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W&G Shards of Ul-Khari

The document outlines the adventure 'Shards of UI-Khari' for the Warhammer 40,000 Roleplay: Wrath & Glory, where Aeldari agents must retrieve a shard of the Avatar of Khaine from the icy world of Trollius amidst political intrigue and rival factions. The adventure is designed for Tier 2/3 characters but can be adapted for other factions and lower tiers. It emphasizes exploration, survival horror, and the complex dynamics of Aeldari culture as the agents navigate the treacherous court of Corsair Baron Aurad Vyon and face various threats, including Drukhari and Tyranids.

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Jérôme Chaniol
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100% found this document useful (2 votes)
2K views20 pages

W&G Shards of Ul-Khari

The document outlines the adventure 'Shards of UI-Khari' for the Warhammer 40,000 Roleplay: Wrath & Glory, where Aeldari agents must retrieve a shard of the Avatar of Khaine from the icy world of Trollius amidst political intrigue and rival factions. The adventure is designed for Tier 2/3 characters but can be adapted for other factions and lower tiers. It emphasizes exploration, survival horror, and the complex dynamics of Aeldari culture as the agents navigate the treacherous court of Corsair Baron Aurad Vyon and face various threats, including Drukhari and Tyranids.

Uploaded by

Jérôme Chaniol
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TM

TM
CREDITS CONTENTS
Writers: Christopher Colston, Calum Collins, Chris Handley
The Shards of UI-Khari................................................. 3
Senior Producer: Christopher Colston
Alternate Frameworks................................................. 4
Illustration: Sam Manley, Orniris Terensi
Adventure Summary..................................................... 4
Graphic Design & Layout: Claudio Canellas Dias In the Baron’s Court...................................................... 5

Cubicle 7 Creative Team: Dave Allen, Petru Bumbar, Decrees and Derision .................................................. 5
Alex Cahill, David F Chapman, Walt Ciechanowski, Courtly Intrigue............................................................ 6
Calum Collins, Christopher Colston, Elaine Connolly, Josh
The Wreckage of Our World........................................ 10
Corcoran, Claudio Canellas Dias, Michael Duxbury, Cree
Gunning, Paula Graham, Diana Grigorescu, Keith Hanrahan, Navigating Through the Ruins of UI-Khari................ 10
Gemma Harper, TS Luikart, Dominic McDowall, Sam
The Dying Jungle......................................................... 11
Manley, Anja Meidl, Pádraig Murphy, Ceíre O’Donoghue,
Neil Ogbeide, Yvonne Perry, Laura Jane Phelan, Siobhán Lost Cousins.............................................................. 12

Sheehy, Zsombor Sváb, Sam Taylor, and Taryn Wray Maddening Song........................................................ 13

Wrathful Kin.............................................................. 13
Publisher: Dominic McDowall
Jungle Encounters...................................................... 14
Published by: Cubicle 7 Entertainment Ltd, Units 5 & 6, Block Embers of the Phoenix................................................ 16
C, Balbriggan Business Campus, Balbriggan, Co. Dublin Ireland.
The Lictor ................................................................. 17

info@cubicle7games.com The Shard Returned................................................... 18

Special thanks to the Games Workshop

TM

Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games Workshop Limited 2025. Warhammer 40,000 Roleplay,
the Warhammer 40,000 Roleplay logo, Wrath & Glory, the Wrath & Glory logo, GW, Games Workshop, Space Marine, 40k,
Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Doubleheaded Eagle logo, and all associated logos, illustrations,
images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or
™, and/or © Games Workshop Limited, variably registered 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.

Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks


of Cubicle 7 Entertainment Limited. All rights reserved.

Wrath & Glory originally designed by Ulisses North America

Updated: 24th February, 2025


THE SHARDS OF UI-KHARI
group of Aeldari find themselves in service to Shards of UI-Khari is a Tier 2/3 Adventure and offers
Aurad Vyon, A Corsair Baron known as the Six an ideal starting point for Aeldari focused groups,
Eyes and Master of the Azure Rhyme — a lost but can also be used as an exciting insert for ongoing
shard of the Avatar of Khaine from Craftworld UI-Khari campaigns, or as a thrilling standalone adventure for
has been discovered on the icy surface of Trollius, far convention or casual play.
from where the craftworld collided with the planet after
it emerged from the Great Rift. This sundered artefact
is both a symbol of the Aeldari’s lost might, and a vital
bargaining chip among the various factions stranded
in the Gilead System.
INHERITANCE OF
EMBERS
However, there is more to this mission than just the
retrieval of the artefact, as the Agents must negotiate While Shards of UI-Khari has been designed to be
the cut-throat politics of the Corsair courts and the compatible with the core Wrath & Glory Rulebook,
interference of rival warbands, Drukhari hunters, you can take your Aeldari experience to the next
Asuryan envoys, and even nefarious Imperial level with the Inheritance of Embers. Containing
Rogue Traders. extra Aeldari Agent options, equipment, and
Archetypes, it’s the perfect book to add additional
The mission involves navigating the treacherous flavour to your game, and it’s available now from
ice of Trollius, locating the lost shard of Khaine, and cubicle7games.com.
navigating the lush forest biome of the Temple of
Kurnous to retrieve it. This will be made all the harder
by vicious xenos, a rival cult of Drukhari, and a hidden
threat lurking at the centre of this quest. 3
ALTERNATE This shard of the Aeldari god incarnate is an item of
immeasurable value to either the Asuryani survivors
FRAMEWORKS of UI-Khari who are seeking to reconstruct the Avatar
of Khaine or to others who desire the energy of the
Though aimed at a party of Aeldari Corsairs, this powerful relic that could, in turn, be fashioned into a
adventure can be adapted to Agents of other factions devastating weapon.
— Aeldari or otherwise. Any Craftworld Aeldari would
have an obvious interest in recovering the shard of the To recover this shard, the Baron employs the Agents
Avatar, as would a Drukhari coven or Harlequin Troupe — a cadre who owe their fealty to him (or have
seeking to hinder or aid UI-Khari. And of course, Jakel unpaid debts to this power hungry Aeldari). Having
Varonious is ever in search of anything that will give navigated the labyrinthine intrigue of the Corsair fleet,
him power over the Aeldari running rampant across which arises in the Baron’s court in response to the
Gilead. Imperial strike teams would unlikely find cadre’s selection, the Agents travel to Trollius and to
themselves working for Aurad Vyon, but he and his the location of the splinter of the craftworld where
sycophants can easily be repurposed as enemies or the Avatar shard is housed. Here, the Agents are
uneasy allies in the search for the shard. confronted with the Temple of Kurnous —a lush forest
biome where the savage remnants of lost Aeldari
The scenario also assumes that all Agents in the party worlds are housed. Not only must the characters face
are Tier 2/3. However with some modifications to the predatory flora and fauna, but a rival band of Drukhari
encounters, the scenario could accommodate Tier 1 scavengers also stalk the Agents. Having overcome
characters by replacing the Lictor with a Genestealer all manner of mortal dangers, a final deadly truth is
(Wrath & Glory Rulebook, page 366) and reducing revealed. The resting place of the shard of the avatar
the number of encounters during The Wreckage of Our is now the nest of a vicious and calculating Tyranid
World (page 10) and The Dying Jungle (page 11). bioform — a Lictor.

