Wrath & Glory Affliction Ascendant
Wrath & Glory Affliction Ascendant
Wrath & Glory Affliction Ascendant
0 PART FOUR:
INTRODUCTION AFFLICTION
ASCENDANT IV
Introduction..................................... 4
Adventure Summary........................ 4 Running This Showdown............... 17
Additional Rules for Psykers............ 5 The Descent.................................... 18
The Tora Armis Insurrection............. 6 The Ascension................................ 18
Taskforce Endless Struggle............... 6 The Return..................................... 19
I
Resolution ..................................... 20
PART ONE: Awarding XP ................................. 20
DROP Profiles........................................... 21
Preparations..................................... 6
THE DEADLY
The Drop.......................................... 9
BATTLEFIELD
No Safety.......................................... 9
Hard Landing................................... 9
Planet Strike................................... 10
Ancient Signals.............................. 11 Rites of Battle................................. 23
Battlefield Ruin.............................. 24
THE PITII
PART TWO: 1st Company Veteran...................... 25
Under Construction........................ 11
III
PART THREE:
THE VAULT
2
CREDITS
Cover Artist: Felix Tisch Cubicle 7 Creative Team: Dave Allen, Emmet Byrne,
David F. Chapman, Walt Ciechanowski, Tim Cox,
Artists: Dániel Kovács, Sam Manley, Zak Dale-Clutterbuck, Cat Evans, Runesael Flynn,
Jamie Noble Frier, Erin H Rea, and Felix Tisch Ben Fuller, Tim Huckelbery, Dániel Kovács,
Elaine Lithgow, TS Luikart, Rachael Macken,
Writer: Martin Lloyd Rory McCormack, Dominic McDowall, Sam Manley,
Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue
Editor: Lynne Marie Meyer
Publisher: Dominic McDowall
Proofreader: Christine Crabb
Special thanks to the GW team.
Graphic Designer: Rachael Macken
Published by Cubicle 7 Entertainment Ltd,
Producer: Cat Evans Unit 6, Block 3, City North Business Campus,
Co. Meath, Ireland. Printed in China.
Cubicle 7 Business Support: Tracey Bourke,
Anthony Burke, Elaine Connolly, Andrena Hogen, First edited: November 2021 V1.0
Donna King, Kieran Murphy, and Cian Whelan
No part of this publication may be reproduced, stored in an retrieval system, or transmitted in any form by any means,
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All rights reserved.
3
AFFLICTION ASCENDANT
ADVENTURE
INTRODUCTION
SUMMARY
Affliction Ascendant follows a squad of Absolvers The Death Guard captain and Chaos Lord Putradyne
Space Marines as they join the battle for Tora Armis Corporis is on the brink of ascending into the Realm
and attempt to hunt down and kill the Death Guard of Chaos as a Daemon Prince. He orchestrated the
officer Putradyne Corporis. In doing so, they unearth uprising in Tora Armis and is using the psychic
secrets from the ancient past and encounter long- energy unleashed by the resulting battle to open his
forgotten foes. route to Nurgle’s Garden. He has constructed psychic
conductors to channel the energy he needs and has
This adventure is suitable for Tier 4 characters with the attached them to the foundations of the city spire.
IMPERIUM and ADEPTUS ASTARTES Keywords. At
the GM’s discretion, other characters might be added to While constructing the psychic conductors, Putradyne
the team if they have a sufficiently strong relationship unearthed something that appeared to be an ancient
with the Absolvers of the Gilead System. missile base containing planet-killing virus bombs.
Putradyne diverted some of his workforce to investigate
After completing this mission, the characters could go this and hopes to detonate the bombs as his first act
on to further adventures. Alternatively, you might want after Ascending. Doing so has the potential to turn
to play one of the other mini-campaigns in this series Gilead Primus into a fecund garden of plagues, a grand
and join the fight for Tora Armis from the perspective gift to Nurgle that’s sure to earn his favour.
4 of characters at Tiers 1, 2 or 3.
Putradyne doesn’t know that three thousand years ago,
SENSITIVITY
members of the Absolvers Chapter battled the Great
Unclean One, Botuthrax Clostidia, in this very location
and trapped the daemon inside. Is it coincidence that WARNING PART ONE:
Putradyne is digging in the exact location where a Great DROP
Unclean One is buried, or is this the hand of Nurgle at This adventure features the horrors of warfare
work, seeking the return of a beloved servant? in the 41st Millennium, corruption, madness, PART TWO:
mutilated corpses, biological horror, evil magic,
THE PIT
Putradyne’s plan is progressing, but he is about to and mutation. This is all normal fare for
PART THREE:
encounter several problems: Warhammer 40,000, but it is possible that some THE VAULT
content might make members of your group
u A team of Imperial Agents have learned the uncomfortable. After you’ve read through, check PART FOUR:
location of his planned ritual (in the preceding Tier in with each of your players and change the AFFLICTION
ASCENDANT
3 Adventure, Lord of the Spire), and a team of adventure to suit their needs, if necessary.
Astartes have been dispatched to stop him (the THE DEADLY
players’ Agents). BATTLEFIELD
5
THE TORA ARMIS PART ONE: DROP
INSURRECTION
From low orbit to the surface in a matter of minutes.
