Rogue Trader - Lure of the Expanse, RPG, Rogue Trader RPG
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GRIM ADVENTURES OF
PROFIT AND PERIL
ROLEPLAYING IN THE GRIM
DARKNESS OF THE
41
ST
MILLENNIUM
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Credits
Lead Developer
Sam Stewart
Production Manager
Gabe Laulunen
Additional Development by
Ross Watson
Managing Developer
Michael Hurley
Written and Developed by
Andy Hoare and Owen Barnes with additional work
by Jay Little and Reason
Publisher
Christian T. Petersen
G
ames
W
orkshop
diting
Alex Davy with additional work by Thaadd Powell
Licensing Manager
Owen Rees
Special thanks to John French for help with names.
Proofreading
Paul Tucker
Licensing & Acquired Rights Manager
Erik Mogensen
Graphic Design
Bryan Schomburg and Kevin Childress
Head of Legal & Licensing
Andy Jones
Cover Art
Tiernan Trevallion
Intellectual Property Manager
Alan Merrett
Interior Art
A. Ashbaugh, John Blanche, Matt Bradbury, Kalen Chock,
Ramon Contini, Victor Corbella, John Donahue, Alex
Drummond, Simon Eckert, Mark Gibbons, Zachary Graves,
David Grifith, Nikolaus Ingeneri, Sam Kennedy, Karl
Kopinski, Ignacio Lazcano, Henning Ludvigsen, Aaron
Panagos, Imaginary Friends Studios, Neil Roberts, Grzegorz
Rutkowski, Erich Schreiner, Sept13, Mark Smith, David
Sondered
Special Thanks
“Dispensing Orbital Justice” Jordan Goldfarb with David Rosenberg,
Emily Aiken, Rachel Fisher, Kristine Beskin, and Caitlyn “Cashew”
Klein. “You Bid Babies?!” Jordan “Milly” Millward with Keri
Harthoorn, Kyle Harthoorn-Burton, Kieren Smith, and Julia
Smith. “Forged in Death” Aric Weider with Dawn Wildfong, Chris
Doyscher, Janna Imergoot, Jeremy D. Bullock, Amber J. Colby,
and Kathryn Shannon. “The Crew of
Our Father’s Mercy
” William
Thrasher with Sarah Allen and Chelsea L. Oliver.
Art Direction
Zoë Robinson
FANTASY
FLIGHT
GAMES
Fantasy Flight Games 1975
West County Road B2
Roseville, MN 55113
USA
Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, Lure
of the Expanse, the foregoing marks’ respective logos, Rogue Trader, and all associated marks, logos, places, names, creatures, races and
race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the
Warhammer 40,000 universe and the Rogue Trader game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably
registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All
rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
ISBN: 978-1-58994-794-8 Product Code: RT03 Print ID: 01
Printed in China
For more information about the Rogue Trader line, free downloads, answers
to rule queries, or just to pass on greetings, visit us online at
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.FantasyFlightGames.com
Contents
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3
Lure of the
Expanse
to be foretold by the much-feared ‘Seven Witches of Footfall’
in a ritual prophecy—attended only by those who can bid
highly enough to earn a place at the Foretelling.
After witnessing the Fortelling, the Explorers race for the
Dread Pearl and the riches it is said to harbour. But all is not as it
seems, as the Explorers’ quest takes them to the distant Heathen
Stars, where they must piece together the disparate parts in a
puzzle, gleaning the coordinates of the planet they seek.
But claiming the treasures of the Dread Pearl will prove
far from simple. The Eldar of Craftworld Kaelor and the
Twilight Swords Corsairs have foreseen and prepared for
the lifting of the warp storm that has enshrouded their lost
Maiden world. They will seek at every opportunity to keep
both the Explorers and their rivals at bay.
“Rogue Traders have a thousand weapons, but the single most deadly
weapon in their arsenal is their sheer, unadulterated ambition.”
