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ROKARTH ADVENTURES

UNCOVER A MALEVOLENT MYSTERY IN THIS THRILLING ADVENTURE


FOR WARHAMMER 40,000 ROLEPLAY: IMPERIUM MALEDICTUM 1


CREDITS
Writing: Zak Dale-Clutterbuck, John Dunn
Editors: Callum Collins
Cover: JG O’Donoghue
Illustration: Jon ‘Jure’ Pintar, Victor Kevruh, Sam Manley, JG O’Donoghue
Graphic Design & Layout: Mike Hyslop
Cubicle 7 Team: Dave Allen, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski,
Christopher Colston, Elaine Connolly, Josh Corcoran, Jennifer Crispin, Zak Dale-Clutterbuck,
Matthew Freeman, Paula Graham, Diana Grigorescu, Fiona Kelly, Elaine Lithgow, TS Luikart,
Dominic McDowall, Neil McGouran, Sam Manley, Kieran Murphy, Pádraig Murphy, Ceíre O’Donoghue,
JG O’Donoghue, Laura Jane Phelan, Sam Taylor, and Cian Whelan
Senior Producer: Pádraig Murphy
Creative Director: Emmet Byrne
Publisher: Dominic McDowall

Special thanks to the Games Workshop team.

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2 Last Updated: 27 September 2023


CONTENTS
Edifice of Tears ......................................23
INTRODUCTION
Getting Started ........................................4
The Bar .............................................24
Citizens at the Bar .....................24
Encountering Eregan ................24
PART 4: BURNOUT IV
The Pipeworks.......................................45
Adventure Background ..........................5 Examining the Pipes .......................45
Gratis & Mireclaw .............................6 Vylathi Knives ............................24 Amaranthyne Temple ..........................47
Amaranthyne & the Mission ...........7 Encountering Raguel ................25 Amaranthyne Ambush ...................47
Vylathi Knives ...................................7 The Feet of the Edifice ....................25 1: The Approach.........................47
Macharian Vigilites ...........................7 Dregs at the Edifice ...................25 2: Temple Hall ............................47
Adventure Summary ..............................8 Xanthe, Amaranthyne Cultist ..25 3: Mezzanine ..............................47
Medicae Facility Adjumentum ...........26 4: Barracks ..................................47
Juno, Medicae Supplier ..................26 5: Training & Storage ................48
PART 1: MATTERS OF
SUBSTANCE I Adeptus Mechanicus Sanctum ......27
Rasimus-Beta, Biologis Adept .27
Vigilite Bastions ....................................28
6: Shrine to Slaanesh .................48
Shrine Status...............................48
Tourmaline .................................48
The Assignment ....................................10 Lysander, Macharian Vigilite ...28
Mud Gate ...............................................12 Vigilite Archivium ..........................28
Roleplaying Eregan,
the Secret Smuggler...................13
Roleplaying Petronilla,
Konstantina, Administratum
Clerk ............................................29
Vigilite Vanguard?...........................29
PART 5: AFTERBURN
EPILOGUE V
the Macharian Vigilite ..............13 Experience Points ...........................49
Supporting the Smuggler ...............14 Personal Influence...........................49
Aiding the Vigilite...........................14
Cathedrum of Obligatory Modesty....15
Adeptus Ministorum Priests ....15
PART 3: ACRID
DESCENT III Patron Influence ..............................49
Failure ....................................................50
What Next? ............................................50
Cloister and Gullar’s Sanctum .......16 Travel to the Bowels ..................30 Vylathi Knives .................................50
Roleplaying Vidame Hunted in the Bowels .....................31 Macharian Vigilites .........................50
Eduardo Gullar ..........................16 Underground Operative ...........31 Gratis & The Mireclaw ...................51
Thaler Hostelry .....................................16 Accosting the Amaranthyne ..........31 Cults of Slaanesh .............................51
Roleplaying Janelle ....................17 The Pit ....................................................31 Rokarth Regeneration ....................51
Roleplaying Nedabeus ..............17 Getting into The Pit ........................32
Raguel’s Residence? ...................17 People at The Pit ..............................32
Decima, Vylath
Knives Pit Boss...........................33
PART 2: CHEMICAL
REACTIONS II Hortensia, Dreg Boxer ..............33
Alecto, Vylathi Knife .................34
Ofelia, Amaranthyne Duelist ...35
Vylathi Knives .................................18 Gambling in The Pit........................36
Hunters or Prey? .............................19 Fist Fighting ...............................36
Pursued by the Knives ..............19 Knife Fighting ............................36
Suspected by the Vigilites .........19 Death Duel .................................36
Raguel the Red ................................19 Thermal Warning .................................37
What Raguel Knows..................21 Warning Welcome ..........................37
Battery Manufactorum 6.938 ..............21 Lethe, Vylathi Knife ..................39
Manufactorum Overseers.........22 Ulixes, Amaranthyne Cultist....39
Industrial Accidents........................22 Athansia, Mireclaw Operative .40
Conveyor Belt Cranker .............22 Unlit Larceny ...................................40
Acid Slurry Pourer ....................22 Fighting in Thermal Warning .......41
Battery Pack Clamper ...............23 The Lean-To ..........................................41
Battery Pack Welder ..................23 Dreg Ambush ..................................42
Encountering Raguel ......................23 Searching the Lean-To....................42
Raguel’s Safehouse .....................43
Mireclaw Bolthole .....................44

3
Chemical Burn is a thrilling introductory To play Chemical Burn, you will need the
adventure for Imperium Maledictum, appropriate Imperium Maledictum Core Rulebook, a
for any group of players with new or relatively Character for each player (these can be created
inexperienced Characters diving into dangerous using the Core Rulebook), at least one d100
investigations in the Macharian Sector. The (a set of two ten-sided dice), and ideally some
Characters are given a relatively simple task by pencils and paper.
their Patron: find and destroy the source of an
unsanctioned biochemical named Gratis in hive If this is your first time running Imperium
Rokarth. However, the source of the substance Maledictum, familiarise yourself with Chapter
is even more sinister than it first seems, and the 7: Rules. Understanding the basics of making
Characters’ investigations will lead them down Tests will be beneficial. The adventure also
a treacherous path of perilous intrigue. includes Influence, Superiority, Combat, and
potentially a Pursuit.

GETTING STARTED The following Adventure Background section


provides information on where the adventure is
Everything in this adventure is intended only for set and details on the parties critical to the plot,
the Gamemaster. If you’re not the Gamemaster, including their prior actions and motivations.
stop reading now, or you’ll spoil the story for More details of the Imperium and the Macharian
yourself ! If you are the Gamemaster, get excited Sector can be found in Chapters 9 and 10 of the
— you’re about to read and then run an engaging Imperium Maledictum Core Rulebook.
adventure for your players.
This adventure is set in hive Rokarth, the capital
Before running this adventure, it’s worth city of Voll, an Imperial hive world in the
reading thoroughly to understand the flow and Macharian Sector. The Imperium Maledictum
story beats. Some of the clues and mysteries the Starter Set includes additional information on
Characters encounter are expected to be solved this setting for Gamemasters who want to have
as part of this adventure, while others might a thorough background on Rokarth.
remain as murky suggestions to be delved into
later. You might also like to look through the
roleplaying notes on each Non-Player Character
(NPC) to aid you in portraying them.
INTRODUCTION

The Adventure Summary outlines the major plot Those that rule over these labourers do so tyrannically,
points of the adventure, how they are divided into but not entirely out of malice. They are charged
sections, as well as events and locations that Characters with ensuring their fiefdom fulfils the inordinate
might encounter at each part of Chemical Burn and tithes demanded by the Imperium. Shirking work is
how they push the story forward. tantamount to heresy, a refusal to repay the Emperor
for his many blessings. To the vaunted Highborn
nobles of the upper levels of the hive, the specifics of
ADVENTURE how the common masses of Rokarth manage to sustain
themselves through the backbreaking labour of lengthy
BACKGROUND shifts is of little concern.

Hive Rokarth is a towering edifice of plasteel, These factors have allowed a new problem to arise in the
rockcrete, and misery. The city sprawls towards the industrial lower levels of Rokarth — the consumption
horizon in every direction, leaving observers awe- of an unsanctioned substance known as Gratis that
struck by its mind-numbing enormity. Thousands of allows labourers to work harder for longer and even
spires rise from the vast swathes of its colossal exterior, find succour in the arduous toil. However, reports
many piercing the profuse toxin-clouds produced by of strange side effects related to the biochemical
multitudinous chemical chimneys. As the titanic bulk concoction have reached the ever-wary ears of Ordo
of the hive city itself consumes the land, effluent pipes Hereticus Inquisitor Aegidius Halikarn. He believes
vomit plumes of corrosive fumes into the stratosphere, that Gratis may be connected to traitorous cults in the
the air itself contaminated to fuel expansion in the forgotten bowels of hive Rokarth. Unfortunately, the
Emperor’s name at any cost. truth is far worse than even this grave suspicion, with
connections to a burgeoning Cult of Slaanesh and a
Rokarth houses no fewer than thirty billion Imperial sinister Genestealer Cult operating from the shadows.
citizens, all toiling to serve the bottomless industrial
requirements of the Macharian Sector. Their purposeful
suffering pools like acrid effluent at the bottom of
Rokarth, and nowhere is this more obvious than
in the sweltering confines of its manufactorums.

Long shifts and terrible conditions see


many perish at their workstations, their
bodies pulled from the line and sent to be
processed, the momentarily vacant position
quickly filled by a successor compelled to serve.
Overseers expect their toiling workforce to take
comfort in knowing that every drop of sweat is
shed in service to the Emperor. Where that meagre
satisfaction is not enough, the desperate turn to
other means to alleviate their exhaustion and relieve
their aching bones.

5
INTRODUCTION

0 A compulsion to complete every task they undertake


perfectly to their subjective standards, refusing
to stop working on the assigned task until it is
accomplished to this high standard.

0 Vivid dreams, such as images of the Emperor


walking astride the stars to rescue his most loyal and
diligent labourers. Such dreams can be interpreted
to manipulate the target into almost any belief.

The Mireclaw have started to spread this substance


throughout the hive cities of Voll, mesmerising
servants and initiating more members into their
Genestealer Cult while spreading minor-scale havoc
for the authorities.

Subtle but deeply insidious, Gratis may initially seem


useful to downtrodden serf-labourers and unscrupulous
overseers, as the biochemical creates dedicated, hard-
working perfectionists. However, those that ingest
GRATIS & MIRECLAW Gratis might be consumed themselves, trapped in a
The unsanctioned substance known as Gratis was spiral of unattainable perfectionism, left vulnerable to
in fact created by a Biophagus, a Genestealer Cultist the perfidious whispers of Slaanesh — if they are not
hybrid with expertise in bio-alchemical science, bent taken by the Genestealer Cult first.
on manipulating the genes of Humans to corrupt them
with xenos genetics. This Biophagus is part of the
Mireclaw, a Genestealer Cult operating across Rokarth, GAMEMASTER’S
spreading their insidiously infectious insurrection
slowly and quietly. NOTES: MIRECLAW
A fearsome and duplicitous foe, the Mireclaw lurk
Gratis takes various forms but always appears to in the shadows during this adventure. The details
have a strange, shifting pink colour. Individuals that of their plot are given here to aid your knowledge
ingest the biochemical become pliant and susceptible as the GM, though the players may never know
to mesmerism by the cult Magus, a powerful psyker. these secrets. The Characters are unlikely to
This makes victims into pliant pawns of the cult. The encounter them directly and certainly not fight
following effects are common: them — this case is but a minor cog of one small
part of their planet-spanning plan. Treat the
0 Increased enjoyment of simple, laborious tasks — Mireclaw as unseen puppeteers, the architects
this is the greatest incentive for many to consume of a much larger and more dangerous plot far
Gratis, turning a life of wretched drudgery to a haze over the Characters’ heads or pay grades.
of pleasant oblivion. Tangled, treacherous webs of plots filled
with deception are a key part of Imperium
0 Temporary ignorance of pain, leading to perceptibly Maledictum, with every hard-fought success
enhanced endurance, tenacity, vitality, and vigour, revealing another, far greater layer of duplicitous
allowing for more effective work for longer, aiding corruption beyond it — in the grim darkness of
many labourers in their toil and eliminating the fear the 41st Millennium, a single victory is nothing
of failing to meet an Overseer’s targets and facing against the endless tides of malevolence assailing
brutal reprimands. the Imperium.

0 Seeming dazed and suggestible, easily ordered The Mireclaw are further detailed in the
around and mesmerised. Imperium Maledictum Starter Set.

6
INTRODUCTION

Despite the potential spread of the Genestealer Curse,


the definite disarray sowed by the Amaranthyne, and
the wargear they provide the Mireclaw, the Genestealer
Cult wants their arrangement to end.

Unfortunately for the Mireclaw, it is already too late.


Ordo Hereticus Inquisitor Aegidius Halikarn has
caught wind of supposedly heretical behaviour linked
to an unsanctioned substance known as Gratis in
hive Rokarth, and has sent the Characters to discover
and destroy its source. As soon as they realise this,
the Mireclaw cut their losses, destroying anything
connecting the Amaranthyne to the burgeoning brood
AMARANTHYNE & THE MISSION of Genestealer cultists. If the Mireclaw become aware of
A Rogue Psyker known as Tourmaline has emerged in the Characters’ actions, they may even surreptitiously
the Bowels of hive Rokarth, cursed with malign powers point the party toward the Amaranthyne, assuming
and manipulated by a daemon of Slaanesh. Tourmaline that finding and destroying one heretical cult will
has amassed a small cult known as the Amaranthyne satisfy the Inquisition.
through their twisted gifts.
VYLATHI KNIVES
Individual members of the Amaranthyne barely An Infractionist gang operating throughout Hive
understand what they are doing or why, knowing only Rokarth, the Vylathi Knives are obsessed with edged
that in participating in the cult’s strange rituals, they weapons and their reputation. All members have visible
find some relief from the drudging labours that make tattoos of edged weapons and always carry at least one
up the rest of their squalid lives. Tourmaline insists knife. Their clothes usually bear the lacerations of knife
that the use and distribution of Gratis further serves cuts, and their visible flesh shows scarring from many
their malignant goals, freeing the workers above from slices. They prefer to settle any disputes with knife
the shackles of drudgery for the Corpse-Emperor, duels for standing. Most duels are fought to first blood,
leaving them more pliant potential recruits for the and the gangers typically stand by the duel’s outcome.
Amaranthyne cult.
MACHARIAN VIGILITES
Tourmaline procures Gratis from agents of the Mireclaw, The Macharian Vigilites are the Enforcers of Jaspar
purchasing huge quantities, usually exchanging them Castyx, Lord Governor of Voll. Across the Macharian
for weapons the Amaranthyne have stolen. Though the sector many planets look to the Macharian Vigilites to
Mireclaw are more than capable of stealing things for maintain law and order – it is a matter of history that
themselves, they see the Amaranthyne’s activities as an the Vigilites as they are known now grew out of Astra
extra layer of chaotic disruption, weakening the local Militarum garrisons in the wake of the Macharian
powers of Rokarth whilst aiding the Genestealer Cult, Crusade. It is important to note though, that the
spreading the use of Gratis and taking the heat from Macharian Vigilites are not a formal organisation on a
the Mireclaw. Neither cult truly understands the nature system or even sector-wide basis.
of the other and in truth would be violently at odds
if they understood their mutually opposing goals, but In every instance, these Enforcers answer directly to
up until now, this delicate relationship has thrived on the Planetary Governor, enacting their noble will to
shared ignorance. protect their position and ensure the tithe is met. They
maintain law and order as it serves the Governor’s
However, the Mireclaw’s broodmind whispers that purposes. As befits their statues as Enforcers, they
things are escalating too quickly. The Amaranthyne wear heavy armour and weaponry designed to be
have been too blatant and hasty in distributing threatening. Where Enforcers encounter opposition —
Gratis to further their burgeoning cult. The Slaanesh be it gangers or their patron’s political rivals — they
worshippers have drawn too much attention by acting are brutal in administering ‘justice’. Corruption runs
rashly and associating with Infractionist gangs, such as rife among their ranks, and often Enforcers will turn a
the notorious Vylathi Knives. blind eye to infractions for the right price.

7
INTRODUCTION

ADVENTURE VOLL
SUMMARY Rokarth is the capital city of the hive world
Voll. The planet’s surface is corrosive, an
In Chemical Burn, the Characters must solve the acidic slurry that is dangerous to traverse
mystery of an unsanctioned biochemical named Gratis without special conveyances. With the
that has begun circulating in Rokarth. Their Patron has exception of the vast and caustic algae
taken an interest in it and believes that the chem may farms, almost everyone dwells within the
be more dangerous than it appears. planet’s titanic hive cities. These miles-high
spires of anguish-fueled industry are devoted to
Part 1: Matters of Substance opens with the Characters making native algae crops palatable and refining
in the hive city Rokarth, with instructions from their the acids of the world to synthesise munitions
Patron, Ordo Hereticus Inquisitor Aegidius Halikarn, and medicae supplies, among a thousand other
to seek and destroy the source of Gratis. It sets the stage, resources crucial to the war machine of the
introducing the Vigilites, an Infractionist, as well as Imperium.
their base of operations and key locations within the hive.
As the capital city of the hive world, Rokarth
Part 2: Chemical Reactions provides clues that direct is a sprawling affair, stretching out as far as
the PCs toward a cult active within the Bowels — Hive it does upward to distribute its weight atop
Rokarth’s lowest levels. the unstable surface. It features gigantic
buttresses to stabilise the structure and
During Part 3: Acrid Descent, the characters explore hold additional facilities. The hive’s lowest
those depths, contending with the downtrodden levels are constantly rebuilt and reinforced
residents. Through their actions, the PCs may learn of to contend with the planet’s corrosive surface.
the cult’s base of operations, called the Gratis Garden.
Some further details on Voll can be found on
In Part 4: Burnout, the PCs travel to the Gratis Garden, page 280 of Imperium Maledictum. An in-depth
where they can confront the cult and attempt to destroy setting guide for hive Rokarth and more details
it and its resources, including a large supply of Gratis. on Voll can be found in the Imperium
Maledictum Starter Set.
Part 5: Afterburn discusses the consequences of the
Characters’ success or failure. It also presents ideas
for further adventures, which might directly relate to
their actions. After this, the Appendix provides game
statistics for many NPCs who appear in the adventure. ADVENTURE
SEQUENCE
Chemical Burn can be paired with the Imperium
Maledictum Starter Set and the adventure
included. At the GM’s discretion, Chemical
Burn may be run before or after Miracle at the
Manufactorum. Notes in Part 1 and the Epilogue
address both approaches. Alternatively, you can
use this as a single stand-alone adventure or
part of your campaign.

8
INTRODUCTION

OTHER PATRONS
Chemical Burn works from the premise that the Characters are investigating as agents of an Ordo Hereticus
Inquisitor named Aegidius Halikarn, a pre-generated Patron available at cubicle7games.com. The Imperium
Maledictum Core Rulebook includes rules for creating your own unique Patron, which can be used as an
alternative to Inquisitor Halikarn.

If your group are using a pre-generated Patron or have created your own using the Core Rulebook, your
initial hook and motivations for this adventure might be different. If your Patron is part of the Inquisition,
it’s likely that most of Chemical Burn can remain as written, but you may need to make some minor tweaks
if your Patron is from another Faction.

