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CONTENTS PART FOUR: AFFLICTION ASCENDANT
IV
INTRODUCTION Introduction..................................... 4 Adventure Summary........................ 4
Running This Showdown............... 17
Additional Rules for Psykers............ 5
The Descent.................................... 18
The Tora Armis Insurrection............. 6
The Ascension................................ 18
Taskforce Endless Struggle............... 6
The Return..................................... 19
I
Resolution ..................................... 20
PART ONE: DROP
Awarding XP ................................. 20 Profiles........................................... 21
THE DEADLY BATTLEFIELD
Preparations..................................... 6 The Drop.......................................... 9 No Safety.......................................... 9 Hard Landing................................... 9 Planet Strike................................... 10 Ancient Signals.............................. 11
II III
Rites of Battle................................. 23 Battlefield Ruin.............................. 24
PART TWO: THE PIT
1st Company Veteran...................... 25
Under Construction........................ 11
PART THREE: THE VAULT No Heroes Buried Here................... 15 The Eternal Prison.......................... 16
2
CREDITS Cover Artist: Felix Tisch
Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, David F. Chapman, Walt Ciechanowski, Tim Cox,
Artists: Dániel Kovács, Sam Manley,
Zak Dale-Clutterbuck, Cat Evans, Runesael Flynn,
Jamie Noble Frier, Erin H Rea, and Felix Tisch
Ben Fuller, Tim Huckelbery, Dániel Kovács, Elaine Lithgow, TS Luikart, Rachael Macken,
Writer: Martin Lloyd
Rory McCormack, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue
Editor: Lynne Marie Meyer Publisher: Dominic McDowall Proofreader: Christine Crabb Special thanks to the GW team. Graphic Designer: Rachael Macken Published by Cubicle 7 Entertainment Ltd, Producer: Cat Evans
Unit 6, Block 3, City North Business Campus, Co. Meath, Ireland. Printed in China.
Cubicle 7 Business Support: Tracey Bourke, Anthony Burke, Elaine Connolly, Andrena Hogen,
First edited: November 2021 V1.0
Donna King, Kieran Murphy, and Cian Whelan
No part of this publication may be reproduced, stored in an retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers. Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games Workshop Limited 2021. Warhammer 40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Wrath & Glory, the Wrath & Glory logo, GW, Games Workshop, Space Marine, 40k, Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Doubleheaded Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved.
3
AFFLICTION ASCENDANT INTRODUCTION
ADVENTURE SUMMARY
Affliction Ascendant follows a squad of Absolvers
The Death Guard captain and Chaos Lord Putradyne
Space Marines as they join the battle for Tora Armis
Corporis is on the brink of ascending into the Realm
and attempt to hunt down and kill the Death Guard
of Chaos as a Daemon Prince. He orchestrated the
officer Putradyne Corporis. In doing so, they unearth
uprising in Tora Armis and is using the psychic
secrets from the ancient past and encounter long-
energy unleashed by the resulting battle to open his
forgotten foes.
route to Nurgle’s Garden. He has constructed psychic conductors to channel the energy he needs and has
This adventure is suitable for Tier 4 characters with the
attached them to the foundations of the city spire.
IMPERIUM and ADEPTUS ASTARTES Keywords. At the GM’s discretion, other characters might be added to
While constructing the psychic conductors, Putradyne
the team if they have a sufficiently strong relationship
unearthed something that appeared to be an ancient
with the Absolvers of the Gilead System.
missile base containing planet-killing virus bombs. Putradyne diverted some of his workforce to investigate
4
After completing this mission, the characters could go
this and hopes to detonate the bombs as his first act
on to further adventures. Alternatively, you might want
after Ascending. Doing so has the potential to turn
to play one of the other mini-campaigns in this series
Gilead Primus into a fecund garden of plagues, a grand
and join the fight for Tora Armis from the perspective
gift to Nurgle that’s sure to earn his favour.
of characters at Tiers 1, 2 or 3.
Putradyne doesn’t know that three thousand years ago,
SENSITIVITY WARNING
members of the Absolvers Chapter battled the Great Unclean One, Botuthrax Clostidia, in this very location and trapped the daemon inside. Is it coincidence that Putradyne is digging in the exact location where a Great Unclean One is buried, or is this the hand of Nurgle at
This adventure features the horrors of warfare
work, seeking the return of a beloved servant?
in the 41st Millennium, corruption, madness, mutilated corpses, biological horror, evil magic,
Putradyne’s plan is progressing, but he is about to
and mutation. This is all normal fare for
encounter several problems:
Warhammer 40,000, but it is possible that some content might make members of your group
u A team of Imperial Agents have learned the
uncomfortable. After you’ve read through, check
location of his planned ritual (in the preceding Tier
in with each of your players and change the
3 Adventure, Lord of the Spire), and a team of
adventure to suit their needs, if necessary.
Astartes have been dispatched to stop him (the
daemon hungry for power. The Agents’ orders are to track down Putradyne and kill him before he can ascend. The presence of
PART TWO: THE PIT PART THREE: THE VAULT PART FOUR: AFFLICTION ASCENDANT
THE DEADLY BATTLEFIELD
players’ Agents). u There are no virus bombs, just a weakened greater
PART ONE: DROP
Part Four: Affliction Ascendant
In the final battle, the Agents must choose whether they want to:
the recently released Great Unclean One Botuthrax Clostidia complicates their task.
u Stop Putradyne’s ascension.
Part One: Drop
u Destroy their ancient foe, Botuthrax Clostidia.
of a Warp-storm that formerly raged above the spire,
u Spare the spire.
The squad’s transport encounters the lingering effects and they must battle daemons within. At their landing site, they find the first evidence that Astartes have
Affliction Ascendant is a roleplaying game set in a
been here before.
battle. There’s plenty of combat, but there should be
Part Two: The Pit
some social interaction as well. Keep the tempo high and impress the confusion and mayhem of the situation
The Agents encounter Putradyne’s psychic conductors
on the players. Be sure to read the whole adventure
and the disguised daemon Botuthrax Clostidia.
before playing the first session and familiarise yourself
Part Three: The Vault
The Agents discover the site of an ancient battle and an empty prison. When the Agents learn the identity of the escaped prisoner, ancient protocols are triggered,
with the key events.
Additional Rules for Psykers
Throughout this mission, psykers must roll 1 additional
giving the Agents sanction to call in vortex missiles,
Wrath Die on all Psychic Mastery Tests, as Putradyne
potent weapons that will obliterate the entire city of
Corporis's actions weaken the borders between reality
Tora Armis.
and the Warp.
5
THE TORA ARMIS INSURRECTION
PART ONE: DROP
Tora Armis is a minor spire located on the equator of
Buckle up.
From low orbit to the surface in a matter of minutes.
the hive world Gilead Primus (Wrath & Glory, page 304). Three months ago, the ruling van Staten family reported food riots and then fell silent. Eighty-seven days after contact was lost, Imperial forces launched
PREPARATIONS
an attack to retake the spire. The assault is now into
Seen from Fury’s Blade, the surface of Gilead Primus
its second day, and the Gravediggers' penal brigade,
is a red wasteland, partially obscured by clouds of
backed by Leman Russ tanks, has succeeded in
toxic fog and punctuated by spots of metallic grey.
breaching the main gates of Tora Armis. Armoured
From this height, even the vast spires look small and
columns are pushing into the spire to destroy the
insignificant. Only the immense floating platform of
remaining rebels. A small squad operating on behalf
Brassyl is a recognisable landmark.
of the Inquisition has uncovered evidence that a Chaos Lord and former Death Guard Plague Marine is
Magnifiers on the observation deck have been trained
behind the uprising. These events are explored in the
on Tora Armis for days. The edges of the spire crackled
preceding adventures (Bloody Gates, On the Wings
with light a day ago as the Astra Militarum launched
of Valkyries, and Lord of the Spire).
their assault. Now the only sign of fighting is the smoke clouds that pour from the spire.
