Set before the fall of Cadia, the players must defend key Imperial worlds.
Played | 44 times |
Cloned | 5 times |
Created | 105 days ago |
Last Updated | 9 days ago |
Visibility | Public |
Abandoned Platform
The Abandoned Platform is an abandoned Mechanicus orbital platform drifting near the edge of Imperial space. It has been long forgotten, yet still carries valuable relics, data vaults, and cogitator-stored information from the Great Crusade era. Its halls are empty, save for the sound of machinery and occasionally the crackle of static-filled vox messages from long ago. Rules: -Players may explore the Abandoned Platform to locate valuable data or hidden artifacts. -Set up puzzles based around operating forgotten cogitators, or unlocking sealed vaults, each providing information vital for understanding the threats they face. -Include dangers like lingering sentry servitors, malfunctioning defense systems, or corrupted machine spirits that resist the players' attempts to access their secrets.
Alaxxes Nebula
The Alaxxes Nebula is a vibrant red nebula that shimmers like a bleeding wound in the fabric of space. It is said that those who pass through it experience intense visions, ranging from prophetic to utterly maddening. It is also rumored that psykers can feel the tendrils of the Immaterium stretching toward them while within the nebula. The radiation of the nebula often plays havoc with ship systems, causing malfunctions. Rules: -Require players to make Willpower checks, with failures leading to hallucinations, exposing a psyker to possession, or rendering a ship’s critical system inert for a period of time. -Navigating through it successfully, however, provides unique benefits, such as a glimpse of future events or revealing hidden dangers within the surrounding area.
Astropathic Relay
The Astropathic Relay is an ancient Imperial space station used for psychic communications, spanning entire sectors of the galaxy. It is staffed by **Astropaths**, constantly linking their minds to the Warp to send and receive messages. The relay itself is covered in gothic carvings and is heavily guarded, as it is one of the Imperium’s most crucial assets. Recently, the relay has come under threat from **Genestealer Cults** seeking to sabotage the communications for their own purposes. DM Note: Frame this as an escort mission. The players must protect the Astropaths while they relay an important message regarding enemy movements. Chaos forces or Genestealers will attempt to infiltrate or outright attack, creating tension as players must hold the line under dire circumstances.
Bastion Vigilance
Bastion Vigilance is the largest and most heavily armed of the defensive redoubts encircling Hive Secundus. It features armored gun emplacements, hastily constructed barracks, and a command post built from salvaged hive metal. Searchlights sweep the perimeter, and the watch is never-ending as PDF troops rotate through shifts, keeping a weary eye on the wastelands. Rules: -Players may be sent to Bastion Vigilance to bolster defenses during a major assault, sabotage enemy advances, or assist a beleaguered commander with critical decisions. -Interaction with the penal troops requires a mix of persuasion and intimidation, as many are desperate and would defect if given the chance. -Successfully defending the bastion can result in rewards such as equipment upgrades, while failure might see the Brood breaking through, forcing the players to fight their way out of a collapsing fortification.
Bastion of Macharius
Located in the mountainous regions of Cadia, the Bastion of Macharius is a strategic fortress now controlled by an Inquisitorial Task Force. Named after Lord Solar Macharius, this fortress serves as a base for launching campaigns into Chaos-infested areas. It is occupied by both loyal Astartes and Guardsmen. Players are sent here to assist in the war effort by coordinating with Commander Severus, who issues high-risk missions into enemy territory. The Bastion also serves as a staging ground to access other locations such as the Obsidian Reliquary or Infernal Fissure. The success or failure of missions affects the fortress’s defenses, with Chaos forces threatening to overrun it if players fail.
Battle of Forgotten Souls Memorial
This haunting memorial marks a site where Imperial forces fought desperately against Chaos but ultimately failed. The ground is littered with destroyed artillery, rusting weapons, and decaying banners. Players experience an eerie mix of exploration and danger as they seek to learn from the past. Players can find clues about hidden Imperial artifacts or gain insight into Medrengard’s defenses. However, ghostly apparitions appear at night, drawn to those who disturb the battlefield. Players must choose between stealth and risk—the artifacts may prove invaluable, but disturbing the dead will likely lead to violent spectral retribution.
Black Iron Foundry
The Black Iron Foundry is a massive, smoke-filled complex where molten metal flows like rivers, and forges clang with unceasing noise. House Orlock oversees production with harsh overseers, ensuring quotas are met. Enforcers keep the laborers in line, while shady figures lurk near the slag heaps, dealing in contraband. Rules: -Players could be hired to sabotage production on behalf of a rival guild, sneak in to gather intel on Orlock operations, or locate a kidnapped associate. Stealth and deception are necessary, as the foundry is heavily monitored by Orlock gangers. -A successful infiltration can yield information or even special weaponry, while failure results in alarms, forcing players into combat amidst the dangerous industrial terrain, with hot slag and machinery posing additional hazards.
Black Library
The Black Library is an enigmatic repository of all knowledge regarding the Chaos Gods, cloaked within the ethereal expanse of the Webway and zealously defended by the Harlequins. Gaining access demands both humility and cunning, as only those deemed worthy by the Eldar may behold its secrets. Within its shadowy confines lie potent texts and relics that could turn the tide against the encroaching Chaos forces; however, those who dare to disrespect or flaunt their ignorance may find themselves exiled into the dark void of the Webway.
Boarding Action Zone
The Boarding Action Zone is an area of space known for sudden attacks by **Ork Freebooterz** and **Chaos Raiders**. Ships traversing this area frequently find themselves under fire and face boarding attempts. These attackers often employ **Void Claws** to breach the hulls and assault the crew directly. The players may experience intense ship-to-ship combat followed by brutal close-quarters engagements as invaders pour into the vessel. Rules: -Write as if you are the Ship's Mate for a captain of an Imperial ship. -Create a dynamic encounter, requiring players to split their attention between operating the ship’s defenses, managing void shields, and fending off boarding parties. -Have enemy forces, including Chaos Space Marines or Ork Nobz, present a serious threat that may involve strategic use of ship features to overcome.
Broodmother's Lair
At the core of the Fallen Spire is the Broodmother's Lair—a twisted mass of organic tendrils, cocooned bodies, and chittering Genestealer hybrids. Bioluminescent fungi grow along the walls, casting eerie shadows across the space. Eggs lie scattered around the lair, pulsating and glowing in dim, sickly hues. This is where the Broodmother, the central matriarch of the Scions of the Needle, breeds and orchestrates the expansion of the Genestealer forces. Rules: -Entering the Broodmother's Lair is a high-risk, high-reward mission. -Players must tread lightly to avoid waking the hybrids and their leader. Stealth rolls are critical, and failure may see players overwhelmed by waves of attacking Genestealers. -If successful, players might acquire unique relics—bio-crafted weapons or information that reveals weak points in the hive’s defenses. -Killing the Broodmother would be a significant blow to the Scions, possibly destabilizing the Genestealer hierarchy.