Here are some suggestions for hooks for each Patron Faction:

0 Adeptus Astra Telepathica: your Patron is 0 Astra Militarum: your Patron suspects that
concerned by tales of a substance that triggers Gratis could be sought out by exhausted troopers
vivid dreams, believing it may be connected to to aid them in running drills, and wants to ensure
the warp or Rogue Psykers in some way — for the it is expunged before it could negatively affect
continued security of Rokarth, the chemical must training to build their endurance.
be expunged. 0 Adeptus Ministorum: your Patron fears that
0 Adeptus Mechanicus: your Patron has heard Gratis may distract its users from fully devoted
rumours of a substance that increases productivity, worship and wants it eliminated.
but knows of no such sanctioned chemical — it 0 Imperial Fleet: your Patron fears that Gratis
is either lost knowledge that must be researched could make its way onto the decks of a voidship,
lest it damage the current machinations of disrupting traditionally established workflow
the Imperium, or some perversion of sacred and attitudes of servitude.
knowledge that must be eradicated. 0 Infractionists: your Patron might be interested
0 Administratum: your Patron has observed minor in exploiting the market to get a cut of the
productivity fluctuations potentially connected profits from Gratis, or destroying any potential
to Gratis, and has determined that anything that competition.
could have such influence could change the status 0 Rogue Trader Dynasties: your Patron believes
quo, and could even be syphoning chemical assets that supplying their private fighting forces with
from somewhere — the chemical and the means Gratis could aid them in future efforts to conquer
of production must be destroyed. worlds in the name of the Imperium, or that
publicly exposing and eradicating a dangerous
chemical could improve their status.

Here are some suggestions for hooks for each Patron Motivation:

0 Conflict: Eliminate those responsible for the 0 Materiel: Appropriate the ill-gotten territory and
spread of Gratis in Hive Rokarth, or secure equipment of the malcontents involved in the
the illicit chemical for use in instigating future creation and distribution of Gratis.
conflicts. 0 Reputation: Publicly punish those responsible
0 Information: Discover the source of Gratis, its for Gratis in Hive Rokarth.
intended purpose, the group producing it, and 0 Unity: Stop the flow of Gratis, but make certain
the network used to distribute it. that it does not affect production.

9
I PART 1: MATTERS
OF SUBSTANCE
The adventure begins with the Characters in the
hive city of Rokarth, with instructions from their
Patron, Ordo Hereticus Inquisitor Aegidius
Halikarn, to seek and destroy the source of the
unsanctioned biochemical known as Gratis. The
adventure starts with the Characters arriving in
Rokarth at the Mud Gate with their Patron’s
instructions. This starting location allows
you to get right into the action with the first
encounter, but you can begin elsewhere.

THE ASSIGNMENT
Inquisitor Halikarn has sent the Characters a
Dataslate with a few lines of text and a single-
use audio recording with their assignment. The
audio playback is gene-locked to the Characters
to ensure secrecy. When activated, the playback
device squeals with feedback and static, cut
through by Halikarn’s solemn voice.

Read or paraphrase the following text:

‘The Emperor’s eyes are upon you, acolytes.


I’ve heard word of an unidentified and likely
dangerous biochemical known as Gratis
circulating in hive Rokarth. Given the numerous
suggestions of heretical activity across this acidic
mudball, I need you to find out where and who
that Gratis substance is coming from, discover its
purpose, and destroy the source.

I have no time to investigate personally, nor


am I inclined to draw attention to myself while
more pressing work looms. You will operate
clandestinely in my stead — any undue revelation
of our connection could compromise my higher
purpose. Only if the sanctity of the glorious
Imperium itself is at risk are you permitted to
produce your ring bearing my Inquisitorial Seal,
but I will expect an explanation. Recall that I
tolerate neither failure nor excuses — both are
refuge of the weak.’
PART 1: MATTERS OF SUBSTANCE I

Along with this message from Inquisitor Halikarn,


one of Halikarn’s substantial circle of informants and GRATIS
spies collected a small collection of data intercepts and
potentially valuable contacts for the players. These are ‘Gratis’ is the colloquial name for an unidentified
as follows: biochemical circulating in hive Rokarth.

0 Vigilite reports suggest that the Mud Gate, the


principal port of hive Rokarth, is at the centre of OBSERVED EFFECTS
vertical Gratis trafficking through the hive. Halikarn
recommends that the players search this area. Individuals that have ingested the substance
0 A noble known to have taken Gratis, Vidame Gullar, designated ‘Gratis’ have been observed to display
is recuperating at the Cathedrum of Obligatory the following behaviours:
Modesty. His compromised position may make him
pliable. He may be a helpful interview subject. 0 General stupefaction and increased suggestibility.
0 Thaler Hostelry is a safehouse sometimes used by 0 Heightened endurance and pain tolerance.
Halikarn’s acolytes. The code phrase to identify 0 Elevated enjoyment of any form of toil.
oneself as such is ‘All hail the martyrs’. The 0 Some subjects report incredibly vivid dreams,
response should be, ‘On their blood is our Imperium but details are scarce and inconsistent.
founded’. The acolyte should respond with, ‘In
their remembrance do we honour ourselves.’ Any
deviation from this will have dire but unspecified OTHER OBSERVATIONS
consequences. The Hostelry can supply food, a place
to rest, and other supplies. Gratis seems to be trafficked through the Mud
Gate and potentially other poorly regulated areas
The report is unsigned but ends with a final command of the Lower Hive.
from the Inquisitor.
Bonded serfs and labourers of the Lower Hive
‘Seek and destroy, my acolytes. Carry the Emperor’s will are most likely to purchase this substance. Gratis
as your torch, and let its flames burn His foes to ash.’ has potential utility to the drudging masses, and
these folk are unlikely to run afoul of the Vigilites
As the message ends, the audio stutters and bleeds into in their daily toil.
screeching static again. Explain to the players that they
have a replica of Halikarn’s Inquisitorial Seal, which Several gangs of Infractionists operating in the
they may reveal to use their Patron Influence (Imperium Lower Hive are known to the Vigilities; Block 24,
Maledictum, page 193) and trigger the Patron Boons the Scarred Hands, the Cutters, and the Vylathi
Limitless Authority and Fearsome Reputation. Knives. Thus far, the Vigilites have been unable
to link Gratis with any of these groups, but it
The players may sensibly decide to make use of a is surely only a matter of time.
cover story to better meet their Patron’s desire for a
clandestine operation. The information in Other
Patrons (page 9) will prove helpful when creating a
plausible cover, and you should feel free to share it with
the players.

From this point, the players have everything they need


to investigate as they wish. Encourage the players to
follow the three leads to the Mud Gate, the Cathedrum
of Obligatory Modesty, or Thaler Hostelry to keep the
story moving. You may give the players the information
in the Gratis boxout on this page.

11
I PART 1: MATTERS OF SUBSTANCE

the gangs (specifically the Vylathi Knives if


MUD GATE the Character achieved an Impressive Success by
rolling +3 or more SL), whilst others will say that
This multi-use port facility is enormous, extending they’ve heard such substances are sold around the
hundreds of levels into the hive above, and deep Battery Manufactorums (page 21). Other gangs
beneath Voll’s surface, including colossal docks for mentioned might include the Cutters, the Scarred
both voidcraft and stiltships. It represents the primary Hands, and Block 24-96, detailed in the Imperium
point of entry and exit for hive Rokarth. Traffic through Maledictum Starter Set.
the facility is constant and congested — the Mud Gate 0 Failure: The massed crowds are too busy to
is a cacophony of grinding industry, roaring engines, cooperate, their panicked faces barely registering
shouted orders, and endless toil. The air is thick with your efforts to talk to them as they struggle to
the smell of promethium exhaust and sweat. Lines to complete their assigned obligations.
move through any checkpoint are long for goods or
passengers. Workers are clearly both resentful and After you have narrated the results of these Tests,
overwhelmed. or whenever you feel it is appropriate, one or more
Characters hear the laud-hailer amplified voice of a
The Mud Gate is a likely arrival point for any Vigilite roaring, ‘Stop that Infractionist scum!’
Characters coming from off-world and is the perfect
place to start this adventure. As the Characters begin Immediately ask a Character to make a Challenging
their investigation, you might find the following Tests (+0) Reflexes (Dodge) Test.
applicable. These Tests are the ideal opportunity
to learn some rules from page 185 of Imperium 0 Success: the Character turns and dodges out of the
Maledictum onwards if you’re new to the game. way of a ragged-looking citizen sprinting towards
them in a panic—the ragged-looking man trips,
Ask players to make a Difficult (-10) Awareness (Sight) falling flat on his face.
Test to look around the Mud Gate or a Challenging 0 Failure: a sprinting citizen clothed in voluminous
(+0) Intuition (Human or Surroundings) Test to tattered robes crashes into the Character, knocking
attempt to guess who might be smuggling Gratis. them both Prone.

0 Success: The Character sees many subtle signs of In either case, the man (see Roleplaying Eregan, the
surreptitious illicit trading, people passing things Secret Smuggler, page 13) instantly begins weeping,
to one another with sly movements. Many of these repeatedly claiming he is innocent between grotesque,
shady operators are sporting ragged simulacra hacking sobs and pleading for the Characters to help
of noble clothing but always disappear into the him escape or hide from a Macharian Vigilite to save
crowd if a Character tries to approach them. If a his life. The crowd behind Eregan is slowly parting,
Character asks around about these strangely dressed and the Characters can see the distinctly gilded helm
individuals, any native of Rokarth can suggest that of a Vigilite pushing through the crowd.
they’re members of the Vylathi Knives.
0 Failure: The Character sees surging crowds, Allow the players to spend a little time deliberating
confusing machinery, and colossal conveyances, all on what they want to do if necessary, but impress
blurring together in a chaotic mess of activity. on them that they must make an urgent decision, as
Eregan tugs at their clothes, crying. If the Characters
Ask players to make a Challenging (+0) Rapport decide to detain the stranger and hand them over to
(Inquiry) Test to ask around about who might be the approaching Vigilite, see Aiding the Vigilite (page
trading Gratis. 14). Otherwise, see Supporting the Smuggler (page
14). If they do nothing, Eregan drops the act as soon as
0 Success: Most citizens are either too focused he realises the Characters aren’t going to help them and
on their toil or are terrified at the mere will either run, fight the Vigilite, or attempt to take one
mention of an illicit biochemical to answer of the Characters hostage using the rules for Grappling
any queries. However, some will point you to (Imperium Maledictum, page 208).

12
PART 1: MATTERS OF SUBSTANCE I

ROLEPLAYING PETRONILLA, THE


MACHARIAN VIGILITE
Petronilla is a by-the-book Macharian Vigilite. She
stands tall and statuesque in her well-maintained
Enforcer Carapace Armour emblazoned with the
crest of House Castyx. She has a stern, authoritative
voice that she is used to raising and speaks in clipped,
concise sentences. Petronilla values her position in
the Vigilites and their dominion above all else. She
uses the statistics for an Enforcer on page 327 of
Imperium Maledictum.

A successful Challenging (+0) Rapport (Charm,


Deception, or Inquiry) Test will encourage Petronilla
to divulge what she knows about Gratis or the gangs
of Rokarth. If the Characters assisted Petronilla in
capturing Eregan, they make this Test with Advantage.

0 On Gratis: ‘Unsanctioned chem. New. Disgusting.


Infractionists are trafficking it to manufactorum
labourers who don’t have enough faith to get the job
done. Reprehensible on both sides. We’re waiting on
an analysis from Medicae Facility Adjumentum
(page 26), but the Administratum are dragging their
feet on the approval forms, as usual.’
0 On Gangs: ‘Too many Infractionist groups to count.
Even more scum like this one who claims to be
unaffiliated. All recorded in our Vigilite Bastions
(page 28), if you have the clearance.’ The quotes below are applicable if Eregan trusts the
Characters — for example if they saved his life from the
If the Characters make a positive impression on Vigilite. Otherwise, he will babble as incoherently as
Petronilla, she becomes a Contact (Imperium possible, claiming to be a simple battery manufactorum
Maledictum, Personal Influence, page 193) with +1 worker. Characters can discern his lies with a Difficult
Temporary Influence. This Temporary Influence may (−10) Intuition (Human) Test, and they can convince
prove helpful when visiting the Vigilite Bastion (page him to talk with a Challenging (+0) Rapport (Charm,
26) or Medicae Facility Adjumentum (page 28) or if the Deception) or Presence (Intimidation) Test.
Characters stumble into a ‘misunderstanding’ with the
Vigilites. Additionally, Petronilla might be convinced 0 On Gratis: ‘No idea what this stuff does, but the
to share information on Gratis and Infractionists she’s gangs sell it cheap, and the burned-out labourers are
dealt with. buying. Hang around any of the manufactorums, and
you’ll probably see someone looking unusually woozy
ROLEPLAYING EREGAN, THE and happy — that’s the tell.’
SECRET SMUGGLER 0 On Gangs: ‘You didn’t hear it from me, but the
Eregan is a cowardly, self-interested conman. He Vylathi Knives are running this game. Think of me as
appears emaciated, in his late 40s, with a scruffy beard an independent contractor. If you want to know more,
and thinning hair. Still, his voluminous robes hide a you’re best off finding Raguel the Red (page 19). I
trained body and all manner of supplies — including know he hangs around at Battery Manufactorum
Gratis, which he is currently smuggling for the Vylathi 6.938 (page 21) and the Edifice of Tears (page 23),
Knives. He makes himself seem as pathetic as possible, but he’s a hard man to pin down. The Edifice is a
taking a hunched stance and whimpering. He uses the decent place for a drink if you’ve got the solars to
Ganger statistics on page 340 of Imperium Maledictum. spare later.’

13
I PART 1: MATTERS OF SUBSTANCE

SUPPORTING THE SMUGGLER AIDING THE VIGILITE


The Characters might attempt to help Eregan escape in If the Characters aid Vigilite Petronilla by detaining
all manner of ways, though the following are the most Eregan, she brusquely thanks them before shoving the
pertinent: Infractionist to the ground. She roughly searches him
while he screeches in protest and procures an inhaler
0 Hide: Hiding Eregan requires two Tests; first, a from the folds of his rags before exclaiming, ‘Possession
Challenging (+0) Awareness (Sight) or Intuition of an illicit biochemical — Gratis, I believe. You are
(Surroundings) Test to find somewhere to conceal in violation of Rokarth interdiction ninety-four-beta,
or disguise the Infractionist, and secondly, a subclause five. By th authority of Planetary Governer
Difficult (+10) Stealth (Conceal) Test to hide him. Castyx, your sentence is summary execution.’ Petronilla
0 Run Interference: The Characters can attempt to then drags Eregan to the nearest Vigilite Bastion (page
distract or lie to Vigilite Petronilla with a successful 28) to meet his unfortunate demise, potentially using
Challenging (+0) Rapport (Deception) Test. her Stun Baton to stop him struggling or asking the
0 Flee: A Pursuit, as described on page 204 of Characters to help her transport him for ‘processing’.
Imperium Maledictum. If Vigilite Petronilla gets
a good look at the Characters, she’ll undoubtedly
report them, giving them -1 Influence with the
Macharian Vigilites of Rokarth.
VIGILITE BRUTALITY
0 Fight: The Characters can simply fight Petronilla, Macharian Vigilites aren’t a monolith, but they
though if she realises she is outnumbered or suffers are empowered to enact ruthless violence to
any Wounds, she will retreat and call for backup. If protect the interests of the Planetary Governor.
Petronilla or any of her backup squad survive, the By default, Vigilite Petronilla ‘processes’ Eregan
group will have -2 Influence with the Macharian at a Vigilite Bastion, where the unfortunate
Vigilites of Rokarth, and they will try to hunt the smuggler is processed and his punishment
Characters down. administered all in the same hour. His body
may be briefly displayed outside the station,
If the Characters save Eregan, he becomes a Contact a reminder of the ruthless (if unevenly
(Imperium Maledictum, Personal Influence, page applied) efficiency of the Vigilites.
193) with +1 Temporary Influence. Eregan will seek
the Characters out whenever he feels it’s safe to do so
— potentially immediately after escaping from Vigilite
Petronilla. He’s honourable enough to think he owes
the Characters a favour and will answer their questions.

14
PART 1: MATTERS OF SUBSTANCE I

Use the High Gothic Names on page 82 and the


CATHEDRUM OF Distinguishing Features Table on page 84 of Imperium
Maledictum if you need specific qualities for these
OBLIGATORY MODESTY NPCs. You’ll find their statistics on page 332.

The Cathedrum of Obligatory Modesty is a temple of The Characters might try all manner of arguments or
toil where citizens can worship through work. Such an actions to get past the Adeptus Ministorum Priests. A
arrangement is common amongst places of worship in few of the more pertinent Tests follow. Remember that
Rokarth’s lower levels, each with its distinct purpose — any Character with Influence (Imperium Maledictum,
in this case, sewing robes for Adepts and uniforms for page 192) with the Adeptus Ministorum will gain
the Astra Militarum. +1 SL to any Tests they make while interacting with
the Adeptus Ministorum Priests, such as the Lore,
Though the lower levels of the hive are impoverished, Presence, or Rapport Tests listed.
the Adeptus Ministorum ensures even the lowliest
place of worship is a grand and imposing structure to 0 A Challenging (+0) Lore (Theology) Test to
encourage breathless reverence of the God-Emperor. A prove piety by reciting scripture lionising the God-
tall gothic spire reaches halfway to the roof of this hive Emperor.
level, and imposing buttresses support the cathedrum 0 A Difficult (−10) Presence (Leadership or
tower over smaller ramshackle buildings. Intimidation) Test to embody the boldness of Saint
Solar Macharius.
The first thing that strikes visitors is the dramatic 0 A Difficult (−10) Rapport (Charm or Deception)
vertical space, huge vaulted ceilings decorated with a Test to make a convincingly faithful argument.
regulation fresco of Saint Solar Macharius during his 0 A Challenging (+0) Awareness (Sight) or Intuition
glorious crusade. Arched pot-glass windows rise on (Surroundings) Test to determine another way into
several walls, spewing acrid imitation daylight through the cloister (sneaking through an open window, an
depictions of saints. Rickety stacks of scaffolding offset incense airflow duct, or similar) to gain access to
this opulence, with rows of worshipful citizens sewing Gullar’s Inner Sanctum undetected.
endlessly in an assembly line. They are universally
ragged and exhausted, working with blunted needles If all else fails, one or more Characters may prove their
in a pious daze, and are frequently slapped awake by piety by joining the workers on the assembly line for a
patrolling priests. The stench of sweating workers few hours, though this will leave them exhausted and
intermingles with the cloying scent of incense. with the Fatigued (Minor) Condition until they have
rested for at least an hour.
Beyond the extensive work and worship aisles, there is
a cloister of private sanctums that Adeptus Ministorum
Priests frequently enter and exit, one of which is now
the permanent residence of Vidame Eduardo Gullar.
The Adeptus Ministorum Priests that preside over
the cathedrum will only allow the Characters to enter
the cloister if they prove their purpose here is pious.
Alternatively, they can present their Rosette, though
news of an Inquisitor’s retinue in the hive will spread.