Tora Armis is a minor spire located on the equator of Buckle up.
the hive world Gilead Primus (Wrath & Glory, page
304). Three months ago, the ruling van Staten family
reported food riots and then fell silent. Eighty-seven PREPARATIONS
days after contact was lost, Imperial forces launched
an attack to retake the spire. The assault is now into Seen from Fury’s Blade, the surface of Gilead Primus
its second day, and the Gravediggers' penal brigade, is a red wasteland, partially obscured by clouds of
backed by Leman Russ tanks, has succeeded in toxic fog and punctuated by spots of metallic grey.
breaching the main gates of Tora Armis. Armoured From this height, even the vast spires look small and
columns are pushing into the spire to destroy the insignificant. Only the immense floating platform of
remaining rebels. A small squad operating on behalf Brassyl is a recognisable landmark.
of the Inquisition has uncovered evidence that a
Chaos Lord and former Death Guard Plague Marine is Magnifiers on the observation deck have been trained
behind the uprising. These events are explored in the on Tora Armis for days. The edges of the spire crackled
preceding adventures (Bloody Gates, On the Wings with light a day ago as the Astra Militarum launched
of Valkyries, and Lord of the Spire). their assault. Now the only sign of fighting is the
smoke clouds that pour from the spire.
TASKFORCE ENDLESS While the Space Marines await the order to deploy,
they can do the following:
STRUGGLE
u Select a Rite of Battle, the benefits of which they
Taskforce Endless Struggle was dispatched by may trigger during the adventure by spending
Archdominus Aexekra Vakuul to bring the rebellious Glory (see page 23).
spire back under control. It comprises mechanised
and artillery regiments of the Gravediggers, with u Select equipment. Any Adeptus Astartes character
support from the Order of the Sanctified Shield, the may trade their basic equipment for Wargear of an
Tech-Priests of Avachrus, and an airborne company equivalent value +10 (or simply take an additional
of Tempestus Scions. The taskforce is commanded by 10 points of Wargear) from the armoury aboard
General Hacker of the Astra Militarum, who has contact Fury’s Blade.
with the battle cruiser Fury’s Blade of the Absolvers
Chapter, aboard which 15 Battle-Brothers are available u Take ammunition. The squad receives three reloads
for rapid deployment. for each of their weapons.
6
Twenty-eight hours after the assault begins, Astra a great harvest. What he seeks was never there. I
Militarum command reports a major daemonic see a prisoner, starving and weak. I see twelve cold
infestation, but they are confident they can contain it. guardians, their bones as white as their armour.’
Six hours later, you are called to a briefing chamber.
PART ONE:
A flickering hologram of your commanding officer Blood drips from Makrina’s ears and nose. His hand DROP
Captain Menon addresses you. One of the Absolvers’ spasms and knocks the unused cards to the floor.
Astropaths is physically present, standing at a tall, PART TWO:
white lectern, his bowed head and deep hood hiding What do you do? THE PIT
his blind eyes.
If the Agents awaken Makrina from his trance the PART THREE:
THE VAULT
‘Brothers. Inquisitor Dikaisune has informed me that a Astropath collapses in pain, weak, but alive. The Agents
team operating under her auspices has found evidence gain 1 Glory. If the Agents allow him to continue scrying PART FOUR:
of a Traitor Astartes within Tora Armis. Her team are he says the following, his voice becoming louder and AFFLICTION
ASCENDANT
doing all they can to learn the location and identity of more distressed with every word:
this individual. I want you ready to deploy the instant
THE DEADLY
coordinates are available. ‘I see a garden, rich in bounty and full of life. Behind BATTLEFIELD
it lies a mountain. There is a pathway to the mountain
‘Further, Astropath Makrina reports disturbances in that must not be walked. I see a grin that splits the
the Warp. I have asked him to undertake a scrying sky. I hear laughter. I am hungry, so very hungry.
prior to your deployment. Astropath Makrina?’ There is joyous laughter. The spire city is gone. Only
the laughter remains.’
