dark heresy adventure leave no stone unturned

24
Leave No Stone Unturned By Maurice de Mare A Dark Heresy scenario for levels 3-4

Upload: brian-rae

Post on 28-Apr-2015

140 views

Category:

Documents


13 download

DESCRIPTION

Dark Heresy Adventure

TRANSCRIPT

Page 1: Dark Heresy Adventure Leave No Stone Unturned

Leave No Stone Unturned By Maurice de Mare

A Dark Heresy scenario for levels 3-4

Page 2: Dark Heresy Adventure Leave No Stone Unturned

2

Introduction

Heresy loves company. This is the

most basic truth known to the In-

quisition. When a heretic is dis-

covered, it is essential that a full-

scale investigation is conducted to

uncover his associates and theirs.

An investigation only ends when

every avenue is exhausted and

every heretic is dead.

Adventure Background

Four years ago a freighter called

the August Seas left the Lathes

filled to the brim with tech. Meta-

lus Xeta, the ship’s chief engineer

enamoured by the endless possi-

bilities that the cargo represented,

plotted to seize the ship together

with Cortez Kiq and Osina Wren.

They succeeded and the August

Seas turned pirate while Metalus

Xeta tinkered with the cargo of

tech.

Adventure Overview

A former associate of the acolytes’

Inquisitor uncovers multiple ob-

jects of heresy and this involves

the acolytes. Investigation can

uncover cult activity and the in-

volvement of a freighter called the

August Seas. As the acolytes

travel to 41 Pry’s space station,

their ship loses power as it braves

the warp. The acolytes need to

deal with a possessed crewman to

survive. Once aboard the space

station Osina Wren draws the aco-

lytes into a deadly trap. Inquisi-

tive acolytes will identify the Au-

gust Seas as it docks under an as-

sumed name with the space sta-

tion. Using newfound authority, the

acolytes can launch a boarding ac-

tion to claim the pirate vessel.

The investigation starts

While performing their duties on

the planet Scintilla, the acolytes

receive the following directive from

their Inquisitor.

+++

Acolytes,

A former associate has uncovered

something he deems to be of inter-

est to the Inquisition. I have come

to trust his judgement. Please

abort your current mission and

proceed to the following address:

8021 Quivvar street / Maccana Di-

vision / Mastraven Zone / Lower

Mid-Tiers / Landward Quadrant /

Hive Sibellus / Scintilla.

To identify yourselves as my aco-

lytes please use the following

phrase: Sollex’s fiery light offers

no shadows.

“A mind without purpose will wan-

der in dark places”

+++

The acolyte’s journey to the speci-

fied address should be uneventful.

Once they arrive at Quivvar street

read aloud or paraphrase the fol-

lowing:

“Two Enforcer patrol cruisers block

the road ahead. Four enforcers in

riot gear huddle behind the large

vehicles. Red pinpricks of light indi-

cate that the enforcers are all en-

joying lho-sticks. Peering past the

Page 3: Dark Heresy Adventure Leave No Stone Unturned

3

cruisers, you can make out an-

other set of cruisers at a distance

of 400 meters. Movement be-

tween the cruisers draws your

eyes to two hulking forms who are

guarding the entrance to 8021

Quivvar street.”

Arbitrators who identify them-

selves as such, can easily receive

a brief update from the enforcers.

Other classes require a challeng-

ing Inquiry test (+0). On a suc-

cess read aloud or paraphrase the

following: “We came here hours

ago to investigate reports of gun-

fire and explosions. When we ar-

rived, this enormous tech-priest

informed us that the Adeptus

Mechanicus was apprehending a

known heretek and that we should

set-up a perimeter to prevent his

escape. Not much later, the fight-

ing ended, but the tech-priest or-

dered us to maintain the perime-

ter. He also told us that those gun

servitors over there had orders to

engage anyone coming within 100

meters. To be save, we set the

perimeter at 200 meters away.”

Getting the attention of the tech-

priest is easy with the one of the

vox-units that are part of the pa-

trol cruisers. Gaining access to the

vox-units is a challenging Charm

test (+0) for PCs who are not ar-

bitrators. Arbitrator PCs succeed

automatically. Using the vox-units

is a routine Tech-use test (+20).

Once the tech-priest has been

alerted and the Inquisitor supplied

phrase is used the gun servitors

receive orders to stand down and

the PCs can approach safely. If

the PCs approach the gun servi-

tors without first alerting the tech-

priest the gun-servitors will engage

as soon as the PCs come within

100 meters.

Two Gun servitors, Dark Heresy

Core Rulebook page 340

8021 Quivvar street

Read aloud or paraphrase the fol-

lowing as soon as the PCs enter

8021 Quivvar street:

“As you walk inside, the first thing

you notice are the spent bullet cas-

ings, the blast marks and the still

twitching servitor that lies face

down on the floor. The hulking

tech-priest beckons you further

and his metallic voice echoes

across the corridor: “unit 205

here”, he gestures at the fallen

servitor, “saved me from the

heretek’s heresy.”

“My name is Secutor Magnus, my

mission was to apprehend or ter-

minate the heretek Jeesen. It ap-

pears that the Omnissiah’s will was

that Jeesen needed to be termi-

nated, his apprentices too”. Mag-

nus points to several maimed bod-

ies. “But, that is not why you are

here. I contacted your master be-

cause I discovered that Jeesen was

involved in more than tech-heresy.

This is what first caught my eye”,

Magnus points out a dented, blood

covered piece of brass feudal plate

and a huge greataxe lying on

broad workbench. “As you can see,

the plate has eight interconnected

eights stamped onto it. Given the

plate’s material I could come to

only one conclusion: heresy.”

Page 4: Dark Heresy Adventure Leave No Stone Unturned

4

“Then I discovered this”, Magnus

walks to another workbench and

he gestures pointedly at a Las

weapon of sorts that has been

broken down into separate parts,

“no Man created this!” His vox

unit wails under the strain of Mag-

nus’s exclamation. “The wiring,

the capacitator, all are defiled by

Xenos. Heresy I tell you, heresy.”

Magnus will give the acolytes all

the time they need to investigate;

when they are done, he destroys

all heretical object in the name of

the Omnissiah. Magnus will re-

main silent if queried about his re-

lationship with the Inquisitor.

