This covers a few things.
Ive just started running Crates of Kryats. and my players have just left Tatooine. I ran it pretty much straight out of the book, which may have been a mistake, as my players are more advanced than a starting party, and thus they monstered the Tuskens with ease. No biggie, but still trying to work out the power levels when it comes to Minions and Rivals and such.
(They eat minion groups for lunch, but Rivals seem to eat them)
They seem to have got it into their heads that they have 2 routes to Nar Shadda... the 'long way round' of around 4 days, but skirts the around the Outer Rim, and the 'shorter route' that would take them through the Mid Rim via Bothawui, about 3-3.5 days.
Since they are on a time limit having lost some of the sedatives (They never even considered looking for any on Tatooine.. which... might cause them issues.. but I wasnt going to get in the way of that mistake).
This brings up a question... when you travel via hyperspace, would you always use the known routes? (Be it a Primary route, or a lesser route, or a local route).
Or can you program a course DIRECT from point A to point B. Tatooine to Nar Shadaa..
Or would you need to make multiple jumps, from point to point, before reaching your destination?
(Yes I know "whats best for my group" but guidance would also be useful).
They are also rather paranoid about avoiding imperials, since they have out of date and forges import papers. Now the adventure doesnt cover anything of this nature, but I would really like to throw something it.
So I was thinking, as they arrive at bothawui for their next jump, they are waylayed by Customs ships, since this is the only stop in the Mid Rim before they move into Hutt Space.
Now They will have a few options, Run, Bribe, Fight, and I need some advice on the possible outcomes so I am not flailing about like a shot gundark next week, so suggestions would be HUGELY helpful here.
Cheers in advance.
RD