TEXT: TM
  
  1
  CONTENTS
  INTRODUCTION
  Adventure Summary .......................2
  Prodita Mendax ...............................3
   
  The Revelator ............................3
  Daedalon .........................................4
  I
  A GRAVE 
  REQUEST
  The Dataslate ..................................5
   
  Finding The Body .....................6
   
  Corpse Tenders  .........................6
  Barastyr Cathedral ...........................6
   
  Priory Of The Sacred Form ........6
  II
  BARASTYR
  Librarium Mortem ...........................7
   
  Archivist Abeabah ....................7
   
  The Stolen Skull  .......................8
   
   Librarium Reunion  ................8
  Memento Square  ............................8
   
  Kaliya .......................................8
   
   A Morbid Deal ........................9
  Downtown .......................................9
   
  The Jolly Undertaker .................9
   
   The Patrons  .........................10
   
  Diomedes ................................10
   
  Diomedes’s Shanty  .................10
   
   The Khalidas ........................10
  Servo-skull Manufactorium ...........11
  III
  THE
  BONEYARD
   
  Bonepickers ...................................11
  Finding The Necropolis ..................11 
   
  Boneyard Encounter (Table)....12 
  IV
  GELFRADUS 
  NECROPOLIS 
  Complex Gates  ..............................13 
  The Descent ...................................14
  The Narthex  .................................14
   
  The Guardian Amalgamation ..14
  Sarcophagus Chamber ...................15
  V
  VI
  REVELATIONS
  Inquisition Requisition  .................15 
   
  Obedience ...............................16
   
  Rebellion .................................16
   
  Daemonic Incursion ................16
  Resolution  ....................................17
   
  Mendax Lives..........................17
   
  Mendax Dies ...........................18
   
  Awarding XP ...........................18
  Cover Art: JG O’Donoghue u Art: Dániel Kovács, Sam Manley u Writing: Robert Buckey, Zak Dale-Clutterbuck u  
  Graphic Design & Layout: Rachael Macken u Editing & Proofreading: Síne Quinn, 
  Sam Gregor-Stewart and Chris Walz u Publisher: Dominic McDowall 
  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 2020. Warhammer 40,000 Roleplay, 
  the Warhammer 40,000 Roleplay logo, Wrath & Glory, the 
  Wrath & Glory logo, GW, Games Workshop, Space Marine, 40k, 
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  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
  raveyard Shift is an investigative adventure 
  focused on the recovery of the Revelator, a 
  piece of xenos technology. The characters are 
  hired under strange circumstances by Inquisitorial 
  Interrogator Prodita Mendax, and sent to the cemetery 
  moon Daedalon to retrieve the xenotech device. 
  This adventure is suitable for a party of Tier 
  1 or 2 characters with the IMPERIUM Keyword. 
  Higher Tiers won’t be adequately challenged by parts 
  of this adventure, so if your party is Tier 3 or higher, 
  you’ll have to make adjustments to compensate. As 
  operatives working for an Inquisitorial Interrogator, 
  the characters will be expected to keep a low profile, so 
  characters that are of larger than average size or have 
  distinctive armour may have to make adjustments to 
  stay inconspicuous.
  This 
  adventure 
  can 
  be 
  played 
  as 
  an 
  introduction to Wrath & Glory, or inserted into an 
  ongoing campaign in the Gilead System. The choices 
  the Agents make in the course of this adventure are 
  almost guaranteed to have wider repercussions, as 
  detailed in the Resolution.
  ADVENTURE 
  SUMMARY 
  Each part of this adventure is designed to be adaptable 
  to your preferred playstyle, and can be narrated 
  quickly or take an entire session. For example, Part 
  Three: The Boneyards can be skipped entirely if you 
  would prefer to narrate the journey rather than play 
  it out. The focus of the adventure is on investigation, 
  exploration, and social interaction, but there are plenty 
  of opportunities to work in combat. 
  Part One: A Grave Request
  The Agents awakens from a drug-induced coma in a 
  pile of corpses. They find a dataslate instructing them 
  on the mission they have apparently accepted.
  Part Two: Barastyr 
  The Agents explore the city of Barastyr, following leads 
  to discover the location of the Gelfradus Necropolis. 
  Part Three: The Boneyards
  The party travels through the vast fields of graveyards 
  beyond the walls of Barastyr to find the Gelfradus 
  Necropolis. 
  Part Four: Gelfradus Necropolis 
  The party descends through the tombs, defeating or 
  circumventing security systems to find the Revelator. 
  Part Five: Revelations 
  The party decides what to do with the Revelator. 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  SENSITIVITY 
  WARNING
  This adventure includes a lot of corpses, 
  graverobbing, and the harvesting of dead 
  bodies — all normal fare for Warhammer 
  40,000, but content that might make 
  members of your group uncomfortable. After 
  you’ve read through, check in with each of 
  your players about what they’re comfortable 
  with, and change the adventure to suit their 
  tastes, if necessary. (Speaking of tastes, 
  some of the content in this adventure might 
  put players off any snacks you plan to serve 
  with your game.)
  
  3
  PRODITA MENDAX  
  Prodita Mendax, an Ordo Hereticus Interrogator, is the 
  party’s ‘patron’. She is motivated by a rabid desire to 
  serve the Emperor, and believes that as an Interrogator 
  of the Inquisition she is entirely above reproach. 
  Mendax came to the Gilead System on the 
  behest of her Inquisitor four years ago, tasked with 
  investigating a Slaaneshi cult on Gilead Primus. The 
  emergence of the Great Rift trapped Mendax in the 
  Gilead System, and in desperation her investigations 
  escalated into a private crusade against the upper 
  crust of the Hive World. Hopelessly outnumbered 
  without the support of her Inquisitor, she allied with 
  other Ordos of the Inquisition, and secretly adopted 
  unsanctioned methods to fight back the overwhelming 
  horrors of the Warp. 
  Mendax allied with an Ordo Xenos Explicator 
  named Pascal to take down a burgeoning Heretek cult 
  that defected from the Mechanicus of Avachrus in 
  the wake of the Great Rift. The cult leader was slain 
  after a difficult campaign that cost Pascal his life, and 
  destroyed much of Mendax’s body. Most of her biology 
  has been replaced with augmetics, with her lower 
  body terminating in a set of small tank treads. She 
  decided to continue the work of her fallen ally, and 
  after consulting Pascal’s research, she learned of the 
  Revelator — a piece of xenos navigational technology 
  Pascal intended to destroy. 
  Mendax believes she can use the Revelator to 
  leave the Gilead System. She will stop at nothing to 
  acquire it. Now, in the desperate situation caused by 
  the Great Rift, Mendax will employ anyone she believes 
  can retrieve the Revelator without a trace; including 
  individuals not part of the Inquisition.  She refuses 
  to admit — even to herself — that most members of 
  the Inquisition would refuse to take this mission, as 
  dabbling with xenos technology is heresy. 
  Her heavy augmetics were designed primarily 
  to support her life, but secondarily to intimidate. 
  Practicality and manoeuvrability are of less concern 
  to her, relying instead on her steeled mind and 
  her unquestioning Arco-Flagellant reinforcements. 
  Mendax’s massive surgeries have left her shoulder-
  length grey hair patchy, but anyone who encounters 
  her finds the warmth of her clear blue-grey eyes more 
  memorable than the unusual aspects of her appearance. 
  The Revelator
  The Revelator is an ancient piece of xenos technology 
  of unknown heritage, supposedly a star chart that 
  would make Warp travel possible without a Navigator. 
  It is similar in appearance to a metallic Klein bottle, 
  covered in runes of an unknown xenos language that 
  seem to shift along its surface. 
  The Revelator is certainly capable of mapping 
  its immediate galactic surroundings by reading and 
  manipulating the flow of Warp energy. Of course, 
  nothing that harnesses the proscribed powers of the 
  Immaterium can ever be trusted, and if manipulated 
  incorrectly, the fickle powers of the Warp will wreak 
  havoc through the Revelator. Centuries ago, Georg, 
  the patriarch of the Gelfradus family on Gilead Primus 
  traded Human slaves to an unknown xenos Species in 
  return for the Revelator, and education in the esoteric 
  techniques required to use it safely. The heretical 
  xenotech facilitated fast, comparably safe Warp travel 
  that formed the basis of the prosperous Gelfradus 
  Trading Guild. 
  