Routes of Inquiry

The acolytes can try the following

tests to uncover likely routes of

inquiry:

A challenging Forbidden Lore Cults

or Heresy (+0) test reveals that

brass and eights are symbols fa-

voured by Khorne, one of the

Dark Gods.

A challenging Forbidden Lore

Xenos (+0) test exposes that the

most likely species of Xenos in-

volved with the heresy is Ork in

origin.

An ordinary Psyniscience (+10)

test reveals that the area is filled

with the last emotions of the

hereteks: fear and desperation.

Succeeding by two degrees or

more on the test also unveils that

the greataxe and the heretical Las

weapon have been exposed to the

warp for a long time.

A routine Perception (+20) test un-

covers a serial number on the

Greataxe and determines its Mono

quality. Serial number is 17493-

H1.

An ordinary Perception (+10) test

presents the acolytes with the

brand, model and serial number of

the capacitator used in the Las

weapon: Dyna-Tuur Model 7, se-

rial number 801928-BH-01923.

An ordinary Common Lore Im-

perium (+10) test reveals that

Involving the Ordos

The scenario offers the following

‘hooks’ to explain why the Adeptus

Mechanicus chose to contact the

acolytes’ Inquisitor.

Ordo Hereticus

The dented, blood spattered piece

of brass feudal plate with the eight

interconnected eights stamped on

the breastplate is a clear connecti-

on to the Chaos god Khorne. The

worship of Khorne is heresy and

reason enough to involve the Ordo.

Ordo Malleus

The aforementioned piece of brass

feudal plate can also easily warrant

the involvement of Ordo Malleus.

Such a clear link to a Dark god and

his daemonic minions must be in-

vestigated fully.

Ordo Xenos

The Las weapon is clearly a Man-

Alien hybrid piece of technology.

Such cooperation is heresy and au-

tomatically involves Ordo Xenos.

Page 5: Dark Heresy Adventure Leave No Stone Unturned

5

Dyna-Tuur is located on Lathe-

Hesh

A challenging Trade armourer

(+0) test indicates that the most

likely creator of the feudal plate is

Tiabold Kessel, an armourer of

note who resides in Gunmetal

city.

An ordinary Trade armourer (+10)

test reveals that the greataxe was

forged by the Lathes.

A routine Inquiry (+20) test con-

ducted in the vicinity of Quivvar

street offers the following infor-

mation.

Standard: “Jeesen was a quiet fel-

low, kept to himself mostly. Never

suspected that he was up to no

good.”

1 degree of success: “Jeesen?

Every scav knows that he gives

good money for tech.”

2 degrees of success: “The only

friend that Jeesen had was Rich-

ter, he lives at 3412 Quivvar

street.”

An ordinary Search test (+10) of

the workshop uncovers a

dataslate. If the dataslate is

found, an ordinary Tech-use test

(+10) lets the acolytes peruse its

content. The dataslate holds the

following information: The

greataxe and feudal plate were

sold by a scav named Zeb. Zeb

told Jeesen that he found both

pieces in the Arastus division of

Hive Sibellus. The source of the

Las weapon is ‘MX4?’

Providing a set of leads

If the acolytes fail at every test,

Magnus will point out the serial

numbers on the greataxe and the

LAS weapon.

3412 Quivvar street

If the acolytes wish to interview

Richter, 3412 Quivvar street is only

a short walk away from Jeesen’s

workshop. Richter is very much

aware that Jeesen has met his

doom at the hands of the Adeptus

Mechanicus. Richter’s relationship

with Jeesen damns him, and he

knows it.

Since the fighting at Jeesen’s

workshop ended Richter has con-

sumed a vast amount of amasec

and the former guardsman has be-

come delusional, Richter knows

‘they’ are coming for him. But he

won’t come quietly. Richter has

turned his small hab-stack into a

bunker. He’s barricaded the door

and he’s hiding behind an over-

turned table, Richter is waiting,

waiting for ‘them’.

Development

If the acolytes knock on Richter’s

door he’ll respond by unleashing

his heretical Rev-Las (see Appen-

dix 1: new weapons) at the door,

destroying it and hopefully hitting

one of the acolytes. The next

More than one route

The presented Routes of Inquiry

are only a set of possible leads.

Your PC’s may very well claim the

information in a roundabout man-

ner not foreseen by this adventu-

re.

Page 6: Dark Heresy Adventure Leave No Stone Unturned

6

round he will switch to his autop-

istol and will try to suppress the

acolytes while the Rev-Las re-

charges. When the Rev-Las is re-

charged, he will switch weapons

again. Richter will scream all kinds

of heresy while he engages the

acolytes. If all is lost, Richter will

try to commit suicide with a frag

grenade.

Richter (see Appendix 2:

NPC’s).

A routine search (+20) test of

Richter’s hab-stack will uncover a

pict of Jeesen and Richter in

guardsman uniforms. The pict was

taken 10 years ago while both

men served on Tranch.

If more than 8 hours pass since

the acolytes arrival on Quivvar

street, then Richter sobers up and

vanishes without a trace.

Following the clues

Tiabold Kessel

If the acolytes deduced who the

most likely creator of the brass

feudal plate is, they can travel to

Gunmetal City to meet with Ti-

abold Kessel. Tiabold Kessel is a

balding, burly man. Tiabold is ab-

horred to learn that one of his

creations is connected to heresy

and will immediately provide ac-

cess to his records.

Analysing the records is an inves-

tigation of drudging complexity

(see page 186 of the Dark Her-

esy Core Book). Completing the

investigation reveals that two

years ago Kessel received detailed

schematics of the feudal plate and

specific instruction describing

which materials were to be used in

its construction. The eight inter-

connected eights were not part of

the design, they may have been

added after the suit was com-

pleted. The order for the feudal

plate consisted of a batch of eight

suits. The batch was constructed in

three months time and was deliv-

ered to a warehouse in Gunmetal

City. Kessel received payment to

his account after delivery.

It is an taxing investigation to de-

termine who paid Kessel for his

work. A multitude of sham ac-

counts were used. A successful in-

vestigation of the Gelt trail yields

the name of Isha Vent.

It is a basic investigation to deter-

mine that the batch of feudal plate

was picked up two hours after de-

livery from the warehouse by per-

sons unknown. The owner of the

warehouse was paid in cash for the

time that the batch spent in his

warehouse. No security footage of

the delivery and pickup of the

batch is available.

