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TheCountAlucard
2010-01-04, 05:04 AM
Faced with a night of playing Scene It Star Trek until 3:00 AM again, I figured I'd introduce my roommates to Star Wars Saga Edition. I showed them the books, then we printed off some character sheets and we got started. I decided to set it during the Clone Wars, but trying to keep the clones and the droid battles "in the background."

The first PC is a force-sensitive Scoundrel who aspires to be a top-shelf bounty hunter. And he wants to go Dark Side.

The second PC is a Soldier with some talent in martial arts, also a bounty hunter. He's in it for the purposes of taking his inevitable vengeance from the double agent who wiped out his team.

The third PC is a Jedi (though not a member of the Jedi order or tradition). Haven't quite worked out a destiny for him just yet.

The Session, Long Version:The three of them (all first level, by the way) decided to take out a loan from one of the Hutts in order to start out with a starship, so the game starts on Nar Shaddaa, with the PCs owing nineteen thousand credits, and looking for some quick money. They learn of a bounty they can pursue, and while forty-five hundred credits isn't enough to pay off their debt, it's a decent start.

The fellow they're after has been blowing up buildings, and there are already some bounty hunters after him. Though there is a pattern he's been following, none of the PCs roll well enough to pick up on it. They nonetheless figure out that he's going to attack one of four buildings next: either a bathhouse, a bank, a warehouse, or the residence of a notorious spice dealer.

The party decides to split up; Soldier will take the bathhouse, Scoundrel will take the bank, Jedi will take the spice dealer's place, and then if none of them catch him, they'll regroup and hit the warehouse.

The Soldier makes his way through the bathhouse, clad only in a towel. He notices a man who kinda-sorta looks like the guy the party's after, with a black case at his side. Soldier accidentally-on-purpose trips and splashes a beverage all over him, at which point the guy starts cussing him out in Gamorrean. Soldier dances around the suggestion that he might be the man he's after, and asks the contents of the bag. This behavior gets a gun pointed at Soldier, though he manages to get his own pistol out as well. Soldier initially attempts to disarm him, but when that fails, Soldier shoots the guy unconcious. Though he turns out to not be the guy the party is after, Soldier nonetheless takes his bag (which he realizes has a few grams of spice in it, and is rigged to explode if tampered with), and bribes his way out of the bathhouse.

Scoundrel walks into the bank, sets off an alarm, and then departs, realizing that walking into a bank with a pair of holstered pistols is unwise; besides, it didn't look like he was in there, anyway...

Jedi approached the spice dealer's place, but it appeared to be closed. He might've been able to hack his way in through the keypad on the backdoor, but he botched his roll.

When they get to the warehouse, it's guarded. They spot eight guards outside. Scoundrel decides to try and snipe the one who's off by himself, but doesn't drop him, giving him time to raise the alarm. When the guards get grouped together, Soldier throws the bag into them; I believe shooting it with a blaster counts as "tampering." Though it's only a small explosion, it incapacitates two of them, though the remaining guards knock Scoundrel unconcious. It's at that moment that a speeder comes recklessly crashing through one of the entrances, and a beeping sound can be heard from inside...

With Soldier shouldering Scoundrel and running from the impending explosion, Jedi fires at the pilot of the speeder, and actually brings him down. Of course, there's not much left of the pilot intact, after the speeder crashes, but they have enough to collect the bounty with, at which point we wrapped up the session.

The Session, Short Version: The first-level PCs are in debt to the Hutts. They collected a bounty on a bomber, but managed to attract some attention in the process. The Soldier also made himself an enemy by ticking off a Clawdite who happened to look like their target at the time, knocking him out, and stealing his suitcase full of spice, which got blown up.

So, any suggestions on where to go from here?

BooNL
2010-01-04, 05:18 AM
Perhaps the Clawdite could be a member of another criminal organization. Better yet, make him a lacky of the very Hutt they owe money to!
The Hutt sends out the Clawdite/other bounty hunters after the party to get back the spice.