TASKFORCE ENDLESS STRUGGLE Taskforce
Endless
Struggle
was
dispatched
by
Archdominus Aexekra Vakuul to bring the rebellious
While the Space Marines await the order to deploy, they can do the following: u Select a Rite of Battle, the benefits of which they may trigger during the adventure by spending Glory (see page 23).
spire back under control. It comprises mechanised and artillery regiments of the Gravediggers, with
u Select equipment. Any Adeptus Astartes character
support from the Order of the Sanctified Shield, the
may trade their basic equipment for Wargear of an
Tech-Priests of Avachrus, and an airborne company
equivalent value +10 (or simply take an additional
of Tempestus Scions. The taskforce is commanded by
10 points of Wargear) from the armoury aboard
General Hacker of the Astra Militarum, who has contact
Fury’s Blade.
with the battle cruiser Fury’s Blade of the Absolvers Chapter, aboard which 15 Battle-Brothers are available for rapid deployment.
u Take ammunition. The squad receives three reloads for each of their weapons. Describe the Chapter’s Servitors and orderlies reverently preparing the squad’s weapons, reciting the names and histories of each piece of armour as they dress their superhuman masters, and patiently making minute adjustments to the built-in cogitators and targeting systems. Note that their Power Armour includes a voxcaster that transmits their location and everything they say back to the Fury’s Blade: no matter how dangerous their mission becomes, their battle-brothers are with them in spirit.
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Twenty-eight hours after the assault begins, Astra
a great harvest. What he seeks was never there. I
Militarum
see a prisoner, starving and weak. I see twelve cold
command
reports
a
major
daemonic
infestation, but they are confident they can contain it.
guardians, their bones as white as their armour.’
Six hours later, you are called to a briefing chamber. A flickering hologram of your commanding officer
Blood drips from Makrina’s ears and nose. His hand
Captain Menon addresses you. One of the Absolvers’
spasms and knocks the unused cards to the floor.
Astropaths is physically present, standing at a tall, white lectern, his bowed head and deep hood hiding
What do you do?
his blind eyes. If the Agents awaken Makrina from his trance the ‘Brothers. Inquisitor Dikaisune has informed me that a
Astropath collapses in pain, weak, but alive. The Agents
team operating under her auspices has found evidence
gain 1 Glory. If the Agents allow him to continue scrying
of a Traitor Astartes within Tora Armis. Her team are
he says the following, his voice becoming louder and
doing all they can to learn the location and identity of
more distressed with every word:
this individual. I want you ready to deploy the instant coordinates are available.
‘I see a garden, rich in bounty and full of life. Behind
PART ONE: DROP PART TWO: THE PIT PART THREE: THE VAULT PART FOUR: AFFLICTION ASCENDANT
THE DEADLY BATTLEFIELD
it lies a mountain. There is a pathway to the mountain ‘Further, Astropath Makrina reports disturbances in
that must not be walked. I see a grin that splits the
the Warp. I have asked him to undertake a scrying
sky. I hear laughter. I am hungry, so very hungry.
prior to your deployment. Astropath Makrina?’
There is joyous laughter. The spire city is gone. Only the laughter remains.’
The Astropath pushes back his hood and begins laying out cards of the Emperor’s Tarot, placing them face
The blood dripping from Makrina’s eyes and nose turns
down and then slowly upturning them, one by one.
black, and boils erupt through his skin. His body bloats
There is a pause as his mind reaches out into the
and rots rapidly, and he screams, clutching his head. In
Empyrean, then he speaks in a whisper.
seconds, the bleeding swells from a trickle to a tide, and Makrina collapses, dead. The GM gains 3 Ruin, and all
‘I see angels falling forever toward a rotten city. I see
present must make a DN 3 Corruption Test (DN 4 if
a warrior, bearing gifts for his lord. He has brought
Makrina exploded).
7
///++1111010011110
0110100011011101
001111++
// MAJOR INCIDENT LOG: ASSAULT ON TORA ARMIS.
COMMENCING MAJOR INCIDENT LOG.
ZERO HOUR GST 3.433.211.
STANDARD SOLAR INCREMENTS. 3.433.211
ASSAULT ON THE WALLS LAUNCHED. PENAL LEGION CASUALTIES WITHIN
4.433.211
CONFIRMATION OF HERESY AMONG DEFENDERS.
5.433.211 8.433.211
22.433.211 23.433.211 25.433.211
29.433.211
31.433.211
OUTER WALL CAPTURED. ARMOURED COMPANY DEPLOYING.
THEOTHANATOLOGICAL HERESY REPORTED. JUNIOR ENEMY COMMANDER IDENTIFIED AS CRAVAX.
AIRBORNE ASSAULT LAUNCHED, STRIKE TEAM INFILTRATION INITIATED. GATES BREACHED. STRIKE TEAM REPORT WITCHCRAFT IN UPPER LEVELS. BREACH STORMED, BEACHHEAD ESTABLISHED. CRAVAX TERMINATED.
ARMOURED COMPANY ENTERS SPIRE. SCIONS REPORT HEAVY FIGHTING AT PERIPHERAL LINE.
LOYALIST FORCES CONTACTED, MILITARILY INSIGNIFICANT. ENEMY
COMMANDER IDENTIFIED AS RAUROK, A WITCH. TERMINATION ORDERED.
ASTRA MILITARUM REPORT ENCOUNTERING ZONE ANATHEMA, HAMMER OF THE INQUISITION DISPATCHED. MAJOR DAEMONIC INCURSION REPORTED,
CENTERED ON CATHEDRAL OF THE EMPEROR TRIUMPHANT. CATEGORY 1 WARP-
32.433.211
33.433.211
35.433.211 37.433.211
PREDICTED PARAMETERS.
STORMS DETECTED OVER TORA ARMIS. ORBITAL PERIMETER ESTABLISHED.
ASTRA MILITARUM REPORT OUTBREAK OF WALKING PLAGUE. ESTIMATE 90% OF SPIRE’S POPULATION INFECTED. ARMOURED FORCES ESTABLISHING DEFENSIVE PERIMETERS.
BEACHHEAD UNDER PRESSURE FROM DAEMONIC ASSAULT. REINFORCEMENTS CUT OFF BY WARP-STORM.
HAMMER OF INQUISITION CONFIRM ZONE ANATHEMA.
HAMMER OF INQUISITION REPORT PRESENCE OF TRAITOR ASTARTES.
>
38.433.211
STRIKE TEAM REPORT RENDEZVOUS WITH SCIONS AT PERIPHERAL LINE.
SIGNIFICANT STORM-RELATED CASUALTIES.
40.433.211
CATEGORY 2 WARP-STORMS DETECTED. ASTRA MILITARUM REPORT
BEACHHEAD SECURE. STRIKE TEAM ENGAGED WITH RAUROK. CATEGORY 3 WARP-STORMS REPORTED OVER TORA ARMIS.
40.655.211 HAMMER OF INQUISITION REPORT LOCATION OF TRAITOR
ASTARTES. LEGIO XIV CONFIRMED. CLASS IV EMPYREAN
40.656.211
8
BREACH INDICATED.
COMMENCING MISSION LOG.
THE DROP
NO SAFETY A Warp-storm raged over Tora Armis until mere hours
‘Proditorum Interficere. Invicta Astartes.’ The words
ago. Even after it dissipates (see On the Wings of
of the traditional Absolvers exhortation sound in your
Valkyries), minor disturbances remain. The lingering
ears and are followed by the clank of the ship’s anchor
tendrils of the storm brush against the Agents’ craft on
points disengaging. Your harness clamps tightly onto
their way into the spire. Trapped in the Empyrean time
your armour. A moment later rockets fire, and you feel
has no meaning, and the legions of Nurgle waiting
the pressure increase as your Thunderhawk Gunship,
above Gilead Primus attack the stranded ship.
a precious resource in the Gilead System, accelerates. On the door before you a chronograph reports the time
All Agents start strapped into seats for the drop.
until planetstrike. 48 seconds. 47 seconds.
Each counts as Hindered (3) until they release their harness. This is a Free Action.
The temperature begins to rise as the Thunderhawk hits the lower atmosphere. The only sound is that of
In the confines of the passenger hold, any BLAST or
the thin air rushing past outside. 34 seconds.
FIRE weapons will hit every combatant.
