Wrath & Glory - Litanies Of The Lost - Grim Harvest [OEF][2021-03-12].pdf

(4940 KB) Pobierz
0
INTRODUCTION
A Primer On Ancra .......................... 3
Adventure Summary ....................... 5
The Valley Of Ancra......................... 7
Cathedral of the Sun Emperor ... 7
Julcian Complex ...................... 10
Sortium Compound ................. 12
The Habs ............................... 14
The Silos ................................. 16
The Fields .............................. 16
Outpost Polaris........................ 17
The Mountains ........................ 19
CONTENTS
Exploring Ancra ........................... 21
Hard Evidence,
Soft Whispers ......................... 21
Plough Your Own Furrow ........ 22
The Prison Of The Flesh .......... 22
The First Night .............................. 23
Difference Of Opinion ............. 23
Marked Territory .................... 23
Midnight Raid ......................... 23
The Third Night ............................ 25
Righteous Sabotage ............... 25
The Double Cross .................... 25
Unsuccessful Reconnaissance . 26
Ongoing Raids ....................... 26
REAP WHAT
YOU SOW
III
AGGRESSIVE
AGRICULTURE
A Pious Proposal .................... 24
A Logical Request .................. 24
The Second Night ......................... 24
Industrial Accident .................. 24
Workers Revolt ...................... 24
Faerie Stories .......................... 24
II
INTO THE
MOUNTAIN
Getting In ................................ 26
The Hollows ........................... 27
The Temple ................................... 28
The Portal Chamber ................ 29
Hideout Of The Bloodied Claw ...... 29
Resolution .................................... 30
The Traitor Futah .................... 30
Ulthyr ..................................... 30
The Adeptus Mechanicus ....... 30
The Ecclesiarchy ..................... 30
Awarding XP .......................... 30
Statblocks .............................. 31
IV
PLANT THE SEED
Silo Arrival ................................... 20
The View From Above ............ 20
Imperial Tensions ................... 20
I
Cover Art:
JG O’Donoghue
u
Art:
JG O’Donoghue, Sam Manley, Luca Moos, Jamie Noble, Erin Rea,
Siman Vlaisavljević
u
Senior Producer:
Emmet Byrne
u
Developer:
Zak Dale-Clutterbuck
u
Writing:
David Whitworth
u
Additional Writing:
Catherine Evans, Christopher Walz
u
Graphic Design & Layout:
Rachael Macken
u
Editor:
Christopher Walz
u
Proofreader:
Lynne Meyer
u
Additional Feedback:
Jacob A.J.T. Smith
Publisher:
Dominic McDowall
Cubicle 7 Business Support:
Anthony Burke, Elaine Connolly, Donna King, Eileen Murphy, and Kieran Murphy
Cubicle 7 Creative Team:
Dave Allen, Emmet Byrne, Dave Chapman, Walt Ciechanowski, Zak Dale-Clutterbuck, Dániel
Kovács, Elaine Lithgow, TS Luikart, Rachael Macken, Rory McCormack, Dominic McDowall, Sam Manley, Pádraig Murphy,
Ceíre O’Donoghue, JG O’Donoghue, Síne Quinn, and Christopher Walz
Special thanks to the GW Team.
Published by Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Co. Meath, Ireland.
No part of this publication may be reproduced, stored in
an retrieval system, or transmitted in any form by any
means, electronic, mechanical, photocopying recording or
otherwise without the prior permission of the publishers.
Warhammer 40,000 Roleplay: Wrath & Glory ©
Copyright Games Workshop Limited 2021. Warhammer
40,000 Roleplay, the Warhammer 40,000 Roleplay logo,
Wrath & Glory, the Wrath & Glory logo, GW, Games
Workshop, Space Marine, 40k, Warhammer, Warhammer
40,000, the ‘Aquila’ Doubleheaded Eagle logo, and all
associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive
likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under
licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All
rights reserved.
2
ensions rise in the small agri-settlement of
Ancra. Farmers disappear in the night under
mysterious and violent circumstances. Imperial
Factions feud, accusing one another of murder,
sabotage, and impiety. The finest of the God-Emperor’s
servants must be called to solve these murders, rectify
strife, and — most of all — restore productivity!
