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CONTENTS & CREDITS

The Age of Sigmar Beckons!............................................................... 3 Part 3: Defiant Defences ................................................................... 10


Getting Started...................................................................................... 3 Part 4: The Night of Shattered Bone................................................. 11
Stat-Blocks....................................................................................... 13
THE ADVENTURE .................................................................. 5 Part 5: Ominous Dawn...................................................................... 13
Part 1: Grimreach ................................................................................ 7 The Binding..................................................................................... 13
Life Among the Dead....................................................................... 8
Part 2: The Bonereaper’sDemands..................................................... 9

Writing: Elaine Lithgow


Editing: Lynne M. Meyer
Producer: Emmet Byrne
Cover Art: Johan Grenier
Cartography: Dániel Kovács
Illustration: Runesael Flynn, Johan Grenier, Clara-Marie Morin
Graphic Design and Layout: Rory McCormack
Proofreading: Tim Cox
Cubicle 7 Business Support: Anthony Burke, Elaine Connolly, Donna King, and Kieran Murphy

Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Dave Chapman, Walt Ciechanowski, Zak Dale-Clutterbuck,
Cat Evans, Runesael Flynn, Dániel Kovács, Elaine Lithgow, TS Luikart, Rachael Macken, Rory McCormack,
Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Síne Quinn,
and Christopher Walz

Publisher: Dominic McDowall

Warhammer Age of Sigmar: Soulbound Designed by Emmet Byrne and Dominic McDowall

Special thanks to Games Workshop

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means,
electronic, mechanical, photocopying, recording, or otherwise without the prior permission of the publishers.

Warhammer Age of Sigmar Roleplay: Soulbound © Copyright Games Workshop Limited 2021. Warhammer Age
of Sigmar Roleplay: Soulbound, the Warhammer Age of Sigmar Roleplay: Soulbound logo, GW, Games Workshop,
Warhammer, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles,
locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop
Limited, variably registered around the world, and used under licence.

2 First Printing, June 2021


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The Age of Sigmar Beckons! REALMS UNBOUND


Warhammer Age of Sigmar is a mythic fantasy setting The Mortal Realms were formed from the death cry of the
where gods and monsters wage endless war in eight World-That-Was. Even as that ancient world crumbled,
near-infinite realms. The realms have known three ages: the magical winds that inundated it escaped into the
the Age of Myth, a time of great empires and impossible void. These magics changed into something new —
magic; the Age of Chaos, when the realms were plunged arcane realms, coalesced from the World-That-Was and
into centuries of blood and darkness, and daemons crystallised into landscapes of near infinite scope and
roamed the lands; and the current Age of Sigmar, begun grandeur.
when the God-King Sigmar returned with his Stormcast
Eternals and brought hope back to the world. In the unknown aeons that followed, eight new realms
grew to replace the one that had fallen: Aqshy, the Realm
Despite Sigmar’s return, the Mortal Realms are on a of Fire; Azyr, the Realm of Heaven; Chamon, the Realm
knife-edge. Daemons and undead still roam the lands of Metal; Ghur, the Realm of Beasts; Ghyran, the Realm
and nowhere but the great Cities of Sigmar are safe. of Life; Hysh, the Realm of Light; Shyish, the Realm of
Grimreach, a small settlement in Shyish, the Realm of Death; and Ulgu, the Realm of Shadow. These realms were
Death, is in need of heroes as a tide of unfeeling undead formed from the raw energies of creation. No two realms
threatens to scour it from the map. Will you come to the are alike in appearance. At its edges, the landscape of
people’s aid? Chamon swells and flows like liquid in an alembic, while
Azyr is part of the glittering firmament above all realms.
Regardless of their shape, each is infused with the magics
Getting Started that were the catalyst of their creation. The farther one
This booklet contains an adventure that lets players take travels to the edge, the purer the expression of that realm
on the role of mythic heroes in the Age of Sigmar. If you becomes — no living being can survive at the edge of
are a player, you can safely read this section, and the Shyish, while plants grow, bloom, decay and are reborn in
section titled The Binding on page 13 to familiarise a matter of moments at the perimeter of the Realm of Life.
yourself with the setting and the premade characters you
can play. If you are the GM, this booklet will provide you This adventure takes place in Shyish, the Realm of Death.
with a set of streamlined rules and everything else you
need to run this Soulbound experience, outside of some SHYISH — REALM OF THE DEAD
paper, pens, and six-sided dice to roll. Shyish is a land of endings and silent decline, where the
dead far outnumber the living. Long ago, Shyish claimed
To experience the full Soulbound rules, you can pick countless underworlds, each with its own gods and
up the Soulbound core rulebook, Starter Set, and many culture of spirits. Mortal beliefs birthed a vibrant tapestry
other exciting supplements at www.cubicle7games.com. of afterlives and hells of countless variety, woven from
concentrated death magic.

