Dark_Heresy_-_Edge_of_Darkness.pdf

(9243 KB) Pobierz
Edge of Darkness.indb
AN INTRODUCTION TO
DARK HERESY
1
245095330.041.png 245095330.042.png 245095330.043.png 245095330.044.png
CREDITS
Lead Developer
Ross Watson
Managing Developer
Michael Hurley
Design and Writing By
Alan Bligh
Publisher
Christian T. Petersen
P P P PPu b
Editing
Mike Mason
E EEE E d ii i i i i
Dark Heresy Designed by
Owen Barnes, Kate Flack, and Mike Mason
M MMMi k kke M
O O
Graphic Design
Mark Raynor, Adrian Wood
G G r a
Special Thanks
John French
M
ynn n no
Layout
Trent Urness
L L L L L L L
G AMES W ORKSHOP
S W O R
GG A
Cover Art
John Blanche
oo h
Licensing Manager
Owen Rees
J
Interior Art
John Blanche, Paul Jeacock, Adrian Smith, Karl Kopinski,
and Andrea Uderzo
Licensing & Acquired Rights Manager
Erik Mogensen
d
Intellectual Property Manager
Alan Merrett
Cartography
Mark Raynor
C Ca
Head of Legal & Licensing
Andy Jones
FANTASY
FLIGHT
GAMES
Fantasy Flight Games
1975 West County Road B2
Roseville, MN 55113
USA
Copyright © Games Workshop Limited 2009. All rights reserved. Games Workshop, Warhammer 40,000, the Warhammer 40,000 logo, Warhammer
40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Dark Heresy, Calixis Sector, and all associated marks, logos, places, names, creatures, races and
race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer
40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000–2009, variably registered in the UK and other countries around the world.
All rights reserved. Published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy
Flight Publishing, Inc. All Rights Reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or
transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers.
Product Code DHP2
For more information about the Dark Heresy line, free downloads, answers to
rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
C R E D I T S
L L L
M
D D D D D D s
P P P
C C C C r r r i s sst i i ian
C C C C
E EEEdii t
D Daar
O O w e e Ba
S S S S p
yn
G A M
G A
S W
Li
Li
II
He a
He a
245095330.001.png 245095330.002.png 245095330.003.png 245095330.004.png 245095330.005.png 245095330.006.png 245095330.007.png 245095330.008.png 245095330.009.png 245095330.010.png 245095330.011.png 245095330.012.png 245095330.013.png 245095330.014.png 245095330.015.png 245095330.016.png 245095330.017.png 245095330.018.png 245095330.019.png 245095330.020.png 245095330.021.png 245095330.022.png 245095330.023.png 245095330.024.png 245095330.025.png 245095330.026.png 245095330.027.png 245095330.028.png 245095330.029.png 245095330.030.png 245095330.031.png 245095330.032.png 245095330.033.png
The Edge of
Darkness
been forgotten, never to be relearned. 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.
I t 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 sacrifi ced every
day, so that he may never truly die.
Yet in his deathless state, the Emperor continues his eternal
vigilance. Mighty battle fl eets cross the Daemoninfested 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, bioengineered superwarriors. Their comrades
in arms are legion: the Imperial Guard and countless planetary
defence forces, the evervigilant Inquisition and the TechPriests
of the Adeptus Mechanicus to name but a few. But for all their
multitudes, they are barely enough to hold off the everpresent
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
INTRODUCTION
“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.
The Edge of Darkness is an investigation-based introductory
adventure for use with D ARK H ERESY . It is intended for a
group of two to four players and will probably take three or
six evening sessions of play to complete. 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 planning 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.
3
245095330.034.png
U SING THE E DGE OF D ARKNESS
This adventure is intended as a prelude to D ARK H ERESY
Fantasy Flight Games’ role playing game of intrigue,
adventure and horror in the 41st Millennium. This
adventure focuses the Acolytes being “undercover” agents.
