W&G Shards of Ul-Khari
W&G Shards of Ul-Khari
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
TM
 Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games Workshop Limited 2025. Warhammer 40,000 Roleplay,
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        and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved.
    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
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.
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.”
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.
                                                                                                                           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.”
                                                                                                                                 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.
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
                                                                                                                                  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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