Help on crafting an encounter.

By GreenGhola, in Game Masters

Hey all, wanted to get some advice from those more imaginative than myself on an encounter I am planning for for my EotE group. I'm currently running Jewel of Yavin for them, so far many hijinks and fun times have ensued and I've found it very enjoyable despite the heavy reliance on social interactions (which I find as a newer GM I still need work on).

What I actually need input on however, is something that has arisen due to a character's background and obligation. Trying to keep it brief...basically in my game Kaltho the Hutt is not only a prominent bidder for the jewel, but The Galaxy's only supplier of a synthetic drug called Liquid Bliss. The drug he produces is only 50% of the total formula, meaning someone else has the other half...which surprise, previously mentioned character happens to possess. This character and the party as a whole have an arranged meeting on a Yacht in orbit which is a mobile lab used for manufacturing the drug. The PCs have basically decided, being in the know about what kind of credits and such are at stake...to try to take the Yacht for themselves, either subtlely or by force.

So what I an curious of specifically, is what sort of obstacles can I throw at them to make this an interesting encounter? I don't wish to railroad this one way or the other, although I do find the idea of a roving band of drug barons to be an excellent idea for future adventures. The only things I have come up with so far: a firefight erupting in the actual lab, with potential fun side effects affecting both PCs and NPCs if some stray blaster fire would expose them to the various chemicals and such, and defensive turret droids defending key locations on the ship, using stats similar to the ones in the Onslaught at Arda 1 book.

Thanks for reading, any suggestions are appreciated.

Plenty of options, both in space around the yacht and once they're on board.

Depending on the size of the yacht, there are options for social encounters or computers and mechanics as well as straight-up combat.

There could be guards, butlers, servants or droids on board the ship which could be captured by the players if they're being stealthy. They could be coerced, charmed or reprogrammed into aiding the players for one reason or another.

Mechanical devices or computers on board could be rigged to provide a distraction for a combat assault on a part of the ship.

Something bad could happen if the ship's control systems were damaged or interfered with. The yacht could start to list toward the planet, in danger of crashing into the atmosphere if somebody doesn't fix the problem.

Or it could try to fly away, heading into some asteroids, perhaps on autopilot, and a PC would have to regain control of the ship to stop it.

Just a few ideas off the top of my head. Have fun!

Using my realworld experience training for meth lab entries. :)

  • Play up the danger of a blaster fight inside the lab area. The air may also be made toxic (need a sealed suit) once stuff starts being broke. It's stuff blowing up AND toxic air. Fun fun.
  • Booby traps.
  • The target turns out to be a decoy. The real lab ship then takes off and the chase begins.
  • The law shows up having been investigating the lab themselves while pulling surveillance. They of course will sit back and watch what happens. When/if the players begin to leave with their ill-gotten goods, a chase will begin.
  • The drug dealers have eyes and ears everywhere. If the players leave any clues or have loose lips, expect a tail. Or, the lab ship will be alerted and in the process of fleeing when the players arrive to hijack it.
  • Innocents in the way. The crew and lab folk have their family aboard. Even children.
  • Angry pet guard vornskyr.
Edited by Sturn