The rushing gets louder. Your helmet displays report
The creatures attacking the Agents are Plaguebearers
that Fury’s Blade has fired orbital lasers, punching a
(Wrath & Glory, page 350), and there are two of them
the hole through the top levels of the spire. You’ll exit
for every Agent. While the Thunderhawk is under the
the ship and enter the spire there. 22 seconds.
effects of the Warp-storm the Plaguebearers’ Plague
PART ONE: DROP PART TWO: THE PIT PART THREE: THE VAULT PART FOUR: AFFLICTION ASCENDANT
THE DEADLY BATTLEFIELD
Swords gain −2 AP. After three rounds of combat, the A tendril of black nothingness flickers briefly inside the
clock ticks over to 11 seconds, the daemons vanish,
ship, then vanishes. 16 seconds.
and the ship emerges from the Warp-storm and plummets toward the ground: the crew didn’t survive
Components whine as several of the ship’s systems
the brush with the Warp energies.
shut down and restart. 14 seconds. Silence. 12 seconds.
HARD LANDING
Silence. 12 seconds.
As the ship drops, the Agents have two choices: attempt to steer it to a safe landing, or hope for the best. One Agent may attempt to pilot the Thunderhawk safely
Silence. 12 seconds.
to the ground with a DN 6 Pilot (A) Test, preceded Hideous shapes drag themselves through the walls of
by a DN 3 Strength Test if the character attempting
the ship as though it were soft rubber. They clutch
it doesn’t have the ADEPTUS ASTARTES Keyword.
long blades of nothingness in their scrawny arms.
You may also spend Ruin to reduce the number of
Each has a single eye, which is fixed on you.
successes, up to a maximum of 3 Ruin.
HARD LANDING Result
Landing
Failure
Guidance Failure: The ship collides with the side of the spire and eventually comes to a halt on its side. Everyone takes crash damage: Damage 14, 6 ED. Add 2 extra ED for anyone not in their drop harness. Exiting the pod takes a turn and requires a DN 5 Athletics (S) Test.
Success
Rough Landing: On landing, everyone takes crash damage: Damage 12, 6 ED. Add 2 extra ED for anyone not in their drop harness.
Shift
Safe Landing: All Agents are unharmed.
9
THUNDERHAWK GUNSHIP
The Corpsetide
The crypt is packed with ten thousand Poxwalkers (Wrath & Glory, page 351).
Thunderhawk Gunships are rare and precious
Each round, the squad can fire to hold back the
resources in the Gilead System. They’re primarily
Poxwalker tide that surges towards them. Tracking
intended as transports for battle-brothers of
individual casualties is senseless when fighting a
the Adeptus Astartes, but they're also heavily
horde of ten thousand foes. Instead, any Agent armed
armed, with a Turbolaser, Lascannons, six
with one of the following May make a DN 6 Ballistic
Missile Pylons, and numerous Heavy Bolters.
Skill (A) Test.
To deploy a Thunderhawk indicates what a high priority this mission is to the Absolvers.
u A weapon with Rapid Fire
If the Thunderhawk lands safely (see Hard
u A weapon with a Salvo rating of 3 or more
Landing, page 9), the Turbolaser (use Lascannon profile, Wrath & Glory, page 217, but increase
u A weapon with a Blast rating of 6 or higher
ED to 6) is still operational, and an Agent in the ship can fire it using their Ballistic Skill.
u A weapon with the FIRE keyword u The Thunderhawk's Turbolaser
PLANETSTRIKE
On each round in which the majority of Agents
The ship’s weight and momentum drag it through
tide. Each Shift on an attack counts as an additional
layers of the hive spire, the structure weakened by the
Agent succeeding.
succeed, they kill enough Poxwalkers to hold back the
assault of Fury’s Blade’s lasers. When the movement finally ceases, you are deep below the surface of Gilead
If the Agents fail to hold back the tide, the Poxwalkers
Primus, in the pitch darkness of a pit many miles
close to melee. The Poxwalkers fight as two Mobs
deep. A little light trickles down from levels above,
of 30, giving them a maximum of 15 extra dice on
giving you just enough illumination to see the utter
each attack. At the start of each round, the Mobs are
devastation around you
refreshed to full strength unless the Agents score four successful shooting attacks against the tide.
Hundreds of corpses surround your ship. Without more light, it’s not clear if they were incinerated by the laser fire from Fury’s Blade or destroyed by your own
Reaching the Exit
It takes two rounds for most Agents, including Space
landing. In your earpiece, you hear a mission update.
Marines in Power Armour, to reach the exit. It takes
‘You are in a crypt, and that crypt should not be. These
three rounds for Space Marines in Terminator Armour
bodies should have been recycled immediately. Proceed
to reach the exit. If the Thunderhawk landed off target,
with caution: all is not as it should be. Scans show
add an additional round.
access to deeper structures at the following location. May the Emperor’s strength steel you.’ Pict-icons in
Each round the Agents are in melee combat counts as
your helmet point the way to a target 75 metres away.
half a round for the purposes of Movement.
In the shadows of the crypt, between you and that
The exit from the crypt is a heavy plasteel door set
target, thousands of humanoid shapes lurch clumsily
in an ancient bulkhead and locked with a keypanel.
in your direction.
Opening it requires a DN 5 Tech (Int) Test and takes one round. Closing it from the other side takes an
GM Note: If the Thunderhawk Gunship suffered a
additional round.
guidance failure, increase the distance to 100 metres,
10
and add a round to the time needed to leave the room
Alternatively, the Agents can destroy the door. It has a
(see Reaching the Exit, right).
Resilience of 12 and can take 10 Damage.
If the Agents destroy the door, they will have to think of a way to seal it once through, although the narrow space means they’ll only have to hold off one Mob or score two shooting successes each round to hold back
PART TWO: THE PIT PART ONE: DROP
the corpsetide while they do so. A long-dead signal echoes from the depths. If the door is destroyed, the Poxwalkers eventually force their way through, no matter how the Agents seal it. From Part Three onward, you may use the Battlefield Ruin option The Corpsetide (see page 24). Once the door is sealed, the Agents may pause to Regroup. If they do so, you gain 2 Ruin.
UNDER CONSTRUCTION
PART THREE: THE VAULT
Sergeant Valance’s recorded warning continues to
PART FOUR: AFFLICTION ASCENDANT
play. Thousands of bodies futilely dash themselves
ANCIENT SIGNALS
PART TWO: THE PIT
against the door behind you. Before you, a broad passageway leads to a deep pit 70 metres wide and
THE DEADLY BATTLEFIELD
bounded by a broad spiralling ramp. In the sides of the
The moment the Agents have the door open, their
pit, you can see layers of ancient construction, most of
armour detects an encrypted broadcast on an Astartes
them crushed and compacted by the weight of the spire
vox channel.
above, strata of plasteel and rockcrete laid down over millennia of Human settlement.
‘Warning. This is Sergeant Valance of the Absolvers Chapter. This sector is under the protection of the
Three huge pillars rise to the ceiling, each one
Absolvers. Withdraw or face destruction. I repeat.
assembled from ancient bric-a-brac and crudely
Withdraw or face the Emperor’s judgement.’
smelted alloys mined from the walls of the pit. Waves of nauseating energy radiate out from them.
The warning repeats every ten seconds. Two dozen Servitors line the sides of the pit. Even from Aboard Fury’s Blade, Tech Adepts set to work to see if
this distance, the signs of decay and mutation in their
any record of Sergeant Valance can be found.
organic components are obvious. Any Agent entering this area must make a DN 3 Corruption Test (DN 5 for psykers). As well as the normal consequences of failing a Corruption Test (Wrath & Glory, page 286), any Agent who fails becomes Vulnerable (Wrath & Glory, page 200) until they leave the pit. They repeat the Test each time they re-enter the pit until they succeed. Agents who succeed are immune to the effects, even if they leave and re-enter the pit.
Level 1: The Servitors and the Survivor
This pit was excavated by hundreds of labourers recruited from Tora Armis, assisted by Servitors. When they finished the work, the labourers lined up, expecting to return to the surface. Then the Servitors massacred them. The corpses form a charred mass throughout the whole of Level 1.
11
The Agents’ arrival triggers the Servitors to attack.
‘Have you got any food?’ he asks, ‘It’s been days. I
Use the Combat Servitor profile (Wrath & Glory, page
haven’t eaten in so long.’