Lock Stock & Two Smoking Barrels, Star Wars style!

averagejoe
2010-01-04, 05:29 AM
Heh, sounds like a fun session.

Depends on what you want to do, I guess. I've always used SW primarily for the good/evil type stuff, but you seem to be going more for the sci fi action/intrigue.

The Clawdite was obviously a mule of some sort... It doesn't seem like this sort of thing would have his superiors in force after the PC's, but rather they'd have the guy who lost the spice get it back, or equivilant funds. I'm imagining a desperate guy after the PC's, someone who knows that he'll probably be tortured and killed if he doesn't succeed, so he engages in much more dangerous/risky plans and in general behaves in a desperate manner.

Or, maybe, they're able to trace you back to the Hutts, and the Hutts, being the savvy gangsters that they are, repay the man and put the PC's in debt to them for the cost of the spice, and by the way did we mention this rather large chunk of interest you've accumulated? Basically have the Hutts try to put the PC's into debt bondage. Heck, you could do this anyways, and also have the Clawdite working independently, trying to extract money from them even as they're trying to find a big enough windfall to satiate the Hutts.

BooNL
2010-01-04, 05:53 AM
Good points averagejoe.

Your players are in debt because they bought a starship, though I assume the bounty they pursued was on Nar Shaddaa? Will they be able to leave the system before paying off the debt or will the Hutts try to stop them?

That said, it looks like an awesome session indeed. It makes me want to do another SW campaign as well!

TheCountAlucard
2010-01-04, 02:36 PM
Your players are in debt because they bought a starship, though I assume the bounty they pursued was on Nar Shaddaa?Yes, it was.


Will they be able to leave the system before paying off the debt or will the Hutts try to stop them?Haven't decided that just yet, though considering the events of this session, they'll probably be wanting to go off-planet before too long.

Storm Bringer
2010-01-04, 03:22 PM
does the party have any serious leaning towards either the republic or the CIS? the clone wars was, after all, techincally a civil war, with all the back-stabbing and cloak and dagger manuvering that entails as the inhabitants of planets are forced to choose which of the sides they support.

You could make the drug runner be part of a fund-raising cartel run by the conferates to supply the war effort. Thus, while enguaging in thier other activities, they must deal with a few agents of that ring who out for revenge.


The man they collected a bounty on was an agent for the republic, working against suepected CIS supporters. However, his intel was faulty, and most of the targets were actaully mildly pro-republic before the strikes. The CIS were feeding the bomber bad intel, and then revealing to his targets the attackers Republic allengence, with the aim of recruiting them ('look just what the "noble" republic will do to win, and what we need your help to stop them')


the hutts call in their favour over the starship, ordering the players to transport a wanted personage to another planet (whoose is a agent of one of the two sides with vital intel), and must escape attempts by the other side to stop them.

completely off topic for a sec: I've Rp'd with you on this board, but I can't remeber what the damm RP was called! it's starting to bug me now......

TheCountAlucard
2010-01-04, 03:39 PM
does the party have any serious leaning towards either the republic or the CIS?Well, Soldier was fighting for the Republic when the double agent killed his men. Can't say I've seen any inclination from the other two players.

Very interesting ideas, though. :smallsmile:

Sending you a PM about the other stuff.