Isha Vent

A basic investigation into Isha

Vent’s past reveals the following:

She served on Tranch, earning two

commendations by her command-

ing officer for her zeal in combat.

After she was honourably dis-

charged from the Imperial Guard,

she became a mercenary then a

bounty hunter and currently earns

a living as an assassin. Records in-

dicate that over the years Isha has

become increasingly violent in her

Page 7: Dark Heresy Adventure Leave No Stone Unturned

7

ways. The investigation will also

reveal her current address.

The acolytes have two options

here: they can either follow Isha

Vent around or apprehend and in-

terrogate her concerning the

brass feudal plate.

Surveillance

Putting Isha Vent under surveil-

lance requires that every acolyte

participating in the surveillance

tests against Isha awareness of

35 using either the shadowing

skill or half his or her agility score

once for every day the surveil-

lance lasts.

After eight days of surveillance,

the acolytes can follow Isha to a

building currently used by a cell of

Khorne cultists as a place of wor-

ship.

If the acolytes fail at one of the

tests then Isha knows she is being

followed. Isha will turn the tables

on the acolytes, drawing them in

an ambush set-up by her fellow

cultists.

Apprehending Isha Vent

Apprehending Isha is no easy task.

Depending on the acolyte’s plan

and her current location, Isha will

either try to flee or kill the aco-

lytes.

If the acolytes succeed in capturing

Isha, they can interrogate her.

Possible questions and answers are

as described below.

Question Answer

Why did you order the brass feudal plate? The feudal plate armors the cult’s guardian

servitor.

Who created the servitor? Metalus Xeta, a tech-priest.

Where can we find this Metalus Xeta? Don’t know, he contacts us, not the other

way around.

What is the meaning of the eight intercon-

nected eights?

Eight is the sign of Khorne.

Are you a Khornite? Yes.

Who are your fellow Khornites? Ishmael Brun, a PDF sergeant.

Alison Dein, an enforcer.

Stigga Lesart, a bounty hunter.

Lionus Ross, an assassin.

Octia Dassat, an arbitrator.

Drake Ericsen, a mercenary.

Jakes Krupp, a narco-ganger

Where do you meet with your fellow cult-

ists?

Gives directions to the building currently

used as a place of worship.

Page 8: Dark Heresy Adventure Leave No Stone Unturned

8

If the acolytes try, but fail to ap-

prehend Isha the cult cell will dis-

perse, leaving no trace for the

acolytes to follow.

Isha Vent (see Appendix 2:

NPC’s).

Cult Temple

The acolytes can discover the ex-

istence of the temple of Khorne in

three ways: Isha Vent unknow-

ingly leads them there, Isha leads

them there to be ambushed or

she reveals it during her interro-

gation.

The temple of Khorne is a low,

squat building with very few win-

dows. A metal door provides ac-

cess to the building. A challenging

Security test (+0) test unlocks the

door. The door gives access to a

large abandoned room, a few

wooden crates litter the concrete

floor. A few barred windows, two

meters above the floor, provide

lighting to this area. At the end of

the room a heavy metal door bars

further progress. It takes a chal-

lenging Security test (+0) to

unlock this door. Behind the door

a smaller room lies, it holds a

staircase that leads to the base-

ment of the building. A barely

functioning chem.-light gives

enough light to see the staircase,

but its light does not reach the

basement.

At the base of the staircase the

temple’s guardian, a brass servi-

tor, lies in wait for trespassers. It

will engage the acolytes if the ap-

proach the doors that lead to the

temple.

Development

If Isha Vent has led the acolytes to

the temple to ambush them, then

she and three other cultists will en-

gage them while they descend the

staircase. They will instruct the

brass servitor to engage. The other

four cultists will engage the aco-

lytes from above. These four

waited outside until the acolytes

entered the building, they will race

inside and attack when Isha gives

the signal through her microbead.

Behind the doors lies the temple of

Khorne, the concrete floors have

been stained by blood so deeply

that they’ve gained a blood red

hue. The temple holds two large

piles of human skulls.

A grate at the center of the room

bars access to a sewage pipe. It is

a routine Strength test (+20) to lift

it. The sewage pipe is the cultist’s

bolthole if things go wrong.

If Isha Vent was followed inside by

the acolytes, then all eight cultists

will be at the temple. If the brass

servitor is engaging the acolytes

the cultists will join the fighting. If

the fight goes badly for them, the

remaining cultists will try to flee,

using either the grate or the stair-

case.

If the acolytes found the temple

after interrogating Isha Vent then

only the brass servitor will greet

them. The other cultists will not be

there.

Brass Servitor, Isha Vent, Ish-

mael Brun, Alison Dein, Stigga

Lesart, Lionus Ross, Octia Das-

sat, Drake Ericsen and Jakes

Krupp (see Appendix 2: NPC’s).

Page 9: Dark Heresy Adventure Leave No Stone Unturned

9

Investigating the greataxe and

the capacitator

At the very least the acolytes are

aware of the following information

after they’ve searched Jeesens’s

workshop: the serial number on

the greataxe is 17493-H1 and the

capacitator is a

Dyna-Tuur Model 7, with serial

number 801928-BH-01923. An or-

dinary Common Lore Imperium

(+10) test reveals that Dyna-Tuur

is located on Lathe-Hesh.

It is a taxing investigation to un-

cover the following about the ca-

pacitator: The Dyna-Tuur Model 7

is one of the most common ca-

pacitators used in lasguns. The

Dyna-Tuur plant on Lathe-Hesh

produces millions of Model 7 ca-

pacitators each standard year.

The serial number indicates, how-

ever that this particular unit was

produced four years ago. It and

the other 9999 units of the pro-

duction batch were shipped to

Malfi aboard the August Seas.

It is an arduous investigation to

uncover the origin of the

greataxe: Thirty units were pro-

duced on Lathe-Hadd for use on

the feudal world of Balecaster by

the Ecclesiarchy. Production was

completed 5 years ago. Due to an

administrative mishap the batch

lay in storage for a year before

finally being shipped to Balecaster

aboard the August Seas.

The August Seas

A basic investigation reveals the

following about the August Seas:

A tramp freighter several millen-

nia old it has been kept in good re-

pair by each of its captains.

The August Seas left the Lathes

four years ago destined for Malfi.