Cadian Hall of Valor
A grand memorial where honored Cadian soldiers are immortalized for their sacrifices. The hall stands as a testament to bravery, with heroes' names etched in stone and impressive statues depicting legendary battles. Tension looms as a sabotage plot threatens to ruin an important morale-boosting ceremony; players must uncover and neutralize this threat.
Cadian Warp Rift Anomaly
Scattered across the segmentum, these unstable warp rifts are smaller fractures in reality connected to the Eye of Terror. Each rift serves as a conduit for daemons and Chaos energy to invade the Materium.
Chem-Glow Gardens
The Chem-Glow Gardens are fields of bioluminescent fungi cultivated for their use in alchemical brews, bio-fuel, and even food for the destitute. The gardens are tended to by mutants, who have found a semblance of peace in this remote part of Necromunda. Strange but beautiful, the gardens glow with an otherworldly light, giving the players a sense of surreal calm in a world of grime. Rules: -Players may take missions to help defend the Gardens from raiders, gather luminescent fungi for a House Escher alchemical concoction, or even broker peace between rival factions. -The mutants are cautious and distrustful—gaining their favor means showing true empathy.
Citadel of the Changeling
Deep within the Eye of Terror lies the Citadel of the Changeling, an ancient bastion of Tzeentch filled with high-level illusions, chaos-spawned enemies, and shifting labyrinthine corridors. Here resides Lord Malakar, the Twisted Sorcerer, guarded by daemonic sentinels, corrupted Astartes, and Tzeentchian horrors. Players must navigate the Citadel and face Malakar in a climactic battle to prevent a ritual that could open a stable rift between the Eye of Terror and the Imperium. DM Instructions: Players face multiple servants of Tzeentch with unique abilities. Keep the corridors shifting to add disorientation. Malakar uses psychic abilities and summons daemonic allies. Success prevents an invasion and provides Ciphers of Truth and powerful relics. Players also unlock unique crafting schematics at the Crimson Forge.
Command Citadel
The Command Citadel serves as the central military hub for the defense of Cadia, a bastion of hope in an ever-encroaching darkness. Here, Lord Castellan Creed strategizes and organizes the last stand against the vile forces of Chaos, relying on a diverse assembly of soldiers and war machines to repel the relentless onslaught. Players may assist Creed in crafting a tactical defense plan against the impending attack, requiring cunning and bravery to secure the safety of their home.
Corpse Guild Reclamation Center
The Corpse Guild Reclamation Center processes the deceased into nutrient slurry to sustain the hive. The air is thick with the stench of decay, and masked guild workers oversee the endless conveyor belts of bodies moving towards grinders. The atmosphere is heavy, and hope feels a world away in these darkened halls. Rules: -The players may be tasked with either retrieving a specific body that holds valuable information or evidence of a Chaos cult's influence. -Stealth and investigation are key to finding the corpse without alerting the Corpse Guild Enforcers. A failed stealth roll will result in confrontation, with players potentially needing to fight off augmented guild workers, reanimated servitors, or even avoid being thrown into the processing lines themselves.
Creed’s War Room
A hidden room filled with confidential war plans and maps, illuminating the desperate strategies of a faction on the brink of annihilation. The air is thick with the scent of old parchment and oil lamps, muffled whispers echoing the weight of betrayal and desperation. If investigated, players find a Tzeentch cultist hidden among the Cadian High Command.
Crucible of Ash
A portion of the Mountains of Torment that constantly burns due to the constant dumping of chemicals and burning machinery. The ground is covered in molten metal flows and sulfurous fumes that can strip flesh from bone. Players must survive environmental hazards and flames to locate powerful Mechanicum artifacts. Checks for heat resistance or appropriate gear are essential.
Crypt of the Bound
A series of vaults below the Chainspire, where bound daemons and their mortal servants are imprisoned, each room etched with ancient runes of containment. The walls seem to whisper, promising power in exchange for freedom. Players face the dilemma of freeing imprisoned entities for temporary power boosts or keeping them bound to avoid greater risks. Freed daemons may assist, but could easily betray the party.
Daemonic Augmentation Bay
A twisted surgical facility where captured prisoners are forcibly turned into daemon-enhanced soldiers and servitors. The atmosphere is one of horror, with operating tables covered in blood and daemonic machinery. Players face the horror of rescuing prisoners before the transformation is complete or choosing to eliminate them as an act of mercy. Success means freeing potential allies or gaining valuable intel; failure could mean facing an augmented monstrosity.
Damnatio Magellus
The **Damnatio Magellus** is a massive **Space Hulk**, a fusion of numerous ships lost to the Warp and fused together over time into a nightmarish conglomeration. It’s said to house ancient technology, long-lost relics, and dangerous Warp-tainted artifacts. This massive structure is a place of immense reward and considerable risk, with many sections entirely overrun by entities from the Warp or **Xenos** who use it as a makeshift base. A Deathwatch Kill-Team captured an unknown **Xenos** type which has been codenamed Subject #696.Rules: -Frame this as an immense dungeon crawl, allowing players to choose different sections to explore. -Encounters range from hostile servitors to possessed remnants of fallen ships. -Rewards should include rare technology, powerful weapons, and grim knowledge, but the challenge should reflect the danger of navigating the unpredictable corridors.
Damned Spire
The Damned Spire is a towering structure in the corrupted landscape of Medrengard, where Tzeentchian cultists perform dark rituals to extend the influence of Chaos. At the peak of the spire resides Lathor, Champion of Tzeentch, a powerful sorcerer and leader of the cult. Players must ascend the spire, battling against hordes of cultists, daemons, and chaotic traps to reach Lathor. Confronting Lathor is critical to disrupting the cult's operations and gaining valuable Ciphers of Truth that reveal secrets about the greater Tzeentchian plot unfolding in the Shattered Imperium World.
Distress Beacon - Echo of the Forsaken
The Echo of the Forsaken is an ancient, derelict Imperial space station. It sends out a repeated distress signal that seems to have no origin—attracting both Imperial ships and curious explorers. Its darkened halls are filled with flickering lights, floating debris, and the pervasive chill of the void. Those who have attempted to find the source of the distress signal speak of ghostly shadows and disembodied whispers. Rules: -Frame this as a horror-themed exploration, filled with tension and eerie descriptions. +-Players may encounter sections blocked by malfunctioning cogitators or sealed bulkheads. -They might find survivors maddened by exposure to the Warp, or come face to face with creatures that have emerged from a tear in the station’s structure. -The beacon can be disabled, revealing a cache of old Mechanicus tech—but at the risk of angering Warp-spawn.
Echoes of Lost Glory
Deep beneath Forge World Mars, the Echoes of Lost Glory is an underground combat arena that has become a testing ground for experimental Mechanicus constructs. The arena is built upon an old Necron tomb, resulting in frequent surges of energy that animate old combat drones and deadly Necron warriors. Players can take on Arena Challenges to prove their strength, earning rewards like Modified Plasma Cutters or ancient data fragments. Each Arena Tier offers escalating enemies, ranging from Skullservitors to Necron Wraiths, and culminates in a Necron Overlord battle. Completing challenges improves the team's standing with the Mechanicus and allows players to forge advanced components for their weapons at the Crimson Forge.
