AR T T: ARK Eresy
AR T T: ARK Eresy
AR T T: ARK Eresy
A RETURN
TO THAUR
CONTENTS
Chapter I: The World of Bone and Ash Chapter III: Into the Dark
Thaur ........................................................................... 3 GM’s Brief..................................................................13
After the Fall ................................................................ 3 Adventure Background ...............................................14
The Eulogus Askelline .................................................. 4 Adventure Synopsis ....................................................14
Thaurian Society ........................................................... 4 Part I: Planetfall ..........................................................15
The Inheritors ............................................................... 5 Part II: Into the Wild ...................................................19
The Mournful Guard..................................................... 5 Part III: Death and Darkness .......................................24
Ossuarian Custodians.................................................... 6 Conclusion and Rewards ............................................27
The Ashen Rains ........................................................... 6 NPCs Appendix ..........................................................28
The Restless Dead ........................................................ 6
The Reclaimers ............................................................. 7
PLAYTESTERS
Ian, Adam, Devon, Matt, Kyle, and Dave
SPECIAL THANKS TO TIM COX AND THE ARTISTS AND WRITERS OF FANTASY FLIGHT GAMES.
WITHOUT THEIR WORK, NONE OF THIS WOULD EXIST.
STOP!
THIS SUPPLEMENT SHOULD ONLY BE READ
BY THOSE WHO HAVE COMPLETED
FORGOTTEN GODS.
ACOLYTES SHOULD ALSO WISELY REFRAIN FROM READING FURTHER, LEST THEY LEARN
SECRETS THEY SHOULD NOT KNOW.
All works of art, images, and trademarks are property of their respective owners. This is solely a not-for-profit fan
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Fantasy Flight Games team. Please support the 40k RPG line and the wonderful worlds that have been created - it is their
work that served as such vivid inspiration for this tome.
1
CHAPTER I:
THE WORLD OF BONE AND ASH
“Although the Emperor has forsaken us, we shall not Seen as the architects of Thaur’s great heresy, the
forsake him. We will stand watch over his noble dead - planet’s governing body, the Eulogus Askelline has
until we too shall join them.” collapsed. Additionally, with the influx of trade goods
-Talmon Corren, The Keeper of Sorrow halted, Thaur’s population has declined, retreating into
T
small settlements, communes, and trading posts.
his supplement serves as a follow-up to DARK Meanwhile, a small number of Mournful Guard outriders
PURSUITS from the DARK HERESY Core Rulebook, try to maintain order, protecting what little territory they
DESOLATION OF THE DEAD from the DARK can. However, on the isolated world, a vile cult has taken
HERESY Game Master’s Kit, and FORGOTTEN GODS. hold and the dead have begun to stir. Now, the Acolytes’
Although not absolutely necessary, it is highly warband will seek to determine if Thaur is at risk of a
recommended that Acolytes complete those adventures second daemonic incursion…
first before delving into A RETURN TO THAUR. In the As well as providing a fully realized adventure
adventure contained herein, Acolytes will return to the module, this supplement details the history of Thaur after
World of Bone to investigate Thaur’s quarantined the events of FORGOTTEN GODS and presents rules for a
population and their cries for help. variety of new weapons and pieces of wargear. Lastly, A
It’s been six long years since the first ‘Thaurian RETURN TO THAUR offers a brand new character
Incident’ and the rebirth of the Daemon Prince Suvfaeras. background – the Planetary Enforcer. Should players wish
Large portions of Thaur’s surface have since been to create characters from Thaur’s Mournful Guard or be
destroyed – burned away by the holy fires of the forced to create replacement acolytes hailing from other
Inquisition and reconsecrated in the name of the Emperor. organizations present on the once-restful shrine world,
In the aftermath of the purges, the once venerated shrine they’ll have plenty of options with which to bring the
world was placed into quarantine - forever sealed away Emperor’s light to the enemies of the Imperium.
from the rest of Askellon.
2
CHAPTER I: THE WORLD OF BONE AND ASH
THAUR HOME WORLD:
3
CHAPTER I: THE WORLD OF BONE AND ASH
THE EULOGUS ASKELLINE
NO MATTER
When the cult responsible for Thaur’s downfall was
found to be deeply ingrained within their planetary THE COST
government, many Thaurians developed an air of suspicion
regarding the Eulogus Askelline’s complacency. This fell
heaviest upon Thaur’s planetary governor, Jeronius Pyre, During the conclusion of FORGOTTEN
the Lord of the Wake - repeatedly cited as the reason that GODS, it is possible that the Acolytes had
the Children of Inheritance and Renthear's heretical decided that their best option to defeat the
influence were allowed to spread so far and wide. Once daemon Suvfaeras was an orbital bombardment
formally implicated by the Inquisition’s investigations, it is of the Great Ossuaria. If so, it is likely that this
said that Pyre was struck by a fit of madness, unable to area still remains inaccessible and inhabitable.
cope with his perceived failures. He hasn’t been seen Either way, the untold destruction of these holy
since, and some say that he simply wandered off into sites managed to destroy the daemon Suvfaeras
Thaur’s forests years ago, never to return. and prevented it from claiming the souls of
With Pyre’s absence, a new contender for Thaur’s thousands of devout Imperial worshipers.
leadership emerged. Through a whirlwind campaign Depending on the type of destructive
against the existing Eulogus’ supposed failings, Arch- forces employed, the bombardment of these
Rector Augustus Gasphene attempted to seize power - lands may have caused intense tectonic
causing no more than a further splintering of Thaur’s upheavals, spread immeasurable radioactive
remaining government. As a result, the Eulogus quickly fallout, or destroyed all flora and fauna with
and quietly collapsed. For many members, the shock has potent virus bombs. It is up to GMs to describe
left them unable to cope – unable to understand what has these effects – be it a landscape pockmarked
transpired on their once-venerated world. with craters or a radioactive wasteland filled
Now, besides a small detachment of Mournful with new mutant races.
Guard and a handful of Eulogus scribes too devout to
abandon their duties, the Palace of the Wake sits
abandoned. Although those that remain have made great
inroads in the reconstruction and reconsecration of local
monuments and tombs, the rest of Thaurian society The largest of these new settlements is Hope’s End.
remains skeptical of their actions - especially those Wanting little to do with the past - and hoping to distance
knowledgable about the true nature of the Thaur’s darkest
themselves from the mistakes of their forbearers - the
day.
villagers of Hope's End have situated themselves a great
distance from the Ossuaria and the Palace of the Wake.
THAURIAN SOCIETY Thaur’s transition and transformation has not been
easy. Even before the quarantine, the majority of Thaurians
lived in wretched poverty and ignorance. As such, when
As the Inquisitorial quarantine fell into place, the contact with the Imperium was severed, many simply
majority of Thaur’s population became bitterly insular, lacked the skills to survive on their own and wasted away.
retreating to lives of isolation inside small, sheltered In the first few months following its isolation, Thaur saw a
communes. Although some tried desperately to keep the dramatic, rapid decline in population.
old traditions alive, without the support of the Imperium Thankfully, however, due to Thaur’s well-fertilized
and its precious influx of goods, Thaur’s inhabitants, who soil, a culture of farming soon took hold, with each
had until now devoted their lives to the dead, were forced commune growing a sufficient amount of produce to
to quickly abandon their previous ways of life – instead sustain themselves. During especially bountiful growing
shifting to focus on their own survival. seasons, crude trade routes form between the settlements,
In the past, many among Thaur’s population would allowing an ease of trade for these agricultural goods.
have acted as manual labour for the Eulogus - living close Commonly, each settlement will specialize in a specific
to grave-complexes, cemeteries, or Thaur’s handful of product to trade with others, bringing a morsel of variety to
spaceports. With many of these areas destroyed by the their otherwise dreary and downtrodden diets. Trade routes
Inquisition, Thaurians have fled to far away villages, and tariffs are administered from Hope’s End, who also
forming them into well-defended, cooperative settlements. provide a handful of Mournful Guard outriders to protect
Moving into these small communes has allowed Thaur’s the caravans from bandits, desperate survivors, and
survivors to work together in mutual cooperation for a Thaur’s natural predators.
common good.
4
CHAPTER I: THE WORLD OF BONE AND ASH
THE INHERITORS
TALMON CORREN,
In the aftermath of Suvfaeras’ awakening, many of
the Children of Inheritance – more commonly known as
THE KEEPER OF SORROW
the Inheritors - were overcome in despair, realizing that the Serving as an outrider in the Mournful
symbol of devotion that they had unleashed was no xenos Guard, Talmon Corren’s early career was mostly
deity, but rather a powerful Daemon Prince of Chaos. In unremarkable. However, rising slowly through
the days and weeks that followed, some of the cultists even the ranks, he earned a highly respected posting
turned to a life of repentance, hoping to seek forgiveness as Warden of the Eastern Borderlands.
for their folly. Additionally, with the daemon banished and During Thaur’s downfall, Corren turned
their leader dead, even the most devout went into hiding. his back on the Eulogus, believing - like many
Those that did not were quickly and ruthlessly hunted by others - that they were the source of Thaur’s
the Inquisition and rounded up in Inquisitor Elbraith’s great betrayal. With a handful of Mournful
purges. Even from deep within the Eulogus, the Inheritors Guard under his command, he retreated off into
were routed out, piled high upon a mound, and burned the wild to settle Hope’s End. Unbeknownst to
alive by all-cleansing promethium fire. him or his men, Corren is likely the highest
However, although none among the Ordos would ranking member of Thaur’s Imperial government
dare admit it, there are undoubtedly still members of the to survive the Inquisition’s purges.
