Hey all, starting a new group of RT and brainstorming some plot hooks. I would appreciate feedback if you want to give it!
Adventure Outline: Rogue Trader Introductory Adventure
Introduction: Recruiting A Crew
Arriving at Port Wander for the first time, the characters meet each other in interesting and unique ways appropriate for their character backgrounds. Players are then encouraged to visit a few of the local places, looking for profitable ventures.
For a map of the port, refer players to page 236 of Into the Storm.
First Task- Find a Lead
Description: Being the first time the players have arrived in Port Wander, they are currently relatively unknown and must find some sort of venture to embark upon. This part is intended to get them moving, keeping the action from going stale. On a station this large, there is sure to be somebody who knows something that might lead to profit...
Plot seeds and Locales:
1. The Sprawls - In the Civilian Quarters of Port Wander, wretched and destitute scavengers live in desperate conditions. In their scavenging, they may have come across something of value to a Rogue Trader and the crew...
2. The Gilt Processionals - Vast and Labyrinthine markets. You can attempt to buy things here, but stay on your guard...
3. The Medicae - Top-notch amenities for those who can afford them. For the rest, there are smaller back-room services that offer more basic care. Go here to heal up if you become wounded.
4. The Stockades/Pressment Center - Those who have violated regulations or committed crimes are sent to the stockyards for sentencing, if they are not summarily executed on the spot. The lash, grueling days of hard labor in the stockade, or even a swift shot to the head are all punishments that can be delivered without trial for a myriad of crimes on the station (which is primarily a Imperial Navy base, and thus under martial law). Captains in need of crews can come here to persuade the warden to release prisoners to the captain as crewman aboard his/her vessel. Sometimes, inmates may hear interesting rumors if someone takes the time to talk to them...
5. The Void Docks - Docking parts are plentiful along the edges of the station, managing the offloading of hundreds of ships. The docks are also where minor overhaul work and replenishments occur as ships take on all manner of supplies. Here, overworked Administratum adepts check cargo, levy tariffs, and attempt to detect contraband. Port Wander also has larger Repair Yards on the underside of the station, where the skilled Void Wrights can repair damages caused by combat or accident. For small vessels, there are vast hangers that can be sealed against the void. For larger ships such as cruisers, nearby asteroids house repair facilities large enough to handle them. Transportation back to the station via shuttle is available on such facilities. In addition to these repair facilities, there are a multitude of bars and pubs for travelers, dock workers, and additionally even Officer Clubs for the higher-ups. Rumors are often started here, as the most recent arrivals tell tales of their travels.
6. The Halls of the Mechanicus - Normally closed to those outside the Adeptus Mechanicus, the Halls occupy a large blister-like extrusion of metal and sensor spines at the base of the station. Here, techpriests conduct research into the strange objects brought out of the Expanse. The Main Enginarium is not far from this hall, and its enormous reactors provide power for the station's various systems. With so many demands on its limited output, however, whenever a large draw occurs (such as something impacting the station's void shields) the lights dim across the station. Those with business with the Mechanicus can visit the hall to converse with the mysterious adepts, but those without a peer in the organization will not make it past the doors...
7. Crew Quarters / Barracks - Home to the Imperial Navy and Imperial Guard respectively, both these locales are the common hangout of the military forces stationed aboard Port Maw. Security is tight, and entrance will only be permitted if one has a peer within the owning organization. However, soldiers are often a common source of rumors (though the rumor's authenticity is rarely consistent).
8. The Solstice Imperialis - Formerly a pilgrim vessel, the vessel once brought passengers to the station regularly for many years. However, on its final voyage the plasma drive failed to ignite. The resulting explosion claimed no lives, and the pilgrims regarded this as a sign of the Emperor's favor. Over time the vessel has become grafted into the station, serving as a home for various chapels and sanctuaries. Some of the station's most faithful and strongest souls can be found here.
9. The Underdecks - Walled away by new constructions, powered only by flickering and half-exhausted lights, forgotten by all: this is the life for many that make their homes in the wretched refuse of the port. Many of its inhabitants are escaped convicts, former pressed-crewmen, or even mutineers. Housed literally beneath the main decks, they rarely venture outside their lairs except to raid and pillage food or other easily stolen items, vanishing below-decks as quickly as they had come. Caution is paramount for anybody who dares tread here.
Possible rumors (Roll 1d5 in the appropriate category to find a good lead)
Ecclesiarchy Leads-
1. An Ecclesiarchy missionary has been searching for a ship and crew willing to take him/her into the expanse to find a group of heathens... whether to "educate" or "eradicate" them has yet to be seen.