Electro Guild (Mercator Lux) Conduit Chapel
The Conduit Chapel is both a shrine and a power hub, with massive conduits running through the structure and symbols to the Omnissiah adorning the walls. The interior is filled with the soft hum of energy and the occasional bright flash as rituals are performed to honor the machine spirits. The priests monitor every power conduit and pray to the Omnissiah for continued energy flow. Rules: -Players may be asked to help with a malfunction or defend the chapel from a suspected heretical cult attack. -Successful Technology skill checks can gain favor with the Electro Guild, while failing them or disrespecting the rituals may result in hostility from the priests, who view mistakes as blasphemy. Players who succeed may receive a Blessing of the Omnissiah, providing a temporary boost to their tech-use skills.
Eye of Terror Observation Outpost
A remote outpost dedicated to observing the Eye of Terror for any signs of incursion or instability, fortified against potential Chaos threats. Has a massive array of augur sensors that constantly monitors the Eye of Terror’s activity. A rogue psyker has tampered with the array, triggering a premature Chaos invasion warning. Players must restore order before panic spreads.
Field Hospital Omega
The Field Hospital Omega is a crude yet functional medical station dug into the earth of the trenches. Ragged tarps create makeshift walls, and the air is filled with the smell of antiseptic and decay. Medicae personnel, most of whom are penal conscripts, work tirelessly to patch up the wounded, often resorting to amputations and battlefield cybernetics. Rules: -Players might need to assist with an urgent medical situation or convince the head surgeon to share information about infected soldiers. Medical supplies are scarce, so players must decide whether to use them to help the PDF or save them for personal use. -Successful medical assistance may grant favor with a particular officer, leading to access to strategic locations or hints about hidden weaknesses in the Genestealer Cult. -Failure could lead to patients becoming infected and transforming into hostile hybrids within the camp.
Forge Cathedral
A massive manufactorum complex that also serves as a temple to the Emperor, blending devotion and industry. The air is thick with the smell of burning oil and molten metal, creating an almost sacred atmosphere of relentless production. Workers toil away under the watchful eyes of liturgical icons, while the faint hum of machinery fills the air. Reports of sabotage have spread through the Forge Cathedral, but the saboteurs have been using warp-enhanced stealth technology. Players must root them out without alerting the workers.
Forge of the Damned
Nestled into the Mountains of Torment, the Forge of the Damned is a hellish factory where enslaved workers toil endlessly under the lash of Dark Mechanicus overseers. The air is filled with the stench of molten metal, and the cries of the enslaved echo across the forge. Players experience the risk and thrill of infiltration and sabotage. Players could destroy production lines or free enslaved laborers, but the consequences of such actions are severe—alerting overseers will cause waves of Dark Mechanicus troops to swarm them. Success means players may gain new weapons or allies, whereas failure results in swift and harsh punishment.
Grand Cathedral of the Emperor's Light
The Grand Cathedral is awe-inspiring, with colossal statues of the Emperor and stained glass that tells stories of His triumphs. The nave stretches endlessly, and priests in crimson robes guide pilgrims through rites. Redemptionists keep watch, ready to eliminate any perceived heretic, ensuring purity within the hive. Rules: -Characters visiting the Cathedral may be tasked by an Inquisitor to locate heretical influences among the clergy or followers. -Persuasion is key to earning trust, while displays of heresy or irreverence could result in swift punishment. -Successfully aiding the church can grant players access to relics or secure them favor for future endeavors, whereas failure can lead to public humiliation or forced penance.
Guild of Coin (Mercator Gelt) Treasury
The Guild of Coin Treasury is located near the heart of the Noble District. It is a fortified building adorned with intricate carvings of Throne coins and litanies to the Emperor's economy. The guild's scribes manage loans, collections, and other financial dealings for the upper classes, while enforcers handle debt recovery. Rules: -Players can either negotiate loans, settle debts, or infiltrate the treasury to retrieve stolen assets. -Diplomacy checks might allow characters to gain insight into rival factions' finances, while a failed infiltration attempt can lead to an encounter with mercenary enforcers armed with shock batons. Players who successfully navigate these encounters might gain valuable information about guild corruption or hidden wealth.
Hall of Chains
The Hall of Chains is a massive chamber within the Chainspire, where colossal iron chains disappear into the darkness. Etched with runes, they radiate immense energy. The air hums with the power holding the daemon in place, and a sense of dread pervades the area. Players experience the allure and danger of forbidden knowledge. By studying the runes, players might learn weaknesses of the daemon or extract power to use against their enemies. However, failed attempts at interpretation could lead to possession by warp entities. Here, knowledge is both a weapon and a risk, and players must decide how far to push their understanding.
Hall of Martyrs
The Hall of Martyrs is a somber place, where burning censers fill the air with smoke and rows of skulls commemorate the fallen faithful. Redemptionist priests lead sermons and rites to honor those who died in the name of the Emperor. The walls are covered in old parchment bearing tales of martyrdom and sacrifices. Rules: -Players may visit the Hall of Martyrs to find information on suspected heretics or request assistance from House Cawdor. -Diplomacy is essential—any hint of non-belief will result in hostility. -A successful negotiation may earn the players a Cawdor guide, who could prove invaluable during missions involving purging cultists. -Failure to win favor might lead to the players being marked as heretics, hunted through the decaying halls by flame-wielding Redemptionists.
Hall of Supplicants
The Hall of Supplicants is a dark chamber where enslaved laborers, warp-crazed mutants, and aspiring Chaos cultists await an audience with Perturabo or his commanders. Many plead for freedom, favor, or power, with some even offering sacrifices. Players might infiltrate the Hall to gather intelligence, but any false step could see them enslaved or marked as a sacrifice.
Imperial Fists Chapter Keep
The Imperial Fists Chapter Keep stands as a symbol of power and loyalty to the Emperor. Located within the Spire, it is a fortress with towering walls, adorned with the chapter’s sigils and banners. Inside, its stark halls are lit by flickering torches and filled with relics, armor, and weapons used by the Imperial Fists. Rules: -Players demonstrating exceptional loyalty or completing significant feats may be approached by an Imperial Fists representative, offering the chance to undergo trials to become an Astartes. -These trials include brutal physical tests, combat, and grueling surgeries. Success transforms the character into a Space Marine, with enhanced abilities and gear, while failure may result in death or exile. -The Chapter Keep serves as a hub for gaining new powers and embarking on quests that directly impact the Eye of Terror threat.
