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Introduction
This campaign was written in 2012 for my friends and run using first edition Dark Heresy. It is inspired by
Cthulhu mythos stories, Deliverance, Event Horizon and the Beast of Solomon piece from the Creatures
Anathema source book. It is intended to lead the players on a dark and sinister route through a backward
and insular hive world.
Synopsis:
Aeons ago a terrible eldritch abomination was sealed beneath the surface of the planet Solomon, trapped by
the original builders of the megalopolis with ancient wards set into the architecture of the city.
Recently a sorcerer has learned of a way to free the creature, and has entered into a pact with it.
In exchange for sacrifices, each of which grant the creature power, the entity rewards the sorcerer.
However, the amount of sacrifices required are great, so the sorcerer has begun to foster cults throughout
the settlements of Solomon, spreading the myth that the 'Beast' must be appeased by human sacrifice.
They discover Horst has been made a sacrifice to the Beast by the villagers of a small settlement named
Underpipe. The town is purged, but the 'Beast' is not found.
Party sent to find Otto Horst, an Inquisition agent who has gone missing on the hive world of Solomon while
investigating a possible cult.
Scene 1: Briefing
The party are summoned by Elina who tells them that they are being dropped off at the hive world of
Solomon. She tells them that Otto Horst, an investigator who worked for Tyrrius, has vanished while looking
into a series of disappearances among Imperial work parties. In his last commuication Horst explained that
he thought that there was definately something more to the disappearances.
Horst has not reported in for almost a month; the party are to find him and, if the worst has happened,
finish his investigation. The party are given the address of the hab Horst was staying in and a bond for 200
Jenks each for expenses.
Captain Jedia, mentioned in Horsts notes, is out on a supply run and not expected back for days.
Her colleagues remember she came back from taking Horst into the Interior almost a week ago.
Another sump-barge is easy enough to find and costs 10 Jenks a head for the whole trip. The
captains name is Balfonse Chim.
Scene 3: Lowstill
The party travel to the nearest settlement, Lowstill. It takes them about a day by sump-barge to reach the
small settlement, which lies at the near edge of the Interior Zone.
The locals are reasonably pleasant, interaction checks are Ordinary (+10)
The locals tell them that Horst travelled through two weeks ago, asking questions, but moved on
towards Stanchion End.
The locals have heard rumors of disappearances, but have suffered none themselves.
The locals are a little dour, interaction checks are Challenging (+0)
After asking around they are told that Horst stayed for a day or so before heading onwards to
Underpipe.
A few locals have vanished, over the years. They believe its the work of ferals or mutants living in
the Fog Zones. They tend to stay away from the deep Fog Zones and move in groups.
Heavy acid fog sets in, keeping the party in Stanchion End for the night. They can stay at the local tavern,
for 3 Jenks a head. The tavern keepers name is Bolo.
4 Scum armed with stub autos and knives. 1 with sawn-off, 1 with great weapon (slag-pick).
Scene 6: Underpipe
The party finally reach the furthest settlement; Underpipe. It takes almost a full day by canal to get there,
and when they arrive the locals are acid-scared, grim-faced and suspicious. The settlement is conspicously
well-lit by flickering promethium wick-lamps.
The locals are close mouthed and suspicious; interaction checks are Difficult (-10)
The locals tell the party that Horst stayed in the village for a few days, but vanished into the 'Fog
Zone' a week ago and hasn't returned.
Horst arrived on a deep traders boat. The captain, Fallaco, apparently left shortly after dropping
Horst off.
Horst stayed in a small shack in the village, the party can look around and will find a hidden stack of
notes marked with a secret Inquisition sign (handout #2).
The locals are tight-lipped about the disappearances. If asked, they reply that Such things happen,
tis the way of this place or Darkness takes its due. They refuse to elaborate.
6 Scum wearing piecemeal armour (AP 4 Primative) and armed with bolos and shotguns.
Alternatively, the players may confront the villagers after finding the notes. In which case the beasts will
attack the party in the settlement, with the intention of making them the next sacrifice.
Scene 9: Wrapping up
Once the six thugs are dealt with, much of the fight goes out of the locals. They will tell the party that there
were ten men who had been chosen to find people to give to the Beast. The other four were the bandits
who attacked the party.
The villagers tell the party that about five years ago they suffered a rash of disappearances. When it seemed
to be at its worst, a man came to the village from the settlement and taught them about the Beast and that
they could keep it away by sacrificing others to the Dark.