ADVENTURE
RUIN IN SHARDS OF
SUMMARY UI-KHARI
Just a quick reminder for GMs — Ruin (Wrath &
Shards of Ul- Khari is a scenario that mixes political Glory Rulebook, page 320) is an excellent way
intrigue, exploration, and survival horror while also to track the ramping danger in this adventure, as
exploring Aledari culture and the ramifications of the threats like the Drukhari and the Tyranids become
choices that every member of the Aeldari must make more powerful the more it is accrued. Consider
as part of a waning species threatened with extinction. adding Ruin if the tense negotiations in the Baron’s
court turn sour, or the trudging trek across Trollius’
The vast wreckage of the Asuryani Craftworld icy surface leaves the Agents exhausted (in addition
UI-Khari, on the surface of the ice-world Trollius, to the usual ways of accruing Ruin).
presents rich opportunities to pirates, explorers, and
soldiers of fortune. Rumours reach an up-and-coming
Anhranthe Baron, Aurad Vyon, which reveals that a
portion of the craftworld that had been sheared off in
the crash is a fragment of the craftworld’s Avatar of
Khaine. Vyon hopes recovering the Shard will bring
him enough fame and recognition to get out from
under the thumb of the Greensteel Corsairs, leaving
the Emerald Princess behind.

4
IN THE BARON’S DECREES AND
COURT DERISION
Read the following aloud: THE SHARDS OF
UI-KHARI
The Agents arrive in the court of Aurad Vyon, Baron
of the Six Eyes and Master of the Azure Rhyme. The ornate doors to the banquet hall aboard the ADVENTURE
SUMARY
However, he is also known by the cruel appellation Baron’s flagship open, and within the dark chamber
of ‘the Phantom’ among his less favourable courtiers, is a table decked with delicious meats and fruits from IN THE BARON’S
COURT
and enemies further afield. across the sector, and heady wines are poured into
delicate crystal flutes. Flickering, elaborate arrays of THE WRECKAGE
OF OUR WORLD
eldritch light about the hall cast fluttering shadows as
the arrayed Aledari attendees engage in posturing and THE DYING
JUNGLE
bravado. Cold calculating Asuryani, brash Corsairs,
and sneering Drukhari, watch as you approach the JUNGLE
ENCOUNTERS
Baron, who is lounging upon his throne and tossing
AURAD VYON, scraps to a vulture-like creature. EMBERS OF THE

CORSAIR BARON
PHOENIX

The seneschal speaks. THE SHARD


RETURNED
From a distance, the Baron is like other
Corsairs of rank — clad in trinkets, exotic “My lord. Master of the Azure Rhyme and Lord of the
weapons, and extravagant clothing. But up Six Eyes, I present your chosen pioneers to undertake
close, it becomes clear that Aurad has been the endeavour for which they are summoned.”
heavily scarred on one side of their body
and wears an ornately crafted half-mask to The Baron beckons the cadre forward with a degree of
hide the injuries, yet it reveals some of the nonchalance, observing their etiquette.”
bare bone of his skull that has been polished
and engraved. Aurad’s left arm is exposed, Take a moment to let the characters introduce
showing immaculate flesh upon which themselves, and enact the proper respectful rituals
intricate tattoos snake about. However, his when meeting an Aeldari of noble blood. Once the
right arm is an elegant artificial construct, proper observances have been made, continue:
the fingers tipped with pointed slashing
claws. The Baron is preening, egotistical, “The Baron graciously waves a hand, bidding you
and highly receptive to gifts and flattery. come closer.
Still, if insulted, the Baron’s mood can
rapidly flip, with a shimmering rapier “My kin. I have called for you, as I have a great task
being drawn, ready to run the transgressor for you to undertake, which I will reward you with
through. The nickname ‘the Phantom’ rank within my fleet and treasures. I have reason to
comes from the courtly belief that Aurad believe that within the wreckage of UI-Khari, in a
already has one foot in the grave, obsessed forest that still thrives, beats a portion of the living
with keeping his Spirit Stone safe. Aurad fire of Khael Mensha Khaine. Recover it for me.”
is aware of the nickname, and enjoys the
fear it can provoke in his enemies, but Cainnech, Corsair of the Silver Lions, immediately
despises those who use it in his presence, voices his displeasure. “You heap the chance for
such is his fear of She Who Thirsts. If the glory and honour upon these worthless nobodies.
players slip, and end up insulting the Baron Give the task to me, and my corsairs will ensure it is
for some real or perceived slight, he may done correctly.”
demand additional service, such as gifts
of treasure to enlarge his standing with
the corsairs — and appeals to his vanity
couldn’t hurt either. 5
Drukhari - Skaraveth,
Cult of the Dark Eyes
THE SHARD OF THE Led by the Wych Skaraveth, this band of Drukhari
AVATAR raiders attends the court of Aurad Vyon as both
emissaries and spies. Skaraveth is lean and scarred,
When the Craftworld UI-Khari impacted the world of and takes a perverse delight in torturing her kin,
Trollius, the sanctum of the Avatar was devastated, constantly goading them into fights with barbed
and Khaine’s wraithbone effigy was shattered, just insults and subtle poisons on unseen blades.
as many thousands of UI-Khari Aeldari died. Some
of the shards were thrown for miles and lost across While Skaraveth outwardly feigns indifference at the
the surface of the frozen world, while others were affairs of her kin, she is in fact keenly interested in the
taken by survivors and hidden for safekeeping. Shard. Securing it for her cult would be a deliciously
These shards only contain an ember of an Avatar’s perverse slight to her cousins who still follow the Path,
full power, but if brought together and fed with and the power it contains would provide leverage for
willing sacrifices, the Avatar can be restored to its her to assert her dominance over the other cults in the
full glory… as the Agents might well have to do in Gilead system.
The Ritual of the Young King (page 18).
Fishing for Secrets
Skaraveth is deeply suspicious of the Asuryani’s
presence, and is aware that they must have some
hidden insight about the Shard or its location to deem
COURTLY INTRIGUE it acceptable to align their interests with one of the
Corsairs. While feigning disgust and rage, Skaraveth
The court of Aurad Vyon is a bubbling cauldron of will subtly attempt to wrestle any insight into the
factional tension — rife with untethered egos, reckless Asuryani’s intentions out of anyone who has interacted
hedonism, and disapproving asceticism, the factions with them — “High and mighty filth, lording it over
found here a microcosm of the Aeldari as a whole, and us. What do they have that we don’t?’
gives the Agents a grand overview of their dying race.
Charging the Agents with the recovery of the Shard is A DN 3 Insight (Fel) Test allows the Agents to realise
causing friction between these various players, each of that Skaraveth is fishing for some insight into the
whom has their own designs for the Shard. Shard’s location that the Asuryani might have given
the Agents (such as in A Divination, page 9). Realising
The following section provides an overview of each this the Agents might deliberately feed Skaraveth false
faction, their motivation and leaders, as well as events information to subvert her plans — though once she
that the GM can use to ratchet up the tension and realises she has been tricked, she is likely to swear
provide conflict to seed into the story for later. The vengeance at any cost.
Agents should focus on scoping out the allies and
enemies, all while staying in the Baron’s good graces The Duel
— there are potential contacts here that may be useful Even with her interest in the Shard, Skaraveth will
to the Agents in future missions, and gauging who act as her Drukhari nature commands. The lack of
might cause trouble further down the line is a useful bloodshed and wanton acts of torture is making this
survival skill among the Aeldari. audience with Baron Vyon a dull affair, so to entertain
herself Skaraveth may challenge one of the Agents to
a duel — ‘To the death, as is our way.’

