Running Trouble Brewing

By Xoran, in Game Masters

I'm getting ready to run Trouble Brewing from the core book and I had a few questions. I was hoping some other GMs might have some advice. Thanks in advance! Spoilers for the adventure below.

Did the adventure drop the plot line of the droid having the kessel run information stored on it? The rodian NPC offers to pay for it but then it's never mentioned again. How did you run this part? Did the droid have the data when the players found it?

How did you stage entering the the cavern that holds Bandin's ship? What is a pressure curtain?

What is a YV-666 medium frieghter? Are there stats for it somewhere? Did your players try and steal it? Even with the broken hyperdrive it seems like a medium freigher would be worth more than the bounty offered on Bandin Dobah.

Thanks Again!

Ryan

I'm getting ready to run Trouble Brewing from the core book and I had a few questions. I was hoping some other GMs might have some advice. Thanks in advance! Spoilers for the adventure below.

Did the adventure drop the plot line of the droid having the kessel run information stored on it? The rodian NPC offers to pay for it but then it's never mentioned again. How did you run this part? Did the droid have the data when the players found it?

How did you stage entering the the cavern that holds Bandin's ship? What is a pressure curtain?

What is a YV-666 medium frieghter? Are there stats for it somewhere? Did your players try and steal it? Even with the broken hyperdrive it seems like a medium freigher would be worth more than the bounty offered on Bandin Dobah.

Thanks Again!

Ryan

Have a look at this thread...

http://community.fantasyflightgames.com/index.php?/topic/104509-any-tips-on-running-trouble-brewing-from-the-core-rulebook/

In our game the players entered the asteroid stealthy, I just described the barrier as an energy curtain which keeps the atmosphere breathable in the cavern. Then allowed them x rounds to break into Bandin's ship before the alarms were fired off.
This was a great starter adventure for our game. It provided lots of plot hooks for future sessions.
The party killed Bandin and the Twi'lek bounty hunter and they decided to keep the asteroid, repair the freighter and convinced the droid to join the party.
They tried to hide the disruptor pistol on the ship when they handed in the bounty with the empire.
They have also sold the Glitterstim after a brief debate whether they could use it responsibly without getting addicted.

Thanks for the info! The deck plans in the older thread will be a huge help!

I would leave it up to the GM if the droid still has the route for the Kessel Run or not. If you don't want to deal with it, assume the pirates downloaded it from the droid, then wiped it from the droids memory/files. Then, at the pirates base, a random blaster shot takes out the navigational computer where the course is stored. No more Kessel Run info.
If you want to give your players fits, let them rescue the droid or gain the Kessel Run info another way. They'll soon find its a double-edged sword. Yes, they have info that can make it easier to manage the Kessel Run...but once other people find out about it, they are going to want that information, too. And lets face it, the easiest way to get something is to take it from someone else. Before too long, the players are going to have to deal with pirates, brigands, and thugs wanting that Kessel information.

As for entering the main cavern with the pressure curtain, more bloodthirsty parties are going to say 'We fly in and hose down the whole place with our ships blasters 'cause we're studly like that'. Well, let them, if they want to throw away the bounty on the Main Thug. Their ships lasers are big and powerful enough to vaporize a humanoid target...no body (living or dead), no bounty.

And as far as talking to the Rodian who was asking about the astromech droid, just have her give the party a contact number, and tell them to call her when they have the information.

The damaged YV-666 might look like a good source of credits, but only as scrap. The book mentions that its main hyperdrive is shot, and it only has its backup hyperdrive. I'm not sure if stats for a YV-666 are currently available, but looking at another YV ship should give you a general idea of the hyperdrives on a '66. A YV-1300 sports a Primary 2 and Backup 12 hyperdrive, as does the 2400. So assume that a '66 has something similar. Keep in mind that the hyperdrive rating is what you multiply travel times by to see how long it takes to get to a destination. That two day hop through a sector on a class 2 hyperdrive becomes just shy of a two week trip on a class 12. Unless you are hauling dry goods that have no chance of spoiling, you aren't going to get many cargo contracts. That, and does anyone know how much it costs to repair (or worse, replace) a class 2 hyperdrive? Yes, there is a hyperdrive generator upgrade for 6,400 credits, but that is an upgrade, not a new hyperdrive. Essentially, its a better carburetor/fuel injector system...NOT a new engine.

That doesn't mean the '66 is useless. I'd let the group salvage the thing for repair parts. It never hurts to have a spare compression coil when yours blows out in the middle of nowhere.

Thanks! I was thinking along those same lines. The players already have a decnt ship, and I'm not really at a point in the campaign where I want them to acquirre a second one.