Only War PIG14 - Salvaging Solace.pdf

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The Fall
of Solace
“In this galaxy, nothing is more leeting than the illusion of peace.”
SHEDDING LIGHT
In this adventure for r Ogue t rader , the Explorers delve deep
into the ancient secrets of Solace. Solace was colonised by the
Imperium in the inal hours of the Angevin Crusade to unite
the Calixis Sector, but its secrets wind perilously back into
times forgotten by all but the most ancient. There have always
been dark tales in Solace’s mines about the things that dwell
beneath the world’s parched surface, but there have also been
whispers of fortunes beyond the comprehension of any mortal.
These whispers have spread far and wide and have reached
the ears of a daring Rogue Trader, a warrior-privateer who
braves the dangers of the unknown in the name of incalculable
wealth and glory. Now, an avid group of Explorers journey
to Solace, delving deep into an ancient chasm that contains
strange relics of forgotten aeons. But when a cataclysm rocks
the world of Solace, the Explorers ind themselves facing a
terrible threat that is not pleased about its rude awakening.
–Ancient Imperial Aphorism
O riginally written for use at Gen Con Indy 2013,
S alvaging S Olace is a scenario for O nly W ar . It is
one of four linked scenarios that concern the fate of
the Imperial world of Solace. While each adventure stands on
its own as a complete module suitable for immediate play, a
group that plays all four adventures will spot the connections
between the events as they transpire around the hive world
of Solace. This section includes a brief summary of each
adventure to help the Game Master keep track of how they
overlap if intending to run more than one of them.
SALVAGING SOLACE
In this adventure, S alvaging S Olace , the players take on
the roles of Imperial Guard troopers faced with a mounting
series of catastrophes in the hive city of Solace. When an
unknown voidship strikes the world of Solace, the surface
shakes and the brave men and women of the Cadian 99th
must gird themselves for battle once again in this adventure
for O nly W ar . Having just suffered losses campaigning in the
Spinward Front, the Cadian 99th is caught on the outskirts of
the catastrophe in the midst of a training exercise. In addition
to the devastation the crash wrought, the impact has sent
waves of mutants surging up from the underhive, and so the
troopers must step forth into the breach to restore order.
Unfortunately, this is only the start of the Player
Characters’ troubles. As they struggle to bring Hive Solace
under control, still more crises loom over them. The troopers
must go above and beyond their normal duties to have a
chance of survival. With the lives of everyone on the planet—
including their own—resting on their actions, the PCs are
the last line of defence against the coming catastrophe.
BINDING CONTRACTS
B inding c OntractS is an adventure for B lack c ruSade that
follows a group of Heretics as they pursue the prophecy of the
Many-Eyed, a dread oracle of Chaos. The Ruinous Powers have
whispered to her that Solace will end in ire when a star descends
from the sky. They murmur that the terror and confusion this
event brings about must be properly dedicated to the Chaos Gods.
Before this portent appears, the Heretics must iniltrate
Solace and rally the wretched mutants that live beneath the
hive. Then, once the star burns bright in the sky, they must
lead their newly assembled army up one of Hive Solace’s
spires, where they can cast down a rival sorcerer and take
control of his ritual to summon a Daemon of unfathomable
power to the Materium. If they succeed, the Heretics will have
struck a blow against the Imperium within the Calixis Sector
and won vast glory for themselves. If they fail, however, the
unholy ritual could be their doom.
FALLING STAR
After centuries lost in the Warp, the Ardent Crown has returned
in a degrading orbit around the world of Solace. This vessel
vanished carrying a number of important relics, and in this
d eathWatch adventure, a Kill-team has been assembled to
board the derelict as it drifts toward the world of Solace,
secure the sacred artefacts, and extract from the voidship.
