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About Us. Privacy Policy. Our Latest Newsletter. Product Reviews. Newsletter RSS Feed. I already own Dark Heresy and have been playing Warhammer White and feathery it comes from the deep to its brothers the clouds, full of dreams of dank The only clues to his demise: a water-soaked collection of poems. My Trader. The Rogue Trader crew purge a Nurgle infestation on their ship, deliver a box.. Dark Heresy wh40k warhammer 40k tabletop rpg roleplaying games My interrogator character from a Dark Heresy game.

Search for:. Taken Adv. Taken Skills Cont. If the GM wishes to introduce the Explorers to the Tau Cadre somewhat earlier, this also presents an opportunity for the Explorers to see the xenos in action, as they fight to secure the vessel against the renegades. During the battle, the GM can alert the players to the fact that one of the Raiders has launched a boarding action against the Valorous Charge.

Some groups of Explorers might decide on their own to help out, or the GM might have either Captain Hesteron or Silberthorne contact the Explorers and request aid in repelling the boarders. The Explorers can only be in a single place at a time, and so this encounter is best resolved by providing the Explorers with a distinctive objective to hold.

If the GM is using this element alongside a space battle, it is probably best to have a single combat encounter aboard the Valorous Charge. However, if defeat double their number in renegades, although the GM should increase this number for particularly combatcapable groups or if the average Rank of the Explorers is 4 or higher. In addition to those the Explorers must deal with personally are a number of renegades roughly equal to the number of NPCs assisting the Explorers.

Rather than rolling attacks and damage for each friendly and enemy NPC, which would bog down the game unnecessarily, the GM should simply narrate the combat occurring around them as the Explorers cut down the enemies attacking them personally. Unless some exceptional circumstances dictate otherwise, the friendly NPCs should defeat those opposing them, while suffering casualties of approximately half their number. If the GM chooses to have the Explorers fight aboard the ship as a major component of the ongoing battle, he can throw several waves of renegades at them.

These could occur in a single locale that the Explorers are attempting to hold, or in several areas as the Explorers fight to cleanse the ship. If handling the void battle between the ships narratively, the Explorers should face three waves of renegades, with a renegade officer leading the final wave use the Void Pirate Captain profile on page of the Rogue Trader Core Rulebook. In this case, the GM could have the Explorers hold a single point against successive waves of attackers, or move from one location to another, assisting the Naval armsmen of the Valorous Charge.

It should be clear that the Tau are also fighting to defend the Valorous Charge, particularly if the Explorers have a history of being trigger-happy when encountering new xenos. The Tau could already be present at a junction or bulkhead the Explorers are arriving to defend, holding back the oncoming renegades with ranged volleys of fire.

Regardless of the specific situation in which the Explorers encounter the Tau during the defence of the Valorous Charge, it should be an opportunity to showcase the impressive firepower of the Tau and their seamless military discipline.

The Explorers do not witness the entire Hunter Cadre at this point, but they should encounter, at the least, a squad of six to twelve Fire Warriors see page In addition, should the GM wish to really display the fearsome technology of the Tau, he might include one or more Crisis Battlesuits see page During any interaction with the Tau at this stage, the GM should keep certain points in mind.

However, introducing Silberthorne at this point might accelerate some of the revelations that he offers the PCs; in effect, some of the interactions and information that would normally occur after the battle might come into play during it, requiring adjustment to the Unlikely Passengers section on page 13 and even the events of An Undeniable Proposition, beginning on page In terms of opposition, use the Renegade profile on page of the Rogue Trader Core Rulebook to represent the rank-and-file renegades boarding the Valorous Charge.

Regardless of the outcome, it is crucial that Silberthorne survives and contacts the Acolytes to offer his proposal see An Undeniable Proposition on page The primary outcome is that Silberthorne and the Explorers arrange to meet, either aboard their own ship or on the Valorous Charge, if it survives. If the Explorers save the Valorous Charge, Captain Hesteron personally thanks them and, if they have not already spoken with him, introduces Silberthorne. Should the raiders succeed in destroying the Valorous Charge, they quickly depart, fearing retribution and, hopefully, the Explorers.

Shortly after, the Explorers receive a vox signal originating amidst the wrecked hulk, as Silberthorne contacts them using the vox aboard an intact shuttle craft. In any case, Silberthorne explains to the Explorers that he is in need of their services in order to complete a mission of great importance and that he can reward them well for their assistance.

Silberthorne prefers to discuss such delicate matters in person. As always, he reveals only the bare minimum of information in order to convince the Explorers to meet with him and discuss his proposition.