Imperial Navy records reveal that

the August Seas reached the Malfi

system but immediately entered

the warp again to a destination un-

known. Two years ago, a Cobra

class destroyer sighted a ship

matching the August Seas signa-

ture at 41 Pry, but could not ap-

prehend the ship before it entered

the warp.

The ships manifest for its last re-

corded trip indicates that the Au-

gust Seas was filled to the brim

with technological marvels from

the Lathes.

Ships Roster:

Captain: Lupa Togaarden

First Mate: Ishmael Bruthe

Second Mate: Cortez Kiq

Chief Engineer: Metalus Xeta IV

Steward: Osina Wren

Successful acolytes should at this

stage connect the name Metalus

Xeta IV with MX4 as discovered on

the dataslate recovered at Jeesen’s

Workshop or if they apprehended

Isha Vent and interrogated her,

they also should recognize the

name.

Requisitioning a Ride

A routine Logic test (+20) indicates

that 41 Pry is the most logical

starting point for a continued in-

vestigation into the whereabouts of

the August Seas, its crew, its cargo

and Metalus Xeta IV. Transport to

Page 10: Dark Heresy Adventure Leave No Stone Unturned

10

41 Pry is costly and likely well

above the acolyte’s means. At this

time, the acolytes should present

their case to their Inquisitor and

formally requisition transport to

41 Pry.

Filling out the Requisition form re-

quires an ordinary Logic test

(+10) and a routine Literacy test

(+20). If both test are successful

then the acolytes need to score

three investigation points, if one

of the tests is successful then the

acolytes need to score four inves-

tigation points and if both tests

are failed then the acolytes need

to score 5 investigation points.

Investigation points

Providing the following informa-

tion to their Inquisitor scores in-

vestigation point(s).

If their application for transport is

denied by their Inquisitor, the

acolytes may try again one more

time before their Inquisitor sends

them on another mission.

Travelling to 41 Pry

If the acolytes successfully requisi-

tion transport to 41 Pry they re-

ceive the following transmission

from their Inquisitor:

+++

Acolytes,

I am impressed by your inquisitive

zeal. I’ve approved your requisition

and have arranged passage aboard

the Brash Blue for you to 41 Pry.

Understand that my expectations

are heightened and failure to lo-

cate the August Seas is not accept-

able.

If you locate the August Seas, and

only then, you may open the

strongbox that will await you

aboard the Brash Blue.

“The Cosmos cries out

for salvation”

+++

The transmission also

indicates where and

when the Brash Blue

will depart to 41 Pry.

The acolytes have

plenty of time to get

their affairs in order be-

fore the ship departs.

The Brash Blue Inci-

dent

Please read aloud or paraphrase

the following: “The passage ar-

ranged for you aboard the “Brash

Blue” turns out to be the cheapest

Information Investigation Points

Involvement of the Dark God Khorne 1

Involvement of Xenos (Ork) 1

Identifying the creator of the feudal plate

(Tiabold Kessel)

1

Termination or capture of Isha Vent 1

Destruction of the temple of Khorne 2

Identifying Metalus Xeta IV as the creator of the

brass servitors and or heretical Las weapon

2

Termination of Richter 1

Determining that the August Seas lies at the root

of the current heresy

2

Page 11: Dark Heresy Adventure Leave No Stone Unturned

11

possible. The ship’s steward takes

you to an unused cargo hold and

hands you a chem-light and sev-

eral coarse blankets to make your

beds with on the holds cold floor.

A locked strongbox, fitted with a

DNA scanner, waits for you in the

middle of the hold.

Three times a day the steward

fetches you from your hold and

takes you to the galley where you

are given hearty meals. It has

been two days since the ship en-

tered the warp and you’ve just re-

turned from the galley when the

lights aboard the ship start to

flicker and finally die. The ship

shudders for a moment and then

the sirens start to wail. You notice

that the drone of the engines has

died just moment before the si-

rens cease their blaring. There is

a moment of utter silence and

then the screaming starts.”

The Brash Blue has exited the

warp and is drifting powerless in

space, luckily the Grav plates still

function. In the short time be-

tween the loss of power and the

time it took to exit the warp,

something entered the ship and

possessed crewman Barta. The

thing that was crewman Barta is

the cause of the screaming, it is

tearing a path through the crew

and passengers of the Brash Blue

in a murderous rampage.

In the dark, cramped passage-

ways, it is not hard to identify the

Barta thing, it stalks the passage-

ways pounding its burning hands

on any human flesh it encounters.

Crewman Barta (see Appendix

2: NPC’s).

If the acolytes successfully deal

with crewman Barta, they are im-

mediately offered better accommo-

dations by a grateful captain. It

takes several days for the Brash

Blue’s tech-priests to get the en-

gines up and running again. Any

tech-priest may offer his assis-

tance to help restore power; it is a

challenging Tech-use (+0) test to

contribute to the restoration of

power, shortening the work by a

day. Clerics can help calm down

the crew and passengers, soothing

their frayed nerves and leading

them in prayer. It is an ordinary

common lore Imperial Creed test

(+10) to calm the people down

and assure them that they have

succeeded at passing this test of

faith.

The rest of the Brash Blue’s voyage

is blissfully uneventful.

41 Pry

Read aloud or paraphrase the fol-

lowing: “As the Brash Blue glides

towards her destination you can

get a good look at the space sta-

tion orbiting 41 Pry’s gas giant. It

is old and as you come closer to it,

you can make out small clouds of

vented gas, most likely oxygen.

The station is however, very busy,

you can spot numerous freighters

docked to the station.”

A challenging common lore Im-

perium test (+0) test reveals that

the space station is an infamous

hub of illegal activity. Ghostfire

Page 12: Dark Heresy Adventure Leave No Stone Unturned

12

pollen is available here if you talk

to the right persons.

It is an ordinary Inquiry test

(+10) to learn the following about

the August Seas:

Standard: four years ago, a ship

bearing that name docked for a

week at the station. Refuelling

and taking on new crewmembers.

It then left in quite a hurry.

Strange part is that the ship didn’t

pay for the fuel, it traded tech for

it.

1 degree of success: two years

ago, it was here again under a dif-

ferent name. As soon as Captain

Cortez learned that a Cobra class

destroyer had entered the sys-

tem, he bolted. He must have

had a guilty conscience, heheeh.

