Adventure- Teemo's Legacy

By Rakaydos, in Star Wars: Edge of the Empire RPG

A brief recap:

So, when my group ran through Long Arm of the Hutt, neither the Trandotion Captian, nor the Kubaaz Spy were killed "on screen." Also, one of the characters, a bounty hunter, did not take well to the revelation that there was a FSE in the group. (thogh we tried to play him off as clueless, there came a moment in the narrative when he could not plausably ignore it.) After a scuffle when the bounty hunter was Move-disarmed, the bounty hunter's player agreed to retire the PC and "Agree to go our separate ways."

So I had the core of a nice Nemeisis-Group. I threw in a female Gammorian who was a Findsman, because my party played up the "gammorian opera alarm" into "Gammorian porno" The party had already stolen not one, but two YT1300s from Trax the Trando,as well as at least 1 airspeeder over Long Arm of the Hutt. but used the procedes to buy a "clean" ship, and started billing themselves as Totally Legitimate Buisness, INC, incorporated on Naboo. (they had enough social and knowlege skills to actually get themselved a real holding corporation for their ship.)

Teemo's Legacy:

So, Teemo wasnt just working for the imperials to be a rebelious teenager- he had a plan. Having commissioned a Modified Lancer (slightly less guns, a small hanger bay, a throne room, ect) from KDY, he was planning on becoming a pirate lord. However, when Teemo was defeated, KDY had a half complete ship, and the Inquisition expressed interest. in finishing the contract.

Trax, meanwhile, escaped the fall of Teemo's private empire with one of Teemo's private creedit accounts, and knowlege of the Lancer. Assembling his crew, he begins to plan to take the lancer for himself.

As the PCs have various unrelated adventures, Trax puts together a plan, which while not foolproof, his Findsman tells him has good omens of success. The largest remaining problem, is that stealing not just from the Empire, but the Inquisition, would have him hunted to the arms of the galaxy. He needed a Patsy he didnt like... one with a history of shipjackings...

Luring the PCs to Kuat with a comment about knowing where the Wookiee's kids are (obligation activation), the PCs start the adventure looking for Trax of his crew, to wring the information out of him. (unfortunately, the social members of the crew couldnt make it so they are off putting off a corporate brushfire that Trax arranged)

Sitting in a cantina, they find out that an Inquisitor is making a visit soon so all the security personell are frantically getting ready, and that a representative of Duke Dimock (from Long Arm of the Hutt) is waiting for a customer.

Investigating the Geonosian, they find out they just missed their old bounty hunter friend, who bought a bunch of battle droids and a droid control module. He apparently has access to money from one of Teemo's old accounts, and wants the droids delivered to a warehouse near a specific shipyard. Their bounty hunter friend then took a shuttle to the Military station.

The Findsman having Forseen a gaff on the imperial administrator's part upon seeing a female inquisitor, the bounty hunter charms himself into the inquisitorial party, rendering him basically untouchable by the PCs. They are back to square 1.

Looking up the Bureau of Ships and Services, they find that Trax's ship is at Kuat, but for sale. They check it out and hack their way inside, to discover it's been stripped, and that the Kubaz is hiding somewhere with a planetary net connection, but Trax is on one of the worker habitats, to arrainge to buy, "young Kuat-creche trained Wookie Laborers"

When the party is dragged by the wookie to go invesigate, they almost run into the inquisitorial party, and the wookie gets split from the group. Making arraingements with the unofficial wookiee ringleader, she locates her kids and arrainges to join the same team they;re assigned to... to work on a certian modified Lancer.

As the rest of the party tracks their missing wookiee, Trax's plan goes into action. The bounty hunter having made arraingements on the inquisitor's tour to get the Kubaaz access to the security mainframe, the Kubaaz makes it look like the hack happens from the PC's taxi-shuttle, and battle droids leap through the space separating the warehouses from the shipyard.

Seeing this, the PCs actually hijack the taxi and fly it to the modified lancer's hanger. Ruining the Taxi on landing, they rescue their wookiees and start firing off escape pods, while one gallant PC heads to the bridge as he almost-finished ship begins powering up... to find noone there besides the battle droids.

The Inquisitor arrives, and the bounty hunter convinced her to let him bring Trax along. As the PC in the bridge tries talking down the inquisitor, Trax takes the inquisitor out, and begins monologueing about his plan. The other PCs are safely off the ship, but that PC is Trax's Patsy, the "mastermind" who stole a Lancer from Kuat. Once safely out of Kuat, he would be marooned on a technically habitable world with a holdout blaster (because pirates). Unable to come up with a good escape plan, the PC is stunned, and finding him will be the next adventure.

The other PCs find their ship has been impounded by Kuat athorities who have bought Trax's bluff hook line and sinker, but steal Trax's ship (that makes three ships stolen from him, by the way :P) and burn their way out of Kuat. They will need to hook up with the social characters who were elsewhere, and find their missing companion. (who, coincidentally, was the captian of their old ship)

The wookie reduced her Obligation: Family to minimum, but the captian (who was framed) got a whopping 15 bounty obligation, canceling it out. Their ship is in hock, but they've got another, and their nemisis has gotten an impressive boost in power, while the next session has plenty of hooks for the players.

Edited by Rakaydos