Warhammer 40,000 Roleplay - Wrath & Glory -Litanies of The Lost - Dark Bidding [2021-02-01].pdf

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CONTENTS
INTRODUCTION ELEVATOR PITCH
Adventure Summary ....................... 4
What’s in the Box? .................... 9
Speak Not of the
Sleepless Eye! ........................ 10
Booking Passage ........................... 22
Rising Pressure ............................. 24
*Getting Off at the Top Floor .......... 24
II
DARK
BIDDING
Networking ................................... 36
Group 1: The Hosts ................. 36
Group 2: The Fanatics ............. 36
Group 3: The Insurgents ......... 36
Group 4: The Hunters ............. 36
Group 5: The Scoundrels ......... 36
Going Once...Going Twice... .......... 37
Going Loud.................................... 37
Resolution ..................................... 38
Awarding XP........................... 36
III
FUNERAL
PROCESSION
This Messenger will Self-Destruct.. 15
The Scene of No Crime................... 17
Underground Underworld .............. 18
Church Confessional ...................... 19
Long Day at the Office ................... 19
Titans of Industry .......................... 19
*One More Thing ........................... 19
I
Cover Art:
Adrian Prado
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Art:
Bartłomiej Fedyczak, Sam Manley, Jamie Noble, Erin Rea, Felix Tisch,
Siman Vlaisavljevic
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Senior Producer:
Emmet Byrne
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Developer:
Zak Dale-Clutterbuck
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Writing:
Micheal Duxbury
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Graphic Design & Layout:
Rachael Macken
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Editor:
Bob Davis
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Proofreader:
Lynne Meyer
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Publisher:
Dominic McDowall
Cubicle 7 Business Support:
Anthony Burke, Elaine Connolly, Donna King and Kieran Murphy
Cubicle 7 Creative Team:
Dave Allen, Emmet Byrne, Zak Dale-Clutterbuck, Dániel Kovács, Elaine Lithgow, TS Luikart, Rachael
Macken, Rory McCormack, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O Donoghue, JG O’Donoghue, Síne Quinn, Jacob
Rodgers, and Christopher Walz
Special thanks to the GW Team.
Published by Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Co. Meath, Ireland.
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Warhammer 40,000 Roleplay: Wrath & Glory © Copyright
Games Workshop Limited 2021. Warhammer 40,000 Roleplay,
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Entertainment Limited. All rights reserved.
2
D
ark Bidding
is an adventure of delicate
investigation, focused on the retrieval of
a stolen stasis-coffin and its mysterious
contents. The Agents are hired by Archdominus
Aexekra Vakuul, regent commander of the forge world
Avachrus, to return the stasis-coffin without attracting
the Inquisition’s attention.
Vakuul’s ideal recruits will operate with professionalism
and discretion, and are not influential enough to
attract attention. The adventure is therefore best
suited to Tier 2 Agents, either Imperial-affiliated or
freelance, without the
INQUISITION
Keyword. The
new Frameworks on page 5,
Vakuul’s Venators
and
Archeotech Scavengers,
are especially appropriate.
Troubleshooters working for Rogue Trader Jakel
Varonius or Lord-Militant Taleria Fylamon (including
the
Varonius
Vanguard,
The
Deniables,
and
Fylamon’s Finest
Frameworks) are also perfect,
since both patrons are keen to secure Vakuul’s
allegiance.
ADEPTUS ASTARTES
characters will not
be approached, unless their Chapter has close ties to
the Mechanicus (Iron Hands successors) or known
animosity with the Inquisition (such as Dark Angels
and Space Wolves successors).
ALTERNATE
INVITATIONS
Archdomina Vakuul is selective with her trust,
but with modifications to the opening scene, you
can expand the appropriate Frameworks.
INQUISITION
Agents working for a rival of
Inquisitor Argyle may accept Vakuul’s job to
unravel Argyle’s covert activities on Avachrus.