The man chose ten men to capture the sacrifices and it seemed to work; the people of Underpipe stopped
vanishing.
The villagers know little about the man; he simple called himself the Herald and told them he had already
helped the village of Overfall.
Chapter 1 Handouts
Horsts Files
A Guild report detailing the disappearance of a number of work parties in Interior Zone 12-7896. Over a five
year period three work parties, comprising a total of 23 slaves and 9 Guild overseers, have vanished while
repairing pipes and pyro-towers in the area. The report demands that the Departmento Munitorum
investigates the disappearances.
The attached Departmento reply reads Analysis suggests the work parties have most likely deserted due to
improper supervision or have been physically reduced to negative labor by hazardous local environmental
factors. Both eventualities are accounted for in your yearly budget; investigation denied.
A map dated 4-239662.M40 showing an area listed as Interior Zone 12-7896. Several areas have been
ringed in red ink with dates written next to each ring. Three settlements have been highlighted, with the
names Lowstill, Stanchion End and Underpipe written next to them.
A torn scrap of paper with the following hand-written text partially visible:
were passing under this big coolant pipe when [blurred] dropped down ont back of wagon. Soured
myself I was so scared. [ink stain] eyes like fire an skin all scaly and dark, like a sump-dog. Vince went
down, screaming, blood on his neck. Heard [blurred] I ran fast as I could. Lost six men that day, and a full
wagon of scrap. Last time I go back there.
A Departmento Munitorum report detailing a chemical spill of industrial coolant into the water table of
Interior Zone 12-7896 on Imperial date 4-781979.M40. According to the report the impact on life and health
in the Zone is expected to be "minimal."
A graph from the Department of Meteorology showing frequency of electrical storms over Interior Zone 12-
7896 in the Imperial year 980. An attached hand-written note reads ?.
An Adeptus Arbites report, detailing the disappearance of an 8-man Enforcer chaser team who had been
dispatched to pursue a know recidivist who had fled into Interior Zone 12-7896 in the Imperial year 978. The
chaser team was never heard from again, but pieces of their equipment were retrieved in 979 during a raid
on an illegal vapor mill in Interior Zone 12-7431. The workers at the mill admitted to buying the equipment,
but couldnt remember where they bought it, even under questioning.
The name of a sump-barge captain, Sila Jedia, scribbled on a napkin. The note mentions she charges 10
Jenks a head for passage into the Interior, and moors at berth 342-Beta in the underdocks.
A pict-slate of a metal wall. Written on the wall in paint is the phrase The Darkness will take its due.
An attached note reads:
Taken in Fog Zone NNW of Underpipe. Darkness takes its Due, why do all the locals say that? I can find no
root of the phrase in any local lexicon, is it specific to the Interior?
Another note:
While I was exploring yesterday my barge left without me. Damn captain Fallaco, I paid him enough to
keep him here for several days! I have sent word back to Stanchion End, but it looks like Im stuck here for a
few days. Will try to make best of the situation.
A note in Horsts handwriting. Its obviously been screwed up, but then flattened out again:
Have I been out here too long? Maybe there are no creatures, maybe its this place taking the guild
workers. Maybe its Solomon itself. Is that crazy? Heretical?
How many people die on this world every day? Is it enough? Maybe Solomon needs more blood, and now its
taking it. Crazy. Im crazy.
A note in Horsts handwriting. His hand was obviously shaking when he wrote it:
I was out in the Fog Zones to the north of Underpipe last night; Im sure the creatures were out there
watching me. I could feel their eyes on me. Made my flesh crawl. I think theyve been with me, watching,
since that night out near the ruined pyro-tower. I think theyll come for me soon, I can almost feel it. Im
scared.
A rough, hand-drawn map showing the area around Underpipe. An area to the north is marked with an X, it
looks like a few hours travel away.
The trail leads the party to, a small town named Overfall where a corrupt Guild master is sacrificing
indentured servants to the Beast.
Scene 1: Briefing
Depending on their actions, the party will either head to Overfall on their own or they might try to summon
aid to take the town by force.
If they attempt to call in aid, they will be told by their inquisitorial contact, Interrogator Prost, that they
cannot sanction a full-scale lockdown of the town as it is an important Labour Guild settlement. Instead the
party are told to enter the settlement and locate the source of the trouble before any support can be
dispatched.