334) for the Servitors. Four Gun Servitors are spread out around the top of the ramp in heavy cover, and two
Once, this person was Blojak Craijic, a labourer who
groups of six Combat Servitors with Servo-Arms and
survived the massacre. Now the body is little more than
high-intensity Plasma Cutters (Plasma Pistols, Wrath
a flesh puppet for the Great Unclean One Botuthrax
& Glory, page 218) patrol the rest of Level 1.
Clostidia, who is weak, exhausted, and desperately hungry after his escape from the vault. Botuthrax
12
When the fight is over, a solitary survivor emerges
found Blojak in the rubble, took control of him, and is
from the rubble.
using him as an additional mouth and stomach.
With a clatter of metal, a figure appears from beneath
If the agents give Blojak food, he devours it in seconds,
some panels. He stands up and peers at you nervously.
cramming it into his mouth and asking for more. If
He’s a Human male, dressed in shabby overalls,
asked for information, he’s vague on details of what’s
seemingly of a kind with the deceased workers. He
happened in Tora Armis. He says he had to work ‘so
stumbles toward you, shaking and sweating, running
hard, so very hard for so long’, but he doesn’t know
his fingers nervously through his greasy brown hair.
what he was building or why. He reveals:
u A giant armoured warrior accompanied by Servitors went into the vault.
have a single round to act. If they attack the swarm with flame or Melta weapons, Botuthrax is weaker when the Agents encounter it again in Part Four:
u They returned later and headed into the cavity in Level 3.
Detecting the Daemon When the agents encounter the survivor, Botuthrax’s
Affliction Ascendant (see page 17).
Level 2: Route to the Vault
Descending to Level 2 reveals a large cavity excavated
disguise is almost perfect, but it deteriorates over time
in the side of the pit. It’s currently storage space
as the daemon's nature corrupts Blojak’s corpse. Ten
for construction equipment. There’s evidence that
minutes after meeting the Agents, Blojak’s skin is
Servitors moved something heavy out of the tunnel
blotchy. After 20 minutes he’s covered in sores and
(the bodies of five Absolvers in suspended animation,
lesions. After half an hour, his stomach tears open
taken away on Putradyne’s orders). A dataslate on the
beneath his overalls. Agents with a Passive Awareness
floor holds a single entry from over 3,000 years ago.
of 2 or higher see that something isn’t right with his
PART ONE: DROP PART TWO: THE PIT PART THREE: THE VAULT PART FOUR: AFFLICTION ASCENDANT
THE DEADLY BATTLEFIELD
belly. Around this time, Blojak’s eyes turn yellow and his tongue grows immensely long. He slavers and licks the air, and his transformation is unmistakable. At any stage, psykers can make a DN 3 Psyniscience Test to establish that Blojak is controlled by some kind of Warp entity.
What Botuthrax Wants Botuthrax has very little idea what is going on, and its first desire is information. It assumed Putradyne had come to free it, but the Death Guard ignored Botuthrax and left, taking the sleeping bodies of five Space Marines with him. Botuthrax wants to know: u How long has it been imprisoned? u What’s going on? u Who was the Death Guard who opened the vault?
///++110101001011 01010111011011 101101110++//
OUR VILE ENEMY COULD NOT RESIST
THE POSSIBILITY OF CAPTURING
THE VIRUS BOMBS, AND NOW THE
BEAST IS IMPRISONED WITHIN THE LIVING BODY OF ONE OF OUR MOST VENERATED BATTLE-BROTHERS,
CAPTAIN ANTIMONUS, THE HERO OF VULKARIS. MANY BROTHERS FELL
BATTLING THE DAEMON, INCLUDING
CAPTAIN ORIS AND LIBRARIAN
TRANT, BUT BOTUTHRAX CLOSTIDIA
IS NO LONGER FREE TO UNLEASH ITS
u Who are the Agents and what are they doing?
PESTILENCE ON THE GILEAD SYSTEM.
For each question Botuthrax learns the answer to, you
THE BATTLE BROUGHT THE HIVE
gain 1 Ruin. If Botuthrax somehow learns of the Great Rift, you gain 2 Ruin.
Dispatching the Daemon At some point, Botuthrax will no longer be able to hide the fact that Blojak’s body is unnatural. The body is weak, with the stats of an ordinary Imperial Citizen (Wrath & Glory, page 327), and Botuthrax puts no effort into keeping it alive. When the body is destroyed,
DOWN ATOP US, AND THERE IS NO PROSPECT OF RESCUE. WE WILL
SECURE THE AREA AND ACTIVATE
OUR SUS-AN MEMBRANES. WE HAVE
THE SATISFACTION OF KNOWING
THAT WE KEPT OUR OATHS, AND THAT OUR GREAT ENEMY IS HERE WITH US, IMPRISONED FOR ALL TIME.
it dissolves into a swarm of writhing maggots, flies, and worms, which sink through the floor, leaving no trace of their passing. While this happens, the Agents
13
When the Space Marines encounter the name
If the Agents don’t discover this for themselves,
Botuthrax Clostidia, their vox-casters crackle into life,
Captain Menon’s voice once again comes over vox:
and Captain Menon addresses them. ‘This is a terrible power indeed. Astropath Makrina ‘Brothers, Chapter records reference the daemon
speculates they are conductors, carrying the energy
Botuthrax Clostidia as a threat greater than anything
of a million suffering souls from the battlefields above
we expected to encounter within the spire. I am
to somewhere deeper in the spire. May the Emperor's
ordering you to divert to investigate this prison. But
strength steel you.’
make haste. May the Emperor’s strength steel you.’ If the Agents press for more information, Captain Menon supplies: ‘Botuthrax Clostidia is the reason Vulkaris became a plague world. Its work complete, it moved on to Gilead
DESTROYING THE PILLARS
Primus — but here, we stopped it. We lost many of our
Simply shooting the pillars won’t work, even
finest. We cannot let their sacrifice be in vain.’
with something like a Plasma Cannon. They are
Level 3: Deeper and Deeper
too large, tough, and heavy for that. Given time, they could be brought down with Chain Fists or Power Fists. The moment someone cuts into a
A giant cargo elevator squats at the bottom of the pit.
rod, they must make a DN 10 Corruption Test
Faded signs suggest it leads into an ancient mine. The
as twisted, decaying energy courses through
elevator is a giant metal platform 10 meters wide on
them. Persisting long enough to destroy a pillar
each side. It descends into the tunnel at a 45-degree
requires a melee weapon able to do at least
angle along a metal track. If the Agents don’t trust the
15 damage with an AP of at least −3, a DN 8
platform, they can walk down the mineshaft.
Willpower Test to fight through the pain, and a DN 20 Corruption Test on completion.
Once the Agents start their descent, go to Part Four: Affliction Ascendant (page 17).
The Pillars
If the Agents brought a substantial supply of Melta Bombs or Krak Grenades, they can attempt to demolish the pillars. Destroying
The pillars that descend from the ceiling to the depths
one pillar requires sufficient weapons with the
of the pit are vast agglomerations of metal salvaged
EXPLOSIVE Keyword to do 50 points of damage
from the sides, melted and roughly reformed. It’s
in total (e.g.,, a Krak Grenade does 14 damage;
clear that these parts have been fused together with
four of them inflict 56 points) and a DN 5 Tech
extraordinary heat. Agents looking at the pillars feel
(Int) Test to rig the explosives. Destroying the
uneasy, and anyone approaching them feels nauseous.
pillars this way avoids Corruption Tests.
Characters with the PSYKER Keyword have a much stronger reaction. They feel feverish as well as
For each pillar destroyed, it takes Putradyne an
nauseated, and to their eyes, the pillars pulse with a
additional turn to achieve his ascension and
sickly energy.
Botuthrax restores one fewer Wound each time it uses Hideous Growth (see page 21).
A DN 5 Tech (Int) Test reveals the pillars are aligned with the pillars that support Tora Armis. A DN 5 Psychic Mastery (Wil) Test reveals the pillars are conductors, channelling energy to a point somewhere beneath them. It seems that the earlier Warp-storm, the Poxwalkers, and the psychic energy of the battle raging above are generating the energy coursing through the pillars.