3
During the Age of Myth, the dead were even joined by THE DAWNBRINGER CRUSADES
the living. In defiance of death itself, the living travelled For all the generations of bloodshed and building, the
through shrouded realmgates with beating hearts and Cities of Sigmar are still little more than flickering,
raised their own kingdoms amidst the lands of the dead. isolated stars of hope amid the gnawing void of the night
This was a harmonious time, before Nagash, the Undying sky. But the building of his bastion cities was just the first
King, changed the realm irrevocably. step in the God-King Sigmar’s plans to reclaim the Mortal
Realms. From these footholds, the Dawnbringer Crusades
After centuries of strife and the murder of lesser gods, set out.
Shyish is almost completely under Nagash’s rule, its energy
pulling inwards to a vast maelstrom at the realm’s heart. The players in this adventure are part of the Dawnbringer
Where once were countless gods with vibrant afterlives, Crusades. These ambitious expeditions vary in scope
now only Nagash’s vision of undeath remains. and composition, with some numbering less than one
hundred souls, while others are thousands strong. They
Shyish under Nagash is a haunted realm of suspended march in great processions from the towering gates of
decay. The grey soil holds barely any nutrients, supporting Sigmar’s cities with hope in their hearts. The God-King’s
only the hardiest crops. The hunting of ghostly eels, grey decree states that any who join the Dawnbringer Crusades
fish, and skeletal beasts is the primary source of food. can stake a claim in the settlements that flourish, building
Haunted mists and howling winds hiss through bone- a legacy for future generations. As they depart, priests sing
coloured rock formations in the shapes of gaunt skulls aloud the name of every member, and those they leave
or grasping skeletal hands. These fell winds chill the skin behind fill the crusaders’ arms with gifts and flowers. It is
even through layers of thick furs. The mortals that live a joyous and defiant event: brave souls who carry the hope
in these grim landscapes are gaunt and sallow, as if the of a brighter dawn within their hearts.
realm drains the very colour from their skin, and clad in a
collection of muted greys with flashes of purple or bloody Accompanying these mortals are the metaliths, vast floating
crimson. landmasses harvested from the realms themselves. Pulled
by steam-driven cogwork machines, sweating beasts of
Those who fight to keep faith and hope alive in Shyish pit burden, or packs of devout followers of the God-King,
their wills against beings who would see death conquer all. these islands carry atop them prefabricated buildings and
In the Realm of Death, only those who embrace a defiant defences to establish a settlement wherever they need.
life, with blood in their veins and fire in their hearts, have Once the Crusade reaches their location, the metaliths
any chance at victory. are carefully sunk into the earth, and a settlement is born.
Geomatic energies are pulled from the earth to power
THE SOULBOUND Guardian Idols, fresh water irrigates corrupted soil, and
The player characters take on the roles of a Soulbound walls are raised to keep the wilds at bay.
Binding. The Soulbound are an ancient order from the
Age of Myth, reborn in a time of utmost need. They are Alas, the realms are not so easily reclaimed. According
heroes tasked by the gods themselves with defending the to the Order of Logisticians, only one in twelve new
Mortal Realms. The Soulbound are drawn from across the settlements survive their first few years. Unnatural
realms, from every Species and culture, to come together phenomena, predatory living spells, and the forces of
as a beacon of hope to unite the people of the realms. To be Death, Destruction and Chaos, all pose an existential
Soulbound is to have your essence entwined with others, threat. And the larger a settlement grows, the more
joining your souls together until death. This connection tempting a target it becomes.
allows the Soulbound to draw upon each other’s essence,
pushing themselves to tasks that a single mortal could not Despite this, the Dawnbringer Crusades still march. They
achieve. know the risks and face them every day, but those who
leave the relative safety of the free cities are some of the
Though they are chosen of the gods, the Soulbound have bravest — or most desperate — mortal souls the realms
their own goals and motivations — some far less altruistic have to offer.
than you might expect.

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THE BONEREAPERS Morghast Harbingers use their speed to range ahead of
The antagonists of this adventure are known as the Ossiarch Ossiarch armies or travel as emissaries bearing one clear
Bonereapers. In the wake of the great Necroquake, Nagash and terrifying message: Nagash’s will holds sway here.
set the next part of his grand plan into motion; with
the creaking of reformed bone and metal, the Ossiarch
Bonereapers march upon the Mortal Realms. Towering THE ADVENTURE
skeletal warriors forged from the hardest material and
most brutal combat doctrines, the Bonereapers are The following pages detail an introductory Soulbound
no mere army of marionette skeletons dancing to a adventure for up to four players and one GM. It should
necromantic tune. They are carefully constructed from the take roughly 2–3 hours for a group to complete, or
fragmented bones and souls of thousands of mortals, each longer if the group is inexperienced or takes its time with
one purpose-built with intelligence and a self-sufficiency roleplaying. The adventure entails the party learning about
no puppet could claim. They are truly Nagash’s children, and protecting an Order settlement called ‘Grimreach’
and his ultimate vision for the future of the Mortal Realms. from the predatations of the Ossiarch Bonereapers.

Most mortals interact with the Ossiarch Bonereapers The adventure introduces rules when they become relevant
through the dreaded bone-tithe. When the expanding and provides four ready-made characters (see page 13).
empire encounters a settlement, it offers them a choice: be This adventure uses slightly modified rules and characters,
crushed by ossified killing machines or supply a tithe of but gives a great introduction to Soulbound. For the full
bone. The tithe is always in proportion to the population. experience, be sure to check out the Soulbound core
A village need only present a few chests of osseous rulebook or the Soulbound Starter Set.
offerings at a Bone-tithe Nexus, but a city provides much
more. The tithe ensures a sustainable and efficient supply
of raw material. Those bones, and the souls reaped from
enemies, are used to create more Bonereapers, and the
endless cycle continues.

Mortek Guard
Built to fight alone with skill and power or to execute
complex unit tactics with unerring synchronicity, the
Mortek Guard are the unbeating heart of the Ossiarch
Bonereaper armies. Their dense bone construction is are
far more resilient than any mortal skeleton, their souls
carefully forged from warriors and champions, all to make
them far greater than the sum of their parts. Though they
possess complete loyalty to Nagash and by extension their
leaders, each Mortek Guard is capable of independent
thought and free to act under their own impulses should
their leaders fall.

