Rogue Trader - The Warpstorm Trilogy part 1 - The Frozen Reaches, RPG, Rogue Trader RPG

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PART I OF THE WARPSTORM
ADVENTURE TRILOGY
®
®
TM
ROLEPLAYING IN THE GRIM
DARKNESS OF THE
41
ST
MILLENNIUM
Credits
Lead Developer
Sam Stewart
Production Manager
Gabe Laulunen
Written and Developed By
Jason Marker and Benn Williams
FFG Lead Game Designer
Corey Konieczka
Additional Writing
Lachlan Conley, Tim Flanders, and Mack Martin
FFG Lead Game Producer
Michael Hurley
Editing
Alex Davy
Publisher
Christian T. Petersen
Proofreading
Mark Pollard
G
ames
W
orkshop
Graphic Design
Kevin Childress, Dallas Mehlhoff, and Brian Schomburg
Licensing Manager
Owen Rees
Cover Art
Matt Bradbury
Head of Licensing
Paul Lyons
Interior Art
A. L. Ashbaugh, BlackVolta Studio, Matt Bradbury, Adam
Burn, Wayne England, David Grifith, David Kang, Adam
Lane, Paulo Parente, Oleg Saakyan, Mark Smith
Head of Intellectual Property
Alan Merrett
Art Direction
Zoë Robinson
Special Thanks
“You Bid Babies?!” Jordan “Milly” Millward with Keri
Harthoorn, Kyle Harthoorn-Burton, Kieren Smith, and Julia
Smith. “Unrepentant,” Lachlan “Raith” Conley, Jordan
Dixon, Nick Maroney, and Brad Twaddell.
Art Administration
Kyle Hough
FANTASY
FLIGHT
GAMES
Fantasy Flight Games
1975 West County Road B2
Roseville, MN 55113
USA
Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, The
Frozen Reaches, the foregoing marks’ respective logos, Rogue Trader, and all associated marks, logos, places, names, creatures, races and
race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the
Warhammer 40,000 universe and the Rogue Trader game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably
registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All
rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
ISBN: 978-1-58994-796-2 Product Code: RT06 Print ID: 877OCT10
Printed in China
For more information about the Rogue Trader line, free downloads, answers
to rule queries, or just to pass on greetings, visit us online at
2
Contents
Introduction .............................................................................4
Game Master’s Background ...................................................4
Meeting the Eldar ................................................................51
Planning the Attack .............................................................52
Endgame................................................................................54
Battle Events .........................................................................55
Aftermath of the Invasion ................................................58
Experience Awards ...............................................................58
Damaris ....................................................................................7
The Capital City ......................................................................8
The Bulwark .........................................................................11
The Burning Ones ...............................................................12
The Frozen Reaches .............................................................12
The Orks ...............................................................................60
Defenders of Damaris ..........................................................61
Named Characters ................................................................63
Vehicles ..................................................................................66
Starships ................................................................................67
Player Handouts and Aids ..................................................70
Adventure Synopsis ..............................................................14
Act I: Prepare for War .........................................................15
The Plea for Aid ...................................................................15
The Council Chambers .......................................................18
Meeting the Governor .........................................................19
Notable Persons ....................................................................20
The Governor’s Gala ............................................................27
Act II: Invasion .....................................................................30
Running the War ..................................................................30
Resolving Attacks and Fighting The War .........................35
Interacting and Affecting Results .......................................37
The Invasion Begins ............................................................42
Missions .................................................................................42
The Eldar Come ...................................................................50
Act III: The Frozen Reaches ...............................................51
3
Introduction
Damaris is a virtually unique phenomenon in the Koronus
Expanse: a thriving Imperial-aligned colony; complete with
its own Planetary Defence Force and fl otilla of intersystem
warships. Vall knows that even with the power of his
wretched warp–sorcery, he doesn’t have the necessary force
to take the planet. Nor is he capable of sneaking past these
defences to gain access to his prize, inside the planet’s shrine
to St. Drusus. To assist him in claiming this artefact, he has
called upon one of his lieutenants, Drexus Skar.
