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The Edge of Darkness
An Introduction to
Warhammer 40,000 Roleplay: Dark Heresy
Design and Writing: Alan Bligh
Thanks to: John French
Editing: Mike Mason
Black Industries Manager: Mike Mason
Graphic Design and Layout: Adrian Wood
Head of BL Publishing: Marc Gascoigne
Cartography: Mark Raynor
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A Black Industries Publication
First published in 2007 by Black Industries,
an imprint of BL Publishing
BL Publishing
Games Workshop. Ltd
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UK
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The Edge of
Darkness
It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the
Golden Throne of Earth. He is the master of mankind by the will of the gods, and master of a
million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly
with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a
thousand souls are sacrificed every day, so that he may never truly die.
Yet in his deathless state, the Emperor continues his eternal vigilance. Mighty battle fleets cross the
Daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the
Astronomican, the psychic manifestation of the Emperor’s will. Vast armies give battle in his name on
uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-
engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless
planetary defence forces, the ever-vigilant Inquisition and the Tech-Priests of the Adeptus Mechanicus
to name but a few. But for all their multitudes, they are barely enough to hold off the ever-present
threat from aliens, heretics, mutants—and worse.
To be a man is such times is to be one amongst untold billons. It is to live in the cruellest and
most bloody regime imaginable. Forget the power of technology and science, for so much has been
forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim
darkness of the far future, there is only war. There is no peace amongst the stars, only an eternity of
carnage and slaughter, and the laughter of the thirsting gods.
“The greatest resource our Holy Imperium possesses is the fathomless multitudes
of humanity itself. No power is mightier and no force more dreadful when turned
to a single purpose. By human hands alone we have remade stars in our image.
By this token the wise know that true power lies in the mastery of blood and
bone, in the very meat of mankind.”
—Quastor General, Brantus Hurst, Departmento Munitorium
Penitential Command.
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Introduction
recommended, as each will have more
than a fair chance to shine as the adven-
ture progresses.
In order to help out novice GMs a far
amount of advice on running the adven-
ture and using the rules has been included
in the text.
Using the Edge of
Darkness
The Edge of Darkness is an investigation-
based introductory adventure for use with
Dark Heresy . It is intended for a group of
two to four players and will probably take
three or six evening sessions of play to com-
plete. The adventure starts with a mysterious
death connected to a forlorn district of the
vast hive city of Scintilla. The circumstances
surrounding this death have piqued the
interest of the Inquisition and the player-
Acolytes will be called upon to act covertly
to explore the matter further. If you’re plan-
ning to play an Acolyte in this investigation,
you should read no further—as you’ll spoil
the mystery! However, if you are going be
the Game Master (GM), then read on.
This adventure is intended
as a prelude to Dark
Heresy —Black Industries’
forthcoming role playing
game of intrigue, adventure
and horror in the 41 st Mil-
lennium. This adventure
focuses the Acolytes being
“undercover” agents. Edge of
Darkness is a self contained
adventure intended for
Acolytes fresh to the Inqui-
sition’s service and can be
used as a taster for some of
the themes and stories that
the game focuses on, as
well as, an immersive intro-
duction to the whole
Warhammer 40,000 universe.
The adventure also
makes an excellent prelude
to a start of an ongoing
series of adventures if you
already have the Dark
Heresy Core Rulebook
in your hands ; in which
case just ignore the Quick
Start Rules listed here.
For obvious reasons, the
full extent of Dark Heresy’s
rules and systems cannot be
repeated here, however a
sampling of basic game
mechanics can be found in
the Quick Start Rules on
page 25 (we suggest that
GMs print off these rules
pages for their players to
use as handy reference).
Additional rules and GMs
tips have been strategically
dotted around the sce-
nario—do make sure to
read through these rules
carefully. Six introductory
Acolyte Player Characters
(PCs) have also been cre-
ated for your use and these
can be downloaded from
the Black Industries web-
site. Other than this
adventure, you’ll need some
ten-sided dice (d10) ideally
two per player, and of
course some willing play-
ers!