Aurad Vyon will intercede, allowing the duel to go


ahead, but only to the first blood — the Agents are
his chosen tool and he doesn’t want them too badly
damaged. Skaraveth will of course attempt to ensure
that ‘first blood’ is a lot of blood, intending to cause
6 maximum harm while leaving the Agent alive but
dying for her own amusement.
Temptation is the Sweetest Sin This corsair has slipped away under Cainnech’s orders.
Skaraveth is convinced that most Aeldari are but While he blusters, the corsair is planting a plasma
a little push from falling into the depravity of the grenade in the thermal intake port of the Vampire
Drukhari — if it was so easy to resist the temptation, Raider intended to ferry the Agents down to the icy
then what need do the Asuryani have of the Path? surface of Trollius. Agents who spot it or notice the THE SHARDS OF
UI-KHARI
Skaraveth will opine on the delights of Commorragh corsair planting it will be able to remove it, and maybe
and will openly offer rarefied foods and fine wines use it as evidence to turn Vyon against Cainnech, ADVENTURE
SUMARY
brought straight from the Dark City to the other but the corsair will not forget this slight, redoubling
representatives. As is their way, these treats are his efforts to get back into Vyon’s favour. If it isn’t IN THE BARON’S
COURT
laced with subtle psychogenic compounds designed spotted, it goes off while the Agents are descending in
to heighten sensations and tip the consumers into The Wreckage of Our World (page 16). In addition to THE WRECKAGE
OF OUR WORLD
worshipping their own hedonism. Any Agent curious having to make the journey on foot to the Temple, all
(or foolish) enough to sample the spread must make Agents suffer 1d6 Shock from the crash. THE DYING
JUNGLE
a DN 2 Corruption Test. On a failure, in addition to
the Corruption gained, at a point during the adventure JUNGLE
ENCOUNTERS
that the GM determines, you will become Frenzied
(Wrath & Glory Rulebook, page 199) losing complete EMBERS OF THE
PHOENIX
control at the worst possible moment (Embers of the
Phoenix, page 16, is suggested). THE SHARD
RETURNED

Corsairs - Cainnech,
Leader of the Silver Lions
From a minor Corsair warband, the Silver Lions are
led by Cainnech. A corsair through and through,
Cainnech postures and preens, his armour adorned
with trophies and jewels in emulation of Aurad Vyon.
Though a capable warrior, his ego immediately makes
him assume that the Baron not choosing his warband
for the hunt for the Shard is a personal slight or down
to the machinations of the Agents.

For Cainnech, securing the Shard is merely a step to


what he really wants — the respect of the Baron and
the glory that comes with it. By the Aeldari’s standards
Cainnech is young, and his eagerness to rise through
the ranks of the Corsairs is the thing that drives him
most. He cares little for the actual Shard itself, or what
Vyon plans to do with it, though perhaps when he sees
the true power of it, he might change his mind…

Insidious Sabotage
While Cainnech blusters about the injustice of the the
task of recovering the Shard being given to the Agents
and not his own Silver Lions, eagle-eyed Agents may
notice with a DN 4 Awareness (Int) Test, that his
warband appears to have one fewer corsair than it did
when he arrived.

7
What Glory Do You Claim? Craftworld - Warlock
Cainnech will not let the slight of the Baron’s choice Tressach, UI-Khari
pass him by — the Agents must be put in their Remnants
place. He petitions the Baron for a list of the Agents’ The UI-Khari Remnants, overseen by Warlock
accomplishments that make them suitable for such Tressach, are an odd sight in this conclave of Corsairs,
an important task as retrieving the Shard. The Baron whom the Craftworld Aeldari traditionally look down
orders the Agents to “regale us with tales of your on. UI-Khari has tried to retrieve the Shard themselves
legend”. The Agents must make a DN 3 Intimidation before, sending their own strike teams, but have up
or Leadership (Wil) Test while weaving a story of until now failed. In truth, their Farseers have divined
their deeds and past for the court. If they fabricate any that the Shard will not be recovered with the aid of
part of their tale in order to bolster their credibility, the Corsairs, hence their presence here and tolerance
they must make an Opposed Guile Test (contested of their depraved kin.
by Cainnech’s Insight Test). If successful, Cainnech
slinks away raging at his defeat, but if he spots the Tressach fully intends to liberate the Shard once it
lie, he will gloat and demand that the task of retrieving has been retrieved by the Corsairs, returning it to its
the Shard is given to his Silver Lion. Aurad Vyon’s rightful place among the UI-Khari. They aren’t happy
reaction depends on the Agents’ earlier interactions with the Corsairs’ involvement, but if the Agents can
with him — he may applaud their audacity if they are win their respect by observing the proper forms, then
in his good graces, or demand tribute in order to retain they’ll likely render aid to them.
the honour of the task if they have upset him.