Overfall is a large settlement; a guild town on the edge of the Interior. It sits on a huge bridge that spans a
massive acid waterfall known as the Venom Falls, and is a hub for traffic in and out of the Interior. Dozens of
barges come to Overfall each week, dropping off cargos and also groups of indentured servants; people who
have ended up in debt to a guild and are working off that debt.
Overfall has a large market at the centre where the contracts of hundreds of indentured servants are bought
and sold each week. The town is also famous for its pit fights, where some of the unluckier indentured end
up.
The party can ask around about the Herald and the Beast cults.
Asking about the Heral yields no results; no one knows of anyone by that name.
The locals have heard about disappearances out in the Interior, but no one has noticed any near
Overfall. While the party ask about disappearances, they are told a girl has been asking about
missing people as well. They are directed to the Rat and Pipe, a tavern.
The party can learn that although the locals have heard the myths of disappearances in the dark, no
one has obviously gone missing in Overfall recently.
With enough asking around, a few people will mention the rumour that batches of Indentured have
vanished. The party is usually told to ask Guild Master Kallot about it (master of Labour Resources)
Unluckily for Kyla, she has asked too many questions and attracted Vorik Lents attention. He has sent a
gang of thugs to take care of her.
When the party arrive at the lower docks they hear a scream and quickly locate Kyra, cornered in an ally by
Lents thugs.
2 Scum and 1 Pit slave
The thugs were hired by the pit slave in a tavern named the Wire Nest, they know nothing
The pit slave will kill himself rather than give up information (hopefully the party will kill him anyway)
While looking for her brother Kyla has discovered a number of other similar Indentured, who were shipped
to Overfall and then vanished.
She asks the party if they will help her; hopefully they will recognise a possible Beast Cult and agree.
Kallot can be found in the Guild office at the centre of Overfall. The party may have to bribe their way into
see him (a Charm or Intimidate check at -10 will also work). Kallot can tell the party that there have indeed
been a number of Indentured who have arrived at Overfall but have never been sold or recorded as
escaped. All Indentured are supposed to be fitted with Custodex chips allowing them to be tracked; all the
missing Indentured cannot be traced.
Depending on their approach, Kallot may well offer the party a reward for investigating the disappearances;
he will offer them 200 jenk each for a successful resolution.
Scene 6: Paperwork!
The party are shown to the records hall of the Guild Office. Contained within are decades worth of records,
most of them recorded on long reels of parchment by Guild notaries.
By sorting through the paperwork (which takes 6 hours minus the number of successes on a Logic check to
a minimum of 2 hours) the party can learn that almost every missing slave had a contract of over 100 years
and all were diverted to holding pen 13.
Asking around, the party can discover that holding pen 13 is an old, unused pen underneath the
Carnivoria.
Sneaking around holding pen 13 the party can find a hidden entrance (Awareness -10) that leads
into the bottom levels of the Carnivoria.
Lower pits (x3) beast fights only 3-20 jenk per bet
Main arena is very expensive 50-500 jenk per bet. Large fighters and exotics
Upper pits (x2) duels to first blood only. Swanky.
Lent can tell the party that 10 years ago he was contacted by a man calling himself the Herald of the
Dawnbringer, who explained that a Beast dwelled in the darkness of Solomon and that by making sacrifices
to it Lent could amass great power and riches. The Herald showed him how to draw the beasts attention by
marking a darkened area with certain symbols.
Lent believes the sacrifices do work; since he started making them the Carnivoria has become very
successful. He doesnt know where the Herald came from, or where he went after he spoke with Lent.
Chapter 2 Handouts
Guild Records
Chapter 2 NPCS
Pit Slave
A bionically and surgically enhanced human, usually an Indentured, intended for pit combat. Lent uses them
as his personal foot-soldiers.
WS BS S T Ag Int Per WP Fel
35 15 50 45 35 20 30 30 20
Movement: 3/6/9/18 Wounds: 20
Vorik Lent
Vorik is a tall, thin man with a cruel mouth and quick eyes. He dresses in a long frock coat hung with Guild
Tokens and talks down to anyone he considers beneath him.
Treat Lent as a Recidivist. He is armed with a good-quality Stub Automatic with a red-dot laser sight and
manstopper rounds (giving him +10 to hit) and a monosword.
Lent is always accompanied by his two bodyguards, Raul and Kang. Both are Heavies and wear flak vests
(Body AP3); Raul carries a chainsword, Kang is a pit slave.