14
PART THREE: THE VAULT
The dust of three millennia covers the floor, but in places it has been disturbed by the deep imprints of Power Armoured boots and the only slightly lighter tread of Servitors’ feet. Dirt and oil from the digging outside muddies and softens the ground.
PART ONE: DROP
A long-dead conflict comes to life as an ancient foe is revealed.
Signs on the walls indicate this structure is an ancient missile silo.
NO HEROES BURIED HERE
The breach the Agents enter through connects to a corridor that makes a circuit of the whole base. A hundred meters from the breach, an airlock leads deeper into the installation. It was sealed but has been
Beyond the triple-sealed blast doors you see the interior
carved open with cutting tools. On the far side of the
of an Imperial military base. Messages carved into the
airlock, two sentry guns have been torn apart by Bolter
walls in front of you read:
fire. The corpse of a Servitor sprawls in the doorway.
‘Turn back. There are no heroes buried here. There is
A DN 4 Tech (Int) Test reveals extensive, recent, and
no treasure here. There is only death. Bury this place
rapid corrosion on the sentry guns, consistent with the
deep. There is only death here.’
blighted weapons of the Death Guard.
These words are repeated again and again on the
Not far from this entrance is what was once a
walls. They are written in High Gothic and Low Gothic,
barracks. The door is marked with Imperial biohazard
in the native dialects of Gilead Primus and the battle
runes. Inside are 40 neatly arranged body bags,
cant of the Absolvers, in the Cant Mechanicus and the
each containing a skeleton. Every corpse wears an
slang of long-dead hive gangs. The same message is
Astra Militarum dog tag, identifying the wearer as a
broadcast across every wavelength your vox-casters
Gilead Gravediggers trooper. A DN 4 Medicae (Int)
can receive. The only exception is Sergeant Valance’s
Test reveals the soldiers were killed by an extremely
announcement, on an encrypted Astartes channel,
virulent bioweapon that warped their bones.
PART TWO: THE PIT PART THREE: THE VAULT PART FOUR: AFFLICTION ASCENDANT
THE DEADLY BATTLEFIELD
seemingly coming from deeper within the base.
15
The next significant location is a control room. Four
‘Oaths of vengeance have been sworn against
chairs face long-deactivated banks of cogitators. A DN
the daemon Botuthrax Clostidia. Chapter Protocol
5 Tech (Int) Test indicates the cogitators are loaded
Unceasing Vigilance activated. Use of orbital vortex
with what look to be firing protocols for virus bombs.
bombs authorised. Repeat, launch of orbital vortex
The cogitators have not been accessed for 3,000 years.
bombs authorised.’
Beyond the control room, a tunnel leads to the launch
A minute later, a previously unknown voice addresses
bay, where a yet more curious sight awaits the Agents.
the Agents via their vox system.
THE ETERNAL PRISON
‘This is Lord Militant Taleria Fylamon. Under no circumstances, I repeat, under no circumstances will I permit a vortex strike on Tora Armis. Acknowledge.’
This chamber is 30 metres in diameter, its sides scarred by Bolter and plasma fire. An adamantine
While the Agents are responding, a third voice comes
plinth dominates the centre, a suit of Power Armour
over the vox.
enthroned atop it. Twelve Power Armoured figures stand before the plinth, their hands folded on their
‘This is Company Captain Menon of the Absolvers.
chests and their weapons by their sides. Their Power
The Lord Militant has no authority over the Adeptus
Armour bears the livery of the Absolvers, but is
Astartes. Lord Militant, this is no longer your fight,
marked with acidic burns, deep slashes, and signs of
and no longer your decision. Brothers, Fury’s Blade
rapid corrosion. Among the dead are a captain and
is standing by for vortex deployment at your request.’
librarian. Within the armour only skeletons remain. If the Lord Militant makes any response, her A DN 4 Investigation (Int) Test reveals that the Space Marines died in battle against a massive creature of the Warp. Their armour is damaged and without power. However, there is enough Bolter ammunition for each member of the squad to take one reload. As the Agents explore the room, they can see the plinth in more detail. The ruined figure chained to the throne is a suit of corroded Absolvers Power Armour, a badly damaged skeleton still inside it. The bone has rotted, and a stinking, putrid sludge coats the inside of the armour ,which is even more corroded and decayed than the exterior: something vile was trapped inside, held captive by purity seals and holy tablets as well as sturdy chains. The armour is too badly damaged for the Agents to glean any useful information. This was, however, the staunch Astartes whose physical form and iron will held the Great Unclean One in check. A few moments after the Agents establish that Botuthrax Clostidia is not in the vault, they receive an automated transmission.
16
transmission is blocked.
PART FOUR: AFFLICTION ASCENDANT
u Round 5: No developments in this round. u Round 6: If he has not ascended by now, Putradyne is transformed into a Chaos Spawn (Wrath & Glory, page 352). u Round 7: If the Agents haven’t defeated it,
Beneath the spire, two evils struggle for supremacy.
Botuthrax Clostidia regains its strength. The Agents can continue to assault it, but their weapons can’t
Deep beneath Tora Armis, so deep down that the
damage its pestilent bulk. The vortex bombs fall
chamber is surrounded by real rock, the air thrums
soon after. The entirety of Tora Armis is destroyed,
with psychic potential. The raging battle above has
including the daemon’s corporeal form, and the
released masses of psychic energy, which Putradyne’s
Great Unclean One returns to the Realm of Chaos.
conductors are delivering to this deep cavern, where it will provide the power he needs to open a path directly to Nurgle’s Garden. But Putradyne’s plans have gone awry. He had hoped to celebrate his ascension by releasing virus bombs on Gilead Primus, but they turned out not to exist.
RUNNING THIS SHOWDOWN
PART ONE: DROP PART TWO: THE PIT PART THREE: THE VAULT PART FOUR: AFFLICTION ASCENDANT
THE DEADLY BATTLEFIELD
Players are used to winning. That’s certainly a Worse still, the Greater Daemon Botuthrax Clostidia,
possibility here, but it isn’t likely. Both Putradyne and
whose liberty is Corporis’s last great gift to Nurgle before
Botuthrax are formidable foes, and together they’re
his ascension, is now devouring the psychic torment
more than a match for the Agents. Still, here are some
he needs to fuel that ascension. The Great Unclean
tactics that might work if the Agents are intent on
One means to help, knowing that in its full power and
defeating both of them.
with Corporis ascendant, they can claim Gilead Primus for the Great Corruptor. However, Botuthrax regaining
Delay Them: Without intervention, Putradyne ascends
its strength delays Corporis’s progress, for which the
in four rounds. Botuthrax is fully restored if he reaches
Agents should be deeply grateful, because if Putradyne
60 Wounds. Finding a way to delay either of these
ascends, the world of Gilead Primus becomes a grand
outcomes creates a space for victory.
offering to Nurgle. What comes next will be decided in battle.
Distract Botuthrax: Putradyne is absolutely fixated on his ascension. But Botuthrax has been nursing a
Keep track of what happens in each round of this fight.
grudge against the Absolvers through 3,000 years of famine. Annoy it, and it stops feeding to concentrate
u Round 1: Putradyne summons Plaguebearers and begins his journey to Nurgle’s Garden.
on destroying his ancient foes. Needless to say, this is a two-edged sword.
u Round 2: Rocks begin to fall from the ceiling. You
This encounter is set up such that the Agents face a
may spend Ruin to trigger the Rocks Fall Battlefield
choice. Do they call in the vortex bombs, sacrificing
Effect (see page 24). Putradyne’s progress slows.
their lives and obliterating Tora Armis? Doing this means they defeat either Putradyne or Botuthrax but
u Round 3: Botuthrax arrives. Putradyne’s progress slows even further.
allow the other to escape. Or do the Agents attempt to defeat both and risk unleashing both evils on the Gilead System?
u Round 4: If he has not been delayed or destroyed, Putradyne ascends at the end of this round.