Inheritors present on Thaur. Survivors - having either Now, as one of the first to witness
escaped or hidden from the purges - have recently Thaur’s new crisis, Corren has strengthened his
attempted to rebuild their order. For all functional purposes convictions and redoubled his efforts to protect
though, the Inheritors are no more – largely disbanded and those in his charge. As such, his perseverance
forgotten. against such great odds has earned him the
ancient title of The Keeper of Sorrow.
5
CHAPTER I: THE WORLD OF BONE AND ASH
OSSUARIAN CUSTODIANS THE RESTLESS DEAD
Long ago, the Ossuarian Custodians vowed to In the aftermath of Suvfaeras’s rebirth and the
protect Thaur’s ossuaries and catacombs from all threats - psychic shockwaves caused by his destruction, the dead
from the ravages of time and nature to the actions of tomb rose. Few at first, but their numbers have steadily grown in
robbers and heretics. The events of the last few years have the years that followed. What started as one or two
not swayed them from their cause. sightings a year has turned into an unending deluge of
Instead, heresies on the surface have driven the flesh-eating monstrosities. The Ashen Rains have
Custodians even deeper underground where they have exacerbated the issue, bringing more and more bodies to
formed secretive cloisters to continue their eternal vigil the surface each season.
over Thaur’s dead. However, with dwindling numbers and These shambling corpses now pose a serious threat
ever more frequent flooding and tunnel collapses, their to the citizens of Thaur and their safety. Those who hadn’t
order has suffered. These Custodians are becoming an yet relocated to Thaur’s few protected communes have
increasingly rare sight and it's estimated that only a few found themselves migrating in ever greater number. So too
dozen remain. Nevertheless, they continue to push back at have the Mournful Guard retreated behind these walls -
Thaur’s growing evils from within. Cut off and without foregoing patrolling any surrounding lands or trade routes.
resupply, it's only a matter of time until the darkness That being said, the outriders of the Mournful Guard have
swallows them too. done their best to deal with this new threat - using fire,
shock maul, and shockbow to destroy any creatures they
find.
THE ASHEN RAINS In the last few years, the undead’s numbers have
swelled greatly - seemingly driven by some unseen sinister
force. Some believe it to be an omen - Thaur’s curse
Quarantine posed unique new challenges for Thaur, finally coming to claim their lands. Others have lost their
a longtime importer of Askellon’s dead. At first, giant minds and have even begun worshipping the risen dead –
stasis vaults were hastily built in low orbit - hoping to seeing it as a gift for their decades of service and faithful
temporarily house any incoming remains while they waited vigilance - that their previous charges are rising again.
for permission to be interred in Thaurian soils. Within Many, minds utterly shattered, have retreated off into
months, the dead overflowed the holds and corridors of Thaur's dark woods to entertain these foul beliefs,
these stations. Obviously, the sustainability of such embracing the hungering hordes with open arms.
temporary solutions was quickly brought into question. There are but a few places free from this calamity.
Furthermore, once it was apparent that the quarantine Although Thaurians burn as many of the creatures as they
would be long-term, other more permanent options needed can, entire settlements have been overrun. Almost all of
to be explored. First, the bodies of nobility started being Thaur has been claimed by this newfound darkness,
redirected to other holy sites and shrine worlds, namely especially around the forsaken Ossuaria.
Ossuar. Still, the flow of dead from areas without Cut off and overwhelmed, the Mournful Guard and
knowledge of the quarantine or means of exporting them remaining Eulogus have sent for help. Using the last
elsewhere continued unimpeded. working shuttle on their world, Arch-Rector Gasphene and
Through desperation, a simple, yet practical his scribes have requested aid from the Ordos Askelline.
solution was found. Incoming remains were gathered in Although fearful of welcoming back the wrath of the
great number, loaded upon anointed containers, and hurled Inquisition, the people of Thaur have no other choice.
towards Thaur’s surface. Now, Thaur’s atmosphere serves
as the greatest pyre in the history of Imperium, cremating
countless dead and any accompanying pilgrims on their
final journeys through fiery reentry. This newfound
practice has kept Thaur enshrouded in a cloud of ash and
gloomy twilight, rendering its forests and catacombs
darker than ever thought possible.
Every few months, once Thaur's ash-choked skies
finally protest, a great storm envelops the world. Massive
electrical disturbances and black torrential rains flood the
surface of Thaur - bringing untold dead and long forgotten
remains to the surface. The surviving population believes
this to be the will of the Emperor himself – using his holy
tears to bring those that have been forgotten back to be
remembered once more.
6
CHAPTER I: THE WORLD OF BONE AND ASH
Upon the first season of Ashen Rains, the large
THE RECLAIMERS emergence of the undead was seen as an reaffirmation of
their cause. The remaining Mourful Song cultists now
believe that their true purpose is to raise all of Thaur’s
During the events of FORGOTTEN GODS, Tormus dead and claim this once-noble shrine world for Nurgle. As
Fayne, a powerful cult leader, ordered a small group of such, they’ve taken on a variety of new blasphemous
Mournful Song cultists aboard the Oath Unspoken to traditions and rites and have begun calling themselves
follow the Inheritors to Thaur. It may be possible that some simply ‘The Reclaimers’. In recent years, a few powerful
of these cultists even aided Inquisitorial assets aboard The sorcerers within their ranks have aided their goals -
Oath Unspoken or during the ‘Thaurian Incident’. bringing even more of Thaur’s forgotten souls back to
Regardless, many of their order made it to the surface of shambling, rotten life. This unending dedication to Nurgle
Thaur and survived Suvfaeras’ rebirth. Fayne saw the has now drawn the attention of the Plaguefather himself.
crippling of the Inheritors as a major victory for himself - Beneath Thaur’s corrupted and ancient soils, a new
as well as the God of Decay - and viewed the events on daemonic threat has been born.
Thaur as a sign to redouble his efforts.
In order to protect his foothold throughout the
ensuing Inquisitorial investigations and purges, Fayne
ordered his cultists into hiding - believing that one day he
could use them to strengthen his power base away from
Desoleum and grow the Callers of Sorrow into a truly
sector-wide threat. Unfortunately for Fayne, the ultimate
full-blown quarantine of Thaur severed all contact with his
followers. However, even without his leadership, they have
festered in the darkness, growing slowly and steadily.
7
CHAPTER I: THE WORLD OF BONE AND ASH
CHAPTER II:
WEAPONS OF REMEMBRANCE
“They’re coming over the walls! Call the Warden! Get the COMBATING THE ENEMIES OF MAN
torches!”
-Maximillian Quith, during the siege of Afterlife
8
CHAPTER II: WEAPONS OF REMEMBRANCE
NEW BACKGROUND:
PLANETARY ENFORCER PLANETARY ENFORCER
RULES
Enforcers of local laws and customs, who bend those to A character with the Planetary Enforcer
their rulers’ wills; benevolent or ruthless, few stand in background applies the following benefits:
their way.
STARTING SKILLS
“Best be off the roads by dark. We don’t patrol out this far Forbidden Lore (Underworld), Inquiry, Parry,
anymore.” Scrutiny, Survival
–Mournful Guard Dallon Urr
E
STARTING TALENTS
ach world of the Imperium has a set of traditions, Weapon Training (Low-tech, Shock, Solid
customs, and laws just as diverse as their citizenry. Projectile)
For the most part, the breaking of these codes and
regulations falls far below the purview of the Adeptus STARTING EQUIPMENT
Arbites. Infractions often require no more than a fine or Shock maul, Crossbow with incendiary bolts or
short prison sentence. Planetary Enforcers are those tasked shotgun, flak armour, amasec, ration pack, glow-
with administering and enforcing these local codes - either globe or stablight,
keeping benevolent watch over their flocks or suppling
cruel forms of justice passed down from even crueler BACKGROUND B ONUS
rulers. Home-field Advantage: A Planetary Enforcer
character can re-roll failed Navigation tests
R W
OLE ITHIN THE MPERIUM I
_______________________________________________ while in areas similar to which they originate
(GM’s discretion).
Planetary Enforcers are an often necessary evil required to
maintain law and order on the local level. Without them, BACKGROUND APTITUDE
societal order can break down, allowing man to freely act Fieldcraft or Perception
out on his base instincts and desires. As such, Planetary
Enforcers follow and enforce a codified set of laws or RECOMMENDED ROLES
traditions to keep their local populations in check. Crusader, Desperado, Seeker, Warrior
Although many of these individuals act in the best interest
of those in their care, others are equally corrupt, exploiting
their citizens or enforcing the will of their cruel masters. In
either case, Planetary Enforcers are likely beyond
reproach, with citizens daring not to question these heavily
armed and armoured men or women.