Storm Bringer
2010-01-04, 04:08 PM
fair enough. To be honest, I can't think of why you'd set a game in the clone wars without getting tangled in it somehow.

this was a war fought at every level. while the armies fought their mass battles, agents on both sides dueled in the 'netural' systems, trying to undermine each others cause in that system, or to cut off some covert scouce of aid (like a CIS smuggling ring, or a republic arms factory). it's events like these, on the fringe of the conflict, that players thrive. for want of a nail (http://en.wikipedia.org/wiki/For_want_of_a_nail) is a key element.

the best bit is, if this turns into a long-runner, then when the clone wars end and it all goes tits up, your group, with a wannbe darksider and a not-jedi, would likey be swept up by the now-imperial intellgence and used as low level agents of the Empire, in a adventure-futhering way (just look at how Tie Fighter let you work for the empire without being a total monster....unless you wanted to be)

TheCountAlucard
2010-01-04, 04:37 PM
fair enough. To be honest, I can't think of why you'd set a game in the clone wars without getting tangled in it somehow.Sorry, should've specified; I meant that the actual "clankers versus clones" battles aren't going to be given too much detail. Still, I acknowledge that involvement with the war itself is going to be inevitable.

TheCountAlucard
2010-01-07, 04:40 AM
The man they collected a bounty on was an agent for the republic, working against suepected CIS supporters. However, his intel was faulty, and most of the targets were actaully mildly pro-republic before the strikes. The CIS were feeding the bomber bad intel, and then revealing to his targets the attackers Republic allengence, with the aim of recruiting them ('look just what the "noble" republic will do to win, and what we need your help to stop them')It was amazing how well this worked. When they heard about this on the HoloNet, Soldier's player facepalmed so hard, I think he dented his forehead. :smallamused:

For the beginning of this session, the PCs really, really wanted to buy some commlinks. I guess that Scoundrel forgot his utility belt comes with one. :smalleek: Anyway, they got the miniaturized long-range video-enabled ones, so now they can keep communications with one another.

They also were looking around for jobs. A Republic military contact of Soldier's offered them a few thousand credits if they'd do a bit of espionage. The paydata is believed to be located on a factory (that makes hull plating for Republic ships) in the same star system as them. One of the managers of the factory is suspected of being a supporter of the CIS. Lastly, the general hints that the office building in which the data is being held will have six armed guards.

Of course, the first stumbling-block is discovered when the party boards their starship, only to discover that a half-dozen B-1 battle droids are already aboard, blasters at the ready. :smalleek: The PCs manage to defeat the droids, and take off before any reinforcements arrive. They even think to check for tracking devices and space the droids.

That done, the PCs puzzle over both how and why they were ambushed like that, as they fly directly to the factory. The PCs are a little surprised when the factory hails them, asking their business. They try to pass themselves off as inspectors from corporate, and actually succeed, thanks to some really high rolls on their part. Of course, that means Soldier is going to have to leave his vibroaxe on the ship, something he's not too happy about...

When they land, the party is approached by the two managers of the factory. One offers to show them around the factory, while the other heads to the back to finish running some numbers. The party is led around the factory, and gets quite the lesson on starship plating.

Of course, when the manager leads them by the office where the data they're after is being kept, Jedi gets it in his head to Mind Trick him... something to the effect of, "You want to let us into the office, and then go home for the day." It sure seems that the dice are liking Jedi's plans, given how it turns out. The party gets into the office building, only to hear a sound that Soldier is quite familiar with... the sound of a pair of B-2 super battle droids tramping toward them. The PCs dive for cover, but Soldier rolls a nat 1 on his Stealth check. Soldier takes a pretty nasty wound, but they manage to take out the droids. After the battle, the party goes for the emergency medkit on the wall, and is surprised to notice a bloody handprint next to it... and that's when they remember that the office was supposed to have half a dozen guards, not B-2 super battle droids.

Doesn't take long for the party to find the dead guards, their gear still intact, a trio of B-2s standing nearby. The Jedi thinks to use the Force to snag an ion grenade off one of the guards, which he then lobs at the droids, making the fight that much easier.

They finally reach the data terminal, but are quite disappointed to discover it sparking from a smoking hole in its side. Hearing someone running away, they give chase... and discover the other manager, trying to get away. The Jedi snags him with Force Grip long enough for Soldier to cuff him and search him, finding a datacard and a credstick. Taking the manager prisoner on their ship, they take a look at the datacard as they take off. The datacard contains plans for a ship that appears to be capable of orbital bombardment while being cloaked. These plans are, of course, the plans that the military contact is after; he pays the PCs for the retrieval, but informs them that the CIS has already started work on such a ship. :smalleek:

The PCs got enough experience this time around to level up, by the way.

