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Dark Heresy Campaign

The Curse of Solomon

Written by Rob Leigh

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.

Chapter 1: Best left in shadow


(social/investigation/combat)
Otto Horst, an investigator employed by Inquisitor Tyrrius, has vanished while looking into a rash of
disappearances on Solomon. His last communication hinted at a cult active in the 'interior' of Solomon; the
party are sent to find out what happened to him and finish his investigation.

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.

Chapter 2: Some go unnoticed


(investigation)
The trail leads the party to the settlement of Overfall. Overfall is much larger, a small town, and the Beast
Cult is smaller and subtler.
Here the cult is lead by a local guild master, who deals with indentured servants. Any servant with a suitably
long contract to fulfil is instead sacrificed to the Beast. The party meet a young girl while in Overfall who is
looking for her brother; an indentured servant who has vanished. The mans trail leads them to the guilder,
who turns to his pit-slaves to eliminate them.
When he is finally defeated, the party discover the cult was brought to Overfall by a man calling himself the
Dawnbringer.

Chapter 3: Dead end at Deadend


(investigation/combat)
A number of disappearances lead the party to the settlement of Deadend where they uncover another
apparent Beast cult. It turns out the cult is run by a small group who are not actually sacrificing the victims
but selling them as slaves.
As the party are wrapping up and it seems the Curse as always been a facade, the real Beast puts in an
appearance, consuming the slavers.

Chapter 4: Dawnbringers Lair


(investigation/suspense)
Rumours of the Dawnbringer lead the party to an ancient series of catacombs where he was rumoured to
have a lair. The party find evidence that the curse is much older than they thought, and that the
Dawnbringer has been instigating Beast sacrifice for quite a long time.

Chapter 5: Deep it is buried, and with reason


(investigation/combat)
Evidence from the Dawnbringers lair leads the party to a remote sector of the Interior where they find the
ruins of an ancient hive and the lair of the beast itself.
Chapter 1: Best left in Shadow

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.

Scene 2: What Horst knew


The party arrive at Horsts apartment (Mid-rise 328, Hab-stack 92, Hab 412).
Horsts apartment is empty and obviously hasn't been lived in for some months. There are a number of
papers lying around (handout #1).

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.

Scene 4: Stanchion End


The party travel to Stanchion End, it takes roughly 11 hours by barge. This takes them into the Interior
proper; thick yellow fog hangs everywhere and the locals are all marked by acid scars.

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.

Scene 5: Attackers in the night


While sleeping in the tavern the party are attacked by a band of four thugs who they saw in the common
room earlier that evening. The locals can identify the thugs as travelers; they think they came from
somewhere further into the interior.

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.

Scene 7: Horsts notes


Horst's notes reveal he had begun to believe there was something in the fog that took the workers. He
mused that perhaps it was the planet itself taking the men. He reveals that, while out in the Fog Zones, he
could sense he was not alone; he was being watched by 'creatures'. He feared that soon they would come
for him too. His final note reveals that he has a map and that he was wrong. A rough map shows where
Horst went.

Scene 8: The Altar of the Beast


The party hopefully head into the Fog Zone. They eventually find a large pipe that has been painted with
ritual symbols and hung with chains. Human blood is evident around the area, and the site is obviously old
and has seen repeated use.
As they investigate the area the party are attacked by creatures which turn out to be villagers from
Underpipe dressed in 'beast' costumes.

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 note written by Horst:


It seems that there must be a creature, or possibly creatures, preying on the inhabitants of Interior Zone
12-7896. So far Ive found reports of three Guild work parties, four scrap caravans and an enforcer squad
being attacked over the course of several years. Have the locals who live in Zone 12-1896 suffered the same
depredations? I must find out.

A hand-written note, hastily scribbled:


1 day by barge to Lowstill. 1 day to look around, 11 hours from Lowstill to Stanchion End. 1 day to look
around, then 1 day from Stanchion End to Underpipe. 1 day to look around. Can get out there and back in 6
days, easy.