2 degrees of success: the August

Seas has used the following ali-

ases: Grand Oceans, Noble

Brines. Three months ago, the

Noble Brines docked at the sta-

tion, it took in fuel and supplies.

It is a challenging Inquiry test

(+0) to learn that Captain Cortez

usually employs the services of

Althan Guir, a merchant.

Speaking to Althan Guir

It is a routine Inquiry test (+20)

to learn that Althan Guir is a re-

spected merchant aboard the sta-

tion. Station authorities are fairly

sure he is not a player in the

Ghostfire pollen trade. Guir mainly

deals in food stuffs, fuel and oxy-

gen.

Guir is in his early thirties, has

long brown hair and green eyes.

He always seems to wear a polite

smile on his face. If asked about

his dealings with Captain Cortez he

will tell the acolytes that he cannot

reveal information about his clients

to just anyone, it is bad for busi-

ness.

Arbitrators who identify them-

selves, a challenging Charm or In-

timidate test (+0) can all sway

Guir from his position. He will re-

veal that Captain Cortez buys sup-

plies from him every six months,

give or take a few weeks. Oddly

enough, Cortez buys more than he

would need to just operate his ves-

sel.

Waiting

The acolytes should realize that

they are in a long waiting period.

The August Seas is a frequent visi-

tor to the station but uses many

aliases. It is up to them to identify

the ship when it docks. If they

found out about Cortez and his

dealings with Guir, they can

charm, force or use any other

method to ensure that Guir informs

them when Cortez arrives.

Elite advance

The extended waiting period

aboard the 41 Pry space station

does give the acolytes the opportu-

nity to learn something new:

Speak Language (Ship Dialect 41

Pry). The cost for this elite advance

is 100 xp.

Page 13: Dark Heresy Adventure Leave No Stone Unturned

13

Read aloud or paraphrase the fol-

lowing: Uneventful week after

week passes by as the August

Seas fails to visit 41 Pry. A knock

on the door breaks that routine. A

messenger hands you a folded

piece of paper. Unfolding the pa-

per reveals an elegant script bea-

ring the following: It has come to

my attention that you seek the

August Seas, I believe I can help

you, for a price. Meet me at Hold

B-16a at 13:00.

The current time is 11:00. A bribe

of 5 throne gelt or a routine

Charm test (+20) reveals that the

messenger works for the Pry Cou-

riers, the station’s messenger ser-

vice. The messenger picked up

this particular message when he

started his shift at 08:00. Going

to Pry Couriers and succeeding at

an ordinary Inquiry test (+10) re-

veals that this particular message

was left at Pry Couriers for deli-

very a week ago. Who left it and

paid for the delivery cannot be re-

called by the staff.

Hold B-16a

Osina Wren, the August Seas for-

mer steward, has been alerted to

the acolyte’s presence. She has

been left by Captain Cortez as a

mole aboard the space station.

Osina knows she is hopelessly

outnumbered by the acolytes, but

she has set up a trap to take

them out in one fell swoop.

Read aloud or paraphrase the fol-

lowing: Hold B-16a has not been

used for quite some time, the lay-

ers of dust and several mounts of

rubble point that out quite clearly.

A few windows reveal the nearby,

in cosmic terms, gas giant. The

ceiling sprouts several listless ca-

bles, some even reach the floor.

An easy Search test (+30) unco-

vers a battered looking hand vox,

firmly planted on a mount of rub-

ble near the windows.

At 13:00 exactly, the hand vox

squawks to life: “hello? Anyone

there?” a female voice inquires.

It is an easy Perception test (+30)

to find the hand vox once it comes

to life.

If nobody is there to answer the

call, Osina will call it quits after 10

minutes.

Assuming the acolytes answer,

Osina next question will be if one

of the acolytes (GM’s choice of the

most conspicuous acolyte) is there

as well. This should unnerve the

acolytes a little. Osina will ask if

this acolyte, if present, could be

handed the hand vox.

“I’ve got some information for you,

but it will cost you. Your life!” the

female voice whispers through the

hand vox.

With that final remark, Osina will

detonate the det-cord that has

been planted around one of the

windows, on the void side where it

cannot be detected. The explosion

rips out a man sized hole in the

holds wall and exposes the acoly-

tes to the vacuum of space.

All acolytes present in the hold

should make a challenging agility

test (+0), if they are successful

Page 14: Dark Heresy Adventure Leave No Stone Unturned

14

they grab one of the cables han-

ging from the ceiling and are not

sucked towards the hole. If they

fail they are sucked towards the

hole and there they have one mo-

re chance to succeed at an ordi-

nary agility test (+10) to grab the

hole’s serrated edge or be sucked

into the void. If the acolytes suc-

ceed at grabbing the hole’s edge

they are dealt 1d10 rending da-

mage for their trouble, this dama-

ge targets the arms.

Please consult page 210 of the

Dark Heresy core book for

further information about va-

cuums.

The space station machine spirits

will automatically seal off the

compromised section. The acoly-

tes need to exit the hold and shut

the hold’s door and pray to the

God-Emperor that there will be

enough air for them all.

To accomplish that feat the acoly-

tes must succeed at strength tests

of varying difficulty. If the whole

exercise takes longer than five

rounds then all hope is lost for

them, air will run out and suffoca-

tion is very likely.

Please consult the table to deter-

mine the difficulty of the test

Succeeding at a test with two de-

grees of success or more means

that the difficulty of the next test is

lowered by one level. Failure by

three degrees or more means that

the difficulty of the next test is rai-

sed by one level.

If after 5 rounds the acolytes have

not reached the relative safety of

the corridor and shut the hold’s

door, then every acolyte should

make an easy Intelligence test

(+30). Success reveals to the aco-

lyte that for every round that the

hold’s door remains open the

amount of air will be reduced ac-

cording to the following formula:

Acolyte cell size –x, where x stands

for the number of rounds that the

door remains open.