BooNL
2010-01-07, 04:59 AM
Very cool session. It seems you've shifted the focus from the Hutts to the CIS. Just remember to sends some gentle reminders from the slugs every once in a while :smallsmile:.

What were the droids doing aboard the players' ship?

Keep up the log!

TheCountAlucard
2010-01-07, 05:10 AM
Very cool session. It seems you've shifted the focus from the Hutts to the CIS. Just remember to sends some gentle reminders from the slugs every once in a while.But of course. After all, they're going to get a very unpleasant surprise when they go to the Hutts to make a payment. :sabine:


What were the droids doing aboard the players' ship?Not really sure; kinda improvised that. :smalleek: Actually kinda looking for some help justifying that one.

BooNL
2010-01-07, 05:33 AM
From what you've told us there's two things I can think of to directly link to bots to something:
- they belonged to the Hutts as anti-theft protection and they 'forgot' (maybe for real) to turn them off.
- they belonged to the same organization responsible for the B-2 droids. Though that'll probably be a stretch why they're on Nar Shaddaa...

Or just have them as something totally unrelated. If the players choose to investigate their presence, you can start cooking something up.

GAThraawn
2010-01-07, 05:57 AM
Not really sure; kinda improvised that. :smalleek: Actually kinda looking for some help justifying that one.

Well, there could be a CIS cell on Nar Shaddaa who knew the PCs involvement in the first session, and either wanted to talk to them to try and recruit them (after they killed a bothersome Republic agent), but the droids were destroyed before it could become apparent they were only there to escort them to CIS safehouse, or perhaps wanted revenge for roughing up their Clawdite, who was appearing as the Republic agent trafficking spice to discredit him with his superiors and get him hauled off his assignment, as he was being a little too efficient.

I'd make more suggestions, but it seems you have a pretty good handle on your adventure yourself. Like BoonL said, keep up the log!

Storm Bringer
2010-01-07, 05:25 PM
It was amazing how well this worked. When they heard about this on the HoloNet, Soldier's player facepalmed so hard, I think he dented his forehead. :smallamused:

For the beginning of this session, the PCs really, really wanted to buy some commlinks. I guess that Scoundrel forgot his utility belt comes with one. :smalleek: Anyway, they got the miniaturized long-range video-enabled ones, so now they can keep communications with one another.

They also were looking around for jobs. A Republic military contact of Soldier's offered them a few thousand credits if they'd do a bit of espionage. The paydata is believed to be located on a factory (that makes hull plating for Republic ships) in the same star system as them. One of the managers of the factory is suspected of being a supporter of the CIS. Lastly, the general hints that the office building in which the data is being held will have six armed guards.

Of course, the first stumbling-block is discovered when the party boards their starship, only to discover that a half-dozen B-1 battle droids are already aboard, blasters at the ready. :smalleek: The PCs manage to defeat the droids, and take off before any reinforcements arrive. They even think to check for tracking devices and space the droids.

That done, the PCs puzzle over both how and why they were ambushed like that, as they fly directly to the factory. The PCs are a little surprised when the factory hails them, asking their business. They try to pass themselves off as inspectors from corporate, and actually succeed, thanks to some really high rolls on their part. Of course, that means Soldier is going to have to leave his vibroaxe on the ship, something he's not too happy about...

When they land, the party is approached by the two managers of the factory. One offers to show them around the factory, while the other heads to the back to finish running some numbers. The party is led around the factory, and gets quite the lesson on starship plating.