Hosts Personal Notes

A note in Horsts handwriting reading:


By the God-Emperor I was right! This place is clearly the hub of the activity; I must investigate further. I
can stay out here a few days longer before returning to submit my report. All signs point to a presence here
stretching back years, if not even longer! Ive found passage with a deep trader and tomorrow I head
towards Underpipe, Im sure the creatures must have a lair somewhere in the deeper Fog Zones.

A scrap of paper with a poem:


The Darkness takes what the Dark is due, if you cant pay your debt the Beast will come for you.

A page seemingly torn from a diary:


Arrived Underpipe this morning. Dreary place, but am confident locals can be won around. Need to hire
guides and explore north, north-west. Sure will find evidence, locals might even have vanished. Will ask.

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.

Another diary page:


Spoke to the old trapper, Amez, last night. He told me where to look and gave me a map. I think some of
the locals saw me talking to him. Superstitious idiots; none of them will act as my guide now. Dont need
them anyway; I know where I need to look now.

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.

Chapter 2: Some go unnoticed

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.

Scene 2: Arrive in Overfall


The party can travel to Overfall by barge, it takes almost 2 days from Underpipe to get there, or a day from
the main hive. Most barge captains charge 8 Jenk a head for the trip.

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)

Scene 3: Find the girl


At the Rat and Pipe the party are told a girl, Kyla Fenton, was asking about her brother who has gone
missing, as well as a number of other people. Apparently she has been in Overfall for a few days and has
been asking around, the party are told she was headed down to the lower docks.

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)

Scene 4: Follow the trail


Kyla tells the party that some months ago her brother, Jarr, got himself into serious debt due to his
gambling. A guilder offered him a loan and, when he couldnt pay it back, offered to let him work it off as an
Indentured. What he didnt tell Jarr was the Indenture contract was for a year per jenk owed; meaning he
had agreed to work for over 300 years!
Kyla has recently managed to get the debt erased after appealing to the local Guild Master, and is now
looking for her brother to have him returned to the hive. Sadly it seems Jarr has simply vanished; he is listed
as being transferred to the markets at Overfall, but no one knows who bought him or where he has since
gone.

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.

Scene 5: Some go Unnoticed


The party, either with or without Kyla, can find out with enough asking around that they should talk to
Darius Kallot, the local Guild Labour Resource master.

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.

Over a 10-year period over 300 Indentured have vanished in Overfall.

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.

Scene 7: The Carnivoria


The Carnivoria is a large fighting pit at the western edge of Overfall. Part tavern, part circus, the Carnivoria
draws huge crowds every evening who come to watch the pit fights and other entertainments. The
Carnivoria is owned and run by Guilder Vorik Lent.

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.

The party have several options:


They can enter as patrons and look around. This wont tell them much.
They can confront Lent, which will result in the Guilder first throwing them out and then sending
assassins after them.
They can sneak in to the Carnivoria, in which case they will have to bypass security such as spy-
eyes, vox-thieves and patrolling guards.
They can call in an Inquisitorial strike-squad (boring option)

Scene 8: Confronting Lent


Lent is sacrificing the servants at a site beneath Overfall, an altar that hangs over the acid falls. He usually
takes a sacrifice down once a month or so, allowing him plenty of time to locate a new victim each time.
Kylas brother has already been sacrificed when they finally confront Lent (if they go to check, all they find
are fresh blood stains and a pair of empty manacles).

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

Indentured Contract 128791


Name: Darryl Shontz
Indenture period: 223 years
Contract bought by: [unrecorded]
Transfer list: Moved to holding pen 6. Moved to holding pen 12. Moved to transit pen 1. Moved to holding
pen 13.

Indentured Contract 564681


Name: Erik Banning
Indenture period: 197 years
Contract bought by: [unrecorded]
Transfer list: Moved to holding pen 12. Moved to holding pen 3. Moved to holding pen 10. Moved to holding
pen 13.

Indentured Contract 5154547


Name: Lance Hillebrand
Indenture period: 258 years
Contract bought by: [unrecorded]
Transfer list: Moved to holding pen 3. Moved to holding pen 4. Moved to transit pen 4. Moved to transit pen
12. Moved to transit pen 10. Moved to holding pen 13.