Development

If the acolytes succeeded to close

the hold’s door within 5 rounds

they can wait for the rescue party

to find them. If the acolytes mana-

ged to close the door after 5

rounds then there exists to possibi-

lity of suffocation. (Acolyte cell size

– current number of acolytes in

corridor) – x = y, where x is the

number of rounds that the door re-

mained open after the 5 rounds. As

long as y is a positive number or

zero the acolytes will not suffocate,

Present location Success moves to Failure moves to Test

Hole Cable 1 Hole + 1d10 rending

damage

Challenging strength

test (+0)

Cable 1 Cable 2 Cable 1 Ordinary strength

test (+10)

Cable 2 Hold door Cable 2 Challenging strength

test (+0)

Hold door Safety of the corri-

dor

Hold door Routine strength

test (+20)

Page 15: Dark Heresy Adventure Leave No Stone Unturned

15

if y is a negative then the acolytes

will suffocate. Please consult page

210 of the Dark Heresy core book

for further information about suf-

focation.

The hunt for Osina Wren

If the acolytes manage to survive

the ambush it is a basic investiga-

tion (+20) to determine that Osi-

na Wren is the culprit. If this in-

vestigation takes longer than 6

hours then Osina Wren will have

fled the space station. If not, then

the acolytes can try to take down

Osina Wren while she is boarding

a freighter headed towards Scin-

tilla. Osina Wren will recognize the

acolytes on sight so a disguise

might be in order to apprehend

her.

Osina Wren (see Appendix 2:

NPC’s).

Osina Wren is desperate, so she

will try everything in her power,

like taking hostages, to escape

the Inquisition.

If the acolytes manage to arrest

her, an interrogation can reveal

the following:

Metalus Xeta organized a mutiny

aboard the August Seas four ye-

ars ago.

Metalus Xeta granted Cortez Kiq

the captaincy, while he kept the

cargo of tech.

Metalus Xeta now engages in va-

rious tech-heresies like invention,

he also keeps a pet ork and builds

custom weaponry for any who will

meet his price.

Captain Cortez does all of Metalus’s

shipping.

Metalus Xeta has a research facility

on the dead world of Threnos.

The arrival of the Exalted Gulfs

Two months after the incident in

hold B-16a a freighter bearing the

name Exalted Gulfs will dock with

the space station. It is a challen-

ging Logic test (+0) to determine

that the Exalted Gulfs is a syno-

nym of August Seas, just like

Grand Oceans and Noble Brines.

Or if the acolytes have met Guir he

will point out the Exalted Gulfs to

them after Captain Cortez visits

him.

This is the time to open the strong-

box. The strongbox’s DNA scanner

will recognize and provide access

to the acolytes. If an unauthorized

person tries the DNA scanner, the

strongbox will explode dealing

5d10 explosive damage to anyone

within 5 meters and destroying the

strongbox’s content.

The strongbox contains a dataslate

with instruction, a cognomen and a

silver medallion with a stylised I

for every acolyte.

The dataslate offers the following

instructions:

+++

Acolytes,

Congratulations are in order when

Page 16: Dark Heresy Adventure Leave No Stone Unturned

16

you read this. You have located

the August Seas. The cognomen

you found in the strongbox will

identify the bearer as Captain

Krein of the Imperial Guard. Use

the cognomen as you see fit to

seize the August Seas for the In-

quisition.

The medallions are there to give

you added ‘respectability’.

Please be aware that once opened

the strongbox records and trans-

mits the time of opening. There

will be repercussions if the time of

opening and capture of the August

Seas do not match.

“Information is Power”

+++

The acolytes should decide

amongst themselves who will as-

sume the role of Captain Krein,

please note that Tech-priests will

have a very hard time posing as a

captain of the Imperial Guard.

The acolytes, if they use the Cap-

tain Krein credentials, can easily

enlist the help of thirty station en-

forcers to help them seize the Au-

gust Seas. They can request more

personnel if they succeed at a

challenging Command test. If suc-

cessful they get another fifteen

men and for every two degrees of

success another fifteen.

To seize the August Seas the aco-

lytes first need to gain access to

the freighter and if successful

then take control of bridge.

What if the acolytes do not identi-

fy the August Seas?

If the acolytes do not identify the

August Seas, Captain Cortez will

learn about the disappearance or

death of Osina Wren and he will

know that he is at risk. The August

Seas will move out as soon as pos-

sible and will not return to 41 Pry

for at least a year. The adventure

is essentially over for the acolytes

if this occurs as that eventuality is

beyond its scope.

Storming the August Seas

The acolytes and their back-up first

need to storm the freighter along

the boarding ramp, which connects

the freighter with the space stati-

on. Two pirates are on guard to

prevent access to the freighter, if

they see a large armed group ap-

proaching they will draw their con-

clusion and engage the acolytes

and any enforcer they can see.

The boarding ramp is only 4 me-

ters wide and about 30 meters

long. It offers little in the way of

cover.

Two pirates (see appendix 2:

NPC’s)

Development

After five combat rounds another

pirate armed with a Seq-Las (see

appendix 1: new weapons) will join

the fight, taking aimed shots at

anyone he can see.

Once the acolytes have gained ac-

cess to the freighter, they should

split up their forces to gain control

of the bridge and the engines.

Page 17: Dark Heresy Adventure Leave No Stone Unturned

17

If after five minutes of fighting

the acolytes still have not gained

access to the August Seas it will

start it engines and flee the stati-

on, even if it needs to tear free

from the docking clamps and

boarding ramp.

Read aloud or paraphrase the fol-

lowing if that happens: The Au-

gust Seas thrusters flare brilliantly

to life. At first, nothing happens

but then the ominous screech of

straining metal fills the boarding

ramp and the floor shudders un-

der the strain.

The acolytes have ten rounds to

either gain access to the ship or

flee back to the safety of the

station. After that time the August

Seas breaks free, tearing the

boarding ramp off the space stati-

on. Anyone still on the boarding

ramp will be exposed to a vacu-

um.

The August Seas freedom is

short-lived however, as the stati-

on defence turrets will target the

August Seas engines, leaving her

powerless in the void.

The acolytes can board a shuttle

to fly to the helpless ship or if

they managed to get aboard, they

still need to take control of the

bridge.

Taking control of the bridge

Read aloud or paraphrase the fol-

lowing: “The screams of the dying

and the wounded resonate

throughout the freighter along

with the intermittent discharging

of weapons. Your group has been

hit as well as it carved a path to-

wards the bridge, few of the stati-

on enforcers you took to board the

freighter remain combat ready. A

sign ahead informs you that the

bridge is further ahead. Enforcer

Jackson peers around the corner

and then his head just melts away

as it is hit by one of those heretical

las weapons all the pirates seem to

carry.”