–Crew Chief Kusta Vak of the
Voidmaiden
Welcome to
L
ure
of
the
e
xpanse
, a three-part adventure
book that sees those who play it embroiled in a bitter
competition with their rivals to be the irst to reach—and
take possession of—one of the greatest treasures the Koronus
Expanse has to offer.
Adventure One: Eye of the Needle
In the irst adventure—Eye of the Needle—the Explorers
arrive at Footfall and set about earning themselves a place at the
Foretelling of the Seven Witches. They stake all for a chance
to be one party amongst several who will learn the coordinates
of the Dread Pearl, and then embark on the race to claim their
treasure. Eye of the Needle focuses on greed and competition,
offering the Explorers many chances to make allies and enemies
amongst those who bore witness to the Foretelling. At the
climax of the adventure, it is revealed that the subject of their
quest is not so easily located, but by piecing together the clues
left on an ancient Eldar star map at the heart of a ruined temple,
the true location of the Dread Pearl might be ascertained.
Playing through Eye of the Needle takes at least two
gaming sessions, but as there are a number of optional
encounters provided, it could take three or more sessions,
depending the GM and players.
GAME MASTER’S BRIEFING
L
ure
of
the
e
xpanse
takes the form of three adventures,
each linked together by a common story arc. The adventures
can be played through sequentially (the conclusion of one
leading straight into the opening of the next), or the action
can be broken up and rearranged in any manner desired.
The adventures are set in the Koronus Expanse, an untamed
region of space amongst the Halo Stars. The Explorers have
come to Footfall, the irst (and often the last) port of call for
adventurers heading out into the Expanse. They are following a
report, sent to them by a dedicated agent of their Rogue Trader
House, that an opportunity of undreamed-of riches await those
bold enough to seek them out.
L
ure
of
the
e
xpanse
explores a range of subjects and
play styles, from competition to exploration, and diplomacy
to exploitation. As beits the Explorers’ role and position as
the scions of a Rogue Trader House, each of these must be
mastered if they are to survive—let alone proit.
At the beginning of each of the three adventures, Game
Masters will ind advice on how to use the adventure on its
own, or integrating its events into their own campaign.
The three adventures are also linked together by an
overarching Endeavour, a framework by which the GM can
measure the players’ successes (and failures) and determine
how adequately they should be rewarded at the end of the
adventure. The Endeavour can, however, be discarded or
broken into several smaller Endeavours if preferred.
Adventure Two: The Heathen Trail
The second of the three adventures presents events not
as a linear plot, but as ive separate adventures. Each is
accompanied by a detailed location gazetteer providing all
the details needed to run events through to their conclusion
and win a piece of the puzzle that, when added to the others,
will add up to the coordinates of the Dread Pearl.
Completing the Heathen Trail is likely to take at least one
gaming session per adventure.
Adventure Three: The World Beyond
Having pieced together the location of the object of their
quest, the Explorers, along with their competitors, arrive at the
planet at the very moment the ten-thousand-year warp storm
inally lifts. However, there is scant time to explore the mythical
world before encountering the lost colonists, who believe their
home is a promised afterlife. Then, the war comes to paradise,
as the Eldar return to their lost Maiden World and seek to expel
all of the intruders. Only the strongest and most cunning will
survive. Only the boldest and most shrewd will prosper!
Completing The World Beyond will take at least two
gaming sessions, but should the Explorers wish to explore,
undertake diplomatic talks with their allies and rivals, or
engage in protracted starship battles at the beginning of the
adventure, the adventure might take three or more sessions to
play through completely.
B
ackground
S
ynopSiS
At the heart of the Lure of the Expanse story arc is the search for
a long-lost, nigh-mythical world known to superstitious void-
farers as the “Dread Pearl.” Unbeknownst to the Explorers, this
planet is in fact a Maiden world of the Eldar, isolated by a raging
warp storm ten thousand years ago. Although lost to the Eldar,
a human colony now resides on their world, cast upon its
shores whilst traversing the void in ages past.
However, the Dread Pearl will soon be
accessible as the warp storm around it inally
lifts. The details of this portentous event are
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