17
THE DESCENT
u The Agent said nothing: DN 4
As the squad make their way into the mines they are
u The
contacted by Putradyne Corporis, who has gained
Agent
responded
only
with
abuse
or
catechisms: DN 5
access to their vox frequencies. u The Agent argued or conversed with Putradyne: Your vox begins to emit a static, intermittent hiss. Your
DN 6
contact with mission control glitches and then fails. A voice wheezes in your ears, the speaker struggling for
u The Agent sympathised with any of Putradyne's views (which should be unthinkable): DN 9
every breath. Use the following fragments of conversation, or
Astartes encounter Traitor Marines very rarely, and the
improvise your own.
experience of speaking with one is likely to linger for many years, reminding them that even a battle-brother
‘Absolvers. You are fortunate to have come this far.
may stray from the light of the God-Emperor.
You will be here at the end and the beginning. I am ready to leave this life, this long war, and ascend to fight a greater battle. I am bound for a realm of life and plenty. Come and watch.
THE ASCENSION You emerge from the mine into a vast cavern of natural
‘The Emperor? Have you ever seen Him? I fought in
rock. Three metal conductors are embedded in the
His Legions, when I was full of youthful stupidity. He
ceiling, presumably the counterparts of the pillars
commended us for valour when we carried the gates
above. The space around them is twisted and distorted,
on Vaxus. He sits, perishing on His golden throne,
black slashes of nothingness breaking through reality
the galaxy clenched in His dead fist. He offers only
and coalescing into unholy, impossible shapes.
stagnation and death, where the Plague Father promises life and renewal to this suffering Imperium!
One end of the cavern is filled with a thick, buzzing cloud of flies. Through the swirling mass of bloated
‘I have Sergeant Valance here with me. Sergeant
insects, you glimpse an armoured figure, one hand
Valance and four of his lackeys. They’ve been sleeping
clutching a vast maul, standing in front of an altar.
at their posts for millennia, a poor way to keep an
Laid upon it are the bodies of five Absolvers. As you
oath I think. They won’t ever wake. They’ll help me
look on, Putradyne Corporis raises his Power Maul
onwards. A final offering from this life before I ascend.
above his head and brings it down upon each of them.
I have killed so many of your kind. The Emperor’s war
Fresh blood gushes from their armour. Putradyne's
has made fratricides of us all.
hollow voice, artificially amplified, echoes around the chamber: ‘Behold, Grandfather. I have brought you
‘Did you find Botuthrax? Did you see what they’d
gifts. Five sons of the false emperor. He has fallen. I
done to it?
shall rise.’
The honourable Absolvers deceived it,
ambushed it, locked it in a cage and starved it. It was once so full of life and bounty. It renewed so many
A rip in space appears behind the altar — a gash in
worlds with its father’s gifts.’
reality through which you glimpse another realm. It is a realm of endless death, decay, and rebirth.
Whenever Putradyne isn’t talking, the Space Marines’
As you watch, forests wither and are consumed by
connection with the Fury’s Blade is restored.
parasites, their matter broken down and transformed into billions of larvae that mature, fly, and die in the
At the end of the conversation, each squad member
space of seconds, only for newer, stranger masses of
makes a Corruption Test with a DN based on how that
vegetation to spring forth from their rich mulch.
squad member responded. A path of filth leads from the altar into this nightmare landscape. As Putradyne sets foot on the path, it is
18
clear his journey is more than physical, as every step
The Agents are free to pursue Putradyne, the two
costs him huge effort. Beyond the boundary, thousands
realities seeming to blend together as they do so.
of tiny creatures are waving and cheering, though it’s
However, each round they spend in combat with him
impossible to tell whether they’re urging Putradyne
requires a DN 5 Corruption Test.
on, or mocking his attempt. Among the crowd, oneeyed daemons look on, recording every moment of
The Agents can attempt to block Putradyne’s progress
Putradyne’s progress toward the Realm of Chaos.
by getting in his way or dragging him back. If Putradyne does not reach Nurgle’s Garden within six
On the farthest horizon, something vast as a mountain
rounds, his attempt at ascension has failed.
range, shifts and turns its attention to the struggling figure of the Traitor Marine.
A look of disappointment spreads across the faces of the Nurglings as Putradyne’s progress falters, and
In the first round of combat, Putradyne turns his
their cheers become uncertain. As the gateway to the
Plasma Pistol on the Agents, while chanting in a twisted
Realm of Chaos closes, Putradyne collapses, utterly
tongue. In the second round, seven Plaguebearers
exhausted. His flesh shivers and ripples, strange new
materialise to support him, dragging themselves out
growths erupt out of his armour, his helmet cracks
from amongst the corpses of the sacrificed Absolvers.
open, and you catch a glimpse of his eyes — open in
This can be prevented with a successful DN 8 Deny
horror as a riot of mutations run rampant through his
the Witch Test.
body, reshaping flesh, bone, and nerves, until nothing
PART ONE: DROP PART TWO: THE PIT PART THREE: THE VAULT PART FOUR: AFFLICTION ASCENDANT
THE DEADLY BATTLEFIELD
is left but a mindless Chaos Spawn. Each round, Putradyne advances farther along his path to Nurgle’s Garden. If he is able to progress for four rounds, he sets foot in the Realm of Chaos and is welcomed as a Daemon Prince.
THE RETURN In the third round, Botuthrax Clostidia enters the fray.
The waiting Nurglings erupt in cheers and whoops as Putradyne arrives in Nurgle’s Garden. He has
The roof of the cavern shakes, dislodging rocks that
crossed over into the Empyrean, and your blows and
plummet downward. Then a part of the roof gives
bullets belong to a reality he is no longer part of.
way, and a vast mass of maggots, worms and flies
His limbs elongate, and his armour is absorbed into
drops down and lands among the rubble with an
what remains of his flesh. He raises his maul in a
audible squelching noise. No sooner has the mass
mocking salute, and the portal closes. Nurgle has a
landed than it starts to knit itself into a giant, bloated
new champion.
form. Immediately some of the streams of Warp energy that swirled around the altar attach shift toward the daemon, as if drawn by a magnet. The Great Unclean One giggles and grins as it gathers up its guts and shoves them back inside its ruptured stomach, along with a scattering of Nurglings who came bubbling out of the wound. ‘Ah, Putradyne’, it says, its voice a deep rumbling belch. ‘What a feast you have prepared for me. A moment to gather my strength, and I’ll hold these little maggots off for you.’ It has only been a few seconds since it landed, but already Botuthrax Clostidia has grown larger and more substantial. On the pathway, Putradyne stumbles, and suddenly his goal looks farther away than before.
19
Should the Agents approach Botuthrax:
RESOLUTION
The Great Unclean One unleashes a massive yawn and peers at you from behind its decaying brow with
If the Agents are defeated, the spire is obliterated
eyes older than stars. It blinks in recognition, and a
by vortex bombs launched from Fury’s Blade, but by
great red slash opens in its face, revealing vast brown
the time the bombs fall, both Putradyne and Botuthrax
teeth and a pustulent red tongue. ‘Astartes.’ Its voice
have retreated to the Empyrean. The supply of ball
rumbles in your minds. ‘You cannot be the ones who
bearings is disrupted, with knock-on consequences
imprisoned me. But you will do.’ Its jaw distends, and
across the system. Putradyne and Botuthrax return
it vomits a tidal wave of putrescence in your direction.
seven months later to wage war on Gilead Primus.
Botuthrax is here to feed. It has regained much of its
If the Agents called in vortex bombs, the spire is
former strength from the energy being channelled
destroyed, along with Putradyne and Botuthrax.
through the spire. Each round, Botuthrax uses its
The immediate threat is ended, but the entirety of
Hideous Growth Ability to gain 5 Wounds.
Tora Armis is destroyed. The loss of life — and the hit to the production of resources — is tremendous.
Botuthrax begins this scene with 40 Wounds, unless
The relationship between the Absolvers and the Lord
the Agents burned its remains in Part Two. In the
Militant is soured, perhaps irreparably. Their fraught
latter case, it begins the combat with 20 Wounds and
relationship leaves enormous holes in the Gilead
2 personal Ruin. If the Agents destroyed any pillars,
System’s defences, through which enemies new and
reduce the Wounds it gains from its Hideous Growth
old pour.