E DGE OF D ARKNESS is a self contained adventure intended
for Acolytes fresh to the Inquisition’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 introduction 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
D ARK H ERESY C ORE R ULEBOOK 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 36 (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 scenario—do make sure to read through these
rules carefully. Six introductory Acolyte Player Characters
(PCs) have also been created for your use and these can be
downloaded from the Fantasy Flight Games website. Other
than this adventure, you’ll need some tensided dice (d10)
ideally two per player, and of course some willing players!
are recommended, as each will have more than a fair chance
to shine as the adventure progresses.
In order to help out novice GMs a far amount of advice on
running the adventure and using the rules has been included
in the text.
A DVENTURE B ACKGROUND
Heresy and evil takes root most readily and most easily in
forlorn and forgotten places, be they on distant worlds, in
isolated communities 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 decaying district called
the Coscarla Division, a criminal and heretical conspiracy has
taken hold. Using the destitute and fearful populous 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 horrifi c and forbidden
experiments. In order to mask their activities, the tech cult has
infi ltrated 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 narcogangs in order to
induce their complicity in the cult’s dark plans.
The Churgeon is a renegade techadept in the employ of
the heretical cult known as the Logicians. She is a biosculptor
whose particular area of interest is the creation of (illegal)
alchemical serums and artifi cial organs to augment human
biology. She requires live human subjects for experimentation
and the downtrodden people of Coscarla have proved a ready
source of victims. She has no care for the lives of her servants
or for those her macabre experiments 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,
GM S B RIEFING
The Edge of Darkness is a mystery adventure and has much
in common with a detective story, with the fi rst “clue” being
the discovery of the body of a habworker 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 adventure will have very unpleasant consequences
as the villains of the piece will become aware of the PCs
investigation 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 conspiracies 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 individuals guilty of gruesome crimes who will
have to be stopped by force. In addition, the setting itself is a
dangerous one, where violence threatens at any moment. As
a result a mixture of combative and more cerebral characters
F ROM S HATTERED H OPE TO THE E DGE
D ARK H ERESY ’s fi rst published demo adventure S HATTERED
H OPE was an actionoriented adventure that dealt with
events at the Gorgonid Mine on the world of Sepheris
Secundus. This adventure, however, assumes no need for
that demo to have been played fi rst 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 follow on from S HATTERED
H OPE , then it is reasonable to assume that suffi cient time
has passed for wounds to heal, during which the Acolytes
will have been thoroughly questioned and tested for
contamination.
Both this adventure and S HATTERED H OPE make for
excellent preludes to I LLUMINATIONS —the larger starting
adventure contained within the D ARK H ERESY C ORE
R ULEBOOK .
4
245095330.035.png 245095330.036.png 245095330.037.png
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.
Part II: The Twilight City
Here the Acolytes travel to the Coscarla Division to investigate
the dead man and gather as many clues as they can. They will
fi nd an area of the city dying from slow urban decay and held
hostage to a nameless fear, and if successful, they will uncover
evidence that something truly evil is coiling at the heart of
things. There are opportunities for numerous encounters 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
fi nd themselves dragged to the Alms House as the Churgeon’s
latest victims.
S YNOPSIS OF THE A DVENTURE
The adventure is divided in to three distinct parts, the fi rst is a
narrated introductory section where the Acolytes are brought
together by the Inquisition and briefed on the matter at hand.
In the second part, the Acolytes are left to their own initiative
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
fastpaced kill or be killed confl ict.
Part III: The Chamber of Horrors
Part I: Among the Missing
The true face of what lurks behind the fear gripping Coscarla
is exposed and the horrors of the Churgeon’s alchemlab are
revealed— one way or the other. The results of this exposure
may well force the enemy into the open and the Acolytes
will fi nd themselves fi ghting 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 enlisting help from some unexpected
sources to do so. Triumphing over the evils of the Churgeon
will be diffi cult 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 Inquisition’s attention has been stirred by the discovery
of a body on the Sibellus transit rail. This is not in itself
an uncommon occurrence; however the body, under forensic
examination, showed extensive signs of surgical tampering
and illegal organgrafting 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 habworker 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 heretical 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.
DRAMATIS PERSONAE
Here are several important Non Player Characters (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
5
245095330.038.png 245095330.039.png 245095330.040.png
Zgłoś jeśli naruszono regulamin