The Astropath pushes back his hood and begins laying
out cards of the Emperor’s Tarot, placing them face The blood dripping from Makrina’s eyes and nose turns
down and then slowly upturning them, one by one. black, and boils erupt through his skin. His body bloats
There is a pause as his mind reaches out into the and rots rapidly, and he screams, clutching his head. In
Empyrean, then he speaks in a whisper. seconds, the bleeding swells from a trickle to a tide, and
Makrina collapses, dead. The GM gains 3 Ruin, and all
‘I see angels falling forever toward a rotten city. I see present must make a DN 3 Corruption Test (DN 4 if
a warrior, bearing gifts for his lord. He has brought Makrina exploded).
7
///++1111010011110
0110100011011101
001111++
//
MAJOR INCIDENT LOG: ASSAULT ON TORA ARMIS.
COMMENCING MAJOR INCIDENT LOG.
ZERO HOUR GST 3.433.211.
STANDARD SOLAR INCREMENTS.
The rushing gets louder. Your helmet displays report The creatures attacking the Agents are Plaguebearers
that Fury’s Blade has fired orbital lasers, punching a (Wrath & Glory, page 350), and there are two of them
the hole through the top levels of the spire. You’ll exit for every Agent. While the Thunderhawk is under the
the ship and enter the spire there. 22 seconds. effects of the Warp-storm the Plaguebearers’ Plague
Swords gain −2 AP. After three rounds of combat, the
A tendril of black nothingness flickers briefly inside the clock ticks over to 11 seconds, the daemons vanish,
ship, then vanishes. 16 seconds. and the ship emerges from the Warp-storm and
plummets toward the ground: the crew didn’t survive
Components whine as several of the ship’s systems the brush with the Warp energies.
shut down and restart. 14 seconds.
HARD LANDING
Result Landing
Failure Guidance Failure: The ship collides with the side of the spire and eventually comes to a halt on its side.
Everyone takes crash damage: Damage 14, 6 ED. Add 2 extra ED for anyone not in their drop harness.
Exiting the pod takes a turn and requires a DN 5 Athletics (S) Test.
Success Rough Landing: On landing, everyone takes crash damage: Damage 12, 6 ED. Add 2 extra ED for anyone
not in their drop harness.
9
The Corpsetide
THUNDERHAWK The crypt is packed with ten thousand Poxwalkers
GUNSHIP (Wrath & Glory, page 351).
Thunderhawk Gunships are rare and precious Each round, the squad can fire to hold back the
resources in the Gilead System. They’re primarily Poxwalker tide that surges towards them. Tracking
intended as transports for battle-brothers of individual casualties is senseless when fighting a
the Adeptus Astartes, but they're also heavily horde of ten thousand foes. Instead, any Agent armed
armed, with a Turbolaser, Lascannons, six with one of the following May make a DN 6 Ballistic
Missile Pylons, and numerous Heavy Bolters. Skill (A) Test.
To deploy a Thunderhawk indicates what a high
priority this mission is to the Absolvers. u A weapon with Rapid Fire
If the Thunderhawk lands safely (see Hard u A weapon with a Salvo rating of 3 or more
Landing, page 9), the Turbolaser (use Lascannon
profile, Wrath & Glory, page 217, but increase u A weapon with a Blast rating of 6 or higher
ED to 6) is still operational, and an Agent in the
ship can fire it using their Ballistic Skill. u A weapon with the FIRE keyword
In the shadows of the crypt, between you and that The exit from the crypt is a heavy plasteel door set
target, thousands of humanoid shapes lurch clumsily in an ancient bulkhead and locked with a keypanel.
in your direction. Opening it requires a DN 5 Tech (Int) Test and takes
one round. Closing it from the other side takes an
GM Note: If the Thunderhawk Gunship suffered a additional round.
guidance failure, increase the distance to 100 metres,
and add a round to the time needed to leave the room Alternatively, the Agents can destroy the door. It has a
10 (see Reaching the Exit, right). Resilience of 12 and can take 10 Damage.
If the Agents destroy the door, they will have to think
of a way to seal it once through, although the narrow
PART TWO:
space means they’ll only have to hold off one Mob or
score two shooting successes each round to hold back
THE PIT
PART ONE:
the corpsetide while they do so. DROP
A long-dead signal echoes from the depths.
If the door is destroyed, the Poxwalkers eventually PART TWO:
force their way through, no matter how the Agents THE PIT
seal it. From Part Three onward, you may use the UNDER PART THREE:
Battlefield Ruin option The Corpsetide (see page 24).
CONSTRUCTION THE VAULT
Once the door is sealed, the Agents may pause to PART FOUR:
Regroup. If they do so, you gain 2 Ruin. Sergeant Valance’s recorded warning continues to AFFLICTION
ASCENDANT
play. Thousands of bodies futilely dash themselves
against the door behind you. Before you, a broad
ANCIENT SIGNALS passageway leads to a deep pit 70 metres wide and
THE DEADLY
BATTLEFIELD
bounded by a broad spiralling ramp. In the sides of the
The moment the Agents have the door open, their pit, you can see layers of ancient construction, most of
armour detects an encrypted broadcast on an Astartes them crushed and compacted by the weight of the spire
vox channel. above, strata of plasteel and rockcrete laid down over
millennia of Human settlement.