Indentured Contract 1010547


Name: Noreen Derosia
Indenture period: 314 years
Contract bought by: [unrecorded]
Transfer list: Moved to holding pen 2. Moved to transit pen 9. Moved to holding pen 13.

Indentured Contract 24872400


Name: Tameka Guiney
Indenture period: 174 years
Contract bought by: [unrecorded]
Transfer list: Moved to holding pen 4. Moved to transit pen 8. Moved to transit pen 9. Moved to holding pen
13.

Indentured Contract 547811


Name: Gardea Hark
Indenture period: 237 years
Contract bought by: [unrecorded]
Transfer list: Moved to transit pen 2. Moved to transit pen 12. Moved to holding pen 13.

Indentured Contract 4874561


Name: Clayton Mundt
Indenture period: 307 years
Contract bought by: [unrecorded]
Transfer list: Moved to holding pen 5. Moved to holding pen 9. Moved to transit pen 3. Moved to transit pen
12. Moved to holding pen 13.

Indentured Contract 75218100


Name: Jarr Fenton
Indenture period: 351 years
Contract bought by: [unrecorded]
Transfer list: Moved to holding pen 9. Moved to transit pen 1. Moved to transit pen 5. Moved to holding pen
13.

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

Skills: Awareness, Intimidate


Talents: Melee weapon training (Primitive, Chain), Iron Jaw, Ambidextrous
Traits: Machine (2), Armour Plating
Armour: Armour plating (Head 2, Arms 2, Body 4, Legs 4)
Weapons: Chainblade (1d10+7 R, Pen 2, Tearing) or Heavy claw (2d10+5 I, Unwieldy)
Hardware: Internal micro-bead, Bionic weapons

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 Ranking arbite a Regulator named Henson.

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.

6: The Beast in the Darkness


Regardless of whether the party make a sacrifice, the Beast comes for it's due in the night.
Screams wake the party, as the creature first targets the villagers, then the cultists and finally the arbites. It
appears as a tall, humanoid shadow with glowing red eyes. It will either slaughter 9 random villagers,
slavers and arbites before vanishing, or it will vanish if the party inflict enough damage on it.

Chapter 3 NPCs

The Beast of Solomon


An 8-foot tall creature of shadow, the beast is the personification of the ancient evil trapped beneath
Solomon. It exists only to kill.
WS BS S T Ag Int Per WP Fel
52 20 55 53(10) 50 50 50 50 10
Movement: 5/10/15/30 Wounds: 30

Skills: Awareness, Dodge


Talents: None
Traits: Daemonic (TB 10), Daemonic Presence*, Dark Sight, Fear 3, Deadly Natural Weapons (Claws),
Unnatural Strength, Shadow Step**, Made of Darkness***
Armour: None
Weapons: Shadowy Claws (1d10+10 R, Warp Weapon)

*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.

Part 4: The Dawnbringers Lair

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.

2: The Rusting Wastes


The Rusting Wastes are deep inside the Fog Zones and take days to reach by barge; flyers can reach the
area but its dangerous as the fog is so thick.

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:

Sergeant Orric Dern (Gruff but respectful)


Corporal Teela Soto (short hair, aggressive, businesslike)
Troopers Landa, Varrik, Mendos, Sula, Makanan, Harko, Quesh and Durga

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.

Several attack the party on the way down.

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.

4: The Temple of the Dawn


The temple is a vast edifice constructed centuries ago as a fuel management factory. It is located under a
series of titanic pipes and is lit by votive fires and adorned with grisly totems, designed to scare away
intruders.
The temple is home to a community of Lurkers, who serve the Dawnbringer fanatically. They can easily be
defeated in a straight-out fight, but much prefer traps and ambushes. They fight armed with bows,
crossbows and harpoon guns.

