Dark Heresy DH15 - Apostasy Gambit 3 - The Chaos Commandment OEF.pdf
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TM
TM
TM
ROLEPLAYING IN THE GRIM
DARKNESS OF THE
41
ST
MILLENNIUM
Contents
Introduction
Game Master’s Brieing ..........................................................4
Adventure Structure ................................................................5
Backstory..................................................................................6
Replacement Characters .........................................................7
Themes .....................................................................................8
Chapter III: The Longest Night
Tables Turned ....................................................................... 50
Explicator Hieronymous Voss .......................................... 52
Sabotage! ............................................................................... 53
The Hunters Hunted ............................................................ 53
Aranea – Herald of the Final Change ............................. 56
The Final Words of Molokor Kambyses ........................... 56
Troubleshooting ................................................................... 56
Chapter IV: Into the Breach
Grangold ............................................................................... 60
Cathedral of the Bloodied Saint ........................................ 60
The Plaza ............................................................................ 60
The Narthex ....................................................................... 61
The Nave ............................................................................. 61
Transepts and the Crossing .............................................. 62
The Apse ............................................................................. 63
The Chaos Gate ................................................................. 64
Grotto of the Manifold Thought ....................................... 65
The Shifting Path .............................................................. 67
The Passion of the Bloodied Saint .................................... 67
The False Saint ................................................................... 67
To Battle a Saint................................................................. 69
Stopping the Ritual ........................................................... 69
Escape .................................................................................... 70
Denouement ......................................................................... 70
Experience and Downtime ................................................. 70
Handout: Inquisitor's Orders .............................................. 71
Chapter I: Laying Siege
The Bunker Complex .......................................................... 13
Area 1: No-Man’s Land .................................................... 13
Area 2: Inner Compound .................................................. 19
Area 3: Impound Bunker .................................................. 20
Searching the Bunker .......................................................... 20
Impost Ofices .................................................................... 22
Command Bunker ................................................................ 23
Blaise Drajkon (The Oracle) ............................................. 25
Troubleshooting ................................................................... 26
Chapter II: The New Flesh
House Drajkon ..................................................................... 29
The Manor .......................................................................... 30
The Foyer ............................................................................ 30
The Parlour ......................................................................... 32
The Great Room ................................................................ 33
Living Quarters .................................................................. 33
Mechanicus Chapel .............................................................. 39
The Laboratory ..................................................................... 40
Level One .............................................................................. 40
Level Two .............................................................................. 42
Molokor Kambyses ............................................................ 45
Level Three ........................................................................... 46
The Bronze Malifect.......................................................... 47
Extraction and Mopping Up .............................................. 48
Troubleshooting ................................................................... 48
........................................................................... 46
.......................................................... 47
.............................................. 48
................................................................... 48
3
Introduction
“I have returned from my long rest. I weep for the decadence and
depravity into which this once proud sector has descended. I helped
forge the Calyx Expanse into the Calixis Sector in glory, and in its
debasement I will destroy it.”
with which to cleanse the sector of sinners and heretics. When
used as part of
t
he
a
postasy
G
ambit
trilogy, the knowledge
of the resurrection of St. Drusus, and the terrible events that
have led to it, have been acquired by the Acolytes through the
events of the previous books.
GAME MASTER’S BRIEFING
t
he
C
haos
C
ommandment
, unlike
t
he
b
laCk
s
epulChre
and
t
he
C
hurCh
of
the
d
amned
, is heavily weighted
towards combat. Speciically, it contains a fair amount of
psychic combat and battles of will, although good old-
fashioned gun ights are also to be had in ample supply.
While the adventure does favour combat-heavy Acolytes
like Guardsmen and Arbitrators, there is still plenty to do for
more academic or stealth-focused characters. This adventure
takes the Acolytes from a siege at the gates of Hive Tertiam
on Fenksworld to the secretive halls of a powerful Calixian
noble house. From there they move to a ship, commissioned
by their patron Inquisitor and used as a private interrogation
and investigation station, and then to the lonesome Cathedral
of St. Drusus, located on the dead world Grangold. Finally,
they enter the very Warp itself where they do battle with their
old nemesis the Dei-Phage in a desperate attempt to free the
spirit of St. Drusus from bondage and halt the vile plans of
The Maledictor’s Hand once and for all.
The opening section, set during the attack on Hive Tertiam
by loyalist Imperial Guard units against a bastion of Drusian
Cultists, is relatively linear. The Acolytes must lead their
Guardsmen over the walls of the cultists’ fortiications, break
their line, and iniltrate their heavily fortiied position. Once
the Acolytes have cracked the cultists’ defences, they must
follow up on rumours of powerful members of Drusus’ cult
both orchestrating the production of weapons and supplies
for their war effort and recruiting Imperial Guard units to the
banner of the Risen Saint.
From the shattered ruins of the gates of Hive Tertiam, the
Acolytes must use their own intuition and guile to iniltrate the
compound of House Drajkon, a powerful noble family with
aspirations of sector-wide power. This part of the adventure
is more free-form, with the Acolytes using whatever skills,
tactics, and measures necessary to extract a powerful psyker
and self-described Prophet of St. Drusus who is under the
protection of House Drajkon.
Once they have their man, they move to their Inquisitor’s
vessel, where they are set upon by a daemon sent by
the Ruinous Powers to stop their investigation into The
Maledictor’s Hand. This section is also relatively free-form,
with the Acolytes using their wits, along with previously-
gathered information and the materials at hand, to simply
survive a long night of being stalked by a daemonic assassin.
Finally, the Acolytes’ harrowing expedition through the
Cathedral of the Bloodied Saint on Grangold and subsequent
journey through the Chaos Gate into a pocket-realm of the
Warp are linear and straight-forward. Here the Acolytes forge
ahead, meet the manifold challenges that rise against them,
and inally put down the Dei-Phage in a inal apocalyptic
battle—or die trying.