‘Warning. This is Sergeant Valance of the Absolvers
Chapter. This sector is under the protection of the Three huge pillars rise to the ceiling, each one
Absolvers. Withdraw or face destruction. I repeat. assembled from ancient bric-a-brac and crudely
Withdraw or face the Emperor’s judgement.’ smelted alloys mined from the walls of the pit. Waves
of nauseating energy radiate out from them.
The warning repeats every ten seconds.
Two dozen Servitors line the sides of the pit. Even from
Aboard Fury’s Blade, Tech Adepts set to work to see if this distance, the signs of decay and mutation in their
any record of Sergeant Valance can be found. organic components are obvious.
11
The Agents’ arrival triggers the Servitors to attack. ‘Have you got any food?’ he asks, ‘It’s been days. I
Use the Combat Servitor profile (Wrath & Glory, page haven’t eaten in so long.’
334) for the Servitors. Four Gun Servitors are spread
out around the top of the ramp in heavy cover, and two Once, this person was Blojak Craijic, a labourer who
groups of six Combat Servitors with Servo-Arms and survived the massacre. Now the body is little more than
high-intensity Plasma Cutters (Plasma Pistols, Wrath a flesh puppet for the Great Unclean One Botuthrax
& Glory, page 218) patrol the rest of Level 1. Clostidia, who is weak, exhausted, and desperately
hungry after his escape from the vault. Botuthrax
When the fight is over, a solitary survivor emerges found Blojak in the rubble, took control of him, and is
from the rubble. using him as an additional mouth and stomach.
With a clatter of metal, a figure appears from beneath If the agents give Blojak food, he devours it in seconds,
some panels. He stands up and peers at you nervously. cramming it into his mouth and asking for more. If
He’s a Human male, dressed in shabby overalls, asked for information, he’s vague on details of what’s
seemingly of a kind with the deceased workers. He happened in Tora Armis. He says he had to work ‘so
stumbles toward you, shaking and sweating, running hard, so very hard for so long’, but he doesn’t know
12 his fingers nervously through his greasy brown hair. what he was building or why. He reveals:
u A giant armoured warrior accompanied by Servitors have a single round to act. If they attack the swarm
went into the vault. with flame or Melta weapons, Botuthrax is weaker
when the Agents encounter it again in Part Four:
u They returned later and headed into the cavity in Affliction Ascendant (see page 17).
PART ONE:
Level 3. DROP
Level 2: Route
Detecting the Daemon to the Vault PART TWO:
THE PIT
When the agents encounter the survivor, Botuthrax’s Descending to Level 2 reveals a large cavity excavated
disguise is almost perfect, but it deteriorates over time in the side of the pit. It’s currently storage space
as the daemon's nature corrupts Blojak’s corpse. Ten for construction equipment. There’s evidence that
PART THREE:
THE VAULT
minutes after meeting the Agents, Blojak’s skin is Servitors moved something heavy out of the tunnel
blotchy. After 20 minutes he’s covered in sores and (the bodies of five Absolvers in suspended animation, PART FOUR:
lesions. After half an hour, his stomach tears open taken away on Putradyne’s orders). A dataslate on the AFFLICTION
ASCENDANT
beneath his overalls. Agents with a Passive Awareness floor holds a single entry from over 3,000 years ago.
of 2 or higher see that something isn’t right with his
THE DEADLY
belly. Around this time, Blojak’s eyes turn yellow and BATTLEFIELD
his tongue grows immensely long. He slavers and licks
the air, and his transformation is unmistakable.
///++110101001011
At any stage, psykers can make a DN 3 Psyniscience 01010111011011
Test to establish that Blojak is controlled by some kind 101101110++//
of Warp entity.
NO HEROES The breach the Agents enter through connects to PART THREE:
THE VAULT
a corridor that makes a circuit of the whole base. A
BURIED HERE hundred meters from the breach, an airlock leads PART FOUR:
deeper into the installation. It was sealed but has been AFFLICTION
ASCENDANT
Beyond the triple-sealed blast doors you see the interior carved open with cutting tools. On the far side of the
of an Imperial military base. Messages carved into the airlock, two sentry guns have been torn apart by Bolter
THE DEADLY
walls in front of you read: fire. The corpse of a Servitor sprawls in the doorway. BATTLEFIELD
‘Turn back. There are no heroes buried here. There is A DN 4 Tech (Int) Test reveals extensive, recent, and
no treasure here. There is only death. Bury this place rapid corrosion on the sentry guns, consistent with the
deep. There is only death here.’ blighted weapons of the Death Guard.