ADEPTUS MINISTORUM PRIESTS


These Priests present a visage of purest piety, constantly
quoting scripture and ever-vigilant for any deviation
from mandated worship or even heresy amongst the
congregation. They know nothing about Gratis and
presume to know just the right way to venerate the
God-Emperor.

15
I PART 1: MATTERS OF SUBSTANCE

CLOISTER AND GULLAR’S SANCTUM


Once the Characters access the Cloister, they can easily HOUSE TAJ
access Gullar’s private sanctum. The space is beyond
cramped, little more than a desk-shrine, a bookshelf House Taj is one of the four prominent
filled to bursting with tomes of the Cult Imperialis, and noble families that rule hive Rokarth. It is
a half-bunk that Gullar languishes in. primarily concerned with military matters
such as producing weaponry — in the former
Formerly a noble holding the title of Vidame, Gullar Vidame’s case, assisting in overseeing Battery
is a sickly shell of a man. Sources say he is in his mid- Manufactorum 6.938 (page 21) and other
thirties, but he appears far older. His skin is sallow, munition production facilities. More information
dry, and cracking, with a strange purplish pallor. on the militant House Taj, the secretive House
His hairline recedes deeply. His eyes are rheumy and Vylathi, and the other Noble Houses of hive
unfocused. Throughout any conversation, the Vidame Rokarth can be found in the Imperium
is prone to rambling stories of odd tangents to every Maledictum Starter Set.
point of discussion, referencing dreams of ‘the God-
Emperor speaking through the stars.’
On Gratis: ‘Temptation has ruined my mind, body,
Initially, an attendant Servo-Skull mounted with and soul. Even in the shelter of the Emperor’s mercy, I
auto-injectors accompanies the Vidame during their can feel my spirit calling out to that strange substance.
meeting. However, once the Characters reveal their It made all work seem as play, everything in pursuit of
full authority or the specific topic of their discussion, perfection… and oh, the dreams and visions I had… I
the Vidame quickly dismisses the Servo-Skull. Until it cannot speak of them.’
is out of earshot, the Vidame attempts garrulous small
talk regarding minor matters of hive Rokarth, hive On Trafficking: ‘I procured Gratis from an administrator
quakes, gang wars, significant trades, and so on. in Battery Manufactorum 6.938 (page 21). He suffered
an accident — or at least, that’s what I was told — and
Once the Vidame is confident of their privacy, he I’ve been cut off ever since. There may be another dealer
opens up more in his discussion, though he remains operating there now. I think he may have been part of
unfocused and prone to rambling. the Vylathi Knives. I believe members of that gang can
usually be found at the Edifice of Tears (page 23).’
ROLEPLAYING VIDAME EDUARDO
GULLAR On Halikarn and his position: ‘I am no longer Vidame
Vidame Eduardo Gullar is a minor noble once Taj-Gullar, and I thank the Emperor that our shared
connected to House Taj, partially responsible for friend ensured I could disappear without tarnishing
oversight on several Battery Manufactorums, but has that name. Rumours already circulate about the severe
now fallen from grace due to the effects of Gratis. wasting disease that has destroyed my body. None will
While he remains loyal to the Imperium, his experience question me quietly stepping aside to let whichever
with the biochemical has severely harmed his physical, replacement he chooses to assume my title.
mental, and spiritual health.

Gullar will trail off while speaking to the Characters. A THALER HOSTELRY
Hard (−20) Presence (Leadership, Interrogation, or
Intimidation) Test will get him back on track, but a Thaler Hostelry is an ostensibly temporary hab facility
result of −3 SL or lower will terrify Gullar — his visions in one of the comparably livable levels of the lower
will assail him, speaking of claw-armed creatures hive. Though initially a standard-pattern hab unit, the
coming to claim his soul. He will be unable to talk for hostelry has been altered over the centuries. Hastily cut
the rest of the day. doors penetrate some walls, while ramshackle metal
plates divide rooms. Cleaning is not a priority; the
hostelry is dilapidated and covered in grime and rust.

16
PART 1: MATTERS OF SUBSTANCE I

The sharp tang of acid intermingles with fumes from next voyage, all manner of traders and go-betweens
the nearby manufactorums, creating a horrid stench pay the few solars they have to rest within the meagre
— something that doesn’t bother the natives, none protection of the crumbling walls of the hostelry. The
of whom have any sense of smell after adapting to bureaucracy barely bothers her, and Halikarn is a
the airborne acids. Screams, weeping, and industrial much more reliable (and threatening) benefactor, who
clamour ring off the surfaces of abandoned Munitorum recognises the flowing river of different people as the
supply containers repurposed into hab walls. perfect place to hide a base of operations.

One such ‘renovation’ is the Sanctum Obscurus The elderly woman perpetually seems an inch from
(Imperium Maledictum, page 35) used by Inquisitor death’s door, suffering from something she calls ‘hiver’s
Halikarn or his agents in Rokarth, known only to the lung’, which manifests as a horrible hacking cough. She
hostelry overseer Janelle. If the Characters use the wears patchwork robes and constantly carries a Holy
passphrase provided on page 11 with Janelle, she will Icon, often muttering short prayers under her breath.
surreptitiously escort them to ‘Alarune’s Room,’ the
Sanctum Obscurus. The Characters have likely used She knows nothing of Gratis, but if the Characters ask
one such safe house before whilst serving their Patron her about the Vylathi Knives, she will hide behind her
and know how to open it using a ring which bears a cough until they change the topic. If pressed with a
copy of Halikarn’s Inquisitorial Seal. Otherwise, a Very Difficult (−10) Presence (Intimidation) Test, she will
Hard (−30) Tech (Security) Test is required to breach reveal that she thinks Nedabeus might somehow be in
the door to the windowless, reinforced bunker in the league with the gang.
hostelry basement.
ROLEPLAYING NEDABEUS
However, Janelle only works some hours. Half of the Nedabeus is a downtrodden citizen trying to make a
time (whenever you decide, as concepts like ‘night’ and life in the hive. He is tall, gaunt, and moody. He speaks
‘day’ are almost universally replaced by simple ‘shifts’ languidly, always seeming like he is about to fall asleep,
in a hive), Nedabeus oversees the comings and goings and resents his appointed work.
from Thaler Hostelry and knows nothing of its secret.
If you want to introduce more conflict to the adventure, Nedabeus accepts payment from Raguel the Red (page
Nedabeus doesn’t know what the Characters are talking 19) for a cramped room at Thalet Hostelry, no questions
about when they utter the code phrase and simply tries asked. He is fully aware of Raguel’s connections and
to extract some solars (as many as he can) in exchange dealings and is attempting to join the Vylathi Knives
for a standard room. However, Nedabeus does have to improve his lot, though he is a coward with no taste
other, more sinister secrets that may arise later. for violence.

Other than Janelle, most of the residents are quiet and RAGUEL’S RESIDENCE?
avoid the PCs. If the Characters inquire about Gratis, Raguel the Red (see page 19) occasionally uses Thaler
with a Difficult (–10) Rapport (Inquiry) Test, a Hostelry as a flophouse and pays Nedabeus to keep his
harried resident named Narcia recommends they try presence here secret. Any time the Characters enter
Battery Manufactorum 6.938 (see page 21) as a place or exit the facility, ask for an Easy (+40) Awareness
to find the substance. On a failure, Narcua suggests that (Sight) Test. If successful, they notice a man in a red
Medicae Facility Adjumentum (see page 26) is the leather jacket entering or exiting the complex. He is
best place she knows of to secure medical treatments. not doing anything to suggest he is a criminal, but his
outfit certainly stands out.
ROLEPLAYING JANELLE
Janelle ostensibly oversees the hostelry for the Raguel is smart enough not to leave any evidence of the
Administratum, providing halfway-housing for biochemical lying around. Still, there is a hidden stash
all manner of citizens and visitors to the hive. The of Lasgun battery packs that Characters can locate with
sprawling hab-block is filled with a myriad of ever- a Hard (−20) Logic (Investigation) Test. If inspected,
changing faces; labourers rendered houseless by a these battery packs have serial numbers that can be
hivequake, adepts awaiting a hab designation after traced back to Battery Manufactorum 6.938 (page 21).
being assigned to a new station, Imperial Navy Ratings Additionally, if Nedabeus realises the Characters have
resting planetside while they procure goods for their broken into Raguel’s room, he flees and informs Raguel.

17
II PART 2: CHEMICAL
REACTIONS
After the first part of the adventure, the Characters VYLATHI KNIVES
may be pursuing any of the following leads: The Characters may think to ask around about
the Vylathi Knives if they aren’t sure what to do
0 The Vylathi Knives are connected to the next or where to find them. Ask them to make a
trafficking of Gratis. Difficult (-10) Rapport (Inquiry) Test, with the
0 An individual known as Raguel the Red following results:
is trafficking Gratis and might be found at
Battery Manufactorum 6.938 or the Edifice 0 Impressive Success or better (+3 or more SL):
of Tears. The Character finds a citizen who is fearful of
0 Gratis is being sold and bought in and around the Knives, but believes them to be heretics,
Battery Manufactorum 6.938. and is more than willing to assist anyone
0 Gratis is being sold and bought at the Edifice investigating them. They tell the Character
of Tears, a common meeting point for that the Knives usually hang out at the Edifice
Infractionists. of Tears (page 23) and often shake people
0 The adepts of Medicae Facility Adjumentum down for the few solars or meagre possessions
may be able to analyse Gratis and provide clues they may have. They also mention that they
to its provenance. suspect the Vylathi Knives run an illicit knife-
0 The Macharian Vigilites may have relevant fighting pit in the Bowels, granting the group
data on Gratis and the Infractionist gangs +1 Superiority in combat with the Vylathi
connected to it at their Vigilite Bastion. Knives.
0 Marginal Success or better (+0 to +2 SL): The
Through these investigations, the Characters Character finds a citizen who is fearful of the
will likely discover the Vylathi Knives and their Knives, but is willing to help the Characters.
criminal cohorts are working with an organisation They tell the Character that the Knives usually
known as Amaranthyne, who are based in the hang out at the Edifice of Tears (page 23) and
Bowels, beginning Part 3: Acrid Descent. often shake people down for the few solars or
meagre possessions they may have.
0 Marginal Failure or worse (-0 to -2 SL): The
Character learns nothing as citizens are fearful
of the Knives and unwilling to talk about them.
0 Impressive Failure or worse (-3 or less SL):
The Character learns nothing as citizens are
fearful of the Knives and unwilling to talk
about them. Additionally, word reaches the
Knives that the Characters are investigating
them, and they send a number of Gangers
(Imperium Maledictum, page 340) equal to
the number of Characters to follow them, as
detailed in the following section.
PART 2: CHEMICAL REACTIONS II

HUNTERS OR PREY?
As previously mentioned, the actions the Characters
take might have the consequence of other groups
investigating them. You might like to have the Characters
make Awareness or Intuition Tests, Opposed by Stealth
Tests made by those pursuing them. Two groups might
take an interest in the Characters: the Vylathi Knives
and the Macharian Vigilites.

PURSUED BY THE KNIVES


As mentioned in the previous section titled Vylathi
Knives, if the gang catch wind of the Characters
investigating them, either through a specific incident
or you feel that the Characters are being too obvious
in their efforts, they will send a number of Gangers
(Imperium Maledictum, page 340) equal to the number
of Characters to follow them, potentially accosting
them directly to intimidate them into backing off, and
even resorting stealing from them or violent ambushes
if they see an opportunity.

SUSPECTED BY THE VIGILITES


If the Characters act suspiciously, participate in
anything criminal, or just generally bring attention
to themselves, the Macharian Vigilites may take an
interest in them — particularly if they aided Eregan
at the Mud Gate (page 12). A patrol of two Macharian
Vigilites using the Enforcer statistics (Imperium
Maledictum, page 327) will follow the Characters,
observing them and potentially questioning them Raguel has clues that can lead the Characters to
to ascertain if they should be detained as per Lex continue their investigations in the Bowels in Part
Imperialis. This eventuality would require a bribe of 3, information that can give the group Superiority
approximately 100 solars per Character. (Imperium Maledictum, page 196) when battling the
Knives or the Amaranthyne. However, Raguel is armed,
RAGUEL THE RED violent, rarely alone, and knows Rokarth well. He is not
Raguel is a cutthroat lieutenant of the Vylathi Knives an easy man for the Characters to pin down.
with connections to the Amaranthyne (page 7). Like
most Knives, he wears a rough facsimile of noble If Raguel notices the Characters approaching —
attire, in this case, a cheaply made coat of red-dyed potentially requiring a successful Awareness or
tardigrade leather in a style designed to emulate the Intuition Test opposed by the Characters’ Stealth
baroque fashions of the up-hive aristocracy. He is — he will likely flee, leading to a Pursuit (Imperium
agile, suspicious, and almost constantly moving, a fast- Maledictum, page 204) whilst any Ganger cronies
talking, shifty-eyed scoundrel. He uses the Smuggler accompanying him attempt to waylay the Characters.
statistics on page 341 of Imperium Maledictum, carries If encountered in Battery Manufactorum 6.938 (page
a key to his hab in The Lean-To, and is usually guarded 21) the Pursuit has specific parameters. If Raguel is
by a number of nearby Gangers (Imperium Maledictum, encountered anywhere else, use the parameters in the
page 340) equal to the number of Characters. Edifice of Tears (page 23).

19
II PART 2: CHEMICAL REACTIONS

RAGUEL THE RED’S SCHEDULE


The Characters may have heard about Raguel the Red in Part 1. He is a key player in this adventure; he is
responsible for acquiring Gratis from the Amaranthyne, selling the substance, and ferrying the payment in solars
and resources back to the Knives and the Amaranthyne. A rough approximation of his schedule is as follows:

TIME RAGUEL’S L OCATION


Awakens at The Lean-To, page 41, and makes his way upward via hidden paths known as
Morning, day 1 Infractionist Warrens to the Lower Hive with a cache of Gratis.
Afternoon, day 1 Hanging around Battery Manufactorum 6.938, page 21, selling Gratis to known customers.
Hanging around the Edifice of Tears, page 23, catching up with other Vylathi Knives, and
Evening, day 1
potentially canvassing for new customers.
Night, day 1 Resting and laying low at Thaler Hostelry, page 16.
Morning, day 2 Hanging around Battery Manufactorum 6.938, page 21, selling Gratis to known customers.
Hanging around The Mud Gate, page 12, selling Gratis to known customers and potentially
Afternoon, day 2 canvassing for new customers before heading down through the Mud Gate to the Bowels.
Hanging around the Thermal Warning, page 37, catching up with other Vylathi Knives before
Evening, day 2 meeting with his Amaranthyne contact Ofelia, with whom he exchanges some of his profits and
any las-weapon batteries for more Gratis.
Night, day 2 Resting and laying low at The Lean-To, page 41, before repeating the schedule.

This schedule is intended to be a loose guideline, and you should modify it to suit the adventure as you run it.

IT ALL POINTS
TO HIM…
By the time the Characters corner Raguel,
they might have heard about him from several
sources. You might like to count each additional
source of information pointing to Raguel that the
Characters discover after the first as a point of
Superiority (Imperium Maledictum, page 196) if
they end up in combat or a Pursuit with
him.

20
PART 2: CHEMICAL REACTIONS II

WHAT RAGUEL KNOWS


Raguel won’t reveal anything unless he is under extreme BATTERY
duress. He is loyal to the Vylathi Knives but won’t die
for them and might fold under the pressure of a Hard MANUFACTORUM 6.938
(-20) Presence (Intimidation or Interrogation) Test.
Thousands of massive manufactorums like this one
0 On Gratis*: ‘All I know is the serfs upstairs are are present in hive Rokarth, all colossal pattern-built
buying. I get it cheap, sell it pretty cheap too, but I got plasteel behemoths the size of a small town. The
a lot of buyers.’ exterior of a manufactorum is a titanic box covered in
0 Source of Gratis: ‘Some strange new gang called the piping leading to exhaust vents that constantly belch
Amaranthyne sell it large-scale down in the Bowels. toxic fumes. Industrial sounds reverberate at a near-
Me and the Knives got a good deal going with them, deafening volume in and around the manufactorum,
running it up here to the toilers.’ mingling with the grinding din of other industries.
0 Amaranthyne: ‘They’re some weird new gang in the
Bowels that popped up a few months ago. Dressed Rokarth is responsible for producing billions of las-
up all strange, like not fancy like the nobles, just… weapon batteries annually at facilities like this one. The
strange. They’ve got their own way of doing things. natural acidic compounds of Voll can be manipulated
Perfectionists. Practically tried to take over The Pit into serving as ideal battery components, though this
(page 31), they can’t get enough of the fighting, but if industry is hazardous, and the cost to labourers’ lives
one of them gets so much as a cut in the ring, they’re is substantial.
kicked out of the gang. Like I said, strange. But they
come in with this Gratis stuff, offer us a deal… and it Workers in the factory often suffer lung damage
works pretty good for us.’ from inhaling the toxic fumes. Their clothing and
0 Vylathi Knives*: ‘Listen, whatever you do to me other gear degrade quickly from acidic exposure.
they’ll find out. They’ll kill you. Take me down to The Many bear the hallmark scars and prosthetics from
Pit (page 31) in the Bowels, hand me over to them, decades of acid burns. The toxic environment of
and maybe we can negotiate a way for all of us to the Battery Manufactorum is a source of Noxious
forget this mess and keep all our skins.’ Exposure (Imperium Maledictum, page 218). Most
0 Battery Packs: ‘That Amaranthyne gang take them individuals here are bonded labourers, though a few
as payment, put a premium on them too. No idea Administratum overseers ensure none of these serfs
why they want them so badly. Never seen them use a are slacking in their mandated toil.
Lasgun or anything.’
MANUFACTORUM LABOURERS
*The two statements for Raguel marked with asterisks Constantly overworked and often slightly terrified of
are also known by Gangers defending him, which might the massive manufactorum machinery, these stressed
prove useful if Raguel escapes and the Characters labourers are in no position to break focus and talk
interrogate one of them instead. to investigating Characters. All use the statistics of an
Imperial Citizen (Imperium Maledictum, page 340).
If the Characters take Raguel to The Pit, he will call for
aid at the earliest opportunity, and the rest of the gang If the Characters have already encountered someone
will attack. If the Characters take Raguel to a Vigilite under the influence of Gratis, they can use this
Bastion, they will arrange his ‘processing’ as a known information to make a Challenging (+0) Awareness
criminal. The Characters will earn +1 Influence with (Sight) Test to find one or more labourers that appear
the group. to be toiling away with looks of utter devotion. If
these individuals are questioned about Gratis with a
successful Challenging (+0) Presence (Intimidation
or Interrogation) or Rapport (Charm or Deception)
Test, they will reveal that they obtained the biochemical
from Raguel the Red. They will also reveal where they
can find him, giving the Characters Advantage on the
Navigation Test in encountering Raguel (page 19).