P E
LANETARY NFORCER HARACTERS C
_______________________________________________
That is not to say that the life of a Planetary
Enforcer is without peril. After all, they are still No matter their background, Planetary Enforcers act with a
responsible for apprehending and bringing criminals to singular purpose, often relying on no one but themselves
and those who serve beside them. As opposed to the
justice. Furthermore, they are often the first line of defence
Arbites, Enforcers act as an extension of the will of their
against civil unrest, riots, or even war. On less civilized or
planetary masters rather than the Emperor’s Lex
developed worlds, Enforcers may even serve as the
Imperialis. However, like those that administer the
planetary defence force - pitted against xenos marauders,
Emperor's Code, the life experiences and skill sets found
mutant uprisings, or even incursions by the ruinous
powers. within Enforcer organizations are as diverse as the ways in
During normal duties, most Planetary Enforcers which they are employed.
have assigned patrol routes or front-line postings, getting Individuals with keener minds may rely more on
to know the inhabitants or their specific zone, territory, or their insight and ability to gather information rather than
province. Other Planetary Enforcers may serve as scribes, their gut instincts and the barrel of their stub guns.
clerks, armourers, medical technicians or other support Regardless, many paths can be argued to be the “correct”
personnel as required. Either way, they all play an one. For Planetary Enforcers, it is the results that matter,
important role in the safety and security of the Imperium. not the method.
9
CHAPTER II: WEAPONS OF REMEMBRANCE
Usually drawn from the populations from which SAMPLE PLANETARY ENFORCER BACKGROUND:
they are to govern, Planetary Enforcers are expected to be PRECINCT SIX, PRAXOS STATION, PORT AQUILA
experts in the matters of their domains - able to notice even
the slightest change in behaviour or a potential ambush One of but a handful of enforcer stations on Praxos
waiting around the next corner. Training can often be short Station, Precinct Six finds itself ideally situated at the
and brutal, with many new recruits being simply tossed to mouth of Praxos’ main void port. It is here that the Greater
the wolves. Remarkably, these trial-by-fire learning Askellon Trade Combine’s enforcers maintain law and
methods can often be more successful in finding ideally order and educate newcomers on the Combine’s specific
suited candidates than other ‘real’ training regimens. brand of justice. Although the majority of Precinct Six’s
Planetary Enforcers are almost always engaged with duties typically focus on the collection of trade tariffs and
the local populace - investigating crimes, rooting out the confiscation of contraband coming into and out of Port
trouble-makers, dispensing justice, or collecting bribes for Aquila, the enforcers stationed here have recently been
their high-ranking masters. Skilled Planetary Enforcers tasked with a new assignment by their Combine overlords
must master all of these tasks - be it through the flawless - bust a bizarre new workers’ union located deep within the
completion of excessive amounts of paperwork, or the station’s mines. Why enforcers so far from Praxos’
proper application of direct violence. underworkings are being used for an anti-labour
deployment is unknown, but at least the bonus pay is good.
10
CHAPTER II: WEAPONS OF REMEMBRANCE
NEW WARGEAR AND WEAPONS Equipment and Gear
“Hold them off as long as you can. Do what you must. The NAME WEIGHT AVAILABILITY
Emperor protects, always.”
Blight Rounds -* Rare
–Custodian Jerix IX
N
Custodian Armour 13kg Very Rare
othing will stand between the righteous and their
final victory over the foes of man. That being Custodian Tunnel-Seeker -** Very Rare
said, sometimes the Emperor’s servants require a
little more than just their bare hands. Be it ancient, Sacred Salts 0.5kg Very Rare
incomprehensible relics or a simple club, almost anything
can be used in the eternal struggle against the archenemy. Thaurian Shelton -** Scarce
This short section covers a few supplemental items
*As per standard ammunition weights.
that acolytes may come across during their explorations of **Cannot be carried.
Thaur and other worlds of the Askellon Sector. It includes
weapons, armour, and other potentially useful pieces of
wargear.
11
CHAPTER II: WEAPONS OF REMEMBRANCE
PROMETHIUM TORCH THAURIAN SHELTON
Perhaps one of the simplest and most useful pieces of gear Sheltons are large equine steeds used across Thaur for
for adventurer and citizen alike, Promethium Torches are transportation, farming, and even sustenance. Although
found far and wide across the Imperium of Man. Although lacking any kind of natural armour, Sheltons are capable of
many patterns of torch exist, most use a centrally stored dealing tremendous blows with their powerful hooves.
reservoir of flammable liquid - often promethium - to Sheltons appear to be native to Thaur and exist in no other
generate a localized light source. Promethium Torches can planetary records in Askellon. As such, they are well
illuminate an area up to a dozen metres in diameter and adapted to Thaur's temperate ecosystem and climate.
burn for three hours before requiring refuelling. Friendly and well-tempered, many riders often describe a
close bond that quickly develops with these animals.
SACRED SALTS
Sacred Salts can be found in the collection of a handful of THAURIAN SHELTON WALKER
clerics, shamans, and renown demonologists throughout FRONT: 4 SIDE: 4 REAR: 4
Askellon and are used to quickly create barriers impassible
to minor daemonic entities. The creation of this CRUISING SPEED: 30 KPH TACTICAL SPEED: 5 M
shimmering powder requires access to silver and a MANOEUVRABILITY: +25 SIZE: ENORMOUS AVL: SC
successful Hard (-20) Forbidden Lore (Daemonology) CARRYING CAPACITY: 1 INTEGRITY: 12 THREAT: 2
or Very Hard (-30) Forbidden Lore (Imperial Creed) CREW: DRIVER
test. Each unit of Sacred Salts can create a thin line two
VEHICLE TRAITS: LIVING, OPEN-TOPPED, WALKER
metres in length that prevents undead creatures or those
with the Daemonic trait from passing. Sacred Salts cannot THAURIAN SHELTON (TROOP)_ 12
be recovered once placed and have no effect on entities
with a Willpower greater or equal to 40. Once used, the H - WS BS S
effect of Sacred Salts wears off after one hour. 01-10 4 25 - 50
AR - AL - T AG INT
11-20 4 21-30 4 40 25 15
-
‘THE EMPEROR'S GATE’ B PER WP FEL
31-70 4
TRUESILVER WEBBING 36 14 08
IFL
A small device no larger than a human fist, the simplicity LR - LL -
of this rune-etched orb betrays its true value in combating 71-85 4 86-00 4 -
the daemonic. Upon activation, ‘The Emperor's Gate'
HALF 8 FULL 16 CHARGE 24 RUN 48 THREAT 2
bursts open in a shimmering cloud of silver filaments.
These micro-cables fire outwards, affixing themselves to HOOVES CLASS MELEE
nearby surfaces and forming a web-like pentagrammic RNG - ROF - DMG 1D10+5SB (I)
barricade of sanctified metal. Warp entities caught in this PEN - CLIP - RLD - WT - AVL -
initial blast are often burned alive with righteous holy
SPECIAL: -
flame and the Gate's silver barrier is all but impassible to
most daemons. After use, Truesilver Webbing can be
recovered and reloaded using a Hard (-20) Trade Traits: Natural Weapons (Hooves), Quadruped, Resistance
(Armourer) test. Deployed Truesilver Webbing can be (Cold), Size (6)
destroyed and has an armour value of 24.
‘The Emperor’s Gate’ Thrown SBx3 S/-/- 1d10 X 3 1 - Blast (1), Sanctified, 0.5kg Extremely Rare
Truesilver Webbing Snare (1)
12
CHAPTER II: WEAPONS OF REMEMBRANCE
CHAPTER III:
INTO THE DARK
He cursed those that dwelt above. He hated them; their
selfishness. If only they knew what gifts awaited their GM BRIEFING
cowardly kind. Soon. Soon they would come to know them
like he did. Even now he could feel them writhing beneath “Strange. Do you see that contact? That one, there. Looks
his flesh. It would not be long. He had come to this world like it’s coming from the surface. Hold on, it’s slowing
long ago and now the wait was almost over. This world down. Augurs show no life-signs aboard. Better go get the
would be his, theirs, His. Fayne would be proud. Father chief.”
would be proud. He could already imagine His sweet -Orbital Station X-IX watch log
embrace.
I I
nto the Dark is an adventure set after the events of nto the dark finds the Acolytes dispatched to Thaur
FORGOTTEN GODS and sends the Acolytes back to to investigate the Eulogus Askelline's claims that the
the surface of Thaur to investigate a new daemonic shrine world’s dead are returning to life. There’s fear
threat. Six years after the destruction of a powerful that such events could be leading to another daemonic
daemon, the dead are returning to life to devour the living incursion on Thaur - perhaps this time damning the entire
and the servants of the Inquisition must return to finish sector to destruction.
what they started. This adventure is intended for a group of mid- to
This adventure has a slight investigative nature but high-level Acolytes who have already completed the
mainly serves to allow the Acolytes to explore Thaur after adventures found within DARK PURSUITS, DESOLATION OF
the fallout from their previous adventures. Along the way, THE D EAD , and F ORGOTTEN G ODS . Although not
they’ll face all kinds of daemonic perils and learn that the absolutely necessary as a prerequisite, those previous
Inquisition isn’t always as effective as they would like to adventures provide the context necessary to fully
believe. understand and enjoy the material contained herein.
