Kaedan.”       
  The next few hours were spent in preparation by the troupe while the Farseer and I 
  dined. Anguarineth told me that the players were travelling folk known as Harlequins, 
  a fact I’d deduced on my own, but would say little else on the subject. I asked if they 
  knew the name I sought, why they didn’t just tell me?  I think you will find his answer 
  of interest:  “What you seek has been bound to shadows and veiled for long years 
  even by the reckoning of the Eldar. Names have power, my young friend. The name 
  you seek has reason to stay hidden and the power to do so. Were they to simply tell 
  you the name of your adversary, it may very well slip from your mind minutes later. 
  The masques of the Laughing God, however, are not so easily forgotten...” He faltered 
  when he said the last; I think I know why, now.
  As the performance drew near, the theatre filled with Eldar young and old. The Farseer 
  and I were afforded a place in honour in the centre of the hall, with no small amount of 
  curious glances directed at me. The masque began with a simple tune echoing throughout 
  the hall, following the motions of a single figure that came leaping across the stage. The 
  figure was a young and impatient Eldar named Dethardin, eager to experience all the 
  universe had to offer, soon joined by other far more conservative fellows who moved 
  to stately dances, ignoring the youth’s wild leaping. The youngster forever delves the 
  
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  Appendix
  139
  shadows, continually testing the limits of his elders’ patience. The years flow by, the 
  music grows in complexity and the frustrated young Eldar leaves the safety of his home 
  to join a troupe of Harlequins, leaving his name behind in the process. This causes a start 
  in the audience; murmurs swell and I realise this story is indeed rare for many in the 
  hall have not heard of it. The young Eldar, now an accomplished Harlequin, continues 
  to search the shadows, still seeking for truths perhaps best left unknown. A triumphant 
  movement of the orchestra is tempered with a sombre melody from an unseen chorus 
  as the dancer earns the right to don a featureless chrome mask, symbol of his new rank 
  within the troupe. The dance grows in complexity once again as the blank-masked hero 
  continuously shines lights into the shadows that surround the troupe, till one day, the 
  shadows shine a light back. A figure emerges from the darkness cloaked in inky black, 
  an outline devoid of features or solid form. A single long finger beckons to the hero and 
  the Harlequin joins the newcomer in a martial dance. Wondrous and terrifying, the music 
  changes again as they struggle across the entire stage and I find that tears are running 
  steadily down my face. A challenge of lives, sorcery, fate and prophecy—the dark figure 
  and the blank-masked Harlequin struggle, with the rest of the troupe playing out dozens 
  of small stories representative of their conflict about the stage. 
  The music crescendos, the Harlequin seer falls. The dark figure pounces upon him, 
  tearing forth his shimmering faceless mask, claiming it for his own—the audience 
  screams and moans as one. The dark one’s guard slackens, his caution gone in the midst 
  of his triumph. He raises his prize and the dying Dethardin, his name reclaimed, lashes 
  out in his death throes and seizes his foe’s name in exchange for his own face... 
  Eloeholth. Eloeholth the Faceless, Sorcerer of Chaos. The hall screams with the wrath 
  of it and I feel the shadow of the warp pass over me. Dethardin slumps dead to the floor 
  and I realise the truth of this performance, for the one called Shadoweaver is truly dead. 
  The Harlequin lies prostrate on the stage floor and I know that he shall never rise again 
  for the masque and my request has killed him.
  It has been close to half a year since I saw the Lament of Dethardin, but the song still 
  lingers my Lord.
  You have your enemy’s name. Use it well.
  Felspar
  Post Note: Interrogator Felspar was interred in a small asylum upon Scintilla in 848.
  M41. He continuously hummed a tune of unknown, presumably xenos origin and had 
  become incapable of any other meaningful interaction. Two of his nurses went insane 
  while tending him, one attempting to bore out her ear canal with an industrial awl. 
  Thereafter, his only attendants were servitors lacking auditory equipment until his death 
  in 878.M41.
  
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  140
  To: Lord Inquisitor Caidin
  Carried by: Guild Astropathica (Scintilla) via meme-wave 97~d.642 triple intra
  Path detail:
   
  Origin: Ryza, Aurus Sub—AM Forge World origin date: 2.836.813.M41
   
  (Relayed: direct Gathalamor—Colcha—Hydraphur)
   