Infernal Fissure
A dangerous location near the Eye of Terror, the Infernal Fissure is a rift into the Warp itself, protected by the Deathwatch. Strange energies pour from the fissure, corrupting the surrounding area and making it home to all manner of Warp-spawned horrors. Players must stabilize the fissure to prevent it from expanding and spreading chaos. They may use Warp Stabilizers, obtained through quests at the Twilight Market or the Crimson Forge, to halt the corruption temporarily. Players may also venture into the Warp through the fissure to gather forbidden artifacts. However, entering the Warp requires players to pass a Sanity Check or risk chaos corruption. Successfully exploring the Infernal Fissure yields potent artifacts, but failure results in corruption, affecting future interactions with other POIs like the Corrupted Sanctum.
Iron Guild (Mercator Munda) Foundry Gate
The Iron Guild Foundry Gate is a heavily guarded checkpoint leading into the sprawling foundry district. Massive conveyor belts transport raw ore for refining, and the sound of clanging machinery is overwhelming. Workers labor under harsh conditions, with Iron Guild overseers in mechanized exosuits ensuring productivity. Rules: -Players can either negotiate for access, perhaps to requisition resources needed to support the Imperial Fists in their campaigns, or sneak in to sabotage production. -Successful intimidation or persuasion could win over a guild overseer, while failure could lead to combat against exosuit-enhanced guards. Gaining favor may allow players access to advanced weapons or armor, while failure might mark them for capture or death.
Magos Hermiatus' Laboratory Ruins
Deep within the rubble of the Fallen Spire lies the overgrown remnants of Magos Hermiatus' Laboratory. Twisted metal and strange biomechanical growths cover the remains of shattered cogitators and dissected xenos specimens. The air here is thick with an unnatural, organic scent, and the walls are marked with the sigils of both the Adeptus Mechanicus and heretical cult symbols. Rules: -Players might seek to recover lost data regarding the failed experiment or discover new xenos technology. -Intelligence checks will reveal old data logs that hint at the early research stages or perhaps a hidden data cache. However, they risk drawing the attention of Genestealer Purestrains if they linger too long. -A failed investigation roll may set off lingering traps left behind by Hermiatus—toxic gas or automated servo-skulls programmed to attack intruders.
Magos High Sanctum
The inner sanctum of the Archmagos, where only the most elite of the Mechanicus are allowed to enter. Players are summoned to deal with a tech-priest who has fallen to Chaos, risking widespread corruption.
Manufactorum Prime
The largest factory complex producing military gear for Armageddon’s war effort. Players must investigate a sabotage attempt by cultists to weaken the Imperium’s military output.
Obsidian Reliquary
Nestled beneath the capital of Cadia lies the Obsidian Reliquary, a secret vault of the Inquisition, guarded by the Deathwatch. It contains ancient relics, forbidden texts, and lost records from the early Crusades. Players must solve arcane puzzles to unlock each chamber, facing traps that deal psychic damage and relentless Spectral Custodians. The Reliquary changes periodically, rotating the locations of relics and guardians. When players successfully reach the heart of the Reliquary, they find an Eldar Artifact, which grants visions and critical lore that ties into the Crimson Forge crafting recipes. Players can use Ciphers of Truth (found in missions) to access restricted sections. Each visit allows players to acquire a relic piece or decode a forbidden text, improving their relationship with the Ordo Xenos.
Outpost Sigma
Outpost Sigma is a Mechanicus-aligned settlement, a resourceful bastion amidst the wastelands where survivors barter and strategize. Here, players can trade for tech, rest between ventures, or embark on vital missions that involve gathering precious resources or fending off ferocious mutant hordes. The consequences of their actions echo throughout its dilapidated walls, enabling choices that either fortify the outpost's defenses or plummet it into despair. Create branching missions to offer players dynamic outcomes based on their performance.
Perturabo's Throne Room
At the heart of the Iron Citadel lies Perturabo's Throne Room, a dark and foreboding space where conquest is plotted and war memorialized. Massive iron murals depict his greatest victories, and the room itself feels heavy with tension and whispered malice. Players experience political intrigue and high-stakes diplomacy. Players can gain insight into Iron Warriors plans but must perform acts of loyalty or offer valuable intelligence to avoid Perturabo's ire. Failed interactions or open defiance can see them captured or turned into servitors. Here, the tension is palpable, and small missteps could mean death or worse.
Pit of Golgotha
The **Pit of Golgotha** is a vast excavation site where remnants of ancient archeotech are being unearthed by an unsanctioned group of diggers. They believe the pit contains relics from before the Great Crusade, and maybe even a fragment of an STC (Standard Template Construct). The diggers are desperate to keep their discovery secret from both the **Adeptus Mechanicus** and rival gangs. Rules: -Players may be hired to protect the dig site, sabotage it, or explore it themselves. -Rumors of Necron presence abound, and exploring too deep may trigger an automated Necron defense system left behind by ancient builders. -The dig site provides a chance for players to find unique weapons and equipment—if they can handle the dangers.
Pylons of Pariah
Hidden in a desolate area of Mars, the Pylons of Pariah serve as a critical research outpost for those daring enough to study the enigmatic Necron technology. Under the ominous command of Archmagos Belisarius Cawl, players are tasked with recovering fragments from a shattered Necron Pylon, each piece harboring secrets that could greatly enhance their capabilities. However, engaging with these ancient remnants involves great peril, as failed enhancements can invite the wrath of Warp Instability, leaving players vulnerable and weakened in their quest.
Redemption Fire 1
The first of the Redemption Fires, this towering pyre is located near the slums of the Acropolis Hive. Surrounded by crumbling buildings, the fire burns almost constantly, fueled by a steady stream of heretics dragged from the lower levels. Redemptionist priests lead chants of devotion as the flames consume their victims. Rules: -Players may come across a particularly large gathering, where the accused claims to be a healer, not a heretic. -Intervention requires careful persuasion or deception to avoid being seen as sympathetic to the accused, risking their own safety.
Redemption Fire 2
Situated in the bustling trade district, Redemption Fire 2 serves as a stark reminder to merchants and workers of the cost of heresy. The pyre stands near market stalls, its thick smoke often drifting into the surrounding areas, filling the air with a constant reminder of the hive's grim justice. Rules: -Players witness a well-known merchant accused of heresy. -Saving the merchant could provide valuable trade connections, but failure to sway the crowd may lead to immediate retaliation.
Redemption Fire 3
Redemption Fire 3 burns in the shadow of grand ecclesiarchal statues, where the elite of the hive gather to witness purification. The pyre is guarded more heavily, and the executions here are high-profile events, often attended by religious authorities and the hive's nobility. Rules: -An accused noble is about to be executed for secret heretical leanings. -Challenging the process here involves both high-level political and religious intrigue, with potential rewards for exposing corruption or a dire fate if the player fails.
Redemption Fire 4
Tucked away near the manufactorums, Redemption Fire 4 is a grim reminder to the workers of the price of heresy. The flames burn dimly here, rarely acknowledged by the busy laborers. The smell of burning flesh mixes with the acrid stench of the factories. Rules: -A young worker is accused of heresy after speaking out against the factory overseer. -The players can choose to intervene, saving the worker and possibly gaining support from the oppressed workforce, but failure may result in being marked as a heretic sympathizer by the factory’s management.