  4
  DAEDALON  
  The surface of Daedalon, the Gilead System’s cemetery,  
  is almost entirely covered in graves, tombs, and 
  skyscraper-tall mausoleums. The revered bones of 
  the System’s most celebrated heroes and saints are 
  interred on holy Enoch, while the remaining trillions 
  are sent to Daedalon to be processed. 
  Daedalon’s skylines are a constant reminder 
  of the moon’s designated purpose. Noble families 
  build ever taller and more complex burial housings 
  in competition for status and real estate. Acres of 
  barely marked headstones are set aside for ranking 
  labourers and the many soldiers that have fallen since 
  the emergence of the Great Rift, punctuated by modest 
  crypts for the corpses of adepts. 
  Between these Boneyards are Daedalon’s 
  Ecclesiarchy-regulated settlements. While the Imperial 
  Creed is far from a religion that celebrates the joys of life, 
  the culture of the cemetery moon is particularly morbid. 
  Citizens make their homes and businesses between the 
  numerous crypts, mausoleums, and graveyards. As on 
  any Imperial world, the Imperial Creed’s cathedrals are 
  ubiquitous; broadcasting traditional hymns akin to 
  funeral dirges from vox-hailers. 
  Daedalon’s industry largely focuses on the 
  construction and maintenance of graves, but many are 
  also employed in the crucial refining of corpse starch 
  to supplement the Gilead System’s dwindling food 
  supplies. Servo-Skulls are in unsurprising abundance, 
  and some are used in inventive ways, including being 
  lashed together to pull and transport large objects with 
  their anti-grav motors. The underclasses and scum 
  of the cities once made a living guiding pilgrims and 
  mourners to specific grave sites, but reprehensible 
  blasphemers have profited from graverobbing for 
  decades, creating a market for automated tomb 
  defenses. 
  Graveyard Shift takes place in and around 
  Barastyr city, which is currently experiencing monsoon 
  season. Deluges of heavy rain can fall whenever you 
  feel it is appropriate, potentially forcing NPCs indoors 
  and creating obstacles for the Agents to face.
  PART ONE:  
  A GRAVE REQUEST 
  Arrive on Daedalon. Discover the mission.
  The adventure begins in the dark confines of the 
  cargo hold of the Memento Mori, a general purpose 
  spacefaring cargo ship. The cargo is corpses — Imperial 
  citizen’s remains — being delivered to the Priory of 
  the Sacred Form, a facility that processes cadavers to 
  make edible corpse starch. 
   Describe 
  the 
  characters 
  awakening 
  in 
  total darkness with hazy recollections of toasting 
  fine amasec in a luxury suite with a cheerful and 
  hospitable elderly woman. They remember her friendly 
  eyes and her many augmetics, including the tank-like 
  bottom half of her body. The toast was to celebrate an 
  agreement between the party and this woman. 
  The flight of the Memento Mori jostles the 
  characters, and they find it difficult to move. Anyone 
  who makes a successful DN 3 Awareness (Int) Test 
  realises they are buried in a pile of corpses, and must 
  make a DN 1 Fear Test (see p.199 of the Rulebook).  
  The cargo bay doors open, light floods in, 
  and both the characters and cadavers are dumped 
  unceremoniously into a big heap onto a landing 
  pad. The Memento Mori  takes off before anyone 
  has a chance to act. The landing pad is in the centre 
  of a quadrangle of the Priory of the Sacred Form, 
  surrounded by a cloistered walkway. 
  Physically escaping the pile of bodies does 
  not require a Test, though any character that has not 
  already made a DN 1 Fear Test must make one now. If 
  this is your first game, give the players the opportunity 
  to describe their characters to each other. They have 
  none of their gear, and are dressed in plain robes — 
  one character can easily feel that something is sewn 
  into their robe, and can pull open the loose stitching to 
  find a dataslate attached to a Stalker Flare. 
  The dataslate immediately illuminates when 
  touched. Start a timer for ten minutes, and show the 
  players the handout on the following page. 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  
  Esteemed subjects of the Emperor, 
  This message will be wiped from its dataslate in ten Terran standard minutes, 
  so I will not waste time thanking you for undertaking this crucial service for 
  the Emperor and His Holy Inquisition. The need for secrecy in this operation cannot 
  be understated. 
  Under my authority as an Interrogator of the Holy Ordos of the Inquisition I issue this 
  directive: 
  Find the xenos artefact known as the Revelator from the Gelfradus family necropolis,  
  Find the xenos artefact known as the Revelator from the Gelfradus family necropolis,  
  and bring it to me. 
  and bring it to me. 
  Little is known of the Revelator beyond its appearance, its vast rumoured power, and 
  ++[REDACTED]++. Its form is an unusual metallic bottle, inlaid with undeciphered runes. 
  Its use is a mystery that I plan to solve. 
  We believe the Revelator is in the tomb complex of the once-venerable Gelfradus 
  family. Their coat of arms consisted of a shield emblazoned with the Imperial Aquila, 
  flanked by two lions rampant. Their credo was ‘His Truth Surrounds Us’. 
   
  The Gelfradus mausoleum is reportedly near the city of Barastyr on the cemetery 
  moon of Daedalon. We have delivered you to this city, but have no further data. The 
  Revelator must be found quickly to keep it from the clutches of the enemy. 
   
  Records at the Librarium Mortum of Barastyr might aid you in finding the 
  necropolis. We have limited intel on a local recreant named Diomedes who may also 
  be able to guide you, though I recommend avoiding the low-born bone slingers of this 
  inert rock. 
   
  Secrecy is paramount to this operation; your loose or nonexistent ties to the 
  Holy Ordos of the Inquisition were among the many reasons you were chosen to carry 
  out this most imperative of missions. Light the Stalker Flare attached to this dataslate 
  in an inconspicuous area when you have acquired the Revelator so that my ship may 
  collect you. 
  You may remember little of our agreement. Our medicae expert administered a relaxant 
  to each of you that allowed you to pass for cadavers, a necessity to transport you to 
  this cemetery moon covertly. The only side effect to the treatment is a slight loss of 
  memory, but we must all make sacrifices in His name.
   
  Your equipment has been concealed in a false cadaver with an electoo of the 
  Aquila. I recommend you start searching and find it before the Corpse Tenders arrive. 
  Rest assured that the Inquisition will recompense you adequately for the successful 
  completion of this mission, as we arranged.
   May the Emperor watch over you. 
  - Interrogator Prodita Mendax
  - Interrogator Prodita Mendax
  5
  