Morghast
Winged guardians with bones dense enough to turn aside
blades, the Morghasts are perversions of the celestial
creatures who soar in the heights of Hysh. Morghasts serve
as emissaries to the living and honour guard to Nagash’s
commanders. These colossal weapons of war appear as the
very antithesis of hope. Few mortals could reject a demand
for the bone-tithe issued from such a horrific visage, in the
hissing of a chorus of dead souls.

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Part 1: Grimreach 4: Domiciles
Once you have brought your group together, discussed These prefabricated homes are where the majority of the
the setting and ensured that each player has chosen one Dawners in Grimreach live. There is always a healthy
of the characters on page 14, read aloud or paraphrase bustle of activity around the area, with the sights, sounds,
the following: and smells of those who are resting from the hard labour
of their frontier lives. The hammering of stone and
Welcome to Grimreach. This newly founded settlement is wood punctuates the sound of jovial conversation and
home to almost three hundred souls from the Dawnbringer laughter, as builders construct additional shelters for the
Crusade. Their ambitious goal is to create a new foothold settlement’s gradually growing population. The smell of
for the forces of Order in Shyish, the Realm of Death. The freshly cooked meals wafts through the air, and people
fledgling settlement lies in the heart of a barren valley, gather to share stories and songs as they busy their hands
ringed by a maw of jagged rocks and skeletal trees. Every with small acts of productivity, such as fletching arrows,
branch and outcrop seems to reach out towards the sharpening blades, or patching armour.
city walls, as if the land itself wants nothing more than
to drag it into the grey earth. Compared to its bleak 5: Arable Reclaim
surroundings, Grimreach is a glimmering beacon of hope This area of irrigated and purified earth is where the
and life — a flickering candle in the darkness. One that majority of the settlement’s food is grown. There are small
you are god-sworn to protect. patches of exotic fruits, herbs, and spices such as Aqshian
Fireleaf or Ghurish Sweetpeppers, but most of the crops
You can now show the party the map of Grimreach. are hardy plants that have been specifically chosen for
their ability to survive with little light and heat, as fitting
KEY FEATURES for a settlement in Shyish. Gloomrice from Ulgu makes up
Grimreach is broken into various Zones, each with key the bulk of the crops. It is a dark grain that grows rapidly,
features. You do not need to go into great detail on the but has the unique — and often frustrating — trait that
Zones at this point in the adventure, but you may want almost every plant claims a subtly different taste. This
to highlight some of the key parts of the settlement, or results in many ‘mystery meals’ where each bite could
answer player questions about unique buildings. bring a completely different flavour.

