Hello, fellow GMs!
My PCs had some fun deciding that they would band together with some pirates (who were supposed to be the campaign bad-guys) against their Hutt employer (Bargos from Debts to Pay ), which has led to a lot of fun. Several players have noted that they want to acquire some better gear prior to the final battle against the Hutt, so I thought a nice arms-smuggling job was in order.
Here's the plan right now:
- Their pirate contact directs them to the Sepan system (of TIE Fighter fame) where a civil war rages, and where weapons should be plentiful, for the right price. The pirate give them a large sum of credits and a list of weapons that should be available from the dealer on Dimok. My PCs are not the kind to take the money and run, as they know they will be hunted for it.
- Once they land on Dimok, they have to carouse and pass some checks to find the supplier, as he won't want to attract a lot of attention. This could lead to an encounter or so, but generally they will find him.
- The buyer has the weapons they need, but offers them at a price higher than the credits they have from the pirates. The PCs then can bargain him down, or he offers them a side-quest to collect salvage in-system from wreckage of warships. Either way, they should eventually get the guns.
- If they take the salvage route, it should lead to some fun, perhaps with other salvagers or local law enforcement.
- When they finally make it back to the pirates with the weapons, they are rewarded in credits and/or weapons for the upcoming battle.
Knowing my PCs, some of the above will happen, eventually ending with the weapons getting to the pirates, but the way we get there will be far different than what I've planned.
So, any thoughts on the above? Anything you'd throw in, remove, do differently to make it more interesting/fun?