Skar discovered the key to destroying Damaris near the
mining world of Chorda’s Folly: a massive Ork Warband.
The Chaos reavers persuaded the Ork Warboss Snokgritz to
plunge into the Expanse on a collision course with Damaris
with the promise of hard fi ghting and loot. Skar believes that
once the Orks have started their assault they will continue to
pummel the PDF into submission. What Skar isn’t counting
on is the involvement of the Explorers.
Karrad Vall then plans to move in and claim the artefact
once the Orks have razed Damaris. He hasn’t told Skar or the
Orks why he wants the world taken, knowing that they will
try to claim the item for themselves.
This adventure opens with the greenskins of Snokgritz
poised to begin their invasion. Through scouts and the
interception of Astropathic signals coming from the various
Weirdboyz of the greenskin horde, the people of Damaris
have learned of this invasion and are rushing to seek the aid
of any available ship Captains. Only a few have answered the
call for help, and the Imperial Navy has declined to send any
other ships to aid the beleaguered world.

Warpstorm (n.):
A massive uprising of the Immaterium that
bleeds over into reality causing disruption, chaos, and cessation of
warp–travel; often a herald of doom.”
—Lexicon Calixia, 35th edition, M39
spanning several books, which centres on the exploits
of the Explorers as they uncover a great mystery that is
hidden within the depths of the Hecaton Rifts and threatens
the entire Expanse: a source of tremendous power, that will
spell doom for the inhabitants of the Koronus Expanse and
the nearby Calixis Sector should it fall into the wrong hands.
The series continues in
T
HE
C
ITADEL
OF
S
KULLS
, and
concludes in
T
HE
F
ALLEN
S
UN
.
GAME MASTER’S
BACKGROUND
Somewhere within the dark reaches of the Koronus Expanse,
deep within the Rifts of Hecaton, lurks a terrible secret that
threatens all. Arch–fi end and Chaos reaver Karrad Vall is
hunting and searching for the location of this secret doom; he
has killed, plundered, and tortured his way across the Expanse
to gain the information he needs so he can claim this prize.
Vall needs to acquire the keys that will unlock this power
source, and they have been scattered across the Koronus
Expanse. Recently, Karrad Vall has learned the location of
one such key: the Imperial colony of Damaris. Tasting the
sweetness of victory as he closes in on his quarry, Vall has
devised a plan to secure the artefact.
N
OTES
FOR
R
UNNING
F
ROZEN
R
EACHES
T
HE
F
ROZEN
R
EACHES
is an epic adventure intended to be run over several game sessions. It’s designed for Rogue Trader
characters of Ranks 2–3. The Game Master can adjust the threat–level of the adventure to suit Explorers of higher or
lower rank.
T
HE
F
ROZEN
R
EACHES
can also be run as a stand–alone adventure. It also allows for different styles of play. The
adventure can be run as a loose story, where the Explorers to go where they please within the framework of the story.
Alternatively, it can be run in a more strict, linear format—suitable for newer Game Masters and less–experienced
players. How the GM chooses to run the adventure is up to him.
Like many other published adventures, it’s impossible to cover every aspect and eventuality that may arise. That’s where the
Game Master (GM) comes in. The GM should thoroughly read through the adventure—making notes along the way that will
help customise the material to the individual group. The second step is to get a feel for the major NPCs that the Explorers will
interact with. It may help to make notes on their individual mannerisms and personalities.
Because parts of this adventure have no set outcome (i.e. Act I), it demands more from the GM than simply stringing
combat encounters together. The players have a great deal of freedom of action, and there are countless paths that can’t
be anticipated. This means that the GM needs to think on his feet, and add in extra characters and information as needed
to keep the adventure moving along smoothly. The GM will also need to have a clear idea of what the NPCs are doing,
along with their backgrounds and motivations.
As with all adventures, the more the GM puts into it, the more he and the players get out of it. By ensuring that the
adventure has been thoroughly read and notes are made, as well as having a clear idea of the events and how they are
going to turn out based on the anticipated actions of the players, the GM makes his job much easier.
4
T
he
W
ARPSTORM
T
RILOGY
is an epic series of adventures,
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