Of course, when the manager leads them by the office where the data they're after is being kept, Jedi gets it in his head to Mind Trick him... something to the effect of, "You want to let us into the office, and then go home for the day." It sure seems that the dice are liking Jedi's plans, given how it turns out. The party gets into the office building, only to hear a sound that Soldier is quite familiar with... the sound of a pair of B-2 super battle droids tramping toward them. The PCs dive for cover, but Soldier rolls a nat 1 on his Stealth check. Soldier takes a pretty nasty wound, but they manage to take out the droids. After the battle, the party goes for the emergency medkit on the wall, and is surprised to notice a bloody handprint next to it... and that's when they remember that the office was supposed to have half a dozen guards, not B-2 super battle droids.

Doesn't take long for the party to find the dead guards, their gear still intact, a trio of B-2s standing nearby. The Jedi thinks to use the Force to snag an ion grenade off one of the guards, which he then lobs at the droids, making the fight that much easier.

They finally reach the data terminal, but are quite disappointed to discover it sparking from a smoking hole in its side. Hearing someone running away, they give chase... and discover the other manager, trying to get away. The Jedi snags him with Force Grip long enough for Soldier to cuff him and search him, finding a datacard and a credstick. Taking the manager prisoner on their ship, they take a look at the datacard as they take off. The datacard contains plans for a ship that appears to be capable of orbital bombardment while being cloaked. These plans are, of course, the plans that the military contact is after; he pays the PCs for the retrieval, but informs them that the CIS has already started work on such a ship. :smalleek:

The PCs got enough experience this time around to level up, by the way.

sweet. I'm glad my ideas went down so well.


futher ideas:

first, shortly after take-off, a republic task force enters the system to take on supplies (the system is offically 'netural' as far as the clone wars go. it's nominally republic territory, the hutts control everything on Nar Shaddaa, and they're staying on the sidelines of the war, selling goods to both sides)

if any of the players have any 1337 pilot skillz, why not have a a CIS droid fighter (or a conventional fighter flown by a CIS loyalist. A significant threat, but not mega one.) attack them in tansit to thier next locale, for Thrilling Space Dogfight and General Entertainement. failing that, an attack by a single assassin droid shortly after landing (again, a threat, but not a leathal one. the attack is suppose to fail, for reason that will come clear).

The fighter/assassin was sent by the boss of that CIS manager bloke they took prisioner. His reason is that he's attempting 'damage control' by killing the manager before he can spill the beans and/or the players before they can report the spillage of beans to thier own bosses.

the manager, now realising that his own boss is willing and trying to kill him to keep him silent, decides that his best hope trying to trade what he knows with the Hutts (though the players) in exchange for protection. His major asset is the location of a CIS arms cache, stored on or near Nar Shaddaa, which was put in place up in the build up to the Clone War, with the intent of using the weapons to arm CIS insurgents in and around hutt space if the oppitunity presented itself. Up to this point, the cache is untouched, but thier are enough small arms in it to arm a brigade, plus assorted heavy weaponry.

When the partys Hutt paymasters find out about this, they decide to try and steal the cache. Que players taking part in a major op, flying in a Hutt merc team to secure the site (and assisting in the capture of the cache. thrilling battles around piles of explosives......), and providing security while a dedicated (and trusted) transport is brought in to haul the multi ton cache, in exchange to a significant reduction to thier debts (and a few of the cooler guns form the cache). All the while, the CIS are trying to stop the theft without alerting the republic fleet to their presence or the cache.

if they pull this off, it'll be an epic heist.

TheCountAlucard
2010-01-07, 08:29 PM
I'm gonna have to go back and clarify a few things, aren't I? :smalleek:

Okay, starting with GAThraawn... as much as I like the idea of the droids having been there to take them to the CIS, the droids were there to try and kill the PCs; I wish I could go back and have had the droids say, "There they are, get them!" instead of, "There they are, blast them!" :smallfrown:

Now for Storm Bringer... I forgot to mention that when the PCs turned over the datacard, they also turned over the manager they'd taken prisoner, and now he's presumably sitting in a cell somewhere. Of course, Thrilling Space Dogfight might still be possible, and the other stuff in your post can still work.