  6
  Finding The Body 
  After the ten minutes has elapsed, the dataslate screen 
  turns blank and is unresponsive. An Agent that 
  makes a successful DN 3 Tech (Int) Test can retrieve 
  the message. Any Agent must make a successful DN 
  3 Awareness (Int) or Investigation (Int) Test to 
  find the false cadaver, which can be easily opened. 
  Remember that characters suffering from the Fear 
  Condition must make a DN 5 Test. All of the party’s gear 
  is stored inside. If any character rolls a Complication, 
  the priory’s Corpse Tenders arrive and ask why they 
  are interfering with their holy work. 
  The characters’ gear will likely be essential in 
  the course of this adventure, so you should remind 
  them they can reroll any failures by spending a point 
  of Wrath. 
  The Agents should now be aware of the mission 
  and have the means to execute it, equipped with their 
  gear and the knowledge of a couple of leads. Looking 
  around, they see the quadrangle they are in adjoins 
  the towering Gothic architecture of the Barastyr 
  Cathedral to the north, and to a huge manufactorum 
  to the south. Before they have an opportunity to set 
  out from the Priory of the Sacred Form, they are 
  interrupted by the Corpse Tenders. 
  Corpse Tenders 
  The Agents hear the sound of chanting in High Gothic 
  coming from the Priory of the Sacred Form. Four robed 
  figures shuffle in procession towards the landing 
  pad. If the Agents do not hide, the Corpse Tenders 
  are incensed and confused by their presence — the 
  Agents must bluff their way out or convince the Corpse 
  Tenders they are meant to be there. 
  If the interaction goes poorly, the Corpse Tenders 
  attempt to call for the Gilead Gravediggers stationed in 
  the Priory. There are six Gilead Gravediggers nearby, 
  who escort the Agents out of the Priory and onto 
  Barastyr’s streets, then continue to keep an eye on 
  them for the remainder of the adventure. If needed, 
  use the Imperial Citizen statistics from page 327 of the 
  Wrath & Glory Rulebook for the Corpse Tenders, and 
  the Astra Militarum Trooper statistics from page 328 
  for the Gilead Gravediggers. 
  BARASTYR 
  CATHEDRAL   
  Constructed as a constant reminder of the cemetery 
  moon’s purpose, Barastyr Cathedral is an ominously 
  grand exemplar of Imperial architecture, incorporating 
  the bones of thousands of Ecclesiarchy adepts into its 
  oppressive structure. 
  The imposing cathedral is composed of one 
  gargantuan room in which regular sermons are held, 
  timed between the shifts of the labourers working in 
  the Priory of the Sacred Form. Surrounding the main 
  room are multiple chaplets and sanctuaries for private 
  worship and Ecclesiastic rituals, and a cloister leading 
  to the Priory of the Sacred Form around the landing 
  pad where the Agents arrived. 
  Crypts Exalted  
  The bones of Barastyr’s most important historical 
  figures are displayed here in glasscrete caskets, most 
  notably the founding Ecclesiarchs of the Bara family. 
  The Crypts Exalted, located at either transept of the 
  cathedral, are constantly patrolled by ten Enforcers 
  hired by the Barastyr upper crust. 
  Priory Of  
  The Sacred Form
  A gargantuan annex of Barastyr Cathedral, the Priory 
  of the Sacred Form, is a corpse starch processing 
  facility. It is equal parts church and factory, and one of 
  the largest employers of labour in the city. 
  The priests of the Cathedral are duty bound to 
  bless all of the corpses brought to Barastyr. Those that 
  can afford burial are delivered to their tombs. Those 
  that can’t are declared no longer Human; their souls 
  departed to be with the Emperor, their bodies now 
  meat to feed His people. 
  The remainder of the vast facility is more akin 
  to a production line where thousands work tirelessly 
  to transmute dead bodies into mealy, tasteless food. 
  The bones are extracted for building supplies, or 
  fenced as ‘holy relics’ on the Memento Square with the 
  belongings of the departed. The skulls are sent to the 
  Servo-Skull Manufactorum. 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  
  7
  PART TWO: 
  BARASTYR 
  Follow the leads. Locate the Gelfradus Necropolis. 
  Barastyr is a small and dour city, with only a few points 
  of interest. The Cathedral stands at the north side 
  of the main square, directly opposite the Librarium 
  Mortem, easily identifiable by its domineering 
  columns and large hanging flags depicting the symbol 
  of the Adeptus Administratum. The Servo-Skull 
  Manufactorum is on the east side of the square. To 
  the west is the main road to Memento Square, the 
  squalid downtown district of Barastyr composed 
  mostly of hab-blocks. 
  The Agents should be aware of their goals and 
  the leads they want to follow, and will most likely 
  head to the Librarium Mortem or ask around about 
  Diomedes. Anyone can point them to the Librarium, 
  and those asked about Diomedes will point to Memento 
  Square or the Jolly Undertaker (see p.9).
  LIBRARIUM MORTEM    
  Doric columns inlaid with grim, skull-faced statues 
  mark the front of the Librarium Mortem. Easily 200 
  metres tall, it is almost as large as the Cathedral, and 
  is constantly expanded to accommodate the ever-
  growing tally of the dead. Battle Sisters of the Order 
  of the Sanctified Shield patrol the steps and entrance 
  regularly. 
  The inside of the vast Librarium is barely lit by a 
  few candles carried by Servo-Skulls. The colossal rows 
  of shelves holding scrolls and tomes of death records 
  stretch endlessly into the darkness above. Perceptive 
  Agents will hear the whirr and click of Servo-Skulls 
  far above them, preserving and maintaining the many 
  records. These sounds are punctuated by muttered 
  curses from Archivist Abeabah, half hidden at the 
  front desk by piles of scrolls and dataslates. 
  Beside the desk is a short queue of 
  functionaries from the Administratum, Ecclesiarchy, 
  and Adepta Sororitas. Each keys in some information 
  on a dusty data-screen by the desk, then watches as 
  a waiting Servo-Skull soars into the darkness above 
  and retrieves a tome. There are several tables nearby, 
  where some scholars are reviewing records. 
  If the Agents attempt to key in anything regarding 
  the Gelfradus family, a message reading ++[ADEPT 
  UNAVAILABLE]++ appears on the data-screen. 
  Archivist Abeabah 
  As one of the unfortunate few Administratum adepts 
  tasked with maintaining the Librarium Mortem, 
  Abeabah is massively overworked. Her deeply devout 
  and detail-oriented nature prevents her from cutting 
  corners, and though she is supported in her efforts by 
  several squadrons of Servo-Skulls she is twitchy, on 
  edge and impatient. 
  KEYWORDS: IMPERIUM,  
  ADEPTUS ADMINISTRATUM, HUMAN
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  2
  2
  3
  2
  4
  2
  Defence
  Resilience
  Wounds
  Shock
  1
  3
  2
  2
  SKILLS: Default 4, Awareness 6 (Passive 3), Insight 2,  
  Scholar 8
  Abilities
  ACTION: Unarmed, 2 +1 ED / Range 1
  DETERMINATION: Spend 1 Ruin to roll 2d6. 
  Conviction
  Resolve
  Speed
  Size
  2
  1
  6
  Avg
  ARCHIVIST ABEABAH
  