Adventure
Background
Heresy and evil takes root most readily and
most easily in forlorn and forgotten places,
be they on distant worlds, in isolated com-
munities or, as here, in a place that has
become the victim of disaster, economic
starvation and slow neglect. In the shadows
of the mighty spires of Hive Sibellus on the
world of Scintilla, in a run down and decay-
ing district called the Coscarla Division, a
criminal and heretical conspiracy has taken
hold. Using the destitute and fearful popu-
lous as a shield and a ready supply of
“material” when needed, an individual going
by the name of “the Churgeon” and her
lackeys have set up a hidden medical facility
to conduct horrific and forbidden experi-
ments. In order to mask their activities, the
tech cult has infiltrated and secretly usurped
control of both a local Alms House and the
area’s enforcers to further their ends, and is
supplying chemical serums to criminal
narco-gangs in order to induce their com-
plicity in the cult’s dark plans.
The Churgeon is a renegade tech-adept
in the employ of the heretical cult known as
the Logicians. She is a bio-sculptor whose
particular area of interest is the creation of
(illegal) alchemical serums and artificial
organs to augment human biology. She
requires live human subjects for experimen-
tation and the downtrodden people of
Coscarla have proved a ready source of vic-
tims. She has no care for the lives of her
servants or for those her macabre experi-
ments kill or mutilate, and already her
servants have “vanished” scores of Coscarla’s
people. One such abducted experimental
subject, a man named Saul Arbest, managed
to escape before dying on the transit rail. It
is his body, once discovered, that sparks the
Inquisition’s interest in the matter and the
involvement of the Acolytes.
Once the Churgeon’s current round of
tests are concluded, she intends to cover her
tracks by releasing a biological agent to
mimic the effects of a plague outbreak,
killing perhaps tens of thousands of people
in the process. She has done it before, and if
not stopped, shall do it again.
GMs Briefing
The Edge of Darkness is a mystery
adventure and has much in common
with a detective story, with the first
“clue” being the discovery of the body
of a hab-worker named Saul Arbest.
From here the PCs are presented with a
number of different leads to follow,
which in turn will generate further clues
and information, leading them ultimately
to the uncovering of a conspiracy of
heretical science which, if not stopped
by the Acolytes, could lead to the deaths
of a great many more people.
As with many such investigation and
interaction based adventures, there is no
exact “right” or “wrong” path in Edge of
Darkness. Although some approaches
and pursuing certain leads will be more
effective than others. Indeed, the wrong
question in the wrong ear, or the overt
display of force too early in the adven-
ture will have very unpleasant
consequences as the villains of the piece
will become aware of the PCs investiga-
tion and consequently come “gunning”
for the Acolytes with possibly fatal
results. Open adventures (like this one),
reward clever, imaginative and involved
players, and unravelling secret plots,
pursuing the truth behind strange
events and uncovering dark conspira-
cies in this fashion are some of the core
themes that Dark Heresy deals with.
This is not to say that adventures such
as this lack action, or indeed horror, far
from it, as in this case the villains
behind the plot are monstrous individu-
als guilty of gruesome crimes who will
have to be stopped by force. In addi-
tion, the setting itself is a dangerous
one, where violence threatens at any
moment. As a result a mixture of com-
bative and more cerebral characters are
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From Shattered
Hope to the
Edge
Synopsis of the Adventure
of the Churgeon’s alchem-lab are revealed—
one way or the other. The results of this
exposure may well force the enemy into the
open and the Acolytes will find themselves
fighting for their lives with no escape readily
available. If this comes to pass, the Acolytes
will have to be smart to survive and overcome
the Churgeon and her minions, perhaps enlist-
ing help from some unexpected sources to do
so. Triumphing over the evils of the Churgeon
will be difficult but rewarding, and ultimately
will save a great many lives, as well as proving
the Acolytes’ worth as new agents for the
Holy Ordos.
The adventure is divided in to three distinct parts,
the first is a narrated introductory section where
the Acolytes are brought together by the Inquisi-
tion and briefed on the matter at hand. In the
second part, the Acolytes are left to their own ini-
tiative to explore and investigate the dead man
and the Coscarla Division district where the
adventure’s action is set. Depending on the fruits
of their progress (or indeed as a consequence of
their blundering,) the third part of the adventure,
where the uncovered conspiracy must be fought
and defeated, can kick in at any point, proving
the adventure’s conclusion in a fast-paced kill or
be killed conflict.
