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Imperium Maledictum - Adventure Chemical Burn
Imperium Maledictum - Adventure Chemical Burn
ROKARTH ADVENTURES
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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.
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.
5
INTRODUCTION
0 Seeming dazed and suggestible, easily ordered The Mireclaw are further detailed in the
around and mesmerised. Imperium Maledictum Starter Set.
6
INTRODUCTION
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.
11
I PART 1: MATTERS OF SUBSTANCE
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
13
I PART 1: MATTERS OF SUBSTANCE
14
PART 1: MATTERS OF SUBSTANCE I
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.
15
I PART 1: MATTERS OF SUBSTANCE
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.
19
II PART 2: CHEMICAL REACTIONS
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
21
II PART 2: CHEMICAL REACTIONS
22
PART 2: CHEMICAL REACTIONS II
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
25
II PART 2: CHEMICAL REACTIONS
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
28
PART 2: CHEMICAL REACTIONS II
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
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
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.
35
III PART 3: ACRID DESCENT
36
PART 3: ACRID DESCENT III
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
40
PART 3: ACRID DESCENT III
41
III PART 3: ACRID DESCENT
42
PART 3: ACRID DESCENT III
43
III PART 3: ACRID DESCENT
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.
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.
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PART 4: BURNOUT IV
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IV PART 4: BURNOUT
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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.
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
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PART 5: AFTERBURN EPILOGUE V
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.
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PART 5: AFTERBURN EPILOGUE
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PART 5: AFTERBURN EPILOGUE
IMPERIUM MALEDICTUM
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