False Friend
If the Agents don’t rise to any of Cainnech’s challenges
or outbursts, he will switch tactics, becoming penitent
and conciliatory — “Long have I sought honour among
Vyon’s court, but it cannot be gained in slighting
yours. The Silver Lions stand ready to aid you in any
way you need.”

Cainnech seems sincere but a DN 3 Insight (Fel) Test


reveals he’s still scheming, though what he’s planning
is unclear. His Corsairs will offer to join the Agents on
the journey to the surface, but if the Vampire Raider
crashes or is forced down, he lands nearby aiming to
defeat the Agents while they are wounded and return to
Aurad Vyon with the Shard himself. If they land safely
either near the Temple or on the ice, he and his corsairs
will aid them to ensure they reach the Shard safely,
only turning against them when the Lictor attacks.

8
The Proper Forms A Tempting Offer
The Warlock Tressach comes over to greet the Agents The Asuryani know they need the Corsairs’ help in
with a greeting specific to craftworld UI-Khari: ‘May you securing the Shard but they fully plan to take it once
walk the Path with honour, despite the horrors that we it has been retrieved. If they think the Agents can be
have faced’ along with a bow with a hand gesture. trusted (or can be bought) they will offer the protection THE SHARDS OF
UI-KHARI
and aid of UI-Khari in return for the Agents turning the
If the Agents are not of UI-Khari it will take a DN 3 Shard over to them once it has been retrieved. Warlock ADVENTURE
SUMARY
Scholar (Int) Test to recall the proper response to Tressach is emphatic: ‘You would bring honour to
this shibboleth — ‘And may UI-Khari rise from the yourselves and the might of fallen UI-Khari. The Shard IN THE BARON’S
COURT
ice to face them once more’ with a mirrored bow. could be the first step on our road to rebuilding.’
The Warlock and her coterie are much more likely THE WRECKAGE
OF OUR WORLD
to trust anyone who can make these proper forms, Bringing the Shard to the Asuryani would gift them
granting the Agents +1 Bonus Dice to any Tests a powerful patron, as well as +2 Bonus Dice when THE DYING
JUNGLE
when interacting with the Asuryani. They also offer requisitioning wargear from the UI-Khari.
the following information: “The Shard is high in the JUNGLE
mountains of Trollius. Our seers have already located A Divination ENCOUNTERS

it, but none of our strike teams sent to recover it have If the proper forms have been made, or the Agents have EMBERS OF THE
PHOENIX
returned. Our Farseer has divined that the Shard will promised to return the Shard to them, Tressach will
not be recovered without the aid of Corsairs — hence offer a divination to help them secure the Shard. An THE SHARD
RETURNED
our tolerance of this… circus.” Agent can make a DN 3 Psychic Mastery (Wil) Test
to join in the divination and directly see the strands of
fate that the Warlock parses.

As the ritual commences, the candles in Vyon’s court


flicker, turning the heads of all the attendees. An Agent
taking part in the ritual will feel the cold ice wind of
the high Trollius mountains and then the soft balmy
warmth of the maiden world. They will be able to smell
tree sap, then the distinct burning wraithbone smell
of an Avatar of Khaine. The final image is of a great
set of jaws lined with razor-like teeth accompanied by
the souls of Aeldari dead crying out in pain and loss.
Something is evidently guarding the Shard, something
terrible and malevolent.

9
THE WRECKAGE NAVIGATING
OF OUR WORLD THROUGH THE
RUINS OF UI-KHARI
After the events at court, the Agents have a small period
of time to arm themselves and acquire any knowledge If the Agents choose or are forced to land within the
they think pertinent to the mission. The Aeldari serving wreck of UI-Khari and make the long trek up to the
Aurad are wary but will provide whatever knowledge Temple of Kurnous in the mountainside, you can use
they can — the Shard, a fist-sized piece of wraithbone any of the following encounters in any order, to put
that smoulders like a dying ember, has been located as dangers in their way. For additional rules and randomly
having landed somewhere far from the original crash generated encounters inside the ruined craftworld you
site of UI-Khari, its energy having carried it high into can use the Space Hulk section in Redacted Records
the vicinity of the icy mountains, the gale force winds (page 13-16), adjusting the scenarios as necessary.
and mountains making it a perilous task to retrieve.
Grave Robbers
Once the characters have prepared, read the While navigating a particularly treacherous stretch
following aloud: of the ruined craftworld, the Agents hear the faint
sounds of voices carried on the freezing wind. A
“The Vampire Raider swoops towards the jewel-like DN 3 Awareness (Int) Test allows them to track
world of Trollius. Covered in thick ice and glaciers the voices, the faint sounds resolving to guttural
lined with deep ravines, the surface reflects what little swearing in Low Gothic.
warmth is cast upon it by the systems sun. Thrusting
up from the frozen crust, the dead hive cities of the The Agents come across a unit of traitor Guardsmen
world stand as an impenetrable necropolis of alien (use the Astra Militarum Trooper stablock, Wrath &
shape and form. By contrast, the still smouldering Glory Rulebook, page 328) alongside their pilfered
towers of Craftworld UI-Khari are tragically familiar. Valkyrie, wrapped up in thermal uniforms and working
Like some beached creature, the gargantuan world- on a piece of the craftworld wreck. These Humans are
ship sits at the end of a deep scar left behind when it attempting to strip the wreck section for lost Soul
smashed into Trollius. Sections lie sheared off along Stones, fragments of psychoactive wraithbone, and
the trail, the scar leading up to the icy mountains lethal Aeldari weaponry — all valuable on the black
where they first impacted. market, or to ransom back to the Aeldari themselves.
They are little better than Grave Robbers to any
As you approach and enter Trollius’s thin atmosphere, Aeldari, and are unlikely to take kindly to interlopers
the size of the wreckage becomes clear—huge domes who’ve stumbled across their score.
clustered together house one of the great forest biomes
of UI-Khari, where Aeldari life is safeguarded and Lost Wraithguard
nurtured. You come in to land and begin your search While silently trekking through one of the long-
for the Avatar shard.” dead corridors of the craftworld, the wall ahead is
suddenly demolished as a Wraithguard (Wrath &
As the Vampire Raider skims through the atmosphere, Glory Rulebook, page 362) smashes through it. The
scanning is hard going for any sign of the lost Shard normally graceful wraithbone construct is filthy and
— a DN 5 Tech (Int) Test, using the Raider’s sensors stumbling, driven mad by the psychic backlash as the
is enough to suggest the barest glimmer of a heat dead in Craftworld UI-Khari’s Infinity Circuits cried out
signature high up in some of the fragments of the as the craft was obliterated. A DN 4 Persuasion (Fel)
craftworld lodged in the mountainside. The pilot of Test might be enough to calm the construct — if not
the Vampire Raider is not willing to risk the craft up they will have to subdue it so they can make a DN 4
there, so the Agents will either have to land within the Tech (Int) Test to remove its Spirit Stone and grant it
wreckage and walk up to the site, or take command of rest once more.
the vessel with a DN 5 Pilot (A) Test to safely make it
10 through the howling winds and land nearby.
Frozen Predators THE DYING
The many myths of Trollius tell of mysterious figures
plying across the icy wastes, strange things living
deep within the ice, and ghostly cries of the long-dead
JUNGLE
carried on the wind. While these ethereal threats may THE SHARDS OF
UI-KHARI
inspire fear, the vicious wildlife of Trollius is a very real After trekking though the ruins of craftworld UI-Khari
threat that will attempt to hunt down the Agents. A and ascending up the mountain side to the tiniest ADVENTURE
SUMARY
pack of Helspiders, loose from their Drukhari masters glimmer of heat on the scanner, the Agents arrive
(use the Genestealer stablock to represent these at the entrance to the Temple of Kurnous, this piece IN THE BARON’S
COURT
creatures, Wrath & Glory Rulebook, page 366), will of craftworld UI-Khari hidden away, lodged in the
silently stalk the Agents through the frozen tundra, mountain side. THE WRECKAGE
OF OUR WORLD
their chittering an eerie sound on the wind. Eventually
when the Agents let their guard down, they will strike, Read aloud the following: THE DYING
JUNGLE
fangs flashing as they rush at their prey.
“As the great doors to the Temple yawn open, you JUNGLE
Wounded Kin are hit by an inexplicable blast of warm arm, almost
ENCOUNTERS