Chapter 3: Dead end at Deadend
The party is sent to aid in a raid on a village suspected to be home to a beast cult. After pacifiying the
village and taking captives, they discover that the original beast cultists were defeated a fortnight earlier by
slavers, who planned on continuing the Lurker attacks to secure slaves.
Denied its sacrifices, the Beast decides to make an appearance.
1: Briefing
The party are summoned by both Prost and Elina who tell them that the continued investigation into the
'Beast Cults' have unearthed a series of disappearances in a region of the Deep Zones, centered around a
small community named Deadend.
Over the past 8 years dozens of travellers have vanished while moving through the area and rumours from
the area describe a race of fog mutants named 'Lurkers' that are reputed to attack barges and caravans.
The Inquisition believes that Deadend contains another Beast Cult and wish to move in and capture the
villagers, to attempt to secure a link to the mysterious 'Herald of the Dawnbringer' who seems to be behind
the cults.
To that end, Prost wants the party to lead a squad of Arbites in a raid on the settlement. They are to capture
as many of the locals as possible.
2: Making Ready
The party are taken by landtrain to an outlying Guild town named Waygate where they meet their squad of
Arbites and board an Eagle troop carrier. There are 10 enforcers in light carapace and armed with shock
mauls, combat shields and shotguns. One enforcer, Garon, carries a webber. The Eagle has large troop bays,
making it possible to carry almost 30 people, it is armed with a single autocannon for defence. The pilots
name is Carrik.
The arbites will take the fore in the attack, so the party are not given any additional equipment. The
enforcers have been told the party are specialists and they have authority over the attack.
3: The Attack
The party board the Eagle and head towards Deadend, a trip that takes 3 hours. On route the transport
makes some strange noises as it passes through the fog clouds, but the pilot tells the party it's nothing to
worry about.
Deadend is a small settlement of about 30 people, situated in a valley between two huge pipelines. The
Eagle attacks at full speed, dropping the enforcers and party in the center of the settlement.
The settlement is surprisingly empty; resistance appears in the form of a dozen men in flak armour and
armed with lasguns, shotguns and autoguns.
4: Revalations
The party discover the men they've captured are slavers, who took the Beast Cultists captive over 2 weeks
ago. The slavers are led by a man named Hammond Bargish. He tells the party that they realised the people
of Deadend were taking trade caravans captive when a caravan they were poised to ambush was taken by
'lurkers'. They followed the lurkers back to Deadend, then decided to attack a few days later, claiming the
villagers and their captives as slaves.
They then decided to use Deadend as their base and continue the raids.
In one of the larger buildings the enforcers discover a series of slave-pens, containing 25 villagers and 14
traders, captured by both the villagers and then the slavers.
The pilot finds the party and tells them that the Eagle has taken damage flying through the acid fog, making
a return trip impossible until it is repaired. It should take him about 24 hours to fix, and he advises they wait
in the village until the heavy fog has passed before they attempt to return.
5: Sacrifices must be made
The captive beast cultists beg the party to sacrifice one of them to the beast; they tell them that they were
told by the Herald to make a sacrifice every four days and are now overdue. They have missed two
sacrifices and another is due that night.
They can tell the party that they began suffering disappearances over 8 years ago; people vanishing from
their houses at night or going missing while out among the pipes. One day, after weeks of disappearances, a
tall man came to the village and told them that, in order to stop the attacks, they would have to make
sacrifices. He chose three of the villagers and led them away; when they returned they had knowledge of
how to summon the Beast and sacrifice to it.
They began attacking caravans, using the age-old rumours of fog mutants to mask their crimes.
One of the Heralds chosen ones is left; Jannah. Under question he can reveal that the Herald took him and
the other two chosen to strange underground temple where he taught them the symbols used to summon
the Beast. He doesnt remember much of the journey, it seemed unreal to him (they reached it via sorcery),
but he recognised the area around the temple as a distant region known as the Rust Wastes (Jannah used
to be a trader). The Wastes are deep in the Interior and are about a weeks journey away. Jannah also
suspected that the Herald was getting something from the deal with the Beast and was using the villagers
for his own ends.
The villagers offer themselves up for sacrifice, telling the party that if someone does not die, everyone will.
It may even be too late; the Beast must have it's due.
The sacrificial altar is located outside of Deadend, in a darkened overhang. If the party do make a sacrifice,
they each gain 1 corruption point.