Relic Stall of Saint Savros
The Relic Stall of Saint Savros is run by Sister Justina, a stern figure adorned in simple robes. She claims to sell authentic relics from the Great Crusade, some said to protect against the Warp itself. The stall is adorned with prayer strips and illuminated by a warm, flickering lantern. Rules: -Players may visit to acquire charms or relics for their missions. -Sister Justina is suspicious of outsiders and will require a successful insight or religion check to trust the players. -If convinced, she may reveal information about a Chaos Cult rumored to be using relics for nefarious rituals. Failing to win her favor may lead to the players being watched by her followers or even falsely reported as cultists themselves.
Research Station Alpha
Research Station Alpha is a small Mechanicus outpost dedicated to refueling plasma drives and conducting sacred rites over Gellar Fields. It is a collection of metallic spires adorned with numerous prayer inscribed banners, where **Tech-Priests** mutter binary chants to appease the Machine Spirit. The satellite is a vital pit stop for ships needing quick repairs or blessings before braving the Warp again. Rules: -Use this location as a place for the players to improve their ship’s performance—granting upgrades through barter or favor to the **Magos**. -Players must decide if they want to trust the tech-priests or keep certain modifications secret from the Mechanicus, leading to repercussions in later encounters when the ship’s Machine Spirit might rebel.
Sanctuary of the Forsaken
The Sanctuary of the Forsaken is a decrepit shrine hidden within the Underhive, dedicated to the Emperor and tended by exiled priests. It's a rare spot of devotion in an otherwise godless area. Players can undertake missions to defend the sanctuary from local cultists or help the priests gain influence among the locals. <Instruction> Use moral dilemmas—presenting choices to aid the priests, defend them from heretical cults, or betray them for material gain. Rewards include blessings that temporarily improve player stats or reputation bonuses that affect their standing in the Underhive. Consequences for failure should lead to the sanctuary's corruption, affecting future storylines.
Scavenger's Rest
Scavenger's Rest is a ramshackle camp established amidst the ruins of a dilapidated city, frequented by desperate scavengers eager to barter and trade. The camp is a chaotic hub of commerce where players can buy gear, hire guides, or gather information, but trust is a rare commodity here; motives often hide behind a twisted smile. To navigate this den of thieves and fortune seekers, players must discern between the genuine and the deceitful, facing the constant threat of underhanded trades and possible ambushes by less scrupulous scavengers. Players can buy gear, hire guides, or gather information. Add NPCs with varied motives—some honest, others deceitful. Allow for both genuine purchases and risky, underhanded trades leading to ambushes.Create side quests where players help the scavengers fend off mutants or track down stolen goods.
Shock Trooper Academy
The elite training facility where future Cadian leaders are trained. A promising cadet has been acting erratically, showing signs of Chaos corruption. Players must investigate before a disaster unfolds.
Shrine to the Emperor
A sacred place of worship where soldiers and civilians pray for victory. Recently, strange symbols have begun to appear on its walls, causing unease and fear among the faithful. These mysterious markings twist the minds of visitors, leading to paranoia and unsettling visions.
Siege Master’s Bastion
The personal bastion of Cadia’s foremost siege warfare experts, located deep within Kasr Myrak.
Slave Guild (Mercator Sanguis) Holding Pens
The Slave Guild Holding Pens are a grim reminder of the hive's darker aspects. Shackled workers, often taken from debtor families or prisoners of war, wait to be sold to the highest bidder. Overseers patrol with shock prods, and chains clink in the dim, flickering light. The holding pens are cramped and reek of despair and desperation. Rules: -Players may be tasked with freeing an enslaved contact or staging an uprising. -A successful stealth or combat mission could free dozens of slaves, earning the gratitude of the local gangs and gaining new allies. If the players fail or are captured, they might find themselves in the pens, forced to escape or make deals with underhive factions to secure their freedom.
Stygian Black Market
The Stygian Black Market is a shantytown at the edge of the **Wasteland Frontier**, famous for its clandestine trading of illegal and forbidden goods. Xenos artifacts, stolen Imperial tech, and restricted substances are sold here. The market is run by a mix of Rogue Traders, shady merchants, and hereteks. Rules: -The market offers players access to rare and illicit items that are otherwise unavailable, such as plasma weapons, ancient data-slates, or tainted relics. -Players must be wary of Arbites raids or double-crossing traders, making their interactions a dangerous venture. -The market is also a good source of intel, providing missions that involve smuggling or information gathering.
Temple of All Knowledge
The Temple of All Knowledge is a grand sacred archive that houses ancient technologies and collective wisdom gathered by the Adeptus Mechanicus. Players can study various tomes and data-slates here, gaining temporary buffs like Machine Affinity, which increases crafting success rates for a day. NPCs such as Archmagos Scelus Arkhan may provide quests to recover missing pieces of Mechanicus history, leading players to hidden locations like lost vaults or derelict ships. Once per week, the temple holds a Chant of Resonance, an event where worshippers synchronize their hymns to the Machine God, providing players with a one-time Blessing of Clarity that aids in deciphering complex blueprints or technologies.
Temple of the Machine God
A forbidden Mechanicus shrine containing powerful ancient technology, shrouded in mystery and guarded by zealots of the Machine Cult who believe in preserving the secrets of the ancients. The shimmering artifacts glow with a faded light, hinting at their devastating potential if wielded improperly. Adventurers will find themselves faced with a moral dilemma: recover the ancient STC data and either hand it over to the relentless Mechanicus or destroy it, risking their wrath to prevent it from falling into the wrong hands.
The "Imperator Illuminatio"
The **Imperator Illuminatio** is a grand cruiser and serves as the players' main base of operations under the watchful command of **Lord Admiral Castus Ryker**. The vessel is equipped with **Macro-Cannons**, **Lances**, and elite crewmen ready to execute the Emperor's will at a moment's notice. The Imperator Illuminatio is both a place to rest and plan the next steps while the crew maintains the ship's systems and the Tech-Priests minister to the Machine Spirits. Rules: -Use this as a narrative hub where players receive new missions, interact with important NPCs, and make strategic decisions. -Emphasize the gothic and bureaucratic atmosphere, full of prayer rituals before activating machine systems, and the reverence for the Emperor that runs deep among the crew.
The Abyssal Depths
The darkest levels of the underhive, known for harboring heretics, mutants, and chaos cultists. A radical Inquisitor is rumored to have gone rogue and taken over the Abyssal Depths. Players must find out if the rumors are true.
The Ashen Tunnels
Beneath the Desolation Plains lies a series of tunnels built by ancient laborers, providing passage beneath the wasteland. However, these tunnels are infested with Chaos Spawn and dangerous warp anomalies. Players may use the tunnels to bypass enemy patrols on the surface. Successful navigation will require perception and survival checks to avoid hazards, but doing so can provide a critical edge during infiltrations.