Dark Heresy’s first pub-
lished demo adventure
Shattered Hope was an
action-oriented adventure
that dealt with events at the
Gorgonid Mine on the
world of Sepheris Secun-
dus. This adventure,
however, assumes no need
for that demo to have been
played first and starts with
a group of newly recruited
Acolytes for convenience of
play. You can of course
carry on one adventure
from the other (in either
order). If you wish to fol-
low on from Shattered Hope,
then it is reasonable to
assume that sufficient time
has passed for wounds to
heal, during which the
Acolytes will have been
thoroughly questioned and
tested for contamination.
Both this adventure and
Shattered Hope make for
excellent preludes to Illumi-
nations —the larger starting
adventure contained within
the Dark Heresy rule-
book.
Dramatis Personae
Part I: Among the Missing
The Inquisition’s attention has been stirred by
the discovery of a body on the Sibellus transit
rail. This is not in itself an uncommon occur-
rence; however the body, under forensic
examination, showed extensive signs of surgi-
cal tampering and illegal organ-grafting
indicative of heretical science. The Inquisition
has kept the body and the incident under
wraps, and has determined it to be that of a
missing hab-worker called Saul Arbest. Arbest
was reported missing over a month ago by his
sister, from his home in the dilapidated
Coscarla Division area of Hive Sibellus. The
Inquisition is interested in just how this hereti-
cal biocraft wound up in the body of this
otherwise unremarkable citizen and will brief
the Acolytes as to what is known and dispatch
them to covertly investigate matters.
Here are several important Non Player Char-
acters (NPCs) involved in the adventure,
detailing their personalities and motivations.
Owing to the adventure’s set up and freeform
structure, there are quite a few characters
involved, not all of these characters may actu-
ally come into play as their roles in the
adventure are dependent upon the Acolytes
and how your players approach things.
Interrogator Sand: A senior agent of the
Inquisition, scholar and medicae. He comes
across as a superior and somewhat jaded man.
Sand is the one who charges the Acolytes to
undertake the investigation into Saul Arbest.
Saul Arbest (Deceased): Saul’s fate is the
root of this investigation; this missing worker’s
corpse and, in particular, its hidden modifica-
tions are the reason for the Acolyte’s
involvement. In life Arbest was a man on the
slide, laid-off from his indenture, without
work and without a future, he drank too
much, used his mouth too freely and paid a
very heavy price.
Part II: The Twilight City
Here the Acolytes travel to the Coscarla Divi-
sion to investigate the dead man and gather as
many clues as they can. They will find an area
of the city dying from slow urban decay and
held hostage to a nameless fear, and if success-
ful, they will uncover evidence that something
truly evil is coiling at the heart of things.
There are opportunities for numerous encoun-
ters here, including interaction with local
NPCs both fair and foul, and although combat
is by no means guaranteed, the Acolytes may
end up in a violent confrontation with local
criminal gangs, corrupt enforcers, murderous
dregs or even a barroom brawl. If the Acolytes
are circumspect and successful, they will be
drawn to what goes on behind the public
façade of the Tantalus Alms House for their
answers. If they have aroused the suspicions of
their unseen enemies, they might find them-
selves dragged to the Alms House as the
Churgeon’s latest victims.
Lili Arbest: Saul’s sister, Lili is a young woman
grown old with worry before her time. She is a
skilled worker who fears to leave Coscarla before
the mystery of her missing brother goes
unsolved. However, when the Acolytes first
encounter her, she will be in fear of her life and
about to flee.
Warden Locan: A simpering, middle-aged man,
Locan is the corrupt enforcer officer nominally in
charge of maintaining order in the Coscarla.
Abandoned to this “graveyard posting” by his
superiors in the Magistratum, Locan is an obscura
addict, a shadow of his former self and long since
compromised by the local narco-gangs. He is
now under the direct control of the Logicians
and his troopers replaced with their own. Torn
between his addiction and his terror, he will
make a poor show of the pretence of normality if
encountered.