These words are repeated again and again on the Not far from this entrance is what was once a
walls. They are written in High Gothic and Low Gothic, barracks. The door is marked with Imperial biohazard
in the native dialects of Gilead Primus and the battle runes. Inside are 40 neatly arranged body bags,
cant of the Absolvers, in the Cant Mechanicus and the each containing a skeleton. Every corpse wears an
slang of long-dead hive gangs. The same message is Astra Militarum dog tag, identifying the wearer as a
broadcast across every wavelength your vox-casters Gilead Gravediggers trooper. A DN 4 Medicae (Int)
can receive. The only exception is Sergeant Valance’s Test reveals the soldiers were killed by an extremely
announcement, on an encrypted Astartes channel, virulent bioweapon that warped their bones.
seemingly coming from deeper within the base.
15
The next significant location is a control room. Four ‘Oaths of vengeance have been sworn against
chairs face long-deactivated banks of cogitators. A DN the daemon Botuthrax Clostidia. Chapter Protocol
5 Tech (Int) Test indicates the cogitators are loaded Unceasing Vigilance activated. Use of orbital vortex
with what look to be firing protocols for virus bombs. bombs authorised. Repeat, launch of orbital vortex
The cogitators have not been accessed for 3,000 years. bombs authorised.’
Beyond the control room, a tunnel leads to the launch A minute later, a previously unknown voice addresses
bay, where a yet more curious sight awaits the Agents. the Agents via their vox system.
16
PART FOUR: u Round 5: No developments in this round.
u Round 2: Rocks begin to fall from the ceiling. You This encounter is set up such that the Agents face a
may spend Ruin to trigger the Rocks Fall Battlefield choice. Do they call in the vortex bombs, sacrificing
Effect (see page 24). Putradyne’s progress slows. their lives and obliterating Tora Armis? Doing this
means they defeat either Putradyne or Botuthrax but
u Round 3: Botuthrax arrives. Putradyne’s progress allow the other to escape. Or do the Agents attempt
slows even further. to defeat both and risk unleashing both evils on the
Gilead System?
u Round 4: If he has not been delayed or destroyed,
Putradyne ascends at the end of this round.
17
THE DESCENT u The Agent said nothing: DN 4
As the squad make their way into the mines they are u The Agent responded only with abuse or
contacted by Putradyne Corporis, who has gained catechisms: DN 5
access to their vox frequencies.
u The Agent argued or conversed with Putradyne:
Your vox begins to emit a static, intermittent hiss. Your DN 6
contact with mission control glitches and then fails. A
voice wheezes in your ears, the speaker struggling for u The Agent sympathised with any of Putradyne's
every breath. views (which should be unthinkable): DN 9
Use the following fragments of conversation, or Astartes encounter Traitor Marines very rarely, and the
improvise your own. experience of speaking with one is likely to linger for
many years, reminding them that even a battle-brother
‘Absolvers. You are fortunate to have come this far. may stray from the light of the God-Emperor.
You will be here at the end and the beginning. I am
ready to leave this life, this long war, and ascend to
fight a greater battle. I am bound for a realm of life THE ASCENSION
and plenty. Come and watch.
You emerge from the mine into a vast cavern of natural
‘The Emperor? Have you ever seen Him? I fought in rock. Three metal conductors are embedded in the
His Legions, when I was full of youthful stupidity. He ceiling, presumably the counterparts of the pillars
commended us for valour when we carried the gates above. The space around them is twisted and distorted,
on Vaxus. He sits, perishing on His golden throne, black slashes of nothingness breaking through reality
the galaxy clenched in His dead fist. He offers only and coalescing into unholy, impossible shapes.
stagnation and death, where the Plague Father
promises life and renewal to this suffering Imperium! One end of the cavern is filled with a thick, buzzing
cloud of flies. Through the swirling mass of bloated
‘I have Sergeant Valance here with me. Sergeant insects, you glimpse an armoured figure, one hand
Valance and four of his lackeys. They’ve been sleeping clutching a vast maul, standing in front of an altar.
at their posts for millennia, a poor way to keep an Laid upon it are the bodies of five Absolvers. As you
oath I think. They won’t ever wake. They’ll help me look on, Putradyne Corporis raises his Power Maul
onwards. A final offering from this life before I ascend. above his head and brings it down upon each of them.
I have killed so many of your kind. The Emperor’s war Fresh blood gushes from their armour. Putradyne's
has made fratricides of us all. hollow voice, artificially amplified, echoes around the
chamber: ‘Behold, Grandfather. I have brought you
‘Did you find Botuthrax? Did you see what they’d gifts. Five sons of the false emperor. He has fallen. I
done to it? The honourable Absolvers deceived it, shall rise.’
ambushed it, locked it in a cage and starved it. It was
once so full of life and bounty. It renewed so many A rip in space appears behind the altar — a gash in
worlds with its father’s gifts.’ reality through which you glimpse another realm.
