Hey all.
The ship has blasted free of a planet with a ship that is loaded, packed shoulder to shoulder, with rescued prisoners/slaves of the Empire. The PCs effectively took the compound from the inside out, starting with the warden in his office, and gunned their way to the loading platform just in time to take off amidst a flurry of TIE fighters. Blasting their way out, an Imperial frigate closing in on them, the small freighter entered hyperspace to a close by system, hoping that the extra oxygen tanks they brought could bolster the life support systems to provide enough air to get them there.
End of Session.
My question is... it seems almost too easy for me to start the next session with, "... so you escaped and unloaded those prisoners on a nearby planet...." Instead, I would like to continue the Chase. However, I feel as though I'd be backing my players into a corner.
In my head... the Imperials would know that the PCs can't have a lot of air on board after stuffing their entire ship full of breathing creatures, so they broadcast to all nearby systems to be on the lookout for the escaping craft. The PCs didn't spend a lot of time and got no advantage on the Astrogation check, so I thought it would be pretty easy for the Imperials to jump along to the nearest system along the same path, which is exactly what the PCs were shooting for, the closest system with breathable air. Keeping in mind that our heroic craft has a x2 hyperdrive and the frigate a x1, it's actually not a stretch for the frigate to already be there waiting for them. (It's a frigate of my own design that is heavy on engines but light on weaponry, built to pursue).
That given, I feel that's overmatching my PCs who would be forced to seek atmosphere before they ran out of air. I do believe they could make it to the planet's air without trouble, the problem becomes ... what then? They can't land, they'd make easy targets for strafing TIEs or orbital bombardment from the frigate. Contact the local government? This is two years before Alderaan and not many full governments are going to want to openly refuse Imperial calls to capture or destroy renegade craft. I'm kind of stuck on this as I appear to have left them without a port in a storm.
Alternately, an idea brought up as a joke at the table was for the PCs to look for another ship, preferably getting attacked by a pirate ship, and then springing out with a huge number of troops (though unarmed) and capture the pirate ship for themselves. I've thought about this and I could make that work, the pirate ship could tractor the PCs ship into their hold moments before the Imperial Frigate arrives out of hyperspace, and could make their own escape... and I could have the fight be while the pirate ship is in hyperspace. However I wonder if that's not relying too much on ... coincidence... something that is not a heavy factor in my games as we enjoy allowing good plans come to fruition instead of falling back on chance guards dropping keycards or whatever.
Anyway.... PCs have a ship full of rescued prisoners breathing away their oxygen supply, they must get to atmosphere and then have to debark their full ship before they can venture into space again (have to fix their life support as well). Pursued by the Imperials.
Does anyone have a good idea or should I merely hand wave the accomplishment and move on?