Even so, the Agents must develop false identities
as mercenaries, as Vakuul will not intentionally
interpose herself in an Inquisitorial cold war.
CHAOS
Agents are not approached by Vakuul,
but you can replace her with a daemonic patron
or cult leader who sends the party to retrieve
the stasis-coffin. Otherwise, the adventure
follows its usual course, as the Agents infiltrate
Avachrus to perform their investigations. If the
party successfully retrieves the stasis-coffin,
3
they discover a powerful new ally or master.
ADVENTURE
SUMMARY
Dark Bidding
is designed for a short series of
approximately three to five sessions. The length
of
Part One
(see page 6) is variable, depending on
how thoroughly the Agents pursue leads, and can be
streamlined if you want to reduce playtime. Each Part
concludes with a dramatic scene perfect for ending a
session, marked with an aquila in the header.
Recently, Amiga’s team successfully overcame the
stasis-coffin’s
auspex-scramblers,
discovering
it
contained the body of an Astartes, but failing to identify
his Chapter or allegiance. Argyle has requested the
return of the stasis-coffin, so he can decide whether
to open it or not. Unfortunately, the device was stolen
before Vakuul could arrange the hand-off. Dreading
the repercussions of reporting her failure to the
Inquisition, the Archdomina is desperate to recapture
the stasis-coffin before too many questions are asked
about the delay in transit.
Her fear would be magnified if she realised the stasis-
coffin contained a slumbering Chaos Space Marine, a
former commander of the Gilead System prior to the
Imperial conquest. Driven mad by imprisonment and
warp-sent nightmares, the Entombed Champion is
a terrifying threat, with only one weakness: stasis
side-effects and warp-interference have corrupted the
Champion’s Catalepsean Node, inducing a sleeplike
delusion somewhere between a lucid dream and a
living nightmare. When the Entombed Champion rises,
he wakes slowly, becoming more and more unstoppable
the longer he walks outside his stasis-coffin.
The stasis-coffin itself is of unknown make and model,
adorned with sneering gargoyles that seem to shift into
different mocking poses each time they are observed.
Little can be seen of the Astartes within; red armour of
an ancient Mark, degraded by time and long forgotten
wars, covered in battle damage from what look to be
daemonic claws and with spines still penetrating the
heavy ceramite plates.
INTRO
FUNERAL
PROCESSION
ELEVATOR
PITCH
DARK
BIDDING
Part One: Funeral Procession
The Agents receive their assignment, investigate the
Tomb Crypt where the stasis-coffin was stolen, and
follow clues to the Stronos Space Elevator.
Part Two: Elevator Pitch
The Agents confront the tech-ganger thieves aboard
the space elevator, learn the stasis-coffin’s location,
and arrange transportation to Odo.
Part Three: Dark Bidding
The Agents infiltrate an auction for the stasis-coffin,
and attempt to escape with it.
WHAT’S IN THE BOX?
Although Vakuul is desperate to recapture the stasis-
coffin, its contents are so sensitive she refuses to reveal
any details to the retrieval team. Tantalise the Agents
by providing hints throughout the scenario, leading up
to a payoff when the stasis-coffin finally opens.
A few years ago, whilst undergoing operations within
the lost foundry-forge of Illiarch, Ordo Hereticus
operatives reported to Inquisitor Argyle discovered an
intact stasis-coffin, a relic of ancient technology. After
the acolytes failed to ascertain the coffin’s contents
and accidentally deactivated its sustainable power
source, Argyle struck a bargain with Archdomina
Vakuul of Belaxia. In return for certain political favours,
the Archdomina took possession of the stasis-coffin,
hiding it within her Tech-Crypt and employing a team
of specialists to study the device whilst keeping it
closed. The current team supervisor is Biran Amiga,
an utterly devoted tech-adept who prioritises keeping
the stasis-coffin operational above all other concerns.
SPEAK NOT OF THE
SLEEPLESS EYE!
Vakuul’s terror of the Inquisition is well justified.
