Spy Hunter Adventure

By LadysingstheLando, in Game Masters

Dear GMs,

To please our bounty hunter and give the group the impression that they had some free choice, I gave him a list of 7 bounties on a sheet with descriptions. I plucked some of them from the No Disintegrations WEG book. We're at a point where the group has a bit of freedom to call their own shots, and it looks like they will want to pursue a bounty for which I have little to no material. I'm looking for good ideas, encounters, set pieces, carrots, sticks, and/or tips for how in the world a group would even begin pursuing a spy. Here is the background:

* Charming female Twi'lek dancer (what else?) is actually a spy/databroker and has found her way in and out of numerous Hutt compounds on Tatooine. Since that's all Jabba territory, it's his bounty. I think the PCs are eager to meet a canonical figure, since after 4 months of playing, they still have not met any of them in the flesh. -- who knows, maybe they'll at least get to shake Bib Fortuna's hand or something. Anyway, someone shifty enough to evade and steal info from Jabba's clan can't just be sitting in some cantina waiting to be made. However, I have no ideas about starting points and how this adventure, which ideally should only last 1-2 sessions, should evolve. I was wondering if anyone has done anything like this. Feel free to suggest anything, including story points. I have no other background info; I haven't even decided who the spy would be selling the stuff to (could be another Hutt clan for example). But, the group wants to go after this bounty in particular, and I need to start planning. I imagine that anyone who has run an adventure where a bounty hunter is hunting another bounty hunter could also have some good advice to offer.

Thanks, fellow GMs.

Starting:

Bounty Board - There's bounty terminals in star wars, maybe the players just pick her from a list, and get a comm to meet the issuer for more info.

Obligation - It comes as a tip from an obligation based contact, suggesting that turning over the bounty to the Ob-contact won't bring it credits, but will reduce obligation. "Or... ya know, you can go to Jabba and hope he pays you instead of feeding you to his monster of the week..."

Cattle Call - Like in ESB a bunch of hunters are called in and Jabba lays out his terms, offering this bounty as a "chance to move to the big time."

It's personal - as part of the setup or preceding adventure the bounty head has actually pulled a fast one on the players, the possible payday is just icing on the revenge cake.

Edited by Ghostofman

Ghostofman has good ways to start it. But how to get to her? Since as you said she's not going to be sitting around flashing credits and waiting to be made.

Let's say she has a pattern. She goes after marks with particular qualities. The PCs could stumble upon this with an Advantage or Triumph in their investigating. Then, hopefully, it will occur to someone to set themselves up as a juicy target and have her come after them.

Alternatively they might know another bounty hunter is on her trail. I know there's a "thou shalt not interfere in a hunt" and all that, but maybe this other bounty hunter is true scum, known for breaking the Code all the time, hunting hunters, stealing bounties, etc. At any rate, this scum has done the main work, and the PCs just need to steal it and get the scum out of the way while they carry one from where he's left off.

Edited by Admiral Terghon

Options to consider:

Client: Jabba is a smuggler kingpin, typically depicted as specializing in spice. So spying on him will most likely mean trying to figure out what spice he's sending where and how. So possible clients of your spy might be:

-Other crimelords trying to muscle in on Jabba's business (good for the "no honor among thieves" campaign theme)

-Law enforcement like sector rangers trying to bust spice operations in their home sector ("Lets be bad guys" theme)

-Corporate types. Perhaps a pharmaceuticals company with a new drug that's good for fighting spice withdrawl is hoping to get a leg up. Find out where Jabba's opening up a new shop, and ship a load of spice-be-gone there too. (Have the corps be kinda jerks about it too and it'll be good for the "We're criminals, but at least we admit it" theme.)

At the time you're talking the Spy will either be trying to execute one last job, or will have collected all she can and be looking to leave town. Depending on which way you go the players will either need to figure out what her final target is and set up a trap, or will need to figure out how she's planning to leave town, possibly leading to a chase across a couple worlds. The first option is probably going to be easier to fit the 1-2session plan.

Start/Crawl: Bounty assignment

Act 1 investigate: Run down some leads. Roleplaying, roughing up some contacts and locals. Perhaps give old Garindan a cameo? Result: Players find the Spys safehouse.

Act 2: Ransack n Shoot: Players tossing the safehouse getting a clue or two about the next target. Have it be critical, like the encryption key or NOC list needed to make everything she has so far work. While tossing the place, she shows up with a couple team mates. Shootout with the goons while she escapes.

Act 3: The target: The players have to defend one of Jabba's remote compounds from the spy. Review the player's skills and talent to find their weakpoint and exploit it.

Possible solutions:

Low Perception: She's a master of disguise. She impersonates someone important (Perhaps the Bib Cameo is actually her?)

Low Discipline: She's a charmer. Perhaps in act 1 and 2 they run across her briefly, and she's sweet on one of the players (possibly even being his/her obligation, it's hard to bring in your highschool sweetheart and toss her in a rancor pit)

Gun Bunny's: She's a ghost and has hired a merc team to create a diversion. They attack while she slips in a back 3rd story window.

Talkers: She's a commando, comes in with a strike team.

Low Charm/Negotiate: She beats the players to the location, and claims to be them! Players must now get through Jabba's goons who think the players are there to steal the mcguffin.

End act three with a speeder chase across the desert. If the theft went quick, give her several ranks of short cut, piloting, athletics, and coordination to stack the escape deck in her favor and help extend the run.

Edited by Ghostofman

Im writing a spy chasing module where the PCs are chasing a spy type. He escapes from a botched operation and is involved in a speeder crash then flees to his safe house to retrieve his datapads and such. Then they are supposed to track him to a local cantina.

The problem I have is what sort of clues might a competent spy miss? Especially seeing this character will eventually be a PC and the hacker to boot so they cant really use slicing to help.