Ability by 1 for each pillar. If the Agents defeated both foes, the spire is saved. If Botuthrax achieves a total of 60 Wounds (it begins
The supply of ball bearings is restored.
with 40) read the following: If
the
Agents
defeated
either
Botuthrax
or
The daemon roars with laughter, doubling, and then
Putradyne and did not call in vortex bombs, the
tripling, in size. Its bulk expands to fill the cavern,
other foe escapes and the spire is saved. The supply
crushing you against the walls, which shatter,
of ball bearings is restored. The foe that survived
revealing a vast nothingness beyond. The daemon’s
returns to wage war on the Gilead System. If Putradyne
laughter shakes the ground. Far above you, Tora
ascended, Gilead Primus becomes a breeding ground
Armis trembles on its foundations. Restored to full
for new diseases, many of which become epidemics.
vitality, Botuthrax Clostidia lurches out into the void. ‘Tell your people I am coming. Tell your people I will
If the squad defeated neither Botuthrax nor
devour a city for every year of my imprisonment. Tell
Putradyne, and did not call in vortex missiles, the
your people their bodies will be home for my larvae,
spire is saved. The supply of ball bearings is restored.
and I will turn their worlds into gardens of decay.’
Seven months later, a vast horde of daemons and Death Guard invade Gilead Prime, having spent the
You will never be free of Botuthrax’s laughter. It
intervening months massing their forces on the plague
pursues you as you retreat from the cavern. It echoes
world Vulkaris (Wrath & Glory, page 309). If you’re
in your ears as you fight through hordes of daemons
not planning on playing through this storyline, inform
to reach the Imperial lines. It torments you as you
the players of what happens as an epilogue.
relay its warning to your horrified commanders. And whenever you look at the stars, the Great Rift grins back at you like the mouth of a hungry daemon.
20
AWARDING XP Award 3 XP for roleplaying and having fun. In addition,
BOTUTHRAX CLOSTIDIA, GREAT UNCLEAN ONE
the following awards are available: Tier
1
2
3
4
u Save Makrina: 2 XP
Threat
E
E
E
E
u Defeat the daemons aboard the Thunderhawk
KEYWORDS: CHAOS, DAEMON, MARK OF NURGLE
Drop (0–8 XP)
Gunship: 2 XP u Safely land the Thunderhawk Gunship: 1 XP u Defeat the Corpsetide: 3 XP
S
T
A
I
Wil
Int
Fel
16
10
4
6
10
8
10
Resilience
The Pit (0–6 XP) u Per pillar destroyed: 1 XP The Vault (0–4 XP) u Investigate the control room: 2 XP
Defence
Wounds
Shock
5
40
14
BONUSES
Affliction Ascendant (0–8 XP)
Architect of Ruin: The GM gains 1 Ruin at the start of each of this Threat’s turns.
u Prevent Botuthrax’s escape: 3 XP u Avoid dropping vortex bombs: 2 XP
PROFILES Use these profiles for the adventure’s antagonists.
BOTUTHRAX CLOSTIDIA, GREAT UNCLEAN ONE Greater Daemons come in a wide variety of sizes, shapes, and power levels ranging from obscene to apocalyptic. Having been chained beneath Tora Armis for millennia, Botuthrax Clostidia is weak (for a Great Unclean One) but still terrifyingly powerful.
PART THREE: THE VAULT
THE DEADLY BATTLEFIELD
SKILLS: Default 8, Weapon Skill 10
u Investigate the eternal prison: 2 XP
u Prevent Putradyne’s ascension: 3 XP
PART TWO: THE PIT
PART FOUR: AFFLICTION ASCENDANT
10 + Skin Folds (3), 13
u Detect Blojak’s possession: 2 XP
PART ONE: DROP
Beloved of Nurgle: This Threat may use Ruin Actions and has 5 personal Ruin. Massive Bulk: Botuthrax Clostidia is huge and immensely difficult to kill. It has 40 Wounds. ABILITIES BATTLECRY: Pestilential presence: Anyone who sees Botuthrax must make a DN 5 Fear Test. Anyone not wearing a sealed suit must make a DN 7 Resolve Test or gain Poisoned (7) as their nerves burn. ACTION: Bileblade: 16 +4 ED, AP −3, Inflict Poisoned (5) Lashing Tongue: 12 +4 ED, AP −4, Inflict Poisoned (5), Inflict Staggered (4) Avalanche of Flesh: Botuthrax falls on its opponent. 10 +8 ED, AP −, Inflict Prone (4) Hideous Growth: Spend 2 Ruin. Botuthrax Clostidia regains 5 Wounds. Pestilent Tide: Spend one Ruin. A wave of diseased flesh and acidic rotting matter spews from Botuthrax’s guts. This is a ranged attack with the following profile: 12 +2 ED / AP −2 / Range 16 / Blast (4) Crushing Bulk: Spend 2 Ruin. Botuthrax charges forward like a pestilential cannonball. Its target and any allies within 5m are crushed under its mass. Roll to hit once; compare the result against each Agent’s Defence separately. RUIN: Nurglings!: Spend 1 Ruin. A single band of 20 Nurglings disgorge themselves from Botuthrax’s guts and act immediately. DETERMINATION: Spend 1 Ruin to roll 10d6. Daemons can roll Determination against Mortal Wounds. Any Wounds negated by Determination are ignored instead of being converted to Shock. Conviction
Resolve
Speed
Size
5
5
5
Ggtn
21
PUTRADYNE CORPORIS, CHAOS LORD Putradyne Corporis has fought the Long War for years beyond number, and he can feel immortality beckoning. His body is swollen and bloated, his corpse-white skin
PUTRADYNE CORPORIS Tier
1
2
3
4
Threat
E
E
E
E
KEYWORDS: ADEPTUS ASTARTES, CHAOS, DEATH GUARD, MARK OF NURGLE S
T
A
I
Wil
Int
Fel
5(9)*
7
5
5
6
3
2
blooming with disease. Damage to his armour reveals rotten and decayed organs spilling out of lesions in his paper-thin skin. He is animated by the Plague Lord’s blessing and his own furious will. Putradyne’s Wargear is ancient. His armour is the colour of decaying bone, with the symbol of the Death Guard and the eight-pointed star of Chaos emblazoned
Resilience 14 (Cataphractii Terminator Armour), Powered 4* Defence
Wounds
Shock
4
12
10
SKILLS: Default 5, Awareness 9, Ballistic Skill 8, Weapon Skill 8
on the pauldrons. Cracks and gashes in the ceramite
BONUSES
reveal his bloated frame within. His huge Power Maul
Architect of Ruin: The GM gains 1 point of Ruin at the start of each of this Threat’s turns
crackles with energy, and his Plague-Spitter Gauntlets project a corrosive mixture that rusts and decays anything it comes into contact with. Putradyne suffers from the Withered and Enduring
Champion: This Threat may use Ruin Actions and has 1 personal Ruin. Space Marine Implants: Gain bonus dice and options for Actions from Space Marine Implants.
Life mutations. As Nurgle has cursed him to eternal
ABILITIES
life, he must ascend or be transformed into a Chaos
ACTION: Plague-touched Combi-Flamer: 8 +2 ED / AP − / Range 6 – 12 – 18 / Bolt, Inflict (On Fire), Pistol. On a successful hit, reduce the AR of the target’s armour by 1. Power Maul: 14 +4 ED / AP −3 / Range 2 / Brutal, Power Field
Spawn. Should the Agents slay Putradyne before he ascends, his corpse immediately revives as a Chaos Spawn; once this is slain, he is truly dead.
RUIN: Veteran of the Long War: Spend 1 Ruin to add the game’s Tier as ED to all attacks this Threat makes this round. Death to the False Emperor!: Spend 1 Ruin to Charge, gaining +2 bonus dice to the attack Test. DETERMINATION: Disgustingly Resilient: You do not need to spend Ruin to roll Determination for this Threat. Roll 7d6. This Threat can roll Determination against Mortal Wounds.
