After Mos Shuuta - Krayt Fang plot hooks and Force Sensitives

By Franigo, in Game Masters

So, after moving a couple of months ago I finally got a small game going at my new home, which I am pretty stoked about. I suggested Star Wars and in light of Episode VII all were happy. I usually write my own adventures, but decided to start with "Escape from Mos Shuuta" and "The Long Arm of the Hutt", because they seem to do a good job introducing players to the concepts and systems of Edge of the Empire. We played with the full rules from the beginning and my players created their own characters.

Firstly, I want the Krayt Fang to be a veritable treasure trove of plot hooks. I am using all the stuff from TLAotH, but I am trying to have more and maybe even personal hooks. This is what I came up with so far:

  • The badly damaged astromech is a R4 unit (R4-D4, called Radar) that was granted manumission, hired by Trex because his navigational computer was and is failing but got on his nerves so much that he dismantled it in a rather gruesome, torture-like way. It can be repaired and might be convinced to join the crew (they have no dedicated mechanic), but Droid Rights are its motivations which could introduce complications (adventures!) in the future. It could be interesting for "Debts to Pay".
  • One of the PCs has an Obligation to search for family members that were captured by slavers. Trex is a slaver and has an account with the Zygerrian Slavers Guild. Unfortunately, he is logged out and the password is unknown. If the PCs manage to hack that account, they might gain information on at least one family member's whereabeouts.
  • A couple of Bounty Notices on the computer, one being for one of the PCs (using another identity now, but this is a reminder of an Obligation). Then three new pop up for all of them from Teemo the Hutt.
  • The ship itself is old and very quirky, with previous owners having jury-rigged a lot of systems; some additions might even be hidden and dormant (for now).

I'd like to have more plot hooks, both material (stuff hidden in smuggling compartments, for example) and immaterial (connections to previous owners of the Krayt Fang, for example). Trying to change the Krayt Fang from stolen property to a legal or at least seemingly legal spaceship will be tied in with the Twi'leks on Ryloth, as will the offer of becoming the spice miners' main "freelancing spice transporter" if they help them, creating bonds to NPCs that can be used for more adventures.

Any cool plot hooks involving their new ship are welcome. What did you use?

Secondly, Since two of the players expressed an interest in becoming Force Sensitives (with the third a maybe), I want to present them with an opportunity to do so. As a GM, I am totally OK with having more than one Force Sensitive in the group; we all know the Force moves in mysterious ways, and maybe them meeting was not chance but destiny? Here is what I came up with:

The old lylek den was actually the hideout of a Jedi who survived Order 66 but was hunted down and killed a few years later. Nonetheless, she used the time to record a Holocron. When she felt a dark presence approaching Ryloth, she knew her time was up and hid the Holocron, hoping that the Force would lead the right person(s) to it and then went out to face her destiny in a manner of her own choosing (there might be a story behind that for the PCs to learn). I plan on having the trip from Nabat to New Meen be very rough, Ryloth's notoriously volatile weather playing up, a vicious heat/sand storm forcing the PCs to seek shelter. One of them will have a vision of a cloaked figure guiding them to the cave entrance. The bounty hunters are not waiting in ambush, they are actually following the group, so the PCs have a short time to explore the cave, being inexplicably drawn to the location of the Holocron. Just as they are about to find it, Trex (he survived Mos Shuuta) and his cronies attack. If all goes well, the bad guys will be defeated (although I do hope that Trex can escape to become a recurring villain), but a stray blaster shot will damage the Holocron. The crystal inside is fine, but the damaged system can only read and display choice parts (enough for the guardian of the holocron to be a teacher, if the PCs want that). A future quest could be finding a new Holocron to insert the crystal for complete access.

I am unsure if this encounter really needs a lylek (the hidden Jedi used the lyleks' fearsome reputation to seclude herself), but of course strange and dangerous creatures are very fitting for Star Wars.

What do you think? Too heavy-handed?

Finally, I think that killing a Hutt is too much too soon, so I plan on having them use the blackmail-ish option of either gaining evidence to force Teemo off their backs (for now) or supplying the evidence to a rival Hutt to achieve the same goal. Probably not Jabba, but a direct rival of Teemo for Jabba's favour. The latter option also has the nice side-effect of tying them to a Hutt with all the implications that entails and could be a nice way to lead them to "Debts to Pay".

Edited by Franigo

I like your ideas and may "use" some for my group.