  8
  Abeabah is focused entirely on recording the swathes 
  of deaths in the Gilead System due to the constant 
  assault of daemons from the Great Rift. She directs the 
  Agents to a dusty data-screen if they ask to requisition 
  records of the Gelfradus family. If Abeabah is told about 
  the error message, she stops working and laments the 
  loss of her favourite Servo-Skull, the Khalidas.
  The Stolen Skull 
  The Khalidas are a conjoined Servo-Skull of the twin 
  Administratum adepts Mort and Thana Khalida. Their 
  memories were greater than most Servo-Skulls, and 
  were responsible for many of the Librarium’s records. 
  Abeabah sadly recounts the tale of how the Khalidas 
  went missing to anyone who will listen, and beg them 
  to return the Skulls to her.
  Abeabah and the Khalidas were accosted 
  whilst returning to her hab-room two weeks ago 
  by a scummy individual with mismatched teeth — 
  see Diomedes on p.10. He asked her for assistance 
  reading a heavy prayer book, as he claimed he was 
  illiterate. When she began to read from the oversized 
  tome, the Scum caught the Khalidas in a net and ran 
  off into the downtown slums. The Archivist promises 
  that the Khalidas can find any lost records, and offers 
  to recompense the Agents in any humble way she can. 
  Librarium Reunion 
  If the Khalidas are repaired and returned to the 
  Librarium, Abeabah ecstatically attempts to help the 
  Agents — without abandoning her appointed duties, 
  of course. If the Khalidas are returned unrepaired, 
  Abeabah bursts into hysterics, and drags the characters 
  to either the Servo-Skull Manufactorum or Kaliya to 
  perform the repairs. 
  The repaired Khalidas find all the Gelfradus family’s 
  records. Of greatest interest are the frequent clashes 
  between Augustus, last of the Gelfradus line, and the 
  Adeptus Mechanicus, who accused the family of using 
  heretical xeno-technology. The location and partial 
  blueprints of the tomb are also available, indicating 
  that Augustus is buried in the lower crypts with 
  several redacted security systems.
  MEMENTO SQUARE 
  Hundreds of thousands died during the Gilead Crusade 
  to liberate the System from the clutches of the Ruinous 
  Powers, and in the following years many heretical cells 
  revolted against Imperial rule. The skulls and bones of 
  rebellious leaders were cobbled to create this square as 
  a constant reminder of the Emperor’s crushing might. 
  When Barastyr’s impoverished citizens need to trade 
  tech, favours, or holy relics, they head to Memento 
  Square. Graverobbers mingle with scribes and adepts, 
  exchanging goods and information at this gathering 
  point for members of the dark side of the city.
  Kaliya
  Loudest and most boisterous of all the merchants on 
  Memento Square, Kaliya touts all manner of suspicious 
  tech and spurious holy relics. She performs black 
  market augmetic surgery in exchange for ‘favours’ 
  and seems to know everyone by name. 
  Kaliya is always excited to find a new customer, 
  and hones in on the Agents quickly, offering them: 
  ‘Saint’s toes, fresh augmetics, and the most powerful 
  prayers to protect you from that hole in the sky!’ She 
  persistently asks what the characters are looking 
  for, pointing out body parts each Agent may want to 
  replace with augmetics. If the Agents ignore Kaliya, 
  she asks them where they are going, and offers them a 
  good deal on a guide with her friend, Diomedes — she 
  knows he is usually at the Jolly Undertaker, and can 
  take the Agents there. 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  SHOPPING IN 
  BARASTYR
  Much is available in the Memento Square 
  markets, but little that would be of use to 
  the Agents. Any Common or Wargear with 
  the IMPERIUM Keyword can be found, and 
  the only weapons available are those with 
  the SCUM Keyword. Anything the Agents 
  acquire will likely have bone components. The 
  Agents can rent a rudimentary promethium-
  fuelled automobile with a DN 7 Influence Test.
  
  9
  Any Agent with a Passive Awareness of 2 (or 
  succeeds an DN 2 Awareness (Int) Test) notices 
  the key dangling from Kaliya’s bandolier, the top of 
  which is shaped into a shield emblazoned with the 
  Aquila between two rampant lions — the Gelfradus 
  family crest.
  A Morbid Deal
  If the Agents offer to purchase the Gelfradus key 
  from Kaliya, she asks them why they want it. With 
  her high Insight, there is a strong chance she detects 
  any lies. If Kaliya knows the Agents desperately want 
  the key, she offers to trade it for a holy fingerbone of 
  the Bara family from the Crypts Exalted. This level of 
  blasphemous thievery forces a DN 5 Corruption Test.
  Kaliya has no compunctions about telling the 
  them that Diomedes sold her the key, and accepts other 
  trades if they can find something she values. 
  DOWNTOWN
  Barastyr is not free from the disparity of wealth that 
  permeates the Imperium. Most of Barastyr’s population 
  works hard to sustain the cemetery moon and the 
  wider Gilead System, housed in crumbling hab-blocks 
  partially constructed from cast-off bones from the 
  Priory of the Sacred Form. The emergence of the Great 
  Rift has exacerbated the poverty of many in Barastyr, 
  with large numbers turning to crime, favour-trading, 
  and graverobbing to survive. 
  If an Agent rolls a Complication on any Test to 
  find Diomedes or the Jolly Undertaker, word will have 
  reached him first — the Agents see a scummy man 
  with mismatched teeth leaving the Jolly Undertaker 
  at high speed towards his Shanty (see p.10) as they 
  move through Downtown. 
  The Jolly Undertaker
  Far from a reputable establishment, the Jolly Undertaker 
  is the quintessential Scum den. Barely identifiable as a 
  building, the dilapidated bar is cobbled together from 
  ‘reclaimed’ tomb masonry and gargoyles. The interior 
  is dark and undecorated, lit by greasy candles that 
  illuminate the rubble used as furniture. The proprietor 
  serves a stinking moonshine that smells similar to 
  promethium, but far more potent. 
  Though the light is low, any Agent with 
  a Passive Awareness of 3 (or who makes a DN 3 
  Awareness (Int) Test) notices a few unusual details 
  about the patrons. One has reversed hands, clearly 
  visible when she drinks. An eye on a pseudopod 
  appears from the bottom of a muscular man’s robe, 
  then quickly slips back in. Sitting alone in the corner 
  (provided he has not heard the Agents are coming) is a 
  man with greasy, mud-soaked clothes and a wide grin 
  full of mismatched teeth — Diomedes. 
  KEYWORDS: IMPERIUM, HUMAN, SCUM
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  1
  3
  2
  1
  2
  4
  Defence
  Resilience
  Wounds
  Shock
  2
  2
  2
  2
  SKILLS: Default 4, Awareness 4 (Passive 2), 
  Cunning 8, Deception 6, Insight 8, Persuasion 8
  Abilities
  ACTION: Sword, 5 +3 ED / Range 1 / Parry
  DETERMINATION: Spend 1 Ruin to roll 1d6. 
  Conviction
  Resolve
  Speed
  Size
  1
  1
  6
  Avg
  KALIYA
  
  10
  The Patrons 
  Strangers put the patrons on edge. A Complication on 
  almost any Test could easily result in a fight breaking 
  out, and the patrons are likely to have Diomedes’s back 
  (use the Scum Threat on p.334 of the Rulebook). Few 
  care for Imperial law in Downtown Barastyr — some 
  may be Bonepickers, others labourers that have lost 
  their jobs after becoming mutated. Many mutter and 
  curse that the Great Rift is responsible for their plight, 
  and jovially advise the strangers not to look at the sky. 
  One may drunkenly brag that she was once hired by 
  the Holy Inquisition, but her party failed in their task, 
  and all but her fell to the Servitors in the Boneyards. 
  Diomedes 
  The noisome stench of the dark, viscous liquid 
  Diomedes nurses in the back of the Jolly Undertaker 
  travels for a few metres, and follows him wherever 
  he goes. He is an opportunistic braggart who views 
  himself as a savvy businessman and ruler of Downtown 
  Barastyr. Diomedes has a massive but fragile ego, 
  spidery hands, and a rattling voice that ends almost 
  every sentence with a spit. His only inner conflict is 
  between his unbound avarice and an uncanny instinct 
  for self preservation. 
  Diomedes entertains almost any ‘business 
  proposition’ provided he is offered something 
  in return, or is at least convinced he will receive 
  something. Above all else, he prizes Servo-Skulls, 
  which he collects and studies in his Shanty. If the 
  Agents are at a loss for what to offer him, he suggests 
  stealing one (or requisitioning, if they must) from the 
  Servo-Skull Manufactorum. Leading the Agents 
  to the Gelfradus Necropolis won’t be too difficult for 
  Diomedes, especially if they ride in his automobile, but 
  he isn’t about to let anyone know that. 
  Diomedes flat out denies stealing Abeabah’s 
  Servo-Skull if asked. He is a practiced but if a character 
  makes a successful DN 4 Insight (Fel) Test, they spot 
  the falsehood. If confronted, he tries to talk his way 
  out, then signals to the bar patrons to attack before 
  fleeing towards his Shanty.
  Diomedes’s Shanty 
  Diomedes’s home is a filthy lean-to composed of 
  bone and scrap where he can be found when not 
  drinking or hustling. Finding the Shanty requires a 
  DN 3 Investigation (Int) or Cunning (Fel) Test if the 
  Agents have not seen Diomedes in the vicinity. 
  The door is locked, and can be picked by a DN 
  3 Stealth (A) Test. Diomedes rigs up a Shotgun to fire 
  at anybody that opens the door whenever he leaves 
  his Shanty. Agents that Shift on their Stealth Test 
  can deactivate the mechanism remotely. Otherwise, 
  anyone in the doorway can attempt to dodge the blast 
  of buckshot by using the rules for Dodging Area Effect 
  Attacks (p.186 of the Wrath & Glory Rulebook). 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  CRAVEN ALLY
  Diomedes sells his allies out at any opportunity 
  if he believes he will profit from the exchange 
  or guarantee his safety. You may like to make 
  a DN 1 Resolve Test for Diomedes whenever 
  he or an ally suffers a Wound. If he fails, he 
  attempts to switch sides or flee, firing at the 
  Agents as he runs. 
  KEYWORDS: IMPERIUM, HUMAN, SCUM
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  3
  2
  3
  1
  1
  3
  Defence
  Resilience
  Wounds
  Shock
  1
  5
  3
  2
  SKILLS: Default 4, Awareness 4 (Passive 2), Ballistic 
  Skill 6, Cunning 6, Deception 6, Insight 6, Pilot 5
  Abilities
  ACTION: 
  Hand Cannon: 9 + 1 ED / AP -1 / 
  Range 6 - 12 - 18 / Pistol. 
  Shotgun: 8 +1 ED / Range 6 - 12 - 18 / Assault, Spread. 
  Frag Grenade: 10 +4 ED / Range 8m / Blast (Medium)
  DETERMINATION: Spend 1 Ruin to roll 3d6. 
  Conviction
  Resolve
  Speed
  Size
  1
  1
  6
  Avg
  DIOMEDES
  