However, the Battle-Brothers are not alone in their ambitions
aboard the Ardent Crown . An Eldar Farseer also has designs for
a particular relic, and leads an elite team of her allies in her
quest to take it back. And while the Eldar are powerful and
duplicitous foes, something even more terrible lurks aboard the
Ardent Crown , stirring after aeons of cold slumber as footsteps
fall once again on the long-abandoned decks. The Battle-
Brothers of the Deathwatch must face these enemies, cast them
down in the name of the Emperor, and escape the Ardent Crown
before it plummets to its demise. The fate of the sector and the
honour of the Deathwatch alike hang in the balance.
TYING IT ALL TOGETHER
B inding c OntractS , F alling S tar , and S hedding l ight
each include a full adventure, premade characters, and the
proiles for any NPCs unique to the adventure, much in the
same way as S alvaging S Olace . Each is designed to be run
with the system for which it was written and requires a copy
of the appropriate Core Rulebook to play.
Using all four of these adventures, a GM can create a
cohesive event that tells the story of the Fall of Solace .
Because these adventures were originally written for use at
a convention, each one includes certain notes on the time
that should be devoted to given sections. If the GM wishes
to run one of these adventures in a typical four to six hour
convention timeslot, these notes can be useful; if the GM
is not under any time restrictions, however, he should feel
free to pace the adventure as he sees it based on the
group and other circumstances.
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Salvaging
Solace
“When you ight the enemies of humanity, you can’t always rout your
foes and stride triumphantly across their corpses. Sometimes you just
have to set your mind on not losing, no matter the cost, for one more
day. Sometimes that has to be enough.”
Adventure
Summary
“The enemies of humanity descend on us from all sides. This could be
the fall of Solace. Or it could be its inest hour! Soldiers, follow me, and
we’ll ind out if this is Solace’s end or the start of a new saga of glory!”
–Corporal Etheni of the Castus Levy
T he Guardsmen of the Cadian 99th Mechanised Infantry,
–Private Mercito Grant
O riginally written for Gen Con Indy 2013, S alvaging
Eighth Battalion, are having a profoundly bad day. Of
course, so are all of the other residents of Hive Solace,
which is in the midst of being aflicted by disaster after
world-shaking disaster. What should be a relatively low-effort
assignment for the Eighth Battalion turns into an unmitigated
disaster when a crashing Imperial cruiser (illed with Tyranids)
strikes the hive. A small army of heretics and Chaos mutants,
who have foreseen this event and wish to exploit the catastrophe
in a powerful ritual, provides a further layer of opposition for
the redoubtable troopers of the Cadian 99th.
The adventure begins as another grinding day of running
a new batch of troopers through a simple training exercise.
These recruits, newly raised from the world of Solace and
merged into the veteran Cadian 99th by an errant stroke
on a Deparmento Munitorum form, have kept the Player
Characters busy with such exercises for the last several weeks.
The relative calm ends abruptly when a tremendous explosion
of a cruiser striking the hive hurls the PCs from their feet
S Olace is a scenario for O nly W ar . Game Masters
must have a copy of the O nly W ar Core Rulebook
in order to run the adventure. This adventure was originally
designed for Player Characters with 1,000 additional xp
(beyond starting xp), but some of the foes within can provide
a challenge for even the most tested veterans. Players can use
the premade characters found on pages 18–3 2 or create their
own PCs as described in the O nly W ar Core Rulebook.
Because it was written as a convention scenario, S alvaging
S Olace has notes about the time allotment for certain events.
These notes have been left in for the convenience of any GM
who wishes to run S alvaging S Olace in a typical 4–5 hour
convention timeslot, but any GM who is not pressed for time
should feel free to amend (or ignore) these suggestions
about time allotment and the pacing of encounters to
best accommodate his particular group and schedule.
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Adventure
Background
and immediately cuts out the power. The Player Characters
and their allies have a few moments to scramble in darkness
and ruin as they try to help the injured and achieve a state of
controlled calm and relative normalcy.