Chapter 3 NPCs
*Daemonic Presence: For 10 meters around the Beast the air becomes thick with shadow, torches gutter
and die, flames go out, etc. All characters within the area take a -10 to Willpower checks.
**Shadow Step: The Beast can step between any pool of shadow to another as a Full Round action.
***Made of Darkness: The Beast can be driven back or injured by bright enough light. Photon grenades,
bright lights and similar devices do 1d10+2 damage to the Beast, ignoring its daemonic toughness.
The party follow the trail of the Herald of Dawn to an underground temple deep in the Interior of Solomon.
They encounter a member of the Divine Light of Solex, who has arrived at the temple following her own
investigation into the origins of a heretek cult.
Within the temple the party encounter the Herald and a number of other cultists, and learn more of the
insidious Dawnbringer and his goals.
1: Briefing
Party are either briefed or head to the Temple on their own.
4 days by rover. Rover equipped with twin stubbers. Also carries sets of Mirkers Covers.
The party are accompanied by a squad of 10 Inquisitorial troopers; guardsmen hand-selected by Tyriius to
aid him. The squad is made up of:
All are armed with lasguns, laspistols and combat knives. Sergeant Dern carries a sword and laspistol.
Trooper Durga is a special weapons trooper and carries the squads flamer.
The temple itself is under several large pipes, meaning any approach must be on foot. The terrain is haunted
by Lurkers (feral mutants), Stilt Hunters (huge stilt-legged spider-crab monsters) and Gloamwings.
3: Galina Casban
As the party approach the temple Galina detects them and approaches. She is accompanied by a gunhound
and a psyberhawk.
Galina explains that she has been hunting the sponsors of a heretek cult named the Eternal Mechanism. The
cult were practicing forbidden science (they were creating full-minded vat-grown humans for ritual slaughter
to the Beast) and she destroyed them, but learned from the arch-heretek that they were working on a
project for the Herald of Dawn. She has a name for the Herald, wrung from the hereteks mind by neural-
probe; Marric Salizar.
Galina offers to help the party after learning their goals are similar.
It is possible to sneak into the temple through a rusted gully on the far side. Inside the temple a large
number of the rooms are empty and abandoned, but at the core of the temple are a series of rooms used by
the cult. There is a substantial library, as well as living quarters and a vile shrine to the Beast.
There are also cages, where sacrifices were kept. There are currently 3 prisoners.
Currently there are only a few true cultists inside (Ahzrukhal has little need of others), as well as Marric.
They are hard at work, identifying sites that have resonance with the Beast.
If the party fight their way in, then the cultists will be ready for them and will fight using las pistols
and swords. Marric is a sorcerer, with access to a few minor powers.
If the party sneak in, they will catch them unawares in the middle of research.
Hopefully the party will manage to capture Marric. Even if they dont, there is plenty of paperwork lying
around.
Reading too much of the forbidden tomes in the library will net a character a corruption point
The shrine to the Beast is so hellish that it requires a -10 Fear check to enter
Chapter 4 NPCs
Skills: Awareness, Dodge, Charm +20, Leadership +10, Forbidden Lore, etc
Talents: Sorcerer, Master Orator
Traits: Mark of Slaanesh, Voice of Slaanesh
Armour: Flak Robes (3 all)
Weapons: Masterwork Laspistol (1d10+2 E, +10 to hit), Lathe Dagger (1d5+5, Pen 3, +10 to hit), Hellish
Blast (1d10+4 E, 20m, Warp Weapon)
Arcana: Forget Me (minor), Whispers of the Warp (Minor), Hellish Blast (Major), Shadow Step (Major)
Stilt Hunter
Stilt Hunters are enormous spider-creatures that roam the Rusting Wastes, attacking anything they find.
They can digest both metal and flesh, but prefer the latter. Their bodies are large spheres of chitin with a
gigantic maw at the front and a random number of eyes above.
Chapter 4 Handouts
An ancient manuscript that crumbles under your touch. The text is barely-legible proto-Gothic.
Come by et known that, in thee age of my eldefather, a terrible Darkness fell unto thee eart from thee void
beyond. Immaterial, vast and terrible, et sent ets avatar, thee Beast, to stalk thee land, reaving and feeding
on thee flesh of oer people, gathering strength as did et.