Captain Cortez, Metalus Xeta the

heretek and five pirates are ma-

king their stand at the bridge. The

acolytes need to kill or incapacitate

them all, the acolytes do receive

the assistance of three station en-

forcers.

The bridge is a large room, roughly

10 by 12 meters long. It is riddled

with machinery and workstations

that are needed to operate and

guide the ship. The pirates control

the only door to the bridge and ha-

ve taken up defensive positions.

Captain Cortez, Metalus Xeta, 5

pirates and 3 enforcers (see

appendix 2: NPC’s)

Conclusion

With the heretics defeated, the

acolytes have won a great victory.

The August Seas logs and the in-

terrogation of any surviving heretic

point to the location of Metalus Xe-

ta’s research facility on the dead

world of Threnos. There, an Ork is

found who tinkers with tech given

to him by Metalus Xeta. For the

heresy of consorting with Xenos

and various acts of tech-heresy,

any surviving pirate is given over

to the Adeptus Mechanicus for ap-

Page 18: Dark Heresy Adventure Leave No Stone Unturned

18

propriate punishment.

Metalus Xeta kept a detailed re-

cord of contacts and transactions

and the acolytes Inquisitor could

ask the acolytes to look into the

actions and wherabouts of one Is-

ha Vent if the acolytes have not

yet uncovered the Khorne Cult.

The acolytes Inquisitor will re-

quest back the Captain Krein cog-

nomen but the acolytes may keep

their medallions. Award the acoly-

tes 800xp each for successfully

completing this investigation.

Future Investigations

If the Khorne cult has not yet

been uncovered, or all of its

members have not yet been ter-

minated then this could be the

acolytes next assignment.

The origin of the pet Ork that Me-

talus Xeta kept could also be in-

vestigated further.

The identification and punishment

of the various hereteks that dealt

with Metalus Xeta is another ave-

nue of future investigation.

Page 19: Dark Heresy Adventure Leave No Stone Unturned

19

Appendix 1: New Weapons

Las Weapons

Rev-Cap: The Rev-Cap is a solution to the lasguns inability to provide a

full auto burst. Fusing the venerable stub-revolver and lasgun designs to-

gether in a heretical hybrid, the Rev-Cap features a cylinder holding eight

laspistol capacitators which cycle towards a point in the weapon where

the stored power can be siphoned off. After discharging all capacitators in

such a manner the Rev-Cap requires a few moments to recharge them all

again for use in the next cycle.

Seq-Las: A heretical marvel, the Seq-Las features four capacitators that

are drained sequentially resulting in an incredibly powerful laserbeam

which is able to punch through the toughest armor. All that extra power

does make the weapon prone to overheating.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Rev-Cap Basic 30m -/-/8 1d10+2 E 0 40 2Full Recharge,

Unreliable

5 50 Average

Seq-Las Basic 60m S/-/- 2d10+4 E 2 15 Full Overheats,

Recharge,

Tearing,

Unreliable

6 150 Rare

Page 20: Dark Heresy Adventure Leave No Stone Unturned

20

Appendix 2: NPC’s

Richter

Movement 2/4/6/12

Wounds: 12

Skills: Awareness (Per), Speak Language (Low Gothic) (Int)

Talents: Melee Weapon Training (primitive), Basic Weapon Training (LAS, SP), Pistol

Weapon Training (LAS, SP)

Armour: Guard Flak Armour 4

Weapons: Knife (1d5+3 R; +0 PE2; primitive), Rev-Cap (30m; -/-/8; 1d10+2 E; Pen 0;

Clip 40; Reload 2 Full; Recharge, Unreliable) autopistol (30m; S/-/6; 1d10+2 I; Pen 0; Clip

18; Reload full)

Gear: empty bottle of amasec, frag grenade, 2 autopistol clips, poor quality clothing.

Description: Since leaving the Guard Richter has become despondent and a mean drunk.

His hair is starting to gray at the edges and his eyes are bleary.

Isha Vent

Movement 4/8/12/24

Wounds: 11

Skills: Awareness (Per), Dodge (Ag), Inquiry (Fel), Interrogation (WP), Intimidate (S),

Speak Language (Low Gothic) (Int)

Talents: Ambidextrous, Melee Weapon Training (primitive), Basic Weapon Training (LAS,

SP), Pistol Weapon Training (LAS, SP)

Armour: Mesh vest (body 4) and leather outfit (Arms 1, Body 1, Legs 1 primitive)

Weapons: Knife (1d5+3 R; +0 PE2; primitive), two autopistols (30m; S/-/6; 1d10+2 I; Pen

0; Clip 18; Reload full)

Gear: 4 autopistol clips, good quality clothing, micro-bead

Description: Isha Vent is an attractive woman in her late twenties. She has short black hair.

Her grey eyes are void of emotion, except when Isha kills, then they gleam with excitement.

Tactics: Isha Vent uses two autopistols to defend herself, one in each hand.

Brass Servitor

Movement 2/4/6/12

Wounds: 12

Skills: Awareness (Per)

Talents: Melee Weapon Training (primitive)

WS BS S T Ag Int Per WP Fel

35 35 38 41 27 25 25 37 31

WS BS S T Ag Int Per WP Fel

37 39 32 37 41 35 35 37 31

WS BS S T Ag Int Per WP Fel

45 15 40 40 20 15 25 30 3

Page 21: Dark Heresy Adventure Leave No Stone Unturned

21

Traits: Dark Sight, Machine 1

Armour: Brass Plate 4 (primitive)

Weapons: Mono Greataxe 2d10+4 R; +2 PE2; unwieldy

Gear: internal micro-bead

Description: Dressed in brass feudal plate, with eight interconnected eights stamped on its

breast, this servitor appears as a knight hailing from an age long past. Its axe however, hails

from the current age.

Khorne Cultists

Ishmael Brun, Alison Dein, Stigga Lesart, Lionus Ross, Octia Dassat, Drake Ericsen and

Jakes Krupp

Use the enforcer statistics as found on page 339 of the Dark Heresy Core Book with the fol-

lowing modifications

Ishmael Brun

Weapons: Sword (1d10+3 R; Balanced, Primitive), Las Carbine (60m; S/2/-; 1d10+2 E; Pen

0; Clip 40; Reload full; Reliable)

Gear: PDF uniform, micro-bead

Description: Ishmael Brun is an aging PDF sergeant with far to many facial scarring to be

called anything else but ugly.