  11
  Inside, the Shanty is strewn with broken Servo-Skulls 
  and a point of Projectile Ammo. Adjoining the Shanty 
  is a collapsed sepulchre spire that Diomedes has 
  converted into a garage of sorts, though only those 
  who pass a DN 5 Awareness (Int) Test will notice 
  the inner or outer door. Inside is a roughly cobbled 
  together promethium automobile with large wheels 
  and adorned with an inordinate amount of skulls. 
  The vehicle is liable to break down — unless piloted 
  by Diomedes — and explodes if anyone fires at its 
  fuselage. 
  The Khalidas
  The conjoined Servo-Skulls can be found easily on 
  a workbench, surrounded by makeshift tools. Much 
  of the Khalidas’ wiring has been damaged, the 
  unfortunate end of Diomedes’s failed experiments. 
  The Khalidas are unable to fly, and can be repaired by 
  a DN 3 Tech (Int) Test. 
  SERVO-SKULL 
  MANUFACTORIUM
  This small factory-shrine is almost constantly busy 
  creating faithful servants of the Imperium, many 
  of which are outfitted with Laspistols to defend the 
  Manufactorum. Almost all of the Adepts refuse to 
  communicate during their holy work, nominating 
  Adept Jevak to speak to any visitors. 
  Though more communicative than the other adherents 
  of the Cult Mechanicus, Jevak is a cold, curt, and 
  unfeelingly, logical man. He can be convinced to spare 
  a Servo-Skull to aid the Agents with a DN 7 Influence 
  Test, and repairs any technology if the Agents make a 
  successful DN 3 Persuasion (Fel) Test. 
  PART THREE: THE 
  BONEYARDS 
  Go to the Gelfradus Necropolis. 
  Once the Agents know at least vaguely where the 
  Necropolis is, or has a guide to lead them there, they 
  can begin the journey. This can be as arduous or easy 
  as suits your group — you might even like to narrate 
  the journey of the Agents reaching the destination, as 
  long as they know where they’re going. 
  Between the cities of Daedalon lie the Boneyards, vast 
  forests of graves and mausoleums of varying sizes 
  from the simple headstones of well-off labourers to the 
  towering necropoli of noble families. 
  There are badly maintained roads between the 
  graves allowing mourners and pilgrims to navigate the 
  Boneyards with some success. Barastyr locals have 
  constructed shrines at most intersections, each inlaid 
  with skulls covered in purity seals and handwritten 
  prayers. Many of these shrines have been co-opted, 
  with signage to aid in navigating the Boneyards.
  Bonepickers
  A colloquial name given to the desperate Scum that 
  trawl the Boneyards in search of anything valuable, 
  regularly resorting to stealing from the tombs of 
  wealthy nobles and mugging mourners. A Mob 
  of Bonepickers could be around any corner in the 
  Boneyards, universally unfriendly, suspicious, and 
  opportunistic. You can use the Scum profile on page 
  334 of the Wrath & Glory Rulebook, each wielding 
  weapons customised with bone. See pages 324–325 of 
  the rulebook for more information on Mobs. 
  
  12
  FINDING THE 
  NECROPOLIS 
  The Agents must make three successful DN 4 Survival 
  (Wil) Tests to locate the Gelfradus Necropolis. If the 
  Agents learned the location of the Gelfradus Necropolis 
  from the Librarium Mortem, the DN of the Tests is 
  decreased to 2. If Diomedes is guiding the Agents, they 
  gain +3 bonus dice to their Survival (Wil) Tests. 
  Roll on the table below to generate a Boneyard 
  Encounter after each Test to find the Gelfradus 
  Necropolis. You can simply choose an encounter if you 
  think it will be best suited for your table, or you might 
  like to invent your own based on what has happened 
  in the adventure so far. 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  11-13
  Collapsing Necropolis: The long-neglected structures above and around the Agents collapse. All of the 
  Agents must succeed on a DN 2 Agility Test to dodge the falling masonry or suffer 1d3 Mortal Wounds.
  14-16
  Flash Flood: Monsoon rains have created a muddy, fast flowing river that blocks the party’s path. Swimming 
  across requires a DN 4 Athletics (S) Test. Complication: Any character that rolls a Complication in this 
  scene is swept away by the current of the river. The rest of the party can find them easily and pull them 
  out, but they must face another Boneyard Encounter — roll again on this table.
  21-23
  Bonepickers: The Agents hear the sound of a commotion from a nearby tomb. A number of Bonepickers 
  equal to the number of Agents +2 emerge with the spoils of their work, claiming that this is their territory 
  and demanding the Agents leave. Complication: The Bonepickers are cannibal mutants! They may try 
  to turn the Agents into their next meal instantly, or stalk them through the Boneyards waiting for an 
  opportunity to strike. Use the Mutant profile on page 333 to represent the cannibal Mutants.
  24-26
  Familiar Name: Pick an Agent at random. They notice a tomb or sarcophagus with a familiar name on it; 
  perhaps a loved one, an enemy, or someone else important from their background.
  31-33
  Immortal Guardians: Some wealthy nobles commission the construction of Servitors to guard their 
  ancestral tombs. The biological components of these guardians decompose slowly, and though they may 
  have exposed bones they still obey their commands to protect. The bone Servitors attack anyone trespassing 
  in the Boneyards. Use the Gun Servitor profile on pages 334–5 of the Wrath & Glory Rulebook.
  34-36
  Corpse: A corpse lies in the middle of the road. Who they are, and how they met their end is up to you. 
  They may have been a Bonepicker, a mourning pilgrim, or an armed agent of the Inquisition bearing a 
  blank dataslate...
  41-43
  Lost Pilgrim: An emaciated pilgrim rushes towards the Agents and begs to be taken to safety. They claim 
  to have been lost amongst the labyrinthine Boneyards for a couple of days — whether this is true, or they 
  have more sinister motives is up to you.
  44-46
  Tide of Bone: As the Agents make their way through the narrow corridor of a crypt, the housing of a mass 
  grave fractures, releasing a flood of old bones. All of the Agents must succeed on a DN 2 Agility Test or 
  be buried under a pile of bones. Escaping the crush requires a successful DN 3 Athletics (S) Test, and 
  any free and able-bodied Agents can Help. Complication: The collapse attracts the attention of a group of 
  six Bonepickers.
  51-53
  Mourners: A procession of Mourners moves through the path ahead, chanting liturgies of grief.
  54-56
  Catacombs: A recently collapsed crypt has blocked the path forward, but has also revealed the entrance 
  to a system of catacombs that offer shelter. A rough approximation of the Gelfradus family crest is etched 
  into the wall of the entrance to the catacombs. If the Agents enter the catacombs and succeed on a DN 
  3 Survival (Wil) Test, they arrive at the Gelfradus Necropolis. If they fail, they emerge elsewhere in 
  the Boneyards and must continue searching. Complication: The Agents aren’t alone — a group of eight 
  Bonepickers are lost in the catacombs, and are itching for a fight.
  61-63
  Gilead Gravediggers: A patrol squad of ten Gilead Gravediggers are on the path ahead, questioning 
  any who pass through the Boneyards in an effort to prevent graverobbing. If the Agents make a good 
  impression, the Astra Militarum Troopers may offer them assistance in pointing out the Necropolis, adding 
  +2 bonus dice to their next Survival (Wil) Test.
  64-66
  Morbid Vista: Following an ascending path, the Agents reach the top of a hill that rises high above the 
  peaks of the tallest necropoli. From this height the boundless sprawl of crypts and mausoleums can be seen 
  clearly. Each Agent may make DN 3 Awareness (Int) Test to try to spot the Gelfradus family crest on one 
  of the Necropoli below. If they succeed, they gain +4 bonus dice to the next Survival (Wil) Test they make 
  to find the Gelfradus Necropolis.
  d66
  BONEYARD ENCOUNTER
  
