Shedding Light
In this adventure for Rogue Trader¸ the Explorers delve deep into the ancient secrets of Solace. Solace was colonised by the Imperium in the final hours of the Angevin Crusade to unite the Calixis Sector¸ but its secrets wind perilously back into times forgotten by all but the most ancient. There have always been dark tales in Solace's mines about the things that dwell beneath the world's parched surface¸ but there have also been whispers of fortunes beyond
the comprehension of any mortal.
These whispers have spread far and wide and have reached the ears of a daring Rogue Trader¸ a warrior-privateer who braves the dangers of the unknown in the name of incalculable wealth and glory. Now¸ an avid group of Explorers journey to Solace¸ delving deep into an ancient chasm that contains strange relics of forgotten aeons. But when a cataclysm rocks the world of Solace¸ the Explorers find themselves facing a terrible threat that is not pleased about its rude awakening.
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.