Lure of the expanse reworked

By obak, in Rogue Trader Gamemasters

Hello.

I am planning to GM LotE in two weeks, I like the first two parts of the campaign and have enjoyed reading a few chronicles but I feel that I want to make some changes to the last part in particular.

As I see the Koronus expanse have three major factions that I want to focus on, Rouge Traders, Eldar and Rak'gol.

LotE features a lot of nice RT that will come in handy, but how many of them survives, well that we will see. I plan to kill off peripheral RT that the players don't interact with and keep the rest for the future.

As for the Eldar I would like to give them more of a role to play other than antagonists and fodder for macro bateries. Preferably by early on introducing an eldar corsair character that initially tries to dissuade the RT from finding the dread pearl by equal amounts of pleading and threatening as would a parent to a child.

Thirdly, the Rak'gol. These aliens are pretty much left to the GM to flesh out, my take is to make them the primary threat of the Koronus expanse, I am not particularly fond of orks or chaos in space, thinking they belong in a fantasy setting rather than space and as a Call of Cthulhu fan I will model my warp entities on that mythos rather than the Man-o-war horned beasties of whfb.

This leads me to the last point, the dread pearl. Frankly I hate it and would rather change it to an abandoned long dead yu'vath world harbouring secrets that the Eldar desperately would want to keep away from humans and rak'gol alike. So instead of the plunder of paradise I imagine the last part of the campaign being the showdown between RT and Eldar in a shaky alliance on one hand, and a full scale Rak'gol invasion fleet on the other.

Now for my question, how would you go on to introduce the Eldar corsair prince on one hand, the Rak'gol mennace on the other and thirdly what would an adventure on a Yu'vathworld be like, and what are the Eldar trying to keep away from everyone else?

Bonus points for incorporating Dark eldars into thestory.

You, sir, are person of good taste.

For incorporating Rak'Gol and Dark Eldar I'd suggest coping idea from IA Fall of Orpheus, namely abandoned DE ship with sightes of fighting with Rak'Gol (or Something (yet?) Unnamable) and corpses of DE which commited suicide - to leave PC with question who can scare DE so much.

I love your idea. To better assist you, I thought of 2 different but similar concepts for your story.

1) A powerful Eldar Farseer has seen the future: Worlds burning, star's dying, the galaxy in flames. It is foreseen by the discovery of this ancient Yu'vath device by an unknown force. What the Eldar don't know is, this "unknown force" is the Rak'Gol, not the Humans.

I think it would be wise for the Eldar Prince to meet the human PC's around the mid-way point on one of the planets by a Star Map. Meaning, having the PC's discover a few of the Star Maps fighting off the Eldar, only to later introduce the Eldar at the mid-way point as uncertain and open to dialogue. This could be because the Eldar Farseer has seen a partial threat of what is to come, and it is not the Humans. The Farseer has no idea what the humans are intending to do once they find the device, but as a caution, try to dissuade them through reasoning since force has yet to work. You could also have it happen that at the end the Eldar leave the last Star Map open for the PC's, or meeting them after they unlock the secret asking for aid.

The old hags could have even foreseen this, and parted a message to a rather pious believer of Faith. Leaving a cryptic message along the lines of "The true gift is not the one that is taken, by the one that must be lost."

The Aid is the form of the Eldars opening a web way portal to a black hole on the Yu'vath world, and the PC's have to defend the Eldar until the ritual is complete and then escape the area before they are sucked in as well. The big dramatic fight could be the PC's escaping, seeing the Rak'Gol vessel getting sucked into the expanded black hole, only to see it wink out of existence once they are gone, leaving an eerie calmness in its wake.

As for the Yu'vath world, have it have spikes of black crystal jetting out from it's crust, with lighting arcs connecting one to another as the weapon is activated. The ground could be black and dust like, barren in certain areas, and maze like in others. Pyramid like Temples could be on the surface, with tunnels at it's bases. The tunnels in the core lead every which way, some big enough to drive a small ship in, most others enough for shuttles to fly through (hint hint). And maybe the old hags left a map in one of the PC's heads. It eerily leads them to the heart of the world where the weapon lays dormant. What is the weapon? Maybe the world itself. Maybe it can suck the life out of stars, or cause them to go super nova. No idea really.

Option 2) Pretty much all from option 1, but the Dread Pearl is the paradise world with a twist. The weapon is part of or in a Yu'vath ship that crashed landed on an island the inhabitants of the Dread Pearl think is cursed (maybe a description of daemons being there). It's possible the Eldar don't even know it's there until they arrive at the Dread Pearl. So anything could happen here.