1: Main Gate and Guardian Idols 6: The Nexus Syphon


There is only one gate into and out of the fledgeling Situated upon a convergence point of naturally occurring
settlement. It is made of reinforced, glimmering metals and ley lines, the nexus syphon draws geomantic energy from
can be barred from the inside with a solid bar of blessed the earth and distributes it throughout the settlement. The
sigmarite. At regular intervals around the settlement walls, majority of this power goes to the Guardian Idols, but some
tall stone statues in the shape of noble heroes stare out into the small amount provides pale light or clean heat in choice
unforgiving wild. These are called the Guardian Idols. They locations throughout the settlement. As the nexus syphon
draw arcane energy from the Nexus Syphon and project a powers the Guardian Idols, the Dawners often refer to
shimmering field of energy that turns countless gheists and it as the heart of the settlement. If it fails, nothing would
smaller predators away from the settlement. protect the residents from the horrors of Shyish. The air
here crackles with energy, causing the hairs on your body to
2: The Aqualith bristle. Folk regularly experience minor, numbing shocks as
This small metalith is an enchanted chunk of earth trickles of geomatic energy leak out.
imported from Ghyran, the Realm of Life, that pours forth
an eternal well of pure water. This is diverted throughout 7: The Penitent Steps
the settlement and into the fields, irrigating the land and For the most devout of Sigmar’s faith, there can be no
providing safe drinking water for all. While within close rest. Even though they completed the long journey to
proximity to the Aqualith, the air feels fresher, and the reach the founding settlement, and sanctified the soil with
oppressive weight of death on your shoulders lessens their blood, they still feel a need to continue their sacred
somewhat. journey. To this end, they constructed the penitent steps,
a steep set of stairs that leads to and from the temple of
3: The Ironweld Forges Sigmar. Each slab was handcrafted by the blistered fingers
Here is where craftspeople of the Ironweld Arsenal toil day of the devout, and blessed with blood and prayer. The
and night to build everything the new settlement needs, most devout of Sigmar’s religion spend much of their time
from mundane objects like furniture and tools, to weapons marching up and down the stairs, singing prayers to the
and armour. The burning forges give off a simmering heat, God-King.
and smoke catches the back of your throat.
7
8: Stables Life Among the Dead
For a small settlement with a low chance of survival, there Once the party are familiar with the settlement, move
was no towering cogfort or armoured land train to pull the onto describing daily life in Grimreach. Explain that the
floating metaliths into the land of the dead. That task fell to settlement was founded just under one year ago, and that
the backs of Sigmar’s most devout and packs of Grave Steeds. the party arrived as reinforcements just over one month
These large draught horses have sturdy builds, dark grey ago. As such, they have all become a part of the growing
pelts, bone-white hooves, and lank manes that always seem community and have likely made friends and allies.
to blow in an ethereal wind. Most importantly, as natives of
Shyish, they do not spook around the undead, which makes TESTS IN SOULBOUND
them perfect for Grimreach. They are traditionally used to Whenever you need to determine the outcome of an
pull funeral processions, but have found a secondary use as uncertain action in Soulbound, you make a Test. A
durable work animals. Despite the benefits of these strange Test involves a player rolling dice to equal or exceed a
horses, they give off an unnaturally gloomy aura, and only Difficulty Number (DN) set by the GM. The DN consists
the most grim-mannered stablehands feel comfortable of the Difficulty of the Test (the number you must equal or
tending to them for long. exceed on a die to achieve a success) and the Complexity
of the Test (the amount of successes you need to pass the
9: Temple of Sigmar Test).
The Temple of Sigmar is the spiritual heart of Grimreach.
The massive structure was dutifully carried all the way Tests are shown in the form DN X:Y Attribute (Skill),
from Hammerhal atop floating metaliths, hauled by crews where ‘X’ is the Difficulty of the Test and ‘Y’ is the
of Sigmar’s most devout, then sunk into the ground to Complexity. A Dexterity Test of Difficulty 4 and Complexity
mark the founding of the settlement. Since then, there is 2 is shown as DN 4:2 Body (Dexterity); a Channelling
rarely a moment without some form of prayer or sermon Test of Difficulty 3 and Complexity 4 is shown as DN 3:4
echoing out from its glimmering pillars. While not Mind (Channelling). The number of dice you roll when
everyone in Grimreach worships Sigmar as their chosen making a Test is referred to as your ‘dice pool’. Your dice
deity, all pay some degree of homage to the God-King, as pool for a Test is determined by your Attribute Score plus
it is by his will that their home was founded, and by his your level of Training with the Skill being tested.
might that it is defended.
For ease of use, dice pools have been pre-calculated in the
10: Underisle character profiles provided on page 14. If a character
Despite the fact that metaliths are known to float gracefully makes a Test for a skill they do not have, they just use their
above the earth for eons, falling only when the magic that basic Attribute to calculate the dice pool.
holds them aloft is intentionally drained by the careful
use of nullstone, few mortals feel comfortable living and A NORMAL DAY IN SHYISH
working beneath tonnes of suspended rock and earth. As The characters all have their routines in Grimreach.
such, the area of Grimreach beneath Highscryer Island, Darach is the leader of the scouts, patrolling the area
known as Underisle, has been left largely undeveloped around Grimreach and hunting food. Xan is the spiritual
thus far. The main feature is a long, wide road used to leader of the settlement, conducting regular sermons from
transport goods and workers between the domiciles and the temple of Sigmar. Malgra is a vital engineer and crafter,
the Ironweld Forges. overseeing city maintainenance and expansion. Vel is a
powerful warrior who helps to ensure that Grimreach’s
11: Highscryer Island defenders remain sharp and ready for anything.
While the metalith carrying the temple of Sigmar and
most of the buildings was sunk into the earth at the Each party member is interrupted by something unusual.
foundation of the settlement, its smaller counterpart was Darach is approached by an Aelven scout called Kali
left hanging above the settlement, to act as a watchtower Seagrave who speaks of discovering a strange cave system
and defensible position. Highscryer Island is accessible nearby. To find and investigate the cave, Darach must
only via a retractable winch that requires multiple people make a DN 4:1 Mind (Survival) Test. If he succeeds, he
to operate. This maintains the security of the metalith, but manages to find evidence that people lived in these caves
limits its general use. As such, the contingent of Freeguild in the past, and a small shrine depicting a group of humans
soldiers who protect the settlement undertake long-term offering piles of bones to a towering skeletal figure.
‘Highscryer Duties’, wherein they live in the small barracks
for weeks on end, with food and supplies winched up daily.

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Xan is approached by a young Human farmer called According to the drills, the party should head to the
Wullum after his most recent sermon. The young man settlement’s front gate, where their abilities can be put
confesses that he has been suffering a terrible sense to good use in defending the settlement. As they rush
of oppressive foreboding that is preventing him from through the settlement, describe the Dawners’ heads
sleeping, and he wonders if Xan can help. Xan must make turned towards the floating metalith, faces tight with
a DN 4:1 Soul (Theology) Test to sooth Wullum’s frayed concern and murmured voices speculating at the problem.
nerves, recounting tales of Sigmar’s trials as he journeyed Fears of living spells or undead monsters spread through
through Shyish. the settlement like wildfire, and there is little the party can
do to stop the gossip.
Malgra is approached by a Duardin engineer called Uragga
while they are maintaining their aether-rig. She is fighting Doom
back panic and informs Malgra that the Nexus Syphon has The Mortal Realms are a living, breathing place filled with
stopped drawing energy for some reason, and if it is not individuals who are not unaffected by the joys and horrors
fixed immediately the Guardian Idols will power down, of their lives. The battle between hope and despair is an
leaving the settlement exposed. Malgra must make a DN everyday struggle, one that the Soulbound are directly
4:1 Mind (Crafting) Test to repair the Nexus Syphon, involved with. This pervasive dread is represented by
clearing a buildup of sinew-like weeds that have grown Doom. When Doom is low, folks are more content and
around the subsurface energy collectors. kinder to one another. When Doom is high, people grow
suspicious and violent.
Vel is training with a group of Freeguild Soldiers when she
is approached by a Human Freeguild medic called Sten. Doom can also directly affect the realms themselves and
He is in a hurry, with splattered blood on his uniform, and the monsters that inhabit them, making the lands more
informs Vel that there has been an accident at the main inhospitable and creatures more dangerous.
gate. The large sigmarite bar that seals the gate came loose
and fell atop a pair of workers, pinning them. Vel must Players can affect Doom through their actions (or
rush to the site and make a DN 4:1 Body (Might) Test to inaction). Heroic last stands and good deeds decrease
pry up the heavy bar and let Sten save the workers. Doom, while selfish and cruel acts increase Doom. Be sure
to track Doom throughout the adventure, and use it as a
guide to narrate the mood and reactions of the Dawners in
Part 2: The Bonereaper’sDemands Grimreach. Doom starts at 1, but increases to 4 when the
It is nearing nightfall when the ringing of a loud bell Bonereapers arrive.
from Highscryer Island intterupts your routines. Over a
month of drills and troubling incidents have trained you
to recognise the sound instantly. Something dangerous is
approaching the settlement…