Grim Harvest
is an adventure in the valley of Ancra
on the agri-world of Ostia, beginning with a socially
interactive investigation and ending with a combat
filled dungeon crawl. The adventure is suitable for
a party of non-xenos Agents with the
IMPERIUM
Keyword at Tier 1 or 2, and is suitable as their first
mission in the Gilead System.
Before starting the adventure (page 20) we recommend
you read through the background information and
setting guide presented in
A Primer On Anca.
A PRIMER ON
ANCRA
Though
small,
the
settlement
features
several
locations of interest that are important in the course
of
Grim Harvest.
Each of these locations is detailed
in the
Primer on Phall
starting on page 3, including
any particular areas of note, clues to the mystery of
the Grim Harvest, the characters the Agents could
encounter, and advice on roleplaying those characters.
Honest Toil
Ancra is a small farming zone in a valley of the
Kharnuk Mountains. The highly fertile lands of the
valley are accessible only via a narrow track or by
airdrop, meaning the fruitful fields must be worked by
hand as opposed to the colossal servo-tractors used
elsewhere on the mega-acreages of Ostia. Despite
this, the land has been farmed efficiently since its
colonisation, it’s simple labourers pushed to the limit
by their Administratum masters. As the working day
stretched beyond 12 hours, Ancra was held up as an
exemplar of how Humanity could profit from sheer
determination, and the Sortium demanded ever greater
3
tithes from the small area as disaster inevitably loomed.
Undying Shame
The Imperium stands strong on a mountain of crushed
rebellions, bringing its military might to bear on
any foolish insurrection to ensure that Humanity is
not destroyed by the needs of the selfish few. The
repeated uprisings in Ancra were barely a footnote in
Imperial history as thousands of disobedient labourers
were cowed by the might of the Gilead Gravediggers,
but even centuries later, their crimes have not been
forgotten. The Administratum grew concerned with the
loss of productivity, and resolved to use a less militant
approach to ‘encourage’ the workforce of Ancra.
Automated Assistance
Even the augmented forms of the Adeptus Mechanicus
need sustenance, and after hearing of potential issues
with harvests on Ostia, the Machine Cults of Avachrus
engaged their cogitators and calculated a way to
benefit. The Administratum gladly accepted the aid of
their farming Servitors, even allowing them to convert
the simple farmers into far more efficient lobotomised
labourers, allowing the Adeptus Mechanicus to contest
the power of the Ecclesiarchy on Ostia for the first
time. But the earnest faith of the populace ensures
that superstition runs rampant — the workforce fears
and distrusts the tech-ghouls of the Mechanicus and
lifeless, vacant stares of their Servitors, leading to
immense tension in Ancra.
INTRO
PLANT
THE SEED
AGGRESSIVE
AGRICULTURE
REAP WHAT
YOU SOW
Faith Heals All Wounds
Though part of the civilised Imperium, the citizens of
Ancra had little need of education, and were somewhat
backwards by the standards of the people of the Gilead
System. This made them the perfect target for the
Ecclesiarchy of Enoch, who shaped their primitive
beliefs of the Emperor in the guise of the ‘Dawn
Lord’ into something far more palatable to the wider
Imperium. Under the instruction of the Administratum,
the priests of the Ministorum riled the zealous faith of
the populace into reverence of the very act of farming
itself, seeing it as ritualistic worship of the Emperor
and repentance for the blasphemous rebellion of their
ancestors. The Administratum soon found themselves
in control of a fanatical labour force prepared to work
themselves to the death in His name, and tithes
increased once more — though many Adepts the
potential problems that could arise from this shift in
power to the Ecclesiarchy.
INTO THE
MOUNTAIN
The Grim Harvest
Away from the large fields and industrial farm
complexes, in dark woodlands buried within the ravines
of great mountain ranges, are strange and shattered
ruins of a once great ancient empire. Overgrown with
weeds, barbed creepers laced across them, or hidden
beneath darkened stone, odd structures still stand.
Of the many primitive myths native to Ancra that
the Ecclesiarchy have twisted to their ends, the Grim
Harvest is the strongest, and is known by every
labourer. Fear of the Twilight Shades runs rampant,
terrifying creatures that emerge at night to kill the
impious few that shirk their labours or do not give
themself fully to the Emperor. None know the origins
of these stories, but those that work in the South
Western fields fear the ancient ruins, the supposed
home of the vile Twilight Shades, more than anything.
