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