My eldefather and his people, blessd with knowledge lost to us now, did battle with thee Darkness and ets
Beast and were victorious, although the price of thir victory was steep. Unto thus they sealed away thee
Darkness bneath thee eart, trapping et in the necropolis in which we once interrd oer deade. They
sacrificed of thirselves to seal thee gates of that city of thee deade, damning thirselves as they saved thee
rest of us.
May thir sacrifice never be forgottn.
A page of vellum, seemingly torn from a large tome. The page feels greasy and unpleasant to the touch, and
the ink carries a faint, disturbing odour.
The ancients who sealed away the darkness were powerful indeed and, by fuelling their work with their
own lives, leant the ritual even greater power. For millennia the creature has remained trapped; sealed away
fathoms beneath us. That said, the prison they forged for the Darkness is not complete. In places the walls
of the prison thin, and in those places the Darkness can put forth its influence.
Perhaps this is why the world has become so dark and tainted; the creatures subtle influence, drawing
Solomon down into the pit inch by inch. Either that, or mans own inner darkness is slowly wearing away the
bonds, weakening them to the point that, one day, they may be broken.
A small, leather-bound diary. The writing inside is spidery but legible. Most of the entries are meaningless
cyphers and heretical diagrams, but a few entries catch your eye.
Surely Solomon is a world most ideally conditioned to be the birthplace of the Dawn of Chaos, my efforts
elsewhere seem paltry by comparison. The rumours of the Curse of Solomon are indeed true; in fact the
truth behind them is even more terrible and wonderful than I had imagined.
The darkness that haunts this world is a real, physical presence; a personification of an ancient entity
trapped beneath the earth millennia ago.
I have drawn a cult about myself, and brought in elements of my cabals on other worlds to aid me. I will
make a pact with this creature and, with the powers it grants me, bring about the Dawn of Chaos.
The most recent entry in the diary. The writing is splotched in places, as if written in excitement.
Success! The primitive mutants have proved their worth by locating an entrance to the Necropolis! I shall
relocate myself there at once, surely sacrifices made so close to the Darkness prison will lend it the most
strength. Marric can continue here in my absence. By the Powers Undivided, my goal is almost in sight!
The party head to Scapulus Hive to locate Shiara, the Dawnbringers other Herald. Shiara has embedded
herself in the hive of the wealthy House Burdar, posing as a courtesan, and has begun to manipulate the
Lord of the house to revive an ancient fighting competition once hosted in the spire. The party have no way
of knowing Shiaras identity, however, and must track her down during a soiree.
House Gatrinex
Politically powerful house with familial ties to the Planetary Governor. Lead by Lord Doran Gatrinex, a former
Imperial Navy Admiral and ally of Inquisitor Tyriius. Daughter is Janina, bulter is Batu. Green and Yellow
house colours.
House Burdar
A wealthy house which bases its power on a number of Indentured Slave brokerages. Once ruled Scapulus
Hive and hosted the Katricon, a gladiatorial carnival. Lead by Lord Malthus Burdar IV; a tall, well-built man
with a shaved scalp and blue eyes. Red and White.
House Morlon
A minor house with connections to the vapour guilds. In recent weeks they have suddenly gained more
influence following the collapse of a rival guild. They have made a deal with an illegal witch who is using his
powers of divination to aid the house. Lead by Lady Samthamine II. Seeing Guild Lord Gillmer. Orange and
red.
House Jaggar
A minor house which makes its money from producing pyro-tower repair parts. The old lord Justinus died
recently and has been succeed by his son Jorgal. Poisoned by his son with a hallucinogen toxin that sent him
mad. Controls the Honest Labourers Guild. Yellow and Black. Overseer Harran Jaggar.
Local Ad Mech
Magos Ostalan
Local Church
Confessor Maley (Considering decrying the katricon)
Synopsis:
Party arrive with Elina, posing as house Gatrinex retainers
Party head to a soiree hosted by leading family of House Tabor with the intention of discovering if
any houses have recently been acting odd.
During the Soiree House Burdar announces their intention of reviving the Katricon, starting in a few
days time.
Rumours abound that House Burdar has already begun its gladiatorial games
Rumours also persist about House Morlon and House Jaggar as well. Apparently Lord
Justinus Jaggar died in strange circumstances and House Morlons sudden rise to power is
suspicious.
Rumours tell that Lord Burdar has recently been entertaining a courtesan from off world
named Mamzel Sorsa Mazir
Elina asks the party to investigate all three houses?
The Katricon is slated to be a great event, with dozens of gladiators fighting to the death in a special
arena.