It is a realm of endless death, decay, and rebirth.
Whenever Putradyne isn’t talking, the Space Marines’ As you watch, forests wither and are consumed by
connection with the Fury’s Blade is restored. parasites, their matter broken down and transformed
into billions of larvae that mature, fly, and die in the
At the end of the conversation, each squad member space of seconds, only for newer, stranger masses of
makes a Corruption Test with a DN based on how that vegetation to spring forth from their rich mulch.
squad member responded.
A path of filth leads from the altar into this nightmare
landscape. As Putradyne sets foot on the path, it is
18
clear his journey is more than physical, as every step The Agents are free to pursue Putradyne, the two
costs him huge effort. Beyond the boundary, thousands realities seeming to blend together as they do so.
of tiny creatures are waving and cheering, though it’s However, each round they spend in combat with him
impossible to tell whether they’re urging Putradyne requires a DN 5 Corruption Test.
PART ONE:
on, or mocking his attempt. Among the crowd, one- DROP
eyed daemons look on, recording every moment of The Agents can attempt to block Putradyne’s progress
Putradyne’s progress toward the Realm of Chaos. by getting in his way or dragging him back. If PART TWO:
Putradyne does not reach Nurgle’s Garden within six THE PIT
On the farthest horizon, something vast as a mountain rounds, his attempt at ascension has failed.
range, shifts and turns its attention to the struggling
PART THREE:
THE VAULT
figure of the Traitor Marine. A look of disappointment spreads across the faces
of the Nurglings as Putradyne’s progress falters, and PART FOUR:
In the first round of combat, Putradyne turns his their cheers become uncertain. As the gateway to the AFFLICTION
ASCENDANT
Plasma Pistol on the Agents, while chanting in a twisted Realm of Chaos closes, Putradyne collapses, utterly
tongue. In the second round, seven Plaguebearers exhausted. His flesh shivers and ripples, strange new
THE DEADLY
materialise to support him, dragging themselves out growths erupt out of his armour, his helmet cracks BATTLEFIELD
from amongst the corpses of the sacrificed Absolvers. open, and you catch a glimpse of his eyes — open in
This can be prevented with a successful DN 8 Deny horror as a riot of mutations run rampant through his
the Witch Test. body, reshaping flesh, bone, and nerves, until nothing
is left but a mindless Chaos Spawn.
Each round, Putradyne advances farther along his
path to Nurgle’s Garden. If he is able to progress for
four rounds, he sets foot in the Realm of Chaos and THE RETURN
is welcomed as a Daemon Prince.
In the third round, Botuthrax Clostidia enters the fray.
The waiting Nurglings erupt in cheers and whoops
as Putradyne arrives in Nurgle’s Garden. He has The roof of the cavern shakes, dislodging rocks that
crossed over into the Empyrean, and your blows and plummet downward. Then a part of the roof gives
bullets belong to a reality he is no longer part of. way, and a vast mass of maggots, worms and flies
His limbs elongate, and his armour is absorbed into drops down and lands among the rubble with an
what remains of his flesh. He raises his maul in a audible squelching noise. No sooner has the mass
mocking salute, and the portal closes. Nurgle has a landed than it starts to knit itself into a giant, bloated
new champion. form. Immediately some of the streams of Warp energy
that swirled around the altar attach shift toward the
daemon, as if drawn by a magnet.
19
Should the Agents approach Botuthrax: RESOLUTION
The Great Unclean One unleashes a massive yawn
and peers at you from behind its decaying brow with If the Agents are defeated, the spire is obliterated
eyes older than stars. It blinks in recognition, and a by vortex bombs launched from Fury’s Blade, but by
great red slash opens in its face, revealing vast brown the time the bombs fall, both Putradyne and Botuthrax
teeth and a pustulent red tongue. ‘Astartes.’ Its voice have retreated to the Empyrean. The supply of ball
rumbles in your minds. ‘You cannot be the ones who bearings is disrupted, with knock-on consequences
imprisoned me. But you will do.’ Its jaw distends, and across the system. Putradyne and Botuthrax return
it vomits a tidal wave of putrescence in your direction. seven months later to wage war on Gilead Primus.
Botuthrax is here to feed. It has regained much of its If the Agents called in vortex bombs, the spire is
former strength from the energy being channelled destroyed, along with Putradyne and Botuthrax.
through the spire. Each round, Botuthrax uses its The immediate threat is ended, but the entirety of
Hideous Growth Ability to gain 5 Wounds. Tora Armis is destroyed. The loss of life — and the
hit to the production of resources — is tremendous.