Huddled around dim, flickering thermolamps, Ancra’s
fieldhands tell stories of the Twilight Shades — tall,
thin, swift wraiths that dart through the ruins and
the surrounding forests. These creatures spill from
another realm at night, seeking the weak of faith to
capture and torture for their Grim Harvest.
The Great Rift
The emergence of Cicatrix Maledictum is a curse to all
Human life in the Gilead System, though not always
through the immediate danger of daemonic incursion.
Cut off from the wider Imperium, the system’s planets
have no means of tradingfor foodstuffs, and so almost
all sustenance is farmed and produced on Ostia. Ever
aware of the minutiae of production numbers, the
Administratum immediately raised the tithes on Ostia
to ensure the lone Agri World could meet the hunger
of the entire system. The faithful labourers gladly
accepted this challenge, but the ensuing three years
have proved that it may be beyond the abilities of the
Human form. Ancra’s citizens have died in droves in
their earnest attempts to martyr themselves through
agriculture, and as the Administratum saw productivity
dip, they searched for a solution to their problems.
4
Shield of Faith
The populace of Ancra depend on the Ecclesiarchy to
guide them, believing that the sermons, ceremonies,
and rituals of the Imperial Cult shield them from
the Grim Harvest as much as dedicated labour. The
Ecclesiarchy are more than happy to use these
myths to exert control and promote His worship, but
recently these legends ring with a real truth. Since the
emergence of the Great Rift, more and more labourers
are
disappearing
at
night
without
explanation.
Desperate to keep control, the Ministorum indulge the
rumours that the Adeptus Mechanicus are the cause,
but privately many priests now fear for their own lives.
ADVENTURE
SUMMARY
The Agents have been sent to a small farming complex
in the Valley of Ancra on Ostia (Wrath
& Glory
Rulebook,
page 300) to investigate a rising number
of mysterious disappearances. When they arrive, they
experience first hand the tension between the Imperial
Factions that command Ancra. The populace openly
show their frustrations with the Adeptus Mechanicus,
and fear mysterious figures known as the Twilight
Shades, believing they emerge from forbidden ruins to
capture the unworthy in a Grim Harvest.
The remainder of the adventure is the open ended
investigation
of
the
settlement
of
Ancra.
The
encounters listed in Parts 1, 2, and 3 are designed
to add excitement to the adventure and embroil the
Agents in various plots before they discover the
mysteries of Ancra.
The adventure ends with the agents breaking into the
forbidden ruins of Ancra and the discovery that they
form an ancient Aeldari temple, now the temporary
home of a brutal gang of Drukhari raiders.
The Truth
The ruins that supposedly house the Twilight Shades
have never been fully examined by the Imperium.
Educated xenologists would immediately recognise
the elegant curves of strange material, and stumble
onto a terrifying and impossible truth: Ostia was once
colonised by the Aeldari. The planet is a Maiden World,
made fertile by the ancient Species. The ruins are the
remains of a small settlement centering on a temple
devoted to Isha, the Aeldari deity of the harvest.
Within the ruined temple is a small Webway Portal that
has been inactive for millennia, awoken three years
ago by the Warp disturbances of the Great Rift. A party
of foul Drukhari discovered its location and began
raiding Ancra nightly in a manner disturbingly similar
to the Grim Harvest.
The Aeldari of the fallen Craftworld Ul-Khari discovered
the portal soon after in their desperate attempts to
escape their icy prison on Trollius. Seeing it as a site
of some minor importance, they dispatched a single
Ranger to ensure it was safe. Now, the Ranger and the
Drukhari are engaged in a delicate standoff — neither
can retreat and risk losing control of the portal, and
all any engagement could risk the end of their long
lives. The Drukhari continue to raid as the Ranger
plots against them. All the while the people of Ancra
continue to suffer.
Call to Action
Over the past few months, the Grim Harvest has taken
an increasing toll on the workforce. More workers are
disappearing every week, and there are disturbing
discrepancies in the records. Stories of conflict
between the Adeptus Mechanicus and the Ecclesiarchy
in the Valley have reached the ears of those in power,
and they fear the conflict is spreading. Why has the
Administratum not reported the conflict, and what is
the cause of this strife? Is this somehow to blame for
the disappearances, or is something more sinister at
work? The Astra Militarum command in the Iron Crown,
the orbital ring that surrounds Ostia, have requested
the Agents’ help to find out what is happening in the
Valley of Ancra. 
5
Zgłoś jeśli naruszono regulamin