We have an outlaw tech, who likes to take anything not guarded well enough and see what he can make it do. He is trying to build a super astromech with the parts on the Krayt and that he "found". The R4 idea could add some spice. " Debt to Pay", what do you mean yes EV-8D3 death to the organics? I built you! "Trouble Brewing", no we will not avenge J9-B8's death by killing every one who has ever met and is Bandin Dobah!

Also have a scholar, who wanted to be Dr. Jones but ended up Teemo's bookkeeper. It did help the crew blackmail Teemo later. With the new Force and Destiny products, he may find he is a Jedi Knight. The damaged holocron can help his change happen slowly instead of I drop my pen and now taste my lightsaber.

My group has a love/hate relationship with the hutts. I used a mixtured hutt to save my group. My story arc is sort of this.

End up having to work for Teemo.

Escape Teemo, work for another Hutt. "Escape" and "Long Arm".

Hutt jobs to pay off debit, "Trouble".

Coming close and then being pulled back in again.

"Debts", Teemo was the hutt who lost the mine, not enough credits but on to "Thick Skinned", for revenge on Teemo .

Fun in the Hutt System with Lords of Nal Hutta.

Just do "Crates of Krayts", and clear of Hutt politics.

Instead of being rescued by Techtank, it was Isotech.

Now just one job for saving their lives Beyond the Rim.

Be free of hutt control if find someone who ripped them off and bring back the stolen spice, " Shadows of a Black Sun".

Duck the Black Sun in the Corellian Sector, Suns of Fortune.

How about one last job this time again to be free of hutts, a heist on Cloud City, The Jewel of Yavin.

No chance of a double cross and have to try and collect a bounty on a pirate queen, Mask of the Pirate Queen.

Sort of the Han Solo/Jabba story thread. Just one job to be off the hook, well the next job and on and on.

Have you used B'ura B'an, Trex's prisoner? A slave could mention the PC's family being held by ZS Guild. They were going to be sold all over the known galaxy. If they hurry, they could get planet x and free them before they are all sold at the slave auction.

Also what about the fresh Wookie pelts on the Krayt? In "Long" Lowhhrick being a Wookie could smell them on the ship. If your group does not have a Wookie or has not found or cleaned up the Krayt, it could cause problems.

Hey look at that large group of angry looking Wookies. Are they growling at us and aiming their bowcasters? Did anyone understand what they said about flying the ship that leveled their home. Who smells like fresh killed Wookie? That's your mother's pelt!

What about the items in the crew quarters? A rebel spy was sent with Trex to explore the plant Hoth for a secret base. After meeting a wampa, the skin rug on the ship, the spy found a spot for a base. Trex turned on the spy and killed him. The spy was able to damaged the igniter and hide important rebel information in his glow rod/blaster power pack. Trex had to land on Tatooine to turn in his dead rebel and get a new igniter.

The new ship crew does not know a rebel special forces team is chasing down the Krayt Fang. Ship check. New igniter check. Killing a fellow rebel and having stolen rebel intel, trouble check. If alive after the meeting could be an intro to rebel theme adventures. That shipment of blasters you have the rebels need them. What about paying you for them or the money you spent on them or the deadly crime group waiting for them? It is for the rebellion.

I like your ideas and may "use" some for my group.

Thank you. I often find it is great to tap into the roleplayer collective for ideas. Lots of creative folk out there.

My group has a love/hate relationship with the hutts. I used a mixtured hutt to save my group

I plan on doing something like that. The group having to enlist the help of one of Teemo's rivals, probably Bargos as a segue into "Debts to Pay". If your group has a love/hate relationship, you are doing it right - it is always good to get your PCs to care.

Have you used B'ura B'an, Trex's prisoner? A slave could mention the PC's family being held by ZS Guild. They were going to be sold all over the known galaxy. If they hurry, they could get planet x and free them before they are all sold at the slave auction.

I used him even though I could probably have skipped him, as our Twi'lek smuggler freed the Twi'lek dancer in the cantina (spur of the moment decision when she asked her if she wanted to leave Tatooine, too). So right now they have two Twi'lek NPCs on board.

The idea about the slave auction is great! I'll probably have them infiltrate the auction disguised as slavers and the like, a bit like the opening scenes of RotJ.

Also what about the fresh Wookie pelts on the Krayt? In "Long" Lowhhrick being a Wookie could smell them on the ship. If your group does not have a Wookie or has not found or cleaned up the Krayt, it could cause problems.

Hey look at that large group of angry looking Wookies. Are they growling at us and aiming their bowcasters? Did anyone understand what they said about flying the ship that leveled their home. Who smells like fresh killed Wookie? That's your mother's pelt!