The party cannot just bust in to the House Burdar spire; they need to either sneak in or find
another way of confirming Shiara is present before doing so.
Elina suggests waiting until the beginning of the competition and investigating the spire then.
Shiara is with Lord Burdar, she can tell the party where the Dawnbringer has gone.
During the Conclave Lord Burdar brings Toron with him, to show him off.
The areana has also been inscribed so that kills in the areana lend power to Toron.
Interrogating Shaira
As a follower of Slaanesh and a disciple of the Dawnbringer, Shaira is no stranger to pain and suffering.
However, she usually prefers to be the one inflicting torture, rather than being on the receiving end.
Shaira is mortally afraid of the Dawnbringer, however, and this fear grants her a great resistance to
interrogation.
She will harangue and mock the party, inciting them to inflict horrific injuries on her, only for her to continue
to laugh at them. Only when the party have inflicted terminal damage on her will she tell them that the
Dawnbringer is a man named Ahzrukhal and that he seeks to free the Darkness from its prison beneath
Solomon. In exchange Ahzrukhal believes the darkness will grant him control of the living evil that is known
as the Hereticus Tenebrae, the Tyrant Star.
Shaira points the party to the ruins of Hive Ossivar in the Sea of Regret before dying.
Torturing Shaira to death will result in any character involved gaining a corruption point.
Skills: Awareness, Dodge, Disguise +10, Charm +20, Leadership +10, Forbidden Lore
Talents: Sorcerer, Master Orator, Fearless, Catfall, Lightening Reflexes, Heightened Senses (All)
Traits: Mark of Slaanesh
Armour: None
Weapons: Good-quality Stub Auto (30m, S/3/-, 1d10+3 I, Pen 3, Clip 9, Manstopper), Neural Whip (3m,
1d10+4 E, Flexible, Shocking)
Arcana: Open Wounds (-10 T test or 1d5 R, Warp Weapon), Suggestion (Opposed Will), Fearful Aura
The party head for the ruins of Hive Ossivar. The hive subsided 234 years ago when a subsidence caused the
entire hive to collapse, killing millions.
Now the hive is an expansive ruin of rusting pipework and crumbling ferrocrete, surrounded by a vast lake of
acid runoff known as the Sea of Regret.
Several small communities ring the lake, skimming base chemicals off the lake in hover-skiffs, but the area
has a reputation for backwards superstition and inbred locals.
Ahzrukhal has lead the majority of his cultists to the ruins of the hive where they have tunnelled into the
catacombs and begun making mass sacrifices to the Darkness.
The catacombs, once a necropolis used by the ancient people who first inhabited Solomon, is now the prison
for the dark entity that has come to be known as the Darkness.
Guard Squad
The party are assigned two guard squads and an arbite squad.
616 squad
Sergeant Orric Dern (Gruff but respectful)
Corporal Teela Soto (short hair, aggressive, businesslike)
Troopers Landa, Varrik, Mendos, Sula, Makanan, Harko, Quesh and Durga (flamer)
52nd 'Headhunters'
Sergeant Fulton (short, efficient)
Corporal Meller Riksos (eye-patch, badass)
Troopers Vesh, Mandar, Burgan, Finan, Googan, Waller, Nedwell, Okar, Gren (Meltagun)
Arbites
Proctor Karnos
Nine faceless arbites
Synposis:
The party travel to the ruins of Hive Ossivar
All of the lake-side communities are empty; the locals have either been massacred or
captured and used as sacrifices by the cult
The party discover the Dawnbringer camp
The camp is large and contains a number of cultists, plus the local Lurker mutants who have
flocked to Ahzrukhals summons.
The locals who have been captured are being held in a large corral. Dozens are lead away
each day to be horrifically sacrificed by Ahzrukhal in the catacombs
The party must either fight their way or sneak into the catacombs beneath the dig, which
themselves contain a number of horrific mutant creatures.
While working their way down into the catacombs they see visions of a ghostly old man who leads
them to a hidden room where they find an ancient tomb and a number of weapons
Detail
2: Dawnbringers Camp
The party arrive at the island that was once Hive Ossivar. Everything drips with acid runoff and moisture.
Its easy to find the camp; there are large bonfires burning and the low sound of drums echoes across the
island. Gory totems mark the limits of the camp, requiring Hard (-10) Fear checks.
When the party arrive the cultists are engaged in a vile celebration, dancing and drumming as they sacrifice
several captured locals.