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Part III: The Chamber of Horrors
The true face of what lurks behind the fear
gripping Coscarla is exposed and the horrors
 
Advice to Novice GMs:
On Running Edge of
Darkness
of what’s going on in your head and
respond to whatever plans and ideas your
player’s might come up. The key things are
to be firm but fair; don’t be afraid to have
NPCs act or react adversely and violently if
the Acolytes’ actions make this the logical
outcome, and of course reward quick think-
ing and good ideas on the players’ part with
additional clues, information and assistance
as warranted. Also, even more than with
more linear adventures, it is important to be
familiar with the details of the adventure
itself, not simply so you know who is where
and doing what, but also how the signifi-
cant NPCs will react to the unexpected, and
so you can add to things as you go along
without risk of messing up your own plot!
Although it may sound obvious, a handy
notebook to record names and the like as
you go along, or to record what the
Acolytes have learned so far, is heartily rec-
ommended! If this all sounds like a fair
amount of work for the GM, that’s because
it is. But at the same time, if you’re some-
thing of a storyteller at heart, it can be a
very rewarding game experience indeed.
The Edge of Darkness is an adventure based
on an ongoing situation into which the
Acolytes are drawn and as such, the events
and characters involved in the conspiracy in
Coscarla have their own motivations with
which the Acolytes, as outsiders, interact.
Once inside Coscarla’s environs the
Acolytes have a free hand about how to
proceed and what leads and clues to follow,
and it is up to you, as the GM, to respond
to their actions as you feel appropriate.
When GMing a “non-linear” adventure like
this one, you should always feel free to
embellish the details, come up with new
encounters and have events and individuals
react to the Acolytes’ actions as this will
always make for a tighter story, a sense of
empowerment for your players and, accord-
ingly, a better game all round.
Adventures like this one can demand a
little more from the GM and you’ll be
required to think on your feet, keep an idea
Evard Zed: Another victim of the district’s
economic woes, Zed was one of Saul Arbest’s
drinking cronies. He was with Saul on the
night that he vanished and holds some of the
secrets of Saul’s disappearance. He is laying
low spending his time in the templum, helping
out and hoping to go unnoticed.
“Chord” Luntz: A hatchet-man for the
narco-gang syndicates, Luntz is here to take
the syndicate’s due from the Churgeon and
has a dozen stubjacks and gang blades at his
beck and call. Privately he has is own reserva-
tions and fears about the Churgeon’s other
activities (and worsening death toll), and is
taking out his anger on the patrons of the
Third Worker’s Union Hall, where he and his
gangers have taken up residence.
Preacher Fayban: Wine-soaked, dishevelled
and thoroughly useless religious minister of
the Imperial Creed. He rarely leaves his small
templum and conducts faltering services for
the faithful. Sorrowful, maudlin and broken in
spirit, he is wilfully ignorant of the extent of
the suffering and fear around him.
Director Sybas Moran: The director of the
Tantalus Alms House, Moran presents himself as
a cold but efficient adept, administering a dwin-
dling supply of alms and assistance for the good
of the workers on an ever-decreasing budget. In
truth he is a practiced deceiver and ruthless killer,
but one on who the mask of charity is wearing
thin. An senior agent of the Logicians, Moran
would rather see the Churgeon’s work done and
the Coscarla choking on its own dead, so he can
move on to greener pastures.
Sikes the Reclaimator: An itinerant scav-
enger and tech-reclaimator, Sikes has set up an
impromptu business in a burned out store sell-
ing and bartering odds and ends of scrap with
the impoverished locals. Sikes is an outsider to
the district, making his living parasitically
from its troubles, however, there is a good deal
more to him than meets the eye.
The Churgeon: The woman known as the
Churgeon is more machine than human and
quite insane. A renegade tech-adept she is hidden
behind the scenes of the Alms House where she
works her profitable alchemistry to win over the
compliance of the narco-gangs so that she may
continue her murderous experiments uncon-
tested. The spate of disappearances in the district
are largely down to her need for fresh test sub-
jects, and her appetite for new stock is beginning
to prove hard for her lackeys to hide.
Hosteller Maxus Drayelok: Proprietor of
the district’s only hostel, Drayelok is a gaunt,
tattered figure and his establishment sinister
and dilapidated. A psychotic obscura addict,
barely in control of his cold sweats and
twitches, Drayelok has the unpleasant habit of
using down-hiver dregs to murder his guests
in the night so he can rob them to fund his
vice.
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