roleplaying in the grim darkness of the 41 st …spell doom for the hapless people of the nearby...
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ROLEPLAYING IN THE GRIM
DARKNESS OF THE 41ST MILLENNIUM
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Lead Developers
Sam Stewart and Ross Watson
Written and Developed By
Jason Marker and Benn Williams
Editing
Alex Davy
Proofreading
Charles May
Graphic Design
Kevin Childress, Dallas Mehlhoff, and Brian Schomburg
Cover Art
Matt Bradbury
Interior Art
Amy Ashbaugh, Matt Bradbury, John Blanche, Adam Burn, Mauro dal Bo, Zach Graves, Nuala Kennedy, Pat Loboyko,
Peter Mohrbacher, David Nash, Ben Zweifel
Art Direction
Zoë Robinson
Art Administration
Kyle Hough
Production Manager
Eric Knight
Executive Game Designer
Corey Konieczka
Executive Producer
Michael Hurley
Publisher
Christian T. Petersen
GAMES WORKSHOP
Licensing Manager
Owen Rees
Head of Licensing
Andy Jones
Head of Intellectual Property
Alan Merrett
Special Thanks
“The Librarians” Pim Mauve with Keesjan Kleef, Jan-Cees Voogd, Joris Voogd, and Gerlof Woudstra, “You Bid Babies?!” Jordan “Milly”
Millward with Keri Harthoorn, Kyle Harthoorn-Burton, Kieren Smith, and Julia Smith.
CREDITS
Warhammer 40,000: Citadel of Skulls © Copyright Games Workshop Limited 2017. Rogue Trader, the Rogue Trader logo, GW, Games Workshop, Space Marine, 40k, Warhammer, Warhammer 40,000, 40,000, the 'Aquila' Double-headed Eagle logo, and all
associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under
licence. Ulisses Spiele, Ulisses North America, and their logos are trademarks of Ulisses Spiele. All rights reserved to their respective owners.
Ulisses North America, LLC8225 Sedona Sunset Drive
Las VegasNV 89128Sam
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ContentsIntroduction .............................................................................4Game Master’s Background ...................................................4
Chapter I: The Dioskouri SystemIn the Realm of a Dying Sun ................................................7Iniquity .....................................................................................8Reaver Shipyards .....................................................................9Skaarsdelve...............................................................................9
Chapter II: The CitadelAdventure Background ....................................................... 14Synopsis of the Citadel of Skulls ....................................... 15Setting up the Adventure .................................................... 16Act I: The Deserted World .................................................. 17Chorda’s Folly ...................................................................... 17Discovering Signs of Life .................................................... 21Drexus Skar........................................................................... 21Act II: Travelling to Iniquity ............................................... 25Travelling .............................................................................. 26Heading to Iniquity ............................................................. 26The Trials of Iniquity .......................................................... 27Orbiting Iniquity .................................................................. 31Act III: The Damned World ................................................ 33Den of Iniquity ..................................................................... 33Crossing Iniquity.................................................................. 36Arriving at the Citadel of Skulls ........................................ 37
Escape and the Final Battle ................................................. 46Aftermath .............................................................................. 49Conclusion ............................................................................ 50Rewards ................................................................................. 50The Vault of Secrets ............................................................. 51Vault Description ................................................................. 51Contents ................................................................................ 52
NPC AppendixBeasts and Daemons ............................................................ 62Vehicles .................................................................................. 66Ships of the Chaos Reavers ................................................ 67
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Introduction“He’s a madman, hell bent on scourging the Expanse of those with the will to stand up to him. Even his name elicits the sign of the Aquila and prayers to the God–Emperor.”
–Darius Xerxes, Helmsman (referring to Karrad Vall)
THE WARPSTORM TRILOGY is an epic series of adventures for the ROGUE TRADER ROLEPLAYING GAME. Beginning with the events of the adventures Vaults of the Forgotten
(found in EDGE OF THE ABYSS) and THE FROZEN REACHES, and continuing through this book, THE CITADEL OF SKULLS, the story centres on the Explorers as they seek to uncover the mystery behind a powerful force that has awakened from its slumber somewhere deep within the Hecaton Rifts. Those who know of this force have chosen to seek it out, either to seize it for themselves, or to attempt to put it down once and for all. Regardless, this powerful force has visited the Koronus Expanse—and the Imperium—before, and if not stopped will spell doom for the hapless people of the nearby sectors. If this evil is unleashed again upon the people of the Koronus Expanse and Calixis Sector, there could be no stopping it this time.