The Bastion of Chains
Guarded by towering siege breakers, the Bastion of Chains acts as the Iron Citadel's primary prison. Here, captured enemies of the Iron Warriors are shackled and subjected to endless torture. The walls are adorned with chains that shift and change, reacting to the suffering within. Players experience rescue missions, breaking into the Bastion to free a captured NPC ally. Doing so will require overcoming the defenses and guards, but freeing allies here could provide much-needed aid in the campaign against Chaos.
The Bleeding Stones
A circle of large stone pillars etched with dark symbols, from which red, blood-like liquid flows. It is said that sacrifices performed here will draw the favor of Khorne. Players face the temptation of sacrificing enemies for rewards, potentially gaining boons from Khorne. However, each ritual completed strengthens Khorne’s influence, drawing dangerous daemons to the material realm.
The Broken Rampart
A wall heavily damaged during a previous Chaos incursion. It has become a symbol of Cadian resilience, the stone crumbling but still standing resolute against the tides of madness that surround it. Eerie whispers of a Chaos sigil carved into the remnants of the wall have begun to circulate, sowing seeds of panic among the populace. Players must navigate the dense atmosphere of dread and investigate to prevent disaster from unfolding.
The Cadian Barracks
Housing for the Cadian Shock Troopers, this sprawling barracks houses thousands of soldiers ready to defend Cadia. One of the barracks’ units is suspected of harboring Chaos sympathizers. The players must discreetly investigate before it turns into a full mutiny.
The Crimson Forge
Deep within the industrial heart of Mars lies the Crimson Forge, a facility run by Forge Master Drevilax. Players can upgrade weapons, armor, and even cybernetic enhancements here using rare materials acquired during their missions. The forge offers tiered crafting that grants bonuses to stats or adds unique properties to items. Each crafting success brings players closer to gaining favor with the Adeptus Mechanicus, opening access to restricted schematics.
The Crucible
Beneath the Iron Citadel, the Crucible stands as a deadly proving ground for those unfortunate enough to be condemned here. This immense gladiatorial arena is filled with broken armor, smeared blood, and is surrounded by roaring Iron Warriors. In the depths of the Crucible, only the strong survive, fighting against Chaos Spawn and mechanized horrors for fleeting recognition. Players experience brutal combat where survival against impossible odds is a matter of strength and cunning. Players who willingly enter the Crucible might earn respect, unique chaos-touched weaponry, or access to high-ranking personnel. The combat here is brutal and unforgiving, with victory serving as a rite of passage, while failure leads to an ignominious death or forced servitude.
The Crystal Ballroom
The Crystal Ballroom is a grand space used for elite gatherings and formal events hosted by House Helmawr. Its walls are inlaid with shimmering crystals that catch candlelight, and murals depict the supposed divine right of the hive’s rulers. Events here often involve secret dealings, guild negotiations, and the veiled presence of Ordo Hereticus agents. Rules: -Players may find themselves sneaking into a ball to gather intel or perform a heist. -Failed stealth checks may draw the attention of House security, resulting in a chase through the ornate halls. -If caught, the punishment is harsh, potentially imprisonment or conscription into dangerous labor units. Succeeding may lead to overhearing plots involving cult infiltration or blackmail opportunities.
The Daemon Forge
Within the Chainspire, the Daemon Forge is a twisted foundry of soul-binding and torment. The walls are marked with symbols of Chaos, and spectral flames cast grotesque shadows across the forge. Screams echo as daemons are bound into weapons. Players experience intense moral conflict, choosing between power and humanity. Players may craft powerful weapons, but only by binding souls—perhaps even those of fallen allies. The consequences of using such weapons will vary, from extra damage to unpredictable warp surges. Players must weigh the allure of power against the cost of their humanity.
The Data Tunnels
A vast underground network of tunnels and data streams used to transport critical information between the various forge cities. Some sections of the tunnels date back to the Dark Age of Technology. A mysterious signal has been intercepted from within the data tunnels, seemingly originating from a forgotten section of the labyrinth. The players are tasked with tracing the signal, but what they find may reveal a dark secret the Mechanicus has kept hidden for millennia.
The Feral King's Camp
The Feral King's Camp is a collection of tents and scrap huts built around a firepit. The self-proclaimed Feral King leads a band of survivors—ragged men and women armed with crude weapons. The Feral King wears a patchwork cloak of scavenged cloth, and his face is hidden behind a mask fashioned from a discarded helmet. He speaks in riddles, and his people are fiercely loyal, viewing him as a prophetic figure. Rules: -Players might need the Feral King's knowledge of hidden passages or access to a secure area. -To win his favor, players could be asked to help defend the camp against a Genestealer raid or locate an item of personal significance lost in the depths of the Fallen Spire. -Failure to respect his authority will lead to the camp turning hostile. Success could provide players with unique intel about the Scions of the Needle, including potential weaknesses or upcoming attacks, which may be critical in future planning.
The Forge Crypt
Buried deep underground, this crypt houses the failed experiments of tech-priests from centuries past. Within its cold, metallic walls lie the remnants of arcane technology and the tortured spirits of those who once vied for power over life and death. Players may discover that the crypt holds a dangerous AI, which they must choose to shut down or control.
The Gate of Arrival
The Gate of Arrival is a sacred entry point used by the Inquisition to bring forth trusted agents and new recruits to the Shattered Imperium. The gate is an ancient structure, covered in intricate, glowing sigils and adorned with Imperial Aquila banners. Each agent summoned here is given a task relevant to recent reports of Chaos corruption in nearby zones. NPC guards and Inquisitorial staff monitor all who arrive, vetting their loyalty and readiness for service. Rumors of failed summoning attempts circulate, warning newcomers of the dangers of Chaos interference. Every arrival sparks a moment of uncertainty, as summoned individuals feel the harsh energy of the Warp briefly manifest before dispersing. -Inquisitor Malkyn regularly appears here to evaluate new agents and share urgent missions. -Once summoned, players may engage in a ritual called the "Proving," a test of faith that confirms their loyalty to the Emperor, potentially unlocking access to exclusive Inquisitorial gear.
The Gutter Mines
The Gutter Mines are deep, maze-like excavations that delve far beneath the Mountains of Torment. Shrouded in darkness and filled with noxious fumes, the mines are dangerous, and every footstep risks a collapse. The slaves working here are twisted by warp exposure, their minds barely holding onto sanity. Players experience the tension of risk versus reward as they navigate dark, cramped tunnels. Players could venture into the mines to rescue captured allies or find lost relics. Navigation requires a series of checks to avoid getting lost or triggering a collapse. Discovering hidden areas could provide significant rewards, but the deeper they go, the greater the risk of mutation or being hunted by warped miners.
The Infernal Assembly Line
The Infernal Assembly Line is a conveyor of horrors, where machines and daemon engines are pieced together. Overhead, servo-arms move with unsettling precision, placing components crafted in agony. Players experience a mix of tension and thrill as they sabotage the Iron Warriors' production capabilities. Players may try to disable the assembly line, gaining favor with rebellious elements, but it requires navigating dangerous machinery and avoiding overseers. Successful sabotage may cripple Iron Warriors' production, while failure could lead to players being added to the line as components for future constructs.
