Granee Noopa Slave Escape

By Metsys509, in Star Wars: Edge of the Empire RPG

So I want to run the little Granee Noopa encounter from the Lords of Nal Hutta book but before I do, I want to make sure there's a way out for the players if they end up getting enslaved at the end. Problem is I assume a Hutt would make it pretty impossible to escape their lair, especially if you've had all your gear taken away and locked into a cell in the dungeon.

If any of you have run the encounter I'd really appreciate any tips. My only idea is to have an npc they know try to help but I haven't fleshed that out just yet.

(this has probably been posted before and if it has I apologise)

If they get caught - TOUGH!!! I've not run this yet... for obvious reasons.

Seriously, if they DO get caught just use the guidance on page 139... Bounty Hunters scour the galaxy, looking to bring them in alive, so the losing Hutt can humiliate them and regain some honour/prestige.

From a players point of view this is a 'stick it to the players' kind of adventure IMO if they don't make their Underworld check or fail at the end.

As a GM I consider this a 'stick it to the players' kind of adventure IMO, even if they refuse, they get shafted with more Obligation. I would carefully consider running it as written. Yes, there should be elements if danger, risk & failure and it's perfectly in the spirit of Star Wars (carbon freezing anyone?) and EotE, but as a player i'd be well peeved being a Hutt patsy,,, throw me into the Rancor Pit now :D

I'd make the rumours about losing more widely available, maybe Black Sun Ops have lost in the past and the players are approached by the sibling/parent of a loser. Maybe their own patron or Obligation knows about the disappearance of losers etc.

The players will already have enough Obligation between them before they get the invite, unless it's an established group.... if their Obligation involves Hutts (and why would a player willingly have Hutt Obligation anyway?) they have no choice but to take part. :angry:

Edited by DidntFallAsleep66

So I want to run the little Granee Noopa encounter from the Lords of Nal Hutta book but before I do, I want to make sure there's a way out for the players if they end up getting enslaved at the end. Problem is I assume a Hutt would make it pretty impossible to escape their lair, especially if you've had all your gear taken away and locked into a cell in the dungeon.

I think one can look to the shorts stories in Tales from Jabba's Palace for inspiration. While the Hutt would do everything in its power to prevent slaves from escaping, certain courtiers might have agendas of their own. For example, one NPC might want to help the PCs in order to discredit another NPC; there could be a spy from a rival organization in the court, etc.

-Nate

I am right now in the middle of a larger Granee Noopa arch, and I already prepared some missions that the PCs will be gang pressed doing for the hutt for the enslavement (if they lose), restrained by some sophisticated tracking device or slave collar.

Geez, I hope they can't escape. We really pissed off the losing team (one of the other teams didn't survive). I want those guys kept on a leash for a long time. :D

Is it just me, or does "Granee Noopa" sound like a Gungan grandmother?