9
THE BONE-TITHE Malgra can attempt to negotiate with the Morghasts
A scream rips out from nearby and rapid motion tears by making a DN 4:2 Mind (Guile) Test, using their
your gaze to the sky. Through the darkening day, you experience with the complex codes and contracts of the
spot a trio of huge, skeletal figures circling the settlement, Kharadron Overlords to convince the Morghasts that
borne on vast wings of bone, contrails of screaming the settlement needs more time. The Morghasts argue
ectoplasm in their wake. the specifics, but agree to give the settlement three days
before the tithe is due instead. The Bonereapers will not
As a longtime servant of the God-King, reforged over alter their demands, or accept any further concessions.
long decades of war, Vel has fought these creatures in a When the Morghasts have finished their negotiations, or
past life. They are Morghasts, emissaries and vanguards if anyone attempts to attack them, they shriek and take
of the Ossiarch Bonereapers — a terrible omen for the flight, their ectoplasmic trails burning bright in the night
settlement. The trio of Morghasts circle the settlement sky. They leave the settlement with a parting cry: ‘Harken
for a few moments, staying beyond the barrier of the now all mortals below! Your Undying King has spoken! The
Guardian Idols, before landing with a ground-shuddering tithe must be paid!’
thud outside the front gate. The lead Morghast cries out in
a hissing rattle: ‘We have come to demand the tithe! Send
your speakers to treat!’ Part 3: Defiant Defences
With the Bonereapers’ departure, the people of Grimreach
After this, they wait until a member of the party either gather around the main gate in one mass of murmured,
leaves the gates to talk with them, or communicates with concerned mortals. All eyes turn to the party for answers.
them from atop the walls. They stand twice as tall as a The people demand to know what the Bonereapers want.
grown human, their bodies composed of a durable shell of If the party lies or withholds the truth, dark rumours
shaped bone and armour plating. Inside this ossified cage, spread and fear grips the settlement, increasing Doom by
a roiling mass of ectoplasmic skulls writhe and shudder, 1. If anybody in the party suggests fleeing the settlement,
giving off a baleful glow in the dimming light. or that paying the bone-tithe is a valid option they are met
with cries of outrage, and Doom increases by 1.
Why are you here?: ‘We have come to claim the bone-tithe.
All mortals who live in our domain must pay. You are no Xan can make a DN 4:2 Soul (Determination) Test to
exception.’ calm the Dawners with a display of defiance or hope. If he
succeeds, the crowd is calmed and will listen to the party
What is the bone-tithe?: ‘You give us the bones of your without interruption. If he fails, any plans the party put
people, and we shall reshape them, they will become us. forward will be interrupted by the odd cry of discontent as
More in death than they were in life. Greater. The perfect some storm away to make their own plans.
future for Shyish made manifest.’
Vel can make a DN 4:2 Mind (Intuition) Test to gauge
What are your demands?: ‘One in ten must pay the tithe the mood of the crowd. If she succeeds, she is certain that,
in whole. Stripped of flesh, their bones undamaged and beneath the layer of fear, the Dawners are still defiant and
presented to us. This payment we expect every harvest will not lie down as cattle or flee their homes. If she fails,
season henceforth. We will return to collect the first tithe she finds herself momentarily unable to relate to mortal
two nightfalls hence.’ fears.

And what if we refuse?: ‘Refuse, and we will reap ten Darach can make a DN 4:2 Body (Weapon Skill) Test to
harvests as one. Every bone will be claimed, every life quickly assess the settlement’s defences. If successful, he
ended. You will cease, and we will grow. This is the way of is confident that the settlement can defend itself from the
the Ossiarch Bonereapers, this is the will of Shyish. As the Bonereapers. If he expresses as such to the crowd, Doom
Undying King commands it.’ decreases by 1. If he fails this test, he is less certain of their
chances.

It becomes clear that the people of Grimreach will not


leave, nor will they sacrifice loved ones to pay the bone-
tithe. There is only one option: make the settlement ready
to defend themselves from the Bonereapers.

