I want to make a simple, two or three session adventure, and I have a few Ideas. However, I would like some pointers, some things that you think would be better as 'x' or the sort.
Act
· The PCs find out they need to make a Kessel Run
· To do so, they will need to find a contact or two, I am thinking some a total of three. Each reflects how "good" the characters want to be.
· They will have to track them down, and use some legitimate entities to find them, or the underworld. I am going to make this take a bit of time, but I don’t know exactly how long. Any help with this part is appreciated.
- One will be willing to help give them a simple pass key to land, the same a certain cargo ship will have previously, but his plan will have a catch: the other ship will arrive a short while after they leave, and unfortunately, the empire was suspicious, and left a tracker on their ship, when they land, the imperials will be there waiting for them.
- The second person will be riskier. He will ask the players to steal the cargo ship that has the codes, when the crew has their backs turned. That one will be the hardest, but have the highest payoff, as they can sell the ship.
- The third contact is a bit more… volatile. He will ask that they destroy the other freighter, and that they come into the port saying that they are coming in to replace the lost ship. This will be the easiest way in, but they will have to deal with the increase of obligation.
Act 2
- Next the PCs will have to follow through with the first part of each plan, whether it be stealing codes, the freighter or the destruction of the freighter.
- The PCs will now need to plot the Astrogation course, which has to be Identical to the freighters’. When they drop into real space, they will encounter pirates, just outside the reaches of Imperial help. They can deal with the pirates in a three ways, unless they come up with their own way.
- Negotiate. They offer the pirates a cut. If they don’t deliver, the pirates could become a lasting problem over the next few adventures. And, the pirates might still become a problem, repeatedly trying to blackmail them. Maybe I should make them part of the Zann Consortium?
- Shoot down the ship. The pirates try to dock on their ship, using a tracker beam to hold the PCs in place while a shuttle comes over, should they fire on the shuttle, the pirates fire back.
- Run. They try to flee to the relative safety of the empire. While this makes the empire believe their story more, it makes the pirates really angry, and they are sure to show up again.
- Then will come the nerve racking part. They have to get the spice, and get out without getting caught. This will require some deception checks naturally. And maybe a bribe or two. This part is very undeveloped.
Act 3
- When they get off the rock, if they ran, the pirates are waiting. The pirates now have two snub fighters deployed, and have a comms jammer up. However, it also blocks the pirate comms, so maybe the PCs can figure something out. I don’t know. Now if the PCs try to negotiate this time, then they will have to give even more of a cut. Running isn’t an option. If they try, they get tractor beamed. And Fighting will be much harder.
- After this I need to set a target planet for the spice. Maybe a place they can go to find a buyer? I’m not sure. Maybe another contact? Or do they just go to a planet like Nar Shadda and try and find a buyer with and Underworld check?
- After that they will be rerouted to another planet and or city to drop off the spice. That, is where I would like to see some crazy survival stuff. Like getting nabbed by a crime boss, a reacurring nemises, and escaping. I will try to make up something for it.
So what to do you think?
Edited by Strylith