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

Stuff the party learns:


That the Beast is the avatar of an entity known as the Darkness which is sealed away beneath the
planet
That sacrifices to the Beast give the Darkness power, in return it grants favours
That the Dawnbringer wishes the Darkness to give him the power over the Occulus Tenebris and
usher in the Dawn of Chaos
Marric tells them (or they find in notes) that Shaira is another Herald and is working in a nearby
hive, corrupting a noble family
Marric doesnt know why shes there, but knows that it is important.
The Dawnbringer himself is elsewhere, having retreated to The Necropolis.
Marric believes the Necropolis lies somewhere under the ruins of Hive Ossivar (the hive subsided 234
years ago when several large pipes ruptured.

Chapter 4 NPCs

Marric Salizar, Slaaneshi Corruptor


Marric is tall, slim and darkly attractive with pale skin and dark eyes. In his role as the Herald of Dawn he
dresses in a long red robe with a deep hood.

WS BS S T Ag Int Per WP Fel


42 35 37 38 35 43 36 41 46
Movement: 3/6/9/18 Wounds: 14

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.

WS BS S T Ag Int Per WP Fel


62 -- (10)57 (8)43 28 15 43 27 --
Movement: 3/6/9/18 Wounds: 31

Skills: Awareness, Silent Move, Tracking


Talents: None
Traits: Size (Enormous); Fear 2; Unnatural Strength; Unnatural Toughness; Crawler; Toxic; Deadly Natural
Weapons
Armour: None
Weapons: Huge claws (1d10+10 R, Pen 1, Toxic)

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 diagram of an occult circle and a description:


The Darkness thirsts for blood; for every drop spilled by its Beast, the Darkness grows in strength and,
once enough blood has slaked its thirst, one day it will break free of its ancient bonds.
Until that time, however, the Darkness will reward any who make sacrifice to it and its Beast. These ritual
marks, drawn in a place where the walls of the prison are thin, will summon the Beast to do its bloody work.
They also lay down the compact between you and the Darkness, and the reward you ask of it.

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.

A page from the same diary.


Winnows End. Underpipe. Tinker Town. Stopsump. Overfall. Deadend. Faithborn. Cannars Gap.
Eight so far. I need more if the Darkness is to grant me power of the Occulus Tenebris, much more. The
Dawn of Chaos must come!

Another page from the diary.


Sharia has suggested a cunning plan. The nobles are an untapped resource; so far we have concentrated
our efforts on the Interior Zones where no one will notice those taken for the sacrifices, but a noble house
could spill infinitely more blood and use their status to hide their actions.
I have sent her to work her craft in Scapulus Hive; she claims she knows an ideal noble spire there in which
she can embed herself.

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!

Chapter 5: Corruption in the Spire

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.

Houses of Scapulus Hive


House Tabor
Extremely wealthy and powerful. Leading house of the hive. Base their rule on control of several large
mineral refineries. Lead by Lord Sosekai Tabor XIV. Lord Sosekai is foppish but cunning. Purple and black.

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.

Toron, Beast of Burdar


Toron is a huge, tattooed warrior created by Shiara who is a living ritual of the Beast. Every warrior killed by
him is a sacrifice to the Darkness.

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.

Shaira Duvar, Herald of Dawn, Chaos Demogogue


Shiara has short blonde hair and blue eyes. She has an imperial aquilla tattooed on her left cheek and
appears to be in her mid-30s although she has obviously used rejuvinats in the past.
In her current guise as Mamzel Sorsa Mazir she dresses in extremely fine clothing, a sheer veil covering her
face. Tiana va Duvar

WS BS S T Ag Int Per WP Fel


44 31 32 31 34 41 42 36 (8)46
Movement: 3/6/9/18 Wounds: 14

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

Chapter 6: Deep it is buried, and with reason

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

1: Everyones Dead Dave


The party arrive at the Sea of Regret with Elina and Prost. Before they can cross the lake they need to refuel
and they stop at a small guild town named Smoulder. When they arrive they discover the town has been
massacred.
The fuel pumps have been burned, but several hover-skiffs are pulled up on the beach.

2: The Sea of Regret


The party cross the Sea of Regret. Huge spars that belong to the fallen hive jut out of the lake, acid fog
reduces vision to a few meters and as they cross several huge creatures cruise past under the acid. None
attack the party but use opportunity to scare the players.

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.