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DOWN TO BUSINESS Part 4: The Night of
The party have only two days to prepare the settlement
to defend itself from the Bonereapers (three if Malgra Shattered Bone
convinced them to delay their tithe). This will take place Once the party has made their preparations, the night
largely in vignette or montage form, and should be an of the bone-tithe comes. Read aloud or paraphrase the
opportunity for some fun interactions before the big battle. following:
There are a number of ways the party can prepare. Each
party member can attempt one type of preparation per day. Just as the light of Hysh, the Realm of Light, falls dim,
the bell atop Highscryer Island rings once more, and you
Train Militia can see three trails of light arcing towards the settlement.
You spend your time with Wullum, the farmer, training and The Bonereapers have come to claim their tithe. But as
preparing some of the settlers to fight. Make a DN 4:1 Body you take to the walls and stare out across the deathly
(Weapon Skill) Test. If the Test is successful, the settlers landscape, you see more than just the three Morghasts.
manage to learn and improve. The first time you pass this Beneath their glowing heralds, an army of skeletal
test, you gain an 8-member Militia Swarm (see page 13). warriors march on Grimreach.
Once per turn, any character that shares a Zone with a
Militia Swarm can issue them a command as a free action, The Bonereapers somehow caught wind of Grimreach’s
such as moving into another zone, attacking an enemy, or refusal to pay the tithe, and have come in force to claim
falling back. Each additional test grants you an additional their due. Dawners who cannot fight rush through the
Swarm of 8 Militia members. Unfortunately, putting the settlement, barricading themselves within the Temple of
Militia in harm’s way like this has its drawbacks. For every Sigmar or up in Highscryer Island. They will be safe from
Swarm of Militia that is defeated, Doom increases by 1. the fighting, unless Grimreach’s defenders fall. The call to
arms goes up, and the heroes gather at the main gate as the
Build Defences Night of Shattered Bone begins.
You spend your time with Uragga, the Ironweld Engineer,
reinforcing an area to repel attackers. This might include COMBAT IN SOULBOUND
building palisades or barriers, reinforcing doorways or Soulbound contains rules for fast and frenetic combat with
creating strategic choke points. Make a DN 4:1 Body heroes standing against seemingly insurmountable odds.
(Crafting) Test. If the Test is successful, mark which This system has been streamlined for this adventure to give
Zone has been reinforced. When fighting in this Zone, you the feel for this style of combat while still providing an
the Difficulty of Tests made to attack you, your allies, and experience that can fit on these few short pages.
walls increases by 1.
Your Turn
Set Traps Players and enemies act in the following order: Malgra,
You spend your time with Kali, the scout, attempting to set Darach, Vel, The Bonereapers, Xan. On your turn, you can
traps for the Bonereapers. This might involve digging spiked Move, take an Action, and spend your Mettle.
pitfalls, setting improvised explosives, or even riling up the
Grave Steeds in the stables at just the right moment. Make Move
a DN 4:1 Body (Stealth) Test. If the Test is successful, mark Soulbound uses an abstracted movement system, rather
which Zone has been trapped. Whenever you are adjacent than specific measurements. Grimreach is broken up
to this Zone, you can use an Action to trigger the trap. All into a number of Zones. A character can use their Move
creatures within the Zone immediately suffer 5 Damage. to move anywhere within their current Zone, or into an
This damage is doubled against Swarms. adjacent Zone.

Prepare Medicine Actions


You spend your time with Sten, the Freeguild Medic, An Action is a flexible resource that can be used to move
attempting to concoct some medicine for the battle to again, make an Attack, use a Talent, or perform any other
come. His ingredients are unorthodox, such as potent creative action that the player and GM can agree on.
alcohols, fresh water from the Aqualith, and unidentifiable
herbs from his personal supply. Make a DN 4:1 Mind Mettle
(Medicine) Test. If the Test is successful, you create Mettle is one of the key things that lets heroes like the
a pouch of ‘medicine’. As an Action, you can take the Soulbound stand above other mortals. Mettle can be used
medicine to heal 5 Toughness. You can use the medicine for a variety of purposes, but for the streamlined rules
in the same way to heal a Militia Swarm. contained here, it can be used to let a character take a

11
second Action during their turn. You start with a number SIEGE OF GRIMREACH
of Mettle listed in your character sheet, and recover 1 Throughout the Night of Shattered Bone, Grimreach is
point at the start of each turn. Powerful enemies, such as attacked by three waves of Ossiarch Bonereapers. These
the Morghasts (see page 13) in this adventure, also have waves are composed of Mortek Guards, with each one led
Mettle. by one of the terrifying Morghasts.