Botuthrax begins this scene with 40 Wounds, unless The relationship between the Absolvers and the Lord
the Agents burned its remains in Part Two. In the Militant is soured, perhaps irreparably. Their fraught
latter case, it begins the combat with 20 Wounds and relationship leaves enormous holes in the Gilead
2 personal Ruin. If the Agents destroyed any pillars, System’s defences, through which enemies new and
reduce the Wounds it gains from its Hideous Growth old pour.
Ability by 1 for each pillar.
If the Agents defeated both foes, the spire is saved.
If Botuthrax achieves a total of 60 Wounds (it begins The supply of ball bearings is restored.
with 40) read the following:
If the Agents defeated either Botuthrax or
The daemon roars with laughter, doubling, and then Putradyne and did not call in vortex bombs, the
tripling, in size. Its bulk expands to fill the cavern, other foe escapes and the spire is saved. The supply
crushing you against the walls, which shatter, of ball bearings is restored. The foe that survived
revealing a vast nothingness beyond. The daemon’s returns to wage war on the Gilead System. If Putradyne
laughter shakes the ground. Far above you, Tora ascended, Gilead Primus becomes a breeding ground
Armis trembles on its foundations. Restored to full for new diseases, many of which become epidemics.
vitality, Botuthrax Clostidia lurches out into the void.
‘Tell your people I am coming. Tell your people I will If the squad defeated neither Botuthrax nor
devour a city for every year of my imprisonment. Tell Putradyne, and did not call in vortex missiles, the
your people their bodies will be home for my larvae, spire is saved. The supply of ball bearings is restored.
and I will turn their worlds into gardens of decay.’ Seven months later, a vast horde of daemons and
Death Guard invade Gilead Prime, having spent the
You will never be free of Botuthrax’s laughter. It intervening months massing their forces on the plague
pursues you as you retreat from the cavern. It echoes world Vulkaris (Wrath & Glory, page 309). If you’re
in your ears as you fight through hordes of daemons not planning on playing through this storyline, inform
to reach the Imperial lines. It torments you as you the players of what happens as an epilogue.
relay its warning to your horrified commanders. And
whenever you look at the stars, the Great Rift grins
back at you like the mouth of a hungry daemon.
20
AWARDING XP
Award 3 XP for roleplaying and having fun. In addition,
BOTUTHRAX CLOSTIDIA,
the following awards are available: GREAT UNCLEAN ONE
PART ONE:
Tier 1 2 3 4 DROP
Drop (0–8 XP)
u Save Makrina: 2 XP Threat E E E E
PART TWO:
u Defeat the daemons aboard the Thunderhawk KEYWORDS: CHAOS, DAEMON, MARK OF NURGLE
THE PIT
Gunship: 2 XP
S T A I Wil Int Fel PART THREE:
u Safely land the Thunderhawk Gunship: 1 XP THE VAULT
u Defeat the Corpsetide: 3 XP 16 10 4 6 10 8 10
ABILITIES
CORPORIS, Tier 1 2 3 4
Threat E E E E
CHAOS LORD KEYWORDS: ADEPTUS ASTARTES, CHAOS,
DEATH GUARD, MARK OF NURGLE
Putradyne Corporis has fought the Long War for years
S T A I Wil Int Fel
beyond number, and he can feel immortality beckoning.
His body is swollen and bloated, his corpse-white skin 5(9)* 7 5 5 6 3 2
blooming with disease. Damage to his armour reveals
Resilience
rotten and decayed organs spilling out of lesions in his
14 (Cataphractii Terminator Armour), Powered 4*
paper-thin skin. He is animated by the Plague Lord’s
blessing and his own furious will. Defence Wounds Shock
4 12 10
Putradyne’s Wargear is ancient. His armour is the
SKILLS: Default 5, Awareness 9, Ballistic Skill 8,
colour of decaying bone, with the symbol of the Death
Weapon Skill 8
Guard and the eight-pointed star of Chaos emblazoned
on the pauldrons. Cracks and gashes in the ceramite BONUSES
reveal his bloated frame within. His huge Power Maul Architect of Ruin: The GM gains 1 point of Ruin at the
crackles with energy, and his Plague-Spitter Gauntlets start of each of this Threat’s turns
project a corrosive mixture that rusts and decays Champion: This Threat may use Ruin Actions and has
anything it comes into contact with. 1 personal Ruin.
Space Marine Implants: Gain bonus dice and options
for Actions from Space Marine Implants.
Putradyne suffers from the Withered and Enduring
Life mutations. As Nurgle has cursed him to eternal ABILITIES
life, he must ascend or be transformed into a Chaos ACTION: Plague-touched Combi-Flamer: 8 +2 ED /
Spawn. Should the Agents slay Putradyne before he AP − / Range 6 – 12 – 18 / Bolt, Inflict (On Fire), Pistol.
ascends, his corpse immediately revives as a Chaos On a successful hit, reduce the AR of the target’s armour
by 1.
