If they killed the wampa

By Cfinch126, in Game Masters

alright, so I'm looking for a bit of advice here depending on how a situation plays out.

So the group I GM for just started a new campaign. It started with them all in a prison rescued sorta by a Hutt from execution. He rescued them because he wanted to use people that no one would miss to do some jobs that he can't have any attachment to. They would meet with a liaison of sorts. Anyways their first mission was a test where they had to capture a pet of his alive. It was a Wampa. Anyways the mission was going well, and they found the wampa which turned into a solid fight. But some decide, forget the Hutt! Kill the Wampa and run, well not everyone was down with that idea. Unfortunately we weren't able to finish the fight because I had an immediate emergency come up and had to end the session. We decided collectively to pick up the game post Wampa fight. But there's a mix on wether or not the Wampa is dead. I'm going to let the group vote anonymously on wether it's dead or not.

Now the question is what do I do if they killed it? I know some are leaning that way possibly the majority. The ship they've got was given to them by the Hutt and the smarter ones are thinking first they've got to lose the ship. I just would like some session ideas, do I put them in shadow port trying to trade their ship? We're they tagged by the Hutt in prison and have a tracking device planted in them? I see great potential of running from the Hutt and trying to disappear. Any suggestions would be appreciated. Thanks!

Really, if kidnapping the wampa was a test, then the Hutt has considered the chance that they would fail. Having failed, he's likely to go, "That's to bad, guess I'll try the next batch." As they were never really in his employee or extended loyalty, I wouldn't expect him to take the loss personally, it's nothing more than a failed business venture. Of course, that still leaves some amount of clean up.

If I were the Hutt setting this test, I would have eyes or a deadman switch on the Wampa. As soon as they kill it, the Hutt calls up his semi-corrupt buddy in the Empire and lets him know that he's "Located your escaped prisoners, and as a good, honest imperial feels obliged to report them. Oh, and I believe they've stolen a ship from me - thankfully I installed this tracking device, here's the frequency."

So if they kill the wampa, I would give them a Hard or even Daunting Perception to notice the life-monitor implanted in the wampa before they depart. Back on the ship, they start lifting off only to be ambushed by the local imperials, acting under orders of the Warden the hutt called. A few adventures of running from imperials later, they should realize they're being tracked and need to ditch the ship. (They won't have time to sell it, really) and continue on your merry way.

Also, I'd give the group Obligation: Hunted for the imperials after them and Obligation: Untrustworthy for betraying the hutt that helped them escape. Because the Hutt will tell his allies to be careful about dealing with these characters.

Of course, you could lighten up on the consequences if you don't want to push them this hard for the choice by removing the tracker on the ship, or slowing down the imperial response.

Only dead bodies can't talk of the Hutt's proposed arrangement.

Heh... he sends them to acquire a replacement of course a mated pair with kids would BE SO MUCH BETTER!

Not for them anyway!

Seriously if they killed his prize teddy bear of course they need to make amends asap after all Jabba has Boba Fett so who does this Hurt have on their staff?!

Thanks guys those are some solid ideas! I really like the mated pair one!

Also, Obligation. The players may be free from wherever they were locked up, but there's an angry Hutt out there with their names on his list, credits to burn and every bounty hunter in the Outer Rim on speed dial. Hit the group with some Obligation, spread it mostly to the ones who were in favour of killing the wampa, and let them run with it.