Adventures on Orn

By Grand Trader Chode, in Rogue Trader Gamemasters

How would you handle adventures on Orn?

Any info or stories would be welcome.

Edited by Grand Trader Chode

Basic info on the world can be found here: http://warhammer40k.wikia.com/wiki/Koronus_Expanse

Heavy jungle/heavily forested. Consider it a feral or frontier world - if not a death world.

Orn was marked with the rune of intrasigence - essentially, the explorators said nobody should go here. There was a feral, hostile xenos species that was using the hulk of an ancient xenos ship as a sort of mini-hive city. They were openly hostile and used tech - presumably scavenged from the hulk, though that's not confirmed.

Here's some obvious ideas:

1. After coming into possession of records from the original Disciples of Thule explorator expedition, the crew goes to Orn in search of the xenos ship and/or salvage/xenotech from it.

2. Feral World: they go there to hunt some apex predator on contract with a beast house.

3. Go there searching for something unrelated to the ship, but end up stalked/hunted by the indigenous xenos every step of the way.

Orn has a fairly detailed write-up in The Koronus Bestiary, including several adventure seeds. The most critical detail is one you lot haven't mentioned yet, namely why it got marked with the rune of intransigence. Evidently something on Orn slowly destroys the memories and neural patterns of anything intelligent that lands there. (Intelligent includes humans, naturally, but not mundane animals.) The feral xenos were the crew of that crashed ship, (which is quite big - nearly warsphere sized - and chock full of xenostech trinkets) but they stayed just a little too long...