Spoiler Alert: If you're my players, stop reading!
There might be spoilers about Lost Knowledge and Trouble Brewing, also.
I have a campaign arc that I want to see if it could be further improved. I'd like ideas on how to twist it and make it fun and mysterious.
OK, here's the lowdown: the PCs started the game either as defecting ISB interrogators, prisoners or pirates. The group stole the prison freighter and crash landed on Formos, starting the Trouble Brewing adventure that's long since completed. One of the NPC prisoners who escaped before the crash was a jedi, and gave them some info about the location of the Athiss ruins (see Lost Knowledge).
Unbeknown to them, the PC's prison escape was orchestrated by an Inquisitor seeking to use them as deniable assets who could then seize the artifacts contained on Athiss without the higher ups in the Empire knowing. I'm thinking of a Sith Holocron for the artifact (more specifically Vodal Kresh's holocron), but with a narrow focus on alchemy and sithspawn (which I would have total control over, since it's all custom material I'd create anyway).
Basically the pirates who "freed" the PCs by attacking the freighter were hired by him and a bounty was placed on their head right after. The surviving crew of the prison freighter was summarily executed to leave no witness. The Imperial Databanks erroneously mentions that the entire crew is MIA, including the runaways.
Plus, in the background, the Inquisitor is indirectly filibustering the ISB / Internal Affairs to prevent further investigation on the missing crew. This helps explain how they got away with it, and alleviates the "Totalitarian surveillance" problem that could have made the game less enjoyable (http://tvtropes.org/pmwiki/pmwiki.php/Main/BigBrotherIsWatching is more Shadowrun than Star Wars, honestly). I only insist on the dangers of being spotted when it makes sense in the story, but not all the time, which would paralyze players.
I've pretty much based the entire arc around the PCs being somehow used by the Inquisitor. He's obviously a treacherous villain vis à vis the Empire, but it totally fits the arrogance of dark siders. And he is also devious, and while he can reliably find them using Force Seek (which is totally something he'd use), he also uses the information he redirects to himself to find out when they are going to act on the info they got.
To introduce further conflict inside the arc, I've introduced the players to a paradoxical character, an agent of Imperial Intelligence counter-investigating the case. I'm playing the IA vs. ISB rivalry, which leads the IA agent to avoid endangering the PCs since she wants to pin who's really behind their escape. Her colleagues probably think her worries are just crazy talk, but since it's what they always do anyway, she's not hampered in any way. She has met the PCs and warned them that something was out of place, but that for the moment they should continue to do whatever they intend to do. She has hired private agents to bribe one of the indebted PCs into giving regular reports of the party's situation.
Last game, the players finally landed on Athiss, and are on the verge of getting the Sith Holocron. My question is, how can I use the elements already in place in addition to perhaps new elements, to make the best of this conspiracy arc and heighten tension, curiosity, etc.?
I was thinking that the players could somehow "guess" they are being tracked by being attacked at weird places by disposable hired guns.
Since the captain of the initial pirate ship has managed to escape capture, despite the bounty on his head, I was thinking he could have been re-hired, in exchange for his bounty removed, by agents of the Inquisitor in question. The players, who often check bounties for some reason, would be tipped off by his bounty's disappearance and see him again at some point (which always makes for nice moments, recurring villains and all, plus sowing confusion).
Also, the use of Imperial Agents has to be as natural as possible, since there is already two "factions" involved: the IA agent who wants to set things right and find the traitor, and the Inquisitor antagonist who uses the PCs and masterminded their escape.
Of course, this campaign has lots more NPCs and subplots I'm not mentionning, and the arc I'm talking about is the "meta-arc". I was thinking it would be nice when, finally, the players face the Inquisitor, that it be epic. I don't want to "waste" him in a cookie-cutter scene.
Do you have ideas / suggestions? Red herrings to mislead the players?
Edited by BarbeChenue