Passing through an ice floe, the Agents come across as shocking as the freezing winds of Trollius. Within EMBERS OF THE
PHOENIX
a dead Genestealer — and the Aeldari Ranger who a wild tangle of jungle forest stretches out ahead,
slew it. Mairen has been grievously wounded by the soundtracked by a symphony of bird song, the THE SHARD
RETURNED
encounter, and is barely clinging on to life through her chirruping of insects, and the bellows of wild beasts.
ragged wounds and hypothermia. Her Spirit Stone was The wraithbone domes of the roof are obscured by
smashed in the struggle with the abomination and she elaborate holofields that replicate the serene blue skies
begs the characters to find a way to save her soul from of an Aeldari Maiden world. Towering up out of the
She Who Thirsts, even while in terrible pain. A terrible center of the forest, in the distance, is a wraithbone
decision awaits the Aledari Agents as they must decide spire, the runes carved into its side pledging it to the
whether to either sacrifice an existing spirit stone to great Aeldari God of the Hunt, Kurnous. It is punctured
house Mairen’s soul or end her suffering and let her at its mid-point, the shards of wraithbone still glowing
face whatever awaits beyond the veil of death. with the infernal heat — the Shard of the Avatar must
have fallen there, providing the warmth that has kept
the forest flourishing.”

To reach their destination, the Agents will have to


travel across the landscape of thick forest, towering
cliffs, and expansive marshes — no mean feat in the
best of times, but made all the worse by the crash. Huge
chunks of the Craftworld’s superstructure puncture the
biome, forming nigh-impenetrable barriers or allowing
the frigid ice of Trollius to leave adjacent foliage frozen
solid. Such was the Aeldari commitment to preserving
their biome as it had been found, that many dangerous
creatures had also been preserved. Such beasts would
have been kept to certain areas of the forest by natural
barriers or technological means prior to the crash.
Now, these beasts roam free, preying on each other
and unwary Agents alike.

11
There are three events that the Agents must resolve LOST COUSINS
in order to reach the wraithbone spire. Between each
(including one before the first event), they must make The first event begins when the Agents stumble across
a DN 3 Survival (Wil) Test. On a success they move a clearing in the jungle. Within the bodies of three
onto the next encounter, having navigated through Craftworld Aeldari are strewn about, bloody and torn,
the jungle successfully. If they fail they become lost having evidently been ambushed by something brutal.
in the jungle for a time, and the GM must roll on the The dead Guardians all wear the colours of UI-Khari
Jungle Encounters table below (re-roll any duplicate and their weapons are strewn nearby. Some are
events). After each Jungle Encounter they must make missing limbs, while others have been gutted.
the Survival Test again in order to navigate to the
next event. A DN 2 Investigation (Int) Test helps the Agents
notice that the Shuriken Catapults are still fully loaded:
whatever did this killed all three before they could
get off a single shot. Examining the wounds with a
DN 3 Medicae (Int) Test helps the Agents discern a

THE SILENCE AND common injury among the three in the clearing — the
backs of their helmets have been cracked and their
THE SCREAMS skulls smashed open, and their gooey brain matter
entirely removed. Their spirit stones are dark, cracked
The trek through the forest in the Temple of Kurnous in whatever melee killed them and unable to capture
is a great opportunity to develop an atmosphere of their souls.
sinister tension, punctuated by moments of both
wonder and mind-crawling horror. The forest is A harder DN 4 Investigation (Int) Test helps the
a stark reminder to the Aeldari Agents of all their Agents discern a set of bloody footprints in the mess,
species has lost, while being infested with threats fleeing into the jungle. Following it a short way, they
from the wider galaxy, a vicious metaphor for their find another dead UI-Khari Guardian, their body
slowly fading culture. laying limply against a shattered shrine. He’s been
eviscerated, a DN 3 Medicae (Int) Test implying that
he was grievously wounded, and fled before dying
while hiding himself. Notably his helmet isn’t cracked
open, and his spirit stone is inhabited.

If there is a Soul Weaver or Way Seeker among the


Agents (Inheritance of Embers, page 54) they may
be able to access the memories contained within the
spirit stone. The final impression left behind in the
spirit stone shows the three guardians being picked
off by something invisible, a growing feeling of dread,
before a final stoic choice to face down their fate in the
shadow of the broken shrine.