–St. Drusus, upon his return from the dead
T
he
C
haos
C
ommandment
is the third and inal
instalment of
t
he
a
postasy
G
ambit
, a trilogy of
d
ark
h
eresy
adventures pitting a cell of Inquisitorial
Acolytes against a deeply-rooted apocalyptic conspiracy
within the Imperial Church. This conspiracy, which exists at
all levels of the Calixian Church, calls itself the Maledictor’s
Hand. Their goal is to throw down the ruling nobility and
cleanse the Calixis Sector of these “sinners” by fomenting a
holy war to cleanse the debased black heart of the Sector
with sacred ire.
t
he
C
haos
C
ommandment
is set at the eve
of this sector-spanning upheaval, with the Acolytes facing
their greatest challenge yet, the daemoniacally-possessed,
resurrected corpse of St. Drusus and the assembled armies
that have locked to his banner.
Like its predecessors,
t
he
b
laCk
s
epulChre
and
t
he
C
hurCh
of
the
d
amned
,
t
he
C
haos
C
ommandment
can be
played as a stand-alone adventure, part of a larger campaign,
or as part of
t
he
a
postasy
G
ambit
trilogy
.
If played as a
stand-alone adventure, it is assumed that the Acolytes, and
in fact the majority of the Calixian Inquisitors, know that St.
Drusus has returned from the dead and is forming an army
4
ADvENTURE STRUcTURE
t
he
C
haos
C
ommandment
is broken into four parts:
C
hapter
1: L
aying
S
iege
St. Drusus once again walks among the living, and war has
come to the Calixis Sector. The once beloved general and
Imperial Saint, now in fact a daemon known as the Dei-
Phage inhabiting the great man’s corpse, has proclaimed that
the established order of rule, a combination of local Imperial
Adeptus and ancient Calixian noble houses, has become
corrupt and needs to be torn down. The entirety of the
sector is thrown into chaos as the Imperial power structure
fractures along sectarian lines, countless Imperial Guard and
other military units defect to form the army of the resurrected
saint, and the noble houses alternately call for clemency, gird
themselves for war, dither, or go to ground.
In this section the Acolytes begin at the head of an
element of the Canopus Heavy Foot Regiment, assaulting a
fortiied position that defends the approach to Hive Tertiam
on Fenksworld. Ostensibly there to destroy the numerous
foundries and manufactorums churning out materiel for
Drusus’ Own Militia, the Acolytes’ real objective is to follow-
up on rumours of high-ranking cultists and Drusian followers
who are said to be holed-up there. What they ind in the
bunker is a psychic nightmare brought forth by a powerful
and hideously altered psyker called The Oracle who was
once a son of House Drajkon, an ambitious local noble house.
Additionally, they learn that House Drajkon has aspirations
to sector-wide inluence and has dallied with human
augmetics. Finally, the Acolytes ind evidence that the House
is harbouring Molokor Kambyses, a wild-eyed blasphemer
who claims to be a prophet of St. Drusus.
C
hapter
3: t
he
L
ongeSt
n
ight
With Molokor Kambyses, or his mortal remains, in custody,
the Acolytes are directed to withdraw to the private ship of
their patron Inquisitor with all due haste, where Kambyses’
interrogation (or auto-séance) takes place. Unfortunately, the
Fleshcrafters of House Drajkon have placed a trap in Kambyses’
mind. When this psychic bomb explodes, it destroys the
psyker and opens a portal to the Warp, immediately killing
those in the interrogation chamber (possibly even including
the Acolytes’ patron).
Answering this pre-determined signal, a daemonic assassin
emerges from the tear in reality and sets to killing everyone
aboard. A distress call goes out to the Tricorn Palace, but it
may be long hours until the forces of the Inquisition can be
mobilised to deal with this threat. The Acolytes need to rally
any of the ship’s staff who remain and attempt to survive the
ensuing hours until reinforcements arrive, all the while being
stalked by the sadistic daemon. During this time, crewmen
and Acolytes alike can be killed or dragged away one by one
as the daemon wages a campaign of death and terror on its
human prey.
After the pitched battle with the daemonic assassin, the
Acolytes encounter the inal psychic vestiges of Molokor
Kambyses. Free from his daemonic possession and wishing to
make penance for his heresy, Kambyses’ warp echo informs the
Acolytes that the resurrected St. Drusus and his nascent army
are hiding on Grangold, a dead world in the Adrantis sub-sector
and home to an ancient cathedral dedicated to St. Drusus.
C
hapter
2: t
he
n
ew
F
LeSh
Following the leads gathered in the irst section, the Acolytes
delve deeper into Hive Tertiam to iniltrate the compound of
House Drajkon. Beneath the urbane veneer of the members of
House Drajkon and the austere splendour of their compound,
the Acolytes ind a truly horrible secret. Deep below the
compound itself lies a complex of laboratories, workshops,
and medicae theatres where heretical Tech-Priests toil away,
designing cutting-edge augmetics and performing numerous
horrible and proscribed experiments on living subjects.
It is here in the augmetics facility that the Acolytes inally
run their quarry to ground. Kambyses, already a dangerous
rogue psyker, is currently being turned into something even
more powerful and terrible by the Fleshcrafters and augmetic
Magos employed by House Drajkon. The Acolytes have to
contend not only with Kambyses’ new form, but also the
house guards, scientists, and any constructs or experiments
the scientists see it to unleash on them. Kambyses needs to be
extracted from House Drajkon and remanded to the custody
of the Inquisition by any means necessary. The Acolytes need
to ind their way into the compound, locate the psyker, and
bring him out—alive or dead.
5
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