  Received: Xiao, Golgenna Sub 7906 reception date: 534.814.M41
   
  Transcript personally delivered by Senior Astropath Xiao—all copies erased.
  Author: Grand Archivist Etibulus Mortarn, Archmagos Lexicanus, Keeper of the Vault Dissembling.
  In the name of the Omnissiah I greet you, Lord Inquisitor.
  Your unusual request has sent us down many a path, Caidin. It has been a long time indeed since such 
  a challenge has been laid before the brethren of the Vaults. A name of antiquity, lost in darkness. Seven 
  years, nine months, three weeks, four days, thirty-seven hours, twelve minutes and sixteen seconds 
  after we accepted your charge, this answer we return:
  By chance and folly we discovered what you sought, guided by the Machine God. A young Archivist 
  who knew no better, frustrated in the search, opened up a hold locked with the Eightfold Seal and 
  searched in sinister datacrypts unwhispered of to lesser learners. He once had promise, but now his 
  mind is shattered, lost in darkness forever—but his sacrifice brought forth what you sought.
  Prospero, Caidin, the name comes from dead Prospero and such a name it is: Eloeholth was the personal 
  name of the Master Architect Palidius the Silversmith, oftimes called the Star Forger. Greatest designer 
  from a world known for its legendary architects, he was supposedly a tutor of the Red Cyclops himself. 
  Only a single badly fragmented tale could we uncover, the rest was lost to data corruption:
  …And sat he, Cyclopean Magnus…   of the Star Forger,
  acquainted in runes and the space outside,
  breaker of angles…crafter of crystalline dreams, vast his vision,
  sweeping his song…
  …
  …teachers Magnus had many, surpass them all save one, did the Cyclops:
  Eloeholth Palidius, Silversmith of Prospero, sweeping his song…
  …
  [A large section is missing here, Caidin. — Mortarn]
  …
  …Came the Wolves that Lope between stars… betrayal was the
  Cyclopean Magnus’s charge, yet farther did the… vision stretch…
  …ter’s feet his vision rested not… one arch… the designs of another.
  …Palidius looked… face of the deep…saw the Changer of…grinning
  back at…Vengeance then…spite unmitigated by time’s petty lash…duel…
  decided…so would the Forger of Stars enact his revenge.
  There is nothing else that we can do for you. I shall erase you and your request from my databanks, but 
  first I shall pray for you.
  May the God-Emperor shadow your footsteps in the dark places where you and yours must walk, 
  Lord Inquisitor.
  Mortarn, Archmagos
  
  141
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  To: Lord Inquisitor Caidin, Ordo Hereticus & Lord Inquisitor Zerbe, Ordo Hereticus
  From: Inquisitor Vownus Kaede
  Subject: Misplaced Optimism
  Priority: HIGH
  Message Format: Couriered—Chartist Captain Kobal Aizdar, Master of the Pax Behemoth.
  My Lords,
  The Witch Finder continues to be an over-zealous idiot, which should come as scant surprise. I do not question his courage 
  and I do complement his valiant efforts on Maedros; however, I am aware of at least three other “Faceless Ones” operating 
  in various portions of the Calixis Sector, only one of which appears to be involved with the Serrated Query. As I recall, my 
  Lord Caidin, did you not once slay a “Faceless One” yourself?  It is an identity easily adopted but readily useful, hence its 
  popularity amidst our many foes.
  I sincerely doubt that the being we know as Eloeholth the Faceless will be brought to heel by mere accident. Our archives 
  and the information you have both entrusted me with have led me to believe that he (technically “it” as its gender remains 
  uncertain) has operated in and around the Calixis Sector for at least a millennia, continually concealing his movements. 
  Once again I feel compelled to note the many links to the Adranti that we have uncovered in relation to Eloeholth. The 
  recent upsurge of his activity has in the main consisted of the systematic elimination of anyone that could reveal his present 
  plans, e.g. diviners and other gifted psykers. This, of course, concerns me greatly—as I’m certain it does my lords. 
  The lies double back upon themselves. Is he Adranti? Is he a sorcerer of Chaos?  Does he even exist at all? If the Faceless 
  One, leader of the Serrated Query, is in truth Eloeholth Palidius, the Silversmith of Prospero, then I state without hesitation 
  that he is far more dangerous than any of us could easily comprehend.  My imagination runs wild at the thought that he 
  may be behind the Tyrant Star… But then again, that may be just what the lying, deviant scoundrel wants us to think.
  I remain your devoted servant,
  Inquisitor Vownus Kaede
  To: Lord Inquisitor Zerbe, Ordo Hereticus
  From: Witch Finder Rykehuss
  Subject: Maedros 7 Purge Revelations
  Priority: MODERATE
  Message Format: Couriered—Chartist Captain Elsrick Turpine, Master of the Loyal Signal.
  Rejoice Lord Zerbe and give thanks to the Emperor for a great foe of the Imperium’s has been laid low!  My 
  pogroms amidst the deviants of Maedros lead me to a group dedicated to overthrowing the local planetary 
  governor. It was not the deluded rebels that interested me, however, but the deviants that were supplying 
  them arms: members of the criminal organisation known as the Serrated Query. 
  After interrogating one of their operatives, a trying procedure as he was highly resilient and well trained in 
  resisting our methods, I found out that no less a person than the Faceless One himself, leader of their heretical 
  cult, was to be present at one of their local facilities within two days. Gathering my loyal band about me, 
  I waited for word from my operatives that the Faceless One was indeed present. When his presence was 
  confirmed, I assaulted the reinforced warehouse that the Serrated Query had chosen as a base. The fight was 
  a dangerous affair, even for those as experienced as my chosen acolytes and myself; I suffered several losses 
  amidst my staff and was terribly wounded. A full report is attached to this missive should you wish for further 
  details of the engagement. In the end though, the Serrated Query was annihilated to the last—I personally cut 
  the head off their leader. The so-called Faceless One wore a featureless mask and fought with great ingenuity, 
  but the righteous cannot be put off with trickery and in the end, I had the mastery. The Faceless One is no 
  more.
  The Emperor Protects,
  Rykehuss
  ++ Excuses are the refuge 
  of the weak ++
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Roleplaying Games/Dark Heresy/First Edition/Scenarios/Dark Heresy - Purge the Unclean.pdf