Over the vox, Silberthorne explains to the Explorers that he has a proposition for them that has the potential to be very lucrative, and requests to discuss the details in person. If the Explorers ask about his connection to the Valorous Charge, or assume that he is a Naval officer, Silberthorne also explains at this time that the Valorous Charge was escorting him to his destination and that with the damage it suffered in battle, he now requires the 12 Explorers to do so.

Silberthorne is adamant that further details must be discussed in person. If the Explorers prove resistant or overly inquisitive, Silberthorne states that he needs their assistance in dealing with a traitor to the Imperium, and that the rewards will be great. If the Valorous Charge is destroyed in the battle, Silberthorne survives, along with his acolytes and Tau allies. In a dangerous gambit, the shuttles stay close to the Valorous Charge even as it is subjected to enemy fire, and conceal themselves amongst the wreckage after its destruction, in order to evade the renegades.

Once the renegade vessels have departed or been defeated by the Explorers, Silberthorne contacts the Explorers by vox and the surviving craft reveal their presence. Optional: A Desperate Rescue As an alternative to the outcome described above, the GM can call upon the Explorers to rescue Silberthorne and his allies as the Valorous Charge draws close to its demise.

This adds a degree of complexity to the battle for the Valorous Charge, but also has the potential to further entangle the Explorers with Silberthorne, adding additional incentive for their continued cooperation. The situation is dire, and Silberthorne invokes his authority as an Inquisitor if necessary. However, he much prefers to keep this fact under wraps for the time being, and initially attempts to convince the Explorers to rescue him through other means.

Silberthorne initially asks the Explorers for assistance in evacuating important passengers from the ship. If the Explorers delay or ask about a reward, Silberthorne promises them great payment for their assistance, though he remains vague about the specifics. There are two primary means by which the Explorers can retrieve Silberthorne and his allies from the Navy cruiser, although, as always, the GM should keep an open mind and consider whatever plans the players hatch.

The first method is to retrieve the passengers using shuttles, lighters, or other small craft. The second is for the Explorers to bring their own vessel into contact with the Valorous Charge, in much the same way as if launching a boarding action. In addition to the other concerns, the Explorers have only one Strategic Round in which to rescue Silberthorne and the others unless their ship suffers damage, they deal damage to an enemy ship, or otherwise take an action the GM deems suitable to buy additional time for the Valorous Charge.

The Explorers can either attempt to evacuate the passengers in numerous shuttles during the same Strategic Round, or one at a time over the course of two or more rounds. If the pilot fails the test, it takes an additional Strategic Round to collect the passengers due to docking at the wrong bay or taking a circuitous route to avoid enemy fire. If the shuttle is subject to enemy turret fire and the pilot fails the skill test by four or more degrees, it is shot down.

In the following Strategic Round, the helmsman must make another identical test to safely separate from the Valorous Charge with the rescued passengers. If the Explorers are unable to rescue Silberthorne before the Valorous Charge is destroyed, the Inquisitor and his xenos allies nonetheless survive of their own efforts, as described on page While this is necessary for the plot of the adventure, the players should not be under the impression that the outcome was predetermined or that their actions were inconsequential.

One way the GM can avoid this is by incorporating negative effects short of the deaths of Silberthorne and his allies.

In addition, the Tau might suffer any number of casualties, or damaged or destroyed vehicles. Unlikely Passengers Although if the Explorers successfully defend the Valorous Charge it might not be necessary for them to come face-toface with the Tau until after opening talks with Silberthorne, if they board the Valorous Charge or must rescue the passengers, they encounter the xenos.

Depending on the outlook of the Explorers, this could range from merely surprising to problematic. If the Explorers balk at the idea of rescuing the xenos while leaving the thousands of Navy crew to go down with their ship, Silberthorne announces calmly but forcibly that their survival is necessary for his own mission, which is of dire importance. Once again, Silberthorne is willing to reveal his identity as an Inquisitor, but only as a last resort; it leaves a foul impression should the Explorers force this.

For their part, the Tau hold no particular resentment or enmity toward the Explorers. For more information on introducing the Tau to the Explorers, see Meeting Silberthorne, on page I: Into Endless Night Silberthorne At this stage in the adventure, the man known as Silberthorne takes every measure to avoid revealing his identity as an Inquisitor, doing so only if it becomes necessary to ensure the success of his mission. Silberthorne is cordial in his interactions with the Explorers, seeing them as a potential boon to his mission and a necessity, once the Valorous Charge sustains extensive damage.

However, Silberthorne is as cautious as he is pragmatic, and attempts to gain the measure of the Explorers prior to entrusting them with the success of his mission. To this end he observes their behaviour, from how they respond to his cryptic promises to how they deal with the renegade ships.