13
CHAPTER III: INTO THE DARK
P ART I: P
LANETFALL
_______________________________________________
ADVENTURE BACKGROUND
S
The Acolytes descend to the surface of Thaur to find the
shrine world mostly abandoned. Following traces of the
ix years ago, believing that they were awakening
Inquisition's purges, they locate the Palace of the Wake -
a xenos deity, a cult known as the Children of
the remaining seat of Imperial governance. The Eulogus
Inheritance summoned a powerful daemon of
Askelline’s current leader, Arch-Rector Gasphene, explains
Chaos to the surface of Thaur. Thankfully, an Inquisitorial
to them the nature of the evil plaguing Thaur and claims
warband was present to stop this otherworldly threat -
that the origin of the undead is a heretic named Talmon
destroying the daemon known as Suvfaeras and killing the
Corren - once a member of the Mournful Guard. Gasphene
cultists responsible for his rebirth. For years since these
provides the probable location that Corren and his men are
events, Thaur has been quarantined - lest its corrupted
hiding and is willing to give the Acolytes any supplies they
influence spread further throughout Askellon.
may need. As the warband heads out to Corren's settlement
In the time that has passed, another cult has taken
at Hope's End, they come across the remains of the
hold on Thaur - using the Inheritors’ failure as an
undead’s latest victim.
affirmation for their cause. They are known as The
Reclaimers - surviving members of a Nurgle cult from
Desoleum known as the Mournful Song. Once led by the P ART II: I
NTO THE ILD W
_______________________________________________
demagogue Tormus Fayne, these cultists found themselves
trapped on Thaur after the Inquisitorial quarantine fell into Making their way from the Palace of the Wake, the
place. Rather than flounder and peter out in the darkness, Acolytes head into Thaur’s dark and decrepit wilderness.
they have taken to reclaiming Thaur for the Plaugefather Searching for Hope’s End they encounter a multitude of
and have begun to raising Thaur’s dead back to unholy abandoned settlements and warp phenomena. Although
life. Hungering for the living, these shambling corpses are they eventually find their goal, all is not as they have been
emerging in ever greater numbers - overwhelming the lead to believe.
desperate few survivors that remain. Through investigating the settlement and speaking
Thaurians are almost powerless to resist these with Corren, the Acolytes discover that Gasphene has lied
malign forces. The remnants of Thaur's Imperial - seeking only to further strengthen his dwindling power
government - the Eulogus Askelline - have finally accepted over Thaur. Most importantly, the Acolytes learn of the
the gravity of their situation. Sending the last functional true source of the evil plaguing the land. Before they can
shuttle from their world, the Eulogus have sent a call for discover any more, Hope’s End is attacked by numerous
aid. Their desperation has caught the attention of the foul cultists and a powerful chaos sorcerer. Once the
Inquisition - the very organization that once decimated acolytes think the battle is won, they’re set upon by
their order and razed many of their holy sites. It is at this daemons of Nurgle.
point that the Acolytes become involved. There's fears
among the Ordos that a second incursion on Thaur could
spell the end for Thaur - and even Askellon as a whole. P ART III: D
EATH AND ARKNESS D
_______________________________________________
I
entrance to the cultists’ flooded lair and navigate a series of
nto the Dark is a fairly straight forward adventure deadly subterranean obstacles. Fighting their way through
that looks to take a group of acolytes back down to desecrated catacombs and into the corrupted tomb of an
the surface of Thaur, through its twisting trails, and ancient imperial saint, the Acolytes find the Daemonheart -
into the very heart of evil itself. Acolytes will look to a putrid, writing monstrosity comprised of the rotting
combat foul cultists and daemons of the Warp while also corpses of thousands of long-forgotten imperial servants.
navigating tense political situations and infighting among Here, they must find a way to destroy this wretched
Thaur's survivors. Players will learn that not only are monument of filth, lest it birth even more daemons into
things never as simple as they first seem, but that even the reality.
most devout servants of the Imperium must sometimes
question their faith.
14
CHAPTER III: INTO THE DARK
BEGINNING THE ADVENTURE
WHO? WHAT?
A ARRIVAL
fter the Acolytes receive their concise briefing,
_______________________________________________
they will have but a short time to prepare. Keen-
minded Acolytes may attempt seek out any
Once they depart, the Acolytes’ journey to the surface is
relevant information about the previous events on Thaur or
quick. Besides a few tense moments crossing the threshold
conduct brief research on the undead. Either way, GMs
should be prepared to provide a short summary of of Thaur’s orbital defences, the flight is mostly painless.
FORGOTTEN GODS and a few myths or legends regarding Their pilot informs them that they will be dropped at
the walking dead. However, GMs should refrain from whatever is left of Thaur's main space port. Unfortunately,
divulging any information about what has transpired on it also appears that a powerful storm system is developing.
Thaur since the quarantine or any details that would make As such, their pilot and vessel will have to depart for a few
it seem like the Inquisition was not completely effective in days or at least until the growing electrical interference
dissipates. Any kind of technically-based test performed by
their purges.
the Acolytes reveals that vox sets will likely also be
affected.
15
CHAPTER III: INTO THE DARK
PORT RESTFUL An auspex or successful Medicae test confirms the
After a short descent, the Acolytes land at the remains of remains to be human. Should any psyker in the party
Port Restful, a one-time landing field on the once- attempt a Psyniscience test in the area, the effect is
venerated shrine world. Even in its prime, Port Restful was shocking. The psyker receives immediate visions laced
but a simple clearing no more than three kilometres across with terror, bloodshed, and fire. The psychic reverberations
in an otherwise forested area. Now, much of it is of the purges are strong and the veil between reality and
overgrown, with thick, tangled roots obscuring the landing the Warp is worn thin here. GMs can ‘reward’ any
zones. especially fragile-minded psykers with 1d5 Insanity points
Port Restful’s once four-metre wall of human bones for their sorrowful visions of Thaur’s darkest days.
surrounding the clearing is now nothing but ruins. A
handful of rusted landing platforms of cracked and
blackened plascrete struts rot in the damp undergrowth.
TO THE PALACE
_______________________________________________
The minimal prefabricated lodgings on-site are dilapidated
Once the Acolytes continue their journey, more thunder
with many having already collapsed. Still, the Acolytes'
sounds in the distance as if echoing their footsteps. They’ll
pilot finds a spot to set their vessel down. Surprisingly,
have to travel at least another hour, during which a cool
there’s no one to great them. Even the forests are quiet and
wind rises at their backs – bringing the smell of damp,
still, with no signs of life. In the distance, thunder sounds
musty undergrowth out from the forests.
from dark clouds - an ominous welcoming back to Thaur.
The Acolytes have but few minutes to gather their
gear and unload whatever supplies they deem necessary.
Afterwards, their pilot wishes them luck and takes off in a
hurry. A search of the nearby sheds and ruins will find little
of value: namely empty crates, rusted refuelling
equipment, and a box of rotted Imperial rations.
From here the Acolytes must decide how and where
to proceed. The most likely place that they’ll make contact
is the Palace of the Wake, but without signage or a clear
road to follow, the task is not as simple as it would seem. A
successful Ordinary (+10) Navigate (Surface) test
reveals the likely route to the palace, but failure means that
the Acolytes become lost for a few hours - wandering
through overgrown trails before inadvertently circling back
to the space port. Regardless, the Acolytes should
eventually find their way. Should they have brought a
vehicle with them to Thaur, an Operate (Surface) test is
required to navigate the tangled roots and fallen trees
covering the roads. Living mounts will have no problem
with the journey.
THE ROAD
_______________________________________________
ELBRAITH’S PITS
Only a little while into their journey, the warband passes
massive pits full of ash and mud. Beside them, rusted sigils
of the Inquisition mark the sides of the road. An Ordinary
(+10) Scrutiny test allows the Acolytes to realize that the
pits of ash are the remnants of Inquisitor Elbraith’s purges
– giant piles of burnt flesh and rendered fat. Amongst the
ash, fragments of bones, teeth, and few pools of melted
metal trinkets and jewelry can be found.
16
CHAPTER III: INTO THE DARK
Eventually, they’ll see their goal through a clearing The actual truths that Gasphene can provide are as
- the Palace of the Wake. Although damaged by the follows:
unfriendly years that have passed, the immense stone • After the Eulogus was implicated in Thaur’s heresy and
palace towers over the surrounding woods. Appearing the fires of the Inquisition fell upon Thaur, the previous
mostly abandoned, many of the palace’s outer walls have Lord of the Wake, Jeronius Pyre, was struck by a fit of
collapsed, revealing some of the chambers contained madness. Unable to cope with the destruction of so
within. Still, the palace looks as the Acolytes can only much holy land and of so many of his order, Pyre left
assume it did millennia ago. Once the Acolytes are upon a ‘great pilgrimage’ into the wilderness. The
reasonably close, GMs should feel free to read or Eulogus still await his return.
paraphrase the following: • The Palace of the Wake now holds no more than a
handful of Eulogus scribes and a small detachment of
Mournful Guard to keep them safe.