21
II PART 2: CHEMICAL REACTIONS

MANUFACTORUM OVERSEERS Any rescued manufactorum labourer will be indebted


These callous individuals patrol the manufactorum to the group, and will tell them everything they know
on gantries, bellowing orders and admonishing before being tasked a harsh penance by the Overseers.
the workers below when they aren’t leading labour
hymnals. They use the statistics of an Overseer CONVEYOR BELT CRANKER
(Imperium Maledictum, page 326) using a Laud Hailer Theocles is an emaciated worker turning a huge crank
built into a Rebreather (Imperium Maledictum, page to power a conveyor belt manually. They are watching
148 and 142, respectively). The Overseers are unlikely a shoddy homemade metronome and trying to move
to know anything about Gratis but might be able to aid perfectly to its beat, murmuring to themself as if in
the Characters in scoping out particular labourers or a daze. Their poorly made metronome malfunctions,
navigating the manufactorum. and Theocles cranks faster to keep pace. The increased
speed of the conveyor belt causes several labourers
INDUSTRIAL ACCIDENTS on the production line to fall onto it, sending them
At any point you deem appropriate, the Characters careening towards a vat of acid.
might see one or more of the following potential
industrial accidents caused by labourers experiencing Suggested Tests:
the side effects of Gratis. You could run these events
sequentially, or all at once to challenge your players 0 An Opposed Athletics (Might) Test or a Grapple
and show the true horror of life in a manufactorum. (Imperium Maledictum, page 208) to wrestle
Theocles from the Conveyor Belt crank.
The production line is colossal, complex, and little 0 A Challenging Tech (Engineering) Test to find a
understood by the labourers or their overseers. There way to slow or stop the mechanisms of the Conveyor
are four sections of note: Belt.
0 A Challenging (+0) Athletics Test to climb onto
1. The Conveyor Belt, which Theocles cranks by hand. the conveyor belt and rescue a labourer, followed by
2. The Acid Slurry Pouring Station, where Fausta a Difficult (-10) Reflexes (Balance) Test to avoid
and several other labourers decant an acrid sludge falling over and tumbling into the vat of acid, which
from fixed, reinforced buckets into the battery pack counts as a Minor Hazard that causes 5 Damage.
vessels below.
3. The Battery Pack Clamping Station, where Benedicta ACID SLURRY POURER
operates a simple lever that clamps the battery pack Fausta is an exhausted labourer tasked with pouring
vessels tightly shut. acidic slurry onto the production line, emptying the
4. The Battery Pack Welding Station, where Iovanna caustic sludge into the vessels below from a gargantuan
and several other Labourers weld the clamped lever-controlled bucket. She becomes increasingly
battery pack vessels closed. frustrated that she can’t fill every vessel ‘perfectly’ and
starts making mistakes, spilling the acid around her
Depending on the number of Characters in your and onto other labourers on lower levels, then pouring
group and how challenging you want this encounter the bucket over entirely, creating a huge waterfall of
to be, any number of these sections might be at risk caustic acid.
of an industrial accident due to the biochemically
influenced actions of a Gratis user. You might require Suggested Tests:
the Characters to make Challenging (+0) Awareness or
Intuition Tests to determine which labourer is causing 0 A Challenging (+0) Reflexes (Acrobatics) or
the problems to make the encounter more difficult, Athletics (Climbing) Test to get to the Acid Slurry
or you could allow them to make Medicae Tests to Pouring Station.
heal anyone injured by the accidents as a failsafe. A 0 A Difficult (-10) Tech Engineering or Athletics
Character near a labourer might also be able to use a (Might) Test to move the bucket back to a safe state.
Hard (-20) Presence (Leadership) Test to snap the
Character out of their Gratis-induced obsessions.

22
PART 2: CHEMICAL REACTIONS II

BATTERY PACK CLAMPER ENCOUNTERING RAGUEL


Benedicta is a frenzied serf with customised augmetics Raguel has an intimate knowledge of the tangle of
that interface directly with a gargantuan industrial industrial pipes that snake through the exterior and
battery clamp. Normally, she communicates with other lower portions of the manufactorum. If the Characters
labourers, who move the un-clamped battery packs attempt to look for him, they must succeed on a Hard
on the conveyor belt into position and then hurry (-20) Navigation Test.
out of the way when Benedicta bellows a countdown
before squeezing the packs closed with several tons of If the Characters confront Raguel, he tries to flee, leaving
force. However, Benedicta is working faster and faster, the Gangers accompanying him to cover his escape.
attempting to clamp the battery packs at the perfect This triggers a Pursuit (Imperium Maledictum, page
moments, and a labourer is trapped in the path of the 204) with a default starting distance of 4. Raguel will
deadly mechanism. attempt to lose the Characters in the manufactorum,
climbing up colossal machines, pushing over acid vats,
0 An Opposed Athletics (Might) Test or a Grapple and attempting to get to high ground to shake off the
(Imperium Maledictum, page 208) to wrest pursuit. The acid-rain slick roof of the manufactorum
Benedicta from the Clamp Mechanism and is an ideal place for a showdown with Raguel.
disengage her augmetics.
0 A Challenging (+0) Tech (Engineering or
Augmetics) Test to disable the clamp mechanism or EDIFICE OF TEARS
Benedicta’s augmetics.
0 A Challenging (+0) Athletics Test to rescue the The Edifice is a titanic statue of a long-forgotten figure
labourer trapped in the clamp’s path, followed of the Adeptus Ministorum. Its head brushes the
by a Challenging (+0) Reflexes (Dodge) Test to ceiling of the city level. Supplicants wash its colossal
avoid suffering a Critical Wound to a randomly feet in hopes of gaining divine favour. These devotees
determined limb when the clamp shuts. are tolerated by ‘the Saint’s Hands’, part of the Scarred
Hands gang, to whom they give the liquid fruits of
BATTERY PACK WELDER their labours.
At the end of the production line, a hunched labourer
named Iovannis is welding battery packs closed, but
keeps re-welding the same pack repeatedly, trying
to make the join ‘perfect’. An overseer is screaming
SCARRED HANDS
admonishment at them, their voice cutting through The Scarred Hands are an Infractionist gang
the industrial noise to no avail. The repeated re- local to Rokarth detailed in the Imperium
welding of these packs makes them unstable, leading Maledictum Starter Set.
to an inevitable explosion if Iovannis doesn’t stop. The
explosion uses the same statistics as a Frag Grenade
(Imperium Maledictum, page 136). Vapours of sweat and toxic fumes coalesce at the
statue’s crown, turning into liquid and pouring down
0 An Opposed Athletics (Might) Test or a Grapple the surface like tears. Most of the carving is obscured by
(Imperium Maledictum, page 208) to wrest Iovannis this noxious sediment. Local legends claim the statue
from the welding apparatus. as various saints, but unless records are uncovered, the
0 A Difficult (-10) Dexterity or Tech (Engineering) name of the statue will remain forgotten.
Test to weld the battery packs for Iovannis, calming
them and preventing the explosion. In the space between the statue’s vast heels, the Saint’s
Hands run a bar popular with locals and pilgrims,
serving drinks known as ‘Saint’s Tears’. Rumours of the
drink’s miraculous properties — as well as its potency
and low price — have spread throughout the hive.

23
II PART 2: CHEMICAL REACTIONS

As a consequence, the Edifice of Tears is a gathering If the Characters are unsuccessful, they risk attracting
point for all manner of citizens. Exhausted labour- the attention of the Vylathi Knives or starting a brawl.
serfs scrub the statue’s feet alongside the denizens of
the Bowels that have slunk illegally into the lower hive ENCOUNTERING EREGAN
to pray for some reprieve. Meanwhile, other citizens If the Characters rescued Eregan at the Mud Gate
and Infractionist gangers drown their sorrows at the (page 12), he will likely be here, celebrating his survival
bar. Most who visit the area work their days processing with a drink — or potentially picking up more Gratis
Voll’s acids, transforming them into chems or as from Raguel. Eregan is warm, welcoming, and jubilant,
components for goods. Their pock-marked clothing, offering to buy the Characters drinks, and will happily
burn scars, and sour smell come from spending time introduce them to the Vylathi Knives and Raguel if
with dangerous, corrosive substances. asked. This may confer Advantage on Tests made to
interact with the Vylathi Knives. Still, the situation
THE BAR could quickly become awkward (or violent) depending
As the open-air bar is ostensibly run by a gang, it has on other actions the Characters may have taken.
a somewhat menacing atmosphere, restrained only by
the free-flowing intoxicants and other entertainment. VYLATHI KNIVES
Recorded hymns are blared from primitive speakers, Numerous gangs visit the Edifice of Tears, as the
almost drowning out the ceaseless clamour of industrial Scarred Hands ensure the Macharian Vigilites seldom
machinery and human misery that plagues the lower patrol nearby through threats, bribery, and delicate
hive. The crowd is varied, some on the edge of despair, deals made with corrupt senior officers. As such, it is a
clutching a glass of questionable liquid as though it is relatively neutral ground, and the Vylathi Knives often
the very last thing they own in the world — which it find their own corner to carouse in between violent
very well may be. Others throw themselves into the ‘jobs’, often bullying and extorting nearby Imperial
music with frantic abandon, bellowing hymns. There Citizens.
are frequent brawls between customers, every push and
shove an excuse to find release in senseless violence — Depending on the Characters’ previous actions, the
and an entertaining public spectacle. Vylathi Knives might be wary, hostile, or completely
ignorant of them. If they’re hostile, they’ll almost
Should they attempt to fit in, the Characters should certainly try to pick a fight, but if they’re merely
probably find a drink and attempt to join in the wary, the Characters make any Tests to socialise at
activities. If they do not, they stand out to everyone Disadvantage.
present — many of whom will begin to evaluate
whether they represent a threat or a potential mark. If the Characters want to hang out with the ruthless
Gangers or ask them questions, they must prove
CITIZENS AT THE BAR themselves first. Introducing themselves without
The multitudinous manufactorums of Rokarth looking weak might require a Challenging (+0)
constantly take in workers starting a shift and send Discipline (Composure), Presence, or Rapport Test
out other serfs that have just completed ten or more at your discretion. If the Characters succeed, the
hours of backbreaking toil. Consequently, there is Gangers will invite them to participate in a drinking
always a crowd of Fatigued (Minor) Imperial Citizens game or a challenge called ‘Knives’ Nerve’.
(Imperium Maledictum, page 340). These weary souls
usually want nothing more than to imbibe cheap rotgut The drinking game is simple, requiring a Character
until they meet oblivion, but buying them drinks or to make three consecutive Fortitude (Poison) Tests
making a successful Challenging (+0) Rapport Test is at Challenging (+0), Difficult (-10) and Hard (-30)
often enough to get them to talk — even if only so that Difficulty to choke down three progressively stronger
they might be left alone. moonshines brewed in the Bowels of Rokarth. Failing
a Test inflicts the Poisoned (Minor) Condition, failing
If the Characters are successful, they will mention a second Test inflicts the Poisoned (Major) Condition,
rumours of someone called ‘Raguel’ selling and failing a third causes the Character to vomit. As
biochemicals that can aid work here in the bar and at long as the Character doesn’t vomit, the Vylathi Knives
Battery Manufactorum 6.938 (page 21). will be moderately impressed and carouse with the
Character.

24
PART 2: CHEMICAL REACTIONS II

‘Knives’ Nerve’ involves splaying your hand on a DREGS AT THE EDIFICE


table and stabbing the spaces between your digits Among the common Imperial Citizens are identifiable
sequentially. Playing the game requires a Difficult denizens of the Bowels that use the statistics of a Dreg
(-10) Dexterity Test, followed by a Difficult (-10) (Imperium Maledictum, page 340), wearing rotting
Composure Test. If a Character fails either Test, they rags around improvised prosthetic limbs, unable to
make a melee attack with the Knife against their hand afford the luxury of an augmetic replacement. These
with +1 SL, but regardless of the result, the Vylathi individuals are wary of the Characters, but if offered
Knives find the display very entertaining. any resource — food, solars, clothes, or shelter — they
will answer questions.
If the Characters successfully carouse with the Vylathi
Knives and show an interest in Gratis, they will tell the 0 On the Bowels: the Dregs use the Infractionist
Characters the times that they can find Raguel here Warrenways (Travel to the Bowels, page 30) to travel
at the bar, as well as at Battery Manufactorum 6.938 up to the Edifice from the Bowels and can guide the
(page 21), The Mud Gate (page 12), and Thermal Characters down — for a price.
Warning (page 37). 0 On Gratis: the Dregs will confirm that many
illicit biochemicals are trafficked in the Bowels,
ENCOUNTERING RAGUEL particularly by the Vylathi Knives and a new gang
If the Characters encounter Raguel here, he is likely called the Amaranthyne.
carousing with his fellow Vylathi Knives, who 0 On Gangs: the Dregs will tell the Characters that
outnumber the Characters two-to-one. Challenging all gangs visit the bar at the Edifice of Tears, as well
him while reinforced in this way will result in a one- as The Pit (page 31) and Thermal Warning (page
sided fight. Raguel leaves the Edifice late, heading 37) in the Bowels. They don’t know many specifics,
through the lower hive on a circuitous route to Thaler but they will mention that they’ve heard the name
Hostelry (page 16) as his accompanying gangers Raguel the Red associated with the Vylathi Knives.
disperse off to their own flophouses — Characters that They also state that the person wandering around
try to shadow the drunk Raguel must make a Routine the edifice preaching to them is called Xanthe and is
(+20) Extended Test requiring a total of 4 SL, with one a member of the Amaranthyne native to the Bowels.
Test allowed per half hour. The Characters must make
at least one successful Navigation (Tracking) and XANTHE, AMARANTHYNE CULTIST
Stealth (Hide) Test to follow Raguel unseen and may Garbed in ragged robes that seem to shimmer like
attempt other pertinent Tests as you deem appropriate. a promethium spill, Xanthe is a member of the
Amaranthyne who visits the Edifice to canvas for new
If the Characters confront Raguel when he isn’t inductees to the cult. He preys on the desperate souls
reinforced he tries to flee, leaving any Gangers looking for an escape from the drudgery of life in — or
accompanying him to cover his escape. This triggers outside of — the Imperium, offering them ‘a chance
a Pursuit (Imperium Maledictum, page 204) with a to pursue more than an excess of misery’. His entire
default starting distance of 3. Raguel will attempt to body appears to be painfully tattooed with a complex
lose the Characters by running through habways and script that seems to shift across his face as he preaches
rickety markets, and will even resort to using maglev to those around him, and a Character that succeeds
trains to escape them. on a Challenging (+0) Lore (Forbidden, Chaos) Test
notices that some of the symbols used in these tattoos
THE FEET OF THE EDIFICE are similar to those associated with Slaanesh.
Truly pious citizens and those unaccepted even by the
working Cathedrums of the lower hive gather at the Xanthe won’t say anything obviously heretical and
colossal feet of the Edifice, worshipping in obscurity merely ‘offers the desperate a new way to worship the
even as the face of the forgotten Saint the statue depicts Emperor’. He is utterly dedicated to the Cult and does
is slowly erased from memory by caustic acids. Many not fear death. Indeed, if the Characters attempt to fight
pray to the God-Emperor or work on cleaning the or interrogate him, he seems to relish the ‘sensation of
statue as a personal penance, but some are here to prey excessive punishment stemming from your boundless
on these downtrodden worshippers. ignorance’.

25
II PART 2: CHEMICAL REACTIONS

JUNO, MEDICAE SUPPLIER


MEDICAE FACILITY Perennially clad in the stark white uniform that
has become soiled from exposure to the many toxic
ADJUMENTUM environments of Rokarth, Juno is a salt-of-the-hive
supplier of crucial medicae supplies, acting as a liaison
Colloquially known simply as ‘the Medicae’, this between the Mercator Lenimen (also known as the
facility provides the lower hive with basic medical care Chem Guild) and the Administratum.
arranged by the Planetary Governor, Lord Castyx, for
the benefit of the workers. The house’s crest is engraved Juno has an easy smile and a genuine desire to get a
above the entrance arch and every door within the good deal for everyone, ‘as the God-Emperor sees fit’,
echoing stone halls. Constructed in a cross shape, the but isn’t above lining her own pockets — her skill with
main hall serves as a dormitory for patients before negotiating has earned allowed her to secure some
they’re sent to the east wing for Grievous Injury, the illicit back-channel contacts that have provided her
west wing for Contagions of the Flesh, or the northern significant personal gain, including deals with the
hall for Spiritual Impurity. Minor annexes for specific Vylathi Knives that provide her protection, and more
medicae practices — such as the infrequently visited recently, Gratis.
Adeptus Mechanicus Sanctum — just from each of
these wings. Minor operations are carried out in the If the Characters question Juno about Gratis, she
crowded main hall. Patients might be lucky and receive will feign shock that such a horrible chemical is
treatment from junior Sisters Hospitaller, but more circulating and will offer to investigate her ‘sources’
likely, they’ll be a convenient body for Administratum if the Characters can gather some debts owed to her.
apprentices who use this as a training facility. Otherwise, she’s simply too busy.

If the Characters ask about Gratis or someone that can The following individuals each owe Juno 100 solars.
aid them in identifying biochemicals, they are pointed A Presence (Intimidation) or Rapport (Charm,
towards Juno, Medicae Supplier and the Adeptus Deception, or Haggle) Test will be enough to get them
Mechanicus Sanctum. to pay up, depending on how the Characters conduct
themselves and any past interactions they’ve had with
The Characters can procure Standard Medical Care at the target.
this facility (Imperium Maledictum, page 157).
0 Canto, a moody penitent at the Cathedrum of
Obligatory Modesty (page 15). Rapport Tests are
Hard (-20), and Presence Tests are Difficult (-10)
by default, but the Characters gain Advantage on
any Tests if they previously helped Canto.
0 Eregan is an ‘independent contractor’ usually found
at the Mud Gate (page 12) or the Edifice of Tears
(page 23). Presence and Rapport Tests are Hard
(-20) by default, but no Test is needed if Eregan
is a Contact — he’ll happily pay up. If Eregan has
been captured by the Macharian Vigilites or is
otherwise incapacitated and the Characters reveal
this information to Juno, she will be visibly shocked
and thank them for telling her.
0 Iovanna, a tough labourer at Battery Manufactorum
6.938 (page 21). Rapport Tests are Difficult (-10),
and Presence Tests are Hard (-20) by default, but
the Characters gain Advantage on any Tests if they
previously helped Iovanna.