12
MADDENING SONG WRATHFUL KIN
The Agents are led to the second event by a DN 2 The final event occurs as the Agents are travelling
Awareness (Int) Test, where at the edge of hearing through the jungle towards the spire. Depending on
they notice a voice babbling, muttering and whispering the events of Courtly Intrigue (page 6) the Agents THE SHARDS OF
UI-KHARI
mad invocations and feverish prayers. Near a crack in may have made enemies of Cainnech or Skaraveth.
the shell of the temple, the ground frozen and hard, Whoever they angered the most has been tracking the ADVENTURE
SUMARY
they find an Imperial Astropath (use the Rogue Psyker Agents to enact their revenge and claim the Shard for
stat block, Wrath & Glory Rulebook, page 339). themselves. IN THE BARON’S
COURT

Named Valen Graves, this Astropath was part of Cainnech’s Wrath THE WRECKAGE
OF OUR WORLD
a survey team, relaying data on Trollius’ surface If it is Cainnech the Agents have made an enemy
from a Valkyrie when they crashed due to a massive of, they find him lounging in a tree bough like he THE DYING
JUNGLE
blizzard. Injured and frostbitten, the blind Astropath hasn’t a care in the world — the flamboyant Corsair is
crawled through the wastes to the psychic beacon of determined to have his fun, and humiliate the Agents JUNGLE
ENCOUNTERS
psychoactive wraithbone, and the maddening call of with some speech about their impudence in taking a
the Shard. vital task from the Baron that was rightfully his. A DN EMBERS OF THE
PHOENIX
3 Awareness (Int) Test is enough to spot his hastily
Valen Graves isn’t making much sense babbling about concealed corsairs in the treeline (10 Corsairs, Wrath THE SHARD
RETURNED
‘singing bones, raging fire, the psychic ripper who has & Glory Rulebook, page 364).
come’ but a DN 3 Intimidation (Wil) or Persuasion
(Fel) Test may be enough to get them to calm down Cainnech can’t be reasoned with, but he can be put off
for a few coherent moments. The blind Astropath will balance — a DN 3 Cunning (Fel) Test and some choice
cringe, but answer any questions put to him. He can barbed words are enough to goad him into making a
point the Agents towards a safer path through the mistake allowing the Agents to start the combat with
jungle (their next Survival (Wil) Test is made with +1 a Surprise Attack (Wrath & Glory Rulebook, page
bonus dice) and tell them about the singing madness 182). In combat Cainnech will order his Corsairs to
of the wraithbone, and something pressing on the fight to the death, but at the first sign of his defeat
fabric of the Warp, a ‘great shadow’. he will attempt to flee into the jungle, showing his
ultimate cowardice.
Alternatively any psykers among the Agents may
simply wish to rip the information from his mind Skaraveth’s Vengeance
with a DN 4 Psychic Mastery (Wil) Test. If they do Skaraveth has no time for the drama and posturing of
this, they see the tangled jumble of images that fills Cainnech — her and 10 of her Wyches (use the Corsair
the Astropath’s head: the beautiful harmonies of the statblock Wrath & Glory Rulebook, page 364) come
wraithbone, the cold wastes of Trollius and the ghosts screaming out of the treeline to bring down a world of
that roam there, before finally a pair of massive jaws, pain on the Agents. The Drukhari are masters of pain
barbed and slavering erupt to devour everything in and humiliation — the fight will be bloody and grim,
its path. but they’ll take their time in extracting every drop of
agony from the Agents. Skaraveth will fight to the
If the Agents fail to calm Valen or rip the information death, most likely duelling whoever she was denied
from his mind with their psychic powers he howls from killing in Aurad Vyon’s court.
madly, stumbling to his frozen feet and attacks.

13
d66 JUNGLE ENCOUNTERS

Long Lost Fauna: A flock of Faolchú, a nearly extinct Aeldari hunting bird, wheels overhead against the false blue
11
sky. Seeing so many is truly wondrous — Agents recover 1d3 Shock.

Toxic Plants: The foul of the Maiden worlds has been preserved with the fair. You find yourself walking through a
12
field of Vesay Flowers, toxic flora from long ago. Agents gain the Poisoned Condition.

Eerie Wail: As you walk beneath the forest canopy, an eerie wail rings out overhead. A DN 2 Awareness (Int) Test
13 reveals it was coming from behind you, someway back in the forest… until it sounds again ahead, before finally
falling quiet. Whatever it was, the Agents can find no trace of it.

Sparkling Pool: The calming waters of this forest pool must truly be a blessing from Isha. Bathing in this pool cures
14
the Blinded, Poisoned, and Bleeding Conditions, and heals 3 Wounds.

Treacherous Cliff: The path ahead is blocked by a sheer cliff. Climbing down requires a DN 3 Athletics (S) Test.
15
Failing means falling ten meters down to the ground, taking Falling damage (Wrath & Glory Rulebook, page 201).

Razor Vines: You stumble through a thicket of razor vines, the cruel thorns slashing at your skin. The Agents gain
16
the Bleeding Condition.

Winter’s Grasp: A ruinous slash in the side of the temple has permitted Trollius’ freezing cold to creep into this part
21
of the forest. The Extreme Cold (Wrath & Glory Rulebook, page 201) requires a DN 4 Toughness Test.

Sickening Corruption: Three mutants from the ice wastes had taken shelter here, but eventually they succumbed
22
to their frostbite. Their twisted bodies have poisoned the ground — all Agents must make a DN 3 Corruption Test.

Shrine to Isha: Located in a dappled glade is a small wraithbone shrine to Isha, Aeldari goddess of the harvest. The
23 sense of peace is palpable — the Agents can either rest briefly recovering 1d6 Shock, or use the safety of this Shrine
to take a full Respite.
Call of the Hive-Mind: Any psykers among the Agents suddenly feel a chill crawl up their back, and the unmistakable
24 feeling of being watched. They must make a DN 4 Psychic Mastery (Wil) Test — on a failure they gain the Fear
Condition, while on a success they are merely left with a faint impression of something hungry stalking the forest.
Survivor: A UI-Khari Bonesinger has managed to cling to life in the ruins of the forest temple, trading endless toil
25 for rough survival. They can give valuable directions — the Agents next Survival Test to navigate through the forest
is an automatic success.
Reclamation Pool: One of the natural springs has been corrupted by something foul — the water is a sickly yellow,
26 and viciously acidic — touching it inflicts 3 Wounds. The smell is horrendous, with various half-digested animals
and bones bobbing about in the enzyme soup.

Psychic-Frenzy: The Agents feel something pressing against the backs of their eyes, an unmistakable bloodlust
31
rising. They must make a DN 3 Willpower Test or gain the Frenzied Condition, turning on their allies for one round.