22
Conviction
Resolve
Speed
Size
5
5
7
Lrg
THE DEADLY BATTLEFIELD
RITES OF BATTLE Before entering battle, Space Marines perform a variety of rites to focus their minds on the coming conflict. These might involve optimising the configuration
Affliction Ascendant introduces two new rules for
of their armour and weapons for the coming fight,
games of Wrath & Glory. During the mission, Astartes
rehearsing tactics with their squad, or steeling their
players can spend Glory to activate the benefits of
mind for the challenges they expect to face.
rituals they performed prior to arriving in Tora Armis. These rituals reflect the way veteran Space Marines
Each member of the squad with the ASTARTES
work as a coordinated unit, the result of decades of
Keyword may choose to undertake one of the following
training and experience.
rites before entering battle. These benefits can be activated during play by spending Glory at the start of
You can spend Ruin to trigger effects on the battlefield
the Agent’s turn.
as the Agents attempt to complete their mission. Perhaps a far-off sniper or artillery observer takes an
Note that these rites are only available to Tier 4 and
interest in their position. Perhaps the terrain in front of
can only benefit groups of Astartes who have had time
them is mined, or a patrol of enemy soldiers is about to
to train together or who share a [CHAPTER] Keyword.
PART ONE: DROP PART TWO: THE PIT PART THREE: THE VAULT PART FOUR: AFFLICTION ASCENDANT
THE DEADLY BATTLEFIELD
stumble across them.
RITES OF BATTLE TABLE Rite Emperor’s Blade
Benefits Wall of Steel: You fight to defend your battle-brothers. Allies with the ASTARTES Keyword within 2m of you add 1 to their Defence against melee attacks. Cost: 1 Glory. Staggering Blow: Make a melee attack. If you hit, the next successful attack against the target by an ally with the ASTARTES Keyword gains +2 damage and -2 AP. Cost: 2 Glory. Fury of the Astartes: Yelling battle cries, you lead your battle-brothers into the fray. For one round, any allies with the ASTARTES Keyword gain the Counter Attack Talent. Cost: 3 Glory.
Furious Fire
Fire Discipline: Through sharing targeting data and coordinating fire, you deny your target Cover. Pick one enemy you can see. Until your next turn, any ally with the ASTARTES Keyword who targets them ignores Cover. Cost: 1 Glory. Storm of Death: In carefully rehearsed patterns, the squad lay down a blanket of fire. Until your next turn, allies with the ASTARTES Keyword reduce the Multi-Action penalty by 2 if shooting. Cost: 2 Glory. Designate Target: Your suit cogitators analyse a priority target, sharing information on its weak points with your allies. Until your next turn, any ally with the ASTARTES Keyword who targets them gains +2 ED and −1 AP. Cost: 3 Glory.
Strength Unyielding
Tactical Positioning: Your targeting systems highlight and share the locations of enemies, allowing your brothers to find Cover. Until the end of your next turn, all allies with the ASTARTES Keyword gain +1 Cover against shooting attacks. Cost: 1 Glory. Danger Denied: Until the end of your next turn, all allies with the ASTARTES Keyword roll 2 extra dice on Determination Tests. Cost: 2 Glory. We Shall Not Yield: Any Agents with the ASTARTES Keyword who are Dying may make a Last Stand (see Wrath & Glory, page 194) without suffering d3 Traumatic Injuries at its conclusion. They must still spend all their remaining Wrath (minimum 1). Cost: 3 Glory.
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BATTLEFIELD RUIN During the battle, you can spend Ruin to trigger different effects on the battlefield. The options available
BATTLEFIELD RUIN TABLE Cost
The Corpsetide: A Mob of 30 Poxwalkers have made their way down from the crypts and engage the Agents.
1
Visions: Visions of Tora Armis consumed by decay disturb an Agent, clouding their vision and breaking their concentration. They must make a DN 5 Conviction Test or become Vulnerable till the end of the current encounter.
2
Rocks Fall: A massive chunk of rock falls from the roof of the cavern. Make a DN 6 Athletics (S) Test to dodge the Blast (4) attack. Damage is 12 +4 ED AP −2.
2
Pitfall: The massive weight of a suit of Power Armour sends the wearer crashing through the floor. One Agent must make a DN 8 Athletics (S) Test or become Hindered (3). They may attempt a new DN 6 Test each round to get out of the hole they have fallen into. Assistance from another Agent reduces the DN to 4.
3
Warp Tendrils: Black ribbons of nothingness whip toward the Agent. Make an attack with a pool of 8 dice and the FIRE Keyword. Damage is 6 +3 ED and ignores armour.
3
Nurgle’s Miasma: Armour rots; equipment malfunctions. Each Agent must choose one of the following:
are listed in the mission descriptions. You can trigger effects in narrative time or combat time. Effects triggered in combat time take a turn, as if
Effect
1
an additional NPC were involved.
u They lose a point of ammunition. u They receive −1 to Armour. u An augmetic ceases to function. u Fatigue and sickness cause −1 Willpower.
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CHARACTER ARCHETYPE: 1ST COMPANY VETERAN ‘I have spent centuries at war so billions of others may know peace.’ − Brother Horatio of the Ultramarines 1st Company
Lifetimes of warfare have honed your skills and turned you into one of the most feared warriors in the galaxy. Traditionally, the warriors of the 1st Company are the finest, most able, and best equipped fighters a Chapter of Space Marines has to offer. They are organised into Vanguard and Sternguard squads. Vanguard squads fight up close, assaulting their foes with lethal melee weapons; Sternguard fight at range, using powerful Boltguns to devastating effect. To reflect their skill at arms and proven valour, exceptional veterans of the 1st Company are awarded Terminator Honours, sometimes displayed as a replica of the Crux Terminatus, indicating that they have the right to wear Terminator Armour on the field of battle. The stone Crux Terminatus is worn on a Terminator’s
1ST COMPANY VETERAN TIER
4
SPECIES Adeptus Astartes XP Cost
330
PART ONE: DROP
KEYWORDS: ADEPTUS ASTARTES, [CHAPTER], IMPERIUM
PART TWO: THE PIT
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5, Leadership 3, Scholar 1, Stealth 3, Survival 1, Weapon Skill 5
PART THREE: THE VAULT
ARCHETYPE ABILITY: Master of Warfare Add 1 to the damage of all weapons.
WARGEAR:
PART FOUR: AFFLICTION ASCENDANT
Terminator Loadout: Terminator Armour, Storm Bolter, Power Sword or Power Fist, Crux Terminatus. Terminator Assault Loadout: Terminator Armour, Thunder Hammer and Storm Shield or two Lightning Claws (S +5/ 5/ −1 -/ Brutal, Force, Unwieldy (2)) or a combi-weapon with the ADEPTUS ASTARTES Keyword, Crux Terminatus. Sternguard Loadout: Aquila MkVII Armour, Bolt Pistol, Special Issue Boltgun (with an additional −1 AP) or Heavy Flamer or Storm Bolter or Heavy Bolter, 3 Frag Grenades, 3 Krak Grenades. Vanguard Loadout: Aquila MkVII Armour, any two weapons with the ADEPTUS ASTARTES Keyword.
THE DEADLY BATTLEFIELD
INFLUENCE: +2
SUGGESTED ATTRIBUTES
XP Cost
40
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
6
6
6
5
3
3
1
SUGGESTED SKILLS
XP Cost
22
Athletics 3, Awareness 4, Ballistic Skill 6, Scholar 2, Stealth 3, Weapon Skill 4
left pauldron. Astartes tradition maintains that each Crux contains, at its core, a fragment of the armour the Emperor wore when he slew Horus ten-thousand years ago. In this way, 1st Company veterans are connected to the very beginnings of the Imperium, and the millennia of warfare that have sustained it.
CRUX TERMINATUS Cast in stone and mounted on the bearer’s Power Armour, the Crux Terminatus is the ultimate
In the Gilead System, members of the Absolvers’ 1st
symbol of valour in the Imperium.
Company are often trusted with missions of great
Effect: +1 Influence, +1 Resolve
importance, for they command more respect than
Value: 10
almost anyone else in the system. A Chapter might
Rarity: Very Rare
use a veteran as an ambassador, diplomat, messenger,
Keywords: ADEPTUS ASTARTES, IMPERIUM
or bodyguard, dispatch them to eliminate a particular target, or even assign them command of supporting troops from the Astra Militarum. As a result, 1st Company veterans often find themselves taking part in missions far beyond the battlefield, in the company of unusual allies.
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