With my current campaign arc wrapping up we're going to be putting Rogue Trader aside to try out another game system, but we will be returning to it before too long. So I'm planning on using the time between now and then to work up some stuff for the new and wholly original plotline (up till now I've been using heavily modified adventure paths).
So here's the setup. I'm ending the arc's wrapup on a bit of a cliffhanger. The players will head back to Port Wander to meet up with a subordinate that's been haggling with the administratum to get proper writ of claim on some juicy property (un-touched ship graveyard planet) they managed to get a hold of a year and change ago and that they've been setting up a colony on. Once they enter Imperial space proper they'll find themselves in a surprise meeting with the Imperial Inquisition (nobodyexpectsthespanishinquisition.jpeg). Which should cause a little sweating, since the group has been dipping their toes into the naughty pool a little here and there.
Stripping components from an AI probe from the far past rather than simply jettisoning it into the nearest sun (really that's the Admech who would get pissy).
The missionary has probably been straying a little towards Slanesh, what with his hundred best quality whores.
Hiring on an Eldar pirate and allying with her clan isn't too terribly bad. Rogue Traders are technically allowed. Really they've been meaning to get her sanctioned, and it's not like she's one of those nasty dark eldar.
And maybe opening that Inquisitorial attache case they found might have been a poor choice, especially since they did it in front of a good platoon worth of armsmen.
They should have sent that fairly powerful psyker they ran into to the Blackships rather than instead of helping her with her conquest of the planet.
Hopefully that box full of proscribed texts they found in the Svard system is well hidden in the hold, and nobody talked about it.
And they never did find out exactly why Mr. Christianson felt the need to leave the Imperium and never ever ever come back.
Oh drat.
Anyway, none of these things are too horrifically serious, and the Inquisitor doesn't necessarily know all of this despite how she may act. So the players will be given the bit about how their "indiscretions" might be forgiven this time if they do a little work for her-err the Imperium now and again. Now Inquisitors can't technically order Rogue Traders about. They can always say no...
So now that I've drafted them I need some ideas as to what to do with them. I've got a general idea of pirate themed adventure. Their nemesis Krawkin Feckwad, who made pacts with dark powers after being driven into a warp storm, will be involved. Perhaps it will conclude with an attempt to purge Iniquity. I've also got an idea for an Inquisitional bounty book, where they can go on side missions to hunt down bounties (ranging from 1-5 star difficulty rating perhaps?). What else would an inquisitor need with a Rogue Trader house?
Edited by Spatulaodoom