26
PART 2: CHEMICAL REACTIONS II

If the Characters are suspicious of Juno’s connections, While Rasimus-Beta is unfamiliar with Gratis, they
they may make a Hard (–20) Awareness (Sight) or are the most skilled technician within several levels
Intuition (Human) Test. If they succeed, they notice of hive Rokarth when it comes to analysing bioactive
a hidden package amongst the medicae supplies she substances. If questioned about the substance, they will
carts around, which contains Gratis. If the Characters confirm that they received a request to examine it but
confront her about this, she will throw herself at their are not scheduled to begin work for several months.
mercy, offering to tell them everything in exchange for The Characters can attempt to expedite this requisition,
her safety. requiring a Hard (-20) Logic or a Difficult (-10)
Lore (Cult Mechanicus) Test to convince Rasimus-
Whether the Characters collect the debts or discover Beta that such information is not only crucial to their
Juno’s unsanctioned stash, she states that Gratis must investigation, but would be illuminating for their
categorically come from the Bowels, as nobody in the research. As with most social Tests, simply presenting
hive itself is producing any chemical of this type. She their ring bearing Halikarn’s Inquisitorial Seal will
secures the Characters transit to the Bowels on a Goods likely convince Rasimus-Beta to drop everything and
Maglift (see Travel to the Bowels, page 30) to continue focus on this task.
their investigation, then proceeds to cut all ties to her
illicit contacts, hoping no suspicion will fall on her. If the Characters are successful and can provide a
sample of Gratis, Rasimus-Beta will agree to perform
ADEPTUS MECHANICUS SANCTUM the analysis. This can take as long as suits your game —
The heavy plasteel door to this minor annexe is you might have Rasimus-Beta contact the Characters
emblazoned with the cog-and-skull sigil of the Adeptus after they’ve finished investigating another point of
Mechanicus and is thick enough to block noise interest, or you might wait for a lull in the action when
from either side. When opened, the Characters are they’re confused about where to go next.
immediately met with sounds of whirring machinery,
buzzing technology, and anguished screams. The Rasimus-Beta’s completed analysis of Gratis reveals the
Sanctum is Poorly Lit and cramped, the only light being following information:
flickering lumens on arcane devices and sputtering
candles. The wavering flames reflect off various 0 Contaminants consistent with several forms of local
augmetics hanging from the low ceiling, dangling just algae on the outer layers of the sample indicate that
above sterile operating tables and Servitor lobotomy it was either produced or spent a significant amount
apparatus, making the cluttered Sanctum somewhat of time in the Bowels of hive Rokarth. Rasimus-Beta
precarious to navigate. Before too long, the Characters suggests it is logical to search there to find more
will be greeted by a burst of white noise, followed by an information.
apology from Rasumus-Beta, Biologis Adept. 0 The substance bears the taint of xenos biology
that cannot be fully determined by the tools
RASIMUS-BETA, BIOLOGIS ADEPT available to Rasimus-Beta. They cannot cogitate
Utterly devoted to worship of the Machine God, this remarkable result and inform the Characters
Rasimus-Beta serves the Adeptus Mechanicus that they must report this to their superior in the
by attempting to re-discover and collate as much Adeptus Mechanicus. However, if the Characters
biotechnological knowledge as possible. While present their Rosette Rasimus-Beta will sequester
researching, they perform basic augmetic surgeries the dangerous knowledge.
and Servitor conversions to serve Medicae Facility
Adjumentum. Little of the flesh on their face remains,
replaced almost entirely by a complex augmetic
rebreather and several extrudable sensory organs
optimised for surgery and research. They speak in a
distorted monotone and tend towards archaic language
and absolute, binary statements.

27
II PART 2: CHEMICAL REACTIONS

LYSANDER, MACHARIAN VIGILITE


VIGILITE BASTIONS A brutish man, Lysander is broad and intimidating
in his slightly battered Enforcer Armour, sporting
There are dozens of Vigilite Bastions spread throughout a bristling moustache and a jutting augmetic jaw
each level of Hive Rokarth, each a precinct-sanctum of that rattles as he bellows orders. He is suspicious of
the Macharian Vigilites that enforce the Lex Imperialis everyone and ruthless in executing the will of House
and the dictates of House Castyx in that area, working Castyx, but boisterous when he feels he can bring ‘the
in concert with the Administratum. All such stations wrath of the Emperor’s dictates’ against Infractionist
are unique, as House Castyx simply demand ownership scum.
of structures in an area and convert them into
Vigilite Bastions, emblazoning the likely crumbling Lysander will fire questions at the Characters as
architecture with the house crest and mounting Heavy soon as they talk to him, demanding to know their
Stubbers and Webbers, occasionally with integrated business, who their master is, what sanctions they
Servitors, to ensure security. have to operate, their current residence, and so on,
in a staccato fashion. If the Characters can answer
The Vigilites view their precinct command centre as his questions without faltering or making him even
their inviolable sanctum. No one visits without good more suspicious, they may make a Challenging (+0)
reason, so they are cautious about everyone who dares Discipline (Composure) or Presence Test. If the
to enter their facility. In the hive’s corridors, their first Characters aided Petronilla at the Mud Gate and she
instincts are discipline and violence. Here, they are is their Contact, they gain +1 SL on any of these Tests.
more willing to listen to an outsider’s concerns but
remain wary. If the Characters succeed on the Test (or show their
ring bearing Halikarn’s Inquisitorial Seal), he will
The multitudinous nature of Vigilite Bastions means believe their intentions are true and Emperor-serving
the Characters might meet all manner of Macharian and agree to aid them if he can. He will accompany the
Vigilites and impounded Infractionists, but two NPCs Characters to the Vigilite Archivium, where they can
for Vigilite Bastion 108-Delta are detailed here for access any information pertinent to their investigation,
your convenience. and his authoritative presence awards them +1 SL
on all Tests when interacting with Konstantina,
As the Characters enter the Vigilite Bastion, they Administratum Clerk. If the Characters fail the
are eyed by stoic Vigilites that usher them into the Test, Lysander sneers and directs them to the Vigilite
public processing chamber. The chamber is loud with Archivium, as well as privately making sure the group
activity and barked orders, mostly emanating from are observed by the Macharian Vigilites in the Lower
an intimidating Vigilite who appears to be in charge Hive going forward.
(Lysander, Macharian Vigilite). All around, suspected
Infractionists are being ‘processed’ brutally while VIGILITE ARCHIVIUM
others are being organised into marching convoys to Accessible via a twisting maze of narrow hallways, the
be delivered to the Adeptus Mechanicus for Servitor Archivium is a long, arched chamber filled with stacks of
conversion. scrolls and dataslates rising to the cramped ceiling. At a
baroque desk sits Konstantina, Administratum Clerk,
flanked by several Auto-quills as she mutters while
reviewing and aggressively stamping documentation
in a flurry of frantic bureaucratic activity.

28
PART 2: CHEMICAL REACTIONS II

KONSTANTINA, ADMINISTRATUM of hours sorting through the Archivium with her. If


CLERK they agree, they discover the following information:
Brusque and overworked, Konstantina abhors any
interruption to her vital bureaucratic work and has no 0 An individual known as Raguel the Red is
patience for anyone who doesn’t understand the arcane suspected of trafficking biochemicals. However, no
protocols of the Administratum. She is lean, drowned solid evidence has been found, and he has evaded all
in a standard-grade grey Administratum robe, with attempts at capture — a crime punishable by death
tired, narrowed eyes and constantly pursed lips. She in and of itself.
mutters scroll-codes and obscure mnemonic devices 0 Raguel is suspected to be a member of the Vylathi
constantly under her breath, and when forced to speak Knives, a gang operating from the Bowels of
to others, she does so in an annoyed, nasally tone. Rokarth.
0 The Vylathi Knives are rumoured to operate an
Much like Lysander, Konstantina will grill the illegal fighting ring in the Bowels, though no
Characters, obviously perturbed that they are Vigilites have descended to those abandoned levels
bothering her and loathe to reveal any information or of the hive in decades.
the disorganised state of the Archivium. She will ask 0 Raguel has been recorded at the Edifice of Tears
similarly pointed questions that the Characters are (page 23) amongst other suspected members of the
unlikely to have answers to, such as: Vylathi Knives.
0 A report has been compiled on the supposed
‘Can you present or recite your assigned Rokarthian ‘tactics’ of the Vylathi Knives, giving the Characters
Genesis Integer so that I may log your identity? If you +1 Superiority when fighting against them.
were not born on Rokarth, I suppose a full replica of
Identification Form XIII-Gamma will suffice. Or surely, If the Characters fail, Konstantina will demand they file
you have a copy of your Transit Terminus Confirmation a thirty-page requisition form, and to wait the requisite
Dockets from when you arrived on this world? If I can’t period of a Terran Month before the information they
confirm your provenance, I can hardly allow you to taint request will be provided, then shoo them away. If
the air around these vital records with Emperor-knows- Lysander is accompanying the Characters, he will
what contaminants you’ve dragged in here!’ apologise for being unable to aid them in navigating the
‘ceramite wall that is Administratum bureaucracy’. He
Convincing Konstantina to allow the Characters to will suggest investigating the Edifice of Tears (page 23).
look through the records will require a Difficult (-10)
Extended Test, requiring a total of 5 SL, with one Test VIGILITE VANGUARD?
allowed every minute. Pertinent Tests to convince If the Characters make a good impression on Petronilla,
Konstantina might include the following: Lysander, and Konstantina, and succeed in aiding the
Vigilites by successfully sorting through their records,
0 Lore Tests to prove their knowledge of correct then Lysander offers to accompany the Characters with
Administratum protocol. his stoic partner Tacita for the rest of their mission, as
0 Logic Tests to demonstrate their ability to handle though the Characters had the Vigilite Vanguard Boon
knowledge carefully and perform investigations in (Imperium Maledictum, page 36). This is a mixed
service to the Emperor. blessing. On the one hand, the Vigilites provide a good
0 Presence Tests to assure Konstantina that they are deal of extra firepower should the Characters require it
capable individuals of status. and will make any combat that much easier. On the other
0 Rapport Tests to persuade, deceive, or otherwise hand, the sight of Vigilites is sure to send many potential
cajole Konstantina that the Adminsitratum is leads scurrying for cover. Market stalls abruptly shutter
required to give them this information. and disappear, and suspects flee at the first sign of their
arrival. Finding someone to question becomes far more
If the Characters succeed, Konstantina angrily challenging when moving through the hive, particularly
confesses that the records are in disarray due to her lack in the Bowels. If Vigilites accompany the Characters
of staff, vehemently defending her hard work despite through these regions, Rapport (Inquiry) Tests are made
insufficient resources. After her furious outburst, she at Disadvantage.
will ask (or demand) that the Characters spend a couple

29
III PART 3: ACRID
DESCENT
At this point in the adventure, the Characters TRAVEL TO THE BOWELS
may be pursuing any of the following leads: Travel to the Bowels is loosely controlled by the
Macharian Vigilites of Rokarth, and as the area is
0 Gratis is almost certainly produced in the so dangerous such travel is usually assumed to be
Bowels. forbidden — even if an individual were to return
0 The Vylathi Knives run a fighting arena called from such a journey unscathed by the violent folk
The Pit in the Bowels. that dwell beneath the hive proper, they might
0 Raguel the Red has a base in the Lean-To in carry all manner of contagions with them, or be
the Bowels. involved in dealings with Infractionists, mutants,
0 Raguel the Red acquires Gratis from a Bowels- or other nefarious groups. When the Characters
based group known as the Amaranthyne are attempting to travel to the Bowels, ask them
0 Raguel meets with the Amaranthyn in a to make a Challenging (+0) Rapport (Inquiry)
Bowels bar called Thermal Warning. Test, with the following results:
0 The Amaranthyne regularly attend the
Vylathi Knives’ fighting arena, The Pit. 0 Marginal Success or worse (+0 or less SL): the
Characters discover they can take a private or
Regardless of exactly which leads the Characters goods maglift at the hive nexus down to the
are following, they are headed to the Bowels, Bowels, provided they can get permission from
arguably the most dangerous part of the hive, a the appropriate authority.
lawless wasteland populated by those deemed 0 Success (+1 to +2 SL): as for the result above,
undesirable or forgotten by the Imperium. Here, but also that they may negotiate passage down
the Characters must navigate ramshackle locales through the Mud Gate.
filled with backstabbing murderers, hopeless 0 Impressive Success (+3 to +4 SL): as for
dregs, and insidious Infractionists to find the the result above, but also that Infractionists
source of Gratis — the Amaranthyne Cult. apparently have their own system of moving
between the Bowels and the hive proper.
0 Astounding Success (+5 or more SL): as for
the result above, and also have Advantage on
any Tests to secure such transportation.
PART 3: ACRID DESCENT III

TRAVEL TO THE BOWELS


TRAVEL SYSTEM COST (SOLARS) TESTS AND DETAILS
20 per person in A Challenging (+0) Rapport Test directed at an Infractionist who knows their way
Infractionist assorted bribes around this labyrinthine system of neglected or forgotten industrial passageways
Warrenways and tolls that weave into illegally-created tunnels that lead down into the Bowels.

A Difficult (-10) Rapport Test with a convincing argument directed at a Macharian


Vigilite, Administratum Adept, or another party with access to goods maglifts that
Maglift — Goods 8 per person descend to the Bowels.
If successful, the Characters can ride on this maglift as part of its normal schedule,
descending to the Bowels once every two days.

A Hard (-20) Rapport Test with a convincing argument directed at a Macharian


Vigilite, Administratum Adept, or another party with access to private maglifts that
Maglift — Private 30 per person descend to the Bowels.
If successful, the Characters can take this maglift whenever they please.

A Difficult (-10) Rapport Test directed at a member of the Imperial Navy or


Mud Gate 10 per person another party with freedom of movement throughout the Mud Gate.

HUNTED IN THE BOWELS Ofelia (Amaranthyne Cultists introduced on pages 39


Should the Characters fail to make any headway in and 35, respectively) are smart enough to know that
their investigation, the adventure eventually comes anyone asking questions is best avoided — or disposed of.
to them. The Vylathi Knives may try to intercept the
Characters’ efforts, as detailed in Hunters or Prey? If questioned, both cultists will claim they’re part of
on page 19. If the Vylathi Knives already tried to the Vylathi Knives and know nothing about Gratis (or
dissuade or murder the Characters, they will redouble anything or anyone else the Characters might ask them
their efforts, sending twice as many Gangers. They about). They are also likely to turn questions back on
might ambush the Characters anywhere in the Bowels, the Characters, implying that they ‘Usually answer to
though if things go poorly for the Knives, they might people who are better dressed’ or ‘people who have more
flee into the Lean-To (page 41), inadvertently revealing perfected speaking patterns’. If pressed too far, these
Raguel’s Safehouse (page 43). cultists will call over or mingle with trusted allies in
the Vylathi Knives to defend them or simply flee to the
UNDERGROUND OPERATIVE Pipeworks, knowing that any pursuers will get lost in
Alternatively, the shadowy hands of the Mireclaw the rusted labyrinth.
might learn of the Characters’ efforts, and if anyone
is investigating Gratis and the Amaranthyne, the
Genestealer Cult are ready to cut their losses and frame THE PIT
the Slaanesh worshippers.
The Pit is a fighting arena run by the Vylathi Knives,
Athansia (page 40) may approach the Characters in a one of the only buildings dedicated to ‘entertainment’
heavy robe to disguise her identity. She will reveal the in hive Rokarth beyond the relative luxury of the
location of Raguel’s Safehouse, or even the path through spires. Believed to have once been a hazardous
the Pipeworks (page 45), before vanishing into the chemical holding tank, it has been repurposed with
shadows and informing the Mireclaw of the change of plans. open space for viewers to watch the fights, resembling
a rusted amphitheatre lit by a combination of makeshift
ACCOSTING THE AMARANTHYNE candles and stolen stablights. The Pit is popular, with
The Characters might encounter Amaranthyne the abundance of gangers and risk-taking citizens,
cultists in The Pit or at The Lean-To in this part of desperate denizens of the Bowels willing to gamble
Chemical Burn. However, interrogating these heretics their skills, few possessions, and lives, hoping to amass
is unlikely to aid in their investigations. Ulixes and the resources to survive.

31
III PART 3: ACRID DESCENT

One of the few landmarks of the Bowels, The Pit is However and whenever the Characters manage to enter
large, busy, and one of the few buildings in the Bowels The Pit, they arrive midway through a particularly
powered by the Generatorium (through an illicit, bloodthirsty bout. A man with a grotesque augmetic
unsanctioned power-syphon, a crime punishable by arm that terminates in a knife crackling with energy
death), making it an easy place for the Characters to (Alecto, Vylathi Knife) wearing a poorly patchworked
find. The Pit is audible for miles through the toxic air facsimile of a noble’s coat is swinging wildly at their
of the Bowels, as makeshift low-quality laud-hailers opponent, almost falling forwards with every frenzied
amplify the sounds of the fighting arena and Decima’s strike. The other fighter (Ofelia, Amaranthyne
voice. Duelist) is lithe and androgynous, wearing dyed
leathers, moving with graceful, languid, dance-like
GETTING INTO THE PIT movements to evade their foe’s blade, all whilst smiling
Vylathi Knives guard the main entrance to The Pit, and widely to expose two rows of bleached-white teeth
while they’re willing to admit rival gang members with perfectly sharpened to identical points. The crowd
solars to spare, that same courtesy probably won’t be is baying rapturously, screaming for a grisly end to
extended to the Characters — particularly if they’ve the combat, just as the androgynous fighter makes a
already earned negative Influence with the gang. If simple, almost lazy strike that lacerates the opposing
the Characters’ reputation precedes them, they’ll have ganger’s cheek (Imperium Maledictum, page 359).
to make a bribe of 200 solars (which can be modified
by Rapport (Haggle) Tests) or find another way in. The crowd roars as the fight ends, the Vylathi Knife
Conversely, a Character with Infractionist Influence rushing away in shame to be patched up. At the same
can lean on this ‘open door’ policy, negating any time, the androgynous duelist enjoys the mixed
negative Influence with a promise to spend a few solars emotions of the attendees — no Test is required for
inside. the Characters to notice that most of the crowd weren’t
expecting this outcome, and it seems many solars were
Though a well-applied Disguise Kit (Imperium lost in this fight.
Maledictum, page 147) might fool the Vylathi Knives if
they know the Characters’ appearance and have turned Now fully ensconced in The Pit, the Characters can
them away, the most obvious way around the guards is investigate as they see fit. The most pertinent approach
to sneak in. Characters attempting this might make the is to talk to the People at the Pit.
following Tests:
PEOPLE AT THE PIT
0 A Challenging (+0) Logic (Investigation) or a All manner of Infractionists, dregs, and other denizens
Difficult (-10) Awareness (Sight) Test to try to of the Bowels are visiting The Pit. Canvassing the
figure out a different way in through analysis of the crowd with a Hard (–20) Opposed Rapport (Inquiry)
building. Test reveals the following information. Failure may
0 A Challenging (+0) Rapport Inquiry Test to annoy the other attendees, causing them to challenge
canvas the locals coming to The Pit to find out if the Characters to a bout in the arena. Publicly
they know another way in. Failure might prompt humiliating a ganger, either in a fight or verbally, costs
anyone who overhears to tell the Vylathi Knives of the Characters –1 Influence with the Vylathi Knives.
the Characters’ plans.
0 Most people have heard of Raguel and know he
A Success on any of these Tests reveals that the conducts ‘business’ here with the Vylathi Knives and
Characters could try either of the following approaches: ‘whatever Ulixes is’.
0 Raguel also hangs out at Thermal Warning, a
0 Climbing the exterior of The Pit to find an unguarded common site of shady deals.
opening. This requires a successful Difficult (-10) 0 Best person to talk to about anything is Decima, but
Athletics (Climbing) Test. be prepared to make a bet.
0 Attempting to sneak past the guards at a multi-
faceted side entrance that has collapsed due to
disuse. This requires a successful Hard (-20) Stealth
(Move Silently) Test.