4: Against the Darkness


The party reach the main chamber of the Necropolis. At its centre sits a huge shard of warpstone which
burns with warp-light and in front of it Ahzrukhal has constructed an altar to chaos.
The sorcerer has sacrificed hundreds of people to the Darkness on the altar and their remains lie scattered
across the chamber while the floor runs with their blood.

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

The Beast of Solomon


An 8-foot tall creature of shadow, the beast is the personification of the ancient evil trapped beneath
Solomon. It exists only to kill.
WS BS S T Ag Int Per WP Fel
52 20 55 53(10) 50 50 50 50 10
Movement: 5/10/15/30 Wounds: 30

Skills: Awareness, Dodge


Talents: None
Traits: Daemonic (TB 10), Daemonic Presence*, Dark Sight, Fear 3, Deadly Natural Weapons (Claws),
Unnatural Strength, Shadow Step**, Made of Darkness***
Armour: None
Weapons: Shadowy Claws (1d10+10 R, Warp Weapon)

*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

Handout: The Ancient Tome


An ancient tome written barely-legible proto-Gothic.
Hence herein my final words lie. We haf trappd thee Darkness once moore unto thee darkstone whence et
came, although ney one amongst us know how to send thee stone amore unto the firmament from whence
et fell. In trapping et, nerover six of my brethrn were stuck down, giving thus thir lifeforce to bind thee
creature. By thir sacrifice our folk will yet be safe from ets dark hunger.

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

Inquisitor Marcus Tyrrius, Ordo Malleus


Party Primary Employer
Inquisitor Tyrrius is withered and ancient, kept alive by augmenics and his own immense will. He conceals
himself in a long black hooded robe and supports himself with a force-staff. A large pair of bionic air-
exchangers sprout from his back.
A powerful psyker, Tyrrius can divine the future and tends to collect acolytes he has forseen as useful or
important.

Elina al-Vashin, Interrogator


Party Primary Contact
Elina is a slim, dark-skinned woman with long black hair and brown eyes. She moved with the grace and
poise that comes with total confidence in her abilities. She is Inquisitor Tyrriuss current Interrogator.

Javian Prost, Interrogator


Party Secondary Contact
Interrogator Prost is stationed on Solomon and poses as an Arbite Investigator, using his position to report
to Inquisitor Tyrrius. He is a dour, strict individual who examines everything meticulously and only sends
backup when he believes it is truly needed.

Enemies

Ahzrukhal the Dawnbringer, Chaos Sorcerer


Primary adversary, Master of the Dawnbringers
Ahzrukhal is an ancient sorcerer, steeped in evil. He seeks to bring about the Dawn of Chaos and leads a
cult known as the Dawnbringers to that end.
Ahzrukhal has learned of the Curse of Solomon and has entered into a pact with the Beast, creating
weaknesses in its prison and inciting the inhabitants of Solomon to make blood sacrifice to it.

Marric Salizar, Slaanesh Corrupter


Constantine Personal NPC, Dawnbringer Agent
A Dawnbringer agent who once lead a Slaanesh-dedicated cult on Dusk, Marric escaped Imperial custody
and is now free in the Markayn Marches, following his masters orders.

Shaira Duvar, Chaos Demogogue


Brutilla Personal NPC, Dawnbringer Agent
A charismatic speaker and cult leader, Shaira once lead a cult on the shrine world of Valon Urr. When the cult
was betrayed to the authorities by Brutilla Shaira fled. She now operates on Solomon, following Ahzrukhals
orders.

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.

However, life outside the hives is infinitely worse.


Between these hives lay mile upon mile of fog-shrouded rusting pipes and pyro-towers, known as the
Interior. A population of workers calls the Interior home, moving through the thick yellow smog and braving
acid fog, electrical storms and mutant creatures to maintain the ancient machinery that covers their world.
The worst areas of the Interior are known as Fog Zones; they are often filled with impenetrable, highly toxic
fog.

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).

The local dialect is full of colourful slang words:


Berk Fool Dont be a flaming berk!
Jenk Money, specifically the local brass currency Spare a jenk, master?
Mibix Unpalatable rubbish You expect me to eat this mibix?
Master Lord, anyone of senior position

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