Thanks again for the ideas, which I will wrench verbatim from your posts and apply haphazardly take into consideration for the next session. :smallsmile:

EDIT: Also thought I'd bring up the Scoundrel. His player is really, really wanting him to be trained in the use of Force powers, particularly the various lightning-flavored ones. When I explained to him that the party Jedi can only teach him the ones he knows (Force Grip, Force Thrust, Mind Trick, Move Object), he suggested using the stolen plans to bargain tutoring from a Dark Jedi. I tried to explain to him how problematic this might be (considering that first of all, the party had already given the plans to Soldier's contact), but he won't drop the idea of his character picking up Force Lightning.

Y'know, I don't even know that his character would necessarily know about Force Lightning in the first place. Which Force powers could be considered "common knowledge," and how might he know about it if it's not one? Also, even if he does get his hands on it, with a Wisdom modifier of zero, his use of it is going to be fairly limited. Any thoughts?

Storm Bringer
2010-01-08, 07:08 AM
I'm gonna have to go back and clarify a few things, aren't I? :smalleek:

Okay, starting with GAThraawn... as much as I like the idea of the droids having been there to take them to the CIS, the droids were there to try and kill the PCs; I wish I could go back and have had the droids say, "There they are, get them!" instead of, "There they are, blast them!" :smallfrown:

Now for Storm Bringer... I forgot to mention that when the PCs turned over the datacard, they also turned over the manager they'd taken prisoner, and now he's presumably sitting in a cell somewhere. Of course, Thrilling Space Dogfight might still be possible, and the other stuff in your post can still work.

Thanks again for the ideas, which I will wrench verbatim from your posts and apply haphazardly take into consideration for the next session. :smallsmile:

EDIT: Also thought I'd bring up the Scoundrel. His player is really, really wanting him to be trained in the use of Force powers, particularly the various lightning-flavored ones. When I explained to him that the party Jedi can only teach him the ones he knows (Force Grip, Force Thrust, Mind Trick, Move Object), he suggested using the stolen plans to bargain tutoring from a Dark Jedi. I tried to explain to him how problematic this might be (considering that first of all, the party had already given the plans to Soldier's contact), but he won't drop the idea of his character picking up Force Lightning.

Y'know, I don't even know that his character would necessarily know about Force Lightning in the first place. Which Force powers could be considered "common knowledge," and how might he know about it if it's not one? Also, even if he does get his hands on it, with a Wisdom modifier of zero, his use of it is going to be fairly limited. Any thoughts?

don'y woory about stealing, I wouldn't post ideas without expecting you to use them.


force lighting........gah, I havn't read the saga rules in ages, so i can't remember how the hell The Force works in that game (treated as a skill?).

in tems or 'visability', The Force (as used by the jedii was sufficently low key that within a generation of thier dissapperence, the 'aveerage joe' like han solo thought that the jedi were a regilious order and that 'The Force' was a myth, even though most of the people over 35 in the galaxy would have been around and aware of the jedi when they were still active and not villianised in imperial propaganda (luke was, what, 18 when A new Hope is set?). Plus, lighting is a darkside power. thiers been only a dozen or so powerful darkside users around for centuries. darkside powers are pretty much unheard of outside their respective orders

TheCountAlucard
2010-01-10, 02:15 PM
first, shortly after take-off, a republic task force enters the system to take on supplies (the system is offically 'netural' as far as the clone wars go. it's nominally republic territory, the hutts control everything on Nar Shaddaa, and they're staying on the sidelines of the war, selling goods to both sides)Yes, yes it did. :smallamused: The party went to make a payment to Dogran the Hutt, at which point he informs them that eleven thousand credits have been added to their debt as a result of the loss of his product (i.e., the Clawdite's spice). However, he intends to erase half of their debt, provided that they foil an attempt by the CIS to ambush the resupplying of a passing general's ship, leaving the Republic in debt to Dogran.