The palace is like a solemn cathedral, and the unkempt • Since the destruction of the daemon Suvfaeras, the
grounds around the edifice are decorated with dead have been rising back to life in all of the Palace’s
macabre crumbling statues. neighbouring provinces. Only small in number at first,
The only recent addition to the structure appears the dead were quickly put down and the affected lands
to be a crude palisade wall. Along its edge, bodies lay reconsecrated. Now, as each season passes, the dead’s
impaled and still. A handful of black-robed figures numbers grow. Many settlements have been overrun.
shuffle back and forth, clearing the corpses from the • The Eulogus believes that the dead are punishment for
walls and depositing them upon a cart drawn by a their past failings and that one man is to blame.
large equine beast.
If the Acolytes inquire about the origin of the dead,
Gasphene assuredly states that there is but one source: the
When the Acolytes approach, the robed figures will ‘usurper’ known as Warden Corren. Corren was
look surprised. Panicked, one of them should run inside supposedly one of the first to warn the Eulogus of the dead
while the others look on in awe. It’s clear that the Eulogus - almost ‘as if bragging’. Gasphene is convinced that the
have not been expecting visitors for quite some time. Mournful Guard leader is a warp conjurer and he will
Moments later, another group of figures emerge from the attempt to persuade the Acolytes of the same. Gasphene
palace. At the head of the group, one rushes towards the claims that Corren and his blasted followers have turned
Acolytes, looking relieved. away from the Eulogus and, as such, away from the light
of the Emperor, hiding themselves in the wilderness.
Furthermore, Gasphene claims that Corren seems to have
LORD GASPHENE convinced many of his fellow Mourful Guard to follow his
The leader quickly introduces himself as Arch-Rector ‘blasted’ cause rather than the true teachings of Gasphene’s
Augustus Gasphene (profile found on page 28) and he order.
makes it clear how glad he is that the Acolytes have Even if the Acolytes do not inquire about Corren’s
arrived. Before getting to business, Gasphene and his aids current location, Gasphene will be more than happy to
will lead the Acolytes into the palace, offering up a warm interject and inform them. He claims that ‘the
and dry sitting room and whatever meagre nourishment blasphemers’ have travelled far from the Palace and deep
they can provide. The shrivelled frames, torn robes, and into the woods to form their own cursed settlement and
lengthy beards among the Eulogus makes it clear that they practice their foul magicks. The settlement is Hope’s End -
haven’t much to spare. once a trading post, but now a ‘wicked hamlet full of
Gasphene, their self-appointed leader, has a wealth witches and the damned’. Gasphene claims that many who
of information about Thaur’s current predicament, but not escaped the Inquisitorial purges six years ago have ended
all of what he offers is true. A Very Difficult (-20) up at Hope’s End - creating an affront to the Emperor and
Scrutiny test of any of the Arch-Rector’s responses His teachings.
reveals that perhaps he is not telling the truth - or at least Pressed further, Gasphene tells of a detachment of
holding back the full extent of what he knows. Mournful Guard that was sent over a year ago to destroy
Furthermore, in-depth questioning by the Acolytes often Hope’s End. Having not returned, Gasphene is sure that
leads to circular arguments or rambling discussions about Corren and ‘his heretics’ had them murdered. The truth -
the nature of faith and duty. Even if the Acolytes have no unbeknownst to the Arch-Rector - is that the small
suspicions as to the extent of his lies, it should be clear that detachment of Guard had seen the success of their
Gasphene’s sanity is questionable. He’s convinced that a Captain’s new settlement and refused to return to the
great enemy is conspiring against him and the surviving lunacy of Gasphene's crumbling empire.
members of his order.
17
CHAPTER III: INTO THE DARK
A COLD DEPARTURE
Once the Acolytes are done with their questioning, there is
not much reason to remain. It should be clear that their
next objective is Hope’s End - two days’ travel away.
However, should the Acolytes wish to rest and refit before
their journey, Gasphene can offer a few spare chambers in
the Palace’s caserne. Although it once held close to two
companies of Mournful Guard, these barracks are now
almost completely empty.
Whenever the Acolytes depart the palace, they’re
greeted by a scatting of ashes falling from the sky like
black snow. Seeing this, many of the Eulogus begin to
weep, falling to their knees, turning their gazes skyward,
and allowing the ash to cover their faces. In the distance,
pitch-black clouds cover the horizon and purple flashes of
lightning streak through the skies. Soon, the ash is
followed by a heavy rain, streaking the Acolytes’ clothing
with black and grey stains.
Gasphene wishes the Acolytes well on their journey
- the early rains of this season are sure to serve as a blessed
omen from the Emperor himself. If the Acolytes inquire
further about the nature of the rains, Gasphene explains:
18
CHAPTER III: INTO THE DARK
T HE LONELY RIDER
_______________________________________________
W
journeys. Although they have no way of
ith the Acolytes having now witnessed the knowing it, they would be correct. Morrinoe,
undead’s work firsthand, they must continue having once again returned to Thaur, was in fact
their journey to Hope’s End - pressing ever present at the siege of Afterlife. However, just
deeper into Thaur’s wilderness. Only after reaching what part the Miandrothean ranger plays in
Corren’s settlement will they learn the true nature of this these recent events remains to be seen.
unholy threat.
AFTERLIFE
_______________________________________________
19
CHAPTER III: INTO THE DARK
In a split second, the tall grasses and shrubbery
F ORGOTTEN LANDS
_______________________________________________ around the Acolytes turns black and decays, shrivelling to
the ground. A smell that can only be described as rotting
As morning comes, the Acolytes realize that there is no meat assaults the senses. Any food the Acolytes are
escaping the endless black rains pouring down from above. carrying immediately rots, no matter how well packaged or
The storm is constant and unyielding. The Acolytes will preserved.
have no choice but to continue, quickly soaking their Then, the bell becomes a shrill keening and ghostly
garments. Their journey continues down more of Thaur’s apparitions fill the air. Terrifying, whirling apparitions
lonely and forgotten trails – each one looking more and whip around the Acolytes like a spectral hurricane.
more like the last. Through the dense fog and bewildering display around
Thanks to the storm, large puddles and pools have them, they can catch glimpses of dozens, if not hundreds
begun to form and the old roads are quickly overtaken by of figures shambling from the forests surrounding the
thick, rich mud and the occasional body that has risen to swamp. Should the Acolytes have passed most of their
the surface. The Acolytes eventually pass though what was previous Fear tests, GMs can request another test against
perhaps once a clearing or small pasture but now a swamp. Fear (2) for the otherworldly terror of what they’re
Thankfully, the trail is raised slightly above the experiencing.
surrounding land. Even in the worst sections, the waters At this point, the Acolytes will probably fall back
are no more than thigh deep. However, as they begin to on their base instincts - fight or flight. Neither is
pass through, a feeling of unease and dread settles in. The particularly useful. If the Acolytes try to shoot the ghostly
temperature drops rapidly and another thick fog soon spectres around them, their rounds will have no effect. The
envelops all. next logical step is to flee, lest they be completely
In the utterly still air, the faint sounds of another overwhelmed by the shambling forms slowly getting
bell begins ringing. Again, it’s distant, but a successful closer. GMs should allow this to play out for a few rounds,
Routine (+20) Awareness test convinces the Acolytes that creating a suitable amount of tension.
it is sounding from numerous directions simultaneously. Suddenly, as the thrashing teeth of hundreds of
The character with lowest Willpower in the group is undead close in, a single bolt of purple-white lightning
immediately overcome with the need to vomit and they slams into the ground with a monumental crack. The air
double over and empty the contents of their stomach into seems to vibrate as the swirling menace around the
the wet grass below. In the small pile of digested food and Acolytes instantly dissipates. The fog lifts as well, leaving
bile at their feet, dozens of maggots squirm and writhe in the warband with nothing but darkness, confusion and
their rejected stomach acid. Anyone witnessing such a pounding rain. Thankfully, Hope’s End is but a half-day
sight will have to test against Fear (1). The bell's ringing away.
soon builds to a nauseating barrage.