32
PART 3: ACRID DESCENT III

0 On Gratis: ‘Never heard of it, fresh meat. But if I


did, it would probably be through that Raguel — he
CRIMINAL COVEN hangs out here sometimes, and in Thermal Warning.
All manner of Infractionist gangs of hive Sometimes deals with aberrants like Ofelia over there.’
Rokarth gather at The Pit to wager their ill- 0 On Amaranthyne: ‘Yeah, I’ve heard that name —
gotten gains. Groups detailed in the Imperium new gang, that Ofelia might belong to them. From
Maledictum Starter Set, such as members of the what I hear, they’ve got no problem recruiting even the
Scarred Hands, the Cutters, Block 24-96, and most desperate folk, so they must be quite charitable.’
many other minor gangs, may attend any fight. 0 On the Lean-To: ‘Biggest and safest hab down here,
Heretical cults, particularly those sworn to the if you’ve got the guts to guard your patch. Most of the
bloodthirsty Khorne, are also likely to gather dregs here live there — I know Raguel and Hortensia
here, potentially causing tension with do.’
the rival Amaranthyne. 0 On the Pipeworks: ‘Nothing for me there, fresh-meat
— probably nothing for you there, neither. I’ve heard
rumours some gangs use it for smuggling, but I know
DECIMA, VYLATHI KNIVES PIT BOSS enough to stay out of it — this place is dangerous
Decima is overconfidence defined — she’s risen enough!’
through the ranks of the Vylathi Knives through
ruthless violence and sly cunning, and considers The If the Characters manage to get into combat with
Pit her dominion. She loves to rile up the crowd and Decima, they’re almost certainly dead, as she rarely
enjoys the massive spoils of gambling even more, leaves The Pit and is reinforced by the bulk of the
particularly if this leaves dregs outside of the Vylathi Vylathi Knives, but if required, she uses the statistics
Knives destitute. She wears synthetic furs, likely cast of a Gang Leader (Imperium Maledictum, page 342).
off by Rokarthian Highborn centuries ago. She’s a
fast talker, prone to grandiose, grotesque boasts of HORTENSIA, DREG BOXER
imminent violence in the ring. Tall, muscular, and impassive, Hortensia looks healthy
for a denizen of the Bowels, though her life is even more
Decima can’t be convinced, coerced, or threatened into violent than the norm. She is secretly a Genestealer
revealing any information — she’s on her home turf, Cultist and wears a ragged headscarf to disguise the
surrounded by fellow Vylathi Knives and other parties telling marks of her mutation, several heavy ridges on
willing to wade into deadly combat to defend her. her forehead. Her skin is pallid and running toward
However, she’s always eager to draft new fighters for purplish, but her hacking cough and general weariness
The Pit and can’t resist a bet. She promises to answer allow her to fit right in with the mass of common dregs.
the Characters’ questions if they participate in any of She boxes in The Pit to keep an eye on the dregs and
the fights listed in Fighting in The Pit for free. the gangs, looking out for potential weaknesses and
recruits for the Mireclaw.
If the Characters fight, regardless of the result, she’s
willing to share some information — she doesn’t Hortensia uses the statistics of an Astra Militarum
believe anyone poking into the gang’s business will Trooper (Imperium Maledictum, page 329) but
survive long, so revealing a few almost-factual morsels has Melee (Brawling) 50, and her only possessions
won’t matter. are ragged clothes, a set of Shoddy Filtration Plugs,
Shoddy Survival Gear, and 50 solars. As a member of
the Mireclaw, she also has the Genestealer Mutation
(Imperium Maledictum, page 344).

33
III PART 3: ACRID DESCENT

Hortensia won’t talk to any of the Characters unless ALECTO, VYLATHI KNIFE
they’ve won a fight in The Pit — this includes a fight An almost archetypical example of a Vylathi Knives
against her, which she may well throw if she believes it’s ganger, Alecto is a violent, hot-headed braggart, clad
in her best interests. A convincing display of combat in conspicuous rags to emulate a heavily ruffled noble
aptitude is enough for Hortensia to set the Characters coat and constantly manipulating one or more blades.
on the trail of the Amaranthyne, allowing them to take Alecto is a thug — his role in the gang is to threaten,
the fall for the Mireclaw’s activities. hurt, maim, or kill, but never to think. Consequently,
he spends much of his downtime in The Pit, practising
0 On Gratis: ‘I’ve tried it. No big deal. The Vylathi the violence that fuels his daily survival.
Knives are moving it around, but I think someone else
is pulling the strings on that racket.’
0 Any Character paying attention will notice that
Hortensia’s eyes dart over to Ofelia as she says this.
KNIFE OF KHORNE?
0 On Amaranthyne: ‘Mhmm. New in the Bowels. Alecto’s propensity for violence and bloodshed
Shaking things up. I think they might be dealing make him a perfect potential recruit for any of
with… mutants, you know? Would be great if the cults of Khorne in the Imperium Maledictum
someone, maybe, had a private chat with them, just Starter Set — provided he survives this
about how things are done here in Rokarth. They’re adventure. If you’re interested in running games
here, they’re in Thermal Warning… maybe even the featuring these Chaos cults, Alecto and the
Pipeworks, too.’ Vylathi Knives could be the perfect hook
0 If the Characters press Hortensia on this for your Characters.
information, she’ll subtly indicate that their
leader is a Rogue Psyker and that the rest of
the gang aren’t well-armed or armoured. This Alecto uses the statistics of a Ganger (Imperium
information confers +1 Superiority when fighting Maledictum, page 340) but has Melee (One-handed)
the Amaranthyne in Part 4. 45, 2 Critical Wounds, and the Dirty Fighting Talent
0 On the Lean-To: ‘Good habs, until they collapse. (Imperium Maledictum, page 106). He has a Shoddy,
Wouldn’t go wandering around in there, though, Ugly, Unstable Augmetic Right Arm that terminates in
especially if you like keeping your trappings in your a Power Knife, which shares these Traits.
pockets — and your blood in your veins.’
0 On the Pipeworks: ‘Strange place for strange folk. If a Character defeats Alecto in a knife fight, he does
All manner of unusual types wander through that not take it well. He will cut off any question put to
rusted maze. Never been myself, but I’ve heard if you him quickly and rudely, insisting that the Characters
follow the signs like the ones on Ofelia’s back, you’ll can find what they’re looking for at The Lean-To
get somewhere.’ (page 41) before leaving in a bitter, shameful hurry.
0 This information gives the Characters Advantage Alecto immediately gathers as many fellow gangers as
on all Tests to navigate the Pipeworks. he can and sets up an ambush for the Characters at The
Lean-To.
If the Characters try to shadow Hortensia when she
leaves The Pit, have them make a Challenging (+0) If Alecto defeats a Character in a knife fight, he is
Extended Test requiring a total of 6 SL, with one Test exuberant, taking a few more mock swings at the
allowed per half hour. The Characters must make at Character and playing to the crowd. Alecto will spend
least one successful Navigation (Tracking) and Stealth a substantial amount of time bragging but will find
(Hide) Test to follow Hortensia unseen and may the Character afterwards and tell them they ‘fought
attempt other pertinent Tests as you deem appropriate. well, for one facing a foe so superior’. He’ll offer to let
If the Characters succeed on the Extended Test, they the Characters buy him a drink at Thermal Warning.
track Hortensia to the Mireclaw Bolthole (page 44). If they agree, Alecto will reveal the following when
sufficiently drunk on algae-derived rotgut:

34
PART 3: ACRID DESCENT III

0 On Gratis: ‘Don’t know much about it, other than OFELIA, AMARANTHYNE DUELIST
Raguel moves it, and it’s bringing in supplies for us. Of the myriad strange individuals drawn to the
Don’t care what it’s doing to those high-and-mighty Amaranthyne cult, Ofelia is likely the most public,
serfs up above, they deserve it.’ expressing their worship of the Prince of Pleasure by
0 On Raguel: ‘Good lad, pride of the Knives he is. Not ‘perfecting’ the art of one-on-one combat, pursuing
the best fighter, but gets good things done.’ the hedonistic thrills of both potential death and
0 On Amaranthyne: ‘Reprobates, freaks, the lot of inflicting grievous pain. She wears thick makeshift
them. If it weren’t for this bloody truce between them combat leathers, artfully torn to reveal tattoos, burns,
and the Knives, I’d have cut Ulixes from ear to ear, and scars. A Character that succeeds on a Challenging
I swear on the Emperor’s teeth. They’re no good for (+0) Lore (Forbidden, Chaos) Test notices that some
business, I reckon — someone should follow them symbols imprinted on her flesh are similar to those
back to their hidey-hole in the Pipeworks and give associated with Slaanesh.
them a fright so they get in line.’
0 On the Lean-To: ‘Raguel and a few of the other Knives She is uninterested in talking to the Characters, as
live there, and a whole lot of other people besides. Of detailed in Accosting the Amaranthyne. If they try
course, a lot of people die there, too. Collapses pretty to force a conversation, Ofelia will either publicly
frequently, even besides the hivequakes, you know?’ denounce the Characters as Vigilite agents or challenge
0 On the Pipeworks: ‘Heard Raguel talk about that them to a Death Duel.
place once, a big mess of ancient machinery, nobody
knows what it does or why it’s there. Perfect place for Ofelia uses the statistics for a Cultist (Imperium
a hideout — if you’re absolutely senseless, like his lot.’ Maledictum, page 344) but has the Searing Blood and
0 Alecto will gesture with his drink towards Ulixes Living Shadow mutations as described on page 222 of
(page 39) as he says this. Imperium Maledictum and does not have an Autogun
or an Autopistol. You might like to have any Characters
that notice Ofelia’s Living Shadow make a Challenging
(+0) Discipline (Fear) Test or become Frightened.
She also carries a map of loose directions through the
Pipeworks, giving the Characters Advantage on any
Tests made to navigate the rusted labyrinth.

If the Characters try to shadow Ofelia when she leaves


The Pit, have them make a Challenging (+0) Extended
Test requiring a total of 4 SL, with one Test allowed
per half hour. The Characters must make at least
one successful Navigation (Tracking) and Stealth
(Hide) Test to follow Ofelia unseen and may attempt
other pertinent Tests as you deem appropriate. If the
Characters succeed on the Extended Test, they track
Ofelia to the Pipeworks (page 45) and see them enter.
They must make an identical Extended Test at Hard
(-20) Difficulty to follow them through the Pipeworks.
If the Characters fail this Test, they still manage to get
to the Amaranthyne Temple but are ambushed as soon
as they arrive.

35
III PART 3: ACRID DESCENT

GAMBLING IN THE PIT KNIFE FIGHTING


Characters can gamble on three types of fights in The The rules for Knife Fighting are as follows: No weapons
Pit: Fist Fighting, Knife Fighting, or Death Duels. The other than knives (if you don’t have a knife, you will
rules for these events and their potential participants be provided with a Shoddy, Ugly, Unstable Knife that
(including odds for betting) are detailed in their is liable to fall apart during the bout); Fights are to
respective sections following this one. All gambling — ‘first blood’ (Whenever a Character suffers a Critical
be it risking your life in the ring or putting up solars Wound, they lose the fight, Imperium Maledictum,
for the chance of a payout — is handled by Decima, page 214).
Vylathi Knives Fight Fixer.
If the Characters arrange to fight, they will face off
The Pit is a single Zone that has no Features by default, against Alecto, Vylathi Knife, with 2:1 odds on the
but a Character that succeeds on a Difficult (-10) Tech Character to win. However, Decima will wait until the
(Engineering) or a Hard (-20) Logic (Investigation) Character is about to fight before whispering in their
Test notices some quirks in its construction and ear, ‘I heard you’ve been asking lots of questions. Throw
subsequent dilapidation that confer +1 Superiority to the fight if you want some answers.’ If the Character
the group when fighting in The Pit (see Know Thy throws the fight or loses, Decima tells them whatever
Battlefield on page 196 of Imperium Maledictum). they want to know, as detailed on page 33. Otherwise,
Additionally, if a Character observes a fighter and she’ll ignore them completely and leave them to deal
succeeds on a Hard (-20) Intuition (Human) or Melee with Alecto’s rage.
Test, they learn enough about their fighting style
to confer +1 Superiority when in combat with that If the Characters don’t arrange to fight, Alecto faces
individual (see Know Thy Foe on page 196 of Imperium off against another ganger of the Vylathi Knives. The
Maledictum). If a Character defeats Alecto or Ofelia odds are 2:1 for the other ganger to win, and Alecto
with this Superiority, it might be applicable in any brutalises them in a shocking display.
combats with the Vylathi Knives or the Amaranthyne,
respectively. DEATH DUEL
The rules for a Death Duel are as follows: You may
Breaking the rules for any fight, detailed in the only wield melee weapons; the last duelist standing
following sections, will result in all Infractionist wins. If anyone dies in the ring, their corpse will be
punters present immediately turning to violence unceremoniously thrown outside of The Pit and almost
against the rulebreaker — a desperate flight (using the immediately pounced on by dregs scrambling for any
Pursuit rules, Imperium Maledictum page 204) offers useful scraps to be scavenged.
the only slim chance of survival.
If the Characters arrange to fight, they will face off
FIST FIGHTING against Ofelia, Amaranthyne Duelist, with 2:1 odds on
The rules for Fist Fighting are as follows: No weapons; Ofelia to win. Otherwise, Alecto will challenge Ofellia,
No armour above the waist; Fights are to ‘first blood’ much to Decima’s dismay, at 2:1 odds on Ofelia. The
(Whenever a Character suffers a Critical Wound, they cultist will toy with Alecto for almost thirty minutes
lose the fight, Imperium Maledictum, page 214). before cutting him down mercilessly.

If the Characters arrange to fight, they will face off


against Hortensia, Mireclaw Boxer, with 2:1 odds
on Hortensia to win. Otherwise, Hortensia faces off
against a ganger of the Vylathi Knives. The odds are
2:1 for the ganger to win, and anyone with an Advance
in Melee (Brawling) or who passes a Challenging (+0)
Intuition (Human) Test can determine that Hortensia
threw the fight.

36
PART 3: ACRID DESCENT III

Thermal Warning is typically attended by the following:


THERMAL WARNING
0 Lethe and 1d10 other Vylathi Knives Gangers.
Power surges, bar brawls, and a constant air of criminal 0 3d10 Gangers of two or more other Infractionist
malice define Thermal Warning, a tavern built around groups (likely members of the Scarred Hands, the
a long-forgotten sub-station of the Generatorium Cutters, and Block 24-99, detailed in the Imperium
that provides electrical power to hive Rokarth above. Maledictum Starter Set).
Thermal Warning is named for the ancient, yards- 0 2d10 Dregs, some of which may be Poisoned (Minor)
high Low Gothic text emblazoned on the centuries- (Imperium Maledictum, page 358) due to excessive
old power structure. It is a precaution completely libation of the acrid rotgut served at the tavern.
disregarded by the tavern proprietors as they illegally 0 Ulixes, an Amaranthyne Cultist waiting to meet
leech inconsistent power from the technology they Raguel.
can’t hope to comprehend. 0 Athansia, a Mireclaw operative keeping tabs on
Ulixes and Infractionist activities.
Some of Thermal Warning’s stolen power is diverted
to The Pit, whilst the remainder powers sickly stolen Additionally, Raguel the Red might be in attendance
lumens and damaged vox units that blare viciously talking to Lethe or doing business with Ulixes,
distorted hymnal recordings. Such noise masks the depending on the Characters’ previous actions and his
grinding of the Generatorium’s mechanisms, making schedule.
Thermal Warning an awful place to talk openly but an
excellent venue to quietly conduct clandestine, illicit After the Test establishing the mood towards the
‘business’. Beyond the criminal clientele, the tavern Characters in Thermal Warning, they might want to
serves a variety of dirt-cheap algae-derived moonshines canvass the bar with a Challenging (+0) Awareness
to despondent denizens of the Bowels searching for (Sight) Test. If they succeed, the Character notices
any substance that can aid them in finding oblivion. a Vylathi Knife giving orders to the others wearing
a faux-furred, acid-burnt coat that marks her out as
WARNING WELCOME likely to be more important (Lethe, Vylathi Knife). If
As the Characters enter Thermal Warning, everyone they fail, they are caught staring at an indignant ganger
inside turns to look at them with suspicion, gauging and become a mark for Unlit Larceny. If you’d prefer a
if they would make for good marks or could pose a more granular approach to success and failure on this
dangerous threat. Ask the Characters how they react, Test, see the Dramatic Outcomes boxout.
and allow them each to make a Test based on these
actions. The following are the most pertinent Skills
and Specialisations the Characters might use:

0 A Difficult (-10) Discipline (Composure) Test to


maintain a calm, irreproachable air.
0 A Hard (-20) Presence (Intimidation) Test to
emanate a tough aura of violent intent.
0 A Challenging (+0) Stealth (Hide or Conceal) Test
to attempt to attract as little attention as possible, or
conceal any trappings of value, respectively.

If a Character fails their Test, they have Disadvantage


on Tests made when talking to any NPC in Thermal
Warning until they succeed on at least one such Test.
Additionally, these Characters are now marks for
opportunistic criminals in the tavern, as detailed in
Unlit Larceny.

37
III PART 3: ACRID DESCENT

DRAMATIC OUTCOMES
Page 187 of Imperium Maledictum presents the Outcomes Table, detailing how SL can be used to add drama
to the outcome of a Test. The following table gives examples of how SL might produce different dramatic
results to the Challenging (+0) Awareness (Sight) Test Characters might make when they enter Thermal
Warning.
SL RESULT OUTCOME
Yes, perfectly!:
The same result as +3 to +4 SL, but the Character also notices an individual
+5 or more Astounding Success blending in as to be almost invisible, overly wrapped in rags as though hiding
some truly heretical mutations, and seeming to be stealthily observing everyone
in the tavern (Athansia, Mireclaw Operative, page 40).
Yes, and…:
The same result as +1 to +2 SL, but the Character also notices a woman with
+3 to +4 Impressive Success numerous piercings in strange leather garb with unusual tattoos, who seems to
be watching the entrance of the tavern impatiently for someone to arrive (Ulixes,
Amaranthyne Cultist, page 39).
Yes:
+1 to +2 Success
The same result as +0, with no Discipline Test necessary.
Yes, but…:
The Character notices a Vylathi Knife giving orders to the others wearing a faux-
+0 Marginal Success furred, acid-burnt coat that marks her out as likely to be more important (Lethe,
Vylathi Knife). However, the Character must immediately make a Challenging
(+0) Discipline (Composure) Test. If they fail, they are caught staring at the
Vylathi Knives’ local leader and become a mark for Unlit Larceny.
No, but…:
–0 Marginal Failure The same result as +0, but Lethe is angry that the Character is staring at her,
imposing Disadvantage on any Tests they make in conversation with her.
No:
–1 to –2 Failure
The Character learns nothing.
No, and…:
–3 to –4 Impressive Failure The Character learns nothing and must immediately make a Challenging
(+0) Discipline (Composure) Test — if they fail, they are caught staring at an
indignant ganger and become a mark for Unlit Larceny.
No, not in any way!:
The same result as -3 to -4, but if the Character succeeds on the Test they become
–5 or less Astounding Failure a mark for Unlit Larceny, and if they fail, their staring causes a Vylathi Knife to
attempt to intimidate them, attempting to start a fight (see Fighting in Thermal
Warning).