The Iron Aquila Monument
A monument to the fallen heroes of Armageddon, made entirely of the remains of destroyed Ork Gargants. Its imposing structure stands as a grim reminder of past battles, covered in rust and lichen, yet a solemn tribute to valor against overwhelming odds. Orks are planning to defile the monument by reanimating the Gargants using dark magic. Players must stop them before they succeed.
The Iron Cairn
The Iron Cairn stands as a gruesome monument, a massive heap of bones, war relics, and iron spikes. Each piece tells a story of Perturabo’s ruthless conquest, a warning to all who would defy him. Players experience danger as they explore the remnants of war. Players may explore the cairn in search of relics, but such actions risk disturbing the restless spirits of those who died here. Failed stealth rolls could lead to ghostly attacks, and players must decide if the potential rewards are worth provoking the dead. Successful exploration may yield unique relics that provide powerful boons.
The Iron Path
The Iron Path is a long-forgotten route once used by Iron Warriors to transport precious resources from the jagged mountains to the imposing Iron Citadel. Now, the path lies in disrepair, often shrouded in mist and echoing with the distant sounds of marching boots — a mix of Chaos Cultists and wandering Iron Warriors claiming dominion over this forsaken land. Adventurers must tread carefully, using the cover of shadows and the elements to navigate through this perilous corridor where patrols roam freely. Laying traps among the remnants of ancient machinery could provide the advantage needed to disrupt these hazardous supply lines.
The Lower Hives
These dilapidated sections are the breeding ground for heretical activity, where the stench of decay mingles with the electric buzz of paranoia. Faded murals of twisted gods adorn the crumbling walls, and the incessant whispers of the damned can be heard echoing through the dank corridors, drawing unsuspecting souls into the shadows.
The Maw of Scrap
A gigantic pit within the Mountains of Torment, filled with dismembered vehicles, twisted girders, and salvaged remains. The pit is known for devouring those too careless to notice unstable ground. Players experience scavenging with the risk of ambush. Hidden treasures lie deep within the Maw, but so do mutants and unstable ground that could collapse beneath the party.
The Ork Encampment
A sprawling Ork camp run by the local Warlord, where crude tents and barricades form a chaotic maze of organized chaos. Here, players may choose to confront or manipulate the Warlord to their advantage and disrupt a brewing alliance between the Chaos-aligned Ork Weirdboyz and a sinister local cult.
The Rift of the Forgotten
The Rift of the Forgotten is a disturbing anomaly—a Warp rift that pulsates with an eerie, unnatural light, hinting at something beyond reality. Ships that approach this rift often experience malfunctions, ghost sightings, or even temporal anomalies where time seems to shift unpredictably. Tech-Priests and Navigators alike are both fascinated and terrified by this anomaly, as it grants glimpses of both the past and the possible futures. Rules: -Introduce players to NPC "Inquisitor Gaius Helbrecht" - Ordo Xenos. -Allow players the chance to study the rift to gain crucial lore or gain a psychic vision that advances the plot, but include a risk that such an endeavor may cause their corruption. -Characters might experience sanity loss, with rolls determining how deeply they are affected.
The Rogue Trader’s Flotilla
The Rogue Trader’s Flotilla is a chaotic gathering of outlaw vessels that offer everything from illicit goods to rare Xenos artifacts and whispers of ancient technology. The flotilla is composed of mismatched ships, some battered and others majestic, each with its own dubious past. Players can interact with shady traders who seem eager but also dangerous—selling items that range from priceless relics to deceptively cursed objects. Rules: - Encourage players to bargain or negotiate, but include deceitful offers where the "relics" may be tainted by Chaos. -If players dig too deeply into the background of these traders, they may uncover links to heretical sects or hidden Xenos ties, leading to moral choices that affect their standing with the Imperium.
The Runes of Strategy
A hall covered with glowing tactical runes, used by Perturabo's generals to plan their campaigns. These runes are alive with warp energy, capable of rewriting themselves based on battlefield reports. Players could access the runes to learn about enemy movements and strategies, but touching them directly is dangerous, potentially leading to psychic backlash or visions that could corrupt them.
The Rusted Wreck
The Rusted Wreck is the ruin of an ancient **Imperial Knight** lying half-buried in the Toxic Plains. It has become home to mutated wildlife, and its once mighty systems are now malfunctioning. Players may explore the wreck to recover valuable technology, including rare power cores or fragments of armor. <Instruction> Structure the exploration in tiers, with increasing threats deeper into the wreck. Create multi-layered challenges, like unstable floors or active automated defenses. Valuable salvage awaits those brave enough to delve deep.
The Scorched Convoy
Remains of an Imperial convoy destroyed during a failed invasion. Vehicles are scorched, and supply crates lie shattered across the blackened landscape. Players experience scavenging and ambushes. They may locate much-needed supplies or components to repair vehicles, but risk drawing the attention of mutated wildlife or wandering Chaos forces.
The Screaming Bastion
High above the Chainspire, The Screaming Bastion looms ominously, a tower shrouded in dark magic and despair. It is a place where the screams of captured souls are rendered into haunting echoes as they are processed for binding rituals. Dark Mechanicum and sorcerers perform their vile rites within, harnessing the raw anguish to fuel their dark powers. Those who venture near face a moral quandary, conflicted between the temptation to disrupt the soul-binding rituals and the risk of losing their own sanity in the process. The bastion, heavily fortified and guarded by grotesque machinations, presents a perilous challenge for any who dare to confront the malevolent sorcerers within.
The Shattered Market
The Shattered Market is a makeshift trading post where the scavengers gather to barter and trade whatever useful scrap they can find. Rusted pieces of machinery, barely functional weapons, and even mutant animal parts are on display. The atmosphere is tense, with scavengers keeping one hand on their wares and the other on a weapon, watching for any sign of a threat. Rules: -Players may approach the market for supplies or information. -They must earn the scavengers' trust, which could involve taking on a side quest such as raiding a PDF supply convoy or clearing out a nest of Genestealers. -Diplomacy and trade skills are crucial, as pushing too hard might cause the scavengers to turn hostile. If players succeed, they can acquire valuable scavenged relics or even gain guides who know hidden routes into deeper sections of Hive Secundus.
The Shrine of Saint Pious
The Shrine of Saint Pious is a revered place that draws pilgrims from across Necromunda. The shrine is simple but adorned with countless candles and offerings left by those seeking the saint's intercession. The statue of Saint Pious at the center depicts the saint in battle pose, eternally guarding the faithful. Rules: -Players can gain blessings here by making offerings to the shrine. -A successful Religion check can also reveal lore related to a Warp-based threat tied to the Eye of Terror, granting clues on how to counter it. -Disrespect towards the shrine will provoke Redemptionist zealots into attacking, aiming to cleanse the heretics who desecrate the memory of Saint Pious.