The irst complications occur once communications are
restored. Initially, the Player Characters are tasked with
establishing a perimeter against the rabble spilling forth from
the underhive. This means not only restoring the chain of
command, but also getting any civilians in the region calmed
and under control. However, a rampaging force of chaos
mutants offers a swift challenge to their perimeter and inlicts
further damage upon the unit and its allies.
Sadly, the rug is soon pulled out from under them between
waves of the mutant attack. The recruits—former soldiers of the
Castus Levy—are drawn off to help evacuate Hive Solace. The
cruiser’s engines are rapidly dying, and their inal scream will be
an explosion that reduces Hive Solace to a vast pool of bubbling
slag. The surviving members of the Cadian 99th are assigned
a last-ditch effort to travel into the ruined warship, ind the
engines, and shut them down before they can enter meltdown.
Along the way, the PCs make the unpleasant discovery that the
cruiser is illed with Tyranids. These foul xenos are seemingly
the cause of the crash, and infest the twisted corridors of the
vessel in horrifying numbers. As is their nature, the Tyranids
spill forth in a wave of ravenous jaws and chattering teeth,
seeking to devour any and all biomass that they happen upon.
The Player Characters must survive
these trials to reach the core and
then shut it down, or the world
of Solace is certainly doomed.
“For its valorous service in the Spinward Front, the 49th Company
is assigned a provisional reprieve from patrols and the honour of
initiating the prospective recruits from the Castus Levy.”
–Colonel Arkat of the Cadian 99th
T he 49th Company of the Cadian 99th Mechanised
Infantry were recently recalled from the Spinward
Front. The company had suffered serious casualties
during particularly brutal ighting against an Ork assault.
More than 70 per cent of the soldiers sustained incapacitating
or lethal wounds. The Deparmento Munitorum responded to
these losses by merging the regiment with the 19th Solace
Castus Guard. Unfortunately, due to an errant stroke of an
autoquill on the part of a clerk, this regiment did not exist
yet. Thus, the Cadian 99th found itself rerouted to Solace to
integrate the new recruits into its own forces.
Meanwhile, a new threat was emerging in the Solace system
of the Calixis Sector. Even as doom approached, the planet’s
citizens remained utterly oblivious to its danger. Decades
earlier, a choir of Astropaths had prophesied a xenos-spurred
disaster for Solace. The sector’s oficials largely ignored the
warning. That vessel—the Ardent Crown —emerged from the
Warp as prophesied and, hours later, its course changed.
Unfortunately, that alteration in trajectory was just enough so
that the vessel now travels directly toward Solace.
Worse yet, the seemingly abandoned Imperial craft has
been internally transformed. It no longer plays host to the
descendants of human survivors. Instead, its sole passengers
are the Tyranids that have haunted its corridors for centuries.
As the massive vessel lacks power and communications, its
shift in direction toward the planet has gone unnoticed.
Routine systems noted its course as being innocuous when it
irst emerged into the system. They have not recognised the
change in direction, and so it plunges toward the world of
Solace, blind and deaf in the emptiness of space.
As the adventure begins, the Player Characters are
completely unaware of the incoming threat. The
Tyranids, in contrast, have begun preparations for a
major assault, their eldritch senses detecting the imminent
arrival. These foul xenos have awakened from their slumber, and
they hunger to swallow up the entire world of Solace.
The Ardent Crown is on a direct course to strike the hive
where the Player Characters are training. There is nothing
they can do to be aware of the impending threat. Even if they
somehow had knowledge of the danger, there is little they
could do to avoid it. Not only is the doomed vessel certain to
cause unspeakable damage when it crashes into an Imperial
hive, but it carries a savage army of Tyranids bent entirely on
the consumption of all biomass on Solace.
At the same time, a violent riot has erupted within Hive
Solace, the twisted denizens of the underhive rising up
from the depths as the falling star descends. They see it
as an omen—the harbinger of the will of wicked gods.
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