Alison Dein

No modifications

Description: A small woman of 19 years Alison loves to inflict pain with her club.

Stigga Lesart

Weapons: Club (1d10+3 I; Primitive), Pump-action Shotgun (30m; S/-/-; 1d10+4 I; Pen 0;

Clip 8; Reload 2Full; Scatter)

Gear: street clothes, 24 shotgun shells, micro-bead

Description: Stigga likes to toy with her prey, inflicting pain instead of killing opponents

just to prolong their suffering.

Lionus Ross

No Modifications

Description: 2on-descript is what makes Lionus such a successful assassin.

Octia Dassat

Weapons: Club (1d10+3 I; Primitive), Shotgun (30m; S/-/-; 1d10+4 I; Pen 0; Clip 2; Reload

2Full; Scatter, Reliable).

Page 22: Dark Heresy Adventure Leave No Stone Unturned

22

Gear: uniform, 20 shotgun shells, micro-bead

Description: A tall woman in her fifties, Octia is used to being obeyed which is noticeable in

her bearing.

Drake Ericsen

Weapons: Knife (1d5+3 R; Primitive) Custom Autopistol (40m; S/-/6; 1d10+2 I; Pen 0; Clip

30; Reload Full)

Gear: Combat clothing, 5 autopistol clips, micro-bead.

Description: Lean and tall, Drake keeps himself in peak fighting condition. A human preda-

tor.

Jakes Krupp

Gear: leather clothing, micro-bead,

Description: Has a large facial tattoo which obscures most of his face.

Crewman Barta

Movement 3/6/9/12

Wounds: 17

Skills: Awareness (Per), Dodge (Ag), Intimidate (S), Speak Language (Low Gothic) (Int)

Talents:Melee Weapon Training (primitive), Psy rating 2

Weapons: Burning Fist (1d10+4 E)

Gear: uniform

Psychic powers (Psy Rating 2): Burning Fist

Description: The thing that was crewman Barta wears an orange uniform and bears a wide

smile while it pounds its burning fists on the flesh of men.

Osina Wren

Movement 3/6/9/12

Wounds: 10

Skills: Awareness (Per), Dodge (Ag), Inquiry (Fel), Interrogation (WP), Speak Language

(Low Gothic) (Int), Trade (valet) (Fel)

Talents:Melee Weapon Training (primitive), Pistol Weapon Training (LAS, SP)

Armour: Light Flak Coat (Arms 2, Body 2, Legs 2)

Weapons: Mono Knife (1d5+3 R; +2 PE2), Laspistol (30m; S/-/-; 1d10+2 E; Pen 0; Clip

30; Reload full, Reliable)

Gear: good quality clothing, hand vox

Description: A lithe woman with dark brown eyes and long black hair. Osina always dresses

in the latest fashions.

WS BS S T Ag Int Per WP Fel

31 32 45 44 31 50 50 50 20

WS BS S T Ag Int Per WP Fel

31 33 32 32 37 35 35 37 41

Page 23: Dark Heresy Adventure Leave No Stone Unturned

23

Pirate

Movement 3/6/9/12

Wounds: 10

Skills: Awareness (Per), Intimidate (S), Speak Language (Low Gothic) (Int)

Talents:Melee Weapon Training (primitive), Basic Weapon Training (LAS, SP), Pistol

Weapon Training (LAS, SP)

Armour: Light Flak Coat (Arms 2, Body 2, Legs 2)

Weapons: Knife (1d5+3 R; +0 PE2; primitive), Rev-Cap (30m; -/-/8; 1d10+2 E; Pen 0;

Clip 40; Reload 2 Full; Recharge, Unreliable) OR Seq-Las (60m; S/-/; 2d10+4 E; Pen 2;

Clip 15; Reload Full; Overheats, Recharge, Tearing, Unreliable) A2D autopistol (30m; S/-

/6; 1d10+2 I; Pen 0; Clip 18; Reload full)

Gear: autopistol clip, poor quality clothing

41 Pry Enforcers

Use the enforcer statistics as found on page 339 of the Dark Heresy Core Book.

Captain Cortez

Movement 4/8/12/24

Wounds: 12

Skills: Awareness (Per), Dodge (Ag), Inquiry (Fel), Interrogation (WP), Intimidate (S),

Speak Language (Low Gothic) (Int)

Talents: Ambidextrous, Melee Weapon Training (primitive), Basic Weapon Training (LAS,

SP), Pistol Weapon Training (LAS, SP)

Armour: Mesh vest and Light Flak Coat (Arms 2, Body 4, Legs 2)

Weapons: Mono Sword (1d10+3 R; +2 PE2), autopistol (30m; S/-/6; 1d10+2 I; Pen 0; Clip

18; Reload full)

Gear: 2 autopistol clips, good quality clothing, micro-bead

Description: Tall and handsome, Cortez truly loves to play the part of the daring pirate and

his dress matches this.

Metalus Xeta IV

Movement 2/4/6/8

Wounds: 12

Skills: Awareness (Per), Chem-Use (Int), Common Lore (Machine Cult, Tech, Imperium)

(Int), Forbidden Lore (Archeotech, Xenos) (Int), Logic (Int), Scholastic Lore (2umberology)

(Int), Secret Tongue (Tech) (Int), Speak Language (Low Gothic, Ship-Dialect) (Int), Tech-

Use (Int) +10

Talents:Melee Weapon Training (primitive), Basic Weapon Training (LAS, SP), Pistol

Weapon Training (LAS, SP) and many more.

Traits: Mechanicus Implants

WS BS S T Ag Int Per WP Fel

31 31 32 32 31 29 31 30 31

WS BS S T Ag Int Per WP Fel

42 39 34 37 42 35 35 37 39

WS BS S T Ag Int Per WP Fel

28 29 34 32 28 45 35 47 29

Page 24: Dark Heresy Adventure Leave No Stone Unturned

24

Armour: Carapace chest plate (Body 6)

Weapons: Custom Seq-Las (60m; S/-/; 2d10+4 E; Pen 2; Clip 15; Reload Full; Overheats,

Recharge, Tearing), hand cannon (35m; S/-/-; 1d10+4 I; Pen 2; Clip 5; Reload 2full)

Gear: 2 charge packs, 1 clip for hand cannon, black robes