Spawn; once this is slain, he is truly dead. Power Maul: 14 +4 ED / AP −3 / Range 2 / Brutal,
Power Field
RUIN: Veteran of the Long War: Spend 1 Ruin to add
the game’s Tier as ED to all attacks this Threat makes
this round.
Death to the False Emperor!: Spend 1 Ruin to Charge,
gaining +2 bonus dice to the attack Test.
DETERMINATION: Disgustingly Resilient: You do not
need to spend Ruin to roll Determination for this Threat.
Roll 7d6. This Threat can roll Determination against
Mortal Wounds.
5 5 7 Lrg
22
THE DEADLY RITES OF BATTLE
BATTLEFIELD Before entering battle, Space Marines perform a variety
of rites to focus their minds on the coming conflict.
PART ONE:
These might involve optimising the configuration DROP
Affliction Ascendant introduces two new rules for of their armour and weapons for the coming fight,
games of Wrath & Glory. During the mission, Astartes rehearsing tactics with their squad, or steeling their PART TWO:
players can spend Glory to activate the benefits of mind for the challenges they expect to face. THE PIT
rituals they performed prior to arriving in Tora Armis.
These rituals reflect the way veteran Space Marines Each member of the squad with the ASTARTES
PART THREE:
THE VAULT
work as a coordinated unit, the result of decades of Keyword may choose to undertake one of the following
training and experience. rites before entering battle. These benefits can be PART FOUR:
activated during play by spending Glory at the start of AFFLICTION
ASCENDANT
You can spend Ruin to trigger effects on the battlefield the Agent’s turn.
as the Agents attempt to complete their mission.
THE DEADLY
Perhaps a far-off sniper or artillery observer takes an Note that these rites are only available to Tier 4 and BATTLEFIELD
interest in their position. Perhaps the terrain in front of can only benefit groups of Astartes who have had time
them is mined, or a patrol of enemy soldiers is about to to train together or who share a [CHAPTER] Keyword.
stumble across them.
Furious Fire Discipline: Through sharing targeting data and coordinating fire, you deny your target Cover. Pick
Fire one enemy you can see. Until your next turn, any ally with the ASTARTES Keyword who targets them
ignores Cover. Cost: 1 Glory.
Storm of Death: In carefully rehearsed patterns, the squad lay down a blanket of fire. Until your next
turn, allies with the ASTARTES Keyword reduce the Multi-Action penalty by 2 if shooting. Cost: 2 Glory.
Designate Target: Your suit cogitators analyse a priority target, sharing information on its weak points
with your allies. Until your next turn, any ally with the ASTARTES Keyword who targets them gains +2
ED and −1 AP. Cost: 3 Glory.
Strength Tactical Positioning: Your targeting systems highlight and share the locations of enemies, allowing your
Unyielding brothers to find Cover. Until the end of your next turn, all allies with the ASTARTES Keyword gain +1
Cover against shooting attacks. Cost: 1 Glory.
Danger Denied: Until the end of your next turn, all allies with the ASTARTES Keyword roll 2 extra dice
on Determination Tests. Cost: 2 Glory.
We Shall Not Yield: Any Agents with the ASTARTES Keyword who are Dying may make a Last Stand
(see Wrath & Glory, page 194) without suffering d3 Traumatic Injuries at its conclusion. They must still
spend all their remaining Wrath (minimum 1). Cost: 3 Glory.
23
BATTLEFIELD BATTLEFIELD RUIN TABLE
RUIN Cost
1
Effect
The Corpsetide: A Mob of 30 Poxwalkers have
made their way down from the crypts and engage
the Agents.
During the battle, you can spend Ruin to trigger
1 Visions: Visions of Tora Armis consumed by
different effects on the battlefield. The options available
decay disturb an Agent, clouding their vision and
are listed in the mission descriptions. breaking their concentration. They must make a
DN 5 Conviction Test or become Vulnerable till
the end of the current encounter.
You can trigger effects in narrative time or combat
time. Effects triggered in combat time take a turn, as if 2 Rocks Fall: A massive chunk of rock falls from
an additional NPC were involved. the roof of the cavern. Make a DN 6 Athletics (S)
Test to dodge the Blast (4) attack. Damage is 12
+4 ED AP −2.
2 Pitfall: The massive weight of a suit of Power
Armour sends the wearer crashing through the
floor. One Agent must make a DN 8 Athletics (S)
Test or become Hindered (3). They may attempt a
new DN 6 Test each round to get out of the hole
they have fallen into. Assistance from another
Agent reduces the DN to 4.
24
CHARACTER
ARCHETYPE: TIER 4
1ST COMPANY VETERAN
25