As the story progresses, the Explorers discover an ever–increasing number of clues that point towards some evil growing within the Expanse. Each instalment of THE WARPSTORM TRILOGY serves as part of a Meta–Endeavour (Common Endeavours that are chained together, as explained in the ROGUE TRADER supplement INTO THE STORM) and the Explorers may prosper from their part in the completion of this massive undertaking. Each adventure within the trilogy, which can be played on its own or as part of the larger whole, explores the various themes that are central to the ROGUE TRADER Roleplaying Game: exploration, combat, acquisition of wealth, the accumulation of power, investigating the unknown, and glory for both one’s self and Household. By taking on this massive undertaking, the Explorers have the great honour of participating and sharing in the events that shape the future of the Koronus Expanse in the 41st Millennium.
GAME MASTER’S BACKGROUNDA great beast has awakened from beyond the edges of the Koronus Expanse. This creature hungers and thirsts from its long torpor spent across the millennia, and it searches for sustenance and dark purpose. Rumours of colonies and settlements devoid of all life, as if the inhabitants simply vanished, now circulate throughout the Expanse—and they’re getting worse. In addition, xenos sightings on the fringes of human settlements are increasing, and rumours abound. Most of these sightings describe lithe fi gures wearing the tall crested helms associated with the enigmatic Eldar, yet some are reported to be members of the notorious Wolfpack—a group of pirate vessels loyal to the Reaver Lord, Karrad Vall. Reports of increased confrontations between Rogue Traders, vessels of the Battlefl eet Koronus, and these mysterious raiders circulate amongst the crowded warrens of places such as Footfall and even Port Wander. While it’s
unknown what these events mean, it does point to the fact that something big is brewing within the Koronus Expanse—and those who are savvy enough to capitalise on it will prosper.
WHAT HAS COME BEFORETHE CITADEL OF SKULLS is the second book in THE WARPSTORM TRILOGY, and while it can be played as a stand-alone adventure, players will get the most from playing through all of the adventures connected to the trilogy. In the previous instalment, THE FROZEN REACHES, the Explorers assist the beleaguered world of Damaris. This world, dominated by a large moon installation called the Citadel, came under attack by an Ork Warlord named Snokgritz and his mass of greenskin followers. For over a standard month, the Explorers managed to hold off the onslaught and fi nally defeated Snokgritz above his hastily–created installation within the system’s outer reaches. At the conclusion of THE FROZEN REACHES, the Explorers were left with several questions—the most important being why the Orks chose to attack Damaris, and why a Chaos Reaver vessel was seen amongst their ships.
By the conclusion of the adventure, the Explorers managed to determine that the Orks’ path originated on a world far from Damaris called Chorda’s Folly. Something, or someone, caused the Orks to suddenly change direction from their original course towards Undred–Undred Teef. In an effort to stem the tide of a possible second invasion and investigate the reason the Orks decided to attack an out–of–the–way planet, the Explorers have set course for Chorda’s Folly when the events of THE CITADEL OF SKULLS begin.
NOTES FOR RUNNING THE CITADEL OF SKULLS
THE CITADEL OF SKULLS can be run on its own the other instalments of THE WARPSTORM TRILOGY; it may also be run out of order from the previous adventure, THE FROZEN REACHES. In order to run this instalment as a stand–alone adventure, the GM needs to make some adjustments, especially regarding the back-story information that the Explorers need to have. Additionally, whether the adventure is run as a stand–alone or not, the GM may want to consider customising this adventure to fi t his group.
Like other adventures in THE WARPSTORM TRILOGY, it’s extremely important that the GM read through the entire adventure fi rst. There are many encounters that require knowledge of events to come. This adventure will not hold the same enjoyment for a group if the GM simply sits down and begins to run it without knowledge of what’s to come.
As an epic adventure that will have far–reaching consequences across the Koronus Expanse, THE CITADEL OF SKULLS is designed to be run over several sessions (typically three to four).
This adventure is intended for a group of at least four Explorers of any Career, Ranks 5–6. Should the GM wish to run this adventure for a more (or less) experienced group of Explorers, then he needs to adjust the encounters based on their current Ranks and experience.
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INIQUITY
•REAVER
SHIPYARDS
•SKAARSDELVE
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