Although it adds difficulty to his efforts to remain circumspect, Silberthorne grudgingly admires Explorers who question his role aboard a Navy ship or other incongruous aspects of the situation. While some groups of players might accept that Silberthorne is a powerful individual who prefers to keep the source of his power private, or content themselves with reaching the conclusion that he is likely an Inquisitor on their own, others might fixate on the question.

Some degree of supposition and even snooping can add interest and tension to the adventure, but the GM should not allow it to get to the point that it derails the adventure. In any case, the revelation should be sobering for the Explorers, perhaps even frightening if they have acted in a disrespectful or confrontational manner toward Silberthorne.

He is the first to ask the Explorers for aid, with Silberthorne stepping in if they do not seem receptive to helping without promise of a reward. As a primarily bythe-book officer, housing xenos aboard his ship makes him more than a bit uneasy, but he knows better than to try and gainsay the word of an Inquisitor.

Hesteron also understands that Silberthorne wishes to keep his presence, his identity, and that of his Tau allies as discrete as possible. For this reason, the vast majority of the crew are unaware of the Inquisitor or the Tau, or even that they are no longer in the Jericho Reach.

Hesteron is an honourable man, and if the Explorers lend their aid, and he survives, he remembers them in the future, should they require any favour within the bounds of Navy protocol.

Perhaps most notably, the maxim that the needs of the many outweigh the needs of the few. After all, must not sacrifices be made every day that humanity might live? The Explorers might understandably suspect that there is much more to the situation than Silberthorne is letting on.

Silberthorne is amenable to meeting the Explorers on their own vessel or on the Valorous Charge if it is still intact. Consequently, Silberthorne views the Explorers and their vessel as better suited to his needs than the Valorous Charge, even if it survives the battle more-or-less intact.

As such, how the following events unfold depends largely on how the Explorers conduct themselves. For Explorers skilled in matters of diplomacy and social grace, this presents a real opportunity to shine, and it is recommended that the GM allow conversations to go on for as long as seems natural and the players remain engaged.

As with other social encounters, the primary element should be roleplaying, with Skill Tests serving in a supplemental fashion. However, if the Explorers behave poorly or fail abysmally on social Skill Tests, this can nonetheless have a negative impact in several ways. Conversely, if the Explorers impress Silberthorne and the Tau, they are more likely to offer assistance in the way of advice and military support from the Hunter Cadre.

GM Guidance: Xenos Explorers Although it might seem that a group of Explorers that includes xenos Explorers should have no problems accepting the Tau Cadre, this is not necessarily the case. If the Explorers include Ork characters, such as the Freebooter Career from Into the Storm or the Weirdboy introduced in The Navis Primer, this adds an additional level of difficulty in relations with the Tau.

Although the Tau Empire seeks to incorporate as many alien races as possible, it long ago gave up on any hopes of peaceful interactions with Orks, adopting a policy of extermination or avoidance. However, she understands that, at least so far, it is one of several unfortunate traits of the Kroot that they are unable to evolve beyond. Dark Eldar Explorers are unlikely to care much about these lesser beings, but the Tau are not overly fond of these ancient predators.

Further, she hopes that the Imperium might someday be brought into the growing Tau Empire, finding its place beneath the grand banner of the Greater Good. She is sufficiently circumspect, however, not to mention this desire in specificity unless she believes that it could not possibly endanger her pressing mission.

Note also that this is a good opportunity to introduce any Tau Explorers, if any of the players wish to use the rules for Tau Explorers presented in the Tau Character Supplement and the GM allows it. Meeting Silberthorne for the first time, the Explorers should note both a lack of ostentation in his dress and appearance as well as the aura of calm authority that emanates from him.

Many Inquisitors surround themselves with trusted servants and operatives. Silberthorne is no exception, though he keeps his warrior band small, in fitting with his preference for discrete, covert work. When the Explorers meet Silberthorne, he is accompanied by two retainers with the appearance of a bodyguard and an aged scribe, respectively.

The first, a man named Diamnas Char, does indeed fulfil the role of bodyguard, although he is much more besides. Both acolytes stay close to Silberthorne at all times, unless he finds reason to dismiss them. The profiles for Diamnas Char and Gulette Anhd can be found on pages and , respectively. If the Explorers have shown a tendency in the past to be suspicious or hostile toward xenos as all good Imperial citizens are taught , it might keep things running smoothly if Silberthorne introduces the idea before presenting the Tau in the flesh.

If the Explorers have a reputation either way in regards to tolerating xenos, Silberthorne is likely to be aware of it, and act accordingly. If the Explorers include any xenos amongst their number or in their employ, this also leads Silberthorne to introduce the Tau sooner, rather than later.