2. A Ecclesiarchy Missionary has possibly uncovered a coven of Chaos living in the Underdecks. Finding a way to oust these criminals would do much to gain this Missionary influence within the Imperial church, meaning he/she might be able to reward those willing to attempt this task.
3. A pilgrim has come across the location of something valuable, but is only willing to divulge this information to one willing to take the pilgrim with them and share in the profit.
4. A pilgrim vessel has arrived recently, covered in blast marks and pockmarked with weapon-fire damage. The captain of this vessel is looking for an escort for the vessel when it next departs, to contend with the raiders that had nearly eradicated the vessel during its previous outing.
5. GM's Choice (pick one of the above options), except the rumor is a lie. Players must make a successful Inquiry test to determine the rumor is false.
Imperial Navy/Imperial Guard Leads- (Roll 1d10 instead of 1d5)
1. The station's defenders need more manpower after suppressing a recent riot in the Underdecks. The ship and crew can either attempt to neutralize the rebellious leaders of the insurrection, or they can resupply the station's defenders with recruits from one of the worlds within the Expanse.
2. An Imperial Navy Admiral is looking to privately contract a ship and crew to deliver a shipment of valuable supplies to a beleaguered warzone planet in the Expanse. He expects that the planet has been blockaded to some degree, and a vessel lacking markings of the Navy might be let in.
3. A planet within the Expanse is resisting Imperial rule. The ship and crew can either diffuse the situation or enforce Imperial Law.
4. A chaos warfleet of unknown size is on its way to eradicate the station. Every available ship with weapons is being called upon to protect the station. Failure to answer this call may result in the ship and crew being branded as renegades and deserters.
5. A xenos incursion has occured on a distant planet in the Expanse. The military lacks the resources to confirm the rumor.
6. Pirates are harassing pilgrims and traders that pass through the Battleground. The military is offering a reward for their disposal.
7. A warship has been made derelict in a recent attack. The navy has limited resources at the moment, and is offering a lucrative contract to escort a salvage vessel to retrieve it.
8. A high-ranking officer has been assassinated. An Imperial Inquisitor has begun to investigate, but the culprit escaped into the Expanse. The Inquisitor needs a ship to pursue the culprit, and will handsomely reward any who show dedication to the Throne by attempting this task.
9-10. GM's Choice, although the rumor is a lie. Any player must make a successful Inquiry test to determine it is false.
Mechanicus Leads-
1. An Explorator vessel has gone missing while attempting to find a archeotechnological dig site. The Adeptus Mechanicus would likely handsomely reward anybody who could retrieve the vessel, or at least deliver news of its fate.
2. A Magos Biologis has developed a cure for a deadly disease sweeping a planet in the Expanse. He must be delivered to this planet with utmost haste, and is willing to pay to charter a vessel for this purpose.
3. Techpriests have discovered the location of a powerful Archeotech cache. All their other vessels are preoccupied at the moment, so they need a trustworthy Imperial agent to explore this find for them, or at least to deliver a Mechanicus research team.
4-5. GM's Choice, although the rumor is a lie. Any player must make a successful Inquiry test to determine it is false.
Underworld Leads- (learned in taverns, the docks, the habs, etc)
1. A scavenger has found a technological marvel of a map that shows the location of something not yet identified. Surely it must be valuable.
2. A trader is paying substantially if someone is willing to undertake "illicit" tasks for him.
3. A psyker on the run from the Inquisition has made his/her home in the underdecks. If someone were able to apprehend this renegade heretic, there would surely be ample reward.
4-5. GM's Choice, although the rumor is a lie. Any player must make a successful Inquiry test to determine it is false.
IF A RUMOR IS FALSE --
If a rumor is false, but the players believe it, let it naturally play out. Let them decide to find somebody important to talk to, or find the "quest-giver", and then have that contact deny the rumor. Go back to square one! Maybe after a few false rumors, locals get suspicious or take a disliking to the profit-seeking group. Ambushes and bar-room brawls could be a fun distraction...
If they detect the false rumor, then let them start asking around for rumors again immediately, avoiding the unpleasant detour.
CLOSING COMMENTS
This is my first attempt at really playing a seat-of-my-pants, adlib-centric, sandbox-styled adventure. I could use some tips on the Endeavor system, as I am a bit reluctant to make a bunch of pass/fail restrictions. Any ideas?