20
CHAPTER III: INTO THE DARK
As the Acolytes get closer to the mob, they spot
OPE’S END
three Mournful Guard attempting to keep order – one of
H
_______________________________________________ them is clearly in charge. Should the Acolytes be
accompanied by one of the sentries, the Guard gestures to
Hope’s End is a gated hamlet surrounded by a sizeable the figure, announcing him to be Corren. Corren and his
clearing. Protected by a large palisade wall made from men attempt to keep order while the home’s owner pleads
trees cut from the nearby forests, the village looks strong with them. An Inquiry test reveals that the mob believes
and well defended. Fire and torchlight are visible from that this man’s family is ill and that the pestilence they
within, casting outlines of the sentries patrolling atop the suffer from will soon attract more of the undead. Corren
ramparts. If examined, tracks leading to the front gate eventually silence the crowd before him and his men go
appear recent. Once the warband gets reasonably close, it inside the domicile to investigate. They emerge a few
should also be clear that there is some kind of commotion minutes later, talking amongst themselves. Corren
going on inside. The sounds of a large crowd are audible addresses the mob again, claiming that their fear of
even through the hammering rain. pestilence is nothing but unfounded rumours. The
If the Acolytes are still unsure about Hope’s End’s gathering listens intently, slowly calming down before they
allegiance, they may choose to approach cautiously or depart.
scout the village before entering. An Acolyte’s Stealth test Breathing a sigh of relief, Corren and his men
will be opposed by the Awareness of the Mournful Guard collect themselves. If the Acolytes are amongst the
sentries (see page 29) patrolling the walls. Although the gathered crowd, Corren spots them easily - it’s clear that
sentries are constantly vigilant for signs of the undead, a he recognizes the warband as outsiders. He gestures to his
smart, skilled Acolyte can potentially approach right up to men and together they make their way over.
the wall without being noticed. Furthermore, the dark and
stormy night provides excellent cover, making the test no
more difficult than Ordinary (+10). If the Mournful Guard
see anyone approach, they’ll immediately try to stop them
THE KEEPER OF SORROW
_______________________________________________
and inquire as to the nature of their visit. If these newfound
‘guests’ try to leave, the Mournful Guard will immediately Like his men, Corren (profile found on page 29) is curious
sound the alarm and send out a small party from the front about where this new group has come from. He introduces
gate. More curious than fearful of the living, the small himself as Chief Warden and invites the Acolytes into his
patrol will attempt to detain anyone they find rather than station house off of the village square. If the Acolytes take
open fire indiscriminately. him up on the offer, Corren dismisses his other men -
On the other hand, should the Acolytes doubt the telling them to disperse what’s left of the crowd and to
‘heresy’ that Gasphene has described, they may also try to burn the house down and exile the sick. The decision
simply enter through the front door. Although the doesn’t faze him the slightest - remarking simply ‘difficult
Mournful Guard are bewildered that travellers are out on times’ if challenged. If questioned about the pestilence,
the roads in this weather and so far from safety, they Corren explains that it is some kind of unknown plague.
welcome the Acolytes inside. One of the Guard will ask Hope’s End has managed to keep it contained so far, but
them a few cursory questions about their journey and their they cannot take any more risks.
origin. It is up to players as to whether or not they will If the Acolytes reveal who they are, Corren is not
reveal the true reasons behind their arrival. Either way, the surprised. It’s not every day that a group of well-armed and
Guard will attempt to lead the Acolytes to Warden Corren, well-armoured travellers arrives at his door step. A
who will be equally as curious about these new outsiders. revelation of their Inquisitorial identities is also the
No matter how the Acolytes enter the village, they quickest way for the Acolytes to get the answers that
find it in a fairly good state of repair. There’s a few dozen they’re searching for. Otherwise, the players will have to
homesteads, a handful of merchant stalls, a stable, and dance around the topics of their investigation - hopefully
even covered storage yards filled with various crates, not revealing too much of their ignorance of Thaur's
barrels, and animal feed. It also becomes clear as to where ongoing issues. GMs should require a variety of successful
all the commotion is coming from - at the centre of town, a Charm or Deceive tests should the Acolytes wish to be
group of locals have surrounded a hovel. successful. After all, if the Acolytes claim to be native
Thaurians, they would surely already know about the dead
plaguing their homeland.
A PESTILENT FEW
The mob in town yells about some kind of pestilence -
claiming that a single family has brought the dead down
upon Hope’s End again. A Scrutiny test reveals that the
mob appears to be getting unruly, possibly even on the
verge of violence.
21
CHAPTER III: INTO THE DARK
REVELATIONS
No matter how the Acolytes go about gathering THE BATTLE OF HOPE’S END
_______________________________________________
information from Corren, he can reveal the following
things: The villagers of Hope’s End shudder, knowing what the
bell entails. They’ll quickly move to take up arms. Out of
• What the Acolytes have heard is true - the dead have
returned back to life to attack the living. The defenders nowhere, the dense fog returns. Hope’s End is deathly
of Hope’s End burn as many as they can find, but the silent besides the incessant ringing of the Carillon. Corren
creatures’ numbers continue to grow. will ask the Acolytes for aid before he leaves to quickly
• Hope’s End’s neighbours to the east and west are gone. organize a defence. The warband will have but a few
Corren’s settlement is now alone, with trade routes moments to prepare. If they take the opportunity to peer
indefensible and the roads too dangerous for his scouts out over the walls, they’ll see a few flickering lights
and dispatch riders to navigate. darting through the mist.
• When questioned about the origins of the dead or about Then, screams sound from within the village as
where they are coming from, Corren is clear: these bright glowing lights arc high over the walls. As they
sail closer, the Acolytes can see that the lights are crude
glass firebombs – the first of which slam into a few timber
Some greater force is driving them, I’m sure. I’ve seen homes and burst into flames. GMs should try to get across
it with my own eyes, felt it with my own hands - those the sheer sense of chaos as villagers run for shelter and
creatures take more punishment than any mortal form these fiery salvos light up the night sky. Furthermore,
could. before the Acolytes can even start to help mount a defence,
I do not know of their source, but I know where I there’s a great shattering cr-crack. Suddenly, the village’s
saw them first. It was near the Great Ossuaria at the gate is torn open. The enemy pours into Hope's End.
celebration for Saint Merusaad - that very first
horrible day so long ago. I had been patrolling nearby
and was attacked by a few of their kind.
I told the Eulogus in the days afterwards, but
none would listen. I was silenced and exiled. I did not
see the dead again until many years later.
Some said it was an omen, Thaur’s curse finally
coming to claim these lands. Others lost their minds
and even began worshipping the risen dead – seeing it
as the Emperor’s rebirth – a gift for their decades of
service and faithful vigilance.
Now, almost all of this land has been claimed by
darkness. We dare not venture out now, especially to
the lands around the forsaken Ossuaria.
22
CHAPTER III: INTO THE DARK
The smell precedes them, but as the first wave Fighting in the close proximity of the carts causes
enters the village, the Acolytes finally see their foe clearly. further penalties as described above, for a total of (-20)
Dozens of Restless Dead (see page 28) shamble forward as the Acolytes struggle to breathe in the dense clouds
with incessant hunger. The unfortunate few villagers of horror. Acolytes must either set fire to the carts or
caught in their path are pulled down to the ground and inflict at least 35 points of damage to each cart in order
devoured alive. Then, handfuls of dirty, tattered Reclaimer to destroy it.
Cultists (see page 30) fan out into the settlement, using
their undead companions to shield them. Behind them all, GMs should keep track of how many victories the
great rickety carts trundle forward - atop which cages full Acolytes obtain. Should the warband achieve at least three
of tortured and flayed Thaurians scream for their lives. successes within a reasonable amount of time, the cultists
Some of these captured souls are dead, others rotting alive. retreat, leaving Hope’s End. Should the Acolytes fail,
Great pustules burst open from upon their flesh, spreading Hope’s End is utterly destroyed and the defenders’ bodies
clouds of choking black flies. The enemy spreads out are claimed for the Plaguefather. Once the battle is won,
quickly, slaying and pillaging all they can find. read or paraphrase the following:
Any student of the imperial war colleges would call
this situation ‘tactically diverse’ and the Acolytes have a
variety of choices with which to proceed. GMs should As you think victory has been assured, you hear it: the
present the Acolytes with a number of threats to deal with slopping sounds of wet, heavy footsteps. A gargle and a
as the wider Battle of Hope’s End rages on around them. great sloshing of liquid. Throaty, deep belches. Then
These can be tackled either simultaneously or in any you smell it: rotten meat, death, infection - so much
desired order, but GMs should let the players know that stronger than before. Heavy clouds of flies burst again
any delay puts Hope’s End in great peril. Realistically, from the fog around you.
Corren and the two men in his entourage can handle one of With them, two figures lumber forward: tall,
the presented situations, as they are more than capable of single-horned beings covered in a slick mucus and
putting up a fight. Some example threats are: dozens of pustules. Single milky eyes stare out of their
grotesque, unholy visages. They slice at the air in front
• Foul Magicks: Near Hope’s End’s shattered gate, a of them with giant rusted cleavers as their powerful
powerful Reclaimer Sorcerer (see page 30) has already frames slam back and forth. One begins to create
set to work raising fallen villagers, swelling the ranks sounds that can only be described as a laugh.
of the undead. Every round, the sorcerer raises two
more Restless Dead to join him as a Free Action. If
Corren and his men are assigned to this task, they will At this point, the Acolytes are set upon the final attackers
fail, overwhelmed by the sheer numbers and strength of Hope’s End: two Plaguebearers of Nurgle (see page 30).
of the sorcerer’s forces. GMs should remember to immediately test against the
• Pillaging Horde: A group Reclaimer Cultists have Plaguebearer’s Nauseating Fear (2).
moved into the village and begun to burn houses. Six
of them break off from the group and head for Hope’s AFTERMATH
End’s food stores. Should they destroy these supplies, Defeating the Plaguebearers signals the true end of the
the villagers will be without sustenance for the whole battle. The Reclaimers’ forces have been defeated - for
season of Ashen Rains. now. Although the Acolytes have secured victory, it may
• Cornered by the Dead: A group of undead has not be enough to save the town. Scores of dead, dying, and
encircled some of the Mournful Guard that were insane villagers lay about the village and the frames of
protecting the walls. The Guard have now become burning buildings present but a shadow of what Hope’s
hopelessly backed into a corner and cut off from the End used to be. Two outcomes are possible and GMs and
other defenders. Should they fall, Hope’s End loses a their Acolytes should decide the village’s fate based on the
great deal of its forces. At least twelve Restless Dead scale of their own successes:
should prove to be a challenge • The villagers of Hope’s End will attempt to rebuild and
• Children of the End: A group of villagers have been rearm, lest the dead return. However, with their
ambushed while escorting some children to safety. numbers lessened and most infrastructure destroyed,
Forced into the town square, four Reclaimer Cultists this won’t be easy.
are closing in, ready to tear them to shreds. • The villagers pack up what little remains and begin a
• Corpse Carts: Fighting through the thick clouds of journey to the Palace of the Wake as refugees. Giving
flies covering Hope’s End has a penalty of (-10) to in to the Eulogus’ control that they have fought against
Weapons Skill, Ballistic Skill, and Perception tests. for so long, they will at least find some sort of physical
Should the Acolytes look to ameliorate their situation, salvation.
they can set out to burn or destroy the corpse carts
producing these swarms of wretched insects. Each of
the three carts are guarded by two Reclaimer Cultists.