Yes, they found the Wookie pelts. I see them as a kind of litmus test for the moral fibre of the group. The PCs were horrified and want to dispose of them in a manner respectful to Wookies. I'll probably not hit them with bad consequences for that, but a short scare scene with an angry Wookie sounds about right. I though about having Imperial Customs agents enter the ship at one stop and take a brief look around. Everything seems fine, but then they have the PCs open the - airtight! - crate. Lots of sweating, but then the officer chuckles and makes a joke about pelts being the only useful thing Wookies have or something like that, reminding the PCs that the Empire is evil ... ;)

What about the items in the crew quarters? A rebel spy was sent with Trex to explore the plant Hoth for a secret base. After meeting a wampa, the skin rug on the ship, the spy found a spot for a base. Trex turned on the spy and killed him. The spy was able to damaged the igniter and hide important rebel information in his glow rod/blaster power pack. Trex had to land on Tatooine to turn in his dead rebel and get a new igniter.

The new ship crew does not know a rebel special forces team is chasing down the Krayt Fang. Ship check. New igniter check. Killing a fellow rebel and having stolen rebel intel, trouble check. If alive after the meeting could be an intro to rebel theme adventures. That shipment of blasters you have the rebels need them. What about paying you for them or the money you spent on them or the deadly crime group waiting for them? It is for the rebellion.

Yes, cool, I want to present possible ties to the Rebellion (I am pretty sure they'll want to join sooner or later), and the Wampa rug - Hoth link is nice idea. I'll have to let that roll around in my head for a moment to see if I can personalize it for my group. Thanks for the input!

Edited by Franigo

Love the Wampa rug tie in with Hoth. Totally going to work that in to mine as we are approaching the Krayt Fang exploration segment this weekend. Don't know that it will be picked up at first, but I had a few more Wookiees on board that were also slaves and will be returning them in the near future, at which point one of them will join the team but will not go back on this ship (pelts and slaves), so when they trade for another (a choice of two Explorer ships), there will be some odd items that come across that will come up in plot hooks later.

I will also have some video footage or something in the droid parts that the mechanic will find when he builds a droid.

I will also have some video footage or something in the droid parts that the mechanic will find when he builds a droid.

Ha, a classic. I'll use that, thanks.

[...], there will be some odd items that come across that will come up in plot hooks later.

If you ever get around to write these down, I would really appreciate you sharing them.

Edited by Franigo

Some sources I used for a slaver arc was

A Tatooine Supplement and K's Mos Shuuta Supplement, here on this site.

www.d6holocron.com, old d6 Star Wars rpg site.

Gamemaster Kit, adventure Rebel Enslaved! Free a rebel from a slave camp.

Shadows of the Empire Planets Guide, Vergessso Asteroid Field, a shadowport with everything and slave processing.

Galaxy Guide 11: Criminal Organizations, slaver groups.

Platt's Starport Guide, Kala'uun, a Twi'lek port.

We had a Twi'lek pilot who joined the group. The group first ran into her as a slave dancing girl. She wanted help escaping and finding her family. The group freed her and found a natural pilot. Now she has added gunfighter. Her favorite trick is to act all meek, and when the enemy is close go Scarface "Say Hello to My Little Friend" on them.

The group went from slave owner to slave camps to the showdown with the area's slave overlord. The group timed it to take him down after he had a fortune from selling slaves but before the slaves were off the ship. The big score did not last long. The group gave the ship and most of the credits to the now freed slave families.

Still the showdown with the slave overlord was great role playing. The overlord is a chevin, no problem. El did not look like much in ROTJ. Some of us will pretend to be wealth people wanting slaves and take him out easy in his office with some smuggled in hold out blasters. To bad he was a big game hunter, who fought single handed the toughest creatures and was in the middle of cleaning his loaded heavy blaster rifle and had Trandoshan bodyguards with weapons detectors.

The plan went from forced talks to how much damage can that thing take?

Some sources I used for a slaver arc was

Thanks a lot!

Still the showdown with the slave overlord was great role playing. The overlord is a chevin, no problem. El did not look like much in ROTJ. Some of us will pretend to be wealth people wanting slaves and take him out easy in his office with some smuggled in hold out blasters. To bad he was a big game hunter, who fought single handed the toughest creatures and was in the middle of cleaning his loaded heavy blaster rifle and had Trandoshan bodyguards with weapons detectors.

I'll need at least two slaver plot arcs since two family members are still missing, so thanks for the input.