  13
  BONEYARD COMBAT
  Navigating the ever-shifting terrain of the Boneyards is challenging at the best of times, and particularly 
  difficult in the heat of combat. The monsoon rains of varying strength could add penalties from +1 to +3 
  to Awareness (Int) and Ballistic Skill (A) Tests. 
  The majesties of Imperial tomb architecture offer ample cover and hiding places, but the numerous 
  mausoleums and sarcophagi have fallen into disrepair over the centuries of monsoon weather. Many a 
  slow-moving mourner has lost their life, crushed under crumbling masonry. Feel free to use variations on 
  these to colour Complications. 
  There are plenty of opportunities for creative players to make use of the terrain, climbing on tombs 
  for better vantage points or damaging decaying structures to bring them down on their foes. Don’t hesitate 
  to award Wrath Points for innovative ideas. 
  GRAVEYARD HIGHWAY
  If the Agents are in a vehicle they can travel more 
  quickly, and only need to make two Survival (Wil) 
  Tests to navigate to the Gelfradus Necropolis. Any 
  Complication causes the vehicle to break down. A 
  DN 3 Tech (Int) Test can fix most vehicles over the 
  course of a couple of hours. 
  Vehicles attract attention in the barely disturbed 
  silence of the Boneyards. Any Complication or 
  Boneyard Encounter that results in the vehicle 
  stopping may result in Bonepickers or Gilead 
  Gravediggers arriving to assess the situation. At the 
  GM’s discretion, any Athletics (S) Test in a Boneyard 
  Encounter can be replaced with a Pilot (A) Test. 
  
  14
  PART FOUR: 
  GELFRADUS 
  NECROPOLIS
  Explore the Necropolis. Find the Revelator. 
  Though far from Barastyr, the Necropolis is hard to 
  miss. The monsoon rains pour heavily as the Agents 
  arrive, but the 20-metre high walls are easy to see, as 
  are the equally high gates bearing the rusted crest of 
  the Gelfradus family. The most impressive crypts are 
  visible towering over the walls. 
  COMPLEX GATES 
  The gates to the Necropolis were locked long ago, and 
  somewhat rusted by the monsoon rains. They can be 
  opened using the key on Kaliya’s bandolier, or picked 
  with a DN 5 Stealth (A) Test. Otherwise, the Agents 
  have to find a way to climb the walls or destroy the 
  gate, which has Defence 1, Resilience 10, and 10 
  Wounds. 
  Beyond the gates lies the Necropolis proper, a system 
  of crypts protected by ten Gun Servitors (pages 334–
  335 of the Wrath & Glory Rulebook). The monsoon 
  rains seriously limit visibility, which the Agents can 
  use to their advantage. Provided they do not make too 
  much noise — for example, by shooting or smashing 
  the gate — the Servitors are relatively easy to sneak 
  past using the Stealth rules on pages 181–182 of the 
  Wrath & Glory Rulebook. 
  If the Agents got the necessary information 
  from the Librarium Mortem, they can find Augustus’s 
  tomb easily. Otherwise, the Agents have to make a 
  successful DN 3 Investigation (Int) Test to search the 
  other crypts, all of which contain simple sarcophagi. 
  THE DESCENT 
  Augustus Gelfradus’s tomb is a small tower at the rear 
  of the Necropolis. The keystone of the arch that forms 
  its entryway is a large gargoyle. Any Agent that makes 
  a successful DN 3 Awareness (Int) Test notices that 
  the gargoyle has a decomposing Gun Servitor built 
  into it, which fires on anyone who tries to enter. 
  The inside of the crypt is damp and unlit, the 
  candles long since extinguished by water damage. A 
  stairway winds around the tower both up and down. 
  The upper staircase has collapsed, and rain drips 
  down onto the slick staircase below, making it difficult 
  terrain. Many of the stairs are missing, necessitating 
  a DN 2 Athletics (S) Test to climb down, with any 
  Complications causing the character to fall 10 metres. 
  The staircase descends about 40 metres before 
  reaching a tunnel filled with water a metre deep. At the 
  end of the tunnel is a door that leads to the Narthex. 
  THE NARTHEX 
  The Narthex is a circular chamber 30 metres in 
  diameter, with a sarcophagus at its centre. When the 
  Agents open the door, muddy water spills in from the 
  tunnel; perceptive characters that succeed on a DN 3 
  Awareness (Int) Test will notice that the water drips 
  down through cracks in the stone floor, and can be 
  heard impacting on something below.
  If the Agents have a light source, they notice 
  carvings of Imperial heroes on the walls; winged 
  saints, oversized Imperial warriors raising their blades 
  high, and hundreds of intricately carved worshippers 
  praying before the Emperor’s light. 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  ETERNAL FLAME
  The number of Servitors guarding the 
  Gelfradus necropolis is a testament to their 
  immense wealth, and none more so that the 
  Flamekeeper. The Flamekeeper is a simple 
  Servo-Skull that was once Anculus Vaal, a 
  trusted manservant of Augustus Gelfradus. 
  The Flamekeeper is now programmed to 
  maintain the flames burning in the braziers 
  in front of each tomb in the Necropolis — a 
  thankless and endless task during monsoon 
  season. The Flamekeeper is not programmed 
  for combat, and plays a recorded prayer for 
  each specific family member when it relights 
  the braziers in front of their tomb. You can 
  use the Flamekeeper to guide the Agents to 
  Augustus’ tomb if they’re struggling to find 
  it, or simply to add some flavour and dark 
  humour to the Necropolis.
  