Attacks With each wave, a certain number of enemies assault the


Making an Attack in Soulbound is just like making any settlement, starting in different Zones and with different
other Test. You determine the DN of the Attack, roll your goals. Once a wave has been defeated, there is a small
dice, and count the number of successes. Normally these reprieve of around one hour before the next wave. Between
simple calculations would be done at the table and change each wave, the party can Take a Breather, spending 10
based on the enemies you are facing, but to save time and minutes to recover all their Toughness. They can also move
space we have already calculated the dice pool and DN for to any Zone within Grimreach in preparation for the next
each character’s Attacks. wave. Additionally, the party can also choose to repair one
damaged section of wall, which regains 5 Toughness (see
Attacks are either Melee or Ranged. Melee Attacks can First Blood, below).
only target an enemy within arm’s reach. Ranged Attacks
can target distant or flying enemies. Darach’s Greatbow Wave 1: First Blood
and Malgra’s Rapid-Fire Rivet Gun have a range of In the first wave, the Bonereapers test the settlement’s
Medium, meaning they can target enemies in their Zone defences. One Swarm (see Stat-Blocks on next page) of 10
or an adjacent Zone. Mortek Guards assault the main gate in Zone 1. Another
Swarm of 10 Mortek Guards move through Zone 5, before
Damage, Armour, and Toughness moving into Zone 4 and attacking the walls. Meanwhile,
Each success on an Attack deals 1 point of Damage (plus one Morghast soars through the sky, executing hit-and-
any additional Damage from the weapon used). Subtract run attacks on any party members on the walls.
the target’s Armour from this total. The target reduces
their Toughness by the remaining Damage. If an enemy The Mortek Guard cannot cross the walls on foot, so they
has no Toughness remaining, they are killed. must destroy the walls to enter Grimreach. Zones 1, 2,
3, 4, 8, and 10 all contain a stretch of wall, which has 15
If a member of the party takes Damage and has no Toughness. Once destroyed, Mortek Guards can enter the
Toughness remaining, they start taking Wounds. Wounds settlement through that Zone. Note broken walls on the
are more complex in the core game, but for this experience, map of Grimreach.
each time a party member takes damage and has no
Toughness remaining, they suffer one Wound, regardless Wave 2: Fallen Idols
of the amount of Damage. If a Character suffers more than The second wave begins with a shuddering explosion
4 Wounds, they die. coming from Zone 8 that reverberates through the
settlement. The attack on the front gates was a distraction
Soulfire to conceal an undermining attempt. The Bonereapers
All Bindings share a common connection, a powerful destroy the wall in Zone 8 and the Guardian Idol in that
arcane bond that links their souls and drives them to area falls to the ground, kicking up a cloud of grey dust.
great feats or allows them to cheat death. This is known The protective barrier around Grimreach flickers and dies.
as Soulfire. The Binding has 3 points of Soulfire that Xan, Doom increases by 1.
Darach, or Malgra can use as a free action to do one of
the following (Vel is not a member of the Binding and One Swarm of 10 Mortek Guards led by a Morghast moves
therefore cannot use Soulfire): into Zone 8, destroying the stables, and heads towards
the Nexus Syphon to destroy it, unless they are stopped.
A Maximize Success: All dice on a Test count as a 6. Meanwhile, another two Swarms of 10 Mortek Guards
attack. One Swarm attacks the main gate, and the other
A Recover: Instantly heal all Toughness. attacks the walls in Zone 4 once more.

A Cheat Death: Instead of dying when you lose


your final Wound, you instead recover half of your
Toughness.

12
REAP AND SOW 1
Wave 3: The Final Hour GRIMREACH MILITIA
The third and final wave begins with one Swarm of 10 Attributes: Body (2d6), Mind (1d6), Soul (2d6)
Mortek Guards each attacking the walls in Zones 1, 10, Skills: Survival (2d6), Weapon Skill (3d6)
and 4. If they breach the settlement, they move towards Mettle: 0, Toughness: 1, Armour: 0
the temple. Meanwhile, the final Morghast lands in Area Attacks (Spears): Melee Attack, DN 5:1, 1d6, 1 + Success
9 and directly assaults the party. Once during this wave, Damage. The Militia adds +1d6 to their dice pool for each
a member of the party can use an Action to rally the creature in the Swarm.
surviving Militia as the light of Hysh begins to dawn on Swarm: The Grimreach Militia are a Swarm.
the settlement. Any surviving Militia can immediately
make a free movement and an Attack with DN 2:1.
Part 5: Ominous Dawn
If the party survive the Night of Shattered Bone and defeat
Stat-Blocks the Bonereapers, they have succeeded in saving Grimreach.
The following section contains statistics for the Mortek At this point, let the heroes breathe and celebrate. As the
Guard and Morghasts. Soulbound combines groups of sun rises, settlers surround the party, cheering their names
lesser enemies into Swarms to streamline combat. Swarms and singing about their deeds.
have the following rules:
Move on to a few hours later, when the clean-up operation
A A Swarm’s Toughness is equal to the number of has begun. The folk of the settlement prepare funeral
creatures in the Swarm. Each point of Damage a pyres and begin rebuilding the walls. Have one of the
Swarm receives kills a member of the Swarm. party members stumble upon the half-broken skull of one
of the Morghasts. A glimmering light fills one of its eye
A A Swarm adds +1d6 to its Attack dice pool per point sockets and it speaks through its shattered jaw: ‘We are but
of current Toughness (the number of creatures in the the vanguard… The tithe will be claimed…’
Swarm).
The light dies and the skull becomes inert. The message is
A A Swarm counts as one creature for the purposes clear. The party has saved Grimreach for now, but this is
of Attacks, Talents, Armour, and Damage (Armour far from the end…
reduction is only applied once).

A A Swarm suffers double Damage from effects that The Binding


target an area. This includes traps, Xan’s Light of This following pages present four heroes who have been
Sigmar Miracle, and Darach’s Hail of Doom Talent. brought together by the God-King Sigmar to protect
Grimreach. Each player should choose one before
MORTEK GUARDS beginning play.
Attributes: Body (3d6), Mind (3d6), Soul (1d6)
Skills: Lore (4d6), Reflexes (4d6), Weapon Skill (5d6) Each entry lists a character’s Attributes, Skills, Mettle,
Mettle: 0, Toughness: 1, Armour: 2 Toughness, Armour, attacks, and one or more Talents.
Attacks (Nadirite Blade): Melee Attack, DN 4:1, 5d6, 1 Your Body, Mind, and Soul represent physical prowess,
+ Success Damage. The Mortek Guard adds +1d6 to their intelligence, and force of will, while your Skills are what
dice pool for each creature in the Swarm. you have trained in. Attributes and Skills list the amount
Swarm: The Mortek Guards are a Swarm. of dice you roll in parentheses. Mettle lets you take extra
Actions (see page 11), Toughness reflects your ability
MORGHAST to withstand Damage, and Armour reduces incoming
Attributes: Body (6d6), Mind (3d6), Soul (2d6) Damage by the number shown. Attacks are the weapons
Skills: Awareness (6D6), Fortitude (7d6), Might (7d6), you wield. This shows the type of attack (Melee or Ranged),
Reflexes (8d6), Weapon Skill (8d6) DN to hit, dice pool, and Damage dealt. Lastly, Talents are
Mettle: 1, Toughness: 8 + the current Doom, Armour: 2 tricks and abilities you have learned in your life.
Attacks (Spirit Halberd): Melee Attack, DN 3:1, 8d6, 2 +
Success Damage.
Winged Death: The Morghasts are borne aloft on wings of
bone and ectoplasm. They can fly over any terrain, walls,
or other obstacles.