Swift River: A wide expanse of swift moving river separates you from the next stage of your trek. The river can be
32 swum with a DN 4 Athletics (S) Test, or if a suitable craft can be constructed from the fallen debris, a DN 3 Pilot
(A) Test will let you navigate the turbulent rapids.
Song of Infinity: A broken shard of the craftworld’s Infinity Circuit sings a plaintive song, calling out for help. Its
power supply is failing and at risk of losing the Aeldari souls housed within. A DN 4 Tech (Int) Test allows the
33
Agents to stabilise the fragment, and in thanks the ghosts of the circuit direct the Agents forward — their next
Survival Test to navigate through the forest is an automatic success.
Sweet Fruit: Mortrath fruit grows in this narrow alley of trees, a long forgotten orchard. You haven’t tasted it since
34 you were a child, the fruit mellow, sweet, and subtly spiced. Agents eating the fruit recover 1d3 Shock, and a -1 to
the DN of any Willpower Tests until the end of the mission.
Rival Corsairs: Cainnech would not let the insult of Aurad Vyon selecting the Agents for the mission over his
35 warband lie. A group of Corsairs (use the Ranger statblock, Wrath & Glory, page 107) leap out of the forest to enact
their revenge, mercilessly attacking the Agents.
Blind Ravagers: A blinded Khymera stalks through the forest, listening carefully for any sounds of prey. Trained
by the Drukhari to hunt and kill, these many armed beasts made of bloody sinew are a horrific sight. The Agents
36
must make a DN 4 Stealth (A) to pass by unnoticed or face the creature down (use the Genestealer stat block to
represent it, Wrath & Glory, page 366).

14
d66 JUNGLE ENCOUNTERS
Shattered Wraithbone: The cracked remnants of wraithbone spire lay shattered in the forest — the raw material is
41 still good enough to be used to repair any broken wargear. Using it grants an additional +1 Bonus Die to any attempts
to repair the Agents wargear (Wrath & Glory, page 207).

Oil Slick: A lush plain of fertile wetland has become contaminated with the icy hydrocarbons from Trollius’ surface.
42 THE SHARDS OF
Agents must be careful with weapons and gear, or they risk setting the area On Fire. UI-KHARI
Tyrannoforming: The Agents come across definitive evidence of the Tyranid’s having infested this sacred place — an ADVENTURE
43 immature Capillary Tower. This flesh and bone architecture is an affront to Kurnous, and a blight on the sacred places. SUMARY
Destroying it though may well summon defenders…
IN THE BARON’S
Kabalites: The Wych Skaraveth will not let the Agents' impudence go unpunished and will send her Kabalite warriors COURT
44 into the temple to spill their blood. The Kabalite warriors (use the Corsair statblock (Wrath & Glory, page 364) cackle
and whoop as they attempt to run the Agents down and claim their grisly trophies. THE WRECKAGE
OF OUR WORLD
Strange Footprints: A boggy mire is inundated with strange footprints, the tracks of various beasts criss-crossing
45 over one another. With a DN 3 Survival (Wil) Test the Agents can discern the unmistakable footprints of Genestealers THE DYING
among the tracks of the otherwise natural fauna. JUNGLE
Offering Blade: A Void Sabre(Wrath & Glory Rulebook, page 213) has been thrust into the ground in this clearing. JUNGLE
46 It’s a fine Aeldari blade, perhaps left here as an offering. Would removing it be dishonouring the memory of whoever ENCOUNTERS
sacrificed it, or would they want the Agents to use this blade to preserve their dying species?
EMBERS OF THE
Genestealers: A brood of genestealers (Wrath & Glory, page 366) emerge from a sunken burrow, roaring as they PHOENIX
51
ambush the Agents.
THE SHARD
Ghosts of the Long Dead: Out of the corner of their eye, or just turning a corner before they can reach them, the RETURNED
52 Agents begin to notice a shadowy grey figure appearing and disappearing without a trace. Ghost of long dead Aeldari
perhaps, or maybe the legendary wanderer who crosses the ice of Trollius has come to observe the Agents’ progress?
Broken Webway Gate: The curved wraithbone arches that once formed an entrance to the labyrinthine dimension
of the Webway now lie shattered upon the ground. The sacred quiet of this place allows the Agents to recover 1d3
53
Shock… but if the silence is disturbed the crack in reality spits forth Bloodletters (Wrath & Glory Rulebook, page
346), their howling rage echoing through the forest.
Desecrated Kin: Skaraveth’s Drukhari are masters of terror and psychological warfare. They have left two craftworld
54 Aeldari posed in a twisted mockery of a traditional Harlequin dance, their ruined armour daubed in checked patterns
of their own blood. Agents must make a DN 3 Willpower Test or gain the Frightened Condition.

Forgotten Trinkets: Hidden in the hollow of a tree are a collection of pilfered trinkets (roll once on each of the Trinket
55
and Charms table, Wrath & Glory Rulebook, page 248). Who left this stash of stolen junk here and why?

Overgrown Skitarii: A single Adeptus Mechanicus Skitarii is propped up by the tree which has grown up through
it — long dead, it’s organic components have rotted away and its augemetics have turned to rust. There’s no clue to
56
any other Mechanicus presence but the forest is slowly subsuming any evidence of the intruder, so it could be that
they have long been returned to the mulch.

Death’s Gaze: A crackle of leaves and the soft footsteps of something big padding through the undergrowth — baleful
61
glowing yellow eyes stare out of the underbrush before vanishing.

Imperial Explorers: An Imperial Explorator Team led by a Tech-Priest (Wrath & Glory Rulebook, page 109) is
62 mapping the interior of the temple, for a survey of Trollius. A tense stand-off awaits as no Aeldari can abide these
Mon-Keigh in this holy place.

Lost Supplies: The Agents discover a cache of supplies in a wraithbone casket. Within are 2 Shuriken reloads, along
63
with a Ranger Long Rifle — perhaps a survival cache left as an offering by a Ranger passing through the temple.

Exacting Co-Ordinates: Stashed in the wraithbone circuitry of this forest pedestal are co-ordinates for a lost Aeldari
64 installation in the Reach. There might be valuable artefacts there, and these co-ordinates could be sold to the highest
bidder.
Spirit Stone Hoard: A dead craftworld Aeldari lies in the dirt, ripped to shreds. Within their satchel however is an
65 abundance of Spirit Stones that they were attempting to transport back to their kin. The bounty is surely valuable
either to the UI-Khari who would wish to recover them, or the others who would use them as bargaining chips.
Chameleonic Carapace: The forest suddenly falls quiet, an eerie silence settling over the Agents — the birdsong ceases,
the wind dies down, even the trees seem to hold their breath. All Agents must make a DN 5 Awareness (Int) Test. On
a success, the Agents spot what at first looks like a shimmering heat haze, 30 meters away in the underbrush. As they
66
approach however, it rises to a height of eight feet, and they can make out many limbs shifting with camouflage cells,
and sprints away into the underbrush, heading towards the wraithbone spire at the center of the forest. Whether they
realise it or not, they have just had an encounter with the Lictor guarding the Shard of the Avatar.
15
EMBERS OF THE ‘You’ve come for the shard. The sliver of the murder
god.’ Their face is caked in gore. A glint of light shines
PHOENIX through their clasped hands with a bright amber glow
— the Shard of the Avatar.