38
PART 3: ACRID DESCENT III

LETHE, VYLATHI KNIFE wants nothing more than to indulge in the worship
A lieutenant of the Vylathi Knives, Lethe is a cutthroat of the Perfect Prince, but knows well the precarious
Infractionist entangled in a life of protection position the Amaranthyne are currently in. He resents
racketeering, territorial wars, and clandestine ‘dirty their current placement in the Bowels, but is starting to
work’ for hivers that pay well for her to keep her mouth embrace the excesses of violence and libation in Thermal
shut. Her merciless aptitude for violence and other Warning, and knows his work is important in encouraging
unspoken criminal activities have lost her an eye, but others to embrace Slaanesh through Gratis.
earned her relative wealth amongst the gang, obvious
in her ostentatious and almost undamaged Flak Jacket Ulixes’ face and partially shaved head are heavily
and proudly worn Unstable Power Knife. Lethe is scarred with ritualistic markings, which a successful
swaggering and pompous on her turf, but good- Challenging (+0) Lore (Forbidden, Chaos) Test
natured — particularly if she thinks she’s found a new can identify as sigils of Slaanesh worship. He wears
mark. She uses the statistics for a Ganger (Imperium patchwork robes of multitudinous textures, which he
Maledictum, page 340) but has 3 Armour, a Power frequently touches, relishing the variety of sensations.
Knife, and is an Elite with 1 Critical Wound.
Ulixes uses the statistics of a Cultist (Imperium
Lethe is unlikely to be willing to talk to strangers Maledictum, page 344) with the Lashing Tentacle and
(outside of her interaction in Unlit Larceny) unless Digitigrade Legs mutations (Imperium Maledictum,
they have Influence with Infractionists, and might page 222) hidden beneath their robes, which they
be somewhat hostile depending on the Characters’ may use in desperate combat situations and flight,
previous interactions with the Vylathi Knives. However, respectively.
if the Characters somehow manage to persuade her to
talk, perhaps with a Hard (-20) Rapport (Charm or Ulixes is unlikely to talk to the Characters under
Deception) Test or Presence (Intimidation) Test, she any circumstances willingly. If he does speak, he will
knows the following information: outright lie to them, with any Intuition (Human) Tests
the Characters might attempt being Opposed by his
0 On Gratis and Raguel: ‘That scoundrel Raguel deals Rapport (Deception). He is utterly devoted to the cult
with all the biochemical business, he’s usually here and would rather flee (triggering a Pursuit) or fight
around this time — talks to those unconscionable to the death than reveal any information. Ulixes will
mutants from the Amaranthyne a lot, so I keep my attempt to avoid either of these outcomes, however,
nose out of it.’ attempting to push their focus onto the Vylathi Knives
0 Lethe will point to Ulixes as she says this if he is so she can quietly disappear.
present.
0 On Amaranthyne: ‘We’ve got a deal of sorts with 0 On Gratis: ‘I’ve heard of it. Who wouldn’t want to
those aberrants. They don’t set up on our turf, and enhance their experience of this rotten world? If you’re
we somehow make solars off them. You’d have to after some, maybe you should talk to the Vylathi
talk to Raguel about it. If he ain’t here, he’s probably Knives, like Lethe over there or Decima in The Pit.’
schmoozing in the hive or down at the Lean-To.’ 0 On Raguel: ‘I’ve met the man a few times. We buy
0 On The Pit: ‘Great place, especially if you want to test weapons from him so that we can protect ourselves
how much the Emperor’s protection is really worth. down here. I’ve no idea where he gets them from.’
You wouldn’t last a minute in there, but all sorts fight, 0 On Amaranthyne: ‘When the Emperor and the
if you’re looking for someone specific.’ Imperium have forgotten you, you must band
0 On the Pipeworks: ‘Weird bit of turf — nothing together to survive. We’re outcasts, trying to find a…
of value there, so we let the Amaranthyne do their satisfying way of life. We’re not dangerous — unless
shady deals in that rust hole. Not a clue how anyone you threaten us, of course.’
manages to find their way through it, but Raguel must 0 On The Pit: ‘A joyous place if you appreciate the
have a map or something.’ beauty of excessive combat. One of our best, Ulixes,
puts on the most delectable show there. I’m sure you’d
ULIXES, AMARANTHYNE CULTIST find it much more exciting than this dive.’
Quietly meditating on every form of excess it might be 0 On the Pipeworks: ‘I’ve heard only violent mutants
possible for him to enjoy as he conducts the necessary make their home there. I stay clear of it, and you
‘business’ of his cult, Ulixes is a subtle operator who should too, if you want to keep your skin intact.’

39
III PART 3: ACRID DESCENT

If the Characters try to shadow Ulixes when he leaves UNLIT LARCENY


Thermal Warning, have them make a Challenging Whenever you deem it appropriate, the sickly lights
(+0) Extended Test requiring a total of 4 SL, with one illuminating Thermal Warning splutter and extinguish
Test allowed per half hour. The Characters must make as the Generatorium behind the bar makes a guttural,
at least one successful Navigation (Tracking) and grinding racket — one of the tavern’s frequent
Stealth (Hide) Test to follow Ulixes unseen and may blackouts.
attempt other pertinent Tests as you deem appropriate.
If the Characters succeed on the Extended Test, they Ask any Characters that were marked during Warning
track Ulixes to the Pipeworks (page 45) and see them Welcome to make Awareness (Touch) or Intuition
enter, but they will have to make an identical Extended (Surroundings) Tests, Opposed by either Dregs or
Test at Hard (-20) Difficulty to follow them through Gangers making Dexterity (Pickpocket) Tests with
the Pipeworks. If the Characters fail this Test, they Advantage.
still manage to get to the Amaranthyne Temple but
are ambushed as soon as they arrive. If the Character wins the Opposed Test, they notice
someone attempting to steal from them and may
ATHANSIA, MIRECLAW OPERATIVE make an Opposed Test to try to stop them, likely
Almost mummified in tattered rags of dubious Melee (Brawling) or Reflexes. Violence against a thief,
provenance, Athansia blends into the dilapidated particularly a member of the Vylathi Knives, will not be
background of Thermal Warning, seemingly watching tolerated by the the regulars (see Fighting in Thermal
everyone at once with flickering eyes that are the only Warning). If the Characters defuse the situation non-
visible part of her body. She is quiet and unassuming, violently they won’t be bothered again after this, and
but if the Characters show competent investigative or depending on their other actions, might even impress
combat ability, she will reveal information to them to those present, potentially resulting in +1 Influence.
scapegoat the Amaranthyne. Athansia can approach
Characters with information to get them back on
track during their investigation, but will always ensure
she has an exit plan, should the Characters prove
dangerous.

On Gratis: ‘That filthy biochemical turned up


around the same time as the Amaranthyne. If you
want to know about that, I’d shadow Ulixes there.
She’s part of that upstart gang.’
On Raguel: ‘He’s in here once every two days. I keep
track. Always talking to Lethe and Ulixes, doing shady
deals, then heading off to the Lean-To. Not good for
the Bowels. He should be stopped.’
On Amaranthyne: ‘I think they’re strange, personally.
And I’ve heard they’ve got strange… tastes. Definitely
involved in biochems, but I think something even
worse. Mutants flock to their leader, some even call him
a Saint — with the powers to match, apparently.’
On The Pit: ‘If you’ve got a death wish or solars to
burn, and you can handle the stink, I’d go there. You
can see some interesting fighters. I hear Ulixes is worth
watching.
On the Pipeworks: ‘That tangle of rust and tetanus
isn’t as impossible to get through as people say, as
long as you have a guide. Having someone to
follow goes a long way.’
0 Athansia will look pointedly at Ulixes
after saying this.

40
PART 3: ACRID DESCENT III

If the Character loses the Test, the thief steals something


of theirs without them noticing, probably something THE LEAN-TO
they aren’t currently holding with Encumbrance 1 or
0. You might like to tell the Character this only after The Lean-To is a ramshackle conglomeration of scrap
a short while, or even have Lethe approach them, buildings using one of the colossal buttresses of hive
laughing, and reveal what happened. Lethe will offer to Rokarth for support. These decrepit habs provide living
get whatever was stolen back using her ‘connections’, quarters to innumerate forlorn folk of the Bowels. These
though she’ll charge a 10% ‘finders fee’. homes are catastrophically unsafe, in a constant state
of slow collapse, crawling with opportunistic criminals
Regardless of the result, Ulixes will likely see such an and barely-disguised mutants. Corrosion and grime
event as a good opportunity to leave and return to the cover every surface, and the atmosphere is muggy with
Amaranthyne Temple through the Pipeworks. body odour, rotting food, and illicit inhalants. The area
is never quiet, as residents operate on their schedules
FIGHTING IN THERMAL WARNING under what little candlelight they can muster.
Thermal Warning is something of a neutral zone for the
fractious factions of the Bowels, and they won’t tolerate The buttress that the Lean-To rests on is almost
strangers starting fights in their shared turf. If the perfectly between the central Generatorium that
Characters appear to be part of any violent altercation, supplies Rokarth with power and the towering Mud
they’ll be told to take it outside, or to The Pit — not Gate that ascends parallel to the hive. Some daring
just to keep Thermal Warning a relatively safe haven, void-borne visitors to Rokarth use the Lean-To as an
or to provide some entertainment for the downtrodden incredibly cheap (and dangerous) flophouse, as they
denizens of the Bowels, but because any gunfire could are generally trained and armed well enough to claim
damage the infamously unstable segment of the a room temporarily. Only Bowels-folk with abundant
Generatorium that the tavern is built around. If the strength or solars can maintain territory in the maze-
Characters don’t stop fighting or remove themselves, like macro-construction of the Lean-To — at least until
the entire bar is liable to erupt into an uproarious brawl, their rooms collapse into those below.
with everyone else present attempting to disarm anyone
with a gun — typically through dismemberment.

The centre of Thermal Warning is the Generatorium


itself, surrounded by a crescent-shaped bar serving
multiple rooms. The bar and Generatorium may be
treated as a single Zone, with each room the bar serves
treated as a Zone, potentially with doors between them.
There are two special Environmental Traits (Imperium
Maledictum, page 204-206) of Thermal Warning to
consider if it becomes a battlefield:

0 At the start of each round, roll 1d10. On a result of


0-4, there is a blackout, making every room Poorly
Lit by candlelight alone until the end of the round.
0 Whenever a Ranged Attack misses, roll 1d10. On a
result of 0-4, the shot hits the Generatorium. If this
happens three or more times, or a single explosive
weapon detonates in the Bar/Generatorium Zone, it
explodes, creating a Major Hazard that spreads to
a random adjacent Zone at the start of each round.
This permanently cuts the power to Thermal
Warning and The Pit, decreasing the group’s
Influence with Infractionists by -3.

41
III PART 3: ACRID DESCENT

DREG AMBUSH 0 If the Characters describe Raguel the Red: ‘Oh, of


Whenever the Characters first investigate this area, a course we’ve seen HIM! Yeah, he goes between here
ragged gang of downtrodden denizens ofthe Bowels and Thermal Warning, sometimes gets us to do odd
using the statistics of a Dreg (Imperium Maledictum jobs. We can take you to where he stays, for cheap!
page 340) attempt to ambush them. There are a number We’ve seen him go up into the hive and the big twisty
of dregs equal to the number of Characters in the group pipe-maze, too, but we’ve never followed him, we
plus two. swear on the God-Emperor!
0 If the Characters describe Amaranthyne cultists: ‘I
After describing the environment of the Lean-To, think we’ve seen a few of them, but they don’t take
ask the Characters to make a Hard (-20) Awareness much interest in us. We’ve seen them go to Thermal
or Intuition Test to see if they notice the ambush the Warning and The Pit sometimes, and all of them
dregs have set up, to determine if they get Surprise eventually go to the big twisty pipe-maze — just like
(Imperium Maledictum, page 199). Raguel, I suppose.’
0 If the Characters describe Mireclaw members: ‘Ah
0 +3 or more SL: The Character notices the dregs yes, they hang around here too. Don’t see them often,
before they spring their ambush. They are not but sometimes around here, and the big twisty pipe-
Surprised and have time to take an Action before maze. Real easy to lose track of them though, very
combat begins. tricky folk — we don’t even know where they live in
0 +0 to +2 SL: The Character notices the dregs before The Lean-To’.
they spring their ambush. They are not Surprised
when combat begins. If one or more dregs help the Characters when Searching
0 -0 to -2 SL: The Character does not notice the dregs the Lean-To, they confer Advantage on every Test.
before they spring their ambush and are Surprised
when combat begins. SEARCHING THE LEAN-TO
0 -3 or less SL: The Character does not notice the The Characters are likely investigating the Lean-To in
dregs before they spring their ambush. As soon as search of Raguel the Red’s hideout. Any directions they
combat starts, the Character must make a Difficult may have take the PCs through the warren of structures
(-10) Discipline (Fear) Test or be Frightened as the that make up The Lean To. During their journey, they
dregs charge. hear residents wailing in pain, see the sick stumbling
in the throes of disease, and witness children playing
The dregs are focused on stealing anything that could amidst the ruin. The trip takes nearly an hour, and the
help them to survive, but have no qualms about characters must clamber over unstable surfaces and
injuring or killing the Characters if they resist. Because crawl through narrow, unlit tunnels of collapsed habways.
the dregs are on their home turf, they gain +1 Resolve,
but each individual is likely to flee as soon as they steal To search the Lean-To, the Characters must succeed on
anything of value from a Character. Any Tests made a Challenging (+0) Extended Test (page 190) requiring
to pay off the dregs using solars or supplies, such as a a total of 8 SL, with one Test allowed per hour. Pertinent
Presence or Rapport (Haggle) Test, should be Very Skills and Specialisations might include:
Easy (+20) by default.
0 Athletics (Climbing) to clamber through collapsed
If the Characters negotiate with or capture a parts of the structure looking for clues.
dreg, a Routine (+20) Presence (Intimidation or 0 Intuition (Surroundings) or Tech (Engineering) to
Interrogation) or Rapport (Inquiry) Test will get them infer which parts of the crumbing structure are more
talking. Unfortunately, the dregs don’t know much and livable and could be used for conducting illicit operations.
could never hope to afford a ‘luxury’ like Gratis, so 0 Logic (Investigation) to read the Lean-To as a
the Characters will have to describe the people they’re potential crime scene, following clues that might
looking for to get anything of value from them. relate to Gratis production.
0 Navigation (Surface) to determine the safest
and most used routes through the dilapidated
conurbation.
0 Rapport (Inquiry) to canvass the downtrodden
residents for directions and information.

42
PART 3: ACRID DESCENT III

If every Character has made a Test and they have


not met the requirement of 8 SL, they find Raguel’s
Safehouse. If the group achieve the requisite 8 SL, UNSAFE SCAVENGING
they find both Raguel’s Safehouse and the Mireclaw
Bolthole. Any major organisation featured in Chemical
Burn might be investigating Raguel. If Raguel has
RAGUEL’S SAFEHOUSE been captured or is dead, either the Amaranthyne
A dingy, half-collapsed corridor terminates in a pasteel or the Vylathi Knives might want to know why he
hab door, one half covered by corrugated metal, the hasn’t contacted them for a while and will send
other half emblazoned with Vylathi Knives graffiti a couple of their agents (Cultists or Gangers,
and the words ‘RAGUELS — KEEP OUT’ in blood red. respectively, on pages 344 and 340 of Imperium
The door is locked and can be opened with Raguel’s Maledictum) to search his safehouse. It’s up to
key. If the Characters don’t have the key, a successful you whether they ambush the Characters or vice-
Challenging (+0) Dexterity (Lock Picking) or versa.
Athletics (Might) Test will allow them to break in.
The Macharian Vigilites may investigate Raguel
Inside, the room is cramped — little more than a rotten if the Characters left a significant enough trail of
bunk and a shrine to the God-Emperor, heretically breadcrumbs (or carnage) to follow, and might
embellished with the symbolism of the Vylathi Knives. be searching his safehouse. If so, two Enforcers
Depending on the Characters’ previous actions, this (Imperium Maledictum, page 327) are here, and
location could be in three states. Raguel the Red might will be very interested in why the Characters are
be resting here, the safehouse might be empty, or it here too.
could be the site of Alecto’s ambush (page 32).
If the Characters have drawn sufficient attention
If Raguel is here, he’ll leap up and draw his weapons to Raguel’s activities, agents of the Mireclaw may
before attempting to parley — being outnumbered in be preparing to burn Raguel’s safehouse (four
his own home is enough to make him fold. He offers to Cultists with the Genestealer Mutation, page
guide the Characters to the source of Gratis, provided 344 of Imperium Maledictum). They’d prefer if
they can protect him and arrange for travel off-world. nobody knew they existed and won’t hesitate
He will lead the Characters to the Amaranthyne to try and kill the Characters if caught in
Temple and even reveal that he thinks they’re led by a the act of destroying all evidence.
Rogue Psyker (awarding +1 Superiority) but will betray
the Characters at the earliest opportunity.

In any case, searching the safehouse uncovers only


two items of any interest, a small stash of Gratis and a
scroll of poorly rendered tardigrade leather that stinks
of urine. If unfurled and inspected, the scroll reveals
messy directions scribbled in Low Gothic, providing
a route through the Pipeworks to the Amaranthyne
Temple without requiring any Tests. If anyone studies
the map, a Hard (–20) Lore (Forbidden, Chaos) Test
allows a Character to recognise that the terminus of the
directions — the Amaranthyne Temple — is marked
with a sigil of Slaanesh.

43
III PART 3: ACRID DESCENT

MIRECLAW BOLTHOLE This grants the Characters +1 Superiority in the


A complex system of tunnels runs through a small sub- Amaranthyne Temple (Know Thy Battlefield,
section of The Lean-To, connecting its most dilapidated Imperium Maledictum page 196) and allows the
and inaccessible areas in a warren-like system. The Characters to navigate the Pipeworks with a single
remains of the rooms connected are mostly impossible Challenging (+0) Athletics Test, as the Mireclaw are
for anyone with Human physiology to access, and all more comfortable moving through awkward spaces
but one are rigged to collapse if an intruder passes than baseline Humans.
through without balancing their weight correctly —
this bolthole is that one room. The ramshackle interior Secondly, a stack of ragged documents listing exchanges
is scrawled with graffiti reading semi-heretical slogans between the Amaranthyne and an unknown party.
such as ‘RISE FROM THE MIRE, TAKE THE STARS’, Gratis, solars, and las-weapon batteries are frequently
and strange, unsettling sigils that a successful Hard mentioned. The document is sprawling in its complexity
(–20) Lore (Forbidden) Test reveals share similarities and seems to refer to words outside of the Low and High
to Genestealer Cult icons. Gothic lexicons. An expert in xenolinguistics, such as
a Dialogus of the Adepta Sororitas, could decode this
Athansia (page 40) or Hortensia (page 33) may be here with a Hard (-20) Extended Linguistics (Forbidden,
at your discretion. They’ll ask for the Characters to Xenos) Test requiring a total of 10 SL, with one Test
leave once, and if they refuse, they’ll resort to ruthless allowed per week. Success reveals that a Genestealer
combat or flee through the warrens, grabbing the clues Cult known as the Mireclaw have been providing the
that follow if possible. Amaranthyne with Gratis in exchange for resources
such as solars and las-weaponry, but seem to be making
Searching the bolthole uncovers three articles of a loss in this illicit endeavour.
interest:
Thirdly, a cache of Gratis, las-weapon batteries, and
Firstly, a roughly scrawled map of the Pipeworks and 1,000 solars. Inspecting the serial numbers of the
the Amaranthyne Temple, including information las-weapon batteries with a Challenging (+0) Logic
pertinent to tactical combat. (Evaluate) Test reveals that they came from Battery
Manufactorum 6.938.