23
CHAPTER III: INTO THE DARK
This nightmarish honeycomb of bones and ash
PART III: DEATH AND stretches on for miles on end, as if the very land itself is
DARKNESS rotting away. Furthermore, with the addition of the still-
pouring Ashen Rains, many of these craters and unearthed
H
crypts have filled with foul, brackish waters. In other
opefully strengthened in their resolve, the places, run offs and flash floods have created whole rivers
Acolytes must now head to ruins of the Great and waterfalls washing down into the depths below.
Ossuaria and find the source of the creatures that Navigation through this area is difficult for even the most
attacked Hope's End. sure-footed Acolyte and requires some kind of Agility test
to prevent slipping into or being swallowed by the exposed
RETURNING TO THE GREAT tunnels and catacombs. Should the Acolytes have brought
a vehicle or any living mounts, an applicable Hard (-20)
O SSUARIA
_______________________________________________
Operate (Surface) or Survival test is required. Once the
players gets the lay of the land, they'll have to begin the
With night having fallen on the remains of Hope’s End, the difficult task of finding the entrance to The Reclaimers’
Acolytes may wish to wait until morning to begin their lair.
journey. Either way, the trip to the Great Ossuaria is long - A variety of approaches will work here, namely the
at least a full-day’s ride. Should the players convince Tracking use of the Survival skill, Psynicience, or even
Corren and some of his men to accompany them, the an extremely successful Awareness or Scrutiny test. With
Mournful Guard share numerous uneasy glances during the any Degrees of Success, the Acolytes discover tracks
trip – clearly uncomfortable so far from the relative safety leading to crude metal and wood handholds carved into a
of their commune, even in its half-destroyed state. rock face as it snakes its way underground. Positioned
As the group makes its way, the blasted fog comes beside one of the newly-formed waterfalls of mud and rot,
and goes, often shrouding the paths ahead. Although likely the climb down is perilous. Those without climbing gear
on guard, the Acolytes will find that no new threats should make a Difficult (-10) Athletics test or risk falling
materialize - the forces of Nurgle are simply too depleted a dozen or so metres down onto the jagged rocks below.
to mount any kind of sizeable attack so soon. Eventually, Eventually, the warband reaches the bottom -
the warband will find their goal – Thaur’s Great Ossuaria, lowering themselves down into a roughly-hewn
or at least what little of it that remains. passageway. A few piled bone totems mark the beginning
of this tunnel. Once lit by torches now long extinguished,
the tunnels are pitch-black – a labyrinthine abyss
RUINS OF THE OLD WAYS stretching off in all directions. Proceeding in, the Acolytes
Now, the Ossuaria is nothing but an enormous clearing begin their journey into the very heart of Thaur’s darkness.
pockmarked by giant craters digging deep into the earth. It At first, most of the tunnels are free of debris or water, but
appears that only a scattering of bone edifices and soon they’ll come across many passageways that are either
crumbling monuments seem fortunate enough to have unstable or that have collapsed completely. In other places,
escaped the Inquisition’s wrath. Strangely, the forests here the Acolytes will have to submerge themselves, squeezing
have refused to grow back. Instead, the Acolytes find only through and under cave-ins or flooded corridors. GMs
decay and tangled roots. The massive craters - perhaps the should emphasize the claustrophobic nature of the
result of a decades-past orbital bombardment - give way to Acolytes' surroundings and that even the most navigable of
once-hidden catacombs and tunnels below - many passages are cramped - some with no room for more than
collapsing into long-forgotten tombs or passageways. one abreast. Either way, the dampness and darkness
pervades all.
24
CHAPTER III: INTO THE DARK
THE RIVER THE TOMB
One of the Acolytes’ first real obstacles is an The Acolytes will eventually a reach a dead end. In the
underground river - roughly a dozen metres in width and floor, a small circular opening has been carved, crudely
moving rapidly. Without spending hours doubling back, illuminated by torchlight coming from below. The
crossing these subterranean rapids seems to be the only Reclaimers have also set up some kind of rope ladder,
way deeper into the catacombs. If The Reclaimers have a haphazardly nailed into a nearby wall. Descending, the
way across, it’s certainly not visible. Here, the Acolytes Acolytes find their goal. Here, in the defiled tomb of some
must decide how to best cross this rapidly flowing mud long-forgotten saint, they find the Daemonheart.
and decay without being washed away. Hopefully, they The sight in front of the Acolytes should be
have come well-prepared. GMs should look for a creative horrifying – disturbing at levels that most minds cannot
solution, using a mix of teamwork, trust, hard work, and even begin to comprehend. The chamber is large - some
improvisation. No solution is any worse than the next, but hundred metres across and another fifty high. Massive tree
GMs should remind players of the consequences should roots descend from the darkness above, criss-crossing back
they slip into the rapidly flowing mire. They may, in fact, and forth and forming slick, rotting walkways and alcoves.
end up as yet another one of the corpses currently washing Black, putrid water pours in from various points on the
by. walls and ceiling while also bubbling up from cracks in the
rocky floor. Thick, viscous pools hide much of whatever
solid footing may be found below – however, these pools
N URGLE’S DOMAIN
_______________________________________________ are now more blood and pus than rotten water and mud.
At the centre of this chamber is the true nightmare -
When the Acolytes manage to cross the river of filth, an inexplicable sight - a giant mass of bodies, bones, and
they’re greeted by a single strike of the cursed bell. The rot. Like an incomprehensible tumour four stories high, the
sound is mind-shatteringly loud, seemingly resonating mass pulsates and shakes. Atop the putrid, dripping pile of
through the very rock itself. As the bell echoes through flesh and mould, the Acolytes see a single large bell -
their minds, it’s followed by a monumental moan - like a rusted brass, cracked, and riddled with holes. Unmoving, it
hundred thousand souls crying out in agony - a sick rings. The giant mass moans - a sanity-shattering
welcoming from the Plaguefather. cacophony of pain and anguish. The source is clear: almost
Proceeding deeper and deeper through more as if melted into the pile of putrescent miasma, Thaur’s
forgotten passageways, the stench of the river doesn’t missing villagers scream. For good measure, GMs should
seem to fade. Instead, it worsens. Now, the temperature has make their Acolytes test against Nauseating Fear (3).
also seemingly climbed, leaving the rock faces dripping Furthermore, from between the slick, disgusting
wet. A slight fog starts to build and steam obscures the way folds of the daemon-thing, bulbous sacs drop to the
ahead. Soon, colourful moulds, fungus, and other tell-tale ground, striking off the rocks and tree roots found below.
signs of decay cover every inch of every surface. The Upon striking the ground, the sacs burst open, spilling their
tunnels quickly become an even more wretched place - a foul fluids and birthing wretched Plaguebearers and other
true assault on the senses. These unnatural sights would twisted entities. Scores of Restless Dead begin emerging
strain the mettle of any mortal man or woman and require from the chamber’s rotten pools to greet their new brothers
a test against Fear (1). and sisters - and the Acolytes too…
25
CHAPTER III: INTO THE DARK
The Daemonheart is a truly horrible monstrosity - a DESTROYING THE BELL
vessel of rot and rebirth, bringing a constant stream of As the final blow is struck against the bell, it disappears in
Nurgle's followers into reality. It is also near invulnerable - an explosion of blinding green light - showering the cavern
save for the Cursed Carillon that sits atop its shapeless with molten shrapnel and putrescent burnt flesh. From
form. Only by destroying this bell can the Acolytes hope to where the bell once stood, the Daemonheart peels open
succeed. The Carillon has an Armour Rating of 32 and will like a giant, rotten fruit, disgorging its juice as a torrential
take numerous hits from explosives, psychic attacks, or wave of pus and congealed blood. This deluge is followed
weapons with a great degree of armour penetration. If the by the fruit’s seeds - hundreds of rotting placental sacks
Acolytes wish to get into close proximity to the Carillon, containing Nurgle’s unborn young. Overwhelmed by the
they will find the task to be equally challenging. Climbing ichor and rotten fluids once contained within the gigantic
the Daemonheart is possible, albeit difficult. Additionally, mound, nearby Acolytes must succeed at a Difficult (-10)
whoever attempts such a feat will surely become the focus Agility test or be swept off their feet and dragged down
of many of the daemonic entities already surrounding the and entangled among the chamber’s many roots and
warband. mouldy crags. Coming to their senses, the Acolytes find
Throughout their discovery of the Daemonheart’s the bottom of the cavern awash with an unholy slurry.
weakness and their attempt to destroy the bell, the From it, an army of the newly born daemons rise.