Once the Agents have found their way through the ‘‘Keep... Keep me from her grasp and I’ll-’’
tangle of the forest, read loud the following:
Like an unnatural marionette, the figure is lifted from
“Finally you clear the treeline, and arrive at the its feet high into the air, limbs jerking as it ascends.
towering wraithbone spire… and you are immediately And as you look up, it becomes clear that suckling
almost overwhelmed by the stench of rotting flesh and tendrils snake from the Drukhari’s skull upwards to
eye-watering sting of corrosive bio-acid. Aeldari lie the maw of a leering monstrosity - a Tyranid Lictor.
dead, body parts scattered across the ground, some The Drukhari roars in agony as the tentacles retract,
half dissolved in reclamation pools. The unmistakable regaining control for a single moment to scream
signs of early-stage Tyrannoforming erupt from the wordlessly before it tears him to shreds.
ground, larval grubs crawling about.
The Shard lands at your feet and you can feel the
There is a blur of movement and a faint shimmer of light psychic waves of bloodlust radiating off it, demanding
as the Agents come across the brutally dismembered to be picked up, to be restored to its former glory. The
bodied of the Drukhari, however one warrior, armour Lictor shimmers as its chameleonic carapace flashes
shredded, rasping and wheezing still clings to life. with threat displays, and with a guttural choking cry
it charges at you!

16
THE LICTOR LICTOR
Threat A|A|E|E|E TYRANID
Lictors are an adaptation of the Tyranid Warrior bioform
S T A I Wil Int Fel
specialising in infiltration, scouting and assassination.
7 4 6 5 4 4 2
Hidden by their chameleonic skin, Lictors pick off their THE SHARDS OF
Defense Wounds Shock Resilience UI-KHARI
prey opportunistically, always looking for a chance
to crack open their victims’ skulls and suck out the 4 8 5 7 (2 AR) ADVENTURE
SKILLS: Default 5, Athletics 9, Awareness 8 (Passive SUMARY
secrets held within using their feeder tendrils.
4), Stealth 10, Weapon Skill 8
IN THE BARON’S
By now it knows the value of the Shard of the Avatar Bonuses COURT

— it’s devoured the minds of countless craftworld, ACTION: Flesh Hooks: 7 +2 ED / Range 5 / Inflict THE WRECKAGE
(Restrained), Silent OF OUR WORLD
corsairs, and Drukhari. Knowing full well that the
Lictor Talons: 9 +6 ED / AP - 3 / Range 1 / Brutal,
Aeldari will keep searching for it, the Lictor has Silent THE DYING
JUNGLE
begun using the Shard as bait, luring in the Aeldari
Abilities
to weaken the Aeldari strength ahead of a presumed RUIN: Hidden Hunter: Spend 1 Ruin. The Threat makes a JUNGLE
ENCOUNTERS
invasion fleet. The rudimentary tyrannoforming of the Stealth (A) Test as a Free Action. It resets its Stealth Score
forest has already begun, and if it can archive enough with the result. EMBERS OF THE
DETERMINATION: Spend 1 Ruin to roll 4d6. PHOENIX
genetic material, perhaps it can even begin to birth
new bioforms and begin a new swarm to rampage Conviction Resolve Speed Size THE SHARD
RETURNED
across Trollius.
4 3 10 Hge

Fighting the Lictor is no easy feat — this is an apex


predator in its ideal environment, and it is hungry to
discover more secrets that it can use to weaken the
Aeldari further. The Lictor will use hit-and-run tactics
to confuse and disorient the Agents, using its Hidden
Hunter Ruin ability to vanish before attempting to
strike with its Flesh Hooks and Lictor Talons.

They may wish to flee back through the jungle forest


after seeing the number of their Kin the Lictor has killed,
and to ensure the safety of the Shard.. It will pursue them
relentlessly and they may encounter further complications
on the way (you can use the Jungle Encounters table
to generate these), the Lictor attacking any unfortunate
individuals or creatures they encounter. This should be a
thrilling race through the jungle for the Agents, with the
Lictor leaping out to ambush them at every turn!

If the Agents defeat the Lictor or manage to outrun it,


they return bloodied to their Vampire Raider, rising
into the atmosphere, watching the frozen wasteland of
Trollius drop away below them.

17
THE SHARD
RETURNED
RITUAL OF THE Returning to the court of Aurad Vyon with the Shard,
YOUNG KING the Agents must now choose what to do with it.
Keeping their promise to the Baron, they’ll walk away
Desperate times call for desperate measures, with more riches and plunder than they can carry, and
and the cadre of Agents may find themselves a powerful ally among the Corsairs, but making an
seriously injured and at death’s door as they enemy of the Asuryani.
face the vicious Lictor. An option remains
open to them however — the Ritual of the The Asuryani appeal to the characters solidarity with
Young King, a mighty rite to conjure the their species, arguing the Shard should be returned to
Avatar of Khaine from the body of an Aeldari. its rightful place among the Craftworlders of UI-Khari.
Ordinarily the ritual requires the sacrifice of Having the gratitude of an entire craftworld may well
a willing Aspect Warrior, and a lengthy ritual set the characters in good stead if they plan to return
but even holding the Shard of the Avatar, the to the Asuryani Path — with a powerful patron in the
bloody whispers it seethes with shows that it form of Warlock Tressach. However, Aurad Vyon will
is ready to summon forth the avatar with but not forgive this slight, and dedicate himself to getting
a willing sacrifice. The countless dead from his revenge on the Agents.
the destruction of UI-Khari and the orgy of
murder that the Lictor has wrought using it If they return empty handed, either having lost
as bait, fills it with the rage ready to spark the Shard or used it to save their own lives, both
the transformation. factions turn on the Agents. The loss of the Shard is
unforgivable, and will only serve to hasten the death
If an Aeldari assents to the Shard’s wishes, of their species. Aurad Vyon will demand restitution,
they are wreathed in bloody flame, skin either in gifts or future service, and the cold Asuryani
sloughing off as they perish and from their will turn their backs on the Agents, denying them the
ashes rises an Avatar of Khaine, which will honour of ever returning to UI-Khari.
turn on the Lictor and engage it in bloody-
handed combat. Alas, the Shard is not
enough to keep the Avatar burning and after
slaying the Lictor it will collapse into ashes,
and the Agents will have saved their lives
but at the cost of the Shard.

18
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