  15
  The Guardian 
  Amalgamation
  The Guardian Amalgamation is a repulsive fusion of 
  multiple Servitors and xenos technology. It has been 
  programmed to attack anyone who enters the lower 
  Narthex and designed to operate in complete darkness. 
  The Servitors that make up the Amalgamation 
  are each missing several body parts, and have been 
  fused together by xenos technology and weaponry. 
  Though each individual Servitor can act independently 
  and can take its own Turn, they are bound together, and 
  cannot move. The Guardian Amalgamation is intended 
  to be run as a single grotesque Mob (see p.324 of the 
  Wrath & Glory Rulebook) with an adjustable number 
  of components so you can tailor the battle to challenge 
  your group.
  SARCOPHAGUS 
  CHAMBER 
  Augustus Gelfradus’s true tomb is a small room 
  housing an ornate sarcophagus. The complex wall 
  carvings show truly blasphemous scenes — Humans 
  trading esoteric technology with strange, alien species. 
  The carvings of xenos depict them in impossible 
  shapes that seem to shift through dimensions and 
  move towards the viewer — if an Agent looks at them 
  for too long, they must make a DN 1 Corruption Test.
  The lid of the sarcophagus can be easily opened 
  to reveal a rotting corpse in regal imperial finery. Held 
  in the skeletal hands is a metallic bottle with a strange, 
  almost organic shape, covered in glowing runes that 
  constantly shift away as if hiding from the viewer. 
  This is the Revelator. 
  PART FIVE: 
  REVELATIONS
  Decide what to do with the Revelator.  
  The party has acquired the Revelator, and now it’s up 
  to them to decide what they do with it. If the party 
  wants to return to Barastyr, you can play through Part 
  Three: The Boneyards again or simply narrate the 
  journey. Once there, they may have to deal with the 
  fallout of their past actions. 
  The Guardian Amalgamation is intended to be run as a 
  stationary Mob, with 3 components for every Tier 1 Agent. 
  If your group is particularly tough or of a higher Tier, you 
  may like to add more components to balance the encounter.
  KEYWORDS: HUMAN, XENOS
  S
  T
  A
  I
  WIl
  InT
  Fel
  8
  8
  1
  2
  5
  2
  1
  Defence
  Resilience
  Wounds
  Shock
  1
  8
  1
  -
  SKILLS: Default 3, Awareness 5 (Passive 3),  
  Ballistic Skill 4, Weapon Skill 4
  BONUSES: Iron Soul: This Threat is unaffected by 
  abilities that target the mind, and never needs to make 
  a Resolve Test to continue fighting. 
  Abilities
  ACTION: The Guardian Amalgamation listens, making 
  an Awareness (Int) Test as a Free Action. It then attacks 
  the closest target to the Sarcophagus Chamber door it 
  can hear.
  Xenotech Blade: 10 +4 ED / Range 2 / Agonising, Rad (2). 
  Xenotech Blaster: 12 +1 ED / Range 12 - 24 - 36 / 
  Agonising, Rad (2).
  DETERMINATION: Spend 1 Ruin to roll 5d6. 
  Conviction
  Resolve
  Speed
  Size
  5
  4
  0
  Lrg
  Mob Abilities
  Ruinous Amalgamation: This Mob generates 1 point of 
  Ruin at the start of every Round. 
  RUIN: Return Fire: Whenever this Mob is attacked, you 
  may spend 1 Ruin to have it immediately attack whatever 
  caused it damage. The target’s Defence is increased by 2 
  for this attack.
  COMPLICATION: Anomalous Fuel: Whenever this Threat 
  rolls a Complication, the strange substance that fuels it 
  bubbles and glows, illuminating the lower Narthex. If the 
  fuel system is attacked by a Called Shot (+2 to Defence 
  and ED) in the next Turn, 1d6 +1 Guardian Amalgamation 
  Components are destroyed.
  GUARDIAN AMALGAMATION COMPONENT 
  The sarcophagus contains what appears to be a 
  skeleton, dressed in relatively modest Imperial finery 
  that has started to decompose. A DN 3 Medicae (Int) 
  Test reveals the skeleton is fake. If any Agent interacts 
  with the tomb, a few of the stones in the floor that 
  support it comes loose, and fall into the chamber below. 
  Beneath the Narthex is an identical room, 
  including a locked door that requires a DN 5 Stealth 
  (A) Test or a DN 3 Strength Test to open. Beyond 
  the locked door is the Sarcophagus Chamber. At 
  the centre of the lower Narthex is the Guardian 
  Amalgamation. 
  
  16
  The Stalker Flare can be used to signal Mendax’s Gun-
  Cutter (a void-capable craft customised to her needs) 
  whenever the party is ready to face her. The craft 
  descends within an hour, though if the flare is lit in 
  a populated area, Mendax lands somewhere secluded.
  INQUISITION 
  REQUISITION 
  The Interrogator extends the landing ramp and waits  
  at the top flanked by her two Arco-Flagellants. She 
  asks the Agents for proof they have acquired the 
  Revelator. If Mendax feels physically threatened at 
  any point, she speaks the High Gothic codeword 
  ‘Deprecarentur’ to deactivate the Pacifier Helms of the 
  Arco-Flagellants, causing them to attack the nearest 
  Agents instantly. She only speaks the second trigger 
  word ‘Remissio’ if she believes doing so will help her 
  acquire the Revelator. 
  Obedience 
  If the Agents give Mendax the Revelator, she thanks 
  them enthusiastically, her eyes never leaving the 
  device. She invites the characters on board, and 
  repeatedly expresses her pleasure and disbelief that 
  she finally has the Revelator. 
  Mendax leads the Agents to the bridge of 
  the ship and consults a pile of scrolls, constantly 
  murmuring. She pricks her finger, and quickly presses 
  a series of runes on the Revelator with the bloody digit. 
  It slowly hums to life and projects a searingly clear 
  hololithic map of the Gilead System. Mendax watches 
  in awe as several sets of alien runes appear in the 
  projection over several of the Heartworlds and some 
  points of space in the Voidmire. 
  Mendax is jubilant and thanks the characters 
  profusely, then turns to pilot the ship. Regardless 
  of the Agent’s reactions, the Daemonic Incursion 
  starts a few minutes after Mendax’s blood enters the 
  Revelator. 
  Rebellion 
  If the Agents refuse to give Mendax the Revelator or 
  accuse her of heresy, she at first attempts to persuade 
  them that she plans to destroy it, pointing out the 
  various weaponry and holy items she has with her. 
  The Agents can see through this ruse with a successful  
  DN 5 Insight (Fel) Test. 
  If Mendax manages to acquire the Revelator, she 
  immediately attempts to activate it as in Obedience, 
  triggering the Daemonic Incursion. If the Agents make 
  to leave at any point, Mendax calls out for them to stop, 
  offering them riches and fine weaponry if they tell her 
  where the Revelator is. If she believes they have the 
  Revelator, she speaks the trigger word ‘Deprecarentur’ 
  and orders her Arco-Flagellants to attack. 
  If the Agents do not have the Revelator, Mendax 
  curses them, saying they deserve no better than to 
  be stranded on this dead rock. If an Agent makes a 
  successful DN 3 Persuasion (Fel) Test, Mendax gives 
  them another Stalker Flare and tells them they have 
  one last chance. In either case, Mendax then attempts 
  to leave on her ship, refusing to let the Agents on 
  board. 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  ANOTHER WAY
  The Revelator is seemingly impervious to 
  harm, and can’t be destroyed by conventional 
  means, though if brought to an educated 
  xenotech scholar, they may be able to find a 
  solution with a DN 10 Scholar (Int) Test. 
  If left in the Sarcophagus without a 
  Guardian, there is a chance that graverobbers 
  could find the Revelator. It may be wise for 
  the Agents to collapse the crypt, or bring it to 
  a higher power to have it dealt with. 
  Getting Off-World 
  Daedalon is the final destination for most, 
  and getting off the moon isn’t easy. The 
  crucial shipments of corpse starch and 
  Servo-Skulls leave almost daily from the 
  Priory of the Sacred Form, but are closely 
  guarded by both the Gilead Gravediggers and 
  Adeptus Mechanicus forces. Mourners and 
  pilgrims hire private travel or are assigned 
  to their duties by the Ministorum, and make 
  infrequent journeys guarded by members of 
  the Adepta Sororitas.
  Of course, if one of the Agents is a 
  Rogue Trader or a high-ranking member of 
  a prominent Faction, they may be able to 
  secure their own transportation.
  