Maybe the Rak'Gol already arrived (daemons, cursed island, hint hint) and have been trying to activate the ship, and oddly enough are able to activate the ship when the PC's land on the planet. This could led to a space battle between the Rak'Gol with the Yu'vath ship against the Eldar and Humans, over the Dread Pearl. Huge dramatic battle with the Yu'vath ship bursting into fragments over the Dread Pearl, forever tainting it with the warp. And the Eldar living happily ever after.

Edit: For option two, the island could be Yu'vath ship. I had the imagination of a cut scene (I do them sometimes because it adds flavor to the game), of a fisherman off the coast of the island. He catches a fish, starts to reel him in and yanks real hard and at the same time the island shakes. He sees this out of the corner of his eye, and yanks hard again while watching the island, and it shakes again. With a look of disbelief on his face he makes one final tiny yank, and the island starts to come apart and take off. While the ship is taking off, the fisherman still has his hands on the pole, with the little fish still tugging on it slightly. And then the pole gets yanked out of his hands, and as he darts his face down wondering why, he sees the huge hole where the ship took off filling up with water, and it's pulling him to it. End cut scene.

When the PC's defeat the Yu'vath ship, you could go back to the a cut scene. Fiery debris is raining down on the planet, and the view zooms out to show a small tiny island. On the island is a small boat, broken in two, with a person sitting beside it. The picture zooms in now, and it's the fisherman, looking up at the sky. A small wooden box washes to shore with an Imperial logo on it. He runs down to it and grabs it saying how he can he can use the parts to help make a raft. And as he opens the box discovers a coconut sized white ball, with the name "Wilson" stenciled on it. End cut scene. :D

Edited by Nameless2all

The derelict dark eldar vessel could definitely come I handy, I'm thinking of having Feckward ally with the DE, promising them slaves in exchange for dealing with some competitors.

Bastille, Scourge and Feckward are written as the bad guys, but both Bastille and Scourge at least have a semblance of honor, Feckward is just that kind of person everyone love to hate. So lets have him ally with DE, in part to plant a future plot hook for The Soul Reaver campaign but also for the prospect of a scene of gratifying poetical justice when Feckward is hauled away by the DE

"-Oh dont look so glum mr Feckward, I am sure that tho your promises of slaves and plunder turned up less than satisfying, there are other ways for you to repay us. In fact I can think of a few already..."

I like both ideas, especially the bit about farseer missinterpreting his vission.

As for the last part of the adventure I am thinking of making a systema map and divide it into shifting zones of control.

When the RT arrive at the system they are presented with several options to investigate, but the hitch is that they are not alone, a Rak'gol fleet has also arrived at the destination and more reinforcements are on their way.

At first there are just a few ship that the PCs can handle alone, but as time goes by the Rak'Gol pressence grows and more of the RT arrives. The PCs must now form alliances with the other RT and coordinate attacks within the system in order for them to scan stellar phenomena for clues.

Depending on how much time drags on the system could deteriorate to a series of warzones with both sides pouring in resources, forcing the players to mediate between the RT not to pull out with their resources.

Does anyone know the speed of a space ship in km/h, mph vu/t?

Edited by obak

Well, going to the search results, you can find various discussions about speed. But, since I'm such a helpful guy (and currently bored), linked below are some of those search results. Hopefully you can find what you are looking for below. Happy hunting.

http://community.fantasyflightgames.com/index.php?/topic/98078-ship-speed-in-solar-systems/?hl=speed

http://community.fantasyflightgames.com/index.php?/topic/95355-real-space-travel-time/?hl=speed#entry933445

P.S. For a simple clarification though, the Speed of the ship is it's "Speed" statistic during combat, which lasts 30 mins. according to RAW. Outside of combat, it's subject to GM and player discretion.

1d5 days travle time between solar zones is fine, I don't need it to be more precise than that.

Speaking of traveling times, I'm writing this from the train station since my train is two hours delayed because of snow. If you ever come to sweden, don't travle by train since our national rail company is staffed by buttfuck retarded monkeys deserving only death and suffering. Norwegian airlines, thats the way to travle.

Now, back on topic.

The Eldar are hunting for a yu'vath super weapon, a machine capable of turning suns super nova. The weapon is mounted on a station orbiting the Dread Pearl sun and can not be allocated with augury arrays because of quantum. Initially the RT have no idea of any weapon, only the Eldar are aware of its existance. But as the RT explore the Dread Pearl system they uncover clues to the whereabouts of the weapon and with these clues they can locate the station.

At some point during this the PCs are approached by the Eldar willing to form a partnership in batteling the Rak'gol throughout the system, the Eldar will of course betray the RT as soon as the station is found and attempt to activate or destroy it, but until the station is found they will play ball.

I would like some ideas about interesting places to search for clues while also making nice backdrops for fleet actions and ground warfare.