The camp is guarded by several Lurkers, who are mostly distracted by the ritual (-10 to Awareness).
There are 20 Cult Initiates and 5 Cult Fanatics, armed with a mixture of lasguns, autoguns and
shotguns
The Lurkers all have Tough Hive and Brute mutations and are armed with melee weapons
There are 16 prisoners still in the corral, they can tell the party that there were dozens more, but
most were dragged away into the tunnels.
3: The Necropolis
The party head into the catacombs. The tunnels are obviously parts of the ruined hive, but have been
twisted into almost unrecognisable ruins by the collapse.
The upper levels of the catacombs are quite dank and there is a steady flow of acid run-off. The
floors creak ominously. As the party move down an arbiter falls through a weakened section of floor
to his death.
There are several large caches of mining equipment scattered through the tunnels
There are a number of chaos spawn left in the tunnels as guard creatures, chained at certain
intervals.
After travelling down through the tunnels for quite a way the catacombs break into a set of tunnels which
are obviously millennia old and pre-Imperial in design; the Necropolis.
As they enter the necropolis any psykers becomes aware that they have entered a place of great
spiritual power and can also sense the ritual being invoked below them
5: Visions of the past
The party travel down through the halls of the necropolis
Here and there the tunnels open into vast ossuarys where ancient bones are stacked in great piles.
As they walk a ghost-light appears and guides them into an antechamber where they discover the
skeletal remains of a main in long robes. At his side lies a tome and an ancient but still keen-
sword. The sword radiates a cool aura of purity and counts as a Holy blade.
As the party arrive Ahzrukhal sends his bodyguard of a dozen fanatics against them while he
summons the Beast to aid him.
The Beast can appear, but here in the sanctum it is finally vulnerable.
Ahzrukhal will not allow himself to be captured. While the party battle the Beast he opens a warp
gate and slips through, vowing his revenge.
Chapter 6 NPCs
*Daemonic Presence: For 10 meters around the Beast the air becomes thick with shadow, torches gutter
and die, flames go out, etc. All characters within the area take a -10 to Willpower checks.
**Shadow Step: The Beast can step between any pool of shadow to another as a Full Round action.
***Made of Darkness: The Beast can be driven back or injured by bright enough light. Photon grenades,
bright lights and similar devices do 1d10+2 damage to the Beast, ignoring its daemonic toughness.
Chapter 6 Handouts
Comeyet thee avatar which thee Darkness set to stalk the land still haunts this place and my brethrn half
gone to do battle with et, in hopes of sealing it with the tomb we half made ourselves herein.
Lamed, I sit here to await their victory, or by et their failure my deathe. Know this, thou that readest here; in
this place of honoured dead thee Darkness and its avatar the Beast lie vulnrable.
Immaterial it may be, but thee Beast can wounded be.
If failure my kin dost wrought in this place, I pray thee victory find where we didst not.
Major NPCs
Allies
Enemies
Planetary Data
SOLOMON
Solomon is a small Imperial hive world in the Markayn Marches.
+++PLANETARY DATA+++
CLASS: Hive World
SUBSECTOR: Markayn Marches
POPULATION: 13,000,000,000
SATELLITES: 2 (Namah, Revam)
MEAN SURFACE TEMPERATURE: 17 degrees
PRINCIPLE EXPORTS: Refined Chemicals
PLANETARY GOVERNOR: Lord Governor Quintos Raban IV
CONTACT WITH OTHER WORLDS: Stable warp routes to Cantus and Belacane
INFORMATION:
A Departmento Munitorum Fiefdom, Solomon is a fog-shrouded, slowly dying world rife with corruption and
violence.
Its atmosphere and seas rendered toxic long ago by the countless chemical refineries and gas-stacks that
cover its surface, the bulk of Solomons population can be found in a series of massive mega-hives that form
the central population centres.
Life in the hives is unpleasant; due to the toxic atmosphere all air is heavily recycled and the domes that seal
the hives create a thick, moist atmosphere that results in omnipresent damp and mould. Personal space is at
a minimum; many habitations are tiny, even compared to other hive worlds.
A series of canals cover the surface of Solomon. Many Interior dwellers use acid-proofed barges to travel
down the canals.
NOTES:
The ambient technology level is Victorian, with clockwork (proof against damp) being the preferred form of
technology and many structures made from brass (proof against rust and most forms of acid).