44
PART 4: BURNOUT
IV

The adventure’s final part focuses on invading the Most surfaces show clear signs of exposure to
headquarters of the Amaranthyne, uncovering corrosive agents. Even the sturdy plascrete walls
the truth of the cult, and destroying the apparent show bubbling and flaking. Metallic surfaces
source of Gratis in Rokarth. show clear signs of rust and oxidation. The rules
for Noxious Exposure (Imperium Maledictum,
First, the Characters must travel through the page 218) apply throughout the Pipeworks.
abandoned tangle of industrial detritus known as
the Pipeworks to find the Amaranthyne Temple, Moving through the Pipeworks to the
likely using information gained during Part 3 or Amaranthyne Temple (page 47) requires a Hard
following a suspect. (-20) Extended Navigation Test requiring a total
of 8 SL, with one Test allowed per half hour. If
Once they navigate this rusted labyrinth, they you want to challenge the Characters or make
can directly eliminate the Amaranthyne and this journey more interesting, roll a d10 on the
locate a major store of Gratis. In the process, the Pipeworks Encounters Table after each Test they
Characters may recognise that the group is not make as part of the Extended Test.
manufacturing the biochemical here, suggesting
that the scope of the threat is even greater than EXAMINING THE PIPES
previously thought. Many of the enormous pipes are more than 30
metres in diameter, snaking, turning, and splitting
into various dilapidated machinery stretching for
THE PIPEWORKS miles. Many of these bear the most severe signs
of corrosion, and the little remaining acids ooze
The Amaranthyne Temple is hidden beyond this forth from these, along with toxic vapours that
ancient conglomeration of dilapidated buildings, emerge.
discarded machinery, and other obscure detritus.
This area’s colloquial namesake is the monstrous An Easy (+20) Lore (Voll) Test identifies that
pipes that snake through makeshift scrapyards these pipes are connected to the acid mines far
and massive acid refineries abandoned centuries beneath Voll’s surface. When the refinery was in
ago. This enormous complex fills the lowest level use, these pipes carried those precious substances
of one of Hive Rokarth’s outer buttresses. for processing. The pipes remain marginally
intact, but currently, they are unused, and no
Toxic fumes permeate this vast, forsaken place acid flows through them, though the air inside is
as deserted chemical effluent pools unattended. even more toxic than the virulent fumes of the
Pipeworks.
IV PART 4: BURNOUT

A Challenging (+0) Engineering Test allows a Character The Characters can attempt to move through the
to identify which pipes still contain dangerous inert pipes, making the Extended Navigation Test Difficult
chemicals. These pipes are ubiquitous throughout the (-10) instead of Hard (-20). However, every hour,
Pipeworks and the Amaranthyne Temple. If 10 or more they must make a Fortitude Test against the Noxious
Damage is dealt to a pipe, it springs a leak, creating a Environment.
Hazard in the Zone that may be either Minor or Major
at the Gamemaster’s discretion.

PIPEWORKS ENCOUNTERS TABLE


D10 PIPEWORKS ENCOUNTER
The Characters stumble upon a centuries-old irradiated lake of industrial runoff. Any Character may make
a Challenging (+0) Awareness (Sight) or Intuition (Surroundings) Test to notice a few scrawled warnings
1, 2 or 3 in Low Gothic, warning of the dangers of the lake and suggesting a path around it, which has collapsed. Any
Characters who fail this Test must immediately make a Challenging (+0) Fortitude Test against Noxious
Exposure. The Characters must find a way to bypass this hazard and get back on track.

4, 5, or 6 The Characters encounter a similar ambush to Dreg Ambush (page 42).

The Characters encounter a couple of roving Accursed Cultists (Imperium Maledictum, page 344) searching
through the rubble for any scraps that might be useful. The Accursed Cultists attack the Characters if they
notice them — you might like to ask the group to make a Stealth (Hide) Test Opposed by the Accursed Cultists’
7 or 8 Awareness. If the Characters have seen Ofelia (page 35), Ulixes (page 39), or Xanthe (page 25) before, they can
easily notice the same markings have been carved into the flesh of these mutants. They can follow their tracks to
gain +2 SL on their next Navigation Test to traverse the Pipeworks.

The Characters are noticed by an Amaranthyne Cultist (a Cultist with a Mark of Slaanesh, Imperium
Maledictum page 344) serving as a lookout. Have the Characters make an Awareness Test Opposed by the
Cultist’s Stealth (Move Silently). If the Cultist wins, the Characters hear a few clangs echoing amongst the
9 or 0 wreckage of the Pipeworks, and when they arrive at the Amaranthyne Temple, the cult ambushes them. If the
Characters win, begin a Pursuit (Imperium Maledictum, page 204), with the Quarry at a distance of 5. The
Pipeworks are a treacherous environment for a chase, with abundant sharp, rusty metal and toxic materials.

46
PART 4: BURNOUT IV

Though the path towards the entrance to the Temple


AMARANTHYNE Hall is the most obvious route, Characters can use the
disarrayed detritus around the building to approach
TEMPLE from any angle, potentially climbing in through
a window or ventilation pipe with a successful
The building that is now the Amaranthyne Temple Challenging (+0) Athletics (Climbing) Test. Failure
was originally part of an acid refinery, which at some on such a Test or any form of Fumble (Imperium
point was converted to a makeshift shrine to the God- Maledictum, page 213) in this precarious Zone may
Emperor. As such, the structure itself is essentially a result in an individual falling up to 16 metres through
monolithic plasteel box entwined with industrial pipes the spiky detritus (Imperium Maledictum, page 203).
and tubes. This facade was once embellished with
emblems and statuary of the Imperial Creed, all of which 2: TEMPLE HALL
have now been heretically defaced by the Amaranthyne, The most obvious entrance into the Amaranthyne
twisted into grotesque mockeries that lionise Temple is through the old acid refinery doors, huge
excess, their shapes equally elegant, enthralling, and slabs of rusted plasteel that screech when pushed open
repulsive. Sickly lumen light spills from a few shattered — a useful makeshift warning system for the cult.
windows, indicating that the building is occupied. Through these doors is the main industrial hall that
was at one time loosely remodelled to serve as a temple
AMARANTHYNE AMBUSH venerating the God-Emperor. However, every sigil and
This section assumes that the Characters are idol of the Cult Imperialis has been profaned.
approaching stealthily, but there are many ways in
which they might have alerted the Amaranthyne Cult A number of members of the Amaranthyne Cult equal
to their arrival. If the Amaranthyne have had time to to the number of Characters usually guard this area,
set up an ambush, they will take the time to hide and typically with at least one Accursed Cultist amongst
launch a surprise attack from the adjoining Zones them. They imbibe Gratis, make plans for expanding
when the Characters enter the Temple Hall. the cult, and discuss different methods of pursuing
excess. The dark hall is illuminated by unreliable,
1: THE APPROACH flickering lumens that cast strange, shifting shadows
When the Characters have managed to traverse — particularly whenever the light strikes the crumbling
the Pipeworks, ask them to make a Difficult (-10) and profaned statuary. This Zone is Poorly Lit.
Awareness Test.
3: MEZZANINE
0 Success: The Characters learn everything they A set of gantries once intended for Administratum
would from a failure, but they also spot someone Overseers to watch workers from was converted into
watching the approach to the building, hiding a mezzanine level for the makeshift temple, though
amongst a series of ramshackle rafters. the ravages of time have sorely affected the original
0 Failure: The Characters notice a series of rickety construction and its altered form. The Mezzanine leads
ramshackle ladders and bridges that lead to an up to the Shrine of Slaanesh, providing Light Cover
ancient industrial building that shows signs of from the Temple Hall below, and is equally Poorly Lit.
recent habitation. Tracks lead to and from the ruin,
and sputtering lumens are active inside. Dilapidated 4: BARRACKS
statues of the Imperial Cult installed into the The original acid refinery also housed its many workers
building have been heretically defaced. when they were not engaged in their labours, and many
of the original bunks remain, towering in tens-high-
The Approach is a Zone of Difficult Terrain (Imperium stacks of dilapidated metal with rotten mattresses.
Maledictum, page 205), an overlapping system of This Zone is Dark, as a number of Cultists equal to
ladders, catwalks, and scaffolding eventually leading to the number of Characters regularly sleep here. The
the Amaranthyne Temple. A single Cultist is keeping Cultists will awaken if anyone within Medium Range
watch, whom the Characters will notice if they succeed uses a Loud weapon, but they are unarmed and must
on their Awareness Test. If the Cultist spots the reach Training & Storage to equip themselves.
Characters, they will likely try to run into the Temple
Hall and raise the alarm.

47
IV PART 4: BURNOUT

SEARCHING THE BARRACKS 6: SHRINE TO SLAANESH


A few personal items are hidden amongst the bunks, This former Administratum Overseer’s office was
mostly ragged keepsakes from a former life, proscribed converted into a sequestered shrine to the God-
works of literature, and profane idols related to Emperor, with poorly installed arched windows and
Slaanesh. Most interesting is what seems to be a a wealth of moulded incense remaining. However,
makeshift chemistry apparatus and a stack of roughly anything even remotely sacred has been profaned by
scrawled notes. A successful Difficult (-10) Medicae the Rogue Psyker Tourmaline. Viscera is strewn across
(Human) or Logic (Investigation) Test reveals that every Aquila and statue, with sigils of Slaanesh carved
one of the Amaranthyne cultists was secretly tasked into the walls, floors, and ceiling. Some of the windows
with reverse-engineering Gratis — the cult definitely appear to be covered in flayed, dried flesh, the sickly
weren’t the ones making it. Whoever was undertaking light illuminating stretched veins and pouring
this study consumed the biochemical, hampering through jagged wounds. The shrine is crowded with
their progress somewhat as their ‘scientific’ notes are an assortment of reflective surfaces, all aimed at a
interspersed with praise for the ‘Perfect Prince’. single chair customised with a gaudy set of makeshift
cushions.
5: TRAINING & STORAGE
A gargantuan plasteel door once secured with a This Zone is Warp-touched.
turnwheel stands ajar adjacent to the Temple Hall.
Beyond this door is a chamber crowded with industrial SHRINE STATUS
detritus of nebulous purpose that has been pushed aside, Typically, Tourmaline is sat in the shrine staring
allowing the cult to use half of the cleared space as into hundreds of reflections of himself, worshipping
storage and the other half as a makeshift combat arena. Slaanesh through rapturous, excessive megalomania
as he attempts to commune with the daemonic. His
The combat arena is regularly used for two Cultists to obsessions and warp-borne visions utterly consume
spar under the stark light of a glowglobe, and if Ofelia him, his reverie only broken by particularly loud
is alive, she will almost certainly be one of them. sounds of fighting in the Temple Hall or an individual
disturbing him in the Shrine.
SEARCHING THE STORAGE
Rusted lockers and forgotten cache boxes make up the If the Characters reach the Shrine stealthily or are
majority of the storage area, and they can be easily spying on the Amarantyhne Temple from afar, they
searched if out of combat. might observe Tourmaline making a deal with some
agents of the Mireclaw, exchanging Las-weapon
Food of dubious quality is fastidiously labelled, and it batteries for Gratis. If the Characters attempt to
seems the cult have set periods of feasting and fasting interrupt this deal, the Mireclaw cultist will focus on
to experience ‘excesses of hunger and gluttony’. Ancient escaping above all else.
acid containers are now filled with fermenting rotgut
as pungent and dangerous as Voll’s naturally occurring TOURMALINE
chemicals. Fabrics and materials of myriad textures A megalomaniacal Rogue Psyker (Imperium
are arranged in some kind of library, from rotting Maledictum, page 346) with a strangely hypnotic
tardigrade leather to itchy algae-cloth. pattern of scars carved across his entire body —
including the throbbing veins of his bulging cranium.
Beyond these basic resources, the Amaranthyne stores Tourmaline is cursed with the power of a Psyker and
plentiful amounts of various forms of the biochemical believes he has been in contact with multiple daemons
Gratis and an extensive cache of weapons. Most of these of Slaanesh, prompting him to gather desperate
weapons are poorly made Mundane and Solid Projectile individuals, including mutants, beneath the banner of
Weapons, many of which have the Unstable and Ugly the Amaranthyne Cult.
traits. Also amongst the weapons are several staches of
Las weapon batteries, all bearing the serial number of
Battery Manufactorum 6.938. Every storage container
filled with stolen weaponry — particularly the
Lasgun batteries and any explosives — has ‘FOR THE
MIRECLAW’ scrawled on it in clumsy Low Gothic.

48
PART 5: AFTERBURN
V
EPILOGUE
Completing their interactions with the PATRON INFLUENCE
Amaranthyne ends the adventure. At that point, As Halikarn has the Demands Discretion Liability,
the Characters can resolve any remaining issues the Characters may not have revealed that he
before pursuing their next mission. Such minor is their Patron during this mission. As such,
issues might include repaying favours to any the scope of his powers, and thus his Boons, is
NPCs, returning borrowed goods, or reporting unlikely to increase. Indeed, if the Characters
the results of their investigation to their Patron. reveal that they are working for Halikarn, they
With those issues out of the way, it becomes time are more likely to be punished for such unsubtle
to provide the PCs with the rewards they have behaviour. However, if the Characters are working
earned. for another Patron, or they suitably impress
Halikarn by completing the mission effectively
EXPERIENCE POINTS (and perhaps by discovering the link between
As well as the usual rewards for participation Gratis and the Mireclaw), their dealings with the
and good roleplaying, Characters should earn the Macharian Vigilites may earn them the Vigilite
following rewards: Vanguard Boon permanently (see page 36) and
may result in improved Influence.
0 10 XP if the Characters track down and
interrogate Raguel the Red.
0 10 XP for descending into the Bowels.
0 10 XP for discovering the Amaranthyne
Temple.
0 20 XP for discovering that Gratis has
connections to the Mireclaw.
0 20 XP for defeating Tourmaline or otherwise
conquering the Amaranthyne Temple.

If any Characters achieved previously designated


goals or the team achieved a group goal, award
points for those as well.

PERSONAL INFLUENCE
Characters may have gained one or more points of
positive or negative Influence with the Macharian
Vigilites, the Vylathi Knives, the Amaranthyne
Cult (if it has not been destroyed), and potentially
Infractionists as a whole. They may also have
earned Contacts with individuals within these
groups, such as Eregan (page 13, 24), Petronilla
(page 13, 28), and Lysander (page 28).
V PART 5: AFTERBURN EPILOGUE

If your group are engaging in Endeavours () between


FAILURE this adventure and the next one, consider some of
the ideas below. The Characters might be Hunted
If the Characters cannot find and destroy the (Imperium Maledictum, page 230) by one or more
Amaranthyne, then Gratis continues to spread. If the groups, replacing or adding to any rolled Events.
Amaranthyne leader or any members survive, they will
likely resume Gratis distribution from another location VYLATHI KNIVES
soon. In either case, their Patron is furious with the The Vylathi Knives feature prominently in Chemical
Characters, and will reduce their pay or refuse to pay Burn, and the Characters make allies or enemies of the
them entirely. gang. If the Characters had positive interactions with
the gang and demonstrated an aptitude for violence or
In response to failure, the Patron assigns them a more subterfuge, Lethe or Decima might offer them a job,
demanding and dangerous mission so that they may potentially an assassination, a heist, or some other
prove and redeem themselves — or die trying. This criminal caper. Of course, the Characters might accept
might include eliminating the Vylathi Knives to rectify this only to act as undercover agents and report the
the failure to curtail the spread of Gratis or hunt down Knives’ activities to their Patron or the Macharian
whatever remains of the Amaranthyne Cult. Their Vigilites. If the Characters made enemies of the Vylathi
Patron might also assign them particularly onerous Knives, the gang will likely seek revenge, putting a price
menial labour during their downtime, which can be on the Characters’ heads for any Infractionist to claim.
played out through Endeavours such as Devout Worship Such disruptions might prompt the Characters’ Patron
or Exhaustive Drilling (Imperium Maledictum, page to task them with eradicating the gang, or investigate
233). potential links between Noble House Vylathi and the
gang.
If the Characters have been reckless with Halikarn’s
Inquisitorial authority or compromised the security of MACHARIAN VIGILITES
the Thaler Hostelry safehouse, he will, at minimum, The Characters will likely interact with the Macharian
dock their pay, even if they succeeded in their mission. Vigilites during their investigations, potentially making
If they draw enough attention to compromise his allies or arousing suspicion. If the Characters proved
secrecy, he will demand penance in the form of a their capability in hunting down gangers, the Vigilites
dangerous mission and an Endeavour, as outlined in might ask them for aid, tasking them with taking
the previous paragraph. down specific Infractionists of note amongst Rokarth’s
Infractionists. They might also ask the Characters
to scout the Bowels, where the Vigilites have limited
WHAT NEXT? power and authority. They may request the destruction
of particular establishments, like The Pit and Thermal
Based on the Characters’ actions, their Patron may be Warning.
interested in further pursuing some lines of inquiry or
assigning them to a different mission entirely. If the Characters provoked the Vigilites, they’re unlikely
to mount an investigation to hinder their future
The Imperium Maledictum Starter Set also takes efforts. Still, word of their unscrupulous behaviour
place in Hive Rokarth and uses Inquisitor Halikarn as might make its way up the hive to the Planetary
the default Patron. He is likely to make efficient use Governor and other nobles — the Characters might be
of acolytes that are already in position, and so the tasked by their Patron to clear their name and root out
Characters are perfect for the job, regardless of their corruption amongst the Vigilites (or plant evidence of
performance in Chemical Burn. such wrongdoing if it can’t be found).

50
PART 5: AFTERBURN EPILOGUE V

GRATIS & THE MIRECLAW ROKARTH REGENERATION


If the Characters are particularly cunning and canny In the course of Chemical Burn, the Characters
in their investigations, they might discover the link might have demonstrated piety at the Cathedrum of
between Gratis and xenos biology, or even directly link Obligatory Modesty whilst supporting worshipful
the biochemical to the Mireclaw. This development toil, rescued labourers from industrial accidents in
will greatly perturb Inquisitor Halikarn, who will Battery Manufactorum 6.938, and maybe even aided
demand the Characters continue investigating if this the desperate dregs of the Bowels. If the Adeptus
suits your campaign. Similarly, Rasimus-Beta will Ministorum, Administratum, Bowels-dwellers, or even
be logically disturbed by such a discovery and will the group’s Patron are particularly impressed by these
implore the Characters to continue investigating or acts, they might petition the Characters to continue
pass the information on to their Magos superiors. More taking actions that improve efficiency in Rokarth and
information on the Mireclaw and their twisted designs promote reverence of the God-Emperor.
can be found in the Imperium Maledictum Starter Set.

CULTS OF SLAANESH
Regardless of the final fate of the Amaranthyne, the
Characters are likely to have made enemies of all
cults devoted to Slaanesh through their actions in
this adventure. If any members of the Amaranthyne
still live, they will undoubtedly pursue vengeance
in the excess against the Characters, and will
likely enlist other Slaanesh cults to aid them. Of
course, surviving heretics are of major concern
to Inquisitor Halikarn (and likely
to any other Patron), who will
certainly employ the Characters
to track down any loose ends on
Rokarth or beyond.

51
PART 5: AFTERBURN EPILOGUE

52
PART 5: AFTERBURN EPILOGUE

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