The party fought three vulture droids in their light freighter. While they survived, concussion missiles are mean. After the battle, the general recognizes them and invites them aboard his ship. He informs them that an attempt was made on the factory manager's life prior to their attempt at questioning him. The party convinces the general to allow them to question him. He cracks under their combination of mind trick and pheremones, and only asks that they use the information to bargain for his protection with the Hutts. He tells them the name of his boss, as well as the location of an untouched weapons cache the CIS has been sitting on. It takes five or six convincings to get Scoundrel to not kill him afterward.

After that, the party sells the information to both the Hutts (for a new ship) and the Republic (for the erasure of their debt). Since the Republic's gotta cut through some red tape first, the Hutts get to it first, and leave behind only crumbs and ashes for the Republic to pick through, which leaves them understandably upset.

However, the party decides they intend to steal the weapons back to sell to the Republic, provided that they're allowed to "skim off the top." We end the session, while the party starts making their plan.

Storm Bringer
2010-01-10, 03:30 PM
:smallbiggrin::smallbiggrin::smallbiggrin::smallbi ggrin:

this party is goona be so happy when the emperor takes over

"you mean our bosses are as evil as we are? Sweet!"
++++++++++++++++++++++++++++++

futher ideas/ avenues of progress:

The republic says they'll buy the arms, but want the players to ship them to a embattled world to help arm the local loyalists. The players must get to the planet with both the CIS and the hutts on thier backs (the hutts, if the players suceed, let the players keep most of the cash, but demand thier next payment early, which still works out in the players favour, and a STERN warning not to pull anything like this again)


The CIS track down the shipment and launch their own strike on it at the same time as the players. A huge 3-way clusterF*** develops.

The hutts have already shipped the guns to a new location, and booby traped the site the players know about....Boom.

The hutts contract the players to ship the guns to a customer of theirs, for X creds (enough to make it a workable alternative to nicking them). To ensure their deliveary gets thier, they place a trusted agent aboard with the guns. The players, if they are smart, could use this to both sell the guns and stay in reasonable favour with the Hutts, by arregning to have the Republic "randomly" shearch their ship. The Hutts won't be happy about losing the goods, but they know that it happens in their line of work. Added bonus if their agent is arrested and the players have to bust him out.....


The hutts hire the players to 'extract' the manager form the republics hands so he can be secured (as per his 'deal' made in proxy via the players. they also intend to pump him for as much infomation as they can while thier at it), In return for a cut of the money form the arms sales (which they helped happen. reward your followers and all).

The republic deosn't want to buy the arms, they just want to keep the guns out of hands of thier eneimes. They offer the pay the players to blow up the stash. Bonus points if the players can think of a way to get the CIS to do the blowing up, in a reversal of the CIS plot in thier first mission.

TheCountAlucard
2010-01-11, 04:23 AM
After a very long, oft-repeated discussion of using various "botched" assassination attempts to bring about a crime war for the sole purpose of distracting Dogran long enough to slice his computers to find the location of the weapons cache (sounds like (http://darthsanddroids.net/episodes/0073.html)a (http://darthsanddroids.net/episodes/0103.html)plan (http://darthsanddroids.net/episodes/0065.html)on par (http://darthsanddroids.net/episodes/0098.html)with (http://darthsanddroids.net/episodes/0100.html)Jim's (http://darthsanddroids.net/episodes/0359.html)), I finally dangle the plot hook of Dogran just plain offering to pay the party to transport some of the weapons to a contact of his, a Bothan crime lord the PCs had believed was his enemy.