13
XAN BEMYR VEL ARTURIOUS
‘Fly before the holy Light of Sigmar! Fall to the Hammer ‘I prefer direct approaches to subterfuge, but I am willing
of the God-King!’ to listen.’

Xan Bemyr is a Warpriest of the Devoted of Sigmar. He Vel Arturious is a Knight-Questor of the Stormcast
was born and bred in Aqshy, the Realm of Fire, and fire is Eternals. She embodies Sigmar’s beliefs completely, and is
in his very soul. Xan is quick to anger and shows no mercy determined to stand against those who would see a return
to those who would stand against Sigmar. But his fiery to the Age of Chaos. Vel is a champion of the Celestial
emotions also blaze brightly when he is among friends, Realm, charged with a holy duty by the God-King himself.
and he is willing to do anything in the name of his divine For now, that includes the Soulbound and Grimreach.
liege.
Attributes: Body (4d6), Mind (2d6), Soul (3d6)
Attributes: Body (2d6), Mind (1d6), Soul (4d6) Skills: Athletics (5d6), Determination (4d6), Fortitude
Skills: Determination (5d6), Devotion (5d6), Medicine (5d6), Intuition (4d6), Might (5d6), Weapon Skill (5d6)
(2d6), Reflexes (3d6), Theology (5d6), Weapon Skill (3d6) Mettle: 2
Mettle: 2 Toughness: 9
Toughness: 8 Wounds: 5
Wounds: 4 Armour: 3
Armour: 1
Attacks (Questor Warblade): Melee Attack, DN 3:1, 5d6,
Attacks (Warhammer): Melee Attack, DN 4:1, 3d6, 1 + 1 + Success Damage.
Success Damage.
Bulwark: You are a stalwart defender, able to hold off
Light of Sigmar: You draw upon the holy searing light of hordes of enemies at once. If no allies are in your Zone, all
Sigmar to burn your foes. Roll 5d6. Enemies in your Zone attacks against you require DN 6:1 to hit.
suffer 1 Damage for every result of 5 or more. When you
use this Miracle, you can choose to spend your Mettle to
have this damage ignore Armour.
Healing Spirit: The power of Sigmar washes over you and
your allies, healing their wounds. Roll 5d6. Allies in your
Zone recover 1 Toughness for every result of 5 or more.
When you use this Miracle, you can choose to spend your
Mettle. Add 4 to the amount of Toughness recovered.

14
REAP AND SOW 1

MALGRA DAINSSON DARACH


‘Self-catalysing aethermantic expansion! Do you know ‘I wish to know my enemy. That way I can be ready to
what this means?’ fight them and their traps.’

Malgra Dainsson is an Endrinrigger of the Kharadron Darach is a Kurnoth Hunter, grown to serve as a defender
Overlords. Once responsible for the mighty endrins that of the Sylvaneth. He was chosen by Alarielle to become
hold their people’s skyships aloft, they are now a member Soulbound and learn more about the people of Aqshy.
of the Soulbound with a sacred duty to stand against He loves animals, and it sometimes seems that he does
Chaos and Death. They are most happy when their skills better socialising with them than other people. However,
can be of use, either in combat, repairing equipment, or his wide, bright green eyes are always open and he misses
divining the lost secrets of the Mortal Realms. little.

Attributes: Body (3d6), Mind (3d6), Soul (1d6) Attributes: Body (3d6), Mind (4d6), Soul (1d6)
Skills: Athletics (4d6), Ballistic Skill (5d6), Crafting (4d6), Skills: Ballistic Skill (4d6), Beast Handling (2d6),
Dexterity (4d6), Guile (4d6), Reflexes (4d6) Might (4d6), Nature (5d6), Stealth (5d6), Survival (5d6),
Mettle: 1 Weapon Skill (4d6)
Toughness: 7 Mettle: 1
Wounds: 6 Toughness: 8
Armour: 2 Wounds: 4
Armour: 2
Attacks (Aethermatic Saw): Melee Attack, DN 4:1, 3d6, 1
+ Success Damage. Each 6 you roll permanently reduces Attacks (Greatsword): Melee Attack, DN 4:1, 4d6, 2 +
the target’s Armour by 1. Success Damage.

Attacks (Rapid-fire Rivet Gun): Ranged Attack, DN 3:1, Attacks (Greatbow): Ranged Attack, DN 4:1, 4d6, 2 +
5d6, 1 + Success Damage, Medium Range. Success Damage, Medium Range.
Portable Endrin: Your Aether-rig comes equipped with a
portable endrin that grants you flight. You can move over Hail of Doom: You rain down a hail of projectiles on
any terrain that might block your path, and only flying enemies around you. Choose your Zone or an adjacent
creatures or creatures with ranged attacks can attack you. Zone. Roll 4D6. Enemies in the Zone suffer 1 Damage,
plus 1 Damage for every result of 4 or more. Swarms suffer
double Damage from this attack.

15

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