Looking to make this bounty interesting

By The Grand Falloon, in Game Masters

Okay, so I have an outline for an adventure for my players, focusing on the Bounty Hunter. The PCs are hired by a nobleman (or maybe his droid butler) to capture the nobleman's son. The son has gone off and joined the Rebel Alliance, and the noble has learned that a fairly small Imperial detachment is closing in on their location. The noble wants his son pulled out because A) He doesn't want him dead, B) His family would be ruined if they were associated with terrorists, and C) He's pretty controlling and wants to keep the boy under his thumb.

So, the group has to gain access to this young fellow, isolate him, bag him without harming him, and skip town before being nabbed by the imps.

Mostly I'm fishing for ideas for a small but interesting Rebel stronghold. I want to give them the option of either infiltrating the base or just ambushing the guy, and I'm hoping to stage their getaway as the base falls under assault. I'm a fan of cool environments, but I'm mostly drawing a blank.

Why not have the planet be like Coruscant and have the rebel stronghold be a safehouse?

Switch it up a bit...

The lad's father is under investigation for something anti-Imperial in his distant past, the Imps are closing in on the rebel cell...because the kid is their star witness...and the lad is coordinating the efforts to toss the investigation. Somewhere down the line the father will be in a political or financial position to aid the rebels and they're using the kid's concern and inside knowledge as bait to protect their own interests. The father just thinks his son is acting out or romanticizing an ideal, the kid just wants to protect his dad, and the rebels are just out for themselves.

Enter the PCs.

They hie off after the kid, but discover the investigation into the father's past, and it could end up having rippling effects which are detrimental to the PCs further down the line. The kid is a rebel rube, possibly even a stoolie.

What do they do? Nab the kid for a bird in the hand now? Help the rebels as they use the kid save his father's reputation, which is also good for the PCs future, then see him safely home? Ditch the rebels and help the kid on their own? Pull out their hair in frustration?

The rebel stronghold could be in a section of subway tunnels in disrepair and long disused. That allows them access to main use tunnels and sewers, possibly even an "Underground Old Town" where there are both rebel sympathizers and Imperial spies.

The leader of the rebel cell could be named William Idol...

Edited by Alekzanter

So you want a full rebel base?

What is wrong with a safehouse?

There's an interesting base in the Age Core Rulebook. Watercrest, pg. 400. It's a resort front for a base. They host outsiders to keep up appearances. Could be a good way in for the PCs...

Thanks for the suggestions all. I meant to respond sooner but i was out with the rugrats with only my phone for typing.

Anyway, I mostly meant like a small outpost. My current outline has an invading force of a Gozanti frigate carrying 4 TIE's, and a Vigil corvette that lands with 80 troops. The outpost would be small enough that this is an almost overwhelming force, though they may be able to hold them off for a bit while they get the transports loaded up. If only it weren't for those dang TIE fighters strafing the hangar area, they might be able to take off and escape. If only some miscreants had a handy YT-1300 parked nearby, any young rebel officers they had captured would willingly go with them, so long as they helped their friends escape...

I'm kinda digging the abandoned subway tunnel idea. I'm thinking a once-modern city, now fallen into ruin. Nature has almost reclaimed the crumbling skyscrapers and mag-rail lines, and the streets crawl with predators. There is a nearby colony contracted to harvest local plant life for, I dunno, tea? Drugs? Whatever. They're aware that someone is active in the ruins, as they trade from time to time. Mostly food for tech, they claim to be a salvage operation. I suppose whatever it is the local colony is harvesting could be medically useful, and the rebels are trading a bit for that, harvesting some of their own, and maybe even building a medical facility directly under an old hospital.

Though this WaterCrest Resort will HAVE to come up sometime.