Starting Endeavours

By Leximoor, in Rogue Trader Rules Questions

Hello

I'm a new GM to Rogue Trader and GM in general, I've got some overall experience playing the game, I would like some ideas of potential small endeavours that would last a 1st starting session to the Campaign.

I Plan to have the group start by approaching Port Wander with their starting ship being a frigate.

Anyone got any suggestions or a topic that talks about this?

I'm not looking for anything too large just a simple set of endeavour ideas. :)

  1. Pirates lurk on the outer fringe of voidspace near Port Wander, trying to pick off easy targets. A Free Captain becomes one of their targets and no Imperial Navy ship is close enough to intercept. Will your heroes take on this task? Messages between them and the nearest IN ship might take an hour or more till reception.

That was how I started my campaign, and the idea being they had to "clear" Imperial customs and receive permission from one major organisation to leave Imperial space. It was really a choice as to which faction they wished to most strongly ally themselves with. My players had a Light Cruiser so they were a little bit more prepared for Void Combat.

1) Imperial Navy - Pirates have been operating out of the Battleground in the Stations of Passage, try to lure them out into an ambush and take care of them.

2) Adeptus Mechanicus - There has been some illegal archeotech trade in Port Wander. Attempt to discover it and recover the technology for the Glory of the Omnissiah!

3) Adeptus Terra - The Colony of Damaris requires an envoy who requires protection en route to the colony.

4) Cold Trade - Smuggle some illegal goods to Lucin's Breath

That was how I started my campaign, and the idea being they had to "clear" Imperial customs and receive permission from one major organisation to leave Imperial space. It was really a choice as to which faction they wished to most strongly ally themselves with. My players had a Light Cruiser so they were a little bit more prepared for Void Combat.

1) Imperial Navy - Pirates have been operating out of the Battleground in the Stations of Passage, try to lure them out into an ambush and take care of them.

2) Adeptus Mechanicus - There has been some illegal archeotech trade in Port Wander. Attempt to discover it and recover the technology for the Glory of the Omnissiah!

3) Adeptus Terra - The Colony of Damaris requires an envoy who requires protection en route to the colony.

4) Cold Trade - Smuggle some illegal goods to Lucin's Breath

Addendum: Carry some totally up front and legal cargo to Lucin's Breath. What's the chance of someone finding the 4 suitcases of illegal drugs hidden among the 625,000 containers?

That is the smart way to do it, but in this case had they chosen it the crates would have been all entirely legal, and only full of complex monitoring to see if the crew tampered with them to see if they could be trusted.

plot twists within plot twists

1) Creed - On Port Wander (or maybe the out-skirts of it) some Pilgrims from a sub-sect in the Ecclesiarchy request transport to a religious site of some renown (however, unbeknownst to the PC's and some of the Ministorum staff, Chaos has embedded itself in their midst and could strike at any time). This site can be a known location (Footfall), or someplace else of the GM's choosing.

2) Trade - While enroute to Port Wander another RT Transport ship offers to conduct a trade transaction outside of Port Wander due to the station is due to their "outrageous trade tariffs." This is of course a scam in order to trade low profit items for the PC's high profit items, in which a role-playing (or roll) negotiation business transaction can take place.

3) Trade / Military - A RT flotilla with a mixture of brand new looking vessels and newly repaired ones is attempting to purchase armaments, manpower and war equipment in support of an "Imperial Crusade" at any cost. A savvy RT tradesman can obtain a couple extra PF in a successful business transaction. The only information any sources can infer about their destination is "Zone 15."

4) Military- Upon shortly arriving in system a free trader raider ship sends out a distress message stating they "require immediate assistance in containing loose and highly dangerous cargo" which has escaped in their vessel and is wrecking havoc in it's crew. The PC's ship is the closest, and the cargo can be any type of deadly creature or a mixture to spice things up (Clawed Fiends, Khymeras, Terrorax's, Fossil Horrors, Ambulls, etc).

5) Choose among the plethora of endeavors compiled in my link below, located in the folder "Endeavors" with the file name "Endeavors". ;)

Well thanks guys for the suggestions people :)

I finally decided to do some cold trade work as well as investigating some abandoned stations in space.

But now I have another question

I think the group wants to make colonies or worlds to claim for the dynasty, what subsector do you think is a good place for this? Since right now I don't think Winterscale's realm is a good idea, but being close to Hundred Undred TEEF sounds like another bad idea.

Any suggestions people? :)

They all have their problems. Winterscale's Realm has the most RT dynasties present, but also Eldar, Egarians and Yu'Vath ruins. It's the easiest to get to and the easiest to navigate. Heathen Worlds probably has the second highest RT traffic and is the second easiest to navigate. The Cauldron has the The Cauldron. I happen to love it. The Foundling Worlds would likely have the highest pirate traffic and is extremely difficult to navigate. The Accursed Demense has Orks and Rok'Gol. The Unbeholden Reaches is rather far to be supporting a colony. The Cinerus Maleficum is a good choice. All regions have their issues but you want conflict.