When they reached the drop point, Scoundrel's player was actually kinda ticked off at the presence of three Twi'leks, who were to follow along and keep the party from pulling anything off. The party first check the weapons to make sure there aren't any listening devices on them, and then Scoundrel convinces Jedi to mind trick one of the Twi'leks into convincing the other two to leave. He picks the one I had predetermined to be the lead one, and then rolls obscenely well. Once the party is aboard with the overseer, Soldier excuses himself to check and make sure the cargo is secured. Scoundrel again gets mad at me when Soldier discovers that the crates have locks on them. Soldier uses his computer skills to bypass the locks and extract the pair of Verpine shatter guns (hiding them in a bulkhead while Scoundrel grumbles some more, apparently having expected more shatter guns) from their case, leaving the flamethrowers, E-webs, et cetera.

The party starts puzzling over how they're going to contact the general to "randomly" search their ship (surprisingly, this idea came from them; I never said a word about it); they decide to mind trick the Twi'lek into "going to the bathroom for twenty minutes." Jedi rolls astoundingly low this time, so the Twi'lek realizes that they're trying to mess with his mind. He pulls out a remote, and places his finger on the button, not yet pressing it; he's pretty much indicating that there's not to be any more funny business. Soldier thinks to signal the astromech on their ship to send the message.

Of course, the general had been planning on searching their ship anyway, so the party's craft is soon surrounded. The Twi'lek is livid, but it makes little difference as the search is conducted. The PCs are in a cell for all of about forty-five minutes, and then are led back to their ship, where the cargo has been confiscated, although a cred stick with a sizeable amount of cash is laying in its place.

After the session, I point out to them that:
1) The CIS, Hutts, and Republic all know that the party screwed the CIS over,
2) The Hutts know that the party screwed the Republic over,
3) The Republic knows that the party screwed the Hutts over.
With these things in mind, how long will it be before all three factions decide to black-list the party entirely?

Storm Bringer
2010-01-11, 08:24 AM
hmm......

heres one from the left feild:

the players are sent a message form a man claiming to be part of republic intel. the mesage is somewhat odd, as it addresses the party directly, and didn't appear via their normal contact channels (for any of thier contacts). It specifies a perfectly Innocuous meeting place, like a well known local bar or something. Somewhere quiet enough for privacy, but busy enough that having a private fight would be impossible.

when the players turn up, they are met by a fairly young human (say 25-30ish), who claims to be a specail agent working directly for Palatine himself. He is tracking down a the double agent that got the Soldiers comrades killed, and thinks he knows where he is. However, he can't break into the location on his own, as it's too well guarded, and he hasn't the time to call on his regular backup, so he's looking for some heavies to help him bust into this stronghold. he contacted the players specificaly as the Soldier is with them, figuring that he deserves a shot at revenge.


As always, Alll Is Not As It Seems.

what the agent said is true, as far as it goes. He really is an specail agent for palatine, trying to track down the man who betrayed the soldier.

It's just he;s also a darkside user, as is the traitor.

both men are part of palpatines Xanatos Gambit TO RULE THE GALAXY!(tm) the traitor was a plant whoose job was to use the CIS to recover several ancient Sith Artifacts, then lead them into a trap so republic forces could curb stomp them and take the artifacts. however, the traitor got a little too egotistical and decided to go rogie, and set the repubic forces up for an ambush, which wiped out the Soldiers unit.

the man hiring the players is after the artifacts, which are rumoured to boost the users ability in certain force powers (hint, hint:smallbiggrin::smallbiggrin:). He has a lead on the man, but can't get in past security. what he needs is a disraction......enter the players. a bunch a competant, disposable lackies suitable for his purposes. All he needs them to do is keep the guards focused on them, butif they suceed in beating them, so much the better.

thier target left the site not long before the attack, but the dark jedi manages to find a solid lead on his destination. A chase ensues.

wether you want them to catch the man sooner rather than later is up to you. he'd make quite a nice reoccuring villain, to be honest. Plus, those artifacts might just be a way to let the Scoundrel have his force lightning......