Acolytes will have to deal with a variety of threats. GMs Hundreds upon of hundreds of Plaguebearers moan –
should feel free to use a diverse set of foes - be it experiencing the pain of physical existence for the first
Reclaimer Cultists firing down on the Acolytes from time.
passageways above, or the newly-formed Plaguebearers It is now time to escape - to summon the forces of
emerging from their birthing sacks below. A number of the Inquisition in orbit high above and to bring justice to
lesser daemons accompanied by herald can pose a decent Thaur once and for all…
challenge for a group of mid- to high-level Acolytes. Using
a known daemon like Aynthrexes from DESOLATION OF
THE DEAD can also create a memorable callback.
Once the Acolytes start their attack on the Carillon -
of if the fight is going exceptionally well in their favour -
the warband will hear the buzzing and beating of great
rotting wings as two Plague Drones (see page 30) emerge
from behind the Daemonheart. These creatures will hope
to swallow the Acolytes whole and deliver their rotting
corpses directly into the Daemonheart itself.
26
CHAPTER III: INTO THE DARK
CONCLUSIONS AND REWARDS T HE PATH OF THE RANGER
_______________________________________________
A
lthough the destruction of the Carillon marks the A full investigation of Afterlife and other abandoned
end of the adventure, GMs should either prepare settlements has uncovered copious evidence that some
some sort of short narrative description of the amount of Eldar were involved in the recent events on
Acolyte’s escape or be ready to play it out. There are a few Thaur. Tracking down the Rogue Trade Aristide Anzaforr,
options to explain the daring escape - be it a frantic retreat the Acolytes may try to seek out the ranger Morrinoe. Only
back through the tunnels, or an intervention by other forces by finding their acquaintance from long ago will they be
of the Inquisition. This choice is up to the GM. The able to reveal answers about Thaur's twice-cursed past.
Acolytes have done their job, and it is now time to get Surely, the rest of the Inquisition will also want to know
them home. how the these xenos skirted their quarantine…
No matter what choice is made, more investigations
are sure to follow in the days that come. Whether or not
the Acolytes take part is an entirely different question.
Regardless, a major blow has been struck against The
F AR AND WIDE
_______________________________________________
Reclaimers and the Inquisition will surely want to finish
them off. Mostly importantly, the Ordos will need to Examinations of the Imperial Navy’s archives reveal that
determine if Thaur is finally past the point of no-return. the orbital stations guarding Thaur waited three weeks
Can there ever truly be salvation from the darkness Thaur before reporting the Eulogus’ distress call to the Ordos.
has endured? Is Exterminatus now the only solution? The Acolytes may need to find out if the Navy was simply
trying to hide their own incompetence (for not having
destroyed the shuttle immediately - as per orders) or if
there are other forces at work. Investigating the station in
FOLLOW-UP ADVENTURES question, the Acolytes may even discover that the Callers
of Sorrow had infiltrated the naval garrison, hoping to buy
Even though the immediate threats to Thaur may have time for their brethren down on the surface of Thaur
been extinguished, many questions remain. Acolytes may below.
decide to follow up on many of these leads themselves,
and GMs should by all means encourage this
thoroughness. Listed below are a few potential follow-up
adventures for the Acolytes to undertake. GMs should also
REWARDS
feel free to explore any other topic they can think of. After
all, many uncertainties still linger from Thaur’s darkest This adventure should take roughly three to five sessions
day six years ago. of play to complete - amounting from anywhere between
nine and fifteen hours of gameplay. For their efforts, the
Acolytes should earn roughly 1000 to 1500 xp, depending
on their actions. When in doubt, 100 xp per hour of
P OLITICS OF THE FORGOTTEN
_______________________________________________ gameplay (roughly 300 to 450 per session) can serve as a
good benchmark. Each Acolyte who helps destroy the
Should Warden Corren have survived the adventure’s Daemonheart gains 3 Influence.
events, there remains the question of his relationship with In terms of Subtlety, only the most outrageous of
Arch-Rector Gasphene. With Hope’s End likely destroyed actions should trigger any change. After all, news doesn’t
and Corren and his men forced to return to the Palace of often leave the surface of quarantined worlds.
the Wake, there is a potential for a monumental power
struggle between the ways of the old Thaur and the new.
It's possible that the Acolytes may return to Thaur to see if
Corren has submitted to Gasphene's deluded rule.
Furthermore, there remains the fact that Gasphene lied to
the Inquisition over the course of their investigation - an
act that the Acolytes may not take kindly to. Lastly, the
Acolytes may even choose to prosecute Corren for his own
small heresies - namely his original succession from the
Eulogus and his settlement of Hope’s End.
27
CHAPTER III: INTO THE DARK
NPCS APPENDIX ORCAM D’LORR
_______________________________________________
This section includes game profiles and information for the Orcam is a devout man, looking only to clear the name of
NPCs and enemies found in Into the Dark. Furthermore, his beloved saint, the martyred Merusaad.
for ease of use, a list of page numbers are provided for the
NPCs and enemies taken from other books and Use the profile of Devout on page 389 of the DARK
supplements. GMs should feel free to use additional HERESY Core Rulebook. Remove the Devout’s oath-cog.
characters from the DARK HERESY Core Rulebook, Add the Blind trait and Blind Fighting talent.
FORGOTTEN GODS, ENEMIES WITHIN, and ENEMIES
BEYOND as required.
A RCH-RECTOR GASPHENE
_______________________________________________ RESTLESS DEAD
_______________________________________________
Arch-Rector and self-proclaimed Lord of the Wake Risen from Thaur's forgotten past, these walking corpses
Augustus Gasphene is a frail, aged man still clinging to a have an insatiable hunger for human flesh. As unholy
noble past. After witnessing the punishment his order servants of Nurgle, Restless Dead will refrain from
endured during the Inquisitorial purges of Thaur, Gasphene attacking members of The Reclaimers or other Nurgle
is convinced that he alone will return the Eulogus to glory. daemons.
Use the profile of Jeronius Pyre, Lord of the Wake on Use the profile of Animated Corpses on page 23 of the
page 138 of FORGOTTEN GODS. Remove Pyre’s DARK HERESY Game Master's Kit.
Archaeotech Laspistol.
28
CHAPTER III: INTO THE DARK
WARDEN TALMON CORREN, MOURNFUL GUARD
_______________________________________________
T HE KEEPER OF SORROW
_______________________________________________ For the last six years, the Mournful Guard have been
unyielding in their duties - attempting to maintain order
When the Inquisition came to Thaur, Corren’s world was and protect the citizens of their lands. Although much of
turned upside down. Many of the very citizens he swore to their authority was stripped by the societal collapse after
protect were now deemed his enemies. Although he ‘The Incident’, many of their order are still respected by
understands and accepts the Inquisitorial duty, he doesn’t their fellow survivors.
necessarily agree with it. Corren is tough and stubborn, but
also unexpectedly intelligent. He’s seen enough over his Use the profile of Mournful Guard on page 139 of
years to know when to intervene in a situation, and when FORGOTTEN GODS.
to let things slide.
29
CHAPTER III: INTO THE DARK
R ECLAIMER CULTISTS
_______________________________________________ T HE DAEMONHEART
_______________________________________________
Whether a long-serving member of the Callers of Sorrow Formed in the immaterium by the psychic reverberations
or a newly recruited citizen of Thaur, these cultists are of Thaur's grief, the Daemonheart was birthed into reality
absolute fanatics. Willing to fight to the death for their by The Reclaimers and their foul beliefs. For years, it has
cause, they will do anything to continue spreading their festered beneath the surface of Thaur, digesting the
Plaguefather's gifts. decomposing ruins of the once-noble shrine world.
Use the profile of the Pox Magister on page 405 of the 71-85 32 86-00 32 -
DARK HERESY Core Rulebook. Replace the Force Sword
HALF - FULL - CHARGE - RUN - THREAT 50
with a Force Staff. Remove Touched by the Fates (1).
PULSATING MASS CLASS MELEE
RNG - ROF - DMG 1D10 (I)
N URGLINGS
_______________________________________________
PEN 0 CLIP - - WT - AVL -
30
CHAPTER III: INTO THE DARK
A RETURN TO THAUR
The Ashen Rains are falling. The dead rise. Darkness stirs and Thaur stands alone.
A RETURN TO THAUR provides players and Game Masters with a brand new, fully
realized adventure module that takes place six years after the events of FORGOTTEN
GODS. Through exploration, investigation, and horror, Acolytes will need to discover
the secrets of Thaur’s darkest day before a new threat can claim this once-noble world.
This unofficial supplement for DARK HERESY SECOND EDITION also contains:
• A gazetteer detailing the dramatic aftermath of the ‘Thaurian Incident’.
• New weapons, wargear, and companions for Acolytes and the enemies of man.
• A new Acolyte background - the Planetary Enforcer.