  17
  Daemonic Incursion 
  A horrendous screeching echoes through the air as 
  though an Imperial Cruiser crashed into a cathedral as 
  a Warp Rift tears through reality next to the Revelator. 
  All characters present have the opportunity to move 
  away. Those that do not must make a DN 3 Corruption 
  Test. 
  A number of Pink Horrors (page 348 of the 
  Wrath & Glory Rulebook) equal to the number of 
  Agents cavort gleefully from the Warp Rift and attack 
  anyone in sight. They cackle maniacally as they throw 
  Corsucating Flames at their targets, with at least two 
  Horrors focused on Mendax. 
  If Mendax reaches her Maximum Wounds in 
  this scene, roll a Wrath Die. If you roll a Complication, 
  Mendax is possessed by a daemon of Tzeentch and 
  becomes a Possessed Mortal (page 341 of the Wrath 
  & Glory Rulebook). If all of the Pink Horrors are slain, 
  the Warp Rift closes.
  RESOLUTION 
  The Resolution of the adventure is largely dependent 
  on the actions of the Agents in Part Five: Revelations.
  MENDAx LIVES 
  Mendax will continue to search for other potentially 
  heretical relics to gain more power. She may make 
  other grim invitations to the party now that they have 
  proven themselves trustworthy. 
  ARCO-FLAGELLANTS
  Death is not punishment enough for many forms of heresy. The Confessors of the Adeptus Ministorum have 
  devised many methods of divine retribution that are far worse. Those impure souls sentenced to become 
  Arco-Flagellants are lobotomised and forced to endure gruesome modifications to become combat Servitors, 
  destined to serve penitence for their crimes through battle. 
  Their limbs are replaced with brutal augmetic weapons. Chemical pumps are inserted beneath their 
  skin, prepared to release a cocktail of combat drugs to trigger a frenzied battle rage, dull pain, and force the 
  luckless Flagellant to fight. A Pacifier Helm is grafted to the brain and spine, projecting a constant stream of 
  exquisite imagery of the Imperial Cult into their mind, soothing their broken senses with endlessly repeating 
  hymns to the Emperor. This helm renders the Arco-Flagellant a blissfully ignorant zombie, devoid of free 
  will or an urge to act.
  When an Arco-Flagellant’s handler speaks a trigger word, their Emperor-blessed dream state of the 
  Pacifier Helm dissolves. A deluge of combat stimulants force the Flagellant into a whirlwind of furious 
  wrath, driven in agony towards the enemies of the Imperium. Most Arco-Flagellants do not live through 
  the gruesome melee to hear the second trigger word spoken, a word that re-activates the Pacifier Helm and 
  returns them to their revenant stupor. 
  KEYWORDS: IMPERIUM, HUMAN, INQUISITION,  
  HERETIC
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  5
  1
  4
  6
  7
  5
  Defence
  Resilience
  Wounds
  Shock
  1
  7
  11
  9
  SKILLS: Default 6, Awareness 10 (Passive 5),  
  Ballistic Skill 8, Deception 8, Insight 10, 
  Investigation 10, Persuasion 8, Scholar 10
  BONUSES: Champion: This Threat may use Ruin 
  Actions and has 2 personal Ruin. 
  Second Strike: Mendax can make a single attack 
  with her Augmetic Claw and a single attack with her 
  Interrogation Syringe without suffering the +2 DN 
  Multi-Attack penalty.
  Abilities
  ACTION: 
  Bolt Pistol: 10 + 1 ED / Range 6 - 12 - 18 / Salvo 1 / Brutal, 
  Pistol. 
  Augmetic Claw: 4 +2 ED / AP -1 / Rending (1). 
  Interrogation Syringe: 4 +2 ED / AP -1 / Inflict (Poisoned 4)
  Mendax’s augmetic syringe mechadendrite is filled with a 
  drug called Tyche’s Kiss. When correctly applied, Tyche’s Kiss 
  temporarily paralyses its victim, making them appear dead. In 
  the heat of battle, a small injection of Tyche’s Kiss will only 
  partially paralyse the target through its Inflict (Poisoned 4) 
  Trait, a Condition that can be removed with a DN 4 Medicae Test 
  and anti-toxins found in any Medkit.
  DETERMINATION: Spend 1 Ruin to roll 4d6. 
  Conviction
  Resolve
  Speed
  Size
  6
  5
  4
  Avg
  INTERROGATOR MENDAX
  
  18
  In either event, Inquisitor Tytrona Dikasune of the 
  Varonius Flotilla eventually declares Interrogator 
  Mendax Excommunicate Traitoris. She calls for a 
  trial and interrogation of the Agents, and determines 
  whether they should also be condemned or tasked 
  with slaying Mendax. 
  Mendax Dies 
  If the Agents (or Daemons) kill Mendax, word will 
  eventually get out. This could take a few days, or even 
  months, depending on how covertly the characters 
  performed on the mission. In any eventuality, Inquisitor 
  Tytrona Dikasune of the Varonius Flotilla calls for a 
  trial and interrogation of the Agents. She requires 
  strong evidence of Mendax’s heresy to absolve them 
  of the crime of killing a member of the Holy Ordos of 
  the Inquisition. 
  The inevitability that almost every outcome 
  leads to the Agents being interrogated by the 
  Inquisition should not be lost on the Gamemaster. 
  Awarding XP 
   
  u
  3 XP each for roleplaying and having fun. 
   
  u
  3 XP each for reuniting Archivist Abeabah with the 
  Khalidas. 
   
  u
  3 XP each for finding the Revelator. 
   
  u
  3 XP each for defeating Mendax or surviving the 
  Daemonic Incursion. 
   
  u
  3 XP each for escaping Daedalon in an inventive way.
  If the Agents deny Mendax and she survives the 
  ensuing battle, she may become a recurring villain, 
  hunting down the Agents or framing them for her own 
  heretical activities. 
  INTRO
  A GRAVE  
  REQUEST
  BARASTYR
  THE BONEYARDS
  GELFRADUS 
  NECROPOLIS
  REVELATIONS
  KEYWORDS: ADEPTUS MINISTORUM, HUMAN, 
  IMPERIUM, INQUISITION, SERVITOR
  S
  T
  A
  I
  WIl
  InT
  Fel
  5
  3
  3
  4
  3
  1
  1
  Defence
  Resilience
  Wounds
  Shock
  3
  4
  5
  3
  SKILLS: Default 3, Awareness 2 (Passive 1),  
  Weapon Skill 6
  BONUSES: Pacifier Helm & Penitent Augmetics: 
  While the Pacifier Helm is active, the Arco-Flagellant is 
  effectively a non-combatant, able to do little but shuffle 
  around in a blissfully ignorant state. When the Pacifier 
  Helm is deactivated, the Arco-Flagellant is Frenzied. The 
  +1 Strength from being Frenzied is already applied above. 
  The Arco-Flagellant is immune to the Exhausted, Fear and 
  Pinned Conditions and any Fellowship based Skill Tests, 
  including Interaction Attacks.  
  Abilities
  ACTION: Berserk Killing Machine: If an Arco-Flagellant 
  is Frenzied, it must move towards its nearest enemy and 
  make an All-Out Attack on each of its turns until it’s 
  Pacifier Helm is re-engaged. When an Arco-Flagellant 
  makes an All-Out Attack with its Acro-Flail, its Weapon 
  Skill (I) dice pool is 8, and its Defence is reduced to 1 until 
  the start of its next turn. 
  Acro-Flail: 10 +4 ED / AP -2 / Agonizing, Brutal
  ANNIHILATION: Redemption In Death: When an 
  Arco-Flagellant dies, it makes a final All-Out Attack 
  against a target it is Engaged with, if possible.
  DETERMINATION: Spend 1 Ruin to roll 3d6. 
  Conviction
  Resolve
  Speed
  Size
  3
  2
  7
  Avg
  ARCO-FLAGELLANT 
  
SOURCE: textdata/thevault/Warhammer/40k/Wrath & Glory/W40k - Wrath & Glory - Graveyard Shift - Cubicle 7.pdf