Need help filling this in

By bsmith23, in Game Masters

So I posted over on d20 radio, which no one listens to, but I thought id try here, too.

I might be doing a one shot tomorrow depending on groul attendance. The premise is that the group is transporting medical supplies to a colony on the outer rim. It is really for a rebel cell, but the crew doesn't know that. What's worse is that there is an imperical tracking device in the supplies, and now its transmitting the location of the rebel base.

I just need help throwing things into the sandbox to make the 5 hours of play the most it can be, so what all can be added?

Thanks.

On what planet is the colony located? Is the government there sympathetic to the Rebel Alliance, or thoroughly loyal to the Empire?

An inspection is always fun, letting the local customs officer make Perception checks opposed by any of the PCs' efforts to hide illegal things aboard the ship. Of course, a little bribery might help eliminate suspicion.

Once the Imperials pick up the signal from the tracking device, how do they respond? Do they send a show of force, or use an agent who is more subtle? The aforementioned customs officers could try to stall the PCs, or could become a hapless pawn caught in the middle of a confrontation.

-Nate

The ending will be defend the base and/or evacuate. Irm also thinking about social skill checks to convince rebels that they did not set them up.

You could always have them fight off pirates en route to the colony. A bunch of medical supplies would be worth a nice sum of credits on the black market in the middle of a galactic civil war... tempting enough for a small pirate crew to consider.

Are the supplies being delivered to a front company? Or are the Rebels posing directly as the buyers under false identities? The whole setup for how possession of the goods are transferred would affect how much the PCs are entangled into the resulting Imperial raid.

That depends on your players.

For example I am assuming you are officially running an Edge game so it might be wise to throw in their natural suspicions an attack on another freighter and if they respond and ask the right question that they were supposed to take their cargo.

Just that raise their suspicions be sure to have a pair of TIEs turn up wherever they land to add to their paranoia and most importantly decide how difficult it well be for them to detect and then find the tracker.

That should easily fill that time in fact you might need more to finish it!

I am in the process of running something similar, the players are tasked to take some medical supplies to a base. En-route they are attacked by two speeders, each speeder contained 4 thugs with blasters. Once they get to the base they find 4 more speeders.

The base is a medical facility for the Rebels, and it is under attack by the spy who found the base and quite a few hired thugs.

My players have just fought off the spy and his thugs, and have saved the few Rebels in the base. They have been asked to assist the Rebels get off world. Which is where my session ended.

If they help they will find as they hit orbit an Imperial ship enters the system and they will be attacked by 2 wings of 3 tie fighters. Last time I did this I had the Astrogator make a skill test and he had to accumulate 6 successes before he could jump.

I am thinking of having the players go to cloud city as that would seem a good place to have the Rebels find a transport onwards and for them to find additional work of their own.If the players express an interest in joining the rebellion perhaps they all gain a Duty point and then get a mission to save the commander of the base they just fled.

If not perhaps the Bounty Hunter could be tasked to taking a Rebel commander to Kessel or some place for execution or interrogation...

Don't forget the asteroid field.

Edited by Orjo Creld