The Sump Jungle
The Sump Jungle is an overgrown forest created from industrial waste, filled with mutated flora and fauna. It's both a dangerous hunting ground and a place of potential bounty for those brave enough to explore. Players may find herbs used for alchemical recipes or face off against dangerous predators like sludge serpents. <Instruction>Set up foraging quests and combat encounters that encourage players to use stealth or direct combat. Use toxic plants as obstacles, requiring survival checks to bypass safely.
The Vault of Lost Data
Hidden within the Warfoundry, the Vault of Lost Data contains secrets too valuable or dangerous to be destroyed—ancient blueprints, corrupted knowledge, and daemonically sealed records. Players experience the thrill of discovery combined with the looming threat of corruption, as they must bypass security systems, avoid detection by patrolling servo-skulls, and solve logic-based puzzles to access the most forbidden knowledge.
The Wailing Canyon
The Wailing Canyon is a treacherous labyrinth of towering rock formations that echo with disembodied wails and whispers, creating an unsettling atmosphere. Cultists of Chaos have established a hidden shrine within the depths, shrouded in dark rituals and flickering candlelight. Adventurers can either choose to confront this sinister faction or exploit their dark powers for their own ends. Players can uncover the cult and decide whether to destroy it or use it for personal gain. Use the cultists as an ongoing threat, requiring careful planning to infiltrate or eliminate.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).
The Warp Maw
The Warp Maw is a perilous Warp route notorious for its instability and frequent Warp disturbances, demanding seasoned Navigators and constant maintenance of the Gellar Fields. The Warp in this area appears as a swirling, nightmarish maelstrom, full of shadowy entities and inexplicable horrors. Warp shifts here can become catastrophic, and the very fabric of reality is thin and fraying. Instructions: -When players enter POI, have an NPC "Navigator" take players to any area or poi. -When players travel through the Warp Maw, roll for possible anomalies, such as sudden Gellar Field fluctuations, psychic intrusions, or chaotic visions. NPCs may report nightmares, sudden disappearances, or hear whispers in the void. Success is survival; failure can lead to horrifying encounters with Warp entities, loss of sanity, or malfunctions.
The Watchtower
An isolated tower where Imperial Psykers detect Warp anomalies. The air is thick with an unsettling energy, and the sounds of distant whispers echo around the structure as if the very fabric of reality is fraying at the edges. It serves as both a beacon of hope and a source of dread, keeping watch over the treacherous, warped landscape surrounding it. Investigate sudden psychic disturbances leading to a hidden Warp Rift.
The Wraith's Grave
In the midst of the ruins of Armageddon lies a quiet space shrouded in ghostly mist—the Wraith's Grave. It is a resting place where the souls of fallen Astartes and Guardsmen linger. The air hums with sorrow, and the spirits whisper stories of battles long lost and victories forgotten. Players may meditate here to gain insights or seek temporary blessings. Occasionally, the spirits may impart crucial information about hidden enemies or weaknesses, offering the players advantage in upcoming confrontations. Players must pay their respects by offering Imperial Marks to the shrine to receive these blessings. Players performing the correct tribute and successfully communing may be granted a Cipher of Truth as a reward, which is tied to the ancient sacrifices made in battle. The grave also grants an opportunity for a rare encounter with a Legion Ghost, offering hints about the Crimson Forge or Obsidian Reliquary.
The Wreck of the Praesidium
The The Wreck of the Praesidium is a colossal Imperial ship, floating aimlessly with half its hull missing and the rest in eerie silence. Once a formidable vessel, it’s now an empty, rusting carcass suspended in the dark of space. Inside, the remains of crew members lie frozen or entangled in vines of Chaos corruption, evidence of a past boarding action gone wrong. This ship has great historical value as its data logs may hold secrets from the **Horus Heresy** era. Rules: -Allow players to explore the derelict vessel for hidden relics, with each relic found being both powerful and cursed. -Set up environmental threats like decompression risk, erratic gravity, or Warp-infused guardians that have replaced the original crew. -Players must decide if delving into such a haunted place is worth the potential madness and physical danger.
Throne of Helmawr
The Throne of Helmawr is an awe-inspiring hall, with columns adorned with Imperial symbols and servo-skulls that float, whispering decrees. Wealth flows here, and each step echoes power. Lord Helmawr presides over guildmasters, high lords, and sometimes Inquisitorial agents. His throne is heavily fortified, guarded by Palatine Sentinels in heavy armor. Rules: -Access to Helmawr requires proving value—whether completing key quests or exposing corruption. -Players may bring vital intelligence to gain his favor, receiving rewards like authority over lower hive regions. -A failed audience, or crossing Helmawr’s interests, will see the characters thrown into the Hive Depths or forced into servitude as a lesson.
Titan Construction Yards
A colossal complex dedicated to the creation of Titans—massive war machines revered as the embodiment of the Machine God’s might. Here, the largest and most powerful war engines in the galaxy are built and maintained. A rogue tech-priest, believed to be corrupted by Chaos, is manipulating the Titan construction. Players must infiltrate the yards and either prevent or uncover the tech-priest’s sabotage before an entire squadron of Chaos-aligned Titans are unleashed.
Vault of Tyranny
Deep within the Iron Citadel, the Vault of Tyranny contains artifacts of the Great Crusade, stored away from the Imperium's gaze. Dark Mechanicum cultists guard the vault, which holds secrets that could shift the balance of power on Medrengard. Players experience the thrill of discovery amidst the risk of mechanical and daemonic traps. Finding ancient artifacts could provide powerful relics, but the price may be their corruption.
Void Shield Generator
The Void Shield Generator stands as the last line of defense for Kasr Myrak, a monumental structure humming with energy and braced against the ravages of assault from space. Its exterior, marred with scars from past attacks, pulsates with a low, ominous thrum that reverberates through the air, reminding all of the precarious balance between safety and destruction. The generator has become unstable, and a Tzeentch cult may be responsible. The players must either repair it or evacuate before it fails.
Warden's Cradle
Nestled within the more isolated parts of Armageddon, the Warden’s Cradle is a hidden Mechanicus Outpost dedicated to experimentation with Necron and Xenos technology. Archmagos Scelus Arkhan assigns players to recover valuable technology, which can be used to bolster defenses or craft new gear. Players also have the option to undergo cybernetic enhancements, though these modifications are risky and may lead to temporary instability if they go wrong.
Water Guild (Mercator Nautica) Reservoir
The Water Guild Reservoir in Hive Primus is a massive underground facility where the city's water supply is processed and rationed. The air is cold and damp, filled with the sound of rushing water and machinery, with guild workers maintaining strict quotas. The facility is heavily guarded to prevent tampering or sabotage. Rules: -Players might be tasked with gaining favor with Mercator Nautica to secure more water rations for their allies or disrupt the supply to weaken an opponent. -Successful stealth or persuasion can allow players to gain access to restricted areas or blackmail guild workers. A failed attempt will result in alarmed guards activating the facility's automated defenses—leading to combat amidst cascading water and machinery.