If the Explorers have not made a reputation for their treatment of aliens, Silberthorne bases his decision instead on the relationship he has thus far forged with the Explorers. Read aloud or paraphrase the following: Finally, the grey-haired Silberthorne briefly locks eyes with each of you and wets his lips as he prepares to explain the proposition on which he places so much importance. Some of these rumours say he is dead, a victim of his own hubris; others, that he lives still, beyond even the depths of the Koronus Expanse.

These latter rumours are true. Modren has claimed himself independent of the Imperium, and sought to establish his own realm beyond the generally accepted bounds of the Koronus Expanse. I intend to prove him wrong, and with my previous transport no longer fit for the journey, which will be long and difficult, I ask for your help. You have experience travelling beyond the borders of the Imperium and facing the unknown, making you well-suited to this mission. I can promise you that the rewards will be more than adequate.

Silberthorne is open to discussion regarding the specifics of the reward for the Explorers. As an influential and powerful Inquisitor, he can offer many things that no amount of money could ever buy. Of course, those items of forbidden lore and other heretical artefacts are not included in this deal, but Silberthorne does not see fit to discuss those prematurely. In addition to the wealth and property of the Modren Dynasty, Silberthorne offers other rewards tailored to the desires of the Explorers; see the More than Mere Coin sidebar on page 17 for more information.

As an additional incentive, if the Valorous Charge was destroyed in the course of the battle, Silberthorne suggests that the Explorers take possession of the wreck as salvage. He assures them that he can ensure no interference from the Imperial Navy regarding the salvage. The exact condition of the salvage depends on how well the Explorers did in the prior battle. As Silberthorne states, it is possible that the Explorers might have already heard of Vir Modren or the Modren Dynasty.

Success means that the Explorer has heard of the Modren Dynasty, and knows it has been a presence in the Calixis Sector since the Angevin Crusade. If the Explorers have not already encountered the Tau aboard the Valorous Charge, Silberthorne calls the xenos into the room at an appropriate time after explaining the basics of his plan.

Read aloud or paraphrase the following: Seven armoured figures enter in tight military formation. Their fully enclosing, form-fitting ochre armour is like nothing found within the Expanse, and the long-barrelled rifles rested across their shoulders are clearly of nonhuman origin.

With a hiss of escaping air, the lead figure removes its helmet, revealing a xenos countenance; blue-skinned, with a thin, lipless mouth and a single, long braid of hair. More Than Mere Coin Although Silberthorne has thus far been vague in his promises of a reward, most Explorers are likely to insist on cementing the details before embarking on a dangerous journey led by untrustworthy xenos.

In addition to the wealth of the Modren Dynasty and possibly the salvage from the Valorous Charge, Silberthorne offers rewards personalised to each Explorer. Although most Rogue Traders find profit enough of a motivation, these rewards go beyond that, offering a unique opportunity for a priceless reward.

The following are a few suggestions to help GMs determine appropriate rewards for their group, but GMs should not feel restricted to the recommendations here. After all, no one knows the desires of his Explorers and players better than their GM.

When personalising motivations, one place to start is with the Origin Path. Any intersections that two or more Explorers share are a potential basis for a reward.

It is likely that the players and GM have already come up with backgrounds tying their Explorers together through a shared experience; if not, this could be a good time to invent a backstory with some unresolved conflict. The advantage of a shared background for two or more PCs is that it requires the GM to come up with fewer rewards, by allowing certain characters to benefit equally from a single prize.

Possible rewards could include the identity of an unknown party that wronged the Explorer s in the past, or the whereabouts of such an enemy, if his identity is already known. If any of the Explorers have a question troubling them, Silberthorne could offer the answer, or at least an important clue to it.

As a powerful and influential Inquisitor, Silberthorne can offer assistance to the Explorers in dealing with an enemy or potentially gaining new allies.

Still, Tau are not utterly without ambition, and any Fire Warrior involved in the rescue of an Ethereal could expect accolades and promotions in addition to the satisfaction of serving the Greater Good. As in all things, Silberthorne willingly provides only the minimum information necessary for the Explorers to assist him. For purposes of his mission beyond the Koronus Expanse, this means explaining the objective of the journey, but not the true reason.

Silberthorne intends to travel to the hidden domain of the apostate Rogue Trader Vir Modren, kill him, and bring down the pseudo-empire he is attempting to build. The true reason, however, is even darker. Silberthorne fears that, should Modren and the hereteks in his service unlock the secrets of Tau technology or the mysterious Ethereals and the infallible sway they hold over all other Tau, the result will be a new and highly dangerous weapon in the arsenal of the Archenemy of Mankind.

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