Have the group contacted by a mysterious benefactor with missions that all have a side effect of freeing droids or destroying enough stuff that belongs to droids owners that they have to sell their droids. Down the road they decor that the mysterious benefactor is actually the droid radar and he was buying up the droids to free them and build a new droid army.

Once he has enough he'll launch an attack.

Have the group contacted by a mysterious benefactor with missions that all have a side effect of freeing droids or destroying enough stuff that belongs to droids owners that they have to sell their droids. Down the road they decor that the mysterious benefactor is actually the droid radar and he was buying up the droids to free them and build a new droid army.

Once he has enough he'll launch an attack.

Uhhh, evil, I like it. I'll probably see how well they treat Radar / droids in general and use that excellent idea if they turn out to be not up to his standards. Thanks!

Keep 'em coming, lots of good stuff so far.

Here is some stuff I did: https://community.fantasyflightgames.com/topic/87959-what-changes-have-you-made-to-long-arm-of-the-hutt/page-2#entry988893

Some spoilers on the above link.

  • Tass is a Kevorkian Monkey Lizard Mechanic who is hiding out in a secret compartment in the middle maintenance decks of the e-9 explorer (where nobody ever goes). They will get small hints that perhaps they are not alone on the ship but will need lots of ranks in perception/mechanics to find the secret compartment.
  • Tass is force sensitive and is able to "share" her visions of the past events of the Clone Wars (Force power influence). Every few sessions, one of the PCs randomly has a dream of some of the events that took place on the ship from the past. Things like a Jedi Master and Padawn doing/saying things with Clone Commandos, a scene where the Padawan graduated into knighthood and the master leaves the ship, then eventually the new knight being killed by the commandos during Order 66. Sometimes the PCs hear phantom voices or see "ghosts" but it is all Tass using her limited Force abilities to show the party what happened long ago. The PCs think the ship is haunted and I play that up.
  • Tass also uses her force abilities to move things around, sabotage, and cause accidents to the PCs using Force Power Move while remaining hidden in the vents between decks. She basically is testing the PCs to learn about their character and starts thinking they killed Trex and hijacked the ship. She has stayed hidden for safety. "Get off myyyyyyyyy ship!"
  • The ship was the original prototype for the e-9s from the Clone Wars and was used extensively for covert actions involving Clone Commandos and Jedi. All records and ships logs from that time period have been purposefully blacked out. If the PCS pass a high enough Computers check they learn that the blacking out has definite Imperial slicing signatures.
  • The Jedi Master (who survived) is now an very old and cranky Ithorian living in Mos Shuuta. The PCs had a run in with him on one of the suspended bridges leading to the slums and all but pushed him off the narrow bridge to escape pursuing storm troopers. He actually used Jedi Mind trick to convince the party muscle to move everyone out of the way, but the players were none the wiser and thought that it was just me as a GM giving a strong hint to the player. "Your character strongly feels that they should let this old Ithorian pass." "Guys, let's just let this guy go past us, ok?" If PCs put the clues together from their encounter with a random old Ithorian and the Jedi visions they could potentially get him to train them in the Force or get quests.
  • The ship has a set of civilian, Hutt fleet, and Imperial transponder codes that the PCs can learn to switch between. Similar to a James Bond license plate switcher from it's covert ops days. "It's an older code, sir, but it checks out."
  • The ship also had a loud clanking sound in the hyperdrives every so often that scares the PCs into thinking the worst. It's something they can fix much later when they have enough ranks in perception and mechanics. Until then, they can't find anything wrong with it. When they do fix it, they will find a small compartment in the hyperdrives that contains a message, holocron, or [iNSERT MCGUFFIN HERE]. One of the fans was catching the corner of the box and causing the clunking.
  • I have a bunch of other things that they can discover about their ship with high enough skill checks, which I'm guessing they will not find until much later. These can lead to further adventures.

Once they find Tass, Aruuna, and add a few other droids and NPCs then they have a full crew who mostly stay on the ship. I've used them on side adventures when the party is captured or if something needs to happen on ship while the group is away. The party just plays the NPCs instead of their characters.

Edited by ianinak
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Whoa, lots of good stuff! Thanks a lot. I will certainly use some of your ideas.

We actually played the some more in the meantime and they are on Ryloth, having found the (damaged) Holocron and are now trying to figure out how to help the miners. I will make the next part more intertwined with a larger plot of infighting between Hutts, with the player characters being used by a rival of Teemo to discredit him. I want them to be entangled in the larger power plays of folks, which will create nice hooks for more adventures.

Edited by Franigo