Binding Contracts
Binding Contracts follows a group of Heretics as they pursue the prophecy of the Many-Eyed¸ a dread oracle of Chaos. The Ruinous Powers have whispered to her that Solace will end in fire when a star descends from the sky. They murmur that the terror and confusion this event brings about must be properly dedicated to the Chaos Gods.
Before this portent appears¸ the Heretics must infiltrate Solace and rally the wretched mutants that live beneath the hive. Then¸ once the star burns bright in the sky¸ they must lead their newly assembled army up one of Hive Solace's spires¸ where they can cast down a rival sorcerer and take control of his ritual to summon a Daemon of unfathomable power to the Materium. If they succeed¸ the Heretics will have struck a blow against the Imperium within the Calixis Sector and won vast glory for themselves. If they fail¸ however¸ the unholy ritual could be their doom.
Originally written for use at Gen Con Indy 2013¸ Binding Contracts¸ Falling Star¸ Shedding Light¸ and Savaging Solace are adventures for Warhammer 40¸000 Roleplaying. The four linked scenarios concern the fate of the Imperial world of Solace. While each adventure stands on its own as a complete module suitable for immediate play¸ a group that plays all four adventures will spot the connections between the events as they transpire around the hive world of Solace. Binding Contracts¸ Falling Star¸ Shedding Light¸ and Salvaging Solace each include a full adventure¸ pre-generated characters¸ and the profiles for any NPCs unique to the adventure. Each is designed to be run with the system for which it was written and requires a copy of the appropriate Core Rulebook to play.
Using all four of these adventures¸ a GM can create a cohesive event that tells the story of the Fall of Solace from multiple different perspectives¸ revealing the many factors that contributed to the events slowly over the course of the four individual stories. Because these adventures were originally written for use at a convention¸ each one includes notes on the time that should be devoted to given sections. If the GM wishes to run one of these adventures in a typical four to six hour convention timeslot¸ these notes can be useful; if the GM is not under any time restrictions¸ however¸ he should feel free to pace the adventure as he sees fit based on the group and other circumstances.