Common workers and planetary governors alike dread
the Ordo’s purges. They dare not even speak the word
‘Inquisition’ for fear of summoning its remorseless
judges, juries, and executioners.
Throughout this adventure, the Agents contest with a
parallel investigation, racing to return the stasis-coffin
to Vakuul before the Inquisition confirms it is stolen.
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To pace this pursuit, use the five stages of Inquisitorial
response below. The response begins at
Stage 1,
but may advance one step when the players roll a
Complication, you spend a point of Ruin (maximum
once per session), or the Agents’ reckless actions
attract attention (for example, starting a shootout or
setting off an explosion). As the GM, you can build
tension by communicating to the players when the
threat level increases. This may involve a discovery
by the Agents, a tip-off from a contact, or even a brief
cutaway to spotlight Acolyte Lockson’s ‘off-screen’
investigation between scenes.
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Stage 1:
Rumours of an attack on Vakuul’s
facilities filter back to Inquisitor Argyle of the Ordo
Hereticus, who has active operations on Avachrus.
He dispatches Acolyte Lockson to confirm the
stasis-coffin is secure.
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Stage 2:
Lockson introduces himself to the Agents
in person at the next opportunity. He ‘encourages’
them to assist his investigation (see
One More
Thing
on page 14).
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Stage 3:
Lockson discovers a trail the Agents have
left behind, interrogates one of their previous leads,
or finds a clue from a previous scene.
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Stage 4:
Lockson reappears in the same scene as
the Agents, this time as an undercover operative. If
this happens in
Part Three
(see page 19), his team
infiltrates the auction.
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Stage 5:
Lockson calls in the cavalry. If this happens
before
Part Three, Enforcers
ambush the Agents
(page 331 of the
Wrath & Glory Rulebook)
forcing
the Agents to betray their employer, shoot their
way out, or be escorted to Imperia for interrogation.
If you trigger this stage in
Part Three,
Lockson’s
Enforcers attack the auction.
Agents who cover their tracks may erect ‘roadblocks’
to slow Lockson down. These may require
Skill Tests
— using
Cunning (Fel), Deception (Fel)
or
Stealth
(A)
— or be available as Shifts on other Tests, at your
discretion. When you advance the threat level, you
must spend an extra Ruin or extra Complication to
remove these obstacles. If the Agents kill Lockson, the
wider Inquisition are made aware before too long, and
proceed to
Stage 5
with maximum prejudice.
LIMITATIONS
None — anyone can make a living in this line of
work if they’re sharp enough!
NEW FRAMEWORKS
Vakuul’s Venators
You work for an Adeptus Mechanicus kill-
team, answering directly or indirectly to the
Archdomina Vakuul of Belaxia. You specialise
in hunting down enemies of the Priesthood
and retrieving rare technology, including
locating and returning stolen relics.
LIMITATIONS
Any character with the
IMPERIUM
Keyword,
including at least one character with the
ADEPTUS MECHANICUS
Keyword.
WARGEAR
Each member of the group receives one of the
following Augmetics: Augmetic Eye, Augmetic
Legs, Augur Array, Mind Impulse Unit.
BONUS
+1 bonus die to Awareness (Int) and Survival
(Wil) Tests to locate enemies of the Machine
Cult.
Archeotech Scavengers
Ranging from dirt-scrabbling hive gangers
to raiders of forbidden xeno-tech, you are
a mercenary unit making ends meet by
acquiring and fencing valuable technology.
Though your work may skirt the borders
of tech-heresy, as often as not more radical
Tech-Priests are your highest paying clients.
WARGEAR
Each member of the group receives a Multikey
that provides +2 bonus dice to Stealth (A) Tests
to open locks and disable traps (Value 4, Rarity
Rare,
[ANY], SCUM).
BONUS
On a world you’ve visited before, you always
know a contact who will buy at least one unusual
piece of technology you have to sell, offering 1
Wealth for a Rare item, 2 Wealth for a Very Rare
item, and 3 Wealth for a Unique item.
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